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Hosted by GameFAQs Return to Pokemon Sun (3DS) FAQs & Guides

Pokemon Sun FAQ/Walkthrough by KeyBlade999 / yoshi_chao


Version v0.65, Last Updated 2016-11-28

Table of Contents

1. How to Use This FAQ


2. Introduction
3. Basics of the Game
1. A Must-Read Before the Basics
2. Controls
3. Save Data & Erasure
4. Version Exclusives
5. Important Terms & Definitions
6. How to Tell Legal From Hacked Pokmon
7. Unobtainable Shiny Pokmon & Hidden Abilities
8. Pokmon Capture
9. Status Ailments
10. Weather/Field Effects
11. Entry Hazards
12. Special Move Mechanics
13. The "Minor" Details - EVs, IVs, and Nature
14. The "Minor" Details - Pokmon Characteristics
15. The "Minor" Details - Personality Values
16. Misc. Game Mechanics
17. Competitive Pokmon Strategy
4. Walkthrough
1. Notes (READ!)
2. The Trial of Captain Ilima
3. The Grand Trial of Melemele Island
4. The Trial of Captain Lana
5. The Trial of Captain Kiawe
6. The Trial of Captain Mallow
7. The Grand Trial of Akala Island
8. The Trial of Captain Sophocles
9. The Trial of (???)
5. Sidequests
1. Minor Sidequests of the Walkthrough
2. Pokmon Refresh
3. Hyper Training
4. Pokmon Breeding
5. Pokmon Ribbons
6. Miscellaneous Gameplay Info
1. In-Game Pokmon Trades
2. Gift Pokmon
3. Pokmon Forme Changes
4. Move Tutor Listings
5. Battle Styles
7. Items Listings
1. Medicinal Items
2. EV-Changing Items
3. Other Stat-Boosting Items
4. Hold Items
5. Berries (General)
6. Berries (Growth & Contests)
7. Battle Items
8. Pokballs
9. Pokmon Fossils
10. Evolution Items
11. Mega Stones
12. Primal Orbs
13. Z Crystals
14. Miscellaneous
15. Stuff to Sell
16. TMs (Technical Machines)
17. Key Items
18. Hyper Training Bottle Caps
8. Shop Details
1. Hau'oli City
2. Route 2
3. Heahea City
4. Paniola Town
5. Route 5
6. Royal Avenue
7. Route 8
8. Konikoni City
9. Malie City
10. Mount Hokulani
9. Mini-Pokdex
1. Learnsets
2. Pokmon Stats (General)
3. Pokmon Stats (Mega Evolutions)
4. Pokmon Stats (Primal Reversions)
5. Pokmon Stats (Breeding)
6. Pokmon Stats (Misc. #1)
7. Pokmon Stats (Misc. #2)
8. Pokmon Evolutions
9. Pokmon by Location
10. Pokmon Abilities
11. Move List - Battle Details
12. Move List - Contest Details (OR/AS-only)
13. Z Moves
10. Credits
11. Version History
12. Legalities & Contact

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KEEP IN MIND THAT THIS FAQ/WALKTHROUGH IS NOT COMPLETE!


Much of the information in this FAQ - especially the supplemental info outside the walkthrough - is limited to information obtained
pre-release through official announcements and leaks, or stuff expected to be constant from previous Pokmon titles. We would
appreciate it if you understood this as opposed to giving us a hard time about it; in the meantime, if there are any gaps you find in
our data, we'd love it for you to shoot us an e-mail. Thanks for your consideration! ^_^

Games: Pokmon Sun & Pokmon Moon


Console: Nintendo 3DS
File Type: Formatted FAQ/Walkthrough
Authors: KeyBlade999 (a.k.a. Daniel Chaviers) & yoshi_chao (a.k.a. Taylor Ellis)
Version: v0.65
Time of Update: 3:35 AM 11/28/2016

How to Use This FAQ


This is a bit of a primer on how to use this FAQ, at least on GameFAQs (where we originally posted this guide).

At the top-right of the guide, you should see a number of buttons.

The ribbon icon allows you to bookmark the guide. Bookmarked guides you can view anytime from your My Games settings
(if you're logged into the site).
The magnifying glass icon is a search function. Enter the text you want to look for - such as item or area names - and you'll
find every instance of where that appears in the guide. Use this especially if you're looking for very specific things.
The three horizontal lines brings up the table of contents. That will list off every major section and subsection of the guide, so
look there if you want to find general bits of information, such as the walkthrough or the Pokdex or our contact stuff.

Especially be sure to use the latter two to most quickly get to what piece of information you want! This guide is very large and very
long, so don't inconvenience yourself by wasting tons of time searching through everything when you can just get there in a few
clicks!

Further, it is also important to note that this FAQ is divided into 50-KB pages. This is not done by the choice of either author; it is
simply how GameFAQs functions. If you would like to change that and display the entire guide on a single page, go down to the
bottom of any page and click on "View as Single Page".

If you need to contact us for any reason, please see the Legalities & Contact section.

Introduction
Hi, and welcome to our Sun & Moon FAQ!

Yeah, for once, I'm actually sharing the spotlight for once and coauthoring with another person, one of my best friends yoshi_chao
(who declined to write her own intro). I've known her for ... quite a while now, probably for most of the entire time I've been on
GameFAQs, and we met through a mutual love of Pokmon - specifically Pokmon Mystery Dungeon: Explorers of Time, Darkness,
and Sky. It was probably about seven years or so ago now, really, that we first got to know each other. It's kinda weird looking back at
all that time that has passed and how much things have changed in our lives...

...*coughs*

Well, anyhow. Yoshi offered herself up as a sacrifice when I mentioned that I was looking for a coauthor for my FAQ; thanks to
college keeping me busy, it's nice to have someone else to work with, so that things might actually be done in a timely manner - and
who better to pick than one of your best friends, right? It doesn't hurt either that she's wanted to write her own FAQs for a while now
and has made several attempts (Pokmon Platinum and Hey, You! Pikachu come to mind), though this will be her first big foray into
the world of FAQing - but I've got complete faith she'll be able to step up to the task. ^_^

Anyhow, hereafter you'll find our Pokmon Sun & Moon FAQ/Walkthrough. Pokmon Omega Ruby and Alpha Sapphire - the
preceding titles in the core series - truth be told have left bad tastes in both of our mouths, albeit for different reasons. Generation VI
honestly is probably my least favorite of them all ... so coming into Sun & Moon, my hopes aren't exactly the highest, personally.
Still... It's a Pokmon game, right? And more importantly the start of a new generation, the seventh since the series launched more
than 20 years ago now. Despite everything, I'm willing to approach Sun & Moon with an open mind - it's a nice chance to clean the
slate, and see how Game Freak can impress us again despite everything, and remind us why we became fans of the series in the
first place.

We sincerely hope you guys enjoy this FAQ! ^_^

~ KeyBlade999
Basics of the Game
A Must-Read Before the Basics

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 Pokmon 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. I have gotten complaints regarding the
length of the Basics section on the whole, so I feel the need for you to remember that this section is not required reading unless you
want to understand various mechanical/strategic aspects of the game (or view a little trivia). 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.

We do, of course, provide a Walkthrough that will help walk you through the game's plot, step by step, without this mechanic info.

Controls

Button Resultant Effects


D-Pad Move cursors in menus.
Move your character. You move faster than further your Circle Pad is titled.
Circle Pad Move cursors.
Move around the viewfinder when using the Pok Finder.
Confirm choices.
Speak with people.
A Button
Investigate the tile you're facing.
Take pictures with the Pok Finder.
Decline choices.
Exit menus.
B Button Hold and use the Circle Pad to run.
Press during Pokmon evolution to cancel said evolution. (Not all evolutions can be canceled.)
Use a Pok Ride Pokmon's special ability (e.g. Tauros' dash, Stoutland's itemfinding).
Open the menu.
X Button
See what individual Pokmon can do in the Pok Ride menu.
Open a menu to choose a registered Key Item for quick use.
Y Button Hotkey to use Pokballs in battle.
Open the Pok Ride function.
Used to quickly go through item lists.
L Button
Hold and tap a move in the move selection menu during battle to see its data.
Used to quickly go through item lists.
R Button
Take pictures with the Pok Finder.
Start Button Open a menu.
Select Button N/A

Note that some functions can be delegated to the Touch Screen or gyro sensors as well.

Save Data & Erasure

This section mostly concerns the use of the save file. As has been tradition in the Pokmon series - even to this day, for
unconceivable reasons (especially when much older games allowed hundreds) - Pokmon Sun & Moon only have one save file per
cartridge or eShop download. 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. After all, you don't want to get stuck in a Gym battle as your 3DS/2DS hits a very low battery, and possibly dies, and you
haven't saved, right...?

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. >_>) In older Pokmon games - Ruby,
Sapphire, and the other GBA games going back - it would be a simple task to start a new game and save: simply save on the new
file! 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; Pokmon Sun & Moon 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.

Version Exclusives

As with other paired Pokmon titles, there are certain things exclusive to each version of the game. Here they are, and they are
limited solely to Pokmon.

Pokmon Sun Exclusives Pokmon Moon Exclusives


Vulpix Sandshrew
Ninetales Sandslash
Cottonee Petilil
Whimsicott Lilligant
Rufflet Vullaby
Lycanroc (Midday Forme) Lycanroc (Midnight Forme)
Passimian Oranguru
Turtonator Drampa
Buzzwole Pheoromosa
Solgaleo Lunala

Important Terms & Definitions

Pokmon is itself a very technical game. While we will get deeper into these technicalities in other sections of this conglomerate of
"basics" and in the various appendices, it would be first be most prudent to give you, the readers, a quick list of what will be referred
to throughout the guide. Those familiar with the competitive scene of Pokmon need no real introduction to most of these terms, and
most having played Pokmon 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 Pokmon. There are several definitions here some of you
may find surprising and in themselves immensely helpful to understanding Pokmon in general, and by far much more in-depth than
what the game will likely ever yield unto you. >_>

In any case, if you think something else should be added here, feel free to e-mail me.

MAINSTREAM GAME NAME ABBREVIATIONS & REGIONS


In-Game
Generation Games' Full Names Consoles Common Abbreviations
Regions
Pokmon Red, Blue, Green, and Yellow
Gen. I Kanto GameBoy Pokmon R/B/G/Y
Versions
Gen. II Pokmon Gold, Silver, and Crystal Versions Johto & Kanto GameBoy Color Pokmon G/S/C
Pokmon Ruby, Sapphire, and Emerald GameBoy
Hoenn Pokmon R/S/E
Versions Advance
Gen. III
Kanto & Sevii GameBoy
Pokmon FireRed and LeafGreen Versions Pokmon FR/LG
Isles Advance
Pokmon Diamond, Pearl, and Platinum
Sinnoh Nintendo DS Pokmon D/P/Pt
Gen. IV Versions
Pokmon HeartGold and SoulSilver Versions Johto & Kanto Nintendo DS Pokmon HG/SS
Pokmon B/W -or- Pokmon
Pokmon Black and White Versions Unova Nintendo DS
B1/W1
Gen. V
Pokmon B/W 2 -or- Pokmon
Pokmon Black and White Versions 2 Unova Nintendo DS
B2/W2
Pokmon X and Y Kalos Nintendo 3DS Pokmon X/Y
Gen. VI Pokmon OR/AS -or- Pokmon R/
Pokmon Omega Ruby and Alpha Sapphire Hoenn Nintendo 3DS
S
Gen. VII Pokmon Sun and Moon Alola Nintendo 3DS Pokmon S/M

#HKO: Indicates a KO (defeat) in # hits. For example, 1HKO (sometimes OHKO) implies a one-hit win.

Ability: Every Pokmon has 1 to 3 Abilities it may have, although only one is active at any given time. 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
Pokmon so long as it has two such Abilities. An Ability is a trait that a Pokmon 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. Pokmon may also have a Hidden Ability (sometimes "HA") that can be brought about only in certain situations, most
often specialized breeding The Pokmon Abilities section has details on every Ability, and the Pokmon Breeding section can
tell you how to breed Pokmon for their Hidden Abilities.

Accuracy: The preset hit rate each move has for itself that determines how likely it is to hit. 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.

Affection: Affection is a statistic given to Pokmon during the usage of Pokmon Refresh (in X/Y/OR/AS, Pokmon-Amie).
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 POKMON'S HAPPINESS. End of story. Affection denotes how affectionate they
are towards you in regards to Pokmon Refresh, and Pokmon Refresh 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 Pokmon 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 Pokmon that truly benefits from
Pokmon Refresh in terms of evolution is Eevee when it is evolving into Sylveon.

Attack (Atk.): Attack is one of the stats a Pokmon can have. 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 Move List - Battle
Details 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 Stat (sometimes "BS" or "base"): Base stats are used to indicate the general prowess of a Pokmon in a particular
stat. Base stats can range from 1 to 255 in a given stat. For most people, a base value of 110+ indicates that the Pokmon 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.

Base Stat Total (BST): The total of a Pokmon's base stats, used to communicate its general prowess. Depending on the
Pokmon, however, its actual strategic value may be skewed because of certain high base stats. For example, Shuckle's
base 230 in Defense and Sp. Def. really skews it BST up somewhat higher than its actual strategic value would indicate
(almost no one really uses it).

Battle Royal: A new battle type introduced with Pokmon Sun & Moon for online battles. In terms of operation, Battle Royals
function similarly to Double Battles, but rather than 2 Trainers going 2-vs-2 at a time, Battle Royals feature 4 Trainers in an
all-out brawl against each other. Once one Trainer loses all of their Pokmon, then the battle ends, and the results are tallied
from there by remaining Pokmon (and HP if needed) to see which of the four Trainers is the victor.

Catch Rate: A hidden charateristic of all Pokmon that helps to determine how likely you are to catch it, ranging from 1 to
255 (where 255 is best for you). See the Pokmon Capture section for some more details.

Class: Class is an attribute given to moves: it determines the move's own nature and what stats its damage is based on.
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. Atk. and the target's Sp. Def.; and Status moves use
neither, but instead affect various other things.

Contact: Contact is a characteristic of moves that will determine whether the user actually touches the target. 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 Hit (a.k.a. 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. Most moves have an initial critical-hit rate of 1/16 (6.25%), but this can be raised
through various means. Also take note that critical hits will ignore the boosts in Defenses of the target and the decrements of
the user's Attack (barring items/abilities/field conditions/Burn), and will also bypass Light Screen and Reflect.

Defense (Def.): Defense is one of the stats a Pokmon can have. 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 Move List - Battle
Details 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.

Double Battle: A battle between two people in which each has two Pokmon out at the same time. Under typical online battle
rules and certain other rulesets, you must use four Pokmon total per side. This isn't the case for most in-game battles,
though.

Effort Value (EV): Effort Values, or EVs, are much like EXP. for your stats: they can help determine stat growth in easy-to-
understand manners. Each Pokmon 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 EVs - Effort Values section for the full thing.

Entry Hazards: Entry hazards, or just "hazards", are moves that do not intend to inflict damage on the Pokmon immediately
seen on the field, but those that come after it. Stealth Rocks and Spikes, for example, will deal damage to the Pokmon
owned by the foe that switch in. This has very serious implications at times. See Entry Hazards for more.

Event Pokmon: Event Pokmon are those only given out by Nintendo, Game Freak, or certain other third parties (in
particular, GameStop and its subsidaries lately) in real life. Common Pokmon for this include special Shiny Pokmon (i.e. the
Shiny Gengar given out in October 2014), those with otherwise illegal moves (i.e. the Pikachu that can Surf and Fly), those
that just have special Formes (e.g. the Pokball-Pattern and Fancy Pattern Vivillons from X/Y), Mew, Celebi, Jirachi, Deoxys,
Shaymin, Darkrai, Arceus, Victini, Meloetta, Genesect, Diancie, Hoopa, and Volcanion, among others: in general, these
Pokmon cannot be obtained in the games at all, and must be obtained by getting it at those particular events or trading with
someone who did get one from the same. There are other means for Event Pokmon to be distributed, too, such as the
Pokmon Bank Celebi and the Black/White launch Victini, and it doesn't have to be restricted to these legendaries: other
Pokmon with certain special characteristics are often distributed. Japan and Korea get most of these distributions, too. In
any case, I would recommend checking Bulbanews (http://bulbanews.bulbagarden.net/wiki/Front_page) or Serebii
(http://www.serebii.net/) regularly for details on these events.

Evolution: When a Pokmon meets certain conditions - usually reaching a certain level, though the methods vary - the
Pokmon will evolve. This is usually accompanied by stat boosts, a better set of moves to learn, and so on. The exact
conditions for evolution for every Pokmon can be seen in the Pokmon Evolutions section.

Experience Points (EXP.): When a Pokmon defeats another in battle, it will earn EXP. By earning enough EXP., the
Pokmon will level up and become stronger.

Forme (sometimes incorrectly as "Form"): Some Pokmon have two or more different Formes. 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 Pokmon 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!

Gender: Whether a Pokmon is male or female. 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. Pokmon without a gender (or
an identified one) will have neither. This usually isn't important, except for breeding and certain Pokmon evolutions.

Hack: A term used to describe the process of cheating; in this context, so someone can get a Pokmon they otherwise
cannot get, or at least get a Pokmon they are either too lazy to get or to get accurately. There are various means of doing
this; typically, Action Replays and GameSharks in the past. Powersaves and Pokgen are the thing these last few years.
(See: "legal", "legit", "illegal")

Happiness: An unseen value measured from 0 to 255, it measures just how happy the Pokmon is and how friendly it is
towards you. 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 Pokmon 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 POKMON REFRESH/AMIE! Happiness
is a completely unseen stat, only signified by you earning a Footprint Ribbon on the Pokmon 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.

Hit Points (HP): This refers to a Pokmon's health. HP can go down via a number of means, primarily attacks though certain
weather conditions and ailments and even the Pokmon'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 Pokmon's
health is in: when it hits 0 HP, the Pokmon is fainted and cannot act, except for the use of HMs in the field in older games.
Be sure to keep Pokmon healed with Potions and the like!

Hold Item: An item that is intended to be held by a Pokmon to derive its benefits. See the Items Listings section for more.

Horde Battle: A type of battle introduced in Pokmon X/Y and furthered in Pokmon OR/AS. This is a battle in which you
have one Pokmon out (though can use up to six total), which will be fighting five Pokmon at once! As compensation, these
Pokmon usually are lower-leveled than your own or other Pokmon in the area by a significant amount; however, these
Pokmon 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. This was expanded on with Pokmon OR/AS where you can fight Horde Battles
against Trainers: the logic is applied, but you will obviously get money for winning. The general strategies are to use multi-
target moves - Heat Wave, Surf, Earthquake, Discharge, Sludge Wave, etc. - to hit multiple Pokmon and take them out
faster. Some Pokmon Trainers will also use Horde Battles for quick EV-training.

Illegal: A Pokmon who is described as having something it cannot normally, not even under known Nintendo Event
distributions, have. This Pokmon has obviously been hacked in some way such that it has things it cannot have, which
implies that the original trainer of the Pokmon is a cheater. There are various ways of checking whether a Pokmon is illegal
or not via legitimacy checkers: I'd just Google "Pokmon legitimacy checker" if you're unsure.

Individual Value (IV): Individual Values, or IVs, are like a DNA stat growth mechanic: once you have the IVs set on a
Pokmon, they will not be changed. IVs help mostly to determine stat growth and the type of the move Hidden Power. If you
see someone on a forum or PSS mentioning something about a "1V", "2V", "3V", "4V", "5V", or "6V" Pokmon, then they refer
to the fact that the Pokmon has this-many IVs set at "perfect" values, or 31. (Also-used terms include "#-IV", "perfect IV" (IV
at 31) and "perfect Pokmon" (same as 6V).) For more data on what these stats do, see IVs - Individual Values.

Inverse Battle: An Inverse Battle is one in which the resistances and immunities of a Pokmon become its weaknesses, and
its weaknesses become its resistances. 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 Pokmon at a time; tournaments and the like will usually restrict each player to
three Pokmon as well.

Item: An item in the Pokmon series has one of two uses, generally: to be used for an immediate effect, or to be held by a
Pokmon for an in-battle use of some sort. See the Items Listings section for more.

Legal / Legit: A term used to describe a Pokmon that is actually obtainable in the game under whatever circumstances are
known about it. 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 Pokmon Bank - are very thorough in this checking to make sure a Pokmon 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 Pokmon in the VGCs, for example, will boot you
from the competition outright. More on this subject is in this section.

The Distinction Between "Legal" and "Legit"


When speaking on forums and the like, be sure to take notice of the distinctions between a legal Pokmon and a legit one.
Functionally, there is no difference, but, particularly when legitimacy checkers are involved (online gameplay or the VGCs, for
example), it is VERY important.

Legal: A legal Pokmon is simply one whose statistics and data all match in-game realistic conditions. For example, their
stats are proper, their moves are learnable, they can have that given ability, and so on.

Legit: A legit Pokmon is just the same as a legal one, with one key difference: it was assuredly obtained in-game
without hacking. It is possible for skilled hackers to a make a Pokmon seem legit by manipulating the data to mimick
everything that would make the Pokmon seem legit, and sometimes even get through Pokmon Bank and other
checkers. However, the Pokmon is not legit. A legit Pokmon 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 Pokmon, 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 Pokmon are legal, but not all legal Pokmon are legit. The key point is whether the Pokmon was
hacked. If, on a forum, you want an idealized Pokmon, "legal" is the better term to use as you're relatively more likely to obtain a
hacked one that has perfect IVs/EVs/Nature, but do this only if you don't plan on playing in areas with legitimacy checkers. 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 Pokmon
that you can not get yourself (i.e. Event legends).

Legendary Pokmon: A Pokmon whose in-game plot creates some kind of god-like aura about it. For example, Arceus is
known as the Pokmon God because he created the universe, therefore he is a legendary Pokmon; Mew is known as the
ancestor of most modern Pokmon and can learn any move desired, and therefore is a legendary Pokmon; Groudon is
known as the one who rose the continents, and therefore is a legendary Pokmon. A Legendary Pokmon 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
Pokmon anime's movies. Many times, these Pokmon are strong -- however, do not confuse the label of Legendary
Pokmon with strength or strategic validity! Mew, Celebi, and Jirachi, for example, are considered legendary, but they are
not particularly strong: it's the plot behind them driving that "legendary" label. Strategic viability and stats usually determine
how good a Pokmon is: I can easily beat Mew, Celebi, and Jirachi with non-legendary Pokmon, moreso than the other
legends. Another example is how the site Smogon has classed Blaziken - a starter Pokmon - into its "Ubers" tier, a tier
largely populated by legendary Pokmon, whereas those I just named are in the "UU" ("underused") tier, two tiers below.

Level (originally "L", now "Lv."): The general level of a Pokmon's strength. It rises as EXP. is earned, and can range from
1 to 100, where 100 is the strongest that the Pokmon can get.

Long Range: This is a characteristic of moves that applies only to Triple Battles: it determines whether the move can travel
from one Pokmon at the far side to another at the far side. For example, if your Pokmon is at the far left and your move is
Long Range, then you can hit the target at the far right (from your viewpoint).

Mega Evolution: Mega Evolution of Pokmon is a characteristic that came about with the release of Pokmon X/Y in 2013.
Essentially, only one Pokmon can Mega Evolve per Trainer per battle. The main intent of Mega Evolution is to take
advantage of a Forme of a Pokmon that is stronger in some way and may also have a new Ability and type. Most Pokmon
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 Pokmon 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 Pokmon you have on the field is holding its species's Mega Stone. Plus, that Mega Stone cannot be lifted off your
Pokmon by your foe, so no need to worry about them stealing it. ;)

Move: An attack a Pokmon can use. 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 Move List - Battle Details for more
regarding their usage in combat, and Move List - Contest Details (OR/AS-only) for their usage in Pokmon Contests.

Multi Battle: A battle between four people, two per team. Each person sends out one Pokmon, so that each team at the
same time will normally have two Pokmon out on the field. Each person contributes two Pokmon to the battle, meaning
each team has a total of four Pokmon. If a partner's Pokmon all are lost in a Multi Battle, and the other person still has their
other Pokmon, they cannot control two Pokmon at the same time. (The numerical limitations are usually not used in in-
game battles.)

Nature: A Pokmon's Nature has one singular use, really: to determine stat growth. There are 25 Natures a Pokmon can
have, most causing one stat to get a 10% boost and another to lose 10%. For more, see Natures.

Original Trainer (OT): The original owner of a Pokmon, given by their selected in-game name. This isn't a particularly
important characteristic, it's just a quick identifier for who gave you what Pokmon. The main issues someone finds in regards
to "Is this my Pokmon or not" involves IDs. (See: "Trainer ID & Secret ID")

Physical: A move Class that considers the user's Attack and the target's Defense to calculate damage.

Pokmon (a.k.a. Pocket Monster): Pokmon are the creatures who live alongside us in the world of Pokmon: as partners,
as pets, as friends, as family... Pokmon are the central creatures of all Pokmon games. By catching and training Pokmon,
a Pokmon Trainer proves their might both in terms of raising Pokmon and in terms of strategy. It is every Pokmon
Trainer's goal to one day beat all eight Pokmon Gyms in their region and then beat the Elite Four to become Pokmon
League Champion. To do that, you must learn to understand your Pokmon in every possible way.

Power (a.k.a. "Base Power" or "BP"): This is the Power stat attributed to a move: the higher, the better for the user of the
move. In online forums and such, the abbreviation "BP" is often used as a shorthand: this is not to be mixed-up with the
currency BP! For the sake of ease, though, you'll never hear me say "BP" in reference to Base Power throughout this guide.
Just be careful when elsewhere.

Power Points (PP): PP are like currency for the use of a Pokmon's moves; think of them as the MP from other RPGs like
Final Fantasy. 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 Pokmon 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.

Primal Reversion: For all intents and purposes, this is the same as a Mega Evolution: it just has a special plot connection
with those that can use Primal Reversion (Kyogre and Groudon) because they are ancient and all that jazz. They nonetheless
still need to hold a species-specific item (the Blue and Red Orbs, respectively). Other than these minor differences, the most
important is that, while Primal Reversion is like Mega Evolution, Primal Reversions do not count towards the "only one Mega"
counter. 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.

Priority: Each move in the game has its own "Priority" stat. Most moves are of a Priority of 0, but some are below or above
that number. Pokmon using higher Priority moves will go first before those using lower Priority moves; if two Pokmon use a
move of the same Priority, then their Speed will determine who goes first. Priority will even defy the warped turn order that
Trick Room provides! The Move Priority section contains more info.

Rotation Battle: A battle between two people in which only one Pokmon is against another Pokmon: however, there are
also two other Pokmon per side other than those fighting that each Trainer can instantly switch to per turn and still have
them move. Under typical online battle rules and certain other rulesets, you must use four Pokmon total per side. This isn't
the case for most in-game battles, though.

Same-Type Attack Bonus (STAB): When a Pokmon uses a move that is the same type as itself, the damage of the move
is by default increased to 50% higher than normal. For example, Pikachu (an Electric Pokmon) 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
Pokmon will have. For example a super-effective move might do 120 HP of damage, which will only KO weak Pokmon HP-
wise, but with STAB that move can be boosted to 180 HP of damage, which KO's the average Pokmon in competitive play!

Shiny: A Pokmon is Shiny if it just outright looks different from how it normally does. 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. Shininess is
exceedingly rare, usually a 1 in 4,096 chance in these games and it was 1 in 8,192 before the release of Pokmon X/Y in
2013. (There are exceptions.)

Shiny-Locked: By definition as under HG/SS standards (2010), any Pokmon in the game can be Shiny and generally all
have an equal chance of being Shiny except in set situations. This has changed slightly with a set few Pokmon (since
Black/White in 2011) so that these Pokmon cannot be Shiny without actually hacking the game. There are certain
Pokmon cannot ever be legitmately Shiny, in other words. These Pokmon 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 Pokmon to be Shiny. (Though it won't
fail, trust me.) That's not to say a Shiny will not be removed from the list of Shiny-Locked Pokmon. For quite a while,
Jirachi was also Shiny-Locked; however, Game Freak gave out Shiny Jirachis in Japan, which made Shiny Jirachi legal
again, so long as it was from X/Y or from the Colosseum Bonus Disc. 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 Pokmon as Shiny at all.

Single Battle: A battle between two people in which each only has one Pokmon out at a time. Under typical online battle
rules and certain other rulesets, you must use three Pokmon total per side. This isn't the case for most in-game battles,
though.

Special: A move Class that considers the user's Sp. Atk. and the target's Sp. Def. to calculate damage in most cases. The
exceptions to this rule include various fixed-damage moves, Psyshock, and Psystrike, which will use the target's Defense.

Special Attack (Sp. Atk.): Special Attack is one of the stats a Pokmon can have. 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
Move List - Battle Details section to check whether a move is Physical, Special, or Status in Class. Special moves will use the
user's Sp. Atk. and the target's Sp. Def. in most cases to calculate damage.

Special Defense (Sp. Def.): Special Defense is one of the stats a Pokmon can have. 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. Atk. and the target's Sp. Def. in most cases to calculate damage.

Speed (sometimes "Spd" or "Spe"): The Speed stat is, in its own way, the most relevant stat to competitive battling. 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
Pokmon tied will have equal chances of moving first. For example, a Pokmon with 210 Speed will almost always move
before a Pokmon with 200 Speed; if two Pokmon have 200 Speed, then they are 50% likely to move first. However, this
assumes that they are using moves of the same Priority. (See: "Priority")

Status (1): A move Class that does not deal direct damage. It instead says that the move will do something else, based on
the move itself.

Status (2): Refers to a status condition that often inhibits the afflicted Pokmon; also known as an ailment. You should see
the Status Ailments list for full details.

Switching In/Out: The act of choosing to switch out a Pokmon currently out with a different one in your party. 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 Pokmon, which can be lethal if left unattended. Another is
when the Pokmon is seen as likely to be attacked by a weakness-piercing attack and thus to switch to a Pokmon resisting
that move rather than suffering death. For example, say you have Gyarados (Water/Flying) out versus Jolteon (Electric).
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 Pokmon, however, you gain an important
advantage and also avoid damage.

Technical Machine (TM): An item you can use to teach a Pokmon the move contained on the TM, if the Pokmon can learn
it. There are 100 in all, so collect 'em all!

Tiers: Much like a number of other competitive games, Pokmon are divided into strategic tiers by a number of players. The
most common system among Pokmon players is that set by Smogon (a Pokmon 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
Pokmon in question, and are not a statement as to strategic viability. Personally, some UU/RU Pokmon are actually
really good (Porygon-Z comes to mind), but it's ultimately up to you. 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.
Ubers: The top tier of the Pokmon system, often containing legendaries and a few others.
OU (Overused): Pokmon that are used a lot in the Pokmon metagame. Often very viable in strategy battles, but
tend to use "cookie-cutter" strategies.
UU (Underused): UU Pokmon are not used a lot in the competitive metagame, but still can be very good if the team
works well with it.
RU (Rarely Used): RU Pokmon are not used much, often due to a single detrimental stat (i.e. very low Speed) or
extreme fragility in combination with a poor moveset. 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.
NU (Never Used): NU Pokmon are used very infrequently, usually because of a combination of poor stats in certain
areas (such as being both fragile and slow) or a very poor movepool. Many can serve niche purposes, however.
PU: There's no official name for PU, but it's likely a wordplay on "pee-yew". PU Pokmon are the absolutely least
used of all Pokmon (except non-fully-evolved Pokmon 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.

Trainer ID & Secret ID: If you check any Pokmon you yourself caught or check your Trainer Card, you'll notice that you
have an ID. Everyone has an ID number attached to them, and there are 1,000,000 possible numbers (000000 - 999999).
There is also a hidden or "secret" ID you cannot see. It is also randomized, is unlikely to be the same as your seen Trainer
ID, and also ranges from 000000 to 999999. 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 1,000,000,000,000 (one in one trillion
chances). The uses of IDs are mostly in terms of breeding and EXP. growth. When breeding Pokmon whose two IDs (both
Trainer and Secret) differ, you are more likely to get Eggs; when using a Pokmon of a different ID than yourself, you get
more EXP. Those are the main things.

Trainer Shiny Value (TSV): Whenever you have an Egg in the Pokmon games, it is encoded with a specific, randomly-
determined variable, usually referred to as a "Player Shiny Value" or "PSV". Each combination of a Trainer & Secret ID will
also generate something different, called a "Trainer Shiny Value", or "TSV". When a player has an Egg whose PSV matches
their own TSV, the Egg will hatch into a Shiny Pokmon. 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.

Triple Battle: A battle between two people in which each has three Pokmon out at the same time. Under typical online battle
rules and certain other rulesets, you must use six Pokmon total per side. This isn't the case for most in-game battles,
though.

Type: Every move in the game will have a type attached to it, and every Pokmon will have one or two types given to it
simultaneously. Types are like elements in Pokmon: they determine what is super-effective or resistant to what. For
example, you can see Fire moves doing lots of damage to Grass Pokmon, right? And also see how the same Fire-type
move would likely deal less damage to a Water Pokmon? 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.

Vitamin: A particular type of used item. "Vitamins" is the general term for the items HP Up, Protein, Iron, Calcium, Zinc, and
Carbos, which are items used on Pokmon to raise their EVs. (See: EVs, Effort Values)

Weather: Weather is a meteorological event that can occur on the battlefield, and has a number of beneficial effects to the
point that certain teams as a whole will try to use this to their advantage. For full details on the effects of all weather and
weather-like conditions, see the Weather/Field Effects section.

How to Tell Legal From Hacked Pokmon

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 Pokmon 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 Pokmon 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 Pokmon through hacking, they
have no problems with it so long as it remains within legitimate bounds, so long as it has nothing abnormal ... not that they don't have
a problem with it (cheating is cheating), but if you can remain within legitimate bounds, you can't really be booted.

"Wait, this is a section on how to cheat?"

Absolutely, unequivocally, no. 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 Pokmon team, you should be held to the same standard. I can understand
the logic of simply being too lazy to not want to breed the right IVs/Nature, and merely frown upon it, but anything further really is out
of bounds for me in terms of morality. 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 Pokmon ... even if those Pokmon are not your own. Even if someone trades you a Pokmon 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 Pokmon is legal. Some things can be checked through a legitimacy checker,
but others cannot.

Here are the means by which you can check all of the things below:

Thing
How to Check
Checked
This is the base thing that determines the legitimacy of many of the following things, as some Pokmon can get
Game of moves in older games but not newer ones; for example, if a Charizard born on X/Y has Seismic Toss, it is illegal as
Origin that is a Move Tutor move from FireRed/LeafGreen and not an Egg Move for it on X/Y.
Moves Summary screen & research.
Stats Summary screen & research.
EVs Super Training graph: Reset Bags give precise EVs
Calculation. From the Pokmon's Summary screen stat, divide by the Nature multiplier (0.9, 1.0, or 1.1), subtract the
EV growth (EV growth = EVs/4), subtract 5, subtract 2 times the base stat, and then multiply by 100 divided by your
IVs
level. Or, in other words, IVs = [(Total/Nature)-(EVs/4)-5-(2*Base)]*(100/Lv). If the Level is not itself 100, then you only
can get a guess.
Level Summary screen & research.
EXP. Summary screen & research.
Gender Summary screen & research.
Location Summary screen & research.
Ability Summary screen & research.
Type Summary screen & research.
Event
Pokmon & Summary screen & research.
OT/ID
Shiny/Shiny-
Summary screen & research.
Locking
Tradeability Summary screen & research.
Pokrus Summary screen.
PID &
???
Checksums
Memories Certain NPCs in the game.
Language Summary screen.
Legal Pokmon will always exhibit the following characteristics:

Game of Origin: The game the Pokmon is born on determines much of the following and whether it is allowed. To some
degree, it is possible to determine what game pair/trio/whatever the Pokmon was found on. If found after traveling across
time and space, the Pokmon was in any game prior to Pokmon X/Y, with a note as to the region of origin. 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 Pokmon is breedable, it is still possible for the Pokmon to be born on the game in
question via Egg even if it is otherwise illogical (i.e. Charizard from Sinnoh). Legendaries and other unbreedables are a
different case: barring events and in-game captures/trading, the Pokmon simply cannot have been there.
Hoenn: This is the one without an exact location. This is NOT Pokmon Omega Ruby or Alpha Sapphire, which will
both specify a location and have a blue pentagon. This one refers to Pokmon Ruby, Sapphire, or Emerald on the
GBA.
Kanto: Pokmon FireRed/LeafGreen Versions (GBA)
Sinnoh: Pokmon Diamond/Pearl Versions (DS) and Pokmon Platinum Version (DS)
Johto: Pokmon HeartGold/SoulSilsver Versions (DS)
Unova: Pokmon Black/White Versions (DS) or Pokmon Black/White Versions 2 (DS)

Moves: Their moves are always those that the Pokmon can learn by one of any means: breeding, leveling-up, delaying
evolution, TM, HM, Move Tutor, or Nintendo Event distribution, all based on when the Pokmon was obtained. For
example, Pikachu with Surf and Volt Tackle from Route 101 in Pokmon Diamond/Pearl is illegal. Why? Firstly, the Surf
distributions were mostly at VGC distributions and Pokmon Stadium, not within the context of Diamond/Pearl itself. Even if it
was in an Egg at the time of hatching - the most common method of "masking" the illegitimacy of Pokmon - Surf is also not
an Egg Move nor learned by level-up or other means, just Events. That itself means that it could not be "born": either just
traded or directly earned, meaning it could not be hatched. 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.

Stats: The stats must fall within certain limits. 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.
Stat growth follows the formula [(2 * Base Stat) + (5 or 110) + (EVs / 4) + (IVs)] * (Nature Boost) * (LV/100). The whole "5 or
110" thing denotes a certain value: 110 is the value used when calculating HP, and 5 otherwise. The Nature boost is 0.9, 1.0,
or 1.1 based on the Nature itself. 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 Pokmon found through research. (Cut off the decimal value, if any.) If the values do
not match up, the Pokmon 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 Pokmon species. (Hey, it's possible.)

EVs: Your EVs can only be between 0 and 252 in any given stat, though they can be hacked up as high as 255. 253-255 EVs
in a single stat is not only inefficient, but illegal. 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.

IVs: IVs are limited between 0 and 31 in any given stats, but there's no limitation on them on the whole, unlike EVs. If any
higher - again, as high as either 127 or 255 by hacking - then it's illegal.
Levels: As you might expect, a Pokmon can only be between Levels 1 and 100, inclusive. Of course, the check is more
than that. When checking level, you should also check that the Pokmon 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.

EXP.: You'd be surprised, but this can also be checked. Every Pokmon has a pre-set amount of EXP. it has at each level,
and a pre-set amount of the EXP. to the next level. If Blaziken, for example, is Level 100 and has 1,640,000 EXP. with no
EXP. to the next level, it's hacked because it is in the wrong EXP. group. Interestingly, if you find such a Pokmon, it will be
listed as having negative EXP. to the next level, remedied by even the attempt to gain EXP. (It's a programming thing, just
trust me.) Similarly, you cannot be Level 100 with only 1 EXP. or Level 1 with 1,640,000 EXP. ... in other words, anything that
simply doesn't match up. There are six EXP. groups; see the EXP. Earning Mechanics for some details.

Gender: The problems with this one mostly come with gender-exclusive or genderless species. 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 Pokmon 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.

Location: Another common-sense thing: a Pokmon cannot be found where it cannot be found. 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
Pokmon to be born from an Egg trumps this, as an Egg can be hatched anywhere, so long as it is a Pokmon that can be
bred, which is a common method of masking hacks. Still, if you're unsure, best to get your own of the Pokmon.

Ability: Another common-sense thing: a Pokmon cannot have an ability which it cannot have. Part of that's common-sense,
anyhow. The harder part is dealing with Pokmon that cannot have their Hidden Abilities. For a Pokmon to have a Hidden
Ability, or at least to be able to utilize it, a female of the Pokmon species or its evolutions must have been available in the
Dream World of Pokmon Black/White, been in the Hidden Grottos in Pokmon Black/White 2, must have been made
available in Pokmon X/Y's Friend Safari, be available in the wild in Pokmon OR/AS (you can find it through DexNav), or
have been given out through Events. Standard wild encounters do not allow for Hidden Abilities, even those of legendary
Pokmon: in fact, legendary Pokmon 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 Pokmon that actually cannot have their Hidden Abilities: it's mostly just a few of the legendary Pokmon
and some starter Pokmon as of now. Of course, the game of origin also has to be factored in: for example, Dragalge with its
Hidden Ability (Adaptability) from Pokmon X/Y is illegal (without interaction from Pokmon OR/AS), though it's fine if from
Pokmon OR/AS or from a Pokmon X/Y which interacted with Pokmon OR/AS to obtain Adaptability Skrelp/Dragalge. The
precise details can be found here.

Type: This isn't really hackable without the editing of the game's internal data, but, simply put, a Pokmon must have its
specific type and none other. In the case of Forme changes that permit type change (as with Rotom and Arceus, for
example), the Forme and type also must match.

Event Pokmon & OT/ID: When you get a Pokmon that has been given out an Event, there are a number of things to look
at. A Pokmon from an Event can be excepted from certain rules, usually only moves. You should be sure to check as to
whether the event occurred with this specific Pokmon: the "event checking" process is the first thing that will occur after
something triggers a note as to the Pokmon's illegality (i.e. Surf Pikachu): this is because the Event Pokmon are excepted
slightly from the rules, but also will be within very specific criteria. Clues can be found in the Pokmon's OT and ID number:
try Googling these, as they often will reference the event that the distribution occurred with. Sometimes even the Pokmon's
location of origin will, too. For example, a Pokmon's OT may reference SUM2013, a 2013 giveaway of certain Pokmon. Of
course, you should be sure of everything on the Pokmon checks out. For example, the OT is not the only thing to check. You
should check its Ribbons, its Pokball, 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.

Shiny/Shiny-Locking: A Pokmon that cannot be Shiny in its game of origin is not allowed to be Shiny. Simple enough.
Ironically, not being Shiny in a Shiny-only distribution is just as in violation of the rules. A Pokmon, 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 this section for
more precise details.

Tradeability: This mostly comes in the case of Pokmon that cannot be traded (and only via GTS: direct trading in the PSS
or importation via Pokmon Bank is allowed), which are those holding the Premier Ribbon or Classic Ribbon, IIRC. Obviously
enough, you cannot have been given then in a trade if you cannot trade them. It mostly ties in back to the Event Pokmon
thing. I think the only exception to this rule is with the means of getting Pokmon from older to newer generations (Pal Park,
PokTransfer, Pok Transporter). In any case, just for the sake of having everything.

Pokrus: When a Pokmon no longer has Pokrus, it will have a pink smiley face on its Summary screen. This signified that
the Pokmon can never become contagious with Pokrus ever again: they keep the "doubled EVs from battles" effect, but
cannot spread the virus nor ever re-enter such a state. Therefore, if a Pokmon has that "had Pokrus" smiley face, yet has
the "Pokrus" label in the Summary screen indicating the contagion is still active, the Pokmon has been hacked. ... IMO, it's
pretty stupid to get caught for hacking by this, but that's maybe just me. >_>

PID & Checksums: These stats are more or less the fail-safes in the hack-detection system, to make sure everything is
within limits. 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 Pokmon determine them. ... If you have any info to offer on this, feel free to drop me a
line.

Memories: In the Pokmon games, you can find certain NPCs that show you the memories a Pokmon had during a given
timeframe, usually with its trainer or origin or something. In essence, you can verify that a Pokmon is hacked if it had
memories that are odd: for example, usually the memories of a Pokmon that came through Pok Transporter are non-
existent. Therefore, if a Pokmon has no memories, but has the "born on 3DS" blue pentagon, then it was hacked. Similarly, if
the Pokmon comes from a person you know in real life, and the person originally had this Pokmon (hatched it, caught it,
whatever, by themselves), if the Pokmon doesn't have the appropriate memories on their game, then either they're lying or it
was hacked.

Language: When you have a Pokmon from a region foreign to your own, the game notifies you of such by having "JPN" or
something on the Pokmon's summary screen. There are several regions of relevance: "USA" (United States), "JPN" (Japan),
"GER" (Germany), "ITA" (Italy), "KOR" (Korea), "FRE" (France), and "SPA" (Spain). Firstly, if a Pokmon is on a console from
the U.S., for example, and the Pokmon's internal data references it is from Japan and is owned by the same person (their
OT), then something's probably messed-up. You usually cannot see which is the actual language-region of origin, though. For
the most part, if a Pokmon has a name that is normally has in Japanese, for example, but the game is the English
language, and the player in question is its OT, then it'll be a hacked Pokmon since you cannot use Japanese characters on
European/American games unless the language of choice is in the Japanese language, and the same goes for Korean.
These exceptions are extremely rare, too, so ... yeah.

Unobtainable Shiny Pokmon & Hidden Abilities

In this game, there are quite a few Pokmon that you can get; we all know that. In fact, every Pokmon species thus far can be
obtained either via in-game capture, trading, or Nintendo Event distributions. Despite that, certain Pokmon are still not available
whatsoever, only being able to be obtained by hacking. There are two particular categories of this: unobtainable Shiny Pokmon and
unreleased Hidden Abilities.

With unobtainable Shiny Pokmon, one must consider the concept of Shiny-Locking: in several past Pokmon games, it has been
designed so that certain Pokmon could not be Shiny. The full list is below.

Pokmon Species Notes


Celebi Completely unallowed as a Shiny
Victini Completely unallowed as a Shiny
Keldeo Completely unallowed as a Shiny
Meloetta Completely unallowed as a Shiny
Zygarde Completely unallowed as a Shiny
Diancie Completely unallowed as a Shiny
Hoopa Completely unallowed as a Shiny
Volcanion Completely unallowed as a Shiny

There is also a list of Hidden Abilities that are currently locked. Most Pokmon 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 Pokmon of the desired species with its Hidden Ability. Thus, you need to either be given it via distributions or need to
find it one of several places: the Dream World in Pokmon Black/White, Hidden Grottos in Pokmon Black/White 2, the Friend Safari
in Pokmon X/Y, or in the wild in Pokmon OR/AS with the use of the DexNav. These Pokmon 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.

Pokmon Normal Ability #1 Normal Ability #2 Unreleased Hidden Ability


Raikou Pressure None Volt Absorb
Entei Pressure None Flash Fire
Suicune Pressure None Water Absorb
Heatran Flash Fire None Flame Body

Pokmon Capture

Capturing Pokmon is a simple process, albeit a sometimes annoying one in the cases of certain, rarer Pokmon - roaming
Pokmon, 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. They usually delegate it to "Lower the Pokmon's HP and throw a Pokball." It's a bit
more complex than that, and understanding the mechanics herein will help you more effectively capture a Pokmon.
HP Remaining: It's simple enough: lower HP means a higher ability to catch a Pokmon! To be able to lower a Pokmon's
HP precisely, there are a number of ways. The Poison and Burn status ailments, for example, will do set amounts of damage
(and also boost the catching rate further). There is an inherent danger in that, however, because there is generally a slight
chance for the capture to fail, even under very ideal circumstances, and if you miss at 1/16 or 1/8 HP, you lose the Pokmon!
A more preferred method is to use the move False Swipe - or, if you got the PokBank event Celebi in X/Y, the move Hold
Back. Both of these are Normal-type moves of 40 Power, which means they won't hurt Ghost Pokmon; in any case, these
two moves will always leave a Pokmon with 1 HP, making it very easy to catch the Pokmon, relatively-speaking. (As a
footnote, you can always attempt to one-hit-KO a Pokmon you believe to have the Sturdy ability, which will prevent it from
being KO'ed, leaving it with just 1 HP. Or you can also try Tricking/Switcherooing/etc. a Focus Sash onto it for the same effect,
but that's a bit costly to do. You could also use Entrainment or Skill Swap to give the Pokmon Sturdy, and then try to OHKO
it.)

Ailments: This refers to the "main" ailments a Pokmon can have only one of; and, in this instance, I specifically refer to
Poison, Bad Poisoning, Burn, Sleep, Frozen, and Paralysis. Each ailment will somewhat increase the capture rate for a
Pokmon.
Burn and Poisoning of any kind will boost it by 50%. 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 Pokmon 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 Pokmon you're trying to catch: a fatal flaw if the Pokmon is
one-time-only!
Paralysis will also boost the catch rate by 50%. Paralysis is often done via Thunder Wave, since it does no initial
damage; abuse of the Static ability may work on Pokmon that are Electric-type, as would Stun Spore. It won't work at
all on Pokmon with the Limber ability, however. It is also the most popular of the statuses to use in Pokmon capture,
since it does no damage to the Pokmon over time, preserving their HP, and it's generally permanent.
Sleep and Frozen boost the catch rate by a whopping 100%, by themselves doubling your catch rate. 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.
Frozen absolutely cannot be induced without dealing damage to the target Pokmon, meaning you should not bother
with it unless the target Pokmon is about the same level as you and resists it at least once (1/2 or 1/4 damage) so
that you can be sure to not kill it.

Catch Rate: All Pokmon have a value, from 3 to 255 (1 to 255 in theory) that determines how easy they are to catch. This
will be the main reason why you could throw a Pokball 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 Pokmon's catch rate in this section.

Critical Capture: Critical capture is a randomly-occuring element of the capture; when you see it happen, the Pokball you
throw will make a higher-pitched whistling noise (almost metallic) than usual. When the Pokmon is engulfed in the Pokball,
the Pokball will only wiggle once in lieu of the usual three. While the Pokmon can still get out after that one wiggle, the
catching rate is higher than normal, so it's rare to see a Pokmon still escape the Pokball. There is no way to influence this
beyond getting more Pokmon registered in the Pokdex; more Pokmon indicates a higher chance of this occuring. See the
next section about formulas for specific details: but, in general, for every 150 Pokmon after 300 owned, you get 50% better
catch rates.

Pokball: Finally, we come to the main characteristic of the capture itself. The Pokball you use to capture a Pokmon will be
very helpful in itself in deciding how much easier the Pokmon is to catch. Some Pokballs are conditional in how they can be
used to boost their catching potential, and will be a 1.0x catch rate if those conditions are not met.
Pok Ball, Premier Ball: 1.0x catch rate - the baseline
Cherish Ball: 1.0x catch rate - but it's not usable without hacking; it's just on (some) Event Pokmon
Heal Ball: 1.0x catch rate - it fully heals the Pokmon upon capture (though it will be a useless side-effect if you send
it to the PC instead)
Luxury Ball: 1.0x catch rate - the Pokmon will be happier than normal upon capture, which is helpful with Pokmon
evolving like that, such as Chansey, Eevee, and Riolu
Timer Ball: 1.0x catch rate - but it increases by 0.1 every turn, up to 4.0x (30 turns)
Great Ball: 1.5x catch rate
Safari Ball: 1.5x catch rate - only found on Pokmon caught in the Safari Zones of Generations III & IV
Ultra Ball: 2.0x catch rate
Nest Ball: Catch rate is equal to 40 minus the opponent's level divided by 10, with 1.0x as the bottom bound, and thus
can be 1.0x ~ 3.0x.
Repeat Ball: 3.0x catch rate for Pokmon you've owned once before
Net Ball: 3.0x catch rate on Bug- and Water-type Pokmon (no extra increase for Pokmon of both types)
Dive Ball: 3.5x catch rate on Pokmon living underwater (e.g. you Surfed or Fished to find them)
Dusk Ball: 3.5x catch rate at night-time (after 9:00 PM), in caves, or other dark areas
Quick Ball: 4.0x catch rate for the first turn of battle, and 1.0x after
Master Ball: 255.0x catch rate - effectively a certain capture
Dream Ball: 255.0x catch rate - only found on Pokmon captured in the Dream World in Black/White, not found in the
actual game

There are specific formulas to determine the catching rate. First, the situation as is goes into the formula here:

CATCH VALUE = {[(3 * MHP - 2 * CHP) * CR * BMOD] / (3 * MHP) * SMOD}


MHP = Target's maximum HP
CHP = Target's current HP
CR = Target's "catch rate", a hidden variable determining how easy it is to capture (1-255)
BMOD = The Pokball's multiplier rate for capture
SMOD = The modifier for status: 1.5 for Burn, Poison, Paralysis; 2.0 for Sleep and Frozen;
1.0 otherwise

With "CATCH VALUE" known, that value is next plugged into the following one.

CATCH% = (2^20 - 2^4) / (2^24 - 2^16)^(1/4) / CATCH VALUE


CATCH% = 1048560 / [(16711680 / CATCH VALUE)^(1/4)] <-- simplified formula

The formula is the same either way; the second is just a simplified version for those not quite understanding the exponential
mechanic of 2^X. (Note that X^(1/4) is essentially the square root of the square root, or the fourth root, of X.)

If Catch% is equal to or higher than 255, then the catch is assured; otherwise, the capture is random.

Also remember that critical capture thing I noted earlier? There is a way to determine its rate, too!

CRITCIAL CAPTURE RATE = X * Y


X = The lower of two values: 255, or the previous "CATCH%"
Y = The Pokdex completion multiplier

So, essentially, if your catch rate makes the capture unsuccessful, you'll deal with a rather low chance for critical capture. Similarly, if
you're *too* successful (CATCH% > 255), you stick with 255 in this instance. The Pokdex completion multiplier will further increase
the rate for critical capture, though these details are not specifically known at this time.

The higher the Critical Capture Rate, the more likely you can get a critical capture. 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.

Status Ailments

There are several ailments that can affect your Pokmon in this game, and many have unnamed effects, as below. Also note that
Pokmon can only have one of the main ailments (Paralysis, Burn, Poison, Bad Poisoning, Sleep, KO/Faint) 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 Major Ailments for that reason. (Not that they're the worst or anything. It just helps to differentiate.) Several more of
the Moderate Ailments are named so because they are still often used and often considered ailments, but not are the most
threatening and they can stack. And, of course, these are extended to include pretty much anything that would be considered a
status (a change to a single Pokmon) by Pokmon Showdown (a great battle sim) - most these would be considered Minor
Ailments, which are mostly move- or item-caused with relatively unimportant effects or "duh" effects. Let me know if I forgot
something.

Also, keep in mind that the cures are there for a reason. Yes, Flash Fire may not be a status you'd want to get off of your Pokmon,
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.

Major Ailments

Bad Poisoning

Cures: Pecha Berry (item); Lum Berry (item); Antidote (item); Full Heal (item); Casteliacone (item); Heal Powder (item);
Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Rest (move); Hydration
(ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure (ability) when switching out

Immunizers: Being Poison- or Steel-typed; having the Immunity ability; having the Poison Heal ability; being Poisoned,
Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce
(ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: This degree of Poisoning is executed via the move Toxic, double-layered Toxic Spikes, or the Toxic
Orb, or a random chance from Poison Fang. The HP loss will actually increment on the afflicted Pokmon from 1/16 to 2/16 to
3/16 to 4/16 from there on out, causing death in about five turns without being hit or healed. Otherwise, the same as Poison.
Burn

Cures: Rawst Berry (item); Lum Berry (item); Burn Heal (item); Full Heal (item); Casteliacone (item); Heal Powder (item);
Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move);
Aromatherapy (move); Rest (move); being struck with Sparkling aria (move); Hydration (ability) in Rainy weather; Healer
(ability) 30% of the time; Natural Cure (ability) when switching out

Immunizers: Being Fire-type; having the Water Veil ability; having the Water Bubble ability; being Poisoned, Badly
Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce (ability) if
done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokmon will lose 6.25% (1/16) of their max HP per turn, essentially causing KO in eight
turns for sure barring healing. Additionally, the Pokmon's physical Attack (Atk.) is halved, with all bonuses accounted for.
Thus, this status is great for inhibiting strong physical attackers such as Groudon, Mega Mewtwo X, Deoxys, Scizor,
Heracross, and Haxorus. However, note that Pokmon 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 Pokmon with the Flare Boost ability (such as Drifblim) in a similar manner, as their Special Attack will be raised by 50%.

Frozen

Cures: Aspear Berry (item); Lum Berry (item); Ice Heal (item); Full Heal (item); Casteliacone (item); Heal Powder (item);
Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Sacred Ash (item); Heal Bell (move);
Refresh (move); Aromatherapy (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time;
Natural Cure (ability) when switching out; waiting several turns; being hit with a Fire-type move; attempting to use a Fire-type
move; being hit by Scald; attempting to use Scald

Immunizers: Being Ice-typed; having the Magma Armor ability; being Poisoned, Badly Poisoned, Frozen, Burned,
Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Shield Dust (ability) if done as a damaging move's
side-effect

Details & Effects: The afflicted Pokmon is absolutely and completely inactive for an indeterminate number of turns.
Unlike Sleep, there's only a 20% for the Pokmon 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. They will be thawed out after some time, when healed via an item, or hit with a Fire-type move of any sort -
however, that Fire-type move will still damage them, so be careful if you're hitting your ally with one in a Double/Triple/Multi
Battle. Using a Fire-type move will also thaw out the afflicted Pokmon, so attempting to freeze Fire-type Pokmon especially
tends to be in vain.

KO/Faint

Cures: Revive (item); Max Revive (item); Sacred Ash (item); Revive Powder (item)

Immunizers: Sturdy (ability) and Focus Sash (item) prevent a KO move from working when the wielder is at full HP,
leaving them with 1 HP; Endure (move) prevents KO's altogether, surviving with 1 HP, but only for that turn; Focus Band
(item) prevents a KO move from KO'ing 10% of the time, with the wielder surviving at 1 HP; False Swipe (move) and Hold
Back (move) are moves which will not KO their target, leaving them with just 1 HP at the least

Details & Effects: The Pokmon is absolutely unable to act in any way until revived from KO (such as by a Revive). This
happens when the Pokmon hits 0 HP, so be sure to keep it high: if all Pokmon in your party hit zero HP, then you lose the
battle and return to the last-used Pokmon Center. (The latter only really occurs in in-game battles: in multiplayer battles with
other people, you simply lose.) Pokmon who are KO'ed, though, can still use their HM moves in the field in older games
(they're not in Sun & Moon).

Paralysis

Cures: Cheri Berry (item); Paralyze Heal (item); Lum Berry (item); Full Heal (item); Casteliacone (item); Heal Powder
(item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move);
Aromatherapy (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure
(ability) when switching out; being hit with Smelling Salts (move)

Immunizers: Being Electric-type; having the Limber ability; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed,
or KO'd when the ailment is given; using the Safeguard move; Magic Bounce (ability) if done via status-class move; Shield
Dust (ability) if done as a damaging move's side-effect

Details & Effects: This ailment will, most notably, make it where the Pokmon has a 25% chance of doing nothing on a
given turn. 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. Pokmon with the Quick Feet ability will ignore that side-effect.
Poison

Cures: Pecha Berry (item); Antidote (item); Lum Berry (item); Full Heal (item); Casteliacone (item); Heal Powder (item);
Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move);
Aromatherapy (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure
(ability) when switching out

Immunizers: Being Steel- or Poison-typed; having the Immunity ability; having the Poison Heal ability; being Poisoned,
Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce
(ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokmon will lose 1/8 (12.5%) of its HP every turn. That's about it, really. Some Pokmon
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.

Sleep

Cures: Awakening (item); Blue Flute (item); Chesto Berry (item); Lum Berry (item); Full Heal (item); Casteliacone (item);
Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move);
Refresh (move); Aromatherapy (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; waiting several
turns; Magic Bounce (ability) if done via status-class move; Natural Cure (ability) when switching out; Wake-Up Slap (move)
against the one asleep

Immunizers: Having the Insomnia ability; having the Vital Spirit ability; having a partner of the Sweet Veil ability; having
Electric Terrain active while groundbound; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the
ailment is given; using the Safeguard move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokmon will be unable to act. 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 - Pokmon with the Early Bird ability will wake up earlier, though. The only exception
to that is Rest, which is two turns of Sleep. There is little advantage to this beyond Rest-Sleep Talk/Rest-Snore combos. An
additional negative effect of Sleeping is that Dream Eater can be used on the Sleeping Pokmon (assuming they're not a
Dark Pokmon) to damage them and absorb HP; Nightmare and Bad Dreams will also take effect.

Moderate Ailments

Attracted

Cures: It seems to go away when the Pokmon causing this is switched out or KO'ed, or the afflicted Pokmon is
switched out; Mental Herbs (hold/use) or Blue Flutes (use) work, too

Immunizers: Having the Oblivious ability; being the same gender as the target; being genderless; using the Safeguard
move; having already been infatuated; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a
damaging move's side-effect

Details & Effects: The afflicted Pokmon - who will be of the opposite gender of the user of the move Attract - has a 50%
chance to not be able to act on a given turn. 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 Pokmon, such as Support Meowstic (thus,
Prankster) or Combee (thus, Vespiquen)), so you can usually expect a 50%-50% ratio of Pokmon on their team, which is
why it's unreliable.

Confused

Cures: Switching out, waiting several turns, Yellow Flute (item), Lum Berry (item), Persim Berry (item), Full Heal (item),
Casteliacone (item), Heal Powder (item), Lava Cookie (item), Lumiose Galette (item), Old Gateau (item), Full Restore (item),
Heal Bell (move), Refresh (move), Aromatherapy (move)

Immunizers: Having the Own Tempo ability; using the Safeguard move; having already been Confused; Magic Bounce
(ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The Pokmon has a chance of hitting itself on a given turn, thus doing damage to itself: the odds seem
to be 30%. This lasts for 1 to 4 turns. Additionally, the damage dealt upon hitting itself will be proportional to the Pokmon'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. Atk. +2 stages) helps to circumvent the chance of that confused
Pokmon getting a phyiscal move in. Note that Pokmon with the Tangled Feet ability will benefit from an evasion boost of
one stage when confused, though.
Cursed

Cures: Switching out; waiting several turns

Immunizers: Already being Cursed; Magic Bounce (ability) if done via status-class move

Details & Effects: The move Curse has two different effects. 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 Pokmon using it. The user of the move
Curse - if a Ghost-type - will lose 1/2 (rounded up) of their HP. In doing so, they will inflict damage upon their target, equal to
1/4 of the afflicted Pokmon's HP, and this will be repeated across several turns. This is strategically used by bulky Ghost
Pokmon to deal heavy damage to others, particularly those high in HP (since it's fractional), even though it is quite suicidal.
This latter fact is somewhat remedied by the conjunctive use of Leftovers and Protect-like moves, Rest-Chesto Berry/Rest-
(immune-to-Sleep) combos, or just outright good switching techniques. 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 Pokmon 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.

Flinch

Cures: None

Immunizers: Having the ability Inner Focus; already having flinched in the same turn; Shield Dust (ability) if done as a
damaging move's side-effect

Details & Effects: Some moves - Fake Out, most prominently - have a chance to make the opponent Flinch and thus not
act on the turn given. 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 Pokmon 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!

Pokrus

Cures: Time, and time alone (24~48 hours out of the PC)

Immunizers: Having had Pokrus in the past

Details & Effects: This status (also known as the Pokmon Virus) will only be found by contagion with another Pokmon
through wild battles or by infections in the active party - if you need to find it in the wild, don't bother: it's a 3 in 65,536 chance
(about 4x rarer than a Shiny Pokmon). The Pokmon 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 Pokmon 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 Pokmon. This time is frozen if the Pokmon is kept in the PC or
GTS or other places that are essentially not in the active six-Pokmon party. During the time that the Pokmon is actively
under this status, they will be marked with a pink "Pokrus" mark in the Summary and PC screens, and during that time other
Pokmon in the party can also catch this as it is an infectious virus. (It is by no means "bad".) After the status goes away, the
Pokmon 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. In other words: your EV gains are always doubled, the big pink "Pokrus" marks the contagious
period of 1~2 days, and the pink smiley face denotes the "you can't spread it anymore but still have your EV gains from
battles doubled" period.

Minor Ailments

Air Balloon

Cures: Hitting the Pokmon with a damaging move

Immunizers: None

Details & Effects: The Pokmon cannot be hit by Ground-type moves until they are hit with a damaging move, at which
point the Air Balloon pops, making them vulnerable to Ground moves again. The wielder of the Air Balloon will then be
considered to have no item on-hand.

Aqua Ring
Cures: Switching out

Immunizers: Already having Aqua Ring

Details & Effects: The afflicted Pokmon has used the move Aqua Ring and will regain 1/16 of its max HP at the end of
every turn until it switches out.

Aurora Veil

Cures: Waiting five turns

Immunizers: Already having it active

Details & Effects: This works like a combo of Reflect and Light Screen, halving damage from both Physical and Special
moves against your party for five turns.

Baneful Bunker

Cures: None

Immunizers: None

Details & Effects: The Pokmon will not be affected by Physical or Special moves this turn. Additionally, contact
attackers will be Poisoned! (However, if the contact move would not affect the user, had this not been used, then the Poison
induction is ignored.) However, status moves will still hit. This has a chance of failing with consecutive use: 1/X, where X is
the number of consecutive uses this use of the move will make. Feint, Hyperspace Hole, Phantom Force, and Shadow Force
will ignore the use of this move, bypassing the target to still attack them.

Charging & Recharging

Cures: None, though Power Herb can circumvent the charging-up turns

Immunizers: None

Details & Effects: The Pokmon is either charging up for a move (e.g. Solar Beam, Sky Attack) or is recovering from a
move (e.g. Hyper Beam, Blast Burn). Thus, they will not act for one turn. Depending on the move, other effects may be
attributed to this.

Chopped Throat

Cures: Waiting two turns, switching

Immunizers: None

Details & Effects: When hit by Throat Chop and afflicted with this ailment, they cannot use any sound-based moves for
two turns. These include moves like Growl, Screech, Bug Buzz, Boomburst, among others.

Crafty Shield

Cures: None

Immunizers: Already having used Crafty Shield

Details & Effects: The move Crafty Shield will immunize the user and its allies from all Status-class moves that turn, but
only status moves, meaning non-status moves (such as anything that directly deals damage) will still work. This works well
against Pokmon that tend to be status trolls, such as Sableye and some Prankster Meowstics, among others.

Destiny Bond

Cures: None - it evaporates upon the Pokmon using a different move

Immunizers: None

Details & Effects: The Pokmon will be under this status for one turn. 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 Pokmon. (But, then, if you are also on
your last Pokmon, 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-Pokmon double-KOs.)
Note that this will now fail with repeated use, unlike in pre-Sun/Moon games.

Disabled

Cures: Switching out, Mental Herbs, waiting several turns

Immunizers: Having already been disabled; Aroma Veil (ability); Magic Bounce (ability) if done via status-class move

Details & Effects: This simply implies that, for some reason, one of the Pokmon's moves cannot be used: the last-used
one. This isn't used often in official competition, and it's not too big of a problem unless the Pokmon is a Choice item wielder,
in which case they should switch out immediately.

Diving & Digging

Cures: None

Immunizers: None

Details & Effects: The Pokmon is using the moves Dive or Dig, and cannot be hit by most moves - however, Diving
Pokmon can be hit with Surf, and Digging Pokmon with Earthquake or Magnitude, each for double the normal power. They
will attack on the next turn.

Embargoed

Cures: Switching out, waiting it out

Immunizers: Having already been embargoed; having used Safeguard; Magic Bounce (ability) if done via status-class
move

Details & Effects: The afflicted Pokmon cannot use its hold item, nor can their Trainer use items on them. It can be
quite effective in disabling a Pokmon whose strategy relies heavily on its use of items, such as Power Herb/Geomancy
Xerneas or most Guts/Flame Orb Pokmon (if they actually attack on the first turn - most Protect).

Encore

Cures: Switching out, waiting it out, Mental Herb

Immunizers: Having already been encored; having used Safeguard; Aroma Veil (ability); Magic Bounce (ability) if done
via status-class move

Details & Effects: For several turns, the afflicted Pokmon must use the move it last used. 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...

Endure

Cures: It ends at the start of the next turn

Immunizers: None

Details & Effects: The Pokmon using this move, Endure, will not be able to be KO'ed on this turn, surviving with one
HP. Typically, this only has niche uses. However, it can be well-used by fast Pokmon that use moves that rely on being at
low HP for moves like Reversal and Flail, 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.

Flash Fire

Cures: Switching out

Immunizers: Having already been afflicted by Flash Fire (still prevents Fire moves, but no further boosts are made)

Details & Effects: The Pokmon with this ability has just been hit with a Fire-type move, and thus their own Fire-type
moves are powered up.
Flying & Bouncing

Cures: None

Immunizers: None

Details & Effects: The Pokmon is using the moves Fly or Bounce, and cannot be hit by most moves, barring Thunder,
Gust, and Sky Uppercut. They will attack on the next turn.

Helping Hand

Cures: Evaporates at the end of the target's turn

Immunizers: None

Details & Effects: The Pokmon has been "hit" with Helping Hand. 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 Pokmon at once; if anything, it makes Pokmon Showdown glitch up. As one can guess,
Helping Hand is an oft-underestimated aid in Doubles/Triples. Think about it: say I have a Mega Charizard Y using Fire Blast
(Power: 110). STAB brings that to 165, Sunny weather brings that 247.5, and Helping Hand brings that up further to 371.25,
3.375x stronger than a plain Fire Blast and before any Sp. Atk. changes or weaknesses are accounted for; notice how
Helping Hand is given the same weight as STAB-boosting or weather-boosting or even a Choice item's own boost!

Imprisoning/Imprisoned

Cures: Defeating the Pokmon doing the Imprisoning

Immunizers: Having already been imprisoned; Aroma Veil (ability); Magic Bounce (ability) if done via status-class move

Details & Effects: The Pokmon being Imprisoned by the move of the same name cannot use any moves known by the
Pokmon doing the Imprisoning.

King's Shield

Cures: None

Immunizers: None

Details & Effects: The Pokmon will not be affected by Physical or Special moves this turn. 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. This has a
chance of failing with consecutive use: 1/X, where X is the number of consecutive uses this use of the move will make. Feint,
Hyperspace Hole, Phantom Force, and Shadow Force will ignore the use of this move, bypassing the target to still attack
them.

Leech Seed

Cures: Switching out

Immunizers: Having already been hit with Leech Seed; being a Grass-typed Pokmon; Magic Bounce (ability) if done via
status-class move

Details & Effects: The Pokmon has been afflicted with Leech Seed, and will lose 1/16 of its max HP every turn, which
will be used to heal the user of Leech Seed or whoever switches into his slot. In Double and Triple Battles, if at any point no
Pokmon occupies the slot in which the user of Leech Seed was when it was used, then Leech Seed's damage will not take
effect.

Lightened & Weightened

Cures: None but the opposite effect, and nothing makes you heavier by moves

Immunizers: None

Details & Effects: The Pokmon's weight has changed, so as to influence weight-based moves such as Grass Knot.
Light Screen

Cures: Brick Break (move), Psychic Fangs (move), Defog (move), waiting for 5 or 8 turns, the Infiltrator ability allows
ignorance of this

Immunizers: Having already used Light Screen

Details & Effects: All damage from Special-class attacks is reduced for the afflicted party. 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. The
damage reduction is by 50% (to half) in Single Battles and Rotation Battles, and by 33% (to 2/3) in Double, Triple, and Multi
Battles. However, critical hits will be able to go through Light Screen and Reflect, so beware of this.

Magic Coat

Cures: Ending the turn

Immunizers: None

Details & Effects: All status moves used against the user of this move will have their effects brought back against the
user. 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 Pokmon using the move
themself.

Magnet Rise

Cures: Switching out, waiting several turns

Immunizers: Having already used this move

Details & Effects: The Pokmon is afflicted with the move Magnet Rise. This immunizes them from all Ground-type
moves (aside from Thousand Waves and other such ignoring moves) that attempt to hit them.

Mat Block

Cures: None

Immunizers: Having already used Mat Block

Details & Effects: Mat Block is a move that will prevent all physical- and special-classed moves from doing damage to
the user's party for the remainder of the turn, although status moves will still get through. 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 Pokmon 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. That's why Talonflame was one of the
big counters to this move in Double/Triple Battles - Gale Wings-boosted Brave Bird hits hard (180 Power with STAB), and hits
before Greninja can get off the move. 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.

Nightmare

Cures: Waking up, switching out

Immunizers: Having already been put into a Nightmare; not being asleep; Magic Bounce (ability) if done via status-class
move

Details & Effects: The Pokmon is under the effects of the Sleep condition; however, they are also in a Nightmare per
the use of the move of the same name. Therefore, they are losing 1/8 of their max HP at the end of every turn until they
reawaken.

Perish Song

Cures: Switching out

Immunizers: Having already been hit with Perish; having the Soundproof ability

Details & Effects: All Pokmon on the field will faint in three turns from the use of this move. This will not work on
Pokmon with the Soundproof ability or Pokmon who were not on the field at the time via any means. If the Pokmon
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 Pokmon 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.

Phantom Force & Shadow Force

Cures: None

Immunizers: None

Details & Effects: The Pokmon is using the moves Phantom Force or Shadow Force, and cannot be hit at all. They will
attack on the next turn, and will ignore Protect-like moves. About the only way to counteract this is to switch to a Normal-type
Pokmon (since these are Ghost moves).

Protect & Detect

Cures: None

Immunizers: None

Details & Effects: The Pokmon will not be affected by any moves on the turn when this is used, except for Assurance,
Feint, Hyperspace Hole, Imprison, Perish Song, Phantom Force, Play Nice, Psych Up, Shadow Force, and Transform.
Pokmon with the No Guard ability also will get through Protect and Detect. This has a chance of failing with consecutive use:
1/X, where X is the number of consecutive uses this use of the move will make.

Quick Guard

Cures: None

Immunizers: Having already used Quick Guard

Details & Effects: The Pokmon and its party will not be affected by moves of a priority greater than zero (such as Quick
Attack, Bullet Punch, or anything Gale Wings-boosted, among others); however, it won't stop status moves that are boosted
by Prankster. This works every turn, unlike its function prior to X/Y.

Reflect

Cures: Brick Break (move), Psychic Fangs (move), Defog (move), waiting for 5 or 8 turns, the Infiltrator ability allows
ignorance of this

Immunizers: Having already used Reflect

Details & Effects: All damage from Physical-class attacks is reduced for the afflicted party. 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.The damage
reduction is by 50% (to half) in Single Battles and Rotation Battles, and by 33% (to 2/3) in Double, Triple, and Multi Battles.
However, critical hits will be able to go through Light Screen and Reflect, so beware of this.

Repressed Ability

Cures: Switching out

Immunizers: Having already had your ability repressed; Magic Bounce (ability) if done via status-class move

Details & Effects: The Pokmon has been hit with Gastro Acid. (Do not confuse this with the ability Mummy.) The
Pokmon's ability is therefore not in effect at all. For example, repressing the Tough Claws ability of Mega Charizard X will
stop it from gaining the 1/3 boost in damage from physical moves, and repressing the Gale Wings ability of Talonflame will
prevent it from getting +1 priority on Flying moves.

Safeguard

Cures: Waiting it out (5 turns); the Infiltrator ability allows ignorance of this

Immunizers: Having already used Safeguard

Details & Effects: The Pokmon on the user's side of the field, for five turns, cannot be Burned, Paralyzed, Poisoned, put
to Sleep, Frozen, Taunted, Tormented, Embargoed, Encored, Confused, Attracted, or made to Yawn.
Sky Drop

Cures: None

Immunizers: None

Details & Effects: The Pokmon using the move Sky Drop and its target will rise up into the sky. They cannot be hit until
the move is executed on the next turn to damage the target Pokmon - there are exceptions to this, however, with the moves
Thunder, Gust, and Sky Uppercut. Additionally, the target Pokmon cannot act while in the sky. This is mostly used in
Double/Triple Battles to remove a threatening Pokmon from the battlefield for one turn to prevent combos or the like while
the other Pokmon batter on the others.

Slow Start

Cures: Waiting 5 turns; switched out

Immunizers: None

Details & Effects: The Pokmon's Attack and Speed are halved for some turns. Pretty much the big reason Regigigas is
not used often, or, if he is, he is often used with an Eject Button to quickly get rid of that annoying Slow Start.

Spiky Shield

Cures: None

Immunizers: None

Details & Effects: The Pokmon will not be affected by Physical or Special moves this turn. 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.) This has a chance of failing with consecutive use: 1/X, where X is the number of consecutive
uses this use of the move will make. Feint, Hyperspace Hole, Phantom Force, and Shadow Force will ignore the use of this
move, bypassing the shield to still attack them.

Stat Change

Cures: Switching out, or ways to induce the opposite effect (moves/items/etc.), some of which (Haze) remove them all by
definition

Immunizers: Having used Safeguard; Hyper Cutter (ability) prevents Attack reductions; Big Pecks (ability) prevents non-
recoil Defense reductions; Keen Eye (ability) prevents accuracy reductions; Clear Body (ability), White Smoke (ability), and
Mist (move) prevents all reductions; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a
damaging move's side-effect prevents any of them; certain moves ignore stat reductions/increments as well

Details & Effects: The Pokmon has had its statistics changed in some manner or another. The section Stat Changes In
Battle is better at explaining this.

Substitute

Cures: Defeating the Substitute; the Infiltrator ability allows ignorance of this

Immunizers: None

Details & Effects: Substitutes arise when the move Substitute is used; it will sacrifice 25% of the user's max HP to get
out a doll that has the same amount of HP; thus, most Pokmon using this move are often EV-trained for their HP and
Defenses, or HP at minimum. (For example, a Pokmon with 324/400 HP uses Substitute: their Substitute has 100 HP, which
is 1/4 of 400.) When a Substitute is in play, the actual Pokmon will not be affected by Status-class moves aimed at it (except
for Taunt/Encore), which makes this a very effective way of avoiding status-trolling Pokmon like Prankster Sableye. The real
Pokmon behind the Substitute also won't be able to be hit by most moves except those from No Guard-wielding Pokmon or
certain effects (e.g. Poison, Burn, Perish Song) in place before the Pokmon Substituted. Since the Substitute needs to be
killed before the real Pokmon can be hurt, these Pokmon 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. For the most part, the biggest counters to this include a pinpointed attack against the Sub-user in
Double/Triple/Multi Battles and the use of supereffective moves. Having No Guard Pokmon 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.

Taunt
Cures: Switching out, waiting several turns, Mental Herb

Immunizers: Aroma Veil (ability); Magic Bounce (ability) if done via status-class move; Oblivious (ability)

Details & Effects: The afflicted Pokmon absolutely cannot use status moves. This can be crippling to Pokmon 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 Pokmon's attack
menu.

Torment

Cures: Switching out, Mental Herb

Immunizers: Aroma Veil (ability); Magic Bounce (ability) if done via status-class move

Details & Effects: The afflicted Pokmon cannot use the same move twice in a row. This isn't too bad with sweeper
Pokmon or crippling-status Pokmon, but it has niche uses, especially in Monotype battles.

Transform

Cures: Switching out

Immunizers: None

Details & Effects: Enacted by the move Transform or the Imposter ability, the Pokmon will become the same as the
target. This means they copy stats (except HP) with level-based adjustments (in other words: Level 50 Ditto copies Level 100
Pokmon with 400 Attack, Ditto has 200), stat changes, moves (PP will become 5/5 for all moves, despite any PP UP'ing),
and ability; pretty much the only things not copied are HP and item held. This is a bit gimmicky, but can work on Pokmon EV-
trained for HP, and it's amazingly common for Blissey to be chosen for Imposter on Pokmon Showdown metagames that
allow illegal ability/moveset changes (since Blissey has the highest HP of all, and then can copy awesome stats). It's also
been seen to be used in Double Battles (at least by me =P) to clone Mega-Kangaskhan. However, Transform will
disable/change some things. For example, the Pokmon'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 Pokmon 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.

Truant

Cures: None, except ways - Skill Swap, etc. - to remove the ability

Immunizers: None

Details & Effects: The afflicted Pokmon has this ability and thus can only attack every other turn. 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 Pokmon Truant, mostly as a means of (effectively,
mind you) trolling.

Wide Guard

Cures: None

Immunizers: None

Details & Effects: The Pokmon and its party will not be affected by "widespread" moves that hit multiple Pokmon, such
as Surf, Earthquake, or Explosion. 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. This works every turn, unlike its function prior to X/Y.

Yawning

Cures: Switching out

Immunizers: Magic Bounce (ability) if done via status-class move from foe; Insomnia (ability); Safeguard (move)

Details & Effects: This Pokmon has been afflicted with the move Yawn. This means that, at the end of the turn after this
one, the afflicted Pokmon will fall to Sleep, unless switched out by some means.

Weather/Field Effects

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. Only one of the "true" weather conditions - Hail, Sandstorm, Rainy, and Sunny - will be
active at once, however. In the following section, we will divide these up between that True Weather and other Field Effects that affect
the entire battlefield at once. We will also cover some basics of weather right now.

Basics of Weather

Weather is a simple term that is used to affect the very dynamic of the Pokmon 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.e. Thunder) to even appear
when it is storming compared to when it is a bright, Sunny Day? (lolwordplay)

There are several weather conditions in Pokmon. Most of the Pokmon 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 Pokmon's own moves and abilities. Many teams are even themed after certain weather events just to maximize
efficiency and power. Several changes to the weather systems have come over the years because of these dynamic trend towards
all-weather teams (those competing in the Black/White 2012 VGCs probably remember this), the most prominent of which came in
Pokmon X/Y where Ability-caused weather was no longer infinite (while the Pokmon was on the field). Pokmon OR/AS has its
own changes to the dynamic as well with several new abilities that induce new weather conditions. Understanding weather and its
consequences are very important to the dynamic of a Pokmon 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. =P The only thing we really have left to discuss in this basics
section is the nature of overriding weather, something that has become a bit more complex since the release of Primal Kyogre,
Primal Groudon, and Mega Rayquaza.

On the general, be aware of the fact that only one "true weather" (that based on actual climate) can be in effect at once: you cannot
have both Rainy and Sunny weather, or Strong Winds and Oppressively Rainy, for example. Only one will be in effect. If two effects
are to come about in the same turn - for example, one Pokmon uses Rain Dance and the other uses Sandstorm, or one Pokmon
with Sand Stream comes and another with Drizzle - the slower of those Pokmon will have their effect issued (well, the faster
Pokmon's is issued, then the slower one), which is why, for example, most people will use Sand Stream Pokmon to set up weather
as those Pokmon are quite slow. If multiple Pokmon 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 Pokmon as their weather can only be overridden
by the other's weather effects.

Such over-riding must also be considered. As far as is known, there are two "tiers" of weather effects. You have regular weather,
such as Sunny and Rainy, and then you have the weather provided by the Primal Pokmon and Mega Rayquaza (Oppressively
Rainy, etc.). Of these, it works like this when multiple weathers come into effect. For the of sake simplicity, consider the "regular
weather" to be Tier 1 weather and the Primals'/Mega-Rayquaza's to be Tier 2.

Faster Pokmon Uses Slower Pokmon Uses Weather in Effect


None None at all
None Tier 1 Slower Pokmon's
Tier 2 Slower Pokmon's
None Faster Pokmon's
Tier 1 Tier 1 Slower Pokmon's
Tier 2 Slower Pokmon's
None Faster Pokmon's
Tier 2 Tier 1 Faster Pokmon's
Tier 2 Slower Pokmon's

Thus, the "Tier 1" weather (basic weather) can only override itself or a no-weather condition: "Tier 2" (extreme weather) weather
cannot be overridden by that. "Tier 2" weather can override itself, however, and all other weather. And, just to clarify, the tiers:

Tier Weather Type Various Causes


Default weather
Tier 0/None Clear
The end of a weather condition's effects
Rain Dance (move)
Raining Drizzle (ability)
Raining in an area naturally
Sunny Day (move)
Sunny Drought (ability)
Extra-sunny in an area naturally
Tier 1
Hail (move)
Hailing Snow Warning (ability)
Naturally snowing/hailing in an area
Sandstorm (move)
Sandstorm Sand Stream (ability)
Naturally sandstorming in an area
Primordial Sea (ability)
Oppresively Rainy
A certain plot event for a time in Pokmon Alpha Sapphire for a natural cause
Tier 2 Desolate Land (ability)
Intensely Sunny
A certain plot event for a time in Pokmon Omega Ruby for a natural cause
Strong Winds Delta Stream (ability)

True Weather

Clear

Details: Clear weather is the default weather of battle: it is the type of weather that will be in effect when most battles
start, it will be in effect when timed weather ends, and it will be in effect when Air Lock from Rayquaza is brought into play.
The Clear weather brought about by Mega Rayquaza's Delta Stream is an extreme version of Clear weather known more
appropriately as Strong Winds, which is detailed elsewhere in this section. Clear weather in general has no particular effects
on the player, good or bad. Anything with effects based on weather will have no such effect (as with the ability for
Thunder/Hurricane to break Protect in Rain) or will use the basal version of the effect (as with Synthesis and Moonlight now
healing 50% HP). 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.

Hailing

Details: All Pokmon not of the Ice type will lose 1/16 of their HP per turn, and Blizzard will become no-miss, being able
to even ignore Protect-like moves 1/4 of the time. The move Weather Ball will double in power and become Ice-type, too. The
moves Synthesis, Morning Sun, and Moonlight will only recover 1/4 of the user's HP, not the usual 1/2. 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 Pokmon 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.

Intensely Sunny

Details: This level of intense sunlight is more extreme than that yielded by Drought and Sunny Day in the Sunny weather.
This is only activated by Primal Groudon's ability Desolate Land. Many of the effects remain the same as simply Sunny
weather. However, while Fire moves are stronger by 50%, Water moves are completely negated from causing any damage,
which strategically is helpful to the Ground/Fire Primal Groudon. 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.

Oppressively Rainy
Details: This level of rainfall is stronger than that basic Rainy 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 Rainy 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 Rainy, 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 intense sunlight are on Primal Groudon. It does imply that Primal Kyogre can be best
allied in Double or Triple Battles by Pokmon, 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.

Rainy

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. Additionally, Thunder and Hurricane will always hit in this condition; these moves
may even ignore Protect-like moves 1/4 of the time!! Solar Beam will require an extra turn to charge on addition to the one
already in place, and Moonlight, Morning Sun, and Synthesis will only heal 1/4 of the user's HP. There are a variety of
abilities, too, that allow certain Pokmon to make advantage of this weather. Typically, Politoed with the Drizzle ability is used
to initiate the weather while other Pokmon help out some, too. Water Absorb/Surf combos in Double Battles work well, and
Swift Swim on Kingdra is very common. The ability Rain Dish (like Leftovers for the rain) is often coupled with Leftovers and
sometimes Aqua Ring on bulky Pokmon.

Sandstorm

Details: All Pokmon not of the Rock, Ground, or Steel types will lose 1/16 of their HP each turn, making this effective in
getting rid of Focus Sash users, Multiscale Dragonite or Lugia, and, to some rare degree, anyone who Skill Swapped (or the
like) Sturdy onto a non-Rock, non-Steel, and non-Ground type. Morning Sun, Synthesis, and Moonlight will also only heal 1/4
of the user's HP in lieu of the usual 1/2. The move Weather Ball will also double in power and become Rock-type.
Additionally, all Pokmon of the Rock type get a 50% automatic boost in Special Defense, which is helpful as some of the
most appealing Sandstorm team Pokmon (Rhyperior) are Rock-typed, but have horrible Sp. Def., which makes one
concerned for moves like Surf. 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.
Why? Unless you forcibly reduce the Speed of the Pokmon 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.

Strong Winds

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 Pokmon. As you well know, Flying Pokmon are weak to Electric, Rock, and Ice moves. If such a move is super-
effective on a Flying Pokmon - in whole (Tornadus) or in part (every other Flying Pokmon) - 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 Pokmon 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 Pokmon 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 Pokmon 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.) And, for the record, Stealth Rocks is not affected by Strong Winds: Mega Rayquaza (Dragon/Flying)
will still take 1/4 damage from Stealth Rock.

Sunny

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 moves Synthesis, Morning Sun, and Moonlight will heal 2/3
of the user's HP as well, more than normal. 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. Atk. for loss of HP). Teams that use this are dominated by Ninetales or Mega-Charizard
Y, Fire-type move users, and Grass Pokmon with Chlorophyll, so you know.

Field Effects
Electric Terrain

Details & Effects: This affects all active Pokmon who do not Levitate, who are not Flying-type, who aren't holding an Air
Balloon, have not used Magnet Rise, and have not be hit by Telekinesis. 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
Pokmon on the ground. This move prevents all ground-bound Pokmon 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 Pokmon that rely on
Sleep as part of their strategy. Further, Pokmon with the Ability Surge Surfer will have their Speed doubled during the
duration of Electric Terrain.

Grassy Terrain

Details & Effects: This affects all active Pokmon who do not Levitate, who are not Flying-type, who aren't holding an Air
Balloon, have not used Magnet Rise, and have not be hit by Telekinesis. 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
Pokmon on the ground. All such ground-bound Pokmon will have their HP restored by 1/16 per turn, and the move Nature
Power becomes Energy Ball. 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 16.75% (3/16) of your HP per turn, which is a nice chunk.

Gravity

Details & Effects: All Pokmon of the Flying-type or with the Levitate ability will be vulnerable to Ground-type moves.
This is mostly good for hurting Fire/Flying, Rock/Flying, Steel/Flying, or Electric/Flying Pokmon such as Moltres, Charizard,
Talonflame, Aerodactyl, Archeops, Skarmory, Zapdos, and Emolga. In Double/Triple Battles, those Pokmon can even be
paired Ground-type move users (especially Electric/Flying with a Ground-type for dual-synergy in Discharge) to help negate
the ally-hitting effect of Earthquake. 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 Pokmon are super-effectively hit by it, so Gravity is a bit niche, but it can work at times.

Magic Room

Details & Effects: Hold items take no effect for several turns. This can be extremely convenient in any situation,
especially if you prefer to lack items (i.e. Acrobatics Talonflame). 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 Choice
Band/Choice Specs and you're suddenly taking 2/3 of the previous damage (although you open the opponent up to more
moves). 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.

Misty Terrain

Details & Effects: This affects all active Pokmon who do not Levitate, who are not Flying-type, who aren't holding an Air
Balloon, have not used Magnet Rise, and have not be hit by Telekinesis. 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
Pokmon on the ground. All such ground-bound Pokmon will not be able to get Poisoned, Burned, Frozen, Confused, 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 Electric Terrain when it comes to general competitive use. It works great for
the same reasons as that, and it can also help counter Pokmon who rely on the Guts ability or simply to protect your own
Pokmon, especially Pokmon that tend to be status-trollers like Prankster Sableye.

Psychic Terrain

Details & Effects: This affects all active Pokmon who do not Levitate, who are not Flying-type, who aren't holding an Air
Balloon, have not used Magnet Rise, and have not be hit by Telekinesis. 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
Pokmon on the ground. This move prevents ll ground-bound Pokmon being hit from moves with a Priority greater than 0,
which can be extremly useful in competitive battles due to the presence of Gale Wings Talonflame, Sucker Punch, Extreme
Speed, and Prankster, among other things. It will also provide a boost to the power of Psychic moves.

Trick Room

Details & Effects: The Pokmon's turn order is reversed. In other words, if you'd go first, you'll now go last. Another
mathematical way of looking at it is to say that your Speed becomes the reciprocal of what it was (275 becomes 1/275; 300
becomes 1/300; 1/275 > 1/300, so 275 Speed goes first). This will not account for priority moves (Quick Attack, for example,
still goes first), but the mechanics remain the same (+2 Priority > +1 Priority): and, if a priority conflict arises, the slower
Pokmon moves first.)s Slowking is very common to initiate Trick Room (with Bronzong being a runner-up), and these teams
are dominated by bulky Pokmon who have naturally low Speeds who thusly take advantage of this to go first on their turns;
this is often furthered by the use of the Brave or Quiet natures, which boost Attack or Special Attack by 10%, but lower Speed
by 10%. 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
Pokmon 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 Pokmon also being faster than the
one forcing the switch.)

Wonder Room

Details & Effects: All Pokmon's Defense and Special Defense is swapped for several turns. ... The uses of this... I don't
know. It is one way to get a Power Trick Shuckle to work against a physical-oriented team, though! =P

Entry Hazards

In this game, and going as far back as Diamond and Pearl, there are several moves that regarded as "entry hazards" - moves that
have effects, not on the Pokmon currently out for the opposing side, but for those that switch in. In certain situations, they are
absolutely destructive to the opposing team. This section is used to describe those effects. In general, the Pokmon most known for
this are Ferrothorn and Forretress, though Skarmory is a bulky Pokmon 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 Pokmon that can use one of those moves, and both moves can be
used by a variety of Pokmon (especially since Defog was an HM move in Diamond, Pearl, and Platinum, so a good few Flying
Pokmon can use that).

Spikes

Details & Effects: Spikes will be laid on the opposing side of the field, damaging all Pokmon that switch in; however,
Pokmon that are Flying, Levitating, or otherwise not ground-bound will be unaffected. 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 12.5% (1/8) of
the opponent's HP; 2 layers removes 16.667% (1/6); and 3 or more layers removes 25% (1/4). This can be combined with
Gravity to make sure enemy Pokmon are virtually guaranteed to get hurt pretty nastily.

Stealth Rock

Details & Effects: Stealth Rock will deal damage to Pokmon who switch in, and it will do so according to their type
affinity to the Rock type. For example, Charizard (Fire/Flying) will take 4x damage from a Rock-type move, or Unfezant
(Normal/Flying) will take 2x damage from Rock moves, or Metagross (Steel/Psychic) takes half-damage. According to the
below list, the fractional damage dealt to the Pokmon switching in will change: the weaker they are to Rock, the more
damage they take. From a strategical standpoint, this works well to counteract Pokmon teams heavy in Fire, Ice, Flying, or
Bug Pokmon, and these types are often paired together! Note that Pokmon benefitting from Strong Winds will not have
their damage reduced from Stealth Rock, and Stealth Rock damage is applied before the Primal Reversion of a Pokmon
(only relevant with Groudon, in which case this is better for him, now 1/16 damage).

1/8 Effective (Triple-Resistance): 1.5625% of the max HP (1/64) -- triple-typing is not used often in the Pokmon
experience, mostly via special simulators or through the addition of types (for example, Trick-or-Treat adds the type Ghost to
a Pokmon's already-present types)
1/4 Effective (Double-Resistance): 3.125% of the max HP (1/32)
1/2 Effective (Single-Resistance): 6.25% of the max HP (1/16)
Regular Effectiveness (Not Resisted): 12.5% of the max HP (1/8)
Super Effective (Single Weakness): 25% of the max HP (1/4)
Super Effective (Double Weakness): 50% of the max HP (1/2)
Super Effective (Triple Weakness): Automatic KO, no matter what -- read the previous note under 1/8 Effective:
again, triple-typing is extremely rare, but nonetheless possible under certain circumstances

Sticky Web

Details & Effects: Any Pokmon that switch in will have their Speed lowered by a single stage, but only if they are bound
to the ground. (As in, they are not Flying or Levitating.) This can be useful in insuring that you are faster than the opponent,
and even more useful when used alongside Gravity, since Flying Pokmon can also be pretty fast.

Toxic Spikes

Details & Effects: Toxic Spikes works in a manner akin to Spikes - it only affects Pokmon on the ground, not Flying-
types or Levitators, among others, though Gravity counteracts this. It also, by definition in regards to the Poison ailment, will
not affect Steel- or Poison-type Pokmon, 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 Poison the opponent, while two will induce
Bad Poisoning. Poison Pokmon will remove the effects of Toxic Spikes when they switch in.

Special Move Mechanics


Sectional Flowchart

This section is designed to reveal the various details regarding some of the more ... special moves in the game, allowing you to fully
abuse them. Just so you know.

Chatter
Eruption & Water Spout
Fling
Grass Knot & Low Kick
Gyro Ball
Heat Crash & Heavy Slam
Hidden Power
Magnitude
Natural Gift
Pledge Combos
Punishment
Return & Frustration
Reversal & Flail
Secret Power
Stockpile
Trump Card
Wring Out & Crush Grip

Move Mechanics

Chatter

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 Pokmon Showdown.

Eruption & Water Spout

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. Each move has a base PP of 5, 100% accuracy, and a power between 1 and 150, as per the below formula:

POWER = (Current HP) / (Max HP) * 150

It is essentially the percentage of your HP remaining multiplied by 150. Since it's a percentage, it's wise to keep Pokmon that use
these moves fast and powerful or bulky and powerful, depending on which fits your strategy and their stats.

Fling

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 Pokmon, 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 PokBank,
but you never know who will find this useful... =P

FLUNG ITEMS' ADDITIONAL EFFECTS


Item Effect
Aguav Berry The opponent's HP will be restored somewhat, but they will be Confused
Apicot Berry The opponent's Special Defense is raised one stage
Aspear Berry Cures the target from the Frozen state
Cheri Berry Cures the target's Paralysis
Chesto Berry Awakens the target if Sleeping
Figy Berry The opponent's HP will be restored somewhat, but they will be Confused
Flame Orb Burns the target - be careful about triggering Guts!
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.
Oran Berry Cures the opponent's HP by 10
Pecha Berry Removes the Poisoned and Badly Poisoned ailments from the target
Persim Berry Cures the opponent's Confusion
Petaya Berry The opponent's Special Attack is raised a single stage
Poison Barb Poisons the opponent, if not of the Poison or Steel types or other associated immunities
Rawst Berry Removes the target's Burn ailment - considerable for Guts users
Razor Fang Makes the opponent flinch, if they move second
Salac Berry The opponent's Speed is raised one stage
Sitrus Berry Heals the target's HP by 25% (1/4)
Starf Berry One of the opponent's stats at random is raised one stage
Toxic Orb Badly Poisons the opponent, if not of the Poison or Steel types, or other immunties
White Herb Reverts the opponent's stat changes to normal - great on self-boosting Pokmon (i.e. 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 (30.5%)
Aguav Berry Air Ballon Apicot Berry Aspear Berry Babiri Berry Belue Berry Big Root
Blue Scarf Bluk Berry Bright Powder Charti Berry Cheri Berry Chesto Berry Chilan Berry
Choice Band Choice Scarf Choice Specs Chople Berry Coba Berry Colbur Berry Cornn Berry
Custap Berry Destiny Knot Durin Berry Enigma Berry Expert Belt Figy Berry Focus Band
Focus Sash Full Incense Ganlon Berry Green Scarf Grepa Berry Haban Berry Hondew Berry
Iapapa Berry Jaboca Berry Kasib Berry Kebia Berry Kelpsy Berry Lagging Tail Lansat Berry
Lax Incense Leftovers Leppa Berry Liechi Berry Luck Incense Lum Berry Mago Berry
Magost Berry Mental Herb Metal Herb Micle Berry Muscle Band Nanab Berry Nomel Berry
Occa Berry Odd Incense Oran Berry Pamtre Berry Passho Berry Payapa Berry Pecha Berry
Persim Berry Petaya Berry Pinap Berry Pink Scarf Pomeg Berry Power Herb Pure Incense
Qualot Berry Quick Powder Rabuta Berry Rawst Berry Razz Berry Reaper Cloth Red Card
Red Scarf Rindo Berry Ring Target Rock Incense Rose Incense Rowap Berry Salac Berry
Sea Incense Shell Bell Shuca Berry Silk Scarf Silver Powder Sitrus Berry Smooth Rock
Soft Sand Soothe Bell Spelon Berry Starf Berry Tamato Berry Tanga Berry Wacan Berry
Watmel Berry Wave Incense Wepear Berry White Herb Wide Lens Wiki Berry Wise Glasses
Yache Berry Yellow Scarf Zoom Lens
FLUNG ITEMS WITH POWERS OF 20 (30 WITH STAB) - 7 ITEMS (1.98%)
Clever Wing Genius Wing Health Wing Muscle Wing Pretty Wing Resist Wing Swift Wing
FLUNG ITEMS WITH POWERS OF 30 (45 WITH STAB) - 172 ITEMS (48.59%)
Absorb Bulb Air Mail Amulet Coin Antidote Awakening Balm Mushroom Berry Juice
Big Mushroom Big Nugget Big Pearl Binding Band Black Belt Black Flute Black Sludge
Black Glasses Bloom Mail Blue Flute Blue Shard Brick Mail Bridge Mail C Bridge Mail H
Bridge Mail S Bridge Mail V Bridge Mail W Bubble Mail Burn Heal Calcium Carbos
Casteliacone Cell Battery Charcoal Cherish Ball Cleanse Tag Comet Piece Damp Mulch
Deep Sea Scale Dire Hit Dive Ball Dragon Scale Dream Ball Dusk Ball Elixir
Energy Root Energy Powder Escape Button Escape Rope Ether Everstone Exp. 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
Pok Ball Pok Doll Pok 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. Def.
X Special X Speed Yellow Flute Yellow Shard Zinc
FLUNG ITEMS WITH POWERS OF 40 (60 WITH STAB) - 3 ITEMS (0.85%)
Eviolite Icy Rock Lucky Punch
FLUNG ITEMS WITH POWERS OF 50 (75 WITH STAB) - 2 ITEMS (0.56%)
Dubious Disc Sharp Beak
FLUNG ITEMS WITH POWERS OF 60 (90 WITH STAB) - 8 ITEMS (2.26%)
Adamant Orb Damp Rock Griseous Orb Heat Rock Lustrous Orb Macho Brace Rocky Helmet
Stick
FLUNG ITEMS WITH POWERS OF 70 (105 WITH STAB) - 12 ITEMS (3.90%)
Burn Drive Chill Drive Douse Drive Dragon Fang Poison Barb Power Anklet Power Band
Power Belt Power Bracer Power Lens Power Weight Shock Drive
FLUNG ITEMS WITH POWERS OF 80 (120 WITH STAB) - 11 ITEMS (3.11%)
Dawn Stone Dusk Stone Electirizer Magmarizer Odd Keystone Oval Stone Protector
Quick Claw Razor Claw Shiny Stone Sticky Barb
FLUNG ITEMS WITH POWERS OF 90 (135 WITH STAB) - 19 ITEMS (5.37%)
Deep Sea Tooth Draco Plate Dread Plate Earth Plate Fist Plate Flame Plate Grip Claw
Icicle Plate Insect Plate Iron Plate Meadow Plate Mind Plate Sky Plate Splash Plate
Spooky Plate Stone Plate Thick Club Toxic Plate Zap Plate
FLUNG ITEMS WITH POWERS OF 100 (150 WITH STAB) - 11 ITEMS (3.11%)
Armor Fossil Claw Fossil Cover Fossil Dome Fossil Hard Stone Helix Fossil Old Amber
Plume Fossil Rare Bone Root Fossil Skull Fossil
FLUNG ITEMS WITH POWERS OF 130 (195 WITH STAB) - 1 ITEM (0.28%)
Iron Ball

Grass Knot & Low Kick

Grass Knot (Grass & Special) and Low Kick (Fighting & Physical) are two moves, in the same vein as Heat Crash & Heavy Slam, that
rely on weight as the deciding factor for damage. In this instance, it is simply the weight of the target that matters, as per the below
chart:

Imperial Weight Metric/SI Weight Base Power


0.0 ~ 22.0 lbs. 0.0 ~ 10.0 kg. 20
22.1 ~ 55.0 lbs. 10.1 ~ 25.0 kg. 40
55.1 ~ 110.0 lbs. 25.1 ~ 50.0 kg. 60
110.1 ~ 220.0 lbs. 50.1 ~ 100.0 kg. 80
220.1 ~ 440.0 lbs. 100.1 ~ 200.0 kg. 100
440.1+ lbs. 200.1+ kg. 120

If you're curious, here are the distributions of Pokmon across the weight classes:

Imperial Weight Metric/SI Weight Base Power % of Pokmon


0.0 ~ 22.0 lbs. 0.0 ~ 10.0 kg. 20 26.73%
22.1 ~ 55.0 lbs. 10.1 ~ 25.0 kg. 40 20.36%
55.1 ~ 110.0 lbs. 25.1 ~ 50.0 kg. 60 20.91%
110.1 ~ 220.0 lbs. 50.1 ~ 100.0 kg. 80 17.17%
220.1 ~ 440.0 lbs. 100.1 ~ 200.0 kg. 100 7.76%
440.1+ lbs. 200.0+ kg. 120 7.06%
Gyro Ball

The move Gyro Ball is a Steel-type move, whose power is variable. 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 Pokmon uses it against a very fast Pokmon, and is rendered very useful in
Trick Room situations (since Trick Room does not affect the stat itself, just turn order, and slower Pokmon then go first so...).

The formula to calculate the base power of the move is as follows:

POWER = 25 * (TSpe / USpe)


TSpe = The target's Speed
USpe = The user's Speed

The power of the move can range between 1 and 150 inclusive; if it goes beyond those bounds (discounting STAB and other boosts),
it will default to the highest bound. 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 Sticky Web counter, for example. And don't forget that Trick Room doesn't alter Speed itself, so
Gyro Ball can be very nice to have on a Trick Room team for at least one Pokmon.

Heat Crash & Heavy Slam

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's a simple formula: what percent of the user's weight is the target's weight, or simply (Target's
Weight / User's Weight). 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 Pokmon that are very weighty, a common factor among Rock, Steel, and Ground Pokmon and
even better among those with the Heavy Metal ability - ideally, you'll want to weight 5 times as much as the average Pokmon for the
120 Power, but that's going to be hard to manage outside of legendary Pokmon and a few others (when you throw in the restriction
of also needing to know these moves): just try to be heavy.

Hidden Power

Note that this section will assume you know what IVs are, and that you know your own IVs (at least, should you need to use this for
finding your Hidden Power's type). The IV calculator at Serebii -- http://serebii.net/games/iv-calcxy.shtml -- works well.

Of all the "special" moves, Hidden Power is the most complex of them all. It is learnable by (almost) any Pokmon, but it varies
significantly between almost any two Pokmon with almost complete certainty, there being a 1 in 256 chance of two Pokmon 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 - IVs. This variation allows a good
Special-Attacking Pokmon 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 Pokmon has, although someone is usually in the
game, too, to determine the type. This latter method is preferable, since the type can be most any of the 17 available to the game
upon its introduction in Ruby/Sapphire in 2003, and 18 after X/Y in 2013 - the only ones you cannot have is a Fairy-type or a Normal-
type (ironic, as the game states that as its type) Hidden Power. Hidden Power is also subject to the Technician and Normalize
abilities, although those won't be ideal on the Pokmon 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...


Let us consider the following formula:

VALUE = (H + A + D + SA + SD + SP) * 15 / 63
H = Your HP IV, once adjusted
A = Your Attack IV, once adjusted
D = Your Defense IV, once adjusted
SA = Your Sp. Atk. IV, once adjusted
SD = Your Sp. Def. IV, once adjusted
SP = Your Speed IV, once adjusted

If you want to determine the sum of the IVs' adjusted values required for a certain Hidden Power type, then you need to observe the
below formula. Remember, it requires a sum of the adjusted values (the adjustment being soon described), so there can be multiple
IV sets that would work, especially given that it's essentially an "even or odd" determination for adjustment.

IV SUM = VALUE * 63 / 15
IV SUM = (H + A + D + SA + SD + SP)
H = Your HP IV, once adjusted
A = Your Attack IV, once adjusted
D = Your Defense IV, once adjusted
SA = Your Sp. Atk. IV, once adjusted
SD = Your Sp. Def. IV, once adjusted
SP = Your Speed IV, once adjusted

In the above formulas, if any of the variables - H, A, D, SA, SD, or SP - are equal to any multiple of two, then it will be considered to
be equal to zero for the purpose of this formula. Thus, a Pokmon with 30 in all six IVs has a "Value" of 0. If the IV is odd, then it will
be a different value: 1 if it's HP, 2 for Attack, 4 for Defense, 8 for Sp. Atk., 16 for Sp. Def., and 32 for Speed.

Once the proper values after the even/odd distribution have been substituted in, the sum is calculated. For example, a Pokmon 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). Similarly, Pokmon
with all six IVs as perfect (31) will have a Value of "15", and thus a Dragon-type Hidden Power.

Depending on the end "Value", the type will vary. 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? The function " * 15/63" will also do it such
that no number can be higher than 15. 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 Pokmon is from older generations.

If you are curious, it would be interesting to note that each of the combinations of even/odd for the IVs can result in specific sets of
Types. For example, I can tell you, based on the type of Hidden Power you want, what 4 sets of even or odd IVs will work, for there
are 64 combos (2^6) and 16 types. ... Of course, that's an on average instance: all types on average should occur in four sets, but
some are simply impossible to replicate. Dragon, for example, requires 6 odd IVs: only one "even/odd" set can really give you that.
However, other types can get multiple results since the result of the (IV SUM * 15 / 63) function is truncated, meaning that even if a
decimal answer is achieved, the whole-number part alone will be considered, which is why Bug and Grass actually have 5 possible
IV sets.

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. The number of "odds" in a row thus determine how many perfect IVs you can have in your stats and
in which stats and then still get that desired Hidden Power. (Or evens if you consider 0 IVs to be perfect for your strategy.)

TYPE IV SUM * 15/63 HP (1) ATK (2) DEF (4) SP.ATK. (8) SP.DEF. (16) SPEED (32)
Odd Odd Odd Even Odd Even
Odd Even Odd Even Odd Even
Bug 5 Odd Even Even Odd Odd Even
Even Odd Odd Even Odd Even
Even Even Even Odd Odd Even
Odd Odd Even Odd Odd Odd
Odd Even Odd Odd Odd Odd
Dark 14
Even Odd Odd Odd Odd Odd
Even Even Odd Odd Odd Odd
Dragon 15 Odd Odd Odd Odd Odd Odd
Odd Odd Odd Odd Even Odd
Odd Even Even Even Odd Odd
Electric 11
Even Odd Even Even Odd Odd
Even Even Even Even Odd Odd
Odd Odd Even Even Even Even
Odd Even Even Even Even Even
Fighting 0 Even Odd Even Even Even Even
Even Even Odd Even Even Even
Even Even Even Even Even Even
Odd Odd Even Even Even Odd
Odd Even Odd Even Even Odd
Fire 8
Even Odd Even Even Even Odd
Even Even Odd Even Even Odd
Odd Odd Odd Even Even Even
Odd Even Odd Even Even Even
Flying 1
Even Odd Odd Even Even Even
Even Even Even Odd Even Even
Odd Odd Even Odd Odd Even
Odd Even Odd Odd Odd Even
Ghost 6
Even Odd Even Odd Odd Even
Even Even Odd Odd Odd Even
Odd Odd Even Odd Even Odd
Odd Even Odd Odd Even Odd
Grass 10 Even Odd Odd Odd Even Odd
Even Odd Even Odd Even Odd
Even Even Odd Odd Even Odd
Odd Odd Odd Odd Even Even
Odd Even Odd Odd Even Even
Ground 3
Even Odd Odd Odd Even Even
Even Even Even Even Odd Even
Odd Odd Odd Even Odd Odd
Odd Even Even Odd Odd Odd
Ice 13
Even Odd Even Odd Odd Odd
Even Even Even Odd Odd Odd
Odd Odd Even Odd Even Even
Odd Even Even Odd Even Even
Poison 2
Even Odd Even Odd Even Even
Even Even Odd Odd Even Even
Odd Odd Even Even Odd Odd
Odd Even Odd Even Odd Odd
Psychic 12
Even Odd Odd Even Odd Odd
Even Even Odd Even Odd Odd
Odd Odd Even Even Odd Even
Odd Even Even Even Odd Even
Rock 4
Even Odd Even Even Odd Even
Even Even Odd Even Odd Even
Odd Odd Odd Odd Odd Even
Odd Even Even Even Even Odd
Steel 7
Even Odd Odd Odd Odd Even
Even Even Even Even Even Odd
Odd Odd Odd Even Even Odd
Odd Even Even Odd Even Odd
Water 9
Even Odd Odd Even Even Odd
Even Even Even Odd Even Odd

Magnitude

Magnitude is a physical Ground-type move of variable power. 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.

Natural Gift

Natural Gift is, at first glance, a "meh" move. 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 ... to some
extent. Natural Gift is essentially a move that gives a decent move variety to a Pokmon needing it, and the move in question will be
of decent-to-great (80~100) power - 20 points more than before X/Y's release - which makes it very considerable to both have and to
counter (as in via Incinerate or other means). 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

Pledge Combos

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.

Grass Pledge -> Fire Pledge: Your opponents will lose 1/8 of their HP across several turns at the end of the turn. 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. =P
Fire Pledge -> Water Pledge: Doubles the likelihood of other moves' extra effects for several turns, like Air Slash's Flinch
chance. Works obscenely well in combination with Serene Grace, which has the same effect.

Water Pledge -> Grass Pledge: The Speed of your opponents is halved for several turns. Setting up Spider Web is
probably better for this (granted, just 1/3 loss) since the ultimate result is often the same: your foe is slower, and Spider Web
is actually more permanent.

Punishment

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 Pokmon. Initially with 60 Power, it
will then have a power of ((20 * X) + 60), where X is the number of stat changes the opponent currently has in effect. Thus, it will
never fall under 60, but can go further.

This can be extremely lethal on some Pokmon 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 Pokmon 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. Atk., Sp. Def., Speed, Accuracy, Evasion, and your Critical-Hit Rate - and their
stat changes can be augmented up to six changes in any direction. In theory, that would give it a maximum power of (20 * 8 * 6) or
960.

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 Sticky Web 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 & Frustration

Return and Frustration are the two moves that rely on the Pokmon's own Happiness to determine their base power. Happiness is a
stat that grows via various means, though generally keeping the Pokmon 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 Pokmon (i.e. Mega-Kangaskhan) for the
STAB boost to 1.5 to 153. The power of each is calculated according to the following formulae:

RETURN POWER = (Happiness) * 2 / 5


FRUSTRATION POWER = (255 - Happiness) * 2 / 5

Reversal & Flail

Reversal and Flail are absolutely lethal moves under the right circumstance; in essence, they are the polar opposite of Eruption &
Water Spout - by which I mean they rely on how little, not how much, HP you have remaining. (Plus, Reversal is Fighting-type, and
Flail is Normal-type.) With the right strategy, these moves will hit most Pokmon lethally. When people intend to use this strategy,
they make the Pokmon very fast and very strong physically, absolutely disregarding any notion of bulk. The Pokmon 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. Because these strategies are rarely used in general competition (I've not seen
either in over 500 X/Y battles), countering them is not of particular worry, though any revenge killer or other priority-based attacker
wouldn't have a problem slaying these Pokmon when they hit the low HP necessary to fully utilize these moves.

Below, you will find the ranges of HP considered for this move and their resultant powers - they are the same for both moves.

Range Power Power w/STAB


1 HP - 4% 200 300
5% - 10% 150 225
11% - 20% 100 150
21% - 35% 80 120
36% - 70% 40 60
71% - 100% 20 30
Secret Power

Secret Power is a move more known for its use in the original Ruby/Sapphire, in which it was usable to create Secret Bases - it can
also do this for Pokmon Omega Ruby and Alpha Sapphire in the deluxe Super-Secret Bases. =D

Still, it has decent use as an attacking move, with uses beyond that mere trivial use. 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.

Area Side-Effect
Buildings 30% chance to induce Paralysis
Caves 30% chance to induce flinching on the target
Deserts & Beaches 30% chance to lower the target's accuracy by one stage
Grassland 30% chance to Poison the target
Mountains 30% chance to Confuse the target
Snow 30% chance to Freeze the target
Tall Grass/Flowers 30% chance to put the target to Sleep
Underwater (Diving) 30% chance to lower the target's Defense by one stage
Wetlands/Marshes 30% chance to lower the target's Speed by one stage
Water (Surfing/Fishing) 30% chance to lower the target's Attack by one stage

Stockpile

By itself, Stockpile is not a particular interesting move: it will mostly serve, at least initially, to boost the user's Defense and Special
Defense one stage. 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.
It's essentially two turns for a 100-Power move or 1/4 healing, 3 turns for 200 power or 1/2 healing, or 4 to get 300 power or full
healing. The maximized efficiency of this move in regards to Spit Up is really only 75-power (300 Power / 4 Turns), which is generally
surpassed by a number of moves, and healing is generally just trolling the opponent and sucking their PP away until they catch on.
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 Pokmon 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.

Stockpile Level Spit Up's Base Power Swallow's Healing


1 100 1/4 (25%) of your max HP
2 200 1/2 (50%) of your max HP
3 300 All of your HP!

Trump Card

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 & Crush Grip

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.

Anyhow, the base power of this move is calculated with the following formula:

BASE POWER = (Current HP / Max HP) * 110

In essence, the base power of the move is equal to the percentage of HP (as a decimal) the target has times 110. 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.

The "Minor" Details - EVs, IVs, and Nature

Sectional Flowchart

Introduction to Effort Values, Individual Values, & Natures


EVs - Effort Values
IVs - Individual Values
Natures

Introduction to Effort Values, Individual Values, & Natures

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 Pokmon'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.)

In fact, these are the three reasons why two Pokmon - 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 Pokmon 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 Pokmon, for you are more free in manipulating their
statistics. With the proper knowledge, you can actually calculate the Pokmon's Level 100 stats before the Pokmon 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 Pokmon - for their strategy - completely and utterly flawless.

EVs - Effort Values

Commonly referred to as "Effort Values", EVs are sort of like an experience point system for your stats. By beating a Pokmon in
battle, the participating Pokmon (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 Pokmon - regardless of level, trainer,
gender, or Forme (sometimes) - will yield a specific amount of EVs. The chart detailing such can be found in the Pokmon Stats
(Misc.) section. Any given stat can have up to 252 EVs, and there can be a max total of 510 across all six stats put together.

(Note that, prior to the release of Pokmon X/Y in 2013, Pokmon from Black/White 2 going back could have up to 255 EVs in a
single stat. When these Pokmon are brought over via Pok Transporter and Pokmon 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. For example, 60 EVs = +15, 100 EVs = +25, and 201 EVs = +50.25 = +50. (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 ... by Level 100. 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. (50/100 = 0.5; 200/4 = 50; 50 x 0.5 = 25)

So, how can you engineer these as you need to? Simple! You can either use Super Training, use EV-Changing Items, or simply beat
specific Pokmon 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.

Item Stat Affected EV Change


HP Up Maximum HP +10
Health Wing Maximum HP +1
Pomeg Berry Maximum HP -10
Protein Attack +10
Muscle Wing Attack +1
Kelpsy Berry Attack -10
Iron Defense +10
Resist Wing Defense +1
Qualot Berry Defense -10
Calcium Special Attack +10
Genius Wing Special Attack +1
Hondew Berry Special Attack -10
Zinc Special Defense +10
Clever Wing Special Defense +1
Grepa Berry Special Defense -10
Carbos Speed +10
Swift Wing Speed +1
Tamato Berry Speed -10

Item Effects
Macho Brace Doubles all battle-based EV growth, but lowers Speed in battles
Power Anklet Doubles the battle-based EV growth of Speed, but lowers Speed in battles
Power Band Doubles the battle-based EV growth of Special Defense, but lowers Speed in battles
Power Belt Doubles the battle-based EV growth of Defense, but lowers Speed in battles
Power Bracer Doubles the battle-based EV growth of Attack, but lowers Speed in battles
Power Lens Doubles the battle-based EV growth of Special Attack, but lowers Speed in battles
Power Weight Doubles the battle-based EV growth of HP, but lowers Speed in battles

IVs - Individual Values

Individual Values, commonly referred to as "IVs", are not much like your EVs. Unlike EVs, these are not truly dynamic, but are simply
set in from the time you get the Pokmon. (There are a few exceptions to this rule, mostly set encounters in some games or set give-
aways - for example, Xerneas and Yveltal in X/Y were forced to have three perfect IVs.) If you want to change the IVs, you need to
change the Pokmon, 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 Pokmon. Now you're
beginning to see why Pokmon tend to be different, eh? =P I mean, over a billion combos for just the IVs alone, and that's only
furthered by EVs and Nature!

protip: Markings
When accessing a Pokmon's status screen, or when viewing it in the PC, you will see a set of six markings: a circle, triangle,
square, heart, star, and diamond. You can choose to mark a Pokmon with certain markings for various reasons. ... Seems
pointless, doesn't it? However, many Pokmon breeders will wisely choose to mark which stats have perfect IVs via this system:
six stats, six markings, right? (Many will mark HP, Atk., Def., Sp.Atk., Sp.Def., and Speed, with respect to the previous order, to
keep it simple.) This helps to keep track of which Pokmon 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 Pokmon'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 Pokmon.
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. (Keep in mind that a "perfect" IV is a value of 31 in that stat. A single point can often be the
difference between losing and winning, I kid you not.)

Ideally, a competitive player will want a Pokmon with 4 to 6 perfect IVs. (Generally, people will simply say that the Pokmon would
then be a 4-IV ~ 6-IV Pokmon. The Japanese tend to use the terms 4V and 6V in those instances, notations that I've seen become
much more popular recently.) This is because the Pokmon would then have an ideal offensive stat (Attack/Sp. Atk.) and the rest -
the Defenses, HP, and Speed - being ideal at 31. 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. So let "perfect"
simply refer to an "as far as the strategy goes" perfect. 6-IVs is the most advantageous in some situations - although they're a
SwagPlay tactic risk on those not physically attacking!! - and especially in breeding.

But enough sentimentality. How would one get perfect IVs, assuming they did not have them before? This all covered in the process
of Pokmon Breeding and by making certain Pokmon that already have perfect IVs hold certain items when breeding. (You have a
1/32 chance of finding a wild or hatched Pokmon - in general - with a single perfect IV. Other ways have been found to get some
with them, such as the Friend Safari for 2-IV Pokmon.)

To get the info you need, it would be best to read these three sections in particular, although the whole thing on Pokmon Breeding
wouldn't be a bad idea:

The technical details on Pokmon breeding...


The items important to Pokmon breeders...
A generalized process to attempt to max the IVs on your Pokmon via breeding...

Additionally, an IV calculator can be found at Serebii, which will be useful in finding out your own IVs, since it influences Hidden
Power. IVs also influence characteristics, so give that section a read as well. The calculator can be found here --
http://serebii.net/games/iv-calcxy.shtml

Natures

Of the three stat-influencing ... stats, Natures are perhaps the simplest to describe. The general Pokmon player can often assume
this to be some kind of individualistic aspect of Pokmon 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 Pokmon stats, causing increments of up to
10% up and down. At Level 100 and maxed EVs/IVs, Nature alone could be a difference of 46 points in Attack/Special Attack on an
Attack Forme Deoxys. That's huge, and can be the very edge on which balances a whole battle - I have more than enough proof on
Pokmon Showdown when it comes to Timid or Modest Porygon-Z's.

When a Pokmon is caught, hatched, or otherwise obtained, the Pokmon'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 Pokmon as a whole is imperfect. To be able to manipulate a Nature, you
must simply get another Pokmon. When you breed two Pokmon together, you can have the one with the Nature you want hold an
Everstone to guarantee that the child Pokmon will have it. (Of course, this is all subject to the other breeding mechanics, too - see
the Pokmon Breeding 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. Atk. Sp. Def. Speed


Adamant - +10% - -10% - -
Bashful - - - - - -
Bold - -10% +10% - - -
Brave - +10% - - - -10%
Calm - -10% - - +10% -
Careful - - - -10% +10% -
Docile - - - - - -
Gentle - - -10% - +10% -
Hardy - - - - - -
Hasty - - -10% - - +10%
Impish - - +10% -10% - -
Jolly - - - -10% - +10%
Lax - - +10% - -10% -
Lonely - +10% -10% - - -
Mild - - -10% +10% - -
Modest - -10% - +10% - -
Naive - - - - -10% +10%
Naughty - +10% - - -10% -
Quiet - - - +10% - -10%
Quirky - - - - - -
Rash - - - +10% -10% -
Relaxed - - +10% - - -10%
Sassy - - - - +10% -10%
Serious - - - - - -
Timid - -10% - - - +10%

The "Minor" Details - Pokmon Characteristics

When you view your Pokmon's Summary screen, you may have noticed that each Pokmon has some sort of special trait, like
"Loves to eat" or "Proud of its power". Stuff like that. These are not just random junk! In fact, they can help you get insight to your
Pokmon's IVs, and, in turn, Hidden Power and other things. To determine a Pokmon'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 Stats
Possible IVs
Value HP Attack Defense Sp. Atk. Sp. Def. Speed
0, 5, 10, 15, 20, Proud of its
0 Loves to eat. Sturdy body. Highly curious. Strong willed. Likes to run.
25, 30 power.
1, 6, 11, 16, 21, Takes plenty of Likes to thrash Capable of Somewhat
1 Mischievous. Alert to sounds.
26, 31 siestas. about. taking hits. vain.
2, 7, 12, 17, 22, A little quick- Highly Thoroughly Strongly Impetuous and
2 Nods off a lot.
27 tempered. persistent. cunning. defiant. silly.
3, 8, 13, 18, 23, Scatters things Good Often lost in Somewhat of a
3 Likes to fight. Hates to lose.
28 often. endurance. thought. clown.
4 4, 9, 14, 19, 24, Likes to relax. Good Very finicky. Somewhat Quick to flee.
29 Quick tempered. perserverence. stubborn.

The "Minor" Details - Personality Values

Each Pokmon 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 Pokmon. 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.

Characteristic: When a Pokmon who is needing a characteristic has a tie in what is their highest IVs, the personality value
is examined. 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. Atk., and Sp. Def., respectively.

Spinda Pattern: The personality value is looked at as a whole for this. 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.

Wurmple Evolution: The first two chunks of the personality value are looked at; you can find this by taking the personality
value, dividing by 65536, and rounding down. 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.)

Ability: Ability is determined by the final digit in the second chunk of data. If it's 0, the ability given is that in its first ability slot,
and 1 yields the second. (Note that ALL Pokmon have three Ability slots, but just that some Pokmon 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.

Shininess: For this, the personality value is divided into two chunks again: the first two chunks of the four listed previously
shall be dubbed P1, and the other two P2. (P1 = personality value divided by 65536, rounded down. P2 = personality value
modulo 65536.) Your Secret and Trainer ID then come in with the bitwise-exclusive or operand, dubbed "(+)" here:

Shiny Value = Trainer ID (+) Secret ID (+) P1 (+) P2

If this Shiny Value is less than 16 (8 prior to Gen. VI), the Pokmon is Shiny; thus, the 16 in 65536 chance to be Shiny. (Note:
16 = 2^4 and 65536 = 2^16, so it's really 1 in 2^12 or just 1 in 4096 as normal. See? Now it makes ... sense.)

Gender: This concerns the fourth chunk of numbers, the personality value modulo 256 (that is, the remainder of the decimal
form of the value divided by 256). Each Pokmon 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. 255 indicates genderlessness, 254 for female-exclusives, and 0 for male-
exclusives. More generally, you can look at the table below. Note that the below percents are just approximations, because
the operator concerned is "greater than or equal" the value. Thus, in the 50/50 margin, there's actually a 129/256 (~50.39%)
chance to be male.

Gender Threshold Gender Ratio


Binary Decimal Male Female
11111111 255 No gender
11111110 254 Female-only
11011111 223 12.5% 87.5%
10111111 191 25% 75%
01111111 127 50% 50%
00111111 63 75% 25%
00011111 31 87.5% 12.5%
00000000 0 Male-only

Misc. Game Mechanics


Sectional Format

Stat Changes In Battle


Move Priority
Damage Calculation
EXP. Earning Mechanics
Statistical Growth

Stat Changes In Battle

Introduction and Basics - The basics of stat changing


Stat Change Accumulations - What two changes in opposing stats (i.e. boosted Attack and lowered Defense) accumulates to!

Introduction and Basics

An important thing to consider on your Pokmon, their moves, and their abilities - especially if they're intended to be self-boosters
(bulky Scizor, Aegislash) or stat-lowerers (Prankster Pokmon) - are what those stage changes actually do. Some moves will raise or
lower stats by a given number of "stages".

In the chart below, you will see the effects on certain stats based on the "net" change. The net change is the cumulative total of all
stat changes done on the Pokmon 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. Now I have a boost of (+4 + -3 + -3), or -2, meaning my Attack is now 2/3 the norm. 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. For example, Light Screen and Reflect still help you, even at +6 Defense/Sp.Def. (since they're a
status), or Choice Bands still work at +6 Attack (since they're items), or that Guts still has a 30% boost in damage when ailed (since
it's not stage-affecting).

Also note that your critical-hit rate works a bit differently: you cannot lower it, and it thus starts at 1/16. 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.

Attack, Defense, Sp. Atk., Sp. Def.,


Change Accuracy, Evasion Crit. Rate Textual Cue
Speed
"Maximized" - only from Belly Drum (Atk.
+6 +300% (x4.00 or 4) +200% (x3.00 or 3) -
+6)
+5 +250% (x3.50 or 7/2) +167% (x2.67 or 8/3) - [No cue - nothing has such a great effect]
+4 +200% (x3.00 or 3) +133% (x2.33 or 7/3) - [No cue - nothing has such a great effect]
100%
+3 +150% (x2.50 or 5/2) +100% (x2.00 or 2) "Drastically raised"
(always)
+2 +100% (x2.00 or 2) +67% (x1.67 or 5/3) 50% (1/2) "Sharply raised"
+1 +50% (x1.50 or 3/2) +33% (x1.33 or 4/3) 12.5% (1/8) "Raised"
No change (0%,
None No change (0%, x1.00) 6.25% (1/16) ... Really?
x1.00)
-1 -25% (x0.67 or 2/3) -25% (x0.75 or 3/4) - "Fell"
-2 -33% (x0.50 or 1/2) -40% (x0.60 or 3/5) - "Sharply fell"
-3 -50% (x0.40 or 2/5) -50% (x0.50 or 1/2) - "Harshly fell"
-4 -60% (x0.33 or 1/3) -58.2% (x0.428 or 3/7) - [No cue - nothing has such a great effect]
-5 -67% (x0.284 or 2/7) -62.5% (x0.375 or 3/8) - [No cue - nothing has such a great effect]
-6 -75% (x0.25 or 1/4) -67% (x0.33 or 1/3) - [No cue - nothing has such a great effect]

If you prefer formulas, stat changes are determined like so:


Statistic Attack, Defense, Sp. Atk., Sp. Def., Speed Accuracy, Evasion
Formula for Increases MULTIPLIER = (2 + Stages) / 2 MULTIPLIER = (3 + Stages) / 3
Formula for Decreases MULTIPLIER = 2 / (2 + Stages) MULTIPLIER = 3 / (3 + Stages)

Stat Change Accumulations

Finally, we will discuss one topic that is moreso of interest than actual necessity: what happens when two stat changes are in effect
at the same time, but for opposite stats on two Pokmon? 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. As demonstrated by the previous section, we cannot necessarily assume a "net change" (i.e. -1 Atk. and -1 Def. is equal
damage to no changes at all), even though it's not exactly "net". In any case, remember this:

Attack changes on you will oppose those of your opponent's Defense, and vice versa
The same holds true for Sp. Atk. and Sp. Def., barring a few moves that consider Defense in lieu of Sp. Def. (thus, the first
chart applies for both Physical and Special attacks)
Accuracy changes on you will oppose those of your opponent's Evasion, and vice versa

OFFENSE/DEFENSE ACCUMALATIONS
Attack/Sp. Atk. Change Defense/Sp. Def. Change
Change in Damage
Stages Multiplier Stages Multiplier
+6 x4.00 x1.0000
+5 x3.50 x1.1429
+4 x3.00 x1.3333
+3 x2.50 x1.6000
+2 x2.00 x2.0000
+1 x1.50 x2.6667
+6 x4.00 +/-0 x1.00 x4.0000
-1 x0.67 x6.0000
-2 x0.50 x8.0000
-3 x0.40 x10.0000
-4 x0.33 x12.0000
-5 x0.286 x14.0000
-6 x0.25 x16.0000
+6 x4.00 x0.8750
+5 x3.50 x1.0000
+4 x3.00 x1.1667
+3 x2.50 x1.4000
+2 x2.00 x1.7500
+1 x1.50 x2.3333
+5 x3.50 +/-0 x1.00 x3.5000
-1 x0.67 x5.2500
-2 x0.50 x7.0000
-3 x0.40 x8.7500
-4 x0.33 x10.5000
-5 x0.286 x12.2500
-6 x0.25 x14.0000
+6 x4.00 x0.7500
+5 x3.50 x0.8571
+4 x3.00 x1.0000
+3 x2.50 x1.2000
+2 x2.00 x1.5000
+1 x1.50 x2.0000
+4 x3.00 +/-0 x1.00 x3.0000
-1 x0.67 x4.5000
-2 x0.50 x6.0000
-3 x0.40 x7.5000
-4 x0.33 x9.0000
-5 x0.286 x10.5000
-6 x0.25 x12.0000
+6 x4.00 x0.6250
+5 x3.50 x0.7143
+4 x3.00 x0.8333
+3 x2.50 x1.0000
+2 x2.00 x1.2500
+1 x1.50 x1.6667
+3 x2.50
+/-0 x1.00 x2.5000
-1 x0.67 x3.7500
-2 x0.50 x5.0000
-3 x0.40 x6.2500
-4 x0.33 x7.5000
-5 x0.286 x8.7500
-6 x0.25 x10.0000
+6 x4.00 x0.5000
+5 x3.50 x0.5714
+4 x3.00 x0.6667
+3 x2.50 x0.8000
+2 x2.00 x1.0000
+1 x1.50 x1.3333
+2 x2.00 +/-0 x1.00 x2.0000
-1 x0.67 x3.0000
-2 x0.50 x4.0000
-3 x0.40 x5.0000
-4 x0.33 x6.0000
-5 x0.286 x7.0000
-6 x0.25 x8.0000
+6 x4.00 x0.3750
+5 x3.50 x0.4286
+4 x3.00 x0.5000
+3 x2.50 x0.6000
+2 x2.00 x0.7500
+1 x1.50 x1.0000
+1 x1.50 +/-0 x1.00 x1.5000
-1 x0.67 x2.2500
-2 x0.50 x3.0000
-3 x0.40 x3.7500
-4 x0.33 x4.5000
-5 x0.286 x5.2500
-6 x0.25 x6.0000
+6 x4.00 x0.2500
+5 x3.50 x0.2857
+4 x3.00 x0.3333
+3 x2.50 x0.4000
+2 x2.00 x0.5000
+1 x1.50 x0.6667
+/-0 x1.00 +/-0 x1.00 x1.0000
-1 x0.67 x1.5000
-2 x0.50 x2.0000
-3 x0.40 x2.5000
-4 x0.33 x3.0000
-5 x0.286 x3.5000
-6 x0.25 x4.0000
+6 x4.00 x0.1667
+5 x3.50 x0.1905
+4 x3.00 x0.2222
+3 x2.50 x0.2667
+2 x2.00 x0.3333
+1 x1.50 x0.4444
-1 x0.67 +/-0 x1.00 x0.6667
-1 x0.67 x1.0000
-2 x0.50 x1.3333
-3 x0.40 x1.6667
-4 x0.33 x2.0000
-5 x0.286 x2.3333
-6 x0.25 x2.6667
+6 x4.00 x0.1250
+5 x3.50 x0.1429
+4 x3.00 x0.1667
+3 x2.50 x0.2000
+2 x2.00 x0.2500
+1 x1.50 x0.3333
-2 x0.50 +/-0 x1.00 x0.5000
-1 x0.67 x0.7500
-2 x0.50 x1.0000
-3 x0.40 x1.2500
-4 x0.33 x1.5000
-5 x0.286 x1.7500
-6 x0.25 x2.0000
+6 x4.00 x0.1000
+5 x3.50 x0.1143
+4 x3.00 x0.1333
+3 x2.50 x0.1600
+2 x2.00 x0.2000
+1 x1.50 x0.2667
-3 x0.40 +/-0 x1.00 x0.4000
-1 x0.67 x0.6000
-2 x0.50 x0.8000
-3 x0.40 x1.0000
-4 x0.33 x1.2000
-5 x0.286 x1.4000
-6 x0.25 x1.6000
+6 x4.00 x0.0833
+5 x3.50 x0.0952
+4 x3.00 x0.1111
+3 x2.50 x0.1333
+2 x2.00 x0.1667
+1 x1.50 x0.2222
-4 x0.33 +/-0 x1.00 x0.3333
-1 x0.67 x0.5000
-2 x0.50 x0.6667
-3 x0.40 x0.8333
-4 x0.33 x1.0000
-5 x0.286 x1.1667
-6 x0.25 x1.3333
+6 x4.00 x0.0714
+5 x3.50 x0.0816
+4 x3.00 x0.0952
+3 x2.50 x0.1143
+2 x2.00 x0.1429
+1 x1.50 x0.1905
-5 x0.286 +/-0 x1.00 x0.2857
-1 x0.67 x0.4286
-2 x0.50 x0.5714
-3 x0.40 x0.7143
-4 x0.33 x0.8571
-5 x0.286 x1.0000
-6 x0.25 x1.1429
+6 x4.00 x0.0625
+5 x3.50 x0.0714
+4 x3.00 x0.0833
+3 x2.50 x0.1000
+2 x2.00 x0.1250
+1 x1.50 x0.1667
-6 x0.25 +/-0 x1.00 x0.2500
-1 x0.67 x0.3750
-2 x0.50 x0.5000
-3 x0.40 x0.6250
-4 x0.33 x0.7500
-5 x0.286 x0.8750
-6 x0.25 x1.0000

ACCURACY/EVASION ACCUMALATIONS
Accuracy Change Evasion Change
Change in Hit Rate
Stages Multiplier Stages Multiplier
+6 x3.00 x1.0000
+5 x2.67 x1.1250
+4 x2.33 x1.2857
+3 x2.00 x1.5000
+2 x1.67 x1.8000
+1 x1.33 x2.2500
+6 x3.00 0 x1.00 x3.0000
-1 x0.75 x4.0000
-2 x0.60 x5.0000
-3 x0.50 x6.0000
-4 x0.428 x7.0000
-5 x0.375 x8.0000
-6 x0.33 x9.0000
+6 x3.00 x0.8889
+5 x2.67 x1.0000
+4 x2.33 x1.1429
+3 x2.00 x1.3333
+2 x1.67 x1.6000
+1 x1.33 x2.0000
+5 x2.67 0 x1.00 x2.6667
-1 x0.75 x3.5556
-2 x0.60 x4.4444
-3 x0.50 x5.3333
-4 x0.428 x6.2222
-5 x0.375 x7.1111
-6 x0.33 x8.0000
+6 x3.00 x0.7778
+5 x2.67 x0.8750
+4 x2.33 x1.0000
+3 x2.00 x1.1667
+2 x1.67 x1.4000
+1 x1.33 x1.7500
+4 x2.33 0 x1.00 x2.3333
-1 x0.75 x3.1111
-2 x0.60 x3.8889
-3 x0.50 x4.6667
-4 x0.428 x5.4444
-5 x0.375 x6.2222
-6 x0.33 x7.00
+6 x3.00 x0.6667
+5 x2.67 x0.7500
+4 x2.33 x0.8571
+3 x2.00 x1.0000
+2 x1.67 x1.2000
+1 x1.33 x1.5000
+3 x2.00 0 x1.00 x2.0000
-1 x0.75 x2.6667
-2 x0.60 x3.3333
-3 x0.50 x4.0000
-4 x0.428 x4.6667
-5 x0.375 x5.3333
-6 x0.33 x6.00
+6 x3.00 x0.5556
+5 x2.67 x0.6250
+4 x2.33 x0.7143
+3 x2.00 x0.8333
+2 x1.67 x1.0000
+1 x1.33 x1.2500
+2 x1.67 0 x1.00 x1.6667
-1 x0.75 x2.2222
-2 x0.60 x2.7778
-3 x0.50 x3.3333
-4 x0.428 x3.8889
-5 x0.375 x4.4444
-6 x0.33 x5.0000
+6 x3.00 x0.4444
+5 x2.67 x0.5000
+4 x2.33 x0.5714
+3 x2.00 x0.6667
+2 x1.67 x0.8000
+1 x1.33 x1.0000
+1 x1.33 0 x1.00 x1.3333
-1 x0.75 x1.7778
-2 x0.60 x2.2222
-3 x0.50 x2.6667
-4 x0.428 x3.1111
-5 x0.375 x3.5556
-6 x0.33 x4.0000
+6 x3.00 x0.3333
+5 x2.67 x0.3750
+4 x2.33 x0.4286
+3 x2.00 x0.5000
+2 x1.67 x0.6000
+1 x1.33 x0.7500
0 x1.00 0 x1.00 x1.0000
-1 x0.75 x1.3333
-2 x0.60 x1.6667
-3 x0.50 x2.0000
-4 x0.428 x2.3333
-5 x0.375 x2.6667
-6 x0.33 x3.0000
+6 x3.00 x0.2500
+5 x2.67 x0.2813
+4 x2.33 x0.3214
+3 x2.00 x0.3750
+2 x1.67 x0.4500
+1 x1.33 x0.5630
-1 x0.75 0 x1.00 x0.7500
-1 x0.75 x1.0000
-2 x0.60 x1.2500
-3 x0.50 x1.5000
-4 x0.428 x1.7500
-5 x0.375 x2.0000
-6 x0.33 x2.2500
+6 x3.00 x0.2000
+5 x2.67 x0.2250
+4 x2.33 x0.2571
+3 x2.00 x0.3000
+2 x1.67 x0.3636
+1 x1.33 x0.4545
-2 x0.60 0 x1.00 x0.6000
-1 x0.75 x0.8000
-2 x0.60 x1.0000
-3 x0.50 x1.2000
-4 x0.428 x1.4000
-5 x0.375 x1.6000
-6 x0.33 x1.8000
+6 x3.00 x0.1667
+5 x2.67 x0.1875
+4 x2.33 x0.2143
+3 x2.00 x0.2500
+2 x1.67 x0.3000
+1 x1.33 x0.3750
-3 x0.50 0 x1.00 x0.5000
-1 x0.75 x0.6667
-2 x0.60 x0.8333
-3 x0.50 x1.0000
-4 x0.428 x1.1667
-5 x0.375 x1.3333
-6 x0.33 x1.5000
+6 x3.00 x0.1429
+5 x2.67 x0.1607
+4 x2.33 x0.1837
+3 x2.00 x0.2413
+2 x1.67 x0.2571
+1 x1.33 x0.3214
-4 x0.428 0 x1.00 x0.4286
-1 x0.75 x0.5714
-2 x0.60 x0.7143
-3 x0.50 x0.8571
-4 x0.428 x1.0000
-5 x0.375 x1.1429
-6 x0.33 x1.2857
+6 x3.00 x0.125
+5 x2.67 x0.1406
+4 x2.33 x0.1607
+3 x2.00 x0.1875
+2 x1.67 x0.2250
+1 x1.33 x0.28125
-5 x0.375 0 x1.00 x0.3750
-1 x0.75 x0.5000
-2 x0.60 x0.6250
-3 x0.50 x0.7500
-4 x0.428 x0.8750
-5 x0.375 x1.0000
-6 x0.33 x1.1250
+6 x3.00 x0.1111
+5 x2.67 x0.1250
+4 x2.33 x0.1429
+3 x2.00 x0.1667
+2 x1.67 x0.2000
+1 x1.33 x0.2500
-6 x0.33 0 x1.00 x0.3333
-1 x0.75 x0.4444
-2 x0.60 x0.5556
-3 x0.50 x0.6667
-4 x0.428 x0.7778
-5 x0.375 x0.8889
-6 x0.33 x1.0000

Move Priority
A great concept in Pokmon to keep in mind is the notion of "priority" moves. 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. What gives?

See, what the game doesn't mention is that these "goes first"/"goes last" moves will have different priorities. Bullet Punch is a +1
priority, and King's Shield is a +4 priority, so, no matter what, King's Shield will go first (4 > 1). Had I used something else, say
Shadow Ball, I'd go last since it has no priority (0 < 1). Had I used Shadow Sneak (+1 priority), the result will be determined by our
Speed stats - in the above example, where you were faster, I'd still go last (1 = 1, but I am slower), just like if you used Iron Head (0)
while I used Shadow Ball (0).

The purpose of this section is to simply list the priority of moves and such. So, here we go...

Oh, a few more things.

