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It is learnable by almost any Pokémon, but it varies significantly between almost any two Pokémon with almost complete certainty, there being a 1 in 256 chance of two Pokémon having the same Hidden Power at random. Lilligant is common to bring some Special Attackers into the team, whereas Leafeon is much more common, has decent Attack and great Defense.
And, of course, so is any Pokémon that is Shiny that cannot be obtained from the game in question i. For north, 1HKO sometimes OHKO implies a one-hit win. Make A Secret Base All around Hoenn, you'll find a few different types of suspicious-looking things. There were a few things that were missing such as Cosplay Pikachu's exact location, the news of being able to get Lati s after Norman, and a few other minor details also catching Magikarp at Level 15 didn't seem to be possible but I digress I might've been unlucky. Several moves ignores this, though - Perish Song, Clear Smog, and Haze. Don't ask me for the details, I know nothing. They nonetheless still need to hold a species-specific item the Blue and Red Orbs, respectively. Affection is very visible, but - aside from a few in-game benefits and the evolution of Eevee to Sylveon - nigh useless and simply a symbolic stat if anything. And also see how the same Fire-type move would likely deal less damage to a Water Pokémon? In the case of multitarget moves, such as is the case with Dark Void, it's like the Magic Coat Pokémon using the move themself. Set Your Profile When you go online and do things like Wonder Trade, or even if you just pass by a fellow Pokémon trainer, they can check out your profile.
To top it off, there are numerous reports of Shiny Pokémon being easier to get if you're at a higher search level. Just like Regirock, Regice, and Registeel, catching Regigigas is also a bit complicated. Thus, it will never fall under 60, but can go further. There are a certain set of moves that will have a priority that will differ from most moves, allowing them to go first or last or the like.
Pokemon Omega Ruby and Alpha Sapphire: Postgame Walkthrough - Before starting the game, players are presented with a menu which allows them to begin a new quest a game , continue a previous quest, or change the speed in which messages appear on the screen.
Winner of GameFAQs's FAQ of the Month award for the month of November 2014! A huge thanks goes out to all who helped with the earning of this award! This guide is available alongside a number of maps, images, and videos to further enhance your guide-using and gameplay experience! Of course, if you can't pay for the Gamer Guides experience, or simply do not wish to, you are welcome to use the free version here! While I do write all of my guides for free, it does take a lot of time and effort to put them together. If you're feeling generous and want to show your appreciation, I am gladly accepting donations. I don't know exactly what the donations will be used for, but just know that you would definitely be helping me make more quality FAQs! Even the smallest donation amounts are appreciated, and they are a great way to say how much you appreciate the work I do. If you do decide you'd like to donate, please send the donations through PayPal at the e-mail address listed below. Thank you so very much for at least considering this!! Hello, and welcome to my first 3DS FAQ in a good, long while although I kept working on it and refining it regularly throughout the summer and fall. This FAQ covers the latest release in the mainstream Pokémon series, Pokémon Omega Ruby and Pokémon Alpha Sapphire. They are two particular games that I have a lot of emotion tied to. For one thing, Pokémon Sapphire was the first Pokémon game I ever owned. I played through it so many times back then as a mere elementary schooler. For reference, I am now 18 and a senior in high school - I've been playing Pokémon for about ten years now. It was quite a time, too, especially when I expanded onto Pokémon XD and to - my favorite series what, surprised? I have a lot of attachment to the Pokémon series... I have evolved, as you could say, from a child, ignorant of games beyond Final Fantasy and Mario, to one who has played and FAQed! Because of my playing of Pokémon Green Pocket Monsters Midori , I was more mentally capable to expand into the Japan-only games I now write FAQs for on the GameBoy and NES and other consoles with a relative regularity. I think you get the picture: I have a lot of attachment and thanks to give to the Pokémon series, all thanks to Ruby and Sapphire. The best of both worlds, so to speak - no one here will be utilizing everything altogether, but everything here will be something someone looks at once! All of my mindless babbling aside, I hope you enjoy my FAQ as you refamiliarize yourself with Hoenn! When you use the Basics section, keep in mind what it entails: there is a LOT on that Table of Contents, a lot of competitively-relevant info. I mostly chose to include a few of the following sections on the Controls and Save Data for the sake of their common usage: people tend to look these things up most often for whatever reason. That aside, most of the other stuff - like how to operate menus and the like - is in the game's e-manual. What this section does is operate on a different level. These sections will mostly analyze the game from one of three aspects: the mechanical aspect such as the formulas for damage , the competitive aspect playing Pokémon very well against other well-versed players , and a mixture thereof. If you do not plan on playing against other people competitively or do not plan on playing in the Battle Maison for extended periods of time, do not bother using those sections. If you plan to play the game only to play the game, you'll be better off consulting the e-manual than this guide for the basic info. I do, of course, provide a that will help walk you through the game's plot, step by step, without this mechanic info. Move the Circle Pad slightly to sneak around. A Button Confirm choices. Investigate the tile ahead. B Button Decline choices. Press during Pokémon evolution to cancel said evolution. Hold when using the Acro Bike to pop a wheelie. Hold while on it and stationary to hop, and use B and the Circle Pad to quick-jump over certain gaps. X Button Open the menu. Y Button Open a menu to choose a registered Key Item for quick use. L Button Used to switch between the PSS, Super Training, and Pokémon Amie apps when using the PlayNav. Used to quickly go through item lists. Hold and tap a move in the move selection menu during battle to see its data. R Button Used to switch between the PSS, Super Training, and Pokémon Amie apps when using the PlayNav. Used to quickly go through item lists. Start Button Open a menu. This section mostly concerns the use of the save file. The original reason from the Generation I releases was so as to be able to name any Pokémon you get, just as an FYI. That file is saved whenever you choose to in the field, and only when you choose to barring the end credits and a few other instances. Thus, first and foremost, the main thing is to save often: usually, every town suffices for non-post-game stuff. The main reason for this section, really, is for those buying used copies of the game, as I get a lot of questions regarding this some months after the game's release. Yes, even though it is in the e-manual for the game. However, some file protection has been made so that it doesn't happen as often by little kids playing games or people screwing with you or the like; Pokémon Omega Ruby and Alpha Sapphire are included in this. To delete the current file so that you may start and save a new game , hold Up, B, and X as the game starts up from the Home Menu. Directions will then appear on-screen. Pokémon Omega Ruby and Alpha Sapphire, as one could probably guess, are the remakes of the GBA games Pokémon Ruby and Sapphire Versions, released some eleven or twelve years ago in 2002-2003, depending on whether you live in Japan or not. The latter, since most of you likely don't. Obviously, a number of changes have been made to the Pokémon formula since then. The exact details aren't known quite yet, but, in essence, you can be able to catch legendary Pokémon in these areas: so many that you'll be able to complete your legendary collection -- minus a few that aren't needed for the Pokédex diplomas, which means no event legendaries -- with just Pokémon X, Y, Omega Ruby, and Alpha Sapphire, and really just one of those if you can trade well! Like those, these battles are you versus five Pokémon, this time each Pokémon being owned by a Trainer. For the most part, the strategies and tactics remain the same: use widespreading moves, etc. The main significance of this addition is that it was expanded onto Trainers, that's about it. Some are merely superficial and used for differentiation - such as how female Pikachus have heart-shaped tails - and some are more critical - like the Deoxys or Rotom Formes. Getting up to speed on these may be helpful in deciding what you do when someone decides to Wonder Trade you one of those Pokémon, Rotom in particular. This type is weak to Poison and Steel, and is advantageous over Dark and Dragon. There are a number of new Fairy Pokémon - such as Florges, Sylveon, and Xerneas - though a few old favorites also became Fairy - such as Wigglytuff, Gardevoir, and Azumarill. This in particular affected the popular Metagross, who is now weak to Dark and Ghost. In some cases, such as the Regi Pokémon in Hoenn, these are still unreleased but programmed in... In any case, this Hidden Ability often can only be brought out through particular , but the benefits can be great. Speed Boost Blaziken, for example, is much better than Blaze Blaziken. The section has it all. There's also 100 TMs, not 50! It allows you to evolve a Pokémon mid-battle for only that battle; it must hold a species-specific item to Mega Evolve as well, and you must have the Mega Bracelet in this game. The advantages to Mega Evolution always include stat boosts, and sometimes even changes types or abilities. This in turn can dramatically alter your battle strategy. Mega Charizard X, Mega Charizard Y, and plain ol' Charizard, for example, all require VERY different tactics to use successfully. Primal Reversions are counted as separate from Mega Evolutions, so you can have a Mega Pokémon in addition to a Primal Pokémon. Triple Battles are like Doubles, but now three Pokémon are active per side; Rotation is like Singles, but you can do an instant switch to one of your two other Pokémon on the field and also have them still move. These Pokémon are exceedingly rare, at least back then: the odds were 1 in 8,192. Now, they are 1 in 4,096 doubled , and can be further increased through various methods. It's very convenient; check your manual for all of the neat functions! This kind of stuff is very critical to understand when desiring to compete against other people. Sure, Super Training is, in and of itself, not required to even touch for the main storyline, but at least it offers a number of nice rewards, like evolution stones! In over 99% of cases, this is purely for the fun of doing so: it's cute to be able to pet your Pokémon, isn't it? It creates a faux bond between you the Trainer and your Pokémon, something that would be necessary in the actual environ presented by the anime and manga. It will be useful in keeping up with day-specific and time-specific events by being able to reference them to your real-world time. There have been some slight alterations in Pokémon stats, and there are also nerfs in the power of critical hits such that they deal 50% extra damage, not double. There are hundreds of thousands of competitively versed trainers vying for the title of World Champion and the prizes it endows on the bearer of the title, the biggest of which is bragging rights for a whole year! That's cool, we all understand that. I think that covers all of the major ones that aren't plot-motivated. I think you all are caught up to speed if you haven't played a recent Pokémon game, then, huh? Okay, then, let's get rolling. Pokémon is itself a very technical game. Those familiar with the competitive scene of Pokémon need no real introduction to most of these terms, and most having played Pokémon in general will only need to give this a quick glance at times; however, everyone else should give this section at least a decent read-over, especially those of you who are new to Pokémon. There are several definitions here some of you may find surprising and in themselves immensely helpful to understanding Pokémon in general, and by far much more in-depth than what the game will likely ever yield unto you. For example, 1HKO sometimes OHKO implies a one-hit win. They are normally set-in from the time of encounter or hatching, although you can use Ability Capsules to change the non-Hidden Abilities of a Pokémon so long as it has two such Abilities. An Ability is a trait that a Pokémon has that gives it some kind of advantage or disadvantage in battle: some allow for extra damage, some reduce damage, some allow avoidance of attacks... The list goes on. In general, this can be seen as a percentage: for example, Stone Edge has 80 Accuracy so it could be seen as having an 80% hit rate. A move with a 100% hit rate is generally always going to hit. However, this is only when you assume that your accuracy has not been changed by certain moves or your foe's evasion. Certain moves - usually status moves, but a niche few others - will ignore accuracy and evasion entirely, and always hit. For the most part I wouldn't include it here, but there is one special confusion most people seem to have about this stat: AFFECTION IS NOT EQUIVALENT TO A POKEMON'S HAPPINESS. Affection denotes how affectionate they are towards you in regards to Pokémon-Amie, and Pokémon-Amie alone. This would normally seem insignifcant to note here, but misconceptions have occurred regarding it. If you mix up the definitions of Affection and Happiness, you'll notice a number of Pokémon evolutions not happening, a Footprint Ribbon never being earned as it should, and the damage of Return or Frustration being unusually low in either regard. Do not mix the two up. The only Pokémon that truly benefits from Pokémon-Amie in terms of evolution is Eevee when it is evolving into Sylveon. Attack will affect the damage dealt by certain moves: that is, physical moves. Physical moves are those that are designated as such by the game: you can use the section to check whether a move is Physical, Special, or Status in Class. Physical moves will use the user's Attack and the target's Defense in most cases to calculate damage. Base stats can range from 1 to 255 in a given stat. For most people, a base value of 110+ indicates that the Pokémon is good in that stat, though it all relates back to the Trainer's own strategy. In any case, the higher a base stat, the better for the user. Depending on the Pokémon, however, its actual strategic