#531 - Audino
Base |
Defensive Capabilities for [iTypeChart] |
 |
None. |
 |
|
 |
|
 |
None. |
 |
None. |
| Base Stats [?] |
Nature [?] |
HP: 103
|
Atk.: 60
|
Def.: 86
|
Sp.Atk.: 60
|
Sp.Def.: 86
|
Spd: 50
|
| 31 IV / 252 EV |
+ |
|
240 |
298 |
240 |
298 |
218 |
| = |
410 |
219 |
271 |
219 |
271 |
199 |
| - |
|
197 |
243 |
197 |
243 |
179 |
| 0 IV / 252 EV |
+ |
|
206 |
264 |
206 |
264 |
184 |
| = |
379 |
188 |
240 |
188 |
240 |
168 |
| - |
|
169 |
216 |
169 |
216 |
151 |
| 31 IV / 0 EV |
+ |
|
171 |
228 |
171 |
228 |
149 |
| = |
347 |
156 |
208 |
156 |
208 |
136 |
| - |
|
140 |
187 |
140 |
187 |
122 |
| 0 IV / 0 EV |
+ |
|
137 |
194 |
137 |
194 |
115 |
| = |
316 |
125 |
177 |
125 |
177 |
105 |
| - |
|
112 |
159 |
112 |
159 |
94 |
|
|
Black2:
Abundant Shrine,
Castelia City,
Dragonspiral Tower,
Dreamyard,
Floccesy Ranch,
Giant Chasm,
Lostlorn Forest,
Nature Sanctuary,
P2 Laboratory,
Pinwheel Forest,
Reversal Mountain,
Route 1,
Route 11,
Route 12,
Route 13,
Route 14,
Route 15,
Route 16,
Route 18,
Route 2,
Route 20,
Route 22,
Route 23,
Route 3,
Route 5,
Route 6,
Route 7,
Route 9,
Victory Road (B2W2),
Village Bridge,
Virbank Complex.
White2:
Abundant Shrine,
Castelia City,
Dragonspiral Tower,
Dreamyard,
Floccesy Ranch,
Giant Chasm,
Lostlorn Forest,
Nature Sanctuary,
P2 Laboratory,
Pinwheel Forest,
Reversal Mountain,
Route 1,
Route 11,
Route 12,
Route 13,
Route 14,
Route 15,
Route 16,
Route 18,
Route 2,
Route 20,
Route 22,
Route 23,
Route 3,
Route 5,
Route 6,
Route 7,
Route 9,
Victory Road (B2W2),
Village Bridge,
Virbank Complex.
Black:
Abundant Shrine,
Cold Storage,
Dragonspiral Tower,
Dreamyard,
Giant Chasm,
Lostlorn Forest,
P2 Laboratory,
Pinwheel Forest,
Route 1,
Route 10,
Route 11,
Route 12,
Route 13,
Route 14,
Route 15,
Route 16,
Route 18,
Route 2,
Route 3,
Route 5,
Route 6,
Route 7,
Route 9,
Village Bridge.
White:
Abundant Shrine,
Cold Storage,
Dragonspiral Tower,
Dreamyard,
Giant Chasm,
Lostlorn Forest,
P2 Laboratory,
Pinwheel Forest,
Route 1,
Route 10,
Route 11,
Route 12,
Route 13,
Route 14,
Route 15,
Route 16,
Route 18,
Route 2,
Route 3,
Route 5,
Route 6,
Route 7,
Route 9,
Village Bridge.
