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Searching for: Posts from Binks.
Posted: Sat, 21/06/2025 00:38 (1 Month ago)
Bump!

Here's some cleaner visuals as well:


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Posted: Fri, 20/06/2025 09:52 (1 Month ago)
This suggestion is for a feature similar to the Gem Exchange, but solely for Nugget-PD and PD-Nugget trades. With this feature, Nuggets would no longer be sellable on the GTS Item Market. This means that Nuggets will no longer be labelled as “cheap”/“fair”/“expensive”; users will decide on a “fair” price themselves.

The “Currency Exchange” would be located in the GTS.

Visuals:
Show hidden content
Main page:

Alt with tax + minimum:

Specific offer:

Alt with totalling + minimum:

Full list sorting options:

Alt with minimum + dropdown visible:


Usernames would be displayed, unlike the Item Market, to discourage buying and reselling for profit.

A user would only be able to have one exchange up at a time. This is again, to prevent reselling, but also helps reduce spam (you have to delete your old exchange in order to set up a new one).
When trying to create a second exchange:
- if it is different to your current exchange, an error message would be displayed
- if the PD and Nugget amounts are the same as your current exchange, it would be added to your current exchange (increasing the # available) [this would not bump the exchange]

PD taxes would still apply at a 5% rate:
- when selling Nuggets in a new exchange, you'd be taxed when claiming PD [from the exchange page], similar to Item Market
- when buying Nuggets in a new exchange, you'd be taxed when setting up the exchange, similar to the GTS
This also means you're discouraged from setting up new exchanges, and should check for any existing exchanges first.
(Or any combination of the opposites, to make it so the buyer is always taxed, or the seller is always taxed:
- when selling Nuggets in an existing exchange, you're taxed upon clicking exchange
- when buying Nuggets in an existing exchange, you're taxed after the exchange, upon claiming PD from the main exchange page)

Users should be able to choose how many Nuggets they want to exchange at once; some users like to keep theirs as a multiple of 2/5/10. For example, in the first visual, Bokuto is buying Nuggets in sets of 5, Jacharias is selling them in sets of 10.

The minimum trade amount for Nuggets would still be 50. Like the Item Market, you'd have to leave at least 50 Nuggets behind, or buy all of them.

Exchanges would expire after a certain period of time (1 month?), to again, reduce the number of (unfair) trades.



Note: I am not suggesting a feature that automatically converts your Nuggets to PD or vice versa; these trades are still between users; it just offers a separate area for them to take place.

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Posted: Thu, 19/06/2025 00:06 (1 Month ago)
While PH has methods to increase the rate of EHP from interactions, there is no method to gain passive EHP. If few users interact with your eggs, they could go 2 days or more without hatching. Your gameplay shouldn’t depend solely on other users. Especially when you have to be online to receive interactions, which is a disadvantage for those in different time zones (eggs hatch 2-3x faster at certain times of the day, due to more users interacting). Eggs tend to hatch even slower during periods when there is no event running.

Yes, Exp. Shares exist, but that is nowhere near enough. You can get around 30k Powerorbs in 25k clicks, with 8 Exp Shares. 60k in 100k clicks (max per day). Considering most eggs have 5k EHP, you’d only be able to hatch 6 eggs by doing 25k clicks.

PFQ also has an Exp Share (1 EXP/party member/click). In addition, they have the Egg Timer. For reference, PFQ’s egg timer provides 2640EHP/hour, at level 10. (PFQ has more members, so PH should really have more than that). Note that while this suggestion is somewhat inspired by PFQ’s Egg Timer, it is not the same.

Egg Incubator - “an apparatus used to hatch eggs under controlled conditions”




Option 1 - 1 Incubator affects 1 Party slot:

You would obtain 1 during the Tutorial/early Trainerlevels. The other 5 Egg Incubators would be from egg-hatching milestones, e.g.:
- hatching 500 Lab eggs
- hatching 100 Daycare eggs
- hatching 50 Tall Grass eggs
- hatching 20 Gem Collector / Bug-Hatching Contest eggs
- hatching 1000 total eggs

These could be either purchasable after passing the milestone, or given to you for free.

