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Pokémon Black and White - Various Notes

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Personality ID

Each Pokémon comes with an unsigned 32-bit integer ID, generated at random, which determines significant information about the uniqueness of the Pokémon. (This ID is sometimes called "Personality Value" or "Personality ID". It is not to be confused with a Pokémon's Trainer ID.)

Ability

A Pokémon's initial Ability is determined by whether the personality ID divided by 65536, rounded down (here called the "high ID") is odd or even. If it's even, it has the first Ability, and if odd, the second Ability.

Some Pokémon, such as Pokémon befriended in the Pokémon Dream World, can have different Abilities known as "Hidden Abilities" or, as many people call them, "Dream World Abilities." Such Pokémon have a special flag set for them, which is not based on the personality ID. (This is necessary because some Pokémon, such as Starly, have the same Hidden Ability as their usual Ability.) Most Pokémon species can each have one possible Hidden Ability. If a Pokémon with the Hidden Ability flag evolves, it receives the Hidden Ability for its new species.

If a Pokémon is transferred or traded from one game to another, it keeps its Ability, even if its high ID and Hidden Ability flag indicate that it would have a different Ability in the game it's traded to. If a Pokémon evolves in a generation 5 game, it receives the Ability conforming to its personality ID and Hidden Ability flag.

Gender

The remainder of a Pokémon's personality ID divided by 256 contains that Pokémon's gender value. Each Pokémon species has one of the following seven gender rates.
  • 12.5% female - If gender value is 0 through 30, the Pokémon is female; otherwise, male.
  • 25% female - If gender value is 0 through 63, the Pokémon is female; otherwise, male.
  • 50% female - If gender value is 0 through 126, the Pokémon is female; otherwise, male.
  • 75% female - If gender value is 0 through 190, the Pokémon is female; otherwise, male.
  • Always male - Always male regardless of gender value.
  • Always female - Always female regardless of gender value.
  • Gender-unknown - Unknown gender, regardless of gender value.

Unown form

To find the Unown form, the game does the following:
  1. Set Y to the personality ID.
  2. Set A to the remainder of Y divided by 4.
  3. Divide Y by 256 and round down.
  4. Set B to the remainder of Y divided by 4, then multiply B by 4.
  5. Divide Y by 256 and round down.
  6. Set C to the remainder of Y divided by 4, then multiply C by 16.
  7. Divide Y by 256 and round down.
  8. Set D to the remainder of Y divided by 4, then multiply D by 64.
  9. Set X to A plus B plus C plus D.
  10. Set X to the remainder of X divided by 28.
The result, X, contains the Unown form (where A through Z are 0-25, "!" is 26, and "?" is 27).

Wurmple

For a given Wurmple, if the remainder of the personality ID's high 16 bits divided by 10 is less than 5, it will evolve into Silcoon; else Cascoon.

Trainer ID

The Trainer ID is 32 bits long. The player as well as each Pokémon can have a 32-bit Trainer ID. A Pokémon's 32-bit Trainer ID is set to the player's as the Pokémon is created, if it's owned by that player. A player's 32-bit Trainer ID is set when a new game is started. However, the game only displays the lower 16 bits of a Trainer ID (here called called "public ID").

Many other Web sites use the term "ID number" or "Trainer ID" to mean the portion of the number visible on the Trainer Card, even though the Trainer ID, as used on this site, is 32 bits long. The "ID number" term used by those sites is 16 bits long and takes the lower 16 bits of the 32-bit ID number. These sites also use another term, "secret ID", which is the portion not shown of the ID and consists of the high 16 bits of the 32-bit ID number.

Each Pokémon also comes with an Original Trainer name ("OT name") and OT gender. The OT gender is used primarily to color the OT name's text blue (male) or red (female). These two values, like the Trainer ID, are set to those of the player as a Pokémon owned by that player is created.

To rename a Pokémon using the Name Rater, its 32-bit Trainer Name, OT name, and OT gender must match those of the player, and the Pokémon must have been generated in the same version of Pokémon (for instance, Black, Black 2, White, or White 2) as the game's version. (The Name Rater is found in Castelia City; go to the northern end of the city and visit the building on the left.)

If a Pokémon's 32-bit Trainer ID, OT name, or both (but not necessarily OT gender) are different from those of the player, it can disobey unless the player has the appropriate badges, and it will gain extra Exp. Points (see below).

Generation 5 games say that a Pokémon was "apparently" met, "apparently" hatched from an egg, or "apparently" had a fateful encounter (as the case may be) if its 32-bit Trainer ID, OT name, OT gender, any two, or all three are different from those of the player. This doesn't apply if the Pokémon "arrived" from a different region not in the game.

Shiny Pokémon

There is a 1/8192 chance that a Pokémon generated by the game will be Shiny. Shiny Pokémon will have a different color from normal Pokémon.

To determine whether a Pokémon is Shiny, the game splits the personality ID and 32-bit Trainer ID each into two 16-bit halves, resulting in four numbers, A, B, C, and D. Then the game calculates "A xor B xor C xor D", resulting in another number, E. ("Xor" is an "exclusive or" operation; see "Size Calculation" below.) If E is less than 8, the Pokémon is Shiny.

Stats, Individual Values, and Base Stats

Kinds of Stats

There are six different kinds of stats:

HP (Hit Points)

A Pokémon with high HP is expected to last longer during battle. When a Pokémon's HP reaches 0, the Pokémon faints and can't fight until it is revived.

Attack

The Attack stat affects the damage inflicted by physical attacks. If Attack is greater than the target's Defense, the physical attack's power is boosted. An attack is generally physical if either it involves physical contact with the target (such as tackles, punches, or kicks) or the attack's execution follows a law of physics (such as throwing objects and triggering a waterfall).

Defense

The Defense stat affects the damage received from physical attacks. If Defense is greater than the attacker's Attack, the physical attack's power is reduced.

Special Attack

The Special Attack stat affects the damage inflicted by special attacks. If Special Attack is greater than the target's Special Defense, the special attack's power is boosted. An attack is generally special if it either involves elemental magic such as fire, water, wind, and electricity, or if the attack's execution doesn't necessarily follow a law of physics, such as psychic power and powerful beams.

Special Defense

The Special Defense stat affects the damage received from special attacks. If Special Defense is greater than the attacker's Special Attack, the special attack's power is reduced.

Speed

The Speed stat determines which Pokémon will strike first. In battle, in general, the Pokémon with the highest Speed attacks first in a particular turn.

