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Digimon Pendulum Color Godzilla Edition

Click on a heading to learn about that topic. If you are new to this device, click Expand All Topics to read through everything at once.

Overview

Buttons and Charging

Before you turn on your device, it’s important to know what the buttons on your device are. The three buttons to the right of the screen are; from top to bottom: A, B and C. Their functions are as follows:

  • A - Select: This lets you cycle through the different icons at the top and bottom of the device.
  • B - Confirm: Once you have highlighted an icon or menu item, press B to confirm that selection. If no icon is highlighted, and you are not in a menu, B will show you the clock.
  • C - Cancel: If you have an icon highlighted, C will cancel the selection, making it so no icon is highlighted. If you are in a menu, C will take you out of the menu. If no icon is highlighted, and you are not in a menu, holding C for 2 seconds will bring up the Settings screen. Holding the C button longer will let you power on and off the device regardless of whether any other buttons are also held. A sound will play before the device powers off. The Power menu item should be used instead for powering off to ensure the data saves properly.
  • USB-C Port: Used for recharging the device. For best results, use a USB-C to USB-A cable, avoiding any USB-C PD cables. Any standard 5v charging brick should work fine. For best longevity, try not to let the battery drain too low or charge too high. In real-life usage, charging for one hour once a week is generally enough, but your usage may vary.

Button Combos

Sometimes you can press two buttons together to create a different effect. The following combos exist:

  • A+C on main screen. Mutes the device, which can also be done from the settings menu.
  • A+C on clock screen. This lets you change the time. Changing time will not speed up growth on your Monster, but you may decide that your Monster goes to bed later than you like. Change the clock to better match up with your personal schedule, it doesn’t necessarily have to be the real time after all.
  • A+B on a Computer. This will allow you to hatch a new Monster

What’s that really small button?

That’s the reset button! You shouldn’t need to push it very often, but if at any point you think you want to reset your Monster, you can press this button to soft-reset your Monster, which brings up the option to Load or Reset. Choosing load will make you set the clock again, and then bring you back to the most recent saved state of your Monster. Choosing Reset will erase EVERYTHING, so be careful. The top option is load, the bottom option is reset. If you choose reset, the top option is confirm, the bottom option is cancel.

Saving

Your progress is frequently saved automatically, so you don't need to worry about continuing raising your Monster when the battery dies. After recharging the battery, just hit LOAD to restore your progress. To ensure data saves when powering off the device, use the Power option in the Settings menu rather than holding down the C-Button for 10 seconds.

Why is it called a pendulum?

Because it contains a pendulum! A little clacky thingy that keeps track of the number of times you shake the device vertically. Well, that’s not entirely true though, because the Digimon Pendulum Color uses an accelerometer, just like the one in your phone, to keep track of shakes. That clacky pendulum is just for show. The shaking is mainly used for training and battles. Bandai recommends holding it chain side down, but as long as you are moving the device on its X-axis (left to right if holding the device normally, up and down if holding it with the screen or buttons on top) the shakes should properly register.

Can I turn the device on now?

WAIT! Let’s make sure you know what the Menus are first.

Menus

Your Digimon Pendulum Color Godzilla Edition has several icons above and below the screen. The icons bring up different menus that are vital for raising a Monster. Here’s what they all do.

Status (Scale Icon)

There are two menu items within this icon, the first of which is the Stats menu. Various important stats about your Monster appear here.

