Alpha Pokémon return in Pokémon Legends: Z‑A as oversized, red‑eyed variants that roam Lumiose City’s Wild Zones, rooftops, alleys, sewers, and certain story areas. They hit harder, aggro faster, and often sit several levels above the local population. Below you’ll find how Alpha spawns work, what to expect from shiny odds and locks, a practical capture plan, and a curated list of confirmed static Alpha locations with levels and timing notes.


Alpha Pokémon spawns in Z‑A: what appears where

  • Wild Zones: Most Alphas are static or repeatable spawns inside numbered Wild Zones around Lumiose City. Some only show up during the day or at night.
  • City rooftops and sectors: Several Alphas perch on specific rooftops or sector blocks (Jaune, Bleu, Rouge, Magenta), often requiring ladders or “holovators.”
  • Sewers and labs: Late‑game or high‑level Alphas appear in the sewers (sector-specific rooms) and in Lysandre Labs.
  • Mission ties: A handful are tied to Main Mission 40 encounters, and a few are rewards/targets in Side Missions.
  • Zone completion and post‑game: In some zones, Alpha variants begin appearing after you’ve caught all local species; a subset only starts spawning later in the game.
Note: Time of day matters. If an Alpha isn’t present, check whether it’s a daytime‑only or nighttime‑only spawn, leave and re‑enter the area, or progress main objectives.

Can Alpha Pokémon be shiny?

Yes, Alpha Pokémon can appear shiny in Z‑A, but they’re rare. Standard shiny odds apply, and the Shiny Charm improves your chances. Alpha encounters that are granted or forced by Missions and Side Missions are shiny‑locked. Free-roaming Alphas (including recurring Wild Zone spawns) can be shiny.


How to catch Alpha Pokémon consistently

  • Pick the battle: Clear nearby mobs first so multi-target moves don’t dogpile your team. Many Alphas patrol with smaller allies.
  • Open carefully: Quick Ball on first contact can sometimes stick, especially on sleeping spawns. If it fails, pivot to a standard battle.
  • Work to red HP: Bring the Alpha into the red without knocking it out. Avoid recoil moves and overpowered super-effective hits late.
  • Apply status: Sleep and paralysis dramatically raise catch odds; burn and poison chip down, but risk a faint—use with care.
  • Throw better balls: Great Ball and Ultra Ball outperform regular Poké Balls. Dusk Ball shines at night or inside dark areas; Repeat Ball helps if you’ve already registered the species.
  • Use the real‑time window: When the Alpha is low, you can keep tossing balls during the real‑time phase. Stay mobile—wide arcs like Solar Beam, Hydro Pump, and Hyper Beam can tag you if you stand still.
  • Mind positioning: Don’t park directly in front of forward “beam” lines; many need to angle down from elevation, creating safe sidesteps.
  • Don’t stray: If you kite an Alpha too far from its arena, it can reset and heal.
  • Survivability: Taking several hits causes a blackout and sends you back to the last Pokémon Center you visited, so use dodges liberally.

Confirmed Alpha Pokémon locations (work in progress)

The table below lists static or commonly repeatable Alpha placements with typical levels and any time‑of‑day notes. Levels can vary slightly by progression.

