--------------------------------------- ---------Pokemon Game Mechanics-------- -------------by Rain_Dance------------- ----Email me at [email protected] -----Make checks payable to "cash"----- --------------------------------------- Before we get started: You almost have to read this guide in a fixed-width font like Courier New. There are several charts contained in this guide which would be distorted otherwise. This guide covers game mechanics for only the 'advance', or third, generation of pokemon games. This includes the games Ruby, Sapphire, FireRed, LeafGreen, and Emerald. This does NOT include such games as Red, Blue, Yellow, Gold, Silver, or Crystal. In past generations, the mechanical structure of the game was different in several key areas from the current generation. These mechanics may change again in the future. So don't use this for anything except Advance play. This guide is mainly written for in-game play, but will contain tips relevant to competitive battle simulators like Netbattle. If you want to know more about netbattle, then I can't really help you because I don't have the program and I can't keep up with all the location changes and stuff. ================= Table of Contents ================= Table of Contents Version 1. Intro 2. How the game calculates your stats -2a. A touch of Base Stats -2b. A helping of IVs -2c. A few EVs -2d. A dash of Nature -2e. The formula the game uses to calculate a pokemon's stats -2f. Various inquiries 3. How the game calculates damage -3a. The formula the game uses to calculate the damage from an attack -3b. The offense vs. the defense -3c. Solving for X -3d. Confusion Damage -3e. Other Stuff 4. Applications -4a. EV Spreading 5. Finding your IVs in-game -5a. Finding your EVs -5b. A method involving Rare Candies -5c. Why this way works -5d. My method involving vitamins -5e. Other Stuff 6. Hidden Power -6a. Hidden Power's type -6b. Hidden Power's power -6c. HP 70 listings 7. Other Stuff -7a. Weird evolutions -7b. Pokemon-specific Hold Items -7c. Common rates -7d. Deoxys -7e. Level Up growth rates -7f. 2v2 stuff -7g. Weather -7h. Move Priority -7i. End-of-turn effects -7j. Specific Move Mechanics 8. Ending -8a. Credits -8b. Contact Info -8c. Copyright Info ======= Version ======= v 1.11, 8/16/06: Made the Sunkern example slightly clearer and touched up the Hidden Power section. School starts the 21st. v 1.1, 8/2/06: For my one month anniversary, I have added a section on Move Priority and end-of-turn effects at the suggestion of particle_theorist. Also corrected a small technical error, and shaved down the section on damage modifiers that are unexplained by the game. v 1.04, 7/25/06: Fixed two hugely stupid errors in the EV Spreading section *hides face*. Also added stuff to the contact section, and did some more random error/grammar fixing. I'm almost done with these rapid-fire updates. v 1.03, 7/14/06: Redid the Doom Desire section and fixed some minor errors. v 1.02, 7/12/06: Experimented a little and added to the Weather section, and added the rates for paralysis, confusion, and attraction. Added some stuff about Mud Sport and Water Sport, and updated the credits. v 1.01, 7/10/06: Submitting the guide to Gamefaqs today. *crosses fingers* v 1.0, 7/2/06: Finally, after months of compiling I've got this put together. /~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Intro ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~/ So now you're thinking 'What are game mechanics and how can they help me?' Well, I'll show you how. Watch this battle and see if you can find anything unusual. === Mechanics sent out Slowbro (Lv.100 Slowbro)! ClUeLeSs sent out Salamence (Lv.100 Salamence)! Begin Turn #1 ClUeLeSs withdrew Salamence! ClUeLeSs sent out Heracross (Lv.100 Heracross)! --------------------------------- Slowbro used Calm Mind! Slowbro's Special Attack rose! Slowbro's Special Defense rose! --------------------------------- End of turn #1 Mechanics's Slowbro: 100% HP ClUeLeSs's Heracross: 100% HP === Slowbro has to switch, right? No way he's going to take the Megahorn that is probably coming. === Begin Turn #2 Heracross used Megahorn! (99% damage) It's super effective! --------------------------------- Slowbro used Psychic! (100% damage) It's super effective! Heracross fainted! === Do you know how to ensure your Slowbro will take a Megahorn from Heracross, and KO back with a Calm Minded Psychic? If not, then this guide is for you. This guide will assume several things, among them that you know what pokemon is and you know a lot about the game, like how to battle and what most of the moves and abilities do. It will also be significantly easier to read if you have a basic grasp of algebra. Now for an algebra review! 1. Computer algebraic signs + means plus (addition) - means minus (subtraction) * means times (multiplication) / means divided by (division) () parentheses Letters are either variables or constants. X(Y) means X times Y (so 2(4) equals 8). XY also means X times Y (so 3X means 3 times X). ~ means rounded to. 4.5 * 9.2 = ~41. (In this guide, ~ will usually mean rounded DOWN to.) ~ can also mean 'approximately equal to' or 'converges at'. 7.9999 ~ 8 > means greater than (6 > 4 > -12) < means less than (6 < 8 < 15) => means greater than or equal to (4 + 5 => X => 0, so X can be any number from 9 to 0) <= means less than or equal to 2. Order of operations It's called PEMDAS. PEMDAS is an acronym for - parenthesis - exponents - multiplication and division - addition and subtraction which is the order in which one should perform algebraic operations in a math problem. It's sold to little kids as - Please - excuse - my dear - Aunt Sally so they can remember it. Apparently it worked. A. Whatever is inside a parentheses comes first. Then exponents. Note that a radical sign acts as parentheses, also whatever is on one side of a division sign is treated as within parentheses. B. Multiplications and divisions are next. These are next because they only occur within terms. For example, 3 * 4 + 2 * 8 = 28, not 144. C. Additions and subtractions are last. These are last because they separate terms (unless within parentheses or the like). Do whatever operation comes first in the formula first. For example, 3 + 8 - 7 + 6 equals 10, because 3 plus 8 equals 11, 11 minus 7 equals 4, and 4 plus 6 equals 10. 3. The Distributive property This says that A(B+C) = AB + AC, and the opposite is true as well. [so 2(X+3) equals 2X+6] That's about the extent of what you need to know. Really really basic right? /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~ 2. How the game calculates your stats ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ This section tells you exactly how the game of Pokemon calculates your stats. That's right, no more wondering why your buddy's pokemon has higher stats than yours! YOU can be the pokemon master! Huzzay! The formulas that the game uses to calculate your pokemon's stats are as follows: For HP: ((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 10 + L For Stats: (((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N The variables may have different names depending on who you ask, but the formula always stays the same. Now I realize that this will be gibberish to anybody who doesn't know what a BS or an IV is, so now I must go through with the explanations of what the different parts are. ========================= 2a. A Touch of Base Stats ========================= The first and most important of the stat formula variables are the pokemon's Base Stats, which I'll now explain to you. Base Stats are the 'BS' in the stat formulas. For HP: ((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 10 + L For Stats: (((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N [Remember, you don't have to know what these mean yet] Okay. We are humans, you and I. As such, we have various qualities unique to our species. For example, we have the most fully developed brain of all animals. We also are among only a few animals to walk on two feet. These basic characteristics of Homo Sapiens, common to all humans, are like a Pokemon's Base Stats. Each species of pokemon has a set of concrete base stats that you can't do anything about: they come with the species! You can never, no matter how much you stretch, be twenty feet tall, can you? Pokemon are like this. Blaziken, for example, has these Base Stats: HP - 80 Attack - 120 Defense - 70 Sp. Atk - 110 Sp. Def - 70 Speed - 80 As you can see, Blaziken will probably dish out a lot of damage no matter what attack he uses, with high stats in both Attacks. He's also not *too* slow, but the average defenses mean he probably won't take more than one strong hit, if that. Why not take a moment to look at your Blaziken now, if you have one? Anyway, every Pokemon has a set of base stats like this one. There are base stat guides all over the place: find one and study it. Seriously, any experienced player has pretty much memorized the base stats of some of the most common pokemon, or at least gotten a feel for their general stat structure. If you want an accurate Base Stats guide, I would check the Smogon.com pokedex or pokemonelite2000's pokedex before anything at either Gamefaqs or Serebii.net. So what does a base stat mean? Well, if you understood the stat formula (it's not hard), you could see that _one base stat point equals two stat points at level 100_. So Blaziken, with a base stat of 120 in Attack, gets 240 stat points in Attack from base stats when he is at Level 100. Of course, this is not necessarily his final stat in Attack, it's just the main bulk of it. Base stats are the single most important factor the game uses to determine your pokemon's stats. ==================== 2b. A Helping of IVs ==================== (Note: IVs are also known as DVs. I believe the syntax is that if you have 31 IVs in a stat, then you have a DV of 31 in that stat. IV means Individual Value, and DV means Diversification Value, or something. They're the same thing though.) For HP: ((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 10 + L For Stats: (((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N IVs are arguably the most important determinant of pokemon stats within species. You already know that any pokemon has six stats: HP, Attack, Defense, Special Attack, Special Defense, and Speed. What you didn't know is that for every pokemon you have, the game stores six numbers (one for each stat), called IVs. These IVs can be any integer from 0 to 31. So, for example, I might have one Swampert with IVs of HP: 31 Attack: 2 Defense: 17 Special Attack: 14 Special Defense: 28 Speed: 30 and another Swampert, at the same level, from the same game file, with IVs of HP: 4 Attack: 29 Defense: 21 Special Attack: 31 Special Defense: 16 Speed: 10. These IVs are randomly set when you catch the pokemon, or (in the case of pokemon eggs) when you obtain the egg that it will hatch from (as opposed to when it hatches), and they never ever change as long as you or your pokemon may live. Now, if you looked at the stat formula, you could see that _one IV point equals one additional stat point at level 100_. So, for example, if all other things are equal, the first Swampert will have 27 more stat points in HP than the second one, at level 100. Remember this now. So how do you know what your IVs are? That's a hard one. The game, or, more specifically, the game programmers from Nintendo, didn't want it to be obvious how the IV system worked. So they did what they could to keep it from being known. Therefore, they didn't tell us in English what our pokemon's IVs are. But they DID tell us in mathish. I explain at length in chapter five how to decode this and figure out what your pokemon's IVs are, so don't worry about it right now. Anyway, you obviously want good IVs. The theoretical 'perfect' pokemon with 31 IVs in each stat is very rare, and would require a lot of work to get. However, 31 stat points in each stat is quite a lot, so putting in the time and effort to get good IVs should prove worthwhile. Even if you don't get a PERFECT pokemon, you could be close (having 25 or more IVs in each stat is exceptionally good). But how to go about getting good IVs for your pokemon? Well, let's assume for a minute that you already know how to check what your pokemon's IVs are. You would find a female of the pokemon that you want, with at least one stat with a good IV value, and then find any male in her egg group who has the highest IVs you can find (and any egg moves that you want to breed onto your final pokemon too). You would then take them both to your game's daycare center (West of Mauville in R/S/E, or Four Island in FR/LG). They would then go in the back and produce eggs. Meanwhile, you would hop on your bike, collect lots of eggs, then find a nice brain-dead route to ride around that you could do in your sleep. As you hatch these eggs, check the youngling's IVs, and determine whether it has any value as either a pokemon you would use in battle, or a pokemon that is better than one of the current ones you have in the day-care. If not, release it (you'll be hatching a LOT of these eggs - no time for sentiments). Also, you should have some kind of nickname indexing system for those pokemon with IVs that are good for something; my grandpa uses a simple Letter-Number system, where the letter signifies the parents and the number is what number egg it was (so the fourth egg from the second set of parent pokemon would be B4). As for me, I just give them random, usually apt nicknames. Anyway, as you progressively replace your current breeding pokemon with better stock, you'll gradually see an increase in the overall IVs of your eggs. Eventually you'll hit the jackpot, and you can use the runoff for breeding with different species. Once you get a lot of runoff pokemon in diverse egg groups, getting better IVs in new species becomes easier and easier. Eventually you have a box full of good, quality pokemon, then two boxes, then three, and then you get bored with Pokemon and you go to the store and buy a tropical fish. But that's life. ============= 2c. A Few EVs ============= (Note: EVs are also known as EPs. EV means Effort Value, and EP means Effort Point. They're still the same thing.) For HP: ((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 10 + L For Stats: (((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N Okay. If Peyton Manning married Mia Hamm, chances are their child would be fairly athletic, don't you think? However, being a human and coming from an athletic family is not enough to ensure skill in sports. The child has to PRACTICE TO GET BETTER. EVs try to simulate this. When you defeat any enemy pokemon, any pokemon that GAINS EXPERIENCE from that pokemon gets a certain type and amount of EVs. The type and amount varies with the pokemon defeated. For example, beating a Slaking earns each pokemon that got experience 3 EVs in HP, while offing a Zubat gets you 1 EV in speed. Each pokemon that participated in battle against a pokemon, even if it didn't attack, gets the FULL amount of EVs from that pokemon (as opposed to splitting them up). There are plenty of guides for which pokemon give which EVs, so find one and read it over. The fundamental definition of an EV, as defined by the stat formula, is that _four EVs equal one stat point at level 100_. Remember that now. So you can customize the stats of your pokemon, to a certain extent, by only battling pokemon that give EVs that you want that pokemon to have. It would be completely redundant to gain any Attack EVs on Wobbuffet, no? It would be even worse to give HP EVs to Shedinja. On the other hand, something like Heracross probably likes Attack EVs, and Blissey certainly wants Defense EVs (A Basestat of 10 is not lovely at all). There are a few more rules about EVs. One, no pokemon can have more than 510 total EVs. Two, no pokemon can have more than 255 EVs in a single stat. Two things can be inferred from this: (a) Since 4 EVs equal one stat point at level 100, and 510 max EVs/4 equals 127.5, you can customize your pokemon's stats by strategically placing up to 127 stat points, and (b) since 255/4 equals 63.75, you can put 63 additional stat points in any stat, for up to two different stats. Of note is that it is useless to give a pokemon 255 EVs in a single stat. 63.75 is rounded down to 63, and you've wasted 3 EVs. There is no need to use more than 252 EVs in one stat, since 252/4 equals 63 exactly, and you're not wasting any EVs. In fact, giving 252 EVs to two different stats leaves 6 EVs left, which is enough to get one stat point in a different stat (like giving Venusaur 6 EVs in speed to outspeed standard no-speed