Anything of priority is not affected by Trick Room (i.e. Quick Attack remains at Priority +1, but if two Pokmon use it, then the
slower one goes first).
Prankster boosts the priority of status moves by one, usually to +1 but also sometimes higher
Gale Wings boosts the priority of the user's Flying moves by one, always to +1 at full HP
Quick Claws and Colbur Berries are essentially a Priority +0.5 boost to anything if they activate as well: the affected Pokmon
will move first, as the item's description claims, but only within their own priority class and that will be despite Trick Room's
effects.
Similarly, Lagging Tails, Full Incenses, and Stall are like a Priority -0.5 drop (even within Trick Room)
You cannot go so fast in Trick Room to be able to defy it: this was different in Black/White where you could get 1809 or higher
Speed (accounting for all boosts) and go first in your priority class, but that has been fixed
Primal Reversion is distinct from Mega Evolution: while Mega Evolution can occur on any turn, if a Pokmon that can go
Primal arrives on the field holding its item, it immediately goes Primal

Priority +12: Attempts to flee battle


Priority +11: Rotation of Pokmon in Rotation Battles
Priority +10: Use of items by trainers
Priority +9: Pursuit on Pokmon switching out (its priority is otherwise 0)
Priority +8: Pokmon switching out (not forced by moves/items); the charging up of Focus Punch (not its execution)
Priority +7: Mega-Evolution and any stat, ability, and type changes associated with such
Priority +6: Prankster-boosted Helping Hand
Priority +5: Prankster-boosted Protect, Detect, Spiky Shield, King's Shield, Endure, Magic Coat, or Snatch; Helping Hand,
Baneful Bunker
Priority +4: Prankster-boosted Crafty Shield, Quick Guard, Wide Guard, or Spotlight; Protect, Detect, Spiky Shield, King's
Shield, Endure, Magic Coat, Snatch, Baneful Bunker
Priority +3: Prankster-boosted Follow Me or Rage Powder; Fake Out, Crafty Shield, Quick Guard, Wide Guard, Spotlight
Priority +2: Prankster-boosted Baby-Doll Eyes; Extreme Speed, Feint, Follow Me, Rage Powder, First Impression
Priority +1: Most Prankster-boosted status moves; all Gale Wings-boosted Flying moves; Ally Switch, Aqua Jet, Baby-Doll
Eyes, Bide, Bullet Punch, Ice Shard, Ion Deluge, Mach Punch, Powder, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum
Wave, and Water Shuriken, Accelerock
Priority 0: Most moves
Priority -1: Vital Throw
Priority -2: (none)
Priority -3: Focus Punch for when it is actually executed, assuming the user is not hit; Shell Trap
Priority -4: Avalanche, Revenge
Priority -5: Prankster-boosted Whirlwind and Roar; Counter, Mirror Coat
Priority -6: Prankster-boosted Trick Room; Circle Throw, Dragon Tail, Roar, Whirlwind
Priority -7: Trick Room

Damage Calculation

The calculation for damage in battle is interestingly complex. 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. Damage will be calculated according to this formula:
Damage formula

Level: User's level


Attack: User's Attack or Sp. Atk., depending on the attack
Defense: Target's Defense or Sp. Def., depending on the attack
Base: The move's base Power (e.g. 90 for Thunderbolt)
STAB: If the move and the user share a type, the power is boosted 50% (this variable = 1.5, 1.0 otherwise)
Type: Type effectiveness:
It will be 0.00 if the move is not effective at all (i.e. Fighting on Ghost)
It will be 0.25 if the move is double-resisted (i.e. Water on a Grass/Dragon)
It will be 0.50 if the move is single-resisted (i.e. Water on a Dragon)
It will be 1.00 if the move is normally effective (i.e. Water on a Normal)
It will be 2.00 if the move is singly-super-effective (i.e. Water on Fire)
It will be 4.00 if the move is doubly-super-effective (i.e. Water on Fire/Ground)
Critical: Critical hits do 50% extra damage.
Other: Multipliers from stat boosts, Choice items, weather boosts, whatever. Don't forget one that's not stated: multitarget
moves in a Double/Triple Battle or Battle Royale do 75% the normal damage. This is the product of their multipliers.
Random: A random number from 0.85 to 1.00.

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 0.92 or 0.93 for the RND variable, causing a range of 85% to 100% of the move's full power and a room of
error of 7.5% from 92.5%. In another way, it demonstrates a near-linear correlation among the stats when you calculate them: that
doubling Defense halves damage, or doubling Attack doubles damage, or that the Base Powers of moves, when using the same
Attack/Defense, make equal damage. 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. Atk. to be able to accurately use what you
deign to be the best move for the situation.

For example, say I use Aegislash at Level 50, and it's against a Rock Pokmon with 200 Defense and Sp. Def., without boosts
active. My Aegislash attacks and it will be in Sword Forme with 175 Attack and 225 Sp. Atk. (It is a Quiet Nature (boosts Sp. Atk.,
lowers Speed), with 31 IVs in all but Speed, and 252 EVs in Sp. Atk. and HP.) 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 Pokmon. Both
moves are 80 Base Power, also. Since the Sp. Atk. is higher, it would be considerable to use Shadow Ball. However, Sacred Sword
would deal ~5 points more damage, usually (116 vs. 121). 5 points may not seem like much, but if the Pokmon I attacked had 118
HP (which is plausible in Level-50-limited competition), it could be the very thing on which the whole battle stands.

EXP. Earning Mechanics

Throughout the course of the game, it is expected that you will fight many Pokmon. 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. (experience points); as Pokmon earn more EXP., they will eventually level-up.

Most RPGs take a relatively simplistic approach to this; even Pokmon did for a while. Essentially, in the olden days, enemies would
give out flat amounts of EXP. representative of their species, and Pokmon did little more to fix that than adding a relevance to Level
into the formula. The formula has since changed (back in Black/White) so that the formula also considers the victorious Pokmon's
own Level, thereby making higher-leveled Pokmon earn less EXP. from battles so as to counteract the possibility of overleveling
simply as a result of completionism. Of course, that seems to have been removed as early as Pokmon X/Y (2013), though the
evidence is not concrete as of yet.
Throughout the course of this section, we will first discuss the mechanics of the "EXP. groups" before the actual mechanics of
earning EXP. and the calculation thereof. Okay so far? Here's a full flowchart for the section:

EXP. Groups - An explanation of the grouping of Pokmon by EXP. earned, and the associated formulas
EXP. Growth Chart - A visualization of the growth formulas
EXP. Earning - An explanation of the earning of EXP., and the formulas and mechanics concerning it

EXP. Groups

Every Pokmon will first fit into one of six "groups" for EXP. earning. This will end up determining their growth formula as well.

Erratic: This is the fastest leveling group, hitting 600,000 by Level 100. Also called "Very Fast", and originally named Erractic
due to its changing EXP. formula: it changes four times between Levels 1 and 100.
Fast: This group hits 800,000 by Level 100.
Medium-Fast: This group hits 1,000,000 by Level 100.
Medium-Slow: This group hits 1,059,680 by Level 100.
Slow: This group hits 1,250,000 by Level 100.
Fluctuating: Another variable group in terms of the formula (three total formulae), it will hit 1,640,000 EXP. at Level 100.

Here are the formulas attributed to each of the groups. These are "total EXP." formulas for the given levels ("n"). If you would prefer a
visual version of these, a chart will follow the list.

Experience Group Level Range Formula for Named Level Range


Levels 1-50 TOTAL EXP = n^3 * (100 - n) / 50
Levels 51-68 TOTAL EXP = n^3 * (150 - n) / 100
Erratic/Very Fast
Levels 69-98 TOTAL EXP = n^3 * [1911 - (10 * n)] / 1500
Levels 99-100 TOTAL EXP = n^3 * (160 - n) / 100
Fast Levels 1-100 (all) TOTAL EXP = 0.8 * n^3
Medium-Fast Levels 1-100 (all) TOTAL EXP = n^3
Medium-Slow Levels 1-100 (all) TOTAL EXP = (1.2 * n^3) - (15 * n^2) + (100 * n) - 140
Slow Levels 1-100 (all) TOTAL EXP = 1.25 * n^3
Levels 1-15 TOTAL EXP = n^3 * [(n + 73) / 150]
Fluctuating/Very Slow Levels 16-36 TOTAL EXP = n^3 * [(n + 14) / 50]
Levels 37-100 TOTAL EXP = n^3 * {[(0.5 * n) + 32] / 50}

EXP. Growth Chart

I wonder if you've noticed the EXP. total for the Medium-Slow Growth at Level 1. Yes, at Level 1, Medium-Fast Pokmon are
supposed to have -54 EXP.; this is a flaw in the formula, calculate it yourself if you don't believe me. This is because the second
curve (point of inflection) in the cubic equation is accidentally below the x-axis: this puts n=1 at -54. Game Freak patched over this in
later releases of Pokmon.

However, that interestingly led to a glitch in the original Pokmon games. Admittedly, it wasn't much of a concern then: until the
release of Diamond/Pearl in 2007 (which patched this glitch), it was impossible to get Level 1 Pokmon. In Pokmon 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 Pokmon. Since the glitch wasn't patched then, for whatever reason earning enough EXP. at Level 1 to level-up would
cause the Pokmon to grow straight to Level 100. 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. needed to hit Level 100 once the level-up was triggered. ... I think.
Anyhow. Trivia.

FLUCTUATING SLOW MEDIUM-SLOW MEDIUM-FAST


FAST GROWTH ERRATICGROWTH
GROWTH GROWTH GROWTH GROWTH
LEVEL
EXP. Next EXP. Next
EXP. Total Next Lv. EXP. Total Next Lv. EXP. Total Next Lv. EXP. Total Next Lv.
Total Lv. Total Lv.
Lv. 1 0 +16 0 +6 1 +7 -54 / 0 +64 / +10 0 +10 0 +4
Lv. 2 16 +37 6 +15 8 +19 10 +48 10 +24 4 +10
Lv. 3 52 +71 22 +30 27 +37 57 +39 34 +46 14 +19
Lv. 4 123 +115 51 +49 64 +61 97 +38 80 +76 33 +32
Lv. 5 238 +169 100 +73 125 +91 135 +44 156 +114 65 +49
Lv. 6 406 +232 173 +102 216 +127 179 +57 270 +159 114 +69
Lv. 7 638 +304 274 +135 343 +169 237 +78 429 +211 183 +94
Lv. 8 942 +385 410 +174 512 +217 314 +105 640 +271 276 +122
Lv. 9 1,327 +473 583 +217 729 +271 420 +140 911 +339 399 +155
Lv. 10 1,800 +569 800 +265 1,000 +331 560 +182 1,250 +414 553 +192
Lv. 11 2,369 +672 1,065 +318 1,331 +397 742 +231 1,664 +496 745 +234
Lv. 12 3,041 +782 1,382 +375 1,728 +469 974 +288 2,160 +586 979 +280
Lv. 13 3,823 +897 1,758 +438 2,197 +547 1,261 +351 2,746 +684 1,260 +332
Lv. 14 4,720 +1,018 2,195 +505 2,744 +631 1,613 +422 3,430 +789 1,592 +388
Lv. 15 5,738 +1,144 2,700 +577 3,375 +721 2,035 +500 4,219 +901 1,980 +478
Lv. 16 6,881 +1,274 3,277 +654 4,096 +817 2,535 +585 5,120 +1,021 2,458 +588
Lv. 17 8,156 +1,409 3,930 +735 4,913 +919 3,121 +678 6,141 +1,149 3,046 +686
Lv. 18 9,564 +1,547 4,666 +822 5,832 +1,027 3,798 +777 7,290 +1,284 3,732 +794
Lv. 19 11,112 +1,688 5,487 +913 6,859 +1,141 4,576 +884 8,574 +1,426 4,527 +913
Lv. 20 12,800 +1,832 6,400 +1,009 8,000 +1,261 5,460 +998 10,000 +1,576 5,440 +1,043
Lv. 21 14,632 +1,979 7,409 +1,110 9,261 +1,387 6,458 +1,119 11,576 +1,734 6,483 +1,184
Lv. 22 16,611 +2,126 8,518 +1,215 10,648 +1,519 7,578 +1,248 13,310 +1,899 7,667 +1,337
Lv. 23 18,737 +2,275 9,734 +1,326 12,167 +1,657 8,825 +1,383 15,209 +2,071 9,004 +1,503
Lv. 24 21,012 +2,425 11,059 +1,441 13,824 +1,801 10,209 +1,526 17,280 +2,251 10,506 +1,681
Lv. 25 23,438 +2,575 12,500 +1,561 15,625 +1,951 11,735 +1,676 19,531 +2,439 12,188 +1,873
Lv. 26 26,012 +2,725 14,061 +1,686 17,576 +2,107 13,411 +1,833 21,970 +2,634 14,061 +2,079
Lv. 27 28,737 +2,874 15,746 +1,815 19,683 +2,269 15,245 +1,998 24,604 +2,836 16,140 +2,300
Lv. 28 31,611 +3,022 17,562 +1,950 21,952 +2,437 17,242 +2,169 27,440 +3,046 18,440 +2,535
Lv. 29 34,632 +3,168 19,511 +2,089 24,389 +2,611 19,412 +2,348 30,486 +3,264 20,975 +2,785
Lv. 30 37,800 +3,312 21,600 +2,233 27,000 +2,791 21,760 +2,534 33,750 +3,489 23,760 +3,052
Lv. 31 41,112 +3,453 23,833 +2,382 29,791 +2,977 24,294 +2,727 37,239 +3,721 26,812 +3,335
Lv. 32 44,564 +3,591 26,214 +2,535 32,768 +3,169 27,022 +2,928 40,960 +3,961 30,147 +3,634
Lv. 33 48,156 +3,726 28,750 +2,694 35,937 +3,367 29,949 +3,135 44,921 +4,209 33,781 +3,951
Lv. 34 51,881 +3,856 31,443 +2,857 39,304 +3,571 33,085 +3,350 49,130 +4,464 37,732 +4,286
Lv. 35 55,738 +3,982 34,300 +3,025 42,875 +3,781 36,435 +3,572 53,594 +4,726 42,018 +4,639
Lv. 36 59,720 +4,103 37,325 +3,198 46,656 +3,997 40,007 +3,801 58,320 +4,996 46,656 +4,504
Lv. 37 63,823 +4,219 40,522 +3,375 50,653 +4,219 43,809 +4,038 63,316 +5,274 51,160 +4,810
Lv. 38 68,041 +4,328 43,898 +3,558 54,872 +4,447 47,846 +4,281 68,590 +5,559 55,969 +5,129
Lv. 39 72,369 +4,431 47,455 +3,745 59,319 +4,681 52,128 +4,532 74,149 +5,851 61,099 +5,461
Lv. 40 76,800 +4,527 51,200 +3,937 64,000 +4,921 56,660 +4,790 80,000 +6,151 66,560 +5,807
Lv. 41 81,327 +4,615 55,137 +4,134 68,921 +5,167 61,450 +5,055 86,151 +6,459 72,367 +6,166
Lv. 42 85,942 +4,696 59,270 +4,335 74,088 +5,419 66,506 +5,328 92,610 +6,774 78,533 +6,539
Lv. 43 90,638 +4,768 63,606 +4,542 79,507 +5,677 71,833 +5,607 99,384 +7,096 85,072 +6,926
Lv. 44 95,406 +4,831 68,147 +4,753 85,184 +5,941 77,441 +5,894 106,480 +7,426 91,999 +7,328
Lv. 45 100,238 +4,885 72,900 +4,969 91,125 +6,211 83,335 +6,188 113,906 +7,764 99,326 +7,743
Lv. 46 105,123 +4,930 77,869 +5,190 97,336 +6,487 89,523 +6,489 121,670 +8,109 107,070 +8,174
Lv. 47 110,052 +4,963 83,058 +5,415 103,823 +6,769 96,013 +6,798 129,779 +8,461 115,244 +8,620
Lv. 48 115,016 +4,986 88,474 +5,646 110,592 +7,057 102,810 +7,113 138,240 +8,821 123,863 +9,080
Lv. 49 120,002 +4,998 94,119 +5,881 117,649 +7,351 109,924 +7,436 147,061 +9,189 132,943 +9,557
Lv. 50 125,000 +6,324 100,000 +6,121 125,000 +7,651 117,360 +7,766 156,250 +9,564 142,500 +10,049
Lv. 51 131,324 +6,471 106,121 +6,366 132,651 +7,957 125,126 +8,103 165,814 +9,946 152,549 +10,557
Lv. 52 137,796 +6,615 112,486 +6,615 140,608 +8,269 133,230 +8,448 175,760 +10,336 163,105 +11,081
Lv. 53 144,411 +6,755 119,102 +6,870 148,877 +8,587 141,677 +8,799 186,096 +10,734 174,186 +11,621
Lv. 54 151,165 +6,891 125,971 +7,129 157,464 +8,911 150,477 +9,158 196,830 +11,139 185,808 +12,179
Lv. 55 158,056 +7,023 133,100 +7,393 166,375 +9,241 159,635 +9,524 207,969 +11,551 197,986 +12,753
Lv. 56 165,079 +7,150 140,493 +7,662 175,616 +9,577 169,159 +9,897 219,520 +11,971 210,739 +13,344
Lv. 57 172,229 +7,274 148,154 +7,935 185,193 +9,919 179,057 +10,278 231,491 +12,399 224,084 +13,953
Lv. 58 179,503 +7,392 156,090 +8,214 195,112 +10,267 189,334 +10,665 243,890 +12,834 238,037 +14,580
Lv. 59 186,895 +7,505 164,303 +8,497 205,379 +10,621 200,000 +11,060 256,724 +13,276 252,616 +15,224
Lv. 60 194,400 +7,613 172,800 +8,785 216,000 +10,981 211,060 +11,462 270,000 +13,726 267,840 +15,886
Lv. 61 202,013 +7,716 181,585 +9,078 226,981 +11,347 222,522 +11,871 283,726 +14,184 283,726 +16,567
Lv. 62 209,729 +7,812 190,662 +9,375 238,328 +11,719 234,394 +12,288 297,910 +14,649 300,293 +17,266
Lv. 63 217,541 +7,903 200,038 +9,678 250,047 +12,097 246,681 +12,711 312,559 +15,121 317,560 +17,985
Lv. 64 225,444 +7,987 209,715 +9,985 262,144 +12,481 259,393 +13,142 327,680 +15,601 335,544 +18,722
Lv. 65 233,431 +8,065 219,700 +10,297 274,625 +12,871 272,535 +13,580 343,281 +16,089 354,266 +19,479
Lv. 66 241,497 +8,137 229,997 +10,614 287,496 +13,267 286,115 +14,025 359,370 +16,584 373,745 +20,255
Lv. 67 249,633 +8,201 240,610 +10,935 300,763 +13,669 300,141 +14,478 375,954 +17,086 394,000 +21,051
Lv. 68 257,834 +9,572 251,546 +11,262 314,432 +14,077 314,618 +14,937 393,040 +17,596 415,050 +21,867
Lv. 69 267,406 +9,509 262,807 +11,593 328,509 +14,491 329,556 +15,404 410,636 +18,114 436,917 +22,703
Lv. 70 276,915 +9,652 274,400 +11,929 343,000 +14,911 344,960 +15,878 428,750 +18,639 459,620 +23,560
Lv. 71 286,567 +9,792 286,329 +12,270 357,911 +15,337 360,838 +16,359 447,389 +19,171 483,180 +24,437
Lv. 72 296,359 +9,927 298,598 +12,615 373,248 +15,769 377,198 +16,848 466,560 +19,711 507,617 +25,336
Lv. 73 306,286 +10,059 311,214 +12,966 389,017 +16,207 394,045 +17,343 486,271 +20,259 532,953 +26,256
Lv. 74 316,345 +10,186 324,179 +13,321 405,224 +16,651 411,389 +17,846 506,530 +20,814 559,209 +27,197
Lv. 75 326,531 +10,310 337,500 +13,681 421,875 +17,101 429,235 +18,356 527,344 +21,376 586,406 +28,160
Lv. 76 336,841 +10,429 351,181 +14,046 438,976 +17,557 447,591 +18,873 548,720 +21,946 614,566 +29,145
Lv. 77 347,269 +10,543 365,226 +14,415 456,533 +18,019 466,465 +19,398 570,666 +22,524 643,712 +30,152
Lv. 78 357,812 +10,652 379,642 +14,790 474,552 +18,487 485,862 +19,929 593,190 +23,109 673,864 +31,182
Lv. 79 368,464 +10,757 394,431 +15,169 493,039 +18,961 505,792 +20,468 616,299 +23,701 705,046 +32,234
Lv. 80 379,221 +10,856 409,600 +15,553 512,000 +19,441 526,260 +21,014 640,000 +24,301 737,280 +33,309
Lv. 81 390,078 +10,951 425,153 +15,942 531,441 +19,927 547,274 +21,567 664,301 +24,909 770,589 +34,408
Lv. 82 401,028 +11,040 441,094 +16,335 551,368 +20,419 568,842 +22,128 689,210 +25,524 804,997 +35,530
Lv. 83 412,068 +11,123 457,430 +16,734 571,787 +20,917 590,969 +22,695 714,734 +26,146 840,527 +36,675
Lv. 84 423,191 +11,200 474,163 +17,137 592,704 +21,421 613,665 +23,270 740,880 +26,776 877,202 +37,844
Lv. 85 434,391 +11,272 491,300 +17,545 614,125 +21,931 636,935 +23,852 767,656 +27,414 915,046 +39,038
Lv. 86 445,663 +11,338 508,845 +17,958 636,056 +22,447 660,787 +24,441 795,070 +28,059 954,084 +40,256
Lv. 87 457,001 +11,397 526,802 +18,375 658,503 +22,969 685,229 +25,038 823,129 +28,711 994,340 +41,498
Lv. 88 468,398 +11,450 545,178 +18,798 681,472 +23,497 710,266 +25,641 851,840 +29,371 1,035,837 +42,765
Lv. 89 479,849 +11,497 563,975 +19,225 704,969 +24,031 735,908 +26,252 881,211 +30,039 1,078,603 +44,057
Lv. 90 491,346 +11,537 583,200 +19,657 729,000 +24,571 762,160 +26,870 911,250 +30,714 1,122,660 +45,375
Lv. 91 502,883 +11,570 602,857 +20,094 753,571 +25,117 789,030 +27,495 941,964 +31,396 1,168,035 +46,718
Lv. 92 514,453 +11,596 622,950 +20,535 778,688 +25,669 816,526 +28,128 973,360 +32,086 1,214,753 +48,087
Lv. 93 526,049 +11,615 643,486 +20,982 804,357 +26,227 844,653 +28,767 1,005,446 +32,784 1,262,840 +49,482
Lv. 94 537,665 +11,627 664,467 +21,433 830,584 +26,791 873,421 +29,414 1,038,230 +33,489 1,312,323 +50,904
Lv. 95 549,292 +11,631 685,900 +21,889 857,375 +27,361 902,835 +30,068 1,071,719 +34,201 1,363,226 +52,351
Lv. 96 560,923 +11,628 707,789 +22,350 884,736 +27,937 932,903 +30,729 1,105,920 +34,921 1,415,578 +53,826
Lv. 97 572,550 +11,616 730,138 +22,815 912,673 +28,519 963,633 +31,398 1,140,841 +35,649 1,469,404 +55,328
Lv. 98 584,167 +7,716 752,954 +23,286 941,192 +29,107 995,030 +32,073 1,176,490 +36,384 1,524,731 +56,856
Lv. 99 591,882 +8,118 776,239 +23,761 970,299 +29,701 1,027,104 +32,756 1,212,874 +37,126 1,581,587 +58,413
Lv.
600,000 - 800,000 - 1,000,000 - 1,059,860 - 1,250,000 - 1,640,000 -
100

EXP. Earning

The process itself of earning EXP. is a relatively simple one: beat Pokmon, gain EXP., nothing complex about that. Of course, we're
looking at the game from a mechanical aspect in these sections, right, so that "no pain no gain" concept won't cover it sufficiently.
Like with Black/White in 2011, the EXP. formula considers both the Level of the losing and the victorious Pokmon.

Here's everything affecting EXP. earnings:

EXP. Share: Divides the EXP. among all Pokmon in the party if turned on: the participating Pokmon get the normal EXP.
value whereas the rest get 50%.
Lucky Egg: Holding a Lucky Egg gives the holder 50% extra EXP.
Species: All Pokmon have a basal value used in the EXP. gain formula corresponding to their species. You can see (most)
of the values in the Pokmon Stats (Misc. #2) section, with the values being organized in numerical order in the Pokmon by
EXP. Base Value section.
Level: Again, both the winning and losing Pokmon's levels are considered.
Trainer/Wild Pokmon?: Fighting Trainer-owned Pokmon is an automatic 50% gain.
OT/Original Trainer: If you are not the Pokmon's original owner (i.e. it was traded), it gets 50% more EXP. if it was from the
same country as you, and 70% if not. For example, I'm in the U.S. My American Pikachu could earn 1,000 EXP., someone
else's American Pikachu would earn 1,500 EXP. from me, and a Japanese Pikachu would earn 1,700 EXP.
Pokmon Refresh Affection: Having 2 Hearts or more in Pokmon Refresh gives the Pokmon 20% extra EXP.
Can It Evolve?: Excluding Mega-Evolutions, if the Pokmon is above the level at which it evolves, it gets 20% extra EXP. For
example, Charmeleon evolves into Charizard at Level 36. If I would earn 1,000 EXP. with a Level 20 Charmeleon, I would
earn 1,200 EXP. at Level 40 (assuming everything was adjusted so that I'd earn 1,000 EXP. at Level 40 still).
EXP. gain formula (doesn't have the Pokmon Refresh bonus)

Variable Value Details


1.0 For a wild Pokmon.
a
1.5 For a Trainer Pokmon.
b 1-255 Base EXP. value for the Pokmon species.
L 1-100 Level of the Pokmon defeated.
L_p 1-100 Level of the Pokmon that defeated the foe.
1.0 If the EXP. Share is not being used.
s
2.0 If the EXP. Share is being used.
1.0 You own the Pokmon winning.
t 1.5 You received the Pokmon via a trade or gift.
1.7 The Pokmon is not yours, and was borne in another country's game.
1.0 The Pokmon gaining EXP. is not holding a Lucky Egg.
e
1.5 The Pokmon gaining EXP. is holding a lucky Egg.
1.0 The Pokmon is not capable of evolving through leveling up at this time.
p
1.2 The Pokmon is capable of leveling up but has been forced to not evolve.

Statistical Growth

In regards to Pokmon strategy, the exact mechanics of a Pokmon's own growth can be rather interesting, even essential to
deciding which Pokmon to choose for your team. These growth mechanics can be useful in determining the exact stats of a
Pokmon, or generating comparisons between Pokmon. In this section, we'll discuss the formulas delegating statistical growth.

Formula for HP growth

Formula for Attack, Defense, Sp. Atk., Sp. Def., and Speed grwoth

If you need to understand the general overview of what EVs, IVs, and Nature (NVAL) are, you can see this section. The base stats of
Pokmon can be found in the Pokmon Stats (General) section.

As you can see, your statistics are proportionate to five characteristics of the Pokmon: the base stat, which determines general stat
growth (75~80 is "average", competition-wise); your level, of course; your EVs, which are earned from beating enemies or Super
Training or certain items; your IVs, which cannot be changed and must be manipulated via intensive breeding; and your Nature,
which can be a 10% change either way (except for HP). All of these factors can be manipulated, other than the base stats (unless
you count changing the Pokmon), and thus, you can specifically manipulate the growth of stats to the degree where you can
calculate the exact stats of a Pokmon at any given level before you even experimentally test these things.

Competitive Pokmon Strategy

Umm... Yeah, I guess there's not much here - probably something revolving around me being really good at Pokmon. >_> <_< In
any case, if there's something else you feel should be covered here, be sure to mention it to me!! (My contact info is in the Legalities
section.)

Also note that the term "competitive" refers to the arena in which players of the game actually battle each other, something itself that
goes above and beyond the level of typical in-game strategies. 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.

In any case, here's the overview for this section:


********************** READ THIS FIRST!!!! **********************

The Beginner's Course: For the newbie competitive player.


Learn Your Types!
STAB - Same-Type Attack Bonus
How to Make a Good Team - A Superficial Guide
Common Pokmon Roles
Choosing Your Hold Items
In-Battle Prediction
Overview of Themed Teams
The Element of Luck

Intermediate Pok-Mechanics: For those having competitively battled for a few months.
Idealizing Pokmon Stats
Threat Analysis

Important Notes About This Section

Note that none of the stuff here is intended to cover stuff for the main storyline. When it comes to the main story, simply having a
balance of Pokmon 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. >_> If you go any more specific than that, or want to do so,
feel free, but you'll overpower everything else with ease if you do.

This whole section was created in the intent of giving people that helpful "step up" to the competitive level of Pokmon playing
against other skilled players. 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. Subjectivity
is inevitable: it may not help you, but it may help the next person, so I simply ask for you to do two things: first to take this with a grain
of salt and, second, to respect the opinions herein; "respect" implies nothing about your own agreement with the opinions, but your
acceptance of their validity (they work very well for me and for others), and I ask this in no small part because the Pokmon
community is rather flammatory and touchy at times. At the same time, that doesn't mean I'm not open to additional opinions or topics
to cover: if anything, that's what I'm hoping for, since this FAQ will be certainly viewed by millions (my X/Y FAQ got over 5,000,000
across the Internet, and over 2,000,000 on just GameFAQs, in just 10 months) one could sort of view this as a community project to
help out everyone else, especially since anyone who actually does use this will likely branch off and develop their own successful
style of play.

Again, this is not to provide the whole of a person's Pokmon strategy, but the foundation for it: the whole "the man who built his
house upon the sand" metaphor, if you will. 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, Pokmon-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
Pokmon 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. Hopefully, I will make your house the
one upon the rock - though whether a grand old mansion is built upon that rock is based upon your application and practical usage of
the knowledge and experience you learn here and later.

(This isn't just some Biblical metaphor; it has realistic, proven consequences in the field of psychology, but the "house upon the sand"
metaphor is the best way to explain it. It was evidenced by Lev Vygotsky in the earlier part of the 20th century in his work with
psychological scaffolding: building the knowledge base that leads people to develop their own conclusions and ideas.)

Every competitive Pokmon player can recall the difficulty and aid they needed when it came to going from someone who could
barely beat the Battle Tower to the time where they felt ready to compete on the world level: VERY few of you can honestly attest to
not having to do any sort of research or practice, VERY few indeed. That's why this is here: to hopefully lessen that threshold and to
help the community as a whole by grouping together lots of competitive-related info in one spot (or to at least make external
references to useful tools or other areas in the FAQ) and by allowing people to cotnribute to the effort. I simply ask you don't troll
needlessly; if you're going to troll, at least give me something I can add to this to prevent others from trolling or to openly validate why
you yourself should have trolled in the first place. And, if you are going to add something, remember that this is based on
generalities: I will not include data or strategies for specific Pokmon unless I have good reason to do so, since there are other
websites for this sort of info (i.e. Smogon). But few actually explain the basics of strategic battling, or even gather all of the
components together (like breeding and EV-training), which is why I'm here.

Learn Your Types!

In Pokmon Sun/Moon, there are 18 Pokmon types: Normal, Fire, Water, Grass, Electric, Ground, Bug, Dark, Psychic, Ghost,
Flying, Rock, Ice, Dragon, Fighting, Poison, Steel, and Fairy. All Pokmon and all moves are attributed to one of these types, kinda
like elements. For example, Charmander is a Fire-type Pokmon, and the move Thunderbolt is Electric-type; some Pokmon are
dual-typed, like Charizard, who is Fire/Flying. Each type has a certain effectiveness to others: this is the key component in choosing
moves. For example, Water-type moves are super-effective on Fire-type Pokmon, and thus do extra damage to them; likewise,
Water doesn't do much damage to Dragon. There are even immunities (Normal and Fighting on Ghost, Ghost on Normal, Electric on
Ground, Ground on Flying, Dragon on Fairy, and Poison on Steel). Be sure to take into consideration the weaknesses of your
Pokmon!

STAB - Same-Type Attack Bonus

It's just an important concept when you decide to choose offensive moves for your Pokmon. Granted, type variety and type
coverage are also worth considering greatly; just because you can have Dragonite (Dragon/Flying) learn Outrage (Dragon) and Fly
(Flying) doesn't mean you should do so. STAB is the common term used for moves of the same type as the user; moves under such
a status will thus have a power bonus of 50% (x1.5), or 100% (x2.0) under the Adaptability ability. If you're left up to choosing moves
for offense just for the sake of offense, or just want the most powerful move(s) of a type given certain conditions, or stuff like that, be
sure to consider STAB's damage bonus.

The real importance, to some degree, is shown in sweeper Pokmon, who are intended to be able to super-effectively hit a wide
variety of Pokmon. For instance, a move that is normally super-effective has a damage multiplier of 2.0x, right? With STAB, it's 3.0x!
If it's doubly-super-effective, it's 4.0x, and 6.0x with STAB, or even 8.0x with Adaptability. Keep in mind that the actual coverage of the
moves, too, should be considered in this instance. For example, having both a Dragon- and an Ice-type move is generally a bad idea;
Dragon is only super-effective to Dragon, while Ice is super-effective to Dragon and Flying and Grass and Ground. The only real
reason to have chosen that Dragon-type move over the Ice-type one is a huge difference in power, like usually about double when
STAB is accounted for. (Double power is the same as a super-effective attack.) Just a personal note on it; feel free to do as you will.

How to Make a Good Team - A Superficial Guide

This is a brief guide on how to create a good competitive team for true competition against other people, not for in the game against
the main story AI or for those who casually battle without much of a care (simple type balance will suffice for either of those natures,
really), but for the competitors who want to try to have the best team possible. This guide is by no means a good one, though; it is not
thorough, and there's a good bit assumed on the knowledge of the reader (especially because I wrote this a good time after
becoming "good", so this is more instinct for me and the process I go through). Feel free to contribute something!

Step #0 - The Basest of All Knowledge: Before you should even consider battling competitively, one thing you'll want to master is
types' resistances, weaknesses, and immunities, as I already noted. You need to know how these types interact, both when a
Pokmon has one type, two types, and even be able to extrapolate how a third type will affect things (unlikely as it may be to occur).
You should also learn the types of all Pokmon. This affects everything you will ultimately ever do competitively. This will help you
determine what is truly a balanced or imbalanced team. This will help you determine when to stay in for the kill or switch out to avoid
being killed. Types are at the heart of Pokmon strategy, and coming in without that knowledge is much like swinging at a piata
while blindfolded: you fail to know where both you and your foe stand, though that piata can clearly see both of you.

Furthermore, you need to learn the type of every move and Pokmon: otherwise, you cannot apply the knowledge of the type
matchups. This is a bit more formidable: some Pokmon appear their type, but then others are starkly different. (Blaziken, for
example, clearly looks to be a Fire and a Fighting type. However, who would think Metagross to be part-Psychic or Florges to be a
Fairy just on appearances?) Part of this will be made easier by repeated experience with Pokmon battling and through rote learning:
either one works. (So does writing Pokmon FAQs! lol)

Step #1 - Choosing the Type of Battle: For starters, your team needs to have a strategy fitting the type of battle you want. Double
and Triple Battles take a lot more strategy to work for than Single Battles because multiple Pokmon are on the field at once. Just
because Earthquake is a powerful move doesn't mean you need it in a Triple Battle, for example. I mean, you need a way to try to
deal with the damage your other one or two allying Pokmon would get. Also try to understand the mechanics of the battle you are
trying to deal with. For example, understand the definition of a Long Range move for Triple Battles; that will be insanely important
when it comes to putting someone in a certain slot at any point in the battle. Most of the strategy in any kind of battle will be derived
simply from definitions or certain roles of Pokmon; for example, Support Pokmon are much more common in Triple Battles than
Single Battles.

Some common notes for each:

Single Battles: In Single Battles (the most popular of competitive battling fields, and thus the one with the most knowledge
available), one of the biggest themes is hazard-setting Pokmon, at least in the competitive field. These allow you to set up a way to
nullify Sturdy and the like and, more obviously, deal damage to all sorts of Pokmon to come after the first. Even if you remove 1/8 of
the foe's HP per Pokmon, you're talking about damage equivalent to 3/4 of the foe's HP across six (were that even possible). The
best hazard setter is probably Skarmory since it can use Stealth Rocks (the most directly potent one), learn Defog (to get rid of the
hazards the foe uses on you), and use Roar/Whirlwind to force the foe to switch, forcing damage accumulation.

Another common theme in Singles are walling Pokmon. Unless those types with multiple battling Pokmon, there's only one foe on
each side of the field, so prediction is pretty easy. Thus, you can easily see when a walling Pokmon will be at an advantage as it will
take little damage from the predicted attack, and can even force the foe to switch if done right. Blissey qualifies as THE Special-wall,
boasting insane HP and decent Sp. Def.: personally, Eviolite Chansey (slightly lower in each regard, and then boosted with Eviolite's
50% boost) is better, but to each their own. Physical walls are pretty variable.

There isn't much else common to Singles teams aside from these, at least nothing popular of note.

Double Battles: In Double Battles - the most balanced of all battle types: if you hate Smogon Singles, for Christ's sake, stop whining
and play these! - statistics and walling and all that junk takes less precedence. While they by all means matter, prediction and
strategy suddenly take the spotlight: you now have two Pokmon per side. Even Pokmon that would be labeled Uber by Smogon
can easily fall if it just because of a focused strike.

In Doubles, competitive battling is much less predictable: common themes are few, but those that exist have strong, obvious builds.
Weather teams and Trick Room teams become much more valuable, however, due to the multiple influences: teams using these tend
to use the weather setter and a primary beneficiary for the opening. By the latter term, I mean someone who would benefit the most
on the team. For example, on a Sandstorm team, a Pokmon with Sand Rush or Sand Force is invaluable. On a Trick Room team, a
really slow, bulky attacker works quite well. So on and so forth.

Teams built around Intimidate also exist: these teams seek to use 2-4 Pokmon with the Intimidate ability on their team, repeatedly
switching out or something so as to lower the foes' Attack. While unusually common as of late, they are particularly gimmicky as
Special-oriented teams (even to a slight extent) fell them easily.

Similarly, teams built around Lightning Rod and Storm Drain seek to boost their allies' Sp. Atk. Teams built around Lightning Rod will
have Pokmon using Discharge so as to hit the Lightning Rod Pokmon, and those with Storm Drain tend to use Surf to hit the Storm
Drain Pokmon. Each time one of these moves hits the corresponding ability wielder, it raises their Sp. Atk. by one stage: some
teams will even open with two such ability wielders and use two Discharges/Surfs and double their Sp. Atk. off the bat. However,
teams built around this are particularly imbalanced in terms of type.

The Support-style opening is also quite common, and is a fair threat. The opponent will usually open with a Pokmon which is
powerful and a Pokmon to support it. The powerful Pokmon is often a Mega Pokmon and/or a sweeper. The Support Pokmon
has a number of forms: Talonflame, Meowstic, Sableye, and Whimsicott are the more common ones. They will usually use Tailwind or
Helping Hand to ridiculously aid their team: Reflect, Light Screen, and/or Safeguard are also common. They can also take a more
"offensive" stance with hindering their foe: a Thunder Wave to induce Paralysis and halve Speed, perhaps, or maybe a Will-O-Wisp
to burn and halve Attack. Support Pokmon - either for true support or to ail the foe - are not to be taken lightly, and Pranksters
especially.

Multi-target moves are a commonality. Multi-target moves include those like Discharge, Earthquake, Heat Wave, Water Spout, Surf,
and so on, that hit multiple Pokmon at once. While powerful in Single Battles, these moves will lose 1/4 of their power, being
reduced to 75% power if they attempt to hit more than one Pokmon. This will normally suggest the use of their single-target versions
(Fire Blast over Heat Wave, for example), but there is a key point to using them, and it is the most superficial: to hit, and possibly KO,
multiple Pokmon. However, be careful as to how you use them. You don't want to activate Flash Fire or Storm Drain, for example.
You also don't want the damage to be pointless. Pokmon using these are often boosted by weather (Heat Wave, Surf), ability (Sand
Force in Sandstorm), or Choice item (Heat Wave on a Specs Chandelure is common), and these boosts make the moves back into
significant threats. At the same time, multi-target moves can be easily countered as their users are usually quite obvious, and there
are also obvious counters: Lightning Rod and Storm Drain are examples. Even putting Pokmon like that in can induce the foe to
switch.

I also cannot emphasize the importance of the move Protect or its likeness in Detect in multi-Pokmon battles such as this:
skillful prediction will allow you to avoid a KO and also use your other Pokmon to get in enough damage to perhaps force that
attacker's KO on the next turn, saving you pain and another Pokmon. It's very useful once you get used to predicting moves.
Furthermore, you'll even be privy to part of your foe's moveset, which is just simply invaluable since you can even guess at what
they're aiming at doing (which doesn't have to be a simple KO attempt) and act accordingly. In fact, Protect/Detect are best used
whenever your Pokmon is at threat: this threat includes the potential for a super-effective attack (STAB ones are particularly nasty,
but the easiest to predict in this fashion) and the ability to introduce detrimental ailments (Burns being the most lethal to physical
attackers and Paralysis or Sleep in general). Even that one Protect gives you an eye into everything your foe does ... do not waste
this knowledge.

Triple Battles: Triple Battles are the weird cousin of Double Battles that likes to lock himself in the basement: not many people tend
to play Triples. Why? Triple Battles are a firefest of weather/Trick Room teams and multi-target moves. Imagine them as Double
Battles on steroids, the balancing concept taken too far in reference to Singles that it creates openings for gimmicks. For example,
Sturdy Shedinja or Beat Up on a Justified Pokmon are annoyingly common and, even if gimmicky, still quite lethal. Multi-target
moves - particularly whenever there's Tailwind aiding the user, more or less forcing their move to be first - also are very common.

Rotation Battles: If Triple Battles are the weird cousin, Rotation Battles are the dude that is in the mental institution. Rotation Battles
are very much like Singles, but with one key aspect: a huge, huge, huge, HUUUUUUUUUUUUGE reliance on prediction, so much so
that it is almost insane. Not much can truly be said: prediction is all that really matters in a Rotation Battle.

Step #2 - Pokmon Role Choice: The main thing, first, is to decide what kind of roles you want on your team. Do you want "this
many" strong, sweeper Pokmon (Lucario, Dragonite)? Support Pokmon (Prankster Meowstic, Klefki)? Pokmon that cripple with
statuses (Smeargle, Sableye)? Pokmon that play mind games with your opponents (Zoroark)? Pokmon that benefit from weather
(Mega-Garchomp, Excadrill)? You can't simply choose the Pokmon you necessarily like; I mean, I like Pikachu (and so do many
others: it's the series mascot!), but it's so flimsy, and the Light Ball isn't a lot of a boost when compared to other Pokmon. I mean,
going on just what you like works and all at times, but it's not the best thing to rely on: you'll need to adapt to be a true competitor.

The MOST important thing about this, however, is to think about a balance of roles. For example, six physical attackers is an
example of an imbalance. Why? Teams revolving around the use of Intimidate or the use of Counter or the use of Reflect will cream
you easily, mostly because it's not hard to spot out a physical attacker. (Or a Pokmon of any role, for the most part: that itself, the
ability to spot out the role and strategy a particular Pokmon plays on instinct, before it makes a move, is a key part of becoming a
great competitor, but it will only be honed through practice, really. Some details regarding such "prediction" can be found in this
section.) That said, I'm not saying a team of six should have six completely different roles, either. What you want, in general, is a
centralized synergetic attacking core of two to four Pokmon (generally about half of the team). This can be balanced in any way
you prefer, so long as it is not completely of one attacking role: for example, I tend to find two physical attackers and two or three
special attackers on a six-Pokmon team to balance well. If you want to go for an all-offense team, that works fine, too: a 3-to-3 ratio
(when considering physical/special only) is generally good. After all, this latter thing gives you more flexibility in who you bring out,
since you now have 24 moves to play with, rather than 16 offensive and 8 status (on a general level). Each have their benefits.

Step #3 - Choosing Pokmon for Those Roles: Next, think about Pokmon that fit these chosen roles. It helps to narrow them
down once you have the roles named. For example, if you want six physically-strong, offensive Pokmon for a direct offense, you
don't want six Gengar, right? That'd be a huge disadvantage (not to mention impossible in VGC play). You do want to consider the
Pokmon of those roles that have the best statistics for that role and can execute the roles well through their moves and their
abilities. For example, you might want a revenge killer. So a Pokmon that lacks a priority move (or the ability to use such) is not a
good choice, no matter how strong or how fast. Or you might want a physical sweeper, in which case Gengar is off the table, as his
Attack is poor in comparison to his Special Attack. You want to create a varied party that makes it so that no one type or Pokmon
can sweep your team, or get as close to that as possible as most teams have one niche counter. You want a party that has no
inherent single-Pokmon counters against itself if you can at all manage it.

(In terms of common weaknesses and move repetition... You generally want no more than two Pokmon having the same weakness
on your team, and the same type of damaging move (i.e. Taunt won't count to this) repeated twice. This makes it easier for someone
to get a Speed advantage over you and begin killing straight up. For example, Greninja with Ice Beam can easily kill off both Haxorus
and Landorus-Therian: neither share any of their actual types, but both share the weakness. It's very hard to avoid keeping common
weaknesses out of the formula, however, and trying can be very restrictive on your team: I'd say having no more than any two
Pokmon share the same weakness be ideal.)

In a footnote to the previous statements, though: That's how it works in most cases - there are benefits to using a team heavy in or
completely of a single type, known as Monotyping. You might see this on people inexperienced with making weather-based teams,
for example, but yet somehow are actually good at using the team for a reason they don't entirely know. See, with a Monotype team,
if you can get rid of the main threats the opposing team has against you, then you're good: Monotyping lowers the number of those
possible threats, even, which means some teams might not be completely prepared to fight against you at all. Then again... Take a
Fire Monotype team, such as Mega Charizard X, Ninetales, Arcanine, Talonflame, Rotom-Heat, and Blaziken. For the most part,
especially in Double/Triple Battles, Aerodactyl (Rock/Flying) could one-hit most of these Pokmon with a Choice Band Rock Slide or
Stone Edge, and Aerodactyl is faster than most of those Pokmon, barring Speed Boosted Blaziken and priority moves, meaning
you'd usually get killed before a move could get off. In Monotype teams, being able to counter all threats - not at the level of mere
type, but of actual Pokmon species, and maybe even some of their specific strategies - is of utomost importance. For example, on a
Fire Monotype team, the best counter one could get for Aerodactyl would probably be Camerupt: he can use Rock Slide or Stone
Edge, which are super-effective on Aerodactyl; he has the Attack stat to back this up even without STAB, and is bulky enough with a
good enough EV/IV/Nature set to be able to take even an Earthquake from Aerodactyl.

Step #3.5 - Developing the Pokmon & Error Prevention: Okay, it's one thing to choose a Pokmon, but it's another to actually
create a strategy for it. I've seen a number of teams on forums that are simply complete crap, not because of lack of skill but lack of
understanding. Some people simply do not understand how to develop their Pokmon properly. I won't deny that there is a number of
viable ways for any Pokmon to be developed - I could probably give you two dozen equally valid Dragonite sets. However, while
there is no right way to do it, there are definitely wrong ways to do it.

Some of the more common errors I see regard how to give a Pokmon EVs and Nature. Depending on the Pokmon, there are a
number of sets that equally work, but for some Pokmon there is just one set that actually really works. For example, take Blaziken:
a very fast physical-attacking Pokmon, especially given Speed Boost. What EV set would you give it? Unless you said 252 Attack,
252 Speed, and 4 of something else (unless you're deciding to use a Special moveset, which can work out), you screwed up
somewhere as you want to enhance what the Pokmon has done well. There are a number of generalized EV sets each Pokmon
tend to use:

Attacker (Fast): 252 of (usually) best offensive stat, 252 Speed, 4 something else (HP, Defense, Sp. Def.)
Attacker (Slow, Good Defenses): 252 of (usually) best offensive stat, 252 HP, 4 something else
Attacker (Slow, Uneven Defenses): 252 of (usually) best offensive stat, 256 towards equalizing Defenses
Attacker (Slow, Sore Weakness): 252 of (usually) best offensive stat, 252 to preventing that big weakness (like 252 to Sp.
Def. to help prevent Ice Beam on Dragonite), 4 HP
Attacker (Bulky, Already Powerful): 252 Defense, 252 Sp. Def., 4 HP -or- 252 HP, 256 to equalize the Defenses
Attacker (Mixed): Usually specific to the Pokmon
Attacker (Eviolite): 252 to best offensive stat, 256 to equalize Defenses (absolutely none for HP, all Defense)
Status User (Fast): 252 HP, 252 Speed, 4 something else - usually best for those using Taunt or the like
Status User (Bulky): 252 HP, 256 to equalizing Defenses
Transformer: 252 HP, 252 Speed, 4 to something (doesn't matter)

These EV sets, as you notice, do one thing: prioritize the betterment of the Pokmon in what it does best. I won't say these are the
only valid sets (look up some for Rotom-Wash one day), but are the most common and are a good place to start before making your
own. For example, it is unwise to give Gengar 252 EVs in Attack because it is just a crap Physical user. And similarly you should not
give it Shadow Claw, a Physical move. However, as time goes on, you need to remember to tweak these sets such that you KO
mostly who you need to KO. For example, if you're KO'ing a Pokmon that is a significant problem to your team, and are just under
1HKO'ing a different Pokmon, you want to keep it so that the first is always a OHKO and the second a 2HKO. It doesn't make much
sense, I suppose. >_> Point is, you want to OHKO common threats and outspeed others, and then once that threshold is met, devote
other EVs to Defenses and HP, but it really depends.

After all, if you're outspeeding a Pokmon by 16 points in Speed and aren't outspeeding anyone's other common sets (for example,
Choice Scarf Garchomp or Landorus is common, but you never see Choice Scarf Marowak or Escavalier, right?), you can take off 60
EVs (15 points) so you're just outspeeding that Pokmon by 1 point, a guaranteed move first barring Tailwind and the other sets that
are uncommon from your research as to be pointless. Furthermore, if that Pokmon you're outspeeding really isn't a threat your team
(think "team" in this stuff: this one Pokmon you're optimizing may not be threatened by it, but another on your team might, like in the
case of Metagross and Talonflame when optimizing against Aerodactyl), you can go down more from there in terms of Speed and
devote even more EVs to your Defenses! Bulk is heavily undervalued in the Pokmon metagame (outside of OU on Pokmon
Showdown for some stupid reason): the difference between a OHKO and a 2HKO can literally make all the difference in a battle,
even if that it just 1 HP. That 1 HP will allow that Pokmon to move again, allow it to even possibly throw in another KO. DO NOT
undervalue bulk; you should not focus solely on power and speed, but neither should you focus on just bulk. You want that ideal
balance: you want to be able rip some Pokmon apart in as few moves as possible and with as much speed as is reasonable, but
you also want to have the bulk (even if it is just 2 or 3 points extra in HP) so you may be able to survive the hits your opponent is
throwing at you. The battles may ultimately boil down to strategy and luck, but they are sitting on the table opposite from the
statistics, which are just as important. A team with a great tactic can be brought down in very few moves just because it was too frail
to enact that same strategy. But, on the other side of things, a team of strong, bulky Pokmon is easily brought down just because it
was too slow to act (the common flaw in Trick Room teams is that exact reason: once the Trick Room setters are gone, the Pokmon
are basically sitting ducks for those who are faster).

There is another problem I often see, though: people optimizing stats they shouldn't optimize, neglecting the Pokmon's best
characteristics. I'm not saying the instances where a Pokmon can be (more or less) equally valid as a Physical, Special, or mixed
attacker; I mean like with, say, Beedrill-Mega, who has TERRIBLE Special Attack (base 15), being given Special moves, where there
is no question of validity.

A similar issue occurs with Nature: you should choose a Nature that enhances your Pokmon, usually as follows:

Physical Attacker (Fast): Jolly or Adamant, depending on base Attack


Physical Attacker (Slow): Adamant
Physical Attacker (Trick Room/Weather Setter): Brave
Special Attacker (Fast): Timid or Modest, depending on base Sp. Atk.
Special Attacker (Slow): Modest
Special Attacker (Trick Room/Weather Setter): Quiet
Mixed Attacker/Status Users: Variable: usually a Defense or Speed compensator that lowers Attack as a mild Foul Play
counter

As with the EV thing, I won't say they're the only ones. For example, I tend to use Quiet Nature on my Aegislash when not in Trick
Room: it usually depends on your strategy and moves, but again these are the most common Natures you'll often see. And again
they serve the same purpose: to accentuate what the Pokmon does well. A dedicated Physical-attacking Pokmon should
absolutely never have anything lowering its Attack, for example, and probably not Speed: it doesn't have to raise them, either, but
you don't want them to go down. To further an example you'll see in a moment, you should not use Timid or Modest Haxorus
because not only is he a crappy Special Attacker but it weakens the Physical moves you do use.

Finally, the biggest and most prolific problem I see tends to regard move choice. When choosing a Pokmon's moves, particularly
those of a Pokmon that has a great difference in Attack and Sp. Atk., it should be able to complement the Pokmon's base stats;
you can see those in the Mini-Pokdex later in the guide. Base stats dictate the Pokmon's statistical growth throughout the game.
For example, take Haxorus, who has the following base stats:

# Species Type Abilities HP Atk. Def. Sp.Atk. Sp.Def. Speed


#612 Haxorus Dragon Mold Breaker, Rivalry, Unnerve 76 147 90 60 70 97

Notice how Haxorus has much higher base Attack (147) to his Special Attack (60). On average, his Attack will be at least 2.5 times
more than his Special Attack; at Level 100, discounting EVs, IVs, and Nature, Haxorus will have a whopping 299 Attack (432 with
max influence) whereas he can only have 125 Sp. Atk. (240 at the most), which is very weak. Thus, which would it be best to give
Haxorus: Dragon Claw, Dragon Pulse, or both? Dragon Claw is a Physical move, and Dragon Pulse is Special. Since your Attack is
going to be way higher than your Sp. Atk. - heck, it's going to be higher even if you maximize Sp. Atk. and minimize Attack - it would
be best to maximize your damage output, and thereby give it Dragon Claw.

"Hey, why not Outrage? It's stronger!" To understand this furthering of my example, you must understand something about Pokmon
battles. Play a few Pokmon battles online with someone in Pokmon Showdown (Google it) or even just your own game; observe
how little PP you consume. The average Pokmon battle in Singles lasts no more than 10~20 turns, and usually only about 5~10. In
Doubles, it's closer to 3~8 in most cases, and in Triples it drastically can vary from 2~8 in my experience, at least on average. Most
inexperienced people would want Outrage in addition to Dragon Claw, because it is stronger and also benefits from STAB. While this
is true, observe how you are EXTREMELY unlikely to consume all of Dragon Claw's PP. Therefore, the redundancy in having
Outrage is only detrimental when you also have Dragon Claw, because you are more or less wasting a move slot for another Dragon
move.

"But it's stronger you moron!" Again, this is true. However, you should look at it like this: every moveslot should serve a purpose. If
you have to fill a moveslot with some random, crap move, then the Pokmon itself probably is crap: any Pokmon, within reason,
should have 4 at least half-decent moves it can use. It needs to be able to serve a purpose. Now, obviously, Outrage has the
purpose of dealing damage. In fact, it does more than Dragon Claw. However, keep in mind that Outrage "traps" the user for 2~3
turns, confusing them after the use of that move; it is very easy for the foe to switch in with an advantageous type, such as a Fairy,
and outright win. Power it may have, but the confusion and the trapping is very disadvantageous in the long run. It therefore doesn't
serve much of a purpose to have Outrage over Dragon Claw, except as a "nuke" or "last ditch" move, though the instances in which
you can't find another move to use over such a move are very infrequent. In other words, the move's Power is not meant to be
the only consideration you take into account!

What about an instance where two moves of the same type can be logically used? Well, firstly, let's continue our previous argument
by saying such instances are relatively rare; if you're even bothering to use two damaging moves of the same type, you are most
often just detracting from the value of the Pokmon. One of the most well-known instances of valid moves of the same type are the
moves Psychic and Psyshock. Both moves are of the Psychic type and have very similar powers (90 and 80 respectively), 100%
accuracy, and use the user's Sp. Atk. for damage. However, they use the foe's Sp. Def. and Defense respectively for damage as well.
This can be very significant: for example, if you're facing Blissey, it's better to use Psyshock, and better to use Psychic for non-
Special walls in other instances. Psyshock serves a valuable niche role whose value can be easily seen when you actually memorize
Pokmon base stats: so long as the target has at least 1.125x more Sp. Def. than Defense, Psyshock is more powerful -- and,
remember, the Defense stats on a Pokmon are rarely equal.

Now, back to the argument about serving a purpose. Every move must have a purpose in battle of some sort; if it serves a relatively
niche purpose, like the Psychic/Psyshock dilemma, that's fine, but keep in mind I said "relatively". When it comes to the consideration
of a move's purpose, you must also consider how well the Pokmon will be able to execute it, again like the Dragon Pulse/Dragon
Claw thing with Haxorus I mentioned earlier. There are more complex instances, however; Haxorus is great for sweeping, so it's
logically going to have four moves of different types. Pokmon oriented more to generalized Physical- or Special-attacking will likely
have one or two status moves in their backup. How would you determine if a move in these instances is valid enough for real use?

For example, should Talonflame have Steel Wing? Talonflame is indisputably weak to Rock moves: in virtually every non-Focus Sash
instance of him, I've see Rock moves OHKO him with ease. Steel Wing would counter Rock Pokmon, right? Seems logical.
However, remember that Talonflame has relatively low Attack, a base of 80-something. Most Rock Pokmon will barely lose
20%~35% of their HP from Talonflame's Steel Wing, so it's not really that good a move. However, can we actually replace it with a
good move? Remember, if Steel Wing is crap, what's better on it, assuming we already have Flare Blitz and Brave Bird/Acrobatics
like most people do? It serves a purpose, after all, albeit poorly so. And, from observation of its moveset, there aren't many attacking
moves that serve us well. This is where we tend to dip into the status moves: remember, on non-sweepers, we want each damaging
move to serve a purpose very well, not just to fill a slot, because status moves can have a huge change in the dynamics of the battle
in general. For example, Tailwind would be a good move to have on Talonflame: it would expose even its biggest counter in
Aerodactyl to the concerns resultant from its own weaknesses, despite its own speed. Or perhaps Will-O-Wisp if your target is
physical: Will-O-Wisp makes a nice way to burn the target and in turn weaken their Attack significantly by 50%. Perhaps he could
even use Sunny Day as a way to back-up your Drought Pokmon on a Sun team? While none of these moves deal direct damage,
you can see how they enhance your own ability to deal damage or inhibit that of your foe.

So, to sum up about movesets, I will make two points. Firstly, every move should have a known purpose: niche purposes are fine,
but they have to be relatively wide niches, not Pokmon-specific unless that Pokmon is the only viable counter. Secondly, avoid
redundancy wherever possible, on both your team and the Pokmon itself. For example, let's say that you are going to use
Tyranitar, who is slow: having both Crunch and Payback, both Physical Dark moves, is redundant. If you intend on using Payback,
slow down T-Tar as much as possible, and for Crunch speed him up. They hit the same weaknesses and have the same priority, but
one is noticeably better than the other in given situations so it is more advantageous to trash one and replace it with something that
can serve a further use.

Step #4 - Identifying Counters and Flaws & Synergy: The problem with any theoretical team, Monotyping or not? All Pokmon
have counters - without exception, there will be at least one Pokmon with one move or moveset that WILL be able to fully defeat
your Pokmon in some manner. Blaziken, I originally predicted in 2014, would become popular in OR/AS play because of how he's a
strong starter that can Mega-Evolve (and could for a while, since X/Y), albeit not the only Hoenn starter that can. However, take
Talonflame with Gale Wings: barring Protect or the like from Blaziken, Talonflame's Brave Bird will go first and will OHKO him in most
circumstances. If you're dead-set on the Pokmon you want in your team, you need to develop those Pokmon so that they can
cover each other. For example, if I want Blaziken, I will also have Aerodactyl: a fast, decently-powerful counter Pokmon to beat up
Talonflame and the other fast Flying Pokmon that would beat Blaziken.

This kind of synchronicity is the absolute most important part of your team! Also be aware of other kinds of synchronicity that
go far beyond simple types, such as the type for which weather teams are most known; for example, Sandstorm teams like to use
Pokmon (e.g. Mega-Garchomp, Landorus, Excadrill) with Sand Force to further increase their damage output, so be sure to
consider every angle. Support Pokmon with properly-timed and properly-used moves also create a synergy of their own since they
increase the effectiveness of your team: I've been able to have Mega Charizard Y sweep three Pokmon off the field in Triple Battles
via Heat Wave (not even supereffective, and from full HP) just due to a well-chosen Helping Hand and Tailwind. So long as your team
won't be swept away, and yet they can also work together through most situations, then they're good. Several runs through a Battle
Test or a few dozen battles in Pokmon Showdown with a success rate of 80+% in the latter is generally a great team.

There is a bit of a quicker way to determine whether a team has flaws, of course. There is this "Break My Team" calculator/program
one can find tangentially to the Pokmon Showdown site -- it is at http://sweepercalc.com/brmt/. What this particular thing will do is
allow you to import a team of up to six Pokmon via their Pokmon Showdown data, or generally just fill in their stats, and confine
your battling situation to a set of norms. (For example, Trick Room team, VGC-style team, Doubles team, Level X battling, etc.) You
can then figure out the Pokmon that will be best angled to hurt your team. This will show the general set of EVs/Nature/item/boosts
they will likely run and then the move and damage dealt to you. There is usually at least one such sweeping Pokmon against a team
that will be able to one-hit-KO them all at some point, and often even more if the team is specifically geared to a certain purpose (like
a Sandstorm team). That doesn't necessarily mean that the team as a whole is bad; if anything, if you can narrow it down to just one
niche Pokmon, you're well on your way to making a great team. What you ought to do with this data is to create ways your team can
counter the/those Pokmon by changing your team's movesets slightly. For example, a Sandstorm team is generally swept away by
Crawdaunt with Choice Band and Crabhammer (or a few other moves, depending on the Pokmon). Tbus, since I'd likely be using
Tyranitar, I would give him a Focus Sash set and give him the move Thunderbolt. Or I could use a Focus Sash set for Metagross or
Rhyperior and have him pound the Crawdaunt with Hammer Arm, probably followed by Bullet Punch should that fail. Or I could even
go ahead and include Elektross on my team: he can easily counter Crawdaunt, is pretty bulky and powerful, and will even be immune
to the myriad Earthquakes my Sandstorm team will spew in Doubles and Triples! Most of the counters will indeed mostly be the
addition of a Focus Sash, and that alone is no guarantee of any real success: priority attacks, for example, completely foil such
strategies, not to mention the fact that you simply can't have more than one Focus Sash per VGC or Battle Spot team. That's why I
suggested Eelektross: for the synergy he also brings. It also helps to perfectly exemplify that why, while an inept near-Monotype
weather team can do unexpectedly well, variance should be given to the same weather teams, and in general variety should be used
because, while the same team may make awesome victories, they may lose just because one certain Pokmon was used. By all
means go ahead and make as many Pokmon compatible with your weather type as you can, but do consider variance as well:
Armaldo, for example, would work great on a Rain Dance team because he has nice Attack and Swift Swim, and given his movepool
will be a nice counter to the Water Pokmon's counters in Grass (via X-Scissor) and Electric (via Earthquake). He also can benefit
from Sandstorm's Sp. Def. boost since Sandstorm-setters are the main ones that will be going before Rain setters in a Rain-vs.-
Sandstorm battle, so there's huge value there. You may have to make a team in which not all of your Pokmon benefit from the
weather, just to lessen the number of sweeping counters to your team by inherently countering those counters. In any case, my two
cents.

Step #5 - Practice Makes Perfect: Think you have a good team? Before you waste time breeding and training the team in-game,
how about playing some Pokmon Showdown? Pokmon Showdown - just Google it! - is an online Pokmon battle simulator in
which you are matched up with other players around the world in Pokmon battles. You can set up a team as wanted, with the exact
set of EVs, IVs, moves, nature, anything you want, really; you can even play specialized metagames (such as 1v1 (only one
Pokmon per team), Monotypes (everyone must be of or part of a single type), or Hackmons (any Pokmon, any ability, any moves)).
By setting up the team and thus battling against others on Pokmon Showdown (just one battle won't do it, mind you; a good
estimate can be found through 30 or 40 battles, IMO), you will be able to quickly identify flaws in your team and be able to improve
upon that. Remember, those flaws could be critical, and thus could cause you to have to rebreed a Pokmon from scratch (like
Nature); the ability to simulate a battle will be invaluable to saving you time when it comes to needing to possibly rebreed the same
Pokmon multiple times for the right Nature or Ability.

Step #6 - Breeding the Team: Now that the theoretical/research/simulation part is done, you must simply breed the Pokmon for
their IVs and Nature and Egg Moves as appropriate, then EV train them to the levels where they evolve and learn moves properly.
That stuff is mostly covered in other sections, though. EVs, IVs, and Natures are discussed in the section The "Minor" Details - EVs,
IVs, and Nature, while Egg Moves and the breeding process (where IVs also are essential) are covered in the section Pokmon
Breeding.

Step #7 - Prove Your Might!: Now use that team! Now that your team has been sim-tested and bred, it's a nice time to put 'er
through the actual online competition. The big thing as you battle is to be able to learn from your mistakes, and correct them if
necessary. Minor ones, like a bad moveset or incorrect EVs, are relatively easy to correct, while nature or IVs or egg moves can
require rebreeding. Don't be scared or disappointed to rebreed a Pokmon. Let your battles inspire you to create a good team;
correct your flaws and move on. If you discover or realize a new technique you never considered, feel free to test it out. The main
thing is to never be that moron that thinks "Oh, my team's the best, I don't need to fix anything". All teams will have flaws. All teams.
Without exception. With that in mind, be willing to do minor fixes to your own team as time goes on, and be open to new ideas. I
never thought I'd want to use Aegislash after messing around with it some, for example, despite its power, due to its flimsiness in its
Sword Forme. Then I figured a great way around that. It's not flawless, but it works. But it required me to change from the priority-
attacking set it had, and thus meant rebreeding. Be open-minded, and be ready to learn, even though your team is battle-ready; with
721 Pokmon in the game as of now, and millions of ways to customize them, you should always be ready, at any second, to learn
something new, for there is no way to know everything about Pokmon and Pokmon strategy - there are 1,073,741,824 different
ways to arrange your IVs alone, and well around 10^1000 -- that's a "1" followed by 1,000 zeroes! -- combinations when you bring in
EVs, Nature, and Pokmon species, abilities, levels, genders, items, and moves.

Step #8 - Believe in Yourself: But, despite the fact that every team has flaws, and despite how much strategization and research
one might put into a team, there is a single key element that makes the difference -- belief. I don't care if you somehow do create the
ultimate Pokmon team with no inherent counters; if you do not believe your team is worth having, no one will. It may sound clich,
but it does have a psychological basis - if you do not believe you can do it, you are inherently setting yourself up for failure. I don't
give a crap what anyone else says about my team, nor should you value your team simply upon the evaluations other people give --
if you truly and earnestly believe your team is a great team, then that perhaps may be all you need. (That said, do be open to the
criticisms others give, but be sure to also weigh them: don't accept/reject mindlessly, but consider them.) Personally, I value a team
whose worth is beyond mere words, a team whose strategy and value you cannot easily voice, cannot quite put into words: I've tried
many a time to get my current team in a "Rate My Team" topic on the message boards before (mind you, a team that's gotten me into
the Top 500 on both Pokmon Showdown and the Pokmon X/Y Rated Battles), but I can never quite put their value into words. The
difference between my team and the general Pokmon team is that one element of faith: I believe my team is good, and I believe I
can win. I know my team inside and out, and even in some ways I probably can't voice; I believe in them, and that's why I feel my
team to be good: not because it's the best, but because it's my best, and I know it.

Step #9 - Removal of Flaws After Creation: I know, it's not a lot as to how to make a great team. It's very superficial. I've spent
months simply optimizing my current team as it is. But keep in mind that there is no perfect team; for, if there was, everyone would
use it, right? The main thing you can do is to keep improving your team in minor ways. I've had to re-EV train some of my Pokmon
three or four times just to fit certain strategies a little better, and sometimes I've had to scrap Pokmon or the whole team entirely.
Your team will not be perfect, and you will never go for an extended period of time without a loss. Take these losses and learn from
them; learn what was wrong with your team, learn what was wrong with your execution, and use that so that you don't screw up as
much. You never know, you might even get a new idea for a new team or for a new strategy that could take you in whole new
directions. Ultimately, it can be summed up as this: there is no perfect Pokmon team; so long as you are satisfied with the one you
have - a team you love, a team you know inside and out - then that's as perfect as is needed. After all, once you believe you've got
as perfect a team as you can possibly manage, Pokmon itself should be focused upon with nothing more than the attitude originally
given to it: it is a game, so simply have fun! =D

Common Pokmon Roles

This is an analysis of the general roles you'll find people use for Pokmon; again, not every role is here, mostly because some
Pokmon can fit multiple roles, and other roles are usually only compatible with a niche few Pokmon. This is a generalized section,
mind you; I am not going into detail about each role that an individual Pokmon or restrictive set thereof could or should play, simply
because I don't have the time. Smogon is probably the site for that.

Nuke: This term does not apply to one Pokmon necessarily as a role, but moreso as a specific move it has; thus, why I posted this
one first. A nuking move is often a filler move when the player cannot find a good other move to put in there, though it sometimes can
be part of their strategic. Nuking moves are typically used with the intent of high-power, high-reward: these moves include those like
Overheat, V-Create, and Draco Meteor which weaken the user after use, but it can be extended to any extremely powerful move that
has some drawback. Because of this drawback, it is often only used once, and usually as a last-ditch move: like "I know I'm going to
die, so I may as well deal what damage I can". Their viability (except with White Herb in a set few instances) is usually pretty low in
most cases. The most notable case of a viable version of this is Salamence with Moxie in which Salamence uses Draco Meteor for a
OHKO and then the Moxie boosts its Attack so that it doesn't need Draco Meteor again.

Physical Attacker: This Pokmon typically will have a base Attack stat of 125+ for general competition. Depending on the
Pokmon's other stats, people can go bulky (Adamant + 252 EVs in Attack and HP or Adamant + 252 Attack EVs + EVs to equalize
Def./Sp.Def. and then the rest go for HP) or people can go a fast, powerful striker (Adamant or Jolly + 252 Attack EVs and 252
Speed EVs). Whether to favor Attack or Speed in the latter is up to you. Most will run Jolly unless the Pokmon is very fast, though,
such as with Talonflame or when using Choice Scarf when most would not expect this. Pokmon like this also tend to use one of
several items: a Choice Band (especially on Outragers and Thrashers), a Choice Scarf (for speed), a Life Orb (for flexibility on fast
sweepers), an Expert Belt (flexibility without HP loss), a Leftovers (for bulky ones or as "nothing else worth using"), or a Shell Bell (for
exceptionally powerful and speedy Pokmon - and I mean VERY). Example Pokmon for bulky physical attackers would include
Conkeldurr, Multiscale Dragonite, and Mega-Mawile; good speedy physical attackers would include Blaziken, Haxorus, and
Talonflame. When choosing a Physical Attacker's moveset, it's wise to not just use all attacking moves. Don't get me wrong, you will
want two or three usually. However, keeping that one status move will help to check other Pokmon. For example, say someone
brings out a Pokmon that likes to clearly uses status ailments, such as Rotom-Wash with Will-O-Wisp: Taunt can be a viable option.
Other Pokmon have status moves for the sake of set-up sweeping, as noted later. But the only real reason to use an all-offense
moveset is due to Choice item usage so you can have maximum coverage.

Special Attacker: Essentially, you can imagine this as a Special-oriented attacker, rather than a physical one. There are no
particular widespread advantages to one or the other, though. Typical bulky Special Attackers will use a Modest nature with 252 Sp.
Atk. EVs and equalizing Def./Sp.Def. or just all to HP. If speedy, they prefer Modest or Timid with 252 Sp.Atk. EVs and 252 Speed
EVs. The items essentially remain the same, although Choice Specs would clearly be favored over Choice Bands. =P Good speedy
special attackers include Gengar, Alakazam, and Zoroark, whereas good bulky ones include Chandelure, Reuniclus, and Mega
Ampharos.

Mixed Attacker: This is the hardest category to get right, simply because pretty much any Pokmon - with the right EV split and
Nature - could fit somewhat well into this category. A good mixed attacker won't have a nature that affects their stats or, if it does, it
will be the Defenses or Speed simply due to a strategy. (For example, you could take Tyranitar's Sp. Def. down to boost Sp. Atk. on a
Sandstorm team, since Rock Pokmon get a 50% Sp. Def. boost in Sandstorms. Or lower Speed on someone holding a Choice
Scarf.) Alternatively, there could be a boost in the attacking stats, especially if one's lower, to help equalize them. This Pokmon also
tends to be rather fast or rather bulky, so that the Trainer can build up both Attack and Sp. Atk. to relatively equal levels. Few
Pokmon truly fit well in this role, however. Sandstorm-team Tyranitar, Lucario, and many legendary Pokmon can fit somewhat-well.
The main problem with a mixed attacker is that you are sacrificing attacking prowess for flexibility, many times. For example,
Tyranitar is largely better for physical attacking; however, Sandstorm team users tend to give him a mixed set since the Sandstorm
team tends to be reliant on physical attackers, and some moves are more available in the Special class - such as Ice- or Fire-type
moves - that you cannot easily get as a Physical user. You might not be able to hit as hard as with a fully-physical set (because logic
dictates equaling the Attacks out: no point in using Ice Beam if your Special Attack is obscenely-low), but you at the same time are
more able to counter threats. It can go either way - as I said, it's mostly reliant on the team you have.

Sweeping Attacker (a.k.a. "Sweeper"): A sweeper Pokmon will normally be a specialized subset of one of the above three
categories. A general physical or special attacker may have one or two status moves to somehow aid the party; even if intended for
attacking, they may have some other purpose in mind. For example, Mega Banette makes a great physical attacker, but with
Prankster it can also be nice at trolling with Thunder Wave or other such moves or using Destiny Bond as a "take you down with me"
move. Sweeper Pokmon are however definitively powerful, definitively fast, and definitively only intended to attack. Their primary
goal is to be able to hit as many Pokmon super-effectively as possible. In turn, that must mean they have a varied movepool such
that they can learn a huge variety of moves. Examples include Lucario (Aura Sphere, Flash Cannon, Dragon Pulse, Psychic),
Dragonite (Dragon Claw, Thunder Punch, Ice Punch, Fire Punch), Protean Greninja (Scald/Surf/Hydro Pump, Ice Beam, Dark Pulse,
Grass Knot/Hidden Power Fire), and many other Pokmon. No one Pokmon has ever been able to hit all Pokmon supereffectively,
nor will any be able to: the goal is to get as close to that as possible. Most of these Pokmon will have a maxed offensive stat, maxed
Speed, and Jolly/Adamant or Timid/Modest Natures, depending on their general stats and items. They will usually hold Expert Belts
(+20% damage when super-effective) or Life Orbs (+30% damage, -10% HP per attack, particularly used on those with Sheer Force):
this way, they can always switch moves rather than be forced into a single move like with Choice items. This enhances their ability to
sweep by increasing their offensive output while at the same time keeping the flexibility.

Self-Buffing Attacker (a.k.a. Set-Up Sweeper): A good few Pokmon are able to play this role nicely. The key aspect of this is that
the Pokmon is definitively bulky; for example, you give them a Nature and EVs to equalize or max out their Defenses and HP rather
than their Attacking stats for one key reason. (You can also go for boosting Attack and Speed like normal if you prefer, it's really up to
you.) The other possibile use for this set is that the Pokmon is able to switch into a situation that is tough for the opponent, allowing
you to capitalize on a predicted switch out with a boost. (For example, you send out Talonflame against a Breloom, giving you a huge
advantage and a likely one-hit kill. Instead of attack, you could use Swords Dance, or even Tailwind or Will-O-Wisp to boost not
yourself but general help yourself and then wait and see what the foe brings out, in case you end up in a different situation that is bad
for you.) That reason is that the Pokmon is intended to bulk themselves up using one of several moves; Swords Dance is common
for physical attackers (Attack +2 stages), and Nasty Plot for specials (Sp. Atk. +2 stages). Dragon Dannce (+1 Attack, +1 Speed) is
also very good since it boosts both Attack and Speed, though these Pokmon generally have to get in several uses or train in Attack
and Speed to maximize its viability; only Dragonite with Multiscale and some other helpful item can really pull it off with DD. Due to
the Pokmon being bulky or capitalizing on the switch, they get a free boost which can be helpful in the long term if the Pokmon
lives beyond this turn. I've swept whole teams with 2-Dragon Dance Dragonite, for example. Sadly, the moveset for these is relatively
restrictive. There's your buffing move, a powerful STAB move, and a priority move in general (so you can still generally attack even
though you're clearly slower). Having Protect or the like in combination with Leftovers can help out; alternate between moves and
Protect to restore 12.5% of your HP every two turns, although that can be predictable and lead the opponent to their own buffing or
switching to more advantageous Pokmon, so take that as you will. A very common Pokmon for this role is Aegislash, simply
because he can be both bulky and offensively devastating due to the way Stance Change works if you think about it right. Scizor also
works well for this, and I like to use Darkrai for it after Dark Void. Mega-Kangaskhan with Power-Up Punch also is pretty common,
since Parental Bond-boosted Power-Up Punch hits twice, and is thus an Attack +2 boost, which is very common on its moveset in
X/Y. Further examples include Lucario, Talonflame, Mega Mawile, and Xerneas.

Kamikaze Attacker: In my eyes, a "kamikaze attacker" is a more advanced version of the "self-buffer", for their strategy is
superficially suicidal: one wrong step can end up with a quick death. These Pokmon will rely on moves that highly buff them, such
as Shell Smash (Attack, Special Attack, Speed +2 stages; Defense, Special Defense -2 stages) - in fact, Shell Smashers are the
most common variety of this Pokmon. Dragon Dancers also work, but the important characteristic is the boosting of Speed. This
Pokmon will always have either Sturdy or a Focus Sash so as to ensure their survival; if they are Sturdy, then they may hold a basic
item that boosts their own output without drawback, such as the Plates, or perhaps rely on the Weakness Policy's own boosts, even if
it is not necessarily true that you'll be hit super-effectively. They will wisely be trained in an offensive stat and their Speed - regardless
of their real Speed - as they will likely have it boosted to the point that even a low base Speed is faster than most Pokmon. A priority
attack, if at all possible, would be invaluable. Their strategy works like such: boost every turn until death is relatively assured. This
commonly occurs after a super-effective hit triggers the Sturdy-and-Weakness Policy or Focus Sash. Their boosting each turn is
used not only to boost their offensive output, but their Speed; thus, when they attack, they will attempt to hit first and hit hard.
However, in this weakened state, they will also be vulnerable to even a weak priority attack, which is why a priority attack of your own
is very important to fully utilizing this set-up. The main counters to these kinds of Pokmon are indeed priority attackers or Trick
Room teams. Mold Breaker Pokmon can also defy Sturdy-reliant Pokmon, and multi-hit moves (i.e. Mega-Kangaskhan with
Parental Bond) are able to wipe out Sturdy and Focus Sash if strong enough.

Counterattacker: A very rare role, this role is mostly delegated to Singles or 1v1 play. The main purpose of this Pokmon is to
simply counterattack anything that comes; by knowing the opposing Pokmon, if you assume the opponent knows basic Pokmon
strategy, you can assume their next move class used. For example, Blaziken is a good physical attacker; he'll likely use a physical
move. This counterattacker will then counter that move, typically with Counter, and OHKO it due to high damage returned. Few
Pokmon fit this role barring Swampert (Counter/Mirror Coat) and Aggron (Metal Burst/Sturdy), though. The Pokmon will need to be
quite bulky, and generally wear a Focus Sash so they avoid being killed in one-hit if they're not already Sturdy.

Damage Sponge (a.k.a. "Wall" or "Tank"): Damage sponges are also a rather rare role to find, but they can be quite useful,
especially in Singles play since the proper use of a sponge is very much based on your prediction skills. A damage sponging
Pokmon will have its Defense, Sp. Def., and HP brought as high as is naturally possible; the Assault Vest is an interesting aid to
this, but it does prevent the use of status moves, a critical component of sponges since they tend to have pretty poor attacking
movesets or stats. Other common aides are Leftovers, Black Sludges on Poison or Poison Heal Pokmon, or Eviolites on Pokmon
not fully evolved. The general idea is this... Say your opponent has a Pokmon out that, for whatever reason, has a huge attacking
advantage over you: for example, a fast Alakazam you already know to have Focus Blast is against your Tyranitar. That Focus Blast,
if it hits, can easily be a OHKO. Thus, you would likely switch: a wise switch would be to a Special Damage Sponge, a Pokmon with
high HP and Special Defense to essentially negate damage. Blissey is common in this instance. The moveset of the sponge is mostly
dependent on the team, but it typically relies on status moves, like Blissey with Thunder Wave; when possible, the sponge also has a
self-healing move, such as Moonlight, Softboiled, Synthesis, and Milk Drink, among others, which helps to turn it also into a PP
sponge against the enemy to slowly limit down their moveset.

Revenge Killer: This Pokmon is almost never brought out as a lead Pokmon, and always has a priority attacking move.
Personally, I'd also suggest Pursuit, for reasons to be named soon. See, this Pokmon's role is to kill off any foe that you've been
grinding against, but it killed you; the foe probably has low HP now, and killing it would be a good idea. Thus, you bring in a Pokmon
and hit the opponent with a priority attack; this generally lets you attack first and kill the foe, and they generally won't switch because
that'd be pointless damage to the one switching in. (The exception is if you use a move that won't affect some Pokmon, like how
Quick Attack or Extreme Speed won't hurt Ghosts. People could assume you'll use one of these, or just use a Protect-like move to
scout for the revenge-killing technique and then switch. That's why I'd also recommend Pursuit, for if the switch could be easily
predicted, and you're faster than the opponent presumably, then you'll go first either way, but Pursuit allows you to kill a switching-out
Pokmon in this case.) All priority attacks are going to be physical (except Vacuum Wave), so good physical attackers work well for
this role. They generally won't want to be underpowered, so Choice Bands or Life Orbs are also common, or Focus Sashes on the
flimsier of these. Good Pokmon for this role include Scizor with Bullet Punch, Gale Wings Talonflame with Brave Bird or a Flying
Gem Acrobatics, Aegislash with Shadow Sneak, and Dragonite with Extreme Speed. The reason I recommend these in particular are
because these Pokmon can also set off as a physical-attacker role after the revenge-kill, as they're good attackers in themselves
that will be able to survive for longer than this one, niche purpose: that would be the key aspect of any revenge-killer.

U-turner/Volt Switcher (a.k.a. the "Volturn" strategy): This is moreso a duet or triplet of Pokmon using the moves U-turn and Volt
Switch to get their way with you. See, these moves deal damage, and then the user switches out. A wise player would try to predict
the opponent's next move and then send out a Pokmon that will resist that move. For example, the battle is currently in a Trick
Room with my Scizor versus Talonflame. Due to Trick Room, my (crappy) U-turn goes first and does minor damage. Scizor switches
out and I send, oh, Houndoom, who happens to have Flash Fire. Houndoom is hit with Flare Blitz, his damage is negated, and his
power boosted. I then Mega-Evolve and use a high-powered Overheat and could OHKO that Talonflame. Or I could send out Rotom-
Wash and Thunderbolt him (or Hydro Pump, but it's less accurate)... You see? The only way to counter this tactic is to out-predict the
opposing Trainer, or to run them out of PP.

Status Crippler/Status Troll: This Pokmon will almost always rely on the Prankster ability to get their job done: common examples
include Sableye, Klefki, and female Meowstic. Why? This lets a variety of status moves go first, which are mostly used to cripple the
opponent. Will-O-Wisp is common as a counter to physical attackers as is Swagger (followed by Foul Play); Thunder Wave can
simply stop a fast offense; Quick Guard became common in the X/Y metagame due to Talonflame's overuse; Flatter can counter
Special Attackers; and there's even Taunt or Safeguard to work against the Pokmon using this same strategy. Those working on this
strategy will often hold Leftovers or Focus Sash to increase lifespan. EV splits tend to vary, but focus on bulk. Personally, it is best to
give these Pokmon maxed Speed for sure: while they won't be attacking in most instances, it allows them to go first. Status
Cripplers are particularly vulnerable to Taunt, so being able to stop someone from using Taunt on you, or at least getting that one
move in before they do Taunt you. Typical counters to the Taunt vulnerability are Taunting the Taunter, Safeguard, and Magic Coat.

Status Supporter: Support Pokmon will mostly take their precedence in Double or Triple Battles in this game, mostly since they aid
an ally immediately and make their slot less wasted. These Pokmon also tend to be Pranksters, just like cripplers, though Klefki and
female Meowstic are far more favored than Sableye; in those, those two in particular are good for running mixed-status sets. They,
too, will be bulky, as usual. In this instance, they mostly support the party by boosting the party's stats in some way or otherwise
protecting them. Light Screen and Reflect are very common, as could be stuff like Quick Guard and Wide Guard. (The former's
mostly used as a Talonflame counter in the X/Y meta.) Helping Hand is also particularly nasty for Supporters to have since it boosts
the power of the target's move by 50% and it always goes before any offensive move. Support Pokmon don't focus on much else
but boosting the party, and while that seems like a waste, keep in mind that Light Screen and Reflect together halve all damage for
five turns. That's effectively doubling the life of your party. Helping Hand is like a Choice item power boost without the Choice item
restrictions - and a 2.25x power boost with it! Never neglect a supporter - in fact, they should be your first target if you spot them.

Baton Passer: A Baton Passing Pokmon is sort of a specialized version of the Supporter Pokmon, and is typically used in Single
Battles since it's easier to manage. A Baton Passing strategy relies on the core fact that Baton Pass will pass stat changes from the
user to the Pokmon brought in by Baton Pass. For example, if I use Swords Dance twice, then use Baton Pass to bring in Blaziken,
it will be as if Blaziken had used Swords Dance twice. This can be significant in transferring stat boosts to Pokmon that don't have
the ability to use the moves to boost those stats or don't have them in their moveset (such as Blaziken with Swords Dance), or for
giving the boosts to Pokmon too frail to be a true set-up sweeper (such as Talonflame, Alakzam, Gengar, and Greninja). How does
the Baton Passing strategy work? Firstly, you will often lead with the Baton Passer. Most Baton Passers will be trained for Defense
and Special Defense and HP, often hold Focus Sashes if not Sturdy, and must have a way to boost stats (ability or move) and must
know Baton Pass. Most Baton Passing Pokmon will use Protect first (usually only if they know Speed Boost, common on Ninjask
and Scolipede Baton Passers), then the boosting move, and alternate until they think the next move (or the move after next,
depending on the foe's Speed) will kill them, which means next up comes the Baton Pass itself. The main counter for this strategy
would be a priority-attacking Pokmon: since Baton Pass is not given priority, nor can any Prankster Pokmon learn it, you can get in
the priority attack before the Baton Pass occurs, since most people wait for the "I'm about to die" moment (like when the Focus Sash
activates) before using Baton Pass. And, if you have priority versus no priority, you win this bit. The most common Baton Passing
Pokmon are Scolipede and Ninjask, who can also use their Speed Boost abilities to transfer a Speed increment in addition to
Swords Dance and perhaps some other boosting moves like Iron Defense or Hone Claws (for accuracy); some Blazikens will also
use this strategy, though infrequently. The best counters for this tactic are just about any priority attacker you can think of that has
decent power, such as Talonflame with Gale Wings Brave Bird or Banette/Mega-Banette with Shadow Sneak. Taunt users -
Prankster Sableye and Gengar/Mega-Gengar are common for this - also work very well.

Hazard Maker: These Pokmon tend to set up entry hazards; since you and your opponent see each other's teams before the battle,
it's easy to see what works well. Stealth Rock absolutely murders people with Charizard, and there's also Toxic Spikes, for example,
to continue piling on the damage. This role is usually dedicated to something rather bulky, such as Skarmory or Ferrothorn, and is
relatively rare, except in Singles play. Your best bet to counter them is to know that they'll lead with this Pokmon. =P In any case,
these Pokmon focus on bulk, but it'd take an idiot to leave the Pokmon without an attacking move of some sort, just to do
something after the hazards are set. Skarmory commonly has Brave Bird or Steel Wing, and Ferrothorn often has Gyro Ball or Power
Whip, for example. A different way to counter hazard setters is to actually use these turns to set-up: use several Swords Dances or
something, for example, to really power-up your damage output. However, a lot of hazards can be set in by that point, so if you plan
to counter it this way, be sure to have someone with Rapid Spin or Defog on your team, preferably the latter as it also lowers Evasion
by one stage and removes barriers like Light Screen and Reflect.

Weather(-Like) Setter: Similar to a Hazard Maker, this Pokmon will mostly be there to set up a weather or weather-like condition.
These are most often used on weather teams or Trick Room teams, and will have the move to set up the weather or the ability; if they
use a move, people like use Pokmon with the Prankster ability if possible to still make the effects of the weather apparent quickly or
to override someone else's weather, like with Prankster Whimsicott and Sunny Day. These Pokmon will typically intend to attack if
they set up a real weather condition, and thus tend to favor the role of a Physical/Special/Mixed Attacker beyond this role. Trick
Room setters are the exception, since they must use a move, and thus tend to be bulky to survive until the move is used. Commonly
used Pokmon include Mega Charizard-Y (Sunny), Ninetales (Sunny), Politoed (Rainy), Tyranitar (Sandstorm), Hippowdon
(Sandstorm), Abomasnow (Hailing), Slowking (Trick Room), Mega Slowbro (Trick Room), Reuniclus (Trick Room), Cofagrigus (Trick
Room), and Aromatisse (Trick Room). Being able to counter these Pokmon will be essential to your team!! You need to
recognize your opponent will be using a Weather team, and must send out a Pokmon, often on the first turn (since they tend to set
up weather ASAP), to immediately get rid of the weather setter. Granted, the weather will usually be already-set via ability (barring
Trick Room, which is often countered through Taunt, forced-exit moves like Roar, or outright KO's), but notice how a good chunk of
those Pokmon are by definition able to abuse their own weather condition and/or Mega-Evolve. Mega-Charizard-Y using Fire Blast,
Overheat, or Blast Burn in Sunny weather is no joke: it's by definition more than double damage (STAB = x1.5, Sunny = x1.5) before
type effectiveness is accounted for; Blast Burn would be a whopping 337.5 base power. They can often be the strongest Pokmon on
the team as a result of this stuff: don't let them get by! Their main flaw - at least in the way-overused ones - are double-weaknesses,
such as Charizard Y's double-weakness to Rock, Tyranitar's to Fighting, and Abomasnow's to Fire. That's not to say that the
strategies are themselves flawed. For example, your foe could set up Light Screen or Reflect to cut damage against you (it literally
CAN save you from a KO, even despite a double-weakness) or use Tailwind to force them to go first with an overpowered move (like
how Mega Charizard Y could use Solar Beam against Mega Tyranitar) that could induce the KO.

Gimmick: Several Pokmon in the game are simply attuned to gimmicky strategies that don't have much chance to work in theory,
but will possibly work in practice and in niche situations. Some people tend to use them in the instance that they end up with one or
more slots have nothing good for them, depending on the team-wide tactic, and thus they feel they may as well try something that is
insanely difficult to counter in certain niche situations. Here are several examples:

F.E.A.R.: The most dreaded of the gimmick strategies, it is rarely used outside of Single Battles and will absolutely devastate
a team that is unable to status the F.E.A.R. Pokmon, or even hit multiple times or abuse Mold Breaker (or similar abilities) in
some cases. The most common Pokmon for this is Aron with Sturdy and a Shell Bell. This Aron needs to know Endeavor
and be Level 1. Due to being Level 1, he will likely move last on the first turn, using Endeavor last. Due to low Defenses, he'll
likely be at 1 HP and reduce his opponent to that level. Due to the damage dealt, Shell Bell refills his HP to full again. Then
the Pokmon dies when the Aron attacks via some means. (Pokmon other than Aron will favor Quick Attack or the like: a
priority move, essentially, to move first.) Sandstorm also helps that out.
Transform: Personally, I don't think this is a big gimmick, but, hey, whatever. Transform is a move whose details can be
viewed by clicking the nearby link: essentially, you can use it to copy a Pokmon, even your allying Pokmon in a
Double/Triple/Multi Battle. This allows you to view the opposing movesets and all that jazz; this strategies' uses can vary
depending on the situation. Personally, I like to copy Pokmon who have been buffed up so I copy their buffs. Pokmon that
fit this role typically are Ditto, Smeargle, and Mew, each with a Focus Sash. The main reason this may not work is because
people can have counters to the Transformer on their team, and it's very terrible to use without Imposter (because then you
just have Ditto or Smeargle (in VGC-like play), both of which are flimsy and easy to beat). The self-countering aspect is never
considered in most Pokmon teams, but most Pokmon have a way to beat themselves or the allies on their team by pure
coincidence. For example, on one of my old X/Y teams -- Kangaskhan beats Aegislash (Earthquake) who beats Greninja
(Sacred Sword) who beats Dragonite (Ice Beam) who beats Talonflame (Thunder Punch) who beats Lucario (Flare Blitz) who
beats Kangaskhan (Focus Blast/Close Combat). And, yet, I never intended that to happen!
Power Trick Shuckle: Shuckle has the highest Defense and Special Defense of all Pokmon in the game, a base of 230 in
each, making it exceed well over 500 with the right nature/EVs/IVs. He is a friggin' tank. And then Power Trick swaps Attack
and Defense, making Shuckle stronger than any other unboosted Pokmon. It can work well with the right strategy, although
there is no strategy will really work out with this except in niche situations. (The main counter I always found was Talonflame -
I tried a Doubles strategy where my ally was Greninja, who used Mat Block to help out. Shuckle Power Tricks on Turn 1 while
Mat Block occurs. Shuckle Protects, Greninja attacks. Shuckle Attacks and Greninja Mat Blocks. A priority attacker will win
this fight since Talonflame can OHKO Greninja in most situations.) Why? Because Shuckle's Defense will become a base of
TEN. We're talking weakest in the game. It can work against a Special Attacking team (that lacks Psyshock), or on a physical
team when Wonder Room is used, I'll grant you that, but most people aren't going to fall for this and will be able to counter it.
Sturdy Shedinja: The strategy of the Sturdy Shedinja is itself insanely overpowered: if someome can get it up, it's a slow,
painful defeat for their opponent. Sturdy Shedinja relies on the fact that OHKO'ing moves will result in the wielder of Strudy
having 1 HP - and since Shedinja always has 1 HP, it will always keep that 1 HP! To set it up, it usually must be a Double or
Triple Battle, and you often have to use Worry Seed on Shedinja to give it the ability Insomnia, then on the same turn have a
Pokmon slower than the Worry Seed one use Skill Swap on Shedinja to swap Sturdy and Insomnia. (The Pokmon with
Sturdy and Skill Swap should already have been given it via Entrainment or Skill Swap on a prior turn.) The main reason this
is a gimmick? For the main reason that there are tons of ways to still kill the Sturdy Shedinja. These include Poison, Burn,
Confusion, entry hazards, Mold Breaker attacks, Teravolt attacks, Turboblaze attacks, the use of Gastro Acid to negate
Sturdy, Entrainment or Skill Swap from an opposing Pokmon onto Shedinja to get rid of Sturdy, Hailing weather, Sandstorm
weather, Shedinja hitting a Pokmon physically that wields Rocky Helmet, Rough Skin, or Iron Barbs... The list goes on: that's
the short list! Not to mention that all of the Pokmon involved would have to avoid getting Taunted or KO'ed.
No Guard + Sheer Cold: As you know, Sheer Cold is the best of the OHKO moves as it is not affected by Pokmon
immunities: even though it is a 30% hit rate in most instances, it nonetheless will be able to hit every Pokmon. And you
probably also know that the ability No Guard has the ability to make any move 100% accurate from the wielder. Sheer Cold
and other OHKO moves are affected by this, creating a great possible abuse: instanteous OHKO moves with 100% accuracy.
This is very hard to set-up in many instances, however: it would require quite a bit of luck in Doubles, and about as much in
Triples even though it is manageable in the latter. I'll discuss it like that. In Triples, you will have the Sheer Cold Pokmon, a
mediatory Pokmon with Skill Swap, and the No Guard Pokmon: for the sake of simplicity, they will be Walrein, Alakazam,
and Machamp respectively. Walrein will usually run Scarf, Alakazam Focus Sash, and Machamp ... something. Alakazam Skill
Swaps with Machamp on Turn 1, and then with Walrein on Turn 2. Boom: No Guard Sheer Cold. However, the reliance on
that central Pokmon is the main flaw to this strategy: if they or the No Guard Pokmon are killed, everything is shot. If the
Sheer Cold Pokmon is too slow, they will be easy to kill off despite the Sheer Cold. Plus, there is the general flaw with Taunt.
No Guard + Sheer Cold is no doubt a formidable strategy, but it is moreso reliant on luck than anything. It would be highly
effective in Single Battles, too, but it is impossible to set up in such a situation, and Double and Triple Battles dilute its
effectiveness since those rely on the cooperation on the team of Pokmon, not the abuse of one.

Choosing Your Hold Items

Barring specialized competitions or those that attempt to emulate the Pokmon Red/Blue metagame, any of your Pokmon will be
able to hold some kind of item. For most official competitions and certain areas in the game itself, you usually cannot have duplicate
items or Soul Dew, but beyond those there's no limitations for you. There are hundreds of items you can hold, too, making your
choice of item very very very critical to your Pokmon's strategy as a whole. There is a general list of the hold items in this section;
Berries can also be held, and are found here. And of course, there's also Mega Stones that Mega-Evolve the Pokmon holding them
and they cannot be taken away by any means: note that, since you can only have one Mega Evolution per battle, you need to be
careful what you do.

Here's a general overview of the items you can hold (well, should - some are completely stupid) and why. This assumes general
official competition rules, by the way: that means those only working on legendary Pokmon aren't here and neither is the Soul Dew,
but most others were at least looked at. As with everything else in this section, this is simply a personal evaluation, and I'm open to
external notes, but keep in mind that this section is primarily aimed at generalities rather than specific strategies.

Assault Vest: The Assault Vest boosts Special Defense by 50%, but prevents the Pokmon from using status moves: obviously,
then, the Pokmon should be a dedicated sweeper of either Special or Physical orientation. I commonly find this item useful on
Sandstorm teams. Most of the Pokmon compatible with Sandstorm's Sp. Def. boost of 50% still won't have a lot of Special Defense
after that initial boost (even if EVs are accounted for): Rhyperior and Gigalith come to mind for this. This allows that boost to be
further compounded to 2.25x the norm, which can exceed even their rather high Defenses, making them very bulky, though with the
aforementioned examples you still need to be wary of those double-weaknesses and the like. This can also be used on Pokmon
whose weaknesses are often Special-classed: for example, Dragonite with Multiscale will only take normal damage from Ice Beam
(halved from Assault Vest, then halved from Multiscale), which gives you time to take out the user of Ice Beam. Other uses of it are to
create Special walls out of Pokmon, mostly for Single Battles: Dragalge with Adaptability works well both as wall and attacker
because of this.

Berries: For the most part, there are only two types of Berries uses, unless you count the use of Natural Gift. First are Sitrus Berries,
which can be used to heal 1/4 of your HP when you get below 50% HP: I've seen this most often with very bulky Pokmon or those
that used Belly Drum to help insure their survival. The other Berries used are those that halve the damage from particular super-
effective attacks, like how the Occa Berry halves damage from super-effective Fire moves. The latter are used most often with bulky
Pokmon with a niche, common double-weakness: for example, Scizor and Escavalier (Bug/Steel) are weak to only Fire, and it's a
double-weakness, meaning that without an Occa Berry they are often OHKO'd with a Fire move. As another example, Dragonite,
Salamence, and Garchomp are double-weak to Ice, so some people tend to make them hold Yache Berries as a counter. In most
cases involving decent Pokmon that aren't very flimsy, they'll survive one such attack, if just barely, so you might manage. I will add,
as a footnote, I've seen Lum Berries and Chesto Berries used to remedy statuses (Chesto Berries to use Rest and immediately
reawaken, Lum Berries for generalities), though it's not nearly as common as those instances.

Black Sludge: This can be useful on Poison Pokmon: it works like Leftovers, but this thing is not usually beneficial for someone to
Trick away from you since it only helps Poison Pokmon or those with the Poison Heal ability. Like Leftovers, it's better left for bulky
Pokmon, and perhaps those that can compound its effects with Protect.

Choice Band/Specs: The Choice Band and Specs are items that make the Pokmon use only one move (until they switch out or
lose the item), but their Attack or Sp. Atk., respectively, will be boosted by a whopping 50%. Pokmon with Choice Bands and Choice
Specs are often Pokmon with naturally high stats so as to turn them into complete nukes: additionally, they're often also of a decent
Speed so that they don't end up dying just because they go last. They also tend to be sweepers since, once they're out, they're often
forced into using a specific move: thus, the initial flexibility will be key to the battle. Choice items grow more useful as more Pokmon
get into the battle. For example, say in a Single Battle your Choice Band Dragonite uses Dragon Claw. If the opponent brings out
Sylveon (a Fairy Pokmon), you'll be forced to switch. In Double and Triple Battles, however, it is much less likely that you'll have to
deal with such situations: you may not always be able to hit supereffectively, but you might be able to work things to your advantage,
though you are also crutching on the fact that you want the Choice Pokmon to do at least neutral damage barring a few
circumstances.

Choice Scarf: The Choice Scarf is like the above two items, but this boosts Speed by 50%. This is used by Pokmon with decent
Speed that you want to end up moving first whose power is already more than sufficient. Common Pokmon I've seen for this role
are Garchomp, Mamoswine, Landorus, Gengar, and Terrakion: all Pokmon who are decently powerful without additional boosts, so
the Speed boost is nice. The only problem is like with the other items: you can only use one move and can thus be forced into
unideal situations. Furthermore, to skilled players, it'll also be noticeable when it's used since they'll be able to compare the natural
Speed of their Pokmon with that of the one with the Scarf and see "Wait, that Pokmon's not normally faster than mine ...
something's up...".

Eject Button: This item is not used too often, but it can be useful. What this item does is, when the holder is attacked, they are
immediately switched out, although it's just that one time. It can be a useful way of arranging it so that you will be able to reactivate
Ability-based weather should it fail, for example, or you can use it to easily pile on Intimidates or other such abilities.

Eviolite: Eviolite tends to fall out of use as most people will tend to use fully-evolved Pokmon for most competitions: it boosts the
Defense and Special Defense of non-fully-evolved Pokmon (Mega-Evolutions don't count) by 50% each. If used at all, it is typically
used by Pokmon that gained a new evolution with Diamond/Pearl in 2007 since they were already decently powerful and bulky to
begin with: maybe not as much as their later forms, but the Def./Sp. Def. boost can surpass that perhaps. Porygon2 is one of the
more common users of this: it makes him quite bulky, and he already is a decent attacker. Chansey has grown in popularity as its Sp.
Def. bulk will exceed Blissey's quite significantly with proper investment, making it an insane Special wall.

Expert Belt: The Expert Belt will boost the damage dealt by 20% for super-effective attacks. Thusly, it is very commonly used on
fragile sweeper Pokmon that, while wanting a power boost, are too frail to be able to use the Life Orb effectively. It is very common
on sweeper Pokmon since they are inherently designed to hit multiple Pokmon types supereffectively, although I can see people
crutching on this boost to make use of the boost every time in Double/Triple Battles, which makes their moves increasingly
predictable. I've seen this most on Greninja since he's frail (thus, the Life Orb is usually not preferred: need all the HP you can get)
and the Protean ability really allows a lot of boosting to occur since he will already get STAB every time.

Flame Orb: This will Burn the Pokmon holding it. Using it usually is not that good for you; however, there are two uses for it. First, if
the Pokmon Burned has Guts, they will get a nasty power boost (and their lost Attack ignored); Facade also works similarly, though
it's pointless if they lack Guts, and there's a similar use for Flare Boost (where the Burned Pokmon's Sp. Atk. doubles). The second
primary use is for Trick and similar moves to Burn the target Pokmon, which is useful in pacifying physical-attacking Pokmon (that
lack Guts). Some people also use it on Special-attacking Pokmon for the purposes of preventing them from being Poisoned,
Paralyzed, or put to Sleep, though it's quite risky.

Focus Sash: The Focus Sash prevents the Pokmon from being killed in one hit from full HP, kinda like Sturdy, but it only has one
use. This can be used on Pokmon that have a specific role to play in the battle that they must play (for example, setting Trick Room
or entry hazards), which makes this item invaluable in Singles play since you'll almost never be hit more than once per turn in the
competitive envionrment. In theory, I suppose fast Pokmon or slow ones in the midst of Trick Room could use it also to make
Reversal and Flail do some nasty damage, and Endeavor from a weak, slow Pokmon can end up reducing the opponent to 1 HP
easily this way if you lack Sturdy (a la the F.E.A.R. tactic). In general, people mostly apply this to Pokmon with a preset specific role,
to Support Pokmon, or to Pokmon with naturally-low Defense or Sp. Def., all in the effort to lengthen their lifespan.

Iron Ball: This item by definition halves the holder's Speed and will also prevent them from Levitating or Flying. This can be well-
used by ground-bound Pokmon so that they intentionally have low Speed: this has a few uses, such as going first in Trick Room, or
empowering Gyro Ball. The latter is the more common instance, since the former is also doable by removing Trick Room and using a
Choice Scarf or something: lower Speed with Gyro Ball is nasty. You can also Trick it onto Pokmon to slow them down and/or
remove their Ground immunities, though that's not often. One final use is the move Fling: with that one-use move, it has a base 130
Power (the strongest possible Fling), and 195 if the user is Dark-type.

Leftovers: This is commonly used by bulky Pokmon so that their bulk is prolonged, making them survive longer and longer. It is
even more effective when combined with things like Poison Heal while Poisoned, Aqua Ring, Rain Dish, Ingrain, and so on: the
biggest boost is Leftovers, while Poisoned with Poison Heal, while Aqua Ring and Ingrain are active, healing 1/2 of their HP per turn.
Just a fun fact. People also tend to use this as a "go-to" item when they have nothing better to put on their Pokmon, which is mostly
an occurence with competitive standpoints where there is a "no-item-duplication" clause.

Life Orb: The Life Orb boosts all damage the user deals by 30%. For the most part, this is used by strong Pokmon that would
actually not benefit from a Choice item. For example, those Pokmon who are designed for sweeping, or those who have to play a
slight role in niche, sporadic situations (such as the use of Tailwind before dying, which is usually impossible with a Choice item,
barring the first turn), or those you simply want to be able to sweep effectively throughout the whole battle. This is best used on
Pokmon with the Sheer Force ability since, for some reason, that ability negates the 10% max HP lost due to Life Orb.

Light Ball: Pretty much the only thing that makes Pikachu worth using: it doubles its Attack and Special Attack. For the most part,
Pikachu is still virtually unusable due to its lack of Speed and Defenses, but it can have as much as 459 Attack at Level 100 with max
IVs, EVs, and a boosting Nature, when you account for this, which is admittedly pretty nasty. (It can be equated to a base Attack stat
of about 159 ignoring boosts and assuming that the Light Ball is automatic. By comparison, Pikachu's base Attack otherwise is base
55.)

Metronome: Metronomes are not often used: in a way, it's like a Choice item, but the boost is not immediate, since you're forced to
repeat the use of the same move to gain more power. Still, I've seen one notable instance of it: coupling Echoed Voice with
Metronome compounds that repetition boost, able to overpower the Choice boost in only a couple of uses. I've seen this most often
on Sylveon (a decent Special Attacker) since it can use its Pixilate ability to get STAB from it as well, and that Sylveon generally
doesn't have a good fourth move when filling out its set. As you'll recall, both Metronome and Echoed Voice will escalate power with
consecutive use in the order described below by "One Booster". The combined effect of the two is in "Both Boosters". With Normal
Pokmon or Pixilate Sylveon, you can also throw in STAB, and with Pixilate Sylveon you also throw in the possibility of a singly- or
doubly-effective move (1SE or 2SE, respectively, to keep it short). "Power" will refer to the resultant power of Echoed Voice, all these
things accounted for, while the rest are simply multipliers to the base-40 power. This clearly shows how undervalued
Metronome/Echoed Voice/Pixilate Sylveon is: of course, the problem will be keeping it alive long enough to get in 5+ uses, but that's
something one will account for in their strategy. For example, the Rage Powder or Follow Me diversion tactics work extremely well for
diverting the hits from Sylveon in Double or Triple Battles.

Iteration One Booster Power Both Boosters Power Both + STAB Power Both/STAB/1SE Power Both/STAB/2SE Power
Base x1.00 40 x1.00 40 x1.50 60 x3.00 120 x6.00 240
1st x1.20 48 x1.44 57.6 x2.16 86.4 x4.32 172.8 x8.64 345.6
2nd x1.40 56 x1.96 78.4 x2.94 117.6 x5.88 235.2 x11.76 470.4
3rd x1.60 64 x2.56 102.4 x3.84 153.6 x7.68 307.2 x15.36 614.4
4th x1.80 72 x3.24 129.4 x4.86 194.4 x9.72 398.8 x19.44 777.6
5th + x2.00 80 x4.00 160 x6.00 240 x12.00 480 x24.00 960

Power Herb: The intent of the Power Herb is to make it so that a two-turn move becomes one-turn. For the most part, this is useless
since most two-turn moves can be surpassed or bypassed in some way (e.g. Dig with Earthquake, Solar Beam in Sunny weather),
but one notable exception is the move Geomancy, which raises Special Attack, Special Defense, and Speed by 2 stages. At the
same time, though, the only Pokmon that can use it are Xerneas and Smeargle, and the latter only because of Sketch, so don't
expect to see this much in actual competition.

Ring Target: Simply put, this is just one of those items you'll want to Trick or otherwise put on your foes since it removes any
immunities they have. Its uses are pretty niche, though, since all Pokmon have weaknesses, so it's better just to try to combat them
all rather than waste an item slot on an item you only might use.

Rocky Helmet: The Rocky Helmet will hurt all contact attackers against the holder by making them lose 1/8 of their HP. This isn't
used much, but when it is, it is commonly used by Pokmon that have Rough Skin or Iron Barbs to compound the effect, such as
Ferrothorn or Garchomp.

Safety Goggles: Safety Goggles prevents the holder from being hurt by Sandstorm, Hail, and Powder moves, and the former two
are the two instances you'll mostly see usage for this. For the most part, people don't use it, though it can work on Shedinja to
prevent those instances from making him die virtually instantly. Particularly, I've seen people give Shedinja this in Hackmons when
it's Sturdy to really make it hard to get rid of. (Of course, it can be made Sturdy through other means, but they're tedious and heavily
based on luck.)

Specific-Type Gems: Note that the only Type Gym legitimately available in Pokmon games right now is the Normal Gem.
There are a number of Gems you can get that will boost the power of a certain move type by 30%, but only for one use of that move.
Gems are not used much anymore, but they still have some use - the main reason for their lack of use is that, while coded into the
game, type Gems are simply not obtained during gameplay, other than the Normal Gem. There's also the fact that the power boost
has been nerfed to +30% over +50% since their introduction. One of the most common combos, at least when they were still in use,
is Flying Gem Acrobatics: the item is used before the move, which means Acrobatics will work as if there is no item on, giving it a
base 110 (not 55) Power, which is boosted to 143 due to the Flying Gem. Although it's one-use, that Acrobatics is nasty and therefore
works decently as a one-time physical nuke.

Specific-Type Items & Plates: There are a set of items that boost moves of certain types by 20%. There's Black Belt for Fighting,
Charcoal for Fire, Miracle Water for Water, and so on. These are useful to an extent, but you'd be better off with a Life Orb or Expert
Belt, so I tend to leave these items for last-ditch usage. You should pair these with the user's type to compound the boost onto STAB
for 60% base extra damage.

Thick Club: This is like a Light Ball for Cubone and Marowak; however, Marowak is a more adept user of this since it can actually
survive more than one hit. >_> It will double Cubone's and Marowak's Attack stat when held: if at max EVs and IVs, with a favorable
Nature, at Level 100, that's a whopping 569 Attack. That's so high that it would actually cause glitches in Pokmon
Gold/Silver/Crystal under those circumstances, making the Attack go to 8. The main problem with using these Pokmon is relatively
low Special Defense (a seeming commonality among Ground and Rock Pokmon), but this is settled with EV manipulation: just don't
expect it to survive a big Special super-effective attack, which can often happen since Marowak is pretty slow. Adept switching may
be required, but this makes Marowak an immense threat nonetheless, especially on Trick Room teams.

Toxic Orb: Toxic Orbs are used to induce Bad Poisoning on the holder. You will see this often used to simply use Poison Heal
(Gliscor is infamous for this), or to be used as one of those items you Trick onto others to troll them. Some Pokmon also try to use it
for Guts (though Flame Orb is better in the long-term, Toxic does do slightly less damage in the first two turns than Burn), and Toxic
Boost is a viable use of it, especially in combination with Facade. Nothing in-depth here, really, though I don't particularly recommend
its use beyond those certain niches I mentioned. Some people also use it on Pokmon for the purposes of preventing them from
being Burned, Paralyzed, or put to Sleep, though it's quite risky.

Weakness Policy: The Weakness Policy is one of the most commonly used items as of its introduction: when hit with a super-
effective attack, the wielder has their Attack and Sp. Atk. boosted by 2 stages each. That actually doubles their damage output
assuming their stats weren't affected beforehand! The problem is ensuring that you survive the attack, since it has to be super-
effective. This is therefore used by Pokmon that are both powerful and bulky such as Aegislash (Swords Dance with Shadow Sneak
are particular nasty with this on). Other aides exist: for example, some people will stall with Multiscale Dragonite (with maxed
Defense and Sp. Def. EVs) by using Dragon Dance until hit super-effectively, then Extreme Speed after ... or something like that.
There's also Sturdy. The point is to assure that you live through the strike, and then make them regret it.

Weather Rocks: The Smooth, Heat, Damp, and Icy Rocks are used to lengthen the duration of Sandstorm, Sunny, Rainy, and
Hailing weather, respectively, by three turns. You can see these on weather teams, but at the same time I tend to see them as a "I
have no better item" item: most battles should already be done within the space of the five turns in which the weather lasts, so the
relevance is little.

In-Battle Prediction

In a Pokmon battle, much of your success will rely on your ability to predict and understand what your foe is going to do and why.
Much of this can only be honed through a thorough amount of practice and knowledge about all Pokmon in the game: truly
successful predictions are only manageable by world-class players, for there are very many things to take into account, including
even your opponent's predictions! Simply playing thousands of battles or memorizing everything about every Pokmon in the
game is just not enough to be able to predict what will happen: you need to have a great understanding of the higher-level of thinking
that strategy itself takes. Knowledge is basic and predictable -- strategy is inherently variable and entropic; it is a whole new
dimension.

This section will discuss two primary things: prediction when it comes to picking your Pokmon for the battle in the Team Preview,
and then the actual execution of battles.

For the sake of argument, we will assume you and your opponent are using the following Single Battle teams. Practicing these skills
in Single Battles is the best way to make that "step up" to the much more complex environs that Double, Triple, Rotation, and Multi
Battles present. We will assume Flat Rules for these teams: 3 Pokmon per team, limited to Level 50, with no duplicated items or
species. To further emphasize what's going on, no details are present on your foe's team, since you normally will not be able to
perceive this info.

YOUR TEAM (leading with Charizard)


Pokmon Type Hold Item Ability Move 1 Move 2 Move 3 Move 4
Charizard Fire/Flying Charizardite X Blaze Flare Blitz Dragon Claw Earthquake Brick Break
Heracross Bug/Fighting Heracronite Guts Arm Thrust Bullet Seed Pin Missile Rock Blast
Aegislash Ghost/Steel Weakness Policy Stance Change Shadow Ball Shadow Sneak Sacred Sword King's Shield
FOE'S TEAM (leading with Bisharp)
Pokmon Type Hold Item Ability Move 1 Move 2 Move 3 Move 4
Bisharp Dark/Steel ? ? ? ? ? ?
Garchomp Dragon/Ground ? ? ? ? ? ?
Zapdos Electric/Flying ? ? ? ? ? ?

Choosing Your Team: In the above instance, we are already limited to the three Pokmon allowed by Flat Single Battles, so there's
not much work needed in this situation. However, you will want to consider how well any of your chosen teams will be able to combat
any and all of the Pokmon on your opponent's team: you don't necessarily want a Pokmon that has to be on your team, or your
opponent will easily be able to spot that and immediately counter it. (A skilled predictor will be able to notice whether all of the
synergy generated by a team is such as to aid one specific Pokmon, which designates it as "the one to kill". While you can use this
knowledge as a bluff - think the 2014 VGCs World Championship match that popularized Pachirisu - don't expect it to work unless
you actually know what the hell you're doing. A truly good team will have each Pokmon able to help each other such that there is no
one necessary Pokmon: at the most, necessary combinations of Pokmon of which there are too many to pinpoint and make "the
one to kill" decision.)

At the same time, if you have such a necessary Pokmon (such as with weather or Trick Room teams), include a Pokmon to
counter that Pokmon that can counter yours. In other words, consider Mega Charizard Y for Sun teams; it's main weakness is Rock,
so you'll want a Pokmon to counter Rock. Heatran is a good choice since it'll both benefit from MCY's Sun and can use its Steel
moves to counteract the Rock. Don't stick with a set of concrete subteams from your team of six unless you have a good reason as
to why (such as having two possible Mega Pokmon per team for variance): as I said earlier, you want to have a lot of intrateam
synergy. Having concrete pairs, for example, in Doubles means you basically have three sub-teams; however, if your Pokmon are
all synergetic with the others on the team, hard as that will be to make happen (it takes true skill and dedication and practice), it
generates some 360 teams. See the difference? Before your opponent could opt to counteract any one such team and have a 2/3
shot at being able to sweep that subteam outright; heck, they could even be able to counter two of your subteams, screwing over half
of your team outright for sure. (Again, VGC Doubles = 4 Pokmon per side.) But you can't easily pinpoint any one team out of 360 to
wipe out, and there's the advantage.

But in general, in Team Preview, it's all about simply countering your opponent's team - regardless of whether you use subteams or
not, countering your foe and recognizing his likely combos, if any, is the main focus - or countering your foe's counters to your team,
whichever you use depending on your team's set-up. But you absolutely must also try to predict what Pokmon your foe will use: that
kind of info will become increasingly useful in predicting your foe's own moves and actions to a level you'd be unable to believe (if
you're a beginning competitor).

That also comes to another point: predicting the roles of a single Pokmon. Some Pokmon have obvious roles based on their
common usage with the associated role: most people who play the OU metagame on Smogon, for example, will likely spot out
Skarmory or Ferrothorn as a Pokmon who is used to set up entry hazards, but you won't necessarily know that without experience.
Experience is its own benefit and can teach you more than anything. Once you realize what roles a Pokmon typically plays, you can
figure out ways to counter them in the Team Preview. For example, consider this: you have a Sableye, with Prankster, knowing Taunt
on your team. Your foe's team has a Skarmory on it, the archetypical entry hazard Pokmon. "Hey, entry hazards are status moves ...
that means, if I use Taunt, I save myself a bunch of HP! And then I can abuse Swagger/Foul Play/Will-O-Wisp/whatever to tear apart
that team!" It's only a prediction, but the fact that you know that entry hazard Pokmon are often the first out has just essentially won
you part of that battle simply because Skarmory doesn't have the Attack to back up its counter to the Taunt, especially after Will-O-
Wisp. This allows all manners of setting up in myriad ways ... just because you spotted out that Skarmory as a hazard setter.

When it comes to the actual battle, things begin to get complicated since you only have sixty seconds, plus battle scenes, to do all of
your predicting and action choices, and many choices once finalized are irrevocable. Being both quick and accurate is of the utmost
importance when it comes to the mental part of gameplay. The below are what I personally define as the three levels of prediction in
the Pokmon games, and it's all regarding what to do with your offensive Pokmon when their turn comes up. (Status Pokmon are
simpler in that regard: that's the "common sense" stuff often enough.)

... Again, recall we led with our Charizard against a Bisharp.

Level 0 Thinking: This is the level of thinking most people develop during the main storyline of the Pokmon games: it is a "What I
want to do" thinking and is very superficial. This kind of thinking does not care for the many counters your move would have: you
simply are caring about meeting the immediate goal. In this case, a Level 0 thought would be Brick Break (to capitalize on the
quadruple Fighting weakness on Bisharp) by your Charizard while Mega-Evolving.

Level 1 Thinking: This level of thinking is more common amongst people in the Battle Spot or PSS in this game: not particularly
skilled players, but those definitely knowing more than the average player. Level 1 thinking consists of the counter to the opponent's
own counter. With this level of thinking, we must begin to assume on what your opponent will do. In this instance -- his Bisharp
versus your Charizard -- he could easily assume he's at a great disadvantage. Even if he doesn't know you have Brick Break, almost
90% of Charizards Mega-Evolve, about half into Mega-X and half into Mega-Y: you could capitalize on Tough Claws-boosted Flare
Blitz or Sun-boosted Fire Blast, and both will one-hit-kill him. After all, logic dictates having a STAB move. (Remember, your foe in
this instance is likely to have a Chople Berry to lessen the weakness to Fighting, or much more likely a Focus Sash to lessen all
weaknesses by removing the chance for a OHKO.)

So, now, how is your opponent, at a great disadvantage he cannot accurately predict, going to counter your Charizard? There are
several ways. Firstly, he could have the Focus Sash and just decide "Eh" and use Swords Dance this turn and Sucker Punch on the
next: there's no guarantee of a KO that way, however. Plus, he could just take Zapdos and switch it in if he believes you'll use Brick
Break and leave the vaguity of the item for another day by halving damage; however, he'll likely stick with the focus on you using a
Fire move since about half of Charizards are Special and thus will not have Brick Break, so that can't be what he's thinking.... Zapdos
has no advantage there. Your opponent will likely choose Garchomp, then! Garchomp will resist any Fire move thrown at him, so he's
fine in that regard: plus, the assumed Mega Charizard X would even lose a nice chunk of HP (Flare Blitz or Brick Break) since your
foe's team is not Sand and thus Garchomp likely has Rough Skin. Additionally, Garchomp is faster than Mega Charizard X, especially
when the Choice Scarf ("ScarfChomp") is very common on it.

Now you've learned your opponent's thinking process, and hopefully deducted it faster than it took for me to write it out. You know
now that your opponent likely ("likely" is the key word in all predictions: your opponent could outpredict you or be an idiot, you never
know) plans to switch in Garchomp to avoid any loss of his Bisharp; on the next turn, he'll likely choose to use Outrage, Dragon Claw,
Rock Slide, Stone Edge, or Earthquake to get in some kind of supereffective hit. (Again, you don't know what he has, but these are
all very common on Single Battle Garchomps: these kinds of things can only be derived through experience and logic.) Your counter
to the switch is the essence of a "Level 1" thought! There are two ways in particular to go about this. One is to have Mega
Charizard X opt to use Dragon Claw. WRONG! Remember, you also don't know exactly what team your foe has: he could have
Garchomp or might not, however likely it might be; he might keep in Bisharp and thus halve the damage, or he may even outpredict
you with a "Level 2" thought. The wisest choice would be Aegislash. While Aegislash is indeed weak to Ground, a bulky Aegislash
with maxed Defense/Sp. Def. EVs/IVs and a Quiet Nature (he's a Special Attacker optimizing his use of King's Shield in this instance)
will survive and also counter this Earthquake in the same turn with a Shadow Ball at now-doubled Special Attack. Which will hurt a
lot, and maybe even guarantee the OHKO. If not, Shadow Sneak is there for that reason. (It has +1 Priority.) Even if he kept in his
Bisharp, Aegislash is bulky enough to manage more than well enough, but it's clear he'd switch to Garchomp anyways, if he is
thinking logically.

Level 2 Thinking: This level of thinking is most common among those participating in the VGCs and particularly those above the
regional level. This can be considered as the "getting in your head" level of thinking (since you have to think as your foe would -
Level 1 thinking is simply based on logic (i.e. it would be logical to use Brick Break on Bisharp)) and it, while also possibly resulting in
lower success due to the multiple variables, the successes that get through will be overpoweringly effective. This is also the highest
level of thinking one can manage before overthinking begins to sap both your time and effectiveness of thinking against a lower-
predicting opponent (i.e. "overthinking") since there's only so much that one can predict on a limited set of info. This level of thinking
consists of a "counter to the counter to the counter" thought. Again, let's use our Charizard-vs.-Bisharp example to exemplify this.

As established in the previous example, we have realized that the initial counter is a double switch to the situation of Aegislash-vs.-
Garchomp that doesn't go as your foe thought it would. Now, you have to think as if you were in the shoes of your opponent and
"What would I do, knowing this will be the outcome?" Since you're (as your foe) predicting the switch-in of Aegislash that could kill
you (as your foe), you (as your foe) want to be able to assuredly one-hit-kill the Aegislash. Thus, in reality, sticking with Bisharp would
actually be ideal. You (as your foe) would want to be able to counter Aegislash, since you (that is, again, your foe) are predicting that
Charizard X could ultimately fall to a Swords Dance- and STAB-boosted Sucker Punch (3x damage) since a Chople Berry or Focus
Sash could be in use, which they typically are on Pokmon with dual-weaknesses. You (again, as your foe) are therefore thinking the
switch-in to your (as your foe) Garchomp would provide advantages over both Charizard X and Aegislash. And with the Aegislash
ultimately triumphing, you (as your foe) would want Bisharp to remain in.

There, you have gotten into your opponent's head: you realize that, on the first turn of battle, they are actually going to keep in
Bisharp to do something. Your foe is likely to lead with Swords Dance and then Sucker Punch whatever moron remains, be it
Charizard or Aegislash, for the one-hit KO. You don't know for sure what item they hold, though that it could be a Chople Berry or a
Focus Sash, meaning there's no guarantee of death even with a Flare Blitz (and then they could hold an Occa Berry to capitalize on
the bluff, but the likelihood of that is exceedingly low). How do we counter this situation?

It would most easily be done with the biggest aberration from normal strategy in our team. Hopefully by now some of you have
questioned as you why I have two Mega-Evolving Pokmon in "your" team. This all traces back to the stuff I spoke of back in the
details about using Team Preview to your advantage. A good player would be able to predict whether a situation like this would pop
up and, instead of using their already-established inflexible, concrete teams that most multi-Mega-Pokmon teams have, you
included both in this battle. Whether your Charizard Mega-Evolves, even if statistics are in their favor (90%), is irrelevant to your
opponent's strategy: Swords Dance-boosted Bisharp with Sucker Punch is more than able to kill Charizard or Mega Charizard X, it
won't matter to him. Make a Mega-Evolution relevant then.

Thus, you have chosen to switch in your Heracross and Mega-Evolve it next turn. This will throw your opponent's ongoing strategy
(as Swords Dance was just used) for a loop since not even a Swords Dance- and STAB-boosted Sucker Punch will make a dent in
Mega-Heracross. You can also add to that that Arm Thrusts will have a base 90 Power (quad-weakness, STAB) each across the
guaranteed 5 hits due to Mega-Heracross's Skill Link; since items activate only the moment when they're needed, this will virtually
eliminate the problems of Chople Berries (activate only on hit one) or Focus Sash (only activate if there is a OHKO, and doesn't
protect for hits beyond the causation).

Your opponent is now forced to switch somehow, but there's little point. Unbeknownst to you, you've outdone their entire team.
Bisharp by the already-described means, Zapdos by five-hit Rock Blast (though switching is a better idea against him since Zapdos
is often faster and could run Air Cutter or, crazily, Drill Peck), and Garchomp almost never has the Aerial Ace that would be the
perfect counter to Heracross. (Most people use Dragon Claw/Outrage, Earthquake, Rock Slide/Stone Edge, and some coverage
move, usually Poison Jab, Shadow Claw, or Brick Break.) Thus, you could just use the STAB-boosted Pin Missile against him and it
might work out; Outrage might kill, but most are unwilling to use that since it traps you for a time.

Level 3+ Thinking: Now that you've established the best counter for your Charizard-vs.-Bisharp situation, which could've turned out
far less well than you likely thought initially, it seems a switch-in to Heracross would be ideal. However, that's not necessarily the
case since your opponent can further outpredict you and you further outpredict him. However, I usually wouldn't recommend anything
beyond the already-described standards for a couple of reasons. Firstly, reactions and the resultant predictions are not by any means
instantaneous: you have to think and think hard, using all of your logic and experience at your disposal, and the problem is that you
have a limited span of time (one minute) to make them all. Adding multiple predictions is a way to force yourself to lose simply
because you took too long. Additionally, with every extra level of prediction, you add in all the more room for flaws. Remember how
we initially established your foe would likely switch to Garchomp while you switched to Aegislash? That doesn't have to be the case.
Your opponent could over- or underpredict, and that will change the dynamics of everything; most people tend to make one or two
levels of predictions to prevent too many flaws from coming into the formula. All prediction comes with the side-risk of failure, and as
you layer it on, it gets increasingly risky. That's not to say you shouldn't try to even further outpredict your opponent - indeed, as you
practice this, you'll learn to get into your foe's shoes and learn at what "level" he is thinking, and then in turn adequately match your
own level of thinking against his so you can win out - but this can regress into an infinite series where no move is made simply
because you counter the other infinitely. (It's possible.) Stick with what you can manage in 60 seconds and what is most likely - that's
what all this is based on, "most likely" - to occur and you will manage well enough.

Overview of Themed Teams

There are a number of ways to have a team that runs along a common theme. Weather teams are the most common, but there are
other types of teams, including those based on simple types, Trick Room, and abilities. Below are analyses of the common themed
teams; if you feel others are worth mentioning, feel free to throw them along!

Keep in mind these were mostly written from the VGC metagame as compared to the real one: for example, that's why I stick to
mentioning Politoed in the Rain teams. This helps get people into the competitive mindset and, more importantly, you can't even use
most legendary Pokmon on Battle Spot and the like, so...

Weather Team - Rainy: Particularly in the competitive Pokmon Black/White meta, Rain teams became very common. Rain teams,
like all weather teams, tend to rely on a Pokmon that has Drizzle to automatically set up Rainy weather: Politoed is the only viable
choice in VGC-approved formats. Kyogre is viable for Ubers-level battling, and Primal Kyogre brings more to that. Due to Politoed's
"meh" stats and movepool, you'll pretty much want to take it as a given that, if Politoed is on the opposing team, it's a sure-shot Rain
team.

What do Rain teams have? Firstly, they'll have multiple Pokmon that can use their abilities to abuse the weather condition. Kingdra
is a common choice for its Swift Swim and STAB-boosted Dragon Pulse or Draco Meteor, which is coverage for Dragon Pokmon.
An underused Pokmon that is actually quite essential would be Armaldo: Armaldo one of only a few non-Water Pokmon to get
Swift Swim, and that will allow him some powerful type coverage since he is already fast and powerful. He normally will cover Water's
weaknesses in Grass (via X-Scissor) and Electric (via Earthquake). Ludicolo is a common choice for its Swift Swim as well and it can
decently wall Specially, though it will mostly operate via Fake Out and Giga Drain.

Swift Swim is not the only viable Rain-boosted tactic to use, though it is the most common. Rain Dish allows a Pokmon to get
healed slightly in the Rain, though the Pokmon wielding this are usually not worth using to begin with. Hydration can work well in
ailment prevention, but often these Pokmon can be spotted out for that outright (Rain-themed team, Hydration needs Rain ... people
can connect the dots). Water Absorb works somewhat well on a Doubles/Triples Absorb-themed team. Dry Skin can work much like
Rain Dish, but the problems with it lie in the problems that the same Pokmon gets when Sunny weather occurs.

Beyond these, there are two common move-type abuses: the fact that Thunder and Hurricane became 100% accurate in the rain!
Dragonite is a common Pokmon to make abuse of these two, but it would be best to divvy those two moves up to suitable
Pokmon. Aside from your essentials in Politoed and Armaldo, you can give Thunder to many Electric pokemon and Hurricane to
some Flying Pokmon.

These facts alone give you the general balance one should aim for on a Rain team:

Politoed with Drizzle


Armaldo with Swift Swim
Electric Pokmon with Thunder
Flying Pokmon with Hurricane

A quick analysis on the Politoed. You'll want it to be the primary weather setter, but you'll also want at least one other Pokmon
capable of using Rain Dance. While it will be the main one doing the set-up, it is possible for Rain to run out or for another weather
condition to come into play: particularly in Doubles, you can have your ally Protect and then use Rain Dance to satisfy your needs.
Most people fail to realize that a battle can last longer than five turns and will neglect this, which itself has altered the minds of the
players in the Pokmon metagame to the point that they will not expect this - both from their own weather team ending it and for
when weather ends naturally - allowing you to regain your advantages. Politoed however should be slow (Quiet Nature, 0 Speed IVs,
0 Speed EVs, but no Iron Ball) so you can also make sure you get outsped if countering a weather team: their weather will set, then
yours if you are slower. Sand teams will mess with this a little.

Now, you have two other slots you can use. These slots can be considered wild-card slots, depending on the type coverage of
Politoed, Armaldo, and the Thunder/Hurricane Pokmon. Ideally, they'll be the fastest Pokmon on your team that can cover the
others in a number of ways, or perhaps they'll play a role of support. Whichever works. However, going on the point I ended the
previous paragraph with, you'll want a physical Water Pokmon: if you find a Sand team, you are screwed in most cases as a Sand
team will be able to bulk its way through most Water attacks. (You should always account for the possibility both Politoed and the
alternate weather setter will die off.)

This typically means that your second Water Pokmon will be Mega Gyarados or Mega Swampert, and each have their advantages:
one can abuse Moxie and then Mega Evolve, but is prone to Electric in the meantime, whereas Mega Swampert gets really fast but is
always prone to Grass. Mega Sharpedo can be the most viable in my opinion since it can get a Speed Boost and then Mega Evolve
to 1.5x Speed and abuse Strong Jaw's power. Carracosta can be an interesting and surprise-worthy choice if trained for Speed (Swift
Swim, Jolly Nature, 252 Speed EVs, 31 Speed IVs = 358.6 Speed in the Rain, equivalent to a Pokmon of base 113 Speed with a
Speed-boosting Nature), though you'll need to beware that Grass weakness.

Counters for a Rain team exist completely in the role of a Sun team. Aside from this, Rain teams themselves often counter Rain
teams when running the predescribed set-up, so a Rain team can be a double-edged sword. Luckily, Rain teams don't have truly
direct counters in terms of types of Pokmon due to the variety that should be implemented: you'll likely end up with no fewer than
two and no more than three Water Pokmon on the same team. (While Rain does provide an additional 50% boost to Water damage
that couples with STAB, you'll find that Monotyping has its own problems.)

Weather Team - Sunny: Sunny teams are a bit less used and less predictable than is a Rain team. Furthermore, they also have less
room for additional abuse; Sunny teams will prefer to rely on the fact they get the 50% extra damage from Fire moves (125% total
boost when combined with STAB) in the Sun and also relish lowering the effectiveness of their counters in Water Pokmon, a few in
particular. For weather setting, you have two standard options. Ninetales is used if you prefer another Mega Pokmon to be used, but
it doesn't have the attacking power to make it good for much but support. Mega Charizard Y can be hard to counter without a
Specially-bulky Rock Pokmon, particularly because it can use Solar Beam, but it's more than possible to kill it via other means due
to some physical frailty. Non-VGC teams will also find Groudon and Primal Groudon worth using.

For the most part, you'll want to end up using Mega Charizard Y; it is more than possible to run Ninetales if you know how to run
effective support, but almost none of you will be bothering with that part of things anyways since Mega Charizard Y is pretty much
one of the only Mega Pokmon that makes full advantage of Sunny weather. As with Rain, we do have some abilities you can find
worth using on a Sunny team.

Chlorophyll works great to incorporate some Grass Pokmon at double-Speed to counter those pesky Rock/Ground
Pokmon that'll be plaguing Mega Charizard Y; sadly, not a lot of good Pokmon exist that have it. Lilligant is common to
bring some Special Attackers into the team, whereas Leafeon is much more common, has decent Attack and great Defense.

Solar Power allows the Pokmon to gain further power in their moves while losing some HP each turn: imagine a Life Orb. In
fact, you may as well put a Life Orb on these Pokmon. Charizard is a common choice for this since he adds some type
variety to the team, as is Heliolisk for much the same reason. If your setter is Ninetales, this will be the reason you'll use
Mega Houndoom.

Flower Gift from Cherubi may be helpful, or look it, but it's only worth using with defensive Cherubi in a Triple Battle, given his
frailty. Still, it can boost your attack somewhat.

So, what you'll generally end up with is:

Mega Charizard Y / Mega Houndoom


Ninetales with Drought / Charizard with Solar Power <-- both in the case of Mega Houndoom, none otherwise usually
Some other slots

What these remaining slots are used for is largely up to you; you have a lot more flexibility with this type of team than you do some of
the others. These slots are best used for type coverage; Leafeon and other Chlorophyll Pokmon help to cover that pesky Rock
weakness that'll plague your team as well as incidences of Rain and Sand teams that come in. Beyond these things, you pretty much
have it all covered, a point after which you'll want to focus on covering all types. Heliolisk is capable of abusing its Solar Power to add
the Electric coverage and some other types, but to each their own.

Finally, one final note on your team: this goes much in the same vein as it does with the other weather teams, that you should include
multiple weather setters. I wouldn't use both Mega Charizard Y and Ninetales (that's too clear a giveaway - remember, Mega
Charizard could go X or Y, so your ambiguity on the matter helps a lot). Rather, just teach some other Pokmon on your team Sunny
Day for the obvious reason of reintroducing it as needed. Whimsicott is a great Pokmon for this as it can play some intense support:
aside from Tailwind, Light Screen and Reflect are immensely helpful in mitigating damage, and Charm and Confide can help to
cripple foes' statistically, often forcing switches!

What counters a Sun team? Unequivocally, without that secondary weather setter, you'll be killed by a Sand team: there are just too
many disadvantages for you to be able to cope, and probably not even then since they may have their own weather setter. Including
Pokmon with Grass Knot can be helpful if you choose not to throw in a Chlorophyll Pokmon - Greninja works well - since these
Sand team Pokmon are often very heavy. Low Kick is also good, and you can use generic Fighting moves to take out Tyranitar.
Outside of weather teams, your common problem will certainly be Rock and Ground Pokmon just in general; a lot of your team will
need be focused on the mitigation of these problems for your team to be successful.

Weather Team - Sandstorm: Sandstorm - often called just Sand - is a useful type for a Pokmon team aimed towards bulkiness,
and it is easily paired in conjunction with a Trick Room team. There are quite a few abilities and Mega Pokmon choices to use on all
three fronts of Speed, Attack, and Defense, not to mention Sandstorm's own boost of 50% to Rock Pokmon's Special Defense! The
two choices you have for a Sand team are Tyranitar/its Mega and Hippowdon. Tyranitar has obscene Attack and its Mega Forme
moreso, but it has an annoying weakness to Fighting. Hippowdon can be more safe, but ... well, you don't get it to do much beyond
that. Tyranitar is almost the unilateral favorite.

What abilities make a Sand team great?

Sand Force provides a boost to the power of Rock, Steel, and Ground moves during a Sandstorm. Excadrill, Mega
Garchomp, and Mega Steelix all provide this and can abuse their STAB. Excadrill is probably best left to Sand Rush with a
Life Orb or Choice Band, and Mega Steelix won't add much to the team's movepool (though it can add some nasty power on
a Trick Room/Sandstorm team with Gyro Ball). Mega Garchomp would be your essential one to include for this.

Sand Rush doubles the Speed of the wielder during a Sandstorm: Excadrill gets this and it allows him to outspeed a huge
threat in Greninja, which is a threat not only due to its commonality but also the ways it can hit weaknesses. Sandslash also
gets this, but he's not nearly as strong.

Sand Veil raises one's Evasion rate in a Sandstorm. For reasons elaborated upon later, this is not that good of an ability to
use since it is luck-reliant. This would be a reason to use Cacturne or Helioptile, though!

At this point, then, you are getting a gist of the general structure of your team, but there's quite a few good Mega Pokmon for your
team as well!

Mega Garchomp makes use of its Sand Force to abuse the competition via Sand Force, and it adds some nice type variety to
the team by introducing Dragon moves into the movepool. It has a pesky Ice weakness that it cannot shake, however.
Mega Steelix works well in a Trick/Sandstorm team by having a powerful Gyro Ball and also being insanely defensive
physically, but not nearly so in Special Defense.
Mega Tyranitar just hits like a truck, and can overcome the Special Defense decrement that seemed to be dealt out to all
Rock types at creation with the proper EV/IV/Nature set. The problem lies in its low Speed and its weakness to Fighting ... but
that can be circumvented by the inclusion of a Ghost Pokmon and wise switching.

Here would be a very general outline for your ideal Sandstorm team (non-Trick Room):

(Mega-)Tyranitar
(Mega-)Gengar <-- the switch that prevents problems with Tyranitar's Fighting weakness, doesn't need to be him but it helps
to add variety not to mention adding a Ground immunity for further switching aid; Chandelure can help with other type variety
issues
Four other slots

Yup, that's about as specific as you can get with a Sandstorm team: Tyranitar and a Ghost Pokmon. Beyond that, you want to
construct a team around your Mega and these two/three Pokmon's weaknesses and problem areas. For example, if I were to
include Mega Garchomp, I'd look for a way to cover its Ice weakness, such as by including Aerodactyl or Choice Band Talonflame.
Were I to opt for Mega Tyranitar, I'd look for ways to increase my type coverage. Were I to choose Mega Steelix, I'd cover its painful
Water weakness by including Helioptile. It really all depends on your team. The important thing is to include some Pokmon with
Sand Force/Rush as applicable if you end up with blank slots after all the type coverage is done to make them into additional
powerhouses.

As usual, I'll note also that you should include multiple Pokmon with Sandstorm. In the case of Mega Tyranitar, where you're more
or less certain to KO to annoying opposite weather setter by the time you go Mega if you time it properly, you don't have to worry so
much about this so long as you're good with prediction in Team Preview. Other teams will want a secondary Pokmon to induce
Sandstorm, doesn't really matter who in particular, though Speed is a good characteristic.

What counters a Sandstorm team? Teams heavy in Fighting Pokmon, as well as Water and Grass Pokmon, will thrive. Water is
mostly a problem after Sandstorm fades away since you have the Sp. Def. boost until then on your Rock Pokmon, but the other two
are a pretty consistent problem. That is in fact the bane of the Sand team: Rock's myriad weaknesses and low Sp. Def. Training to
affect the proper changes to balance out your Sp. Def. will force the team to go to Trick Room/Sandstorm in some cases, so the
inclusion of Chandelure will be helpful as it can counter these Pokmon in a number of ways (Grass via Fire Blast/Heat Wave,
Fighting via Psychic, and Water via Energy Ball): he'll have to have Choice Scarf to get ahead of the big threats, or get an aid from
Tailwind.

Weather Team - Hail: Hail teams are overwhelmingly the least-used teams of the weather metagame, and for good reason. Not only
does the only Snow Warning Pokmon in the metagame - Abomasnow and, more recently, Aurorus with its Hidden Ability - have
ridiculously common double-weaknesses, most Pokmon that would profit from the condition in any form are Ice-type, a type known
for being frail and not that strong. You run into some problems in choosing this team, to the point that I'm not sure where to begin. I'll
just try to assure you it's not that worth it.

Pseudo-Weather Team - Trick Room: Trick Room is a pseudoweather condition (it's read as weather by the game anyhow), and it
is perhaps the biggest shock to players when they first encounter it. Many players will begin their competitive Pokmon battling
career with a team that has two foci: to be the fastest around, and to be the hits-like-a-truck-est around. Achieving that balance is an
accolade in itself, but it means nothing if you cannot counter a Trick Room team. Trick Room teams are inherently the most
problematic of the "weather" conditions as there are many Pokmon that can make use of it and its characteristics rely on bulk. But,
first, let's say you were making the team.

Where to begin? As with any weather team, your construction begins with the Trick Room setter, and there are a ton of them!
Slowking and Cresselia are among the most common, particularly the latter as of late as it can be useful through bulk and support.
Aromatisse has become common since it can stave off Taunt threats and then play support as well. Who plays the Trick Room out of
them all? (There's far more than these common ones!) Firstly, someone that is inherently slow. For the leading Trick Room, you'll also
a bulky Pokmon as well, someone who can stand at least one good super-effective hit; that's why Cresselia is used often, as it can
take sometimes two super-effective, STAB hits if done well. It has base 120 HP and Defense and base 130 Sp. Def., which is hard to
cut through if trained defensively. But just in general you'll want bulkiness and slowness. Coming in with a Sitrus Berry on can be
further helpful to this goal, or Leftovers if your setter's goal is to be around for a while.

