What Pokémon CC: Operation Masquerade changes

How the game plays differently from Pokémon Emerald, then every stat, type and ability it alters next to what the official games do.

How the game plays

Operation Masquerade drops Tiana, the Recordkeeper from Pokémon Recordkeepers, into an Arknights convention on her day off. There is exactly one map, the Convention Center, and no story to walk through: every save starts with all eight Eeveelutions in hand, and from the first step the gacha counter and all six gauntlets are open at once. Pulling credits at the gacha is how the team grows — three Pokémon banners (each with a 4★, 5★ and 6★ pool) plus an item banner, all with published odds and a pity counter that guarantees a better pull if luck runs cold. A gauntlet is four Arknights-themed trainers fought in sequence; none of the four carries one fixed team — each draws four Pokémon at random from its own listed pool for that attempt, honouring roles the data tags (a guaranteed Lead, an Ace, a Weather Setter and so on), so no two trips through the same gauntlet look quite the same. Before any fight, the player can also switch on ‘risks’ — battle modifiers with a published point cost, from a stat handicap to a turn limit to giving the opponent items — for a harder, better-paying fight. This guide lists every gauntlet's four trainer pools in full, every risk with its cost and effect, and every gacha banner's pools and published odds, exactly as the game's own source code defines them.

How a visit works

There is no story and nothing to unlock: the Convention Center's shrine attendant offers all six gauntlets, plus three all-random gauntlets, from the very first conversation, and the gacha counter is open the same way. A gauntlet is its own four trainers, fought one after another in a fixed order; between fights the player can save, rearrange their party, or walk away and come back later.

None of the four trainers in a gauntlet has one fixed team. Each lists a pool of 6 to 13 Pokémon in the game's own data, and the game draws 4 of them at random for that attempt — so the same trainer can hand the player a different team on a second try. This guide lists every Pokémon in the pool, with its full set, rather than picking one team to show.

Trainer pools and their draft rules

Every pool entry can carry a tag — Lead, Ace, Weather Setter, Weather Abuser or Support — and the trainer's own ‘pool rule’ (shown on each fight's page) sets how many of each tag the draw is allowed or required to include; a ‘Weather Doubles’ trainer, for instance, always draws at least one Weather Setter and any number of Weather Abusers alongside its Lead and Ace slots. The same species can appear more than once in a pool as two different pool slots with different tags, which the pool listing shows honestly rather than folding together.

Risks: player-chosen battle modifiers

Before any fight, the player can switch on any number of ‘risks’ — handicaps and modifiers, each with a point cost — for a harder fight and a better reward. All 63 are listed below with their exact point cost and effect, read from the game's own risk table.

