#092 - Gastly
/ 
| Base Stats [?] |
Nature [?] |
HP: 30
|
Atk.: 35
|
Def.: 30
|
Sp.Atk.: 100
|
Sp.Def.: 35
|
Spd: 80
|
| 31 IV / 252 EV |
+ |
|
185 |
174 |
328 |
185 |
284 |
| = |
264 |
169 |
159 |
299 |
169 |
259 |
| - |
|
152 |
143 |
269 |
152 |
233 |
| 0 IV / 252 EV |
+ |
|
151 |
140 |
294 |
151 |
250 |
| = |
233 |
138 |
128 |
268 |
138 |
228 |
| - |
|
124 |
115 |
241 |
124 |
205 |
| 31 IV / 0 EV |
+ |
|
116 |
105 |
259 |
116 |
215 |
| = |
201 |
106 |
96 |
236 |
106 |
196 |
| - |
|
95 |
86 |
212 |
95 |
176 |
| 0 IV / 0 EV |
+ |
|
82 |
71 |
225 |
82 |
181 |
| = |
170 |
75 |
65 |
205 |
75 |
165 |
| - |
|
67 |
58 |
184 |
67 |
148 |
|
|
Pokéathlon Stats
|
Speed: 4
Power: 1
Technique: 4
Stamina: 2
Jump: 4
|
|
Black2:
Not found, seek trade.
White2:
Not found, seek trade.
Black:
Not found, seek trade.
White:
Not found, seek trade.
HeartGold:
Bell Tower,
Sprout Tower.
SoulSilver:
Bell Tower,
Sprout Tower.
PokéWalker:
Not found, seek trade.
Platinum:
Eterna Forest,
Lost Tower,
Old Chateau,
Turnback Cave.
Diamond:
Lost Tower,
Old Chateau,
Route 209.
Pearl:
Lost Tower,
Old Chateau,
Route 209.
FireRed:
Lost Cave,
Pok&ecaute;mon Tower.
LeafGreen:
Lost Cave,
Pok&ecaute;mon Tower.
Emerald:
Not found, seek trade.
Ruby:
Not found, seek trade.
Sapphire:
Not found, seek trade.
Crystal:
Not found, seek trade.
Gold:
Not found, seek trade.
Silver:
Not found, seek trade.
Yellow:
Pok&ecaute;mon Tower.
Red:
Pok&ecaute;mon Tower.
Blue:
Pok&ecaute;mon Tower.
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| y | y |
Astonish |
 |
 |
30 |
100 |
30 |
15 |
The user attacks the foe while shouting in a startling fashion. It may also make the target flinch. |
| n | y |
Clear Smog |
 |
 |
50 |
100 |
0 |
15 |
The user attacks by throwing a clump of special mud. All status changes are returned to normal. |
| y | y |
Disable |
 |
 |
0 |
80 |
0 |
20 |
For several turns, this move prevents the foe from using the move it last used. |
| y | n |
Explosion |
 |
 |
250 |
100 |
0 |
5 |
The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move. |
| y | y |
Fire Punch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with a fiery fist. It may leave the target with a burn. |
| y | y |
Grudge |
 |
 |
0 |
100 |
0 |
5 |
If the user faints, the user's grudge fully depletes the PP of the foe's move that knocked it out. |
| y | y |
Haze |
 |
 |
0 |
100 |
0 |
30 |
The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle. |
| y | y |
Ice Punch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with an icy fist. It may leave the target frozen. |
| y | y |
Perish Song |
 |
 |
0 |
100 |
0 |
5 |
Any Pokémon that hears this song faints in three turns unless it switches out of battle. |
| y | y |
Psywave |
 |
 |
1 |
80 |
0 |
15 |
The foe is attacked with an odd, hot energy wave. The attack varies in intensity. |
| n | y |
Scary Face |
 |
 |
0 |
90 |
0 |
10 |
The user frightens the foe with a scary face to sharply reduce its Speed stat. |
| n | y |
Smog |
 |
 |
20 |
70 |
40 |
20 |
The foe is attacked with a discharge of filthy gases. It may also poison the target. |
| y | y |
ThunderPunch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with an electrified fist. It may leave the target with paralysis. |
| y | n |
Will-O-Wisp |
 |
 |
0 |
75 |
0 |
15 |
The user shoots a sinister, bluish white flame at the foe to inflict a burn. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 01 | 01 | 01 | 01 | 01 |
Hypnosis |
 |
 |
0 |
60 |
0 |
20 |
The user employs hypnotic suggestion to make the target fall into a deep sleep. |
| 01 | 01 | 01 | 01 | 01 |
Lick |
 |
 |
20 |
100 |
30 |
30 |
The foe is licked with a long tongue, causing damage. It may also paralyze the target. |
| 05 | 05 | 05 | 05 | 05 |
Spite |
 |
 |
0 |
100 |
0 |
10 |
The user looses its grudge on the move last used by the foe by cutting 4 PP from it. |
| 08 | 08 | 08 | 08 | 08 |
Mean Look |
 |
 |
0 |
100 |
0 |
5 |
The user affixes the foe with a dark, arresting look. The target becomes unable to flee. |
| 12 | 12 | 12 | 12 | 12 |
Curse |
 |
 |
0 |
100 |
0 |
10 |
A move that works differently for the Ghost type than for all the other types. |
| 15 | 15 | 15 | 15 | 15 |
Night Shade |
 |
 |
1 |
100 |
0 |
15 |
The user makes the foe see a mirage. It inflicts damage matching the user's level. |
| 19 | 19 | 19 | 19 | 19 |
Confuse Ray |
 |
 |
0 |
100 |
0 |
10 |