While you're setting up this one Trick Room Pokmon, before going anywhere else, grabbing another one or two will also be helpful.
As with the other conditions, the obvious reason is to keep your advantage; furthermore, unlike the other weather conditions, there is
no "rock" to extend it like some weather teams will use. Some people will even include Trick Room on their own Speed-oriented team
just to cut you off when you use Trick Room on a TR team! And then your setter is dead and where are you? Unlike the other teams,
regardless of the situation, TR teams are completely crippled by not having TR in play. If you had a Sand team, you might be fine if
your opponent used a Sun team when your weather went out. TR teams are crippled without TR because the majority of teams are
Speed oriented at least in some fashion: you might have the bulk to weather the hits, but if they're taking out half of your attackers
per turn (like one Pokmon per turn in a Double Battle), your offense is falling fast. You need to have multiple TR setters. In a
Singles Battle, have four or more; Double Battles, 2-3; Triple Battles, 1-3; maybe more if it won't sacrifice team variety or the use of
Protect on Pokmon.

Now, with that over with, how do you select the remaining Pokmon for your team? Since you've basically assured your going first
most turns via the use of Trick Room, you will be good with slow, strong, bulky Pokmon. How do you choose these Pokmon? Look
at the section Pokmon by Speed: you'll see a lot of slow Pokmon and, once you filter past the crappy, unevolved ones, a lot of
gems. Marowak can be an aid, for example, by having insane Attack with its Thick Club. Mega Ampharos adds a lot of type variety
and great Sp. Atk. and bulk, whereas Mega Mawile can bring in some bulk of its own and physical power, not to mention it can
function outside of Trick Room as well, particularly via Sucker Punch. Reuniclus and Conkeldurr add their varieties. You have a lot of
good choices. If you want to get into specifics, usually aiming for under a base Speed of 55 is good.

Key characteristics for most of your attacking Pokmon, however, will include one of two things: either a crapton of power or a
crapton of good multitarget moves. Marowak works great because of Thick Club- and STAB-boosted Earthquake; Chandelure favors
Life Orb- or Choice Specs- (both with STAB-) boosted Heat Wave; Mega Mawile has that Huge Power ability; and so on. After all, you
will likely be Protect-stalled by most Speed-oriented teams when Trick Room comes up, so having that ability to hit and KO as many
Pokmon at once will be a nice help.

The problems with a Trick Room team? These were outlined previously: a Trick Room team must keep Trick Room up to succeed, or
it crumbles apart in mere turns. Many players will also not be able to hide the obviousness of a Trick Room team: once you get a
Trick Room team initially, it will be clearly slow. It is obvious to any skilled, experienced player when a Trick Room team is going to
be used, and, if you're not careful, who the setter will be! If they kill off your setters, you're absolutely screwed. Having multiple
setters is an undervalued tactic; out of over 1,000 battles, I've never seen another player use the weather/TR condition again aside
from when I somehow fail to kill the initial setter. This element of surprise cannot ever be undervalued.

The problem with that lies in Trick Room's -7 Priority. You will certainly go last when using Trick Room, and you need to mitigate
threats to that somehow. The most common problem is Taunt; Taunt is packed on a number of Pokmon, commonly Gengar and
Absol. How do you counter that? You need to put a Mental Herb on your initial setter for the battle; people almost never double-Taunt
a Pokmon (you'll almost never see Taunt on a team twice, for that matter), so that gives you some safety. Aromatisse won't need to
worry about that, though. The main problem is actually getting killed before you can get off that Trick Room. In Single Battles, there's
not a lot of ways to circumvent that besides wisely predicting your foe's lead Pokmon. In other types of battles, you can easily do
this by having, for example, Follow Me or Rage Powder. An alternative to that is using a Pokmon with high Speed on your team that
allies your lead Pokmon; this Pokmon will be grossly inhibited with Trick Room in place, however ... unless it has a priority move,
making Talonflame an oddly viable Trick Room Pokmon. Furthermore-- actually, I'll cover that in a second.

In short? A Trick Room team has a glaring advantage over 90% of teams in the Pokmon metagame, making it the most threatening
weather condition of them all to be faced with, but the problems lies in when it goes away. Good players will be able to make teams
that survive both in and out of Trick Room, and others can wall their way through it with Protect/Detect/etc. and good switching, so
being able to keep the Trick Room up and being able to get it off in the first place are two key components of your team.

Supported Team - Tailwind: Tailwind is an oddly underused condition; it happens, trust me, but rather infrequently, and why is
beyond me. Tailwind is a status that applies to your entire team in a battle and doubles their Speed for the next four turns or so,
excluding the turn on which it is used, making it very threatening. Even Pokmon like Marowak and Mega Ampharos, with base 45 in
Speed, can exceed very fast Pokmon like Greninja if Tailwind is in place; Tailwind is like Trick Room in its own way, but it can go first
and provides more versatility.

More on that in a second. So, what is a good Tailwind setter? Firstly, it would have to be a Pokmon that can execute it first in the
turn: that means either Prankster or Gale Wings, making Whimsicott and Talonflame great choices. Whimsicott is the more
supportive option, being able to pack in a number of other supportive skills as well like Light Screen, Reflect, Charm, Confide, Sunny
Day, and more; Talonflame allows for a more offensive mindset, boosting Brave Bird at +1 priority and STAB-boosted Flare Blitz or
Overheat (depending on your choice) that can be great to revenge-kill or to hit the annoying weak-to-only-Fire Pokmon on teams
like Scizor, Ferrothorn, and Forretress.

What makes a good Tailwind team? You'd think first off that it'd be fast Pokmon that are powerful but not quite fast enough to
exceed their counters. In a way that is correct, but the ideal definition is "bulky Pokmon that are somewhat slow normally". See, the
goal of a Tailwind team would be to have Pokmon in the range of a base Speed of 45+, and the primary beneficiaries in 45~65. Why
is this? Pokmon of base 45 Speed by themselves can outspeed over 99% of Pokmon, and once you hit around 60~65 (depending
on your choice of Nature) you begin to outspeed every Pokmon except Speed Forme Deoxys!

"Okay, but why not just have really, really fast Pokmon?" See, the thing is that a good Tailwind team will be made of somewhat slow
Pokmon. Base values of 45~65 to the main beneficiaries will make it so that you outspeed the Speed-oriented teams ... but what
about the Trick Room teams? Tailwind teams are going to be heavily offensive because of the Speed restriction (it's mostly a
coincidence thing, that slow Pokmon tend to be less supportive), so you can't easily Taunt away a Trick Room team, and even then,
you might not manage. You need a way to deal with a Trick Room team. Most Speed-oriented teams will focus on Taunt or KO'ing
the Trick Room setter when it appears, but those methods fail. So, what am I getting at?

A team that is not only viable against Speed teams but also against Trick Room teams. The ideal Tailwind team is in a unique
position because of this. You activate Tailwind, you outspeed everyone. You don't activate it and you are beating Trick Room teams.
The flexibility can be quite amazing. The problems will lie in getting used to both conditions because each requires a different
strategy. See, when you make a Tailwind team, your main beneficiaries are those in the 45-65 base Speed range, but that's not the
only Pokmon that can benefit. For example, Tailwind exceeds the benefits of Choice Scarf by 33%. You can give that Scarfed
Pokmon a Life Orb, an Expert Belt, Specs, or a Band, making it into a powerhouse. Some Pokmon cannot be easily beaten even
with fast Pokmon without this kind of an aid, like Landorus-Therian with its Choice Scarf. Therefore, not only should you focus on
the generalization of "beating fast and slow", but also beating the common threats by including faster Pokmon on your team, just a
few that can counter these annoying common threats. Finding that balance will be the hardest part of your trek in making this team
(probably the hardest of all to make) because you need to find some sweeper Pokmon that suffice well for sweeping despite the
inclusion of Protect. (You need something to help you when you reuse Tailwind.) Critical types to include on these faster Pokmon
are Fire, Ice, Electric, and Fighting: that will counter most of the types of the game and get the important double-weaknesses.

The problems with a Tailwind team? Firstly, Tailwind teams can easily be Taunted out, but that's only if you're stupid enough to not
abuse priority from Prankster/Gale Wings. If the Taunter has Prankster themselves, you ought to be able to outspeed them
nonetheless. (Analysis of Whimsicott/Talonflame compared to Prankster users reveals that you should be fine, particularly in the case
of Talonflame.) Reintroducing Tailwind can itself be a problem given the lack of users of Tailwind that are truly viable: your most
common ones are Whimsicott, Talonflame, and bulky Mental Herb support Togekiss, and when you have a team mostly about
offense, support Togekiss doesn't fit well. In other words, your team has to strong enough to kill off most Pokmon in the four turns of
Tailwind, and if not at least have the faster Pokmon be capable: in other words, you keep the fast Pokmon in the reserves
regardless of the situation. If they're your lead in fights versus Speed, then you may end up with no Tailwind and slow Pokmon; if
you lead with them against Trick Room teams, they can get slaughtered; getting that swap is pretty key to the Trick Room team's
survival.

Support Team - Lightning Rod: In Double Battles particularly, when one begins to think of a themed team, they go one of two ways:
either to weather or to Lightning Rod for whatever reason. Lightning Rod is a strategy with its benefits as it allows for quick
increments in one's Sp. Atk.

For executing the Lightning Rod strategy, you need to have two or three Pokmon wielding Lightning Rod as an ability, and it must be
a Double or Triple Battle. Effective Pokmon include Manectric, Pikachu with Light Ball, and Mega Sceptile. From there, you need to
have your allies use Discharge as much as possible. (Ironically, that means Mega Sceptile's ally will not be boosted.) Lightning Rod
activates and boosts the ally's/allies' Sp. Atk. by 1 stage. In Double Battles, you can get in turn Discharges a turn to boost your
team's Sp. Atk. quickly enough; the middle Pokmon, were this to be used in a Triple Battle, would end boosting the middle
Pokmon's Sp. Atk. to +2 stages (doubled). That's high.

An unusually underused tactic - actually, I've NEVER seen it - is to have one of the beneficiaries of the Discharge have the Motor
Drive ability, like with Electivire. This allows you to focus EVs on bulk rather than Speed because, after one Discharge, you'll be at
+50% Speed. Dunno why it's not used.

The problems are actually quite nasty. Firstly, for the most part, you are opening your team up to weaknesses by having heavy type
favoring; in this case, you have a lot of Electric Pokmon, so you begin to hurt yourself by opening yourself up to Ground. Secondly,
you lose type coverage since a number of Pokmon have to have Discharge. Thirdly, you are using Discharge on the first few turns;
Discharge will be reduced by 25% in power due to its multitarget nature, making it unlikely to KO unless it hits a weakness, which
means you can easily get set-up on or even have these Pokmon easily killed. It's a flawed strategy at best that I only include here
for the fact that it is unusually common.

Support Team - Water/Volt Absorb: These tactics work on many of the same guideliens as the Lightning Rod tactic, but rather than
using Lightning Rod and Discharge, they use Volt Absorb with Discharge or Water Absorb with Surf. This allows the Pokmon -
particularly Life Orb users - to restore HP pretty readily. The problems are much the same: type coverage loss, common
weaknesses, and the repeated use of weak moves.

Miscellaneous Team - Monotype: Monotyped teams are interesting in themselves: the choice to include a single type of Pokmon
only on a team seems hypocritical to every guideline of basic Pokmon strategy, at least at a first glance. You could come in against
a Fire Monotype team wielding a Rain team and think that you'll win, but then lose swiftly. What's up with this? You need to remember
that the person almost certainly is doing it intentionally.

Building a team around a single type only can have its benefits. The most prominent center around that there literally is only one type
on the team: that means they all share common weaknesses. It simplifies things; whereas the common team often contains
weaknesses to at least 12-15 of the 18 types in the game somewhere amongst its members, these Monotype teams only have
weaknesses to 1-5, depending on the type. The problem comes in with the mitigation of these problem. Okay, your team is weak to
five teams. How do you counter a team that has these types?

Simple. Every Pokmon is not limited to moves of its own type; in fact, many Pokmon can learn moves of other types. I mean, that
is the basis of Pokmon battling: not just using STAB moves, using other moves. Some Pokmon will even be encouraged to use
moves that are not STAB ones! Other dual-typed Pokmon can contribute well to a Monotype team. For example, Rock is a common
Fire weakness and can inhibit Fire Monotypes; why not bring Blaziken, whose Sky Uppercut or High Jump Kick STABs, or
Earthquake even, can help out? Grass is an annoying Water Monotype problem; bring Greninja, who can use Ice Beam! Ground is a
problem plaguing Electric Monotypes; bring Rotom-Wash, who can blast 'em away again (?) with Hydro Pump! (Not to mention being
a viable switch-in counter to Ground Pokmon!)

Monotype teams have no truly inherent problems, at least no more than the typical Speed-oriented team. Their problem lies in
perfecting their construction as it is hard to make a team that adequately counters the weaknesses of its six constituents, given that
you have to go to the level of individual Pokmon at times to manage. For example, Blaziken would not function as well with its
Fighting moves or Earthquake against Aerodactyl, who outspeeds it: you may need to bring Air Balloon Heatran on a Fire Monotype
to be able to deal with that. In fact, NO Fire Pokmon outspeeds it; you need a Pokmon that can wall its attacks instead. This latter
analysis will be in particular underused, so that is where a Monotype team will fail. A Monotype team cannot simply focus on its
problem areas, either, but also, like every other Pokmon team, aiming to kill 'em all: because of the emphasis needed to perfect the
problem areas, the areas where most teams would succeed can fall apart. Finding the ideal balance is what makes most Monotype
teams crash and burn because there is a huge emphasis on balance and perfection that is just difficult to adequately meet.

The Element of Luck

What does any one Pokmon battle ultimately come down to? Does it come down to skill? To statistics? To execution? Or to just
dumb luck? What is the ultimate controlling characteristic?

What most top-level Pokmon players will agree upon that this aspect is will be luck. It all comes down to two factors in a battle
setting: the [85...100] portion of the damage formula that can make a move 15% less powerful than normal as well as the baseline-
1/16 critical-hit chance. Accuracy also plays a role in this, but these two are the overriding things. It is VERY possible to lose or win a
battle on pure dumb luck, all just because someone got in a critical hit at the right time or just because someone managed to miss or
because someone Protected twice in a row and it worked the second time. Hell, I've had all three happen to me and be caused by
me. >_> When a Pokmon survives a hit with just 1 HP, it oftentimes can be dropped down to luck. When a Pokmon gets out of
Frozen state in one turn or 20, it is just good luck or bad luck, depending on who you were. When a Pokmon gets 5 critical-hits in a
freakin' row, you can claim that all-knowing god of hax, the RNGesus, luck, screwed you over (or blessed you).

Can you mitigate the influence of luck? Yes. Most of the section preceding here is designed for that purpose. It's not just luck that
influences the game -- it is skill, it is strategy that ultimately determines to true victor. That's why the VGC format runs "best of 3"
matches: because it is possible to lose a battle on luck. It is even the same reason that the tiered formats on Smogon and Pokmon
Showdown ban stuff like Evasion buffs/debuffs and pretty much anything luck-based: you may not like that, but keep in mind that the
two are intended to help your skill and reduce the influence of luck. Yes, we all like Greninja. (Okay, most of us.) We hated it when
he got moved to Ubers. (Or liked it.) But if you're using Pokmon Showdown for the intent of just using high-quality Pokmon against
lower ones, you're misusing the battle simulators; you don't have to like it, after all, but the increment in skill is the primary focus of
Smogon and Showdown. This is coming from someone who doesn't particularly play tiers on Smogon anymore, for the record,
though I did in the past. If you're looking for level gameplay where you're intended to test your skills, you play the Battle Maison, the
Battle Spot, and Battle Spot Doubles/VGC Doubles on Showdown or in real life. If you are looking for gameplay to improve your
skills, you'll play the tiers until you get sick of them like I did. (Not to mention - I cannot emphasize this enough - Singles are far less
balanced than Doubles, and Doubles is therefore more fun.)

But the problem in all of this is that, no matter how much you anally analyze the game, no matter how much you mitigate damage, no
matter how many times you improbe your team's weaknesses or a lack thereof, no matter how much time you put into the game, you
will never be able to change the damage or critical-hit formulas. You will never be able to get rid of luck. Skill can improve your
chances of surviving on the whole, but you will always be able to lose. Luck will always play its role. Your goal as a Pokmon Trainer
is to play the game and train your Pokmon to that point that luck's influence is minimized that you win fewer and fewer battles just
because you got lucky (or the inverse of that, that you lost because you were unlucky).

The preceding article hopefully helped you on your way to getting to that point by teaching you the basics of competitive Pokmon
battling. Only you can improve upon this knowledge base now by improving your own skills and growing more experienced. (Not to
mention telling me other topics to cover!) Only by improving can you lessen the effects of luck. You will never be able to eliminate
luck, but you can always get better; you will never be able to win every battle, but you surely can win many of them if you improve
your skills!+

Idealizing Pokmon Stats


Okay, good, so you've finally got some practice with Pokmon battling on the competitive level. As you can probably guess, you were
mainly meant to get your feet wet with the scene; if you actually made an ideal, ladder-climbing, championship-ready team, I'd be
more than surprised (albeit happy for you). Once you've gotten some experience, it's about time you need to understand how to
idealize your Pokmon's EV, IV, and Nature spreads.

"Wait a minute, what the heck? You went over that before."

Yes, I did. The basics. There are some things that only experience could teach you, particularly given the dynamic nature of the
Pokmon metagame and how I'm not going to update this thing with every common Pokmon, EV spread, whatever. As you've
probably noticed, there are several Pokmon that are KO'ing you with ease, and others you may have trouble smacking around; and
the inverse as well, Pokmon you are beating the stuffing out of and those your opponent can't even touch. In competitive Pokmon
battling, there's a degree to which "overkill" is just that - overkill, superfluous, unnecessary. Let's say you're doing enough damage to
not only KO a Blaziken in one hit, but doing 120 HP's worth of damage beyond that. That extra damage - that extra power - doesn't
necessarily serve you any purpose, because a KO is a KO. The EVs overpowering that Attack could be the thing that let you get the
bulk sufficient to survive other attacks!

And thus, the element of experience. As we'll go over in the next section, you'll see that there are two main groups of Pokmon that
are "threats". Pokmon that are "threats by commonality" (those used on a lot of teams), and Pokmon that are "specific threats"
(threats specifically to your team). Experience should have let you learned both over time. Now comes the time to learn how to
attempt to really best them.

It helps to have a damage calculator to test this stuff out; the one provided by Pokmon Showdown is by far the best.

https://pokemonshowdown.com/damagecalc/

We'll first cover defensive idealization - that is, assuring that you aren't easily KO'ed by threats.

Now, you'll want to enter a Pokmon on your team, and its threat on the opposite side. Using your knowledge of the meta (either
through experience or research), try making the threat attack your Pokmon and you'll see some kind of damage ratio based on that
attack. For example, say I'm trying to make sure that my Mega Gardevoir isn't OHKO'd by Aegislash using STAB + super-effective
Shadow Ball.

252+ SpA Aegislash-Blade Shadow Ball vs. 0 HP / 0 SpD Mega Gardevoir: 132-156 (92.3 - 109%) -- 50% chance to OHKO

Well, that's upsetting. What you want to do now is adjust your Pokmon's EV spread - and, for defensive/redirection/support
Pokmon, often even Nature - to survive this hit. As my Mega Gardevoir is offensive, I'd rather keep my Modest or Quiet Nature, and
I obviously have maxed defensive IVs, so I'll fiddle with her HP and Sp. Def. EVs. In general, the process is this:

Try altering the Pokmon's EVs in each a little and see which has a greater effect on your Pokmon's damage, and do so for
each 4 EVs added.
If your Pokmon uses Leftovers or Sitrus Berry and usually has HP investment anyways, try increasing its HP investment or
just keeping it as high as possible. If offensive, do try to avoid taking EVs out of both HP and the offensive stat, but, if needed,
you will want to work more on the offensive optimization first.
Also note that, in Level 50 gameplay like VGC, it takes 8 EVs to make a full point in a stat occur. However, the first 4 EVs of
that 8 (0.5 points) will still work. So, 4, 12, 20, etc., EVs get a point. Remember that since it can give you a spare 4 EVs
elsewhere.
Also always try to account for whether you'll want or will be using stuff like Intimidate to lower the opposing Pokmon's Attack.
Full-attack Mega Kangaskhan is a LOT different from one at 2/3 Attack. And the same should be true for weather and the like.
Repeat the process as needed for your team's threats and the common threats.

This is a good showing of what you'll want after the aforementioned Aegislash-vs.-Mega Gardevoir evaluation.

252+ SpA Aegislash-Blade Shadow Ball vs. 108 HP / 0 SpD Mega Gardevoir: 132-156 (84 - 99.3%) -- guaranteed 2HKO

Notice my range here: it ends in 99.3%, not 100%. As much as possible, you'll want to assure that you don't get into OHKO range, no
matter how little the chance. (That's not to say there aren't times when it's appropriate, or sometimes necessary or even avoidable. It
depends on which threats you're focusing again.) Usually, we work on defensive optimization first across several different Pokmon,
both physical and special threats, before moving on to the offensive optimization, as we can then devote the EVs in our offense as
much as necessary, and any spare can go to further bulk.

The process of offensive optimization is much the same as defensive, but now it's YOU trying to hit the common threat. Let's take a
Support Cresselia I own versus Landorus-Therian, the classic VGC example. This works nicely, since Cresselia is a supportive
Pokmon whose main intent, on my team, is to OHKO Landorus-T whereas my other Pokmon can't do so easily.

0 SpA Cresselia Ice Beam vs. 4 HP / 0 SpD Landorus-T: 132-156 (80 - 94.5%) -- guaranteed 2HKO
Given that Landorus-T isn't much of a threat to Cresselia (seriously, nothing unboosted can OHKO it with a critical-hit reliably, it's
insane), and you're using a reasonable set for Landorus-T, you have a good starting point. Given that Cresselia is usually reliant on
its bulk (it runs support otherwise in this case), you want to hit a specific benchmark based on commonality and get out of there,
leaving the rest of the EVs in bulk where it can be useful. Since it's supportive, it won't have an Sp. Atk.-boosting Nature, and we so
instead just run up its Sp. Atk. EVs until we get the guaranteed KO on a common set:

212 SpA Cresselia Ice Beam vs. 4 HP / 0 SpD Landorus-T: 168-200 (101.8 - 121.2%) -- guaranteed OHKO

This time, we want the minimum percentage to be as close to - but at least equal to or above - 100% as possible.

This set shows a classic issue: when is the optimization too heavy? Indeed, 212 EVs may seem like a LOT of bulk that could go to
HP instead of KO'ing a Landorus-T when you may even have access to other Ice Beam or Ice Punch users. That ultimate judgment
lies with you and in your defensive analysis. For Cresselia, it works well because it's bulky as hell and can get 1/8 of its HP back by
Protect-aided Leftovers, 33% from a Sitrus Berry triggered by an attack that would usually result in a 2HKO, or even 50% by
Moonlight. For Greninja or other frail attackers, max offense and max Speed can work better since there's pretty much no defensive
optimization of use that can occur. And, of course, we may run into this situation...

252+ SpA Life Orb Cresselia Ice Beam vs. 0 HP / 0 SpD Mega Salamence: 114-135 (67 - 79.4%) -- guaranteed 2HKO

... where, no matter how heavily the set becomes optimized, we cannot get the OHKO we want. That means we go down to the next
most important benchmark, and the one below that, and so on, trying to hit the best, most useful benchmark we can. What
determines the tiering of benchmarks, though? That, I cannot answer for you - again, the meta is dynamic, Pokmon get nerfed
minorly and majorly with new entries in the series, and it all depends on how your team can handle them without a benchmark. For
example, if you wanted to optimize a Rain Dance team, not much need to worry over your average Ninetales, right?

The ultimate goal of this process is to assure two things - that your Pokmon can get the KO's it needs to get, and that your
Pokmon can take as many hits as possible or move as fast as possible. Superfluous EVs aren't going to help in the long-run except
against weird sets or untrained Pokmon, which are rare in the real-life competitive environment - most people will use reasonable
sets there.

One final note - EV-creeping. EV-creeping - or generally known as power-creeping or, in its more common use, Speed-creeping - is
the deliberate manipulation of EVs in a very specific fashion that is akin to optimization. The goal is usually to help counteract the
exact same Pokmon you're using in one fashion or another while trying to minimize the threat to yourself. For example, when two
bulky Mega Kangaskhan using the same, general stat-spread face each other, their Speed stats are the same. That can result in the
whole battle being a 50-50 shot, since Mega Kangaskhan's Low Kick will KO another in many instances. By bolstering your Speed by
4/8 EVs in this instance, though, you get that 1-point advantage that, while minuscule, allows you to avoid that very specific
threatening situation. Most expert creeping will affect 2 or 3 points, a counteraction to Speed-creeping.

Threat Analysis

So, we've established that certain Pokmon can give you trouble, and that there are ways to help counteract a good chunk of them,
so long as you play well. The problem lies in identifying what these are in the first place. Generally, I like to identify the threats like
this:

Threats by Commonality: These are Pokmon you need to watch out for, because a LOT of teams use them. In the
Pokmon OR/AS VGC metagame, for example, the commonality threats are Mega Kangskhan, Thunduurs, Landorus, Milotic,
Bisharp, Cresselia, Heatran, Amoonguss, Mega Charizard Y, Mega Gardevoir, Aegislash, Sylveon, and Mega Metagross, to
name off a good chunk of them.

Specific Threats: These are Pokmon that threatening SPECIFICALLY to your team. The Break My Team tool mentioned in
the Beginners' section helps to analyze the Pokmon that are going to try to screw with your team. Most teams will still have
that one Pokmon that *can* mess them up; you'll have to find a way to deal with it, since that calculator doesn't account for
Speed and several other determining factors. An (extreme) example of a team-specific threat would be a Rock-type
Monotype team versus a Flying-type Monotype team, seeing as Aerodactyl, Omastar, Armaldo, and more aren't too common.

Common Themes: Can your team handle Sun teams? Rain? Sand? Trick Room? These are the four main weather types
seen in competitive gameplay; Hail appears occasionally, but not enough to be a concern to the average player.
Counteractions to these for ALL teams are crucial, just as with the (albeit dynamic) commons threats. Handling these is better
done on the front of Speed than EV optimization, however, since it would be very hard to get a Pokmon, which is neutral to
Fire, optimized against Mega Charizard Y's Fire Blast in the Sun; better to find a way to get a good OHKO on it before said
Fire Blast.
Gimmick Threats: More common in online and Showdown play than in real-life tourneys, having the ability to counter a
general "gimmick" team will help. Common gimmicks include Clefable with Minimize and Follow Me, Smeargle with Dark Void
and other status moves (such as Transform to get a double Mega), and the use of Beat Up on a Pokmon wielding Justified
(commonly Terrakion).

Walkthrough
Notes (READ!)

Here, we will try to briefly describe some of the stuff you will see as you navigate through this FAQ/Walkthrough - primarily overly-
technical stuff you'll find in tables at the start of sections so we don't have to pointlessly describe this stuff in an area using several
paragraphs while only writing a two-word walkthrough. Plus, it's a nice quick-paste bank for us. =P If you don't see some of this stuff
for a particular area, assume that means none of that is there: no Pokmon encounters table, no Pokmon.

NATURE OF THE WALKTHROUGH: As you've probably noticed, a lot of the details prior to and those after the walkthrough are a bit
more technical than your normal Pokmon FAQ, even moreso than Key's own Pokmon FAQs. These details were merely for the
purpose of completeness and elaboration so you could have all of the knowledge regarding these things, especially those not readily
available through the game or its manual, or even the Internet in general. Those details are helpful to both the common player and to
those looking to play Pokmon competitively. Even so, this walkthrough will, for the most part, neglect these details: we will by no
means imply that you should EV-train Pokmon this way or need to gather this Pokmon and begin breeding it ASAP because this
game by no means requires such intricate knowledge of its mechanics: only competitive play would. The walkthrough is simply used
to get you through the storyline of the game and also aid in your abilities to complete the Pokdex; competitive details will, for the
most part, be only mentioned in an off-hand manner or when analyzing Pokmon from a given area as to which would be good
Pokmon to add to your team - nothing more.

LOCALIZATION: Pokmon Sun & Moon released in November 2016 worldwide, and English, Spanish, Japanese, French, German,
Italian, and Korean language options were implemented into the game. It will be important to note that both authors - that is,
KeyBlade999 (a.k.a. Key) and yoshi_chao (a.k.a. Yoshi) - are playing from North American releases of the game, in the English
langauge option. Key favors Pokmon Sun whereas Yoshi will favor Pokmon Moon, but despite this disparity all version-exclusive
problems should be resolved given sufficient progress and time.

DIVISIONS: Each badge's section will begin with a sectional flowchart. This flowchart denotes the areas we'll go to whilst traversing
to the named badge, and in the order named. These sections will be headed off with a horizontal line above and below the section's
name. Any sub-divisions from there, if any, will be simply bolded at the start of the paragraph similar to how they are here.

TABLE INFORMATION: We'll finish off the rest of this section with an analysis on the type of data that you'll see throughout this
FAQ. Most of the info not represented here (treasure checklists, shops, and the like) should be obvious enough to keep me from
having to detail it. As for the other table data? It's below. Take note that the data within these particular tables is mostly fake; it's just
to test column widths and such on my end.

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Blaziken Level 82 Fire/Fighting Speed Boost Blazikenite Flare Blitz Brave Bird Rock Slide Protect
Swampert Level 82 Water/Ground Damp Swampertite Rain Dance Earthquake Waterfall Ice Punch
Sceptile Level 82 Grass Unburden Sceptilite Energy Ball Dragon Pulse Focus Blast Hidden Power
Pikachu Level 100 Electric Static Light Ball Volt Tackle Dig Return Brick Break
RECOMMENDED LEVELS: Level 80~100

What is the purpose of this table? This table is here to describe our party at the moment this section is implemented. In terms of
iteration, this chart will be found at the start of every area so as to be sure all benefit. (In case you're worried about seeing too many
of these as I backtrack or something, we will tend to sum up the backtracking briefly enough so as not to spam these in your face.)
Why bother, though? This helps to provide a general guideline as to where your team should be structurally. In other words, this
helps to tell you what levels your team should be and makes a statement as to their variety. Variety in one's team is very key to
progressing through this game. So long as you can keep a team with a good type balance, you'll be fine from the strategic
standpoint. Hence also why I noted the moves: the moves give a statement as to how varied my own movesets are in terms of type.
Having Pokmon use all moves of the same type is very redundant and detrimental: try to keep your team's Pokmon so their
offensive moves are of varying types. While you may not benefit from the STAB bonus on every attack, you'll be able to combat more
and more Pokmon offensively this way, and in turn not be forced into the otherwise-common situation where you literally have
nothing you can do.

This chart is, of course, subject to several things. Firstly, there is a personal subjectivity; we may end up choosing certain Pokmon
for different reasons than you. You, for example, may choose Pokmon you like rather than for their strategic viability. You may be
playing one version of the game while one of us is writing this FAQ (mostly) from the perspective of the other. You may even be doing
a Nuzlocke or other challenge playthrough. Keep in mind the intent of this: "a general guideline". Mimic my team if you wish, but this
is just here to make sure you're on track with leveling and team variety.

To the curious, here are our self-imposed limitations to keep this guide "pure"; that is, able to be followed and utilized by people who
do not or cannot access the Internet or their friends for trading purposes.

These Pokmon as well as any others on my game were not EV-trained in an intentional manner, nor ideally bred for
preferable IVs, Nature, or abilities
These Pokmon as well as any others on my game were not soft-reset abused such as to generate ideal IVs, Nature,
abilities, or Shininess
These Pokmon as well as any others on my game were not traded from other games, either my own or those of another
person
Similarly, we did not utilize Pokmon Bank to bring Pokmon from Black, White, Black 2, or White 2
These Pokmon as well as any others on my game were not obtained from any Nintendo Events
Obviously, we did not use any of the available means of cheating like Action Replays
Also note that Pokmon were at times underleveled during the Stone Badge bit because I usually wait until getting the Exp.
Share to begin distributing EXP. evenly throughout the party, so most Pokmon obtained until then were merely placeholders

In case you are concerned by the lack of such info being used to my advantage and also not noted in my tables, there is a reason.
Firstly, the majority of Pokmon players play casually without regard to the internal mechanics of the game; giving such info would
not only crowd the tables, but also confuse the reader. Furthermore, there is simply no need to be so considerant of such things
throughout the game - the influences of IVs, EVs, and Nature during the main game will be miniscule in terms of difficulty; there will
be no need to be picky about these things unless you breed the Pokmon for competitive usage, so don't bother until then as you
could waste time.

LOCAL WILD POKMON ENCOUNTER DATA


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Magikarp Electric/Flying Static - 1 - - - 3 Both 60%
Pikachu Electric Compound Eyes 2 - - - - - Sun 35%
Zigzagoon Normal Competitive, Intimidate 3 3 - - 2 - Moon 5%

Next, we'll cover the Wild Encounters data; it will be divided into individual methods (e.g. in the grass, Surfing) as needed; if not
stated, assume the main thing in the area to be that method. For example, Route 1 only has grass, and therefore its implied method
is an encounter in the grass. However, since encounters CAN vary by the location in the area itself, certain areas within it are
specified at times as well, such as the northern grass or whatever.

Pokmon Species: Denotes what kind of Pokmon it is: its default English name, really.

Pokmon Type: Type is used to determine extra damage multipliers when fighting and which types of moves get the Same-Type
Attack Bonus (a 50% damage bonus for using moves of the same type as the user, commonly called "STAB"), among other things.

Abilities: All Pokmon have some sort of ability that activates in battle (or rarely in the field) to help you out. The Pokmon Abilities
section will get you in the know on the effects of these abilities.

EV Yield: If you don't know what these are, just read up in EVs - Effort Values. It's not important, though, except for competitive
players - if you only plan to play this game for the game itself, don't bother, it's mostly here since we needed some other info to be
worth noting.

Version: There are two versions for this particular Pokmon release: Pokmon Sun and Pokmon Moon. Depending on which you
have, a number of things can vary: everything will be noted, don't worry. In this case, you'll see the name of a version if the Pokmon
is exclusive to it, or "Both" if it is non-exclusive.

Rate: How often the Pokmon is found at random. Note that SOS encounters - those for when the Pokmon calls out for help - do
not have specified percentages for various reasons. Typically they will call out a Pokmon of the same species or a related species,
although that is not always the case.

Also following this chart, at least for new areas with a significant number of new Pokmon, will be a bit on the evaluations of the
Pokmon: which ones are good and why they are good. Use this information to judge whether or not to get the Pokmon beyond the
"for the Pokdex" purpose.

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Rayquaza Reshiram Fire/Dragon Turboblaze
Sun [none] Magikarp Water Rain Dish
Moon [none] Zekrom Dragon/Electric Teravolt

Most of the info denoted here can be derived from the wild encounters table. This basically will note possible Pokmon trades or gifts
in an area. The first row of the table denotes what a trade will look like, while the second is what a gift will look like: note how the
second row as a "[none]" in the "Pokmon Given" column to note that it comes for free. As for the fifth column, note that it says likely
- that means the most common ability for the Pok.

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Master KeyBlade999 $999,999,999 Rayquaza Lv. 1, Hydreigon Lv. 255, Missingno. Lv. 0
Youngster Billy $100 Zigzagoon Lv. 10, Pikachu Lv. 11
Biker Young $50 Snivy Lv. 20 (x2), Tepig Lv. 50 (x4)
Swimmer Aqua $200 Bulbasaur, Charmander, Squirtle, Torchic, Treecko; all Lv. 20

This table denotes some data on trainers in an area. Included are their name, the money earned from the battle, and their Pokmon
party. No info is given on actual strategy as this info is usually very repetitive and pointless; except in a low-level game, you should
be able to win the battles if you've progressed this far. Of particular note are some notations in the latter two rows. The "(x#)" notation
means that there are # Pokmon of that species and level - not necessarily anything else - in that trainer's party. In the latter, that
means that all five of those Pokmon are Level 20; it helps to save some room on both ends. Of course, this is placed only in an "If I
have to" instance, since I'm writing this pre-format section pre-launch, so you might not even see 'em.

BOSS: Master KeyBlade999

Rewards: $999,999,999, Earth Badge

FOE'S POKMON PARTY


Pokmon Arceus Kyogre Charizard * Venusaur * Blastoise * Pikachu ** Pichu **
Pokmon Type Fairy Water Fire/Flying Grass/Poison Water Electric Electric
Level (Lv.) Level 100 Level 53 Level 50 Level 50 Level 50 Level 66 Level 33
Hold Item Pixie Plate Blue Orb Charizardite X Black Sludge Miracle Water Light Ball Focus Sash
Ability Multitype Drizzle Blaze Chlorophyll Torrent Static Static
Extreme Speed Water Spout Flare Blitz Leech Seed Hydro Pump Volt Tackle Volt Tackle
Iron Head Ice Beam Outrage Protect Rock Slide Dig Dig
Moves
Poison Jab Ancient Power Air Slash Amnesia Rain Dance Return Return
Judgment Thunder Earthquake Toxic Rapid Spin Brick Break Protect
USAGE CONDITIONS
Pokmon Condition
Charizard Your starter was Bulbasaur
Venusaur Your starter was Squirtle
Blastoise Your starter was Charmander
Pikachu You are playing Pokmon Omega Ruby
Pichu You are playing Pokmon Alpha Sapphire

This blue box is used to denote relatively difficult boss battles: typically Gym Leaders and the like. Initially, you'll see the various
rewards for the battle. Next is that trainer's party. Note that, like all mainstream games, the opponent's party may differ depending on
the circumstances of the battle. For example, all of the mainstream games have have at least one of your rival's Pokmon differ
depending on which starter you choose; Pokmon Black and White Versions even had that done doubly since you had two rivals and
thusly all three starters distributed amongst you. These usage conditions will be noted below the primary analysis of the party: each
Pokmon marked with an asterisk - * - will have some sort of condition and each Pokmon affected by the same condition, should
multiple ones come up, will be affected by the same condition.

The table considering the party itself contains all of its information, short of statistics. (Statistics seem randomized to an extent.)
Included will be the Pokmon's type, level, hold item (which can be very changing to the battle dynamic!), ability (for the same
reason), and moveset. (You have those at Project Pokmon who dug into the game's code to thank for the ease of which this data
was obtained. ;) Not all battles will contain the moves data, however, as I do not have access to all of that. In such cases, I will note
the more notable moves in the strategy itself.) While the consequences of all these things will be noted in the strategy, this provides a
concise preview of the battle so that you may be able to develop your own tactics if needed. Note that Mega/Primal Pokmon data
will usually not be included in this table. In some battles, this would cause some severe formatting kerfluffles, though in other
cases I will do it since ... well, I have the data. These changes in the battle dynamic will nonetheless always be noted in the strategy,
as all AI players will have their Mega Pokmon evolve ASAP. (Even when it would be wrong to do so.)

Finally, below the table, will come some sort of strategy. As per my other Pokmon FAQs, it will primarily consist of several things: the
Pokmon's type advantages/weaknesses, notably annoying moves, and perhaps Pokmon that would be ideal for this. I do this in
such generalized terms because your party could differ significantly from mine (especially if we're playing different versions of the
game, or picked different starters, or you traded, or whatever), so be sure to keep this mind. That said, these strategies will obviously
have an analytical sense to them to the point that I can recommend specific Pokmon and moves that, barring challenge
playthroughs (such as the infamous Nuzlocke), you ought to be able to meet in some way.

The Trial of Captain Ilima

Sectional Flowchart

Obtaining Your First Pokmon!


A Rival Battle!
Route 1
The Iki Town Festival
Route 1: Hau'oli Outskirts
Hau'oli City
Route 2 & Hau'oli Cemetary
Verdant Cave

Obtaining Your First Pokmon!

TREASURES CHECKLIST
[_] Sparkling Stone [_] Pokdex [_] Trainer Passport

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Rowlet Grass/Flying Overgrow
Both [None] Litten Fire Blaze
Popplio Water Torrent
NOTE: You only can receive one of these Pokmon

Game Start-Up: When you start the game for the first time, you'll be able to select a language to play in. Do so, and you'll receive a
message from Professor Kukui, the main Pokmon researcher of the Alola region. After a brief message, you'll be asked to choose a
picture for your passport, which will match the avatar of your main player - there are eight in all (four female, four male) - and then
you can enter a name.

Route 1 (Hau'oli Outskirts): You'll watch a cutscene before your Meowth in your home in the Alolan region goes over to wake you;
once the camera stops moving, you can use the Circle Pad to get up. You can leave your room to the ground floor via the southwest
exit. After a brief chat with you mother, someone will arrive at the door; go over and it'll open automatically as Prof. Kukui barges in.
After the conversation, go into your room and examine the boxes in the southeast corner to get your bag and your hat. Return and
after another chat with Kukui head outside.

Route 1: There, walk along the Route and you'll find Kukui soon. After a few words from him, simply head up the hill until you meet
him again. He'll guide you to Iki Town, telling you things about Pokmon on the way.

Iki Town: As we arrive, however, we find that the Island Kahuna is strangely absent, and Kukui tasks you with finding him. Begin by
heading north and upstairs, and you'll see a girl in a white sunhat walk into the woods - follow her to Mahalo Trail.
Mahalo Trail: Simply walk along the trail into the next area, where you'll watch a break cutscene concerning the girl you've been ...
well, stalking. =P After she and her Pokmon get attacked, approach her and, when she requests your aide, walk across the bridge
towards her Pokmon. Another cutscene will follow after this, during which you receive the Sparkling Stone. The girl will request you
help her back to town so begin walking with her back towards Iki Town.

Iki Town: After a conversation, the island's Kahuna will allow you to choose one of three Pokmon - Rowlet, the Grass Pokmon;
Litten, the Fire Pokmon; and Popplio, the Water Pokmon - for you to have as your first Pokmon. Choose wisely. While it might be
preferably for you to go with your favorite (personally, mine's Rowlet <3) here are some analyses on the three Pokmon and their
evolutions so that you might choose who is best to go with.

BASE STATS
# SPECIES POKMON TYPE ABILITIES (Hidden)
HP ATK DEF SPA SPD SPE
#722 Rowlet Grass/Flying Overgrow, Long Reach 68 55 55 50 50 42 320
#723 Dartrix Grass/Flying Overgrow, Long Reach 78 75 75 70 70 52 420
#724 Decidueye Grass/Ghost Overgrow, Long Reach 78 107 75 100 100 70 530
#725 Litten Fire Blaze, Intimidate 45 65 40 60 40 70 320
#726 Torracat Fire Blaze, Intimidate 65 85 50 80 50 90 420
#727 Incineroar Fire/Dark Blaze, Intimidate 95 115 90 80 90 60 530
#728 Popplio Water Torrent, Liquid Voice 50 54 54 66 56 40 320
#729 Brionne Water Torrent, Liquid Voice 60 69 69 91 81 50 420
#730 Primarina Water/Fairy Torrent, Liquid Voice 80 74 74 126 116 60 530

Note that these Pokmon will not have Hidden Abilities in their selection here. If you're not sure what a base stat is, have no worries
about that - it just reflects how high the stat can get, and the higher the stat the better. (BST is the total of the six stats' base values.)

Rowlet: As the Grass/Flying Pokmon, Rowlet by definition boasts the hardest trial for Trainers to cope with of the three
starters. He possesses the most weaknesses (Fire, Ice, Flying, Poison, Rock, one of which, Ice, deals 4x damage), and his
final evolution in Decidueye isn't much better on that front (Fire, Ice, Flying, Ghost, Dark). On the offensive side, Rowlet does
boast some nice type advantages (Water, Rock, Ground, Bug, Grass, Fighting), as does Decidueye (Water, Rock, Ground,
Psychic, Ghost), and each boast immunities (Ground and Fighting/Normal respectively). However, Rowlet and its evolutions'
stats and movepool do not help it much; its stats are fairly evenly mixed, meaning it can work well as either a Special or
Physical attacker but it won't do well with either, but at the same time it has decent Defenses as well. So while Rowlet won't
be your hardest hitter by any means, it will have more durability than its counterparts, although that's ignoring the issue of its
weaknesses. It is also the weakest of the Pokmon in terms of its end offensive Pokmon. Overall, I'd say that Rowlet is the
best Pokmon for those looking for a challenge in their game.

Litten: Like many Fire-type Pokmon throughout the generations, Litten sits in a sort of middle tier. It boasts some nice type
advantages (Bug, Grass, Ice, Steel, with Incineroar throwing in Ghost and Psychic) and is decent on the defense (weak to
Water, Rock, Ground, plus Incineroar's Fighting). Litten makes an interesting Pokmon to have, too, because it is fairly fast
and will get even faster when it evolves, but it evolves once more and trades its Speed for its power and bulk. Litten's
movepool and stats are more inclined towards a physical-attacking nature as well, which is nice to have. Overall, I'd say that
Litten is best Pokmon for those who want a middling level of challenge. It is not the strongest of the three in either
offense or defense, but neither is it the weakest.

Popplio: The Water-type become incarnate, Popplio's typing lends itself to having a nice defensive side, bearing weaknesses
only to Grass and Electric, though Primarina will get an additional one in Poison. Offensively it is also great, with type
advantages on Fire, Ground, and Rock, with Primarina adding very useful Fighting, Dark, and Dragon stuff to it as well as an
immunity to Dragon. Primarina also has the highest Sp. Atk. stat of the three starter Pokmon and a healthy Sp. Def. to
further its bulk, and its physical defenses, while not quite up to competitive standards, are more than sufficient for in-game
play. This Sp. Atk. bit is important since Popplio's evolutionary family learns quite a few Special moves, complimenting its
stats. Type advantages and resistances considered, and especially the importance of the rare Dragon advantage we're so
troubled to find sometimes, I'd say that Popplio is the best Pokmon for those who are looking to go through the game
with relative ease of difficulty.

After obtaining your Pokmon, you'll also receive a Pokdex and Trainer Passport.

A Rival Battle!

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 5 Grass/Flying Overgrow - Tackle Leafage Growl -
RECOMMENDED LEVELS: Level 5+
Iki Town: After receiving your starter Pokmon, Pokdex, and passport, go on back to Route 1 to visit your mother. As you walk onto
the Route, you'll meet another Pokmon Trainer, Hau, who challenges you to battle!

BOSS: Pokmon Trainer Hau

Rewards: $100

FOE'S POKMON PARTY


Pokmon Rowlet * Litten * Popplio *
Pokmon Type Grass/Flying Fire Water
Level (Lv.) Level 5 Level 5 Level 5
Hold Item None None None
Ability Overgrow Blaze Torrent
Tackle Scratch Pound
Leafage Ember Water Gun
Moves
Growl Leer Growl
- - -
USAGE CONDITIONS
Pokmon Condition
Rowlet Your starter was Litten
Litten Your starter was Popplio
Popplio Your starter was Rowlet

This should be pretty easy enough as your Pokmon is always stronger than Hau's by virtue of its type. Simply spam Leafage
with Rowlet, Water Gun with Popplio, or Ember with Litten, and you should KO your opponent in two turns. Simply tap "Fight"
and then a move to use it.

After the battle ends, Hala will take a look at your Sparkling Stone, promising to return it to you tomorrow evening. Kukui will
automatically bring you back home.

Route 1

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 6 Grass/Flying Overgrow - Tackle Leafage Growl -
RECOMMENDED LEVELS: Level 5+

TREASURES CHECKLIST
[_] Pok Ball x10 [_] Potion x5 [_] Potion [_] Pok Ball [_] Potion [_] Paralyze Heal

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: NORTHEASTERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 20%
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 30%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: NORTHEAST GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 30%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) HP ATK DEF SPA SPD SPE VERSION RATE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Grubbin Bug Swarm - 1 - - - - Both 10%
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 15%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Grubbin Bug Swarm - 1 - - - - Both 10%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 15%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both 15%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 15%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Munchlax Normal Pickup, Thick Fat, Gluttony 1 - - - - - Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both -
Metapod Bug Shed Skin - - 2 - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Snorlax Normal Immunity, Thick Fat, Gluttony 2 - - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both 15%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Munchlax Normal Pickup, Thick Fat, Gluttony 1 - - - - - Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 15%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Metapod Bug Shed Skin - - 2 - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Snorlax Normal Immunity, Thick Fat, Gluttony 2 - - - - - Both -
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Youngster Jimmy $60 Rattata (Alolan) Lv. 3
Lass Audrey $72 Caterpie Lv. 3
Preschooler Oliver $48 Yungoos Lv. 4

Pokmon Evaluations: QUITE a few Pokmon are available on Route 1, and there are some nice ones here, too. Caterpie and
Metapod are good Pokmon because they evolve quickly and into Butterfree; though not exactly the best attacking Pokmon in the
game, it does provide a variety of status moves to make capturing Pokmon especially a lot easier. Pichu and Pikachu are nice
Pokmon to grab along the way because they evolve into Alolan Raichu, which is pretty decent as an attacker; on the 1/20 chance
that you find the Pikachu and it's holding a Light Ball though, it will be better because the Light Ball item will double Pikachu's Attack
and Special Attack when held which makes it quite the force to be reckoned with in-game. Munchlax evolves into Snorlax, a rather
decent bulky attacking Pokmon, which isn't too bad. Pikipek is your standard Flying Pokmon for the Alolan region so you're
somewhat obligated to get one ... though not really since the abolition of HMs. Yungoos also makes an appearance and if you can
get one with the Hidden Ability Adaptability - found when a Pokmon does its SOS call - that would be amazing because it really
makes Gumshoos quite the attacker, though it's somewhat decent without one. That said, none here are particularly stellar, except
for Caterpie/Metapod for the aforementioned capturing purposes, so do so as you wish.

Route 1 (Hau'oli Outskirts): After a brief scene back home, Kukui will visit again, so answer the door when the bell rings. He'll
inform you that the festival for Melemele Island is about to start, but before that he has something to show you on Route 1. Head
after Kukui, going southeast and then north to the tall grass on the Route. Professor Kukui will show you how to catch a Pokmon -
you see, when you walk around in tall grass, at random a Pokmon might appear and attack you. You need to weaken it with your
own Pokmon - the mechanics are in the Pokmon Capture section - to have as low HP as you can to make it easier for you to catch
a Pokmon, and then you should throw a Pokball at it to capture the Pokmon. If you inflict an ailment on the Pokmon, or use
certain types of Pokballs, you can improve the catch rate even further!

After the tutorial, you'll receive ten Pok Balls (the most basic Pokball) and five Potions (which you can use to heal 20 HP).
Anyhow, catch Pokmon to your heart's content, then head along the Route. As you go through a second grassy patch, you'll see a
Pokball on the ground; this will contain an item, so examine it to find another Potion. If you continue along from here, you'll sight a
kid throwing a Pokball up and down, catching it each time. If you walk in his gaze, you'll end up battling him! If you continue further
uphill, you find another Trainer you can battle, though she can be skipped if you go through the grass behind her. Though going
through the grass has its benefits, too - in its northwestern corner, there's a small clear spot where you can find a Pok Ball!

Continue following the dirt path for a while and you'll soon come to a fork in the path. Go west from it and you'll see some grass off to
the north; be sure to cross it to get the Potion on the other side, then return to the dirt path and continue following it. You'll soon
engage in battle with another Trainer. After the fight, you should continue along the path to some torches; see that grassy patch near
here? Go through it to find another item at the end, this time a Paralyze Heal. Return to the path and follow it up the stairs provided
into Iki Town.
The Iki Town Festival

TREASURES CHECKLIST
[_] Z-Ring

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 8 Grass/Flying Overgrow - Tackle Leafage Growl Peck
Pikipek 3 Normal/Flying Keen Eye - Peck Growl - -
Caterpie 3 Bug Shield Dust - Tackle String Shot - -
Yungoos 5 Normal Stakeout - Tackle Leer - -
RECOMMENDED LEVELS: Level 7+

Iki Town: As you arrive at the festive Iki Town ... er, festival, Kahuna Hala will approach, making small talk before you regain control.
Go off to the north and you'll meet up with Hau again. As you learn that the festival is one of Pokmon battling, Hala will heal you -
before you end up battling Hau again!

BOSS: Pokmon Trainer Hau

Rewards: $140

FOE'S POKMON PARTY


Pokmon Pichu Rowlet * Litten * Popplio *
Pokmon Type Electric Grass/Flying Fire Water
Level (Lv.) Level 6 Level 7 Level 7 Level 7
Hold Item None None None None
Ability Static Overgrow Blaze Torrent
Thunder Shock Tackle Scratch Pound
Charm Leafage Ember Water Gun
Moves
Tail Whip Growl Leer Growl
- - - -
USAGE CONDITIONS
Pokmon Condition
Rowlet Your starter was Litten
Litten Your starter was Popplio
Popplio Your starter was Rowlet

There's not much to say about this battle; for the most part, the strategy is the same, just go forth and have your starter Pokmon
use its Grass/Fire/Water moves repeatedly. Popplio shouldn't have too much trouble even against Pichu like this - Pichu is too
weak to make that a significant worry. Pichu however does have Charm on it which can be problematic since it'll halve your
Attack - switching out if you're using Rowlet, Litten, or another physical attacker before handling Hau's starter might be prudent.

After the battle, you'll receive the Z-Ring from Hala, the results of his examination of your Sparkling Stone previously. This is
important, for it enables the use of certain special abilities, though these will be unlocked later in the game and I do not wish to spoil
you on these.

Another scene will follow the battle.

Route 1: Hau'oli Outskirts

TREASURES CHECKLIST
[_] Awakening

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 9 Grass/Flying Overgrow - Tackle Leafage Growl Peck
Pikipek 3 Normal/Flying Keen Eye - Peck Growl - -
Caterpie 3 Bug Shield Dust - Tackle String Shot - -
Yungoos 5 Normal Stakeout - Tackle Leer - -
RECOMMENDED LEVELS: Level 8+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Slowpoke Water/Psychic Oblivious, Own Tempo, Regenerator 1 - - - - - Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 c Both 50%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata (Alolan) Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Slowpoke Water/Psychic Oblivious, Own Tempo, Regenerator 1 - - - - - Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 50%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Youngster Kevin $120 Grubbin Lv. 6
Lass Madison $120 Wingull Lv. 6

Pokmon Evaluations: Honestly, the Pokmon here are of little note. Of the Pokmon here, Slowpoke is probably best since
Slowbro makes a nice Pokmon when you unlock Mega Evolution waaaaay down the line, and Slowking makes a nice Pokmon just
in general though you'd need trading stuff for that to work out. It will work nicely for those who are in need of a Water Pokmon.

Route 1 (Hau'oli Outskirts): After another scene back home, you'll find you have another visitor - go outside to meet with Lillie
again. She says that Kukui wants to see you, and offers to guide you there. Head south of home and downhill towards the lab. After a
brief scene, Lillie will run off.

You can take a bit of a shortcut by jumping down the ledge nearby, but I'd recommend heading east. There, you'll find some grass
and a Trainer to battle; if you head through the grass towards the shoreline, you'll even find an item - an Awakening. Head south
from there to find a lass to battle; if you go south, you'll find Kukui's Lab, with Lillie outside of the southern entrance. Speak with her
for a brief scene - your Pokdex will be upgraded to the Rotom Pokdex, and you'll learn more of the Island Challenge, which means
you'll have to complete seven Island Trials to be able to be declared the Champion.

Once you're done at Kukui's place, return outside and head back home. Head southwest from there to Hau'oli City.

Hau'oli City

TREASURES CHECKLIST
[_] Exp. Share [_] Potion [_] Potion [_] Paralyze Heal [_] Quick Claw [_] Potion
[_] TM01 (Work Up) [_] Great Ball x5 [_] Potion [_] Pok Ball [_] Pok Finder [_] Ultra Ball x10
[_] Silk Scarf [_] Revive [_] Heal Ball [_] $10,000 [_] Ether [_] Lumiose Galette
[_] Revive [_] Tiny Mushroom [_] TM49 (Echoed Voice) [_] X Defense [_] X Attack [_] Super Potion

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 11 Grass/Flying Overgrow - Tackle Leafage Astonish Peck
Pikipek 3 Normal/Flying Keen Eye - Peck Growl - -
Caterpie 3 Bug Shield Dust - Tackle String Shot - -
Yungoos 5 Normal Stakeout - Tackle Leer - -
RECOMMENDED LEVELS: Level 9+

HAU'OLI CITY: OUTSKIRTS - POK MART


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: TRAINER SCHOOL (GRASS)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 20%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 50%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 30%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Youth Athlete Hiromi $224 Pikipek Lv. 8
Youngster Joey $140 Metapod Lv. 7
Preschooler Mia $84 Bonsly Lv. 7
Rising Star Joseph $384 Grimer (Alolan) Lv. 8
Teacher Emily $432 Magnemite Lv. 8, Meowth (Alolan) Lv. 9

Pokmon Evaluations: Magnemite makes a very good Pokmon to have. The defenses of the Steel-type give it great prowess on
the defense, plus it is a decent attacker and an Electric-type as well, which will be helpful. Grimer and Meowth's Alolan Formes aren't
much to talk about, however.

Hau'oli City: When you arrive, speak with Lillie and she'll guide you into the Pokmon Center. There, you can speak with the nurse
at the desk to fully heal your Pokmon party. A PC is also on the counter. In one corner, you will find the Pok Mart, where you can
buy items to help you on your way, and in the other you can buy drinks which can lead to you getting some Pokmon Refresh beans,
among other things. Heal your Pokmon and shop at your discretion before leaving.

Back outside, head southwest along the road to Lillie again.

Pokmon Trainers' School: After a brief convo, go north to the Pokmon Trainers School lot and speak with Kukui. You'll be
challenged to defeat four Trainers, before you receive the Exp. Share. The Exp. Share lets all of your Pokmon gain experience and
not just your lead one. Anyhow, we'll need to find those four Trainers now, right? Don't forget, you can speak to Lillie to heal your
Pokmon.

First go northeast, east of the school's doorway, and you'll find a Potion next to the tree. If you go east and north, you'll find your first
Trainer to battle!

Return to the entrance of the school, then go west on the battle arenas etched in the dirt. The kid there won't battle you yet but you
can find another Potion in the southwestern corner of the area. Head due north from there to the end of the asphalt and then go
through the red gate. Beyond is a kid that you can battle by talking to him - that makes two students down!

After the battle, if you go all of the way to the south, you'll find a Paralyze Heal. Now, backtrack north and go back through the fence,
then go into the school itself via the main entrance. If you go due north upon entering, you'll find your third Trainer to battle.

Afterwards, go west and you'll see a sort of playroom with a television and all that. Speak with the woman there and you'll receive a
Quick Claw - this item activates at random when held by a Pokmon, making it go first 3/16 of the time. You can return to the
entrance and use the stairs nearby to go to the second floor, too; there, if you go along the hall, you'll find green doors which lead to
a couple of rooms. Go through the leftmost of the doors to find a classroom; inside, speak with the student in the top-right desk in
order to receive a Potion. With that done, though, go back outside and battle the kid in the battle courts that you skipped previously
to finish this challenge.

After the battle, Joseph will give you TM01 (Work Up) - a TM is an item that you can use on a Pokmon to teach it a move. TMs can
be used infinitely and there are 100 in all. You'll then be called to the office on 2F of the school, so head there - well, it's the third
floor, so that can be confusing. Basically go inside, then upstairs, then speak with the girl next to the stairs - the teacher will then be
the next one you battle, and she'll hand you five Great Balls for winning. Great Balls are a type of Pokball that are better than the
standard type: they're 50% better to be exact!

Hau'oli City: Following some more scenes, Lillie will offer to show you more of the city, now that the Tauros from before is no longer
in the way ... er, almost. When prompted, examine the Tauros to pet it. Head along the road to reach the beachfront once you regain
control.

LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: BEACHFRONT (SURFING)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%

Hau'oli City - Beachfront: If you head along the northeast side of the street, you'll find a person who will give you a Potion when
you speak to them. If you use one of the ramps nearby to go down to the beach, next to the southern ramp, you'll find a Pok Ball,
too. But in any case, head to the flag on the map.

HAU'OLI CITY: SHOPPING DISTRICT - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
HAU'OLI CITY: SHOPPING DISTRICT - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Dire Hit $1,000 Boosts one Pokmon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
X Accuracy $1,000 Boosts one Pokmon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokmon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokmon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokmon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokmon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokmon's Speed stat by one stage when used in battle.
HAU'OLI CITY: SHOPPING DISTRICT - MALASADA SHOP
Item Name Cost Effect
Sweet Malasada $200 You buy this and immediately raise a chosen Pokmon's Happiness stat.
Big Malasada $350 Cures a Pokmon's ailments, except for Fainted, when used on them!

LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 25%
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 10%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 10%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both -
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 25%
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 10%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 10%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both -
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both -

Pokmon Evaluations: Abra is the only really new Pokmon here, and it's an amazing Pokmon to have - it may be a bit frail, and
it's hard to evolve to Kadabra without using the Exp. Share, but it becomes a very strong attacker once it evolves, even moreso if you
can trade and evolve it to Alakazam. It also learns an amazing variety of moves - it's definitely a Pokmon you should grab when you
can. Though take note that on the first turn of battles it will almost always Teleport away so you pretty much have to hit it with a Great
Ball, or if you can put it Sleep before trying to capture it. Pikachu and Magnemite as stated earlier are also good Pokmon worth
having, too.

Hau'oli City - Shopping District: Continue walking down the street and you'll meet up with Hau again. He'll take you into a store to
get you the Pok Finder, which will let you take pictures of Pokmon. If you speak to the woman next to her, you can participate in
the Loto ID drawing, which can get you an item if your ID number matches the one drawn. With respect to the number of digits
matched:

1 Digit = Moomoo Milk


2 Digits = PP Up
3 Digits = PP Max
4 Digits = Rare Candy
5 Digits = Master Ball

If you trade Pokmon more and more you'll get more IDs to use for this and thus will increase your odds!

Another man in the shop's southwestern corner has a request - for you to record 10 species or more Pokmon as "caught" in your
Pokdex. If you do so and then speak with him, you'll receive ten Ultra Balls! Ultra Balls are even better than Great Balls, boasted a
double-than-normal catch rate!

Return outside now and you'll speak with Hau and Lillie again. After the scene, a man will show you a crack in a wall nearby; press R
near it and you can fire up the Pok Finder. You'll get a brief tutorial when you start it up. Anyhow, play around with it if you want, then
head further down the road to meet up with Lillie and she'll hand you the Lens Case and Makeup Bag, which can be used for
changing your apparel somewhat. You can also buy clothing items inside the apparel shop if you so desire.

In any case, go outside and speak with the woman next to the door to obtain the Silk Scarf; this item boosts the holder's Normal-type
moves' power by 20%. Just next door is a salon, where you can alter your hairstyle, too. If you go to the south side of this street and
along the path, there will be another red gate you can open which will take you to some grass where you can find the above
Pokmon (yeah, strangely, not the same encounter list from the demo). Even further up the street is another gate you can use, where
you'll find some grass and, if you cross it to the other side, a Revive - extremely useful since it can revive a fainted Pokmon!

Opposite this gate is another Pokmon Center; if you speak with the man out front, you'll receive a Heal Ball, which is basically a
regular Pok Ball but it also fully heals the Pokmon you capture. (A note to veterans of the series: since you can now add Pokmon
to your party even when you capture Pokmon with a full party, the Heal Ball is SIGNIFICANTLY more useful!)

Inside the Pokmon Center, you will find the usual facilities, so be sure to heal up. An elderly man next to the Pok Mart will also
delete moves your Pokmon have learned; though not as useful now that HMs are abolished, if you want to delete a move
nonetheless go right ahead. The shop is also now selling stat-boosting items for your battles if you want to partake in some of them.
They boost your stats quite a bit in battle! There's also a woman near the cafe who will give you $10,000 if you show her a Drifloon in
your Pokdex - they can be found later in the game at the Hau'oli Cemetery, so just wait for that.

Back outside, head further down the street to the intersection, and to the flag on the map. You'll overhear a conversation regarding
Team Skull and the Marina - from here, head south and east again, but hug the left side of the street. Eventually the hedges will open
up and you can go into a grassy part near a building. Head north and you'll find an Ether lying on the grass - these are useful
because the come in limited quantities throughout the game but can heal 10 PP to a move! Inside this building, speak to the woman
in the kitchen (northeast corner) to receive a Lumiose Galette - it's an item from the Kalos region which, when eaten, will cure all of
a Pokmon's ailments!

Back outside, continue down the street some more and if you look off to the north you'll find the City Hall. Inside, there will be a
woman sitting on one of the benches, and you can speak to her to receive a Revive. Return outside and continue hugging the fence
for a while and you'll eventually reach a point where you can walk on some grass. There are a couple of gates here; open the nearest
one and you can walk across the grass nearby to reach another item, a Tiny Mushroom - which is honestly pretty useless, but you
can sell it for money. (Not like you weren't getting enough - your mother handed you $30,000, another woman will hand you $10,000
when you show her a Drifblim ... geez lol.)

Return to the road and go further down the street to meet up with Hau. After the cutscene, you can go into the shop and buy some
Sweet Malasada for $200 and give it to one of your Pokmon - it will help to boost your Pokmon's Happiness stat, which is useful
with some Pokmon like Happiny and Pichu that require a high Happiness stat to evolve. You can also buy Big Malasadas for $300,
which are a medicinal item you can use at your discretion to heal all a Pokmon's ailments (like the Lumiose Galette you just got).

Outside, you can head southeast and you'll see another gateway to a patch of grass. Cross it and you'll find a yellow Pokball on the
ground - in the field, yellow Pokballs mark the location of TMs, and this TM is TM49 (Echoed Voice), a Normal-type Special sound-
based move that increases in power when it is used repeatedly. Continue further down the street to the Marina.

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Team Skull Grunt $256 Zubat Lv. 8
Captain Ilmia $1,200 Yungoos Lv. 9, Smeargle Lv. 10

Hau'oli City - Marina: Head towards the flag on the map and speak with Ilmia, and you'll end up having to challenge one of the
Team Skull Grunts to a battle - simply talk to him to start the fight. After the remarkably simple battle, Ilmia will heal your Pokmon,
and will see if you're ready for his trial - by battling you himself!

Of course, this is only a simplified version of the real fight to come - once you beat him here, he'll offer to take you on for real in
Verdant Cavern off Route 2.

Afterwards, go near the building nearby and just a bit aways from the doorway is a woman you can speak to; she'll hand you an X
Defense, while the man nearby will give you an X Attack. If you go back near the entrance of the area, you'll find a ramp down to the
area where ships would tie up at port using the hooks; go to the end of this path to find a Super Potion, an item which heals 60 HP!
(This is boosted from 50 HP in previous games, if series veterans are curious.)

Hau'oli City - Shopping District: From here, return to the Pokmon Center and then along the road to the north of it. After a brief
conversation with Lillie, go further along and the Tauros from before will be again blocking your way. Pet him, then head along onto
Route 2.

Route 2 & Hau'oli Cemetary


TREASURES CHECKLIST
[_] Paralyze Heal [_] TM100 (Confide) [_] Big Mushroom [_] Super Potion [_] Heal Ball
[_] Nest Ball x2 [_] Super Potion [_] Oran Berry [_] Silver Powder [_] Repel
[_] Paralyze Heal [_] Big Mushroom [_] Stardust [_] Revive [_] Super Potion
[_] Revive x3 [_] $3,000 [_] Leppa Berry [_] Oran Berry [_] Persim Berry
[_] Sitrus Berry [_] Oran Berry x3

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 14 Grass/Flying Overgrow Quick Claw Echoed Voice Leafage Astonish Peck
Pikipek 9 Normal/Flying Keen Eye Silk Scarf Peck Growl Echoed Voice Rock Smash
Metapod 8 Bug Shed Skin - Tackle String Shot Harden -
Yungoos 8 Normal Stakeout - Tackle Leer Pursuit Echoed Voice
Magnemite 9 Steel/Electric Sturdy - Tackle Supersonic Thunder Shock Magnet Bomb
Abra 6 Psychic Synchronize - Teleport - - -
RECOMMENDED LEVELS: Level 11+

ROUTE 2 POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
ROUTE 2 POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Dire Hit $1,000 Boosts one Pokmon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Heal Ball $300 Fully heals the target upon capture, though that's useless if it's sent to the PC. Has a catch rate of x1.0.
Luxury Ball $1,000 Has a base catch rate of x1.0, but the caught Pokmon has higher Happiness than normal.
Nest Ball $1,000 Has a higher catch rate the greater the difference in you and your foe's level (+0.1 per level, up to x4.0).
Super Potion $700 Heals 60 HP to a single Pokmon.
X Accuracy $1,000 Boosts one Pokmon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokmon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokmon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokmon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokmon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokmon's Speed stat by one stage when used in battle.

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: SOUTHERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 20%
Drowzee Psychic Forewarn, Insomnia, Inner Focus - - - - 1 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: SOUTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 20%
Drowzee Psychic Forewarn, Insomnia, Inner Focus - - - - 1 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Makuhita Fighting Guts, Thick Fat, Sheer Force 1 - - - - - Both 30%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Makuhita Fighting Guts, Thick Fat, Sheer Force 1 - - - - - Both 30%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Growlithe Fire Flash Fire, Intimidate, Justified - 1 - - - - Both 20%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 10%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Growlithe Fire Flash Fire, Intimidate, Justified - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 10%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CEMETARY (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Drifloon Ghost/Flying Aftermath, Unburden, Flare Boost 1 - - - - - Both 30%
Gastly Ghost/Poison Cursed Body - - - 1 - - Both 50%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CEMETARY (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gastly Ghost/Poison Cursed Body - - - 1 - - Both 50%
Misdreavus Ghost Levitate - - - - 1 - Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Spearow Machop Fighting No Guard

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Beauty Krystal $288 Gastly Lv. 9
Pokmon Breeder Ikue $360 Pikachu Lv. 9
Gentleman Stanley $1,800 Makuhita Lv. 9
Office Worker Jeremy $360 Diglett (Alolan) Lv. 9
Preschooler Kaleb $96 Spearow Lv. 8
Team Skull Grunt $320 Drowzee Lv. 10
Backpacker Ashley $240 Cottonee Lv. 10
Pokmon Breeder Jay $400 Butterfree Lv. 10
Preschooler Malia $108 Cutiefly Lv. 9
Lass Isabella $216 Misdreavus Lv. 9

Route 2 Pokmon Evaluations: There are a fair few repeats here; if you didn't grab Abra, you've got another chance here, though
Drowzee may be preferable. While weaker, he doesn't run away via Teleport like 100% of the time which makes things easier. In a
similar vein, if you didn't pick up Pikipek, Spearow is a decent replacement, and since it only evolves once you can reach a lot more
power faster than with Pikipek, at least for a segment of the game before they become comparable again. Gorwlithe is a new one in
the area and he makes a nice Fire-type to have, and is worth picking up if you lack a Litten. Makuhita makes for a decent Fighting-
type Pokmon as well when he evolves into Hariyama, though he is a bit slow to level-up. Crabrawler arguably makes for a better,
stronger Pokmon than he, however.

Hau'oli Cemetary Pokmon Evaluations: During the daytime, take note that you can find Drifloon here; remember, someone in the
Shopping District of Hau'oli City's Pokmon Center wanted to see a Drifloon, and she'll give you $10,000 for that! Gastly is a great
addition to your team if you can trade: Gengar is a powerful Special Attacking Pokmon and has a number of moves to utilize, which
makes him a huge threat. Haunter is weaker but still decent enough so Gastly might be worth an empty slot in your team even if you
can't trade. Misdreavus, found at night, is decent too, but pales in comparison to Gastly's potential. Zubat is ... well, Zubat. It's
nothing special.

Route 2: Head uphill as you'll enter the Route and you'll find a Beauty you can battle. Further uphill, you'll come to a patch of grass
on your right, and from there you can head east towards the Hau'oli Cemetary.

Hau'oli Cemetary: When you arrive, go east and near one of the gravestones you'll find a Paralyze Heal. Northeast of there is one
Trainer to battle, and east of there is another in front of a gravestone you have to speak with to battle win. From Stanley, head south,
east through the grass, and north to find a TM lying on the ground - it's TM100 (Confide), which is for a move that lowers the target's
Sp. Atk. stat. If return to the cemetary proper and to its northeast corner, you'll find a Big Mushroom behind one of the gravestones
and you can speak to the guy nearby to battle him. Further west, you'll find a Super Potion lying on the ground, and that will be all
for the Cemetary, so return to Route 2.

Route 2: Go back through the grass and then north along the dirt path; you'll soon see some a few buildings. First take the dirt path
going east and south past a house. Go through the grass and jump down the ledges, collecting the Heal Ball on the way, then jump
down the next ledge and work your way back up to the top. To the northwest of the fork lies a motel. The first room you can reach,
the lobby, doesn't have anything, but if you speak with the man in the next room over from there you'll receive two Nest Balls. (Nest
Balls have a greater catch rate against Pokmon that are of levels lower than you - for now, given your levels, it will be likely best to
save them since they're better than even Ultra Balls if your foe is more than 20 levels lower than you.)

Outside, you can go downstairs to ground level and then behind the truck to find a Super Potion. (What, did you think it was going to
be Mew? =P) Return to the fork now because the motel is emptied out, then north to battle a Preschooler. Further north from there,
you'll meet up with a Delibird, who suddenly takes a hold of your bag, directing you into the Berry Fields.

Berry Fields: If you head east, you'll see the problem - a couple of Team Skull Grunts will end up battling you. (Well, one will, before
they leave, leaving twin trails of urine behind them.) The farmer will give you an Oran Berry as thanks. (An Oran Berry can restore
10 HP on a Pokmon, and it will automatically be used when they fall low enough on HP if they hold it in battle.)

Once you regain control, go east to find the Berry farmer's house. If you go around its south and east side, you'll find a Silver
Powder lying on the ground, which can be useful since it boosts the power of Bug-type moves by 20% when held. If you go south
from the house, you'll find the Berry fields - sort of. Anyhow, when you go to the northeast corner, examine the basket to find a hidden
Repel. In the west-central portion of the fields, you can examine the buckets 'n' junk left on the ground to find a hidden Paralyze
Heal too, while in the southwest corner lies another Big Mushroom (this one in the open).

Anyhow, we're done in this part.

Route 2: Once you return to the Route proper and follow the dirt path north a bit to find a Backpacker to battle. There is some grass
here, but you can go southeast; if you do so, you'll find the outer fence of the Berry Fields. Examine the fence just a bit south of the
northeast corner and you can find a hidden Stardust to sell for some money. (Note that another user has mentioned that they found
it between the two trees. While I distinctly remember finding the Stardust at the fenceline, that might be worth checking out if you're
having trouble. Either way, way later in the game you can get Stoutland to Pok Ride and that might be a suitable alternative to find
it.)

There are two paths you can along from here to the destination - there's the path you're on now and the northern path. I'll cover each:

North Path: This path is just grass for the most part, but there is a fence that will open up partway along. Just north of where
the fence opens up, on the other side, you can find a Pokmon Breeder to battle. If you head the opposite way and then up
the incline, you can find a Revive. Then just jump off the ledge and return to the grass, then head northeast, battling the
Trainer on the way.

South Path: Continuing from where we left with the hidden Repel, go east and you'll find some grass. Head north through it
and you'll find a Trainer you can fight with, and just behind her lies a Super Potion. From there, just follow the route.
Either way, you'll meet with Hau again, who will take you inside a Pokmon Center and hand you three Revives. While you're here,
you can speak with a Lass nearby, who is trading her Machop for a Spearow; Spearow can be readily caught on this Route, so it's
not a big deal to find and get her one, plus Machop are pretty decent Fighting Pokmon. The Pok Mart is also selling Super Potions,
Heal Balls, Nest Balls, and Luxury Balls now, all of which are pretty useful in their own right, so be sure to stock up! A girl next to the
cafe also has a request for you: catch a Cutiefly and show her its Pokdex entry to receive $3,000.

Back outside of the Center, you can probably see the colorful pile of Berries nearby - it's below a palm tree off to the east, next to
some grass. There, you'll find a Leppa Berry, Oran Berry, and a Persim Berry! (Take a note: if you return to the Berry Farmer at
the Berry Fields and show him that you have a Persim Berry, you'll receive a Sitrus Berry. And don't forget the three Oran Berries
under the tree next to him!)

Head southeast to the flag on the map next to find Ilima. Note that you will not be able to leave Verdant Cave until the trial is finished.
Once you confirm this, Ilima will go on in and wait for you.

Verdant Cave

TREASURES CHECKLIST
[_] Super Potion [_] Revive [_] TM31 (Brick Break) [_] Super Potion [_] X Defense [_] Normalium Z
[_] Great Ball x10

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 17 Grass/Flying Overgrow Quick Claw Echoed Voice Leafage Astonish Peck
Pikipek 12 Normal/Flying Keen Eye Silk Scarf Peck Growl Echoed Voice Rock Smash
Butterfree 12 Bug/Flying Compound Eyes Silver Powder Tackle String Shot Confusion Gust
Growlithe 8 Fire Flash Fire - Bite Roar Ember Leer
Magnemite 12 Steel/Electric Sturdy - Tackle Thunder Wave Thunder Shock Magnet Bomb
Abra 13 Psychic Synchronize - Teleport - - -
RECOMMENDED LEVELS: Level 13+

LOCAL WILD POKMON ENCOUNTER DATA - VERDANT CAVE: WALKING


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - CERDANT CAVE: POKMON DENS & RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Sun Special
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Sun Special
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Moon 100%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Moon 100%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Team Skull Grunt $352 Drowzee Lv. 11

Verdant Cave: As you arrive, Ilima will explain the object of this trial to you - to defeat three Pokmon found in dens throughout the
cave. From there, you'll need to go to the pedestal deep in the cave and obtain the Z-Crystal there. You will also not be able to catch
Pokmon found here (until you finish the trial).

Anyhow, once you regain control, go northeast and examine the low hole in the rock, one of the Pokmon dens in the area, and you'll
battle a Yungoos/Alolan Rattata. After, walk to the right and collect the Super Potion, then go due north and examine the large
boulder to find a Revive hidden there. Go further north to the den to find another Pokmon to battle. Now, go uphill to the west and
you'll come to a fork. Go south and you'll find TM31 (Brick Break) - an excellent Fighting-type move - just lying on the ground.

Now go north then east across the narrow plank bridge and you'll come to a ramp. Skip it and go further east and up the next one,
then use A to crawl through the hole, finding a Super Potion on the other side. Jump down the ledge nearby and examine the den
there; while this seems fruitless, it's part of the puzzle, because now the Pokmon in there is elsewhere. Now, go south, then up the
ramp on the left to reach the den on the top, and examine it, only to figure out the Pokmon you're looking for is on the west side. So
head off way to the west and down a ledge. Collect the X Defense next to the den before examining it, only to find that the Pokmon
has moved AGAIN!

Go south and jump over the ledge as you chase down the final Pokmon, then cross the plank bridge ... as you do so, Team Skull
will come. Defeat the Grunt that battles you ... and that'll be it? Okay. Whatever. Go over to the east and through the hole again, then
jump down the ledge to examine the first den you examined previously - and THIS time you'll finally fight a wild Gumshoos/Alolan
Raticate!

And with all the Pokmon defeated, you can now go through the exit in the cavern's northwestern portion! Once beyond, approach
the altar and examine it, then take the Z-Crystal - or attempt to. Before you can, a Totem Gumshoos (Pokmon Sun) / Totem Alolan
Raticate (Pokmon Moon) will appear! Though this might make it seem like a boss, in reality the only difference is that the Pokmon
has a stat boosted by one stage, so it makes things little different. You might also have to deal with some allying Pokmon of the
Totem, so be careful about that. It will help to focus on KO'ing the allying Pokmon first when they come.

After the battle, Ilima will congratulate you on your efforts and grant you the Z-Crystal - Normalium Z - from the pedestal. Whenever
a Pokmon holds this item and knows a Normal-type move, you can choose to activate a Z Move that will be much stronger, though
only once per battle. You'll also receive 10 Great Balls and permission to capture Pokmon in Verdant Cave (not that there are any
of particular note).

Ilima will heal your Pokmon, then suggest you head onto Route 3. In any case, once you regain control, head outside of the cave.

Route 2: Go back northwest and heal in the Pokmon Center, then head northeast to find Route 3.

The Grand Trial of Melemele Island

Sectional Flowchart

Route 3 & Melemele Meadow


Melemele Island's Grand Trial

Route 3 & Melemele Meadow

TREASURES CHECKLIST
[_] Stardust [_] Sharp Beak [_] Heal Ball [_] Great Ball [_] Yellow Nectar [_] Net Ball
[_] Yellow Nectar [_] Poison Barb [_] Red Card [_] Soothe Bell [_] Super Potion [_] Sitrus Berry
[_] Sitrus Berry [_] Pecha Berry [_] Cheri Berry [_] Sitrus Berry [_] Nest Ball [_] $3,000

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 18 Grass/Flying Overgrow Normalium Z Echoed Voice Leafage Astonish Peck
Pikipek 13 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Rock Smash
Butterfree 13 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Confusion Gust
Growlithe 10 Fire Flash Fire - Bite Roar Ember Leer
Magnemite 13 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Abra 14 Psychic Synchronize - Teleport - - -
RECOMMENDED LEVELS: Level 14+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: NORTHERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Delibird Ice/Flying Hustle, Vital Spirit, Insomnia - - - - - 1 Both 10%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: NORTHERN GRASS (NIGHTTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Delibird Ice/Flying Hustle, Vital Spirit, Insomnia - - - - - 1 Both 10%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (DAYTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bagon Dragon Rock Head, Sheer Force - 1 - - - - Both 1%
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Salamence (SOS-only) Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 49%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (NIGHTTTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bagon Dragon Rock Head, Sheer Force - 1 - - - - Both 1%
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Salamence (SOS-only) Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 49%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: FLYING POKMON
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rufflet Normal/Flying Keen Eye, Sheer Force, Hustle - 1 - - - - Sun
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both
Vullaby Dark/Flying Big Pecks, Overcoat, Weak Armor - - 1 - - - Moon
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both
LOCAL WILD POKMON ENCOUNTER DATA - MELEMELE MEADOW (FLOWERS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both 1%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Cottonee Grass/Fairy Infiltrator, Prankster, Chlorophyll - - - - - 1 Sun 30%
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 30%
Metapod (non-S.O.S.) Bug Shed Skin - - 2 - - - Both 9%
Oricorio (Pom-Pom) Electric/Flying Dancer - - - 2 - - Both 20%
Petilil Grass Chlorophyll, Own Tempo, Leaf Guard - - - 1 - - Moon 30%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Rising Star Ian $624 Psyduck Lv. 13
Rising Star Tatiana $624 Petilil Lv. 13
Rising Star Joshua $624 Growlithe Lv. 13
Ace Trainer Makana $952 Rockruff Lv. 13, Slowpoke Lv. 13

Route 3 Pokmon Evaluations: Bagon and Salamence are absolutely boss Pokmon to have. (Salamence is extremely rare
though, like 1%.) Most Dragon-type Pokmon are but Salamence is just very very powerful and speedy. Rufflet if you're playing
Pokmon Sun is also a pretty decent attacking Pokmon as well, and Mankey makes an okay Fighting-type Pokmon to have. For
the most part, the rest are just repeats or altogether meh.

Melemele Meadow Pokmon Evaluations: Butterfree, like I stated before, is a decent Pokmon for you to have in the event you
want to catch Pokmon, because it can learn a variety of status moves (namely those for Paralysis, Sleep, and Poison), and can
even get Compound Eyes to make sure these moves hit their target, so if you didn't pick up Butterfree before now would be a good
time to get it or one of its pre-evolutions. Petilil is the only other Pokmon of note here, belonging to Moon players, as it can evolve
into Lilligant which boasts nice stats (albeit not the best movepool to support them).

Route 2: After you leave the cave, Prof. Kukui will give you a tutorial on the use of Z Power and Z Moves. After, heal up in the
Pokmon Center if you need to, then head forward to Route 3.

Route 3: Note that while you go along this Route, you might see moving shadows on the ground. These reflect Pokmon in the field;
if you walk into it, you'll fight a flying Pokmon (here, Spearow or Rufflet/Vullaby). As you reach the sign denoting the Route we're on,
you'll find a fork in the path. You can go either way you prefer.

South Path: This is a fairly linear path with multiple flying Pokmon found along it. Further along the path from here if you
hug the northern ledge you'll notice a sort of dip in the southern wall; examine it to find some hidden Stardust to sell. From
here, work back westward and you'll notice that just off to the south is a narrow path you can take. Follow it and you'll find on
the way another Sharp Beak. It boosts the power of the holder's Flying moves by 20%. Further to the east the paths will
converge.

North Path: Partway along this path will be a Rising Star you can battle. If you continue further along from here, you can find
the grass for this part of the Route, too. Be sure to go through the eastern portion of the grass because you can find a Heal
Ball down there. Catch your fill from the grass, then head further along the dirt path to find another Rising Star to fight with.

Once the paths converge, go a bit to the southeast and you'll see a westbound path with a sign in front of it, heading to the Melemele
Meadow.

Melemele Meadow: As you enter, you'll find Lillie, looking for Cosmog. First, though, go south along the dirt path to find a Great
Ball. Head north to a bit of a sparkly area to find some Yellow Nectar in the grass, which you can use to change Oricorio's Forme to
the Pom-Pom Style. If you go southwest from there you can get on top of a raised ledge with a Net Ball on it. (A Net Ball is an item
that works very well on Water- and Bug-type Pokmon, even moreso than an Ultra Ball.) Follow the path on the ledge then jump from
its northeast ledge into the northwestern path of flowers. Go southwest and onto the raised ledge.

You'll see Cosmog nearby. If you first move past him to the southwest you'll see more sparkles signifying more Yellow Nectar, and
further south you can find a Poison Barb. Anyhow, speak with Cosmog and you'll automatically escort him back to Lillie, who will
heal your Pokmon in thanks.

Route 3: Here, Hau will immediately challenge you a battle!

BOSS: Pokmon Trainer Hau

Rewards: $280

FOE'S POKMON PARTY


Pokmon Pikachu Rowlet * Litten * Popplio *
Pokmon Type Electric Grass/Flying Fire Water
Level (Lv.) Level 13 Level 14 Level 14 Level 14
Hold Item None None None None
Ability Static Overgrow Blaze Torrent
Growl Leafage Ember Water Gun
Play Nice Growl Growl Growl
Moves
Quick Attack Astonish Leer Disarming Voice
Electro Ball Peck Lick Baby-Doll Eyes
USAGE CONDITIONS
Pokmon Condition
Rowlet Your starter was Litten
Litten Your starter was Popplio
Popplio Your starter was Rowlet

This battle isn't going to require any particular attention from you so long as you pay mind to type matchups. That means keeping
Water and Flying Pokmon away from Pikachu, for one, and generally smacking Hau's starter around with your own. If your
starter has the Normalium Z equipped with a damaging Normal-type move, that might be sufficient to finish off Pikachu, actually.

A cutscene ensues after the battle.


Once it's over with, go south along the Route. As you near the bridge, you'll notice a Trainer over to the left; he will give you the Red
Card item if you beat every Trainer on the Route, and then himself. If you head east from there you'll find some grass, too, and a
man who will give you the Soothe Bell item (which helps to boost a Pokmon's Happiness - if you grabbed a Pichu, Munchlax, or
Happiny way back, be sure to give it to them!).

Cross the bridge now and defeat the walking Rising Star on the other side, and a Super Potion can be found just a bit further to the
south. (That Trainer by the way is the last on the Route aside from Makana himself.)

Head further south and you'll find yourself walking down an incline. You will pass by some grass on the way down; on the
northeastern portion of it are some Berries you can grab: a trio of Sitrus Berries, a Pecha Berry, and a Cheri Berry! To the east of
there is a Nest Ball too! Further south is a man who will request you capture a Rockruff and show him its Pokdex entry; he'll hand
you $3,000 as an award!

Melemele Island's Grand Trial

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 21 Grass/Flying Overgrow Normalium Z Echoed Voice Leafage Astonish Peck
Trumbeak 16 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 16 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Confusion Gust
Growlithe 14 Fire Flash Fire - Bite Roar Ember Leer
Magnemite 16 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 17 Psychic Synchronize - Teleport Kinesis - -
RECOMMENDED LEVELS: Level 15+

Route 1: Further south will bring you back to Route 1. Simply go south, west, and north into Iki Town.

Iki Town: After a brief chat with Kukui abnd Lillie, go north and speak with Hala to start the battle!

BOSS: Island Kahuna Hala

Rewards: $2,400

FOE'S POKMON PARTY


Pokmon Mankey Makuhita Crabrawler
Pokmon Type Fighting Fighting Fighting
Level (Lv.) Level 14 Level 14 Level 15
Hold Item None None Fightnium Z
Ability Vital Spirit Thick Fat Hyper Cutter
Karate Chop Arm Thrust Pursuit
Pursuit Sand Attack Power-Up Punch
Moves
Focus Energy Fake Out Leer
- - -

A fairly easy fight - you've had ample opportunity to find both Flying and Psychic Pokmon that would do well in this fight.
Basically just spam them and their respective STAB moves. Crabrawler will likely prove to be the greatest difficulty because he
can use a Z Move through Fightnium Z; that would likely be the best time for you launch your own if it outpowers your
STAB+Super Effect (triple-damage) moves.

The Trial of Captain Lana

Sectional Flowchart

Mostly Sidequesting:
Pok Ride Cleanup - Tauros
Ten Carat Hill
Back to the Story:
Heahea City
Route 4
Paniola Town
Paniola Ranch
Route 5
Brooklet Hill

Pok Ride Cleanup - Tauros

TREASURES CHECKLIST
[_] Fightnium Z [_] Ride Pager [_] TM54 (False Swipe) [_] Antidote [_] Nest Ball
[_] Stardust [_] Nugget [_] TM83 (Infestation) [_] Stardust [_] Star Piece

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 21 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Peck
Trumbeak 16 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 16 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Confusion Gust
Growlithe 14 Fire Flash Fire - Bite Roar Ember Leer
Magnemite 16 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 17 Psychic Synchronize - Teleport Kinesis - -
RECOMMENDED LEVELS: Level 16+

Iki Town: Following the battle with Hala, you'll receive another Z Crystal, Fightnium Z, which enables the use of the Fighting-type Z
Move All-Out Pummeling. You'll also receive a stamp commemorating your victory; it will also permit traded Pokmon up to Level 35
to obey you fully. You'll finally also be given a Ride Pager and the ability to ride Tauros whenever you want to! Riding Tauros and
dashing can break rocks, which means we'll be able to find new items in some areas we've been to.

You'll finally also get TM54 (False Swipe) - False Swipe is an amazingly useful move for capturing Pokmon because it will not ever
KO them, just leave them with one HP.

You are then tasked with telling your mother that you're leaving, then heading to the Marina in Hau'oli City. So head back to Route 1
first.

Route 1: Back here, go back and visit your mother and she'll tell you that Akala Island should be your next target. If you're not going
to do any of the sidequesting bits then head there, but otherwise keep reading. If you head to the southern parts of the Route from
your house, towards the Professor's home, and go west, you'll find some rocks blocking your way; these lead to Ten Carat Hill, and
you can break through them by dashing with the B Button while on Tauros. It's mostly a standalone area so simply click on the link to
go to that area's section.

Once you return, there's more to clean up north of your house. If you go up Route 1 from the incline west of your house, you can find
an Antidote at the ledge to the right of the top. You can use Tauros to break down the rocks to the west and access a bite of a
hidden area. If you go through the grass west of your entrance you can find a Nest Ball and if you break down the rocks to the east
one will be hiding a sparkly thing which you can examine to find a Stardust. Meanwhile, return up to the top to the grassy patches,
then go through the eastern one and down the ledges to reach a Nugget. That's all to be found on Route 1!

Route 3: Taking backtracking a bit literally, head along to the southern part of Route 3 and backtrack across the bridge. Then go east
to the grass and off to the north you'll see some boulders around a TM. Break them down with Tauros and you can collect TM83
(Infestation) (and less importantly a Stardust from the big rock).

Route 2: Continue backtracking across the island to Route 2. Just south of the motel were several rocks you could break; beyond
them lies a Star Piece. From there, simply head to the Marina and we can move on as nothing else remains for us to do.

Ten Carat Hill

TREASURES CHECKLIST
[_] X Attack [_] Super Potion [_] Ultra Ball [_] Hard Stone [_] Nugget [_] Burn Heal
[_] TM62 (Acrobatics)
KEY'S PARTY AT THIS MOMENT
Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 21 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Peck
Trumbeak 16 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 16 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Confusion Gust
Growlithe 14 Fire Flash Fire - Bite Roar Ember Leer
Magnemite 16 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 17 Psychic Synchronize - Teleport Kinesis - -
RECOMMENDED LEVELS: Level 16+

LOCAL WILD POKMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (WALKING & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink (non-S.O.S.) Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 20%
Roggenrola Rock Sturdy, Weak Armor, Sand Force - - 1 - - - Both 30%
Sableye (S.O.S.-only) Ghost/Dark Keen Eye, Stall, Prankster - 1 1 - - - Both -
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (SURFING)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both c 80%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - TEN CARAT HILL - FARTHEST HOLLOW (GRASS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
Machop Fighting Guts, No Guard, Steadfast - 1 - - - - Both 30%
Rockruff Rock Keen Eye, Vital Spirit, Steadfast - 1 - - - - Both 20%
Roggenrola Rock Sturdy, Weak Armor, Sand Force - - 1 - - - Both 20%
Spinda Normal Own Tempo, Tangled Feet, Contrary - - - 1 - - Both 10%

Pokmon Evaluations: None of the Pokmon here are particularly special. Sableye is an interesting Pokmon since it only has one
weakness, and in competitive battling its Prankster ability in combination with some of its status moves render it a threat, but to be
powerful it typically requires a bit of setup (e.g. Calm Mind), which just isn't viable for the main game when other Ghost and Dark
Pokmon are simply powerful from the start. Rockruff is another interesting one, which becomes different Pokmon upon evolution in
Sun and in Moon, but both Formes are pretty powerful. (Don't forget the person from Route 3 that wanted you to catch Rockruff and
show you his Pokdex entry to get some money!) Carbink and Spinda are also interesting in their own rights for competitive
gameplay but less so for the main game and aren't worth it. ... And Zubat is Zubat. =P

Ten Carat Hill - Cave: Just as you enter, go north and you'll find an X Attack. Go south from here on Tauros and break apart the
rocks you find, and keep doing so until you reach an even larger gray boulder - this, Tauros won't be able to do a thing about, but it's
enough for now. As you broke through the boulders, back near the start, the path diverged and you could get on the higher ledge. If
you do so now, you can go along the linear path there for a Super Potion and an Ultra Ball. Return back to ground level and
continue going further into the cave, then outside into the hollow.

Ten Carat Hill - Farthest Hollow: Here, walk northward and you'll pass by a Hard Stone (boosts the holder's Rock moves' power by
20%). If you look to the north from here, you'll also see a Nugget (sell for $5,000) and to the east-northeast of there you'll find a Burn
Heal. The northwestern part of this enclosure has the grass with which you can find the Pokmon named above. (There are others to
the southwest and southeast as well. In fact, if you follow the southeastern path, you'll go up an incline and find TM62 (Acrobatics)!)

That's pretty much it for this area.

Heahea City

TREASURES CHECKLIST
[_] $3,000 [_] Rare Candy [_] Zygarde Cube [_] Zygarde Cell
KEY'S PARTY AT THIS MOMENT
Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 22 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Peck
Trumbeak 17 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 17 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Confusion Gust
Growlithe 16 Fire Flash Fire - Bite Roar Ember Leer
Magnemite 17 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 19 Psychic Synchronize - Teleport Kinesis Disable -
RECOMMENDED LEVELS: Level 17+

HEAHEA CITY POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Super Potion $700 Heals 60 HP of a single Pokmon.
HEAHEA CITY POKMON CENTER - POK MART (RIGHT SALESMAN)
TM Name Cost Type Class Power Acc. PP Targets L.R. Cont.
TM16 (Light Screen) $10,000 Psychic Status --- --- 30 Allies No Yes
TM17 (Protect) $10,000 Normal Status --- --- 10 User No No
TM20 (Safeguard) $10,000 Normal Status --- --- 25 Allies No No
TM33 (Reflect) $10,000 Psychic Status --- --- 20 Allies No No
TM70 (Aurora Veil) $30,000 Ice Status --- --- 20 Allies No No

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Pokmon Trainer Dexio $2,240 Slowpoke Lv. 15, Espeon Lv. 16

Hau'oli City: Once you return to the city, head into the Marina, healing up your Pokmon on the way if you feel necesary. Opt to
head out with the professor and the others on his boat to head to Heahea City on Akala Island. Once you meet the Island Kahuna
and one of the captains, head down the street to meet up with Lillie, who will be waiting at the local hotel until you want to visit the
Ruins of Life with her.

After the scene, enter the clothing shop nearby; the man in the southeast corner will task you with registering Pyukumuku in your
Pokdex and will grant you $3,000 in return once you show him. Just across the street, a woman will give you a Rare Candy - this
item can boost your Pokmon's Level, so be sure to use it!

Further down the street is the Pokmon Center, right at the intersection. They're selling TMs now, but they're not worth the cost, at
least for main-game playing. Great Balls and Super Potions are nice though!

Head further north from the Center to have an encounter with Sina and Dexio, who will suggest you battle Dexio. Afterwards, your
Pokmon will be healed, and you'll receive the Zygarde Cube, meant to be used for collecting Zygarde Cells and Cores. They'll
suggest you head onto Route 4. You should head into the hotel first; on the first floor, if you head to the northwest corner, you'll find a
Zygarde Cell.

That's about it though. Go back outside and south and east onto the Route.

Route 4

TREASURES CHECKLIST
[_] Great Ball [_] Tiny Mushroom [_] Zygarde Cell [_] Revive [_] Adrenaline Orb [_] Energy Root
[_] Berries
KEY'S PARTY AT THIS MOMENT
Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 23 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Peck
Trumbeak 17 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 17 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Psybeam Gust
Growlithe 15 Fire Intimidate - Bite Roar Ember Leer
Magnemite 17 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 19 Psychic Synchronize - Teleport Kinesis Disable -
RECOMMENDED LEVELS: Level 18+

If you're wondering about any sudden inconsistencies with my team, there's a reason ... err ... my battery died and I lost a lot of
progress because I hadn't saved in a while. Learn from my mistake kiddies! XD

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 15%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Grubbin Bug Swarm - 1 - - - - Both
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both -
Jigglypuff Normal/Flying Cute Charm, Friend Guard, Competitive 2 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Umbreon Dark Synchronize, Inner Focus - - - - 2 - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Bellhop Jody $560 Drifloon Lv. 14
Collector Bryan $448 Munchlax Lv. 13, Bagon Lv. 14
Sightseer Scotty $840 Rattata Lv. 14
Cook Ernie $560 Cutiefly Lv. 14

Pokmon Evaluations: There are quite a few new Pokmon here ... but not a ton of note. Eevee, Espeon, and Umbreon are
perhaps the most noteworthy; Eevee is capable of evolving into eight different types of Pokmon depending on how it evolves: it can
become a physical Fire type (Flareon), a special Electric type (Jolteon), a tanky Water type (Vaporeon), a tanky Dark type (Umbreon),
a special Psychic type (Espeon), a physical Grass type (Leafeon), a special Ice type (Glaceon), and a special Fairy type (Sylveon).
Sylveon's condition is ultimately the earliest you can get given it is quick to reach (just level-up with two hearts in Pokmon Refresh)
and the reward is decent for Sylveon is quite powerful. Grubbin is another Pokmon of note since it becomes a decently powerful
Electric/Bug Pokmon, Vikavolt, later on. Lillipup and Mudbray eventually evolve into strong physical Pokmon, Stoutland and
Mudsdale respectively.

Route 4: As you enter the grass just east of the Route entrance, the path will make a small loop. If you go along the northern branch
of the path, you'll fight a Trainer, whereas to the south, east, and north, you'll find a bunch of grass and a Great Ball. Just north of
where the paths converge, you'll find a long, narrow path going off to the east; examine the rock at the end to find a Tiny Mushroom,
then return to the main path and go north. You'll see a Pokmon Breeder you can talk to, and south of her are some gold sparkles
denoting a Zygarde Cell.

Go through the grass to the west and you'll find a Collector to battle; he's also standing near a Revive you can grab. Return to the
main path and go north and the path will - briefly - split. The northern path has a Trainer you can fight with. After the paths converge
you can go through the grass to the south to find an Adrenaline Orb. Continue back to the main path and follow it to some grass and
a Cook to battle.

Just beside the Cook is a sort of crossroads. If you go south from it you'll find an item, an Energy Root, just past the grass, while to
the east you can find some Berries underneath the tree. To the north lies Paniola Town.

Paniola Town

TREASURES CHECKLIST
[_] Dire Hit

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 24 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Pluck
Trumbeak 18 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 18 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Psybeam Gust
Growlithe 16 Fire Intimidate - Bite Roar Ember Leer
Magnemite 17 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 19 Psychic Synchronize - Teleport Kinesis Disable -
RECOMMENDED LEVELS: Level 18+

PANIOLA TOWN POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Super Potion $700 Heals 60 HP of a single Pokmon.
PANIOLA TOWN POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Repeat Ball $1,000 A Pokball with a tripled catch rate on Pokmon species you've caught before.
Net Ball $1,000 A Pokball with a triple catch rate on Water- and Bug-type Pokmon.
Timer Ball $1,000 A Pokball whose capture rate goes up by 0.1 every turn, up to 4.0x.

Paniola Town: As you walk up into the town, Hau runs over and heals your Pokmon, then challenges you to battle!

BOSS: Pokmon Trainer Hau

Rewards: $680

FOE'S POKMON PARTY


Pokmon Pikachu Dartrix Torracat Brionne
Pokmon Type Electric Grass/Flying Fire Water
Level (Lv.) Level 16 Level 17 Level 17 Level 17
Hold Item None Normalium Z Normalium Z Normalium Z
Ability Static Overgrow Blaze Torrent
Electro Ball Razor Leaf Fire Fang Aqua Jet
Quick Attack Peck Lick Disarming Voice
Moves
- Tackle Scratch Pound
- - - -
USAGE CONDITIONS
Pokmon Condition
Dartrix Your starter was Litten
Torracat Your starter was Popplio
Brionne Your starter was Rowlet

Much like the last battle you had with Hau, this should be pretty easy. Mudsbray is especially useful for taking down Pikachu due
to his nice Defense and immunity to Electro Ball, but Magnemite will also do fine if you got him since he'll resist both as well, as
would Bagon/Shelgon. For the most part, the primary objective is just to keep Flying and Water Pokmon away from. Meanwhile,
your starter's Grass/Fire/Water moves should be more than sufficient to take out Hau's own starter Pokmon.

After the fight, you'll receive a Dire Hit from Hau while he goes off to Panioka Ranch.

That said, there's not a lot here aside from the Pokmon Center. The second shop in the Center does have some interesting balls,
but they aren't particularly special either, so just leave the town heading north.

Paniola Ranch

TREASURES CHECKLIST
[_] Fresh Water [_] Moomoo Milk [_] Repel [_] Soda Pop [_] Super Repel [_] Zygarde Cell
[_] Ether [_] TM10 (Hidden Power) [_] Big Mushroom [_] Heal Ball

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 24 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Pluck
Trumbeak 18 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 18 Bug/Flying Compound Eyes Silver Powder Tackle Stun Spore Psybeam Gust
Growlithe 17 Fire Intimidate - Bite Flame Wheel Ember Leer
Magnemite 18 Steel/Electric Sturdy Quick Claw Tackle Thunder Wave Thunder Shock Magnet Bomb
Kadabra 20 Psychic Synchronize - Teleport Kinesis Disable -
RECOMMENDED LEVELS: Level 19+

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both [none] Eevee (Egg) Normal Adaptability or Run Away

LOCAL WILD POKMON ENCOUNTER DATA - PANIOLA RANCH: GRASS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 40%
Miltank Normal Scrappy, Thick Fat, Sap Sipper - - 2 - - - Both 5%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 50%
Tauros Normal Anger Point, Intimidate, Sheer Force - 1 - - - 1 Both 5%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Madame Elizabeth $3,000 Carbink Lv. 15
Pokmon Breeder Glenn $600 Mudbray Lv. 15
Pokmon Breeder Amanda $600 Lillipup Lv. 14, Growlithe Lv. 15
Gentleman Gerald $3,000 Sableye Lv. 15

Pokmon Evaluations: Each of the Pokmon here are decent enough if you lack a spot on your team, except for Miltank, really. All
are decently powerful attacks once they evolve.

Paniola Ranch: Go north and as the path turns northeast you can battle the Madame there, and further northeast you'll speak with a
Pokmon Breeder who will bring you to Captain Mallow. She'll register Stoutland onto your Ride Page, which will let you find items in
the dirt. Once you regain control, use Stoutland to sniff out a Fresh Water off to the west, north of the Tauros, then go north to find
some Moomoo Milk next to the feeding troughs, then southeast to find a Repel next to the barrels.

Anyhow, go south and back through the fence, then south and into the grass. Just north of the sign there you can find a Soda Pop
with Stoutland, and there's a Trainer to the west you can fight. Using Stoutland, you can find a Super Repel in the grass to tje west,
and there's some gold sparkles northwest of there signifying the presence of a Zygarde Cell. Meanwhile, in the southwestern corner
of the grassy patch, in the corner of the fence, you'll be able to find an Ether.

Go back eastward and past the Trainer from before now and up and down the ramp, then north through the grass. On the other side
you'll find the Pokmon Nursery. The Pokmon Nursery is this generation's equivalent of the Pokmon Daycare; you cannot leave
Pokmon there to gain EXP. anymore, but, if the conditions are right - an overview is in the Pokmon Breeding section - you can get
Eggs! Inside, you can also speak to a girl to receive TM10 (Hidden Power) (a move whose type depends on your IVs - see Hidden
Power for move) and she can even tell you the type of Hidden Power one of your Pokmon will have! If you speak with the girl at the
reception she'll give you an Egg which will hatch into an Eevee! If you carry it around for a while - just walk a lot - it will eventually
hatch into a Level 1 Eevee.

Anyhow, back outside, you can go east and then south to find another Breeder to battle. In the grass nearby, Stoutland will be able to
sniff out a Big Mushroom, and then further on, past the grass, is a Heal Ball. Return to the main path and head off to the north to
find a Gentleman to battle, and then further on, Route 5.

Route 5

TREASURES CHECKLIST
[_] Super Potion [_] Star Piece [_] Revive x3 [_] TM57 (Charge Beam) [_] Berries [_] $3,000
[_] TM41 (Torment)

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 25 Grass/Flying Overgrow Normalium Z Echoed Voice Razor Leaf Astonish Pluck
Trumbeak 19 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 19 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 18 Fire Intimidate - Bite Flame Wheel Ember Leer
Magnemite 19 Steel/Electric Sturdy Quick Claw Spark Thunder Wave Thunder Shock Magnet Bomb
Kadabra 21 Psychic Synchronize - Teleport Kinesis Disable -
RECOMMENDED LEVELS: Level 20+

ROUTE 5 POKMON CENTER - POK MART


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Super Potion $700 Heals 60 HP of a single Pokmon.

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 5: SOUTHERN GRASS (REGULAR & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both 1%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Metapod (non-S.O.S.) Bug Shed Skin - - 2 - - - Both 9%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 5: NORTHERN GRASS (REGULAR)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both 10%
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both 5%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 15%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 30%
Grubbin Bug Swarm - 1 - - - - Both 10%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 5: NORTHERN GRASS (S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both -
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both -
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Lillipup Bounsweet Grass Leaf Guard

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Twins Isa & Nico $360 Happiny Lv. 15, Igglybuff Lv. 15
Pokmon Breeder Yuka $640 Morelull Lv. 15, Ledyba Lv. 16
Team Skull Gladion $720 Zubat Lv. 17, Type: Null Lv. 18
Pokmon Breeder Cory $640 Paras Lv. 15, Spinarak Lv. 16
Rising Star Duo Lauren & Justin $1,632 Rufflet Lv. 17, Vullaby Lv. 17

Pokmon Evaluations: Most of the Pokmon here are repeats, except for Fomantis. It is a decent Pokmon but not worth any
particular note.

Route 5: As you go north onto the Route, a pair of Trainers will challenge you to a Double Battle! If you head northeast of the
Trainers, you can find a Super Potion. North from there you can battle a Pokmon Breeder. Go east from her and through the grass,
then use Stoutland to sniff out the Star Piece near the mud piles nearby. Continue through the grass and you'll find a path onto the
stony area above. Follow the path to find TM41 (Torment), then jump down the ledge nearby.

Return to the twins now; if you go northwest from the twins, you'll see that Hau has just lost to someone who will battle you in turn -
Team Skull's Gladion. After the fight and the scene end, Hau will hand you three Revives.

After, head northwest and the path will fork in two again. Go along the path due west until you find a girl, then go north from her
through the grass to find a TM on the ground, TM57 (Charge Beam). Return to the girl and go west and north to battle a Breeder and
to find some Berries.

Return to the fork and battle the pair of Trainers to the north, then further along you'll find the Pokmon Center. Inside, a man will give
you a Dire Hit (the one next to the Pok Mart, holding a fishing rod). Meanwhile, the Rising Star on the opposite side of the building
will trade his Bounsweet for your Lillipup, which is an okay trade. The guy next to the window meanwhile will give you $3,000 if you
can capture a Feebas and show him its Pokdex entry.

Anyhow, with this done, go back outside and west to Brooklet Hill.

Brooklet Hill

TREASURES CHECKLIST
[_] Net Ball [_] Elixir [_] X Sp. Atk. [_] Revive [_] Max Repel [_] Waterium Z
[_] Fishing Rod [_] 10 Dive Balls

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 26 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 20 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 20 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 19 Fire Intimidate - Bite Flame Wheel Ember Reversal
Magnemite 20 Steel/Electric Sturdy Quick Claw Spark Thunder Wave Thunder Shock Magnet Bomb
Kadabra 22 Psychic Synchronize - Teleport Kinesis Disable Psybeam
RECOMMENDED LEVELS: Level 21+

LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dewpider Water/Bug Water Bubble, Water Absorb - - - - 1 - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 20%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 20%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 10%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 20%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 10%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Surskit Water/Bug Swift Swim, Rain Dish - - - - - 1 Both 10%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dewpider Water/Bug Water Bubble, Water Absorb - - - - 1 - Both 20%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Surskit Water/Bug Swift Swim, Rain Dish - - - - - 1 Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: SURFING (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dewpider Water/Bug Water Bubble, Water Absorb - - - - 1 - Both 40%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 40%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: SURFING (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 40%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 20%
Surskit Water/Bug Swift Swim, Rain Dish - - - - - 1 Both 40%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Feebas Water Swift Swim, Adaptability - - - - - 1 Both 1% [5%]
Goldeen Water Swift Swim, Water Veil, Lightning Rod - 1 - - - - Both 29% [45%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 70% [50%]
LOCAL WILD POKMON ENCOUNTER DATA - TOTEM'S DEN: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - TOTEM'S DEN: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Alomomola Water Healer, Hydration, Regenerator 2 - - - - - Both 1% [20%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 70% [50%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [30%]

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Fisherman Ernest $544 Barboach Lv. 16, Goldden Lv. 17
Backpacker Mikiko $640 Fletchling Lv. 17
Fisherman Herbert $544 Poliwag Lv. 22
Fisherman Carl $544 Magikarp Lv. 16, Magikarp Lv. 17

Pokmon Evaluations: Honestly none of these Pokmon are worth any particular note, at least those you're capable of getting at
this time.

Brooklet Hill: As you arrive and head west, you'll find Lana, the captain of Brooklet Hill. She'll request your help and then leave,
bidding you to follow. Cross the bridge and on the other side head south and grab the Net Ball, then speak with the fisherman neatby
to battle him. Go west now and along the path and into the grass; note that you can use Stoutland to sniff out an Elixir in the
southeast corner of the patch.
Continue further along and you'll meet up with Lana. She'll assign Lapras to your Ride Pager, allowing you to Surf, and she wants
you to go out into the water and figure out what's causing the vigorous splashing. For now though, go west and collect the X Sp. Atk.
and defeat the Backpacker, then return to Lana. Go south and onto the bridge, then defeat the Fisherman on there. Now, you can
examine water to Surf across it; go to the upwelling in the center and a bunch of Pokmon will retreat from it. Go to the now-smaller
upwelling and defeat the Wishiwashi that appears. (Or catch it. Wishiwashi when it gets into its School Forme can be extremely
powerful so long as it remains there.)

After the battle and you regain control, go southwest and make landfall to collect the Revive, then go east and downhill. As you move
between grass patches, Stoutland can find a Max Repel, and further down you'll find Lana again, who will point out another
Wishiwashi in the water. Surf to it and deal with it accordingly.

Afterwards, another source of splashing will be heard. Go to the southwestern shore and defeat the Fisherman, then continue further
along the path.

Brooklet Hill - Totem's Den: Here, your trial will start, and your goal will be to defeat a Totem Pokmon -- a School Forme
Wishiwashi! Surf out to the powerful Pokmon to engage it in battle! Do keep in mind that while its stats are high, it will leave its
School Forme once it is sufficiently low on HP nonetheless so you will be better off focusing your attacks against it.

After the battle, you'll receive the Waterium Z, the Z Crystal permitting the use of the Z Move Hydro Vortex! You'll also receive the
Fishing Rod, and ten Dive Balls to accompany it.

The Trial of Captain Kiawe

Sectional Flowchart

Route 6
Royal Avenue & Battle Royal Dome
Route 7
Wela Volcano Park

Route 6

TREASURES CHECKLIST
[_] Mystic Water [_] Super Potion [_] TM88 (Sleep Talk) [_] Super Repel

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 27 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 21 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 21 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 20 Fire Intimidate - Bite Flame Wheel Ember Reversal
Magnemite 21 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Thunder Shock Magnet Bomb
Kadabra 23 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 22+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 15%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Grubbin Bug Swarm - 1 - - - - Both
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both -
Jigglypuff Normal/Flying Cute Charm, Friend Guard, Competitive 2 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Umbreon Dark Synchronize, Inner Focus - - - - 2 - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 15%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Grubbin Bug Swarm - 1 - - - - Both
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both -
Jigglypuff Normal/Flying Cute Charm, Friend Guard, Competitive 2 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Umbreon Dark Synchronize, Inner Focus - - - - 2 - Both -

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Youngster Anthony $320 Magby Lv. 15, Yungoos Lv. 16
Pokmon Breeder William $680 Sudowoodo Lv. 17
Team Skull Grunt $544 Drowzee Lv. 17

Pokmon Evaluations: Honestly, Route 6 isn't going to offer than much different from Route 4, aside from the southern bits of grass
housing some Baile Style Oricorio, and there are better Psychic and better Flying types up for grabs elsewhere in the game. Eevee is
always worth picking up though, especially if the one from the Paniola Ranch wasn't enough.

Route 5: After Captain Lana's trial, you'll return to Route 5, and Captain Lana will inform you next will be the trial of Captain Kiawe at
Wela Volcano Park. She'll also note that you can return to the Paniola Ranch and get rid of those Sudowoodo you may have noticed
earlier by simply having the Waterium Z she gave you. So backtrack to the Paniola Ranch.

Paniola Ranch: From here, go due south and examine the Sudowoodo, who will beat it out of here, leaving you open to go to Route
6. You'll also receive a Mystic Water in thanks, an item that boosts the holder's Water moves' Power by 20%.

Route 6: As you arrive, head south and you'll find a Trainer you can battle, and west of him is a Super Potion. Further south you'll
find some grass as well as a Pokmon Breeder to fight. If you happen to go through the grass you'll find a hidden part of Paniola
Town where you can get TM88 (Sleep Talk) to the south and, hidden to the north near the hay bales, a Super Repel.

Return to Route 6 and go south a bit to encounter a girl being harassed by some Team Skull Grunts. After the battle, you'll be
suggested to try out some Battle Royals at the Battle Royal Dome to the east. So head there onto Royal Avenue.

Royal Avenue & Battle Royal Dome

TREASURES CHECKLIST
[_] Ultra Ball [_] Rare Candy [_] HP Up [_] Lemonade [_] TM44 (Rest)

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 28 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 22 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 22 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 20 Fire Intimidate - Bite Flame Wheel Ember Reversal
Magnemite 22 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Thunder Shock Magnet Bomb
Kadabra 23 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 22+

ROYAL AVENUE POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super Potion $700 Heals 60 HP of a single Pokmon.
ROYAL AVENUE POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
TM07 (Hail) $50,000 Makes it Hail for five turns.
TM11 (Sunny
$50,000 Makes it Sunny for five turns.
Day)
TM18 (Rain
$50,000 Makes it Rainy for five turns.
Dance)
TM37
$50,000 Makes it Sandstorm for five turns.
(Sandstorm)
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #2)
Item Name Cost Effect
Great Ball $600 A Pokball with a catch rate of 1.5x.
Heal Ball $300 A Pokball that has a catch rate of 1.0x but fully heals the Pokmon on capture.
A Pokmon with a higher catch rate the greater the difference in your and your foe's levels (+0.1 per level
Nest Ball $1,000
up to 4.0).
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Timer Ball $1,000 A Pokball whose catch rate goes up by 0.1 per turn, up until 4.0.
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #3)
Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #4)
Item Name Cost Effect
Strange
$3,000 Purpose unknown.
Souvenir
BATTLE ROYAL DOME (EXCHANGE COUNTER #1)
Item Name Cost Effect
If a Pokmon species has two different non-Hidden Abilities and your Pokmon has a non-Hidden one,
Ability Capsule 100 BP
this switches it to the other.
Calcium 2 BP Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos 2 BP Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up 2 BP Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron 2 BP Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein 2 BP Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Rare Candy 48 BP Boosts your Level by 1.
Zinc 2 BP Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.
BATTLE ROYAL DOME (EXCHANGE COUNTER #2)
Item Name Cost Effect
Everstone 16 BP If held by a Pokmon, it will not evolve (except in VERY special cases).
Power Anklet 16 BP Doubles the Speed EVs earned in battle, but halves the user's Speed stat.
Power Band 16 BP Doubles the Sp. Def. EVs earned in battle, but halves the user's Speed stat.
Power Belt 16 BP Doubles the Defense EVs earned in battle, but halves the user's Speed stat.
Power Bracer 16 BP Doubles the Attack EVs earned in battle, but halves the user's Speed stat.
Power Lens 16 BP Doubles the Sp. Atk. EVs earned in battle, but halves the user's Speed stat.
Power Weight 16 BP Doubles the HP EVs earned in battle, but halves the user's Speed stat.
BATTLE ROYAL DOME (EXCHANGE COUNTER #3)
Item Name Cost Effect
Binding Band 48 BP Increases the power of the wielder's binding moves and lengths their duration.
Bright Powder 48 BP Reduces the foe's accuracy by 10% when held.
Damp Rock 48 BP If the wielder initiates it, lengthens the duration of Rainy weather to be 8 turns.
Destiny Knot 48 BP When held, if the wielder is infatuated, so will be the one infatuating. It also enables inheriting 5 of 6 IVs
when breeding.
Expert Belt 48 BP When held, the Pokmon deals 20% more damage when its hits are super-effective.
Float Stone 48 BP Halves the holder's weight.
Heat Rock 48 BP If the wielder initiates it, lengthens the duration of Sunny weather to be 8 turns.
Icy Rock 48 BP If the wielder initiates it, lengthens the duration of Hailing weather to be 8 turns.
Leftovers 48 BP When held, the Pokmon regains 1/16 of its max HP every turn.
Metronome 48 BP When held, the Pokmon's moves grow in strength with consecutive use (by 10% up to 50%).
Muscle Band 48 BP When held, the Pokmon's physical moves are boosted in power by 10%.
Quick Claw 48 BP Let's the user go first in its move priority class 3/16 of the time.
Scope Lens 48 BP When held, the Pokmon's critical-hit rate is automatically boosted by one stage.
Shell Bell 48 BP When held, the Pokmon regains 1/8 of the damage it deals back as healed HP.
Smooth Rock 48 BP If the wielder initiates it, lengthens the duration of Sandstorming weather to be 8 turns.
Soothe Bell 48 BP When held, the Pokmon's Happiness grows a lot faster.
Wise Glasses 48 BP When held, the Pokmon's special moves are boosted in power by 10%.
Zoom Lens 48 BP When held, the Pokmon's accuracy is boosted 20%.

Royal Avenue: As you arrive you'll see a Pokmon Center off to the east, so visit it to heal up and shop. If you head back outside,
then west to the gate and north and along the narrow path behind the small palm trees, you'll find an Ultra Ball. Head east from the
Pokmon Center and then head east to the building east of the garden; if you use Stoutland you can sniff out a Rare Candy near the
beams and stuff to the east. (You can buy Malasadas in the building there by the way.)

If you go north of the garden, you'll see Gladion from before go into the Dome. For now, go waaaay off to the east to the parking lot,
then to its southeast corner (where a couple of people are sitting with a Murkrow); Stoutland can sniff out a Soda Pop nearby. North
of there is the Thifty Megamart. You can go around the east side of it to find a HP Up. Inside, if you speak with the man near the
cashier you'll get a Tamato Berry. if you speak with the Drifloon in the northeast corner you'll get a Lemonade, while if you give the
Hypno in the southwestern part $1,000 you'll get TM44 (Rest).

Return to the spot where you found Gladion, then go north into the dome.

Battle Royal Dome: As you approach the desk, a man, the "Masked Royal" (we all know who he is), will approach and give you a
brief into as to what a Battle Royal is. Basically it's a 4-way Multi Battle (with four Trainers, each controlling one Pokmon, going
against each other - whoever loses their Pokmon first loses and the winner is then determined from there by Pokmon KO'ed,
Pokmon remaining and HP).

You'll then be brought into a Battle Royale with Hau, Gladion, and "the Masked Royal"! Ideally, you'll lead with your starter, who ought
to be able to easily manage with their moves against Hau's starter. You'll also have to contend with a Rockruff from the Masked Royal
and Gladion's Type: Null. It doesn't matter if you win though, so don't fret.

After one of the Pokmon are KO'ed, you'll meet with Captain Kiawe. After a brief cutscene after, you can do as you wish - don't
bother going into a Battle Royal, though, the Pokmon there will be Level 50 so you'll not have a chance right now. Anyhow, there's
not much you can do for now, so go back outside and, on Royal Avenue, go far to the east and north onto Route 7.

Route 7

TREASURES CHECKLIST
[_] Net Ball [_] Zygarde Cell [_] Pearl [_] Max Repel [_] Antidote [_] TM73 (Thunder Wave)

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 28 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 22 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 22 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 20 Fire Intimidate - Bite Flame Wheel Ember Reversal
Magnemite 22 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Thunder Shock Magnet Bomb
Kadabra 23 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 22+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 7: RUSTLING SPOTS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) HP ATK DEF SPA SPD SPE VERSION RATE

Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 7: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 30%
Pyukumuku Water Innards Out, Unaware - - - - 2 - Both 20%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 7: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 70% [60%]
Starmie (S.O.S.-only) Water/Psychic Illuminate, Natural Cure, Analytic - - - - - Both 2
Staryu Water Illuminate, Natural Cure, Analytic - - - - - 1 Both 10% [20%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [20%]

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Swimemr Tiare $456 Alomomola Lv. 19
Swimmer Casey $456 Mareanie Lv. 19
Swimmer Vanessa $456 Shellder Lv. 18, Corsola Lv. 19

Pokmon Evaluations: Nothing particularly new or impressive can be found here. Now that you have the ability to properly Fish and
Surf you can encounter a few Pokmon more than before. Magikarp can evolve into Gyarados, which is quite the powerhouse,
though its painful weakness to Electric and somewhat poor movepool will inhibit you for the majority of the game. Wishiwashi
remains a force to be reckoned with for in-game play while you can keep its HP high.

Route 7: As you head onto the Route, go north, towards the tunnel in the distance. It will be noted you can't go through here until you
finish the trial at the mountain peak; that said, just south and east of here is a decline onto the beachfront. At the southern end of the
beach, Stoutland can sniff out a hidden Net Ball. You can Surf east and north onto another beach; if you look at its eastern point near
the shore, you can find a Zygarde Cell while at its southern tip you can get a Pearl. If you return to where you made landfall and
head north, you'll find a bunch of Pokmon dens where you can encounter Alolan Digletts rustling in the sand.

Just past them is a ramp onto a stony ledge; go to the northern end of it to find a Max Repel, then return to the beach and go east
into the water. A girl at the northern part of the sea can be battled, as well as a male Swimmer further to the southeast. If you Surf
east of him you can see a Pokball hidden in the water; this contains an Antidote. Go south to land on the beach and just nearby
lies another Swimmer. After defeating her, go south along her island; be sure to get the TM at the northwestern part near the bigger
part, for it is TM73 (Thunder Wave). Thunder Wave is a move that induces Paralysis, which is quite useful competitively because it
lowers Speed and makes it so your opponent doesn't move 25% of the time, but also because in-game it boosts the catch rate of
Pokmon by 50%!

Return to the mainland now and go southwest to Wela Volcano Park.

Wela Volcano Park

TREASURES CHECKLIST
[_] Hyper Potion [_] Zygarde Cell [_] Charcoal [_] TM39 (Rock Tomb) [_] Burn Heal [_] Firium Z
[_] Quick Ball x10

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 28 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 22 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 22 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 21 Fire Intimidate - Bite Flame Wheel Fire Fang Reversal
Magnemite 22 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Thunder Shock Magnet Bomb
Kadabra 24 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 23+

LOCAL WILD POKMON ENCOUNTER DATA - WELA VOLCANO PARK (GRASS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cubone Ground Lightning Rod, Rock Head, Battle Armor - - 1 - - - Both 24%
Fletchling Normal/Flying Big Pecks, Gale Wings - - - - - 1 Both 30%
Kangaskhan Normal Early Bird, Scrappy, Inner Focus 2 - - - - - Both 1%
Magby Fire Flame Body, Vital Spirit - - - - - 1 Both 15%
Salandit Poison/Fire Corrosion, Oblivious - - - - - 1 Both 30%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Sightseer Mariah $1,140 Meowth Lv. 19
Ace Trainer Jim $1,428 Kadabra Lv. 21
Hiker Calhoun $1,140? Roggenrola Lv. 18, Machop Lv. 19
Hiker David $608 Magmar Lv. 19

Pokmon Evaluations: In contrast to previous areas, the Pokmon here are rather impression. Cubone can evolve into (Alolan)
Marowak. As a Pokmon just by itself, Marowak - regular and Alolan - are rather strong, even if slow and a bit weak in terms of Sp.
Def. Its true utility comes in with its unique hold item, Thick Club, held by a small segment of the population of Cubone in the area
(about 1/20) - it doubles their Attack when held! (This was so much that a Marowak with enough Stat Exp. and DVs - the Generation
I/II equivalent of EVs & IVs - could break the game and overflow its own Attack stat to make it weaker than anything in the game! ...
Yes, they fixed it. =P)

Fletchling evolves in the end to Talonflame. Talonflame was especially popular in competitive play because it's a moderately-strong
attacking Pokmon with a lot of utility and some decent moves. Its best use came in from Gale Wings, which has had a nerf so that it
only works at full HP. (It made it so Talonflame would go first with its Flying moves.) Despite the nerf, Talonflame is still a decent
Fire/Flying Pokmon for in-game play.

Like Talonflame, Kangaskhan also was insanely popular - perhaps THE most popular - for competitive play in the VGC series leading
up to Sun & Moon. However, that's mostly because of its Mega Evolution, which you won't unlock for a long time yet, which was
extremely powerful. The Mega Evolution has since had a nerf, but not enough to deter its popularity in my opinion. As for in-game
play, you might want to catch one Kangaskhan to use in the post-game, but even though it's a decent Normal type there are better
ones to use until you unlock that Mega Evolution.

Magby eventually evolves into Magmortar, but for that you'll need to trade it while it is holding a Magmarizer, which can be
problematic for some of you. Still, it's a decently powerful and bulky Fire-type, but at the same time if you can't trade and evolve it it's
not really worth the effort. Salandit provides a better option for you since it too is a Fire-type but doesn't need you to trade to evolve it.
(Marowak is about as powerful, but only really worth it over Salandit if you can find a Thick Club.) Salandit is decently powerful and
fast, but if you catch one be sure to catch a female since only female Salandit will evolve into Salazzle. Male Salandit are
useless.

Wela Volcano Park: As you arrive, go west and onto the ledge to grab a Hyper Potion, then go further west and battle the Sightseer
you run into. Go north and into the cave to reach the next area.

In the next area, go west and down the ledges. After a couple, look for some green sparkles marking the location of a Zygarde Cell;
the next one will yield some Charcoal, which boosts the power of the wielder's Fire moves by 20%. Continue down the ledges, then
through the next tunnel.

On the other side, battle the Trainer to the south, then go due south from there. If you go down the ramp, then north along the narrow
ledge, you'll find TM39 (Rock Tomb). To the south, there's a Hiker you can battle if you talk to him. From here, you can go west and
down some ledges towards the first tunnel you went through; be sure to pick up the Burn Heal on the way, then go through the
tunnel.

Back here at the top, there are a couple of people next to the trial gate. Speak with the woman and she'll heal your Pokmon for you,
then heal up north to the summit.

Wela Volcano Park - Totem's Den: Go north and uphill to meet with Captain Kiawe to start the trial. Your test will be one of
observation - there will be two dances, and you have to figure out the difference between them. Watch the dances carefully and point
out the differences in them. (I found that the middle Marowak was different in the second dance.)
After you find the right one, you'll battle the Alolan Marowak - keep in mind it's a Ghost/Fire Pokmon, so Ghost, Dark, Water, Rock,
and Ground are best.

This will repeat itself several times. In the second dance the Hiker is the difference, and you'll battle him after. In the third and final
dance, the difference is the Salazzle. (... Okay, which means pretty much every choice is correct. =P) You'll battle this Totem Salazzle
after (it's just the evolved form of Salandit). Given Salazzle's Speed, you might find using Stun Spore or Thunder Wave rather useful
to lower its Speed; Rock Tomb can do this as well and not fall victim to the Taunt you might find Ally Pokmon giving you. Do be sure
to Pluck Salazzle, too, if you can, since it has a Berry to raise its Sp. Atk. at low HP.

After the battle, you'll receive the Firium Z, a Z Crystal permitting the use of the Z Move Inferno Overdrive! You will also receive ten
Quick Balls, which have a 4.0x catch rate - double that of the Ultra Ball - but only on the first turn of battle. You will also be granted
the ability to ride Charizard - the analogue of the Fly HM in this game, you will be able to ride him to previously-visited areas and
settlements.

The Trial of Captain Mallow

Sectional Flowchart

Some Side Stuff:


Pok Ride Cleanup - Lapras - We could have done this earlier but with Charizard available it's a lot faster
Melemele Sea

Back to the Story:


Route 8
Lush Jungle

Pok Ride Cleanup - Lapras

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 29 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 23 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 22 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 23 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 24 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 24+

Wela Volcano Peak: With the stuff at Wela Volcano done, the path on Route 7 is finally unblocked, and we can proceed forward.
However, there some stuff we can get with Lapras we never got earlier - sure, we could have done this previously, but without
Charizard to help us it would have been much more tedious. So press Y and get on Charizard. Let us begin on the southern portions
of Route 1 on Melemele Island.

Route 1: To the south of here, at the Professor's house, you can encounter the Melemele Sea. For now we'll just link to the section
since it's a fairly standalone area, but at the same time it's pretty much the only area of any meaning that we can access on the merit
of Surf alone.

Melemele Sea

TREASURES CHECKLIST
[_] Rare Candy [_] Super Repel [_] Soft Sand

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 29 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 23 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 22 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 23 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 24 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 24+

LOCAL WILD POKMON ENCOUNTER DATA - MELEMELE SEA: EAST (SURFING)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Swift Swim, Storm Drain, Water
Finneon Water - - - - - 1 Both 40%
Veil
Clear Body, Liquid Ooze, Rain
Tentacool Water/Poison - - - - 1 - Both 40%
Dish
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - MELEMELE SEA: EAST (FISHING) (SPECIAL SPOT RATES ARE IN
BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Corsola Water/Rock Hustle, Natural Cure, Regenerator - - 1 - 1 - Both 1% [20%]
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
Swift Swim,
Luvdisc - - - - - 1 Both 1% [40%]
Hydration
78%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
Mareanie (S.O.S.-
Water/Poison Merciless, Limber, Regenerator - - 1 - - - Both -
only)
20%
Wishiwashi Water Schooling 1 - - - - -
[20%]
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: BEACHFRONT (SURFING)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Swift Swim, Storm Drain, Water
Finneon Water - - - - - 1 Both 40%
Veil
Clear Body, Liquid Ooze, Rain
Tentacool Water/Poison - - - - 1 - Both 40%
Dish
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Swimmer Kelsie $432 Finneon Lv. 18
Swimmer Shelby $432 Corsola Lv. 18
Swimmer Jade $432 Goldeen Lv. 13
Swimmer Portia $432 Luvdisc Lv. 18, Luvdisc Lv. 18
Swimmer Kalani $432 Wishiwashi Lv. 18, Barboach Lv. 18
Swimmer Yasu $432 Tentacool Lv. 18

Melemele Sea: If you hug the wall around Ten Carat Hill as you come southwestward, you'll battle a Swimmer, and another to the
southwest from there. Further west from there is another part of the area. You can Surf along the wall and soon find some rocks you
won't be able to break until later in the game, but you can find a Swimmer here. North of here, towards the beach of Hau'oli City's
beachfront, is another Swimmer to battle. This particular part of the beach Portia is near has a Rare Candy Stoutland can sniff out.

Return to the eastern part of the Melemele Sea now and begin Surfing eastward, hugging the southern wall. As you round the main
southern island (that you can't reach), just north of it is a Swimmer, and just nearby is an item in the water, a Super Repel. Further
north is a lone island with just a Soft Sand on it; this item will boost the power of the holder's Ground moves by 20%. A final Trainer
lies to the north of there.

Anyhow, that's it for the Melemele Sea.

Route 8
TREASURES CHECKLIST
[_] Max Repel [_] $3,000 [_] TM43 (Flame Charge) [_] Hyper Potion [_] Miracle Seed [_] Berries
[_] Ultra Ball [_] Dive Ball [_] Water Stone [_] PP Up [_] Nugget [_] Zygarde Cell
[_] Hyper Potion [_] Ether [_] TM59 (Brutal Swing) [_] TM96 (Nature Power) [_] TM58 (Sky Drop)

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 29 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Echoed Voice Pluck
Butterfree 23 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 22 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 23 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 24 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 24+

ROUTE 8 POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Adrenaline Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its Speed is one
$300
Orb boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape
$1,000 Allows you to instantly escape some areas.
Rope
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze
$300 Heals a Pokmon's Paralysis.
Heal
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super
$700 Heals 60 HP of a single Pokmon.
Potion
ROUTE 8 POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Dire Hit $1,000 Boosts one Pokmon's critical-hit rate by one stage when used in battle.
Dive Ball $1,000 A Pokball with a 3.0x catch rate on Pokmon who live underwater.
Dusk Ball $1,000 A Pokball with a 3.0x catch rate at night or in tunnels, caves, and other dark places.
Guard
$1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Spec.
Quick Ball $1,000 A Pokball with a 4.0x catch rate on the first turn of battle.
X Accuracy $1,000 Boosts one Pokmon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokmon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokmon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokmon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokmon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokmon's Speed stat by one stage when used in battle.

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fletchinder Fire/Flying Big Pecks, Gale Wings - - - - - 2 Both 15%
Pikipek (S.O.S.-only) Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Salandit Poison/Fire Corrosion, Oblivious - - - - - 1 Both 20%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 30%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) HP ATK DEF SPA SPD SPE VERSION RATE

Fletchinder Fire/Flying Big Pecks, Gale Wings - - - - - 2 Both 15%


Pikipek (S.O.S.-only) Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Salandit Poison/Fire Corrosion, Oblivious - - - - - 1 Both 20%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Chinchou Water/Electric Illuminate, Volt Absorb, Water Absorb 1 - - - - - Both 1% [20%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 79% [60%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [20%]

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Backpacker Kiana $480 Eevee Lv. 20
Rising Star Mikey $1,008 Bounsweet Lv. 20, Trumbeak Lv. 21
Rising Star Nicki $1,008 Miltank Lv. 21
Scientist Tyrone $960 Archen Lv. 20, Shieldon Lv. 20
Golfer Alan $1,200 Rockruff Lv. 20
Golfer Maile $1,200 Meowth (Alolan) Lv. 20
Karate Family Samuel & Guy $900 Machop Lv. 21, Machop Lv. 19
Ace Trainer Eileen $1,496 Wingull Lv. 21, Fearow Lv. 22 (Fearow holds Flynium Z!)
Youngster Caleb $400 Charjabug Lv. 20
Ace Trainer Alexis $1,564 Goomy Lv. 22, Sylveon Lv. 23
Hiker Gabriel $672 Mudbray Lv. 21
Trial Guide Bronson $1,056 Slowpoke Lv. 22 (holding Waterium Z!)

Pokmon Evaluations: Not a ton here you aren't familiar with. Fletchinder and Salandit are here if you didn't bother with them at
Wela Volcano Park - don't forget that only female Salandit will evolve! The only newbie here is Stufful, which evolves into a fairly
decent Normal/Fighting Pokmon, Bewear. Especially with its Fluffy ability, which halves the damage from contact moves - of which
there are many - that are not Fire-type, you'll find it has quite the bulk!

Wherever: Your best bet to get on with the story would be to Charizard Glide to Royal Avenue, then go back onto Route 7 as before.

Route 7: Go north to the tunnel and, noticing your Firium Z, the guard will let you pass by. Just go north onto Route 8.

Route 8: As you arrive, go due north and down the hill towards the ocean; Stoutland will be able to sniff out a Max Repel at the
bottom. Return to the road and follow it to a small grayish building; you should be able to find a Zygarde Cell just outside of it, near
the steps. Inside, you can speak to a girl from the Aether Foundation - she'll give you $3,000 if you find and catch a Stufful, which can
be found on this Route. So remember to come back here if you catch one.

Further along the path outside, another man - Colress, who you might remember from Pokmon Black/White 2 - who will chat with
you briefly before giving you TM43 (Flame Charge). Flame Charge is a moderately powerful Fire-type move that will be guaranteed
to boost the user's Speed by one stage after its use.

Anyhow, continue along the road and you'll find a Backpacker walking along the side of it, and not much further along is a Rising Star
on a ledge. On ground level, you can also grab a Hyper Potion here, while to the south and across the grass there you can find a
Miracle Seed, an item which boosts the power of the holder's Grass moves by 20%. Back to the north side of the road and on the
ledges, you can find some Berries and another Rising Star to fight. West of there is another patch of grass; go through it and you'll
find an Ultra Ball.

Return to the road and you'll quickly another Trainer to battle. Further down the road is a man near a path to a new area; go to this
place.

Fossil Restoration Center: Near the entrance of this RV Stoutland will be able to find an Awakening. The man outside it will tell
you that this is the Dream Park ... but for now, it's pretty much useless, so let's return.

Route 8: Further down the road you'll find yourself at a Pokmon Center. The Pok Mart is now selling several new Pokball types,
namely Dusk Balls, Quick Balls, and Dive Balls. Especially depending on your playing habits (nighttime for Sun players, daytime for
Moon players which is nighttime in-game) Dusk Balls can be very helpful since they're better than Ultra Balls. Anyhow, heal up if you
want to, then return outside.

Just nearby is a motel. In the parking lot you can battle a couple of Golfers, and around the back at the northwest corner you can find
a Dive Ball. You can also find Gladion in one of the rooms, but there's not much else to be found here. If you go south from the motel
and down the hill to the west, you can chasy a Wimpod on the stony ground nearby into its den. We're also near the shore so you
can Surf and Fish here in this small area enclosed by rocks. Do note that in the enclosure's southwestern corner you can find a
Water Stone in the water, and on the landmass in the middle you can battle a couple of trainers. (Note that defeating that Trainer will
let you return to the start of Route 8 and defeat the Ace Trainer near the Route 8 sign to receive TM58 (Sky Drop).)

Speaking of all this. You know that Wimpod I mentioned? It will reset itself every time you enter and exit a building. To try to catch it,
you need to ignore it as you descend the hill. Instead, go west with Surf, then north and east and onto the mainland again. This way
you'll cut off its path of escape and then you can corner it, run into it, and battle it. Just note that it will not like getting below 50% HP
because of its Wimp Out ability, meaning it'll flee, so you're better off trying to Paralyze it with, say, Thunder Wave or Stun Spore,
then throwing a Dusk Ball. (That's an equivalent x4.5 catch rate. Quick Ball on turn 1 with no Paralysis is x4.0 if you can't play at the
in-game night.) If you fail to catch it during a battle, then it won't reset after going into a building, but will rather appear the next day.
(At least I assume so.)

Near this area, to the east, is a bit of Route 5.

Route 5: If you go east, you'll see the trial gates for Lush Jungle. For now though, go south onto the stony path. Have Stoutland sniff
out a PP Up in a mud pile to the southeast. Jump over the first ledge to the south, then go west, sniffing more with Stoutland to find a
Nugget near one of the Alolan Diglett dens. Off to the southwest you can battle a Youngster. To the west you'll find a Zygarde Cell.
To the west and north lies a fork, with a Trainer along each branch to battle. (Note that defeating both also gives you the right to
battle a Trainer near the start of the Route from the southeast/Paniola side - the trial guide would then grant you 'TM96 (Nature
Power).) The west branch will also feature a Hyper Potion, while the eventual end of the east branch an Ether and TM59
(Brutal Swing)'' on the end ledge. Then you can jump down the ledge and go back north to the trial.

Lush Jungle

TREASURES CHECKLIST
[_] Forage Bag [_] Tiny Mushroom [_] X Sp. Atk. [_] Mago Berry [_] X Defense [_] Revival Herb
[_] X Attack [_] Miracle Seed [_] Big Root [_] Grassium Z [_] Nest Ball x10 [_] TM67 (Smart Strike)

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 33 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 26 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 26 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 24 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 26 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 27 Psychic Synchronize - Teleport Kinesis Charge Beam Psybeam
RECOMMENDED LEVELS: Level 26+

LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 20%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both -
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both -
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both -
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both -
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both 40%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 10%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME)
SPECIES TYPE ABILITIES (Hidden) EV YIELD VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both 40%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: SHAKING PLANTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 30%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 30%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Pinsir Bug Hyper Cutter, Mold Breaker, Moxie - 2 - - - - Both 10%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both -
Pinsir Bug Hyper Cutter, Mold Breaker, Moxie - 2 - - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - LUSH JUNGLE CAVE: WALKING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 70%

Pokmon Evaluations: Honestly not a ton of Pokmon here worthy of note. Pinsir is a decently powerful Bug Pokmon, especially
given his decent movepool and his potential for Mega Evolution. Passimian in Pokmon Sun has some interesting implications for
battle strategy but it is rare that you'd find use for him in-game without specific Pokmon that are simply not yet available; on the
other side, Oranguru in Moon would also have interesting applications with its signature move Instruct (forces the target to use its last
move used again on that turn) but that would be better used in Double Battles.

Lush Jungle - South: As you enter, you'll chat briefly with Captain Mallow, and she'll task you with finding the four ingredients for her
Mallow Special - those are, a Mago Berry, a Tiny Mushroom, a Revival Herb, and a Miracle Seed. She'll give you a Forage Bag for
this task (which also means you can't use those you've found elsewhere). Stoutland will be essential to this task, too.

Ingredient #1 - Tiny Mushrooms: Begin by going west and the path will soon fork. Stoutland will be able to sniff out some
mushrooms - be sure to grab the Tiny Mushrooms! The Big Mushroom - a Parasect, the evolved form of Paras - will attack,
however.

Ingredient #2 - Mago Berry: Further along the main path, it will split up, divided by grass. This is mostly to make things convenient
for you. Follow the dirt path to the western part of the Jungle. Go west and you'll see some grass around a tree; use Stoutland and
you can sniff out a X Sp. Atk. near it. To the west, some Pokmon will attack from the sunlight, but then from there you can sniff out a
Mago Berry with Stoutland.

Ingredient #3 - Revival Herb: Go back to the previous area, then south a bit and east through the grass. Go through the next patch
of grass to the east; Stoutland can sniff out an X Defense in the empty spot. Then go north to the northern part of the jungle. In the
area beyond, Stoutland won't be much help in finding the Revival Herb - you see, he can smell out patches of grass that could be it,
but are not guaranteed to be it. That said, a hint is given to you at the signpost - Revival Herbs are in short grass, which can be found
to the northwest of the start. You'll be able to find the Revival Herb there.

Ingreident #4 - Miracle Seed: Return to the previous area and follow the dirt path south into the east part of the jungle. Go east and
to the boulder you can wreck with Tauros; on its east side, Stoutland can sniff out an X Attack Further south are some boulders to
break, and then there's a lone one to the east. Notice how the dirt under the latter, lonely boulder is darker when it's broken?
Examine it to find the Miracle Seed.

