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foxes

the guide · the national park

Park Field Guide

everything that lives in the back country behind the resort: how a run through the park goes, the fifteen-type chart, all 150 species with stats, sizes, abilities and full learnsets, every move with its PP, the gyms and the crown, the caves, and the rangers’ shelves.

150 species · 15 types · 146 moves · 1,729 learnset entries · generated from the game’s own tables: CreatureDex, CreatureSizes, CreatureAbilities, StatusConditions, ItemCatalog, GenNationalPark

150species in the dex
146moves, all animated
15types, dual-typed
46abilities
8biome tiers
7fox gyms
3cave networks
244trainers, each beaten once
26things on the ranger shelf

01 · how it plays

a run through the park

the park is a creature RPG bolted onto a skate game. you still ride everywhere — the climb is one long line — but the grass is full of things that look back at you.

STEP 01

arrive and take a starter

three on the counter at the meadow gate — Fernpaw, Cindercub, Dewdrake — and one of them goes with you. the other two keep: come back with all seven badges and they are still there. rangers heal your team for free, forever, with a small ceremony, and keep the friends you cannot carry in the pens (N at any counter: move to a pen, bring to the crew, swap, let go). eight stations, one per tier; a rescue routes you back to the highest one you have visited.

STEP 02

meet creatures in the open

no invisible encounters. creatures roam the grass where you can see them — skittish ones bolt unless you approach crouched, aggressive ones charge, and a rare species is a sighting before it is a fight. every one of them stands at its charted height, which is why a meadow creature really is smaller than the fox looking at it.

STEP 03

befriend, don’t capture

battles open with a timing bar instead of an item. the weaker the creature, the wider the window. your crew caps at six; the seventh friend goes to the rangers’ pens rather than being lost, and any station swaps them back in. Z opens the park menu (team, dex, bag, badges), T is the team viewer, and m inside it picks the active four moves.

STEP 04

level, learn, evolve

ten to twelve moves per species by level, with off-type coverage so nothing is cornered by one matchup. every move has PP scaled to its power — a jab has thirty uses, a finisher has four — so a long route is a resource problem before it is a difficulty one. evolution happens after a fight, on the spot, with a ceremony; branching lines pick their form from the level you evolve at.

STEP 05

beat a gym, take a badge

seven fox gym leaders, one per biome band, each at the end of an enterable puzzle dungeon. badges chain the gates. two hundred route trainers, sixteen on the generator’s own routes and four in every gym hall stand between them, each beaten once.

STEP 06

open the road with power-ups

every tier transition is locked behind one of the seven signature power-ups — the park’s version of a field move. you carry one at a time and spend it with a click, which is the same thing you do with them anywhere else on the island.

STEP 07

go underground

three cave networks with their own species and their own weather. the lanternvein is a mine that stops being a mine. the stillwater is a river that went inside. the emberway is what the name says.

STEP 08

three that are not on any route

the park does not acknowledge the mythics, so they have no lairs — they have conditions, and the sky advertises each one for hours before you know what it was for. Yesterling at the fold, a grey evening late in the light, once your dex holds ninety. Genesprout at the bare ring, rain at first light. Celestine over the alpine tarn on a clear crescent night, and its meteor shower crosses the resort too, so the discovery can start from the pier. level 50, the fastest timing bar in the game, one fight per window whether you win it or not — and the window is spent either way.

STEP 09

the summit crown, then fox duels

four wardens back to back with no healing between them, then the champion. nobody explains who the Warden is. beat them and the gym leaders stop hiding behind their teams: seven 1v1s, fox against fox, for the title.

The lower park seen from above: green terraces stepping down past a blue creek that widens into ponds, dirt trails running between them, a tall white curved ramp beside one path, scattered low trees, a ranger hut and a signed village, with grey cliff walls closing the far side.
the lower routes. the climb is one continuous line from the meadow gate to the crown — no loading between bands — and it is still a skate park: the creek has a ramp over it because of course it does.

02 · the climb

eight tiers, seven gates

the park rises in eight bands from the meadow gate to the summit crown. each transition wants a different power-up, so the road opens in the order you collect them rather than in a fixed one. the dex files each species under one of five rarity tiers instead — those are the tier column further down, not these bands.

wide table — scroll it sideways for the rest of the columns

band name what it is legend of the band opened by gate sign
00 meadow gate
wild lv 3–7
route 1. meadow gate. easy ones. town: gatewood green Pelagiant
lv 38–40
01 riverlands
wild lv 6–10
route 2. riverlands. mind the reeds. town: eddy’s landing Abyssalume
lv 38–40
02 mosswood
wild lv 10–14
route 3. mosswood. the moss is listening. town: bough hollow Primavine
lv 38–40
Gyro Feather
Feather Crossing
wide water. feather up. click. believe.
03 crag steppes
wild lv 13–18
route 4. crag steppes. watch your ankles. town: redledge Voltempest
lv 38–40
Marble Shell
Shell Wall
heavy rocks. heavier shell. click and roll.
04 thermal springs
wild lv 17–22
route 5. thermal springs. the ground exhales. town: steamrest Terracore
lv 38–40
Cola Boost
Cola Corridor
long hall. impatient far door. cola. click. commit.
05 mist fen
wild lv 21–26
route 6. mist fen. stay found. town: wickmoor Midnyx
lv 38–40
Super Jump
Springstep Shelf
tall shelf. spring legs. up you go.
06 alpine reach
wild lv 25–30
route 7. alpine reach. thin air. big moods. town: cornice camp Zenithora
lv 38–40
Score x2
Toll Shrine
toll: one clicked x2. ambition, basically.
07 summit crown
wild lv 28–34
route 8. summit crown. last stretch. town: the anteroom Sanctuar
lv 40–42
Shadow Clock
Sweeper Ridge
bad timing up ahead. borrow some.

the five dex tiers

the dex’s own rarity ladder, and the level band each one shows up in. a species sits in exactly one.

tierlevelsspecieswhat sits here
Shoreline3–814first-stage everything, and the three on the counter.
Grove6–1428the riverlands and the mosswood; the first evolutions land here.
Ridge12–2248the steppes and the springs, plus everything revived from the dig sites.
Hollow18–2839the fen and the deep cave floors. final forms start turning up.
Summit24–3421the alpine reach and the crown; every legendary and all three mythics.

03 · matchups

the type chart

fifteen types. read a row as the attacker and a column as the defender. creatures may carry two types and both multiply, so a doubled weakness lands at ×4 and a doubled resistance at ×¼. a move of your own type gets ×1.5.

wide table — scroll it sideways for the rest of the defenders

attackerBreezeEmberTideBloomSparkStoneFrostShadeGleamGritVenomMindIronFableWild
Breeze2½½2½
Ember½½2½22
Tide2½½22
Bloom½½2½2½½
Spark22½½
Stone22½2½
Frost2½½2½2½
Shade22½02½
Gleam22½½2
Grit½½22220
Venom22½2½½02
Mind22½½
Iron½½½22½2
Fable2½2½22
Wild2½2½½
2super effective ½resisted neutral 0no effect

hover a cell to read the matchup.

Fable is the wildcard. it beats Mind, Shade, Wild — and itself. Grit cannot touch it at all: you cannot sand down a story.


