Upcoming Features
These concepts aren't finalized and are highly subject to change
In section 2 of the questionnaire you’ll see an “Upcoming Features” ranking. Here’s a rough overview of what each one means:
PokéDex Rework
A research-style progression system that blends Pokémon-style tasks with our Fishing / Skills direction.
Each species has ~10 assigned tasks across research categories like Catch, Battle, Progress, Living, and Mastery.
Completing tasks and hitting higher research tiers awards PokéDex Trophies which increase your PokéDex Level and unlock related perks.
Example Blastoise tasks
Catching: Catch Blastoise / Catch Shiny / Breed / Hatch / Fish up
Battle: Defeat Blastoise / Use {move} / See {move} / Defeat Pokémon with Blastoise / Defeat specific targets (ex: Flygon) / Defeat certain types (ex: Grass)
Living: Actively own Blastoise / Actively own Shiny Blastoise
Progress: Evolve into Blastoise / Reach 100+ friendship / Level up / Ride for 3000 blocks
Mastery: Complete all Blastoise tasks
Perks / Points
~20 powerful PokéDex Perks, each with tiered upgrades
Upgrades consume Ability Points (you can respec anytime)
Your Ability Point cap increases via research tiers and PokéDex level
You can’t activate all possible perks at once, requiring build strategization
PokéDex Perk Concepts (WIP)
Catching
Catching
PokeFinder
Upon right clicking a PokeFinder item, prompts a menu displaying all Pokemon within {x} blocks, with filters for HA/Shiny/etc. Higher level = quicker usage regeneration/bigger usage pool
Catching
Exotic Spawns
Grants a chance for nearby Pokemon to spawn with an Exotic texture
Battle
PokéDrop Boost
Grants an increased chance to receive PokéDrops
Battle
Boss Boost
Boosts Apex Boss spawn rates
Battle
HA Boost
Boosts HA spawn rates
Progress
Breeding Boost
Boosts breeding rate
Progress
Hatch Boost
Boosts egg hatch rate
Progress
Double Research
Chance to double research progress
Living
Shiny Boost
Boosts Shiny spawn rates
Living
Multi Boost
Boosts breeding rate + boss/rare/ha spawn rates
Living
Mastery
Legend Boost
Grants an increased chance of being selected for a legendary spawn
Mastery
Double Legends
Grants a chance to spawn a second legend upon being selected for a legend spawn
Mastery
Perk Ideas
Instant catch chance
Increased legendary catch chance while fishing
Chance to not consume rare candy upon usage
Able to increase the chance of a particular legend species being selected if one spawns on you
Catch combo buffs
Raid Buffs
Increased raid legend chance
More raid balls
Increased shiny legend spawn chance (in expeditions/raids too)
Increased legend
/stsvalueReduced tax rate for GTS/ChestShops/CoinFlip
PokeBuilder discounts
2x reward chance (raids/hunts/bingo/etc.)
(Mastery) reduces the ability point costs, and/or increases ability point limits
WIP Concepts
Species boost system
Every {interval}, {chance}% of the time, select {quantity} random pokes to “boost”
While boosted, completing tasks for these pokes grants extra rewards (?)
Corresponding perk ideas
more boosted pokes per {interval}
higher chance for boosted pokes being activated
increase reward quality/amount from completing boosted tasks
Ranked Showdown
A PvP matchmaking battle system with ELO rankings similar to showdown.
Raid Revamp
A major refresh to raids with more variety and decision making.
Special Chance-Based Minion Rounds
Mini raid boss (lower HP, catchable with separate odds; rewards comparable to main boss)
Minion hordes (spawns scale by player count)
3v3 battles (Gen 5 style)
Wildcard Raid Difficulty
Additional raid difficulty option that opens a submenu with 3 weekly rotating modifiers:
Random tier requirement
Random element that deals 2x damage (to raid boss HP)
Random element that’s nerfed to 0.5x damage
ZA Royale
As close as possible to the Legends ZA implementation with some tweaks to make it work on a server.
This feature will utilize a Z-A Royale exclusive party system, pokemon will be gathered within the feature for ranks Z -> B, upon reaching infinite tier players may choose to use either their Z-A party or their normal party (further details TBD)
During the daytime, based on the player's current rank, pokemon will spawn around the trainer depending on the zone that they’re currently in. Pokemon will only be catchable if a player currently has the needed rank required for it to spawn
During the nighttime, it's time for the Z-A Royale. special Battle Zones will appear throughout Lumiose City where trainers will appear.
When you approach trainers, If you are spotted, then you will have to have to battle them right away. However, you can also attack them sneakily with a surprise attack to start your battle with an advantage. When each battle is complete, you will get a certain number of points based on your rank of up to 2,500 Points per battle. When night ends and it becomes daytime again, you will get some additional rewards based on the amount of trainers you have defeated and the Prize Medals you have collected
Battle Facilities
More formats based on the games (ex: Factory, Arena, Dome, Pike, Palace, Pyramid, Tree, Cafe, etc.) built as variants of our current Battle Tower system.
Ultra Space (Z-Crystals)
A new Ultra Space dimension with custom worldgen, aggressive Pokémon, and a safe spawn zone.
Access via an NPC at spawn
To survive outside the safe zone you’ll need a full set of Tier 0 Ultra Space armor (buyable for
10k)While exploring, grotto portals of varying tiers can appear nearby:
Wormhole Grotto (solo): can capture immediately, containing Legends/UBs/etc.