Venusaur). Three, if your pokemon is holding the item 'Macho Brace', or has Pokerus, it will gain double the normal EVs from battle. If it has Pokerus AND holds the Macho Brace, it will gain four times the normal EVs! (Pokerus is a randomly occuring 'virus' that affects your party pokemon. It is very rare, and in my 5ish years of playing I have gotten it twice, first in Pokemon Gold, and recently in LeafGreen. It does nothing to your pokemon except double the EVs they get from battle. The nurse at the pokemon center will tell you if you get it.) Four, pokemon with the Exp.Share gain the same amount of EVs as they would had they participated in the battle holding nothing. So if your front pokemon has the Macho Brace, and you think you can get double EVs on another pokemon by giving it the Exp.Share, guess again. Finally, one vitamin (Protein, Iron, etc.) gives you 10 EVs in the stat that it 'raises'. But the use of vitamins comes with a restriction. You can't use vitamins in a stat that already has 100 or more EVs. This restriction, along with the fact that one pokemon can't have more than 510 EVs, has given pretense to several false 'limits', including 'you can't use more than ten vitamins in a single stat' and 'you can't use more than 51 vitamins in total on a single pokemon'. While these limits may have been for all intents and purposes true at one point, in Emerald they have been disproved once and for all. Why? Because Emerald has changed the effects of six berries (Numbers #21 through #26). They now [raise a Pokemon's happiness and] lower a specific stat. To be specific, they lower the EVs in a stat by ten. What's the use, you ask? Well, if you EV train a pokemon, then decide you screwed up, you can use these berries to reverse it and start anew. Pomeg lowers HP, Kelpsy lowers Attack, Qualot lowers Defense, Hondew lowers Sp.Atk, Grepa lowers Sp.Def, and Tamato lowers Speed. Anyway, the point is that if you use one of these berries on a stat with vitamins, the game doesn't care whether you've used vitamins, so you could use another one. Which means that conceivably one could use more than 51 total vitamins on a single pokemon, or more than ten in a single stat. There are a couple more tricky circumstances which may be confusing. For example: If an enemy uses Selfdestruct/Explosion/Destiny Bond, and kills your pokemon even as it dies, your fainted pokemon doesn't get any EVs from that battle because it didn't get any experience. Or, if your pokemon faints to an enemy's attack, and you send in someone else, and Revive the fainted pokemon, and kill the enemy without sending the fainted pokemon back in, it still gets EVs because it still gets experience. One more thing (for Ruby/Sapphire/Emerald only): There is a girl in Slateport City standing in the marketplace, next to the Energy Guru. If your front pokemon in your party has all 510 EVs, she will give it a ribbon (the Effort Ribbon) because it 'went for it stupendously'. If it doesn't have all 510 EVs, she will tell you to 'go for it a little harder'. The placement of a pokemon's 510 EVs across its six stats is called its EV spread. Experienced players have devised several EV spreads for certain overused pokemon (like Salamence and Tyranitar) that have become popular enough that they are considered 'standard'. EV spreads are important, and entire strategies can be based around them, but if you aren't using a pokemon with whom there is no other good EV spread than the standard, then you can be as creative as you like. Just remember that the goal of EV spreading is the final stat, not the spread itself, and if your IVs are less than perfect, you'll have to adjust your calculations to compensate. ==================== 2d. A Dash of Nature ==================== (Natures are also called Personalities. Nature is the more correct term though.) Natures are those little 'Brave', 'Modest', 'Jolly' at the bottom of your pokemon's description, in that little box called 'Trainer Memo'. If you ever wondered if they mattered, well... they do. A nature raises one stat to 110% and lowers another stat to 90%. Simple as that. Natures can't affect HP though. Aside from HP, there is one and only one nature for any given Raise/Lower combo, and five neutral natures. For example, Adamant raises Attack and lowers Sp.Atk. Here's a list of natures. It may seem intimidating at first, but you'll eventually memorize it, everyone does :) ------------------------------------------------------ Nature | What it does ------------------------------------------------------ Lonely | +Attack -Defense Brave | +Attack -Speed Adamant| +Attack -Sp.Atk Naughty| +Attack -Sp.Def ------------------------------------------------------ Bold | -Attack +Defense Relaxed| +Defense -Speed Impish | +Defense -Sp.Atk Lax | +Defense -Sp.Def ------------------------------------------------------ Timid | -Attack +Speed Hasty | -Defense +Speed Jolly | +Speed -Sp.Atk Naive | +Speed -Sp.Def ------------------------------------------------------ Modest | -Attack +Sp.Atk Mild | -Defense +Sp.Atk Quiet | -Speed +Sp.Atk Rash | +Sp.Atk -Sp.Def ------------------------------------------------------ Calm | -Attack +Sp.Def Gentle | -Defense +Sp.Def Sassy | -Speed +Sp.Def Careful| -Sp.Atk +Sp.Def ------------------------------------------------------ Quirky | Hardy | These don't do anything! Serious| They're called neutral natures. Bashful| Only a few pokemon can use these well. Docile | ------------------------------------------------------ So hey, that's it. Just remember that a +Nature equals 110% and a -Nature equals 90%, and you'll be fine. Now back to the breeding thing I was talking about in the IV section. If you have a pokemon with good IVs, the main reason that you might use it for breeding over battling would be if it had a bad nature (Timid Machamp, for example). So you also have to consider the nature of a given pokemon when you are hatching eggs. It is one of the worst feelings in the world when you get a pokemon with absolutely great IVs but a nature that renders it useless. HOWEVER... In Emerald, you CAN engineer to an extent the nature of your pokemon during breeding. You can give the FEMALE breeding pokemon an Everstone. This will make her eggs have a 50% chance of having her nature. So if you get a female Milotic with a Modest nature, it might not be a bad idea to put her into breeding regardless of her IVs, at least until you get a better female with said Modest nature. UPDATE: I have just read a breeding thread from Smogon.com and tested the theory, and it works. So naturally I've added the theory to this guide. Here it is. If you leave two pokemon in the day-care, normally you will wait until you see the old man step outside of the fence, and then pick up your egg. However, some lucky lover of mice of the electric variety has found out that the Nature of the baby, as well as its Gender and Ability, are set when the old man steps out of the fence. The IVs of the pokemon are not set until you receive the egg. This means that if you see the old man standing outside the fence, you can save, and then pick up the egg. Hatch it, and if it has your preferred nature/ability/ gender then reset and get the egg again, and you will have the same characteristics, but different IVs. I'm currently using this in Emerald to hatch female Koffings with Relaxed natures. I really like this thought as you only have to get your correct nature/ability combo once and then you don't have to worry about them anymore. There are only a few drawbacks to this that I can see: (1) If you find the pokemon with the correct nature/ability early, while you have crap pokemon in the daycare, then it won't be easy to get better IVs than you are already getting. (2) You can only hatch one egg at a time with this method, where normally you are hatching five. (3) You won't get many good runoff pokemon to use for breeding with other species from this. Anyway, if you want to read the thread I got this from, here's the site. The author is Pokefab. http://www.smogon.com/community/showthread.php?t=10136 ============================================================ 2e. The formula the game uses to calculate a pokemon's stats ============================================================ Alright, I think I've explained everything relevant. Now here's the formula again. For Stats: (((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N For HP: ((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 10 + L Where BS = Basestat IV = IV EV = EV L = Level N = Nature (This equals 1.1 if a plus nature, 0.9 if a minus nature) Now you actually understand it, no? But for our younger viewers, here's an explanation. The formula is actually not hard. What you're actually doing when you do this formula is basic arithmetic. You first multiply the Basestat of the pokemon, in the stat that you're checking, by 2. Simple, right? Now you divide the pokemon's current EVs in that stat (EVs can change, remember) by 4 (and don't forget to round down). Then you just add those totals up, not forgetting the IVs of the pokemon in that stat. Now, you have a sum. You must now multiply that sum by your Level, and divide the product by 100. This will never be higher than your original sum, and in fact, at Level 100, the quotient IS your original sum. Now all that remains is to add the appropriate constant for your stat (5 for stats, or [10+L] for HP), and apply the nature effect (if applicable). It's not hard. In fact, I normally suck at algebra, but this formula even I can grasp well enough that I on occasion manipulate it for my own ulterior motives which will remain undisclosed. But why don't we try an example now? Let's find a Blaziken's Attack stat. In this example, let's make Blaziken have 27 IVs and 252 EVs in Attack, and be level 100, and have a Lonely nature (that's +Atk and -Def). Let's put the formula up on the big board now, to remind our viewers. (((( 2 * BS ) + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N First there's the base stats. For finding Blaziken's Attack, we have to know what his base stat in Attack is. (It's 120) The first thing we do is multiply the base stat by two, because of the ( 2 * BS ) part of the formula. 120 times 2 is 240, so now the formula becomes ((( 240 + IV + ( EV / 4 )) * L / 100 ) + 5 ) * N. Now add the IVs. Remember, our Blaziken has 27 IVs in Attack. Now, 240 plus 27 equals 267. Our formula is now ((( 240 + 27 + ( EV / 4 )) * L / 100 ) + 5 ) * N = ((( 267 + ( EV / 4 )) * L / 100 ) + 5 ) * N. Now, the EVs. Our Blaziken has 252 EVs in Attack. 252/4 equals 63, so our formula is ((( 267 + ( 252 / 4 )) * L / 100 ) + 5 ) * N = ((( 267 + 63 ) * L / 100 ) + 5 ) * N = ((( 330 ) * L / 100 ) + 5 ) * N Now, we have to multiply 330 by Blaziken's level, and then divide that by 100. Since we're at level 100, we don't have to do anything here. So, we're left with ((( 330 ) * 100 / 100 ) + 5 ) * N = ( 330 + 5 ) * N. Adding 330 and 5, 335 * N. So now we're down to just one operation, the nature. If the nature of your pokemon raises the stat you're working with, N = 1.1. If it lowers the stat, N = 0.9. If it doesn't affect the stat, N = 1. Our Blaziken has a Lonely nature (+Atk, -Def), so 335 * 1.1 = 335 + 33.5 = 368.5 which is rounded down to 368. So our final total stat is 368. Remember, when doing this formula, you have to immediately round down the total from ( EV / 4 ) and the total after * L / 100, and the final total after applying the nature effect. Let's re-examine what I already told you about the variables: - 1. One Basestat point equals 2 stat points at level 100. - 2. One IV equals one stat point at level 100. - 3. 4 EVs equals one stat point at level 100. Well do you notice the one similarity between it all? They all say "at level 100". Well what about level 53 or 29 or X or 2X? The first part of the formula, (2BS + IV + EV/4), contains all of the variables that are not made immediately obvious by the game. But that's not my point. My point is that after adding all of these up (the total of which will hereafter be referred to as the Stat Variable Total, or SVT), you multiply the SVT by Level/100. Which means that the formula uses all of the SVT at level 100 and at any given level only uses Level% of it. That's how the game makes your stats higher at higher levels :) So the steps you will go through in working this formula are: 1. Find the SVT (That's 2 times the base stat, plus your IVs in that stat, plus one quarter of your EVs in that stat) 2. Multiply that by Level/100 3. Add five (For HP, add [10 + Level] instead) 4. Multiply by the nature effect (1.1 if upped or 1 if neutral or .9 if dropped). Here's another example. We will find the stats of a level 86 Tyranitar. In our example, Tyranitar's IVs will be perfect (that's 31 in everything) and he will have 252 EVs in Attack, 252 EVs in Speed, and 6 EVs in HP. His Nature will be Adamant. Tyranitar's natural base stats are [100 HP/134 Atk/110 Def/95 Sp.Atk/100 Sp.Def/61 Spd]. That's all we need to know. Now to find his Level 86 Stats. For HP: 2 * 100 = 200 Two times the Base Stat: 200 + 31 = 231 Plus the IVs: 231 + ( 6 / 4 ) = ( 231 + 1 ) = 232 Plus EV/4: 232 * 86 / 100 = ~199 SVT * Level / 100 equals: 199 + 10 + 86 = 295 Plus ten, plus Level. So this Tyranitar will have 295 HP at level 86. For Attack: 2 * 134 = 268 Two times the Base Stat: 268 + 31 = 299 Plus the IVs: 299 + ( 252 / 4 ) = ( 299 + 63 ) = 362 Plus EV/4: 362 * 86 / 100 = ~311 SVT * Level / 100 equals: 311 + 5 = 316 Plus five: 316 * 1.1 = ( 316 + 31.6 ) = ~347 The nature is upped. So it has 347 Attack at level 86. ------------------------------------------------------------------------ Leaving the other stats as practice for the reader, we find that this Tyranitar has these stats: Level 86 -------- HP: 295 Atk: 347+ Def: 220 SA: 175- SD: 203 Spd: 190 (the plus and minus symbolize the nature effects) The point of all this is to get you to understand the L/100 part of the formula. If you think you get it, then okay, let's move on. By now, you should understand how the formula works. If you actually did the Tyranitar problems above, you should be thoroughly familiar with it. Now from a competitive battling standpoint, (ie netbattle) you will almost never deal with a pokemon of any level other than 100, with any IVs other than 30 or 31 in each stat. This leads to a few shortcuts. First, if you're finding a level 100 pokemon's stat when it has no EVs and maximum IVs. This is equal to 2BS + 36. Figure out why. If you want a stat when it has max EVs and max IVs, the formula is 2BS + 99. These are of course not counting natures. For an HP stat with no EVs and Max IVs, use 2BS + 31 + 110. For HP with max EVs and IVs, use 2BS + 204. If natures should affect the stats here, then apply the appropriate nature effect to the result of these formulas. Obviously HP is not affected by natures though. ===================== 2f. Various inquiries ===================== These are just some things that you might want to do with your pokemon's stats. Special sweepers- Smart players give special sweepers like Alakazam 0 IVs in Attack. This is because since these pokes don't use any physical Attacks, they don't need it. This would normally be a useless tactic except for the fact that confusion damage works off the confused one's Attack power and Defense. So lowering your Attack would also lower the damage you take from confusion :) Of course, in the Game Boy pokemon games you can't 'set' your IVs per se, but if you're ever on netbattle, you should do this. Or if you're ever breeding Jolteons, and you have a choice between two, one with higher Attack IVs than the other, you know which one to take. Speed Boosters- Usually, if you have a pokemon that can use a speed-boosting move like Dragon Dance or Agility to boost its speed in an effort to sweep the opponent's team, you want to be able to outspeed the fastest common pokemon in the metagame you are playing, after one speed boost. So, for example, the fastest commonly used pokemon in the Full Advance metagame are Jolteon and Aerodactyl, who have a top speed of 394. So if you have a Salamence with Dragon Dance, you may want to get it to at least 264 speed to beat these two. Of course, you could always go a bit higher to try and beat other Dragon Dancers to it, or a bit lower to add to your defenses. Gyarados, another good Dragon Dancer, could use 264 speed, but although if it outspeeds Jolteon it will KO it with an Earthquake, Gyarados still cannot defeat Aerodactyl even if it is faster. This is why many trainers opt to trade down to 249 speed for their Gyaradi. Tyranitar is another story. It's rather slow when compared to the other Dragon Dancers, maxing out at 221 speed (unless you have a +Spd nature [don't]), which only gets up to 331 after a single Dragon Dance, which isn't that fast. This is why many trainers only give Tyranitar 200 to 202 speed, to beat almost any Salamence after 1 Dragon Dance, and to beat EVERYTHING (short of Electrode) after 2 Dragon Dances. Metagross usually has about the same speed as Tyranitar, but since it uses Agility instead of Dragon Dance, it only needs one free turn to max out and beat everything. The many 'Salac sweepers', that is, pokemon that use a Salac berry to max out their speed so they can sweep either with Reversal or Swords Dance/Calm Mind, need 264 speed (just like Salamence) so they can beat Jolteon and Aerodactyl after their Salac berry activates. Berries- Berries that activate 'in a pinch' (Salac, Liechi, etc.) are activated when HP <=25%. There are a few ways of exploiting this. For example, suppose you have a Charizard with 296 HP. You switch in on an enemy Dugtrio using Earthquake. You aren't affected by the attack, and you know the Dugtrio has a Choice Band, so it can't change moves. You use Substitute while the opponent switches in Starmie. Your current HP is now 222, exactly 3/4 of your maximum. Starmie, being faster than you, uses Surf and breaks your Substitute, but you use Belly Drum to lose exactly 1/2 of your maximum HP (148), so you are now at 74 HP, exactly 1/4 of your maximum. It would seem that you are in a bad position, being slower than the enemy and having only 1/4 of your life left, but! You were holding a Salac berry! Since you are now at exactly 1/4 of your life, it activates, allowing you to outspeed the Starmie and sweep through the opponent's team, being faster than them and having a Belly Drum to your credit. This is one tactic that has gained some popularity in competitive battling. Anyway, to use tactics that require a berry to activate after using Substitute and Belly Drum, or three consecutive Substitutes, your maximum HP has to be exactly a multiple of 4. Note: In some versions of the game, and I'm not exactly sure how this works, but it apparently used to be that these berries were activated when your HP reached 50%. I want to say that this has something to do with that 'berry program' that you may have heard about that gets updated if you get the Colosseum bonus disc or trade with XD. I'm not sure though. Anyway, don't email me saying 'In my game the berries activate at 50% oh my gosh do I have a virus?'