Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 10/29/24 in all areas

  1. It’s been 7 years. 7 years of a long journey together, challenges, laughter, and growth. I joined the Staff when I was 22 and now I am almost 30 in a few months What began as a simple step into a community I admired quickly became one of the longest and most meaningful journeys of my life. For 1/4 of my life, PRO has been a community, a family, and a place where I’ve spent 20.000+ hours alongside you all as someone whose job was to protect the integrity of the game and ensure everyone could enjoy it fairly. MY ROLE IN PRO As a Moderation Staff and later Admin, my role wasn’t always the most glamorous and visible to players. I didn’t design new regions or events. Instead, I worked behind the scenes, reviewing reports, investigating rule-violations, handing out punishments when necessary, and sometimes having the tough conversations nobody likes to have (). It wasn’t always easy, and it certainly wasn’t always fun or rewarded, but it was very important for me… because keeping PRO fair and safe meant protecting the adventure you all love and protecting the community in general, which is the reason I joined the Staff Team. I know that sometimes my role put me in situations where I had to make hard calls. I would be lying if I said I’ve always done everything right. Not every decision I made was perfect, and I’m sure there were moments where I did wrong (I mean, in 7 years of work it would be impossible to make 0 mistakes) or where I could have done better. There were decisions I wish I had handled differently. However, all of my actions were motivated by wanting the best for both the game and its community, and that never changed. WHY AM I LEAVING? The truth is, my journey here is ending not because I’ve stopped caring, but because my mental and physical health has reached a point where I cannot give the game, the community, or the staff team the dedication they deserve. I’ve always believed the players deserve my very best, and if I can’t provide that, continuing would feel like letting you all down and kind of disrespecting you. As some player know, my life has never been a simple one. I was born with more health problems than I could count, and as the years passed, they only grew heavier. Surgeries, endless hospital stays just to survive. Surviving was never a given, but something I had to fight for, over and over like an endless battle. Every time I thought I had won, something new emerged to destroy me. Last year and the first half of this one I fought through a severe infection that nearly destroyed a lot of my organs and almost took my life. I spent months in the hospital, clinging to hope. Once I beat the infection, I thought I had fixed everything only for life to strike again. Without warning, recently I suddenly lost the sight in one eye completely and am blind, and half the vision in the other due to another health issue. Due to all of this, I had a complete mental breakdown because I spent a whole life in this situation over and over. The tears/crying wouldn’t stop, the desperation wouldn't stop and it's been a continuous "why me?" and then situation is getting worse and worse and I have almost reached the bottom of the barrel and cannot see the light anymore. Given this, I’ve decided to step back, focus on recovery, and fight for myself for once. I’ve already taken steps to get the help I need, and I hold on to hope that better days will come. TO ALL OF YOU PLAYERS To every player I’ve met along the way, regardless if we spoke 1 or 100 times, thank you. Thank you to everyone who made my years here worthwhile and fun, to the players who respected the rules or reformed themselves after violating them, to those who gave constructive feedback, to those who showed kindness in chat, and even to those who challenged me to do better. You all played a part in my time here. Please, keep this community strong. Be patient with the Staff Members, they’re not perfect, but their heart is in the right place and they’re doing a tough job for the good of everyone as they want the best for PRO and its community. Treat each other with respect and remember that behind each username there is a person with feeling and emotions. Help new players find their way in the game, and remember that at the end of the day, we’re all here for the same reason: our love for Pokémon and this world we share. FINAL WORDS I leave proud, proud of the time I was here. PRO will keep evolving without me, and I’ll be watching from the sidelines, cheering and smiling for every success, and rooting for all of you and the next generation of both players and staff to find their own unforgettable moments here like I did. 7 years is a long time to give a piece of your heart to something. And PRO will always have my heart. This is not goodbye forever. It’s just the closing of my chapter, so that new ones can be written by those ready to carry the torch. I wish you all to continue your player journey and find a lot of happiness on your path like I did on mine. — Keita here, signing off for the last time — thank you for some of the brightest days of my life. PS: I've no news about Summer Tournament. I was asked to wait due to some background stuff, but further info will be provided by the Admin Team
    85 points
  2. Changelog 03.10.2025: PC Storage Rework The box size has been increased from 15 to 35, and the maximum number of boxes has been reduced to 29. This means the maximum number of Pokémon a player can have has increased from 1,000 to 1,015. Added filters accessible via the search bar. A list of available filters can be found here: Guide to Search Filters Added sorting. A drop-down menu in the bottom left now contains all sorting options along with an ascending and descending button. Complete list of sorting options: None, Pokédex ID, Pokémon Name, Level, Total IVs, UID, Expiration Time Added the ability to hold a Pokémon with the mouse and switch boxes by hovering over the desired box. Added the ability to drag and drop a Pokémon in front of or behind another Pokémon to insert it in that position. Added a SELECT button that allows players to multi-select any number of Pokémon. This works both with left-clicking and by selecting an entire area, similar to Windows. You can’t swap more than one selected Pokémon with other Pokémon, only insert them before or after other entries. You can still swap an deselected Pokémon with a selected one, even if you have more than one Pokémon selected. Added a button to select all Pokémon in the current view or deselect the current view if every Pokémon is selected. Right-clicking the button additionally gives the option to deselect all Pokémon. Added CTRL+D shortcut to toggle between select and drag, and CTRL+A shortcut to toggle between select current view and deselect current view. Search results are now displayed as you type without needing to press Enter. Sorting now displays Pokémon from all boxes. Sorting and filtering now display a scroll bar once the number of results exceeds the size of a single box. Boxes have a progress bar showing how full they are now, so you no longer have to click through empty boxes. When you click the arrow for the next box, the displayed boxes skip by 10. If you have a Pokémon selected or hold the mouse click, it will slide through the boxes. You can scroll through the box labels now. Added that players can drag and drop items directly onto Pokémon in the box. Added that players can drag and drop selected Pokemon into the chat now. When you drop them in the chat, you get the options to insert either the Pokemon you are dragging or all selected Pokemon. Up to six Pokemon will be linked, always the first six selected based on their positions in the storage. Added Active Lending Trades in the storage. The button is colored as long as you still have active lending trades. The Active Lending Trades button on the Trainer Card still exists, but without text, so you can still check it outside the Pokecenters. Here too, the button is colored as long as there are active lending trades., Added mass release with a summary confirmation window. Added Undo and Redo buttons next to the search. They save the clicked boxes, applied filters, and sorting. Empty searches are not saved. For example, if a player clears the search, it won’t be saved. Random Battle Updates Random Battle teams will be updated to Gen 9. 1700 sets will be updated and 830 new ones will be added. Added new global rules for all current and future sets. Stat-related rules: The rules are listed in priority order (top to bottom). Example: If a set has Belly Drum + Sitrus Berry and takes either 25% or 50% damage from Stealth Rock, it will get Even HP, because the Belly Drum + Sitrus rule has higher priority than the Stealth Rock rule. Nihilego always has 52 SpDef EVs to ensure Beast Boost always raises SpAtk, regardless of level. Pokémon with Trick Room or Gyro Ball always have 0 Speed IVs and 0 Speed EVs. Belly Drum + Sitrus Berry → Even HP Belly Drum + Gluttony → Even HP Belly Drum + Substitute → Even HP Belly Drum alone (no Sitrus, Substitute, or Gluttony) → Odd HP Cheek Pouch → Even HP Cud Chew → Even HP Harvest + Sitrus Berry → Even HP Unburden + Sitrus Berry → Even HP Substitute alone (no Sitrus, Belly Drum, Cheek Pouch, Cud Chew, Unburden, Harvest, or Gluttony) → Odd HP Pokémon taking exactly 50% or 25% from Stealth Rock → Odd HP Type-related rule: A team can have at most 2 Pokémon of the same type (primary or secondary) Hazard rule: Each player can have only one hazard set on their team. Mega and Z-Move Presence rule: If a player’s Pokémon has a Mega Evolution or a Z-Move, the battle sets will always reflect this in the combinations: The chances of getting a Mega and/or a Pokémon with a Z-Crystal have been significantly increased. Both players have Pokémon with Mega Evolution and Z-Move Both players have Pokémon with Mega Evolution but no Z-Move Both players have Pokémon with Z-Move but no Mega Evolution One player has Mega Evolution only and the other has Z-Move only Neither player has Mega Evolution nor Z-Move Outbreak Rework Reworked outbreaks to automate them again in the future. Outbreaks can only happen on maps that also have nature-compatible spawns. Nature-compatible means there are other uncommon or higher spawns that benefit from the same natures. Evolutions can only spawn on maps that meet the required level for the evolution. For example, Charmeleon can only appear in outbreaks on maps with spawns of at least level 16. Players with membership get extended outbreaks. For example: if an outbreak lasts 5–6 hours, it will switch to MS-only after 4–5 hours. Some outbreaks will have a form chance for existing event forms. While event maps are accessible, there will be no outbreaks. Outbreaks will generally happen more often and, of course, at random times. Battle System Updates Coded Delta Stream. Coded Desolate Land. Coded Primordial Sea. Coded Red Orb. Coded Blue Orb. Coded Flower Gift. Coded Intrepid Sword. Coded Dauntless Shield. Coded Loaded Dice. Coded Throat Spray. Coded Luminous Moss. Coded Double Iron Bash. Coded Grav Apple. Coded Triple Axel. Coded Triple Kick. Coded Strength Sap. Coded Tidy Up. Coded Moongeist Beam. Coded Menacing Moonraze Maelstrom. Coded Sunsteel Strike. Coded Searing Sunraze Smash. Coded Take Heart. Coded Barb Barrage. Coded No Retreat. Coded Lash Out. Coded Payback. Coded Crush Grip. Coded Wring Out. Coded Corrosion. Coded Shadow Half. Coded Dire Claw. Fixed Morning Sun/Synthesis/Moonlight healing rounding under Sun by using 0.6666 + Pokerounding instead of 06.66. Fixed Shore Up healing rounding under Sand by using 0.6666 + Pokerounding instead of 06.66. Future Sight trying to hit a semi-invulnerable Pokémon will no longer misleadingly print "it doesn't affect X" but instead "X avoided the attack!" Future Sight once again will stop bypassing Disguise. Enhanced Safeguard's protecting and ending messages. Knock Off hitting an user whose item cannot be removed like a Mega Stone or Z-Crystal will stop displaying a "cannot be removed" message. Chilly Reception's joke message now will print just before its user is about to use the move instead of at the start of the turn when it was selected. The in-battle team preview will correctly update back to the regular form sprite when Castform's weather forms, Meloetta-Pirouette and Cherrim-Sunshine switch out. Weather-setting Abilities now will be a 50/50 on which activates 1st if both your Lead and the opponent's have the same Speed. Fixed all incorrect roundings of the 50% damage boost/malus from Rain/Heavy Rain and Sun/Extremely Harsh Sunlight with Water and Fire moves. Encore now immediately ends when the affected move runs out of PP. Heal Bell now fails when no Status could be healed. Fixed Glaciate that had stopped from lowering the opponent's Speed by one stage. Metal Burst now only reflects the damage of the last hit of a multi-hit move. If a hit from a multi-hit move making contact triggers Sleep from the opposing Effect Spore, the move will end, denying further hits after the hit putting to Sleep. Disguise breaking now counts as a hit for multi-hit moves' hit count message. Gastro Acid now will fail when the target was already affected by it. Using Gastro Acid on Castform will make it revert into its regular form when it was already in one of its weather form. Using Simple Beam no longer displays a misleading "suppressed ability" message. Mummy will stop replacing RKS System, Shields Down and Power Construct. A Parental Bond user's 2nd hit making contact on a Mummy user will use 25% of the power instead of 100%. Battle Bond now will only trigger once per battle. Future Sight now is affected by Normalize. A Water Bubble user will deal twice more damage with its Water-type moves and will receive twice less damage from opposing Fire-type moves, making it fully coded now. Ice-type Pokémon now will be immune to Sheer Cold. Fixed that Fling wasn't using the right Base Power for the user's current held item. Upgrading a Normal-type move into a Z-move with Normalium Z now will completely ignore the user's Galvanize, Refrigerate, Pixilate, Aerilate and Normalize. Cloud Nine will stop activating before the end of the turn when a Mega Pokémon that previously had the Ability faints. Poison Touch now can poison a target with Mummy before Mummy overwrites it. Gave Fairy Aura and Dark Aura the right power multiplier of 5448/4096, allowing Fairy and Dark moves to always deal the right damage respectively. Fixed a power rounding issue with Mega Launcher, now it deals the right damage everytime. Fixed a bug where contact-based Abilities (Static, Flame Body, Effect Spore, Poison Point) and Poison Touch failed to trigger if the Ability user had a status condition. Air Balloon message will not be printed again after its holder had its Ability changed. Moves denied by Gravity like Bounce now will be successfully denied on their 1st turn use if a faster Gravity was used before. Damage-reducing Berries' message now will use their holder's Pokéname back instead of the opponent's. Beast Boost now fully respects the priority order (Atk, Def, Spatk, Spdef, Speed) to determine which stat boost to give in case of a tie between multiple stats. User's Disguise breaking will not deny its held Eject Button activation anymore. Pursuit won't activate the opponent's held Eject Button anymore when he tries to switch out. Pokémon with Sturdy Ability now will be immune to OHKO moves. Reworked Trace. Updated Trace's untrace-able Ability list to Gen 9. Made sure Trace is pending until the opponent brings in a Pokémon whose Ability is trace-able. If your U-turn/Volt/Flip user faints the opponent and then you bring in your Trace user copying an Ability triggering when entering the battle like Intimidate from the opponent's next brought in Pokémon, Trace copying that Ability now will correctly activate it. Reworked Substitute for the 2nd time and carefully rechecked all the main interactions. We named this rework Sub v3. Thanks to Sub v3 the following could be fixed or were found and fixed compared to the old Sub version: Snore is now able to bypass Substitute. Cursed Body will not have a chance to activate if its user's Substitute is the one tanking the hits. Mummy won't activate if its user's Substitute is the one tanking the hits. Disguise won't break if its user's Substitute is the one tanking the hits. Color Change won't activate if its user's Substitute is the one tanking the hits. Eject Button won't activate if its user's Substitute is the one tanking the hits. Shell Bell now will heal its user based on the damage dealt to a Substitute. Enhanced important Battle Log messages for better clarity. Instead of "X is changing Pokémon.", now it will be "X sends out Pokéname!", totally erasing confusion that would have come because of Silvally's and Arceus' typed forms. The "X was dragged out!" message now will use the Pokéname of the one that was forced to come on the field because of that dragging out when it was successful. Using Pursuit on a target that called the switch out now will display the 2 usual switching messages as long as the target was still alive after Pursuit dealt its damage. Other Changes and Bug Fixes Reworked all battle backgrounds so they can be animated in the future. Animated backgrounds are already supported, but none have been added yet. Forms from handheld games, such as the Unown letters, will no longer be announced via the global form announcement. The