#303 - Mawile
Base |
Defensive Capabilities for [iTypeChart] |
 |
None. |
 |
|
 |
|
 |
|
 |
None. |
| Base Stats [?] |
Nature [?] |
HP: 50
|
Atk.: 85
|
Def.: 85
|
Sp.Atk.: 55
|
Sp.Def.: 55
|
Spd: 50
|
| 31 IV / 252 EV |
+ |
|
295 |
295 |
229 |
229 |
218 |
| = |
304 |
269 |
269 |
209 |
209 |
199 |
| - |
|
242 |
242 |
188 |
188 |
179 |
| 0 IV / 252 EV |
+ |
|
261 |
261 |
195 |
195 |
184 |
| = |
273 |
238 |
238 |
178 |
178 |
168 |
| - |
|
214 |
214 |
160 |
160 |
151 |
| 31 IV / 0 EV |
+ |
|
226 |
226 |
160 |
160 |
149 |
| = |
241 |
206 |
206 |
146 |
146 |
136 |
| - |
|
185 |
185 |
131 |
131 |
122 |
| 0 IV / 0 EV |
+ |
|
192 |
192 |
126 |
126 |
115 |
| = |
210 |
175 |
175 |
115 |
115 |
105 |
| - |
|
157 |
157 |
103 |
103 |
94 |
|
|
Pokéathlon Stats
|
Speed: 4
Power: 5
Technique: 4
Stamina: 4
Jump: 3
|
|
Black2:
Not found, seek trade.
White2:
Not found, seek trade.
Black:
Challenger's Cave.
White:
Challenger's Cave.
HeartGold:
Not found, seek trade.
SoulSilver:
Route 9.
PokéWalker:
Not found, seek trade.
Platinum:
Iron Island.
Diamond:
Iron Island.
Pearl:
Iron Island.
FireRed:
Not found, seek trade.
LeafGreen:
Not found, seek trade.
Emerald:
Victory Road (RSEm).
Ruby:
Cave of Origin,
Granite Cave,
Victory Road (RSEm),
Sky Pillar.
Sapphire:
Not found, seek trade.
%Female/Male: 50 / 50
Egg-step Counter: 20 [?]
Base Egg-steps: 5,355
Boosted Egg-steps: 2,805
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| y | y |
AncientPower |
 |
 |
60 |
100 |
10 |
5 |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
| n | y |
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. |
| y | n |
False Swipe |
 |
 |
40 |
100 |
0 |
40 |
A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP. |
| y | y |
Fire Fang |
 |
 |
65 |
95 |
10 |
15 |
The user bites with flame-cloaked fangs. It may also make the foe flinch or sustain a burn. |
| y | y |
Guard Swap |
 |
 |
0 |
0 |
0 |
10 |
The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe. |
| y | y |
Ice Fang |
 |
 |
65 |
95 |
10 |
15 |
The user bites with cold-infused fangs. It may also make the foe flinch or freeze. |
| n | y |
Metal Burst |
 |
 |
1 |
100 |
0 |
10 |
The user retaliates against the foe that last inflicted damage on it with much greater power. |
| y | y |
Poison Fang |
 |
 |
50 |
100 |
30 |
15 |
The user bites the foe with toxic fangs. It may also leave the foe badly poisoned. |
| y | n |
Psych Up |
 |
 |
0 |
100 |
0 |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
| y | y |
Punishment |
 |
 |
60 |
100 |
0 |
5 |
This attack's power increases the more the foe has powered up with stat changes. |
| n | y |
Slam |
 |
 |
80 |
75 |
0 |
20 |
The foe is slammed with a long tail, vines, etc., to inflict damage. |
| y | y |
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. |
| y | n |
Swords Dance |
 |
 |
0 |
100 |
0 |
30 |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
| y | y |
Thunder Fang |
 |
 |
65 |
95 |
10 |
15 |
The user bites with electrified fangs. It may also make the foe flinch or become paralyzed. |
| y | y |
Tickle |
 |
 |
0 |
100 |
0 |
20 |
The user tickles the foe into laughing, reducing its Attack and Defense stats. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 01 | 01 | 01 | 01 | 01 |
Astonish |
 |
 |
30 |
100 |
30 |
15 |
The user attacks the foe while shouting in a startling fashion. It may also make the target flinch. |
| 06 | 06 | 06 | 06 | 06 |
Fake Tears |
 |
 |
0 |
100 |
0 |
20 |
The user feigns crying to make the foe feel flustered, sharply lowering its Sp. Def stat. |
| 11 | 11 | 11 | 11 | 11 |
Bite |
 |
 |
60 |
100 |
30 |
25 |
The foe is bitten with viciously sharp fangs. It may make the target flinch. |
| 16 | 16 | 16 | 16 | 16 |
Sweet Scent |
 |
 |
0 |
100 |
0 |
20 |
A sweet scent that lowers the foe's evasiveness. It also lures wild Pokémon if used in grass, etc. |
| 21 | 21 | 21 | 21 | 21 |
Vicegrip |
 |
 |
55 |
100 |
0 |
30 |
Huge, impressive pincers grip and squeeze the foe. |
| 26 | 26 | 26 | 26 | 26 |
Faint Attack |
 |
 |
60 |
-- |
0 |
20 |
The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail. |
| 31 | 31 | 31 | 31 | 31 |
Baton Pass |
 |
 |
0 |
100 |
0 |
40 |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
| 36 | 36 | 36 | 36 | 36 |
Crunch |
 |
 |
80 |
100 |
20 |
15 |
The user crunches up the foe with sharp fangs. It may also lower the target's Defense stat. |
| 41 | 41 | 41 | 41 | 41 |
Iron Defense |
 |
 |
0 |
100 |
0 |
15 |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
| 46 | 46 | 46 | 46 | 46 |
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. |
| 51 | 51 | 51 | 51 | 51 |
Stockpile |
 |
 |
0 |
100 |
0 |
20 |
The user charges up power, and raises both its Defense and Sp. Def. The move can be used three times. |
| 51 | 51 | 51 | 51 | 51 |
Swallow |
 |
 |
0 |
100 |
0 |
10 |
The power stored using the move Stockpile is absorbed by the user to heal its HP. |
| 51 | 51 | 51 | 51 | 51 |
Spit Up |
 |
 |
100 |
100 |
0 |
10 |
The power stored using the move Stockpile is released at once in an attack. |
| 56 | 56 | 56 | 56 | 56 |
Iron Head |
 |
 |
80 |
100 |
30 |
15 |
The foe slams the target with its steel-hard head. It may also make the target flinch. |
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 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. |