value may be skewed because of certain high base stats. For example, Shuckle's base 230 in Defense and Sp. This blue pentagon indicates that this Pokémon was born on Pokémon X, Y, Omega Ruby, or Alpha Sapphire as of this writing. This, to the general player, is relative assurance that the Pokémon is not hacked, as hacking methods for Pokémon are MUCH more prevalent on prior games. That said, it does not mean the Pokémon is not hacked: methods for cheating in Pokémon are very much available even on modern entries, though the prevalence is little right now. Blue pentagon Pokémon are typically allowed into the various tourneys and the like on these games. See the section for some more details. There are three classes: Physical, Special, and Status. Physical moves usually are based on the user's Attack and the target's Defense; Special moves are usually based on the user's Sp. This usually has no use. However, there are certain applications of it, such as contact attackers possibly being paralyzed by Pikachu's Static ability. Critical or just Crit : An attack that does 50% more damage than normal. When an attack is critical, it will be openly declared as such by the game. Defense will affect the damage dealt by certain moves: that is, physical moves. Physical moves are those that are designated as such by the game: you can use the section to check whether a move is Physical, Special, or Status in Class. Physical moves will use the user's Attack and the target's Defense in most cases to calculate damage. Under typical online battle rules and certain other rulesets, you must use four Pokémon total per side. This isn't the case for most in-game battles, though. Each Pokémon will give off a predetermined, constant set of EVs to the wielder to one or more of its six stats when you defeat it in battle. It would be best to see the section for the full thing. Stealth Rocks and Spikes, for example, will deal damage to the Pokémon owned by the foe that switch in. This has very serious implications at times. Common Pokémon for this include special Shiny Pokémon i. Japan and Korea get most of these distributions, too. This is usually accompanied by stat boosts, a better set of moves to learn, and so on. The exact conditions for evolution for every Pokémon can be seen in the section. By earning enough EXP. The actual purpose of having different Formes can vary. For example, with Pikachu and Venusaur, it is merely a visual thing. However, with Rotom, Giratina, Aegislash, Arceus, and Mega Pokémon in general, the choice of one Forme over another can have drastic consequences on the flow of battle. Formes can cause changes in stats or abilities or even type, so be sure to experiment! If it is male, it will have a blue circle with an up-right-pointing arrow in its status screen. If female, it will have a pink circle and a down-pointing cross in its status screen. Pokémon without a gender or an identified one will have neither. This usually isn't important, except for breeding and certain Pokémon evolutions. Your goal is to collect all eight, one per Gym in the region. There are various means of doing this; typically, Action Replays and GameSharks in the past. Powersaves and Pokégen are the thing these last few years. This is unimportant in most instances, except certain evolutions and the power of the moves Return and Frustration. This stat is slowly augmented as the Pokémon is in your party for an extended period of time, as you use items on them, and as you battle using them. The process is quickened with the holding of the Soothe Bell. But one important thing must be noted... HAPPINESS IS NOT THE SAME AS THE AFFECTION STAT IN POKEMON-AMIE! Happiness is a completely unseen stat, only signified by you earning a Footprint Ribbon on the Pokémon when it has maxed Happiness. Affection is very visible, but - aside from a few in-game benefits and the evolution of Eevee to Sylveon - nigh useless and simply a symbolic stat if anything. You will need most of these to progress through the game. HP can go down via a number of means, primarily attacks though certain weather conditions and ailments and even the Pokémon's own moves can also cause loss of HP. As HP is above 50%, the HP bar is green; from 50% to 25%, it is yellow; and from 25% down it is red. These colors indicate the danger the Pokémon's health is in: when it hits 0 HP, the Pokémon is fainted and cannot act, except for the use of HMs in the field. Be sure to keep Pokémon healed with Potions and the like! By distributing all of your needed HM moves to a single Pokémon or two, you greatly diversify the main movepool of the others you do use, but at the same time it costs you in overall team variety. It's a give-and-take system; ideally, you'll learn to distribute HMs throughout the team, but it's more than manageable to slave some Pokémon. Common Pokémon in the past have included Zigzagoon and Bidoof's evolutionary chains. See the section for more. This is a battle in which you have one Pokémon out though can use up to six total , which will be fighting five Pokémon at once! As compensation, these Pokémon usually are lower-leveled than your own or other Pokémon in the area by a significant amount; however, these Pokémon can still be a big threat seeing as how there are five of them and just one of you. Even if they're half-strength, five half-strength hits is still 250% damage. The general strategies are to use multi-target moves - Heat Wave, Surf, Earthquake, Discharge, Sludge Wave, etc. Some Pokémon Trainers will also use Horde Battles for quick EV-training. This Pokémon has obviously been hacked in some way such that it has things it cannot have, which implies that the original trainer of the Pokémon is a cheater. IVs help mostly to determine stat growth and the type of the move Hidden Power. For more data on what these stats do, see. For example, normally Water is super-effective to Fire, but now it is half-damage; normally Grass is half-damage against Fire, now it is double-damage. Inverse Battles tend to use a Singles Battle format, in which there is one player per side using one Pokémon at a time; tournaments and the like will usually restrict each player to three Pokémon as well. See the section for more. In other words, it has an Ability it can have, it has moves it can have, its EVs are not exceeding any limits, it has its proper stats, it was found in a place where it can be found since the game stores location data... The list goes on. Legitimacy checkers - typically those in Pokémon Bank - are very thorough in this checking to make sure a Pokémon is actually not hacked: because if it was hacked, then it would likely be different from these in some way. In all honesty, it's better not to cheat, or at least cheat very thoroughly. Using clearly-hacked Pokémon in the VGCs, for example, will boot you from the competition outright. More on this subject is. Functionally, there is no difference, but, particularly when legitimacy checkers are involved online gameplay or the VGCs, for example , it is VERY important. For example, their stats are proper, their moves are learnable, they can have that given ability, and so on. It is possible for skilled hackers to a make a Pokémon seem legit by manipulating the data to mimick everything that would make the Pokémon seem legit, and sometimes even get through Pokémon Bank and other checkers. However, the Pokémon is not legit. A legit Pokémon is one that can always pass a legitimacy checker because it was caught in-game. In other words, you KNOW it is not hacked, whereas a legal Pokémon, while seemingly legit on all levels that a player can check, could have some error in its internal data rendering it illegit. One of the more common errors is with the internal PID. In other words, all legit Pokémon are legal, but not all legal Pokémon are legit. The key point is whether the Pokémon was hacked. If you're of the latter group, it's better to do all of the breeding and training yourself, and only trading to find specific legit Pokémon that you can not get yourself i. For example, Arceus is known as the Pokémon God because he created the universe, therefore he is a legendary Pokémon; Mew is known as the ancestor of most modern Pokémon and can learn any move desired, and therefore is a legendary Pokémon; Groudon is known as the one who rose the continents, and therefore is a legendary Pokémon. A Legendary Pokémon has a storyline behind it that often is the focus of a single game or of a special Nintendo Event, or sometimes even the subject of one of the Pokémon anime's movies. Many times, these Pokémon are strong -- however, do not confuse the label of Legendary Pokémon with strength or strategic validity! Strategic viability and stats usually determine how good a Pokémon is: I can easily beat Mew, Celebi, and Jirachi with non-legendary Pokémon, moreso than the other legends. It rises as EXP. For example, if your Pokémon is at the far left and your move is Long Range, then you can hit the target at the far right from your viewpoint. Essentially, only one Pokémon can Mega Evolve per Trainer per battle. The main intent of Mega Evolution is to take advantage of a Forme of a Pokémon that is stronger in some way and may also have a new Ability and type. Most Pokémon will gain stat boosts when Mega Evolving and Mega Evolution will occur - for all intents and purposes - at the start of the turn, meaning the user can make advantage of all these changes immediately. Speed changes are the exception: for the turn on which on the Pokémon Mega Evolves, their Speed will be considered the same as pre-Mega. Mega Evolution can only happen so long as you wield the Mega Bangle or other such items that allow Mega Evolution, depending on the game and the Pokémon you have on the field is holding its species's Mega Stone. Plus, that Mega Stone cannot be lifted off your Pokémon by your foe, so no need to worry about them stealing it. Most moves are used to deal damage in some way, and others can be used to boost stats or affect statuses, and many of both kinds have additional special affects. See the for more regarding their usage in combat, and for their usage in Pokémon Contests. Each person sends out one Pokémon, so that each team at the same time will normally have two Pokémon out on the field. Each person contributes two Pokémon to the battle, meaning each team has a total of four Pokémon. If a partner's Pokémon all are lost in a Multi Battle, and the other person still has their other Pokémon, they cannot control two Pokémon at the same time. The numerical limitations are usually not used in in-game battles. There are 25 Natures a Pokémon can have, most causing one stat to get a 10% boost and another to lose 10%. This isn't a particularly important characteristic, it's just a quick identifier for who gave you what Pokémon. Pocket Monster : Pokémon are the creatures who live alongside us in the world of Pokémon: as partners, as pets, as friends, as family... Pokémon are the central creatures of all Pokémon games. By catching and training Pokémon, a Pokémon Trainer proves their might both in terms of raising Pokémon and in terms of strategy. It is every Pokémon Trainer's goal to one day beat all eight Pokémon Gyms in their region and then beat the Elite Four to become Pokémon League Champion. To do that, you must learn to understand your Pokémon in every possible way. Each Pokémon Gym specializes in a certain type of Pokémon, and each will normally have some kind of puzzle to overcome. Your goal is to beat all eight Pokémon Gyms, and then beat the Pokémon League. After obtaining all eight Gym Badges, your next task is to come here. Here will lie the Elite Four and the Pokémon League Champion, the top five trainers in the region, who you must beat all in succession; by beating these five, you will prove your might as the best Trainer in the region... Many thousands of Pokémon game players will come to these events, hoping to prove their might against each as the best Trainer in the world. Winning the VGCs is much different and infinitely more difficult and intricate than playing the actual game. Just be careful when elsewhere. By using a move, you will use up 1 PP for that move, or 2 PP if your foe has the ability Pressure. When a move has 0 PP, it cannot be used; if all of your moves hit 0 PP, then the Pokémon is forced to use the move Struggle, which is relatively weak and damages the user heavily. PP-restoring items are generally in limited quantities throughout the game, almost never being buyable or not in any exorbitant amount, so conservation of these Ethers and Elixirs will be very much important come the latter half of the game. They nonetheless still need to hold a species-specific item the Blue and Red Orbs, respectively. That is to say, you can use Primal Groudon and Mega Camerupt at the same time. In fact, you can have as many Primals as desired. Most moves are of a Priority of 0, but some are below or above that number. Pokémon using higher Priority moves will go first before those using lower Priority moves; if two Pokémon use a move of the same Priority, then their Speed will determine who goes first. Priority will even defy the warped turn order that provides! The section contains more info. Under typical online battle rules and certain other rulesets, you must use four Pokémon total per side. This isn't the case for most in-game battles, though. For example, Pikachu an Electric Pokémon using the move Thunderbolt an Electric move will deal 50% extra damage. This is a very significant boost and especially critical in the choice of moves a Pokémon will have. For example a super-effective move might do 120 HP of damage, which will only KO weak Pokémon HP-wise, but with STAB that move can be boosted to 180 HP of damage, which KO's the average Pokémon in competitive play! For example, Gyarados is blue but Shiny Gyarados is red; Sceptile is green but Shiny Sceptile is cyan; Kyogre is blue but Shiny Kyogre is pink. There are certain Pokémon cannot ever be legitmately Shiny, in other words. These Pokémon will have a Shiny sprite coded into the game, though, which means hackers can find these sprites; they are left there as placeholders such that, if the Shiny-locking process actually failed, the game wouldn't glitch up on the off-chance you did get that Pokémon to be Shiny. Though it won't fail, trust me. The list of Shiny-Locked Pokémon is as follows: Celebi, Arceus, Victini, Reshiram see below note! That's not to say a Shiny will not be removed from this list. But, for all in-game purposes, unless the encounter was made possible by Game Freak through a download event of some sort that allows you somewhere else in the game, you will not be able to find these Pokémon as Shiny at all. Therefore, if you get a Shiny Reshiram or Shiny Zekrom without the blue pentagon which denotes a Pokémon born ni Pokémon X, Y, Omega Ruby, or Alpha Sapphire , I can assure you that it's been hacked in some way. Under typical online battle rules and certain other rulesets, you must use three Pokémon total per