  • Age - How many days your Monster has been alive.
  • Weight - How much your Digimon weighs, in Gigabytes. Eating adds weight while trainings and battles shed weight. If you reach 99 Gigabytes, your Digimon will get sick. Stage I Digimon do not gain or lose weight.
  • Hunger - As time proceeds, these hearts will empty at a set rate, which can be seen by clicking on that Digimon in the Evolution Guide. Feed your Digimon meat to fill the hearts back up. Your Digimon can't eat more than the number of empty hearts. If your hearts deplete completely, it adds to the Starvation counter. If the Starvation counter reaches 20, your Digimon will die. Filling the hearts completely will give you a bonus 60 minutes on top of your Digimon's loss cycle before they decrease again. Feeding any amount of meat will reset your starvation counter back to 0. If anyone manages to actually kill their Digimon because of the Starvation counter without specifically trying to, I will be very impressed.
  • Strength - As time proceeds, these hearts will empty at a set rate, which can be seen by clicking on that Monster in the Evolution Guide. Your Monster likes to be at maximum strength, refill these hearts by feeding protein or training. When at full strength, your Monster will receive a bonus to its Power stat, which can be seen in the Power section below.
  • G-Cells - This stat affects evolution and will fluctuate based on various actions. In short: Winning battles, and succesfully training will increase your G-Cells, while Care Mistakes, protein, losing battles and failing training will decrease them. Full details can be found in the G-Cells section further down the page. Note that each G-Cell is made up of multiple G-Cell Points, so the visible G-Cells may not immediately increase or decrease from a single action.
  • DP - Your stamina, this is required for battling. If you have no DP, you can’t fight. DP is completely restored by sleeping for at least 8 hours, or restored by 1 by feeding 4 Protein. Stage I Digimon don't have DP, but Stage II Digimon do for absolutely no reason.
  • Win Ratio - Your percentage of wins compared to losses. A high win percentage is required to reach Stages V, VI and VI+, and you need to make sure to do at least 15 battles for each Stage.
  • BJ - B stands for Battle, J stands for Jogress. An O next to the letter means that you can do that action, an X means you cannot. All Stage III and higher Digimon can battle, all Stage IV and V Digimon can Jogress, and certain specific Stage VI Digimon can also Jogress.

In addition to the above stats, the following stats aren't displayed on the Stats screen, but are still important.

  • Attribute - The Monster's Attribute. There are 4 attributes: Vaccine, Data, Virus and Free. These operate in a Rock-Paper-Scissors format, where if your attribute has an advantage over your opponent, you will have a higher chance to win than normal. As a note, the Digimon on this device are mostly the Vaccine attribute with a few exceptions, despite how they are normally presented.
    • Vaccine is strong against Virus
    • Virus is strong against Data
    • Data is strong against Vaccine
    • Free has no strength or weakness

    Having an attribute advantage will grant 10 percentage points to your hitrate in battle.

  • Power - How strong your Monster is. If your power is higher than your enemy's power, then your attacks are more likely to hit. The higher the power difference, the higher the likelihood of each hit connecting. Each Monster has a Base Power that can be seen by clicking on that Monster in the Evolution guide. All Monsters of the same species will have the same Base Power. In addition, having full Strength Hearts will grant a bonus to power, as will hatching from a Traited egg or having Red G-Cells. The below chart displays how much is added to power for each evolutionary stage.
    Stage Strength Hearts Traited Egg Red G-Cells All Three
    III +5 +5 +5 +15
    IV +8 +8 +8 +24
    V +15 +15 +15 +45
    VI +20 +15 +20 +55
    VI+ +20 +15 +20 +55
    See the Battles section for a breakdown on how hitrate is calculated.
  • Care Mistakes - How many care mistakes you make by missing a Call. This stat resets on each evolution back to 0. See the Call section below for more information.
  • Protein Overdose - How much Protein you have fed your Monster. Every 4 Protein counts as 1 Protein Overdose, which will increase the likelihood of your Monster getting injured in Battle. The maximum value for Protein Overdose is 7. See the Heal section for more details.

The second selection under this icon is the Album. Here you can review all the species of Monster you have raised, and see the slot numbers for ones you have not. Monsters that require unlocking will not have their slots appear until the appropriate quest area has been cleared. The slots of Stage VI+ Monsters are also hidden until they are obtained. You can also hit the B button on each Monster to see its cut-in image.

Food (Meat Icon)

Pets need food to survive! Monsters can be given two types of food:

  • Meat - Basic food. Giving this to a Monster will add one heart to the hunger meter, and add one gigabyte to their weight. You cannot continue feeding more meat after having full hearts. If you fill up all 4 hearts, your hunger heart loss cycle will be paused for 60 minutes. You will not lose a heart once that 60 minutes is over, rather your next heart loss will be after however long your Monster's specific cycle is, unless it has failed evolution. You can find the loss rate on the evolution guide.
  • Protein - Giving this to a Monster will add one heart to the strength meter, add two gigabytes to their weight, and slightly reduce your G-Cells. Every four Protein will increase your likelihood of getting injured when losing a battle by two percentage points, and will restore 1 DP unless your Monster is sick. Reaching 99 gigabytes for weight will cause your Monster to get sick, so be cautious when using protein too much. Your Monster will also get sick if it is already at 99 gigabytes and gets fed another meat or protein after it has been healed.

