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Version: Next (unreleased)

Incursions

An incursion is one run through a rift. This page covers joining, how the shared battle works, the vote between stages, and what happens when things go wrong. Tier details are on Rifts and tiers.

Preview and join​

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

  • the tier and the number of stages;
  • battle attempts per trainer, per stage;
  • the party count, such as 1/2;
  • the anomalies waiting in stage 1 ("No Anomalies Detected" if there are none);
  • on Chaotic rifts, the legendary Pokémon waiting at the end.

The Rift Preview of a Chaotic rift

Press Join Incursion to enter the lobby. The party size limit depends on the tier:

TierFadingStableUnstableVolatileChaotic
Max trainers12244

The first player to join becomes the party leader. The lobby shows how many trainers have assembled. The leader can press Start Incursion at any time; otherwise the party deploys automatically after 30 seconds. Anyone can press Leave while waiting, and if the last member leaves, the lobby disbands and the rift reopens.

Joining late​

You can join while the party is still in the lobby, and also while it is on the decision screen between stages, as long as there is room. You cannot join while a stage is being fought: the preview then shows "In Progress". A full party shows "Party Full". You cannot be in two incursions at once.

Multi-stage rifts can be switched off by a server operator. In that case the preview shows "Multi-Stage Unavailable".

The arena​

Joining teleports you to a protected arena. You fight with your own Cobblemon party.

The shared battle​

Every trainer fights their own copy of the boss in a separate Cobblemon battle, and all of those battles run at the same time. The boss has one shared health pool. Damage from any battle drains the same bar, and some status and field effects carry across battles. The boss bar at the top of the screen shows the shared health, plus the stage number on multi-stage rifts.

Boss health scales with the number of trainers: by default solo HP x (1 + 0.85 x (trainers - 1)), which is 1.00x, 1.85x, 2.70x and 3.55x for one to four trainers. If a trainer joins or leaves, the boss keeps the same health percentage. The full table is on Rifts and tiers.

The stage is won when the shared pool reaches zero.

Cheers​

Cheers are craftable consumables (Items):

CheerEffect
Attack Cheer+1 Attack and +1 Special Attack for your active Pokémon
Defense Cheer+1 Defense and +1 Special Defense for your active Pokémon
Heal CheerRestores half of your side's health and cures status

To use one, hold it and right-click during your own raid battle when your Pokémon can act. A Cheer consumes the item and your turn. By default each trainer can use 3 Cheers per stage. The Silenced anomaly blocks them entirely, and the Rallying Spirit Facet adds more.

Battle attempts​

When your Pokémon black out or you flee, you are out of the fight and use one battle attempt. If you have attempts left, return to the boss to start a new battle; your party is healed for the new attempt. When your attempts for the stage run out you are benched until the next stage and can only watch while the others finish. Attempts reset at the start of each stage.

The stage is lost when no online participant is still fighting or has an attempt left. A solo trainer on a Fading or Stable rift can therefore black out twice and still win on the third attempt. Players who are offline do not keep a stage open.

TierFadingStableUnstableVolatileChaotic
Attempts per stage33211

Leaving, disconnecting and leaving early​

  • Rift Exit: you can walk out through the Rift Exit block, but not in the middle of a battle. You leave the party for good, your Pokémon are healed, and later stages will not pull you back in.
  • Disconnecting during a stage: you are out for the rest of that stage, but you stay in the party and can return at the next decision screen. Do not disconnect to dodge a hard fight; if every player disconnects, the incursion is aborted.
  • Disconnecting between stages: your vote counts as an abstain. Only connected players are counted, so the others can still vote to Continue or Retreat without you.
  • Server restarts: incursions do not resume after a restart. In-progress runs end as a defeat, everyone gets the consolation reward, and your party is healed when you log back in.

Between stages​

After each win on a multi-stage rift, a decision screen opens. Your Pokémon are brought back up to at least 50% health first (25% on Chaotic), and any healing Facets then add to that. The screen lists your party's health and shows the next stage's anomalies.

  • Facet draft: pick one of three group Facets. Details are on Rifts and tiers.
  • Anomaly reroll: any participant can spend Rift Dust to reroll the next stage's anomalies once.
  • Retreat or Continue: Retreat ends the run for the whole party right now, and you keep every reward earned so far. One Retreat vote from any connected player is enough. Continue starts the next stage, but only after every connected player has voted Continue and the Facet is locked in.

The decision window is 60 seconds, and the Facet draft must finish within 45 seconds of it opening. If the timer expires, the party continues by default (a server setting can make it retreat instead).

Winning​

Win the last stage and the incursion is complete. The arena stays open for about 5 minutes, so you can collect your rewards and use any Legendary Remnant before the rift collapses. Completion pays each participant:

  • the stage's Rift Dust and bonus loot, as for every cleared stage;
  • an Apex Token on Volatile and Chaotic rifts;
  • a completion loot roll;
  • on Unstable and higher rifts, a small independent chance at a cosmetic Rift Trophy.

See Rewards for the details.

Failure​

The incursion ends in defeat when no participant is left fighting the stage (see Battle attempts). You see "Your party was defeated. The rift collapses." Defeat has these consequences:

  • The rift is spent. It cannot be attempted again.
  • Rewards from stages you already cleared are kept.
  • The party receives a small consolation pool of Rift Dust, split between its members (3 for Fading, 5 for Stable, 8 for Unstable, 12 for Volatile and 20 for Chaotic).
  • Your Pokémon are healed, and your Legendary Crystals lose nothing. Charge and attunement are never taken away by a failed run.

A stage can also fail by running out of time under the Time Pressure anomaly. Retreating is never a failure; you keep everything you have earned.

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