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Popular Content
Showing content with the highest reputation since 11/13/25 in Posts
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Barsonball's awareness cross server GIVEAWAY!!! Completed, winner is Eetaachee!!!
Barsonball's cross server GIVEAWAY!!! Roll date Sunday March 22th 2026. (Winner @Eetaachee) Thank you everyone for your support and participation! The giveaway winner is @Eetaachee Congradulations! The Giveaway: The giveaway prize is a wonderful Staff Norex OT very own Halloween Form Lucario!!! To Enter: Heart this thread and comment below. Than, I will add your forum name to the giveaway wheel. Giveaway Roll Date: Sunday March 22th 2026 (very soon) The spin: The wheel will spin a total of 4x, first 3x will be the names that enter the final wheel. Last spin will determine the winner. Good Luck! Updated Giveaway Wheel (2026-03-22) Total 212 participants. @Eetaachee is the winner of the giveaway! Congratulations! COMPLETED! Congrats Eetaachee!177 points
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Ban Baton Pass - Boss Rework - Make Battles Fun
26 points
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Keita/Shinohara's XMAS Giveaway [Day 1]
26 points🎅 INTRODUCTION Hey there, PRO Community. How are you all doing? It's your neighborhood Keita/Shinohara here! I’ve missed you. Life is still a chaotic on my side, no improvements since last time (actually got even worse, yikes), BUT worry not — because won’t stop me from sending a little light your way! Starting today, and every day until 31 December 2025, I'll host the Keita Xmas Giveaway! 🎅 GIVEAWAY & HOW TO PARTECIPATE This is how it will works Monday to Friday: 1 Coin Capsule Saturday: 2 Coin Capsules Sunday: 3 Coin Capsules To partecipate, post a comment with your USERNAME and SERVER (feel free to add any extra comment if you want, but write those!) Here is the complete day list: 🎅 RULES (Better Explained) New Players can partecipate! Does not matter if you are new to the game or old! Both Gold and Silver servers can participate. It doesn’t matter which server you play on, everyone is allowed to join every day. A new giveaway thread will be posted daily. Each day has its own post, and only comments on that day’s post count for that day’s giveaway. Winners will be chosen through a recorded spin on spinthewheel.io. I will record the spin and post the video directly in the daily thread so everything is transparent. (winner will be announced in the next 24 hours after the daily event ended) You can enter until 23:59 (GMT +0) of the same day the giveaway thread was posted. Any entry after that time won’t be counted. You can participate every day, even if you’ve already won before. There are no limits on how many times you can win throughout the event. Prizes will be delivered through Mailbox, or you can meet me in Vermilion City if you prefer direct trade. 🎅 EXTRA INFOS (For Both Staff and Players) This is not an Official Staff Giveaway (although, would be cool if Staff can advertise it so new players can reach it, the more = the better), I gain nothing from it. The accounts that will be used to trade will be: Keita and Ryu (one stay gold, the other silver. I've purchased extra CCs to cover me transferring if needed) Evidence of Coin Capsules: - THIS THREAD IS USED FOR DAY 1 - Good Luck!26 points
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Update Logs
25 pointsChangelog 11.12.2025: Updated the chat font, which now supports many characters that were previously unsupported. Updated the in-battle poison icons so poisoned and badly poisoned can be visually distinguished. Added a workaround for a class of bugs that caused the client UI to become unresponsive. It is possible to drag Pokémon directly from the PC Storage into the trade window now, including region-locked Pokémon. The Region Locked Megathread Service is discontinued. Players can now own up to 1,056 Pokémon by default, six in the team and 1,050 in the PC Storage. The Box-Full icon only reflects the status of the PC Storage. This means the PC Storage can be full while you can still catch Pokémon if your team is not full. Improved the PC Storage Search parser. It should now work more naturally and consistently in some situations. There is no longer a limit for search results in PC Storage. Added box= filter to PC Storage Search. Added Pokémon Tags in PC Storage. You can use as many characters for tags as fit into the window visually. You can create up to 30 custom tags. A Pokémon can have any number of tags assigned. As soon as a Pokémon has at least one tag assigned, it gets a tag icon in the box. All assigned tags are shown when hovering over (hold on mobile) the tag icon in storage. Pokémon with at least one tag cannot be deleted. Tags that are assigned to at least one Pokémon cannot be deleted. You can delete them once they are removed from all Pokémon. You can search Pokémon with tags using Tag=. The following emotes can be used both for tags and in chat (except :poop:): :fire:, :bolt:, :droplet:, :boom:, :heart:, :leaf:, :poop:, :pumpkin:, :snowflake:, :star: Added autocomplete to PC Storage Search. The autocomplete suggestions include results that can be found with different filters. Some autocomplete suggestions are colored red if no Pokémon in your box matches them. You can cycle through selections using tab, and apply a suggestion with space or mouse click. Added new legendary mounts and their shiny counterparts to the PvP Coin Shops. Cosmog Mount Baby Lugia Mount Lunala Mount Full Moon Lunala Mount Magearna Mount Magearna Mount Original Manaphy Mount Neutral Mode Xerneas Mount Added a few new Chromas for Easter Mimikyu, HW Bronzor-family, and some new forms. We plan to focus more on Chromas in the future. Coded Mirror Armor. Coded Mind's Eye. Coded Blood Moon. Coded Gigaton Hammer. Coded Focus Band. Trace will no longer remain stored after you Mega Evolved when you hadn't the occasion to activate Trace before Mega Evolving. Fixed an issue where Future Sight could incorrectly bypass Substitute. Multi-hit moves making contact will stop their execution after their user faints off an opposing Rocky Helmet/Iron Barbs/Rough Skin. Clear Body/similar now will activate for its user to deny the stat-lowering effect from the move that was Magic Bounce'd back at itself. White Herb now will activate when its holder got its Attack lowered by King's Shield. Your Pokémon's Analytic now will trigger in due times when you are the one who started the battle. Acupressure now is affected by Contrary and Simple. A user's Substitute will stop counting as “alive” the turn it breaks. This allows opposing multi-hit moves to trigger effects if they would hurt the user with more hits after the hit responsible for breaking the Substitute within the same turn. This also fixes Rage Fist getting its Power boosted when its user's Sub would take the hit and other interactions in general. The holder's White Herb will no longer be consumed if it used a offensive stat-lowering move making contact like Close Combat and fainted because of the opposing Rocky Helmet/Rough Skin/Iron Barbs. Fixed multiple issues related to Abilities still active the turn their user fainted by changing the ability method. Unnerve, Magic Bounce and others in general should no longer remain active the turn their user fainted, including with a Mega Pokémon fainting interaction. Clangorous Soul now targets its own user, allowing it to no longer fail against a Soundproof user. Misty Terrain/Misty Surge now will protect grounded users from Toxic Spikes. Beak Blast now will burn its opponent whoever started the battle. Focus Punch user will no longer lose its focus when its Substitute took damage. Arceus holding a removable item like Leftovers/Life Orb will now be affected by item-manipulative effects such as Knock Off, Trick etc. Knock Off now will gain its 50% Power boost against an Arceus whose item is removable like Leftovers/Life Orb etc. Knock Off no longer triggers Multitype message when used against Arceus holding one of its 17 Plate. Bug, Dark and Ground Memory held by Silvally will no longer be affected by item-manipulative effects such as Knock Off etc. which make the 17 Memory equal now. Knock Off hitting a Sticky Hold user now can remove its held item as long as it would faint from that Knock Off. Magic Guard will no longer print a preventive message when its user is either poisoned/badly poisoned or burnt. Reworked and improved the stat change logic for all existing moves/abilities/items. New "won't go any higher" and "won't go any lower" messages were born to make a clear distinction between stat-increasing and lowering effects going above +6 and -6 respectively, replacing the "already reached its limit" message that was printed for both positive and negative stat changes alike. All positive and negative stat change messages now will display using this priority order: Positive stat changes 1st, negative ones 2nd, "won't go any higher" 3rd and "won't go any lower" 4th. All stat change messages linked to stats directly now will display using this priority order: ATK, DEF, SPATK, SPDEF, SPD, ACC, EVA. An example, Quiver Dance will always display "SPATK, SPDEF and SPD rose!" instead of a random order. All stat change effects boosting/decreasing multiple stats by the same amount were shortened into one single message: Example, Shell Smash will print "X's ATK, SPATK and SPD sharply rose!" as the 1st message, then "X's DEF and SPDEF fell!" as the 2nd message. Destiny Bond will be kept active for its user if the opponent switched out in the same turn. The flickering in the regular Android client might be fixed now.25 points
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Update Logs
22 pointsChangelog 22.02.2026: Reworked client settings. Android has different modes to simplify settings that adjust refresh rate and FPS now. Instead of Save, Apply, and Cancel, there are only Save and Cancel now. Settings should always revert if you don't save them now. The flickering that used to occur only in the regular Android client should no longer happen at all. Reworked reconnect. It is much more stable now. You are always connected to the proxy server you have the best connection to now. Reworked the network code. The client is now more robust against poor internet connections and corrupted packets. Together with the new network code, this could potentially also fix bugs like not being able to see all boxes but only Box:30. Windows 7 is supported again. Tags work on Android as well now. The D-PAD and movement no longer get stuck when switching maps or entering battles. Fixed some bugs that caused music to not play temporarily in certain situations. Z-Cosmic Power works correctly and is properly displayed in the client now. Fixed that balls are visually shown in Random and NPC battles again. Pokeballs are no longer always shown. Legendaries always get Master Balls, Ultra Beasts get Beast Balls, and all other Pokémon have a small chance to get a different ball than a Pokeball now. Fixed a bug that caused the online status of the friend and guild lists to not update correctly. Fixed a bug that in some situations caused the client to become unresponsive until restarted. Fixed a bug where trades with Pokémon from the box used the team count and could cancel the trade. Fixed tooltips on Android. You can see all tooltips by pressing and holding now. You can use all letters in PMs that you can use in global chats now. The random sets have been thoroughly reworked again. You should now encounter less setup sets overall.22 points
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Machao's Post of the Year 2025
21 pointsLet me start by saying I hope to continue doing this next year. That is, if I continue playing next year. This year of PRO has been a lot of fun at times, and not a lot of fun at other times. I try too hard sometimes to try to prove each team is "worthy," and at times, this feels a bit forceful and time consuming, leading to many games to be played that shouldn't have been played. But, regardless, it has been fun talking to my fellow friends/teambuilders/partners in crime in chat and discussing with them the pros and cons of each team and how to improve it. I think with the new additions (boots, new pokemons), it's time to move on from these teams. I know a lot of people on ladder like to "copy" my teams already, and I know there are a lot of bootleg teams out there. Most of them probably got the teams pretty close to correct. But hey, nothing beats the real thing right. I am posting them because I don't mind people using them to play, but I am really really hoping that I can reach a couple of you teambuilders and inspire new ideas. Please keep in mind these teams might not feel very effective in pvp because they are relics of the past. I will try to link every team with a season, but my memory is very hazy and I skipped some months, so I will probably not be getting all of them correct. January PVP Season Pokepaste: 1) ☆☆ https://pokepast.es/a710f104e2140d35 2) ☆☆☆☆ https://pokepast.es/c872e403fa475a68 This is the season after my return to PRO. Technically, I returned in December, but I don't even remember what I used. This season, I set out to build the best team I could possibly build and try to see if I can take first. The first team I tried was 1). I remember halfway through the season (not sure why) I decided to switch to my new team. Probably due to the hippowdon team being a bit too slow for my liking. I think team 2) serves as the foundation of all my future teambuilds. I didn't realize it at that time, but about the only team I will play is BO. And central to BO is essentially a good defensive core, a good scarfer, and offensive pokemons that usually have good defensive utilities. The goal isn't to win as fast as possible, but it is also not to stack up on as many defensive pokemons as possible. So pokemons with good defensive abilities are important. You'll see this come up time and time again. A scarfer is important because it patches up the issue that most BOs have, which is being too slow. In addition, almost all scarfers have some sort of ability to use trick or switcheroo, which is very important to shut down any setup sweepers and help with the consistency of the team. I am not exactly sure if this is the case, but I think January was the first season Slowking with chilly reception was released. And this pokemon, imo, was meta-changing. It completely hardstops one of the pokemons that was terrorizing the metagame, keldeo. It is a defensive pokemon, but it gained the ability to tank a hit, regen, and switch. Momentum is a very necessary thing in maintaining pressure in bulky offense. In addition, the ability to future sight, is vital to forcing progress. Something like skarmory will struggle against a future sight in the air in addition to a +2 knock or HJK. I also remember wanting to build with blacephalon due to some outbreaks. With these two pokemons set, the rest is pretty self-explanatory. Tangrowth completes the perfect synergy FWG core and deals with physical attackers. Tangrowth might seem like a weird pick given its lack of usage in PRO, but it functions very solidly here. I am not sure if Skarmory gets body-press back then, but even if it does, Tangrowth still helps with things like Dragonite and Bisharp by threatening Sleep Powder. In addition, it is a progress maker with knock—off, and deals with the ever-annoying ferrothorn through HP-fire as opposed to Skarmory, who gets leech-seeded and might be placed into a rough spot. Landorus rounds up the team with rocks defog (which might seem a little stupid), and lures in Zapdos with Z-rock, which helps with lopunny and bisharp. In addition, it aids tangrowth to ensure it doesn’t get overloaded. Lopunny is the fast attacker that threatens faster pokemons with fake-out spam and bisharp is a slower setup sweeper that has amazing defensive utility against most things. An eviolite bisharp is crucial as both means of offense and defense, as it makes it kind of like a mini kingambit that was incredibly hard to switch into, even for Zapdos. Against anything not called skarmory or garchomp, worse comes to worse, Bisharp can stay in and kill in a 1-for-1 trade. Lastly, blacephalon is the scarfer that can just shadow spam to snowball out of control, and punish opponents without either a scarfer or a normal/dark type. Recurring themes that I struggled to build against are BD azu (very common in PRO), keldeo, kommo-o, mega-diancie, kyurem, bisharp, and volcarona. For this team, having slowking on the team implicitly checks the latter 4, whereas BD azu feels fine with bisharp, helmet tangrowth, and lopunny with fake outs. Volcarona is probably mostly fine with two priority users and landorus, and is likely as much of an insurance as you are going to get (gosh I hate this pokemon). Bisharp is also super annoying to build against, but tangrowth mostly deals with it just fine, and at worse is a 1-1 trade. Lopunny and my own bisharp help significantly. Overall, one of the most solid teams I have built. February PVP Season Pokepaste: ☆☆ https://pokepast.es/083ddc9d0ce282e9 Contrary to the teamname, Heracross is not the goat. This was the season where fatter teams were picking up in usage, so I thought Heracross could be a cool pokemon to use. Give Heracross some bulk, and it would be incredibly hard to break its substitute. Most landorus will struggle to break its substitute because doing so likely means hitting stone edge, which heracross would likely get up sword dances during the process. With teleport and the success of slowking, I thought it would be cool to use a defensive core where two pokemons can simultaneously tank a hit and run away to gain a more favorable matchup, but that was not as effective as I thought. Slowking is as effective as ever, but telling clefable to do this seems to be wishful thinking. Clefable itself is not a bulky pokemon, and its use means you are constantly forced to Wish. In addition, even if you wish, you are forced into a dilemma between healing your teammate or keeping yourself healthy. If we go down the machao’s nemesis checklist, “BD azu (very common in PRO), keldeo, kommo-o, mega-diancie, kyurem, bisharp, and volcarona,” you’ll see we are probably even more solid against them some of the pokemons compared to last season. However, bisharp is a huge problem for our team because of iron-head flinches, against heracross, life orb sucker punch against garchomp once it sets up. Volcarona is also hard to deal with and relies on rocks being up to beat it. In addition, one thing I struggled with this season was serperior, which can tear through my team with leaf storms. Aegislash also wasn’t as solid of a clefable answer as I thought… it struggled to break through it with flash cannon. Since it was my last and only line of defense against clefable, I had to switch it to iron head, and even then it was not great… I didn’t like this team as much because it felt matchup-y in the sense that, yes it is good into most things, but common stuff like bisharp, serperior, and clefable were very annoying to deal with, and to me that is a big failure as a teambuilder. March PVP Season Pokepaste: ☆☆☆☆☆ https://pokepast.es/429ae1d640b6a359 This is the best team I’ve built. Probably so far and in the future. It is creative, innovative, and just cool. Sash explosion landorus is standard for these types of teams. But we have a scarfer in keldeo, which can win on its own, a speed-boosting blacephalon, which can win on its own, bisharp and mawile offensive core, which can win on its own, and as extra insurance, Cresselia, who can heal any one of them and get us a second chance if anything messes up. In addition, we have