. No, you just have an old game. If you want to tell me something I don't know about this then please do so I can have better information for this guide. Leftovers- Leftovers restore 1/16 of your max HP each turn. This is why sometimes players put just enough EVs into HP to make the poke's final HP a multiple of 16 (or a multiple of 16, plus one), to maximize the Leftovers return without wasting EVs. Seismic Tosses- At Level 100, Seismic Toss always does 100 damage. This is used as Blissey's main attacking move, as well as some Dusclops. Thus it follows that a few ways of exploiting this 100 damage have been devised. Here are some: 1. 101 HP Subs: If a pokemon has at least 100 Base HP, it can create 101 HP Substitutes. Figure out why. Now a Substitute takes 1/4 of your max HP and puts it into a Substitute, which takes the enemies' attacks. If your Substitute has 101 HP, then it will TAKE TWO SEISMIC TOSSES TO BREAK (because at Level 100, Seismic Toss does 100 damage). Which means you can really smash in Blisseys and stuff. These are mainly used by Tyranitar and Jirachi and sometimes Rhydon or Celebi or Vaporeon in regular battling, but a LOT of ubers (Kyogre, Lugia, etc.) use them. The well-known TyraniBoah moveset for Tyranitar uses a 101 HP Substitute in conjuntion with Focus Punch to REALLY kill off Blisseys. 2. Leftovers: Leftovers give you back 1/16 of your max HP at the end of each turn. So? So, you can set this so that you will have exactly 1 HP after taking x Seismic Tosses (and then you get the Leftovers). Here's a short list: To live You need this through: much maximum HP: --------------------------------------------------------- 3 tosses = 267 HP (17 HP per turn from Leftovers/2 turns) 4 tosses = 338 HP (21 HP per turn/3 turns) 5 tosses = 401 HP (25 HP per turn/4 turns) 6 tosses = 456 HP (29 HP per turn/5 turns) For 267 HP, Metal Sound Magneton MIGHT use this... Possibly Alakazam as well. A lot of pokemon can use 338 HP. Anything with an HP base stat of close to 100 in HP that doesn't need significant amounts of speed EVs could try this. Pokemon with at least base 100 HP, that don't use substitute, might want 401 HP. The big one that comes to mind is Suicune. More often though these pokemon will use substitute and have 404 HP. 456 HP is not so much a practical HP to reach as a list filler. But if you have something like Hariyama or Wigglytuff that has REALLY high HP, like a Base Stat of 126 to 158, then you could use this to help against Blissey. 3. *01 HP: Just give yourself EVs to put your final HP equal to a multiple of 100, plus one. This would be used if you didn't use Leftovers, to survive one more Seismic Toss. 401 HP is notable because it takes exactly 4 Seismic Tosses without Leftovers and exactly 5 Seismic Tosses with Leftovers. /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~ 3. How the game calculates damage ~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ ===================================================================== 3a. The formula the game uses to calculate the damage from an attack ===================================================================== Well, there are no mystery variables in this one *whew* so I'll just give you the formula, and you should understand it just fine. (((((( 2L / 5 ) + 2 ) * A * P ) / D ) / 50 ) + 2 ) * M * STAB * R / 255 where L = the Level of the attacking pokemon A = the effective applicable Attack power of the attacking pokemon P = the effective Power of the move used D = the effective applicable Defense of the pokemon hit by the attack M = Multipliers, which means type advantages and nothing else STAB = Same Type Attack Bonus. If you use a move with a pokemon which is the same type as that pokemon, the damage goes up by 1.5x. So STAB is equal to 1.5 when it applies and 1 when it does not apply. R = a random number from 217 to 255 inclusive Now when doing these formulas, you should round down this total: ( 2L / 5 ) + 2 and the totals that come after you divide by D and 50, and the final total after * M * STAB * R / 255. Also, (and I didn't put this in the formula because it would make it too confusing) if your total after dividing by 50 is more than 997, you take 997 instead of what you have. Your total will NEVER be more than 997 though unless you have something like a thrice Swords Danced Thick Club Marowak using Earthquake on a Screech'd Alakazam or a Linoone Baton Passing a Belly Drum + Salac to a Medicham with 2% HP who uses a Choice Band Reversal on a Luvdisc. Now that's all fine and dandy, you say, but I haven't said anything about things like Choice Band or Rain Dance that raise the damage from your moves. Things like this almost always fall under 'raising the stat directly' or 'raising the power directly'. For example, for a Charcoal on a pokemon using a Fire Blast, the effect in the formula would be that instead of the normal power of 120 that Fire Blast usually has, the Charcoal adds 10% to make the 'effective' power 132. Here's a short list of things that raise your damage and where they go in the formula: ~ Charcoal/Mystic Water/Miracle Seed/etc - Add 10% to the power of the (type X)-move in question Sunny Day - Add 50% to the power of the Fire-move in question and cut 50% from the power of the Water-move in question Rain Dance - Add 50% to the power of the Water-move in question and cut 50% from the power of the Fire-move in question Choice Band - Add 50% to the ATTACK stat of the holder (NOT Special Attack) Reflect - Cut 50% from the ATTACK stat of the offending pokemon Light Screen - Cut 50% from the SP. ATK stat of the offending pokemon Helping Hand - Add 50% to the power of the move your partner is using (assuming it's an offensive move, it doesn't matter what attack type it is) Mud Sport - Cut 50% from the power of any Electric-move used by anyone on the field (assuming the user of Mud Sport is still on the field). Water Sport - Cut 50% from the power of the Fire-move used by anyone on the field (assuming the user of Water Sport is still on the field). Charge - Doubles the power of your Electric-move, assuming you used Charge last turn. ~ When you raise/lower these powers/stats, round your product DOWN. Choice Band on a pokemon with 405 Attack raises its Attack to 607.5, which is rounded down to 607. =============================== 3b. The offense vs. the defense =============================== Now this is a fundamental concept for higher-level play, so listen up. THE GRAPH OF THE HP DAMAGE OF AN ATTACK WITH RELATION TO THE TARGET'S DEFENSE IS A HYPERBOLA high H | , P | | D | * A | M | , A | , G | * E | * | * | * | * . 0------------------------high Defense of the target THE GRAPH OF THE HP DAMAGE OF AN ATTACK WITH RELATION TO THE ATTACKER'S ATTACK POWER IS A LINE high H | P | | D | A | M | A | * G | * E | * | * | * | * |* 0------------------------high Attack of the offender That is, a point in attack is a point in attack, no matter how high the attack stat is. However, a point in a low defense is worth more than a point in a high HP, and vice versa. You don't understand? What I mean is that one stat point in attack is worth the same HP damage whether placed in a high or low stat, but one PERCENTAGE point in defense is worth the same whether placed in a high or low stat. So 35 stat points added to an Attack stat of 70 adds the same HP damage to the attack as adding 35 stat points to an Attack stat of 245, when attacking the same pokemon with the same move. But 35 stat points added to a DEFENSE stat (by which I mean HP or either Defense) of 245 is only worth 10 stat points added to a defense stat of 70. So what does this matter? Well I'll tell you. If you're Skarmory and you want to defend against physical attacks, and your HP is 200 and your Defense is 300, then putting all your EVs into HP would do more good than in Defense, simply because the Defense is already higher. If you're Blissey and you want to defend against physical Attacks, and your HP is 600 and your Defense is 40, then you'll want to put them all in Defense. If you're Swampert and you want to defend against BOTH types of attacks, you'd want to put everything into HP UNTIL THE POINT THAT THE HP IS HIGHER THAN THE SUM OF THE DEFENSES. After that, one point in each defense is better than two points in HP. So the main thing to take out of this is that whichever defensive stat is higher, HP or Defense, raise the lower one first. But if you want to defend against both types of attacks, well, look at this. Swampert (physical side) (special side) 341 HP 341 HP 216 Defense 216 Sp. Def So there is your defensive stats. Now, let's assume you have 240 EVs to blow and you want to stick them in his defenses. You can either: (A) split the EVs between the two defenses (B) stick all the EVs in HP If you take (A), the result is: 341 HP 341 HP 246 Defense 246 Sp. Def That's 30 extra points in each defense. If, on the other hand, you go with (B), you get: 401 HP 401 HP 216 Defense 216 Sp. Def That's 60 extra points in HP. So which would you rather have, 60 points in HP or 30 points in Defense? Until your HP is twice as high as your defense, 2 points in HP is worth more than 1 in defense. So there's something to think about. Remember though, this is only if you want to cover both defenses equally. If you only care about defeding against physical attacks, then putting all 240 EVs into your lower physical defense would certainly do more than putting them in HP. Another thing to remember is that the addition of EVs can change which stat is higher, and thus, which stat to put EVs in. If your HP is 300 and your Defense if 280, after putting 84 EVs in Defense, your Defense is now higher than your HP, and you should be putting EVs into HP! ================= 3d. Solving for X ================= Now let's work out one of these damage formulas step-by-step. Hmm... what's an interesting hit? How about Medicham Reversal against Weezing? What we need to know before we start is: Medicham's Attack stat Weezing's Defense stat Weezing's HP Always calculate hits in percentages of the defender's HP! Also we need the level of Medicham, the power of Reversal, and whether or not Medicham has any offensive modifiers or Weezing has any defensive modifiers, but usually these are assumed to be Lv.100, Power 200, and none respectively. Now let's post the formula to remind our viewers: (((((( 2L / 5 ) + 2 ) * A * P ) / D ) / 50 ) + 2 ) * M * STAB * R / 255 Alright, assuming an Adamant Medicham, with maximum EVs/IVs in Attack, his attack stat after Pure Power (which doubles effective attack during battle) is 480. So the first part of the formula, the offensive part, ((((( 2L / 5 ) + 2 ) * A * P ), is equal to 42 (this is [2L/5 + 2] at level 100) * 480 * 200 (the power of Reversal) which equals 4032000. I don't have to tell you that's incredibly high. ((( 4032000 / D ) / 50 ) + 2 ) * M * STAB * R / 255 = Anyway, now we're set to divide by the defense of Weezing. Good thing Weezing isn't the average pokemon. Assuming Weezing has 334 HP and 345 defense (the stats I like on Weezing), after you divide by the defense you're left with 11686.956. This rounds down to 11686. ((( 4032000 / 345 ) / 50 ) + 2 ) * M * STAB * R / 255 = (( 11686 / 50 ) + 2 ) * M * STAB * R / 255 = Now we divide by 50. This equals 233.72, which is rounded down to 233. (( 11686 / 50 ) + 2 ) * M * STAB * R / 255 = ( 233 + 2 ) * M * STAB * R / 255 = Now we add 2 to get 235. ( 233 + 2 ) * M * STAB * R / 255 = 235 * M * STAB * R / 255. So 235 is our 'base' damage. Now we just need to find the effect of the multipliers. First of all, Weezing resists fighting. That brings the damage down to 117.5 (by cutting it in half; that's what a resistance does). This is rounded down to 117. Now we apply STAB, if it is applicable. It is, since Medicham is a Fighting type, and Reversal is a Fighting move, so we multiply 117 by 1.5 to get 175.5, which rounds down to 175. Finally we apply R. Remember R? It's a random number from 217 to 255, which is immediately divided by 255. Now what R number we apply depends on what point of view we are calculating from: If we want OUR Weezing to survive the Reversal no matter what R number, we would usually assume max damage. If WE have the Medicham, and want to consistently kill the enemy, we should probably assume minimum damage. But from a completely neutral standpoint, we are going to assume average damage. 175 times 236/255 (average R) equals 161.960. This rounds down to 161, and we have our final average damage. 