#115 - Kangaskhan
NamingEnglish: Kangaskhan Romaji: Garuura Japanese: ガルーラ [?]
Pokédex NumberingNational Dex #115 JohtoDex #210 SinnohDex #--- UnovaDex #--- UnovaDex 2 #---
Ability/iesEarly Bird - The Pokémon awakens quickly from sleep.
Scrappy - Enables moves to hit Ghost-type Pokémon.
Inner Focus - The Pokémon is protected from flinching.
|Defensive Capabilities for [iTypeChart]|
|Base Stats [?]||Nature [?]||HP: 105
|31 IV / 252 EV||+||317||284||196||284||306|
|0 IV / 252 EV||+||283||250||162||250||272|
|31 IV / 0 EV||+||248||215||127||215||237|
|0 IV / 0 EV||+||214||181||93||181||203|
Earn Exp.: @ lvl
Exp. Gain-rate: Medium
Max Exp.: 1,000,000
EV Yield: 2 Hit Point
Catch Rate: 45
GenIV Held Items: None
GenV Held Items:
White2: Not found, seek trade.
Black: Route 15.
White: Route 15.
HeartGold: Rock Tunnel.
SoulSilver: Rock Tunnel.
PokéWalker: Not found, seek trade.
Platinum: Not found, seek trade.
Diamond: Not found, seek trade.
Pearl: Not found, seek trade.
FireRed: Safari Zone (Kanto).
LeafGreen: Safari Zone (Kanto).
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: Safari Zone (Kanto).
Red: Safari Zone (Kanto).
Blue: Safari Zone (Kanto).
Egg-step Counter: 20 [?]
Base Egg-steps: 5,355
Boosted Egg-steps: 2,805
Kangaskhan belongs to only one egg group.
|n||y||Circle Throw||60||90||0||10||The user throws the target and drags out another Pokémon in its party. In the wild, the battle ends.|
|y||y||Counter||1||100||0||20||A retaliation move that counters any physical attack, inflicting double the damage taken.|
|y||y||Crush Claw||75||95||50||10||The user slashes the foe with hard and sharp claws. It may also lower the target's Defense.|
|y||y||Disable||0||80||0||20||For several turns, this move prevents the foe from using the move it last used.|
|y||y||Double-Edge||120||100||0||15||A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.|
|y||y||Endeavor||1||100||0||5||An attack move that cuts down the foe's HP to equal the user's HP.|
|y||y||Focus Energy||0||100||0||30||The user takes a deep breath and focuses to raise the critical-hit ratio of its attacks.|
|n||y||Focus Punch||150||100||0||20||The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.|
|y||y||Foresight||0||100||0||5||Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.|
|y||y||Hammer Arm||100||90||0||10||The user swings and hits with its strong and heavy fist. It lowers the user's Speed, however.|
|y||n||Safeguard||0||100||0||25||The user creates a protective field that prevents status problems for five turns.|
|y||y||Stomp||65||100||30||20||The foe is stomped with a big foot. It may also make the target flinch.|
|y||n||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.|
|n||y||Trump Card||40||100||0||5||The fewer PP this move has, the more power it has for attack.|
|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.|
|01||01||01||01||01||Comet Punch||18||85||0||15||The foe is hit with a flurry of punches that strike two to five times in a row.|
|01||01||01||01||01||Leer||0||100||0||30||The foe is given an intimidating leer with sharp eyes. The target's Defense stat is reduced.|
|07||07||07||07||07||Fake Out||40||100||0||10||An attack that hits first and makes the target flinch. This move works only on the first turn.|
|10||10||10||10||10||Tail Whip||0||100||0||30||The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.|
|13||13||13||13||13||Bite||60||100||30||25||The foe is bitten with viciously sharp fangs. It may make the target flinch.|
|43||43||43||19||19||Double Hit||35||90||0||10||The user slams the foe with a tail, etc. The target is hit twice in a row.|
|22||22||22||22||22||Rage||20||100||0||20||While this move is in use, it gains attack power each time the user is hit in battle.|
|19||19||19||25||25||Mega Punch||80||85||0||20||The foe is slugged by a punch thrown with muscle-packed power.|
|-||-||-||31||31||Chip Away||70||100||0||20||Looking for an opening, the user strikes continually. The target's stat changes don't affect this attack's damage.|
|25||25||25||34||34||Dizzy Punch||70||100||20||10||The foe is hit with a rhythmically launched punch that may also leave it confused.|
|31||31||31||37||37||Crunch||80||100||20||15||The user crunches up the foe with sharp fangs. It may also lower the target's Defense stat.|
|34||34||34||43||43||Endure||0||100||0||10||The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.|
|37||37||37||46||46||Outrage||120||100||0||15||The user rampages and attacks for two to three turns. However, it then becomes confused.|
|46||46||46||49||49||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.|
|49||49||49||55||55||Reversal||20||100||0||15||An all-out attack that becomes more powerful the less HP the user has.|
|HM01||HM01||Cut||50||95||0||30||The foe is cut with a scythe or a claw. It can also be used to cut down thin trees.|
