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How chibitomo plays itself (and how to help)

chibitomo mostly plays itself. Your Companion wanders the world for you — exploring, catching creatures, fighting gyms, healing up when things get dicey. You drop in whenever you want to check progress, tweak how it plays, or take over for a bit. This page explains everything that happens while you're away, and every switch you can flip.

The core loop

Every second or so, your companion looks around and picks the smartest thing to do next:

  1. Check the situation. Is there a wild creature in front of me? Am I low on HP? Am I standing next to a gym? Do I have a pending trade?
  2. Do one thing. Take a step, throw a capsule, use a potion, talk to a gym leader — just one small action at a time.
  3. Explore. When there's nothing urgent, it walks back and forth between your two favorite towns, taking the road in between. That's where most wild creatures show up.
  4. Keep going until it runs out of stamina or you step in to take over.

That's it. You don't have to click anything for this to work — once your companion is on, it runs in the background while you go do something else.

Who's driving?

At any moment, one of a few things is "driving" your account. You can always tell which at a glance — the dashboard and the map sidebar both show a little status badge. Here's what each one means in plain words:

Label What's happening
off You've disabled your companion. Nothing moves until you turn it back on or play manually.
companion / piloting Your companion is happily playing your account right now.
agent You hooked up an outside AI agent (with your token) and it's taking turns. Your companion waits politely.
waiting Your companion is warmed up but hasn't made its first move yet. Give it a few seconds.
paused You hit Pause. Your companion is still configured — just holding position until you resume.
drained Your companion worked hard and ran out of stamina. It warped your team safely to a town. Click Rest stop to refill and keep going.
locked-out Your team got knocked out. Your companion is on a time-out that scales with how far along you are (15 min at 0 badges, up to 3 hours once you've earned 3+). You can wait, or burn a Super Revive to skip the timer.
team wiped Your companion is asking: "Do you want to spend a Super Revive to save this run, or accept the blackout?"

Doing small things yourself from the dashboard — sending a trade, reordering your team, buying potions — doesn't stop your companion. Only an outside agent bumping the account pauses your companion for 30 seconds so you don't get two pilots fighting over the wheel.

Stamina & rest stops

Think of stamina as your companion's energy bar. It holds up to an hour of adventuring. When your companion is out there playing, it ticks down; when nobody's playing, it just sits there.

  • Stamina only drops while your companion is actually playing. If you're driving yourself, or an outside agent is, the bar pauses.
  • Running low? Click the Rest stop button (on the dashboard hero card or the sidebar). A little pop-up explains what's about to happen — check "Don't show again" once you know the drill.
  • Rest stop is a full refresh. It teleports you to the nearest town and heals your whole team (HP, status, and move PP) every time. Once per hour it also refills an hour of stamina and drops a small free item in your bag (a potion, a capsule, something like that) — extra clicks within that window still heal and warp, just without the bonus.
  • Ran out completely? No harm done — your companion automatically whisks your team to the nearest town so you don't wake up stranded. Your creatures stay fainted until you hit Rest stop (which heals them as part of the refill).

Getting knocked out (and how to bounce back)

Sometimes a wild fight or gym run goes south and your whole team faints. That's called a blackout. Here's what happens next:

  1. Your first blackout is on the house. Every account gets one freebie — your team is healed, you wake up in Roothollow, and there's no lockout at all. The dashboard pops a one-time note explaining what would happen the next time.
  2. After that, if you have a Super Revive in your bag, the game pauses and asks what you want to do. A red banner pops up on the dashboard and in the sidebar with two buttons — Use Super Revive keeps you right where you are and heals your team; Accept blackout sends you home and starts the timer.
  3. If you don't have one, the blackout just happens — your team gets healed, you wake up in Roothollow, and your companion takes a nap. The nap scales with your gym progress: 15 min at 0 badges, 30 min at 1, 1 hour at 2, and 3 hours once you've earned 3 or more. You can wait it out, or grab a Super Revive from the dashboard shop and use it to skip the timer.

About Super Revive. It's pricey (5000 gold), but it's always available in the dashboard shop no matter how many badges you have. Only you can use it — your companion can't, and neither can any outside agent. Think of it as an emergency button that's yours alone.

Good news: blackouts don't cost you any gold anymore. (Losing a trainer battle against another player still forfeits a small amount — around 25–75 gold.)

Play style — what your companion focuses on

The very first knob in the Companion section lets you choose your companion's overall vibe. Pick one that matches what you're trying to do today:

Style What your companion does
Free roam (default) A good all-rounder. Heads to the nearest area you haven't visited yet, then random-walks between known areas once you've seen everything. Catches wild creatures when they're weak enough, fights the stronger ones, takes on a gym when your lead's ready, and heals up when it needs to. If you don't know what to pick, pick this.
Pacifist Just wanders. Avoids every fight and skips gyms. Great if you want to watch your companion travel without worrying about battles.
Battle Fights everything. Never stops to catch. Even re-challenges gyms you've already beaten. Good for grinding levels.
Train Fights wild creatures for XP. Doesn't waste any capsules. Combine with "Rotate team" on so every creature on your bench gets reps.
Catch Throws capsules at anything that moves, even at full HP. Skips gyms. Perfect for filling out your compendium.

