Pokémon Shuffle


 * Jewel redirects here. For the core series item with the Japanese name of Jewel, see Gem.

Pokémon Shuffle (Japanese: ポケとる PokéToru) is a puzzle game first released for the Nintendo 3DS through the Japanese, Australian, European, and North American Nintendo 3DS eShop on February 18, 2015. Major version updates are also downloaded from the eShop, but minor updates may occur within the game itself while it communicates with the server during "".

Pokémon Shuffle operates on a model—the game is free to download and play, although with a limited number of stages playable in quick succession. Players start with five and spend one Heart per stage played. Hearts will recharge for free as time passes at a rate of one Heart every 30 minutes, with no more regenerated if players already have five Hearts. Optionally, more Hearts or Coins (which are used to play certain stages or can be used to purchase power-ups in stages) may be purchased with, which are bought with real money or occasionally given as free prizes, to allow players to immediately resume their game. One Heart is also given for free when Stage 11 is played for the first time, even if the player has Hearts remaining.

A version for iOS and Android called  (Japanese: ポケとる スマホ版 PokéToru Smartphone Version) was released in Japan on August 25, 2015, in North America, the United Kingdom, and Australia on September 1, 2015, and in continental Europe and South Korea on January 20, 2016. It was originally scheduled to be released in South Korea on January 14, 2016.

Blurb
''Get ready for the latest Pokémon puzzle game! Match three or more Pokémon to clear them from the screen and damage the opponent Pokémon. But watch out—your moves are limited, so use them wisely! With no time limit, you can create the best matches to deal out maximum damage. With many popular Pokémon, including some Mega-Evolved Pokémon, this is the perfect puzzle game for fans and for new players who want to get in on the Pokémon fun.''

Pokémon Shuffle Mobile
Pokémon Shuffle Mobile is a separate implementation of the Pokémon Shuffle game for iOS and Android. It was released after Pokémon Shuffle for the 3DS and took many version releases before it reached feature parity. There are several minor game elements that between Mobile and 3DS versions in addition to having a slightly different user interface. The version history tracked in this article follows the Android system. iOS is often a few versions behind Android due to the more time consuming nature of the iOS app store review process.

Pokémon Shuffle Mobile can only be played with an Internet connection. Unlike on the 3DS, it will not fully load otherwise. Regular server maintenance is scheduled on Tuesdays from 5:00-6:00 AM, meaning the game is unplayable during these hours. According to the official support website, Pokémon Shuffle Mobile requires iOS 7.0 or later or Android 4.1 or later and requires on-device storage of approximately 200 MB, although periodically updates will require additional on-device storage. Rooted and jailbroken devices are not supported. When using Android 1GB of free memory is required.

Game data may be transferred between Mobile devices, but not to/from a 3DS or shared between multiple Mobile devices at the same time. Once a transfer code is issued under "Issue a transfer code" in "Options", in can be entered along with the client number when the game is first launched on the new device. will not be transferred between different OSes. Transfer codes expire after 30 days from being issued and cannot be issued again for 30 days after the last transfer.

Differences from the 3DS version

 * Graphics are higher resolution.
 * Stages scroll vertically instead of horizontally.
 * Players who use older devices to play the app may experience severe lag and audio muffling. The Nintendo 3DS version performs the same on all variants.
 * An Internet connection is required.
 * The function occurs automatically when the application launches. Players must exit and restart the game in order to check in again.
 * Notifications, which can be turned on and off under "Options" and then "Settings", are sent to the phone or tablet notifying players when their have regenerated.
 * is not available. integration, or player "Friend Codes" for non-Facebook users (since Version 1.6.0), is utilized instead. Through these features, mini  can be sent to and received from each of the player's friends once per day. Each mini Heart sent or received fills a bar called the Friend Gauge slightly; sending a mini Heart fills a quarter of the bar, while receiving one fills an eighth. When the Friend Gauge fills completely, an extra Heart is obtained. This feature is disabled for players under 13.
 * The first successful completion of a battle against s with Pokémon at the end of each  earns 5  instead of a.
 * A number of early stages had adjustments to their stage data, including the total amount of experience available, the Pokémon's catch rates, and the types of.
 * Prior to July 2016, Special Stages were not always held on the same schedule, and some had different rewards or costs per play.
 * Competitive Stage rankings are counted separately. Additionally, rankings and prize tiers are not separated by region.
 * Gifts are received under the "Gifts" tab.
 * In countries outside Asia, players who are younger than 13 years old cannot make in-app.
 * Players may not more than ¥10,000 (or equivalent) per month.
 * Prices for and  differ, as noted in their respective sections of this article.
 * are incompatible.

