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.
| Risk | Points | Effect |
|---|---|---|
| Fortification I | 1 | Foes have 10% more HP |
| Fortification II | 2 | Foes have 25% more HP |
| Fortification III | 3 | Foes have 50% more HP |
| High Pressure I | 1 | Must win within 20 turns. |
| High Pressure II | 2 | Must win within 15 turns. |
| High Pressure III | 3 | Must win within 10 turns. |
| Covert Operation I | 3 | Player can only have 5 mons. |
| Covert Operation II | 4 | Player can only have 4 mons. |
| Covert Operation III | 5 | Player can only have 3 mons. |
| Fatigue I | 1 | Player must switch a mon every 4 turns. |
| Fatigue II | 2 | Player must switch a mon every 3 turns. |
| Fatigue III | 3 | Player must switch a mon every 2 turns. |
| Lockdown | 2 | Player can't switch. |
| Debilitation: BRN | 3 | Player mons start battles burned. |
| Debilitation: PRZ | 3 | Player mons start battles paralyzed. |
| Debilitation: FRB | 3 | Player mons start battles frostbitten. |
| Target: Battleplan I | 3 | Opponent has 1 more mon in their party. |
| Target: Battleplan II | 4 | Opponent has 2 more mon in their party. |
| Scout Deployment | 2 | AI knows the players party, moves and abilities. |
| Strategize | 3 | AI knows the players party, moves and abilities. AI predicts the player's action. |
| Target: Uncertain | 1 | Opponent has random lead. |
| Target: Unknown | 4 | Opponent's party is picked from a pool of mons, creating a semi-random team. |
| Natural | 2 | Player can only use berries as held items. |
| Resource Depletion | 2 | Move PP doesn't restore between battles. |
| Target: Well Equipped | 5 | Opponent mons have items. |
| Locked in | 1 | Player can't change party or move order between battles. |
| Ambient: Inversion | 1 | The type chart is flipped. |
| Ambient Exhaustion | 2 | Using and attack makes player mons drowsy. |
| Ambient: Ancient Crits | 2 | Crit rate is calculated using Gen 1 formulas. Faster mons have a higher chance of critting. |
| Ambient Inhibition | 2 | Using a status move paralyzes player mons. |
| Below Average | 1 | Player attack rolls use only the lower half of results. |
| Above Average | 1 | Opponent attack rolls use only the upper half of the results. |
| Damping | 1 | Player has a negative Metronome item effect of them. Consecutive attacking moves does less damage. |
| Ramping | 1 | Opponent has a positive Metronome item effect on them. Consecutive attacking moves does more damage. |
| Shattering Blade | 2 | All player moves have recoil equal to 25% of damage dealt. |
| Deadeye Bolts | 2 | Opponent can't miss moves. |
| Initiative Priority | 3 | Opponents moves first in their priority bracket. |
| Formation Breaker | 2 | Opponent attacks foribly switches the player at end of turn. |
| Special Execution | 2 | Opponent's moves with secondary effects are guaranteed to proc those effects. |
| Disabling | 1 | Opponents attacks apply the Disable effect. |
| Suppressing | 1 | Opponents attacks apply Gastro Acid which suppresses abilities. |
| Tormenting | 1 | Opponents attacks apply the Torment effect, preventing mons from repeating attacks. |
| Environment: Area Lockdown | 1 | Hazards can't be removed from the player's side of the field. |
| Environment: Debris I | 1 | Player starts with 1 layer of spikes on their side of the field. |
| Environment: Debris II | 2 | Player starts with 2 layer of spikes on their side of the field. |
| Environment: Debris III | 3 | Player starts with 3 layer of spikes on their side of the field. |
| Environment: Noxious I | 2 | Player starts with 1 layer of toxic spikes on their side of the field. |
| Environment: Noxious II | 3 | Player starts with 2 layer of toxic spikes on their side of the field. |
| Environment: Shattered Earth | 3 | Player starts with Stealth Rock on their side of the field. |
| Environment: Shrapnell | 3 | Player starts with Sharp Steel on their side of the field. |
| Environment: Mire | 3 | Player starts with Sticky Web on their side of the field. |
| Ambient: Weakness | 1 | Player mons can only use the first 3 moves. |
| Dual Blades | 2 | Player mons have Parental Bond. Player can only use the first 2 moves. |
| Tolling Bells | 2 | Player mons have Perish Body. Player can only use the first 2 moves. |
| Primal Surge | 2 | Player mons have Beast Boost. Player can only use the first 2 moves. |
| Enhanced Armor | 2 | Player mons have Filter. Player can only use the first 2 moves. |
| Target: Piercing Ammo | 1 | Opponent mons have Mold Breaker. |
| Target: Last Stand | 2 | Opponent mons have Sturdy. |
| Target: Second Wind | 1 | Opponent mons have Regenerator. |
| Target: Impenetrable | 1 | Opponent mons have Battle Armor. |
| Target: Camouflage | 6 | Opponent mons have Wonder Guard. There's a reason why only Shedinja has this normally… |
| Target: Enhanced Armor | 1 | Opponent mons have Filter. |
| Target: Honed Instinct | 2 | Opponent 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.
