Home | Contact Me | Support the Site |

Supplementary Series Home | Legends Series Home | Legends: Arceus Home

Legends: Arceus Space-Time Distortions

Overview

Space-time distortions first become active when the player first explores the Crimson Mirelands during Mission 8: Arezu's Predicament. At that time, they will be available in both the Obsidian Fieldlands and the Crimson Mirelands. Space-time distortions will also be available from the first time the player visits the Cobalt Coastlands, Coronet Highlands, and Alabaster Icelands.

A space-time distortion is the name given to a phenomenon that can appear in any of the game's five wilderness areas. When a space-time distortion is active, the player will be able to encounter and catch wild Pokémon that are not native to the area; in some cases, some Pokémon can only ever be found in distortions. The distortion also contains several items, including Shards, high-value sellable items, and evolution items. Pokémon are often found at higher levels than most other Pokémon in the area, and alpha Pokémon in particular can reach levels in the 70s-80s. As several Pokémon are exclusive to distortions, understanding how and why distortions work is important for the goal of completing the Pokédex.

Mechanics

Distortion Timer

After distortions have been unlocked, anytime the player enters a wilderness area from Jubilife Village, a timer is set, which I will refer to as the "distortion timer". This timer will be one of the following values: 5, 10, 15, 25, or 40 minutes. This represents the amount of time the player must spend in the overworld of that area (i.e. not in a battle) before the distortion will appear. Each timer option has a different chance of being selected by the game; these rates are shown in the table below.

Distortion Timer Rates
Minutes Rate
5 10%
10 20%
15 20%
25 25%
40 25%

Because a distortion timer is always set when the player enters an area, it is guaranteed that the player will find a distortion by the time they have spent 40 minutes in the area. The table shown below, originally presented by Anubis on Twitter, presents the cumulative chance of encountering a distortion after spending a given amount of minutes in an area.

Distortion Timer Cumulative Rates
Minutes Rate
5 10%
10 30%
15 50%
25 75%
40 25%

During the part of the game between starting Mission 13: Disaster Looming and starting Mission 17: Atop Mount Coronet, when the player has been exiled from Jubilife Village and the sky is red, the rates of the 5-min and 10-minute distortions are switched: a 5-minute distortion has a 20% rate to appear, and a 10-minute distortion has a 10% rate. Because of this, and because this part of the game has no weather conditions, this part of the game is therefore a good place to search for many distortions, and is used for this in speedruns that involve catching all Pokémon.

Timer Interruptions

The timer will not tick down while the player is in a battle, menu, or dialogue box. However, weather conditions can still change and the time of day will still progress.

Some things will interrupt and reset the distortion timer. Most of these are actions that the player can take - allowing the player to avoid the interruption by simply not doing those things - but one, weather conditions, cannot be controlled by the player (although it can be mitigated).

Leaving the wilderness area: Returning to Jubilife Village will stop the distortion timer for the exited area. When the player next enters an area, a new distortion timer will be generated. Exiting the area also removes existing distortions.

Closing the game: If the game is closed (the software is exited), then the next time the player turns on the game, a new distortion timer is generated. Closing the game also removes existing distortions.

Entering a sub-area: A sub-area is any area of the map where the player has to click 'A' to enter the area. This includes areas like Seaside Hollow, Wayward Cave, the cave leading to Spear Pillar, Snowpoint Temple, the Lake Guardians' caves, and Turnback Cave. A new distortion timer will be generated when the player exits the sub-area. Entering a sub-area also removes existing distortions.

Resting at camp to change the time: If the player selects any rest option apart from "rest for a short while", a new distortion timer will be generated when the player awakes. Resting to change the time also removes existing distortions.

Dying: Dying will cause a new distortion timer to be generated, and will also remove any existing distortions.

Bad weather: If, when the distortion timer reaches 0 minutes, the weather in the area is thunderstorm (Thunderstorm), drought (Drought), or snowstorm (Snowstorm), the distortion will not spawn, and a new distortion timer will be generated. If one of these three weathers appears before the timer reaches 0 minutes, the distortion can still form so long as the weather has cleared by the time the timer reaches 0 minutes. In a battle, the distortion timer does not change, but weather can; therefore, the suggested method to mitigate this is to enter a battle as soon as you notice the weather has turned to one of these, and exit the battle after you notice the weather has changed. Additionally, the period of the game when the sky is red has no weather at all, preventing this from being a concern.