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| n | y |
Amnesia |
 |
 |
0 |
100 |
0 |
20 |
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
| n | y |
Bestow |
 |
 |
0 |
-- |
0 |
15 |
The user passes its held item to the target when the target isn't holding an item. |
| n | y |
Encore |
 |
 |
0 |
100 |
0 |
5 |
The user compels the foe to keep using only the move it last used for two to six turns. |
| n | y |
Heal Bell |
 |
 |
0 |
100 |
0 |
5 |
The user makes a soothing bell chime to heal the status problems of all the party Pokémon. |
| n | y |
Healing Wish |
 |
 |
0 |
0 |
0 |
10 |
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
| n | y |
Lucky Chant |
 |
 |
0 |
0 |
0 |
30 |
The user chants an incantation toward the sky, preventing the foe from landing critical hits. |
| n | y |
Sleep Talk |
 |
 |
0 |
100 |
0 |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| n | y |
Sweet Kiss |
 |
 |
0 |
75 |
0 |
10 |
The user kisses the foe with a sweet, angelic cuteness that causes confusion. |
| n | y |
Wish |
 |
 |
0 |
100 |
0 |
10 |
A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn. |
| n | y |
Yawn |
 |
 |
0 |
100 |
0 |
10 |
The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| - | - | - | 01 | 01 |
Pound |
 |
 |
40 |
100 |
0 |
35 |
The foe is physically pounded with a long tail or a foreleg, etc. |
| - | - | - | 01 | 01 |
Growl |
 |
 |
0 |
100 |
0 |
40 |
The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered. |
| - | - | - | 01 | 01 |
Helping Hand |
 |
 |
0 |
100 |
0 |
20 |
A move that boosts the power of the ally's attack in a Double Battle. |
| - | - | - | 05 | 05 |
Refresh |
 |
 |
0 |
100 |
0 |
20 |
The user rests to cure itself of a poisoning, burn, or paralysis. |
| - | - | - | 10 | 10 |
DoubleSlap |
 |
 |
15 |
85 |
0 |
10 |
The foe is slapped repeatedly, back and forth, two to five times in a row. |
| - | - | - | 15 | 15 |
Attract |
 |
 |
0 |
100 |
0 |
15 |
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
| - | - | - | 20 | 20 |
Secret Power |
 |
 |
70 |
100 |
30 |
20 |
The user attacks with a secret power. Its added effects vary depending on the user's environment. |
| - | - | - | 25 | 25 |
Entrainment |
 |
 |
0 |
100 |
0 |
15 |
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's. |
| - | - | - | 30 | 30 |
Take Down |
 |
 |
90 |
85 |
0 |
20 |
A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
| - | - | - | 35 | 35 |
Heal Pulse |
 |
 |
0 |
-- |
0 |
10 |
The user emits a healing pulse which restores the target's HP by up to half of its max HP. |
| - | - | - | 40 | 40 |
After You |
 |
 |
0 |
100 |
0 |
15 |
The user helps the target and makes it use its move right after the user. |
| - | - | - | 45 | 45 |
Simple Beam |
 |
 |
0 |
100 |
0 |
15 |
The user's mysterious psychic wave changes the target's Ability to Simple. |
| - | - | - | 50 | 50 |
Double-Edge |
 |
 |
120 |
100 |
0 |
15 |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
| - | - | - | 55 | 55 |
Last Resort |
 |
 |
130 |
100 |
0 |
5 |
This move can be used only after the user has used all the other moves it knows in the battle. |
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| HM03 | HM03 |
Surf |
 |
 |
95 |
100 |
0 |
15 |
It swamps the entire battlefield with a giant wave. It can also be used for crossing water. |
| n | TM03 |
Psyshock |
 |
 |
80 |
100 |
0 |
10 |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
| TM04 | TM04 |
Calm Mind |
 |
 |
0 |
100 |
0 |
20 |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TM06 | TM06 |
Toxic |
 |
 |
0 |
85 |
0 |
10 |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 | TM10 |
Hidden Power |
 |
 |
30 |
100 |
0 |
15 |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM11 | TM11 |
Sunny Day |
 |
 |
0 |
0 |
0 |
5 |
The user intensifies the sun for five turns, powering up Fire-type moves. |
| TM13 | TM13 |
Ice Beam |
 |
 |
95 |
100 |
10 |
10 |
The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM14 | TM14 |
Blizzard |
 |
 |
120 |
70 |
10 |
5 |
A howling blizzard is summoned to strike the foe. It may also freeze the target solid. |
| TM15 | TM15 |
Hyper Beam |
 |
 |
150 |
90 |
0 |
5 |
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM16 | TM16 |
Light Screen |
 |
 |
0 |
100 |
0 |
30 |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| TM17 | TM17 |
Protect |
 |
 |
0 |
0 |
0 |