Stat Formulas

The game uses these formulas to find a Pokémon's stats. In these formulas, each multiplication and division is rounded down.

HP = ((A*2+B+(C/4))*D/100)+D+10
Other Stats = (((A*2+B+(C/4))*D/100)+5)*E

where:

  • A = Pokémon's Race Value
  • B = Pokémon's Individual Value
  • C = Pokémon's Base Stat (Effort Value)
  • D = Pokémon's Level
  • E = 1.1 if the Pokémon's nature raises the stat; otherwise, 0.9 if the nature lowers the stat; otherwise, 1.

As an exception, Shedinja's maximum HP is always 1 (its Base HP is 1).

A Pokémon's stats are calculated upon creation. A Pokémon's stats are recalculated whenever it earns or loses Base stats or gains a level. Its stats are also recalculated when it changes to a form with different race values within the same game (this includes if Deoxys changes to the same form). A Pokémon's stats are not recalculated when it's traded.

Race Values

Race values are values that specify the stat potential of all Pokémon of the same Pokémon species and distinguish that species's stat potential from those of other species. There are six race values for Attack, Defense, HP, Special Attack, Special Defense, and Speed. Each race value ranges from 0 through 255. Race values are what most people call base stats.

View race values for all Pokémon.

Individual Values

Individual Values, or IVs, range from 0 through 31. These values can differ between two Pokémon of the same species and define a particular Pokémon's stat potential rather than the stat potential of its species. There are six Individual Values for Attack, Defense, Special Attack, Special Defense, Speed, and HP. A Pokémon begins with randomly determined Individual Values. The official guides use the term "inherent strength" to refer to these values.*

For a level 100 Pokémon, each Individual Value contributes that many stat points to the corresponding stat.

* See Pokémon Black and Pokémon White Versions, The Official Unova Pokédex and Guide: Volume 2, pp. 233-234.

Base Stats (Effort Values)

Base Stats, commonly known as Effort Values, indicate the amount of training that a Pokémon has made. Here are the basics on base stats.

  • How base stats are raised - Whenever a Pokémon earns Exp. Points in battle, usually by defeating foe Pokémon, it earns a number of base stat points depending on the species of the Pokémon defeated. After the Pokémon earns base stat points, all its stats are recalculated. Even a Pokémon at level 100 will earn base stat points in battle if it would have earned Exp. Points at a level less than 100. A Pokémon's base stats are not raised while it's deposited in the Day-Care or when a Rare Candy is used on it.
  • Limits - Each base stat ranges from 0 to 255. A Pokémon starts with base stats of 0 for all stats, and its base stat total can't exceed 510. (The six stats are HP, Attack, Defense, Special Attack, Special Defense, and Speed. Base stat points are also earned in that order.) A Pokémon with 510 base stat points has "put in a great effort" according to the girl in Opelucid City, north of the Pokémon Center.
  • The "box trick" - When a Pokémon is placed in a PC storage box, the game stores, among other things, its Exp. Points (to calculate its level), its individual values, and its base stats. When the Pokémon is removed from the storage system, its stats are recalculated based on its base stats, without actually gaining a level. This effect is sometimes called the "box trick."
  • Base stats and stats - For a level 100 Pokémon, every 4 base stat points correspond to 1 stat point. Because of this, only 508 base stat points overall and 252 base stat points in a certain stat (for a stat increase of 63) are required to raise a Pokémon's stats as much as possible.

Some kinds of items can affect Base stats:

  • Nutritious drinks - There are six nutritious drinks, also known as "vitamins", that increase the base stat of the corresponding stat by 10, but not to more than 100. Each nutritious drink only takes effect if the base stat for that stat is less than 100. After a nutritious drink is used and takes effect, all the Pokémon's stats are recalculated.
    • HP - HP Up (won't have any effect on a Shedinja, however)
    • Attack - Protein
    • Defense - Iron
    • Special Attack - Calcium
    • Special Defense - Zinc
    • Speed - Carbos
  • Wings - Using a wing on a Pokémon raises the base stat of the corresponding stat by 1, but not to more than 255. After a wing is used and takes effect, all the Pokémon's stats are recalculated.
    • HP - Health Wing (won't have any effect on a Shedinja, however)
    • Attack - Muscle Wing
    • Defense - Resist Wing
    • Special Attack - Genius Wing
    • Special Defense - Clever Wing
    • Speed - Swift Wing
  • Stat-reducing Berries - Certain kinds of Berries decrease the base stat of the corresponding stat by 10. (They can't lower the base stat by more than 10, unlike earlier versions.) If such a Berry reduces the base stat this way, all the Pokémon's stats are recalculated.
    • HP - Pomeg Berry (Won't have any effect at all on a Shedinja, not even friendship gain)
    • Attack - Kelpsy Berry
    • Defense - Qualot Berry
    • Special Attack - Hondew Berry
    • Special Defense - Grepa Berry
    • Speed - Tamato Berry
  • "Power items" - Certain items commonly known as "Power items" will add 4 base stat points of the appropriate stat to Pokémon that hold them whenever they earn base stat points (of any kind) in battle. The additional base stat points are added before they're doubled by Pokérus (see below).
    • HP - Power Weight
    • Attack - Power Bracer
    • Defense - Power Belt
    • Special Attack - Power Lens
    • Special Defense - Power Band
    • Speed - Power Anklet
  • Macho Brace - The Macho Brace will double the base stat points that a Pokémon holding it will earn in battle.
  • Pokérus - Although Pokérus is not an item, it too will double the base stat points that a Pokémon infected with it will earn in battle, even after it's cured of Pokérus. This effect, however, doesn't apply if the Pokémon didn't participate in the battle against the opposing Pokémon, even if it's holding Exp. Share.

Nature

Each Pokémon can have one of 25 different natures, which is randomly chosen as it's generated. Most natures raise one stat by 10% and lower another stat by 10%. Shown here are the stats to increase and decrease. In generation 5, a Pokémon's nature is not based on its personality ID.

Value Nature Stat increase Stat decrease
0Hardy--------
1Lonely+Attack-Defense
2Brave+Attack-Speed
3Adamant+Attack-Special Attack
4Naughty+Attack-Special Defense
5Bold+Defense-Attack
6Docile--------
7Relaxed+Defense-Speed
8Impish+Defense-Special Attack
9Lax+Defense-Special Defense
10Timid+Speed-Attack
11Hasty+Speed-Defense
12Serious--------
13Jolly+Speed-Special Attack
14Naive+Speed-Special Defense
15Modest+Special Attack-Attack
16Mild+Special Attack-Defense
17Quiet+Special Attack-Speed
18Bashful--------
19Rash+Special Attack-Special Defense
20Calm+Special Defense-Attack
21Gentle+Special Defense-Defense
22Sassy+Special Defense-Speed
23Careful+Special Defense-Special Attack
24Quirky--------

A Pokémon with a Bashful, Docile, Hardy, Quirky nature do, or Seriousesn't experience any special increase or decrease in a particular stat.

