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Endure

normal_type   other_class
Name: Endure

Romaji: Koraeru

Japanese: こらえる

Introduced in Gen.: 2
Base Power: 0

Accuracy: 100%

Power Points: 10

Secondary Effect: 0%
Black/White Flavortext: The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

See All FlavorText

Description: Goes first. The user's HP will not drop below 1 this turn. If the user's remaining HP is greater than 1 at the end of the turn Endure is used and Endure is used consecutively it will fail.

Field Use: none

Battle & Contest Usage

Offensive Data [ TypeChart ]
twice None.
none none 
half none none 


Contest Usage [?]

Type: tough

Appeal: 2 Points

Jam: None

Flavortext: Can avoid being startled by others once.

Description: If a Pokémon appealing after the user would attempt to jam the user that jam will fail. This only works for one jam attempt, however.
Intrinsic Data [?]

Speed Priority: 3

Target: User

Physical Contact?: No

Status Effect?: Not Applicable
Magic Coat Reflection?: No

Stolen by Snatch?: No

Stopped by Protect?: No

Flinch w/ King's Rock?: No

Decrease in Accuracy?: No

Pokémon That Learn Endure

Family Tree #1
Base Form1st StageFinal Stage
bulbasaur
Groups: Monster, Plant.
ivysaur
Groups: Monster, Plant.
venusaur
Groups: Monster, Plant.
Egg Moves: Amnesia, Charm, Curse, Endure, Giga Drain, Grasswhistle, Ingrain, Leaf Storm, Light Screen, Magical Leaf, Nature Power, Petal Dance, Power Whip, Safeguard, Skull Bash, and Sludge.

Family Tree #11
Base FormFinal Stage
sandshrew
Group: Ground.
sandslash
Group: Ground.
Egg Moves: Chip Away, Counter, Crush Claw, Endure, Flail, Metal Claw, Mud Shot, Night Slash, Rapid Spin, Rock Climb, Rock Slide, Safeguard, and Swords Dance.

Family Tree #12
Base Form1st StageFinal Stage
nidoranf
Groups: Ground, Monster.
nidorina
Group: Noeggs.
nidoqueen
Group: Noeggs.
Egg Moves: Beat Up, Charm, Chip Away, Counter, Disable, Endure, Focus Energy, Iron Tail, Poison Tail, Pursuit, Skull Bash, Supersonic, and Take Down.

Family Tree #13
Base Form1st StageFinal Stage
nidoranm
Groups: Ground, Monster.
nidorino
Groups: Ground, Monster.
nidoking
Groups: Ground, Monster.
Egg Moves: Amnesia, Beat Up, Chip Away, Confusion, Counter, Disable, Endure, Head Smash, Iron Tail, Poison Tail, Sucker Punch, Supersonic, and Take Down.

Family Tree #19
Base FormFinal Stage
paras
Groups: Bug, Plant.
parasect
Groups: Bug, Plant.
Egg Moves: Agility, Bug Bite, Counter, Cross Poison, Endure, False Swipe, Flail, Leech Seed, Light Screen, Metal Claw, Natural Gift, Psybeam, Pursuit, Screech, and Sweet Scent.

Family Tree #21
Base FormFinal Stage
diglett
Group: Ground.
dugtrio
Group: Ground.
Egg Moves: AncientPower, Astonish, Beat Up, Endure, Faint Attack, Final Gambit, Headbutt, Memento, Mud Bomb, Pursuit, Reversal, Rock Slide, Screech, and Uproar.

Family Tree #26
Base Form1st StageFinal Stage 1Final Stage 2
poliwag
Group: Water1.
poliwhirl
Group: Water1.
poliwrath
Group: Water1.
politoed
Group: Water1.
Egg Moves: BubbleBeam, Encore, Endeavor, Endure, Haze, Ice Ball, Mind Reader, Mist, Mud Shot, Refresh, Splash, Water Pulse, and Water Sport.

Family Tree #31
Base Form1st StageFinal Stage
geodude
Group: Mineral.
graveler
Group: Mineral.
golem
Group: Mineral.
Egg Moves: Autotomize, Block, Curse, Endure, Flail, Focus Punch, Hammer Arm, Mega Punch, Rock Climb, and Rock Slide.

