Introduction
Endless Grinding GUIDE new more in-depth and clear version Here Hi, we are lu & Monkee from the Pokerogue Discord, and this is our Endless Grinding Guide. Many people approach Endless the wrong way, often spamming legendaries or shinies as their strategy. In this guide, we will share improved ways of playing this mode, offering methodical strategies designed with purpose. Even though the guide is abit long try and read of it, it has all the info you need to beat endless.
Why Endless? Shinies and Legendaries (Or a Shiny Legendary) [Snek]
To access all of our tabs, look to the left and click on the arrows to open it up. Each tab shows and covers a different part of endless.
Table of Contents: Endless Fundamentals (read before starting) 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
Updated as of: 2/11/25 (day/month/year) (Me and Monkee lives in Australia and New Zealand okay 😭 ) Latest version as of update 1.11.2
Disclaimer : Information may not be fully accurate in later days. If you have any questions or need help feel free to ask in the discord in endless-grinding
Credit :
Excoman: A shit ton of feedback, early review, grammar
Table: Feedback, early review, grammar, formatting
Andr: Feedback, early review
Sang: Feedback, early review, grammar, formatting, sub-editor and being hot sang, I swear to god, stop doing this.
Grex: Early review, visual guides Taught us how to play endless
Gyaradope: Feedback, early review, sub-editor
Sandstorm: Feedback, early review, formatting
Steven: Formatting, memes, did the this page
Pepo: Sub editor
Aoisme: added this page Monkee spelled differences wrong
Rizbh: He likes my dog and told me to put this in or I get banned (more mod abuse smh)
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 u 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
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 comfortably 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
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 shotted 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 gets you down to 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.
some other diffrences
Some other differences from classic
● no trainers
● biomes change every 5 waves ● paradox mon every 50 waves (forced single battle, uncatchable) ● normal eternatus every 250 waves (forced single battle, uncatchable) ● eternamax eternatus every 1000 waves (forced single battle,
uncatchable) ● after every 50 waves the enemies get a token ● Lock capsule and tera orb aren't guaranteed drops after a certain waves, just normal items from rewards
● Premium voucher isn't in the rewards ● You have 15 points for starter selection instead of 10 ● There is a final wave: 5850 ● Raw damage can't win. 4750 is highest wave and it had a ton of planning ● The map doesn't exist, you can't get it at all
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
What is 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
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 pokemons 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
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 offensivie immunities. ⦁ _FUSE TUTORS_ Pokémon that learns/has Dark Void or Mat Block.
Lure Abilitys* No Guard, Illuminate, Commander, Arena Trap;
(credits to grex)
Carry
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
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 (^) PassiveLure Base Speed (evolved ) Worthwhile Moves Shiny Variants Worthwhile Ability Cost (red.) Mienfoo (Mienshao) No Guard 65 (105) Fake Out Detect Rock Slide (TM) Quick Guard Yes No 3 (1) Pumpkaboo (Gourgeist) Illuminat e 51 (84)^ Trick-or-Treat^ Yes^ Yes (Pickup) 2 (0.5) Patrat (Watchog) No Guard 42 (77) Fake Out (EM) Helping Hand (TM) Instruct (EM) No (^) (Illuminate)Yes 1 (0.25) Gible (Garchomp) Arena Trap 42 (102)^ Rock Slide (TM) Yes^ No^ 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
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 Pokemon 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:
Runners with Run Away passive
Pokemon Worthwhile Abilities^ Worthwhile Moves Shiny Variants (^) (red.) Cost Teddiursa Pickup Honey Gather Fake Out (EM) Torment (TM) Thief (TM) Covet (LV) Roar (TM) Yes 4 (2)
(unevolved)
Zigzagoon
Pickup (^) Thief (TM)Roar (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
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 (^) (red.) Cost Biome Rarity Froakie Mat Block (MM) starter, wild encounter 4 (2) Lake Rare Throh Mat Block (MM) starter, wild encounter 4 (2) Dojo (^) Boss CommonRare Ledyba Mat Block (EM) starter w/ egg move 1 (0.25)^ be starterNeeds to Needs to be starter
Darkrai
Dark Void
starter, wild encounter
7 (5) Abyss (^) Boss Super RareUltra Rare Smeargle Dark Void (REM) Sketch starter w/ egg move 1 (0.25)^ be starterNeeds to Needs to be starter Gastly Dark Void (REM) starter w/ egg move 4 (2)^ Needs to be starter Needs to be starter 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
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 spliced 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
- Nature Madness/Ruination if you can 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 be patched 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
a. Passives: Drizzle, Orichalcum Pulse, Snow Warning, etc. 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. Converting to Fairy only scouts for Clear smog.
