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Sectional Flowchart
TREASURES CHECKLIST
Game Start-Up: When you start the game for the first time, you'll be able to select a language to play in. Do so, and you'll receive a
message from Professor Kukui, the main Pokémon researcher of the Alola region. After a brief message, you'll be asked to choose
a picture for your passport, which will match the avatar of your main player - there are eight in all (four female, four male) - and then
you can enter a name.
Route 1 (Hau'oli Outskirts): You'll watch a cutscene before your Meowth in your home in the Alolan region goes over to wake you;
once the camera stops moving, you can use the Circle Pad to get up. You can leave your room to the ground floor via the southwest
exit. After a brief chat with you mother, someone will arrive at the door; go over and it'll open automatically as Prof. Kukui barges in.
After the conversation, go into your room and examine the boxes in the southeast corner to get your bag and your hat. Return and
after another chat with Kukui head outside.
Route 1: There, walk along the Route and you'll find Kukui soon. After a few words from him, simply head up the hill until you meet
him again. He'll guide you to Iki Town, telling you things about Pokémon on the way.
Iki Town: As we arrive, however, we find that the Island Kahuna is strangely absent, and Kukui tasks you with finding him. Begin by
heading north and upstairs, and you'll see a girl in a white sunhat walk into the woods - follow her to Mahalo Trail.
Mahalo Trail: Simply walk along the trail into the next area, where you'll watch a break cutscene concerning the girl you've been ...
well, stalking. =P After she and her Pokémon get attacked, approach her and, when she requests your aide, walk across the bridge
towards her Pokémon. Another cutscene will follow after this, during which you receive the Sparkling Stone. The girl will request
you help her back to town so begin walking with her back towards Iki Town.
Iki Town: After a conversation, the island's Kahuna will allow you to choose one of three Pokémon - Rowlet, the Grass Pokémon;
Litten, the Fire Pokémon; and Popplio, the Water Pokémon - for you to have as your first Pokémon. Choose wisely. While it might
be preferably for you to go with your favorite (personally, mine's Rowlet <3) here are some analyses on the three Pokémon and their
evolutions so that you might choose who is best to go with.
BASE STATS
# SPECIES POKÉMON TYPE ABILITIES (Hidden)
HP ATK DEF SPA SPD SPE
#724 Decidueye Grass/Ghost Overgrow, Long Reach 78 107 75 100 100 70 530
Note that these Pokémon will not have Hidden Abilities in their selection here. If you're not sure what a base stat is, have no worries
about that - it just reflects how high the stat can get, and the higher the stat the better. (BST is the total of the six stats' base values.)
• Rowlet: As the Grass/Flying Pokémon, Rowlet by definition boasts the hardest trial for Trainers to cope with of the three starters.
He possesses the most weaknesses (Fire, Ice, Flying, Poison, Rock, one of which, Ice, deals 4x damage), and his final evolution in
Decidueye isn't much better on that front (Fire, Ice, Flying, Ghost, Dark). On the offensive side, Rowlet does boast some nice type
advantages (Water, Rock, Ground, Bug, Grass, Fighting), as does Decidueye (Water, Rock, Ground, Psychic, Ghost), and each
boast immunities (Ground and Fighting/Normal respectively). However, Rowlet and its evolutions' stats and movepool do not help it
much; its stats are fairly evenly mixed, meaning it can work well as either a Special or Physical attacker but it won't do well with
either, but at the same time it has decent Defenses as well. So while Rowlet won't be your hardest hitter by any means, it will have
more durability than its counterparts, although that's ignoring the issue of its weaknesses. It is also the weakest of the Pokémon in
terms of its end offensive Pokémon. Overall, I'd say that Rowlet is the best Pokémon for those looking for a challenge in their
game.
• Litten: Like many Fire-type Pokémon throughout the generations, Litten sits in a sort of middle tier. It boasts some nice type
advantages (Bug, Grass, Ice, Steel, with Incineroar throwing in Ghost and Psychic) and is decent on the defense (weak to Water,
Rock, Ground, plus Incineroar's Fighting). Litten makes an interesting Pokémon to have, too, because it is fairly fast and will get
even faster when it evolves, but it evolves once more and trades its Speed for its power and bulk. Litten's movepool and stats are
more inclined towards a physical-attacking nature as well, which is nice to have. Overall, I'd say that Litten is best Pokémon for
those who want a middling level of challenge. It is not the strongest of the three in either offense or defense, but neither is it the
weakest.
• Popplio: The Water-type become incarnate, Popplio's typing lends itself to having a nice defensive side, bearing weaknesses only
to Grass and Electric, though Primarina will get an additional one in Poison. Offensively it is also great, with type advantages on
Fire, Ground, and Rock, with Primarina adding very useful Fighting, Dark, and Dragon stuff to it as well as an immunity to Dragon.
Primarina also has the highest Sp. Atk. stat of the three starter Pokémon and a healthy Sp. Def. to further its bulk, and its physical
defenses, while not quite up to competitive standards, are more than sufficient for in-game play. This Sp. Atk. bit is important since
Popplio's evolutionary family learns quite a few Special moves, complimenting its stats. Type advantages and resistances
considered, and especially the importance of the rare Dragon advantage we're so troubled to find sometimes, I'd say that Popplio
is the best Pokémon for those who are looking to go through the game with relative ease of difficulty.
After obtaining your Pokémon, you'll also receive a Pokédex and Trainer Passport.
A Rival Battle!
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Iki Town: After receiving your starter Pokémon, Pokédex, and passport, go on back to Route 1 to visit your mother. As you walk
onto the Route, you'll meet another Pokémon Trainer, Hau, who challenges you to battle!
• Rewards: $100
- - -
USAGE CONDITIONS
Pokémon Condition
This should be pretty easy enough as your Pokémon is always stronger than Hau's by virtue of its type. Simply spam Leafage with
Rowlet, Water Gun with Popplio, or Ember with Litten, and you should KO your opponent in two turns. Simply tap "Fight" and then a
move to use it.
After the battle ends, Hala will take a look at your Sparkling Stone, promising to return it to you tomorrow evening. Kukui will
automatically bring you back home.
Route 1
TREASURES CHECKLIST
[_] Poké Ball x10 [_] Potion x5 [_] Potion [_] Poké Ball [_] Potion [_] Paralyze Heal
[_] Antidote
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both -
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
Snorlax Normal Immunity, Thick Fat, Gluttony 2 - - - - - Both -
Pokémon Evaluations: QUITE a few Pokémon are available on Route 1, and there are some nice ones here, too. Caterpie and
Metapod are good Pokémon because they evolve quickly and into Butterfree; though not exactly the best attacking Pokémon in the
game, it does provide a variety of status moves to make capturing Pokémon especially a lot easier. Pichu and Pikachu are nice
Pokémon to grab along the way because they evolve into Alolan Raichu, which is pretty decent as an attacker; on the 1/20 chance
that you find the Pikachu and it's holding a Light Ball though, it will be better because the Light Ball item will double Pikachu's Attack
and Special Attack when held which makes it quite the force to be reckoned with in-game. Munchlax evolves into Snorlax, a rather
decent bulky attacking Pokémon, which isn't too bad. Pikipek is your standard Flying Pokémon for the Alolan region so you're
somewhat obligated to get one ... though not really since the abolition of HMs. Yungoos also makes an appearance and if you can
get one with the Hidden Ability Adaptability - found when a Pokémon does its SOS call - that would be amazing because it really
makes Gumshoos quite the attacker, though it's somewhat decent without one. That said, none here are particularly stellar, except
for Caterpie/Metapod for the aforementioned capturing purposes, so do so as you wish.
If you go into your bed anytime after Kukui has visited the first time and you've gotten your hat and bag, Meowth will come and
awaken you, and hand you an Awakening as well! Awakening is used to cure Sleeping status, so this can definitely be helpful!
Route 1 (Hau'oli Outskirts): After a brief scene back home, Kukui will visit again, so answer the door when the bell rings. He'll
inform you that the festival for Melemele Island is about to start, but before that he has something to show you on Route 1. Head
after Kukui, going southeast and then north to the tall grass on the Route. Professor Kukui will show you how to catch a Pokémon -
you see, when you walk around in tall grass, at random a Pokémon might appear and attack you. You need to weaken it with your
own Pokémon - the mechanics are in the Pokémon Capture section - to have as low HP as you can to make it easier for you to
catch a Pokémon, and then you should throw a Pokéball at it to capture the Pokémon. If you inflict an ailment on the Pokémon, or
use certain types of Pokéballs, you can improve the catch rate even further!
After the tutorial, you'll receive ten Poké Balls (the most basic Pokéball) and five Potions (which you can use to heal 20 HP).
Anyhow, catch Pokémon to your heart's content, then head along the Route. As you go through a second grassy patch, you'll see a
Pokéball on the ground; this will contain an item, so examine it to find another Potion. If you continue along from here, you'll sight a
kid throwing a Pokéball up and down, catching it each time. If you walk in his gaze, you'll end up battling him! If you continue further
uphill, you find another Trainer you can battle, though she can be skipped if you go through the grass behind her. Though going
through the grass has its benefits, too - in its northwestern corner, there's a small clear spot where you can find a Poké Ball!
Continue following the dirt path for a while and you'll soon come to a fork in the path. Go west from it and you'll see some grass off
to the north; be sure to cross it to get the Potion on the other side, then return to the dirt path and continue following it. You'll soon
engage in battle with another Trainer. After the fight, you should continue along the path to some torches; see that grassy patch
near here? Go through it to find another item at the end, this time a Paralyze Heal. Return to the path and follow it up the stairs
provided into Iki Town.
TREASURES CHECKLIST
[_] Z-Ring
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Iki Town: As you arrive at the festive Iki Town ... er, festival, Kahuna Hala will approach, making small talk before you regain
control. Go off to the north and you'll meet up with Hau again. As you learn that the festival is one of Pokémon battling, Hala will
heal you - before you end up battling Hau again!
• Rewards: $140
- - - -
USAGE CONDITIONS
Pokémon Condition
There's not much to say about this battle; for the most part, the strategy is the same, just go forth and have your starter Pokémon
use its Grass/Fire/Water moves repeatedly. Popplio shouldn't have too much trouble even against Pichu like this - Pichu is too weak
to make that a significant worry. Pichu however does have Charm on it which can be problematic since it'll halve your Attack -
switching out if you're using Rowlet, Litten, or another physical attacker before handling Hau's starter might be prudent.
After the battle, you'll receive the Z-Ring from Hala, the results of his examination of your Sparkling Stone previously. This is
important, for it enables the use of certain special abilities, though these will be unlocked later in the game and I do not wish to spoil
you on these.
TREASURES CHECKLIST
[_] Awakening
KEY'S PARTY AT THIS MOMENT
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Pokémon Evaluations: Honestly, the Pokémon here are of little note. Of the Pokémon here, Slowpoke is probably best since
Slowbro makes a nice Pokémon when you unlock Mega Evolution waaaaay down the line, and Slowking makes a nice Pokémon
just in general though you'd need trading stuff for that to work out. It will work nicely for those who are in need of a Water Pokémon.
Route 1 (Hau'oli Outskirts): After another scene back home, you'll find you have another visitor - go outside to meet with Lillie
again. She says that Kukui wants to see you, and offers to guide you there. Head south of home and downhill towards the lab. After
a brief scene, Lillie will run off.
You can take a bit of a shortcut by jumping down the ledge nearby, but I'd recommend heading east. There, you'll find some grass
and a Trainer to battle; if you head through the grass towards the shoreline, you'll even find an item - an Awakening. Head south
from there to find a lass to battle; if you go south, you'll find Kukui's Lab, with Lillie outside of the southern entrance. Speak with her
for a brief scene - your Pokédex will be upgraded to the Rotom Pokédex, and you'll learn more of the Island Challenge, which
means you'll have to complete seven Island Trials to be able to be declared the Champion.
Once you're done at Kukui's place, return outside and head back home. Head southwest from there to Hau'oli City.
Hau'oli City
TREASURES CHECKLIST
[_] Exp. Share [_] Potion [_] Potion [_] Paralyze Heal [_] Quick Claw [_] Potion
[_] TM01 (Work Up) [_] Great Ball x5 [_] Potion [_] Poké Ball [_] Poké Finder [_] Ultra Ball x10
[_] Silk Scarf [_] Revive [_] Heal Ball [_] $10,000 [_] Ether [_] Lumiose Galette
[_] Revive [_] Tiny Mushroom [_] TM49 (Echoed Voice) [_] X Defense [_] X Attack [_] Super Potion
[_] Everstone [_] Insect Plate [_] Meadow Plate [_] Draco Plate [_] Toxic Plate
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Rowlet 11 Grass/Flying Overgrow - Tackle Leafage Astonish Peck
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: Magnemite makes a very good Pokémon to have. The defenses of the Steel-type give it great prowess on
the defense, plus it is a decent attacker and an Electric-type as well, which will be helpful. Grimer and Meowth's Alolan Formes
aren't much to talk about, however.
Hau'oli City: When you arrive, speak with Lillie and she'll guide you into the Pokémon Center. There, you can speak with the nurse
at the desk to fully heal your Pokémon party. A PC is also on the counter. In one corner, you will find the Poké Mart, where you can
buy items to help you on your way, and in the other you can buy drinks which can lead to you getting some Pokémon Refresh
beans, among other things. Heal your Pokémon and shop at your discretion before leaving.
Pokémon Trainers' School: After a brief convo, go north to the Pokémon Trainers School lot and speak with Kukui. You'll be
challenged to defeat four Trainers, before you receive the Exp. Share. The Exp. Share lets all of your Pokémon gain experience
and not just your lead one. Anyhow, we'll need to find those four Trainers now, right? Don't forget, you can speak to Lillie to heal
your Pokémon.
First go northeast, east of the school's doorway, and you'll find a Potion next to the tree. If you go east and north, you'll find your
first Trainer to battle!
Return to the entrance of the school, then go west on the battle arenas etched in the dirt. The kid there won't battle you yet but you
can find another Potion in the southwestern corner of the area. Head due north from there to the end of the asphalt and then go
through the red gate. Beyond is a kid that you can battle by talking to him - that makes two students down!
After the battle, if you go all of the way to the south, you'll find a Paralyze Heal. Now, backtrack north and go back through the
fence, then go into the school itself via the main entrance. If you go due north upon entering, you'll find your third Trainer to battle.
Afterwards, go west and you'll see a sort of playroom with a television and all that. Speak with the woman there and you'll receive
a Quick Claw - this item activates at random when held by a Pokémon, making it go first 3/16 of the time. You can return to the
entrance and use the stairs nearby to go to the second floor, too; there, if you go along the hall, you'll find green doors which lead to
a couple of rooms. Go through the leftmost of the doors to find a classroom; inside, speak with the student in the top-right desk in
order to receive a Potion. With that done, though, go back outside and battle the kid in the battle courts that you skipped previously
to finish this challenge.
After the battle, Joseph will give you TM01 (Work Up) - a TM is an item that you can use on a Pokémon to teach it a move. TMs can
be used infinitely and there are 100 in all. You'll then be called to the office on 2F of the school, so head there - well, it's the third
floor, so that can be confusing. Basically go inside, then upstairs, then speak with the girl next to the stairs - the teacher will then be
the next one you battle, and she'll hand you five Great Balls for winning. Great Balls are a type of Pokéball that are better than the
standard type: they're 50% better to be exact!
Hau'oli City: Following some more scenes, Lillie will offer to show you more of the city, now that the Tauros from before is no longer
in the way ... er, almost. When prompted, examine the Tauros to pet it. Head along the road to reach the beachfront once you regain
control.
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
Hau'oli City - Beachfront: If you head along the northeast side of the street, you'll find a person who will give you a Potion when
you speak to them. If you use one of the ramps nearby to go down to the beach, next to the southern ramp, you'll find a Poké
Ball, too. But in any case, head to the flag on the map.
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Dire Hit $1,000 Boosts one Pokémon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
X Accuracy $1,000 Boosts one Pokémon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokémon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokémon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokémon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokémon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokémon's Speed stat by one stage when used in battle.
Sweet Malasada $200 You buy this and immediately raise a chosen Pokémon's Happiness stat.
Big Malasada $350 Cures a Pokémon's ailments, except for Fainted, when used on them!
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 20%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both -
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both -
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
Pokémon Evaluations: Abra is the only really new Pokémon here, and it's an amazing Pokémon to have - it may be a bit frail, and
it's hard to evolve to Kadabra without using the Exp. Share, but it becomes a very strong attacker once it evolves, even moreso if
you can trade and evolve it to Alakazam. It also learns an amazing variety of moves - it's definitely a Pokémon you should grab
when you can. Though take note that on the first turn of battles it will almost always Teleport away so you pretty much have to hit it
with a Great Ball, or if you can put it Sleep before trying to capture it. Pikachu and Magnemite as stated earlier are also good
Pokémon worth having, too.
Hau'oli City - Shopping District: Continue walking down the street and you'll meet up with Hau again. He'll take you into a store to
get you the Poké Finder, which will let you take pictures of Pokémon. If you speak to the woman next to her, you can participate in
the Loto ID drawing, which can get you an item if your ID number matches the one drawn. With respect to the number of digits
matched:
Another man in the shop's southwestern corner has a request - for you to record 10 species or more Pokémon as "caught" in your
Pokédex. If you do so and then speak with him, you'll receive ten Ultra Balls! Ultra Balls are even better than Great Balls, boasted
a double-than-normal catch rate!
Return outside now and you'll speak with Hau and Lillie again. After the scene, a man will show you a crack in a wall nearby; press
R near it and you can fire up the Poké Finder. You'll get a brief tutorial when you start it up. Anyhow, play around with it if you want,
then head further down the road to meet up with Lillie and she'll hand you the Lens Case and Makeup Bag, which can be used for
changing your apparel somewhat. You can also buy clothing items inside the apparel shop if you so desire.
In any case, go outside and speak with the woman next to the door to obtain the Silk Scarf; this item boosts the holder's Normal-
type moves' power by 20%. Just next door is a salon, where you can alter your hairstyle, too: examine a nearby palm tree to find a
hidden Insect Plate, which boosts the power of the holder's Bug moves by 20%. If you go to the south side of this street and along
the path, there will be another red gate you can open which will take you to some grass where you can find the above Pokémon
(yeah, strangely, not the same encounter list from the demo). Even further up the street is another gate you can use, where you'll
find some grass and, if you cross it to the other side, a Revive - extremely useful since it can revive a fainted Pokémon!
Opposite this gate is another Pokémon Center; if you speak with the man out front, you'll receive a Heal Ball, which is basically a
regular Poké Ball but it also fully heals the Pokémon you capture. (A note to veterans of the series: since you can now add
Pokémon to your party even when you capture Pokémon with a full party, the Heal Ball is SIGNIFICANTLY more useful!)
Inside the Pokémon Center, you will find the usual facilities, so be sure to heal up. An elderly man next to the Poké Mart will also
delete moves your Pokémon have learned; though not as useful now that HMs are abolished, if you want to delete a move
nonetheless go right ahead. The shop is also now selling stat-boosting items for your battles if you want to partake in some of them.
They boost your stats quite a bit in battle! There's also a woman near the cafe who will give you $10,000 if you show her a Drifloon
in your Pokédex - they can be found later in the game at the Hau'oli Cemetery, so just wait for that.
Back outside, head further down the street to the intersection, and to the flag on the map. You'll overhear a conversation regarding
Team Skull and the Marina - from here, head south and east again, but hug the left side of the street. Eventually the hedges will
open up and you can go into a grassy part near a building. Head north and you'll find an Ether lying on the grass - these are useful
because the come in limited quantities throughout the game but can heal 10 PP to a move! Inside this building, speak to the woman
in the kitchen (northeast corner) to receive a Lumiose Galette - it's an item from the Kalos region which, when eaten, will cure all of
a Pokémon's ailments!
Back outside, continue down the street some more and if you look off to the north you'll find the City Hall. In the grass outside it
nearby, you will be able to find a hidden Meadow Plate, which boosts the power of the holder's Grass moves by 20%. Inside, there
will be a woman sitting on one of the benches, and you can speak to her to receive a Revive. Return outside and continue hugging
the fence for a while and you'll eventually reach a point where you can walk on some grass. There are a couple of gates here; open
the nearest one and you can walk across the grass nearby to reach another item, a Tiny Mushroom - which is honestly pretty
useless, but you can sell it for money. (Not like you weren't getting enough - your mother handed you $30,000, another woman will
hand you $10,000 when you show her a Drifblim ... geez lol.)
Return to the road and go further down the street to meet up with Hau. After the cutscene, you can go into the shop and buy some
Sweet Malasada for $200 and give it to one of your Pokémon - it will help to boost your Pokémon's Happiness stat, which is useful
with some Pokémon like Happiny and Pichu that require a high Happiness stat to evolve. You can also buy Big Malasadas for $300,
which are a medicinal item you can use at your discretion to heal all a Pokémon's ailments (like the Lumiose Galette you just got).
Outside, you can head southeast and you'll see another gateway to a patch of grass. Cross it and you'll find a yellow Pokéball on
the ground - in the field, yellow Pokéballs mark the location of TMs, and this TM is TM49 (Echoed Voice), a Normal-type Special
sound-based move that increases in power when it is used repeatedly. Continue further down the street to find an empty lot next to
the police station: you can find a Draco Plate hidden there if you're thorough about searching. Continue on down to the Marina.
Hau'oli City - Marina: Head towards the flag on the map and speak with Ilima, and you'll end up having to challenge one of the
Team Skull Grunts to a battle - simply talk to him to start the fight. After the remarkably simple battle, Ilima will heal your Pokémon,
and will see if you're ready for his trial - by battling you himself!
Once you beat him here, he'll offer to take you on for real in Verdant Cavern off Route 2. (Take note that you can now find
an Everstone in his house on the west side of town by speaking to him.)
Afterwards, go near the building nearby and just a bit aways from the doorway is a woman you can speak to; she'll hand you an X
Defense, while the man nearby will give you an X Attack. If you go back near the entrance of the area, you'll find a ramp down to
the area where ships would tie up at port using the hooks; go to the end of this path to find a Super Potion, an item which heals 60
HP! (This is boosted from 50 HP in previous games, if series veterans are curious.)
Hau'oli City - Shopping District: From here, return to the Pokémon Center and then along the road to the north of it. After a brief
conversation with Lillie, go further along and the Tauros from before will be again blocking your way. Pet him, then head along onto
Route 2: take note that a Toxic Plate should be hidden next to the exit.
TREASURES CHECKLIST
[_] Paralyze Heal [_] TM100 (Confide) [_] Big Mushroom [_] Super Potion [_] Heal Ball
[_] Nest Ball x2 [_] Super Potion [_] Oran Berry [_] Silver Powder [_] Repel
[_] Paralyze Heal [_] Big Mushroom [_] Stardust [_] Revive [_] Super Potion
[_] Revive x3 [_] $3,000 [_] Leppa Berry [_] Oran Berry [_] Persim Berry
[_] Sitrus Berry [_] Oran Berry x3 [_] Revive [_] TM56 (Fling)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Quick Echoed
Rowlet 14 Grass/Flying Overgrow Leafage Astonish Peck
Claw Voice
Pikipek 9 Normal/Flying Keen Eye Silk Scarf Peck Growl Echoed Voice Rock Smash
Thunder Magnet
Magnemite 9 Steel/Electric Sturdy - Tackle Supersonic
Shock Bomb
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Dire Hit $1,000 Boosts one Pokémon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Heal Ball $300 Fully heals the target upon capture, though that's useless if it's sent to the PC. Has a catch rate of x1.0.
Luxury Ball $1,000 Has a base catch rate of x1.0, but the caught Pokémon has higher Happiness than normal.
Nest Ball $1,000 Has a higher catch rate the greater the difference in you and your foe's level (+0.1 per level, up to x4.0).
X Accuracy $1,000 Boosts one Pokémon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokémon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokémon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokémon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokémon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokémon's Speed stat by one stage when used in battle.
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 70%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 70%
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Route 2 Pokémon Evaluations: There are a fair few repeats here; if you didn't grab Abra, you've got another chance here, though
Drowzee may be preferable. While weaker, he doesn't run away via Teleport like 100% of the time which makes things easier. In a
similar vein, if you didn't pick up Pikipek, Spearow is a decent replacement, and since it only evolves once you can reach a lot more
power faster than with Pikipek, at least for a segment of the game before they become comparable again. Gorwlithe is a new one in
the area and he makes a nice Fire-type to have, and is worth picking up if you lack a Litten. Makuhita makes for a decent Fighting-
type Pokémon as well when he evolves into Hariyama, though he is a bit slow to level-up. Crabrawler arguably makes for a better,
stronger Pokémon than he, however.
Hau'oli Cemetary Pokémon Evaluations: During the daytime, take note that you can find Drifloon here; remember, someone in
the Shopping District of Hau'oli City's Pokémon Center wanted to see a Drifloon, and she'll give you $10,000 for that! Gastly is a
great addition to your team if you can trade: Gengar is a powerful Special Attacking Pokémon and has a number of moves to utilize,
which makes him a huge threat. Haunter is weaker but still decent enough so Gastly might be worth an empty slot in your team even
if you can't trade. Misdreavus, found at night, is decent too, but pales in comparison to Gastly's potential. Zubat is ... well, Zubat. It's
nothing special.
Route 2: Head uphill as you'll enter the Route and you'll find a Beauty you can battle. Further uphill, you'll come to a patch of grass
on your right, and from there you can head east towards the Hau'oli Cemetary.
Hau'oli Cemetary: When you arrive, go east and near one of the gravestones you'll find a Paralyze Heal. Northeast of there is one
Trainer to battle, and east of there is another in front of a gravestone you have to speak with to battle win. From Stanley, head
south, east through the grass, and north to find a TM lying on the ground - it's TM100 (Confide), which is for a move that lowers the
target's Sp. Atk. stat. If return to the cemetary proper and to its northeast corner, you'll find a Big Mushroom behind one of the
gravestones and you can speak to the guy nearby to battle him. Further west, you'll find a Super Potion lying on the ground, and
that will be all for the Cemetary, so return to Route 2.
TM56 (Fling) is available in this area, but only at night. To obtain it, come at night and you'll see a woman and a Machamp in front
of a grave. Approach and after the scene you'll obtain the TM.
Route 2: Go back through the grass and then north along the dirt path; you'll soon see some a few buildings. First take the dirt path
going east and south past a house. Go through the grass and jump down the ledges, collecting the Heal Ball on the way, then jump
down the next ledge and work your way back up to the top. To the northwest of the fork lies a motel. The first room you can reach,
the lobby, doesn't have anything, but if you speak with the man in the next room over from there you'll receive two Nest Balls. (Nest
Balls have a greater catch rate against Pokémon that are of levels lower than you - for now, given your levels, it will be likely best to
save them since they're better than even Ultra Balls if your foe is more than 20 levels lower than you.)
Outside, you can go downstairs to ground level and then behind the truck to find a Super Potion. (What, did you think it was going
to be Mew? =P) Return to the fork now because the motel is emptied out, then north to battle a Preschooler. Further north from
there, you'll meet up with a Delibird, who suddenly takes a hold of your bag, directing you into the Berry Fields.
Berry Fields: If you head east, you'll see the problem - a couple of Team Skull Grunts will end up battling you. (Well, one will,
before they leave, leaving twin trails of urine behind them.) The farmer will give you an Oran Berry as thanks. (An Oran Berry can
restore 10 HP on a Pokémon, and it will automatically be used when they fall low enough on HP if they hold it in battle.)
Once you regain control, go east to find the Berry farmer's house. Inside, a Delibird will give you a Revive. If you go around its south
and east side, you'll find a Silver Powder lying on the ground, which can be useful since it boosts the power of Bug-type moves by
20% when held. If you go south from the house, you'll find the Berry fields - sort of. Anyhow, when you go to the northeast corner,
examine the basket to find a hidden Repel. In the west-central portion of the fields, you can examine the buckets 'n' junk left on the
ground to find a hidden Paralyze Heal too, while in the southwest corner lies another Big Mushroom (this one in the open).
Route 2: Once you return to the Route proper and follow the dirt path north a bit to find a Backpacker to battle. There is some grass
here, but you can go southeast; if you do so, you'll find the outer fence of the Berry Fields. Examine the fence just a bit south of the
northeast corner and you can find a hidden Stardust to sell for some money. (Note that another user has mentioned that they found
it between the two trees. While I distinctly remember finding the Stardust at the fenceline, that might be worth checking out if you're
having trouble. Either way, way later in the game you can get Stoutland to Poké Ride and that might be a suitable alternative to find
it.)
There are two paths you can along from here to the destination - there's the path you're on now and the northern path. I'll cover
each:
• North Path: This path is just grass for the most part, but there is a fence that will open up partway along. Just north of where the
fence opens up, on the other side, you can find a Pokémon Breeder to battle. If you head the opposite way and then up the incline,
you can find a Revive. Then just jump off the ledge and return to the grass, then head northeast, battling the Trainer on the way.