Time to Eat?: Now, head west and to the starting area by jumping down the ledge, grabbing the Big Root on the way. (It makes
draining moves like Mega Drain quite a bit stronger.) A scene will tart as you approach Mallow, and Kiawe and Lana will arrive. She'll
request your help in making the meal (which is basically mashing the A Button a bunch) - and soon thereafer, the Totem Lurantis will
appear!

Lurantis is the evolved form of Lurantis, and possesses the same characteristics, save for a doubled Speed stat in this case (which
means you pretty much won't be going faster than it). If its Speed is problematic, moves like Rock Tomb that lower Speed will be very
helpful (moves like Thunder Wave won't work because of Leaf Guard) as would moves like Flame Charge that boost your own,
though despite that it is not considerably powerful. Do be careful of the weather changes that Lurantis or its allying Castform can
provoke by changing the weather however - Sunny Day especially is harmful because Sunny Day plus Lurantis' Synthesis will restore
2/3 of its HP. Of course, Fire-type Pokmon can take advantage of the Sunny Day as well because their Fire moves will be 50%
stronger, being quite the threat to Lurantis. Castform will be especially threatening because Weather Ball will adapt to the weather's
type (e.g. Sunny Day Weather Ball is Fire-type) and double in power and get STAB by changing type, so it is VERY threatening.

After the battle, you'll receive Grassium Z and ten Nest Balls from Mallow, and TM67 (Smart Strike) from Kukui.

The Grand Trial of Akala Island

Sectional Flowchart

Dimensional Research Lab


Diglett's Tunnel
Route 9
Konikoni City
Memorial Hill
Akala Outskirts
Ruins of Life

Dimensional Research Lab

TREASURES CHECKLIST
[_] Rare Candy [_] Carbos [_] Zygarde Cell [_] Big Mushroom

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Dartrix 33 Grass/Flying Overgrow Normalium Z False Swipe Razor Leaf Astonish Pluck
Trumbeak 27 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 26 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 25 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 26 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 27+

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Beauty Brittney $544 Cubone Lv. 17
Dancer Maika $??? Oricorio (Baile) Lv. 17

Route 5: After the scene in the Lush Jungle, Kukui suggests that you gather Pokmon that can fight the Rock type since Olivia, the
Kahuna of Akala Island, specializes in them. For now, you'll also need to head to the Dimensional Research Lab past Route 6.
Alternatively, you can just have Charizard take you to Heahea City and then go east from there, down the road, after you heal up.

Heahea City: As you walk east of town, look out to the south, there will be a sort of alcove to the south you can go through to reach
Diglett's Tunnel, where you can speak with Olivia, though you won't be allowed through for now, so just head on further down the
road.

Route 6: If you went this way instead, you can battle a couple of trainers on the main road, or, alternatively, take Tauros down a side
path to get a Rare Candy, with a Carbos hidden in an empty side-patch of the grass.

Dimensional Rearch Lab: Either way you go, you'll end up at the Lab, and, as you enter, you will see Lillie. After the scene, grab the
Zygarde Cell in front of the building and the Big Mushroom along the path behind it, then go inside. Use the elevator to go to 3F
and you'll meet up with Kukui. After the scene, read the books on Bronzong, Palkia, and Giratina on the lab's left, and then speak to
Lillie and to Kukui - who will remind you that you have to fight Olivia now for the Grand Trial. She'll be past Diglett's Tunnel, one town
over. Go outside and along through the tunnel then - there will be a brief scene on the way, just outside the lab.

Diglett's Tunnel

TREASURES CHECKLIST
[_] Dusk Ball [_] Escape Rope [_] X Attack [_] Fire Stone [_] Hyper Potion [_] Zygarde Cell
[_] Max Ether

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 34 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Trumbeak 27 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 26 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Growlithe 25 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 26 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 28+

LOCAL WILD POKMON ENCOUNTER DATA - DIGLETT'S TUNNEL: WALKING


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - DIGLETT'S TUNNEL: RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 100%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Worker Frank $880 Diglett (Alolan) Lv. 22
Worker Jeff $880 Roggenrola Lv. 21, Mudbray Lv. 22
Worker Vaclav $880 Machop Lv. 22
Team Skull Grunts $1,408 Salandit Lv. 22, Fomantis Lv. 22

Diglett's Tunnel: As you go south, you'll meet up with Olivia, who will direct you to visit her shop in Konikoni City, just past the
tunnel. For now though, simply continue along the path a bit. Just to the south of Olivia, it will split east and west. The east path is a
dead end with a Trainer and a Dusk Ball. Go west instead and examine the rocks near the karate dude to get an Escape Rope, then
continue hugging the wall until you find two more rocks and examine the northern one to find an X Attack. North of there, you'll find
some stairs, but next to them are some rocks; if you break them down and go along the now-unobstructed path you can find a Fire
Stone (which if you caught a Growlithe way back - like me! - you can finally evolve it!).

Return to the stairs and go on up to meet some Aether Foundation people at the top. After the brief encounter, continue along the
path to a crossroads where you'll find a Hyper Potion. If you go south, you'll manage a roundabout path to a Worker to fight. Return
to the fork after and head east to battle another Worker. The northeastern chunk of this open area is hiding a Zygarde Cell, while if
you go southeast you'll find ... those same Team Skull Grunts again. Hau will come along just in time to ally you in a Double Battle
against them, though!

After the simple fight and the Grunts flee, Hau will hand you a Max Ether, an item that will fully heal the PP of a single move. Just a
bit further to the south, you'll find Route 9.

Route 9

TREASURES CHECKLIST
[_] Net Ball

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 34 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 28 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 27 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 26 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 27 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 29+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 9 (FISHING)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Corsola Water/Rock Hustle, Natural Cure, Regenerator - - 1 - 1 - Both 5%
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Luvdisc Swift Swim, Hydration - - - - - 1 Both 70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 15%
Wishiwashi Water Schooling 1 - - - - - Both 10%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Police Officer Haruki $960 Growlithe Lv. 24
Fisherman Mike $736 Chinchou Lv. 23

Route 9: Go southwest as you enter the Route and battle the Police Officer you find. Further southwest, past the gate to Konikoni
Town, on the lower ledge, you can find a Net Ball and another Trainer to fight with. Off to the east lies Memorial Hill, and while you
can do stuff there it's better left for later right now. Head into Konikoni instead.

Konikoni City

TREASURES CHECKLIST
[_] Net Ball [_] $3,000 [_] Max Potion [_] Skull/Cover Fossil [_] Zygarde Core

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 34 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 28 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 27 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 26 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 27 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 29+

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Zubat Poliwhirl Water Damp

KONIKONI CITY POKMON CENTER - POK MART


Item Name Cost Effect
Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its one
Adrenaline Orb $300
Speed is boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Hyper Potion $1,500 Restores 120 HP to a single Pokmon.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super Potion $700 Heals 60 HP of a single Pokmon.
Super Repel $700 Prevents random wild Pokmon battles for 200 steps.
Ultra Ball $800 A Pokball with a 2.0x catch rate.
KONIKONI CITY - OLIVIA'S EVOLUTIONARY STONE SHOP
Item Name Cost Effect
Fire Stone $3,000 Evolves certain Pokmon; click here for the details.
Leaf Stone $3,000 Evolves certain Pokmon; click here for the details.
Thunder Stone $3,000 Evolves certain Pokmon; click here for the details.
Water Stone $3,000 Evolves certain Pokmon; click here for the details.
KONIKONI CITY STREET VENDOR - INCENSE GIRL
Item Name Cost Effect
Full Incense $5,000 Halves the user's Speed if held. Also enables the breeding of Munchlax if held.
Lax Incense $5,000 Boosts the holder's evasion by 10%. Also enables the breeding of Wynaut if held.
If the holder participates in Trainer Battles you earn doubled money. Also enables the breeding of
Luck Incense $11,000
Happiny of held.
Boosts the power of the holder's Psychic moves by 20%. Also enables the breeding of Mime Jr. if
Odd Incense $2,000
held.
Lowers the wild encounter rate if held by your lead Pokmon. Also enables the breeding of
Pure Incense $6,000
Chingling if held.
Rock Incense $2,000 Boosts the power of the holder's Rock moves by 20%. Also enables the breeding of Bonsly if held.
Boosts the power of the holder's Grass moves by 20%. Also enables the breeding of Budew if
Rose Incense $2,000
held.
Sea Incense $2,000 Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Azurill if held.
Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Mantyke if
Wave Incense $2,000
held.
KONIKONI CITY STREET VENDOR - TECHNICAL MACHINE (TM) SHOP
TM Name Cost Type Class Power Acc. PP Targets L.R. Cont.
TM08 (Bulk Up) $10,000 Fighting Status --- --- 20 User No No
TM09
$10,000 Poison Special 65 100 10 One No No
(Venoshock)
TM32 (Double
$10,000 Normal Status --- --- 15 User No No
Team)
TM47 (Low
$10,000 Fighting Physical 65 100 20 One No Yes
Sweep)
TM65 (Shadow
$10,000 Ghost Physical 70 100 15 One No Yes
Claw)
TM82 (Dragon
$10,000 Dragon Physical 60 90 10 One No Yes
Tail)
KONIKONI CITY STREET VENDOR - HERB SELLER
Item Name Cost Effect
Energy Powder $500 Heals 60 HP to a single Pokmon, but lowers their Happiness.
Energy Root $1,200 Heals 120 HP to a sginle Pokmon, but greatly lowers their Happiness.
Heal Powder $300 Cures all of the ailments of one Pokmon save for KO/Pokrus, but lowers their Happiness.
Revival Herb $2,800 Revives a Pokmon from KO with full HP, but greatly lowers their Happiness.

Konikoni City: Konikoni is quite the packed place, with a lot to do. The first place on your left is a massage parlor, where you can
massage a Pokmon once daily to boost its Happiness. The girl next to her is selling Incense, which has a variety of properties as
denoted above. Across the street is a salon, and next door the clothing shop. Across from there is a TM shop - of the TMs there, Low
Sweep and Shadow Claw are pretty much the only worthwhile ones to look at buying to be honest. The girl near there will also tell
you how high your Pokmon's Happiness is.

Next door is a restaurant where you can order dishes for $1,040, though right after you will receive two Heart Scales in return each
time. These have usefulness at later points in the game, namely to relearn forgotten moves. Across the street is a guy selling some
herbs: they're quite useful, and cheap compared to the medicines, but keep in mind that they do lower Happiness (which isn't always
important). Next to him is the Pokmon Center - inside, the person next to the Pok Mart will request you catch a Passimian
(Pokmon Sun) or Oranguru (Pokmon Moon) and show him its Pokdex entry for $3,000. On the opposite site, the child will give
you their Poliwhirl (which is holding Waterium Z) for your Zubat, so it's a worthwhile trade.

Be sure to heal up because across the street is Olivia's shop. Enter and Probopass will give you a letter, requesting you come to the
Ruins of Life past Memorial Hill. Probopass will also hand you a Max Potion. Also in this store, you can speak with the elderly
woman at the counter to get a Skull Fossil or Cover Fossil (which revive into the Pokmon Cranidos and Tirtouga respectively) for
$7,000. (You can only get one.) You can also buy evolution stones here, and some clothes as well. In Olivia's room upstairs, you can
find a Zygarde Core.

Anyhow, return outside and then head southeast of town to Memorial Hill.

Memorial Hill

TREASURES CHECKLIST
[_] Heal Powder [_] Adrenaline Orb [_] Cleanse Tag [_] Super Repel [_] Dusk Ball [_] Spell Tag
[_] Hyper Potion

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 34 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 28 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 27 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 26 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 27 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 29+

LOCAL WILD POKMON ENCOUNTER DATA - MEMORIAL HILL: GRASS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gastly Ghost/Poison Cursed Body - - - 1 - - Both 50%
Phantump Ghost/Grass Natural Cure, Frisk, Harvest - 1 - - - - Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Gentleman Smith $4,600 Umbreon Lv. 23
Preschooler Liam $264 Jigglypuff Lv. 21, Ledian Lv. 22
Madame Sayuri $4,600 Comfey Lv. 23
Punk Girl Melissa $736 Ariados Lv. 23
Team Skull Grunt $736 Raticate (Alolan) Lv. 23
Pokmon Evaluations: Not a lot of Pokmon here. Zubat is Zubat, nothing to say about that. >_> Gastly, as stated way back at the
Hau'oli Cemetary, is a great Special Attacking Pokmon if you can manage to trade it into Gengar. Phantump is a decent physical
attacker as well when it evolves, but it again needs to be traded for that to happen so he might not be worth obtaining.

Memorial Hill: As you entr, go east and onto the higher ledge, then continue eastward past the woman and her Rockruff in front of
the grave. In front of the next grave you find, press A to find a Heal Powder. Continue along the path to the Gentleman and battle
him. Further along, the path will split between the north and south. If you go south a bit and examine the westernmost grave you can
find an Adrenaline Orb, while even further south is a Trainer to fight and a Cleanse Tag. If you go to the north instead you can wind
around to the dead-end grave to the west with a Super Repel hidden in front of it, and further north near the rocky wall is a Madame
to fight.

If you go through the grass to her west you can find a Dusk Ball near the ledge that leads back to the start, while far to her east lies
a Trainer, a Punk Girl. Just southwest of her, past the grass, is a grave with a Spell Tag in front of it. (This item boosts the holder's
Ghost moves' Power by 20%.) Go east to the rock wall, then south along it to find a Hyper Potion.

Return west to the trees and go south to meet up with Team Skull harassing the Aether Foundation. After a quick battle with a Grunt,
one of the Foundation people will offer you a reward, saying that you'll be able to see "a wondrous place" when you visit the Hano
Grand Resort. Go east from here to the Akala Outskirts.

Akala Outskirts

TREASURES CHECKLIST
[_] TM28 (Leech Life) [_] Tiny Mushroom [_] Tiny Mushroom [_] Big Mushroom [_] Zygarde Cell

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 35 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 29 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 28 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 27 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 28 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 29 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 30+

LOCAL WILD POKMON ENCOUNTER DATA - AKALA OUTSKIRTS: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 30%
Nosepass Rock Magnet Pull, Sturdy, Sand Force - - 1 - - - Both 15%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 c Both 50%
LOCAL WILD POKMON ENCOUNTER DATA - AKALA OUTSKIRTS: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Nosepass Rock Magnet Pull, Sturdy, Sand Force - - 1 - - - Both 15%
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 c Both 50%
LOCAL WILD POKMON ENCOUNTER DATA - AKALA OUTSKIRTS: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Chinchou Water/Electric Illuminate, Volt Absorb, Water Absorb 1 - - - - - Both 1% [20%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 79% [60%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [20%]

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Fisherman Vernon Staryu Lv. 22, Gyarados Lv. 23
$726
Black Belt Kenji $768 Hariyama Lv. 23

Pokmon Evaluations: Not much new of note here - Gumshoos and Alolan Raticate are just the evolutions of the Yungoos and
Alolan Rattata you've been seeing thus far, and Nosepass isn't in and of itself a Pokmon worthy of much note.

Akala Outskirts: Go along the path eastward for a bit until you see a man fishing near the shore. Battle him, then go north to find
TM28 (Leech Life) along the lower path. Return south, then go north along the grassy path to find a Trainer to fight in the middle of a
few grass patches. You can also use Stoutland to find two Tiny Mushrooms and a Big Mushroom in the grass nearby, with a
Zygarde Cell, like, JUST next to the southern Tiny 'Shroom. North fo there are the Ruins of Life.

Ruins of Life

TREASURES CHECKLIST
[_] Rockium Z

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 35 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 29 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 28 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 27 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 28 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 29 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 31+

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Team Skill Admin Plumeria $3,120 Golbat Lv. 25, Salandit Lv. 26

Ruins of Life: As you arrive, you'll engage in battle with Team Skull's admin, Plumeria. After the fight, go north to the next area, then
into the cavern ahead after a brief cutscene. Lillie will heal your Pokmon for you as Olivia arrives and challenges you to battle!

BOSS: Island Kahuna Olivia

Rewards: $4,320

## FOE'S POKMON PARTY


Pokmon Nosepass Boldore Lycanroc
Pokmon Type Rock Rock Rock
Level (Lv.) 26 26 27
Hold Item None None Rockium Z
Ability Magnet Pull? Sturdy Sand Rush
Rock Slide Rock Blast Bite
Spark Mud-Slap Rock Throw
Moves
Thunder Wave Headbutt -
- - -

This is a fairly basic battle for you - focus on using Pokmon that are strong against Rock. Water, Ground, Grass, Fighting, and
Steel all have advantages on Rock. Ideally, you'll have Fighting Pokmon - they can resist Lycanroc's painful Bite as well as the
Rock moves every Pokmon has. Fightnium Z - the Z Crystal you got from Hala back on Melemele - will be especially helpful to
OHKO Lycanroc.

Nosepass is luckily pretty weak. If you had to pick a speciifc Pokmon to beat him with, a Ground-type would be best - it's
immune to its Thunder Wave and Spark and resists Rock Slide. Nosepass isn't particularly powerful so it shouldn't be a huge
worry, but it has a rather specially-bulky competitive build so look out for that: don't expect to beat it in one hit.

Boldore can be troubling to go up against for a similar reason: you can't kill it in one hit, it'll have the Sturdy ability. Especially with
Rock Blast sometimes being rather power, the best Pokmon in this situation is one that can hit it supereffectively - preferably
with Special moves, it's really weak in Sp. Def., whereas a Level 36 Decidueye can't 2HKO it with Razor Leaf (or mine couldn't).

Lycanroc is the main threat of the battle. Provided you've evolved your Rowlet into Decidueye as you all too likely have,
Decidueye wouldn't be the best Pokmon for this fight in my experience as it can usually 2HKO even an overleveled Decidueye
with Bite simply on the merit of how high Lycanroc's Attack stat is. Fighting Pokmon will win out in this part, or at least Primarina
(since it'll resist Bite as well, though not Rock Throw). Steel Pokmon can also do well provided they have decent moves. If
you're stuck on using Decidueye, using Grassium Z with Bloom Doom will be ideal and should result in a OHKO against this
Pokmon, the biggest threat on Olivia's team; same thing for someone using Fightnium or Waterium Z, for that matter. But do
NOT use a Pokmon weak to Rock - Lycanroc will lead with Continental Crush, the Rockium Z Z-Move, in that instance and,
between STAB, being super-effective, and both the move and user being strong and fast while you are likely slow, you'll almost
certainly get OHKO'd. (To note: my Arcanine Intimidated Lycanroc down to 2/3 Attack, and it was still completely obliterated by
Continental Crush.)

After the battle, Olivia will give you Rockium Z as a marker of completing the second Grand Trial of the Alola region!

The Trial of Captain Sophocles

Sectional Flowchart

Hano Grand Resort & Aether Paradise


Malie City
Malie Garden
More of Malie City
Route 10
Mount Hokulani

Hano Grand Resort & Aether Paradise

TREASURES CHECKLIST
[_] Soda Pop [_] Zygarde Cell [_] Pearl [_] Pearl [_] Soda Pop [_] $20,000
[_] Heart Scale [_] Heart Scale [_] Black Glasses [_] TM29 (Psychic)

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 36 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 29 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 29 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 27 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magnemite 29 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Magnet Bomb
Kadabra 30 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 32+

LOCAL WILD POKMON ENCOUNTER DATA - HANO BEACH: RUSTLING SPOTS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Sandygast Ghost/Ground Water Compaction, Sand Veil - - 1 - - - Both 20%
Staryu Water Illuminate, Natural Cure, Analytic - - - - - 1 Both 80%
LOCAL WILD POKMON ENCOUNTER DATA - HANO BEACH: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 30%
Pyukumuku Water Innards Out, Unaware - - - - 2 - Both 20%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HANO BEACH: SURFING (SPECIAL SPOTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 100%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Swimmer Logan $600 Wishwashi Lv. 25
Swimmer Alicia $600 Psyduck Lv. 25
Swimmer Lawrence $600 Wingull Lv. 24, Barboach Lv. 25
Swimmer Laura $600 Finneon Lv. 24, Shellder Lv. 25
Swimmer Roddy $600 Gyarados Lv. 25
Swimmer Chelsea $600 Pyukumuku Lv. 25

Akala Outskirts: After the battle with Olivia, you'll be taken back outside of the ruins and you'll meet up with Hau, who reminds you
(inadvertantly) that you need to go to the Hano Grand Resort. Have Charizard fly you to Heahea City first and you can heal up there,
then head east along the road to the Resort.

Hano Grand Resort: If you look on the map, there's a flag near the building that houses the resort proper. For now though let's head
southeast onto Hano Beach...

Hano Beach: If you go northeast and examine the sand just to the right of the first beach chair you reach, you'll find a Soda Pop.
Under the parasol to the southeast of there lies a Zygarde Cell, and in the shoals to the south of there lies a hidden Pearl Stoutland
can find. Further along the beach, just south of where you can walk on grass, Stoutland can find another Pearl, while the swimmer
just to the east of there will hand you another Soda Pop.

North of there, a man will offer you a part-time job as a Pyukumuku chucker, to help throw the Pyukumuku into the sea. It is at that
point they'll appear. (Note that this is where I found them my first time, and they may vary.)

One lies at the southernmost tip of the beach.


One lies just west of there.
One lies just south of the man who gave you the job, near an umbrella with two beach chairs that are empty.
One lies due east of there.
One lies to the north of there, to the east of a sign, in the shoals.
One lies even further north in the shoals.

You'll receive $20,000 for this, and you can do it daily.

Anyhow. Go east of there to the signpost, then use Stoutland to sniff out the Heart Scale to the east of there. To the north lie some
rustling spots you can use to encounter Staryu or Sandygast - if you examine the sand west of both spots (Stoutland will help)
another Heart Scale can be found. If you begin Surfing here you can find a Pearl String in the water to the due east. Swim
southward along the shore as you want within this confined area; there are a fair few Trainers to battle. The vacant island in the
middle of the ocean here has a Black Glasses item to grab as you battle the Trainers, though - it's an item that boosts the power of
the holder's Dark moves by 20%. Another item can be found south of the beach's southern tip, a Dive Ball, right next to Swimmer
Roddy. Another item lies further west near Swimmer Chelsea.

Anyhow, return to the resort proper and go into the hotel.

Hano Grand Resort Hotel: As you walk north towards the reception area you'll meet with Faba, who will offer you a tour of the
Aether Paradise, a floating island paradise designed for Pokmon.

LOCAL WILD POKMON ENCOUNTER DATA - AETHER PARADISE


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
??? UB-01: Nihilego Rock/Poison Beast Boost - - - - 3 - Both Event

Aether Paradise: After your lengthy introduction to the area, you are tasked with next speaking to President Lusamine of the Aether
Foundation, who should be in the conservation area where you regained control. She can be found in the northern segment of the
area: leave the elevator area via the west path, then go north and east towards it. As you get into your meet (and Lusamine disses
Hau's fashion sense), a strange Pokmon will appear! Approach it and you'll engage it in battle!

This strange and unnamed Pokmon - which is known as Nihilego, or UB-01 - is pretty strong even if you're a bit overleveled, mainly
because it has rather high Sp. Atk. and Sp. Def. stats, and with the doubled Defense boost it gets at the start it will be very hard to
take down. Still, for the most part you can just focus on hitting its weaknesses and slowly wearing it down. Steel-type Pokmon can
be helpful in this since they're immune to its Venoshock. At some point, however, the Pokmon will flee before you can defeat it, so
catching it isn't a viable event.

Anyhow, after the battle, you'll receive TM29 (Psychic) - a great special Psychic-type move - and, heh, Hau only got malasadas -
and eventually be brought to Ula'ula Island.

Malie City

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 38 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 31 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 30 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psybeam Gust
Arcanine 29 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 30 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Tri Attack
Kadabra 31 Psychic Synchronize - Teleport Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 33+

MALIE CITY POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its one
Adrenaline Orb $300
Speed is boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Hyper Potion $1,500 Restores 120 HP to a single Pokmon.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super Potion $700 Heals 60 HP of a single Pokmon.
Super Repel $700 Prevents random wild Pokmon battles for 200 steps.
Ultra Ball $800 A Pokball with a 2.0x catch rate.
MALIE CITY POKMON CENTER - POK MART (RIGHT SALESMAN)
TM Name Cost Type Class Power Acc. PP Targets L.R. Cont.
TM19 (Roost) $10,000 Flying Status --- --- 10 User No No
TM23 (Smack
$10,000 Rock Physical 50 100 15 One No No
Down)
TM40 (Aerial
$10,000 Flying Physical 60 --- 20 One Yes Yes
Ace)
TM42 (Facade) $10,000 Normal Physical 70 100 20 One No Yes
TM51 (Steel
$10,000 Steel Physical 70 90 25 One No Yes
Wing)
TM66 (Payback) $10,000 Dark Physical 50 100 10 One No Yes
TM69 (Rock
$10,000 Rock Status --- --- 20 User No No
Polish)
TM75 (Swords
$10,000 Normal Status --- --- 20 User No No
Dance)
TM78 (Bulldoze) $10,000 Ground Physical 60 100 20 Not User No No
TM89 (U-turn) $10,000 Bug Physical 70 100 20 One No No

Malie City: As you make landfall on Ula'ula, Hau will challenge you to another battle, healing your Pokmon beforehand of course.

BOSS: Pokmon Trainer Hau


Rewards: $1,740

FOE'S POKMON PARTY


Pokmon Alolan Raichu Vaporeon * Dartrix * Leafeon ** Torracat ** Flareon *** Brionne ***
Pokmon Type Electric/Psychic Water Grass/Flying Grass Fire Fire Water
Level (Lv.) Level 28 Level 28 Level 29 Level 28 Level 29 Level 28 Level 29
Hold Item None None Grassium Z None Firium Z None Waterium Z
Ability Static Water Absorb Overgrow Leaf Guard Blaze Flash Fire Torrent
Electro Ball Water Pulse Razor Leaf Giga Drain Fire Fang Fire Fang Bubble Beam
Quick Attack Quick Attack Pluck Quick Attack Bite Quick Attack Disarming Voice
Moves
Psychic - - - - - -
- - - - - - -
USAGE CONDITIONS
Pokmon Condition
Dartrix Your starter was Litten
Vaporeon Your starter was Litten
Leafeon Your starter was Popplio
Torracat Your starter was Popplio
Flareon Your starter was Rowlet
Brionne Your starter was Rowlet

The short of this is that Hau has gotten a new Pokmon - his Eeveelution is mention to counter your own starter. Thus whereas
his starter is weak to yours, his Eeveelution is strong against it, which can make things difficult as Flareon and Leafeon are fairly
strong Pokmon. (Vaporeon not so much but it's not like Torracat or Incineroar would have a shot against it anyhow.)

He'll always lead with Alolan Raichu though so it's best to take that out. For the most part your starter - were it Decidueye or
Incineroar, who have signature Ghost and Dark moves respectively - will find that an easy enough task given that Alolan Raichu
becomes part-Psychic. Incineroar especially will find the battle easy being Dark-type and thus immune to its Psychic, though
Ground or Dark Pokmon in general would be best here to avoid some of the moves you'll see thrown around.

For his Eeveelution, you'll want a Pokmon that can counter it outright. Those with Decidueye will be up against a Flareon;
Ground, Water, and Rock Pokmon all do fairly well here, moreso the latter so since they resist Fire. Arcanine will do well against
Flareon especially if it has Intimidate: it can lower its attack as well as deal some nice damage with Take Down or Bite. Those
with Primarina will find themselves against a Leafeon; pretty much any Fire, Flying, or Poison Pokmon will do well here, as it'll
resist its Giga Drain and be able to deal triple damage in return. Finally, those with Incineroar will be dealing with Vaporeon; it's
not particularly strong so Incineroar might be able to manage on his own, but it would be best to have a Grass or Electric
Pokmon to simply hit it super-effectively and move on.

As for his starter, simply bring out your own. Your starter will resist his starter's Z Move and can counter with their own super-
effective one (if you're using that angle) or with their STAB move.

After the battle, you'll be tasked with heading to Malie Garden to meet up with Kukui again. For now, go west, down the street to the
Pokmon Center. Feel free to shop and heal there; there are quite a few TMs now for sale here, so feel free to look, some of them
are fairly decent.

Further down the road, you'll be able to access the Malie Garden.

Malie Garden

TREASURES CHECKLIST
[_] Grassy Seed [_] Luxury Ball [_] Rage Candy Bar [_] Zygarde Cell [_] Big Mushroom

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 38 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 31 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 30 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psychic Gust
Arcanine 29 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 30 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Tri Attack
Kadabra 31 Psychic Synchronize - Psychic Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 33+

LOCAL WILD POKMON ENCOUNTER DATA - MALIE GARDEN: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Araquanid Water/Bug Water Bubble, Water Absorb - - - - 2 - Both 20%
Cottonee Grass/Fairy Infiltrator, Prankster, Chlorophyll - - - - - 1 Sun 10%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 20%
Petilil Grass Chlorophyll, Own Tempo, Leaf Guard - - - 1 - - Moon 10%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MALIE GARDEN: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ariados Bug/Poison Insomnia, Swarm, Sniper - 2 - - - - Both 20%
Cottonee Grass/Fairy Infiltrator, Prankster, Chlorophyll - - - - - 1 Sun 10%
Masquerain Bug/Flying Intimidate, Unnerve - - - 1 1 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 20%
Petilil Grass Chlorophyll, Own Tempo, Leaf Guard - - - 1 - - Moon 10%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MALIE GARDEN: FISHING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Goldeen Water Swift Swim, Water Veil, Lightning Rod - 1 - - - - Both 40%
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 60%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Sightseer Mitch $1,560 Persian Lv. 27, Marowak Lv. 26
Preschooler Ailey $312 Cleffa Lv. 26
Sightseer Akali $1,620 Rattata Lv. 26, Raichu Lv. 27

Pokmon Evaluations: Honestly not a ton to speak of again. You can grab Petilil here again if you're on Moon but that's the only
worthwhile acquisition right now.

Malie Garden: Once you regain control, go east from the bridge and past the covered awning thing you'll find a Sightseer you can
find, then further north to the end of the path to find a Grassy Seed. Return to and go west from the bridge and through a couple of
patches of grass to find a Luxury Ball. East/northeast of there is a Preschooler you can fight. Follow the lakeshore and you'll
eventually cross into the large open area in the center of the garden. Go northeast to the area of stony ground; under the
northwestern umbrella you'll find a Rage Candy Bar.

As you approach Kukui - he's sitting on a bench by himself. After you tell him about what you witnessed at the Aether Paradise he'll
speak briefly and then head off to the bus stop, where you'll need to head yourself to go to the next trial on the nearby mountain,
Mount Hokulani.

Anyhow, go northwest from here and across one of the bridges to find another Trainer to fight; further to the west of her, at the end of
the grass-laden path, you'll find a Zygarde Cell too. Far to the east of there - north of the place where you found Kukui - beyond the
grass lies a Big Mushroom.

Anyhow, return outside to Malie City.

More of Malie City

TREASURES CHECKLIST
[_] $3,000 [_] TM76 (Fly) [_] Love Ball [_] Antidote [_] Twisted Spoon [_] Nugget
[_] Elegant Battle Style [_] Friend Ball

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 39 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 32 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 31 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psychic Gust
Arcanine 30 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 31 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Tri Attack
Kadabra 32 Psychic Synchronize - Psychic Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 33+

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Pancham Happiny Normal Natural Cure

LOCAL WILD POKMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor (S.O.S.-only) Poison Stench, Sticky Hold, Aftermath - - - - - - 2 Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 30%
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 20%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 20%
Trubbish Poison Stench, Sticky Hold, Aftermath - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor (S.O.S.-only) Poison Stench, Sticky Hold, Aftermath - - - - - - 2 Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 30%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 20%
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 20%
Trubbish Poison Stench, Sticky Hold, Aftermath - - - - - 1 Both 30%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Janitor Melvin $1,080 Trubbish Lv. 26, Trubbish Lv. 27
Janitor Shawn $1,080 Muk (Alolan) Lv. 27
Ace Trainer Chase $1,972 Grimer (Alolan) Lv. 29

Malie City: When you go south, speak with Lillie. After, your next goal will be the library here, though as go just a bit west you'll run
into another Professor - Professor Samuel Oak's cousin Professor Samson Oak. After the meeting, I think we should explore Malie
City some more. The next building to the west is another malasada shop. The next building is a restaurant where you can order one
of four dishes for $4,000, which will be accompanied after by four Heart Scales. Also, a girl in the restaurant's southeast corner will
trade her Happiny for your Pancham.

The building to the north is the salon, and the clothing shop is next door to there. In the shop, a guy in the southwest corner will
request that you catch a Togedemaru and show him its Pokdex entry, which he'll repay you for with $3,000.

Continue heading north and up the street and you'll run into Lillie outside of the library. After a brief scene, inside, speak with the girl
in the hat sitting at a table and explain to her how flying works in Alola to obtain TM76 (Fly). Samson Oak is in the northwest corner
of this floor; if you show him an Alolan Persian, he'll give you a Love Ball which has an 8x catch rate on Pokmon of the opposite
gender as that you have out! =D

Head upstairs after Lillie and, after a scene, it will be time to head off to Route 10. ... after a bit more is done. Go west and north to
head to Malie City's Outer Cape.

Malie City - Outer Cape: Go north a bit and you'll find a Janitor to battle, then go northwest and, next to the grass, you'll find an
Antidote. Just nearby, approach the man and his son and you can engage the former in a battle, and then his son as well. After the
... WEIRD conclusion to it, you'll obtain a Twisted Spoon, an item which boosts the power of the holder's Psychic moves by 20%.
Annnnyhow, go southeast to the grass, then south through it along the shoreline to find a Nugget.
North of there is the parking lot for the garbage processing plant. The old man near the pillar will teach you a new battle style, the
Elegant Style. At the northeast corner of the lot you can find Samson Oak again, and he'll give you a Friend Ball (which is basically
just a relabeling of the Luxury Ball).

Anyhow, return to the city proper.

Malie City: Back here, heal up in the Pokmon Center if you need to, then go southwest of the city onto Route 10.

Route 10

TREASURES CHECKLIST
[_] Lemonade [_] Paralyze Heal [_] Berries [_] X Accuracy [_] Never-Melt Ice [_] $15,000

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 39 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 32 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 31 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psychic Gust
Arcanine 30 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 32 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Mirror Shot Tri Attack
Kadabra 33 Psychic Synchronize - Psychic Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 34+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 30%
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 30%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 10%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both 10%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 30%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 10%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both 10%
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: SHAKING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 80%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Firefighter Alex $1,120 Poliwhirl Lv. 28
Beauty Andrea $864 Steenee Lv. 27
Police Officer Mitchell $1,120 Growlithe Lv. 28
Team Skull Grunt $864 Golbat Lv. 28
Team Skull Grunt $864 Raticate (Alolan) Lv. 27
Pokmon Evaluations: Not much of particular note here. Pancham is worth looking at for that trade back in Malie City, especially if
you've been having trouble grabbing a Happiny, and though Pangoro is a decently powerful Pokmon neither are particular must-
haves. The rest of the Pokmon here are pretty much just repeats.

Route 10: If you head southwest from the start and examine the spot next to the rock, you can find a Lemonade (Stoutland might
help you if you have trouble here). The elderly woman near the start of the Route also has a request for you - to find her Stufful and
tell them to come back to her, eight in all. We'll take note of them as we go along the Route, so be aware of that.

To the west of here and in front of the patch of grass is a Firefighter you can fight; after, go south to find a Stufful (#1) go northwest
through the grass to find a Paralyze Heal. You can cut to the west to find a Stufful (#2), then further to find some Berries and a girl
who will heal your Pokmon. There's also a Stufful (#3) behind the tree.

Continue following the dirt path to find a Beauty to battle, then go northeast from here to find a Stufful (#4). Return to the Beauty and
go northwest through the grass to find an X Accuracy, and, in the grass just next to there, you'll also find another Stufful (#5).
Across the road from here is a sign, with another Stufful (#6) behind it. Continue up the road to find a Police Officer to battle, then
you'll find a Stufful (#7) in the grass next to him, with the final Stufful (#8) across the road. Once you've found the final Stufful, return
to the old woman and you'll receive Never-Melt Ice, an item that when it's held will boost the wielder's Ice moves' Power by 20%!
You also will get $15,000.

Continue further along the road past the Police Officer and you'll meet up some ... Team Skull Grunts. Again. You'll quickly engage
one in battle, then the other. Once Kukui comes, examine the bus stop and opt to wait for the bus to come take up to the mountain.

Mount Hokulani

TREASURES CHECKLIST
[_] Comet Shard [_] Zygarde Cell [_] Electrium Z [_] Steelium Z [_] Professor's Mask

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 40 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 33 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Pluck
Butterfree 32 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psychic Gust
Arcanine 31 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 33 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Flash Cannon Tri Attack
Kadabra 33 Psychic Synchronize - Psychic Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 34+

MOUNT HOKULANI POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Adrenaline Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its Speed is one
$300
Orb boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape
$1,000 Allows you to instantly escape some areas.
Rope
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze
$300 Heals a Pokmon's Paralysis.
Heal
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super
$700 Heals 60 HP of a single Pokmon.
Potion
MOUNT HOKULANI POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Calcium $10,000 Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos $10,000 Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up $10,000 Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron $10,000 Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein $10,000 Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Zinc $10,000 Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Pokmon Trainer Molayne $3,000 Skarmory Lv. 29, Dugtrio (Alolan) Lv. 30, Metang Lv. 29

Mount Hokulani: After the scene with Kukui at the peak, you're free to walk around. At the east side of this parking lot, you'll find the
Pokmon Center, where you can shop and stuff if you need to. Back outside, head north to the observatory. After a brief conversation
with Molayne, he'll challkenge you to a battle, to see if you're worth Sophocles' time as a Captain. Afterwards, head inside of the
observatory.

Hokulani Observatory: As you enter, go northwest and speak with the man at the reception to receive a Comet Shard - you can
sell it for some quick money. Go north through the door to the next area and you'll find yourself in a long hall. At the end of the
western path you'll find a Zygarde Cell, but there's not much else here aside from the yellow and purple door across from where you
entered. There, you'll find Sophocles.

After a chat, the trial will start, but you'll first have to respond to an audio quiz. You can relisten to each sound as much as desired,
and between questions you'll have to fight off wild Pokmon - first a Grubbin, then a Charjabug, and then another Charjabug, before
the final battle.

The first sound you hear will be that of the Pokmon Center healing theme.
The second sound you hear is that of the Rotom Dex.
The third sound you hear is the cry of Charjabug.
The fourth sound you hear is the theme when you encounter a Totem Pokmon.

After the question, you'll engage in battle with a Bug/Electric Pokmon, the Totem Vikavolt, which will come with ALL of its stats
boosted by 50%, which can make it quite difficult to deal with, especially because it cannot be Paralyzed. (Though for what it's worth,
its Speed is not incredibly high in the first place, contrary to its Pokdex entries.) It also doesn't strictly have the best movepool to
support its high Sp. Atk. stat so you do get it a bit easy here. It's basically just another bulky Pokmon that'll call in Charjabugs for
help - basically spam Fire and Rock attacks and you'll have this in the bag.

After the battle, the electricity in the observatory will turn back on. Captain Sophocles will give you the Electric-type Z Crystal,
Electrium Z, and Captain Molayne will give you Steelium Z as well. You'll also receive the Professor's Mask to return to Kukui in
Malie Garden.

The Trial of (???)

Sectional Flowchart

one stage
Route 11

Descending Mount Hokulani

TREASURES CHECKLIST
[_] TM72 (Volt Switch) [_] Fast Ball [_] Rare Candy [_] Heavy Ball [_] Max Potion
[_] Decidium Z [_] Incinerium Z [_] Primarium Z
KEY'S PARTY AT THIS MOMENT
Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 41 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 34 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Drill Peck
Butterfree 33 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psychic Gust
Arcanine 32 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 33 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Flash Cannon Tri Attack
Kadabra 34 Psychic Synchronize - Psychic Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 35+

LOCAL WILD POKMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Beldum Steel/Psychic Clear Body, Light Metal - - 1 - - - Both 10%
Ditto Normal Limber, Imposter 1 - - - - - Both 10%
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 40%
Minior Rock/Flying Shields Down - - 1 - 1 - Both 30%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Beldum Steel/Psychic Clear Body, Light Metal - - 1 - - - Both 10%
Cleffa Fairy Cute Charm, Magic Guard, Friend Guard - - - - 1 - Both 10%
Ditto Normal Limber, Imposter 1 - - - - - Both 10%
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 30%
Minior Rock/Flying Shields Down - - 1 - 1 - Both 30%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Beldum Steel/Psychic Clear Body, Light Metal - - 1 - - - Both -
Chansey Normal Natural, Serene Grace, Friend Guard 2 - - - - - Both -
Clefairy Fairy Cute Charm, Magic Guard, Friend Guard - - - - 2 - Both -
Cleffa Fairy Cute Charm, Magic Guard, Friend Guard - - - - 1 - Both -
Ditto Normal Limber, Imposter 1 - - - - - Both -
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both -
Minior Rock/Flying Shields Down - - 1 - 1 - Both -
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both -

LOCAL TRAINERS' POKMON


Trainer Name Money Earned Pokmon Party
Office Worker Jessica $1,120 Clefairy Lv. 28
Hiker Thomas $896 Boldore Lv. 27, Geodude (Alolan) Lv. 28
Collector Todd $896 Passimian Lv. 28, Oranguru Lv. 28
Team Skull Boss Guzma $3,600 Golisopod Lv. 31, Ariados Lv. 30

Pokmon Evaluations: Of the Pokmon present, both Beldum and Ditto are definitely good ones. Beldum is a bit troublesome to
evolve (it'll have only Take Down) but eventually it evolves into Metagross, a quite powerful Pokmon - which, with Steel/Psychic
typing, gives it some nice defenses. Its Mega Evolution is even stronger and is something to be significantly reckoned with. Ditto is a
Pokmon that is valued more for its utility than anything - it makes Pokmon breeding WAAAAAAAAAAAAAAAAAAAAAAAAAAY
easier. Normally breeding Pokmon requires you to have two Pokmon in the same Egg Group with a female of the desired species,
but many Pokmon you can just plop in with a Ditto and get that Pokmon, it's so helpful! Definitely worth grabbing one if you're
looking to complete your Pokdex.

Hokulani Observatory: After receiving the pair of Z Crystals from Molayne and Sophocles, return outside.

Mount Hokulani: Outside, go and heal up in the Pokmon Center, then go south along the mountain road. You'll find a Trainer near
the guardrails to fight. Further down the road, on the east side, you can find a ramp going down to some grass. Far to the southeast
of the grass you can find TM72 (Volt Switch). Anyhow, return to the main road and as you go along you'll find a Fast Ball along the
left side of the road. If you continue down the road and examine the mudpile at the end of the right guardrail you'll find a Rare Candy
too.

Around here should be a Hiker you can battle, too. Further down as you reach the tight curve is another path going down to some
grass; the southern part as a Collector you can battle whereas the north part has a Heavy Ball. If you jump down the ledges near the
Collector you can also find a Max Potion before you reach the road again near a dude and a bus. Speak with the man next to the
bus to return to Route 10.

Route 10: Head on back to Malie City.

Malie City: Head east and along to the garden. (It's just west and north of the Pokmon Center, where the flag is on the map now.)

Malie Garden: Go north and you'll find some Team Skull thugs harassing Kukui. After a battle with the Team Skull boss, Guzma,
Kukui will hand you something ... the Z Crystal specifically designed for your starter! That means you'll get Decidium Z if you chose
Rowlet, Incinerium Z if you chose Litten, and Primarium Z if you choose Popplio!

Starter Pokmon Final Evo Z Crystal Required Move Z Move


Rowlet Decidueye Decidium Z Spirit Shackle Sinister Arrow Raid
Litten Incineroar Incinerium Z Darkest Lariat Malicious Moonsault
Popplio Primarina Primarium Z Sparkling Aria Oceanic Operetta

Anyhow, once you regain control, heal up in the Malie Cite Pokmon Center, then go south to Route 11.

Route 11

TREASURES CHECKLIST

KEY'S PARTY AT THIS MOMENT


Pokmon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Decidueye 43 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Spirit Shackle Pluck
Toucannon 35 Normal/Flying Keen Eye Silk Scarf Flame Charge Brick Break Echoed Voice Drill Peck
Butterfree 34 Bug/Flying Compound Eyes Silver Powder Silver Wind Stun Spore Psychic Gust
Arcanine 33 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Magneton 35 Steel/Electric Sturdy Quick Claw Charge Beam Thunder Wave Flash Cannon Tri Attack
Kadabra 35 Psychic Synchronize - Psychic Psycho Cut Charge Beam Psybeam
RECOMMENDED LEVELS: Level 36+

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 11: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 20%
Komala Normal Comatose - 2 - - - - Both 10%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 20%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 10%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 11: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ariados Bug/Poison Insomnia, Swarm, Sniper - 2 - - - - Both 20%
Komala Normal Comatose - 2 - - - - Both 10%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 10%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 20%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both -
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 20%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%

Pokmon Evaluations: Nothing new here but Komala. Komala IS an interesting Pokmon however. It is always considered to be in
the Sleep status because of its Comatose ability. That makes it hard to be used because it has to rely on moves like Snore and Sleep
Talk to get stuff done, but on the flipside you cannot status it (it cannot be Burned, Paralyzed, Frozen, or Poisoned), which is unique
among all Pokmon. Still, it is only an intriguing Pokmon - Komala beyond this isn't worth any particular note and isn't something
worth adding to a team.

Route 11:

MORE TO COME!

Sidequests
Minor Sidequests of the Walkthrough

Several things can be done on the side in the game that are completely optional but, out of convenience, are located in the
walkthrough instead. Here are links to those sidequests.

Item Cleanups: Whenever we get a new ability such as a Pok Ride ability and can access new things in the past areas and
new items
Pok Ride Cleanup - Tauros
Pok Ride Cleanup - Lapras

Pokmon Refresh

MORE COMING SOON!

Hyper Training

At one point in your travels, you'll find a shop where you can exchange items known as Bottle Caps. By exchanging these Bottle
Caps with the shopkeep, you can engage your Pokmon in Hyper Training - provided it's reached Level 100.

Hyper Training is the counterpart to Super Training. Whereas Super Training helped you boost your EVs manually, Hyper Training
helps you to boost your IVs manually, a process impossible in previous generations.

Currently, not much is known about the process of Hyper Training or how to get these Bottle Caps, but prerelease footage showed
that Hyper Training was able to increase a Pikachu with an IV spread of 05/10/07/17/10/09 to 31/31/31/31/31/31. More details will be
provided when we have more information to work with.

Pokmon Breeding

Sectional Flowchart

On a general level, if you want to produce a "Pokmon Breeding Process", please take note that it must actually result in something
special. Having 31 IVs in all six stats is special. Having them in one, not so much. Somehow raising the chances of finding a Shiny?
That's special. Raising the chances of getting a "crap" Pokmon? Not really. If you want to submit something, see the Legalities
section.

Pokmon Breeding: A Primer


Pokmon Breeding: A More Technical Primer
Pokmon Breeding: Important Items
Pokmon Breeding: Exclusive Species
Pokmon Breeding Processes: The Masuda Method
Pokmon Breeding Processes: Maxing IVs

Pokmon Breeding: A Primer

To consider what Pokmon breeding is, we must consider how animals reproduce. On the superficial level, it generally requires a
male and a female: such holds true here for the most part. Unlike normal, though, Pokmon typically lay Eggs to bear baby
Pokmon. (The only exception is the canon surrounding the live birth of Mewtwo from Mew, given in the Kanto-region games.)
Normally, Pokmon breeding is more than simply about getting lower-evolution Pokmon or spawning massive numbers of starters:
in fact, it is the most certain way to guarantee that your Pokmon can get the most ideal stats and movesets possible! However, this
particular primer is designed for Pokmon beginners - if you want to get into the gnitty-gritty of things, the other sections will sate you.

As you progress through the game, you'll eventually find the Pokmon Nursery (Paniola Ranch is where it's at, just as you get into
Captain Lana's trial). There, you can leave two Pokmon at the Nursery and they'll stay there. Typically, beginners just leave
Pokmon there for the purposes of leveling up: they'll earn 1 EXP. per step you take. You can get the Pokmon back at a base cost
$100, plus an additional $100 per level earned. You, however, cannot dictate how moves are learned or deleted, and level-up
evolutions do not occur, so look out!

Now, Pokmon breeding... Obviously, you'll need two Pokmon: one a male, and one a female. (The little mark that appears beside
their name in battle represents that: the blue arrow is male, the pink cross is female. No mark means the Pokmon has no gender
and generally cannot breed.) There are blatant exceptions to this rule, but more on that momentarily. When you leave two Pokmon
there of opposite genders (or other situations), there is a chance that you can speak with the girl outside the Nursery to receive an
Egg.

The Pokmon within the Egg can inherit a number of things, depending upon certain conditions - these include IVs (which influence
stat growth), Nature (which can give a 10% bonus/loss to some stats), moves (but only some!), and species. If you're playing one of
the older games, you can execute a glitch known as the "Pomeg Berry Glitch" (see the game's Cheat page on GameFAQs - only
Generations III & IV) to learn this stuff for the most part. However, Pokmon Sun & Moon obviously prevent that. Nice bit of trivia
nonetheless.

So, we come down to it - how to make the Egg hatch? The Egg hatches by carrying it in your party and walking/biking/skating
around. Eggs can hatch in anywhere from 5,000 to 31,000 steps (obviously I'm being inspecific), depending on the species within the
Egg. It's just walking, so beginners don't really need to worry. Eventually, the Egg will hatch. This process can be sped up by having
Pokmon with the Magma Armor or Flame Body abilities.

That's the gist of it. But if you want to manipulate this in a more beneficial way, read on...

Pokmon Breeding: A More Technical Primer

This section presumes you know all of the info detailed in the previous primer, and thusly will have that info mostly glossed over if
ever mentioned.

Egg Groups

So, then, you have two Pokmon you want to breed. As detailed earlier, I said there were exceptions to the rules about gender.
Firstly, we have to consider Ditto. Ditto is almost a wild card in Pokmon breeding, so much so that he gets his own Egg Group (more
on that in a bit). Basically, he is allowed to breed with pretty much every Pokmon other than legendary Pokmon - and, even then,
the latter has an exception in which breeding Ditto and Manaphy yields Phione. If it's of the "No Eggs" group, then Ditto still cannot
breed with it.

Now that we're getting onto species, it's time to talk about Egg Groups. Egg Groups help to determine what Pokmon can breed
together for desired species: without proper knowledge of this, you can easily end up with crap Pokmon. I left this undetailed
previously because an obvious rule of thumb is that two Pokmon of the same species yields the same Pokmon or a pre-
evolutionary form of it - two Dunsparces yield Dunsparce, two Blazikens yield Torchic, for example. That much is true. However,
knowing Egg Groups widens the field a little: it's almost impossible to find some Pokmon, after all. You can see the Pokmon Stats
(Breeding) section on the particular Egg Groups and gender ratios of Pokmon. The general principle with breeding is that if the two
parents are of the same Egg Group and opposite genders, the child will be the lowest evolution of the female parent. For example: a
male Chesnaught and a female Delphox should yield a Fennekin.

Again, there are exceptions to even that. This mostly comes through from species that only have Pokmon of a single gender. A key
example are the male and female Nidoran Pokmon - they're of the same Egg Group, sure, but you'd only get Nidoran under the
above conditions, no matter how many Eggs. The exception is that, if two gender-exclusive species are bred, then there is a 50%
chance of the resultant Pokmon being either species.

Genetic Engineering

Now, onto inheritance... (Sorry, couldn't resist the title.)


So, a number of things can be inherited through breeding - I glossed over these earlier: moves, IVs, Nature, species, and abilities.
Here's the specifics:

Gender: Gender is, and always has been, the critical concept around which revolves all of Pokmon breeding - only certain
genders can bring over certain things to their children, and strict use of that is key in managing to get a "perfect" Pokmon.
That said, nothing can influence the gender of a Pokmon in an Egg - it's purely left up to the RNG. Depending on the
Pokmon species, you can 50%-50%, 25%-75%, 12.5%-87.5%, or 0%-100% gender ratios if the Pokmon has one at all.
However, just because a Pokmon has a gender does not mean it can breed. It's important to note that; you're not
intended to breed Latias, after all. >_>

Moves: Only certain moves can be inherited, and it's not necessarily clear what. I do know if a move is something the
Pokmon would normally learn by leveling up, it can be passed down by either or both parents knowing it. Certain Egg
Moves, often only found on certain species, can be passed down by both parents - not every move is an Egg Move, keep that
in mind. One special instance is the Egg Move Volt Tackle. This Egg Move is technically learned when you are breeding a
Pichu and one of the parents (the Pikachu-relative) holds a Light Ball: the child Pichu will know Volt Tackle. However, Volt
Tackle cannot be brought down via simple breeding, even if a parent already knows it: they must hold a Light Ball, and they
do not have to know the move.

IVs: IVs help to determine stat growth by Level 100: for each IV in a stat, you will then earn 1 point at Level 100. IVs range
from 0 to 31 in all stats. Generally, it's determined by an RNG in the game if you don't hold certain items. If the named item
below is held when breeding, there's a 100% chance that the named stat will be inherited.
Destiny Knot: 5 random IVs, taken from both parents (only 1 need be held)
Power Anklet: Speed
Power Band: Special Defense
Power Belt: Defense
Power Bracer: Attack
Power Lens: Special Attack
Power Weight: Max HP

Nature: Pokmon have specific Natures, which you can effectively engineer so that you get better stats (+10%). Generally, it
is determined at random: 1 in 25 for the desired Nature. However, holding an Everstone guarantees that the child gets the
holder's Nature - obviously, if the parents differ in Nature and both hold Everstones, it's a 50-50 crapshoot. If you want to see
the effects of certain Natures, see the Natures section.

Species: Previously mentioned, if two Pokmon are in the same Egg Group, then the child is of the female's species, except
under specific circumstances.

Abilities: In Pokmon Sun/Moon, every Pokmon has two slots for regular abilities (see Pokmon Stats (General) for the
list). In the named list, many final-listed abilities are a Hidden Ability, unless it is the only one (which means it WILL have it).
Otherwise... When it comes to the first-listed one, the child has a 80% chance of inheriting it, and 20% for the second one:
first and second refer to the female parent's current Ability and the one it doesn't have, respectively. For example, let's say
you're breeding two Fennekin. If the female has Blaze, then there is an 80% chance the child will have Blaze, or 20% for
Magician. Likewise, if the female Fennekin has Magician, then there is an 80% chance of the child getting Magician and 20%
for Blaze.

Hidden Abilities: There are special, rare abilities called Hidden Abilities - they were normally only found through the Dream
World on the Global Link in B/W or some Pokmon just outright had them. They're a bit different when it comes to inheritence
in that the female or the male can know it. If the female has it, there's an as-of-yet-undetermined high chance of it being
inherited, and it's furthered with the male also knowing it. If you don't have a female with it, you can breed the male and Ditto
for a chance at having it.

Pokball: Normally, one of the more obvious ways to detect illegitimate Pokmon on pure observation was the Pokball they
were caught in. Since some Pokmon, such as Munchlax, are only available through breeding, you would have to be
suspicious in previous generations if the Munchlax was caught in a Great Ball - or pretty much anything other than a Pok
Ball. This is different in X/Y - now the Pokball that caught the female will be seen as having caught the child. This has a bit
more of a strategic effect than you think. I mean, if you throw out a Dragonite from a Pok Ball online, your opponent could be
certain it knows the Egg Move Iron Tail to counteract any Ice-types he may send it against it. If it comes out in an Ultra Ball or
the like, he can be more certain that you found it (or a pre-evolutionary form) in the wild and it won't know it. But since this is
masked, no one knows... Of course, there is also the Luxury Ball benefit, too.

Shininess: The Shiny attribute of a Pokmon cannot be inherited. However, the Masuda method, which basically makes you
breed with international Pokmon, allows Shinies to be almost 3 times more common. The specifics... Pokmon in the wild
have a chance of being Shiny equal to 1 in 4,096 in this game, which is basically 0.0244%. You can use PokRadar/Fishing
chaining to boost it up to 40 in 4,096 or so (0.976%) if you're lucky. Then again, those preferring to breed can use two
Pokmon from different-nationality games (basically yours and another country's) to make the chances 1 in 1,366, close to 3
in 4,096, or about 0.0732%. It's still rare as crap, but it's probably worth it if chaining ain't your thing.

Mechanics of the Egg

Let's first discuss getting the Egg. When you speak to the girl before an Egg has appeared, she can say a number of things.
Depending on what she says - which itself is independent to certain conditions - there is a specific chance of finding an Egg.
Generally, using traded Pokmon or those of the same species is best. Eggs can potentially be found with every 256 steps in the
field. So, what does he have to say?

(Keep in mind "ID" refers to both the seen ID on your Trainer Card and the hidden Secret ID that you never know of. Basically, there
are 65,536 values for each, and 4,294,967,296 total permutations, so you can basically consider it as "traded".)

Condition Do the Pokmon Get Along? Chance of Finding Eggs


Different Egg Groups The Pokmon prefer to play with others 0%
Different Species, Same ID The two Pokmon don't like each other 20%
Same Species, Same ID The Pokmon seem to get along 50%
Different Species, Different ID The Pokmon seem to get along 50%
Same Species, Different ID The two get along very well 70%

Remember how I earlier glossed over Egg hatching by simply saying it would hatch in 5,000 ~ 30,000 steps? There is a more specific
way to calculate this:

TOTAL STEPS = (B + N) * Y
"B" = Base steps, a value given to each species
"N" = A random number, either 0 or 1
"Y" = A random number, either 255 or 256

What does this mean? Basically, there is not much variance in the amount of steps it takes to hatch an Egg. At most, the variance is
(B + 256) - that means the difference when "N=0, Y=255" and "N=1, Y=256" will equal the number of base steps, plus 256. The
highest base step value I can recall is 120, so basically 400 steps is the general variance. Most of the time, you'll see a formula of "(B
+ 1) * 255", the most common formula I've come across. Again, it's just walking, so it's not like it matters, really. Even so, you can see
this section for the appropriate list using the most common values.

Also note that some abilities can reduce the number of steps taken. If a Pokmon in the party has either the Magma Armor or Flame
Body abilities, the steps needed are halved.

I think that finally covers it.

Pokmon Breeding: Important Items

I'll list this as a separate sub-section just in case people want to know the specific items associate with breeding. The effects below
do not represent their whole cumulative effects per the comprehensive Items Listings section, just what pertains to breeding. All of
the items must be held by a parent to obtain the named effects, which are still random without both holding the same item unless
otherwise stated.

Item Name Effects


Destiny Knot Allows five random IVs to be inherited from the parents
Everstone Guarantees the holder's Nature to be passed down
Full Incense Lets Snorlax breed Munchlax when held
Lax Incense Lets Wobbuffet breed Wynaut when held
Light Ball Lets Pikachu breed Pichu that know Volt Tackle
Luck Incense Lets Chansey/Blissey breed Happiny when held
Odd Incense Lets Mr. Mime breed Mime Jr. when held
Power Anklet May pass down the Speed IVs of the holder
Power Band May pass down the Special Defense IVs of the holder
Power Belt May pass down the Defense IVs of the holder
Power Bracer May pass down the Attack IVs of the holder
Power Lens May pass down the Special Attack IVs of the holder
Power Weight May pass down the Max HP IVs of the holder
Pure Incense Lets Chimecho breed Chingling when held
Rock Incense Lets Sudowoodo breed Bonsly when held
Rose Incense Lets Roselia/Roserade breed Budew when held
Sea Incense Lets Marill/Azumarill breed Azurill when held
Wave Incense Lets Mantine breed Mantyke when held
Pokmon Breeding: Exclusive Species

When it comes to Pokdex completion, some species of Pokmon can only be found by breeding them. This section denotes which
Pokmon are typically breeding-exclusive and how to get them. I list all of the Pokmon that typically are breeding-exclusive simply
for the sake of simplicity; some actually can be found in the game by other means, but we're here anyways, right?

Pokmon Parents Method


Azurill Marill, Azumarill Breed while holding Sea Incense
Bonsly Sudowoodo Breed while holding Rock Incense
Budew Roselia, Roserade Breed while holding Rose Incense
Chingling Chimecho Breed while holding Pure Incense
Cleffa Clefairy, Clefable Just breed; nothing special to note
Elekid Electabuzz, Electivire Just breed; nothing special to note
Happiny Chansey, Blissey Breed while holding Luck Incense
Igglybuff Jigglypuff, Wigglytuff Just breed; nothing special to note
Magby Magmar, Magmortar Just breed; nothing special to note
Mantyke Mantine Breed while holding Wave Incense
Mime Jr. Mr. Mime Breed while holding Odd Incense
Munchlax Snorlax Breed while holding Full Incense
Phione Manaphy & Ditto Breed Manaphy and Ditto together for Phione
Pichu Pikachu, Raichu Just breed; hold Light Ball to learn Volt Tackle
Smoochum Jynx Just breed; nothing special to note
Tyrogue Hitmonlee, Hitmonchan, Hitmontop Just breed; nothing special to note
Wynaut Wobbuffet Breed while holding Lax Incense

Pokmon Breeding Processes: The Masuda Method

PREREQUISITES:
Access to the Nursery
At least one Pokmon foreign to your region (this is noted by a regional abbreviation on the Pokmon's status screen,
like JPN for Japan)
A foreign-region Ditto makes stuff like this really efficient in that you can work it with Pokmon with any gender

BENEFITS:
Shiny Pokmon become approximately three times more common (3 in 4,096)

DETAILS:

The Masuda method, seemingly named for Junichi Masuda, a person involved in the development of the Pokmon series, has one
notable benefit: Shiiiiiiiiiiiiiiiiny Pokmon! Shiny Pokmon are not extremely notable on a level of depth. Other than Generation II,
Shiny Pokmon typically did not have exceptional stats, and their movesets and the like were the same as their non-Shiny
counterparts. But the one thing that makes them so desireable on the surface is their coloration. Pokmon often look different when
Shiny - a Shiny Gyarados is red instead of blue, a Shiny Sceptile is cyan instead of green, a Shiny Moltres is pink instead of
yellow/red, a Shiny Salamence is green not blue, a Shiny Rayquaza is black instead of green, and so on and so forth.

Under most circumstances, Shiny Pokmon are extremely rare. The odds of finding them are 12 in 65,536, commonly rounded to 1
in 4,096, about 0.0244%. Think about that for a moment. You might go through 500 wild battles in a relatively completionist
playthrough, yet that's barely 1/10 of the way to the 1 in 5,000 a Shiny Pokmon will appear in. Normally, finding Shinies requires
tedious looking in an area. Additional methods to increase the rate of Shinies have been brought in over the years - like forced
encounters (Shiny Gyarados in Generation II/IV), special items (Shiny Charm, B2/W2, tripled rate), and PokRadar chaining (Gen.
IV/VI, 40x more effective at best).

Of course, all of them still require some level of work. The one with the least true "work" involved is the Masuda method of Pokmon
breeding. In it, you will need two Pokmon, each from a different region - that means you can have one of your own, and one from
elsewhere. The region is denoted on the Pokmon's status screen by some form of abbreviation where yours are normally blank.
(Plus, Japanese/Korean characters are a dead give-away. =P)

Basically, you breed the two together ... and that's it. There's nothing special involved with this method that you don't want to be - if
you're just looking for a Shiny, without desiring certain IVs or moves or Nature or whatever, you can just breed them, but this
otherwise still falls under normal breeding doctrines.

The chance of finding Shiny Pokmon like this is 6 in 4,096 - six times more effective than random hunting/breeding - and 18 in 4,096
with the Shiny Charm. It's not much, but it's practically the only way to, for example, get Shiny starter Pokmon... ;)

Keep in mind Wonder Trade for this - lots of people use that. As someone from the U.S., I get foreign Pokmon 40% ~ 50% of the
time, which means residents of other regions are very likely to get something foreign (if just the U.S. dominates half the market).

Pokmon Breeding Processes: Maxing IVs

PREREQUISITES: Keep in mind "perfect" is in reference to your strategy: for example, a "perfect" Speed IV on a Trick Room
Pokmon can actually refer to it being 0 in lieu of 31
Access to the Nursery
One Everstone for ideal inheritance of Nature
One Destiny Knot for ideal inheritance of IVs
A Ditto with two perfect IVs (if the Pokmon falls in the right gender/Egg Group (must be female and same species or
male and same Egg Group/species), it works just as well)
Another Ditto with different perfect IVs (if the Pokmon falls in the right gender/Egg Group (must be female and same
species or male and same Egg Group/species), it works just as well)
A third Ditto with different perfect IVs (if the Pokmon falls in the right gender/Egg Group (must be female and same
species or male and same Egg Group/species), it works just as well)
Ideally, you can also swap an applicable Pokmon with 6 perfect IVs in for these three Ditto and cut out a lot of
middle-man: you may be able to find a 6V Ditto if you ask on the Trading Boards here on GameFAQs (use the
dropdown from the "Boards" tab)

BENEFITS:
A Pokmon with 31 IVs in multiple stats!
A Pokmon with an ideal Nature for whatever stat you want (if you use the Everstone)
It can be coupled with the Masuda method above if you have enough foreign Pokmon

DETAILS:

This is a method for breeding Pokmon in such a way as to breed them to have perfect IVs. Breeding Pokmon can be a tedious
process, especially when you don't know what you're even passing down - the hold items can help, but... I mean, I use Dittos with six
perfect IVs and it can take me still about 20 Eggs if I have a Pokmon with the right Nature to breed with, and well around 100
without in some cases. I remember my Golett taking like 200+ Eggs before I just settled for Brave over Adamant.

Well, anyways, this method is to get you max IVs on all six stats - as you recall, IVs boost stat growth by their value (0~31) at Level
100, and proportionately at lower levels. Combining this with an ideal Nature allows you to effectively boost a stat 34.1 points above
the base value - with maxed EVs (252+) in a stat, you can increase a stat by almost 100 points! When it comes to powerhouses like
Rhydon in Attack (130 base) or tanks like Blissey (255 base HP), these are significant increases. God forbid you max out the EVs,
IVs, and give an offense-centric Nature to a Shuckle knowing Power Trick. o_o;;

Anyways, the process requires a Ditto with two perfect IVs. You can also combine this with the Masuda method - previous sub-
section - for somewhat likely Shiny Pokmon. It is recommended you do this by hatching five Eggs at a time, and also that you have
a Pokmon with the Flame Body or Magma Body abilities in the party (alongside the Eggs) to speed up the process.

So, once you have the Ditto (or applicable replacement), you need someone of the desired Pokmon species (female if looking for
the hidden ability and it already has it or you're not using the Ditto and the species). Whoever has the desired Nature should hold the
Everstone during breeding to give it to the child. The child will have that Nature. Next, make the child hold a Destiny Knot and breed
that with the second Ditto with different 31-IVs. Once that Egg hatches, breed the child (this time now holding the Destiny Knot) with
the third Ditto. Hopefully, this results in a child with perfect IVs - if not, the Destiny Knot's RNG kinda screwed you, so try again!

To be sure, check with the IV Ace Trainer in the Battle Resort's Pokmon Center. It will be unlikely for you to actually find one early
on with all four-to-six IVs maxed. However, be sure to compare them to the parents' IVs and think this: "If I were to replace one of the
parents with this Pokmon, would I (a) have more complete IVs among the two than before and (b) would I still be able to get all of
the IVs I want?" Be sure to go through that process every time you hatch an Egg. This will optimize the breeding process's efficiency
and your odds of getting a desired Pokmon.

If you begin using a Pokmon of an non-ideal Nature, however, be sure to only look out for that Pokmon with the right Nature to
begin with. Then also go through the same thought process I mentioned earlier, mostly in regards to whether you will still be able to
generate the ideal set of IVs from the parents with this child in. That way, you can now have the replacement Pokmon have the
Everstone to get the right Nature and the other parent hold the Everstone.

Remember, this will likely take an hour or two to get right, between the optimization steps and the IV-checking. When the two parents
are both high-IV'd (usually I settle for them both having 5 perfect IVs and able to make the perfect set) and throwing down the proper
Nature, at that point you can save a little time by discriminating against the children as you don't really need replacing after a certain
point. For example, did they get the Hidden Ability? If not, you can simply not check them - it speeds things up a little. not much, but
in those long runs when you get unlucky...

IMPORTANT NOTE:

Often, you might find Pokmon with only five maxed IVs, or actually just want one. The main reason is their Attack and Special
Attack for offense. Typically, people will engineer Pokmon in breeding so that the Pokmon's higher of Attack or Special Attack in
their base stats is favored by Nature, EVs, and IVs, often letting the other of the two go completely neglected. (For example, 252 EVs
and 31 IVs in Attack with an Adamant Nature, which +10% Attack and -10% Special Attack.) This can result in a ~100 point boost
and much saved time: since you don't have to work on one of the stats, EVs and such can be devoted to the other(s), time is very
much saved, and you don't have to figure out which stat you want the Nature to detract from. The main reason for this is that the
Trainer will have an only-Physical (Attack/Defense) or only-Special (Special Attack/Special Defense) moveset. If you are opting for
such a moveset, you are more than welcome to ignore the stat you're not even going to use whatsoever. Other than Pokmon with
varied movesets and certain other strategies, 6 IVs only has a use in influencing Hidden Power and for breeding with the Destiny
Knot.

EXAMPLE:

Just in case the previous description wasn't very clear, let's say I want a perfect-IV Pikachu. I will first then want a perfect-IV Pikachu
or Pichu from the Nursery. So, this is what I bring to the situation.

What I Might Use:


Any Pikachu or Raichu (we'll assume Raichu)
A Ditto nicknamed "HP/Sp.Atk", with maxed Max HP and Special Attack IVs
A Ditto nicknamed "Df/Sp.Def", with maxed Defense and Special Defense IVs
A Ditto nicknamed "Spd./Atk.", with maxed Speed and Attack IVs
One Destiny Knot
One Everstone (to get the ideal Nature)

Process:
Breed Raichu and a Ditto - for this, I'll use "HP/Sp.Atk." for those IVs.
Have the one with the desired Nature hold the Everstone as applicable, and the other (or any) have a Destiny Knot.
Obtain and hatch Eggs until you get a Pichu with two or more perfect IVs.
Get the Pichu and another Ditto with different IVs together; have one hold the Destiny Knot, and if you have the Pichu
with the right Nature, have it hold an Everstone.
Obtain and hatch Eggs until you get a Pichu with four or more perfect IVs.
Get this second Pichu and the third Ditto together, the latter having still-unobtained perfect IVs: have one hold the
Destiny Knot, and if you have an ideal-Nature Pichu, have it hold the Everstone.
Obtain and hatch Eggs until you have a Pichu with correct-five or six perfect IVs, depending on what your strategy
dictates.

Exceptions: (still referring to the example process)


If you end up getting a 5- or 6-perfect IV Pichu early in this process, you can stop right there if the IVs are in the stats
you want.
If the strategy you're using dictates that the Pokmon is to be used for offense, you'll want the imperfect of 5 IVs to be
the opposite move-class (physical/special) of the moves you plan to use; for a mixed-class-attacker set, you want 6-
IVs; for a status-user set, generally 4-IVs (non-Attack/Sp. Atk.) will do.
If you do not start with a Pichu that has the proper Nature and none of the Dittos have it either, then you may need to
breed additional Eggs to until you get it at random: take the 5-IV/6-IV Pichu into the Nursery with a Ditto or another
high-IV Pichu until you get it.
Note that 6-IV Dittos - which are, honestly, typically hacked ones - are prized for this as they greatly simplify the
process and can be used as wildcards. Remember, it doesn't have to be Ditto, and sometimes it outright can't be: so
long as the female Pokmon is of the species you're attempting to breed, that will do.

Pokmon Ribbons

Ribbons have been a common characteristic of most Pokmon games since the release of the original Pokmon Ruby/Sapphire.
Each game has had their Ribbons obtainable in a number of ways, and every Ribbon ever obtained will be dragged on from one
game to the next as the Pokmon is transferred. Below, you'll find a comprehensive list of the known Pokmon Ribbons and how to
get them. They'll be ordered by the games' actual releases to which they apply (thus, OR/AS is nearly last), with a variety of special
Ribbons being near the end.
Be particularly aware that, while some cross-regional Ribbons may be similar or even the same in how to get them (such as the
Hoenn and Sinnoh Contest Ribbons), you have to do each task once per region to get all of the Ribbons. However, within the context
of individual games, the games are grouped by their applicability, as it were: for example, if you get the Beauty Ribbon on Pokmon
Sapphire, you cannot get it a second time on Ruby or Emerald. Finally, be aware that only the Pokmon that participate in the effort
that makes you earn the Ribbon (such as the final battle of the Elite Four challenge) will get the Ribbon.

If you're curious, the only way to get the most Ribbons short of hacking and the special ones from distributions would be to get a
Shadow Pokmon from XD, bring it to R/S, and start 100%-ing from there.

There also exist a ton of Ribbons from early Pokmon games not noted here (mostly Generations III/IV) that are referenced in the
game code for the same that likely were intended to be given out at tournaments and the like, but cannot be obtained even through
hacking so they're likely just references to deleted Ribbons. Just thought you'd want to know. The following games also yield no
Ribbons whatsoever: Pokmon FireRed/LeafGreen, Pokmon Black/White, Pokmon Black/White 2, and all side-series Pokmon
games aside from Colosseum and XD.

(OLD) HOENN REGION RIBBONS - POKMON RUBY, SAPPHIRE, AND EMERALD VERSIONS (GBA)
Ribbon
How to Obtain
Name
Artist Beat a Master Rank Contest in these games with a high score and have the participant's painting put in the Lilycove
Ribbon Art Museum.
Beauty
Win a Normal-rank Beauty Pokmon Contest in these games.
Ribbon
Beauty
Ribbon Win a Hyper-rank Beauty Pokmon Contest in these games.
Hyper
Beauty
Ribbon Win a Master-rank Beauty Pokmon Contest in these games.
Master
Beauty
Ribbon Win a Super-rank Beauty Pokmon Contest in these games.
Super
Champion
Beat the Elite Four and Champion in these games.
Ribbon
Cool Ribbon Win a Normal-rank Cool Pokmon Contest in these games.
Cool Ribbon
Win a Hyper-rank Cool Pokmon Contest in these games.
Hyper
Cool Ribbon
Win a Master-rank Cool Pokmon Contest in these games.
Master
Cool Ribbon
Win a Super-rank Cool Pokmon Contest in these games.
Super
Cute Ribbon Win a Normal-rank Cute Pokmon Contest in these games.
Cute Ribbon
Win a Hyper-rank Cute Pokmon Contest in these games.
Hyper
Cute Ribbon
Win a Master-rank Cute Pokmon Contest in these games.
Master
Cute Ribbon
Win a Super-rank Cute Pokmon Contest in these games.
Super
Effort Show a Pokmon with maxed EVs to a person in the Slateport Marketplace. (Same as in all other games where this
Ribbon is: cannot get two.)
This Ribbon was given to semifinalists in a national-level Pokmon tournament in 2003. This Ribbon is deleted
Land Ribbon
upon transference to the Unova games and no longer exists in the game code.
Marine This Ribbon was given to runner-ups in a national-level Pokmon tournament in 2005. This Ribbon is deleted upon
Ribbon transference to the Unova games and no longer exists in the game code.
Smart
Win a Normal-rank Smart Pokmon Contest in these games.
Ribbon
Smart
Ribbon Win a Hyper-rank Smart Pokmon Contest in these games.
Hyper
Smart
Ribbon Win a Master-rank Smart Pokmon Contest in these games.
Master

Smart
Ribbon Win a Super-rank Smart Pokmon Contest in these games.
Super
Tough
Win a Normal-rank Tough Pokmon Contest in these games.
Ribbon
Tough
Ribbon Win a Hyper-rank Tough Pokmon Contest in these games.
Hyper
Tough
Ribbon Win a Master-rank Tough Pokmon Contest in these games.
Master
Tough
Ribbon Win a Super-rank Tough Pokmon Contest in these games.
Super
Victory
Get a 100-win streak in the Battle Tower in these games.
Ribbon
Winning
Get a 50-win streak in the Battle Tower in these games.
Ribbon

ORRE REGION RIBBONS - POKMON COLOSSEUM & POKMON XD: GALE OF DARKNESS (GC)
Ribbon Name How to Obtain
Earth Ribbon This Ribbon is given to all Pokmon in the party when you win 100 straight battles at Mt. Battle.
National Ribbon This Ribbon is given to any Pokmon who was once a Shadow Pokmon and now has been purified.

SINNOH REGION RIBBONS - POKMON DIAMOND, PEARL, AND PLATINUM VERSIONS (DS)
Ribbon Name How to Obtain
Beat the Tower Tycoon for the first time in the Battle Frontier's Battle Tower Single Battle version in Pokmon
Ability Ribbon
Platinum. Same Ribbon as in Pokmon HG/SS (can't get two).
Earned from Julia in Sunyshore on Mondays: given to your lead Pokmon. (Same as in all games where you can
Alert Ribbon
get this: cannot get two.)
Beauty Ribbon Win a Normal-rank Beauty Super Contest in these games.
Beauty Ribbon
Win a Great-rank Beauty Super Contest in these games.
Great
Beauty Ribbon
Win a Master-rank Beauty Super Contest in these games.
Master
Beauty Ribbon
Win an Ultra-rank Beauty Super Contest in these games.
Ultra
Careless Earned from Julia in Sunyshore on Thursdays: given to your lead Pokmon. (Same as in all games where you can
Ribbon get this: cannot get two.)
Cool Ribbon Win a Normal-rank Cool Super Contest in these games.
Cool Ribbon
Win a Great-rank Cool Super Contest in these games.
Great
Cool Ribbon
Win a Master-rank Cool Super Contest in these games.
Master
Cool Ribbon
Win an Ultra-rank Cool Super Contest in these games.
Ultra
Cute Ribbon Win a Normal-rank Cute Super Contest in these games.
Cute Ribbon
Win a Great-rank Cute Super Contest in these games.
Great
Cute Ribbon
Win a Master-rank Cute Super Contest in these games.
Master
Cute Ribbon
Win an Ultra-rank Cute Super Contest in these games.
Ultra
Double Ability Complete the Battle Frontier's Battle Tower's Double Battle challenge in Pokmon Platinum. Same Ribbon as in
Ribbon Pokmon HG/SS (can't get two).
Downcast Earned from Julia in Sunyshore on Wednesdays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
Show a Pokmon with maxed EVs to a person in Sunyshore. (Same as in all other games where this is: cannot get
Effort Ribbon
two.)
Footprint Earned by showing a Pokmon with max Happiness to Dr. Footstep on Route 213. Same as in Pokmon X/Y and
Ribbon OR/AS (cannot get two).
Gorgeous Bought for $10,000 in the Ribbon Syndicate and given to your lead Pokmon. Same as in Pokmon Omega Ruby
Ribbon & Alpha Sapphire (cannot get two).
Gorgeous Bought for $999,999 in the Ribbon Syndicate and given to your lead Pokmon. Same as in Pokmon Omega Ruby
Royal Ribbon & Alpha Sapphire (cannot get two).
Great Ability Beat the Tower Tycoon for the second time in the Battle Frontier's Battle Tower's Single Battle version in Pokmon
Ribbon Platinum. Same Ribbon as in Pokmon HG/SS (can't get two).
Multi Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokmon Platinum. Same Ribbon as in
Ribbon Pokmon HG/SS (can't get two).
Pair Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokmon Platinum. Same Ribbon as in
Ribbon Pokmon Platinum (can't get two).
Earned from Julia in Sunyshore on Fridays: given to your lead Pokmon. (Same as in all games where you can get
Relax Ribbon
this: cannot get two.)
Bought for $100,000 in the Ribbon Syndicate and given to your lead Pokmon. Same as in Pokmon Omega Ruby
Royal Ribbon
& Alpha Sapphire (cannot get two).
Earned from Julia in Sunyshore on Tuesdays: given to your lead Pokmon. (Same as in all games where you can
Shock Ribbon
get this: cannot get two.)
Sinnoh Champ
Beat the Elite Four and Champion in these games.
Ribbon
Smart Ribbon Win a Normal-rank Smart Super Contest in these games.
Smart Ribbon
Win a Great-rank Smart Super Contest in these games.
Great
Smart Ribbon
Win a Master-rank Smart Super Contest in these games.
Master
Smart Ribbon
Win an Ultra-rank Smart Super Contest in these games.
Ultra
Earned from Julia in Sunyshore on Sundays: given to your lead Pokmon. (Same as in all games where you can
Smile Ribbon
get this: cannot get two.)
Earned from Julia in Sunyshore on Saturdays: given to your lead Pokmon. (Same as in all games where you can
Snooze Ribbon
get this: cannot get two.)
Tough Ribbon Win a Normal-rank Tough Super Contest in these games.
Tough Ribbon
Win a Great-rank Tough Super Contest in these games.
Great
Tough Ribbon
Win a Master-rank Tough Super Contest in these games.
Master
Tough Ribbon
Win an Ultra-rank Tough Super Contest in these games.
Ultra
World Ability Complete the Wi-Fi Battle Challenge in Pokmon Platinum's Battle Frontier's Battle Tower. Same Ribbon as in
Ribbon Pokmon HG/SS (can't get two).

(NEW) JOHTO REGION RIBBONS - POKMON HEARTGOLD AND SOULSILSVER VERSIONS (DS)
Ribbon Name How to Obtain
Beat the Tower Tycoon for the first time in the Battle Frontier's Battle Tower Single Battle version in these games.
Ability Ribbon
Same Ribbon as in Pokmon Platinum (can't get two).
Earned from Monica on Route 40 on Mondays: given to your lead Pokmon. (Same as in all games where you can
Alert Ribbon
get this: cannot get two.)
Careless Earned from Arthur on Route 36 on Thursdays: given to your lead Pokmon. (Same as in all games where you can
Ribbon get this: cannot get two.)
Double Ability Complete the Battle Frontier's Battle Tower's Double Battle challenge in Pokmon HG/SS. Same Ribbon as in
Ribbon Pokmon Platinum (can't get two).
Downcast Earned from Wesley at the Lake of Rage on Wednesdays: given to your lead Pokmon. (Same as in all games
Ribbon where you can get this: cannot get two.)
Great Ability Beat the Tower Tycoon for the second time in the Battle Frontier's Battle Tower Single Battle version in these
Ribbon games. Same Ribbon as in Pokmon Platinum (can't get two).
Show a Pokmon with maxed EVs to a person in Blackthorn. (Same as in all other games where this is: cannot get
Effort Ribbon
two.)
Legend Given only to the Pokmon who you use to beat Pokmon Trainer Red atop Mt. Silver. Thus, only up to six are
Ribbon given per file.
Multi Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokmon HG/SS. Same Ribbon as in
Ribbon Pokmon Platinum (can't get two).
Pair Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokmon HG/SS. Same Ribbon as in
Ribbon Pokmon Platinum (can't get two).
Earned from Frieda on Route 32 on Fridays: given to your lead Pokmon. (Same as in all games where you can get
Relax Ribbon
this: cannot get two.)
Earned from Tuscany on Route 29 on Tuesdays: given to your lead Pokmon. (Same as in all games where you
Shock Ribbon
can get this: cannot get two.)
Earned from Sunny on Route 37 on Sundays: given to your lead Pokmon. (Same as in all games where you can
Smile Ribbon
get this: cannot get two.)
Snooze Earned from Santos in Blackthorn on Saturdays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
World Ability Complete the Wi-Fi Battle Challenge in Pokmon HG/SS's Battle Frontier's Battle Tower. Same Ribbon as in
Ribbon Pokmon Platinum (can't get two).

KALOS REGION RIBBONS - POKMON X AND Y (3DS)


Ribbon
How to Obtain
Name
Alert Earned from a Tourist in Hotel Anbrette on Mondays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
Best
Show a Pokmon that has max Affection in Pokmon-Amie to Bonnie in Centrico Plaza of Lumiose. Same as in OR/AS
Friends
(cannot get two).
Ribbon
Careless Earned from a Tourist in Hotel Coumarine on Thursdays: given to your lead Pokmon. (Same as in all games where
Ribbon you can get this: cannot get two.)
Dowscast Earned from a Tourist in Hotel Marine Snow on Wednesdays: given to your lead Pokmon. (Same as in all games
Ribbon where you can get this: cannot get two.)
Effort
Show a Pokmon with maxed EVs to a person in Laverre. (Same as in all other games where this is: cannot get two.)
Ribbon
Expert
Earn a 50-win streak and beat the Battle Chatelaine in the Battle Maison's Super battles. Same as in OR/AS(cannot get
Battler
two).
Ribbon
Footprint Earned by showing a Pokmon with max Happiness to a man in Shalour. Same as in the Sinnoh-region games and
Ribbon OR/AS (cannot get two).
Kalos
Champion Beat the Elite Four and Champion in these games.
Ribbon
Relax Earned from a Tourist in Hotel Couriway on Fridays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
Skillful
Earn a 20-win streak and beat the Battle Chatelaine in the Battle Maison's regular battles. Same as in OR/AS (cannot
Battler
get two).
Ribbon
Shock Earned from a Tourist in Hotel Camphrier on Tuesdays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
Smile Earned from a Tourist in Hotel Coumarine on Sundays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
Snooze Earned from a Tourist in Hotel Cyllage on Saturdays: given to your lead Pokmon. (Same as in all games where you
Ribbon can get this: cannot get two.)
Earned from a Black Belt outside Dewford's Pokmo Center when you show her a Pokmon who has completed all
Training
non-tutorial Super Training regimens and beat the time records (thus getting a gold medal in each). Same as in OR/AS
Ribbon
(cannot get two).

(NEW) HOENN REGION RIBBONS - POKMON OMEGA RUBY AND ALPHA SAPPHIRE (3DS)
Ribbon
How to Obtain
Name
Alert Earned from a woman in the Mauville Hills apartments on Mondays. (Same as the other games it is in: cannot get
Ribbon two.)
Battle Whenever a Pokmon is transferred from an older game that had Battle Towers and they earned Ribbons therein, this
Memory Ribbon will replace those Ribbons, with a number indicating how many Ribbons this Pokmon earned from the
Ribbon Towers.
Beauty
Master Given to a Pokmon that wins the Master Rank Beautiful Contest.
Ribbon
Best
Show a Pokmon that has max Affection in Pokmon-Amie to a woman in Mauville Hills. Same as in X/Y (cannot get
Friends
two).
Ribbon
Careless Earned from a woman in the Mauville Hills apartments on Thursdays. (Same as the other games it is in: cannot get
Ribbon two.)
Cleverness
Master Given to a Pokmon that wins the Master Rank Clever Contest.
Ribbon
Contest Whenever a Pokmon is transferred from an older game that had Pokmon Contests and they won any Ribbons in
Memory said Contests, this Ribbon will replace those Ribbons, with a number indicating how many Ribbons this Pokmon
Ribbon earned in those contests.
Contest Given to a Pokmon that wins the five Master Rank Contests, one of each type: also gives them a special battle
Star Ribbon entrance animation.
Coolness
Master Given to a Pokmon that wins the Master Rank Cool Contest.
Ribbon
Cuteness
Master Given to a Pokmon that wins the Master Rank Cute Contest.
Ribbon
Downcast Earned from a woman in the Mauville Hills apartments on Wednesdays. (Same as the other games it is in: cannot get
Ribbon two.)
Effort Show a Pokmon with maxed EVs to a person in the Pokmon Fan Club. (Same as in all other games where this is:
Ribbon cannot get two.)
Expert Earn a 50-win streak and beat the Battle Chatelaine in the Battle Maison's Super battles. Same as in X/Y (cannot get
Battler two).
Ribbon
Footprint Earned by showing a Pokmon with max Happiness to a man in the Battle Resort. Same as in the Sinnoh-region
Ribbon games and X/Y (cannot get two).
Gorgeous Bought in western 1F of Mauville for $10,000 and given to your lead Pokmon. (Same as in the Sinnoh games: cannot
Ribbon earn two.)
Gorgeous
Bought in western 1F of Mauville for $999,999 and given to your lead Pokmon. (Same as in the Sinnoh games:
Royal
cannot earn two.)
Ribbon
Hoenn
Champion Given to your party when you defeat the Elite Four and Champion.
Ribbon
Relax
Earned from a woman in the Mauville Hills apartments on Fridays. (Same as the other games it is in: cannot get two.)
Ribbon
Royal Bought in western 1F of Mauville for $100,000 and given to your lead Pokmon. (Same as in the Sinnoh games:
Ribbon cannot earn two.)
Shock Earned from a woman in the Mauville Hills apartments on Tuesdays. (Same as the other games it is in: cannot get
Ribbon two.)
Skillful
Earn a 20-win streak and beat the Battle Chatelaine in the Battle Maison's regular battles. Same as in X/Y (cannot get
Battler
two).
Ribbon
Smile
Earned from a woman in the Mauville Hills apartments on Sundays. (Same as the other games it is in: cannot get two.)
Ribbon
Snooze Earned from a woman in the Mauville Hills apartments on Saturdays. (Same as the other games it is in: cannot get
Ribbon two.)
Toughness
Master Given to a Pokmon that wins the Master Rank Tough Contest.
Ribbon
Earned from a Black Belt outside Dewford's Pokmo Center when you show her a Pokmon who has completed all
Training
non-tutorial Super Training regimens and beat the time records (thus getting a gold medal in each). Same as in X/Y
Ribbon
(cannot get two).

RIBBONS FROM SPECIAL EVENT POKMON DISTRIBUTIONS


Ribbon
How to Obtain
Name
Battle
This Ribbon is only obtained on a few Japanese Event Pokmon from Generation V: these Pokmon were those that
Champion
VGC champion Yamamoto used in the 2012 VGCs.
Ribbon
This Ribbon is only obtained on certain Pokmon from special distributions in Generations V and VI, often those
Birthday
celebrating anniversaries in the series. In addition, any Pokmon holding this cannot be traded via GTS, legendary
Ribbon
or not.
Classic This Ribbon is only obtained on certain Pokmon from special distributions. It has been seen in distributions from
Ribbon Generations IV and V.
Event This Ribbon is only obtained on certain Pokmon from special distributions. It has only been seen in Generation V
Ribbon distributions, though it is in the code for Generation IV as the History Ribbon.
This Ribbon is only obtained on certain Pokmon from special distributions. It has been seen in distributions from
Premier
Generations IV (Mew only), V (Mewtwo only), and VI (various), mostly in relation to premiers in the Pokmon movies. In
Ribbon
addition, any Pokmon holding this cannot be traded via GTS, legendary or not.
Souvenir This Ribbon is only obtained on certain Pokmon from special distributions. It has only been seen in Generation V
Ribbon distributions, though it is in the code for Generation IV as the Festival Ribbon.
Wishing This Ribbon is only obtained on certain Pokmon from special distributions. It has only been seen in Generation V
Ribbon distributions, though it is in the code for Generation IV as the Carnival Ribbon.

Miscellaneous Gameplay Info


In-Game Pokmon Trades

Sectional Flowchart

Your Spearow for a Machop


Your Lillipup for a Bounsweet
Your Zubat for a Poliwhirl
Your Pancham for a Happiny

Your Spearow for a Machop

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Spearow Machop Fighting No Guard

On Route 2, there is a Pokmon Center. A girl in there is requesting a Spearow for her Machop.

Your Lillipup for a Bounsweet

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Lillipup Bounsweet Grass Leaf Guard

In the Route 5 Pokmon Center, a boy near the cafe will trade his Bounsweet for your Lillipup.

Your Zubat for a Poliwhirl

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Zubat Poliwhirl Water Damp

In the Konikoni City Pokmon Center, a child on the left side will trade their Poliwhirl for your Zubat. Do take note that the Poliwhirl
will be holding Waterium Z!

Your Pancham for a Happiny

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both Pancham Happiny Normal Natural Cure

In Malie City, there is a restaurant in the southwest corner of town. Therein, if you go to the southeast corner, a girl in a sunhat will
offer the predescribed trade.

Gift Pokmon

Sectional Flowchart

This section contains info on all of the freely-awarded Pokmon in the game, short of Pokmon downloaded from various
distributions.

Your Starter Pokmon - Rowlet, Litten, or Popplio


An Eevee Egg
Your Starter Pokmon - Rowlet, Litten, or Popplio

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Rowlet Grass/Flying Overgrow
Both [None] Litten Fire Blaze
Popplio Water Torrent
NOTE: You only can receive one of these Pokmon

You'll be given one of these three Pokmon at your own decision when you reach Iki Town and rescue Lillie's Cosmog from the
Spearow horde.

An Eevee Egg

POSSIBLE TRADES AND GIFT POKMON


Version Pokmon Given Pokmon Received Pokmon Type Likely Ability
Both [none] Eevee (Egg) Normal Adaptability or Run Away

When you go to the Paniola Ranch and visit the Pokmon Nursery, the girl at the reception will hand you an Egg, which will hatch into
an Eevee.

Pokmon Forme Changes

NOTE
While details on the various Forme changes are here, how to change them specifically - such as the requisite locations or where to
find the requisite items - is not currently known for all Pokmon. If you have any further details to offer, please send them our way!

A number of Pokmon have different Formes, as you've probably already figured out by playing the game and with Mega Evolution
and Primal Reversion. You also can quite tell that a Pokmon's Forme can have a drastic effect on the strategy used with that
Pokmon, and even with whether it should be used. Many of these Forme changes are based on gender and are therefore
inconsequential; rather, this section will associate itself with the more pertinent ones not shown elsewhere in this guide, which
themselves are also voluntary for the purposes of this section ... aside from Mega Evolutions and Primal Reversions, which are
covered in their own sections.

Again, keep in mind this is limited to those circumstances you have some semblance of control over: you can either choose the
method or activation of the Forme change, or the circumstances in which it occurs. Random stuff (like male/female, which is RNG-
based) or insignificant stuff (such as male/female Pikachu) is not covered here.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Deoxys (Normal) Psychic Pressure 50 150 50 150 50 150 210 305 105 305 105 305
Deoxys (Attack) Psychic Pressure 50 180 20 180 20 150 210 365 45 365 45 305
#386
Deoxys (Defensee) Psychic Pressure 50 70 160 70 160 90 210 145 325 145 325 185
Deoxys (Speed) Psychic Pressure 50 95 90 95 90 180 210 195 185 195 185 365

Deoxys: Deoxys has a ton of Formes, each oriented to a single stat: one for balance, one for Attack and Sp. Atk., one for Defense
and Sp. Def., and one for Speed.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Wormadam (Plant) Bug/Grass Anticipation, Overcoat 60 59 85 79 105 36 230 123 175 163 215 77
#413 Wormadam (Sandy) Bug/Ground Anticipation, Overcoat 60 79 105 59 85 36 230 163 215 123 175 77
Wormadam (Trash) Bug/Steel Anticipation, Overcoat 60 69 95 69 95 36 230 143 195 143 195 77

Wormadam: Wormadam is in a given Forme based on where it evolved from Burmy. It will take on the Plant Forme if evolved in a
grassy area (such as a forest or a field), the Sandy Forme is in a sandy area (such as a beach or desert), and the Trash Forme if
evolved in a city or other civilized area.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Rotom (Normal) Electric/Ghost Levitate 50 50 77 95 77 91 210 105 159 195 159 187
Rotom (Heat) Electric/Fire Levitate 50 65 107 105 107 86 210 135 219 215 219 177
Rotom (Wash) Electric/Water Levitate 50 65 107 105 107 86 210 135 219 215 219 177
#479
Rotom (Frost) Electric/Ice Levitate 50 65 107 105 107 86 210 135 219 215 219 177
Rotom (Fan) Electric/Flying Levitate 50 65 107 105 107 86 210 135 219 215 219 177
Rotom (Mow) Electric/Grass Levitate 50 65 107 105 107 86 210 135 219 215 219 177
Rotom: Rotom can change into a number of Formes: the normal Forme (Electric/Ghost), the washing machine Wash Forme
(Electric/Water), the oven Heat Forme (Electric/Fire), the lawn-mower Mow Forme (Electric/Grass), the Fan Forme (Electric/Flying),
and the refrigerator Frost Forme (Electric/Ice). You can change forms by examining the box of appliances in Professor Kukui's
basement.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Giratina (Altered) Ghost/Dragon Pressure, Telepathy 150 100 120 100 120 90 310 245 205 245 205 185
#487
Giratina (Origin) Ghost/Dragon Levitate 150 120 100 120 100 90 350 245 205 245 205 185

Giratina: Giratina changes to its offense-oriented Origin Forme by holding the Griseous Orb.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Shaymin (Land) Grass Natural Cure 100 100 100 100 100 100 310 205 205 205 205 205
#492
Shaymin (Sky) Grass/Flying Serene Grace 100 103 75 120 75 127 310 211 155 245 155 259

Shaymin: Shaymin can change to its more offensive, Grass/Flying Sky Forme when the Gracidea is used on it.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
#493 Arceus Normal Multitype 120 120 120 120 120 120 350 245 245 245 245 245

Arceus: Arceus has many Formes, one for every type in the game. All those aside from Normal are triggered on the basis of
whatever Plate it holds, due to its Multitype ability: whatever type the plate boosts becomes Arceus's type.

LEVEL 100 BASE MAX


POKMON BASE STATS
# SPECIES ABILITIES STATS
TYPE
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Tornadus (Incarnate) Flying Prankster, Defiant 79 115 70 125 80 111 268 235 145 255 165 227
#641
Tornadus (Therian) Flying Regenerator 79 100 80 110 90 121 268 205 165 225 185 247
Thundurus
Electric/Flying Prankster, Defiant 79 115 70 125 80 111 268 235 145 255 165 227
#642 (Incarnate)
Thundurus (Therian) Electric/Flying Volt Absorb 79 105 70 145 80 101 268 215 145 295 165 207
Sand Force, Sheer
Landorus (Incarnate) Ground/Flying 89 125 90 115 80 101 288 255 185 235 165 207
#645 Force
Landorus (Therian) Ground/Flying Intimidate 89 145 90 105 80 91 288 295 185 215 165 187

Tornadus, Thundurus, & Landorus: Each of these three pseudo-legendary Pokmon have an additional Forme in addition to the
one in which you caught them known as their Therian Forme. To get that Forme active, you need the Reveal Glass.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Kyurem (unfused) Dragon/Ice Pressure 125 130 90 130 90 95 360 265 185 265 185 195
#646 Kyurem-Black Dragon/Ice Teravolt 125 170 100 120 90 95 360 345 205 245 185 195
Kyurem-White Dragon/Ice Turboblaze 125 120 90 170 100 95 360 245 185 345 205 195

Kyurem: Kyurem also has his own Formes, unlike his brothers, and is made much more useful by this fact. By means of the DNA
Splicers, when used, you can choose Kyurem and then fuse him with one other Pokmon. The physically-oriented Kyurem-Black is
achieved by fusion with Zekrom, and the specially-oriented Kyurem-White is achieved by fusion with Reshiram. Keep in mind that the
resultant Pokmon will retain most of Kyurem's data. For example:

If Kyurem is Shiny, the fusion is Shiny - Reshiram/Zekrom do not affect this


OT and ID data are determined by those on Kyurem
IVs and EVs and Nature are determined by those on Kyurem
EXP. and Level are determined by those on Kyurem
Moves are determined by those on Kyurem
Contest stats are determined by those on Kyurem

Finally, Kyurem-Black and Kyurem-White cannot be deposited to the Pokmon Bank nor can they be traded. You can only have one
of these fusions per file as well. The fusion will not violate the six Pokmon limit per party, either, since it is its own single Pokmon.
... I think that's it. The fusion is not permanent, however, and can be undone by reusing the DNA Splicers.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Meloetta (Aria) Normal/Psychic Serene Grace 100 77 77 128 128 90 310 159 159 261 261 185
#648
Meloetta (Pirouette) Normal/Fighting Serene Grace 100 128 90 77 77 128 310 261 185 159 159 261

Meloetta: Meloetta will change between its Aria and Pirouette Formes during the course of battle when it used one specific move:
the Relic Song move.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Aegislash (Shield) Steel/Ghost Stance Change 60 50 150 50 150 60 230 105 305 105 305 125
#681
Aegislash (Sword) Steel/Ghost Stance Change 60 150 50 150 50 60 230 305 105 305 105 125

Aegislash: Aegislash, one of the dominant beasts of Single Battles, can change its Forme based on its ability Stance Change,
though the game is not exactly clear on the definition what makes it change Forme. By default, when entering battle, Aegislash uses
its Shield Forme. When it changes to Sword Forme, it has done so because you have used an attacking move of some kind that also
does damage directly. When it changes to Shield Forme, it will only do so whenever you use the move King's Shield: only that move
will change it back. Aegi's stats will change between these Formes: mathematically, it will look like a "flipping" for the general player.
Instead, consider it to be a change in the base stats. That means that anything influencing Attack in the Sword Forme still affects
Attack in Shield Forme. Just to avoid confusion.

BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES POKMON TYPE ABILITIES
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
Hoopa Psychic/Ghost Magician 80 110 60 150 130 70 270 225 125 305 265 145
#720
Hoopa Unbound Psychic/Dark Magician 80 160 60 170 130 80 270 325 125 345 265 165

Hoopa: Hoopa is obtained only from Event distributions and through trading with those who have had Hoopa by that means. Hoopa
has its normal Forme, and also a stronger, Unbound Forme, which is found by using the Prison Bottle on it.

Move Tutor Listings

Sectional Flowchart

INFORMATION COMING SOON!

Battle Styles

Throughout the game, you'll meet people who will teach you different battle styles, which affect your character's animations in battle -
how they throw their Pokmon, how they stand, stuff like that. Here, we'll discuss where you can manage to get each battle style.

Battle Style Learned


Normal Style Default style.
Elegant Style Learned at the Malie City garbage plant.

Items Listings
Medicinal Items

Item Effect
Ability Switches the user's Abilities if it has a second non-Hidden Ability. Will not work if the Ability is currently Hidden or if it
Capsule only has one non-Hidden Ability. It will not work to earn/lose Hidden Abilities.
Antidote Cures Poisoning and Bad Poisoning from a Pokmon.
Awakening Cures Sleep from a Pokmon.
Heals 20 HP to a Pokmon - novelty item that originated in Pokmon FireRed and LeafGreen. Can be held for auto-
Berry Juice
use at 1/2 HP.
Big
Cures all status ailments, except KO and Pokrus - novelty item that originated in Pokmon Sun and Moon.
Malasada
Blue Flute Awakens Pokmon from Sleep. Has infinite uses.
Burn Heal Cures Burns from a Pokmon.
Casteliacone Cures all status ailments, except KO and Pokrus - novelty item that originated in Pokmon Black and White.
Elixir Heals 10 PP to every move of a Pokmon.
Energy
Restores one Pokmon's HP by 50 points, but lowers Happiness.
Powder
Energy Root Restores one Pokmon's HP by 120 points (not 200 like pre-Generation VII), but greatly lowers Happiness.
Ether Heals 10 PP to one move of one Pokmon.
Fresh Water Heals 30 HP to one Pokmon (as opposed to the pre-Generation VII value of 50).
Full Heal Cures all status ailments, except KO and Pokrus.
Full Restore Fully restores one Pokmon's HP and cures all ailments (except KO and Pokrus).
Heal Powder Cures all status ailments, except KO and Pokrus, but also lessens the Pokmon's Happiness.
Hyper
Restores one Pokmon's HP by 200 points.
Potion
Ice Heal Cures the Frozen status from one Pokmon.
Lava Cookie Cures all status ailments, except KO and Pokrus - novelty item that originated in Pokmon Ruby and Sapphire.
Lemonade Restores one Pokmon's HP by 80 points.
Lumiose
Cures all status ailments, except KO and Pokrus - novelty item originally in Pokmon X/Y.
Galette
Max Elixir Restores all of the PP for all of one Pokmon's moves.
Max Ether Restores all of the PP to one Pokmon's move.
Max Potion Fully restores the HP of one Pokmon.
Max Revive Revives a Pokmon from KO with full HP.
Mental Herb Cures infatuation, but also lowers the user's Happiness - hold to use automatically.
Moomoo
Restores 100 HP to a Pokmon.
Milk
Old Gateau Cures all status ailments, except KO and Pokrus - novelty item that originated in Pokmon Diamond and Pearl.
Paralyze
Cures Paralysis from one Pokmon.
Heal
Potion Restores 20 HP to a Pokmon.
Rage Candy
Restores 20 HP to a Pokmon - novelty item originating in Pokmon Gold, Silver, Crystal, HeartGold, and SoulSilver.
Bar
Red Flute Snaps Pokmon out of infatuation. Has infinite uses.
Revival Herb Revives a Pokmon from KO with full HP, but greatly lowers its Happiness.
Revive Revives a Pokmon from KO with ~50% HP.
Sacred Ash Revives all Pokmon in the party from KO with full HP, and fully restores the HP of all Pokmon not KO'ed.
Shalour
Cures all status ailments, except KO and Pokrus - novelty item that originated in Pokmon X/Y.
Sable
Soda Pop Restores 50 HP to a Pokmon (as opposed to the pre-Generation VII value of 60).
Super
Restores 60 HP to a Pokmon. (Boosted from 50 HP in Generations I-VI.)
Potion
Sweet Heart Restores 20 HP to a Pokmon.
White Herb Reverts lowered stats, but lowers Happiness - hold to use automatically.
Yellow Flute Heals Pokmon from Confusion. Has infinite uses.
EV-Changing Items

For those who have no idea what EVs are, check out this section. Otherwise, take note that the vitamin items - HP Up, Protein, Iron,
Calcium, Zinc, and Carbos - will only effect up to 100 EVs in a single stat at once, and beyond that you have to grind manually, use
Super Training, or use the Wings.

Item Stat Affected EV Change


HP Up Maximum HP +10
Health Wing Maximum HP +1
Pomeg Berry Maximum HP -10
Protein Attack +10
Muscle Wing Attack +1
Kelpsy Berry Attack -10
Iron Defense +10
Resist Wing Defense +1
Qualot Berry Defense -10
Calcium Special Attack +10
Genius Wing Special Attack +1
Hondew Berry Special Attack -10
Zinc Special Defense +10
Clever Wing Special Defense +1
Grepa Berry Special Defense -10
Carbos Speed +10
Swift Wing Speed +1
Tamato Berry Speed -10

Other Stat-Boosting Items

Item Name Effect


Boosts the maximum PP of a move by 60%, or up to 60% of its unaltered max. Will not work if it is already at 160% of
PP Max
the norm.
PP Up Boosts the maximum PP of a move by 20%. Will not work if it is already at 160% of the norm.
Rare
Causes an instant level-up, if the Pokmon is under Level 100. (It's most effective, EXP.-wise, just after a level-up.)
Candy

Hold Items

These items are those that take effect only if held (in most cases), and sometimes when held only by specific Pokmon, most often
for an increase in power or defensive prowess. Unless otherwise stated, their effects' influence are limited to the holder of the item in
question.

To the curious, the Type Gem items are not in this game, except for the Normal Gem, and that is only available through the Diancie
distribution in Pokmon X/Y.

Item Effect
Absorb Bulb If the holder is hit by a Water-type move, Special Attack goes up by one stage. Item is gone after use.
Adamant
Boosts Dragon- and Steel-type moves' power by 20% for Dialga.
Orb
Air Balloon Makes the Pokmon immune to Ground-type moves until hit (which destroys the item).
Amulet Coin Doubles the money earned in Trainer battles, if the holder participates.
Adrenaline
Boosts the holder's Speed by one stage if the holder is affected by Intimidate.
Orb
Assault Vest Raises Special Defense by 50%, but prevents status moves from being used.
Big Root Increases the power of HP-stealing moves like Absorb and Oblivion Wing by 30%.
Binding
Increases the power of binding moves (e.g. Wrap, Bind) so that they remove 1/6 max HP per turn instead of 1/8.
Band
Black Belt Increases the power of Fighting moves by 20%.
Black Heals Poison-type Pokmon's HP (1/16 of the max HP at the end of the turn, like Leftovers), but Poisons and
Sludge damages others (except Steel Pokmon or those with Immunity).
Black
Boosts the power of Dark-type moves by 20%.
Glasses
Used in Pokmon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Beauty, it has now returned to
Blue Scarf use with Omega Ruby/Alpha Sapphire to boost Beautiful.

Bright
Lowers the foes' accuracy by 10%.
Powder
Bug Gem Powers up a Bug-type move by 30% only once when held. The item is gone after its use.
Burn Drive Turns Genesect's Techno Blast into a Fire-type move.
Cell Battery If the holder is hit with an Electric-type move, its Attack rises by one stage. Destroyed after use.
Charcoal Boosts the power of Fire-type moves by 20%.
Chill Drive Turns Genesect's Techno Blast into an Ice-type move.
Choice Band Raises Attack by 50%, but only allows one move to be used until user switches out.
Choice Scarf Raises Speed by 50%, but only allows one move to be used until user switches out.
Choice
Raises Special Attack by 50%, but only allows one move to be used until user switches out.
Specs
Cleanse Tag Lessens the wild Pokmon encounter rate if held by the lead Pokmon.
Lengthens Rain Dance (move) and Drizzle (ability) by about 3 turns. Primordial Sea - Primal Kyogre's ability - is not
Damp Rock
affected by this.
Dark Gem Powers up a Dark-type move by 30% once. The item is gone after its use.
Deep Sea
Doubles Clamperl's Special Defense; also used as one of the Evolution Items.
Scale
Deep Sea
Doubles Clamperl's Special Attack; also used as one of the Evolution Items.
Tooth
If the holder is infatuated, so is the one who did the infatuating; in Pokmon Breeding, the holder's child can inherit 5
Destiny Knot
random IVs taken from either parent.
Douse Drive Turns Genesect's Techno Blast into a Water-type move.
Draco Plate Boosts the power of Dragon-type moves by 20%; also turns Arceus and Judgment into Dragon-type.
Dragon Fang Increases the power of Dragon-type moves by 20%.
Dragon Gem Boosts the power of a Dragon-type move by 30% just once. The item is gone after its use.
Dread Plate Boosts the power of Dark-type moves by 20%; also turns Arceus and Judgment into Dark-type.
Earth Plate Boosts the power of Ground-type moves by 20%; also turns Arceus and Judgment into Ground-type.
Eject Button If the holder is attacked, it switches with another Pokmon in your party. The item is gone after its use.
Electric Gem Powers up an Electric-type move by 30% one time. The item is gone after its use.
Electric When the holder is on Electric Terrain, this will be consumed and raise their Defense by one stage. The item is then
Seed consumed: it can only be used once.
Prevents the evolution of Pokmon through leveling up. Also guarantees, in Pokmon Breeding, that the holder's
Everstone
Nature is passed to the child.
Eviolite Raises the Defense and Special Defense by 50% of Pokmon that can evolve still (excluding Mega Evolutions).
Makes super-effective moves 20% more powerful. Commonly used on Protean Pokmon since they already get a
Expert Belt
guaranteed 50% damage boost due to STAB.
Fairy Gem Powers up a Fairy-type move by 30% one time. The item is gone after its use.
Fighting
Powers up a Fighting-type move by 30% one time. The item is gone after its use.
Gem
Fire Gem Powers up a Fire-type move by 30% one time. The item is gone after its use.
Fist Plate Boosts the power of Fighting-type moves by 20%; also turns Arceus and Judgment into Fighting-type.
Flame Orb Burns the holder: best used with moves (i.e. Fling) that make the opponent hold it, or with Guts or Flare Boost.
Flame Plate Boosts the power of Fire-type moves by 20%; also turns Arceus and Judgment into Fire-type.
Float Stone Halves the weight of the holder, lessening the effect of weight-based moves like Grass Knot.
Powers up a Flying-type move by 30% once, with the Gem gone after use - if used by using Acrobatics, Acrobatics
Flying Gem will get the boost from the Gem and its own no-item clause, since you use this before the move, thus boosting its
base power to 143 that one time, and 110 thereafter.
Focus Band The holder may survive an attack that would otherwise KO it; it will have just 1 HP.
If the Pokmon is at full HP, it will not be one-hit-KO'ed, surviving with just 1 HP. The user's use of Self-Destruct and
Focus Sash Explosion will still result in kills, as will multi-hit moves (i.e. Bullet Seed) beyond the first hit. Once this is used, it's
gone.
Full Incense The holder will always move last within its Priority class; used in breeding Snorlax for Munchlax.
Ghost Gem Powers up a Ghost-type move by 30% once. The item is gone after its use.
Grass Gem Powers up a Grass-type move by 30% once. The item is gone after its use.
When the holder is on Grassy Terrain, this will be consumed and raise their Defense by one stage. The item is then
Grassy Seed
consumed: it can only be used once.
Used in Pokmon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Smart, it has now returned to
Green Scarf
use with Omega Ruby/Alpha Sapphire to boost Clever.
Grip Claw Makes multi-turn gripping attacks, like Bind and Wrap, last for around two extra turns (total: seven).
Griseous
Powers up Dragon- and Ghost-type moves by 20% for Giratine; also forces Giratina to use its Origin Forme.
Orb
Ground Gem Powers up a Ground-type move by 30% just once. The item is gone after its use.
Hard Stone Powers up Rock-type moves by 20%.
Lengthens Sunny Day (move) and Drought (ability) by about 3 turns. Desolate Land - Primal Groudon's ability - is not
Heat Rock
affected.
Ice Gem Powers up an Ice-type move by 30% once. The item is gone after its use.
Icicle Plate Boosts the power of Ice-type moves by 20%; also turns Arceus and Judgment into Ice-type.
Icy Rock Lengthens Hail (move) and Snow Warning (ability) by about 3 turns.
Insect Plate Boosts the power of Bug-type moves by 20%; also turns Arceus and Judgment into Bug-type.
Halves the user's Speed and negates all Ground-immunity designations on the holder: use moves like Fling to give it
Iron Ball
to the enemy.
Iron Plate Boosts the power of Steel-type moves by 20%; also turns Arceus and Judgment into Steel-type.
Makes foes flinch around 10% of the time; also used as one of the Evolution Items. If the move already has a chance
King's Rock
to flinch (i.e. Air Slash), then its rate is unaffected.
The holder will move last in its Priority class every turn: it doesn't necessarily move last, but often does, as if it's a
Lagging Tail
Priority -0.5 loss
Lax Incense Lowers foes' accuracy by 10%; used to breed Wobbuffet for Wynaut.
Leftovers The holder regains 1/16 (6.25%) of its max HP with each turn that passes.
The power of moves is increased by 30%, but the holder also loses 10% of its max HP with each damaging move it
Life Orb
uses, unless they have Sheer Force (ability) for some reason.
Light Ball Doubles Pikachu's Attack and Special Attack; held by it to help breed Volt Tackle onto children.
Light Clay Lengthens the barrier moves (Light Screen, Reflect, Aurora Veil) by 3 turns (making for a duration of 8 overall).
Luck If the holder participates in a Trainer battle, you get two times as much money as usual; used to breed
Incense Chansey/Blissey for Happiny.
Lucky Egg Boosts the experience the holder gets by 50%.
Lucky
Increases the critical-hit ratio of moves used by Chansey by two stages permanently.
Punch
Luminous
Boosts the holder's Special Defense by one stage if hit with a Water-type move, but only once.
Moss
Lustrous
Boosts the power of Dragon- and Water-type moves by 20% for Palkia.
Orb
Macho
Doubles EV growth, but lowers Speed.
Brace
Magnet Boosts the power of Electric-type moves by 20%.
Meadow
Boosts the power of Grass-type moves by 20%; also turns Arceus and Judgment into Grass-type.
Plate
Cures infatuation, Disable, Encore, Taunt, and Torment but also lowers the user's Happiness - hold to use
Mental Herb
automatically.
Metal Coat Boosts the power of Steel-type moves by 20%; also used as one of the Evolution Items.
Metal
Increases the Defense of Ditto by 50%. The boost is removed upon it Transforming, however.
Powder
If a move is used consecutively, it grows in power by 20% per use (x1.2, x1.4, x1.6, x1.8, x2.0) with a max of x2.0
Metronome
power (5 uses). This boost is nullified after using a different move, and its effect stacks with Echoed Voice (move).
Mind Plate Boosts the power of Psychic-type moves by 20%; also turns Arceus and Judgment into Psychic-type.
Miracle Seed Boosts the power of Grass-type moves by 20%.
When the holder is on Misty Terrain, this will be consumed and raise their Special Defense by one stage. The item is
Misty Seed
then consumed: it can only be used once.
Muscle Band Increases the power of Physical-class moves by 10%.
Mystic Water Boosts the power of Water-type moves by 20%.
NeverMeltIce Boosts the power of Ice-type moves by 20%.
Normal Gem Boosts the power of a Normal-type move by 30% just once. The item is gone after its use.
Odd Incense Boosts the power of Psychic-type moves by 20%; used to breed Mr. Mime for Mime Jr..
Used in Pokmon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Cute, it has now returned to use
Pink Scarf
with Omega Ruby/Alpha Sapphire to boost the same.
Pixie Plate Boosts the power of Fairy-type moves by 20%; also turns Arceus and Judgment into Fairy-type.
Poison Barb Boosts the power of Poison-type moves by 20%.
Poison Gem Boosts the power of a Poison-type move by 30% just once. The item is gone after its use.
Power Doubles the EV growth of Speed, but lowers Speed; in Pokmon Breeding, the holder's child will inherit their Speed
Anklet IVs.
Doubles the EV growth of Special Defense, but lowers Speed; in Pokmon Breeding, the holder's child will inherit
Power Band
their Special Defense IVs.
Doubles the EV growth of Defense, but lowers Speed; in Pokmon Breeding, the holder's child will inherit their
Power Belt
Defense IVs.
Power Doubles the EV growth of Attack, but lowers Speed; in Pokmon Breeding, the holder's child will inherit their Attack
Bracer IVs.

Lets a move that needs two turns to execute (e.g. Geomancy, Fly, Dig, SolarBeam), other than Sky Drop, be used
Power Herb
immediately.
Doubles the EV growth of Special Attack, but lowers Speed; in Pokmon Breeding, the holder's child will inherit their
Power Lens
Special Attack IVs.
Power
Doubles the EV growth of HP, but lowers Speed; in Pokmon Breeding, the holder's child will inherit their HP IVs.
Weight
Psychic
Powers up a Psychic-type move by 30% just once. The item is gone after its use.
Gem
Psychic When the holder is on Psychic Terrain, this will be consumed and raise their Special Defense by one stage. The item
Seed is then consumed: it can only be used once.
Pure
Keeps wild Pokmon away somewhat if the holder is the lead Pokmon; used to breed Chimecho for Chingling.
Incense
The user will strike first 3/16 (18.75%) of the time, if that's normally not the case, even if Trick Room is in effect - the
Quick Claw Pokmon is only given highest speed for the Priority class they are in, though; for example, you will be the fastest
Priority +2 (i.e. Extreme Speed) user, but Priority +4 (i.e. Protect) users still go first.
Quick
Doubles the Speed of Ditto; however, the boost is removed upon Ditto's Transforming.
Powder
Razor Claw Increases the critical-hit ratio of moves by one stage permanently; also used as one of the Evolution Items.
Makes hit enemies flinch 10% of the time, but moves that already can cause flinching aren't affected; also used as
Razor Fang
one of the Evolution Items.
If the holder is hit by an enemy, the foe is removed from battle - this will end wild encounters. This item is gone after
Red Card
its use.
Used in Pokmon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Cool, it has now returned to use
Red Scarf
with Omega Ruby/Alpha Sapphire to boost the same.
Moves that normally do nothing will now hit the holder (i.e. Ground against a Flying-type) - use moves like Fling or
Ring Target
Trick to give this to the enemy.
Rock Gem Powers up a Rock-type move by 30% just once. The item is gone after its use.
Rock
Increases the power of Rock-type moves by 20%; used to breed Sudowoodo for Bonsly.
Incense
Rocky
Contact attackers will lose 1/6 of their HP. Often paired with the Rough Skin or Iron Barbs abilities to pile on the effect.
Helmet
Rose
Boosts the power of Grass-type moves by 20%; used to breed Roselia and Roserade for Budew.
Incense
Safety
The holder will not be affected by Hail, Sandstorm, or the various Powders.
Goggles
Scope Lens Increases the holder's critical-hit ratio by an automatic one stage.
Sea Incense Boosts the power of Water-type moves by 20%; also used in breeding Azurill from Marill/Azumarill.
Sharp Beak Boosts the power of Flying-type moves by 20%.
Shed Shell Allows the holder to switch Pokmon even if they're trapped (e.g. by Mean Look or Shadow Tag).
Shell Bell The user gains a little HP when damaging the enemy, equal to 1/8 of the damage dealt.
Shock Drive Turns Genesect's Techno Blast into an Electric-type move.
Silk Scarf Boosts the power of Normal-type moves by 20%.
Silver
Boosts the power of Bug-type moves by 20%.
Powder
Sky Plate Boosts the power of Flying-type moves by 20%; also turns Arceus and Judgment into Flying-type.
Smoke Ball Allows instant escape from wild Pokmon battles.
Smooth
Lengthens the move Sandstorm and ability Sand Stream by about 3 turns.
Rock
Snowball If the user is hit with an Ice-type attack, Attack is raised by one stage - this only works once.
Soft Sand Boosts the power of Ground-type moves by 20%.
Makes Pokmon grow Happy faster. Great for boosting the power of Return faster, and for dealing with certain
Soothe Bell
evolutions (e.g. Riolu, Eevee) that require Happiness.
Soul Dew Meant to be held by Latios or Latias - boosts both their Dragon- and Psychic-type moves' power by 20%.
Spell Tag Boosts the power of Ghost-type moves by 20%.
Splash Plate Boosts the power of Water-type moves by 20%; also turns Arceus and Judgment into Water-type.
Spooky
Boosts the power of Ghost-type moves by 20%; also turns Arceus and Judgment into Ghost-type.
Plate
Steel Gem Boosts the power of a Steel-type move by 30% just once. The item is gone after its use.
Stick Let Farfetch'd hold it to raise his critical-hit ratio by two stages permanently
The holder is damaged on every turn - it can be transferred to contact attackers, or through moves like Fling that give
Sticky Barb
it to them.
Stone Plate Boosts the power of Rock-type moves by 20%; also turns Arceus and Judgment into Rock-type.
Terrain
When the holder activates a Terrain move, its duration is boosted from 5 to 8 turns.
Extender
Thick Club Let Cubone or Marowak hold it to double their Attack.
Toxic Orb Badly Poisons the holder: use moves like Fling to give it to foes, or have an ally with the Poison Heal ability hold it for
HP healing, or use it with the Toxic Boost ability or Guts.
Toxic Plate Boosts the power of Poison-type moves by 20%; also turns Arceus and Judgment into Poison-type.
Twisted
Boosts the power of Psychic-type moves by 20%.
Spoon
Water Gem Boosts the power of a Water-type move by 30% just once. The item is gone after its use.
Wave
Boosts the power of Water-type moves by 20%; used to breed Mantine to get Mantyke.
Incense
Weakness
If the holder is hit supereffectively, then its Attack and Special Attack both are boosted two stages.
Policy
White Herb Reverts lowered stats, but lowers Happiness - hold to use automatically. One use only.
Wide Lens Raises the accuracy of moves by 10%.
Wise
Raises the power of Special-class moves by 10%.
Glasses
Used in Pokmon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Tough, it has now returned to
Yellow Scarf
use with Omega Ruby/Alpha Sapphire to boost the same.
Zap Plate Boosts the power of Electric-type moves by 20%; also turns Arceus and Judgment into Electric-type.
Zoom Lens If the holder moves after the Pokmon it wants to hit, its accuracy is boosted by 20%.

Berries (General)

Note that all Berries are single-use; that is, once they're used, the user is no longer holding an item. That's not to say that the Berry is
necessarily gone forever: it can be reused with the move Recycle or the ability Harvest.

For the record, all Berries are able to be used for the purposes of selling, growing for mutations (in X/Y anyhow), and for Pokblock
making, though I noted a few with this specifically because they have no other use. Also be sure to check out the Berries (Growth &
Contests section to find some more data about growing Berries and their contest functionality.

Item Effect
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokmon hates the taste; must be held to
Aguav Berry
take effect.
Apicot Berry Raises Special Defense by 1 stage when hitting 1/4 HP; must be held to take effect.
Aspear Berry Thaws frozen Pokmon; takes effect automatically if held.
Babiri Berry Weakens super-effective Steel-type attacks by 50%; must be held to take effect.
Belue Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Bluk Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Charti Berry Weakens super-effective Rock-type attacks by 50%; must be held to take effect.
Cheri Berry Cures paralysis; takes effect automatically if held.
Chesto Berry Awakens the Pokmon from sleep; takes effect automatically if held.
Chilan Berry Weakens Normal-type attacks by 50%; must be held to take effect.
Chople Berry Weakens super-effective Fighting-type attacks by 50%; must be held to take effect.
Coba Berry Weakens super-effective Flying-type attacks by 50%; must be held to take effect.
Colbur Berry Weakens super-effective Dark-type attacks by 50%; must be held to take effect.
Cornn Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
The Pokmon gets to move first (in its Priority class when hitting 1/4 HP if it normally doesn't; must be held to take
Custap Berry
effect.
Durin Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Enigma Berry The Pokmon regains some HP after any super-effective attack; must be held to take effect.
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokmon hates the taste; must be held to
Figy Berry
take effect.
Ganlon Berry Raises Defense by 1 stage when hitting 1/4 HP; must be held to take effect.
Grepa Berry Increases Happiness, but lowers Special Defense EVs by 10.
Haban Berry Weakens super-effective Dragon-type attacks by 50%; must be held to take effect.
Hondew
Increases Happiness, but lowers Special Attack EVs by 10.
Berry
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokmon hates the taste; must be held to
Iapapa Berry
take effect.
Jaboca Berry If the holder is hit by a Physical-class move, the attacker also is damaged; must be held to take effect.
Kasib Berry Weakens super-effective Ghost-type attacks by 50%; must be held to take effect.

Kebia Berry Weakens super-effective Poison-type attacks by 50%; must be held to take effect.
Kee Berry If hit by a Physical-class attack, Defense increases by 1 stage; must be held to take effect.
Kelpsy Berry Increases Happiness, but lowers Attack EVs by 10.
Lansat Berry Raises the critical-hit ratio by 1 stage when hitting 1/3 HP; must be held to take effect.
Leppa Berry Restores 10 PP of a chosen move; takes effect automatically on the first move to hit 0 PP if held.
Liechi Berry Raises Attack by 1 stage when hitting 1/4 HP; must be held to take effect.
Lum Berry Cures all status ailments, except for Pokrus and KO; takes effect automatically if held.
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokmon hates the taste; must be held to
Mago Berry
take effect.
Magost Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Maranga
If hit by a Special-class attack, Defense increases by 1 stage; must be held to take effect.
Berry
Micle Berry Raises accuracy by one stage when hitting 1/4 HP; must be held to take effect.
Nanab Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Nomel Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Occa Berry Weakens super-effective Fire-type attacks by 50%; must be held to take effect.
Oran Berry Restores 10 HP; takes effect automatically if held.
Pamtre Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Passho Berry Weakens super-effective Water-type attacks by 50%; must be held to take effect.
Payapa Berry Weakens super-effective Psychic-type attacks by 50%; must be held to take effect.
Pecha Berry Cures Poison and Bad Poison; takes effect automatically if held.
Persim Berry Cures confusion; takes effect automatically if held.
Petaya Berry Raises Special Attack by 1 stage when hitting 1/3 HP; must be held to take effect.
Pinap Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Pomeg Berry Increases Happiness, but lowers Max HP EVs by 10.
Qualot Berry Increases Happiness, but lowers Defense EVs by 10.
Rabuta Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Rawst Berry Cures burns; takes effect automatically if held.
Razz Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Rindo Berry Weakens super-effective Grass-type attacks by 50%; must be held to take effect.
Roseli Berry Weakens super-effective Fairy-type attacks by 50%; must be held to take effect.
Rowap Berry If the holder is hit by a Special-class move, the attacker also is damaged; must be held to take effect.
Salac Berry Raises Speed by one stage when hitting 1/4 HP; must be held to take effect.
Shuca Berry Weakens super-effective Ground-type attacks by 50%; must be held to take effect.
Sitrus Berry Heals 25% of the user's max HP when falling below 50% HP; takes effect automatically if held.
Spelon Berry Only useful to sell, grind into Pokblocks, to or grow for mutations.
Starf Berry Raises a random stat by 2 stages when hitting 1/4 HP; must be held to take effect.
Tamato Berry Increases Happiness, but lowers Speed EVs by 10.
Tanga Berry Weakens super-effective Bug-type attacks by 50%; must be held to take effect.
Wacan Berry Weakens super-effective Electric-type attacks by 50%; must be held to take effect.
Watmel Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Wepear Berry Only useful to sell, grind into Pokblocks, or grow for mutations.
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokmon hates the taste; must be held to
Wiki Berry
take effect.
Yache Berry Weakens super-effective Ice-type attacks by 50%; must be held to take effect.

Berries (Growth & Contests)

Much like the original Ruby/Sapphire, Berries play a critical role in one's ability to win Pokmon Contests -- that is, they are the
components of Pokblocks, which affect the user's Contest stats. Of course, Berries come in only limited quantities in this game, so
success in Contests depends actually upon two things: not just simply mushing Berries together into Pokblocks, but also in growing
more and more to use! This section will cover both these: data associated with Berry growth and their Contest-relevant data.

If you're looking for their battle uses, go up a section.

Berry Growth Time Growth Yield Contest Type Enhanced Pokblock+ Rarity
Aguav Berry 4 hours 3 ~ 15 Clever Very Rare
Apicot Berry 12 hours 2 ~ 13 Beauty Common
Aspear Berry 4 hours 4 ~ 20 Tough Very Rare
Babiri Berry 8 hours 2 ~ 10 Clever Uncommon
Belue Berry 4 hours 3 ~ 15 Beauty Rare
Bluk Berry 4 hours 4 ~ 20 Beauty Very Rare
Charti Berry 8 hours 2 ~ 10 Tough Uncommon
Cheri Berry 4 hours 4 ~ 20 Cool Very Rare
Chesto Berry 4 hours 4 ~ 20 Beauty Very Rare
Chilan Berry 8 hours 2 ~ 10 Tough Uncommon
Chople Berry 8 hours 2 ~ 10 Cool Uncommon
Coba Berry 8 hours 2 ~ 10 Beauty Uncommon
Colbur Berry 8 hours 2 ~ 10 Cute Uncommon
Cornn Berry 4 hours 3 ~ 15 Beauty Rare
Custap Berry 12 hours 1 ~ 13 Cool Very Common
Durin Berry 4 hours 3 ~ 15 Clever Rare
Enigma Berry 12 hours 1 ~ 13 Tough Very Common
Figy Berry 4 hours 3 ~ 15 Cool Very Rare
Ganlon Berry 12 hours 2 ~ 13 Beauty Common
Grepa Berry 8 hours 2 ~ 26 Tough Rare
Haban Berry 8 hours 2 ~ 10 Cool Uncommon
Hondew Berry 8 hours 2 ~ 26 Clever Rare
Iapapa Berry 4 hours 3 ~ 15 Tough Very Rare
Jaboca Berry 12 hours 1 ~ 13 Tough Very Common
Kasib Berry 8 hours 2 ~ 10 Cute Uncommon
Kebia Berry 8 hours 2 ~ 10 Clever Uncommon
Kee Berry 12 hours 2 ~ 13 Cute Common
Kelpsy Berry 8 hours 2 ~ 26 Beauty Rare
Lansat Berry 12 hours 1~7 Cute Always
Leppa Berry 4 hours 3 ~ 22 Cool Very Rare
Liechi Berry 12 hours 2 ~ 13 Tough Common
Lum Berry 8 hours 2 ~ 18 Clever Rare
Mago Berry 4 hours 3 ~ 15 Cute Very Rare
Magost Berry 4 hours 3 ~ 15 Cute Rare
Maranga Berry 12 hours 2 ~ 13 Tough Common
Micle Berry 12 hours 1 ~ 13 Clever Very Common
Nanab Berry 4 hours 4 ~ 20 Cute Very Rare
Nomel Berry 4 hours 3 ~ 15 Tough Rare
Occa Berry 8 hours 2 ~ 10 Cool Uncommon
Oran Berry 4 hours 4 ~ 20 Beauty Very Rare
Pamtre Berry 4 hours 3 ~ 15 Beauty Rare
Passho Berry 8 hours 2 ~ 10 Beauty Uncommon
Payapa Berry 8 hours 2 ~ 10 Cool Uncommon
Pecha Berry 4 hours 4 ~ 20 Cute Very Rare
Persim Berry 4 hours 4 ~ 20 Cute Very Rare
Petaya Berry 12 hours 2 ~ 13 Cute Common
Pinap Berry 4 hours 4 ~ 20 Tough Very Rare
Pomeg Berry 8 hours 2 ~ 26 Cool Rare
Qualot Berry 8 hours 2 ~ 26 Cute Rare
Rabuta Berry 4 hours 3 ~ 15 Clever Rare
Rawst Berry 4 hours 4 ~ 20 Clever Very Rare
Razz Berry 4 hours 4 ~ 20 Cool Very Rare
Rindo Berry 8 hours 2 ~ 10 Clever Uncommon
Roseli Berry 8 hours 2 ~ 10 Cool Uncommon
Rowap Berry 12 hours 1 ~ 13 Beauty Very Common
Salac Berry 12 hours 2 ~ 13 Clever Common
Shuca Berry 8 hours 2 ~ 10 Tough Uncommon
Sitrus Berry 8 hours 3 ~ 27 Tough Rare
Spelon Berry 4 hours 3 ~ 15 Cute Rare
Starf Berry 12 hours 1~7 Clever Always
Tamato Berry 8 hours 2 ~ 26 Cool Rare
Tanga Berry 8 hours 2 ~ 10 Clever Uncommon
Wacan Berry 8 hours 2 ~ 10 Tough Uncommon
Watmel Berry 4 hours 3 ~ 15 Clever Rare
Wepear Berry 4 hours 4 ~ 20 Clever Very Rare
Wiki Berry 4 hours 3 ~ 15 Beauty Very Rare
Yache Berry 8 hours 2 ~ 10 Beauty Uncommon

Battle Items

Item Effect
Dire Hit Increases the critical-hit ratio by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.
Guard Spec. Prevents stat reductions on your party for five turns.
X Accuracy Increases a Pokmon's accuracy by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.
X Attack Increases a Pokmon's Attack by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.
X Defend Increases a Pokmon's Defense by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.
X Sp. Atk. Increases a Pokmon's Special Attack by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.
X Sp. Def Increases a Pokmon's Special Defense by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.
X Speed Increases a Pokmon's Speed by 1 stage until the Pokmon is KO'ed, switched out, or the battle ends.

Pokballs

Pokball Catch Rates


Special Catch Rate Conditions & Notes
Type Normal Special
Beast Ball x0.1 x5.0 Has a x5.0 catch rate when used on an Ultra Beast, and x0.1 otherwise
Cherish
x1.0 N/A - rarely found off of Event Pokmon
Ball
Dive Ball x1.0 x3.5 Use on Pokmon living underwater
Dream Ball x255.0 Not usable in Sun/Moon - found on Black/White Dream World Pokmon
Dusk Ball x1.0 x3.5 Use at night or in caves and dark areas
Fast Ball x1.0 x4.0 Has a boosted catch rate if the Pokmon has a Speed above 100
Friend Ball x1.0 Caught Pokmon quickly get Happy
Great Ball x1.5 N/A
Heal Ball x1.0 Fully heals caught Pokmon; useless if you send the Pokmon to PC on capture
-20 from the Pokmon's own catch rate if under 451.1 lbs., +20 for 451.1-677.3 lbs., +30 for 677.3-
Heavy Ball x1.0
903.0 lbs., +40 for more
Love Ball x1.0 x8.0 If the Pokmon you're catching is of the opposite gender as the one you have out, the rate is boosted
Luxury Ball x1.0 Caught Pokmon quickly get Happy
Master Ball x255.0 Captures any Pokmon, within reason
x1.1 ~
Nest Ball x1.0 Catch rate equals 40 minus the foe's level, divided by 10
x3.9
Net Ball x1.0 x3.0 Use on Bug- or Water-type Pokmon
Pok Ball x1.0 N/A
Premier
x1.0 Typically found by buying 10 Pok Balls
Ball
Quick Ball x1.0 x4.0 Use in first four turns for the boosted rate
Repeat Ball x1.0 x3.0 Use on previously-owned species
Safari Ball x1.5 Not usable in Sun/Moon - only shown as what you caught a Pokmon in
x1.1 ~
Timer Ball x1.0 Catch rate +0.1 for every turn, up to x4.0 (30 turns)
x4.0
Ultra Ball x2.0 N/A

Pokmon Fossils

BASE STATS
POKMON FOSSIL POKMON REVIVED TYPE
HP Atk. Def. Sp.Atk. Sp.Def. Speed
Armor Fossil Shieldon Rock/Steel 30 42 118 42 88 30
Claw Fossil Anorith Rock/Bug 45 95 50 40 50 75
Cover Fossil Tirtouga Rock/Water 54 78 103 53 45 22
Dome Fossil Kabuto Rock/Water 30 80 90 55 45 55
Helix Fossil Omanyte Rock/Water 35 40 100 90 55 35
Jaw Fossil Tyrunt Rock/Dragon 58 89 77 45 45 48
Old Amber Aerodactyl Rock/Flying 80 105 65 60 75 130
Plume Fossil Archen Rock/Flying 55 112 45 74 45 70
Root Fossil Lileep Rock/Grass 66 41 77 61 87 23
Sail Fossil Amaura Rock/Ice 77 59 50 67 63 46
Skull Fossil Cranidos Rock 67 125 40 30 30 58

Evolution Items

NOTE
This is not a section for "Mega Evolution" items - this section is designed around the permanent evolution items Pokmon has
seen for years. Evolution through this method is permanent, unlike the Mega Evolutions. For Mega Evolution items, please see
Mega Stones.

Item Pokmon Used On How to Use Item Resultant Pokmon


Snorunt (female) Immediate use Froslass
Dawn Stone
Kirlia (male) Immediate use Gallade
Deep Sea Scale Clamperl Hold during trade Huntail
Deep Sea Tooth Clamperl Hold during trade Gorebyss
Dragon Scale Seadra Hold during trade Kingdra
Dubious Disc Porygon2 Hold during trade Porygon-Z
Murkrow Immediate use Honchkrow
Misdreavus Immediate use Mismagius
Dusk Stone
Lampent Immediate use Chandelure
Doublade Immediate use Aegislash
Electirizer Electabuzz Hold during trade Electivire
Vulpix Immediate use Ninetales
Growlithe Immediate use Arcanine
Fire Stone
Eevee Immediate use Flareon
Pansear Immediate use Simisear
Sandshrew (Alolan) Immediate use Sandslash (Alolan)
Ice Stone
Vulpix (Alolan) Immediate use Ninetales (Alolan)
Poliwhirl Hold during trade Politoed
King's Rock
Slowpoke Hold during trade Slowking
Gloom Immediate use Vileplume
Weepinbell Immediate use Victreebel
Leaf Stone Exeggcute Immediate use Exeggutor
Nuzleaf Immediate use Shiftry
Pansage Immediate use Simisage
Magmarizer Magmar Hold during trade Magmortar
Onix Hold during trade Steelix
Metal Coat
Scyther Hold during trade Scizor
Nidorina Immediate use Nidoqueen
Nidorino Immediate use Nidoking
Clefairy Immediate use Clefable
Moon Stone
Jigglypuff Immediate use Wigglytuff
Skitty Immediate use Delcatty
Munna Immediate use Musharna
Oval Stone Happiny Level up while holding this at high Happiness Chansey
Prism Scale Feebas Hold during trade Milotic
Protector Rhydon Hold during trade Rhyperior
Razor Claw Sneasel Hold and level-up at night Weavile
Razor Fang Gligar Hold and level-up at night Gliscor
Reaper Cloth Dusclops Hold during trade Dusknoir
Sachet Spritzee Hold during trade Aromatisse
Togetic Immediate use Togekiss
Roselia Immediate use Roserade
Shiny Stone
Minccino Immediate use Cinccino
Floette Immediate use Florges
Gloom Immediate use Bellossom
Sunkern Immediate use Sunflora
Sun Stone Cottonee Immediate use Whimsicott
Petilil Immediate use Lilligant
Helioptile Immediate use Heliolisk
Pikachu Immediate use Raichu
Thunder Stone Eevee Immediate use Jolteon
Eelektrik Immediate use Eelektross
Up-Grade Porygon Hold during trade Porygon2
Poliwhirl Immediate use Poliwrath
Shellder Immediate use Cloyster
Water Stone Staryu Immediate use Starmie
Eevee Immediate use Vaporeon
Lombre Immediate use Ludicolo
Panpour Immediate use Simipour
Whipped Dream Swirlix Hold during trade Slurpuff

Mega Stones

Mega Stones are items used to induce Mega Evolution in Pokmon. Mega Evolution is a phenomenon that can only occur during the
span of a battle; when a Mega Stone reacts with your Key Stone, the Pokmon will Mega Evolve, which can cause stat boosts and
type and Ability changes, which makes it very useful to have around.

If you would like to see the stats of the Mega Pokmon, see this section.

So, without further ado, the Mega Stones! Please note that all of the Mega Stones can be bought in the Battle Tree in the post-game
for 64 BP each.

Mega Stone Version Mega Evolves


Abomasite Both Abomasnow
Absolite Both Absol
Aerodactylite Both Aerodactyl
Aggronite Both Aggron
Alakazite Both Alakazam
Altarianite Both Altaria
Ampharosite Both Ampharos
Audinite Both Audino
Banettite Both Banette
Beedrill Both Beedrill
Blastoisinite Both Blastoise
Blazikenite Both Blaziken
Cameruptite Both Camerupt
Charizardite X Both Charizard
Charizardite Y Both Charizard
Diancite Both Diancie
Galladite Both Gallade
Garchompite Both Garchomp
Gardevoirite Both Gardevoir
Gengarite Both Gengar
Glalitite Both Glalie
Gyaradosite Both Gyarados
Heracronite Both Heracross
Houndoominite Both Houndoom
Kangaskhanite Both Kangaskhan
Latiasite Both Latias
Latiosite Both Latios
Lopunnite Both Lopunny
Lucarionite Both Lucario
Manectite Both Manectric
Mawilite Both Mawile
Medichamite Both Medicham
Metagrossite Both Metagross
Mewtwonite X Both Mewtwo
Mewtwonite Y Both Mewtwo
Pidgeotite Both Pidgeot
Pinsirite Both Pinsir
Sablenite Both Sableye
Salamencite Both Salamence
Sceptilite Both Sceptile
Scizorite Both Scizor
Sharpedonite Both Sharpedo
Slowbroite Both Slowbro
Steelixite Both Steelix
Swampertite Both Swampert
Tyranitarite Both Tyranitar
Venusaurite Both Venusaur

Primal Orbs

Primal Orbs function for much the same purpose as Mega Stones: to give the holder a different Forme, in this case the Primal Forme.
However, unlike with Mega Stones, the use of a Primal Orb is immediate: the moment the holder comes into battle, they immediately
transform into their Primal Forme.

If you would like to see the stats of the Primal Pokmon, see this section.

Primal Orb Version Intended Wielder Location


Blue Orb Both Kyogre ???
Red Orb Both Groudon ???

Z Crystals

Z Crystals are special hold items which will allow certain Pokmon to use special Z Moves.