[Other potential methods - EggDex completion milestones, Badge sets, Puzzle completion milestones, Plushie completion milestones]

What happens if you have less than 6 Incubators?
There are a few ways this could work:
- They only affect the first X Party slots
- They only affect the last X Party slots (some users like to keep their Pokemon in the front)
- You can choose which slots to “equip” an Incubator. Note that you are not equipping it to an egg, but a slot; so you wouldn’t need to keep equipping it for new eggs, it stays in the slot until you remove it.
Either way, eggs would default to incubator slots, so you don’t have to keep rearranging your party.

I think needing 6 Incubators in order to affect the whole party would be motivation to get them all. Similar to how Rumble slots work; you’re able to use the feature, but you’d have to put in effort to reach the full potential.



Option 2 - Incubator affects the whole Party (upgrades to increase EHP gain)

Instead of having to obtain multiple Incubators, you’d be able to obtain Incubator Upgrades. These would be obtained from similar milestones. Each upgrade increases the rate of passive EHP gain. Once you reach a milestone, your incubator would be upgraded to “Incubator V#”, similar to how Wide Lens upgrades work.



Option 3 - 1 Incubator affects 1 Party slot + upgrades to increase EHP gain

You’d be able to obtain the 6 Incubators from the same egg-hatching milestones as option 1. In addition, you’d be able to upgrade your Incubators (to give more EHP) by reaching certain EggDex completion milestones. Either 95-100% regional completions, or total completion (50, 100, 250, 400, 600, 800).




Charging:
You’d be able to “charge” your Incubators in order to increase the rate of passive EHP gain. This’d mean interacting guarantees that your eggs will hatch faster, rather than relying on clickbacks.



Option 1:
Incubators can be charged using Powerorbs (from Interacting) to increase the rate of EHP gain for the next 24 hours. Example rates:
Orbs | Rate (EHP/hr)
L1: 0 | 780
L2: 1000 | 1200
L3: 2500 | 1620
L4: 5000 | 1980
L5: 10000 | 2820
L6: 25000 | 4020
L7: 50000 | 4980
L8: 100000 | 6000

[amounts would need to be multiples of 60 so the EHP could be added per minute]

Powerorbs would retain their current purpose of giving EHP/EXP to eggs/pokemon. The difference is, using them to hatch eggs is instant gain, while using them to charge incubators is a passive gain.



Warming eggs could give significantly more Powerorbs than training/feeding (2x more?). This’d incentivise egg interactions.




Ever since Berries were transferrable from the Garden, more users have been mass clicking with Berries, and less users warming eggs via the online userlist. This is because Berries give more PD/GGC/Powerorbs, and are also incentivised during events. This is another reason why eggs are hatching slow. While this suggestion wouldn’t directly change that, it would it offset the effect of that update.

Egg Incubators would not replace EHP earned from interactions; they are in addition to it. Passive EHP would provide a maximum time for eggs to be hatched; you can always interact more to get clickbacks to hatch eggs even faster.




Pokémon GO’s egg incubators (sprite idea):


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Posted: Wed, 18/06/2025 23:50 (1 Month ago)
You can double-post without a cooldown if your second post is above a certain character count:


Originally thought this was only for Diaries, but it appears it’s the case for GTS as well, so I’d assume it’s the case for the entire forum.

Is this intended? Either way, this could be an issue with spammers. (Unless there’s other limitations that I’m not aware of)

Most people know that if you try to make a double post within 1 hour, it adds on to your previous post. I don’t think people have noticed this because they tend to make a post below that character count (e.g. “reserved” or “.”).