04 · the dex

all 150 species

sorted by dex number. stats are base values. height is the charted standing height the game builds each model to, which is a real number the world obeys rather than a flavour note. click any name for the full learnset with PP, its abilities, its temper and where it roams.

wide table — scroll it sideways for the stats; the name column stays put

# species types category tier height hp atk def spd total habitat
000 Breeze Regular Shoreline 35 cm 3810816 72 drifts over the trailhead meadow like it has nowhere to be
001 Breeze Regular Shoreline 45 cm 4211913 75 rides the shore breeze and hasn't landed in a while
002 Tide Regular Shoreline 40 cm 4611119 77 shallow creek pools; makes rain look intentional
003 Bloom Regular Grove 40 cm 44121010 76 meadow thistle patches; naps on the pointy parts
004 Ember Regular Ridge 45 cm 4014812 74 warm quarry updrafts at dusk
005 Shade Standalone Hollow 1.1 m 50151212 89 the night hollow; shows up when you stop looking for it
006 Stone Regular Ridge 70 cm 5211165 84 stacks itself near trail cairns for camouflage
007 Stone Regular Ridge 1.5 m 6014184 96 quarry ridge; moves twice a day, tops
008 Tide Regular Shoreline 55 cm 46121011 79 chases the surf line and always loses
009 Tide Regular Grove 85 cm 4413914 80 creek rapids; leaps mostly for the fun of it
010 Bloom Regular Grove 50 cm 4811128 79 sunny trail edges; photosynthesizing, allegedly
011 Bloom Regular Grove 60 cm 46131012 81 grove canopy; sheds quills that sprout ferns
012 Spark Regular Grove 40 cm 3814717 76 naps in dry grass while the static builds
013 Spark Regular Grove 45 cm 4013815 76 hums between the ranger station power poles
014 Frost Regular Hollow 75 cm 44121012 78 high pine clearings; snow melts around it, politely
015 Frost Regular Hollow 80 cm 4811138 80 cold spring shallows; swims slow, satisfied laps
016 Shade Regular Hollow 80 cm 4815911 83 hollow deadfalls; smiles a little too wide
017 Gleam Regular Ridge 45 cm 4213913 77 circles the lantern posts on the night trail
018 Gleam Regular Hollow 60 cm 44121111 78 glow patches in the deep pines
019 Grit Regular Ridge 80 cm 5213137 85 dust wallows near the switchbacks
020 Grit Standalone Ridge 1.6 m 4214814 78 dust devils on the dry ridge; it is the dust devil
021 Ember Standalone Ridge 2 m 5416126 88 old lava seams under the quarry
022 Breeze Regular Summit 1.7 m 56161115 98 summit thermals; the sky's local landlord
023 Gleam Standalone Summit 2.4 m 60171410 101 the peak snowfield at dawn, rarely twice
031 Bloom Starter Shoreline 42 cm 42121011 75 ranger station handout; chews its own leaf ears
032 Bloom Starter Grove 95 cm 52151213 92 patrols the grove edges; thorns first, questions later
033 Bloom Wild Starter Ridge 2.1 m 64181513 110 a walking hedge with opinions; the forest parts for it
034 Ember Starter Shoreline 45 cm 4013912 74 ranger station handout; sleeps in the fire pit, on purpose
035 Ember Starter Ridge 1.5 m 50161212 90 shadowboxes the quarry heat haze and calls it training
036 Ember Breeze Starter Hollow 2 m 58191217 106 rides its own heat column above the ridge
037 Tide Starter Shoreline 40 cm 41111012 74 ranger station handout; fits in a thermos, refuses to
038 Tide Starter Grove 1.6 m 51141313 91 writes its name in creek ripples; illegible, lovely
039 Tide Iron Starter Hollow 5.4 m 62171811 108 an armored wake in the deep spring; boats reroute
040 Breeze Regular Grove 70 cm 50131116 90 meadow updrafts; grew a crest and a small ego
041 Breeze Gleam Regular Hollow 1.5 m 58161319 106 holds court over the hollow at golden hour
042 Tide Breeze Regular Hollow 1.9 m 60171316 106 surfs the river mouth where the current argues with the wind
043 Bloom Venom Regular Ridge 90 cm 56171314 100 dusk hedgerows; its wing dust weeds the garden
044 Ember Gleam Regular Hollow 1 m 54181216 100 circles the bonfire like it's the one hosting
045 Stone Iron Regular Hollow 4.6 m 6818226 114 stands where the quarry ends; possibly always has
046 Tide Wild Regular Grove 1.2 m 58161315 102 finally caught the surf line; keeps it
047 Bloom Grit Regular Ridge 1.6 m 60161512 103 rubs its antlers on the switchback posts; the posts lose
048 Bloom Breeze Regular Ridge 1.2 m 55161217 100 top of the grove canopy; drops quills like slow rain
049 Spark Wild Regular Ridge 1.4 m 52171120 100 outruns its own thunder on the dry ridge
050 Spark Breeze Regular Ridge 1.3 m 54161219 101 nests on the tallest dead pine; insists on the weather
051 Frost Gleam Regular Hollow 2 m 60161513 104 its antlers catch dawn an hour before the peak does
052 Frost Tide Regular Hollow 2.6 m 62151710 104 nine tenths of it is under the cold spring
053 Shade Wild Regular Hollow 1.7 m 58191314 104 the hollow's apex; still smiles too wide
054 Gleam Ember Regular Ridge 1.1 m 52161218 98 took over the lighthouse job; nobody asked it to
055 Gleam Mind Regular Hollow 1.4 m 56161514 101 the deep pines glow where it stops to think
056 Grit Iron Regular Ridge 1.8 m 6217178 104 sharpens its tusks on the guardrails; rangers gave up
057 Wild Regular Shoreline 30 cm 3811812 69 trailside brush; test-bites everything once
058 Wild Regular Grove 80 cm 50141211 87 creekside lumberyard of its own making
059 Wild Grit Regular Grove 2.6 m 64171510 106 its dam rerouted the river; the park map just updated
060 Venom Regular Grove 35 cm 4211109 72 bog margins; every lily pad is load tested
061 Venom Tide Regular Grove 1.1 m 5414139 90 its croak keeps the bog's hours
062 Venom Tide Regular Ridge 2.3 m 6817168 109 the bog's oldest resident; taxes pass through unbothered
063 Mind Regular Grove 40 cm 4011913 73 grove eaves; blinks in full sentences
064 Mind Breeze Regular Ridge 85 cm 50141215 91 predicts the weather; refuses to say how
065 Mind Gleam Regular Hollow 1.6 m 58171417 106 knows how your hike ends; lets you find out anyway
066 Iron Regular Ridge 28 cm 4010148 72 old mine tailings; collects loose hardware
067 Iron Regular Ridge 70 cm 5013178 88 its shell is riveted; nobody knows by whom
068 Iron Grit Regular Hollow 1.9 m 6016226 104 parks itself in the pass and becomes the pass
069 Ember Regular Ridge 35 cm 4012912 73 warm rocks by the quarry; leaves toasty footprints
070 Ember Regular Ridge 1.1 m 50151213 90 naps in the kiln ruins; the kiln still works because of it
071 Ember Stone Regular Ridge 2.5 m 6218177 104 a cooled lava flow that got up and kept flowing
072 Tide Regular Shoreline 60 cm 4091010 69 bobs with the harbor buoys; occasionally is one
073 Tide Regular Shoreline 1.3 m 50131311 87 sails the lagoon on its own bell; no tickets sold
074 Tide Shade Regular Hollow 3.2 m 60161611 103 rings once, far below the pier; divers surface polite
075 Breeze Regular Hollow 70 cm 3811815 72 ripples along the ridgeline like a loose kite string
076 Breeze Regular Hollow 2.2 m 48141117 90 ties slow knots in the summit wind
077 Breeze Mind Regular Summit 5.2 m 56171320 106 reads the jet stream; edits it where needed
078 Stone Regular Ridge 35 cm 42111110 74 sunbathes on the scree; indistinguishable from the scree
079 Stone Regular Ridge 85 cm 52141410 90 its shed tail plates tile the ranger hut roof
080 Stone Venom Regular Hollow 3.4 m 60171710 104 old lava tubes; its stare merely disappoints
081 Gleam Regular Summit 35 cm 3810916 73 summit meadow; outshines the snow it sits on