• South Path: Continuing from where we left with the hidden Repel, go east and you'll find some grass. Head north through it and
you'll find a Trainer you can fight with, and just behind her lies a Super Potion. From there, just follow the route.
Either way, you'll meet with Hau again, who will take you inside a Pokémon Center and hand you three Revives. While you're here,
you can speak with a Lass nearby, who is trading her Machop for a Spearow; Spearow can be readily caught on this Route, so it's
not a big deal to find and get her one, plus Machop are pretty decent Fighting Pokémon. The Poké Mart is also selling Super
Potions, Heal Balls, Nest Balls, and Luxury Balls now, all of which are pretty useful in their own right, so be sure to stock up! A girl
next to the cafe also has a request for you: catch a Cutiefly and show her its Pokédex entry to receive $3,000.
Back outside of the Center, you can probably see the colorful pile of Berries nearby - it's below a palm tree off to the east, next to
some grass. There, you'll find a Leppa Berry, Oran Berry, and a Persim Berry! (Take a note: if you return to the Berry Farmer at
the Berry Fields and show him that you have a Persim Berry, you'll receive a Sitrus Berry. And don't forget the three Oran
Berries under the tree next to him!)
Head southeast to the flag on the map next to find Ilima. Note that you will not be able to leave Verdant Cave until the trial is
finished. Once you confirm this, Ilima will go on in and wait for you.
Verdant Cave
TREASURES CHECKLIST
[_] Super Potion [_] Revive [_] TM31 (Brick Break) [_] Super Potion [_] X Defense [_] Normalium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Echoed
Dartrix 17 Grass/Flying Overgrow Quick Claw Leafage Astonish Peck
Voice
Rock
Pikipek 12 Normal/Flying Keen Eye Silk Scarf Peck Growl Echoed Voice
Smash
Compound Silver
Butterfree 12 Bug/Flying Tackle String Shot Confusion Gust
Eyes Powder
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - CERDANT CAVE: POKÉMON DENS & RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Sun Special
Jaw, Adaptability
Stakeout, Strong
Yungoos Normal - 1 - - - - Sun Special
Jaw, Adaptability
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Moon 100%
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Moon 100%
(Alolan)
Verdant Cave: As you arrive, Ilima will explain the object of this trial to you - to defeat three Pokémon found in dens throughout the
cave. From there, you'll need to go to the pedestal deep in the cave and obtain the Z-Crystal there. You will also not be able to catch
Pokémon found here (until you finish the trial).
Anyhow, once you regain control, go northeast and examine the low hole in the rock, one of the Pokémon dens in the area, and
you'll battle a Yungoos/Alolan Rattata. After, walk to the right and collect the Super Potion, then go due north and examine the
large boulder to find a Revive hidden there. Go further north to the den to find another Pokémon to battle. Now, go uphill to the west
and you'll come to a fork. Go south and you'll find TM31 (Brick Break) - an excellent Fighting-type move - just lying on the ground.
Now go north then east across the narrow plank bridge and you'll come to a ramp. Skip it and go further east and up the next one,
then use A to crawl through the hole, finding a Super Potion on the other side. Jump down the ledge nearby and examine the den
there; while this seems fruitless, it's part of the puzzle, because now the Pokémon in there is elsewhere. Now, go south, then up the
ramp on the left to reach the den on the top, and examine it, only to figure out the Pokémon you're looking for is on the west side.
So head off way to the west and down a ledge. Collect the X Defense next to the den before examining it, only to find that the
Pokémon has moved AGAIN!
Go south and jump over the ledge as you chase down the final Pokémon, then cross the plank bridge ... as you do so, Team Skull
will come. Defeat the Grunt that battles you ... and that'll be it? Okay. Whatever. Go over to the east and through the hole again,
then jump down the ledge to examine the first den you examined previously - and THIS time you'll finally fight a wild
Gumshoos/Alolan Raticate!
And with all the Pokémon defeated, you can now go through the exit in the cavern's northwestern portion! Once beyond, approach
the altar and examine it, then take the Z-Crystal - or attempt to. Before you can, a Totem Gumshoos (Pokémon Sun) / Totem Alolan
Raticate (Pokémon Moon) will appear! Though this might make it seem like a boss, in reality the only difference is that the Pokémon
has a stat boosted by one stage, so it makes things little different. You might also have to deal with some allying Pokémon of the
Totem, so be careful about that. It will help to focus on KO'ing the allying Pokémon first when they come.
After the battle, Ilima will congratulate you on your efforts and grant you the Z-Crystal - Normalium Z - from the pedestal. Whenever
a Pokémon holds this item and knows a Normal-type move, you can choose to activate a Z Move that will be much stronger, though
only once per battle. You'll also receive 10 Great Balls and permission to capture Pokémon in Verdant Cave (not that there are any
of particular note).
Ilima will heal your Pokémon, then suggest you head onto Route 3. In any case, once you regain control, head outside of the cave.
Route 2: Go back northwest and heal in the Pokémon Center, then head northeast to find Route 3.
Sectional Flowchart
TREASURES CHECKLIST
[_] Stardust [_] Sharp Beak [_] Heal Ball [_] Great Ball [_] Yellow Nectar [_] Net Ball
[_] Yellow Nectar [_] Poison Barb [_] Red Card [_] Soothe Bell [_] Super Potion [_] Sitrus Berry
[_] Sitrus Berry [_] Pecha Berry [_] Cheri Berry [_] Sitrus Berry [_] Nest Ball [_] $3,000
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 18 Grass/Flying Overgrow Leafage Astonish Peck
Z Voice
Echoed Rock
Pikipek 13 Normal/Flying Keen Eye Silk Scarf Peck Brick Break
Voice Smash
Compound Silver
Butterfree 13 Bug/Flying Tackle Stun Spore Confusion Gust
Eyes Powder
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (DAYTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Salamence (SOS-
Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
only)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (NIGHTTTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Salamence (SOS-
Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
only)
Spearow Normal/Flying Keen Eye, Sniper - - - - - 1 Both 49%
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - MELEMELE MEADOW (FLOWERS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 30%
Prankster, Chlorophyll
Metapod (non-
Bug Shed Skin - - 2 - - - Both 9%
S.O.S.)
Oricorio (Pom-
Electric/Flying Dancer - - - 2 - - Both 20%
Pom)
Route 3 Pokémon Evaluations: Bagon and Salamence are absolutely boss Pokémon to have. (Salamence is extremely rare
though, like 1%.) Most Dragon-type Pokémon are but Salamence is just very very powerful and speedy. Rufflet if you're playing
Pokémon Sun is also a pretty decent attacking Pokémon as well, and Mankey makes an okay Fighting-type Pokémon to have. For
the most part, the rest are just repeats or altogether meh.
Melemele Meadow Pokémon Evaluations: Butterfree, like I stated before, is a decent Pokémon for you to have in the event you
want to catch Pokémon, because it can learn a variety of status moves (namely those for Paralysis, Sleep, and Poison), and can
even get Compound Eyes to make sure these moves hit their target, so if you didn't pick up Butterfree before now would be a good
time to get it or one of its pre-evolutions. Petilil is the only other Pokémon of note here, belonging to Moon players, as it can evolve
into Lilligant which boasts nice stats (albeit not the best movepool to support them).
Route 2: After you leave the cave, Prof. Kukui will give you a tutorial on the use of Z Power and Z Moves. After, heal up in the
Pokémon Center if you need to, then head forward to Route 3.
Route 3: Note that while you go along this Route, you might see moving shadows on the ground. These reflect Pokémon in the
field; if you walk into it, you'll fight a flying Pokémon (here, Spearow or Rufflet/Vullaby). As you reach the sign denoting the Route
we're on, you'll find a fork in the path. You can go either way you prefer.
• South Path: This is a fairly linear path with multiple flying Pokémon found along it. Further along the path from here if you hug the
northern ledge you'll notice a sort of dip in the southern wall; examine it to find some hidden Stardust to sell. From here, work back
westward and you'll notice that just off to the south is a narrow path you can take. Follow it and you'll find on the way another Sharp
Beak. It boosts the power of the holder's Flying moves by 20%. Further to the east the paths will converge.
• North Path: Partway along this path will be a Rising Star you can battle. If you continue further along from here, you can find the
grass for this part of the Route, too. Be sure to go through the eastern portion of the grass because you can find a Heal Ball down
there. Catch your fill from the grass, then head further along the dirt path to find another Rising Star to fight with.
Once the paths converge, go a bit to the southeast and you'll see a westbound path with a sign in front of it, heading to the
Melemele Meadow.
Melemele Meadow: As you enter, you'll find Lillie, looking for Cosmog. First, though, go south along the dirt path to find a Great
Ball. Head north to a bit of a sparkly area to find some Yellow Nectar in the grass, which you can use to change Oricorio's Forme to
the Pom-Pom Style. If you go southwest from there you can get on top of a raised ledge with a Net Ball on it. (A Net Ball is an item
that works very well on Water- and Bug-type Pokémon, even moreso than an Ultra Ball.) Follow the path on the ledge then jump
from its northeast ledge into the northwestern path of flowers. Go southwest and onto the raised ledge.
You'll see Cosmog nearby. If you first move past him to the southwest you'll see more sparkles signifying more Yellow Nectar, and
further south you can find a Poison Barb. Anyhow, speak with Cosmog and you'll automatically escort him back to Lillie, who will
heal your Pokémon in thanks.
• Rewards: $280
USAGE CONDITIONS
Pokémon Condition
This battle isn't going to require any particular attention from you so long as you pay mind to type matchups. That means keeping
Water and Flying Pokémon away from Pikachu, for one, and generally smacking Hau's starter around with your own. If your starter
has the Normalium Z equipped with a damaging Normal-type move, that might be sufficient to finish off Pikachu, actually.
Once it's over with, go south along the Route. As you near the bridge, you'll notice a Trainer over to the left; he will give you the Red
Card item if you beat every Trainer on the Route, and then himself. If you head east from there you'll find some grass, too, and a
man who will give you the Soothe Bell item (which helps to boost a Pokémon's Happiness - if you grabbed a Pichu, Munchlax, or
Happiny way back, be sure to give it to them!).
Cross the bridge now and defeat the walking Rising Star on the other side, and a Super Potion can be found just a bit further to the
south. (That Trainer by the way is the last on the Route aside from Makana himself.)
Head further south and you'll find yourself walking down an incline. You will pass by some grass on the way down; on the
northeastern portion of it are some Berries you can grab: a trio of Sitrus Berries, a Pecha Berry, and a Cheri Berry! To the east
of there is a Nest Ball too! Further south is a man who will request you capture a Rockruff and show him its Pokédex entry; he'll
hand you $3,000 as an award!
(Note that you can find, in Melemele Meadow, at the southwestern bit of the flowers, a hole leading to Seaward Cave & Kala'e Bay.
If you don't want to bother with these areas, continue on with Melemele Island's Grand Trial: this side area is completely optional.)
TREASURES CHECKLIST
[_] Escape Rope [_] Heal Ball [_] Super Potion [_] Stardust [_] Star Piece [_] Never-Melt Ice
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 18 Grass/Flying Overgrow Leafage Astonish Peck
Z Voice
Echoed Rock
Pikipek 13 Normal/Flying Keen Eye Silk Scarf Peck Brick Break
Voice Smash
Compound Silver
Butterfree 13 Bug/Flying Tackle Stun Spore Confusion Gust
Eyes Powder
Growlithe 10 Fire Flash Fire - Bite Roar Ember Leer
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - SEAWARD CAVE: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 1%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [50%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
99%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
Seaward Cave: When you enter, you will immediately see an Escape Rope, and southwest from there, near a boulder next to the
water, you'll find a Heal Ball. Go est and downhill and follow the path (don't jump down the ledges) to a fork. If you go right,
downhill, then southwest at the bottom you'll find a Super Potion; also examine the small alcove between the three rocks to the
north to find a Stardust. Southeast from there you'll come to another fork; the rock at the end of the south path will yield a Star
Piece if you examine it.
Backtrack uphill to the fork just before you found the Super Potion, then go east from it to find a Never-Melt Ice. Continue back up
and you'll find some ledges to jump down.
Kala'e Bay: There's not much here you can grab since you can't cross water yet, but you can go north and snatch up the Net Ball.
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 21 Grass/Flying Overgrow Leafage Astonish Peck
Z Voice
Echoed
Trumbeak 16 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 16 Bug/Flying Tackle Stun Spore Confusion Gust
Eyes Powder
Route 1: Further south will bring you back to Route 1. Simply go south, west, and north into Iki Town.
Iki Town: After a brief chat with Kukui abnd Lillie, go north and speak with Hala to start the battle!
• Rewards: $2,400
FOE'S POKÉMON PARTY
- - -
A fairly easy fight - you've had ample opportunity to find both Flying and Psychic Pokémon that would do well in this fight. Basically
just spam them and their respective STAB moves. Crabrawler will likely prove to be the greatest difficulty because he can use a Z
Move through Fightnium Z; that would likely be the best time for you launch your own if it outpowers your STAB+Super Effect (triple-
damage) moves.
Sectional Flowchart
• Mostly Sidequesting:
• Poké Ride Cleanup - Tauros
• Ten Carat Hill
[_] Fightnium Z [_] Ride Pager [_] TM54 (False Swipe) [_] Antidote [_] Nest Ball
[_] Stardust [_] Nugget [_] TM83 (Infestation) [_] Stardust [_] Star Piece
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 21 Grass/Flying Overgrow Razor Leaf Astonish Peck
Z Voice
Echoed
Trumbeak 16 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 16 Bug/Flying Tackle Stun Spore Confusion Gust
Eyes Powder
Iki Town: Following the battle with Hala, you'll receive another Z Crystal, Fightnium Z, which enables the use of the Fighting-type Z
Move All-Out Pummeling. You'll also receive a stamp commemorating your victory; it will also permit traded Pokémon up to Level 35
to obey you fully. You'll finally also be given a Ride Pager and the ability to ride Tauros whenever you want to! Riding Tauros and
dashing can break rocks, which means we'll be able to find new items in some areas we've been to.
You'll finally also get TM54 (False Swipe) - False Swipe is an amazingly useful move for capturing Pokémon because it will not ever
KO them, just leave them with one HP.
You are then tasked with telling your mother that you're leaving, then heading to the Marina in Hau'oli City. So head back to Route 1
first.
Route 1: Back here, go back and visit your mother and she'll tell you that Akala Island should be your next target. If you're not going
to do any of the sidequesting bits then head there, but otherwise keep reading. If you head to the southern parts of the Route from
your house, towards the Professor's home, and go west, you'll find some rocks blocking your way; these lead to Ten Carat Hill, and
you can break through them by dashing with the B Button while on Tauros. It's mostly a standalone area so simply click on the link
to go to that area's section.
Once you return, there's more to clean up north of your house. If you go up Route 1 from the incline west of your house, you can
find an Antidote at the ledge to the right of the top. You can use Tauros to break down the rocks to the west and access a bite of a
hidden area. If you go through the grass west of your entrance you can find a Nest Ball and if you break down the rocks to the east
one will be hiding a sparkly thing which you can examine to find a Stardust. Meanwhile, return up to the top to the grassy patches,
then go through the eastern one and down the ledges to reach a Nugget. That's all to be found on Route 1!
Route 3: Taking backtracking a bit literally, head along to the southern part of Route 3 and backtrack across the bridge. Then go
east to the grass and off to the north you'll see some boulders around a TM. Break them down with Tauros and you can
collect TM83 (Infestation) (and less importantly a Stardust from the big rock).
Seaward Cave: If you go here, there are some ledges you can jump down to the east of the water. Along the way are some rocks
Tauros can obliterate and you'll find an Expert Belt.
Route 2: Continue backtracking across the island to Route 2. Just south of the motel were several rocks you could break; beyond
them lies a Star Piece.
Verdant Cave: Remember where you fought the Totem Pokémon? Go there. On the right side of the clearing are some rocks:
break through them to reach TM46 (Thief).
From there, simply head to the Marina and we can move on as nothing else remains for us to do.
TREASURES CHECKLIST
[_] X Attack [_] Super Potion [_] Ultra Ball [_] Hard Stone [_] Nugget [_] Burn Heal
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 21 Grass/Flying Overgrow Razor Leaf Astonish Peck
Z Voice
Echoed
Trumbeak 16 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 16 Bug/Flying Tackle Stun Spore Confusion Gust
Eyes Powder
Growlithe 14 Fire Flash Fire - Bite Roar Ember Leer
LOCAL WILD POKÉMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (WALKING & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink (non-
Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
S.O.S.)
Sableye (S.O.S.-
Ghost/Dark Keen Eye, Stall, Prankster - 1 1 - - - Both -
only)
LOCAL WILD POKÉMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (SURFING)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
c
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both
80%
LOCAL WILD POKÉMON ENCOUNTER DATA - TEN CARAT HILL - FARTHEST HOLLOW (GRASS)
Pokémon Evaluations: None of the Pokémon here are particularly special. Sableye is an interesting Pokémon since it only has one
weakness, and in competitive battling its Prankster ability in combination with some of its status moves render it a threat, but to be
powerful it typically requires a bit of setup (e.g. Calm Mind), which just isn't viable for the main game when other Ghost and Dark
Pokémon are simply powerful from the start. Rockruff is another interesting one, which becomes different Pokémon upon evolution
in Sun and in Moon, but both Formes are pretty powerful. (Don't forget the person from Route 3 that wanted you to catch Rockruff
and show you his Pokédex entry to get some money!) Carbink and Spinda are also interesting in their own rights for competitive
gameplay but less so for the main game and aren't worth it. ... And Zubat is Zubat. =P
Ten Carat Hill - Cave: Just as you enter, go north and you'll find an X Attack. Go south from here on Tauros and break apart the
rocks you find, and keep doing so until you reach an even larger gray boulder - this, Tauros won't be able to do a thing about, but it's
enough for now. As you broke through the boulders, back near the start, the path diverged and you could get on the higher ledge. If
you do so now, you can go along the linear path there for a Super Potion and an Ultra Ball. Return back to ground level and
continue going further into the cave, then outside into the hollow.
Ten Carat Hill - Farthest Hollow: Here, walk northward and you'll pass by a Hard Stone (boosts the holder's Rock moves' power
by 20%). If you look to the north from here, you'll also see a Nugget (sell for $5,000) and to the east-northeast of there you'll find
a Burn Heal. The northwestern part of this enclosure has the grass with which you can find the Pokémon named above. (There are
others to the southwest and southeast as well. In fact, if you follow the southeastern path, you'll go up an incline and find TM62
(Acrobatics)!) Finally, via the southwestern path from the ground level of the hollow you can find a Great Ball.
Heahea City
TREASURES CHECKLIST
[_] $3,000 [_] Rare Candy [_] Zygarde Cube [_] Zygarde Cell
KEY'S PARTY AT THIS MOMENT
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 22 Grass/Flying Overgrow Razor Leaf Astonish Peck
Z Voice
Echoed
Trumbeak 17 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 17 Bug/Flying Tackle Stun Spore Confusion Gust
Eyes Powder
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
TM16 (Light Screen) $10,000 Psychic Status --- --- 30 Allies No Yes
Hau'oli City: Once you return to the city, head into the Marina, healing up your Pokémon on the way if you feel necesary. Opt to
head out with the professor and the others on his boat to head to Heahea City on Akala Island. Once you meet the Island Kahuna
and one of the captains, head down the street to meet up with Lillie, who will be waiting at the local hotel until you want to visit the
Ruins of Life with her.
After the scene, enter the clothing shop nearby; the man in the southeast corner will task you with registering Pyukumuku in your
Pokédex and will grant you $3,000 in return once you show him. Just across the street, a woman will give you a Rare Candy - this
item can boost your Pokémon's Level, so be sure to use it!
Further down the street is the Pokémon Center, right at the intersection. They're selling TMs now, but they're not worth the cost, at
least for main-game playing. Great Balls and Super Potions are nice though!
Head further north from the Center to have an encounter with Sina and Dexio, who will suggest you battle Dexio. Afterwards, your
Pokémon will be healed, and you'll receive the Zygarde Cube, meant to be used for collecting Zygarde Cells and Cores. They'll
suggest you head onto Route 4. You should head into the hotel first; on the first floor, if you head to the northwest corner, you'll find
a Zygarde Cell.
That's about it though. Go back outside and south and east onto the Route.
Route 4
TREASURES CHECKLIST
[_] Great Ball [_] Tiny Mushroom [_] Zygarde Cell [_] Revive [_] Adrenaline Orb [_] Energy Root
[_] Berries
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 23 Grass/Flying Overgrow Razor Leaf Astonish Peck
Z Voice
Echoed
Trumbeak 17 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 17 Bug/Flying Tackle Stun Spore Psybeam Gust
Eyes Powder
If you're wondering about any sudden inconsistencies with my team, there's a reason ... err ... my battery died and I lost a lot of
progress because I hadn't saved in a while. Learn from my mistake kiddies! XD
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 4: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: There are quite a few new Pokémon here ... but not a ton of note. Eevee, Espeon, and Umbreon are
perhaps the most noteworthy; Eevee is capable of evolving into eight different types of Pokémon depending on how it evolves: it can
become a physical Fire type (Flareon), a special Electric type (Jolteon), a tanky Water type (Vaporeon), a tanky Dark type
(Umbreon), a special Psychic type (Espeon), a physical Grass type (Leafeon), a special Ice type (Glaceon), and a special Fairy type
(Sylveon). Sylveon's condition is ultimately the earliest you can get given it is quick to reach (just level-up with two hearts in
Pokémon Refresh) and the reward is decent for Sylveon is quite powerful. Grubbin is another Pokémon of note since it becomes a
decently powerful Electric/Bug Pokémon, Vikavolt, later on. Lillipup and Mudbray eventually evolve into strong physical Pokémon,
Stoutland and Mudsdale respectively.
Route 4: As you enter the grass just east of the Route entrance, the path will make a small loop. If you go along the northern branch
of the path, you'll fight a Trainer, whereas to the south, east, and north, you'll find a bunch of grass and a Great Ball. Just north of
where the paths converge, you'll find a long, narrow path going off to the east; examine the rock at the end to find a Tiny
Mushroom, then return to the main path and go north. You'll see a Pokémon Breeder you can talk to, and south of her are some
gold sparkles denoting a Zygarde Cell.
Go through the grass to the west and you'll find a Collector to battle; he's also standing near a Revive you can grab. Return to the
main path and go north and the path will - briefly - split. The northern path has a Trainer you can fight with. After the paths converge
you can go through the grass to the south to find an Adrenaline Orb. Continue back to the main path and follow it to some grass
and a Cook to battle.
Just beside the Cook is a sort of crossroads. If you go south from it you'll find an item, an Energy Root, just past the grass, while to
the east you can find some Berries underneath the tree. To the north lies Paniola Town.
Paniola Town
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 24 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Voice
Echoed
Trumbeak 18 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 18 Bug/Flying Tackle Stun Spore Psybeam Gust
Eyes Powder
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Repeat Ball $1,000 A Pokéball with a tripled catch rate on Pokémon species you've caught before.
Net Ball $1,000 A Pokéball with a triple catch rate on Water- and Bug-type Pokémon.
Timer Ball $1,000 A Pokéball whose capture rate goes up by 0.1 every turn, up to 4.0x.
Paniola Town: As you walk up into the town, Hau runs over and heals your Pokémon, then challenges you to battle!
• Rewards: $680
- - - -
USAGE CONDITIONS
Pokémon Condition
Much like the last battle you had with Hau, this should be pretty easy. Mudsbray is especially useful for taking down Pikachu due to
his nice Defense and immunity to Electro Ball, but Magnemite will also do fine if you got him since he'll resist both as well, as would
Bagon/Shelgon. For the most part, the primary objective is just to keep Flying and Water Pokémon away from. Meanwhile, your
starter's Grass/Fire/Water moves should be more than sufficient to take out Hau's own starter Pokémon.
After the fight, you'll receive a Dire Hit from Hau while he goes off to Panioka Ranch.
That said, there's not a lot here aside from the Pokémon Center. The second shop in the Center does have some interesting balls,
but they aren't particularly special either, so just leave the town heading north.
Paniola Ranch
TREASURES CHECKLIST
[_] Fresh Water [_] Moomoo Milk [_] Repel [_] Soda Pop [_] Super Repel [_] Zygarde Cell
[_] Ether [_] TM10 (Hidden Power) [_] Big Mushroom [_] Heal Ball [_] Amulet Coin [_] Oval Stone
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 24 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Voice
Echoed
Trumbeak 18 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 18 Bug/Flying Tackle Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 17 Fire Intimidate - Bite Ember Leer
Wheel
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: Each of the Pokémon here are decent enough if you lack a spot on your team, except for Miltank, really. All
are decently powerful attacks once they evolve.
Paniola Ranch: Go north and as the path turns northeast you can battle the Madame there, and further northeast you'll speak with
a Pokémon Breeder who will bring you to Captain Mallow. She'll register Stoutland onto your Ride Page, which will let you find items
in the dirt. Once you regain control, use Stoutland to sniff out a Fresh Water off to the west, north of the Tauros, then go north to
find some Moomoo Milk next to the feeding troughs, then southeast to find a Repel next to the barrels.
Anyhow, go south and back through the fence, then south and into the grass. Just north of the sign there you can find a Soda
Pop with Stoutland, and there's a Trainer to the west you can fight. Using Stoutland, you can find a Super Repel in the grass to tje
west, and there's some gold sparkles northwest of there signifying the presence of a Zygarde Cell. Meanwhile, in the southwestern
corner of the grassy patch, in the corner of the fence, you'll be able to find an Ether.
Go back eastward and past the Trainer from before now and up and down the ramp, then north through the grass. On the other side
you'll find the Pokémon Nursery. The Pokémon Nursery is this generation's equivalent of the Pokémon Daycare; you cannot leave
Pokémon there to gain EXP. anymore, but, if the conditions are right - an overview is in the Pokémon Breeding section - you can
get Eggs! Inside, you can also speak to a girl to receive TM10 (Hidden Power) (a move whose type depends on your IVs -
see Hidden Power for move) and she can even tell you the type of Hidden Power one of your Pokémon will have! If you speak with
the girl at the reception she'll give you an Egg which will hatch into an Eevee! If you carry it around for a while - just walk a lot - it will
eventually hatch into a Level 1 Eevee.
Anyhow, back outside, go south and examine the stuff in the small enclosure in the fence to find an Oval Stone; you can go east
and then south to find another Breeder to battle. In the grass nearby, Stoutland will be able to sniff out a Big Mushroom, nearby
and behind the red truck you'll find an Amulet Coin (if the holder participates in a Trainer fight, you'll get doubled money!), and then
further on, past the grass, is a Heal Ball. Return to the main path and head off to the north to find a Gentleman to battle, and then
further on, Route 5.
Route 5
TREASURES CHECKLIST
[_] Super Potion [_] Star Piece [_] Revive x3 [_] TM57 (Charge Beam) [_] Berries [_] $3,000
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Echoed
Dartrix 25 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Voice
Echoed
Trumbeak 19 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 19 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 18 Fire Intimidate - Bite Ember Leer
Wheel
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 5: SOUTHERN GRASS (REGULAR & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Metapod (non-
Bug Shed Skin - - 2 - - - Both 9%
S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Twins Isa & Nico $360 Happiny Lv. 15, Igglybuff Lv. 15
Team Skull Gladion $720 Zubat Lv. 17, Type: Null Lv. 18
Rising Star Duo Lauren & Justin $1,632 Rufflet Lv. 17, Vullaby Lv. 17
Pokémon Evaluations: Most of the Pokémon here are repeats, except for Fomantis. It is a decent Pokémon but not worth any
particular note.
Route 5: As you go north onto the Route, a pair of Trainers will challenge you to a Double Battle! If you head northeast of the
Trainers, you can find a Super Potion. North from there you can battle a Pokémon Breeder. Go east from her and through the
grass, then use Stoutland to sniff out the Star Piece near the mud piles nearby. Continue through the grass and you'll find a path
onto the stony area above. Follow the path to find TM41 (Torment), then jump down the ledge nearby.
Return to the twins now; if you go northwest from the twins, you'll see that Hau has just lost to someone who will battle you in turn -
Team Skull's Gladion. After the fight and the scene end, Hau will hand you three Revives.
After, head northwest and the path will fork in two again. Go along the path due west until you find a girl, then go north from her
through the grass to find a TM on the ground, TM57 (Charge Beam). Return to the girl and go west and north to battle a Breeder
and to find some Berries.
Return to the fork and battle the pair of Trainers to the north, then further along you'll find the Pokémon Center. Inside, a man will
give you a Dire Hit (the one next to the Poké Mart, holding a fishing rod). Meanwhile, the Rising Star on the opposite side of the
building will trade his Bounsweet for your Lillipup, which is an okay trade. The guy next to the window meanwhile will give
you $3,000 if you can capture a Feebas and show him its Pokédex entry.
Anyhow, with this done, go back outside and west to Brooklet Hill.