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Posted: Wed, 18/06/2025 23:16 (1 Month ago)
reserved

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Posted: Wed, 18/06/2025 23:16 (1 Month ago)
Nuggets - 2000 PD each - 2,097/4000
Ice Gems - 2000 PD each - 2,763/7500

Will not negotiate prices. Can swap for stonks value of other gems.

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Posted: Wed, 18/06/2025 04:00 (1 Month ago)

Binks' Gem Rarity Guide

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Here are the current gem rarities from DW and Slots:
Common: Bug, Electric, Fighting, Flying, Grass, Ground, Normal, Poison, Rock, Water
Uncommon: Dark, Fire, Ghost, Ice, Psychic, Steel
Rare: Dragon, Fairy (yes, they’re actually equally rare)

However, since some gems are more sought after due to Legend/SM hunts:

Common: Fighting, Ground, Poison, Rock
Semi-uncommon: Bug, Grass, Water
Uncommon: Electric, Flying, Normal
Semi-rare: Dark, Psychic, Steel
Rare: Fire, Ghost, Ice
Super Rare: Fairy
Ultra Rare: Dragon

(Bug cannot be obtained from Rumble, except Galar. Grass/Water for Starter SMs)

Those in the same tiers above should be priced pretty similarly, but since this is PH, that isn’t the case ¯\_(ツ)_/¯


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Posted: Tue, 17/06/2025 00:51 (1 Month ago)
I personally find it annoying to scroll through a bunch of long posts and/or signatures in forums. Especially with suggestions; when you’re trying to find others’ thoughts on the suggestion. (I’d assume that’d also be an issue with roleplays; and for shop owners)

There is currently the option for users to hide their signature on their own posts, or add spoiler tags to take up less space. But there is no option for readers to hide others’ signatures, or shorten the length of others' posts.

EDIT 28/07/2025:
After scrolling through 70 pages of the BBCode guide, this seems even more necessary for me. I noticed that while signatures have a limit on the space they can take up, the same does not apply for the forum posts themselves. Posts should also have a scrollbar when the content exceeds X lines/pixels. Signatures should be placed below, within the same scrollbar, not separately after.

Regular 150x150 avatars don't take up much space. [Avatars with weird proportions take up space in forums, like they do in feeds, but that's a different issue]

[A] Premium banners, however, can sometimes extend posts. Maybe the ONLINE bar could be changed to the PalPad online icon, and placed on the left of the Username. Then Premium banners wouldn't create a noticeable difference. OR, there could be a small star badge/icon representing their Premium status, placed on the left of the Trainer level.

[B] Alternatively, the length of the sidebar (info + avatar + banner) determines the maximum length of the post before the scrollbar starts. This means Premium users would get a bit more space (which could be advertised as an additional Premium benefit). [Staff would also get more space, which is useful]. The signature would start at the end of the post, within the same scrollbar.

[I'll try to add some visuals later.]

Other options (if implementable with the current forum setup):
- The 'maximum length before scrollbar' shouldn't apply to the first post in a thread
- The max. length wouldn't apply to Moderator/Admin's posts, or certain threads such as Minor Updates.



This could either be implemented as:
- a permanent update for everyone, in the case of option [B] above
- a setting that enables compact mode in all threads (as well as forum search and PMs)
- a checkbox above each thread that (temporarily) enables compact mode in that thread/PM/search

If the latter 2, I think it’d be best if both were implemented. Some users may want to selectively use compact mode (on in suggestions, off in forum games), so the checkbox for individual threads may suit them. Others may want to avoid long posts, or advertisements and/or GIFs in signatures, so an always-on option would work better.

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Posted: Sun, 15/06/2025 02:05 (1 Month ago)
Thread & post contain Badge spoilers.

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Currently, the ‘Event Collector’ badge requires you to collect 20 unique Wondercards. In 9 months, I only have 8 different ones. It’d take around 2 years to get this badge.