Characteristic

The characteristic of a Pokémon is based on its Individual Values (IVs.) The highest IV is chosen for the message, as shown on this table.

Message Individual Value Last digit of IV
Loves to eat.HP0 or 5
Often dozes off.HP1 or 6
Often scatters things.HP2 or 7
Scatters things often.HP3 or 8
Likes to relax.HP4 or 9
Proud of its power.Attack0 or 5
Likes to thrash about.Attack1 or 6
A little quick tempered.Attack2 or 7
Likes to fight.Attack3 or 8
Quick tempered.Attack4 or 9
Sturdy body.Defense0 or 5
Capable of taking hits.Defense1 or 6
Highly persistent.Defense2 or 7
Good endurance.Defense3 or 8
Good perseverance.Defense4 or 9
Highly curious.Special Attack0 or 5
Mischievous.Special Attack1 or 6
Thoroughly cunning.Special Attack2 or 7
Often lost in thought.Special Attack3 or 8
Very finicky.Special Attack4 or 9
Strong willed.Special Defense0 or 5
Somewhat vain.Special Defense1 or 6
Strongly defiant.Special Defense2 or 7
Hates to lose.Special Defense3 or 8
Somewhat stubborn.Special Defense4 or 9
Likes to run.Speed0 or 5
Alert to sounds.Speed1 or 6
Impetuous and silly.Speed2 or 7
Somewhat of a clown.Speed3 or 8
Quick to run.Speed4 or 9

If more than one Individual Value is the highest, the game chooses the first Individual Value among them in a particular order. This order depends on the remainder of the Pokémon's personality ID divided by 6, as shown below:

  • 0 - HP, Attack, Defense, Speed, Special Attack, Special Defense
  • 1 - Attack, Defense, Speed, Special Attack, Special Defense, HP
  • 2 - Defense, Speed, Special Attack, Special Defense, HP, Attack
  • 3 - Speed, Special Attack, Special Defense, HP, Attack, Defense
  • 4 - Special Attack, Special Defense, HP, Attack, Defense, Speed
  • 5 - Special Defense, HP, Attack, Defense, Speed, Special Attack

The Judge

The blue-haired man in the Battle Subway (in the Gear Station in Nimbasa City) will "judge" Pokémon based on their Individual Values, as shown here:

Sum of all Individual Values

  • 0-90: This Pokémon's potential is decent all around.
  • 91-120: This Pokémon's potential is above average overall.
  • 121-150: This Pokémon has relatively superior potential overall.
  • 151-186: This Pokémon has outstanding potential overall.

Highest Individual Value

"Incidentally, I would say the best potential lies in its [stat] stat."

  • 0-15: It's rather decent in that regard. That's how I judged it.
  • 16-25: It's very good in that regard. That's how I judged it.
  • 26-30: It's fantastic in that regard. That's how I judged it.
  • 31: It can't be better in that regard. That's how I judged it.

If more than one Individual Value is the highest, all those stats are mentioned (in order of HP, Attack, Defense, Special Attack, Special Defense, and Speed).

The Judge will appear after the main story is finished.

Exp. Points

In most battles, whenever a Pokémon on the opposite side of the player faints in a battle, each Pokémon that participated in the battle against it gains Exp. Points (or experience points). The number of Exp. Points a Pokémon gains this way is based on a formula.

Because of the formula, a Pokémon will gain more Exp. Points if its level is less than the opposing Pokémon's, or if the opposing Pokémon's base experience is high. In general, the formula also distributes Exp. Points evenly among all the participants in the battle.

The formula is shown below. Each multiplication and division given is rounded only when noted.

Exp. Points = floor(floor(sqrt(X)*(X*X))*Z/floor(sqrt(Y)*(Y*Y)))+1

where:

  • X = opposing Pokémon's level + opposing Pokémon's level + 10
  • Y = opposing Pokémon's level + participant's level + 10
  • Z = (opposing Pokémon's base experience * opposing Pokémon's level / 5), rounded down. If this is a Trainer battle, Z is multiplied by 1.5 and rounded down. Then, if at least one Pokémon controlled by the player is holding Exp. Share, Z is halved and rounded up. Then, the value of Z for each Pokémon controlled by the player equals (Z / (number of participants)), rounded down, if the Pokémon is a participant, plus (Z / (number of holders of Exp. Share controlled by player)), rounded down, if the Pokémon is holding Exp. Share.
  • "sqrt(N)" means "the square root of N". The result of the square root function is not rounded and is precise to the nearest 1/4096.

If a Pokémon's 32-bit Trainer ID, OT name, or both are different from the player's, the number of Exp. Points it earns is multiplied by 1.5, or if it also comes from a different language version from the player's, by 6963/4096 (about 1.7), and rounded half-down. If the Pokémon is holding Lucky Egg, the number of Exp. Points it earns is multiplied by 1.5 and rounded half-down. If the player received the "Exp. Point Power" from another player, and that power is in effect, the number of Exp. Points the Pokémon earns is multiplied by the following ratios and rounded down:

Power ↓: 50/100; Power ↓↓: 66/100; Power ↓↓↓: 80/100; Power ↑: 120/100; Power ↑↑: 150/100; Power ↑↑↑, Power S, Power MAX: 200/100.

The base experience for the opposing Pokémon's real species is used, regardless of Transform and Imposter.

A "participant" means an unfainted Pokémon (other than an egg) that is controlled by the player and that had seen the opposing Pokémon since the battle started. (In Rotation Battles, participants include Pokémon that are rotated out.) A participant need not have used an attack against the Pokémon, but must merely have seen it. If a Pokémon faints at the same time as the opposing Pokémon, it doesn't count as a participant. (In battles in which Exp. Points can be gained, if both sides have no Pokémon at the same time, it is considered a loss for the player.)

When a Pokémon gains a level, its current HP is its new HP minus the HP lost before the level gain. A Pokémon gains levels one at a time, in case it earns so many Exp. Points at once that it gains more than one level.

