Endless Grinding GUIDE
Table of Contents
- Endless Fundamentals
- DNA Splicers
- Forming an Endless Team
- Carry
- Staller
- Runner
- Support
- Boss Killers
- Great Boss Killers
- Meh Boss Killers
- Risk-Prone Strategies (don’t dos)
- What to Watch Out For (common run enders/obstacles)
- Pokerogue Tools/Resources
- Ending
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Endless Fundamentals
This section will explain the mechanics of endless. This includes the differences between classic and endless and stuff like, tokens, fusing, paradox/eternatus battles,
Tokens
What are tokens?
Tokens are the big difference between classic and endless. Every 50 waves when you beat the boss there the wild mons get tokens, these apply buffs to them. The tokens are, in order from left to right
- Recovery token, these recover the wild mons hp by 2% each token.
- Full heal token, these give the pokemon a 2.5% chance each to heal any status condition they have (e.g. burn) at the end of turn.
- Fusion token, each one adds a 1% chance for a mon to be fused with another mon.
- Endure token, each token gives a 2% chance for a pokemon to endure a hit.
- Protection token, each token gives a 2.5% dmg reduction added multiplicatively.
- Damage token, each one gives a 5% damage boost added multiplicatively.
- Poison token, adds a 5% chance to poison your mon on any hit per token.
- Paralyze token, each one gives a 2.5% to Paralyze your mon on any hit
- Burn token, each one gives a 5% chance to burn your mon on any hit.
- All max at 10 besides damage and protection token that max at 999.
How to get around tokens?
The protection token makes it so you cannot brute force endless, you will end up doing 1 damage at most. To get around this we use set dmg like dot’s (check boss killers page for more info).
Paralyze token can be annoying as you can be fully paralyzed. To prevent our mons from getting paralyzed they can be fused with an electric type, tera electric, or have an ability like purifying salt that stops all status conditions.
Damage tokens will make it so wild pokemons will always one shot you. There are a few ways to get around this, the main way is to have the sturdy ability as it will ensure you live on 1hp. You can also use normalised entrainment so you don't get hit at all (check out Boss killer page for more info).
Recovery tokens make any dmg you would normally do be healed. The boss killers page shows all the ways we can get around this.
Full heal, fusion, endure, poison and burn tokens don't matter much. Endure tokens you use multi lens for, poison and burn you have lum berries, full heal is somewhat helpful for stalling, fusion can give some annoying combos of mons but the builds can handle them.
Items
“the hunter games”
(Ordered within tiers)
Tiers Items
S
- DNA Splicer
- Multi Lens
- Leftovers
- Healing Charm
- Soul Dew
- Berry pouch
- Lock Capsule
- Shiny Charm
- Rare form change items (Mega aggron and others stone is F, as it loses sturdy)
A
- Master Ball
- Vouchers
- Shell Bell (C if doing DoT)
- Reviver seed
- Salac and sitrus berries
- Amulet Coin
- Rare species stat boost
- Super Exp Charm
- Exp Charm
B
- Form change items
- Carbos
- Grip Claw
- Tera Orb (A when carry is active) (S if DoT isn’t ghost type)
- King’s Rock
- Focus Bands
- Quick Claw (F on metal burst)
- Relic coin
- Wide Lens
- Rogue balls
- Big Nugget
- Ability Charm
C
- Tera shards (some scenarios it is S/B)
- Golden Punch
- Berries (Besides salac and sitrus)
- Calcium/Protein (A when carry is active)
- Attack type boosters
- Mystical rock
- Catching Charm
- PP Max
- PP Up
- Mega Bracelet
- Dynamax band
- Nugget
D
- Mini black hole
- Exp all
- Scope lens
- Baton
- Candy Jars
- Ultra ball
- Rarer Candy
- Rare Candy
F
- Hp Up (S if doing metal burst)
- Zinc/Iron
- Eviolite
- IV scanner
- Great ball
- Pokeball
Tip: If shop options are all horrible, always go for MONEY (Relic Gold, Big Nugget, Nugget).
Steven’s Tip: GAMBLE ALL TICKETS ON SHINY GATCHA 🥰
Level Grinding
Grinding to the Level Cap
When using metal burst, a staller or a carry, they should all be at the level cap (or maximum speed requirement). For more damage, speed, or health, we grind to the cap via Lucky and Golden eggs found on wild Pokemon. This is the reason for Thief, Covet and Magician for being good as it can steal eggs, grip claws are also nice.
You do not need to have Thief, Covet or Magician to get a lot of eggs, you can also just catch a mon with eggs, transfer them and then release that mon. Both the lucky egg and Golden egg can be stacked to 99.
Levels are only consistently essential on your staller and metal burster.
Your staller needs to hit an upper bound of 350K speed by the end of 5850 waves.
If your burst is Wobbuffet or Farinacl, it survives with 60 or so golden + 99 normal eggs until waves 3200, when it starts to need more eggs to consistently hit level cap. By the time it stops hitting level cap with max eggs in a single paradox fight, you're comfortable two-shotting at level cap of the previous XX50; maybe a bit higher if you caught something along the way.
You need around 12 golden eggs on a Mienshao fused with Dugtrio, 18-19 on poli-trio throughout the run.
Credit to sang for the copy and paste
Tips to Know
- Abilities DO NOT stack with passives. For example, fusing no guard with no
guard counts as one lure.
- Regardless of what part of the fusion they are, if you have one of these mons they will be locked to a tera type; Shedinja is hard coded to have tera bug, that's why we use conversion with smeargle, Ogerpon is always coded to have tera to whatever mask it has, and Terapagos is always coded to have tera stellar.
- Not an endless tip, but endless is better for everything but candy grinding. For candy grinding, read pins in game question discord channel
- Gmax, megas, primals and ultra necrozma can’t tera
- Defense does NOT matter, in the higher waves, you will ALWAYS be one shot due to tokens, just focus all on offense/support
- Is prankster good? If your moves are self directed, such as mat block, conversion etc then yes it is good. If it is a status move that targets foes, such as gastro, dark void, etc then its dogshit. Dark types are always immune to prankster, therefore making it bad to use and its better just to invest in speed.
- Coverage=bad, when using your carry you are always going to spam a spread move with 0 immunities even if its quad resisted.
- Kings rock doesn’t work with moves that already have flinch chances.
- Multi hit moves do not work with multi lens
- Multi turn moves do not work with multi lens
- Endless ends at 5850
- Only starter Pokémon may have passives. Wild boss Pokémon may have a passive effect but lose it on capture.
