Pokémon/Printable version


Pokémon

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/Pok%C3%A9mon

Permission is granted to copy, distribute, and/or modify this document under the terms of the Creative Commons Attribution-ShareAlike 3.0 License.

Pokédex

The Wikibooks Pokédex is an index to the individual Pokémon articles in the Wikibooks Pokémon Guide. In each Pokémon entry you will find various data and strategies for each Pokémon in each game.

The following abbreviations are used:

  • RB - Pokémon Red and Pokémon Blue
  • Y - Pokémon Yellow
  • GS - Pokémon Gold and Pokémon Silver
  • C - Pokémon Crystal
  • RS - Pokémon Ruby and Pokémon Sapphire
  • FL - Pokémon FireRed and Pokémon LeafGreen
  • E - Pokémon Emerald

Reading an Entry

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Each entry contains information pertaining to that specific Pokémon:

Basic Statistics
Basic information about the Pokémon. This section contains the following data:
  • National Index - The Pokédex index number according to the National Pokédex.
  • Johto Index - The Pokédex index number according to the Johto Pokédex.
  • Hoenn Index - The Pokédex index number according to the Hoenn Pokédex.
  • Sinnoh Index - The Pokédex index number according to the Sinnoh Pokédex.
  • Hisui Index - The Pokédex index number according to the Hisui Pokédex.
  • Unova Index - The Pokédex index number according to the Unova Pokédex.
  • Kalos Index - The Pokédex index number according to the Kalos Pokédex.
  • Kanto Index - The Pokédex index number according to the Kanto Pokédex.
  • Alola Index - The Pokédex index number according to the Alola Pokédex.
  • Galar Index - The Pokédex index number according to the Galar Pokédex.
  • Paldea Index - The Pokédex index number according to the Paldea Pokédex.
  • Kitakami Index - The Pokédex index number according to the Kitakami Pokédex.
  • Blueberry Index - The Pokédex index number according to the Blueberry Academy Pokédex.
  • Orre Index - The Pokédex index number according to the Orre Pokédex.
  • Stage - The stage of evolution of the Pokémon.
  • Height - The height of the Pokémon.
  • Weight - The weight of the Pokémon.
  • Gender Distribution - The relative frequency of encountering a Pokémon of a specific gender.
  • Ability - The Pokémon's ability.
  • Type - The types of the Pokémon.
  • Species - The species of the Pokémon.
  • Egg group: - The Pokémon's egg groups. For more on egg groups, consult Pokémon/Breeding Basics.
  • Hatch steps - The number of steps required to hatch a Pokémon egg. For more on hatch steps, consult Pokémon/Breeding Basics.
  • Catch rate - The relative difficulty of catching a Pokémon.
  • Base Experience - The base amount of points used in determining the amount of experience gained from defeating a Pokémon.
  • Max Experience - The amount of experience points needed to reach level 100.
  • Base/Max Stats - The base and max stats for the Pokémon. Max stats are based on having the highest possible individual values and effort points. In the third generation of games, max stats are also based on having a beneficial personality trait to the statistic.
  • Effort Points - The amount of effort points gained from defeating this Pokémon (third generation and later).
Type Matching
The type affinities (weaknesses and resistances) for the Pokémon in the various RPGs.
Moveset
The move list for the Pokémon in the various RPGs. This section is further subdivided to moves obtained by levelling, TM/HM, and breeding. If a Pokémon cannot learn any moves from a particular method, the entire section for that method is skipped.
  • Levelling - These are moves that are obtained as a Pokémon gains experience and levels. At a certain level, the Pokémon will learn the indicated move for that level for that game. If a level is not shown, the Pokémon does not learn any attacks at that level. If a level is shown but has a dash in it, the Pokémon does not learn any attacks at that level for that specific game.
  • TM/HM - These are moves that a Pokémon can obtained through the use of a Technical Machine or a Hidden Machine.
  • Breeding - These are moves that a Pokémon can obtain through the course of breeding. The mechanics of Pokémon breeding are covered in Pokémon/Breeding Basics. Note that because of the mechanics behind breeding, it is impossible for a Pokémon to learn certain combinations of moves. For example, it is impossible for a Skarmory to have both Whirlwind and Drill Peck, although both moves will be in this section.
  • Evolution - These are moves that a Pokémon can only obtain from having evolved from another Pokémon that can obtain such a move. These moves cannot be otherwise obtained. For example, Marill will have Sing in this section, as it can only learn such a move from having evolved from an Azurill - it cannot be bred onto Marill directly. For most evolved Pokémon, moves learned from breeding will be in this section, as (with the exception of Marill) evolved Pokémon are not hatched from eggs.
  • Other Sources - These are moves that a Pokémon can obtain through certain other methods, most notably from being able to learn a move after unlocking a secret in the Pokémon Stadium series of games, or being given a Pokémon with these moves (which cannot be obtained by other means). However, this does not include moves that are obtained from various Pokémon promotions. For example, Psyduck will have Amnesia in this section, as it can only learn such a move from Pokémon Stadium.
How To Obtain
How to obtain this Pokémon in a particular game, apart from trading in the RPGs.
Trading Cards
The list of trading cards in the Pokémon Trading Card Game the Pokémon is found in, and a detailed description of the card.

Contributing to the Wikibooks Pokédex

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As Wikibooks Pokédex is part of the Wikibooks Pokémon Guide, please refer to contributor's guide there for notes on contributing to the Wikibooks Pokédex.


Battle Basics

A central element to the Pokémon RPGs is the concept of the Pokémon battle. A Pokémon battle is contested between two teams of Pokémon. There may or may not be restrictions on the size or makeup of these teams. Each battle is essentially a tag-team match, the objective of which is to knock out (or faint) all the members of the other team. To do so, the hit points of the opposing Pokémon must be reduced to zero through attacks.

A battle consists of several rounds. In each round, each side will choose an attack for their active Pokémon. Then, barring special effects from attacks, the faster Pokémon will attack first. If the slower Pokémon remains standing, then it will attack (again, barring special effects from attacks). In some battles, trainers are also permitted to switch Pokémon. As switching is done before any attacks are made, this will allow the other Pokémon to get in a free attack. In the RPGs, a trainer, when battling against a CPU opponent, may also use items that can heal (or otherwise alter the statistics of) Pokémon during a battle. Again, this will allow the opposing Pokémon to get in a free attack. When fighting wild Pokémon, you may also attempt to catch it using a Pokéball. If the catch succeeds, the battle immediately ends, and you acquire a new Pokémon. If the catch fails, the wild Pokémon will attack.

So what is the point of battling? Battling will allow Pokémon to gain effort and experience, both of which contribute to increased overall statistics. Battling is also a method of getting Pokémon to learn new attacks or evolve.

Type Affinity

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Type Chart

There are 18 types of Pokémon in the RPGs (15 in the first generation of games, and 17 in games before X and Y), with each type having weaknesses, resistances, and immunities to certain types of attacks. If a Pokémon has a weakness to a certain type of attack, the attack is said to be super-effective, and the damage dealt is doubled. If a Pokémon is resistant to a certain type of attack, the attack is said to be not very effective, and the damage dealt is halved. A Pokémon immune to a certain type of attack, of course, receives no damage. These effects are multiplicative, for Pokémon of more than one type. This can mean that a weakness and a resistance will cancel each other out. It can also mean that a Pokémon is doubly-weak or doubly-resistant to a certain type of attack. Because of the fact that only the type of the attack and the type of the defending Pokémon are considered, it is often a good idea to find the combination of attacks that will allow the Pokémon to do super-effective attacks against every type of Pokémon.

There are also attacks that can alter type affinities. For example, attacks such as Foresight remove the immunity of Normal- and Fighting-typed attacks from opposing Ghost Pokémon. In the third generation of games, certain Pokémon may also have abilities that may affect type affinity.

Type affinities for each Pokémon can be found in their Pokédex entry.

However, this does not mean that the type of the attacking Pokémon is a non-factor. If the type of the attack matches any of the types of the Pokémon, then the attack will receive the same-type attack bonus, or STAB, which increases the amount of damage by 10% (50% in the third generation of games). In the second and third generation of games, there are also items that will increase the power of certain attacks. There are also attacks that may have effects on other attacks.