While a Pokémon is in the Day-Care, it will earn 1 Exp. Point for each step the player walks and will learn new moves as it gains levels; such moves, if the list is full, will overwrite older moves, starting from the top of the list. (Even HM moves will be overwritten this way.)

Growth Rates

Each Pokémon species belongs in one of six growth rates. Each growth rate determines the number of Exp. Points required to level up, from level 1 through 100.

The Exp. Points table shows the number of Exp. Points for each growth rate and level.

The Growth Rates list shows which Pokémon species belong in which growth rates.

Here are the six growth rates:

  • Erratic - Max: 600,000 Exp. Points
    • Formula for levels 1-50: Level*Level*Level*(100-Level)/50
    • Formula for levels 51-68: Level*Level*Level*(150-Level)/100
    • Formula for levels 69-97: Level*Level*Level*(N+(10*(Level-68)/3)-(Level*10))/1000 where N is 1501 if Level is divisible by 3, and 1500 otherwise
    • Formula for levels 98-100: Level*Level*Level*(160-Level)/100
  • Fast - Max: 800,000 Exp. Points
    • Formula: (Level*Level*Level*4/5)
  • Medium - Max: 1,000,000 Exp. Points
    • Formula: (Level*Level*Level)
  • Parabolic - Max: 1,059,860 Exp. Points
    • Formula: (Level*Level*Level*6/5)-15*Level*Level+100*Level-140
  • Slow - Max: 1,250,000 Exp. Points
    • Formula: (Level*Level*Level*5/4)
  • Fluctuating - Max: 1,640,000 Exp. Points
    • Formula for levels 1-15: Level*Level*Level*(24+((Level+1)/3))/50
    • Formula for levels 16-35: Level*Level*Level*(14+Level)/50
    • Formula for levels 36-100: Level*Level*Level*(31+Level/2)/50

A Pokémon at level 1 starts with 0 Exp. Points, despite the formulas given above.

Markings

Each Pokémon includes a set of markings, which can be either on or off. Markings can be set in the Pokémon Storage System and will appear in the Storage System and in a Pokémon's Summary screen, among other places. Markings have no effect on game play. A Pokémon starts with all markings off. Generation 5 includes the markings circle, square, triangle, heart, star, and diamond.

Pokérus

Pokérus is a virus that infects Pokémon. There is a 3/65536 chance that a Pokémon will become infected with Pokérus at the end of a battle in which Exp. Points can be gained. (Even eggs can be infected this way.) A Pokémon infected with or cured of Pokérus will earn twice as much Base Stats (Base stats) as normal in battle (see the "Base Stats" section).

Whenever a battle ends, for each party Pokémon infected with Pokérus, there is a 1/3 chance that both the Pokémon before and after that Pokémon are also infected with Pokérus if not already infected. (Even eggs can be infected this way. The game checks whether this condition will apply for each Pokémon already infected before infecting others if necessary.) Walking with an infected Pokémon in the party or placing an infected Pokémon in a PC storage box won't infect other Pokémon.

A Pokémon with Pokérus will remain infected from 1 to 4 days. After that time, at midnight, the Pokémon, if it's in the party, is cured of Pokérus. Once a Pokémon is cured of Pokérus, it will never get it again (in the summary screen of such a Pokémon, a smiley face will appear). However, a Pokémon kept in a PC storage box will remain infected; such a Pokémon's infection won't progress as days pass.

Friendship

Friendship is a measure of a particular Pokémon's attachment to the player. When a Pokémon is created or traded from another player, it starts with its base friendship (normally 70 but depends on the species). A Pokémon hatched from an egg starts with a friendship of 120 instead. Friendship ranges from 0 through 255.

Friendship can be approximated by talking to the woman (near the Munna) in the Pokémon Fan Club in Icirrus City:

  • 0: "By any chance, you... Are you a very strict person? I feel that it really doesn't like you..."
  • 1-49: "Hmmm... It may not like you very much."
  • 50-99: "The relationship is neither good nor bad... It looks neutral."
  • 100-149: "It is a little friendly to you... That's what I'm getting."
  • 150-199: "It is friendly to you. It must be happy with you."
  • 200-254: "It is quite friendly to you! You must be a kind person!"
  • 255: "It is super friendly to you! I'm a bit jealous!"

Or by talking to the woman in the house east of the Nacrene City Pokémon Center:

  • 0-69: "Hmmm... It may still take some time."
  • 70-119: "It's a little bit friendly to you... Something like that."
  • 120-255: "It's very friendly toward you! It must be happy with you."

Although he may use similar words, the Fan Club Chairman actually compares the difference between the Pokémon's current level and the level it was met at, not the friendship of the Pokémon.

Blast Burn, Draco Meteor, Fire Pledge, Frenzy Plant, Grass Pledge, Hydro Cannon, and Water Pledge can be taught by a Move Tutor only if the Pokémon has a friendship of 255.

Language Versions

Each Pokémon as well as the player has a value called "language version." A Pokémon comes from a particular language version if it was generated in a game whose text is in that language, regardless of what country the game was sold in. For example, in an English language game, every Pokémon generated in that game will come from an English "language version". The player's language version is set to the game's language when a new game begins. In generation 5, there are seven possible language versions: English, French, German, Italian, Japanese, Korean, and Spanish.

Pok Transfer requires a generation 4 game with the same language as the generation 5 game.

In Japanese and Korean language games, the player can input up to five characters for both Pokémon nicknames and Trainer names (including OT names). In other language games, the player can input up to ten characters for Pokémon nicknames and up to seven characters for Trainer names (including OT names).

A Pokémon's language version is never displayed directly, but here are some hints for determining language version.

  • Some Pokémon have different names in French and German. For example, an Audino named "Ohrdoch" or a Whimsicott named "Elfun" is likely to come from a German language version. (However, Spanish and Italian language games use the English names for Pokémon.)
  • The presence of hangul makes it extremely likely that a Pokémon comes from a Korean language version.
  • The presence of hiragana and katakana makes it extremely likely that a Pokémon comes from a Japanese language version.
  • A traded Pokémon from a different language version will earn slightly more Exp. Points than a traded Pokémon from the same language version (see "Experience", above).

Evolution

Some Pokémon can evolve:

  1. At the end of any battle (except battles the player lost) in which the Pokémon levels up or after a Rare Candy is used on it and takes effect;
  2. When a certain item is used on it; or
  3. When the Pokémon is traded to another game.

Those are the three basic ways that Pokémon can evolve. Here is a more detailed list.