- Info from the reddit and youtube are often unreliable unless it comes from the discord itself.
- Since Korean has smaller letters, it is the ideal language to speedrun the game.
- Endure is a very good move. It lets you live a hit on 1hp after an attack, then you eat berries for the boosts. This can help your carry deal more damage.
- The amount of vitamins you can have on a pokemon is equal to its IV’s. a mon with 15 speed IV’s can have a max of 15 carbos.
- To deal with Sandstorm against your boss killer with sturdy. It is ideal to have a weather setter or a fast pokemon/sturdy pokemon with a weather setting move. Or by making your pokemon immune to sandstorm such as being a rock type.
DNA Splicer
Fusion
Fusion is an important part of endless and is needed to make many builds. This section will explain how it works, how to use it, and also a bit of spliced endless.
Fusing
Fusing is using the master ball tier item, the dna splicer to combine two Pokemon. Splicing averages out the stats, changes typing, combine movepools, and more.
Pokemon 1 in fusion. Pokemon 2 in fusion. outcome
Charizard Calyrex
Fusion
HP: 78 HP: 90 HP: 84
Attack: 84 Attack: 80 Attack: 82
Defense: 78 Defense: 80 Defense: 79
SpA: 109 SpA: 80 SpA: 94
SpD: 85 SpD: 80 SpD: 82
Speed: 100 Speed: 80 Speed:90
Typing: Fire Flying Typing: Grass Psychic Typing: Fire Psychic
Ability: Blaze Ability: Unnerve Ability: Unnerve
Passive: Beast boost Passive: Harvest Passive: Beast Boost
Luck: 2 Luck: 3 Luck: 5
Fuse Tutoring
Fuse tutoring is one of the most important aspects in Pokerogue and is a fundamental part of strategic Endless. Able to provide Pokémon with moves/abilities not naturally learned through level up/TM by using the DNA splicer. When the player selects this item, two party members are selected to become fused, in which the order is drastically important. A fused Pokémon keeps the passive of the first target and the ability of the second. Defusing a spliced target reverts it to the first pokemon and the second pokemon is gone forever, resulting in the original first Pokémon with an updated move set.
‘Fuse tutoring’ is why starting with mons that have rare moves (like dark void and mat block) are prioritized and why pokemon with useful passives are important, as with fuse tutoring you can get any move/ability onto a mon so picking mons with more common moves have leech seed are suboptimal.
‘Fuse feeding’ is when you fuse and unfuse a wild pokemon that has vitamins, to quickly ‘transfer’ those vitamins to your pokemon. This is much faster than finding vitamins in the shop one by one.
Spliced Endless
Spliced Vs Normal Endless
How do I even unlock spliced endless?
Spliced endless is unlockable by completing classic with a spliced pokemon. The dna splicer is a master ball item in every gamemode besides spliced endless.
Differences between Spliced endless and normal endless:
- Every single pokemon is spliced, wild pokemon s and yours.
- Dna Splicers are great ball tier.
- Unspliced pokemons have their BST (Base stat total) cut in half.
- Optimal for speedrunning
- More luxury for team building
- It can be difficult to find a beneficial fuse for your carry
- The wild fusions make run enders/failed shinies more common.
- Gain less friendship for an individual pokemon
Forming an Endless Team
A good endless team NEEDS a ton of support. As you reach higher waves, tokens stack more and more. Choosing a good endless carry may be difficult if you don’t know how to build a proper team. There are two important things to keep in mind:
- Passives are extremely important, and can ONLY be obtained on starters. Bring as many useful passives as you can (read the subsections to find out what those are).
- Useful Egg Moves: Dark Void is especially important, as it can only be obtained in the wild on a single legendary pokemon (same with Core Enforcer and Fiery Wrath). If you want those moves, you should bring them.
The recommended starter pokemon in this guide are good primarily for those two reasons. Everything else can be obtained during your run, even moves like Mat Block.
An average endless team can be formed on a whim, but an effective team requires a proper setup in mind—a mapped out plan to efficiently manage the early, mid, and late stages of Endless! Luckily, this guide will show you how!
Typically, a team core consists of one carry, one staller, and one runner. The remaining slots are responsible for bringing specific moves or components. For example, specific boss killers, like Smeadninja, are considered during starter selection before the run begins.
Things you should start with:
- RUNNER Pokémon with Run Away PASSIVE
- STALLER Pokémon with Lure* PASSIVE
- BOSS KILLER Pokémon with either Purifying Salt or Sturdy PASSIVE
- CARRY A carry that is able to hold himself and kill in doubles with a single attack that has no offensive immunities.
- FUSE TUTORS Pokémon that learns/has Dark Void or Mat Block.
Lure Abilities* No Guard, Illuminate, Commander, Arena Trap;
(credits to grex)
Carry
“you really only need one”
Theory
The carry is a strong early game unit that can easily defeat opponents in the first thousand waves. The carry must survive comfortably through these waves until you can complete your late game team composition. Experienced players often refer to the carry wave range as ‘stalling for full build’.
Typically, a good carry has a strong attacking move without type immunities, an ability that boosts its damage output, and decent speed for it to attack first and faint enemies before receiving damage.
When considering a strong carry, the first ones that come to mind are probably Pokemon like Necrozma, Zacian, or Eternatus. However, these considerations perform often poorly in Endless for reasons that include single battle favorability, typing disadvantages, awful movesets.
There are two driving factors differentiating elite carries from the average. The first is a very strong early game; the carry should be self-sufficient by the first Paradox boss without needing form-changing items or late-stage evolutions. The second and
more important aspect is post-early game utility; the carry can pivot as a later tool for shiny hunting, boss killing, weather control, etc.
Optimal Carries
- Greninja: One of three species that gets access to Mat Block, and the only one that can serve as your carry. Greninja is a very inexpensive carry that spams Protean Fiery Wrath to maximise damage. Do not run Greninja without Protean and Fiery Wrath, Moonblast being icing on the top that helps a lot for Iron Valiant and Roaring Moon at wave 50. Needs more skill than other carries due to harder early game. Early game Moveset: Fiery wrath, Moonblast and Mat block.
- Darkrai: One of five species to get Dark Void, and the only one to get it by level up. Darkrai is arguably the best carry in the game, with no losing matchups at wave 50, a blistering speed tier, access to great moves for supportive tools, and a 135 SpA Fiery Wrath. In conjunction with its ability Bad Dreams, Dark Void can do ⅛ of max health of enemies every turn. It does rely on egg moves a lot, and should not be run without Fiery Wrath and Moonblast. Early game Moveset: Fiery wrath, Moonblast and Dark void (see a pattern?)