Brooklet Hill
TREASURES CHECKLIST
[_] Net Ball [_] Elixir [_] X Sp. Atk. [_] Revive [_] Max Repel [_] Waterium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 26 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 20 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Flame
Growlithe 19 Fire Intimidate - Bite Ember Reversal
Wheel
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
1%
Feebas Water Swift Swim, Adaptability - - - - - 1 Both
[5%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - TOTEM'S DEN: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Healer, 1%
Alomomola Water 2 - - - - - Both
Hydration, Regenerator [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[30%]
Pokémon Evaluations: Honestly none of these Pokémon are worth any particular note, at least those you're capable of getting at
this time.
Brooklet Hill: As you arrive and head west, you'll find Lana, the captain of Brooklet Hill. She'll request your help and then leave,
bidding you to follow. Cross the bridge and on the other side head south and grab the Net Ball, then speak with the fisherman
neatby to battle him. Go west now and along the path and into the grass; note that you can use Stoutland to sniff out an Elixir in the
southeast corner of the patch.
Continue further along and you'll meet up with Lana. She'll assign Lapras to your Ride Pager, allowing you to Surf, and she wants
you to go out into the water and figure out what's causing the vigorous splashing. For now though, go west and collect the X Sp.
Atk. and defeat the Backpacker, then return to Lana. Go south and onto the bridge, then defeat the Fisherman on there. Now, you
can examine water to Surf across it; go to the upwelling in the center and a bunch of Pokémon will retreat from it. Go to the now-
smaller upwelling and defeat the Wishiwashi that appears. (Or catch it. Wishiwashi when it gets into its School Forme can be
extremely powerful so long as it remains there.)
After the battle and you regain control, go southwest and make landfall to collect the Revive, then go east and downhill. As you
move between grass patches, Stoutland can find a Max Repel, and further down you'll find Lana again, who will point out another
Wishiwashi in the water. Surf to it and deal with it accordingly.
Afterwards, another source of splashing will be heard. Go to the southwestern shore and defeat the Fisherman, then continue
further along the path.
Brooklet Hill - Totem's Den: Here, your trial will start, and your goal will be to defeat a Totem Pokémon -- a School Forme
Wishiwashi! Surf out to the powerful Pokémon to engage it in battle! Do keep in mind that while its stats are high, it will leave its
School Forme once it is sufficiently low on HP nonetheless so you will be better off focusing your attacks against it.
After the battle, you'll receive the Waterium Z, the Z Crystal permitting the use of the Z Move Hydro Vortex! You'll also receive
the Fishing Rod, and ten Dive Balls to accompany it.
Sectional Flowchart
• Route 6
• Royal Avenue & Battle Royal Dome
• Route 7
• Wela Volcano Park
Route 6
TREASURES CHECKLIST
[_] Mystic Water [_] Super Potion [_] TM88 (Sleep Talk) [_] Super Repel
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 27 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 21 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Flame
Growlithe 20 Fire Intimidate - Bite Ember Reversal
Wheel
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (DAYTIME - S.O.S.)
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Pikipek Normal/Flying Keen Eye, Skill Link, Pickup - 1 - - - - Both 25%
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
Pokémon Evaluations: Honestly, Route 6 isn't going to offer than much different from Route 4, aside from the southern bits of
grass housing some Baile Style Oricorio, and there are better Psychic and better Flying types up for grabs elsewhere in the game.
Eevee is always worth picking up though, especially if the one from the Paniola Ranch wasn't enough.
Route 5: After Captain Lana's trial, you'll return to Route 5, and Captain Lana will inform you next will be the trial of Captain Kiawe
at Wela Volcano Park. She'll also note that you can return to the Paniola Ranch and get rid of those Sudowoodo you may have
noticed earlier by simply having the Waterium Z she gave you. So backtrack to the Paniola Ranch.
Paniola Ranch: From here, go due south and examine the Sudowoodo, who will beat it out of here, leaving you open to go to Route
6. You'll also receive a Mystic Water in thanks, an item that boosts the holder's Water moves' Power by 20%.
Route 6: As you arrive, head south and you'll find a Trainer you can battle, and west of him is a Super Potion. Further south you'll
find some grass as well as a Pokémon Breeder to fight. If you happen to go through the grass you'll find a hidden part of Paniola
Town where you can get TM88 (Sleep Talk) to the south and, hidden to the north near the hay bales, a Super Repel.
Return to Route 6 and go south a bit to encounter a girl being harassed by some Team Skull Grunts. After the battle, you'll be
suggested to try out some Battle Royals at the Battle Royal Dome to the east. So head there onto Royal Avenue.
TREASURES CHECKLIST
[_] Ultra Ball [_] Rare Candy [_] HP Up [_] Lemonade [_] TM44 (Rest)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 28 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 22 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Flame
Growlithe 20 Fire Intimidate - Bite Ember Reversal
Wheel
Charge
Kadabra 23 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
TM11 (Sunny
$50,000 Makes it Sunny for five turns.
Day)
TM18 (Rain
$50,000 Makes it Rainy for five turns.
Dance)
TM37
$50,000 Makes it Sandstorm for five turns.
(Sandstorm)
ROYAL AVENUE - THRIFTY MEGAMART (CASHIER #2)
Heal Ball $300 A Pokéball that has a catch rate of 1.0x but fully heals the Pokémon on capture.
A Pokémon with a higher catch rate the greater the difference in your and your foe's levels (+0.1 per
Nest Ball $1,000
level up to 4.0).
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Timer Ball $1,000 A Pokéball whose catch rate goes up by 0.1 per turn, up until 4.0.
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
If a Pokémon species has two different non-Hidden Abilities and your Pokémon has a non-Hidden
Ability Capsule 100 BP
one, this switches it to the other.
Calcium 2 BP Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos 2 BP Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron 2 BP Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein 2 BP Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Zinc 2 BP Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.
Everstone 16 BP If held by a Pokémon, it will not evolve (except in VERY special cases).
The holder always gains 8 Speed EVs after a battle, regardless of who it fights, but halves the user's
Power Anklet 16 BP
Speed stat.
The holder always gains 8 Sp. Def. EVs after a battle, regardless of who it fights, but halves the user's
Power Band 16 BP
Speed stat.
The holder always gains 8 Defense EVs after a battle, regardless of who it fights, but halves the user's
Power Belt 16 BP
Speed stat.
The holder always gains 8 Attack EVs after a battle, regardless of who it fights, but halves the user's
Power Bracer 16 BP
Speed stat.
The holder always gains 8 Sp. Atk. EVs after a battle, regardless of who it fights, but halves the user's
Power Lens 16 BP
Speed stat.
The holder always gains 8 HP EVs after a battle, regardless of who it fights, but halves the user's
Power Weight 16 BP
Speed stat.
BATTLE ROYAL DOME (EXCHANGE COUNTER #3)
Binding Band 48 BP Increases the power of the wielder's binding moves and lengths their duration.
Damp Rock 48 BP If the wielder initiates it, lengthens the duration of Rainy weather to be 8 turns.
When held, if the wielder is infatuated, so will be the one infatuating. It also enables inheriting 5 of 6
Destiny Knot 48 BP
IVs when breeding.
Expert Belt 48 BP When held, the Pokémon deals 20% more damage when its hits are super-effective.
Heat Rock 48 BP If the wielder initiates it, lengthens the duration of Sunny weather to be 8 turns.
Icy Rock 48 BP If the wielder initiates it, lengthens the duration of Hailing weather to be 8 turns.
Leftovers 48 BP When held, the Pokémon regains 1/16 of its max HP every turn.
Metronome 48 BP When held, the Pokémon's moves grow in strength with consecutive use (by 10% up to 50%).
Muscle Band 48 BP When held, the Pokémon's physical moves are boosted in power by 10%.
Quick Claw 48 BP Let's the user go first in its move priority class 3/16 of the time.
Scope Lens 48 BP When held, the Pokémon's critical-hit rate is automatically boosted by one stage.
Shell Bell 48 BP When held, the Pokémon regains 1/8 of the damage it deals back as healed HP.
Smooth Rock 48 BP If the wielder initiates it, lengthens the duration of Sandstorming weather to be 8 turns.
Soothe Bell 48 BP When held, the Pokémon's Happiness grows a lot faster.
Wise Glasses 48 BP When held, the Pokémon's special moves are boosted in power by 10%.
Royal Avenue: As you arrive you'll see a Pokémon Center off to the east, so visit it to heal up and shop. If you head back outside,
then west to the gate and north and along the narrow path behind the small palm trees, you'll find an Ultra Ball. Head east from the
Pokémon Center and then head east to the building east of the garden; if you use Stoutland you can sniff out a Rare Candy near
the beams and stuff to the east. (You can buy Malasadas in the building there by the way.)
If you go north of the garden, you'll see Gladion from before go into the Dome. For now, go waaaay off to the east to the parking lot,
then to its southeast corner (where a couple of people are sitting with a Murkrow); Stoutland can sniff out a Soda Pop nearby. North
of there is the Thifty Megamart. You can go around the east side of it to find a HP Up. Inside, if you speak with the man near the
cashier you'll get a Tamato Berry. if you speak with the Drifloon in the northeast corner you'll get a Lemonade, while if you give the
Hypno in the southwestern part $1,000 you'll get TM44 (Rest).
Return to the spot where you found Gladion, then go north into the dome.
Battle Royal Dome: As you approach the desk, a man, the "Masked Royal" (we all know who he is), will approach and give you a
brief into as to what a Battle Royal is. Basically it's a 4-way Multi Battle (with four Trainers, each controlling one Pokémon, going
against each other - whoever loses their Pokémon first loses and the winner is then determined from there by Pokémon KO'ed,
Pokémon remaining and HP).
You'll then be brought into a Battle Royale with Hau, Gladion, and "the Masked Royal"! Ideally, you'll lead with your starter, who
ought to be able to easily manage with their moves against Hau's starter. You'll also have to contend with a Rockruff from the
Masked Royal and Gladion's Type: Null. It doesn't matter if you win though, so don't fret.
After one of the Pokémon are KO'ed, you'll meet with Captain Kiawe. After a brief cutscene after, you can do as you wish - don't
bother going into a Battle Royal, though, the Pokémon there will be Level 50 so you'll not have a chance right now. Anyhow, there's
not much you can do for now, so go back outside and, on Royal Avenue, go far to the east and north onto Route 7.
Route 7
TREASURES CHECKLIST
[_] Net Ball [_] Zygarde Cell [_] Pearl [_] Max Repel [_] Antidote [_] TM73 (Thunder Wave)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 28 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 22 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Charge
Kadabra 23 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 7: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[60%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Pokémon Evaluations: Nothing particularly new or impressive can be found here. Now that you have the ability to properly Fish
and Surf you can encounter a few Pokémon more than before. Magikarp can evolve into Gyarados, which is quite the powerhouse,
though its painful weakness to Electric and somewhat poor movepool will inhibit you for the majority of the game. Wishiwashi
remains a force to be reckoned with for in-game play while you can keep its HP high.
Route 7: As you head onto the Route, go north, towards the tunnel in the distance. It will be noted you can't go through here until
you finish the trial at the mountain peak; that said, just south and east of here is a decline onto the beachfront. At the southern end
of the beach, Stoutland can sniff out a hidden Net Ball. You can Surf east and north onto another beach, fighting Swimmer Dakota
on the way; if you look at its eastern point near the shore, you can find a Zygarde Cell while at its southern tip you can get a Pearl.
If you return to where you made landfall and head north, you'll find a bunch of Pokémon dens where you can encounter Alolan
Digletts rustling in the sand.
Just past them is a ramp onto a stony ledge; go to the northern end of it to find a Max Repel, then return to the beach and go east
into the water. A girl at the northern part of the sea can be battled, as well as a male Swimmer further to the southeast. If you Surf
east of him you can see a Pokéball hidden in the water; this contains an Antidote. Go south to land on the beach and just nearby
lies another Swimmer. After defeating her, go south along her island; be sure to get the TM at the northwestern part near the bigger
part, for it is TM73 (Thunder Wave). Thunder Wave is a move that induces Paralysis, which is quite useful competitively because it
lowers Speed and makes it so your opponent doesn't move 25% of the time, but also because in-game it boosts the catch rate of
Pokémon by 50%!
Return to the mainland now and go southwest to Wela Volcano Park.
TREASURES CHECKLIST
[_] Hyper Potion [_] Zygarde Cell [_] Charcoal [_] TM39 (Rock Tomb) [_] Burn Heal [_] Firium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 28 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 22 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Flame
Growlithe 21 Fire Intimidate - Bite Fire Fang Reversal
Wheel
Charge
Kadabra 24 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
LOCAL WILD POKÉMON ENCOUNTER DATA - WELA VOLCANO PARK (GRASS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: In contrast to previous areas, the Pokémon here are rather impression. Cubone can evolve into (Alolan)
Marowak. As a Pokémon just by itself, Marowak - regular and Alolan - are rather strong, even if slow and a bit weak in terms of Sp.
Def. Its true utility comes in with its unique hold item, Thick Club, held by a small segment of the population of Cubone in the area
(about 1/20) - it doubles their Attack when held! (This was so much that a Marowak with enough Stat Exp. and DVs - the Generation
I/II equivalent of EVs & IVs - could break the game and overflow its own Attack stat to make it weaker than anything in the game! ...
Yes, they fixed it. =P)
Fletchling evolves in the end to Talonflame. Talonflame was especially popular in competitive play because it's a moderately-strong
attacking Pokémon with a lot of utility and some decent moves. Its best use came in from Gale Wings, which has had a nerf so that
it only works at full HP. (It made it so Talonflame would go first with its Flying moves.) Despite the nerf, Talonflame is still a decent
Fire/Flying Pokémon for in-game play.
Like Talonflame, Kangaskhan also was insanely popular - perhaps THE most popular - for competitive play in the VGC series
leading up to Sun & Moon. However, that's mostly because of its Mega Evolution, which you won't unlock for a long time yet, which
was extremely powerful. The Mega Evolution has since had a nerf, but not enough to deter its popularity in my opinion. As for in-
game play, you might want to catch one Kangaskhan to use in the post-game, but even though it's a decent Normal type there are
better ones to use until you unlock that Mega Evolution.
Magby eventually evolves into Magmortar, but for that you'll need to trade it while it is holding a Magmarizer, which can be
problematic for some of you. Still, it's a decently powerful and bulky Fire-type, but at the same time if you can't trade and evolve it it's
not really worth the effort. Salandit provides a better option for you since it too is a Fire-type but doesn't need you to trade to evolve
it. (Marowak is about as powerful, but only really worth it over Salandit if you can find a Thick Club.) Salandit is decently powerful
and fast, but if you catch one be sure to catch a female since only female Salandit will evolve into Salazzle. Male Salandit are
useless.
Wela Volcano Park: As you arrive, go west and onto the ledge to grab a Hyper Potion, then go further west and battle the
Sightseer you run into. Go north and into the cave to reach the next area.
In the next area, go west and down the ledges. After a couple, look for some green sparkles marking the location of a Zygarde Cell;
the next one will yield some Charcoal, which boosts the power of the wielder's Fire moves by 20%. Continue down the ledges, then
through the next tunnel.
On the other side, battle the Trainer to the south, then go due south from there. If you go down the ramp, then north along the
narrow ledge, you'll find TM39 (Rock Tomb). To the south, there's a Hiker you can battle if you talk to him. From here, you can go
west and down some ledges towards the first tunnel you went through; be sure to pick up the Burn Heal on the way, then go
through the tunnel.
Back here at the top, there are a couple of people next to the trial gate. Speak with the woman and she'll heal your Pokémon for
you, then heal up north to the summit.
Wela Volcano Park - Totem's Den: Go north and uphill to meet with Captain Kiawe to start the trial. Your test will be one of
observation - there will be two dances, and you have to figure out the difference between them. Watch the dances carefully and
point out the differences in them. (I found that the middle Marowak was different in the second dance.)
After you find the right one, you'll battle the Alolan Marowak - keep in mind it's a Ghost/Fire Pokémon, so Ghost, Dark, Water, Rock,
and Ground are best.
This will repeat itself several times. In the second dance the Hiker is the difference, and you'll battle him after. In the third and final
dance, the difference is the Salazzle. (... Okay, which means pretty much every choice is correct. =P) You'll battle this Totem
Salazzle after (it's just the evolved form of Salandit). Given Salazzle's Speed, you might find using Stun Spore or Thunder Wave
rather useful to lower its Speed; Rock Tomb can do this as well and not fall victim to the Taunt you might find Ally Pokémon giving
you. Do be sure to Pluck Salazzle, too, if you can, since it has a Berry to raise its Sp. Atk. at low HP.
After the battle, you'll receive the Firium Z, a Z Crystal permitting the use of the Z Move Inferno Overdrive! You will also receive ten
Quick Balls, which have a 4.0x catch rate - double that of the Ultra Ball - but only on the first turn of battle. You will also be granted
the ability to ride Charizard - the analogue of the Fly HM in this game, you will be able to ride him to previously-visited areas and
settlements.
Sectional Flowchart
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 29 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 23 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 22 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 24 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
Wela Volcano Peak: With the stuff at Wela Volcano done, the path on Route 7 is finally unblocked, and we can proceed forward.
However, there some stuff we can get with Lapras we never got earlier - sure, we could have done this previously, but without
Charizard to help us it would have been much more tedious. So press Y and get on Charizard. Let us begin on the southern portions
of Route 1 on Melemele Island.
Route 1: To the south of here, at the Professor's house, you can encounter the Melemele Sea. For now we'll just link to the section
since it's a fairly standalone area, but at the same time it's pretty much the only area of any meaning that we can access on the
merit of Surf alone.
Route 3/Seaward Cave: Remember that path in the western bit of Melemele Meadow that let you go to the Kala'e Bay? Well for
one there's stuff in that bay you can now get to, though you can also find stuff in Seaward Cave with Lapras. As you enter, go
southwest to find the water and go to the south part of it to find a Max Revive, then you can jump down the ledges some more and
proceed towards Kala'e Bay.
'Route 5: When you're done there, we can go find a TM! Return to Brooklet Hill, where the trial was done, and go as far into
the area as you can, now with your ability to use Surf. At the last lake, go to the southeast coast and along the grassy path
to find TM55 (Scald)'' - Scald is a decent Water-type move, boasting 80 Power and a 30% chance to Burn the target! ^_^
Melemele Sea
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 29 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 23 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 22 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 24 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 20%
Hydration, Rain Dish
LOCAL WILD POKÉMON ENCOUNTER DATA - MELEMELE SEA: EAST (FISHING) (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hustle, Natural 1%
Corsola Water/Rock - - 1 - 1 - Both
Cure, Regenerator [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
Swift 1%
Luvdisc - - - - - 1 Both
Swim, Hydration [40%]
78%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
Mareanie Merciless,
Water/Poison - - 1 - - - Both -
(S.O.S.-only) Limber, Regenerator
20%
Wishiwashi Water Schooling 1 - - - - -
[20%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 20%
Hydration, Rain Dish
LOCAL TRAINERS' POKÉMON
Melemele Sea: If you hug the wall around Ten Carat Hill as you come southwestward, you'll battle a Swimmer, and another to the
southwest from there. Further west from there is another part of the area. You can Surf along the wall and soon find some rocks you
won't be able to break until later in the game, but you can find a Swimmer here. North of here, towards the beach of Hau'oli City's
beachfront, is another Swimmer to battle. This particular part of the beach Portia is near has a Rare Candy Stoutland can sniff out.
Return to the eastern part of the Melemele Sea now and begin Surfing eastward, hugging the southern wall. As you round the main
southern island (that you can't reach), just north of it is a Swimmer, and just nearby is an item in the water, a Super Repel. Further
north is a lone island with just a Soft Sand on it; this item will boost the power of the holder's Ground moves by 20%. A final Trainer
lies to the north of there.
Kala'e Bay
TREASURES CHECKLIST
[_] Zygarde Cell [_] Dive Ball [_] Big Pearl [_] Pearl [_] TM05 (Roar)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 29 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 23 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 22 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 24 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Keen Eye,
Wingull Water/Flying - - - - - 1 c Both 40%
Hydration, Rain Dish
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata Gluttony,
- - - - - 1 Both 30%
(Alolan) Hustle, Thick Fat
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 40%
Hydration, Rain Dish
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 20%
Hydration, Rain Dish
LOCAL WILD POKÉMON ENCOUNTER DATA - KALA'E BAY: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[30%]
Kala'e Bay: When you arrive, you'll be able to find a Zygarde Cell on the far west side of the cave entrance. Once you grab it,
begin Surfing on Lapras eastward and you'll reach an island with a Dive Ball on it. The island just to the south across the shallows
will also have a Big Pearl for you: examine the large rock to find it.
Now, Go back west and south to the southwestern beach. Stoutland can sniff out a Pearl here, and at the faaaaar southern end of it
in a shadowy alcove you'll find TM05 (Roar). This shore also has a patch of grass as you saw but that's it for this area.
Route 8
TREASURES CHECKLIST
[_] Max Repel [_] $3,000 [_] TM43 (Flame Charge) [_] Hyper Potion [_] Miracle Seed [_] Berries
[_] Ultra Ball [_] Dive Ball [_] Water Stone [_] PP Up [_] Nugget [_] Zygarde Cell
[_] Hyper Potion [_] Ether [_] TM59 (Brutal Swing) [_] TM96 (Nature Power) [_] TM58 (Sky Drop)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium False
Dartrix 29 Grass/Flying Overgrow Razor Leaf Astonish Pluck
Z Swipe
Echoed
Trumbeak 24 Normal/Flying Keen Eye Silk Scarf Peck Brick Break Pluck
Voice
Compound Silver
Butterfree 23 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 22 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 24 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Dire Hit $1,000 Boosts one Pokémon's critical-hit rate by one stage when used in battle.
Dive Ball $1,000 A Pokéball with a 3.0x catch rate on Pokémon who live underwater.
Dusk Ball $1,000 A Pokéball with a 3.0x catch rate at night or in tunnels, caves, and other dark places.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Quick Ball $1,000 A Pokéball with a 4.0x catch rate on the first turn of battle.
X Accuracy $1,000 Boosts one Pokémon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokémon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokémon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokémon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokémon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokémon's Speed stat by one stage when used in battle.
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 8: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Illuminate, Volt 1%
Chinchou Water/Electric 1 - - - - - Both
Absorb, Water Absorb [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[60%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Karate Family Samuel & Guy $900 Machop Lv. 21, Machop Lv. 19
Ace Trainer Eileen $1,496 Wingull Lv. 21, Fearow Lv. 22 (Fearow holds Flynium Z!)
Pokémon Evaluations: Not a ton here you aren't familiar with. Fletchinder and Salandit are here if you didn't bother with them at
Wela Volcano Park - don't forget that only female Salandit will evolve! The only newbie here is Stufful, which evolves into a fairly
decent Normal/Fighting Pokémon, Bewear. Especially with its Fluffy ability, which halves the damage from contact moves - of which
there are many - that are not Fire-type, you'll find it has quite the bulk!
Wherever: Your best bet to get on with the story would be to Charizard Glide to Royal Avenue, then go back onto Route 7 as
before.
Route 7: Go north to the tunnel and, noticing your Firium Z, the guard will let you pass by. Just go north onto Route 8.
Route 8: As you arrive, go due north and down the hill towards the ocean; Stoutland will be able to sniff out a Max Repel at the
bottom. Return to the road and follow it to a small grayish building; you should be able to find a Zygarde Cell just outside of it, near
the steps. Inside, you can speak to a girl from the Aether Foundation - she'll give you $3,000 if you find and catch a Stufful, which
can be found on this Route. So remember to come back here if you catch one.
Further along the path outside, another man - Colress, who you might remember from Pokémon Black/White 2 - who will chat with
you briefly before giving you TM43 (Flame Charge). Flame Charge is a moderately powerful Fire-type move that will be guaranteed
to boost the user's Speed by one stage after its use.
Anyhow, continue along the road and you'll find a Backpacker walking along the side of it, and not much further along is a Rising
Star on a ledge. On ground level, you can also grab a Hyper Potion here, while to the south and across the grass there you can
find a Miracle Seed, an item which boosts the power of the holder's Grass moves by 20%. Back to the north side of the road and on
the ledges, you can find some Berries and another Rising Star to fight. West of there is another patch of grass; go through it and
you'll find an Ultra Ball.
Return to the road and you'll quickly another Trainer to battle. Further down the road is a man near a path to a new area; go to this
place.
Fossil Restoration Center: Near the entrance of this RV Stoutland will be able to find an Awakening. The man outside it will tell
you that this is the Dream Park ... but for now, it's pretty much useless, so let's return.
Route 8: Further down the road you'll find yourself at a Pokémon Center. The Poké Mart is now selling several new Pokéball types,
namely Dusk Balls, Quick Balls, and Dive Balls. Especially depending on your playing habits (nighttime for Sun players, daytime for
Moon players which is nighttime in-game) Dusk Balls can be very helpful since they're better than Ultra Balls. Anyhow, heal up if you
want to, then return outside.
Just nearby is a motel. In the parking lot you can battle a couple of Golfers, and around the back at the northwest corner you can
find a Dive Ball. You can also find Gladion in one of the rooms, but there's not much else to be found here. If you go south from the
motel and down the hill to the west, you can chasy a Wimpod on the stony ground nearby into its den. We're also near the shore so
you can Surf and Fish here in this small area enclosed by rocks. Do note that in the enclosure's southwestern corner you can find
a Water Stone in the water, and on the landmass in the middle you can battle a couple of trainers. (Note that defeating that Trainer
will let you return to the start of Route 8 and defeat the Ace Trainer near the Route 8 sign to receive TM58 (Sky Drop).)
Speaking of all this. You know that Wimpod I mentioned? It will reset itself every time you enter and exit a building. To try to catch it,
you need to ignore it as you descend the hill. Instead, go west with Surf, then north and east and onto the mainland again. This way
you'll cut off its path of escape and then you can corner it, run into it, and battle it. Just note that it will not like getting below 50% HP
because of its Wimp Out ability, meaning it'll flee, so you're better off trying to Paralyze it with, say, Thunder Wave or Stun Spore,
then throwing a Dusk Ball. (That's an equivalent x4.5 catch rate. Quick Ball on turn 1 with no Paralysis is x4.0 if you can't play at the
in-game night.) If you fail to catch it during a battle, then it won't reset after going into a building, but will rather appear the next day.
(At least I assume so.)
Route 5: If you go east, you'll see the trial gates for Lush Jungle. For now though, go south onto the stony path. Have Stoutland
sniff out a PP Up in a mud pile to the southeast. Jump over the first ledge to the south, then go west, sniffing more with Stoutland to
find a Nugget near one of the Alolan Diglett dens. Off to the southwest you can battle a Youngster. To the west you'll find
a Zygarde Cell. To the west and north lies a fork, with a Trainer along each branch to battle. (Note that defeating both also gives
you the right to battle a Trainer near the start of the Route from the southeast/Paniola side - the trial guide would then grant you
'TM96 (Nature Power).) The west branch will also feature a Hyper Potion, while the eventual end of the east branch
an Ether and TM59 (Brutal Swing)'' on the end ledge. Then you can jump down the ledge and go back north to the trial.
Lush Jungle
TREASURES CHECKLIST
[_] Forage Bag [_] Tiny Mushroom [_] X Sp. Atk. [_] Mago Berry [_] X Defense [_] Revival Herb
[_] X Attack [_] Miracle Seed [_] Big Root [_] Grassium Z [_] Nest Ball x10 [_] TM67 (Smart Strike)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium
Dartrix 33 Grass/Flying Overgrow False Swipe Razor Leaf Astonish Pluck
Z
Flame Echoed
Trumbeak 26 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 26 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 24 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 27 Psychic Synchronize - Teleport Kinesis Psybeam
Beam
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: SHAKING PLANTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: Honestly not a ton of Pokémon here worthy of note. Pinsir is a decently powerful Bug Pokémon, especially
given his decent movepool and his potential for Mega Evolution. Passimian in Pokémon Sun has some interesting implications for
battle strategy but it is rare that you'd find use for him in-game without specific Pokémon that are simply not yet available; on the
other side, Oranguru in Moon would also have interesting applications with its signature move Instruct (forces the target to use its
last move used again on that turn) but that would be better used in Double Battles.
Lush Jungle - South: As you enter, you'll chat briefly with Captain Mallow, and she'll task you with finding the four ingredients for
her Mallow Special - those are, a Mago Berry, a Tiny Mushroom, a Revival Herb, and a Miracle Seed. She'll give you a Forage
Bag for this task (which also means you can't use those you've found elsewhere). Stoutland will be essential to this task, too.
Ingredient #1 - Tiny Mushrooms: Begin by going west and the path will soon fork. Stoutland will be able to sniff out some
mushrooms - be sure to grab the Tiny Mushrooms! The Big Mushroom - a Parasect, the evolved form of Paras - will attack,
however.