Training (Weight Lifting Icon)

Training is the primary way of adding hearts to the strength meter. Your Monster will lose weight and gain strength hearts depending on the training results. It will also reduce its current Loss Injury Rate if it is above 10% and affect its current number of G-Cell points. How you perform during training is based on shaking the device, which will determine how many Super Hits you get. Each Super Hit will destroy a building, and you must destroy at least one building to be successful. Every 5th time you get past the shaking phase of a training, Anguirus will appear and increase the effect of training on G-Cell points. Exact values are in the table below.

Super Hits Strength Hearts Weight Injury Loss Rate G-Cell Points G-Cell Points (Anguirus)
5 (Megahit) +2 -10 -2% +2 +8
3-4 +1 -5 -2% +1 +4
1-2 0 -2 -2% 0 0
0 0 -2 0 -1 -2

When training is selected, the word READY! will appear with a specific background color. Once the word COUNT! appears, shake the device until the background color matches the one that was shown on the READY! screen. If the correct color is on the screen after the 3 second timer runs out, then your Monster may fire 5 Super Hits, which is called a Mega Hit. Outcomes are based on Monster attribute, current number of G-Cells and the exact number of shakes. While the color will give you an idea of how much you need to shake, shaking to that color won't necessarily grant a Mega Hit, you need to get the correct number of shakes. You can try experimenting on your own within that color to see exactly how many shakes works for your Digimon, or you can use the handy chart below. Each row is a different attribute, and the columns show how many G-Cells you currently have. Where those two values line up you will see which color your Monster asks for, and what the actual shake amount is for a Mega Hit. If you shake to the right color but miss the exact number of shakes, you'll still get 4 super hits.

Attribute 0-3 G-Cells 4-7 G-Cells 8-10 G-Cells 11-14 G-Cells
Fr/Va Blue / 5-6 Yellow / 7-8 Blue / 5-6 Red / 11-12
Da Blue / 5-6 Red / 11-12 Yellow / 9-10 Blue / 5-6
Vi Yellow / 9-10 Blue / 5-6 Red / 11-12 Yellow / 7-8

You should only need the above table, but if you want more detail on how many shakes does what, here's the number of Super Hits for each combination of Attribute, G-Cells and Shakes.

Attribute G-Cells 3-4 5-6 7-8 9-10 11-12 13+
Fr/Va 0-3 4 5 2 3 1 0
Da 0-3 4 5 2 3 1 0
Vi 0-3 2 3 4 5 1 0
Fr/Va 4-7 0 1 5 4 2 3
Da 4-7 3 2 0 1 5 4
Vi 4-7 4 5 0 1 3 2
Fr/Va 8-10 4 5 1 0 3 2
Da 8-10 0 1 4 5 3 2
Vi 8-10 1 0 2 3 5 4
Fr/Va 11-14 2 3 0 1 5 4
Da 11-14 4 5 2 0 2 3
Vi 11-14 0 1 5 4 3 2

Battles (Fighting Icon)

This menu allows for battling and Jogress. Battling is a HUGE part of Monster culture. It’s every Monster’s dream to be the strongest. You cannot battle if you do not have any DP or if your Hunger hearts are empty. Jogress is an evolution method that allows one Monster to evolve using another Monster as a requirement. The available functions of this menu are below.

  • Battle: Quest - which allows you to take on a series of stages. Each stage consists of several Monster battles ending with a Boss. If you beat the boss, you gain the option to take on the next stage. You begin each battle by shaking to get a specific color, just as you do in Training. Each Monster has 3 health points which will be reduced by 1 for a normal hit and by 2 for a super hit. Once a Monster runs out of HP, it loses the battle. Each individual battle in a stage counts as one battle for evolution, and will consume one DP.
  • Battle: Connect: Pendulum - Allows you to battle against another Digimon Pendulum Color. You begin each battle by shaking to get a specific color, just as you do in Training. The word BATTLE will appear once you have finished shaking. Connect the two devices by the prongs on the top and press the A or B button on one of the devices. Each Monster has 3 health points which will be reduced by 1 for a normal hit and by 2 for a super hit. Once a Monster runs out of HP, it loses the battle. Make sure your device is sufficiently charged when doing communication battles.
  • Battle: Connect: Digimon - Allows you to battle against the Digital Monster Color or Digivice Color. There is no shaking required for this type of battle, simply connect the devices and press A or B on one of them and the battle will proceed. Your Monster will exchange 3 normal hits, followed by one of the two participants sending a super hit, making them the winner. Devices prior to the Digital Monster Color cannot be battled against.
  • Jogress: Backup - Allows you to Jogress with the Monster you currently have backed up. Full DP is not required to Jogress like it was on older Pendulums, nor will it be consumed when Jogressing. Jogress can be performed by all Stage IV and V Monsters as well as certain Stage VI Monster. Each Jogress capable Monster will have one or more possible results that will depend on the specific Monster in backup. Details of which Monster result from which combinations can be found on the Evolution Guide. The backup Monster will not influence the stats of the resulting evolution in any way, it is merely a requirement. After a Jogress has been performed using a backup Monster, it will be consumed and the backup slot will be empty.
  • Jogress: Connect - Allows you to Jogress with a Monster being raised on another device. The details for connection Jogress are mostly the same as for backup Jogress except for the following distinctions. Both Monsters in the connection will evolve into a new Monster, based on their own available options. For example, if you were to Jogress Tyranomon from this device and Kabuterimon from the Nature Spirits device, Tyranomon would become Master Tyranomon and Kabuterimon would become Jyagamon, since those are their specific results for Jogressing with a Vaccine Stage IV Monster. The connected Monster will not influence the stats of the resulting evolution in any way, it is merely a requirement.