161 HP out of Weezing's 334 brings him down to 173 HP. In percentages, Weezing takes 48.2% damage 'on average'. Now we would apply Leftovers if they were applicable. (Leftovers restores to the holder 1/16 of their maximum HP) This Weezing has 334 HP, and since 1/16 of 334 equals 20.875, Weezing gets 20 HP back in Leftovers recovery. This means that this Weezing will easily take two average damage Medicham Reversals, and even two max damage Reversals will leave him with 4 HP after Leftovers (assuming he has 334 HP and 345 Defense). A quick note: Some websites have *slightly* different damage formulas, the main differences being where to round down and where to put things like STAB and Choice Band. I have included the information that I believe to be correct, but depending on round downs and placement of boosters, a normal calculation may be off by as many as ten points. It probably won't make much of a difference, but you might get screwed someday, and I don't want anyone cussing me out because they lost a big battle over faulty information in my guide. ==================== 3e. Confusion Damage ==================== It really sucks when you hit yourself in confusion, no? Well, if you ever cared how that damage is calculated, here's how. It's exactly the same as a standard damage calculation, but you use your own level, physical defense, and physical attack. The power of the 'move' you hit yourself with is 40. That's all. So if you have like a Regice or Alakazam or something, you know, that doesn't use any physical attacks, it's always a good idea to get their Attack as low as possible to minimize confusion damage. =============== 3f. Other Stuff =============== A list of stat modifiers is in order now. This is for MOVES that boost or lower your stats ONLY. Other stuff, like Choice Band or Swift Swim, have their own effects independent from the pokemon's stat boosts. That is, Swift Swim doubles your speed in rain. If you have one Agility already, then since +2 speed from Agility = 2x speed, and Swift Swim = 2x speed, then after both you'll have 4x speed, whereas two Agilitys will only get you 3x speed. [Stats] Multiplier | [Acc. & Evade] Multiplier ------------------------------------------------------------------ +6 8/2, or 4 | +6 9/3, or 3 +5 7/2, or 3.5 | +5 8/3, or 2.66 +4 6/2, or 3 | +4 7/3, or 2.33 +3 5/2, or 2.5 | +3 6/3, or 2 +2 4/2, or 2 | +2 5/3, or 1.66 +1 3/2, or 1.5 | +1 4/3, or 1.33 0 2/2, or 1 | 0 3/3, or 1 -1 2/3, or .66 | -1 3/4, or .75 -2 2/4, or .5 | -2 3/5, or .6 -3 2/5, or .4 | -3 3/6, or .5 -4 2/6, or .33 | -4 3/7, or .428571 -5 2/7, or .285714 | -5 3/8, or .375 -6 2/8, or .25 | -6 3/9, or .33 If a move says "X stat rose!" or "Y stat fell!" then it changes it by one stage. If the words "Sharply" or "Harshly" are used, then it has been changed by two stages. Belly Drum MAXES OUT ATTACK, so you will go automatically to the +6 rung no matter where you are on the ladder. Now remember, these boosts change your STAT. They do not go under the 'multipliers' section of the formula. If your stat is changed to a decimal number by these or any kind of modifiers, round down your product to the next lowest integer. Also, Burn and Paralysis do not use this ladder. Burn cuts the burned one's Attack in half (as opposed to lowering it by one stage per turn as some guides have claimed), and Paralysis quarters the paralyzed one's Speed. ~~~~~ On a completely different note, take a look at my in-game Swampert: Swampert -Earthquake -Ice Beam -Substitute -Focus Punch Alright. You all know that Earthquake is a Power 100 Ground move, and that Focus Punch is a Power 150 Fighting move. You also know that Swampert gets STAB on Earthquake. STAB is equal to 1.5x, so it follows that Earthquake for all practical purposes is power 150, equal to Focus Punch. Right...? Wrong. Let's have one more look at that damage formula. ((((((2L/5)+2)*A*P*B)/D)/50) +2 )*M*STAB*(R/255) STAB APPLIES TO THE +2 AS WELL. This means that for Earthquake, it's not +2, it's +3. And Focus Punch still has +2. This means that a STABed Earthquake will always do exactly 1 more damage than an unSTABed Focus Punch. Just for your greedy information grubbing brain. By the way, don't actually use that moveset, it sucks. /~~~~~~~~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4. Applications ~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~~/ ================ 4a. EV spreading ================ Well now I'm gonna get medieval on you. Kick it to the old school beat of your favorite crazi tunes as I show you how to spread EVs with a purpose (as in finding the minimum EVs needed to survive X attack from Y enemy pokemon, while not having to rely on a damage calculator for assistance). EV spreading is deciding how to distribute your 510 EVs across your six stats, keeping in mind that four EVs equal one stat point at level 100, for your pokemon's maximum battle effectiveness. First I'll show you how to spread to survive a specific hit. The first thing you should know (and I think I've said this) is that whichever is higher, HP or Def/Sp.Def, raising the lower one by x amount is always worth more living power in that stat than raising the higher one. For example, maxing out Hariyama's Sp.Def will go a lot further than maxing his HP as far as defending against special attacks are concerned. But Dusclops wants more HP than Defense for defending against physical attacks. This is the first rule of defensive spreading. Technically you want your HP to be 2 points higher than your given defense, if you can get it; 300 HP and 300 Defense, for example, does not offer *quite* as much protection as 301 HP and 299 Defense. This is because of the +2 that comes after dividing by the target's defense in the damage formula. I could prove it, but it would just take up a lot more of your time. On a related note, having your HP 1 point higher than your defense has exactly the same effect as having your HP 3 points higher (300 HP and 299 Defense versus 301 HP and 298 Defense), but the extra points in HP also go toward the other defense, so having 3 points more HP is better. If you want to defend against both types of attacks (and this is assuming you have the same Defense as Sp.Def) and you have X EVs left to spread across your defenses, putting all X EVs into HP will do more for your total staying power than putting X/2 EVs into each defense, UNTIL the point at which your HP is higher than 2 times a given defense. That is, putting 2 stat points in HP is worth more than putting 1 stat point in each Defense, as far as defending against physical OR special attacks goes. The second rule of defensive spreading is to plan to defend against specific moves from specific (and hopefully common) pokemon who have specific (or 'standard') EV spreads. For example, it does no good to say "I'll find out how much defense I need to survive a power 75 physical attack from a pokemon with 350 Attack" as how many pokemon have exactly 350 Attack and commonly use a power 75 physical move? You should plan to survive a strong hit from a pokemon which you can beat. For example, Snorlax might plan to survive a couple of Focus Punches from Gengar, as this is a pokemon which can be easily KO'd by Snorlax's Shadow Ball. If, on the other hand, you choose to use Earthquake instead of Shadow Ball on your Snorlax, it would do no good to plan to survive Gengar, because you still couldn't hit him back. The more common the pokemon you spread to beat, the better. Another point to remember is to choose according to your team. For example, you wouldn't worry about whether your Dusclops can take a Slaking assault if you already had Weezing and Skarmory in the wings, would you? Let's work an example. How about finding what EVs Zapdos needs to be able to live through a Rock Slide coming from a Metagross wearing a Choice Band? We'll assume that this Metagross has 252 EVs and 31 IVs in Attack and has an Adamant nature (+Attack, -Sp.Atk). (This is the absolute highest Attack any Metagross can ever have. I like to call this kind of stat 'supermax', but whatever. The point of using the highest attack stat possible for the enemy is so you can ensure that in NO case [barring any Critical Hits] will you ever be ohko'd by this attack.) Now I have found a method for finding the most efficient EV spread to take a hit. It's kind of complicated, so listen up. First I take the damage formula. ((((42 * A * P) / D ) / 50 ) + 2) * M = (HP - 1) I set it up so that the maximum damage of the attack is one less than my HP (I don't know what my HP is yet either). That is, if I want to live through only one hit. If I want to live through two, or three, or X hits, then I should set the maximum damage of the attack equal to (HP - 1) / X. Next I find the offensive product, (42*A*P), and leave myself with this: (((Offensive product / D) / 50 ) + 2 ) * M = (HP - 1) / X Now, at this point, I usually divide by 50 and just skip dividing by D for now. Doing it this way might not end up being EXACTLY correct, but worst-case scenario, you're off by a couple of points, which is probably going to happen anyway. Plus the convenience factor and the fact that getting rid of that 50 simplifies the problem considerably. I'm going to call (42*A*P)/50 the Offensive quotient for the rest of this example. ((Offensive quotient / D) + 2) * M = (HP - 1) / X Now I find what the M, the multipliers, are (including STAB), and I apply it. That is, I multiply the Offensive quotient by M, as well as the constant 2. Then, if I have divided the (HP - 1) on the right-hand side by anything (X), I multiply both sides by that number. ((Offensive quotient * M * X / D) + 2MX) = (HP - 1) Now at this point, 2MX is usually equal to 2, 3, 4, or 6. I now subtract both sides by 2MX to get Offensive product * M * X / D = (HP - (1 + 2MX)) So on the right side, now I usually have [HP - 3], [HP - 4], [HP - 5], or [HP - 7]. On the left side, I have a really big number in [Offensive product * M * X], divided by D, my ideal Defense, which I don't know what is. Now I multiply both sides by D to get Offensive Product * M * X = (HP - (1 + 2MX)) * D Now I know, from the rules of defensive spreading, that I want (HP - (1 + 2MX)) to be as close to D as possible, even equal to it. So I take the SQUARE ROOT of (Offensive product * M * X), and round up, and make that equal to both (D) and (HP - (1 + 2M)). So I now know D, my ideal Defense, and all I have to do is find my ideal HP, which is (1 + 2M) higher than D. If you find that either of these ideal values, HP or Defense, is actually lower than your pokemon's minimum in that stat, then just go back to the last formula and assign your pokemon's minimum value to the correct stat and divide both sides by it to find the other stat. I use this method all the time, and it has always put me at least within a few points of my ideal stats. Just remember that this method will NOT always find your exact ideal stats, but it will be close. To check your result, which I do recommend doing, you should just run a standard damage calculation and set your HP and Defense equal to whatever you got as a result from the above method, and ensure that you can (A) Live through the hits you set out to live through, and (B) Make sure you're not taking the hit TOO well (living with more than 2-3 HP after taking a move that you didn't need to live through with more than 1 HP), which is a sign that you have invested a bit too many EVs. This will ensure that you and the formula are functioning properly and aren't wasting EVs or using too few. I always always check my result, unless I forget. Now back to our example. We want our (level 100) Zapdos to always be able to live through a Metagross's Rock Slide, even when he is wearing a Choice Band. So first of all, we need to know the base stats of the pokemon in question. Metagross has a base stat of 135 in Attack, and Zapdos has base stats of 90 in HP and 85 in Defense. We want to survive a Rock Slide from ANY Metagross, so we're going to assume the one we're facing is Adamant and has 252 EVs and 31 IVs in Attack. This means his Attack will be 405 before Choice Band, which is 607 after. The first thing to do is to set up the damage formula for our particular situation. We only need to live through one Rock Slide, so ((((42 * A * P) / D) / 50) + 2) * M = (HP - 1) = ((((42 * 607 * 75) / D) / 50) + 2) * M = (HP - 1) The first thing to do is to multiply all those numbers together. They equal 1912050. ((((1912050) / D) / 50) + 2) * M = (HP - 1) Now we divide 1912050 by 50. This equals 38241. ((38241 / D) + 2) * M = (HP - 1) Now comes the time to find the M, the Multipliers. Rock Slide is super effective against Zapdos, so M equals 2. We'll apply that now: ((38241 / D) + 2) * 2 = (HP - 1) (76482 / D) + 4 = (HP - 1) 76482 / D = (HP - 5) Now we multiply both sides by D... 76482 = (HP - 5) * D ...and now we know, from the rules of defensive spreading, that we want (HP - 5) and D to be equal. So we find the square root of 76482, which is 276.55, and round up to 277. 277 = (HP - 5) = D HP = 282 Defense = 277 However, Zapdos has 90 base HP. This means that Zapdos has a minimum of 321 HP when it has 31 IVs. So, we reset the formula, 76482 = (HP - 5) * D 76482 = (321 - 5) * D 76482 = 316 * D 76482 / 316 = D 238.2 = D and find that if we have at least 239 Defense, we can survive this hit. HP = 321 Defense = 239 Since Zapdos has a base stat of 85 in defense, it has a minimum of 206 Defense. From 239 to 206 is 33 stat points, or 132 EVs. So if this method is correct, then we know the EVs we need to survive this hit. However, I really never trust this method to be 100% accurate. Therefore I always check my results by running a standard damage calculation to check if my results are correct. Checking the results of this calculation, I find that with 239 Defense, the maximum damage from a Metagross Rock Slide is 324. Oops. Trial and error from this point finds that the actual Defense needed to take less than 321 damage from this hit is 241, two more stat points and eight more EVs than indicated by the method. So any Zapdos with 31 IVs in both HP and Defense can survive a Rock Slide from any Metagross, regardless of its IVs, EVs, Nature, or even if it has a Choice Band or not, as long as it has at least 138 EVs placed in its physical defense. Now, there are other ways to reach this selected goal of defense, but the main thing to remember is that whatever combination of HP and defense EVs you use, they must make your final stats such that you can live through the Rock Slide. For example, Zapdos might not use any Defense EVs at all. It could simply max out its HP to get the same result, as well as adding HP for the special side of its defenses. So you can either use less EVs to get your desired result on the physical side, or use more EVs to get the same result on the physical side, and a bonus on the special side, not to mention having more Leftovers recovery. The trade is in the amount of EVs you have to use. Another thing that is VERY IMPORTANT to remember is that in most cases ingame and in some cases online, your HP and Defense IVs may not be perfect. This is especially true with Zapdos, who almost always uses either Hidden Power Ice or Hidden Power Grass, and some IV combinations of those force you to use an IV of 30 instead of 31 for HP or Defense. So you have to take into account your defensive IVs with the pokemon you are spreading for, because if you don't, your EV spread may be rendered useless. ~ To spread offensively, you pretty much do the same thing as spreading defensively, just the other way. You pick a pokemon you want to get past, assign a convenient value to their HP and appropriate defense, and see how much attack you are going to need to get past them. The only difference is that you'll need to use the minimum R value when spreading offensively, since you want to KO the enemy no matter what your random R value turns out to be. ~ Sorry if this section was confusing for you. /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ 5. Finding your IVs In-Game ~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ Note: For ANY method of finding your IVs, you have to know your pokemon's base stats. So check a base stats guide for your pokemon's base stats. Alright, you've read my ranting about how to breed pokemon to get good IVs, and you want to know how to test your pokemon's IVs so you can get started. Well, this section will show you how. ==================== 5a. Finding your EVs ==================== To find your IVs in-game, you're first going to have to find your EVs. There are a couple of ways to do this, and if you can be innovative and have a little patience you shouldn't have much trouble with this. Obviously, if the pokemon has never been in a battle, it doesn't have any EVs. So if you just hatched the pokemon from an egg, for example, you can skip this part. But if you are going to check the IVs of a pokemon which you have used, you have to know its EVs. One way of doing this is to reduce its EVs to zero by using those Emerald stat reducing berries I told you about. If you don't have Emerald though, then obviously this won't work. Now if you have EVs which you don't know what are, and you can't cancel them out, then chances are, you're not going to care what its IVs are. But if you do, there is one other way that I can think of. Save, and give the pokemon vitamins in its stats until you can give no more. Restart, and give the pokemon one more EV in each stat (through a pokemon battle), then repeat with the vitamins. Keep going until the number of vitamins it takes in any given stat is one less than when you started. Since you can't give a pokemon a vitamin if it already has 100 or more EVs, then when the number of vitamins you can give goes down by one, you know you now have an EV value of Something * 10. It will be apparent what Something is depending on how many vitamins the pokemon will take. Of course, this won't work if you already have 100 or more EVs in one or more stats. These are just a couple of ways off the top of my head on how to find your EVs. I'm sure there are others, so just be innovative. If you have a pokemon with whom you can't find its EVs period, then I would simply not use that pokemon. Now we can talk about actually finding your IVs. =================================== 5b. A method involving Rare Candies =================================== Here is one way to find your IVs: 1. get lots of Rare Candies 2. save 3. level up your pokemon with the Rare Candies, preferably to a round number such as 15 or 20, or 40 or 50 if you can manage it. 4. find what the pokemon would have in all of its stats if it had 0 IVs using this formula: ( ( ( 2 * BS ) + ( EV / 4 ) ) * L / 100 ) + 5 where BS equals the Basestat of the pokemon in that stat, EV equals EVs, and L equals the level of the pokemon. These are your '0 IV' stats. 