Beware, though, that type affinity is not everything. The statistics of a Pokémon will often determine the strategy to fight with or against it. For example, a Pokémon weak on defense will fall easily to a high-power attack, even if the Pokémon is doubly-resistant to it (or conversely, a weak attacker would have very little chance of taking down a strong defender, even when the defender has a double weakness). Furthermore, the type of the attack will determine which statistics are used in determining the amount of damage inflicted. Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, and Water attacks are considered special attacks, and will use their special attack and special defense statistics to determine the amount of damage done (in the first generation, the special statistic is used for both attacking and defending). All other types of attacks are physical attacks, and will use the physical attack and defense statistics. Thus, a Pokémon may not benefit from high-power attacks when the relevant statistics are very low.

Attacks

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There are three main types of moves: normal attacks, calculated attacks, and non-attacks. Normal attacks use the statics of the Pokémon involved to inflict damage, and is subject to weakness, resistance, STAB, and, in some cases, abilities. Calculated attacks, on the other hand, deal a fixed amount of damage, or damage independent of these factors (but dependent on others). Non-attacks are just that: they deal no damage, but provide some other effect.

Each Pokémon may only have up to four moves at a time, and when a fifth one can be learned, it must take the place of one of the four (alternately, the new attack may be skipped).

Each attack has a certain amount of power points or PP, which determines the amount of times a move can be used. Normally, when a move is made, one PP is used, but when facing Pokémon with the Pressure ability, two PP are consumed. High-power attacks tend to have fewer PP, while lower-power attacks will have more.

In the case where all of a Pokémon's PP are exausted, the Pokémon begins to struggle. Each turn it remains as the active Pokémon, it will do an attack of fixed power with recoil. This attack (Struggle) has no type (rather than Normal), to prevent a match between struggling Ghost Pokémon from going at it forever.

Attacks may also be classified by their effect on Pokémon: some attacks will raise or lower a Pokémon's statistics, while others may inflict status effects. Still, other attacks may have other effects. They can be classified as follows:

  • Critical Attacks - these attacks have a higher probability of getting critical hits (see below).
  • Statistic Modifiers - these attacks raise or lower a Pokémon's statistics temporarily (for the purposes of battling).
  • Status Effect Attacks - these attacks inflict a status effect on a Pokémon, some of which may have consequences outside of battle.
  • Two-turn Attacks - these attacks take two turns to execute, and typically hit on the second turn. Some attacks which hit on the second turn give the Pokémon immunity from being hit (except by some attacks) during the first turn.
  • Multiple Attacks - these attacks hits as if multiple attacks are made in one turn.
  • Recoil Attacks - these attacks deals damage to both the user and opponent.
  • Recovery Attacks - these attacks allow Pokémon to recover lost health.
  • Switching Attacks - these attacks allow you to either switch opposing Pokémon, or run away from battles against wild Pokémon.
  • Suicide Attacks - these attacks knock out your Pokémon.
  • Quick/Slow Attacks - these attacks will be performed first (or last), overriding the speed statistics of the Pokémon involved. If two Pokémon use the same type of attack, then the speed statistics are used to determine which attack is performed first.
  • Restrictive Attacks - these attacks will trap opponents for several turns, during which the opponent cannot switch (in some cases, attack).

In double battles, introduced with the third generation of games, an attack can also be classified by the Pokémon they hit: some moves attack a specified opponent, some a random opponent, and some may hit both opponents, however, the attack power of the move is cut in half. Some attacks may even hit the Pokémon's partner along with opposing Pokémon.

Critical Hits

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When a Pokémon attacks with a damaging non-calculated attack, there is a chance that the attack becomes a critical hit. In that case, the amount of damage is doubled, however, any stat reductions/increases are ignored in the third-generation games. The probability of getting a critical hit as follows:

In the first generation of games, the probability of getting a critical hit is dependent on the Pokémon's base speed statistic. It is determined using this formula:

probability = base speed / 2 * critical modifier / 256 * 100

where integer division is used throughout. The critical modifier is determined as follows:

  • Start with 1.
  • Multiply by 4 if a critical attack is used.
  • Divide by 4 if Focus Energy has been previously used for RBY (yes, this is a bug)
  • Multiply by 4 if Focus Energy has been previously used for Stadium

If a random number from 0 to 255 is less than this probability, the attack critical hits.

In the second and third generation of games, the probability of getting a critical hit works on a sliding scale. It works as follows:

  • Start at Level 0.
  • Move up one level if Focus Energy has been previously used.
  • Move up two levels if a critical attack is used.
  • Move up one level if Scope Lens is equipped onto the Pokémon.
  • Go to Level 2 if Chansey is equipped with Lucky Punch, or if Farfetch'd is equipped with the Stick.

Then, if a random number between 0 and 255 is chosen below the value associated with the level, the move critical hits.

Level Probability
0 17
1 32
2 64
3 85
4 128


Items

The Pokémon games, anime, and manga have a variety of items unique to their fictional world.

Assisting items

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Berries

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Berries were introduced in Pokémon Gold and Silver. Berries are found on distinct-looking trees, and will regrow every day. They can be used like typical RPG consumable items, to heal damage or negate status effects, but they are different in that they can be given to a Pokémon to hold, in which case the Pokémon will use the item as soon as it is needed, thus saving a turn.

Starting in Pokémon Ruby, Sapphire, and onwards, berries have greatly changed. Their new names and appearances are loosely based off of real fruits and vegetables. They no longer grow regularly in certain places - rather, picking a set of berries uproots the plant. Players can replant and water berries in order to grow berry plants from which more berries can be picked. Growing times range from four hours to four days. These games also introduce the ability to make Pokéblocks by spinning the berries in a Berry Blender.

In Pokémon FireRed, LeafGreen, and Pokémon Emerald, players can crush berries with 2-5 other players via the Game Boy Advance Wireless Adapter to make Berry Powder, which can be spent to buy rare items in Cerulean City. Some berries in Pokémon Emerald have effects that differ from other third generation games.

Elixirs and Ethers

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Elixirs (referred to as Elixers in games prior to Pokémon Ruby and Sapphire) and Ethers have been essential to the Pokémon world since Pokémon Red and Blue. The counterpart to Potions, Elixirs and Ethers restore a Pokémon's Power Points (PP) rather than its HP (see Magic Point for related info). Power Points are essentially the number of times any given attack may be used. Elixirs and Ethers are limited and cannot be bought in any shopping mart by the player. Each move is assigned a default maximum amount (e.g. Surf has 15 PP, Fire Blast has 5). PP can be raised by one using a "PP Up" but that too is very rare. Using Elixirs and Ethers allows players to refresh used PP during battles or when visiting a Pokémon Center for healing would not be convenient. While the ability to "hold" items was introduced in Pokémon Gold and Silver, giving Pokémon the ability to use certain items autonomously, Elixirs and Ethers need to be used by the player specifically so there is no benefit beyond extra storage to having a Pokémon hold one. Incidentally, several berries were introduced from this point on, mimicking their effects.

While Elixirs and Ethers cannot be purchased in any of the games, they are a welcome item often found while traveling around. There are four types, restoring varying amounts of PP:

  • Ether - Restores 10 PP to a selected move.
  • Max Ether - Restores all PP to a selected move.
  • Elixir - Restores 10 PP to all of a selected Pokémon's moves.
  • Max Elixir - Restores all PP of all of a selected Pokémon's moves.

PokéFlute

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File:Pokeflute.jpg
The PokéFlute rendered in 3-D from the Pokémon Trading Card Game.

The PokéFlute, first introduced in Pokémon Red and Blue, was initially a Key Item used to wake a sleeping Snorlax that was blocking forward progress. It could also be used in any battle, to wake up sleeping Pokémon.

In Pokémon Gold, Silver, and Crystal, the Radio Tower in Lavender Town has a station devoted to PokéFlute music, which is also used to wake a sleeping Snorlax that is blocking forward progress.

The PokéFlute also appeared in Pokémon Snap, where it could awaken Snorlax from sleep, lure Pokémon out of hiding, and sometimes would make them dance or behave oddly—Pikachu unleash showers of sparks when they hear the music.

Spoiler warning: Plot and/or ending details follow.

A PokéFlute appears in the Pokémon anime in episode #41, "Wake up! Snorlax!", when it is used to wake a Snorlax that is blocking an important river.

In chapter 22, "Vs. Victreebel," of Pokémon Adventures, a mechanical Pidgey tour guide in the Safari Zone rescues Red from being sacrificed as part of a Victreebel evolution ritual, by waking the assembled Bellsprouts and Weepinbells with a PokéFlute.