RiskPointsEffect
Fortification I1Foes have 10% more HP
Fortification II2Foes have 25% more HP
Fortification III3Foes have 50% more HP
High Pressure I1Must win within 20 turns.
High Pressure II2Must win within 15 turns.
High Pressure III3Must win within 10 turns.
Covert Operation I3Player can only have 5 mons.
Covert Operation II4Player can only have 4 mons.
Covert Operation III5Player can only have 3 mons.
Fatigue I1Player must switch a mon every 4 turns.
Fatigue II2Player must switch a mon every 3 turns.
Fatigue III3Player must switch a mon every 2 turns.
Lockdown2Player can't switch.
Debilitation: BRN3Player mons start battles burned.
Debilitation: PRZ3Player mons start battles paralyzed.
Debilitation: FRB3Player mons start battles frostbitten.
Target: Battleplan I3Opponent has 1 more mon in their party.
Target: Battleplan II4Opponent has 2 more mon in their party.
Scout Deployment2AI knows the players party, moves and abilities.
Strategize3AI knows the players party, moves and abilities. AI predicts the player's action.
Target: Uncertain1Opponent has random lead.
Target: Unknown4Opponent's party is picked from a pool of mons, creating a semi-random team.
Natural2Player can only use berries as held items.
Resource Depletion2Move PP doesn't restore between battles.
Target: Well Equipped5Opponent mons have items.
Locked in1Player can't change party or move order between battles.
Ambient: Inversion1The type chart is flipped.
Ambient Exhaustion2Using and attack makes player mons drowsy.
Ambient: Ancient Crits2Crit rate is calculated using Gen 1 formulas. Faster mons have a higher chance of critting.
Ambient Inhibition2Using a status move paralyzes player mons.
Below Average1Player attack rolls use only the lower half of results.
Above Average1Opponent attack rolls use only the upper half of the results.
Damping1Player has a negative Metronome item effect of them. Consecutive attacking moves does less damage.
Ramping1Opponent has a positive Metronome item effect on them. Consecutive attacking moves does more damage.
Shattering Blade2All player moves have recoil equal to 25% of damage dealt.
Deadeye Bolts2Opponent can't miss moves.
Initiative Priority3Opponents moves first in their priority bracket.
Formation Breaker2Opponent attacks foribly switches the player at end of turn.
Special Execution2Opponent's moves with secondary effects are guaranteed to proc those effects.
Disabling1Opponents attacks apply the Disable effect.
Suppressing1Opponents attacks apply Gastro Acid which suppresses abilities.
Tormenting1Opponents attacks apply the Torment effect, preventing mons from repeating attacks.
Environment: Area Lockdown1Hazards can't be removed from the player's side of the field.
Environment: Debris I1Player starts with 1 layer of spikes on their side of the field.
Environment: Debris II2Player starts with 2 layer of spikes on their side of the field.
Environment: Debris III3Player starts with 3 layer of spikes on their side of the field.
Environment: Noxious I2Player starts with 1 layer of toxic spikes on their side of the field.
Environment: Noxious II3Player starts with 2 layer of toxic spikes on their side of the field.
Environment: Shattered Earth3Player starts with Stealth Rock on their side of the field.
Environment: Shrapnell3Player starts with Sharp Steel on their side of the field.
Environment: Mire3Player starts with Sticky Web on their side of the field.
Ambient: Weakness1Player mons can only use the first 3 moves.
Dual Blades2Player mons have Parental Bond. Player can only use the first 2 moves.
Tolling Bells2Player mons have Perish Body. Player can only use the first 2 moves.
Primal Surge2Player mons have Beast Boost. Player can only use the first 2 moves.
Enhanced Armor2Player mons have Filter. Player can only use the first 2 moves.
Target: Piercing Ammo1Opponent mons have Mold Breaker.
Target: Last Stand2Opponent mons have Sturdy.
Target: Second Wind1Opponent mons have Regenerator.
Target: Impenetrable1Opponent mons have Battle Armor.
Target: Camouflage6Opponent mons have Wonder Guard. There's a reason why only Shedinja has this normally…
Target: Enhanced Armor1Opponent mons have Filter.
Target: Honed Instinct2Opponent mons have Adaptability.

The gacha

Credits buy pulls at the gacha counter: a single pull costs 50, a 10-pull costs 500. Three Pokémon banners are on offer, each with its own 4★, 5★ and 6★ pool (13/8/2 species), plus a separate item banner (42/23/7 items) with its own, slightly different odds. Every pulled Pokémon arrives at level 50.

The game checks the 6★ tier first: about 1 in 50 on every pull, guaranteed if the player has gone 80 pulls without one (pity). If that check misses, a second roll checks the 5★ tier: about 1 in 4 of those pulls, guaranteed within 3 pulls of the last 5★-or-better (pity). Anything else is a 4★ pull. The item banner uses its own, separate odds and pity: about 1 in 40 for its top tier (guaranteed by pull 40) and about 1 in 4 for its middle tier (guaranteed by pull 3).

Within a tier every species (or item) has an equal chance of being the one picked. The point shop sells from the same item-banner pools directly for a fixed number of item points instead of a random pull, as an alternative to pulling for them.

Banner4★ species5★ species6★ species
Indomitability of the Unbreakable Spirit1382
Fury of the Earthen Core1382
Memories of Months Past1382

From the game's own source code, as of its 11 September 2026 release.

The main changes

  • One hub map, no routes and no story gate: the gacha counter and all six gauntlets are open from the player's first save
  • 6 gauntlets × 4 Arknights-crossover trainers = 24 fights, fought in a fixed order within each gauntlet but in whatever order the player likes overall
  • Every gauntlet trainer draws 4 Pokémon at random from their own listed pool of 6–13 for each attempt (never a single fixed team), following a published draft rule that guarantees roles like Lead, Ace or Weather Setter
  • 8 double-battle trainers among the 24; the rest are singles
  • 63 player-chosen ‘risks’ (battle modifiers) with a published point cost each, worth 137 points combined if every one were switched on at once
  • 3 Pokémon gacha banners (4★/5★/6★ pools, 23 species each) plus an item banner, all with published pull odds and a pity counter
  • 213 species appear across the gauntlet pools, the gacha banners and the starting Eeveelutions, every one at a fixed level 50
  • 7 of the 293 moves shown are marked as this game's own — changed from the current official numbers, or not in the current official games at all

How the Pokémon change

Measured from the guide's own data, so it can't drift from the pages it links to.