TYPE-SPECIFIC Z CRYSTALS
Item Holder Z Move Location
Bugnium Z Anyone with a Bug move. Savage Spinout ???
Darknium Anyone with a Dark move. Black Hole Eclipse ???
Dragonium Z Anyone with a Dragon move. Devastating Drake ???
Anyone with an Electric
Electrium Z Gigavolt Havoc Complete the trial at Mount Hokulani
move
Fairium Z Anyone with a Fairy move. Twinkle Tackle ???
Anyone with a Fighting
Fightnium Z All Out Pummeling Complete The Grand Trial of Melemele Island
move.
Firium Z Anyone with a Fire move Inferno Overdrive Complete the trial at Wela Volcano Park
Supersonic
Flyinium Z Anyone with a Flying move. ???
Skystrike
Never-Ending
Ghostium Z Anyone with a Ghost move. ???
Nightmare
Grassium Z Anyone with a Grass move. Bloom Doom Complete the trial at Lush Jungle
Groundium
Anyone with a Ground move. Tectonic Crush ???
Z
Icium Z Anyone with a Ice move. Subzero Slammer ???
Normalium Z Anyone with a Normal move. Breakneck Blitz Complete the trial at Verdant Cave
Poisonium Z Anyone with a Poison move. Acid Downpour ???
Anyone with a Psychic
Psychium Z Shattered Psyche ???
move.
Rockium Z Anyone with a Rock move. Continental Crush Complete The Grand Trial of Akala Island
Steelium Z Anyone with a Steel move. Corkscrew Crash Complete the trial at Mount Hokulani
Waterium Z Anyone with a Water move Hydro Vortex Complete the trial at Brooklet Hill; a trade in Konikoni City
POKMON-SPECIFIC Z CRYSTALS
Item Holder Z Move Location
Aloraichium Stoked
Raichu ???
Z SparkSurfer
Sinister Arrow Defeat Guzma in Malie Garden (after Molayne's trial): must have
Decidium Z Decidueye
Raid chosen Rowlet
The first cashier at the Thrifty Megamart (Royal Avenue): beat him
Eevium Z Eevee Extreme Evoboost
in battle after becoming Champion
Malicious Defeat Guzma in Malie Garden (after Molayne's trial): must have
Incinerium Z Incineroar Moonsault chosen Litten

Marshadium Soul-Stealing 7-
Marshadow ???
Z Star Strike
Genesis
Mewnium Z Mew ???
Supernova
Pikanium Z Pikachu Catastropika ???
Pikashunium 10,000,000 Volt
Pikachu with cap ???
Z Thunderbolt
Defeat Guzma in Malie Garden (after Molayne's trial): must have
Primarium Z Primarina Oceanic Operetta chosen Popplio

Pulverizing
Snorlium Z Snorlax Exclusive to the launch-time event Munchlax.
Pancake
Tapu Koko, Tapu Lele, Tapu
Tapunium Z Guardian of Alola ???
Bufu, Tapu Fini

Miscellaneous

Item Effect
Black Flute Increases the encounter rate for higher-leveled Pokmon in the area you use it for a while.
Escape Rope Allows instant escape from most dungeons, notably caverns.
Heart Scale Give to the Move Reminder as currency for relearning old moves.
Honey Attracts Pokmon like the move Sweet Scent, often triggering Horde Battles.
Max Repel Prevents wild encounters for 250 steps.
Repel Prevents wild encounters for 100 steps.
Super Repel Prevents wild encounters for 200 steps (the most cost-effective option).
White Flute Makes it easier for you to encounter lower-leveled Pokmon for a while after use.
Yellow Nectar Makes Oricorio have its Pom-Pom Style.

Stuff to Sell

Pretty much all of this stuff, while having been made available for maniacs in previous games, cannot be sold for higher-than-normal
prices. When you get them, you may as well sell them at a PokMart, for they have no real function in the game - there are no
Maniacs like in Black/White.

Balm Mushroom
Big Mushroom
Big Nugget
Big Pearl
Comet Shard
Nugget
Pearl
Pearl String
Pretty Wing
Rare Bone
Stardust
Star Piece
Tiny Mushroom

TMs (Technical Machines)

[Move
[TM] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [TM's Location]
Name]
Finish the challenge at the Trainers
TM01 Work Up Normal Status --- --- 30 User No No
School
TM02 Dragon Claw Dragon Physical 80 100 15 One No Yes ???
TM03 Psyshock Psychic Special 80 100 10 One No No ???
TM04 Calm Mind Psychic Status --- --- 20 User No No ???
TM05 Roar Normal Status --- --- 20 One No No ???
TM06 Toxic Poison Status --- 90 10 One No No ???
TM07 Hail Ice Status --- --- 10 Field No No Royal Avenue - Pok Mart
TM08 Bulk Up Fighting Status --- --- 20 User No No Konikoni City - Street vendor
TM09 Venoshock Poison Special 65 100 10 One No No Konikoni City - Street vendor
Hidden
TM10 Normal Special 60 100 15 One No No Paniola Ranch - Nursery
Power
TM11 Sunny Day Fire Status --- --- 5 Field No No Royal Avenue - Pok Mart
TM12 Taunt Dark Status --- 100 20 One No No ???
TM13 Ice Beam Ice Special 90 100 10 One No No ???
TM14 Blizzard Ice Special 110 70 5 Enemies No No ???
TM15 Hyper Beam Normal Special 150 90 5 One No No ???
TM16 Light Screen Psychic Status --- --- 30 Allies No Yes Heahea City - Pok Mart
TM17 Protect Normal Status --- --- 10 User No No Heahea City - Pok Mart
TM18 Rain Dance Water Status --- --- 5 Field No No Royal Avenue - Pok Mart
TM19 Roost Flying Status --- --- 10 User No No Malie City - Pok Mart
TM20 Safeguard Normal Status --- --- 25 Allies No No Heahea City - Pok Mart
TM21 Frustration Normal Physical 1~102 100 20 One No Yes ???
TM22 Solar Beam Grass Special 120 100 10 One No No ???
TM23 Smack Down Rock Physical 50 100 15 One No No Malie City - Pok Mart
TM24 Thunderbolt Electric Special 90 100 15 One No No ???
TM25 Thunder Electric Special 110 70 10 One No No ???
TM26 Earthquake Ground Physical 100 100 10 Not User No No ???
TM27 Return Normal Physical 1~102 100 20 One No Yes ???
TM28 Leech Life Bug Physical 20 100 15 One No Yes Akala Outskirts
TM29 Psychic Psychic Special 90 100 10 One No No Aether Paradise - Story event
TM30 Shadow Ball Ghost Special 80 100 15 One No No ???
TM31 Brick Break Fighting Physical 75 100 15 One No Yes Verdant Cave
TM32 Double Team Normal Status --- --- 15 User No No Konikoni City - Street vendor
TM33 Reflect Psychic Status --- --- 20 Allies No No Heahea City - Pok Mart
TM34 Sludge Wave Poison Special 95 100 10 Not User No No ???
TM35 Flamethrower Fire Special 90 100 15 One No No ???
TM36 Sludge Bomb Poison Special 90 100 10 One No No ???
TM37 Sandstorm Rock Status --- --- 10 Field No No Royal Avenue - Pok Mart
TM38 Fire Blast Fire Special 110 85 5 One No No ???
TM39 Rock Tomb Rock Physical 60 95 10 One No No Wela Volcano Park
TM40 Aerial Ace Flying Physical 60 --- 20 One Yes Yes Malie City - Pok Mart
TM41 Torment Dark Status --- 100 15 One No No Route 5
TM42 Facade Normal Physical 70 100 20 One No Yes Malie City - Pok Mart
Flame
TM43 Fire Physical 50 100 20 One No Yes Route 8 - obtained automatically
Charge
Royal Avenue - Give the Hypno in
TM44 Rest Psychic Status --- --- 10 User No No
the Megamart $1,000
TM45 Attract Normal Status --- 100 15 One No No ???
TM46 Thief Dark Physical 60 100 10 One No Yes ???
TM47 Low Sweep Fighting Physical 65 100 20 One No Yes Konikoni City - Street vendor
TM48 Round Normal Special 60 100 15 One No No ???
Echoed
TM49 Normal Special 40 100 15 One No No Hau'oli City: Shopping District
Voice
TM50 Overheat Fire Special 130 90 5 One No No ???
TM51 Steel Wing Steel Physical 70 90 25 One No Yes Malie City - Pok Mart
TM52 Focus Blast Fighting Special 120 70 5 One No No ???
TM53 Energy Ball Grass Special 90 100 10 One No No ???
Complete The Grand Trial of
TM54 False Swipe Normal Physical 40 100 40 One No Yes
Melemele Island
TM55 Scald Water Special 80 100 15 One No No ???
TM56 Fling Dark Physical 10~130 100 10 One No No ???
Charge
TM57 Electric Special 50 90 10 One No No Route 5
Beam
Route 8 - beat all Trainers on the
TM58 Sky Drop Flying Physical 60 100 10 One Yes Yes Route then beat the Trainer at the
east end
Route 5 - coming from the Route 8
TM59 Brutal Swing Dark Physical 60 100 20 Not User No No
side
TM60 Quash Dark Status --- 100 15 One No Yes ???
TM61 Will-O-Wisp Fire Status --- 85 15 One No No ???
TM62 Acrobatics Flying Physical 55 100 15 One Yes Yes Ten Carat Hill - Farthest Hallow
TM63 Embargo Dark Status --- 100 15 One No No ???
TM64 Explosion Normal Physical 250 100 5 Not User No No ???
Shadow
TM65 Ghost Physical 70 100 15 One No Yes Konikoni City - Street vendor
Claw
TM66 Payback Dark Physical 50 100 10 One No Yes Malie City - Pok Mart
TM67 Smart Strike Steel Physical 70 --- 10 One No Yes Complete the trial at Lush Jungle
TM68 Giga Impact Normal Physical 150 90 5 One No Yes ???
TM69 Rock Polish Rock Status --- --- 20 User No No Malie City - Pok Mart
TM70 Aurora Veil Ice Status --- --- 20 Allies No No Heahea City - Pok Mart
TM71 Stone Edge Rock Physical 100 80 5 One No No ???

TM72 Volt Switch Electric Special 70 100 20 One No No Descending Mount Hokulani
TM73 Thunder Electric Status --- 100 20 One No No Route 7
Wave
TM74 Gyro Ball Steel Physical 1~150 100 5 One No Yes ???
Swords
TM75 Normal Status --- --- 20 User No No Malie City - Pok Mart
Dance
TM76 Fly Flying Physical 90 95 15 One Yes Yes Malie City Library - from a girl
TM77 Psych Up Normal Status --- --- 10 One No No ???
TM78 Bulldoze Ground Physical 60 100 20 Not User No No Malie City - Pok Mart
TM79 Frost Breath Ice Special 60 90 10 One No No ???
TM80 Rock Slide Rock Physical 75 90 10 Enemies No No ???
TM81 X-Scissor Bug Physical 80 100 15 One No Yes ???
TM82 Dragon Tail Dragon Physical 60 90 10 One No Yes Konikoni City - Street vendor
Route 3
TM83 Infestation Bug Special 20 100 35 One No No Pok Ride Item Cleanup - Tauros (need
Tauros)
TM84 Poison Jab Poison Physical 80 100 20 One No Yes ???
TM85 Dream Eater Psychic Special 100 100 15 One No No ???
TM86 Grass Knot Grass Special 20~120 100 20 One No Yes ???
TM87 Swagger Normal Status --- 90 15 One No No ???
Paniola Town, from the Route 3
TM88 Sleep Talk Normal Status --- --- 10 User No No
(need Tauros) side
TM89 U-turn Bug Physical 70 100 20 One No No Malie Town - Pok Mart
TM90 Substitute Normal Status --- --- 10 User No No ???
Flash
TM91 Steel Special 80 100 10 One No No ???
Cannon
TM92 Trick Room Psychic Status --- --- 5 Field No No ???
TM93 Wild Charge Electric Physical 90 100 15 One No Yes ???
TM94 Surf Water Special 90 100 15 Not User No Yes ???
TM95 Snarl Dark Special 55 95 15 Not User No No ???
Defeat every Trainer on Route 5 -
Nature
TM96 Normal Status --- --- 20 ? No No including from the Route 8 side - and
Power
beat Bronson
TM97 Dark Pulse Dark Special 80 100 15 One Yes No ???
TM98 Waterfall Water Physical 80 100 15 One No Yes ???
Dazzling
TM99 Fairy Special 80 100 10 Enemies No No ???
Gleam
TM100 Confide Normal Status --- --- 20 One No No Hau'oli Cemetary

Key Items

Item Effect
Exp. Share Gives EXP. to all Pokmon in your party, not just those who participate.
Fishing Rod Permits fishing for Pokmon.
Lens Case Lets you change your eye color.
Makeup Bag Lets you change your lip color.
Pok Finder Lets you take pictures in places where you might find Pokmon.
Professor's Mask The mask of the Masked Royal, to be given back to Professor Kukui in Malie Garden.
Rider Pager Enables the Pok Ride function with the Y Button.
Shiny Charm Triples the encounter rate for Shiny Pokmon. Requires completing the entire Alola Pokdex to obtain.
Sparkling Stone Received early in the game. Purpose initially unknown.
Z Ring Used to activate Z Moves and Mega Evolution.
Zygarde Cube Used to collect Zygarde Cells and Cores.

Hyper Training Bottle Caps

Bottle Caps are meant to be used as currency for Hyper Training. Do note that while they're meant to emulate a change in IVs they
do not actually change the IVs. Rather, they simply provide a flat boost to the stat equivalent to the difference between 31 and your
current IV. For example, say you have an IV of 18 in Attack; the Silver Bottle Cap will boost your Attack by 13 points (31 - 18 = 13)
but you will retain that 18 IV. This assures Hidden Power is not affected.

Item Name Effect


Gold Bottle Cap
Silver Bottle Cap Boosts a single stat IV to max.

Shop Details
Hau'oli City

HAU'OLI CITY - POK MART


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.

HAU'OLI CITY: SHOPPING DISTRICT - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
HAU'OLI CITY: SHOPPING DISTRICT - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Dire Hit $1,000 Boosts one Pokmon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
X Accuracy $1,000 Boosts one Pokmon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokmon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokmon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokmon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokmon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokmon's Speed stat by one stage when used in battle.
HAU'OLI CITY: SHOPPING DISTRICT - MALASADA SHOP
Item Name Cost Effect
Sweet Malasada $200 You buy this and immediately raise a chosen Pokmon's Happiness stat.
Big Malasada $350 Cures a Pokmon's ailments, except for Fainted, when used on them!

Route 2

ROUTE 2 POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
ROUTE 2 POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Dire Hit $1,000 Boosts one Pokmon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Heal Ball $300 Fully heals the target upon capture, though that's useless if it's sent to the PC. Has a catch rate of x1.0.
Luxury Ball $1,000 Has a base catch rate of x1.0, but the caught Pokmon has higher Happiness than normal.
Nest Ball $1,000 Has a higher catch rate the greater the difference in you and your foe's level (+0.1 per level, up to x4.0).
Super Potion $700 Heals 60 HP to a single Pokmon.
X Accuracy $1,000 Boosts one Pokmon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokmon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokmon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokmon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokmon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokmon's Speed stat by one stage when used in battle.

Heahea City

HEAHEA CITY POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Super Potion $700 Heals 60 HP of a single Pokmon.
HEAHEA CITY POKMON CENTER - POK MART (RIGHT SALESMAN)
TM Name Cost Type Class Power Acc. PP Targets L.R. Cont.
TM16 (Light Screen) $10,000 Psychic Status --- --- 30 Allies No Yes
TM17 (Protect) $10,000 Normal Status --- --- 10 User No No
TM20 (Safeguard) $10,000 Normal Status --- --- 25 Allies No No
TM33 (Reflect) $10,000 Psychic Status --- --- 20 Allies No No
TM70 (Aurora Veil) $30,000 Ice Status --- --- 20 Allies No No

Paniola Town

PANIOLA TOWN POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Super Potion $700 Heals 60 HP of a single Pokmon.
PANIOLA TOWN POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Repeat Ball $1,000 A Pokball with a tripled catch rate on Pokmon species you've caught before.
Net Ball $1,000 A Pokball with a triple catch rate on Water- and Bug-type Pokmon.
Timer Ball $1,000 A Pokball whose capture rate goes up by 0.1 every turn, up to 4.0x.

Route 5

ROUTE 5 POKMON CENTER - POK MART


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Super Potion $700 Heals 60 HP of a single Pokmon.

Royal Avenue

ROYAL AVENUE POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super Potion $700 Heals 60 HP of a single Pokmon.
ROYAL AVENUE POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
TM07 (Hail) $50,000 Makes it Hail for five turns.
TM11 (Sunny
$50,000 Makes it Sunny for five turns.
Day)
TM18 (Rain
$50,000 Makes it Rainy for five turns.
Dance)
TM37
$50,000 Makes it Sandstorm for five turns.
(Sandstorm)
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #2)
Item Name Cost Effect
Great Ball $600 A Pokball with a catch rate of 1.5x.
Heal Ball $300 A Pokball that has a catch rate of 1.0x but fully heals the Pokmon on capture.
A Pokmon with a higher catch rate the greater the difference in your and your foe's levels (+0.1 per level
Nest Ball $1,000
up to 4.0).
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Timer Ball $1,000 A Pokball whose catch rate goes up by 0.1 per turn, up until 4.0.
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #3)
Item Name Cost Effect
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokmon with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #4)
Item Name Cost Effect
Strange
$3,000 Purpose unknown.
Souvenir
BATTLE ROYAL DOME (EXCHANGE COUNTER #1)
Item Name Cost Effect
If a Pokmon species has two different non-Hidden Abilities and your Pokmon has a non-Hidden one,
Ability Capsule 100 BP
this switches it to the other.
Calcium 2 BP Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos 2 BP Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up 2 BP Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron 2 BP Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein 2 BP Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Rare Candy 48 BP Boosts your Level by 1.
Zinc 2 BP Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.
BATTLE ROYAL DOME (EXCHANGE COUNTER #2)
Item Name Cost Effect
Everstone 16 BP If held by a Pokmon, it will not evolve (except in VERY special cases).
Power Anklet 16 BP Doubles the Speed EVs earned in battle, but halves the user's Speed stat.
Power Band 16 BP Doubles the Sp. Def. EVs earned in battle, but halves the user's Speed stat.
Power Belt 16 BP Doubles the Defense EVs earned in battle, but halves the user's Speed stat.
Power Bracer 16 BP Doubles the Attack EVs earned in battle, but halves the user's Speed stat.
Power Lens 16 BP Doubles the Sp. Atk. EVs earned in battle, but halves the user's Speed stat.
Power Weight 16 BP Doubles the HP EVs earned in battle, but halves the user's Speed stat.
BATTLE ROYAL DOME (EXCHANGE COUNTER #3)
Item Name Cost Effect
Binding Band 48 BP Increases the power of the wielder's binding moves and lengths their duration.
Bright Powder 48 BP Reduces the foe's accuracy by 10% when held.
Damp Rock 48 BP If the wielder initiates it, lengthens the duration of Rainy weather to be 8 turns.
When held, if the wielder is infatuated, so will be the one infatuating. It also enables inheriting 5 of 6 IVs
Destiny Knot 48 BP
when breeding.
Expert Belt 48 BP When held, the Pokmon deals 20% more damage when its hits are super-effective.
Float Stone 48 BP Halves the holder's weight.
Heat Rock 48 BP If the wielder initiates it, lengthens the duration of Sunny weather to be 8 turns.
Icy Rock 48 BP If the wielder initiates it, lengthens the duration of Hailing weather to be 8 turns.
Leftovers 48 BP When held, the Pokmon regains 1/16 of its max HP every turn.
Metronome 48 BP When held, the Pokmon's moves grow in strength with consecutive use (by 10% up to 50%).
Muscle Band 48 BP When held, the Pokmon's physical moves are boosted in power by 10%.
Quick Claw 48 BP Let's the user go first in its move priority class 3/16 of the time.
Scope Lens 48 BP When held, the Pokmon's critical-hit rate is automatically boosted by one stage.
Shell Bell 48 BP When held, the Pokmon regains 1/8 of the damage it deals back as healed HP.
Smooth Rock 48 BP If the wielder initiates it, lengthens the duration of Sandstorming weather to be 8 turns.
Soothe Bell 48 BP When held, the Pokmon's Happiness grows a lot faster.
Wise Glasses 48 BP When held, the Pokmon's special moves are boosted in power by 10%.
Zoom Lens 48 BP When held, the Pokmon's accuracy is boosted 20%.

Route 8

ROUTE 8 POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Adrenaline Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its Speed is one
$300
Orb boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape
$1,000 Allows you to instantly escape some areas.
Rope
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze
$300 Heals a Pokmon's Paralysis.
Heal
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super
$700 Heals 60 HP of a single Pokmon.
Potion
ROUTE 8 POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Dire Hit $1,000 Boosts one Pokmon's critical-hit rate by one stage when used in battle.
Dive Ball $1,000 A Pokball with a 3.0x catch rate on Pokmon who live underwater.
Dusk Ball $1,000 A Pokball with a 3.0x catch rate at night or in tunnels, caves, and other dark places.
Guard
Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.

Quick Ball $1,000 A Pokball with a 4.0x catch rate on the first turn of battle.
X Accuracy $1,000 Boosts one Pokmon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokmon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokmon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokmon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokmon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokmon's Speed stat by one stage when used in battle.

Konikoni City

KONIKONI CITY POKMON CENTER - POK MART


Item Name Cost Effect
Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its one
Adrenaline Orb $300
Speed is boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Hyper Potion $1,500 Restores 120 HP to a single Pokmon.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super Potion $700 Heals 60 HP of a single Pokmon.
Super Repel $700 Prevents random wild Pokmon battles for 200 steps.
Ultra Ball $800 A Pokball with a 2.0x catch rate.
KONIKONI CITY - OLIVIA'S EVOLUTIONARY STONE SHOP
Item Name Cost Effect
Fire Stone $3,000 Evolves certain Pokmon; click here for the details.
Leaf Stone $3,000 Evolves certain Pokmon; click here for the details.
Thunder Stone $3,000 Evolves certain Pokmon; click here for the details.
Water Stone $3,000 Evolves certain Pokmon; click here for the details.
KONIKONI CITY STREET VENDOR - INCENSE GIRL
Item Name Cost Effect
Full Incense $5,000 Halves the user's Speed if held. Also enables the breeding of Munchlax if held.
Lax Incense $5,000 Boosts the holder's evasion by 10%. Also enables the breeding of Wynaut if held.
If the holder participates in Trainer Battles you earn doubled money. Also enables the breeding of
Luck Incense $11,000
Happiny of held.
Boosts the power of the holder's Psychic moves by 20%. Also enables the breeding of Mime Jr. if
Odd Incense $2,000
held.
Lowers the wild encounter rate if held by your lead Pokmon. Also enables the breeding of
Pure Incense $6,000
Chingling if held.
Rock Incense $2,000 Boosts the power of the holder's Rock moves by 20%. Also enables the breeding of Bonsly if held.
Boosts the power of the holder's Grass moves by 20%. Also enables the breeding of Budew if
Rose Incense $2,000
held.
Sea Incense $2,000 Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Azurill if held.
Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Mantyke if
Wave Incense $2,000
held.
KONIKONI CITY STREET VENDOR - TECHNICAL MACHINE (TM) SHOP
TM Name Cost Type Class Power Acc. PP Targets L.R. Cont.
TM08 (Bulk Up) $10,000 Fighting Status --- --- 20 User No No
TM09
$10,000 Poison Special 65 100 10 One No No
(Venoshock)
TM32 (Double
$10,000 Normal Status --- --- 15 User No No
Team)
TM47 (Low
$10,000 Fighting Physical 65 100 20 One No Yes
Sweep)
TM65 (Shadow
$10,000 Ghost Physical 70 100 15 One No Yes
Claw)
TM82 (Dragon
$10,000 Dragon Physical 60 90 10 One No Yes
Tail)
KONIKONI CITY STREET VENDOR - HERB SELLER
Item Name Cost Effect
Energy Powder $500 Heals 60 HP to a single Pokmon, but lowers their Happiness.
Energy Root $1,200 Heals 120 HP to a sginle Pokmon, but greatly lowers their Happiness.
Heal Powder $300 Cures all of the ailments of one Pokmon save for KO/Pokrus, but lowers their Happiness.
Revival Herb $2,800 Revives a Pokmon from KO with full HP, but greatly lowers their Happiness.

Malie City

MALIE CITY POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its one
Adrenaline Orb $300
Speed is boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape Rope $1,000 Allows you to instantly escape some areas.
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Hyper Potion $1,500 Restores 120 HP to a single Pokmon.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze Heal $300 Heals a Pokmon's Paralysis.
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super Potion $700 Heals 60 HP of a single Pokmon.
Super Repel $700 Prevents random wild Pokmon battles for 200 steps.
Ultra Ball $800 A Pokball with a 2.0x catch rate.
MALIE CITY POKMON CENTER - POK MART (RIGHT SALESMAN)
TM Name Cost Type Class Power Acc. PP Targets L.R. Cont.
TM19 (Roost) $10,000 Flying Status --- --- 10 User No No
TM23 (Smack
$10,000 Rock Physical 50 100 15 One No No
Down)
TM40 (Aerial
$10,000 Flying Physical 60 --- 20 One Yes Yes
Ace)
TM42 (Facade) $10,000 Normal Physical 70 100 20 One No Yes
TM51 (Steel
$10,000 Steel Physical 70 90 25 One No Yes
Wing)
TM66 (Payback) $10,000 Dark Physical 50 100 10 One No Yes
TM69 (Rock
$10,000 Rock Status --- --- 20 User No No
Polish)
TM75 (Swords
$10,000 Normal Status --- --- 20 User No No
Dance)
TM78 (Bulldoze) $10,000 Ground Physical 60 100 20 Not User No No
TM89 (U-turn) $10,000 Bug Physical 70 100 20 One No No

Mount Hokulani

MOUNT HOKULANI POKMON CENTER - POK MART (LEFT SALESMAN)


Item Name Cost Effect
Adrenaline Use it in battle to make wild Pokmon call for help. If a Pokmon holds it and is Intimidate, its Speed is one
$300
Orb boosted Stat Changes in Battle stage.
Antidote $200 Heals a Pokmon's Poisoning or Bad Poisoning.
Burn Heal $300 Heals a Pokmon's Burns.
Escape
$1,000 Allows you to instantly escape some areas.
Rope
Great Ball $600 A Pokball with a catch rate of 1.5x.
Honey $300 Can be used to immediately start a Pokmon battle.
Ice Heal $100 Heals a Pokmon's Frozen status.
Paralyze
$300 Heals a Pokmon's Paralysis.
Heal
Pok Ball $200 A Pokball with the most basic catch rate of 1.0x, used to catch Pokmon.
Potion $200 Heals 20 HP of a single Pokmon.
Repel $400 Prevents random wild Pokmon battles for 100 steps.
Revive $2,000 Revives a Pokmon from KO with half of its HP.
Super
$700 Heals 60 HP of a single Pokmon.
Potion
MOUNT HOKULANI POKMON CENTER - POK MART (RIGHT SALESMAN)
Item Name Cost Effect
Calcium $10,000 Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos $10,000 Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up $10,000 Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron $10,000 Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein $10,000 Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Zinc $10,000 Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.

Mini-Pokdex
Learnsets

One thing is not covered in this guide, mostly due to concerns of size and the like - what each Pokmon is capable of learning.

We DO have those documented! Just in a separate document to avoid clogging up the main guide. Said document also includes all
of the other statistical info found here, which is by comparison meant simply for quick reference, as well as some other stuff.

The guide is the Pokdex file, listed here:

http://www.gamefaqs.com/3ds/187276-pokemon-sun/faqs/74148

Pokmon Stats (General)

This first section of our miniature Pokdex will discuss the following bits of info. They are information useful mostly to the general
player: stats, types, abilities, and so on, though you can find comparisons in the Pokdex mentioned earlier. for a different
organization system, though keep in mind parts of the data in this section will be omitted in that section. In any case, we will consider
the following info for this section:

#: This is the Pokmon's National Dex number.

Species: This bit of data is essentially the Pokmon's own name. Within this bit, if the Pokmon has a Mega Evolution, if you
would like to see its data, a link to the one stage section will be listed, and the same for Primal Pokmon and other Formes
which you have significant control over. Those like gender (like how "" means "male") is based more on the RNG than
anything, so while clearly noted there's no need to actually make another section for those. Keep in mind these Formes are
only noted when there is a significant difference in abilities or stats or type: the Pikachu make/female Formes, for example,
are not noted.

Pokmon Type: This is used to determine type resistances and weaknesses. This will be independent of their Mega-
Evolutions, and everything listed will be individual to any Formes (beyond normal and Shiny, and usually gender).

Abilities: Each Pokmon has some sort of ability attributed to it. The effects of these can vary, such as Static paralyzing
Pokmon that deal a physical attack. The last ability listed generally is the Pokmon's Hidden Ability. Hidden Abilities are
rare: generally, you have to breed Pokmon who have Hidden Abilities to get others with them, and those Pokmon are
EXTREMELY rare. Or were - because of the Friend Safari, there's generally a 50% chance of finding a Pokmon with a
Hidden Ability. See the Pokmon Abilities for more. In any case, Hidden Abilities are written like this, bolded and italicized
to make it apparent they're there. If no ability is written in that fashion, then the Pokmon does not have a distinct hidden
ability. (All Pokmon have 3 ability slots and the one for an individual is among those three, but those 3 are not necessarily
different abilities. Gastly, for example, has two Levitate slots and one Hidden Ability-type Levitate.)

Base Stats: The base stats upon which a Pokmon's level-up stats are calculated: not the lowest possible stats. They range
from 1 to 255 and can generally be directly compared to see who is better than who in what. 70 ~ 85 is generally called
"average"; higher than that (most people aim for 120+) and it's good for that stat. The "Base Stat Total" (BST) is the sum of
these and is often used as a general indicator of the Pokmon's prowess.
Level 100 Base Max Stats: These are the base stats a Pokmon can have at Level 100: that is to say, these are the stats
the Pokmon has at Level 100 with 0 EVs and 0 IVs in all stats in addition to a neutral Nature, such as Quirky. This allows
you to more quickly calculate the influence of EVs and IVs on the stats: simply add the EVs divided by 4 to the stat, then the
number of IVs, then multiply by 0.9, 1.0, or 1.1 depending on the influence of the Nature. If you're looking to max out the stat,
for example, you would add 94 (252/4 = 63 from EVs, 31 = 31 from IVs, 63+31=94) and then multiply the overall sum by 1.1
for a boosting Nature on non-HP stats. The only exception to this rule is Shedinja, who always has 1 HP.

POKMON BASE STATS LEVEL 100 BASE MAX STATS


# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Overgrow,
#001 Bulbasaur Grass/Poison 45 49 49 65 65 45 318 200 103 103 135 135 95 771
Chlorophyll
Overgrow,
#002 Ivysaur Grass/Poison 60 62 63 80 80 60 405 230 129 131 165 165 125 945
Chlorophyll
Venusaur Overgrow,
#003 Grass/Poison 80 82 83 100 100 80 525 270 169 171 205 205 165 1185
(Mega) Chlorophyll
#004 Charmander Fire Blaze, Solar Power 39 52 43 60 50 65 309 188 109 91 125 105 135 753
#005 Charmeleon Fire Blaze, Solar Power 58 64 58 80 65 80 405 226 133 121 165 135 165 945
Charizard
#006 Fire/Flying Blaze, Solar Power 78 84 78 109 85 100 534 266 173 161 223 175 205 1203
(Megas)
#007 Squirtle Water Torrent, Rain Dish 44 48 65 50 64 43 314 198 101 135 105 133 91 763
#008 Wartortle Water Torrent, Rain Dish 59 63 80 65 80 58 405 228 131 165 135 165 121 945
Blastoise
#009 Water Torrent, Rain Dish 79 83 100 85 105 78 530 268 171 205 175 215 161 1195
(Mega)
Shield Dust, Run
#010 Caterpie Bug 45 30 35 20 20 45 195 200 65 75 45 45 95 525
Away
#011 Metapod Bug Shed Skin 50 20 55 25 25 30 205 210 45 115 55 55 65 545
Compound Eyes,
#012 Butterfree Bug/Flying 60 45 50 80 80 70 385 230 95 105 165 165 145 905
Tinted Lens
Shield Dust, Run
#013 Weedle Bug/Poison 40 35 30 20 20 50 195 190 75 65 45 45 105 525
Away
#014 Kakuna Bug/Poison Shed Skin 45 25 50 25 25 35 205 200 55 105 55 55 75 545
#015 Beedrill (Mega) Bug/Poison Swarm, Sniper 65 80 40 45 80 75 385 240 165 85 95 165 155 905
Keen Eye, Tangled
#016 Pidgey Normal/Flying 40 45 40 35 35 56 251 190 95 85 75 75 117 637
Feet, Big Pecks
Keen Eye, Tangled
#017 Pidgeotto Normal/Flying 63 60 55 50 50 71 349 236 125 115 105 105 147 833
Feet, Big Pecks
Keen Eye, Tangled
#018 Pidgeot (Mega) Normal/Flying 83 80 75 70 70 91 469 276 165 155 145 145 187 1073
Feet, Big Pecks
Gluttony, Hustle,
#019 Rattata (Alolan) Dark/Normal 30 56 35 25 35 72 253 170 117 75 55 75 149 641
Thick Fat
Rattata Guts, Run Away,
#019 Normal 30 56 35 25 35 72 253 170 117 75 55 75 149 641
(Regular) Hustle
Raticate Guts, Run Away,
#020 Normal 75 71 70 40 80 77 413 260 147 145 85 165 159 961
(Regular) Hustle
Raticate Gluttony, Hustle,
#020 Normal 55 81 60 50 70 97 413 220 167 125 105 145 199 961
(Alolan) Thick Fat
#021 Spearow Normal/Flying Keen Eye, Sniper 40 60 30 31 31 70 262 190 125 65 67 67 145 659
#022 Fearow Normal/Flying Keen Eye, Sniper 65 90 65 61 61 100 442 240 185 135 127 127 205 1019
Intimidate, Shed
#023 Ekans Poison 35 60 44 40 54 55 288 180 125 93 85 113 115 711
Skin, Unnerve
Intimidate, Shed
#024 Arbok Poison 60 95 69 65 79 80 448 230 195 143 135 163 165 1031
Skin, Unnerve
Pikachu (All Static, Lightning
#025 Electric 35 55 30 50 40 90 300 180 115 65 105 85 185 735
Formes) Rod
Raichu Static, Lightning
#026 Electric/Psychic 60 85 50 95 85 110 485 230 175 105 195 175 225 1105
(Regular) Rod
#026 Raichu (Alolan) Electric Surge Surfer 60 90 55 90 80 100 475 230 185 115 185 165 205 1085
Sandshrew Sand Veil, Sand
#027 Ice/Steel 50 75 90 10 35 40 300 210 155 185 25 75 85 735
(Regular) Rush
Sandshrew Snow Cloak, Slush
#027 Ground 50 75 85 20 30 40 300 210 155 175 45 65 85 735
(Alolan) Rush
Sandslash Sand Veil, Sand
#028 Ice/Steel 75 100 120 25 65 65 450 260 205 245 55 135 135 1035
(Regular) Rush
Sandslash Snow Cloak, Slush
#028 Ground 75 100 110 45 55 65 450 260 205 225 95 115 135 1035
(Alolan) Rush
Poison Point,
#029 Nidoran Poison 55 47 52 40 40 41 275 220 99 109 85 85 87 685
Rivalry, Hustle
Poison Point,
#030 Nidorina Poison 70 62 67 55 55 56 365 250 129 139 115 115 117 865
Rivalry, Hustle
Poison Point,
#031 Nidoqueen Poison/Ground 90 82 87 75 85 76 495 290 169 179 155 175 157 1125
Rivalry, Sheer Force
Poison Point,
#032 Nidoran Poison 46 57 40 40 40 50 273 202 119 85 85 85 105 681
Rivalry, Hustle
Poison Point,
#033 Nidorino Poison 61 72 57 55 55 65 365 232 149 119 115 115 135 865
Rivalry, Hustle
Poison Point,
#034 Nidoking Poison/Ground 81 92 77 85 75 85 495 272 189 159 175 155 175 1125
Rivalry, Sheer Force
Cute Charm, Magic
#035 Clefairy Fairy Guard, Friend 70 45 48 60 65 35 323 250 95 101 125 135 75 781
Guard
Cute Charm, Magic
#036 Clefable Fairy 95 70 73 85 90 60 473 300 145 151 175 185 125 1081
Guard, Unaware
#037 Vulpix (Regular) Ice Flash Fire, Drought 38 41 40 50 65 65 299 186 87 85 105 135 135 733
Snow Cloak, Snow
#037 Vulpix (Alolan) Fire 38 41 40 50 65 65 299 186 87 85 105 135 135 733
Warning
Ninetales
#038 Ice/Fairy Flash Fire, Drought 73 67 75 81 100 109 505 256 139 155 167 205 223 1145
(Regular)
Ninetales Snow Cloak, Snow
#038 Fire 73 76 75 81 100 100 505 256 157 155 167 205 205 1145
(Alolan) Warning
Cute Charm, Friend
#039 Jigglypuff Normal/Fairy 115 45 20 45 25 20 270 340 95 45 95 55 45 675
Guard, Competitive
Cute Charm, Frisk,
#040 Wigglytuff Normal/Fairy 140 70 45 75 50 45 425 390 145 95 155 105 95 985
Competitive
Inner Focus,
#041 Zubat Poison/Flying 40 45 35 30 40 55 245 190 95 75 65 85 115 625
Infiltrator
Inner Focus,
#042 Golbat Poison/Flying 75 80 70 65 75 90 455 260 165 145 135 155 185 1045
Infiltrator
Chlorophyll, Run
#043 Oddish Grass/Poison 45 50 55 75 65 30 320 200 105 115 155 135 65 775
Away
#044 Gloom Grass/Poison Chlorophyll, Stench 60 65 70 85 75 40 395 230 135 145 175 155 85 925
Chlorophyll, Effect
#045 Vileplume Grass/Poison 75 80 85 100 90 50 480 260 165 175 205 185 105 1095
Spore
Dry Skin, Effect
#046 Paras Bug/Grass 35 70 55 45 55 25 285 180 145 115 95 115 55 705
Spore, Damp
Dry Skin, Effect
#047 Parasect Bug/Grass 60 95 80 60 80 30 405 230 195 165 125 165 65 945
Spore, Damp
Compound Eyes,
#048 Venonat Bug/Poison Tinted Lens, Run 60 55 50 40 55 45 305 230 115 105 85 115 95 745
Away
Shield Dust, Tinted
#049 Venomoth Bug/Poison 70 65 60 90 75 90 450 250 135 125 185 155 185 1035
Lens, Wonder Skin
Diglett Arena Trap, Sand
#050 Ground/Steel 10 55 30 35 45 90 265 130 115 65 75 95 185 665
(Regular) Veil, Sand Force
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Sand Veil, Tangled
#050 Diglett (Alolan) Ground 10 55 25 35 45 95 265 130 115 55 75 95 195 665
Hair, Sand Force
Dugtrio Arena Trap, Sand
#051 Ground/Steel 35 100 60 50 70 110 425 180 205 125 105 145 225 985
(Regular) Veil, Sand Force
Sand Veil, Tangled
#051 Dugtrio (Alolan) Ground 35 100 50 50 70 120 425 180 205 105 105 145 245 985
Hair, Sand Force
Meowth Pickup, Technician,
#052 Dark 40 35 35 50 40 90 290 190 75 75 105 85 185 715
(Alolan) Rattled
Meowth Pickup, Technician,
#052 Normal 40 45 35 40 40 90 290 190 95 75 85 85 185 715
(Regular) Unnerve
Fur Coat,
#053 Persian (Alolan) Dark 65 60 60 75 65 115 440 240 125 125 155 135 235 1015
Technician, Rattled
Persian Limber, Technician,
#053 Normal 65 70 60 65 65 115 440 240 145 125 135 135 235 1015
(Regular) Unnerve
Cloud Nine, Damp,
#054 Psyduck Water 50 52 48 65 50 55 320 210 109 101 135 105 115 775
Swift Swim
Cloud Nine, Damp,
#055 Golduck Water 80 82 78 95 80 85 500 270 169 161 195 165 175 1135
Swift Swim
Anger Point, Vital
#056 Mankey Fighting 40 80 35 35 45 70 305 190 165 75 75 95 145 745
Spirit, Defiant
Anger Point, Vital
#057 Primeape Fighting 65 105 60 50 70 95 445 240 215 125 105 145 195 1025
Spirit, Defiant
Flash Fire,
#058 Growlithe Fire 55 70 45 70 50 60 350 220 145 95 145 105 125 835
Intimidate, Justified
Flash Fire,
#059 Arcanine Fire 90 110 80 100 80 95 555 290 225 165 205 165 195 1245
Intimidate, Justified
Damp, Water
#060 Poliwag Water 40 50 40 40 40 90 300 190 105 85 85 85 185 735
Absorb, Swift Swim
Damp, Water
#061 Poliwhirl Water 65 65 65 50 50 90 385 240 135 135 105 105 185 905
Absorb, Swift Swim
Damp, Water
#062 Poliwrath Water/Fighting 90 85 95 70 90 70 500 290 175 195 145 185 145 1135
Absorb, Swift Swim
Inner Focus,
#063 Abra Psychic Synchronize, Magic 25 20 15 105 55 90 310 160 45 35 215 115 185 755
Guard
Inner Focus,
#064 Kadabra Psychic Synchronize, Magic 40 35 30 120 70 105 400 190 75 65 245 145 215 935
Guard

Inner Focus,
Alakazam
#065 Psychic Synchronize, Magic 55 50 45 135 85 120 490 220 105 95 275 175 245 1115
(Mega)
Guard
Guts, No Guard,
#066 Machop Fighting 70 80 50 35 35 35 305 250 165 105 75 75 75 745
Steadfast
Guts, No Guard,
#067 Machoke Fighting 80 100 70 50 60 45 405 270 205 145 105 125 95 945
Steadfast
Guts, No Guard,
#068 Machamp Fighting 90 139 80 65 85 55 514 290 283 165 135 175 115 1163
Steadfast
Chlorophyll,
#069 Bellsprout Grass/Poison 50 75 35 70 30 40 300 210 155 75 145 65 85 735
Gluttony
Chlorophyll,
#070 Weepinbell Grass/Poison 65 90 50 85 45 55 390 240 185 105 175 95 115 915
Gluttony
Chlorophyll,
#071 Victreebel Grass/Poison 80 105 65 100 60 70 480 270 215 135 205 125 145 1095
Gluttony
Clear Body, Liquid
#072 Tentacool Water/Poison 40 40 35 50 100 70 335 190 85 75 105 205 145 805
Ooze, Rain Dish
Clear Body, Liquid
#073 Tentacruel Water/Poison 80 70 65 80 120 100 515 270 145 135 165 245 205 1165
Ooze, Rain Dish
Geodude Magnet Pull, Sturdy,
#074 Rock/Electric 40 80 100 30 30 20 300 190 165 205 65 65 45 735
(Alolan) Galvanize
Geodude Rock Head, Sturdy,
#074 Rock/Ground 40 80 100 30 30 20 300 190 165 205 65 65 45 735
(Regular) Sand Veil
Graveler Magnet Pull, Sturdy,
#075 Rock/Electric 55 95 115 45 45 35 390 220 195 235 95 95 75 915
(Alolan) Galvanize
Graveler Rock Head, Sturdy,
#075 Rock/Ground 55 95 115 45 45 35 390 220 195 235 95 95 75 915
(Regular) Sand Veil
Magnet Pull, Sturdy,
#076 Golem (Alolan) Rock/Electric 80 120 130 55 65 45 495 270 245 265 115 135 95 1125
Galvanize
Golem Rock Head, Sturdy,
#076 Rock/Ground 80 110 130 55 65 45 485 270 225 265 115 135 95 1105
(Regular) Sand Veil
Flash Fire, Run
#077 Ponyta Fire 50 85 55 65 65 90 410 210 175 115 135 135 185 955
Away, Flame Body
Flash Fire, Run
#078 Rapidash Fire 65 100 70 80 80 105 500 240 205 145 165 165 215 1135
Away, Flame Body
Oblivious, Own
#079 Slowpoke Water/Psychic Tempo, 90 65 65 40 40 15 315 290 135 135 85 85 35 765
Regenerator
Oblivious, Own
#080 Slowbro (Mega) Water/Psychic Tempo, 95 75 110 100 80 30 490 300 155 225 205 165 65 1115
Regenerator
Magnet Pull, Sturdy,
#081 Magnemite Steel/Electric 25 35 70 95 55 45 325 160 75 145 195 115 95 785
Analytic
Magnet Pull, Sturdy,
#082 Magneton Steel/Electric 50 60 95 120 70 70 465 210 125 195 245 145 145 1065
Analytic
Inner Focus, Keen
#083 Farfetch'd Normal/Flying 52 90 55 58 62 60 377 214 185 115 121 129 125 889
Eye, Defiant
#084 Doduo Normal/Flying Early Bird, Run 35 85 45 35 35 74 309 180 175 95 75 75 153 753
Away, Tangled Feet
Early Bird, Run
#085 Dodrio Normal/Flying Away, Tangled Feet 60 110 70 60 60 110 470 230 225 145 125 125 225 1075

Hydration, Thick Fat,


#086 Seel Water 65 45 55 45 70 45 325 240 95 115 95 145 95 785
Ice Body
Hydration, Thick Fat,
#087 Dewgong Water 90 70 80 70 95 70 475 290 145 165 145 195 145 1085
Ice Body
Grimer Stench, Sticky Hold,
#088 Poison/Dark 80 80 50 40 50 25 325 270 165 105 85 105 55 785
(Regular) Poison Touch
Poison Touch,
#088 Grimer (Alolan) Poison Gluttony, Power of 80 80 50 40 50 25 325 270 165 105 85 105 55 785
Alchemy
Stench, Sticky Hold,
#089 Muk (Regular) Poison/Dark 105 105 75 65 100 50 500 320 215 155 135 205 105 1135
Poison Touch
Poison Touch,
#089 Muk (Alolan) Poison Gluttony, Power of 105 105 75 65 100 50 500 320 215 155 135 205 105 1135
Alchemy
Shell Armor, Skill
#090 Shellder Water 30 65 100 45 25 40 305 170 135 205 95 55 85 745
Link, Overcoat
Shell Armor, Skill
#091 Cloyster Water/Ice 50 95 180 85 45 70 525 210 195 365 175 95 145 1185
Link, Overcoat
#092 Gastly Ghost/Poison Levitate 30 35 30 100 35 80 310 170 75 65 205 75 165 755
#093 Haunter Ghost/Poison Levitate 45 50 45 115 55 95 405 200 105 95 235 115 195 945
#094 Gengar (Mega) Ghost/Poison Cursed Body 60 65 60 130 75 110 500 230 135 125 265 155 225 1135
Rock Head, Sturdy,
#095 Onix Rock/Ground 35 45 160 30 45 70 385 180 95 325 65 95 145 905
Weak Armor
Forewarn, Insomnia,
#096 Drowzee Psychic 60 48 45 43 90 42 328 230 101 95 91 185 89 791
Inner Focus
Forewarn, Insomnia,
#097 Hypno Psychic 85 73 70 73 115 67 483 280 151 145 151 235 139 1101
Inner Focus
Hyper Cutter, Shell
#098 Krabby Water 30 105 90 25 25 50 325 170 215 185 55 55 105 785
Armor, Sheer Force
Hyper Cutter, Shell
#099 Kingler Water 55 130 115 50 50 75 475 220 265 235 105 105 155 1085
Armor, Sheer Force
Soundproof, Static,
#100 Voltorb Electric 40 30 50 55 55 100 330 190 65 105 115 115 205 795
Aftermath
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Soundproof, Static,
#101 Electrode Electric 60 50 70 80 80 150 490 230 105 145 165 165 305 1115
Aftermath
#102 Exeggcute Grass/Psychic Chlorophyll, Harvest 60 40 80 60 45 40 325 230 85 165 125 95 85 785
Exeggutor
#103 Grass/Dragon Frisk, Harvest 95 105 95 125 75 45 540 300 215 195 255 155 95 1215
(Alolan)
Exeggutor
#103 Grass/Psychic Chlorophyll, Harvest 95 95 85 125 75 55 530 300 195 175 255 155 115 1195
(Regular)
Lightning Rod, Rock
#104 Cubone Ground 50 50 95 40 50 35 320 210 105 195 85 105 75 775
Head, Battle Armor
Lightning Rod,
Marowak
#105 Fire/Ghost Cursed Body, Rock 60 80 110 50 80 45 425 230 165 225 105 165 95 985
(Alolan)
Head
Marowak Lightning Rod, Rock
#105 Ground 60 80 110 50 80 45 425 230 165 225 105 165 95 985
(Regular) Head, Battle Armor
Limber, Reckless,
#106 Hitmonlee Fighting 50 120 53 35 110 87 455 210 245 111 75 225 179 1045
Unburden
Iron Fist, Keen Eye,
#107 Hitmonchan Fighting 50 105 79 35 110 76 455 210 215 163 75 225 157 1045
Inner Focus
Oblivious, Own
#108 Lickitung Normal 90 55 75 60 75 30 385 290 115 155 125 155 65 905
Tempo, Cloud Nine
#109 Koffing Poison Levitate 40 65 95 60 45 35 340 190 135 195 125 95 75 815
#110 Weezing Poison Levitate 65 90 120 85 70 60 490 240 185 245 175 145 125 1115
Lightning Rod, Rock
#111 Rhyhorn Ground/Rock 80 85 95 30 30 25 345 270 175 195 65 65 55 825
Head, Reckless
Lightning Rod, Rock
#112 Rhydon Ground/Rock 105 130 120 45 45 40 485 320 265 245 95 95 85 1105
Head, Reckless
Natural Cure,
#113 Chansey Normal Serene Grace, 250 5 5 35 105 50 450 610 15 15 75 215 105 1035
Healer
Chlorophyll, Leaf
#114 Tangela Grass 65 55 115 100 40 60 435 240 115 235 205 85 125 1005
Guard, Regenerator
Kangaskhan Early Bird, Scrappy,
#115 Normal 105 95 80 40 80 90 490 320 195 165 85 165 185 1115
(Mega) Inner Focus
Sniper, Swift Swim,
#116 Horsea Water 30 40 70 70 25 60 295 170 85 145 145 55 125 725
Damp
Poison Point, Sniper,
#117 Seadra Water 55 65 95 95 45 85 440 220 135 195 195 95 175 1015
Damp
Swift Swim, Water
#118 Goldeen Water 45 67 60 35 50 63 320 200 139 125 75 105 131 775
Veil, Lightning Rod
Swift Swim, Water
#119 Seaking Water 80 92 65 65 80 68 450 270 189 135 135 165 141 1035
Veil, Lightning Rod
Illuminate, Natural
#120 Staryu Water 30 45 55 70 55 85 340 170 95 115 145 115 175 815
Cure, Analytic
Illuminate, Natural
#121 Starmie Water/Psychic 60 75 85 100 85 115 520 230 155 175 205 175 235 1175
Cure, Analytic
Filter, Soundproof,
#122 Mr. Mime Psychic/Fairy 40 45 65 100 120 90 460 190 95 135 205 245 185 1055
Technician
Swarm, Technician,
#123 Scyther Bug/Flying 70 110 80 55 80 105 500 250 225 165 115 165 215 1135
Steadfast
Forewarn, Oblivious,
#124 Jynx Ice/Psychic 65 50 35 115 95 95 455 240 105 75 235 195 195 1045
Dry Skin
#125 Electabuzz Electric Static, Vital Spirit 65 83 57 95 85 105 490 240 171 119 195 175 215 1115
Flame Body, Vital
#126 Magmar Fire Spirit 65 95 57 100 85 93 495 240 195 119 205 175 191 1125

Hyper Cutter, Mold


#127 Pinsir (Mega) Bug 65 125 100 55 70 85 500 240 255 205 115 145 175 1135
Breaker, Moxie
Anger Point,
#128 Tauros Normal Intimidate, Sheer 75 100 95 40 70 110 490 260 205 195 85 145 225 1115
Force
#129 Magikarp Water Swift Swim, Rattled 20 10 55 15 20 80 200 150 25 115 35 45 165 535
Gyarados
#130 Water/Flying Intimidate, Moxie 95 125 79 60 100 81 540 300 255 163 125 205 167 1215
(Mega)
Shell Armor, Water
#131 Lapras Water/Ice 130 85 80 85 95 60 535 370 175 165 175 195 125 1205
Absorb, Hydration
#132 Ditto Normal Limber, Imposter 48 48 48 48 48 48 288 206 101 101 101 101 101 711
Adaptability, Run
#133 Eevee Normal 55 55 50 45 65 55 325 220 115 105 95 135 115 785
Away, Anticipation
Water Abosrb,
#134 Vaporeon Water 130 65 60 110 95 65 525 370 135 125 225 195 135 1185
Hydration
Volt Absorb, Quick
#135 Jolteon Electric 65 65 90 110 95 130 555 240 135 185 225 195 265 1245
Feet
#136 Flareon Fire Flash Fire, Guts 65 130 60 95 110 65 525 240 265 125 195 225 135 1185
Download, Trace,
#137 Porygon Normal 65 60 70 85 75 40 395 240 125 145 175 155 85 925
Analytic
Shell Armor, Swift
#138 Omanyte Rock/Water 35 40 100 90 55 35 355 180 85 205 185 115 75 845
Swim, Weak Armor
Shell Armor, Swift
#139 Omastar Rock/Water 70 60 125 115 70 55 495 250 125 255 235 145 115 1125
Swim, Weak Armor
Battle Armor, Swift
#140 Kabuto Rock/Water 30 80 90 55 45 55 355 170 165 185 115 95 115 845
Swim, Weak Armor
Battle Armor, Swift
#141 Kabutops Rock/Water 60 115 105 65 70 80 495 230 235 215 135 145 165 1125
Swim, Weak Armor
Aerodactyl Pressure, Rock
#142 Rock/Flying 80 105 65 60 75 130 515 270 215 135 125 155 265 1165
(Mega) Head, Unnerve
Immunity, Thick Fat,
#143 Snorlax Normal 160 110 65 65 110 30 540 430 225 135 135 225 65 1215
Gluttony
Pressure, Snow
#144 Articuno Ice/Flying 90 85 100 95 125 85 580 290 175 205 195 255 175 1295
Cloak
Pressure, Lightning
#145 Zapdos Electric/Flying 90 90 85 125 90 100 580 290 185 175 255 185 205 1295
Rod
Pressure, Flame
#146 Moltres Fire/Flying 90 100 90 125 85 90 580 290 205 185 255 175 185 1295
Body
Shed Skin, Marvel
#147 Dratini Dragon 41 64 45 50 50 50 300 192 133 95 105 105 105 735
Scale
Shed Skin, Marvel
#148 Dragonair Dragon 61 84 65 70 70 70 420 232 173 135 145 145 145 975
Scale
Inner Focus,
#149 Dragonite Dragon/Flying 91 134 95 100 100 80 600 292 273 195 205 205 165 1335
Multiscale
Mewtwo
#150 Psychic Pressure, Unnerve 106 110 90 154 90 130 680 322 225 185 313 185 265 1495
(Megas)
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#151 Mew Psychic Synchronize 100 100 100 100 100 100 600 310 205 205 205 205 205 1335
Overgrow, Leaf
#152 Chikorita Grass 45 49 65 49 65 45 318 200 103 135 103 135 95 771
Guard
Overgrow, Leaf
#153 Bayleef Grass Guard 60 62 80 93 80 60 435 230 129 165 191 165 125 1005

Overgrow, Leaf
#154 Meganium Grass 80 82 100 83 100 80 525 270 169 205 171 205 165 1185
Guard
#155 Cyndaquil Fire Blaze, Flash Fire 39 52 43 60 50 65 309 188 109 91 125 105 135 753
#156 Quilava Fire Blaze, Flash Fire 58 64 58 80 65 80 405 226 133 121 165 135 165 945
#157 Typhlosion Fire Blaze, Flash Fire 78 84 78 109 85 100 534 266 173 161 223 175 205 1203
Torrent, Sheer
#158 Totodile Water 50 65 64 44 48 43 314 210 135 133 93 101 91 763
Force
Torrent, Sheer
#159 Croconaw Water 65 80 80 59 63 58 405 240 165 165 123 131 121 945
Force
Torrent, Sheer
#160 Feraligatr Water 85 105 100 79 83 78 530 280 215 205 163 171 161 1195
Force
Keen Eye, Run
#161 Sentret Normal 35 46 34 35 45 20 215 180 97 73 75 95 45 565
Away, Frisk
Keen Eye, Run
#162 Furret Normal 85 76 64 45 55 90 415 280 157 133 95 115 185 965
Away, Frisk
Insomnia, Keen Eye,
#163 Hoothoot Normal/Flying 60 30 30 36 56 50 262 230 65 65 77 117 105 659
Tinted Lens
Insomnia, Keen Eye,
#164 Noctowl Normal/Flying 100 50 50 86 96 70 452 310 105 105 177 197 145 1039
Tinted Lens
Early Bird, Swarm,
#165 Ledyba Bug/Flying 40 20 30 40 80 55 265 190 45 65 85 165 115 665
Rattled
Early Bird, Swarm,
#166 Ledian Bug/Flying 55 35 50 55 110 85 390 220 75 105 115 225 175 915
Iron Fist
Insomnia, Swarm,
#167 Spinarak Bug/Poison 40 60 40 40 40 30 250 190 125 85 85 85 65 635
Sniper
Insomnia, Swarm,
#168 Ariados Bug/Poison 70 90 70 60 70 40 400 250 185 145 125 145 85 935
Sniper
Inner Focus,
#169 Crobat Poison/Flying 85 90 80 70 80 130 535 280 185 165 145 165 265 1205
Infiltrator
Illuminate, Volt
#170 Chinchou Water/Electric Absorb, Water 75 38 38 56 56 67 330 260 81 81 117 117 139 795
Absorb
Illuminate, Volt
#171 Lanturn Water/Electric Absorb, Water 125 58 58 76 76 67 460 360 121 121 157 157 139 1055
Absorb
Static, Lightning
#172 Pichu Electric 20 40 15 35 35 60 205 150 85 35 75 75 125 545
Rod
Cute Charm, Magic
#173 Cleffa Normal/Fairy Guard, Friend 50 25 28 45 55 15 218 210 55 61 95 115 35 571
Guard
Cute Charm, Friend
#174 Igglybuff Normal/Fairy 90 30 15 40 20 15 210 290 65 35 85 45 35 555
Guard, Competitive
Hustle, Serene
#175 Togepi Fairy 35 20 65 40 65 20 245 180 45 135 85 135 45 625
Grace, Super Luck
Hustle, Serene
#176 Togetic Fairy/Flying 55 40 85 80 105 40 405 220 85 175 165 215 85 945
Grace, Super Luck
Early Bird,
#177 Natu Psychic/Flying Synchronize, Magic 40 50 45 70 45 70 320 190 105 95 145 95 145 775
Bounce
Early Bird,
#178 Xatu Psychic/Flying Synchronize, Magic 65 75 70 95 70 95 470 240 155 145 195 145 195 1075
Bounce
#179 Mareep Electric Static, Plus 55 40 40 65 45 35 280 220 85 85 135 95 75 695
#180 Flaaffy Electric Static, Plus 70 55 55 80 60 45 365 250 115 115 165 125 95 865
Ampharos
#181 Electric Static, Plus 90 75 75 115 90 55 500 290 155 155 235 185 115 1135
(Mega)
#182 Bellossom Grass Chlorophyll, Healer 75 80 85 90 100 50 480 260 165 175 185 205 105 1095
Huge Power, Thick
#183 Marill Water/Fairy 70 20 50 20 50 40 250 250 45 105 45 105 85 635
Fat, Sap Sipper
Huge Power, Thick
#184 Azumarill Water/Fairy 100 50 80 50 80 50 410 310 105 165 105 165 105 955
Fat, Sap Sipper
Rock Head, Sturdy,
#185 Sudowoodo Rock 70 100 115 30 65 30 410 250 205 235 65 135 65 955
Rattled
Water Absorb,
#186 Politoed Water 90 75 75 90 100 70 500 290 155 155 185 205 145 1135
Damp, Drizzle
Chlorophyll, Leaf
#187 Hoppip Grass/Flying 35 35 40 35 55 50 250 180 75 85 75 115 105 635
Guard, Infiltrator
Chlorophyll, Leaf
#188 Skiploom Grass/Flying 55 45 50 45 65 80 340 220 95 105 95 135 165 815
Guard, Infiltrator
Chlorophyll, Leaf
#189 Jumpluff Grass/Flying 75 55 70 55 85 110 450 260 115 145 115 175 225 1035
Guard, Infiltrator
Pickup, Run Away,
#190 Aipom Normal 55 70 55 40 55 85 360 220 145 115 85 115 175 855
Skill Link
Chlorophyll, Solar
#191 Sunkern Grass 30 30 30 30 30 30 180 170 65 65 65 65 65 495
Power, Early Bird
Chlorophyll, Solar
#192 Sunflora Grass 75 75 55 105 85 30 425 260 155 115 215 175 65 985
Power, Early Bird
Compound Eyes,
#193 Yanma Bug/Flying 65 65 45 75 45 95 390 240 135 95 155 95 195 915
Speed Boost, Frisk
Damp, Water
#194 Wooper Water/Ground 55 45 45 25 25 15 210 220 95 95 55 55 35 555
Absorb, Unaware
Damp, Water
#195 Quagsire Water/Ground 95 85 85 65 65 35 430 300 175 175 135 135 75 995
Abosrb, Unaware
Synchronize, Magic
#196 Espeon Psychic 65 65 60 130 95 110 525 240 135 125 265 195 225 1185
Bounce
Synchronize, Inner
#197 Umbreon Dark 95 65 110 60 130 65 525 300 135 225 125 265 135 1185
Focus
Insomnia, Super
#198 Murkrow Dark/Flying 60 85 42 85 42 91 405 230 175 89 175 89 187 945
Luck, Prankster
Oblivious, Own
#199 Slowking Water/Psychic Tempo, 95 75 80 100 110 30 490 300 155 165 205 225 65 1115
Regenerator
#200 Misdreavus Ghost Levitate 60 60
60 85 85 85 435 230 125 125 175 175 175 1005
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#201 Unown Psychic Levitate 48 72 48 72 48 48 336 206 149 101 149 101 101 807

Shadow Tag,
#202 Wobbuffet Psychic 190 33 58 33 58 33 405 490 71 121 71 121 71 945
Telepathy
Early Bird, Inner
#203 Girafarig Normal/Psychic 70 80 65 90 65 85 455 250 165 135 185 135 175 1045
Focus, Sap Sipper
#204 Pineco Bug Sturdy, Overcoat 50 65 90 35 35 15 290 210 135 185 75 75 35 715
#205 Forretress Bug/Steel Sturdy, Overcoat 75 90 140 60 60 40 465 260 185 285 125 125 85 1065
Run Away, Serene
#206 Dunsparce Normal 100 70 70 65 65 45 415 310 145 145 135 135 95 965
Grace, Rattled
Hyper Cutter, Sand
#207 Gligar Ground/Flying 65 75 105 35 65 85 430 240 155 215 75 135 175 995
Veil, Immunity
Rock Head, Sturdy,
#208 Steelix (Mega) Steel/Ground 75 85 200 55 65 30 510 260 175 405 115 135 65 1155
Sheer Force
Intimidate, Run
#209 Snubbull Fairy 60 80 50 40 40 30 300 230 165 105 85 85 65 735
Away, Rattled
Intimidate, Quick
#210 Granbull Fairy 90 120 75 60 60 45 450 290 245 155 125 125 95 1035
Feet, Rattled
Poison Point, Swift
#211 Qwilfish Water/Poison 65 95 85 55 55 85 440 240 195 175 115 115 175 1015
Swim, Intimidate
Swarm, Technician,
#212 Scizor (Mega) Bug/Steel 70 130 100 55 80 65 500 250 265 205 115 165 135 1135
Light Metal
Gluttony, Sturdy,
#213 Shuckle Bug/Rock 20 10 230 10 230 5 505 150 25 465 25 465 15 1145
Contrary
#214 Heracross Bug/Fighting Guts, Swarm, Moxie 80 125 75 40 95 85 500 270 255 155 85 195 175 1135
(Mega)
Inner Focus, Keen
#215 Sneasel Ice/Dark 55 95 55 35 75 115 430 220 195 115 75 155 235 995
Eye, Pickpocket
Pickup, Quick Feet,
#216 Teddiursa Normal 60 80 50 50 50 40 330 230 165 105 105 105 85 795
Honey Gather
Guts, Quick Feet,
#217 Ursaring Normal 90 130 75 75 75 55 500 290 265 155 155 155 115 1135
Unnerve
Flame Body, Magma
#218 Slugma Fire 40 40 40 70 40 20 250 190 85 85 145 85 45 635
Armor, Weak Armor
Flame Body, Magma
#219 Magcargo Fire/Rock 60 50 120 90 80 30 430 230 105 245 185 165 65 995
Armor, Weak Armor
Oblivious, Snow
#220 Swinub Ice/Ground 50 50 40 30 30 50 250 210 105 85 65 65 105 635
Cloak, Thick Fat
Oblivious, Snow
#221 Piloswine Ice/Ground 100 100 80 60 60 50 450 310 205 165 125 125 105 1035
Cloak, Thick Fat
Hustle, Natural Cure,
#222 Corsola Water/Rock 65 55 95 65 95 35 410 240 115 195 135 195 75 955
Regenerator
Hustle, Sniper,
#223 Remoraid Water 35 65 35 65 35 65 300 180 135 75 135 75 135 735
Moody
Sniper, Suction
#224 Octillery Water 75 105 75 105 75 45 480 260 215 155 215 155 95 1095
Cups, Moody
Hustle, Vital Spirit,
#225 Delibird Ice/Flying 45 55 45 65 45 75 330 200 115 95 135 95 155 795
Insomnia
Swift Swim, Water
#226 Mantine Water/Flying 85 40 70 80 140 70 485 280 85 145 165 285 145 1105
Abosrb, Water Veil
Keen Eye, Sturdy,
#227 Skarmory Steel/Flying 65 80 140 40 70 70 465 240 165 285 85 145 145 1065
Weak Armor
Early Bird, Flash
#228 Houndour Fire/Dark 45 60 30 80 50 65 330 200 125 65 165 105 135 795
Fire, Unnerve
Houndoom Early Bird, Flash
#229 Fire/Dark 75 90 50 110 80 95 500 260 185 105 225 165 195 1135
(Mega) Fire, Unnerve
Sniper, Swift Swim,
#230 Kingdra Water/Dragon 75 95 95 95 95 85 540 260 195 195 195 195 175 1215
Damp
#231 Phanpy Ground Pickup, Sand Veil 90 60 60 40 40 40 330 290 125 125 85 85 85 795
#232 Donphan Ground Sturdy, Sand Veil 90 120 120 60 60 50 500 290 245 245 125 125 105 1135
Download, Trace,
#233 Porygon2 Normal 85 80 90 105 95 60 515 280 165 185 215 195 125 1165
Analytic
Frisk, Intimidate,
#234 Stantler Normal 73 95 62 85 65 85 465 256 195 129 175 135 175 1065
Sap Sipper
Own Tempo,
#235 Smeargle Normal 55 20 35 20 45 75 250 220 45 75 45 95 155 635
Technician, Moody
Guts, Steadfast,
#236 Tyrogue Fighting 35 35 35 35 35 35 210 180 75 75 75 75 75 555
Vital Spirit
Intimidate,
#237 Hitmontop Fighting Steadfast, 50 95 95 35 110 70 455 210 195 195 75 225 145 1045
Technician
Forewarn, Oblivious,
#238 Smoochum Ice/Psychic 45 30 15 85 65 65 305 200 65 35 175 135 135 745
Hydration
#239 Elekid Electric Static, Vital Spirit 45 63 37 65 55 95 360 200 131 79 135 115 195 855
Flame Body, Vital
#240 Magby Fire 45 75 37 70 55 83 365 200 155 79 145 115 171 865
Spirit
Scrappy, Thick Fat,
#241 Miltank Normal 95 80 105 40 70 100 490 300 165 215 85 145 205 1115
Sap Sipper
Natural Cure,
#242 Blissey Normal Serene Grace, 255 10 10 75 135 55 540 620 25 25 155 275 115 1215
Healer
Pressure, Inner
#243 Raikou Electric 90 85 75 115 100 115 580 290 175 155 235 205 235 1295
Focus
Pressure, Inner
#244 Entei Fire 115 115 85 90 75 100 580 340 235 175 185 155 205 1295
Focus
Pressure, Inner
#245 Suicune Water 100 75 115 90 115 85 580 310 155 235 185 235 175 1295
Focus
#246 Larvitar Rock/Ground Guts, Sand Veil 50 64 50 45 50 41 300 210 133 105 95 105 87 735
#247 Pupitar Rock/Ground Shed Skin 70 84 70 65 70 51 410 250 173 145 135 145 107 955
Sand Stream,
#248 Tyranitar (Mega) Rock/Dark 100 134 110 95 100 61 600 310 273 225 195 205 127 1335
Unnerve
#249 Lugia Psychic/Flying Pressure, 106 90 130 90 154 110 680 322 185 265 185 313 225 1495
Multiscale
Pressure,
#250 Ho-Oh Fire/Flying 106 130 90 110 154 90 680 322 265 185 225 313 185 1495
Regenerator
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#251 Celebi Psychic/Grass Natural Cure 100 100 100 100 100 100 600 310 205 205 205 205 205 1335

Overgrow,
#252 Treecko Grass 40 45 35 65 55 70 310 190 95 75 135 115 145 755
Unburden
Overgrow,
#253 Grovyle Grass 50 65 45 85 65 95 405 210 135 95 175 135 195 945
Unburden
Overgrow,
#254 Sceptile (Mega) Grass 70 85 65 105 85 120 530 250 175 135 215 175 245 1195
Unburden
#255 Torchic Fire Blaze, Speed Boost 45 60 40 70 50 45 310 200 125 85 145 105 95 755
#256 Combusken Fire/Fighting Blaze, Speed Boost 60 85 60 85 60 55 405 230 175 125 175 125 115 945
#257 Blaziken (Mega) Fire/Fighting Blaze, Speed Boost 80 120 70 110 70 80 530 270 245 145 225 145 165 1195
#258 Mudkip Water Torrent, Damp 50 70 50 50 50 40 310 210 145 105 105 105 85 755
#259 Marshtomp Water/Ground Torrent, Damp 70 85 70 60 70 50 405 250 175 145 125 145 105 945
Swampert
#260 Water/Ground Torrent, Damp 100 110 90 85 90 60 535 310 225 185 175 185 125 1205
(Mega)
Quick Feet, Run
#261 Poochyena Dark 35 55 35 30 30 35 220 180 115 75 65 65 75 575
Away, Rattled
Intimidate, Quick
#262 Mightyena Dark 70 90 70 60 60 70 420 250 185 145 125 125 145 975
Feet, Moxie
Gluttony, Pickup,
#263 Zigzagoon Normal 38 30 41 30 41 60 240 186 65 87 65 87 125 615
Quick Feet
Gluttony, Pickup,
#264 Linoone Normal 78 70 61 50 61 100 420 266 145 127 105 127 205 975
Quick Feet
Shield Dust, Run
#265 Wurmple Bug 45 45 35 20 30 20 195 200 95 75 45 65 45 525
Away
#266 Silcoon Bug Shed Skin 50 35 55 25 25 15 205 210 75 115 55 55 35 545
#267 Beautifly Bug/Flying Swarm, Rivalry 60 70 50 90 50 65 385 230 145 105 185 105 135 905
#268 Cascoon Bug Shed Skin 50 35 55 25 25 15 205 210 75 115 55 55 35 545
Shield Dust,
#269 Dustox Bug/Poison 60 50 70 50 90 65 385 230 105 145 105 185 135 905
Compound Eyes
Rain Dish, Swift
#270 Lotad Water/Grass 40 30 30 40 50 30 220 190 65 65 85 105 65 575
Swim, Own Tempo
Rain Dish, Swift
#271 Lombre Water/Grass 60 50 50 60 70 50 340 230 105 105 125 145 105 815
Swim, Own Tempo
Rain Dish, Swift
#272 Ludicolo Water/Grass 80 70 70 90 100 70 480 270 145 145 185 205 145 1095
Swim, Own Tempo
Chlorophyll, Early
#273 Seedot Grass 40 40 50 30 30 30 220 190 85 105 65 65 65 575
Bird, Pickpocket
Chlorophyll, Early
#274 Nuzleaf Grass/Dark 70 70 40 60 40 60 340 250 145 85 125 85 125 815
Bird, Pickpocket
Chlorophyll, Early
#275 Shiftry Grass/Dark 90 100 60 90 60 80 480 290 205 125 185 125 165 1095
Bird, Pickpocket
#276 Taillow Normal/Flying Guts, Scrappy 40 55 30 30 30 85 270 190 115 65 65 65 175 675
#277 Swellow Normal/Flying Guts, Scrappy 60 85 60 75 50 125 455 230 175 125 155 105 255 1045
Keen Eye,
#278 Wingull Water/Flying Hydration, Rain 40 30 30 55 30 85 270 190 65 65 115 65 175 675
Dish
Keen Eye, Drizzle,
#279 Pelipper Water/Flying 60 50 100 95 70 65 440 230 105 205 195 145 135 1015
Rain Dish

Synchronize, Trace,
#280 Ralts Psychic/Fairy 28 25 25 45 35 40 198 166 55 55 95 75 85 531
Telepathy
Synchronize, Trace,
#281 Kirlia Psychic/Fairy 38 35 35 65 55 50 278 186 75 75 135 115 105 691
Telepathy
Gardevoir Synchronize, Trace,
#282 Psychic/Fairy 68 65 65 125 115 80 518 246 135 135 255 235 165 1171
(Mega) Telepathy
Swift Swim, Rain
#283 Surskit Bug/Water 40 30 32 50 52 65 269 190 65 69 105 109 135 673
Dish
#284 Masquerain Bug/Flying Intimidate, Unnerve 70 60 62 100 82 60 434 250 125 129 205 169 125 1003
Effect Spore, Poison
#285 Shroomish Grass 60 40 60 40 60 35 295 230 85 125 85 125 75 725
Heal, Quick Feet
Effect Spore, Poison
#286 Breloom Grass/Fighting 60 130 80 60 60 70 460 230 265 165 125 125 145 1055
Heal, Technician
#287 Slakoth Normal Truant 60 60 60 35 35 30 280 230 125 125 75 75 65 695
#288 Vigoroth Normal Vital Spirit 80 80 80 55 55 90 440 270 165 165 115 115 185 1015
#289 Slaking Normal Truant 150 160 100 95 65 100 670 410 325 205 195 135 205 1475
Compound Eyes,
#290 Nincada Bug/Ground 31 45 90 30 30 40 266 172 95 185 65 65 85 667
Run Away
Speed Boost,
#291 Ninjask Bug/Flying 61 90 45 50 50 160 456 232 185 95 105 105 325 1047
Infiltrator
#292 Shedinja Bug/Ghost Wonder Guard 1 90 45 30 30 40 236 112 185 95 65 65 85 607
#293 Whismur Normal Soundproof, Rattled 64 51 63 51 23 28 280 238 107 131 107 51 61 695
Soundproof,
#294 Loudred Normal 84 71 43 71 43 48 360 278 147 91 147 91 101 855
Scrappy
Soundproof,
#295 Exploud Normal 104 91 63 91 63 68 480 318 187 131 187 131 141 1095
Scrappy
Guts, Thick Fat,
#296 Makuhita Fighting 72 60 30 20 30 25 237 254 125 65 45 65 55 609
Sheer Force
Guts, Thick Fat,
#297 Hariyama Fighting 144 120 60 40 60 50 474 398 245 125 85 125 105 1083
Sheer Force
Huge Power, Thick
#298 Azurill Normal/Fairy 50 20 40 20 40 20 190 210 45 85 45 85 45 515
Fat, Sap Sipper
Magnet Pull, Sturdy,
#299 Nosepass Rock 30 45 135 45 90 30 375 170 95 275 95 185 65 885
Sand Force
Cute Charm,
#300 Skitty Normal Normalize, Wonder 50 45 45 35 35 50 260 210 95 95 75 75 105 655
Skin
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Cute Charm,
#301 Delcatty Normal Normalize, Wonder 70 65 65 55 55 90 400 250 135 135 115 115 185 935
Skin
Keen Eye, Stall,
#302 Sableye (Mega) Dark/Ghost 50 75 75 65 65 50 380 210 155 155 135 135 105 895
Prankster
Hyper Cutter,
#303 Mawile (Mega) Steel/Fairy Intimidate, Sheer 50 85 85 55 55 50 380 210 175 175 115 115 105 895
Force
Rock Head, Sturdy,
#304 Aron Rock/Steel 50 70 100 40 40 30 330 210 145 205 85 85 65 795
Heavy Metal
Rock Head, Sturdy,
#305 Lairon Steel/Rock 60 90 140 50 50 40 430 230 185 285 105 105 85 995
Heavy Metal
Rock Head, Sturdy,
#306 Aggron (Mega) Steel/Rock 70 110 180 60 60 50 530 250 225 365 125 125 105 1195
Heavy Metal
Pure Power,
#307 Meditite Fighting/Psychic 30 40 55 40 55 60 280 170 85 115 85 115 125 695
Telepathy
Medicham Pure Power,
#308 Fighting/Psychic 60 60 75 60 75 80 410 230 125 155 125 155 165 955
(Mega) Telepathy
Lightning Rod,
#309 Electrike Electric 40 45 40 65 40 65 295 190 95 85 135 85 135 725
Static, Minus
Manectric Lightning Rod,
#310 Electric 70 75 60 105 60 105 475 250 155 125 215 125 215 1085
(Mega) Static, Minus
#311 Plusle Electric Lightning Rod, Plus 60 50 40 85 75 95 405 230 105 85 175 155 195 945
#312 Minun Electric Volt Absorb, Minus 60 40 50 75 85 95 405 230 85 105 155 175 195 945
Illuminate, Swarm,
#313 Volbeat Bug 65 73 75 47 85 85 430 240 151 155 99 175 175 995
Prankster
Oblivious, Tinted
#314 Illumise Bug 65 47 75 73 85 85 430 240 99 155 151 175 175 995
Lens, Prankster
Natural Cure, Poison
#315 Roselia Grass/Poison 50 60 45 100 80 65 400 210 125 95 205 165 135 935
Point, Leaf Guard
Liquid Ooze, Sticky
#316 Gulpin Poison 70 43 53 43 53 40 302 250 91 111 91 111 85 739
Hold, Gluttony
Liquid Ooze, Sticky
#317 Swalot Poison 100 73 83 73 83 55 467 310 151 171 151 171 115 1069
Hold, Gluttony
Rough Skin, Speed
#318 Carvanha Water/Dark 45 90 20 65 20 65 305 200 185 45 135 45 135 745
Boost
Sharpedo Rough Skin, Speed
#319 Water/Dark 70 120 40 95 40 95 460 250 245 85 195 85 195 1055
Boost
(Mega)
Oblivious, Water
#320 Wailmer Water 130 70 35 70 35 60 400 370 145 75 145 75 125 935
Veil, Pressure
Oblivious, Water
#321 Wailord Water 170 90 45 90 45 60 500 450 185 95 185 95 125 1135
Veil, Pressure
Oblivious, Simple,
#322 Numel Fire/Ground 60 60 40 65 45 35 305 230 125 85 135 95 75 745
Own Tempo
Camerupt Magma Armor, Solid
#323 Fire/Ground 70 100 70 105 75 40 460 250 205 145 215 155 85 1055
(Mega) Rock, Anger Point
White Smoke,
#324 Torkoal Fire Drought, Shell 70 85 140 85 70 20 470 250 175 285 175 145 45 1075
Armor
Own Tempo, Thick
#325 Spoink Psychic 60 25 35 70 80 60 330 230 55 75 145 165 125 795
Fat, Gluttony
Own Tempo, Thick
#326 Grumpig Psychic 80 45 65 90 110 80 470 270 95 135 185 225 165 1075
Fat, Gluttony
Own Tempo,
#327 Spinda Normal Tangled Feet, 60 60 60 60 60 60 360 230 125 125 125 125 125 855
Contrary
Arena Trap, Hyper
#328 Trapinch Ground 45 100 45 45 45 10 290 200 205 95 95 95 25 715
Cutter, Sheer Force
#329 Vibrava Ground/Dragon Levitate 50 70 50 50 50 70 340 210 145 105 105 105 145 815
#330 Flygon Ground/Dragon Levitate 80 100 80 80 80 100 520 270 205 165 165 165 205 1175
Sand Veil, Water
#331 Cacnea Grass 50 85 40 85 40 35 335 210 175 85 175 85 75 805
Absorb
Sand Veil, Water
#332 Cacturne Grass/Dark 70 115 60 115 60 55 475 250 235 125 235 125 115 1085
Absorb
Natural Cure, Cloud
#333 Swablu Normal/Flying 45 40 60 40 75 50 310 200 85 125 85 155 105 755
Nine
Natural Cure, Cloud
#334 Altaria (Mega) Dragon/Flying 75 70 90 70 105 80 490 260 145 185 145 215 165 1115
Nine
Immunity,
#335 Zangoose Normal 73 115 60 60 60 90 458 256 235 125 125 125 185 1051
ToxiBoost
Shed Skin,
#336 Seviper Poison 73 100 60 100 60 65 458 256 205 125 205 125 135 1051
Infiltrator
#337 Lunatone Rock/Psychic Levitate 90 55 65 95 85 70 460 290 115 135 195 175 145 1055
#338 Solrock Rock/Psychic Levitate 90 95 85 55 65 70 460 290 195 175 115 135 145 1055
Anticipation,
#339 Barboach Water/Ground 50 48 43 46 41 60 288 210 101 91 97 87 125 711
Oblivious, Hydration
Anticipation,
#340 Whiscash Water/Ground 110 78 73 76 71 60 468 330 161 151 157 147 125 1071
Oblivious, Hydration
Hyper Cutter, Shell
#341 Corphish Water 43 80 65 50 35 35 308 196 165 135 105 75 75 751
Armor, Adaptability
Hyper Cutter, Shell
#342 Crawdaunt Water/Dark 63 120 85 90 55 55 468 236 245 175 185 115 115 1071
Armor, Adaptability
#343 Baltoy Ground/Psychic Levitate 40 40 55 40 70 55 300 190 85 115 85 145 115 735
#344 Claydol Ground/Psychic Levitate 60 70 105 70 90 90 485 230 145 215 145 185 185 1105
Suction Cups,
#345 Lileep Rock/Grass 66 41 77 61 87 23 355 242 87 159 127 179 51 845
Storm Drain
Suction Cups,
#346 Cradily Rock/Grass 86 81 97 81 107 43 495 282 167 199 167 219 91 1125
Storm Drain
Battle Armor, Swift
#347 Anorith Rock/Bug 45 95 50 40 50 75 355 200 195 105 85 105 155 845
Swim
Battle Armor, Swift
#348 Armaldo Rock/Bug 75 125 100 70 80 45 495 260 255 205 145 165 95 1125
Swim
Swift Swim,
#349 Feebas Water 20 15 20 10 55 80 200 150 35 45 25 115 165 535
Adaptability
Marvel Scale, Cute
#350 Milotic Water 95 60 79 100 125 81 540 300 125 163 205 255 167 1215
Charm
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#351 Castform Normal Forecast 70 70 70 70 70 70 420 250 145 145 145 145 145 975
Color Change,
#352 Kecleon Normal 60 90 70 60 120 40 440 230 185 145 125 245 85 1015
Protean
Frisk, Insomnia,
#353 Shuppet Ghost 44 75 35 63 33 45 295 198 155 75 131 71 95 725
Cursed Body
#354 Banette (Mega) Ghost Frisk, Insomnia, 64 115 65 83 63 65 455 238 235 135 171 131 135 1045
Cursed Body
#355 Duskull Ghost Levitate 20 40 90 30 90 25 295 150 85 185 65 185 55 725
#356 Dusclops Ghost Pressure 40 70 130 60 130 25 455 190 145 265 125 265 55 1045
Chlorophyll, Solar
#357 Tropius Grass/Flying 99 68 83 72 87 51 460 308 141 171 149 179 107 1055
Power, Harvest
#358 Chimecho Psychic Levitate 75 50 80 95 90 65 455 260 105 165 195 185 135 1045
Pressure, Super
#359 Absol (Mega) Dark 65 130 60 75 60 75 465 240 265 125 155 125 155 1065
Luck, Justified
Shadow Tag,
#360 Wynaut Psychic 65 23 48 23 48 23 230 240 51 101 51 101 51 595
Telepathy
Ice Body, Inner
#361 Snorunt Ice Focus, Moody 50 50 50 50 50 50 300 210 105 105 105 105 105 735

Ice Body, Inner


#362 Glalie (Mega) Ice 80 80 80 80 80 80 480 270 165 165 165 165 165 1095
Focus, Moody
Ice Body, Thick Fat,
#363 Spheal Ice/Water 70 40 50 55 50 25 290 250 85 105 115 105 55 715
Oblivious
Ice Body, Thick Fat,
#364 Sealeo Ice/Water 90 60 70 75 70 45 410 290 125 145 155 145 95 955
Oblivious
Ice Body, Thick Fat,
#365 Walrein Ice/Water 110 80 90 95 90 65 530 330 165 185 195 185 135 1195
Oblivious
#366 Clamperl Water Shell Armor, Rattled 35 64 85 74 55 32 345 180 133 175 153 115 69 825
Swift Swim, Water
#367 Huntail Water 55 104 105 94 75 52 485 220 213 215 193 155 109 1105
Veil
Swift Swim,
#368 Gorebyss Water 55 84 105 114 75 52 485 220 173 215 233 155 109 1105
Hydration
Rock Head, Swift
#369 Relicanth Water/Rock 100 90 130 45 65 55 485 310 185 265 95 135 115 1105
Swim, Sturdy
Swift Swim,
#370 Luvdisc Water 43 30 55 40 65 97 330 196 65 115 85 135 199 795
Hydration
Rock Head, Sheer
#371 Bagon Dragon 45 75 60 40 30 50 300 200 155 125 85 65 105 735
Force
Rock Head,
#372 Shelgon Dragon 65 95 100 60 50 50 420 240 195 205 125 105 105 975
Overcoat
Salamence
#373 Dragon/Flying Intimidate, Moxie 95 135 80 110 80 100 600 300 275 165 225 165 205 1335
(Mega)
Clear Body, Light
#374 Beldum Steel/Psychic 40 55 80 35 60 30 300 190 115 165 75 125 65 735
Metal
Clear Body, Light
#375 Metang Steel/Psychic 60 75 100 55 80 50 420 230 155 205 115 165 105 975
Metal
Metagross Clear Body, Light
#376 Steel/Psychic 80 135 130 95 90 70 600 270 275 265 195 185 145 1335
(Mega) Metal
#377 Regirock Rock Clear Body, Sturdy 80 100 200 50 100 50 580 270 205 405 105 205 105 1295
Clear Body, Ice
#378 Regice Ice 70 50 100 100 200 50 570 250 105 205 205 405 105 1275
Body
Clear Body, Light
#379 Registeel Steel 80 75 150 75 150 50 580 270 155 305 155 305 105 1295
Metal
#380 Latias (Mega) Dragon/Psychic Levitate 80 80 90 110 130 110 600 270 165 185 225 265 225 1335
#381 Latios (Mega) Dragon/Psychic Levitate 80 90 80 130 110 110 600 270 185 165 265 225 225 1335
#382 Kyogre (Primal) Water Drizzle 100 100 90 150 140 90 670 310 205 185 305 285 185 1475
Groudon
#383 Ground Drought 100 150 140 100 90 90 670 310 305 285 205 185 185 1475
(Primal)
Rayquaza
#384 Dragon/Flying Air Lock 105 150 90 150 90 95 680 320 305 185 305 185 195 1495
(Mega)
#385 Jirachi Steel/Psychic Serene Grace 100 100 100 100 100 100 600 310 205 205 205 205 205 1335
#386 Deoxys (Attack) Psychic Pressure 50 180 20 180 20 150 600 210 365 45 365 45 305 1335
Deoxys
#386 Psychic Pressure 50 70 160 70 160 90 600 210 145 325 145 325 185 1335
(Defense)
Deoxys
#386 Psychic Pressure 50 150 50 150 50 150 600 210 305 105 305 105 305 1335
(Normal)
#386 Deoxys (Speed) Psychic Pressure 50 95 90 95 90 180 600 210 195 185 195 185 365 1335
Overgrow, Shell
#387 Turtwig Grass 55 68 64 45 55 31 318 220 141 133 95 115 67 771
Armor
Overgrow, Shell
#388 Grotle Grass 75 89 85 55 65 36 405 260 183 175 115 135 77 945
Armor
Overgrow, Shell
#389 Torterra Grass/Ground Armor 95 109 105 75 85 56 525 300 223 215 155 175 117 1185

#390 Chimchar Fire Blaze, Iron Fist 44 58 44 58 44 61 309 198 121 93 121 93 127 753
#391 Monferno Fire/Fighting Blaze, Iron Fist 64 78 52 78 52 81 405 238 161 109 161 109 167 945
#392 Infernape Fire/Fighting Blaze, Iron Fist 76 104 71 104 71 108 534 262 213 147 213 147 221 1203
#393 Piplup Water Torrent, Defiant 53 51 53 61 56 40 314 216 107 111 127 117 85 763
#394 Prinplup Water Torrent, Defiant 64 66 68 81 76 50 405 238 137 141 167 157 105 945
#395 Empoleon Water/Steel Torrent, Defiant 84 86 88 111 101 60 530 278 177 181 227 207 125 1195
#396 Starly Normal/Flying Keen Eye, Reckless 40 55 30 30 30 60 245 190 115 65 65 65 125 625
#397 Staravia Normal/Flying Intimidate, Reckless 55 75 50 40 40 80 340 220 155 105 85 85 165 815
#398 Staraptor Normal/Flying Intimidate, Reckless 85 120 70 50 50 100 475 280 245 145 105 105 205 1085
Simple, Unaware,
#399 Bidoof Normal 59 45 40 35 40 31 250 228 95 85 75 85 67 635
Moody
Simple, Unaware,
#400 Bibarel Normal 79 85 60 55 60 71 410 268 175 125 115 125 147 955
Moody
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Shed Skin, Run
#401 Kricketot Bug 37 25 41 25 41 25 194 184 55 87 55 87 55 523
Away
#402 Kricketune Bug Swarm, Technician 77 85 51 55 51 65 384 264 175 107 115 107 135 903
Intimidate, Rivalry,
#403 Shinx Electric 45 65 34 40 34 45 263 200 135 73 85 73 95 661
Guts
Intimidate, Rivalry,
#404 Luxio Electric 60 85 49 60 49 60 363 230 175 103 125 103 125 861
Guts
Intimidate, Rivalry,
#405 Luxray Electric 80 120 79 95 79 70 523 270 245 163 195 163 145 1181
Guts
Natural Cure, Poison
#406 Budew Grass/Poison 40 30 35 50 70 55 280 190 65 75 105 145 115 695
Point, Leaf Guard
Natural Cure, Poison
#407 Roserade Grass/Poison 60 70 55 125 105 90 505 230 145 115 255 215 185 1145
Point, Technician
Mold Breaker, Sheer
#408 Cranidos Rock 67 125 40 30 30 58 350 244 255 85 65 65 121 835
Force
Mold Breaker, Sheer
#409 Rampardos Rock 97 165 60 65 50 58 495 304 335 125 135 105 121 1125
Force
#410 Shieldon Rock/Steel Sturdy, Soundproof 30 42 118 42 88 30 350 170 89 241 89 181 65 835
#411 Bastiodon Rock/Steel Sturdy, Soundproof 60 52 168 47 138 30 495 230 109 341 99 281 65 1125
Shed Skin,
#412 Burmy Bug 40 29 45 29 45 36 224 190 63 95 63 95 77 583
Overcoat
Wormadam Anticipation,
#413 Bug/Grass 60 59 85 79 105 36 424 230 123 175 163 215 77 983
(Plant) Overcoat
Wormadam Anticipation,
#413 Bug/Ground 60 79 105 59 85 36 424 230 163 215 123 175 77 983
(Sandy) Overcoat
Wormadam Anticipation,
#413 Bug/Steel 60 69 95 69 95 36 424 230 143 195 143 195 77 983
(Trash) Overcoat
#414 Mothim Bug/Flying Swarm, Tinted Lens 70 94 50 94 50 66 424 250 193 105 193 105 137 983
Honey Gather,
#415 Combee Bug/Flying 30 30 42 30 42 70 244 170 65 89 65 89 145 623
Hustle
#416 Vespiquen Bug/Flying Pressure, Unnerve 70 80 102 80 102 40 474 250 165 209 165 209 85 1083
#417 Pachirisu Electric 60 45 70 45 90 95 405 230 95 145 95 185 195 945
Pickup, Run Away
Swift Swim, Water
#418 Buizel Water 55 65 35 60 30 85 330 220 135 75 125 65 175 795
Veil
Swift Swim, Water
#419 Floatzel Water 85 105 55 85 50 115 495 280 215 115 175 105 235 1125
Veil
#420 Cherubi Grass Chlorophyll 45 35 45 62 53 35 275 200 75 95 129 111 75 685
#421 Cherrim Grass Flower Gift 70 60 70 87 78 85 450 250 125 145 179 161 175 1035
Sticky Hold, Storm
#422 Shellos Water 76 48 48 57 62 34 325 262 101 101 119 129 73 785
Drain, Sand Force
Sticky Hold, Storm
#423 Gastrodon Water/Ground 111 83 68 92 82 39 475 332 171 141 189 169 83 1085
Drain, Sand Force
Pickup, Technician,
#424 Ambipom Normal 75 100 66 60 66 115 482 260 205 137 125 137 235 1099
Skill Link
Aftermath,
#425 Drifloon Ghost/Flying Unburden, Flare 90 50 34 60 44 70 348 290 105 73 125 93 145 831
Boost
Aftermath,
#426 Drifblim Ghost/Flying Unburden, Flare 150 80 44 90 54 80 498 410 165 93 185 113 165 1131
Boost
Klutz, Run Away,
#427 Buneary Normal 55 66 44 44 56 85 350 220 137 93 93 117 175 835
Limber
Lopunny Cute Charm, Klutz,
#428 Normal 65 76 84 54 96 105 480 240 157 173 113 197 215 1095
(Mega) Limber
#429 Mismagius Ghost Levitate 60 60 60 105 105 105 495 230 125 125 215 215 215 1125
Insomnia, Super
#430 Honchkrow Dark/Flying 100 125 52 105 52 71 505 310 255 109 215 109 147 1145
Luck, Moxie
Limber, Own Tempo,
#431 Glameow Normal 49 55 42 42 37 85 310 208 115 89 89 79 175 755
Keen Eye
Own Tempo, Thick
#432 Purugly Normal 71 82 64 64 59 112 452 252 169 133 133 123 229 1039
Fat, Defiant
#433 Chingling Psychic Levitate 45 30 50 65 50 45 285 200 65 105 135 105 95 705
Aftermath, Stench,
#434 Stunky Poison/Dark 63 63 47 41 41 74 329 236 131 99 87 87 153 793
Keen Eye
Aftermath, Stench,
#435 Skuntank Poison/Dark 103 93 67 71 61 84 479 316 191 139 147 127 173 1093
Keen Eye
Heatproof, Levitate,
#436 Bronzor Steel/Psychic 57 24 86 24 86 23 300 224 53 177 53 177 51 735
Heavy Metal
Heatproof, Levitate,
#437 Bronzong Steel/Psychic 67 89 116 79 116 33 500 244 183 237 163 237 71 1135
Heavy Metal
Rock Head, Sturdy,
#438 Bonsly Rock 50 80 95 10 45 10 290 210 165 195 25 95 25 715
Rattled
Filter, Soundproof,
#439 Mime Jr. Psychic/Fairy 20 25 45 70 90 60 310 150 55 95 145 185 125 755
Technician
Natural, Serene
#440 Happiny Normal Grace, Friend 100 5 5 15 65 30 220 310 15 15 35 135 65 575
Guard
Keen Eye, Tangled
#441 Chatot Normal/Flying 76 65 45 92 42 91 411 262 135 95 189 89 187 957
Feet, Big Pecks
#442 Spiritomb Ghost/Dark Pressure, Infiltrator 50 92 108 92 108 35 485 210 189 221 189 221 75 1105
Sand Veil, Rough
#443 Gible Dragon/Ground Skin 58 70 45 40 45 42 300 226 145 95 85 95 89 735

Sand Veil, Rough


#444 Gabite Dragon/Ground 65 90 65 50 55 82 407 240 185 135 105 115 169 949
Skin
Garchomp Sand Veil, Rough
#445 Dragon/Ground 108 130 95 80 85 102 600 326 265 195 165 175 209 1335
(Mega) Skin
Pickup, Thick Fat,
#446 Munchlax Normal 135 85 40 40 85 5 390 380 175 85 85 175 15 915
Gluttony
Inner Focus,
#447 Riolu Fighting Steadfast, 40 70 40 35 40 60 285 190 145 85 75 85 125 705
Prankster
Inner Focus,
#448 Lucario (Mega) Fighting/Steel 70 110 70 115 70 90 525 250 225 145 235 145 185 1185
Steadfast, Justified
Sand Stream, Sand
#449 Hippopotas Ground 68 72 78 38 42 32 330 246 149 161 81 89 69 795
Force
Sand Stream, Sand
#450 Hippowdon Ground 108 115 118 68 72 47 528 326 235 241 141 149 99 1191
Force
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Battle Armor, Sniper,
#451 Skorupi Poison/Bug 40 50 90 30 55 65 330 190 105 185 65 115 135 795
Keen Eye
Battle Armor, Sniper,
#452 Drapion Poison/Dark 70 90 110 60 75 95 500 250 185 225 125 155 195 1135
Keen Eye
Anticipation, Dry
#453 Croagunk Poison/Fighting 48 61 40 61 40 50 300 206 127 85 127 85 105 735
Skin, Poison Touch
Anticipation, Dry
#454 Toxicroak Poison/Fighting 83 106 65 86 65 85 490 276 217 135 177 135 175 1115
Skin, Poison Touch
#455 Carnivine Grass Levitate 74 100 72 90 72 46 454 258 205 149 185 149 97 1043
Swift Swim, Storm
#456 Finneon Water 49 49 56 49 61 66 330 208 103 117 103 127 137 795
Drain, Water Veil
Swift Swim, Storm
#457 Lumineon Water 69 69 76 69 86 91 460 248 143 157 143 177 187 1055
Drain, Water Veil
Swift Swim, Water
#458 Mantyke Water/Flying 45 20 50 60 120 50 345 200 45 105 125 245 105 825
Absorb, Water Veil
#459 Snover Grass/Ice Snow Warning, 60 62 50 62 60 40 334 230 129 105 129 125 85 803
Soundproof
Abomasnow Snow Warning,
#460 Grass/Ice 90 92 75 92 85 60 494 290 189 155 189 175 125 1123
(Mega) Soundproof
Pressure,
#461 Weavile Dark/Ice 70 120 65 45 85 125 510 250 245 135 95 175 255 1155
Pickpocket
Magnet Pull, Sturdy,
#462 Magnezone Electric/Steel 70 70 115 130 90 60 535 250 145 235 265 185 125 1205
Analytic
Oblivious, Own
#463 Lickilicky Normal 110 85 95 80 95 50 515 330 175 195 165 195 105 1165
Tempo, Cloud Nine
Lightning Rod, Solid
#464 Rhyperior Ground/Rock 115 140 130 55 55 40 535 340 285 265 115 115 85 1205
Rock, Reckless
Chlorophyll, Leaf
#465 Tangrowth Grass 100 100 125 110 50 50 535 310 205 255 225 105 105 1205
Guard, Regenerator
Motor Drive, Vital
#466 Electivire Electric 75 123 67 95 85 95 540 260 251 139 195 175 195 1215
Spirit
#467 Magmortar Fire Flame Body, Vital 75 95 67 125 95 83 540 260 195 139 255 195 171 1215
Spirit
Hustle, Serene
#468 Togekiss Fairy/Flying 85 50 95 120 115 80 545 280 105 195 245 235 165 1225
Grace, Super Luck
Speed Boost, Tinted
#469 Yanmega Bug/Flying 86 76 86 116 56 95 515 282 157 177 237 117 195 1165
Lens, Frisk
Leaf Guard,
#470 Leafeon Grass 65 110 130 60 65 95 525 240 225 265 125 135 195 1185
Chlorophyll
Snow Cloak, Ice
#471 Glaceon Ice 65 60 110 130 95 65 525 240 125 225 265 195 135 1185
Body
Hyper Cutter, Sand
#472 Gliscor Ground/Flying 75 95 125 45 75 95 510 260 195 255 95 155 195 1155
Veil, Poison Heal
Oblivious, Snow
#473 Mamoswine Ice/Ground 110 130 80 70 60 80 530 330 265 165 145 125 165 1195
Cloak, Thick Fat
Adaptability,
#474 Porygon-Z Normal 85 80 70 135 75 90 535 280 165 145 275 155 185 1205
Download, Analytic
#475 Gallade (Mega) Psychic/Fighting Steadfast, Justified 68 125 65 65 115 80 518 246 255 135 135 235 165 1171
Magnet Pull, Sturdy,
#476 Probopass Rock/Steel 60 55 145 75 150 40 525 230 115 295 155 305 85 1185
Sand Force
#477 Dusknoir Ghost Pressure 45 100 135 65 135 45 525 200 205 275 135 275 95 1185
Snow Cloak, Cursed
#478 Froslass Ice/Ghost 70 80 70 80 70 100 470 250 165 145 165 145 205 1075
Body
#479 Rotom (Fan) Electric/Flying Levitate 50 65 107 105 107 86 520 210 135 219 215 219 177 1175
#479 Rotom (Frost) Electric/Ice Levitate 50 65 107 105 107 86 520 210 135 219 215 219 177 1175
#479 Rotom (Heat) Electric/Fire Levitate 50 65 107 105 107 86 520 210 135 219 215 219 177 1175
#479 Rotom (Mow) Electric/Grass Levitate 50 65 107 105 107 86 520 210 135 219 215 219 177 1175
#479 Rotom (Normal) Electric/Ghost Levitate 50 50 77 95 77 91 440 210 105 159 195 159 187 1015
#479 Rotom (Wash) Electric/Water Levitate 50 65 107 105 107 86 520 210 135 219 215 219 177 1175
#480 Uxie Psychic Levitate 75 75 130 75 130 95 580 260 155 265 155 265 195 1295
#481 Mesprit Psychic Levitate 80 105 105 105 105 80 580 270 215 215 215 215 165 1295
#482 Azelf Psychic Levitate 75 125 70 125 70 115 580 260 255 145 255 145 235 1295
#483 Dialga Steel/Dragon Pressure, Telepathy 100 120 120 150 100 90 680 310 245 245 305 205 185 1495
#484 Palkia Water/Dragon Pressure, Telepathy 90 120 100 150 120 100 680 290 245 205 305 245 205 1495
Flash Fire, Flame
#485 Heatran Fire/Steel 91 90 106 130 106 77 600 292 185 217 265 217 159 1335
Body
#486 Regigigas Normal Slow Start 110 160 110 80 110 100 670 330 325 225 165 225 205 1475
Giratina
#487 Ghost/Dragon Pressure, Telepathy 150 100 120 100 120 90 680 410 205 245 205 245 185 1495
(Altered)
#487 Giratina (Origin) Ghost/Dragon Levitate 150 120 100 120 100 90 680 410 245 205 245 205 185 1495
#488 Cresselia Psychic Levitate 120 70 120 75 130 85 600 350 145 245 155 265 175 1335
#489 Phione Water Hydration 80 80 80 80 80 80 480 270 165 165 165 165 165 1095
#490 Manaphy Water Hydration 100 100 100 100 100 100 600 310 205 205 205 205 205 1335
#491 Darkrai Dark Bad Dreams 70 90 90 135 90 125 600 250 185 185 275 185 255 1335
#492 Shaymin (Land) Grass Natural Cure 100 100 100 100 100 100 600 310 205 205 205 205 205 1335
#492 Shaymin (Sky) Grass/Flying Serene Grace 100 103 75 120 75 127 600 310 211 155 245 155 259 1335
Arceus (Forme
#493 Normal Multitype 120 120 120 120 120 120 720 350 245 245 245 245 245 1575
Change)
#494 Victini Psychic/Fire Victory Star 100 100 100 100 100 100 600 310 205 205 205 205 205 1335
#495 Snivy Grass Overgrow, Contrary 45 45 55 45 55 63 308 200 95 115 95 115 131 751
#496 Servine Grass Overgrow, Contrary 60 60 75 60 75 83 413 230 125 155 125 155 171 961
#497 Serperior Grass Overgrow, Contrary 75 75 95 75 95 113 528 260 155 195 155 195 231 1191
#498 Tepig Fire Blaze, Thick Fat 65 63 45 45 45 45 308 240 131 95 95 95 95 751
#499 Pignite Fire/Fighting Blaze, Thick Fat 90 93 55 70 55 55 418 290 191 115 145 115 115 971
#500 Emboar Fire/Fighting Blaze, Thick Fat 110 123 65 100 65 65 528 330 251 135 205 135 135 1191
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#501 Oshawott Water Torrent, Shell Armor 55 55 45 63 45 45 308 220 115 95 131 95 95 751
#502 Dewott Water Torrent, Shell Armor 75 75 60 83 60 60 413 260 155 125 171 125 125 961
#503 Samurott Water Torrent, Shell Armor 95 100 85 108 70 70 528 300 205 175 221 145 145 1191
Keen Eye, Run
#504 Patrat Normal 45 55 39 35 39 42 255 200 115 83 75 83 89 645
Away, Analytic
Illuminate, Keen
#505 Watchog Normal 60 85 69 60 69 77 420 230 175 143 125 143 159 975
Eye, Analytic
Pickup, Vital Spirit,
#506 Lillipup Normal 45 60 45 25 45 55 275 200 125 95 55 95 115 685
Run Away
Intimidate, Sand
#507 Herdier Normal 65 80 65 35 65 60 370 240 165 135 75 135 125 875
Rush, Scrappy
Intimidate, Sand
#508 Stoutland Normal 85 100 90 45 90 80 490 280 205 185 95 185 165 1115
Rush, Scrappy
Limber, Unburden,
#509 Purrloin Dark 41 50 37 50 37 66 281 192 105 79 105 79 137 697
Prankster
Limber, Unburden,
#510 Liepard Dark 64 88 50 88 50 106 446 238 181 105 181 105 217 1027
Prankster
#511 Pansage Grass Gluttony, Overgrow 50 53 48 53 48 54 306 210 111 101 111 101 113 747
#512 Simisage Grass Gluttony, Overgrow 75 98 63 98 63 101 498 260 201 131 201 131 207 1131
#513 Pansear Fire Gluttony, Blaze 50 53 48 53 48 64 316 210 111 101 111 101 133 767
#514 Simisear Fire Gluttony, Blaze 75 98 63 98 63 101 498 260 201 131 201 131 207 1131
#515 Panpour Water Gluttony, Torrent 50 53 48 53 48 64 316 210 111 101 111 101 133 767
#516 Simipour Water Gluttony, Torrent 75 98 63 98 63 101 498 260 201 131 201 131 207 1131
Forewarn,
#517 Munna Psychic Synchronize, 76 25 45 67 55 24 292 262 55 95 139 115 53 719
Telepathy
Forewarn,
#518 Musharna Psychic Synchronize, 116 55 85 107 95 29 487 342 115 175 219 195 63 1109
Telepathy
Big Pecks, Super
#519 Pidove Normal/Flying 50 55 50 36 30 43 264 210 115 105 77 65 91 663
Luck, Rivalry
Big Pecks, Super
#520 Tranquill Normal/Flying 62 77 62 50 42 65 358 234 159 129 105 89 135 851
Luck, Rivalry
Big Pecks, Super
#521 Unfezant Normal/Flying 80 105 80 65 55 93 478 270 215 165 135 115 191 1091
Luck, Rivalry
Lightning Rod, Motor
#522 Blitzle Electric 45 60 32 50 32 76 295 200 125 69 105 69 157 725
Drive, Sap Sipper
Lightning Rod, Motor
#523 Zebstrika Electric 75 100 63 80 63 116 497 260 205 131 165 131 237 1129
Drive, Sap Sipper
Sturdy, Weak Armor,
#524 Roggenrola Rock 55 75 85 25 25 15 280 220 155 175 55 55 35 695
Sand Force
Sturdy, Weak Armor,
#525 Boldore Rock 70 105 105 50 40 20 390 250 215 215 105 85 45 915
Sand Force
Sturdy, Sand
#526 Gigalith Rock 85 135 130 60 70 25 505 280 275 265 125 145 55 1145
Stream, Sand Force
Klutz, Unaware,
#527 Woobat Psychic/Flying 65 45 43 55 43 72 323 240 95 91 115 91 149 781
Simple
Klutz, Unaware,
#528 Swoobat Psychic/Flying 67 57 55 77 55 114 425 244 119 115 159 115 233 985
Simple
Sand Force, Sand
#529 Drilbur Ground 60 85 40 30 45 68 328 230 175 85 65 95 141 791
Rush, Mold Breaker
Sand Force, Sand
#530 Excadrill Ground/Steel 110 135 60 50 65 88 508 330 275 125 105 135 181 1151
Rush, Mold Breaker
Healer, Regenerator,
#531 Audino (Mega) Normal 103 60 86 60 86 50 445 316 125 177 125 177 105 1025
Klutz
Guts, Sheer Force,
#532 Timburr Fighting 75 80 55 25 35 35 305 260 165 115 55 75 75 745
Iron Fist
Guts, Sheer Force,
#533 Gurdurr Fighting 85 105 85 40 50 40 405 280 215 175 85 105 85 945
Iron Fist
Guts, Sheer Force,
#534 Conkeldurr Fighting 105 140 95 55 65 45 505 320 285 195 115 135 95 1145
Iron Fist
Hydration, Swift
#535 Tympole Water Swim, Water 50 50 40 50 40 64 294 210 105 85 105 85 133 723
Absorb
Hydration, Swift
#536 Palpitoad Water/Ground Swim, Water 75 65 55 65 55 69 384 260 135 115 135 115 143 903
Absorb
Poison Touch, Swift
#537 Seismitoad Water/Ground Swim, Water 105 85 75 85 75 74 499 320 175 155 175 155 153 1133
Absorb
Guts, Inner Focus,
#538 Throh Fighting 120 100 85 30 85 45 465 350 205 175 65 175 95 1065
Mold Breaker
Inner Focus, Sturdy,
#539 Sawk Fighting 75 125 75 30 75 85 465 260 255 155 65 155 175 1065
Mold Breaker
Chlorophyll, Swarm,
#540 Sewaddle Bug/Grass 45 53 70 40 60 42 310 200 111 145 85 125 89 755
Overcoat
Chlorophyll, Leaf
#541 Swadloon Bug/Grass 55 63 90 50 80 42 380 220 131 185 105 165 89 895
Guard, Overcoat
Chlorophyll, Swarm,
#542 Leavanny Bug/Grass 75 103 80 70 70 92 490 260 211 165 145 145 189 1115
Overcoat
Poison Point,
#543 Venipede Bug/Grass 30 45 59 30 39 57 260 170 95 123 65 83 119 655
Swarm, Quick Feet
Poison Point,
#544 Whirlipede Bug/Poison 40 55 99 40 79 47 360 190 115 203 85 163 99 855
Swarm, Quick Feet
Poison Point,
#545 Scolipede Bug/Poison 60 90 89 55 69 112 475 230 185 183 115 143 229 1085
Swarm, Quick Feet
Infiltrator, Prankster,
#546 Cottonee Grass 40 27 60 37 50 66 280 190 59 125 79 105 137 695
Chlorophyll
Infiltrator, Prankster,
#547 Whimsicott Grass/Fairy 60 67 87 77 75 116 482 230 139 179 159 155 237 1099
Chlorophyll
Chlorophyll, Own
#548 Petilil Grass 45 35 50 70 50 30 280 200 75 105 145 105 65 695
Tempo, Leaf Guard
Chlorophyll, Own
#549 Lilligant Grass 70 60 75 110 75 90 480 250 125 155 225 155 185 1095
Tempo, Leaf Guard
Adaptability,
#550 Basculin (Red) Water Reckless, Mold 70 92 65 80 55 98 460 250 189 135 165 115 201 1055
Breaker
Adaptability, Rock
#550 Basculin (Blue) Water 70 92 65 80 55 98 460 250 189 135 165 115 201 1055
Head, Mold Breaker
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Intimidate, Moxie,
#551 Sandile Ground/Dark 50 72 35 35 35 65 292 210 149 75 75 75 135 719
Anger Point
Intimidate, Moxie,
#552 Krokorok Ground/Dark 60 82 45 45 45 74 351 230 169 95 95 95 153 837
Anger Point
Intimidate, Moxie,
#553 Krookodile Ground/Dark 95 117 70 65 70 92 509 300 239 145 135 145 189 1153
Anger Point
#554 Darumaka Fire Hustle, Inner Focus 70 90 45 15 45 50 315 250 185 95 35 95 105 765
Darmanitan Sheer Force, Zen
#555 Fire 105 140 55 30 55 95 480 320 285 115 65 115 195 1095
(Standard) Mode
Darmanitan
#555 Fire/Psychic Zen Mode 105 30 105 140 105 55 540 320 65 215 285 215 115 1215
(Zen)
Chlorophyll, Water
#556 Maractus Grass Absorb, Storm 75 86 67 106 67 60 461 260 177 139 217 139 125 1057
Drain
Shell Armor, Sturdy,
#557 Dwebble Bug/Rock 50 65 85 35 35 55 325 210 135 175 75 75 115 785
Weak Armor
Shell Armor, Sturdy,
#558 Crustle Bug/Rock 70 105 125 65 75 45 485 250 215 255 135 155 95 1105
Weak Armor
Moxie, Shed Skin,
#559 Scraggy Dark/Fighting 50 75 70 35 70 48 348 210 155 145 75 145 101 831
Intimidate
Moxie, Shed Skin,
#560 Scrafty Dark/Fighting 65 90 115 45 115 58 488 240 185 235 95 235 121 1111
Intimidate
Magic Guard,
#561 Sigilyph Psychic/Flying Wonder Skin, Tinted 72 58 80 103 80 97 490 254 121 165 211 165 199 1115
Lens
#562 Yamask Ghost Mummy 38 30 85 55 65 30 303 186 65 175 115 135 65 741
#563 Cofagrigus Ghost Mummy 58 50 145 95 105 30 483 226 105 295 195 215 65 1101
Solid Rock, Sturdy,
#564 Tirtouga Water/Rock 54 78 103 53 45 22 355 218 161 211 111 95 49 845
Swift Swim
Solid Rock, Sturdy,
#565 Carracosta Water/Rock 74 108 133 83 65 32 495 258 221 271 171 135 69 1125
Swift Swim
#566 Archen Rock/Flying Defeatist 55 112 45 74 45 70 401 220 229 95 153 95 145 937
#567 Archeops Rock/Flying Defeatist 75 140 65 112 65 110 567 260 285 135 229 135 225 1269
Stench, Sticky Hold,
#568 Trubbish Poison 50 50 62 40 62 65 329 210 105 129 85 129 135 793
Aftermath
Stench, Weak
#569 Garbodor Poison 80 95 82 60 82 75 474 270 195 169 125 169 155 1083
Armor, Aftermath
#570 Zorua Dark Illusion 40 65 40 80 40 65 330 190 135 85 165 85 135 795
#571 Zoroark Dark Illusion 60 105 60 120 60 105 510 230 215 125 245 125 215 1155
Cute Charm,
#572 Minccino Normal Technician, Skill 55 50 40 40 40 75 300 220 105 85 85 85 155 735
Link
Cute Charm,
#573 Cinccino Normal Technician, Skill 75 95 60 65 60 115 470 260 195 125 135 125 235 1075
Link
Frisk, Shadow Tag,
#574 Gothita Psychic 45 30 50 55 65 45 290 200 65 105 115 135 95 715
Competitive
Frisk, Shadow Tag,
#575 Gothorita Psychic 60 45 70 75 85 55 390 230 95 145 155 175 115 915
Competitive
Frisk, Shadow Tag,
#576 Gothitelle Psychic 60 45 70 75 85 55 390 230 95 145 155 175 115 915
Competitive
Magic Guard,
#577 Solosis Psychic Overcoat, 45 30 40 105 50 20 290 200 65 85 215 105 45 715
Regenerator
Magic Guard,
#578 Duosion Psychic Overcoat, 65 40 50 125 60 30 370 240 85 105 255 125 65 875
Regenerator
Magic Guard,
#579 Reuniclus Psychic Overcoat, 110 65 75 125 85 30 490 330 135 155 255 175 65 1115
Regenerator
Big Pecks, Keen
#580 Ducklett Water/Flying 62 44 50 44 50 55 305 234 93 105 93 105 115 745
Eye, Hydration
Big Pecks, Keen
#581 Swanna Water/Flying 78 87 63 87 63 98 476 266 179 131 179 131 201 1087
Eye, Hydration
Ice Body, Snow
#582 Vanillite Ice 36 50 50 65 60 44 305 182 105 105 135 125 93 745
Cloak, Weak Armor
Ice Body, Snow
#583 Vanillish Ice 51 65 65 80 75 59 395 212 135 135 165 155 123 925
Cloak, Weak Armor
Ice Body, Snow
#584 Vanilluxe Ice Warning, Weak 71 95 85 110 95 79 535 252 195 175 225 195 163 1205
Armor
Chlorophyll, Sap
#585 Deerling Normal/Grass Sipper, Serene 60 60 50 40 50 75 335 230 125 105 85 105 155 805
Grace
Chlorophyll, Sap
#586 Sawsbuck Normal/Grass Sipper, Serene 80 100 70 60 70 95 475 270 205 145 125 145 195 1085
Grace
#587 Emolga Electric/Flying Static, Motor Drive 55 75 60 75 60 103 428 220 155 125 155 125 211 991
Shed Skin, Swarm,
#588 Karrablast Bug 50 75 45 40 45 60 315 210 155 95 85 95 125 765
No Guard
Shell Armor, Swarm,
#589 Escavalier Bug/Steel 70 135 105 60 105 20 495 250 275 215 125 215 45 1125
Overcoat
Effect Spore,
#590 Foongus Grass/Poison Regenerator 69 55 45 55 55 10 289 248 115 95 115 115 25 713

Effect Spore,
#591 Amoonguss Grass/Poison 114 85 70 85 80 30 464 338 175 145 175 165 65 1063
Regenerator
Cursed Body, Water
#592 Frillish Water/Ghost 55 40 50 65 85 40 335 220 85 105 135 175 85 805
Absorb, Damp
Cursed Body, Water
#593 Jellicent Water/Ghost 100 60 70 85 105 60 480 310 125 145 175 215 125 1095
Absorb, Damp
Healer, Hydration,
#594 Alomomola Water 165 75 80 40 45 65 470 440 155 165 85 95 135 1075
Regenerator
Compound Eyes,
#595 Joltik Electric/Bug 50 47 50 57 50 65 319 210 99 105 119 105 135 773
Unnerve, Swarm
Compound Eyes,
#596 Galvantula Electric/Bug 70 77 60 97 60 108 472 250 159 125 199 125 221 1079
Unnerve, Swarm
#597 Ferroseed Grass/Steel Iron Barbs 44 50 91 24 86 10 305 198 105 187 53 177 25 745
#598 Ferrothorn Grass/Steel Iron Barbs 74 94 131 54 116 20 489 258 193 267 113 237 45 1113
Minus, Plus, Clear
#599 Klink Steel 40 55 70 45 60 30 300 190 115 145 95 125 65 735
Body
Minus, Plus, Clear
#600 Klang Steel 60 80 95 70 85 50 440 230 165 195 145 175 105 1015
Body
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Minus, Plus, Clear
#601 Klinklang Steel 60 100 115 70 85 90 520 230 205 235 145 175 185 1175
Body
#602 Tynamo Electric Levitate 35 55 40 45 40 60 275 180 115 85 95 85 125 685
#603 Eelektrik Electric Levitate 65 80 70 75 70 40 400 240 165 145 155 145 85 935
#604 Eelektross Electric Levitate 85 115 80 105 80 50 515 280 235 165 215 165 105 1165
Synchronize,
#605 Elgyem Psychic 55 55 55 85 55 30 335 220 115 115 175 115 65 805
Telepathy, Analytic
Synchronize,
#606 Beheeyem Psychic 75 75 75 125 95 40 485 260 155 155 255 195 85 1105
Telepathy, Analytic
Flame Body, Flash
#607 Litwick Ghost/Fire 50 30 55 65 55 20 275 210 65 115 135 115 45 685
Fire, Infiltrator
Flame Body, Flash
#608 Lampent Ghost/Fire 60 40 60 95 60 55 370 230 85 125 195 125 115 875
Fire, Infiltrator
Flame Body, Flash
#609 Chandelure Ghost/Fire 60 50 90 145 90 80 515 230 105 185 295 185 165 1165
Fire, Infiltrator
Mold Breaker,
#610 Axew Dragon 46 87 60 30 40 57 320 202 179 125 65 85 119 775
Rivalry, Unnerve
Mold Breaker,
#611 Fraxure Dragon 66 117 70 40 50 67 410 242 239 145 85 105 139 955
Rivalry, Unnerve
Mold Breaker,
#612 Haxorus Dragon 76 147 90 60 70 97 540 262 299 185 125 145 199 1215
Rivalry, Unnerve
Snow Cloak, Slush
#613 Cubchoo Ice 55 70 40 60 40 40 305 220 145 85 125 85 85 745
Rush, Rattled
Snow Cloak, Slush
#614 Beartic Ice 95 130 80 70 80 50 505 300 265 165 145 165 105 1145
Rush, Swift Swim
#615 Cryogonal Ice Levitate 80 50 50 95 135 105 515 270 105 105 195 275 215 1165
Hydration, Shell
#616 Shelmet Bug 50 40 85 40 65 25 305 210 85 175 85 135 55 745
Armor, Overcoat

Hydration, Sticky
#617 Accelgor Bug 80 70 40 100 60 145 495 270 145 85 205 125 295 1125
Hold, Unburden
Limber, Static, Sand
#618 Stunfisk Ground/Electric 109 66 84 81 99 32 471 328 137 173 167 203 69 1077
Veil
Inner Focus,
#619 Mienfoo Fighting Regenerator, 45 85 50 55 50 65 350 200 175 105 115 105 135 835
Reckless
Inner Focus,
#620 Mienshao Fighting Regenerator, 65 125 60 95 60 105 510 240 255 125 195 125 215 1155
Reckless
Rough Skin, Sheer
#621 Druddigon Dragon Force, Mold 77 120 90 60 90 48 485 264 245 185 125 185 101 1105
Breaker
Iron Fist, Klutz, No
#622 Golett Ground/Ghost 59 74 50 35 50 35 303 228 153 105 75 105 75 741
Guard
Iron Fist, Klutz, No
#623 Golurk Ground/Ghost 89 124 80 55 80 55 483 288 253 165 115 165 115 1101
Guard
Defiant, Inner Focus,
#624 Pawniard Dark/Steel 45 85 70 40 40 60 340 200 175 145 85 85 125 815
Pressure
Defiant, Inner Focus,
#625 Bisharp Dark/Steel 65 125 100 60 70 70 490 240 255 205 125 145 145 1115
Pressure
Reckless, Sap
#626 Bouffalant Normal 95 110 95 40 95 55 490 300 225 195 85 195 115 1115
Sipper, Soundproof
Keen Eye, Sheer
#627 Rufflet Normal/Flying 70 83 50 37 50 60 350 250 171 105 79 105 125 835
Force, Hustle
#628 Braviary Normal/Flying Keen Eye, Sheer 100 123 75 87 75 80 540 310 251 155 179 155 165 1215
Force, Defiant
Big Pecks, Overcoat,
#629 Vullaby Dark/Flying 70 55 75 45 65 60 370 250 115 155 95 135 125 875
Weak Armor
Big Pecks, Overcoat,
#630 Mandibuzz Dark/Flying 110 65 105 55 95 80 510 330 135 215 115 195 165 1155
Weak Armor
Flash Fire, Gluttony,
#631 Heatmor Fire 85 97 66 105 66 65 484 280 199 137 215 137 135 1103
White Smoke
Hustle, Swarm,
#632 Durant Bug/Steel 58 109 112 48 48 109 484 226 223 229 101 101 223 1103
Truant
#633 Deino Dark/Dragon Hustle 52 65 50 45 50 38 300 214 135 105 95 105 81 735
#634 Zweilous Dark/Dragon Hustle 72 85 70 65 70 58 420 254 175 145 135 145 121 975
#635 Hydreigon Dark/Dragon Levitate 92 105 90 125 90 98 600 294 215 185 255 185 201 1335
#636 Larvesta Bug/Fire Flame Body, Swarm 55 85 55 50 55 60 360 220 175 115 105 115 125 855
#637 Volcarona Bug/Fire Flame Body, Swarm 85 60 65 135 105 100 550 280 125 135 275 215 205 1235
#638 Cobalion Steel/Fighting Justified 91 90 129 90 72 108 580 292 185 263 185 149 221 1295
#639 Terrakion Rock/Fighting Justified 91 129 90 72 90 108 580 292 263 185 149 185 221 1295
#640 Virizion Grass/Fighting Justified 91 90 72 90 129 108 580 292 185 149 185 263 221 1295
Tornadus
#641 Flying Prankster, Defiant 79 115 70 125 80 111 580 268 235 145 255 165 227 1295
(Incarnate)
Tornadus
#641 Flying Regenerator 79 100 80 110 90 121 580 268 205 165 225 185 247 1295
(Therian)
Thundurus
#642 Electric/Flying Prankster, Defiant 79 115 70 125 80 111 580 268 235 145 255 165 227 1295
(Incarnate)
Thundurus
#642 (Therian) Electric/Flying Volt Absorb 79 105 70 145 80 101 580 268 215 145 295 165 207 1295

#643 Reshiram Dragon/Fire Turboblaze 100 120 100 150 120 90 680 310 245 205 305 245 185 1495
#644 Zekrom Dragon/Electric Teravolt 100 150 120 120 100 90 680 310 305 245 245 205 185 1495
Landorus Sand Force, Sheer
#645 Ground/Flying 89 125 90 115 80 101 600 288 255 185 235 165 207 1335
(Incarnate) Force
Landorus
#645 Ground/Flying Intimidate 89 145 90 105 80 91 600 288 295 185 215 165 187 1335
(Therian)
Kyurem
#646 Dragon/Ice Pressure 125 130 90 130 90 95 660 360 265 185 265 185 195 1455
(unfused)
#646 Kyurem-Black Dragon/Ice Teravolt 125 170 100 120 90 95 700 360 345 205 245 185 195 1535
#646 Kyurem-White Dragon/Ice Turboblaze 125 120 90 170 100 95 700 360 245 185 345 205 195 1535
#647 Keldeo Water/Fighting Justified 91 72 90 129 90 108 580 292 149 185 263 185 221 1295
#648 Meloetta (Aria) Normal/Psychic Serene Grace 100 77 77 128 128 90 600 310 159 159 261 261 185 1335
Meloetta
#648 Normal/Fighting Serene Grace 100 128 90 77 77
(Pirouette)
#649 Genesect Bug/Steel Download 71 120 95 120 95 99 600 252 245 195 245 195 203 1335
Overgrow,
#650 Chespin Grass 56 61 65 48 45 38 313 222 127 135 101 95 81 761
Bulletproof
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Overgrow,
#651 Quilladin Grass 61 78 95 56 58 57 405 232 161 195 117 121 119 945
Bulletproof
Overgrow,
#652 Chesnaught Grass/Fighting 88 107 122 74 75 64 530 286 219 249 153 155 133 1195
Bulletproof
#653 Fennekin Fire Blaze, Magician 40 45 40 62 60 60 307 190 95 85 129 125 125 749
#654 Braixen Fire Blaze, Magician 59 59 58 90 70 73 409 228 123 121 185 145 151 953
#655 Delphox Fire/Psychic Blaze, Magician 75 69 72 114 100 104 534 260 143 149 233 205 213 1203
#656 Froakie Water Torrent, Protean 41 56 40 62 44 71 314 192 117 85 129 93 147 763
#657 Frogadier Water Torrent, Protean 54 63 52 83 56 97 405 218 131 109 171 117 199 945
Greninja
#658 Water/Dark Torrent, Protean 72 95 67 103 71 122 530 254 195 139 211 147 249 1195
(Normal)
Greninja (Battle
#658 Water/Dark Battle Bond 72 95 67 103 71 122 530 254 195 139 211 147 249 1195
Bonded)
#658 Ash-Greninja Water/Dark Battle Bond 72 145 67 153 71 132 640 254 295 139 311 147 269 1415
Pickup, Cheek
#659 Bunnelby Normal 38 36 38 32 36 57 237 186 77 81 69 77 119 609
Pouch
Pickup, Cheek
#660 Diggersby Normal/Ground 85 56 77 50 77 78 423 280 117 159 105 159 161 981
Pouch
Big Pecks, Gale
#661 Fletchling Normal/Flying 45 50 43 40 38 62 278 200 105 91 85 81 129 691
Wings
Flame Body, Gale
#662 Fletchinder Fire/Flying 62 73 55 56 52 84 382 234 151 115 117 109 173 899
Wings
Flame Body, Gale
#663 Talonflame Fire/Flying 78 81 71 74 69 126 499 266 167 147 153 143 257 1133
Wings
Shield Dust,
#664 Scatterbug Bug Compound Eyes, 38 35 40 27 25 35 200 186 75 85 59 55 75 535
Friend Guard
Shed Skin, Friend
#665 Spewpa Bug 45 22 60 27 30 29 213 200 49 125 59 65 63 561
Guard
Shield Dust,
#666 Vivillon Bug/Flying Compound Eyes, 80 52 50 90 50 89 411 270 109 105 185 105 183 957
Friend Guard
#667 Litleo Normal/Fire Rivalry, Unnerve 62 50 58 73 54 72 369 234 105 121 151 113 149 873

#668 Pyroar Normal/Fire Rivalry, Unnerve 86 68 72 109 66 106 507 282 141 149 223 137 217 1149
Flabb (All Flower Veil,
#669 Fairy 44 38 39 61 79 42 303 198 81 83 127 163 89 741
Formes) Symbiosis
Floette (Most Flower Veil,
#670 Fairy 74 65 67 125 128 92 551 258 135 139 255 261 189 1237
Formes) Symbiosis
Floette (Eternal
#670 Fairy Flower Veil 54 45 47 75 98 52 371 218 95 99 155 201 109 877
Flower)
Florges (All Flower Veil,
#671 Fairy 78 65 68 112 154 75 552 266 135 141 229 313 155 1239
Formes) Symbiosis
Sap Sipper, Grass
#672 Skiddo Grass 66 65 48 62 57 52 350 242 135 101 129 119 109 835
Pelt
Sap Sipper, Grass
#673 Gogoat Grass 123 100 62 97 81 68 531 356 205 129 199 167 141 1197
Pelt
Iron Fist, Mold
#674 Pancham Fighting 67 82 62 46 48 43 348 244 169 129 97 101 91 831
Breaker, Scrappy
Iron Fist, Mold
#675 Pangoro Fighting/Dark 95 124 78 69 71 58 495 300 253 161 143 147 121 1125
Breaker, Scrappy
#676 Furfrou Normal Fur Coat 75 80 60 65 90 82 452 260 165 125 135 185 169 1039
Keen Eye, Infiltrator,
#677 Espurr Psychic 62 48 54 63 60 68 355 234 101 113 131 125 141 845
Own Tempo
Keen Eye, Infiltrator,
#678 Meowstic Psychic 74 48 76 83 81 104 466 258 101 157 171 167 213 1067
Prankster
Keen Eye, Infiltrator,
#678 Meowstic Psychic 74 48 76 83 81 104 466 258 101 157 171 167 213 1067
Competitive
#679 Honedge Steel/Ghost No Guard 45 80 100 35 37 28 325 200 165 205 75 79 61 785
#680 Doublade Steel/Ghost No Guard 59 110 150 45 49 35 448 228 225 305 95 103 75 1031
Aegislash
#681 Steel/Ghost Stance Change 60 50 150 50 150 60 520 230 105 305 105 305 125 1175
(Shield)
Aegislash
#681 Steel/Ghost Stance Change 60 150 50 150 50 60 520 230 305 105 305 105 125 1175
(Sword)
#682 Spritzee Fairy Healer, Aroma Veil 78 52 60 63 65 23 341 266 109 125 131 135 51 817
#683 Aromatisse Fairy Healer, Aroma Veil 101 72 72 99 89 29 462 312 149 149 203 183 63 1059
Sweet Veil,
#684 Swirlix Fairy 62 48 66 59 57 49 341 234 101 137 123 119 103 817
Unburden
Sweet Veil,
#685 Slurpuff Fairy 82 80 86 85 75 72 480 274 165 177 175 155 149 1095
Unburden
Contrary, Suction
#686 Inkay Dark/Psychic 53 54 53 37 46 45 288 216 113 111 79 97 95 711
Cups, Infiltrator
Contrary, Suction
#687 Malamar Dark/Psychic 86 92 88 68 75 73 482 282 189 181 141 155 151 1099
Cups, Infiltrator
Tough Charm,
#688 Binacle Rock/Water 42 52 67 39 56 50 306 194 109 139 83 117 105 747
Sniper, Pickpocket
Tough Charm,
#689 Barbaracle Rock/Water 72 105 115 54 86 68 500 254 215 235 113 177 141 1135
Sniper, Pickpocket
Poison Point, Poison
#690 Skrelp Poison/Water 50 60 60 60 60 30 320 210 125 125 125 125 65 775
Touch, Adaptability
Poison Point, Poison
#691 Dragalge Poison/Dragon Touch, Adaptability 65 75 90 97 123 44 494 240 155 185 199 251 93 1123

#692 Clauncher Water Mega Launcher 50 53 62 58 63 44 330 210 111 129 121 131 93 795
#693 Clawitzer Water Mega Launcher 71 73 88 120 89 59 500 252 151 181 245 183 123 1135
Dry Skin, Sand Veil,
#694 Helioptile Electric/Normal 44 38 33 61 43 70 289 198 81 71 127 91 145 713
Solar Power
#695 Heliolisk Electric/Normal Dry Skin, Sand Veil, 62 55 52 109 94 109 481 234 115 109 223 193 223 1097
Solar Power
#696 Tyrunt Rock/Dragon Strong Jaw, Sturdy 58 89 77 45 45 48 362 226 183 159 95 95 101 859
Strong Jaw, Rock
#697 Tyrantrum Rock/Dragon 82 121 119 69 59 71 521 274 247 243 143 123 147 1177
Head
Refrigerate, Snow
#698 Amaura Ice/Rock 77 59 50 67 63 46 362 264 123 105 139 131 97 859
Warning
Refrigerate, Snow
#699 Aurorus Ice/Rock 123 77 72 99 92 58 521 356 159 149 203 189 121 1177
Warning
Cute Charm,
#700 Sylveon Fairy 95 65 65 110 130 60 525 300 135 135 225 265 125 1185
Pixilate
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Limber, Unburden,
#701 Hawlucha Fighting/Flying 78 92 75 74 63 118 500 266 189 155 153 131 241 1135
Mold Breaker
Cheek Pouch,
#702 Dedenne Electric/Fairy 67 58 57 81 67 101 431 244 121 119 167 139 207 997
Pickup, Plus
#703 Carbink Rock/Fairy Clear Body, Sturdy 50 50 150 50 150 50 500 210 105 305 105 305 105 1135
Sap Sipper,
#704 Goomy Dragon 45 50 35 55 75 40 300 200 105 75 115 155 85 735
Hydration, Gooey
Sap Sipper,
#705 Sliggoo Dragon 68 75 53 83 113 60 452 246 155 111 171 231 125 1039
Hydration, Gooey
Sap Sipper,
#706 Goodra Dragon 90 100 70 110 150 80 600 290 205 145 225 305 165 1335
Hydration, Gooey
#707 Klefki Steel/Fairy Prankster, Magician 57 80 91 80 87 75 470 224 165 187 165 179 155 1075
Natural Cure, Frisk,
#708 Phantump Ghost/Grass 43 70 48 50 60 38 309 196 145 101 105 125 81 753
Harvest
Natural Cure, Frisk,
#709 Trevenant Ghost/Grass 85 110 76 65 82 56 474 280 225 157 135 169 117 1083
Harvest
Pumpkaboo Natural Cure, Frisk,
#710 Ghost/Grass 49 66 70 44 55 51 335 208 137 145 93 115 107 805
(Small) Insomnia
Pumpkaboo Natural Cure, Frisk,
#710 Ghost/Grass 54 66 70 44 55 46 335 218 137 145 93 115 97 805
(Average) Insomnia
Pumpkaboo Natural Cure, Frisk,
#710 Ghost/Grass 44 66 70 44 55 56 335 198 137 145 93 115 117 805
(Large) Insomnia
Pumpkaboo Natural Cure, Frisk,
#710 Ghost/Grass 59 66 70 44 55 41 335 228 137 145 93 115 87 805
(Super-Size) Insomnia
Gourgeist Pickup, Frisk,
#711 Ghost/Grass 65 90 122 58 75 84 494 240 185 249 121 155 173 1123
(Small) Insomnia
Gourgeist Pickup, Frisk,
#711 Ghost/Grass 75 95 122 58 75 69 494 260 195 249 121 155 143 1123
(Average) Insomnia
Gourgeist Pickup, Frisk,
#711 (Large) Ghost/Grass Insomnia 55 85 122 58 75 99 494 220 175 249 121 155 203 1123

Gourgeist Pickup, Frisk,


#711 Ghost/Grass 85 100 122 58 75 54 494 280 205 249 121 155 113 1123
(Super-Size) Insomnia
Own Tempo, Ice
#712 Bergmite Ice 55 69 85 32 35 28 304 220 143 175 69 75 61 743
Body, Sturdy
Own Tempo, Ice
#713 Avalugg Ice 95 117 184 44 46 28 514 300 239 373 93 97 61 1163
Body, Sturdy
Frisk, Infiltrator,
#714 Noibat Dragon/Flying 40 30 35 45 40 55 245 190 65 75 95 85 115 625
Telepathy
Frisk, Infiltrator,
#715 Noivern Dragon/Flying 85 70 80 97 80 123 535 280 145 165 199 165 251 1205
Telepathy
#716 Xerneas Fairy Fairy Aura 126 131 95 131 98 99 680 362 267 195 267 201 203 1495
#717 Yveltal Dark/Flying Dark Aura 126 131 95 131 98 99 680 362 267 195 267 201 203 1495
#718 Zygarde (10%) Dragon/Ground Power Construct 54 100 71 61 85 110 481 218 205 147 127 175 225 1097
#718 Zygarde (50%) Dragon/Ground Aura Break 108 100 121 81 95 95 600 326 205 247 167 195 195 1335
Zygarde
#718 Dragon/Ground Power Construct 216 100 121 81 95 95 708 542 205 247 167 195 195 1551
(Complete)
#719 Diancie (Mega) Rock/Fairy Clear Body 50 100 150 100 150 50 600 210 205 305 205 305 105 1335
Hoopa
#720 Psychic/Ghost Magician 80 110 60 150 130 70 600 270 225 125 305 265 145 1335
Unbound
#720 Hoopa Psychic/Dark Magician 80 160 60 170 130 80 680 270 325 125 345 265 165 1495
#721 Volcanion Fire/Water Water Absorb 80 110 120 130 90 70 600 270 225 245 265 185 145 1335
Overgrow, Long
#722 Rowlet Grass/Flying 68 55 55 50 50 42 320 246 115 115 105 105 89 775
Reach
Overgrow, Long
#723 Dartrix Grass/Flying 78 75 75 70 70 52 420 266 155 155 145 145 109 975
Reach
Overgrow, Long
#724 Decidueye Grass/Ghost 78 107 75 100 100 70 530 266 219 155 205 205 145 1195
Reach
#725 Litten Fire Blaze, Intimidate 45 65 40 60 40 70 320 200 135 85 125 85 145 775
#726 Torracat Fire Blaze, Intimidate 65 85 50 80 50 90 420 240 175 105 165 105 185 975
#727 Incineroar Fire/Dark Blaze, Intimidate 95 115 90 80 90 60 530 300 235 185 165 185 125 1195
Torrent, Liquid
#728 Popplio Water 50 54 54 66 56 40 320 210 113 113 137 117 85 775
Voice
Torrent, Liquid
#729 Brionne Water 60 69 69 91 81 50 420 230 143 143 187 167 105 975
Voice
Torrent, Liquid
#730 Primarina Water/Fairy 80 74 74 126 116 60 530 270 153 153 257 237 125 1195
Voice
Keen Eye, Skill Link,
#731 Pikipek Normal/Flying 35 75 30 30 30 65 265 180 155 65 65 65 135 665
Pickup
Keen Eye, Skill Link,
#732 Trumbeak Normal/Flying 55 85 50 40 50 75 355 220 175 105 85 105 155 845
Pickup
Keen Eye, Skill Link,
#733 Toucannon Normal/Flying 80 120 75 75 75 60 485 270 245 155 155 155 125 1105
Sheer Force
Stakeout, Strong
#734 Yungoos Normal 48 70 30 30 30 45 253 206 145 65 65 65 95 641
Jaw, Adaptability
Stakeout, Strong
#735 Gumshoos Normal 88 110 60 55 60 40 413 286 225 125 115 125 85 961
Jaw, Adaptability
#736 Grubbin Bug Swarm 47 62 45 55 45 46 300 204 129 95 115 95 97 735
#737 Charjabug Bug/Electric Battery 57 82 95 55 75 36 400 224 169 195 115 155 77 935
#738 Vikavolt Bug/Electric Levitate 77 70 90 145 75 43 500 264 145 185 295 155 91 1135
Hyper Cutter, Iron
#739 Crabrawler Fighting 47 82 57 42 47 63 338 204 169 119 89 99 131 811
Fist, Anger Point
Hyper Cutter, Iron
#740 Crabominable Fighting/Ice 97 132 77 62 67 43 478 304 269 159 129 139 91 1091
Fist, Anger Point
Oricorio (Pom-
#741 Fire/Flying Dancer 75 70 70 98 70 93 476 260 145 145 201 145 191 1087
Pom Style)
Oricorio (Baile
#741 Psychic/Flying Dancer 75 70 70 98 70 93 476 260 145 145 201 145 191 1087
Style)
Oricorio (Sensu
#741 Electric/Flying Dancer 75 70 70 98 70 93 476 260 145 145 201 145 191 1087
Style)
Oricorio (Pa'u
#741 Ghost/Flying Dancer 75 70 70 98 70 93 476 260 145 145 201 145 191 1087
Style)
Honey Gather,
#742 Cutiefly Bug/Fairy Shield Dust, Sweet 40 45 40 55 40 84 304 190 95 85 115 85 173 743
Veil
Honey Gather,
#743 Ribombee Bug/Fairy Shield Dust, Sweet 60 55 60 95 70 124 464 230 115 125 195 145 253 1063
Veil
Keen Eye, Vital
#744 Rockruff Rock 45 65 40 30 40 60 280 200 135 85 65 85 125 695
Spirit, Steadfast
Lycanroc Keen Eye, Sand
#745 Rock 85 115 75 55 75 82 487 280 235 155 115 155 169 1109
(Midday) Rush, Steadfast
Lyanrock Keen Eye, Vital
#745 Rock 75 115 65 55 65 112 487 260 235 135 115 135 229 1109
(Midnight) Spirit, No Guard
Wishiwashi
#746 Water Schooling 45 20 20 25 25 40 175 200 45 45 55 55 85 485
(Regular)
Wishiwashi
#746 Water Schooling 45 140 130 140 135 30 620 200 285 265 285 275 65 1375
(School)
Merciless, Limber,
#747 Mareanie Water/Poison 50 53 62 43 52 45 305 210 111 129 91 109 95 745
Regenerator
Merciless, Limber,
#748 Toxapex Water/Poison 50 63 152 53 142 35 495 210 131 309 111 289 75 1125
Regenerator
Own Tempo,
#749 Mudbray Ground Stamina, Inner 70 100 70 45 55 45 385 250 205 145 95 115 95 905
Focus
Own Tempo,
#750 Mudsdale Ground Stamina, Inner 100 125 100 55 85 35 500 310 255 205 115 175 75 1135
Focus
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Water Bubble, Water
#751 Dewpider Water/Bug Absorb 38 40 52 40 72 27 269 186 85 109 85 149 59 673

Water Bubble, Water


#752 Araquanid Water/Bug 68 70 92 50 132 42 454 246 145 189 105 269 89 1043
Absorb
Leaf Guard,
#753 Fomantis Grass 40 55 35 50 35 35 250 190 115 75 105 75 75 635
Contrary
Leaf Guard,
#754 Lurantis Grass 70 105 90 80 90 45 480 250 215 185 165 185 95 1095
Contrary
Illuminate, Effect
#755 Morelull Grass/Fairy 40 35 55 65 75 15 285 190 75 115 135 155 35 705
Spore, Rain Dish
Illuminate, Effect
#756 Shiinotic Grass/Fairy 60 45 80 90 100 30 405 230 95 165 185 205 65 945
Spore, Rain Dish
#757 Salandit Poison/Fire Corrosion, 48 44 40 71 40 77 320 206 93 85 147 85 159 775
Oblivious
Corrosion,
#758 Salazzle Poison/Fire 68 64 60 111 60 117 480 246 133 125 227 125 239 1095
Oblivious
Fluffy, Klutz, Cute
#759 Stufful Normal/Fighting 70 75 50 45 50 50 340 250 155 105 95 105 105 815
Charm
Fluffy, Klutz,
#760 Bewear Normal/Fighting 120 125 80 55 60 60 500 350 255 165 115 125 125 1135
Unnerve
Leaf Guard,
#761 Bounsweet Grass Oblivious, Sweet 42 30 38 30 38 32 210 194 65 81 65 81 69 555
Veil
Leaf Guard,
#762 Steenee Grass Oblivous, Sweet 52 40 48 40 48 62 290 214 85 101 85 101 129 715
Veil
Leaf Guard, Queenly
#763 Tsareena Grass 72 120 98 50 98 72 510 254 245 201 105 201 149 1155
Majesty, Sweet Veil
Flower Veil, Triage,
#764 Comfey Fairy 51 52 90 82 110 100 485 212 109 185 169 225 205 1105
Natural Cure
Inner Focus,
#765 Oranguru Normal/Psychic Telepathy, 90 60 80 90 110 60 490 290 125 165 185 225 125 1115
Symbiosis
#766 Passimian Fighting Receiver, Defiant 100 120 90 40 60 80 490 310 245 185 85 125 165 1115
#767 Wimpod Bug/Water Wimp Out 25 35 40 20 30 80 230 160 75 85 45 65 165 595
#768 Golisopod Bug/Water Emergency Exit 75 125 140 60 90 40 530 260 255 285 125 185 85 1195
Water Compaction,
#769 Sandygast Ghost/Ground 55 55 80 70 45 15 320 220 115 165 145 95 35 775
Sand Veil
Water Compaction,
#770 Palossand Ghost/Ground 85 75 110 100 75 35 480 280 155 225 205 155 75 1095
Sand Veil
Innards Out,
#771 Pyukumuku Water 55 60 130 30 130 5 410 220 125 265 65 265 15 955
Unaware
#772 Type: Null Normal Battle Armor 95 95 95 95 95 59 534 300 195 195 195 195 123 1203
#773 Silvally Normal RKS System 95 95 95 95 95 95 570 300 195 195 195 195 195 1275
#774 Minior (Regular) Rock/Flying Shields Down 60 100 60 100 60 120 500 230 205 125 205 125 245 1135
#774 Minior (Core) Rock/Flying Shields Down 60 60 100 60 100 60 440 230 125 205 125 205 125 1015
#775 Komala Normal Comatose 65 115 65 75 95 65 480 240 235 135 155 195 135 1095
#776 Turtonator Fire/Dragon Shell Armor 60 78 135 91 85 34 483 230 161 275 187 175 73 1101
Iron Barbs, Lightning
#777 Togedemaru Electric/Steel 65 98 63 40 73 94 433 240 201 131 85 151 193 1001
Rod, Sturdy
#778 Mimikyu Ghost/Fairy Disguise 55 90 80 50 105 94 474 220 185 165 105 215 193 1083
Dazzling, Strong
#779 Bruxish Water/Psychic 68 105 70 70 70 92 475 246 215 145 145 145 189 1085
Jaw, Wonder Skin
Berserk, Sap Sipper,
#780 Drampa Normal/Dragon 78 60 85 135 91 36 485 266 125 175 275 187 77 1105
Cloud Nine
#781 Dhelmise Ghost/Grass Steelworker 70 131 100 86 90 40 517 250 267 205 177 185 85 1169
Bulletproof,
#782 Jangmo-o Dragon Soundproof, 45 55 65 45 45 45 300 200 115 135 95 95 95 735
Overcoat
Bulletproof,
#783 Hakamo-o Dragon/Fighting Soundproof, 55 75 90 65 70 65 420 220 155 185 135 145 135 975
Overcoat
Bulletproof,
#784 Kommo-o Dragon/Fighting Soundproof, 75 110 125 100 105 85 600 260 225 255 205 215 175 1335
Overcoat
Electric Surge,
#785 Tapu Koko Electric/Fairy 70 115 85 95 75 130 570 250 235 175 195 155 265 1275
Telepathy
Psychic Surge,
#786 Tapu Lele Psychic/Fairy 70 85 75 130 115 95 570 250 175 155 265 235 195 1275
Telepathy
Grassy Surge,
#787 Tapu Bulu Grass/Fairy 70 130 115 85 95 75 570 250 265 235 175 195 155 1275
Telepathy
Misty Surge,
#788 Tapu Fini Water/Fairy 70 75 115 95 130 85 570 250 155 235 195 265 175 1275
Telepathy
#789 Cosmog Psychic Unaware 43 29
31 29 31 37 200 196 63 67 63 67 79 535
#790 Cosmoem Psychic Sturdy 43 29
131 29 131 37 400 196 63 267 63 267 79 935
#791 Solgaleo Psychic/Steel Full Metal Body 137 137
107 113 89 97 680 384 279 219 231 183 199 1495
#792 Lunala Psychic/Ghost Shadow Shield 137 113
59 137 107 97 650 384 231 123 279 219 199 1435
#793 Nihilego Rock/Poison Beast Boost 109 53
47 127 131 103 570 328 111 99 259 267 211 1275
#794 Pheromosa Bug/Fighting Beast Boost 107 139
139 53 53 79 570 324 283 283 111 111 163 1275
#795 Buzzwole Bug/Fighting Beast Boost 71 137
37 137 37 151 570 252 279 79 279 79 307 1275
#796 Xurkitree Electric Beast Boost 83 89
71 173 71 83 570 276 183 147 351 147 171 1275
#797 Celesteela Steel/Flying Beast Boost 97 101
103 107 101 61 570 304 207 211 219 207 127 1275
#798 Kartana Grass/Steel Beast Boost 99 181
131 99 31 109 650 308 367 267 203 67 223 1435
#799 Guzzford Dark/Poison Beast Boost 223 101
53 97 53 43 570 556 207 111 199 111 91 1275
#800 Necrozuma Psychic Prism Armor 97 107
101 127 89 79 600 304 219 207 259 183 163 1335
POKMON BASE STATS LEVEL 100 BASE MAX STATS
# SPECIES ABILITIES (Hidden)
TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#801 Magearna Steel/Fairy Soul Heart 80 95 115 130 115 65 600 270 195 235 265 235 135 1335
#802 Marshadow Fighting/Ghost Technician 90 125 80 90 80 125 590 290 255 165 185 165 255 1315

Pokmon Stats (Mega Evolutions)

As a note, you can find the Mega Stones' locations in the Mega Stones section.

