Team Comet
Tessa and Tommy — the Pokemax thieves who ambush you after a Safari, collar your best companion, and dare you to take it back.

Who they are
Tessa supplies the plans and Tommy supplies the machinery, and neither can agree which half causes more of their disasters. Together they are Team Comet — theatrical Pokemax thieves who roam Valestia hunting for unusually strong Pokemax, armed with unreliable celestial gadgets. They are a recurring nuisance, not a story boss: you will run into them again and again out in the field.
Tessa: Nobody could possibly find this hideout. Tommy: You painted a comet on the door.
How the ambush works
Team Comet only strikes after a Safari, and only in the one region they are roaming that day — the sighting moves to a new region every day. When they are in your region, the Gym/region panel shows a ☄️ Team Comet present line, and !comet tells you the day's region and whether you already have an incident open.
The odds are a pity ladder: every Safari check that does not summon them nudges the chance higher, from 4% up to 30%, resetting the moment they appear. Only one encounter exists server-wide at a time, so they are a scarce event, not a constant tax.
| Safari check that day | Ambush chance |
|---|---|
| 1 | 4% |
| 2 | 6% |
| 3 | 8% |
| 4 | 10% |
| 5 | 12% |
| 6 | 15% |
| 7 | 20% |
| 8 or more | 30% |
They can only take one, and only if you can spare it. Team Comet marks your single most valuable eligible Pokemax — but only when you own at least three eligible, so you are never left short. Pokemax in your party, defending a Gym, locked for a trade or a pending move, and any unique / mythical / trial species are safe. Because they weigh a target by value, a gene-invested Pokemax is exactly the kind they reach for.
Comet Snare, then Comet Collar
The ambush opens with the Comet Snare and a 15-minute window to fight back — !comet_defend, or the Defend My Pokemax button on the encounter. Win the defense and nothing is lost: you keep your Pokemax and pocket +10 Gene Essence. Let the window run out and the Comet Collar snaps shut — they haul your Pokemax off to a hideout in a neighboring region.
Getting it back
Track them down: !travel to the hideout region and run !comet_recover for a rematch — your stolen companion can show up as their final fighter. Win and it comes home with +15 Gene Essence. Lose and it stays collared, with a 30-minute "hideout on alert" cooldown before you can try again. Either way, once an encounter resolves you get 48 hours of protection before Team Comet can target you again.
The clock is the real threat. The 15-minute defense is your cheap way out; the recovery is the do-over when you miss it. Keep three or more raised Pokemax on hand so there is always a bench to fight with while your best is behind the collar.
The fight & the rewards
Both trainers field a team of three, scaled just above your own. Tessa leads with Wisplet, Skydart and Flickerwisp; Tommy brings Cragmite, Emberhorn and Sparkeel. Bring type coverage, not just your single strongest hitter.
Every win pays Gene Essence straight into your Genes account — 10 for a defense, 15 for a recovery — once per encounter. That is real progress toward gene rerolls and capsules, which is why Team Comet is worth chasing rather than dreading.
Commands: !comet — today's region and your current incident. !comet_defend — fight the 15-minute defense. !comet_recover — rematch at the hideout to free a captured Pokemax.
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