side. This isn't the case for most in-game battles, though. The exceptions to this rule include various fixed-damage moves, Psyshock, and Psystrike, which will use the target's Defense. Special Attack will affect the damage dealt by certain moves: that is, special moves. Special moves are those that are designated as such by the game: you can use the section to check whether a move is Physical, Special, or Status in Class. Special moves will use the user's Sp. Special Defense will affect the damage dealt by certain moves: that is, special moves. Special moves are those that are designated as such by the game: you can use the Move List section to check whether a move is Physical, Special, or Status in Class. Special moves will use the user's Sp. Speed determines turn order in a very simple fashion: whoever has higher Speed goes first, and, if there is a tie in Speed, the two Pokémon tied will have equal chances of moving first. For example, a Pokémon with 210 Speed will almost always move before a Pokémon with 200 Speed; if two Pokémon have 200 Speed, then they are 50% likely to move first. However, this assumes that they are using moves of the same Priority. It instead says that the move will do something else, based on the move itself. You should see the list for full details. Doing so has a number of consequences. When used, people usually do it one of several things. One is to eliminate stat changes, infatuation, and confusion, among a few other things from the Pokémon, which can be lethal if left unattended. Another is when the Pokémon is seen as likely to be attacked by a weakness-piercing attack and thus to switch to a Pokémon resisting that move rather than suffering death. Jolteon is fast and strong, and most importantly can learn Thunderbolt, which OHKO's Gyarados with ease due to the double-weakness to Electric plus STAB, resulting in 6x damage. By switching to a Ground Pokémon, however, you gain an important advantage and also avoid damage. Team Aqua seeks Kyogre, the legendary Pokémon of the sea, so that they can flood the world; and Team Magma seeks Groudon, the legendary Pokémon whose rose the continents, so that they can dry up the world. You will constantly battle these teams as you go throughout the game: you will mostly fight Team Aqua in Alpha Sapphire and Team Magma in Omega Ruby. There are 100 in all, so collect 'em all! The most common system among Pokémon players is that set by Smogon a Pokémon strategy website , which primarily runs out on a six-layer system, per the below. Keep in mind that all but Ubers and PU are based on the usage percentages of the Pokémon in question, and are not a statement as to strategic viability. I honestly wouldn't include this tidbit myself - because the tiers are moreso about usage than strategy - but it's a big determinant for a number of people. Keep in mind that this bit is only up-to-date as of December 2014 and the tiers are likely to change in number, contents, or even name as time goes on. That's not to say they're not viable again, usage percentages , but most are the kind you want to stay away from in the general metagame. Many can serve niche purposes, however. PU Pokémon are the absolutely least used of all Pokémon except non-fully-evolved Pokémon in most instances , often because of their extreme lack of strategic value that has its roots in a number of sources, particularly having a widespread set of counters in combination with poor stats to counteract these. Everyone has an ID number attached to them, and there are 65536 possible numbers 00000 - 65535. It is also randomized, is unlikely to be the same as your seen Trainer ID, and also ranges from 00000 to 65535. The use of two IDs helps to ward off hackers; it also helps to ensure that the odds of any two players getting the same two IDs both Trainer and Secret is 1 in 4,294,967,296 one in about 4 American billion chances. The uses of IDs are mostly in terms of breeding and EXP. When breeding Pokémon whose two IDs both Trainer and Secret differ, you are more likely to get Eggs; when using a Pokémon of a different ID than yourself, you get more EXP. Those are the main things. When a player has an Egg whose PSV matches their own TSV, the Egg will hatch into a Shiny Pokémon. Some ways to abuse this over the years have arisen, though none are particularly active as of yet. The most recent is the Instacheck program, which was disabled a long time ago by an update to the game that was requisite for online play. Under typical online battle rules and certain other rulesets, you must use six Pokémon total per side. This isn't the case for most in-game battles, though. Types are like elements in Pokémon: they determine what is super-effective or resistant to what. For example, you can see Fire moves doing lots of damage to Grass Pokémon, right? And also see how the same Fire-type move would likely deal less damage to a Water Pokémon? While not all type-effectiveness relationships are so simple, they are nonetheless important to learn! There are eighteen types in all: Normal, Fire, Water, Grass, Electric, Ground, Bug, Dark, Psychic, Ghost, Flying, Rock, Ice, Dragon, Fighting, Poison, Steel, and Fairy. For full details on the effects of all weather and weather-like conditions, see the section. Why do I include this section? For many people, the morality of the integrity of the game, which comes into play during official competition or just competition in general, is a significant one. Many people put hours upon hours developing, breeding, training, and re-training their Pokémon teams in the effort of becoming the very best. It takes a lot of effort and dedication, an effort recognized by Game Freak, Nintendo, and the Pokémon Company when it comes to the competitions they delegate: they, like most people, despise cheating. But don't get me wrong: like me, they value strategy above all. Even if you were to make a Pokémon through hacking, they have no problems with it so long as it remains within legitimate bounds, so long as it has nothing abnormal... Regardless of what you may think on the matter, I despise cheating: I am more than capable of spending the time and effort in developing a legitimate Pokémon team, you should be held to the same standard. But that's just me. So, why include this, then, if I am against cheating? Because I am against cheating. It is well-known that you are booted from official competition if you use hacked Pokémon... Even if someone trades you a Pokémon that is hacked, you are booted. After all, it is possible you own a second console and second game, and simply hacked them onto that game and traded them over: it's rarely the case, IMO, but the sweeping definition is the more important one since hacked is hacked. This section is moreso the preventative than the catalyst: I am not trying to encourage cheating by the inclusion of this section, but rather to give you the means by which to check if your Pokémon is legal. Some things can be checked through a legitimacy checker, but others cannot. EVs Super Training graph: Reset Bags give precise EVs IVs Calculation. From the Pokémon's Summary screen stat, divide by the Nature multiplier 0. If the Level is not itself 100, then you only can get a guess. Memories Certain NPCs in the game. For the most part, the region alone will work fine as even the expansions rarely change little in terms of moves learned. In particular, keep in mind that if the location is vague and the Pokémon is breedable, it is still possible for the Pokémon to be born on the game in question via Egg even if it is otherwise illogical i. This is NOT Pokémon Omega Ruby or Alpha Sapphire, which will both specify a location and have a blue pentagon. This one refers to Pokémon Ruby, Sapphire, or Emerald on the GBA. Thus, then, otherwise-illegal moves from distributions cannot be earned alongside Egg Moves: that is why Surf and Volt Tackle both cannot exist on a Pikachu, as an example. While EVs, Nature, and the like can influence stats, direct alteration of the stats is also possible. Simply put, the stats must be within legal limits and also influenced correctly by the EVs, IVs, and Nature. The Nature boost is 0. Testing of the stats can be done by simply finding out each stat through research, calculation, and experimentation. In particular, you will want to test your known EVs, IVs, and Nature, and Level with the formula noted and the base stat of the Pokémon found through research. Cut off the decimal value, if any. If the values do not match up, the Pokémon has been altered in some way, or the game's very ROM data has been altered to mess with the base stat values of that particular Pokémon species. You also are not allowed to have the sum of your EVs across all stats exceed 510, although hacking can make it possible to have all six stats maxed. If any higher - again, as high as either 127 or 255 by hacking - then it's illegal. Of course, the check is more than that. When checking level, you should also check that the Pokémon can learn all of its level-up moves that it has learned. For example, consider Mewtwo: if it is Level 43 and has Psystrike, then it is illegal since, even though it's between 1-100, it can only learn Psystrike at Level 100. Same is true for evolution: if you are below the level at which you can evolve, but have an evolved form for example, Level 12 Blaziken , then it's hacked. And, of course, Levels can theoretically range between 0 and 127 or 255 , so anything out of the 1-100 range is obvious. Every Pokémon has a pre-set amount of EXP. If Blaziken, for example, is Level 100 and has 1,640,000 EXP. Interestingly, if you find such a Pokémon, it will be listed as having negative EXP. It's a programming thing, just trust me. Similarly, you cannot be Level 100 with only 1 EXP. There are six EXP. Simply put, if a species is, say, only male like Hitmonlee , then it cannot ever be female, so if it is female it is hacked. Similarly, all-female Pokémon like Kangaskhan cannot ever be male. If it is a species with a gender, then it cannot be genderless. If it is a genderless species, then it cannot have a gender. You know, common-sense stuff. In games from Generation V going back, you won't be able to see this info, though it is encoded into the game I believe. Of course, the ability for a Pokémon to be born from an Egg trumps this, as an Egg can be hatched anywhere, so long as it is a Pokémon that can be bred, which is a common method of masking hacks. Still, if you're unsure, best to get your own of the Pokémon. Part of that's common-sense, anyhow. The harder part is dealing with Pokémon that cannot have their Hidden Abilities. Standard wild encounters do not allow for Hidden Abilities, even those of legendary Pokémon: in fact, legendary Pokémon cannot be found in such a manner as to permit their Hidden Abilities since they are found through simple interaction, forcing their regular abilities even if Hidden ones are encoded as with the Regis. Now, there are very few Pokémon that actually cannot have their Hidden Abilities: it's mostly just a few of the legendary Pokémon and some starter Pokémon as of now. The precise details can be found. In the case of Forme changes that permit type change as with Rotom and Arceus, for example , the Forme and type also must match. A Pokémon from an Event can be excepted from certain rules, usually only moves. Surf Pikachu : this is because the Event Pokémon are excepted slightly from the rules, but also will be within very specific criteria. Clues can be found in the Pokémon's OT and ID number: try Googling these, as they often will reference the event that the distribution occurred with. Sometimes even the Pokémon's location of origin will, too. For example, a Pokémon's OT may reference SUM2013, a 2013 giveaway of certain Pokémon. Of course, you should be sure of everything on the Pokémon checks out. For example, the OT is not the only thing to check. You should check its Ribbons, its Pokéball, its moves and the moves it can remember from the Move Reminder , and its ID number which may be set in. Other things that are also noted as being set-in should also be checked. At the moment, the list of completely-unallowed Shiny Pokémon that is, Shiny-Locked is Celebi, Victini, Meloetta, Keldeo, Xerneas, Yveltal, Zygarde, Diancie, Hoopa, and Volcanion. And, of course, so is any Pokémon that is Shiny that cannot be obtained from the game in question i. Shiny Arceus from the Toys 'R Distributions around 2010 was a direct download and thereby not Shiny. Ironically, not being Shiny in a Shiny-only distribution is just as in violation of the rules. A Pokémon, for the record, will have a red star on its Summary screen if Shiny and will have a special sparkle animation when entering battle. See for more precise details. Obviously enough, you cannot have been given then in a trade if you cannot trade them. It mostly ties in back to the Event Pokémon thing. I think the only exception to this rule is with the means of getting Pokémon from older to newer generations Pal Park, PokéTransfer, Poké Transporter. In any case, just for the sake of having everything. IMO, it's pretty stupid to get caught for hacking by this, but that's maybe just me. I'm not 100% sure on how these are determined or used or their function, but they're the most common actual flaw in hacking since things in the Pokémon determine them. If you have any info to offer on this, feel free to drop me a line. In essence, you can verify that a Pokémon is hacked if it had memories that are odd: for example, usually the memories of a Pokémon that came through Poké Transporter are non-existent. Similarly, if the Pokémon comes from a person you know in real life, and the person originally had this Pokémon hatched it, caught it, whatever, by themselves , if the Pokémon doesn't have the appropriate memories on their game, then either they're lying or it was hacked. Firstly, if a Pokémon is on a console from the U. You usually cannot see which is the actual language-region of origin, though. These exceptions are extremely rare, too, so... In this game, there are quite a few Pokémon that you can get; we all know that. In fact, every Pokémon species thus far can be obtained either via in-game capture, trading, or Nintendo Event distributions. Despite that, certain Pokémon are still not available whatsoever, only being able to be obtained by hacking. There are two particular categories of this: unobtainable Shiny Pokémon and unreleased Hidden Abilities. With unobtainable Shiny Pokémon, one must consider the concept of Shiny-Locking: in several past Pokémon games, it has been designed so that certain Pokémon could not be Shiny. In 2015 Japanese distribution for the 18th Pokémon movie, there were 19 Arceus styles given out: 18 were announced one per type , and the nineteenth was a random-type Shiny given out rarely. Most Pokémon species have a Hidden Ability they can wield through various breeding processes or sometimes through special encounters as with the Cosplay Pikachu or through Event distributions. Even though encoded