If you lose a battle, your Digimon has a chance to become injured after battle, and getting injured 12 times will result in death. See the Heal section for more details. Winning battles reduces Loss Injury Rate by two percentage points. All battles will cause your Digimon to lose 4 Gigabytes of weight. Battling will affect your G-Cell Points, check the G-Cell section for details.

Except for the first three hits of a battle with a Digital Monster Color, which are always guaranteed, whether an attack will land or not is determined by the hitrate formula. The formula can be represented as follows:

hitrate = ((playerPower * 100)/(playerPower + opponentPower)) + attributeAdvantage - handicap
  • hitrate - This number represents the chance of your hit connecting, out of 100. The maximum value is 99, even if the calculation would exceed that amount.
  • playerPower - The current Power value of your Digimon. See the details on the Power stat in the Status section above.
  • opponentPower - The current Power value of the opponent Digimon.
  • attributeAdvantage - For Pendulum battles: Equals 10 if you have an attribute advantage, -10 if you have an attribute disadvantage, otherwise equals 0. For battles with the Digital Monster Color, the values are 5/-5 instead of 10/-10. See the details on the Attribute stat in the Status section above.
  • handicap - Used in Quest Mode only, certain Digimon have a handicap that will reduce your hitrate. The specific handicap values can be found on the Quest Mode page.

You can calculate your hitrate by clicking here.

Mechagodzilla (1993) is able to access a Mode Change, which results in a temporary evolution that lasts only during battle. To trigger a mode change, you simply need to have full strength hearts and perform the correct number of shakes. An animation will occur showing the mode change, but other than the sprite difference there are no changes to the Digimon's stats.

Clean Waste (Poop Icon)

Your Monster will poop as time passes: every 3 minutes at Stage I, every 60 minutes at Stage II, every 90 minutes from Stages III-V and then every 120 minutes for the rest of its life. Just select the Poop icon to clean it up, and make sure you never let 8 piles accumulate, or else your Monster will get sick! Well, maybe not never. Something good could happen if you have 8 poop piles when it's time for your Stage V Monster to evolve. Remember: Poop and sickness are NOT Care Mistakes, but too many sicknesses will kill your Monster.

Sleep (Light Bulb Icon)

When you choose this icon, you are given three options.

  • Lights - This allows you to turn on or off the lights. When a Monster falls asleep, the lights should be turned off right away to avoid a care mistake. If your Monster is asleep and you disturb it by turning on the lights or by attempting to feed, train or battle with it, this will increase your chance of injury when losing by 2 percentage points. Waking a sleeping Monster does not count as a Care Mistake. After being disturbed, the Monster will fall back asleep after 15 minutes. All Monsters wake up on their own at 7:00 AM.
  • Cold Mode - Freezes your Monster, pausing it. Monsters do not age, evolve, lose hearts or call out while frozen, until you choose to unfreeze them. When a Monster is unfrozen, its hunger/strength loss and poop cycles restart from that point.
  • Change - Allows you to put your current Monster in backup to raise a different one. If there is currently no Monster in backup, you will get a new egg. Otherwise, when you backup your current Monster, you will receive the one you previously backed up, but it will have empty strength and hunger. A Monster in backup is treated the same as being in Cold Mode. Stage I Monsters cannot be backed up.