082 Gleam Frost Regular Summit 80 cm 46131120 90 leaves afterimages on the snowfield; collects none
083 Gleam Frost Regular Summit 1.5 m 54161323 106 seen twice a year, both times exactly at the light's turn
084 Wild Regular Shoreline 40 cm 4011813 72 pier railings; negotiates for fries, wins
085 Wild Breeze Regular Grove 1.1 m 54151118 98 runs the pier now; the fries were only the start
086 Spark Regular Grove 60 cm 4012912 73 creek shallows; the water tingles politely
087 Spark Tide Regular Ridge 2.1 m 56171316 102 the river runs a little brighter downstream of it
088 Venom Regular Hollow 35 cm 4013912 74 hollow underbrush; folds itself away like a pocket knife
089 Venom Bloom Regular Hollow 1.3 m 55191216 102 prays over the night garden; the garden behaves
090 Mind Regular Grove 55 cm 4210119 72 the still pond; thinks in slow circles
091 Mind Tide Regular Ridge 1.5 m 60141710 101 finished thinking; the pond ripples only when it agrees
092 Iron Regular Summit 70 cm 4212137 74 grazes above the treeline; clinks faintly when it walks
093 Iron Stone Regular Summit 1.6 m 6218197 106 settles head-down on the summit trail; the trail forks
094 Shade Regular Hollow 40 cm 3812815 73 a spare shadow that follows the wrong hiker home
095 Shade Wild Regular Hollow 1.2 m 54181219 103 the hollow between two lanterns; steps out already gone
096 Grit Regular Ridge 40 cm 4411136 74 rolls through the dust wallows; leaves neat grooves
097 Grit Stone Regular Ridge 1.3 m 6216196 103 the switchbacks have a marble run now; it is the marble
098 Bloom Regular Grove 35 cm 4210128 72 damp grove floor; wears its roof everywhere
099 Bloom Shade Regular Ridge 3 m 6616166 104 the grove's whole floor is its handshake
100 Frost Regular Summit 60 cm 4211118 72 rides calved ice down the cold spring like a lazy river
101 Frost Tide Regular Summit 2.4 m 64171510 106 hauls out on the summit tarn; the tarn froze around it
102 Ember Regular Ridge 40 cm 4013813 74 yips embers at the quarry dusk; small fires, big plans
103 Ember Shade Regular Hollow 1.2 m 55181218 103 walks the night trail with its own lantern lit inside
104 Fable Regular Hollow 30 cm 42121012 76 a small white lie that got loose in the hollow
105 Fable Bloom Regular Hollow 1.4 m 58171514 104 spins camp stories into the ivy; some take root
106 Grit Regular Hollow 55 cm 4012912 73 circles the dry ridge; patient about everything
107 Grit Breeze Regular Hollow 1.5 m 58171216 103 brings the hot wind with it; or is it
108 Wild Standalone Shoreline 95 cm 6210184 94 sleeps on the boardwalk; visitors assume it's furniture
109 Tide Mind Standalone Grove 50 cm 52131312 90 clear pools; hears what you were about to think
110 Iron Wild Standalone Ridge 1 m 5613188 95 grazes the old mine; lightning finds its fleece comforting
111 Grit Wild Standalone Summit 1.1 m 54161413 97 dangles off the summit guardrails, recreationally
112 Breeze Shade Standalone Hollow 1.9 m 50141217 93 the fog on the night trail that keeps pace with you
113 Stone Gleam Standalone Ridge 85 cm 5514178 94 its quills refract sunset; the rangers charge nothing for the show
114 Frost Iron Standalone Summit 3.6 m 6615204 105 holds the snowfield in place; mostly
115 Spark Venom Standalone Grove 18 cm 4215818 83 bites, then apologizes with static
116 Breeze Stone Convergent Ridge 55 cm 48121410 84 Plumewisp's mountain cousin; nests in the scree, likes it
117 Tide Bloom Convergent Grove 50 cm 5012139 84 Drizzlefin's creekwood cousin; fins gone needle
118 Frost Breeze Convergent Summit 55 cm 46141014 84 Embermoth's cousin that went up instead of warm
119 Venom Breeze Convergent Grove 50 cm 46141013 83 Thistlewing's bog cousin; brush past politely
120 Grit Breeze Convergent Ridge 55 cm 46131014 83 Gustling's canyon cousin, sandblasted friendly
121 Gleam Mind Convergent Hollow 1.1 m 52141313 92 Nocturna's dawn mirror; they trade shifts and never meet
122 Stone Tide Fossil Ridge 60 cm 4611165 78 revived from a spiral shell in the dig wall
123 Stone Tide Fossil Ridge 1.3 m 5614196 95 remembers an ocean the park no longer has
124 Stone Tide Fossil Ridge 2.6 m 6617226 111 the deep spring suits it fine; the eons were a phase
125 Stone Wild Fossil Ridge 90 cm 44141012 80 revived from a claw the size of a skateboard
126 Stone Wild Fossil Ridge 1.8 m 52171215 96 sprints the dig trenches; the fences are a suggestion
127 Stone Wild Fossil Ridge 3.4 m 60201418 112 the quarry's oldest apex, back on shift
128 Bloom Split Grove 45 cm 4210128 72 walks the whole park before deciding what to be
129 Bloom Gleam Split Grove 1.2 m 56161317 102 chose the sunny meadow; wings like stained noon
130 Bloom Shade Split Hollow 1.2 m 56171316 102 chose the hollow; wings like stained midnight
131 Wild Split Shoreline 45 cm 4212911 74 adopted the whole campground; feeding it is a rite
132 Wild Grit Split Ridge 1.3 m 60181412 104 grew up on the dry ridge; keeps the pack fed
133 Wild Shade Split Hollow 1.3 m 54171220 103 grew up in the hollow; howls arrive before it does
134 Tide Split Grove 40 cm 40111011 72 a puddle that learned to follow hikers
135 Tide Ember Split Ridge 1.5 m 56181216 102 found the hot seam; punctual eruptions, small pride
136 Tide Frost Split Summit 1.5 m 58151613 102 found the cold seam; moves an inch a day, smug about it
137 Iron Split Ridge 40 cm 4411145 74 a nugget with legs; the old mine misses it
138 Iron Ember Split Ridge 1.5 m 6018179 104 self-smelted; runs warm and stands warmer
139 Iron Spark Split Ridge 1.5 m 56161616 104 self-magnetized; compasses in the park agree to disagree
140 Fable Pseudo Hollow 50 cm 42121010 74 hatched from a story egg nobody remembers telling
141 Fable Pseudo Hollow 2.4 m 55161312 96 collects campfire tales; pays in weather
142 Fable Breeze Pseudo Summit 7.5 m 70221714 123 the summit's longest story, still being told
143 Iron Pseudo Ridge 55 cm 4412135 74 assembled itself from mine leftovers; still assembling
144 Iron Pseudo Hollow 3.2 m 5617166 95 load-bearing by choice; stands in for a bridge on weekends
145 Iron Stone Pseudo Summit 9 m 7221245 122 the ridge skyline gained a tower; the tower walks
146 Tide Wild Legendary Shoreline 8.4 m 7417226 119 the reef off the pier is its shell; it surfaces once a season
147 Bloom Mind Legendary Grove 6.5 m 66191815 118 the grove grew from its first long dream; it is still dreaming
148 Stone Ember Legendary Ridge 5.6 m 7020226 118 sleeps in the quarry's warm heart; landslides are its snores
149 Shade Fable Legendary Hollow 2.6 m 60211621 118 the story the night hollow tells itself when nobody camps
150 Breeze Frost Legendary Summit 3.6 m 62201523 120 circles the peak above the weather; the white silence up there
151 Spark Breeze Legendary Hollow 3.2 m 60221424 120 guardian of the storm cells; the forecast clocks in when it wakes
152 Tide Gleam Legendary Grove 5 m 66191914 118 guardian of the bottomless spring; its light has never surfaced
153 Gleam Iron Legendary Summit 3 m 68202410 122 the park's charter given a body; walks beside the Warden
154 Fable Mind Mythic Summit 1.7 m 64211820 123 made of the park's misremembered yesterdays; fades if corrected
155 Bloom Fable Mythic Summit 90 cm 66192018 123 the first seed; the island allegedly grew around it
156 Gleam Fable Mythic Summit 1.4 m 62221724 125 arrives with the meteor showers; no confirmed landing