the option to set trick room in an emergency situation, healing and getting either Mawile or bisharp in to do big damage. I remember one of the biggest problems for this team was keldeo. It clicks scald and wins. A common trick I had to do was explode landorus on keldeo for a 1 for 1 exchange. Rotom-wash was also very annoying to deal with as landorus was my primary volt-blocker and none of the other pokemons appreciated a will-o-wisp. The objective of this team is to win as fast as possible, using one of the 4 means after getting rocks up. If one doesn’t work, try another one until it works. It is surprisingly easy for blacephalon to set up and run away with the game because most people assume it is choice-scarf. With a Z as a nuke, you can easily get +1 speed, which opponents will struggle to deal with. Calm-mind, along with hp invest, gives it decent bulk to work with most of the time. If you take a look at the team, it is stacked with attackers. So how do we guarantee we have a way of dealing with almost everything? This role is placed on the movesets and evs of our pokemons. As opposed to the standard sets, bisharp was tailored for outspeeding adamant azumarill and living an aqua jet at +6. Kommo-o was beaten through setting trick room, mega-diancie through trick room or scarf keldeo, or any of the steel types trading one for one then being lunar-danced back. Kyurem was 1v1 through cresselia moonblast, Bisharp was beaten through keldeo, substitute blacephalon, or brick break hyper cutter mawile to not give it an attack boost upon switching in. Volcarona is beaten by scarf keldeo with stone edge. With all these backup plans in case things go wrong and the ability to exert so much offensive pressure, this is truly one of the best teams I’ve ever built. One thing that I did struggle against but didn’t face was some sort of mega-latias + muk + skarmory stall. If muk somehow takes out blacephalon, it will be extremely difficult to break through skarmory. Just those two might be fine due to keldeo, but the addition of mega-latias makes it near impossible to play against. Special thanks to idkup for pointing it out, but I am glad that I didn’t face this combination. May PVP Season Pokepaste: ☆☆☆ https://pokepast.es/2ed139bd47dbcec9 This was the season alomomola starts showing up, and I severely underestimated how good it was. This was also the season where slowking comes back, and my goated ursaluna set came to fruition. The reason why I used beedrill was not because of a dare, or a challenge. I just remember building the rest of the team and wanting a fast pokemon to round the team out. And somehow, it just worked. I think the team worked because of how fat the meta is. Beedrill is not very hard hitting, but being able to put down a toxic spikes early in the game plays dividends in the long run. With how many molas and skarmory and landorus (as usual) running around, placing down a toxic spikes breaks down these molas core easily. Due to beedrill’s super low hp, endeavor is a nuke after it takes 2 rounds of rocks against defensive teams. Now, a bit about rest-talk luna: it also was kind of a surprise. I was just at first thinking if façade works under sleep, which I don’t believe it does. However, I still tried rest-talk to see if that is the case to not only give it longevity, but also power when asleep. I realize that one of the most common struggles with ursaluna is it just hitting into rocky helmets and chipping itself to death with flame orb. Hence, we want to give ursaluna longevity by giving it maximum hp and the ability to heal up against fat and passive teams. This ursaluna set is imo the best set on PRO right now. Against offense, the way to use it is to trade it 1 for 1 for their most annoying pokemon. Ursaluna’s bulk enables it to do that. Against stall, ursaluna becomes a damage dealing machine, hitting pokemons with conjunction with future sight until they break. Honestly, that’s mostly all I want to talk about for this team. The rest of the team, unfortunately, is not that great. They are more so members necessary to round up the team. Skarmory feels pretty broken at that time because no one knows what it does. I remember hoopa were starting to show up around this time, so bisharp really helps with it. It is a fun team and I am glad I got 1st with it, but I don’t know if I will queue with it again. August PVP Season Pokepaste: ☆ https://pokepast.es/ba3191dc6b971595 I hate this team and I don’t want to talk about it. In short, I tried to build something that would stop alomomola, felt like gastrodon was a good pick, went with it, and it ended up being very mid because it couldn’t set hazards. I struggled a bit this season quite frankly, and I was traveling so I couldn’t really think much about PRO. If you see any machao teams that ended up with weird stuff like occa berry ferrothorn, you know something ended up very wrong. ** Brief Aside This was also the season I felt diancie-m was pretty broken (one of the best megas in game at least). It is faster than everything, has a stab that is hard to resist outside of ferrothorn and pretty much nothing else. This made me think I had to build a team with Diancie, and diancie itself ended up pretty good, but was not necessarily the easiest to pilot with mola eating up every attack. Sub keldeo was also due to mola, but mola and latios would just do these flip turns into and out of keldeo to break its sub, which I felt was very very oppressive. This season was just awful to play against because 1) everyone just uses alomomola flip and 2) everyone has some sort of build with scarf latios + hoopa unbound for wall breaking other alomomola. When there is a universal best team / best core such as this, I think the enabler, aka alomomola, has to be dealt with. And I am very glad that ended up being the case. September PVP Season Pokepaste: ☆☆☆ https://pokepast.es/81708401d167b44d I don’t know why this is the team most people on gold server probably know me by (judging by the amount of people who copy it), but I am not happy with that. If you want a good team, go copy the best team I’ve ever built. Not some altaria bs. Ok, I have a love-hate relationship with this team. If you are an astute reader, you will probably realize that this team is exactly the same as the beedrill team except it has altaria over it. This was not initially intended. It seems like I just end up using the same pokemons because of how solid they are. Altaria is a cool pokemon I wanted to build with. I felt like the modest set is most solid, because its typing checks so many things that are problematic under my list such as kommo-o and bd-azu. In fact, its speed is specifically ev-d to outspeed bd azu. I recall the special defense is for beating mega-charizard-y and volcarona reliably. I considered fire blast or flamethrower over toxic, and while it is useful at times, being able to spread status around as a midground is also very useful. The rest of the team pretty much functions the same as before. I felt like beedrill wouldn’t be as useful this season due to the lack of alomomolas. On paper, this is the most solid team I’ve ever built. However, this team is extremely prone to hax. I have gotten my skarmory crit so many times when all it needs to do is let off a game winning body press. **Brief Aside I remember I once almost crashed out because this team has the freest matchup against poppachav (Team: Victini, Registeel, beedrill, mandibuzz… forgot the last two). Pretty much, I got hard counters versus victini in slowking, and other than that, the rest of his team loses against skarmory. Well, to beat him, I would need to get into an iron defense war versus registeel. First game against Poppachav, I lost the iron defense war due to a critical hit. Then, since he was in range of tornadus heatwave, I went to tornadus and missed the heatwave as he rested. After that, I had no way of killing his registeel… Second game, I had to get into an iron defense war again and got a critical hit again… That made me so pissed and I almost quit playing Pokemon. This is why I hated this team. Even when the odds were completely in my favor, bullsh*t like this keeps happening and I would lose rating. It was already incredibly hard to gain rating when you are 400 points above everyone else you are playing, so losing in this manner was just incredibly frustrating. Another version of this team featured terrakion. Fearing that bisharp was too slow and still wanting a fighting resist, terrakion is a solid replacement. Unfortunately, terrakion is a pretty inconsistent pokemon. Sure it is speedier, but it doesn’t outrun the crucial 110 base speed, speed tier to deal with metagross, something bisharp handles much better. In addition, running terrakion means handing it the z-move and switching tornadus-t to some life orb variant, which didn’t end up working too well. That is why I think this is a turning point. I swear to never run a team so slow ever again. If I need to get into a setup war against my opponent to win, then fine, I will do it. But I don’t want this to be consistently my only out against my opponent’s teams. In the future teams, you will see that I modified my style of bulky offense a bit such that it is not so slow and treading towards balance anymore. There is a more well-defined defensive core and the guaranteed presence of a scarfer (favorite scarfer incoming…). October PVP Season Pokepaste: 1) ☆☆☆ https://pokepast.es/00f17600af703bab 2) ☆☆☆☆ https://pokepast.es/03b70461352dd163 October is the ash-gren month, and the month where sneasler and clodsire were added. I ended up using two different teams, both of which feature a mawile ash-gren core. I honestly don’t have much to say regarding this month other than the fact that ash-gren is pretty broken. It is speedy and extremely difficult to switch into. The fact that it can run spikes or drop it for u-turn or ice-beam to hit pokemons that would otherwise resist it for big damage is just insanely powerful. I think the teambuilding philosophy for these types of season is simple: put an ash-gren on your team, pair it with a powerful mega (mawile or lopunny seems to be good), and add an ash gren resist in ferrothorn, tangrowth, or amoonguss. I guess because this month added clodsire, clodsire works too, and is probably one of the best pokemons to pick against ash-gren. Regardless, once you have these components on your team, you can finally start thinking about the rest of the team. I honestly don’t really remember too much about what happened when building just because this month was a mess. I switched my team because I ended up really wanting to use sneasler, and sneasler honestly fits perfectly with the second team, providing tons of offensive pressure in close combat that threatens poison, uturn that threatens poison, and a scarf trick that shuts down defensive cores. This core does not necessitate a choice specs greninja as one thing I found was that mawile and sneasler likely completes this job already. Hence a waterium-z set was chosen for ease of setting spikes and the ability to switch moves. Sneasler is what I believe is the best scarfer in the game right now. It outspeeds adamant drill under sand, all other scarfers, and is pretty much the fastest option that still does very significant damage with close combat. The fact that it can easily lure in landorus-t and threaten a poison is also incredible. The only thing that I dislike about it compared to other scarfers is its bulk has something left to be desired, but it is just fast, hard-hitting, and consistent. This team deserves a 4-star because of sneasler. Shoutout to my fellow sneasler appreciators out there <3. I remember this was the month where clodsire stall picked up, with some clodsire, mega latias, clef, skarmory, annhilape, alomomola (?) type of team, which was run by the vn guild basculin. And at that time, I felt like that was a very very good team. It seemed to consistently beat a lot of the offensive cores centered around ash-gren with clodsire and alomomola completely nullifying it. I am happy to see stall pick up slightly (not that I want to use it, but for the balancing of the metagame), because of how utterly bad it was for the past couple of months. However, the main reason why I brought this up is because I was told by some vn guild member (who is on the ladder btw) to sit after losing against this team, and then I beat him 3 times in a row after… So maybe don’t talk so much [heck] in the future. November PVP Season Pokepaste: ☆☆☆☆ https://pokepast.es/363bd8e7a677a86d This is the last season I will be covering, and the only season I did on silver. I moved to silver to test to see how well I will do in silver. And honestly, I did fairly well but also suffered a lot. I really like this team. I think bold volcarona is very good and potentially an oppressive existence. The fact that this mon can act as both an offensive and defensive behemoth… this ability is second to none. In addition, there are pretty much no priorities that can kill it in one. The strongest one I can think of, banded crawdaunt aqua jet, only does around 85% to this volcarona spread. I think this team combines a lot of the conclusions I reached over the past few months. Need a fat, hard-hitting ground type that destroys fat, check. Need something for keldeo and latios, check. Need a near unswitchable existence and a fairy type? Get diancie on the team (In reality this mon struggled a bit due to the addition of clodsire, so I had to reassess my take a bit. However, clodsire is a free switch in for ursaluna). How to make the team more broken? Put a volcarona on the team. I will say that mandibuzz is a bit of a special pick. Why not zapdos or skarmory? In terms of pure physical bulk, I feel like mandibuzz was the bulkiest pokemon I’ve run. The ability to do significant damage with foul play is very desirable. However, that doesn’t explain why choose it over the pivoting ability zapdos provides or the spikes skarmory gives. Part of the reason is because 1) Mandibuzz is especially good against breloom, blocking it with its overcoat ability. 2) Psychic types such as mega-alakazam can be extremely problematic to the team otherwise. 3) I want to have extra insurance in toxic vs. volcaronas I could face. Mandibuzz does not seem like that good of a pick, but against a neutral hit, for example, ursaluna, mandibuzz takes the hit much better than zapdos. It also has the added benefit of completing walling hoopa-unbound. Iron defense is also completely mandatory. Yes, there is no body press, but Iron defense turns games against setup pokemons like swampert or even mawile on its head, beating them by taking advantage of their attack boosts. It is also a very good late game win-con against ho teams that stack on physical attackers such as dragonite, bisharp, and breloom. On silver, I faced many clodsire and skarmory cores. It was kind of a struggle, because clodsire would wall diancie, and ursaluna would be walled by skarm. To break this loop, some sort of future-sight play is necessary, but in the process, slowking could get toxic’d, and hazards could go up. It is pretty annoying to play against and honestly a failure on my part to predict this meta-trend. However, I think with good play, this was completely manageable. The biggest problem for this team is bd azumarill. Holy [heck] this was bad. Once it belly drums up, how do I deal with it? 200 speed mandibuzz foul play. Yeah, there is literally no counter play otherwise. It’s not like my other pokemons kill it in 1 hit (except ursaluna) so this was usually the only way. It requires a lot of skillful playing and managing to beat it. I have to get into why I hate silver server now. Let me just say I like how it is more competitive than gold and its queue time is lower. I am not one to shy away from competition. But, I hate counter-teaming, I think it is the lowest of the low. Someone told me to queue on silver, you need 3 teams, because certain people who intentionally look at your rating change, and snipe you with their counter team. And to be honest, they are right. I’ve been sniped again and again, until I thought it was time to stop queueing or avoid certain people because of how dedicated they are to sniping. Let me give you an example. After beating this said person, I was sniped by specs protean greninja (which is bad enough), in addition to adamant azumarill, and rock slide metagross. Obviously, I lost once, but I was able to overcome that deficit after knowing what to look out for in the following game. Then the person changed to jolly azumarill. Yep, instant loss. As another example, I was sniped by triple scarf + some crawdaunt, which my team does not deal with. Triple scarf is just unscientific, particularly after I beat the opponent once already. In addition to all that, my hatred to silver was probably exacerbated by the fact that I was juggling school projects, trying to get first place on the silver ladder, and getting immensely sick for 2 weeks of November. I was so close to getting 600 on the ladder (I think I reached 590), until some guy who lose to volcarona paralyzed it with scarf glare serperior like 4 turns in a row so I can’t get 1 singular roost off and I had to see it die to a nidoking at +3 spA and spD boosts. I was so incredibly frustrated that I probably threw a couple games. And after that the sickness hit and the sniping hit and the rest is history. I think I am still pretty proud of how this team did. I expected it to be competitive, and most players are competitive in a good way, but it was just a select few who are sullying the rest. I think the main difference between gold and silver is simply skill level, and significantly less hyper offense to deal with. Silver teams trend on the bulky side, with a decent number of stall, but I was able to dispatch those successfully. There was also more rain. This is why I am avoiding silver in the future, and you likely won’t see me there anymore. I can accept losing to people legitimately, and people making adjustments on how they play, but changing teams just to beat one person is just wrong… I think in a tournament setting, I can accept that because scouting is part of a 1v1 gameplay. But a ladder (this is only possible in pro because the ladder is not active), is not meant for you to target one singular player, so you shouldn’t just swap your team out for 10 minutes and replace it with something else after 20. This pretty much sums up everything for this year. I will not be publishing my December team just yet since the season has not ended… that will likely have to wait until next year. I would like to thank a couple people for the support to lead to success I had this year. Specifically, Jorogumo, who helped with the teambuilding process, banklas and cyan, who lent me a lot of pokemons which I otherwise would take years to garner, and mcnutt and scrub, who sacrificed their win rate to help me test my teams to see if they could be successful. I can’t express the amount of gratitude especially to Joro for listening to me in my dms and going down checklists with me to see how the team can be improved. And I can’t express the amount of fun (and sorrow) sometimes I had with banklas, Joro, and scrub when we talk about pvp together. We are just right around 5000 words, and this was much longer than I intended it to be. However, if you reached this point, I hope you had a good read, please take my teams and use them as you like, and hope to see you in 2026.21 points
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HW 2026 – Multiple Rare Pokémon Forms – Locations