Heal (Bandage Icon)

Monsters can get injured from losing battles, or they can get sick from accumulating 8 poops or reaching 99G for weight. When your Monster is injured, it will have a skull floating next to it, while sickness will have an ellipsis in a speech bubble. When this happens you can use this option to heal them! Select this icon and choose the option that matches your Monster's affliction and it will be healed. If your Monster gets injured or sick 12 times, or remains injured or sick for 6 hours, it will DIE. Injuries and sickness use separate counters, so getting sick 11 times and getting injured 11 times will not kill your Monster. The chance of getting injured after losing a battle is 10% to start, but will increase by two percentage points for every 4 Protein you feed it. This percentage is reduced by 2 points for every battle victory or successful training you perform. You can have up to a 50% chance of injury. When your Monster is sick, it can still battle. I highly recommend battling another Digimon Pendulum Color while you are sick, just to see what happens.

Call (Yelling Monster Icon)

If your Monster needs you, it will call out to you with a few beeps, and this icon will light up. When this happens, act fast! If the call light goes out before you take care of the Monster, that counts as a care mistake. The number of care mistakes you have will affect the outcome of your evolution. For evolving to Stage III or IV, your number of care mistakes is a factor in determining what Monster you evolve into. For evolving to higher stages, too many care mistakes will prevent you from evolving at all. Calls may occur for the following reasons:

  • The hunger meter is empty
  • The strength meter is empty
  • Your Monster is asleep and wants the lights turned off

The call light will go out after 10 minutes for Hunger or Strength, and after 1 hour for sleep. Note that if you have sound off, calls will still occur. If an empty meter is not filled after the call light goes out on its own, your Monster will call again when its timer for that heart meter runs out again, and can result in another care mistake. A Monster will only call one time for sleep, regardless of whether or not you turn out the lights. Hunger and Strength depleting at the same time will result in two care mistakes if you don't fill them, even if you only receive one call.

Settings

The Settings menu can be accessed by holding C on the main screen for two seconds while no icons are selected. There are four options.

  • Background - Allows you to select which background to use from those available. Additional backgrounds can be unlocked by meeting various conditions, see the next section for details.
  • Brightness - Change the intensity of the backlight to one of 5 steps.
  • Sound - Default is loud, but can be changed to low or mute. Note you can also mute by pressing A+C on the main screen with no icons selected.
  • Save and Power Off - Saves your current progress and turns off the device. You will be given the option to load your data or reset it when turning the device back on. The top option is load, the bottom option is reset. If you choose reset, the top option is confirm, the bottom option is cancel.

Backgrounds

The device offers several backgrounds to swap between. Additional backgrounds can be unlocked by fulfilling specific requirements. This table shows all available backgrounds and how to unlock them. See the previous section for details on changing backgrounds.

G-Cell Background 1 - Normal
Unlocked by default, displays when G-Cell Meter is Blue or Empty
Dusk | Night
G-Cell Background 1 - G-Eroded
Unlocked by default, displays when G-Cell Meter is Red
Dusk | Night
G-Cell Background 2 - Normal
Unlocked by clearing Quest Area 10, displays when G-Cell Meter is Blue or Empty
Dusk | Night
G-Cell Background 2 - G-Eroded
Unlocked by clearing Quest Area 10, displays when G-Cell Meter is Red
Dusk | Night
Corrupted Grid
Unlocked by clearing Quest Area 1
Godzilla Logo
Unlocked by clearing Quest Area 5
Title Screen
Unlocked by clearing Quest Area 15
Godzilla Skin
Unlocked by clearing Quest Area F
Omegamon: G-Fusion Mode
Unlocked by clearing Quest Area Ω
Wilderness
Unlocked by raising 5 unique Monsters
Dusk | Night
Ocean
Unlocked by raising 10 unique Monsters
Dusk | Night
City Seaside
Unlocked by raising 20 unique Monsters
Dusk | Night
Inside City
Unlocked by raising 30 unique Monsters
Dusk | Night
Kachidoki Bridge
Unlocked by raising all 57 unique Monsters
Dusk | Night
Shinjuku Burning
Unlocked by raising Burning Godzilla (2025)
Shobijin
Unlocked by winning 50 Connection Battles
Lakeside
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 3 times
Underwater
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 5 times
Castle
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 8 times
Flower Field
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 10 times
Factories
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 12 times
Sky
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 15 times
Genshi Continent
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 18 times
Ashino Island
Unlocked by battling against any non-Iliad Digimon Pendulum Color version 20 times

Some backgrounds will change color depending on time of day, any that do will have a dusk and night version listed above. The standard version will display starting at 6:00 AM, dusk will start at 4:00 PM, and night will begin at 7:00 PM.

