Your first week in POCKET MYTH, from server to starter

Pick a server, pick a starter, then spend the first seven days on the things that actually compound.

Server timing

New international servers usually open at ten in the morning, so log in a few minutes early if you want day-one progress. A fresh server is the better long-term home: everyone starts level, and the auction house is not already picked clean. Holiday servers are worth a look too because the opening events are richer.

Which starter

All three starters can be caught later, so this is a comfort pick. Mudkip clears early dungeons quickly with its starting moves; Fuecoco hits harder and its ability ignores the opponent's stat changes, which scales better into the mid game.

The first seven days

Main quests carry you to level 20 and then start to thin out. From there, dailies and bounties fill the EXP gap, and the trainer dungeon is the answer whenever you stall. Free players should finish the new-server growth track inside seven days, since the reward is 370 Dragonite shards and a Dragonite, a tank that stays useful for months.

Where money goes

Gold exists to buy balls, potions and evolutions; skip cosmetics. Diamonds belong to the one banner that fills a real hole in your team. Stamina goes into evolution-material dungeons during double-drop windows, not into whatever is closest.

The day-seven audit

Check three numbers before the week ends: is your carry's star level keeping pace with its level, do you have evolution materials banked, and are your friend list and guild full. Those three decide whether week two is smooth or a grind.

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