Family Tree #43
Base FormFinal Stage
krabby
Group: Water3.
kingler
Group: Water3.
Egg Moves: Agility, Amnesia, AncientPower, Bide, Chip Away, Dig, Endure, Flail, Haze, Knock Off, Slam, Swords Dance, and Tickle.

Family Tree #46
Base FormFinal Stage
cubone
Group: Monster.
marowak
Group: Monster.
Egg Moves: AncientPower, Belly Drum, Chip Away, Detect, Double Kick, Endure, Iron Head, Perish Song, Rock Slide, Screech, Skull Bash, and Swords Dance.

Family Tree #47
Base FormFinal Stage 1Final Stage 2Final Stage 3
hitmonlee
Group: Humanshape.
hitmonchan
Group: Humanshape.
tyrogue
Group: Noeggs.
hitmontop
Group: Humanshape.
Egg Moves: Bullet Punch, Counter, Endure, Feint, Helping Hand, Hi Jump Kick, Mach Punch, Mind Reader, Pursuit, Rapid Spin, and Vacuum Wave.

Family Tree #51
Base Form1st StageFinal Stage
chansey
Group: Fairy.
blissey
Group: Fairy.
happiny
Group: Noeggs.
Egg Moves: Aromatherapy, Counter, Endure, Gravity, Heal Bell, Helping Hand, Last Resort, Metronome, Mud Bomb, Natural Gift, Present, and Substitute.

Family Tree #58
Base FormFinal Stage
scyther
Group: Bug.
scizor
Group: Bug.
Egg Moves: Baton Pass, Bug Buzz, Counter, Defog, Endure, Light Screen, Night Slash, Razor Wind, Reversal, Safeguard, Silver Wind, and Steel Wing.

Family Tree #67
Base FormFinal Stage 1Final Stage 2Final Stage 3Final Stage 4Final Stage 5Final Stage 6Final Stage 7
eevee
Group: Ground.
vaporeon
Group: Ground.
jolteon
Group: Ground.
flareon
Group: Ground.
espeon
Group: Ground.
umbreon
Group: Ground.
leafeon
Group: Ground.
glaceon
Group: Ground.
Egg Moves: Charm, Covet, Curse, Detect, Endure, Fake Tears, Flail, Natural Gift, Stored Power, Synchronoise, Tickle, Wish, and Yawn.

Family Tree #91
Base FormFinal Stage
sudowoodo
Group: Mineral.
bonsly
Group: Noeggs.
Egg Moves: Curse, Defense Curl, Endure, Harden, Headbutt, Rollout, Sand Tomb, Selfdestruct, and Stealth Rock.

Family Tree #92
Base Form1st StageFinal Stage
hoppip
Groups: Fairy, Plant.
skiploom
Groups: Fairy, Plant.
jumpluff
Groups: Fairy, Plant.
Egg Moves: Amnesia, Aromatherapy, Confusion, Cotton Guard, Double-Edge, Encore, Endure, Helping Hand, Psych Up, Reflect, Seed Bomb, and Worry Seed.

Family Tree #94
Base FormFinal Stage
sunkern
Group: Plant.
sunflora
Group: Plant.
Egg Moves: Bide, Curse, Encore, Endure, Grasswhistle, Helping Hand, Ingrain, Leech Seed, Morning Sun, Natural Gift, Nature Power, and Sweet Scent.

Family Tree #102
Base FormFinal Stage
pineco
Group: Bug.
forretress
Group: Bug.
Egg Moves: Counter, Double-Edge, Endure, Flail, Pin Missile, Power Trick, Reflect, Revenge, Sand Tomb, Stealth Rock, Swift, and Toxic Spikes.

Family Tree #117
Only Form
skarmory
Group: Flying.
Egg Moves: Assurance, Brave Bird, Curse, Drill Peck, Endure, Guard Swap, Pursuit, Sky Attack, Stealth Rock, and Whirlwind.

Family Tree #122
Only Form
miltank
Group: Ground.
Egg Moves: Curse, Dizzy Punch, Double-Edge, Endure, Hammer Arm, Heart Stamp, Helping Hand, Natural Gift, Present, Psych Up, Punishment, Reversal, Seismic Toss, and Sleep Talk.