into the game, these Hidden Abilities are unobtainable by all means for several reasons. For breeding HA's, you'll need a Pokémon of the desired species with its Hidden Ability. These Pokémon are on this list because you cannot find them in the wild in those situations and have not been given out with their Hidden Ability yet. The Pokémon made legal with their Hidden Abilities as a result of these distributions are as follows. Zapdos Pressure None Static Multiple distributions in spring 2016. Moltres Pressure None Flame Body Multiple distributions in spring 2016. Regirock Clear Body None Sturdy Given for using Pokemon Bank during March ~ October of 2016; required paid service. Regice Clear Body None Ice Body Given for using Pokemon Bank during March ~ October of 2016; required paid service. Registeel Clear Body None Light Metal Given for using Pokemon Bank during March ~ October of 2016; required paid service. The release of Pokémon Omega Ruby and Alpha Sapphire, and in turn the lack of patching of it to compensate for new features, has caused an interesting dilemma regarding its ability to interact with other games in the series. Therefore, it is pertinent for me to document there here. For the sake of ease, I'll refer to these by their core series details in most instances. The chart below is a quick summation of the series-wide compatibility. If it is one-way, that is noted: those relationships are strictly from the lower to the higher generation. Generation Specific Games Generation to Directly Interact With Gen. VI Side Games Gen. Australian Pokémon Channel games let you put a Jirachi on the GBA core series games. Pokémon Red, Blue, Green, Yellow, Gold, Silver, and Crystal: These GB and GBC games, marking Generations I and II, released between 1996 and 2000 depending on the region you live in, cannot be interacted with in any way. Pokémon on these games strictly remain on these games and certain Nintendo 64 games - such as Pokémon Stadium - that cannot interact with the GBA or DS or later consoles. Pokémon Ruby, Sapphire, Emerald, FireRed, LeafGreen, Colosseum, and XD: Gale of Darkness: These GBA and GameCube games were released between 2002 and 2004 and mark the main components of Generation III. These GBA games can send their Pokémon to the Generation IV games through Pal Park, but it's strictly one-way. The GameCube games can trade with the GBA ones so their Pokémon have to be traded to a GBA game first. The interaction between the GBA and DS requires an original-model DS or a DS Lite, which have the GBA slot needed. Pokémon Diamond, Pearl, Platinum, HeartGold, and SoulSilver: These DS games marking Generation IV, released between 2007 and 2010, cannot be directly interacted with. You can send Pokémon from these games to the Generation V games through the PokéTransfer system, however. You also cannot send items. The process is completely one-way. This method of interaction requires any two DS or 3DS consoles. Pokémon Black, White, Black 2, and White 2: These DS games, released in 2011 and 2012, mark Generation V. These games can send their Pokémon to the Pokémon Bank through Poké Transporter, apps downloadable on the eShop. There are restrictions on this: you cannot send items or Pokémon perceived as illegal hacked ones. Certain Event Pokémon have inadvertently been unable to pass by this method as well. Items also will not pass through. Pokémon Bank: This one is simple enough. Once you download the v1. Cosplay Pikachu also is not allowed on the Bank at all. Pokémon X and Y: This is where things get nastily complicated. These include the new and Hoopa Unbound for the most part. There are other topics discussed below the list. As with other paired Pokémon titles, there are certain things exclusive to each version of the game. Here they are, and they are limited solely to Pokémon. Also note that, technically, Latios is exclusive to OR and Latias to AS, but this can be bypassed with the Eon Ticket Nintendo Event going on around the time of the game's launch. Don't ask me for the details, I know nothing. Omega Ruby-Exclusives Alpha Sapphire-Exclusives Ho-Oh Lugia Seedot Lotad Nuzleaf Lombre Shiftry Ludicolo Mawile Sableye Zangoose Seviper Solrock Lunatone Groudon Kyogre Palkia Dialga Throh Sawk Tornadus Thundurus Reshiram Zekrom Skrelp Clauncher Dragalge Clawitzer Capturing Pokémon is a simple process, albeit a sometimes annoying one in the cases of certain, rarer Pokémon - roaming Pokémon, for example. The game, by tradition, has poorly elaborated on what could be a more delicate process than most would think, especially with one-time-only scenarios. To be able to lower a Pokémon's HP precisely, there are a number of ways. The and status ailments, for example, will do set amounts of damage and also boost the catching rate further. Both of these are Normal-type moves of 40 Power, which means they won't hurt Ghost Pokémon; in any case, these two moves will always leave a Pokémon with 1 HP, making it very easy to catch the Pokémon, relatively-speaking. As a footnote, you can always attempt to one-hit-KO a Pokémon you believe to have the Sturdy ability, which will prevent it from being KO'ed, leaving it with just 1 HP. You could also use Entrainment or Skill Swap to give the Pokémon Sturdy, and then try to OHKO it. Each ailment will somewhat increase the capture rate for a Pokémon. This is often done via the moves Will-O-Wisp and Toxic, since they don't cause any initial damage, although the statuses themselves could KO the Pokémon you're trying to capture. That is why I made these three ailments distinct from the next one: despite these boosting the rate the came, Burns and Poison will possibly screw you over by killing the Pokémon you're trying to catch: a fatal flaw if the Pokémon is one-time-only! Paralysis is often done via Thunder Wave, since it does no initial damage; abuse of the Static ability may work on Pokémon that are Electric-type, as would Stun Spore. It won't work at all on Pokémon with the Limber ability, however. It is also the most popular of the statuses to use in Pokémon capture, since it does no damage to the Pokémon over time, preserving their HP, and it's generally permanent. Effectiveness-wise, they're the best. However, their main drawback is how temporal they are, rarely lasting more than 3 turns, and no more than 5. Sleep can be done by the Spore or Sleeping Powder moves, most often, which won't cause damage. This will be the main reason why you could throw a Pokéball at a Caterpie and catch it without doing anything, but Paralyze Thundurus and reduce him to 1 HP and still have trouble with even nighttime Dusk Balls. Man I hated that. They will be used in a later-described formula; you can see the Pokémon's catch rate in. When the Pokémon is engulfed in the Pokéball, the Pokéball will only wiggle once in lieu of the usual three. While the Pokémon can still get out after that one wiggle, the catching rate is higher than normal, so it's rare to see a Pokémon still escape the Pokéball. There is no way to influence this beyond getting more Pokémon registered in the Pokédex; more Pokémon indicates a higher chance of this occuring. See the next section about formulas for specific details: but, in general, for every 150 Pokémon after 300 owned, you get 50% better catch rates. The Pokéball you use to capture a Pokémon will be very helpful in itself in deciding how much easier the Pokémon is to catch. Some Pokéballs are conditional in how they can be used to boost their catching potential, and will be a 1. The Pokédex completion multiplier will further increase the rate for critical capture, as so: Pokémon Owned Multiplier 0 to 29 x0. The end result of this equation ranging from 0 to 510 will then be taken as a percentage relative to 256 not 100 , and if it exceeds 100% 1 , then the capture is assuredly critical. There are several ailments that can affect your Pokémon in this game, and many have unnamed effects, as below. Also note that Pokémon can only have one of the main ailments , , , , , at one time, although the rest can accumulate as much as the person doing the damage allows - and, of course, KO overrides everything. The six ailments are listed first as for that reason. Not that they're the worst or anything. It just helps to differentiate. Several more of the are named so because they are still often used and often considered ailments, but not are the most threatening and they can stack. Let me know if I forgot something. Also, keep in mind that the cures are there for a reason. Yes, may not be a status you'd want to get off of your Pokémon, since it has nothing but benefits. But what if your opponent had the status? Remember, these go both ways, and not all statuses have to or can be cured with simple items that you'd be unable to use in normal competition, but also various moves. Switching out, for example, can be done via Roar to hit the opponent, or Parting Shot or U-turn or Volt Switch or more methods for yourself. Otherwise, the same as. Additionally, the Pokémon's physical Attack Atk. Thus, this status is great for inhibiting strong physical attackers such as Groudon, Mega Mewtwo X, Deoxys, Scizor, Heracross, and Haxorus. However, note that Pokémon with the Guts ability and the like are able to ignore the Attack loss, which is why Guts-Flame Orb combos are somewhat common. Conkeldurr is a great example of the latter. It also works well on Pokémon with the Flare Boost ability such as Drifblim in a similar manner, as their Special Attack will be raised by 50%. Unlike , there's only a 20% for the Pokémon to be unfrozen at the start of their turn. When in battle, and they do not thaw out on a turn they attempt to take action in, they are completely left wide-open for damage, which is why this status can be very lethal - at the same time, though, Frozen is only induced via moves that have a 10% ~ 30% chance to do it as compensation. Using a Fire-type move will also thaw out the afflicted Pokémon, so attempting to freeze Fire-type Pokémon especially tends to be in vain. This happens when the Pokémon hits 0 HP, so be sure to keep it high: if all Pokémon in your party hit zero HP, then you lose the battle and return to the last-used Pokémon Center. The latter only really occurs in in-game battles: in multiplayer battles with other people, you simply lose. Pokémon who are KO'ed, though, can still use their HM moves in the field. This will also halve their Speed with all boosts accounted for , typically making them the last to move. However, that Speed loss will not affect the priority of their moves, just the order in which they move when there are conflicts in regards to priority. Pokémon with the Quick Feet ability will ignore that side-effect. That's about it, really. Some Pokémon are able to use the Poison Heal ability to take advantage of this status for self-healing in the same manner and often in conjunction with the Leftovers item, and others like to use Facade or Guts as a counter for this. The Pokémon afflicted with this status will have their EV gains from wild and Trainer battles doubled while under this status. This doubling will only affect battles, however, and the Pokémon itself is still limited to 510 EVs for their stat total and 252 per stat. The status will wear off 24~48 hours 1~2 days after the wielder is affected, and only then - however, the EV doubling works forever on that Pokémon. This time is frozen if the Pokémon is kept in the PC or GTS or other places that are essentially not in the active six-Pokémon party. After the status goes away, the Pokémon will be marked with a pink smiley face to note that they are no longer contagious but, again, will continue to have their EV growth doubled. However, they can act in a manner by choosing the move Sleep Talk or Snore when their turn arises. The loss of action is temporal, but its length is random: it usually lasts around two or three turns, but can range from 1 to 7 - Pokémon with the Early Bird ability will wake up earlier, though. The only exception to that is Rest, which is two turns of Sleep. An additional negative effect of Sleeping is that Dream Eater can be used on the Sleeping Pokémon assuming they're not a Dark Pokémon to damage them and absorb HP; Nightmare and Bad Dreams will also take effect. From the competitive standpoint, it is only somewhat reliable since, while it's good at stopping big threats, you're screwed on the off-chance that that threat is not of your gender. Most people don't really bother to look for certain genders when breeding except in the cases of certain Pokémon, such as Support Meowstic thus, Prankster or Combee thus, Vespiquen , so you can usually expect a 50%-50% ratio of Pokémon on their team, which is why it's unreliable. This lasts for 1 to 4 turns. Additionally, the damage dealt upon hitting itself will be proportional to the Pokémon's Attack stat, stat boosts and items included, which is why the move Swagger Confusion, Attack +2 stages is so effective on physical attackers. Then again, Flatter Confusion, Sp. Note that Pokémon with the Tangled Feet ability will benefit from an evasion boost of one stage when confused, though. If the user is not a Ghost-type, their Attack and Defense simply go up 1 stage while Speed goes down 1 stage. This set of notes is for Ghost Pokémon using it. This is strategically used by bulky Ghost Pokémon to deal heavy damage to others, particularly those high in HP since it's fractional , even though it is quite suicidal. When afflicted, unless you're sure of a win, it's a good idea to switch out. As a note of interest, using Trick-or-Treat on a non-Ghost Pokémon who uses the move Curse in an attempt to boost their stats is one particular use of the move and pretty much the only real one in competitive play, maybe. It will force their Curse to act as if the user was indeed a Ghost, cutting their HP rather than boosting stats. Some abilities - Inner Focus, for example - can prevent this. Such moves - whether 100% chance like Fake Out or 30% like Rock Slide - are common especially in Double and Triple Battles since they forcibly pacify the target into being unable to move that turn, which allow you to temporarily stop that Pokémon from threatening you until you take it out with someone slower or until you get rid of its partner in expectation of a combo. Flinching is more of a threat than most would think! This works well against Pokémon that tend to be status trolls, such as Sableye and some Prankster Meowstics, among others. When it is killed whilst under this status, the attacker will also be KO'ed. That means, if it is slower than you, don't attack on the next turn, but rather switch out or attack an ally or forcibly miss or something, but don't attack. You know, unless it's their last Pokémon. But, then, if you are also on your last Pokémon, don't attack since it counts as a loss for you - you killed the opponent, knowing or could've known that you would also die, That is the general basis for breaking ties in competitions with same-turn, last-Pokémon double-KOs. This isn't used often