#119 - Seaking
Defensive Capabilities for [iTypeChart] |
 |
None. |
 |
|
 |
None. |
 |
|
 |
None. |
| Base Stats [?] |
Nature [?] |
HP: 80
|
Atk.: 92
|
Def.: 65
|
Sp.Atk.: 65
|
Sp.Def.: 80
|
Spd: 68
|
| 31 IV / 252 EV |
+ |
|
311 |
251 |
251 |
284 |
258 |
| = |
364 |
283 |
229 |
229 |
259 |
235 |
| - |
|
254 |
206 |
206 |
233 |
211 |
| 0 IV / 252 EV |
+ |
|
277 |
217 |
217 |
250 |
224 |
| = |
333 |
252 |
198 |
198 |
228 |
204 |
| - |
|
226 |
178 |
178 |
205 |
183 |
| 31 IV / 0 EV |
+ |
|
242 |
182 |
182 |
215 |
189 |
| = |
301 |
220 |
166 |
166 |
196 |
172 |
| - |
|
198 |
149 |
149 |
176 |
154 |
| 0 IV / 0 EV |
+ |
|
207 |
148 |
148 |
181 |
155 |
| = |
270 |
189 |
135 |
135 |
165 |
141 |
| - |
|
170 |
121 |
121 |
148 |
126 |
|
|
Pokéathlon Stats
|
Speed: 4
Power: 4
Technique: 3
Stamina: 3
Jump: 3
|
- Is good in...
- This Pokémon's stats are not considered sufficient.
|
Black2:
Abundant Shrine,
Aspertia City,
Pinwheel Forest,
Striaton City,
Route 11,
Route 14,
Route 22,
Route 3.
White2:
Abundant Shrine,
Aspertia City,
Pinwheel Forest,
Striaton City,
Route 11,
Route 14,
Route 22,
Route 3.
Black:
Abundant Shrine,
Pinwheel Forest,
Striaton City,
Route 11,
Route 14,
Route 3.
White:
Abundant Shrine,
Pinwheel Forest,
Striaton City,
Route 11,
Route 14,
Route 3.
HeartGold:
Cerulean City,
Route 10,
Route 24,
Route 25,
Route 4,
Route 9,
Dark Cave,
Route 42,
Mt. Mortar,
Mt. Silver,
Slowpoke Well,
Tohjo Falls,
Union Cave.
SoulSilver:
Cerulean City,
Route 10,
Route 24,
Route 25,
Route 4,
Route 9,
Dark Cave,
Route 42,
Mt. Mortar,
Mt. Silver,
Slowpoke Well,
Tohjo Falls,
Union Cave.
PokéWalker:
Not found, seek trade.
Platinum:
Celestic Town,
Lake Acuity,
Lake Valor,
Lake Verity,
Sendoff Spring,
Route 203,
Route 204,
Route 208,
Route 209,
Route 212,
Route 214,
Route 229,
Twinleaf Town.
Diamond:
Lake Acuity,
Lake Valor,
Lake Verity,
Resort Area,
Sendoff Spring,
Route 203,
Route 204,
Route 209,
Route 212,
Route 214,
Twinleaf Town.
Pearl:
Lake Acuity,
Lake Valor,
Lake Verity,
Resort Area,
Sendoff Spring,
Route 203,
Route 204,
Route 209,
Route 212,
Route 214,
Twinleaf Town.
FireRed:
Berry Forest,
Fuchsia City,
Safari Zone (Kanto).
LeafGreen:
Berry Forest,
Fuchsia City,
Safari Zone (Kanto).
Emerald:
Safari Zone (Hoenn).
Ruby:
Safari Zone (Hoenn).
Sapphire:
Safari Zone (Hoenn).
Crystal:
Not found, seek trade.
Gold:
Not found, seek trade.
Silver:
Not found, seek trade.
Yellow:
Cerulean Cave,
Cerulean City,
Route 24.
Red:
Cerulean Cave,
Fuchsia City,
Route 23.
