Core Battle Loop
Match entry → Aeos energy scoring → win/loss → rewards/progression → next pre-match preparation.
Match entry → Aeos energy scoring → win/loss → rewards/progression → next pre-match preparation.
Battle Pass, Energy Rewards, License Journey, Held Items, and Solo Mode feed the next match.
Ranked, Legend, Draft, Championship/WCS are the core status and motivation hub.
5v5 roles, party play, quick signals, and limited PvE collaboration support the core battle.
Seasons, new licenses, anniversary events, Battle Pass and limited modes re-activate existing battle consumption.
Holowear, Battle Pass, UNITE Club, and license access acceleration monetize entry/expression rather than core gacha.
Theia structure remains core; Kyogre variant and Rayquaza/Groudon/Kyogre rotation plan refresh ranked play.
CPU stage loop with daily reward repeats absorbs PvP fatigue and supports new/returning users.
License events grant or accelerate Unite License access, then push players back to core matches.
Daily/weekly/season missions convert repeated match participation into LP/cosmetic/premium value.
Held Item and Boost Emblem external stats can leak into ranked fairness perception.
RTC cooperation is strong, but persistent social capital outside match is weak.
Free license events often provide a post-event shop fallback, joining retention and monetization.