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Source-attributed long-run strategy

Pokelike Endless Build & Mutation Guide

Choose Normal or Hardcore, develop a Water/Ice team around an available carry, then use Griseous Orbs to make and reroll Mutants. The complete plan below explains passive choices, Trait counts, Mega Scizor’s Attack-stage limit and the v3.5 changes that break the old guaranteed Ice loop.

Use the complete Water/Ice build and Griseous Orb workflow, then check mode, Attack-stage conditions and v3.5 Ice changes before copying an older strategy.

Analyze an Endless Team

Rules reviewed October 19, 2026 · Pokelike v3.5

Start in the right Endless mode

Open Pokelike→ Take Challenge → Endless Mode, then choose Normal or Hardcore. Both continue beyond a fixed ending, with growing enemy threats. The old weeklyEndless Classic is a separate recorded format; do not apply its nine-map finale schedule to these five-map modes.

ModeRun structureProgress and rewards
NormalStory trainers on the classic Endless 2.0 level curve. An Elite Four and Champion every five maps, followed by a run-buff choice. Mutants appear on both sides.Starts at 100 ₽ per map; +20 per Elite Four cleared, capped at 200 ₽ per map. Mutant nodes begin at map 11 and caught Mutants can appear from map 26.
HardcoreFive-map regions ending in an Elite Four and Champion, using the full Challenge curve. Signature Items, Mutants and Griseous Orbs are part of the run.Enemies are meant to eventually overcome a run. Choose it for the full curve; a Normal-mode result does not prove the same build survives here.

The mode selection keeps separate resumable runs. Use Continue for the run you want; choosing a new run and confirming its reset replaces that mode's saved run.

A complete Water/Ice plan with Mega Scizor

This plan develops the August 13 community Water/Ice guide: use Mega Scizor's first-strike ability to create room for Water debuffs, Ice control, healing and Mutant Trait points. It needs Scizor's Mega unlocked in your save, a usable Scyther/Scizor starter route and the relevant stone, plus favorable catches and passive offers. Selecting a Mega Form in the Wiki's Analyzer does not unlock it in the game. If you do not have that Mega, use the Water/debuff and recovery stages with your available carry; do not assume it inherits Bullet Punch priority.

1. Establish the carry and survive the early maps

Start with the Scyther line when available and preserve it until Scizor can use its Mega Stone. Take useful Water members first, favoring Water/Ice overlaps such as Lapras, Dewgong, Cloyster or Walrein when actually offered. A shiny member contributes two points to each of its types; it is a useful way to build Water Tiers before the roster is ready for Mutation. Keep a healthy answer to the next boss rather than replacing it just for a theoretical final roster.

2. Assemble passives that work together

Prioritize Macho Brace for repeated hits, Casteliacone for repeated on-hit effects, and the Water package: Sea Incense expands its debuffs, Iron Ball rewards missing enemy Speed, and Damp Rock turns negative enemy stages into damage. Keep healing through Grass support or Big Root when it is offered. Choose recovery before a second luxury damage item if the party cannot reach the next boss alive.

PassiveOfficial v3.5 effectRole in this plan
Macho BraceYour Pokémon deal half damage but attack twiceMore opportunities to apply on-hit effects; inspect the damage trade-off.
Damp Rock+10% damage per negative stat stage on the enemyTurn Water debuffs into survival or damage.
Iron BallEnemies deal 10% less damage for each Speed stage they are missingTurn Water debuffs into survival or damage.
CasteliaconeOn-hit effects against enemies trigger twiceMore opportunities to apply on-hit effects; inspect the damage trade-off.
Big RootYour Pokémon heal 20% of all damage inflicted on enemy PokémonRecovery while dealing damage; not a revive after a lethal hit.
Sea IncenseWater trait also lowers the enemy's DEF & Sp.DEFTurn Water debuffs into survival or damage.
Never-Melt IceFrozen-shatter bonus damage is increased by 50%Improve Ice control or shatter damage; neither guarantees a freeze.
Icy RockAfter a shatter, re-freeze the target at half the trait's freeze chanceImprove Ice control or shatter damage; neither guarantees a freeze.

3. Mutate useful shinies and keep the type combination

Develop the Water/Ice members you already need, rather than replacing the whole team at once. Use Griseous Orbs or a Mutation reward to reach the Mutant threshold. A shiny Mutant contributes 3 points to each of its types. Favor Ice as the extra type on Mega Scizor; Water/Ice members can use their extra type for useful support such as Grass. Rerolls change the added type, so a dual-type Water/Ice member keeps those two original types.