Options:
- reduce the goal to 10 unique wondercards

- change the goal to require total wondercards (not just unique ones), maybe 30 of them
This way, you can actually work towards getting more cards (of the same event), rather than having to wait for events.

- change the goal to a certain number of Emera dex entries, maybe 50/100. Issue with this is it’d make wondercards completely useless, and may also increase the value of events (as more people are buying them).


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Posted: Sun, 15/06/2025 01:51 (1 Month ago)
Bump!

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I have 8 unique and 19 total, so at this rate it’s going to take another year for the badge


I’ve participated in events including Fun Fair, Zarude, Valentine’s, Halloween, Orthworm/Ting-Lu, Easter, Advent Calendar, but none of them gave Wondercards. [Not sure if Zarude gave them for eggs, but I only claimed plushies]

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Posted: Sat, 14/06/2025 08:41 (1 Month ago)
Sending, birthday plush please!

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Posted: Sat, 14/06/2025 07:51 (1 Month ago)
Currently, the SCS goals vary drastically from month to month, depending on the number of interactions made the previous month. That seems completely illogical to me - the interactions made at one point will not be the same a month later.

The total number of interactions made generally depends on whether there's an incentive to interact (an Event), and the number of active users (online within 24 hours), which depends on the time of the year - holiday seasons generally mean more active users.

If one month has high goals (140k), then we may not reach the goals. The system lowers the goals significantly (80k), and we end up reaching them. So the system increases the goals drastically again. It’s just an endless cycle - reach goals, fail to reach, reach goals, fail to reach...

Either - the goals should be the same each month. This may need to be reviewed (and adjusted) every 6 months/1 year.

Or - the current system should be improved so that the goals do not drastically change from month to month - it only changes by 5k-20k or so.

Another option is to base the goals on the previous day's interactions.

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Posted: Sat, 14/06/2025 01:32 (1 Month ago)
Bump! Considering BHC gives ~40-50 points per bug rated, BC should give around 30-40 per task completed. Like @Skar said, the number should also depend on the difficulty of the task.

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Posted: Sat, 14/06/2025 01:26 (1 Month ago)
Bump, huge support!

@Riako: Disabling images isn’t possible on some mobile devices/browsers (including iPhones - Safari and Chrome), so that isn’t really an option.

I usually get an average of 100-120 clicks per minute, but when I was visiting Singapore, I was able to get 180 in 30 seconds; 360 per minute. That’s over 3x faster.

Other features with reloads:
- Hangman
- Bulletin Board remove tasks
- Golden Slot
- DW tasks claim
- Use/Give item

A multi-select or amount-select would work better here, but they also have reloads:
- DW send a plushie
- Set up WT



EDIT 16/06/2025:
I think the issue with interaction speed is due to the way the system works. I know that a clicklist generates a group of X pokemon at once, so generating pokemon isn't really an issue. I assume that'd mean images don't slow it down much either. I'm pretty sure upon clicking the train/warm/berry button, your device sends a request to the server to increase EHP/EXP of the pokemon, as well as reward PD/GGC/powerorbs to you.

"The Pokémon grew by 1,999 Exp. Points.
You have interacted with 63 Adopts in a row.
+4"
^ Assuming so because the page displays this upon each interaction.

I'm pretty sure PFQ generates 10 parties or a field at once, so PH is pretty similar on that front. However, I think PFQ gives you the next pokemon/egg to interact with before the request is sent. So the information is stored user-side for a while [until you stop interacting], before sending to the server; rather than sending the information upon each individual interaction.
"Interactions: 5(+40) sent / 0 received"

So, instead of trying to reduce images, improving the way information is sent between device and server may be better.

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Posted: Fri, 13/06/2025 10:22 (2 Months ago)
The number of users online per day has been gradually decreasing, therefore the number of interactions made has also decreased, yet (correct me if I’m wrong) the EHP/EXP gained has never changed. [with the exception of the time-based EHP/EXP re-balancing in 2022]
[2000 users online per day in 2017; more in earlier years]

Even if you’re online most of the day, eggs are hatching painfully slow. (partly due to berries being optimised over egg warming).