*WARNING: There is a very unfortunate bug that can occur when unlocking backgrounds. The requirement for battling against a Digimon Pendulum Color version only applies to versions 0-7 and Godzilla. If another version is ever released and you battle against it on a count where you would have unlocked a background, the background will fail to unlock permanently. At that point the only way to get it would be to completely reset your device and start over.

Raising Monsters

Getting Started

It’s time to start raising your Monster! Once you've turned on the device by holding the C button, you’ll get a cute little splash screen and be asked to set the time. Use A to change the hours, B to change the minutes, and C to confirm the set time. You will then see your very first Egg. After 8 seconds of an egg being on screen, it will hatch, and immediately beep at you because it is STARVING! Feed it, train it, or just do whatever. Literally nothing you do during this stage matters, but it's a nice warm up. After 10 minutes, the Monster will evolve to its Stage II form. At this point, how you care for your Digimon will affect its evolutions. I would recommend experimenting for yourself for your initial runs, but if you want to aim for a specific Digimon later make sure to check the Evolution Guide from the site menu. The key factors that will impact evolution are Care Mistakes, G-Cells and Battles, but there are some other unique conditions as well.

G-Cells

This stat affects evolution and will fluctuate based on Care Mistakes, Training, Battles, Protein feeding and responding to random encounters. Each G-Cell appears as a tick mark on the meter. The number of G-Cells will reset to 0 each time you evolve, and will be colored blue as you acquire them at first. If you acquire 8 or more G-Cells they will turn Red, indicating that the G-Cells have activated. This activation plays a major part in evolution, as most monsters will change evolution paths depending on whether their G-Cells are activated or not. If you are using one of the two G-Cell backgrounds, they will appear eroded if your G-Cells are activated. Each G-Cell is made up of a certain number of G-Cell Points. How many points depends on your current Evolutionary Stage, which is shown in the table below. You get a G-Cell even if you don't have the full number of points for it yet. For example, if you are Stage III and have 13 G-Cell points, then you will have 4 G-Cells. This is because you have enough points for 3 G-Cells, and the extra point still counts as having a G-Cell too.

Stage Points Per G-Cell Full G-Cell Points
I-II 2 28
III 4 56
IV 8 112
V-VI+ 16 224

Now that you understand G-Cells and G-Cell Points, we can move on to talk about how you actually increase and decrease them. That's right, unlike most evolution requirements, you can actually lower the amount of G-Cells you accumulate. The specific amount that an action will adjust G-Cell Points can be found below. The first table applies to all evolutionary Stages, the second has different amounts per Stage.

Action G-Cell Points
Random Encounter Win +12
Anguirus Training Megahit +8
Non-PenGZ Connection Battle Win +6
Anguirus Training 3-4 +4
Normal Training Megahit +2
Normal Training 3-4 +1
Training 1-2 0
Normal Training 0 -1
Anguirus Training 0 -2
Feed Protein -2
Non-PenGZ Connection Battle Lose -4
Random Encounter Lose -6

The table below shows actions that have different increase and decrease amounts depending on your current evolutionary stage. The battles shown are specifically those done in Quest Mode, or against another Digimon Pendulum Color Godzilla Edition. For all other battles, reference the above table instead.

Action I-II III IV V VI VI+
Care Mistake -1 -1 -2 -4 -4 -4
PenGZ Battle Win 0 +4 +6 +8 +10 0
PenGZ Battle Lose 0 -3 -4 -6 -8 0

Evolution

Evolution will occur at set times, based on when the previous evolution occurred. The times are as follows:

Current Stage Time to Next Stage
Egg 8 Seconds
I 10 Minutes
II 12 Hours
III 24 Hours
IV 32 Hours
V 40 Hours
VI 48 Hours
VI+ N/A

The timer ticks as long as your Monster isn't frozen or in backup, and will even progress during sleep. So long as you don’t completely neglect your Monster, you are pretty much guaranteed to reach Stage IV. Stage V requires battling to reach, and these battles must be completed within 32 hours of it evolving. Additionally, not only do you have to battle, but you have to have a good win percentage. A Win Ratio of 80% or higher results in a 100% chance of evolution, assuming you have fulfilled the other requirements for that Monster. If you have 70% or higher, but less than 80%, you will have a 70% chance of evolution. If you have 40% or higher, but less than 70%, you will have a 40% chance of evolution. You will not be able to evolve if your Win Ratio is less than 40%. Stage VI+ is only achievable for specific Monsters. Stage VI+ Monsters cannot evolve further. Jogress evolutions do not rely on the times above, and will happen immediately when executed. See the Battles and Jogress section above for more details.