10 |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | TM18 |
Rain Dance |
 |
 |
0 |
0 |
0 |
5 |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| n | TM19 |
Telekinesis |
 |
 |
0 |
-- |
0 |
15 |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
| TM20 | TM20 |
Safeguard |
 |
 |
0 |
100 |
0 |
25 |
The user creates a protective field that prevents status problems for five turns. |
| TM21 | TM21 |
Frustration |
 |
 |
1 |
100 |
0 |
20 |
A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM22 | TM22 |
Solarbeam |
 |
 |
120 |
100 |
0 |
10 |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| TM24 | TM24 |
Thunderbolt |
 |
 |
95 |
100 |
10 |
15 |
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
| TM25 | TM25 |
Thunder |
 |
 |
120 |
70 |
30 |
10 |
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
| TM27 | TM27 |
Return |
 |
 |
1-102 |
100 |
0 |
20 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM28 | TM28 |
Dig |
 |
 |
80 |
100 |
0 |
10 |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
| TM29 | TM29 |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
| TM30 | TM30 |
Shadow Ball |
 |
 |
80 |
100 |
20 |
15 |
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. |
| TM32 | TM32 |
Double Team |
 |
 |
0 |
100 |
0 |
15 |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 | TM33 |
Reflect |
 |
 |
0 |
100 |
0 |
20 |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM35 | TM35 |
Flamethrower |
 |
 |
95 |
100 |
10 |
15 |
The foe is scorched with an intense blast of fire. The target may also be left with a burn. |
| TM38 | TM38 |
Fire Blast |
 |
 |
120 |
85 |
10 |
5 |
The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
| TM42 | TM42 |
Facade |
 |
 |
70 |
100 |
0 |
20 |
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM44 | TM44 |
Rest |
 |
 |
0 |
100 |
0 |
10 |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
| n | TM48 |
Round |
 |
 |
60 |
100 |
0 |
15 |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
| n | TM49 |
Echoed Voice |
 |
 |
40 |
100 |
0 |
15 |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
| TM56 | TM56 |
Fling |
 |
 |
1 |
100 |
0 |
10 |
The user flings its held item at the foe to attack. Its power and effects depend on the item. |
| TM57 | TM57 |
Charge Beam |
 |
 |
50 |
90 |
70 |
10 |
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
| n | TM59 |
Incinerate |
 |
 |
30 |
100 |
0 |
15 |
The user attacks the target with Fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. |
| n | TM67 |
Retaliate |
 |
 |
70 |
100 |
0 |
5 |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
| TM70 | TM70 |
Flash |
 |
 |
0 |
100 |
0 |
20 |
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
| TM73 | TM73 |
Thunder Wave |
 |
 |
0 |
100 |
0 |
20 |
A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM77 | TM77 |
Psych Up |
 |
 |
0 |
100 |
0 |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
| n | TM83 |
Work Up |
 |
 |
0 |
-- |
0 |
30 |
The user is roused, and its Attack and Sp. Atk stats increase. |
| TM85 | TM85 |
Dream Eater |
 |
 |
100 |
100 |
0 |
15 |
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. |
| TM86 | TM86 |
Grass Knot |
 |
 |
1 |
100 |
0 |
20 |
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM87 | TM87 |
Swagger |
 |
 |
0 |
90 |
0 |
15 |
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
| TM90 | TM90 |
Substitute |
 |
 |
0 |
100 |
0 |
10 |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
| TM92 | TM92 |
Trick Room |
 |
 |
0 |
0 |
0 |
5 |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
| n | TM93 |
Wild Charge |
 |
 |
90 |
100 |
0 |
15 |
The user shrouds itself in Electricity and smashes into its target. It also damages the user a little. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| n | n | n | n | y |
After You |
 |
 |
0 |
100 |
0 |
15 |
The user helps the target and makes it use its move right after the user. |
| n | n | n | n | y |
Covet |
 |
 |
40 |
100 |
0 |
40 |
The user endearingly approaches the foe, then steals the item the foe is holding. |
| n | n | n | n | y |
Drain Punch |
 |
 |
60 |
100 |
0 |
5 |
An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
| n | n | n | n | y |
Fire Punch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with a fiery fist. It may leave the target with a burn. |
| n | n | n | n | y |
Gravity |
 |
 |
0 |
0 |
0 |
5 |