Mega Evolution is an additional aspect that greatly changed the Pokmon game with its origination in X/Y over a year ago. Certain
Pokmon were able to Mega-Evolve - so long as they were holding their species's Mega Stone, and no one else of your party had
also Mega Evolved in the battle. Mega Evolution is temporal, but it nonetheless has great effects on battle strategy, for the Pokmon
can have their stats, types, and abilities changed. There is a very distinct difference between Mega Charizard X and Mega Charizard
Y, for example, requiring very different breeding strategies to create the ideal version of each. (Though Stone Edge Aerodactyl still
works as a counter for both. >_>)

Additionally, for the sake of comparisons and perspectives, the original non-Mega Pokmon are also included.

SPECIES / POKMON BASE STATS LEVEL 100 BASE MAX STATS


# MEGA STONE ABILITIES
MEGA TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Overgrow,
#003 Venusaur Venusaurite Grass/Poison 80 82 83 100 100 80 525 270 169 171 205 205 165 1185
Chlorophyll
Mega
#003 Venusaurite Grass/Poison Thick Fat 80 100 123 122 120 80 625 270 205 251 249 245 165 1385
Venusaur
Charizardite Blaze, Solar
#006 Charizard Fire/Flying 78 84 78 109 85 100 534 266 173 161 223 175 205 1203
X/Y Power
Mega
#006 Charizardite X Fire/Dragon Tough Claws 78 130 111 130 85 100 634 266 265 227 265 175 205 1403
Charizard X
Mega
#006 Charizardite Y Fire/Flying Drought 78 104 78 159 115 100 634 266 213 161 323 235 205 1403
Charizard Y
Torrent, Rain
#009 Blastoise Blastoisite Water 79 83 100 85 105 78 530 268 171 205 175 215 161 1195
Dish
Mega Mega
#009 Blastoisite Water 79 103 120 135 115 78 630 268 211 245 275 235 161 1395
Blastoise Launcher
Swarm,
#015 Beedrill Beedrillite Bug/Poison 65 80 40 45 80 75 385 240 165 85 95 165 155 905
Sniper
Mega
#015 Beedrillite Bug/Poison Adaptability 65 150 40 15 80 145 495 240 305 85 35 165 295 1125
Beedrill
Keen Eye,
Tangled
#018 Pidgeot Pidgeotite Normal/Flying 83 80 75 70 70 91 469 276 165 155 145 145 187 1073
Feet, Big
Pecks
Mega
#018 Pidgeotite Normal/Flying No Guard 83 80 80 135 80 121 579 276 165 165 275 165 247 1293
Pidgeot
Inner Focus,
#065 Alakazam Alakazite Psychic Synchronize, 55 50 45 135 85 120 490 220 105 95 275 175 245 1115
Magic Guard
Mega
#065 Alakazite Psychic Trace 55 50 65 175 95 150 590 220 105 135 355 195 305 1315
Alakazam
Oblivious,
#080 Slowbro Slowbroite Water/Psychic Own Tempo, 95 75 110 100 80 30 490 300 155 225 205 165 65 1115
Regenerator
Mega
#080 Slowbroite Water/Psychic Shell Armor 95 75 180 130 80 30 590 300 155 365 265 165 65 1315
Slowbro
#094 Gengar Gengarite Ghost/Poison Levitate 60 65 60 130 75 110 500 230 135 125 265 155 225 1135
Mega
#094 Gengarite Ghost/Poison Shadow Tag 60 65 80 170 95 130 600 230 135 165 345 195 265 1335
Gengar
Early Bird,
#115 Kangaskhan Kangaskhanite Normal Scrappy, 105 95 80 40 80 90 490 320 195 165 85 165 185 1115
Inner Focus
Mega Parental
#115 Kangaskhanite Normal 105 125 100 60 100 100 590 320 255 205 125 205 205 1315
Kangaskhan Bond
Hyper
Cutter, Mold
#127 Pinsir Pinsirite Bug 65 125 100 55 70 85 500 240 255 205 115 145 175 1135
Breaker,
Moxie
#127 Mega Pinsir Pinsirite Bug/Flying Aerilate 65 155 120 65 90 105 600 240 315 245 135 185 215 1335
Intimidate,
#130 Gyarados Gyaradosite Water/Flying 95 125 79 60 100 81 540 300 255 163 125 205 167 1215
Moxie
Mega Mold
#130 Gyaradosite Water/Dark 95 155 109 70 130 81 640 300 315 223 145 265 167 1415
Gyarados Breaker
Pressure,
#142 Aerodactyl Aerodactylite Rock/Flying Rock Head, 80 105 65 60 75 130 515 270 215 135 125 155 265 1165
Unnerve
Mega
#142 Aerodactylite Rock/Flying Tough Claws 80 135 85 70 95 150 615 270 275 175 145 195 305 1365
Aerodactyl
SPECIES / POKMON BASE STATS LEVEL 100 BASE MAX STATS
# MEGA STONE ABILITIES
MEGA TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Mewtwonite Pressure,
#150 Mewtwo Psychic 106 110 90 154 90 130 680 322 225 185 313 185 265 1495
X/Y Unnerve
Mega
#150 Mewtwonite X Psychic/Fighting Steadfast 106 190 100 154 100 130 780 322 385 205 313 205 265 1695
Mewtwo X
Mega
#150 Mewtwonite Y Psychic Insomnia 106 150 70 194 120 140 780 322 305 145 393 245 285 1695
Mewtwo Y
#181 Ampharos Ampharosite Electric Static, Plus 90 75 75 115 90 55 500 290 155 155 235 185 115 1135
Mega Mold
#181 Ampharosite Electric/Dragon 90 95 105 165 110 45 610 290 195 215 335 225 95 1355
Ampharos Breaker
Rock Head,
#208 Steelix Steelixite Steel/Ground Sturdy, 75 85 200 55 65 30 510 260 175 405 115 135 65 1155
Sheer Force
Mega
#208 Steelixite Steel/Ground Sand Force 75 125 230 55 95 30 610 260 255 465 115 195 65 1355
Steelix
Swarm,
#212 Scizor Scizorite Bug/Steel Technician, 70 130 100 55 80 65 500 250 265 205 115 165 135 1135
Light Metal
#212 Mega Scizor Scizorite Bug/Steel Technician 70 150 140 65 100 75 600 250 305 285 135 205 155 1335
Guts,
#214 Heracross Heracronite Bug/Fighting Swarm, 80 125 75 40 95 85 500 270 255 155 85 195 175 1135
Moxie
Mega
#214 Heracronite Bug/Fighting Skill Link 80 185 115 40 105 75 600 270 375 235 85 215 155 1335
Heracross
Early Bird,
#229 Houndoom Houndoominite Fire/Dark Flash Fire, 75 90 50 110 80 95 500 260 185 105 225 165 195 1135
Unnerve
Mega
#229 Houndoominite Fire/Dark Solar Power 75 90 90 140 90 115 600 260 185 185 285 185 235 1335
Houndoom
Unnerve,
#248 Tyranitar Tyranitarite Rock/Dark Sand 100 134 110 95 100 61 600 310 273 225 195 205 127 1335
Stream
Mega Sand
#248 Tyranitarite Rock/Dark 100 164 150 95 120 71 700 310 333 305 195 245 147 1535
Tyranitar Stream
Overgrow,
#254 Sceptile Sceptilite Grass Unburden 70 85 65 105 85 120 530 250 175 135 215 175 245 1195
Mega Lightning
#254 Sceptilite Grass/Dragon 70 110 75 145 85 145 630 250 225 155 295 175 295 1395
Sceptile Rod
Blaze,
#257 Blaziken Blazikenite Fire/Fighting 80 120 70 110 70 80 530 270 245 145 225 145 165 1195
Speed Boost
Mega
#257 Blazikenite Fire/Fighting Speed Boost 80 160 80 130 80 100 630 270 325 165 265 165 205 1395
Blaziken
Torrent,
#260 Swampert Swampertite Water/Ground 100 110 90 85 90 60 535 310 225 185 175 185 125 1205
Damp
Mega
#260 Swampertite Water/Ground Swift Swim 100 150 110 95 110 70 635 310 305 225 195 225 145 1405
Swampert
Synchronize,
#282 Gardevoir Gardevoirite Psychic/Fairy Trace, 68 65 65 125 115 80 518 246 135 135 255 235 165 1171
Telepathy
Mega
#282 Gardevoirite Psychic/Fairy Pixilate 68 85 65 165 135 100 618 246 175 135 335 275 205 1371
Gardevoir
Keen Eye,
#302 Sableye Sablenite Dark/Ghost Stall, 50 75 75 65 65 50 380 210 155 155 135 135 105 895
Prankster
Mega Magic
#302 Sablenite Dark/Ghost 50 85 125 85 115 20 480 210 175 255 175 235 45 1095
Sableye Bounce
SPECIES / POKMON BASE STATS LEVEL 100 BASE MAX STATS
# MEGA STONE ABILITIES
MEGA TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
Hyper
Cutter,
#303 Mawile Mawilite Steel/Fairy 50 85 85 55 55 50 380 210 175 175 115 115 105 895
Intimidate,
Sheer Force
Mega
#303 Mawilite Steel/Fairy Huge Power 50 105 125 55 95 50 480 210 215 255 115 195 105 1095
Mawile
Rock Head,
#306 Aggron Aggronite Steel/Rock Sturdy, 70 110 180 60 60 50 530 250 225 365 125 125 105 1195
Heavy Metal
Mega
#306 Aggronite Steel Filter 70 140 230 60 80 50 630 250 285 465 125 165 105 1395
Aggron
Pure Power,
#308 Medicham Medichamite Fighting/Psychic 60 60 75 60 75 80 410 230 125 155 125 155 165 955
Telepathy
Mega
#308 Medichamite Fighting/Psychic Pure Power 60 100 85 80 85 100 510 230 205 175 165 175 205 1155
Medicham
Lightning
#310 Manectric Manectite Electric Rod, Static, 70 75 60 105 60 105 475 250 155 125 215 125 215 1085
Minus
Mega
#310 Manectite Electric Intimidate 70 75 80 135 80 135 575 250 155 165 275 165 275 1285
Manectric
Rough Skin,
#319 Sharpedo Sharpedonite Water/Dark 70 120 40 95 40 95 460 250 245 85 195 85 195 1055
Speed Boost
Mega
#319 Sharpedonite Water/Dark Strong Jaw 70 140 70 110 65 105 560 250 285 145 225 135 215 1255
Sharpedo
Magma
Armor, Solid
#323 Camerupt Cameruptite Fire/Ground 70 100 70 105 75 40 460 250 205 145 215 155 85 1055
Rock, Anger
Point
Mega
#323 Cameruptite Fire/Ground Sheer Force 70 120 100 145 105 20 560 250 245 205 295 215 45 1255
Camerupt
Natural
#334 Altaria Altarianite Dragon/Flying Cure, Cloud 75 70 90 70 105 80 490 260 145 185 145 215 165 1115
Nine
#334 Mega Altaria Altarianite Dragon/Fairy Pixilate 75 110 110 110 105 80 590 260 225 225 225 215 165 1315
Frisk,
#354 Banette Banettite Ghost Insomnia, 64 115 65 83 63 65 455 238 235 135 171 131 135 1045
Cursed Body
Mega
#354 Banettite Ghost Prankster 64 165 75 93 83 75 555 238 335 155 191 171 155 1245
Banette
Pressure,
#359 Absol Absolite Dark Super Luck, 65 130 60 75 60 75 465 240 265 125 155 125 155 1065
Justified
Magic
#359 Mega Absol Absolite Dark 65 150 60 115 60 115 565 240 305 125 235 125 235 1265
Bounce
Ice Body,
#362 Glalie Glalitite Ice Inner Focus, 80 80 80 80 80 80 480 270 165 165 165 165 165 1095
Moody
#362 Mega Glalie Glalitite Ice Refrigerate 80 120 80 120 80 100 580 270 245 165 245 165 205 1295
Intimidate,
#373 Salamence Salamencite Dragon/Flying 95 135 80 110 80 100 600 300 275 165 225 165 205 1335
Moxie
Mega
#373 Salamencite Dragon/Flying Aerialate 95 145 130 120 90 120 700 300 295 265 245 185 245 1535
Salamence
Clear Body,
#376 Metagross Metagrossite Steel/Psychic 80 135 130 95 90 70 600 270 275 265 195 185 145 1335
Light Metal
Mega
#376 Metagrossite Steel/Psychic Tough Claws 80 145 150 105 110 110 700 270 295 305 215 225 225 1535
Metagross
#380 Latias Latiasite Dragon/Psychic Levitate80 80 90 110 130 110 600 270 165 185 225 265 225 1335
#380 Mega Latias Latiasite Dragon/Psychic Levitate80 100 120 140 150 110 700 270 205 245 285 305 225 1535
SPECIES / POKMON BASE STATS LEVEL 100 BASE MAX STATS
# MEGA STONE ABILITIES
MEGA TYPE HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#381 Latios Latiosite Dragon/Psychic Levitate 80 90 80 130 110 110 600 270 185 165 265 225 225 1335
#381 Mega Latios Latiosite Dragon/Psychic Levitate 80 130 100 160 120 110 700 270 265 205 325 245 225 1535
#384 Rayquaza N/A * Dragon/Flying Air Lock 105 150 90 150 90 95 680 320 305 185 305 185 195 1495
Mega Delta
#384 N/A * Dragon/Flying 105 180 100 180 100 115 780 320 365 205 365 205 235 1695
Rayquaza Stream
Cute Charm,
#428 Lopunny Lopunnite Normal Klutz, 65 76 84 54 96 105 480 240 157 173 113 197 215 1095
Limber
Mega
#428 Lopunnite Normal/Fighting Scrappy 65 136 94 54 96 135 580 240 277 193 113 197 275 1295
Lopunny
Sand Veil,
#445 Garchomp Garchompite Dragon/Ground 108 130 95 80 85 102 600 326 265 195 165 175 209 1335
Rough Skin
Mega
#445 Garchompite Dragon/Ground Sand Force 108 170 115 120 95 92 700 326 345 235 245 195 189 1535
Garchomp
Inner Focus,
#448 Lucario Lucarionite Fighting/Steel Steadfast, 70 110 70 115 70 90 525 250 225 145 235 145 185 1185
Justified
Mega
#448 Lucarionite Steel/Fighting Adaptability 70 145 88 140 70 112 625 250 295 181 285 145 229 1385
Lucario
Snow
#460 Abomasnow Abomasite Grass/Ice Warning, 90 92 75 92 85 60 494 290 189 155 189 175 125 1123
Soundproof
Mega Snow
#460 Abomasite Grass/Ice 90 132 105 132 105 30 594 290 269 215 269 215 65 1323
Abomasnow Warning
Steadfast,
#475 Gallade Galladite Psychic/Fighting 68 125 65 65 115 80 518 246 255 135 135 235 165 1171
Justified
Mega
#475 Galladite Psychic/Fighting Inner Focus 68 165 95 65 115 110 618 246 335 195 135 235 225 1371
Gallade
Healer,
#531 Audino Audinite Normal Regenerator, 103 60 86 60 86 50 445 316 125 177 125 177 105 1025
Klutz
Mega
#531 Audinite Normal/Fairy Healer 103 60 126 80 126 50 545 316 125 257 165 257 105 1225
Audino
#719 Diancie Diancite Rock/Fairy Clear Body 50 100 150 100 150 50 600 210 205 305 205 305 105 1335
Mega Magic
#719 Diancite Rock/Fairy 50 160 110 160 110 110 700 210 325 225 325 225 225 1535
Diancie Bounce

Note (*): Rayquaza, unlike other Mega Pokmon, does not need a Mega Stone. Rather, he simply needs to know Dragon
Ascent to be able to Mega Evolve. He will be able to do so stll at your own decision, as normal. Dragon Ascent can be
learned after completion of the Delta Episode in Pokmon OR/AS, from Zinnia's grandmother in Meteor Falls, and only by a
Rayquaza. There is no cost for the learning. However, keep in mind that the limitations of normal Mega Evolution will still
apply: for example, even though Rayquaza does not specifically need a Mega Stone, you can still only have one Mega per
battle. If it's Mega Rayquaza, for example, then Blaziken cannot Mega Evolve; if it is Mega Blaziken, then, you cannot Mega
Evolve Rayquaza.

Pokmon Stats (Primal Reversions)

A new concept from Pokmon OR/AS is that of Primal Reversions, a sort of "de-evolution" to the Pokmon's older, Primal form - it's
not a disadvantageous "de-evolution", though, but essentially a different variety of Mega Evolution. It only works for Kyogre and
Groudon and, like Mega Evolution, you can only use it if the wielders have their respective items. Unlike Mega Evolution, however,
Primal Reversion is instantaneous upon the entrance of the Pokmon into battle (if it is holding its item), and you can also have as
many Primal Pokmon at once although you can only use one Mega per battle.
For the sake of perspective, the original, unevolved Pokmon are also included.

SPECIES / POKMON HOLD BASE STATS LEVEL 100 BASE MAX STATS
# ABILITIES
MEGA TYPE ITEM HP ATK DEF SPA SPD SPE BST HP ATK DEF SPA SPD SPE BST
#382 Kyogre Water Blue Orb Drizzle 100 100 90 150 140 90 670 310 205 185 305 285 185 1475
Primordial
#382 Primal Kyogre Water Blue Orb 100 150 90 180 160 90 770 310 305 185 365 325 185 1675
Sea
#383 Groudon Ground Red Orb Drought 100 150 140 100 90 90 670 310 305 285 205 185 185 1475
Primal Desolate
#383 Ground/Fire Red Orb 100 180 160 150 90 90 770 310 365 325 305 185 185 1675
Groudon Land

Pokmon Stats (Breeding)

Next in our series of Pokmon stats comes some details regarding Pokmon breeding. As far as stats would be concerned, there is
little to detail here other than Egg Groups and, to the more OCD of you, gender ratios and egg-hatching steps. Much more specific
details can be found in the Pokmon Breeding section.

In any case, this section is used to detail the specific stats each Pokmon has in regards to breeding. The following are discussed:

Egg Group: Each Pokmon is a member of an Egg Group that determines who it can breed with. "No Eggs" Pokmon
cannot breed with anyone, and Ditto is a wildcard, other than for No Eggs Pokmon (other than Manaphy).

Gender Ratio: This displays the ratio of male to female Pokmon of a species. Some species are not simply half-and-half like
the human species, and some are genderless or entirely of a single gender, all of which are critical in breeding, and
sometimes even battle strategy (i.e. female Meowstic has Prankster, but not males).

Steps to Hatch Egg: There are actually four values for how quickly an Egg hatches due to the formula used to calculate such
having four permutations. However, this is derived from the most commonly used formula in my experience; the values here
won't vary by any more than 255 steps.

Egg Cycles: How many cycles it takes to hatch an Egg; each cycle is 256 steps.

GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#001 Bulbasaur Monster, Grass 87.50% 12.50% 5,120 20
#002 Ivysaur Monster, Grass 87.50% 12.50% 5,120 20
#003 Venusaur Monster, Grass 87.50% 12.50% 5,120 20
#004 Charmander Monster, Dragon 87.50% 12.50% 5,120 20
#005 Charmeleon Monster, Dragon 87.50% 12.50% 5,120 20
#006 Charizard Monster, Dragon 87.50% 12.50% 5,120 20
#007 Squirtle Monster, Water 1 87.50% 12.50% 5,120 20
#008 Wartortle Monster, Water 1 87.50% 12.50% 5,120 20
#009 Blastoise Monster, Water 1 87.50% 12.50% 5,120 20
#010 Caterpie Bug 50% 50% 2,560 10
#011 Metapod Bug 50% 50% 2,560 10
#012 Butterfree Bug 50% 50% 2,560 10
#013 Weedle Bug 50% 50% 2,560 10
#014 Kakuna Bug 50% 50% 2,560 10
#015 Beedrill Bug 50% 50% 2,560 10
#016 Pidgey Flying 50% 50% 3,840 15
#017 Pidgeotto Flying 50% 50% 3,840 15
#018 Pidgeot Flying 50% 50% 3,840 15
#019 Rattata Field 50% 50% 3,840 15
#020 Raticate Field 50% 50% 3,840 15
#021 Spearow Flying 50% 50% 3,840 15
#022 Fearow Flying 50% 50% 3,840 15
#023 Ekans Field, Dragon 50% 50% 5,120 20
#024 Arbok Field, Dragon 50% 50% 5,120 20
#025 Pikachu Field, Fairy 50% 50% 5,120 20
#026 Raichu Field, Fairy 50% 50% 5,120 20
#027 Sandshrew Field 50% 50% 5,120 20
#028 Sandslash Field 50% 50% 5,120 20
#029 Nidoran Monster, Field 0% 100% 5,120 20
#030 Nidorina Monster, Field 0% 100% 5,120 20
#031 Nidoqueen Monster, Field 0% 100% 5,120 20
#032 Nidoran Monster, Field 100% 0% 5,120 20
#033 Nidorino Monster, Field 100% 0% 5,120 20
#034 Nidoking Monster, Field 100% 0% 5,120 20
#035 Clefairy Fairy 25% 75% 5,120 20
#036 Clefable Fairy 25% 75% 5,120 20
#037 Vulpix Field 25% 75% 5,120 20
#038 Ninetales Field 25% 75% 5,120 20
#039 Jigglypuff Fairy 25% 75% 5,120 20
#040 Wigglytuff Fairy 25% 75% 5,120 20
#041 Zubat Flying 50% 50% 5,120 20
#042 Golbat Flying 50% 50% 5,120 20
#043 Oddish Grass 50% 50% 5,120 20
#044 Gloom Grass 50% 50% 3,840 15
#045 Vileplume Grass 50% 50% 3,840 15
#046 Paras Bug, Grass 50% 50% 3,840 15
#047 Parasect Bug, Grass 50% 50% 5,120 20
#048 Venonat Bug 50% 50% 5,120 20
#049 Venomoth Bug 50% 50% 5,120 20
#050 Diglett Field 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#051 Dugtrio Field 50% 50% 5,120 20
#052 Meowth Field 50% 50% 5,120 20
#053 Persian Field 50% 50% 5,120 20
#054 Psyduck Field, Water 1 50% 50% 5,120 20
#055 Golduck Field, Water 1 50% 50% 5,120 20
#056 Mankey Field 50% 50% 5,120 20
#057 Primeape Field 50% 50% 5,120 20
#058 Growlithe Field 75% 25% 5,120 20
#059 Arcanine Field 75% 25% 5,120 20
#060 Poliwag Water 1 50% 50% 5,120 20
#061 Poliwhirl Water 1 50% 50% 5,120 20
#062 Poliwrath Water 1 50% 50% 5,120 20
#063 Abra Human-like 75% 25% 5,120 20
#064 Kadabra Human-like 75% 25% 5,120 20
#065 Alakazam Human-like 75% 25% 5,120 20
#066 Machop Human-like 75% 25% 5,120 20
#067 Machoke Human-like 75% 25% 5,120 20
#068 Machamp Human-like 75% 25% 5,120 20
#069 Bellsprout Grass 50% 50% 5,120 20
#070 Weepinbell Grass 50% 50% 5,120 20
#071 Victreebel Grass 50% 50% 5,120 20
#072 Tentacool Water 3 50% 50% 5,120 20
#073 Tentacruel Water 3 50% 50% 5,120 20
#074 Geodude Mineral 50% 50% 5,120 20
#075 Graveler Mineral 50% 50% 5,120 20
#076 Golem Mineral 50% 50% 5,120 20
#077 Ponyta Field 50% 50% 5,120 20
#078 Rapidash Field 50% 50% 5,120 20
#079 Slowpoke Monster, Water 1 50% 50% 5,120 20
#080 Slowbro Monster, Water 1 50% 50% 3,840 15
#081 Magnemite Mineral Genderless 3,840 15
#082 Magneton Mineral Genderless 3,840 15
#083 Farfetch'd Field, Flying 50% 50% 5,120 20
#084 Doduo Flying 50% 50% 5,120 20
#085 Dodrio Flying 50% 50% 5,120 20
#086 Seel Field, Water 1 50% 50% 5,120 20
#087 Dewgong Field, Water 1 50% 50% 5,120 20
#088 Grimer Amorphous 50% 50% 5,120 20
#089 Muk Amorphous 50% 50% 5,120 20
#090 Shellder Water 3 50% 50% 5,120 20
#091 Cloyster Water 3 50% 50% 5,120 20
#092 Gastly Amorphous 50% 50% 5,120 20
#093 Haunter Amorphous 50% 50% 5,120 20
#094 Gengar Amorphous 50% 50% 5,120 20
#095 Onix Mineral 50% 50% 5,120 20
#096 Drowzee Human-like 50% 50% 5,120 20
#097 Hypno Human-like 50% 50% 5,120 20
#098 Krabby Water 3 50% 50% 5,120 20
#099 Kingler Water 3 50% 50% 5,120 20
#100 Voltorb Mineral Genderless 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#101 Electrode Mineral Genderless 5,120 20
#102 Exeggcute Grass 50% 50% 5,120 20
#103 Exeggutor Grass 50% 50% 6,400 25
#104 Cubone Monster 50% 50% 6,400 25
#105 Marowak Monster 50% 50% 5,120 20
#106 Hitmonlee Human-like 100% 0% 5,120 20
#107 Hitmonchan Human-like 100% 0% 5,120 20
#108 Lickitung Monster 50% 50% 5,120 20
#109 Koffing Amorphous 50% 50% 5,120 20
#110 Weezing Amorphous 50% 50% 5,120 20
#111 Rhyhorn Field, Monster 50% 50% 5,120 20
#112 Rhydon Field, Monster 50% 50% 5,120 20
#113 Chansey Fairy 0% 100% 5,120 20
#114 Tangela Grass 50% 50% 5,120 20
#115 Kangaskhan Monster 0% 100% 6,400 25
#116 Horsea Dragon, Water 1 50% 50% 6,400 25
#117 Seadra Dragon, Water 1 50% 50% 6,400 25
#118 Goldeen Water 2 50% 50% 6,400 25
#119 Seaking Water 2 50% 50% 5,120 20
#120 Staryu Water 3 Genderless 5,120 20
#121 Starmie Water 3 Genderless 5,120 20
#122 Mr. Mime Human-like 50% 50% 5,120 20
#123 Scyther Bug 50% 50% 5,120 20
#124 Jynx Human-like 0% 100% 5,120 20
#125 Electabuzz Human-like 75% 25% 5,120 20
#126 Magmar Human-like 75% 25% 10,240 40
#127 Pinsir Bug 50% 50% 10,240 40
#128 Tauros Field 100% 0% 10,240 40
#129 Magikarp Dragon, Water 2 50% 50% 5,120 20
#130 Gyarados Dragon, Water 2 50% 50% 5,120 20
#131 Lapras Monster, Water 1 50% 50% 5,120 20
#132 Ditto Ditto Genderless 5,120 20
#133 Eevee Field 87.50% 12.50% 5,120 20
#134 Vaporeon Field 87.50% 12.50% 5,120 20
#135 Jolteon Field 87.50% 12.50% 5,120 20
#136 Flareon Field 87.50% 12.50% 5,120 20
#137 Porygon Mineral Genderless 5,120 20
#138 Omanyte Water 1, Water 3 87.50% 12.50% 5,120 20
#139 Omastar Water 1, Water 3 87.50% 12.50% 6,400 25
#140 Kabuto Water 1, Water 3 87.50% 12.50% 6,400 25
#141 Kabutops Water 1, Water 3 87.50% 12.50% 6,400 25
#142 Aerodactyl Flying 87.50% 12.50% 6,400 25
#143 Snorlax Monster 87.50% 12.50% 6,400 25
#144 Articuno No Eggs Genderless 6,400 25
#145 Zapdos No Eggs Genderless 6,400 25

#146 Moltres No Eggs Genderless 6,400 25


#147 Dratini Dragon, Water 1 50% 50% 6,400 25
#148 Dragonair Dragon, Water 1 50% 50% 6,400 25
#149 Dragonite Dragon, Water 1 50% 50% 6,400 25
#150 Mewtwo No Eggs Genderless 6,400 25
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#151 Mew No Eggs Genderless 6,400 25
#152 Chikorita Monster, Grass 87.50% 12.50% 5,120 20
#153 Bayleef Monster, Grass 87.50% 12.50% 5,120 20
#154 Meganium Monster, Grass 87.50% 12.50% 5,120 20
#155 Cyndaquil Monster, Field 87.50% 12.50% 10,240 40
#156 Quilava Monster, Field 87.50% 12.50% 5,120 20
#157 Typhlosion Monster, Field 87.50% 12.50% 8,960 35
#158 Totodile Monster, Water 1 87.50% 12.50% 8,960 35
#159 Croconaw Monster, Water 1 87.50% 12.50% 8,960 35
#160 Feraligatr Monster, Water 1 87.50% 12.50% 8,960 35
#161 Sentret Field 50% 50% 8,960 35
#162 Furret Field 50% 50% 8,960 35
#163 Hoothoot Flying 50% 50% 8,960 35
#164 Noctowl Flying 50% 50% 8,960 35
#165 Ledyba Bug 50% 50% 8,960 35
#166 Ledian Bug 50% 50% 5,120 20
#167 Spinarak Bug 50% 50% 5,120 20
#168 Ariados Bug 50% 50% 5,120 20
#169 Crobat Flying 50% 50% 7,680 30
#170 Chinchou Water 2 50% 50% 7,680 30
#171 Lanturn Water 2 50% 50% 7,680 30
#172 Pichu No Eggs 50% 50% 7,680 30
#173 Cleffa No Eggs 25% 75% 7,680 30
#174 Igglybuff No Eggs 25% 75% 10,240 40
#175 Togepi No Eggs 87.50% 12.50% 10,240 40
#176 Togetic Fairy, Flying 87.50% 12.50% 20,480 80
#177 Natu Flying 50% 50% 20,480 80
#178 Xatu Flying 50% 50% 20,480 80
#179 Mareep Field, Monster 50% 50% 10,240 40
#180 Flaaffy Field, Monster 50% 50% 10,240 40
#181 Ampharos Field, Monster 50% 50% 10,240 40
#182 Bellossom Grass 50% 50% 30,720 120
#183 Marill Fairy, Water 1 50% 50% 30,720 120
#184 Azumarill Fairy, Water 1 50% 50% 5,120 20
#185 Sudowoodo Mineral 50% 50% 5,120 20
#186 Politoed Water 1 50% 50% 5,120 20
#187 Hoppip Fairy, Grass 50% 50% 5,120 20
#188 Skiploom Fairy, Grass 50% 50% 5,120 20
#189 Jumpluff Fairy, Grass 50% 50% 5,120 20
#190 Aipom Field 50% 50% 5,120 20
#191 Sunkern Grass 50% 50% 5,120 20
#192 Sunflora Grass 50% 50% 5,120 20
#193 Yanma Bug 50% 50% 3,840 15
#194 Wooper Field, Water 1 50% 50% 3,840 15
#195 Quagsire Field, Water 1 50% 50% 3,840 15
#196 Espeon Field 87.50% 12.50% 3,840 15
#197 Umbreon Field 87.50% 12.50% 3,840 15
#198 Murkrow Flying 50% 50% 3,840 15
#199 Slowking Monster, Water 1 50% 50% 3,840 15
#200 Misdreavus Amorphous 50% 50% 3,840 15
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#201 Unown No Eggs Genderless 5,120 20
#202 Wobbuffet Amorphous 50% 50% 5,120 20
#203 Girafarig Field 50% 50% 2,560 10
#204 Pineco Bug 50% 50% 2,560 10
#205 Forretress Bug 50% 50% 2,560 10
#206 Dunsparce Field 50% 50% 5,120 20
#207 Gligar Bug 50% 50% 5,120 20
#208 Steelix Mineral 50% 50% 5,120 20
#209 Snubbull Fairy, Field 25% 75% 5,120 20
#210 Granbull Fairy, Field 25% 75% 5,120 20
#211 Qwilfish Water 2 50% 50% 2,560 10
#212 Scizor Bug 50% 50% 2,560 10
#213 Shuckle Bug 50% 50% 2,560 10
#214 Heracross Bug 50% 50% 5,120 20
#215 Sneasel Field 50% 50% 5,120 20
#216 Teddiursa Field 50% 50% 5,120 20
#217 Ursaring Field 50% 50% 5,120 20
#218 Slugma Amorphous 50% 50% 5,120 20
#219 Magcargo Amorphous 50% 50% 5,120 20
#220 Swinub Field 50% 50% 5,120 20
#221 Piloswine Field 50% 50% 5,120 20
#222 Corsola Water 1, Water 3 25% 75% 5,120 20
#223 Remoraid Water 1, Water 2 50% 50% 5,120 20
#224 Octillery Water 1, Water 2 50% 50% 5,120 20
#225 Delibird Water 1, Field 50% 50% 5,120 20
#226 Mantine Water 1 50% 50% 5,120 20
#227 Skarmory Flying 50% 50% 5,120 20
#228 Houndour Field 50% 50% 5,120 20
#229 Houndoom Field 50% 50% 6,400 25
#230 Kingdra Dragon, Water 1 50% 50% 6,400 25
#231 Phanpy Field 50% 50% 10,240 40
#232 Donphan Field 50% 50% 5,120 20
#233 Porygon2 Mineral Genderless 5,120 20
#234 Stantler Field 50% 50% 5,120 20
#235 Smeargle Field 50% 50% 5,120 20
#236 Tyrogue No Eggs 100% 0% 5,120 20
#237 Hitmontop Human-like 100% 0% 5,120 20
#238 Smoochum No Eggs 0% 100% 5,120 20
#239 Elekid No Eggs 75% 25% 5,120 20
#240 Magby No Eggs 75% 25% 5,120 20
#241 Miltank Field 0% 100% 5,120 20
#242 Blissey Fairy 0% 100% 5,120 20
#243 Raikou No Eggs Genderless 5,120 20
#244 Entei No Eggs Genderless 6,400 25
#245 Suicune No Eggs Genderless 5,120 20
#246 Larvitar Monster 50% 50% 5,120 20
#247 Pupitar Monster 50% 50% 5,120 20
#248 Tyranitar Monster 50% 50% 5,120 20
#249 Lugia No Eggs Genderless 5,120 20
#250 Ho-Oh No Eggs Genderless 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#251 Celebi No Eggs Genderless 5,120 20
#252 Treecko Monster, Dragon 87.50% 12.50% 5,120 20
#253 Grovyle Monster, Dragon 87.50% 12.50% 5,120 20
#254 Sceptile Monster, Dragon 87.50% 12.50% 5,120 20
#255 Torchic Monster, Field 87.50% 12.50% 5,120 20
#256 Combusken Monster, Field 87.50% 12.50% 5,120 20
#257 Blaziken Monster, Field 87.50% 12.50% 5,120 20
#258 Mudkip Monster, Water 1 87.50% 12.50% 6,400 25
#259 Marshtomp Monster, Water 1 87.50% 12.50% 6,400 25
#260 Swampert Monster, Water 1 87.50% 12.50% 6,400 25
#261 Poochyena Field 50% 50% 5,120 20
#262 Mightyena Field 50% 50% 5,120 20
#263 Zigzagoon Field 50% 50% 5,120 20
#264 Linoone Field 50% 50% 5,120 20
#265 Wurmple Bug 50% 50% 5,120 20
#266 Silcoon Bug 50% 50% 5,120 20
#267 Beautifly Bug 50% 50% 5,120 20
#268 Cascoon Bug 50% 50% 20,480 80
#269 Dustox Bug 50% 50% 20,480 80
#270 Lotad Grass, Water 1 50% 50% 20,480 80
#271 Lombre Grass, Water 1 50% 50% 10,240 40
#272 Ludicolo Grass, Water 1 50% 50% 10,240 40
#273 Seedot Grass, Field 50% 50% 10,240 40
#274 Nuzleaf Grass, Field 50% 50% 30,720 120
#275 Shiftry Grass, Field 50% 50% 30,720 120
#276 Taillow Flying 50% 50% 30,720 120
#277 Swellow Flying 50% 50% 5,120 20
#278 Wingull Flying, Water 1 50% 50% 5,120 20
#279 Pelipper Flying, Water 1 50% 50% 5,120 20
#280 Ralts Amorphous 50% 50% 5,120 20
#281 Kirlia Amorphous 50% 50% 5,120 20
#282 Gardevoir Amorphous 50% 50% 5,120 20
#283 Surskit Bug, Water 1 50% 50% 5,120 20
#284 Masquerain Bug, Water 1 50% 50% 5,120 20
#285 Shroomish Grass, Fairy 50% 50% 5,120 20
#286 Breloom Grass, Fairy 50% 50% 3,840 15
#287 Slakoth Field 50% 50% 3,840 15
#288 Vigoroth Field 50% 50% 3,840 15
#289 Slaking Field 50% 50% 3,840 15
#290 Nincada Bug 50% 50% 3,840 15
#291 Ninjask Bug 50% 50% 3,840 15
#292 Shedinja Mineral Genderless 3,840 15
#293 Whismur Field, Monster 50% 50% 3,840 15
#294 Loudred Field, Monster 50% 50% 3,840 15
#295 Exploud Field, Monster 50% 50% 3,840 15
#296 Makuhita Human-like 75% 25% 3,840 15
#297 Hariyama Human-like 75% 25% 3,840 15
#298 Azurill No Eggs 25% 75% 3,840 15
#299 Nosepass Mineral 50% 50% 3,840 15
#300 Skitty Field, Fairy 25% 75% 3,840 15
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#301 Delcatty Field, Fairy 25% 75% 3,840 15
#302 Sableye Human-like 50% 50% 3,840 15
#303 Mawile Fairy, Field 50% 50% 5,120 20
#304 Aron Monster 50% 50% 5,120 20
#305 Lairon Monster 50% 50% 5,120 20
#306 Aggron Monster 50% 50% 5,120 20
#307 Meditite Human-like 50% 50% 5,120 20
#308 Medicham Human-like 50% 50% 5,120 20
#309 Electrike Field 50% 50% 3,840 15
#310 Manectric Field 50% 50% 3,840 15
#311 Plusle Fairy 50% 50% 3,840 15
#312 Minun Fairy 50% 50% 3,840 15
#313 Volbeat Bug, Human-like 100% 0% 3,840 15
#314 Illumise Bug, Human-like 0% 100% 3,840 15
#315 Roselia Fairy, Grass 50% 50% 3,840 15
#316 Gulpin Amorphous 50% 50% 3,840 15
#317 Swalot Amorphous 50% 50% 3,840 15
#318 Carvanha Water 2 50% 50% 3,840 15
#319 Sharpedo Water 2 50% 50% 5,120 20
#320 Wailmer Water 2, Field 50% 50% 5,120 20
#321 Wailord Water 2, Field 50% 50% 5,120 20
#322 Numel Field 50% 50% 5,120 20
#323 Camerupt Field 50% 50% 5,120 20
#324 Torkoal Field 50% 50% 5,120 20
#325 Spoink Field 50% 50% 5,120 20
#326 Grumpig Field 50% 50% 3,840 15
#327 Spinda Field, Human-like 50% 50% 3,840 15
#328 Trapinch Bug 50% 50% 6,400 25
#329 Vibrava Bug 50% 50% 5,120 20
#330 Flygon Bug 50% 50% 8,960 35
#331 Cacnea Grass, Human-like 50% 50% 8,960 35
#332 Cacturne Grass, Human-like 50% 50% 8,960 35
#333 Swablu Flying, Dragon 50% 50% 5,120 20
#334 Altaria Flying, Dragon 50% 50% 5,120 20
#335 Zangoose Field 50% 50% 5,120 20
#336 Seviper Field, Dragon 50% 50% 5,120 20
#337 Lunatone Mineral Genderless 5,120 20
#338 Solrock Mineral Genderless 5,120 20
#339 Barboach Water 2 50% 50% 3,840 15
#340 Whiscash Water 2 50% 50% 3,840 15
#341 Corphish Water 1, Water 3 50% 50% 5,120 20
#342 Crawdaunt Water 1, Water 3 50% 50% 5,120 20
#343 Baltoy Mineral Genderless 5,120 20
#344 Claydol Mineral Genderless 5,120 20
#345 Lileep Water 3 87.50% 12.50% 5,120 20
#346 Cradily Water 3 87.50% 12.50% 5,120 20
#347 Anorith Water 3 87.50% 12.50% 5,120 20
#348 Armaldo Water 3 87.50% 12.50% 10,240 40
#349 Feebas Dragon, Water 1 50% 50% 10,240 40
#350 Milotic Dragon, Water 1 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#351 Castform Fairy, Amorphous 50% 50% 5,120 20
#352 Kecleon Field 50% 50% 5,120 20
#353 Shuppet Amorphous 50% 50% 5,120 20
#354 Banette Amorphous 50% 50% 5,120 20
#355 Duskull Amorphous 50% 50% 5,120 20
#356 Dusclops Amorphous 50% 50% 5,120 20
#357 Tropius Monster, Grass 50% 50% 5,120 20
#358 Chimecho Amorphous 50% 50% 5,120 20
#359 Absol Field 50% 50% 5,120 20
#360 Wynaut No Eggs 50% 50% 5,120 20
#361 Snorunt Fairy, Mineral 50% 50% 5,120 20
#362 Glalie Fairy, Mineral 50% 50% 5,120 20
#363 Spheal Field, Water 1 50% 50% 5,120 20
#364 Sealeo Field, Water 1 50% 50% 5,120 20
#365 Walrein Field, Water 1 50% 50% 6,400 25
#366 Clamperl Water 1 50% 50% 6,400 25
#367 Huntail Water 1 50% 50% 5,120 20
#368 Gorebyss Water 1 50% 50% 5,120 20
#369 Relicanth Water 1, Water 2 87.50% 12.50% 5,120 20
#370 Luvdisc Water 2 25% 75% 5,120 20
#371 Bagon Dragon 50% 50% 5,120 20
#372 Shelgon Dragon 50% 50% 5,120 20
#373 Salamence Dragon 50% 50% 7,680 30
#374 Beldum Mineral Genderless 7,680 30
#375 Metang Mineral Genderless 7,680 30
#376 Metagross Mineral Genderless 7,680 30
#377 Regirock No Eggs Genderless 5,120 20
#378 Regice No Eggs Genderless 5,120 20

#379 Registeel No Eggs Genderless 6,400 25


#380 Latias No Eggs 0% 100% 5,120 20
#381 Latios No Eggs 100% 0% 6,400 25
#382 Kyogre No Eggs Genderless 6,400 25
#383 Groudon No Eggs Genderless 6,400 25
#384 Rayquaza No Eggs Genderless 6,400 25
#385 Jirachi No Eggs Genderless 6,400 25
#386 Deoxys No Eggs Genderless 6,400 25
#387 Turtwig Monster, Grass 87.50% 12.50% 6,400 25
#388 Grotle Monster, Grass 87.50% 12.50% 6,400 25
#389 Torterra Monster, Grass 87.50% 12.50% 6,400 25
#390 Chimchar Human-like, Field 87.50% 12.50% 5,120 20
#391 Monferno Human-like, Field 87.50% 12.50% 5,120 20
#392 Infernape Human-like, Field 87.50% 12.50% 5,120 20
#393 Piplup Water 1, Field 87.50% 12.50% 5,120 20
#394 Prinplup Water 1, Field 87.50% 12.50% 5,120 20
#395 Empoleon Water 1, Field 87.50% 12.50% 5,120 20
#396 Starly Flying 50% 50% 5,120 20
#397 Staravia Flying 50% 50% 5,120 20
#398 Staraptor Flying 50% 50% 5,120 20
#399 Bidoof Field, Water 1 50% 50% 10,240 40
#400 Bibarel Field, Water 1 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#401 Kricketot Bug 50% 50% 10,240 40
#402 Kricketune Bug 50% 50% 10,240 40
#403 Shinx Field 50% 50% 10,240 40
#404 Luxio Field 50% 50% 10,240 40
#405 Luxray Field 50% 50% 10,240 40
#406 Budew No Eggs 50% 50% 10,240 40
#407 Roserade Fairy, Grass 50% 50% 20,480 80
#408 Cranidos Monster 87.50% 12.50% 20,480 80
#409 Rampardos Monster 87.50% 12.50% 20,480 80
#410 Shieldon Monster 87.50% 12.50% 30,720 120
#411 Bastiodon Monster 87.50% 12.50% 30,720 120
#412 Burmy Bug 50% 50% 30,720 120
#413 Wormadam Bug 0% 100% 30,720 120
#414 Mothim Bug 100% 0% 30,720 120
#415 Combee Bug 87.50% 12.50% 30,720 120
#416 Vespiquen Bug 0% 100% 30,720 120
#417 Pachirisu Fairy, Field 50% 50% 5,120 20
#418 Buizel Water 1, Field 50% 50% 5,120 20
#419 Floatzel Water 1, Field 50% 50% 5,120 20
#420 Cherubi Fairy, Grass 50% 50% 5,120 20
#421 Cherrim Fairy, Grass 50% 50% 5,120 20
#422 Shellos Water 1 50% 50% 5,120 20
#423 Gastrodon Water 1 50% 50% 5,120 20
#424 Ambipom Field 50% 50% 5,120 20
#425 Drifloon Amorphous 50% 50% 5,120 20
#426 Drifblim Amorphous 50% 50% 3,840 15
#427 Buneary Field, Human-like 50% 50% 3,840 15
#428 Lopunny Field, Human-like 50% 50% 3,840 15
#429 Mismagius Amorphous 50% 50% 3,840 15
#430 Honchkrow Flying 50% 50% 3,840 15
#431 Glameow Field 25% 75% 3,840 15
#432 Purugly Field 25% 75% 3,840 15
#433 Chingling No Eggs 50% 50% 5,120 20
#434 Stunky Field 50% 50% 5,120 20
#435 Skuntank Field 50% 50% 5,120 20
#436 Bronzor Mineral Genderless 7,680 30
#437 Bronzong Mineral Genderless 7,680 30
#438 Bonsly No Eggs 50% 50% 7,680 30
#439 Mime Jr. No Eggs 50% 50% 7,680 30
#440 Happiny No Eggs 0% 100% 3,840 15
#441 Chatot Flying 50% 50% 3,840 15
#442 Spiritomb Amorphous 50% 50% 3,840 15
#443 Gible Dragon, Monster 50% 50% 3,840 15
#444 Gabite Dragon, Monster 50% 50% 3,840 15
#445 Garchomp Dragon, Monster 50% 50% 2,560 10
#446 Munchlax No Eggs 87.50% 12.50% 5,120 20
#447 Riolu No Eggs 87.50% 12.50% 5,120 20
#448 Lucario Field, Human-like 87.50% 12.50% 5,120 20
#449 Hippopotas Field 50% 50% 5,120 20
#450 Hippowdon Field 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#451 Skorupi Bug, Water 3 50% 50% 5,120 20
#452 Drapion Bug, Water 3 50% 50% 7,680 30
#453 Croagunk Human-like 50% 50% 7,680 30
#454 Toxicroak Human-like 50% 50% 5,120 20
#455 Carnivine Grass 50% 50% 5,120 20
#456 Finneon Water 2 50% 50% 5,120 20
#457 Lumineon Water 2 50% 50% 5,120 20
#458 Mantyke No Eggs 50% 50% 5,120 20
#459 Snover Grass, Monster 50% 50% 5,120 20
#460 Abomasnow Grass, Monster 50% 50% 5,120 20
#461 Weavile Field 50% 50% 5,120 20
#462 Magnezone Mineral Genderless 5,120 20
#463 Lickilicky Monster 50% 50% 7,680 30
#464 Rhyperior Monster, Field 50% 50% 10,240 40
#465 Tangrowth Grass 50% 50% 10,240 40
#466 Electivire Human-like 75% 25% 10,240 40
#467 Magmortar Human-like 75% 25% 6,400 25
#468 Togekiss Flying, Fairy 87.50% 12.50% 6,400 25
#469 Yanmega Bug 50% 50% 7,680 30
#470 Leafeon Field 87.50% 12.50% 7,680 30
#471 Glaceon Field 87.50% 12.50% 5,120 20
#472 Gliscor Bug 50% 50% 5,120 20
#473 Mamoswine Field 50% 50% 2,560 10
#474 Porygon-Z Mineral Genderless 2,560 10
#475 Gallade Amorphous 100% 0% 6,400 25
#476 Probopass Mineral 50% 50% 5,120 20
#477 Dusknoir Amorphous 50% 50% 5,120 20
#478 Froslass Fairy, Mineral 0% 100% 5,120 20
#479 Rotom Amorphous Genderless 5,120 20
#480 Uxie No Eggs Genderless 5,120 20
#481 Mesprit No Eggs Genderless 20,480 80
#482 Azelf No Eggs Genderless 20,480 80
#483 Dialga No Eggs Genderless 20,480 80
#484 Palkia No Eggs Genderless 30,720 120
#485 Heatran No Eggs 50% 50% 30,720 120
#486 Regigigas No Eggs Genderless 2,560 10
#487 Giratina No Eggs Genderless 30,720 120
#488 Cresselia No Eggs 0% 100% 30,720 120
#489 Phione Fairy, Water 1 Genderless 30,720 120
#490 Manaphy Fairy, Water 1 Genderless 10,240 40
#491 Darkrai No Eggs Genderless 2,560 10
#492 Shaymin No Eggs Genderless 30,720 120
#493 Arceus No Eggs Genderless 30,720 120
#494 Victini No Eggs Genderless 30,720 120
#495 Snivy Grass, Field 87.50% 12.50% 30,720 120
#496 Servine Grass, Field 87.50% 12.50% 5,120 20
#497 Serperior Grass, Field 87.50% 12.50% 5,120 20
#498 Tepig Field 87.50% 12.50% 5,120 20
#499 Pignite Field 87.50% 12.50% 5,120 20
#500 Emboar Field 87.50% 12.50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#501 Oshawott Field 87.50% 12.50% 5,120 20
#502 Dewott Field 87.50% 12.50% 5,120 20
#503 Samurott Field 87.50% 12.50% 5,120 20
#504 Patrat Field 50% 50% 5,120 20
#505 Watchog Field 50% 50% 3,840 15
#506 Lillipup Field 50% 50% 3,840 15
#507 Herdier Field 50% 50% 3,840 15
#508 Stoutland Field 50% 50% 3,840 15
#509 Purrloin Field 50% 50% 3,840 15
#510 Liepard Field 50% 50% 5,120 20
#511 Pansage Field 87.50% 12.50% 5,120 20
#512 Simisage Field 87.50% 12.50% 5,120 20
#513 Pansear Field 87.50% 12.50% 5,120 20
#514 Simisear Field 87.50% 12.50% 5,120 20
#515 Panpour Field 87.50% 12.50% 5,120 20
#516 Simipour Field 87.50% 12.50% 5,120 20
#517 Munna Field 50% 50% 5,120 20
#518 Musharna Field 50% 50% 2,560 10
#519 Pidove Flying 50% 50% 2,560 10
#520 Tranquill Flying 50% 50% 3,840 15
#521 Unfezant Flying 50% 50% 3,840 15
#522 Blitzle Field 50% 50% 3,840 15
#523 Zebstrika Field 50% 50% 5,120 20
#524 Roggenrola Mineral 50% 50% 5,120 20
#525 Boldore Mineral 50% 50% 3,840 15
#526 Gigalith Mineral 50% 50% 3,840 15
#527 Woobat Field, Flying 50% 50% 3,840 15
#528 Swoobat Field, Flying 50% 50% 3,840 15
#529 Drilbur Field 50% 50% 3,840 15
#530 Excadrill Field 50% 50% 5,120 20
#531 Audino Fairy 50% 50% 5,120 20
#532 Timburr Human-like 87.50% 12.50% 5,120 20
#533 Gurdurr Human-like 87.50% 12.50% 5,120 20
#534 Conkeldurr Human-like 87.50% 12.50% 5,120 20
#535 Tympole Water 1 50% 50% 5,120 20
#536 Palpitoad Water 1 50% 50% 5,120 20
#537 Seismitoad Water 1 50% 50% 5,120 20
#538 Throh Human-like 100% 0% 5,120 20
#539 Sawk Human-like 100% 0% 5,120 20
#540 Sewaddle Bug 50% 50% 5,120 20
#541 Swadloon Bug 50% 50% 3,840 15
#542 Leavanny Bug 50% 50% 3,840 15
#543 Venipede Bug 50% 50% 3,840 15
#544 Whirlipede Bug 50% 50% 3,840 15
#545 Scolipede Bug 50% 50% 3,840 15
#546 Cottonee Grass, Fairy 50% 50% 3,840 15
#547 Whimsicott Grass, Fairy 50% 50% 5,120 20
#548 Petilil Grass 0% 100% 5,120 20
#549 Lilligant Grass 0% 100% 5,120 20
#550 Basculin Water 2 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#551 Sandile Field 50% 50% 10,240 40
#552 Krokorok Field 50% 50% 5,120 20
#553 Krookodile Field 50% 50% 5,120 20
#554 Darumaka Field 50% 50% 5,120 20
#555 Darmanitan Field 50% 50% 5,120 20
#556 Maractus Grass 50% 50% 5,120 20
#557 Dwebble Bug, Mineral 50% 50% 5,120 20
#558 Crustle Bug, Mineral 50% 50% 5,120 20
#559 Scraggy Dragon, Field 50% 50% 5,120 20
#560 Scrafty Dragon, Field 50% 50% 3,840 15
#561 Sigilyph Flying 50% 50% 3,840 15
#562 Yamask Mineral, Amorphous 50% 50% 5,120 20
#563 Cofagrigus Mineral, Amorphous 50% 50% 6,400 25
#564 Tirtouga Water 1, Water 3 87.50% 12.50% 6,400 25
#565 Carracosta Water 1, Water 3 87.50% 12.50% 7,680 30
#566 Archen Flying, Water 3 87.50% 12.50% 7,680 30
#567 Archeops Flying, Water 3 87.50% 12.50% 7,680 30
#568 Trubbish Mineral 50% 50% 7,680 30
#569 Garbodor Mineral 50% 50% 5,120 20
#570 Zorua Field 87.50% 12.50% 5,120 20
#571 Zoroark Field 87.50% 12.50% 6,400 25
#572 Minccino Field 25% 75% 6,400 25
#573 Cinccino Field 25% 75% 3,840 15
#574 Gothita Human-like 25% 75% 3,840 15
#575 Gothorita Human-like 25% 75% 5,120 20
#576 Gothitelle Human-like 25% 75% 5,120 20
#577 Solosis Amorphous 50% 50% 5,120 20
#578 Duosion Amorphous 50% 50% 5,120 20
#579 Reuniclus Amorphous 50% 50% 5,120 20
#580 Ducklett Water 1, Flying 50% 50% 5,120 20
#581 Swanna Water 1, Flying 50% 50% 5,120 20
#582 Vanillite Mineral 50% 50% 5,120 20
#583 Vanillish Mineral 50% 50% 5,120 20
#584 Vanilluxe Mineral 50% 50% 5,120 20
#585 Deerling Field 50% 50% 5,120 20
#586 Sawsbuck Field 50% 50% 5,120 20
#587 Emolga Field 50% 50% 5,120 20
#588 Karrablast Bug 50% 50% 5,120 20
#589 Escavalier Bug 50% 50% 3,840 15
#590 Foongus Grass 50% 50% 3,840 15
#591 Amoonguss Grass 50% 50% 5,120 20
#592 Frillish Amorphous 50% 50% 5,120 20
#593 Jellicent Amorphous 50% 50% 5,120 20
#594 Alomomola Water 1, Water 2 50% 50% 5,120 20
#595 Joltik Bug 50% 50% 10,240 40
#596 Galvantula Bug 50% 50% 5,120 20
#597 Ferroseed Grass, Mineral 50% 50% 5,120 20
#598 Ferrothorn Grass, Mineral 50% 50% 5,120 20
#599 Klink Mineral Genderless 5,120 20
#600 Klang Mineral Genderless 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#601 Klinklang Mineral Genderless 5,120 20
#602 Tynamo Amorphous 50% 50% 5,120 20
#603 Eelektrik Amorphous 50% 50% 5,120 20
#604 Eelektross Amorphous 50% 50% 5,120 20
#605 Elgyem Human-like 50% 50% 5,120 20
#606 Beheeyem Human-like 50% 50% 5,120 20
#607 Litwick Amorphous 50% 50% 5,120 20
#608 Lampent Amorphous 50% 50% 5,120 20
#609 Chandelure Amorphous 50% 50% 5,120 20
#610 Axew Monster, Dragon 50% 50% 5,120 20
#611 Fraxure Monster, Dragon 50% 50% 10,240 40
#612 Haxorus Monster, Dragon 50% 50% 10,240 40
#613 Cubchoo Field 50% 50% 10,240 40
#614 Beartic Field 50% 50% 5,120 20
#615 Cryogonal Mineral Genderless 5,120 20
#616 Shelmet Bug 50% 50% 6,400 25
#617 Accelgor Bug 50% 50% 3,840 15
#618 StunfiskWater 1, Amorphous 50% 50% 3,840 15
#619 Mienfoo Human-like, Field 50% 50% 5,120 20
#620 Mienshao Human-like, Field 50% 50% 6,400 25
#621 Druddigon Monster, Dragon 50% 50% 6,400 25
#622 Golett Mineral Genderless 7,680 30
#623 Golurk Mineral Genderless 6,400 25
#624 Pawniard Human-like 50% 50% 6,400 25
#625 Bisharp Human-like 50% 50% 5,120 20
#626 BouffalantField 50% 50% 5,120 20
#627 RuffletFlying 100% 0% 5,120 20
#628 Braviary Flying 100% 0% 5,120 20
#629 Vullaby Flying 0% 100% 5,120 20
#630 Mandibuzz Flying 0% 100% 5,120 20
#631 Heatmor Field 50% 50% 5,120 20
#632 Durant Bug 50% 50% 5,120 20
#633 Deino Dragon 50% 50% 5,120 20
#634 Zweilous Dragon 50% 50% 10,240 40
#635 Hydreigon Dragon 50% 50% 10,240 40
#636 Larvesta Bug 50% 50% 10,240 40
#637 Volcarona Bug 50% 50% 10,240 40
#638 Cobalion No Egg Genderless 10,240 40
#639 TerrakionNo Egg Genderless 20,480 80
#640 VirizionNo Egg Genderless 20,480 80
#641 Tornadus No Egg 100% 0% 20,480 80
#642 Thundurus No Egg 100% 0% 30,720 120
#643 Reshiram No Egg Genderless 30,720 120
#644 Zekrom No Egg Genderless 30,720 120
#645 Landorus No Egg 100% 0% 30,720 120
#646 Kyurem No Egg Genderless 30,720 120
#647 Keldeo No Egg Genderless 30,720 120
#648 Meloetta No Egg Genderless 20,480 80
#649 Genesect No Egg Genderless 5,120 20
#650 Chespin Field 87.50% 12.50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#651 Quilladin Field 87.50% 12.50% 5,120 20
#652 Chesnaught Field 87.50% 12.50% 5,120 20
#653 Fennekin Field 87.50% 12.50% 5,120 20
#654 Braixen Field 87.50% 12.50% 5,120 20
#655 Delphox Field 87.50% 12.50% 5,120 20
#656 Froakie Water 1 87.50% 12.50% 5,120 20
#657 Frogadier Water 1 87.50% 12.50% 5,120 20
#658 Greninja Water 1 87.50% 12.50% 5,120 20
#659 Bunnelby Field 50% 50% 5,120 20
#660 Diggersby Field 50% 50% 3,840 15
#661 Fletchling Flying 50% 50% 3,840 15
#662 Fletchinder Flying 50% 50% 3,840 15
#663 Talonflame Flying 50% 50% 3,840 15
#664 Scatterbug Bug 50% 50% 3,840 15
#665 Spewpa Bug 50% 50% 3,840 15
#666 Vivillon Bug 50% 50% 3,840 15
#667 Litleo Field 50% 50% 3,840 15
#668 Pyroar Field 50% 50% 5,120 20
#669 Flabb Fairy 0% 100% 5,120 20
#670 Floette Fairy 0% 100% 5,120 20

#671 Florges Fairy 0% 100% 5,120 20


#672 Skiddo Field 50% 50% 5,120 20
#673 Gogoat Field 50% 50% 5,120 20
#674 Pancham Field, Human-like 50% 50% 5,120 20
#675 Pangoro Field, Human-like 50% 50% 6,400 25
#676 Furfrou Field 50% 50% 6,400 25
#677 Espurr Field 50% 50% 5,120 20
#678 Meowstic Field 50% 50% 5,120 20
#679 Honedge Mineral 50% 50% 5,120 20
#680 Doublade Mineral 50% 50% 5,120 20
#681 Aegislash Mineral 50% 50% 5,120 20
#682 Spritzee Fairy 50% 50% 5,120 20
#683 Aromatisse Fairy 50% 50% 5,120 20
#684 Swirlix Fairy 50% 50% 5,120 20
#685 Slurpuff Fairy 50% 50% 5,120 20
#686 Inkay Water 1, Water 2 50% 50% 5,120 20
#687 Malamar Water 1, Water 2 50% 50% 5,120 20
#688 Binacle Water 3 50% 50% 5,120 20
#689 Barbaracle Water 3 50% 50% 5,120 20
#690 Skrelp Dragon, Water 1 50% 50% 5,120 20
#691 Dragalge Dragon, Water 1 50% 50% 5,120 20
#692 Clauncher Water 1, Water 3 50% 50% 5,120 20
#693 Clawitzer Water 1, Water 3 50% 50% 3,840 15
#694 Helioptile Dragon, Monster 50% 50% 3,840 15
#695 Heliolisk Dragon, Monster 50% 50% 5,120 20
#696 Tyrunt Dragon, Monster 87.50% 12.50% 5,120 20
#697 Tyrantrum Dragon, Monster 87.50% 12.50% 7,680 30
#698 Amaura Monster 87.50% 12.50% 7,680 30
#699 Aurorus Monster 87.50% 12.50% 7,680 30
#700 Sylveon Field 87.50% 12.50% 7,680 30
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#701 Hawlucha Human-like 50% 50% 5,120 20
#702 Dedenne Fairy, Field 50% 50% 5,120 20
#703 Carbink Mineral, Fairy Genderless 6,400 25
#704 Goomy Dragon 50% 50% 10,240 40
#705 Sliggoo Dragon 50% 50% 10,240 40
#706 Goodra Dragon 50% 50% 10,240 40
#707 Klefki Mineral 50% 50% 5,120 20
#708 Phantump Grass, Amorphous 50% 50% 5,120 20
#709 Trevenant Grass, Amorphous 50% 50% 5,120 20
#710 Pumpkaboo Amorphous 50% 50% 5,120 20
#711 Gourgeist Amorphous 50% 50% 5,120 20
#712 Bergmite Monster 50% 50% 5,120 20
#713 Avalugg Monster 50% 50% 5,120 20
#714 Noibat Flying 50% 50% 5,120 20
#715 Noivern Flying 50% 50% 5,120 20
#716 Xerneas No Egg Genderless 30,720 120
#717 Yveltal No Egg Genderless 30,720 120
#718 Zygarde (50%) No Egg Genderless 30,720 120
#719 Diancie No Egg Genderless 6,400 25
#720 Hoopa No Egg Genderless 30,720 120
#721 Volcanion No Egg Genderless 30,720 120
#722 Rowlet Flying 87.50% 12.50% 3,840 15
#723 Dartrix Flying 87.50% 12.50% 3,840 15
#724 Decidueye Flying 87.50% 12.50% 3,840 15
#725 Litten Field 87.50% 12.50% 3,840 15
#726 Torracat Field 87.50% 12.50% 3,840 15
#727 Incineroar Field 87.50% 12.50% 3,840 15
#728 Popplio Field, Water 1 87.50% 12.50% 3,840 15
#729 Brionne Field, Water 1 87.50% 12.50% 3,840 15

#730 Primarina Field, Water 1 87.50% 12.50% 3,840 15


#731 Pikipek Flying 50% 50% 3,840 15
#732 Trumbeak Flying 50% 50% 3,840 15
#733 Toucannon Flying 50% 50% 3,840 15
#734 Yungoos Field 50% 50% 3,840 15
#735 Gumshoos Field 50% 50% 3,840 15
#736 Grubbin Bug 50% 50% 3,840 15
#737 Charjabug Bug 50% 50% 3,840 15
#738 Vikavolt Bug 50% 50% 3,840 15
#739 Crabrawler Water 3 50% 50% 5,120 20
#740 Crabominable Water 3 50% 50% 5,120 20
#741 Oricorio Flying 25% 75% 5,120 20
#742 Cutiefly Bug, Fairy 50% 50% 5,120 20
#743 Ribombee Bug, Fairy 50% 50% 5,120 20
#744 Rockruff Field 50% 50% 3,840 15
#745 Lycanroc Field 50% 50% 3,840 15
#746 Wishiwashi Water 2 50% 50% 3,840 15
#747 Mareanie Water 1 50% 50% 5,120 20
#748 Toxapex Water 1 50% 50% 5,120 20
#749 Mudbray Field 50% 50% 5,120 20
#750 Mudsdale Field 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#751 Dewpider Bug, Water 1 50% 50% 3,840 15
#752 Araquanid Bug, Water 1 50% 50% 3,840 15
#753 Fomantis Grass 50% 50% 5,120 20
#754 Lurantis Grass 50% 50% 5,120 20
#755 Morelull Grass 50% 50% 5,120 20
#756 Shiinotic Grass 50% 50% 5,120 20
#757 Salandit Monster, Dragon 87.50% 12.50% 5,120 20
#758 Salazzle Monster, Dragon 87.50% 12.50% 5,120 20
#759 Stufful Field 50% 50% 3,840 15
#760 Bewear Field 50% 50% 3,840 15
#761 Bounsweet Grass 0% 100% 5,120 20
#762 Steenee Grass 0% 100% 5,120 20
#763 Tsareena Grass 0% 100% 5,120 20
#764 Comfey Grass 25% 75% 5,120 20
#765 Oranguru Field 50% 50% 5,120 20
#766 Passimian Field 50% 50% 5,120 20
#767 Wimpod Bug, Water 3 50% 50% 5,120 20
#768 Golisopod Bug, Water 3 50 % 50% 5,120 20
#769 Sandygast Amorphous 50% 50% 3,840 15
#770 Palossand Amorphous 50% 50% 3,840 15
#771 Pyukumuku Water 1 50% 50% 3,840 15
#772 Type: Null No Eggs Genderless 30,720 120
#773 Silvally No Eggs Genderless 30,720 120
#774 Minior Mineral Genderless 6,400 25
#775 Komala Field 50% 50% 5,120 20
#776 Turtonator Monster, Dragon 50% 50% 5,120 20
#777 Togedemaru Field, Fairy 50% 50% 2,560 10
#778 Mimikyu Amorphous 50% 50% 5,120 20
#779 Bruxish Water 2 50% 50% 3,840 15
#780 Drampa Monster, Dragon 50% 50% 5,120 20
#781 Dhelmise Mineral Genderless 6,400 25
#782 Jangmo-o Dragon 50% 50% 10,240 40
#783 Hakamo-o Dragon 50% 50% 10,240 40
#784 Kommo-o Dragon 50% 50% 10,240 40
#785 Tapu Koko No Eggs Genderless 3,840 15
#786 Tapu Lele No Eggs Genderless 3,840 15
#787 Tapu Bulu No Eggs Genderless 3,840 15
#788 Tapu Fini No Eggs Genderless 3,840 15

#789 Cosmog No Eggs Genderless 30,720 120


#790 Cosmoem No Eggs Genderless 30,720 120
#791 Solgaleo No Eggs Genderless 30,720 120
#792 Lunala No Eggs Genderless 30,720 120
#793 Nihilego No Eggs Genderless 30,720 120
#794 Pheromosa No Eggs Genderless 30,720 120
#795 Buzzwole No Eggs Genderless 30,720 120
#796 Xurkitree No Eggs Genderless 30,720 120
#797 Celesteela No Eggs Genderless 30,720 120
#798 Kartana No Eggs Genderless 30,720 120
#799 Guzzford No Eggs Genderless 30,720 120
#800 Necrozuma No Eggs Genderless 30,720 120
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#801 Magearna No Eggs Genderless 30,720 120
#802 Marshadow No Eggs Genderless 30,720 120

Pokmon Stats (Misc. #1)

To round out our sections on Pokmon stats, we'll include the rest of the data that you might find useful for whatever reason - it's just
a hodgepodge of stuff, so I just opted to lump it all together here. There are, altogether, two sections for miscellaneous Pokmon
stats, because there are a lot of such stats. Below is what is discussed in this section (height, weight, EXP. at Level 100, and EV
yields) - basal happiness, catch rates, and EXP. base values can be found in the second miscellaneous section.

Height: The Pokmon's height, per the Pokdex. It's not of much use in battle, but some people request Pokmon of certain
heights so you can get stuff. This is measured under the imperial/U.S. system, where you see [feet]' [inches]". (Note the
apostrophes and quotations - they're important.) If you're playing a game using the metric system and want to know what it is
in meters, multiply the feet by twelve, add the inches, then multiply that by 0.254 to get the meters. The reason for the lack of
inclusion is a lack of space, in case you're curious: the Pokmon by Height section will include their weight in kilograms for
those playing metric games.

Weight: The more useful of the physical-appearance variables, weight is a key factor in the damage calculation of several
moves, such as Grass Knot. It's mostly a comparison stat for stuff such as this; however, if you are playing a game using the
metric system of kilograms/kg. (listed are the imperial pounds/lbs.), note that 1 pound equals approximately 0.446 kilograms -
but, again, you won't find it very useful to convert unless you happen to know the damage formulae.

Level 100 EXP.:' The amount of EXP. the Pokmon will have at Level 100, and the amount of EXP. it will take to bring the
Pokmon from a hatched Egg to Level 100 without the aid of items and such for EXP. boosts. There are several distinct
names for these values: very slow or fluctuating (1,640,000), slow (1,250,000), medium-slow (1,059,860), medium-fast
(1,000,000), fast (800,000), and very fast or erratic (600,000). Mostly just stuff for the curious - as you can tell, the fastest
Pokmon levels up around 2.733 times faster than the slowest one (both without aides). If you want to see how these things
can be derived, see the section EXP. Groups.

Effort Value (EV) Yield: Each Pokmon gives off a number of Effort Values, or EVs, when beaten in battle, and EVs are used
to determine stat growth. While obsoleted by the much faster Super Training, people may prefer the nostalgia of EV training
the hard way. Or something. The precise mechanics of EVs are in EVs - Effort Values. You may want to read up on them.
Anyways, I list the EV yields for all six stats, with "-" denoting there is no gain in that stat. These all assume a lack of Pokrus
or EV-boosting items: these are the base yields, so to speak.

EFFORT VALUE (EV) YIELD


# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#001 Bulbasaur 2' 4" 15.2 lbs. 1,059,860 (medium-slow) - - - 1 - -
#002 Ivysaur 3' 3" 28.7 lbs. 1,059,860 (medium-slow) - - - 1 1 -
#003 Venusaur 6' 7" 220.5 lbs. 1,059,860 (medium-slow) - - - 2 1 -
#004 Charmander 2' 0" 18.7 lbs. 1,059,860 (medium-slow) - - - - - 1
#005 Charmeleon 3' 7" 41.9 lbs. 1,059,860 (medium-slow) - - - 1 - 1
#006 Charizard 5' 7" 199.5 lbs. 1,059,860 (medium-slow) - - - - - 3
#007 Squirtle 1' 8" 19.8 lbs. 1,059,860 (medium-slow) - - 1 - - -
#008 Wartortle 3' 3" 49.6 lbs. 1,059,860 (medium-slow) - - 1 - 1 -
#009 Blastoise 3' 4" 188.5 lbs. 1,059,860 (medium-slow) - - - - 3 -
#010 Caterpie 1' 0" 6.4 lbs. 1,000,000 (medium-fast) 1 - - - - -
#011 Metapod 2' 4" 21.8 lbs. 1,000,000 (medium-fast) - - 2 - - -
#012 Butterfree 3' 7" 70.5 lbs. 1,000,000 (medium-fast) - - - 2 1 -
#013 Weedle 1' 0" 7.1 lbs. 1,000,000 (medium-fast) - - - - - 1
#014 Kakuna 2' 0" 22.0 lbs. 1,000,000 (medium-fast) - - 2 - - -
#015 Beedrill 3' 3" 65.0 lbs. 1,000,000 (medium-fast) - 2 - - 1 -
#016 Pidgey 1' 0" 4.0 lbs. 1,059,860 (medium-slow) - - - - - 1
#017 Pidgeotto 3' 7" 66.1 lbs.1,059,860 (medium-slow) - - - - - 2
#018 Pidgeot 4' 11" 87.1 lbs.1,059,860 (medium-slow) - - - - - 3
#019 Rattata 1' 0" 7.7 lbs. 1,000,000 (medium-fast) - - - - - 1
#020 Raticate 2' 4" 40.8 lbs.1,000,000 (medium-fast) - - - - - 2
#021 Spearow 1' 0" 4.4 lbs. 1,000,000 (medium-fast) - - - - - 1
#022 Fearow 3' 11" 83.8 lbs.1,000,000 (medium-fast) - - - - - 2
#023 Ekans 6' 7" 15.2 lbs.1,000,000 (medium-fast) - 1 - - - -
#024 Arbok 11' 6" 143.3 lbs.
1,000,000 (medium-fast) - 2 - - - -
#025 Pikachu 1' 4" 13.2 lbs.1,000,000 (medium-fast) - - - - - 2
#026 Raichu 2' 7" 66.1 lbs.1,000,000 (medium-fast) - - - - - 3
#027 Sandshrew 2' 0" 26.5 lbs.1,000,000 (medium-fast) - - 1 - - -
#028 Sandslash 3' 3" 65.0 lbs.1,000,000 (medium-fast) - - 2 - - -
#029 Nidoran 1' 4" 15.4 lbs.1,059,860 (medium-slow) 1 - - - - -
#030 Nidorina 2' 7" 44.1 lbs.1,059,860 (medium-slow) 2 - - - - -
#031 Nidoqueen 4' 3" 132.3 lbs.
1,059,860 (medium-slow) 3 - - - - -
#032 Nidoran 1' 8" 19.8 lbs.1,059,860 (medium-slow) - 1 - - - -
#033 Nidorino 2' 11" 43.0 lbs.1,059,860 (medium-slow) - 2 - - - -
#034 Nidoking 4' 7" 136.7 lbs.
1,059,860 (medium-slow) - 3 - - - -
#035 Clefairy 2' 0" 16.5 lbs.800,000 (fast) 2 - - - - -
#036 Clefable 4' 3" 88.2 lbs.800,000 (fast) 3 - - - - -
#037 Vulpix 2' 0" 21.8 lbs.1,000,000 (medium-fast) - - - - - 1
#038 Ninetales 3' 7" 43.9 lbs.1,000,000 (medium-fast) - - - - 1 1
#039 Jigglypuff 1' 8" 12.1 lbs.800,000 (fast) 2 - - - - -
#040 Wigglytuff 3' 3" 26.5 lbs.800,000 (fast) 2 - - - - -
#041 Zubat 2' 7" 16.5 lbs.1,000,000 (medium-fast) - - - - - 1
#042 Golbat 5' 3" 121.3 lbs.
1,000,000 (medium-fast) - - - - - 1
#043 Oddish 1' 8" 11.9 lbs.1,059,860 (medium-slow) - - - 1 - -
#044 Gloom 2' 7" 19.0 lbs.1,059,860 (medium-slow) - - - 2 - -
#045 Vileplume 3' 11" 41.0 lbs.1,059,860 (medium-slow) - - - - - 3
#046 Paras 1' 0" 11.9 lbs.1,000,000 (medium-fast) - 1 - - - -
#047 Parasect 3' 3" 65.0 lbs.1,000,000 (medium-fast) - 2 1 - - -
#048 Venonat 3' 3" 66.1 lbs.1,000,000 (medium-fast) - - - - 1 -
#049 Venomoth 4' 11" 27.6 lbs.1,000,000 (medium-fast) - - - - 1 1
#050 Diglett 0' 8" 1.8 lbs. 1,000,000 (medium-fast) - - - - - 1
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#051 Dugtrio 2' 4" 73.4 lbs. 1,000,000 (medium-fast) - - - - - 2
#052 Meowth 1' 4" 9.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#053 Persian 3' 3" 70.5 lbs. 1,000,000 (medium-fast) - - - - - 2
#054 Psyduck 2' 7" 43.2 lbs. 1,000,000 (medium-fast) - - - 1 - -
#055 Golduck 5' 7" 168.9 lbs. 1,000,000 (medium-fast) - - - 2 - -
#056 Mankey 1' 8" 61.7 lbs. 1,000,000 (medium-fast) - 1 - - - -
#057 Primeape 3' 3" 70.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#058 Growlithe 2' 5" 41.9 lbs. 1,250,000 (slow) - 1 - - - -
#059 Arcanine 6' 3" 341.7 lbs. 1,250,000 (slow) - 2 - - - -
#060 Poliwag 2' 0" 27.3 lbs. 1,059,860 (medium-slow) - - - - - 1
#061 Poliwhirl 3' 3" 44.1 lbs. 1,059,860 (medium-slow) - - - - - 2
#062 Poliwrath 4' 3" 119.0 lbs. 1,059,860 (medium-slow) - - 3 - - -
#063 Abra 2' 11" 43.0 lbs. 1,059,860 (medium-slow) - - - 1 - -
#064 Kadabra 4' 3" 124.6 lbs. 1,059,860 (medium-slow) - - - 2 - -
#065 Alakazam 4' 11" 105.8 lbs. 1,059,860 (medium-slow) - - - 3 - -
#066 Machop 2' 7" 43.0 lbs. 1,059,860 (medium-slow) - 1 - - - -
#067 Machoke 4' 11" 155.4 lbs. 1,059,860 (medium-slow) - 2 - - - -
#068 Machamp 5' 3" 286.6 lbs. 1,059,860 (medium-slow) - 3 - - - -
#069 Bellsprout 2' 4" 8.8 lbs. 1,059,860 (medium-slow) - 1 - - - -
#070 Weepinbell 3' 3" 14.1 lbs. 1,059,860 (medium-slow) - 2 - - - -
#071 Victreebel 5' 7" 34.2 lbs. 1,059,860 (medium-slow) - 3 - - - -
#072 Tentacool 2' 11" 100.3 lbs. 1,250,000 (slow) - - - - 1 -
#073 Tentacruel 5' 3" 121.3 lbs. 1,250,000 (slow) - - - - 2 -
#074 Geodude 1' 4" 44.1 lbs. 1,059,860 (medium-slow) - - 1 - - -
#075 Graveler 3' 3" 231.5 lbs. 1,059,860 (medium-slow) - - 2 - - -
#076 Golem 4' 7" 661.4 lbs.
1,059,860 (medium-slow) - - 3 - - -
#077 Ponyta 3' 3" 66.1 lbs.
1,000,000 (medium-fast) - - - - - 1
#078 Rapidash 5' 7" 209.4 lbs.
1,000,000 (medium-fast) - - - - - 2
#079 Slowpoke 3' 11" 79.4 lbs.
1,000,000 (medium-fast) 1 - - - - -
#080 Slowbro 5' 3" 173.1 lbs.
1,000,000 (medium-fast) - - 2 - - -
#081 Magnemite 1' 0" 13.2 lbs.
1,000,000 (medium-fast) - - - 1 - -
#082 Magneton 3' 3" 132.3 lbs.
1,000,000 (medium-fast) - - - 2 - -
#083 Farfetch'd 2' 7" 33.1 lbs.
1,000,000 (medium-fast) - 1 - - - -
#084 Doduo 4' 7" 86.4 lbs.
1,000,000 (medium-fast) - 1 - - - -
#085 Dodrio 5' 11" 187.8 lbs.
1,000,000 (medium-fast) - 2 - - - -
#086 Seel 3' 7" 198.4 lbs.
1,000,000 (medium-fast) - - - - 1 -
#087 Dewgong 5' 7" 264.6 lbs.
1,000,000 (medium-fast) - - - - 2 -
#088 Grimer 2' 11" 66.1 lbs.
1,000,000 (medium-fast) 1 - - - - -
#089 Muk 3' 11" 66.1 lbs.
1,000,000 (medium-fast) 1 1 - - - -
#090 Shellder 1' 0" 8.8 lbs.1,250,000 (slow) - - 1 - - -
#091 Cloyster 4' 11" 292.1 lbs.
1,250,000 (slow) - 2 - - - -
#092 Gastly 4' 3" 0.2 lbs.1,059,860 (medium-slow) - - - 1 - -
#093 Haunter 5' 3" 0.2 lbs.1,059,860 (medium-slow) - - - 2 - -
#094 Gengar 4' 11" 89.3 lbs.
1,059,860 (medium-slow) - - - 3 - -
#095 Onix 28' 10" 463.0 lbs.
1,000,000 (medium-fast) - - 1 - - -
#096 Drowzee 3' 3" 71.4 lbs.
1,000,000 (medium-fast) - - - - 1 -
#097 Hypno 5' 3" 166.7 lbs.
1,000,000 (medium-fast) - - - - 2 -
#098 Krabby 1' 4" 14.3 lbs.
1,000,000 (medium-fast) - 1 - - - -
#099 Kingler 4' 3" 132.3 lbs.
1,000,000 (medium-fast) - 2 - - - -
#100 Voltorb 1' 8" 22.9 lbs.
1,000,000 (medium-fast) - - - - - 1
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#101 Electrode 3' 11" 146.8 lbs. 1,000,000 (medium-fast) - - - - - 2
#102 Exeggcute 1' 4" 5.5 lbs. 1,250,000 (slow) - - 1 - - -
#103 Exeggutor 6' 7" 264.6 lbs. 1,250,000 (slow) - - - 2 - -
#104 Cubone 1' 4" 14.3 lbs. 1,000,000 (medium-fast) - - 1 - - -
#105 Marowak 3' 3" 99.2 lbs. 1,000,000 (medium-fast) - - 2 - - -
#106 Hitmonlee 4' 11" 109.8 lbs. 1,000,000 (medium-fast) - 2 - - - -
#107 Hitmonchan 4' 7" 110.7 lbs. 1,000,000 (medium-fast) - - - - 2 -
#108 Lickitung 3' 11" 144.4 lbs. 1,000,000 (medium-fast) 2 - - - - -
#109 Koffing 2' 0" 2.2 lbs. 1,000,000 (medium-fast) - - 1 - - -
#110 Weezing 3' 11" 20.9 lbs. 1,000,000 (medium-fast) - - 2 - - -
#111 Rhyhorn 3' 3" 253.5 lbs. 1,250,000 (slow) - - 1 - - -
#112 Rhydon 6' 3" 264.6 lbs. 1,250,000 (slow) - 2 - - - -
#113 Chansey 3' 7" 76.3 lbs. 800,000 (fast) 2 - - - - -
#114 Tangela 3' 3" 77.2 lbs. 1,000,000 (medium-fast) - - 1 - - -
#115 Kangaskhan 7' 3" 176.4 lbs. 1,000,000 (medium-fast) 2 - - - - -
#116 Horsea 1' 4" 17.6 lbs. 1,000,000 (medium-fast) - - - 1 - -
#117 Seadra 3' 11" 55.1 lbs. 1,000,000 (medium-fast) - - 1 1 - -
#118 Goldeen 2' 0" 33.1 lbs. 1,000,000 (medium-fast) - 1 - - - -
#119 Seaking 4' 3" 86.0 lbs. 1,000,000 (medium-fast) - 2 - - - -
#120 Staryu 2' 7" 76.1 lbs. 1,250,000 (slow) - - - - - 1
#121 Starmie 3' 7" 176.4 lbs. 1,250,000 (slow) - - - - - 2
#122 Mr. Mime 4' 3" 120.2 lbs. 1,000,000 (medium-fast) - - - - 2 -
#123 Scyther 4' 11" 123.5 lbs. 1,000,000 (medium-fast) - 1 - - - -
#124 Jynx 4' 7" 89.5 lbs. 1,000,000 (medium-fast) - - - 2 - -
#125 Electabuzz 3' 7" 66.1 lbs. 1,000,000 (medium-fast) - - - - - 2
#126 Magmar 4' 3" 98.1 lbs. 1,000,000 (medium-fast) - - - 2 - -
#127 Pinsir 4' 11" 121.3 lbs. 1,250,000 (slow) - 2 - - - -
#128 Tauros 4' 7" 194.9 lbs. 1,250,000 (slow) - 1 - - - 1
#129 Magikarp 2' 11" 22.0 lbs. 1,250,000 (slow) - - - - - 1
#130 Gyarados 21' 4" 518.1 lbs. 1,250,000 (slow) - 2 - - - -
#131 Lapras 8' 2" 485.0 lbs. 1,250,000 (slow) - 2 - - - -
#132 Ditto 1' 0" 8.8 lbs. 1,000,000 (medium-fast) 1 - - - - -
#133 Eevee 1' 0" 14.3 lbs. 1,000,000 (medium-fast) - - - - 1 -
#134 Vaporeon 3' 3" 63.9 lbs. 1,000,000 (medium-fast) 2 - - - - -
#135 Jolteon 2' 7" 54.0 lbs. 1,000,000 (medium-fast)
- - - - - 2
#136 Flareon 2' 11" 55.1 lbs. 1,000,000 (medium-fast)
- 2 - - - -
#137 Porygon 2' 7" 80.5 lbs. 1,000,000 (medium-fast)
- - - 1 - -
#138 Omanyte 1' 4" 16.5 lbs. 1,000,000 (medium-fast)
- - 1 - - -
#139 Omastar 3' 3" 77.2 lbs. 1,000,000 (medium-fast)
- - 2 - - -
#140 Kabuto 1' 8" 25.4 lbs. 1,000,000 (medium-fast)
- - 1 - - -
#141 Kabutops 4' 3" 89.3 lbs. 1,000,000 (medium-fast)
- 2 - - - -
#142 Aerodactyl 5' 11" 130.1 lbs. 1,250,000 (slow) - - - - - 2
#143 Snorlax 6' 11" 1,014.1 lbs. 1,250,000 (slow) 2 - - - - -
#144 Articuno 5' 7" 122.1 lbs. 1,250,000 (slow) - - - - 3 -
#145 Zapdos 5' 3" 116.0 lbs. 1,250,000 (slow) - - - 3 - -
#146 Moltres 6' 7" 132.3 lbs. 1,250,000 (slow) - - - 3 - -
#147 Dratini 5' 11" 7.3 lbs. 1,250,000 (slow) 1 - - - - -
#148 Dragonair 13' 1" 36.4 lbs. 1,250,000 (slow) 2 - - - - -
#149 Dragonite 7' 3" 463.0 lbs. 1,250,000 (slow) 3 - - - - -
#150 Mewtwo 6' 7" 269.0 lbs. 1,250,000 (slow) - - - 3 - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#151 Mew 1' 4" 8.8 lbs. 1,059,860 (medium-slow) 3 - - - - -
#152 Chikorita 2' 11" 14.1 lbs. 1,059,860 (medium-slow) - - - - 1 -
#153 Bayleef 3' 11" 34.8 lbs. 1,059,860 (medium-slow) - - 1 - 1 -
#154 Meganium 5' 11" 221.6 lbs. 1,059,860 (medium-slow) - - 1 - 2 -
#155 Cyndaquil 1' 8" 17.4 lbs. 1,059,860 (medium-slow) - - - - - 1
#156 Quilava 2' 11" 41.9 lbs. 1,059,860 (medium-slow) - - - 1 - 1
#157 Typhlosion 5' 7" 175.3 lbs. 1,059,860 (medium-slow) - - - 3 - -
#158 Totodile 2' 0" 20.9 lbs. 1,059,860 (medium-slow) - 1 - - - -
#159 Croconaw 3' 7" 55.1 lbs. 1,059,860 (medium-slow) - 1 1 - - -
#160 Feraligatr 7' 7" 195.8 lbs. 1,059,860 (medium-slow) - 2 1 - - -
#161 Sentret 2' 7" 13.2 lbs. 1,000,000 (medium-fast) - 1 - - - -
#162 Furret 5' 11" 71.7 lbs. 1,000,000 (medium-fast) - - - - - 2
#163 Hoothoot 2' 4" 46.7 lbs. 1,000,000 (medium-fast) 1 - - - - -
#164 Noctowl 5' 3" 89.9 lbs. 1,000,000 (medium-fast) 2 - - - - -
#165 Ledyba 3' 3" 23.8 lbs. 800,000 (fast) - - - - 1 -
#166 Ledian 4' 7" 78.5 lbs. 800,000 (fast) - - - - 2 -
#167 Spinarak 1' 8" 18.7 lbs. 800,000 (fast) - 1 - - - -
#168 Ariados 3' 7" 73.9 lbs. 800,000 (fast) - 2 - - - -
#169 Crobat 5' 11" 165.3 lbs. 1,000,000 (medium-fast) - - - - - 3
#170 Chinchou 1' 8" 26.5 lbs. 1,250,000 (slow) 1 - - - - -
#171 Lanturn 3' 11" 49.6 lbs. 1,250,000 (slow) 2 - - - - -
#172 Pichu 1' 0" 4.4 lbs. 1,000,000 (medium-fast) - - - - - 1
#173 Cleffa 1' 0" 6.6 lbs. 800,000 (fast) - - - - 1 -
#174 Igglybuff 1' 0" 2.2 lbs. 800,000 (fast) 1 - - - - -
#175 Togepi 1' 0" 3.3 lbs. 800,000 (fast) - - - - 1 -
#176 Togetic 2' 0" 7.1 lbs. 800,000 (fast) - - - - 2 -
#177 Natu 0' 8" 4.4 lbs. 1,000,000 (medium-fast) - - - 1 - -
#178 Xatu 4' 11" 33.1 lbs. 1,000,000 (medium-fast) - - - 1 - 1
#179 Mareep 2' 0" 17.2 lbs. 1,059,860 (medium-slow) - - - 1 - -
#180 Flaaffy 2' 7" 29.3 lbs. 1,059,860 (medium-slow) - - - 2 - -
#181 Ampharos 4' 7" 135.6 lbs. 1,059,860 (medium-slow) - - - 3 - -
#182 Bellossom 1' 4" 12.8 lbs. 1,059,860 (medium-slow) - - - - 3 -
#183 Marill 1' 4" 18.7 lbs. 800,000 (fast) 2 - - - - -
#184 Azumarill 2' 7" 62.8 lbs. 800,000 (fast) 3 - - - - -
#185 Sudowoodo 3' 11" 83.8 lbs. 1,000,000 (medium-fast) - - 2 - - -
#186 Politoed 3' 7" 74.7 lbs. 1,059,860 (medium-slow) - - - - 3 -
#187 Hoppip 1' 4" 1.1 lbs. 1,059,860 (medium-slow) - - - - 1 -
#188 Skiploom 2' 0" 2.2 lbs. 1,059,860 (medium-slow) - - - - - 2
#189 Jumpluff 2' 7" 6.6 lbs. 1,059,860 (medium-slow) - - - - - 3
#190 Aipom 2' 7" 25.4 lbs. 800,000 (fast) - - - - - 1
#191 Sunkern 1' 0" 4.0 lbs. 1,059,860 (medium-slow) - - - 1 - -

#192 Sunflora 2' 7" 18.7 lbs. 1,059,860 (medium-slow) - - - 2 - -


#193 Yanma 3' 11" 83.8 lbs. 1,000,000 (medium-fast) - - - - - 1
#194 Wooper 1' 4" 18.7 lbs.1,000,000 (medium-fast) 1 - - - - -
#195 Quagsire 4' 7" 165.3l lbs.
1,000,000 (medium-fast) 2 - - - - -
#196 Espeon 2' 11" 58.4 lbs.1,000,000 (medium-fast) - - - 2 - -
#197 Umbreon 3' 3" 59.5 lbs.1,000,000 (medium-fast) - - - - 2 -
#198 Murkrow 1' 8" 4.6 lbs. 1,059,860 (medium-slow) - - - - - 1
#199 Slowking 6' 7" 175.3 lbs.
1,000,000 (medium-fast) - - - - 3 -
#200 Misdreavus 2' 4" 2.2 lbs. 800,000 (fast) - - - - 1 -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#201 Unown 1' 8" 11.0 lbs. 1,000,000 (medium-fast) - 1 - 1 - -
#202 Wobbuffet 4' 3" 62.8 lbs. 1,000,000 (medium-fast) 2 - - - - -
#203 Girafarig 4' 11" 91.5 lbs. 1,000,000 (medium-fast) - - - 2 - -
#204 Pineco 2' 0" 15.9 lbs. 1,000,000 (medium-fast) - - 1 - - -
#205 Forretress 3' 11" 277.3 lbs. 1,000,000 (medium-fast) - - 2 - - -
#206 Dunsparce 4' 11" 30.9 lbs. 1,000,000 (medium-fast) 1 - - - - -
#207 Gligar 3' 7" 142.9 lbs. 1,059,860 (medium-slow) - - 1 - - -
#208 Steelix 30' 2" 881.8 lbs. 1,000,000 (medium-fast) - - 2 - - -
#209 Snubbull 2' 0" 17.2 lbs. 800,000 (fast) - - 1 - - -
#210 Granbull 4' 7" 107.4 lbs. 800,000 (fast) - 2 - - - -
#211 Qwilfish 1' 8" 8.6 lbs. 1,000,000 (medium-fast) - 1 - - - -
#212 Scizor 5' 11" 260.1 lbs. 1,000,000 (medium-fast) - 2 - - - -
#213 Shuckle 2' 0" 45.2 lbs. 1,059,860 (medium-slow) - 1 - - 1 -
#214 Heracross 4' 11" 119.0 lbs. 1,250,000 (slow) - 2 - - - -
#215 Sneasel 2' 11" 61.7 lbs. 1,059,860 (medium-slow) - - - - - 1
#216 Teddiursa 2' 0" 19.4 lbs. 1,000,000 (medium-fast) - 1 - - - -
#217 Ursaring 5' 11" 277.3 lbs. 1,000,000 (medium-fast) - 2 - - - -
#218 Slugma 2' 4" 77.2 lbs. 1,000,000 (medium-fast) - - - 1 - -
#219 Magcargo 2' 7" 121.3 lbs. 1,000,000 (medium-fast) - - 2 - - -
#220 Swinub 1' 4" 14.3 lbs. 1,250,000 (slow) - 1 - - - -
#221 Piloswine 3' 7" 123.0 lbs. 1,250,000 (slow) 1 1 - - - -
#222 Corsola 2' 0" 11.0 lbs. 800,000 (fast) - - 1 - 1 -
#223 Remoraid 2' 0" 26.5 lbs. 1,000,000 (medium-fast) - - - 1 - -
#224 Octillery 2' 11" 62.8 lbs. 1,000,000 (medium-fast) - 1 - 1 - -
#225 Delibird 2' 11" 35.3 lbs. 800,000 (fast) - - - - - 1
#226 Mantine 6' 11" 485.0 lbs. 1,250,000 (slow) - - - - 2 -
#227 Skarmory 5' 7" 111.3 lbs. 1,250,000 (slow) - - 2 - - -
#228 Houndour 2' 0" 23.8 lbs. 1,250,000 (slow) - - - 1 - -
#229 Houndoom 4' 7" 77.2 lbs. 1,250,000 (slow) - - - 2 - -
#230 Kingdra 5' 11" 335.1 lbs. 1,000,000 (medium-fast) - 1 - 1 1 -
#231 Phanpy 1' 8" 73.9 lbs. 1,000,000 (medium-fast) 1 - - - - -
#232 Donphan 3' 7" 264.6 lbs. 1,000,000 (medium-fast) - 1 1 - - -
#233 Porygon2 2' 0" 71.7 lbs. 1,000,000 (medium-fast) - - - 2 - -
#234 Stantler 4' 7" 157.0 lbs. 1,250,000 (slow) - 1 - - - -
#235 Smeargle 3' 11" 127.9 lbs. 800,000 (fast) - - - - - 1
#236 Tyrogue 2' 4" 46.3 lbs. 1,000,000 (medium-fast) - 1 - - - -
#237 Hitmontop 4' 7" 105.8 lbs. 1,000,000 (medium-fast) - - - - 2 -
#238 Smoochum 1' 4" 13.2 lbs. 1,000,000 (medium-fast) - - - 1 - -
#239 Elekid 2' 0" 51.8 lbs. 1,000,000 (medium-fast) - - - - - 1
#240 Magby 2' 4" 47.2 lbs. 1,000,000 (medium-fast) - - - - - 1
#241 Miltank 3' 11" 166.4 lbs. 1,250,000 (slow) - - 2 - - -
#242 Blissey 4' 11" 103.2 lbs. 800,000 (fast) 3 - - - - -
#243 Raikou 6' 3" 392.4 lbs. 1,250,000 (slow) - - - 1 - 2
#244 Entei 6' 11" 436.5 lbs. 1,250,000 (slow) 1 2 - - - -
#245 Suicune 6' 7" 412.3 lbs. 1,250,000 (slow) - - 1 - 2 -
#246 Larvitar 2' 0" 158.7 lbs. 1,250,000 (slow) 1 - - - - -
#247 Pupitar 3' 11" 335.1 lbs. 1,250,000 (slow) 2 - - - - -
#248 Tyranitar 6' 7" 445.3 lbs. 1,250,000 (slow) 3 - - - - -
#249 Lugia 17' 1" - - - - 3 -
476.2 lbs. 1,250,000 (slow)

#250 Ho-Oh 12' 6" 438.7 lbs. 1,250,000 (slow) - - - - 3 -


EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#251 Celebi 2' 0" 11.0 lbs. 1,059,860 (medium-slow) 3 - - - - -
#252 Treecko 1' 8" 11.0 lbs. 1,059,860 (medium-slow) - - - - - 1
#253 Grovyle 2' 11" 47.6 lbs. 1,059,860 (medium-slow) - - - - - 2
#254 Sceptile 5' 7" 115.1 lbs. 1,059,860 (medium-slow) - - - - - 3
#255 Torchic 1' 4" 5.5 lbs. 1,059,860 (medium-slow) - - - 1 - -
#256 Combusken 2' 11" 43.0 lbs. 1,059,860 (medium-slow) - 1 - 1 - -
#257 Blaziken 6' 3" 114.6 lbs. 1,059,860 (medium-slow) - 3 - - - -
#258 Mudkip 1' 4" 16.8 lbs. 1,059,860 (medium-slow) - 1 - - - -
#259 Marshtomp 2' 4" 61.7 lbs. 1,059,860 (medium-slow) - 2 - - - -
#260 Swampert 4' 11" 180.6 lbs. 1,059,860 (medium-slow) - 3 - - - -
#261 Poochyena 1' 8" 30.0 lbs. 1,000,000 (medium-fast) - 1 - - - -
#262 Mightyena 3' 3" 81.6 lbs. 1,000,000 (medium-fast) - 2 - - - -
#263 Zigzagoon 1' 4" 38.6 lbs. 1,000,000 (medium-fast) - - - - - 1
#264 Linoone 1' 8" 71.7 lbs. 1,000,000 (medium-fast) - - - - - 2
#265 Wurmple 1' 0" 7.9 lbs. 1,000,000 (medium-fast) 1 - - - - -
#266 Silcoon 2' 0" 22.0 lbs. 1,000,000 (medium-fast) - - 2 - - -
#267 Beautifly 3' 3" 62.6 lbs. 1,000,000 (medium-fast) - - - 3 - -
#268 Cascoon 2' 4" 25.4 lbs. 1,000,000 (medium-fast) - - 2 - - -
#269 Dustox 3' 11" 69.7 lbs. 1,000,000 (medium-fast) - - - - 3 -
#270 Lotad 1' 8" 5.7 lbs. 1,059,860 (medium-slow) - - - - 1 -
#271 Lombre 3' 11" 71.7 lbs. 1,059,860 (medium-slow) - - - - 2 -
#272 Ludicolo 4' 11" 121.3 lbs. 1,059,860 (medium-slow) - - - - 3 -
#273 Seedot 1' 8" 8.8 lbs. 1,059,860 (medium-slow) - - 1 - - -
#274 Nuzleaf 3' 3" 61.7 lbs. 1,059,860 (medium-slow) - 2 - - - -
#275 Shiftry 4' 3" 131.4 lbs. 1,059,860 (medium-slow) - 3 - - - -
#276 Taillow 1' 0" 5.1 lbs. 1,059,860 (medium-slow) - - - - - 1
#277 Swellow 2' 4" 43.7 lbs. 1,059,860 (medium-slow) - - - - - 2
#278 Wingull 2' 0" 20.9 lbs. 1,000,000 (medium-fast) - - - - - 1
#279 Pelipper 3' 11" 61.7 lbs. 1,000,000 (medium-fast) - - 2 - - -
#280 Ralts 1' 4" 14.6 lbs. 1,250,000 (slow) - - - 1 - -
#281 Kirlia 2' 7" 44.5 lbs. 1,250,000 (slow) - - - 2 - -
#282 Gardevoir 5' 3" 106.7 lbs. 1,250,000 (slow) - - - 3 - -
#283 Surskit 1' 8" 3.7 lbs. 1,000,000 (medium-fast) - - - - - 1
#284 Masquerain 2' 7" 7.9 lbs. 1,000,000 (medium-fast) - - - 1 1 -
#285 Shroomish 1' 4" 9.9 lbs. 1,640,000 (very slow) 1 - - - - -
#286 Breloom 3' 11" 86.4 lbs. 1,640,000 (very slow) - 2 - - - -
#287 Slakoth 2' 7" 52.9 lbs. 1,250,000 (slow) 1 - - - - -
#288 Vigoroth 4' 7" 102.5 lbs. 1,250,000 (slow) - - - - - 2
#289 Slaking 6' 7" 287.7 lbs. 1,250,000 (slow) 3 - - - - -
#290 Nincada 1' 8" 12.1 lbs. 600,000 (very fast) - - 1 - - -
#291 Ninjask 2' 7" 26.5 lbs. 600,000 (very fast) - - - - - 2
#292 Shedinja 2' 7" 2.6 lbs. 600,000 (very fast) 2 - - - - -
#293 Whismur 2' 0" 35.9 lbs. 1,059,860 (medium-slow) 1 - - - - -
#294 Loudred 3' 3" 89.3 lbs. 1,059,860 (medium-slow) 2 - - - - -
#295 Exploud 4' 11" 185.2 lbs. 1,059,860 (medium-slow) 3 - - - - -
#296 Makuhita 3' 3" 160.5 lbs. 1,640,000 (very slow) 1 - - - - -
#297 Hariyama 7' 7" 559.5 lbs. 1,640,000 (very slow) 2 - - - - -
#298 Azurill 0' 8" 4.4 lbs. 800,000 (fast) 1 - - - - -
#299 Nosepass 3' 3" 213.8 lbs. 1,000,000 (medium-fast) - - 1 - - -
#300 Skitty 2' 0" 24.3 lbs. 800,000 (fast) - - - - - 1
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#301 Delcatty 3' 7" 71.9 lbs. 800,000 (fast) 1 - - - - 1
#302 Sableye 1' 8" 24.3 lbs. 1,059,860 (medium-slow) - 1 1 - - -
#303 Mawile 2' 0" 25.4 lbs. 800,000 (fast) - 1 1 - - -
#304 Aron 1' 4" 132.3 lbs. 1,250,000 (slow) - - 1 - - -
#305 Lairon 2' 11" 264.6 lbs. 1,250,000 (slow) - - 2 - - -
#306 Aggron 6' 11" 793.7 lbs. 1,250,000 (slow) - - 3 - - -

#307 Meditite 2' 0" 24.7 lbs. 1,000,000 (medium-fast) - - - - - 1


#308 Medicham 4' 3" 69.4 lbs. 1,000,000 (medium-fast) - - - - - 2
#309 Electrike 2' 0" 33.5 lbs.1,250,000 (slow) - - - - - 1
#310 Manectric 4' 11" 88.6 lbs.1,250,000 (slow) - - - - - 2
#311 Plusle 1' 4" 9.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#312 Minun 1' 4" 9.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#313 Volbeat 2' 4" 39.0 lbs.600,000 (very fast) - - - - - 1
#314 Illumise 2' 0" 39.0 lbs.600,000 (very fast) - - - - - 1
#315 Roselia 1' 0" 4.4 lbs. 1,059,860 (medium-slow) - - - 2 - -
#316 Gulpin 1' 4" 22.7 lbs.1,640,000 (very slow) 1 - - - - -
#317 Swalot 5' 7" 176.4 lbs.
1,640,000 (very slow) 2 - - - - -
#318 Carvanha 2' 7" 45.9 lbs.1,250,000 (slow) - 1 - - - -
#319 Sharpedo 5' 11" 195.8 lbs.
1,250,000 (slow) - 2 - - - -
#320 Wailmer 6' 7" 286.6 lbs.
1,640,000 (very slow) 1 - - - - -
#321 Wailord 47' 7" 877.4 lbs.
1,640,000 (very slow) 2 - - - - -
#322 Numel 2' 4" 52.9 lbs.1,000,000 (medium-fast) - 1 - - - -
#323 Camerupt 6' 3" 485.0 lbs.
1,000,000 (medium-fast) - 1 - 1 - -
#324 Torkoal 1' 8" 177.3 lbs.
1,000,000 (medium-fast) - - 2 - - -
#325 Spoink 2' 4" 67.5 lbs.800,000 (fast) - - - - 1 -
#326 Grumpig 2' 11" 157.6 lbs.
800,000 (fast) - - - - 2 -
#327 Spinda 3' 7" 11.0 lbs.800,000 (fast) - - - 1 - -
#328 Trapinch 2' 4" 33.1 lbs.1,059,860 (medium-slow) - 1 - - - -
#329 Vibrava 3' 7" 33.7 lbs.1,059,860 (medium-slow) - 1 - - - 1
#330 Flygon 6' 7" 180.8 lbs.
1,059,860 (medium-slow) - 1 - - - 2
#331 Cacnea 1' 4" 113.1 lbs.
1,059,860 (medium-slow) - - - 1 - -
#332 Cacturne 4' 3" 170.6 lbs.
1,059,860 (medium-slow) - 1 - 1 - -
#333 Swablu 1' 4" 2.6 lbs. 600,000 (very fast) - - - - 1 -
#334 Altaria 3' 7" 45.4 lbs.600,000 (very fast) - - - - 2 -
#335 Zangoose 4' 3" 88.8 lbs.600,000 (very fast) - 2 - - - -
#336 Seviper 8' 10" 115.7 lbs.
1,640,000 (very slow) - 1 - 1 - -
#337 Lunatone 3' 3" 370.4 lbs.
800,000 (fast) - - - 2 - -
#338 Solrock 3' 11" 339.5 lbs.
800,000 (fast) - 2 - - - -
#339 Barboach 1' 4" 4.2 lbs. 1,000,000 (medium-fast) 1 - - - - -
#340 Whiscash 2' 11" 52.0 lbs.1,000,000 (medium-fast) 2 - - - - -
#341 Corphish 2' 0" 25.4 lbs.1,640,000 (very slow) - 1 - - - -
#342 Crawdaunt 3' 7" 72.3 lbs.1,640,000 (very slow) - 2 - - - -
#343 Baltoy 1' 8" 47.4 lbs.1,000,000 (medium-fast) - - - - 1 -
#344 Claydol 4' 11" 238.1 lbs.
1,000,000 (medium-fast) - - - - 2 -
#345 Lileep 3' 3" 52.5 lbs.600,000 (very fast) - - - - 1 -
#346 Cradily 4' 11" 133.2 lbs.
600,000 (very fast) - - - - 2 -
#347 Anorith 2' 4" 27.6 lbs.600,000 (very fast) - 1 - - - -
#348 Armaldo 4' 11" 150.4 lbs.
600,000 (very fast) - 2 - - - -
#349 Feebas 2' 0" 16.3 lbs.600,000 (very fast) - - - - - 1
#350 Milotic 20' 4" 357.4 lbs.
600,000 (very fast) - - - - 2 -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#351 Castform 1' 0" 1.8 lbs. 1,000,000 (medium-fast) 1 - - - - -
#352 Kecleon 3' 3" 48.5 lbs. 1,059,860 (medium-slow) - - - - 1 -
#353 Shuppet 2' 0" 5.1 lbs. 800,000 (fast) - 1 - - - -
#354 Banette 3' 7" 27.6 lbs. 800,000 (fast) - 2 - - - -
#355 Duskull 2' 7" 33.1 lbs. 800,000 (fast) - - - - 1 -
#356 Dusclops 5' 3" 67.5 lbs. 800,000 (fast) - - 1 - 1 -
#357 Tropius 6' 7" 220.5 lbs. 1,250,000 (slow) 2 - - - - -
#358 Chimecho 2' 0" 2.2 lbs. 800,000 (fast) - - - 1 1 -
#359 Absol 3' 11" 103.6 lbs. 1,059,860 (medium-slow) - 2 - - - -
#360 Wynaut 2' 0" 30.9 lbs. 1,000,000 (medium-fast) 1 - - - - -
#361 Snorunt 2' 4" 37.0 lbs. 1,000,000 (medium-fast) 1 - - - - -
#362 Glalie 4' 11" 565.5 lbs. 1,000,000 (medium-fast) 2 - - - - -
#363 Spheal 2' 7" 87.1 lbs. 1,059,860 (medium-slow) 1 - - - - -
#364 Sealeo 3' 7" 193.1 lbs. 1,059,860 (medium-slow) 2 - - - - -
#365 Walrein 4' 7" 332.0 lbs. 1,059,860 (medium-slow) 3 - - - - -
#366 Clamperl 1' 4" 115.7 lbs. 600,000 (very fast) - - 1 - - -
#367 Huntail 5' 7" 59.5 lbs. 600,000 (very fast) - 1 1 - - -
#368 Gorebyss 5' 11"
49.8 lbs. 600,000 (very fast) - - - 2 - -
#369 Relicanth 3' 3"51.6 lbs. 1,250,000 (slow) 1 - 1 - - -
#370 Luvdisc 2' 0"19.2 lbs. 800,000 (fast) - - - - - 1
#371 Bagon 2' 0"92.8 lbs. 1,250,000 (slow) - 1 - - - -
#372 Shelgon 3' 7"243.6 lbs. 1,250,000 (slow) - - 2 - - -
#373 Salamence 4' 11"
226.2 lbs. 1,250,000 (slow) - 3 - - - -
#374 Beldum 2' 0"209.9 lbs. 1,250,000 (slow) - - 1 - - -
#375 Metang 3' 11"
446.4 lbs. 1,250,000 (slow) - - 2 - - -
#376 Metagross 5' 3"1,212.5 lbs. 1,250,000 (slow) - - 3 - - -
#377 Regirock 5' 7"507.1 lbs. 1,250,000 (slow) - - 3 - - -
#378 Regice 5' 11"
385.8 lbs. 1,250,000 (slow) - - - - 3 -
#379 Registeel 6' 3"451.9 lbs. 1,250,000 (slow) - - 2 - 1 -
#380 Latias 4' 7"88.2 lbs. 1,250,000 (slow) - - - - 3 -
#381 Latios 6' 7"132.3 lbs. 1,250,000 (slow) - - - 3 - -
#382 Kyogre 14' 9"
776.0 lbs. 1,250,000 (slow) - - - 3 - -
#383 Groudon 11' 6"
2,094.4 lbs. 1,250,000 (slow) - 3 - - - -
#384 Rayquaza 23' 0"
455.3 lbs. 1,250,000 (slow) - 2 - 1 - -
#385 Jirachi 1' 0"2.4 lbs. 1,250,000 (slow) 3 - - - - -
Deoxys (Normal) 5' 7"134.0 lbs. 1,250,000 (slow) 1 - - 1 - 1
Deoxys (Attack) 5' 7"134.0 lbs. 1,250,000 (slow) - 2 - 1 - -
#386
Deoxys (Defense) 5' 7"134.0 lbs. 1,250,000 (slow) - - 2 - 1 -
Deoxys (Speed) 5' 7"134.0 lbs. 1,250,000 (slow) - - - - - 3
#387 Turtwig 1' 4"22.5 lbs. 1,059,860 (medium-slow) - 1 - - - -
#388 Grotle 3' 7"213.8 lbs. 1,059,860 (medium-slow) - 1 1 - - -
#389 Torterra 7' 3"683.4 lbs. 1,059,860 (medium-slow) - 2 1 - - -
#390 Chimchar 1' 8"13.7 lbs. 1,059,860 (medium-slow) - - - - - 1
#391 Monferno 2' 11"
48.5 lbs. 1,059,860 (medium-slow) - - - 1 - 1
#392 Infernape 3' 11"
121.3 lbs. 1,059,860 (medium-slow) - 1 - 1 - 1
#393 Piplup 1' 4"11.5 lbs. 1,059,860 (medium-slow) - - - 1 - -
#394 Prinplup 2' 7"50.7 lbs. 1,059,860 (medium-slow) - - - 2 - -
#395 Empoleon 5' 7"186.3 lbs. 1,059,860 (medium-slow) - - - 3 - -
#396 Starly 1' 0"4.4 lbs. 1,059,860 (medium-slow) - - - - - 1
#397 Staravia 2' 0"34.2 lbs. 1,059,860 (medium-slow) - - - - - 2
#398 Staraptor 3' 11"
54.9 lbs. 1,059,860 (medium-slow) - 3 - - - -
#399 Bidoof 1' 8"44.1 lbs. 1,000,000 (medium-fast) 1 - - - - -
#400 Bibarel 3' 3"69.4 lbs. 1,000,000 (medium-fast) - 2 - - - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#401 Kricketot 1' 0" 4.9 lbs. 1,059,860 (medium-slow) - - 1 - - -
#402 Kricketune 3' 3" 56.2 lbs. 1,059,860 (medium-slow) - 2 - - - -
#403 Shinx 1' 8" 20.9 lbs. 1,059,860 (medium-slow) - 1 - - - -
#404 Luxio 2' 11" 67.2 lbs. 1,059,860 (medium-slow) - 2 - - - -
#405 Luxray 4' 7" 92.6 lbs. 1,059,860 (medium-slow) - 3 - - - -
#406 Budew 0' 8" 2.6 lbs. 1,059,860 (medium-slow) - - - 1 - -
#407 Roserade 2' 11" 32.0 lbs. 1,059,860 (medium-slow) - - - 3 - -
#408 Cranidos 2' 11" 69.4 lbs. 600,000 (very fast) - 1 - - - -
#409 Rampardos 5' 3" 226.0 lbs. 600,000 (very fast) - 2 - - - -
#410 Shieldon 1' 8" 125.7 lbs. 600,000 (very fast) - - 1 - - -
#411 Bastiodon 4' 3" 329.6 lbs. 600,000 (very fast) - - 2 - - -
#412 Burmy 0' 8" 7.5 lbs. 1,000,000 (medium-fast) - - - - 3 -
Wormadam (Plant) 1' 8" 14.3 lbs. 1,000,000 (medium-fast) - - - - 2 -
#413 Wormadam (Sandy) 1' 8" 14.3 lbs. 1,000,000 (medium-fast) - - 2 - - -
Wormadam (Trash) 1' 8" 14.3 lbs. 1,000,000 (medium-fast) - - 1 - 1 -
#414 Mothim 2' 11" 51.4 lbs. 1,000,000 (medium-fast) - 1 - 1 - -
#415 Combee 1' 0" 12.1 lbs. 1,059,860 (medium-slow) - - - - - 1
#416 Vespiquen 3' 11" 84.9 lbs. 1,059,860 (medium-slow) - - 1 - 1 -
#417 Pachirisu 1' 4" 8.6 lbs. 1,000,000 (medium-fast) - - - - - 1
#418 Buizel 2' 4" 65.0 lbs. 1,000,000 (medium-fast) - - - - - 1

#419 Floatzel 3' 7" 73.9 lbs. 1,000,000 (medium-fast) - - - - - 2


#420 Cherubi 1' 4" 7.3 lbs. 1,000,000 (medium-fast) - - - 1 - -
#421 Cherrim 1' 8" 20.5 lbs.1,000,000 (medium-fast) - - - 2 - -
#422 Shellos 1' 0" 13.9 lbs.1,000,000 (medium-fast) 1 - - - - -
#423 Gastrodon 2' 11" 65.9 lbs.1,000,000 (medium-fast) 2 - - - - -
#424 Ambipom 3' 11" 44.8 lbs.800,000 (fast) - - - - - 2
#425 Drifloon 1' 4" 2.6 lbs. 1,640,000 (very slow) 1 - - - - -
#426 Drifblim 3' 11" 33.1 lbs.1,640,000 (very slow) 2 - - - - -
#427 Buneary 1' 4" 12.1 lbs.1,000,000 (medium-fast) - - - - - 1
#428 Lopunny 3' 11" 73.4 lbs.1,000,000 (medium-fast) - - - - - 2
#429 Mismagius 2' 11" 9.7 lbs. 800,000 (fast) - - - 1 1 -
#430 Honchkrow 2' 11" 60.2 lbs.1,059,860 (medium-slow) - 2 - - - -
#431 Glameow 1' 8" 8.6 lbs. 800,000 (fast) - - - - - 1
#432 Purugly 3' 3" 96.6 lbs.800,000 (fast) - - - - - 2
#433 Chingling 0' 8" 1.3 lbs. 800,000 (fast) - - - 1 - -
#434 Stunky 1' 4" 42.3 lbs.1,000,000 (medium-fast) - - - - - 1
#435 Skuntank 3' 3" 83.8 lbs.1,000,000 (medium-fast) 2 - - - - -
#436 Bronzor 1' 8" 133.4 lbs.
1,000,000 (medium-fast) - - 1 - - -
#437 Bronzong 4' 3" 412.3 lbs.
1,000,000 (medium-fast) - - 1 - 1 -
#438 Bonsly 1' 8" 33.1 lbs.1,000,000 (medium-fast) - - 1 - - -
#439 Mime Jr. 2' 0" 28.7 lbs.1,000,000 (medium-fast) - - - - 1 -
#440 Happiny 2' 0" 53.8 lbs.800,000 (fast) 1 - - - - -
#441 Chatot 1' 8" 4.2 lbs. 1,059,860 (medium-slow) - 1 - - - -
#442 Spiritomb 3' 3" 238.1 lbs.
1,000,000 (medium-fast) - - 1 - 1 -
#443 Gible 2' 4" 45.2 lbs.1,250,000 (slow) - 1 - - - -
#444 Gabite 4' 7" 123.5 lbs.
1,250,000 (slow) - 2 - - - -
#445 Garchomp 6' 3" 209.4 lbs.
1,250,000 (slow) - 3 - - - -
#446 Munchlax 2' 0" 231.5 lbs.
1,250,000 (slow) 1 - - - - -
#447 Riolu 2' 4" 44.5 lbs.1,059,860 (medium-slow) - 1 - - - -
#448 Lucario 3' 11" 119.0 lbs.
1,059,860 (medium-slow) - 1 - 1 - -
#449 Hippopotas 2' 7" 109.1 lbs.
1,250,000 (slow) - - 1 - - -
#450 Hippowdon 6' 7" 661.4 lbs.
1,250,000 (slow) - - 2 - - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#451 Skorupi 2' 7" 26.5 lbs. 1,250,000 (slow) - - 1 - - -
#452 Drapion 4' 3" 135.6 lbs. 1,250,000 (slow) - - 2 - - -
#453 Croagunk 2' 4" 50.7 lbs. 1,000,000 (medium-fast) - 1 - - - -
#454 Toxicroak 4' 3" 97.9 lbs. 1,000,000 (medium-fast) - 2 - - - -
#455 Carnivine 4' 7" 59.5 lbs. 1,250,000 (slow) - 2 - - - -
#456 Finneon 1' 4" 15.4 lbs. 600,000 (very fast) - - - - - 1
#457 Lumineon 3' 11" 52.9 lbs. 600,000 (very fast) - - - - - 2
#458 Mantyke 3' 3" 143.3 lbs. 1,250,000 (slow) - - - - 1 -
#459 Snover 3' 3" 111.3 lbs. 1,250,000 (slow) - 1 - - - -
#460 Abomasnow 7' 3" 298.7 lbs. 1,250,000 (slow) - 1 - 1 - -
#461 Weavile 3' 7" 75.0 lbs. 1,059,860 (medium-slow) - 1 - - - 1
#462 Magnezone 3' 11" 396.8 lbs. 1,000,000 (medium-fast) - - - 3 - -
#463 Lickilicky 5' 7" 308.6 lbs. 1,000,000 (medium-fast) 3 - - - - -
#464 Rhyperior 7' 10" 623.5 lbs. 1,250,000 (slow) - 3 - - - -
#465 Tangrowth 6' 7" 283.5 lbs. 1,000,000 (medium-fast) - - 2 - - -
#466 Electivire 5' 11" 305.6 lbs. 1,000,000 (medium-fast) - 3 - - - -
#467 Magmortar 5' 3" 149.9 lbs. 1,000,000 (medium-fast) - - - 3 - -
#468 Togekiss 4' 11" 83.8 lbs. 800,000 (fast) - - - 2 1 -
#469 Yanmega 6' 3" 113.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#470 Leafeon 3' 3" 56.2 lbs. 1,000,000 (medium-fast) - - 2 - - -
#471 Glaceon 2' 7" 57.1 lbs. 1,000,000 (medium-fast) - - - 2 - -
#472 Gliscor 6' 7" 93.7 lbs. 1,059,860 (medium-slow) - - 2 - - -
#473 Mamoswine 8' 2" 641.5 lbs. 1,250,000 (slow) - 3 - - - -
#474 Porygon-Z 2' 11" 75.0 lbs. 1,000,000 (medium-fast) - - - 3 - -
#475 Gallade 5' 3" 114.6 lbs. 1,250,000 (slow) - 3 - - - -
#476 Probopass 4' 7" 749.6 lbs. 1,000,000 (medium-fast) - - 1 - 2 -
#477 Dusknoir 7' 3" 235.0 lbs. 800,000 (fast) - - 1 - 2 -
#478 Froslass 4' 3" 58.6 lbs. 1,000,000 (medium-fast) - - - - - 2
#479 Rotom 1' 0" 0.7 lbs. 1,000,000 (medium-fast) - - - 1 - 1
#480 Uxie 1' 0" 0.7 lbs. 1,250,000 (slow) - - 2 - 1 -
#481 Mesprit 1' 0" 0.7 lbs. 1,250,000 (slow) - 1 - 1 1 -
#482 Azelf 1' 0" 0.7 lbs. 1,250,000 (slow) - 2 - 1 - -
#483 Dialga 17' 9" 1,505.8 lbs. 1,250,000 (slow) - - - 3 - -
#484 Palkia 13' 9" 740.9 lbs. 1,250,000 (slow) - - - 3 - -
#485 Heatran 5' 7" 948.0 lbs. 1,250,000 (slow) - - - 3 - -
#486 Regigigas 12' 2" 925.9 lbs. 1,250,000 (slow) - 3 - - - -
Giratina (Altered) 14' 9" 1,653.5 lbs. 1,250,000 (slow) 3 - - - - -
#487
Giratina (Origin) 22' 8" 1,433.0 lbs. 1,250,000 (slow) 3 - - - - -
#488 Cresselia 4' 11" 188.7 lbs. 1,250,000 (slow) - - - - 3 -
#489 Phione 1' 4" 6.8 lbs. 1,250,000 (slow) 1 - - - - -
#490 Manaphy 1' 0" 3.1 lbs. 1,250,000 (slow) 3 - - - - -
#491 Darkrai 4' 11" 111.3 lbs. 1,250,000 (slow) - - - 2 - 1
Shaymin (Land) 0' 8" 4.6 lbs. 1,250,000 (slow) 3 - - - - -
#492
Shaymin (Sky) 1' 4" 11.5 lbs. 1,250,000 (slow) - - - - - 3
#493 Arceus 10' 6" 705.5 lbs. 1,250,000 (slow) 3 - - - - -
#494 Victini 1' 4" 8.8 lbs. 1,250,000 (slow) 3 - - - - -
#495 Snivy 2' 0" 17.9 lbs. 1,059,860 (medium-slow) - - - - - 1
#496 Servine 2' 7" 35.3 lbs. 1,059,860 (medium-slow) - - - - - 2
#497 Serperior 10' 10"138.3 lbs. 1,059,860 (medium-slow) - - - - - 3
#498 Tepig 1' 8" 21.8 lbs. 1,059,860 (medium-slow) 1 - - - - -
#499 Pignite 3' 3" 122.4 lbs. 1,059,860 (medium-slow) - 2 - - - -
#500 Emboar 5' 3" 330.7 lbs. 1,059,860 (medium-slow) - 3 - - - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#501 Oshawott 1' 8" 13.0 lbs. 1,059,860 (medium-slow) - - - 1 - -
#502 Dewott 2' 7" 54.0 lbs. 1,059,860 (medium-slow) - - - 2 - -
#503 Samurott 4' 11" 208.6 lbs. 1,059,860 (medium-slow) - - - 3 - -
#504 Patrat 1' 8" 25.6 lbs. 1,000,000 (medium-fast) - 1 - - - -
#505 Watchog 3' 7" 59.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#506 Lillipup 1' 4" 9.0 lbs. 1,059,860 (medium-slow) - 1 - - - -
#507 Herdier 2' 11" 32.4 lbs. 1,059,860 (medium-slow) - 2 - - - -
#508 Stoutland 3' 11" 134.5 lbs. 1,059,860 (medium-slow) - 3 - - - -
#509 Purrloin 1' 4" 22.4 lbs. 1,000,000 (medium-fast) - - - - - 1
#510 Liepard 3' 7" 82.7 lbs. 1,000,000 (medium-fast) - - - - - 2
#511 Pansage 2' 0" 23.1 lbs. 1,000,000 (medium-fast) - - - - - 1
#512 Simisage 3' 7" 67.2 lbs. 1,000,000 (medium-fast) - - - - - 2
#513 Pansear 2' 0" 24.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#514 Simisear 3' 3" 61.7 lbs. 1,000,000 (medium-fast) - - - - - 2
#515 Panpour 2' 0" 29.8 lbs. 1,000,000 (medium-fast) - - - - - 1
#516 Simipour 3' 3" 63.9 lbs. 1,000,000 (medium-fast) - - - - - 2
#517 Munna 2' 0" 51.4 lbs. 800,000 (fast) 1 - - - - -
#518 Musharna 3' 7" 133.4 lbs. 800,000 (fast) 2 - - - - -
#519 Pidove 1' 0" 4.6 lbs. 1,059,860 (medium-slow) - 1 - - - -
#520 Tranquill 2' 0" 33.1 lbs. 1,059,860 (medium-slow) - 2 - - - -
#521 Unfezant 3' 11" 63.9 lbs. 1,059,860 (medium-slow) - 3 - - - -
#522 Blitzle 2' 7" 65.7 lbs. 1,000,000 (medium-fast) - - - - - 1
#523 Zebstrika 5' 3" 175.3 lbs. 1,000,000 (medium-fast) - - - - - 2
#524 Roggenrola 1' 4" 39.7 lbs. 1,059,860 (medium-slow) - - 1 - - -
#525 Boldore 2' 11" 224.9 lbs. 1,059,860 (medium-slow) - 1 1 - - -
#526 Gigalith 5' 7" 573.2 lbs. 1,059,860 (medium-slow) - 3 - - - -
#527 Woobat 1' 4" 4.6 lbs. 1,000,000 (medium-fast) - - - - - 1
#528 Swoobat 2' 11" 23.1 lbs. 1,000,000 (medium-fast) - - - - - 2
#529 Drilbur 1' 0" 18.7 lbs. 1,000,000 (medium-fast) - 1 - - - -
#530 Excadrill 2' 4" 89.1 lbs. 1,000,000 (medium-fast) - 2 - - - -
#531 Audino 3' 7" 68.3 lbs. 800,000 (fast) 2 - - - - -
#532 Timburr 2' 0" 27.6 lbs. 1,059,860 (medium-slow) - 1 - - - -
#533 Gurdurr 3' 1" 88.2 lbs. 1,059,860 (medium-slow) - 2 - - - -
#534 Conkeldurr 4' 7" 191.8 lbs. 1,059,860 (medium-slow) - 3 - - - -
#535 Tympole 1' 8" 9.9 lbs. 1,059,860 (medium-slow) - - - - - 1
#536 Palpitoad 2' 7" 37.5 lbs. 1,059,860 (medium-slow) 2 - - - - -
#537 Seismitoad 4' 11" 136.7 lbs.1,059,860 (medium-slow) 3 - - - - -
#538 Throh 4' 3" 122.4 lbs.1,000,000 (medium-fast) 2 - - - - -
#539 Sawk 4' 7" 112.4 lbs.1,000,000 (medium-fast) - 2 - - - -
#540 Sewaddle 1' 0" 5.5 lbs. 1,059,860 (medium-slow) - - 1 - - -
#541 Swadloon 1' 8" 16.1 lbs. 1,059,860 (medium-slow) - - 2 - - -
#542 Leavanny 3' 11" 45.2 lbs. 1,059,860 (medium-slow) - 3 - - - -
#543 Venipede 1' 4" 11.7 lbs. 1,059,860 (medium-slow) - - 1 - - -
#544 Whirlipede 3' 11" 129.0 lbs.1,059,860 (medium-slow) - - 2 - - -
#545 Scolipede 8' 2" 442.0 lbs.1,059,860 (medium-slow) - - - - - 3
#546 Cottonee 1' 0" 1.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#547 Whimsicott 2' 4" 14.6 lbs. 1,000,000 (medium-fast) - - - - - 2
#548 Petilil 1' 8" 14.6 lbs. 1,000,000 (medium-fast) - - - 1 - -
#549 Lilligant 3' 7" 35.9 lbs. 1,000,000 (medium-fast) - - - 2 - -
#550 Basculin 3' 3" 39.7 lbs. 1,000,000 (medium-fast) - - - - - 2
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#551 Sandile 2' 4" 33.5 lbs. 1,059,860 (medium-slow) 1 - - - - -
#552 Krokorok 3' 3" 73.6 lbs. 1,059,860 (medium-slow) 2 - - - - -
#553 Krookodile 4' 11" 212.3 lbs. 1,059,860 (medium-slow) 3 - - - - -
#554 Darumaka 2' 0" 82.7 lbs. 1,059,860 (medium-slow) - 1 - - - -
Darmanitan (Standard) 4' 3" 204.8 lbs. 1,059,860 (medium-slow) - 2 - - - -
#555
Darmanitan (Zen) 4' 3" 204.8 lbs. 1,059,860 (medium-slow) - - - 2 - -
#556 Maractus 3' 3" 61.7 lbs. 1,000,000 (medium-fast) - - - 2 - -
#557 Dwebble 1' 0" 32.0 lbs. 1,000,000 (medium-fast) - - 1 - - -
#558 Crustle 4' 7" 440.9 lbs. 1,000,000 (medium-fast) - - 2 - - -
#559 Scraggy 2' 0" 26.0 lbs. 1,000,000 (medium-fast) - 1 - - - -
#560 Scrafty 3' 7" 66.1 lbs. 1,000,000 (medium-fast) - - 1 - 1 -
#561 Sigilyph 4' 7" 30.9 lbs. 1,000,000 (medium-fast) - - - 2 - -
#562 Yamask 1' 8" 3.3 lbs. 1,000,000 (medium-fast) - - 1 - - -
#563 Cofagrigus 5' 7" 168.7 lbs. 1,000,000 (medium-fast) - - 2 - - -
#564 Tirtouga 2' 4" 36.4 lbs. 1,000,000 (medium-fast) - - 1 - - -
#565 Carracosta 3' 11" 178.6 lbs. 1,000,000 (medium-fast) - - 2 - - -
#566 Archen 1' 8" 20.9 lbs. 1,000,000 (medium-fast) - 1 - - - -
#567 Archeops 4' 7" 70.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#568 Trubbish 2' 0" 68.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#569 Garbodor 6' 3" 236.6 lbs. 1,000,000 (medium-fast) - 2 - - - -
#570 Zorua 2' 4" 27.6 lbs. 1,059,860 (medium-slow) - - - 1 - -
#571 Zoroark 5' 3" 178.8 lbs. 1,059,860 (medium-slow) - - - 2 - -
#572 Minccino 1' 4" 12.8 lbs. 800,000 (fast) - - - - - 1
#573 Cinccino 1' 8" 16.5 lbs. 800,000 (fast) - - - - - 2
#574 Gothita 1' 4" 12.8 lbs. 1,059,860 (medium-slow) - - - - 1 -
#575 Gothorita 2' 4" 39.7 lbs. 1,059,860 (medium-slow) - - - - 2 -
#576 Gothitelle 4' 11" 97.0 lbs. 1,059,860 (medium-slow) - - - - 3 -
#577 Solosis 1' 0" 2.2 lbs. 1,059,860 (medium-slow) - - - 1 - -
#578 Duosion 2' 0" 17.6 lbs. 1,059,860 (medium-slow) - - - 2 - -
#579 Reuniclus 3' 3" 44.3 lbs. 1,059,860 (medium-slow) - - - 3 - -
#580 Ducklett 1' 8" 12.1 lbs. 1,000,000 (medium-fast) 1 - - - - -
#581 Swanna 4' 3" 53.4 lbs. 1,000,000 (medium-fast) - - - - - 2
#582 Vanillite 1' 4" 12.6 lbs. 1,250,000 (slow) - - - - 1 -
#583 Vanillish 3' 7" 90.4 lbs. 1,250,000 (slow) - - - - 2 -
#584 Vanilluxe 4' 3" 126.8 lbs. 1,250,000 (slow) - - - - 3 -
#585 Deerling 2' 0" 43.0 lbs. 1,000,000 (medium-fast) - - - - - 1
#586 Sawsbuck 6' 3" 203.9 lbs. 1,000,000 (medium-fast) - 2 - - - -
#587 Emolga 1' 4" 11.0 lbs. 1,000,000 (medium-fast) - - - - - 2
#588 Karrablast 1' 8" 13.0 lbs. 1,000,000 (medium-fast) - 1 - - - -
#589 Escavalier 3' 3" 72.8 lbs. 1,000,000 (medium-fast) - 2 - - - -
#590 Foongus 0' 8" 2.2 lbs. 1,000,000 (medium-fast) 1 - - - - -
#591 Amoonguss 2' 0" 23.1 lbs. 1,000,000 (medium-fast) 2 - - - - -
#592 Frillish 3' 11" 72.8 lbs. 1,000,000 (medium-fast) - - - - 1 -
#593 Jellicent 7' 3" 297.6 lbs. 1,000,000 (medium-fast) - - - - 2 -
#594 Alomomola 3' 11" 69.7 lbs. 800,000 (fast) 2 - - - - -
#595 Joltik 0' 4" 1.3 lbs. 1,000,000 (medium-fast) - - - - - 1
#596 Galvantula 2' 7" 31.5 lbs. 1,000,000 (medium-fast) - - - - - 2
#597 Ferroseed 2' 0" 41.4 lbs. 1,000,000 (medium-fast) - 1 - - - -
#598 Ferrothorn 3' 3" 242.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#599 Klink 1' 0" 46.3 lbs. 1,059,860 (medium-slow) - 1 - - - -
#600 Klang 2' 0" 112.4 lbs. 1,059,860 (medium-slow) - 2 - - - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#601 Klinklang 2' 0" 178.6 lbs. 1,059,860 (medium-slow) - - 3 - - -
#602 Tynamo 0' 8" 0.7 lbs. 1,250,000 (slow) - - - - - 1
#603 Eelektrik 3' 11" 48.5 lbs. 1,250,000 (slow) - 2 - - - -
#604 Eelektross 6' 11" 177.5 lbs. 1,250,000 (slow) - 3 - - - -
#605 Elgyem 1' 8" 19.8 lbs. 1,000,000 (medium-fast) - - - 1 - -
#606 Beheeyem 3' 3" 76.1 lbs. 1,000,000 (medium-fast) - - - 2 - -
#607 Litwick 1' 0" 6.8 lbs. 1,059,860 (medium-slow) - - - 1 - -
#608 Lampent 2' 0" 28.7 lbs. 1,059,860 (medium-slow) - - - 2 - -
#609 Chandelure 3' 3" 75.6 lbs. 1,059,860 (medium-slow) - - - 3 - -
#610 Axew 2' 0" 39.7 lbs. 1,250,000 (slow) - 1 - - - -
#611 Fraxure 3' 3" 79.4 lbs. 1,250,000 (slow) - 2 - - - -
#612 Haxorus 5' 11" 232.6 lbs. 1,250,000 (slow) - 3 - - - -
#613 Cubchoo 1' 8" 18.7 lbs. 1,000,000 (medium-fast) - 1 - - - -
#614 Beartic 8' 6" 573.2 lbs. 1,000,000 (medium-fast) - 2 - - - -
#615 Cryogonal 3' 7" 326.3 lbs. 1,000,000 (medium-fast) - - - - 2 -
#616 Shelmet 1' 4" 17.0 lbs. 1,000,000 (medium-fast) - - 1 - - -
#617 Accelgor 2' 7" 55.8 lbs. 1,000,000 (medium-fast) - - - - - 2
#618 Stunfisk 2' 4" 24.3 lbs. 1,000,000 (medium-fast) 2 - - - - -
#619 Mienfoo 2' 11" 44.1 lbs. 1,059,860 (medium-slow) - 1 - - - -
#620 Mienshao 4' 7" 78.3 lbs. 1,059,860 (medium-slow) - 2 - - - -
#621 Druddigon 5' 3" 306.4 lbs. 1,000,000 (medium-fast) - 2 - - - -
#622 Golett 3' 3" 202.8 lbs. 1,000,000 (medium-fast) - 1 - - - -
#623 Golurk 9' 2" 727.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#624 Pawniard 1' 8" 22.5 lbs. 1,000,000 (medium-fast) - 1 - - - -
#625 Bisharp 5' 3" 154.3 lbs. 1,000,000 (medium-fast) - 2 - - - -
#626 Bouffalant 5' 3" 208.6 lbs. 1,000,000 (medium-fast) - 2 - - - -
#627 Rufflet 1' 8" 23.1 lbs. 1,250,000 (slow) - 1 - - - -
#628 Braviary 4' 11" 90.4 lbs. 1,250,000 (slow) - 2 - - - -
#629 Vullaby 1' 8" 19.8 lbs. 1,250,000 (slow) - - 1 - - -
#630 Mandibuzz 3' 11" 87.1 lbs. 1,250,000 (slow) - - - 2 - -
#631 Heatmor 4' 7" 127.9 lbs. 1,000,000 (medium-fast) - - - 2 - -
#632 Durant 1' 0" 72.8 lbs. 1,000,000 (medium-fast) - - 2 - - -
#633 Deino 2' 7" 38.1 lbs. 1,250,000 (slow) 1 - - - - -
#634 Zweilous 4' 7" 110.2 lbs. 1,250,000 (slow) 2 - - - - -
#635 Hydreigon 5' 11" 352.7 lbs. 1,250,000 (slow) - - - 3 - -
#636 Larvesta 3' 7" 63.5 lbs. 1,250,000 (slow) - 1 - - - -
#637 Volcarona 5' 3" 101.4 lbs. 1,250,000 (slow) - - - 3 - -
#638 Cobalion 6' 11" 551.2 lbs. 1,250,000 (slow) - - 3 - - -
#639 Terrakion 6' 3" 573.2 lbs. 1,250,000 (slow) - 3 - - - -
#640 Virizion 6' 7" 440.9 lbs. 1,250,000 (slow) - - - - 3 -
#641 Tornadus 4' 11" 138.9 lbs. 1,250,000 (slow) - 3 - - - -
#642 Thundurus 4' 11" 134.5 lbs. 1,250,000 (slow) - 3 - - - -
#643 Reshiram 10' 6" 727.5 lbs. 1,250,000 (slow) - - - 3 - -
#644 Zekrom 9' 6" 760.6 lbs. 1,250,000 (slow) - 3 - - - -
#645 Landorus 4' 11" 149.9 lbs. 1,250,000 (slow) - - - 3 - -
Kyurem (unfused) 9' 10" 716.5 lbs. 1,250,000 (slow) 1 1 - 1 - -
#646 Kyurem-Black 10' 10" 716.5 lbs. 1,250,000 (slow) 1 1 - 1 - -
Kyurem-White 11' 10" 716.5 lbs. 1,250,000 (slow) 1 1 - 1 - -
#647 Keldeo 4' 7" 106.9 lbs. 1,250,000 (slow) - - - 3 - -
Meloetta (Aria) 2' 0" 14.3 lbs. 1,250,000 (slow) - - - 1 1 1
#648
Meloetta (Pirouette) 2' 0" 14.3 lbs. 1,250,000 (slow) - 1 1 - - 1
#649 Genesect 4' 11" 181.9 lbs. 1,250,000 (slow) - 1 - 1 - 1
#650 Chespin 1' 4" 19.8 lbs. 1,059,860 (medium-slow) - - 1 - - -
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP. EFFORT VALUE (EV) YIELD
HP ATK DEF SPA SPD SPE
#651 Quilladin 2' 4" 63.9 lbs. 1,059,860 (medium-slow) - - 2 - - -
#652 Chesnaught 5' 3" 198.4 lbs. 1,059,860 (medium-slow) - - 3 - - -
#653 Fennekin 1' 4" 20.7 lbs. 1,059,860 (medium-slow) - - - 1 - -
#654 Braixen 3' 3" 32.0 lbs. 1,059,860 (medium-slow) - - - 2 - -
#655 Delphox 4' 11" 86.0 lbs. 1,059,860 (medium-slow) - - - 3 - -
#656 Froakie 1' 0" 15.4 lbs. 1,059,860 (medium-slow) - - - - - 1
#657 Frogadier 2' 0" 24.0 lbs. 1,059,860 (medium-slow) - - - - - 2
#658 Greninja 4' 11" 88.2 lbs. 1,059,860 (medium-slow) - - - - - 3
#659 Bunnelby 1' 4" 11.0 lbs. 1,000,000 (medium-fast) - - - - - 1
#660 Diggersby 3' 3" 93.5 lbs. 1,000,000 (medium-fast) 2 - - - - -
#661 Fletchling 1' 0" 3.7 lbs. 1,059,860 (medium-slow) - - - - - 1
#662 Fletchinder 2' 4" 35.3 lbs. 1,059,860 (medium-slow) - - - - - 2
#663 Talonflame 3' 11" 54.0 lbs. 1,059,860 (medium-slow) - - - - - 3
#664 Scatterbug 1' 0" 5.5 lbs. 1,000,000 (medium-fast) - - 1 - - -
#665 Spewpa 1' 0" 18.5 lbs. 1,000,000 (medium-fast) - - 1 - - -
#666 Vivillon 3' 11" 37.5 lbs. 1,000,000 (medium-fast) - - 1 - - -
#667 Litleo 2' 0" 29.8 lbs. 1,059,860 (medium-slow) - - - 1 - -
#668 Pyroar 4' 11" 179.7 lbs. 1,059,860 (medium-slow) - - - 2 - -
#669 Flabb 0' 4" 0.2 lbs. 1,000,000 (medium-fast) - - - - 1 -
#670 Floette 0' 8" 2.0 lbs. 1,000,000 (medium-fast) - - - - 2 -
#671 Florges 3' 7" 22.0 lbs. 1,000,000 (medium-fast) - - - - 3 -
#672 Skiddo 2' 11" 68.3 lbs. 1,000,000 (medium-fast) 1 - - - - -
#673 Gogoat 5' 7" 200.6 lbs. 1,000,000 (medium-fast) 2 - - - - -
#674 Pancham 2' 0" 17.6 lbs. 1,000,000 (medium-fast) - 1 - - - -
#675 Pangoro 6' 11" 299.8 lbs. 1,000,000 (medium-fast) - 2 - - - -
#676 Furfrou 3' 11" 61.7 lbs. 1,000,000 (medium-fast) - - - - 1 -
#677 Espurr 1' 0" 7.7 lbs. 1,000,000 (medium-fast) - - - - - 1
#678 Meowstic 2' 0" 18.7 lbs. 1,000,000 (medium-fast) - - - - - 2
#679 Honedge 2' 7" 4.4 lbs. 1,000,000 (medium-fast) - - 1 - - -
#680 Doublade 2' 7" 9.9 lbs. 1,000,000 (medium-fast) - - 2 - - -
#681 Aegislash 5' 7" 116.8 lbs. 1,000,000 (medium-fast) - - 3 - - -
#682 Spritzee 0' 8" 1.1 lbs. 1,000,000 (medium-fast) 1 - - - - -
#683 Aromatisse 2' 7" 34.2 lbs. 1,000,000 (medium-fast) 2 - - - - -
#684 Swirlix 1' 4" 7.7 lbs. 1,000,000 (medium-fast) - - 1 - - -
#685 Slurpuff 2' 7" 11.0 lbs. 1,000,000 (medium-fast) - - 2 - - -
#686 Inkay 1' 4" 7.7 lbs. 1,000,000 (medium-fast) - 1 - - - -
#687 Malamar 4' 11" 103.6 lbs. 1,000,000 (medium-fast) - 2 - - - -
#688 Binacle 1' 8" 68.3 lbs. 1,000,000 (medium-fast) - 1 - - - -
#689 Barbaracle 4' 3" 211.6 lbs. 1,000,000 (medium-fast) - 2 - - - -
#690 Skrelp 1' 8" 16.1 lbs. 1,000,000 (medium-fast) - - - 1 - -
#691 Dragalge 4' 11" 179.7 lbs. 1,000,000 (medium-fast) - - - 2 - -
#692 Clauncher 1' 8" 18.3 lbs. 1,250,000 (slow) - - - 1 - -
#693 Clawitzer 4' 3" 77.8 lbs. 1,250,000 (slow) - - - 2 - -
#694 Helioptile 1' 8" 13.2 lbs. 1,000,000 (medium-fast) - - - - - 1
#695 Heliolisk 3' 3" 46.3 lbs. 1,000,000 (medium-fast) - - - - - 2
#696 Tyrunt 2' 7" 57.3 lbs. 1,000,000 (medium-fast) - 1 - - - -
#697 Tyrantrum 8' 2" 595.2 lbs. 1,000,000 (medium-fast) - 2 - - - -
#698 Amaura 4' 3" 55.6 lbs. 1,000,000 (medium-fast) 1 - - - - -
#699 Aurorus 8' 10" 496.0 lbs. 1,000,000 (medium-fast) 2 - - - - -
#700 Sylveon 3' 3" 51.8 lbs. 1,000,000 (medium-fast) - - - - 2 -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#701 Hawlucha 2' 7" 47.4 lbs. 1,000,000 (medium-fast) - 2 - - - -
#702 Dedenne 0' 8" 4.9 lbs. 1,000,000 (medium-fast) - - - - - 2

#703 Carbink 1' 0" 12.6 lbs. 1,250,000 (slow) - - 1 - 1 -


#704 Goomy 1' 0" 6.2 lbs. 1,250,000 (slow) - - - - 1 -
#705 Sliggoo 2' 7" 38.6 lbs. 1,250,000 (slow) - - - - 2 -
#706 Goodra 6' 7" 331.8 lbs. 1,250,000 (slow) - - - - 3 -
#707 Klefki 0' 8" 6.6 lbs. 800,000 (fast) - - 1 - - -
#708 Phantump 1' 4" 15.4 lbs. 1,000,000 (medium-fast) - 1 - - - -
#709 Trevenant 4' 11" 156.5 lbs. 1,000,000 (medium-fast) - 2 - - - -
#710 Pumpkaboo 2' 7" 33.1 lbs. 1,000,000 (medium-fast) - - 1 - - -
#711 Gourgeist 5' 7" 86.0 lbs. 1,000,000 (medium-fast) - - 2 - - -
#712 Bergmite 3' 3" 219.4 lbs. 1,000,000 (medium-fast) - - 1 - - -
#713 Avalugg 6' 7" 1,113.3 lbs. 1,000,000 (medium-fast) - - 2 - - -
#714 Noibat 1' 8" 17.6 lbs. 1,000,000 (medium-fast) - - - - - 1
#715 Noivern 4' 11" 187.4 lbs. 1,000,000 (medium-fast) - - - - - 2
#716 Xerneas 9' 10" 474.0 lbs. 1,250,000 (slow) 3 - - - - -
#717 Yveltal 19' 0" 447.5 lbs. 1,250,000 (slow) 3 - - - - -
#718 Zygarde (50%) 16' 5" 627.4 lbs. 1,250,000 (slow) 3 - - - - -
#719 Diancie 2' 4" 19.4 lbs. 1,250,000 (slow) - - 1 - 2 -
#720 Hoopa 1' 8" 19.8 lbs. 1,250,000 (slow) - - - 3 - -
#721 Volcanion 5' 7" 429.9 lbs. 1,250,000 (slow) - - - 3 - -
#722 Rowlet 1' 0" 3.3 lbs. 1,059,860 (medium-slow) 1 - - - - -
#723 Dartrix 2' 4" 35.3 lbs. 1,059,860 (medium-slow) 2 - - - - -
#724 Decidueye 5' 3" 80.7 lbs. 1,059,860 (medium-slow) - 3 - - - -
#725 Litten 1' 4" 9.5 lbs. 1,059,860 (medium-slow) - - - - - 1
#726 Torracat 2' 4" 55.1 lbs. 1,059,860 (medium-slow) - - - - - 2
#727 Incineroar 5' 11" 183.0 lbs. 1,059,860 (medium-slow) - 3 - - -
#728 Popplio 1' 4" 16.5 lbs. 1,059,860 (medium-slow) - - - 1 - -
#729 Brionne 2' 0" 38.6 lbs. 1,059,860 (medium-slow) - - - 2 - -
#730 Primarina 5' 11" 97.0 lbs. 1,059,860 (medium-slow) - - - 3 - -
#731 Pikipek 1' 0" 2.6 lbs. 1,000,000 (medium-fast) - 1 - - - -
#732 Trumbeak 2' 0" 32.6 lbs. 1,000,000 (medium-fast) - 2 - - - -
#733 Toucannon 3' 7" 57.3 lbs. 1,000,000 (medium-fast) - 3 - - - -
#734 Yungoos 1' 4" 13.2 lbs. 1,000,000 (medium-fast) - 1 - - - -
#735 Gumshoos 2' 4" 31.3 lbs. 1,000,000 (medium-fast) - 2 - - - -
#736 Grubbin 1' 4" 9.7 lbs. 1,000,000 (medium-fast) - 1 - - - -
#737 Charjabug 1' 8" 23.1 lbs. 1,000,000 (medium-fast) - - 2 - - -
#738 Vikavolt 4' 11" 99.2 lbs. 1,000,000 (medium-fast) - - - 3 - -
#739 Crabrawler 2' 0" 15.4 lbs. 1,000,000 (medium-fast) - 1 - - - -
#740 Crabominable 5' 7" 396.8 lbs. 1,000,000 (medium-fast) - 2 - - - -
#741 Oricorio 2' 0" 7.5 lbs. 1,000,000 (medium-fast) - - - 2 - -
#742 Cutiefly 0' 4" 0.4 lbs. 1,000,000 (medium-fast) - - - - - 1
#743 Ribombee 0' 8" 1.1 lbs. 1,000,000 (medium-fast) - - - - - 2
#744 Rockruff 3' 3" 20.6 lbs. 1,000,000 (medium-fast) - 1 - - - -
Lycanroc (Midday) 2' 7" 55.1 lbs. 1,000,000 (medium-fast) - 2 - - - -
#745
Lyanrock (Midnight) 3' 0" 55.1 lbs. 1,000,000 (medium-fast) - 2 - - - -
#746 Wishiwashi 0' 8" 0.7 lbs. 800,000 (fast) 1 - - - - -
#747 Mareanie 1' 4" 17.6 lbs. 1,000,000 (medium-fast) - - 1 - - -
#748 Toxapex 2' 4" 32.0 lbs. 1,000,000 (medium-fast) - - 2 - - -
#749 Mudbray 3' 0" 242.5 lbs. 1,000,000 (medium-fast) - 1 - - - -
#750 Mudsdale 8' 2" 2,028.3 lbs. 1,000,000 (medium-fast) - 2 - - - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#751 Dewpider 1' 0" 8.8 lbs. 1,000,000 (medium-fast) - - - - 1 -
#752 Araquanid 5' 11" 180.8 lbs. 1,000,000 (medium-fast) - - - - 2 -
#753 Fomantis 1' 0" 3.3 lbs. 1,000,000 (medium-fast) - 1 - - - -
#754 Lurantis 2' 11" 40.8 lbs. 1,000,000 (medium-fast) - 2 - - - -
#755 Morelull 0' 8" 3.3 lbs. 1,000,000 (medium-fast) - - - - 1 -
#756 Shiinotic 3' 3" 25.4 lbs. 1,000,000 (medium-fast) - - - - 2 -
#757 Salandit 2' 0" 10.6 lbs. 1,000,000 (medium-fast) - - - - - 1
#758 Salazzle 3' 11" 48.9 lbs. 1,000,000 (medium-fast) - - - - - 2
#759 Stufful 1' 8" 15.2 lbs. 1,000,000 (medium-fast) - 1 - - - -
#760 Bewear 7' 11" 302.4 lbs. 1,000,000 (medium-fast) - 2 - - - -

#761 Bounsweet 1' 0" 7.1 lbs. 1,059,860 (medium-slow) 1 - - - - -


#762 Steenee 2' 4" 18.1 lbs. 1,059,860 (medium-slow) - - - - - 2
#763 Tsareena 3' 11" 47.2 lbs. 1,059,860 (medium-slow) - 3 - - - -
#764 Comfey 0' 4" 0.7 lbs. 800,000 (fast) - - - - 2 -
#765 Oranguru 4' 11" 167.7 lbs. 1,250,000 (slow) - - - - 2 -
#766 Passimian 6' 7" 182.5 lbs.
1,250,000 (slow) - 2 - - - -
#767 Wimpod 1' 8" 26.5 lbs.
1,000,000 (medium-fast) - - - - - 1
#768 Golisopod 6' 7" 238.1 lbs.
1,000,000 (medium-fast) - - 2 - - -
#769 Sandygast 1' 8" 156.8 lbs.
1,000,000 (medium-fast) - - 1 - - -
#770 Palossand 4' 4" 560.0 lbs.
1,000,000 (medium-fast) - - 2 - - -
#771 Pyukumuku 1' 0" 2.6 lbs.
800,000 (fast) - - - - 2 -
#772 Type: Null 6' 3" 265.7 lbs.
1,250,000 (slow) 2 - - - - -
#773 Silvally 7' 7" 221.6 lbs.
1,250,000 (slow) 3 - - - - -
#774 Minior 3' 3" 242.5 lbs.
1,059,860 (medium-slow) - - 1 - 1 -
#775 Komala 1' 4" 44.6 lbs.
1,250,000 (slow) - 2 - - - -
#776 Turtonator 6' 7" 467.4 lbs.
1,250,000 (slow) - - 2 - - -
#777 Togedemaru 1' 0" 7.3 lbs.
1,000,000 (medium-fast) - 2 - - - -
#778 Mimikyu 0' 8" 1.6 lbs.
1,000,000 (medium-fast) - - - - 2 -
#779 Bruxish 2' 11" 41.9 lbs.
1,000,000 (medium-fast) - 2 - - - -
#780 Drampa 9' 10" 407.9 lbs.
1,000,000 (medium-fast) - - - 2 - -
#781 Dhelmise 12' 10" 463.0 lbs.
1,000,000 (medium-fast) - 2 - - - -
#782 Jangmo-o 2' 0" 65.5 lbs.
1,250,000 (slow) - - 1 - - -
#783 Hakamo-o 3' 11" 103.6 lbs.
1,250,000 (slow) - - 2 - - -
#784 Kommo-o 5' 3" 172.4 lbs.
1,250,000 (slow) - - 3 - - -
#785 Tapu Koko 5' 11" 45.2 lbs.
1,250,000 (slow) - - - - - 3
#786 Tapu Lele 3' 11" 41.0 lbs.
1,250,000 (slow) - - - 3 - -
#787 Tapu Bulu 6' 3" 100.3 lbs.
1,250,000 (slow) - 3 - - - -
#788 Tapu Fini 4' 3" 46.7 lbs.
1,250,000 (slow) - - - - 3 -
#789 Cosmog 0' 8" 0.2 lbs.
1,250,000 (slow) 1 - - - - -
#790 Cosmoem 0' 4" 2204.4 lbs.
1,250,000 (slow) - - 1 - 1 -
#791 Solgaleo 11' 2" 507.1 lbs.
1,250,000 (slow) - 3 - - - -
#792 Lunala 13' 1" 264.6 lbs.
1,250,000 (slow) - - - 3 - -
#793 Nihilego 3' 11" 122.4 lbs.
1,250,000 (slow) - - - - 3 -
#794 Pheromosa 7' 10" 735.5 lbs.
1,250,000 (slow) - - - - - 3
#795 Buzzwole 5' 11" 55.1 lbs.
1,250,000 (slow) - 1 2 - - -
#796 Xurkitree 12' 6" 220.5 lbs.
1,250,000 (slow) - - - 3 - -
#797 Celesteela 30' 2" 2204.4 lbs.
1,250,000 (slow) - 1 1 1 - -
#798 Kartana 1' 0" 0.2 lbs.
1,250,000 (slow) - 3 - - - -
#799 Guzzford 18' 1" 1957.7 lbs.
1,250,000 (slow) - 3 - - - -
#800 Necrozuma 7' 10" 507.1 lbs.
1,250,000 (slow) - 1 - 2 - -
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#801 Magearna 3' 4" 180.3 lbs. 1,250,000 (slow) - 3 - - - -
#802 Marshadow 2' 4" 48.9 lbs. 1,250,000 (slow) - 2 - - - 1

Pokmon Stats (Misc. #2)

To round out our sections on Pokmon stats, we'll include the rest of the data that you might find useful for whatever reason - it's just
a hodgepodge of stuff, so I just opted to lump it all together here. There are, altogether, two sections for miscellaneous Pokmon
stats, because there are a lot of such stats. Below is what is discussed in this section (basal happiness, catch rates, and EXP. base
values) - height, weight, EXP. at Level 100, and EV yields can be found in the first miscellaneous section.