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
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
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
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.
Skill Swap is better in Spliced, allowing you to concentrate all your necessary moves onto your solitary Darmanitan instead of spreading them out.
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. Teddiursa is my runway mon, its fused with Tatsugiri for the lure ability but any works.
Mienshao is my staller, its fused with Starmie but any fast lure mon works. The 3rd spot is any mon with sturdy, fuse tutor the moves onto it. Its fused with a shiny (shiny first sturdy mon 2nd) just for luck. Galar Darmanitan is the mon this build is built around with the gorilla tactics.
Fused with a mon that has sturdy as passive (in my case Kakuna) Groudon was carry, now mold breaker gastro acid mon Ninetales is just for luck and was a wild catch
Example starting team
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?
Shadetoss 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 how 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 Con’s 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.
What to Watch Out For
This section will explain some things
that you should be prepared for
that could either end your run or
make you miss out on shinies.
This section will show common run enders and how endless players counter them. Such as Paradoxes, eternatus fusions, neutralizing gas and others!
Neutralizing Gas
Neutralizing Gas
“beans that make you fart”
Believe it or not, Weezing is probably the biggest run ender of this game, with its ability neutralizing gas, it turns off all abilities, including run away and sturdy. And at high waves, this would be the biggest roadblock as you only do one damage due to the scaling of tokens. Other pokemons have neutralizing gas, such as garboder, skuntank, musharna and Volcanion. Lucky for us! Those endless nerds prepared just the thing. Mat block on a staller+whirlwind on your run away.
You can also do dark void+gastro acid to turn off abilities. And in single battles, you can just say fuck it and use a master ball.
Not all players will have dark void unlocked, or want space in their team. Dark void also needs speed investment. Fake Out + Roar is a minimum prep way to deal with Neut Gas, though it will not work all the time and you should get a proper way to deal with it asap.
Bosses To Keep In Mind
Paradox/Eternatus bosses to watch
out for
● Flutter Mane: Perish Song, perish song makes all mons who hear it faint in 3 turns, but bosses are immune to this so only your mon will faint, has dazzling which screws over prankster, can have mean look ○ Counter: switch into a sac allowing you to send your boss killer back in without perish song being active
● Scream tail: can have perish song which makes all mons who hear it faint in 3 turns, but bosses are immune to this so only your mon will faint. ○ Counter: switch into a sac allowing you to send your boss killer back in without perish song being active
● Iron Thorns: Sandstorm, this will kill your shedinja’s and shedinja fusions, can have pin missile, and stealth rocks. ○ Counter: have some form of weather control to override it like drizzle and drought, disable, defog/tidy up.
● Gouging fire: has burning bulwark which burns on contact killing Shedinja. ○ Counter: Using your moves after it uses burning bulwark.
● Iron Hands: Focus Punch can mess with metal burst ○ Counter: have the move counter on ur metal burst mons
● Slither Wing: Scrappy which screws over Normalise and Normal/Ghost or Dark/Ghost Shedinja, can have dual wingbeat which hits twice to break sturdy, can have morning sun to heal. ○ Counter: Gastro acid, disable, heal block and fairy Shedinja.
● Brute bonnet: has ingrain to heal more, dark type so prankser does not work, grass type so is immune to leech seed, can have sucker punch ○ Counter: Heal block, soak, don’t use prankster
● Iron crown: can have tachyon cutter which hits twice breaking sturdy ○ Counter: Disable
● Iron boulder: mighty cleave bypasses protect and protect like moves ○ Counter: Disable
● Roaring moon: dark type screws over prankster ○ Counter: Soak, don't use prankster
Dangerous Eternatus fusions: ● Eteram (reshiram), has turboblaze (mold breaker) which bypasses all abilities. ○ Counter: speed invested Gastro acid or reviver seed.