Blue:
Cerulean Cave,
Fuchsia City,
Route 23.
| Gen4 | Gen5 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| y | 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. |
| y | y |
Body Slam |
 |
 |
85 |
100 |
30 |
15 |
The user drops onto the foe with its full body weight. It may leave the foe Paralyzed. |
| 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 |
Hydro Pump |
 |
 |
120 |
80 |
0 |
5 |
The foe is blasted by a huge volume of water launched under great pressure. |
| n | y |
Mud Shot |
 |
 |
55 |
95 |
100 |
15 |
The user attacks by hurling a blob of mud at the foe. It also reduces the target's Speed. |
| y | y |
Mud-Slap |
 |
 |
20 |
100 |
100 |
10 |
The user hurls mud in the foe's face to inflict damage and lower its accuracy. |
| y | y |
Mud Sport |
 |
 |
0 |
100 |
0 |
15 |
The user covers itself with mud. It weakens Electric-type moves while the user is in the battle. |
| y | y |
Psybeam |
 |
 |
65 |
100 |
10 |
20 |
The foe is attacked with a peculiar ray. It may also leave the target confused. |
| n | y |
Signal Beam |
 |
 |
75 |
100 |
10 |
15 |
The user attacks with a sinister beam of light. It may also confuse the target. |
| n | y |
Skull Bash |
 |
 |
100 |
100 |
0 |
15 |
The user tucks in its head to raise its Defense in the first turn, then rams the foe on the next turn. |
| y | y |
Sleep Talk |
 |
 |
0 |
100 |
0 |
10 |
While it is asleep, the user randomly uses one of the moves it knows. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 01 | 01 | 01 | 01 | 01 |
Poison Jab |
 |
 |
80 |
100 |
30 |
20 |
The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe. |
| 01 | 01 | 01 | 01 | 01 |
Peck |
 |
 |
35 |
100 |
0 |
35 |
The foe is jabbed with a sharply pointed beak or horn. |
| 01 | 01 | 01 | 01 | 01 |
Tail Whip |
 |
 |
0 |
100 |
0 |
30 |
The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered. |
| 01 | 01 | 01 | 01 | 01 |
Water Sport |
 |
 |
0 |
100 |
0 |
15 |
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
| 07 | 07 | 07 | 07 | 07 |
Supersonic |
 |
 |
0 |
55 |
0 |
20 |
The user generates odd sound waves from its body. It may confuse the target. |
| 11 | 11 | 11 | 11 | 11 |
Horn Attack |
 |
 |
65 |
100 |
0 |
25 |
The foe is jabbed with a sharply pointed horn to inflict damage. |
| 17 | 17 | 17 | 17 | 17 |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| 21 | 21 | 21 | 21 | 21 |
Flail |
 |
 |
1 |
100 |
0 |
15 |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
| 27 | 27 | 27 | 27 | 27 |
Aqua Ring |
 |
 |
0 |
0 |
0 |
20 |
The user envelops itself in a veil made of water. It regains some HP on every turn. |
| 31 | 31 | 31 | 31 | 31 |
Fury Attack |
 |
 |
15 |
85 |
0 |
20 |
The foe is jabbed repeatedly with a horn or beak two to five times in a row. |
| 40 | 40 | 40 | 40 | 40 |
Waterfall |
 |
 |
80 |
100 |
20 |
15 |
The user charges the foe at an awesome speed. It can also be used to climb a waterfall. |
| 47 | 47 | 47 | 47 | 47 |
Horn Drill |
 |
 |
1 |
30 |
0 |
5 |
The foe is stabbed with a horn rotating like a drill. The foe instantly faints if it hits. |
| 56 | 56 | 56 | 56 | 56 |
Agility |
 |
 |
0 |
100 |
0 |
30 |
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. |
| - | - | - | 63 | 63 |
Soak |
 |
 |
0 |
100 |
0 |
20 |
The user shoots a torrent of Water at the target and changes the target's type to Water. |
| 63 | 63 | 63 | 72 | 72 |
Megahorn |
 |
 |
120 |
85 |
0 |
10 |
Utilizing its tough and impressive horn, the user rams into the foe with no letup. |
| 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. |
| HM07 | HM05 |
Waterfall |
 |
 |
80 |
100 |
20 |
15 |
The user charges the foe at an awesome speed. It can also be used to climb a waterfall. |
| n | HM06 |
Dive |
 |
 |
80 |
100 |
0 |
10 |
A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| TM21 | TM21 |
Frustration |
 |
 |
1 |
100 |
0 |
20 |
A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM27 | TM27 |
Return |
 |
 |
1-102 |
100 |
0 |
20 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | TM32 |
Double Team |
 |
 |
0 |
100 |
0 |