  • Case 1 (The Pokémon levels up). The evolution can be canceled by pressing B while the Pokémon evolves.
    • The Pokémon is at or above a certain level (most Pokémon)
      • And the Pokémon is male (example: Mothim), or female (example: Wormadam).
      • And Attack is greater than Defense (Hitmonlee), or Attack is less than Defense (Hitmonchan), or Attack is equal to Defense (Hitmontop).
    • The Pokémon's friendship is 220 or more (example: Chansey)
      • And it's day (example: Espeon, Roselia), or night (example: Umbreon). Day is from {4:00 a.m. through 7:59 p.m.}, and night is from {8:00 p.m. through 3:59 a.m}.
    • A certain Pokémon is in the player's party (Mantine). If a Pokémon evolves this way, the Pokémon that must be present is not removed from the party.
    • The Pokémon is at a certain place (example: Nosepass)
    • The Pokémon has a certain move (example: Mr. Mime).
    • The Pokémon is holding a certain item and it's day (Happiny)
    • The Pokémon is holding a certain item and it's night (example: Gligar)
    • The Pokémon's Beauty is at or higher than a certain amount (Feebas)
  • Case 2 (The Pokémon is traded). The evolution can't be canceled.
    • The Pokémon is traded to another game (example: Machoke).
    • The Pokémon is traded with a specific kind of Pokémon to another game (example: Shelmet and Karrablast will evolve when both are traded together).
    • The Pokémon is traded to another game while holding a certain item (example: Scizor). If the Pokémon evolves this way, that item is removed from it.
  • Case 3 (A certain item is used on the Pokémon). The evolution can't be canceled.
    • A certain item is used on the Pokémon (example: Pikachu).
    • A certain item is used on the Pokémon and it's male (Gallade).
    • A certain item is used on the Pokémon and it's female (Froslass).

Special notes:

  • Shedinja: Shedinja will appear in the player's party when Nincada evolves into Ninjask, if the player has an item named "Poké Ball" in the Bag and has a free space in the party. The Shedinja will essentially be a clone of the evolved Ninjask, except that it's a Shedinja named "Shedinja" rather than a Ninjask, has no ribbons, items, markings, or status problems, and appears in a Poké Ball. Therefore, among other things, Shedinja has the same Individual Values, Base Stats, Exp. Points, personality ID, moves, 32-bit Trainer ID, OT name, and so on of the evolved Ninjask, but its stats are calculated according to Shedinja's race values. Furthermore, the Poké Ball is used up. (Shedinja is created before Ninjask tries to learn any moves it would have upon evolution.)
  • Silcoon/Cascoon: {For a given Wurmple, if the remainder of the personality ID's high 16 bits divided by 10 is less than 5, it will evolve into Silcoon; otherwise, it will evolve into Cascoon.}
  • Day-Care: A Pokémon placed in the Day-Care won't evolve, even if it gains enough Exp. Points for its level to go up.
  • Everstone: In general, a Pokémon holding Everstone won't evolve. If it evolves using an item, though, it will still evolve even if it holds Everstone.
  • Double Evolution: A Pokémon gets only one opportunity to evolve when it levels up, even if it meets one or more conditions to evolve. For example, if a Sewaddle with a high friendship reaches level 20, it evolves into Swadloon, but not into Leavanny afterward. It must wait until the next time it levels up to evolve into Leavanny.
  • Name Change: If a Pokémon without a nickname evolves, then the Pokémon's nickname changes to the name of the new species in the language of the game where the Pokémon evolves. No other case can make a Pokémon's name change upon evolution. A Pokémon's species name in previous versions is in all capital letters (for example, PIKACHU, FARFETCH'D, MR. MIME, PORYGON-Z, FEUFOREVE); however, in generation 5, its species name has only the first letter of each word capitalized (for example, Pikachu, Farfetch'd, Mr. Mime, Porygon-Z, Feuforêve). A Pokémon who was given a nickname of its species name in a game in a certain language is considered to have no nickname.

Breeding

These are notes related to discovering Pokémon Eggs, commonly known as "breeding", in generation 5.

Egg Waiting Time

The waiting time depends on the species and 32-bit Trainer ID of the Pokémon (the OT names and OT genders of each Pokémon are not considered). The species and ID will set a value, called X, as follows:

  • Same species, different ID: X=70% ("The two seem to get along very well!")
  • Same species, same ID: X=50% ("The two seem to get along.")
  • Different species, different ID: X=50% ("The two seem to get along.")
  • Different species, same ID: X=20% ("The two don't really seem to like each other much.")

However, if the Pokémon are incompatible, X will be 0% instead. This will happen if:

  • Both Pokémon are male or both are female.
  • Both Pokémon are Ditto.
  • One or both of the Pokémon are gender-unknown, unless either Pokémon is a Ditto.
  • The two Pokémon don't have an Egg group in common, unless either Pokémon is a Ditto.
  • One or both of the Pokémon are in the "undiscovered" Egg group, even if either Pokémon is a Ditto.

If the Pokémon are incompatible, the message shown is, "The two prefer to play with other Pokémon more than with each other."

If the Pokémon are compatible, then every 256 steps after the two Pokémon are placed in the Day-Care, an Egg will be ready at the percent chance given by X. The Pokémon hatched from the Egg, as well as its personality ID, will be calculated as soon as the Egg is received.

After an Egg is received, an "Egg counter" for that Egg is set to the "steps to hatch Egg" divided by 256. Every [255] steps after an Egg is taken or rejected from the Day-Care Man, the game reduces the "Egg counter" of each Egg in the player's party by 1, or if a Pokémon with Magma Armor or Flame Body is in the player's party, by 2. If an Egg's "Egg counter" reaches 0 or less, it hatches[, and the "Egg counters" of Eggs that follow it in order in the player's party are not reduced]. When an Egg hatches, its 32-bit Trainer ID, OT name, and OT gender change to those of the player, and the player will be allowed to nickname the newly hatched Pokémon.

The Trainer Memo gives an estimate of how long before a given Egg hatches:

  • Egg counter is 41 or greater: "'The Egg Watch' It looks like this Egg will take a long time to hatch."
  • Egg counter is 11-40: "'The Egg Watch' What will hatch from this? It doesn't seem close to hatching."
  • Egg counter is 6-10: "'The Egg Watch' It appears to move occasionally. It may be close to hatching."
  • Egg counter is 5 or less: "'The Egg Watch' Sounds can be heard coming from inside! It will hatch soon!"