Gameplay
Pokémon Shuffle is a puzzle game in which players match three or more of the same Pokémon icons in a six tile by six tile Puzzle Area to defeat wild Pokémon, in a similar style to Pokémon Battle Trozei. Players try to Pokémon by defeating them. To defeat a wild Pokémon, players must cause damage equal to or greater than the opposing wild Pokémon's Hit Points (HP) and do so within a certain number of moves or within a certain amount of time. Players may then use their newly captured Pokémon as to help them capture more wild Pokémon. done to an opposing wild Pokémon depends on the of the Pokémon whose icons are matched, the number of icons matched, the Skill the matching Pokémon possesses, and a number of additional factors. Each Pokémon has a Skill that is activated when the Pokémon is matched in a battle, as long as the specific skill criteria is met (sometimes at random) and the match is not the second or later match in the (matches that immediately follow one after the other without all icons coming to rest). During move-limited stages, the icons representing a Pokémon can be moved anywhere in the Puzzle Area, but will immediately revert their positions if they do not cause a match. Once a match has been made, no icons can be moved by the player until the combo and the wild Pokémon's subsequent (if any) have ended. In time-limited stages, no-match moves are eligible, and icons may be moved as long as time remains on the clock. Breakable-rock, unbreakable-block, and any icon trapped under a barrier disruption cannot be moved directly in either stage type.

Catching Pokémon
Whenever an uncaught Pokémon is defeated, the player gets a chance to catch that Pokémon. The chance to catch a Pokémon varies and is split into two primary components — a base catch rate that does not change and a bonus, which increases the catch rate slightly for each extra move (or time, in increments of three seconds) left unused at the end of the stage. If the player purchased a "Moves+5" or "Time+10" before beginning the stage, the additional Moves or Time will not be factored into the bonus. However, the bonus will factor in Moves or Time gained if the player ran out of moves or time on the stage and used a Jewel to gain more. If the initial fails, a, which doubles the current catch rate, may be purchased for 2500 (3DS) or 3500 (Mobile) Coins. If the Great Ball fails, additional Great Balls may be purchased, though the catch rate is not increased further. Additionally, after the first Great Ball, there is a chance that the Pokémon may run away automatically. If a Pokémon has been caught, a small icon will appear next to its icon on the stage selection screen.

In Version 1.2.0 (3DS) onwards, or from the start (Mobile), if the initial Poké Ball fails, the Pokémon may become nervous, triggering "Super Catch Power". After the listed catch rate is doubled by the Great Ball, Super Catch Power will randomly add between 20% and 50% to the capture rate. This does not increase the cost of the Great Ball.

Attack Power, level, and experience
A Pokémon's Attack Power is the primary variable that determines how much a match of its icons will do to opposing Pokémon, represented by a number between 30 and 120. A Pokémon's Attack Power increases as its level. All Pokémon initially have a maximum level of 10, though some Pokémon may have their maximum level increased by using Raise Max Level. A Pokémon's level is increased by earning Experience Points, which can be obtained by battling almost any Pokémon or through Exp. Booster or Level Up Enhancements. For details on individual Pokémon Attack Powers, see List of Pokémon by Pokémon Shuffle list number.

Each stage gives out a different amount of experience, but generally, Main Stages give an amount of experience equal to their number of moves, Expert Stages give 10 experience, and most Special Stages give 5 experience. Full experience is earned when players defeat their opponent, while a proportion of this is awarded if the player runs out of moves or time, based on the proportion of the opponent's HP that is remaining (this can award full experience even when the player loses if the opposing Pokémon has very little HP remaining). Generally, all Support Pokémon brought to the stage earn an equal amount of experience, but if the stage is cleared, one Pokémon will receive a crown, which doubles the experience gained from that stage. The crown is given to the Support Pokémon whose icons were cleared the most. Icons cleared by Skills or Mega Effects do not count, but icons at the intersection of a T, L, or +-match are counted twice. If two or more Support Pokémon had an equal number of icons cleared, the crown will be awarded to the one in the leftmost position on the Support list.