in official competition, and it's not too big of a problem unless the Pokémon is a Choice item wielder, in which case they should switch out immediately. This can be bad if they got you to use a bad move by forcing a switch or something. In any case, be careful, and also note that switching out may be your only option... Typically, this only has niche uses. However, it can be well-used by fast Pokémon that use moves that rely on being at low HP for moves like , especially when used in a situation that is disadvantageous. It could also, in theory, be abused for moves such as Power-Up Punch that raise the user's stats - for example, your partner in a Double Battle uses this, and your Mega-Kangaskhan uses Power-Up Punch on your Enduring partner to boost your Attack twice while keeping your partner alive. It's theoretical, and pretty stupid IMO, but it's a possibility. Helping Hand is a Priority +4 move +5 with Prankster that is only really useful in Double, Triple, and Multi Battles; it allows the user to target an adjacent ally, and thereby make their move 50% stronger. This only affects attacking moves that deal non-set amounts of damage, and helps none in terms of status moves or the extra effects attributed to them. I may be wrong in this, but it also seems only one Helping Hand can be on the same Pokémon at once; if anything, it makes Pokémon Showdown glitch up. Think about it: say I have a Mega Charizard Y using Fire Blast Power: 110. STAB brings that to 165, Sunny weather brings that 247. Additionally, contact attackers will have their Attack lowered by 3 stages, which is quite a bit! However, if the contact move would not affect the user, had King's Shield not been used, then the Attack reduction is ignored. However, status moves will still hit. Feint, Hyperspace Hole, Phantom Force, and Shadow Force will ignore the use of this move, bypassing the target to still attack them. In Double and Triple Battles, if at any point no Pokémon occupies the slot in which the user of Leech Seed was when it was used, then Leech Seed's damage will not take effect. Lasts several turns, but is broken by Brick Break or Defog; otherwise, the move lasts 5 turns, and 8 turns total if the holder holds Light Clay. However, critical hits will be able to go through Light Screen and Reflect, so beware of this. For example, if you use Will-O-Wisp against someone who's used Magic Coat this turn, then you will be hit with Will-O-Wisp. In the case of multitarget moves, such as is the case with Dark Void, it's like the Magic Coat Pokémon using the move themself. This move can, however, only be used on the user's first turn on the field, and it has no priority unlike other Protect-like moves. The thing about the use of this move is that - at this time - it is exclusive to Greninja. For Greninja to use this move ably - as the move has no priority - he needs to use it against Pokémon you're sure won't use a priority attack, and those that he can outspeed, or he needs to use a Focus Sash and hope no one else attacks him in the same turn before he gets this off. Other than priority moves and faster attackers, Feint, Hyperspace Hole, Phantom Force, and Shadow Force will ignore the use of this move, bypassing the shield to still attack them. This will not work on Pokémon with the Soundproof ability or Pokémon who were not on the field at the time via any means. If the Pokémon switches out, then the fainting will not occur, either. This is mostly used in the last-ditch style in battles, when it's gotten to be 1v1 in Singles, 2v2 in doubles, or 3v3 in Triples, with no other Pokémon to back you up, meaning you can't switch; if that's not the case, it can be paired with the use of Shadow Tag or Mean Look or the like to prevent you from escaping, meaning certain death. Using this can be risky, though, especially if you can't switch or would be switching into a disadvantageous situation, but it can also be helpful in forcing a switch. Pokémon with the No Guard ability also will get through Protect and Detect. Lasts several turns, but is broken by Brick Break or Defog; otherwise, the move lasts 5 turns, and 8 turns total if the holder holds Light Clay. However, critical hits will be able to go through Light Screen and Reflect, so beware of this. Do not confuse this with the ability Mummy. The Pokémon's ability is therefore not in effect at all. They cannot be hit until the move is executed on the next turn to damage the target Pokémon - there are exceptions to this, however, with the moves Thunder, Gust, and Sky Uppercut. Additionally, the target Pokémon cannot act while in the sky. Additionally, contact attackers will lose some HP. However, if the contact move would not affect the user, had Spiky Shield not been used, then the HP reduction is ignored. Feint, Hyperspace Hole, Phantom Force, and Shadow Force will ignore the use of this move, bypassing the shield to still attack them. The section is better at explaining this. The real Pokémon behind the Substitute also won't be able to be hit by most moves except those from No Guard-wielding Pokémon or certain effects e. Poison, Burn, Perish Song in place before the Pokémon Substituted. Since the Substitute needs to be killed before the real Pokémon can be hurt, these Pokémon also will use Focus Punch sometimes, a particularly common tactic among Breloom, especially in Single Battles since the opponent's turn is wasted using the move that removes the Substitute. Having No Guard Pokémon or using multi-hit moves since the Sub goes away the moment its own HP hits zero also work well in Single Battles. Some other important notes. Most status moves will not affect the target behind them. The more important one? Sound-based moves such as Bug Buzz, Hyper Boice, and Boomburst will also be able to go straight through the Substitute. The Sub remains unaffected from this. This can be crippling to Pokémon that are set around crippling status moves - examples include Smeargle and Prankster Meowstics. In fact, if you're taunted and have nothing but status moves, then you MUST use Struggle, which will occur if you even attempt to open the Pokémon's attack menu. For example, the Pokémon's Forme will be copied, but it cannot be changed in the case of Aegislash Stance Change ability , and the Forme will be the same as the Pokémon copied Giratina's Origin Forme will be copied, even though the Transformer may not have the Griseous Orb. IIRC, Arceus Transformations will always be Normal unless the proper Plate is held, though. Cures: None, except ways - Skill Swap, etc. Any move use will force the next turn to have the user do nothing and you won't be able to switch them out ; however, if the move, for whatever reason, has no effect or misses, then they effectively get a second chance. This is sometimes abused on Slaking since he can learn Giga Impact which is super-powerful on him overall: 225 Power counting for STAB and, in a way, circumvent the recharge time. Durant is also known to use Entrainment to give other Pokémon Truant, mostly as a means of effectively, mind you trolling. This is especially useful in blocking you from damage from your allies, since it will block you from being damaged by their wide-spreading move. Several moves ignores this, though - Perish Song, Clear Smog, and Haze. There are a number of weather and weather-like conditions that affect the way the game is played. Details - including those not directly stated in the game - are listed below. In the following section, we will divide these up between that and other that affect the entire battlefield at once. We will also cover some basics of weather right now. Weather is a simple term that is used to affect the very dynamic of the Pokémon battle, and it is a factor many RPGs neglect. Many RPGs almost seem to posit a world where it never rains, it never snows, it never gets windy, it never is cloudy: everything is sunny all day long. Game Freak is among the scant few who are able to understand how weather can affect the battle environment of an RPG: would not Fire moves be weaker in the middle of a rainstorm? Would it not be easier for lightning bolts i. Thunder to even appear when it is storming compared to when it is a bright, Sunny Day? Most of the Pokémon series has seen several basic weather conditions: Clear, Rainy, Sunny, Hailing, and Sandstorming. The effects of each vary, and strategies utilizing these weather conditions to the best extent are often not reliant so much on the weather's effects in general - such as Hail's damage inductions - so much as they are reliant on a Pokémon's own moves and abilities. Many teams are even themed after certain weather events just to maximize efficiency and power. Understanding weather and its consequences are very important to the dynamic of a Pokémon team, regardless of whether or not the team itself is themed on weather. Throughout the course of this section, we will discuss the exact ramifications of each of the weather types in the game, in addition to the non-traditional weather types like Trick Room which are still considered weather by the game's internal mechanics. For the most part, the basics of weather have been outlined above: by using a move or ability to set up a weather condition, teams can benefit from weather and its effects for a brief time. It's not that complicated. Only one will be in effect. If two effects are to come about in the same turn - for example, one Pokémon uses Rain Dance and the other uses Sandstorm, or one Pokémon with Sand Stream comes and another with Drizzle - the slower of those Pokémon will have their effect issued well, the faster Pokémon's is issued, then the slower one , which is why, for example, most people will use Sand Stream Pokémon to set up weather as those Pokémon are quite slow. If multiple Pokémon become Mega on their turn, and their Mega Forme's ability affects weather, it is still the same, which is why waiting one turn in such situations may be most ideal. This is also true in the instances of Primal Groudon, Primal Kyogre, and Mega Rayquaza, so long as it's among these three Pokémon as their weather can only be overridden by the other's weather effects. Such over-riding must also be considered. You have regular weather, such as Sunny and Rainy, and then you have the weather provided by the Primal Pokémon and Mega Rayquaza Oppressively Rainy, etc. Of these, it works like this when multiple weathers come into effect. The Clear weather brought about by Mega Rayquaza's Delta Stream is an extreme version of Clear weather known more appropriately as , which is detailed elsewhere in this section. Clear weather in general has no particular effects on the player, good or bad. Clear weather in and of itself is not particularly used for any strategy; rather, Air Lock is most often used to break strategies based on weather, such as switching in when Normal Kyogre is on the field to remove the effects of Rain, thus greatly lessening the effects of, say, Water Spout. The move Weather Ball will double in power and become Ice-type, too. Of the main weather types, this is the least-used since the ways to benefit are narrow: for example, you need Abomasnow to get the Snow Warning in, pretty much, and only Ice-type Pokémon take any benefit from it. Still, it can work out well with a high-Speed team, really. Ice Body like Leftovers and Snow Cloak 20%-higher evasion are common on Hail teams. Details: This level of intense sunlight is more extreme than that yielded by Drought and Sunny Day in the weather. This is only activated by Primal Groudon's ability Desolate Land. Many of the effects remain the same as simply weather. The other change in regards to this is how the weather will only last as long as Primal Groudon is on the field, not the standard 5 turns: the moment Primal Groudon leaves, the weather disappears. The weather also cannot be overriden: once this level of intense sunlight is in effect, it will not be removed by the moves Rain Dance, Sandstorm, and Hail, nor the abilities Drizzle, Sand Stream, or Snow Warning. These effects should be taken into account when attempting to counter a Primal Groudon, particularly the fact that it will only be weak to Ground now: switching in Primal Kyogre is probably best, to be honest. Details: This level of rainfall is stronger than that basic weather given by the move Rain Dance or the ability Drizzle. This is only yielded by Primal Kyogre's ability Primordial Sea. Many of the effects are akin to basic weather, so it would be prudent to look those up; however, there are a few changes. For example, whereas Water is strengthened by 50%, Fire is not weakened by 50% but negated completely. There are a couple of other changes in regards to this weather. One is that it has no specific length of 5~8 turns like , but lasts for as long as Primal Kyogre is on the field, and it disappears the moment he does. That also means it cannot be overridden by any move Sunny Day, Hail, Sandstorm or ability Drought, Snow Warning, Sand Stream : until Primal Kyogre is switched out or defeated, it will assuredly be so rainy unless Mega Rayquaza or Primal Groudon come onto the field. The strategic effects of such on the dynamics of Primal Kyogre are not as beneficial as those of are on Primal Groudon. It does imply that Primal Kyogre can be best allied in Double or Triple Battles by Pokémon, such as Scizor and Forretress, who will now no longer fear Fire; Kyogre already resists Fire, so the nullificiation is irrelevant to Primal Kyogre beyond the 50% Water-power boost. Details: Water-type moves' power are boosted by 50% while Fire-type moves' are lowered by 50%. Weather Ball will double in power and be a Water-type move. There are a variety of abilities, too, that allow certain Pokémon to make advantage of this weather. Typically, Politoed with the Drizzle ability is used to initiate the weather while other Pokémon help out some, too. The ability Rain Dish like Leftovers for the rain is often coupled with Leftovers and sometimes Aqua Ring on bulky Pokémon. The move Weather Ball will also double in power and become Rock-type. Additionally, all Pokémon of the Rock type get a 50% automatic boost in Special Defense, which is helpful as some of the most appealing Sandstorm team Pokémon Rhyperior are Rock-typed, but have horrible Sp. There's also the reduction of power in Solar Beam to 60, and several abilities that will be dependent on this weather as well, such as Sand Rush doubled Speed in Sandstorm or Sand Force increased power on Ground, Rock, and Steel moves in Sandstorm. Of all the weather types, this is probably the one with the most advantage. Unless you forcibly reduce the Speed of the Pokémon causing the weather or waste a turn using the appropriate move, then Tyranitar or Hippowdon which have Sand Stream tend to activate the Sandstorm first. Details: The Strong Winds weather condition is that brought about by Mega Rayquaza and his ability, Delta Stream. Like with his mythological partners in Primal Kyogre and Primal Groudon, this ability is meant to last only as long as Mega