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Pokéjam Difficulty Guide

The four difficulty names are not cosmetic. Each one is a bundle of seven real values, and the most important of them changes your shot meter as well as the CPU's. Here is what each level actually does.

The difficulty presets, as the game defines them.
LevelCPU boostGreen bandAggroReactShot modContestCatch-upAssist
Rookie-14×1.90.30.5s-0.10.51on
Pro-5×1.350.60.3s-0.040.80.5on
All-Star0×1.10.90.2s00.9offoff
Legend+4×0.851.150.12s+0.031offoff

What each value means

CPU rating boost

A flat modifier applied to every opposing player's ratings. Rookie gives them a penalty, Legend gives them a bonus. This is the number that decides whether their shot goes in when they are late on the meter.

Green band width

Multiplies the width of the perfect-release window. Rookie is nearly twice the base width and Legend is narrower than it, which means on Legend your own green band is smaller than it was on All-Star, not just theirs.

Aggression

How often the CPU attacks the rim and attempts steals. Low values mean a passive opponent that settles for jumpers; high values mean constant pressure on the ball and a real threat in transition.

Reaction delay

How long the CPU waits before responding to your move. Rookie is a visible half-second lag, Legend is near-instant. This is the setting that makes defence feel impossible at the top end.

Shot modifier

A small correction applied to CPU shot attempts. Negative on the easier levels, slightly positive on Legend, and it stacks with the rating boost.

Contest strength

How much a hand in the face reduces your make chance. Rookie halves it; Legend applies it in full, which is why contested jumpers stop being an option as you move up.

Catch-up

A rubber band that lets a trailing CPU team back into the game. It is strongest on Rookie and switched off entirely from All-Star upward.

Quarter length

Four options: one, two, three or five minutes per quarter. The clock changes how a game feels far more than it looks like it should.

Quarter length, and what the shorter and longer settings reward.
QuarterFull gameWhat it rewards
1 min4 minShot volume. One cold quarter ends the game, so dunking beats jump shooting.
2 min8 minThe franchise default shape: enough time for a bench to matter, short enough that a nine-week season stays playable.
3 min12 minLineup depth. Starters run out of stamina, so the sixth man decides games.
5 min20 minFull simulation. Only worth it if you enjoy the rotation game as much as the shooting.

The other switches

  • Auto subs. On by default. Tired players come out at the next dead ball, sixth man first. Turning it off hands you the rotation, and the risk of leaving a spent starter in.
  • Defense switching. Whether the game switches your defender automatically or waits for you. Automatic is faster; manual lets you keep your best stopper on their best scorer.
  • Shooting assist. On below All-Star. It widens the effective green band slightly for the human player, which is why Rookie feels generous and Legend does not.
  • Intro. The pre-game lineup screen. Cosmetic, but it is the fastest way to see what the other team drafted before the tip.

Which level to play

Rookie exists to teach the meter: the band is nearly twice as wide and the CPU is significantly weaker, so a new player can learn release timing without losing every possession. Move to Pro once you are hitting green more often than not. All-Star is the honest game — no assist, no catch-up, no CPU penalty. Legend is All-Star with a narrower band and an opponent that reacts in a tenth of a second, which mostly rewards dunking and avoiding contested jumpers altogether.

In Franchise, difficulty compounds with the gym boost: Legend against the Elite Four is the hardest thing in the game, and Legend against Brock is roughly All-Star against Misty.

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