Damage
Damage for each match is equal to the as shown in the Pokémon List for the given level of the Pokémon and then modified (multiplied) by the following factors.

Disruptions
Disruptions are special icons or effects on tiles found in most that are usually meant to hinder the player's ability to do damage to the opposing Pokémon. They are most frequently placed on the stage by the opposing Pokémon, but may also be present in a set pattern at the start of the stage or appear randomly as a forced 5th Support icon. There are a number of conditions that may trigger an opposing Pokémon to place disruptions, but the most common one is having the opposing Pokémon's disruption counter reach zero.

Disruption counters decrease when moves are made, regardless of whether it is a move-based or time-based stage. Many Skills and effects have an effect on the counter. Mind Zap will reset the counter to its initial value, while Prank will randomly change the counter to a number between 1 and its initial value. The counter will not decrease if the opposing Pokémon is, , , or stunned (by a Disruption Delay or Astonish and similar Skills) when a move is made. The counter will also not decrease if the first match causes a Pokémon to or activates any Skill that causes any of the previously mentioned status effects,, or Spooked.

All disruptions can be erased by Mega Effects. All disruptions (excluding Non-Support Pokémon) can be removed by the Stabilize(+) and Disrupt Buster Skills. Swap(+) Skills can replace disruption icons with, though Pokémon within barrier or black-cloud disruptions will still be inside them. Additional disruption removal information is listed in the disruption descriptions below.

Let's shake things up!
If at any time during a stage there are no valid moves available to players (that at least result in a match of three Pokémon icons), the game will say "Let's shake things up!" and restore the Puzzle Area to its initial state. Any pre-set icons and will be replaced as they were, but other icons will be placed randomly again. The opposing Pokémon's disruption counter is not reset, however. Play then resumes as normal. The clock during time-limited Stages will stop while the initial state is restored. If this happens when moves or time have run out, no matches will occur on the reset Puzzle Area, should they be present, unless a is spent.

Mega Evolution
Mega Stones are given out throughout the game, typically awarded when players defeat the corresponding Mega Pokémon used by a, through rewards, or as prizes on Special Stages. When players the corresponding Pokémon (always on a different stage from the Mega Pokémon stage), they can only activate its Mega Evolution by placing it in the leftmost Support position when setting up for a battle. is activated by matching a minimum number of the Mega Evolving Pokémon's icons. Each matched icon slightly increases the Mega Gauge, found to the left of the Puzzle Area (above on Mobile). Pokémon of the same that have the Mega Boost(+) Skill can also fill the Mega Gauge. Once the Mega Gauge is full, the Pokémon will Mega Evolve. While Mega Evolved, the Pokémon's regular Skill is replaced by a Mega Effect that activates whenever it is matched. In time-limited stages, the clock stops while the Mega Evolution occurs, and in move-based stages, if the first match of a turn triggers the Mega Evolution, any disruptions or related effects (like the sleep timer) are delayed one turn. Pokémon with Mega Stones that are in the second, third, or fourth Support positions do not Mega Evolve.

can be erased if they are targeted by a Mega Effect. If the Mega Effect erases icons, each icon erased increases the amount of inflicted by the match.

Ranks
When a stage is completed, a Rank (C, B, A, or S) is given based on the number of moves or amount of time left at the end of the stage. The highest rank ever earned on a particular stage is displayed in the overworld, next to the stage. On certain types of Special Stages, ranks are not given or displayed in the overworld, usually because the stage played may constantly change or a different ranking system is in place.


 * For most Main Stages and Expert Stages, if the number of moves or amount of time remaining upon competition of the stage is greater than or equal to half the total number/amount of moves/time available (rounded down), an "S-rank" is achieved. All "Puzzle" Main Stages (which usually only have a single solution) will always give an S-Rank upon completion.
 * While a "Moves +5" or "Time +10" does not affect  rate percentages, it does affect Rank.
 * S-Rank requirements for Special Stages tend to vary greatly based on the specific stage.

Expert Stages are unlocked depending on the total number of S-ranks players have achieved on the Main Stage path. S-ranks earned in Expert and Special Stages have no impact on gameplay, including contributing towards the unlocking of new Expert Stages.

