Professions
Five crafts are coming to the world: gathering what grows wild, breaking it down, and building things no shop will ever sell you. None of them is open yet — this is what they will be.
Foraging
Everything the other crafts need starts here
The gathering craft. You walk the overworld and your pocket monster does the finding — the one that digs, the one that picks things up, the one with a nose for it.
Common Berries
Everywhere, once you know to look. Basic cooking and the weaker tonics.
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Oran Berry
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Pecha Berry
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Cheri Berry
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Chesto Berry
Rare & Specialty Berries
The ones worth walking for. High-end cooking, every elixir, and the potent tonics.
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Sitrus Berry
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Tamato Berry
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Kelpsy Berry
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Salac Berry
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Starf Berry
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Enigma Berry
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Rindo Berry
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Yache Berry
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Lansat Berry
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Persim Berry
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Payapa Berry
Apricorns
Five colours off the trees, and the shell every Spherecrafting fitting starts from.
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Red Apricorn
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Black Apricorn
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White Apricorn
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Yellow Apricorn
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Green Apricorn
Flora & Fungi
Roots, herbs and mushrooms — the staples behind most dishes and every botanical brew.
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Energy Root
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Revival Herb
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Big Mushroom
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Sweet Herba Mystica
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Spicy Herba Mystica
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Big Root
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Pungent Root
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Large Leek
Fauna Drops
What the wild leaves behind. Specialist cooking, and the things that make you quicker.
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Shed Slowpoke Tail
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Moomoo Milk
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Swift Feather
Refining
Break hard things down into what everyone else builds with
Dismantling and processing. Evolution Stones and ancient Relics do not give up their energy quietly — it takes a strong pocket monster, or the right elemental one, to crack them into dust and fragments.
Elemental Powders
Every evolution stone in the world, ground to powder. Buy them at the Evolution Emporium or find them out farming — this is the one profession that starts from something you can already get.
Green grit off a Leaf Stone. The cheapest thing a refiner can practise on — leaf stones turn up almost anywhere.
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Leaf Stone
Pale dust off a Moon Stone. No shop sells one, so every grain of this was found in a cave.
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Moon Stone
Blue powder off a Water Stone, still faintly cold to the touch.
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Water Stone
Charged shards off a Thunder Stone. The Adrenaline Syringe and the Voltorb Decoy Trap both want these.
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Thunder Stone
Red powder off a Fire Stone. It keeps its heat for hours after the grinding.
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Fire Stone
Filings off a Link Stone — the most expensive thing in the shop, turned into a pinch of metal. Only a master refiner would.
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Link Stone
Pressed Extracts
Ore and berries pressed down to what the Apothecary actually wants. Both go straight into an elixir — you find the raw thing out farming and bring it back here.
Iron ore pressed until only the hardness is left. The Apothecary's Rocky Helmet decoction is built on it.
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Iron Ore
A Lum Berry pressed to syrup. Everything that cures a status condition starts here — the Sacred Ash panacea most of all.
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Lum Berry
Mechanical Scraps Found in the wild from Refining level 5
Off Steel and Electric types, or scavenged from ruins. The guts of every gadget and fitting.
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Iron Ball
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Sticky Barb
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Smoke Ball
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Eject Button
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Spring
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Copper Wire
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Iron Gears
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Polished Aluminum
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Scrap Metal
Ground Reagents Found in the wild from Refining level 10
Revives, charcoal and stranger things, ground down. Tonics and elemental gadgets.
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Dusk Stone Dust
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Revive Dust
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Hard Stone Crumb
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Poison Gem Dust
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Charcoal Dust
Relic Extractions Found in the wild from Refining level 15
Held items broken open for what is inside. The best elixirs, and the dangerous tonics.
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Metal Coat Shavings
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Crushed King's Rock
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Psychic Gem Dust
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Liquefied Everstone
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Toxic Orb Residue
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Flame Orb Residue
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Ectoplasm
Shattered Equipment Found in the wild from Refining level 20
Gear that did not survive the crushing. Defensive and stat-bending elixirs.
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Wise Glasses Shards
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Rocky Helmet Spikes
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Crushed Clear Amulet
Gastronomy
Cook meals that arm your team before the first hit lands
The culinary craft. Feed a pocket monster before you head out and it carries Well Fed with it — a passive that is simply on, fight after fight, until the time runs out or it goes down.
What you'll cook
Nine dishes, three ingredients each. Every one is a plan, not a promise.
- Every dish lasts 30 minutes
- One meal at a time — a second dish replaces the first
- Well Fed sits on the pocket monster that ate, not on you
- Lost early if it faints
Carries a shield worth 15% of the pocket monster's max HP. Break it and it reforms once the fighting stops.
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Moomoo Milk
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Sitrus Berry
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Revival Herb
Heals the pocket monster for 10% of the physical damage it deals.
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Big Root
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Oran Berry
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Pungent Root
Every hit it lands can set the target burning.
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Cheri Berry
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Spicy Herba Mystica
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Charcoal Dust
+15% damage dealt, paid for with every move coming off cooldown 10% slower.
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Tamato Berry
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Magmarizer Dust
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Alolan Flour
+5% critical hit chance, and a critical hit flinches whatever it lands on.
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Large Leek
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Lansat Berry
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Leaf Stone Powder
Every move comes off cooldown 10% faster.
