1Climb floors
Normal floors are an even 1 vs 1 duel against a rival, and a Poké Ball always appears afterward. Every fifth floor is a mini boss (3 vs 2), and floors 10, 20, 30 and onward are even 3 vs 3 bosses — those are other trainers' own Pokémon, so they can't be caught. Floor 50 and Floor 100 are full 6 vs 6 battles — bring your whole roster.
2Choose your fighters
Tap Choose Fighters on the tower screen to hand-pick exactly who battles this floor, or leave it to the auto-picked best lineup. Levels always match the floor, for both sides — a fair fight by design.
3Quick math check
Every "Enter Arena" starts with one quick problem, scaled to your age. Get it right to fight — a wrong answer just re-rolls the question.
4Destiny capture
Every rival-floor victory triggers a die (mini boss and floor boss opponents belong to other trainers, so they're never catchable). Correctly call Low or High to recruit one defeated rival for your Pokédex.
5Lives & defeat
You've got 3 lives. A defeat costs one and drops you back to the last checkpoint — Floor 1, 6, 11, 16, 21 and so on, every fifth floor — your team keeps every level and evolution it's already earned, nothing is undone. Clearing a floor boss refills you back to 3. Lose 3 in a row, though, and the run ends completely: team, floor, badges and your Pokédex all reset for a brand-new journey.
6The Champion & Hall of Fame
Beat Floor 100 to earn your tenth badge, become Arena Champion, and guarantee a Legendary recruit for your Pokédex. That victory enters you into the Hall of Fame and starts a brand-new journey from Floor 1 with a fresh starter team — and it's the one ending that keeps your Pokédex and Hall of Fame count carrying over forever, instead of resetting.
7Regions
Every journey plays out in its own region, in order — Kanto, then Johto, Hoenn, Sinnoh, Unova, and onward — whether it ends in a Champion clear or a Game Over.