Skills
Skills are special abilities that Pokémon activate when they are combined in a match. There are a wide variety of skills available in Pokémon Shuffle. Typically, the specific skill associated with a specific Pokémon never changes in Pokémon Shuffle. Players may adjust a limited number of Pokémon skills by using "Skill Swapper". The list of skills that may be swapped are unique to each Pokémon.

Support Pokémon
Captured Pokémon that are chosen to be taken into a battle against opposing Pokémon are referred to as Support Pokémon. Only the Pokémon placed in the first, or leftmost, Support position in the selection menu will be able to. Most stages allow players to choose up to four different Support Pokémon, but in, only three may be chosen.

Each stage has four default icons that are used in place of Support Pokémon if the player owns fewer than four Pokémon, or chooses to bring three or fewer Support Pokémon into a stage. Some stages have additional forced Support icons found within the stage. If one of the chosen Support Pokémon is the same as a forced Support Pokémon, the first Pokémon from the stage's default Pokémon list that isn't one of the chosen Support Pokémon is used instead. If a "Complexity -1" is used, the Pokémon that is in the right-most Support Slot (or would fill in the case of defaults), or the last forced Support Slot, is completely removed from the Puzzle Area (excluding those placed as disruptions).

For most stages, the default Support Pokémon are, , and  in that order.

Optimize
The Optimize button, located below the chosen Support Pokémon when a stage has been selected on the overworld, is designed to speed up the process of choosing Support Pokémon. Clicking on it will automatically choose four Support Pokémon based on several criteria. A random Pokémon that can and has the greatest  (i.e. super effective, then normal effectiveness if there are no super effective Pokémon capable of Mega Evolution, and so on) against the selected stage's Pokémon opponent will be chosen for the leftmost slot. The remaining slots will be filled by the Support Pokémon that currently have highest base (taking current  and type effectiveness into account, but no other factors). If multiple Pokémon have the same base damage, they will be chosen randomly from within that group. If the player has no Pokémon that are able to Mega Evolve, all four slots will be filled in this way instead.

Type
Like most Pokémon games, each Pokémon in Pokémon Shuffle has a specific type, which broadly categorizes their background and abilities. In Pokémon Shuffle, Pokémon can only be 1 of the 18 Pokémon types. Each Pokémon's type in Pokémon Shuffle matches one of their two Pokémon types in the main video games. See the List of Pokémon by Pokémon Shuffle list number for Pokémon Shuffle specific type information.

Effectiveness
In Pokémon Shuffle, Pokémon affects gameplay by determining how effective the matchup of any two Pokémon will be. Any given matchup can be "Not very effective" (½x ), Normal effectiveness (1x damage), or "Super effective" (2x damage). See the chart below for more information. (This chart is the same as the Generation VI type effectiveness table, except that 0× effectivenesses become ½×.)

Immunity
Some types are not affected by several status conditions:
 * (Caused by Nap Time or Sleep Charm): Dark, Dragon, Fighting, Ghost, Grass, Ice, Rock, Steel
 * (Caused by Burn): Dragon, Fire, Ghost, Ground, Poison, Rock, Water
 * (Caused by Freeze or Freeze+): Electric, Fairy, Fighting, Fire, Ghost, Ice, Poison, Psychic, Steel
 * (Caused by Dragon Shriek, Lightning, Paralyze, Quake, or Shock Attack): Dragon, Electric, Fairy, Flying, Ghost, Poison, Psychic, Steel
 * (Caused by Poison): Ghost, Ground, Poison, Rock, Steel
 * (Caused by Spookify or Spookify+): Bug, Dark, Dragon, Fighting, Grass, Ground, Ice, Poison, Rock, Steel

3-Pokémon Stages
Pokémon Shuffle that allow players to only select three  are known as 3-Pokémon Stages. The Complexity -1 is not available in 3-Pokémon Stages. Due to there usually being fewer types of icons in the Puzzle Area, large are much more frequent.

Check in
Nintendo 3DS players can use the "check in" function once per day (server days end at 6:00 AM the morning after the day ends in UTC time), which connects the player's game to the Internet and gives them a reward for doing so. This normally grants 500 Coins, but will instead grant 1000 Coins every 10 times players check in. Checking more than once in a 24-hour period does not contribute toward 1000 Coin rewards.