Family Tree #131
Base Form1st StageFinal Stage
torchic
Group: Ground.
combusken
Group: Ground.
blaziken
Group: Ground.
Egg Moves: Agility, Baton Pass, Counter, Crush Claw, Curse, Endure, FeatherDance, Feint, Flame Burst, Last Resort, Low Kick, Night Slash, Reversal, Rock Slide, SmellingSalt, and Swagger.

Family Tree #141
Base FormFinal Stage
surskit
Groups: Bug, Water1.
masquerain
Groups: Bug, Water1.
Egg Moves: Aqua Jet, Bug Bite, Endure, Foresight, Hydro Pump, Mind Reader, Mud Shot, Psybeam, and Signal Beam.

Family Tree #144
Base FormFinal Split 1Final Split 2
nincada
Group: Bug.
ninjask
Group: Bug.
shedinja
Group: Mineral.
Egg Moves: Bug Bite, Bug Buzz, Endure, Faint Attack, Final Gambit, Gust, Night Slash, and Silver Wind.

Family Tree #147
Base FormFinal Stage
nosepass
Group: Mineral.
probopass
Group: Mineral.
Egg Moves: Block, Double-Edge, Endure, Explosion, Head Smash, Magnitude, Rollout, and Stealth Rock.

Family Tree #162
Base FormFinal Stage
numel
Group: Ground.
camerupt
Group: Ground.
Egg Moves: AncientPower, Body Slam, Defense Curl, Endure, Heat Wave, Howl, Iron Head, Mud Bomb, Rollout, Scary Face, Spit Up, Stockpile, Stomp, Swallow, and Yawn.

Family Tree #163
Only Form
torkoal
Group: Ground.
Egg Moves: Clear Smog, Endure, Eruption, Fissure, Flame Burst, Heat Wave, Iron Defense, Mud-Slap, Rollout, Skull Bash, Sleep Talk, Snore, and Yawn.

Family Tree #164
Base FormFinal Stage
spoink
Group: Ground.
grumpig
Group: Ground.
Egg Moves: Amnesia, Endure, Extrasensory, Future Sight, Lucky Chant, Mirror Coat, Skill Swap, Substitute, Trick, Whirlwind, and Zen Headbutt.

Family Tree #166
Base Form1st StageFinal Stage
trapinch
Group: Bug.
vibrava
Group: Bug.
flygon
Group: Bug.
Egg Moves: Earth Power, Endure, Flail, Focus Energy, Fury Cutter, Gust, Mud Shot, Quick Attack, and Signal Beam.

Family Tree #176
Base FormFinal Stage
lileep
Group: Water3.
cradily
Group: Water3.
Egg Moves: Barrier, Curse, Endure, Mega Drain, Mirror Coat, Recover, Rock Slide, Stealth Rock, Tickle, and Wring Out.

Family Tree #188
Base FormFinal Split 1Final Split 2
clamperl
Group: Water1.
huntail
Group: Water1.
gorebyss
Group: Water1.
Egg Moves: Aqua Ring, Aqua Tail, Barrier, Body Slam, Brine, Confuse Ray, Endure, Muddy Water, Mud Sport, Refresh, Supersonic, and Water Pulse.

Family Tree #191
Base Form1st StageFinal Stage
bagon
Group: Dragon.
shelgon
Group: Dragon.
salamence
Group: Dragon.
Egg Moves: Defense Curl, Dragon Dance, Dragon Pulse, Dragon Rage, Dragon Rush, Endure, Fire Fang, Hydro Pump, Shadow Claw, Thrash, and Twister.

Family Tree #207
Base FormFinal Stage
bidoof
Groups: Water1, Ground.
bibarel
Groups: Water1, Ground.
Egg Moves: Aqua Tail, Defense Curl, Double-Edge, Endure, Fury Swipes, Odor Sleuth, Quick Attack, Rock Climb, Rollout, Skull Bash, Sleep Talk, and Water Sport.

Family Tree #253
Base Form1st StageFinal Stage
lillipup
Group: Ground.
herdier
Group: Ground.
stoutland
Group: Ground.
Egg Moves: Charm, Endure, Fire Fang, Howl, Ice Fang, Lick, Mud-Slap, Pursuit, Sand-Attack, Thunder Fang, and Yawn.

Family Tree #260
Base FormFinal Stage
blitzle
Group: Ground.
zebstrika
Group: Ground.
Egg Moves: Double-Edge, Double Kick, Endure, Me First, Rage, Sand-Attack, Screech, and Take Down.