sandwich menu at the bottom left will dynamically adapt to screen size and will be clearly visible and clickable on most Android devices. Since it was often suggested by Android players, you will be able to lock and unlock the hotkey bar. Preview The new setting Accurate Move Descriptions will allow you to replace the inaccurate descriptions based on the original game text with more accurate ones, including exact percentage-based values. Preview Several bugs related to streaming and downloading our music files in the background will be fixed. Updated happiness evolutions to Gen 9 mechanics. Mysterious Candy should work for it now. Moves that are learned through evolution will no longer be displayed as Lv. 0 in the Pokédex but will instead show up as Evo. Given Raticate Scary Face as Evo instead of Rattata, allowing Raticate to now learn it after Rattata evolving or via the Move Relearner. The gibberish text in the PvP replay window and guild member window will be replaced with the correct text. A critical bug that caused server crashes will be properly fixed. A temporary workaround is already live, but the final fix will be included in this update. Added a few new elevator door animations. Headgear and facegear support female variants now. Reduced performance impact of initial Pokedex initialization. Many of the Dynamax event forms will be added. That only refers to the artwork. Zapdos, Moltres, Articuno and their Galarian versions, as well as Ho-Oh, Lugia, Heatran, Keldeo and Keldeo-Resolute mounts, will be reworked. Many new cosmetics and mounts will be added for future PvP Chest updates. To prepare for a possible early-game story rework, Partner Pikachu and Partner Eevee will be added. It’s still unclear if or how they will be used. Items can no longer be removed from Pokémon if the player already has 999 of them in their inventory. Players now have a quantity selection when deleting items from their inventory. Reworked/implemented move changes during evolution and added all existing move-change cases. These work like Baby Lugia/Baby XD001, where moves are swapped, or like Ice Rider Calyrex, where moves are completely forgotten. Added timers for the PvP season end in the respective ladder tabs. Added redeem codes to the Coin Shop. These can be given out for things like stream giveaways, for example. Fixed several issues where the battle window wouldn’t open because of replays. Added animated weather icons for Heavy Rain, Extremely Harsh Sunlight, Strong Winds, and Shadowy aura. Fixed the Battle Log keeping dark orange colour until both users switched out at least once. It was mainly an issue for mirror Leads like 2 Landorus with Intimidate, you couldn't know which one was faster than the other based on the Intimidate triggering order.,
    60 points
  3. Changelog 30.11.2024: Added 40 new Pokéballs. Updated to Scarlet and Violet mechanics. Coded Sharpness. Coded Supreme Overlord. Coded Libero. Coded Kowtow Cleave. Coded Rage Fist. Coded Flip Turn. Coded Wave Crash. Coded Body Press. Coded Headlong Rush. Coded Scorching Sands. Coded Expanding Force. Coded Dual Wingbeat. Coded Thunderous Kick. Coded Freezing Glare. Coded Fiery Wrath. Coded Tachyon Cutter. Coded Psyblade. Coded Rising Voltage. Coded Bleakwind Storm. Coded Apple Acid. Coded Astral Barrage. Coded Branch Poke. Coded Breaking Swipe. Coded Dragon Darts. Coded Drum Beating. Coded False Surrender. Coded Glacial Lance. Coded Meteor Assault. Coded Skitter Smack. Coded Spirit Break. Coded Strange Steam. Coded Eternabeam. Coded Jet Punch. Coded Snowscape. Coded Twin Beam. Coded Triple Dive. Coded Overdrive. Coded Esper Wing. Coded Surging Strikes. Coded Wicked Blow. Coded Mountain Gale. Coded Mystical Power. Coded Psyshield Bash. Coded Shelter. Coded Victory Dance. Coded Aqua Cutter. Coded Aqua Step. Coded Armor Cannon. Coded Chilling Water. Coded Flower Trick. Coded Malignant Chain. Coded Make It Rain. Coded Lumina Crash. Coded Pounce. Coded Spin Out. Coded Spicy Extract. Coded Trailblaze. Coded Torch Song. Coded Sandsear Storm. Coded Springtide Storm. Coded Wildbolt Storm. Coded Misty Explosion. Coded Chloroblast. Coded Dragon Energy. Coded Steel Beam. Coded Axe Kick. Coded Supercell Slam. Coded Sappy Seed. Coded Matcha Gotcha. Coded Combat Torque. Coded Pyro Ball. Coded Thunderclap. Coded Raging Fury. Coded Steel Roller. Coded Hard Press. Coded Stomping Tantrum. Coded Temper Flare. Protean will now activate only once per switch-in. Inner Focus, Own Tempo, Scrappy, and Oblivious now prevent the opposing Pokémon's Intimidate from lowering their user's Attack. Terrain Base Power boosts for moves: Electric Terrain for Electric-type moves, Grass Terrain for Grass-type moves, and Psychic Terrain for Psychic-type moves have been reduced from 1.5× to approximately 1.3× (5325/4096). Moody can no longer boost or reduce Evasion or Accuracy. Disguise now causes the user to lose 1/8 of their max HP when it breaks. All healing moves except Wish now have a base PP of 5 (increased to 8 with maximum PP Ups or PP Max). Typing a Pokédex ID in the PC search bar now successfully displays Gen 7, 8, and 9 Pokémon. Battle Bond Greninja can now learn Water Shuriken upon evolution. Substitute no longer gains Sturdy if the user has that Ability. Non-reviving healing items no longer work on fainted Pokémon. Solar Blade's Base Power is now halved under Snow, Hail, Rain, and Sandstorm conditions. An opposing Sticky Barb can no longer replace the held item of your Pokémon if it has the ability Klutz. Rapid Spin now has a Base Power of 50 and raises the user’s Speed by one stage. Teleport now has negative priority and switches out the user for an ally to take its place. King's Shield now lowers the opponent's Attack by only one stage. Corrected the Base Power, Accuracy, PP, Type, Move Category, Spelling, and Descriptions of all Gen 8 and 9 moves. Renamed several moves consistently across all instances. Added 180 new TMs and 100 new TRs. Coded all evolutions except those requiring the Pokémon Let’s Go! feature. Cosmoem evolves based on the day time. Coded Mind Blown. The Pokédex now displays the correct numbers for Seen, Caught, and Evolved entries. Non-cosmetic forms are now linked together. For example, Alolan Vulpix will count toward the Vulpix entry, and the same applies to forms like Hoopa-Unbound and Hoopa. Added functionality to view all non-cosmetic forms (e.g., Hoopa-Unbound, Mega Evolutions, Gigantamax forms, and regional forms) in the Pokédex. All Pokémon with non-cosmetic forms now have a border in the Pokédex. Right-click (or long-press on Android) opens a grid with the available forms. Added tooltips in the form grid showing the official titles of each form. Changed how cosmetic forms are displayed in the Pokédex, now showing more event forms. Chroma and shiny forms now have small icons as identifiers next to the Pokémon’s type. Chroma forms can now be changed directly via items without requiring an NPC. Added Snow weather and its corresponding weather icon in battles. All weather icons in battles are now animated. Reworked the evolution animation and adjusted its effects and layers. The sprites of the Pokémon evolving into are now blacked out if their Pokédex entry hasn’t been unlocked. Added a loading indicator for move-learn if the team update takes longer. Move learning now properly handles its confirmation popup. Improved the YesNoBox to better handle additional asynchronous scenarios. Added a simple helper script to animate dots on a label. Fixed an issue where the move-learn confirmation box would not disappear properly when a move learn was postponed. Item names in the Pokémon selection screen are no longer cut off abruptly and now end with an ellipsis (…) if too long. Fixed a bug that caused strange behavior when using an item on a region-locked Pokémon in the team. Fixed the shop preview in NPC shops not resetting properly after the shop was closed. Added 20 new NPC sprites for Astrella. Made several minor reworks, clean-ups, and optimizations.
    55 points
  4. .Keitaimg { margin-left: -5px; } Prepare to elevate your player-versus-player experience with PvP Chests—mysterious chests brimming with rare cosmetics, unique mounts, and handy consumables. Designed exclusively for Ranked PvP, these chests reward both your daily activity and dedicated ladder climbing. First Win of the Day Start strong by claiming 1× PvP Chest with your first win in both Normal Ranked and Random Ranked PvP each day. Additional Wins In Normal Ranked, earn 1× PvP Chest for every two additional wins after your first. In Random Ranked, earn 1× PvP Chest for every four additional wins after your first. Top 25 Ladder Rewards At 12 AM and 12 PM GMT+0 each day, the Top 25 players on the Normal Ranked PvP ladder receive enhanced-chance chests: 1st Place: 5× PvP Chests 2nd–3rd Place: 4× PvP Chests 4th–10th Place: 3× PvP Chests 11th–19th Place: 2× PvP Chests 20th–25th Place: 1× PvP Chests Very Rare Mounts Slifer the Sky Dragon Obelisk the Tormentor The Winged Dragon of Ra Exodia Mount Dark Exodia Mount Blue-Eyes White Dragon Shenlong Mount Hoverpod Kaido Mount Karoo Mount Spyro Mount Kaisel Mount S Kaisel Mount S Walking Wake Mount S Gouging Fire Mount S Raging Bolt Mount S Koraidon Mount S Miraidon Mount S Poipole Mount S Naganadel Mount S Buzzwole Mount S Guzzlord Mount S Nihilego Mount S Celesteela Mount Ursaluna Mount Changes its appearance to Ursaluna Bloodmoon at night. Its form counterparts can be found during the respective events. Accessories Susanno (Blue) Susanoo (Purple) Susanoo (Orange) Susanoo (Green) Cosmetic Sets Great Saiyaman (Helmet, Clothes, Cape) Great Saiyagirl (Helmet, Clothes, Cape) Vegeta (Wig, Eyes, Armor, Tail) Boruto (Wig, Scar, Clothes) Baryon Mode (Eyes, Clothes, Tails) KCM 2 Mode (Wig, Clothes) Madara (Wig, Eyes, Armor) Cursed Seal (Wig, Eyes, Clothes, Wings) Zero (Helmet, Clothes, Cape) Captain (Clothes, Daiguren Hyorinmaru) Ulquiorra (Horns, Eyes, Clothes) Goblin Slayer (Helmet, Armor) Solaire of Astora (Helmet, Armor) Dark Magician (Helmet, Armor, Magic Circle) Consumables Soul-Bound IV-Locked Reroll Ticket to lock a single IV Soul-Bound IV-Locked Reroll Ticket to lock two IVs Soul-Bound Ticket to swap two IVs of a legendary Pokémon in a targeted way Rare Mounts Walking Wake Mount Gouging Fire Mount Raging Bolt Mount Koraidon Mount Miraidon Mount Poipole Mount Naganadel Mount Buzzwole Mount Guzzlord Mount Nihilego Mount Celesteela Mount Going Merry Mini Merry II Flying Dutchman Hybrid mount with unique poison gas particle effect. Minecraft Boat Raft Cosmetic Sets Ogerpon Teal (Mask, Clothes, Veil) Ogerpon Wellspring (Mask, Clothes, Veil) Ogerpon Hearthflame (Mask, Clothes, Veil) Ogerpon Cornerstone (Mask, Clothes, Veil) Tapu Koko (Wig, Eyes, Clothes) Tapu Lele (Hat, Eyes, Clothes) Tapu Bulu (Hat, Eyes, Clothes) Tapu Fini (Hat, Eyes, Clothes) Dragon Knight (Helmet, Clothes, Spear) L (Wig, Eyes, Clothes) Consumables Soul-Bound Reroll Ticket Soul-Bound Ticket to randomly reorder the IVs of a Legendary Pokémon Ticket to reduce an IV of a Legendary Pokémon by 1 Uncommon Consumables Ticket to borrow Pokémon via Lending Trade from NPCs for 24 hours Players can choose from 10 different Pokémon sets each day. The sets reroll every 24 hours at 12 AM GMT+0. TM230 - Flip Turn TM231 - Dual Wingbeat TM254 - Alluring Voice TM280 - Power Whip TM292 - Body Press TM294 - Toxic Spikes TM308 - Encore TM319 - Hurricane Common Consumables 3× Focus Sash TM168 - Charm TM169 - Fake Tears TM170 - Scary Face TM171 - Fire Fang TM172 - Thunder Fang TM173 - Ice Fang TM174 - Acid Spray TM175 - Struggle Bug TM176 - Psybeam TM177 - Confuse Ray TM178 - Disarming Voice TM185 - Metal Claw TM194 - Rock Blast TM196 - Imprison TM198 - Tailwind TM223 - Vacuum Wave TM276 - Superpower TM328 - Future Sight Bonus Drops PvP Chest (10% Chance) Gain an extra PvP Chest within your current chest. PvP Tokens (100% Guaranteed) Every PvP Chest includes PvP Tokens, which you can collect and spend on various PvP-focused rewards and cosmetics. Soul-Bound Reroll Ticket for a specific Legendary (3% Chance) Every PvP Chest has chance to drop a Legendary-specific Reroll Ticket (e. g. Heatran Reroll Ticket). Item Details Cosmetic Sets Dropped as one tradable item (e. g. Vegeta Set). Once you opened a cosmetic set to claim the cosmetics, those items become untradeable. Mounts & Accessories Typically tradable unless noted otherwise. Some mounts change forms or have special effects during certain conditions or events.
    33 points
  5. Publishing weekly news article every Friday 11-12pm EST. Issue #1 English Spanish Hindi Portugese French Credits Extra links
    31 points
  6. Changelog 12.12.2024: Reworked switching between cosmetic forms in the Pokédex, eliminating the double usage of right-click for both the non-cosmetic forms grid and switching between cosmetic sprites. Example video Added Refill used PvP Items in Game Options. It is enabled by default and automatically re-equips consumed held items from your inventory after a PvP match. Snow battle icon correctly vanishes when it ended now. Weather Ball will no longer deny you from clicking on anything when there was no weather. Players have a round counter for weather effects below the weather icon in the battle window now. It doesn’t show how long the weather will last but instead how long it has been active. Players can now see how much HP the Pokémon have left in the enemy team view. It only shows info you have already seen. For example, Regenerator healing won’t update until the Pokémon comes back into battle. Lost HP is shown visually as a red-filled area on the Pokeballs. Example picture Hovering over a Pokémon displays a tooltip showing its exact remaining HP percentage. When a Pokémon faints, its Pokeball changes to a different red color, making it easy to differentiate between fainted and low HP. It's backwards compatible with replays. Example picture The map music and battle music files are no longer stored in the client but are now streamed and downloaded on demand. This allows us to fix music files more easily while significantly reducing the client size. The size has decreased from 620 MB to 350 MB, enabling clients to be cached via Cloudflare again, ensuring faster DDL downloads in the future. If you mute the music in the client options, it will not be downloaded. Players no longer get stuck if they trigger the LoS of two NPCs at the same time and the first one teleports them to another map. Coded Neutralizing Gas. Coded Chilly Reception. Coded Lunar Blessing. Coded First Impression. Clangorous Soul now takes 1/3 of the user's max HP when using it. Being behind your Substitute will display back the right message instead of revealing your Ability when an opposing user's Intimidate triggers. Teleport will no longer end the Wild Battle when it was you using it, but the Wild Pokémon using it can still end the battle. Teleport will now display a failed message when the user had no ally left to swap with. Soundproof users are no longer immune to their own moves, so if a Pokémon uses Perish Song, it will now gain a perish count. However, other Pokémon with Soundproof are still immune to Perish Song. Added 56 new TMs, we should now have every TM released until Gen 9. Added missing Egg Moves for some Pokémon. Piplup family now has Competitive instead of Defiant. Shiftry now has Wind Rider instead of Early Bird. Aegislash Blade Form's Attack and Spatk Base Stats were reduced by 10 points each. Aegislash Shield Form's Defense and Spdef Base Stats were reduced by 10 points each. Cresselia's Defense and Spdef Base Stats were reduced by 10 points each. Zacian's Attack Base Stat was reduced by 10 points, while Zacian-Crowned's by 20 points. Zamazenta's Attack Base Stat was reduced by 10 points. All alternative forms of Landorus, Thundurus, Tornadus, Keldeo, Rotom and Greninja now share the same TMs learnset as their base form. The new Pokeballs are now displayed at the top of the item selection in the battle window. Coded Chilly Reception. Coded Meteorite. Coded Gracidea. Coded Oricorio's four Nectars. Coded Ogerpon's three Masks. Coded Adamant Crystal. Coded Lustrous Globe. Coded Griseous Core. Fixed Reflect's and Ice Body's message. Fixed Thunder Fang, Ice Fang, and Fire Fang to ensure their additional effects now trigger independently rather than simultaneously. Weather Ball now correctly transforms into Breakneck Blitz when affected by Normalium Z. Using Gastro Acid to suppress an Ability that can't be copied/swapped by either Role Play or Skill Swap will no longer allow you to bypass the restriction. Role Play will fail if the target has Illusion. Castform now can transform into its Snowy form when Snow is active. Curse now properly fails if the target is already cursed. Enhanced the message displayed when Brick Break removes Aurora Veil, Reflect, or Light Screen. Enhanced Soundproof messages when blocking sound-based moves. Magneton and Nosepass can now evolve when exposed to a Thunder Stone. Eevee can now evolve into Leafeon when exposed to a Leaf Stone and Glaceon when exposed to an Ice Stone. Ensured that all alternate forms of Deerling, Sawsbuck, and Oricorio share the same learnsets as their base forms. Fixed TM learnsets for Paldean Tauros and Galarian Darmanitan. Exp. Candies now fail and are no longer consumed when used during battle. Changed the icon of some TMs. Zamazenta-Crowned's Attack Base Stat was reduced by 10 points, while its Defense and Spdef Base Stats by 5 points each. Made several minor reworks, clean-ups, and optimizations.