"Pokémon Flute" is a card in the first set of the Pokémon Trading Card Game, but doesn't wake Pokémon in that game.

Other flutes

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While they are not specifically referred to as "PokéFlutes," flutes of various sorts play important roles in the Pokémon anime and manga, and video games.

In Pokémon Ruby, Sapphire, and Emerald, a glassblower near Lavaridge Town makes five different types of glass flutes, which are not referred to as PokéFlutes (although one has the same sleep awakening effect). In order to purchase these flutes, instead of using money one must get a Soot Sack and walk around Route 113, where the glassblower is. The grass there is covered with volcanic ash that spreads from the volcano nearby, and 1 ash is collected for every white patch of grass walked through, which proceeds to revert to the normal green color after, signifying no ash left on that patch. Once one leaves the area or enters a house (such as that of the glassblower), the ash will reappear where it was lost. These are the types of flutes one can buy and their ash prices:

  • Blue Flute - Cures Pokémon afflicted by Sleep. - Cost: 250 ashes
  • Yellow Flute - Cures Pokémon afflicted by Confusion. - Cost: 500 ashes
  • Red Flute - Cures Pokémon afflicted by Attraction. - Cost: 750 ashes
  • Black Flute - Reduces encounter rate of wild Pokémon. - Cost: 1000 ashes
  • White Flute - Increases encounter rate of wild Pokémon. - Cost: 1000 ashes

In Pokémon FireRed and LeafGreen, the Blue Flute can be used to wake Pokémon in your party both in and out of battle, multiple times. Like the PokéFlute, it can be used as a replacement for "perishable" items used to cure "sleep". The only difference is that the Blue Flute wakes the Pokémon instantly, while the PokéFlute wakes the Pokémon only after the song is finished playing. The Red & Yellow flutes can be used to cure "Attraction" and "Confusion" in a similar way.

In the second Pokémon movie, the tune Melody plays on her unnamed flute (which somewhat resembles an ocarina) reawakens Lugia after it is defeated, and repairs the damage done by Moltres, Zapdos, and Articuno.

In Pokémon Colosseum, the Time Flute is used to summon Celebi to heal Shadow Pokémon (Pokémon that have been tainted by a dark power).

In Pokémon Diamond and Pearl, the event item Heaven's Pipe is used to create a staircase to the Beginning Dimension, where Arseus can be captured.

Potions

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Potions are a common use for pokédollars.

Potions are items used to restore the hit points (HP) of the player's Pokémon after taking damage. Potions, like Elixirs and Ethers, are staples of the role-playing game genre. In particular, Potions are health-restoring items, and are kept in spray bottles for spraying onto the Pokémon.

There are four different Potions, differing only in the amount of damage they can heal and their in-game cost:

  • Potion - Restores 20 HP.
  • Super Potion - Restores 50 HP.
  • Hyper Potion - Restores 200 HP.
  • Max Potion - Restores all of a Pokémon's HP.

There are also other items similar in effect to potions that Pokémon can receive.

  • Fresh Water - Restores 50 HP.
  • Soda - Restores 60 HP.
  • Lemonade - Restores 80 HP.
  • Moo Moo Milk - Restores 100 HP.
  • Full Restore - Cures all status effects and restores all HP
  • Ragecandybar - Restores 20 HP. It's exclusive to Pokémon Gold, Silver, and Crystal, although mentioned in FireRed and LeafGreen.
  • Energypowder - Restores 50 HP, but the bitter taste upsets Pokémon.
  • Energy Root - Restores 200 HP, but the bitter taste upsets Pokémon.

These items come in spray bottles like potions, but are used for curing status effects:

  • Antidote - Cures Poison
  • Paralyze Heal - Cures Paralysis
  • Burn Heal - Cures Burns
  • Awakening - Wakes Pokémon from sleep
  • Ice Heal - Thaws frozen Pokémon
  • Full Heal - Cures all status ailments except "fainted"

In Pokémon Gold and Silver and Pokémon Ruby and Sapphire, equipping Potions has no effect, presumably for the reason that a Pokémon would not be able to understand how to use a Potion. The trainer can equip a Berry that restores HP or status instead.

Enhancing items

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Elemental Stones

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Elemental Stones (occasionally known as Evolution Stones) are crystals with the power of a certain element. There are currently nine different stones for evolving Pokémon. Fire, Water, and Thunder Stones evolve certain Pokémon of the corresponding Type, for example Vulpix, Staryu, and Pikachu, respectively. The Moon Stone evolves fairy-like Pokémon, like Clefairy and Nidorina. Leaf Stones evolve Grass-types, such as Gloom and Weepinbell. The Sun Stone, introduced in Pokémon Gold and Silver, evolves the plant Pokémon Sunkern and Gloom. Pokémon Diamond and Pearl added Light, Dark and Awakening stones: Light Stones are used to evolve Togetic and Roselia, Dark Stones are used to evolve Murkrow and Misdreavus, and Awakening Stones are used to evolve male Kirlia and female Snorunt.

There are a handful of other stones related to evolution, including the Everstone, which prevents a Pokémon from evolving, and the Sun Shard and Moon Shard (found in Pokémon XD only), which can evolve Eevee into Espeon or Umbreon, respectively. The King's Rock is also a stone that aids in evolution, though by a different mechanism. A Slowpoke or Poliwhirl that holds the King's Rock and is traded will evolve into Slowking or Politoed, respectively.

Pokéblock

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In Pokémon Ruby and Sapphire (and later games), a Pokéblock is a Pez-like candy for Pokémon made from berries. Trainers use a Berry Blender to make the berries into Pokéblocks. Its primary use is to raise a Pokémon's special Pokémon Contest attributes, although they can also be used for bait in the Safari Zone.

Depending on the flavor of the Pokéblock, it raises a different attribute of the Pokémon that eats it. Pokéblocks can be a combination of flavors, and thus raise more than one stat.

Pokéblocks are also used to evolve Feebas into Milotic, by raising the Feebas's beauty statistic to the maximum.

Pofin

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Introduced in Pokémon Diamond and Pearl, Pofin replaces the Pokéblocks of the third generation. Pofin is a type of bread flavored with berries, which will similarly increase Pokémon Contest attributes.

Rare Candies

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Rare Candy is a rare item that contains enough energy and nutrients to immediately raise a Pokémon to the next experience level. It is often falsely believed that the use of Rare Candies will ultimately leave a Pokémon weaker than if the player had levelled their Pokémon up normally through battling. However, when Rare Candy is used, the Pokémon in fact receives no effort values, meaning the Pokémon can potentially be just as strong as it would have been without the item.

Rare Candy also makes an appearance in the Pokémon Trading Card Game.

TMs and HMs

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Technical Machines

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File:Pokémon Technical Machine.png
A Technical Machine teaches Ivysaur a new move.

A Technical Machine, or TM for short, is a special machine that teaches a Pokémon a new move, often a move it wouldn't normally learn on its own. They are usable only once, disappearing from a player's inventory afterwards. They are depicted in the trading card game as a small device that a trainer inserts their Poké Ball into, while in the manga, TMs are smaller boxes that are split in half, then held over the Pokémon's head to transmit the move directly into its mind. Starting in Pokémon Ruby and Sapphire, the video games have depicted TMs as CDs, color-coded to indicate the type of move they teach. A related item, the TM Case, was introduced in FireRed and LeafGreen in order to hold the trainer's TMs.

Up until the fourth generation the games included only 50 TMs, each generation having some variance in what moves were available. Diamond and Pearl were the first to include 92 TMs, though the first fifty were the same TMs as in the third generation games. Approximately two-thirds of the TMs available in each game are given to the player by non-player characters or found throughout the world, with the rest being purchasable at stores - usually from a department store or from a Game Corner (a casino-like arcade). As with Pokémon, certain TMs are rare, one-of-kind, or hard-to-get (these TMs usually contain powerful moves). Every TM is only usable by certain species of Pokémon, and some, like Magikarp or Ditto, can't use any TMs. Conversely, the rare Pokémon Mew is able to learn any move teachable through a TM or HM.

Hidden Machines

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A Hidden Machine (HM) is similar to a TM, teaching moves to Pokémon, except that it may be used multiple times. HM moves, once taught to a Pokémon, are permanent unless erased by the Move Deleter. HM moves also have special uses outside of battle. For instance, Surf lets the player cross over deep water, riding on their Pokémon like a living boat. Each HM is typically tied to a Gym Leader, and a player needs the corresponding Gym Badge to use an HM move outside of battle.