In this thread, you can find the locations where you can hunt specific forms of rare Pokémon that have at least two different forms. I hope this helps you find the form you're looking for. Here are 5 maps where you can find different forms of the same Pokémon depending on the tiles you're standing on. Check the images to see where the specific form you want spawns. The boundaries between each area are marked with different colors. For the following Pokémon, these forms can spawn anywhere on its assigned map. For all maps outside of event maps and for Common and Uncommon Pokémon the forms are determined entirely randomly. The chances are evenly distributed between all available forms: 1/2 for Pokémon with 2 forms, 1/3 each for Pokémon with 3 forms, and so on. Happy HW hunting to everyone!19 points
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New Sinnoh Spawns / Exca rework
19 pointsHello ! Here is a list of spawns added by staff on 17-18/07/26 with introduction of many poke spawns Ty to all people that have helped filling this out ! If you have precisions / corrections please say so i'll try to keep this updated :) sinnoh Spawns Hoenn Exca Other19 points
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Update Logs
17 pointsChangelog 01.05.2026: The setting Accurate Move Description has been renamed to Accurate Descriptions and includes item and ability descriptions now. Item descriptions show whether an item is tradable and whether it is a single-use item now. Preview Abilities and happiness have tooltips in the Pokémon cards now. Preview, Preview Added a separate GUI Scale setting for the battle UI. Fixed a bug that caused not all boxes to load and made the UI get stuck showing only Box:30. Fixed a bug that caused a range of issues, including the battle window not opening after accepting the team preview. Added more sprites for the new Mega Evolutions, their forms, and for forms of Gigantamax Pokémon. More optimizations, improvements, and changes to make it easier to find and fix bugs players currently struggle with.17 points
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put my friend name y lavender graveyard
16 pointshi, probably this will be denied but i have to trie anyways cuz is wath i wish a personal friend passed away this last weekend, and one of the few game he play was this, so i want to suggest you to put his name in a stone in lavender graveyard this dont help the community but i think my little and close group of friends we have in common will appreciate it. in case you could do this, his in game name was "Sevex" he is still in my friend list. thanks for your time.16 points
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Feedback about the recent HM change
16 pointsIn the latest update there was a change that when you teach a pokemon any HM it will no longer have full PP but will now have 0 PP on said move. This specific mechanic was a core mechanic for the Hoopa Dungeon and the Trainer Tower. Outside of those 2 content parts it was basically not used at all. The big issue is, that both those content parts were balanced around this said mechanic. Unfortunately this change also wasn't mentioned in the Update Logs, making player fail dungeon runs due to them not being aware. Before I explain the suggestion/s I have I'll first explain why this mechanic is needed in the current state of those 2 content parts. Long explanation: I'll start with Hoopa Dungeon, since I feel this specific content suffers the most from this change. Hoopa Dungeon: When building a team for this specific dungeon you need to find a team of 4 pokemon that can clear all of the 4 possible portals. The issue is that you do not know which portal you will get unless you enter the dungeon. And even then you do not know which exact fights you'll get inside of said portal. This overall makes the option for viable pokemon to bring already VERY low. Gyarados was one of the core parts of every team, since it was able to deal with sturdy pokemon, it had good options to set-up due to Moxie, had other reliable moves such as Rain Dance and Bite and you were able to constantly refresh the Waterfall PP due to the old HM mechanic. We (as in some of my guild mates, some friends outside of the guild and myself) did quite a few test runs after the latest change and tried to find new teams which consistently are able to clear all 4 portals. Unfortunately there isn't one. Yes we figured out teams to somewhat consistently clear 2-3 portals, if you hit the wrong portal it's an instant surrender. The main issue is that we are experienced in this dungeon since we ran this dungeon a lot of times and know exactly how to cheese certain fights. Any new player who will try to start getting in to this dungeon won't be able to at all. This entire part is just for a solo/duo portal run. For team runs (2+ portals) this HM change gets even worse. Another big issue of the dungeon is when you evolve a pokemon it automatically loses HP due to it's base HP increasing. This usually isn't a big deal outside of the dungeon but inside of the Hoopa dungeon it is quite annoying. Not being able to learn a move when the pokemon evolves on the correct level is also a really annoying issue within the dungeon. A random example: You would evolve Drilbur on level46 to Excadril. Once evolved it will not try to learn "Drill Run". This issue rarely occurs but when it happens it's really problematic since you are not able to relearn moves. The dungeon itself relies quite a bit on RNG. However you were able to reduce the RNG to an barely important part of the run before the change. Now the dungeon is pure RNG. This dungeon had barely any competitive side to it before and now it's basically gone entirely. In it's current state you enter the dungeon, pray you get the 2 best portals and hope you do not get any sturdy fights within your portal. This simply doesn't sound fun or healthy for any good competition. Ultimately there simply is no good replacement for Gyarados in the current state of the dungeon and it's a massive issue for the balancing of it. Now here are some ideas we already had about fixing the HM issue/the dungeon itself: - a guaranteed Lum, Sitrus & Leppa Berry drop within the dungeon (could even be an augment) - way higher drop rate of Leppa Berry - (team run specific) only needing to clear 1 portal when running as a team The issue in regards to those is that those wouldn't fix the actual HM issue. There is a little bit more to explain in regards to the dungeon but I'll keep it there for now. Trainer Tower: The Trainer Tower itself has a lot of issues in it's design. I made a post about this a long time ago already. The most used strat for the Trainer Tower was to get a lvl39/69 Gyarados with Moxie lended to you and sweep with said Pokemon. It was able to deal with nearly all trainers due to it's moveset, was in comparison very easy to obtain and didn't require a lot to be useable, making it also very easy for new players. One of the main core parts was the fact that you could refill the Waterfall PP by overwriting Waterfall with another HM (Surf, Dive) and then reteach Waterfall again. This entire mechanic is now gone. You will constantly need to talk to Nurse Joy to refill the Waterfall PP, making you lose 1.5k every single time just to refill PP. This isn't as much of a problem on the lower floors, since those trainers only have 3 pokemon. However once you reach higher floors the trainers start to have 4-6 Pokemon, making you lose Waterfall PP really fast, depending on the trainer type you are facing. Yes, for us old players it doesn't matter as much since we hoarded a lot of Leppa Berries, Ether etc. but for new players this is simply not possible. Having to use the Nurse Joy quite often just for a single run will drain the money of new players incredibly fast. Suggestions: First of all, I do understand that this mechanic was very likely not inteded and goes against the idea of consumable TMs etc. However how it was made with the recent change it's not healthy for the game or said content at all and either needs a full revert, at the bare minimum an adjustment or said content needs to be totally revamped/rebalanced. - when a Pokemon has only 3 moves and you teach a HM move it still obtains the full PP of said move - when you overwrite a non-HM move with a HM move you still obtain the full PP of said HM move - when you overwrite a HM move with another HM move all the PP get fully depleted - (Trainer Tower specific) just remove the cost of Nurse Joy within the floors I'm happy to hear other ideas from other players and happy to discuss other options. However there needs to be a change because this change is not healthy for the 2 specific content parts it is aimed at. Thanks a lot for reading.16 points
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Rare Candy Media - Weekly news article (Issue #11)
Publishing weekly news article every Friday / Saturday 11-12pm EST. Issue #11 French Credits Extra links Previous issue #1016 points
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[Tool] Pro Tracker & Database — Version 1.1.6 (New look added)
Pro Tracker & Database — Version 1.1.6 A Cross-Platform Pokémon Revolution Online Tracker, Database & Battle SimulatorAfter a lot of development, testing, rebuilding, and probably far too many encounters, I'm happy to finally present Pro Tracker & Database Version 1.0! Pro Tracker started as a relatively simple hunting tracker, but has grown into a much larger application designed to bring together hunting statistics, encounter history, Pokémon information, boss information, calculators, customization, and now a full Pokémon battle simulator into one application. Version 1.0 is also a major milestone because the application has been rebuilt around Avalonia, allowing Pro Tracker to move beyond Windows and toward true cross-platform support. Is this safe to use on Pokémon revolution online? The answer is yes. This does not inject or automate anything with the game, it simply reads the screen, specifically text found on the screen, and relays that information to the program. 💻 Cross-PlatformVersion 1.0 represents the transition of Pro Tracker to Avalonia, allowing the application to target multiple operating systems. Current platform support includes: 🪟 Windows 🐧 Linux 🍎 macOS 📸 Screenshots 📥 Download - protrackerdb.com with cloudflare Please pay attention, a couple of files had the & removed and capitals taken off. Windows[DOWNLOAD LINK] Linux[DOWNLOAD LINK - X64] Regular PCs (64-bit Intel/AMD - this is almost everyone) [DOWNLOAD LINK - Arm64] ARM devices (Raspberry Pi 5 and similar) (Not sure? Run: uname -m in a terminal - "x86_64" means the first link, "aarch64" means the second.) macOS[DOWNLOAD LINK - X64] Intel Macs [DOWNLOAD LINK- Arm64] Apple Silicon Macs (M1/M2/M3/M4) (Not sure which you have? Apple menu > About This Mac - if it says "Apple M1/M2/M3/M4" use the second link, if it says "Intel" use the first.) Android[Download Link] There is not much here yet other than boss information, and the simulator. Android will take a bit more time. 📋 Launching WindowsDownload. Extract the Pro Tracker files. Launch Pro Tracker. Start Pokémon Revolution Online. Select your desired hunting target(s). Start tracking. 📋 Launching Mac OSHow to start it (first time - about a minute): Unzip the download (double-click it). Open Terminal (Cmd+Space, type "terminal", press Enter). Type: cd followed by a space, then drag the unzipped folder into the Terminal window, and press Enter. Run this command: bash macos-start.sh 📋 Launching LinuxHow to start it (first time - a few minutes, it installs what it needs): Extract the zip. Open a terminal in the extracted folder. Run this command: bash linux-start.sh 📋Github [Github] ⭐ Main Features 🎯 Pokémon Hunting TrackerThe heart of Pro Tracker remains the hunting tracker. The tracker can automatically monitor your Pokémon Revolution Online client and keep track of your hunting session without requiring you to manually enter every encounter. Tracking includes:🔍 Automatic Pokémon encounter detection 📍 Automatic location detection 🆙 Encounter level detection ♀️♂️ Gender detection ✨ Shiny detection 🎨 Form/Event detection 🎣 Catch detection 💨 Pokémon breaking free ⏱️ Hunting timer 📊 Encounter statistics 🎯 Targeted encounter statistics 📈 Encounter rate 🎣 Catch rate ✨ Since Shiny counter 🎨 Since Form counter 🔄 Resettable hunting statistics 💾 Persistent hunting data You can track up to four hunting targets simultaneously, making it possible to monitor several Pokémon without constantly changing your target. 🖥️ Multi-Client SupportPro Tracker is designed with multi-client users in mind. You can track up to four Pokémon Revolution Online clients simultaneously, with each client maintaining its own information. Each client can have its own: Hunting statistics Hunting targets Appearance settings Boss cooldowns PvP history Preferences Hunting data Client profiles can also be named, making it much easier to keep track of which tracker belongs to which PRO client. 🔎 Advanced OCR & DetectionA major part of Pro Tracker is the automatic recognition system used to read information directly from the game. The application contains a dedicated OCR and capture system for recognizing information such as: Pokémon species Pokémon level Gender Location Shiny status Forms Event Pokémon Battle state Catch results The detection system also contains additional refinement and correction logic to improve recognition accuracy. 📚 Encounter HistoryYour encounters aren't simply discarded after the current hunt. Pro Tracker maintains a persistent encounter database so you can look back at your previous encounters. Encounter history can include: Pokémon Level Gender Location Date/time Shiny/Form information You can also view encounter history for individual Pokémon. Large encounter histories are supported through pagination rather than requiring the application to load everything at once. 🎣 Catch LogsCaught Pokémon have their own dedicated history. The Catch Log records information such as: Pokémon Level Gender Location Shiny/Form Date/time You can: View catch history Search by Pokémon Remove entries Clear history Export your catch data ✨ Shiny & Form TrackingShiny hunting is one of the main reasons Pro Tracker exists, so shiny and form detection has received special attention. The tracker supports: ✨ Shiny detection 🎨 Form detection 🌟 Shiny sprites 🎨 Form sprites 📊 Since Shiny tracking 📊 Since Form tracking 🔔 Shiny notifications 🔔 Form notifications ⏸️ Independent Since Form pause Different event and form classifications can also be handled separately. 🧬 Counterparts & Pokémon Forms(Meant to remove clicking on the cards. Will next update)The database contains a dedicated system for Pokémon counterparts and forms. This allows alternate versions of Pokémon to be represented separately rather than simply treating every form as the same Pokémon. The system supports: Regional forms Alternate forms Event forms Counterpart sprites 👑 Boss DatabaseThe Boss Database has grown into one of the largest sections of Pro Tracker. The database currently contains 58 boss definitions, including custom bosses. Each boss can contain information such as: Boss name Difficulty Location Requirements Boss Pokémon Pokémon levels Nature Ability Held items Moves Rewards Pokémon rewards Item rewards Pokédollars PvE Coins Streak rewards Special requirements/messages Boss information is stored in JSON, allowing the database to be expanded without requiring the entire application to be rebuilt. ⏱️ Boss Cooldown TrackerPro Tracker also keeps track of your boss cooldowns. Cooldowns can be tracked independently from normal hunting. Features include: Boss cooldown tracking Automatic battle detection Manual cooldown activation Boss-specific cooldowns Multi-client cooldown separation This makes it much easier to keep track of which bosses are ready without maintaining a separate list outside of the game. ⚔️ PvP TrackingPvP battles now have their own tracking system. The tracker can record: Opponents Number of battles Last battle Battle history Client association PvP history can also be: Removed Cleared Exported to CSV Exported to JSON Additional detection logic is used to prevent NPC trainers from incorrectly being treated as PvP opponents. 📊 Lifetime StatisticsYour hunting statistics can now be viewed separately from your current hunt. Lifetime statistics include: ⏱️ Total hunting time 👾 Total encounters ✨ Shiny Pokémon 🎨 Event/Form Pokémon 🎣 Pokémon caught 💨 Pokémon broken free 📈 Form rate ✨ Shiny rate 👑 Boss battles 🏆 Boss victories 💀 Boss losses ⚔️ PvP battles 🏆 PvP victories 💀 PvP losses These statistics are independent of resetting an individual hunting session. 🎨 Fully Customizable AppearanceOne of the biggest additions to Version 1.0 is the appearance system. Pro Tracker can be heavily customized to match your preferred style. You can customize: Background colors Font colors Border colors Button colors Header colors Panel colors Sprite backgrounds Encounter-table backgrounds Font Font size Text shadows Text outlines Custom images GIF backgrounds Gradient backgrounds Gradient direction The appearance editor includes a live preview so you can see your changes before applying them. 🎨 Custom ThemesAppearance settings can also be saved as .protheme.json files. This means themes can be: Saved Loaded Shared Imported Exported Reset This opens the door for the community to create and share their own Pro Tracker themes. 🔊 Sound NotificationsPro Tracker supports customizable sound notifications. Currently this includes notifications for: ✨ Shiny Pokémon 🎨 Form Pokémon Sounds can have their own volume settings and can be tested directly from the settings. 📥 Import & ExportHunting data can be backed up and transferred. Supported formats include: CSV JSON Importing can either: Add data to an existing hunt Replace existing hunt data This makes it much easier to migrate between installations or keep backups of your hunting history. 🧮 Calculators (Under Construction)Pro Tracker includes several calculators intended to make common Pokémon-related calculations easier. ⚔️ Damage Calculator (Under Construction)The Damage Calculator supports a wide range of battle information, including: Attacker Defender Pokémon levels IVs EVs Nature Abilities Held items Moves Move power Stat stages Weather Terrain Burn Reflect Light Screen Critical hits Type effectiveness Damage ranges Damage percentages KO calculations Moves can also be filtered based on whether the Pokémon can actually learn them. 🧬 IV Calculator (Under Construction)The IV Calculator allows you to calculate Pokémon stats based on: Pokémon Level Nature IVs EVs It also supports the six primary stats and Hidden Power calculations. 🌎 World Quest Calculator (Under Construction)The World Quest Calculator helps keep track of community and individual contribution calculations. It can calculate: IV totals Individual catches Average IV Number of catches Community contribution Share percentage Ticket calculations 📖 Game InformationThe application now has a dedicated Game Information section. Current/planned sections include: 👑 Boss Database 🧬 Counterparts 📖 Game Guides 💎 Mega Stones ⭐ Legendary Pokémon 📈 EV Zones ⛏️ Excavations 🧮 Calculators ⚔️ Damage Calculator 🌎 World Quest Calculator 🧬 IV Calculator Additional database sections will continue to be added as development progresses. 📚 Game GuidesThe application also contains an in-development guide system. The system is designed to allow guides to be viewed directly inside Pro Tracker rather than requiring users to constantly switch between the game and browser. Guide functionality includes: Guide database Guide parsing HTML rendering In-app guide viewing Browser fallback 🎉 EventsAn experimental Events system has also been added. The system is designed around displaying and managing event information, including: Event listings Event descriptions Event rewards Pokémon rewards Item rewards Pokédollars Pokémon submissions Event entries Active events The event system is still under development and will continue to evolve. 