Distortion Formation

Once the distortion timer reaches 0 minutes, if the weather is favorable, a distortion will form on the map with the message "A space-time distortion seems to be forming!" Once this message appears, viewing the map will show a distortion icon in some part of the area. Distortion locations tend to be generally flat and free of water (that would require Basculegion to navigate). Once this message appears, a new timer will begin that reflects the amount of time until the distortion finishes forming. This timer can be seen on the map as a ring of desaturated color appearing around the distortion icon in a clockwise direction. The amount of time between the appearance of a distortion and its proper formation is dependent on the player's distance from the distortion when the distortion first appears, to allow the player ample time to make their way to the distortion. If the player is near or even in the area of the distortion, it will form quickly (a minimum of 60 seconds); the further away the player is, the longer the distortion takes to form. The rough formula that can be used to approximate the time is (distance/2 + 60) seconds. For 'distance', think of the entire map as being a 1024x1024 grid, and your distance is the amount of grid squares away from the distortion you are.

The distortion's full formation will be preceded by a short period of a low rumbling noise. When the distortion appears, a message stating "A space-time distortion appeared!" is displayed. All Pokémon within the distortion's area, and in a short distance outside the area, are despawned. The distortion will last 4 minutes; during that time, only distortion Pokémon (whose mechanics are discussed below) will appear, and 30 rare items will be generated across the area of the distortion. The end of the distortion is marked with a similar low rumbling as that which preceded its formation, and the Pokémon that were despawned at the beginning of the distortion will reappear. At that time, a new distortion timer will be generated.

If the player leaves the immediate vicinity of the distortion after it has formed, all Pokémon in the distortion, including rare Pokémon, will be despawned. Rare Pokémon will not re-appear if the player returns to the distortion, and no further rare Pokémon will spawn. Additionally, if the player uses fast-travel after the "A space-time distortion appeared!" message has appeared, all existing rare Pokémon in the distortion will despawn, and no more rare Pokémon will spawn. The player does not have to have seen the Pokémon spawn in order for them to be potentially affected by this: simply being within a short distance of the distortion boundary is sufficient.

Pokémon

There are two categories of Pokémon that can appear in a space-time distortion: common Pokémon and rare Pokémon. Once the distortion starts, every 20 seconds, the game will spawn between 2-3 common Pokémon while despawning any existing common Pokémon already in the distortion. All of these Pokémon will be aggressive toward the player, and engaging one of them in battle usually results in engaging all of them because of their physical proximity to each other and the difficulty of isolating one of them in only twenty seconds. If the player is able to start a battle with one of them, the 20-second timer will pause for the duration of the battle, giving the player ample opportunity to catch it.

When a distortion begins, three designated spots are designated to be spawn locations for rare Pokémon. When the player gets close to a rare Pokémon spawn point, a Pokémon from the rare Pokémon table will be spawned. Unlike common spawns, rare Pokémon will remain present until they are captured, defeated, or the distortion ends. There will only ever be three rare spawns per distortion. Some rare spawns are only available once the player has seen the game's credits.

Levels

The levels of distortion Pokémon are partially dependent on how much progress the player has made through the main story. Every Pokémon that can appear in the distortion has a level range associated with it, as well as a level range associated with it for if it is an Alpha Pokémon. Reaching specific story checkpoints will cause the level ranges of all distortion Pokémon across all areas to increase by a set amount, depending on the area.
For example, if a Pokémon's level range is 30-33, and the player reaches a story checkpoint that increases levels by 10, that Pokémon will now appear in the level range 40-43 and can no longer be captured at lower levels. Therefore, if you intend to get a low-leveled Pokémon from a distortion, you must try to encounter it before reaching the checkpoint that will raise its levels.

The tables below show the base levels for every distortion Pokémon. The checkpoints that increase levels, and the levels they are increased by, are as follows:

Level Increases
Checkpoint Obsidian Fieldlands Crimson Mirelands Cobalt Coastlands Coronet Highlands Alabaster Icelands
Before finishing Mission 9: A New Mission Base Base Base Base Base
After clearing Mission 9: A New Mission
and before clearing Mission 10: The Lordless Island
+10 +10 Base Base Base
After finishing Mission 10: The Lordless Island
and before clearing Mission 11: Scaling Perilous Heights
+15 +15 +10 Base Base
After clearing Mission 11: Scaling Perilous Heights
and before starting Mission 13: Disaster Looming
+25 +25 +15 +10 Base
After starting Mission 13: Disaster Looming +32 +32 +25 +15 +10

The tables below show the common and rare tables that Pokémon spawns are taken from. The first row for each Pokémon is the levels and spawn rate of regular specimens, and the second row is for Alpha specimens.