- Kyogre: Kyogre is a rare carry that does not need a single egg move to function well; only its 150 SpA Water Spout. The only investment it needs is its passive, Mold Breaker, which allows Kyogre to deal with pesky Water Absorbs that would otherwise be immune to Water Spout. This Mold Breaker passive is incredibly useful later, when Kyogre runs Gastro Acid and PHaze to take care of annoyances such as Gholdengo and Magic Bounce. Don’t use the Blue Orb on Kyogre – Tera Water does around 11 to 13 percent more damage! Take it and disable it to remove from the rewards pool. Slightly annoying till you get Water Spout, but either Origin Pulse or even Water Pulse should suffice, though both have their drawbacks. Early game Moveset: Water spout and Gastro acid.
- Reshiram: With Orichalcum Pulse, Turboblaze, 150 SpA and its rare egg move Eruption, Reshiram is the strongest raw damage dealer at wave 50 in the game. It is largely used for Smeadinja speedruns, where you don’t want to waste time investing in your carry and are running at first splice, but can just as easily be used for longer carry stages because of its raw power. A distinct disadvantage with Reshiram is that Orichalcum Pulse triggers harsh sunlight, which empowers enemy past Paradox Pokémon. Roaring Moon at wave 50, for instance, is a painful encounter that can outspeed and kill you. Early game moveset: Eruption and Gastro acid (Yeah this has a pattern.)
- Yveltal: Dark Aura Yveltal is a very decent carry with Fiery Wrath, while also offering a decent Brute Force build with Power Trip. Like most dark types, it learns decent supportive moves for later – Taunt and Disable in its level up moveset, Thief, Rock Slide and Torment from TMs. Fast disable, utilising levels invested prior, is always useful. Early game moveset: Fiery wrath.
- Zapdos: Zapdos is perhaps the best carry for voucher grabs and speed runs using Smeadinja, where you run at first splice. Zapdos does what Reshiram does, with powerful Bleakwind and Sandsear Storms that are guaranteed to hit thanks to its passive Drizzle, without the exorbitant cost of Reshiram that is harder to justify if you’re playing a very short carry stage. Drizzle helps overwrite undesirable weather for Smeadinja at later stages, especially Sandstorms such as by Iron Thorns. Early game moveset: Bleakwind storm.
- Groudon: Like Kyogre, Groudon does not need any egg moves to be a good carry, only its passive Mold Breaker. Groudon can run either physical sets, with Tera Rock Rock Slide, a TM move, or special sets through Primal Groudon Eruption. Both need some time to get online, though, and Groudon’s early game movesets without unlocks are nothing to write home about. Early game moveset: Eruption and Gastro acid, or rock slide and Gastro acid.
- Regigigas: Gets access to a PokéRogue exclusive Hidden Ability, Normalise. It is already a very strong carry with its passive Scrappy, spread rare egg move Land’s Wrath and a terrifying 160 Attack stat. Regigigas is also the linchpin of a very comfortable and easy-to-execute strategy called Entrainment, where enemy Pokémon are given Normalise rendering them unable to hit Ghost types. Neutralising Gas and losing Normalise during fusefeeding radically nerf its damage. As long as you’re mindful of the same, Regigigas is amongst the best carries the game has to offer. Moveset: Land wrath. Update, Regigigas now has access to Lands wrath, better then rock slide.
Commentary
Disclaimer: Anything can be a carry if you build well for it. If your selected carry largely runs single-target moves, such that of many lure mons, running a standard support Pokemon with tools for doubles may help a lot. This includes moves such as Scrappy, Fake Out, or an early Mat Block.
Endure is a very good move. It lets you live a hit on 1hp so you will eat berries and get stat boosts, this can be used to make your carry deal more damage against the paradox and eterna fights.
The ideal moveset for your carry is
- Spread move with no immunities
- Endure
- A single target move with no immunities
Staller
“hold up wait a minute”
Theory
Endless players invest in stallers for the three main reasons:
- Protect ally side
- Buy time in fights (e.g. DoT purposes)
- Lure setup (see the next section)
Stallers are Pokemon intended to protect your carry and help catch desirable shinies and legendaries.
Common stallers recommended are Mienshao, Watchog, Garchomp, and Gourgeist. Other suboptimal options include Gmax Flapple and Dracozolt. These six Pokemons share a proficiency factor on top of being fast; they include lures in their passives—a niche trait required for triple lure setup.
Setup
Stallers often run a base moveset of Dark Void and Mat Block, with the remaining slots the players’ personal preference. For these moves to work, the staller must be sufficiently adept in speed. The general setup for stallers include a +speed nature, 10 soul dews, and 31 carbos.
Tested and approved stallers
Pokemon | Lure Passive | Base Speed (evolved) | Worthwhile Moves | Shiny Variants | Worthwhile Ability | Cost (red.)
Mienshao (Mienshao) | No Guard | 65 (105) | Fake Out, Detect, Rock Slide (TM) | Quick Guard | Yes | 3 (1)
Pumpkaboo (Gourgeist) | Illuminat e | 51 (84) | Trick-or-Treat | Yes | (Pickup) | 2 (0.5)
Patrat (Watchog) | No Guard | 42 (77) | Fake Out (EM), Instruct (EM) | Yes | Illuminat e | 1 (0.25)
Gible (Garchomp) | Arena Trap | 42 (102) | Rock Slide (TM) | Yes | 4 (2)
Applin (Gmax Flapple) | No Guard | 20 (95) | Protect | Yes | No | 3 (1)
The ideal moveset for the staller is Mat block, dark void, powder snow and an extra move. These extra moves include, endure, quick guard, wide guard, disable, torment, fake out, gastro acid.
Once you get 31 carbos and the moveset for the staller you fuse it to a pokemon with a different lure ability and one of them must be no guard. The faster the mon you fuse with the better. If you are using psychic surge then you should not use mega pidgeot, as its a flying type. This means that you will not be grounded and protected by psychic terrain.
Runner
“shrek”
Theory
Why use Run Away? The answer is that brute force is simply unethical and painfully slow; protection tokens will eventually stack to a point where a generic encounter can take up to ten minutes while only rewarding access to the shop. Pivoting to Run Away is important since it’s where the fastest phase of shiny hunting is in Endless. This is the golden zone where most epic Pokemon are found and caught.
