All wiki pages
Once you’ve caught 10 wild Pokémon, /safari gives you a free trip every day. No battling, just Ball, Bait, Rock and Run, like the classic games.
How a trip works
Every trip gives you a stack of Safari Balls and a set number of steps. Every throw, bait, rock or run costs a step, and the trip ends when you run out of either.
- Ball: throw a Safari Ball.
- Bait: it starts eating. Harder to catch, but much less likely to run.
- Rock: it gets angry. Easier to catch, but much more likely to run.
- Run: move on to the next Pokémon. Costs two steps.
Every Pokémon you meet uses at least one ball, even if it leaves before you throw.
The areas
Pick any area, any day:
- Kanto: the Center and Areas 1, 2 and 3.
- Johto: all twelve areas, from Plains and Meadow to Desert and Wasteland.
- Sinnoh: the Great Marsh.
- Kalos Friend Safari: one zone for every type. Friend Safari Pokémon can have their Hidden Ability.
Residents come from each area’s real game data. No legendaries live in the Safari.
More trips
Used your free trip? You can buy a few extra trips each day for ₽, top up a trip that’s running low, or take a longer Expedition. Coins only, never real money.
What you keep
Everything you catch, in a Safari Ball, with a Pokédex entry and a small reward for new species. Safari catches don’t give EXP. Shinies show up at the same chance as in the wild.
Your free trip is waiting in /safari.