Rayquaza is on the field, but it will last for that time regardless of length, unless Primal Groudon or Primal Kyogre come onto the field after Mega Rayquaza. Thus, the moves Rain Dance, Sunny Day, Hail, and Sandstorm, and the abilities Drizzle, Drought, Sand Stream, and Snow Warning will fail with Mega Rayquaza out, and will be overridden when Mega Rayquaza appears if they're already in use. What are the effects of Delta Stream? Delta Stream is mostly a defensive pandering to Flying-type Pokémon. As you well know, Flying Pokémon are weak to Electric, Rock, and Ice moves. If such a move is super-effective on a Flying Pokémon - in whole Tornadus or in part every other Flying Pokémon - it will now only do normal damage or double damage. For example, Ice Beam, Thunderbolt, or Stone Edge on Tornadus or Staraptor normally does double-damage, and now does normal damage. As another example, Ice Beam will do quadruple damage normally to Mega Rayquaza, Dragonite, and Flygon; now it does double damage. Thus, Flying Pokémon teams will benefit greatly from this, especially those that are not very frail and have otherwise debilitating double weaknesses. The main problem, though? Most battles you'll see Mega Rayquaza appear in are Single Battles at least for the in-game experience and Pokémon Showdown Ubers oftentimes : only Mega Rayquaza will benefit on your side, and you may even aid your foe! Delta Stream and Strong Winds are best used in Doubles or Triples teams that have many Flying Pokémon on them so multiple allies can benefit simultaneously. You need to remember that the condition will go away the moment Mega Rayquaza leaves the field, which is the reason for this. Details: Fire moves are stronger by 50% while Water moves are weaker by 50%. Additionally, Solar Beam needs no turn to charge up. Thunder and Hurricane are only 50% accurate. The move Weather Ball will also become a Fire move. There are some abilities, too, that help out with this, such as Chlorophyll doubled Speed , Flower Gift boosted offensive stats , Leaf Guard cannot be ailed , and Solar Power boosted Sp. Teams that use this are dominated by Ninetales or Mega-Charizard Y, Fire-type move users, and Grass Pokémon with Chlorophyll, so you know. Those who are Flying or Bouncing or are affected by Sky Drop and still meet the previous conditions will glean these benefits upon those moves ending. Essentially, this affects Pokémon on the ground. This move prevents all ground-bound Pokémon from falling asleep. This can be used to prevent the Sleep side-effect of Rest, for example, or to counter Darkrai who commonly uses Dark Void , or other Pokémon that rely on Sleep as part of their strategy. Those who are Flying or Bouncing or are affected by Sky Drop and still meet the previous conditions will glean these benefits upon those moves ending. Essentially, this affects Pokémon on the ground. Grass-type moves' power will also be boosted by 50% for everyone on the ground. The aforementioned healing accumulates in addition to other such curative effects, such as Leftovers-like item boosts or statuses like Aqua Ring. In fact, those two and this mean you regain 16. Granted, you'll still be hit by said Earthquake if you don't use it, and your opponent will probably only use it if one of your Pokémon are super-effectively hit by it, so Gravity is a bit niche, but it can work at times. This can be extremely convenient in any situation, especially if you prefer to lack items i. This is because items often favor heavily into strategies, and thus removing the items can be devasatating. For example, disable Focus Sash and you get to do OHKO's. Disable a Berry and your opponent can't use it for its intended purpose. You get my point. This works well in combination with the Frisk ability, since that lets you know your opponent's hold items. Those who are Flying or Bouncing or are affected by Sky Drop and still meet the previous conditions will glean these benefits upon those moves ending. Essentially, this affects Pokémon on the ground. All such ground-bound Pokémon will not be able to get Poisoned, Burned, Frozen, or put to Sleep for five turns. Additionally, the move Nature Power becomes Moonblast, and Dragon-type moves are half as powerful. So, it's essentially a superior version of when it comes to general competitive use. It works great for the same reasons as that, and it can also help counter Pokémon who rely on the Guts ability or simply to protect your own Pokémon, especially Pokémon that tend to be status-trollers like Prankster Sableye. In other words, if you'd go first, you'll now go last. A good counter for this, in a way, is your own Trick Room or Prankster Encore: Trick Room during Trick Room completely negates it! Otherwise, there's not much of a counter for this team; however, since its conditions and suitable Pokémon are relatively narrow, generally being bulky yourself to outlast the Trick Room works. Alternatively, since Trick Room is a Priority -7 move - the lowest, assuring it goes last - you can predict if someone will use Trick Room and focus your best attacks on them or force a switch with a move like Roar or Dragon Tail that, while very low priority Priority -6 will still hit before Trick Room activates. This is barring the use of Prankster and then the Prankster Pokémon also being faster than the one forcing the switch. In certain situations, they are absolutely destructive to the opposing team. This section is used to describe those effects. In general, the Pokémon most known for this are Ferrothorn and Forretress, though Skarmory is a bulky Pokémon with no double weaknesses that honestly should be preferred, IMO. At the same time, however, remember that to remove these hazards, you must use Defog or Rapid Spid in most instances; thus, many good Single Battle teams as hazards are most effective in Single Battles since a Focus Sash user is virtually assured to get in at least one hazard if desired include some Pokémon that can use one of those moves, and both moves can be used by a variety of Pokémon especially since Defog was an HM move in Diamond, Pearl, and Platinum, so a good few Flying Pokémon can use that. Rapid Spin will also get rid of this move's effects. Continual use of this move will make the layers pile up for additional damage - 1 layer removes 12. This can be combined with to make sure enemy Pokémon are virtually guaranteed to get hurt pretty nastily. According to the below list, the fractional damage dealt to the Pokémon switching in will change: the weaker they are to Rock, the more damage they take. From a strategical standpoint, this works well to counteract Pokémon teams heavy in Fire, Ice, Flying, or Bug Pokémon, and these types are often paired together! It also, by definition in regards to the ailment, will not affect Steel- or Poison-type Pokémon, those already Poisoned which prevents Bad Poisoning , those with another major ailment, or those with the Immunity ability. A single layer of Toxic Spikes will just the opponent, while two will induce. Poison Pokémon will remove the effects of Toxic Spikes when they switch in. The move Chatter is a Flying type move with a base power of 60; however, it is only usable by Chatot, so it has 90 Power with STAB accounted for. The quirk regarding this move is the ability to induce Confusion on the opponent: the volume of the recording used for Chatter will determine the rate of Confusion. The louder the recording, the higher the chance of Confusion - it can go as high as 100%, as is assumed by Pokémon Showdown. Eruption and Water Spout are two moves of the Fire and Water types, respectively that rely on the user's HP to deal what generally are heavy amounts of damage. They are often used as the user's first move, or after being healed, to make full use of the moves' power. Since it's a percentage, it's wise to keep Pokémon that use these moves fast and powerful or bulky and powerful, depending on which fits your strategy and their stats. The move Fling is a Dark-type move, and its power is intended to vary depending on the item held by the user: for that is what the user does, throw their item at the target. It generally means it is a one-time use move barring Recycle, Trick, or like moves. It has a power generally ranging from 10 to 130, or 15 to 195 if you account for STAB on a Dark Pokémon, which makes this move lethal, even if one-time. First, I will discuss the additional effects certain items give to the target when Flung, and then I will discuss the powers of the items in general. For the sake of completionism, the latter will also contain items you couldn't bring over via PokéBank, but you never know who will find this useful... Ganlon Berry Raises the opponent's Defense one stage Iapapa Berry The opponent's HP will be restored somewhat, but they will be Confused King's Rock Makes the opponent flinch, if they move second Lansat Berry The opponent's critical-hit rate is raised one stage Leppa Berry Some random move of the opponent will have its PP restored by 10 Liechi Berry The opponent's Attack is raised one stage Light Ball Paralyzes the opponent Lum Berry Cures the target of Poison, Bad Poison, Burn, Frozen, Sleep, or Confusion Mago Berry The opponent's HP will be restored somewhat, but they will be Confused Mental Herb Cures their Attracted behavior Micle Berry The opponent's Accuracy is raised one stage. Belly Drummers Wiki Berry The opponent's HP will be restored somewhat, but they will be Confused FLUNG ITEMS WITH POWERS OF 10 15 WITH STAB - 108 ITEMS 30. Share Fire Stone First Mail Flame Mail Flame Orb Fluffy Tail Fresh Water Full Heal Full Restore Gooey Mulch Grass Mail Great Ball Green Shard Growth Mulch Guard Spec. HP Up Heal Ball Heal Powder Heart Mail Heart Scale Honey Hyper Potion Ice Heal Invite Mail Iron King's Rock Lava Cookie Leaf Stone Lemonade Life Orb Light Ball Light Stone Light Claw Love Mail Lucky Egg Luxury Ball Magnet Master Ball Max Elixir Max Ether Max Potion Max Repel Max Revive Metal Coat Metronome Miracle Seed Moomoo Milk Moon Stone Mosaic Mail Mystic Water Nest Ball Net Ball Never Melt Ice Nugget Old Gateau Paralyze Heal Pearl Poké Ball Poké Doll Poké Toy Potion PP Max PP Up Premier Ball Prism Scale Protein Question Mail Quick Ball Rare Candy Razor Fang Recommendation Mail Red Flute Red Shard Relic Bracelet Relic Coin Relic Crown Relic Gold Relic Silver Relic Statue Relic Vase Repeat Ball Repel Return Mail Revival Herb Revive Sacred Ash Safari Ball Scope Lens Shell Bell Shoal Salt Shoal Shell Smoke Ball Snow Mail Soda Pop Soul Dew Space Mail Spell Tag Stable Mulch Star Piece Stardust Steel Mail Sun Stone Super Potion Super Repel Sweet Heart Thanks Mail Thunder Stone Timer Ball Tiny Mushroom Toxic Orb Tunnel Mail Twisted Spoon Ultra Ball Up-Grade Water Stone White Flute X Accuracy X Attack X Defend X Sp. X Special X Speed Yellow Flute Yellow Shard Zinc FLUNG ITEMS WITH POWERS OF 40 60 WITH STAB - 3 ITEMS 0. This variability is a result of the mechanic surrounding it: it will deal more damage the larger the difference between the user's and the target's Speed, with all alterations to those included, such as stat changes. Thus, it works well when a very slow Pokémon uses it against a very fast Pokémon, and is rendered very useful in Trick Room situations since Trick Room does not affect the stat itself, just turn order, and slower Pokémon then go first so... If you use basic algebra, then, the power of this move is most optimal when the opponent is six times faster or more than you, emphasizing the use of an Iron Ball which by definition doubles this move's power, since it halves your Speed. It also works well as a counter, for example. And don't forget that doesn't alter Speed itself, so Gyro Ball can be very nice to have on a Trick Room team for at least one Pokémon. Heavy Slam a Steel move and Heat Crash a Fire move are two moves that rely on the user's and the target's own weights to determine the damage it deals. It works as follows to determine the base power: Weight % Base Power 0% ~ 20% 120 20% ~ 25% 100 25% ~ 33% 80 33% ~ 50% 60 50+% 40 Thusly, this move is better left to Pokémon that are very weighty, a common factor among Rock, Steel, and Ground Pokémon and even better among those with the Heavy Metal ability - ideally, you'll want to weight 5 times as much as the average Pokémon for the 120 Power, but that's going to be hard to manage outside of legendary Pokémon and a few others when you throw in the restriction of also needing to know these moves : just try to be heavy. If you want to see a list of Pokémon by weight, see. Note that this section will assume you know what are, and that you know your own IVs at least, should you need to use this for finding your Hidden Power's type. It is learnable by almost any Pokémon, but it varies significantly between almost any two Pokémon with almost complete certainty, there being a 1 in 256 chance of two Pokémon having the same Hidden Power at random. By definition, the move is Special-classed, the power is set at 60, the accuracy at 100%, and it has 15 PP normally. Its type will vary upon one of the most variable factors in the game, however -. This variation allows a good Special-Attacking Pokémon to have additional move variety it wouldn't otherwise have, a critical elemental many use in Special Attackers lacking that one type such as Porygon-Z. Usually, experimentation can lead you to figure out the type of Hidden Power a Pokémon has, although someone is usually in the game, too, to determine the type. Hidden Power is also subject to the Technician and Normalize abilities, although those won't be ideal on the Pokémon that have them under general VGC circumstances, since they tend to be better as physical-attackers. If you prefer the math version to type determination, here we go... For example, a Pokémon with all six IVs perfect 31 in each will have a Value of 63. Then this value is multiplied by 15 and divided by 63; in this case, you will then end up with 15. The result is then truncated the decimal part removed so that you only have a whole integer. As you can see, Fairy- and Normal-type Hidden Powers are excluded from the set of 16. Value Type Value Type 0 Fighting 8 Fire 1 Flying 9 Water 2 Poison 10 Grass 3 Ground 11 Electric 4 Rock 12 Psychic 5 Bug 13 Ice 6 Ghost 14 Dark 7 Steel 15 Dragon If you know basic math and understand the fact that the end value of the calculations is truncated, you'll know that there are only 16 possible end Values one can get. Since there is truncation, we can only get integers, right? Thus, we can only have integers of 15 or lower, and no lower than 0 given what is being added, which means we only have 16 Hidden Power types. Granted, that obviously excludes Fairy and Normal for reasons unknown, but, eh, take the good with the bad. If anyone is curious, used to, the calculation of Hidden Power's own Power used to require another IV-considerant formula, but it's now just a flat 60, even if the Pokémon is from older generations. Of course, that's an on average instance: all types on average should occur in