  • Pokémon Red, Blue and Yellow have five HMs — they teach the moves Cut, Fly, Surf, Strength, and Flash.
  • Gold, Silver, and Crystal have seven HMs — the five from Red, Blue, and Yellow, plus HMs 06 and 07, which teach Whirlpool and Waterfall, respectively.
  • Ruby, Sapphire, and Emerald have eight HMs — the same as Gold, Silver, and Crystal with a different HM 06 (Rock Smash instead of Whirlpool) plus HM 08, which teaches Dive.
  • FireRed and LeafGreen have seven HMs — the same as in Ruby, Sapphire, and Emerald, save for HM 08, which can still be obtained using a Gameshark or Action Replay. Also, it can be replaced by another move without having to go to the Move Deleter.
  • Diamond and Pearl eliminated Flash (HM 05) for the first time and replaced it with the new move, Fog Clear. Another new technique, Rock Climb (HM 08), has been added to the list, bringing the total back up to eight.

Vitamins

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Vitamins, or Nutrients, are items that were introduced in the original Pokémon Red and Blue, and have persisted in every sequel since. They are used to boost a Pokémon's stats. While considered rare items in terms of whether the player can find them while walking around in the world, they are able to be bought in shops - being one of the most expensive things a Trainer may purchase. Most Vitamins of a specific type can only be used 10 times on any given Pokémon. This cap essentially limits how much a player can "easily" increase their Pokémon's overall strength. In Pokémon Emerald a new attribute was added to certain Berries to counter the effects of Vitamins - lowering different stats. This is to benefit trainers who are concerned with a variable used to determine overall stats called Effort Values (EVs) or Effort Points. Vitamins and these Berries have a direct effect on EVs.

There are currently eight different types of Vitamins, up from the original six of Red and Blue:

  • Protein - Increases the Attack stat.
  • Iron - Increases the Defense stat.
  • Calcium - Increases the Special Attack stat. Before Pokémon Ruby and Sapphire were introduced, Calcium was responsible for augmentation of both Special Attack and Special Defense stats (although in previous Pokémon Gold and Silver the "Special" stat was already divided).
  • Zinc - Increases the Special Defense stat. Introduced with Ruby and Sapphire.
  • Carbos - Increases the Speed stat.
  • HP Up - Increases the HP stat.
  • PP Up - Increases the amount of PP for a specific move by roughly 20%. (also see Elixirs and Ethers or Power Points for more specific information)
  • PP Max - Raises the amount of PP for a specific move to its maximum allowable limit, equivalent to using three PP Up. PP Max was introduced in Pokémon Ruby and Sapphire.

General purpose tools

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Pokégear

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In Pokémon Gold, Silver, and Crystal, the Pokégear is a general-purpose tool for Pokémon trainers, including the player. It is usually worn around the wrist (like a watch), hanging from the neck by a lanyard, or sometimes kept in the trainer's pocket.

The Pokégear starts off as a combination wristwatch and cell phone. The latter function is used by the player in the games to receive calls from computer-controlled Pokémon trainers. After obtaining a Map Card, the Pokégear can also double as a map of the Johto region.

The Pokégear can also act as a radio by adding a radio card from the Goldenrod Radio Tower to it. This not only allows the player to listen to different background music from the area's default tune, but it also allows him to hear programs such as the Lucky Number Show (a lottery) or Buena's Password (a memorization challenge). Certain radio stations can also attract or repel wild Pokémon.

In the Pokémon anime, the Pokégear only appears in a three-part episode of Pokémon Chronicles, titled The Legend of Thunder, and in Pokémon 3: The Movie - Spell of the Unown but later it is used by Misty in an episode of Advanced Battle.

The Pokémon Company licensed toy manufacturer TOMY to create a toy Pokégear, which included a radio, a watch, and other Pokémon related features. It was sold through the Japanese Pokémon Centers and their websites only.

Pokémon Digital Assistant

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The Pokémon Digital Assistant (P*DA) is the digital organizer used by the protagonists of Pokémon Colosseum and Pokémon XD. Much like the Pokédex, it keeps track of the Pokémon captured and snagged by the user. (As the P*DA's interface serves as these games' menu screens, game data such as money accumulated and time played are also available from the P*DA screen.)

By going to the Pre Gym in Phenac City, Strategy Memo information of Pokémon encountered is downloaded to P*DA. The Strategy Memo mode contains information on every Pokémon fought, including type, abilities, and size. This mode was greatly expanded upon in Pokémon XD.

Much like the Pokégear and Pokémon Emerald version of the PokéNav, the P*DA also has a connection to a network, used in this case to receive e-mail. NPCs use this to contact the protagonist.

In Pokémon XD, the P*DA can also be used to keep tabs on bait left in PokéSpots.

PokéNav

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Introduced in Pokémon Ruby and Sapphire and appearing in Pokémon Emerald and the Pokémon anime, the PokéNav (short for Pokémon Navigator) is a general-purpose communication and navigation tool for Pokémon trainers, similar to the Pokégear in previous games.

In Ruby and Sapphire, it monitors the condition of the player's Pokémon, keeps profiles of other trainers defeated by the player (including keeping track of when a trainer is ready for a rematch), and keeps track of awards and ribbons won by the player's Pokémon, and has a map to keep track of the player's location in Hoenn. In Pokémon Emerald, it also doubles as a cell phone, allowing the player to call up computer-controlled Pokémon trainers for tips or rematch challenges.

In the Pokémon television series, Max carries the PokéNav belonging to his sister, May, since he is better at using it than she is. Typically, Max uses the PokéNav to help Ash decide which city to head to next.

Pokétch

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The Pokétch, short for Pokémon Watch, is a watch-like device reminiscent of the Pokégear from Gold and Silver and the PokéNav from Ruby and Sapphire from the upcoming games "Pokémon Diamond and Pearl". It has the most features of any of the gear devices, combining things that used to only be accessible in one area (clock), things that were previously obtained as items (Itemfinder), and a host of new features.

A full list includes:

  • Digital and analogue clock
  • Calculator
  • Memo Pad
  • Step counter
  • a page showing your current party of Pokémon
  • Happiness checker
  • Itemfinder
  • Berry checker
  • Breeding center checker
  • Pokémon history
  • Counter
  • Marking map
  • Wireless searcher
  • Coin toss
  • Type chart
  • Calendar
  • Drawing board
  • Roulette
  • Pokétore checker
  • Kitchen timer
  • Color changer.

Key items

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File:Silphscope.PNG
The Key Items menu screen from Pokémon FireRed and LeafGreen.

In all of the Pokémon games, key items are either used to guide the player to a certain area or task, or are useful multipurpose items not required to progress in the story. These items often make an appearance in the anime and manga as well (although they are not referred to as "key items" in those contexts), serving much the same role.

Some examples:

Poké Balls

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A Poké Ball is a spherical device used by Pokémon trainers to capture new Pokémon and store them when they are not in use, and they appear in all of Pokémon's various incarnations. Poké Balls come in a variety of styles and types.

The Poké Ball is also one of the many logos used for Pokémon as a franchise.

Pokédex

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In all of Pokémon's different incarnations, the Pokédex is an electronic encyclopedia of Pokémon-related information. In the games, the information about a Pokémon is added as soon as the player captures that Pokémon, and completing the Pokédex by capturing or trading for every single Pokémon at least once is one of the major goals.

In the anime and manga, the Pokédex is already a comprehensive resource, and often delivers exposition, describing a Pokémon or otherwise explaining what's going on. In the anime, it has a characteristic electronic-sounding voice.

Numerous different (real life) Pokédexes, ranging from electronic toys to mundane books, have been manufactured under license from The Pokémon Company.

Nearly every protagonist of a Pokémon game, anime, or manga has a Pokédex, but many later-generation protagonists supplement or, in the case of Wes in Pokémon Colosseum, supplant it with a general-purpose utility device, such as a Pokégear, PokéNav, or Pokémon Digital Assistant.

Snag Machine

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The Snag Machine, in Pokémon Colosseum, is a device that allows a Pokémon trainer to steal Pokémon from another trainer (by capturing them in the usual way with a Poké ball), despite the usual prohibition against doing so.