Compared against present-day official data. The Fairy type and hidden abilities arrived after Pokémon Emerald, so a difference here can belong to the series rather than to this hack.

Base stat changes (2)

PokémonWhat changedTotal
CrobatCrobatSp. Atk 70→90535→555
OctilleryOctilleryHP 75→85, Attack 105→75, Defense 75→85, Sp. Def 75→85480→480

Type changes (3)

PokémonWasNow
GardevoirGardevoirPsychic / FairyPsychic
WhimsicottWhimsicottGrass / FairyGrass
LycanrocLycanrocRockRockFighting

Ability changes (70)

PokémonGainsLoses
NidokingNidoking—Rivalry
TentacruelTentacruelRiptideClear Body
VaporeonVaporeonNatural CureHydration
JolteonJolteonLightning Rod—
FlareonFlareonSunbreakGuts
CrobatCrobatContagionInfiltrator
LanturnLanturnLightning RodIlluminate
AmpharosAmpharosMold Breaker—
UmbreonUmbreonDark AuraInner Focus
SteelixSteelixSand Spit, Earth EaterRock Head, Sturdy, Sheer Force
ScizorScizorArmor TailSwarm, Light Metal
MagcargoMagcargoEarth EaterWeak Armor
OctilleryOctillery—Moody
Porygon2Porygon2—Analytic
GardevoirGardevoirBatterySynchronize
MasquerainMasquerainWind RiderUnnerve
BreloomBreloom—Effect Spore
MawileMawileHuge PowerSheer Force
MedichamMedichamPure WillTelepathy
AltariaAltariaStormcaller, FluffyCloud Nine
ClaydolClaydolBeads of Ruin—
AbsolAbsolMagic BouncePressure
GorebyssGorebyssTorrent—
MetagrossMetagrossAnalytic—
RoseradeRoseradeSkill LinkNatural Cure, Poison Point
LopunnyLopunnyScrappyKlutz
GarchompGarchompNo GuardSand Veil
ToxicroakToxicroak—Anticipation
WeavileWeavileSuper Luck, Adaptability, MagicianPressure, Pickpocket
MagmortarMagmortarMultiscale, Mega LauncherFlame Body
LeafeonLeafeonSharpness—
GlaceonGlaceonSlush RushSnow Cloak
GliscorGliscorMagician, UnburdenHyper Cutter, Sand Veil
MamoswineMamoswineOwn Tempo, Cud ChewOblivious, Snow Cloak
Porygon-ZPorygon-ZSurge SurferAnalytic
FroslassFroslassSnow Warning, Serene GraceSnow Cloak
HeatranHeatranDesolate Land—
SeismitoadSeismitoad—Poison Touch
WhimsicottWhimsicottFluffyInfiltrator, Chlorophyll
CrustleCrustleSolid RockShell Armor, Weak Armor
CinccinoCinccinoLiberoCute Charm, Technician
AlomomolaAlomomola—Healer, Hydration
GalvantulaGalvantulaTinted LensUnnerve, Swarm
FerrothornFerrothornSeed Sower—
ChandelureChandelureShadow TagInfiltrator
HaxorusHaxorusIntimidateUnnerve
DruddigonDruddigon—Sheer Force
DelphoxDelphoxTelepathyMagician
MeowsticMeowsticFriend GuardKeen Eye, Infiltrator
DragalgeDragalgeMimicryPoison Point, Poison Touch
HelioliskHeliolisk—Sand Veil
SylveonSylveonMisty SurgeCute Charm
DedenneDedenneElectric SurgePlus
NoivernNoivernSoundproofTelepathy
LycanrocLycanrocSand Force, Power SpotKeen Eye, Sand Rush, Steadfast
AraquanidAraquanidRain Dish—
ComfeyComfeyFriend GuardFlower Veil, Natural Cure
PalossandPalossandNeuroforce, Arena TrapSand Veil
TogedemaruTogedemaru—Lightning Rod
DrampaDrampaStormcallerCloud Nine
CorviknightCorviknight—Pressure
EldegossEldegossSeed SowerEffect Spore
DubwoolDubwool—Steadfast
GrimmsnarlGrimmsnarl—Frisk, Pickpocket
DragapultDragapultSpeed BoostInfiltrator, Cursed Body
PawmotPawmot—Natural Cure
ArmarougeArmarougeMega Launcher—
CeruledgeCeruledgeSharpness—
Roaring MoonRoaring MoonIntimidate—
Iron ValiantIron ValiantFairy Aura, WillpowerQuark Drive