15 |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| 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. |
| n | TM55 |
Scald |
 |
 |
80 |
100 |
30 |
15 |
The user shoots boiling hot Water at its target. It may also leave the target with a burn. |
| 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. |
| TM84 | TM84 |
Poison Jab |
 |
 |
80 |
100 |
30 |
20 |
The foe is stabbed with a tentacle or arm steeped in poison. It may also poison the foe. |
| 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. |
| DP | Pt | HGSS | BW | B2W2 | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 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 | y | y | n | y |
Bounce |
 |
 |
85 |
85 |
30 |
5 |
The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe. |
| n | y | y | n | n |
Dive |
 |
 |
80 |
100 |
0 |
10 |
A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. |
| n | n | n | n | y |
Drill Run |
 |
 |
80 |
95 |
0 |
10 |
The user crashes into its target while rotating its body like a drill. Critical hits land more easily. |
| 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 | 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 |
Mud-Slap |
 |
 |
20 |
100 |
100 |
10 |
The user hurls mud in the foe's face to inflict damage and lower its accuracy. |
| 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 |
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 | n |
Swift |
 |
 |
60 |
-- |
0 |
20 |
Star-shaped rays are shot at the foe. This attack never misses. |
| Method | Move |
Type |
Class |
Power |
Acc% |
Eff% |
PP |
Flavor |
|---|
| 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. |
| 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. |
Height: 1.3m; 4'32"
Height-Class: Average
Weight: 39.0kg; 86.19 .lbs
Weight-Class: Welter-weight
Species: Goldfish Pokémon
Color: Red
| Sprites (See All) |
Flavortext |
Green & Red/Blue
| In the autumn spawning season, they can be seen swimming powerfully up rivers and creeks. |
Yellow
| It is the male's job to make a nest by carving out boulders in a stream using the horn on its head. |
|
Gold
| During spawning season, Seaking gather from all over, coloring the rivers a brilliant red. |
|
Silver
| Using its horn, it bores holes in riverbed boulders, making nests to prevent its eggs from washing away. |
|
Crystal
| When autumn comes, the males patrol the area around their nests in order to protect their offspring. |
FireRed/LeafGreen
| The horn on its head is sharp like a drill. It bores a hole in a boulder to make its nest. |
| In the autumn spawning season, they can be seen swimming powerfully up rivers and creeks. |
| Ruby/Sapphire
| In the autumn, Seaking males can be seen performing courtship dances in riverbeds to woo females. During this season, this Pokémon's body coloration is at its most beautiful. |
| Seaking is very protective of its eggs. The male and female will take turns patrolling around their nest and eggs. The guarding of eggs by these Pokémon goes on for over a month. |
Emerald
| It punches holes in boulders on stream-beds. This is a clever innovation that prevents its eggs from being attacked or washed away by the current. |
Diamond/Pearl
| It makes its nest by hollowing out boulders in streams with its horn. It defends its eggs with its life. |
| To protect its family, it will fight with its drill-sharp horn. It lives in hollowed rocks in streams. |
Platinum
| In autumn, its body becomes more fatty in preparing to propose to a mate. It takes on beautiful colors. |
HeartGold/SoulSilver
| During spawning season, Seaking gather from all over, causing rivers to appear a brilliant red. |
| Using its horn, it bores holes in riverbed boulders, making nests to prevent its eggs from washing away. |
Black/White
| In autumn, its body becomes more fatty in preparing to propose to a mate. It takes on beautiful colors. |
Black2/White2
| In autumn, its body becomes more fatty in preparing to propose to a mate. It takes on beautiful colors. |
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