In Pokémon Colosseum, the protagonist Wes uses it to steal the Shadow Pokémon from the trainers who have corrupted them, in order to purify the liberated Pokémon. His theft of the machine is what sets him on the course of events depicted in Pokémon Colosseum. It resembles a large piece of armor worn on the arm, with no fingers.

Later, in Pokémon XD, Michael, the protagonist, receives a new Snag Machine from Krane, his mother's boss, in order to rescue and purify Shadow Pokémon being created by the Cipher syndicate. This one had a more modern appearance, as well as actual fingers.

Zero-One

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The Zero-One is a multi-terrain vehicle that Todd rides in Pokémon Snap, as he photographs Pokémon.

See also

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References

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Publications
  • Barbo, Maria. The Official Pokémon Handbook. Scholastic Publishing, 1999. ISBN 0439154049
  • Loe, Casey, ed. Pokémon Special Pikachu Edition Official Perfect Guide. Sunnydale, CA: Empire 21 Publishing, 1999. ISBN 1-930206-15-1
  • Nintendo Power. Official Nintendo Pokémon Snap Player’s Guide. Nintendo of America Inc., 1999. ASIN B000CDZP9G
  • Nintendo Power. Official Nintendo Pokémon Ruby Version & Sapphire Version Player’s Guide. Nintendo of America Inc., 2003. ISBN 1930206313
  • Nintendo Power. Official Nintendo Pokémon Colosseum Player’s Guide. Nintendo of America Inc., March 2004. ISBN 193020647X
  • Nintendo Power. Official Nintendo Pokémon FireRed & Pokémon LeafGreen Player’s Guide. Nintendo of America Inc., August 2004. ISBN 193020650X
  • Nintendo Power. Official Nintendo Pokémon Emerald Version Player’s Guide. Nintendo of America Inc., April 2005. ISBN 1930206585
  • Nintendo Power. Official Nintendo Pokémon XD: Gale of Darkness Player’s Guide. Nintendo of America Inc., September 22 2005. ISBN 1598120026
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Breeding Basics

In the RPGs, starting with the second generation of games, Pokémon can also be obtained through breeding. There are several benefits to breeding:

  • It allows you to gain "baby" forms of Pokémon, such as Pichu.
  • It allows a Pokémon to learn moves that it cannot normally learn.

Egg Groups

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Each Pokémon is organized into one or two egg groups, and, with few exceptions, if two Pokémon are in the same egg group, they may breed. However, note the following:

  • With the exception of Ditto, breeding requires a male Pokémon and a female Pokémon.
  • Ditto may breed with any Pokémon not in the "unbreedable" group. That is, genderless Pokémon may only breed with Ditto. Two Ditto may not breed together.
  • The "unbreedable" group is exactly what it means: the Pokémon may not be bred.

In the second generation of games, two Pokémon with identical Defense Individual Values and identical or off-by-eight Special IVs may not breed. This is to prevent a parent from breeding with its child.

When two Pokémon breed, the resulting egg will have the species of its mother, if Ditto is not involved, or the non-Ditto parent, if Ditto is involved. With the exception of Azurill and Wynaut, the egg will also be of its least evolved form. However:

  • The offspring of a Nidoran♀ may be a Nidoran♀ or Nidoran♂.
  • Likewise, the offspring of an Illumise may be an Illumise or a Volbeat.
  • The offspring of a Marill or Azumarill will be a Marill, unless either parent is holding the Sea Incense item, in which case the offspring will be a Azurill.
  • Likewise, the offspring of a Wobbuffet will be a Wobbuffet, unless either parent is holding the Lax Incense item, in which case the offspring will be a Wynaut.

The baby Pokémon, after hatching from an egg, will be at Level 5, and will start with a happiness value of 120.

Getting an Egg

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In the second generation, after both parents have been deposited in the Daycare, a random number between 1 and 255 is generated, representing the number of steps that your character must walk before a second random number between 0 and 255 is generated. This second random number is then compared to a preset number called the breeding value, and if the random number is lower, then an egg is created.

In the third generation, after both parents have been deposited in the Daycare, a random number between 0 and 100 is generated every 256 steps your character takes. If this number is less than the breeding value, an egg is created. Note that this random number is not uniformly distributed: in reality, a uniformly distributed random number between 0 and 65535 is created, and then multiplied by 100/65535 using integer multiplication and division.

To determine the breeding value, check if the two parents are of the same species and have identical IDs, and look in the following table. For this purpose, Nidoran♀ and Nidoran♂ are considered to be the same species, as is Volbeat and Illumise.

Species ID GS/C RS/FL/E
Same Same 177 50
Same Different 254 70
Different Same 51 20
Different Different 128 50

For an egg to hatch, your character must move some number of hatch steps, depending on the type of Pokémon. In Emerald, if your Pokémon has either the Magma Armor or the Flame Body abilities, the number of steps indicated on the Pokémon's entry page is halved. Note that all Pokémon will have hatch steps data, but is generally useless for those that cannot breed.

Inheritance

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Certain Individual Values for Pokémon may be inherited from either parent, with the remainder of the IVs being determined at random.

  • In the second generation of games, the Defense IV of the offspring is inherited the parent of the opposite gender (if breeding with a Ditto, then the IV is inherited from Ditto). The Special IV of the offspring is also similarly inherited, but there is a 50% chance that the IV will be altered up or down by 8.
  • In Pokémon Ruby, Sapphire, FireRed, and LeafGreen, two or three randomly chosen IVs may be inherited from the parents, with each parent contributing at least one. In Emerald, the offspring always inherits three IVs. (The same IVs may be inherited from both parents in RS/FL, thus only in such a case will a Pokémon only inherit two IVs).

The personality trait of a Pokémon may also be inherited in Emerald. If a Ditto or a female Pokémon is holding the Everstone item, then the offspring will have the personality of that parent. If the parents are Ditto and a female Pokémon, and both are holding the Everstone item, then the offspring will have a 50% chance of inheriting the personality from either parent.

The main reason for breeding, however, remains with the inheritance of moves. Normally, a baby Pokémon will have the default starting moves as stated on the Pokémon's entry page. However, moves may be inherited as follows:

  • If the baby Pokémon can learn an attack from levelling up, and both of its parents currently have that attack in their movesets, then the baby will inherit that attack.
  • If the baby Pokémon can learn a Technical or Hidden Machine move, and the male parent currently has that attack in their moveset, then the baby will inherit that attack. (For the purposes of this criteria, the three attacks that can be learned from the move tutor in Crystal are considered to be Technical Machines).
  • If the male parent currently has an attack that is found in the baby Pokémon's breeding list, which can be found in the Pokémon's entry page, then the baby will inherit that attack.

Note that no moves are passed down if one parent is Ditto and the other parent is female or genderless. In Emerald, if either parent holds the Light Ball item, then a baby Pichu will start with the Volt Tackle attack, even if neither parent has that move in its moveset.


Competitive Battling

You've taken them all down: The Elite Four, the Champion, even your Rival. You've conquered the Pokémon League at least 100 times now without breaking a sweat. Sometimes the opponent can't even land a single hit in. You've risen above the meek little trainer you were back when you got your first starter. You've become much, much stronger...

Maybe too strong. Now, you feel bereft of thrill, craving a challenge. A worthy opponent. Someone who won't drop by the 3rd Pokémon and knows their Fire-types from their Water-types. Someone strong.

Welcome to the world of Competitive Battling! Here, there are no shortage of trainers like you, looking to refine their Pokémon skills in order to dominate one another in a formal (or informal) competitive setting. Entire analyses, studies, and projects dedicated to squeezing every last drop of utility from every single thing the Pokémon franchise has to offer in its mainline RPG series. We wholeheartedly welcome you and hope you enjoy your stay, as well as learn more about the Pokémon franchise then ever before!

Catching them was the real test

You have beaten the rest

But now... you must ask yourself...


Do you wanna be the very best?

— 「AROUND THE WORLD」, "Pokémon - Vs Red - Traditional Japanese Version", YouTube

Prerequisites

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Before looking into this guide, you should be able to understand the following:

  1. How Pokémon battles work.
  2. How Pokémon stats work (e.g. what is the difference between Special Attack and Attack).

For an introduction to basic battle mechanics, see Battle Basics.

For a quick summary reference on stat differences alongside some other misc. info, see this FAQ on Smogon University.

This guide is written with no assumed knowledge beyond these two things.

Introduction: What is Competitive Pokémon?

