Since they were introduced around a couple of years ago in Pokémon Go, Adventure Effects have established themselves as a unique way of enhancing different aspects of the game. I also had posited back then that they could be expanded, and they have been... although the mannerism has been quite different in actuality than what I posited. Regardless, the content for explaining them is rather overdue, so I have to get on in explaining them somehow - and now that I've thought about them, it's pretty much time to do so.
The second batch of Adventure Effects were the product of Pokémon Go Fest later that year and correspond to the moves of Sunsteel Strike and Moongeist Beam, which are obtained by fusing Necrozma with Solgaleo and Lunala respectively. These Adventure Effects are "Incense-like" in nature, allowing a Trainer to attract daytime Pokémon at night and vice versa, but they also allow time-based evolution that couldn't occur at that time to occur. The perks are pretty neat yet are also somewhat limited, although the moves themselves are useful beyond the Adventure Effects - so the perks being "add-ons" are welcomed.
Next, the Fusion of Kyurem with Reshiram and Zekrom brought about the Ice Burn and Freeze Shock moves and their Adventure Effects. The latter two need to know their "Fusion" move and the former needs to know Glaciate in order to result in the new moves. Their effects are also astounding: the latter freezes Pokémon in place (like an "always on" Nanab Berry) while the former slows down the capture circle for more precise throwing. These effects also affect "accessory devices", allowing easier captures even with their usage. With these effects, they can be said to be quite necessary to have - and so are the Fusion forms.
As for the latest batch of Adventure Effects, they would be Behemoth Blade and Behemoth Bash, which were products of last year's Pokémon Go Fest with the dealings of Legendary Pokémon from the Galar region, as Zacian and Zamazenta. Changing them to their respective Crown forms with them knowing Iron Head changes this move to the moves as mentioned. The Adventure Effects that pertain to these moves involve increasing Pokémon attack or defense in Max Battles, which may be somewhat useful in a pinch and especially when others are using them in tandem. It's safe to say that it's useful to have these.
One last Adventure Effect, also the product of the above event, belongs to Eternatus, whose Dynamax Cannon when activated strengthens Max Moves, especially ones that have been maxed out. It also costs a bit more resources than other Adventure Effects typically, but that's par for the course of the highly demanding Eternatus. Those who have this super-powerful Pokémon will conveniently have it, and those who don't might just be able to have it at some point in time, along with the Adventure Effect.
Evidently, the feature of Adventure Effects has come quite a way from when it was introduced the first time. The new effects since then are rather varied for the needs of Trainers and even in the scale of their helpfulness, but quite a few will certainly be helpful when Trainers might just need them the most. Expansion of the feature in all the mannerisms above reflects what the various species can do with their powers and how that can manifest for Trainers, who look to enhance their Pokémon Go progress with them.
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