    28 points
  7. Proposal: A Searchable Database of Past Auction Sales Goal: To build a comprehensive, searchable database of past auction sales (Pokemon, items, etc.) from the last 3 years, compiled directly from publicly visible forum auction threads. Why Is This Valuable? Pricing Transparency: It’s currently difficult to know what a fair price is without searching manually or asking in chat. A structured database would help players price-check quickly and fairly. Historical Data & Trends: Players could look at how certain Pokémon or items have risen or fallen in value over time, helping both collectors and traders make informed decisions. Community-Driven Economy: With clearer data, we reduce scams, overpaying, and underpricing - supporting a healthier and more fair in-game economy. Tool Integrations (Optional): In the future, this database could support bot integrations (e.g. Discord bots) or allow auctioneers to input new sales manually for real-time updates. How Would It Work? Scrape public auction threads only, from the forum’s trade sections, dating back a few years. Only key sale data would be extracted: Auction date, Pokémon/item sold, Final sale price (if available), Server (Silver/Gold). No private user data would be collected (avoid profile scraping, DMs, or non-auction content). The scraping would be rate-limited and respectful, avoiding spammy behaviour or server strain. The end result: a clean, user-friendly, publicly accessible website or searchable list. A Better Option: Partnership? If devs would prefer to avoid scraping, then: Work with a forum API or database export (if available) Accept guidance from devs on a “safe” method Agree to rate limits or rules about what can/can’t be included Call to Action If you support the idea of a historical auction price tracker built for the benefit of all players, please +1 this post or share your thoughts below. Feature Preview: How It Would Work Filter Options Keyword Search: Search by name, IVs, item, nature, or specific traits Date Range: e.g. Jan 2023 - July 2025 Price Range Slider: e.g. 100k - 5m Server Filter: Gold / Silver / All Category Tabs: Pokémon, Items, Mounts, Rares/Events, PvP-ready Pokémon Optional Additions Trend Graphs: Click any Pokémon or item - Get a historical price chart showing average price over time. Example: Pikachu Event Skin. Avg Price: Jan 2023: 240k, Jan 2024: 370k, Jul 2025: 430k. Instinctive Pricing Suggestions (Beta). “Based on past 50 listings for this Pokémon, the average sale price is 347k. Current trend: Increasing." Discord Bot (Later). Player types /pricecheck Pikachu event - Bot replies with latest sale averages. Data Source Transparency “All data is taken from public trade forum posts. Usernames and private messages are excluded. If you’d like to submit new auctions or request removal of one, click here.” Community & Staff Collaboration Code could be open-sourced on GitHub Feedback welcomed via Discord or Forum thread Maintained for community benefit, not monetized
    27 points
  8. .keita-border { border: 0.220rem solid white; font-family: "Inter", sans-serif; } .body-border { padding: 25px; font-family: "Inter", sans-serif; } .keita-text { background: #9929EA; background: linear-gradient(to bottom, #9929EA 0%, #5808FB 100%); -webkit-background-clip: text; -webkit-text-fill-color: transparent; } Ho ho ho, Trainers! The snow is falling, the bells are jingling, and the magic of Christmas fills the air! From December 1st 12 AM GMT +0 to January 5th 11:59 PM GMT.+0, join us for an unforgettable event overflowing with holiday spirit, festive encounters, and merry surprises with a chance to win a super exclusive untradeable SHINY Christmas Snivy!! ーー REWARDS PLAYERS STAFF* 1st place: SHINY Xmas Snivy + 2x IV-locked reroll SHINY Xmas Snivy + 1x IV-locked reroll 2nd place: SHINY Xmas Snivy + 1x IV-locked reroll 2x IV-locked reroll 3rd place: 1x IV-locked reroll 1x IV-locked reroll * Due to their responsibilities, staffs have limited time to hunt, so they will be excluded from the regular Hunt Contest and will attend a Staff-Only one. ーー HOW TO PARTICIPATE Join the Holiday Hunting Contest by showing your Pokémon to the Hunting Contest Judge in Evergreen Island Village, who will evaluate them. You can submit any rare Pokémon belonging to a family with a Christmas Form: Points are rewarded based on the Pokemon’s Nature, Ability and IV. Additional points will be rewarded if the Pokemon is a Christmas or Shiny form. The Hunting Contest Judge will not take your Pokemon, once submitted, they will remain in your account. You may submit multiple Pokemon to be judged, there is no limit. Only Pokemon caught after the event has started can be submitted. The Pokemon will be untradeable; players can choose the nature and ability, but the IVs will be randomly generated. A single player cannot get two or more forms. This SHINY form will never be obtainable again after this event.
    25 points
  9. Available in both GOLD server & SILVER server ⇝ Arche quest ⇜ 200k (Requirement to unlock Hoopa Dungeon) ⇝ Hoopa Dungeon ⇜ 750k (1 ring of desire, 1 shard and 1 Hoopa normal) ⇝ Hoopa Unbound Run ⇜ (6 ring needed for prison bottle) 1 Ring: 500k 2 Ring: 900k 3 Ring: 1.3m 4 Ring: 1.7m 5 Ring: 2m Hoopa + 6 Ring Unbound form: 2.5m 200k Each 300k Each 400k Each 500k Each 300k Each 400k Each 500k Each
    22 points
  10. REVENANT Revenant es una guild fundada hace muchos años por hablantes de español de diversos orígenes (países latinoamericanos, EE. UU. y España) con un objetivo común: alcanzar el puesto #1 en la clasificación PvP del Servidor Silver y dominarlo durante su existencia. Revenant ha sido la mejor guild PvP #1 del Servidor Silver durante muchas temporadas a lo largo de varios años. Revenant también compite en la leaderboard de PvE Dungeon, pero es un enfoque secundario para la comunidad. Estamos muy orientados en PvP, donde solo los mejores de los mejores pueden pertenecer. Actualmente estamos reclutando jugadores experimentados de PvP con un rating de al menos 200 o superior en Normal Ranked Ladder o 400 en Random Ranked Ladder, o jugadores muy experimentados en la PvE Dungeon Ladder, los mejores dentro de los mejores de la playerbase, quienes también participarán en PvP y contribuirán a la clasificación de la guild. BENEFICIOS Coaching gratuito de PvP. Un bono de experiencia del 25%. Una comunidad activa de PvP y Chat de Voz diaria. Un banco de gremio gratuito con más de 1,200 Pokémon de PvP disponibles en todo momento para ser prestados. Equipos de boss, synchs y cualquier tipo de herramienta que necesites para tu tiempo de juego diario. También hay servicios de megaquest, quests de pokémon legendarios, daycare, story y otros servicios. Es un ambiente muy amigable para todos los involucrados REQUISITOS Haber completado la historia principal del juego. Tener una clasificación de 200 en la clasificación normal de Ranked o superior Alternativamente, tener 400 en la clasificación de Ranked Random o superior. Estar constantemente activo en PvP. Acceder y utilizar Discord a diario. Debe saber español en algún nivel. La hermandad es casi completamente en español. Tener 18 años o más, ser libre de drama, maduro y no aportar toxicidad al ambiente. No somos una guardería para niños. FORMULARIO ¿Cuál es tu nombre de usuario en el juego (IGN)? ¿Cuál es tu nombre de usuario y etiqueta de Discord? ¿Puedes proporcionar una captura de pantalla de tus resultados de PvP en esta season? ¿Qué puedes aportar más a la hermandad? ¿PvE Dungeon o PvP Ranked Random y Normal? ¿De qué país eres y qué idiomas hablas?
    22 points
  11. hi there I also notice this few min ago I willl wait for mod reply whether I have to give u scizor fora cc with no price diff or whatever mod say I have no problem my bad I didn't notice it .
    22 points
  12. OG Indian Players Assemble! A brand new Indian Guild has launched on the Gold Server! This one’s only for the real OG Indian gamers out there — the ones who bring the skill, the vibes and build something epic together. If you meet the requirements, you're more than welcome to join the fam. Introductions : Apocalypse Guild – Among PvP Gods, Become One Apocalypse was formed on the 20th of April 2025 . We are looking for Indians people to join us. Everyone is welcomed in our happy , lively and friendly but crazy guild. We have active discord chats , unique rewards system , consistent new events , and a chill Environment. Why Join Apocalypse? 25% Exp boost Active Discord Server Guild Bank for lending A large pool of Sample Teams Exclusive giveaway for our members A large , Active and friendly community Regular and Exciting Tournaments and Events PvP support via Team Building , Individual PvP trainings by our experts Requirements to Join Apocalypse : Everyone can Join Be active on Discord and in-game Should have an interest in PvP (experience is a bonus) Should be a good friend and if you aren't we will make u one How to join ? Username : Discord id : Screenshot of Your PvP Screen: Trainer ID Card : What's your highest rating : Why you'd love to join Apocalypse : Staff : Leader : @Shekhar786 Discord : imroyalngr Co-Leader : @Itssoham Discord : itssoham_ PvE-Leader : @Pokemonking44 Discord : light8nya Head Chief : @Gh0st2602 Discord : gh0st2602 Officers : @Inbaa @Yash005 @Shaharsh @Zio0the8keeper "We’re not here to participate. We’re here to take over." If you're ready to rise, you're ready for Apocalypse. Apocalypse Is Coming...
    19 points
  13. PRO PvP Survey Results (March 2025) Hello, everyone! Last week, the PvP Coordinator team released a survey in an effort to gauge how the community feels about the current metagame, as well as what changes can be made to improve the overall experience and satisfaction of the PvP playerbase. The survey results are informal but can constitute a starting point for some PvP discussion. While they are mostly indicative, they can, in some cases, invite to follow or avoid a certain course of action. After 211 total responses, here are the PRO PvP Survey results: First question: On a scale of 1 to 10, how much do you enjoy the current metagame? (Read: how fun is it to play?) There were 209 responses to this question and the average response was 6.64/10, meaning that most players are somewhat enjoying the metagame. However, we must also acknowledge that there is room for improvement and that the average response is far from satisfactory. Second question: Do you agree with the statement that the recent rework of PvP rewards has increased your satisfaction with the PvP content offered in PRO? There were 209 responses to this question. The majority of players – 110 (52.6%), to be exact – strongly agreed with the statement, while 83 players (39.7%) somewhat agreed with it. Only 11 respondents (5.3%) somewhat disagreed with the statement, whereas a mere 5 (2.4%) strongly disagreed with it. Overall, 92.3% of participants (193 out of 209) seem to be more satisfied with PvP following the recent rework of PvP rewards. Third question: What are some changes you would like to see implemented in regards to the recent PvP rework? There were 155 replies. We have read every single one of them but cannot include them all. We will thus limit the following summary to the suggestions that were at least made a few times. Players would like a wider variety of PvP Chest rewards, including new TMs, as well as fewer low-value prizes and better drop rates in general. There were several complaints about the way that the reward system currently works. Some players want to shorten the duration of the battle timer. Others eagerly await the merge of both servers and the implementation of the PvP Token Shop. There were a few suggestions to make more PvP statistics and Pokémon data publicly available. Implementing some QoL changes, like showing remaining weather or Trick Room turns, would be appreciated by many. While this question mainly concerned the recent PvP rework, there were some complaints about the metagame being unhealthy and/or unenjoyable. There were a few recommendations for additional tiers/queues. Fourth question: On a scale of 1 to 10, how healthy do you find the current metagame? (1 being extremely unhealthy and 10 being extremely healthy) There were 207 responses to this question and the average response was 6.17/10. This means that, although a sizable portion of players may disagree, most players find the current metagame to be somewhat healthy. Nonetheless, these results seem to encourage considering some sort of action to improve the state of the metagame. Fifth question: How do you feel about the strength of the following archetypes in the current metagame? Hyper Offense: There were 195 assessments. According to 124 of them, Hyper Offense is appropriately strong in the current metagame. 44 players find it to be too strong, whereas only 27 deem it to be too weak. Overall, the playerbase is content with the state of Hyper Offense in the current metagame. Bulky Offense: There were 193 assessments. According to 133 of them, Bulky Offense is appropriately strong in the current metagame. 38 players find it to be too strong, whereas only 22 deem it to be too weak. Overall, the playerbase is content with the state of Bulky Offense in the current metagame. Balance: There were 193 assessments. According to 146 of them, Balance is appropriately strong in the current metagame. 28 players find it to be too weak, while only 19 think that it is too strong. Overall, the playerbase is content with the state of Balance in the current metagame. Stall: There were 195 assessments. According to 96 of them, Stall is too strong in the current metagame. 64 players find it to be adequately strong, whereas 35 deem it to be too weak. Overall, a large portion of the playerbase is discontented with the state of Stall, with 49.2% of respondents considering the playstyle to be potentially problematic in the current metagame. Rain: There were 194 assessments. According to 123 of them, Rain is appropriately strong in the current metagame. 41 players find it to be too weak, while 30 deem it too strong. Overall, the playerbase is content with the state of Rain in the current metagame. Sun: There were 192 assessments. According to 109 of them, Sun is appropriately strong in the current metagame. However, 67 players find it to be too weak, while only 16 deem it too strong. Overall, the playerbase is content with the state of Sun, but a substantial number of players (34.9%) think that the playstyle is too weak in the current metagame. Sand: There were 192 assessments. According to 97 of them, Sand is appropriately strong in the current metagame. However, 86 players find it to be too weak, while only 9 deem it too strong. Overall, the playerbase is content with the state of Sand, but a substantial number of players (44.8%) think that the playstyle is too weak in the current metagame. Snow (or Veil): There were 193 assessments. According to 100 of them, Snow (or Veil) is appropriately strong in the current metagame. However, 77 players find it to be too weak, while only 16 deem it too strong. Overall, the playerbase is content with the state of Snow (or Veil), but a substantial number of players (39.9%) think that the playstyle is too weak in the current metagame. Trick Room: There were 194 assessments. According to 96 of them, Trick Room is appropriately strong in the current metagame. 54 players find it to be too strong, whereas 44 deem it to be too weak. Overall, the playerbase is content with the state of Trick Room in the current metagame. The three archetypes that players found to be the strongest in the current metagame are, in decreasing order of perceived strength, Stall, Trick Room, and Hyper Offense. The three archetypes that players found to be the weakest in the current metagame are, in decreasing order of perceived weakness, Sand, Snow (or Veil), and Sun. Sixth question: Do you agree with the statement that there are too many offensive threats and not enough defensive answers? There were 202 responses to this question. 69 players (34.2%) somewhat agreed with the statement, while 46 (22.8%) strongly agreed with it. 53 players (26.2%) somewhat disagreed with the statement, whereas only 34 (16.8%) strongly disagreed with it. Overall, 115 players (57% of respondents) agreed either partially or completely with the statement that there may be too many offensive threats and not enough defensive answers. Seventh question: Do you agree with the statement that the current offensive trends promote an unhealthy, matchup-fishy metagame? (Read: a metagame where a large amount of games are decided at team preview regardless of player skill) There were 198 responses to this question. 