| 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. |
| TM82 | n |
Sleep Talk |
 |
 |
0 |
100 |
0 |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| TM27 | TM27 |
Return |
 |
 |
1-102 |
100 |
0 |
20 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
| 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. |
| TM36 | TM36 |
Sludge Bomb |
 |
 |
90 |
100 |
30 |
10 |
The user attacks by hurling filthy sludge at the foe. It may also poison the target. |
| 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. |
| 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. |
| 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. |
| TM54 | TM54 |
False Swipe |
 |
 |
40 |
100 |
0 |
40 |
A restrained attack that prevents the foe from fainting. The target is left with at least 1 HP. |
| 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. |
| 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. |
| TM66 | TM66 |
Payback |
 |
 |
50 |
100 |
0 |
10 |
If the user can use this attack after the foe attacks, its power is doubled. |
| 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. |
| TM71 | TM71 |
Stone Edge |
 |
 |
100 |
80 |
0 |
5 |
The user stabs the foe with a sharpened stone. It has a high critical-hit ratio. |
| TM75 | TM75 |
Swords Dance |
 |
 |
0 |
100 |
0 |
30 |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
| TM77 | TM77 |
Psych Up |
 |
 |
0 |
100 |
0 |
10 |
The user hypnotizes itself into copying any stat change made by the foe. |
| 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. |
| 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. |
| TM91 | TM91 |
Flash Cannon |
 |
 |
80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat. |
| HM06 | TM94 |
Rock Smash |
 |
 |
40 |
100 |
50 |
15 |
The user slugs the foe with a shattering punch. It can also smash cracked boulders. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| n | y | y | n | n |
AncientPower |
 |
 |
60 |
100 |
10 |
5 |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
| 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 | 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 | 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 |
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 |
Iron Defense |
 |
 |
0 |
100 |
0 |
15 |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
| n | y | y | n | y |
Iron Head |
 |
 |
80 |
100 |
30 |
15 |
The foe slams the target with its steel-hard head. It may also make the target flinch. |
| 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 | 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 | y | y | n | y |
Magnet Rise |
 |
 |
0 |
0 |
0 |
10 |
The user levitates using electrically generated magnetism for five turns. |
| 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 | 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 |
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 | n | n | n | y |
Stealth Rock |
 |
 |
0 |
0 |
0 |
20 |
The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. |
| 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 | n | y | n | y |
Super Fang |
 |
 |
1 |
90 |
0 |
10 |
The user chomps hard on the foe with its sharp front fangs. It cuts the target's HP to half. |
| 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. |
| Method | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 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. |
| FR/LG Tutor |
Counter |
 |
 |
1 |
100 |
0 |
20 |
A retaliation move that counters any physical attack, inflicting double the damage taken. |
| FR/LG/Em Tutor |
Double-Edge |
 |
 |
120 |
100 |
0 |
15 |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
| 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 Tutor |
Mega Punch |
 |
 |
80 |
85 |
0 |
20 |
The foe is slugged by a punch thrown 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: 0.6m; 1'117"
Height-Class: Short
Weight: 11.5kg; 25.415 .lbs
Weight-Class: Light-weight
Species: Deceiver Pokémon
Color: Black
| Sprites (See All) |
Flavortext |
FireRed/LeafGreen
| It uses its docile-looking face to lull foes into complacency, then bites with its huge, relentless jaws. |
Ruby/Sapphire
| Mawile's huge jaws are actually steel horns that have been transformed. Its docile-looking face serves to lull its foe into letting down its guard. When the foe least expects it, Mawile chomps it with its gaping jaws. |
| Don't be taken in by this Pokémon's cute face - it's very dangerous. Mawile fools the foe into letting down its guard, then chomps down with its massive jaws. The steel jaws are really horns that have been transformed. |
Emerald
| Its giant jaws are actually steel horns that transformed. It fools foes into complacence with its adorable gestures, then chomps them with its huge jaws. |
Diamond/Pearl
| Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams. |
Platinum
| Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams. |
HeartGold/SoulSilver
| It chomps with its gaping mouth. Its huge jaws are actually steel horns that have been transformed. |
Black/White
| Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams. |
Black2/White2
| Attached to its head is a huge set of jaws formed by horns. It can chew through iron beams. |
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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