I don’t know what the interaction stats/data is like, but I believe a 50% buff is necessary [EHP/EXP gained would be 1.5x the current amount]. Could be higher/lower if needed.

During some times of the day, without flutes/Premium, an egg only gains 60 EHP. That is ridiculously low, if you only get 100-200 interactions in a day. 6000-12000 EHP in 24 hours, depending on whether users interact or not (which depends on whether there’s an event).

To balance this, EHP/EXP gained during events could be lower. But I feel that’s counterintuitive - the purpose of events is to encourage excitement/activity.

[I haven’t mentioned Pokemon levelling up slow, but that’s not really noticeable - with the exception of Rowan Quests. But if EHP is buffed, then it would be logical to also boost EXP.]

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Posted: Thu, 12/06/2025 10:54 (2 Months ago)
Edit 3: The question is, is Pancham supposed to have to be in the Party to evolve? I understand Mantyke needs to be - Mantine literally has a Remoraid attached (due to their symbiotic relationship). But Pancham is supposed to evolve from the ‘bad influence’ of a Dark-type. Is it able to have that influence from a distance (in storage boxes), or does it need to be in direct contact to be influenced (in the Party)?



Wiki states: “Pancham evolves into Pangoro starting at level 32 if there is another Dark-type Pokémon in the user's party.”

I was looking through my Pokedex, and Kalos was only at 116/117. Turns out I am missing Pancham. I’ve had it in my storage boxes ever since I hatched it, and went on to achieve 100% Kalos completion. It’s never been in my Party (apart from when it was an egg).

Currently level 36 Pangoro in question; must’ve evolved at level 32 a couple days back.



Don’t have any spare Pancham right now, but I can test it (with screenshots) once I get a second [first is for dex].

Edit: did some testing - wiki is a bit misleading

Level 31 Pancham evolved when user had a Crawdaunt (dark type) in their party.

The Pancham itself doesn't need to be in the party.

I assume this'd apply to Mantyke too. (will test it later)
Edit 2: Not the case with Mantyke; it needs to be in the party.



See [Bugs/Complaints] PH Wiki to correct current evolution requirements.

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Posted: Thu, 12/06/2025 02:28 (2 Months ago)

SM Beedrill hunt summary

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“Binks is currently hunting Weedle.
Hunt started: 24/12/2024
Chain: 2,000
66 ⭐️, 66 🧬, 4 ⭐️🧬”

First shiny at: 90

Twins at: 104-105, 672-673, 796-797, 809-810, 1385-1386

Triplets at: 473-475 (+ shiny at 477)
472, 473, 474, 475, 476, 477

SMs at: 475, 796, 1625, 1989

Most eggs hatched in a day: 1011

20k gems spent - “You have received a new rumble map for the Galar region!”

3rd place most eggs hatched medal!



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Posted: Thu, 12/06/2025 02:28 (2 Months ago)

Festival Point rewards

Pokémon Beauty Contest:
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Rank:
1 - 7500
2 - 5000
3 - 4000
4-5 - 3500
6-10 - 2500
11-30 - 1000
31-100 - 500
101-250 - 250
250+ - 100

Tasks: 1-7

Bug-Hatching Contest:
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Rank:
1 - 5000
2 - 3000
3 - 2500
4-5 - 1000
6-10 - 500
11-20 - 200
20+ - 0

Per egg: rating points / 5, rounded down

Johto Apricorn & Hoenn Berry Battle:
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Per tonic/cookie:
1-20 - 50
21+ - 25