Obsidian Fieldlands

Obsidian Fieldlands Common Pokémon
Pokémon Rate Base Levels
Haunter
Haunter 18.32% 25-28
00.18% 40-43
Lickitung
Lickitung 18.32% 20-23
00.18% 35-38
Ursaring
Ursaring 18.32% 30-33
00.18% 45-48
Onix
Onix 13.74% 20-23
00.18% 35-38
Lickilicky
Lickilicky 9.16% 25-28
00.18% 40-43
Eevee
Eevee 9.16% 20-23
00.18% 35-38
Toxicroak
Toxicroak 3.66% 37-40
00.18% 52-55
Steelix
Steelix 1.83% 25-28
00.18% 45-48
Gengar
Gengar 1.83% 25-28
00.18% 45-48
Leafeon
Leafeon 1.83% 25-28
00.18% 40-43
Sylveon
Sylveon 1.83% 25-28
00.18% 40-43
Obsidian Fieldlands Rare Pokémon
Pokémon Rate Base Levels
Sneasel (Johtonian)
Sneasel (Johtonian) 89.29% 20-23
00.89% 35-38
Weavile
Weavile 8.93% 25-28
00.89% 40-43

Crimson Mirelands

Crimson Mirelands Common Pokémon
Pokémon Rate Base Levels
Floatzel
Floatzel 20.83% 26-29
00.21% 41-44
Drifblim
Drifblim 20.83% 28-31
00.21% 43-46
Luxio
Luxio 20.83% 20-23
00.21% 35-38
Eevee
Eevee 10.42% 20-23
00.21% 35-38
Luxray
Luxray 8.33% 30-33
00.21% 45-48
Heracross
Heracross 6.25% 20-23
00.21% 35-38
Lopunny
Lopunny 4.17% 25-28
00.21% 40-43
Snorlax
Snorlax 2.08% 30-33
00.21% 50-53
Umbreon
Umbreon 2.08% 25-28
00.21% 45-48
Flareon
Flareon 2.08% 25-28
00.21% 40-43

The first table here is used before the player sees the end credits, and the second is used afterward.

Crimson Mirelands Rare Pokémon (Pre-Credits)
Pokémon Rate Base Levels
Porygon
Porygon 84.75% 20-23
00.84% 35-38
Porygon2
Porygon2 8.47% 25-28
00.84% 45-48
Porygon-Z
Porygon-Z 4.24% 30-33
00.84% 50-53
Crimson Mirelands Rare Pokémon (Post-Credits)
Pokémon Rate Base Levels
Porygon
Porygon 36.23% 20-23
00.36% 35-38
Cyndaquil
Cyndaquil 36.23% 20-23
00.36% 35-38
Quilava
Quilava 18.12% 20-23
00.36% 35-38
Porygon2
Porygon2 3.62% 25-28
00.36% 45-48
Porygon-Z
Porygon-Z 1.81% 30-33
00.36% 50-53
Typhlosion
Typhlosion 1.81% 36-39
00.36% 56-59

Cobalt Coastlands

Cobalt Coastlands Common Pokémon
Pokémon Rate Base Levels
Kadabra
Kadabra 16.67% 30-33
00.16% 45-48
Rhydon
Rhydon 16.67% 42-48
00.16% 57-60
Skuntank
Skuntank 16.67% 34-37
00.16% 49-52
Carnivine
Carnivine 16.67% 30-33
00.16% 45-48
Mr. Mime
Mr. Mime 16.67% 30-33
00.16% 45-48
Eevee
Eevee 8.33% 30-33
00.16% 45-48
Alakazam
Alakazam 1.67% 30-33
00.16% 50-53
Rhyperior
Rhyperior 1.67% 42-45
00.16% 62-65
Vaporeon
Vaporeon 1.67% 30-33
00.16% 45-48
Flareon
Flareon 1.67% 30-33
00.16% 45-48
Cobalt Coastlands Rare Pokémon
Pokémon Rate Base Levels
Magnemite
Magnemite 61.35% 30-33
00.61% 45-48
Magneton
Magneton 30.67% 30-33
00.61% 45-48
Magnezone
Magnezone 6.13% 35-38
00.61% 50-53

Coronet Highlands

Coronet Highlands Common Pokémon
Pokémon Rate Base Levels
Magmar
Magmar 18.52% 35-38
00.18% 50-53
Dusclops
Dusclops 18.52% 37-40
00.18% 52-55
Octillery
Octillery 18.52% 35-38
00.18% 50-53
Drapion
Drapion 18.52% 40-43
00.18% 55-58
Eevee
Eevee 9.26% 35-38
00.18% 50-53
Ambipom
Ambipom 7.41% 40-43
00.18% 55-58
Magmortar
Magmortar 1.85% 40-43
00.18% 60-63
Dusknoir
Dusknoir 1.85% 45-48
00.18% 65-68
Jolteon
Jolteon 1.85% 40-43
00.18% 55-58
Sylveon
Sylveon 1.85% 40-43
00.18% 60-63

The first table here is used before the player sees the end credits, and the second is used afterward.