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation. |
| n | n | n | n | y |
Heal Bell |
 |
 |
0 |
100 |
0 |
5 |
The user makes a soothing bell chime to heal the status problems of all the party Pokémon. |
| n | n | n | n | y |
Helping Hand |
 |
 |
0 |
100 |
0 |
20 |
A move that boosts the power of the ally's attack in a Double Battle. |
| n | n | n | n | y |
Hyper Voice |
 |
 |
90 |
100 |
0 |
10 |
The user lets loose a horribly echoing shout with the power to inflict damage. |
| n | n | n | n | y |
Ice Punch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with an icy fist. It may leave the target frozen. |
| n | n | n | n | y |
Icy Wind |
 |
 |
55 |
95 |
100 |
15 |
The user attacks with a gust of chilled air. It also lowers the target's Speed stat. |
| n | n | n | n | y |
Iron Tail |
 |
 |
100 |
75 |
30 |
15 |
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
| n | n | n | n | y |
Knock Off |
 |
 |
20 |
100 |
0 |
20 |
The user slaps down the foe's held item, preventing the item from being used during the battle. |
| n | n | n | n | y |
Last Resort |
 |
 |
130 |
100 |
0 |
5 |
This move can be used only after the user has used all the other moves it knows in the battle. |
| n | n | n | n | y |
Low Kick |
 |
 |
1 |
100 |
0 |
20 |
A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes. |
| n | n | n | n | y |
Magic Coat |
 |
 |
0 |
100 |
0 |
15 |
A barrier reflects back to the foe moves like Leech Seed and moves that damage status. |
| n | n | n | n | y |
Pain Split |
 |
 |
0 |
0 |
0 |
20 |
The user adds its HP to the foe's HP, then equally shares the combined HP with the foe. |
| n | n | n | n | y |
Role Play |
 |
 |
0 |
100 |
0 |
10 |
The user mimics the foe completely, copying the foe's natural ability. |
| n | n | n | n | y |
Signal Beam |
 |
 |
75 |
100 |
10 |
15 |
The user attacks with a sinister beam of light. It may also confuse the target. |
| n | n | n | n | y |
Skill Swap |
 |
 |
0 |
100 |
0 |
10 |
The user employs its psychic power to exchange abilities with the foe. This effect does not work with the ability Wonderguard. |
| n | n | n | n | y |
Sleep Talk |
 |
 |
0 |
100 |
0 |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| n | n | n | n | y |
Snatch |
 |
 |
0 |
100 |
0 |
10 |
The user steals the effects of any healing or status-changing move the foe attempts to use. |
| n | n | n | n | y |
Snore |
 |
 |
40 |
100 |
30 |
15 |
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
| n | n | n | n | y |
ThunderPunch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with an electrified fist. It may leave the target with paralysis. |
| n | n | n | n | y |
Uproar |
 |
 |
50 |
100 |
0 |
10 |
The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep. |
| n | n | n | n | y |
Zen Headbutt |
 |
 |
80 |
90 |
20 |
15 |
The user focuses its willpower to its head and rams the foe. It may also make the target flinch. |
Height: 1.1m; 3'73"
Height-Class: Average
Weight: 31.0kg; 68.51 .lbs
Weight-Class: Welter-weight
Species: Hearing Pokémon
Color: Pink
| Sprites (See All) |
Flavortext |
Black/White
| It touches others with the feelers on its ears, using the sound of their heartbeats to tell how they are feeling. |
| Its auditory sense is astounding. It has a radarlike ability to understand its surroundings through slight sounds. |
Black2/White2
| Using the feelers on its ears, it can tell how someone is feeling or when an egg might hatch. |
Foreign Language
The PLDH.net PokéDex displays Pokémon names in English and also in Kanji/Hiragana. If the characters do not display correctly and you would like to see them, continue reading...
These characters are generally installed by default on Mac/Unix OS's, so, if you do use a Unix system that doesn't display Kanji/Hiragana... Try Google or Contact Us.
- Go to Start
- Control Panel
- Date, Time, Language, and Regional Options
- Add Other Languages
- Advanced Tab
- Select Japanese
Windows users with MS Office may also try this link... Office Language Pack.
Users of Fedora will want to try this Bitmap font, Japanese Kanji/Hiragana.
Users of Ubuntu will want to check this LaTeX package out... Asian fonts.
If the above help has been exhausted and you still want help... Try Google or Contact Us.
Stats
Our PokéDex displays in-depth stat possibilities for Pokémon assuming that Pokémon's level is 100.
