🛡️Teams
Teams let players band together under a shared name, tag, and bank. Build up a shared war record, buy team upgrades and store items with team currency, and manage who can do what with a full rank and permission system.
Creating a Team
Choose a name (3–24 characters, letters/numbers/underscores only, must contain at least one letter) and a tag (2–6 characters, shown alongside your name).
Pay the creation cost. It's intentionally steep: teams are meant to represent a real time investment, not something thrown together in an afternoon. Grouping up with a few other players to cover the cost together is common and expected.
You're automatically placed as the team's Leader with full control.
Team creation has a per-player cooldown, and names/tags can't reuse one still active on another team.
Joining an Existing Team
Browse active teams, check their member count and MOTD, and apply directly from the list — or get invited by a member. If accepted, an entry fee is charged when your join request is approved — each team sets its own fee. Leaving a team you lead requires handing off leadership first unless you're the only member, in which case leaving auto-disbands the team.
The Team Menu
Overview – your team's summary: name, tag, status, and member count.
Members – view and manage who's on the team; invite online players directly.
Ranks – view, edit, and create ranks and their permissions.
Settings – Team Icon, MOTD, Rename Team, Application Questions, Team Color, and a Team Chat Toggle.
Bank – the team's shared MONEY treasury; deposit, withdraw, and view recent activity (deposits, withdrawals, entry fees, taxes).
Store – spend team POINTS or MONEY on items; purchases are delivered straight to your own inventory.
Upgrades – spend team currency to raise team limits, such as the member cap.
Warps – set, manage, and teleport to team warp points.
War – queue or challenge for a war, check your war status, and view your Team Record and the Leaderboard.
Applications – review pending join requests.
Browse – search and sort through active public teams.
Ranks & Permissions
Every team starts with four ranks. Leaders can go well beyond that default set — creating custom ranks and adjusting exactly what each one can do — from the Ranks menu. The table below is the default starting point, not a hard limit.
Leader
Highest
Everything — including transferring leadership and disbanding the team
Officer
High
Invite/kick/promote members, edit the MOTD, review applications, manage the bank and warps, queue and accept wars
Member
Standard
Deposit to the bank, use warps
Recruit
Starting rank
Use warps
The Leader rank and whichever rank new members join into can't be deleted.
Team Bank
The Bank holds a shared MONEY treasury. Deposit and withdraw funds, and check Recent Activity for a running log of deposits, withdrawals, entry fees collected from new members, and any taxes applied.
Teams that fall behind on taxes can end up tax-defaulted / frozen — making a deposit automatically clears that state, so keeping some balance in the treasury matters beyond just spending power. Each team also sets its own join entry fee rather than it being a fixed server-wide amount.
Team Store
Spend team POINTS or MONEY on a rotating range of items — everything from useful battle items to high-value materials — delivered directly to your inventory the moment you buy.
Team Upgrades
Spend team currency to unlock team-wide upgrades, including raising your member cap tier by tier as your team grows.
Wars
Fight another team either by directly challenging them or by queueing for matchmaking — wars are fought out as Pokémon battles. Any online member can volunteer to battle for their team each round; a team doesn't need a minimum number of players online to fight, and larger teams can split battles across more members.
Before a team can queue or challenge, it needs a war arena set — three position slots (two player spots and a spectator spot) all have to be saved first.
Winning a war earns your team 12 points; losing costs 3 points — a loss stings a lot less than a win pays off.
Forfeiting a war part-way through applies a penalty rather than just walking away clean.
Teams can fight up to 5 wars per day, with a 4-hour cooldown before facing the same opponent again — enough room for active teams to stay busy without it turning into a farmable grind.
Track your record (and any individual player's) under This Week and Lifetime win/loss and war-points totals, and see how your team stacks up on the Leaderboard.
Guild Missions
A rotating board of team-wide objectives that tracks itself automatically — no unlocking or activating, just play and watch the progress fill in. Check your board with /teams missions.
Up to 3 daily missions and 2 weekly missions can be live at once, each with its own Team Point reward — current missions are Daily Catch and Battle Ready (daily), plus Evolution Rush and Shiny Hunters (weekly).
Missions reset automatically on their own daily/weekly schedule.
Missions live outside the /teams menu for now too — /teams missions is the way to check them.
Contracts
Contracts are big, one-off objectives your whole team works toward together — a large-scale Pokémon-catching drive, a run of battle wins, or an evolution push — that pay out a solid chunk of Team Points once completed.
Open your team's contract board with
/teams contracts unlock(500 Team Points).Activate a contract with
/teams contracts activate <contract>— current contracts arebulk_capture(Population Drive),battle_gauntlet(War Games), andevolution_program(Evolution Program).Check your board and progress anytime with
/teams contracts.
Contracts are command-only right now — there's no Contracts tab in the /teams menu yet.
Warps
Every team gets one team HQ (set with /teams sethome, everyone with warp access can return to it with /teams home), plus any number of additional named warps your team sets up, renames, or removes as needed.
Team Settings
From here, Leaders (or anyone with the right permission) can set a custom Team Icon, write an MOTD, rename the team, customize the questions asked of applicants, pick your team's chat-tag color, and toggle whether their own regular chat routes to team chat by default.
Team Color – Choose the color of your team's [TAG] prefix in chat from a palette of 26 colors (the 16 standard Minecraft colors plus 10 brand colors). Pick it either by clicking through the palette in Settings → Team Color, or with /teams color <key> / /teams color clear to reset back to the default aqua. Like the rest of Team Settings, this is limited to Leaders (or anyone with the right permission).
Commands
Most team actions can be done from the Team Menu GUI, but here are the commands you'll use most:
/teams– open the Team Menu/teams help [page]– open the in-game help book for the full command list/teams create <name> <tag>– found a new team/teams invite <player>//teams accept//teams decline– invite a player and respond to invites/teams apply <team>– apply to join a team/teams leave– leave your current team/teams kick <player>– remove a member/teams list– browse active teams/teams bank deposit <amount>//teams bank withdraw <amount>– manage the team bank/teams points– check your team's points balance/teams shop– open the Team Store/teams home//teams warp <name>– teleport to your team's HQ or a saved warp/teams war queue//teams war challenge <team>– start a war/teams war fight– battle when it's your turn/teams war status– check your team's current war state/teams chat– toggle team chat on/off/teams color <key>//teams color clear– set or reset your team's [TAG] color/teams missions– view your team's guild missions board/teams contracts– view your team's contract board/teams contracts unlock– open the contract board (500 Team Points)/teams contracts activate <contract>– activate a contract
Need something not listed here? Run /teams help in-game for the complete reference.
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