Ingredient #2 - Mago Berry: Further along the main path, it will split up, divided by grass. This is mostly to make things convenient
for you. Follow the dirt path to the western part of the Jungle. Go west and you'll see some grass around a tree; use Stoutland and
you can sniff out a X Sp. Atk. near it. To the west, some Pokémon will attack from the sunlight, but then from there you can sniff out
a Mago Berry with Stoutland.
Ingredient #3 - Revival Herb: Go back to the previous area, then south a bit and east through the grass. Go through the next patch
of grass to the east; Stoutland can sniff out an X Defense in the empty spot. At Then go north to the northern part of the jungle. In
the area beyond, Stoutland won't be much help in finding the Revival Herb - you see, he can smell out patches of grass
that could be it, but are not guaranteed to be it. That said, a hint is given to you at the signpost - Revival Herbs are in short grass,
which can be found to the northwest of the start. You'll be able to find the Revival Herb there. Also take note that at the west side of
the clearing is a large tree you can examine: on the other side of the tree you'll be able to find TM86 (Grass Knot).
Ingreident #4 - Miracle Seed: Return to the previous area and follow the dirt path south into the east part of the jungle. Go east and
to the boulder you can wreck with Tauros; on its east side, Stoutland can sniff out an X Attack Further south are some boulders to
break, and then there's a lone one to the east. Notice how the dirt under the latter, lonely boulder is darker when it's broken?
Examine it to find the Miracle Seed.
Time to Eat?: Now, head west and to the starting area by jumping down the ledge, grabbing the Big Root on the way. (It makes
draining moves like Mega Drain quite a bit stronger.) A scene will tart as you approach Mallow, and Kiawe and Lana will arrive.
She'll request your help in making the meal (which is basically mashing the A Button a bunch) - and soon thereafer, the Totem
Lurantis will appear!
Lurantis is the evolved form of Lurantis, and possesses the same characteristics, save for a doubled Speed stat in this case (which
means you pretty much won't be going faster than it). If its Speed is problematic, moves like Rock Tomb that lower Speed will be
very helpful (moves like Thunder Wave won't work because of Leaf Guard) as would moves like Flame Charge that boost your own,
though despite that it is not considerably powerful. Do be careful of the weather changes that Lurantis or its allying Castform can
provoke by changing the weather however - Sunny Day especially is harmful because Sunny Day plus Lurantis' Synthesis will
restore 2/3 of its HP. Of course, Fire-type Pokémon can take advantage of the Sunny Day as well because their Fire moves will be
50% stronger, being quite the threat to Lurantis. Castform will be especially threatening because Weather Ball will adapt to the
weather's type (e.g. Sunny Day Weather Ball is Fire-type) and double in power and get STAB by changing type, so it is VERY
threatening.
After the battle, you'll receive Grassium Z and ten Nest Balls from Mallow, and TM67 (Smart Strike) from Kukui.
Sectional Flowchart
TREASURES CHECKLIST
[_] Rare Candy [_] Carbos [_] Zygarde Cell [_] Big Mushroom
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium
Dartrix 33 Grass/Flying Overgrow False Swipe Razor Leaf Astonish Pluck
Z
Flame Echoed
Trumbeak 27 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 26 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 25 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
Route 5: After the scene in the Lush Jungle, Kukui suggests that you gather Pokémon that can fight the Rock type since Olivia, the
Kahuna of Akala Island, specializes in them. For now, you'll also need to head to the Dimensional Research Lab past Route 6.
Alternatively, you can just have Charizard take you to Heahea City and then go east from there, down the road, after you heal up.
Heahea City: As you walk east of town, look out to the south, there will be a sort of alcove to the south you can go through to reach
Diglett's Tunnel, where you can speak with Olivia, though you won't be allowed through for now, so just head on further down the
road.
Route 6: If you went this way instead, you can battle a couple of trainers on the main road, or, alternatively, take Tauros down a
side path to get a Rare Candy, with a Carbos hidden in an empty side-patch of the grass.
Dimensional Rearch Lab: Either way you go, you'll end up at the Lab, and, as you enter, you will see Lillie. After the scene, grab
the Zygarde Cell in front of the building and the Big Mushroom along the path behind it, then go inside. Use the elevator to go to
3F and you'll meet up with Kukui. After the scene, read the books on Bronzong, Palkia, and Giratina on the lab's left, and then speak
to Lillie and to Kukui - who will remind you that you have to fight Olivia now for the Grand Trial. She'll be past Diglett's Tunnel, one
town over. Go outside and along through the tunnel then - there will be a brief scene on the way, just outside the lab.
Diglett's Tunnel
TREASURES CHECKLIST
[_] Dusk Ball [_] Escape Rope [_] X Attack [_] Fire Stone [_] Hyper Potion [_] Zygarde Cell
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Spirit
Decidueye 34 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Trumbeak 27 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 26 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Growlithe 25 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Diglett's Tunnel: As you go south, you'll meet up with Olivia, who will direct you to visit her shop in Konikoni City, just past the
tunnel. For now though, simply continue along the path a bit. Just to the south of Olivia, it will split east and west. The east path is a
dead end with a Trainer and a Dusk Ball. Go west instead and examine the rocks near the karate dude to get an Escape Rope,
then continue hugging the wall until you find two more rocks and examine the northern one to find an X Attack. North of there, you'll
find some stairs, but next to them are some rocks; if you break them down and go along the now-unobstructed path you can find
a Fire Stone (which if you caught a Growlithe way back - like me! - you can finally evolve it!).
Return to the stairs and go on up to meet some Aether Foundation people at the top. After the brief encounter, continue along the
path to a crossroads where you'll find a Hyper Potion. If you go south, you'll manage a roundabout path to a Worker to fight. Return
to the fork after and head east to battle another Worker. The northeastern chunk of this open area is hiding a Zygarde Cell, while if
you go southeast you'll find ... those same Team Skull Grunts again. Hau will come along just in time to ally you in a Double Battle
against them, though!
After the simple fight and the Grunts flee, Hau will hand you a Max Ether, an item that will fully heal the PP of a single move. Just a
bit further to the south, you'll find Route 9.
Route 9
TREASURES CHECKLIST
Normalium Spirit
Decidueye 34 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Toucannon 28 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 27 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Arcanine 26 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hustle, Natural
Corsola Water/Rock - - 1 - 1 - Both 5%
Cure, Regenerator
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
Swift
Luvdisc - - - - - 1 Both 70%
Swim, Hydration
Route 9: Go southwest as you enter the Route and battle the Police Officer you find. Further southwest, past the gate to Konikoni
Town, on the lower ledge, you can find a Net Ball and another Trainer to fight with. Off to the east lies Memorial Hill, and while you
can do stuff there it's better left for later right now. Head into Konikoni instead.
Konikoni City
TREASURES CHECKLIST
[_] Net Ball [_] $3,000 [_] Max Potion [_] Skull/Cover Fossil [_] Zygarde Core
[_] Pikanium Z [_] Zygarde Cell [_] Eviolite [_] Muscle Band [_] Girlish Battle Style
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Spirit
Decidueye 34 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Toucannon 28 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 27 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Arcanine 26 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 28 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed
Adrenaline Orb $300
is boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Prevents random wild Pokémon battles for 200 steps.
Fire Stone $3,000 Evolves certain Pokémon; click here for the details.
Leaf Stone $3,000 Evolves certain Pokémon; click here for the details.
Thunder Stone $3,000 Evolves certain Pokémon; click here for the details.
Water Stone $3,000 Evolves certain Pokémon; click here for the details.
Full Incense $5,000 Halves the user's Speed if held. Also enables the breeding of Munchlax if held.
Lax Incense $5,000 Boosts the holder's evasion by 10%. Also enables the breeding of Wynaut if held.
If the holder participates in Trainer Battles you earn doubled money. Also enables the breeding of
Luck Incense $11,000
Happiny of held.
Odd Incense $2,000 Boosts the power of the holder's Psychic moves by 20%. Also enables the breeding of Mime Jr. if held.
Lowers the wild encounter rate if held by your lead Pokémon. Also enables the breeding of Chingling
Pure Incense $6,000
if held.
Rock Incense $2,000 Boosts the power of the holder's Rock moves by 20%. Also enables the breeding of Bonsly if held.
Rose Incense $2,000 Boosts the power of the holder's Grass moves by 20%. Also enables the breeding of Budew if held.
Sea Incense $2,000 Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Azurill if held.
Wave Incense $2,000 Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Mantyke if held.
TM32 (Double
$10,000 Normal Status --- --- 15 User No No
Team)
TM47 (Low
$10,000 Fighting Physical 65 100 20 One No Yes
Sweep)
TM65 (Shadow
$10,000 Ghost Physical 70 100 15 One No Yes
Claw)
TM82 (Dragon
$10,000 Dragon Physical 60 90 10 One No Yes
Tail)
Energy Powder $500 Heals 60 HP to a single Pokémon, but lowers their Happiness.
Energy Root $1,200 Heals 120 HP to a sginle Pokémon, but greatly lowers their Happiness.
Heal Powder $300 Cures all of the ailments of one Pokémon save for KO/Pokérus, but lowers their Happiness.
Revival Herb $2,800 Revives a Pokémon from KO with full HP, but greatly lowers their Happiness.
Captain Lana $3,240 Chinchou Lv. 26, Araquanid Lv. 27, Shellder Lv. 26
Konikoni City: Konikoni is quite the packed place, with a lot to do. The first place on your left is a massage parlor, where you can
massage a Pokémon once daily to boost its Happiness. The girl next to her is selling Incense, which has a variety of properties as
denoted above. Across the street is a salon, and next door the clothing shop. Across from there is a TM shop - of the TMs there,
Low Sweep and Shadow Claw are pretty much the only worthwhile ones to look at buying to be honest. The girl near there will also
tell you how high your Pokémon's Happiness is.
Next door is a restaurant where you can order dishes for $1,040, though right after you will receive two Heart Scales in return each
time. These have usefulness at later points in the game, namely to relearn forgotten moves. Across the street is a guy selling some
herbs: they're quite useful, and cheap compared to the medicines, but keep in mind that they do lower Happiness (which isn't
always important). Next to him is the Pokémon Center - inside, the person next to the Poké Mart will request you catch a Passimian
(Pokémon Sun) or Oranguru (Pokémon Moon) and show him its Pokédex entry for $3,000. On the opposite site, the child will give
you their Poliwhirl (which is holding Waterium Z) for your Zubat, so it's a worthwhile trade.
Be sure to heal up because across the street is Olivia's shop. Enter and Probopass will give you a letter, requesting you come to the
Ruins of Life past Memorial Hill. Probopass will also hand you a Max Potion. Also in this store, you can speak with the elderly
woman at the counter to get a Skull Fossil or Cover Fossil (which revive into the Pokémon Cranidos and Tirtouga respectively) for
$7,000. (You can only get one.) You can also buy evolution stones here, and some clothes as well. In Olivia's room upstairs, you
can find a Zygarde Core.
Anyhow, return outside: in the northwestern house, go into the back room and battle the kids to be able to fight Lana: doing so will
net you a Muscle Band, which boosts the power of the holder's physical moves by 10%. You'll also learn the Girlish Battle Style.
After, go northwest of the city: you'll find a girl with three Pikachu there. She'll be willing to give you a Pikanium Z and will also teach
any Pikachu you have the move Volt Tackle. Just to the left of one of the Pikachu is a Zygarde Cell, and just behind the benches
nearby is Eviolite: this item boosts the Defense and Sp. Def. of Pokémon that can still evolve by 50%!
Memorial Hill
TREASURES CHECKLIST
[_] Heal Powder [_] Adrenaline Orb [_] Cleanse Tag [_] Super Repel [_] Dusk Ball [_] Spell Tag
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Spirit
Decidueye 34 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Toucannon 28 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 27 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Arcanine 26 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: Not a lot of Pokémon here. Zubat is Zubat, nothing to say about that. >_> Gastly, as stated way back at the
Hau'oli Cemetary, is a great Special Attacking Pokémon if you can manage to trade it into Gengar. Phantump is a decent physical
attacker as well when it evolves, but it again needs to be traded for that to happen so he might not be worth obtaining.
Memorial Hill: As you entr, go east and onto the higher ledge, then continue eastward past the woman and her Rockruff in front of
the grave. In front of the next grave you find, press A to find a Heal Powder. Continue along the path to the Gentleman and battle
him. Further along, the path will split between the north and south. If you go south a bit and examine the westernmost grave you can
find an Adrenaline Orb, while even further south is a Trainer to fight and a Cleanse Tag. If you go to the north instead you can
wind around to the dead-end grave to the west with a Super Repel hidden in front of it, and further north near the rocky wall is a
Madame to fight.
If you go through the grass to her west you can find a Dusk Ball near the ledge that leads back to the start, while far to her east lies
a Trainer, a Punk Girl. Just southwest of her, past the grass, is a grave with a Spell Tag in front of it. (This item boosts the holder's
Ghost moves' Power by 20%.) Go east to the rock wall, then south along it to find a Hyper Potion.
Return west to the trees and go south to meet up with Team Skull harassing the Aether Foundation. After a quick battle with a
Grunt, one of the Foundation people will offer you a reward, saying that you'll be able to see "a wondrous place" when you visit the
Hano Grand Resort. Go east from here to the Akala Outskirts.
Akala Outskirts
TREASURES CHECKLIST
[_] TM28 (Leech Life) [_] Tiny Mushroom [_] Tiny Mushroom [_] Big Mushroom [_] Zygarde Cell
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Spirit
Decidueye 35 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Toucannon 29 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 28 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Arcanine 27 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 29 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - AKALA OUTSKIRTS: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Illuminate, Volt 1%
Chinchou Water/Electric 1 - - - - - Both
Absorb, Water Absorb [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[60%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
LOCAL TRAINERS' POKÉMON
Pokémon Evaluations: Not much new of note here - Gumshoos and Alolan Raticate are just the evolutions of the Yungoos and
Alolan Rattata you've been seeing thus far, and Nosepass isn't in and of itself a Pokémon worthy of much note.
Akala Outskirts: Go along the path eastward for a bit until you see a man fishing near the shore. Battle him, then go north to
find TM28 (Leech Life) along the lower path. Return south, then go north along the grassy path to find a Trainer to fight in the
middle of a few grass patches. You can also use Stoutland to find two Tiny Mushrooms and a Big Mushroom in the grass nearby,
with a Zygarde Cell, like, JUST next to the southern Tiny 'Shroom. North fo there are the Ruins of Life.
Ruins of Life
TREASURES CHECKLIST
[_] Rockium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Spirit
Decidueye 35 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Toucannon 29 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 28 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Arcanine 27 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 29 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
RECOMMENDED LEVELS: Level 31+
Team Skill Admin Plumeria $3,120 Golbat Lv. 25, Salandit Lv. 26
Ruins of Life: As you arrive, you'll engage in battle with Team Skull's admin, Plumeria. After the fight, go north to the next area,
then into the cavern ahead after a brief cutscene. Lillie will heal your Pokémon for you as Olivia arrives and challenges you to battle!
• Rewards: $4,320
Level (Lv.) 26 26 27
- - -
This is a fairly basic battle for you - focus on using Pokémon that are strong against Rock. Water, Ground, Grass, Fighting, and
Steel all have advantages on Rock. Ideally, you'll have Fighting Pokémon - they can resist Lycanroc's painful Bite as well as the
Rock moves every Pokémon has. Fightnium Z - the Z Crystal you got from Hala back on Melemele - will be especially helpful to
OHKO Lycanroc.
Nosepass is luckily pretty weak. If you had to pick a speciifc Pokémon to beat him with, a Ground-type would be best - it's immune
to its Thunder Wave and Spark and resists Rock Slide. Nosepass isn't particularly powerful so it shouldn't be a huge worry, but it
has a rather specially-bulky competitive build so look out for that: don't expect to beat it in one hit.
Boldore can be troubling to go up against for a similar reason: you can't kill it in one hit, it'll have the Sturdy ability. Especially with
Rock Blast sometimes being rather power, the best Pokémon in this situation is one that can hit it supereffectively - preferably with
Special moves, it's really weak in Sp. Def., whereas a Level 36 Decidueye can't 2HKO it with Razor Leaf (or mine couldn't).
Lycanroc is the main threat of the battle. Provided you've evolved your Rowlet into Decidueye as you all too likely have, Decidueye
wouldn't be the best Pokémon for this fight in my experience as it can usually 2HKO even an overleveled Decidueye with Bite simply
on the merit of how high Lycanroc's Attack stat is. Fighting Pokémon will win out in this part, or at least Primarina (since it'll resist
Bite as well, though not Rock Throw). Steel Pokémon can also do well provided they have decent moves. If you're stuck on using
Decidueye, using Grassium Z with Bloom Doom will be ideal and should result in a OHKO against this Pokémon, the biggest threat
on Olivia's team; same thing for someone using Fightnium or Waterium Z, for that matter. But do NOT use a Pokémon weak to Rock
- Lycanroc will lead with Continental Crush, the Rockium Z Z-Move, in that instance and, between STAB, being super-effective, and
both the move and user being strong and fast while you are likely slow, you'll almost certainly get OHKO'd. (To note: my Arcanine
Intimidated Lycanroc down to 2/3 Attack, and it was still completely obliterated by Continental Crush.)
After the battle, Olivia will give you Rockium Z as a marker of completing the second Grand Trial of the Alola region!
Sectional Flowchart
TREASURES CHECKLIST
[_] Soda Pop [_] Zygarde Cell [_] Pearl [_] Pearl [_] Soda Pop [_] $20,000
[_] Heart Scale [_] Heart Scale [_] Black Glasses [_] TM29 (Psychic)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Normalium Spirit
Decidueye 36 Grass/Ghost Overgrow False Swipe Razor Leaf Pluck
Z Shackle
Flame Echoed
Toucannon 29 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 29 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Flame
Arcanine 27 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
Charge
Kadabra 30 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 30%
LOCAL WILD POKÉMON ENCOUNTER DATA - HANO BEACH: SURFING (SPECIAL SPOTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 100%
Akala Outskirts: After the battle with Olivia, you'll be taken back outside of the ruins and you'll meet up with Hau, who reminds you
(inadvertantly) that you need to go to the Hano Grand Resort. Have Charizard fly you to Heahea City first and you can heal up there,
then head east along the road to the Resort.
Hano Grand Resort: If you look on the map, there's a flag near the building that houses the resort proper. For now though let's
head southeast onto Hano Beach...
Hano Beach: If you go northeast and examine the sand just to the right of the first beach chair you reach, you'll find a Soda Pop.
Under the parasol to the southeast of there lies a Zygarde Cell, and in the shoals to the south of there lies a hidden Pearl Stoutland
can find. Further along the beach, just south of where you can walk on grass, Stoutland can find another Pearl, while the swimmer
just to the east of there will hand you another Soda Pop.
North of there, a man will offer you a part-time job as a Pyukumuku chucker, to help throw the Pyukumuku into the sea. It is at that
point they'll appear. (Note that this is where I found them my first time, and they may vary.)
Hano Grand Resort Hotel: As you walk north towards the reception area you'll meet with Faba, who will offer you a tour of the
Aether Paradise, a floating island paradise designed for Pokémon.
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Aether Paradise: After your lengthy introduction to the area, you are tasked with next speaking to President Lusamine of the Aether
Foundation, who should be in the conservation area where you regained control. She can be found in the northern segment of the
area: leave the elevator area via the west path, then go north and east towards it. As you get into your meet (and Lusamine disses
Hau's fashion sense), a strange Pokémon will appear! Approach it and you'll engage it in battle!
This strange and unnamed Pokémon - which is known as Nihilego, or UB-01 - is pretty strong even if you're a bit overleveled, mainly
because it has rather high Sp. Atk. and Sp. Def. stats, and with the doubled Defense boost it gets at the start it will be very hard to
take down. Still, for the most part you can just focus on hitting its weaknesses and slowly wearing it down. Steel-type Pokémon can
be helpful in this since they're immune to its Venoshock. At some point, however, the Pokémon will flee before you can defeat it, so
catching it isn't a viable event.
Anyhow, after the battle, you'll receive TM29 (Psychic) - a great special Psychic-type move - and, heh, Hau only got malasadas -
and eventually be brought to Ula'ula Island.
Malie City
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 38 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 31 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 30 Bug/Flying Silver Wind Stun Spore Psybeam Gust
Eyes Powder
Arcanine 29 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 31 Psychic Synchronize - Teleport Psycho Cut Psybeam
Beam
Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed
Adrenaline Orb $300
is boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Super Repel $700 Prevents random wild Pokémon battles for 200 steps.
TM23 (Smack
$10,000 Rock Physical 50 100 15 One No No
Down)
TM40 (Aerial
$10,000 Flying Physical 60 --- 20 One Yes Yes
Ace)
TM51 (Steel
$10,000 Steel Physical 70 90 25 One No Yes
Wing)
TM69 (Rock
$10,000 Rock Status --- --- 20 User No No
Polish)
TM75 (Swords
$10,000 Normal Status --- --- 20 User No No
Dance)
Malie City: As you make landfall on Ula'ula, Hau will challenge you to another battle, healing your Pokémon beforehand of course.
• Rewards: $1,740
FOE'S POKÉMON PARTY
Torracat
Pokémon Alolan Raichu Vaporeon * Dartrix * Leafeon ** Flareon *** Brionne ***
**
Pokémon
Electric/Psychic Water Grass/Flying Grass Fire Fire Water
Type
Water
Ability Static Overgrow Leaf Guard Blaze Flash Fire Torrent
Absorb
Electro Ball Water Pulse Razor Leaf Giga Drain Fire Fang Fire Fang Bubble Beam
Psychic - - - - - -
- - - - - - -
USAGE CONDITIONS
Pokémon Condition
The short of this is that Hau has gotten a new Pokémon - his Eeveelution is mention to counter your own starter. Thus whereas his
starter is weak to yours, his Eeveelution is strong against it, which can make things difficult as Flareon and Leafeon are fairly strong
Pokémon. (Vaporeon not so much but it's not like Torracat or Incineroar would have a shot against it anyhow.)
He'll always lead with Alolan Raichu though so it's best to take that out. For the most part your starter - were it Decidueye or
Incineroar, who have signature Ghost and Dark moves respectively - will find that an easy enough task given that Alolan Raichu
becomes part-Psychic. Incineroar especially will find the battle easy being Dark-type and thus immune to its Psychic, though Ground
or Dark Pokémon in general would be best here to avoid some of the moves you'll see thrown around.
For his Eeveelution, you'll want a Pokémon that can counter it outright. Those with Decidueye will be up against a Flareon; Ground,
Water, and Rock Pokémon all do fairly well here, moreso the latter so since they resist Fire. Arcanine will do well against Flareon
especially if it has Intimidate: it can lower its attack as well as deal some nice damage with Take Down or Bite. Those with Primarina
will find themselves against a Leafeon; pretty much any Fire, Flying, or Poison Pokémon will do well here, as it'll resist its Giga Drain
and be able to deal triple damage in return. Finally, those with Incineroar will be dealing with Vaporeon; it's not particularly strong so
Incineroar might be able to manage on his own, but it would be best to have a Grass or Electric Pokémon to simply hit it super-
effectively and move on.
As for his starter, simply bring out your own. Your starter will resist his starter's Z Move and can counter with their own super-
effective one (if you're using that angle) or with their STAB move.
After the battle, you'll be tasked with heading to Malie Garden to meet up with Kukui again. For now, go west, down the street to the
Pokémon Center. Feel free to shop and heal there; there are quite a few TMs now for sale here, so feel free to look, some of them
are fairly decent.
Further down the road, you'll be able to access the Malie Garden.
Malie Garden
TREASURES CHECKLIST
[_] Grassy Seed [_] Luxury Ball [_] Rage Candy Bar [_] Zygarde Cell [_] Big Mushroom
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 38 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 31 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 30 Bug/Flying Silver Wind Stun Spore Psychic Gust
Eyes Powder
Arcanine 29 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge Thunder Tri
Magneton 30 Steel/Electric Sturdy Quick Claw Mirror Shot
Beam Wave Attack
Charge
Kadabra 31 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 10%
Prankster, Chlorophyll
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 10%
Prankster, Chlorophyll
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
Pokémon Evaluations: Honestly not a ton to speak of again. You can grab Petilil here again if you're on Moon but that's the only
worthwhile acquisition right now.
Malie Garden: Once you regain control, go east from the bridge and past the covered awning thing you'll find a Sightseer you can
find, then further north to the end of the path to find a Grassy Seed. Return to and go west from the bridge and through a couple of
patches of grass to find a Luxury Ball. East/northeast of there is a Preschooler you can fight. Follow the lakeshore and you'll
eventually cross into the large open area in the center of the garden. Go northeast to the area of stony ground; under the
northwestern umbrella you'll find a Rage Candy Bar.
As you approach Kukui - he's sitting on a bench by himself. After you tell him about what you witnessed at the Aether Paradise he'll
speak briefly and then head off to the bus stop, where you'll need to head yourself to go to the next trial on the nearby mountain,
Mount Hokulani.
Anyhow, go northwest from here and across one of the bridges to find another Trainer to fight; further to the west of her, at the end
of the grass-laden path, you'll find a Zygarde Cell too. Far to the east of there - north of the place where you found Kukui - beyond
the grass lies a Big Mushroom.
TREASURES CHECKLIST
[_] $3,000 [_] TM76 (Fly) [_] Love Ball [_] Antidote [_] Twisted Spoon [_] Nugget
[_] Elegant Battle Style [_] Friend Ball [_] Metronome [_] TM45 (Attract) [_] TM21 (Return) [_] TM27 (Frustration)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 39 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 32 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 31 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 30 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 32 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
LOCAL WILD POKÉMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor
Poison Stench, Sticky Hold, Aftermath - - - - - -2 Both -
(S.O.S.-only)
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 20%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor
Poison Stench, Sticky Hold, Aftermath - - - - - -2 Both -
(S.O.S.-only)
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 20%
(Alolan)
Golf Buddies Tara & Tina $3,000 Oricorio (Bailr) Lv. 25, Oricorio (Sensu) Lv. 25
Malie City: When you go south, speak with Lillie. After, your next goal will be the library here, though as go just a bit west you'll run
into another Professor - Professor Samuel Oak's cousin Professor Samson Oak. After the meeting, I think we should explore Malie
City some more. The next building to the west is another malasada shop. Inside, speak to the Oranguru and it will give you TM27
(Frustration) during the cutscene; soon thereafter a cop will approach. Tell him that the Pokémon gave you something and he'll
also give you TM21 (Return).
The next building is a restaurant where you can order one of four dishes for $4,000, which will be accompanied after by four Heart
Scales. Also, a girl in the restaurant's southeast corner will trade her Happiny for your Pancham.
The building to the north is the salon, and the clothing shop is next door to there. In the shop, a guy in the southwest corner will
request that you catch a Togedemaru and show him its Pokédex entry, which he'll repay you for with $3,000.
Continue heading north and up the street and you'll run into Lillie outside of the library. After a brief scene, inside, speak with the girl
in the hat sitting at a table and explain to her how flying works in Alola to obtain TM76 (Fly). Samson Oak is in the northwest corner
of this floor; if you show him an Alolan Persian, he'll give you a Love Ball which has an 8x catch rate on Pokémon of the opposite
gender as that you have out! =D
Head upstairs after Lillie and, after a scene, it will be time to head off to Route 10. ... after a bit more is done. Go west and north to
head to Malie City's Outer Cape.
Malie City - Outer Cape: Go north a bit and you'll find a Janitor to battle, then go northwest and, next to the grass, you'll find
an Antidote. Just nearby, approach the man and his son and you can engage the former in a battle, and then his son as well. After
the ... WEIRD conclusion to it, you'll obtain a Twisted Spoon, an item which boosts the power of the holder's Psychic moves by
20%. Annnnyhow, go southeast to the grass, then south through it along the shoreline to find a Nugget.
North of there is the parking lot for the garbage processing plant. The old man near the pillar will teach you a new battle style,
the Elegant Style. At the northeast corner of the lot you can find Samson Oak again, and he'll give you a Friend Ball (which is
basically just a relabeling of the Luxury Ball).
Malie City: Back here, heal up in the Pokémon Center if you need to, then go southwest of the city onto Route 10.
(A minor note: you can opt to return to Akala Island if you want at the port. In the Hano Grand Resort hotel's interior, in the northwest
corner you can battle a Veteran to receive a Metronome after the fight. You can battle a couple of Golf Buddies that are bugging a
Machamp on the west side to obtain TM45 (Attract). And just to the southwest of reception you can find a person who will end up
teaching your Keldeo Secret Sword or Meloetta Relic Song.)
Route 10
TREASURES CHECKLIST
[_] Lemonade [_] Paralyze Heal [_] Berries [_] X Accuracy [_] Never-Melt Ice [_] $15,000
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 39 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 32 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 31 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 30 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 33 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 10: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: Not much of particular note here. Pancham is worth looking at for that trade back in Malie City, especially if
you've been having trouble grabbing a Happiny, and though Pangoro is a decently powerful Pokémon neither are particular must-
haves. The rest of the Pokémon here are pretty much just repeats.