how the dex is built

nine categories, and each one exists to answer a different question about what a species is for.

categorycountwhat it means
Regular88Line members — the body of the dex.
Standalone12No evolution, in either direction. Complete as found.
Split12Branching lines: the level you evolve at picks the final form.
Starter9Three lines of three, offered at the ranger station.
Legendary8One per biome band, each in a lair dressed to its own story.
Convergent6Park cousins of creatures that live down at the resort.
Fossil6Revived from the dig sites in the crag steppes.
Pseudo6Three-stage slow burners with the highest ceilings.
Mythic3Three. The park does not acknowledge them officially.

the source carries 157 ids. seven of them are the fox duelists — fighters, not dex entries — and they never appear in a catchable listing, which is why the number everyone quotes is 150.


05 · moves

146 moves, and what they cost

every move animates distinctly — one of twenty-six archetypes, coloured and shaped by its type, working in both the 2D-art and the procedural-model paths. power decides PP, and it decides it on a curve that is the whole design.

pp = clamp(round(48000 / power²), 4, 32)

inverse square, not inverse, and that is the point: total output across a full tank is power × pp, which works out at roughly 48000 / power — so the harder a move hits, the less work it can do between rests. the 40-power opener is what a creature fights with. the closer is what it spends.

wide table — scroll it sideways for the effect text

# move type power acc pp animation learners effect
001 Gust Snap Breeze 40100%30 Spit 29
002 Tail Wind Breeze 5595%16 TailWhip 12
003 Sky Ripper Breeze 8085%8 Dive 30
004 Cinder Flick Ember 40100%30 Spit 17 on hit may inflict scorch: 30%
005 Flare Sweep Ember 6090%13 Slash 13 on hit may inflict scorch: 18%
006 Blaze Roll Ember 8580%7 Ram 14 on hit may inflict scorch: 18%
007 Splash Jab Tide 40100%30 Spit 30
008 Ripcurl Tide 6090%13 Wave 20
009 Undertow Tide 8580%7 Burrow 26
010 Leaf Flick Bloom 40100%30 Spit 21
011 Thorn Lash Bloom 6090%13 TailWhip 18
012 Petal Storm Bloom 8085%8 Rain 24
013 Static Nip Spark 40100%30 Spit 9 on hit may inflict lockup: 30%
014 Jolt Arc Spark 6090%13 Beam 9 on hit may inflict lockup: 18%
015 Thunder Rail Spark 9075%6 Rain 6 on hit may inflict lockup: 10.5%
016 Pebble Toss Stone 40100%30 Spit 29
017 Rockfall Stone 6590%11 Rain 29
018 Landslide Stone 8580%7 Wave 30
019 Frost Nip Frost 40100%30 Spit 21 on hit may inflict glaze: 12%
020 Ice Lattice Frost 6090%13 Grapple 12 on hit may inflict glaze: 7.2%
021 Whiteout Frost 8580%7 Nova 19 on hit may inflict glaze: 7.2%
022 Dusk Tap Shade 40100%30 Spit 15 on hit may inflict siesta: 25%
023 Shadow Sweep Shade 6090%13 Wave 12 on hit may inflict siesta: 15%
024 Night Coil Shade 8580%7 Vortex 14 on hit may inflict siesta: 15%
025 Glint Jab Gleam 40100%30 Spit 25
026 Prism Beam Gleam 6590%11 Beam 25
027 Dawn Burst Gleam 8580%7 Nova 20
028 Dust Kick Grit 40100%30 Spit 41
029 Grind Down Grit 6090%13 Wave 36
030 Quake Stomp Grit 8580%7 Burrow 28
031 Nosebone Strike Grit 7595%9 Charge 1
032 900 Spin Breeze 9080%6 Skate 1
033 Cola Rush Spark 8090%8 Skate 1 on hit may inflict lockup: 18%
034 Draft Cut Breeze 70100%10 Blink 1
035 Iron Shrug Stone 65100%11 Buff 1
036 Smash Landing Grit 8585%7 Drop 1
037 Gyro Dive Gleam 8585%7 Dive 1
038 Thermal Lift Breeze 60100%13 Buff 1
039 Mega Ollie Drop Grit 9575%5 Skate 1
040 Coil Release Bloom 65100%11 Coil 1
041 Shadow Dash Shade 8090%8 Blink 1 on hit may inflict siesta: 15%
042 Clock Steal Grit 65100%11 Blink 1
043 Marble Charge Stone 7595%9 Ram 1
044 Avalanche Roll Frost 9080%6 Ram 1 on hit may inflict glaze: 4.2%
045 Nettle Spit Venom 40100%30 Spit 12 on hit may inflict seep: 30%
046 Toxin Trail Venom 6090%13 Wave 6 on hit may inflict seep: 18%
047 Venom Surge Venom 8580%7 Column 10 on hit may inflict seep: 18%
048 Mind Carve Mind 40100%30 Spit 12 on hit may inflict spinout: 35%
049 Headspace Mind 6090%13 Vortex 9 on hit may inflict spinout: 21%
050 Total Focus Mind 9075%6 Coil 5 on hit may inflict spinout: 12.25%
051 Rail Bite Iron 40100%30 Bite 22
052 Truck Slam Iron 6590%11 Charge 36
053 Anvil Drop Iron 8580%7 Drop 20
054 Tall Tale Fable 40100%30 Rift 10 on hit may inflict tab: 25%
055 Plot Twist Fable 6590%11 Blink 9 on hit may inflict tab: 15%
056 Ever After Fable 9570%5 Rift 3 on hit may inflict tab: 8.75%
057 Scruff Wild 40100%30 Slash 20
058 Feral Rush Wild 6095%13 Charge 16
059 Stampede Wild 9075%6 Wave 16
060 Kickflip Wild 50100%19 Skate 11
061 Supercell Breeze 10070%5 Vortex 16
062 Furnace Drop Ember 10070%5 Drop 13 on hit may inflict scorch: 10.5%
063 Maelstrom Tide 10070%5 Vortex 22
064 Overgrowth Bloom 10070%5 Column 16
065 Gigavolt Spark 10070%5 Flash 8 on hit may inflict lockup: 10.5%
066 Tectonic Slam Stone 10070%5 Quake 17
067 Deep Freeze Frost 10070%5 Column 11 on hit may inflict glaze: 4.2%