Coronet Highlands Rare Pokémon (Pre-Credits)
Pokémon Rate Base Levels
Cranidos
Cranidos 44.64% 35-38
00.45% 50-53
Shieldon
Shieldon 44.64% 35-38
00.45% 50-53
Rampardos
Rampardos 4.46% 40-43
00.45% 55-58
Bastiodon
Bastiodon 4.46% 40-43
00.45% 55-58
Coronet Highlands Rare Pokémon (Post-Credits)
Pokémon Rate Base Levels
Cranidos
Cranidos 26.18% 35-38
00.26% 50-53
Shieldon
Shieldon 26.18% 35-38
00.26% 50-53
Rowlet
Rowlet 26.18% 35-38
00.26% 50-53
Dartrix
Dartrix 13.09% 40-43
00.26% 55-58
Rampardos
Rampardos 2.62% 40-43
00.26% 55-58
Bastiodon
Bastiodon 2.62% 40-43
00.26% 55-58
Decidueye
Decidueye 1.31% 45-48
00.26% 65-68

Alabaster Icelands

Alabaster Icelands Common Pokémon
Pokémon Rate Base Levels
Electabuzz
Electabuzz 14.81% 45-48
00.30% 60-63
Sealeo
Sealeo 14.81% 45-48
00.30% 60-63
Scyther
Scyther 14.81% 45-48
00.15% 60-63
Walrein
Walrein 11.85% 50-53
00.15% 65-68
Rapidash
Rapidash 11.85% 50-53
00.15% 65-68
Pikachu
Pikachu 8.89% 45-48
00.30% 60-63
Eevee
Eevee 7.41% 45-48
00.15% 60-63
Tangrowth
Tangrowth 5.92% 50-53
00.15% 65-68
Raichu
Raichu 2.96% 50-53
00.15% 65-68
Electivire
Electivire 1.48% 50-53
00.15% 70-73
Glaceon
Glaceon 1.48% 50-53
00.15% 65-68
Espeon
Espeon 1.48% 50-53
00.15% 70-73

The first table here is used before the player sees the end credits, and the second is used afterward.

Alabaster Icelands Rare Pokémon (Pre-Credits)
Pokémon Rate Base Levels
Scizor
Scizor 99.01% 50-53
00.99% 70-73
Alabaster Icelands Rare Pokémon (Post-Credits)
Pokémon Rate Base Levels
Scizor
Scizor 38.61% 50-53
00.39% 70-73
Oshawott
Oshawott 38.61% 45-48
00.39% 60-63
Dewott
Dewott 19.3% 50-53
00.39% 65-68
Samurott
Samuortt 1.93% 55-58
00.39% 75-78

Items

When a distortion appears, 30 items will appear on the ground around the distortion. These items include the majority of evolution items (except for Peat Block and Black Augurite), and valuable items that can be sold for money. They are colored with a sort of neon teal glow to set them apart from regular ground items in the area and make them visible against the dark backdrop of the distortion. The rates of any given item being a specific item are shown in the table below, adapted from this spreadsheet based on research by Anubis.

Colored Shards

The Red Shard, Green Shard, and Blue Shard are by far the most common items to appear in a distortion. The chance of finding each color of shard depends on the area the distortion is in, as shown in the table below.

Shard Rates
Shard Rate Area(s)
Red 42.67% Obsidian Fieldlands
18.67% Crimson Mirelands
Cobalt Coastlands
Coronet Highlands
Alabaster Icelands
Blue 42.67% Crimson Mirelands
Coronet Highlands
18.67% Obsidian Fieldlands
Cobalt Coastlands
Alabaster Icelands
Green 42.67% Cobalt Coastlands
Alabaster Icelands
18.67% Obsidian Fieldlands
Crimson Mirelands
Coronet Highlands

Other Items

The other types of items that can appear are shown in the table below.

Item Rates
Item Rate
Stardust 9.33%
Star Piece 2%
Nugget 1.33%
Comet Shard 0.67%
Upgrade 0.67%
Dubious Disc 0.67%
Electirizer 0.67%
Magmarizer 0.67%
Protector 0.67%
Linking Cord 0.67%
Water Stone 0.27%
Fire Stone 0.27%
Thunder Stone 0.27%
Leaf Stone 0.27%
Moon Stone 0.27%
Sun Stone 0.27%
Dusk Stone 0.27%
Shiny Stone 0.27%
Dawn Stone 0.27%
Ice Stone 0.27%