Pokémon Where Specific spot Level Notes
PidgeyWild Zone 1Westerly roof25
FletchlingWild Zone 1Ground, near middle signpost17Day only
BunnelbyWild Zone 1Ground, near northern exit15Night only
PatratWild Zone 2Central area18Night only
StaryuWild Zone 2Southeast corner/island31Night only
MagikarpWild Zone 2Southeast corner/island30Day only
LitleoWild Zone 3Inside small stone building23Often asleep
EspurrWild Zone 3Northeastern building19
GastlyWild Zone 4Northern side21Day only
SpinarakWild Zone 4Mausoleum21
BellsproutWild Zone 5Middle road24
WhirlipedeWild Zone 5South‑eastern garden27Requires routing past poison mounds/tunnel
HoundourWild Zone 6Near stalls30Night only
PyroarWild Zone 17Northern area57
MawileWild Zone 17Rooftops56
SalamenceWild Zone 18Road area61
LopunnyWild Zone 18Back area, near scaffolding55
FurfrouWild Zone 19Pavilion58Day only
ClefableWild Zone 19Pavilion60Night only
StunfiskWild Zone 20Beneath the tower63
VaporeonWild Zone 20Beneath the tower63
RaichuWild Zone 20Beneath the tower63
SimisageWild Zone 20Beneath the tower63
FlorgesWild Zone 20Beneath the tower63
EelektrossWild Zone 20Beneath the tower63
DiggersbyWild Zone 20Beneath the tower63
ClefableWild Zone 20Beneath the tower63
GogoatWild Zone 20Beneath the tower63
MalamarWild Zone 20Beneath the tower63
AlakazamWild Zone 20Beneath the tower63
ScolipedeWild Zone 20Beneath the tower63
GengarWild Zone 20Beneath the tower63
HelioliskWild Zone 20Beneath the tower63Electric/Normal typing
ChandelureWild Zone 20Beneath the tower63
BarbaracleWild Zone 20Beneath the tower63
MachampWild Zone 20Beneath the tower63
DragalgeWild Zone 20Beneath the tower63
VanilluxeWild Zone 20Beneath the tower63
KakunaMagenta Sector 9Tree in square19Break rocks to reach
FlabébéJaune Sector 2Rooftops23Access via nearby ladder/plank
PidgeotJaune Sector 4Rooftops42Reach via holovator
DedenneBleu Sector 8Rooftops29
PansearBleu Sector 6Rooftops27
LarvitarBleu Sector 7Rooftops31
RioluRouge Sector 4Rooftops27
KlefkiSewers (Bleu S3)Down first ladder47
SkrelpSewers (Bleu S3)Most easterly room46
HaunterSewers (Bleu S3)Northernmost room47
LitwickSewers (Bleu S3)Northernmost room47
SkrelpSewers (Magenta S8)Most westerly room47
ArbokLysandre Labs59
HonedgeLysandre Labs58
DoubladeLysandre Labs59
HoundoomLysandre Labs60
SteelixWild Zone 3Main Mission 40 encounter70Mission‑tied (shiny‑locked)
GalladeWild Zone 5Main Mission 40 encounter70Mission‑tied (shiny‑locked)
PangoroWild Zone 9Main Mission 40 encounter70Mission‑tied (shiny‑locked)
BunnelbySide Mission 1 “A Big Old’ Bunnelby”10Side Mission (shiny‑locked)
WeedleSide Mission 43 “A Big Weedle Problem”45Side Mission (shiny‑locked)
WatchogSide Mission 71 “The Burning Gaze of Watchog”50Side Mission (shiny‑locked)

This list will expand as additional static placements are verified. Some Wild Zones also grant a small chance for any local species to appear as an Alpha after you’ve caught all Pokémon in that zone.


Practical team notes for Alpha hunts

  • Bring coverage: Two status inducers (e.g., Spore/Sleep Powder and Thunder Wave) and at least one bulky pivot to soak surprise crits.
  • Area control: Moves that hit multiple targets or arcs help remove escorts quickly—then switch to precise, non‑recoil attacks for the Alpha.
  • Ball loadout: Stock Ultra Balls for endgame Alphas. Carry Dusk Balls for night/sewers and Quick Balls for sneaking on sleepers.
  • Mobility saves runs: Keep dodging between throws. Getting clipped three times can cost the encounter and time‑warp you back to your last Pokémon Center.

If you’re chasing a particular Alpha and it isn’t present, cycle the time of day, move a couple of areas away, or progress story beats and return. For shiny targets, patience is the point—stick to short, repeatable loops around known spawns and keep your inventory ready to throw.