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.

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 team | Time away |
|---|---|
| 1 | 24 h |
| 2 | 21 h 36 min |
| 3 | 19 h 12 min |
| 4 | 16 h 48 min |
| 5 | 14 h 24 min |
| 6 | 12 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%.
| Rarity | Power per level | At the recommended level | With the place's type |
|---|---|---|---|
| Common | × 1 | 64% | 76.8% |
| Uncommon | × 1.25 | 80% | 95% |
| Rare | × 1.5 | 95% | 95% |
| Epic | × 1.8 | 95% | 95% |
| Extraordinary | × 2.2 | 95% | 95% |
| Legendary | × 2.5 | 95% | 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:
| Find | Chance | Who brings it |
|---|---|---|
| Ancient Coin | 25% | Meowth, Persian |
| Tailwind Feather | 25% | Pidgey, Pidgeotto, Pidgeot |
| Magnet Gear | 25% | Magnemite, Magneton |
| Lucky Eggshell | 25% | Chansey |
| River Orb | 25% | Psyduck, Golduck |
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
| Level | Expedition | The place's types | Fee | Place reagent |
|---|---|---|---|---|
| 3 | Oak'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. | Normal Grass | ₽200 | Wild Herb |
| 6 | Valencia 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. | Water Bug | ₽200 | Forest Moss |
| 10 | Porta Vista A beach town whose reef belongs to a swarm of Tentacool. The team combs the shore while the Tentacruel stay calm. | Water Poison | ₽300 | Sea Crystal |
| 15 | Viridian 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. | Bug Grass | ₽600 | Forest Moss |
| 18 | Pinkan Island A protected Orange Island where Pokemon turn pink from eating its berries. Officer Jenny lets only a careful team in. | Normal Fairy | ₽600 | Wild Herb |
| 20 | Mt. Moon A mountain cave where Clefairy dance under the full moon. Moon dust and odd stones lie deep in its tunnels. | Rock Fairy | ₽600 | Moon Dust |
| 24 | Maiden'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. | Ghost Water | ₽750 | Spirit Orb |
| 28 | Rock Tunnel A pitch-black tunnel through the mountains near Lavender Town. Only a sturdy team finds its way through. | Rock Fighting | ₽800 | Cave Crystal |
| 32 | Pokémon Tower Lavender Town's tower of graves, thick with Ghost Pokemon. The upper floors are cold, quiet and hard to leave. | Ghost Psychic | ₽800 | Spirit Orb |
| 36 | Bill's Lighthouse Bill's lighthouse on the northern cape, where he waits for a giant Dragonite. Its cliffs and tide pools hold rare finds. | Water Dragon | ₽800 | Sea Crystal |
| 40 | Safari Zone Fuchsia City's wild preserve, where rare Pokemon roam across grass, lakes and rocks. | Normal Grass | ₽800 | Wild Herb |
| 42 | Grampa Canyon A fossil dig in a deep canyon, where an Aerodactyl once woke from amber. Its walls still hold Omanyte and Kabuto shells. | Rock | ₽800 | Cave Crystal |
| 45 | Power Plant An abandoned power plant crackling with stray current. Electric Pokemon nest among its rusting generators. | Electric Steel | ₽800 | Charged Orb |
| 50 | Seafoam Islands Twin frozen islands whose caves twist under icy currents. Only a strong team reaches the bottom. | Water Ice | ₽800 | Sea Crystal |
| 52 | Trovita Island An Orange Island whose gym battles out on the water. Its beaches and charged reefs reward a quick, sharp team. | Water Electric | ₽800 | Charged Orb |
| 55 | Cinnabar Ruins The burnt mansion on Cinnabar Island, its lab notes still scattered. Fire Pokemon roam among the ruins. | Fire Psychic | ₽800 | Volcanic Ash |
| 58 | Navel Island A snowy Orange Island peak, where the gym challenge is a race to the summit. The ice hides crystals and old stone. | Ice Rock | ₽800 | Cave Crystal |
| 65 | Victory Road · Risky The last cave before the Pokemon League, full of tough trainers and wild Pokemon. Not everyone comes back. | Fighting Ground | ₽1,600 | Victory Ore |
| 72 | Charicific Valley · Risky A sanctuary of wild Charizard, where Ash's Charizard trained. The valley burns hot, and its residents test every visitor. | Fire | ₽1,600 | Volcanic Ash |
| 80 | Cerulean Cave · Risky A cave closed to all but the strongest trainers, home to the most powerful Pokemon in Kanto. | Psychic Dragon | ₽1,600 | Mystic Shard |
| 92 | Shamouti Island · Risky The shrine island of the legendary birds. When fire, ice and lightning clash, only the bravest team returns. | Electric | ₽1,600 | Mystic Shard |
| 100 | New Island · Risky Mewtwo's island fortress, hidden in the storms out at sea. The hardest expedition of all. | Psychic Dark | ₽1,600 | Mystic Shard |
None of this goes through the store: PokeCoin and VIP buy neither expeditions nor reagents.
Normal
Grass
Water
Bug
Poison
Fairy
Rock
Ghost
Fighting
Psychic
Dragon
Flying
Electric
Steel
Ice
Fire
Ground
Dark