When teams are fully set up, strategies switch to using Pokémon with the ability, preferably a passive, of Run Away. As the name suggests, it provides a guaranteed chance to run away from a wild encounter, with the exception of paradox waves or Neutralizing Gas setting.
Why use Run Away as a passive? Having runaway as a passive is important so you can find a wild Pokemon with a lure ability and splice it with your runner. This is crucial for the triple lure setup, which is optimal in shiny hunting.
The best Run Away user in this game at the time of writing (30/09/25) is Teddiursa due to its Honey Gather ability and Run Away passive. It is also the best for its large supporting movepool accessible via TMs. For late game, the ability is usually replaced by a lure ability.
Setup
For runners, the core moveset consists of Gastro Acid and Whirlwind, with the remaining two move slots left to player preference. Common moves to round out a runner include Dragon Tail, Core Enforcer, Ruination, Protect, and Soak. While these additional moves are recommended, they are not required beyond the core.
Commentary
Thief can (and should) be replaced with another one of these extra moves before you start running, as you can catch pokemon to get their eggs. It is used during carry phase to get some extra eggs
I use torment or disable for the extra slot to deal with multi hit moves on paradox pokemon.
Pokemons with run away as passive is better as we can fuse pokemon with Lures on them to increase the chances of double battles
Run Away user tier list:
Pokemon | Worthwhile Abilities | Worthwhile Moves | Shiny Variants | Cost (red.)
Teddiursa | Pickup | Honey Gather | Fake Out (EM) Torment (TM) Thief (TM) Covet (LV) Roar (TM) | Yes | 4 (2)
(unevolved) Zigzagoon | Pickup | Roar (TM) | Thief (TM) | Yes | 2 (0.5)
Combee (unevolved) | Honey Gather | n/a | No | 2 (0.5)
Unown-R | n/a | n/a | Yes | 1 (0.25)
Scatterbug (unevolved) | Friend Guard | n/a | Yes | 2 (0.5)
Toedscool (unevolved) | Mycelium Might | n/a | Yes | 3 (1)
Blipbug | Telepathy | n/a | No | 2 (0.5)
Support
The support pokemon.
This pokemon's role is to support the boss killer. Like the boss killer it needs to have sturdy, and its moveset is comprised of soak, heal block, a protect like move, and a move that either kills the pokemon or swaps it out, like self-destruct or teleport.
The point of this move is to swap out into your staller after the other pokemon has attacked so you get a safe swap into your staller and can force a double battle right away, you do this the turn the other pokemon will die to the DoT’s. You use soak to get rid of a pokemons grass type so they can be leech seeded, it also has the bonus of making salt cure deal more damage. Heal block is used to make pokemon die faster, it stops both other mons from healing from any sources, including the healing tokens. This pokemon does not need any items. It should only be sent out after leech seed is up or it's only out for 1 turn to use soak.
Here is an example of a setup support mon
The only ability that this pokemon must have is sturdy, it does not need anything else.
This pokemon can be made from entirely wild pokemon
You can start with a pokemon that you will turn into your support pokemon. A pokemon with psychic surge Passive. The best one is solosis. This lil blob gets protect and heal block via level up and gets explosion via TM. They cost 3 points (1 with 2 cost down), does not need any egg moves and have shiny variants.
The reason we use psychic surge is that it overwrites other terrains, like electric and misty, which both stop pokemon from being put to sleep. We use psychic terrain over grassy as grassy heals all pokemon and psychic has the added benefit of stopping all single target priority moves
Alternatively, if you use kyogre, groudon or any other pokemon with a mold breaker passive as the carry you can turn them into the support pokemon after the carry phase is over, just replacing protect with gastro acid for the moveset of; gastro acid, heal block, soak, and the move to swap the user out.
The support pokemon only needs lum berries, as it will either only be out for 1 turn to use soak or it will be sent out after leech seed has been used. That alone should heal it to full later on, but if you want to be more safe you can use leftovers and sitrus berries, if you are turning your carry into the support pokemon this is recommended as they may take awhile to heal to full from leech seed.
Dark Void and Mat Block
“ I want you so bad 🤤 ”
Theory
Acquiring Dark Void and Mat Block for your staller can be very tedious as very few Pokémon learn these moves, and finding those encounters are rare. Despite their scarcity, these moves appear in all shiny hunting setups, whether mainstream or niche.
When building your staller, it is recommended to include at least Dark Void and Mat Block for their fast and reliable tech.
Dark Void and Mat Block learners
Pokemon | Worthwhile Moves | Condition | Cost (red.) | Biome | Rarity
Froakie | Mat Block (MM) | starter, wild encounter | 4 (2) | Lake | Rare
Throh | Mat Block (MM) | starter, wild encounter | 4 (2) | Dojo | Rare Boss Common
Ledyba | Mat Block (EM) | starter w/ egg move | 1 (0.25) | Needs to be starter | Needs to be starter
Gastly | Dark Void (REM) | starter w/ egg move | 4 (2) | Abyss | Ultra Rare Boss Super Rare
Drowzee | Dark Void (REM) | starter w/ egg move | 2 (0.5) | Needs to be starter | Needs to be starter
Espurr | Dark Void (REM) | starter w/ egg move | 2 (0.5) | Needs to be starter | Needs to be starter
Tip: Since the above Pokemon include Dark Void or Mat Block in their movesets, spliced variants containing these Pokemon can also relearn the coveted moves. Be aware of spliced variants that may appear in ANY biome!
MM= Memory Mushroom
REM= Rare egg move
EM= Egg move
Lures
Lures
“the more the merrier”
Theory
What the hell are lures? Well, lures have the effect of raising the odds of a double battle, effectively doubling the chances for a shiny encounter with two Pokémon as opposed to one. Capped at three lures that force double battles, the player can reach this limit through shop or invest in lure passives/abilities assigned to each Pokémon.
Lure passive/abilities include No Guard, Arena Trap, Illuminate and Commander. Lures tied to a Pokémon activate as long as the respective Pokémon remains on the field when the battle ends.
Valid Case: The opposing Pokemon faints Pokémon but dies to DoT, allowing you to send into battle your lure as the wave proceeds.
Invalid Case: Your non-lure Pokémon faints the opposing side and the wave proceeds (fails even if your party contains a lure pokemon).
Note: Only starter Pokémon have passives. While bosses have active passive effects, the passives are lost on capture.
Tip: Players can source Sandstorm's Searchdex to identify lure abilities in the wild.
Setup
In hindsight of late game that requires running, the optimal strategy implements a triple lure. This tech requires selecting a lure passive staller and Run Away passive runner in your beginning squad. Splicing wild lure ability Pokemon, different from their starting passive, and another one onto the runner completes the setup.