four sets, but some are simply impossible to replicate. The below chart will be usable for determining what set of even-or-odd IVs you need in each stat to get a desired Hidden Power type, just for the curious. If you want an IV maxed, then Odd is 31 and Even is 30; if you want it minimized, then 0 is Even and 1 is Odd, at least under ideal circumstances. Or evens if you consider 0 IVs to be perfect for your strategy. When Magnitude is used, the game will state than one of 7 magnitudes of an earthquake has been caused by the user. Each magnitude has its own power and its own chance of occurring, as below. Magnitude Power Chance 4 10 5% 5 30 10% 6 50 20% 7 70 30% 8 90 20% 9 110 10% 10 150 5% Based on this data, one could derive several things regarding the usefulness of Magnitude. For example, on average with the odds for each occurence accounted for , the Power of this move is 71 on average, which means it is a poor, luck-based substitute for Earthquake - while it will exceed Earthquake's Power of 100 15% of the time, it will also fall under that 85% of the time. Strategically, substituting the 100%-nature of the powerful Earthquake for a random 15% chance at a 110- or 150-Power move is not a good strategy. Before I first began research into it, I thought that it would be a waste in general to use a slot for a good competitive item - such as a Choice item or Life Orb - to put a Berry in your hands. I was quite wrong... However, Natural Gift is also a one-use move it uses the Berry, and has a power of 1 with nothing , so be very wary about that - you can repeat its use via Recycle or Harvest as needed, though. Below, you will find the Berries you can hold to affect this move, its power, and its type. Berry Power Type Aguav Berry 80 Dragon Apicot Berry 100 Ground Aspear Berry 80 Ice Babiri Berry 80 Steel Belue Berry 100 Electric Bluk Berry 90 Fire Charti Berry 80 Rock Cheri Berry 80 Fire Chesto Berry 80 Water Chilan Berry 80 Normal Chopin Berry 80 Fighting Coba Berry 80 Flying Colbur Berry 80 Dark Cornn Berry 90 Bug Custap Berry 100 Ghost Durin Berry 100 Water Enigma Berry 100 Bug Figy Berry 80 Bug Ganlon Berry 100 Ice Grepa Berry 90 Flying Haban Berry 80 Ground Hondew Berry 90 Ground Iapapa Berry 80 Dark Jaboca Berry 100 Dragon Kasib Berry 80 Ghost Kebia Berry 80 Poison Kee Berry 100 Fairy Kelpsy Berry 90 Fighting Lansat Berry 100 Flying Leppa Berry 80 Fighting Liechia Berry 100 Grass Lum Berry 80 Flying Mago Berry 80 Ghost Magost Berry 90 Rock Maranga Berry 100 Dark Micle Berry 100 Rock Nanab Berry 90 Water Nomel Berry 90 Dragon Occa Berry 80 Fire Oran Berry 80 Poison Pamtre Berry 90 Steel Passho Berry 80 Water Payapa Berry 80 Psychic Pecha Berry 80 Electric Persim Berry 80 Ground Petaya Berry 100 Poison Pinap Berry 90 Grass Pomeg Berry 90 Ice Qualot Berry 90 Poison Rabuta Berry 90 Ghost Rawst Berry 80 Grass Razz Berry 80 Steel Rindo Berry 80 Grass Roseli Berry 80 Fairy Rowap Berry 100 Dark Salac Berry 100 Fighting Shuca Berry 80 Ground Sitrus Berry 80 Psychic Spelon Berry 90 Dark Starf Berry 100 Psychic Tamato Berry 90 Psychic Tanga Berry 80 Bug Wacan Berry 80 Electric Watmel Berry 100 Fire Wepear Berry 90 Water Wiki Berry 80 Rock Yache Berry 80 Ice There are three moves in the game known as the Fire Pledge, Water Pledge, and Grass Pledge. Each move is normally 80 Power, 100 Accuracy, and of the named type. Their true value comes out when used in Double, Triple, or Multi Battles when two allies use them together on the same turn. Based on the order in which the moves are used, the additional effects will be different. This is not the same as a Burn, even though the damage is the same, the main distinction being the actual damage. This works well with stalling tactics: it can be lethal if the foes are Burned, Poisoned, or being Leech Seeded, or all of those. Works obscenely well in combination with Serene Grace, which has the same effect. Punishment is a Dark-type move whose power can vary, and is extremely lethal in certain situations, almost moreso than any other move. Punishment is a move that will consider the stat changes the opponent has made on their Pokémon. Thus, it will never fall under 60, but can go further. This can be extremely lethal on some Pokémon that specifically rely on boosting their own stats, such as physical Aegislash or bulky Dragon Dance Dragonite - it also works well in conjunction when the user of Punishment is allied by a Pokémon that uses moves that lower the target's stats, as Punishment doesn't seem to care about which way the stat changes go. There are eight stats in all that are augmented in this game - Attack, Defense, Sp. However, the game will cap its power at 200, or 10 changes. STAB and other self-boosts will still be factored in, so STAB brings it to a devastating 300. It's definitely a move worth considering, especially in conjunction with the entry hazard or status-trollers that seek to lower stats. Though keep in mind people usually won't use boosting moves more than twice, meaning you can rarely hope for more than a power of 140 without STAB if you're lucky - you might have to induce the changes yourself. Return and Frustration are the two moves that rely on the Pokémon's own Happiness to determine their base power. Happiness is a stat that grows via various means, though generally keeping the Pokémon with you long enough to EV train it and bring it to a competitive level is mostly enough to max it out at 255, if you're concerned. The power of Return and Frustration can both range between 1 and 102, and the moves are Normal-type; you'll thus see these often on Normal Pokémon i. Mega-Kangaskhan for the STAB boost to 1. Plus, Reversal is Fighting-type, and Flail is Normal-type. With the right strategy, these moves will hit most Pokémon lethally. When people intend to use this strategy, they make the Pokémon very fast and very strong physically, absolutely disregarding any notion of bulk. The Pokémon will also have a Focus Sash, Sturdy, or use Endure to bring their HP as close as possible - then, because you made them very fast, you can attack first with nearly-unsurpassed power on the next turn. Below, you will find the ranges of HP considered for this move and their resultant powers - they are the same for both moves. It is a physical Normal-type move of 90 Power 135 with STAB , whose main gimmick was that its side effects were altered based on where the move was used. This remains true in these games. Below, you will find a list of locations and the side effects associated with those areas. Stockpile can be used up to three times consecutively. The main feature of Stockpile is its connection with two other moves, Spit Up and Swallow. These two moves are used to damage an enemy and heal the user, respectively, in respect to how much the user has Stockpiled. After the use, the user's Stockpile level returns to zero and your Defense and Special Defense will go down as many levels as it rose, back down to the initial levels you started with on the assumption that your stats were not otherwise altered by your opponent. Personally, the problem with Stockpile and either Swallow or Spit Up are the correlations to the time it takes for them to be effective. While 300-power is almost an assured OHKO, the likelihood you'd survive that long, even with the Defense boosts, are minimal in general gameplay. In fact, you could be easily countered by a self-boosting Pokémon wearing a Focus Sash: Swords Dance Speed Boost Blaziken comes to mind: in four turns, he would have quadrupled Attack and tripled Speed, meaning he would certainly kill you barring priority attacks. Below, I will discuss the damaging effects of Spit Up and the curative effects of Swallow. Trump Card is a simple-to-describe attack, and it's rather rare to see it in general competitive use because it relies on the user living long enough to use it. Of those, you won't find many beyond the Eevee-lutions and Slowking surviving. Trump Card is a move that will get power as it is used more; or, at least as far as the game is concerned, the more its PP goes down. You could, for example, force-lower it via Spite. Thus, it is pretty much the one move in the game that you do NOT want to boost with a PP Up due to the prolonged weakening of the move. The base power of the move in relation to your PP is below: PP Left Base Power 5+ 40 4 50 3 60 2 75 1 190 Wring Out and Crush Grip are some of the more devastating moves in the game, albeit only in certain situations. These two moves rely on the target's HP to deal damage: the more HP the target has, the higher the move's Power. The Power can range from 1 to 110, which is pretty nasty. However, keep in mind that, as damage is dealt, the damage output from these two moves will by definition also decrease, meaning the move is most effective as your opener move and it's better to go to other means for the remainder of the fight. The percentage itself is easily estimatable from the gauge on-screen, so you don't need to know the target's exact HP to estimate the power of this move. Most of you who'd probably bother to be looking at an FAQ have absolutely no idea what an EV is, or what the significance of six perfect IVs is, or what your Pokémon's Natures are intended to do. I assume this since most people ready for official competition - and thus already know this stuff - generally don't read FAQs. Sorry if I'm being overly-presumptuous. The former two are generally referred to as the Dynamic Values; before their mechanics and existence were revealed, these two values were often different between two Pokémon. In fact, alongside Natures, these are the three reasons why two Pokémon - even of the same species, and even raised by the exact same person - could end up drastically different. They can be the difference between a Blaziken using a physical- or special-oriented moveset. They can be the difference between going with a speedy Dragonite or a bulky one that abuses Weakness Policies. They can be the reason behind an effective Pokémon that knows Transform. They can be the difference between choosing Mega-Mewtwo-Y or Mega-Mewtwo-X. When properly manipulated, many new strategies open up for your Pokémon, for you are more free in manipulating their statistics. With the proper knowledge, you can actually calculate the Pokémon's Level 100 stats before the Pokémon has even been hatched! And so, you need to learn what these are, how they work, and how to manipulate them to your own advantages. Keep in mind that this section is absolutely by no means intended to be read by people who do not intend to battle against other, real-life people in a competitive setting. You will not need to know any of this stuff to get through the game at all. Within the following sections, I will discuss what the nature of these stats and what they do, and more exactly how one can manipulate them in their own favor to help them make their Pokémon - for their strategy - completely and utterly flawless. By beating a Pokémon in battle, the participating Pokémon and I think those who are affected by the EXP. Share will earn EVs. EVs are attributable to any of your six stats: HP, Attack, Defense, Special Attack, Special Defense, and Speed. Each Pokémon - regardless of level, trainer, gender, or Forme sometimes - will yield a specific amount of EVs. The chart detailing such can be found in the Pokémon Stats Misc. Any given stat can have up to 252 EVs, and there can be a max total of 510 across all six stats put together. When these Pokémon are brought over via Poké Transporter and Pokémon Bank, their 255 EVs in that single stat or two will be chopped down to 252. The significance of this is described soon.... How do EVs work on your stats? It works like this... As you know, EVs can be attributed to any of the six stats, right? For any stat, if you remove the effects of EVs, IVs, and Nature, the stats will be at their absolute basest of levels as far as calculations go - they can go lower. Under those situations, you will earn additional points in that stat equal to the number of EVs in that stat divided by four and then truncated. Since they are truncated - and thus, the decimal part ignored - you can see the significance of changing the max-per-stat from 255 to 252: 3 more EVs that can be allocated elsewhere. At the maximum levels, then, EVs can have an influence of 63 points... That's the critical part here: EVs will only have that 4-for-1 effect by Level 100; the increase is proportional at lower levels. For example, you have 25 point increase at Level 50 with 200 EVs. You can either use , use , or simply beat specific Pokémon that gain you the specific EV boosts you need. The latter method is the oldest, although it often was partially - and costily - boosted by the vitamins, since they work as well and also save time. Super Training is by far the fastest method, making it usually take about an hour with the vitamins' boost; grinding is a bit longer and luck-based, usually taking 5~15 hours. Also keep in mind that certain Berries are able to reduce the number of EVs you get. Below, to close this sub-section, is a summation of the items you can use - outside of Super Training - to augment your EVs. Keep in mind that the Vitamins - HP Up, Protein, Iron, Calcium, Zinc, and Carbos - will not take effect after 100 EVs, although they will work up to that point. The first of these listings is for the instantaneous effects, while the second is strictly battle-effected gains. Unlike EVs, these are not truly dynamic, but are simply set in from the time you get the Pokémon. If you want to change the IVs, you need to change the Pokémon, although you can manipulate that process via means to be soon detailed. But what are these IVs? Like EVs, these are values attributed to each stat: the IVs of one stat will not affect another, and so there are IVs for all six stats that can be freely manipulated within their ranges. The only exception about their independence is the case of Hidden Power, since they help to determine its type. The IVs' values can range from 0 to 31 in each of the six stats, making 32 possible values for a single stat, and 1,073,741,824 combinations of values across all six for the general Pokémon. Now you're beginning to see why Pokémon tend to be different, eh? You can choose to mark a Pokémon with certain markings for various reasons. Seems pointless, doesn't it? However, many Pokémon breeders will wisely choose to mark which stats have perfect IVs via this system: six stats, six markings, right? Many will mark HP, Atk. This helps to keep track of which Pokémon are good to breed, and others just to keep or maybe you want to make them perfect later on and are just too lazy. Therefore, when you do trades - particularly Wonder Trading - it would be wise to see the obtained Pokémon's markings. Not everyone will necessarily use this system, and you will likely want to check their IVs somehow calculators or in-game NPCs later on, but this can give you the reason to not just throw away crap Pokémon. And, of course, it again works nice for bookkeeping. In any