A count you can check: shiny Mutant Lapras and Dewgong give 6 Water and 6 Ice points together, making T3 of each before other bonuses. Add an Ice-mutated shiny Mega Scizor for 9 Ice points, T4. Each Tier needs two points; an odd extra point alone does not advance the Tier. Star Piece or legendary-count bonuses alter those totals and must be counted separately.

4. Maintain the engine instead of chasing an “infinite” label

Recheck the carry's Attack stages, recovery, enemy type and remaining HP before each difficult fight. Mega Scizor's Bullet Punch priority applies while its Attack stage is below +10; the test is the battle's Attack stage, not its move Tier or a flat base-Attack value. Lum Berry, Mirror Herb, Black Sludge and Dragon Trait boosts can push it to that threshold. Do not take them blindly in a build that depends on priority. Leave a reroll orb in reserve before changing the carry's extra type: an unwanted Dragon result can change this plan's conditions.

The older guide's guaranteed Ice loop is not the v3.5 rule. Current Ice freeze chance caps at 60%; shattering no longer removes a percentage of the enemy's maximum HP. The shattering hit instead gains10% damage per Ice Tier. A thawed target cannot be frozen again before its next turn, apart from Icy Rock's special refreeze at half the Trait chance. At a 60% Trait chance that special attempt is 30%, not 100%. Keep enough damage and recovery to survive a missed freeze; a high Tier does not make the team invincible.

How to make a Mutant and reroll its extra type

The official consumable is Griseous Orb. Older community replies often call it a “mutation orb”; it is a usable item, distinct from a held Signature Item with the same Griseous Orb name. The usable orb is consumed on a successful application.

  1. Keep the intended Pokémon on your current team. Check whether it is already marked Mutant and read its Mutation percentage.
  2. Acquire an orb from the run's offers, including an Evil Organization leader reward when that node is offered. Open the usable item and choose that team member.
  3. On a non-Mutant, one orb adds 10 percentage points. At 50% it becomes a Mutant and gains a random type it does not already have. Starting at 0%, five orbs reach 50%; other Mutation rewards can reduce the orbs needed.
  4. On an existing Mutant, another orb rerolls only the added type, choosing a different eligible type. It does not add a fourth type or let you select Ice directly. Keep the result only if it fits the party and carry conditions.
  5. Read the final types and Trait counts before the next battle. Normal / shiny / Mutant / shiny Mutant contribute 1 / 2 / 2 / 3 points respectively to each type, before passive or signature bonuses.

A naturally encountered Mutant starts with its Mutation already applied. A shiny Pokémon keeps the shiny bonus when it becomes a Mutant. The official reroll behavior also explains the September 9 player reportsof rerolling Ice onto an existing Scizor. It is a random result, not a guaranteed number of attempts.

Diagnose the fight before replacing a member

What happenedCheckUseful next action
Mega Scizor stopped going firstAttack stage reached +10, the Mega ability is absent, or another priority/tie rule applies.Inspect the actual ability and Attack stage; remove an incompatible boost source before relying on Bullet Punch again. A Mega Hoenn Weekly Mega lacks its signature ability.
A high Ice Tier did not freeze-lockv3.5's 60% cap, thaw protection and half-chance Icy Rock refreeze.Build ordinary damage and healing for a failed freeze. Do not spend every slot trying to recreate the old guaranteed loop.
The carry dies to recoil or statusEnemy Steel reflection, current HP and whether recovery occurs before a lethal effect.Preserve a healthy alternative; inspect the next opponent and recovery timing. More outgoing damage is not automatically safer.
A replacement breaks the teamLost Water/Ice points, new weaknesses, missing healing or an unwanted extra type.Count the before/after Tiers and check the next fight, then reroll or retain the member that still covers the necessary job.

Trait and Soothe Bell answers already available

Trait point rules now have official versioned support; they are not merely an unresolved community model.Soothe Bell's tested v3.1.1 interaction explains two start-of-fight random-stat rolls from Lum Berry, or four with Soothe Bell, plus the repeated-stat and disabled/fainted conditions. It is a scoped engine result, not a promise that Soothe Bell is safe for this priority-dependent carry. Read the exact conditions before adding that boost package.

The Team Analyzer can check base defensive matchups and manual attacks for the party. Its normal/shiny Trait model does not simulate Mutants, every passive, the current Ice control loop or victory odds. Keep those extra points and conditions explicit alongside the tool's result.

Sources and applicability

Mode rules, Mutation item behavior, passive effects and v3.5 Ice changes:official Pokelike client, reviewed October 19, 2026. The build's starting idea is the attributed August 13 community strategy, with the current changes and failure conditions explained above. No completed playthrough or unlimited-run guarantee is claimed.Report a specific changed rule.

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