● Etem (Zekrom), has teravolt (mold breaker) which bypasses all abilities. ○ Counter: speed invested Gastro acid or reviver seed.
● Eternex (Calyrex), has unnerve which prevents you from eating berries, grass type stops leech seed. ○ Counter: gastro acid, soak.
● Eteidon (Miraidon), sets up electric terrain which prevents sleep. ○ Counter: psychic surge or grassy surge.
● Eterde (Zygarde), power construct cannot be overwritten using entrainment. ○ Counter: standard boss killer
● Etepagos (Terapagos), tera shift cannot be overwritten using entrainment. ○ Counter: standard boss killer
Shiny Obstacles
Shiny Obstacles
“pain”
If you encounter a shiny, but a gholdengo is its partner, there would be NO way to easily whirlwind/roar it away because of the good as gold ability it has. To counter this, you would need to use the move Gastro Acid on a pokemon with mold breaker, or to use core enforcer which disables the good as gold ability. Magic bounce is another reason why you need to have mold breaker gastro acid. Just like with good as gold, normal gastro acid wont work. Alternatively you can use Dragon Tail or Scrappy Circle Throw, but those won’t work on some of the next mons on this list.
Hatterene is a fairy type with magic bounce so core enforcer will not work so its good to have a mold breaker gastro acid mon for this rare scenario, outside fairy type magic bounce/good as gold, core enforcer is considered better as it is spread so can disable both mons abilities and passives. It should be noted that a HA Hatterene is extremely rare. Dragon Tail also won’t work on it, but Circle Throw will.
Magic guard can also be an issue when trying to shiny hunt, on X0 waves you cannot use pHazes like roar and dragon tail. Magic guard makes it so the pokemon takes no indirect damage, so all DoT’s will deal no damage. gastro acid or core enforcer can remove the
ability. On rare cases they can be fused with a good as gold or magic bounce pokemon, so you need mold breaker gastro acid/core enforcer
You can also just use mold breaker roar to remove these mons if they are not on a X0 wave, but it is good to have mold breaker gastro for other abilities. You can use mold breaker roar to immediately remove these pokemon.
Comatose is also an ability you would need to look out for. It makes sure the user is always asleep but can still attack and can’t be replaced/suppressed/ignored. To counter this, you just have to be lucky and pray for flinches or using Quash. Luckily this ability is only given to wild Komala and Quagsire, not common pokemons and Jirachi cant be encountered in the wild currently.
Pokemon with spread moves are also an issue, with the damage tokens buff being higher than the protection tokens, in later endless if a pokemon uses a move that affects the whole field it will kill its partner, unless it has sturdy or the endure token procs but it is not good to rely on either of these things. How do we get around this? Using dark void on a speed invested mon. Dark void puts both pokemon to sleep, if electric terrain is up swap in a mon with psychic surge to override it or use ice spinner/steel roller. You can also use moves like rock slide with multi lens and hope for flinch or powder snow which can freeze, and with 3 kings rocks has same chance to flinch as rock slide. Normalise entrainment builds have their own way of getting around this, by using trick or treat on the shiny mon and entrainment to give the other mon Normalise meaning the mon won’t be able to damage anything. You could also use entrainment to give the shiny the ability telepathy which makes it so a mon cannot take any damage from its partner.
Pokemon with moves that make themselves faint can be annoying, as it could be a new shiny and it keeps blowing up, there are a few ways to get around this. First way is to put them to sleep, this works for most but for minior is immune to status conditions while it is above half hp, so you cant dark void. Hatterene has magic bounce, which bounces off any status move. Garganacal has purifying salt making it immune to all status effects.
Don't Dos
In this bit we will talk about what
not to do/avoid in endless.
Why would we not want to use well baked body? Or something like Zacian? What tera type should I do? Should I just have a ton of shinies and a carry?
Why not to use well baked body (wbb) Well baked body Why jars aren’t good Jars :3 Why a ton of shinies isn’t good Shinies Is tera stellar good? Tera stellar Zacian……. zacian Pokerus? pokerus
Well-Baked Body
Fairy/Steel Well Baked Body
“medium rare? nah …”
A Fairy/Steel mon with Well-Baked Body (usually from Dachsbun) or Flash Fire (usually from Heatran) might seem good as it walls Eternatus. But this is a massive noob trap.