📢 AnnouncementsA dedicated Announcements section has also been added. This allows important information to be displayed directly inside the application rather than requiring users to manually check the forum for every update. 🐛 Report a ProblemA dedicated problem-reporting system is included to help gather useful diagnostic information when something goes wrong. Rather than simply reporting: the diagnostic tools can help determine whether the issue is related to: Screen capture OCR Client detection Location recognition Tracker state Data Configuration 📌 Compact ModeDon't want the tracker taking up your entire screen? Pro Tracker includes a dedicated compact mode. The compact tracker provides the important controls and information while taking up considerably less space. It includes: Start Stop Reset Pokémon selection Target information Current encounter Previous encounter Hunting timer Always-on-top support 📌 Always on TopThe tracker can remain above other windows while playing. This can be particularly useful when using the tracker alongside multiple PRO clients. The statistics panel can also be positioned on either side of the tracker. 📋 Statistics & Table CustomizationNot everyone wants to see the same information. Pro Tracker allows individual statistics to be hidden without disabling the underlying tracking. You can customize visibility for statistics such as: Hunting time Total encounters Targeted encounters Since Shiny Since Form Successful catches Broken free The encounter table can also have individual columns hidden. Hidden information is still tracked in the background. ⚔️ NEW — Pokémon Battle Simulator (Under construction)And finally... 🐝 Pro Tracker is no longer just a tracker.One of the largest additions to Version 1.0 is the integrated Pokémon Battle Simulator. The simulator is being developed directly alongside the tracker and shares many of the Pokémon, move, ability, item, and battle systems used throughout the project. 🧑🤝🧑 Team BuilderBuild your own Pokémon teams directly inside Pro Tracker. The Team Builder supports: Six-Pokémon teams Pokémon selection Team ordering Lead selection Pokémon replacement Pokémon removal Moves Abilities Held items Levels IVs EVs Nature Shiny status 👑 Battle BossesThe Boss Database and Battle Simulator are connected. This allows bosses from the database to become actual simulator opponents. You can select bosses based on their available difficulty: Easy Medium Hard The simulator can then use their stored Pokémon, levels, moves, abilities, and items. This means the Boss Database is no longer simply informational. You can actually battle them. ⚔️ Battle SystemThe simulator contains an underlying battle engine rather than simply displaying a visual mock battle. The engine currently supports systems such as: Damage calculation Accuracy Critical hits STAB Type effectiveness Weather Terrain Stat stages Nature IVs EVs Abilities Held items Status conditions Entry hazards Screens Protect Substitute Drain Recoil Healing Poison Burn Toxic Spikes Spikes Stealth Rock Rapid Spin Defog Two-turn moves Switching Mega Evolution Z-Moves Battle phases Battle events Battle logging The battle engine is being developed as its own modular system so additional mechanics can continue to be added. 🧠 Battle AIThe simulator also contains several experimental AI systems. Current development includes: Baseline/random AI Monte Carlo AI Neural-network AI Model-based AI Battle memory Opponent memory The long-term goal is to allow the simulator to observe battles and use those battles to improve future decision making. 🗃️ Data-Driven ArchitectureA large portion of Pro Tracker is data-driven. Pokémon, moves, bosses, themes, locations, and other information can be stored externally rather than being hard-coded directly into the application. This makes it much easier to expand the project over time. The project currently makes use of systems for: Pokémon data Move data Ability data Boss data Item data Location data Theme data Counterpart/form data Sprite data 🚧 Experimental / In DevelopmentNot everything currently visible in the application should be considered completely finished. Some areas remain under active development, including: 🗺️ Interactive Maps ⭐ Legendary Pokémon database 📈 EV Zones ⛏️ Excavations 📖 Additional guides 🎉 Events system 🤖 Deep-learning battle AI 🔬 Advanced Battle Lab functionality 🎨 Automatic form identification Additional boss information These features are being developed alongside the main application and will continue to receive updates. 🐛 Known IssuesAs with any major 1.0 release, there are still things being worked on. Some platform-specific behavior, OCR edge cases, and experimental features may not work perfectly in every environment. If you encounter a problem, please use the application's diagnostic/reporting tools where possible. When reporting an issue, please include: Operating system Pro Tracker version PRO client version What you were doing What happened Any relevant screenshots Diagnostic information when available The more information provided, the easier it is to reproduce and fix the problem. ❤️ Credits & ThanksA huge thank you to everyone who has: Tested Pro Tracker Reported bugs Suggested features Provided feedback Tested different operating systems Helped identify OCR issues Tested bosses Tested the simulator Helped improve the database This project has grown considerably because of the feedback from the PRO community. 📋Final WordsWhat started as a small hunting tracker has turned into something considerably larger. Pro Tracker & Database is now intended to be an all-in-one companion for Pokémon Revolution Online, combining hunting, statistics, databases, bosses, calculators, history, customization, and battle simulation into a single application. I hope you enjoy Version 1.0, and as always, feedback and bug reports are greatly appreciated! Thank you for checking out Pro Tracker! 💜14 points
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Update Logs
14 pointsRandom Battle changelog: Changes to known sets: - Deactivated every Arceus and Silvally set except their regular Normal-type Forme due to their unusually high encounter rate because every type could be rolled with both of them. - Removed Diggersby's Agility set. - Removed Phione's Heal Bell/Toxic sets. - Removed Sceptile's Specs and Acrobatics sets. - Removed Hypno's Focus Blast sets. - Removed Mew's Nasty Plot sets except the Mewnium Z one. - Changed Mega Gengar's Disable set to a Toxic Spikes one. - Changed Dragonite's Lum Berry set so it holds Heavy-Duty Boots and was given Dual Wingbeat instead of Iron Head. - Changed Salamence's Lum Berry set so it holds Heavy-Duty Boots instead. - Changed Brambleghast's Spikes set so it gets Rapid Spin instead of Strength Sap. - Changed Kommo-o's Throat Spray sets so they get Boomburst instead of Iron Head. - Changed Raichu-Alolan's Volt Switch sets so they're guaranteed to hold a Specs. - Changed Electivire's Scarf set so it gets Supercell Slam instead of Earthquake. - Changed Tinkaton's Protect set so it gets Play Rough instead of Knock Off. - Changed Bronzong's, Chimecho's, Deoxys-Defense's, Exeggutor's, Hypno's, Lugia's, Baby Lugia's, and Male Meoswtic's sets so Psychic Noise replaces Psychic. - Changed Gothitelle's sets to include Focus Blast everywhere, and replaced Nasty Plot set to a Calm Mind one. - Changed Farigiraf's Hyper Voice + Future Sight set to Body Slam + Psychic Noise. - Changed Lugia's + Baby Lugia's sets so Defog replaces Whirlwind, and Aeroblast + Psychic Noise is possible with Calm Mind sets. - Changed Mesprit's Lefto and AV sets so Psychic Noise replaces Psychic, and replaced Psyshock to Psychic for Nasty Plot set. - Changed Mew's Roost sets so Psychic Noise replaces Psychic. - Changed Primarina's Calm Mind set so Psychic Noise replaces Psychic. - Changed Wyrdeer's Lefto set so Psychic Noise replaces Megahorn. - Changed Zoroark Hisui's Poltergeist set so Hyper Voice replaces U-turn. - Reworked Luxray's sets entirely, Assault Vest ones now always get Wild Charge, and Flame Orb sets no longer get Ice Fang. - Fixed Ferrothorn's Gyro Ball set Speed IVs and EVs that weren't set to 0. - Fixed Glastrier's Boots set so Icicle Crash replaces Icicle Spear. - Fixed Furfrou's Cotton Spore sets that were given Cotton Guard instead. - Lowered Poliwrath's level from 90 to 88. - Lowered Salamence's level from 80 to 76. - Lowered Kartana's level from 80 to 76. - Lowered Crystal Steelix's level from 88 to 86. - Lowered Mega Crystal Steelix's level from 86 to 84. - Lowered Smeargle's level from 100 to 90. - Increased Reshiram's level from 72 to 76. New rollable sets for Pokémon that were already rollable: - Added a HP Ice + Substitute Sceptile set. - Added Shed Tail Sceptile and Mega Sceptile sets. - Added a Stealth Rock Crystal Steelix set. - Added a 4 offensive moves Mega Diancie set. - Added 1 Calm Mind and 1 Heal Bell Diancie sets. - Added a Mimikium Z + Drain Punch Mimikyu set. - Added 2 Iron Head and 1 Toxic + Protect Bronzong sets. - Added more Substitute and Calm Mind Exeggutor sets. - Added 1 Calm Mind + Psychic and 1 Psychic Noise + Assault Vest Hatterene sets. - Added a Toxic + Knock Off Hypno set. - Added an Assault Vest Wyrdeer set. - Added Necrozma-Dusk-Mane sets. - Added a Baneful Bunker Toxapex set. - Added Berserk Drampa sets (Mega excluded.) - Added Bitter Malice Zoroark-Hisui sets. - Added a Court Change Cinderace set. - Added a Fillet Away Veluza set. - Added a Population Bomb Smeargle set. - Added a Bulk Up Tauros-Paldea-Aqua set. - Added a Revival Blessing Rabsca set. - Added Rocky Payload Bombirdier sets. New rollable Pokémon: - Glimmora (but not the Mega.) - Darmanitan-Galar. - Minior. - Ogerpon, Ogerpon-Wellspring, Ogerpon-Hearthflame, and Ogerpon-Cornerstone. - Cyclizar. - Orthworm. - Okidogi. - Munkidori. - Fezandipiti. - Chi-Yu. - Moltres-Galar. - Dracozolt. - Arctozolt. - Pawmot. - Regidrago. - Bellibolt. - Golisopod. - Dracovish. - Arctovish. - Gholdengo. - Rillaboom. - Frosmoth. - Stunfisk-Galar. - Toedscruel. - Maushold. - Ting-Lu - Hydrapple. - Slowbro-Galar. - Marshadow. - Calyrex-Shadow and Calyrex-Ice. - Mega Clefable at lvl 80. - Mega Starmie at lvl 76. - Mega Dragonite at lvl 76. - Mega Skarmory at lvl 76. - Mega Froslass at lvl 80. - Mega Emboar at lvl 82. - Mega Chandelure at lvl 80. - Mega Hawlucha at lvl 76.14 points
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Introduction, it's been fun
14 pointsHey everyone, I really suck at these. I've been playing PRO since 2016, and I think it's finally time to retire. PRO has been a huge part of my life for nearly a decade. The community, the player culture, drama, events, dumb threads, everything, I'm really grateful for. Here's a small introduction to what I do in PRO before I officially retire. How I play the game I'm a jack of all trades, I enjoy every aspect of PRO. Hunting, PvP (Personally love Draft!), trading, conversing with the community, joining and hosting events and tournaments, helping newer players, however my biggest enjoyment from PRO is making content and working on projects. Some of my projects were never posted, some were discontinued, some are ongoing, some were still being worked on in the background. My projects and other stuff My biggest project that's still ongoing is ofc New Leaf. Shoutout to everyone in the guild, I would be nothing without you guys. Having the opportunity to lead and manage one of the longest lasting guilds in PRO was an amazing experience. To newer players who are considering creating a guild, I say make it, don't let others discourage you. Set a goal and work towards it. Rare Candy Media (RCM) was a passion project of mine. I enjoy the idea of reporting any and all things to the community. There are atm, 12 issues of RCM you can read in the General Talk Sub-forum if you're interested. Thank you for the art and editing that was provided by @Dos3d and @Walkyrion for the help in this project and everyone who has contributed one way or another at one point. I really would've loved to continue making articles each week. Giving money away until Astrella comes out. As the title says. It was fun seeing how people would react. It was a mix of disbelief, gratitude, shock, and genuine curiosity. I think due to PRO's scam culture, it made it hard for me to randomly give money to strangers. The most common outcome was the player asking "Why?" About 10% of 275 people called me a scammer and left the PM, but the majority of the giveaway winners were shocked and thankful after I explained what I was doing. This project had to stop for personal reasons that didn't involve money. Then I farmed 999 Rattata hair and made a "Buff Magnet Pull" thread one of the most liked threads on the forum. Idk why, I just did it. https://pokemonrevolution.net/forum/topic/234573-i-farmed-999-rattata-hair-what-happens-next-will-shock-you/ https://pokemonrevolution.net/forum/topic/228876-magnet-pull-needs-buff/#comment-1361546 The biggest project I was working on that never came out and is still ongoing was asking people what there favorite part of PRO was. The goal was to ask 200 players. 100 from Silver and 100 from Gold what their favorite part of PRO was. As of right now, I'm only on the 87th person. This one was very interesting. It doubled as a social experiment. I would PM random people on the server with the question "What do you enjoy most about PRO? Hunting, PvP, forms, quests, events, staff, the community etc." Pretty simple question right? I noticed though, right around the quarter point, that the majority of people were just giving short responses. Once I altered my question and removed the examples, people started giving me better answers. The most common answer in order was the community, followed by hunting, then forms / cosmetics, followed by PvP, events, and lastly quests (Wonder why, most recent quests are unique, don't require the player to check every tree, and provide just enough clues). Here were some of the best answers I got: I also did host some tournaments: PRO Tour S2: https://pokemonrevolution.net/forum/topic/187119-pro-tour-s2/ PRO Tour S3: https://pokemonrevolution.net/forum/topic/190792-pro-tour-s3/ Guild showcases and spotlights. A project I was working on but never released on the forum. This one didn't hit with me. I tried contacting leaders of smaller guilds to build their community via an interview and highlighting what makes their guild special. The leaders / officers would either never respond or what I assume to be quitting the game. I did interview other popular guilds which was supposed to be an article for RCM. Reason for retiring I'm at a point in my life where I have to choose wisely what I spend my free time on. I'm not burnt out in PRO, I still have a lot of fuel in me and several big projects in my mind I want to work on, but it's just the fact that I can't commit to PRO as much as I used to. I have to make a sacrifice, and I chose to drop PRO. It doesn't mean PRO never meant anything to me, it's the opposite, PRO was everything for me, and I have to take a step back. It's been fun Over the 9 years I've played, I've seen many people come and go. Staff members, players, friends. People got banned, people quit, some had to focus irl. People changing. PRO's come a long way, trust me, not just the game itself, but also the people working on it. This is 100% an unbiased opinion, I know some people think it's cool to hate on staff, but learn to give them a break sometime, they're human. Same goes for staff members, we all just want the best for the game. I trust that Wally does too. Not bringing up past issues and going off topic (Make a separate thread if you have to), not trying to glaze either, but I feel like over the past few months, he has improved with trying to communicate things to players. From my neutral perspective, that's what I've seen. Try to respect that at least. But yeah this game will continue to change for the better, I believe that, and I will always be proud to be part of the community. I hope that by sharing my projects, I inspire some of you to do the same. This isn't goodbye forever, I'll still be on Discord don't worry, I'm always available to chat, just hmu. I do wish you all the best, and hope you have as much fun as I did. Peace!14 points
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MULTI SERVICE'S REVENANT [DUNGEON / LEGENDARY / MEGAS / Z- CRYSTALS / DEX]
PRICE: 100K 💸 PRICE: 200K 💸 Each PRICE: 300k 💸 Each PRICE: 400k 💸 Each PRICE: 500K 💸 Each PRICE: 600K 💸 Each PRICE: 1.5M 💸 Each13 points
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Allow PvP on Multiple Servers with the Same Account
I understand the current rule that prevents the same account from playing PvP on both servers to avoid stacking PvP rewards. However, players can already farm the same rewards using alt accounts, so the rule mainly affects players who only use one account. Because of this, it doesn’t fully prevent reward stacking. It mostly limits players who simply want to play PvP on different servers with their main account. PvP can also be won without legendary Pokémon, so that part doesn’t seem like a major issue either. Because of this, it’s hard to see a strong reason for the restriction in its current form. Maybe this rule could be reconsidered I would also like to hear what other players think about this. Thanks again i add this ppl with no alt acc should pvp in both server and not do top 25 in both server only one should be allowed...13 points
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Ditto Halloween Pixel ART 5G Sprite
11 pointsHere is an Halloween themed FORM design for Ditto Here is the Original 5G Sprites : Back View : Front View : Edited for Halloween : Back View : Front View : Size is 96x96 Big view : BACK FRONT Please give your comment down below11 points
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Update Logs
11 pointsChangelog 09.08.2026: Coded Mega Sol. Coded Dragonize. Coded Spicy Spray. Coded Eelevate. Coded Fire Mane. Coded Jaw Lock. Coded Gulp Missile. Coded Hunger Switch. Coded Aura Wheel. Coded Octolock. Coded Pastel Veil. Coded Screen Cleaner. Coded Ice Face. Coded Last Respects. Coded Burmy's form changes and its evolutions. Added accurate move descriptions for moves affected by other moves or abilities when the Accurate Description setting is enabled. The respective sub-category is now also displayed. Affected-by effects include King's Rock, King's Shield, Magic Bounce, Mirror Move, Pressure, Protect, Snatch, and Spiky Shield. Sub-categories include Ball / Bomb, Biting, Dance, Explosive, Powder / Spore, Aura / Pulse, Punching, Slicing, Sound, and Wind. Fixed move tooltips in battle not disappearing correctly and sometimes having multiple tooltips displayed simultaneously. Fixed Pokémon-specific Z-Moves becoming unavailable after using a semi-invulnerable move. Fixed the battle window occasionally getting stuck when clicking a locked button in certain situations. Fixed several bugs with the Replay window and its tooltips. Fixed scaling issues with ball physics in the battle window. Fixed several incorrect Pokédex, move, and item descriptions. Added the in-battle snow effect to all Christmas forms. Removed the white border from 228 inventory icons and generally improved them. Added almost all new Mega base sprites, many of their event forms, and Stereo Rotom. Linked the new Mega Pokédex entries to their non-Mega variants. This means you will now receive the corresponding Mega entries when obtaining the regular entries This does not apply to existing entries, as updating them would require an extended maintenance period of approximately three hours. We will take care of this in the future. Fixed the TM movesets for some Hisuian Pokémon.11 points