Checking in also checks for any patches that players may not have already installed. If there are any minor patches, the game asks 3DS players if they wish to download extra data. If they do, it automatically downloads and installs it. This is the only way to install minor game patches. If there are any major patches, the game provides a link to a page on the Nintendo eShop to download it and requests that players do so. If there is a major patch that players do not install, players cannot check in. If a patch is released part way through the day and the check in function has already been used, the patch can still be downloaded on that day by checking-in again.

Checking in also synchronizes the system's copy of time with the server, regulating when Special Stages appear. If the system time is changed, players must check in again to regain access to any active Special Stages they have, thereby resyncing with the server. Special Stages that do not begin on the day a new version is released can be accessed even if players have not checked in that day, as long as the system has the version of the game with the stage programmed (for example, the Hoenn Legends stages appeared at the start time for anyone who had updated the game to the version released on that Monday, regardless of whether or not they had checked in on or after the release time).

does not have the "check in" feature, but instead has "Data Update" functionality that runs automatically when the application is loaded. This "Data Update" installs minor and major updates automatically and requires an Internet connection. If no Internet connection is available to perform the "Data Update", Shuffle Mobile will not finish loading.

Starting in January 2018, the rewards for check in were expanded to include Hearts, Items, and Enhancements. Different rewards are given for each time players check in for up to 15 times, after which the rewards will cycle back to those of the first time. The rewards of 500 and 1000 coins are still present, but operate independently of this reward cycle.

Celebration Challenge
The Celebration Challenge is an event that began in August 2017 and concluded in February 2018. In it, players are given rewards if they check in on enough days during a given month. The rewards are distributed near the beginning of the following month.

Check in ten times!
"Check in ten times!" is an ongoing event that began in February 2018. Similar to Celebration Challenge, this event offers a Pikachu (Celebration) as a reward for logging in 10 or more times within a month. However, unlike Celebration Challenge no hearts or Mega Speedups are given as rewards, and the Pikachu (Celebration) is awarded immediately upon the tenth check in instead of at the start of the following month.

Players who check in 10 times in a month but have already received that month's Pikachu (Celebration) will receive 1 Level Up instead.

Stages
As of February 13, 2018, all versions of Pokémon Shuffle include 700 stages in addition to periodic Special Stages. Most of the stages give players the chance to a unique Pokémon. New stages are consistently added via updates.

There are 4 groupings of stages in Pokémon Shuffle: Main Stages, Expert Stages, Special Stages, and Survival Mode. Stages typically cost one to play and require players to defeat the opposing Pokémon within a certain number of moves (move-limited stages) or within a certain amount of time (time-limited stages). Initially, the player only has access to Main Stages; most of the other types of stages become available after the tutorial has been completed.
 * Main Stages are composed of 700 move-limited stages subdivided into thematic areas, each with their own music, background graphics, and final battle against a boss, which is usually a Trainer using a Pokémon. Stages are revealed sequentially once the previous opposing Pokémon is defeated. Victory against a Mega Evolved Pokémon earns players a Mega Stone and a  on the 3DS or a Mega Stone and five  in . The first 11 stages make up the tutorial. Clearing Main Stage 700 and earning 500 S-Ranks will unlock the more-difficult UX versions of all 700 Main Stages.
 * Expert Stages consist of 53 time-limited stages. As more Pokémon are defeated in Main Stages at, a sequential list of Expert Stages is revealed at various points. Defeating the same Pokémon at S-rank multiple times or earning S-rank in stages other than Main Stages do not count towards revealing new Expert Stages.
 * Special Stages consist of a changing set of stages available for limited time periods, and are a mixture of move-limited and time-limited stages. Special Stages are unlocked after completing the tutorial. Special Stages are downloaded during the process, and can only be played during the limited event period. The exact number of stages varies per week, or sometimes per day. Special Stages are also the only stages that may require  to play instead of.
 * Survival Mode is a series of 60 move-limited stages during which players cannot alter their initial selection of . Survival Mode is unlocked after defeating the first 150 Main Stages and progresses through a partially randomized selection of the first 300 Main Stages. Special rewards are awarded when the player progresses past certain stage milestones. Less valuable rewards are given on subsequent attempts if the player had already reached that milestone before. Starting Survival Mode costs three, while individual stages within a challenge have no cost. Players may "Take a Break" and pause their current Survival Mode challenge by creating a temporary save point.