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If you're still on the fence, you might be wondering: what exactly is a 'competitive Pokémon battle'? Wonderful question. To put it simply, Pokémon in a competitive setting has additional rules and regulations, such as ban lists for items, Pokémon, etc. These rules will change depending on the format and can be anywhere on the spectrum from "super easy" such as VGC or Smogon OU, to really complicated like Smogon AG.

If that sounded like a bunch of mumbo-jumbo, don't worry; We'll be taking a look at each of these formats in much more detail later. For now, all you need to understand is that we have extra rules in competitive Pokémon in order to facilitate a better and more competition experience for everybody involved, from the spectators to the players.

Formats

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Video Game Championship (VGC)

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The Pokémon Video Game Championships (VGC) is a part of the larger competitive initiative by The Pokémon Company known as Play! Pokémon. The program allows players to interact in a formal competitive setting with rules and regulations laid out for each facet of the Pokémon franchise, featuring mainly the Pokémon TCG and mainline video game series. For the video game RPG series, VGC is notable for being a Double Battle format with only 4 Pokémon instead of the usual 6, as well as having its own seasonal ban list for items and Pokémon. This is in stark contrast to most of the battles in the story mode for the mainline series, and as such, may prove to be slightly difficult to learn at first for complete beginners.

The Pokémon Championship Series' events will usually culminate in players being invited to the Pokémon World Championships, the highest competitive stage for Pokémon currently.

If you'd like to learn more, check out the Video Game Championships page.

Important Mechanics

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EVs/IVs

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EVs & IVs stand for Effort Values and Individual Values, respectively. If you've ever observed the stats of your Pokémon, you'll notice they have 5:

  1. Attack
  2. Defense
  3. Special Attack
  4. Special Defense
  5. Speed
  6. HP

EVs and IVs both influence how much of an effect each of these display when a Pokémon uses a move.

Effort Values

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Effort Values in concept, like the name suggests, are a bit like making your Pokémon work out: If you want your Pokémon to get a faster mile time on the track, you'd probably make them practice running. If you want them to win deadlift competitions, you'd make them work on their bench, and so on. EVs are kind of like that: They are how you "improve" a certain stat of your Pokémon.

In-game, EVs are points you can assign to each individual stat. Every Pokémon has exactly 512 EVs for use, and they can be split across the other stats however you see fit, however, you can only put a maximum of 252 EVs into any given stat (so you can't just put all 512 EVs into Attack, you can only put 252 EVs). Every 4 EVs increases the stat you invested in by +1. For example, let's create our own Pokémon named "Bill". It has exactly 1 point for each stat, so its stats look like this by default:

Bill's Stats
Name Stat Points EVs Invested
HP 1 0
Attack 1 0
Defense 1 0
Special Attack 1 0
Special Defense 1 0
Speed 1 0

Remember, adding 4 EVs means you add +1 stat point. As such, it is always optimal to add EVs to stats in multiples of four. Let's see an example of that by adding 4 EVs to our HP:

Name Stat Points EVs Invested
HP 2 4
Attack 1 0
Defense 1 0
Special Attack 1 0
Special Defense 1 0
Speed 1 0

Notice how our HP went up by 1 point. Now, if Bill were to go into battle with this EV spread, he would have 2 hit points instead of one, which means he will survive just long enough to knock out an enemy Bill without any investment.

When starting out, you shouldn't focus on creating complicated EV spreads. The folks over at Smogon and many others have done that work for you. When looking for an EV spread for your Pokémon, you should check out these resources and see which one fits your idea or role best. Later on, as you gain more experience and understand the intricacies of competitive battling better, you'll be able to naturally work out EV spreads for your specific objectives.

Individual Values (IVs)

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If EVs are comparable to working out, IVs are comparable to genetics. They are the innate stats a Pokémon is born with when the game generates it, either from an egg or a random encounter. These values are immutable, meaning you can't change them. However, you are able to influence what kind of IVs a Pokémon is born with via breeding. For a detailed introduction to breeding, see Breeding Basics.

IVs in-game are also points for each stat a Pokémon has. Instead of having a certain amount however, IVs are fixed between 0-31, where 0 is like having very bad genetics for a certain stat and 31 is having perfect genetics for a stat. Ideally, you will want 31 IVs almost 100% of the time in every stat. However, there are some exceptions. The most common of which is making special attackers have 0 in the physical attack IV’s to minimize damage from confusion and recoil from struggle, as these calculate damage based on physical attack. If you do have concerns about this, research team reports and analyses to find out what IV spreads are currently popular in the meta. See the Resources section at the bottom of the page for more.

Natures

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You may have observed your Pokémon has a certain nature, like 'Quiet' or 'Adamant'. While simple to understand, the difference these natures make are crucial to winning games and building appropriate teams.

Natures are values which, when assigned to a Pokémon, give both a -10% decrease to one stat and a +10% increase to another OR give no stat boosts. For the latter, it specifically buffs and nerfs the same stat, leading to a neutral result.

Take the nature Adamant for example. It gives a 10% buff to your Attack stat and a 10% nerf to your Special Attack stat. You might be thinking the nerf is a bad thing, but when building teams, Pokémon will often have one or two 'useless' stats. The best natures target the nerfs at a useless stat and the buff at a useful stat.

A practical example would be Mega Charizard X. MCX's strongest moves are all physical, meaning they are influenced by the Attack stat. As such, it would be totally fine if you gave MCX an Adamant nature to boost its Attack while nerfing its Special Attack; MCX will not be using any Special moves anyways, so it doesn't matter.

Speed

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You may have wondered why one Pokémon may go first in a turn instead of the other. In-game, normally you'd see the Pokémon of higher level go first, but when playing competitively, every Pokémon is at the same level: either Level 100 (in Smogon formats) or 50 (in VGC formats). When this happens, you need to understand the Speed stat and its role.

When deciding which Pokémon gets to make the first move, the game will pick the Pokémon with the highest speed stat, unless there is a game state modification that doesn't allow this (for example, if a Pokémon has used Trick Room, then the slower one will go first). As we mentioned earlier, Speed stats can be influenced by things like nature, IVs, and EVs. As such, it is important to consider the requisite speed your Pokémon will need when building a team in order to not get caught on the back foot.

It is also important to note there are entire strategies surrounding the Speed stat:

  1. Trick Room: Usually a team made up of slow heavy-hitters with a Trick Room setter. Once Trick Room is up, the team can cause chaos for the opponent.
  2. Tailwind: A Tailwind setter can use Tailwind to double its team's Speed stat for 5 turns. Then, by out speeding even some of the fastest Pokémon in the game, the player can launch an offensive barrage that can destroy teams in a few turns.

Basics of Competitive Pokémon

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Items

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You may not have paid much attention to Items back in the main game other than the Potions and Poke Balls. However, Items are the make-and-break of competitive Pokémon, often becoming the small difference between victory and defeat. When studying the usage of items, it is important to be explorative; Research optimal "sets" for Pokémon and see why they are using the item listed. For example, if you see a Tapu Lele set with Choice Scarf as the item, consider why speed is so crucial for Tapu Lele that players are willing to be locked to a single move being used.

To get you started, here are some of the most popular items in all formats right now:

  1. Leftovers: The king of all Pokemon items. This restores 1/16th of your health at the end of every turn. It is the most common item and most used on defensive Pokemon such as Ferrothorn or Toxapex.
  2. Life Orb: This item increases your Pokemon's attacking power by 1.3x in exchange for 1/10th of your max health per turn. It is often used on offensive, glass-cannon type Pokemon who need to access all of their 4 moves.
  3. Choice Specs: This item increases your Pokemon's Special Attack by 1.5x in exchange for restricting it to only using the first move the player selected. It may be difficult to get used to, but this is one of the most powerful items in the entire game.
  4. Choice Scarf: Increases your Speed by 1.5x in exchange for locking you to one move.
  5. Choice Band: Increases your Attack by 1.5x in exchange for locking you to one move.
  6. Assault Vest: Increases your Special Defense by 1.5x, but only allows the usage of moves which cause damage.

Metagame Analysis

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Team Building

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Resources

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Contest Basics

Intro to Pokémon Contests

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Do you want something for your Secret Base? Maybe you want to up your Pokémon's Stats? Or do you just want a fun minigame to play with friends? Try these out!

Contests are only available in:

  • Pokémon Ruby, Sapphire, and Emerald for Game Boy Advance line.
  • Pokémon Diamond, Pearl, and Platinum for the Nintendo DS line. (Called Super Contests)
  • Pokémon Omega Ruby and Alpha Sapphire for the Nintendo 3DS and 2DS line.