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Ditto Easter Pixel ART 5G Sprite
11 pointsHere is an Easter themed FORM design for Ditto Here is the Original 5G Sprites : Back View : Front View : Edited for Easter : Back View : Front View : Size is 96x96 Big view : BACK FRONT Please give your comment down below11 points
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Rare Candy Media - Weekly news article (Issue #12)
Publishing weekly news article every Friday / Saturday 11-12pm EST. Issue #12 French Credits Extra links Previous issue #1111 points
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[TOOL]: [WIP] PRO Companion — an AI-powered Prof Oak that actually knows where you are in every quest
Hey Tech Corner 👋 I've been quietly building PRO Companion — a web app that aims to be the ultimate sidekick for Pokémon Revolution Online. Think of it as your trainer dashboard, quest log, and personal AI mentor rolled into one. Before I sink too much into it, I'd love a gut-check from the community: is this something you'd actually use? 🔮 The headline feature — Ask Prof Oak A live AI coach that knows your progress. Not a generic chatbot with a Pokémon skin — it streams answers over a WebSocket with full context of: Which walkthroughs you've completed, are reading, or haven't touched Your **exact step** inside an active quest (down to `s01`, `s02`, …) Your trainer profile (region, playtime, badges) Your bookmarks and recently viewed guides So you can ask things like "what should I do next?", "I'm stuck on Saffron, where do I go?", or "what's the fastest money grind for my level?" — and Oak answers with real references to your progress, not a copy-pasted wiki page. 📖 Everything else it does Feature What it's for Overview dashboard Streak tracker, active quests, stats, journey timeline Quest Log Step-by-step walkthrough checklist — tick boxes as you play Library Every walkthrough in the game, searchable + bookmarkable Progression Graph Visual DAG of quest prereqs/unlocks Pokédex / Items / Map / Store Fast in-app lookup, no tab-switching Leaderboards & Sync Ties your in-game profile to the companion 🧪 Where I'm at Core tracking, quest log, and Prof Oak chat are **working today** Progression overlay is hand-curated for early/mid-game quests Closed testing in the next couple of days 🙏 What I need from you Would you use this? Honest reactions welcome — "meh" is useful too. What's missing? If the app had to have one feature to earn a spot on your second monitor, what would it be? Want to beta test? Drop a reply or DM and I'll add you to the list. Screenshots + short demo clip below ⬇️ Cheers, — Game3Com10 points
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Null
10 points
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Reinders Community Giveaway - 1M Pokédollars Daily | Starting Feb 1st [Closed]
We’re launching a community giveaway marathon, distributing 1M Pokédollars every single day starting February 1st. This giveaway has been made possible thanks to DeadDunes of Reinders, who generously chose to sell his OT Shiny Mimikyu via auction. The auction is linked here. The total amount raised from the auction will determine how long the giveaways run. Half of the funds will be distributed through giveaways open to everyone, with the remaining half reserved exclusively for Reinders members. 1M Pokédollars will be distributed daily across both the public and Reinders giveaway sections for the duration of the event. Players from all servers are welcome to participate in the public giveaways. Please note that the giveaways will be hosted on the Gold Server, so winners who are not on Gold will need either an alt account on Gold or a trusted player to accept the prize on their behalf. To take part, simply join the Reinders Discord and enter the giveaway each day: https://discord.gg/KgPhugWp Update: The auction closed at 34M. Split equally, this allocates 17M to the regular giveaways and 17M to the Reinders side. Effectively funding 17 days of giveaways for each.10 points
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The Auctioneer’s Handbook - A Practical Auction Guide (WIP - 15% Complete)
Important. This guide assumes you already understand the Auction Rules. If you’re not fully familiar with them, please read the Auction Rules first and learn them in their entirety. Once you’ve done that, come back to this guide. The Auction Rules can be found here. This guide is still a work in progress. I plan to add more over time, so please bear with me. It’s written with both new and experienced players in mind. Some sections may feel obvious or not especially advanced to certain readers, but I’ve included my own thought processes throughout. It also may not look as polished or structured as I ultimately want it to be just yet (for now). I’ve outlined and created some of the sections below I want to comment on, and I’ll be gradually working through them and sharing my thoughts as they develop. If even small parts of it prove useful, then it’s done its job. Take what resonates, leave what doesn’t, and enjoy. 1. Foundations of Auctioneering. What auctions are (and aren’t), when to auction and when not to, balancing short term profit with long term value, and the principles of quality auctioneering. What an Auction Is (and Isn’t) An auction is a way to discover market value through competition. It works best when there is demand and enough interested buyers to create momentum. An auction is: A process where buyers compete in the forum (or in-game), a way to let the market, not the seller, set the price (in a sense) and best suited for Pokémon or items with desirable traits or appeal. An auction isn’t: A guaranteed way to get a high price, a replacement for private sales or direct offers, or a place for unrealistic expectations. If a Pokémon or item has weak demand, poor timing, unclear value, an auction may expose that. When You Should Auction Auctioning makes the most sense when: The Pokémon has strong PvP relevance or rarity, demand exists with multiple players, you’re unsure of the value and want the market to decide, timing is favourable (events, meta shifts, player activity etc). Auctions shine when competition is likely. Ideally, two or three serious bidders can push a Pokémon or item beyond what a private sale might achieve. This is especially true for quality PvP Pokémon, very rare or limited cosmetics or mounts with high appeal. When You Shouldn’t Auction Not everything benefits from an auction. You may want to avoid an auction when: Demand is low or highly niche, the Pokémon or item is easily found (Standard Pokémon from a hunt with below average stats and no exceptional traits), you need quick liquidity (if you’re unable to wait the standard 24 to 48 hours of an auction, it may be better not to auction at all...unless you intentionally run a short auction of 10 hours or less and are comfortable accepting the risks that come with a reduced timeframe), you already have a fair private offer on the table. In these cases, auctions can stall, underperform or damage perceived value. Knowing when NOT to auction is just as important as knowing when to run one. This won’t apply to most players, but on rare occasions a PvP shiny or form of truly exceptional value, may actually be better sold privately to one or two specific buyers. If you’re dealing with something in a higher tier, you’ll usually know it. In such situations, a public auction can sometimes underserve you, especially when there’s already strong interest from a very small pool of serious collectors or PvP players. If you find yourself holding a genuinely rare gem, take your time. Gather multiple opinions, do your own research, and be cautious...particularly if you’re inexperienced and suddenly receiving a flood of offers that feel unusual. Protect yourself, trust your instincts, and don’t sell yourself short when you’re in one of these unique situations. Short Term Profit vs Long Term Value Some Pokémon are quick flips. Others are long term holds. Short term profit focuses on immediate demand, meta relevance and fast turnover. This approach prioritises liquidity and quick results (for most players, this tends to be the default...playing and making decisions with shorter term profit in mind). Long term value, on the other hand, is about recognising what is unlikely to be easily replaced. This may justify waiting for the right buyer, especially if the Pokémon has timeless PvP utility, an exceptional stat spread (nature, ability and IVs) compared to what’s available, collector appeal or other future relevance. Future meta changes can also play a role. For example, a Pokémon that is moderately valued today may become more desirable if a new Mega Evolution or game update is introduced later. In these cases, holding can mean sacrificing some short term value in exchange for stronger long term upside. Selling a high potential Pokémon or item too early could cost you more in the long run than waiting for the right moment or buyer. Quality Auctioneering Quality auctioneering isn’t just about posting it. It’s about presentation, trust and judgement. A well run auction includes: Clear, complete and honest details, sensible starting prices, good timing, good treatment to your bidders, with chill and consistent communication. Create confidence. When bidders trust an auctioneer, they engage with your posts more freely. This can be as simple as just starting your auction or placing some early bids. A likability factor (for one reason or another), having supportive guildmates, or others that wish to support you or because you’ve supported them in the past. Over time, this creates a positive and beneficial environment built around reputation and trust, and that can benefit everyone involved. Reputation compounds with time. A clean and fair auction today can make the next one easier and hopefully more competitive. 2. Buyer Preferences. Evolution decisions, how training may affect value, and some considerations relating to PvP players, collectors, and those buying for utility. Evolution Decisions Whether to evolve a Pokémon before auctioning sometimes isn't a simple yes or no. Keeping a Pokémon unevolved preserves flexibility for the buyer. Some buyers may simply prefer a Pokémon in its lower evolutionary stage...particularly collectors, or in the case of shinies and special forms. Preserving this flexibility gives buyers a freedom of choice and can help retain or increase value, especially for baby Pokémon and starters. In other cases, evolving a Pokémon (and training it and showing off its Mega Evolution) can make its role and idea's to the buyer much clearer, relating to PvP ideas or builds. As a general rule, evolution should be done if it clearly adds value or removes uncertainty...not just because it’s available. Think before making this choice. In many cases it won’t matter, but in others it can have a real impact (this is entirely situational). Training: When It Adds Value (and When It Doesn’t) Training can increase value. For PvP Pokémon etc, completed EVs, level, and moveset can make an auction more attractive by reducing effort for the buyer. Essentially, it removes a cost the buyer would otherwise have to pay. This can matter when the price of levelling or EV training is close to the Pokémon’s overall value. In those cases, the difference can be significant. For higher value Pokémon, however, training costs tend to be minor in comparison and have far less impact. Once again, the importance of this depends on the situation. For collectors (for any number of reasons), untrained Pokémon can just be their preference. Overall, training should be a deliberate choice, than an automatic thing. Consider what you’ve got and whether training really adds value. In many cases maybe not, but it’s still worth being mindful. If you’re unsure, get advice from people you trust. PvP Players, Collectors, and Utility Not all buyers are looking for the same thing. PvP players value readiness and obvious competitive relevance. Collectors may care more about rarity, form...even the fact that it's old or untouched in a long time. Collectors may value a wide range of unique traits, such as older Pokémon with very low ID numbers, Pokémon with all IVs under 10 in each category, Original Trainer (OT) names can also have some value...belonging to well known players, long standing community members, former staff, or other "thing" that collectors recognise and appreciate, legacy quirks or historical bugs that may have existed on certain Pokémon, unusual or "fun" IV patterns or simply favourite Pokémon collected across multiple event forms. When building a collection, preferences can vary widely. The collector market is broad and highly individual. What may seem unremarkable or illogical to one player, can quite easily hold strong meaning and value to another. Utility buyers prioritise function over perfection (such as a Breloom or a Smeargle etc built for hunting). When IVs are average or bad, but the Pokémon’s role is clear, utility is often the defining factor, in this respect. Pokémon for hunting is just one example (there are more examples). One advantage is that the player base is often a blend of "all" of these things mentioned. Many players are part PvP player, part collector, part hunter...meaning multiple interests are frequently covered at once. As a result, the PRO community will offer a healthy pool of potential buyers. If something is genuinely desirable, there’s rarely a shortage of players willing to compete for it. To be continued. The sections below are just notes and outlines, and will be expanded on further. 3. Pricing. Setting the Right Starting Price/Details (good listings build trust...how poor starting details such as too vague, too high, too low can damage credibility, suppress bids, hurt outcomes in ways that aren’t always obvious), Finding the Insta Buy Sweet Spot, Understanding Market Demand, Price Decay (why waiting too long can cost you), Being First to Auction Something New (or one of the first) vs Being Late…and More 4. Payment Methods and Their Value. Pokedollars and Mixed Payments, Why Some Payment Methods Should Be Valued Differently (relating to timing, events, demand and seller preference affecting the value...how adjusting valuation can subtly guide bidder behaviour) 5. Timing. Best Times to Start an Auction, Duration: Too Short vs Too Long, The Ending, Bid Momentum 6. Promotion and Visibility. Where to Promote (and where not to), Different Promotion Methods Explained, Cross Server vs Single Server, Avoiding Spam, Maximising Reach 7. Finding. Identifying "The Right" Buyers, Using Discord Effectively, Tagging Without Being Annoying, Making the Right People Aware (subtly), Why Relationships Outperform Mass Pings 8. Presentation. Formatting That Gets Attention...Clear, Clean, Professional Listings, How to Improve Presentation Over Time, Learning From High Performing Auctions, Misleading and “Half Misleading” Auction Titles: Why clear, accurate titles outperform exaggerated or those that are carefully framed…how the appearance of being misleading can damage trust, credibility and outcomes. Understanding “Epic”, “Godly” and Other Hype Terms…an honest look at popular buzzwords used to attract attention…what they should mean, how PvP players perceive them, where exaggeration starts to undermine credibility (in my opinion…since I use them often). Understanding “20+” and “25+”…and other similar labels. Why phrases like “25+ Bulk” or “25+ Except Attack” (and similar workarounds that aren’t a full and true 25+ because another stat may be a fail) can weaken your auction…even when the wording is technically honest and well intentioned. Deeper reasoning behind that, from my perspective. 9. Reputation. Why Reputation Matters, How to Avoid Being Ignored, Engagement (hearts, ticks and acknowledgement to bidders posts so they feel seen and valued), Consistency, Fairness, Follow Through 10. Service. When Offering an Auction Service Makes Sense, What Value You’re Actually Providing, Fair Percentages, Protecting Yourself, Why Trust Beats Fees 11. Organisation. Tracking Auctions with Discord Notes, Managing Multiple Listings, Follow Ups and Closing Loops, Staying Organised Without Burning Out (or getting into trouble with trade moderators) 12. Guilds, Servers (and the Effects). Why Guild Servers Matter, How to Join Without Being "That Guy", Building Presence Over Time, Effects in Auctioning 13. Price Checks. Sharing Price Checks Responsibly, Avoiding Bias, When to Give A Price Check and When Not To, Protect Your Credibility 14. Judgement. Should You Auction This at All?, Private Sale vs Public (explained in detail to support your own decision making) 15. Final Thoughts. Providing Real Value to the Community, Why Long Term Thinking (relating to your actions in the game) Pays More, Earn Lasting Trust10 points
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closed /sold
10 points
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PokeLink - All PRO Services - All in One Place [Hiring Service Providers]
PokeLink All PRO Services - All in One Place WELCOME TO THE NEXT LEVEL OF PRO SERVICES We are proud to introduce PokeLink - An organized, ticket-based service network offering: • Fast & reliable services • Verified Service Providers with years of experience • Secure middleman protection • Fair community-based prices WHY CHOOSE POKÉLINK? Tired of the grind? Let Pokelink handle it for you. We offer a full range of services including Leveling & EV training, Quest completion, Mega evolutions, Z-Crystals, Dex services, Dungeon runs, Story progression, and all Valentine’s Day quests. Whether you're looking to power up your team, complete difficult content, or finish tedious tasks, our experienced providers are ready to help. What sets Pokelink apart is reliability and customer service. Our services are organized, convenient, and handled by trusted providers who take pride in delivering results. With Pokelink, you’re not just buying a service, you’re getting the confidence that the job will be done right, quickly, and professionally. Let us take care of the work so you can get back to enjoying the game. Here is the list of the current services we offer and their prices (will be updated continuously as we grow): LEVELING SERVICES Spoiler LEGENDARY SERVICES --------------------------------------------- Spoiler Z–CRYSTAL SERVICES Spoiler Event Limited Megas: Gengarite • Kangaskhanite • Salamencite • Lucarionite POKEDEX SERVICE PRICES Looking to fill your dex for completing one of the legendaries quests ? We got you covered with 2.5k per pokemon . DUNGEON SERVICE PRICES Victini Dungeon Service (Ruins of the Vale Dungeon) Spoiler Meloetta Dungeon Service (Crux of Melody Dungeon) Spoiler QUESTS Spoiler SERVICE INFORMATION The rules below apply to all our Quest services and should be read carefully. Spoiler HOW TO ORDER - Join our Discord* - Open a ticket - Describe the service - Staff gives you a quote and assigns you a provider. We only work with the top tier providers in the market. - Provider completes the job. - Staff verifies → your order is concluded. JOIN THE POKÉLINK NETWORK * Discord Invite: Leave a comment here , dm any admin here in the forum ( @Demonvibe or @Darkmaster269 ) or in discord (Discord: demonvibewow) to get an invite today!9 points
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Halloween Hunting Event (Blacephalon / Guzzlord)
