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Version: 0.9 · MC 1.21.1

Getting started

This page walks you through your first rift. Brecher's Hyperspace Rifts requires Cobblemon, so bring a party of Pokémon you are happy to battle with.

Get the field guide​

The in-game Brecher's Rifts field guide covers the same topics as this wiki. Craft it from a Book and an Amethyst Shard (shapeless). Holding a Book unlocks the recipe. Operators and creative players can also take it from the Brecher's Hyperspace Rifts creative tab.

1. Find a rift​

Rifts appear on their own in the Overworld, between 512 and 6000 blocks from world spawn by default, and never in oceans, rivers or the Deep Dark. The color of a rift tells you its difficulty. Higher tiers are more likely the farther you travel from spawn.

  • When you come within about 48 blocks of a rift for the first time, an action-bar message tells you that a rift hums nearby.
  • Craft a Resonator (8 Rift Dust around a Compass) to have a compass needle point at the nearest rift signal.
  • Start with a Fading or Stable rift. Fading rifts are solo, single-stage fights.

Rifts do not last forever. Each one shows a "Closes" timer, and a rift can only be run once. After its incursion ends, whether you won, retreated or were defeated, the rift collapses.

2. Preview the rift​

Right-click the rift to open the Rift Preview screen. It shows:

  • the tier, the number of stages and the party size (for example, "Party: 1/2");
  • your battle attempts per stage;
  • the anomalies waiting in stage 1;
  • for Chaotic rifts, the legendary Pokémon that waits at the end.

The Rift Preview of a Chaotic rift: five stages, one attempt, a party of up to four, the Barbed anomaly, and Regirock waiting at the end

Look before you commit. Nothing happens until you press Join Incursion.

3. Join and gather the party​

Join Incursion puts you in the rift lobby. Other nearby players can right-click the rift and join until the tier's party limit is reached. The player who joined first is the party leader and can press Start Incursion early. Otherwise the lobby deploys automatically after 30 seconds. You can press Leave while you wait.

The rift lobby: 1 of 4 trainers assembled, auto-start countdown, Start Incursion and Leave

4. The shared battle​

Everyone is teleported to a protected arena. Each player fights the boss in their own Cobblemon battle, and all those battles run in parallel. Damage from every battle reduces one shared health pool, shown on the boss bar at the top of the screen. A bigger party means a tougher boss, but you also get more battles pounding on it, so groups come out ahead. Solo clears are always possible.

During a battle:

  • Blacking out or fleeing takes you out of the fight and costs one of your battle attempts for the stage. Fading and Stable give you 3 attempts per stage, Unstable gives 2, and Volatile and Chaotic give 1. With attempts left you can walk back up to the boss and re-engage, but only while someone else in the party is still fighting. The stage is lost the moment nobody is left fighting, so a solo player who blacks out loses the stage straight away.
  • Hold an Attack, Defense or Heal Cheer and right-click to use it on your turn. You can craft Cheers; see Items.
  • Watch the stage's anomalies, which can change the weather, block Cheers or put the boss on a timer.

The stage is won when the shared pool reaches zero. Details are on the Incursions page.

5. Retreat or push​

In multi-stage rifts (Unstable, Volatile and Chaotic) a decision screen appears after each cleared stage:

  • Facet: the party picks one of three group-wide bonuses for the rest of the run.
  • Retreat ends the run for everyone and keeps all rewards earned so far. A single Retreat vote is enough.
  • Continue starts the next stage, but only once every connected player has voted Continue.

If the 60-second decision timer runs out, the party continues by default. Pokémon are brought back up to at least half health between stages (a quarter on Chaotic rifts), but they are not fully healed.

6. What you get​

  • Rift Dust after every cleared stage, plus separately rolled bonus loot.
  • On a completed Volatile or Chaotic rift, an Apex Token each and a completion loot roll.
  • A small chance at a cosmetic Rift Trophy when you complete an Unstable or higher rift.
  • When the run ends, your party is healed.

Even a defeat pays a small consolation of Rift Dust, and anything already earned from cleared stages is kept. See Rewards for the numbers.

Where to go from here​

Turn Rift Dust into Rift Shards, collect Apex Tokens, and follow the path in Legendary Crystals and Convergence and sealing. If something goes wrong, check Troubleshooting and FAQ.

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