68 players (34.3%) somewhat agreed with the statement, while 57 (28.8%) strongly agreed with it. 50 players (25.3%) somewhat disagreed with the statement, whereas only 23 (11.6%) strongly disagreed with it. Overall, 125 out of 198 players (63.1% of respondents) agreed either partially or completely with the statement that the current offensive trends promote an unhealthy, matchup-fishy metagame. Based on the answers to this question and the previous one, a majority of players find that the wide array of offensive options and builds may minimize the impact of skillful play on the outcome of a given match. Eighth question: Do you believe that the PvP Council should take tiering action against something (i.e., a Pokémon) to improve the state of the metagame? There were 196 responses to this question. A majority of players – 107 (54.6%), to be exact – believe that the PvP Council should take tiering action against something (i.e., a Pokémon) to improve the state of the metagame, while 24 players (12.2%) do not believe so. However, there is substantial uncertainty, with 65 respondents (33.2%) being unsure as to whether the PvP Council should act at all. As a reminder, the PvP Coordinator team can only act on currently released features and can – at best – suggest new releases on the basis of the improvement of the metagame. Ninth question: On a scale of 1 to 5, how do you feel about Annihilape in the current metagame? (1 being not broken and 5 being broken) There were 198 responses to this question and the average response was 3.01/5. Most respondents seem to be on the fence. Tenth question: On a scale of 1 to 5, how do you feel about Breloom in the current metagame? (1 being not broken and 5 being broken) There were 198 responses to this question and the average response was 2.63/5. Most respondents find that Breloom is unproblematic in the current metagame. Eleventh question: On a scale of 1 to 5, how do you feel about Clefable in the current metagame? (1 being not broken and 5 being broken) There were 201 responses to this question and the average response was 3.3/5. Most respondents find that Clefable is potentially problematic in the current metagame. Twelfth question: On a scale of 1 to 5, how do you feel about Kyurem in the current metagame? (1 being not broken and 5 being broken) There were 202 responses to this question and the average response was 3.46/5. Most respondents find that Kyurem is potentially problematic in the current metagame. Thirteenth question: On a scale of 1 to 5, how do you feel about Kyurem-Black in the current metagame? (1 being not broken and 5 being broken) There were 202 responses to this question and the average response was 3.27/5. Most respondents find that Kyurem-Black is potentially problematic in the current metagame. Fourteenth question: On a scale of 1 to 5, how do you feel about Mega Mawile in the current metagame? (1 being not broken and 5 being broken) There were 201 responses to this question and the average response was 3.09/5. Most respondents seem to be on the fence. Fifteenth question: On a scale of 1 to 5, how do you feel about Mega Metagross in the current metagame? (1 being not broken and 5 being broken) There were 201 responses to this question and the average response was 2.87/5. Most respondents seem to be on the fence. Sixteenth question: On a scale of 1 to 5, how do you feel about Mega Lopunny in the current metagame? (1 being not broken and 5 being broken) There were 201 responses to this question and the average response was 3.04/5. Most respondents seem to be on the fence. Seventeenth question: Which of the following, if any, would be positive additions to the metagame, in your view? (Select all that apply.) There were 197 responses to this question. The most picked Pokémon is Kartana with 104 votes (52.8% of the responses). The second most picked Pokémon is Toxapex with 102 votes (51.8% of the responses). The third most picked Pokémon is Corviknight with 101 votes (51.3% of the responses). The fourth most picked Pokémon is Slowking-Galar with 96 votes (48.7% of the responses). There is a noticeable drop in votes between the four most picked Pokémon and others. In fifth place is Magearna, with 68 votes (34.5% of the responses). In sixth place is Speed Boost Blaziken, with 56 votes (28.4% of the responses). In seventh place is Darkrai, with 50 votes (25.4% of the responses). In eighth place is Melmetal, with 48 votes (24.4% of the responses). In ninth place is Genesect, with 43 votes (21.8% of the responses). In tenth place is Sheer Force Landorus, with 36 votes (18.3% of the responses). 14 respondents (7.1% of the votes) selected “None of the above.” There were several other suggestions made as additional comments, with the most recurring pick being the guardian deities. Tapu Bulu, Tapu Fini, Tapu Koko, and Tapu Lele are a quartet of Legendary Pokémon and, as is the case with most Legendary Pokémon in PRO, there are usually specific release plans in place, hence the omission of the guardian deities from the poll options. As a reminder, the PvP Coordinator team can only act on currently released features and can – at best – suggest new releases on the basis of the aforementioned suggestions. Any final thoughts, comments, suggestions or concerns? There were 140 replies. We have read every single one of them but cannot include them all. We will thus limit the following summary to the points that were at least mentioned a few times. Ban Stall, I guess. Many other ban suggestions. While players made conflicting observations, one point remained: the current metagame does not feel very balanced; some archetypes fare better than others. More TMs and items – mainly Heavy-Duty Boots –, as well as missing Pokémon, need to be released as soon as possible. Too much repetition and team similarity in the current metagame. A rework of the Reconnect feature. More PvP formats. Once again, thank you so much for participating in this PRO PvP Survey. If there is anything else not mentioned in the results, you may bring it up in this thread. Of course, if you wish to discuss any of the PRO PvP Survey results, you may also do so here.
    19 points
  14. Pokemap – Interactive Map for Pokemon Revolution Online Pokemap is a fan-made, interactive map for Pokemon Revolution Online (PRO). The tool allows players to view all in-game regions and locate key landmarks—especially boss characters—on one comprehensive map. Accessible directly through a web browser. Features: 1. Interactive World Map Region Navigation: Users can pan around the map and zoom in/out to explore various regions such as Kanto, Johto, Hoenn, Sinnoh, etc. The map marks important locations along with the positions of in-game bosses. 2. Boss Tracking and Management Boss Location and Cooldown Tracking: Boss icons are marked on the map, and players can click on them to view details. The system allows marking a boss as defeated, while automatically keeping track of its cooldown (time until it can be challenged again). It also monitors the weekly limit of up to 20 defeated bosses, notifying the user when they approach this threshold. 3. Custom Route Planning Route Creation and Management: Players can design their own routes by selecting bosses in a preferred order. Routes can be saved, named, and later loaded for repeated use. Additionally, the system supports exporting routes to a JSON file or importing previously saved routes, facilitating sharing and backup. 4. Multi-Profile System Profile Management: The application supports the creation of multiple user profiles. Each profile can have its own set of saved routes, boss statuses, pokestop statuses, excavitions statuses, map settings (such as camera position), and weekly boss counters. This feature is especially useful for users managing multiple accounts or sharing the tool on a single device. 5. Search and Filtering Efficient Navigation: An integrated search function allows users to quickly find a specific location, pokemon or item by entering its name. Upon selection, the map centers on the chosen location, making navigation easier. Filters: Users can filter displayed information, such as showing only bosses / pokestops / excavitions from a selected region or hiding all boss icons / pokestops icons / excavitions icons for a cleaner view of the map area. 6. Easy Access and No Login Requirement Instant Use: Since the application runs entirely in the browser ( hosted via GitHub Pages), no registration or login is required. All data—like saved routes and boss status—is stored locally in the browser, making it easy to start using immediately. Some images: Credits: https://wiki.pokemonrevolution.net/index.php - many usefull data and images https://pokemonrevolution.net/forum/topic/112424-hoenn-excavation-sites-guide/ - knowledge about excavition https://pokemonrevolution.net/forum/topic/227666-boss-pathing-website/ - An idea to create a similar page / marking of bosses
    18 points
  15. Publishing weekly news article every Friday 11-12pm EST. Issue #2 English French Portugese Credits Extra links Last week's Issue #1
    17 points
  16. Hello everyone! Pokémon Revolution Online has always been a game I’ve deeply enjoyed, especially for its rich PvE content. Unfortunately, due to personal life circumstances, I had to step away for a while - but my passion for the game remains strong. That’s why I wanted to take a moment to share some suggestions regarding one of my favorite features: the Dungeons and the exclusive Shadow Zones. Shadow Zones – PvE Suggestions 1. Dedicated Dungeon Shop It would be great to introduce a shop specifically tied to dungeon content. This could offer exclusive items such as: Shadow-themed mounts Unique outfits or cosmetics (masks, clothes, Face Items..) (These rewards could be purchased using existing PvE Coins, or preferably through a new currency earned exclusively by completing dungeons. This would encourage more players to engage with this content regularly and reward consistent participation) Special items obtainable only through dungeon achievements (Unfortunately, I'm not very up to date with the latest Pokémon games, so you would know better than me, but for example, EV bracelets such as the Power Bracer) Additionally, a unique and prestigious reward could be the Shadow form of the Legendary Pokémon tied to each dungeon. For example: Shadow Meloetta for Crux of Melody Shadow Victini for Ruins of the Vale Shadow Hoopa for Scattered Realm This special Shadow form could be granted only to the best individual runner for each dungeon. However, this idea would require a dedicated PvE leaderboard for solo players, as currently there's no reliable system to track individual dungeon performance. If implemented, it would add a strong incentive for high-level, strategic PvE play. 2. Rethink Shadow Spawn Rates or Time Limits Shadow Pokémon are some of the most desirable rewards, but their encounter rate feels extremely low—even for common ones. It's often possible to go through a full 40-minute session without encountering a single Shadow Pokémon. Possible improvements: Increase the time limit in Shadow Zones Or ideally, allow unlimited time inside once access is granted However, unlimited time could make the current ladder system less meaningful. To offer a more balanced and progression-based approach, here's another suggestion: Purchasable Time Extensions – Players could be allowed to permanently unlock extra time in specific Shadow Zones based on their performance. For example: for every 250 points earned in a dungeon, a player can unlock +5 minutes of time in that Shadow Zone This time bonus would accumulate and be permanent, acting as a reward for consistent effort and mastery of that specific dungeon This system would let players "reap what you sow" their progress over time - encouraging replayability and giving everyone, not just the top-ranked players, a way to gradually gain more value from the content. 3. Weekly Rotating Shadow Dungeons Just like the Guild Island rotates based on community votes, you could implement a rotating Shadow Dungeon system with a unique Shadow Zone linked to each week’s dungeon. The Pokémon available in these zones could change weekly based on a vote system involving the top 3 dungeon-performing guilds or players. Example rotation patterns could be: Fire Pattern: Shadow Charmander + Shadow Torkoal + more Rock Pattern: Shadow Larvitar + Shadow Rhyhorn (I know it doesn't exist) + more Grass Pattern: Shadow Bulbasaur + Shadow Shroomish + more Earth Pattern: Shadow Gible + Shadow Phanpy + more and others.. This would: Let you include a wider variety of Shadow Pokémon that currently don’t fit existing Shadow Zones Allow spawn editors to create unique and thematic environments Make dungeon competition feel fresh and worth coming back to weekly The voting window could be from Monday 00:00 to Sunday 23:59 GMT+0, giving eligible players a full week to vote on the next rotation. These are just a few ideas I had in mind, and I truly hope they can inspire future improvements. I know how passionate the community and staff are about this game, and I’d love to see these kinds of enhancements make the PvE experience even more engaging and rewarding. Thanks for reading!
    17 points
  17. PRO PvP Viability Rankings by @Aggs, @Cyanirl, @Jorogumo, and @Pisforpenguin Welcome to the PRO PvP Viability Rankings thread! This thread is maintained by the PvP Coordinator team and will be updated regularly, but we want to hear your thoughts and opinions on both the metagame at large and specific Pokémon. Please understand that viability rankings are fundamentally a subjective matter — and as such, opinions may certainly differ. Please note the following: Usage is not the same as viability. Please do not nominate Pokémon on the grounds that they are frequently used. Be detailed when submitting nominations for changes. It is difficult to convince anyone, us included, to change their mind with a one-liner. All discussion is welcome, especially if you have personal experience laddering with a certain Pokémon for a substantial number of games. Remain civil. While spirited and contentious debate is encouraged, please do not resort to personal attacks. The following Pokémon are ranked in alphabetical order within each sub-tier: S Rank: S Rank Clefable Landorus-T A Rank: A+ Rank Aegislash Bisharp Diancie-Mega Kyurem Lopunny-Mega Serperior Tornadus-T Zapdos A Rank Dragonite Ferrothorn Garchomp Heatran Keldeo Kyurem-B Mawile-Mega Skarmory A- Rank Azumarill Blacephalon Excadrill Gliscor Hoopa-U Latios Manaphy Metagross-Mega Slowbro Slowking Victini Volcarona B Rank: B+ Rank Alakazam-Mega Chansey Charizard-Mega-X Charizard-Mega-Y Gardevoir-Mega Kommo-o Latias-Mega Latios-Mega Ninetales-Alola Pinsir-Mega Rotom-Wash Sableye-Mega Scizor-Mega Tangrowth Thundurus Tyranitar Ursaluna Venusaur-Mega Weavile B Rank Amoonguss Annihilape Breloom Greninja Gyarados-Mega Hippowdon Hydreigon Jirachi Latias Magnezone Medicham-Mega Suicune Thundurus-T Tyranitar-Mega Volcanion B- Rank Altaria-Mega Gastrodon Heracross-Mega Manectric-Mega Mew Porygon-Z Reuniclus C Rank: C+ Rank Aerodactyl Alakazam Alomomola Crawdaunt Cresselia Diggersby Ditto Gallade-Mega Gengar Mamowsine Pelipper Porygon2 Quagsire Ribombee Scizor Swampert-Mega Togekiss Uxie C Rank Cloyster Conkeldurr Garchomp-Mega Gyarados Hawlucha Kingdra Kleavor Marowak-Alola Mimikyu Slowbro-Mega Terrakion Torkoal Venusaur C- Rank Aerodactyl-Mega Azelf Beedrill-Mega Blastoise Blissey Cofagrigus Gallade Infernape Jellicent Klefki Mandibuzz Mantine Muk-Alola Nidoking Pidgeot-Mega Seismitoad Starmie Tentacruel
    17 points
  18. Start Offer : 50m Min Bid : 1m Auction end 72 hours after first bid
    17 points
  19. Publishing weekly news article every Friday 11-12pm EST. Issue #3 English French Spanish Coming soon Credits Extra links Last week's Issue #2
    16 points
  20. Changelog 29.04.2025: Fixed Rest removing damaging effects such as Leech Seed and the trapping effect of Magma Storm etc. Teleport will no longer print a misleading failed message in a few scenarios that was caused depending on your TP user's team slot position and the state of the Pokémon surrounding it. Fixed Contrary and Simple not working anymore for their users when facing an asleep Mold Breaker user faster than them until it wakes up. Fixed Mind Blown recoil message showing up when its user fainted before being able to use it. Red Card will no longer activate when its holder gets OHKO. Cleaned up Red Card code. Coded Mortal Spin Coded Heat Crash Coded Grim Neigh Coded Chilling Neigh Coded Ice Spinner Coded Bitter Blade Coded Electro Shot Coded Wind Rider Coded Poltergeist Coded Blazing Torque Coded Magical Torque Coded Noxious Torque Coded Wicked Torque Coded Well-Baked Body Updated the list of moves that can't be called by Metronome, Sleep Talk and Copycat to Gen 9. Fixed an issue where Ice Hammer, Headlong Rush, Jet Punch, Rage Fist, Surging Strikes and Wicked Blow were not affected by Iron Fist. Reworked Grass-type immunity to Spore and Powder moves. Fixed an issue where Cotton Spore could affect Grass-types. Updated the list of abilities that are ignored by Mold Breaker to Gen 9.