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Rindo Berry
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Revive Dust
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Steamed Moomoo Milk
+2 Defence, and cannot be made to flinch.
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Big Mushroom
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Yache Berry
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Hard Stone Crumb
Immune to sleep, paralysis, freeze and confusion.
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Shed Slowpoke Tail
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Kelpsy Berry
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Water Stone Powder
+2 Evasion, and the first attack of every fight misses outright.
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Pecha Berry
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Swift Feather
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Sweet Herba Mystica
Apothecary
Brew the long buff and the emergency button
The science of potent liquids. Energy pulled out of natural and synthetic ingredients becomes two very different things: something you drink and forget about, and something you save for the moment it decides a fight.
Elixirs — half an hour, on you
Six flasks. Where a meal feeds one pocket monster, an elixir is brewed for the trainer.
- Every elixir lasts 30 minutes
- One elixir at a time, and it stacks with a meal
- The elixir is on YOU, so it covers whichever pocket monster is out
- Which is why it survives a faint — a meal does not
Your pocket monster take 20% less damage, and move and attack 10% slower for it.
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Iron Ore
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Starf Berry
Immune to confusion, and enemy moves can never lower your pocket monster's accuracy.
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Crushed Clear Amulet
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Persim Berry
Whatever hits your pocket monster takes 5% of that damage back, at the cost of 10% movement speed.
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Rocky Helmet Spikes
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Iron Defense Extract
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Hard Stone Crumb
Your pocket monster's hits have a 10% chance to make the target flinch, once every 5 seconds per target.
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Crushed King's Rock
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Salac Berry
Special moves come off cooldown 15% faster — but physical ones hurt your pocket monster 10% more.
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Wise Glasses Shards
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Payapa Berry
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Ectoplasm
Nothing can lower your pocket monster's stats — and nothing can raise them either.
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Liquefied Everstone
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Lum Berry
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Metal Coat Shavings
Combat Tonics — seconds, on a cooldown
Six hotbar drinks, and one cooldown between them. Picking the right one is the whole skill.
- Five minutes of cooldown on every tonic
- And they share it — drink one and the rest go down with it
+40% damage for 5 seconds, bought by poisoning your own pocket monster to get it.
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Energy Root
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Toxic Orb Residue
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Flame Orb Residue
For 8 seconds every critical hit lands 30% harder.
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Large Leek
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Lansat Berry
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Zinc
+25% movement speed for 6 seconds. Then the crash: 4 seconds at half speed.
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Thunder Stone Fragments
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Swift Feather
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Zap Zap Pika Flavor
The next hit within 5 seconds is a guaranteed critical, and it shatters any shield it lands on.
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Psychic Gem Dust
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Enigma Berry
Clears every status condition and restores 30% of max HP over three seconds.
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Sacred Ash Pinch
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Lum Berry Extract
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Chesto Berry
For 4 seconds your pocket monster's HP cannot fall below 1. When it ends, 30% movement speed to get clear.
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Link Stone Filings
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Salac Berry
Spherecrafting
Build the ball, then build what goes on it
Engineering and blacksmithing. The shell of a capture ball is a machine, and a machine can be forged differently, bolted onto, and improved — and some of what you build does not go on a ball at all.
Ball fittings — on the ball, not the pocket monster
Four fittings. Three bolt on and stay; one is spent on a single throw.
- A fitting goes on a Poké Ball, so it works for whatever you throw at
- One fitting per ball — a second replaces the first
- The ball still decides the catch rate; a fitting only bends it
A ball that fails to catch bounces straight back to your bag. The hinge is spent either way.
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Spring
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Yellow Apricorn
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Copper Wire
Fitted to a Poké Ball, a Great Ball or an Ultra Ball, it lands with a 5% better chance of catching. Spent on that one throw, and it does not fit a Master Ball.
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Polished Aluminum
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Moon Stone Dust
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White Apricorn
So comfortable inside that whatever settles in settles well: anything caught with it comes out at least Refined.
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Dusk Stone Dust
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Black Apricorn
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Iron Gears
Too heavy to shake off. If the wild breaks free it stays put for one more throw — once per pocket monster.
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Iron Ball
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Fire Stone Powder
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Heavy Duty Boots Tread
Deployables — placed, not thrown
Four hotbar devices you set on the ground to shape the fight around you.
- Placed on the ground, never aimed at a target
- One of each on the field at a time
Drops a decoy that pulls nearby enemies onto it. After three hits it detonates for Electric damage and paralyses what it catches.
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Scrap Metal
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Thunder Stone Fragments
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Red Apricorn
Fills the area with smoke for 8 seconds. Everything inside loses accuracy, and your own hits land 20% harder from within it.
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Smoke Ball
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Poison Gem Dust
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Green Apricorn
Lays a net. The first enemy across it is rooted for 3 seconds and takes Electric damage throughout — it can still attack, it just cannot close.
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Sticky Barb
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Yellow Apricorn
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Copper Wire
Step on it and you and your pocket monster are thrown clear, dropping every enemy's aggro for 2 seconds.
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Eject Button
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Spring
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Scrap Metal
In game, the five craftsmen stand in the artisans' quarter — east out of the plaza, down the dirt road. Talk to the one whose trade you want and his panel opens on it.