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The Endless Abyss
A dungeon with no last floor, with your own Pokémon: a guardian every ten floors, a regulated bag, and weekly and monthly rankings.
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A bottomless descent
From chapter 1, open Spin-offs on the departure board. You go down alone, with your own team, under the story’s level cap. The Abyss has no last floor: every floor is a little harder than the one before, without any limit.
The Abyss is always played on Normal: the difficulty chosen on the board does not apply there, so that the ranking measures everyone the same way.
How wild Pokémon grow
Wild Pokémon start at level 30 on floor 1 and gain one level per floor, up to level 100 on floor 71. Deeper down, their stats rise instead, by 2% per floor, endlessly.
Their level follows your four best Pokémon, team and reserve included, even if you leave them at camp. They never exceed those by more than two levels. But a strong camp cannot simply crush them either: they never drop more than 8 levels below it, and the gap narrows by one level every 5 floors. With four level-100 Pokémon, you therefore meet level-92 wild Pokémon from the very first floor.
A guardian every ten floors
Every 10 floors, a guardian seals the checkpoint room: it stays closed while the guardian stands. It is three levels above the slope, has far more HP, cannot be put to sleep or paralysed, and drinks a Vitality Elixir when it falls below half its HP. Every 50 floors, it is a Mythical, even sturdier, with 2 elixirs.
A defeated guardian can join you under the usual rules; a Mythical, never. Your first victory on each checkpoint opens a chest, richer the deeper you go.
| Floors | Location | Checkpoint guardians | Mythical |
|---|---|---|---|
| 1–25 | Glowing Grottoes | ||
| 26–50 | Drowned Forest | ||
| 51–75 | Magma Forges | ||
| 76–100 | Storm Peak | ||
| 101–125 | Heart of the Void |
then the five locations come back, in the same order
The location changes every 25 floors, with its own wild Pokémon, weather and scenery.
Your resume point
A checkpoint you beat becomes your resume point: your next descent starts just below it. From a beaten checkpoint, you can also return to the Hollow with your loot.
A K.O. costs dearly: your bag and coins stay at the bottom, and you restart from the last checkpoint you beat. At the start of each month, your resume point moves back 30 floors. Chests already opened do not reopen, and your lifetime record stays.
Your bag in the Abyss
You only leave the Abyss from a beaten checkpoint; giving up or a K.O. costs your bag and coins, and you cannot skip a floor or a room. Some items therefore have no effect, and the strongest heals are limited on each descent:
| Item | In the Abyss |
|---|---|
| no effect, stays in the bag | |
| no effect, stays in the bag | |
| no effect, stays in the bag | |
| no effect, stays in the bag | |
| no effect, stays in the bag | |
| at most 1 per run | |
| Rebirth Elixir | at most 1 per run |
| Vitality Elixir | at most 2 per run |
| Supreme Elixir | at most 1 per run |
| at most 3 per run |
An item with no effect does not cost a turn, but it is useless here: leave it at the bank and bring heals instead.
The rankings
On the departure board, two rankings show the ten deepest divers: one for the week and one for the month. They count the deepest checkpoint beaten during the period; on the same checkpoint, whoever got there first ranks higher. You must be signed in to an account to appear.
A record that does not add up is set aside and reviewed by the team before any reward.
The rewards
A period is judged a day and a half after it ends, once no record can arrive anymore. The team reviews the podium, then sends the rewards: items and the Pokémon arrive in your camp the next time you open the game, and titles unlock in your Achievements.
| Place | Reward | |
|---|---|---|
| Each week | 1st | title “Diver of the Week” + |
| Each week | 2nd and 3rd | |
| Each month | 1st | title “Lord of the Abyss” + a shiny Paradox Iron Pokémon |
| Each month | 2nd and 3rd | title “Abyss Podium” + |
| Each month | 4th to 10th | title “Shadow of the Abyss” |
See also
- Co-op and other adventuresThe Maze of EchoesThirty-five floors with a borrowed team, seven-floor milestones and one weekly recruit.
- Co-op and other adventuresRevisiting and free explorationOld chapters, the deep gallery and side activities follow different rules.
- PokémonAlphasFloor leaders and Alpha House masters: charges, danger and different recruitment rules.
- DungeonsFaintingWhen the team falls, it returns to the Hollow without the bag or the coins it was carrying. What is lost, what remains, and the special cases: the Monster House, bosses, fleeing, playing together.