068 Eclipse Shade 10070%5 Nova 11 on hit may inflict siesta: 8.75%
069 Radiance Gleam 10070%5 Flash 15
070 Canyon Carve Grit 10070%5 Quake 11
071 Slipstream Breeze 50100%19 Charge 14
072 Crosswind Breeze 7095%10 Wave 23
073 Squall Line Breeze 7590%9 Volley 4
074 Skyhook Breeze 9085%6 Lob 15
075 Ashfall Ember 50100%19 Rain 9 on hit may inflict scorch: 30%
076 Heat Haze Ember 7095%10 Flash 16 on hit may inflict scorch: 18%
077 Emberwake Ember 7590%9 Wave 9 on hit may inflict scorch: 18%
078 Firebrand Ember 9085%6 Charge 9 on hit may inflict scorch: 10.5%
079 Foam Slap Tide 50100%19 Slash 16
080 Backwash Tide 7095%10 Wave 15
081 Breakwater Tide 7590%9 Column 13
082 Rogue Set Tide 9085%6 Nova 16
083 Burr Toss Bloom 50100%19 Lob 8
084 Root Snare Bloom 7095%10 Grapple 14
085 Bramble Wrap Bloom 7590%9 Grapple 1
086 Heartwood Slam Bloom 9085%6 Drop 13
087 Live Wire Spark 50100%19 Beam 4 on hit may inflict lockup: 30%
088 Arc Weld Spark 7095%10 Beam 3 on hit may inflict lockup: 18%
089 Coil Snap Spark 7590%9 Coil 2 on hit may inflict lockup: 18%
090 Stormrail Spark 8885%6 Beam 9 on hit may inflict lockup: 10.5%
091 Shale Flick Stone 50100%19 Volley 18
092 Scree Slide Stone 7095%10 Wave 20
093 Cairn Drop Stone 7590%9 Drop 3
094 Bedrock Break Stone 9085%6 Stomp 17
095 Rime Dust Frost 50100%19 Rain 9 on hit may inflict glaze: 12%
096 Sleet Cut Frost 7095%10 Volley 12 on hit may inflict glaze: 7.2%
097 Hail Line Frost 7590%9 Rain 7 on hit may inflict glaze: 7.2%
098 Coldsnap Frost 9085%6 Flash 12 on hit may inflict glaze: 4.2%
099 Gloamgrab Shade 50100%19 Grapple 8 on hit may inflict siesta: 25%
100 Longshadow Shade 7095%10 Beam 14 on hit may inflict siesta: 15%
101 Umbral Cut Shade 7590%9 Slash 5 on hit may inflict siesta: 15%
102 Blackout Shade 9085%6 Flash 8 on hit may inflict siesta: 8.75%
103 Sunspot Gleam 50100%19 Flash 10
104 Lensflare Gleam 7095%10 Nova 10
105 Halo Ring Gleam 7590%9 Vortex 4
106 Solar Wash Gleam 9085%6 Wave 14
107 Gravel Rash Grit 50100%19 Volley 22
108 Boardslide Grit 7095%10 Skate 26
109 Curb Slam Grit 7590%9 Stomp 12
110 Dustbowl Grit 9085%6 Vortex 32
111 Spore Fleck Venom 50100%19 Rain 5 on hit may inflict seep: 30%
112 Bog Breath Venom 7095%10 Beam 11 on hit may inflict seep: 18%
113 Acrid Mist Venom 7590%9 Flash 5 on hit may inflict seep: 18%
114 Blight Bloom Venom 9085%6 Nova 7 on hit may inflict seep: 10.5%
115 Corrosion Venom 10070%5 Grapple 6 on hit may inflict seep: 10.5%
116 Second Guess Mind 50100%19 Flash 5 on hit may inflict spinout: 35%
117 Read the Line Mind 7095%10 Beam 15 on hit may inflict spinout: 21%
118 Blank Slate Mind 7590%9 Flash 8 on hit may inflict spinout: 21%
119 Deep Quiet Mind 8885%6 Nova 12 on hit may inflict spinout: 12.25%
120 Mindstorm Mind 10070%5 Vortex 7 on hit may inflict spinout: 12.25%
121 Bolt Flick Iron 50100%19 Spit 7
122 Rail Slide Iron 7095%10 Skate 13
123 Kingpin Jam Iron 7590%9 Grapple 7
124 Coping Crack Iron 9085%6 Quake 20
125 Deadweight Iron 10070%5 Drop 16
126 Fine Print Fable 50100%19 Volley 3 on hit may inflict tab: 25%
127 Hearsay Fable 7095%10 Volley 3 on hit may inflict tab: 15%
128 Retelling Fable 7590%9 Nova 5 on hit may inflict tab: 15%
129 Curtain Call Fable 9085%6 Flash 9 on hit may inflict tab: 8.75%
130 Happily Never Fable 10570%4 Rift 9 on hit may inflict tab: 8.75%
131 Roughhouse Wild 50100%19 Charge 5
132 Bodycheck Wild 7095%10 Ram 18
133 Pack Rush Wild 7590%9 Charge 12
134 Full Send Wild 9085%6 Dive 14
135 Overrun Wild 10070%5 Ram 15
136 Reefbreak signature Tide 10575%4 Quake 1
137 Grovewake signature Bloom 10575%4 Nova 1
138 Corefall signature Stone 10575%4 Drop 1
139 Hollowtale signature Shade 10575%4 Rift 1 on hit may inflict siesta: 8.75%
140 White Silence signature Frost 10575%4 Flash 1 on hit may inflict glaze: 4.2%
141 Stormcall signature Spark 10575%4 Rain 1 on hit may inflict lockup: 10.5%
142 Deeplight signature Gleam 10575%4 Beam 1
143 Charter Seal signature Iron 10575%4 Rift 1
144 Misremember signature Mind 10575%4 Rift 1 on hit may inflict spinout: 12.25%
145 First Seed signature Bloom 10872%4 Rift 1
146 Starfall signature Gleam 11070%4 Rain 1

the four power bands

accuracy falls as power rises, on purpose. nothing in the top band is reliable.

bandpoweraccuracymoveswhat it is for
early35–5010031the level-1 jab and its partner. never whiffs, never wins.
mid55–7590–9552the working body of a kit, levels eight to twenty-five.
late80–9575–8537the earned hit. the payoff for a long line.
finisher100–11070–7526nukes and signatures. level 40 and up, and they miss.

what a level can teach

the learnset ceiling. nothing is taught above level 50, which is the roster’s own cap.

levelstrongest move teachable
1–550
6–1165
12–1770
18–2380
24–2990
30–3595
36–50110

the seven fox duelists are exempt. they are fighters, not levellers, and they keep their four signature moves from level one.