Tutorial
The first 11 stages of the Main Stages act as the game's tutorial. Players must first complete the tutorial in order to have full access to all game features. Throughout the tutorial, players are guided by Amelia. Players start the game with 5 regenerating, 0 bonus Hearts, 0 , 0 , and no.


 * Upon starting the game, Amelia briefly introduces the game and then directs (forces) players to Stage 1, where they are not yet offered the opportunity to buy . During the stage, Amelia directs the moves, guaranteeing both that Espurr is defeated and that it has a of 100%. Espurr then becomes the first.
 * Amelia next directs players to Stage 2, where she introduces the concepts of and , and gives players a free "Moves +5" item.
 * Stage 3 starts directly after completing stage 2. The  button (which did not appear before) is introduced by Amelia, along with type.
 * After starting Stage 4, Amelia explains the concept of Skills.
 * When players try to the  after completing stage 5, the  will always fail. However, Amelia offers the player a free, allowing Eevee to be caught. Afterward, players are given a free  as Amelia explains the function of Jewels. The game then directs players the Jewel purchase menu, encouraging them to purchase 5  (6 Hearts in ). However, using the Jewel is not required to continue.
 * At the start of Stage 6, Amelia introduces as the stage's  turns one Support Pokémon into a breakable-rock disruption.
 * Amelia describes what a is at the beginning of Stage 8.
 * In Stage 10, the player faces a Trainer with a . Amelia hints that the stage will be different from all the other stages, and encourages players to discover for themselves how works in Pokémon Shuffle.
 * Upon starting Stage 11, Amelia explains that only Pokémon set in the first (leftmost) slot of the can  if players have the corresponding Mega Stone.
 * Before starting Stage 12, Amelia gives players a free (5 regenerating Hearts in ). She also explains the purpose of the  button that has now appeared (3DS Shuffle only).

Mission Card
Mission Cards are a feature that were added in Version 1.3.0 in the 3DS version and Version 1.6.0 in Pokémon Shuffle Mobile. Each Mission Card specifies a number of missions, each of which will earn the player a specified amount of Stars for completing it. A mission's requirements must be completed within a single attempt of a stage. Once specified amounts of Stars are earned within the current Mission Card, the player will receive rewards. Only one Mission Card may be active at a time, but different Mission Cards may be swapped to at any time without losing progress on the current one.

Jewels
The game's microtransactions are focused around Jewels. Jewels can be obtained in-game by completing Mega Pokémon stages (first time only, 3DS Shuffle only), rarely as prizes or rewards in certain Special Stages, for obtaining es, and occasionally as gifts. One Jewel was given to all players on February 21, 2015 to apologize for a software glitch that occurred around February 19, 2015; this bonus was for everyone, not just those affected by the glitch. The maximum number of stored Jewels cannot exceed 150.

In Pokémon Shuffle, Jewels are obtained via purchase on the Nintendo eShop (3DS Shuffle) or in the Jewel Shop. Players under the age of 18 cannot spend more than a fixed amount in-game per month (US$80, €100, £80, AU$150, NZ$150, or ¥10,000).

In, players may not purchase more than ¥10,000 (or equivalent) per month. This is displayed as purchase points, which start at 1,000 at reset on the first day of each month. In countries outside Asia, players who are younger than 13 years old cannot make in-app purchases.

Jewels can be exchanged for either or  at the following rates:

Upon running out of turns or time during a stage, 1 Jewel can be spent to gain 5 additional turns or 15 seconds. This bonus is counted towards the time/move bonus when attempting to the Pokémon.