Your staller should have two lure abilities (lure passive + lure ability).
Your runner should run a Run Away passive and a lure ability found in the wild.
Benefits
Triple lure guarantees double battles on every encounter aside from x000 and xx50 boss waves. Opposed to the double lure (and every lower lure capacity), triple lure optimizes running by eliminating the need to force shop—a task that wastes time by catching/ko-ing encounters to restock lures. Overall, triple lure allows for a smoother and faster running experience, perfect for shiny hunters who want to catch many, many shinies.
Special Case: Zero lures are for people who do not prepare for late game double battles and prefer shiny hunting at lower odds.
Boss Killer
“the big guns”
As tokens scale, you will not one-shot paradoxes via normal means anymore. You must start using a late game strategy, which means run away from most battles, and use a Boss Killer on mandatory battles. These boss killers use indirect or percentile damage, which ignores tokens, meaning you can defeat enemies at any wave.
Usually, you start using a Boss Killer (instead of your Carry) between wave 1000 and 2000, but you can go earlier or later depending on your preference and how fast you can assemble the team. You continue using the Boss Killer for the remainder of the run.
These sections will talk about the popular and good boss killers.
You only need to pick ONE for your team.
There are different types of boss killers such as:
- DoT (damage over time) DoT
- Entrainment Entrainment
- Smeadinja Smeadinja (this build is only recommended for speedrunners and not shiny hunting)
DoT
Damage over Time (DoT)
“every second hurts”
Rework should be done, some things may slightly change. Video on DoT coming soon™
What is DoT and why use it?
Damage over time, or “DoT” is using moves like curse and salt cure to do damage. These moves deal a set amount of damage and that bypasses the protection tokens. DoT is the easiest endless build to learn and very effective. Easy to learn does not mean its bad.
How to build DoT?
For DoT you need 2 pokemon, one of them is called a boss killer and the other is a support. Both of these mons need to have sturdy, either as passive or ability.
The boss killer is the pokemon that sets up all the DoT’s, it is recommended for this pokemon to have an ability or passive that helps them get it off, sturdy is a must to be able to live a hit. Purifying salt is useful as it makes the mon not be able to inflicted with status conditions, mainly paralysis so you cant get fully paralysed and not get leech seed off. On an electric boss killer inner focus is ideal, being electric type the pokemon cannot get paralysed and inner focus stops them from being flinched so nothing can stop them from getting leech seed off.
These are some good pokemon to start with if you are going to play DoT.
Yamask, it has the passive purifying salt, a low HP stat of 38, its a ghost type, gets curse and protect via level up, you dont need any egg moves to use it, yamask has shiny variants and is only costs 3 points. Since it has purifying salt as passive once you get the moveset done you just need to fuse to any wild pokemon with the sturdy ability.
Pyukumuku, they also have purifying salt as passive, a low HP stat of 55, they get curse via level up and for egg moves they have salt cure and Baneful Bunker (protect like move). Pyukumuku also has shiny variants and costs 2 points. Being a non ghost type you will need to find a tera ghost shard and give it to them. Since it has purifying salt as passive once you get the moveset done (all it needs is leech seed) you just need to fuse to any wild pokemon with the sturdy ability.
Spikey ear Pichu (not normal pichu) , spikey ear pichu has sturdy as the passive, low HP stat of 20, being an electric type it cannot be paralysed, it gets protect and curse both as common tms. Since its electric type it does not need purifying salt to stop paralysis so we can get a different ability, the best one for pichu is inner focus as it makes pichu not get flinched and that means nothing can stop it from getting leech seed off. The best mon to fuse with pichu is Annihilape as its a ghost secondary and can have inner focus.
Here is an example of a setup boss killer.
Moveset of curse, salt cure, leech seed, and a protect like move.
The boss killer only needs 2 wide lens as the items so leech seed always hit. The combo of leech seed and protect will heal you to full, if you get flinched turn 1 you can reload and then protect turn 1 to progress the games rng. To be fully safe you can use 4 leftovers and sitrus berries. With 5 healing charms this will heal you to full, 37.5% from the sitrus, 37.5% from the leftovers then you can protect for leftovers to heal to full HP.
The Pichu Annihilape fusion cannot be flinched so it will always get leech seed off, but it does need lum berries so it does not die to poison or burn.
For non ghost type boss killers make sure you tera ghost a turn before you use curse, else you will curse your own mon.
After you use curse the boss killer will die. You then swap into the support pokemon to finish the fight.
Smeadinja
Smeadinja
Can’t touch this
(this build is only recommended for speedrunners and not shiny hunting due to it not being as good as normal DoT in that regard)
Smeadinja is the fusion of Smeargle and Shedinja. (Smeargle first, Shedinja second).
The ideal moveset is:
- Nature’s Madness (often on first move slot),
- Conversion,
- Salt Cure,
- Snap Trap.
Credit to ijustwantfood for the image.
The point of Wonder Guard is to become immune to ALL attacks besides super effective ones. That's why we use Conversion, as Shedinja is hard coded to have Tera Bug. When it is a Normal/Ghost type, it is only susceptible to Dark-type attacks. But when using Conversion, you can get around that and virtually gain full immunity against any boss.
Smeadinja can be played in 2 ways: slow-paced and fast-paced.
Slow-paced build
The beginner friendly one
The following build can be deconstructed into the following: a reliable carry with weather control, Smeargle, Nincada, Tangela, with the final two being your preferred support lure and runner. An example team is provided below:
Important Additions:
- Reshiram Eruption and Orichalcum Pulse passive (coverage is nice as well for early)
- all of Smeargle’s moves, except Burning Bulwark. Dark Void will be needed for Smeask.
- Tangela of Nature’s Madness and Snap Trap egg moves
Setup
The setup of this build begins immediately when you start your run, collecting lures as soon as possible to begin the sketching process: double battles are needed both because Smeargle and Tangela need to be on the field at the same time, and because Smeargle needs the exp to get to level 11 to learn Sketch again. This should be done as soon as possible, as the enemies are weak enough for Smeargle to not faint. Sketching is a two-turn process that requires Tangela use a target move on the first turn and Smeargle sketching Tangela on the following turn to acquire the move, effectively replacing Sketch with the target move. At any moment of the run, Smeargle can be fused with Nincada. Once done sketching and splicing, unpause the fusion and evolve the spliced mon with an empty party slot. This process will also generate a Smeask. Smeask can be used to teach your Lure mon Dark Void + any number of Sketches: relearn the moves, unfuse, and then fuse with your Lure mon.