Rift Grotto (party): mini-raid style (ex: 2 players), no catching
Tasks + Progression
An NPC in the safe zone assigns rotating tasks; completing sets grants rewards + new tasks
Tier 2 armor upgrades can’t be purchased unless the full set is Tier 1
Upgrades require items from rifts, tasks, etc. (Higher tiers = stronger boosts)
Energy system
“Energy” is a rolling daily score (expires 1 day after being earned)
Higher Energy provides buffs like increased grotto spawn chance
Energy increases from Ultra Space activities (catching, battling, defeating, etc.)
Z-Crystal crafting and charging
{water} Z-Crystal: 4 type fragments + weak Z-catalyst → charge by defeating 1000 water types
{eevee} Z-Crystal: 4 type fragments + strong Z-catalyst → charge by 100 Eevee kills
Catalysts can be obtained in Ultra Space grottos
Area Zero (Tera Forms)
A full Area Zero progression loop focused on Tera Shards, missions, reputation, Paradox raids, events, and environmental hazards.
Daily Missions
Every day at midnight PT, players receive a board of 7 missions.
Completing missions rewards Paradox Raid Tickets.
5 mission slots are unlocked by default; 2 additional slots are unlocked through progression.
Example missions:
Mine 10 Fire Tera Shards
Collect 20 Tera Shards (any type)
Collect 1 Stellar Tera Shard
Catch 5 Pokémon by fishing
Catch 1 Paradox Pokémon
Reputation System
A long-term progression track where players earn Research Points (RP) by engaging with Area Zero content, including:
Mining Events / Fishing Events / Area Zero Events
Daily Missions
Tera Raids
Apex Paradox Bosses
Area Zero Legendary catches
Paradox Raids, and more
Paradox “Raids”
Paradox Raids build on the existing raid system, with key differences:
Instead of normal raid tickets, players must earn Tera Cores
Daily cap: 5 Paradox Raids per day
Max party size: 3
Players use Tera Cores to charge/activate Tera Nests
Nest Star System
★1-2: Common Tera Pokémon (ex: Glimmet, Hariyama)
★3-4: Paradox Pokémon (ex: Iron Hands, Great Tusk, Iron Jugulis)
★5: Paradox pseudo-legends (ex: Roaring Moon, Iron Valiant)
Tera Raids
Tera Raids are also built on our raid system, but require Tera Raid Tickets (not free entry).
Tickets are rare rewards from other Area Zero activities:
% drop chance from Tera Shard Mining veins
% chance as fishing treasure catch
Guaranteed drop from high-tier Paradox Raids
Bonus milestone rewards via Area Zero Reputation
Rare Event loot
Tera Raid exclusive Legendaries: Koraidon & Miraidon
Note: Ticket tradeability is TBD (tradeable vs untradeable).
Area Zero Events
Tera Storm
Triggers randomly every 2-3 hours
Increases higher-tier Paradox raid spawn rate (lasts 1 hour)
Crystal Resonance
Triggers randomly every 1-2 hours
Causes 2x Tera Crystal Nodes to spawn
Tera Rifts
Interacting spawns waves of corrupted Pokémon
Legendary Awakening
Triggers every 6 hours
Gen 9 DLC Legends only
Potentially a worldboss-style event (ex: only 1st place earns catch rights - concept TBD)
Area Zero Environmental Hazards
Crystal Radiation: Prolonged time in certain areas causes HP drain unless wearing a Radiation Enchant
Low Gravity Zones: Random areas where fall damage is disabled and jump height is increased
High Gravity Zones: Random areas where fall damage is higher and jump height is reduced
Backpacks
A backpack system that provides access to virtual storage containers via command or by right clicking a physical item. Extra containers are unlocked from donor/crown ranks and rare vouchers.
Weekly Legendary Rotations
Weekly rotating bonuses such as:
{x} random Legendaries with increased shiny chance
{x} random biomes with boosted spawn weight multipliers
{x} random Legendaries temporarily added to certain reward pools (ex: Spectrier temporarily added to the Raid Legendary pool)
E4 + NPC Gyms
A season-based Gym → E4 → Champion ladder:
Must beat every Gym (Singles + Doubles) in the season to challenge the E4
E4 must be completed consecutively in one sitting (Champion battle handled separately due to scheduling)
Leaders can store two temporary teams and choose one when starting an E4 run
A leader manages all four E4 types at once
If you lose to the Champion, you must repeat the E4
E4 cooldown: 24h (Champion battle has no automatic cooldown)
Challengers can select the order of E4 typings
Defeating the Champion makes you the new Champion
Legendary Spawn Biome Rework
A clearer and more flexible legendary spawning ruleset using base weight modifiers:
Modifiers by:
Biome (required true/false, base weight modifier, shiny weight modifier)
Time (day/night, required true/false, base weight modifier, shiny weight modifier)
Weather (sun/rain/storm, required true/false, base weight modifier, shiny weight modifier)
Selection flow:
Gather eligible species for current biome
Apply relevant base weight modifiers to each specie’s base weight
Select random species based on modified base weights
Apply relevant shiny weight modifiers to the chosen specie’s shiny weight
Proc shiny chance based on modified shiny weight
Map Expansion + Chest Loot Regeneration
Expand world to 20k x 20k (78% larger)
Chest loot in newly generated areas can be refreshed with limits:
Each player can loot a chest once
After 7 days, other players can claim it
Each chest can be refreshed up to 10 times
Build Competitions
Like catch competitions, but for builds (themes/rules TBD).
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