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 the dungeon area via the Warp Master (/warps) and speak to the Dungeon Guide NPC for a walkthrough, or open the menu directly with /dungeons (alias /dung).
See Warps for the spawn map.
Commands
| Command | Description |
|---|---|
/dungeons or /dung | Open the dungeon menu |
/dungeon team create | Create a team |
/dungeon team invite <player> | Invite a player |
/dungeon team leave | Leave your current team |
/dungeon exit confirm | Leave a dungeon (forfeits progress and loot) |
The Dungeons
| Dungeon | Difficulty | Types | Base levels | Lives | Max players | Cooldown | Time | Goal |
|---|---|---|---|---|---|---|---|---|
| Frozen Cavern | Easy | Ice / Water | 30–50 | 5 | 3 | 30 min | 30 min | Defeat 30 Pokémon |
| Overgrown Ruins | Easy | Grass / Bug | 30–50 | 5 | 3 | 30 min | 30 min | Defeat the Boss |
| Volcanic Depths | Medium | Fire / Rock | 45–60 | 3 | 4 | 1 hour | 45 min | Defeat the Boss |
| Sunken Temple | Medium | Water / Psychic | 45–60 | 3 | 4 | 1 hour | 45 min | Defeat 50 Pokémon |
| Shadow Crypt | Hard | Dark / Ghost | 80–100 | 2 | 5 | 2 hours | 1 hour | Defeat the Boss |
| Crystal Sanctum | Hard | Dragon / Steel | 80–100 | 2 | 5 | 2 hours | 1 hour | Defeat the Boss |
How Dungeons Work
- Dungeons are made up of multiple themed rooms with aggressive Pokémon that hit harder than normal wilds — the bosses can't be caught.
- 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 but flattens out — the Frozen Cavern boss starts at level 55 and climbs toward the mid-80s no matter how many times you clear it.
- 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.
| Dungeon | Boss pool | Starting level |
|---|---|---|
| Frozen Cavern | Walrein, Lapras, Cloyster | 55 |
| Overgrown Ruins | Breloom, Scolipede, Trevenant | 50 |
| Volcanic Depths | Magmortar, Camerupt, Volcarona | 60 |
| Sunken Temple | Slowking, Jellicent, Reuniclus | 60 |
| Shadow Crypt | Gengar, Dusknoir, Spiritomb | 100 |
| Crystal Sanctum | Garchomp, Metagross, Hydreigon | 100 |
Boss levels rise with completions but level off. The Easy and Medium bosses climb toward the mid-80s (Frozen Cavern ~84, Overgrown Ruins ~79, Volcanic Depths and Sunken Temple ~89); only the two Hard dungeons — Shadow Crypt and Crystal Sanctum — are fixed at level 100 from the start.
Rewards
Each dungeon rolls from a tier-matched loot pool, and the common/uncommon/rare split gets more generous as the difficulty climbs:
| Tier | Common | Uncommon | Rare |
|---|---|---|---|
| Easy | 80% | 18% | 2% |
| Medium | 70% | 25% | 5% |
| Hard | 60% | 30% | 10% |
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.