The foe is exposed to a sinister ray that triggers confusion. |
| 22 | 22 | 22 | 22 | 22 |
Sucker Punch |
 |
 |
80 |
100 |
0 |
5 |
This move enables the user to attack first. It fails if the foe is not readying an attack, however. |
| 26 | 26 | 26 | 26 | 26 |
Payback |
 |
 |
50 |
100 |
0 |
10 |
If the user can use this attack after the foe attacks, its power is doubled. |
| 29 | 29 | 29 | 29 | 29 |
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. |
| 33 | 33 | 33 | 33 | 33 |
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. |
| 36 | 36 | 36 | 36 | 36 |
Dark Pulse |
 |
 |
80 |
100 |
20 |
15 |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
| 40 | 40 | 40 | 40 | 40 |
Destiny Bond |
 |
 |
0 |
100 |
0 |
5 |
When this move is used, if the user faints, the foe that landed the knockout hit also faints. |
| - | - | - | 43 | 43 |
Hex |
 |
 |
50 |
100 |
0 |
10 |
This relentless attack does massive damage to a target affected by status problems. |
| 43 | 43 | 43 | 47 | 47 |
Nightmare |
 |
 |
0 |
100 |
0 |
15 |
A sleeping foe is shown a nightmare that inflicts some damage every turn. |
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| TM83 | n |
Natural Gift |
 |
 |
1 |
100 |
0 |
15 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM49 | n |
Snatch |
 |
 |
0 |
100 |
0 |
10 |
The user steals the effects of any healing or status-changing move the foe attempts to use. |
| TM79 | n |
Dark Pulse |
 |
 |
80 |
100 |
20 |
15 |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
| TM58 | n |
Endure |
 |
 |
0 |
100 |
0 |
10 |
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM19 | n |
Giga Drain |
 |
 |
60 |
100 |
0 |
10 |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
| TM43 | n |
Secret Power |
 |
 |
70 |
100 |
30 |
20 |
The user attacks with a secret power. Its added effects vary depending on the user's environment. |
| TM82 | n |
Sleep Talk |
 |
 |
0 |
100 |
0 |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| TM48 | n |
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. |
| TM78 | n |
Captivate |
 |
 |
0 |
100 |
0 |
20 |
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| TM06 | TM06 |
Toxic |
 |
 |
0 |
85 |
0 |
10 |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| n | TM09 |
Venoshock |
 |
 |
65 |
100 |
0 |
10 |
The user drenches the target in a special poisonous liquid. Its power is doubled if the target is poisoned. |
| 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. |
| TM12 | TM12 |
Taunt |
 |
 |
0 |
100 |
0 |
20 |
The foe is taunted into a rage that allows it to use only attack moves for two to four 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. |
| TM21 | TM21 |
Frustration |
 |
 |
1 |
100 |
0 |
20 |
A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM24 | TM24 |
Thunderbolt |
 |
 |
95 |
100 |
10 |
15 |
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
| TM27 | TM27 |
Return |
 |
 |
1-102 |
100 |
0 |
20 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
| 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. |
| TM36 | TM36 |
Sludge Bomb |
 |
 |
90 |
100 |
30 |
10 |
The user attacks by hurling filthy sludge at the foe. It may also poison the target. |
| TM41 | TM41 |
Torment |
 |
 |
0 |
100 |
0 |
15 |
The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
| 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. |
| TM45 | TM45 |
Attract |
 |
 |
0 |
100 |
0 |
15 |
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
| TM46 | TM46 |
Thief |
 |
 |
40 |
100 |
0 |
10 |
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
| 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. |
| TM53 | TM53 |
Energy Ball |
 |
 |
80 |
100 |
10 |
10 |
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. |
| TM61 | TM61 |
Will-O-Wisp |
 |
 |
0 |
75 |
0 |
15 |
The user shoots a sinister, bluish white flame at the foe to inflict a burn. |
| TM63 | TM63 |
Embargo |
 |
 |
0 |
100 |
0 |
15 |
It prevents the foe from using its held item. Its Trainer is also prevented from using items on it. |
| TM64 | TM64 |
Explosion |
 |
 |
250 |
100 |
0 |
5 |
The user explodes to inflict damage on all Pokémon in battle. The user faints upon using this move. |
| TM66 | TM66 |
Payback |
 |
 |
50 |
100 |
0 |
10 |
If the user can use this attack after the foe attacks, its power is doubled. |
| TM77 | TM77 |
Psych Up |
 |
 |
0 |
100 |
0 |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