Ribbons and contest moves are typically retained even when transferred to games without contests.

Pokéblocks

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These treats are made using a Berry Blender. In Ruby, Sapphire, and Emerald, I think talking to a certain person in Slateport will get you the Pokeblock Case. In addition to upping Contest Stats, they also lure Pokemon to feeders in the Safari Zone.

You can blend with computer players, or you can link up and blend with your friends. The BERRY MASTER is east of Mauville (you need surf), and him and his wife provide good berries for Pokeblocks. Outside are many BERRY PATCHES for growing berries. The BLEND MASTER can make the best Pokéblocks with his "Megaberries" (you can get them too, from the Berry Master's Wife) such as the mega-sour Belue Berry and your normal berries.

  • Spicy = Increase Coolness
  • Dry = Increase Beauty
  • Sweet = Increase Cuteness
  • Bitter = Increase Smartness
  • Sour = Increase Toughness

These Contest Stats help in the preliminary rounds of contests.


Game Walkthroughs

First Generation Games

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Second Generation Games

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Third Generation Games

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Fourth Generation Games

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  • Pokémon Diamond and Pearl for the Nintendo DS
  • Pokémon Heart Gold and Soul Silver for the Nintendo DS

Fifth Generation Games

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  • Pokémon Black and White for the Nintendo DS
  • Pokémon Black 2 and White 2 for the Nintendo DS

Sixth Generation Games

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  • Pokémon X and Y for the Nintendo 3DS
  • Pokémon Omega Ruby and Alpha Sapphire for the Nintendo 3DS

Seventh Generation Games

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  • Pokémon Sun and Moon for the Nintendo 3DS
  • Pokémon Ultra Sun and Ultra Moon for the Nintendo 3DS
  • Pokémon Let's Go Pikachu and Let's Go Eevee for the Nintendo Switch

Eighth Generation Games

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  • Pokémon Sword and Shield for the Nintendo Switch
  • Pokémon Brilliant Diamond and Shining Pearl for the Nintendo Switch
  • Pokémon Legends: Arceus

Ninth Generation Games

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Miscellaneous Games

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Contributor's Guide

Welcome to the Wikibooks Pokémon guide. So you want to contribute to this guide and help prospective Pokémon trainers become the best they can be?

Getting started

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Before contributing to the Wikibooks Pokémon guide, there are some conventions that must be followed for the purposes of uniformity between the articles in the guide.

General conventions

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  • The English version of the various Pokémon games are used for the purposes of consistency. Do not add anything that has not been confirmed to be in the English version. This includes romanizations of Japanese names and places.

Wikibooks Pokédex conventions

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  • All articles within the Pokédex article should contain roughly the same amount of data. The categories and indices used within should categorize (with few exceptions) all of the Pokémon.
    • Note that some Pokémon will have more data available, as not all Pokémon have the same regional variants, mega evolutions, gigantamax forms, etc.
    • Some Pokémon rely on gimmicks or moves exclusive to them, and those should also be explained.
  • If you plan on adding some form of data, then add it to all of the Pokémon for which this data applies to. Having half-finished jobs may be okay for a short while, but leaving jobs half-finished for a long time is not.
  • To discuss strategy, use the talk pages. Include strategy on the article pages only when contributors reach a consensus.

Formatting conventions

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  • Tables are never to be used unless it is for tabular data.
  • Try to stylize using CSS or wiki markup and not with presentational markup.

Contributing to the Wikibooks Pokémon guide

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Within the Pokémon guide, we try to keep things organized and keep the amount of work to a minimum. To this end, we employ heavy use of MediaWiki's category and template system. All of the pages within the Pokémon wikibooks start with "Pokémon".

Main contributors

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Notable Limits

The following is a list of maximum and minimum values for quantities in Pokémon games.

Main series (or core series)

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  • The lowest possible HP stat is one, held uniquely by Shedinja.
  • Aside from this unique exception, the lowest possible HP stat is 11 at Level 1. The HP stat always increases by at least one point on every level-up, so at Level 50, the minimum HP stat is 60, and at Level 100, the minimum HP stat is 110. More generally, the minimum HP stat for any given level is the level’s number plus ten.
  • The lowest possible value for the Attack, Defense, Special Attack, Special Defense, or Speed for any individual Pokémon that does not have a hindering nature for the stat is 5. If the Pokémon has a hindering nature and a base stat of 49 or lower, the minimum value falls to 4 instead.
  • The lowest possible level that a Pokémon can have 100 HP or greater is Level 13. A Level 13 Blissey with 31 IV and 252 EV reaches a value of 101 HP. On the other hand, your first stage starter Pokémon tends to be in the 35-40 range at that level. A Blissey whose Dynamax factor has been maximized with Dynamax candies can break the 100 HP barrier as early as Level 6. She can have as much as 52 HP at that level and that 52 gets doubled to 104 when she is Dynamaxed. So the absolute lowest level your Pokémon can have a triple-digit HP stat is Level 6.
  • The lowest level that a Sylveon, Umbreon, or Espeon can legitimately be is Level 2.
  • In the Battle Tower, due to the level limit of Level 50, the maximum number of experience points these Pokémon can have while in the Battle Tower is 132,650 (the Level 51 requirement minus one).
  • The range for the number of experience points of a Sylveon on a Battle Tower team is 132,642 because 132,650 − 8 = 132,642.
  • The lowest possible level that a Monferno can legitimately be is Level 14. If you receive a Monferno that is Level 13 or below, by trading with another player, you can bet your life savings that it is hacked, so if you care about participating in online events, release it immediately.
  • The lowest possible level that an Infernape can legally be is Level 36.
  • The highest possible HP stat is 714. The only Pokémon that can reach this figure is Blissey, with maximum HP investment.
  • The lowest possible Speed stat for a Level 50 Sylveon is 58. This happens if the Sylveon has 0 IV, 0 EV, and a Speed-lowering nature.
  • Even though Shuckle is tied with Munchlax for being the slowest Pokémon, its Speed stat at Level 100 can be no lower than 13, even with a Speed-lowering nature.
  • If a Pokémon that is holding a Shell Bell in the Battle Tower knocks out an opponent in one hit, and the opponent is not Shedinja, the minimum amount of HP the Pokémon can recover from Shell Bell is seven. This is because the minimum HP for Level 50 Pokémon is 60, and one-eighth of that is 7.5, rounded down to 7.
    • If the opponent has Recover, and you are dealing less than 50% damage to them, do not expect to KO them any time soon. Whenever your opponent’s recovery outweighs the damage you are dealing to it, your opponent is regaining HP in the long term. Thanks to recovery moves, damage does not always equal progress. If your Shell Bell recovery is 3 hit points or less, this alone means you are dealing insufficient damage to defeat a Toxapex that knows Recover.


Trainer Card

In the Pokémon video games, a Trainer Card is an ID that all Pokémon Trainers use. The information on the trainer card updates as the trainer progresses in his or her adventure. The information shown includes, but is not limited to, the IDNo., the name of the trainer and its current money. In addition, a picture of the trainer is shown at the right side.

Below the main information, the badges won by the player are displayed. The back of the trainer card, a feature introduced in the third generation, the player can see special achievements he or she has made such as the first time he or she beat the Pokémon League, the number of link trades and battles with other players,etc.

Pokémon Red, Blue and Yellow

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During the first generation, the information on the Trainer Card was very basic. It displayed the player's name, money and time he or she has been playing. The player's IDNo. wasn't shown in the trainer card. However, the trainer's Pokémon did have an IDNo. The badges already earnt were displayed below this. If a badge hadn't been obtained yet, the gym leader's face would be displayed instead.

Pokémon Gold, Silver and Crystal

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During the second generation, the Trainer Card didn't change much. The differences between the previous trainer card and this one included the addition of the Trainer's IDNo. in the trainer card, and the badges shown in front of the gym leaders' faces, instead of erasing them.

Pokémon Ruby, Sapphire and Emerald

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During the third generation, the Trainer Card was improved notably by having more information on the card's back. Apart from battles with other players, it displayed the Hoenn new features, such as Pokémon Contests and Berry Blending.

In Emerald, once the player reached the Battle Frontier, the player's symbols earnt in the Battle Frontier were displayed, including a map of it. At the corner, the Trainer Card could be zoomed to be watched normally.