Species

The species hatched from the Egg is usually that of the female, in the lowest evolutionary stage. The following exceptions apply:
  1. One of the Pokémon can be a Ditto, but not both. In that case, the Egg will be the species that isn't the Ditto, in the lowest evolutionary stage.
  2. If the Egg's species would be Nidoran female, instead it's either Nidoran male or Nidoran female.
  3. If the Egg's species would be Illumise, instead it's either Illumise or Volbeat.
  4. If neither Pokémon in the pair is holding a Lax Incense and the Egg's species would be Wynaut, the Egg's species is Wobbuffet instead.
  5. If neither Pokémon in the pair is holding a Sea Incense and the Egg's species would be Azurill, the Egg's species is Marill instead.
  6. If neither Pokémon in the pair is holding a Rose Incense and the Egg's species would be Budew, the Egg's species is Roselia instead.
  7. If neither Pokémon in the pair is holding a Pure Incense and the Egg's species would be Chingling, the Egg's species is Chimecho instead.
  8. If neither Pokémon in the pair is holding a Rock Incense and the Egg's species would be Bonsly, the Egg's species is Sudowoodo instead.
  9. If neither Pokémon in the pair is holding an Odd Incense and the Egg's species would be Mime Jr., the Egg's species is Mr. Mime instead.
  10. If neither Pokémon in the pair is holding a Luck Incense and the Egg's species would be Happiny, the Egg's species is Chansey instead.
  11. If neither Pokémon in the pair is holding a Wave Incense and the Egg's species would be Mantyke, the Egg's species is Mantine instead.
  12. If neither Pokémon in the pair is holding a Full Incense and the Egg's species would be Munchlax, the Egg's species is Snorlax instead.
  13. If the Egg's species would be Manaphy, the Egg's species is Phione instead.

If the Egg's species is [Basculin,] Burmy or Shellos, the Egg inherits its alternate form from the female Pokémon in the pair, if one exists, or Ditto otherwise. (For Ditto, the Egg will be [Basculin Red-Striped Form,] Burmy Plant Cloak or west sea (pink) Shellos, respectively, since Ditto doesn't come in different forms.)

Moves

The Egg begins at level 1 (with 0 Exp. Points) and initially has all moves it would have at level 1. The Egg can inherit other moves from the Pokémon left in the Day-Care, in this order:

  1. The Egg will inherit all moves that the male Pokémon* knows and that are Egg moves for the Egg's species.
  2. The Egg will inherit all moves that the male Pokémon* knows and that can be taught to the Egg's species through a TM or HM.
  3. The Egg will inherit all moves that both Pokémon left in the Day-Care know and that the Egg's species could learn by leveling up.
  4. If either Pokémon in the pair is a Pikachu or Raichu and holds a Light Ball and the Egg is a Pichu, the Egg will learn Volt Tackle.

If the Egg would have more than four moves this way, moves from the top of the list are deleted and all duplicates except the last are removed until four moves remain.

*In these two cases, if one of the Pokémon in the pair is a Ditto, moves will be inherited by the Pokémon that isn't Ditto, but only if it's male or gender-unknown.

Personality ID

A Pokémon's personality ID, is generated when the Egg is received, as part of generating the Pokémon that will hatch from the Egg. If both Pokémon in the pair originate from different language versions and a Shiny Egg would not be created, the game tries four additional times to generate a new personality ID until a Shiny Egg would be created. This is known as the "Masuda method."

[As a Manaphy Egg hatches, if it would be a Shiny Pokémon, the game generates a new personality ID until it would not be a Shiny Pokémon. This occurs before its Trainer ID changes to the Trainer ID of the player who caused the Egg to hatch.]

Ability

Normally, the Ability is randomly generated, indirectly through generation of a personality ID. However, if neither Pokémon in the pair is a Ditto and the female has the Hidden Ability flag, there is a [40%] chance that the Egg will have the Hidden Ability flag.

Individual Values

The Egg receives random individual values (IVs), then it inherits a random IV for a random stat and from a random Pokémon in the pair. If either or both Pokémon in the pair each hold a Power Weight, Power Bracer, Power Belt, Power Lens, Power Band, or Power Anklet, the game chooses one of those Pokémon at random, and the Egg inherits the IV for HP, Attack, Defense, Special Attack, Special Defense, or Speed, respectively, from that Pokémon instead. Then the Egg inherits a random IV from a random Pokémon in the pair, but the stat can't be the same as that of the first IV inherited. Then the Egg inherits another random IV from a random Pokémon in the pair, but the stat can't be the same as that of the first or second IV inherited.

Nature

A random nature is chosen for the Egg. However, there is a (32767/65536) chance that the Egg will gain the nature of one of the holders of Everstone.

Seasons

The seasons in the Black and White versions do not correspond to their real-world counterparts. Instead, they depend on the current month as follows:

  • Spring - January, May, September
  • Summer - February, June, October
  • Autumn - March, July, November
  • Winter - April, August, December

The season change is not automatic; it happens only if the player moves from one map to an outdoor map.

Fishing

Each area has a specific fishing success rate for each rod, for example, 50%. Once the player has the rod ready, the game waits about 3 and a half seconds. Then, at the chance given by the success rate, an exclamation point appears over the player. As soon as that happens, the player must press the A button within the next second to land the Pokémon, or the Pokémon will get away. The fishing attempt will also fail if the player presses the A button too soon while fishing. If the first Pokémon in the party isn't an egg and has Sticky Hold or Suction Cups, the fishing success rate is doubled.

Repel

Repel, Super Repel, and Max Repel prevent wild encounters with Pokémon whose level is at or less than the level of the first Pokémon in the player's party that isn't an egg and hasn't fainted for 100, 200, and 250 steps, respectively, after use.

Trade and Transfer Notes

A Pokémon holding a Griseous Orb can be traded from one generation 5 game to another.

A Keldeo that knows the move Secret Sword can't be traded to a version earlier than Black Version 2 and White Version 2.

A Pokémon holding an item can't be transferred. A Pokémon with the moves Cut, Fly, Rock Climb, Rock Smash, Strength, Surf, or Waterfall can't be transferred

A transferred Pokémon is not considered to be "met" at any particular place. Its date met and level met is set to the level of the Pokémon when it was transferred and the date at which it was transferred.

Form Differences

A few Pokémon species have different forms with different charactistics in their race values, types, moves, and Abilities. (Only the different forms of Deoxys, Shaymin, Giratina, Meloetta, Tornadus, Thundurus, Landorus, and sometimes Rotom use the special term "Forme".)