Fast-paced build
The voucher efficient one (not beginner friendly, should only be used for speedrunning)
This build is the main reason one would use Smeadinja: it can clear Endless fast, way under 10 hours (current record is sub 6h). This means you get tons of Vouchers per time spent, making this build better than every other for the purpose of Voucher farming. It’s also the most unintuitive one, so don’t worry, it is a bit hard to pull off.
Setup
The idea is skipping the speed investment on your lures that Triple Lure generally does, and dealing with Neutralising Gas with the next best answer: Disguise (can’t be suppressed) Mimikyu, which also tries its best to carry, or rather, survive until you get your first splicers and start running.
In this example, Patrat will stay unevolved for its unique Run away+No Guard combo. Mienfoo will eventually be fused with a wild lure mon for Triple Lure.
You ideally end up with:
- Mimikyu (Reviver Seed): Gastro Acid, Curse
- Smeadinja (Lum Berries, Multi Lens): Conversion, Salt Cure, Snap Trap, Nature Madness
- Smeask: Mat Block, Dark Void, Revival Blessing
- Patrat: Roar, Detect, Fake Out
- Mienshao: Fake Out, Detect, Quick Guard
This setup doesn’t start with a weather setter, you’ll have to find any in the wild.
Playing Endless Spliced grants faster Splicers but battles can be harder. Regular Endless is fine.
Theory
Know your target so you know what Conversion type to use: there’s a boss list below with reference if you’re not that experienced yet.
Note: Snap Trap is preferred over Sappy Seed since it works against grass typing (e.g. Brute Bonnet). Also, having a curse support with sturdy is highly encouraged. Here’s an example: keep in mind if you’d want to use both Heal Block and Curse in the same battle, you’d have to replace Salt Cure with Leech Seed, as using Leftovers+Protect to recover would take too much time .
Pros Cons
- Fast setup
- Item duping (may bepatched soon)
- Multi-hit immunity
- Reliable for shiny hunting
- Mold Breaker abilities
- Sandstorm
- Damaging status moves
- Slow against heals
Common Responses to Cons
1. Gastro Acid move
2. Weather Control
i. Requires target to be thrown into Sandstorm battle
b. Moves: Rain Dance, Snowscape, etc.
3. Lum Berries
4. Curse/Heal Block/Soak support
Type Matchups
You might be wondering which Paradoxes to use Conversion on and which ones can’t hurt you. This will go over all of them:
Paradoxes with a dark type move
For the above paradoxes, Smeadinja must convert into Fairy-type on the first turn. Otherwise, it can faint on the first turn. To do this, make sure Nature’s madness is in the first slot of your moves. Then click Conversion in battle. Smeadinja will become a Fairy type before the enemy attacks.
Paradoxes with a dark type move and a steel type move
These paradoxes can spawn with both Dark and Steel moves, so it is best to convert to Normal when dealing with them (by putting Conversion first in the move order)
Brute Bonnet
Brute Bonnet can have Dark moves, Grass moves and potentially one Poison move. It normally spams Sucker punch at first, so I recommend converting to Fairy. Then convert to Normal in case it has Clear smog. It might try to put you to sleep with Spore, so you can convert to Grass to stop that and then apply your Dot. You can also go straight from standard Smeadinja to Grass but if it has Clear smog, it might KO you.
Slither Wing
It has Scrappy as a passive, so its Normal and Fighting type moves can hit Ghost types. Because Smeadinja is Normal/Ghost type, Slither wing’s Fighting moves are super effective against it. You can get around this by converting to Fairy, as Slither has no way around that. Slither Wing can also use Whirlwind on Smeadinja, which can be annoying. Make sure you have a Reviver seed on your Gastro acid user. Focus on Dot that sticks around (Salt cure, not Snap trap) in case it keeps Whirlwind-ing you out.
Iron Thorns
Smeadinja’s nightmare. It has Sand Stream passive, which summons an instant Sandstorm that will kill Smeadinja. Your options are: you can stall it out with another pokemon (either a Curse Soak support mon who is immune to sandstorm, a Heal block Soak support mon who is immune to sandstorm, or your staller), or you can bring in your own weather.
Once the Sandstorm is gone, either faint from Curse or switch to a sacrifice mon and bring in Smeadinja safely. Unfortunately, Iron thorns can run Sandstorm on its moveset. If it has Sandstorm and no Earthquake, you can convert to Rock. You can do this by moving Salt cure first in your moves list. Then clicking Conversion.
Iron thorns’ most dangerous moveset for Smeadinja
The problem is when Iron Thorns has Sandstorm and Earthquake, because then it can hit you for super effective damage when you’re Rock type. It is likely (but not guaranteed) that it has already used Earthquake on one of your other mons, so I wouldn’t recommend converting to Rock there.
An option:
1. If you have a Curse Soak support mon, that comes out first turn. It applies its Dot to Iron thorns while Sandstorm is active. It uses Protect to stall turns. It faints from Curse as Sandstorm ends. This mon scouts for moves. Iron thorns is likely to use Earthquake on it, especially if it is rock or steel type.
2. Smeadinja comes out, applies Salt cure to it. Right now it doesn’t know that Smeadinja is immune to its attacks. It does after this turn
3. If it has Earthquake, Smeadinja switches out to a sac. If it does not have Earthquake, Smeadinja converts to Rock
4. You can switch into your staller and Dark void it until the Dot kills it
Paradox fusions:
Note that paradoxes can be fused with random mons once you get fusion tokens. This means their movesets can change, and they may have a Dark move where they otherwise wouldn’t. Hover over the fusion icon next to the Paradox’s name to see what it is fused with. Then take a look at that pokemon’s moveset on Sandstorm’s dex to see if you should convert.
You can change what type conversion will turn into by moving around the order of your moves in the summary page.
Entrainment
ENTRAINMENT
“Regigias”
Read Grex’s guide to learn information about this boss killer.
Endless Entrainment Normalize Build
Other Boss Killers
This section will cover some less popular builds mainly due to them not being as good, but they are still worth a mention.
Some of these builds are not beginner friendly and some are bad
They are currently not finished
Metal Burst
“come on, let your metals burst” - katy perry
Girafarig or Wynaut are the best starters for Metal Burst.
For final build, these two are regarded as the best metal burster fusions:
- Wobbuffet:
- has Comeuppance (like Metal Burst, but slightly worse because it makes contact).