HOVER your mouse over any number for row highlighting. This may help you keep track of what you are looking at.
If you do not fully understand what things like "Max EV, No IV" mean then check out our EV and, or IV guides for more info.
Nature-effect
With the release of Ruby and Sapphire Pokémon were given a new mechanic. This mechanic effects the rate at which stat points increase. Different natures will affect different stats and, as a result, it is important to some what nature a Pokémon has, otherwise they may be battling with dismal stats.
The PLDH.net PokéDex provides maximum possible stat points with regard to what effect a nature has on those stats. In short...
- Beneficial - These stats are bolded - the stat increases at 1.1 times the normal rate
- Neutral - These stats are underlined - the stat inceases normally
- Hindering - These stats are italicised - the stat increases at .9 times the normal rate
For a more thorough explanation on natures, as well as a table detailing all natures, please visit our Natures Chart.
EV Yield
EV is an acronym for Effort Value. Effort Values are awarded by Pokémon that you battle be it via a trainer battle (ingame) or a wild Pokémon battle. Battling over WiFi does not award EV points and neither does battling in the Battle Frontiers/Towers.
An example would be Chatot who will yeild 1 EV in Atk...
- HP - Hit Points, the health of Pokémon
- Atk - Attack stat
- Def - Defense stat
- SpAtk - Special Attack stat
- SpDef - Special Defense stat
- Spd - Speed stat
When EVs are awarded by defeating a Pokémon, the next time you level up, those EVs will begin to take effect, though this varies by level.
Those training Pokémon for competitive battling over WiFi will pay attention to what Pokémon they are battling to get the gains they want in the stats they are training for.
For a complete explanation on EVs consider using our Effort Value guide.
EXP Gain-rate
EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) and Pokémon. As your Pokémon gain experience points they will level up...
There are 6 rates by which Pokémon level up. After leveling up a Pokémon will require more experience than the previous level to reach the next level. This is known as the gain-rate; the rate at which the Pokémon's need for experience grows from one level to the next.
The statistic reported to the right of the gain-rate is the maximum experience the Pokémon will be able to get and that number is what we use to weight the gain-rates, instead of the equation that determines the ultimate value.
Other websites may report this statistic in different terms, for instance as an explanation of the equation being used rather than the rate itself, however, all websites mean the same thing. The 6 rates are listed below.
- Very Fast - 600,000
- Fast - 800,000
- Medium - 1,000,000
- Medium-Slow - 1,059,860
- Slow - 1,250,000
- Very Slow - 1,640,000
Egg Step Counter
The games themselves do not physically store the amount of steps a Pokémon will require to hatch, instead the games use a much smaller number which is known as the counter.
The counter is multiplied by 255 to determine the steps that will be needed; this actually works in reverse and is fairly complex. Suffice it to say the game will check your party after walking 255 steps and de-increment (subtract one from) the egg step counter.
Reporting the counter is not as necessary as reporting the steps however I felt it would be nice to display it anyway, as that is the number this PokéDex uses to determine egg steps.
To determine the egg steps with a Flame Body Pokémon in the party the counter is divided by two and then 255 is added.
It should be pointed out that most PokéDexes are misreporting the amount of egg steps required to hatch a Pokémon (at most the misreporting is at 40 steps, a small number but misreporting is misreporting). This is likely due to the fact that the designers are not aware of the fact that, for whatever reason, the equation was changed from third to fourth generation games. In the third generation the multiplier was actually 256, not 255.
Special thanks to X-Act and Peterko of Smogon.com for their breeding research. The article they wrote detailing the above information can be found here. Also to Butterfree of TCoD for pointing out my own misreporting. Thanks a lot everyone!
General Data
Following are brief explanations for the various types of data being displayed in the table marked as General Data...
- Name
- The english name of the move being detailed on the page you are viewing...
- Romaji
- Romaji is the middle road for translation, somewhat. It utilizes phonetics, the word is spelled, in english characters, the way it would it sound when pronounced in Japanese.
- Japanese
- The move name is displayed in characters. See WTF - Japanese for more.
- Type
- This is the type of the move, which determines, in-part, how effective it will be against a defending Pokémon of a certain type, among other things.