Upon evolution, the following stats will reset: Care Mistakes, G-Cells, Injury count, Sickness count, Weight, Starvation count and your number of Battles for Evolution. Win Ratio, Battles on Record and Loss Injury Rate will persist across all evolutions.

Random Encounters

During the day the Godzilla theme may start playing, indicating a Random Encounter. Respond to the Monster Attack by pressing A or B to accept it, or C to deny it. If you accept, a battle will occur and play out like a normal Quest battle. If you win, your G-Cells will greatly increase.

Despite calling them "random", they are actually entirely predetermined. On the evolution guide, you will see that each Monster has been given a Time Group and Opponent Group. Using the first table below, you can determine exactly when encounters will appear by looking at the row for your Monster's Time Group and viewing the listed times. If you were to change your clock to one minute before one of its times, then the encounter will occur when the clock advances on its own to that minute. The second table provides the list of potential opponents that your monster can face, in order of when they appear. The next opponent you encounter will change to the following in the list every time an encounter occurs and every time you enter a Training. If the next opponent is "None", then no encounter will occur at the next designated time. Once you reach the end of the opponent list, the selection will start over from the beginning of that same list. Using Cold Mode or Backup will cause the opponent list to start over, as will turning the device off.

Encounter Times
Group First Second Third Fourth Fifth Sixth
0 11:19 AM 1:12 PM 4:04 PM 6:27 PM None None
1 10:43 AM 2:27 PM 4:55 PM 7:04 PM None None
2 11:47 AM 1:19 PM 3:37 PM 5:26 PM 7:51 PM None
3 9:47 AM 12:10 PM 2:44 PM 6:03 PM 8:20 PM None
4 11:19 AM 2:07 PM 4:29 PM 6:09 PM 8:48 PM None
5 10:12 AM 1:12 PM 3:09 PM 5:06 PM 7:04 PM 9:12 PM
6 9:47 AM 12:10 PM 1:52 PM 4:04 PM 5:46 PM 8:20 PM
7 10:43 AM 12:33 PM 2:27 PM 4:55 PM 6:27 PM 8:48 PM
Encounter Opponents
Group Opponents
0 Agumon, Mothra (Larva), None, Minilla, Monodramon, None, Dorat, Mothra (Larva), Strikedramon, None, Monodramon, Dorat, None, Tyranomon, Agumon, None
1 Gabumon, None, Monodramon, Garurumon, Baby Godzilla, Mothra (Larva), None, Monodramon, Mothra Leo, Baby Godzilla, None, Gabumon, Mothra (Larva), Gigan (2004), None, Gabumon
2 Baby Godzilla, Dorat, None, Little Godzilla, Gabumon, Agumon, None, Dorat, Greymon: G-Erosion Mode, Gabumon, Baby Godzilla, None, Dorat, King Ghidorah (1991), None, Agumon
3 Gigan (2004), None, Mothra Leo, Strikedramon, Godzilla (1954), None, Greymon: G-Erosion Mode, King Ghidorah (1991), Aqua Mothra, Garurumon, None, King Ghidorah (1991), Mecha-King Ghidorah, Mothra Leo, Little Godzilla, None
4 Flymon, Minilla, None, Master Tyranomon, Little Godzilla, None, Tyranomon, Mecha-King Ghidorah, Gigan (2004), None, Minilla, Gigan (2004), Garurumon, Raptordramon, Godzilla Jr, None
5 Raptordramon, None, Battra, King Ghidorah (1991), Tyranomon, Mothra Leo, None, Metal Greymon (Vaccine): G-Erosion Mode, Strikedramon, Mothra Leo, None, Flymon, Baragon, None, Greymon: G-Erosion Mode, Minilla
6 Master Tyranomon, Baragon, None, Mecha-King Ghidorah, Megalon, Godzilla Jr, Skull Greymon: G-Erosion Mode, Jet Jaguar, None, Mechagodzilla (1974), Mecha-King Ghidorah, Battra, Metal Greymon (Vaccine): G-Erosion Mode, None, Godzilla (2022), Atlur Kabuterimon
7 Metal Greymon (Vaccine): G-Erosion Mode, Godzilla (1954), None, Godzilla (2004), Were Garurumon, Monster X, Battra, Mecha-King Ghidorah, Keizer Ghidorah, Metal Greymon (Virus): G-Erosion Mode, None, Aqua Mothra, Armor Mothra, Baragon, None, Monster X
8 Were Garurumon, King Ghidorah (2001), Skull Greymon: G-Erosion Mode, None, Aqua Mothra, Atlur Kabuterimon, Godzilla (1954), None, Godzilla (1999), Godzilla Jr, Monster X, Mechagodzilla (1974), Master Tyranomon, Orga, None, Metal Greymon (Virus): G-Erosion Mode
9 Jet Jaguar, Orga, None, War Greymon: G-Erosion Mode, Armor Mothra, Hedorah, Gatling Gigan, None, Godzilla (2022), Keizer Ghidorah, Megalon, Metal Garurumon, Godzilla (2004), None, Mechagodzilla (1993), Mugendramon: MFS-3
10 Hedorah, Super Godzilla, None, Godzilla (1999), Godzilla (2022), King Ghidorah (2001), Black War Greymon: G-Erosion Mode, None, Dinomon, King Caesar, Metal Garurumon: G-Erosion Mode, Keizer Ghidorah, War Greymon: G-Erosion Mode, None, Gatling Gigan, Metal Garurumon
11 King Ghidorah (2001), King Caesar, None, Black War Greymon: G-Erosion Mode, Jet Jaguar, Godzilla (2004), Mugendramon: MFS-3, Mechagodzilla (1993), None, Armor Mothra, Godzilla (1999), Metal Garurumon: G-Erosion Mode, Megalon, None, Dinomon, Super Godzilla
12 Godzilla (2004), King Ghidorah (2001), None, Mugendramon: MFS-3, Super Godzilla, Gatling Gigan, Dinomon, Burning Godzilla (2025), None, Hedorah, Keizer Ghidorah, Super Godzilla, Jet Jaguar, None, Godzilla (2022), Armor Mothra