    16 points
  21. @import url('https://fonts.googleapis.com/css2?family=Atkinson+Hyperlegible:ital,wght@0,400;0,700;1,400;1,700&family=Inter:ital,opsz,wght@0,14..32,100..900;1,14..32,100..900&display=swap'); .wrapper-keita { font-family: "Inter", serif; font-optical-sizing: auto; font-weight: ; font-style: normal; font-size: 1rem; } li { margin-bottom: 3px; } .keita-highlight { background-color: rgba(27, 28, 30, 1); padding: 0px 2px 0px 2px; color: #ebe7e3c4; border-radius: 4px; border: 1px solid rgba(128, 128, 128, 0.48); font-family: "Roboto Mono", monospace; font-size: 90% !important; } I'm writing this post while stuck in a hospital bed since 20 days, so there’s a chance I might make some typos, so please bear with me. It's purely logical that the Hunting System is meant to be a main feature of a Pokémon game, exactly like cooking would be for a cooking game. However, it’s completely false that Hunt is the only way to earn money. The game provides a wide range of methods to make money, such as: Dig Spots Excavation Dungeons Bosses + Mini Bosses Bug Catching Contest Mono Tournament Rebattling NPCs PokeStops Providing Service (e.g Quest Service, EV TRining, EXP Training, etc) etc (many other). If you play all that content using a single account, without hunting, you can earn around 1.500.000 Pokedollars every 7 days. If you decide to ignore some content, that's going to reduce your income, but that’s intended. It’s up to you how you choose to play the game, but the more content you play and the higher will be your income. Economy Status The economy is far from being in good shape, and there’s plenty of room for improvement. However, you’re compltely clueless about the situation and think that simply making content pay more will solve the problem, while not realizing that it will actually make everything 10x worse than it is now. It's like if your country is facing economic issues and someone suggests "'Hey! Print more money!'" While that might sound like a quick solution, it actually sucks and will make the situation even worse (check Venezuela's history) The reason some content doesn't pay as much as it should is that nerfs were necessary to save the game's economy. Over the years, we've added a lot of content to provide more variety and give players more things to enjoy. However, maintaining control over the large influx of items and resources dropped from various in-game activities, which then entered the game’s economy, was not easy. Some players began exploiting this system. A large number of players began using multiple accounts (e.g., 4x on Silver, 4x on Gold), leading to an overwhelming amount of tradable goods, which damaged the game’s economy. This drastically decreased the price of many items. For example, if the market has only 50 pieces of an item, it might be priced at $1000. But if millions of that item are generated, the price will drop drastically, to something like $5. Yeah, it sucks a lot that players that did not abuse this also ended up harmed , finding themselves in the midle of the fire, but it was the only thing doable to save the game. Future of the Economy With the upcoming Account Merge, many things are going to change in how the content system works. For example, a lot of the content will no longer have character-based cooldowns but will instead have account-based cooldowns. This means that if you have 4 characters, you will only be able to play Bosses (just an example) with one character, rather than using 2, 3, or all 4 characters. So, if you have Jhonvga1, Jhonvg2, Jhonvga3, Jhonvga4, you will be able to play Bosses only with one of them. This change will give the Staff more freedom to determine the best rewards for content activities, allowing them to reward players in a better way without worrying about potential "abuse" (which, as said above, is the reason rewards got nerfed). Please, be patient and stay strong for a little bit more, we're almost there. This is simply not true. It's false and far from the reality. While it may have been the case in the past to some extent, playing Stall is no longer viable in most of the situations today, especially due to the recent PvP changes. The high presence of varied offensive threats makes defensive role compression impossible, or almost. If you’re aware that someone is playing for others and have evidence to support it (because how would you know without evidence?), just report it to us, and we’ll ban. While adding new content is crucial for any video game, I believe our content team is doing their best to make the game as enjoyable and fun as possible for players in terms of content (see Dungeons, for example). That being said, there's still a lot of exciting things in the works: We’re not just getting 1, not 2, but 3 Gen (Gen 7, 8, and 9) and it’s not as simple as it sounds. PRO is a pixel-based game, while the upcoming generations are 3D-based. We can’t simply download files from the official games, so there’s a huge amount of work behind the scenes that our Artists are doing. A totally new region (and also something more!) to host these new generations. New game features, systems, challenges and game modes; New PVP rewards to incentivize PVP; etc. There's a lot of content on the way. Regarding Rockruff, to my knowledge, we never announced that it was huntable. Not everything added to the client is immediately obtainable. It simply means it’s ready to be used when necessary. It could be a week, two weeks, or even months after an update before it becomes available. Sometimes, a Pokémon is added but not released because we may not be fully satisfied with the result and want to avoid reworking forms (like we did with Drillbur) as much as possible to prevent causing problems for players (e.g., a player buy a HW Drillbur, but then we rework the form cuse we think it does not fit the game, and the player received a damage). As for the claim that "PRO only does cosmetics," it’s a misconception of the players who. We have around 20 artists organized into groups: for example one for cosmetics, one for event forms, one for the client, one for tiles and NPCs, etc. While we release "800" cosmetics, there are also artists working on Astrella and other game features simultaneously. So no, cosmetics are not delaying any other content. On the topic of item descriptions, yes, there can be errors. If you notice one, please report it to help us fix it, rather than just complaining. We can’t fix issues we’re not aware of. Finally, regarding translations: no, 50% of our community is not from Brazil. Nothign wrong with Brazilians. We love all players unconditionally, but where did you even get that number from?? In this specific moment, the actual distribution is around: 12-13% from Brazil; 25-30% from the USA; 15-17% from Vietnam; India 12-13%; etc You can get real numbers here: https://dashboard.pokemonrevolution.net/dashboard Keep in mind that some players play on both servers, so the numbers may be slightly inflated (this applies to every country). We simply cannot and will not translate the game into languages other than English. Translating the entire game, including dialogues, moves, quests, etc, would take even years. If we translated it into Portuguese (Brazil), we’d have to do the same for other languages like Chinese, Vietnamese, and Indian languages. This would not only takes year, but would also case significa delays to updates (since we would need to translate every single update). Keep in mind that even games much bigger than ours don't offer translations for the same reason. We hope you understand. It's currently 4 AM in Europe so everyone is sleeping, and 9 AM in Asia (China, Vietnam, India) is 8-10AM, so kids are at school, adults are at work. This leaves only America (continent) available to play, and yet we have 650 players online: 383 + 267 = 650. 650 players online while everyone in Europe sleep + Asia is at school/work is not a bad number. During December + XMAS: 14 December: 6 AM EU (so all Europe Sleeping + Asia at school and work, and late evening in America) 455 + 394 = 850 players online 9 December: 4 AM EU (so all Europe Sleeping + Asia at school and work, and only America up) 542 + 429 = 971 players online 25 December: 1:40PM EU (late night for America, EU+Asia available) This is 25 December, where people should be celebrating with their family. 914 people online. 1, 2 and 3 December: 1564 players online at the same time (940+624) 4th January: 1429 Players online at the same time I don't know where you're getting your numbers from, but at this point, it’s just misinformation. It's the same as when you previously claimed that 50% of the PRO community was from Brazil or that current PVP is heavily centered around stall. You're throwing out numbers randomly without taking the time to research or verify anything. We have two servers, while other games (pokemon fanmade) only have one, so only counting the players on one server is pointless. 'OMG, Gold has only 400 players online!' Yeah, no shit, but if Silver has 550, that’s 950 players in total. Sure, some players may be online on both servers, but from my 6 years of experience as staff, I can tell you that number is no more than 30-50.
    16 points
  22. Juicybois About us! a fresh and inclusive guild built for players who enjoy all aspects of the game, from thrilling PvP battles to engaging PvE content. Our goal is to build a relaxed, supportive community where no one feels pressured to join activities they don’t enjoy. Whether you’re here to climb the PvP ranks, dive into PvE adventures, or just vibe with fellow players, Juicybois has a spot for you. Come join us and enjoy everything PRO has to offer—your way. Our Staffs Leader: JuicyKen Officers: Scythian22, Gemurk, Squirrelnut2, Codyful, Mysticwind, OranJuice, SaturnTgalactic, Pregster, Jandoy, Alif78. Requirements: 1) At least 100+ hours 2) You have to undestand/speak english. 3) Alt accounts with mains in other guilds will not be accepted. 4) You must have Kanto & Johto done. Benefits: Guild Boss Lending Service Chill and friendly environment Exclusive Guild Giveaway Bounty System PvP Lending Service (Not ready yet) Submit your application here or on discord to: Codyful Guild Shop: https://pokemonrevolution.net/forum/topic/254357-juicymarket-epic-pokémon-section-added-12-pokemon/ Leader's Stream https://www.twitch.tv/gravitycat
    15 points
  23. Publishing weekly news article every Friday 11-12pm EST. Issue #4 English Credits Extra links Last week's Issue #3
    15 points
  24. Content Changelog June 2025 Legendaries: [Changed] To start the Mew Quest, you require all seen data for Kanto except for Mew and Johto Championship. [Removed] You no longer need to pay a fee of $200,000 for the Dragonclub Member Card within the Mew Quest. [Changed] To start the Celebi Quest, you require all non-legendary seen data for Johto and Johto Championship. [Changed] To start the Jirachi Quest, you require all non-legendary seen data for Hoenn and Hoenn Championship. [Changed] To start the Manaphy Quest, you require all non-legendary seen data for Sinnoh and Hoenn Championship. [Changed] To start the Bird Trio Quest, you require all non-legendary caught data for Kanto, seen data of the three birds and Kanto Championship. [Changed] The Baby Pokemon required within the Bird Trio Quest no longer needs to be freshly caught. [Removed] You no longer need any further dex requirements within the Bird Trio Quest. [Changed] To start the Beast Trio Quest, you require all non-legendary caught data for Johto and Johto Championship. [Changed] To start the Regi Trio Quest, you require all non-legendary caught data for Hoenn and Hoenn Championship. [Changed] To start the Eon Duo Quest, you require all non-legendary caught data for Hoenn and Hoenn Championship. [Changed] To start the Lake Trio Quest, you require all non-legendary caught data for Sinnoh and SInnoh Championship. [Changed] To start the Cresselia Quest, you require all non-legendary caught data for Sinnoh and Sinnoh Championship. [Changed] To start the Heatran Quest, you require all non-legendary caught data for Sinnoh and Sinnoh Championship. [Removed] Boss Nikola [Added] Legendary Pokemon will now respawn on their own with the same Nature, Abiliy and IVs as in their first encounter. Attractions: [Removed] You are no longer healed automatically after using the Hoenn/Sinnoh Transmat Service. [Changed] After finishing the Transmat Quest, you can now enter the Teleportation Room without talking to the guards.
    15 points
  25. Changelog 06.03.2025: Coded Alluring Voice. Coded Burning Jealousy. Coded Scale Shot. Coded Stone Axe. Coded Ceaseless Edge. Coded Meteor Beam. Coded Crafty Shield. Coded Retaliate. Fixed Z-Tailwind to correctly boost critical-hit ratio by +2 stages instead of +1 stage. Fixed Magic Bounce, so it can no longer reflect Status Conditions onto Pokémon behind a Substitute. Fixed Battle Bond, so it no longer triggers when an enemy's Pokémon faints due to indirect damage like entry hazards. Fixed an issue where Teleport could end a Trainer battle when used by a Trainer's Pokémon. Fixed Alluring Voice, Torch Song & Psychic Noise to correctly hit through Substitute. Fixed an issue where Belly Drum was unable to maximize the user's Attack stat when it was at -6 Attack. Fixed the healing effect of Figy, Iapapa, Wiki, Aguav, and Mago Berries, reducing it from 1/2 to 1/3 of the user's max HP. Fixed Poison Fang to have a 50% chance to badly poison instead of 30%. Fixed Multitype, so it no longer prevents items that aren't Plates from being removed. Fixed an issue where a Pokémon that changed its form did not revert to its original type after being affected by Soak, Conversion, or Reflect Type. Enhanced Bulletproof messages when protecting from a bullet move. Enhanced the message when a Z-Move is boosting a Pokémon's stats. Enhanced multi-hit moves' super effective/not very effective messages to only appear once after the very last hit instead of after every hit. Fixed Ice Body's healing message that wasn't displaying under Hail. Justified and Rattled will proc at each hit of multi-hit moves. Rattled will raise its user's Speed by one stage when it gets affected by an opposing Intimidate. Guts' 50% boost is now applied to the Attack directly, fixing an incorrect rounding. Disguise will no longer print super effective/not very effective messages the turn it breaks. OHKO moves can now break the enemy's Disguise. The 1/8 max HP loss from broken Disguise now rounds down. Damage-reducing Berries (Babiri...) will no longer be consumed when no damage was dealt, including when Disguise absorbs the 1st hit. The user's Disguise will now break when its held Rocky Helmet KOs the opponent using a contact move. Fixed a misleading Magic Bounce activation message when an opponent uses Toxic on it while the MB user was in a semi-invulnerable state. Removed an unnecessary message when Aroma Veil blocks Cursed Body. Added the Typeless Type. Fixed an issue where a pure Flying-type Pokémon wouldn't become Normal type when using Roost. Fixed an issue where a Fire + Flying type using Burn Up then Roost wouldn't become Typeless. Perish Song will stop putting a perish counter on a Pokémon that was in a semi-invulnerable state.