Base Happiness: Every Pokmon will have a base level of Happiness, depending on the method in which it is obtained.
Happiness is an internal value measured from 0 to 255, and it can influence, primarily, certain Pokmon evolutions and the
power of the moves Return and Frustration. If a Pokmon is caught in a Luxury Ball, it is going to get happier faster; if a
Pokmon is traded, its happiness immediately becomes 70; and hatched Pokmon always have 120 happiness. Beyond
these exceptions, the below list represents what you'll have if the Pokmon is caught by you in the wild or obtained from an
event of some sort.

Catch Rate: Every Pokmon has an internal value (regardless of whether it is truly used) that helps to determine its
"catchability", as it were. You can see the exact mechanics of this Catch Rate in Pokmon Capture, but, ultimately, it's a
number from 1 to 255 (3 to 255 in practice) that makes the Pokmon more likely to be caught as it gets higher. Due to the
difficulty in narrowing everything down without thorough ROM/RAM analysis, this listing currently does not have the details for
the Generation VI Pokmon; that is, the new species released with the release of Pokmon X/Y, #650-#721.

EXP. Base Value: Every Pokmon (again, whether or not the value can be used) has a value that helps to determine how
much EXP. the Pokmon gives out when defeated. In theory, it ranges from 1 to 65,536, but only goes as high as 608 with
Blissey. You can see the EXP. Earning Mechanics section for a better understanding. Note that I do not have data for all of the
Pokmon, however: some, for example, are not battleable; in other cases, it's due to over-approximation resulting in unclear
values. If you wish to help me with these, please solve for the EXP. Base Value in the formula in the EXP. Earning Mechanics
section and send it to me.

# Pokmon Happiness Catch Rate EXP. Base Value


#001 Bulbasaur 70 45 64
#002 Ivysaur 70 45 142
#003 Venusaur 70 45 236
#004 Charmander 70 45 62
#005 Charmeleon 70 45 142
#006 Charizard 70 45 240
#007 Squirtle 70 45 63
#008 Wartortle 70 45 142
#009 Blastoise 70 45 239
#010 Caterpie 70 255 39
#011 Metapod 70 120 72
#012 Butterfree 70 45 173
#013 Weedle 70 255 39
#014 Kakuna 70 120 72
#015 Beedrill 70 45 173
#016 Pidgey 70 255 50
#017 Pidgeotto 70 120 122
#018 Pidgeot 70 45 211
#019 Rattata 70 255 51
#020 Raticate 70 127 145
#021 Spearow 70 255 52
#022 Fearow 70 90 155
#023 Ekans 70 255 58
#024 Arbok 70 90 153
#025 Pikachu 70 190 105
#026 Raichu 70 75 214
#027 Sandshrew 70 255 60
#028 Sandslash 70 90 158
#029 Nidoran 70 70 55
#030 Nidorina 70 120 128
#031 Nidoqueen 70 45 223
#032 Nidoran 70 70 55
#033 Nidorino 70 120 128
#034 Nidoking 70 45 223
#035 Clefairy 140 150 113
#036 Clefable 140 25 213
#037 Vulpix 70 190 60
#038 Ninetales 70 75 177
#039 Jigglypuff 70 170 95
#040 Wigglytuff 70 50 191
#041 Zubat 70 255 49
#042 Golbat 70 90 159
#043 Oddish 70 255 64
#044 Gloom 70 120 138
#045 Vileplume 70 45 216
#046 Paras 70 190 57
#047 Parasect 70 75 142
#048 Venonat 70 190 61
#049 Venomoth 70 75 158
#050 Diglett 70 255 53
# Pokmon Happiness Catch Rate EXP. Base Value
#051 Dugtrio 70 50 142
#052 Meowth 70 255 58
#053 Persian 70 90 154
#054 Psyduck 70 190 64
#055 Golduck 70 75 175
#056 Mankey 70 190 61
#057 Primeape 70 75 159
#058 Growlithe 70 190 70
#059 Arcanine 70 75 194
#060 Poliwag 70 255 60
#061 Poliwhirl 70 120 135
#062 Poliwrath 70 45 225
#063 Abra 70 200 62
#064 Kadabra 70 100 140
#065 Alakazam 70 50 221
#066 Machop 70 180 61
#067 Machoke 70 90 142
#068 Machamp 70 45 227
#069 Bellsprout 70 255 60
#070 Weepinbell 70 120 137
#071 Victreebel 70 45 216
#072 Tentacool 70 190 67
#073 Tentacruel 70 60 180
#074 Geodude 70 255 60
#075 Graveler 70 120 137
#076 Golem 70 45 218
#077 Ponyta 70 190 82
#078 Rapidash 70 60 175
#079 Slowpoke 70 190 63
#080 Slowbro 70 75 172
#081 Magnemite 70 190 65
#082 Magneton 70 60 163
#083 Farfetch'd 70 45 123
#084 Doduo 70 190 62
#085 Dodrio 70 45 161
#086 Seel 70 190 65
#087 Dewgong 70 75 166
#088 Grimer 70 190 65
#089 Muk 70 75 175
#090 Shellder 70 190 61
#091 Cloyster 70 60 184
#092 Gastly 70 190 62
#093 Haunter 70 90 142
#094 Gengar 70 45 225
#095 Onix 70 45 77
#096 Drowzee 70 190 66
#097 Hypno 70 75 169
#098 Krabby 70 225 65
#099 Kingler 70 60 166
#100 Voltorb 70 190 66
# Pokmon Happiness Catch Rate EXP. Base Value
#101 Electrode 70 60 168
#102 Exeggcute 70 90 65
#103 Exeggutor 70 45 182
#104 Cubone 70 190 64
#105 Marowak 70 75 149
#106 Hitmonlee 70 45 159
#107 Hitmonchan 70 45 159
#108 Lickitung 70 45 77
#109 Koffing 70 190 68
#110 Weezing 70 60 172
#111 Rhyhorn 70 120 69
#112 Rhydon 70 60 170
#113 Chansey 140 30 395
#114 Tangela 70 45 87
#115 Kangaskhan 70 45 172
#116 Horsea 70 225 59
#117 Seadra 70 75 154
#118 Goldeen 70 225 64
#119 Seaking 70 60 158
#120 Staryu 70 225 68
#121 Starmie 70 60 182
#122 Mr. Mime 70 70 161
#123 Scyther 70 45 100
#124 Jynx 70 45 159
#125 Electabuzz 70 45 172
#126 Magmar 70 45 173
#127 Pinsir 70 45 175
#128 Tauros 70 45 172
#129 Magikarp 70 255 40
#130 Gyarados 70 45 189
#131 Lapras 70 45 187
#132 Ditto 70 35 101
#133 Eevee 70 45 65
#134 Vaporeon 70 45 184
#135 Jolteon 70 45 184
#136 Flareon 70 45 184
#137 Porygon 70 45 79
#138 Omanyte 70 45 71
#139 Omastar 70 45 173
#140 Kabuto 70 45 71
#141 Kabutops 70 45 173
#142 Aerodactyl 70 45 180
#143 Snorlax 70 25 189
#144 Articuno 35 3 261
#145 Zapdos 35 3 261
#146 Moltres 35 3 261
#147 Dratini 35 45 60
#148 Dragonair 35 45 147
#149 Dragonite 35 45 270
#150 Mewtwo 0 3 306
# Pokmon Happiness Catch Rate EXP. Base Value
#151 Mew 100 45 270
#152 Chikorita 70 45 64
#153 Bayleef 70 45 142
#154 Meganium 70 45 236
#155 Cyndaquil 70 45 62
#156 Quilava 70 45 142
#157 Typhlosion 70 45 240
#158 Totodile 70 45 63
#159 Croconaw 70 45 142
#160 Feraligatr 70 45 239
#161 Sentret 70 255 43
#162 Furret 70 90 145
#163 Hoothoot 70 255 52
#164 Noctowl 70 90 155
#165 Ledyba 70 255 53
#166 Ledian 70 90 137
#167 Spinarak 70 255 50
#168 Ariados 70 90 137
#169 Crobat 70 90 241
#170 Chinchou 70 190 66
#171 Lanturn 70 75 161
#172 Pichu 70 190 41
#173 Cleffa 140 150 44
#174 Igglybuff 70 170 42
#175 Togepi 70 190 49
#176 Togetic 70 75 142
#177 Natu 70 190 64
#178 Xatu 70 75 165
#179 Mareep 70 235 56
#180 Flaaffy 70 120 128
#181 Ampharos 70 45 225
#182 Bellossom 70 45 216
#183 Marill 70 190 88
#184 Azumarill 70 75 185
#185 Sudowoodo 70 65 144
#186 Politoed 70 45 225
#187 Hoppip 70 255 50
#188 Skiploom 70 120 119
#189 Jumpluff 70 45 203
#190 Aipom 70 45 72
#191 Sunkern 70 235 36
#192 Sunflora 70 120 149
#193 Yanma 70 75 78
#194 Wooper 70 255 42
#195 Quagsire 70 90 151
#196 Espeon 70 45 184
#197 Umbreon 35 45 184
#198 Murkrow 35 30 81
#199 Slowking 70 70 172
#200 Misdreavus 35 45 87
# Pokmon Happiness Catch Rate EXP. Base Value
#201 Unown 70 225 118
#202 Wobbuffet 70 45 142
#203 Girafarig 70 60 159
#204 Pineco 70 190 58
#205 Forretress 70 75 163
#206 Dunsparce 70 190 145
#207 Gligar 70 60 86
#208 Steelix 70 25 179
#209 Snubbull 70 190 60
#210 Granbull 70 75 158
#211 Qwilfish 70 45 86
#212 Scizor 70 25 175
#213 Shuckle 70 190 177
#214 Heracross 70 45 175
#215 Sneasel 35 60 86
#216 Teddiursa 70 120 66
#217 Ursaring 70 60 175
#218 Slugma 70 190 50
#219 Magcargo 70 75 144
#220 Swinub 70 225 50
#221 Piloswine 70 75 158
#222 Corsola 70 60 133
#223 Remoraid 70 190 60
#224 Octillery 70 75 168
#225 Delibird 70 45 116
#226 Mantine 70 25 163
#227 Skarmory 70 25 163
#228 Houndour 35 120 66
#229 Houndoom 35 45 175
#230 Kingdra 70 45 243
#231 Phanpy 70 120 66
#232 Donphan 70 60 175
#233 Porygon2 70 45 180
#234 Stantler 70 45 163
#235 Smeargle 70 45 88
#236 Tyrogue 70 75 42
#237 Hitmontop 70 45 159
#238 Smoochum 70 45 61
#239 Elekid 70 45 72
#240 Magby 70 45 73
#241 Miltank 70 45 172
#242 Blissey 140 30 608
#243 Raikou 35 3 261
#244 Entei 35 3 261
#245 Suicune 35 3 261
#246 Larvitar 35 45 60
#247 Pupitar 35 45 144
#248 Tyranitar 35 45 270
#249 Lugia 0 3 306
#250 Ho-Oh 0 3 306
# Pokmon Happiness Catch Rate EXP. Base Value
#251 Celebi 100 45 270
#252 Treecko 70 45 62
#253 Grovyle 70 45 142
#254 Sceptile 70 45 239
#255 Torchic 70 45 62
#256 Combusken 70 45 142
#257 Blaziken 70 45 239
#258 Mudkip 70 45 62
#259 Marshtomp 70 45 142
#260 Swampert 70 45 241
#261 Poochyena 70 255 44
#262 Mightyena 70 127 147
#263 Zigzagoon 70 255 48
#264 Linoone 70 90 147
#265 Wurmple 70 255 39
#266 Silcoon 70 120 72
#267 Beautifly 70 45 173
#268 Cascoon 70 120 41
#269 Dustox 70 45 135
#270 Lotad 70 255 44
#271 Lombre 70 120 119
#272 Ludicolo 70 45 216
#273 Seedot 70 255 44
#274 Nuzleaf 70 120 119
#275 Shiftry 70 45 216
#276 Taillow 70 200 54
#277 Swellow 70 45 151
#278 Wingull 70 190 54
#279 Pelipper 70 45 151
#280 Ralts 35 235 40
#281 Kirlia 35 120 97
#282 Gardevoir 35 45 233
#283 Surskit 70 200 54
#284 Masquerain 70 75 145
#285 Shroomish 70 255 59
#286 Breloom 70 90 161
#287 Slakoth 70 255 56
#288 Vigoroth 70 120 154
#289 Slaking 70 45 252
#290 Nincada 70 255 53
#291 Ninjask 70 120 160
#292 Shedinja 70 45 83
#293 Whismur 70 190 48
#294 Loudred 70 120 126

#295 Exploud 70 45 216


#296 Makuhita 70 180 47
#297 Hariyama 70 200 166
#298 Azurill 70 150 38
#299 Nosepass 70 255 75
#300 Skitty 70 255 52
# Pokmon Happiness Catch Rate EXP. Base Value
#301 Delcatty 70 60 133
#302 Sableye 35 45 133
#303 Mawile 70 45 133
#304 Aron 35 180 66
#305 Lairon 35 90 151
#306 Aggron 35 45 239
#307 Meditite 70 180 56
#308 Medicham 70 90 144
#309 Electrike 70 120 59
#310 Manectric 70 45 166
#311 Plusle 70 200 142
#312 Minun 70 200 142
#313 Volbeat 70 150 140
#314 Illumise 70 150 140
#315 Roselia 70 150 140
#316 Gulpin 70 225 60
#317 Swalot 70 75 163
#318 Carvanha 35 225 61
#319 Sharpedo 35 60 161
#320 Wailmer 70 125 80
#321 Wailord 70 60 175
#322 Numel 70 255 61
#323 Camerupt 70 150 161
#324 Torkoal 70 90 165
#325 Spoink 70 255 66
#326 Grumpig 70 60 165
#327 Spinda 70 255 126
#328 Trapinch 70 255 58
#329 Vibrava 70 120 119
#330 Flygon 70 45 234
#331 Cacnea 35 190 67
#332 Cacturne 35 60 166
#333 Swablu 70 255 62
#334 Altaria 70 45 172
#335 Zangoose 70 90 160
#336 Seviper 70 90 160
#337 Lunatone 70 45 154
#338 Solrock 70 45 154
#339 Barboach 70 190 58
#340 Whiscash 70 75 164
#341 Corphish 70 205 62
#342 Crawdaunt 70 155 164
#343 Baltoy 70 255 60
#344 Claydol 70 90 175
#345 Lileep 70 45 71
#346 Cradily 70 45 173
#347 Anorith 70 45 71
#348 Armaldo 70 45 173
#349 Feebas 70 255 40
#350 Milotic 70 60 189
# Pokmon Happiness Catch Rate EXP. Base Value
#351 Castform 70 45 147
#352 Kecleon 70 200 154
#353 Shuppet 35 225 59

#354 Banette 35 45 159


#355 Duskull 35 190 59
#356 Dusclops 35 90 159
#357 Tropius 70 200 161
#358 Chimecho 70 45 149
#359 Absol 35 30 163
#360 Wynaut 70 125 52
#361 Snorunt 70 190 60
#362 Glalie 70 75 168
#363 Spheal 70 255 58
#364 Sealeo 70 120 144
#365 Walrein 70 45 239
#366 Clamperl 70 255 69
#367 Huntail 70 60 170
#368 Gorebyss 70 60 170
#369 Relicanth 70 25 170
#370 Luvdisc 70 225 116
#371 Bagon 35 45 60
#372 Shelgon 35 45 147
#373 Salamence 35 45 270
#374 Beldum 35 3 60
#375 Metang 35 3 147
#376 Metagross 35 3 270
#377 Regirock 35 3 261
#378 Regice 35 3 261
#379 Registeel 35 3 261
#380 Latias 90 3 270
#381 Latios 90 3 270
#382 Kyogre 0 5 302
#383 Groudon 0 5 302
#384 Rayquaza 0 3 306
#385 Jirachi 100 3 270
#386 Deoxys 0 3 270
#387 Turtwig 70 45 64
#388 Grotle 70 45 142
#389 Torterra 70 45 236
#390 Chimchar 70 45 62
#391 Monferno 70 45 142
#392 Infernape 70 45 240
#393 Piplup 70 45 63
#394 Prinplup 70 45 142
#395 Empoleon 70 45 239
#396 Starly 70 255 49
#397 Staravia 70 120 119
#398 Staraptor 70 45 214
#399 Bidoof 70 255 50
#400 Bibarel 70 127 144
# Pokmon Happiness Catch Rate EXP. Base Value
#401 Kricketot 70 255 39
#402 Kricketune 70 45 134
#403 Shinx 70 235 53
#404 Luxio 100 120 127
#405 Luxray 70 45 235
#406 Budew 70 255 56
#407 Roserade 70 75 227
#408 Cranidos 70 45 70
#409 Rampardos 70 45 173
#410 Shieldon 70 45 70
#411 Bastiodon 70 45 173
#412 Burmy 70 120 45
#413 Wormadam 70 45 148
#414 Mothim 70 45 148
#415 Combee 70 120 49
#416 Vespiquen 70 45 166
#417 Pachirisu 100 200 142
#418 Buizel 70 190 66
#419 Floatzel 70 75 173
#420 Cherubi 70 190 55
#421 Cherrim 70 75 158
#422 Shellos 70 190 65
#423 Gastrodon 70 75 166
#424 Ambipom 100 45 169
#425 Drifloon 70 125 70
#426 Drifblim 70 60 174
#427 Buneary 0 190 70
#428 Lopunny 140 60 168
#429 Mismagius 35 45 173
#430 Honchkrow 35 30 177
#431 Glameow 70 190 62
#432 Purugly 70 75 158
#433 Chingling 70 120 57
#434 Stunky 70 225 66
#435 Skuntank 70 60 168
#436 Bronzor 70 255 60
#437 Bronzong 70 90 175
#438 Bonsly 70 255 58
#439 Mime Jr. 70 70 62
#440 Happiny 140 130 110
#441 Chatot 35 30 144
#442 Spiritomb 70 100 170
#443 Gible 70 45 60
#444 Gabite 70 45 144
#445 Garchomp 70 45 270
#446 Munchlax 70 50 78
#447 Riolu 70 75 57
#448 Lucario 70 45 184
#449 Hippopotas 70 140 66
#450 Hippowdon 70 60 184
# Pokmon Happiness Catch Rate EXP. Base Value
#451 Skorupi 70 120 66
#452 Drapion 70 45 175
#453 Croagunk 100 140 60
#454 Toxicroak 70 75 172
#455 Carnivine 70 200 159
#456 Finneon 70 190 66
#457 Lumineon 70 75 161
#458 Mantyke 70 25 69
#459 Snover 70 120 67
#460 Abomasnow 70 60 173
#461 Weavile 35 45 179
#462 Magnezone 70 30 241
#463 Lickilicky 70 30 180
#464 Rhyperior 70 30 241
#465 Tangrowth 70 30 187
#466 Electivire 70 30 243
#467 Magmortar 70 30 243
#468 Togekiss 70 30 245
#469 Yanmega 70 30 180
#470 Leafeon 35 45 184
#471 Glaceon 35 45 184
#472 Gliscor 70 30 179
#473 Mamoswine 70 50 239
#474 Porygon-Z 70 30 241
#475 Gallade 35 45 233
#476 Probopass 70 60 184
#477 Dusknoir 35 45 236
#478 Froslass 70 75 168
#479 Rotom 70 45 154
#480 Uxie 140 3 261
#481 Mesprit 140 3 261
#482 Azelf 140 3 261
#483 Dialga 0 30 306
#484 Palkia 0 30 306
#485 Heatran 100 3 270
#486 Regigigas 0 3 302
#487 Giratina 0 3 306
#488 Cresselia 100 3 270
#489 Phione 70 30 216
#490 Manaphy 70 3 270
#491 Darkrai 0 3 270
#492 Shaymin 100 45 270
#493 Arceus 0 3 324
#494 Victini 100 3 270
#495 Snivy 70 45 28
#496 Servine 70 45 145
#497 Serperior 70 45 238
#498 Tepig 70 45 28
#499 Pignite 70 45 146
#500 Emboar 70 45 238
# Pokmon Happiness Catch Rate EXP. Base Value
#501 Oshawott 70 45 28
#502 Dewott 70 45 145
#503 Samurott 70 45 238
#504 Patrat 70 255 51
#505 Watchog 70 255 147
#506 Lillipup 70 255 55
#507 Herdier 70 120 130
#508 Stoutland 70 45 221
#509 Purrloin 70 255 56
#510 Liepard 70 90 156
#511 Pansage 70 65 63
#512 Simisage 70 65 174
#513 Pansear 70 65 63
#514 Simisear 70 65 174
#515 Panpour 70 65 63
#516 Simipour 70 65 174
#517 Munna 70 190 58
#518 Musharna 70 75 170
#519 Pidove 70 255 53
#520 Tranquill 70 120 125
#521 Unfezant 70 45 215
#522 Blitzle 70 190 59
#523 Zebstrika 70 75 174
#524 Roggenrola 70 255 56
#525 Boldore 70 120 137
#526 Gigalith 70 45 227
#527 Woobat 70 190 63
#528 Swoobat 70 45 149
#529 Drilbur 70 120 66
#530 Excadrill 70 60 178
#531 Audino 70 255 390
#532 Timburr 70 180 61
#533 Gurdurr 70 90 142
#534 Conkeldurr 70 45 227
#535 Tympole 70 255 59
#536 Palpitoad 70 120 134
#537 Seismitoad 70 45 225
#538 Throh 70 45 163
#539 Sawk 70 45 163
#540 Sewaddle 70 255 62
#541 Swadloon 70 120 133
#542 Leavanny 70 45 221
#543 Venipede 70 255 52
#544 Whirlipede 70 120 126
#545 Scolipede 70 45 214
#546 Cottonee 70 190 56
#547 Whimsicott 70 75 168
#548 Petilil 70 190 56
#549 Lilligant 70 75 168
#550 Basculin 70 25 161
# Pokmon Happiness Catch Rate EXP. Base Value
#551 Sandile 70 180 58
#552 Krokorok 70 90 123
#553 Krookodile 70 45 229
#554 Darumaka 70 120 63
#555 Darmanitan 70 60 168
#556 Maractus 70 255 161
#557 Dwebble 70 190 65
#558 Crustle 70 75 166
#559 Scraggy 35 180 70
#560 Scrafty 70 90 171
#561 Sigilyph 70 45 172
#562 Yamask 70 190 61
#563 Cofagrigus 70 90 169
#564 Tirtouga 70 45 71
#565 Carracosta 70 45 173
#566 Archen 70 45 71
#567 Archeops 70 45 177
#568 Trubbish 70 190 66
#569 Garbodor 70 60 166
#570 Zorua 70 75 66
#571 Zoroark 70 45 179
#572 Minccino 70 255 60
#573 Cinccino 70 60 165
#574 Gothita 70 200 58
#575 Gothorita 70 100 137
#576 Gothitelle 70 50 221
#577 Solosis 70 200 58
#578 Duosion 70 100 130
#579 Reuniclus 70 50 221
#580 Ducklett 70 190 61
#581 Swanna 70 45 166
#582 Vanillite 70 255 61
#583 Vanillish 70 120 138
#584 Vanilluxe 70 45 241
#585 Deerling 70 190 67
#586 Sawsbuck 70 75 166
#587 Emolga 70 200 150
#588 Karrablast 70 200 63
#589 Escavalier 70 75 173
#590 Foongus 70 190 59
#591 Amoonguss 70 75 162
#592 Frillish 70 190 67
#593 Jellicent 70 60 168
#594 Alomomola 70 75 165
#595 Joltik 70 190 64
#596 Galvantula 70 75 165
#597 Ferroseed 70 255 61
#598 Ferrothorn 70 90 171
#599 Klink 70 130 60
#600 Klang 70 60 154
# Pokmon Happiness Catch Rate EXP. Base Value
#601 Klinklang 70 30 234
#602 Tynamo 70 190 55
#603 Eelektrik 70 60 142
#604 Eelektross 70 30 232
#605 Elgyem 70 255 67
#606 Beheeyem 70 90 170
#607 Litwick 70 190 55
#608 Lampent 70 90 130
#609 Chandelure 70 45 234
#610 Axew 35 75 64
#611 Fraxure 35 60 144
#612 Haxorus 35 45 243
#613 Cubchoo 70 120 61
#614 Beartic 70 60 170
#615 Cryogonal 70 25 170
#616 Shelmet 70 200 61
#617 Accelgor 70 75 173
#618 Stunfisk 70 75 165
#619 Mienfoo 70 180 70
#620 Mienshao 70 45 179
#621 Druddigon 70 45 170
#622 Golett 70 190 61
#623 Golurk 70 90 169
#624 Pawniard 35 120 68
#625 Bisharp 35 45 172
#626 Bouffalant 70 45 172
#627 Rufflet 70 190 70
#628 Braviary 70 60 179
#629 Vullaby 35 190 74
#630 Mandibuzz 35 60 179
#631 Heatmor 70 90 169
#632 Durant 70 90 169
#633 Deino 35 45 60
#634 Zweilous 35 45 147
#635 Hydreigon 35 45 270
#636 Larvesta 70 45 72
#637 Volcarona 70 15 248
#638 Cobalion 35 3 261
#639 Terrakion 35 3 261
#640 Virizion 35 3 261
#641 Tornadus 90 3 261
#642 Thundurus 90 3 261
#643 Reshiram 0 45 306
#644 Zekrom 0 45 306
#645 Landorus 90 3 270
#646 Kyurem 0 3 297
#647 Keldeo 35 3 261
#648 Meloetta 100 3 270
#649 Genesect 0 3 270
#650 Chespin 70 45 63
# Pokmon Happiness Catch Rate EXP. Base Value
#651 Quilladin 70 45 142
#652 Chesnaught 70 45 239
#653 Fennekin 70 45 61
#654 Braixen 70 45 143
#655 Delphox 70 45 240
#656 Froakie 70 45 63
#657 Frogadier 70 45 142
#658 Greninja 70 45 239
#659 Bunnelby 70 255 47
#660 Diggersby 70 127 148
#661 Fletchling 70 255 56
#662 Fletchinder 70 120 134
#663 Talonflame 70 45 175
#664 Scatterbug 70 255 40
#665 Spewpa 70 120 75
#666 Vivillon 70 45 185
#667 Litleo 70 220 74
#668 Pyroar 70 65 177
#669 Flabb 70 225 61
#670 Floette 70 120 130
#671 Florges 70 45 248
#672 Skiddo 70 200 70
#673 Gogoat 70 45 186
#674 Pancham 70 220 70
#675 Pangoro 70 65 173
#676 Furfrou 70 160 165
#677 Espurr 70 190 71
#678 Meowstic 70 75 163
#679 Honedge 70 180 65
#680 Doublade 70 90 157
#681 Aegislash 70 45 234
#682 Spritzee 70 200 68
#683 Aromatisse 70 140 162
#684 Swirlix 70 200 68
#685 Slurpuff 70 140 168
#686 Inkay 70 190 58
#687 Malamar 70 80 169
#688 Binacle 70 120 61
#689 Barbaracle 70 45 175
#690 Skrelp 70 225 64
#691 Dragalge 70 55 173
#692 Clauncher 70 225 66
#693 Clawitzer 70 55 100
#694 Helioptile 70 190 58
#695 Heliolisk 70 75 168
#696 Tyrunt 70 45 72
#697 Tyrantrum 70 45 182
#698 Amaura 70 45 72
#699 Aurorus 70 45 104
#700 Sylveon 70 45 184
# Pokmon Happiness Catch Rate EXP. Base Value
#701 Hawlucha 70 100 175
#702 Dedenne 70 180 151
#703 Carbink 70 60 100
#704 Goomy 35 45 60
#705 Sliggoo 35 45 158
#706 Goodra 35 45 270
#707 Klefki 70 75 175
#708 Phantump 70 120 62
#709 Trevenant 70 60 166
#710 Pumpkaboo 70 120 67
#711 Gourgeist 70 60 173
#712 Bergmite 70 190 61
#713 Avalugg 70 55 180
#714 Noibat 70 190 49
#715 Noivern 70 45 187
#716 Xerneas 0 45 306
#717 Yveltal 0 45 306
#718 Zygarde (50%) 0 3 270
#719 Diancie 70 3 270
#720 Hoopa 70 3 270
#721 Volcanion 70 3 270
#722 Rowlet ??? 45 ???
#723 Dartrix ??? 45 ???
#724 Decidueye ??? 45 ???
#725 Litten ??? 45 ???
#726 Torracat ??? 45 ???
#727 Incineroar ??? 45 ???
#728 Popplio ??? 45 ???
#729 Brionne ??? 45 ???
#730 Primarina ??? 45 ???
#731 Pikipek ??? 255 ???
#732 Trumbeak ??? 120 ???
#733 Toucannon ??? 45 ???
#734 Yungoos ??? 255 ???
#735 Gumshoos ??? 127 ???
#736 Grubbin ??? 255 ???
#737 Charjabug ??? 120 ???
#738 Vikavolt ??? 45 ???
#739 Crabrawler ??? 225 ???
#740 Crabominable ??? 60 ???
#741 Oricorio ??? 45 ???
#742 Cutiefly ??? 190 ???
#743 Ribombee ??? 75 ???
#744 Rockruff ??? 190 ???
#745 Lycanroc ??? 90 ???
#746 Wishiwashi ??? 60 ???
#747 Mareanie ??? 190 ???
#748 Toxapex ??? 75 ???
#749 Mudbray ??? 190 ???
#750 Mudsdale ??? 60 ???
# Pokmon Happiness Catch Rate EXP. Base Value
#751 Dewpider ??? 200 ???
#752 Araquanid ??? 100 ???
#753 Fomantis ??? 190 ???
#754 Lurantis ??? 75 ???
#755 Morelull ??? 190 ???
#756 Shiinotic ??? 75 ???
#757 Salandit ??? 120 ???
#758 Salazzle ??? 45 ???
#759 Stufful ??? 140 ???
#760 Bewear ??? 70 ???
#761 Bounsweet ??? 235 ???
#762 Steenee ??? 120 ???
#763 Tsareena ??? 45 ???
#764 Comfey ??? 60 ???
#765 Oranguru ??? 45 ???
#766 Passimian ??? 45 ???
#767 Wimpod ??? 90 ???
#768 Golisopod ??? 45 ???
#769 Sandygast ??? 140 ???
#770 Palossand ??? 60 ???
#771 Pyukumuku ??? 60 ???
#772 Type: Null ??? 3 ???
#773 Silvally ??? 3 ???
#774 Minior ??? 30 ???
#775 Komala ??? 45 ???
#776 Turtonator ??? 70 ???
#777 Togedemaru ??? 180 ???
#778 Mimikyu ??? 45 ???
#779 Bruxish ??? 80 ???
#780 Drampa ??? 70 ???
#781 Dhelmise ??? 25 ???
#782 Jangmo-o ??? 45 ???
#783 Hakamo-o ??? 45 ???
#784 Kommo-o ??? 45 ???
#785 Tapu Koko ??? 3 ???
#786 Tapu Lele ??? 3 ???
#787 Tapu Bulu ??? 3 ???
#788 Tapu Fini ??? 3 ???
#789 Cosmog ??? 45 ???
#790 Cosmoem ??? 45 ???
#791 Solgaleo ??? 45 ???
#792 Lunala ??? 45 ???
#793 Nihilego ??? 45 ???
#794 Pheromosa ??? 25 ???
#795 Buzzwole ??? 255 ???
#796 Xurkitree ??? 30 ???
#797 Celesteela ??? 25 ???
#798 Kartana ??? 255 ???
#799 Guzzford ??? 15 ???
#800 Necrozuma ??? 3 ???
# Pokmon Happiness Catch Rate EXP. Base Value
#801 Magearna ??? 3 ???
#802 Marshadow ??? 3 ???

Pokmon Evolutions

NOTE: MEGA-EVOLUTIONS!
Mega-Evolutions are not detailed here. These describe the permanent, undoable evolutions of Pokmon; Mega-Evolutions are
different in that they are temporal and only used in battle to for a power boost basically. See this section for that stuff.

This particular section of our Mini-Pokdex details one of the more important aspects of ideally training your Pokmon: evolution. As
Pokmon level-up, or meet other relatively-arbitrary conditions, they will evolve into a new form. This form often has higher (or rarely,
equal or lower) base stats, improving the Pokmon's stats by usually 20 ~ 40 points by Level 100. However, this will come at a
notable cost. You can leave a Pokmon as it is (don't use the item or whatever, or press B during the evolution process) to let it learn
some new moves first - some moves are available as much as TEN levels earlier in pre-evolved forms, and sometimes exclusive to
particular forms. At the same time, at least with level-based evolution, Pokmon will earn 20% more EXP. if you hold off on their
evolution so, y'know, do as you will.

Anyways, the below list will detail the Pokmon of the game and what they evolve into and how. First, we'll discuss what some of
these terms mean; keep in mind sometimes two or even three conditions are compiled together when evolutions are done, and all
must be met.

Level ## - indicates that, once a Pokmon has reached Level ##, it will evolve; such evolutions can be cancelled with the B
Button. Once it reaches Level 100, it cannot evolve, so the final stopping point is Level 99 for whether you're not sure (Level
98 if it evolves twice). The benefit to keeping a Pokmon unevolved is getting moves sometimes ten levels or more sooner.
However, this rarely extends beyond Level 80 except in some legendary Pokmon (who never evolve and it is therefore
irrelevant), so you should evolve at least eventually to benefit from the boosted base stats. In fact, it is very rare in general
competition to see unevolved Pokmon for precisely that reason; there are some exceptions, of course, but it's the generally-
applicable thing.

[Gender] - in addition to some conditions, a Pokmon must be of a certain gender to evolve. Males have a blue arrow
pointing up and to the right, while females have a pink down-pointing cross - genderless Pokmon show no symbol.

[Item] - use this item to evolve the Pokmon. This works at any level. Keep in mind that most of these (such as Moon Stones)
are in limited quantities throughout a single playthrough of the game, so you may want to focus on evolving only into new
species before duplicating 'em. Of course, Super Training can get you the stones.

[Location/Time] - the Pokmon must be leveled-up in this place, or at this time of day, depending on which is specified. For
the latter, daytime is usually 4:00 AM to 7:59 PM and nighttime from 8:00 PM to 3:59 AM. (Morning is 4:00 AM to 9:59 AM,
but that is daytime normally.)

"Level-up while knowing..." - For this, the Pokmon must know a certain move, then level-up to be able to evolve. In all
cases of this, the Pokmon learns the move naturally by leveling up. If forgotten, the Move Relearner can teach it for you, or
sometimes TMs/HMs or Move Tutors, depending on what's available. The latest for this to work is Level 99.

Trade - for this, you must trade the Pokmon between two games: over the Internet or local Wi-Fi matters not. Wonder Trade
also works, but you're almost certain not to get it back. =P After the trade, the recipient of your Pokmon will get it to evolve
on their end. For you to get the evolved form, you have to trade it back. (Trust me, you'll do this with the Shelmet/Karrablast -
> Escavalier/Accelgor trade. =P) This works at any level.

Happiness - once the Pokmon is happy enough, which occurs as you walk around, heal it, use it in battle, etc., it will evolve
upon leveling up. (The Soothe Bell item speeds up this process.) However, that means the Pokmon must be Level 99 or
lower (sometimes Level 98 for those evolutionary chains with the first evolution being happiness based), so be careful. This
is independent of their Affection stat in Pokmon Refresh, so note that! Only Eevee evolves (into Sylveon) based on
that!

# SPECIES METHOD AND EVOLVED POKMON


#001 Bulbasaur Level 16 - Ivysaur
#002 Ivysaur Level 32 - Venusaur
#003 Venusaur N/A
#004 Charmander Level 16 - Charmeleon
#005 Charmeleon Level 36 - Charizard
#006 Charizard N/A
#007 Squirtle Level 16 - Wartortle
#008 Wartortle Level 36 - Blastoise
#009 Blastoise N/A
#010 Caterpie Level 7 - Metapod
#011 Metapod Level 10 - Butterfree
#012 Butterfree N/A
#013 Weedle Level 7 - Kakuna
#014 Kakuna Level 10 - Beedrill
#015 Beedrill N/A
#016 Pidgey Level 18 - Pidgeotto
#017 Pidgeotto Level 36 - Pidgeot
#018 Pidgeot N/A
Rattata
Level 20 - Raticate
#019 (Regular)
Rattata (Alolan) Level 20 at Night - Raticate (Alolan)
#020 Raticate N/A
#021 Spearow Level 20 - Fearow
#022 Fearow N/A
#023 Ekans Level 22 - Arbok
#024 Arbok N/A
Thunder Stone - Raichu
#025 Pikachu
Note that Cosplay Pikachu cannot evolve
#026 Raichu N/A
Sandshrew
Level 22 - Sandslash
(Regular)
#027
Sandshrew
Ice Stone - Sandslash (Alolan)
(Alolan)
#028 Sandslash N/A
#029 Nidoran Level 16 - Nidorina
#030 Nidorina Moon Stone - Nidoqueen
#031 Nidoqueen N/A
#032 Nidoran Level 16 - Nidorino
#033 Nidorino Moon Stone - Nidoking
#034 Nidoking N/A
#035 Clefairy Moon Stone - Clefable
#036 Clefable N/A
Vulpix
Fire Stone - Ninetales
#037 (Regular)
Vulpix (Alolan) Ice Stone - Ninetales (Alolan)
#038 Ninetales N/A
#039 Jigglypuff Moon Stone - Wigglytuff
#040 Wigglytuff N/A
#041 Zubat Level 22 - Golbat
#042 Golbat Level-up with high Happiness - Crobat
#043 Oddish Level 21 - Gloom
Leaf Stone - Vileplume
#044 Gloom
Sun Stone - Bellossom
#045 Vileplume N/A
#046 Paras Level 24 - Parasect
#047 Parasect N/A
#048 Venonat Level 31 - Venomoth
#049 Venomoth N/A
#050 Diglett Level 26 - Dugtrio
#051 Dugtrio N/A
Meowth
Level 28 - Persian
(Regular)
#052
Meowth
Level up with high Happiness - Persian (Alolan)
(Alolan)
#053 Persian N/A
#054 Psyduck Level 33 - Golduck
#055 Golduck N/A
#056 Mankey Level 28 - Primeape
#057 Primeape N/A
#058 Growlithe Fire Stone - Arcanine
#059 Arcanine N/A
#060 Poliwag Level 25 - Poliwhirl
Use a Water Stone on Poliwhirl - Poliwrath
#061 Poliwhirl
Trade when holding a King's Rock - Politoed
#062 Poliwrath N/A
#063 Abra Level 16 - Kadabra
#064 Kadabra Trade Kadabra - Alakazam
#065 Alakazam N/A
#066 Machop Level 28 - Machoke
#067 Machoke Trade Machoke - Machamp
#068 Machamp N/A
#069 Bellsprout Level 21 - Weepinbell
#070 Weepinbell Leaf Stone - Victreebel
#071 Victreebel N/A
#072 Tentacool Level 30 - Tentacruel
#073 Tentacruel N/A
#074 Geodude Level 25 - Graveler
#075 Graveler Trade Graveler - Golem
#076 Golem N/A
#077 Ponyta Level 40 - Rapidash
#078 Rapidash N/A
Level 37 - Slowbro
#079 Slowpoke
Trade while holding a King's Rock - Slowking
#080 Slowbro N/A
#081 Magnemite Level 30 - Magneton
Magnezone - Level Magneton up in Mt. Sinnoh (which is in Pokmon Diamond, Pearl, and Platinum on the
DS)
Magnezone - Level Magneton up in Chargestone Cave (which is Pokmon Black, White, Black 2, and White
2 on the DS)
#082 Magneton
Magnezone - Level Magneton up on Route 13 (which is in Pokmon X/Y on the 3DS)
Magnezone - Level Magneton up in New Mauville (specifically in Pokmon OR/AS on the 3DS: Magnezone
is not in the original R/S)
Magnezone - Level Magneton up at Vast Poni Canyon (which is in Pokmon Sun/Moon)
#083 Farfetch'd N/A
#084 Doduo Level 31 - Dodrio
#085 Dodrio N/A
#086 Seel Level 34 - Dewgong
#087 Dewgong N/A
#088 Grimer Level 38 - Muk
#089 Muk N/A
#090 Shellder Water Stone - Cloyster
#091 Cloyster N/A
#092 Gastly Level 25 - Haunter
#093 Haunter Trade Haunter - Gengar
#094 Gengar N/A
#095 Onix Trade while holding a Metal Coat - Steelix
#096 Drowzee Level 26 - Hypno
#097 Hypno N/A
#098 Krabby Level 28 - Kingler
#099 Kingler N/A
#100 Voltorb Level 30 - Electrode
#101 Electrode N/A
#102 Exeggcute Leaf Stone - Exeggutor
#103 Exeggutor N/A
Level 28 - Marowak
#104 Cubone
Level 28 at night - Marowak (Alolan)
#105 Marowak N/A
#106 Hitmonlee N/A
#107 Hitmonchan N/A
#108 Lickitung Level-up while knowing Rollout - Lickilicky
#109 Koffing Level 35 - Weezing
#110 Weezing N/A
#111 Rhyhorn Level 42 - Rhydon
#112 Rhydon Trade while holding Protector - Rhyperior
#113 Chansey Level-up with high Happiness (higher than going from Happiny) - Blissey
#114 Tangela Level-up while knowing Ancient Power - Tangrowth
#115 Kangaskhan N/A
#116 Horsea Level 32 - Seadra
#117 Seadra Trade Seadra while holding a Dragon Scale - Kingdra
#118 Goldeen Level 33 - Seaking
#119 Seaking N/A
#120 Staryu Water Stone - Starmie
#121 Starmie N/A
#122 Mr. Mime N/A
#123 Scyther Trade while holding Metal Coat - Scizor
#124 Jynx N/A
#125 Electabuzz Trade while holding Electirizer - Electivire
#126 Magmar Trade while holding Magmarizer - Magmortar
#127 Pinsir N/A
#128 Tauros N/A
#129 Magikarp Level 20 - Gyarados
#130 Gyarados N/A
#131 Lapras N/A
#132 Ditto N/A
Use a Water Stone - Vaporeon
Use a Thunder Stone - Jolteon
Use a Fire Stone - Flareon
Level-up with high Happiness in the daytime - Espeon
#133 Eevee Level-up with high Happiness during night - Umbreon
Level-up near a large mossy rock (found at Lush Jungle) - Leafeon
Level-up near a large icy rock (found at Mount Lanakila) - Glaceon
Level-up with 5 Affection hearts in Pokmon Refresh while knowing a Fairy-type move - Sylveon
#134 Vaporeon N/A
#135 Jolteon N/A
#136 Flareon N/A
#137 Porygon Trade while holding Up-Grade - Porygon2
#138 Omanyte Level 40 - Omastar
#139 Omastar N/A
#140 Kabuto Level 40 - Kabutops
#141 Kabutops N/A
#142 Aerodactyl N/A
#143 Snorlax N/A
#144 Articuno N/A
#145 Zapdos N/A
#146 Moltres N/A
#147 Dratini Level 30 - Dragonair
#148 Dragonair Level 44 - Dragonite
#149 Dragonite N/A
#150 Mewtwo N/A
#151 Mew N/A
#152 Chikorita Level 16 - Chikorita
#153 Bayleef Level 32 - Meganium
#154 Meganium N/A
#155 Cyndaquil Level 14 - Quilava
#156 Quilava Level 36 - Typholsion
#157 Typhlosion N/A
#158 Totodile Level 18 - Croconaw
#159 Croconaw Level 30 - Feraligatr
#160 Feraligatr N/A
#161 Sentret Level 15 - Furret
#162 Furret N/A
#163 Hoothoot Level 20 - Noctowl
#164 Noctowl N/A
#165 Ledyba Level 18 - Ledian
#166 Ledian N/A
#167 Spinarak Level 22 - Ariados
#168 Ariados N/A
#169 Crobat N/A
#170 Chinchou Level 27 - Lanturn
#171 Lanturn N/A
Level-up with high Happiness - Pikachu
#172 Pichu
To the curious, the Spiky-Eared Pichu from HG/SS (and only there, sadly) cannot evolve
#173 Cleffa Level-up with high Happiness - Clefairy
#174 Igglybuff Level-up with high Happiness - Jigglypuff
#175 Togepi Level-up with high Happiness - Togetic
#176 Togetic Shiny Stone - Togekiss
#177 Natu Level 25 - Xatu
#178 Xatu N/A
#179 Mareep Level 15 - Flaaffy
#180 Flaaffy Level 30 - Ampharos
#181 Ampharos N/A
#182 Bellossom N/A
#183 Marill Level 18 - Azumarill
#184 Azumarill N/A
#185 Sudowoodo N/A
#186 Politoed N/A
#187 Hoppip Level 18 - Skiploom
#188 Skiploom Level 27 - Jumpluff
#189 Jumpluff N/A
#190 Aipom Level-up while knowing Double Hit - Ambipom
#191 Sunkern Sun Stone - Sunflora
#192 Sunflora N/A
#193 Yanma Level-up while knowing Ancient Power - Yanmega
#194 Wooper Level 20 - Quagsire
#195 Quagsire N/A
#196 Espeon N/A
#197 Umbreon N/A
#198 Murkrow Dusk Stone - Honchkrow
#199 Slowking N/A
#200 Misdreavus Dusk Stone - Mismagius
#201 Unown N/A
#202 Wobbuffet N/A
#203 Girafarig N/A
#204 Pineco Level 31 - Forretress
#205 Forretress N/A
#206 Dunsparce N/A
#207 Gligar Level-up at night whilst holding a Razor Fang - Gliscor
#208 Steelix N/A
#209 Snubbull Level 23 - Granbull
#210 Granbull N/A
#211 Qwilfish N/A
#212 Scizor N/A
#213 Shuckle N/A
#214 Heracross N/A
#215 Sneasel Level-up at night whilst holding a Razor Claw - Weavile
#216 Teddiursa Level 30 - Ursaring
#217 Ursaring N/A
#218 Slugma Level 38 - Macargo
#219 Macargo N/A
#220 Swinub Level 33 - Piloswine
#221 Piloswine Level-up while knowing Ancient Power - Mamoswine
#222 Corsola N/A
#223 Remoraid Level 25 - Octillery
#224 Octillery N/A
#225 Delibird N/A
#226 Mantine N/A
#227 Skarmory N/A
#228 Houndour Level 24 - Houndour
#229 Houndoom N/A
#230 Kingdra N/A
#231 Phanpy Level 25 - Donphan
#232 Donphan N/A
#233 Porygon2 Trade Porygon2 while holding a Dubious Disc - Porygon-Z
#234 Stantler N/A
#235 Smeargle N/A
At Level 20, if Attack is greater than Defense, you get Hitmonlee
#236 Tyrogue At Level 20, if Attack is less than Defense, you get Hitmonchan
At Level 20, if Attack is equal to Defense, you get Hitmontop
#237 Hitmontop N/A
#238 Smoochum Level 30 - Jynx
#239 Elekid Level 30 - Electabuzz
#240 Magby Level 30 - Magmar
#241 Miltank N/A
#242 Blissey N/A
#243 Raikou N/A
#244 Entei N/A
#245 Suicune N/A
#246 Larvitar Level 30 - Pupitar
#247 Pupitar Level 55 - Tyranitar
#248 Tyranitar N/A
#249 Lugia N/A
#250 Ho-Oh N/A
#251 Celebi N/A
#252 Treecko Level 16 - Grovyle
#253 Grovyle Level 36 - Sceptile
#254 Sceptile N/A
#255 Torchic Level 16 - Combusken
#256 Combusken Level 36 - Blaziken
#257 Blaziken N/A
#258 Mudkip Level 16 - Marshtomp
#259 Marshtomp Level 36 - Swampert
#260 Swampert N/A
#261 Poochyena Level 18 - Mightyena
#262 Mightyena N/A
#263 Zigzagoon Level 20 - Linoone
#264 Linoone N/A
#265 Wurmple At Level 7, there's a 50% chance of becoming Silcoon or Cascoon at random
#266 Silcoon Level 10 - Beautifly
#267 Beautifly N/A
#268 Cascoon Level 10 - Dustox
#269 Dustox N/A
#270 Lotad Level 14 - Lombre
#271 Lombre Water Stone - Ludicolo
#272 Ludicolo N/A
#273 Seedot Level 14 - Nuzleaf
#274 Nuzleaf Leaf Stone - Shiftry
#275 Shiftry N/A
#276 Taillow Level 22 - Swellow
#277 Swellow N/A
#278 Wingull Level 25 - Pelipper
#279 Pelipper N/A
#280 Ralts Level 20 - Kirlia
Level 30 (even males can evolve this way) - Gardevoir
#281 Kirlia
Use a Dawn Stone on a male Kirlia - Gallade
#282 Gardevoir N/A
#283 Surskit Level 22 - Masquerain
#284 Masquerain N/A
#285 Shroomish Level 23 - Breloom
#286 Breloom N/A
#287 Slakoth Level 18 - Vigoroth
#288 Vigoroth Level 36 - Slaking
#289 Slaking N/A
At Level 20, Nincada alone will evolve into Ninjask...
#290 Nincada However, if you have a spare Pok Ball (the normal kind) and an empty slot in the party, you also get
Shedinja.
#291 Ninjask N/A - but do read the stuff on Nincada (#290)
#292 Shedinja N/A - but do read the stuff on Nincada (#290)
#293 Whismur Level 20 - Loudred
#294 Loudred Level 40 - Exploud
#295 Exploud N/A
#296 Makuhita Level 24 - Hariyama
#297 Hariyama N/A
#298 Azurill Level-up with high Happiness - Marill
Probopass - Level Nosepass up in Mt. Sinnoh (which is in Pokmon Diamond, Pearl, and Platinum on the
DS)
Probopass - Level Nosepass up in Chargestone Cave (which is Pokmon Black, White, Black 2, and White 2
on the DS)
#299 Nosepass
Probopass - Level Nosepass up on Route 13 (which is in Pokmon X/Y on the 3DS)
Probopass - Level Nosepass up in New Mauville (specifically in Pokmon OR/AS on the 3DS: Probopass is
not in the original R/S)
Probopass - Level Nosepass up at Vast Poni Canyon (which is in Pokmon Sun/Moon)
#300 Skitty Moon Stone - Delcatty
#301 Delcatty N/A
#302 Sableye N/A

#303 Mawile N/A


#304 Aron Level 32 - Lairon
#305 Lairon Level 42 - Aggron
#306 Aggron N/A
#307 Meditite Level 37 - Medicham
#308 Medicham N/A
#309 Electrike Level 26 - Manectric
#310 Manectric N/A
#311 Plusle N/A
#312 Minun N/A
#313 Volbeat N/A
#314 Illumise N/A
#315 Roselia Shiny Stone - Roserade
#316 Gulpin Level 26 - Swalot
#317 Swalot N/A
#318 Carvanha Level 30 - Sharpedo
#319 Sharpedo N/A
#320 Wailmer Level 40 - Wailord
#321 Wailord N/A
#322 Numel Level 43 - Camerupt
#323 Camerupt N/A
#324 Torkoal N/A
#325 Spoink Level 32 - Grumpig
#326 Grumpig N/A
#327 Spinda N/A
#328 Trapinch Level 35 - Vibrava
#329 Vibrava Level 45 - Flygon
#330 Flygon N/A
#331 Cacnea Level 32 - Cacturne
#332 Cacturne N/A
#333 Swablu Level 35 - Altaria
#334 Altaria N/A
#335 Zangoose N/A
#336 Seviper N/A
#337 Lunatone N/A
#338 Solrock N/A
#339 Barboach Level 30 - Whiscash
#340 Whiscash N/A
#341 Corphish Level 30 - Crawdaunt
#342 Crawdaunt N/A
#343 Baltoy Level 36 - Claydol
#344 Claydol N/A
#345 Lileep Level 40 - Cradily
#346 Cradily N/A
#347 Anorith Level 40 - Armaldo
#348 Armaldo N/A
For GBA Pokmon Games: You can only level-up a Feebas whose Beauty Contest stat is maxed out for
Milotic
For DS Pokmon Games & X/Y & Sun/Moon: You can only trade Feebas while holding a Prism Scale for
#349 Feebas
Milotic
For Pokmon OR/AS: You can max out Feebas's Beauty and level it up to evolve it to Milotic, or use the
trade-while-holding-Prism Scale method
#350 Milotic N/A
#351 Castform N/A
#352 Kecleon N/A
#353 Shuppet Level 37 - Banette
#354 Banette N/A
#355 Duskull Level 37 - Dusclops
#356 Dusclops Trade Dusclops while holding a Reaper Cloth - Dusknoir
#357 Tropius N/A
#358 Chimecho N/A
#359 Absol N/A
#360 Wynaut Level 15 - Wobbuffet
Level 42 (any gender) - Glalie
#361 Snorunt
Dawn Stone (females) - Froslass
#362 Glalie N/A
#363 Spheal Level 32 - Sealeo
#364 Sealeo Level 44 - Walrein
#365 Walrein N/A
Trade Clamperl when holding a Deep Sea Tooth - Huntail
#366 Clamperl
Trade Clamperl when holding a Deep Sea Scale - Gorebyss
#367 Huntail N/A
#368 Gorebyss N/A
#369 Relicanth N/A
#370 Luvdisc N/A
#371 Bagon Level 30 - Shelgon
#372 Shelgon Level 50 - Salamence
#373 Salamence N/A
#374 Beldum Level 20 - Metang
#375 Metang Level 45 - Metagross
#376 Metagross N/A
#377 Regirock N/A
#378 Regice N/A
#379 Registeel N/A
#380 Latias N/A
#381 Latios N/A
#382 Kyogre N/A
#383 Groudon N/A
#384 Rayquaza N/A
#385 Jirachi N/A
#386 Deoxys N/A
#387 Turtwig Level 18 - Grotle
#388 Grotle Level 32 - Torterra
#389 Torterra N/A
#390 Chimchar Level 14 - Monferno
#391 Monferno Level 36 - Infernape
#392 Infernape N/A
#393 Piplup Level 16 - Prinplup
#394 Prinplup Level 36 - Empoleon
#395 Empoleon N/A
#396 Starly Level 14 - Staravia
#397 Staravia Level 34 - Staraptor
#398 Staraptor N/A
#399 Bidoof Level 15 - Bibarel
#400 Bibarel N/A
#401 Kricketot Level 10 - Kricketune
#402 Kricketune N/A
#403 Shinx Level 15 - Luxio
#404 Luxio Level 30 - Luxray
#405 Luxray N/A
#406 Budew Level-up during the day with high Happiness - Roselia
#407 Roserade N/A
#408 Cranidos Level 30 - Rampardos
#409 Rampardos N/A
#410 Shieldon Level 30 - Bastiodon
#411 Bastiodon N/A
Level 20 (female) - Wormadam
#412 Burmy
Level 20 (male) - Mothim
#413 Wormadam N/A
#414 Mothim N/A
#415 Combee Level 21 (female-only) - Vespiquen
#416 Vespiquen N/A
#417 Pachirisu N/A
#418 Buizel Level 26 - Floatzel
#419 Floatzel N/A
#420 Cherubi Level 25 - Cherrim
#421 Cherrim N/A
#422 Shellos Level 30 - Gastrodon
#423 Gastrodon N/A
#424 Ambipom N/A
#425 Drifloon Level 28 - Drifblim
#426 Drifblim N/A
#427 Buneary Level-up with high Happiness - Lopunny
#428 Lopunny N/A
#429 Mismagius N/A
#430 Honchkrow N/A
#431 Glameow Level 38 - Purugly
#432 Purugly N/A
#433 Chingling Level-up at night with high Happiness - Chimecho
#434 Stunky Level 34 - Skuntank
#435 Skuntank N/A
#436 Bronzor Level 33 - Bronzong
#437 Bronzong N/A
#438 Bonsly Level-up while knowing Mimic - Sudowoodo
#439 Mime Jr. Level-up while knowing Mimic - Mr. Mime
#440 Happiny Level-up while holding an Oval Stone and while having high Happiness - Chansey
#441 Chatot N/A
#442 Spiritomb N/A
#443 Gible Level 24 - Gabite
#444 Gabite Level 48 - Garchomp
#445 Garchomp N/A
#446 Munchlax Level-up with high Happiness - Snorlax
#447 Riolu Level-up with high Happiness during the daytime - Lucario
#448 Lucario N/A
#449 Hippopotas Level 34 - Hippowdon
#450 Hippowdon N/A
#451 Skorupi Level 40 - Drapion
#452 Drapion N/A
#453 Croagunk Level 37 - Toxicroak
#454 Toxicroak N/A
#455 Carnivine N/A
#456 Finneon Level 31 - Lumineon
#457 Lumineon N/A
#458 Mantyke Level-up while Remoraid is in your party - Mantine
#459 Snover Level 40 - Abomasnow
#460 Abomasnow N/A
#461 Weavile N/A
#462 Magnezone N/A
#463 Lickilicky N/A
#464 Rhyperior N/A
#465 Tangrowth N/A
#466 Electivire N/A
#467 Magmortar N/A
#468 Togekiss N/A
#469 Yanmega N/A
#470 Leafeon N/A
#471 Glaceon N/A
#472 Gliscor N/A
#473 Mamoswine N/A
#474 Porygon-Z N/A
#475 Gallade N/A
#476 Probopass N/A
#477 Dusknoir N/A
#478 Froslass N/A
#479 Rotom N/A
#480 Uxie N/A
#481 Mesprit N/A
#482 Azelf N/A
#483 Dialga N/A
#484 Palkia N/A
#485 Heatran N/A
#486 Regigigas N/A
#487 Giratina N/A
#488 Cresselia N/A
#489 Phione N/A - this is despite breeding Manaphy and Ditto yielding Phione; usually, children evolve into parents
#490 Manaphy N/A
#491 Darkrai N/A
#492 Shaymin N/A
#493 Arceus N/A
#494 Victini N/A
#495 Snivy Level 17 - Servine
#496 Servine Level 36 - Serperior
#497 Serperior N/A
#498 Tepig Level 17 - Pignite
#499 Pignite Level 36 - Emboar
#500 Emboar N/A
#501 Oshawott Level 17 - Dewott
#502 Dewott Level 36 - Samurott
#503 Samurott N/A
#504 Patrat Level 20 - Watchog
#505 Watchog N/A
#506 Lillipup Level 16 - Lillipup
#507 Herdier Level 32 - Stoutland
#508 Stoutland N/A
#509 Purrloin Level 20 - Liepard
#510 Liepard N/A
#511 Pansage Leaf Stone - Simisage
#512 Simisage N/A
#513 Pansear Fire Stone - Simisear
#514 Simisear N/A
#515 Panpour Water Stone - Simipour
#516 Simipour N/A
#517 Munna Moon Stone - Musharna
#518 Musharna N/A
#519 Pidove Level 21 - Tranquill
#520 Tranquill Level 32 - Unfezant
#521 Unfezant N/A
#522 Blitzle Level 27 - Zebstrika
#523 Zebstrika N/A
#524 Roggenrola Level 25 - Boldore
#525 Boldore Trade Boldore - Gigalith
#526 Gigalith N/A
#527 Woobat Level-up with high Happiness - Swoobat
#528 Swoobat N/A
#529 Drilbur Level 31 - Excadrill
#530 Excadrill N/A
#531 Audino N/A
#532 Timburr Level 25 - Gurdurr
#533 Gurdurr Trade Gurdurr - Conkeldurr
#534 Conkeldurr N/A
#535 Tympole Level 25 - Palpitoad
#536 Palpitoad Level 36 - Seismitoad
#537 Seismitoad N/A
#538 Throh N/A
#539 Sawk N/A
#540 Sewaddle Level 20 - Swadloon
#541 Swadloon Level-up with high Happiness - Leavanny
#542 Leavanny N/A
#543 Venipede Level 22 - Venipede
#544 Whirlipede Level 30 - Scolipede
#545 Scolipede N/A
#546 Cottonee Sun Stone - Whimsicott
#547 Whimsicott N/A
#548 Petilil Sun Stone - Lilligant
#549 Lilligant N/A
#550 Basculin N/A
#551 Sandile Level 29 - Krokorok
#552 Krokorok Level 40 - Krookodile
#553 Krookodile N/A
#554 Darumaka Level 35 - Darmanitan
#555 Darmanitan N/A
#556 Maractus N/A
#557 Dwebble Level 34 - Crustle
#558 Crustle N/A
#559 Scraggy Level 39 - Scrafty
#560 Scrafty N/A
#561 Sigilyph N/A
#562 Yamask Level 34 - Cofagrigus
#563 Cofagrigus N/A
#564 Tirtouga Level 34 - Carracosta
#565 Carracosta N/A
#566 Archen Level 37 - Archeops
#567 Archeops N/A
#568 Trubbish Level 36 - Garbodor
#569 Garbodor N/A
#570 Zorua Level 30 - Zorua
#571 Zoroark N/A
#572 Minccino Shiny Stone - Minccino
#573 Cinccino N/A
#574 Gothita Level 32 - Gothorita
#575 Gothorita Level 41 - Gothitelle
#576 Gothitelle N/A
#577 Solosis Level 32 - Duosion
#578 Duosion Level 41 - Reuniclus
#579 Reuniclus N/A
#580 Ducklett Level 35 - Swanna
#581 Swanna N/A
#582 Vanillite Level 35 - Vanillish
#583 Vanillish Level 47 - Vanilluxe
#584 Vanilluxe N/A
#585 Deerling Level 34 - Sawsbuck
#586 Sawsbuck N/A
#587 Emolga N/A
#588 Karrablast Trade Karrablast for a Shelmet - Karrablast becomes Escavalier, Shelmet becomes Accelgor
#589 Escavalier N/A
#590 Foongus Level 39 - Amoonguss
#591 Amoonguss N/A
#592 Frillish Level 40 - Jellicent
#593 Jellicent N/A
#594 Alomomola N/A
#595 Joltik Level 36 - Galvantula
#596 Galvantula N/A
#597 Ferroseed Level 40 - Ferrothorn
#598 Ferrothorn N/A
#599 Klink Level 38 - Klang
#600 Klang Level 49 - Klinklang
#601 Klinklang N/A
#602 Tynamo Level 39 - Eelektrik
#603 Eelektrik Thunder Stone - Eelektross
#604 Eelektross N/A
#605 Elgyem Level 42 - Beheeyem
#606 Beheeyem N/A
#607 Litwick Level 41 - Lampent
#608 Lampent Dusk Stone - Chandelure
#609 Chandelure N/A
#610 Axew Level 38 - Fraxure
#611 Fraxure Level 48 - Haxorus
#612 Haxorus N/A
#613 Cubchoo Level 37 - Beartic
#614 Beartic N/A
#615 Cryogonal N/A
#616 Shelmet Trade Shelmet for Karrablast - Shelmet becomes Accelgor, Karrablast becomes Escavalier
#617 Accelgor N/A
#618 Stunfisk N/A
#619 Mienfoo Level 50 - Mienshao
#620 Mienshao N/A
#621 Druddigon N/A
#622 Golett Level 43 - Golurk
#623 Golurk N/A
#624 Pawniard Level 52 - Bisharp
#625 Bisharp N/A
#626 Bouffalant N/A
#627 Rufflet Level 54 - Braviary
#628 Braviary N/A
#629 Vullaby Level 54 - Mandibuzz
#630 Mandibuzz N/A
#631 Heatmor N/A
#632 Durant N/A
#633 Deino Level 50 - Zweilous
#634 Zweilous Level 64 - Hydreigon
#635 Hydreigon N/A
#636 Larvesta Level 59 - Volcarona
#637 Volcarona N/A
#638 Cobalion N/A
#639 Terrakion N/A
#640 Virizion N/A
#641 Tornadus N/A
#642 Thundurus N/A
#643 Reshiram N/A
#644 Zekrom N/A
#645 Landorus N/A
#646 Kyurem N/A
#647 Keldeo N/A
#648 Meloetta N/A
#649 Genesect N/A
#650 Chespin Level 16 - Quilladin
#651 Quilladin Level 36 - Chesnaught
#652 Chesnaught N/A
#653 Fennekin Level 16 - Braixen
#654 Braixen Level 36 - Delphox
#655 Delphox N/A
#656 Froakie Level 16 - Frogadier
#657 Frogadier Level 36 - Greninja
#658 Greninja N/A
#659 Bunnelby Level 20 - Diggersby
#660 Diggersby N/A

#661 Fletchling Level 17 - Fletchinder


#662 Fletchinder Level 35 - Talonflame
#663 Talonflame N/A
#664 Scatterbug Level 9 - Spewpa
#665 Spewpa Level 12 - Vivillon
#666 Vivillon N/A
#667 Litleo Level 35 - Pyroar
#668 Pyroar N/A
#669 Flabb Level 19 - Floette
#670 Floette Shiny Stone - Florges
#671 Florges N/A
#672 Skiddo Level 32 - Gogoat
#673 Gogoat N/A
#674 Pancham Hit Level 32 while any Dark-type Pokmon is in your active party - Pangoro
#675 Pangoro N/A
#676 Furfrou N/A
#677 Espurr Level 25 - Meowstic
#678 Meowstic N/A
#679 Honedge Level 35 - Doublade
#680 Doublade Dusk Stone - Aegislash
#681 Aegislash N/A
#682 Spritzee Trade while holding a Sachet - Aromatisse
#683 Aromatisse N/A
#684 Swirlix Trade while holding a Whipped Dream - Slurpuff
#685 Slurpuff N/A
#686 Inkay Reach Level 30 while the 3DS/2DS is upside-down (rotated 180 degrees; no, I'm not joking) - Malamar
#687 Malamar N/A
#688 Binacle Level 39 - Barbaracle
#689 Barbaracle N/A
#690 Skrelp Level 48 - Dragalge
#691 Dragalge N/A
#692 Clauncher Level 37 - Clawitzer
#693 Clawitzer N/A
#694 Helioptile Sun Stone - Heliolisk
#695 Heliolisk N/A
#696 Tyrunt Reach Level 39 during the daytime - Tyrantrum
#697 Tyrantrum N/A
#698 Amaura Reach Level 39 during the night - Aurorus
#699 Aurorus N/A
#700 Sylveon N/A
#701 Hawlucha N/A
#702 Dedenne N/A
#703 Carbink N/A
#704 Goomy Level 40 - Sliggoo
#705 Sliggoo Level-up while it rains - Goodra
#706 Goodra N/A
#707 Klefki N/A
#708 Phantump Trade Phantump - Trevenant
#709 Trevenant N/A
#710 Pumpkaboo Trade Pumpkaboo - Gourgeist
#711 Gourgeist N/A
#712 Bergmite Level 37 - Avalugg
#713 Avalugg N/A
#714 Noibat Level 48 - Noivern
#715 Noivern N/A
#716 Xerneas N/A
#717 Yveltal N/A
#718 Zygarde (50%) N/A
#719 Diancie N/A
#720 Hoopa N/A

#721 Volcanion N/A


#722 Rowlet Level 17 - Dartrix
#723 Dartrix Level 34 - Decidueye
#724 Decidueye N/A
#725 Litten Level 17 - Torracat
#726 Torracat Level 34 - Incineroar
#727 Incineroar N/A
#728 Popplio Level 17 - Brionne
#729 Brionne Level 34 - Primarina
#730 Primarina N/A
#731 Pikipek Level 14 - Trumbeak
#732 Trumbeak Level 28 - Toucannon
#733 Toucannon N/A
#734 Yungoos Level up to Level 20 in the daytime - Gumshoos
#735 Gumshoos N/A
#736 Grubbin Level 20 - Charjabug
#737 Charjabug Level up at Vast Poni Canyon - Vikavolt
#738 Vikavolt N/A
#739 Crabrawler Level up at Mount Lanakina - Crabominable
#740 Crabominable N/A
#741 Oricorio N/A
#742 Cutiefly Level 25 - Ribombee
#743 Ribombee N/A
Level up to Level 25 during the day in Pokmon Sun - Lycanroc (Midday Forme)
#744 Rockruff
Level up to Level 25 during the night in Pokmon Moon - Lycanrock (Midnight Forme)
#745 Lycanroc N/A
#746 Wishiwashi N/A
#747 Mareanie Level 38 - Toxapex
#748 Toxapex N/A
#749 Mudbray Level 30 - Mudsdale
#750 Mudsdale N/A
#751 Dewpider Level 22 - Araquanid
#752 Araquanid N/A
#753 Fomantis Level up to Level 34 in the daytime - Lurantis
#754 Lurantis N/A
#755 Morelull Level 24 - Shiinotic
#756 Shiinotic N/A
#757 Salandit Level 33 & Female - Salazzle
#758 Salazzle N/A
#759 Stufful Level 27 - Bewear
#760 Bewear N/A
#761 Bounsweet Level 18 - Steenee
#762 Steenee Level up while knowing the move Stomp - Tsareena
#763 Tsareena N/A
#764 Comfey N/A
#765 Oranguru N/A
#766 Passimian N/A
#767 Wimpod Level 30 - Golisopod
#768 Golisopod N/A
#769 Sandygast Level 42 - Palossand
#770 Palossand N/A
#771 Pyukumuku N/A
#772 Type: Null Level up while having high Happiness - Silvally
#773 Silvally N/A
#774 Minior N/A
#775 Komala N/A
#776 Turtonator N/A
#777 Togedemaru N/A
#778 Mimikyu N/A
#779 Bruxish N/A
#780 Drampa N/A

#781 Dhelmise N/A


#782 Jangmo-o Level 35 - Hakamo-o
#783 Hakamo-o Level 45 - Kommo-o
#784 Kommo-o N/A
#785 Tapu Koko N/A
#786 Tapu Lele N/A
#787 Tapu Bulu N/A
#788 Tapu Fini N/A
#789 Cosmog Level 43 - Cosmoem
#790 Cosmoem Level Up - Solgaleo in Sun, Lunala in Moon
#791 Solgaleo N/A
#792 Lunala N/A
#793 Nihilego N/A
#794 Pheromosa N/A
#795 Buzzwole N/A
#796 Xurkitree N/A
#797 Celesteela N/A
#798 Kartana N/A
#799 Guzzford N/A
#800 Necrozuma N/A
#801 Magearna N/A
#802 Marshadow N/A

Pokmon by Location

Sectinoal Flowchart

Note that the listings beyond this flowchart will be representative of when the lists were added to this section of the FAQ, not by the
order on this list, necessarily. (Though they will be chronological for the most part.)

Melemele Island:
Pokmon in Route 1
Pokmon in Route 1: Hau'oli Outskirts
Pokmon in Route 1: Trainer School
Pokmon in Hau'oli City: Beachfront
Pokmon in Hau'oli City: Shopping District
Pokmon in Route 2
Pokmon in Hau'oli Cemetary
Pokmon in Verdant Cave
Pokmon in Route 3
Pokmon in Melemele Meadow
Pokmon in Ten Carat Hill
Pokmon in Melemele Sea

Akala Island:
Pokmon in Route 4
Pokmon in Paniola Ranch
Pokmon in Route 5
Pokmon in Brooklet Hill
Pokmon in Route 6
Pokmon in Route 7
Pokmon in Wela Volcano Park
Pokmon in Route 8
Pokmon in Lush Jungle
Pokmon in Diglett's Tunnel
Pokmon in Route 9
Pokmon in Memorial Hill
Pokmon in Akala Outskirts
Pokmon in Hano Beach

Ula'ula Island:
Pokmon in Malie Garden
Pokmon in Malie City: Outer Cape
Pokmon in Route 10
Pokmon in Mount Hokulani
Pokmon in Route 11
Pokmon on Route 1

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: NORTHEASTERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 20%
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 30%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: NORTHEAST GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 30%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Grubbin Bug Swarm - 1 - - - - Both 10%
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 15%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Grubbin Bug Swarm - 1 - - - - Both 10%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 15%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both 15%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both 15%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Munchlax Normal Pickup, Thick Fat, Gluttony 1 - - - - - Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Ledyba Bug/Flying Early Bird, Swarm, Rattled - - - - 1 - Both -
Metapod Bug Shed Skin - - 2 - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Snorlax Normal Immunity, Thick Fat, Gluttony 2 - - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both 15%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Munchlax Normal Pickup, Thick Fat, Gluttony 1 - - - - - Both 5%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 15%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Metapod Bug Shed Skin - - 2 - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Snorlax Normal Immunity, Thick Fat, Gluttony 2 - - - - - Both -
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -

Pokmon in Route 1: Hau'oli Outskirts

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Slowpoke Water/Psychic Oblivious, Own Tempo, Regenerator 1 - - - - - Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 c Both 50%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata (Alolan) Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Slowpoke Water/Psychic Oblivious, Own Tempo, Regenerator 1 - - - - - Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 50%
Pokmon in Route 1: Trainer School

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 1: TRAINER SCHOOL (GRASS)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 20%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 50%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 30%

Pokmon in Hau'oli City: Beachfront

LOCAL WILD POKMON ENCOUNTER DATA - BEACHFRONT (SURFING)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%

Pokmon in Hau'oli City: Shopping District

LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 25%
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 10%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 10%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both -
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 25%
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 10%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 10%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
Pichu Electric Static, Lightning Rod - - - - - 1 Both 5%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both -
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both -
Pichu Electric Static, Lightning Rod - - - - - 1 Both -
Pikachu Electric Static, Lightning Rod - - - - - 2 Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both -

Pokmon in Route 2

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: SOUTHERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 20%
Drowzee Psychic Forewarn, Insomnia, Inner Focus - - - - 1 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 20%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: SOUTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Abra Psychic Inner Focus, Synchronize, Magic Guard - - - 1 - - Both 20%
Drowzee Psychic Forewarn, Insomnia, Inner Focus - - - - 1 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Makuhita Fighting Guts, Thick Fat, Sheer Force 1 - - - - - Both 30%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Makuhita Fighting Guts, Thick Fat, Sheer Force 1 - - - - - Both 30%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Growlithe Fire Flash Fire, Intimidate, Justified - 1 - - - - Both 20%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 10%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: NORTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Growlithe Fire Flash Fire, Intimidate, Justified - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Smeargle Normal Own Tempo, Technician, Moody - - - - - 1 Both 10%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 2: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%
Pokmon in Hau'oli Cemetary

LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CEMETARY (GRASS - DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Drifloon Ghost/Flying Aftermath, Unburden, Flare Boost 1 - - - - - Both 30%
Gastly Ghost/Poison Cursed Body - - - 1 - - Both 50%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HAU'OLI CEMETARY (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gastly Ghost/Poison Cursed Body - - - 1 - - Both 50%
Misdreavus Ghost Levitate - - - - 1 - Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%

Pokmon in Verdant Cave

LOCAL WILD POKMON ENCOUNTER DATA - VERDANT CAVE: WALKING


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - CERDANT CAVE: POKMON DENS & RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Sun Special
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Sun Special
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Moon 100%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Moon 100%

Pokmon in Route 3

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: NORTHERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Delibird Ice/Flying Hustle, Vital Spirit, Insomnia - - - - - 1 Both 10%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: NORTHERN GRASS (NIGHTTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Delibird Ice/Flying Hustle, Vital Spirit, Insomnia - - - - - 1 Both 10%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 40%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (DAYTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bagon Dragon Rock Head, Sheer Force - 1 - - - - Both 1%
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%

Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%


Salamence (SOS-only) Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 49%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (NIGHTTTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bagon Dragon Rock Head, Sheer Force - 1 - - - - Both 1%
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 20%
Mankey Fighting Anger Point, Vital Spirit, Defiant - 1 - - - - Both 20%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
Salamence (SOS-only) Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 49%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: FLYING POKMON
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rufflet Normal/Flying Keen Eye, Sheer Force, Hustle - 1 - - - - Sun
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both
Vullaby Dark/Flying Big Pecks, Overcoat, Weak Armor - - 1 - - - Moon
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 3: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both

Pokmon in Melemele Meadow

LOCAL WILD POKMON ENCOUNTER DATA - MELEMELE MEADOW (FLOWERS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both 1%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Cottonee Grass/Fairy Infiltrator, Prankster, Chlorophyll - - - - - 1 Sun 30%
Cutiefly Bug/Fairy Honey Gather, Shield Dust, Sweet Veil - - - - - 1 Both 30%
Metapod (non-S.O.S.) Bug Shed Skin - - 2 - - - Both 9%
Oricorio (Pom-Pom) Electric/Flying Dancer - - - 2 - - Both 20%
Petilil Grass Chlorophyll, Own Tempo, Leaf Guard - - - 1 - - Moon 30%

Pokmon in Ten Carat Hill

LOCAL WILD POKMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (WALKING & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink (non-S.O.S.) Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 20%
Roggenrola Rock Sturdy, Weak Armor, Sand Force - - 1 - - - Both 30%
Sableye (S.O.S.-only) Ghost/Dark Keen Eye, Stall, Prankster - 1 1 - - - Both -
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (SURFING)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both c 80%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - TEN CARAT HILL - FARTHEST HOLLOW (GRASS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
Machop Fighting Guts, No Guard, Steadfast - 1 - - - - Both 30%
Rockruff Rock Keen Eye, Vital Spirit, Steadfast - 1 - - - - Both 20%
Roggenrola Rock Sturdy, Weak Armor, Sand Force - - 1 - - - Both 20%
Spinda Normal Own Tempo, Tangled Feet, Contrary - - - 1 - - Both 10%

Pokmon in Melemele Sea

LOCAL WILD POKMON ENCOUNTER DATA - MELEMELE SEA: EAST (SURFING)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Swift Swim, Storm Drain, Water
Finneon Water - - - - - 1 Both 40%
Veil
Clear Body, Liquid Ooze, Rain
Tentacool Water/Poison - - - - 1 - Both 40%
Dish
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - MELEMELE SEA: EAST (FISHING) (SPECIAL SPOT RATES ARE IN
BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
1%
Corsola Water/Rock Hustle, Natural Cure, Regenerator - - 1 - 1 - Both
[20%]
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
Swift Swim,
Luvdisc - - - - - 1 Both 1% [40%]
Hydration
78%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
Mareanie (S.O.S.-
Water/Poison Merciless, Limber, Regenerator - - 1 - - - Both -
only)
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]

Pokmon in Route 4

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 15%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Grubbin Bug Swarm - 1 - - - - Both
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both -
Jigglypuff Normal/Flying Cute Charm, Friend Guard, Competitive 2 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Umbreon Dark Synchronize, Inner Focus - - - - 2 - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 4: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%

Pokmon in Paniola Ranch

LOCAL WILD POKMON ENCOUNTER DATA - PANIOLA RANCH: GRASS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 40%
Miltank Normal Scrappy, Thick Fat, Sap Sipper - - 2 - - - Both 5%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 50%
Tauros Normal Anger Point, Intimidate, Sheer Force - 1 - - - 1 Both 5%

Pokmon in Route 5

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 5: SOUTHERN GRASS (REGULAR & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both 1%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Metapod (non-S.O.S.) Bug Shed Skin - - 2 - - - Both 9%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 5: NORTHERN GRASS (REGULAR)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both 10%
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both 5%
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 15%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 30%
Grubbin Bug Swarm - 1 - - - - Both 10%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 5: NORTHERN GRASS (S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both -
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both -
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%

Pokmon in Brooklet Hill

LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dewpider Water/Bug Water Bubble, Water Absorb - - - - 1 - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 20%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 20%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 10%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 20%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 10%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Surskit Water/Bug Swift Swim, Rain Dish - - - - - 1 Both 10%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dewpider Water/Bug Water Bubble, Water Absorb - - - - 1 - Both 20%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 30%
Surskit Water/Bug Swift Swim, Rain Dish - - - - - 1 Both 20%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: SURFING (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dewpider Water/Bug Water Bubble, Water Absorb - - - - 1 - Both 40%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 40%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: SURFING (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 40%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 20%
Surskit Water/Bug Swift Swim, Rain Dish - - - - - 1 Both 40%
LOCAL WILD POKMON ENCOUNTER DATA - BROOKLET HILL: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Feebas Water Swift Swim, Adaptability - - - - - 1 Both 1% [5%]
Goldeen Water Swift Swim, Water Veil, Lightning Rod - 1 - - - - Both 29% [45%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 70% [50%]
LOCAL WILD POKMON ENCOUNTER DATA - TOTEM'S DEN: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - TOTEM'S DEN: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Alomomola Water Healer, Hydration, Regenerator 2 - - - - - Both 1% [20%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 70% [50%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [30%]

Pokmon in Route 6

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 15%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Grubbin Bug Swarm - 1 - - - - Both
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both -
Jigglypuff Normal/Flying Cute Charm, Friend Guard, Competitive 2 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Mudbray Ground Own Tempo, Stamina, Inner Focus - 1 - - - - Both -
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Umbreon Dark Synchronize, Inner Focus - - - - 2 - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 15%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Grubbin Bug Swarm - 1 - - - - Both
Happiny Normal Natural Cure, Serene Grace, Friend Guard 1 - - - - - Both -
Igglybuff Normal/Fairy Cute Charm, Friend Guard, Competitive 1 - - - - - Both -
Jigglypuff Normal/Flying Cute Charm, Friend Guard, Competitive 2 - - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both 5%
Grubbin Bug Swarm - 1 - - - - Both 10%
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both 30%
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Eevee Normal Adaptability, Run Away, Anticipation - - - - 1 - Both -
Grubbin Bug Swarm - 1 - - - - Both -
Lillipup Normal Pickup, Vital Spirit, Run Away - 1 - - - - Both -
Oricorio (Baile) Psychic/Flying - - - 2 - - Both 20%
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
Umbreon Dark Synchronize, Inner Focus - - - - 2 - Both -

Pokmon in Route 7

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 7: RUSTLING SPOTS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 7: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 30%
Pyukumuku Water Innards Out, Unaware - - - - 2 - Both 20%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 7: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 70% [60%]
Starmie (S.O.S.-only) Water/Psychic Illuminate, Natural Cure, Analytic - - - - - Both 2
Staryu Water Illuminate, Natural Cure, Analytic - - - - - 1 Both 10% [20%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [20%]

Pokmon in Wela Volcano Park

LOCAL WILD POKMON ENCOUNTER DATA - WELA VOLCANO PARK (GRASS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Cubone Ground Lightning Rod, Rock Head, Battle Armor - - 1 - - - Both 24%
Fletchling Normal/Flying Big Pecks, Gale Wings - - - - - 1 Both 30%
Kangaskhan Normal Early Bird, Scrappy, Inner Focus 2 - - - - - Both 1%
Magby Fire Flame Body, Vital Spirit - - - - - 1 Both 15%
Salandit Poison/Fire Corrosion, Oblivious - - - - - 1 Both 30%

Pokmon in Route 8

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fletchinder Fire/Flying Big Pecks, Gale Wings - - - - - 2 Both 15%
Pikipek (S.O.S.-only) Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Salandit Poison/Fire Corrosion, Oblivious - - - - - 1 Both 20%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 30%
Yungoos Normal Stakeout, Strong Jaw, Adaptability - 1 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fletchinder Fire/Flying Big Pecks, Gale Wings - - - - - 2 Both 15%
Pikipek (S.O.S.-only) Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both -
Rattata (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
Salandit Poison/Fire Corrosion, Oblivious - - - - - 1 Both 20%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 8: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Chinchou Water/Electric Illuminate, Volt Absorb, Water Absorb 1 - - - - - Both 1% [20%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 79% [60%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [20%]

Pokmon in Lush Jungle

LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 20%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both -
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both -
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both -
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both 10%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Metapod Bug Shed Skin - - 2 - - - Both 10%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bonsly Rock Rock Head, Sturdy, Rattled - - 1 - - - Both -
Butterfree Bug/Flying Compound Eyes, Tinted Lens - - - 2 1 - Both -
Caterpie Bug Shield Dust, Run Away 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Happiny Normal Natural, Serene Grace, Friend Guard 1 - - - - - Both -
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Sudowoodo Rock Rock Head, Sturdy, Rattled - - 2 - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both 40%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 10%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both 40%
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 20%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 20%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bounsweet Grass Leaf Guard, Oblivious, Sweet Veil 1 - - - - - Both -
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - WEST LUSH JUNGLE: SHAKING PLANTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 100%
LOCAL WILD POKMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both 5%
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both 30%
Oranguru Normal/Psychic Inner Focus, Telepathy, Symbiosis - - - - 2 - Moon 5%
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 30%
Passimian Fighting Receiver, Defiant - 2 - - - - Sun 5%
Pinsir Bug Hyper Cutter, Mold Breaker, Moxie - 2 - - - - Both 10%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Comfey Fairy Flower Veil, Triage, Natural Cure - - - - 2 - Both -
Fomantis Grass Leaf Guard, Contrary - 1 - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both -
Pinsir Bug Hyper Cutter, Mold Breaker, Moxie - 2 - - - - Both -
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both -
LOCAL WILD POKMON ENCOUNTER DATA - LUSH JUNGLE CAVE: WALKING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 70%

Pokmon in Diglett's Tunnel

LOCAL WILD POKMON ENCOUNTER DATA - DIGLETT'S TUNNEL: WALKING


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 70%
LOCAL WILD POKMON ENCOUNTER DATA - DIGLETT'S TUNNEL: RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett (Alolan) Ground/Steel Arena Trap, Sand Veil, Sand Force - - - - 1 1 Both 100%

Pokmon in Route 9

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 9 (FISHING)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Corsola Water/Rock Hustle, Natural Cure, Regenerator - - 1 - 1 - Both 5%
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Luvdisc Swift Swim, Hydration - - - - - 1 Both 70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 15%
Wishiwashi Water Schooling 1 - - - - - Both 10%

Pokmon in Memorial Hill

LOCAL WILD POKMON ENCOUNTER DATA - MEMORIAL HILL: GRASS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gastly Ghost/Poison Cursed Body - - - 1 - - Both 50%
Phantump Ghost/Grass Natural Cure, Frisk, Harvest - 1 - - - - Both 30%
Zubat Poison/Flying Inner Focus, Infiltrator - - - - - 1 Both 20%

Pokmon in Akala Outskirts

LOCAL WILD POKMON ENCOUNTER DATA - AKALA OUTSKIRTS: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 30%
Nosepass Rock Magnet Pull, Sturdy, Sand Force - - 1 - - - Both 15%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 c Both 50%
LOCAL WILD POKMON ENCOUNTER DATA - AKALA OUTSKIRTS: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Nosepass Rock Magnet Pull, Sturdy, Sand Force - - 1 - - - Both 15%
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
Stufful Normal/Fighting Fluffy, Klutz, Cute Charm - 1 - - - - Both 5%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 c Both 50%
LOCAL WILD POKMON ENCOUNTER DATA - AKALA OUTSKIRTS: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Chinchou Water/Electric Illuminate, Volt Absorb, Water Absorb 1 - - - - - Both 1% [20%]
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 79% [60%]
Wishiwashi Water Schooling 1 - - - - - Both 20% [20%]

Pokmon in Hano Beach

LOCAL WILD POKMON ENCOUNTER DATA - HANO BEACH: RUSTLING SPOTS


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Sandygast Ghost/Ground Water Compaction, Sand Veil - - 1 - - - Both 20%
Staryu Water Illuminate, Natural Cure, Analytic - - - - - 1 Both 80%
LOCAL WILD POKMON ENCOUNTER DATA - HANO BEACH: SURFING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 30%
Pyukumuku Water Innards Out, Unaware - - - - 2 - Both 20%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 30%
Wingull Water/Flying Keen Eye, Hydration, Rain Dish - - - - - 1 Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - HANO BEACH: SURFING (SPECIAL SPOTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 100%

Pokmon in Malie Garden

LOCAL WILD POKMON ENCOUNTER DATA - MALIE GARDEN: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Araquanid Water/Bug Water Bubble, Water Absorb - - - - 2 - Both 20%
Cottonee Grass/Fairy Infiltrator, Prankster, Chlorophyll - - - - - 1 Sun 10%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 20%
Petilil Grass Chlorophyll, Own Tempo, Leaf Guard - - - 1 - - Moon 10%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MALIE GARDEN: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ariados Bug/Poison Insomnia, Swarm, Sniper - 2 - - - - Both 20%
Cottonee Grass/Fairy Infiltrator, Prankster, Chlorophyll - - - - - 1 Sun 10%
Masquerain Bug/Flying Intimidate, Unnerve - - - 1 1 - Both 20%
Meowth (Alolan) Dark Pickup, Technician, Rattled 1 - - - - - Both 20%
Petilil Grass Chlorophyll, Own Tempo, Leaf Guard - - - 1 - - Moon 10%
Poliwag Water Damp, Water Absorb, Swift Swim - - - - - 1 Both 20%
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MALIE GARDEN: FISHING
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Goldeen Water Swift Swim, Water Veil, Lightning Rod - 1 - - - - Both 40%
Gyarados (S.O.S.-only) Water/Flying Moxie, Intimidate - 2 - - - - Both -
Magikarp Water Swift Swim, Rattled - - - - - 1 Both 60%

Pokmon in Malie City: Outer Cape


LOCAL WILD POKMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor (S.O.S.-only) Poison Stench, Sticky Hold, Aftermath - - - - - - 2 Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 30%
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 20%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 20%
Trubbish Poison Stench, Sticky Hold, Aftermath - - - - - 1 Both 30%
LOCAL WILD POKMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor (S.O.S.-only) Poison Stench, Sticky Hold, Aftermath - - - - - - 2 Both -
Grimer (Alolan) Poison Poison Touch, Gluttony, Power of Alchemy - - - - - 1 Both 30%
Magnemite Steel/Electric Magnet Pull, Sturdy, Analytic - - - 1 - - Both 20%
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 20%
Trubbish Poison Stench, Sticky Hold, Aftermath - - - - - 1 Both 30%

Pokmon in Route 10

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 30%
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 30%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 10%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both 10%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 30%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 10%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both 10%
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: SHAKING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 80%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 10: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crabrawler Fighting Hyper Cutter, Iron Fist, Anger Point - 1 - - - - Both 100%

Pokmon in Mount Hokulani

LOCAL WILD POKMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Beldum Steel/Psychic Clear Body, Light Metal - - 1 - - - Both 10%
Ditto Normal Limber, Imposter 1 - - - - - Both 10%
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 40%
Minior Rock/Flying Shields Down - - 1 - 1 - Both 30%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Beldum Steel/Psychic Clear Body, Light Metal - - 1 - - - Both 10%
Cleffa Fairy Cute Charm, Magic Guard, Friend Guard - - - - 1 - Both 10%
Ditto Normal Limber, Imposter 1 - - - - - Both 10%
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 30%
Minior Rock/Flying Shields Down - - 1 - 1 - Both 30%
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both 10%
LOCAL WILD POKMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Beldum Steel/Psychic Clear Body, Light Metal - - 1 - - - Both -
Chansey Normal Natural, Serene Grace, Friend Guard 2 - - - - - Both -
Clefairy Fairy Cute Charm, Magic Guard, Friend Guard - - - - 2 - Both -
Cleffa Fairy Cute Charm, Magic Guard, Friend Guard - - - - 1 - Both -
Ditto Normal Limber, Imposter 1 - - - - - Both -
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both -
Minior Rock/Flying Shields Down - - 1 - 1 - Both -
Skarmory Steel/Flying Keen Eye, Sturdy, Weak Armor - - 2 - - - Both -

Pokmon in Route 11

LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 11: GRASS (DAYTIME)


EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gumshoos Normal Stakeout, Strong Jaw, Adaptability - 2 - - - - Both 20%
Komala Normal Comatose - 2 - - - - Both 10%
Ledian Bug/Flying Early Bird, Swarm, Rattled - - - - 2 - Both 20%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 20%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both -
Paras Bug/Grass Dry Skin, Effect Spore, Damp - 1 - - - - Both 10%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKMON ENCOUNTER DATA - ROUTE 11: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ariados Bug/Poison Insomnia, Swarm, Sniper - 2 - - - - Both 20%
Komala Normal Comatose - 2 - - - - Both 10%
Morelull Grass/Fairy Illuminate, Effect Spore, Rain Dish - - - - 1 - Both 10%
Pancham (non-S.O.S.) Fighting Iron Fist, Mold Breaker, Scrappy - 1 - - - - Both 20%
Pangoro (S.O.S.-only) Fighting/Dark Iron Fist, Mold Breaker, Scrappy - 2 - - - - Both -
Raticate (Alolan) Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 20%
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%

Pokmon Abilities

ALTERNATE EFFECTS
A number of abilities are known to have alternative effects, depending on how they're used. For example, the abilities Magma
Armor and Flame Body can be used to halve the steps needed for an Egg to hatch while a Pokmon with that ability is in the
party. Most - if not all - such effects are not detailed in Pokmon Sun & Moon, or any prior game or licensed application like
Pokdex 3D. I barely have any data regarding these -- if you have any kind of alternate effect to mention, please e-mail me
through the Legalities & Contact section! You will be credited!

One of the more critical elements in designing a perfect Pokmon team is the Pokmon's abilities. Each Pokmon has anywhere
from one to three abilities it could possibly have, each with varying effects that could change your battle strategy significantly. For
example, weather-based teams are rather common in competitive play; Hail-centric teams would need stuff like Snow Warning, Snow
Cloak, Ice Body, and the like to function well. While each Pokmon has had their abilities outlined in the Pokmon Stats (General)
section, here you'll find their actual effects.

ABILITY EFFECTS
The wielder's Normal-type moves are considered to be Flying-type. Additionally, any Normal move that becomes
Aerialate
Flying-type as a result of this ability has its damage boosted by 20%.
The STAB bonus for moves doubles the move's power rather than raising it by just 50% (x1.5 becomes x2.0) To look
Adaptability
at it another way, STAB-boosted attacks become 33% stronger.
The foe that KO's the wielder of this ability takes damage. They will lose 1/4 of their max HP. Only works if the move
Aftermath
was a direct contact move.
Air Lock Negates weather effects against the wielder.
Analytic If the Pokmon moves last, its moves are stronger.
Anger Point If the Pokmon is hit critically, its Attack is raised to the maximum stage. (That is, to +6 stages, no matter how low.)
Anticipation Senses and notifies you of dangerous moves.
Prevents escape and switching out for Pokmon bound to the ground (non-Flying, non-Levtiating, non-Air Balloon,
Arena Trap
etc.). By definition, Ghost Pokmon on the whole are unaffected.
Aroma Veil Protects the wielder and its allies from attacks limiting their moves, such as Taunt.
Reverses Dark Aura and Fairy Aura ability effects, thus reducing the power of Dark and Fairy moves respectively by
Aura Break
33% to 2/3 of the usual value: this is why Zygarde is a counter (albeit minor) for Xerneas and Yveltal.
Bad Dreams Reduces a sleeping foe's HP by 1/8 of their max HP with every turn that they sleep.
Battery Allying Pokmon's Special-class moves increase in power.
Battle
Prevents critical hits against this ability's wielder.
Armor
Battle Bond The Pokmon will change Forme when KO'ing an opponent to Ash-Greninja, and Water Shuriken will double in power.
Beast Boost The Pokmon's highest stat is boosted when it KO's an opponent.
Berserk When under 50% HP, the wielder's Sp. Atk. is boosted.
Big Pecks The Pokmon's Defense won't be lowered by the foe. Self-lowering, such as via Superpower, still occurs.
Blaze When HP is under 1/3, Fire-type moves increase in power by 50%.
Bulletproof "Ball" and "Bomb" moves, for the most part, are not effective.
Allows ignorance of sound-based moves; only known as a beta ability in the GBA games, though, replaced by
Cacophony
Soundproof.
Cheek
Restores HP when eating a Berry, regardless of the Berry's kind or in addition to it if it already heals HP.
Pouch
Chlorophyll The wielder's Speed doubles when it is Sunny.
Clear Body Prevents stat lowerings against the wielder.
Negates weather effects. In the particular instance of Oppressively Rainy and Intensely Sunny weather as brought
about by Primal Kyogre and Groudon, if you were to use a Fire or Water move, respectively, it will be effective, making
Cloud Nine
Cloud Nine a viable counter in the latter instance at minimum. Similarly, if a Cloud Nine Pokmon uses a move that is
super-effective to a Flying Pokmon during Strong Winds, it will be just as effective as if that weather was not there.
Color The Pokmon becomes the type of the move it was last hit with: for example, the Pokmon becomes Grass when hit
Change with Leaf Blade, assuming they aren't KO'ed.
Comatose The Pokmon is always in the Sleep condition, and in turn cannot be Paralyzed, Burned, Poisoned, or Frozen.
Competitive If a stat is lowered, Special Attack is boosted by one stage.
Compound
Automatic, permanent increase of accuracy: the increment is a 30% boost.
Eyes
Stat changes are inversed (if it normally goes down, it goes up) - for example, Contrary Serperior's use of Leaf Storm
Contrary
raises its Sp. Atk. by 2 stages.
Normally, Steel and Poison Pokmon cannot be Poisoned or Badly Poisoned; however, this Ability overrides that if the
Corrosion
wielder induces the poisoning.
Cursed
If a Pokmon hits this Pokmon, there is a 30% chance of that move being Disabled.
Body
Contact moves may cause infatuation ~10% of the time. In the field, this Ability also makes it more likely to find
Cute Charm
Pokmon of the opposite gender of the wielder when the wielder is your lead Pokmon.
If an opponent uses Self-Destruct or Explosion while a Damp Pokmon is on the field, no damage is dealt, and the
Damp
user will not faint.
If another Pokmon in the battlefield uses a dancing move (e.g. Swords Dance, Dragon Dance), then the wielder of
Dancer
this Ability will use it as well immediately after.
Dark Aura Powers up Dark-type moves for allied Pokmon by 33%.
Dazzling Moves with a Move Priority greater than zero are prevented from landing.
If HP falls under 50%, Attack and Special Attack also become halved - these Pokmon often have Leftovers or Sitrus
Defeatist Berries to help circumvent this, since they're often also very powerful.

Defiant If a stat is lowered, Attack is boosted by two stages.


Delta The weather becomes Strong Winds, a unique weather condition brought about by Rayquaza's Mega Evolution. It
Stream would be best to click on the link for the full details of this weather type.
Desolate The weather becomes Intensely Sunny, like with Drought. This is a bit different than normal Sunny weather: click on
Land the link for all of the info.
Disguise The wielder can escape damage from a foe's attack just once, and then its appearance will change.
Adjusts power according to the foe's lower of their Defense or Sp. Def. stats - Attrack or Sp. Atk., respectively, get
Download
boosted by one stage.
Makes the weather Rainy for five turns, powering up Water, weakening Fire, and Thunder and Hurricane are no-miss,
Drizzle
among other things.
Makes the weather Sunny for five turns, weakening Water, powering up Fire, and SolarBeam needs no charge,
Drought
among other things.
Water moves will restore HP by an amount equal to 25% of the absorber's max HP; additionally, the Pokmon will
Dry Skin regain 1/16 (6.25%) of its HP each turn during Rainy conditions, or lose the same amount during Sunny conditions,
and will also take 50% more damage from Fire moves.
Early Bird This Pokmon awakens 50% faster than normal from Sleep, including that which is induced via Rest.
Effect Spore Contact moves will cause Paralysis, Poison, or Sleep around 10% of the time.
Electric
When the Pokmon wielding this ability is sent out, Electric Terrain automatically activates.
Surge
Emergency
When the Pokmon wielding this ability goes under 50% HP, it switches out. In the wild, the battle will end.
Exit
Fairy Aura Powers up each allying Pokmon's Fairy-type moves by 33%.
Filter Weakens super-effective moves against the wielder to 3/4 the damage it would normally deal.
Contact moves will cause Burns around 10% of the time. Also halves steps needed in hatching Eggs if this Pokmon
Flame Body
is in the party.
Flare Boost If Burned, the Pokmon's Special Attack is raised by 50%.
Flash Fire If hit with a Fire-type move, the move is negated and the Pokmon's own Fire-type moves gain a 50% power boost.
Flower Gift Allies become more powerful in Sunny weather.
Fluffy Contact moves will deal half damage against the wielder, but in return they will take normal damage from Fire moves.
Forecast The Pokmon becomes Ice-type in Hailing weather, Water when Raining, and Fire when Sunny.
Forewarn Determines moves that the opponent has.
Friend
Decreases the damage allies take.
Guard
Frisk Makes the owner of the Pokmon aware of the opponent's hold item(s).
Full Metal
The Pokmon's stats cannot be lowered by the foe's moves or Abilities.
Body
Fur Coat Halves damage from all Physical-class moves.
The wielder's Flying-type moves are given a Priority of +1, thus making them go first more often, but only when their
Gale Wings
HP is full.
Galvanize The wielder's Normal-type moves become Electric-type and are given a boost of 20% power.
Gluttony Berries are used earlier than is normal.
Gooey Contact attackers will have their Speed reduced 1 stage.
Grass Pelt If Grassy Terrain is in effect, Defense is boosted.
Grassy
When the Pokmon wielding this ability is sent out, Grassy Terrain automatically activates.
Surge
Guts If Paralyzed, Burned, or Poisoned, the Pokmon gets an Attack boost of 50% and ignores Burn's Attack reduction.
Restores held Berries after the turn on which they're used. Really good for tanking via Sitrus Berries in combination
Harvest
with Protect.
Healer There is a 30% chance that adjacent allies will lose any major status ailment (except KO/Pokrus) each turn.
Heatproof Halves the damage taken from Fire-type moves.
Heavy Metal The Pokmon's weight is counted double than what it normally is.
Honey
The Pokmon may be holding Honey after some time in the field (won't if holding something already).
Gather
Huge Power The wielder's Attack stat is considered to be doubled.
Hustle Boosts Attack by 50% while lowering accuracy by 20%.
Hydration Most status ailments (other than KO/Pokrus) are healed when it's Rainy.
Hyper
Prevents Attack from being lowered.
Cutter
Ice Body The Pokmon restores 1/16 of its max HP while it is Hailing.
Illuminate You are more likely to encounter wild Pokmon.
The last-conscious Pokmon is the appearance of this ability's holder, until hit. For example, say you have three
Pokmon: Pikachu, Greninja, and Zoroark, where Zoroark has Illusion. In this instance, nothing happens since
Illusion Zoroark is in the last slot. However, if the order is Zoroark, Greninja, and Pikachu, when Zoroark is sent out it will look
like Pikachu. However, Zoroark will retain its own stats, type, moves, and item: it just looks like Pikachu for the sake of
a decoy!

Immunity Prevents the Poison and Badly Poisoned ailments from affecting the wielder.
Imposter The Pokmon transforms into the opponent upon entering battle, or a random opponent in the case of Double, Triple,
and Multi Battles.
The Pokmon can ignore the effects of Light Screen, Reflect, and Safeguard, and the Pokmon can ignore Substitute
Infiltrator
decoys.
Innards Out If this Pokmon faints in battle, the attacking Pokmon receives damage.
Inner Focus The Pokmon cannot flinch.
Insomnia The Pokmon will not go to Sleep (even if self-induced, like through Rest).
Intimidate Lowers the foes' Attack by one stage.
Pokmon using a contact move against the wielder of this ability lose 1/6 of their max HP; it's often coupled with
Iron Barbs
Rocky Helmet to cause extra HP loss.
Iron Fist Punching moves (e.g. Shadow Punch, Mach Punch, Power-Up Punch) deal 20% extra damage.
Justified If hit with a Dark-type move, you get an Attack boost of one stage.
Keen Eye The Pokmon's accuracy will not be lowered, and evasion boosts on the foe are ignored.
Klutz The Pokmon can't use hold items (good to deal with those that try to Trick Choice items onto you).
Leaf Guard Prevents you from being Burned, Poisoned, Paralyzed, Frozen, or put to Sleep while in Sunny weather.
The Pokmon is not damaged by Ground-type moves (except via Gravity, Mold Breaker, etc.), and is not affected by
Levitate
Arena Trap, Spikes, or Toxic Spikes.
Light Metal The Pokmon's weight is considered as half of what is listed in the Pokdex.
Lightning All Electric-type moves used on the field by either side are negated (except Discharge for some reason), with the
Rod Pokmon with Lightning Rod then having their Special Attack boosted 1 stage.
Limber The Pokmon cannot become paralyzed.
Pokmon using draining moves (e.g. Absorb, Oblivion Wing) against the wielder of this ability will get damaged, not
Liquid Ooze
healed.
Liquid Voice The Pokmon's sound-based moves (e.g. Hyper Voice, Bug Buzz) become Water-type.
The Pokmon's contact moves are not considered to make contact. (For example, Tackle cannot trigger Static's
Long Reach
Paralysis.)
Most non-damaging moves affect the user of the move. This is mostly used to "bounce back" status-inducing moves,
Magic
particularly in Ubers play where Darkrai can use Dark Void to put you to Sleep, with Magic Bounce bringing this back
Bounce
against Darkrai. Damaging moves, even those with special secondary effects, will not be affected by this.
Magic
The Pokmon only can take damage from attacks - Poison, Burns, Sandstorm, status debuffs, et cetera, don't work!
Guard
Magician The Pokmon may steal the target's held item, if the Magician Pokmon has no item while the target does.
Magma
The Pokmon cannot become frozen; halves the steps needed when hatching Eggs.
Armor
Magnet Pull Steel-type Pokmon cannot escape.
Marvel
Boosts Defense by one stage if Burned, Poisoned, Paralyzed, Frozen, or put to Sleep.
Scale
Mega
Aura and Pulse moves (e.g. Dragon Pulse, Dark Pulse, Aura Sphere) are powered up by 50%.
Launcher
Merciless The Pokmon's attacks, if the foe is Poisoned or Badly Poisoned, are always critical.
Minus If an ally on the battlefield has the Plus or the Minus ability, Special Attack is boosted.
Misty Surge When the Pokmon wielding this ability is sent out, Misty Terrain automatically activates.
Any ability affecting the damage dealt by this ability's wielder (Bulletproof, Damp, Filter, Friend Guard, Fur Coat,
Mold Heatproof, Levitate, Lightning Rod, Magic Bounce, Magic Guard, Multiscale, Solid Rock, Storm Drain, Sturdy, Thick
Breaker Fat, and Wonder Guard) will not take effect - you can, for example, hit Levitating Pokmon with Earthquake, or deal
unhalved damage against those with Multiscale, or OHKO those with Sturdy.
With each turn that passes, one stat is risen by two stages while another one is lowered by one stage. The stats
Moody
changed are completely random, however.
Motor Drive If hit with an Electric-type move, Speed increases by one stage.
Moxie If this Pokmon KO's another, its Attack is raised by one stage.
If the Pokmon is at full HP when hit by a move, the damage taken is halved; only affects the first hit of multi-hit
Multiscale
moves.
The Pokmon becomes the type associated with its held Plate (i.e. Insect Plate means Bug-type). If a Pokmon uses
Multitype Transform or Imposter to become Arceus and thereby gain this ability, they will copy whatever Forme Arceus is in,
even if they hold a different Plate from Arceus.
Mummy Contact attackers will get this ability, which effectively is used to nullify whatever ability they normally have.
Natural
The Pokmon's ailments (except KO/Pokrus) are healed upon switching out.
Cure
No Guard The moves of the Pokmon and its foe are guaranteed to land.

Normalize The Pokmon's moves are all considered to be of the Normal type and receive a 20% boost in power.
Oblivious The Pokmon cannot become infatuated, and Taunt does not affect the Pokmon.
Overcoat The Pokmon is not damaged by Hail or Sandstorm, and "Powder" moves take no effect.
Overgrow If HP falls under 1/3, then Grass-type moves increase in power by 50%.
Own Tempo The Pokmon cannot become confused, even if self-induced like through Petal Dance.
Parental All moves attack twice, the second at 1/4 power - equal to an auto 25% damage boost; in Double/Triple Battles, "hit
Bond all" moves like Earthquake only hit once, however, unless there's just the user and a lone target on the field. Like with
any multi-hit move, only the first hit can trigger Sturdy and the like items/abilities.
The Pokmon can steal its attacker's hold item if the opponent uses a contact move. This is assuming the Pickpocket
Pickpocket Pokmon has no item, and the foe does have one that can be stolen (which means no Mega Stones and a few other
exceptions).
The Pokmon randomly picks up items so long as it is not already holding an item. Similarly can pick up items used
Pickup
by the foe, also if the Pickup Pokmon has no item currently.
Normal-type moves are considered to be Fairy-type. Additionally, any Normal move that becomes Fairy-type as a
Pixilate
result of this ability has its damage boosted by 20%.
Plus If an ally on the battlefield has the Plus or the Minus ability, Special Attack is boosted.
If the Pokmon is Poisoned, HP is gained, not lost, at a rate of 1/8 (12.5%) of the wielder's max HP per turn. Think of
Poison Heal
a double-Leftovers.
Poison
Contact attackers will become Poisoned around 10% of the time.
Point
Poison
This Pokmon's contact moves may Poison whoever it hits (30% chance).
Touch
Power
Ensures that Zygarde turns into its Complete when at under 50% HP.
Construct
The Priority of the user's status moves is raised by 1 (often 0 to +1). Moves by a Prankster wielder do not affect Dark
Prankster
types.
The foe's PP usage doubles: having multiple Pressure-wielders in a Double/Triple/Multi Battle will not increase PP
Pressure consumption beyond double, however. Having a Pokmon with Pressure on your side will not affect your own PP
usage, just so you know.
Primordial The weather becomes Oppresively Rainy for as long as the Pokmon is on the field. It would be best to click on the
Sea link for all of the details.
Prism
The Pokmon takes less damage from super-effective attacks to 3/4 their normal level.
Armor
The Pokmon's type becomes that of the move it is using (i.e. use Shadow Ball to become a Ghost-type) - since the
Protean type change is before the usage of the move, that essentially means the Pokmon always gets the 50% STAB
damage bonus.
Psychic
When the Pokmon wielding this ability is sent out, Psychic Terrain automatically activates.
Surge
Pure Power This Pokmon's Attack is doubled.
Queenly
Blocks moves of Priority greater than zero.
Majesty
If Burned, Poisoned, Paralyzed, Frozen, or put to Sleep, the Pokmon gets an Speed boost of a flat 50%. (This is not
Quick Feet
a one-stage boost: it's simply a x1.5 multiplier.)
Rain Dish When it is Rainy, the Pokmon heals 1/16 HP each turn, like with Leftovers.
Rattled When hit by a Dark-, Ghost-, or Bug-type move, the Pokmon's Speed is raised by one stage.
When a Pokmon faints in battle, and this Ability's wielder switches in for it, it will receive the fainted Pokmon's
Receiver
Ability.
Reckless Moves with recoil damage are 20% stronger - both for the damage the enemy takes, and that you take.
The wielder's Normal-type moves become Ice-type. Additionally, any Normal move that becomes Ice-type as a result
Refrigerate
of this ability has its damage boosted by 30%. (This stacks with the STAB bonus for a boost of 95% as applicable.)
Regenerator When leaving battle, the Pokmon recovers 1/3 of its max HP.
If the foe is the same gender as this Pokmon, power is raised by 25%; if opposite, lowered by 25%; if the foe is no-
Rivalry
gender, then there is no change in power.
RKS
The Pokmon's type will vary upon its hold memory document.
System
Rock Head The Pokmon doesn't take recoil damage from moves like Double-Edge, Flare Blitz, or Volt Tackle.
Pokmon using a contact move against the wielder of this ability lose 1/6 of their max HP; it's often coupled with
Rough Skin
Rocky Helmet to cause extra HP loss.
Run Away The Pokmon can always run away during a wild Pokmon battle.
Sand Force Rock-, Ground-, and Steel-type moves are 30% more powerful during a Sandstorm.
Sand Rush The Pokmon's Speed is doubled in a Sandstorm.
Sand
Causes a Sandstorm for five turns, damaging all but Rock-, Ground-, and Steel-type Pokmon, among other things...
Stream
Sand Veil The Pokmon's evasion is raised during a Sandstorm.
Sap Sipper Negates Grass-type moves against the Pokmon, using them to boost its Attack by one stage.

Schooling When the Pokmon drops below 25% HP, Wishiwashi will change to its weaker regular Forme from its School Forme.
This Pokmon is able to hit Ghost Pokmon with Normal- and Fighting-type moves - works as if there is no Ghost
Scrappy type to it: for example, hitting a Ghost/Dark Pokmon with a Fighting move from a Scrappy Pokmon works as if the
target is just Dark.
The added effects of moves (i.e. Ice Beam freezing Pokmon) are twice as likely to occur. Air Slash, for example, has
Serene
a 30% chance to flinch: with this, it now is 60%. The chance of a status occuring as a result of an item - for example,
Grace
the flinch chance provided by King's Rock - will not be affected, nor will critical-hit rates.
Shadow
The Pokmon receives only half damage compared to normal when at full HP.
Shield
The foe cannot escape or switch out. By definition, Ghost Pokmon on the whole are unaffected. If two Pokmon on
Shadow Tag
opposing sides have Shadow Tag, each can escape still.
Shed Skin The Pokmon is more likely to heal its status problems quicker (except KO/Pokrus).
Moves with extra effects (i.e. Ember causing a Burn) are 30% more powerful, but those side effects don't work -
Sheer Force
moves with recoil damage don't count towards this, however, although Life Orb's recoil is ignored for some reason.
Shell Armor The Pokmon cannot be hit critically.
Shield Dust The Pokmon will not take on moves' extra effects (i.e. Ice Beam freezing the Pokmon).
Shields The wielder will have boosted Defense and be immune to status ailments until its HP drops below 50%, at which point
Down it changes Forme.
Simple Stat changes (e.g. Growl, Swords Dance) are doubly effective - both going up and going down!
Skill Link Multi-hit moves (e.g. Tail Slap, Bullet Seed) will hit the maximum number of times (i.e. Pin Missile hits five times).
Slow Start The Pokmon starts with halved Attack and Speed for five turns or until switched out.
Slush Rush The Pokmon's Speed during Hail is doubled.
Critcially-hitting moves against foes become even more powerful - they normally deal 50% more damage, and now
Sniper
deal 125% more, a 60% damage boost for critical hits.
Snow Cloak When it is Hailing, evasion is raised.
Snow Causes it to Hail for five turns, damaging non-Ice types and making Blizzard no-miss as well as activating a few
Warning abilities.
Solar Power When it is Sunny, the user loses HP at the cost of boosting Special Attack.
Solid Rock Weakens super-effective moves against the wielder to 3/4 the damage it would normally deal.
Whenever a Pokmon, friend or foe, on the field is KO'ed while this Ability's wielder is present on the field, the
Soul Heart
wielder's Sp. Atk. is boosted by one stage.
Soundproof Sound-based moves (e.g. Uproar, Chatter, Perish Song) are non-effective against this Pokmon.
Speed
The Pokmon gets a one-stage boost in Speed at the end of each turn.
Boost
Stakeout If the opponent just switched into battle, the wielder of this Ability will deal twice the normal damage.
The Pokmon moves last in its move priority class, sort of like a Priority -0.5 change to all of its moves: it won't
Stall
necessarily move last, though!
Stamina When hit by an attack, the wielder's Defense is boosted by one stage.
The Pokmon changes Forme depending on how it decides to fight - Sword Forme for damaging attacks, Shield
Stance Forme for King's Shield (and only that one move), with base-stat changes being applied before the use of the move.
Change Pokmon using Transform or Imposter to become Aegislash will not be able to change Forme, however, and will
simply copy whatever Aegislash is in.
Static 10% of contact attackers will become Paralyzed; increases encounter rates for finding Electric Pokmon in the field.
Steadfast Each time the Pokmon flinches, its Speed is raised one stage, though they still flinch.
Steelworker Boosts the power of the user's Steel-type moves by 50%.
Stench When attacking, the target of the attack may end up flinching. Also lessens wild encounter rates in the field.
Sticky Hold The Pokmon's hold item cannot be stolen (just knocked away).
All Water-type moves are negated by the user. Similar to Lightning Rod, each drawn-in attack also raises the wielder's
Storm Drain
Sp. Atk. by one stage.
Strong Jaw Moves physically involving the mouth (e.g. Crunch, Bite, Fire Fang) are 33% more powerful.
If the Pokmon is at full HP, it will not be one-hit-KO'ed, surviving with just 1 HP; the wielder's use of Self-Destruct and
Sturdy
Explosion will still result in kills, as will multi-hit moves (i.e. Bullet Seed) beyond the first hit.
Suction Moves that make the Pokmon switch out (e.g. Dragon Tail, Roar) do not make the Pokmon switch out; if on the lead
Cups Pokmon, you can find more Pokmon when fishing.
The Pokmon's moves are more likely to hit critically. This is equal to an automatic one stage increment in your
Super Luck critical-hit rate, so, initially, your critical-hit rate rises from 1/16 to 1/8, so it's still not useful without being paired with
specific items or moves.
Surge
When Electric Terrain is active, the wielder's Speed is doubled.
Surfer
Swarm If HP is under 1/3, Bug-type moves are powered up.
Sweet Veil The wielder and its allies cannot fall asleep.
Swift Swim When it is Raining, the Pokmon gets their Speed doubled.
Symbiosis The Pokmon can pass items to allies in Double/Triple Battles.
If the Pokmon is Poisoned, Burned, or Paralyzed by the foe, the foe will also gain that status; if on the lead
Synchronize
Pokmon, you're more likely to find Pokmon of its Nature.
Tangled
If the Pokmon is confused, its evasion is raised.
Feet
Tangling
If the wielder is hit with a contact attack, the attacker has its Speed lowered by one stage.
Hair
Moves with a Power of 60 or less have their power boosted by 50% - no boosts, like STAB, are taken in account when
Technician
determining whether the move is under 60 Power, simply the raw Power as the game calls it.
Telepathy Prevents friendly fire (like when you're confused in a Double/Triple Battle, or use a multitarget move like Earthquake
or Surf) from an ally.
Any ability affecting the damage dealt by this ability's wielder (Bulletproof, Damp, Filter, Friend Guard, Fur Coat,
Heatproof, Levitate, Lightning Rod, Magic Bounce, Magic Guard, Multiscale, Solid Rock, Storm Drain, Sturdy, Thick
Teravolt
Fat, and Wonder Guard) will not take effect - you can, for example, hit Levitating Pokmon with Earthquake, or deal
unhalved damage against those with Multiscale, or OHKO those with Sturdy.
Thick Fat Halves the damage taken from Fire- and Ice-type moves.
Moves that are "not very effective" (i.e. Grass against Fire) are powered up by 50%: thus, singly-resisted moves deal
Tinted Lens 3/4 damage (such as with Grass on Fire), and doubly-resisted moves deal 3/8 damage (such as with Normal on
Rock/Steel).
Torrent If HP is under 1/3, Water-type moves are powered up by 50%.
Tough
Contact moves are 33% more powerful.
Claws
If the Pokmon is Poisoned or Badly Poisoned, its Attack is boosted by 50%; really works well with Facade (baseline
Toxic Boost
210 Power now).
Trace The Pokmon will copy a foe's ability; the target of this is random in a Double/Triple Battle.
Boosts the priority of restorative moves (e.g. Recover, Heal Pulse, Synthesis) such that they go before all other moves
Triage
in the battle; the boost is +3. Giga Drain and like offensive moves that restore HP also get affected.
The Pokmon cannot move twice in a row: however, failed moves (such as via Protect) allow a second chance, as it
Truant
were.
Any ability affecting the damage dealt by this ability's wielder (Bulletproof, Damp, Filter, Friend Guard, Fur Coat,
Heatproof, Levitate, Lightning Rod, Magic Bounce, Magic Guard, Multiscale, Solid Rock, Storm Drain, Sturdy, Thick
Turboblaze
Fat, and Wonder Guard) will not take effect - you can, for example, hit Levitating Pokmon with Earthquake, or deal
unhalved damage against those with Multiscale, or OHKO those with Sturdy.
Unaware Moves the Pokmon uses will ignore any stat changes in the target.
If a held item is used, Speed goes up by a whopping 100%. It's a flat x2.0 multiplier, not a staged-boost.
Competitively, it's often used in conjunction with an item whose usage you control. For example, not a Sitrus Berry or
Focus Sash since that depends on you getting the proper amount of damage. Most commonly, it's a Normal Gem (at
Unburden
least for the Gen. VI games where there's no other Gem: in Gen. V, others were also used): you use a Normal move
at 1.3x power and then get doubled Speed. With proper EV manipulation, you can even manage to run bulky
Pokmon sets.
Unnerve Prevents the foes from eating Berries.
Victory Star Allies' accuracy is boosted by 10%.
Vital Spirit The Pokmon cannot fall asleep, even if self-induced as through Rest.
Volt Absorb The Pokmon will negate Electric-type moves against it to heal HP by 25% of the absorber's max HP.
Water
The Pokmon will negate Water-type moves against it to heal HP by 25% of the absorber's max HP.
Absorb
Water The Pokmon takes less damage from Fire moves and cannot be Burned. Further, the wielder's Water-type moves
Bubble are doubled in power.
Water
When the wielder is hit by a Water-type move, its Defense is boosted by two stages.
Compaction
Water Veil The Pokmon cannot be burned.
Weak Armor When hit, Speed is raised by two stages and Defense is lowered by one stage.
White
The Pokmon's stats cannot be lowered.
Smoke
Wimp Out When the wielder's HP drops below 50%, it will run away in the wild or switch for another Pokmon in Trainer battles.
Only super-effective moves, ailments, entry hazards, and Hail/Sandstorm will hit this Pokmon: for the most part, the
Wonder
rest do absolutely nothing! This ability cannot be Entrainment'd or Skill Swap'd to another Pokmon, however, or
Guard
otherwise given directly to it.
Wonder
The Pokmon will, 50% of the time, nullify moves that induce status ailments without actually doing damage.
Skin
Zen Mode When HP falls under 50%, the Pokmon reverts to its Zen Forme.

Move List - Battle Details

One of the most critical components of Pokmon gameplay will likely be your moves. They are the very means through which you
defeat Pokmon, after all: detailing them, especially their numerous changes since Generation V and the new moves, is probably
very critical to your strategy, right? Discussed below are the hundreds of moves your Pokmon can learn in Pokmon X/Y: discussed,
specifically, are the following...

Attack: Its name. Duh.

Type: Each attack has a type. For the most part, these are static and unchanging, and always used to determine the damage
multiplier for an attack based on the opposing Pokmon's type.

Class: Moves can either be Physical, Special, or Status classed. Physical relies on Attack and Defense for the attacker and
defender; Special, Sp. Atk. and Sp. Def. (Special Attack/Special Defense); and Status somehow alters status, stats, the field,
or other arbitrary things.

Power: The base number used in damage calculation, unless otherwise stated. Generally, the higher this is, the more
powerful it is.

Accuracy (Acc.): This does not necessarily represent an exact percentage, although it is easily thought of as such. For
general purposes, you can assume it's a percentage, but keep in mind 100-Accuracy attacks can miss. Basically, this is
affected by other things, like your accuracy (in relevance to stuff like Sand Attack) and the enemy's evasion (like in Double
Team).

(Max) PP: PP determines how many times a move can be used; if they all go to zero, you have to use Struggle, which is NOT
ideal. Be sure to use Ethers to heal! PP Ups can boost the max PP by 20% each, and PP Maxes by 60%, with the overall
maximum you can have being 1.6x (160%) the norm. This listing shows the unboosted maximum PP.

Targets: Who it hits. "One" denotes a single, chosen target; "Ally(s)" denotes that it's an ally or the whole party; "Enemies"
denotes that it is the entire enemy party; "User" means it only hits the user (sort of, in some cases); "Not User" means
everyone but the user; and that should cover it. For the most part "Not User" in Triple Battles is a bit different if you're on the
edges: that means your middle, the opponent's middle, and what is from your viewpoint their left or right, depending on
whether you're on the left or right, respectively. If in the middle, it hits everyone, and it's literally "Not User" in
Single/Double/Rotation/Sky Battles.

Long Range (L.R.): This relates to Triple Battles. In a Triple Battle, you have three Pokmon, in a line, on each side. If a
move is Long Range compatible, that means a Pokmon on your far left side can hit what (from your viewpoint) is the
enemy's far right; otherwise, it only hits their middle and (to you) left Pokmon.

Contact (Cont.): Some abilities, items, and moves, like Rocky Helmet and Static, rely on contact moves. Contact moves are
those that physically touch the target, and therefore trigger certain abilities and effects: for example, contact attackers against
Pikachu could get Paralyzed due to Static ~10% of the time, or contact attacks against those with Rough Skin (ability) or
Rocky Helmet (item) or Iron Barbs (ability) or Spiky Shield (move) will have the attacker lose some HP as well.

Other Notes: You'd be surprised how many moves actually have side-effects. Some of these are not listed in the in-game
text and only found through hacking, exhaustive experimentation, NPC explanation, or other means. Be sure to read; almost
every move has SOME kind of effect! If you have additional, alternate effects to mention, please send me an e-mail/PM
through the Legalities section! In any case, here you will see the specific effects of a move, and then a reference to an
appropriate section should that be needed.