- Class
- The class determines what stat, if any, the move will be based off of. If Other the move uses no stat. If Physical it is based off of the user's base Attack stat. If Special it is based off of the user's Special Attack stat.
- Power
- The base power of the move is used to determine how much potential damage the move can do, other things constant. If zero the move is a non-damaging type move.
- Accuracy
- The % Acc (or percent Accuracy) determines the frequency at which the move can be anticipated to actually work. If -- OR 0 the move will never fail, if 100 the move should not miss unless the user's accuracy has been reduced. With the exception of Acc being noted as 0 (in our case meaning it won't fail) the lower the accuracy the greater the possibility the move will eventually fail/miss.
- Effect
- The % Effect denotes the percentage of the time the move's secondary effect will activate (this is similar to accuracy). If the move does not have a secondary effect the % Effect is noted as 0.
- Power Points
- Power Points (PP) decrease as a move a used. The higher the PP the more often the move can be used without needing to visit a PokéCenter, or, in the case of WiFi/Battle Tower/Frontier running out of options.
- Flavortext
- The ingame description of the move.
- Explanation
- A more thorough description of the move and its effects/mechanics.
Intrinsic Data
Intrinsic Data is information about the move that the game uses which you would not otherwise be aware of, were it not for the exploration of the game's coding by certain individuals. Despite the fact that this data is essentially hidden it is important...
- Speed Priority
- Speed Priority determines the order in which the move will be used by the user. The higher the priority the better chance the move will strike first. That said, it would be poor judgement, in most cases to design Pokémon based entirely on priority. Priorities range from 5 to -7 (above 0 being faster than normal and below zero being slower than normal).
- Target
- The intended direction of the move. Offensive moves will hit Opponents/Enemies, Defensive or Support moves will effect the User, some moves will affect the Teammate and others will hit all the Pokémon on the field.
- Physical Contact
- Physical moves will make physical contact with the opposing Pokémon. Some Pokémon have abilities that will negatively affect the user if the move used is physical.
- Status Affliction
- This denotes the various status afflictions as well as if a stat will be affected negatively or positively.
- Magic Coat Reflection
- The move Magic Coat can reflect back to the user non-damaging moves like Leech Seed
- Snatch
- Snatch is a move that can steal the effects of the user's move and the opponent will then be able to use that effect against the user.
- Protect
- Protect/Detect are moves that block other moves, though not in successive turns, generally.
- Flinch w/ King's Rock
- King's Rock is a hold item that can give the added bonus to the user of making the opponent flinch when hit with a move. Flinching will force the opponent to miss the turn if they had failed to attack before being flinched.
- Decrease in accuracy
- The answer to whether a move's accuracy can be lowered by a move/item that would attempt to do so.
Contest Data
Contest Data is information about the move as it relates to the move's use in Pokémon Contests. Below the various data-types given will be explained...
- Type
- Moves have a seperate typing in Contests.
- Appeal
- How many points/hearts can be expected to be awarded by the contest Judges (other things held constant).
- Jam
- Whether or not this move will affect the ability of opponents going after this move is used to appeal.
- Flavortext
- The ingame description of the move and it's effect.
- Explanation
- A more detailed description of the move and it's effect in contests.
Base EXP
EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) abd Pokémon. As your Pokémon gain experience points they will level up...
Base Experience is the statistic that reports the amount of experience a Pokémon will need in the beginning. For each proceeding level the required experience to reach the next level will continue to increase at it's gain-rate.
Normalized Rarity
Without name dropping it is a common problem in PokéDexes that there is an inundation of data that can make it irritating to scroll through to find exactly what you are looking for. The PLDH Dex was designed with the user in mind. We focus on simplicity.
Simplicity was especially important for the LocationDex. A Pokémon is displayed once for each encounter method (Surfing, Walking in Grass, etc). Normalized rarity is, as a result of combining the totality of a monster's encounter methods and conditions, exactly how it sounds.
When clicking 'See Specifics' you will see a complete breakdown with the actual percentage for encountering the Pokémon in that way.
The normalized rarity is derived by totalling a monster's percentages, totalling the percentages of all monsters in that area, divding a monster's rarity by the total and turning that into a percentage. This gives a ballpark of how often you will encounter a Pokémon per the method you use to encounter it.
Last Modified: December 29, 2012. 03:39:14 am