Route 10: If you head southwest from the start and examine the spot next to the rock, you can find a Lemonade (Stoutland might
help you if you have trouble here). The elderly woman near the start of the Route also has a request for you - to find her Stufful and
tell them to come back to her, eight in all. We'll take note of them as we go along the Route, so be aware of that.
To the west of here and in front of the patch of grass is a Firefighter you can fight; after, go south to find a Stufful (#1) go northwest
through the grass to find a Paralyze Heal. You can cut to the west to find a Stufful (#2), then further to find some Berries and a girl
who will heal your Pokémon. There's also a Stufful (#3) behind the tree.
Continue following the dirt path to find a Beauty to battle, then go northeast from here to find a Stufful (#4). Return to the Beauty
and go northwest through the grass to find an X Accuracy, and, in the grass just next to there, you'll also find another Stufful (#5).
Across the road from here is a sign, with another Stufful (#6) behind it. Continue up the road to find a Police Officer to battle, then
you'll find a Stufful (#7) in the grass next to him, with the final Stufful (#8) across the road. Once you've found the final Stufful,
return to the old woman and you'll receive Never-Melt Ice, an item that when it's held will boost the wielder's Ice moves' Power by
20%! You also will get $15,000.
Continue further along the road past the Police Officer and you'll meet up some ... Team Skull Grunts. Again. You'll quickly engage
one in battle, then the other. Once Kukui comes, examine the bus stop and opt to wait for the bus to come take up to the mountain.
Mount Hokulani
TREASURES CHECKLIST
[_] Comet Shard [_] Zygarde Cell [_] Electrium Z [_] Steelium Z [_] Professor's Mask
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 40 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 33 Normal/Flying Keen Eye Silk Scarf Brick Break Pluck
Charge Voice
Compound Silver
Butterfree 32 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 31 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 33 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Calcium $10,000 Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos $10,000 Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up $10,000 Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron $10,000 Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein $10,000 Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Zinc $10,000 Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.
Pokémon Trainer Molayne $3,000 Skarmory Lv. 29, Dugtrio (Alolan) Lv. 30, Metang Lv. 29
Mount Hokulani: After the scene with Kukui at the peak, you're free to walk around. At the east side of this parking lot, you'll find
the Pokémon Center, where you can shop and stuff if you need to. Back outside, head north to the observatory. After a brief
conversation with Molayne, he'll challkenge you to a battle, to see if you're worth Sophocles' time as a Captain. Afterwards, head
inside of the observatory.
Hokulani Observatory: As you enter, go northwest and speak with the man at the reception to receive a Comet Shard - you can
sell it for some quick money. Go north through the door to the next area and you'll find yourself in a long hall. At the end of the
western path you'll find a Zygarde Cell, but there's not much else here aside from the yellow and purple door across from where
you entered. There, you'll find Sophocles.
After a chat, the trial will start, but you'll first have to respond to an audio quiz. You can relisten to each sound as much as desired,
and between questions you'll have to fight off wild Pokémon - first a Grubbin, then a Charjabug, and then another Charjabug, before
the final battle.
• The first sound you hear will be that of the Pokémon Center healing theme.
• The second sound you hear is that of the Rotom Dex.
• The third sound you hear is the cry of Charjabug.
• The fourth sound you hear is the theme when you encounter a Totem Pokémon.
After the question, you'll engage in battle with a Bug/Electric Pokémon, the Totem Vikavolt, which will come with ALL of its stats
boosted by 50%, which can make it quite difficult to deal with, especially because it cannot be Paralyzed. (Though for what it's
worth, its Speed is not incredibly high in the first place, contrary to its Pokédex entries.) It also doesn't strictly have the best
movepool to support its high Sp. Atk. stat so you do get it a bit easy here. It's basically just another bulky Pokémon that'll call in
Charjabugs for help - basically spam Fire and Rock attacks and you'll have this in the bag.
After the battle, the electricity in the observatory will turn back on. Captain Sophocles will give you the Electric-type Z
Crystal, Electrium Z, and Captain Molayne will give you Steelium Z as well. You'll also receive the Professor's Mask to return to
Kukui in Malie Garden.
Sectional Flowchart
[_] TM72 (Volt Switch) [_] Fast Ball [_] Rare Candy [_] Heavy Ball [_] Max Potion
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 41 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 34 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 33 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 32 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 34 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - MOUNT HOKULANI: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Team Skull Boss Guzma $3,600 Golisopod Lv. 31, Ariados Lv. 30
Pokémon Evaluations: Of the Pokémon present, both Beldum and Ditto are definitely good ones. Beldum is a bit troublesome to
evolve (it'll have only Take Down) but eventually it evolves into Metagross, a quite powerful Pokémon - which, with Steel/Psychic
typing, gives it some nice defenses. Its Mega Evolution is even stronger and is something to be significantly reckoned with. Ditto is a
Pokémon that is valued more for its utility than anything - it makes Pokémon breeding WAAAAAAAAAAAAAAAAAAAAAAAAAAY
easier. Normally breeding Pokémon requires you to have two Pokémon in the same Egg Group with a female of the desired
species, but many Pokémon you can just plop in with a Ditto and get that Pokémon, it's so helpful! Definitely worth grabbing one if
you're looking to complete your Pokédex.
Hokulani Observatory: After receiving the pair of Z Crystals from Molayne and Sophocles, return outside.
Mount Hokulani: Outside, go and heal up in the Pokémon Center, then go south along the mountain road. You'll find a Trainer near
the guardrails to fight. Further down the road, on the east side, you can find a ramp going down to some grass. Far to the southeast
of the grass you can find TM72 (Volt Switch). Anyhow, return to the main road and as you go along you'll find a Fast Ball along the
left side of the road. If you continue down the road and examine the mudpile at the end of the right guardrail you'll find a Rare
Candy too.
Around here should be a Hiker you can battle, too. Further down as you reach the tight curve is another path going down to some
grass; the southern part as a Collector you can battle whereas the north part has a Heavy Ball. If you jump down the ledges near
the Collector you can also find a Max Potion before you reach the road again near a dude and a bus. Speak with the man next to
the bus to return to Route 10.
(Note that, once you beat all of the Trainers on the Route, you can speak with a Veteran at the top of the road, near the Hokulani
Pokémon Center. Beat him in battle to earn TM95 (Snarl).)
Malie City: Head east and along to the garden. (It's just west and north of the Pokémon Center, where the flag is on the map now.)
Malie Garden: Go north and you'll find some Team Skull thugs harassing Kukui. After a battle with the Team Skull boss, Guzma,
Kukui will hand you something ... the Z Crystal specifically designed for your starter! That means you'll get Decidium Z if you chose
Rowlet, Incinerium Z if you chose Litten, and Primarium Z if you choose Popplio!
Starter Pokémon Final Evo Z Crystal Required Move Z Move
Anyhow, once you regain control, heal up in the Malie Cite Pokémon Center, then go south to Route 11.
Route 11
TREASURES CHECKLIST
[_] Big Mushroom [_] Stardust [_] Stardust [_] TM74 (Gyro Ball) [_] Star Piece [_] Tiny Mushroom
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 43 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 35 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 34 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 33 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 35 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 20%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Athletic Siblings Alyssa & Sho $1,512 Fletchinder Lv. 27, Herdier Lv. 27
Pokémon Evaluations: Nothing new here but Komala. Komala IS an interesting Pokémon however. It is always considered to be in
the Sleep status because of its Comatose ability. That makes it hard to be used because it has to rely on moves like Snore and
Sleep Talk to get stuff done, but on the flipside you cannot status it (it cannot be Burned, Paralyzed, Frozen, or Poisoned), which is
unique among all Pokémon. Still, it is only an intriguing Pokémon - Komala beyond this isn't worth any particular note and isn't
something worth adding to a team.
Route 11: Just as you enter the Route, go southwest and dig through the grass to find a Big Mushroom hidden in the grass, while
in the grass patch just to the east of there Stoutland can sniff out a Stardust. East of the patch you can battle a pair of Athletic
Siblings. Southeast of there, too, in another grass patch, another Stardust can be sniffed out, while if you go east from the patch's
north bit you can find TM74 (Gyro Ball). Gyro Ball is a move that increases in power the slower the user is. Return to the siblings
and go east from there towards another grass patch. Just to the left of it, you can sniff out a Star Piece, while if you head through
the grass you can find a Tiny Mushroom at the end. A Preschooler nearby will also be able to battle you.
Head east from here and you'll find a guy doing sit ups next to a boulder. Speak with him if you want a battle. If you go through the
grass to the south, you can find a Big Mushroom in it, plus a Zygarde Cell sparkling off to the north. Further north, past the grass,
you can find a Quick Ball lying on the ground, too. Anyhow, return to the main road and continue along it. At the end, a girl will
check to make sure you have Electrium Z, noting that ahead is the Ghost-type trial. Anyhow, continue along to Route 12.
Route 12
TREASURES CHECKLIST
[_] Burn Heal [_] Zygarde Cell [_] Zygarde Cell [_] Elixir [_] Hyper Potion [_] PP Up
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 43 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 35 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 34 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 33 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 35 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Geodude
Rock/Electric Magnet Pull, Sturdy, Galvanize - - 1 - - - Both 40%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Geodude
Rock/Electric Magnet Pull, Sturdy, Galvanize - - 1 - - - Both -
(Alolan)
Punk Pair Yoko & Lane $1,856 Pancham Lv. 29, Krokorok Lv. 29
Pokémon Evaluations: Aside from the repeats there are some decent Pokémon here. Elekid makes for a nice Electric Pokémon
once it evolves, moreso as Electivire though that woudl require a trade. Torkoal is an okay Fire Pokémon, moreso preferred for its
high Defense. Alolan Geodude can be somewhat powerful as well throughout its evolutions though to get Golem you still need to
trade.
Route 12: Head along the path a bit and you'll meet up with Hapu again, and she'll give you Mudsdale for your Ride Pager.
Mudsdale's Gallop will let you ride on Mudsdale across rough, rocky paths - if you remember those you rode Rhyhorn to avoid in
Pokémon X/Y, similar thing. Further along the main path, you'll find such a rocky patch; cross it with Mudsdale. On the other side, at
the northeast edge, you can find a Burn Heal and a Zygarde Cell.
To the southeast, cross the rocky path and beat the pair of Trainers to the south of there. They also have a Zygarde Cell near them.
The path here will split up a bit now.
• If you go west and through the narrow path, there will be a girl in the grass. Go south of her to the dead-end to find an Elixir, while
to her east and south is a patch of grass. The narrow path will converge with the other path.
• Go south and through the grass, then use Mudsdale to cross the rocky path. Once you're on the other side, go east and grab
the Hyper Potion, then battle the Trainer to the south. Another rocky path lies to the southwest.
Once the paths converge, you can find a patch of grass looping around a boulder. Battle the Scientist battling in it and grab the X
Attack on its east side, then go west and uphill to find Blush Mountain, though this is mainly a side area; we'll finish the rest of
Route 12 in this section.
Just to the south of the Blush Mountain entrance, you can find your way blocked by grass and a rocky patch; cross whichever suits
you fancy. Downhill from here you'll find the Secluded Shore, another standalone area worth looking at. Just near this incline is
some grass, too; if you go through it you can sniff out a hidden PP Up. West of the Trainer from before is the next area, Route 13.
(Take note that, once you've beaten every Trainer on Route 12, Collector Andrew near the start of the Route will battle you, and you
will earn TM77 (Psych Up) for winning.)
Blush Mountain
TREASURES CHECKLIST
[_] Zinc [_] Zygarde Cell [_] Sun Stone [_] Timer Ball [_] TM63 (Embargo) [_] Lure Ball
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 44 Grass/Ghost Overgrow Normalium Z False Swipe Leaf Blad Pluck
Shackle
Flame Echoed
Toucannon 36 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 35 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 34 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Charge
Kadabra 36 Psychic Synchronize - Psychic Psycho Cut Psybeam
Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Charjabug Electric/Bug Battery - - 2 - - - Both 10%
Geodude
Rock/Electric Magnet Pull, Sturdy, Galvanize - - 1 - - - Both 30%
(Alolan)
Pokémon Evaluations: Not a ton particularly new. Turtonator is pretty nice as he's one of the relatively few Dragons you can get
but it's mostly valuable for physical Defense more than sheer power. Togedemaru is nothing special, and the rest are basically
repeats.
Blush Mountain: As you head northwest, there's a Trainer you can fight, and just behind in the grass is a Zinc Stoutland can find.
Further to the north is a Zygarde Cell just behind a rock. Return to the Officer Worker and then go west through the grass and you'll
find a Sun Stone on the ground, while to the north you can find a Timer Ball near the fence.
The building nearby is for the Geothermal Power Plant. Inside, if you speak with the scientist near the posters and the Magnemite,
after a brief scene you'll receive TM63 (Embargo). You'll also find Samson Oak in the southwest corner of the building; he'll hand
you a Lure Ball, which has a 5x capture rate on Pokémon caught via fishing!
Secluded Shore
TREASURES CHECKLIST
[_] Pearl [_] Big Pearl [_] Zygarde Cell [_] Pearl [_] Berries [_] Big Pearl
KEY'S PARTY AT THIS MOMENT
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 44 Grass/Ghost Overgrow Normalium Z False Swipe Leaf Blad Pluck
Shackle
Flame Echoed
Toucannon 36 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 35 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 34 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Twisted Charge
Kadabra 36 Psychic Synchronize Psychic Psycho Cut Psybeam
Spoon Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Secluded Shore: As you arrive in the area, go southeast and you'll see a Swimmer you can battle. Just behind her and to her left
Stoutland can sniff out a Pearl. Further west is another Swimmer and a Big Pearl hidden to the southwest of him, with a Zygarde
Cell in a shadowed alcove to the west. Heading the other way along the beach, you'll find a police officer; north of him is
a Pearl sniff out and some Berries to the east under the tree. Just southeast of the tree you can find a hidden Big Pearl too.
That said, not much lies in the water other than a place to finish so if you want, you can return to Route 12.
Route 13
TREASURES CHECKLIST
[_] Max Potion [_] Moon Stone [_] Zygarde Cell [_] Guard Spec. [_] TM12 (Taunt)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 45 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 36 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 36 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 35 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Twisted Charge
Kadabra 37 Psychic Synchronize Psychic Psycho Cut Psybeam
Spoon Beam
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 13: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Route 13: As you arrive you find Hau again; he'll hand you a Max Potion during the cutscene.
Afterwards, head west and you'll find a Moon Stone next to the oasis. South of the oasis is an incline down to a fishing area, and
just left of the top of the incline is a Zygarde Cell while the east part of the ledge that comprises the fishing area has a Guard
Spec. lying on it. Northwest of the oasis lie a few Team Skull trailers. In the one on the right, opt to battle the guy and he'll instead
hand you TM12 (Taunt) in fear.
Anyhow, there's not much else here, so go west to the Tapu Village.
Tapu Village
TREASURES CHECKLIST
[_] Zygarde Cell
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 45 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 36 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 36 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 35 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Twisted Charge
Kadabra 37 Psychic Synchronize Psychic Psycho Cut Psybeam
Spoon Beam
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Sandshrew
Ice/Steel Snow Cloak, Slush Rush - - 1 - - - Moon 10%
(Alolan)
Pokémon Evaluations: A fair few of the Pokémon in Tapu Village arer repeats. Sandshrew and Vulpix's Alolan Formes are here,
and though their evolutions make decent physical and special attackers respectively neither reach the prowess of their original
Formes really. Snorunt presents a nice alternative in either case, being a nice mixed attacker as Glalie or Special Pokémon as
Froslass. Absol is the final Pokémon worthy of note, just being an outright strong Pokémon to start with and a worthy Pokémon to
include in your team.
Tapu Village: As you enter the village, head west to the crossroads to meet up with Hau. After the brief cutscene, you'll find the
Pokémon Center to the west, though keep in mind next to the fence due south of it lies a Zygarde Cell. Inside the Pokémon Center
itself, you have a basic shop but there's always utility in healing your Pokémon. =P A man in the Pokémon Center, by the way, will
be willing to trade you his Alolan Graveler - which is holding Rockium Z, and will evolve into Alolan Golem - for a simple Haunter.
Outside, if you head south, you'll find Route 14, if you want to go there: it's mostly a side area but there's still stuff there to find. For
now, you can find a grassy patch off to the west that heads off to Route 15, our next plot-requisite area.
Route 14
TREASURES CHECKLIST
[_] Pearl [_] Zygarde Cell [_] Big Pearl [_] Zygarde Cell [_] TM30 (Shadow Ball)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 45 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 36 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Compound Silver
Butterfree 36 Bug/Flying Bug Buzz Stun Spore Psychic Gust
Eyes Powder
Arcanine 35 Fire Intimidate Charcoal Bite Flame Wheel Fire Fang Reversal
Twisted Charge
Kadabra 37 Psychic Synchronize Psychic Psycho Cut Psybeam
Spoon Beam
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 14: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Route 14: As you arrive Stoutland can sniff out a Pearl just to the west of the incline. Follow the beach and near the fallen ledge
you can find a Zygarde Cell; around here you'll also find a Trainer you can fight. As the beach curves around to the Thrifty
Megamart entrance you can sniff out a Big Pearl just beside the upbound ramp to it. Just past the ramp you can fight a Collector to
fight, and then continue along to the end of the beach and you'll find another Zygarde Cell.
The water itself doesn't yield much but as you'll notice there is that structure in the western water. You can find a Swimmer in front
of it to fight, while actually on it you can find TM30 (Shadow Ball), one of the better Ghost-type moves in the game.
Anyhow there's not much further you can do here until the Captain okays you to be let into the trial, so return to the Village.
Route 15
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 45 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 37 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Flame
Arcanine 35 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Keen Eye, Drizzle, Rain
Pelipper Water/Flying - - - - - 2 Both 50%
Dish
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 15: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Route 15: As you arrive on the Route, you can opt to approach the Aether House off to the north to start up some more story
progress.
However, I will assume you're not doing that. Begin by following the dirt path around to the beach. Near the hill going down to it, in
the grass, you can find an Ace Trainer to battle and a Hyper Potion further back in a small clearing in it. On the beach, just south of
the hill you can find a Zygarde Cell. ... Okay, technically there quite a bit more to this route but we won't be able to access it until we
get Sharpedo in our Ride Pager, so return to the Aether House and enter.
After a quick battle on your entrance, you'll meet with Acerola, who will offer to take you to the Thrifty Megamart for your trial. Leave
the house to run into a Skull grunt to fight. Afterwards, Lillie will give you five Luxury Balls and Acerola will head off to the trial site.
You reach it by going to Tapu Village, then along the beach on Route 14.
Thrifty Megamart
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 45 Grass/Ghost Overgrow Normalium Z False Swipe Razor Leaf Pluck
Shackle
Flame Echoed
Toucannon 37 Normal/Flying Keen Eye Silk Scarf Brick Break Drill Peck
Charge Voice
Flame
Arcanine 35 Fire Intimidate Charcoal Bite Fire Fang Reversal
Wheel
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Thrifty Megamart: Before you enter Acerola will explain the trial to you: it's basically finding a Totem Pokémon with the Poké
Finder. Head into the building to begin the trial.
Inside, just follow the linear path for a bit until a converyor belt starts moving. Examine it and you'll be able to fire up the Poké
Finder, and you'll find a Gastly to fight - which isn't the Totem Pokémon of the area, sadly. But it does establish the general idea of
what to do - continue following the path throughout the area, and whenever something messes up just examine it and snap a picture
of the Pokémon you'll find (Haunter and Gengar from here on out at the shopping cart and dolls respectively).
Eventually the Pikachu you're seeing throughout the area will lead you into a back storage room. The Poké Finder will fire up under
its own volition at this time; look behind you to find the Totem Mimikyu! After snapping a picture of it, you'll fight it in battle! This
Mimikyu will be like the normal kind, but with stats boosted by 50% ... which on Mimikyu really isn't too much, which makes this
mostly a battle of targeting its weaknesses. Do be wary of Mimikyu's Disguise ability - it means the first hit against it, regardless of
power, will be nullified.
After the battle, Acerola will congratulate you on your successful comnpletion of this sixth trial, netting you the Ghostium Z as well
as ten Dusk Balls for your victory!
Sectional Flowchart
Haina Desert
TREASURES CHECKLIST
[_] Max Elixir [_] Psychium Z [_] Comet Shard [_] TM85 (Dream Eater) [_] Safety Goggles
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 46 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 38 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Extreme
Arcanine 36 Fire Intimidate Charcoal Bite Fire Fang Reversal
Speed
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
After having beaten the Ghost-type Captain's Trial, you are able to head along to the Haina Desert, which is newly opened. It is
found on Route 13, east of Tapu Village, when you head north.
Haina Desert: Go north and and east for a bit. There will be a path to the next area, which has a Max Elixir at the east side. Return
to the west side, then go northwest to the next area.
From here, the desert becomes a seemingly unnavigable maze, with areas having random pop-outs to other areas of the desert, so
you're mostly on your own for this. Note that one area you can get to with a western exit will have Psychium Z at the far east side
on a pedestal. Other areas will have a Comet Shard, TM85 (Dream Eater), and Safety Goggles.
One of the northward exits will take you to the Ruins of Abundance.
Ruins of Abundance: A Zygarde Cell can be found to the west of the ruin entrance, though there's nothing else here of note for
now, inside or outside of the ruins.
Route 15 in Full
TREASURES CHECKLIST
[_] Rare Candy [_] TM93 (Wild Charge) [_] Dive Ball [_] Normal Gem [_] Pearl [_] PP Max
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 46 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 38 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Extreme
Arcanine 36 Fire Intimidate Charcoal Bite Fire Fang Reversal
Speed
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 15: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Team Skull Admin Plumeria $4,200 Golbat Lv. 34, Salazzle Lv. 35
Ace Trainer Karla $2,380 Vulpix (Alolan) Lv. 34, Haunter Lv. 34, Wigglytuff Lv. 35
Swimmers Yumi & Jake $1,584 Slowbro Lv. 33, Golduck Lv. 33
Swimmer Alexandria $792 Luvdisc Lv. 33, Corsola Lv. 33, Alomomola Lv. 33
Route 14: After the fight, head back into the Tapu Village at the other end of the beach.
Tapu Village: Feel free to heal up your Pokémon, then go west onto Route 15 and head to the Aether House.
Route 15 / Aether House: As you approach, you'll find Plumeria and some Team Skull Grunts, the former of which you'll end up
battling while Hau and Acerola take on the grunts. Plumeria will tell you to visit Po Town alone and defeat them there if you want to
get the Pokémon back, while inside you'll learn that a man in a kimono will be able to help you get the Pokémon back and let you
cross Route 15. The girl whose Pokémon was stolen will also give you a Rare Candy.
Anyhow, head back outside and speak to the main with the weird hairdo on the beach to the west, and he'll hand you the
information for Sharpedo on your Ride Pager - Sharpedo like Lapras will let you swim in the waters, but will also be able to break
down the various rock formations that block your way.
If you want, you can participate in a a cleanup of all the items you can find with Sharpedo before you bother with the rest of
Route 15.
Once you're done, Surf southward and break the rocks down, then go west and north and land on the sandy beach you see. You
can find a Trainer partway up you can fight, and TM93 (Wild Charge) on the stone platform. Return to the beach and begin Surfing
northward again to find a Swimmer in-between the islands you can fight.
From here, go eaat and northeast onto land. You can beat a pair of Trainers who are working out on the beach and find a Dive
Ball off to their north. Return to the water and Surf westward for a while until you find a girl swimming in the water. Defeat her, then
make landfall on the beach. At the western tip of the beach Stoutland can sniff out a Normal Gem - it's a one-use item that when
held by someone who's using a Normal move it will be boosted in power by 20%. Head eastward until you find the fisherman and
his Starmie, then use Stoutland to sniff out a Pearl to their north. Go back west and up the dirt incline to immediately reach Route
16.
(A footnote: back at the start of Route 15 you can now battle a Trainer now that you've defeated all the other Trainers on the Route.
This Trial Guide, once defeated, will give you a PP Max.)
Poké Ride Cleanup - Sharpedo
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 46 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 38 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Extreme
Arcanine 36 Fire Intimidate Charcoal Bite Fire Fang Reversal
Speed
There are a fair few areas with stuff Sharpedo can get you to! Let's begin with stuff off Route 1, in the Melemele Sea.
Melemele Sea: If you head to the southeastern portions of the sea, you will find - at least on the map - an island. You can reach it
with Sharpedo's ability by breaking the rocks to its east/west and then surfing onto it. You'll find TM80 (Rock Slide) on it.
In the western part near Hau'oli City's beachfront, you can find some more rocks that take you into an isolated part of Ten Carat Hill.
There's nothing special there Pokémon-wise but you will find TM64 (Explosion).
Route 8: You can also break the rocks here at the westernmost portion - the area where you can find Wimpod - by using Sharpedo.
The large rock will yield a Stardust.
Route 16
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 47 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 39 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 37 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 16: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
Route 16: As you arrive you'll be right next to a Pokémon Center: feel free to heal up and shop in there. A person on the left side of
the Center will offer you $3,000 if you have a Mimikyu registered as caught in your Pokédex: remember, you can find them at the
Thrifty Megamart.
Outside and to the east is another thing that the Aether Foundation has set up. Inside, you can find Sina and Dexio: if you have
more than 10 total Zygarde Cells/Cores, they will discuss the Reassembly Unit, which can fuse these composite bits into the
Pokémon Zygarde and take them apart again. 10 pieces will get you the 10% Forme of Zygarde, 50 will get you the 50% Forme,
and 100 the Complete Forme. The 50% Forme is the standard Forme you might have seen in Pokémon X/Y/OR/AS whereas 10% is
weaker and Complete is stronger. (Well, Complete is basically just much higher HP.) The assembly unit is the thingy nearby, which
will allow you to assemble or separate Zygarde's Cells/Cores and can explain the process more if you desire.
Here are the Forme differences, if you're curious as to the significance. Given everything having a Zygarde even at 10% in your
party isn't bad since it still has decent Attack:
BASE STATS LEVEL 100 BASE MAX STATS
POKÉMON ABILITI
# SPECIES
TYPE ES
AT DE SP SP SP H AT DE SP SP SP
HP
K F A D E P K F A D E
Power
#71 Zygarde Dragon/Gro 10 11 48 21 20 14 12 17 22 109
Constru 54 71 61 85
8 (10%) und 0 0 1 8 5 7 7 5 5 7
ct
Zygarde Power
#71 Dragon/Gro 21 10 12 70 54 20 24 16 19 19 155
(Comple Constru 81 95 95
8 und 6 0 1 8 2 5 7 7 5 5 1
te) ct
Your Zygarde will come at Level 30 though, so be wary of that: it might be underleveled for your party like it is mine.
Back outside, hug the wall of the building as you go east and you'll see the little "A" marker pop up just near the last window. Press
A and you'll crawl under the trailer to the other side where you can find TM81 (X-Scissor). Return to the other side and go
southeast and you'll find a PP Up near the wall, and you go west through the grass to find a Trainer to battle, too.
Anyhow, return to the Pokémon Center, then go west. There's some grass too, at the northern bit of which you'll find some Berries.
From here, head north and you'll find Ula'ula Meadow.
Ula'ula Meadow
TREASURES CHECKLIST
[_] Zygarde Cell [_] Repeat Ball [_] Red Nectar [_] X Sp. Def. [_] Red Nectar
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 48 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 39 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Compound Silver Shadow
Butterfree 38 Bug/Flying Bug Buzz Stun Spore Psychic
Eyes Powder Ball
Arcanine 37 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 30%
Prankster, Chlorophyll
Oricorio (Pom-
Fire/Flying Dancer - - - 2 - - Both 20%
Pom)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 30%
Prankster, Chlorophyll
Oricorio (Pom-
Fire/Flying Dancer - - - 2 - - Both 20%
Pom)
Office Worker Michelle $1,360 Torkoal Lv. 34, Seaking Lv. 33, Leafeon Lv. 34
Ula'ula Meadow: As you arrive, follow the wooden bridge for a bit. Just south of the first fork on a small eldge, you can find
a Zygarde Cell. To the north, the path forks at a loop: you can go around the loop and speak with the person at the east end to
fight, or you can battle the person down in the flowers. In the latter case you will also find a Repeat Ball to her right, and some Red
Nectar sparkling to her left. Return on to the wooden planks and go north, then west. A girl walking along here can be battled, and if
you go further west and uphill you'll find an X Sp. Def. in the grass.
(Note: by defeating Lass Rylee and the other two Trainers in the Meadow, you can now battle Golfer Dean at the start of the area.
Defeating him will net you a Flame Orb.)