MOVE LIST - MOVES STARTING WITH "A"


[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Absorb Grass Special 20 100 25 One No No Absorbs HP (50% of damage)
Accelerock Rock Physical 40 100 30 One No Yes Has increased Priority (+1)
Acid Poison Special 40 100 30 Enemies No No Lowers target Sp. Def. 1 stage
Acid Armor Poison Status --- --- 20 User No No Raises Defense 2 stages
Acid Spray Poison Special 40 100 20 One No No Lowers target Sp. Def. 2 stages
Acrobatics Flying Physical 55 100 15 One Yes Yes Double-power if user holds nothing
Acupressure Normal Status --- --- 30 User/Ally No No Boosts a random stat 2 stages
Aerial Ace Flying Physical 60 --- 20 One Yes Yes Will not miss
Aeroblast Flying Special 100 95 5 One Yes Yes Higher critical-hit rate than normal
After You Normal Status --- --- 15 One No No Target moves after the user
Agility Psychic Status --- --- 30 User No No Raises Speed 2 stages
Air Cutter Flying Special 60 95 25 Enemies No No Higher critical-hit rate than normal
Air Slash Flying Special 75 95 20 One Yes No 30% chance to cause flinching
Changes place with an ally in Double/Triple Battles;
Ally Switch Psychic Status --- --- 15 User No No
Priority +1
Amnesia Psychic Status --- --- 20 User No No Raises Sp. Def. 2 stages
Anchor Shot Steel Physical 80 100 10 One No Yes The target becomes unable to escape
Ancient 10% chance to raise all of the user's stats one
Rock Special 60 100 5 One No No
Power stage each
Aqua Jet Water Physical 40 100 20 One No Yes Will always strike first (Priority +1)
Aqua Ring Water Status --- --- 20 User No No Heals 1/16 of max HP for several turns
Aqua Tail Water Physical 90 90 10 One No Yes
Arm Thrust Fighting Physical 15 100 20 One No Yes Hits 2 to 5 times
Aromatherapy Grass Status --- --- 5 Allies No No Cures most status ailments
Aromatic Mist Fairy Status --- 100 20 Allies No No Raises Sp. Def. 1 stage
The user uses a move known by an ally; those
Assist Normal Status --- --- 20 User No No
stats will be applied
Assurance Dark Physical 60 100 10 One No Yes If target is hit before attacking, power doubles;
ignores Protect/etc.
Astonish Ghost Physical 30 100 15 One No Yes May cause flinching
Attack Order Bug Physical 90 100 15 One No No Higher critical-hit rate than normal
Attract Normal Status --- 100 15 One No No Infatuates Pokmon of opposite gender
Aura Sphere Fighting Special 80 --- 20 One Yes No Will not miss
Aurora Beam Ice Special 65 100 20 One No No 10% chance to lower target's Attack 1 stage
Halves your party's damage intake from both
Aurora Veil Ice Status --- --- 20 Allies No No Special and Physical moves for five turns; only
usable in Hail
Raises Speed 2 stages; lowers weight by 100 kg.
Autotomize Steel Status --- --- 15 User No No
(~224 lbs.)
If target is hit in the same turn, power doubles;
Avalanche Ice Physical 60 100 10 One No Yes
Priority -4
MOVE LIST - MOVES STARTING WITH "B"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Baby-Doll
Fairy Status --- 100 30 One No No Lowers Attack 1 stage; goes first (Priority +1)
Eyes
Baneful Protects the user from damaging attacks; contact
Poison Status --- --- 10 User No No
Bunker attackers will be Poisoned; Priority +4
Barrage Normal Physical 15 85 20 One No No Hits 2 to 5 times
Barrier Psychic Status --- --- 20 User No No Raises Defense 2 stages
Switches place with a party Pokmon; new
Baton Pass Normal Status --- --- 40 User No No
Pokmon has user's stat changes
2-turn move; if a Pokmon attacks the user when
Beak Blast Flying Physical 100 100 15 One No Yes
charging up, they get Burned
Hits once per non-ailed ally, using 0.1 times their
Beat Up Dark Physical --- 100 10 One No No
base Attack + 5 for each hit's Power
Belch Poison Special 120 90 10 One No No User must eat a Berry for this to work
Attack is raised 6 stages; HP lost equals half its
Belly Drum Normal Status --- --- 10 User No No
max
If target has no item, user gives its item to the
Bestow Normal Status --- --- 15 One No No
target
Damage taken for next two turns is returned
Bide Normal Physical --- 100 10 User No No
doubled if user survives; Priority +1
Bind Normal Physical 15 85 20 One No No Target is hit for four or five turns
Bite Dark Physical 60 100 25 One No Yes 30% chance to cause flinching
Blast Burn Fire Special 150 90 5 One No No User rests on next turn
Blaze Kick Fire Physical 85 90 10 One No Yes 10% chance to cause a burn
Blizzard Ice Special 110 70 5 Enemies No No 10% chance to freeze; no-miss when Hailing
Stops target from escaping: fails on Ghost
Block Normal Status --- 100 5 One No No
Pokmon
Blue Flare Fire Special 130 85 5 One No No 20% chance cause a burn
Body Slam Normal Physical 85 100 15 One No No 30% chance to cause paralysis
Bolt Strike Electric Physical 130 85 5 One No Yes 20% chance to cause paralysis
Bone Club Ground Physical 65 85 20 One No No 10% chance to cause flinching
Bone Rush Ground Physical 25 90 10 One No No Hits two to five times
Bonemerang Ground Physical 50 90 10 One No No Hits target exactly two times
Boomburst Normal Special 140 100 10 Not User No No
Flies high on first turn, attacks on second; 30%
Bounce Flying Physical 85 85 5 One Yes Yes
chance of paralysis
Moderately damages the user (33% of damage
Brave Bird Flying Physical 120 100 15 One Yes Yes
dealt)
Brick Break Fighting Physical 75 100 15 One No Yes Gets rid of barriers (e.g. Light Screen, Reflect)
Brine Water Special 65 100 10 One No No When user is under 50% HP, damage doubles
Brutal Swing Dark Physical 60 100 20 Not User No No
Bubble Water Special 40 100 30 Enemies No No 10% chance to lower Speed 1 stage
Bubble Beam Water Special 65 100 20 One No No 10% chance to lower Speed 1 stage
Bug Bite Bug Physical 60 100 20 One No Yes If target holds a Berry, the user eats it for its effect
10% chance to lower Sp. Def. 1 stage; can ignore
Bug Buzz Bug Special 90 100 10 One No No
Substitute
Bulk Up Fighting Status --- --- 20 User No No Raises user's Attack and Defense 1 stage
Bulldoze Ground Physical 60 100 20 Not User No No Will lower Speed 1 stage
Bullet Punch Steel Physical 40 100 30 One No Yes Always hits first (Priority +1)
Bullet Seed Grass Physical 25 100 30 One No No Hits two to five times
Burn Out Fire Special 130 100 5 One No No The user loses its Fire typing after
MOVE LIST - MOVES STARTING WITH "C"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Calm Mind Psychic Status --- --- 20 User No No Raises Sp. Atk. & Sp. Def. 1 stage
User changes type to fit environment (i.e. Water at
Camouflage Normal Status --- 100 20 User No No
sea)
Captivate Normal Status --- 100 20 Enemies No No Lowers Sp. Atk. 2 stages
Celebrate Normal Status --- --- 40 User No No Nothing important
Powers up next Electric-type move; raises Sp. Def.
Charge Electric Status --- --- 20 User No No
1 stage
Charge Beam Electric Special 50 90 10 One No No 70% chance to boost Sp. Atk. 1 stage
Charm Fairy Status --- 100 20 One No No Lowers Attack 1 stage
Chatter Flying Special 60 100 20 One Yes No Can cause confusion - see: Chatter
Chip Away Normal Physical 70 100 20 One No Yes Ignores stat changes affecting the target
Priority -6; will force another Pokmon out, or end
Circle Throw Fighting Physical 60 90 10 One No Yes
battle in wild
Clamp Water Physical 35 85 10 One No Yes Hits four or five times
Clanging
Dragon Special 110 100 5 One No No Lowers the user's Defense one stage
Scales
Clear Smog Poison Special 50 --- 15 One No No Reverts all changed stats to normal
Close Combat Fighting Physical 120 100 5 One No Yes Lowers user's Defense & Sp. Def. one stage
Coil Poison Status --- --- 20 User No No Raises Attack, Defense, & Accuracy 1 stage
Comet Punch Normal Physical 18 85 15 One No Yes Hits 2 to 5 times
Confide Normal Status --- --- 20 One No No Lowers Sp. Atk. 1 stage
Confuse Ray Ghost Status --- 100 10 One No No Causes confusion
Confusion Psychic Special 50 100 25 One No No 10% chance cause confusion
Constrict Normal Physical 10 100 35 One No Yes 10% chance to lower Speed 1 stage
User adopts the type of its first move in the list (top-
Conversion Normal Status --- --- 30 User No No
left in battle)
Changes type to resist the last move the enemy
Conversion 2 Normal Status --- --- 30 One No No
used
Copycat Normal Status --- --- 20 User No No User uses the last-used moved by anyone
If the target moved before the user, they lose their
Core Enforcer Dragon Special 100 100 10 Not User No No
Ability
Cosmic
Psychic Status --- --- 20 User No No Raises Defense & Sp. Def. 1 stage
Power
Cotton Guard Grass Status --- --- 10 User No No Raises Defense 3 stages
Cotton Spore Grass Status --- 100 40 One No No Lowers Speed 2 stages
Ally or Counterattacks last one to hit user physically, with
Counter Fighting Physical --- 100 20 No Yes
Enemy doubled damage; Priority -5
Steals targets hold item, if any (fails on Mega
Covet Normal Physical 60 100 40 One No Yes
Stones)
Crabhammer Water Physical 90 90 10 One No Yes Higher critical-hit rate than normal
Prevents status moves; Priority +3; see - Crafty
Crafty Shield Fairy Status --- --- 10 Allies No No
Shield
Cross Chop Fighting Physical 100 80 5 One No Yes Higher critical-hit rate than normal
Higher critical-hit rate than normal; 10% chance to
Cross Poison Poison Physical 70 100 20 One No Yes
Poison
Crunch Dark Physical 80 100 15 One No Yes 20% chance to lower Defense 1 stage
Crush Claw Normal Physical 75 95 10 One No Yes 50% chance to lower target's Defense 1 stage
The more HP the target has, the stronger this move
Crush Grip Normal Physical 1~110 100 5 One No Yes
- see: Crush Grip
If the user is a Ghost-type, see: Cursed
Curse Ghost Status --- --- 10 One/User No No
If not, Attack/Defense +1 stage and Speed -1 stage
Cut Normal Physical 50 95 30 One No Yes
MOVE LIST - MOVES STARTING WITH "D"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Dark Pulse Dark Special 80 100 15 One Yes No May cause flinching
Causes sleep; cannot be Sketched or otherwise
Dark Void Dark Status --- 50 10 Enemies No No
copied
Darkest Lariat Dark Physical 85 100 10 One No Yes Ignores the foe's stat changes, both good and bad.
Dazzling
Fairy Special 80 100 10 Enemies No No
Gleam
Defend Order Bug Status --- --- 10 User No No Raises Defense & Sp. Def. 1 stage
Defense Curl Normal Status --- --- 40 User No No Raises Defense 1 stage
Removes Light Screen, Reflect, and hazards;
Defog Flying Status --- --- 15 One No No
lowers Evasion 1 stage
If user faints before its next move, so will the
Destiny Bond Ghost Status --- --- 5 User No No Pokmon who caused it to occur; fails with
repeated use
Nullifies most attacks; goes first (Priority +4) - see:
Detect Fighting Status --- --- 5 User No No
Detect
Diamond
Rock Physical 100 95 5 Not User No No 50% chance to raise user's Defense 2 stages
Storm
Two-turn (attack on second) move; escape
Dig Ground Physical 80 100 10 One No Yes
dungeons in field
Stops the last-used move from being used for four
Disable Normal Status --- 100 20 One No No
turns
Disarming
Fairy Special 40 --- 15 Enemies No No Never misses
Voice
Discharge Electric Special 80 100 15 Not User No No 30% chance to cause paralysis
Dive Water Physical 80 100 10 One No Yes User dives on first turn and attacks on second
Dizzy Punch Normal Physical 70 100 10 One No Yes 20% chance to cause confusion
Doom Desire Steel Special 140 100 5 One No No Attack occurs two turns after its use
Moderately damages the user (33% of damage
Double Edge Normal Physical 120 100 15 One No Yes
dealt)
Double Hit Normal Physical 35 90 10 One No Yes Hits exactly two times
Double Kick Fighting Physical 30 100 30 One No Yes Hits exactly two times
Double Team Normal Status --- --- 15 User No No Raises Evasion 1 stage
Double Slap Normal Physical 15 85 10 One No Yes Hits two to five times
Draco Meteor Dragon Special 130 90 5 One No No Reduces the user's Sp. Atk. 3 stages
Dragon Lowers the user's Defense and Sp. Def. one stage
Flying Physical 120 100 5 One No Yes
Ascent each
Dragon
Dragon Special 60 100 20 One No No 30% chance to cause paralysis
Breath
Dragon Claw Dragon Physical 80 100 15 One No Yes
Dragon Dance Dragon Status --- --- 20 User No No Boosts Attack and Speed 1 stage
Dragon
Dragon Physical 90 100 15 One No Yes
Hammer
Dragon Pulse Dragon Special 85 100 10 One Yes No
Dragon Rage Dragon Special [40 HP] 100 10 One No No Does precisely 40 damage, every time, if effective
Dragon Rush Dragon Physical 100 75 10 One No Yes 20% chance to cause flinching
Priority -6; forces out another Pokmon, or ends
Dragon Tail Dragon Physical 60 90 10 One No Yes
wild battles
Drain Punch Fighting Physical 75 100 10 One No Yes Absorbs HP (50% of damage)
Draining Kiss Fairy Special 50 100 10 One No Yes Absorbs HP (75% of damage)
Only hits Sleeping targets; absorbs HP (50% of
Dream Eater Psychic Special 100 100 15 One No No
damage)
Drill Peck Flying Physical 80 100 20 One Yes Yes
Drill Run Ground Physical 80 95 10 One No Yes Higher critical-hit rate than normal
Dual Chop Dragon Physical 40 90 15 One No Yes Hits target exactly two times
Dynamic
Punch Fighting Physical 100 50 5 One No Yes Will cause confusion

MOVE LIST - MOVES STARTING WITH "E"


[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Earth Power Ground Special 90 100 10 One No No 10% chance to lower Sp. Def. 1 stage
Hits non-Flying Digging Pokmon (yes, they exist)
Earthquake Ground Physical 100 100 10 Not User No No
for double damage
Echoed Voice Normal Special 40 100 15 One No No Damage increases with consecutive use
Eerie Impulse Electric Status --- 100 15 One No No Lowers Sp. Atk. 2 stages
Egg Bomb Normal Physical 100 75 10 One No No
Electric
Electric Status --- --- 10 Field No No See: Electric Terrain
Terrain
Electrify Electric Status --- --- 20 One No No If the target moves second, its move is Electric-type
If the target's Speed is less than the user's Speed,
Electro Ball Electric Special --- 100 10 One No No
damage increases
Electroweb Electric Special 55 95 15 Enemies No No Lowers Speed 1 stage
Prevents item use; negates hold items' effects; is
Embargo Dark Status --- 100 15 One No No
temporal
Ember Fire Special 40 100 25 One No No 10% chance to cause a burn
Forces the use of the previous move for three turns
Encore Normal Status --- 100 5 One No No
- see: Encore
Makes the target's HP equal the user's, if the user's
Endeavor Normal Physical --- 100 5 One No Yes
is less
Endure Normal Status --- --- 10 User No No Priority +4; prevents KO - see Endure
Energy Ball Grass Special 90 100 10 One No No 10% chance to lower Sp. Def. 1 stage
Entrainment Normal Status --- 100 15 One No No Makes the target's ability be the same as the user's
Higher HP on the user = more damage - see:
Eruption Fire Special 1~150 100 5 Enemies No No
Eruption
User faints when this is used, despite Sturdy and
Explosion Normal Physical 250 100 5 Not User No No
such
Extrasensory Psychic Special 80 100 20 One No No 10% chance to cause flinching
Extreme
Normal Physical 80 100 5 One No Yes Always goes first (Priority +2)
Speed
MOVE LIST - MOVES STARTING WITH "F"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Power is doubled if user is Poisoned, Burned, or
Facade Normal Physical 70 100 20 One No Yes
Paralyzed
Faint Attack Dark Physical 60 --- 20 One No Yes Never misses
Prevents all Pokmon from fleeing/switching out in
Fairy Lock Fairy Status --- --- 10 Field No No
the next turn
Fairy Wind Fairy Special 40 100 30 One No No
Will cause flinching; only works on first turn while
Fake Out Normal Physical 40 100 10 One No Yes
user is out; Priority +3
Fake Tears Dark Status --- 100 20 One No No Lowers Sp. Def. 3 stages
False Swipe Normal Physical 40 100 40 One No Yes Will never KO the target; they survive with 1 HP
Feather
Flying Status --- 100 15 One No No Lowers Attack 2 stages
Dance
Feint Normal Physical 30 100 10 One No No Defies Protect and Detect, still hitting the target
Fell Stinger Bug Physical 50 100 25 One No Yes If this KO's a target, the user's Attack rises 2 stages
Fiery Dance Fire Special 80 100 10 One No No 50% chance to raise user's Sp. Atk. 1 stage
[User
Final Gambit Fighting Special 100 5 One No Yes The user faints; damage equals the user's HP
HP]
Fire Blast Fire Special 110 85 5 One No No 10% chance to cause a burn
Fire Fang Fire Physical 65 95 15 One No Yes 10% chance each to cause flinching and/or burning
Fire Lash Fire Physical 80 100 15 One No Yes Lowers the target's Defense by one stage
Fire Pledge Fire Special 80 100 10 One No No See: Pledge Combos
Fire Punch Fire Physical 75 100 15 One No Yes 10% chance to cause a burn
Fire Spin Fire Special 35 85 15 One No No Hits four or five times
First Only works the first turn the user is out in battle
Impression Bug Physical 90 100 10 One No Yes (like Fake Out); Priority +2
Instant KO, if hit - doesn't hit Pokmon higher-
Fissure Ground Physical --- 30 5 One No No
leveled than the user
The less HP the user has, the stronger this move -
Flail Normal Physical 20~200 100 15 One No Yes
see: Flail
In Double/Triple Battles, Pokmon next to target
Flame Burst Fire Special 70 100 15 One No No
is/are hit, too
Flame Charge Fire Physical 50 100 20 One No Yes Raises the user's Speed 1 stage
Flame Wheel Fire Physical 60 100 25 One No Yes 10% chance to cause a burn
Flamethrower Fire Special 90 100 15 One No No 10% chance to cause a burn
Flare Blitz Fire Physical 120 100 15 One No Yes 10% chance to cause a burn; user takes 33% recoil
Flash Normal Status --- 100 20 One No No Lowers accuracy 1 stage
Flash Cannon Steel Special 80 100 10 One No No 10% chance to lower Sp. Def. 1 stage
Flatter Dark Status --- 100 15 One No No Confuses the target, but raises Sp. Atk. 2 stages
Fleur Cannon Fairy Special 130 90 5 One No No After using, the user's Sp. Atk. is lowered 2 stages
Fling Dark Physical 10~130 100 10 One No No See Fling -- cannot Fling Mega Stones
Heals 50% of the target's max HP; heals 2/3 if
Floral Healing Fairy Status --- --- 10 Ally No No
Grassy Terrain is in effect
Flower Shield Fairy Status --- --- 10 Field No No All Grass-types in battle get a Defense boost
Fly Flying Physical 90 95 15 One Yes Yes Flies high on first turn, attacks on second
Counts as both a Flying and Fighting type move for
Flying Press Fighting Physical 100 95 10 One No Yes effectiveness, but not STAB (just Fighting)

Focus Blast Fighting Special 120 70 5 One No No 10% chance to lower Sp. Def. 1 stage
Focus Energy Normal Status --- --- 30 User No No Increases the user's critical-hit rate 1 stage
User attacks near turn's end; if hit before attacking,
Focus Punch Fighting Physical 150 100 20 One No Yes
this fails; Priority -3
Only the user will be attacked by the enemy this
Follow Me Normal Status --- 100 20 User No No
turn, if reachable; Priority +1
Force Palm Fighting Physical 60 100 10 One No Yes 30% chance to cause paralysis
Foresight Normal Status --- 100 40 One No No Makes Ghosts hittable with Normal/Fighting moves
Forest's
Grass Status --- 100 20 One No No Afflicted Pokmon become the Grass-type
Curse
The higher the target's Attack (with boosts), the
Foul Play Dark Physical 95 100 15 One No Yes
more damage is dealt
30% chance cause freezing; two-turn (charge on
Freeze Shock Ice Physical 140 90 5 One No No
first)
10% chance to cause freezing; super-effective on
Freeze-Dry Ice Special 70 100 20 One No No
Water-types!
Frenzy Plant Grass Special 150 90 5 One No No User rests on next turn
Frost Breath Ice Special 60 90 10 One No No Always critical
Frustration Normal Physical 1~102 100 20 One No Yes Less Happiness = more damage - see: Frustration
Fury Attack Normal Physical 15 85 20 One No Yes Attacks two to five times
Power doubles with consecutive usage: 40, 80,
Fury Cutter Bug Physical 40~160 95 20 One No Yes
120, then 160
Fury Swipes Normal Physical 18 80 15 One No Yes Hits two to five times
Double power if Fusion Flare is used earlier in
Fusion Bolt Electric Physical 100 100 5 One No No
same turn
Double power if Fusion Bolt is used earlier in same
Fusion Flare Fire Special 100 100 5 One No No
turn
Future Sight Psychic Special 120 100 10 One No No Attack occurs two turns after its use
MOVE LIST - MOVES STARTING WITH "G"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Gastro Acid Poison Status --- 100 10 One No No Nullifies the target's ability
Gear Grind Steel Physical 50 85 15 One No Yes Hits exactly two times
Boosts all allies' Attack by one stage provided they
Gear Up Steel Status -- --- 20 Allies No No
have the Plus or Minus ability
Sp. Atk., Sp. Def., and Speed on next turn are
Geomancy Fairy Status --- --- 10 User No No
raised 2 stages
Giga Drain Grass Special 75 100 10 One No No Absorbs HP (50% of damage)
Giga Impact Normal Physical 150 90 5 One No Yes User rests on next turn
Glaciate Ice Special 65 95 10 Enemies No No Lowers Speed 1 stage
Glare Normal Status --- 100 30 One No No Causes paralysis
Heavier targets take greater damage - see: Grass
Grass Knot Grass Special 20~120 100 20 One No Yes
Knot
Grass Pledge Grass Special 80 100 10 One No No See: Pledge Combos
Grass Whistle Grass Status --- 55 15 One No No Causes Sleep
Grassy
Grass Status --- --- 10 Field No No See: Grassy Terrain
Terrain
Gravity Psychic Status --- --- 5 Field No No Negates Flying and Levitate - see: Gravity
Growl Normal Status --- 100 40 Enemies No No Lowers Attack 1 stage
Raises Attack and Sp. Atk. 1 stage; if it is Sunny,
Growth Normal Status --- --- 40 User No No
then the boost is by 2 stages!
If the user faints, the move of the target that caused
Grudge Ghost Status --- 100 5 User No No
it goes to 0 PP
Averages the user's and target's Defense and Sp.
Guard Split Psychic Status --- --- 10 One No No
Def.
Guard Swap Psychic Status --- --- 10 One No No Swaps Defense and Sp. Def. with the target
Will instantly KO if hit - Accuracy equals (User Lv. -
Guillotine Normal Physical --- 0-100 5 One No No
Target Lv. + 30)%
Gunk Shot Poison Physical 120 80 5 One No No 30% chance to cause poisoning
80 Power on those Flying, Bouncing, or using Sky
Gust Flying Special 40 40 35 One Yes No
Drop
Gyro Ball Steel Physical 1~150 100 5 One No Yes Slower users deal greater damage - see Gyro Ball
MOVE LIST - MOVES STARTING WITH "H"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Hail Ice Status --- --- 10 Field No No Makes it Hail for five turns
Hammer Arm Fighting Physical 100 90 10 One No Yes Lowers the user's Speed 1 stage
Happy Day Normal Status --- --- 30 User No No Doubles money earned from battle
Harden Normal Status --- --- 30 User No No Raises Defense 1 stage
Haze Ice Status --- --- 30 Field No No Eliminates all stat alterations, good or bad, for all
Head Charge Normal Physical 120 100 15 One No Yes Can damage the user (25% of damage dealt)
Head Smash Rock Physical 150 80 5 One No Yes Seriously damages the user (50% of damage dealt)
Headbutt Normal Physical 70 100 15 One No Yes 30% chance to cause flinching
Heal Bell Normal Status --- --- 5 Allies No No Heals most status ailments
Heal Block Psychic Status --- 100 15 Enemies No No Prevents the healing of HP
Heal Order Bug Status --- --- 10 User No No Recovers up to 50% of the max HP
Heal Pulse Psychic Status --- --- 10 One Yes No The target regains up to 50% of its max HP
The user faints, with its replacement having full HP
Healing Wish Psychic Status --- --- 10 User No No
and cured ailments
Heart Stamp Psychic Physical 60 100 25 One No Yes 30% chance to cause flinching
Heart Swap Psychic Status --- --- 10 One No No Stat changes are exchanged
Heavier users deal higher damage - see: Heat
Heat Crash Fire Physical 40~120 100 10 One No Yes
Crash
Heat Wave Fire Special 95 90 10 Enemies No No 10% chance to cause a burn
Heavier users deal higher damage - see: Heavy
Heavy Slam Steel Physical 40~120 100 10 One No Yes
Slam
Helping Hand Normal Status --- --- 20 Ally No No Boosts an ally's attack power by 50%; Priority +5
120-power on a Burned, Paralyzed, Poisoned,
Hex Ghost Special 60 100 10 One No No
Frozen, or Sleeping target
Hidden Power Normal Special 60 100 15 One No No Type varies depending on IVs - see: Hidden Power
High Jump
Kick Fighting Physical 130 90 10 One No Yes User loses 50% of their max HP if it misses

Highhorse
Ground Physical 95 95 10 One No Yes
Power
Hold Back Normal Physical 40 100 40 One No Yes Cannot KO target: will always have at least 1 HP
Hold Hands Normal Status --- --- 40 Ally No No No realistic effect as far as I know
Hone Claws Dark Status --- --- 15 One No No Raises Attack and accuracy 1 stage
Horn Attack Normal Physical 65 100 25 One No Yes
Will instantly KO if hit - Accuracy equals (User Lv. -
Horn Drill Normal Physical --- 0-100 5 One No No
Target Lv. + 30)%
Horn Leech Grass Physical 75 100 10 One No Yes Absorbs HP (50% of damage)
Howl Normal Status --- --- 40 User No No Raises Attack 1 stage
Hurricane Flying Special 110 70 10 One Yes No 30% chance to cause confusion; no-miss in Rain
Hydro
Water Special 150 90 5 One No No User rests on next turn
Cannon
Hydro Pump Water Special 110 80 5 One No No
Hyper Beam Normal Special 150 90 5 One No No User rests on next turn
Hyper Fang Normal Physical 80 90 15 One No Yes 10% chance to cause flinching
Hyperspace
Dark Special 100 --- 5 One No No Always hits; ignores Protect and Detect
Fury
Hyperspace
Ghost Physical 80 --- 5 One No No Always hits; ignores Protect and Detect
Hole
Hyper Voice Normal Special 90 100 10 Enemies No No
Hypnosis Psychic Status --- 60 20 One No No Causes Sleep
MOVE LIST - MOVES STARTING WITH "I"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Hits two to five times; power increments per use
Ice Ball Ice Physical 30~150 90 20 One No Yes
(30, 60, 90, 120, 150)
Ice Beam Ice Special 90 100 10 One No No 10% chance to cause freezing
Ice Burn Ice Special 140 90 5 One No No 30% chance cause a burn
10% chance each to cause freezing and/or
Ice Fang Ice Physical 65 95 15 One No Yes
flinching
Ice Hammer Ice Physical 100 90 10 One No Yes Lowers the user's Speed by one stage
Ice Punch Ice Physical 75 100 15 One No Yes 10% chance to cause freezing
Ice Shard Ice Physical 40 100 30 One No No Always goes first (Priority +1)
Icicle Crash Ice Physical 85 90 10 One No No 30% chance to cause flinching
Icicle Spear Ice Physical 25 100 30 One No No Hits two to five times
Icy Wind Ice Special 55 95 15 Enemies No No Lowers Speed 1 stage
Prevents the use of moves the user knows; ignores
Imprison Psychic Status --- 100 10 User No No
Protect-like moves
Incinerate Fire Special 30 100 15 Enemies No No Destroys Berry the target is holding
Inferno Fire Special 100 50 5 One No No Always will cause a burn
Infestation Bug Special 20 100 35 One No No Attacks for four or five turns and prevents fleeing
User gains some HP each turn, but cannot leave
Ingrain Grass Status --- --- 20 User No No
the field
The target of the move will immediately move,
Instruct Psychic Status --- --- 15 Ally/Enemy No No
using the move it just used.
Changes Normal-type moves to Electric-type
Ion Deluge Electric Status --- --- 25 Not User No No
moves; Priority +1
Iron Defense Steel Status --- --- 15 User No No Raises Defense 2 stages
Iron Head Steel Physical 80 100 15 One No Yes 30% chance to cause flinching
Iron Tail Steel Physical 100 75 15 One No Yes 30% chance to lower Defense 1 stage
MOVE LIST - MOVES STARTING WITH "J"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Type depends on the user's held Plate (Normal if
Judgment Normal Special 100 100 10 One No No
none)
The user is hurt by 50% of their max HP if this
Jump Kick Fighting Physical 100 95 10 One No Yes
misses
MOVE LIST - MOVES STARTING WITH "K"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Karate Chop Fighting Physical 50 100 25 One No Yes Higher critical-hit rate than normal
Kinesis Psychic Status --- 80 15 One No No Lowers accuracy 1 stage
King's Shield Steel Status --- --- 10 User No No Priority +4 - see: King's Shield
If target has an item, move is 97.5 Power and
Knock Off Dark Physical 65 100 20 One No Yes target loses item in most instances (Mega Stones
will stay)
MOVE LIST - MOVES STARTING WITH "L"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Land's Wrath Ground Physical 90 100 10 Enemies No No
The move the user next makes will always be
Laser Focus Normal Status --- --- 30 User No No
critical
Only usable when all other moves it knows have
Last Resort Normal Physical 140 100 5 One No Yes
been used once
Lava Plume Fire Special 80 100 15 Not User No No 30% chance to cause a burn
Leaf Blade Grass Physical 90 100 15 One No Yes Higher critical-hit rate than normal
Leaf Storm Grass Special 130 90 5 One No No The Sp. Atk. of the user is lowered 2 stages
Leaf Tornado Grass Special 65 90 10 One No No 50% chance to lower accuracy 1 stage
Leafage Grass Physical 40 100 40 One No No
Leech Life Bug Physical 80 100 15 One No Yes Absorbs HP (50% of damage)
Absorbs HP each turn from target equal to 1/8
Leech Seed Grass Status --- 90 10 One No No
target's max HP
Leer Normal Status --- 100 30 Enemies No No Lowers Defense 1 stage
Lick Ghost Physical 30 100 30 One No Yes 30% chance to paralyze
Light of Ruin Fairy Special 140 90 5 One No No Seriously damages user (50% of damage dealt)
Lessens damage from Special attacks for five turns
Light Screen Psychic Status --- --- 30 Allies No Yes
- see: Light Screen
Liquidation Water Physical 85 100 10 One No No May lower the target's Defense by one stage
Lock-On Normal Status --- 100 5 One No No Next attack will not miss
Lovely Kiss Normal Status --- 75 10 One No No Target falls asleep
Low Kick Fighting Physical 20~120 100 20 One No Yes Stronger on heavier targets - see: Low Kick
Low Sweep Fighting Physical 65 100 20 One No Yes Lowers Speed 1 stage
Lucky Chant Normal Status --- --- 30 Allies No No Your allies cannot be hit critically for 5 turns
The user faints; its replacement has full HP and all
Lunar Dance Psychic Status --- --- 10 User No No
ailments cured
Lunge Bug Physical 80 100 15 One No Yes Lowers the target's Attack one stage
Luster Purge Psychic Special 70 100 5 One No No 50% chance to lower Sp. Def. 1 stage
MOVE LIST - MOVES STARTING WITH "M"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Mach Punch Fighting Physical 40 100 30 One No Yes Will strike first (Priority +1)
Makes status moves hit the user of that move;
Magic Coat Psychic Status --- --- 15 User No No
Priority +4
Magic Room Psychic Status --- --- 10 Allies No No Hold items are ineffective for five turns - see: Magic
Room
Magical Leaf Grass Special 60 --- 20 One No No Never misses
Magma Storm Fire Special 120 75 5 One No No Hits four or five times
Magnet Bomb Steel Physical 60 --- 20 One No No Never misses
Magnet Rise Electric Status --- --- 10 User No No User is not affected by Ground moves for five turns
Pokmon with the Plus or Minus abilities get a
Magnetic Flux Electric Status --- --- 20 Allies No No
Defense and Sp. Def. boost
Power is variable and random, but double on
Magnitude Ground Physical 10~150 100 30 Not User No No
Digging Pokmon - see Magnitude
Protects from non-status moves; works on first turn
Mat Block Fighting Status --- --- 15 Allies No No
out only - see: Mat Block
The user uses the target's move on the target, with
Me First Normal Status ? ? 20 ? ? ?
50% more power - you must move first, though
Mean Look Normal Status --- 100 5 One No No Target cannot flee: fails on Ghost Pokmon
Meditate Psychic Status --- --- 40 User No No Raises Attack 1 stage
Mega Drain Grass Special 40 100 15 One No No Absorbs HP (50% of damage dealt)
Mega Kick Normal Physical 120 75 5 One No Yes
Mega Punch Normal Physical 80 85 20 One No Yes
Megahorn Bug Physical 120 85 10 One No Yes
Lowers the target's Attack and Sp. Atk. 3 stages,
Memento Dark Status --- 100 10 One No No
but the user faints
Retaliates against the last Pokmon to attack it, but
Metal Burst Steel Physical --- 100 10 ? No No
with 1.5x power
Metal Claw Steel Physical 50 95 35 One No Yes 10% chance to raise Attack 1 stage
Metal Sound Steel Status --- 85 40 One No No Lowers Sp. Def. 1 stage
Meteor Mash Steel Physical 90 90 10 One No Yes 20% chance to raise user's Attack 1 stage
Metronome Normal Status --- --- 10 User No No Randomly uses (practically) any move possible
Restores HP by up to half the max; can be used in
Milk Drink Normal Status --- --- 10 User No No
field
Mimic Normal Status --- 100 10 One No No The target's last-used move replaces this move
Mind Reader Normal Status --- 100 5 One No No The next move will not miss
Minimize Normal Status --- --- 10 User No No Raises evasion 2 stages
Miracle Eye Psychic Status --- --- 40 One No No Lets Dark-types be hit with Psychic moves
Counters any Special-class attack with double
Mirror Coat Psychic Special --- 100 20 ? No No
power; Priority -5
Uses the target's last-used move - target is the
Mirror Move Flying Status --- --- 20 One No No
original user if an attack move
Mirror Shot Steel Special 65 85 10 One No No 30% chance to lower accuracy 1 stage
Mist Ice Status --- --- 30 Allies No No Prevents stat reductions on your party for five turns
Mist Ball Psychic Special 70 100 5 One No No 50% chance to lower Sp. Atk. 1 stage
Misty Terrain Fairy Status --- --- 10 Field No No See: Misty Terrain
Monogeist
Ghost Special 100 100 5 One No No This attack ignores the foe's Ability
Beam
Moonblast Fairy Special 95 100 15 One No No 30% chance to lower Sp. Atk. 1 stage
Moonlight Fairy Status --- --- 5 User No No Restores HP; amount is weather-dependent
Morning Sun Normal Status --- --- 5 User No No Restores HP; amount is weather-dependent
Mud Bomb Ground Special 65 85 10 One No No May lower accuracy 1 stage
Mud Shot Ground Special 55 95 15 One No No 30% chance to lower Speed 1 stage
Mud Slap Ground Special 20 100 10 One No No Will lower accuracy 1 stage
Mud Sport Ground Status --- 100 15 Field No No Weakens Electric-type moves to 1/3 power
Muddy Water Water Special 90 85 10 Enemies No No 30% chance to lower accuracy 1 stage
The move's type is dependant on the user's held
Multi-Attack [Varies] Physical 90 100 10 One No Yes
memory document
Mystical Fire Fire Special 75 100 10 One No No Will lower Sp. Atk. 1 stage
MOVE LIST - MOVES STARTING WITH "N"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Nasty Plot Dark Status --- --- 20 User No No Raises the user's Sp. Atk. 1 stage
The held Berry determines move type and power -
Natural Gift Normal Physical 80~100 100 15 One No No
see: Natural Gift
Nature Power Normal Status ??? ??? 20 ??? No No Varies upon the environment in which it is used
Nature's
Fairy Special --- 100 10 One No No Lowers the target's HP by 50% of its current value
Madness
Needle Arm Grass Physical 60 100 15 One No Yes
30% chance to cause flinching
Night Daze Dark Special 85 95 10 One No No 40% chance to lower accuracy 1 stage
Night Shade Ghost Special [Lv.] 100 15 One No No Does flat damage equal to the user's level
Night Slash Dark Physical 70 100 15 One No Yes Higher critical-hit rate than normal
Sleeping targets take damage (1/4 max HP) each
Nightmare Ghost Status --- 100 15 One No No
turn until awakening
Noble Roar Normal Status --- 100 30 One No No Lowers Attack and Sp. Atk. 1 stage
Nuzzle Electric Physical 20 100 20 One No Yes Will paralyze
MOVE LIST - MOVES STARTING WITH "O"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Oblivion Wing Flying Special 80 100 10 One No Yes Absorbs HP (75% of damage dealt)
Octazooka Water Special 65 85 10 One No No 50% chance to lower accuracy 1 stage

Allows Ghost-types to be hit by Normal/Fighting


Odor Sleuth Normal Status --- 100 40 One No No
moves
Ominous
Ghost Special 60 100 5 One No No 10% chance to raise all of the user's stats 1 stage
Wind
Origin Pulse Water Special 110 85 10 One No No
One Attacks two or three times, then the user is
Outrage Dragon Physical 120 100 15 No Yes
(Random) confused
Overheat Fire Special 130 90 5 One No No Lowers the Sp. Atk. of the user 2 stages
MOVE LIST - MOVES STARTING WITH "P"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Pain Split Normal Status --- 100 20 One No No The user's and target's HP are averaged out
Paleo Wave Rock Special 85 100 15 One No No 20% chance to lower Attack by 1 stage
Parabolic
Electric Special 65 100 20 Not User No No Absorbs HP (50% of cumulative damage dealt)
Charge
Lowers the target's Attack and Sp. Atk. 1 stage,
Parting Shot Dark Status --- 100 20 One No No
then the user switches out
Coins are thrown to cause damage; money is
Pay Day Normal Physical 40 100 20 One No No
earned after the battle
Payback Dark Physical 50 100 10 One No Yes Power doubles if the user moves after the target
Peck Flying Physical 35 100 35 One Yes Yes
Those hearing this are KO'ed in three turns unless
Perish Song Normal Status --- --- 5 Not User Yes No they switch out or are Soundproof (ignores Protect-
like moves) - see: Perish Song
Petal Blizzard Grass Physical 90 100 15 Not User No No
One Attacks two or three times, then the user is
Petal Dance Grass Special 120 100 10 No Yes
(Random) confused
Phantom
Ghost Physical 90 100 10 One No Yes Two-turn; attacks on second; ignores Protect/etc.
Force
Pin Missile Bug Physical 25 95 20 One No No Hits two to five times
Play Nice Normal Status --- --- 20 One No No Lowers Attack 1 stage; ignores Protect-like moves
Play Rough Fairy Physical 90 90 10 One No Yes May lower Attack 1 stage
The user can take the target's Berry and use its
Pluck Flying Physical 60 100 20 One Yes Yes
effect
Poison Fang Poison Physical 50 100 15 One No Yes 50% chance to cause Bad Poisoning
Poison Gas Poison Status --- 90 40 Enemies No No Will cause Poison
Poison Jab Poison Physical 80 100 20 One No Yes 30% chance to cause Poison
Poison
Poison Status --- 75 35 One No No Will cause Poison
Powder
Poison Sting Poison Physical 15 100 35 One No No 30% chance to cause Poison
Poison Tail Poison Physical 50 100 25 One No Yes 10% chance to cause Poison; higher critical-hit rate
If aimed against an ally, the target is healed;
Pollen Puff Bug Special 90 100 15 One No No
against a foe, they are hurt.
Pound Normal Physical 40 100 35 One No Yes
Causes damage to the target if it uses a Fire-type
Powder Bug Status --- 100 20 One No No
move; Priority +1
Powder Snow Ice Special 40 100 25 Enemies No No 10% chance to cause freezing
Power Gem Rock Special 80 100 20 One No No
Averages the user's and target's Attack and Sp.
Power Split Psychic Status --- --- 10 One No No
Atk.
Power Swap Psychic Status --- --- 10 One No No Swaps the user's and target's Attack and Sp. Atk.
Power Trick Psychic Status --- --- 10 User No No Switches the user's Attack and Defense
Power Trip Dark Physical 20+ 100 10 One No Yes For every stat boost stage the user has, +20 power
Power Whip Grass Physical 120 85 10 One No Yes
Power-Up
Fighting Physical 40 100 30 One No Yes Hitting targets raises Attack 1 stage
Punch
Precipice
Ground Physical 120 100 10 One No No
Blades
May damage (Power: 40, 80, or 120) or heal 25%
Present Normal Physical 0~120 90 15 One No No of target's max HP

Prismatic
Psychic Special 160 100 10 One No No User has to recharge the following turn
Laser
Protect Normal Status --- --- 10 User No No Nullifies most attacks; goes first (Priority +4)
Psybeam Psychic Special 65 100 20 One No No 10% chance to cause confusion
Copies the stat changes on the target onto this
Psych Up Normal Status --- --- 10 One No No
move's user; ignores Protect-like moves
Psychic Psychic Special 90 100 10 One No No 10% chance to lower Sp. Def. 1 stage
Psychic
Psychic Physical 85 100 10 One No No Breaks Light Screen and Reflect
Fangs
Psychic
Psychic Status --- --- 10 Field No No Puts Psychic Terrain on the field
Terrain
Psycho Boost Psychic Special 140 90 5 One No No Lowers Sp. Atk. 3 stages on the user
Psycho Cut Psychic Physical 70 100 20 One No No Higher critical-hit rate than normal
Psycho Shift Psychic Status --- 90 10 One No No Transfers the user's ailments to the target
Deals damage based on the target's Defense, not
Psyshock Psychic Special 80 100 10 One No No
Sp. Def.
Deals damage based on the target's Defense, not
Psystrike Psychic Special 100 100 10 One No No
Sp. Def.
[1~150
Psywave Psychic Special 80 15 One No No Power varies by 0.5x ~ 1.5x the user's Level
HP]
The more stat increases on the target, the stronger
Punishment Dark Physical 60~200 100 5 One No Yes
this move - see: Punishment
The target's status condition is healed; if
Purify Poison Status --- --- 20 One No No
successful, the user regains some HP
Inflicts double damage on those switching out of
Pursuit Dark Physical 40 100 20 One No Yes
battle (Priority +8 if so)
MOVE LIST - MOVES STARTING WITH "Q"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Quash Dark Status --- 100 15 One No Yes The target will go last
Quick Attack Normal Physical 40 100 30 One No Yes Will strike first (Priority +1)
Protects from Priority moves; Priority +3 - see:
Quick Guard Fighting Status --- --- 15 Allies No No
Quick Guard
Quiver Dance Bug Status --- --- 20 User No No Raises Speed, Sp. Atk., and Sp. Def. 1 stage
MOVE LIST - MOVES STARTING WITH "R"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
When in use, the user's Attack goes up 1 stage
Rage Normal Physical 20 100 20 One No Yes
when hit
Only the user will be attacked by the enemy now;
Rage Powder Bug Status --- --- 20 User No No
Priority +1
Rain Dance Water Status --- --- 5 Field No No Makes it Rainy for five turns
Will negate Bind, Wrap, Leech Seed, and entry
Rapid Spin Normal Physical 20 100 40 One No Yes
hazards
Razor Leaf Grass Physical 55 95 25 Enemies No No Higher critical-hit rate than normal
Razor Shell Water Physical 75 95 10 One No Yes 50% chance to lower Defense 1 stage
Attack hits on second turn; higher critical-hit rate
Razor Wind Normal Special 80 100 10 Enemies No No
than normal
Recover Normal Status --- --- 10 User No No Recovers up to 50% of the max HP
Recycle Normal Status --- 100 10 User No No Allows a hold item to be reused
Weakens Physical-class attacks for five turns - see:
Reflect Psychic Status --- --- 20 Allies No No
Reflect
Reflect Type Normal Status --- --- 15 One No No User becomes the type of the target
Refresh Normal Status --- 100 20 User No No Cures Poison, Burn, and Paralysis
Changes Meloetta's Forme; 10% chance to put
Relic Song Normal Special 75 100 10 One No No
foes to Sleep
Restores all HP and ailments, but user goes to
Rest Psychic Status --- --- 10 User No No
sleep - see: Sleep
Retaliate Normal Physical 70 100 5 One No Yes If an ally fainted last turn, this move has 140 Power
Return Normal Physical 1~102 100 20 One No Yes More Happiness = more damage - see: Return
Revelation The move's type depends on Oricorio's primary
Dance [Varies] Special 90 100 15 One No No type (Fire/Electric/Ghost/Psychic)

Power doubles if the user is hurt in the same turn;


Revenge Fighting Physical 60 100 10 One No Yes
Priority -4
Less HP on the user = more damage - see:
Reversal Fighting Physical 20~200 100 15 One No Yes
Reversal
Priority -6; forces the target to switch; ends wild
Roar Normal Status --- --- 20 One No No
battles
Roar of Time Dragon Special 150 90 5 One No No User rests on next turn
Rock Blast Rock Physical 25 90 10 One No No Hits two to five times
Rock Climb Normal Physical 90 85 20 One No Yes 20% chance to cause confusion
Rock Polish Rock Status --- --- 20 User No No Raises Speed 2 stages
Rock Slide Rock Physical 75 90 10 Enemies No No 30% chance to cause flinching
Rock Smash Fighting Physical 40 100 15 One No Yes 50% chance to lower Defense 1 stage
Rock Throw Rock Physical 50 90 15 One No No
Rock Tomb Rock Physical 60 95 10 One No No Lowers Speed 1 stage
Rock Wrecker Rock Physical 150 90 5 One No No User rests on next turn
Role Play Psychic Status --- --- 10 One No No Copies the target's ability
Rolling Kick Fighting Physical 60 85 15 One No Yes 30% chance cause flinching
Hits two to five times; gets stronger per hit (30, 60,
Rollout Rock Physical 30~150 90 20 One No Yes
90, 120, 150 Power)
Heals up to 50% of the max HP, but loses Flying-
Roost Flying Status --- --- 10 User No No
type designation (if any)
Rototiller Ground Status --- --- 10 Field No No Grass Pokmon get a boost in Attack and Sp. Atk.
The more allies using Round, the greater the
Round Normal Special 60 100 15 One No No
damage
MOVE LIST - MOVES STARTING WITH "S"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Sacred Fire Fire Physical 100 95 5 One No No 50% chance to cause a burn
Ignores changes (up or down) to the target's
Sacred Sword Fighting Physical 90 100 20 One No Yes
Defense
Prevents ailments for five turns; go here for a
Safeguard Normal Status --- --- 25 Allies No No
specific list
Keeps target bound and damaged for four or five
Sand Tomb Ground Physical 35 85 15 One No No
turns
Sand-Attack Ground Status --- 100 15 One No No Lowers accuracy 1 stage
Sandstorm Rock Status --- --- 10 Field No No Makes a Sandstorm for five turns
Scald Water Special 80 100 15 One No No 30% chance to cause a burn
Scary Face Normal Status --- 100 10 One No No Lowers Speed 2 stages
Scratch Normal Physical 40 100 35 One No Yes
Screech Normal Status --- 85 40 One No No Lowers Defense 2 stages
Searing Shot Fire Special 100 100 5 Not User No No 30% chance to cause a burn
Additional effects are environment-dependent -
Secret Power Normal Physical 70 100 20 One No No
see: Secret Power
Secret Sword Fighting Special 85 100 10 One No Yes Damage considers target's Defense, not Sp. Def.
Seed Bomb Grass Physical 80 100 15 One No No
Seed Flare Grass Special 120 85 5 One No No 40% chance to lower Sp. Def. 3 stages
Seismic Toss Fighting Physical [Lv.] 100 20 One No Yes Does flat damage equal to the user's level
User faints when this is used, despite any
Self-Destruct Normal Physical 200 100 5 Not User No No
preventative like Sturdy
Shadow Ball Ghost Special 80 100 15 One No No 20% chance to lower Sp. Def. 1 stage
Shadow Bone Ghost Physical 85 100 10 One No Yes May lower the target's Defense one stage.
Shadow Claw Ghost Physical 70 100 15 One No Yes Higher critical-hit rate than normal
Shadow
Ghost Physical 120 100 5 One No Yes Two-turn, attacking on second; ignores Protect/etc.
Force
Shadow
Ghost Physical 60 --- 20 One No Yes Always hits
Punch
Shadow
Ghost Physical 40 100 30 One No Yes Always hits first (Priority +1)
Sneak
Shadow
Ghost Physical 80 95 10 One No Yes 50% chance to lower Defense by 1 stage
Strike
Sharpen Normal Status --- --- 30 User No No Raises Attack 1 stage
Sheer Cold Ice Special --- 0-100 5 One No No Will instantly KO if hit - Accuracy equals (User Lv. -
Target Lv. + 30)%; doesn't affect Ice-types, non-Ice
users have lower accuracy
Lowers Defense and Sp. Def., but raises Attack,
Shell Smash Normal Status --- --- 15 User No No
Speed, and Sp. Atk., all by two stages
Move has Priority -3; if the user is struck within one
Shell Trap Fire Special 150 100 5 Not User No No
turn significant damage is dealt
Shift Gear Steel Status --- --- 10 User No No Raises Attack 1 stage and raises Speed 2 stages
Shock Wave Electric Special 60 --- 20 One No No No-miss
Shore Up Ground Status --- --- 10 User No No Heals half of the user's HP, and 2/3 in a Sandstorm
Signal Beam Bug Special 75 100 15 One No No 10% chance to cause confusion
Silver Wind Bug Special 60 100 5 One No No 10% chance to raise all of the user's stats 1 stage
Simple Beam Normal Status --- 100 15 One No No Changes the target's ability to Simple
Sing Normal Status --- 55 15 One No No Causes Sleep
The user permanently learns the target's last-used
Sketch Normal Status --- --- 1 One No No
move
Swaps abilities with target; doesn't work with
Skill Swap Psychic Status --- 100 10 One No No
Wonder Guard
Raises Defense one stage for one turn, and attacks
Skull Bash Normal Physical 130 100 15 One No Yes
the next
Two-turn; higher critical-hit rate than normal; may
Sky Attack Flying Physical 140 90 5 One Yes No
cause flinching (30%)
Two-turn (user and target fly high on first, attack on
Sky Drop Flying Physical 60 100 10 One Yes Yes
second) - see: Sky Drop
Sky Uppercut Fighting Physical 85 90 15 One No Yes Hits Pokmon using Bounce, Fly, or Sky Drop
Slack Off Normal Status --- 100 10 User No No Heals up to half of the maximum HP
Slam Normal Physical 80 75 20 One No Yes
Slash Normal Physical 70 100 20 One No Yes Higher critical-hit rate than normal
Sleep Powder Grass Status --- 75 15 One No No Induces Sleep
When asleep, another known move (at random) is
Sleep Talk Normal Status --- --- 10 User No No
used
Sludge Poison Special 65 100 20 One No No 30% chance to poison
Sludge Bomb Poison Special 90 100 10 One No No 30% chance to poison
Sludge Wave Poison Special 95 100 10 Not User No No 10% chance to poison
Smack Down Rock Physical 50 100 15 One No No Nullifies Ground immunities on target, if any
Smart Strike Steel Physical 70 --- 10 One No Yes Never misses
Double damage on paralyzed targets, but the
Smelling Salt Normal Physical 60 100 10 One No Yes
paralysis will be cured
Smog Poison Special 30 70 20 One No No 40% chance to poison
Smoke
Normal Status --- 100 20 One No No Lowers accuracy 1 stage
Screen
Snarl Dark Special 55 95 15 Not User No No Lowers Sp. Atk. 1 stage
If the target uses a beneficial status move, the user
Snatch Dark Status --- 100 10 User No No
steals its effect; Priority +4
Only works if asleep; 30% chance to cause
Snore Normal Special 50 100 15 One No No
flinching
Soak Water Status --- 100 20 One No No Will make the opponent become a Water-type
Heals up to 50% of the max HP; can be used in
Softboiled Normal Status --- --- 10 User No No
field
Two-turn: charge on first, attack on second; if
Solar Beam Grass Special 120 100 10 One No No
Sunny, attack is immediate
Solar Blade Grass Physical 125 100 10 One No Yes Two-turn: charge on the first, attack on the second
Sonic Boom Normal Special [20 HP] 90 20 One No No Does precisely 20 damage, every time, if effective
Spacial Rend Dragon Special 100 95 5 One No No Higher critical-hit rate than normal
Spark Electric Physical 65 100 20 One No Yes 30% chance to cause paralysis
Sparkling Aria Water Special 90 100 10 One No No Heals the target's burns

The target's stat boosts are removed and applied to


Spectral Thief Ghost Physical 90 100 10 One No Yes
the user, then damage is dealt
Speed Swap Psychic Status --- --- 10 One No No The user and the target exchange their Speed stats
Spider Web Bug Status --- 100 10 One No No Prevents escape
Spike Cannon Normal Physical 20 100 15 One No No Hits two to five times
Spikes Ground Status --- --- 20 Enemies No No Hurts Pokmon that switch into battle - see: Spikes
Protects user from attacks and damages contact
Spiky Shield Grass Status --- --- 10 User No No
attackers; Priority +4 - see: Spiky Shield
Spirit Shackle Ghost Special 80 100 10 One No No Prevents the foe from escaping/switching out.
Uses Stockpiled stuff as an attack; more
Spit Up Normal Special 0~300 100 10 One No No
Stockpiled, more damage - see: Stockpile
Spite Ghost Status --- 100 10 One No No Takes 4 PP off the target's last-used move
Splash Normal Status --- --- 40 User No No Absolutely no effect!
Spore Grass Status --- 100 15 One No No Causes Sleep
Only the target of this move will be attacked on the
Spotlight Normal Status --- 100 15 One No No
turn it is used; Priority +3
Hurts Pokmon that switch into battle - see: Stealth
Stealth Rock Rock Status --- --- 20 Enemies No No
Rock
Steam
Water Special 110 95 5 One No No 30% chance to burn
Eruption
Steamroller Bug Physical 65 100 20 One No Yes May cause flinching
Steel Wing Steel Physical 70 90 25 One No Yes 10% chance to lower Defense 1 stage
Lowers Speed of enemies upon switching into
Sticky Web Bug Physical --- --- 20 Enemies No No
battle 1 stage if ground-bound
Stockpiles up to three units of stuff, raising Defense
Stockpile Normal Status --- --- 20 User No No
and Sp. Def. 1 stage each time - see: Stockpile
Stomp Normal Physical 65 100 20 One No Yes 30% chance to cause flinching
Stomping
Ground Physical 75 100 10 One No Yes If the user's previous move failed, Power is 150
Tantrum
Stone Edge Rock Physical 100 80 5 One No No Higher critical-hit rate than normal
Stored Power Psychic Special 20+ 100 10 One No No Power = (20 * Number of Stat Boosts) + 20
Storm Throw Fighting Physical 60 100 10 One No Yes Always critical
Strength Normal Physical 80 100 15 One No Yes
The user regains HP eqaul to the target's Attack
Strength Sap Grass Status --- 100 10 One No No
stat
String Shot Bug Status --- 95 40 Enemies No No Lowers Speed 2 stages
One Only works if PP is zero on all moves; hurts the
Struggle - Physical 50 100 - No Yes
(Random) user by 1/4 of their max HP
Struggle Bug Bug Special 50 100 20 Enemies No No Will lower Sp. Atk. 1 stage
Stun Spore Grass Status --- 75 30 One No No May cause paralysis
Submission Fighting Physical 80 80 25 One No Yes Can damage the user (25% of damage dealt)
User sacrifices 1/4 of their max HP to make a
Substitute Normal Status --- --- 10 User No No
decoy
Attacks first (Priority +1), but fails if the target is not
Sucker Punch Dark Physical 70 100 5 One No Yes readying a damaging attack or uses one before you
on the turn this is used
Sunny Day Fire Status --- --- 5 Field No No Makes it Sunny for five turns
Sunsteel
Steel Physical 100 100 5 One No Yes Ignores the opponent's Ability
Strike
Super Fang Normal Physical --- 90 10 One No Yes Halves HP
Superpower Fighting Physical 120 100 5 One No Yes Lowers the user's Attack and Defense 1 stage
Supersonic Normal Status --- 55 20 One No No May cause confusion
Surf Water Special 90 100 15 Not User No Yes Double-power on Diving Pokmon
Swagger Normal Status --- 85 15 One No No Confuses the target, but raises Attack 2 stages
Swallow Normal Status --- --- 10 User No No Swallows Stockpiled stuff to heal HP (25%~100%) -
see: Stockpile
Sweet Kiss Fairy Status --- 75 10 One No No Causes confusion
Lowers evasion 1 stage; in field, can cause regular
Sweet Scent Normal Status --- 100 20 Enemies No No
& Horde Battles
Swift Normal Special 60 --- 20 Enemies No No Never misses
User and target trade hold items (fails with Mega
Switcheroo Dark Status --- 100 10 One No No
Stones)
Swords
Normal Status --- --- 20 User No No Raises Attack 2 stages
Dance
Synchronoise Psychic Special 120 100 15 Not User No No All Pokmon of the user's type(s) take damage
Synthesis Grass Status --- --- 5 User No No User recovers HP; amount is weather-dependent
MOVE LIST - MOVES STARTING WITH "T"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Tackle Normal Physical 40 100 35 One No Yes
Tail Glow Bug Status --- 100 20 User No No Raises Sp. Atk. 3 stages
Tail Slap Normal Physical 25 85 10 One No Yes Hits two to five times
Tail Whip Normal Status --- 100 30 Enemies No No Lowers Defense 1 stage
Tailwind Flying Status --- --- 30 Allies No No Doubles the user's party's Speed for 4 turns
Take Down Normal Physical 90 85 20 One No Yes Hurts the user (25% of damage dealt)
Target can only use attack moves for 3 turns - see:
Taunt Dark Status --- 100 20 One No No
Taunt
Lowers the target's Attack and Sp. Atk. by one
Tearful Look Normal Status --- --- 20 One No No
stage each
Techno Blast Normal Special 120 100 5 One No No Type depends on held Drive
Teeter Dance Normal Status --- 100 20 Not User No No Causes confusion
Telekinesis Psychic Status --- --- 15 One No No Lowers evasion greatly for three turns
Leaves non-Trainer battle; returns to last Pokmon
Teleport Psychic Status --- --- 20 User No No
Center in field
Thief Dark Physical 60 100 10 One No Yes Steals held item, if the user lacks one
Thousand Removes target's Ground immunities (before use of
Ground Physical 90 100 10 One No No
Arrows move)
Thousand
Ground Physical 90 100 10 One No No Target cannot switch out
Waves
One The user attacks for two or three turns, then is
Thrash Normal Physical 120 100 10 No Yes
(Random) confused
Prevents the target from using sound-based moves
Throat Chop Dark Physical 80 100 15 One No Yes
for two turns
Paralyzes 30% of the time; no-miss in Rain; hits
Thunder Electric Special 110 70 10 One No No
those using Fly, Bounce, or Sky Drop
10% chance each to cause flinching and/or
Thunder Fang Electric Physical 65 95 15 One No Yes
paralysis
Thunder
Electric Physical 75 100 15 One No Yes 10% chance to cause paralysis
Punch
Thunder
Electric Special 40 100 30 One No No 10% chance to cause paralysis
Shock
Thunder
Electric Status --- 90 20 One No No Will cause paralysis
Wave
Thunderbolt Electric Special 90 100 15 One No No 10% chance to cause paralysis
Tickle Normal Status --- 100 20 One No No Lowers Attack and Defense 1 stage
Stat changes become opposite (i.e. Attack +2
Topsy-Turvy Dark Status --- 100 20 One No No
becomes Attack -2)
The target cannot use the same move twice in a
Torment Dark Status --- 100 15 One No No
row
Causes Bad Poisoning; will not miss if the user is
Toxic Poison Status --- 90 10 One No No
Poison-type
Poisons enemies that switch in - see: Poison, Bad
Toxic Spikes Poison Status --- --- 20 Enemies No No
Poisoning, Toxic Spikes
Poisons the targets and lowers their Speed by one
Toxic Thread Poison Status --- 100 20 Not User No No
stage
See: Transform - this move also ignores Protect-
Transform Normal Status --- --- 10 One No No
like moves
Tri Attack Normal Special 80 100 10 One No No 8.6% chance each to burn, paralyze, or freeze
User and target trade hold items (fails with Mega
Trick Psychic Status --- 100 10 One No No
Stones)
Trick Room Psychic Status --- --- 5 Field No No Priority -7 - See: Trick Room
Trick-or-Treat Ghost Status --- 100 20 One No No Adds Ghost as an additional type to the target
Hits thrice, getting continually stronger (10, 20, 30
Triple Kick Fighting Physical 10~30 90 10 One No Yes
Power)
Trop Kick Grass Physical 70 100 15 One No Yes Can lower the opponent's Attack 1 stage
Less PP = more damage; always hits - see: Trump
Trump Card Normal Special 40~190 --- 5 One No Yes
Card
Twineedle Bug Physical 25 100 20 One No No 40% chance to poison (20% per hit); hits twice
Twister Dragon Special 40 100 20 Enemies No No 20% chance to cause flinching
MOVE LIST - MOVES STARTING WITH "U"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
User attacks, then switches out for a different
U-turn Bug Physical 70 100 20 One No No
Pokmon
Uproars for three turns, causing damage and
Uproar Normal Special 90 100 10 One No Yes
preventing Sleep
MOVE LIST - MOVES STARTING WITH "V"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Vacuum Wave Fighting Special 40 100 30 One No No Goes first (Priority +1)
V-create Fire Physical 180 95 5 One No Yes May Burn; lowers user's Def., Sp. Def., and Speed
1 stage
Venom Poisoned Pokmon get 1-stage-lowered Attack,
Poison Status --- 100 20 Enemies No No
Drench Speed, and Sp. Atk.
Venoshock Poison Special 65 100 10 One No No Power doubles versus Poisoned targets
Vice Grip Normal Physical 55 100 30 One No Yes
Vine Whip Grass Physical 45 100 25 One No Yes
Vital Throw Fighting Physical 70 100 10 One No YesThis move goes last, but it will not miss; Priority -1
User attacks, then switches out for a different
Volt Switch Electric Special 70 100 20 One No No
Pokmon
User is hurt (33% of damage dealt); 10% chance
Volt Tackle Electric Physical 120 100 15 One No Yes
toparalyze
MOVE LIST - MOVES STARTING WITH "W"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Doubled damage on Sleeping Pokmon, but they
Wake-Up Slap Fighting Physical 60 100 10 One No Yes
will wake up
Water Gun Water Special 40 100 25 One No Yes
Water Pledge Water Special 80 100 10 One No No See: Pledge Combos
Water Pulse Water Special 60 100 20 One Yes No 20% chance to cause confusion
Water
Water Special 15 100 20 One No No Hits two to five times, and goes first; Priority +1
Shuriken
Water Sport Water Status --- 100 15 Field No No Weakens Fire-type moves to 1/3 power
Water Spout Water Special 1~150 100 5 Enemies No No Damage is higher with more HP - see: Water Spout
Waterfall Water Physical 80 100 15 One No Yes 20% chance to cause flinching
Type is weather-dependent (Sunny = Fire, Rainy =
Weather Ball Normal Special 50 100 10 One No No Water, Hail = Ice, Sandstorm = Rock); Power is 100
with Weather
Whirlpool Water Special 35 85 15 One No No User is hit for four to five turns in a whirlpool
Priority -6; the target either is switched out in
Whirlwind Normal Status --- --- 20 One No No
Trainer battles, or the battle ends in the wild
Prevents wide-ranging attacks for one turn; Priority
Wide Guard Rock Status --- --- 10 Allies No No
+3 - see: Wide Guard
Wild Charge Electric Physical 90 100 15 One No Yes Will damage the user (25% of damage dealt)
Will-O-Wisp Fire Status --- 85 15 One No No Causes a burn
Wing Attack Flying Physical 60 100 35 One Yes Yes
Wish Normal Status --- --- 10 User No No One turn after this move's use, HP is restored by
up to 50% of max
Withdraw Water Status --- --- 40 User No No Raises Defense 1 stage
Wonder Swaps Defense and Sp. Def. of all Pokmon for
Psychic Status --- --- 10 Field No No
Room several turns
Wood Moderately damages the user (33% of damage
Grass Physical 120 100 15 One No Yes
Hammer dealt)
Work Up Normal Status --- --- 30 User No No Raises Attack and Sp. Atk. 1 stage
Worry Seed Grass Status --- 100 10 One No No Replaces target's ability with Insomnia for 5 turns
Binds the target and damages it for four or five
Wrap Normal Physical 15 90 20 One No Yes
turns
Wring Out Normal Special 1~110 100 5 One No Yes More target HP = more damage - see: Wring Out
MOVE LIST - MOVES STARTING WITH "X"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
X-Scissor Bug Physical 80 100 15 One No Yes
MOVE LIST - MOVES STARTING WITH "Y"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Target falls asleep several turns later - see:
Yawn Normal Status --- 100 10 One No No
Yawning, Sleep
MOVE LIST - MOVES STARTING WITH "Z"
[Attack] [Type] [Class] [Power] [Acc.] [PP] [Targets] [L.R.] [Cont.] [Other Notes]
Zap Cannon Electric Special 120 50 5 One No No Will cause paralysis
Zen Headbutt Psychic Physical 80 90 15 One No Yes 20% chance to cause flinching
Zing Zap Electric Phyiscal 80 100 10 One No No 30% chance to the target flinch

Move List - Contest Details (OR/AS-only)

Much as with Pokmon battles, moves are the main motivating factor in Pokmon Contests and are usually the main determinant of
who wins and who loses. Therefore, having all the knowledge of moves' Contest effects and how to use them is quite critical. Below,
we will discuss the following things about moves in regards to Contests:

Move Name: Of course, this is the name of the move!

Contest Type: This is the main category the move itself occupies that, in most instances, is intended to correspond to the
Contest into which you are entering. There are five in all: Cool, Beautiful (once known as Beauty), Clever (once known as
Smart), Cute, and Tough.

Appeal: This represents the basal number of hearts you gain for simply using the move.

Jamming: This denotes the number of hearts your opponents lose when you use this move. There are usually discriminatory
conditions for this move such that certain Pokmon will be affected rather than everyone.

Other Notes & Effects: As it says. It will mostly denote the extra effects of the move and will also at times note when the
move should be best used.

CONTEST MOVES LIST - MOVES STARTING WITH "A"


Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Absorb Clever +4 ---
Acid Clever +3 --- Jams Pokmon that the audience has high expectations of.
Acid Armor Tough +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Acid Spray Beautiful +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Acrobatics Cool +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Acupressure Tough +1 --- Effectiveness varies depending on when it is used.
Aerial Ace Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Aeroblast Cool +3 --- Excites the audience a lot if used last.
The user will move last next turn. If conflicts occur with this effect, the one with lower
After You Cute +3 ---
appeal goes last, then it's random.
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Agility Cool +3 ---
was higher is first, then it's random.
Air Cutter Cool +4 ---
Air Slash Cool +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Ally Switch Clever +3 --- The order of Pokmon movements on the next turn is randomized.
Amnesia Cute +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Ancient
Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Power
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Aqua Jet Cool +3 ---
was higher is first, then it's random.
Aqua Ring Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Aqua Tail Beautiful +4 ---
Arm Thrust Tough +1 --- Effectiveness varies depending on when it is used.
Aromatherapy Clever +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Aromatic Mist Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Assist Cute +1 --- Effectiveness varies depending on when it is used.
+1 ~
Assurance Clever --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
Astonish Cute +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Attack Order Clever +3 --- Can be used in succession without the "boredom" penalty.
Attract Cute +2 --- Makes the Pokmon moving after the user nervous.
Aura Sphere Beautiful +2 --- Extra Appeal points are earned if you use this while acting first.
Aurora Beam Beautiful +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Autotomize Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Avalanche Beautiful +3 --- Affected by how well the previous Pokmon's move went.
CONTEST MOVES LIST - MOVES STARTING WITH "B"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Baby-Doll The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Cute +3 ---
Eyes was higher is first, then it's random.
Barrage Cute +1 --- Effectiveness varies depending on when it is used.
Barrier Cool +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Baton Pass Cute +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Beat Up Clever +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Belch Tough +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Belly Drum Cute +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Bestow Cute +1 --- Works better the more the crowd is excited.
The user will move last next turn. If conflicts occur with this effect, the one with lower
Bide Tough +3 ---
appeal goes last, then it's random.
Bind Tough +3 --- Temporarily stops the crowd from growing excited.
Bite Tough +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Blast Burn Beautiful +4 -4
turn.)
Blaze Kick Cool +3 --- Can be used in succession without the "boredom" penalty.
Blizzard Beautiful +1 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Block Cute +2 --- Makes the Pokmon moving after the user nervous.
Blue Flare Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Body Slam Tough +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Bolt Strike Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Bone Club Tough +3 --- Can be used in succession without the "boredom" penalty.
Bone Rush Tough +1 --- Effectiveness varies depending on when it is used.
Bonemerang Tough +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Boomburst Tough +4 -4
turn.)
Bounce Cute +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Brave Bird Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Brick Break Cool +4 ---
Brine Tough +3 --- Affected by how well the previous Pokmon's move went.
Bubble Cute +4 ---
Bubble Beam Beautiful +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Bug Bite Cute +3 --- The audience will expect little of the Pokmon to act after the user.
Bug Buzz Beautiful +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Bulk Up Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Bulldoze Tough +2 -2 Jams the Pokmon to act before the user. (Usually not used when moving first.)
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Bullet Punch Tough +3 ---
was higher is first, then it's random.
Bullet Seed Cool +1 --- Effectiveness varies depending on when it is used.
CONTEST MOVES LIST - MOVES STARTING WITH "C"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Calm Mind Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Camouflage Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Captivate Cute +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Celebrate Cute +2 --- Excites the audience in any kind of contest.
Charge Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Charge Beam Beautiful +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Charm Cute +2 -1 Jams Pokmon that the audience has high expectations of.
Chatter Cute +3 --- The audience will expect little of the Pokmon to act after the user.
Chip Away Tough +2 --- Excites the audience in any kind of contest.
The user will move last next turn. If conflicts occur with this effect, the one with lower
Circle Throw Cool +3 ---
appeal goes last, then it's random.
Clamp Tough +3 --- Temporarily stops the crowd from growing excited.
Clear Smog Beautiful +2 --- Extra Appeal points are earned if you use this while acting first.
Close Combat Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)

Coil Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Comet Punch Tough +1 --- Effectiveness varies depending on when it is used.
Confide Cute +3 --- The audience will expect little of the Pokmon to act after the user.
Confuse Ray Clever +2 --- Jams Pokmon that the audience has high expectations of.
Confusion Clever +4 ---
Constrict Tough +3 --- The audience will expect little of the Pokmon to act after the user.
Extra Appeal points are earned if this is the same Contest type as the move used by
Conversion Beautiful +2 ---
the previous Pokmon.
Extra Appeal points are earned if this is the same Contest type as the move used by
Conversion 2 Beautiful +2 ---
the previous Pokmon.
Copycat Cute +1 --- Affected by how well the previous Pokmon's move went.
Cosmic
Power Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.

Cotton Guard Cute +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Cotton Spore Beautiful +2 -1 Jams Pokmon that the audience has high expectations of.
Counter Tough +2 --- Extra Appeal points are earned if you use this while acting last.
Covet Cute +1 --- Affected by how well the previous Pokmon's move went.
Crabhammer Tough +3 --- Can be used in succession without the "boredom" penalty.
Crafty Shield Clever +3 --- Excites the audience a lot if used first.
Cross Chop Cool +3 --- Affected by how well the previous Pokmon's move went.
Cross Poison Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Crunch Tough +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Crush Claw Cool +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Crush Grip Tough +3 --- Can be used in succession without the "boredom" penalty.
The user will move last next turn. If conflicts occur with this effect, the one with lower
Curse Tough +3 ---
appeal goes last, then it's random.
Cut Cool +4 ---
CONTEST MOVES LIST - MOVES STARTING WITH "D"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Dark Pulse Cool +4 ---
Dark Void Clever +2 --- Makes the Pokmon moving after the user nervous.
Dazzling
Beautiful +4 ---
Gleam
Defend Order Clever +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Defense Curl Cute +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Defog Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Destiny Bond Clever +7 --- The user cannot move any more after. (Best used on last turn.)
Detect Cool +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Diamond
Beautiful +3 --- Excites the audience a lot if used last.
Storm
Dig Tough +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Disable Clever +2 --- Makes the Pokmon moving after the user nervous.
Disarming
Cute +2 --- Extra Appeal points are earned if you use this while acting first.
Voice
Discharge Beautiful +2 -2 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Dive Beautiful +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Dizzy Punch Cute +3 --- Jams Pokmon that the audience has high expectations of.
Doom Desire Beautiful +3 --- Excites the audience a lot if used last.
Double Hit Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Double Kick Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Double Slap Cute +1 --- Effectiveness varies depending on when it is used.
Double Team Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Double-Edge Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Draco Meteor Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Dragon
Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Ascent
Dragon
Cool +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Breath
Dragon Claw Cool +4 ---
Dragon Dance Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Dragon Pulse Beautiful +4 ---
Dragon Rage Cool +3 --- Can be used in succession without the "boredom" penalty.
Dragon Rush Tough +3 --- Affected by how well the previous Pokmon's move went.
Dragon Tail Tough +3 --- Extra Appeal points are earned if you use this while acting last.
Shows off the Pokmon's appeal about as well as the move used by the previous
Drain Punch Tough +1 ---
Pokmon.
Draining Kiss Cute +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Extra Appeal points are earned if this is the same Contest type as the move used by
Dream Eater Clever +2 ---
the previous Pokmon.
Shows off the Pokmon's appeal about as well as the move used by the previous
Drill Peck Cool +3 ---
Pokmon.
Shows off the Pokmon's appeal about as well as the move used by the previous
Drill Run Tough +3 ---
Pokmon.
Dual Chop Tough +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Dynamic
Cool +2 -1 Jams Pokmon that the audience has high expectations of.
Punch
CONTEST MOVES LIST - MOVES STARTING WITH "E"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Earth Power Beautiful +4 ---
Earthquake Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
Echoed Voice Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Eerie Impulse Clever +1 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Egg Bomb Cute +4 ---
Electric
Clever +3 --- Excites the audience a lot if used first.
Terrain
Electrify Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Electro Ball Cool +3 --- Excites the audience a lot if used first.
Electroweb Beautiful +2 -1 Jams Pokmon that the audience has high expectations of.
Embargo Clever +3 --- The audience will expect little of the Pokmon to act after the user.
Ember Cute +4 ---
Encore Cute +2 --- Makes the Pokmon moving after the user nervous.
Endeavor Tough +2 --- Extra Appeal points are earned if you use this while acting last.
The user will move last next turn. If conflicts occur with this effect, the one with lower
Endure Tough +3 ---
appeal goes last, then it's random.
Energy Ball Beautiful +4 ---
Entrainment Cute +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Eruption Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Explosion Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Extrasensory Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Extreme The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Cool +3 ---
Speed was higher is first, then it's random.
CONTEST MOVES LIST - MOVES STARTING WITH "F"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Facade Cute +2 --- Extra Appeal points are earned if you use this while acting last.
Fairy Lock Clever +3 --- Temporarily stops the crowd from growing excited.
Fairy Wind Beautiful +4 ---
Fake Out Cute +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Fake Tears Cute +4 --- When an appeal move after this has little effect, the audience is easily made bored.
False Swipe Cool +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Feather
Beautiful +2 --- Extra Appeal points are earned if you use this while acting last.
Dance
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Feint Clever +3 --- was higher is first, then it's random.

Feint Attack Clever +2 --- Extra Appeal points are earned if you use this while acting last.
Fell Stinger Cool +1 --- Works better the more the crowd is excited.
Fiery Dance Beautiful +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Final Gambit Tough +7 --- The user cannot move any more after. (Best used on last turn.)
Fire Blast Beautiful +1 --- Works better the more the crowd is excited.
Fire Fang Cool +4 ---
Fire Pledge Beautiful +2 --- Excites the audience in any kind of contest.
Fire Punch Tough +4 ---
Fire Spin Beautiful +3 --- Temporarily stops the crowd from growing excited.
Fissure Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
+1 ~
Flail Cute --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
Flame Burst Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Flame Charge Cool +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Flame Wheel Beautiful +3 --- Affected by how well the previous Pokmon's move went.
Flamethrower Beautiful +4 ---
Flare Blitz Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Flash Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Flash Cannon Beautiful +4 ---
Flatter Clever +2 --- Makes the Pokmon moving after the user nervous.
Fling Cute +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Flower Shield Beautiful +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Fly Clever +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Flying Press Tough +2 --- Excites the audience in any kind of contest.
Focus Blast Cool +4 ---
Focus Energy Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Focus Punch Tough +2 --- Extra Appeal points are earned if you use this while acting last.
Follow Me Cute +3 --- Temporarily stops the crowd from growing excited.
Force Palm Cool +4 ---
Foresight Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Forest's
Clever +2 -1 Works better the more the crowd is excited.
Curse
Shows off the Pokmon's appeal about as well as the move used by the previous
Foul Play Clever +1 ---
Pokmon.
Freeze Shock Beautiful +3 --- Affected by how well the previous Pokmon's move went.
Freeze-Dry Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Frenzy Plant Cool +4 -4
turn.)
Frost Breath Beautiful +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Frustration Cute +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Fury Attack Cool +1 --- Effectiveness varies depending on when it is used.
Fury Cutter Cool +3 --- Can be used in succession without the "boredom" penalty.
Fury Swipes Tough +1 --- Effectiveness varies depending on when it is used.
+1 ~
Fusion Bolt Cool --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
+1 ~
Fusion Flare Beautiful --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
Extra Appeal points are earned if this is the same Contest type as the move used by
Future Sight Clever +2 ---
the previous Pokmon.
CONTEST MOVES LIST - MOVES STARTING WITH "G"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Gastro Acid Tough +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Gear Grind Clever +4 ---
Geomancy Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Giga Drain Clever +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Giga Impact Tough +4 -4 Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
turn.)
Glaciate Beautiful +3 --- Temporarily stops the crowd from growing excited.
Glare Tough +1 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
+1 ~
Grass Knot Cute --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
Grass Pledge Beautiful +2 --- Can be used in succession without the "boredom" penalty.
Grass Whistle Clever +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Grassy
Beautiful +3 --- Excites the audience a lot if used first.
Terrain
Gravity Clever +2 --- Makes the Pokmon moving after the user nervous.
Growl Cute +2 --- Extra Appeal points are earned if you use this while acting last.
Growth Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Grudge Tough +4 -4
turn.)
Guard Split Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Guard Swap Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Guillotine Cool +2 -1 Jams all Pokmon that successfully showed their appeal.
Gunk Shot Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
Gust Clever +2 -3 Jams the Pokmon to act before the user. (Usually not used when moving first.)
+1 ~
Gyro Ball Cool --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
CONTEST MOVES LIST - MOVES STARTING WITH "H"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Hail Beautiful +2 -1 Jams all Pokmon that successfully showed their appeal.
Hammer Arm Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Happy Hour Cute +2 --- Excites the audience in any kind of contest.
Harden Tough +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Haze Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Head Charge Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Head Smash Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Headbutt Tough +4 ---
Heal Order Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Heal Bell Beautiful +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Heal Block Clever +3 --- Temporarily stops the crowd from growing excited.
Heal Pulse Beautiful +2 --- Excites the audience in any kind of contest.
Healing Wish Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Heart Stamp Cute +3 --- Can be used in succession without the "boredom" penalty.
Heart Swap Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Heat Crash Tough +3 --- Extra Appeal points are earned if you use this while acting last.
Heat Wave Beautiful +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Heavy Slam Tough +3 --- Extra Appeal points are earned if you use this while acting last.
Helping Hand Clever +4 ---
Hex Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Hidden Power Clever +3 --- Can be used in succession without the "boredom" penalty.
High Jump
Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Kick
Hold Back Cool +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Hold Hands Cute +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Hone Claws Cute +1 --- Pumps up the user's energy and also prevents nerviousness.
Horn Attack Cool +4 ---
Horn Drill Cool +2 -1 Jams all Pokmon that successfully showed their appeal.
Shows off the Pokmon's appeal about as well as the move used by the previous
Horn Leech Tough +1 ---
Pokmon.
Howl Cool +2 --- Extra Appeal points are earned if you use this while acting last.
Hurricane Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
Hydro Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Beautiful +4 -4
Cannon turn.)
Hydro Pump Beautiful +1 --- Works better the more the crowd is excited.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Hyper Beam Cool +4 -4
turn.)
Hyper Fang Cool +3 --- Can be used in succession without the "boredom" penalty.
Hyper Voice Cool +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Hypnosis Clever +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
CONTEST MOVES LIST - MOVES STARTING WITH "I"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Ice Ball Beautiful +3 --- Temporarily stops the crowd from growing excited.
Ice Beam Beautiful +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Ice Burn Beautiful +3 --- Affected by how well the previous Pokmon's move went.
Ice Fang Cool +4 ---
Ice Punch Beautiful +4 ---
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Ice Shard Beautiful +3 ---
was higher is first, then it's random.
Icicle Crash Beautiful +3 --- Excites the audience a lot if used last.
Icicle Spear Beautiful +1 --- Effectiveness varies depending on when it is used.
Icy Wind Beautiful +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Imprison Clever +3 --- Temporarily stops the crowd from growing excited.
Incinerate Tough +3 --- The audience will expect little of the Pokmon to act after the user.
Inferno Beautiful +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Infestation Cute +3 --- Temporarily stops the crowd from growing excited.
Ingrain Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Ion Deluge Beautiful +3 --- Temporarily stops the crowd from growing excited.
Iron Defense Tough +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Iron Head Tough +4 ---
Iron Tail Cool +4 ---
CONTEST MOVES LIST - MOVES STARTING WITH "J"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Judgment Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jump Kick Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
CONTEST MOVES LIST - MOVES STARTING WITH "K"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Karate Chop Tough +4 ---
Kinesis Clever +3 --- Can be used in succession without the "boredom" penalty.
King's Shield Cool +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Knock Off Clever +2 -3 Jams all of the Pokmon to act before the user.
CONTEST MOVES LIST - MOVES STARTING WITH "L"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Land's Wrath Beautiful +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Last Resort Cute +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Lava Plume Tough +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Leaf Blade Cool +3 --- Can be used in succession without the "boredom" penalty.
Leaf Storm Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Leaf Tornado Cool +3 --- Can be used in succession without the "boredom" penalty.
Shows off the Pokmon's appeal about as well as the move used by the previous
Leech Life Clever +1 ---
Pokmon.
Leech Seed Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Leer Cool +2 -1 Jams Pokmon that the audience has high expectations of.
Lick Cute +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Light Screen Beautiful +2 --- The user will ignore all Jamming effects throughout the remainder of the turn.
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Lock-On Clever +3 ---
was higher is first, then it's random.
Lovely Kiss Beautiful +4 --- When an appeal move after this has little effect, the audience is easily made bored.
+1 ~
Low Kick Tough --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
Low Sweep Clever +2 -3 The user will ignore all Jamming effects throughout the remainder of the turn.
Lucky Chant Cute +1 --- Pumps up the user's energy and also prevents nerviousness.
Lunar Dance Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Luster Purge Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
CONTEST MOVES LIST - MOVES STARTING WITH "M"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Mach Punch Cool +3 ---
was higher is first, then it's random.
Magic Coat Beautiful +2 --- Extra Appeal points are earned if you use this while acting last.
Magic Room Clever +3 --- Temporarily stops the crowd from growing excited.
Magical Leaf Beautiful +2 --- Extra Appeal points are earned if you use this while acting first.
Magma Storm Tough +3 --- Temporarily stops the crowd from growing excited.
Magnet Bomb Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Magnet Rise Clever +2 --- Makes the Pokmon moving after the user nervous.
Magnetic Flux Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Magnitude Tough +1 --- Works better the more the crowd is excited.
Mat Block Cool +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Me First Clever +3 ---
was higher is first, then it's random.
Mean Look Beautiful +2 --- Makes the Pokmon moving after the user nervous.
Meditate Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Mega Drain Clever +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Mega Kick Cool +1 --- Works better the more the crowd is excited.
Mega Punch Tough +3 --- Can be used in succession without the "boredom" penalty.
Megahorn Cool +3 --- Can be used in succession without the "boredom" penalty.
Memento Tough +7 --- The user cannot move any more after. (Best used on last turn.)
Metal Burst Cool +2 --- Extra Appeal points are earned if you use this while acting last.
Metal Claw Cool +4 ---
Metal Sound Clever +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
Meteor Mash Cool +3 ---
Metronome Cute +1 --- Effectiveness varies depending on when it is used.
Milk Drink Cute +2 --- Extra Appeal points are earned if you use this while acting first.
Shows off the Pokmon's appeal about as well as the move used by the previous
Mimic Cute +1 --- Pokmon.

The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Mind Reader Clever +3 ---
was higher is first, then it's random.
Minimize Cute +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Miracle Eye Clever +2 --- Extra Appeal points are earned if you use this while acting first.
Mirror Coat Beautiful +2 --- Extra Appeal points are earned if you use this while acting last.
Shows off the Pokmon's appeal about as well as the move used by the previous
Mirror Move Clever +1 ---
Pokmon.
Mirror Shot Beautiful +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Mist Beautiful +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Mist Ball Clever +2 -1 Jams all Pokmon that successfully showed their appeal.
Misty Terrain Beautiful +3 --- Excites the audience a lot if used first.
Moonblast Beautiful +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Moonlight Beautiful +1 --- Effectiveness varies depending on when it is used.
Morning Sun Beautiful +1 --- Effectiveness varies depending on when it is used.
Mud Bomb Cute +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Mud Shot Tough +4 ---
Mud Sport Cute +2 --- Excites the audience in any kind of contest.
Muddy Water Tough +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)

Mud-Slap Cute +3 --- The audience will expect little of the Pokmon to act after the user.
Mystical Fire Beautiful +3 --- Can be used in succession without the "boredom" penalty.
CONTEST MOVES LIST - MOVES STARTING WITH "N"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Nasty Plot Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Natural Gift Clever +1 --- Works better the more the crowd is excited.
Nature Power Beautiful +1 --- Works better the more the crowd is excited.
Needle Arm Clever +4 ---
Night Daze Cool +3 --- Can be used in succession without the "boredom" penalty.
Night Shade Clever +3 --- Can be used in succession without the "boredom" penalty.
Night Slash Cool +3 --- Affected by how well the previous Pokmon's move went.
Nightmare Clever +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
Noble Roar Tough +2 --- Extra Appeal points are earned if you use this while acting first.
Nuzzle Cute +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
CONTEST MOVES LIST - MOVES STARTING WITH "O"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Oblivion Wing Cool +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Octazooka Tough +3 --- Can be used in succession without the "boredom" penalty.
Odor Sleuth Clever +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Ominous
Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Wind
Origin Pulse Beautiful +3 --- Excites the audience a lot if used first.
Outrage Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Overheat Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
CONTEST MOVES LIST - MOVES STARTING WITH "P"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Pain Split Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Parabolic
Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Charge
Parting Shot Cool +3 --- Excites the audience a lot if used last.
Pay Day Clever +2 --- Excites the audience in any kind of contest.
Payback Tough +2 --- Extra Appeal points are earned if you use this while acting last.
Peck Cool +4 ---
Perish Song Beautiful +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Petal Blizzard Beautiful +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Petal Dance Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Phantom
Cool +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Force
Pin Missile Cool +1 --- Effectiveness varies depending on when it is used.
Play Nice Cute +1 --- Works better the more the crowd is excited.
Play Rough Cute +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Pluck Cute +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Poison Fang Clever +4 ---
Poison Gas Clever +3 --- The audience will expect little of the Pokmon to act after the user.
Poison Jab Tough +4 ---
Poison
Clever +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Powder
Poison Sting Clever +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Poison Tail Clever +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Pound Tough +4 ---
Powder Clever +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Powder Snow Beautiful +4 ---
Power Gem Beautiful +4 ---
Power Split Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Power Swap Clever +1 --- Shows off the Pokmon's appeal about as well as all the moves before it this turn.
Extra Appeal points are earned if this is the same Contest type as the move used by
Power Trick Clever +2 ---
the previous Pokmon.
Power Whip Tough +1 --- Works better the more the crowd is excited.
Power-Up
Tough +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Punch
Precipice
Cool +3 --- Excites the audience a lot if used last.
Blades
Present Cute +3 --- Can be used in succession without the "boredom" penalty.
Protect Cute +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Psybeam Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Extra Appeal points are earned if this is the same Contest type as the move used by
Psych Up Clever +2 ---
the previous Pokmon.
Psychic Clever +4 ---
Psycho Boost Clever +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Psycho Cut Cool +4 ---
Psycho Shift Clever +2 --- Extra Appeal points are earned if you use this while acting last.
Psyshock Beautiful +1 -4 Jams the Pokmon to act before the user. (Usually not used when moving first.)
Psystrike Cool +3 --- Can be used in succession without the "boredom" penalty.
Psywave Clever +1 --- Effectiveness varies depending on when it is used.
Punishment Cool +2 -1 Jams Pokmon that the audience has high expectations of.
Pursuit Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
CONTEST MOVES LIST - MOVES STARTING WITH "Q"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Quash Clever +3 ---
was higher is first, then it's random.
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Quick Attack Cool +3 ---
was higher is first, then it's random.
Quick Guard Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Quiver Dance Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
CONTEST MOVES LIST - MOVES STARTING WITH "R"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Rage Tough +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
Rage Powder Clever +3 --- Temporarily stops the crowd from growing excited.
Rain Dance Beautiful +1 --- Works better the more the crowd is excited.
Rapid Spin Cool +1 --- Works better the more the crowd is excited.
Razor Leaf Cool +4 ---
Razor Shell Cool +3 --- Can be used in succession without the "boredom" penalty.
Razor Wind Cool +3 --- Affected by how well the previous Pokmon's move went.
Extra Appeal points are earned if this is the same Contest type as the move used by
Recover Clever +2 ---
the previous Pokmon.
Shows off the Pokmon's appeal about as well as the move used by the previous
Recycle Clever +1 ---
Pokmon.
Reflect Clever +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Extra Appeal points are earned if this is the same Contest type as the move used by
Reflect Type Clever +2 ---
the previous Pokmon.
Refresh Cute +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Relic Song Beautiful +2 --- Makes the Pokmon moving after the user nervous.
Rest Cute +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Retaliate Cool +3 ---
Affected by how well the previous Pokmon's move went.

Return Cute +4 ---


Revenge Tough +2 --- Extra Appeal points are earned if you use this while acting last.
+1 ~
Reversal Cool --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
The user will move last next turn. If conflicts occur with this effect, the one with lower
Roar Cool +3 ---
appeal goes last, then it's random.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Roar of Time Beautiful +4 -4
turn.)
Rock Blast Tough +1 --- Effectiveness varies depending on when it is used.
Rock Climb Tough +3 --- The audience will expect little of the Pokmon to act after the user.
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Rock Polish Tough +3 ---
was higher is first, then it's random.
Rock Slide Tough +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Rock Smash Tough +4 ---
Rock Throw Tough +4 ---
Rock Tomb Clever +3 --- The audience will expect little of the Pokmon to act after the user.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Rock Wrecker Tough +4 -4
turn.)
Shows off the Pokmon's appeal about as well as the move used by the previous
Role Play Cute +1 ---
Pokmon.
Rolling Kick Cool +4 ---
Rollout Cute +3 --- Can be used in succession without the "boredom" penalty.
Roost Clever +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Rototiller Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Extra Appeal points are earned if this is the same Contest type as the move used by
Round Beautiful +2 ---
the previous Pokmon.
CONTEST MOVES LIST - MOVES STARTING WITH "S"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Sacred Fire Beautiful +3 --- Excites the audience a lot if used last.
Sacred Sword Cool +2 --- Excites the audience in any kind of contest.
Safeguard Beautiful +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Sand Attack Cute +3 --- The audience will expect little of the Pokmon to act after the user.
Sand Tomb Clever +3 --- Temporarily stops the crowd from growing excited.
Sandstorm Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
Scald Tough +2 --- Makes the Pokmon moving after the user nervous.
Scary Face Tough +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Scratch Tough +4 ---
Screech Clever +3 --- The audience will expect little of the Pokmon to act after the user.
Searing Shot Cool +3 --- Can be used in succession without the "boredom" penalty.
Secret Power Clever +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Secret Sword Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Seed Bomb Tough +4 ---
Seed Flare Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Seismic Toss Tough +3 --- Can be used in succession without the "boredom" penalty.
Self-Destruct Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Shadow Ball Clever +4 ---
Shadow Claw Cool +4 ---
Shadow
Cool +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Force
Shadow
Clever +2 --- Extra Appeal points are earned if you use this while acting first.
Punch
Shadow The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Clever +3 ---
Sneak was higher is first, then it's random.
Sharpen Cute +1 --- Pumps up the user's energy and also prevents nerviousness.
Sheer Cold Beautiful +2 -1 Jams all Pokmon that successfully showed their appeal.
Shell Smash Tough +3 --- Excites the audience a lot if used last.
Shift Gear Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Shock Wave Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Signal Beam Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Silver Wind Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Simple Beam Cute +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Sing Cute +2 --- Makes the Pokmon moving after the user nervous.
Shows off the Pokmon's appeal about as well as the move used by the previous
Sketch Clever +1 ---
Pokmon.
Shows off the Pokmon's appeal about as well as the move used by the previous
Skill Swap Clever +1 ---
Pokmon.
Skull Bash Tough +3 --- Affected by how well the previous Pokmon's move went.
Sky Attack Cool +3 --- Affected by how well the previous Pokmon's move went.
Sky Drop Tough +3 --- Temporarily stops the crowd from growing excited.
Sky Uppercut Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Slack Off Cute +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Slam Tough +4 ---
Slash Cool +4 ---
Sleep Powder Clever +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
Sleep Talk Cute +1 --- Effectiveness varies depending on when it is used.
Sludge Tough +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Sludge Bomb Tough +2 -1 Jams Pokmon that the audience has high expectations of.
Sludge Wave Tough +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Smack Down Tough +2 -1 Jams Pokmon that the audience has high expectations of.
Smelling
Tough +3 --- Affected by how well the previous Pokmon's move went.
Salts
Smog Tough +4 ---
Smokescreen Clever +2 -3 The user will ignore one Jamming effect throughout the remainder of the turn.
Snarl Tough +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Shows off the Pokmon's appeal about as well as the move used by the previous
Snatch Clever +1 ---
Pokmon.
Snore Cute +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Soak Cute +2 -1 Jams Pokmon that the audience has high expectations of.
Soft-Boiled Cute +2 --- Extra Appeal points are earned if you use this while acting first.
Solar Beam Cool +3 --- Affected by how well the previous Pokmon's move went.
Sonic Boom Cool +3 --- Can be used in succession without the "boredom" penalty.
Spacial Rend Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Spark Cool +4 ---
Spider Web Clever +2 --- Makes the Pokmon moving after the user nervous.
Spike Cannon Cool +1 --- Effectiveness varies depending on when it is used.
Spikes Clever +2 --- Makes the Pokmon moving after the user nervous.
Spiky Shield Tough +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Spit Up Tough +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Spite Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
Splash Cute +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Spore Beautiful +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
Stealth Rock Cool +2 --- Makes the Pokmon moving after the user nervous.
Steamroller Tough +3 --- Can be used in succession without the "boredom" penalty.
Steel Wing Cool +3 --- Affected by how well the previous Pokmon's move went.
Sticky Web Tough +2 -1 Jams Pokmon that the audience has high expectations of.
Stockpile Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Stomp Tough +4 ---
Stone Edge Tough +3 --- Affected by how well the previous Pokmon's move went.
Stored Power Clever +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Storm Throw Cool +2 --- Excites the audience in any kind of contest.
Strength Tough +4 ---
String Shot Clever +2 -3 Jams the Pokmon moving before the user. (Best to not use this when moving first.)
Struggle Bug Cute +2 --- Extra Appeal points are earned if you use this while acting last.
Stun Spore Clever +2 -1 Jams all Pokmon that successfully showed their appeal.

Submission Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Substitute Cute +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Sucker Punch Clever +3 --- Excites the audience a lot if used first.
Sunny Day Beautiful +1 --- Works better the more the crowd is excited.
Super Fang Tough +2 -1 Jams all Pokmon that successfully showed their appeal.
Superpower Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Supersonic Clever +3 --- The audience will expect little of the Pokmon to act after the user.
Surf Beautiful +2 -2 Jams all Pokmon acting before the user. (Best used when moving last.)
Swagger Cute +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Swallow Tough +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Sweet Kiss Cute +2 --- Makes the Pokmon moving after the user nervous.
Sweet Scent Cute +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Swift Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Switcheroo Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Swords
Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Dance
Extra Appeal points are earned if this is the same Contest type as the move used by
Synchronoise Clever +2 ---
the previous Pokmon.
Synthesis Clever +1 --- Effectiveness varies depending on when it is used.
CONTEST MOVES LIST - MOVES STARTING WITH "T"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Tackle Tough +4 ---
Tail Glow Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Tail Slap Cute +1 --- Effectiveness varies depending on when it is used.
Tail Whip Cute +2 --- Extra Appeal points are earned if you use this while acting last.
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Tailwind Cool +3 ---
was higher is first, then it's random.
Take Down Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Taunt Clever +2 -1 Jams Pokmon that the audience has high expectations of.
Techno Blast Cool +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Jams all of the other Pokmon, and the user cannot act next turn. (Best used on last
Teeter Dance Cute +4 -4
turn.)
Telekinesis Clever +2 --- Makes the Pokmon moving after the user nervous.
Teleport Cool +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Shows off the Pokmon's appeal about as well as the move used by the previous
Thief Tough +1 ---
Pokmon.
Thrash Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Thunder Cool +1 --- Works better the more the crowd is excited.
Thunder Fang Cool +4 ---
Thunder
Cool +4 ---
Punch
Thunder
Cool +4 ---
Shock
Thunder
Cool +1 -3 Jams all Pokmon acting before the user. (Best used when moving last.)
Wave
Thunderbolt Cool +4 ---
Tickle Cute +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Topsy-Turvy Clever +3 --- The order of Pokmon movements on the next turn is randomized.
Torment Tough +2 --- Makes the Pokmon moving after the user nervous.
Toxic Clever +3 --- Brings down the energy of any Pokmon that have already used a move this turn.
Toxic Spikes Clever +2 --- Makes the Pokmon moving after the user nervous.
Transform Clever +3 --- Can be used in succession without the "boredom" penalty.
Tri Attack Beautiful +1 --- Effectiveness varies depending on when it is used.
Trick Clever +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Trick Room Clever +3 --- The order of Pokmon movements on the next turn is randomized.
Trick-or-Treat Cute +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Triple Kick Cool +3 --- Can be used in succession without the "boredom" penalty.
+1 ~
Trump Card Cool --- Appeal is +1 when moving first, +2 when second, +3 when third, and +4 when last.
+4
Twineedle Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
Twister Cool +4 ---
Uproar Cute +2 -1 Jams Pokmon that the audience has high expectations of.
CONTEST MOVES LIST - MOVES STARTING WITH "U"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
U-turn Cute +4 --- When an appeal move after this has little effect, the audience is easily made bored.
CONTEST MOVES LIST - MOVES STARTING WITH "V"
Move Name Contest Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Vacuum Wave Cool +3 ---
was higher is first, then it's random.
V-create Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Venom
Clever +3 --- Extra Appeal points are earned if the user is pumped up when using this.
Drench
Extra Appeal points are earned if this is the same Contest type as the move used by
Venoshock Beautiful +2 ---
the previous Pokmon.
Vice Grip Tough +4 ---
Vine Whip Cool +4 ---
Vital Throw Cool +2 --- Extra Appeal points are earned if you use this while acting last.
Volt Switch Cool +4 --- When an appeal move after this has little effect, the audience is easily made bored.
Volt Tackle Cool +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
CONTEST MOVES LIST - MOVES STARTING WITH "W"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Wake-Up Slap Tough +3 --- Affected by how well the previous Pokmon's move went.
Water Gun Cute +4 ---
Water Pledge Beautiful +2 --- Excites the audience in any kind of contest.
Water Pulse Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Water The user will move first next turn. If conflicts occur with this effect, whoever's appeal
Cool +3 ---
Shuriken was higher is first, then it's random.
Water Sport Cute +2 --- Excites the audience in any kind of contest.
Water Spout Beautiful +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Waterfall Tough +4 ---
Weather Ball Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Whirlpool Beautiful +3 --- Temporarily stops the crowd from growing excited.
The user will move last next turn. If conflicts occur with this effect, the one with lower
Whirlwind Clever +3 ---
appeal goes last, then it's random.
Wide Guard Tough +1 --- The user will ignore all Jamming effects throughout the remainder of the turn.
Wild Charge Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Will-O-Wisp Beautiful +3 --- The audience will expect little of the Pokmon to act after the user.
Wing Attack Cool +4 ---
Wish Cute +3 --- Excites the audience a lot if used last.
Withdraw Cute +2 --- The user will ignore one Jamming effect throughout the remainder of the turn.
Wonder
Clever +3 --- The order of Pokmon movements on the next turn is randomized.
Room
Wood
Tough +6 --- Jams for the remainder of the turn affect the user more. (Best used when moving last.)
Hammer
Work Up Tough +3 --- Excites the audience a lot if used first.
Worry Seed Clever +2 --- Makes the Pokmon moving after the user nervous.
Wrap Tough +3 --- Temporarily stops the crowd from growing excited.
Wring Out Tough +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
CONTEST MOVES LIST - MOVES STARTING WITH "X"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
X-Scissor Cool +2 -1 Jams Pokmon that used moves of the same Contest type before the user.
CONTEST MOVES LIST - MOVES STARTING WITH "Y"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Yawn Cute +2 --- Makes the Pokmon moving after the user nervous.
CONTEST MOVES LIST - MOVES STARTING WITH "Z"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Zap Cannon Cool +2 -1 Jams all Pokmon that successfully showed their appeal.
Zen Headbutt Clever +4 ---

Z Moves
Whenever a Pokmon holds a Z Crystal and uses a move of the same type as the Z Crystal, they can unleash a super-powerful
move once per battle. Z Moves' power varies with the power of the move being used, and shares the same class as the move that is
the basis for it. For example, with Gigavolt Havoc...

Base Move Move's Power Z Move's Power Move's Class Z Move's Class
Electro Ball Variable 160 Special Special
Nuzzle 20 100 Physical Physical
Thunderbolt 90 175 Special Special

...among other moves. Following the list of the Z Moves are the specific effects of the base moves and how they affect the move
proper.

So without further ado, here are the known Z Moves. Keep in mind you must be holding the corresponding Z Crystal to use the move,
and the move only works if the base move is the same type. (For example, Pikachu using Gigavolt Havoc must hold Electrium Z and
must use an Electric-type move.)

TYPE-SPECIFIC Z MOVES
Z Move Type Z Crystal Other Notes
Acid Downpour Poison Poisonium Z
All-Out Pummeling Fighting Fightnium Z
Black Hole Eclipse Dark Darknium Z
Bloom Doom Grass Grassium Z
Breakneck Blitz Normal Normalium Z
Continental Crush Rock Rockium Z
Corkscrew Crash Steel Steelium Z
Devastating Drake Dragon Dragonium Z
Gigavolt Havoc Electric Electrium Z Always hits.
Hydro Vortex Water Waterium Z
Inferno Overdrive Fire Firium Z
Never-Ending Nightmare Ghost Ghostium Z
Savage Spin-Out Bug Bugnium Z
Shattered Psyche Psychic Psychium Z
Subzero Slammer Ice Icium Z
Supersonic Skystrike Flying Flyinium Z
Tectonic Rage Ground Grounium Z
Twinkle Tackle Fairy Fairium Z
POKMON-SPECIFIC Z MOVES
Z Move Type Z Crystal Other Notes
10,000,000 Volt Pikashunium Only for Pikachu with a cap. Has a significantly higher critical-hit rate. Requires
Electric
Thunderbolt Z Thunderbolt.
Catastropika Electric Pikanium Z Only for Pikachu. Requires Volt Tackle.
Extreme Evoboost Normal Eevium Z Only for Eevee. Will boost all of its stats by 2 stages each. Requires Last Resort.
Genesis Supernova Psychic Mewnium Z Only for Mew. Induces Psychic Terrain. Requires Psychic.
Only for Tapu Koko, Tapu Lele, Tapu Bulu, and Tapu Fini. Requires Nature's
Guardian of Alola ??? Tapunium Z
Madness.
Malicious Moonsault ??? Incinium Z Only for Incineroar. Requires Darkest Lariat.
Oceanic Operetta ??? Primarium Z Only for Primarima. Requires Sparkling Aria.
Pulverizing Pancake Normal Snorlium Z Only for Snorlax. Requires Giga Impact.
Sinister Arrow Raid Grass Decidium Z Only for Decidueye. Requires Spirit Shackle.
Soul-Stealing 7-Star Marshadium
??? Only for Marshadow. Requires Spectral Thief.
Strike Z
Aloraichium
Stoked SparkSurfer Electric Only for Raichu. Will cause Paralysis. Requires Thunderbolt.
Z

Base Move Effects on Z Moves

Unless otherwise stated, the Z Move will take on the class of its base move. It will typically be of the Z Crystal's corresponding type,
and will generally always hit and generally always break through Protect-like moves (albeit at 1/4 Power). Any side effects of the
original move are also preserved IF the original move is a status move (such moves have "---" for the power).
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "A"
Corresponding Z Base
Base Move Other Effects
Move Power
Absorb Bloom Doom 100 None
Accelerock Continental Crush 100 None
Acid Acid Downpour 100 None
Acid Armor Acid Downpour --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Acid Spray Acid Downpour 100 None
Supersonic
Acrobatics 100 None
Skystrike
Acupressure Breakneck Blitz --- Boosts the user's critical-hit rate by one stage
Supersonic
Aerial Ace 120 None
Skystrike
Supersonic
Aeroblast 180 None
Skystrike
After You Breakneck Blitz --- Boosts the user's Speed by one stage
Agility Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Supersonic
Air Cutter 120 None
Skystrike
Supersonic
Air Slash 140 None
Skystrike
Ally Switch Shattered Psyche --- Boosts the user's Speed by two stages
Amnesia Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Anchor Shot Corkscrew Crash 160 None
Ancient
Continental Crush 120 None
Power
Aqua Jet Hydro Vortex 100 None
Aqua Ring Hydro Vortex --- Boosts the user's Defense by one stage
Aqua Tail Hydro Vortex 175 None
Arm Thrust All-Out Pummeling 100 None
Aromatherapy Bloom Doom --- Fully restore's the user's HP
Aromatic Mist Twinkle Tackle --- Boosts the user's Sp. Def. by two stages
Assist No effect
Assurance Black Hole Eclipse 120 None
Never-Ending
Astonish 100 None
Nightmare
Attack Order Savage Spin-Out 175 None
Attract Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Aura Sphere All-Out Pummeling 160 None
Aurora Beam Subzero Slammer 120 None
Aurora Veil Subzero Slammer --- Boosts the user's Speed by one stage
Autotomize Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Avalanche Subzero Slammer 120 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "B"
Corresponding Z Base
Base Move Other Effects
Move Power
Baby-Doll
Twinkle Tackle --- Boosts the user's Defense by one stage
Eyes
Baneful
Acid Downpour --- Boosts the user's Defense by one stage
Bunker
Barrage Breakneck Blitz 160 None
Barrier Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Baton Pass Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Beak Blast Supersonic 180 None
Skystrike
Beat Up Black Hole Eclipse 100 None
Belch Acid Downpower 190 None
Belly Drum Breakneck Blitz --- Fully restore's the user's HP (then HP is dropped by 50% and Attack boosted)
Bestow Breakneck Blitz --- Boosts the user's Speed by two stages
Bide Breakneck Blitz 100 None
Bind Breakneck Blitz 100 [Unsure]
Bite Black Hole Eclipse 120 None
Blast Burn Inferno Overdrive 200 None
Blaze Kick Inferno Overdrive 160 None
Blizzard Subzero Slammer 185 None
Block Breakneck Blitz --- Boosts the user's Defense by one stage
Blue Flare Inferno Overdrive 195 None
Body Slam Breakneck Blitz 160 None
Bolt Strike Gigavolt Havoc 195 None
Bone Club Tectonic Rage 120 None
Bone Rush Tectonic Rage 140 None
Bonemerang Tectonic Rage 100 None
Boomburst Breakneck Blitz 200 None
Supersonic
Bounce 160 None
Skystrike
Supersonic
Brave Bird 190 None
Skystrike
Brick Break All-Out Pummeling 140 None
Brine Hydro Vortex 120 None
Black Hole
Brutal Swing 120 None
Eclipsde
Bubble Hydro Vortex 100 None
Bubble Beam Hydro Vortex 120 None
Bug Bite Savage Spin-Out 120 None
Bug Buzz Savage Spin-Out 175 None
Bulk Up All-Out Pummeling --- Boosts the user's Attack by one stage
Bulldoze Tectonic Rage 120 None
Bullet Punch Corkscrew Crash 100 None
Bullet Seed Bloom Doom 140 None
Burn Up Inferno Overdrive 195 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "C"
Corresponding Z Base
Base Move Other Effects
Move Power
Calm Mind Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Captivate Twinkle Tackle --- Boosts the user's Sp. Def. by two stages
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Celebrate Breakneck Blitz ---
and evasion by one stage
Charge Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Charge Beam Gigavolt Havoc 100 None
Charm Twinkle Tackle --- Boosts the user's Defense by one stage
Supersonic
Chatter 120 None
Skystrike
Chip Away Breakneck Blitz 140 None
Circle Throw All-Out Pummeling 120 None
Clamp Hydro Vortex 100 None
Clanging
Devastating Drake 185 None
Scales
Clear Smog Acid Downpour 100 None
Close
All-Out Pummeling 190 None
Combat
Coil Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Comet Punch Breakneck Blitz 100 None
Confide Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Never-Ending
Confuse Ray --- Boosts the user's Sp. Atk. by one stage
Nightmare
Confusion Shattered Psyche 100 None
Constrict Breakneck Blitz 100 None
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Conversion Breakneck Blitz ---
and evasion by one stage
Conversion 2 Breakneck Blitz --- Fully restore's the user's HP
Copycat Breakneck Blitz --- Boosts the user's accuracy by one stage
Core Enforcer Devastating Drake 140 None
Cosmic
Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Power
Cotton Guard Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Cotton Spore Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Counter All-Out Pummeling 100 None
Covet Breakneck Blitz 120 None
Crabhammer Hydro Vortex 180 None
Crafty Shield Twinkle Tackle --- Boosts the user's Sp. Def. by one stage
Cross Chop All-Out Pummeling 180 None
Cross Poison Acid Downpour 140 None
Crunch Black Hole Eclipse 160 None
Crush Claw Breakneck Blitz 140 None
Crush Grip Breakneck Blitz 190 None
Never-Ending If the user is a Ghost-type, their HP is fully restored; otherwise, their Attack is boosted
Curse --
Nightmare by one stage
Cut Breakneck Blitz 100 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "D"
Corresponding Z Base
Base Move Other Effects
Move Power
Dark Pulse Black Hole Eclipse 160 None
Dark Void Black Hole Eclipse --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Darkest Lariat Black Hole Eclipse 160 None
Dazzling
Twinkle Tackle 160 None
Gleam
Defend Order Savage Spin-Out --- Boosts the user's Defense by one stage
Defense Curl Breakneck Blitz --- Boosts the user's accuracy by one stage
Supersonic
Defog --- Boosts the user's accuracy by one stage
Skystrike
Never-Ending
Destiny Bond --- The user becomes the target of all further attacks this turn
Nightmare
All-Oout
Detect --- Boosts the user's evasion by one stage
Pummeling
Diamond
Continental Crush 180 None
Storm
Dig Tectonic Rage 180 None
Disable Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Disarming
Twinkle Tackle 100 None
Voice
Discharge Gigavolt Havoc 160 None
Dive Hydro Vortex 160 None
Dizzy Punch Breakneck Blitz 140 None
Doom Desire Corkscrew Crash 200 None
Double Hit Breakneck Blitz 140 None
Double Kick All-Out Pummeling 100 None

Double Slap Breakneck Blitz 100 None


Double Team Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Double-Edge Breakneck Blitz 190 None
Draco Meteor Devestating Drake 195 None
Dragon Supersonic
190 None
Ascent Skystrike
Dragon
Devestating Drake 120 None
Breath
Dragon Claw Devestating Drake 160 None
Dragon
Devastating Drake --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Dance
Dragon
Devastating Drake 175 None
Hammer
Dragon Pulse Devestating Drake 160 None
Dragon Rage Devastating Drake 100 None
Dragon Rush Devestating Drake 180 None
Dragon Tail Devestating Drake 120 None
Drain Punch All-Out Pummeling 140 None
Draining Kiss Twinkle Tackle 100 None
Dream Eater Shattered Psyche 180 None
Supersonic
Drill Peck 160 None
Skystrike
Drill Run Tectonic Rage 160 None
Dual Chop Devestating Drake 100 None
Dynamic
All-Out Pummeling 180 None
Punch
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "E"
Corresponding Z Base
Base Move Other Effects
Move Power
Earth Power Tectonic Rage 175 None
Earthquake Tectonic Rage 180 None
Echoed Voice Breakneck Blitz 100 None
Eerie Impulse Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Egg Bomb Breakneck Blitz 180 None
Electric
Gigavolt Havoc --- Boosts the user's Speed by one stage
Terrain
Electrify Gigavolt Havoc --- Boosts the user's Sp. Atk. by one stage
Electro Ball Gigavolt Havoc 160 None
Electroweb Gigavolt Havoc 100 None
Embargo Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
Ember Inferno Overdrive 100 None
Encore Breakneck Blitz --- Boosts the user's Speed by one stage
Endeavor Breakneck Blitz 160 None
Endure Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Energy Ball Bloom Doom 175 None
Entrainment Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Eruption Inferno Overdrive 200 None
Explosion Breakneck Blitz 200 None
Extrasensory Shattered Psyche 160 None
Extreme
Breakneck Blitz 160 None
Speed
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "F"
Corresponding Z Base
Base Move Move Power Other Effects

Facade Breakneck Blitz 140 None


Fairy Lock Twinkle Tackle --- Boosts the user's Defense by one stage
Fairy Wind Twinkle Tackle 100 None
Fake Out Breakneck Blitz 100 None
Fake Tears Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
False Swipe Breakneck Blitz 100 None
Feather Supersonic
--- Boosts the user's Defense by one stage
Dance Skystrike
Feint Breakneck Blitz 100 None
Feint Attack Black Hole Eclipse 120 None
Fell Stinger Savage Spin-Out 100 None
Fiery Dance Inferno Overdrive 160 None
Final Gambit All-Out Pummeling 180 None
Fire Blast Inferno Overdrive 185 None
Fire Fang Inferno Overdrive 120 None
Fire Lash Inferno Overdrive 160 None
Fire Pledge Inferno Overdrive 160 None
Fire Punch Inferno Overdrive 140 None
Fire Spin Inferno Overdrive 100 None
First
Savage Spin-Out 175 None
Impression
Fissure Tectonic Rage 180 None
Flail Breakneck Blitz 160 None
Flame Burst Inferno Overdrive 140 None
Flame
Inferno Overdrive 100 None
Charge
Flame Wheel Inferno Overdrive 120 None
Flamethrower Inferno Overdrive 175 None
Flare Blitz Inferno Overdrive 190 None
Flash Breakneck Blitz --- Boosts the user's evasion by one stage
Flash Cannon Corkscrew Crash 160 None
Flatter Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Fleur Cannon Twinkle Tackle 195 None
Fling Black Hole Eclipse 100 None
Floral Healing
Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Flower ShieldBloom Doom --- Boosts the user's Defense by one stage
Supersonic
Fly 175 None
Skystrike
Flying Press All-Out Pummeling 170 None
Focus Blast All-Out Pummeling 190 None
Focus Energy All-Out Pummeling --- Boosts the user's accuracy by one stage
Focus Punch All-Out Pummeling 200 None
Follow Me Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Force Palm All-Out Pummeling 120 None
Foresight Breakneck Blitz --- Boosts the user's critical-hit rate by one stage
Forest's Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Bloom Doom ---
Curse and evasion by one stage
Foul Play Black Hole Eclipse 175 None
Freeze Shock Subzero Slammer 200 None
Freeze-Dry Subzero Slammer 140 None
Frenzy Plant Bloom Doom 200 None
Frost Breath 120 None
Subzero Slammer

Frustration Breakneck Blitz


160 None
Fury Attack Breakneck Blitz
100 None
Fury Cutter Savage Spin-Out
100 None
Fury Swipes Breakneck Blitz
100 None
Fusion Bolt Gigavolt Havoc180 None
Fusion Flare Inferno Overdrive
180 None
Future Sight Shattered Psyche
190 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "G"
Corresponding Z Base
Base Move Other Effects
Move Power
Gastro Acid Acid Downpour --- Boosts the user's Speed by one stage
Gear Grind Corkscrew Crash 180 None
Gear Up Corkscrew Crash --- Boosts the user's Sp. Atk. by one stage
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Geomancy Twinkle Tackle ---
and evasion by one stage
Giga Drain Bloom Doom 140 None
Giga Impact Breakneck Blitz 200 None
Glaciate Subzero Slammer 120 None
Glare Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Grass Knot Bloom Doom 160 None
Grass Pledge Bloom Doom 160 None
Grass Whistle Bloom Doom --- Boosts the user's Speed by one stage
Grassy
Bloom Doom --- Boosts the user's Defense by one stage
Terrain
Gravity Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Growl Breakneck Blitz --- Boosts the user's Defense by one stage
Growth Bloom Doom --- Boosts the user's Sp. Atk. by one stage
Never-Ending
Grudge --- The user becomes the target of all further attacks this turn
Nightmare
Guard Split Shattered Psyche --- Boosts the user's Speed by one stage
Guard Swap Shattered Psyche --- Boosts the user's Speed by one stage
Guillotine Breakneck Blitz 180 None
Gunk Shot Acid Downpour 190 None
Supersonic
Gust 100 None
Skystrike
Gyro Ball Corkscrew Crash 160 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "H"
Corresponding Z Base
Base Move Other Effects
Move Power
Hail Subzero Slammer --- Boosts the user's Speed by one stage
Hammer Arm All-Out Pummeling 180 None
Happy Hour Breakneck Blitz --- Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
and evasion by one stage
Harden Breakneck Blitz --- Boosts the user's Defense by one stage
Haze Subzero Slammer --- Fully restore's the user's HP
Head Charge Breakneck Blitz 190 None
Head Smash Continental Crush 200 None
Headbutt Breakneck Blitz 140 None
Heal Bell Breakneck Blitz --- Fully restore's the user's HP
Heal Block Shattered Psyche --- Boosts the user's Sp. Atk. by two stages
Heal Order Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Heal Pulse Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Healing Wish No effect

Heart Stamp Shattered Psyche 120 None


Heart Swap Shattered Psyche --- Boosts the user's critical-hit rate by one stage
Heat Crash Inferno Overdrive 160 None
Heat Wave Inferno Overdrive 175 None
Heavy Slam Corkscrew Crash 160 None
Helping Hand Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Never-Ending
Hex 160 None
Nightmare
Hidden Power Breakneck Blitz 120 None
High
Tectonic Rage 175 None
Horsepower
High Jump
All-Out Pummeling 195 None
Kick
Hold Back Breakneck Blitz 100 None
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Hold Hands Breakneck Blitz ---
and evasion by one stage
Hone Claws Black Hole Eclipse --- Boosts the user's Attack by one stage
Horn Attack Breakneck Blitz 120 None
Horn Drill Breakneck Blitz 180 None
Horn Leech Bloom Doom 140 None
Howl Breakneck Blitz --- Boosts the user's Attack by one stage
Supersonic
Hurricane 185 None
Skystrike
Hydro
Hydro Vortex 200 None
Cannon
Hydro Pump Hydro Vortex 185 None
Hyper Beam Breakneck Blitz 200 None
Hyper Fang Breakneck Blitz 160 None
Hyper Voice Breakneck Blitz 175 None
Hyperspace
Black Hole Eclipse 180 None
Fury
Hyperspace
Shattered Psyche 160 None
Hole
Hypnosis Shattered Psyche --- Boosts the user's Speed by one stage
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "I"
Corresponding Z Base
Base Move Other Effects
Move Power
Ice Ball Subzero Slammer 100 None
Ice Beam Subzero Slammer 175 None
Ice Burn Subzero Slammer 200 None
Ice Fang Subzero Slammer 120 None
Ice Hammer Subzero Slammer 180 None
Ice Punch Subzero Slammer 140 None
Ice Shard Subzero Slammer 100 None
Icicle Crash Subzero Slammer 160 None
Icicle Spear Subzero Slammer 140 None
Icy Wind Subzero Slammer 100 None
Imprison Shattered Psyche --- Boosts the user's Sp. Def. by two stages
Incinerate Inferno Overdrive 120 None
Inferno Inferno Overdrive 180 None
Infestation Savage Spin-out 100 None
Ingrain Bloom Doom --- Boosts the user's Sp. Def. by one stage
Instruct Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Ion Deluge Gigavolt Havoc --- Boosts the user's Sp. Atk. by one stage
Iron Defense Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Iron Head Corkscrew Crash 160 None
Iron Tail Corkscrew Crash 180 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "J"
Corresponding Z Base
Base Move Other Effects
Move Power
Judgement Breakneck Blitz 180 None
Jump Kick All-Out Pummeling 180 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "K"
Corresponding Z Base
Base Move Other Effects
Move Power
Karate Chop All-Out Pummeling 100 None
Kinesis Shattered Psyche --- Boosts the user's evasion by one stage
King's Shield Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Knock Off Black Hole Eclipse 120 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "L"
Corresponding Z Base
Base Move Other Effects
Move Power
Land's Wrath Tectonic Rage 185 None
Laser Focus Breakneck Blitz --- Boosts the user's Attack by one stage
Last Resort Breakneck Blitz 200 None
Lava Plume Inferno Overdrive 160 None
Leaf Blade Bloom Doom 175 None
Leaf Storm Bloom Doom 195 None
Leaf Tornado Bloom Doom 120 None
Leafage Bloom Doom 100 None
Leech Seed Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Leer Breakneck Blitz --- Boosts the user's Attack by one stage
Never-Ending
Lick 100 None
Nightmare
Light of Ruin Twinkle Tackle 200 None
Light Screen Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Liquidation Hydro Vortex 160 None
Lock-On Breakneck Blitz --- Boosts the user's Speed by one stage
Lovely Kiss Breakneck Blitz --- Boosts the user's Speed by one stage
Low Kick All-Out Pummeling 160 None
Low Sweep All-Out Pummeling 120 None
Lucky Chant Shattered Psyche --- Boosts the user's evasion by one stage
Lunar Dance No effect
Lunge Savage Spin-Out 160 None
Luster Purge Shattered Psyche 140 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "M"
Corresponding Z Base
Base Move Other Effects
Move Power
Mach Punch All-Out Pummeling 100 None
Magic Coat Shattered Psyche --- Boosts the user's Sp. Def. by two stages
Magic Room Shattered Psyche --- Boosts the user's Sp. Def. by one stage

Magical Leaf Bloom Doom 120 None


Magma Storm Inferno Overdrive 180 None
Magnet Bomb Corkscrew Crash 120 None
Magnet Rise Gigavolt Havoc --- Boosts the user's evasion by one stage
Magnetic Flux Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Magnitude Tectonic Rage 140 None
Mat Block All-Out Pummeling --- Boosts the user's Defense by one stage
Me First Breakneck Blitz --- Boosts the user's Speed by two stages
Mean Look Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Meditate Shattered Psyche --- Boosts the user's Attack by one stage
Mega Drain Bloom Doom 120 None
Mega Kick Breakneck Blitz 190 None
Mega Punch Breakneck Blitz 160 None
Megahorn Savage Spin-Out 190 None
Never-Ending
Memento --- The user is sacrificed, and their replacement's HP is fully restored
Nightmare
Metal Burst Corkscrew Crash 100 None
Metal Claw Corkscrew Crash 100 None
Metal Sound Corkscrew Crash --- Boosts the user's Sp. Atk. by one stage
Meteor Mash Corkscrew Crash 175 None
Metronome No effect
Milk Drink Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Mimic Breakneck Blitz --- Boosts the user's accuracy by one stage
Minimize Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Miracle Eye Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Mirror Coat Shattered Psyche 100 None
Supersonic
Mirror Move --- Boosts the user's Attack by two stages
Skystrike
Mirror Shot Corkscrew Crash 120 None
Mist Subzero Slammer --- Fully restore's the user's HP
Mist Ball Shattered Psyche 140 None
Misty Terrain Twinkle Tackle --- Boosts the user's Sp. Def. by one stage
Moonblast Twinkle Tackle 175 None
Moongeist Never-Ending
180 None
Beam Nightmare
Moonlight Twinkle Tackle --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Morning Sun Inferno Overdrive
--- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Mud Bomb Tectonic Rage 120 None
Mud Shot Tectonic Rage 100 None
Mud Sport Tectonic Rage --- Boosts the user's Sp. Def. by one stage
Muddy Water Hydro Vortex 175 None
Mud-Slap Tectonic Rage 100 None
Multi-Attack Breakneck Blitz 185 None
Mystical Fire Inferno Overdrive
140 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "N"
Corresponding Z Base
Base Move Other Effects
Move Power
Nasty Plot Black Hole Eclipse --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Natural Gift Breakneck Blitz 160 None
Nature Power No effect
Nature's
Twinkle Tackle 100 None
Madness
Needle Arm Bloom Doom 120 None
Night Daze Black Hole Eclipse 160 None
Neverending
Night Shade Nightmare 100 None

Night Slash Black Hole Eclipse 140 None


Never-Ending
Nightmare --- Boosts the user's Sp. Atk. by one stage
Nightmare
Noble Roar Breakneck Blitz --- Boosts the user's Defense by one stage
Nuzzle Gigavolt Havoc 100 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "O"
Corresponding Z Base
Base Move Other Effects
Move Power
Supersonic
Oblivion Wing 160 None
Skystrike
Octazooka Hydro Vortex 120 None
Odor Sleuth Breakneck Blitz --- Boosts the user's Attack by one stage
Ominous Never-Ending
120 None
Wind Nightmare
Origin Pulse Hydro Vortex 185 None
Outrage Devestating Drake 190 None
Overheat Inferno Overdrive 195 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "P"
Corresponding Z Base
Base Move Other Effects
Move Power
Pain Split Breakneck Blitz --- Boosts the user's Defense by one stage
Parabolic
Gigavolt Havoc 120 None
Charge
Parting Shot Black Hole Eclipse --- The user's replacement's HP is fully restored
Pay Day Breakneck Blitz 100 None
Payback Black Hole Eclipse 100 None
Supersonic
Peck 100 None
Skystrike
Perish Song Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Petal Blizzard Bloom Doom 175 None
Petal Dance Bloom Doom 190 None
Phantom Never-Ending
175 None
Force Nightmare
Pin Missile Savage Spin-Out 140 None
Play Nice Twinkle Tackle --- Boosts the user's Defense by one stage
Play Rough Twinkle Tackle 175 None
Supersonic
Pluck 120 None
Skystrike
Poison Fang Acid Downpour 100 None
Poison Gas Acid Downpour --- Boosts the user's Defense by one stage
Poison Jab Acid Downpour 160 None
Poison
Acid Downpour --- Boosts the user's Defense by one stage
Powder
Poison Sting Acid Downpour 100 None
Poison Tail Acid Downpour 100 None
Pollen Puff Savage Spin-Out 175 None
Pound Breakneck Blitz 100 None
Powder Bloom Doom --- Boosts the user's Sp. Def. by two stages
Powder Snow Subzero Slammer 100 None
Power Gem Continental Crush 160 None
Power Split Shattered Psyche --- Boosts the user's Speed by one stage
Power Swap Shattered Psyche --- Boosts the user's Speed by one stage
Power Trick Shattered Psyche --- Boosts the user's Attack by one stage
Power Trip Black Hole Eclipse 160 None
Power Whip Bloom Doom 190 None
Power-Up
All-Out Punch 100 None
Punch
Precipice
Tectonic Rage 190 None
Blades
Present Breakneck Blitz 100 None
Prismatic
Shattered Psyche 200 None
Laser
Protect Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Psybeam Shattered Psyche 120 None
Psych Up Shattered Psyche --- Fully restore's the user's HP
Psychic Shattered Psyche 175 None
Psychic
Shattered Psyche 160 None
Fangs
Psychic
Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Terrain
Psycho Boost Shattered Psyche 200 None
Psycho Cut Shattered Psyche 140 None
Psycho Shift Shattered Psyche --- Boosts the user's Sp. Atk. by two stages
Psyshock Shattered Psyche 160 None
Psystrike Shattered Psyche 180 None
Psywave Shattered Psyche 100 None
Punishment Black Hole Eclipse 160 None
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Purify Acid Downpour ---
and evasion by one stage
Pursuit Black Hole Eclipse 100 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "Q"
Corresponding Z Base
Base Move Other Effects
Move Power
Quash Black Hole Eclipse --- Boosts the user's Speed by one stage
Quick Attack Breakneck Blitz 100 None
Quick Guard All-Out Pummeling --- Boosts the user's Defense by one stage
Quiver Dance Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "R"
Corresponding Z Base
Base Move Other Effects
Move Power
Rage Breakneck Blitz 100 None
Rage Powder Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Rain Dance Hydro Vortex --- Boosts the user's Speed by one stage
Rapid Spin Breakneck Blitz 100 None
Razor Leaf Bloom Doom 100 None
Razor Shell Hydro Vortex 140 None
Razor Wind Breakneck Blitz 160 None
Recovery Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Recycle Breakneck Blitz --- Boosts the user's Speed by two stages
Reflect Shattered Psyche --- Boosts the user's Defense by one stage
Reflect Type Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Refresh Breakneck Blitz --- Fully restore's the user's HP
Relic Song Breakneck Blitz 140 None

Rest Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Retaliate Breakneck Blitz 140 None
Return Breakneck Blitz 160 None
Revelation
Breakneck Blitz 175 None
Dance
Revenge All-Out Pummeling 120 None
Reversal All-Out Pummeling 160 None
Roar Breakneck Blitz --- Boosts the user's Defense by one stage
Roar of Time Devestating Drake 200 None
Rock Blast Continental Crush 140 None
Rock Climb Breakneck Blitz 175 None
Rock Polish Continental Crush --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Rock Slide Continental Crush 140 None
Rock Smash All-Out Pummeling 100 None
Rock Throw Continental Crush 100 None
Rock Tomb Continental Crush 120 None
Rock Wrecker Continental Crush 200 None
Role Play Breakneck Blitz --- Boosts the user's Speed by one stage
Rolling Kick All-Out Pummeling 120 None
Rollout Continental Crush 100 None
Supersonic
Roost --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Skystrike
Rototiller Tectonic Rage --- Boosts the user's Attack by one stage
Round Breakneck Blitz 120 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "S"
Corresponding Z Base
Base Move Other Effects
Move Power
Sacred Fire Inferno Overdrive 180 None
Sacred Sword All-Out Pummeling 175 None
Safeguard Breakneck Blitz --- Boosts the user's Speed by one stage
Sand Attack Tectonic Rage --- Boosts the user's evasion by one stage
Sand Tomb Tectonic Rage 100 None
Sandstorm Tectonic Rage --- Boosts the user's Speed by one stage
Scald Hydro Vortex 160 None
Scary Face Breakneck Blitz --- Boosts the user's Speed by one stage
Scratch Breakneck Blitz 100 [Unsure]
Screech Breakneck Blitz --- Boosts the user's Attack by one stage
Searing Shot Inferno Overdrive 180 None
Secret Power Breakneck Blitz 140 None
Secret Sword All-Out Pummeling 160 None
Seed Bomb Bloom Doom 160 None
Seed Flare Bloom Doom 190 None
Seismic Toss All-Out Pummel 100 None
Self-Destruct Breakneck Blitz 200 None
Never-Ending
Shadow Ball 160 None
Nightmare
Never-Ending
Shadow Claw 140 None
Nightmare
Shadow Never-Ending
190 None
Force Nightmare
Shadow Never-Ending
120 None
Punch Nightmare
Shadow Never-Ending
100 None
Sneak Nightmare
Sharpen Breakneck Blitz --- Boosts the user's Attack by one stage
Sheer Cold Subzero Slammer 180 None
Shell Smash Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Shell Trap Inferno Overdrive 200 None
Shift Gear Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Shock Wave Gigavolt Havoc 120 None
Shore Up Tectonic Rage --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Signal Beam Savage Spin-Out 140 None
Silver Wind Savage Spin-Out 120 None
Simple Beam Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
Sing Breakneck Blitz --- Boosts the user's Speed by one stage
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Sketch Breakneck Blitz ---
and evasion by one stage
Skill Swap Shattered Psyche --- Boosts the user's Speed by one stage
Skull Bash Breakneck Blitz 195 None
Supersonic
Sky Attack 200 None
Skystrike
Supersonic
Sky Drop 120 None
Skystrike
Sky Uppercut All-Out Pummeling 160 None
Slack Off Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Slam Breakneck Blitz 160 None
Slash Breakneck Blitz 140 None
Sleep Powder Bloom Doom --- Boosts the user's Speed by one stage
Sleep Talk Breakneck Blitz --- Boosts the user's critical-hit rate by one stage
Sludge Acid Downpour 120 None
Sludge Bomb Acid Downpour 175 None
Sludge Wave Acid Downpour 175 None
Smack Down Continental Crush 100 None
Smart Strike Corkscrew Crash 140 None
Smelling
Breakneck Blitz 140 None
Salts
Smog Acid Downpour 100 None
Smoke
Breakneck Blitz --- Boosts the user's evasion by one stage
Screen
Snarl Black Hole Eclipse 100 None
Snatch Black Hole Eclipse --- Boosts the user's Speed by two stages
Snore Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Snore Breakneck Blitz 100 None
Soak Hydro Vortex --- Boosts the user's Sp. Atk. by one stage
Softboiled Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Solar Beam Bloom Doom 190 None
Solar Blade Bloom Doom 190 None
Sonic Boom Breakneck Blitz 100 None
Spacial Rend Devestating Drake 180 None
Spark Gigavolt Havoc 120 None
Sparkling Aria Hydro Vortex 175 None
Spectral Thief Never-Ending 175 None
Nightmare
Speed Swap Shattered Psyche --- Boosts the user's Speed by one stage
Spider Web Savage Spin-Out --- Boosts the user's Defense by one stage
Spike Cannon Breakneck Blitz 100 None
Spikes Breakneck Blitz --- Boosts the user's Defense by one stage
Spiky Shield Bloom Doom --- Boosts the user's Defense by one stage
Never-Ending
Spirit Shackle 160 None
Nightmare
Spit Up Breakneck Blitz 100 None
Never-Ending
Spite --- Fully restore's the user's HP
Nightmare
Splash Breakneck Blitz --- Boosts the user's Attack by three stages
Spotlight Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Steam
Hydro Eruption 185 None
Eruption
Steamroller Savage Spin-Out 120 None
Steel Wing Corkscrew Crash 140 None
Sticky Web Savage Spin-Out --- Boosts the user's Speed by one stage
Stockpile Breakneck Blitz --- Fully restore's the user's HP
Stomp Breakneck Blitz 120 None
Stomping
Tectonic Rage 140 None
Tantrum
Stone Edge Continental Crush 180 None
Stored Power Shattered Psyche 160 None
Storm Throw All-Out Pummeling 120 None
Strength Breakneck Blitz 160 None
Strength Sap Bloom Doom --- Boosts the user's Defense by one stage
String Shot Savage Spin-Out --- Boosts the user's Speed by one stage
Struggle Breakneck Blitz 1 None
Struggle Bug Savage Spin-Out 100 None
Stun Spore Bloom Doom --- Boosts the user's Sp. Def. by one stage
Submission All-Out Pummeling 160 None
Substitute Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Sucker Punch Black Hole Eclipse 140 None
Sunny Day Inferno Overdrive --- Boosts the user's Speed by one stage
Sunsteel
Corkscrew Crash 180 None
Strike
Super Fang Breakneck Blitz 100 None
Superpower All-Out Pummeling 190 None
Supersonic Breakneck Blitz --- Boosts the user's Speed by one stage
Surf Hydro Vortex 175 None
Swagger Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Swallow Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Sweet Kiss Twinkle Tackle --- Boosts the user's Sp. Atk. by one stage
Sweet Scent Bloom Doom --- Boosts the user's accuracy by one stage
Swift Breakneck Blitz 120 None
Switcheroo Breakneck Blitz --- Boosts the user's Speed by two stages
Swords
Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Dance
Synchronoise Shattered Psyche
160 None
Synthesis Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "T"
Corresponding Z Base
Base Move Other Effects
Move Power
Tackle Breakneck Blitz 100 None
Tail Glow Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Tail Slap Breakneck Blitz 140 None
Tail Whip Breakneck Blitz --- Boosts the user's Attack by one stage
Supersonic
Tailwind Skystrike --- Boosts the user's critical-hit rate by one stage

Take Down Breakneck Blitz 175 None


Taunt Black Hole Eclipse --- Boosts the user's Attack by one stage
Tearful Look Breakneck Blitz --- Boosts the user's Defense by one stage
Techno Blast Breakneck Blitz 190 None
Teeter Dance Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
Telekinesis Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Teleport Shattered Psyche --- Fully restore's the user's HP
Thief Black Hole Eclipse 120 None
Thousand
Tectonic Rage 180 None
Arrows
Thousand
Tectonic Rage 175 None
Waves
Thrash Breakneck Blitz 190 None
Throat Chop Black Hole Eclipse 160 None
Thunder Gigavolt Havoc 185 None
Thunder Fang Gigavolt Havoc 120 None
Thunder
Gigavolt Havoc 140 None
Punch
Thunder
Gigavolt Havoc 100 None
Shock
Thunder
Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Wave
Thunderbolt Gigavolt Havoc 175
None
Tickle Breakneck Blitz ---
Boosts the user's Defense by one stage
Topsy-Turvy Shattered Psyche ---
Boosts the user's Attack by one stage
Torment Black Hole Eclipse ---
Boosts the user's Defense by one stage
Toxic Acid Downpour ---
Boosts the user's Defense by one stage
Toxic Spikes Acid Downpour ---
Boosts the user's Defense by one stage
Toxic Thread Acid Downpour ---
Boosts the user's Speed by one stage
Transform Breakneck Blitz ---
Fully restore's the user's HP
Tri Attack Breakneck Blitz 160
None
Trick Shattered Psyche ---
Boosts the user's Speed by two stages
Trick Room Shattered Psyche ---
Boosts the user's accuracy by one stage
Never-Ending Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy, critical-hit rate,
Trick-or-Treat ---
Nightmare and evasion by one stage
Triple Kick All-Out Pummeling
120 None
Trop Kick Bloom Doom 140 None
Trump Card Breakneck Blitz 160 None
Twineedle Savage Spin-Out
100 None
Twister Devestating Drake
100 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "U"
Corresponding Z Base
Base Move Other Effects
Move Power
Uproar Breakneck Blitz 175 None
U-turn Savage Spin-Out 140 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "V"
Corresponding Z Base
Base Move Other Effects
Move Power
Vacuum
All-Out Pummeling 100 None
Wave
V-Create Inferno Overdrive 220 None
Venom
Drench Acid Downpour --- Boosts the user's Defense by one stage

Venoshock Acid Downpour 120 None


Vice Grip Breakneck Blitz100 None
Vine Whip Bloom Doom 100 None
Vital Throw All-Out Pummeling
140 None
Volt Switch Gigavolt Havoc 140 None
Volt Tackle Gigavolt Havoc 190 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "W"
Corresponding Z Base
Base Move Other Effects
Move Power
Wake-Up
All-Out Pummeling 140 None
Slap
Water Gun Hydro Vortex 100 None
Water Pledge Hydro Vortex 160 None
Water Pulse Hydro Vortex 120 None
Water
Hydro Vortex 100 None
Shuriken
Water Sport Hydro Vortex --- Boosts the user's Sp. Def. by one stage
Water Spout Hydro Vortex 200 None
Waterfall Hydro Vortex 160 None
Weather Ball Breakneck Blitz 160 None
Whirlpool Hydro Vortex 100 None
Whirlwind Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Wide Guard Continental Crush --- Boosts the user's Defense by one stage
Wild Charge Gigavolt Havoc 175 None
Will-O-Wisp Inferno Overdrive --- Boosts the user's Attack by one stage
Supersonic
Wing Attack 100 None
Skystrike
Wish Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Withdraw Hydro Vortex --- Boosts the user's Defense by one stage
Wonder
Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Room
Wood
Bloom Doom 190 None
Hammer
Work Up Breakneck Blitz --- Boosts the user's Attack by one stage
Worry Seed Bloom Doom --- Boosts the user's Speed by one stage
Wrap Breakneck Blitz 100 None
Wring Out Breakneck Blitz 190 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "X"
Corresponding Z Base
Base Move Other Effects
Move Power
X-Scissor Savage Spin-Out 160 None
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "Y"
Corresponding Z Base
Base Move Other Effects
Move Power
Yawn Breakneck Blitz --- Boosts the user's Speed by one stage
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "Z"
Corresponding Z Base
Base Move Other Effects
Move Power
Zap Cannon Gigavolt Havoc 190 None
Zen Headbutt Shattered Psyche 160 None
Zing Zap Gigavolt Havoc 160 None

Credits
In no particular order...

Jet_the_Hawk79:
Thanks for being so patient and supportive of me throughout the entire process of hacking this stuff together. <3

GameFAQs, Neoseeker, and Supercheats:


For being the most amazing FAQ-hosting sites I know.

CJayC, SBAllen, Devin Morgan, and Krystal109:


General sucking up to the GameFAQs admins. =P

SciresM, Kaphotics, Bond697, Slashmolder, Alpha, KazoWAR, TiniVi, Marty, OmegaDonut (of ProjectPokmon):
Their datamining of the demo helped simplify a lot of things for me prior to the game's release.

Commodore (of GameFAQs):


For noting a discrepancy in the Hau'oli City Trainer list formatting and for some stuff on the Route 2 Stardust.

Golisopod (of GameFAQs):


For his leaks from his review copy of the game.

Thard_Verad (of GameFAQs):


A note on the increased usability of the Heal Ball thanks to the ability to swap a caught Pokmon with one in your
party.

Bulbapedia & Bulbanews:


A useful source for leaked info.

Microsoft & Microsoft Excel:


A lot of automation in the organization, formatting, and calculation of certain data.

Serebii:
A generally useful source for leaked info.

You, the reader:


For hopefully enjoying this FAQ.

Version History
v0.15:
Completed the first of the seven trials.
Time: 5:38 PM 11/19/2016.

v0.20:
Completed the first grand trial, and am most of the way through the second of the captains' trials.
Time: 1:33 AM 11/21/2016.

v0.50:
Completed the second grand trial. Also revamped some of the Pokmon encounter tables.
Time: 7:06 PM 11/25/2016.

v0.65:
Completed the fifth Captain's trial.
Time: 3:35 AM 11/28/2016.

Legalities & Contact


This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public
display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

2016 Daniel Chaviers (a.k.a. KeyBlade999).

2016 Taylor Ellis (a.k.a. yoshi_chao).

If you would wish to contact us concerning this FAQ, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message)
KeyBlade999 on the GameFAQs message boards and he will try to handle your request.

Allowed sites for this FAQ Forever-Banned Sites


GameFAQs (www.gamefaqs.com) CheatCC (www.cheatcc.com)
Neoseeker (www.neoseeker.com) Cheat Database (www.cheat-database.com)
SuperCheats (www.supercheats.com) Cheat Index (www.cheatindex.com)
Cheat Search (www.cheatsearch.com)
Cheatstop (www.panstudio.com/cheatstop)
Game Express (www.gameexpress.com)
Mega Games
Cheats Guru (www.cheatsguru.com)
This is the end of KeyBlade999's & yoshi_chao's Pokmon Sun & Pokmon Moon FAQ/Walkthrough.

Hosted by GameFAQs Return to Pokemon Sun (3DS) FAQs & Guides

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