Hey, I cant really remember the last state of the Halloween Group Hunting Event, but yesterday evening, I had an idea to make this content for everyone. Not sure, but from what I remember is, the players needed to make a group, hunt for 12h(?) and submit as many rares as you can to reach a high score and have a chance to get access to the cave. As we discussed in the other thread last year, the idea was great, but how it was handled and executed wasn't. The first 2 or 3 weeks, the content was made basically for jobless or sick people only, who could play the game 24/7, which was unfair for everyone else who wanted to hunt Blace or Guzz. And even then it wasn't easy to find other people who could bring the same effort, while simultaneously excluding players which couldnt. At the end the time was lowered to 12h, I think, but even that is too much time for a single session for working people or parents. I'm not in the tester team, so I have no clue if you are already testing something for this content or not, nor do I know if this hunting event will ever come again, but if yes, my suggestion would be: Instead of a group hunting event, what do you think about something like a World Quest, which last from Monday 00:00 - Friday 23:59 where you can submit every rare which has a Halloween Form and if you submit f.e. 5k IVs, you get access to the cave for the weekend. This way everyone has 5 days time to hunt 50 - 60 rares which isn't an excessive amount, but in my opinion, isn't too little either. What do you think about this? I’d be interested to hear your opinions.9 points
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PvE Chests
9 pointsHello everyone, I would like to suggest the introduction of PvE Chests. They should be similar to PvP Chests, but obtained from PvE means. The reason I'm suggesting this, is because at the moment PvP is the only way to obtain some tm/cosmetics/mounts. That benefits the PvP veterans who get a lot of chests from wins, or the rich people that just buy them. That's very punishing to the casual PRO players who just want to enjoy the game and have cool things. Yes you could say that newbies should do PvP to learn, but that would lead for more chests to the veterans instead. Also there should be some balance between PvP and PvE rewards. We could obtain PvE Chests the following ways: BCC/FCC Rewards Top 25 get 1 chest for participation Top 15 get 3 chests Top 3 get 5 chests and 1 golden chest Dungeon Rewards Random Drop of chests inside the dungeon that you can find and collect while doing the run. X amount of chests for being Top Dungeon Ladder. The rewards from chests would be PvE coins, TMs, cosmetics and mounts. It's not necessary for the rewards to be exactly the same as the PvP Chests, they could have some that are the same, and then some exclusives to PvE and others exclusives to PvP. The introduction of PvE Chests should increase the overall amount of online players instead of only focusing on PvP, and it wouldn't take away anything, but rather instead just bring more things to the table. Thank you. Kind Regards, Lugario9 points
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GUILD - EXORCISTS
9 points🌊 Welcome to EXORCISTS 🌊EXORCISTS is a mature and active community built around friendship, teamwork, and enjoying PRO together. 📜 Guild Requirements🔹 Able to communicate in English 🔹 Active on Discord and willing to interact with the community 🔹 Respectful and mature behavior toward guild members 🔹 Full region unlocks preferred with around 150+ play hours 🔹 Good players only — we value consistency and participation 🔹 Trying for around 150+ Ranked rating monthly (or showing effort toward improvement) 🎁 What We Offer🤝 Friendly and active community ⚔️ PvP team and lending service 🗺️ PvP & PvE support 🎓 Experienced players willing to help 🏆 Events, tournaments, and giveaways 😌 Relaxed and fun atmosphere 📈 Guild growth and teamwork Whether you're pushing the ladder, farming PvE content, or just looking for people to play and chat with, there's a place for you in LEVIANTAN. 📝 How to JoinInterested in becoming part of EXORCIST? Post your application below with: 🎮 In-Game Name: 🌍 Country: 🎂 Age: 🆔 Screenshot of your Pokémon ID: What do you enjoy doing most in PRO? 💙 Why Join Us?We're more than just a guild — we're a family built around friendship, teamwork, and enjoying the game together. Whether you're a competitive grinder, a casual player, or someone looking to improve, the EXORCISTS community has a place for you. ⭐ We value loyalty and long-term members. ⭐ Every member matters and is treated with respect. ⭐ We focus on creating a welcoming environment where players can improve and have fun together. ⭐ We're not the type of guild that removes people simply because they become inactive for a while. Once you become part of EXORCISTS , you're part of the family.9 points
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Financebro`s last call
9 pointsHello everyone 🙂 as many already know i have decided to quit pro atfer playing it since 2016. Most of you know my rather new Account "Financebro" the best. I have been mainly a pvp player and collector of godly pvp mons and i managed to get to top 25 quite a lot of times back in the days and also recently. After all those years of playing this game, which made me experience my love for pokemon and the nature of pvp again, i decided to quit once and for all. Mainly because i work in a tough work environment, but also because i believe that playing this game for kids doesn`t add anything to my big picture of life. I am gonna focus on my other passions like weightllifting, mountaineering and ofc my lovely girlfriend which makes my life and me as a person complete. Another reason for me to quit was the poor staff behaviour in the last years aswell due. The community was wating for many changes in maps and mons which just took too long and also there were no serious pvp tournaments held by the staff like in the good old times of pro. Also i received a discord ban which i wasn`t allowed to appeal and never got a serious explanation for why i got it. But i don`t want to end this in a bad manner. I am happy to get to know a lot of lovely people which i grinded pvp with, talked on discord, played pokemon skribble in the evening and much more. First and foremost my guildmates in Dynasty where i became an officer a couple of years ago and pushed the guild 2 seasons ago to be the top 1 guild on the silver server and arguably overall in pro. Secondly @Lacomus as a dog lover aswell as me and a huge contributor to the pro community, aswell as @Lykabaws which i share my love of nature with. For all of those who pvp`ed (and mostly lost) against me in all those years, simply thanks for all those fun battles, although rng was almost against me (obv.) 😂 Those who i bond with will hear from me in the future but for pro this is the end. Cya Nerds! ❣️9 points
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Hiding Spawn Information: Why It Hurts More Than It Helps, and How to Potentially Fix It
IntroductionHiding spawn information is, in my opinion, ultimately harmful to the game and its player base. That said, I want to be fair and acknowledge the arguments that could be seen in favor of this change and explain why I think they don't hold up. The Upsides — With a Grain of SaltHiding information about spawns has three upsides that in my opinion come with a grain of salt. 1. Community InteractionWithout readily available information, players are pushed to interact with each other — asking around, trading knowledge, being active in Discord. That's a genuine plus for community health. But it assumes everyone wants that. This is an MMO, sure, but like every MMO, part of its population is made up of players who prefer to play solo, at their own pace, without depending on other people to progress. Forcing interaction as a side effect of information scarcity isn't the same as fostering organic community engagement — it's closer to a toll gate. 2. The Joy of DiscoveryDiscovery has a real psychological reward — that moment of finding something yourself is genuinely satisfying. The problem is that hiding information doesn't let players opt into that experience — it forces it on everyone, regardless of whether they want it or not. A player who'd rather look something up and get on with their session no longer has that choice. Discovery stops being a bonus for those who enjoy it and becomes a mandatory task for everyone else. 3. Making Content More Attractive for a Longer Period of TimeHidden information stretches out how long content stays relevant. If everything about a spawn — location, timing, repel requirements — is known on day one, players burn through it in an afternoon and move on. Scarcity of information keeps people engaged with the same content for weeks instead of hours, which is valuable for a game that needs sustained playtime to stay alive. But this benefit is easy to mistake for something it isn't. Stretching engagement by withholding information isn't the same as making content actually last longer — it's making the same content take longer to consume by adding friction, not depth. The "longevity" here is measured in "hours wasted searching", and not "hours spent enjoying". And it can just as easily backfire: a player who hits an opaque wall with no clear path forward doesn't necessarily stay engaged longer — they might just get frustrated and leave. Retention through obscurity is a gamble, not a guarantee, and it reads more like a "metric driven" incentive (keep playtime/player numbers up) than a "player experience driven" one. Major DownsidesThere are actually many more downsides to this as you might think at first. 1. Respecting Players' TimeAn MMO inherently demands time investment — that's expected and completely fine. But there's a difference between content that takes time and artificial friction that wastes time. A game that respects its players supports their time commitment instead of manufacturing extra roadblocks that add nothing to actual gameplay depth. 2. Efficiency and Player ChoiceNot every player is optimizing for the same thing, and that's fine — but for players like me who do want to play efficiently, this system actively works against that. I have a list of other games competing for my time, and getting stalled by a mechanic whose sole purpose is to artificially create discovery and interaction — rather than offering meaningful gameplay — isn't a good trade-off. Efficiency-minded and exploration-minded players used to be able to coexist, each choosing their own approach. Now one playstyle is forced onto everyone. 3. Guilds Gatekeeping InformationIt's well known that guilds already gatekeep advantageous information. General spawns are still broadly shared, but repel-spawn locations in reworked areas aren't public anywhere — they're either unknown to most of the player base or deliberately withheld by guilds to keep their advantage. In other words: hiding information doesn't eliminate the advantage information provides — it just shifts who holds that advantage. Solo players and small groups lose access, while large and active guilds with more players to brute-force discovery simply absorb the cost and keep the payoff for themselves. 4. Fragmented, Inconsistent KnowledgeWhen information isn't public, what circulates informally is often incomplete, outdated, or just wrong. There isn't a single point of truth anymore. New or casual players end up relying on guesswork, secondhand claims, or bad advice, while the "real" answers stay locked elsewhere. That's a worse experience than either full transparency or well-designed in-game discovery mechanics — it's the disadvantages of secrecy without the benefits of genuine exploration. 5. Enabling Misinformation and ScamsA lack of public, verifiable spawn data doesn't just create gaps — it creates opportunities to fill those gaps with fake information. Without an official source players can check claims against, there's nothing stopping a seller from misrepresenting a spawn's actual rarity or exclusivity to inflate its trade value. An uncommon spawn gets passed off as rare — and the buyer has no way to verify any of it, because the real data simply isn't public anywhere. This isn't a hypothetical edge case. It's a predictable outcome of the current system — one only possible because there's no accessible, official source of truth to check against. 6. Hiding Rarity Itself Serves No Clear PurposeUnlike spawn locations or repel conditions, a Pokémon's rarity isn't something players are meant to "discover" — it should be baseline information, not a puzzle. Nearly every game with a rarity system displays it directly, because knowing what you're looking at is basic UX, not a spoiler. Hiding it doesn't create discovery or interaction — it just makes trading and evaluation harder for no clear gain, and it's what makes scams and spreading misinformation like Point 5 possible in the first place. How To Potentially Fix ItThere are surely a few ways to solve this without keeping the current downsides, ranging from a quick patch to an actual structural fix. A Proper Fix: Bring the Information In-GameThe core problem isn't that information exists — it's that it's unofficial, incomplete, and unevenly distributed. Solving that means making it official, complete, and evenly distributed: Improving the existing Map Spawn UI by displaying time-of-day and level ranges for each spawn directly in-game. Highlighting repel spawns directly on a Pokémon's page. Displaying rarity directly on a Pokémon's page. A Temporary Fix: Delay the Public Spawn DumpA simple fix is delaying the public spawn dump by roughly two weeks after each content update. This doesn't eliminate the effort of finding repel spawns during that window — but two weeks of temporary scarcity is a fundamentally different problem than permanent gatekeeping, since it resolves on a fixed timeline instead of indefinitely. Players who want to discover things early can still do so organically or by interacting with the community during that window. After two weeks, the data becomes public and everyone converges on one accurate source of truth. ConclusionHiding spawn information doesn't actually create the discovery or engagement it's meant to — it just relocates who has the advantage, shifting it from every player equally toward whichever guilds have the playerpower to brute-force it. Genuine discovery and community interaction only mean something if they're chosen, and not forced. Information scarcity doesn't create either, it just makes both mandatory. Making repel and spawn data official and accessible in-game doesn't remove discovery or interaction as options — it just stops forcing them on players who'd rather not engage with either, all while leaving them fully available to anyone who still wants that experience. ~Caenneth9 points
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Beverr!! 'My journeys ends here'
9 pointsINTRODUCTION Hello everyone's my name is Addison a.k.a Beverr in game , some of you may have know me. I am also the leader and founder of the Corviknights guild (a chilled community where I have created to make it lively with friendly interaction among members and members can enjoy both pvp and pve without any toxicity, pressure but just vibe). Parting Today I am officially parting from pro (pokemon revolution online).And for the past 4 years i been playing it's has been my escape after long days, late night grind with guildmate,shiny hunt,world quest,guild tourney and a community that I felt like a second home to me. But lately... IRL stopped me to open the game.Time management,Irl duties,stress, family stuff,mental health has been draining me everyday now and then.Now I am prioritise my real life duties and studies and mostly importantly my health. For Guild members Sadly i couldn't not say goodbye to any of my member, for the corvi family if you reading sorry that i don't have the courage to tell y'all or to let you guys know that i am leaving and ik some may judge me due to my lacking interest in pro,less activity but it not what you think , i did try, i did online, I did respond to every help needed from you guys but everyone has their own thing are pending or needed to do in real life I hope y'all can forgive me for my sudden departure, And @Daddyzard sorry for putting all the responsibility and pressure on to you the guild is in your hand now. Gonna miss you guy's especially @Barsonball @Melodynini @Playerpro As for playerpro please keep entertaining the chat while I am gone , like I said before even though you not in guild but we all consider you as one thank you for being with me since day one. I liked to take this opportunity to thanks all the pro staff members, trainers, and all my friends whome I have met during my journey you guys taught me alot including friendship and companion in pro and thank you for everything, and i wish y'all in good health and goodluck in your journey and happy hunting:). Beverr out ❤️9 points
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Update Logs