Rank:
1 - 1000
2-3 - 800
4-5 - 500
6-10 - 250
11-30 - 100
31-50 - 0

Professor Oak's Contest:
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Pikachu - 100 (+ 3 Rare Candy)
Eevee - 300 (+ 3 Mystery Box (Gold))
Magikarp - 500 (+ Magikarp (Retro) Egg)
Snorlax - 1000 (+ Yellow Flute)
Mewtwo - 2500 (+ Shiny Magikarp (Retro) Egg)

Other:
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Fun Fair: 1:1 conversion ratio

Scavenger Hunt: 250

Contests:
- Crafting 2025: 4 months; 2 weeks Premium
- Legendary 2025: Shiny Event; ???
- Advent 2024: Shiny Event; 5000 EP
- Writing 2024: Flute Combo; 500 EP
- Plushie 2024: Flute Combo; 500 EP
- Variant 2024: Shiny Event; 5000 EP
- Advent 2023: Shiny Event; 5000 EP
- Writing 2023: Flute Combo; 2000 EP
- Easter 2023: 5000 EP; 1000 EP
- Spriting 2022: Shiny Event
- Advent 2022: Shiny Event
- Writing 2022: Flute Combo; 500 EP
- Crafting 2022: 4 months; 2 weeks Premium
- Easter 2022: 5000 EP; 1000 EP
- Storage 2022: Flute Combo
- Advent 2021: Shiny Event; 5000 EP
- Writing 2021: Flute Combo; 500 EP
- Mega 2021: Shiny Mega;
- Crafting 2021: 4 months; 2 weeks Premium
- Easter 2021: 5000 EP; 1000 EP
- Background 2021: 3 months; 1 week Premium
- Advent 2020: Shiny Event; 5000 EP
- Writing 2020: Flute Combo; 500 EP


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Posted: Thu, 12/06/2025 02:12 (2 Months ago)

Opinions I’ve shared

#SolutionForNuggets:
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QuoteCopying my comment on someone's feed here:
"Would more nuggets being sold really lower the price though? If I were to buy nuggets with irl money, then I’d try to make the most of them. If users are willing to buy for 2.7k PD, then I’d sell at 2.7k PD.

The problem is users are always willing to buy nuggets, no matter whether prices increase or not.

I do wonder how/why exactly we have reached such high prices though - is it just users trying to sell for 100 PD higher, all nuggets below get bought out, someone who’s in urgent need of nuggets buys those 100 PD higher nuggets, stonks increases by 50 PD the next day, and so on."

I think one of the causes was actually the stonks system. Like I stated above, the "recommended" price will always increase, as users try to profit, and users are always in need of nuggets.

Before stonks was introduced, weren't prices stable at 1500 each?

Hiding the stonks for nuggets may help, without drastically affecting the economy.

See the Poke-Press for an interview.

Hashtag giveaways:

Interactions - internet speed disadvantage:
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“Visiting Singapore right now, and the wifi speed is ridiculously fast. One click equals one click; there’s no lag. I can see how some people manage to reach 100k clicks in a day now. This means click events like Zeraora and SCS are quite unfair for those in countries with slow internet. Also gameplay in general, since interacting is the main way of earning PD (and powerorbs for eggs).”

184 clicks in 30 seconds. Usually only get 100-120 a minute at home.


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Posted: Thu, 12/06/2025 01:49 (2 Months ago)

Halloween 2024 event log

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17/10/24:
Reached ToT Level 3.85
1 Retro Gastly encounter; caught
All upgrades except Odd Ditto Doll bought - 1,100 candies
Current candy amount: 1,927
3,027 candies earnt today
~40,000 interactions made since event started (12:00 server time); ~30,000 made before event started

18/10/24:
Reached ToT Level 6.26
0 Retro encounters
1x Dralucha, 2x Dark Ponyta, and 1x Gastly (Retro) eggs bought - 12,500 candies
Current candy amount: 3,357
13,930 candies earnt today
100,703 interactions made