06 · sizes

the sizing chart

every species has a charted standing height, and the game builds each model, measures it, and normalises it to that number — so a grass creature really is smaller than a fox and a legendary really is not. the chart is the whole answer; nothing scales a family on top of it.

height is the creature’s presented size in metres: how tall it stands for anything that stands, and how long it is for the serpents, swimmers and shellbacks that never do. one number, because model scaling is uniform and what a player reads is silhouette.

classrangespecieswhat that looks like
tinyunder 0.55 m35mites, sprats and the things in the meadow grass.
small0.55 – 0.99 m33knee height. most first stages live here.
middling1.00 – 1.79 m45roughly fox-sized. eye to eye, or close to it.
large1.80 – 2.79 m19looks down at you. most final forms.
huge2.80 – 4.49 m9a thing you walk around rather than past.
towering4.50 m and up9legendaries and pseudo finals. an event.

what it actually stands at in the grass

the chart is real-world scale; the world compresses it, because true scale would put a 0.18 m mite and a 9 m titan fifty times apart and one of them would be a dot. the overworld mapping is height0.55 against a reference of 1.80 world units — and then a silhouette floor, because a model is normalised on its longest axis and a serpent standing up presents less than half of that. the fox is 1.822 world units, sole to ear tip.

gamma falls as the frame gets tighter: 0.55 in the open world, 0.42 on the battle stage, 0.22 in a card row. order is preserved exactly at every gamma — for every pair, a taller species is drawn taller, with no exceptions and no buckets to fall between.

specieschartstands at% of a foxwhy
Zapmite0.18 m0.8346%a moth shows 56% of its span standing; the floor lifts it.
Dewdrake0.40 m0.8647%a serpent shows 48%, the worst in the dex.
Cindercub0.45 m0.9552%a walker already stands at 82%, so the floor never touches it.
a chart 1 m creature1.00 m1.4881%the reference.
Boulderox1.50 m1.84101%eye to eye.
Pelagiant8.40 m5.93326%an event, which is the point of the spread.

one answer, one place. the size rule lives in a single function and every caller asks it — habitat volumes, cave nests, lair boxes and the mythic sightings all re-derive from it at generation time. no caller may fold in a size term of its own, and nothing in the grass stands under 46% of the fox.

checked by hand across every line: an evolution never shrinks, in height or in weight.


07 · abilities & status

46 abilities, seven conditions

every species carries an ability, and most have a hidden one as well. the seven status conditions share one vocabulary across moves, abilities and items, so a thing that says it clears a condition clears exactly the condition the move said it inflicted.

wide table — scroll it sideways for who carries what

abilityfamilywhat it doescarried by
Last CallOffenseswings hardest below a third. do not corner it.Midnyx
hidden: Cindercub, Ashbrawler, Pyrogriff, Kindleyip +1
First DropOffenseif it goes first it goes hard. that is the whole trick.Oraculowl, Vipermantis, Echolotl, Howlgeist
hidden: Zephyrhawk, Zephling, Kitewinder, Cyclonaga +4
DragfootOffensealways last off the line. always heavier for it.Boulderox, Gnawgantua, Pyroclast, Ponderkoi, Boulderoll, Grimebeak +3
Heavy HandsOffensebig moves land bigger. small ones are a formality.Chiselchomp
hidden: Scrapling, Girderbeast, Colossteel
Little And OftenOffenseprefers the cheap shot. the cheap shot works.Nibbit, Sicklenymph, Talonyx
Pile OnOffensesmells a hurt foe and leans in.Snarlander
hidden: Duskmaw, Nightmaw, Grimebeak, Siroccondor +3
Sharp AngleOffensefinds the seam in a good matchup and widens it.
hidden: Fernpaw, Bramblynx, Thicketooth, Sicklenymph +4
Sun HabitOffensewarms up in a glare and stays warmed up.Gleamoth, Pyrogriff, Pyremoth, Glimmerbun, Solmoth
hidden: Quartzquill
Rain HabitOffensedoes its best work soaked.Drizzlefin, Riptidal, Puddlim
hidden: Sparkeel, Dynameel, Voltempest
Rime HabitOffensethe colder it gets, the less it holds back.
hidden: Frostfawn, Glacierstag, Floepup, Glacialion +1
RustbiteOffensechews plate. iron takes it personally.Grindtusk
hidden: Ingotram, Anvilhorn, Oreling, Forgeron +1
Thick BarkDefensebad matchups still land. they land soft.Thicketooth, Monolithos, Swampregent, Rivetle, Slatetail, Zenkoi +4
hidden: Sanctuar
Sea LegsDefensewater hits it like weather. it has seen weather.Tidepup, Dewdrake, Rippledrake, Abyssalume
hidden: Coilstone, Whorlagon, Nautiloch
FirebreakDefensefire runs out of fuel on it.Embermoth, Emberox, Bergafin
Cold ShoulderDefensefrost slides off. no comment on why.Shiverfin, Floepup, Rimemoth
GroundedDefensethe charge goes to the dirt instead.Zapwing, Boltbug, Lodesoul
WindbreakDefensestands in the gust and stays stood.Gustling, Canopyquill, Thunderoost, Kitewinder, Cragwisp
Dust CoatDefensechip damage barely gets through the grit.Gritsnout, Dustdillo, Dustling, Oreling
hidden: Pebblizard, Slatetail, Basaltisk, Cragwisp
Hold The LineDefensefrom full health, one hit will not finish it. one.Bulwarkle, Anvilhorn, Avalanchor, Whorlagon, Girderbeast, Sanctuar
hidden: Cairnling, Boulderox, Dewdrake, Rippledrake +6
AshcoatStatuswill not scorch. it sleeps in the fire pit.Cindercub, Ashbrawler, Emberewt, Salamblaze, Kindleyip
Clear HeadStatusnever loses the line. knows exactly where it is.Cogitowl
hidden: Luminkin, Luminara, Ponderkoi, Zenkoi +1
InsulatedStatusdoes not seize. the current finds another way.Ingotram, Ferrofleece
Light SleeperStatusno siesta. it naps on its own schedule.Siestashell
hidden: Nocturna
Warm BloodStatusthe glaze never takes. it runs warm.Frostfawn, Geyserim
Clean LivingStatusa seep washes out before it sets.Bogleap, Mirecroak
hidden: Nettlewing
Loose WireStatustouch it and something in your arm seizes.Voltkit, Voltmane, Sparkeel, Zapmite
hidden: Ferrofleece
Nettle SkinStatushitting it is its own punishment.Thistlewing, Fernquill, Bramblynx, Bramblemoth, Thornbuck, Quartzquill +2
hidden: Bogleap, Mirecroak, Swampregent, Jellibuoy +5
Kiln SkinStatushot to the touch. the touch is your problem.Forgeron, Terracore
hidden: Emberox, Emberewt, Salamblaze, Pyroclast
Shrug It OffStatuscarries a condition exactly one turn, then puts it down.Fablet, Yesterling
hidden: Fibling, Taleweaver, Puddlim, Geyserim +1
QuickstepSpeedfirst turn out, it moves first. no arguing.Plumewisp, Brineleap, Plumecrest, Zephling, Lucentleap, Gloampanther +1
DownhillSpeedgets faster the worse the fight goes.Cliffhanger
hidden: Gustling, Voltkit, Voltmane, Straypup +2
Wet GripSpeedrain is traction, apparently.Tidehound, Medusail, Dynameel
hidden: Brineleap, Riptidal
LoomEntrywalks out and the other one hits softer.Duskmaw, Nightmaw, Basaltisk, Pyrehound, Regalonyx
hidden: Midnyx
StandoffEntrywalks out and the other one slows down.Zephyrhawk, Leviathorn, Plumonarch, Omniscowl, Fathombell, Galebeak
hidden: Vaporveil, Primavine, Yesterling
CloudcallEntrybrings the downpour in with it.Cyclonaga, Lorewyrm, Voltempest
hidden: Drizzlefin, Zapwing, Thunderoost, Pelagiant
GlarecallEntryburns the cloud cover off on arrival.Aurorix, Beaconmoth, Solsticare, Celestine
hidden: Embermoth, Pyremoth, Lucerna
SnowcallEntryarrives, and it is snowing.Glacialion, Zenithora
hidden: Shiverfin, Bergafin, Avalanchor
DustcallEntrykicks the ridge up on the way in.Dunewhirl, Siroccondor
hidden: Gritsnout, Grindtusk, Terracore
GrazerUpkeepeats through the whole fight. tops itself up.Sproutle, Fernpaw, Mycolossus, Wanderpillar, Primavine, Genesprout
hidden: Thistlewing, Bramblemoth, Pinefin
SunfedUpkeepin a glare it heals faster than you can hurt it.Luminkin, Glacierstag, Lucerna
hidden: Sproutle, Gleamoth, Aurorix, Thornbuck +3
CharmerUtilityeasy to befriend. it was going to say yes anyway.Straypup
hidden: Plumewisp, Tidepup, Plumecrest, Plumonarch +5
TrailwiseUtilitylearns more from a scrap than the scrap deserves.Luminara, Taleweaver
hidden: Fernquill, Canopyquill, Wanderpillar, Solmoth +1
No Hard FeelingsUtilityleaving a fight with it out is never a problem.
hidden: Dunewhirl, Squawkling, Galebeak
Sharp EyesUtilityleads the hike, and the rare ones turn up.
hidden: Cogitowl, Oraculowl, Omniscowl
Pocket LintUtilityfinds coins in the trail dust. every time.Squawkling, Scrapling
hidden: Nibbit, Chiselchomp, Gnawgantua, Boltbug +2
Low ProfileUtilitynothing in the grass bothers looking up.Nocturna, Cairnling, Jellibuoy, Pebblizard, Murkling, Fibling +2