5. HP uses a different formula: ( ( ( 2 * BS ) + ( EV / 4 ) ) * L / 100 ) + 10 + L 6. Determine what your pokemon's actual nature-modified stats would be had they not been changed. Modest with 51 in Attack and 92 in Sp.Atk, if they had not been changed, would be 57 in Attack and 84 in Sp.Atk. Pretend these are your actual stats. 7. Compare the 0 IV stats with your actual stats: Actual stat - 0 IV stat 8. take these differences and for each difference, diff * 100 / L This number is your minimum IV value in the stat you calculated for. 9. Repeat for the other five stats (if you care about them; you don't need to find Slowbro's Attack if you don't plan on giving it any physical attacks). 10. Once you have found your IVs in all six stats, shut off the game without saving to conserve your Rare Candies for another pokemon. The margin of error in this method is +#, where # is equal to (100/L), minus one. For example, at Level 50, 100/L = 100/50 = 2, minus 1 = 1 so the margin of error is +1, meaning that you could have up to 1 more IV than you calculated. At level 12, 100/L = 100/12 = 8.33333, minus 1 = 7.33333, so the MOE is +7.33333, so you could have up to 7.333 more IVs than calculated. This is why you need the Rare Candies; The higher the pokemon's level, the less the margin of error. ====================== 5c. Why this way works ====================== Okay. Here's the stat formula, if you have no EVs: ( ( ( 2BS + IV ) * L / 100 ) + 5 ) * P This formula must represent your actual stat, since every stat is represented by the stat formula. Now, if you have no IVs, the formula becomes ( ( 2BS * L / 100 ) + 5 ) * P. So, the first formula represents your stat with IVs, and the second formula is your stat with no IVs. Now, watch this. ( ( ( 2BS + IV ) * L / 100 ) + 5 ) * P = ( ( 2BS * L / 100 ) + ( IV * L / 100 ) + 5 ) * P because of the distributive property. So the formula with IVs becomes ( ( 2BS * L / 100 ) + ( IV * L / 100 ) + 5 ) * P and without IVs is ( ( 2BS * L / 100 ) + 5 ) * P. So, the first thing you were to do was to level up your pokemon to minimize the margin of error. Then you were to find out what your nature modified stats would have been had they not been nature modified. This serves the purpose of eliminating the P from the formulas. ( ( 2BS * L / 100 ) + ( IV * L / 100) + 5 ) ( ( 2BS * L / 100 ) + 5 ) THEN you should have subtracted the result you got after calculating the bottom formula (your stat had it not had any IVs) from your actual stat (represented by the top formula). ( ( 2BS * L / 100 ) + ( IV * L / 100 ) + 5 ) -( ( 2BS * L / 100 ) + 5 ) ============================================= ( IV * L / 100 ) This subtraction results in the stat points that you have that are purely IVs. All you need to do now is find how many IVs are in X stat points at your current level. IV * L / 100 = IV stat points (which will be abbreviated as SP), so IV * L / 100 = SP (the 'difference' from earlier) Now we need to isolate the variable. Multiplying both sides by 100, IV * L = 100 * SP. Dividing both sides by L, IV = 100 * SP / L, and now, just replace SP with whatever SP equals, and poof! there's your IVs. What if you have EVs, you ask? Well, assuming you know your EVs, have ANOTHER look at the stat formula. ( ( ( 2BS + IV + ( EV / 4 ) ) * L/100 ) + 5 ) * P The term involving the EVs gets the L/100 distibuted to it too, so ( ( 2BS * L / 100 ) + ( IV * L / 100 ) + ( EV * L / 400 ) + 5 ) * P So basically doing the same process, the first thing to do is still to eliminate the P by altering the nature modified stats to what they would have been had they not been modified. ( 2BS * L / 100 ) + ( IV * L / 100 ) + ( EV * L / 400 ) + 5 Now, subtract your zero IV zero EV stat from your actual stat: ( ( 2BS*L/100 + IV*L/100 + EV*L/400 ) + 5 ) -( ( 2BS*L/100 ) + 5 ) -------------------------------------------- IV*L/100 + EV*L/400 so instead of getting just the stat points caused by IVs, you get the stat points caused by EVs as well as IVs. If you know your EVs, it's no problem, just set EV in the formula equal to the number of EVs in that stat, and set the whole thing equal to your actual stat, and figure out your IVs. If you DON'T know your EVs, well, you're screwed. But you can only have up to 31 IVs and 252 EVs, and if you're smart you can use that to get an idea of your IVs (For example, if you have 83 total stat points from EVs and IVs at level 100, you know you have at least 20 IVs. Since you can only have 63 stat points from EVs in any one stat, then at least 20 of your 83 stat points must be from IVs.) MY POKEMON'S 0 IV 0 EV STAT IS A DECIMAL NUMBER. WHAT DO I DO NOW? Don't worry, this is common. Just go through the processes like normal, except keeping the decimal. DON'T ROUND AWAY THE DECIMAL!!! Suppose for example your 0 IV stat (at level 5) is 10.5, and your actual stat is 11. Since your actual stat could be anything from 11 to 11.9999999, the difference between your actual stat and your 0 IV stat could be anything from 0.5 to 1.49999999. Now at level five, 0.5 stat points corresponds to 10 IVs, and 1.5 stat points equals 30 IVs. This means that you could have any IV value from 10 to 29. If you had rounded away the decimal, you would have calculated 20 to 31 IVs for yourself, a grievous error. ================================== 5d. My method involving vitamins ================================== Note: This method is specifically for finding the IVs of newly-hatched level 5 pokemon, in case you can't get your hands on 35 to 95 rare candies. If you're looking to catch already leveled-up pokemon, such as Mewtwo or Kyogre, then this method is not really necessary, unless you need to be REALLY REALLY accurate, like if you absolutely MUST have a certain Hidden Power. But I wrote this section for Level 5 pokemon with no EVs, and if you have a pokemon of a different level, you'll have to completely disregard most of it. You see, when the game calculates your stats, it takes into account Basestats, IVs, and EVs, then multiplies by L/100. Then it rounds down. So if there is a very slight change in any of the stat variables (or even a large change if the level is low enough), then sometimes the stat won't change even though you've changed the variables. For example, you know that 4 EVs at level 100 makes one stat point. But 3 EVs alone are worthless. So you could just as easily have 0, 1, 2, or 3 lone EVs and never know the difference because your visible stat stays the same. However, if you get that fourth EV, even if you don't actually watch the battle in which it was gained, you know it's there because you gained a stat point. In the same way, at level five, 20 IVs (or 80 EVs) makes one stat point. So you could just as easily have anywhere from 0-19 IVs and never know which because your visible stat stays the same. Now, we can't change IVs, so we can't just keep adding them until we gain a stat point, so we're going to use EVs. More specifically, we're going to use vitamins. When you have 0 IVs and 0 EVs (and no nature effect), your stat is always the same at the same level. The significance of this tool is that it is the absolute lowest stat that the pokemon can reach without having a negative nature effect. Now, this '0 IV' stat will not always be an integer. 20 IVs or 80 EVs is one stat point, but it is EXACTLY one stat point. If your 0 IV stat is 9.2, for example, and you have 20 IVs, then the game will call your stat 10.2 (and you will see the stat as 10). You only have to have 16 IVs (64 EVs) to raise a 0 IV stat of 9.2 to an actual stat of 10. If your 0 IV stat is 9.2, and you have exactly 3 IVs, then the game will calculate your stat at 9.35 before rounding down. Now you'll still only see your actual stat as 9. For all you know, you have 15 IVs and your stat is 9.95 before rounding. You can't tell the difference between different IV values that round down to the same stat point, because the game still displays the same thing as your stat. Now obviously you can't add to your IVs, but if we add to our EVs, then we can actually tell something. See, one vitamin is worth 10 EVs, which is worth exactly 2.5 IVs, 20 of which make one stat point. So if the game calculates your stat as 9.35 before it rounds down (your 0 IV stat being 9.2), and you give the pokemon 1 vitamin for that stat, the game recalculates and puts the stat at 9.475. Another vitamin brings you to 9.6, then another puts you at 9.725, then at 9.85. Through all of this your visible stat remains at 9. Another vitamin brings your stat up to 9.975. Now, one more vitamin puts you at 10.1. When the game recalculates this time, your visible stat will be raised to 10. Now at this point the facts become apparent. Before, you didn't know whether the game had calculated your stat at 9.20 or 9.99 or anywhere in between. All you knew was that it was rounded down to your visible stat of 9. But now, you know several things. For one, you used 6 vitamins, or a total of 0.75 stat points, to get to a visible stat of 10. Knowing this, you can deduce that your original stat-before-rounding could not have been less than 9.25, since if it was, the 0.75 of a stat point (the six vitamins you gave) would not have sufficed to raise the visible stat to 10. However, you also know that your original stat could not have been more than 9.375, since if it were, then your stat would have raised after the fifth vitamin, and you wouldn't have needed to give the sixth vitamin. Since you could only have had an original stat of between 9.25 and 9.375, it's time to lay out some charts. 9.2 <- Your 0 IV stat (the absolute lowest possible) 9.25 <- The bottom limit of your actual stats as determined by the vitamins 9.25 Your actual stat assuming it has 1 IV 9.3 Your actual stat assuming it has 2 IVs 9.35 Your actual stat assuming it has 3 IVs 9.375 <- The top limit of your actual stats as determined by the vitamins 9.4 Your actual stat assuming it has 4 IVs From this chart it is clear that in this case, we can know that we either have an IV value of 1, 2, or 3 in the stat that we're measuring. So that's my method. The goal is to find a limited range of possible IV values by using vitamins to slowly raise the calculated stat until the visible stat goes up. But there are some other things you may need to know to use this. Let's assume you have a 0 IV stat of 9.2. Now, it obviously takes 16 IVs worth of IVs and EVs to reach a visible stat of 10. But what if you are ALREADY at a visible stat of 10? Well, that's simple. It means you have at least 16 IVs. So write down '16' off to the side, or remember it, and move on. Now you have no need for the 0 IV stat, since its only use was as a tool for accurate calculation, since your calculated stat could not be lower than the 0 IV stat. So our new absolute minimum, or '16 IV' stat, as it were, is 10. Since the game is TELLING us that we have a stat of 10, we obviously can't be lower than that, can we? So now we know that it takes 20 IVs worth of IVs and EVs to get from the visible stat of 10 to the visible stat of 11. We also now that since we already have 16 IVs, because we're at a stat of 10, that there are only another 15 IVs to be had. So we'll give the vitamins, each worth 2.5 IVs, and hope that the stat rolls over to 11 soon, because the sooner it goes, the more IVs it means we have. Since you can't have more than 15 IVs on this stat point, you know you're going to have to use at least 2 vitamins (= 5 IVs) to get your stat to roll over to 11. Now this is an all-purpose chart designed to help. It's not always applicable, but it usually has at least some use. It assumes that your 0 IV stat is an integer, which is true in about 50% of cases. (It actually assumes your 0 IV stat is 10, but if your actual 0 IV stat is an integer, you can just pretend it says [your 0 IV stat] instead of 10) 11.55 <- Your 31 IV stat (so your 0 IV stat is 10, let's assume) 11.5 30 IV Having the above IVs will raise the visible stat to 12 after 4 vitamins 11.45 29 IV 11.40 28 IV Having the above IVs will raise the visible stat to 12 after 5 vitamins 11.35 27 IV 11.30 26 IV 11.25 25 IV Having the above IVs will raise the visible stat to 12 after 6 vitamins 11.20 24 IV 11.15 23 IV Having the above IVs will raise the visible stat to 12 after 7 vitamins 11.10 22 IV 11.05 21 IV 11.00 <- Your 20 IV stat Having the above IVs will raise the visible stat to 12 after 8 vitamins 10.95 19 IV 10.90 18 IV Having the above IVs will raise the visible stat to 11 after 1 vitamin 10.85 17 IV 10.80 16 IV 10.75 15 IV Having the above IVs will raise the visible stat to 11 after 2 vitamins 10.70 14 IV 10.65 13 IV Having the above IVs will raise the visible stat to 11 after 3 vitamins 10.60 12 IV 10.55 11 IV 10.50 <- Your 10 IV stat Having the above IVs will raise the visible stat to 11 after 4 vitamins 10.45 9 IV 10.40 8 IV Having the above IVs will raise the visible stat to 11 after 5 vitamins 10.35 7 IV 10.30 6 IV 10.25 5 IV Having the above IVs will raise the visible stat to 11 after 6 vitamins 10.20 4 IV 10.15 3 IV Having the above IVs will raise the visible stat to 11 after 7 vitamins 10.10 2 IV 10.05 1 IV 10.00 <- Your 0 IV stat Having the above IVs means you suck Now, you will almost never run into a pokemon with a 0 IV stat of exactly 10. But the chart does illustrate a point. And there's the scheme of things for you. So a basic rundown would be: (and I shouldn't have to mention that before you start, you should find what your nature modified stats would be had they not been changed) 1. Find all 0 IV values for the stats you want to check the IVs of. 2. Find any pre-existing IVs that you know you have because your visible stat is an integer above your 0 IV stat (you know you have at least 16 IVs when your visible stat is 10 and your 0 IV stat is 9.2). If there are no pre-existing IVs (your visible stat is 9 and your 0 IV stat is 9.2), then move on. 3. Find the maximum number of IVs it would take to raise your visible stat by one. If you have any pre-existing IVs, then this is 20, but if your 0 IV stat is a decimal and your visible stat has the same integral value, then it will be less than twenty (this minimum is 16 when your visible stat is 9 and your 0 IV stat is 9.2). Basically, if your 0 IV stat has a decimal at the end, take that decimal, multiply it by two, and subtract the result from 20 to get the number of IVs your stat needs to roll over. So 9.2 has a decimal of 2, multiply that by two to get four, and subtract that from 20 to get 16. 4. Give the pokemon vitamins in the stat you're measuring until your visible stat raises. Remember how many vitamins it took. 5. Use the data from step 4 to figure out your final total IVs. Now I'll work one example for you. Let's say we have a Sunkern at level 5 with the following stats: HP: 19 Attack: 8 Defense: 9 Sp.Atk: 10 (nature upped) Sp.Def: 7 (nature dropped) Speed: 9 (Sunkern has a basestat of 30 in each stat.) First off, we cancel out the nature effects. So we pretend that our Sp.Atk is 9 and our Sp.Def is 8. For step 1, well, that's easy. The 0 IV stats of Sunkern are 18 in HP and 8 in every other stat. For step 2, we can easily deduce the pre-existing IVs: HP: 20 Attack: 0 Defense: 20 Sp.Atk: 20 Sp.Def: 0 Speed: 20 For step 3, since every 0 IV stat in this problem is an integer, we need 20 IVs worth of IVs and EVs to raise each of our current visible stats to the next integral stat value. Step 4 is the vitamin infusion stage. Let's just pretend that it took this many vitamins to raise each of our visible stats to their next integer: HP: 6 (20 pre-existing IVs) Attack: 3 (0 pre-existing IVs) Defense: 4 (20 pre-existing IVs) Sp.Atk: 8 (20 pre-existing IVs) Sp.Def: 8 (0 pre-existing IVs) Speed: 5 (20 pre-existing IVs) Step 5 is more counting than anything. Since it took 6 vitamins, or .75 of a stat point to raise the visible HP stat, then you know that your actual stat before giving any vitamins was at least 18.25. You also know that your actual stat could not have been 18.375 or higher, because if it were, your stat would have only taken 5 vitamins to roll over. So, since 1 IV is worth .05 of a stat point, you know you have from 5 to 7 IVs on this stat point. Add that to your pre-existing IVs, and your final IV range for your HP is 25-27 IVs for HP. Leaving the rest as practice for the reader, we get these IV values: HP: 25-27 Attack: 13-14 Defense: 30-31 Sp.Atk: 20-22 Sp.Def: 0-2 Speed: 28-29 Now I'd like to talk a bit about natures, since they can get tricky. Say we have a pokemon with a stat of 356, and then it is nature upped. What is the final stat? The correct way to find this is to add ten percent. So upping 356 adds 35.6, not 35, not 36. So the final total for this stat is 391.6. HOWEVER, this stat is then rounded down. So you have a finished stat of 391. For minused natures, same deal. 356, minused, is 356 - 35.6 = 320.4. This is then rounded down for a final stat of 320. So on a stat of 356, an upped nature gains you 35, but a minused nature loses you 36. Get it? Good. So what if you know your finished stat, and what the nature does, but you don't know what it was before it was nature altered (as happens 100% of the time in-game)? Well, let's say we have a finished Attack stat of 405 on a Salamence, and we know it's Adamant, but what was it before it was upped? The correct method in these cases is NOT to just subtract 10%. What you have to do is find X such that X * 1.1 = FinalStat. This means that X = FinalStat/1.1. So to return to our example. 