case, IVs will have their most obvious effect on your Level 100 stats. Disregarding the influence of EVs and Nature - so, again, basal levels - a stat will gain one point per IV in that stat by Level 100, and proportionate amounts at lower levels. For example, say you normally would have 300 Attack at Level 100, and thus 150 at Level 50. With 30 IVs in Attack, you would have 165 Attack at Level 50, and 330 Attack at Level 100. A single point can often be the difference between losing and winning, I kid you not. Ideally, a competitive player will want a Pokémon with 4 to 6 perfect IVs. Generally, people will simply say that the Pokémon would then be a 4-IV ~ 6-IV Pokémon. The Japanese tend to use the terms 4V and 6V in those instances, notations that I've seen become much more popular recently. Of course, this would depend on the strategy. For example, some people may want to combine the move Payback - which deals double damage when the target moves first - with an IV of 0 in Speed. How would one get perfect IVs, assuming they did not have them before? This all covered in the process of and by making certain Pokémon that already have perfect IVs hold certain items when breeding. Other ways have been found to get some with them, such as the Friend Safari for 2-IV Pokémon. IVs also influence , so give that section a read as well. The general Pokémon player can often assume this to be some kind of individualistic aspect of Pokémon to make them somewhat different from one another - and, in that, they're right, but probably not in the way they expect. Natures actually have a HUGE effect on Pokémon stats, causing increments of up to 10% up and down. That's huge, and can be the very edge on which balances a whole battle - I have more than enough proof on Pokémon Showdown when it comes to Timid or Modest Porygon-Z's. When a Pokémon is caught, hatched, or otherwise obtained, the Pokémon's Nature - if it wasn't preset - is set. You will not be able to change it or its effects; thus, if the Nature is imperfect, the Pokémon as a whole is imperfect. To be able to manipulate a Nature, you must simply get another Pokémon. When you breed two Pokémon together, you can have the one with the Nature you want hold an Everstone to guarantee that the child Pokémon will have it. Of course, this is all subject to the other breeding mechanics, too - see the section for details! There are 25 Natures in all - 20 of them add 10% to one stat and subtract 10% from another, and 5 different ones all result in equal growth Nature-wise, anyhow across all stats. Max HP Attack Defense Sp. These are not just random junk! In fact, they can help you get insight to your Pokémon's IVs, and, in turn, Hidden Power and other things. To determine a Pokémon's characteristic, the game first looks at the IV in each stat: HP, Attack, and so on. Of those, it will select the one with the highest value; in the case of a tie, based on its personality value, as mentioned in the next section. The value is the IV is divided by five and the remainder is looked at the modulo operation ; for example, if the IV is 23, the remainder or 23 mod 5 is 3. Based on that modulo of that highest IV and what stat it was for, you get the following characteristics. Modulo Value Possible IVs Stats HP Attack Defense Sp. Speed 0 0, 5, 10, 15, 20, 25, 30 Loves to eat. Proud of its power. Likes to thrash about. Capable of taking hits. Often lost in thought. Somewhat of a clown. Each Pokémon has an unsigned, 32-bit integer in hexadecimal that is set when you first find it in the wild, or when you get the Egg for it. This value can range, thus, from 0000000 to FFFFFFFF in hexadecimal, or simply 0 to 4,294,967,295 in standard decimal. This stat is usually looked at in chunks in binary, as such: 00000000 00000000 00000000 00000000 There are four chunks in this 32-number sequence of zeroes, which still ranges in the previously-noted range, with the max being at all 1's. In any case, this randomly-generated things determines several random characteristics of the Pokémon. Note that these are not the only things personality values have been used for, historically, but these are the only things for which they're utilized right now. By taking the value modulo 6 or, in other words, the remainder of the value divided by six , we can see which IV will be considered. The values you get in this operation are 0, 1, 2, 3, 4, and 5, which result in the winning of HP, Attack, Defense, Speed, Sp. Spinda have four spots: two on the face and two on the ears. Each 8-digit chunk determines the location of a spot. The first four digits give the horizontal position, and the last four the vertical position, of the spot's top-left corner. This hypothetically results in 4,294,967,296 combos, but since some spots are placed in undisplayable areas, the number is fewer. Once this is done, take the modulo of this value divided by 10. If 0, 1, 2, 3, or 4, it evolves into Silcoon; for 5, 6, 7, 8, and 9, it evolves into Cascoon. So it's a 50-50 shot. If it's 0, the ability given is that in its first ability slot, and 1 yields the second. Note that ALL Pokémon have three Ability slots, but just that some Pokémon have the same ability in multiple slots. For example, Blaziken has Blaze in its first two and Speed Boost in its third, HA slot. A seperate determinant is used for Hidden Ability's, but, in that case, the digit is still 0. For the record, the digit is found by the personality value, divided by 65536, modulo 2, rounded down. VI , the Pokémon is Shiny; thus, the 16 in 65536 chance to be Shiny. Each Pokémon has a value, ranging from 0-255 00-FF or 00000000-1111111 in hex or binary, respectively , in its base stats that is known as the gender threshold. Generally, if this last set of numbers is greater than the threshold, it is male, and female otherwise. More generally, you can look at the table below. Gender Threshold Gender Ratio Binary Decimal Male Female 11111111 255 No gender 11111110 254 Female-only 11011111 223 12. The net change is the cumulative total of all stat changes done on the Pokémon throughout its time on the field. Stat changes are negated when you switch out for whatever reason, barring Baton Pass. For example, say I use Swords Dance Attack +2 stages on my Aegislash, and do so twice. That is currently a net change of Attack +4 stages, since it has not been lowered, and thus my Attack is tripled. Now let's say I attack you with Shadow Sneak - a contact move - and your own Aegislash uses King's Shield. That has an effect of lowering my Attack 3 stages since I attacked with a contact move. Now my Aegislash has an Attack change of +4 + -3 , or +1, or a 50% boost: I'm still stronger than normal, but much less so than before. Now let's say I fall for it again. Then I switch out, you attack and kill my Magikarp, and I send out Aegislash. It now has its attack normalized ±0 stages. In any case, that's about it. Stat changes will never go more than 6 stages in either direction. However, given that, keep in mind some things will still be able to stack. You can increase this rate by varying means, up to +4 stages to 100%. Critical hits, notably, only deal 50% extra damage versus the old double , and 125% extra damage with Sniper. Change Attack, Defense, Sp. Rate Textual Cue +6 +300% x4. Like, for example, your Attack being lowered 1 stage as well as your opponent's Defense? Will the damage necessarily equal out? Will I actually deal more damage!? This section will help to simplify that process. Change Change in Damage Stages Multiplier Stages Multiplier +6 x4. There are a certain set of moves that will have a priority that will differ from most moves, allowing them to go first or last or the like. For example, Bullet Punch is said to go first, right? Let's say you use it. And then I use King's Shield. But my King's Shield goes first somehow even assuming you're faster than me and your Attack gets harshly lowered for using a contact move. The purpose of this section is to simply list the priority of moves and such. So, here we go... Oh, a few more things. Quick Attack remains at Priority +1, but if two Pokémon use it, then the slower one goes first. While you can obviously assume that higher Attacks or lower Defenses equal more damage to the target, it can still be interesting to look at the actual formula and be able to precisely know the damage dealt by a move in battle. Fighting on Ghost 0. Water on a Dragon 1. Water on a Normal 2. Water on Fire 4. Single-target moves, like Flare Blitz and Brick Break will not be affected by this, so MTMOD will equal 1. If a move can hit multiple Pokémon but only one foe is on the field, then MTMOD still equals 1. You simply need to substitute the right variables into the formula to get the answer for the exact damage you can do. As you can see, the user's own level is considered in addition to their Attack or Special Attack - which is used depends on the move's class, Physical or Special, respectively. Similarly, the target's Defense or Special Defense are used for Physical and Special moves respectively. A few exceptions exist, but they specifically say whether they deal physical or special damage: the named class determines the Attack used, and the type of damage dealt determines the Defense used. You can also derive the fact that your move has a damage range based on the random-number variable. The move, on average, will usually favor the numbers 92 or 93 for the RND variable, causing a range of 85% to 100% of the move's full power and a room of error of ±7. That latter fact is itself very concerning when it comes to the use of mixed-attackers, those that use both Special and Physical moves, and it thus helps to equalize their Attack and Sp. For example, say I use Aegislash at Level 50, and it's against a Rock Pokémon with 200 Defense and Sp. My Aegislash attacks and it will be in Sword Forme with 175 Attack and 225 Sp. It is a Quiet Nature boosts Sp. Which move do I use: Shadow Ball or Sacred Sword? In this instance, I normally consider Aegislash as my Special-class nuke, but I also have Sacred Sword for specific Pokémon. Both moves are 80 Base Power, also. However, Sacred Sword would deal ~5 points more damage, usually 116 vs. Throughout the course of the game, it is expected that you will fight many Pokémon. It is customary for games of the RPG genre to include some kind of leveling up system; by doing so, the developers can help to provide greater challenge later in the game while also providing you the means by which to equal or surpass your foes. As usual, the level-up system is centered around the earning of EXP. Most RPGs take a relatively simplistic approach to this; even Pokémon did for a while. Essentially, in the olden days, enemies would give out flat amounts of EXP. This will end up determining their growth formula as well. Here are the formulas attributed to each of the groups. If you would prefer a visual version of these, a chart will follow the list. Yes, at Level 1, Medium-Fast Pokémon are supposed to have -54 EXP. Game Freak patched over this in later releases of Pokémon. However, that interestingly led to a glitch in the original Pokémon games. In Pokémon Red, Blue, Green, and Yellow, however, you can utilize variants of the Mew Glitch or Old Man Glitch look it up so that you end up with Level 0 or Level 1 Pokémon. Since the glitch wasn't patched then, for whatever reason earning enough EXP. This is because the negative number was interpreted as negative, but games often don't store negatives unless their bytes are signed which they're not in this instance , and thus felt to be a large positive number, which was in turn considered be the large amount of EXP. LEVEL FLUCTUATING GROWTH SLOW GROWTH MEDIUM-SLOW GROWTH MEDIUM-FAST GROWTH FAST GROWTH ERRATICGROWTH EXP. Here's everything affecting EXP. Share: Divides the EXP. You can see most of the values in the section, with the values being organized in numerical order in the section. For example, I'm in the U. My American Pikachu could earn 1,000 EXP. O-Power can give party-wide 20%, 50%, or 100% EXP. For example, Charmeleon evolves into Charizard at Level 36. If I would earn 1,000 EXP. If you're curious, the maximum boost would be as follows: an international Pokémon holding a Lucky Egg, having 2+ Hearts in Pokémon-Amie, with EXP. That results in a EXP. This is how it would be in the form of a formula: --------------------------------------------------------------------- EXP. Share In regards to Pokémon strategy, the exact mechanics of a Pokémon's own growth can be rather interesting, even essential to deciding which Pokémon to choose for your team. These growth mechanics can be useful in determining the exact stats of a Pokémon, or generating comparisons between Pokémon. In this section, we'll discuss the formulas delegating statistical growth. The base stats of Pokémon can be found in the section. All of these factors can be manipulated, other than the base stats unless you count changing the Pokémon , and thus, you can specifically manipulate the growth of stats to the degree where you can calculate the exact stats of a Pokémon at any given level before you even experimentally test these things. Yeah, I guess there's not much here - probably something revolving around me being really good at Pokémon. Of course, you don't have to follow these guidelines on the whole: EV-training, IV-breeding, and Nature optimization are things that can take hours more than most strategies. If that's not your thing, remember that, while statistics do play a role, strategy is the most important thing. When it comes to the main story, simply having a balance of Pokémon on your team will do: you shouldn't have to worry about EVs or Natures or particular strategies or anything like that for the main game unless you're honestly pretty terrible at the game. By absolutely no means will this work for everyone: everything here, at least of the initial writing, was written by me after thorough, in-depth observations of how people tend to play, and how successful people tend to play. A successful foundation knowledge can be built using the standards here, but the point where I leave everyone off is the specific development - on the team structure, Pokémon-specific level - of one's own strategy. I can give you the foundation, but cannot give you the house, which you must build yourself. Yup, I'm that bad of a contractor lol. The foundations of all strategies what I give here usually converge or are based upon what I put here, but the houses what you come up with after this are all unique. But a house cannot stand without a firm foundation: I have encountered a number of teams whose Pokémon don't even differentiate between Special and Physical moves not even attempting to use mixed-attacker sets, mind you and thereby are terrible, because they clearly don't have that firm knowledge foundation of what differentiates between Physical and Special and thereby cannot make the most of their power; they are the houses upon the sand.
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