Name HP Atk Def Sp.Atk Sp.Def Speed Type Abilities
Deoxys Normal Forme 501505015050150 Psychic Pressure
Deoxys Attack Forme 501802018020150 Psychic Pressure
Deoxys Defense Forme 50701607016090 Psychic Pressure
Deoxys Speed Forme 5095909590180 Psychic Pressure
Wormadam Plant Cloak 6059857910536 Bug/Grass Anticipation
Wormadam Sandy Cloak 6079105598536 Bug/Ground Anticipation
Wormadam Trash Cloak 606995699536 Bug/Steel Anticipation
Giratina Altered Forme 15010012010012090 Ghost/Dragon Pressure*
Giratina Origin Forme 15012010012010090 Ghost/Dragon Levitate**
Shaymin Land Forme 100100100100100100 Grass Natural Cure
Shaymin Sky Forme 1001037512075127 Grass/Flying Serene Grace
Rotom (normal) 505077957791 Electric/Ghost Levitate
Heat Rotom 506510710510786 Electric/Fire Levitate
Wash Rotom 506510710510786 Electric/Water Levitate
Frost Rotom 506510710510786 Electric/Ice Levitate
Fan Rotom 506510710510786 Electric/Flying Levitate
Mow Rotom 506510710510786 Electric/Grass Levitate
Darmanitan Standard Mode 10514055305595 Fire Sheer Force
Darmanitan Zen Mode 1053010514010555 Fire/Psychic Sheer Force
Meloetta Aria Forme 100777712812890 Normal/Psychic Serene Grace
Meloetta Pirouette Forme 100128907777128 Normal/Fighting Serene Grace
Basculin Red-Striped Form 709265805598 Water Reckless/Adaptability
Basculin Blue-Striped Form 709265805598 Water Rock Head/Adaptability

* Has Telepathy as a Hidden Ability.

** Has Levitate as a Hidden Ability.

Height and Weight

Only values that differ between forms of the same species are shown.

  • Giratina Altered Forme - 4.5 m, 750 kg
  • Giratina Origin Forme - 6.9 m, 650 kg
  • Shaymin Land Forme - 0.2 m, 2.1 kg
  • Shaymin Sky Forme - 0.4 m, 5.2 kg

Base Stats Given

Only values that differ between forms of the same species are shown.

  • Deoxys Normal Forme - 1 Attack, 1 Speed, 1 Special Attack
  • Deoxys Attack Forme - 2 Attack, 1 Special Attack
  • Deoxys Defense Forme - 2 Defense, 1 Special Defense
  • Deoxys Speed Forme - 3 Speed
  • Wormadam Plant Cloak - 2 Special Defense
  • Wormadam Sandy Cloak - 2 Defense
  • Wormadam Trash Cloak - 1 Defense, 1 Special Defense
  • Shaymin Land Forme - 3 HP
  • Shaymin Sky Forme - 3 Speed
  • Darmanitan Standard Mode - 2 Attack
  • Darmanitan Zen Mode - 2 Special Attack
  • Meloetta Aria Forme - 1 Speed, 1 Special Attack, 1 Special Defense
  • Meloetta Pirouette Forme - 1 Attack, 1 Defense, 1 Speed

The form a Pokémon had when it fainted is used for the purpose of determining base stats given.

Base Experience

Only values that differ between forms of the same species are shown.

  • Rotom (normal) - 154
  • Rotom (other) - 182
  • Darmanitan Standard Mode - 168
  • Darmanitan Zen Mode - 189

The form a Pokémon had when it fainted is used for the purpose of calculating Exp. Points.

Other Notes

Deerling and Sawsbuck change their form automatically according to the game's season. Thus their forms are called Autumn, Spring, Summer, and Winter. There is no difference among these forms in gameplay or in battle, except that each form will be added to the Pokédex once it's encountered.

The Red-Striped Form of Basculin can rarely hold a DeepSeaTooth in the wild, and the Blue-Striped Form can rarely hold a DeepSeaScale.

Rotom can take on one of several forms depending on the motor it has entered. When Rotom enters a motor, it learns a move depending on the motor it entered. If there is no room for the move and the player chooses not to delete another move, Rotom doesn't enter the motor. (However, the move can later be deleted without losing the new form.)

  • Microwave oven - Heat Rotom - Overheat
  • Electric fan - Fan Rotom - Air Slash
  • Refrigerator - Frost Rotom - Blizzard
  • Washing machine - Wash Rotom - Hydro Pump
  • Lawnmower - Mow Rotom - Leaf Storm

The motors that allow Rotom to change form can be found in a special room, which is located in the shopping mall on Route 9. Once in that room, inspect one of the cardboard boxes while a Rotom is in the party. A Rotom already in a special form can also enter a different motor or be brought back to its normal form this way.

Unlike in previous versions, Rotom will always retain its form in all cases, unless the player chooses to change the form as directed above. When Rotom reverts to its normal form, it forgets the move associated with its previous form, then if it has no moves, it learns ThunderShock. When Rotom enters a different motor, it forgets the move associated with its previous form, then learns the move associated with the new form.

Giratina is in its Origin Forme if it's holding Griseous Orb, and in its Altered Forme otherwise.

Keldeo is in its Resolute Form if it knows Secret Sword, and in its Ordinary Form otherwise.

Battle Modes

In Pokémon Black and White, the following battle modes are supported:

  • Single Battle - For two players, each with three to six Pokémon. Only one Pokémon can be in battle on the same side at a given time.
  • Double Battle - For two players, each with four to six Pokémon. Up to two Pokémon can be in battle on the same side at a given time.
  • Triple Battle - For two players, each with three to six Pokémon. Up to three Pokémon can be in battle on the same side at a given time.
  • Rotation Battle - For two players, each with four to six Pokémon. Up to three Pokémon can be in battle on the same side at a given time; however, only one of them can take an action each turn.
  • Multi Battle - For four players, each with up to three Pokémon. Up to two Pokémon can be in battle on the same side at a given time, with each one controlled by a different player.
  • Launcher Battle - For two players, each with six Pokémon. This battle is a Triple Battle, and the Wonder Launcher is used.

For many link battles, the player can choose between having no restrictions and using Flat Battle rules.