Idle Monsters

While you aren't interacting with your Monster, it will move around the screen doing different animations. These animations are all just there for show, and don't mean anything by themselves. If you don't interact with your Monster for 16 seconds, the screen will turn off. You can press any button to turn the screen back on. The screen will also turn on by itself when the Monster calls you, poops or evolves.

Death

Potentially you could keep your Monster alive forever, but you aren’t going to. You’re going to go to a party one night and forget to put them down for a nap before you leave.  And then they will die. You monster. It becomes more difficult if your Stage IV or higher Monster has failed to evolve or if your Stage VI or higher Monster has been in its current form for 48 hours, as at that point the hunger and strength meters will deplete twice as fast, and your Monster will poop twice as often. The following are the death conditions for the Digimon Pendulum Color:

  • Getting sick 12 times in one form
  • Getting injured 12 times in one form
  • Remaining sick or injured for 6 consecutive hours in one form
  • Letting the hunger meter empty 20 times without refilling it
  • Having 5 or more Care Mistakes when or after the evolution timer for your Stage IV or V Monster runs out without having fulfilled the requirements for evolution
  • Having 5 or more Care Mistakes when or after your Stage VI or VI+ Monster has been in that form for 48 hours

Sometimes though you may be able to prevent death! When a Monster is about to die, it stops moving and lets out a series of cries that get progressively more desperate for one minute. This is your chance! SHAKE! SHAKE YOUR DEVICE! SHOW YOUR LOVE BY SHAKING! If you do enough shakes, you very well could save it. Please never do this to a real pet. Ever. You must shake at least 50 times in 30 seconds to save your Monster. For a few specific monsters though, you may not want to try and save them, as there's a chance that something cool could happen if you don't.

For those of you that didn’t save your Monster, you are now looking at an old school computer (which may have an egg on it, see below). Your Monster has died and converted back into raw data. Oh well! LET’S MAKE A NEW ONE! Press A+B simultaneously while looking at the computer and just like that, you will be able to select a new egg and start all over again.

Traited Egg

Meeting certain conditions upon your Monster's death will give you what is called a Traited Egg. The egg will appear on the screen of the computer after your Monster dies, and the Monster that hatches from it will receive a bonus to its Power. Details of that Power Bonus are in the Status section above. The requirements are as follows, they must all be fulfilled to receive the traited egg.

  • Your Monster is Stage V or higher.
  • Your Stage V Monster failed to evolve, or your Stage VI/VI+ Monster has been in its current form for at least 48 hours.
  • Your current Win Ratio is 60% or higher. The number of battles does not matter.