    15 points
  26. Soooo, after yesterdays/todays "clarification" changes for the Party WQ there has been a massive dissatisfaction throughtout the community. The lack of communication for such content as of lately is a really big issue and needs to change/be addressed. First of all something positive. I, and I believe a big part of the community, really likes the idea of the Party WQ. The simple concept idea of it is very cool, it's a nice touch for events. Unfortunately this is basically the only positive part about it - the concept idea of it. The execution of praised concept idea is abysmal. There were no clear rules, no clear explanation and any complaints towards the content is completly missed or ignored. The current issues: - 12hours hunt - hunt only during weekdays (monday - friday) - the 20% top contribution threshold - (no weekly lockout - will explain) - zero communication/accountability Now, to explain all the issues a bit more in detail. The leaderboard hunt being 12h makes it basically impossible to compete for anyone who works a normal 9-5 job on the daily basis or has any responsibilities in life. The 12h hunt wouldn't be as big of an issue if it would be for a non-event content which is permanently accessible throughout the year. However this is an already time-gated contest. The leaderboard hunt not being accessible during the weekend also plays into this exact same issues. Why we are not able to hunt on the weekend already is absolutely beyond me. The 20% top contribution threshold - to put it very simply and as polite as possible: a decision completely disconnected from the community. There isn't even a way to directly check if you are in the top20% or not. Absolute nonsense. Let's get down to the biggest issue by far - the communication/accountability. The fact there was 0 communication about such a crucial information is a big red flag. This isn't just about the current content but a massive issue over a long period of time in general. But this might be a topic for another thread, let's stick to the current one. Reading such comments from a staff member just shows that there is 0 accountability shown. "But this way it's fair for everyone starting next week" - the content has already been released since 3weeks. Why on earth was this information never communicated to begin with. This entire part just feels like a slap to the face of the community. Suggestions/Fixes: - 6/8hours hunt - hunt resets on friday 12am gmt+0 (the current ending period for the contest) and starts immediately at the same time for the next week (saturday 00:01am gmt+0) - top10 teams get access to the hunting grounds (~40players weekly) - lockout the players who got access to the hunting ground for 1week cycle. - communication To explain my suggestions: 6/8h hunts are still a big time investment but make it WAY more accessible for more players. It's pretty self explanatory in my opinion. The hunt reset suggestion is for the exact same reason - more accessibility for more players. Someone who works a 9-5 job maybe can't invest 6/8hours during weekdays into the game but has a lot more free time on the weekend, as example. Removing the absolutely nonsense of a threshold and changing it to a top8/10 teams system gives a very clear definition who is allowed to access. With the current system there are so many ways to completely manipulate the top20% which is an issue. To make the content even more accessible for players add a lockout for the top10 teams for an entire week cycle. As example: Me (Callmerengod) + 3 of my teammates make it into the top10 teams and get access for the hunting grounds in week1. All 4 of us will not be able to submit anything for the leaderboard for week2. Starting week3 we are able to submit again. This way the maximum amount of ppl being locked out for an entire week would be 40 players. Obviously this includes alt accounts. So if I make it into the top teams week1 and would be locked out for week2 I would not be allowed to submit on an alt acc for week2. The same goes for the other server. If I'm locked out week2 on silver I would not be allowed to submit on gold during week2. Well, now to the most obvious part - communication. It's a shocker but just communicate. Especially such crucial information needs to be communicated. It happens that you forget to add it in to the ingame dialogue - we are all humans, mistakes happen. But then simply communicate it, apologize and take accountability for it. The fact it was known for weeks that it's missing in the dialogue (be it deliberately or not) and didn't even take 5min to adjust it yesterday, after some backlash, is already an issue. But then taking zero accountability for it and not even apologizing for something which needed to be communicated from the start is a bad look. I'd like to hear some other ideas from players on how to make this content better. I think I speak for the majority here (correct me if I'm wrong) when I say that we all love the idea of the WQ. But it needs changes. Thanks for reading, you can keep the typos for yourself.
    14 points
  27. Hi there y’all I’ve been thinking about World Quest for a good while now and we all know that the current system of how it works is not good or not bad. The current system works the way how its intended to do where you need to be available to partake in the day of world quest, submit the required pokemon to beat the big IV submission number to complete said world quest while reaching your 0.5%percent for the one mysterious ticket. However there’s always a lot of players(both new and old players)who participate in the world quest from the start and still can’t reach to their 0.5% percent for just one mysterious ticket. Also other players who are interested in the world quest can’t participate in it due to the time zones when the world quest happens. I have an idea/suggestion that could help with the current system of World Quest. 1. Time Duration - 24 hours. Removing the goal submission part ending the world quest entirely. So that Everyone has a 24hrs window opportunity to participate in the World Quest, Both New and Old players. 2. Change how the World Quest Event works - Completing the big IV Submission Number (Total Individual Values) will not end the world quest, instead the total individual values will be for earning additional mysterious ticket(1). We will still have our 0.5%percent contribution(Single Individual Values)to reach for the standard one mysterious ticket and removing the 3% percent goal for two mysterious ticket . So in total the players will be able to earn up to 2 tickets if the submission goal is met. The Total Individual Values number could be adjusted for balance. 3. Possible In Game Bonuses - if any of the servers manage to finish beating the goal submission when the 24 hour time period is up, it will rewarded with either - Outbreak of Pokemon, Safari Zone Event, EXP Party Share, or XP Bonus. With these changes, more players will be able to participate in the world quest and grow more within the pro community. Pros for this Suggestion 1. Everyone can join 2. Even if a server doesn't meet its goal, individual players get rewarded. 3. More player activity in game Cons of the Suggestion 1. Some players could experience some lag(just use foreveralone command) in game due to increased number of active players in a single area of the game(device dependent) 2. Participants who don’t meet the server goals can still be rewarded if they do the minimum required IVs. Please noted that all of this is just suggested change for the concept of World Quest. Rewards, IV Goals and other stuff are always up for discussion
    14 points
  28. The quest to obtain the Ash Hat cosmetic is only available to players who chose Pikachu as their starter. Unfortunately, many players (myself included) were unaware of this quest until later and are now unable to obtain the item. I kindly suggest offering a second chance for those who missed out due to this lack of information
    14 points
  29. Hello PRO, I think we have all noticed that recently the Membership has been pushed to be more necessary for hunts, while also increasing its price. While I understand that the game depends on donations to survive, I think that locking Pokemon out of reach for free to play and new players by making them MS only, when they were accessable the year before (I am looking at you Larvesta) is a bad idea. Instead I have some Suggestions and I hope to stop this trend of MS exclusive spawns, especially those which were non MS exclusive before. I was a huge Fan of the different Eevee spawns during XMas 2022 where Eevee had a non MS spawn following the 3 common, 3 uncommon, 3 rare baseline of spawns, and a MS spawn of 3 common 2 uncommon 2 rares in Whoville. I think this is a direction MS can move, being a sleight shortcut towards your desired rare form, instead of a key you need to find your rare form at all. The idea would be to make Spawns for high demand rare forms without MS, following the base spawn rates, and a spawn for the same Pokemon following a better spawn rate (cutting an uncommon from the spawn for example) giving those willing to pay an advantage but still including free players to hunt the Pokemon they desire. This concept can be taken a whole step further by adding MS NONSPAWNS. Just like some Pokemon can only spawn with an active Membership, these Pokemon will NOT spawn if you have an active Membership, therefore boosting the odds of finding the other Pokemon in that area more and giving an advantage towards your rare form. For example in Breezy Town, Miltank is a Pokemon that feels very random in there, making it a MS NONSPAWN gives hunters the option to look for their targets and not find it anymore. Another example can be Suzuka Cave 1F, where cutting Octillery with an active Membership improves the spawn. Creating such spawns would inspire a lot of players to use MS for their hunts, removing annoying spawns from their pools while still keeping these spawns alive for free to play or new players who cant or dont want to afford a Membership. EDIT: Some have given me Feedback that they might wanna hunt that Pokemon MS would exclude, however, you could simply pause your MS using the NPCs in front of the department stores and hunt the full spawn! I would much rather use MS this way than forcing exclusive spawns on the community locking their favorite or most desired forms behind it. After all I love PRO a lot for it being free to play without the need to buy a MS to get what you want, and I wish for it to stay that way. I hope the suggestion will be discussed and evaluated. Cheers Capri
    14 points
  30. 13 points
  31. 13 points
  32. TL:DR, MS pokemon are getting out of hand. This is a chart for Honedge, a Pokemon that is used very much in pvp ever since it got freed from its ban. Recently it got a Valentines form as well.(Which is sick GJ artist team), but if you notice there isn't a single way to get a event form honedge outside of MS spawns. Headbutts don't give out shiny/forms and excavations are shiny/formed locked. Why does Honedge need so many MS spawns? Im all for making MS spawns better than the non MS spawns, makes MS something to seek and buy when you can. But objectifying it as "Needed" for a Pokemon just is unjustifiable. Make the Non MS spawns somewhere the original Pokemon could actively spawn at. For example Cave of justice seems perfect for this. Its late enough in the game for people needing to complete 3 regions and most of sinnoh to get to. Then we have things like this. This is the spawns for Bagon, a popular Pokemon but not very used in pvp but also has a Val form so people are going to hunt for it. The reason why I show this is Why is a HOENN native pokemon locked behind SINNOH. Meteor Falls is where you would get Bagon in the original games. This would be like locking Pikachu in Virdian forest or power plant in kanto behind ms and giving it a spawn at the power plant in Sinnoh and calling it a good way to balance MS. Of course this isn't as bad as honedge as Bagon actually does have a non MS spawn and on the event island and sinnoh. Seems like it should be the other way around. Im sure there are others examples like how Alolan Marowak was a MS spawn ONLY for haloween, but after seeing honedge I had to say something. Bagon spawn been in the back of my mind for years now. My suggestion is to change how you view MS spawns because seems to me its getting out of hand. Seems almost predatory in how its trying to get the player to donate in order to get them 15 days of MS hunting. MS in my eyes should be something players seek when they want to improve their hunting efficiency. MS spawns can be better than others, but they shouldn't gatekeep players from getting Pokemon without spending money. Saying things like "its ok because you can buy CCs and an term MS from other players" is not a fix, its a band-aid to an already failing system. Especially seeing how SMS,MS, and large MS (and bms) all got price hikes its getting harder and harder to justify paying money to support the server and getting something cool in-game as a return for helping out. To improve MS is to improve the satisfaction of players and letting them feel better about spending 5-10USD on MS to help them hunt pokemon they want to get. If anyone else has similar spawns that seem predatory in their nature like MS locked only or Native spawns locked behind ms found in event areas/later areas feel free to post them below to spread awareness on this topic. Thank you.
    13 points
  33. @import url('https://fonts.googleapis.com/css2?family=Atkinson+Hyperlegible:ital,wght@0,400;0,700;1,400;1,700&family=Inter:ital,opsz,wght@0,14..32,100..900;1,14..32,100..900&display=swap'); .wrapper-keita { font-family: "Inter", serif; font-optical-sizing: auto; font-weight: ; font-style: normal; font-size: .97rem; } li { margin-bottom: 5px; } .keita-highlight { background-color: rgba(27, 28, 30, 1); padding: 0px 2px 0px 2px; color: #ebe7e3c4; border-radius: 4px; border: 1px solid rgba(128, 128, 128, 0.48); font-family: "Roboto Mono", monospace; font-size: 90% !important; } If you’re reading this without having read my previous section, please make sure to read that first for context. https://pokemonrevolution.net/forum/topic/249807-what-is-the-future-of-the-game-flopped/page/3/#comment-1516898 If you take a moment to check the Update Logs on our forum, you’ll see that we release major updates almost every month. Each update includes a a huge amount of content, all thoroughly documented for anyone to review. Not every update is something you can see visually or graphically. For example, the 4238,743382 coded moves take an enormous amount of work to implement. But because they aren’t flashy or visible, it’s much easier to notice a new cosmetic than a newly coded move, despite both being equally present and requiring significant effort. Walross and Cames are not artists, and artists are not developers. While artists focus on creating cosmetics/tiles/npc/mounts/etc, Walross and Cames work on the coding side. Both groups (artist and developers) work simultaneously but on totally different departments, each contributing to the game's development in different ways. I’ve done that farming route several times during my time on PRO. While I may not have run it as often as most of the players, my words comes from both my personal experience and feedback from many players who have been running that very route (along with other activities) daily for years. I’m not saying it’s super mega easy, and I completely understand that the content doesn’t play itself alone; effort from the player is required. However, you must remember that PRO is an MMO. It’s designed to reward players who put some effort in the game activites, and it’s reasonable to expect players to invest some time to earn resources like money, items, and Pokémon. That said, the amount of time required to run those Routes is much less than you think, if you approach it correctly. For example, bosses alone generate around 600,000 Pokédollars weekly, and if you know what you’re doing, you can clear all the bosses in about two hours. There are countless guides available to help players optimize their boss runs (e.g., Bhimoso’s guide). Combining this with other money-farming methods, reaching 1.5m in a week is something achievable by the average player. Certainly, I do agree with your point that certain aspects of the game could benefit from updates to keep the content 'fresh'. However, even with their current state, they remain viable and efficient methods for generating consistent income. Saying 'The Trade Chat is Bad!' without argumenting and motivating your opinion is quite useless, as it does not add anything to the topic. From my personal experience, when it comes to the Trade Chat, most of the complaints revolve around three things: Resellers (Buy X Good at 50, resell at 100); There's nothing inherently wrong with them, as they exist in every game and don't harm the economy. Some players prefer selling quickly at a lower price, while others choose to sell at a higher price, putting in more effort and time for a potentially greater return. Scammers (Buy X Good for an extremely small amount of its real value, exploiting the ignorance of the seller); While this behavior is undeniably awful, some might even call it disgusting, the term scammer is incorrectly used, as this is not a real scam. We strongly disapprove of behavior where players, especially new ones, are targeted and pressured into selling rare forms or Shinies for a fraction of their worth, but there is nothing we can do about it for few reasons: There is no official price for items in the game; values are determined by the player-driven economy. Players are entitled to sell their goods at any price they choose, even if it’s far below the market average. Setting strict rules about pricing would require us to dictate the value of every item, which would undermine the core principles of a player-driven economy. The best way to address this issue is through community-driven efforts. Whether as part of a guild or individual players, the community can share knowledge about item values and fair trading practices, as well as fostering a supportive environment. Human Interactions (PMs, Trade Agreements) Not much to say. If people break rules, report them and they get a ban. In short, the only real problem is "Scammers", but this is not a problem of the Trade Chat, but actually a problem of the human race, and there is nothing we can do about it. I strongly disagree with the claim that the Trade Chat is bad. You haven’t provided any arguments or reasoning to support your opinion and simply stated, "it's bad." so there may be something I missed. In that case, please elaborate. No offense, but is this your first video game? There's nothing wrong with selling cheaper items to buy more expensive ones. This is how economies work, both in the real world and in every game. There are a very huge amount of ways to make money in the game, and some methods might generate higher income than others. However, not a single method will guarantee that you only get high-value/expensive items or Pokémon. The game is designed to provide various ways to generate an income, and as you progress you'll naturally come across both smaller and larger opportunities, therefore sometimes you'll gain more than other. For