From July 31 to August 17, 2015, a limited-time offer was available where players who bought at least one set of more than one Jewel would get six additional Jewels when they first check in during the 30 days from the next Wednesday after the corresponding purchase period. These periods are shown in the table below:

Starting in Version 1.3 in the 3DS version or Version 1.6 in Pokémon Shuffle Mobile, players who purchased a minimum amount of Jewels in a given month would receive bonuses for the remainder of that month depending on the number of Jewels bought:

Hearts
Players begin the game with five Hearts. Each time most stages are accessed, a Heart is consumed (and will be lost even if play is interrupted, such as by turning off the power); Hearts are replenished over time at the rate of one Heart every thirty minutes. Extra Hearts can be obtained as gifts, rewards for clearing certain stages, in exchange for Jewels, or through certain conditions via or Facebook integration. If the number of Hearts obtained exceed the normal maximum number of regenerating Hearts, no Hearts will regenerate until the total number of remaining Hearts is lower than the normal maximum again. In the 3DS version, these extra hearts are stored separately from the regenerating hearts (as of Version 1.2). The maximum number of regular and extra stored Hearts cannot exceed 99 of each type of Heart.

Coins
Each time a stage is successfully completed (regardless of whether or not the Pokémon was caught), players are rewarded with a fixed number of Coins. This is typically 100 Coins for Main Stages, 300 Coins for Expert Stages, and 200 Coins for Special Stages. Clearing a stage again will result in a reward of 30 3DS or 20 Mobile Coins. On Special Stages, the repeated stage clear reward may vary between 0 and 30 additional Coins, depending on the stage. Coin, if matched in a stage, will add more Coins to the stage clear reward. Coins may also be obtained occasionally as gifts or as rewards for clearing certain stages. Coins can be spent on in-game and are required to access certain Special Stages (instead of Hearts). The maximum number of stored Coins cannot exceed 99,999.

Items
The maximum number of any one type of stored Item cannot exceed 99.

Great Balls
If players fail to a Pokémon with the regular provided, they can use a  to double its catchability percentage rate at a cost of 2500 Coins on the 3DS Shuffle or 3500 Coins in.

Special Shop
The Special Shop only opens for limited times and offers special items for the player to buy. During its open times, the Special Shop's campaign is usually divided into consecutive 1-week periods. During each period, only a limited quantity of each item in the Special Shop is available; in the next period, the items are restocked if the player previously bought any.

As of September 26, 2017, the Special Shop has been made available indefinitely, with restocks occurring every week.

When an item is bought from the Special Shop, it activates immediately. While one of these items is active, the player cannot buy other items from the Special Shop.

Some items have differences in their effects based on the time of each Special Shop release.

Enhancements
Enhancements may be used on a Pokémon when selecting Pokémon for a stage, in the Pokémon swap menu. They are consumed when used. These enhancements cannot be bought with or. They permanently improve a Pokémon as described in the table below. The maximum number of any one type of stored Enhancement cannot exceed 99.

Passcodes
The game includes a Passcode function, where players can enter an 8-digit code that grants a reward in-game. It is similar to the "Receive via code" option of the Mystery Gift feature found in the Generation VI core series Pokémon games.

StreetPass
If StreetPass is enabled for Pokémon Shuffle, whenever players StreetPass another player with StreetPass enabled for Pokémon Shuffle on their Nintendo 3DS they will share data with each other. The last 10 players StreetPassed are added to the StreetPass tag log, which will display their most recently used Pokémon, their total playtime, their number of stages cleared, their number of Pokémon caught, their number of previous StreetPass tags, and the furthest stage they have cleared in Survival Mode, as well as the time they were last StreetPassed.

Additionally, players receive rewards based on the number of StreetPass tags they have gained.

Further rewards are earned if the same system is met via StreetPass multiple times in a row. These rewards are in addition to any earned for the total number of hits. If multiple Streetpasses are checked at once, these rewards will be nullified, regardless of the order of the Streetpasses.

Finally, if there are no StreetPass tags received in a long enough period, more rewards may be earned upon receiving a new tag. This is in addition to any rewards earned for the number of tags. It is currently unknown if this resets the counter of multiple tags from the same system in a row. StreetPass tags are not counted by the game until the menu is opened.

In, Facebook integration or "Friend Codes" (Version 1.6.0 onward) is used instead of StreetPass.

In the 3DS version from Version 1.4.0 onward, if a StreetPassed player has not updated to 1.4.0 then they will not be added to the StreetPass List and the pass will not count towards Heart or Jewel rewards. However, the 3DS home menu icon will still display a green dot, and the records tab visible on the world map will still display a blue dot if such a pass is received.

Version history
Pokémon Shuffle is routinely updated with new content coming out every week or two weeks. For a full history of all content released in Pokémon Shuffle, please see Pokémon Shuffle/Version history.