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Pokémon Infinite Fusion Guide

A downloadable RPG Maker fan game, not a ROM patch: Kanto and Johto, 16 badges, and any two of 576 Pokémon fused into one.

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Author
Chardub and the Infinite Fusion team
Base game
Pokémon Essentials (RPG Maker XP)
System
Game Boy Advance
Version
6.8.2
Region
Kanto
Difficulty
Classic, Remix or Expert

Search a route to see what's in the grass, water and hordes, or search a Pokémon to see where it lives. Click any Pokémon for its full moveset, TMs and stats.

About Pokémon Infinite Fusion

Infinite Fusion is not a ROM hack and there is no patch to apply — it is a standalone game built in RPG Maker XP on Pokémon Essentials, which you download and run like any other program. What it does with that freedom is let you fuse any two Pokémon into a single creature, which means 576 species and every pair of them: over 330,000 combinations, each with its own name, typing, stats, abilities and movepool worked out from its two halves. The journey underneath is Kanto with an original story stretched across sixteen badges, running on into Johto and the Sevii Islands after the Elite Four, and it can be played in three modes — Classic, Remix, which rearranges the wild tables and the trainers, and Expert, which keeps Classic's routes and rebuilds every team. This guide is built from the game's own shipped data: every area's encounter table with its real percentages on both Classic and Remix, every base species' stats and moveset, and every trainer with the fusions on their teams decoded back into names, types and stats.

What's changed

  • Fuse any two of 576 Pokémon — over 330,000 combinations, each with worked-out stats, types, abilities and moves
  • Kanto and Johto with an original story and sixteen badges
  • Three modes: Classic, Remix (different wild tables and trainers) and Expert (rebuilt teams)
  • A fusion's stats come from both halves — head for HP, Sp. Atk and Sp. Def, body for Attack, Defense and Speed
  • Species from every generation up to Ultra Sun and Ultra Moon
  • The Sevii Islands, Mt. Silver and a long post-game after the Elite Four
  • Character customisation, a randomiser and a legendary mode built in

What this guide covers

Every guide here is built from the hack's own documentation. Where a hack changed something but never published the numbers, this says so rather than quietly filling the gap with the original game's — which would be worse than leaving it out.

SectionSource
Wild Pokémon by areaFrom the hackEvery area's grass, cave, surfing, fishing and Rock Smash tables, read from the game's own encounters.dat and encounters_remix.dat. 157 areas.
Encounter ratesFrom the hackThe game's own percentages, already totalled per species.
Wild levelsFrom the hackLevel ranges exactly as the game stores them.
Stats, abilities and movesetsFrom the hackAll 576 base species with the game's stats, types, abilities and level-up moves. Fusions are not listed one by one — there are over 330,000 of them — but every fusion is built from two of these, and the rules are on the guide's front page.
TM and HM compatibilityFrom the hackThe machine list and per-species compatibility from the game's items.dat and species.dat.
Where TMs are foundFrom the hackWhere each machine is found comes from the item calls in the game's own map files, which places 110 of the 132 machines. The rest are bought from a shop or handed over by an event the map data doesn't spell out, and say so instead of being guessed at.
Trainer and boss teamsFrom the hack1653 fights across Classic, Remix and Expert, with every fused Pokémon decoded. Only trainers the map files actually place are listed: across the three trainer files 191 entries are never referenced by any map — leftovers from earlier versions and a few fights the scripts assemble at run time — and those are left out rather than given an invented location.

Credits

  • Pokémon Infinite Fusion: Chardub and the Infinite Fusion team
  • The game's shipped data — encounter tables, trainers, species, moves, items and maps — which is the source for everything in this guide: the Infinite Fusion source tree
  • The fusion rules used here to work out a fused Pokémon's name, stats, types and abilities: the Infinite Fusion scripts
  • The automatically generated fusion sprites, drawn for the game under a permission granted to it specifically — none of them are used, copied or linked here: Japeal
  • The custom fusion sprites, the work of thousands of individual artists — likewise not used here: the Infinite Fusion spriting community
  • Pokémon Essentials, the engine the game is built on: Maruno, Poccil and Flameguru
  • Sprites via PokéAPI; base move and TM data from PokéAPI and Bulbapedia.

Reading the tables

DownloadThis is a downloadable RPG Maker XP game, not a ROM patch — there is nothing to apply to a ROM and no ROM is needed. The project has no official website: it is distributed through its own launcher and its Discord, and the community warns against any other site offering downloads. The PokéCommunity thread linked as the author page is the project's own official page, and the only download link this guide points at.

FusionsA fusion's name is its head's prefix on its body's suffix, so body Pidgey with head Spearow is a Speargey. The head gives type 1 and dominates HP, Sp. Atk and Sp. Def; the body gives type 2 and dominates Attack, Defense and Speed, each at two thirds of the dominant half plus a third of the other. There is no picture for a fusion here: the custom sprites belong to the artists who drew them and the generated ones to Japeal, under a permission given to the game itself. A fused Pokémon on a trainer's team is therefore shown under its head species, with its blended name, both halves, its typing and its six stats written out beside it.

ModesClassic, Remix and Expert are separate switches in the game and only one is on at a time. Remix has its own wild tables and its own trainer teams; Expert keeps Classic's wild tables and rebuilds the trainers. Where a wild table is the same on Classic and Remix it is listed once; where they differ, both are listed and the method says which is which.

RatesPercentages are the game's own, already totalled per species rather than counted in slots. A trailing asterisk marks anything at 5% or less.

StagesThe stage picker is the badge count, with the Elite Four as a stage of its own between the eighth and ninth badge. Which badge each field move needs is read from the game's own settings. Areas outside Kanto are marked as post-game because the game's map tree files them that way; inside Kanto only the places that plainly need a badge or an HM are gated, so anything else is shown from the start rather than guessed at.

TrainersEvery trainer here is one the map files actually place, so the area on each fight is the map the trainer stands on rather than an inference. Gym leaders appear twice: once for the story fight and once for the harder rematch team the Fighting Arena uses. Where the same person holds several fights in the same place the title says which mode each one belongs to, or numbers them when the mode isn't what separates them.

RivalBlue's starter is stored as a placeholder and swapped in at run time for a fusion of the two starters you didn't take, so it is shown as "Rival's starter" rather than as the placeholder species. The rest of his team is the same whichever starter you pick.