example, it's unrealistic to expect to only catch 3x31 Pokémon, or Shinies/Rare Forms, worth millions every time. As you progress, you'll naturally encounter lower-IV/worse Pokémon that however you can still sell to other players as they may need them, and that's perfectly normal and fine. There are people selling Pokémon for 20k, which might seem like a small amount. However, if you sell 5, you’ll already have 100k. When it comes to speedrunning, there’s really no need for it. Why rush? There’s no pressure or time limit, and how you play is entirely up to you. It’s a game—take your time and enjoy the experience. Whether you get a Shiny Charizard after one month or six months, it doesn’t matter as long as you're having fun. It’s all about seeing the bigger picture, something you're not doing. Working smarter and more efficiently usually leads to results that are just as good, if not way better, than working harder. The biggest flaw in your argument, common among many PvP players, is the belief that only the most "giga-mega-epic" Pokémon are viable in PvP. This simply isn’t true. You don’t need to spend excessively to build a PvP-viable team. Skill plays a much bigger role than stats, and over time, it’s rewarded far more. For instance, if I gave a 6x20 IV team to a player like C0mp (to mention a recent tournament winner) and a 6x31 IV team to you, I’m confident you’d still lose. Pretending that only 9x31 PVP pokemon are viable is like those COD player that buy $400 chair, $300 keyboard/mouse, $600 headphones and then get killed 30 seconds after the match start by the very first random player they find and that have a $30 setup. Skill and strategy always outweigh perfect stats. Sure, having better IV is preferred, but that's something you will get in the long run. You can't get everything and immediately without actually working and placing some effort into that. Let me stop you right there. I have replied you here already, so I will not repeat myself. I would like to add, however, that it’s not banned, so people are still free to use it. That said, the number of players using it right now is ridiculously low, and it doesn't have any noticeable negative impact on the PVP aspect of the game. At the moment, other playstyles are simply better, and it's bound to get worse eventually. As for Stall in Gen 9 ... have you spent some time to document yourself? Stalling in NatDex is quite bad. Want to play Stall? Gambit & Gholdengo entering the room: I really can't begin to understand why you think artists are responsible for fixing bugs, coding new features, or adjusting content prices. What’s next, are mappers going to handle trade auction bans, or moderators going to be in charge of mapping new areas? It seems like you have not a clear understanding of what each role does. In reality, artists could release 1,300 cosmetics every month, and it would not slow down or interfere at all with the development of other parts of the game, like content creation, mapping, or bug fixing. These aspects are handled separately, and out of the 20+ artists we have, none of them deal with the issues you're talking about in this thread. When it comes to map size, there's little connection to player base size. Maps are designed to enhance immersion, exploration, and to provide an adventure-like experience. I understand that some might prefer a simpler 3x3 square map, or teleports to make 20 meters, but that approach would ultimately feel horrible and would not fit a Pokemon Game. Talking about Teleports, you call this a serious problem, but I call it serious lazyness from your end. In Event Maps we offer two methods to teleport: The Halloween map has dig spot tunnels connecting different areas; The Christmas maps has the Sailor and Chair Lift (and dig spot too iirc) These teleports are meant to help you skip the majority of the route. However, we can't just place teleports inside PokéCenters because there are lazy people who refuse to walk even for just 5 seconds. Calling the absence of teleports in every single Pokécenter on Event Maps a serious problem is utterly ridiculous. Please listen carefully. I'll be more respectful than I probably should with you after what you just wrote. The game’s been around for 10 years with probably 5,000 items, so yeah, some descriptions are outdated or incorrect. We’re not denying that. However, there are important items that need quick updates because they affect gameplay and/or are game-changing, and then there are the less important ones that don’t need urgent fixes. For example, if we’re still using the Nugget description from Gen 4, don’t expect us to drop everything we are working on and prioritize that. We focus on the items that have a higher impact on the game and on the players gameplay. Players honestly don’t give a fuck if the Nugget description is from Gen 4 or Legends Arceus because it won't change their gameplay. It’ll get updated, but it’s not something we lose sleep over, since there are more important projects (new regions, Gen 7, 8, 9, new game modes, new system, etc). You mentioned having the right to complain, which is fair, but please think about it. Saying "item descriptions are wrong" without specifying what’s wrong doesn’t help us in any way. What’s faster for us, searching through 20,000 items to find errors, or you pointing out what’s wrong? You talk about delays, but would you prefer we delay updates to go through 5,000 items instead of reporting specific issues? You think it’s comical that we’re not aware of that, but the only comical thing here is what you just wrote. The game wasn’t created by the current developers or Staff Members. Some older items might have incorrect descriptions. Do you really expect a developer, or Staff Member, to know the description of every single item added 5 years before they joined the project? As I said previously, please help us by reporting any error you find, and we'll deal with it as soon as possible, thank you. I totally understand that my answer might have disappointed you, but you're completely misunderstanding the scale of work involved in translations and how it's structured. If translating the game were as easy as you think, so just handing it over to Brazilian players to help, we would have done it by now. Translating a game like Pokemon as big as PRO (way, way, way bigger than a single GameFreak game) for one single language would take years. Translating is not as easy as you think. You need to to figure out the best way to translate, develop systems for players to switch languages, and adapt translations to the context of Pokemon. There are 432472474467 different NPCs. Then, you have to go into the server/client, find where each file is, and add translations for each item. Now, imagine doing this for 5+ languages. Brazilian isn’t more important than Vietnamese, Chinese, Greek, or any other language. We're a fanmade Pokémon game run by a team of volunteers. Even professional games that costs $60 and with multimillion-dollar budgets don't always have full translations. Many popular games only offer English or at most 2-3 languages, despite having paid teams and large budgets. You started with numbers by mentioning that the average amount of players during Xmas was 450,, so it’s only natural that I’d respond the same way. However, the difference here is that I backed up my claims about activity with concrete evidence, while you haven’t provided any (not for activity or any other epoint). Let’s set aside the “you don’t play!”, it’s a lazy argument used to dismiss valid points when you can't counter-argue. My statements aren’t based on personal opinion but on hard evidence (amount of players that register and log every day, for example), and I always verify my claims with our Staff Members. It shouldn't matter, however, since you measure credibility by “I play more than you,” it’s worth noting that a lot of them have far more playtime than you do. As for bots, it’s true that bots exist in the game, just like they do in nearly every other online game. However, you’re making a mistake if you think that the number of bots connected at the same time is significantly high to the point of making the player-online-count unreliable. The reality is far different. Also, do not confuse macro with bots, they are two very dinstinct things. Regarding the Chat, using chat as a benchmark for active players is an inaccurate method. Many players don’t use general chat; they prefer guild chats or Discord for communication. So, suggesting that the number of active players can be gauged by the number of people talking in the game’s public chat is simply wrong. Players are still active and engaged, but they may not necessarily be using the game’s public chat. CONCLUSION Overall, this thread is honestly just useless, and I hate to say that because I genuinely care a lot about the opinion and the feedback of our community, regardless if positive or negative. Constructive feedback is essential for the game’s growth and improvement. That said, this discussion has been frustrating from the start. You’ve consistently refused to inform yourself about the topics you’re discussing. Instead, you’ve chosen to make assumptions, write baseless claims, and insist, 'I SAID ALL FACTS,' when in reality, those are just opinions. If you want to contribute meaningfully, take the time to understand the topics before making claims. Constructive criticism, backed by proper reasoning or evidence, is always welcome. But throwing out uninformed opinions and labeling them as 'facts' does nothing to help the game or the community. In the future, if you want your feedback to truly make an impact, present your arguments thoughtfully and back them with evidence. hat’s how we can work together to improve the game. But this kind of baseless ranting achieves nothing and wastes time for everyone involved. Given this, I will now lock the thread. Have a great day. Special thanks to @Vangogsan for helping with explaining few things I may have missed and that may be useful for other players.
    13 points
  34. * { font-family: "Inter", sans-serif; } .keita-margin { margin-block-end: -0.8rem; } .keita-codeb { background-color: rgba(27, 28, 30, 1); padding: 0px 2px 0px 2px; color: #ebe7e3c4; border-radius: 4px; border: 1px solid rgba(128, 128, 128, 0.48); font-family: "Roboto Mono", monospace; font-size: 90% !important; } .keita-colored-code { color: #15f5ba; font-size: 100% !important; } Combining Search Terms Easily find the exact Pokemon you need by combining search terms. Search Example for a Specific Pokemon: lvl=30 shiny Rattata Finds all shiny Rattata's at level 30. Search for High-Level Pokemon: lvl>70 Charizard Finds all Charizards above level 70. Search for Pokemon by Type and Region: type=Water region=Hoenn Finds all Water-type Pokemon caught in the Hoenn region. Search for Specific Stats: ATK>=28 SPD>=28 Garchomp Finds all Garchomp's with both Attack and Speed IV stats at or above 28. Replace the Pokemon name and edit the level to suit your search needs. Supported Comparers Equality and Inequality: = or ==: Finds exact matches (e.g., lvl=30 finds Pokemon exactly at level 30). != or <>:Finds all that do not match (e.g., lvl<>30 finds Pokemon not at level 30). Greater and Lesser: >: Greater than (e.g., lvl>30 finds Pokemon above level 30). <:Lesser than (e.g., lvl<30 finds Pokemon below level 30). >=: Greater than or equal to (e.g., lvl>=30 finds Pokemon at level 30 and above). <=:Lesser than or equal to (e.g., lvl<=30 finds Pokemon at level 30 and below). Combining & Excluding Combining: space or , or &: Used as AND to combine different conditions (e.g., shiny,g=f lvl>=50 Gardevoir finds shiny female Gardevoir's at level 50 or higher). |: Used as OR to match multiple filter sets (e.g., type=fire | type=electric finds all Fire or Electric type Pokemon). Excluding: !: Put ! in front of a term to exclude it (e.g., !shiny finds all non-shiny Pokemon). Works with booleans (shiny, form, legendary, item and with bare names (!Golduck). Multi-words You cannot type raw spaces inside a value (e.g., m=String Shot). Spaces are parsed as AND. In this example, it would search for m=String and then treat Shot as a separate string to look for Pokémon names. You have to use quotes ("") or underscores (_) to search for the exact names (e.g., m="String Shot", m=String_Shot). In most cases, you can just search for part of the name to get the results you are looking for. Detailed Filter Options Below are the filter options you can use to narrow your search results, along with their aliases and how to use them: Filters Usable Without a Comparer shiny (shiny, s) - Filter for shiny Pokemon. form (form, f) - Filter for themed Pokemon. Legendary (legendary, l) - Filter for Legendary Pokemon. Pokemon Name (name, pokemon, poke) - Filter by the name of the Pokemon. Pokedex ID (dex, d)- Filter by the Pokedex identification number. Borrower Name (borrower, b) - Filter by the name of the Borrower. Selected (sel, select, selected) - Filter for selected Pokemon. item (item, i) - Filter for Pokemon with held items. Basic Filters UID (uid, u) - Unique identifier of a Pokemon. Example: uid=53256 OT - Name of the person who caught the Pokemon. Example: OT=Username Level (level, lvl, lv) - The level of the Pokemon. Example: lvl=100 Ability (ability, a) - The ability of the Pokemon. Example: a=Protean Nature (nature, n) - The nature of the Pokemon. Example: n=Timid Item (item, i) - The held item of the Pokemon. Examples: i=focus_sash, i=smoke_ball Gender (gender, g, sex) - The gender of the Pokemon. Examples: g=m, g=f, g=none Type (type, t) - Type of the Pokemon, such as Fire or Water. Example: t=Fire Region (region, r) - The region where the Pokemon was caught. Example: r=Kanto Hidden Power (hiddenpower, hi) - The hidden power type the Pokemon has. Example: hi=Ground Move (move, m, skill) - The move of the Pokemon. Example: m=Tackle Form (form, f) - The form of a Pokemon. Examples: f=halloween, f=smr, f=valentine, f=shadow, f=pnk, f=chroma Generation (generation, gen) - The generation in which the Pokemon was first released. Examples: gen=1, gen=kanto, gen=paldea, gen=6, gen=alola CaughtBall (caught_ball, caughtball, ball) - The ball the Pokemon was caught with. Examples: ball=Pokeball, ball=Master_Ball Stats Filters ATK (atk, attack) - ATK IV of the Pokemon. Example: ATK>=28 DEF (def, defense, defence) - DEF IV of the Pokemon. Example: DEF>19 SPD (spd, speed) - SPD IV of the Pokemon. Example SPD=31 SPATK (spatk, specialattack) - SPATK IV of the Pokemon. Example: SPATK>=28 SPDEF (spdef, specialdefense, specialdefence) - SPDEF IV of the Pokemon. Example: SPDEF>=20 HP (hp, hitpoints) - HP IV of the Pokemon. Example: HP=31 IVs (all, alliv, allivs, ivs) - Every IV of the Pokemon. Example: ivs>20, all>=10 ATKEV (atkev, attackev) - ATK EV of the Pokemon. Example: ATKEV=252 DEFEV (defev, defenseev, defenceev) - DEF EV of the Pokemon. Example: DEFEV=0 SPDEV (spdev, speedev) - SPD EV of the Pokemon. Example SPDEV=252 SPATKEV (spatkev, specialattackev) - SPATK EV of the Pokemon. Example: SPATKEV>=140 SPDEFEV (spdefev, specialdefenseev, specialdefenceev) - SPDEF EV of the Pokemon. Example: SPDEFEV>=100 HPEV (hpev, hitpointsev) - HP EV of the Pokemon. Example: HPEV=6 Expiration Time for Borrowed Pokemon Expiration (expiration, expires, expire, e) - Remaining time before a borrowed Pokemon will automatically return. Units: days (d), hours (h), minutes (m), and seconds (s). Examples: e<1d1h1m1s, e<1d3h, e>40s
    13 points
  35. | - - | - - | - - | - - | - - | - - | [THE GOLDEN MAGAZI] | - - | - - | - - | - - | - - | - - | < - - - - - - - - - - - - - - - - - - - - [GIVEAWAY] - - - - - - - - - - - - - - - - - - - - > Hello Guys, We Want To Show You Our Cosmetics Here And Maybe If You Like Anything We Can Make A Deal?! < - - - - - - - - - - - - - - - - - - - - [SHOP SOS] - - - - - - - - - - - - - - - - - - - - > < - - - - - - - - - - - - - - - - - - - - [MUST READ] - - - - - - - - - - - - - - - - - - - - > [SOS : Please Read The ''NOT AVAILABLE'' List (Down) Before Buy Anything You Want] Makiz Cosmetics : [Shop Status] - [Online, Send For A Deal] - [Updated Recently] [Contact : (In Game Name : Makiz / Discord : Makiz_OFFICIAL) - Server ATM : Silver] Grahamsito's Cosmetics : [Shop Status] - [Online, Send For A Deal] - [Updated Today] [Contact : (In Game Name : Grahamsito / Discord : Grahamsito) - Server ATM : Silver] Payment Methods : Pokedollars Coin Capsule (450k) IV Re-roll Ticket (700k) Nat Re-roll Ticket (350k) Rare Candy (5k) [Makiz X Grahamsito] NOT Available Cosmetics : [LIVE] - (S Articuno Mount, Shield, Team Magma Set, Stormtrooper Helmet, ) BIGGEST SHOP's BUYERS EMOJIS REWARDS LIST Shop Uptades Logs
    12 points
  36. 100m (10cc) and guess what I don't even need the diff money
    12 points
  37. Insta for 1cc i’ll be in verm to collect the scizor and the diff of money
    12 points
  38. Publishing weekly news article every Friday 11-12pm EST. *Editor's note at the end Issue #6 English Credits Extra links *Editor's note: Hoopa's dungeon is always available and not limited to being open during the Halloween event. Due to the Halloween event, I didn't really want to disturb the team, and instead let everyone enjoy the week for now. Nothing really new or exciting with this issue apart from the party hunting and general event. Enjoy the Halloween event, happy hunting, and see you guys in the hunting party leaderboards! ; ) We're also trying to recruit more artists and reporters. If you're interested, send us a DM or join the Discord server.
    11 points
  39. It’s always disappointing seeing posts like this. All you’re telling us is you don’t pay attention or don’t appreciate what is added/updated. Claiming there’s been 0 improvements in 6 years is such a slap in the face to the entire Staff team and their efforts. Luckily, PRO is full of players that do appreciate everything that’s been added and you’re in a tiny minority, that unfortunately is loud. I can name many improvements to the game in the last 6 years, such as: - Mega Pokemon (2020) - Z-Crystals/Mono-Type Tournament (2023) - Xmas Dungeon - Lavender Dungeon (2023) - Victini Dungeon - Pinkan Dungeon (2024) - Hoopa Dungeon (2024) - PvP Chests (2025) - Updates to existing features like Solaceon (2025), Celadon (2024), Sinnoh Underground (2025), Mirage Island (2022), among other smaller ones. - Trainer rework for every region (2023) - Gym Leader & Elite Four rework (2022) - Fishing Contest & Multi Bug Catching Contest (2023) - Trainers Tower (2023) - Many new moves, such as Trailblaze, Flip Turn, etc. - Many new Pokémon added, such as Blacephalon, Growlithe-Hisui, and Kleavor These are all the rather big content additions, not to mention all the smaller additions as well as the balance changes. Of course there are also all the maps, forms, mounts, cosmetics, chromas, and the scripting plus testing that comes with adding content. Just because you don’t see the changes or they don’t affect your experience, doesn’t mean work isn’t being done and even those who do appreciate won’t know what is being done in the background. I get there’s frustration and I would like more content as well, but let’s not discredit all the time and effort that’s being put in by both the Content and Moderation team. Remember that all Staff are volunteers who use their personal free time to dedicate towards a free game. Let’s be appreciative of what we have.