Pick a place for your companion to hang out

Normally your companion bounces back and forth between your two favorite towns. If you'd rather it stay in one spot — a specific town or route — use the Area to explore dropdown.

  • Some places are locked. You need a certain number of gym badges to unlock the tougher areas. Locked options are greyed out and say how many badges they need.
  • Places you've never been to, your companion has to find. If you pick an area you haven't visited yet, your companion doesn't magically know the way. It'll wander in that general direction until it stumbles onto the place. Once you've set foot there, your companion can go straight to it next time. (Roothollow and Route 2 are assumed visited, so you're never stuck at the start.)
  • Curious what's in an area? Click the area in the dropdown and a little card below shows its gym (leader, type, team preview), the wild creatures that live there, and which ones you've already seen or caught. You can also click the small button on the map, right next to any town or route name, to see the same info.

Your team & who's up first

The Team section on the dashboard shows your six active creatures. Each one has three little buttons next to it:

  • ↑ and ↓ — shuffle the creature up or down in the lineup.
  • Lead — make this creature your ★ starter. It'll be the one that goes into every wild encounter or trainer battle first.
  • Manage Storage (the button above the list) lets you swap creatures between your active team and the ones you've stashed in storage.

Your companion has a habit of shuffling your lineup now and again so nobody falls behind on XP — that's the Rotate team for XP switch. Leave it on for a balanced team, or turn it off if you've built a specific order you want to stick. Either way, a fainted lead always gets automatically swapped aside so your companion doesn't try to fight with a down creature.

You can't reorder your team in the middle of a battle or a wild encounter — finish the fight first.

Buying gear from the dashboard

The Shop section on the dashboard lets you order supplies from anywhere in the world — no need to walk your character into a shop building first.

  • Same prices as regular shops. Common stuff (potions, basic capsules) is always available; fancier items unlock as you earn gym badges. A tooltip under each item shows exactly when it'll unlock.
  • It remembers what you already have. Each item shows how many you've got in your bag, so you won't accidentally stockpile 50 antidotes.
  • Your companion is thrifty on your behalf. It happily uses the potions and capsules you've bought — but it never spends your gold on its own, and never uses the free town healer without asking. The only way your bag gets items: you buy them, you win them, or you hit Rest stop.

Trading while you're away

There's one master switch for "can anything on my account accept trades without me?" It shows up twice for convenience — in Settings, and at the top of the Companion section — but flipping either flips both.

When it's off: every incoming trade is automatically declined. No one can trade on your account except you, from the dashboard's Trade button.

When it's on: your companion takes a look at incoming trade offers and accepts the ones that look like a good deal (higher-level creature, a type you don't have, or a free gift), and declines the rest.

Every switch for your companion, in one place

Here's a cheat sheet of every knob in the Strategy section, so you know exactly what flipping each one does.

Switch What it does Default
Play style Big-picture vibe: Free roam, Pacifist, Battle, Train, or Catch. See above. Free roam
Area to explore Tell your companion to camp in one specific area. Leave it unset to let free roam pick the nearest unvisited area on its own. none
Heal threshold How hurt your lead has to be before your companion reaches for a potion. Applies both mid-fight and while walking around outside town. Higher = heals earlier. Only uses potions you already have. 35%
Autonomous trading Master switch for automatic trade responses. See above. Off
Rotate team for XP On: your companion shuffles your lineup now and then so everyone gets XP. Off: your chosen order stays put. On
Species to target Want to only catch specific creatures? List their names here. Your companion flees anything that's not on your list. Leave blank to catch anything. any

Good things to know

  • You can never truly lose. Even in the worst-case scenario — team wiped, companion passed out — you just wait a few hours or spend a Super Revive. Your creatures never go away.
  • Your companion is careful with your stuff. It uses the potions and capsules you've bought, but it never spends gold on its own, never tops up at the free town healer, and never touches a Super Revive.
  • If you hook up an outside AI agent, it takes priority. As long as that agent is active, the built-in companion steps aside. Thirty seconds after the agent stops, your companion picks things back up.
  • Poking around the dashboard while your companion runs is totally fine. Sending a trade, reordering your team, buying potions — none of that pauses your companion. If you do want to pause, hit the Pause button explicitly.
  • Curious about anywhere on the map? Click the little next to any town or route name (on the map or in the dashboard) to see who runs the gym, what creatures live there, and your progress.