- must be fused with a Mega Kangaskhan to gain access to Parental Bond (Kang can be difficult to find in the wild, so you may want to start with one).
- Farigiraf:
- has less HP (meaning less Metal Burst damage), but has other advantages.
- easier to assemble because you just fuse with any wild Sturdy pokemon. (Can fuse with Aggron to gain metal burst, counter and sturdy. Or get the moves first, then use a high HP Sturdy pokemon.)
- has shiny variants, allowing more luck from start.
- can Tera Electric to avoid paralysis (because it isn’t a Mega). Otherwise, paralysis tokens stack up to a 25% chance to paralyze you.
Moveset:
- Metal Burst - Main method of dealing damage. Make sure you have Multi Lens and Parental Bond. Comeuppance is an okay alternative.
- Protect - Allows you to return back to full HP for Sturdy, or stall a turn for any reason.
- Counter - Used against Iron Hands, who likes to use Focus Punch, which makes your Metal Burst go first and deal no damage.
- Extra Move - Pick one move of your preference
- Roar / Dragon Tail - Help isolate shinies
- Gastro Acid / Core Enforcer - Removes enemy abilities
- Mirror Coat - Deal extra damage to Eternatus
Parental bond is like huge power, as the damage with two multi lens are: 50/25/25/100. This is the reason why metal burst would like parental bond, as it doubles damage.
Since metal burst and comeuppance don’t have negative priority like other moves, it is essential to use a -Speed nature with 10 soul dews.
The reason you MUST run Counter, is because of that guy: Iron Hands. This paradox normally has Focus Punch, which will ALWAYS go after metal burst as it has negative priority (-3). Counter has a more negative priority (-5), making it hit after, therefore being able to kill iron hands.
People often use tera electric as it stops you from being paralysed from the paralyze token. (The token stacks up to 25% chance) (Remember that you can’t Tera a Mega Pokemon)
Remember: NEVER use quick claws on your metal burster
Comparison to other Boss Killers:
Pro’s Con’s
- Click metal burst, the other mon dies. Fastest paradox killer.
- Can be made with entirely wild mons (but would miss out on Parental Bond).
- Needs other builds around it to reliably catch shinies on XX0 waves.
- Multi hit moves are dangerous.
- Paradox mons/eterna fused with mold breaker can be killer if not prepared.
- Requires a long time to gather all the items needed.
Quash
Coming soon
( makes metal burst decent)
Gorilla Tactics
Gorilla Tactics Entrainment
“what am I even doing…”
What is this Build?
It is a build made by @itsangtome on the Discord. It uses Galar Darmanitan’s ability, Gorilla Tactics against the other mons. Gorilla Tactics is like a Choice item from mainline games. It gives your moves a 50% damage buff, but locks you into the first move you select. You give it to the other pokemon via entertainment (or skill swap if you place spliced endless) and then use disable, forcing the mon to struggle. This build slightly differs depending on if you are on spliced or normal endless.
This is the build on spliced endless. You use skill swap over entrainment as protosynthesis and quark drive can't be skill swapped but in spliced endless they dont have their normal abilities.
In vanilla endless.
https://www.youtube.com/watch?v=aipevx9cnkM
The video above shows how this build kills bosses
Sac something and swap into darmanitan, entrain and die/or swap to sturdy mon
Use protect to get to full hp if you are not at full, if you are use disable
If at full hp use leech seed, if not use protect
Use heal block and then keep stalling until they are about to die.
When the boss gets to the point that one more struggle/leech seed will kill them swap to another mon and let them die, then bring in your double lure mon so u can continue running.
if bonnet Sac something and swap into darmanitan. Soak, swap into something else and sac, bring back in darmanitan. Keep doing this until you are at full hp then continue as normal. Do not sac your double lure mon
Team used in the vid.
Carry pokemon: Galar Darumaka
Mon with lure passive: Mon with runaway passive
Mon with sturdy passive: (Kakuna has sturdy passive)
Extra (recommended mon with dark void)
Pro’s Con’s
- Nothing is immune to struggle.
- Staller does not need endure as its just for catching mons.
- Very funny.
- Some splices can have abilities that cannot be entrained or swapped.
Shadetoss
SHADETOSS
“YEET”
We do not recommend this at all. This is an extremely inefficient build for hunting shinies and is the slowest build overall.
What is shadetoss?
Shade toss is a strategy where you use nightshade or seismic toss to deal damage. Since these are set damage moves they bypass the protection tokens.
How does shadetoss scale?
Shadetoss deals damage equal to your level. If you are level 100 it will deal 100 damage. With this build you would want to take candy jars and force feed your mon rare candies to gain levels. Adding multi lens and parental bond will make it deal much more damage to bosses due to how the boss hp segments work. The hits will deal 50/25/25/100% damage.
This is the only build where you want to take candy jars and rare candy.
How does it kill?
https://youtu.be/-aE1kfXdNc0
The video shows it kills bosses/waves, as you want to battle everything and not run in order to keep up with enemy scaling.
Example starting team
Girafarig has Parental Bond as passive
Regirock has sturdy
You can use any 2 mons that have sturdy and Parental Bond, just make sure one is passive and one is ability.
Since shadetoss does not do double battles it does not need a staller or runaway mon so the other mons can just be shinies/pickup/honey gather (honey gather is preferred so you can re roll more)
Im bringing Mankey as it is the only mon that gets both seismic toss and night shade so i only need to use 1 splice to get them onto Girafarig later.
What is the ideal shadetoss build?
Shadetoss needs nightshade and seismic toss, the other 2 moves can be anything, but dont matter alot. Protect can be nice to heal to full incase you dont after a turn. You need to have the sturdy ability on your shadetoss mon so it can live any hit and then heal back to full with the damage you deal using shell bell and leftovers, the build really likes parental bond as it increases the damage you do by a lot. In the image I have Girafarig fused with Regirock for the sturdy parental bond combo.
You will also need a second mon for when you do double battles, having mat block on it is preferred over protect as it will also protect your shadetoss mon, you will need to speed invest this mon as well if you use mat block.
It is needed to have a mon with soak in the back to get rid of normal/ghost fusions
Pro’s Cons
- You can make this build mid run if you have made the mistake of overleveling a carry before you read the guide, although it will not have as much damage due to no parental bond.
- Can reliably catch mons in double battles.
- Once its going its strong
- Can get alot of vouchers
- Very slow to start
- You need to have both night shade and seismic toss as night shade cant hit normal mons and seismic toss cant hit ghosts.