|HM03||HM03||Surf||95||100||0||15||It swamps the entire battlefield with a giant wave. It can also be used for crossing water.|
|HM04||HM04||Strength||80||100||0||15||The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.|
|TM01||n||Focus Punch||150||100||0||20||The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.|
|HM05 (HG/SS)||n||Whirlpool||15||70||0||15||The user traps the foe inside a fast, vicious whirlpool that lasts for two to five turns.|
|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.|
|TM60||n||Drain Punch||60||100||0||5||An energy-draining punch. The user's HP is restored by half the damage taken by the target.|
|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.|
|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.|
|TM03||n||Water Pulse||60||100||20||20||The user attacks the foe with a pulsing blast of water. It may also confuse the foe.|
|HM08||n||Rock Climb||90||85||20||20||A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.|
|TM82||n||Sleep Talk||0||100||0||10||While it is asleep, the user randomly uses one of the moves it knows.|
|TM23||n||Iron Tail||100||75||30||15||The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.|
|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.|
|TM34||n||Shock Wave||60||--||0||20||The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.|
|TM72||n||Avalanche||60||100||0||10||An attack move that inflicts double the damage if the user has been hurt by the foe in the same turn.|
|TM05||TM05||Roar||0||100||0||20||The foe is scared off, to be replaced by another Pokémon in its party. In the wild, the battle ends.|
|TM06||TM06||Toxic||0||85||0||10||A move that leaves the target badly poisoned. Its poison damage worsens every turn.|
|TM07||TM07||Hail||0||100||0||10||The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.|
|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.|
|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.|
|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.|
|TM26||TM26||Earthquake||100||100||0||10||The user sets off an earthquake that hits all the Pokémon in the battle.|
|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.|
|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.|
|TM31||TM31||Brick Break||75||100||0||15||The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.|
|TM32||TM32||Double Team||0||100||0||15||By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.|
|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.|
|TM37||TM37||Sandstorm||0||100||0||10||A five-turn sand-storm is summoned to hurt all combatant types except Rock, Ground, and Steel.|
|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.|
|TM39||TM39||Rock Tomb||50||80||100||10||Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement.|
|TM40||TM40||Aerial Ace||60||--||0||20||The user confounds the foe with speed, then slashes. The attack lands without fail.|
|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.|
|TM52||TM52||Focus Blast||120||70||10||5||The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.|
|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.|
|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.|
|TM65||TM65||Shadow Claw||70||100||13||15||The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.|
|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.|
|TM68||TM68||Giga Impact||150||90||0||5||The user charges at the foe using every bit of its power. The user must rest on the next turn.|
|n||TM78||Bulldoze||60||100||100||20||The user stomps down on the Ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.|
|TM80||TM80||Rock Slide||75||90||30||10||Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.|
|n||TM83||Work Up||0||--||0||30||The user is roused, and its Attack and Sp. Atk stats increase.|
|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.|
|HM06||TM94||Rock Smash||40||100||50||15||The user slugs the foe with a shattering punch. It can also smash cracked boulders.|
|n||y||y||n||y||Aqua Tail||90||90||0||10||The user attacks by swinging its tail as if it were a vicious wave in a raging storm.|
|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||y||y||n||y||Endeavor||1||100||0||5||An attack move that cuts down the foe's HP to equal the user's HP.|
|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||y||y||n||n||Fury Cutter||10||95||0||20||The foe is slashed with scythes or claws. Its power increases if it hits in succession.|
|n||n||y||n||n||Headbutt||70||100||30||15||The user sticks its head out and rams straight forward. It may make the foe flinch.|
|n||y||y||n||y||Helping Hand||0||100||0||20||A move that boosts the power of the ally's attack in a Double Battle.|
|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||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||y||n||n||n||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||y||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||y||y||n||n||Mud-Slap||20||100||100||10||The user hurls mud in the foe's face to inflict damage and lower its accuracy.|