You only face Eternatus a total of 23 times in Endless, meaning 99.6% of the game is non-Eternatus waves. Beyond the super earlygame that should be easy to begin with, your WBB mon will be completely useless on all these non-Etern waves.
To make it worse, Etern isn’t even that hard a boss to begin with. Beyond its stats, which matter little in the end due to tokens, it has nothing special going on. Any strat like SturdyBurst, DoT, even ShadeToss will beat Eternatus. But most notably, they will also beat every Paradox or every mon that’s not Eternatus in general. Well-Baked Body strats will only beat things that other strats will already beat. And they don’t beat anything new either, leaving them completely redundant and thus a waste of a teamslot and DNA Splicers.
Even if you struggle with Eternatus in the earlygame, it’s a much better idea to use prototypes of your later strats (lead with a Sturdy+Salt Cure mon, do some chip damage with a Wobbuffet) or rely on low-commitment strategies (bait Eternabeam by sacking stuff, use Spore on a Ledian you were already bringing…) than dedicate an
entire teamslot and several mons that will only ever be useful for an earlygame Eternatus.
And if you’re somehow still not convinced–Steel/Fairy WBB won’t even beat Eternatus forever. Around 2k, at most 3k, you will literally not do enough damage to Eternatus to outpace healing tokens. Know what happens then? You’ll spend dozens of turns slowly PP stalling it, and it will literally 6-0 you with Struggle. Meaning that no matter what, you are going to need an actual endgame strat for lategame Etern. So you might as well build that from the start instead of wasting time and resources on a WBB mon.
Each of these tokens are multiplicative and add up to 999 so you end up doing 1 dmg.
Candy Jars
Candy Jars
“too sweet to be true”
Candy Jars on paper don't seem bad. They make it so Rare Candies give an extra level per Jar, with 99 Jars each Rare Candy gives 100 levels, seems pretty good!
But jars are very bad , not only do you have to spend a reward picking them up (which can be used for better things like master balls, dna splicers, money etc) but if you want to max them out you are going to need to spend 99 floors picking them up, also not including every 10 floors you can't pick a reward. And it doesn’t stop there–even after spending these 99 wave rewards, you have to constantly keep getting new Rare Candy to make the investment look like it pays off.
Basically, you waste a lot of time, money and wave rewards rerolling for Candy Jars and subsequent Rare Candy that simply aren’t needed. As funny as it sounds to sit 5k levels above level cap, you absolutely never need to be above level cap to clear Endless, so this is just making your run slower for no reason at all. And before you ask–no, massive overleveling will not make you reach 5850 without an endgame strat. Brute force alone will never win Endless no matter how overleveled you are.
There is also a much better way to get exp, eggs. Each lucky egg gives 40% more exp and each golden egg gives 100% more exp, and they are multiplicative! With just 99 lucky eggs (not hard to get via catching wild mons with them, coveting bosses, magician, pickup) that's 3960% more exp per battle, with 12 golden eggs (the minimum amount of golden eggs recommended) that's another 1200% exp.
You get just short of 8000% more exp per battle, with max golden eggs (99) that's 9900% more exp alone. You get a ton of levels without having to pick up Jars or Rare Candies. You dont need to be at/above level cap. Just need to have enough speed on the staller or HP on a SturdyBurster.
Random Shiny Starters
Taking random shinies just for
luck
A lot of newcomers to the gamemode will have teams looking like this: they bring their early game carry and then 5 shinies to increase their Luck stat. Awful carry aside, this is a pretty damn inefficient way to play.
While a high Luck stat definitely optimizes your run, overall a good team will always beat a bad team with more Luck. If you have already good mons that also happen to be shiny, cool! But you should not pull up with worse mons purely because they’re shiny.
You will have enough opportunities to catch wild shinies and add them to your team to get to SSS luck later in the run. There is no need to deny yourself good support options or hard-to-find moves and passives to get this from the very start. Chances are if you bring five useless shiny mons
on starter select, you’re going to have to release some to make room for actually important things later.
Fun fact: The highest brute force run is 4,750 with hoopa unbound.
Pokerus
Pokerus
What does Pokérus do?
Pokerus is a virus that gives your pokemon 1.5x exp and has a 1/10 chance to spread to other mons every wave, it can only be gotten from selecting one of the 5 random mons that have it, what mons have it change daily.