Return back to the wooden bridge to where you turned left, then descend the stairs nearby. You'll find some Red Nectar sparkling
here, and further west an Adrenaline Orb. Return to the bridge again, this time going north onto the dirt path, then east. On the
other side of the grass you'll find a Zygarde Cell. Further along the path you'll find your way to the Lake of the Sunne (Pokémon
Sun) or the Lake of the Moone (Pokémon Moon).
Lake of the Sunne/Moone: There's not much here right now but you can enter the building before you. The northeastern corner of
the first room houses TM03 (Psyshock). There's nothing else of importance here but feel free to explore and stuff. Return to the
Meadow, then go north onto Route 17.
Route 17
TREASURES CHECKLIST
[_] Zygarde Core [_] X Attack [_] Lemonade [_] Full Heal [_] Zygarde Cell [_] TM84 (Poison Jab)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 49 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 40 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 38 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: NORTHERN/SOUTHERN GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: NORTHERN/SOUTHERN GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: ALL OTHER GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Magnet Pull,
Graveler (Alolan) Rock/Electric - - 2 - - - Both 20%
Sturdy, Galvanize
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Magnet Pull,
Graveler (Alolan) Rock/Electric - - 2 - - - Both 20%
Sturdy, Galvanize
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Team Skull Grunt $1,088 Rattata (Alolan) Lv. 33, Raticate (Alolan) Lv. 34
Team Skull Grunt & Team Skull Grunt $2,176 Haunter Lv. 34, Drowzee Lv. 34
Route 17: As you enter the Route, go northeast and into the police station: you can examine the black shirt at the back to find
a Zygarde Core. Outside, the path will diverge going two ways.
Eastern Rocky Path: Go east from the station and through the grass, then ascend onto the rocky hillside. Just left of the incline,
Stoutland can sniff out an X Attack. Go northeast and uphill, then collect the Lemonade near the hill. From here, you can go north
and through the rocks with Tauros, or around and through the grass, but either way you'll find a Team Skull Grunt to fight who has
a Full Heal in the grass behind him. Jump down the two ledges nearby after the fight and you'll find that the path splits here, too. If
you go right you can find a Zygarde Cell and then a Trainer fight along the left path from there. If you go along the left of the paths
originally and hang left a second time you'll find TM84 (Poison Jab). (You can circle back around to the start of the incline to go
along missed paths if you choose, though note you'll fight a Skull Grunt on the way.
Route 17 Proper (Paved Road): Heading along this road, you will fight a Team Skull Grunt next to the lightpost (which you might
have fought in clearing out the rockier path). Further north is a female Grunt to battle, then you can find a Zygarde Cell on the
corner of the wall nearby. If you head further north you can see a couple of Grunts next to the wall, though if you pass by them you
can go north through the grass to find some Berries.
Then you should return to them. After a brief diatribe, you will get to fight them, and a man will give you entrance into Po Town.
Po Town
TREASURES CHECKLIST
[_] Max Repel [_] Rare Candy [_] Zygarde Cell [_] Max Revive [_] Ice Stone [_] Heal Powder
[_] TM36 (Sludge Bomb) [_] Iron [_] Escape Rope [_] Buginium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 49 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 41 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 39 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Thunder Flash
Magneton 40 Steel/Electric Sturdy Quick Claw Tri Attack
Beam Wave Cannon
Team Skull Grunt & Team Skull Grunt $2,176 Golbat Lv. 35, Raticate (Alolan) Lv. 35
Team Skull Grunt $1,120 Zubat Lv. 34, Gastly Lv. 34, Salandit Lv. 35
Team Skull Boss Guzma $4,320 Golisopod Lv. 37, Ariados Lv. 36
Po Town: As you enter it, some more Grunts will prevent you from entering the town. If you head to the east you can find a Max
Repel on the ground, whereas if you go west you can find a holdin the hedges to let you through. From here, if you approach the
main street, you'll have to battle one of the Grunts before, then the other.
East and across the street you'll find a Pokémon Center you can enter: if you hand the grunts in there $10 (you just won over
$2,000) you can get your Pokémon healed.
Further up the street is a barricade. If you go west and east of it you can find holes in the hedges to let you past it heading north.
Through the east hole you'll find two Grunts to battle but you'll also find a Rare Candy. Meanwhile, the left hole will actually bring
you forward. On the other side, go into the main street and you can fight the Grunt standing on top of the truck. After the fight, go
north and west into the yard, then north from the hedges (use the boxes as steps) and fight the Grunt patrolling the paved path
there.
North of there you can find a Zygarde Cell next to the truck. Go east and to the end of the paved path and you should see an arrow
in blue pointing south: if you follow it, you'll find a hole in the hedges beyond which you can get a Smoke Ball. Return to the other
side, then go to the main street and north into the Shady House.
Shady House - 1F: Just northeast of you as you enter is a Skull Grunt you can fight, as is a female Grunt on the left side (though
she's walking around).
Here on the first floor, you can also find quite a few doors. The northern one has a note reminding you that the Team Skull password
is "Beat Up". (This might vary from playthrough to playthrough, so be warned.) The next room south of there has a Max Revive.
South and west of here is a door to the outside where you can find an Ice Stone. (This item is used to evolve Alolan Vulpix and
Alolan Sandshrew, by the way!) The door under the stairs has a grunt you can battle in there: there's also a door on the east side
that leads to another door. Beyond this other door you can find another note giving you another password ("Tapu Cocoa") and
remindined you that a true Team Skull member always butts heads and answers with a hearty "No!". You can also find a Heal
Powder in this room.
Shady House - 2F: Enter the first door you can enter as you reach the top of the stairs to find TM36 (Sludge Bomb) in that room.
In the next room over you can battle a pair of Grunts after an ... odd conversation between the two. The third room you enter will
have another Grunt to fight, but you'll also find an Iron in the room, and a note satating that the secret Team Skull password
is "Golisopod".
Exit the room and go east, defeating the Grunt sauntering around along the railing as you do so. Just south of there is a Grunt
blocking your way into a room, requesting you give the three secret passwords. Opt to give them, then answer "Beat Up,"
"Golisopod," and "Tapu Cocoa," then answer "No!" when you're asked if you're sure. Head out onto the roof.
Shady House - Roof: Go east and walk along the wooden bridge. You can walk onto the red awning to grab the Escape Rope and
to battle the Grunt if you speak to her. Then walk inside.
Shady House - 2F: Go north and through the door, then go speak with Guzma. After you battle him and Yungoos runs off, examine
the chest of green jewels nearby to find a Buginium Z! Anyhow, backtrack outside to Po Town or use an Escape Rope or
something.
TREASURES CHECKLIST
[_] Darkinium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 51 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 42 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 40 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Team Skull Gladion $3,040 Golbat Lv. 37, Sneasel Lv. 37, Type: Null Lv. 38
Po Town: As you leave the Shady House, the old man from before will heal your Pokémon during a conversation. Once it ends, you
need to go back to the Aether House, which is at the start of Route 15. You can have Charizard fly you to the Tapu Village, then you
can head along to the Aether House from there.
Route 15: There will be a brief cutscene as you enter the the Aether House, which culminates in a brief battle against Gladion.
Afterwards, he'll tell you that you'll leave from the ferry terminal heading after Lillie and Cosmog: if you're ready, he'll take you along
with him, which leads to another scene.
Malie City: As you're waiting with Gladion at the port, Officer Nanu will arrive, telling you that he is the island's kahuna, and will
challenge you to battle!
• Rewards: $6,240
FOE'S POKÉMON PARTY
- Earthquake -
Sableye you can expect to lead with Fake Out before resorting to Shadow Ball or Power Gem. Fake Out will be rather weak coming
from Sableye so it's not a big thing to worry about; further, with its Stall ability, odds are it will be moving after you each turn, so
Speed isn't a big thing here either. For the most part, there's nothing special you need to do with Sableye other than wear it down:
this Sableye won't boast real power unlike competitive Sableye (where Calm Mind + Recover + Prankster is a real threat). Though it
will be unique in that it is only weak to Fairy. On the same note, Normal-type Pokémon do well here since they avoid the STAB
Shadow Ball, forcing Sableye to go with the around-half-power Power Gem. (Which is Rock-type so be wary of Normal/Flying in that
instance.) Fairy Pokémon are also valid if you want to shoot for the OHKO.
Krokorok is going to be a threat insofar as it can use Intimidate and that Krokorok boasts decent Attack. Crunch and Assurance are
both big things here but if you have a Fairy, Dark, or Fighting Pokémon you'll be fine since both will be resisted: Primarina obviously
makes a great aide here if that was your starter. Water, Grass, and Ice are also supereffective on Krokorok and worth looking at.
Earthquake will be the big source of trouble though being a 100-Power Ground move with STAB: Flying Pokémon will be very
helpful in avoiding that as well. Overall, the best thing here is something that's fairly fast and can OHKO Krokorok with its meh
Defenses through a supereffective attack, or something that can avoid Earthquake (Flying Pokémon) or resist Dark moves
(Fairy/Dark/Fighting) at least. Intimidate and Earthquake will be the biggest threats here, so switching into a Special Attacker if
you're using the Shift battle style will help a ton, too.
Alolan Persian is the star of Nanu's team, and with Fur Coat it is not to be taken lightly, especially while boasting Darkinium Z. It will
nonetheless likely lead with Fake Out, but the problem is that you can't avoid that by having Ghost Pokémon or you'll just get
barreled over by the Dark Z Move. Switch into something that'll resist the Dark move - Dark, Fighting, and Fairy all resist Dark, and
the latter two (and Bug)have STAB moves that can fight back - especially if you're leading with a Psychic or Ghost Pokémon. A
Special Attacking Pokémon will be a boon against Alolan Persian because of its Fur Coat, but once you've stemmed the threat of
Black Hole Eclipse you're largely okay because Persian does not boast any particularly high stats: you'll just want to avoid setting
yourself up to get wrecked by Dark or Rock moves.
After the battle, your Pokémon will be healed and you'll receive Darkinium Z!
Sectional Flowchart
TREASURES CHECKLIST
[_] Rare Candy [_] X Sp. Atk. [_] TM06 (Toxic) [_] Max Revive [_] Full Restore [_] Full Heal
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 51 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Pluck
Shackle
Flame Echoed
Toucannon 42 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 41 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Thunder Flash
Magneton 42 Steel/Electric Sturdy Quick Claw Tri Attack
Beam Wave Cannon
Money
Trainer Name Pokémon Party
Earned
Aether Foundation Employee $1,776 Dugtrio (Alolan) Lv. 37, Sliggoo Lv. 37
Aether Foundation Employee $1,776 Parasect Lv. 36, Drifblim Lv. 36, Vibrava Lv. 37
Aether Foundation Employee & Aether Branch Chief Ledian Lv. 38, Slowbro Lv. 39, Bruxish Lv. 39, Hypno
$6,624
Faba Lv. 40
Aether Paradise - Docks: Once you regain control, go west and north to battle the Aether Foundation Employee, then north to fight
another one. North from there is another, then northwest will be a fourth one. From here, you'll find Hau and Gladion near the
elevator. You can go way off to the north though first and find a Rare Candy, and way off to the southwestern side of the harbor to
find an X Sp. Atk. and TM06 (Toxic) along the way. (There's also an Employee you can battle.)
Enter the center of the elevator and Gladion will take you up.
Aether Paradise - Entrance: After a battle with Branch Chief Faba, if you're ready, you'll go down more.
Aether Paradise - Laboratory: When you arrive, the group will split up, Gladion taking Lab A and you and Hau taking Lab B. Hau
will give you a Max Revive, then you can head through the door to the east. On the other side, continue along the path to encounter
some more Employees and you'll battle three in series. After, continue down the walkway and into the lab at the end of the hall;
you'll end up battling a pair of Employees in there alongside Hau.
Afterwards, examine the blue book on the northeastern bookshelf to read about Ultra Wormholes, and read the Aether Report on
the computer monitor. Once you report this to Hau, head outside after him and you'll convene with Gladion as well, then follow the
pair to the elevator: note that you can find a Full Restore in the room that Gladion was looking at, by the way. Examine the elevator
and head up to the Entrance again.
Aether Paradise - Entrance: As you arrive you are ambushed by another group of Employees: you and Hau will take on a pair of
them. After the fight, Wicke will approach and heal your Pokémon, and another brief scene will ensue. Follow Gladion and Hau as
they rush northward, and you'll fight a pair of Employees alongside Gladion this time. You'll then battle another Employee and Faba
alongside Hau (Faba boasting three Pokémon): it'll be a piece of cake once you take out Ledian.
The key obtained, the door is opened off to the north: follow Gladion and Hau through it.
Aether Paradise - Outside: After the scene, your initial goal is to blaze through the Team Skull Grunts you find here. But first go
WAY off to west and south to find a Full Heal, and way off to the east and south (from the entrance) to find a Zygarde Cell. After,
return to the entrance and go north along the forested path. You'll defeat a couple of Skull Grunts before you reach Gladion and
Guzma, and you'll battle Guzma!
• Rewards: $4,800
- - - -
Golisopod will be Guzma's lead. As you probably noticed in your previous battle against Guzma, Golisopod will typically lead with
First Impression. As a Bug-type move, there's not a ton you can do about it except in the case you resist it, as some Pokémon
might. Alternatively, you'll have to cope with the comparable Water-type Razor Shell, so leading with a Fire-type isn't particularly
ideal. If you have a Pokémon that can resist both, that would be an ideal lead. The second-best lead with be something weak to
Water. Why? You probably remember Wimp Out. By leading with the Water-weak Pokémon, you'll (probably) end up forcing the
game to use Razor Shell. If your Water-weak Pokémon is faster, then you can take advantage of Wimp Out: Wimp Out will switch
Golisopod out when it hits half-HP. That will be nice for you.
Ariados is a Pokémon you'll want to take out quickly. Fell Stinger is a decently-powerful Bug move that will significantly boost the
user's Attack if it KO's someone. Someone that resists Bug moves will be a boon here, especially if you switch into them when
Ariados pops up. That'll help stop this from occurring. The problem with such a situation? Well, primarily, you will notice that Ariados
has Sucker Punch: Sucker Punch on top of that Attack boost almost completely guarantees that Ariados will be able to hurt you, and
at such high Attack it may well KO most Pokémon outright that are of the recommended levels. This would be a nice time to use the
Firium Z or Rockium Z if you have those.
Masquerain will be a bit of a bugger with the Intimidate ability; it also has decent Sp. Atk. and its moves will further that somewhat.
But beyond that there's not a lot special with it. A Rock-type move especially will take it out easily but for the most part you'll be
doing just fine by bringing in a Pokémon that can get in supereffective moves on it and preferably resists its moves.
Pinsir is a fairly powerful Pokémon that is worth being wary around. X Scissor will be probably be your biggest problem, and Brick
Break assures that Rock Pokémon or Steel Pokémon - or Arceus forbid a combo of both - will be good either. The ideal Pokémon to
fight Pinsir would be a Ghost Pokémon: immune to Double Hit and Brick Break after all.
Aether Paradise - Main Building: Go through the door before you as you enter and you'll watch a brief scene. After, go through the
teleporter and approach Lusamine. After a lengthy cutscene, you'll be thrust into battle with Lusamine!
• Rewards: $9,840
Ability Cute Charm (?) Chlorophyll (?) Levitate Marvel Scale (?) Fluffy
- - - - -
Clefable makes a nice lead for you. Clefable is a comparatively weak Pokémon and will be relying on Cosmic Power if it wants to
get anywhere with you, and even then that's moreso by boosting Defenses: Metronome won't be a big thing to worry about either. If
any of your Pokémon have a chance to stat boost (e.g. Swords Dance, Dragon Dance, Quiver Dance, Tail Glow, etc. etc.) or use
items to do so, Clefable is a great time to do that. Moreso if the Pokémon resists Fairy moves (think Fairy, Steel, and Poison).
Lilligant can be a bit annoying but is easy to put down: where it has good stats it doesn't fully support them with proper moves. Petal
Dance can be hard to cope with if you're weak to Grass give its power and Lilligant's STAB, so defeating it quickly is of great
importance. Stun Spore can also be a hindrance to you due to the Speed loss and the ability to not move 1/4 of the time. Grass
Pokémon will have immunity to Stun Spore, though, and it's pretty easily healed - Lilligant will only pose a threat if you end up being
weak to Grass.
Mismagius is a fairly strong Special Attacker, not unlike Lilligant, so be wary of being weak to its moves, especially to Ghost-type
ones. Normal Pokémon work great here being they are immune to Shadow Ball, though Dark Pokémon are also nice since they
resist it and a good chunk of the Normal Pokémon you've seen thus far are part-Flying and thus weak to Power Gem.
Milotic is a pretty easy Pokémon to go against: though Hydro Pump is strong and Flail is somewhat strong as well, Milotic
doesn't quite have the Sp. Atk. to back that up. For the most part, just focus on using Pokémon that resist Water or can
supereffectively attack it.
Bewear is the most threatening Pokémon in Lusamine's team. Hammer Arm and Take Down are nasty STAB attacks to deal with,
and Fluffy makes all contact moves deal half the normal amount of damage, making Bewear pretty tough to take down if you don't
have non-contact moves. Ghost Pokémon luckily can't be touched at all by Bewear, and a good Special Attacker with Flying,
Psychic, or Fairy moves likely can do a nice chunk of damage to it as well.
After the battle, there will be more plotty plot stuff during which your Pokémon are healed.
Once you regain control, leave the house and you'll meet up with Lillie. Gladion will soon approach give you the Sun
Flute (Pokémon Moon) or Moon Flute (Pokémon Sunn), and also the Master Ball, the Pokéball that's able to catch any and every
Pokémon. After a brief conversation, you'll be offered a ride to Poni Island: meet Gladion at the docks to go there: they'll be just to
the southwest of the elevator this time.
Seafolk Village
TREASURES CHECKLIST
[_] Magmarizer [_] Electivire [_] Zygarde Cell [_] Lucky Punch [_] Aloraichium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 55 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 45 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 45 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed
Adrenaline Orb $300
is boosted one stage.
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
Ultra Ball $800 A Pokéball with a catch rate of 2.0x.
TM04 (Calm
$10,000 Psychic Status --- --- 20 User No No
Mind)
TM15 (Hyper
$50,000 Normal Special 150 90 5 One No No
Beam)
TM22 (Solar
$10,000 Grass Special 120 100 10 One No No
Beam)
TM34 (Sludge
$10,000 Poison Special 95 100 10 Not User No No
Wave)
TM38 (Fire
$30,000 Fire Special 110 85 5 One No No
Blast)
TM52 (Focus
$30,000 Fighting Special 120 70 5 One No No
Blast)
TM68 (Giga
$50,000 Normal Physical 150 90 5 One No Yes
Impact)
TM71 (Stone
$30,000 Rock Physical 100 80 5 One No No
Edge)
LOCAL WILD POKÉMON ENCOUNTER DATA - KALA'E BAY: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
1%
Dhelmise Ghost/Grass Steelworker - 2 - - - -
[10%]
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
Seafolk Village: When you regain control, go a bit north, then take the left pier to the building. Inside, speak with the man next to
the Pelipper: he'll give you a Magmarizer and an Electirizer: these items are meant to be held by Magmar and Electabuzz
respectively during a trade to evolve them into Magmortar and Electivire. A girl nearby will also grant you the gift an Aerodactyl, just
outright giving it to you for free! It is a fairly strong Pokémon, and will come at Level 40.
Return to the intersection and go north to the flag on the map for a brief cutscene. After, go into the house to the west: under the
south end of the western table in the dining area, you can find a Zygarde Cell. You can speak with the Ace Trainer at the counter to
eat ans you'll also receive a Heart Scale (the meals cost $500). In the house to the east of there, you can speak with the girl on the
couch to receive a Lucky Punch, an item that boosts the critical-hit rate of Chanseys. The girl across from you will give
you Aloraichium Z if you show her that you've caught an Alolan Raichu. Go through the door to the south and you'll find TM91
(Flash Cannon) and a fishing spot.
Go back outside of the house's main entrance, then go west and northwest to find the Pokémon Center. A man on the right will
teach Dragon Ascent to a Rayquaza if you have one. The female Ace Trainer in the northwest corner will be able to teach Draco
Meteor instead to a wide number of Dragon Pokémon: it's a Special-class Dragon move of 130 Power that will lower the user's Sp.
Atk. by two stages (to 1/2 then 1/3 etc.) with its use. Anyhow, heal up and shop at your leisure.
East of the center, across the pier, you'll be able to find a Zygarde Cell in the empty area with the building stuff. Anyhow, go north
and towards the flag on the map to reach the next area.
Poni Wilds
TREASURES CHECKLIST
[_] Pearl [_] Repeat Ball [_] Max Repel [_] Zygarde Cell [_] Big Pearl [_] Dusk Stone
[_] Pearl String [_] Berries [_] Rare Candy [_] Berries [_] Max Potion [_] Berries
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 55 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 45 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Compound Silver Shadow
Butterfree 45 Bug/Flying Bug Buzz Stun Spore Psychic
Eyes Powder Ball
Arcanine 45 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 45 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI WILDS: SURFING IN SPECIAL SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Oblivious, Water
Wailmer Water 1 - - - - - Both 90%
Veil, Pressure
Oblivious, Water
Wailord Water 2 - - - - - Both 10%
Veil, Pressure
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI WILDS: FISHING (SPECIAL SPOT RATES IN BRACKETS)
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI WILDS: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Ace Trainer Lindsey $3,060 Garbodor Lv. 44, Toxapex Lv. 45 (Toxapex holds Poisonium Z!)
Poni Wilds: If you head northwest from the start, you'll find a beach and a place to Surf if you want to. Just north of the Dancer on it
Stoutland can find a Pearl, a Repeat Ball west of it, and a Max Repel and a Zygarde Cell to the north, though these latter two are
out in the open. Go north to the very tip of the shoreline and Stoutland will be able to find a Big Pearl, and you can begin Surfing
here: in the water to the west, near the northern fishing spot, you can find a Dusk Stone. Next to the other fishing spot to the south
you can also find a Pearl String.
Anyhow, along the path next to the beach there's an Ace Trainer you can fight. North from there along the cliff you can find a Dancer
to fight and some Berries next to the tree, and a Rare Candy in an alcove between a pair of rocks to the east.
Go back south to the beack, then east from its southern path into a patch of grass: there should be a female Ace Trainer checking
out the southern end. You can find some more Berries to the north. Go east from the Berry tree and then through the grass a bit to
find a Max Potion, then go south to the coastline: you'll see a sign to the right. North from there will be even more Berries, and
south of there will be a Cook in the grass. Continue south to the orange fence and then go through the gate.
TREASURES CHECKLIST
[_] Revival Herb [_] Zygarde Core [_] Zygarde Cell [_] Zygarde Cell [_] Adrenaline Orb
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 56 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 46 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 46 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Thunder Flash
Magneton 47 Steel/Electric Sturdy Quick Claw Tri Attack
Beam Wave Cannon
Charge Shadow
Kadabra 46 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
LOCAL WILD POKÉMON ENCOUNTER DATA - ANCIENT PONI PATH: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ANCIENT PONI PATH: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL TRAINERS' POKÉMON
Ancient Poni Path: As you arrive, go east to meet up with Hapu's Mudsdale, and then Hapu herself. After a brief conversation,
you'll be invited by Hapu to some ruins. Meanwhile, her grandmother will register Machoke in your Ride Pager, which will allow you
to push some of the extremely strong rocks. (Check the Poké Ride Cleanup - Machamp section for more on such areas.)
Anyhow. You can enter the house near the entrance of the path and speak to the Miltank inside to heal your Pokémon if you want.
Go through the door to the right of there and examine the north side of the tree to find a Revival Herb, then return inside and
examine beside the bed in the easternmost room to find a Zygarde Core.
Return outside and go around to where you meet Hapu's grandmother to find a Zygarde Cell: you'll also see a Machoke in the fields
nearby, and in the northwestern corner of those fields is another Zygarde Cell. From the crossroads near where you met the
grandmother, go south, then west through the grass to find an Adrenaline Orb. Head north from the crossroads, but before you
reach the canyon - you're not allowed there anyhow - go west and you'll find a Shiny Stone.
Head east from the crossroads and you'll eventually see a hole in the northern wall. Follow the path beyond it to find a Trainer to
fight: there's also a PP Up, though it's obscured from view by the tree. The path to the north of there would take you to Poni Grove,
though you won't be allowed there until you become Champion of the Alola region. So return southward and go south onto the Poni
Breaker Coast.
TREASURES CHECKLIST
[_] Flyinium Z [_] TM61 (Will-O-Wisp) [_] Zygarde Cell [_] Awakening [_] Rare Candy
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 56 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 46 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Compound Silver Shadow
Butterfree 46 Bug/Flying Bug Buzz Stun Spore Psychic
Eyes Powder Ball
Arcanine 46 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 46 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
So there are a few places with stones Machamp can push around. Let's look for them!
Ten Carat Hill: This one lies near the entrance to the Farthest Hallow. When you find it, push it into the hole, then follow the path
behind it to find the Flyinium Z.
Diglett's Tunnel: After you go up some metal staircase, then go south along the path for a bit, you'll find a small path off to the
south. Follow it to find a Machamp stone. Push it into the hole and follow the path to the lighthouse outside Konikoni City, where
you'll find TM61 (Will-O-Wisp).
Lush Jungle: This lies on the eastern path in the forest where you hunted down the Revival Herb and had to use Tauros. When you
enter the eastern part of the area, you'll find a Machamp boulder by heading due east. Push it south into the hole, then enter the
cave on the other side. There, you'll be able to find a Zygarde Cell near the next Machamp boulder. Push the boulder east and
north into the hole. Just to the south you'll find an Awakening, and you can examine the large rock to the east of there to find
a Rare Candy. Go north from the boulder and through the hole to find TM53 (Energy Ball) on a set-off portion of Route 8!
TREASURES CHECKLIST
[_] TM79 (Frost Breath) [_] Zygarde Cell [_] TM94 (Surf) [_] TM98 (Waterfall)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 56 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 46 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Compound Silver Shadow
Butterfree 46 Bug/Flying Bug Buzz Stun Spore Psychic
Eyes Powder Ball
Arcanine 46 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 46 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI BREAKER COAST: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
1%
Sharpedo Water/Dark Rough Skin, Speed Boost - 2 - - - - Both
[10%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon Evaluations: The only Pokémon new to here would be Sharpedo. Sharpedo makes an excellent Water/Dark Pokémon,
boasting fair strength and speed. Its Ability Speed Boost, if you can maange to grab it, makes that all the better, especially once you
get to the point in the game where you can Mega Evolve Pokémon such as Sharpedo: it is quite the force to be reckoned with.
Poni Breaker Coast: As you enter the area, to the southwest is a Sightseer you can battle. From here, you can go northwest and
up a hill onto the closed-off part of the Ancient Poni Path you might've seen earlier to find TM79 (Frost Breath): this is an Ice-type
move that's always critical, which gives it certain utility over some moves like, say, Ice Beam. Return to the coast and just northeast
of where you entered the area originally is a sort of geyser, on the east side of which you can find a Zygarde Cell.
Go south and east from here to find the Ruins of Hope past two sort of short pillars. Before going there though, go south and defeat
the pair of girls: after the battle, you'll receive TM94 (Surf) and TM98 (Waterfall).
Ruins of Hope
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 56 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 46 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 46 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 46 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
Ruins of Hope - Inside:: After a brief scene with Lillie, you'll regain control. Your goal is to open up the path ahead by using
Machamp's Shove - remember the Poké Ride? To begin...
Exeggutor Island
TREASURES CHECKLIST
[_] Big Pearl [_] Prism Scale [_] Heart Scale [_] Sun/Moon Flute
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 56 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 46 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 46 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 46 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
Exeggutor
Grass/Dragon Frisk, Harvest - - 1 - - - Both 20%
(Alolan)
Seafolk Village: Upon your return, you'll meet up with Lillie and Hapu; following the meetup, head to the southwestern pier. The
chief will take you along to Exeggutor Island.
Exeggutor Island: As you arrive, go west and meet up with Lillie: you'll quickly engage in battle with an Alolan Exeggutor at Level
40: feel free to capture it if you want. There's some grass here you can mess with, but there's not much on this part of the island so
head north to Lillie for a cutscene. After, examine the spot where you were in the cave to find a Big Pearl, then head east. The path
will diverge here: follow the lower path to find a Prism Scale, which Feebas can hold during a trade to evolve into Milotic. Go along
the upper path and examine the red plants north of the hill to find a Heart Scale. Go back south and along the roundabout path to
the top of the hill and you'll see Lillie there.
Speak to her and you'll obtain the Sun Flute (Pokémon Sun) or the Moon Flute (Pokémon Moon): the one of the pair of flutes you
don't have yet.
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 57 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 47 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Charge Shadow
Kadabra 47 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
Team Skull Grunt $1,408 Salandit Lv. 43, Haunter Lv. 44, Raticate (Alolan) Lv. 44, Mareanie Lv. 43, Golbat Lv. 44
Seafolk Village: After completing the pair of the flutes, you'll automatically return to the Seafolk Village with Lillie, with another goal
in mind: Vast Poni Canyon, where you'll need to play the flutes. To get there, head to the Ancient Poni Path as you did before, then
go north from the crossroads. You'll probably want to heal your Pokémon on the way there.
