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Franchise progression

Pokéjam Evolution Guide

120 of the 291 Pokémon can still evolve, and evolution is the only way a mid-table pick outgrows a first-round one. It runs on your franchise level, not on the individual player, so every evolution you plan for arrives on the same schedule.

How evolution works

Your franchise has a level, and it goes up as the season progresses. When it reaches the number a Pokémon's evolution is keyed to, that player becomes the next form: a new card, new ratings, same roster slot. Nothing is spent and nothing is lost — the evolution is a straight upgrade on a delay.

The consequence for drafting is that a low rating is not automatically a bad pick. A player who evolves at level 3 spends the first third of the season as a weak starter and the rest of it as a good one, and they were available far later in the draft than the finished article would have been.

The numbers

Evolution paths
130
Can evolve
120
Average jump
+15.7
Biggest jump
+62

When evolutions land

Most evolutions are keyed to level 4, and level 3 is where the biggest average jump sits, which makes it the most valuable early milestone to plan around.

Evolution paths grouped by the franchise level that triggers them.
Franchise levelPathsAverage OVR gain
Level 219+10.9
Level 327+18.7
Level 476+15.6
Level 56+17.2
Level 62+22

The jumps worth drafting for

These are the largest rating changes in the game. A player on this list who is cheap in the draft is the closest thing Pokéjam has to a free lunch.

The ten biggest evolution jumps, from weakest form to strongest.
EvolutionFromToGainLevel
Magikarp to Gyarados25 (PG)87 (C)+623
Tyrogue to Hitmonlee47 (SG)78 (SF)+313
Tyrogue to Hitmonchan47 (SG)78 (SG)+313
Shellder to Cloyster54 (SG)83 (C)+294
Pichu to Pikachu51 (PG)80 (PG)+294
Vulpix to Ninetales58 (PG)85 (PG)+274
Wooper to Quagsire44 (SF)71 (C)+273
Sentret to Furret44 (SF)69 (SF)+252
Pineco to Forretress52 (SF)77 (C)+254
Seel to Dewgong55 (SF)79 (C)+244

The obvious one

Magikarp 25 to Gyarados 87

A 62-point swing at franchise level 3, and it converts a PG into a C — the position where the roster is thinnest. No other path in the game is within twenty points of this. If Magikarp is on the board late and you have a bench slot, there is no better use for it.

The ones that barely move

Not every evolution is worth planning around: 25 paths gain fewer than ten points, and a handful are effectively cosmetic — they change the card without changing the player.

The smallest rating changes among all evolution paths.
EvolutionFromToGain
Scyther to Scizor8386+3
Poliwag to Poliwhirl6266+4
Electabuzz to Electivire7984+5
Gloom to Bellossom6268+6
Poliwhirl to Politoed6672+6
Rhydon to Rhyperior7985+6

The lesson is not that these players are bad — several are already good, which is exactly why the gain is small. It is that a level-4 evolution slot is a finite resource across a season: spend your planning on the 27 paths that land at level 3, not on the ones that arrive too late to matter.

Planning a roster around evolution

  • One project per season. Two developmental picks means two weak starters in the same lineup for the first third of the year.
  • Check the position it becomes. A project that evolves into a centre is worth more than one that evolves into a shooting guard, simply because centres are harder to find.
  • Do not cut a project early. The gains land in a single step, and a 25-overall player is still a 25-overall player until then.

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