Why is it bad?
Pokérus itself is not necessarily bad, it can help early game and it is more exp. What is bad is picking bad mons that have no other use whatsoever. Picking a useful mon is better than picking a useless mon with Pokérus. If Pokérus so happens to be on a good mon for your build that day, cool! But you shouldn’t go out of your way to fit it on a team.
Is Pokérus needed?
No. lucky and golden eggs give enough exp. Pokérus is just a bonus if a mon that has it goes well into your build. If you do get it, it can save you a couple eggs, but frankly it won’t majorly change how you play the game or make things MUCH easier.
Stellar Tera
Using the WRONG tera
What does tera stellar do?
Tera stellar gives a 50% damage boost to all of your stab moves, and a 20% boost to non stab moves, but only once. Picking a normal tera type e.g. water will give a 50% boost to all water moves the mon selects while the mon is that tera type.
Why are tera types important?
Tera is a 50% damage boost to whatever type u tera into, so matching your tera type with your spamable spread move will help boost its damage more. Not all tera types are good though, for example, tera stellar is bad on every single mon, as you’re only going to spam one move. The only exception is Terapagos as they get a 100 base stat increase, stellar starstorm becomes spread and becomes stellar type, but still isn’t that good in general as you have to rely on finding tera orb and it does not do alot for a 9 cost mon. You would most likely use a tera that boost the spread move you are ALWAYS clicking, even if it is x4 resisted.
When using DoT, you would (almost) ALWAYS run tera ghost, but if your DoT pokemon is already part ghost, then you won’t need to use the tera. When using Metal Burst, or a DoT strat where Tera Ghost was not necessary, you would likely be using Tera Electric to avoid losing turns to the Paralysis token.
Zacian
Why Zacian is very overrated
and not recommended
TL;DR: COSTS TOO MUCH AND
DOES TOO LITTLE
● Steel/Fairy is probably the best typing in a normal Pokémon game, but Pokérogue is not a normal Pokémon game.
- _Offense is what is favoured in this game for Carry Pokémon, Steel is primarily_ _a_ _defensive_ _typing and doesn't have great offensive coverage or the strongest_ _attacks._ • _Fairy is more of a jack-of-all-trades type and while it looks like an amazing offensive typing on a type chart, it lacks good moves to take advantage of that property._ • _Fairy is_ _not_ _actually that good vs Eternatus as baiting it into using Eternabeam and hitting it in the recharge turns is a typical strategy, especially in Endless Mode._ • _The best types for carries are strong STAB combinations such as Reshiram's Dragon/Fire. This isn't Smogon Singles, offensive types are best on offensive Pokémon here._ • _I'm also going to tell you for free that if any type was the best type in Pokérogue it would be Ghost type, as it is the only type that can use Curse offensively as a DOT._ ● Physical Attackers are punished in this game by mechanics that Special Attackers don't experience at all or have an equivalent of.
- _Stat changes carry over between waves. Intimidate is quite common and the stat drops add up, especially in Sea Biome which has 9001 Wild Gyarados back to back._ • _Static, Flame Body and other nuisances are also quite common, and many Physical Attacks make contact and trigger them. Burn also nukes physical damage a lot._ • _Most importantly, Special Attackers just have a much stronger pool of moves to choose from, which is the main reason they are better in a game primarily about offense._
● Even if Zacian would be insane in a normal Pokémon game, this is Pokérogue where you can unlock broken Passive Abilities and Egg Moves.
- _Zacian's passive Unnerve is certainly a useful passive but carries are all about_ _offense, and offensive abilities/passives are better, like Yveltal's Soul Heart and so on._ • _Zacian's egg move pool leaves a lot to be desired. Magical Torque is a decent move but it is damage control, needed because of Zacian having a bad STAB movepool._ • _Other Legendary carry Pokémon due to their natural properties (being special attackers) actually get insane egg moves like Reshiram's Eruption, while Zacian does not._ • _All in all this Pokémon doesn't get much stronger via unlocks, which is kind of a niche I suppose but at the end of the day leaves it eventually outclassed by its peers._ ● In Pokérogue, good spread moves are seen as desirable. This is due to it being a grindy game and spread moves assisting with this.