the seven conditions

conditionwhat it doescured byinflicted by
seep
venom chip, escalating, persistent
something got in. it works a little harder every turn it is left alone.Charcoal Tonic (110 coins) · First Aid Tin · a rest at any ranger stationVenom moves · immune: Venom, Iron
lockup
speed gutted + a chance to lose the turn, persistent
seized up. slow now, and now and then the turn just does not happen.Stretch Band (90 coins) · First Aid Tin · a rest at any ranger stationSpark moves · immune: Spark, Grit
scorch
steady chip + softer swing, persistent
burning low. it chips away, and everything it swings lands softer.Aloe Strip (90 coins) · First Aid Tin · a rest at any ranger stationEmber moves · immune: Ember
glaze
frozen out for 1-2 turns, guaranteed thaw
iced in. it thaws on its own, and soon. not this turn though.First Aid Tin · a rest at any ranger stationFrost moves · immune: Frost, Ember
siesta
asleep 1-3 turns, a real hit wakes it
out cold. a solid hit brings it around; a scratch will not.Wake Whistle (70 coins) · First Aid Tin · a rest at any ranger stationShade moves · immune: Spark, Gleam
spinout
2-4 turns, chance to bail into itself
lost the line. sometimes it bails into its own trick instead.First Aid Tin · a rest at any ranger stationMind moves · immune: Mind, Wild
tab
three quiet turns, then it collects 20% of the bar
a tab is running. three turns of quiet, then the resort collects.Comp Slip (120 coins) · First Aid Tin · a rest at any ranger stationFable moves · immune: Fable, Mind

one condition at a time. a second one does not stack on a creature that is already carrying something.


08 · gyms & the crown

seven badges, four wardens, one champion

each gym is an enterable puzzle dungeon with a fox at the end of it — blocks and plates, light beams, conveyors, springs, shifting walls, ice you slide across, and one built out of a skate line. badges chain: the first gym stands open and every later gate wants the badge before it.

the gym is the puzzle

three chambers, then the fox

a leader is not a wall you walk up to. each gym is three chambers of a single idea — carry the light, keep the beam, get the weight to the mark, take a run at the gap — and four hall trainers who are beaten once and then stay beaten. the team at the end is the answer to the room you just solved.

the first one is a skate line, because the first gym leader is the one who does that. the grass next to any gym quietly offers a type that beats it, and that is a rule the generator holds rather than a coincidence.

A gym dungeon seen from above with the roof off: grey stone chambers in a row, a metal rail spanning a gap where the floor stops, a round pad on the landing, timber doors between rooms, and floating labels reading "chamber three — one gap, take a run at it" and "grit leader".

wide table — scroll it sideways for the teams and the dungeon

#leadertypebadgeteamthe dungeon
1 Paolo Fox Grit Grit Badge Gritsnout lv 7, Dustdillo lv 8 the speed line / the rail route over a pit / the gap · 4 hall trainers
2 Dash Fox Breeze Breeze Badge Gustling lv 11, Plumecrest lv 12, Zephling lv 13 three gates on one clock / three lanes, two of them arguing / the long door · 4 hall trainers
3 Boulder Fox Stone Stone Badge Cairnling lv 15, Pebblizard lv 16, Boulderox lv 17 two stones, two marks / the channel / the weight lift · 4 hall trainers
4 Skye Fox Gleam Gleam Badge Gleamoth lv 19, Quartzquill lv 20, Beaconmoth lv 21 one beam, two mirrors / mirrors on ferries / two lines at once · 4 hall trainers
5 Spring Fox Bloom Bloom Badge Bramblemoth lv 23, Thornbuck lv 24, Mycolossus lv 25 the shaft that lifts as you solve it / the vine wall / one bloom · 4 hall trainers
6 Umbra Fox Shade Shade Badge Duskmaw lv 27, Gloampanther lv 28, Nocturna lv 29 carry the light / the maze that changes its mind / walk with the lamp · 4 hall trainers
7 Rollo Fox Frost Frost Badge Glacierstag lv 31, Bergafin lv 32, Avalanchor lv 33 slide chamber (GyIceMapA) / slide chamber (GyIceMapB) / slide chamber (GyIceMapC) · 4 hall trainers

the summit hall

four back to back with no healing between them, then the champion. nobody explains who the Warden is.

