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Dungeons are PvE challenges where you fight through rooms of hostile Pokémon, survive on limited lives, and beat a boss for loot. Six themed dungeons across three difficulty tiers — playable solo or with a team.

Getting Started

Head to /warp dungeon and speak to the Dungeon Guide NPC for a walkthrough, or open the menu directly with /dungeon (alias /dung).

See Warps for the spawn map.

Commands

CommandDescription
/dungeon or /dungOpen the dungeon menu
/dungeon team createCreate a team
/dungeon team invite <player>Invite a player
/dungeon team leaveLeave your current team
/dungeon exit confirmLeave a dungeon (forfeits progress and loot)

The Dungeons

DungeonDifficultyTypesBase levelsLivesMax playersCooldownTimeGoal
Frozen CavernEasyIce / Water30–505330 min30 minDefeat 30 Pokémon
Overgrown RuinsEasyGrass / Bug30–505330 min30 minDefeat the Boss
Volcanic DepthsMediumFire / Rock45–60341 hour45 minDefeat the Boss
Sunken TempleMediumWater / Psychic45–60341 hour45 minDefeat 50 Pokémon
Shadow CryptHardDark / Ghost80–100252 hours1 hourDefeat the Boss
Crystal SanctumHardDragon / Steel80–100252 hours1 hourDefeat the Boss

How Dungeons Work

  • Dungeons are made up of multiple themed rooms with aggressive, uncatchable Pokémon that hit harder than normal wilds.
  • Use your Pokewand to direct your Pokémon at targets.
  • You have a fixed number of lives. Lose them all and the dungeon ends — there's no spectating, you're sent home.
  • Each dungeon has a time limit. Run out and you fail.
  • Run solo (left-click in the menu) or with a team (right-click).
  • After clearing, you're locked out of that dungeon for its cooldown.

Difficulty scales with your clears

Every dungeon gets harder the more times you've completed it. Boss levels, boss damage, wild Pokémon levels, wild damage, and spawn density all scale up based on your completion count. Scaling uses your team's most experienced player, so veterans can't carry newer players through easy versions forever.

  • Boss damage starts at 1.0× (Easy), 1.5× (Medium), or 2.0× (Hard) and ramps up toward 2.0× / 2.5× / 3.0× over many clears.
  • Boss level rises with completions (e.g. Frozen Cavern boss starts at level 55 and caps at 100).
  • Wild Pokémon scale similarly.

The ramp is steep for your first few runs then levels off.

Boss Encounters

Each dungeon's boss is rolled from a small pool.

DungeonBoss poolStarting level
Frozen CavernWalrein, Lapras, Cloyster55
Overgrown RuinsBreloom, Scolipede, Trevenant50
Volcanic DepthsMagmortar, Camerupt, Volcarona60
Sunken TempleSlowking, Jellicent, Reuniclus60
Shadow CryptGengar, Dusknoir, Spiritomb100
Crystal SanctumGarchomp, Metagross, Hydreigon100

Boss levels rise with completions, capping at level 100.

Rewards

Each dungeon rolls from a tier-matched loot pool — easy_*, medium_*, hard_* — split 80% common, 18% uncommon, 2% rare. Loot ranges from basic supplies in Easy dungeons to competitive items and rare materials in Hard.

Cross-link: pairs well with Raids for co-op content.

Bring Pokémon with type advantages against the dungeon's theme — it makes the difference between cruising and burning a life every room.