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Battle Modes

4 free6 premium

Set under RUN MODE. This decides what happens once an encounter starts. Pick one — it pairs with a Movement Mode, which decides how encounters are found.

Your own routines appear at the bottom of this dropdown, below the built-in modes. A routine is not a battle mode — it is a recorded route whose variants each name one of the modes below. See Routes and Routines.

Several of these modes expect particular moves in particular slots. Pay Day, Thief and the mixed modes click a fixed cell in the move grid rather than reading it, so the wrong move in slot 1 means the mode does nothing useful. Team Setup states exactly what each one needs — read it before reporting that a mode does not work.

Fight(link to this section)Free

Battles normally and wins. Move choice accounts for type effectiveness rather than spamming the first slot, and the bot switches out when a Pokémon is in trouble instead of letting it faint.

Use it for levelling, for clearing a route you intend to farm later, or as the safe default while testing a new setup.

Run(link to this section)Free

Flees from every encounter it can flee from.

Pair with shiny hunting: encounters cycle as fast as the game allows and the bot only stops when something is worth stopping for.

Catch(link to this section)Free

Throws balls until the Pokémon is caught, then carries on.

Most of the catching options attach to this mode — ball selection, status moves before the throw, switching to a dedicated catcher. See Features and Premium Features.

Pay Day(link to this section)Premium

Uses Pay Day to generate money from encounters.

The most reliable income in the bot, and the one that benefits most from a good route. Enable 2+ Pay Day if more than one party member knows the move, and Multi Target (2) so hordes pay out several times instead of once. Horde chooses whether to fight hordes or leave them.

Pay Day must be in move slot 1. See Team Setup.

Pay Day + Catch [MIXED](link to this section)Premium

Farms money and still catches what you have asked for. Pay Day runs on encounters you do not want; the catching routine takes over on the ones you do.

Slower income than pure Pay Day, but you are not choosing between money and a hunt.

Target All makes this Pay Day everything and catch nothing — name the species you want, or use Uncaught. That trips up nearly everyone; the full table is in Team Setup.

Thief(link to this section)Premium

Steals held items from wild Pokémon.

Imprison stops the target using a move that would end the encounter early. What you collect depends entirely on where you are — check which species in your area hold something worth having before committing to a long session.

Pay Day + Thief [MIXED](link to this section)Premium

Both in one encounter: take the item and take the money.

The highest value per encounter of any mode, and correspondingly the slowest. Worth it on routes where the held items are good. 2+ Thief applies here the same way 2+ Pay Day does.

Pickpocket(link to this section)Premium

Steals from hordes, which multiplies the take per encounter.

Horde encounters need to stay alive long enough to work through, so this mode leans on a sleep-inducing Pokémon and will swap to it when it needs to.

Safari(link to this section)Premium

Handles Safari Zone encounters properly — throwing Bait and Rock rather than fighting, since you cannot battle there.

Pairs with the Safari movement modes.

None(link to this section)Free

No battle behaviour at all. The bot leaves fights to you.

Use it when you want the non-battle automation running without anything touching your encounters, or when you are watching a shiny hunt manually.

6 of these need a key

Everything marked Premium on this page. The free tier stays free either way.

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