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Dungeoneering Skill

Train Dungeoneering by clearing dungeons. The dungeon world holds 35 themed dungeons, each with mini-bosses and a boss at the end, and every clear pushes your Dungeoneering level higher. See Accessing Dungeons for the entry commands and every way to earn keys, and Dungeon Items and Drops for chest tiers, recruits, and the reward items in detail.

Earning Dungeoneering XP

You earn Dungeoneering XP by clearing dungeons and by selling the recruits you catch inside them. Higher-level dungeons pay more, so the grind naturally opens up as you climb. Prestiging Dungeoneering lowers the XP you earn afterward by 5 percent per prestige rank.

The 18 typed dungeons

The first 18 dungeons are each themed to a type. Their bosses are picked from a themed pool each run. Click a dungeon for its full boss pools, loot tables, and achievements, or a type to research its matchups.

DungeonTypeLevel
Lava PitFire Fire1
Oceanic CavernWater Water3
Lost ForestGrass Grass5
Dugtrio's CaveGround Ground7
Electric BungalowElectric Electric9
Empty TownNormal Normal11
Cryo ChamberIce Ice13
Dark FortressDark Dark15
Glowing WoodsBug Bug17
Cloudy HeightsFlying Flying19
Sabrina's PuzzlePsychic Psychic21
Toxic WastelandPoison Poison23
Boulder ClimbRock Rock25
DojoFighting Fighting27
Haunted TowerGhost Ghost29
Dragon's DenDragon Dragon31
Fairy GladeFairy Fairy33
Haywire HamletSteel Steel35

The 17 legendary dungeons

The last 17 are legendary dungeons, each with one fixed legendary boss guarding the boss chest.

DungeonBossBoss levelLevel
Seafoam IslandsArticuno Articuno6537
Power PlantZapdos Zapdos6739
Mt. EmberMoltres Moltres7041
Mewtwo's CastleMewtwo Mewtwo7543
Bell TowerHo-Oh Ho-Oh8045
Whirl IslandsLugia Lugia8047
Alph RuinsEntei Entei7749
Raikou's ValleyRaikou Raikou7651
Ice PathSuicune Suicune7853
Ancient CavernRegirock Regirock8555
Frozen LabyrinthRegice Regice8757
Steel ConstructRegisteel Registeel9059
Southern IslandLatias Latias or Latios Latios9261
Aquatic AtlantisKyogre Kyogre9563
Volcanic UprisingGroudon Groudon9765
Spear PillarRayquaza Rayquaza10067
The MoonDeoxys Deoxys12070

Every dungeon at a glance

One row per dungeon: its required Dungeoneering level, mini-boss statue count, chests (mini-chests plus the boss chest), and the Dungeoneering XP a run pays. XP per run = completion XP multiplied by the mini-chests you looted that run (minimum x1), so the range runs from looting nothing to looting every chest. A Dojo Trophy adds 3% and Double XP events multiply on top.

DungeonLevelMini-bossesChestsCompletion XPXP per run
Lava Pit153 + boss9898 to 294
Oceanic Cavern343 + boss150150 to 450
Lost Forest564 + boss280280 to 1,120
Dugtrio's Cave783 + boss450450 to 1,350
Electric Bungalow953 + boss500500 to 1,500
Empty Town1197 + boss525525 to 3,675
Cryo Chamber1385 + boss600600 to 3,000
Dark Fortress1574 + boss666666 to 2,664
Glowing Woods17126 + boss730730 to 4,380
Cloudy Heights19135 + boss750750 to 3,750
Sabrina's Puzzle2174 + boss888888 to 3,552
Toxic Wasteland23165 + boss1,0001,000 to 5,000
Boulder Climb25217 + boss1,1001,100 to 7,700
Dojo27199 + boss1,1251,125 to 10,125
Haunted Tower29136 + boss2,4002,400 to 14,400
Dragon's Den31107 + boss1,7501,750 to 12,250
Fairy Glade332113 + boss1,5501,550 to 20,150
Haywire Hamlet35156 + boss2,0002,000 to 12,000
Seafoam Islands371211 + boss2,0502,050 to 22,550
Power Plant393730 + boss1,2501,250 to 37,500
Mt. Ember411614 + boss1,6001,600 to 22,400
Mewtwo's Castle432113 + boss1,7001,700 to 22,100
Bell Tower453716 + boss2,5002,500 to 40,000
Whirl Islands472117 + boss1,7501,750 to 29,750
Alph Ruins49147 + boss2,0002,000 to 14,000
Raikou's Valley51136 + boss1,8001,800 to 10,800
Ice Path531410 + boss2,1002,100 to 21,000
Ancient Cavern551913 + boss2,2002,200 to 28,600
Frozen Labyrinth5799 + boss2,2502,250 to 20,250
Steel Construct593819 + boss1,7501,750 to 33,250
Southern Island61146 + boss2,5002,500 to 15,000
Aquatic Atlantis632812 + boss3,0003,000 to 36,000
Volcanic Uprising65119 + boss3,7503,750 to 33,750
Spear Pillar672314 + boss4,0004,000 to 56,000
The Moon703812 + boss3,5003,500 to 42,000

Mini-bosses and bosses

Every dungeon session spawns a set of mini-boss statues and one boss statue at the end. Aggro a statue and a shared-health raid battle begins: everyone present fights their own copy of the enemy, and all the damage drains one health pool.