9 pointsChangelog 20.04.2026: Previously announced battle changes are now released after an intense testing phase: Moves that are disabled due to items like Choice Scarf, moves like Encore, or abilities like Gorilla Tactic can no longer be selected in the move selection and show the reason in the tooltip now. Coded Shields Down. Coded Infernal Parade. Coded Ivy Cudgel. Coded Wellspring Mask. Coded Hearthflame Mask. Coded Cornerstone Mask. Coded Dancer. Coded Shed Tail. Coded Psychic Noise. Coded Photon Geyser. Coded Toxic Chain. Coded Booster Energy. Coded Jungle Healing. Coded Quark Drive. Coded Protosynthesis. Coded Anger Shell. Coded As One. Coded Baneful Bunker. Coded Beads of Ruin. Coded Berserk. Coded Bitter Malice. Coded Bolt Beak. Coded Collision Course. Coded Court Change. Coded Double Shock. Coded Dragon's Maw. Coded Earth Eater. Coded Electromorphosis. Coded Emergency Exit. Coded Fillet Away. Coded Fishious Rend. Coded Glaive Rush. Coded Good as Gold. Coded Gorilla Tactics. Coded Grassy Glide. Coded Hadron Engine. Coded Hydro Steam. Coded Ice Scales. Coded Mimicry. Coded Mycelium Might. Coded Neuroforce. Coded Population Bomb. Coded Punk Rock. Coded Purifying Salt. Coded Queenly Majesty. Coded Raging Bull. Coded Revival Blessing. Coded Rocky Payload. Coded Ruination. Coded Toxic Debris. Coded Vessel of Ruin. Coded Zen Mode. Coded Fickle Beam. Coded Shell Side Arm. Coded Minimize. Flinging Light Ball and Mental Herb to the opponent now will respectively Paralyze and cure Taunt/Disable/Encore... Rocky Helmet's hurt message will stop unnecessarily displaying if the opponent would faint 1st from either Rough Skin or Iron Barbs. U-turn/similar KOing the opponent that had used Destiny Bond the turn before and moved again 1st will no longer deny the pivoting from the U-turn. Poltergeist's item message now only displays when it will deal damage to the target holding an item. Supercell Slam now will make its user crash against Volt Absorb/Motor Drive/Lightning Rod opponents. Electric-type moves will no longer be able to miss VS Volt Absorb and Motor Drive opponents. User's Download will no longer activate on a fainted target, typically when it was brought onto the field via U-turn/similar and the target fainted from the U-turn. The Terrain removal effect from Ice Spinner will no longer be denied by the opposing Red Card. Focus Sash now will trigger on holder's self confusion damage to leave it with 1 HP if the damage would have fainted it from 100% to 0% HP. Mirror Armor will no longer trigger on Sticky Web's SPD drop. The misleading "Substitute taking the hit" message when Future Sight was used by an Infiltrator user and that user was on the field the turn it hits the opponent will no longer display. Dire Claw and Relic Song will stop triggering the opposing Vital Spirit and Insomnia when they rolled for Sleep. Aqua Ring's extra "HP recovered" message has been removed. Perish Song now will fail to affect the opponent having an Ability making it immune to Perish Song's current type (Liquid Voice/Galvanize VS Water Absorb.../Volt Absorb...) Sketch now will successfully copy the move that can call other moves such as Sleep Talk, instead of copying the called move from Sleep Talk/similar. Sketch now will only copy the move instead of also copying its extra effect like switching, raising/decreasing stats... Disable now will disable the move that can call other moves such as Sleep Talk, instead of disabling the called move from Sleep Talk/similar. Encore now fails by default VS all moves that can call other moves such as Sleep Talk. A Pokémon still asleep from a previous battle that concluded will stop always waking up on turn 1 in the next battle. Gems' "strengthened" message now comes right before damages will be dealt instead of after. Unnerve's message now will mention the opposing team instead of the current opposing Pokémon facing the Unnerve user. Additional changes added to this update: Coded "Guard Spec.". Coded Core Enforcer Coded Heal Block. Coded Flail. Coded Spectral Thief. Coded Rage. Coded Round. Coded Dazzling. Coded Armor Tail. Fixed a bug that could be abused to increase your battle timer. Fixed moves wrongly redisplaying in the move selection from the battle window after pressing the Cancel button when you were in condition to only use Struggle. Double Iron Bash and Plasma Fists now will receive Iron Fist's 20% Power boost. Defog now can remove any of the 4 Terrains. Imprison's lock effect will stop preventing moves from being executed by being called by moves such as Sleep Talk. Throat Spray will stop activating when its holder selects a sound move and faints before having the chance to use it. Moxie, Beast Boost, Battle Bond, Chilling Neigh and Grim Neigh will stop triggering when their user would KO the last alive opponent with a damaging move. Soul-Heart won't activate anymore when the last alive opponent faints regardless of the method. Bulletproof, Soundproof and Sturdy now won't trigger when their user used Protect on a move that would allow these Abilities to trigger. Toxic Orb now triggers for Poison and Steel types if they have Corrosion. Toxic Orb won't trigger anymore if its holder is grounded while Misty Terrain is still active. Only 1 "weakened" message will be printed when the Delta Stream user is hit by a multi-hit Ice/Rock/Electric move. Secret Power now will have the 30% chance to lower the opponent's Spatk by 1 stage under Misty Terrain. Burn Up will no longer thaw out its user if it failed because the user wasn't Fire type anymore. Burning Jealousy now will ignore the opponent's stat raises from its Weakness Policy to determine if it has to burn that opponent or not. Sleep Talk now will have its PP depleted when it failed because it couldn't call another move when used by an asleep user while it was the only move in the moveset. The Choice-lock effect now resets after using Transform, no longer making you Struggle the next turn if you only had Transform with Ditto before. Future Sight now correctly triggers the opposing Red Card only after it dealt its damage. An active Magic Room no longer prevents Pickpocket from triggering. Kyogre and Groudon holding their respective Orb will now transform into their Primal Form upon entering the field for the first time, rather than already being in their Primal Form. Unnerve now triggers before Entry Hazards. Color Change will stop turning its user's type into "None" and give Fire or Flying type instead, when it lost its current typing due to Burn Up or Roost and got hit either by a Fire-type or Flying-type attack respectively. Metronome will no longer be able to call the "Hidden Power Type" we sometimes use. Wishiwashi's Schooling now will correctly trigger after being switched in for the 1st time. Z-Memento and Z-Parting Shot now correctly heal the switched in/dragged out ally only within the same turn they were used. Z-Memento and Z-Parting Shot now can heal a dragged out ally when their respective fainting and switching effect was denied within the same turn. Secret Power now will have the 30% chance to lower the opponent's Speed by 1 stage under Psychic Terrain. Z-Copycat will no longer print "Pokéname unleashes its full-force Z-Move!" when the copied move was an offensive one. Using Z-Transform will no longer remove the trapping effect you applied on the opponent such as Block. Blood Moon and Gigaton Hammer that were called by Sleep Talk will no longer count as the 1st use. Mirror Coat now works with the damage from Shadow Half. Hyperspace Fury now will only be selectable and usable by Hoopa-Unbound and by a user transformed into Hoopa-Unbound. User's held Eject Button will no longer activate when the opponent faints before having the chance to use the offensive move it selected. There will no longer be an unnecessary "can't use" message when the user's consecutively executed move like Outrage was disabled and it faints the next turn before having the chance to use it again. There will be an Intimidate message now before Hyper Cutter, Oblivious, Own Tempo, Scrappy and Inner Focus deny the Attack drop to make it less confusing. Glaciate's Speed drop chance now is 100% instead of 50%. A Magic Guard user now will be immune to the damage from Bad Dreams and Aftermath. Rage Fist now gets its +50 Power boost when its user gets hit by Future Sight. Switching out an Unnerve user now allows the opposing held Berry to trigger if it meets the conditions to do so, just after the new user gets on the field and before its Ability triggers, instead of at the end of the turn. User's Unnerve will now always activate before other Abilities that trigger when entering the field, with the exception of Neutralizing Gas that always triggers before Unnerve. Curse not used by a Ghost type won't be affected by Pressure anymore. Magic Guard will stop printing a preventive message for its user at the end of the turn when the residual damage from Black Sludge, Leech Seed, Ghost-type Curse, and Binding moves such as Magma Storm are denied. All sources of indirect damage that are coded are now covered. A Magic Bounced Entrainment will print a "But it failed!" message if the new target has an Ability that makes the Bounced Entrainement fail such as Truant, Multitype, Disguise... Receiving Truant from an opposing Entrainment now will always make the Truant receiver loaf around the next turn, regardless of if the receiver moved before or after having received Truant.9 points
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Giveaway #1: New Trainer Starter Pack (Under 200h) [Closed]
Starting your journey in PRO? Here’s your chance to get a head start. I’m giving away a Starter Pack designed to help a new trainer begin their adventure in Pokémon Revolution Online. The pack includes: Full Minun Outfit Set Manectric Mount (Land Mount) Lapras Mount (Surf Mount) LV100 Pikachu x1 Pikachu Hat x1 Light Ball 100k Pokedollars How to enter: Simply reply below with your in-game name (IGN). Winner Selection: The winner will be chosen via a random wheel draw, which will be posted here. Draw Time: 12:00PM (UTC+0) - 13/03/2026 (Friday) - just in time for the weekend. Server Note: This giveaway can only be claimed on the Gold Server. Players on Silver Server are still welcome to enter if you’re willing to transfer. In the dashboard, every account receives one free server transfer every 30 days, so you can move to Gold if you decide the rewards are worth it. Important Note: This giveaway is intended for new trainers under 200 hours to help them get started in PRO. Good luck everyone.9 points
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[CLOSED] [SPECIAL] Dragonite - 31/31, 20+ H.A. Adamant auction
Duration: 48h after first bid Start offer: 50m Min Bid: 500k Insta: 90m Accepted payments Coin Capsule = 500k Reroll Ticket = 700k Contact Ingame: Norex Discord: norex12349 points
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Moderation Staff Application
9 pointsWhat is the role of a Moderation Staff member? PRO's Moderation Team is a group of staff who provide support for players and ensure that PRO is kept in order. The Moderation Team make sure that users follow PRO's Rules and support players on the forum and in-game. Moderator [RECRUITMENT IS OPEN] A Moderator's primary focus is in PvP, and Chat violations. They maintain order in-game and make sure that users are following the rules. Moderators handle Reports, Appeals, and the PvP subforums. A good candidate for Moderator is someone who's an experienced member of PRO and has good knowledge in the PvP and Chat rules. Moderator is the most recruited role in PRO, it's important that Moderators would be able to put aside at least one hour per day for their duties. Trade Moderator [RECRUITMENT IS OPEN] TMods are supposed to do three main activities: dealing with reports in the Report Center, making sure the Trade subforums are all in order and that every topic is following the Trade Rules, and moderating chat channels in-game. TMods are the principal forces responsible for watching over Trade Chat in-game, but they also moderate everywhere there could be an infraction. TMods will step in if a player needs help with a general, non-role-specific issue that any staff member could address effectively. A good candidate for a Trade Moderator is someone who's an experienced member of PRO and has good knowledge in the Trade, PvP and Chat rules. Requirements Even if you don't meet the requirements, small exceptions may be made if the rest of your application is promising. (Mandatory) requirements must be met in order to apply. At least 200 hours in-game playtime. Able to dedicate yourself to staff work and deliver efficiently. 18 or older is preferred, applications from younger applicants will be considered if exceptional Can understand English at an advanced level. (Mandatory) You can still be accepted if you are from an area that isn't listed. These are just our priorities based on our highest userbase countries. What we look for in applicants. Strong communication. Open-mindedness. A positive attitude. Good organisation skills. Able to work in a team. Can work under pressure. Application The application form is below. Please fill it in and submit it as a new topic Here. We are aware that the questions might looks hard or "too serious" for a voluntary/not-paid position, however it's important to know who we have in front of us when we read their applications. This because the quality of staff is reflected on the community and the greater the staff is and the better the results will be. The previous questions were telling us almost nothing and this would lead to a lot of time potentially wasted from both sides. Your application and results must remain confidential. We ask all applicants to keep the fact they have applied secret. Sharing your application status will result in the rejection of your application. Please be aware that all staff work is voluntary! This is not a career. When applications are open, there will be an announcement on our Discord Server and this post will be featured on the front page of the forum.9 points
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Limit the number of listings per player in the Trade Zone.
The Trade Zone was a very positive addition to the game; I managed to make plenty of sales and some great purchases. I even got hooked on auctions at the start. 😂 However, lately, I find the Trade Zone a bit cluttered with too many listings from the same player; this makes it hard to spot cool Pokémon—ones you might have favorited or that come with great offers—amidst the noise. I know there’s a filter for specific Pokémon, but if you rely solely on filters, you might miss out on cool Pokémon you weren't actively looking for but that are priced really well. With that in mind, my suggestion is simply to limit the number of listings per player. For example: a player could have a maximum of 10 active auctions and 10 active "instant buy" listings (I actually think 10 is already a lot, but fair enough 😅). For players with a large number of Pokémon for sale, the right approach would be to open a shop to showcase them. That way, things would be more organized, making it easier to view all the listings without having to scroll past 50 "instant buy" Pikachu listings from the same player. 😅😂8 points
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Road to 200 - From Auctioneer to PvPer
I'm going to try to reach 200 Rating in PvP. Normal Ranked, Random Ranked, or both. Getting there comfortably in one would be a good start. I'm not good at PvP. I'm 35, from the UK, grew up with Gen 1 and 2, and most of my time in PRO has been spent on PvE and auctions (I'm more of an auctioneer than a PvPer). Competitive Pokémon has never interested me enough to properly learn it. So while everyone starts at 100 Rating, in terms of PvP experience, I'm starting from zero. And that's why I'm making this thread. There are PvP guides written by players who could probably reach 200 half asleep, but I want to document the journey from the other side: Can someone who doesn't know what they're doing learn PvP and reach 200? I'll post my rating, the teams I'm using, mistakes I'm making, things I'm researching, videos and guides I'm watching, advice people give me, what helps, what doesn't, and how my thinking changes as I get more experience. And I'll include the bad stuff too. If I get to 150 and crash back to 70, that's going in here. If I spend time building a team only to discover I've made myself weak to something obvious, that's going in here too. I'm not trying to teach people how to PvP. I'm trying to learn how to PvP. And maybe that's what could make this useful to another new player. Instead of someone who's been playing competitively for years telling you to "just do X", you'll be watching someone who might currently be worse than you trying to understand why X matters in the first place. The goal isn't to hit 200 once because I went on a lucky run. I want to get to the point where 200 feels comfortable. If I drop below it, I want to know I can get back there because I've improved, not because I happened to get lucky with a few matches. If I can do that, maybe this eventually becomes Road to 300. But that's getting ahead of myself. 100 to 200. One step at a time.8 points
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🪽⚔️🔥Jenova Materia Market 🪽⚔️🔥
8 pointsPokedollars Coin Capsule (500k) IV Re-roll Ticket (700k) Nat Re-roll Ticket (300k) Rare Candy (5k) 1 - Fake offers will be reported. 2 - Some prices may be negotiable. 3 - You cannot withdraw your offer. 4 - Send me a private message on Discord with a picture of the Pokémon you want from this shop. Discord: zodiacfalls IGN: Artic8 points
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Update Logs
8 pointsChangelog 19.08.2026: Coded Protective Pads. Coded Ring Target. Coded Snowball. Coded Zoom Lens. Coded Dusk Ball. Coded Full Incense. Coded Lax Incense. Coded Wave Incense. Coded Rose Incense. Coded Metal Powder. Coded Quick Powder. Coded Fluffy Tail. Coded Poké Doll. Coded Poké Toy. Coded Casteliacone. Coded Incinerate. Coded Echoed Voice. Coded Uproar. Coded Present. Coded Pika Papow. Coded Veevee Volley. Coded Bouncy Bubble. Coded Freezy Frost. Coded Sparkly Swirl. Coded Buzzy Buzz. Coded Floaty Fall. Coded Sappy Seed. Coded Sizzly Slide. Coded Glitzy Glow. Coded Baddy Bad. Coded Splishy Splash. Coded Zippy Zap. Implemented Gen 8's dynamic Speed. Speed is now recalculated after every action instead of only at the beginning of a turn. This allows rare cases in Singles, such as a Swift Swim user under Rain being outsped by Mega Charizard Y because its Drought triggered mid-turn after Mega Evolving. Protean can now trigger again after a Mega Evolution. Protean no longer triggers if the move couldn't be used due to Queenly Majesty or similar Abilities, Desolate Land, or Primordial Sea. Protean no longer triggers if the move failed. This includes Sleep Talk being used by an awake user, Counter or similar moves being unable to return damage, Fling being unable to throw the held item, and Protect failing after Mega Evolving Greninja. A Protean user obtaining the Ghost type via Curse now correctly triggers the Ghost-type Curse effect. Baneful Bunker now reduces an incoming Z-Move's damage by 75% on a successful block. Gigaton Hammer and Blood Moon can now be upgraded into Z-Moves even when unselectable due to a previous successful use. Nature Power now correctly changes into Z-Nature Power when boosted by Normalium Z. Rising Voltage's power now correctly doubles when the target is Grounded in Electric Terrain. Future Sight no longer bypasses Multiscale when its original user isn't on the field on the turn it hits. Spectral Thief's stolen stat changes no longer trigger the opposing Pokémon's Mirror Armor, Clear Body, or similar Abilities. Foul Play's damage is no longer boosted by 50% against a burned opponent with Guts. Foul Play's damage is now correctly boosted by 50% when its user has Guts and is burned. Under Trick Room, the slower user now moves first when both sides have at least one Stall Ability, a held Lagging Tail, and/or a held Full Incense while using moves of the same priority. Psychic Noise no longer prints “X can heal again” for an opponent that fainted from it. The trigger messages for Beast Boost and Eelevate have been shortened. Steelworker, Dragon's Maw, and Rocky Payload now multiply Attack or Special Attack by 1.5 instead of adding 50% Base Power to moves. Fixed a rounding issue with Oblivion Wing's healing amount. Fixed a rounding issue with Supreme Overlord when three allies have fainted. Gulp Missile's message is now correctly displayed after Surf or Dive deals damage. Super-effective and not-very-effective messages are now displayed before Gulp Missile's message. Super-effective and not-very-effective messages are now displayed before HP-recovery messages for draining moves, fixing an incorrect sound being played when the user wasn't at full HP. Fixed the behavior of Explosion and similar moves from start to finish. The user's HP first drops to zero, causing it to faint immediately. The opponent is then damaged and receives EXP if it survives. Neutralizing Gas's “Gas wore off” message is now displayed only after its user has fainted. Using Fling while holding a Berry now causes the flung Berry to activate for the target only if it survives the damage. Octolock now follows PRO's stat-stage rework by grouping its Defense and Special Defense drops into a single message. Octolock now prints “It doesn't affect X...” against Ghost types instead of “But it failed!” Clear Body and similar Abilities now print only a single “prevented stat reductions” message against Octolock instead of two. Test_Freeze can no longer be called by Metronome.8 points
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[Tool] PokePulse: A Pokemon Encounter Tracker