Ancient Poni Path: As you head north, you'll find a wall of Team Skull Grunts impeding you. You'll fight one, then you'll fight the
combined might of five of them (the Trainer with five Pokémon). Afterwards, you'll receive the Poisonium Z and Lillie will heal your
Pokémon. Once you regain control, head north into the canyon.
Vast Poni Canyon: Upon your arrival, go north to meet up with Hapu, and she, as the Kahuna of Poni Island, will challenge you to
battle!
• Rewards: $7,680
Sandstorm - - Counter
Alolan Dugtrio is quite the opening to this battle: boasting a defensive part-Steel type, this Pokémon will only be weak to Water,
Fighting, and Ground, and will resist quite a few types of moves as well, unlike its counterparts from other regions. It will also boast
impressive Speed and moderate Attack, though having STAB-boosted Iron Head and Earthquake will make Alolan Dugtrio
somewhat threatening to Pokémon that are weak to such moves. Sucker Punch might be threatening to those of you using
Decidueye as well, as well as Pokémon on the off-chance that might outspeed Dugtrio. Sandstorm will be of little benefit to Alolan
Dugtrio and its team, aside from perhaps Gastrodon who will get a boosted Mud Bomb (which is a minor inconvenience even so),
though you could possibly use it to your advantage with some of your Ground- and Rock-type moves if you have any Sand Force
Pokémon around. But otherwise it will be a minor problem, removing 1/16 of your HP per turn (if you are not Ground, Rock, or
Steel).
Gastrodon will probably be the least threatening member of Hapu's team: meager Sp. Atk. backing up two relatively weak Special
moves. But you will see Recover a fair bit because of Gastrodon's Defenses: OHKOing it without Grass might be a bit difficult.
However, provided you're faster than it, a 2HKO is reasonable. (You could take 50+% of its HP one turn, tank an attack, and on the
next turn where it'd use Recover you'll attack again and KO it because you're faster.) Of course, you could also abuse the Recover
turns to set up for your own Pokémon as desired, but overall Gastrodon is little more than a damage sponge.
Flygon is normally a moderately threatening Pokémon in the competitive sphere ... though not nearly so much here given its
moveset. It boasts a double-weakness to Ice, meaning most Ice moves can probably OHKO it. It has subpar Defenses to boot and
while moderately powerful Earth Power is not particularly noteworthy, and something like Dragon Breath even moreso. For the most
part, just use Ice moves or send in Flying, Bug, or Grass Pokémon and you shouldn't have trouble.
Mudsdale is the star of Hapu's team, and for good reason. Earthquake is its main STAB move, and backed up by a formidable
Attack stack it's no joke. Heavy Slam is also extremely powerful because of Mudsdale's high weight (over 2,000 lbs.) so it'll severely
hurt most Pokémon that look at it. Double Kick provides a further means to take out Rock and Steel Pokémon (which Earthquake
handles) but also Normal, Ice, and Dark, of which Ice is already handled ... and STAB Earthquake is stronger than the other two so
it's mostly useless. Counter is worrisome if you have a physical attacker especially in combination with Stamina: between Stamina
boosting its Defense when it's struck, and Counter being able to deal back double damage to physical attackers (which means it'll
get to 1.5x Defense or more and then likely KO your attacking Pokémon). And then you have Tectonic Rage coming from the
Groundium Z: pretty much anything weak to Ground will be OHKO'd by that. For the most part, you'll want a Special Attacker to
fight, and preferable something of the Grass, Bug, or Flying types, especially Flying to avoid the powerful Earthquake and the
Ground Z Move.
After the battle, Hapu will hand you the Ground-type Z Crystal, Groundium Z!
TREASURES CHECKLIST
[_] Max Potion [_] Max Revive [_] Elixir [_] Max Potion [_] Nugget [_] Revive
[_] Full
[_] Dusk Ball [_] Zygarde Cell [_] Fairium Z [_] PP Max [_] Full Heal
Restore
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 58 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Echoed
Toucannon 48 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 47 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 48 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: B1F (SURFING)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Golbat Poison/Flying Inner Focus, Infiltrator - - - - - 2 Both 80%
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: B1F (FISHING) (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 40%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [40%]
Dragonair
Dragon Shed Skin, Marvel Scale 2 - - - - - Both -
(S.O.S.-only)
1%
Dratini Dragon Shed Skin, Marvel Scale 1 - - - - - Both
[10%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
59%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: INSIDE & B1F & 2F & 3F (WALKING AROUND & GRASS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink (non-
Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
S.O.S.)
Sableye (S.O.S.-
Ghost/Dark Keen Eye, Stall, Prankster - 1 1 - - - Both -
only)
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: 3F (RUSTLING SPOTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: TOP & UNDER THE TREE (WALKING AROUND)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hakamo-o Bulletproof,
Dragon/Fighting - - 2 - - - Both -
(S.O.S.-only) Soundproof, Overcoat
Bulletproof,
Jangmo-o Dragon - - 1 - - - Both 5%
Soundproof, Overcoat
Kommo-o Bulletproof,
Dragon/Fighting - - 3 - - - Both -
(S.O.S.-only) Soundproof, Overcoat
Insomnia, Super
Murkrow Dark/Flying - - - - - 1 Both 10%
Luck, Prankster
Ace Duo Kent & Aimee $6,256 Sandslash (Alolan) Lv. 46, Ninetales (Alolan) Lv. 46
Veteran Lynn $4,048 Starmie Lv. 46, Talonflame Lv. 46, Shiinotic Lv. 46
Punk Girl Anna $1,408 Persian (Alolan) Lv. 44, Honchkrow Lv. 44
Veteran Heather $4,136 Stoutland Lv. 47, Klefki Lv. 47, Tsareena Lv. 47
Veteran Eric $4,136 Granbull Lv. 47, Golem (Alolan) Lv. 47, Cloyster Lv. 47, Gengar Lv. 47
A Worthwhile Note!: Once you enter Vast Poni Canyon proper, if Magneton levels up, it will evolve into Magnezone! If you've been
using Magneton in your file this is a nice chance to evolve him! (The same is also true of Nosepass into Probopass.)
Pokémon Evaluations for Vast Poni Canyon: There are QUITE a lot of new Pokémon here. Jangmo-o and it's evolutionary chain
are fairly unique Pokémon: they're well-balanced Dragon Pokémon with nice physical and special offenses, and also fairly bulky
Defenses, making them worth grabbing, though Fairy Pokémon will be brutal to the Dragon/Fighting Pokémon. Dratini is another
Pokémon you can find here that's worth having: Dragonite, especially one with the Hidden Ability Multiscale, is popular for a rerason.
It has one of the highest Attack stats in the game (and the highest in Generation I) and an excellent movepool and okay bulk to back
it up, and even its Special Attack moves are worthwhile.
Vast Poni Canyon: After defeating Hapu and finishing the final Grand Trial, you will be directed northward into the canyon by
Hapu's direction. Go north along the path to Lillie, but you'll notice a fallen tree on her left. Examine the gap under it to reach the
other side where you'll find a Max Potion, then approach Lillie. She'll chat with you briefly before handing you a Max Revive and
healing your party. Anyhow, go through into the next area.
Vast Poni Canyon - Inside: As you enter, go east and defeat the Veteran, then go east and up the hill to beat the Backpacker.
Nearby there are some rocks: you can have Tauros break them and you'll find a hole in the wall. Crawl through it to the other side to
find an Elixir, then return to the Backpacker and go uphill. You'll find some more rocks and you can break those down to find a Max
Potion; the rock next to the top of the hill (the small one) also yields a hidden Nugget. From there, go southwest and further uphill
to battle an Ace Trainer duo (or you can use Tauros to break down the nearby rocks and bypass them). Go further uphill to the west,
then south to the next area.
Vast Poni Canyon - 2F: Go along the path to the east through the grass to eventually walk south and find a Revive. Follow the
path west and across the narrow bridge and you'll find a path heading inside. Before crossing it, go along the path to the right of the
sign and examine the rock at the end to find an X Attack, then head inside.
Vast Poni Canyon - Inside: If you look to the north as you enter you'll see a rock: in the small space between its northwest corner
and the wall you can find a Zygarde Cell. Now, to the west is a footpath and a path you can cross with Mudsdale: either is fine, but
if you use the footpath you'll have to fight with a Hiker. Go west and south to a place outside.
Vast Poni Canyon - 3F: Examine the hole to the southeast first as you exit to go back inside.
Vast Poni Canyon - Inside: To the south, as before, you will find a footpath and a Mudsdale path, and you can avoid the Trainer on
the other side by using Mudsdale, but it's your choice. Either way, to her north you'll find an Escape Rope. Now, you can use the
Mudsdale path to go further south and find an Ace Trainer, and a path outside.
Vast Poni Canyon - 3F: In this area, on the east side, Stoutland can sniff out an X Sp. Atk. There's also a yellow Pokéball nearby
containing TM99 (Dazzling Gleam), a very good Fairy-type move. Anyhow, backtrack through the cave to the other side where you
originally crawled through the small hole, then try to go north and west along the bridge. You'll find Lillie and will have a brief scene
with her. She'll heal up your party, and then you can enter the inside again.
Vast Poni Canyon - Inside: Go along the path downhill; on the level plateau is a place where the rustling spots you'll find are Alolan
Dugtrios, and you can also find a Zygarde Cell against the wall here. Descend further and you'll find a large boulder for Machamp
to push. Have him push it southward into the hole. Once it falls, collect the Full Restore to your west, then go south from the
boulder that fell and push the next one eastward into its hole. You can go outside to the south.
Vast Poni Canyon - Top: Grab the Dusk Ball you see here, then go west and collect the Zygarde Cell and return inside.
Vast Poni Canyon - Inside: Remember the boulder that just fell? Go north of it and push the next boulder into the hole, then climb
up the ladder you opened up to the east. Defeat the scientist up here on the ledge and continue outside.
Vast Poni Canyon - Top: Go east and defeat the Team Skull Gru-- oh, Punk Girl. ... Shut up, you thought it too. =P Anyhow, cross
the bridge a bit and you'll find Captain Mina, who will give you Fairium Z, the Fairy-type Z Crystal. Continue to the other side of the
bridge and defeat the Punk Guy on the other side. On the other side of the bridge to the southeast, you'll see a tree trunk widing
away from here on the north side, and a rock on the southeast side. Next to the rock, Stoutland can sniff out a PP Max.
Follow the tree trunk for a bit and you'll get off of it near some grass. If you go east and southeast from here, there's a Black Belt you
can fight, and southwest of him you'll find a Full Heal. Return to the tree trunk, and this time go west and way downhill. At the
bottom, just to the west you can find a fallen tree like at the canyon entrance: go to the other side, then along the path to the inner
cave.
Vast Poni Canyon - Inside (B1F): Here is the fishing area where you can sometimes find Dratini. In any case at the far northern bit
of the area, you can break down rocks with Sharpedo and reach a Black Belt you can fight. From him you can Surf west to find
a Rare Candy, then southwest to find TM35 (Flamethrower). Now, backtrack outside.
Vast Poni Canyon - Top: Go back to the east side of the tree, then head north, defeating the three Trainers on the way. Once you
beat them all, head north to the next area. Lillie will arrive as you do so and heal your party before you can. Then go on ahead.
Vast Poni Canyon - Trial Site: As you arrive, you'll see a tablet nearby that will confirm this is the trial grounds - even though
Captain Mina hasn't yet made an actual trial. Whatever the case, accept the offer to begin the trial and head north and along the
path. You'll soon feel a piercing gaze: go forward a bit more and you'll fight a Jangmo-o.
Just to the northeast you'll see a small alcove, you might even see a bit of yellow. Go into the alcove to find TM02 (Dragon Claw),
then return to the main path and continue along towards the altar. You'll fight a Hakamo-o on the way. At the altar, attempt to take
the Z Crystal from the pedestal and, suddenly, the Totem Kommo-o will fall down from above!
Totem Kommo-o will have all of its stats raised by 50%. Remember how I said earlier that the Jangmo-o line was fairly balanced in
Attack and rather bulky in Defense? This just now got magnified quite a bit. Don't expect to take it out in a single attack: it's better to
ail it somehow, such as through Poison or Burn to let the damage accumulate over time because Kommo-o is going to be pretty
hard to take down on it's own, even if you're quite overleveled. You'll also have its helper Pokémon to contend with, so at least its
health will be decrementing in the meantime. That said, from a Level 50-60 Pokémon as you probably have by this point, 2-3 good
super-effective hits boosted by STAB (with the Defense boost, basically x1.5 damage) ought to also be sufficient to take it down. At
least for Dragon/Flying/Psychic/Ice moves: a good Fairy-type move (Kommo-o being Dragon/Fighting) will likely KO it in 1-2 hits. So
if you're somewhat overleveled aiming for the supereffective hits might be the best idea.
After the battle, you'll be able to claim the Dragonium Z for yourself!
Sectional Flowchart
• Ultra Space
• Mount Lanakila
• Pokémon League
• The Iki Town Champion's Festival
Ultra Space
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 62 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Flame Hyper
Toucannon 52 Normal/Flying Keen Eye Normalium Z Brick Break Drill Peck
Charge Voice
Arcanine 51 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Shadow
Kadabra 51 Psychic Synchronize Expert Belt Psychic Psyshock
Beam Ball
Vast Poni Canyon - Trial Site: After claiming the Dragonium Z for yourself, go northward into the next area.
Altar of the Sunne/Moone: Lillie and Hapu will congratulate you for completing all seven trials and four Grand Trials as you arrive,
with the former healing up your Pokémon. Once you regain control, head to the very top of the staircase, stand on the pillar opposite
Lillie's, and play the Flute. A cutscene will ensue and you will arrive in the Ultra Space!
Ultra Space: Once you regain control, follow Lillie northward to have a scene with Guzma, and once it ends go north again to have
another scene. At the end, you'll have a battle with Lusamine once more!
• Rewards: None
Ability Cute Charm (?) Chlorophyll (?) Levitate Marvel Scale (?) Fluffy
This battle will be much the same as before, except Lusamine's Pokémon actually have full movesets and have been upped by nine
levels. So to reiterate (with the changes made noted). Keep in mind that each Pokémon will have a stat boost to its best stat as well,
but that generally should not affect your overall strategy in this instance.
Clefable makes a nice lead for you. Clefable is a comparatively weak Pokémon and will be relying on Cosmic Power if it wants to
get anywhere with you, and even then that's moreso by boosting Defenses: Metronome won't be a big thing to worry about either. If
any of your Pokémon have a chance to stat boost (e.g. Swords Dance, Dragon Dance, Quiver Dance, Tail Glow, etc. etc.) or use
items to do so, Clefable is a great time to do that. Moreso if the Pokémon resists Fairy moves (think Fairy, Steel, and Poison).
Moonlight presents you more of a reason to make your Pokémon set up against Lusamine: if you're slower than Clefable then you
pretty much have to OHKO it or Moonlight will undo all or a portion of the damage you did.
Lilligant can be a bit annoying but is easy to put down: where it has good stats it doesn't fully support them with proper moves. Petal
Dance can be hard to cope with if you're weak to Grass give its power and Lilligant's STAB, so defeating it quickly is of great
importance. Stun Spore can also be a hindrance to you due to the Speed loss and the ability to not move 1/4 of the time. Grass
Pokémon will have immunity to Stun Spore, though, and it's pretty easily healed - Lilligant will only pose a threat if you end up being
weak to Grass. Leech Seed likewise is not going to be useful against Grass and will only be used to mostly steal your HP slowly: it's
not a big worry.
Mismagius is a fairly strong Special Attacker, not unlike Lilligant, so be wary of being weak to its moves, especially to Ghost-type
ones. Normal Pokémon work great here being they are immune to Shadow Ball, though Dark Pokémon are also nice since they
resist it and a good chunk of the Normal Pokémon you've seen thus far are part-Flying and thus weak to Power Gem. Pain Split
could be annoying since it'll heal Mismagius but it likely won't steal enough HP to be a significant worry.
Milotic is a pretty easy Pokémon to go against: though Hydro Pump is strong and Flail is somewhat strong as well, Milotic
doesn't quite have the Sp. Atk. to back that up. Recover like with Clefable is mostly able to just to heal it when it gets under half-HP.
For the most part, just focus on using Pokémon that resist Water or can supereffectively attack it. This battle would make a nice
chance to heal or further set-up.
Bewear is the most threatening Pokémon in Lusamine's team. Hammer Arm and Take Down are nasty STAB attacks to deal with,
and Fluffy makes all contact moves deal half the normal amount of damage, making Bewear pretty tough to take down if you don't
have non-contact moves. Ghost Pokémon luckily can't be touched at all by Bewear, aside from the Pain Split, and a good Special
Attacker with Flying, Psychic, or Fairy moves likely can do a nice chunk of damage to it as well.
Mount Lanakila
TREASURES CHECKLIST
[_] Max Elixir [_] Escape Rope [_] Zygarde Cell [_] TM13 (Ice Beam) [_] Full Restore [_] PP Max
[_] Zygarde Cell [_] Max Revive x3 [_] Smug Battle Style
KEY'S PARTY AT THIS MOMENT
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 63 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 51 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Full Restore $3,000 Fully restores a Pokémon's HP and cures all of its ailments (except KO/Pokérus).
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
LOCAL WILD POKÉMON ENCOUNTER DATA - MOUNT LANAKILA: MOUNTAINSIDE & MIDPOINT (GRASS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pressure, Super
Absol Dark - 2 - - - - Both 20%
Luck, Justified
Glalie (S.O.S.-
Ice Ice Body, Inner Focus, Moody 2 - - - - - Both -
only)
Sandshrew
Ice/Steel Snow Cloak, Slush Rush - - 1 - - - Moon 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - MOUNT LANAKILA: CAVERN (WALKING AROUND)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Sun 20%
Pressure, Super
Absol Dark - 2 - - - -
Luck, Justified
Moon 10%
Glalie (S.O.S.-
Ice Ice Body, Inner Focus, Moody 2 - - - - - Both -
only)
Altar of the Sunne/Moone: Following the battle against Lusamine, you'll watch a cutscene before you are returned to your world.
There, Solgaleo (Pokémon Sun) or Lunala (Pokémon Moon) will request that you take it with you on your journey. So save your
game and engage the Pokémon in battle, capturing it if you want. (Keep in mind that Solgaleo is Psychic/Steel and Lunala is
Psychic/Ghost. Also note that you do NOT have to use the Master Ball in this battle but can instead save it for later.) You are, of
course, not obligated to use your legendary Pokémon, though Solgaleo (for Key) did replace his Kadabra as Solgaleo boasted
overall better stats for him.
After that tearful departure, you'll speak with Nanu, who will inform you of your next task: to fight all four kahunas in a four. Where
other regions have their Elite Four, you'll have to fight the kahunas. Your target will be Mount Lanakila, on Ula'ula Island at the base
of which lies Tapu Village: if you want, though, Nanu will take you there for you. Either way, when you arrive...
Mount Lanakila Base: As you approach the elevator, Gladion will arrive and challenge you to a battle!
• Rewards: $8,480
FOE'S POKÉMON PARTY
Hold Item None None Steelium Z Fire Memory * Water Memory * Grass Memory *
Ability Inner Focus Pressure Inner Focus RKS System RKS System RKS System
USAGE CONDITIONS
Pokémon Condition
Crobat makes a pretty threatening opening for this battle: a physical attacker, with a strong Poison move and no-item Acrobatics
(which is 110 Power + STAB), Crobat here will be a force to be reckoned with. Luckily your Legendary Pokémon will likely be able to
obliterate it with a single hit. Steel Pokémon also do well here, and bulky Pokémon in general with a supereffective attack against
the relatively frail Crobat will likely do well.
Weavile presents a similar situation: a decently strong and fast Pokémon with some moves worth worrying about. But for the most
part Weavile won't require a particular strategy to fight: basically it's best to resist Ice and Dark, moreso Dark if you can, and to
respond with supereffective attacks. Fighting Pokémon are best here and likely can OHKO Weavile, though most supereffective
attacks will likely suffice well here.
Lucario is a Pokémon to worry about because ... like the others it's moderately fast and powerful. =P Luckily, it has some of its
weaker attacks at its disposal, but you will want to GREATLY avoid a Pokémon weak to Steel, ideally you'll want something that
resists it. Lucario will be able to use Corkscrew Crash to hurt you greatly. Fire, Water, Steel, and Electric Pokémon are best to use
against Lucario if just for that reason alone: give its other moves, and considering that it's supereffective on Lucario, Fire Pokémon
are probably best here.
As for Silvally ... you'll have to adapt. Silvally will always have a type advantage over your starter. Because of the properties of the
stuff involved, you'll want to avoid Pokémon weak to Silvally's type (as Multi-Attack will adopt the type of Silvally and both adopt the
type of its held Memory).
After the battle, Gladion will give you a Max Elixir, from Lillie, and you'll learn the Smug Battle Style. Head back to Tapu Village to
heal, then return to the mountain and use the elevator to ascend.
Mount Lanakila - Mountainside: Go northeast and you'll find an Escape Rope, then northwest to find a Zygarde Cell next to the
rock. Then head north and into the cave.
Mount Lanakila - Cavern: Follow the linear path for a while and eventually it will fork, heading north and west. Take the narrow
footpath to the west which will take you to TM13 (Ice Beam) at a dead end, then return to the fork and head north.
Soon you'll reach another fork (northwest/northeast). Go northeast to find another fork (north/south). Go south and you'll find an altar
for Icium Z, the Ice-type Z Crystal! Go along the north branch of the fork next, which will take you around to a Full Restore and then
a large icy rock (the same destination for the northwest fork earlier). If you level up Eevee or Crabrawler near this rock, you'll
manage to evolve them into Glaceon and Crabominable, respectively! Anyhow, go north from the rock to the midpoint.
Mount Lanakila - Midpoint: Not much here other than some grass to the north and an elevator. Use the elevator to reach another
portion of the area. There's a Pokémon Center here you can use to heal up and to shop if you need to. In the Pokémon Center you
can find Madam Memorial: she will let your Pokémon learn any move they normally learn through leveling up in exchange for a
Heart Scale.
Once you're ready, go up the small hill to the west of the Pokémon Center, then start riding Stoutland: in the snow patch to the
north, he can sniff out a PP Max. Go southwest and next to the rocks near the edges you'll find a Zygarde Cell too. Then you can
go north as Hau arrives and challenges you to a battle!
• Rewards: $8,640
Alolan Raichu is much the same as it was: a fast and somewhat strong Special Attacker. Ground Pokémon do great here to avoid
Thunderbolt, though Dark Pokémon are not recommended because of Focus Blast being a thing. Decidueye if you had that as your
starter is nice because it resists Electric and is immune to Quick Attack and Focus Blast.
Komala is not going to appear to be something special, but it is a fairly strong Pokémon and will not be able to be Paralyzed,
Burned, or Frozen: Burn especially would normally be a boon here because of its moderately high physical Attack and its powerful
physical moves, though we can at least take solace in the face that none of its moves get STAB. Flying Pokémon will likely be best
here, able to avoid Earthquake and resist Wood Hammer: Normal/Flying are even better since they'll be immune to Shadow Claw. In
such a case, Sucker Punch is the only move worth worrying over, which won't be a problem if you end up using status moves: in
such an event, Komala will be a great Pokémon to set up on and boost your stats or heal.
The Eeveelution will likely be able to be taken down by another Pokémon in your team, depending on the circumstances. Primarina
might have an Ice move for Leafeon, Decidueye could potentially use a Z Move on Flareon for a KO, and Incineroar likewise might
have to use a Z Move against Vaporeon - but we're talking if all else fails, since you got their signature Z Crystals waaay back in
Malie City. Against Leafeon, Flying, Bug, Poison, and Fire Pokémon all work well; against Vaporeon, Grass Pokémon are best; and
against Flareon, Rock and Water Pokémon tend to be the best, slightly moreso Rock since they resist Quick Attack but Quick Attack
is not a huge concern.
After winning, Hau will hand you three Max Revives. Once he departs, feel free to heal up back in the Pokémon Center, then go
north from where the two of you battled.
At the top of the hill, you'll meet with Professor Kukui. After a scene from him, go north, into the Pokémon League!
Pokémon League
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 63 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 51 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Pokémon League: Four Trainers: every region in the Pokémon world boasts four skilled Trainers known as the Elite Four. Alola,
despite only its recent establishment of a League, also boasts these four: the four Island Kahunas. You will have to fight all four of
them in sequence, each with a stronger team than you fought before: you will have breaks between the battles but you will not be
permitted to leave until all four have fallen. In a tradition held since Pokémon Black/White Versions, you will be allowed to fight any
of the four in whatever order you wish. You have...
• Rewards: $11,000
Ability ? ? Fluffy ? ?
Moves Fake Out Cross Chop Hammer Arm Waterfall Ice Hammer
Close Combat Outrage Brutal Swing Submission Close Combat
- Pursuit - - -
Hala will likely be the easiest fight of them all, because several Pokémon can easily sweep his team. All of these Pokémon bear
weaknesses to Flying, Fairy, and Psychic. Moderately fast Pokémon of any of these types - Fearow, Salamence, Toucannon,
Crobat, and Alakazam come to mind - will be able to use their STAB moves here with complete ease, while the enemies' STAB
moves will mostly just hit you for half damage (at least where Fighting is concerned) - and to remind you, Solgaleo and Lunala fall
into this group. Ghost Pokémon also make a very viable choice here, being immune to Normal and Fighting: Bewear won't be able
to hit you, especially, making that an excellent set-up moment in that case.
A final note is that Hariyama is very likely to lead with Fake Out, so if your Pokémon doesn't have Inner Focus, you might be better
off just using an item on your Pokémon whenever Hariyama is released.
• Rewards: $11,000
Not unlike Hala, the solution to this fight can mostly be sought out in singular Pokémon. Namely, these Pokémon are of the Steel or
Ground types, and for the most part preferably Steel. This is because these Pokémon resist Rock moves and can fire back with
supereffective moves: Steel has an extra advantage over Carbink (which will be nice), though Ground will be supereffective on
everyone (and will do 4x damage to both Golem and Probopass).
There are a few notes to make, though. Carbink might pose a problem with Reflect if your Pokémon have largely physical moves,
since that will halve your Attack. If Reflect goes up, you can shatter it with Brick Break and other moves. Carbink is also fairly weak,
so especially if Reflect goes up you can wait it out by setting up stat boosts and by healing. Probopass can also be problematic with
its Sandstorm: Sandstorm not only can deal damage to your Pokémon every turn (1/16 to all non-Steel, Rock, or Ground Pokémon),
but will also boost the Special Defense of all Rock Pokémon by 50%, which can be a great hindrance if you're a mostly Special
Attacker, even moreso against the bulky Carbink.
• Rewards: $11,000
Zen Headbutt Focus Energy Shadow Ball Shadow Ball Earth Power
Moves
Confuse Ray Amnesia Energy Ball Confuse Ray Giga Drain
One of the better sweeping solutions to this battle, like the previous two, would be a Dark Pokémon: Dark Pokémon will resist the
Ghost moves you find here. Normal Pokémon also have a decent shot here because they're immune to Ghost, though you should
be careful that you avoid using Normal-type moves since they won't affect any of the Pokémon here. Though some of the Pokémon
here are pretty nasty in their own way.
Sableye as with Hala's Hariyama will be likely to lead with Fake Out: weak as it is that is basically a free turn to use an item. Other
than that, Sableye is just a somewhat weak attacker that will make it easy for you to set up.
Drifblim, however, would be another story. It will try to use Amnesia and Focus Energy, and to some degree Ominous Wind (on the
rare 10% chance it boosts all its stats by 1 stage) and pass them on to the next Pokémon through Baton Pass. Luckily, that would
require two turns, but my point is clear: a Pokémon with boosted stats is a significant threat, so you'll want to immediately obliterate
it as fast as you cant.
Comparatively, the other Pokémon aren't nearly as much a threat. Dhelmise can't even use its ability, Froslass is strong with its
Blizzard and Shadow Ball, but otherwise not very special, and Palossand is annoying to a degree and its Ghostium Z can be
threatening. But these are things that are relatively easy to deal with by using type matchups properly.
• Rewards: $11,000
Of all the types represented here thus far in the Elite Four, Flying is perhaps the most threatening, because many different types are
associated with the Flying type: in fact, all of the types in the game other than Flying itself is paired with Flying, and Flying (except
on Tornadus and certain others through special circumstances) is always paired with another type. To a degree, you can find a good
sweeping Pokémon in Electric Pokémon and in Rock Pokémon, though their advantages are not flawless on either count.
Skarmory at least will make a nice opening for you, because being somewhat weak - you know what I'm getting at with this - it
provides a nice opportunity to set up on it. But otherwise it's a pretty weak Pokémon and easily taken down. For Skarmory and the
other Pokémon you pretty much can keep on abusing type resistances and advantages: there's not a ton to be award of here.