- _Yes, Zacian has Earthquake as a Rare Egg move. It does not have STAB, hits_ _your other mon, has an immunity and doesn't even have that high BP to compensate._ • _Many of Zacian's peers (other Legendary Pokémon) have good options like Yveltal Fiery Wrath, Reshiram Eruption and the million Dragons with Core Enforcer egg move._ ● Zacian costs 9 which is a very expensive price to pay. One thing that helps determines the strength of Pokémon is how good they are relative to its cost.
- _Zacian requires a Rogue Tier item to get the 150 base attack that makes it decent, and has low attack before this at 120. Although Intrepid Sword helps admittedly._ • _There are several extremely good high cost Pokémon to choose from who can do the job even better. Hell, Reshiram and Yveltal are both better and cost 1 less too._ • _This in combination with the other factors such as bad moves, a bad passive, being a physical attacker and so on just make it relatively weak compared to many others._
What does Zacian get for its rare egg move? A spread Ground type attack that can hit your other mon and does no damage to flying types or levitating Pokemon. Imagine needing to take 2 whole turns to clear a double battle wave of Hoppips? Zacian the great and powerful everyone! And all of this is not even mentioning the fact that Zacian is tied 2nd for the most expensive starter in PokeRogue. And now opportunity cost kicks in yet again. You know what Pokemon
you can get for the same price as a Zacian? Kyogre: a Pokemon that clears every wave in one turn barring Origin Pulse misses pre Water Spout acquisition and requires 0 egg moves to be viable. Let’s do one better shall we? What’s one point cheaper than Zacian? Reshiram, a Pokemon ever so slightly superior to Kyogre. What’s two points cheaper than Zacian? Darkrai, the (arguably) best endless carry in the game. No matter how you slice it, Zacian just isn’t anywhere
near the best carry in Endless. Now, can you play Endless with Zacian as a carry and succeed? Yes, you absolutely can. However, doing so is going to make a game mode known for being an arduous and difficult experience, unnecessarily arduous and difficult. The meta picks of endless are the meta picks because using them simplifies the overall objective of endless. Zacian cannot meaningfully do that, and that is why it is bad. Zacian is the noob trap to end all noob traps in Endless mode. And I am here to tell you here and now that it is TRASH in Endless! Full stop. End of sentence. Oh, and don’t think I don’t know all the excuses people who spend too much time watching out of date YouTube guides on this game and reading Reddit threads wheel out whenever they encounter this fact. But it got banned to Anything Goes in its debut generation! But it won a VGC World Championship! But it’s one of the most broken Pokemon to ever come out of Game Freak HQ! But I saw this guide on the internet that told me Zacian was the bestest, most special Pokemon for winning endless ever! I get it. I understand the appeal for a fresh-faced endless player to gravitate towards copied homework Sif the Great Grey Wolf. Don’t get me wrong, Zacian is a very, very strong Pokemon. It’s proven so time and time again in whatever
formats it’s briefly allowed in. However, this is Endless mode. It is not VGC, it is not Smogon singles, it is not a mainline game’s story mode, and it isn’t even Classic mode. Endless mode is not played like other Pokemon formats or games. Endless mode is all about grinding: how quickly and efficiently can you encounter a wave of Pokemon, refresh them by fainting them or running away, find a cool item in the shop, and repeat until you find something you’re missing. And with these parameters in mind, you can start to see why Zacian isn’t the greatest carry. First up, it’s a physical attacker, and physical attackers to deal with BS. We’re talking Flame body, static, rough skin, gooey, intimidate, I can go on. No number of swords dances or intrepid sword boosts is going to help Zacian gets through a double battle against 2 Eiscue. And that brings me to Zacian’s second problem. Spread moves, or rather, lack thereof. Zacian only has one: Earthquake and it is its RARE EGG MOVE. For basically the same amount of grinding and
luck required, you can get sun boosted Eruptions Wave 1 on Reshiram.
TLDR; Zacian is fine, it is just too expensive for what it does to be considered good. It is outclassed by hundreds of starter choices. Use it if you want but it's bad. Sorry.
Credit to Tempest for the copy and paste
Willful Ignorance
Not Being Open Minded
This is the biggest issue that players have. They go into endless believing it's just classic, but without an end. They go into endless without a proper plan or any strategy thinking it can just be brute forced. Endless plays very differently from classic and you need to know what you are doing if you want to do well in it.