PokePulse: A Pokemon Encounter Tracker PokePulse is a Pokemon encounter tracker written purely in Python. This tracker is written and tested in Windows (Linux support may follow in the future). This has been a passion project of mine for roughly the last year and as of now, it is in a stable state where I feel comfortable sharing it with you all. PSA: PokePulse is not a Bot and will NOT play the game for you. This application's only ability is to take a screenshot and parse the text from the screenshot. Spoiler How does it work? PokePulse uses utilizes the mss Optical Character Recognition (OCR) module to parse out the name of the Wild Pokemon that has been encountered and then updates both a Session Tracker and a Historical Tracker. The UI is built using Tkinter. The focal point of this tracker is to provide a higher confidence in the tracking capability first. While I understand that it is plain, it was designed to be a functional application that provides data rather than a pretty application that you want to stare at all day. How to Acquire? The .zip file can be downloaded from Google Drive. Once downloaded, extract the files into a dedicated folder on your system. Once the files have finished extracted, you are ready to begin setup and use. How to Update? When an update is released, you will need to download the new .zip file from the Google Drive link. Then extract the files in the exact same folder that your current version is in. When it extracts, it will ask you if you wish to replace files of the same name. Select "Yes to all files". This will replace and update everything except your data files. Once the files have finished extracted, you are ready to use the tracker once again. Note: if spawns in a hunting area have changed, they will no longer appear in the Session Tracker; however, you will see them in your historical tracker. If you would like this information to no longer be there, you can delete the row in the table of the Historical Session and once you encounter your next Pokemon it will update and remove it from the historical data that is saved. Setup Once you have downloaded and extracted the files, run the PokePulse.exe. After you run the application, you will need to go through some setup. First, you need to select the hunting information associated with your planned hunt. There are three options here: - "Select a Region": Associated with the Kanto, Johto, Hoenn, Sinnoh, Event Maps, Pinkan Island, and Excavation - "Select a Hunting Location": The Routes, Cities, etc. that exist within the selected region. - "Land": Hunting Terrain (the other option is Surf) NOTE: For best results, it is recommend to use with at least client resolution of 1024x768 or higher. Lower resolutions may result in missed encounters. Spoiler Once you have input your desired hunting information, click the "Show Selection" button to populate the spawns of that area. After you have populated the spawns, you need to set the area for the application to read. The best way to do this is to encounter a wild Pokemon and then click the "Set Wild Poke Name Area" button. The area that you need to select is a rectangle a bit larger than the size of the "VS. Wild <Pokemon Name>" text area. It is recommend to give the area a bit of space to the right to account for longer Pokemon names (e.g., Exeggutor-Alolan) Spoiler Once you have set your area, click the "Begin Tracking" button to have your encounters tracked. Bells and Whistles PokePulse has two trackers built in: Session Tracker and Historical Tracker. The Session Tracker tracks your current hunting session while the Historical Tracker keeps track of your encounters over all sessions. The data table for the Session and Historical Tracker are interactable. These tables can have rows added (e.g., shiny, form, etc.) that can be manually updated along the way. While these tables allow for things such as column deletion, do not delete the columns. Doing so will break the structure of the table so no touchy. Furthermore, the tables have the following columns: - Pokemon: The name of the Pokemon - Terrain: Identifies the method of hunting required. - Total: The total you have encounter (either in that session or all time). - Total Percent: The percentage (out of 100%) that the Pokemon is associated with. Session Tracker The Session Tracker comes with the following information: - Current Encounters - The total count of encounters that you have had since loading the app. - Session Timer - The amount of time you have been tracking your session. Note: if you wish to reset your session data, select the "Clear Session Data". Caution, this will permanently remove the data from the session tracker. Spoiler Historical Tracker The Historical Tracker keeps track of the sum of the total encounter for have for this particular hunting location. This is updated every encounter and persist through all session. Note: if you wish to reset this data, click the "Clear historical Data". This will delete the data that exists in the associated data file for this route. USE WITH CAUTION. Spoiler TODO List: - Opaque Overlay (Unsure of the design) - Automatic location change - UI cleanup - DARK MODE FAQ - I changed my color customization in the tables, how can I change it back to the default? If you have changed the color customization in the tables and wish to reset them, you will need to edit the file in your local .config folder. (.config/pandastable/default.conf). Remove the color information and the default will be restored. - Can this tracker count Event Forms or Shiny? No, not on its own; however, you can add a row in the Historical Session table that will need to be manually updated. If you choose to do this, you must ensure that you add a value for all columns except Percent (as this is recalculated on ever spawn). - Can I delete columns in the table? While you have the ability to delete the columns in the table, be advised that removing certain columns (e.g., Pokemon) will lead to failure to track or unexpected behavior. With that being said, it is recommended to not delete columns. Known Bugs - For some lower resolutions, it has been seen that the tracker does not properly read the Pokemon. - Multi-counting Pokemon will occur if you select an area to track and then you cover that area / uncover it. If you encounter any bugs, please comment on this thread with the steps to reproduce said bug and I will try to address them when I can. HUGE shoutout to the players that have assisted me in play testing the alpha version of this to sort out some initial bugs. @Mrboston, @Stuck, @Farigiraf Without you all, I would not have felt comfortable making it to the finish line.8 points
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Spawn Update Logs
8 pointsPinkan island has been reworked! Pinkan island cave : Sandile and Hippopotas have been removed. Mawile and Larvitar are now the new rares of the area. Pinkan island Cliff : Lapras and Staryu are still the rare forms of the area. Pinkan island forest : Removed Pichu, Solosis and Foongus are now the new rares of the area. Water spawn has been added, Lapras and Azurill can now be found there Pinkan island Meadow : Removed Petilil, added Foongus (+Chikorita) Water spawn remain the same (Totodile+Oshawott) Pinkan island Meadow tunnel : Removed Vibrava, added Sandile Pinkan island Mountains : Larvitar and Hippopotas are now the new rares in the area. Pinkan island Path : Solosis and Cottonee are now spawning together. Pinkan island Peaks : Ralts and Pancham are now the new duo of this place. Pinkan island Vale : Munchlax and Hawlucha are now the new rares of this map. Pinkan island Woodlands : Zangoose and Scyther are now spawning together. Pinkan island Woodlands clearing : Cyndaquil and Smeargle are now the duo of this place. Pinkan island Woodlands East : Ralts and Petilil are now the new rares of the area. Pinkan island Woodlands West : Pichu, Smeargle and Elekid are now spawning on this area.8 points
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Ditto Summer Pixel ART 5G Sprite
8 pointsHere is an Summer themed FORM design for Ditto Here is the Original 5G Sprites : Back View : Front View : Edited for Summer : Back View : Front View : Size is 96x96 Big view : BACK FRONT Please give your comment down below8 points
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Pixel Arts for Halloween (Can be editable anytime - feel free to give any suggestions)
Hello, i made an little Pixel Art for the Chansey's family Sprites and original : PS : i removed shadow from Mushrooms cus it has some bad visuals and i don't know how could it looks if it's in game but can readd anytim8 points
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A great 10/10 idea to make use of box tags even more.
What if, instead of the trashcan to release the pkmn for £200, we could put the tags (and the trashcan?) in the [ + ] button menu. The one at announcements: This would make the hunt so much smoother, for when we catch that sellable or keeper pkmn, we can alrdy sort it from the catch previeuw window. To make PRO even more complete for joyful hunting. Thanks for your time! Greetz, Saitamo o78 points
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Trade NPC
8 pointsWhat about to have a NPC that I can post my pokes and put the price for it? It can "take a %" as a service because the user opted to not use the chat for. Poke name filter and ability as it is the new box now (what was a great addition, kudos on that) Example: Pikachu | Static | lvl 20 | 50k Than you can click and see the poke details, buy or not. Maybe after a limit time, like 7 days, it comes back to your box to not flood the NPC list, also a limit posted pokes per account to avoid tons of poke with insane value from the same person. EDIT: === And just to remember, it is not to REPLACE the trade chat and doesn't need to all the listed features. It is just another way to sell without the active chat flooding. The way it is now, probably some people in a different timezone would never buy the pokes from you 🙂 And I would love to hear the why from the people that think that it would not be good, maybe I'm not seeing something import. So, please share. 😁8 points
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Guess Who?
7 pointsWelcome to the Guess Who? Event, Trainers! We, of the Community Coordinator team, are happy to have you participate and we hope you have fun and enjoy what we’ve prepared for you. How to Join? ★ In order to participate in the event, you will need to register. To register, reply to this thread with your username & server. When the event begins, you will have to be in the custom chat to be able to participate. ★ Registration for the event closes Friday the 13th 11:59 PM GMT+0. ★ To join the custom channel, simply login to the game and use the command /cgjoin GuessWho when the event has started. ★ If you do not see the channel you just joined, then click the wrench icon on the bottom right of your screen to open the chats menu and disable one of the active channels you have. After that, enable the GuessWho channel and you should see the channel. If you have any questions or trouble with this, feel free to message one of the Staff members hosting the event for support. ★ Once you have joined, you can begin participating and make your guesses. Pay close attention to the hints Staff are giving so you don’t miss out. ★ Answers must be spelled accurately in order to be considered correct. How it Works? ★ A hint about the Pokémon (appearance, lore, Pokédex entry, general information) will be given out, with a total of 3 hints per Pokémon. ★ Players are to guess who the Pokémon is based on the hints given out. ★ The first player to correctly guess the Pokémon will be declared the winner of that round, with a total of 15 rounds. ★ Once the 15 rounds are over, the event will come to an end and the winners will receive Redeem Codes for their prizes. ★ The event will begin on Saturday the 14th of November, 2026 at 4:00 PM GMT+0 on Gold. ★ Players that mainly play on Silver can join, and rewards will be given to them on their main server. RULES ★ Alt accounts are not allowed. You will be disqualified if you attempt to do so. ★ Any guesses made in channels outside of the custom one will not be considered. Do NOT privately message Staff with your guesses as they will be ignored and not considered. ★ Keep in mind that this channel will be subject to our In-Game Chat Rules and any rule-breaking behavior will be punished. For the duration of the event, spam will be mostly ignored due to the nature of the event. However, it must be related to the event; any unrelated spam will be treated as such. Excessive spam, even when related to the event, will also be treated as such. Rewards ★ For each successful guess, players will be given a Redeem Code. ★ They will be distributed after all the Pokémon have been guessed (any questions of reward claiming during the event will be ignored). ★ Keep in mind that Redeem Codes cannot be traded and they can expire. Use them quickly. If you are not sure how to use Redeem Codes, feel free to ask Staff. ★ Below are the possible rewards Rewards7 points
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[TOOL] HuntTracker companion
7 pointsIntroducing HuntTracker: All-in-One Pokémon Tracking Companion HuntTracker helps you easily track your Pokémon encounters, plus it comes with an IV Scanner and a bunch of tools built specifically for PRO (Boss/Mega Stone/Quest/Excavation/Daily/Farming/Dungeon cooldowns, competitive natures...). It's still actively being developed, so if you notice a bug or have an idea for improvement, feel free to let me know. The code is also freely available, so if you want to tinker or add your own features, go for it. Just So You Know * HuntTracker isn't a BOT! You cannot be banned for using it. Automatic counting works through visual reading (OCR) of your own screen share: the app reads text on screen, it never sends or modifies anything in the game. And if you'd rather not share your screen at all, manual counting works perfectly well on its own. Features Tracking Multiple trackings running at once, organized by region (Kanto, etc.), with editable zone and trainer for each. Multiple Pokémon species tracked within the same session, each with its own individual counter. "Shiny" and "alternate form" counters (e.g. Summer form): total found, since last, min/max, average rate, and manual adjustment if needed. Total playtime timer. Customizable avatar per tracking, drag-and-drop reordering. Track your Membership, Transit Pass and Safari passes directly on your trainer profile. Automatic OCR Detection Share your screen and enable automatic detection: HuntTracker reads the battle line (e.g. "Trainer VS. Wild Squirtle") and counts every Pokémon encountered on its own, even when you switch tabs. Unknown Pokémon are automatically added to the current tracking. Manual counting is available at any time, no screen sharing required. Dynamic Convergence Analysis A chart showing how your cumulative probability of getting a shiny evolves as your encounter count grows. Separate convergence tracking for "Pokémon form" and "overall form," accounting for the pity system. Full breakdown: encounter rate, encounter probability for that Pokémon, pity shiny counter. History of past sessions with encounter details and the cumulative total. IV Scanner Take a screenshot in-game, select the area, paste with Ctrl+V: HuntTracker automatically analyzes the captured Pokémon's IVs. History of all your previous IV analyses saved in the app. (Great for World's Quests) Cooldowns & PRO To-Do Automatic cooldown tracking for Boss, Mega Stones, Quests, Excavations, Daily Quest, Farming and Dungeon. Check the box right after doing it: the cooldown calculates itself and unchecks automatically once it's available again. Quick search within each list (boss, mega stones, quests, excavations, daily). Nature recommendations (Synchronize, Gen 9 competitive sets) so you know which nature to aim for while tracking. Quality of Life Bilingual interface: French / English. Always on top, adjustable transparency, and collapsible panels to leave room for the game. Export/Import your save data. Feature Suggestions We welcome your feedback and feature suggestions! Let me know what you'd like to see in the app. Source Code Available The project is open source on GitHub: https://github.com/Onrio974/HuntTracker You're welcome to grab the full code, modify it, and improve it however you like. Before You Install Since the .exe isn't digitally signed (like most independent community tools), your antivirus might flag it by mistake. This is a common false positive for this kind of unsigned software. Download Links: Windows (installer): https://github.com/Onrio974/HuntTracker/releases/latest Windows (portable, no install needed): https://github.com/Onrio974/HuntTracker/releases/latest Developed by, IGN: Onrio Server: Silver Discord: onrio9747 points
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Ancient Onix Form(s)
7 pointsThis is Ancient Onix but I've only got the front side and only this Onix. Don't worry, I will do the backside and all sides and forms for Steelix! What do you think?I do worry I added a tad too much plant and dirt debri falling/hanging off of Ancient Onix. Btw, I will update this thread when more work is done. I've now made an Ancient Onix party/box Icon! So much easier to do! Edit: I had to re-edit this post as I wanted to update the backside Onix because the plants on its head was bothering me and I already had an updated version made even if minor. But due to that, I had to delete and re-add all the sprites 'cause of it but I didn't mind. Ancient Onix Form Update!! Ancient Steelix! Ancient Mega Steelix! I am NOT good with spriting crystals! XD I tried! Here's the new version, there's not much difference. Ametrine Ancient Mega. Now, we have a Black Diamond Ancient Mega Steelix. Next, I'll try and add translucent Glow and steam along with some dripping lava coming from Mega Steelix's glowing rings on its' body and some on fire foliage on its' chin. I'll be doing it for both Ametrine and Black Diamond variants. I'm still debating to add a shiny form for this lineage. Update!: Here's what I envisioned! What do you think? Ancient Onix Dex Entry: A very old and possibly even Ancient Onix that seemed to have survived it all. It also seems to have flecks and veins of gold on its body, but is hard to see due to the foliage it had gained throughout its' years of living and hibernating. It has gained a much larger body compared to regular Onix and is more durable despite its' ancient visage. Running into an Ancient Onix is nigh impossible due to its natural mossy camouflage and long hibernation that probably lasts for years at a time. Upon discovery, many people tried to search for one due to the gold on its body that it had probably gotten due to its' mineral diet, but many have failed thus far. It's unknown if anyone has managed to catch one besides the one specimen that was first discovered. Ancient Steelix Dex Entry: Upon evolving, the Ancient Onix's mineral composition became more refined and hardened, and covers most of it's body now revealing all their glory while losing the majority of foliage, especially moss. However, it also gained a much more nastier disposition possibly due to the rust that eats away at Steelix's body compared to when it was an Onix, thus hurting it. Rust remover is now an itch and pain remedy to this Pokemon. It also enjoys a good polishing which is also quite the daunting task. Ancient Mega Steelix Dex Entry: Mega Steelix doesn't mind the worse pain it experiences upon mega evolving if it's to protect it's beloved and well trusted trainer. It's also not recommended to let Ancient Steelix to be in mega form for too long due to quicker rusting and extreme internal body heat that causes this phenomena. It was shortly discovered to harbor some water and lava along with crystals within its' steely body that may have been there but not utilize since it was an Onix but now has upon mega evolving. What's usually diamond crystals on it's body can be other minerals depending on it's diet even when it was an Onix such as Amethyst, Citrine, Ametrine, amongst others. Due to the extreme heat, pressure within itself, and the heated water, the crystals continue to grow. It's not recommended to touch Mega Ancient Steelix unless with insulated gloves. Sometimes, lava leaks from the circle areas. Beware of the steam that comes from it's body and mouth.7 points