wardentypeteam
Ranger SierraEmberPyrogriff lv 34, Pyroclast lv 35, Pyrehound lv 36
Ranger WadeTideRiptidal lv 35, Dynameel lv 36, Fathombell lv 37
Ranger AspenBloomThicketooth lv 36, Vipermantis lv 37, Taleweaver lv 38
Ranger OnyxIron/ShadeGloampanther lv 37, Bulwarkle lv 38, Colossteel lv 39
Champion AurelIronMonolithos lv 39, Sagadrake lv 40, Sanctuar lv 41

top fox

beat the four and the foxes stop hiding behind their teams. seven 1v1s, fox against fox, one board each. sweep them for the title. your fox fights at 20 + 2 per badge earned; the leader at 24 + their gym index, so the gap closes only if you finished the chain.

the numbers underneath

stat totals. hp + atk + def + spd. a first stage sits at 69–77, a second at 87–98, a regular final at 98–114. standalones run 83–105, split finals 102–104, fossil finals 110–112, pseudo finals 122, legendaries 118–122 and the three mythics 123–125. the champion-tier foxes sit at 101–108, which is deliberately inside the band rather than above it.

split lines. twelve species branch, and the branch is decided by the level you happen to evolve at: odd goes one way, even goes the other. deterministic, reproducible, and explainable in one ranger line — depends which day you catch it on, sort of.

trainers. two hundred pinned along the routes between gym-leader levels, sixteen more on the generator’s own routes, four in every gym hall. each beaten once, and then they stay beaten.


09 · caves

three ways underground

each network keeps species that never come up, and each has its own weather down there. there is no villain in this game. there is a company — an extraction outfit that turns up with paperwork, and leaves over paperwork.

the lanternvein, four floors down

an old adit that stops being a mine

the adit, the crosscut, the lantern gallery, the vein. it starts as a working and ends as a crystal seam, and the island sheds gems thickest at the bottom of it — which is the entire reason anybody ever raked a trail to the mouth.

nine species live down here and nowhere else.

A wide underground hall: heavy grey rock columns holding up a low ceiling, a pale sloping floor, pale blue crystal shards growing out of the ground, a cyan glow at the far right and a rail running across the floor.
networkatmospherecave-only species
the lanternvein
4 floors · mouth in the mosswood
the adit · the crosscut · the lantern gallery · the vein
the lanternvein. four floors. bring a reason.
an old adit that stops being a mine and becomes a crystal seam. bottoms out at the vein itself: the island sheds gems thickest down here, which is the whole reason anyone rakes a trail to the mouth.
Luminkin, Rivetle, Slatetail, Boulderoll, Quartzquill, Forgeron, Lodesoul, Lorewyrm, Girderbeast
the stillwater
3 floors · mouth in the riverlands
the swallet · the sump · the drowned gallery
the stillwater. the river’s other half. mind the wet rock.
the river’s other half. a swallet swallows the shallows and the water keeps going. bottoms out in a drowned gallery with an ocean’s worth of shells in the wall.
Mirecroak, Swampregent, Zenkoi, Echolotl, Whorlagon, Nautiloch
the emberway
4 floors · mouth in the thermal springs
the warm crack · the cinder run · the black glass · the furnace gallery
the emberway. it gets warmer. that is the whole warning.
the hot side. old tubes, black glass, and a gallery lit from underneath.
Nightmaw, Grindtusk, Basaltisk, Regalonyx, Forgeron

10 · rangers & items

eight stations, 26 things on the shelf

one station per tier. they heal with a ceremony, they keep the friends you cannot carry, and they remember which of them you have visited — a rescue routes you back to the highest station you have actually been to, not the nearest one on the map. every counter stocks the same twenty-six things at the same prices.

E rests the team, G is the counter, N is the pens.

stationtierthe signafter the rest
meadow gate stationT0rangers. we nap here.team rested. go easy out there.
riverbend stationT1wet boots welcome. wet floors not.all patched. the river says hello. probably.
mosswood stationT2keep it down. the moss prefers it.rested. the moss thought you looked tired.
steppe stationT3shade, water, opinions.topped up. mind your ankles.
hotspring stationT4the kettle is the ground.warmed through. skip the blue pools.
fenlight stationT5the lamp’s on. that’s the whole service.rested. don’t follow lights that aren’t mine.
treeline stationT6last porch before the wind.warm again. the wind isn’t.
crown stationT7top station. same coffee.rested. long way to come for a nap.

the shelf

itemcoinswhat it doesshelf
Trail Mix 40 restores 30 hp
nuts, dried mango, one stubborn raisin.
patch up
Kelp Wrap 120 restores 80 hp
cold, salty, unarguable.
patch up
Sunset Smoothie 300 restores 180 hp
two straws. one of them is decorative.
patch up
Board Breakfast 850 restores all of it
the whole plate. nothing left to want.
patch up
Grip Tape 110 +10 pp to every move
fresh grit. worth a few more goes at it.
patch up
New Deck 460 every move back to full
a whole new deck under you. everything works again.
patch up
Cold Compress 380 back up at 50%
brisk. rude. it works.
patch up
Second Wind 1100 back up at full
carry it a while. spend it late.
patch up
Aloe Strip 90 clears scorch
for when something went a little too well.
cures
Charcoal Tonic 110 clears seep
tastes like the fire pit. draws it back out anyway.
cures
Stretch Band 90 clears lockup
loosen the legs. the legs were the problem.
cures
Wake Whistle 70 clears siesta
one short note. nobody sleeps through it.
cures
Comp Slip 120 clears tab
the desk waves the tab through. this once.
cures
First Aid Tin 420 clears every condition
the ranger’s tin. one of everything, none of it labeled.
cures
Wax Kit 240 x1.5 attack for the battle
fresh wax. everything lands harder for a bit.
battle
Pad Set 240 x1.5 defence for the battle
borrowed pads. you will give them back.
battle
Bearing Oil 240 x1.5 speed for the battle
one drop a bearing. the world slows down.
battle
Spare Snack 60 befriend window x1.3
you weren’t going to eat it.
battle
Sunwarmed Berry 180 befriend window x1.6
picked at the right hour. they can tell.
battle
Feast Box 420 befriend window x2.0
catering, basically. hard to walk away from.
battle
Quiet Offering 700 befriend window x2.6 on rare species, x1.2 on the rest
for the ones that don’t do crowds. overkill on the rest.
battle
Drift Incense 250 roamers ignore you — 180s
burns slow. the wild loses interest for a while.
trail
Sweet Smoke 200 roamers crowd in — 180s
the opposite of the incense, on purpose.
trail
Spotter Glass 400 rare roamers show up on screen — 45s
borrowed from the lookout. mostly returned.
trail
Ranger’s Radio 150 hauls you back to the station
one call. they come get you. no questions, some judgment.
trail
Split Strap one 1400 bench gets +35% xp each · you keep 70%
everyone eats. the one doing the work eats less.
trail

the pens

your crew caps at six. everybody past the six lives with the rangers, in named pens of twenty-four built on demand, up to twenty of them — and a befriend with a full crew lands in a pen rather than being lost, which is the whole reason the system exists.

the entire record moves. hp, pp, chosen moves, xp, the hidden-ability bit and whatever condition it is carrying all live on the record itself, so nothing is keyed by a team index and nothing gets shuffled when you swap. the team never drops below one.



the list

tell me when it ships

one email, when there is something to play. no newsletter, no schedule, nothing else, ever.