In-run evolution and legendary powers
New
- In-run evolution: if you start with a Pokémon that evolves, bosses drop evolution stones (and sometimes chests do too). When you pick one up you choose what it evolves into (Eevee, Tyrogue and friends pick a branch) or keep it for your next level-up. It changes form, types and stats and keeps its moves.
- Lineage: a Pokémon evolved during the run is stronger than picking it already evolved. Each evolution gives ×1.18 base HP and attack, a bit of speed and a full heal, plus a trait for its type (18 of them, stronger after the second evolution): Inner Ember burns, Frost slows, Shell blocks physical hits… It shows as a golden ring under its feet and on the pause screen.
- Legendary powers (generations 1 to 3): playing as a legendary, its own power fires by itself every few seconds. Zapdos calls an electric storm, Lugia fires an Aeroblast at the strongest enemy, Mewtwo raises a psychic barrier, Ho-Oh is reborn once per run, Kyogre and Groudon bring their weather, Rayquaza rains meteors, Mew copies another one… The other generations will come later.
- In co-op, each player evolves on their own and everyone else sees the new form right away.
- Elemental reactions: every hit leaves its element’s mark on the enemy for a few seconds (Burning, Wet, Charged, Frost, Spore, Toxin, Sand and Mind, shown as a coloured diamond). Hitting it with another element triggers a reaction: Steam, Electrocution (jumps to nearby foes), Freeze, Overload, Combustion, Shatter, Plague, Superconduct, Quicksand, Mind Rend… Fighting, Flying and Dragon don’t mark: they detonate, spread or break marks. Mixing move types now changes the run. They are discovered in the Archive and there is a cheat sheet in Build → Tree → Reaction.
- Much bigger skill tree (84 nodes): new Technique family that changes how each attack shape works whatever its element (shattering projectiles, enemies that explode on death, Echo that recasts your moves, beams that leave puddles, melee shockwaves, repeating bursts, dashes that fire in a circle…), and a new Reaction family to boost reactions (Catalyst, Lasting Mark, Dual Nature, Chain Reaction and one per reaction, plus some type-exclusive ones).
- New gear: 12 unique pieces that change how you play (Echo Gauntlet, Unstable Core, Elemental Sceptre, Trail Boots, Fractal Lens, Broken Clock…), the Alchemist and Gunner sets, thunder and tide runes and 4 new rune combos (Alchemy, Galvanism, Eternal Echo, Cataclysm). New Reaction and Technique resonances. 4 new run items: Catalyst Stone, Echo Bell, Blast Seed and Prism Scale.
- Playing as your shiny Pokémon gives 20% more experience during the run.
- New Distortion World mode (replaces the Dungeon): 90 s waves in a closed arena in Giratina’s dimension, with pools where gravity fails, pillars and crystals, and 4 event points (north, south, east and west) where events and the final boss appear. You start with your boss levels already raised and keep levelling up. The Griseous Orb has 8 difficulty grades. Each wave brings Shadow Pokémon (dark aura), giant Dittos that split into small Dittos when hurt, and Unown Monoliths that charge while you stay in their circle defeating enemies; all of them drop distortion shards. Between waves you pick a pact: a perk and a price that last until the end. After the last one comes the Creation Trio: Giratina, Dialga and Palkia at once. Spend shards on spoils chests (materials, gear, coins, tickets…); if you fall or quit you keep half. Beat the Trio to unlock the next grade. Playable in co-op from the lobby.