    11 points
  40. Hello, PRO Team and Community! I would like to suggest adding Ranked Monotype Battles as a new option in PvP. This format would allow players to compete using teams of a single Pokémon type, adding more variety and strategic depth to ranked matches. Monotype is a fun and competitive format that tests creativity and adaptability. It could also encourage more diverse team building and make PvP even more exciting! I believe this addition would be a great way to expand the PvP scene in PRO. What do you think? Looking forward to hearing your thoughts!
    11 points
  41. Dear staff members! You added a Search Bar to the Lending Trades window, and said maybe will be used elsewhere so I came up with a more user friendly version for the PC box version: This has the same functionality, but more user friendly because players don't have to learn all those terms for searching, and makes searchings much faster too! Filters: Name, OT, Move, Ability: Normal Text box with string input. Nature, Type, Hidden Power, Region, Gender: Drop-down list of values where we can choose one. Hold item, Shiny, Form: Checkbox with Tre/False value Sort: Checkbox (same as current one) Level, Total stat, IV, EV: Works same way as in lending window, for example: Level text box: 100 shows only lvl 100 pokemon >=50 shows lvl 50 or higher pokemon Total stat text box: speed>=284, spdef>150 shows pokemon with at least 284 speed and more than 150 spdef (same with IV and EV filters) Bonus: added the lending window button next to release button. If anyone like this idea give a heart or comment please!
    11 points
  42. Changelog 01.04.2025: Adjusted Healing Wish and Lunar Dance to Gen 9 (was missing from the logs.) Fixed Stone Axe and Ceaseless Edge so they won't set hazards up if their user fainted because of Rough Skin / Iron Barbs / Rocky Helmet. Parental Bond now will make Ceaseless Edge set up Spikes twice! Fixed Teleport failing in Wild Battles when the Wild Pokémon using Teleport wasn't trapped. Fixed Mind Blown and similar so their users won't get the recoil if they couldn't execute the move due to Freeze, Sleep, Paralysis, Confusion, or Flinch. Fixed an issue where a Pokémon using Mind Blown or Steel Beam would win the battle instead of losing it when both teams were on their last Pokémon and fainted simultaneously. Fixed that using Mind Blown wouldn't hurt its user if the target was behind a Substitute. Fixed an issue where Pure Power and Huge Power did not correctly increase the power of the user's moves when the enemy had Aurora Veil active. Unaware now will ignore the opponent's Defense boosts and maluses so that their Body Press always deal the damage as if it was at +0 to the Unaware user. Fixed Body Press to correctly use Special Defense during Wonder Room for damage calculation. Fixed Body Press so negative defensive stat changes are ignored during a Critical Hit. Reworked Encore so using an item in battle counts as a turn. Reworked Flinch order so that it now takes priority over Freeze, Paralysis and confusion. Reworked confusion Status order so that it only triggers after waking up, thawing out, and activates before Paralysis. Massively reworked Sleep. Sleep turns are now determined by a random roll at the start of sleep. Now uses its own counter for sleep. Yawn's messages have been enhanced when used against Sleep prevention Abilities. Cleaned up the code overall. Cleaned up the Poison turn counter and its reset calls when switching out. Added an activation message for Damp. Damp now prevents Mind Blown from being used by anyone. Fixed an issue where a Pokemon got its HP cut in half when its Mind Blown was prevented by Damp.
    11 points
  43. startbid - 500k minbid - 100k end in - 48h from 1st bid not accept cc and rr No insta
    11 points
  44. February 13th 2025 New maps + Spawn % adjustement to respect our current standart on all johto/Kanto spawns + some extra region maps like love island dock islands etc.. hoenn and sinnoh are WIP and the rest of extra region maps are also WIP Spawns change Tier and spawn % were adjusted on the following maps Some common / Uncommon got changed here the major change list for these maps Desert Lagoon Land - Changed Murkrow for Vullaby Water - Removed Hippopotas - Changed Totodile From D only to M/D/N Abandoned Desert Village - Removed Trapinch - Added Drilburr at D with MS - Added Sandile at D -Added Helioptil at M/N Amazon Forest Land - Removed Pichu - Removed Smeargle - Removed Tyrogue - Added Skorupi with MS - Added Shuckle Water - Added Skrelp with MS - Added Relicanth Amazon Forest Entrance - Added Chatot - Added Venipede with MS Desert Cave - Added Scraggy Dock Island - Added Alomomola with MS Munchlax Resort - Changed pokemon in the area to have an eating/sleeping pokemon theme in the area Love Island Land - Removed wynaut/ralts/deerling/woobat - Added Riolu - Added Eevee Water - Changed Dratini From N to M/N But Removed the repel - Changed Carvahna From D to M/N/D - Changed Azurill From N to D - Changed Lapras From M/D to D Diamond Empire Foyer - Added Dweeble - Added Stunfisk - Removed Klefki/Carbink/Vullaby Diamond Empire West Wing - Added Klefki - Added Mr.Mime - Removed Sableye (Repel Moved to Diamond Domain B1F) Diamond Empire Ballroom - Removed Cryogonal - Removed Sandile - Added Carbink - Added Mime Jr Diamond Empire East Wing - Removed Sandile - Removed Drilbur - Added Timburr Diamond Empire Entry land - Removed Rufflet - Added Drilbur Diamond Empire Pathway Underwater - fixed all the tiers and species only Diamond Domain Main Cave land - fixed all the tiers and species Water - Added Cryogonal Diamond Domain B1F Land - Added Repel to sableye at lvl 26 Water - Added Starmie with MS Diamond Domain 1F Water - Removed Flabébé Breakers Trench Underwater - fixed all the tiers and species only Cape Of Palpatoo - fixed all the tiers and species only Breakers Beach - fixed all the tiers and species only Eriyadu Town - fixed all the tiers and species only Palpatoo Beak - Removed Palpitoad Pola Tai Lagoon - fixed all the tiers and species only Patch Log Kanto Spawns Tier and spawn % were adjusted on the following maps Some common / Uncommon got changed here the major change list for these maps Cerulean Cave 1F Land - Added Kangaskhan - Removed Yamask Water - Added Lapras / Starmie Cerulean Cave 2F - Added Chansey Cerulean Cave B1F Land - Added Mr. Mime and MS Metagross - Removed Ditto / Skorupi Water - Added Dragonair Cinnabar Island Water - Staryu From N only to M/D/N Cinnabar Mansion 2 - adjustement spawn Cinnabar Mansion 3 -Added Rapidash Arcanine ninetales Cinnabar Mansion B1F - Ditto From M/D to M/D/N Lavender Town Graveyard -Added Yamask M/D -Removed Golet Mt. Moon 1F - Tier and spawn % and pokemon adjustement Mt. Moon B1F - Re order + Tier and spawn % and pokemon adjustement Mt. Moon B2F - Tier and spawn % and pokemon adjustement Pallet Town Water - Removed Squirtle - Removed MS on Lapras Pokemon Tower 2F - Tier and spawn % and pokemon adjustement Pokemon Tower 3F - Tier and spawn % and pokemon adjustement Pokemon Tower 4F - Tier and spawn % and pokemon adjustement Pokemon Tower 5F - Added Golett with MS Pokemon Tower 6F - Added Nincada With MS Pokemon Tower 7F - Added Honedge with MS Pokemon Tower Underground - Tier and spawn % adjustement Power Plant - Removed Pachirisu - Added Electrike With MS Rock Tunnel 1 - Removed MS on Kangaskhan Rock Tunnel 2 - Added Absol With MS Route 1 - Tier and spawn % and pokemon adjustement Route 2 - Tier and spawn % and pokemon adjustement Route 3 - Tier and spawn % and pokemon adjustement Route 4 - Tier and spawn % and pokemon adjustement Route 5 - Tier and spawn % and pokemon adjustement Route 6 - Tier and spawn % and pokemon adjustement Route 7 - Tier and spawn % and pokemon adjustement Route 8 - Tier and spawn % and pokemon adjustement Route 9 - Tier and spawn % and pokemon adjustement Route 10 - Removed Electabuzz Route 11 - Snorlax From D to M/D + Remove the snorlax repel Route 12 - Removed Minccino - Added Slakoth with MS - Added Repel to Snorlax (instead of the previous route 11 repel) Route 13 - Removed Chansey - Added Aipom and Minccino Both with MS Route 14 Land - Tier and spawn % and pokemon adjustement Water - Staryu From N to M/N Route 15 - Tier and spawn % adjustement Route 16 - Tier and spawn % and pokemon adjustement Route 17 Land - Tier and spawn % and pokemon adjustement Water - Staryu From N to M/N Route 19 Water - Tier and spawn % and pokemon adjustement Route 20 Water - Added Wailmer with MS - Tier and spawn % and pokemon adjustement Route 21 - Tier and spawn % and pokemon adjustement Route 22 - Tier and spawn % and pokemon adjustement Route 23 - Tier and spawn % and pokemon adjustement Route 25 Land - Added Buneary with MS - Tier and spawn % and pokemon adjustement Water - Added Psyduck Route 26 - Tier and spawn % and pokemon adjustement Route 27 - Tier and spawn % and pokemon adjustement Seafoam 1F - Tier and spawn % and pokemon adjustement Seafoam B3F - Tier and spawn % and pokemon adjustement Seafoam B4f - Added Sneasel with MS Tohjo Falls - Tier and spawn % and pokemon adjustement Vermilion City Water - Added Staryu N - Added Octillery With MS Victory Road Kanto 1F - Added Gligar Victory Road Kanto 2F - Drilbur is now MS - Removed Aron Victory Road Kanto 3F - Added Aron With MS Viridian Forest - Added Shroomish at M/N With MS Patch log Johto Spawns Tier and spawns % were adjusted on the following maps Some common / Uncommon got changed some times there is only Re order here the major change list for these maps Route 29 - Tier and spawn % and pokemon adjustement Route 46 - Tier and spawn % and pokemon adjustement Dark Cave North - Added shuckle dark cave south - Tier and spawn % and pokemon adjustement Sprout Tower F1 - Tier and spawn % and pokemon adjustement Sprout Tower F2 - added Chatot with MS Sprout Tower F3 - Added Meditite with MS Route 32 - Added Croagunk With MS Union Cave 1F - Tier and spawn % and pokemon adjustement Union Cave B1F Land - Added Woobat With MS Water - Added tympole With MS Union Cave B2F Land - Added Roggenrola With MS Ruins Of Alph - Removed MS on Smeargle Route 33 - Removed Shinx - Changed Heracross from D to M/D Slowpoke Well - Tier and spawn % and pokemon adjustement Slowpoke Well L1 Land - Added Carbink With MS Route 34 Land - Remove MS from Togepi - Added Cleffa Water - Staryu From N to M/N Route 35 - Removed Ditto - Added Elekid - Added Igglybuff - Added Chansey Route 36 - Tier and spawn % and pokemon adjustement Route 37 - Tier and spawn % and pokemon adjustement National Park - Removed Sewadle - Added Scyther M/D Route 38 - Tier and spawn % and pokemon adjustement Route 39 - Tier and spawn % and pokemon adjustement Route 40 Land - Removed Repel on Corphish Watter - Added Carvanha With MS Olivine City - Tier and spawn % and pokemon adjustement Route 41 - Added Relicanth with MS Cianwood City - Added Frillish With MS Cliff Edge Gate - Tier and spawn % and pokemon adjustement Cliff Cave 1F - Tier and spawn % and pokemon adjustement Cliff Cave B1F - Tier and spawn % and pokemon adjustement Cliff Cave 2F - Tier and spawn % and pokemon adjustement Route 47 Water -Added Binacle With MS all Unown adjusted tier in these maps Ruins Of Alph Item 1 Ruins Of Alph Item 2 Ruins Of Alph Item 3 Ruins Of Alph Item 4 Burned Tower Floor 2 - Removed Meditite and Chatot Burned Tower Top Floor - Added Magby Route 42 - Tier and spawn % and pokemon adjustement Route 43 - Tier and spawn % and pokemon adjustement Lake Of Rage - Tier and spawn % and pokemon adjustement Mt. Mortar 1F Land - Added Bunnelby With MS Mt. Mortar B1F - Tier and spawn % and pokemon adjustement Mt. Mortar Lower Cave - Tier and spawn % and pokemon adjustement Mt. Mortar Northern Entrance - Tier and spawn % and pokemon adjustement Mt. Mortar Upper Cave - Tier and spawn % and pokemon adjustement Route 44 /!\/!\/!\/!\TIER CHANGE /!\/!\/!\/!\ - lowered Pidove From Rare to Uncommon - Changed Zangoose From N to M/D/N with MS Ice Path 1F - Tier and spawn % and pokemon adjustement Ice Path B1F - Added Cubchoo With MS Ice Path B2F - Tier and spawn % and pokemon adjustement Ice Path B3F - Tier and spawn % and pokemon adjustement Dragons Den Entrance - Removed Murkrow - Added Noibat With MS - Removed Ms on Gligar Dragons Den Land - Removed Swablu - Removed Carbink - Added Bagon With Ms Water Changed Dratini level repel from 55 to 54 to remove outrage Dragons Den B1F - Removed Bagon Dragons Shrine Land - Added Deino With MS Water - Added Swablu - Removed Lapras - Removed Dratini Route 45 - Removed Ms on Skarmory - Changed Gligar From M/D/N to M/N - Changed Skarmory From M/D/N to D/N Route 28 - Added skiddo - Removed MS on heracross Mt. Silver Exterior - Removed MS on Skarmory - Changed Skarmory From M/D to M/N - Changed Vulaby From N to M/N - Changed Zangoose From M/N to M/D/N Mt. Silver Upper Mountainside - Removed Hitmonchan Mt. Silver Lower Mountainside - Removed Hitmonlee - Added Tyrogue Mt. Silver 1F - Tier and spawn % and pokemon adjustement Mt. Silver 2F - Tier and spawn % and pokemon adjustement Mt. Silver Moltres Chamber - Tier and spawn % and pokemon adjustement Route 49 - Removed MS on Totodile Whirl Islands 1F Northeast - Removed Gligar Whirl Islands 1F Northwest - Tier and spawn % and pokemon adjustement Whirl Islands 1F Southeast - Tier and spawn % and pokemon adjustement Whirl Islands 1F Southwest - Tier and spawn % and pokemon adjustement Whirl Islands B1F - Added Gligar M/N Whirl Islands B2F Water - Added Staryu All kanto and Johto Spawns are now in line with today's spawn % standards
    11 points
  45. 11 points
  46. START: 100k MIN BID: 100k TIME: 36hr (after 1st bid) INSTA: 5m ACCEPTED PAYMENTS: Pokedollars CC = 500k IV Reroll = 550k If a bid is received in the final 15 minutes of the auction, the end point will be delayed by 15 minutes from that bid, and will be delayed by 15 minutes for each new bid thereafter, until the current offer has been held for a full 15 minutes.
    10 points
  47. Starting Bid: 60m Min Bid: 1m No Insta Payment: Pokedollars, IV Reroll: 500k, CC: 400k Auction ends 72 hours after first bid Please do not put in offers under the starting amount. This is an auction, not a trade or negotiation. https://vclock.com/timer/#countdown=71:07:00&date=2025-03-06T17:46:20&sound=xylophone&loop=1
    10 points
  48. 10 points
×
×
  • Create New...