How many shards a star-up costs in POCKET MYTH
Every rarity needs a different pile of shards and EXP. Here are the exact totals, plus the four Pokémon that make catching fast.
Set up your catcher first
False Swipe leaves a target on one HP instead of knocking it out, and nothing else comes close for filling the Pokédex. Watchog is the cheapest toolkit you can build early: sleep, a fixed-damage hit and a trapping move in one body. Toedscruel does it better once you can switch its ability off, since Spore never misses.
R and SR cards
An R card walks from one star to six on 9,300 EXP and 930 shards, which works out to roughly 93 catches. Treat R as scaffolding and stop investing once it clears early content. SR is where free players should spend: 17,100 EXP and 1,140 shards, about 76 catches.
SSR cards
Two stars to six stars takes 36,000 EXP and 1,800 shards, about 72 base Pokémon. Start the count at one star and it becomes 36,600 EXP and 1,830 shards. Both numbers matter because plenty of trainers catch the unevolved form and evolve it before pushing stars.
UR cards
UR begins at three stars and needs 41,400 EXP and 1,410 shards to reach six. Shards arrive slowly, so funnel them into one carry rather than spreading them across a roster.
The cheapest route
Push the juvenile form to the star cap of its current stage before evolving it, and you skip a chunk of shards. Feed carries and tanks first; stop transitional R cards at four stars.
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