Family Tree #265
Base Form1st StageFinal Stage
timburr
Group: Humanshape.
gurdurr
Group: Humanshape.
conkeldurr
Group: Humanshape.
Egg Moves: Comet Punch, Counter, Detect, Drain Punch, Endure, Force Palm, Foresight, Mach Punch, Reversal, SmellingSalt, and Wide Guard.

Family Tree #272
Base FormFinal Stage
petilil
Group: Plant.
lilligant
Group: Plant.
Egg Moves: Bide, Charm, Endure, Grasswhistle, Healing Wish, Ingrain, Natural Gift, Sweet Scent, and Worry Seed.

Family Tree #275
Base FormFinal Stage
darumaka
Group: Ground.
darmanitan
Group: Ground.
darmanitan-mode
Group: Ground.
Egg Moves: Encore, Endure, Flame Wheel, Focus Energy, Focus Punch, Hammer Arm, Sleep Talk, Take Down, and Yawn.

Family Tree #277
Base FormFinal Stage
dwebble
Groups: Bug, Mineral.
crustle
Groups: Bug, Mineral.
Egg Moves: Block, Counter, Curse, Endure, Iron Defense, Night Slash, Sand Tomb, and Spikes.

Family Tree #280
Base FormFinal Stage
yamask
Groups: Amorphous, Mineral.
cofagrigus
Groups: Amorphous, Mineral.
Egg Moves: Endure, Fake Tears, Heal Block, Imprison, Memento, Nasty Plot, and Nightmare.

Family Tree #285
Base FormFinal Stage
minccino
Group: Ground.
cinccino
Group: Ground.
Egg Moves: Aqua Tail, Endure, Fake Tears, Flail, Iron Tail, Knock Off, Mud-Slap, Sleep Talk, and Tail Whip.

Family Tree #293
Base FormFinal Stage
foongus
Group: Plant.
amoonguss
Group: Plant.
Egg Moves: Body Slam, Defense Curl, Endure, Gastro Acid, Poisonpowder, Rollout, and Stun Spore.

Family Tree #295
Only Form
alomomola
Groups: Water1, Water2.
Egg Moves: Endure, Mirror Coat, Mist, Pain Split, Refresh, and Tickle.

Family Tree #301
Base Form1st StageFinal Stage
litwick
Group: Amorphous.
lampent
Group: Amorphous.
chandelure
Group: Amorphous.
Egg Moves: Acid, Acid Armor, Captivate, Clear Smog, Endure, Haze, and Heat Wave.

Family Tree #302
Base Form1st StageFinal Stage
axew
Groups: Dragon, Monster.
fraxure
Groups: Dragon, Monster.
haxorus
Groups: Dragon, Monster.
Egg Moves: Counter, Endeavor, Endure, Focus Energy, Harden, Iron Tail, Night Slash, Razor Wind, and Reversal.

Family Tree #305
Base FormFinal Stage
shelmet
Group: Bug.
accelgor
Group: Bug.
Egg Moves: Baton Pass, Double-Edge, Encore, Endure, Feint, Guard Split, Mind Reader, Mud-Slap, Pursuit, and Spikes.

Family Tree #307
Base FormFinal Stage
mienfoo
Groups: Ground, Humanshape.
mienshao
Groups: Ground, Humanshape.
Egg Moves: Baton Pass, Endure, Feint, Knock Off, Low Kick, Me First, SmellingSalt, and Vital Throw.

Family Tree #315
Only Form
durant
Group: Bug.
Egg Moves: Baton Pass, Endure, Faint Attack, Rock Climb, Screech, and Thunder Fang.

Family Tree #317
Base FormFinal Stage
larvesta
Group: Bug.
volcarona
Group: Bug.
Egg Moves: Endure, Foresight, Harden, Magnet Rise, Morning Sun, and Zen Headbutt.


Manage:

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.

Installing Kanji/Hiragana on Windows...

  1. Go to Start
  2. Control Panel
  3. Date, Time, Language, and Regional Options
  4. Add Other Languages
  5. Advanced Tab
  6. Select Japanese

Windows users with MS Office may also try this link... Office Language Pack.

Installing Kanji/Hiragana on Linux...

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: November 25, 2012. 21:08:08 pm