Shadow mons guide
Shadows are stronger raid attackers (+20 % damage) but cost more to build and have permanent visual flair. Purifying gives them back to balance — better levels, better IVs, weaker stats. The decision is per-mon and worth thinking through.
+20 % damage on every move. Stacks with STAB and weather boost.
−20 % effective defense. Takes damage faster — glass-cannon role.
Rocket boss-rescued shadows have 6 IV minimum (sometimes higher per event).
Locked-in until purification or until a Charged TM is used during specific events. Useless in PvE/PvP.
Cost scales with rarity. Cheap on commons; significant on legendaries. Once purified, the mon can't be re-shadowed.
| Rarity | Examples | Dust | Candy |
|---|---|---|---|
| Common shadow | First-stage early-game mons | 1,000 | 1 |
| Uncommon shadow | Mid-stage evos, baby forms | 3,000 | 3 |
| Rare shadow | Final-stage evos, regional, pseudo-legendary | 5,000 | 5 |
| Legendary shadow | Boss-rescued legendaries from Giovanni fights | 20,000 | 20 |
- +2 levels (caught at L8 → purified at L10)
- Each IV +2 (capped at 15) — many shadows become 100 % after purify
- Frustration removed; the mon relearns its standard Return charged move (Normal-type)
- Stat pool reset to normal — no more +20 % attack / −20 % defense
- Halves the candy + stardust cost to power up
- Counts toward Purifier medal → +1 Premier Ball per tier in future Rocket fights
- Strong raid attacker — top-tier DPS species in their type
- You can pay the Frustration TM during a Rocket event
- You don't care about the Lucky / 100 % flex tag
- You have a non-Shadow version already at high IV
- You don't already have it in dex
- You want the +2-level / +2-IV upgrade for cheaper power-up
- It's a non-attacker (PvP defender, gym defender, novelty)
- You're grinding Purifier medal for more Premier Balls
Catching Shadow mons after Rocket battles is gated by Premier Balls. Hero + Purifier medals stack — both at Platinum gives +8 Premier Balls on every Rocket-fight catch attempt. See the medal page →