| 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. |
| 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. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| n | n | n | n | y |
Dark Pulse |
 |
 |
80 |
100 |
20 |
15 |
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. |
| n | y | y | 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 |
Foul Play |
 |
 |
95 |
100 |
0 |
15 |
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. |
| n | n | n | n | y |
Giga Drain |
 |
 |
60 |
100 |
0 |
10 |
A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
| n | y | y | n | y |
Ice Punch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with an icy fist. It may leave the target frozen. |
| n | y | y | 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 | y | y | 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 | y | y | n | n |
Ominous Wind |
 |
 |
60 |
100 |
10 |
5 |
The user creates a gust of repulsive wind. It may also raise all the user's stats at once. |
| n | n | y | 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 |
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 | y | y | 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 | y | y | n | y |
Spite |
 |
 |
0 |
100 |
0 |
10 |
The user looses its grudge on the move last used by the foe by cutting 4 PP from it. |
| n | y | y | n | n |
Sucker Punch |
 |
 |
80 |
100 |
0 |
5 |
This move enables the user to attack first. It fails if the foe is not readying an attack, however. |
| n | y | y | n | y |
ThunderPunch |
 |
 |
75 |
100 |
10 |
15 |
The foe is punched with an electrified fist. It may leave the target with paralysis. |
| n | y | y | n | y |
Trick |
 |
 |
0 |
100 |
0 |
10 |
The user catches the foe off guard and swaps the foe's held item with its own. |
| n | y | y | 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 |
Wonder Room |
 |
 |
0 |
-- |
0 |
10 |
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. |
| Method | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| FR/LG/Em Tutor |
Mimic |
 |
 |
0 |
100 |
0 |
10 |
The user copies the move last used by the foe. The move can be used for the rest of the battle. |
| Emerald Tutor |
Selfdestruct |
 |
 |
200 |
100 |
0 |
5 |
The user blows up to inflict damage on all Pokémon in battle. The user faints upon using this move. |
| Sprites (See All) |
Flavortext |
Green & Red/Blue
| Almost invisible, this gaseous Pokémon cloaks the target and puts it to sleep without notice. |
Yellow
| Said to appear in decrepit, deserted buildings. It has no real shape as it appears to be made of a gas. |
|
Gold
| With its gas-like body, it can sneak into any place it desires. However, it can be blown away by the wind. |
|
Silver
| Its thin body is made of gas. It can envelop an opponent of any size and cause suffocation. |
|
Crystal
| It wraps its opponent in its gas-like body, slowly weakening its prey by poisoning it through the skin. |
FireRed/LeafGreen
| A being that exists as a thin gas. It can topple an Indian elephant by enveloping the prey in two seconds. |
| Almost invisible, this gaseous Pokémon cloaks the target and puts it to sleep without notice. |
| Ruby/Sapphire
| Gastly is largely composed of gaseous matter. When exposed to a strong wind, the gaseous body quickly dwindles away. Groups of this Pokémon cluster under the eaves of houses to escape the ravages of wind. |
Emerald
| When exposed to a strong wind, a Gastly's gaseous body quickly dwindles away. They cluster under the eaves of houses to escape the ravages of wind. |
Diamond/Pearl
| This Pokémon's body is 95% made up of gases, which are blown away by strong gusts of wind. |
| A Pokémon born from poison gases. It defeats even the largest foes by enveloping them in gas. |
Platinum
| Born from gases, anyone would faint if engulfed by its gaseous body, which contains poison. |
HeartGold/SoulSilver
| With its gas-like body, it can sneak into any place it desires. However, it can be blown away by wind. |
| Its body is made of gas. Despite lacking substance, it can envelop an opponent of any size and cause suffocation. |
Black/White
| Born from gases, anyone would faint if engulfed by its gaseous body, which contains poison. |
Black2/White2
| Born from gases, anyone would faint if engulfed by its gaseous body, which contains poison. |
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