- You cannot hit ghost/normal and normal/ghost mons without the use of soak.
- You either need to start with a mon that has parental bond or find a wild kangaskhan, who is a rare spawn in jungle
- Its outclassed by Quash builds as metal burst deals damage equal to 1.5x the mons hp while shadetoss deals damage equal to its level
- Runs take ages as you dont use runaway
- Does not like doing double battles so you get less shinies.
Damage over Time (DoT)
“every second hurts”
The main DoT strategy is to stack DoTs using Curse, Salt Cure and Leech Seed to deal continuous damage while protecting the DoTs with shielding moves. DoT counters token scaling by bypassing Protection Tokens entirely.
Key ideas:
- DoT builds require two Pokemon: a boss killer and a support. Both should have sturdy (passive or ability).
- Purifying Salt is crucial to prevent paralysis and curtail DoT disruption.
- Some DoT starters include Yamask, Pyukumuku, Spikey Ear Pichu, with special caveats about typing and teratype.
Example DoT setup: Curse, Salt Cure, Leech Seed, Protect-like move; optional extra slots for Heal Block or other utility.
To learn more, see the Boss Killer pages for DoT-specific builds and wave strategies.
Fusion
Fusion is the core mechanic for many Endless builds. This section outlines how fusion works and how to apply it in practice, including tutoring and spliced endless variants.
Fusing
- Fusion uses the master ball tier item, the dna splicer, to combine two Pokemon. Splicing averages stats, changes typing, combines move pools, and more.
Fuse Tutoring
- Fuse tutoring is essential; two party members are chosen to fuse, with order important. A fused Pokemon keeps the passive of the first target and the ability of the second. Defusing reverts to original first Pokemon with updated moves.
- Fuse tutoring enables access to rare moves on common starters.
Spliced Endless
- Unlock by completing classic with a spliced Pokemon. Diffferences include every Pokemon spliced, wild and owned; DNA Splicers are great ball tier; unspliced Pokemon have BST halved; optimized for speedruns; more luxury for team building; can be hard to find beneficial fuses; wild fusions make run ends more common; less friendship gained per Pokemon.
Forming an Endless Team (detailed)
A good Endless team requires substantial support. As waves rise, tokens stack; you must plan for early, mid, late game. A typical team core includes carry, staller, runner; remaining slots for boss killers, lure tutors, and other utility.
Core roles:
- Carry: primary finisher in early waves; evolves into late-game toolset.
- Staller: protects carry and enables shiny hunting via leech seed and DoT synergies.
- Runner: provides Run Away throughput for triple lure setups.
- Boss killers: DoT, Entrainment, or Smeadinja variants used later in run; require sturdy supports.
Starter recommendations emphasize passives and egg moves, as some essential moves (e.g., Dark Void, Mat Block) come from wild encounters and egg moves.
Example starter team concepts:
- RUNNER with Run Away
- STALLER with Lure
- BOSS KILLER with Purifying Salt or Sturdy
- CARRY that can handle doubles
- FUSE TUTORS with rare moves like Dark Void or Mat Block
The “Endless” Roles: Carry, Staller, Runner, Support, Boss Killers, Lures
Carry: strong early game and utility later—examples include Greninja, Darkrai, Kyogre, Reshiram, Yveltal, Zapdos, Groudon, Regigigas.
Staller: Mienshao, Watchog, Garchomp, Gourgeist; focus on speed and two-lure setups; recommended base moves include Dark Void and Mat Block; set up with high speed and carbos.
Runner: Run Away passive critical for triple lure runs; Teddiursa highlighted as top due to Honey Gather and Run Away; setup moves include Gastro Acid and Whirlwind.
Support: lurk as a helper to the boss killer; uses soak, heal block, Protect, or swap moves; Psychic Surge can overwrite other terrains to support DoT builds.
Dark Void and Mat Block: key to staller tech; a list of Pokemon that can learn Dark Void and Mat Block, with caveats and tiers.
Lures: triple lure builds increase double battles; triple lure ensures double battles on all waves except some boss waves; runaway synergy important for shiny hunting.
Boss Killers: DoT, Entrainment, Smeadinja-based approaches, with performance trade-offs between speed and shiny hunting efficacy.
What to Watch Out For
This section explains run enders and obstacles such as Neutralizing Gas, Paradox/Eternatus boss patterns, shiny obstacles, and how to counter them (Gastro Acid, Mold Breaker, etc.).
Neutralizing Gas turns off all abilities, including Run Away and Sturdy. Solutions include Mat Block on a staller with Whirlwind on Run Away, or Dark Void + Gastro Acid. In single battles, Master Ball usage is sometimes necessary.
Shiny Obstacles involve interactions with certain abilities like Magic Bounce, Good as Gold, and other modifiers; strategies include mold breaker Gastro Acid or Core Enforcer, using Entainment and Trick, etc.
Dangerous Eternatus fusions and specific counters across various bosses (Eteram, Etem, Eternex, etc.) require careful planning to counter with Gastro Acid, reviver seeds, or speed-boosting strategies.
Ending and Credits
The end of the guide thanks the readers and lists contributors and handles questions via the Pokerogue Discord channel. The page includes links and references to videos and other resources for further study.
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Images and Visual Aids
The guide includes a variety of visual aids (images) illustrating fusions, DoT setups, lure concepts, and team configurations. Representative files include:
- dna-splicer.jpg (Fusion example)
- smeadinja.jpg (Smeadinja build)
- run-info.jpg (Run Info screen)
- shade-toss.jpg (Shade Toss build)
- lures.jpg (Triple lure concept)
Additional Notes
- This guide is a community-authored compilation with updates posted periodically. The latest version cited is update 1.11.2, dated around 2025. The authors acknowledge potential inaccuracies as patch days pass.
- The document includes disclaimers about the dynamic nature of the game and encourages readers to consult the Pokerogue Discord for real-time guidance.
Appendix: Quick References
- Tokens and their effects
- Fusion and tutoring rules
- Triple lure mechanics
- DoT vs Entrainment vs Smeadinja boss killers
- Common starter options and passives
References and Tools
- Sandstorm Dex
- Pokérogue Fusion Tool
- Visual Endless Guide
- Wiki and Biome Calc
- Tricker Team Planner
- Pokerogue Official Discord
Final Thoughts
Endless mode rewards strategic planning, resource optimization, and smart sequencing of carries, stallers, runners, and boss killers. The guide’s aim is to help players understand the mechanics and adapt strategies to their preferred playstyle, with a focus on efficiency and Shinies hunting.