|n||y||y||n||y||Outrage||120||100||0||15||The user rampages and attacks for two to three turns. However, it then becomes confused.|
|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||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||n||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||Uproar||50||100||0||10||The user attacks in an uproar for two to five turns. Over that time, no one can fall asleep.|
|FR/LG Tutor||Body Slam||85||100||30||15||The user drops onto the foe with its full body weight. It may leave the foe Paralyzed.|
|Emerald Tutor||DynamicPunch||100||50||0||5||The foe is punched with the user's full, concentrated power. It confuses the foe if it hits.|
|FR/LG Tutor||Mega Kick||120||75||0||5||The foe is attacked by a kick launched with muscle-packed power.|
|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.|
|FR/LG/Em Tutor||Seismic Toss||1||100||0||20||The foe is thrown using the power of gravity. It inflicts damage equal to the user's level.|
Height: 2.2m; 7'26"
Weight: 80.0kg; 176.8 .lbs
Species: Parent Pokémon
|Sprites (See All)||Flavortext|
Green & Red/Blue||The infant rarely ventures out of its mother's protective pouch before it is three years old.|
Yellow||Raises its young in its belly pouch. Won't run from any fight to keep its young protected.|
||If it is safe, the young gets out of the belly pouch to play. The adult keeps a close eye on the youngster.|
||To protect its young, it will never give up during battle, no matter how badly wounded it is.|
||To avoid crushing the baby it carries in its pouch, it always sleeps standing up.|
|FireRed/LeafGreen||The female raises its offspring in a pouch on its belly. It is skilled at attacking using Comet Punch.|
|The infant rarely ventures out of its mother's protective pouch until it is three years old.|
||If you come across a young Kangaskhan playing by itself, you must never disturb it or attempt to catch it. The baby Pokémon's parent is sure to be in the area, and it will become violently enraged at you.|
Emerald||If you come across a young Kangaskhan playing by itself, never try to catch it. The baby's parent is sure to be in the area, and it will become violently enraged.|
|Diamond/Pearl||It raises its offspring in its belly pouch. It lets the baby out to play only when it feels safe.|
Platinum||It raises its offspring in its belly pouch. It lets the baby out to play only when it feels safe.|
|HeartGold/SoulSilver||If it is safe, the young gets out of the belly pouch to play. The adult keeps a close eye on the youngster.|
|To protect its young, it will never give up during battle, no matter how badly wounded it is.|
|Black/White||It raises its offspring in its belly pouch. It lets the baby out to play only when it feels safe.|
Black2/White2||It raises its offspring in its belly pouch. It lets the baby out to play only when it feels safe.|
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...
- 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.
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.
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 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 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!
Following are brief explanations for the various types of data being displayed in the table marked as General Data...
- The english name of the move being detailed on the page you are viewing...
- 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.
- The move name is displayed in characters. See WTF - Japanese for more.
- 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.
- 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.
- 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.
- 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.
- 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.
- The ingame description of the move.
- A more thorough description of the move and its effects/mechanics.
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).
- 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 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/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 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...
- Moves have a seperate typing in Contests.
- How many points/hearts can be expected to be awarded by the contest Judges (other things held constant).
- Whether or not this move will affect the ability of opponents going after this move is used to appeal.
- The ingame description of the move and it's effect.
- A more detailed description of the move and it's effect in contests.
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.
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.