| Banner | 4★ species | 5★ species | 6★ species |
|---|---|---|---|
| Indomitability of the Unbreakable Spirit | 13 | 8 | 2 |
| Fury of the Earthen Core | 13 | 8 | 2 |
| Memories of Months Past | 13 | 8 | 2 |
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)
| Pokémon | What changed | Total | |
|---|---|---|---|
| Crobat | Sp. Atk 70→90 | 535→555 | |
| Octillery | HP 75→85, Attack 105→75, Defense 75→85, Sp. Def 75→85 | 480→480 |
Type changes (3)
| Pokémon | Was | Now | |
|---|---|---|---|
| Gardevoir | Psychic / Fairy | Psychic | |
| Whimsicott | Grass / Fairy | Grass | |
| Lycanroc | Rock | RockFighting |
Ability changes (70)
| Pokémon | Gains | Loses | |
|---|---|---|---|
| Nidoking | — | Rivalry | |
| Tentacruel | Riptide | Clear Body | |
| Vaporeon | Natural Cure | Hydration | |
| Jolteon | Lightning Rod | — | |
| Flareon | Sunbreak | Guts | |
| Crobat | Contagion | Infiltrator | |
| Lanturn | Lightning Rod | Illuminate | |
| Ampharos | Mold Breaker | — | |
| Umbreon | Dark Aura | Inner Focus | |
| Steelix | Sand Spit, Earth Eater | Rock Head, Sturdy, Sheer Force | |
| Scizor | Armor Tail | Swarm, Light Metal | |
| Magcargo | Earth Eater | Weak Armor | |
| Octillery | — | Moody | |
| Porygon2 | — | Analytic | |
| Gardevoir | Battery | Synchronize | |
| Masquerain | Wind Rider | Unnerve | |
| Breloom | — | Effect Spore | |
| Mawile | Huge Power | Sheer Force | |
| Medicham | Pure Will | Telepathy | |
| Altaria | Stormcaller, Fluffy | Cloud Nine | |
| Claydol | Beads of Ruin | — | |
| Absol | Magic Bounce | Pressure | |
| Gorebyss | Torrent | — | |
| Metagross | Analytic | — | |
| Roserade | Skill Link | Natural Cure, Poison Point | |
| Lopunny | Scrappy | Klutz | |
| Garchomp | No Guard | Sand Veil | |
| Toxicroak | — | Anticipation | |
| Weavile | Super Luck, Adaptability, Magician | Pressure, Pickpocket | |
| Magmortar | Multiscale, Mega Launcher | Flame Body | |
| Leafeon | Sharpness | — | |
| Glaceon | Slush Rush | Snow Cloak | |
| Gliscor | Magician, Unburden | Hyper Cutter, Sand Veil | |
| Mamoswine | Own Tempo, Cud Chew | Oblivious, Snow Cloak | |
| Porygon-Z | Surge Surfer | Analytic | |
| Froslass | Snow Warning, Serene Grace | Snow Cloak | |
| Heatran | Desolate Land | — | |
| Seismitoad | — | Poison Touch | |
| Whimsicott | Fluffy | Infiltrator, Chlorophyll | |
| Crustle | Solid Rock | Shell Armor, Weak Armor | |
| Cinccino | Libero | Cute Charm, Technician | |
| Alomomola | — | Healer, Hydration | |
| Galvantula | Tinted Lens | Unnerve, Swarm | |
| Ferrothorn | Seed Sower | — | |
| Chandelure | Shadow Tag | Infiltrator | |
| Haxorus | Intimidate | Unnerve | |
| Druddigon | — | Sheer Force | |
| Delphox | Telepathy | Magician | |
| Meowstic | Friend Guard | Keen Eye, Infiltrator | |
| Dragalge | Mimicry | Poison Point, Poison Touch | |
| Heliolisk | — | Sand Veil | |
| Sylveon | Misty Surge | Cute Charm | |
| Dedenne | Electric Surge | Plus | |
| Noivern | Soundproof | Telepathy | |
| Lycanroc | Sand Force, Power Spot | Keen Eye, Sand Rush, Steadfast | |
| Araquanid | Rain Dish | — | |
| Comfey | Friend Guard | Flower Veil, Natural Cure | |
| Palossand | Neuroforce, Arena Trap | Sand Veil | |
| Togedemaru | — | Lightning Rod | |
| Drampa | Stormcaller | Cloud Nine | |
| Corviknight | — | Pressure | |
| Eldegoss | Seed Sower | Effect Spore | |
| Dubwool | — | Steadfast | |
| Grimmsnarl | — | Frisk, Pickpocket | |
| Dragapult | Speed Boost | Infiltrator, Cursed Body | |
| Pawmot | — | Natural Cure | |
| Armarouge | Mega Launcher | — | |
| Ceruledge | Sharpness | — | |
| Roaring Moon | Intimidate | — | |
| Iron Valiant | Fairy Aura, Willpower | Quark Drive |