In a Flat Battle, each Pokémon higher than level 50 is reduced to level 50. The following Pokémon are not allowed under Flat Battle rules: Arceus, Celebi, Darkrai, Deoxys, Dialga, Genesect, Giratina, Groudon, Ho-Oh, Jirachi, Keldeo, Kyogre, Kyurem, Lugia, Manaphy, Meloetta, Mew, Mewtwo, Palkia, Phione, Rayquaza, Reshiram, Shaymin, Victini, and Zekrom. A Pokémon also can't hold Soul Dew, and eggs are not allowed. Finally, each Pokémon must be of a different species, and no more than one Pokémon can hold the same item.

In some battles, each player can see the other player's Pokémon team and change his or her team's Pokémon order accordingly before a battle begins. For each Pokémon, its icon, its level, its gender, and whether it's holding an item will be shown. This feature is sometimes known as "Team Preview." Battles with Team Preview use three Pokémon per player for the Multi Battle, Rotation, and Single modes, four Pokémon for the Double Battle mode, and six Pokémon for the Triple and Launcher Battle modes.

In Pokémon Black and White Versions, different communication methods support different battle modes, as shown here:

  • Infrared: Single, Double, Triple, Rotation, and Multi Battle. All Pokémon are adjusted to level 50 during the battle. The Wonder Launcher is always used. For the Single, Double, Rotation, and Triple Battle modes, up to six Pokémon per player can participate.
  • Union Room: Single, Double, Triple, Rotation, and Multi Battle. Either Flat Battle or no restrictions. Wonder Launcher on or off.
  • Wi-Fi Club: Single, Double, Triple, and Rotation Battle. Either Flat Battle or no restrictions. Team Preview. Wonder Launcher on or off.
  • Random Matchup: Single, Double, Rotation, Triple, and Launcher Battle. Flat Battle. Chatot is not allowed. Wonder Launcher is used only for Launcher Battles. Team Preview. Battles last 60 minutes, with command time 3 minutes (or 2 minutes for Single Battles), and 90 seconds to select Pokémon at the start of the battle.

In the Battle Subway and Battle Institute, the Flat Battle rules are used, the Wonder Launcher is not used, and all Pokémon are adjusted to level 50 during the battle.

Battle Institute

The number of points the player will earn after a Battle Test, which lasts five battles, is determined as follows:

  1. Add 5 points each time the player switched Pokémon using the Pokémon command.
  2. Subtract 10 points for each turn each battle lasted (including turns in which each battle ended).
  3. Add 1 point each time an attack by a Pokémon on the player's side was "super effective" against a Pokémon on the opposite side of the player ("opposing Pokémon").
  4. Add 4 points each time an attack by an opposing Pokémon fails against a Pokémon on the player's side because:
    1. its type is ineffective against that Pokémon's types;
    2. it's a damaging Ground-type attack and that Pokémon has Levitate; or
    3. it causes a status problem and that status problem can't be inflicted on that Pokémon because of that Pokémon's type (for example, if Will-O-Wisp tries to burn a Fire-type target).
  5. Subtract 10 points each time an attack by a Pokémon on the player's side fails against an opposing Pokémon for the reasons given in step 4.
  6. Add 2 points each time an attack by an opposing Pokémon was "not very effective" against a Pokémon on the player's side.
  7. Subtract 2 points each time an attack by a Pokémon on the player's side was "not very effective" against an opposing Pokémon.
  8. Subtract 80 points each time a Pokémon on the player's side faints.
  9. Add 80 points each time an opposing Pokémon faints.
  10. For each battle the player won, add 1000 points, then add 30 more points if an opposing Pokémon took its attack segment that battle, or 15 more points if no opposing Pokémon took its attack segment that battle. (A draw is not a win.)
  11. For each battle, subtract 100 points, then add points equal to the percentage of HP remaining in the player's party after the battle ended, that is, a value equal to 100 multiplied by the combined current HP of all Pokémon in the player's party at the end of that battle, then divided by the combined maximum HP of those Pokémon at that time, then rounded down.

If the score is less than 0, it becomes 0. If it's greater than 9999, it becomes 9999. The above score is converted to a rank as follows:

  • 0-999: Beginner Rank
  • 1000-1999: Novice Rank
  • 2000-2999: Normal Rank
  • 3000-3999: Super Rank
  • 4000-4999: Hyper Rank
  • 5000-5999: Elite Rank
  • 6000-9999: Master Rank

During a Battle Test, the player's party will be healed before and after each battle begins. For the purposes of scoring, each hit of a multi-hit attack is not counted separately.

Pass Powers

NameBlack Level NeededWhite Level NeededCost EffectMinutes
Encounter Power ↑ 392 1503
Encounter Power ↑↑ 8123 2003
Encounter Power ↑↑↑ 14194 3003
Encounter Power ↓ 502 663
Encounter Power ↓↓ 1003 503
Encounter Power ↓↓↓ 2604 333
Hatching Power ↑ 1303 1253
Hatching Power ↑↑ 2204 1503
Hatching Power ↑↑↑ 3005 2003
Befriending Power ↑ 702 13
Befriending Power ↑↑ 1903 23
Befriending Power ↑↑↑ 2504 33
Bargain Power ↑ 0133 903
Bargain Power ↑↑ 0224 753
Bargain Power ↑↑↑ 0305 503
HP Restoring Power ↑ 002 200
HP Restoring Power ↑↑ 203 500
HP Restoring Power ↑↑↑ 1604 2000
PP Restoring Power ↑ 072 50
PP Restoring Power ↑↑ 0193 100
PP Restoring Power ↑↑↑ 0254 9990
Exp. Point Power ↑ 002 1203
Exp. Point Power ↑↑ 023 1503
Exp. Point Power ↑↑↑ 0164 2003
Exp. Point Power ↓ 932 803
Exp. Point Power ↓↓ 1283 663
Exp. Point Power ↓↓↓ 19144 503
Prize Money Power ↑ 052 1503
Prize Money Power ↑↑ 0103 2003
Prize Money Power ↑↑↑ 0264 3003
Capture Power ↑ 554 1103
Capture Power ↑↑ 11115 1203
Capture Power ↑↑↑ 30306 1303
Hatching Power S SS20 20030
Bargain Power S SS20 5030
Befriending Power S SS20 330
Exp. Point Power S SS20 20030
Prize Money Power S SS20 30030
Capture Power S SS20 13030
Full Recovery Power MAXMAX9999 9990
Hatching Power MAX MAXMAX9999 20060
Bargain Power MAX MAXMAX9999 5060
Befriending Power MAX MAXMAX9999 360
Exp. Point Power MAX MAXMAX9999 20060
Prize Money Power MAX MAXMAX9999 30060
Capture Power MAX MAXMAX9999 13060
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