Knowing what to do and how endless works is the most important part, good players can go into endless and win without doing optimal stuff like using meta carrys and mons. If you have an understanding of how endless works and how to play it you can make just about anything work.
This is a run Grex did without using any fusion, and did well and got a lot of shinies from it. This is because grex is an experienced player that knows what he is doing, so he can do runs like this with restrictions and make it work well. Knowing why something is good is very important, this here is a good starting team
But if you can’t tell why it’s good, it’s shit. You can’t just pick what people say is good and expect it to be an auto win, you have to know each mons role, why it’s there, why it’s good etc.
Phases
Phases
This section will show you what you should do during waves 1-1000 1000-2000 2000-5850
COMING SOON
maybe
1-1000
1-1000
1-500 is probably the hardest part of endless, not being able to one shot stuff with even a neutral move is pain. This section will tell you how to play during this
part of the game.
Things to do in early game:
● Use your carry to fight wild pokemon. ● Look for valuable items: ○ Lock capsule ○ Healing charms ○ Shiny charms ○ DNA Splicers ○ Carbos (and Protein/Calcium for your carry early-game) ● Teach your Staller Dark void and Mat block via fusion ○ If you brought Smeargle, you can sketch Mat block in the first double battle you see. You can also sketch other useful moves like Rock slide, Endure, Powder snow, an OHKO move, Disable (or whatever you want for your staller). Then you can fuse Smeargle to your staller when it has the right moves. ○ If you brought Darkrai as a carry, fuse Mat block onto your staller instead. Make sure you have all other elements you need before fusing Darkrai to your staller. ○ If you brought a Dark void pokemon that is not Smeargle or Darkrai, try to get Dark void on your staller ASAP so you can free up a slot ● Fuse moves onto your boss killer ○ For Dot, look for Leech seed, Salt cure, Curse, Protect and/or any other move you were planning to use ○ For Metal burst, look for Metal burst, Counter, Protect and any other move you were planning to use
○ For Entrainment, refer to Grex’s guide ○ For Smeadinja, Sketch Tangela’s moves onto Smeargle, then dump Tangela. Fuse Smeargle first and Nincada 2nd. ● Find Gastro acid for your runner ● Find other useful moves for your runner (Roar/Whirlwind, Covet/Thief, Disable/Torment, whatever else you were going to use)
● Find Honey gather if you didn’t bring it ● Start to reroll around 200 if you have enough money ●
1000-2000
COMING SOON
1-2000
This part of the game is normally where you run, however if you haven’t got everything yet, that's fine! This is the part of the game where Master ball tier items and legendaries normally become more common. This section is just a checklist.
Carry : Endure Your spammable spread move Heal block (Optional) Soak (Optional) Endure Staller : Mat block Dark void Endure (If above 300k speed, you can remove this) Last move (Powder snow, Disable, Rock slide, Trick or Treat) Runner: Thief Disable Gastro Acid Whirlwind Boss Killer: This moveset depends on your boss killer, go to the Boss killer tab to learn about the movesets Sac : Almost all builds need only 5 slots or less, we have a random shiny for luck to sac whenever our run away is facing a paradox. The sac doesn’t need any moves
Support: here
2000-5850
COMING SOON,
NOT
Resources
Other Helpful Resources and Credits
● Move and Ability Sources ● Sandstorm Dex ● Wiki ● Biome Calc ● Tricker Team Planner ● Pokérogue Fusion Tool ● Visual Endless Guide ● Pokerogue official discord
Ending
The End
That is the end to our Endless guide, I hope you know how to build a team and the tips and tricks are endless. Thank you for reading lu and Monkee Endless guide, information may not be accurate as of the time of writing, it’s 30/09/25. Hope you get a t3 legendary!
Or a t2, I'm just really unlucky!
Writers: Lu, Monkee Credit: Sang, Excoman, Andr06, Steven, Gyaradope, Grex, Esca and (╯°□°)╯︵ ┻━┻
This is my first time writing a guide, I hope this helps you as we spent hours making this. If you have any questions, or suggestions for the guide feel free to ping us in the discord server. @Imjust_lu and @Cool_Monkee and the first option is us. :3