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Expeditions

Send teams of Pokémon from your PC box to explore Kanto. They spend hours away and come back with experience and crafting reagents no wild Pokémon drops. It is the job for the Pokémon sitting idle in your box.

Tracey's expedition board with a team picked
Tracey's expedition board with a team picked

Where​

Use the map table in the Researcher Lab of the Union Room (after beating Brock, go up the stairs of any Pokémon Center) to open the expedition board. Tracey, standing beside it, explains how it all works.

The day's board​

There are 22 expeditions, from recommended level 3 to 100. Each day the board shows 6 of them, one from each level range (1-15, 16-30, 31-45, 46-60, 61-80, 81-100), drawn for your account: every trainer has their own board. It changes at 00:00 UTC, and logging in again never changes the day's expeditions.

Each expedition takes one team a day, and you can have several teams out at once.

Building a team​

  • Only Pokémon in your PC box can go. The Pokébar and the bag do not count, and everyone comes back to the box.
  • A team has 1 to 6 Pokémon, and each one can be on only one expedition at a time.
  • The fee (₽200 to ₽1,600) is paid when the team leaves and never comes back, not even if the expedition fails. It costs about half an hour of what hunting at the expedition's level earns (an hour on a risky one). Expeditions never pay money, only experience and materials. Under a 30% chance, the board asks before the team leaves.
  • While away, a Pokémon can't be used, sold, released or traded.
  • The level is recommended, not required: any Pokémon may go, but a weak team fails more often.

Each extra Pokémon cuts the trip by 10% of the base time:

Pokémon on the teamTime away
124 h
221 h 36 min
319 h 12 min
416 h 48 min
514 h 24 min
612 h

Chance of success​

The window shows the chance as you build the team. Each Pokémon's power is its level × its rarity's multiplier, +20% if it has one of the place's types. The chance is:

the team's average power ÷ (recommended level × 1.25) × 0.8, always between 5% and 95%.

RarityPower per levelAt the recommended levelWith the place's type
Common× 164%76.8%
Uncommon× 1.2580%95%
Rare× 1.595%95%
Epic× 1.895%95%
Extraordinary× 2.295%95%
Legendary× 2.595%95%

The result is rolled when you collect the team. If the expedition fails, the Pokémon come back with no experience and no reagent.

What they bring back​

  • Experience: the expedition pays 2.4 times the XP from its recommended level to the next (drawn each trip between 90% and 110% of that, one draw for the whole team), shared equally by the Pokémon sent (the share of one that never came back is lost). Each gains at most 100% of the span between its own level and the next, so a strong team cannot carry a weak Pokémon up several levels at once. A Pokémon above its trainer's level gains 50% of its share, as in battle. One Pokémon alone at the place's level goes up a level; a team of 6 comes back sooner, each with a smaller share. A level-100 Pokémon gains nothing, and Double EXP events do not apply to expeditions.
  • The place's reagent, one per expedition: 1, +1 if a Pokémon of the place's types came back, and +1 with a 2% chance per level the team's best member stands over the recommended level (up to 50%).
  • Sigils: each returning Pokémon has a 50% chance of bringing the Sigil of one of its types.
  • Special finds, from some species:

Reagents are for crafting items in the professions, and Sigils also pay for Day Care eggs. No NPC buys reagents.

Risky expeditions​

From level 65 on, expeditions are risky: a Pokémon may never come back, and that loss is permanent.

  • Each Pokémon's chance of being lost is 8%, minus 0.2% per level over the recommended one, plus 0.5% per level under it, minus 2% if it has one of the place's types. It always stays between 2% and 40%.
  • Protected, shiny or starred Pokémon, and those holding an item, can't go.

All expeditions​

LevelExpeditionThe place's typesFeePlace reagent
3Oak's Ranch
The wide pasture behind Professor Oak's lab, where trainers' Pokemon roam free. A gentle first outing: the herds are friendly and the grass hides plenty to find.
NormalGrass₽200Wild Herb
6Valencia Island
The first of the Orange Islands, home of Professor Ivy's lab. Its warm shallows and palm groves teem with Bug and Water Pokemon.
WaterBug₽200Forest Moss
10Porta Vista
A beach town whose reef belongs to a swarm of Tentacool. The team combs the shore while the Tentacruel stay calm.
WaterPoison₽300Sea Crystal
15Viridian Forest
A maze of tall trees north of Viridian City, buzzing with Bug Pokemon. Easy to get lost in, easy to fill a bag with moss.
BugGrass₽600Forest Moss
18Pinkan Island
A protected Orange Island where Pokemon turn pink from eating its berries. Officer Jenny lets only a careful team in.
NormalFairy₽600Wild Herb
20Mt. Moon
A mountain cave where Clefairy dance under the full moon. Moon dust and odd stones lie deep in its tunnels.
RockFairy₽600Moon Dust
24Maiden's Peak
A misty seaside town and its stone maiden, said to have waited forever for her love. At night a Gastly haunts the cape.
GhostWater₽750Spirit Orb
28Rock Tunnel
A pitch-black tunnel through the mountains near Lavender Town. Only a sturdy team finds its way through.
RockFighting₽800Cave Crystal
32Pokémon Tower
Lavender Town's tower of graves, thick with Ghost Pokemon. The upper floors are cold, quiet and hard to leave.
GhostPsychic₽800Spirit Orb
36Bill's Lighthouse
Bill's lighthouse on the northern cape, where he waits for a giant Dragonite. Its cliffs and tide pools hold rare finds.
WaterDragon₽800Sea Crystal
40Safari Zone
Fuchsia City's wild preserve, where rare Pokemon roam across grass, lakes and rocks.
NormalGrass₽800Wild Herb
42Grampa Canyon
A fossil dig in a deep canyon, where an Aerodactyl once woke from amber. Its walls still hold Omanyte and Kabuto shells.
RockFlying₽800Cave Crystal
45Power Plant
An abandoned power plant crackling with stray current. Electric Pokemon nest among its rusting generators.
ElectricSteel₽800Charged Orb
50Seafoam Islands
Twin frozen islands whose caves twist under icy currents. Only a strong team reaches the bottom.
WaterIce₽800Sea Crystal
52Trovita Island
An Orange Island whose gym battles out on the water. Its beaches and charged reefs reward a quick, sharp team.
WaterElectric₽800Charged Orb
55Cinnabar Ruins
The burnt mansion on Cinnabar Island, its lab notes still scattered. Fire Pokemon roam among the ruins.
FirePsychic₽800Volcanic Ash
58Navel Island
A snowy Orange Island peak, where the gym challenge is a race to the summit. The ice hides crystals and old stone.
IceRock₽800Cave Crystal
65Victory Road · Risky
The last cave before the Pokemon League, full of tough trainers and wild Pokemon. Not everyone comes back.
FightingGround₽1,600Victory Ore
72Charicific Valley · Risky
A sanctuary of wild Charizard, where Ash's Charizard trained. The valley burns hot, and its residents test every visitor.
FireFlying₽1,600Volcanic Ash
80Cerulean Cave · Risky
A cave closed to all but the strongest trainers, home to the most powerful Pokemon in Kanto.
PsychicDragon₽1,600Mystic Shard
92Shamouti Island · Risky
The shrine island of the legendary birds. When fire, ice and lightning clash, only the bravest team returns.
FlyingElectric₽1,600Mystic Shard
100New Island · Risky
Mewtwo's island fortress, hidden in the storms out at sea. The hardest expedition of all.
PsychicDark₽1,600Mystic Shard

None of this goes through the store: PokeCoin and VIP buy neither expeditions nor reagents.