405/1.1 = 4050/11 = 368.181818, which is the MINIMUM needed to get to 405 after a nature boost. That means that 368 won't get you to 405 after a nature boost. Which means that you don't have 368. So you know you have 369. Once again, same deal for minused natures. If you have a final Attack stat of 121 on a Gengar, and you know your nature minuses Attack, but you don't know what it was before it was minused, the correct procedure is to divide the stat by 0.9. 121/0.9 = 1210/9 = 134.44444, so 134.44444 is the least you can have to stay at 121 or above after a nature minus. This means that you have a pre-nature stat of 135. So here's something tricky which may occasionally thwart you. Let's say you have a minus nature which makes the minused stat nine, then reversing the effect of the nature can either leave you with 10 OR 11 (10 - 1.0 = 9, 11 - 1.1 = 9.9 which is rounded down). Supposing you have 0-19 IVs, then your stat would be 10 had it not been minused, so after 8 vitamins it would go up to 11 which is still minused to 9. This is really the only situation where this would happen. If you're clever you can get around this (like you could just use 8 vitamins on the stat, and if it doesn't roll over you know it's 10 and not 11) but more likely it will screw you up. But why would you care about your IVs in a stat with a minused nature anyway? Another thing, about nature upped stats with this method. Except in the case of a stat of 10 or 11 being minused to 9, natures do not affect when the stat rolls over. Because the nature altered stat is a function of the unchanged stat, when the stat changes, the the nature changed stat changes as well. For example 20 (the stat were it not upped) * 1.1 = 22 (the visible stat) When and only when the EVs become enough so that 20 rolls over to 21, 21 * 1.1 = 23 so they change at the same time. Don't let it confuse you! But didn't I say this would be extremely accurate? As in Hidden Power calculatable? I think I did. Anyway, all you have to do is just go get individual EVs by battling wild pokes. A vitamin is worth 2.5 IVs, which is why there's a margin of error, but 4 EVs is equal to just 1 IV. So all you need to do is find your range of IVs using vitamins, then start over and give the pokemon one less vitamin than it takes to get the stat to roll over. At this point it cannot take less than 10 EVs to make the stat change. Now there's a bit of a sticky. Looking back up at the big chart I showed you *looks up* sometimes with vitamins you'll have a range of three possible IV values, while sometimes you'll only have two possible. For example, having the stat roll over after two vitamins can mean you have 15, 16 or 17 IVs, while if it takes three vitamins, the IV is either 13 or 14. Now then, -If the IV range is of three different values then the stat may roll over after gaining 2, 6 or 10 additional EVs 2 means that you have the highest IV value of the three 6 means that you have the middle IV value of the three 10 means that you have the lowest IV value of the three -If the IV range is of two different values then the stat may roll over after 4 or 8 EVs 4 means that you have the higher of the two values 8 means that you have the lower of the two values If you don't see why, then, just look at this. IVs EVs needed to raise the stat from that IV value (assuming you have an integral 0 IV value) --- -------------- 19 needs 4 EVs 18 needs 8 EVs 17 needs 12 EVs (which is 2 EVs plus one vitamin) 16 needs 16 EVs (which is 6 EVs plus one vitamin) 15 needs 20 EVs (which is 10 EVs plus one vitamin) 14 needs 24 EVs (which is 4 EVs plus two vitamins) 13 needs 28 EVs (which is 8 EVs plus two vitamins) 12 needs 32 EVs (which is 2 EVs plus three vitamins) 11 needs 36 EVs (which is 6 EVs plus three vitamins) 10 needs 40 EVs (which is 10 EVs plus three vitamins) 9 needs 44 EVs (which is 4 EVs plus four vitamins) 8 needs 48 EVs (which is 8 EVs plus four vitamins) 7 needs 52 EVs (which is 2 EVs plus five vitamins) 6 needs 56 EVs (which is 6 EVs plus five vitamins) 5 needs 60 EVs (which is 10 EVs plus five vitamins) 4 needs 64 EVs (which is 4 EVs plus six vitamins) 3 needs 68 EVs (which is 8 EVs plus six vitamins) 2 needs 72 EVs (which is 2 EVs plus seven vitamins) 1 needs 76 EVs (which is 6 EVs plus seven vitamins) 0 needs 80 EVs (which is 10 EVs plus seven vitamins) Do you see now? It's kind of hard not to :) What was hard to put into words, a pattern shows beautifully. Please note that: 1. If you level up while gaining individual EVs (by battling wild pokes) then it kinda screws you up so take care about that. (hint: try switching all six of your pokemon in to minimize the experience the pokemon you're testing gets) 2. When fighting wild (or any) pokemon, the EVs are not immediately put into the stat. They are put into a storehouse where they are kept until you level up, at which point they are released as part of the level-up gain. To release the EVs without leveling up, and force the game to recalculate your stats, you have to put the pokemon in the PC. This is what you should do whenever you reach an EV increment which could make your stat roll over. (You don't have to do this with vitamins, I hope that was clear.) Put simply, stick them in the box whenever you've gotten enough EVs that there's a chance that your stat could raise. Anyway if done properly this can let you know EXACTLY your IVs. Which is admittedly only useful if you're a real freak, or if you need a specific Hidden Power. =============== 5e. Other Stuff =============== When hatching eggs, I find that very often, three values are all that are necessary to determine at least whether an egg is worth IV testing more in-depth. These are: 10 IVs = 0.5 stat points at level 5, 20 IVs = 1 stat point, and 30 IVs = 1.5 stat points. 95% of all pokemon have level 5 0 IV stat values of (integer) or (integer.5), so everyone attempting to hatch eggs, no matter what test method they use, should know these conversions. It should be possible to use Netbattle's Team Builder to help with these IV calculations; I wouldn't know exactly how to use this, or what benefits it might bring, except maybe to help people who aren't good at remembering numbers, but I'm sure it could be useful somehow. Thanks to Darkestlight for bringing this up. /~~~~~~~~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~ 6. Hidden Power ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~~/ ======================= 6a. Hidden Power's type ======================= Type Formula (T1 + T2 + T3 + T4 + T5 + T6)*15/63 = Type value If your IV It's Which is in this worth this worth this stat is odd T-Value much HP T1 1 Atk T2 2 Def T3 4 Spd T4 8 Sp.Atk T5 16 Sp.Def T6 32 (Yes, this is the correct order; The Speed IV is in 4th position, not 6th) If any of these IVs are even, then their T-value is worth 0. Run your IVs through the above formula, then compare the result with this chart to find what type your Hidden Power is. Round EVERYTHING DOWN - 6.9 rounds down to 6, 7.2 rounds down to seven, etc. 0 = Fighting 1 = Flying 2 = Poison 3 = Ground 4 = Rock 5 = Bug 6 = Ghost 7 = Steel 8 = Fire 9 = Water 10 = Grass 11 = Electric 12 = Psychic 13 = Ice 14 = Dragon 15 = Dark So basically, all you do is add up all the values of the T-values, the sum of which we can call the T-Total, and then multiply that by 15/63 and round down to get an integer, and then compare your integer with the above chart to find your Hidden Power's type. Pretty simple. Note that the maximum possible T-total is 63, since 1 + 2 + 4 + 8 + 16 + 32 is 63. Now, since 63 * 15 / 63 equals 15, but any T-total less than 63 times 15 / 63 cannot reach 15 (because the answer is rounded down), then it is technically harder to get a final integer of 15 than any other. It probably won't matter though because getting an integer of 15 means you have a Dark-type Hidden Power, which sucks as an attacking type anyway. So let's say you have IVs of 16, 12, 30, 11, 17, 9 and you want to know what type Hidden Power this is. Well, the first thing is to see which ones are even and which are odd. The HP, Atk, and Def IVs are even, and thus worth zero. The Spd, Sp.Atk, and Sp.Def IVs are odd. Their T-values are respectively, 8, 16, and 32. So, the T-total is 56. Now, multiplying; 56*15/63 = 13.33333 which rounds to 13. On the chart, 13 is Ice, so we have an Ice type Hidden Power. Lovely. That's not really that hard. But doing it in reverse is slightly harder, especially to explain :* Say you would rather have a grass type Hidden Power, and you are willing to breed pokemon as long as it takes to get one. What even-odd IV combos will give us HP Grass? Well, you need the result of the formula to be from 10 to 10.999999 (because Grass is 10 on the chart, and you round the result down). So this is a bit complicated: To determine all the even-odd combos that will give us a Grass type Hidden Power, we first need to determine what the possible range of the T-totals are (to simplify matters). The range of the T-totals that will give a formula result that corresponds to Hidden Power grass is equal to 10 <= (T1 + T2 + T3 + T4 + T5 + T6)*15/63 < 11. Since 10 is the lower limit of the result of the formula, 11 is the upper limit (even though 10.99999 is technically the limit, it "converges" at 11 and thus we can just run the calculations as though 11 were the limit, keeping in mind that the Ts cannot actually be such that the result of the formula is 11, because then it would be HP Electric). So we know that we need the T-total to be such that the result of the formula is greater than or equal to 10, but less than 11. Therefore, we find the range of the possible T-totals that will give a HP Grass. (T1 + T2 + T3 + T4 + T5 + T6)*15/63 = 10 (T1 + T2 + T3 + T4 + T5 + T6)*15 = 63*10 = 630 (T1 + T2 + T3 + T4 + T5 + T6) = 630/15 = 42 (T1 + T2 + T3 + T4 + T5 + T6) = 42 This means that the lowest possible sum of the T-values is 42, if we want a Hidden Power Grass. Next, we find the highest limit. (T1 + T2 + T3 + T4 + T5 + T6)*15/63 = 11 (T1 + T2 + T3 + T4 + T5 + T6)*15 = 11*63 = 696 (T1 + T2 + T3 + T4 + T5 + T6) = 696/15 = 46.2 (T1 + T2 + T3 + T4 + T5 + T6) = 46.2 So the range of the sum of the Ts, the T-total, is 42 - 46.2, for HP Grass. We set out originally to find all of the even-odd combos for our IVs that would give a Hidden Power Grass. So, we need to find all of the even-odd IV combos that will result in the T-total being between 42 and 46.2. Note that the T-total is always an integer, so we have 5 possible totals: 42, 43, 44, 45, and 46. Now we just need to find what these mean in binary. Do you know what binary is? If not, go ask someone who does. Anyway, all you need to do is find the binary expressions of these numbers (42 through 46). They happen to be 101010 = 42 101011 = 43 101100 = 44 101101 = 45 101110 = 46. Now apply these binary numbers to your six IVs. The 32's digit, the first number on the left, represents your Special Defense IV. The 1's digit, the first number on the right, represents your HP IV. Now, if the binary digit representing a given IV is 1, that IV must be odd, and thus activated. If the binary digit representing a given IV is 0, that IV must be even, and thus not activated. So five possibilities present themself: Stat A B C D E ------------------------------------ Even=0 HP Even Odd Even Odd Even - Odd=1 for this row Atk Odd Even Even Odd Odd - Odd=2 for this row Def Odd Odd Odd Even Even - Odd=4 for this row Spd Odd Odd Odd Odd Odd - Odd=8 for this row Sp.Atk Even Even Even Even Even - Odd=16 for this row Sp.Def Odd Odd Odd Odd Odd - Odd=32 for this row ------------------------------------ Totals 46 45 44 43 42 So finally we have all the even-odd combos. All Hidden Power Grasses have one of these even-odd IV combos. Of course it takes less time to actually do this than it does to read about it. On a side note, it may be useless to find your Hidden Power type from your IVs in-game, since you can always just go fight several wild pokemon of different types to find it (or a single Kecleon), but this formula has another use. You can actually find your IVs from your Hidden Power type. See, if you have narrowed down your possible IVs to a range of 2 ('level 50' accuracy), for example a range of 26-27, then if by using this formula in reverse you determine that that IV value must be either even or odd because of the type of your Hidden Power, then you know your IV exactly. So if you have worked out that you either have an IV value of 26 or 27 in Special Defense, and you know because of your Hidden Power type that your Special Defense IV must be odd, then you know your IV in Special Defense must be 27. This can help to find the exact power of your Hidden Power as well. ======================== 6b. Hidden Power's power ======================== And now, the more important part of this section, the power section. (P1 + P2 + P3 + P4 + P5 + P6) * 40/63 + 30 The Ps act exactly like the Ts, except in activation. To activate a P, its corresponding stat IV must have a remainder of two or three, after being divided by four. So, for example, an IV of six activates its P because 6/4 = 1, remainder two. So basically, these IV values activate their Ps 2 3 6 7 10 11 14 15 18 19 22 23 26 27 30 31 and the rest don't. You want as many Ps activated here as possible because the number that comes out of the formula is the power of your Hidden Power (there's no chart like with the types). Looking at the formula, (P1 + P2 + P3 + P4 + P5 + P6) * 40/63 + 30 we see at the end that we're guaranteed at least 30 final power. Here's a chart to see approximately how much extra power each P value gives in addition to your guaranteed 30 final power when they are activated. P1 (HP) - .635 P2 (Atk) - 1.27 P3 (Def) - 2.54 P4 (Spd) - 5.08 P5 (SA) - 10.16 P6 (SD) - 20.32 So to get a good power, it's essential that your Sp.Def P is activated. Getting that one means a guaranteed 50 power. Getting Sp.Atk as well puts you at a guaranteed 60. On a scale of 30 to 70, 60 isn't bad. However, if you don't get the Sp.Def P, the highest power you can get is 49. On a side note, I have an in-game Zapdos with Hidden Power Water of power 58. It's probably the third best type I could've gotten, behind Grass and Ice, but Water is nice too as it gets boosted by rain. But that's nothing compared my grandpa's Hitmontop with a power 68 HP Rock :( Back on topic, and looking again at the IVs that activate the power Ps, 2 3 6 7 10 11 14 15 18 19 22 23 26 27 30 31 we see at the end 30 and 31. ONE OF THESE IS ODD, AND ONE OF THESE IS EVEN. This means that with these two values only, you can create ANY even-odd type combo and keep max power. Which means that on Netbattle, you can get any Hidden Power you want by sacrificing no more than one stat point in each stat. How cool :) This is why Hidden Power is abused so much. Which brings me to the next part, HP 70s. A chart which you can find at a number of places, and now I'll propagate the species by putting it in here. These are just the different 30-31 IV combos you can use to get any given Hidden Power in Netbattle. Note that not all of the possible 30-31 IV combos are listed here; the ones that have less IVs than other are left out. For example, if one IV combo is 30/30/31/31/31/31 and another IV combo is 30/30/30/31/31/31, for the same Hidden Power type, the second one would be left out. ================== 6c. HP 70 listings ================== hehe copy and paste straight out of blueshirt's moveset guide :) Remember, DV is another name for IV. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~Excerpt-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Any DV of 31 can be replaced by any other number which is equivalent to 3 mod 4, or 3/7/11/15/19/23/27. - Any DV of 30 can be replaced by any other number which is equivalent to 2 mod 4, or 2/6/10/14/18/22/26. - DVs are listed in the following order: HP, Att, Def, Speed, SA, SD. - The most commonly used DV is marked with a ***. By most commonly used, one generally takes into account the most likely archetype of such a poke (namely, a poke using HP Bug probably wants more Att DVs and is willing to sacrifice SA DVs to get so). - Any "dominated" DV combinations have been excised. HP Fighting 70 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 31,31,30,30,30,30 *** 30,30,31,30,30,30 HP Flying 70 ¯¯¯¯¯¯¯¯¯¯¯¯ 31,31,31,30,30,30 *** 30,30,30,31,30,30 <--use this for Jolly Aerodactyl, to counter Timid Jolt. HP Poison 70 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 31,31,30,31,30,30 *** 30,30,31,31,30,30 lol HP Poison HP Ground 70 ¯¯¯¯¯¯¯¯¯¯¯¯ 31,31,31,31,30,30 *** 30,30,30,30,31,30 HP Rock 70 ¯¯¯¯¯¯¯¯¯¯ 31,31,30,30,31,30 *** 30,30,31,30,31,30 HP Bug 70 ¯¯¯¯¯¯¯¯¯ 31,31,31,30,31,30 *** 31,30,30,31,31,30 Go Pinsir. HP Ghost 70 ¯¯¯¯¯¯¯¯¯¯¯ 31,31,30,31,31,30 *** 31,30,31,31,31,30 HP Steel 70 ¯¯¯¯¯¯¯¯¯¯¯ 31,31,31,31,31,30 *** 31,30,30,30,30,31 HP Fire 70 ¯¯¯¯¯¯¯¯¯¯ 31,30,31,30,30,31 *** 31,31,30,30,30,31 The only things which use HP Fire are Grumpig and Sunnybeam anyway. HP Water 70 ¯¯¯¯¯¯¯¯¯¯¯ 31,31,31,30,30,31 *** 31,30,30,31,30,31 <-- note the 31 speed for Timid Jolt HP Grass 70 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 30,31,31,31,30,31 31,31,30,31,30,31 *** 31,30,31,31,30,31 HP Electric 70 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 31,31,31,31,30,31 *** 31,30,30,30,31,31 30,31,30,30,31,31 HP Psychic 70 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 31,30,31,30,31,31 *** 31,31,30,30,31,31 30,31,31,30,31,31 Go Unown. HP Ice 70 ¯¯¯¯¯¯¯¯¯ 31,31,31,30,31,31 *** 31,30,30,31,31,31 <-- again, 31 in Speed for Timidjolt. 30,31,30,31,31,31 HP Dragon 70 ¯¯¯¯¯¯¯¯¯¯¯¯ 31,31,30,31,31,31 31,30,31,31,31,31 *** 30,31,31,31,31,31 HP Dark 70 ¯¯¯¯¯¯¯¯¯¯ 31,31,31,31,31,31 *** Hehehehe. If I had a nickel for every time someone accidentally used HP Dark because they forgot to change their DVs, I might have a dollar or two. ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~End of Excerpt-~-~-~-~-~-~-~-~-~-~-~-~-~-~- One more note: If you're using a special sweeper with a Hidden Power, and you want to lower its Attack to reduce confusion damage, you should use an Attack IV of 2 or 3 instead of zero because 2 and 3 activate their power Ps whereas zero does not. Oh, yeah, one MORE thing. Even though Hidden Power can be any type (except Normal), the moves Counter and Mirror Coat always treat it like a Normal-type move. So Counter will always work on Hidden Power and Mirror Coat will always fail. This WILL result in your HP Ice Zapdos getting KO'd by Donphan's Counter at least once. /~~~~~~~~~~~~~~~~~~~~\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7. Other Stuff ~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ \~~~~~~~~~~~~~~~~~~~~/ Little stuff that falls under mechanics has been thrown in here. ==================== 7a. Weird evolutions ==================== Pokemon that evolve by some way other than level up. Stones- These pokemon evolve when you use an 'elemental' stone on them. These Pokemon evolve when you use a Fire Stone on them: Growlithe > Arcanine Eevee > Flareon Vulpix > Ninetales These Pokemon evolve when you use a Water Stone on them: Poliwhirl > Poliwrath Shellder > Cloyster Staryu > Starmie Eevee > Vaporeon Lombre > Ludicolo These Pokemon evolve when you use a Leaf Stone on them: Gloom > Vileplume Weepinbell > Victreebel Exeggcute > Exeggutor Nuzleaf > Shiftry These Pokemon evolve when you use a Thunderstone on them: Eevee > Jolteon Pikachu > Raichu These Pokemon evolve when you use a Moon Stone on them: Nidorino > Nidoking Nidorina > Nidoqueen Clefairy > Clefable Jigglypuff > Wigglytuff Skitty > Delcatty These Pokemon evolve when you use a Sun Stone on them: Sunkern > Sunflora Gloom > Bellossom Trades- These Pokemon evolve when traded. These Pokemon evolve when traded: Haunter > Gengar Machoke > Machamp Kadabra > Alakazam Graveler > Golem These Pokemon evolve when traded while holding a Metal Coat: Scyther > Scizor Onix > Steelix These Pokemon evolve when traded while holding a King's Rock: Poliwhirl > Politoed Slowpoke > Slowking Other items: Seadra > Kingdra when traded with a Dragon Scale. Porygon > Porygon2 when traded with an Upgrade. Clamperl > Huntail when traded with a Deepseatooth. Clamperl > Gorebyss when traded with a Deepseascale. Happiness- These Pokemon evolve when their Happiness is maxed out. Note that if a Pokemon is traded its happiness resets to neutral. Smoochum > Jynx Igglybuff > Jigglypuff Magby > Magmar Elekid > Electabuzz Togepi > Togetic Chansey > Blissey Golbat > Crobat Azurill > Marill Cleffa > Clefairy Odd- These are Pokemon that evolve under unusual conditions. Eevee > Umbreon: In Ru/Sa only, max out Eevee's happiness and gain a level IN THE AM. There's a bit of a controversy right now about the other games, different sites have different info, but I'll try and get that information sorted out for you. Eevee > Espeon: Same deal, except evolve IN THE PM. This is not a typo, yes I am aware of what I'm saying, Espeon in the PM and Umbreon in the AM. Argue and die. Tyrogue > Hitmon*: Tyrogue evolves at level 20 into Hitmonlee if his Attack stat is higher than his Defense stat, Hitmonchan if his Defense stat is higher than his Attack stat, and Hitmontop if they're both the same. Wurmple > *coon: It's random. Actually, I was flipping through a player's guide at Wal-Mart and it said that it was somehow tied in with the game clock, but it was such a complex tie that it might as well be random. So, whatever, nobody cares about Beautifly or Dustox anyway. Shedinja: Evolve Nincada when you have a free space in your party. Nincada will evolve into Ninjask as normal, but Shedinja will appear in the free space with the same moves that Ninjask has. So yes, you get two for one, which combined with Sheddy's Pokedex entry IMO proves that Shedinja does not really evolve from Nincada but is instead a distinctly different species (but who really cares anyway). Feebas > Milotic: Max out Feebas' contest stat 'Beauty' with Dry tasting Pokeblocks and then raise it a level. To accomplish this, it helps to have a +Sp.Atk nature. Don't even try it with a -Sp.Atk nature. If you want to know more, there is a pretty good Feebas/Milotic guide on Gamefaqs, so just look there! =============================== 7b. Pokemon-specific Hold Items =============================== Light Ball- Doubles Pichu and Pikachu's Sp.Atk (no Raichu). If you give a Female Pikachu a Light Ball and breed it with a male Pikachu or a Ditto then the baby Pichu will have a move called Volt Tackle (Power 120-Accuracy 100-1/3 recoil). Stick- Raises Farfetch'd's critical hit ratio. Thick Club- Doubles Cubone and Marowak's effective Attack during battle. Ouch. Metal Powder- Multiplies Ditto's Defense and Special Defense by 1.5x. Deepseatooth- Doubles Clamperl's Sp.Atk. Deepseascale doubles Clamperl's Sp.Def, but no one uses that. Lucky Punch- Raises Chansey's critical hit ratio (no Blissey). Better than the Stick at least :* ================ 7c. Common Rates ================ Okay, these are just various rates for things. Paralysis has a 25% chance of immobilizing the target. Attraction has a 50% chance of immobilizing the target. Confusion has a 50% chance of immobilizing the target. Quick Claw has a 24% chance of activating. Leech Seed takes 1/8 of the target's HP each turn. Leftovers restores 1/16 of the holder's HP each turn. Shell Bell restores to the holder 1/8 of the damage done when they attack. Sandstorm/Hail/Shadow Sky takes 1/16 of the pokemon's HP each turn. Normal Poison takes 1/8 of the target's HP each turn. Toxic takes 1/16, 2/16, 3/16, 4/16, 5/16, 6/16, etc. HP each turn. Fire Spin/Whirlpool/Wrap etc. take 1/16 of the target's HP each turn. Set Damage Moves- Sonicboom does 20 damage. Dragon Rage does 40 damage. Night Shade and Seismic Toss do the user's level in damage. Psywave does randomly from .5 to 1.5 of the user's level in damage. HP Moves- (Thanks to a_v's guide on IGN for these) Water Spout and Eruption work on this formula: Remaining HP * 150 / Max HP = Power But the power can't be lower than 1. In simpler terms, multiply your current percentage of HP by 150 to get your power. So if you're at 50% HP then the power of Water Spout is 75. Reversal and Flail work on this formula: Remaining HP * 48 / Max HP and then you take that number and look at this chart to find the power of your move: ----------------------- Result Base Power ----------------------- 0 - 1.9999 200 2 - 4.9999 150 5 - 9.9999 100 10- 16.999 80 17- 32.999 40 33+ 20 ----------------------- Analysis on this formula yields these results: --------------------------------------------------- If you have _LESS_ than this much HP: You have this base power: --------------------------------------------------- 4.16667% (1/24 of max) 200 10.4167% (5/48 of max) 150 20.8333% (5/24 of max) 100 35.4167% (17/48 of max) 80 68.75% (33/48 of max) 40 If you have 68.75% or more then it's only power 20. --------------------------------------------------- So if that helps at all. Critical Hit rate- (Thanks to a_v's guide on IGN for these as well) First, find the result of this formula. PEI means Pokemon Exclusive Item (like Stick), SL means Scope Lens, HCHR means High Critical Hit Ratio, and FE/L means Focus Energy/Lansat (you can't have both). 1 + (PEI * 2) + (SL * 1) + (HCHR * 3) + (FE/L * 1) Each of these variables equal 1 if activated and 0 if not activated. For example, having a Stick on a Farfetch'd activates PEI, making the result of the formula 3. If that Farfetch'd then used Slash, a move with a high-critical hit ratio, the result of the formula is 6. Anyway, once you know the result of the formula, look at this chart to find your CH rate. -------------------------- If you have Then you have this number this CH rate -------------------------- 1 6.25% 2 12.5% 3 25% 4 33.2% 5 or higher 50% -------------------------- Return/Frustration- The max power is 102. The formula is Happiness Points/2.5 or for Frustration, (255 - Happiness Points) / 2.5 where you can't have more than 255 happiness points. The problem is that you never know exactly how many happiness points you have. However, if you just traded the pokemon, its happiness resets to neutral. I would assume this 'neutral' to be 127 happiness points, or a Return with power 50. It is possible to have 0 happiness points, by the way. A quick sidebar: Slash will NEVER be better than a max power Return. Let's take a mundane example first: Your Ursaring can either have Slash or Return. Well, Slash has a 33.2% chance of a CH while Return only has a 6.25% shot. This means that Return has an average power of over 108 per turn while Slash has an average power of around 93 per turn. This means that in the long run, Return will do about 16% more damage than Slash. Now let's take an extreme example: you give Farfetch'd a Stick, and Skill Swap Serene Grace onto him. His CH ratio with Slash is now 100%. However, his Return CH ratio is still a cool 50%. This means that Slash has an average power of 140 per turn, while Return has an average power of 153. So Return is 9% better. The maths do not lie. Oh and don't say 'well if you give him a Scope Lens instead of a Stick then Slash if better' because why would you give him an inferior item in the first place? However (and this is a big however), in-game it may not be possible to get a max power Return for your pokemon. In these cases, I guess Slash could be usable. I'd still prefer Body Slam or Double-Edge though, by a wide margin. Rollout- Rollout's respective powers are 30, 60, 120, 240, and 480. Using Defense Curl immediately before starting a Rollout doubles those powers. Magnitude- Magnitude has these powers: ----------------- Magnitude! Power ----------------- 4 10 5 30 6 50 7 70 8 90 9 110 10 150 ----------------- Thus Magnitude has a 2/7 chance of being more powerful than Earthquake. Statistically, Earthquake does 37% more damage than Magnitude in the long run. |-------Serene Grace doubles the rates for everything following:-------| Hey, that reminds me. Serene Grace is an ability that doubles the chances of any added effects FOR THE POKEMON WITH SERENE GRACE ONLY. IT DOES NOT TRANSFER TO YOUR PARTNER IN A DOUBLE BATTLE. The critical hit ratio we've already discussed, but Serene Grace does double the chances of a critical hit. Flamethrower/Thunderbolt/Ice Beam/Fire Punch/Thunderpunch/Ice Punch have 10% chances of their added effects. Fire Blast/Blizzard have a 10% chance of their added effects. Thunder has a 30% chance of Paralysis. Sludge Bomb has a 30% chance of poisoning the target. Effect Spore/Poison Point/Cute Charm/Static/Flame Body have 30% chances of activation. (Well technically Serene Grace doesn't double the chances of abilities' effects but I had to put these somewhere) Headbutt/Rock Slide/Rolling Kick/Bite have 30% chances of flinching the target (assuming you're faster of course). Rock Smash has a 50% chance of dropping the target's Defense. Psychic has a 10% chance of dropping the target's Sp.Def. Shadow Ball has a 20% chance of dropping the target's Sp.Def. ========== 7d. Deoxys ========== Deoxys is a pokemon that shifts forms depending on which version of the game it is in. In Ruby/Sapphire/Colosseum/XD, it is known as Deoxys and its Base stats are 50 HP/150 Atk/50 Def/150 Spd/150 SA/50 SD In FireRed it is known as Deoxys-FR(or Attack Deoxys) and its Base stats are 50 HP/180 Atk/20 Def/150 Spd/180 SA/20 SD In LeafGreen it is known as Deoxys-LG(or Defense Deoxys) and its Base stats are 50 HP/70 Atk/160 Def/90 Spd/70 SA/160 SD In Emerald it is known as Deoxys-E(or Speed Deoxys) and its Base stats are 50 HP/95 Atk/90 Def/180 Spd/95 SA/90 SD But that's basically it to Deoxys. ========================= 7e. Level Up growth rates ========================= The most useless thing in the game to know is this. Level up rates. Anyway there are four level up groups for which the rates are known and two groups for which the rates are not known. =Quickly= .8L^3 =Medium= L^3 =Medium-Slow= 1.2L^3 - 15L^2 + 100L - 140 =Slow= 1.25L^3 where L is the level, and the result of the formula is the experience needed to get to that level. ^3 means cubed, and ^2 means squared, in case you hadn't heard this unnecessarily explained enough. There are also Fluxuating and Erratic groups for which the formulas are not known. However, we do know that to get to level 100 they take 600,000 exp. and 1,500,000 exp. I'm not sure which is which, but does it matter? ============= 7f. 2v2 Stuff ============= In 2v2 battling, a lot of stuff is different. There are three principles you need to know: 1- Any move that only hits both enemies has its power halved 2- Any move that hits everyone on the field keeps its normal power 3- Light Screen and Reflect reduce damage taken by 2/3 instead of by 1/2 That's it. If you want to know more just check out shiny zangoose's 2v2 guide. =========== 7g. Weather =========== There are four weather effects in the pokemon series, and they have lots of effects. Sunny Day- 1. Raises the power of Fire moves by 1.5x 2. Cuts the power of Water moves by 1/2. 3. Makes Solarbeam a one-turn move. 4. Cuts the Accuracy of Thunder to 50%. 5. Doubles the current effective Speed of pokemon with the Chlorophyll ability. 6. Makes pokemon with the Forecast ability Fire-type. 7. Makes Weather Ball a power 100 Fire-type move. 8. Makes Moonlight and Morning Sun restore 3/4 of the user's max HP. Sunny Day does NOT cut the power of Thunder, I don't care what you've heard. Rain Dance- 1. Raises the power of Water moves by 1.5x 2. Cuts the power of Fire moves by 1/2. 3. Cuts the power of Solarbeam to 60. 4. Makes Thunder have perfect accuracy. (Perfect, not 100%) 5. Doubles the current effective Speed of pokemon with the Swift Swim ability. 6. Restores 1/16 HP to pokemon with the Rain Dish ability. 7. Makes pokemon with the Forecast ability Water-type. 8. Makes Weather Ball a power 100 Water-type move. 9. Makes Moonlight and Morning Sun restore 1/4 of the user's max HP. Sandstorm- 1. Hurts all pokemon with 1/16 HP unless they are Rock/Ground/Steel types or have the ability Sand Veil. 2. Cuts the power of Solarbeam to 60. 3. Makes Weather Ball a power 100 Rock-type move. 4. Doubles the current effective evasion of pokemon with the Sand Veil ability. 