Pokémon FireRed and LeafGreen

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Because these games are also part of the third generation, the Trainer Card resembles the one in Ruby, Sapphire and Emerald. However, the information recorded on the back of the card is different. Records saved on the back of the card include the trainer's Hall of Fame debut time, link battles win/loss record, number of Pokémon trades, number of Union Room trades and battles, and the trainer's Berry Crush record.

Also, on the back of the Trainer Card, there are three spaces for stickers in the top-left corner. Stickers are applied to the Trainer Card by a man on Four Island, when a story about your trainer career is told. They are given for achievements in defeating the Elite Four, egg hatching, and link battle victories.

Red sticker Blue sticker Yellow sticker Dark grey / black sticker
Elite Four victories 1 40 100 200
Eggs hatched 1 100 200 300
Link battle victories 1 20 50 100

In Diamond and Pearl

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In the fourth generation, the front of the Trainer Card improved notably, too. The addition to the trainer card includes, the trainer's time since the game was started, including the time the game hasn't been played. Instead of displaying the badges on the front as usual, the player can look at them in a complete screen. When badges aren't checked for some time, they become dirty and must be cleaned suing the stylus. The back of the Trainer Card in Diamond and Pearl is currently unknown.

Stars

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When the player completes a certain requirement in the Advance generation games, a star will appear on his or her Trainer Card, and it will change its color. A trainer begins its journey with no stars, and is able to obtain up to five. There is no special order for obtaining the stars, and the order won't change the results at all.

Ruby and Sapphire

Green Card (0 Stars) - The player has this at the start of the game.
Bronze Card (1 Star) - The player gets a star by beating the Elite Four for the first time.
Copper Card (2 Stars) - The player gets another star by completing the Hoenn Pokédex (excluding Jirachi and Deoxys).
Silver Card (3 Stars) - The player gets another star by winning 100 consecutive times in the Battle Tower.
Gold Card (4 Stars) - The last star is acquired by beating all five type of contests at the Master Rank level.

FireRed and LeafGreen

Blue Card (0 Stars) - The player has this card when he or she starts the game.
Bronze Card (1 Star) - The first star is obtained by beating the Elite Four.
Copper Card (2 Stars) - The player gets another star by completing the Kanto Pokédex (excluding Mew).
Silver Card (3 Stars) - The third star is obtained after completing the National Pokédex (excluding Mew, Celebi, Jirachi and Deoxys).
(Unconfirmed) Gold card (4 stars) - The fourth star is speculated to be obtained by getting 200 points on each of the Two Island minigames with at least three people participating. However, it has not been confirmed.

Emerald

Green Card (0 Stars) - The player has this at the start of the game.
Bronze Card (1 Star) - The player gets a star by beating the Elite Four for the first time.
Copper Card (2 Stars) - The player gets another star by completing the Hoenn Pokédex (excluding Jirachi and Deoxys).
Silver Card (3 Stars) - The player gets another star by getting the gold symbols of all Frontier facilities.
Gold Card (4 Stars) - The last star is acquired by beating all five type of contests at the Master Rank level.

Diamond and Pearl

Red Card (0 Stars) - The player has this card when he or she starts the game.
Blue Card (1 Star) - The first star is obtained by beating the Elite Four.
Bronze Card (2 Stars) - The second star is acquired by beating all five type of contests at the Master Rank level.
Silver Card (3 Stars) - The player get another star by winning 100 consecutive times in the Battle Tower.
Gold Card (4 Stars) - The fourth star is obtained after completing the National Pokédex (excluding Mew, Lugia, Ho-oh, Celebi, Jirachi, Deoxys, Phione, Manaphy, Darkrai, Shaymin and Arceus).
Black Card (5 Stars) - This star is acquired after the player has played at least once the Capture the Flag Minigame.

References

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Publications
  • In-game content and the instruction manuals for Pokémon FireRed and LeafGreen and Pokémon Ruby and Sapphire
  • Nintendo Power. Official Nintendo Pokémon FireRed & Pokémon LeafGreen Player’s Guide. Nintendo of America Inc., August 2004. ISBN 193020650X
Web


Incorrect vs. Unofficial

Every franchise has official terminology for the people, places, and things that appear in the movies, games, and books, and every franchise has official rules and official pronunciations of words and names invented for the series. If you are a longtime Pokémon fan, you have undoubtedly witnessed fellow Pokémon fans correct others and criticize others for how they pronounce Pokémon names. Pokémon fans frequently argue about pronunciations, just like there are debates in real life about pronunciations of English dictionary words. Purists get irritated when you pronounce a name differently from what is given in official Pokémon handbooks that have pronunciation guides. Talking casually about Pokémon with your friends is a different world from how Pokémon are presented in movies and handbooks and other official Nintendo products.

Official rules

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Aside from pronunciations, there are two major grammar rules that Pokémon purists insist on, and you risk irritating them if you go against these rules. These rules are official to the Pokémon franchise, so violate these rules only if you are around people who are not nitpicky about the way you talk about Pokémon, or if you are around people who won't go out of their way to needlessly criticize every insignificant minute detail in your remarks about Pokémon.

For the record, deviations from the official information are not "incorrect" or "wrong." They are "unofficial", though if they are widely accepted enough, they can still be considered valid. For example, the official pronunciation of "Ferrothorn" is to stress the second syllable (Fer-AH-thorn), so that the middle "ro" sounds like the word "raw", but most people pronounce it FER-o-thorn, with the stress on the first syllable so that the "fer" part sounds like "fair." This pronunciation, while different from the official version, is used often enough by enough people for it to be a valid alternative pronunciation of "Ferrothorn." On April 24, 2022, when False Swipe Gaming did his video on "How Great Was Ferrothorn Actually?", he opened the video with the clip from the anime showing the official pronunciation of "Ferrothorn", then willingly refusing to pronounce it that way, instead opting for how most fans pronounce it. And if you participate in the competitive Pokémon subcommunity, you will likely have to get used to saying this name, as Ferrothorn is one of the select few elite Pokémon that have been in the OU tier (Smogon's standard tier) for all four generations that it has existed.

The first rule that Pokémon purists are obsessed with is all Pokémon names are to be treated as invariant nouns, meaning they do not change when plural. For example, you may casually say, when talking to your friends, "I caught three Jigglypuffs today", but according to the official rule about plurals, the official plural of "Jigglypuff" is "Jigglypuff." When talking casually, either is fine. "Jigglypuffs" is not incorrect or wrong; it is simply an "unofficial" plural of "Jigglypuff."

The second rule that Pokémon purists insist on being followed is that all individual Pokémon should be referred to as "it" rather than "he" or "she." Again, follow this rule only around people who are not purists, traditionalists, or people who think "mailman" and "freshman" are bad words. Other than that, it is perfectly fine to refer to your sweet Level 100 Blissey as a "she" as in: "My Blissey knows Soft-Boiled and Toxic, and she is amazing in battle."

When to correct someone (or not correct someone)

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To correct or not to correct your friend, that is the question. The answer may surprise you, so read on.

For the rules stated above, there is usually no need to "correct" your friend for being off from the official way. Even if you know the official pronunciation of Ferrothorn, the widespread pronunciation among fans is not offensive or rooted on anything offensive, so criticizing your friend's pronunciation of "Ferrothorn" is 100% optional. You don't have to correct someone who says, "I found four Zigzagoons on Route 101 today." And unless you are in a situation that makes gendered words unsuitable, you should allow your friend to refer to his or her Hitmonlee with masculine pronouns ("he", "him", "his").

If your friend makes a factual error, such as claiming that Ferrothorn is faster than Blaziken, then you should question your friend's sanity and knowledge about these two Pokémon and their stats. Ferrothorn is absolutely not faster than Blaziken. Not even close. Off by a factor of four, as Ferrothorn has base 20 Speed (and is arguably supposed to be slow, to maximize "Gyro Ball" power), while Blaziken has base 80 Speed and often runs its hidden ability "Speed Boost."

If your friend struggles in a game by not knowing where to find the Bicycle, or even worse, trying to find it in the wrong place, you should give your friend advice on how to obtain the Bicycle. Otherwise, your friend will continue to struggle, possibly fruitlessly, and not be able to continue the story.

If your friend makes a serious mispronunciation of a Pokémon name that no rational, educated person would make, such as pronouncing "Dragonite" as "Bragonite", then you should correct your friend and remind them about English pronunciation rules.