19/10/24:
Reached ToT Level 7.62
3 Retro Haunter encounters; 2 caught with Ultra Balls
1x Pumple and 2x Plaguekrow eggs bought - 12,000 candies
Current candy amount: 6,013
14,656 candies earnt today
100,556 interactions made (First ~20k with Berries)

20/10/24:
3 Retro Gastly encounters; all caught with Ultra Balls
2x Witch Vulpix eggs bought - 5,000 candies
Current candy amount: 2,317
1,304 candies earnt today
0 interactions made

21/10/24:
Reached ToT Level 8.68
0 Retro encounters
2x Disguised Exeggcute and 2x Zomppet eggs bought - 13,000 candies
Current candy amount: 4,037
15,733 candies earnt today
100,228 interactions made (first ~20k with Berries)

22/10/24:
Reached ToT Level 9.52
1 Retro Gastly encounter; caught with an Ultra Ball
2x Nightmare Munna and 2x Sugar Shock eggs, 1x Misdreavus Cosplay, and 1x Marshadium Z bought - 19,000 candies
Current candy amount: 746
15,709 candies earnt today
100,341 interactions made

23/10/24:
Reached ToT Level 10
1 Retro Haunter encounter; failed to catch with an Ultra Ball
Current candy amount: 15,111
14,365 candies earnt today
82,145 interactions made

24/10/24:
2 Retro Gastly, 1 Retro Haunter, and 1 Retro Gengar encounter; all caught with Ultra Balls
1x MissingNo. (Marowak) egg bought - 20,000 candies
Current candy amount: 7,172
12,061 candies earnt today
49,735 interactions made

25/10/24:
2 Retro Gastly encounters; both caught with Ultra Balls
2x Marshadow and 1x Zombeagle eggs, and 1x Giratina Plushie bought - 20,000 candies
Current candy amount: 2,873
15,701 candies earnt today
100,674 interactions made

26/10/24:
1 Retro Gastly encounter; caught with an Ultra Ball
1x Shiny Giratina Plushie bought - 10,000 candies
Current candy amount: 541
7,668 candies earnt today
15,360 interactions made

27/10/24:
1 Retro Gastly and 1 Retro Haunter encounter; both caught with Ultra Balls
Current candy amount: 13,569
13,028 candies earnt today
~70,000 interactions made

28/10/24:
2 Retro Gastly, 1 Retro Haunter, and 1 Retro Gengar encounter; both Gastly and Haunter caught with Ultra Balls
1x Griseous Pearl bought - 15,000 candies
Current candy amount: 14,386
15,817 candies earnt today
100,223 interactions made

29/10/24:
2 Retro Haunter encounters; both caught with Ultra Balls
Current candy amount: 30,174
15,788 candies earnt today
100,440 interactions made

30/10/24:
0 Retro encounters
Current candy amount: 45,910
15,736 candies earnt today
100,502 interactions made

31/10/24:
2 Retro Gastly and 1 Retro Gengar encounter; both Gastly caught with Ultra Balls
Current candy amount: 61,473
15,563 candies earnt today
100,633 interactions made

1/11/24:
1 Retro Gastly, 1 Retro Haunter and 2 Retro Gengar encounters; Gastly and Haunter caught with Ultra Balls
1x MissingNo. (Aerodactyl), 1x MissingNo. (Kabutops), and 18 Nightmare Munna eggs bought - 75,000 candies
Current candy amount: 4
13,531 candies earnt today
63,468 interactions made

Event summary:
Lasted 15 days (over 16 different days)
16 Retro Gastly encounters, all caught
10 Retro Haunter encounters, 8 caught
5 Retro Gengar encounters, 1 caught
31 total Retro encounters, 25 caught with Ultra Balls, 0 shiny
35 2% shiny chance eggs bought (+ 1 Retro Gastly egg), 0 shiny
All items/Pokémon/plushies needed for dex bought (+ 18 extra Nightmare Munna eggs)
Candies earnt: 202,604
Interactions made: 1,225,008


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