5. Makes Moonlight and Morning Sun restore 1/4 of the user's max HP. Hail- 1. Hurts all pokemon with 1/16 HP if they are not Ice types. 2. Cuts the power of Solarbeam to 60. 3. Makes Weather Ball a power 100 Ice-type move. 4. Makes Moonlight and Morning Sun restore 1/4 of the user's max HP. Hail does NOT raise the accuracy of Blizzard, or power up Ice moves. ================= 7h. Move Priority ================= This section deals with the 'priority' of moves. You see, a faster pokemon will normally move before a slower pokemon. However, if the slower pokemon uses a move with boosted priority, like Quick Attack, OR if the faster pokemon uses a move with negative priority, like Revenge, the slower pokemon will move first, because move priority overrides speed advantages. For example, if my Trapinch uses Quick Attack, and your Ninjask with 2 Speed Boosts, and a Quick Claw activation, uses Aerial Ace, my Trapinch will still move first because my move had a higher priority than yours. If we are both using Trapinches, and we both use Quick Attack, the faster one will move first. If one of us happens to get a Quick Claw activation on this turn, they will move first. If it turns out that we are both the same speed, it will be a 50/50 coin flip who moves first. Anyway, here is a basic list borrowed from a Smogon thread. I haven't tested it thoroughly yet, but it looks fine. -------------------------------------------------------------- +6 | Helping Hand +5 | Snatch and Magic Coat +4 | Follow Me +3 | A user of Focus Punch will begin to start focusing... +2 | Protect, Detect, and Endure +1 | Quick Attack, Mach Punch, Extremespeed, and Fake Out == | Every single move not mentioned here including Sleep Talk -1 | Vital Throw -2 | Focus Punch OH NOOOO!!!!! -3 | Revenge -4 | Counter and Mirror Coat -5 | Roar and Whirlwind -------------------------------------------------------------- Anyway, to sum up what I've already said. A higher priority move will ALWAYS go before a lower priority, no exceptions. Speed only applies when two or more pokemon are using moves that are in the same speed bracket. But something interesting is that apparently you can use Sleep Talk to effectively bump up the priority of -speed moves. For example, a Crobat could switch into an enemy Spore or Sleep Powder, and use Sleep Talk. If the Crobat had only two moves, Sleep Talk and Whirlwind, and it used Sleep Talk, the move would have no choice but to select Whirlwind. Since Sleep Talk is a normal priority move, the 'randomly' selected Whirlwind is bumped up to normal priority, and Crobat's lighting speed takes over. Crobat is fast enough to Whirlwind out foe after foe while they can do nothing about it because they aren't fast enough. Now imagine pairing this with Spikes. (hehehehehe) More of a novelty, but it gets the point across about Sleep Talk. Sleep Talk, however, will not work to bump up Focus Punch. In-game, if Sleep Talk randomly chooses Focus Punch, the move will 'fail'. On netbattle though, Sleep Talk will simply never pick Focus Punch randomly (so a set of Sleep Talk + Roar + Focus Punch would still always pick Roar, at least on Netbattle). ======================= 7i. End-of-turn effects ======================= This is a list of the order in which end-of-turn effects like Burn, Leech Seed, and Doom Desire will occur. I borrowed the basic frame for this list from Smogon, but tested it and corrected it, resetting the Pinch Berry location and adding the Yawn location. ~ Tier 1 -------------------------- A - Reflect wears off B - Light Screen wears off C - Safeguard fades Tier 2 ------------------ A - Wish activates Tier 3 ----------------------------------- A - Hail, Sandstorm, Rain, and Sunlight remind you that they are active (or maybe they will fade now), and Hail and Sandstorm will do their damage. Tier 4 ------------------------------------------------------------------------- A - Shed Skin heals the user B - Ingrain recovers HP C - Leftovers D - 'Pinch Berries' like Ganlon and Salac go into effect if the user's HP is <= 25% at this point; if the holder's HP is not <= 25% at this point, but goes under later, because of something like Leech Seed, the berry will not activate this turn. E - Leech Seed F - Burn, Poison G - Wrap Tier 5 ------------------------------------- A - Yawn (puts the opponent to sleep) Tier 6 --------------------------- A - Doom Desire, Future Sight ~ Now the idea is that something a tier above something else will always go before it, but within the tiers, speed comes into play. That is, Wish will always activate before a Sandstorm tears into you, because Wish is a tier above Sandstorm. However, if a fast pokemon is burned, it will incur Burn damage before a slower pokemon gets its Leftovers recovery. So the 'speed' compared for these end-of-turn effects is usually that of the afflicted pokemon or the holder of the item. There's really not too much more to say... =========================== 7j. Specific move mechanics =========================== Just various mechanics for moves that might be confusing, or little known effects of moves. - A. Substitute mechanics 1. Substitute takes 1/4 of your maximum HP. If your maximum HP is not divisible by 4, it takes 1/4 of the number that is divisible by 4, that is immediately lower than your max HP. Thus if you have a max of 299 HP, substitute will take 74 HP. 2. The HP taken is placed in a 'substitute' which will take attacks for you. If you are attacked, the substitute takes the attack instead of you. Thus you cannot take damage while you have a substitute up. 3. The substitute has your type and defensive stats. Thus a move that is 'super-effective' on you is super-effective on your substitute as well. 4. When the damage done to the substitute meets or exceeds its HP, it will 'break' and you can no longer use it. 5. If a move hits multiple times, and the substitute breaks in the middle of the attack, the attack may continue hitting, and thus you will directly take damage. This is the only way you can directly do damage to a pokemon with a substitute. 6. Substitute also blocks several things. - Status effects (poison, Toxic, burn, sleep, etc.) - Leech Seed - Mean Look - Confuse Ray - Moves and abilities that drop your stats (Intimidate, Screech, etc.) - Knock Off/Thief/Covet/Trick's effect of making your pokemon lose its item - Rapid Spin's extra effects 7. Substitute does not block a few important things though. - Skill Swap/Role Play/Trace - Encore - Attract - Roar/Whirlwind - Haze 8. HP restoring moves/items and pre-existing status effects will affect the pokemon directly and not its substitute. 9. If you Baton Pass a substitute, it will keep the original creator's HP, but will get the recepient's type and defensive stats. - B. Rapid Spin mechanics Rapid Spin blows away Spikes. It also cancels out any vortex moves used on the Spinner, namely, Wrap, Whirlpool, Fire Spin, Bind, etc. It also blows away Leech Seed. HOWEVER, none of these effects work against a Ghost type, or against a pokemon with a substitute up. - C. Snatch mechanics Snatch always goes first. What it does is steal any move that only affects the pokemon that used it (namely, stat moves). These include Calm Mind, Light Screen, Substitute, Swords Dance, Recover and Rest. It will not Snatch Protect or Endure though. It only affects the first pokemon to use a stat move that turn (so if Ninjask uses Substitute the same turn Slowbro uses Calm Mind, you'll steal the substitute). Snatch can and will steal something from your partner in a 2v2 match. Finally, Snatch cannot steal Speed Boost, or other such things (eg a Meteor Mash attack boost). - D. Assist mechanics Assist will randomly use a move that one of your other party pokemon has. So it's like Metronome, but restricted to the twenty moves of your other five pokemon. It will never choose Sketch though. - E. Sketch mechanics Sketch will permanently copy the move that the target used last. This might be obvious, BUT!!! Sketch cannot be Mimic'd, or chosen by Assist or Metronome, or Sketched (lol). - F. Transform mechanics When a pokemon transforms, it retains its own IV and EV values. However, it changes its Base Stats and ability to those of the pokemon it transforms into. But it doesn't change its HP, that stays the same. So yes, you can transform into Shedinja and keep your higher-than-one HP. I have done it. This applies to all pokemon that can use Transform (namely, Mew/Smeargle/Ditto). - G. Baton Pass mechanics Baton Pass passes all stats and invisible status. This includes: Stat boosts Stat drops Substitute Mean Look (both being Mean Looked, and using Mean Look yourself) Leech Seed Confusion Torment This does NOT include status like Paralysis, or Attraction. - H. Torment mechanics Torment keeps the opponent from using the same move twice in a row. It stays until the Tormented pokemon switches. It will NOT cancel an opponent's move if they had used it last turn (eg Gengar can't switch in on a Snorlax Return, use sub to block the first Shadow Ball, then Torment to stop the Shadow Ball that's almost certainly coming). - I. Taunt mechanics Taunt keeps the opponent from using any non-attacking moves for 2 turns. That is, the turn you use it and the turn after. This is how Tyranitar sets up Dragon Dances against a Mean Looked Skarmory. Taunt WILL stop non-attacking moves that were used on the same turn, assuming the Taunter is faster (and against a Roarer, the Taunter is always faster). - J. Imrison mechanics Imprison keeps all pokemon in the opponent's party from using a move that the Imprisoner knows, until the Imprisoner switches or dies. How annoying. Like those AIs in Colosseum/XD that pair an Imprison/Ice Beam Dusclops with five Dragon types. Ugggh. - K. Beat Up mechanics (Can't believe I forgot this) Don't laugh, Houndoom uses this to beat up Blisseys. The damage from Beat Up is calculated this way: It's a standard damage calculation, and the power of the move is 10, but the attacker's attack power (the A) is equal to each pokemon's BASE PHYSICAL ATTACK and the defense of the target (the D) is that pokemon's BASE PHYSICAL DEFENSE. So, for example, Houndoom (Base 90 Attack) uses Beat Up on Blissey (Base 10 Defense). So his attack does ((( 42 * 90 * 10 ) / 10 ) / 50 ) + 2 * 1.5 (STAB) = ~115 and the same goes for each other living pokemon in the attacker's party, with their own base Attack for the A. So if you have Slaking (base 160 Atk) and Metagross (base 135 Atk) and Salamence (base 135 Atk) and Breloom (base 130 Atk) and Aerodactyl (base 105 Atk) as the other pokemon in your party, you will really do a load of damage against someone like Blissey or, well... Blissey is really the only one. You might slip one past Alakazam or Jynx, but don't count on it. Some other notes about Beat Up: STAB applies, but type advantages do not. Also, if you use Beat Up on your own partner in a 2v2 battle, they will hit themselves. The randomization factor (the R/255) is skipped entirely for Beat Up too. - L. Doom Desire and Future Sight Mechanics Doom Desire is power 120 with 85% accuracy. Future Sight is power 80 with 90% accuracy. Doom Desire is a Steel type move and Future Sight is a Psychic type move. However, their type has no effect in battle. They are super-effective against nothing and ineffective against nothing. So Future Sight will hit Fighting types and Dark types with exactly the same amount of damage. STAB does not apply for these moves either. However, the applicable attacking stat still applies (Doom Desire runs off ATTACK and Future Sight runs off SP. ATK). They hit at the end of the turn, after any Leftovers have been applied. This means that several things don't work against these moves, including Destiny Bond, Grudge, Counter/Mirror Coat, Protect, and Endure. When calculating damage for these moves, the [R/255], the 'randomization' part of the formula, is skipped entirely. They both hit Shedinja, despite not being "super-effective" against him. They do not activate the holder's Shell Bell. They cannot be stacked. That is, you can't have two of these out against the same pokemon at the same time. Even in a 2v2 battle, you can't use two of these moves against the same pokemon. You can use one of these moves against each of your opponent's pokemon, but you can't have two out against the same pokemon (even if you use it with two different pokemon). Using two different moves against the same pokemon makes no difference (using Future Sight and Doom Desire against the same pokemon will still fail). ----- If you can think of any other moves that should go in here, give me a yell. =========== 8a. Credits =========== Thanks to the following: God (you rock, dude!) for always being there for me (lol) My Grandpa for being cool like that Serebii.net because that's where I was weaned on Game Mechanics. THE place to go for in-game players. Netbattle for being cool, and inadvertently telling me about the effects of Reflect/Light Screen in a double battle. Fog on Netbattle for telling me about the rates of Fire Blast/Blizzard. Marek14 for informing me of a small error (I called a hyperbola a parabola). particle_theorist for reminding me about priority moves. The people from Smogon for being very useful indeed and having lots of data for me (WAY too much to list, but some of the key things included most of the data used in the entries in the 'specific move mechanics' section, the breeding method that allows you to set your nature/gender/ability, Quick Claw/Metal Powder mechanics, and Rollout). blueshirt32's Moveset guide because that's where I got the HP 70 listings. Special thanks to albino_vulpix's Formulae guide on IGN. I've never been to IGN, but when I Googled 'How do Water Spout and Eruption work?' and hit [I Feel Lucky], sure enough, it popped up with the answer. It also had the formulae for Flail/Reversal, Critical Hit rates, and Confusion damage, so I immediately incorporated those into my guide. Thanks. Gamefaqs for being the first site to host this guide, and being generally cool. And finally, uber special thanks to egervari. His _USELESS_ mechanics guide was the sole inspiration for me to write this one. I couldn't have done it without you man :) Although, to give him credit, I got info on the Macho Brace from his guide. ================ 8b. Contact Info ================ If you find something I missed, or something that I didn't put in the guide, or think I did a poor job of explaining something, or found a typo, or if you just have a suggestion, or ESPECIALLY if you think I'm wrong somewhere, you can email me at [email protected]. Note that I don't have home internet access, so it may take a few days or more for me to get back to you. If you help out with this guide in any way I will put you in the credits, if you include your screenname. If you have the rare ability and requisite interest to rewrite confusing articles, and you apply that ability to this guide, any submissions will be given serious consideration, and credit will be given in abundance. I know I'm not the greatest author in the world and sometimes I can be confusing. So thanks. By the way, please check Gamefaqs.com for the latest version of this guide before contacting me. If you don't, and you email me about a problem I've already fixed, I won't be mad, but I will be DISAPPOINTED. ================== 8c. Copyright Info ================== This guide is Copyright 2006 Rain_Dance. Please don't steal it and claim it as your own, or rip off major sections of it. Don't make any money off of it whatsoever. However, I have no problem if you want to post it on your website. The public has a right to quality information and as such, I hereby give ANYONE the authority to post this guide anywhere on the internet. Just please please PLEASE don’t try to make any money off of it. It doesn’t matter if you do try, because I wouldn’t have the means or the interest to hire a lawyer and sue you, but just for the sake of the public good, DON’T CHARGE MONEY. And please TELL me you're putting it on your site. If you want to take anything from this guide and incorporate it into one of your own, I don't care. Just please credit me and this guide. Now here's my part. I don't own Pokemon or any of the Pokemon related game mechanics or items or moves or any of the pokemon. I had nothing to do with the making of the game and I wrote this guide 50% from memory and 50% from research. All trademarks and copyrights contained within this document are owned by their respective trademark and copyright holders. Which according to the opening credits of the game is Nintendo/Creatures/Game Freak/Pokemon. So there. --- .___. (O,O) (```) -O-O--- Beware of the Owl