  • Mini-bosses are weaker and drop mini-chests. Each has a 10% chance to be recruited when defeated (a Pokemon that joins you).
  • The boss is stronger, gives triple the battle experience, and has a lower 2% recruit chance. It also guards the boss chest.
  • Rare palettes can roll on statues: about 1 in 1,000 for shiny and 1 in 25,000 for ghost. A rare palette guarantees the recruit.
  • The Frozen Crystal boost (/frozencrystal) raises recruit chances to 30% for mini-bosses and 5% for the boss on your next recruit.

Loot and chests

  • Mini-chests sit at fixed spots in each dungeon and are lootable once per run. Each holds 1 to 4 items from the dungeon's Tier 1 pool, and the first one you open each run adds a guaranteed healing item that scales with dungeon depth.
  • The boss chest stays locked until you defeat the dungeon boss. Its quality is rolled per run, from Common up to Supreme, and better rolls give more items, more Tier 2 upgrades, and shots at the Tier 3 rares. Deeper dungeons pay out better keys, from Shiny Mystery Keys up to Texture Keys and Supreme Keys at the end.
  • Two special loot keys, found in dungeons, extend your hauls: the Moon Key lets you re-open each looted mini-chest once for a second roll, and the Dragon Key gives a 1 in 50 chance to bump the boss chest up a rarity tier.

Every dungeon's full Tier 1, Tier 2, and Tier 3 loot lists are on its own page. For the chest-tier tables, Tier 3 key rewards, recruit odds, and the signature reward items, see Dungeon Items and Drops.

Achievements

Each dungeon carries three achievements: loot every mini-chest, defeat a mini-boss at every statue position, and defeat the boss 10 times. Each one you finish advances that dungeon's reward tier, paying Shiny Mystery Keys in dungeons 1 through 27 and Supreme Keys plus a $10 Bond in dungeons 28 through 35. The exact counts are listed on each dungeon's page. The global Dungeoneering branch of /achievements tracks your totals on top.

Perks by level

Every Dungeoneering perk unlocks a new dungeon, gated by level. To enter a dungeon you also need its matching entry key and to have cleared the previous dungeon in order. Levels not listed grant no new perk.

Level Perk
1 Access to Lava Pit
3 Access to Oceanic Cavern
5 Access to Lost Forest
7 Access to Dugtrio's Cave
9 Access to Electric Bungalow
11 Access to Empty Town
13 Access to Cryo Chamber
15 Access to Dark Fortress
17 Access to Glowing Woods
19 Access to Cloudy Heights
21 Access to Sabrina's Puzzle
23 Access to Toxic Wasteland
25 Access to Boulder Climb
27 Access to Dojo
29 Access to Haunted Tower
31 Access to Dragon's Den
33 Access to Fairy Glade
35 Access to Haywire Hamlet
37 Access to Seafoam Islands
39 Access to Power Plant
41 Access to Mt. Ember
43 Access to Mewtwo's Castle
45 Access to Bell Tower
47 Access to Whirl Islands
49 Access to Alph Ruins
51 Access to Raikou's Valley
53 Access to Ice Path
55 Access to Ancient Cavern
57 Access to Frozen Labyrinth
59 Access to Steel Construct
61 Access to Southern Island
63 Access to Aquatic Atlantis
65 Access to Volcanic Uprising
67 Access to Spear Pillar
70 Access to The Moon

Dungeons unlock in progression order, each asking for 2 more levels than the last, from level 1 up to level 67. The Moon, the final dungeon, is the exception at level 70.

Prestige Perks

At level 99 you can prestige Dungeoneering up to 10 times, earning one permanent perk per prestige. See the Dungeoneering prestige table for context.

Prestige Perk
1 10% chance your Dungeon Key is not consumed on entry
2 Selling dungeon recruits pays 50% more money and 50% more Dungeoneering XP
3 Once per dungeon, losing a battle gives you a second chance instead of ending your run
4 Boss Chest pulls have a 1 in 25 chance to upgrade one rarity
5 Selling dungeon recruits pays double money and double Dungeoneering XP
6 25% chance your Dungeon Key is not consumed on entry
7 Dynite and Armorite Ore from dungeon chests are doubled
8 Your Boss Chest pulls are never Common, and shiny/ghost palettes are 25% more common
9 You have 3 lives per dungeon run
10 Dungeon Keys are not consumed 50% of the time, and dungeon recruits always join with perfect IVs