Though to be careful around Mandibuzz if you opt to boost your stats: Punishment will really hurt you if you boost too much.
Mandibuzz will also provide a problem for the Electric Pokémon because of Bone Rush. Toucannon can also be problematic if you
make contact with it on the turn it charges up with Beak Blast: that turn might be better off used to heal or the like.
Pokémon Professor Kukui
Note that before you battle with Kukui, you'll want to save. You'll be doing something after the battle and this would be
your last chance to save before doing it, so you'll be better off saving in case you mess up!
• Rewards: $13,920
Lycanroc Alolan
Pokémon Braviary Magnezone Snorlax Incineroar
(Midday) Ninetales
Pokémon
Rock Ice/Fairy Normal/Flying Electric/Steel Normal Fire/Dark
Type
Stone Edge Dazzling Gleam Crush Claw Thunderbolt Body Slam Flare Blitz
Darkest
Accelerock Blizzard Brave Bird Flash Cannon Crunch
Lariat
Moves
Thunder
Crunch Ice Shard Whirlwind Heavy Slam Outrage
Wave
High
Stealth Rock Safeguard Tailwind Mirror Coat Cross Chop
Horsepower
Lycanroc Alolan
Pokémon Braviary Magnezone Snorlax Primarina
(Midday) Ninetales
Pokémon
Rock Ice/Fairy Normal/Flying Electric/Steel Normal Water/Fairy
Type
Sparkling
Stone Edge Dazzling Gleam Crush Claw Thunderbolt Body Slam
Aria
Moves
Thunder
Crunch Ice Shard Whirlwind Heavy Slam Aqua Jet
Wave
High
Stealth Rock Safeguard Tailwind Mirror Coat Hyper Voice
Horsepower
Lycanroc Alolan
Pokémon Braviary Magnezone Snorlax Decidueye
(Midday) Ninetales
Pokémon
Rock Ice/Fairy Normal/Flying Electric/Steel Normal Grass/Ghost
Type
Stone Edge Dazzling Gleam Crush Claw Thunderbolt Body Slam Leaf Blade
Moves
Thunder
Crunch Ice Shard Whirlwind Heavy Slam Brave Bird
Wave
High
Stealth Rock Safeguard Tailwind Mirror Coat Sucker Punch
Horsepower
Kukui will serve as your final trial to overcome for the Championship of Alola, and he has all sorts of Pokémon for you to fight, and
some of the strongest in the region. Coming into the battle fully healed would be a great idea, and you'll definitely need to have a fair
variety of Pokémon yourself to play well.
Lycanroc, in Pokémon Sun, is someone you will do well to lead against by using Solgaleo due to the near-complete resistance (save
for Crunch, which itself is easily survivable). Ground Pokémon also have the best chance alongside Steel to survive Lycanroc's
attacks while countering back with supereffective moves. A fairly basic fight.
Alolan Ninetales, while bulky and boasting some nice STAB moves, isn't exactly a huge threat so long as you're not able to be hit
supereffectively by it. Safeguard can pose a mild problem if you intend to use ailments to do your work, but they aren't particularly
necessary in this fight. Fire Pokémon will be best here, able to resist Ice and Fairy moves.
Braviary is the next Pokémon to deal with. While Braviary normally can pose a bit of a problem in the competitive environment
(though to be fair almost all Pokémon can be in the right situation), this Braviary isn't going to be a huge difficulty: Rock Pokémon
here will be best, since they end up resisting both of its attacking moves. Ghost Pokémon are nice, too, since Crush Claw won't
affect them, as are Electric and Steel for the Brave Bird resistance and Electric moreso like Rock for the supereffective damage
potential. Whirlwind can be mildly frustrating, but coping with it is easy provided you have fairly varied movesets on your Pokémon.
Tailwind can also be annoying since it'll double the Speed of all Kukui's Pokémon for the next five turns, virtually guaranteeing that
they will go first. Annoying, but easily taken into account.
Magnezone is best tackled with a Ground Pokémon: they are immune to Thunderbolt and Thunder Wave, which is a significant
boon on its own right. Ground Pokémon can also dole out Ground attacks with STAB: against Magnezone, that's 6x damage! Mirror
Coat is also likely to be avoided since it only reflects the damage from Special attacks, and Flash Cannon would be your usual
STAB damaging attack to contend with, those even that is not worthy of note if you're using a Ground/Fire or Ground/Water
Pokémon (such as Camerupt and Gastrodon).
Snorlax is a strong and bulky but slow Pokémon. It doesn't exactly have anything special regarding it though beyond simply being
an offensive Pokémon: you're best just taking it on as you tell appropriate. Ghost Pokémon are somewhat not recommended
though: while an instinctive worthwhile type, Crunch presents a Pokémon. No real Pokémon has a flawless advantage here, but a
Fighting Pokémon can do decently if just because they deal supereffective damage.
As for the starter Pokémon, which will always be the one against which your starter will be weak. Much like with Gladion, though,
you can counter them pretty simply. Against Incineroar, a Water or Rock Pokémon do well; against Primarina, a Grass Pokémon
does well; against Decidueye, a Fire, Dark, or Normal Pokémon will do best. In any of these cases, it would also be possible for you
to use a Z Move from your starter and have a reasonable shot at doing at least decent damage provided you're not using the
signature Z Move (those will always be resisted here). So for example, Icium Z on Primarina versus Decidueye would be
supereffective. Though also keep in mind the opposing starter - especially the fastest one, Decidueye - will likely be faster than your
own starter and may end up using its Z Move first. Though in the same vein, you can use that to your advantage: for example, bring
Decidueye in against Incineroar, bait it into using up its Firium Z, while you switch to a resisting Pokémon (or even something that'll
negate it, e.g. something with Flash Fire) that'll likely survive, just wasting up that Z Move.
TREASURES CHECKLIST
Pokémon League: Following the battle against Kukui, you and your victory party will be recorded into the Hall of Fame, and you will
be crowned the first ever Pokémon League Champion of the Alola region!
You'll be given a nice visual of your Trainer and your party. Press the A Button when the congratulations message pops up to obtain
the stamp denoting your grand achievement, and then once more to see a lengthy cutscene.
Ruins of Conflict: After the cutscene, you'll be at the Ruins of Conflict with Lillie. During the scene, you'll be able to challenge Tapu
Koko (Level 60: Psychic/Electric type) to a battle! It doesn't have anything special to be worth your worry, just catch it as you would
any other Pokémon. After the battle, you'll receive Tapunium Z, the Z Crystal for the four Tapu Pokémon's signature Z Move,
Guardian of Alola.
Following this event, there will be another lengthy cutscene. During it, you'll receive a Poké Doll, and the credits will roll.
Post-Credits Walkthrough
Sectional Flowchart
TREASURES CHECKLIST
[_] Zygarde Core [_] Incinium Z [_] Decidium Z [_] Primarium Z [_] Enigmatic Card
[_] Big Malasada x2 [_] DNA Splicers [_] Prison Bottle [_] Soul Dew [_] Beast Ball x10
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 67 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame Hyper
Toucannon 57 Normal/Flying Keen Eye Brick Break Drill Peck
Z Charge Voice
Arcanine 55 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Pokémon Trainer Anabel $13,420 Alakazam Lv. 61, Mismagius Lv. 61, Snorlax Lv. 61, Salamence Lv. 61
Route 1: You'll be back in your home on Route 1. Note that there's a Zygarde Core right next to your bed. After, head downstairs
and you'll receive the remaining two of Incinium Z, Decidium Z, and Primarium Z that you don't already have. Hau will bring up
the Battle Tree, which you can now visit having completed your Island Challenge.
Head outside and a man will give you the Enigmatic Card, which will request you visit the motel on Route 8 and visit a guest room.
Have Charizard Fly you to the Pokémon Center near there.
Route 8: Go to the motel and enter the guest room to meet with Looker and Anabel of the UB Task Force. They'll talk with you and
ask for you to help them out in capturing the Ultra Beasts that have entered the world. To test your ability, Anabel will ask to battle
with you, which you can start when you speak with her. After the fight, you'll be asked to visit the labs in the lower portion of the
Aether Paradise. Begin by healing up in the Pokémon Center, then flying to the Aether Paradise.
Aether Paradise: On your arrival, note that from the now-open entrance area's external bits you can go far to the east and north to
find a Hyper Potion. Now, head to the labs on B2F via the elevator and you'll find Wicke. After a brief conversation she'll give
you two Big Malasadas. In the labs themselves you can find the DNA Splicers by speaking to someone in the first lab: this item is
meant to fuse Kyurem with either Reshiram or Zekrom to form a much more powerful Pokémon. This same person will also give
the Prison Bottle, which enables Hoopa to transform into its heavily powerful Unbound Forme, and the Soul Dew, a hold item
meant for Latios and Latias which boosts their Dragon and Psychic moves' power by 20%.
Continue down to the next lab over and speak with Wicke again. She'll hand you ten Beast Balls. (Note that she will always do so
when you run out of them as well.) Beast Balls have a 5x catch rate versus Ultra Beasts, but a measly 0.1x against anything else.
After this, take note that there's a Zygarde Cell here in the end of the hall, then return to Anabel.
Route 8: Return into the motel and there will be a bit of a scene.
UB-01: Symbioant
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 68 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 55 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Route 8: Looker will confirm that UB-01: Symbioant - or as you know it, Nihilego - has been spotted on Akala Island. It has been
spotted in two places: Wela Volcano Park and Diglett's Tunnel, though there's only one Nihilego. It apparently will be roaming
around the island.
• Wela Volcano Park: You can find it in the grass here at the mountain base.
• Diglett's Tunnel: You can find it just by walking around here.
Nihilego is a Rock/Poison-type. Given the limited number of Beast Balls you'll have on you at any one time, it's best to lower the
UB's HP as much as you can, then status it regardless of your normal routine before trying to capture it. Note that you can use non-
Beast Balls here (and it's not unrealistic: Nihilego, for example, has a moderate catch rate of 45) if you choose.
After winning or catching it, return to the motel on Route 8 and report this to Looker.
TREASURES CHECKLIST
[_] Beast Ball x10
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 68 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 55 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Route 8: The next UB sighting will be on Melemele Island. After you regain control, visit the motel on Route 2.
Route 2: After a meeting with Anabel in the motel, you'll learn that in Melemele Meadow two of the UB have appeared. (There are
two different UB-02s, one for Pokémon Sun (Absorption) and the other for Moon (Beauty).) Looker will hand you a further ten Beast
Balls to help you on your way. In any event, Melemele Meadow is accessible from Route 3: just Fly to the route and you'll be right at
the entrance to the Meadow.
Melemele Meadow: Just walk around in the flowers for a while and you ought to be able to find the UB. An easy way to find the UB
would be to have a Pokémon under Level 65 (but above, say, 15) lead your party while you use a Repel: it'll block all lower-level
Pokémon thus guaranteeing your next encounter to be the UB. In any event, fight it. Pheromosa, the Pokémon Moon UB, will have a
low catch rate (25) though Buzzwole, the Pokémon Sun UB, will have a much higher catch rate (255), so take that into account if
you want, though Buzzwole will still require some HP lowering to be defeated. Both Pokémon are Bug/Fighting, by the way. And
don't forget, either, that you have two of these buggers to catch.
With this finished, you can return to Looker in the Route 2 motel.
UB-03: Lighting
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 68 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 55 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Captain Mina $7,320 Klefki Lv. 61, Wigglytuff Lv. 61, Granbull Lv. 61, Ribombee Lv. 61, Shiinotic Lv. 61
Route 2: After reporting your success, Looker will return from his ... reservation-making errand to report that UB-03 has been
sighted on Akala. Head to the Route 8 motel again.
Route 8: Heal up at the Route 8 Pokémon Center as you arrive because, when you enter the motel's guest room, you'll have to fight
Captain Mina. It's not a particularly hard battle, but the previous UB-02 fights might've weakened your party quite a bit. She'll leave
afterwards and Looker will hand you ten Beast Balls. Looker will inform you, too, that UB-03 can be found at Lush Jungle and at
Memorial Hill. As with UB-01, just get a random encoutner and you ought to be fine: you can use Repels to speed up the process if
you have Pokémon under its Level (65). This time, there are two UB-03 (a.k.a. Xurkitree) and they are Electric-type.
As before, once both UBs are either KO'ed or captured, report the success of the mission to Looker on Route 8.
UB-04: Blade / UB-04: Blaster
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 68 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 55 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Route 8: After the report, Nanu will come in, noting that UB-04 - codenamed Blade on Pokémon Sun for Kartana, or Blaster on
Pokémon Moon for Celesteela - has been spotted on Ula'ula Island. Your next goal is the Route 13 motel.
Route 13: Once you've flown here and entered the motel, Looker and Anabel will speak briefly with you as per usual before Looker
handing you ten Beast Balls. You will be able to find the new UB on Route 17 and in Malie Garden at random, and there are four of
the UB species in all.
Kartana is Grass/Steel and Celesteela is Steel/Flying, so take that into account when you battle the Pokémon. (Namely that Stun
Spore won't work on Kartana: an important note if you see Key's party right now. =P) Anyhow, the usual tactics apply.
Once all four Pokémon are captured or beaten, report back to Looker.
UB-05: Glutton
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 69 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 57 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Money
Trainer Name Pokémon Party
Earned
Island Kahuna Sableye Lv. 63, Krookodile Lv. 63, Absol Lv. 63, Honchkrow Lv. 63, Alolan Persian Lv.
$10,080
Nanu 63 (Persian has Darkinium Z!)
Route 13: It seems our next target is on Poni Island. Begin by flying to the Seafolk Village.
Seafolk Village: The floating restaurant you're to visit is the one in the boat just south of the Pokémon Center. During a
conversation, Nanu will challenge you to a battle, in a sort of rematch from the Elite Four. Looker, after, will inform that you're going
after a UB: UB-05: Glutton, which will be in the heart of Resolution Cave. You'll receive ten Beast Balls.
Resolution Cave will be where, though? Begin by heading to the Poni Wilds, then to the Ancient Poni Path. On the east side of
there, near where you found the path to the Poni Breaker Coast, instead go north along the path to Poni Grove.
Poni Grove
TREASURES CHECKLIST
[_] Key Stone [_] Alakazite [_] Max Potion [_] X Sp. Atk. [_] Zygarde Cell [_] Max Ether
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 70 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 57 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Lucario (S.O.S.- Inner Focus,
Fighting - 1 - 1 - - Both -
only) Steadfast, Prankster
Inner Focus,
Riolu Fighting - 1 - - - - Both 10%
Steadfast, Prankster
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Inner Focus,
Riolu Fighting - 1 - - - - Both 10%
Steadfast, Prankster
Money
Trainer Name Pokémon Party
Earned
Pokémon Trainer Espeon Lv. 61, Alolan Raichu Lv. 61, Slowking Lv. 61, Metagross Lv. 61, Mega Alakazam
$8,540
Dexio Lv. 61
Ace Trainer Jackson $3,808 Bruxish Lv. 55, Alolan Marowak Lv. 56, Braviary Lv. 56
Ancient Poni Path: As you work towards the Grove, you'll meet up with Sina and Dexio. Dexio will challenge you to a battle,
intending to show you what Mega Evolution is!
In essence, Mega Evolution is a process certain Pokémon can go under, provided the Trainer has a Key Stone, and the Pokémon
has a certain Mega Stone matching its species. (For example, Lucario can evolve while holding Lucarionite, and Salamence can
evolve while holding Salamencite.) Not all Pokémon can Mega Evolve, however, and Rayquaza is a Pokémon that evolves by
having the move Dragon Ascent instead of a Mega Stone. When you opt to trigger Mega Evolution, it will happen at the start of the
Pokémon's turn. Mega Evolution can cause changes in type, ability, and stats (stats are always boosted, and usually by 100 base
points total). Mega Evolution is very beneficial in turn and can make the strongest Pokémon even stronger. However, you can only
Mega Evolve Pokémon once per battle. In Pokémon Sun & Moon, you'll be ableto only obtain - at least initially - the Mega Stones for
Pokémon present in Alola. (This will come later.)
After the battle, you'll receive the Key Stone as well as Alakazite, the Mega Stone responsible for Alakazam's Mega Evolution.
With this done, continue east and north into the grove proper.
Poni Grove: Following the clear path, you'll soon run into a Black Belt you can fight. Just to the east of him lies a Max Potion. At
the north end of the path lies an X Sp. Atk. and a Zygarde Cell. Continue following the path and as it turns southward Stoutland
can find a Max Ether. Further along the path you'll find an Ace Trainer. Continue along the path and you'll find a Zygarde Cell, and
then the path to the next area.
Poni Plains
TREASURES CHECKLIST
[_] Carbos [_] Zygarde Cell [_] TM24 (Thunderbolt) [_] Star Piece [_] Zygarde Cell [_] Berries
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 71 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 58 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Thunder Flash
Magnezone 61 Steel/Electric Sturdy Quick Claw Tri Attack
Beam Wave Cannon
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: SOUTHERN GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: SOUTHERN GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: FAR EASTERN GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: FAR EASTERN GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Forewarn, Insomnia, Inner
Hypno Psychic - - - - 2 - Both 20%
Focus
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY RUSTLING SPOTS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 70%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY RUSTLING SPOTS
(NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 70%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: NORTHWEST GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: NORTHWEST GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: SOUTHWEST GRASS (SHAKING PLANTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: CENTRAL/EASTERN GRASS (SHAKING PLANTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 70%
Prankster, Chlorophyll
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: UNDER BERRY TREES
Veteran Leon $5,192 Skarmory Lv. 59, Gyarados Lv. 59, Vikavolt Lv. 59
Poni Plains: This area is honestly very open and thus difficult to navigate in any linear fashion, but here are some notes on the
area.
• The southeastern bit has an Ace Trainer to battle, and past her you can find a Carbos.
• Almost due north of the blue-leaved tree you can find a Zygarde Cell right next to the ledge.
• The northwestern bit of the area has some ledges and some rocks Tauros can break. The southwest ledges bring you to TM24
(Thunderbolt) while the middle set to Star Piece. Both deposit you on a ledge where you'll find a Zygarde Cell.
• These same ledges will also bring you to a Hiker to fight. South of him you can bounce down another ledge to find some Berries.
• In the northeastern part of the area there is a Veteran to battle. You can follow the shoreline southward to find an uphill path leading
you to an X Defense.
There are two different places to go from here. From the signpost to the southwest of the Veteran, you can go northwest towards
the Poni Meadow, another standalone area though it has the Resolution Cave where UB-05 lies. To progress forward to the Battle
Tree you'll need to visit the Poni Coast, which is viable in its own right. Choose as you will but we'll assume you'll go to Resolution
Cave.
Once you've beaten the other Trainers in the area, by the way, you can now fight the Ace Trainer at the start of the area. You'll
receive TM60 (Quash) for winning.
Poni Meadow
TREASURES CHECKLIST
[_] Purple Nectar [_] Purple Nectar [_] Honey [_] TM50 (Overheat) [_] Zygarde Cell
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 72 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 59 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 50%
Prankster, Chlorophyll
Chlorophyll, Own
Petilil Grass - - - 1 - - Moon 50%
Tempo, Leaf Guard
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI MEADOW: FISHING (SPECIAL SPOT RATES IN BRACKETS)
Anticipation, 40%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [40%]
Dragonair
Dragon Shed Skin, Marvel Scale 2 - - - - - Both -
(S.O.S.-only)
1%
Dratini Dragon Shed Skin, Marvel Scale 1 - - - - - Both
[10%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
59%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
Whiscash Anticipation,
Water/Ground 2 - - - - - Both -
(S.O.S.-only) Oblivious, Hydration
Poni Meadow: As you arrive, go north to the Ace Trainer and her Probopass: just nearby, you can find some sparkling Purple
Nectar. Go up the hill nearby to find some more Purple Nectar sparkling nearby, then go south and along the tree trunk bridge to
find some Honey. Return to where the second Purple Nectar was and head north and you'll find another bridge to cross. Follow the
linear path eastward across it and another bridge, then go south to find TM50 (Overheat) once you're at the north/south fork in the
path.
Then go north from the fork and along the path north and westward until you reach a more open area. From there, you can go south
and down a couple of ledges to one where you'll be able to find a Zygarde Cell. At the southwestern part of the open area, you can
cross a tree trunk to reach a Power Herb, a consumable hold item that'll assure that the Pokémon's charging moves (e.g. Dig, Fly,
Geomancy, Solar Beam, Solar Blade) will be used immediately.
the northwestern path from the area leads into Resolution Cave.
Resolution Cave
TREASURES CHECKLIST
[_] Elixir [_] TM26 (Earthquake) [_] Terrain Extender [_] Zygarde Cell [_] Zygarde Cell
[_] Life Orb [_] Big Nugget [_] Light Ball [_] Adrenaline Orb [_] Zygarde Cell
Spirit
Decidueye 72 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Arcanine 59 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crobat (S.O.S.-
Poison/Flying Inner Focus, Infiltrator - - - - - 2 Both -
only)
Heading south, you'll find a Backpacker. To the east of here are some rocks Tauros can break to reveal TM26 (Earthquake), while
if you head along the path to the west you'll find the Terrain Extender, a hold item which lengthens the duration of the field Terrain
moves (Electric Terrain, Grassy Terrain, Psychic Terrain, Misty Terrain) by three turns to eight turns. (This also works on their
corresponding Ability-based activations from the Tapu Pokémon.)
If you go south from here, you'll find some rocks at the bottom of the hill. You can break them and head west to find a Hiker. If you
head east instead, you'll find a Zygarde Cell next to some rocks near the stairs to the lower floor.
Resolution Cave - B1F: Note that while you're here you can randomly encounter Guzzlord, a Level 70 Dark/Dragon Pokémon that
is UB-05. There is only one specimen of him however, so be careful to avoid KOing it!
Head north along the path and you'll find a Zygarde Cell on the way before the path branches up.
• To the southeast, you can find a Life Orb. This item is very common in competitive Pokémon battling: it boosts the user's power by
30%, though they do lose 10% of their HP with each offensive move.
• To the southwest, you can find a Light Ball. This is a hold item meant for Pikachu, and it will double its Attack and Sp. Atk.
Pikachu's Attack and Sp. Atk. are pretty low, so this doesn't make Pikachu in any way godly, but it does make Pikachu fairly strong
and on-par with a number of other Pokémon competitively. It also is essential for breeding Volt Tackle: by having Pikachu hold it
while breeding them, the child Pichu will learn Volt Tackle.
TREASURES CHECKLIST
[_] $1,000,000
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 72 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 61 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 59 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Anyhow, once you're done in Resolution Cave and have dealt with Guzzlord (UB-05) leave and visit Looker. As you'll recall, he's in
the floating restaurant south of the Seafolk Village Pokémon Center.
Seafolk Village: During the conversation you have with Looker and Anabel, they'll suggest visiting Wicke in the B2F Labs of the
Aether Paradise. Once the scene ends, visit the Paradise and do so.
Aether Paradise: Head down to the labs: Wicke will be in the second lab you come to, the one where she was last time. During the
scene, Looker will burst in, harried, but after a bit is calmed down and you will receive $1,000,000 for your hard work. However,
Looker's reports were not wrong: there is a new UB running around.
Ten Carat Hill: Go through the cave to the Farthest Hallow bit, where you have to run around in the grass to encounter Pokémon.
The music won't change to indicate the Pokémon's presence, but Necrozma is in fact here. Finding it will be easier if you use the
Repel method we've mentioned repeatedly throughout this section: Necrozma is a Level 75 Psychic-type UB, to note. The same
capture methods we've used thus far will be sufficient to capture it though. Don't get discouraged if it takes a while, however: and
that's even if it is Paralyzed/Sleeping and at 1 HP. Necrozma has a catch rate of 3: getting it is more luck-based than anything. If
you run out of Poké Balls - not Beast Balls, Necrozma technically doesn't count as an Ultra Beast - and still have your Master Ball
lying around, that might be the best option. Otherwise you might want to remember to save before the fight in case you mess up.
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 76 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 65 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 62 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Another task you can do, having finished the Elite Four, is capturing all of the Tapu Pokémon. You already did this with one
Pokémon in the ending bits, where you caught Tapu Koko. There are three more you can catch at the various ruins in the game.
They are as follows. The method for catching the Tapus is pretty simple: just lower their HP, ail them, and throw an Ultra Ball or a
Dusk Bal at them.
Tapu Lele - Ruins of Life (Akala Island): Fly to the Ruins of Life, and then enter them. Inside is a simple Machamp Shove puzzle.
First shove the boulder on the right into the hole. Once it's in, go left and push that one into the hole, then go north and push that
one into the next hole. Go to next room and ascend the altar and examine it to fight Tapu Lele (Psychic/Fairy, Level 60).
Tapu Bulu - Ruins of Abundance (Ula'ula Island): Fly to the Ruins of Abundance, which are past the Haina Desert off Route 13.
You'll find another Machamp puzzle inside: push the rightmost boulder north, then go west and north and push that one. As before,
examine the altar to battle Tapu Bulu (Grass/Fairy, Level 60). As for leaving, push the boulder to the southeast, then go west and
south and push the boulder on the right.
Tapu Fini - Ruins of Hope (Poni Island): Fly to the Ruins of Hope and enter: the altar room should already be open from last time
you were here. Just approach it and examine it to fight Tapu Fini (Water/Fairy, Level 60).
Another Cosmog?
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 76 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 65 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Compound Silver Shadow
Butterfree 63 Bug/Flying Bug Buzz Stun Spore Psychic
Eyes Powder Ball
Arcanine 62 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
As you'll recall, at the Altar of the Sunne/Moone in Pokémon Sun & Moon respectively, you obtained Solgaleo/Lunala after the
events in the Ultra Space. There is, however, a way to get Cosmog - and in turn Cosmoem, as they are not registered as "caught" in
your Pokédex.
To begin, you need to return to the Altar: you must do so with Solgaleo or Lunala in your party. If you do it with Solgaleo, you must
do so at night, and if you do it with Lunala you must do so during the day. (Your version is irrelevant to this factor.)
When you go there, you'll be able to enter into the "other world," the "world of the other version of the game." (So in other words, it's
almost like Pokémon Sun players enter Pokémon Moon worlds, and the reverse is true.) Note however that this doesn't mean you
can find the other version's exclusives. But you can use it to find Pokémon available only at certain times of the day or to more
easily trigger certain time-based evolutions for example.
In any case, as you'll recall, there was a Lake of the Sunne/Moone just off from Ula'ula Meadow. Visit there and you'll be able to
find a Cosmog at the altar there, and it will join your party without you needing to battle it.
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 76 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 65 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 62 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Charge Thunder Flash
Magnezone 65 Steel/Electric Sturdy Quick Claw Tri Attack
Beam Wave Cannon
Type: Null is an easy Pokémon to find in the game. Once you have beaten the Elite Four and achieved Pokémon League Champion
status, go to the Aether Paradise. Head to the elevator and go to the second floor, then go to the back, where you met Lusamine
during the game's storyline. Speak with Gladion there to receive Type: Null.
Sectional Flowchart
A brief introduction to this topic: this will assume you did the UB-capturing quest described previously first. Anyhow, to reach the
Battle Tree, you must first visit Ancient Poni Path. There, you'll battle Dexio and learn about Mega Evolution, as well as obtain the
Key Stone and Alakazam's Mega Stone, Alakazite. You can then head north to Poni Grove and through it to Poni Plains. The
northeast exit from there takes you to the next area we'll discuss, Poni Coast
• Poni Coast
• Poni Gauntlet
• Battle Tree
Poni Coast
TREASURES CHECKLIST
[_] Zygarde Cell [_] Zygarde Cell [_] Comet Shard [_] TM97 (Dark Pulse)
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 72 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 61 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Honeymooners Devin & Noriko $7,080 Sandslash Lv. 58, Ninetales Lv. 58, Golem Lv. 59, Exeggutor Lv. 59
Poni Coast: Begin by going to the shoreline and north along it. Break the rock with Tauros when you reach it and grab the Zygarde
Cell there. Go north and break another rock, then go northwest along the narrow path where Dugtrio are roaming to find a Zygarde
Cell there too. North of this path you can find a pair of Trainers to fight, and north of them you can find a Comet Shard.
From the southern end of the path you followed here, there is a hill just to the southwest. Go along it and down the ledge to
find TM97 (Dark Pulse). Then backtrack to where you fought the Sightseers and then go east by breaking the rocks and go north to
the Poni Gauntlet.
Poni Gauntlet
TREASURES CHECKLIST
[_] Zygarde Cell [_] Guard Spec. [_] Zygarde Cell [_] Misty Seed [_] Big Pearl
Spirit
Decidueye 73 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 62 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 60 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Keen Eye, Drizzle, Rain
Pelipper Water/Flying - - - - - 1 Both 30%
Dish
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI GAUNTLET: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 40%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [40%]
Dragonair
Dragon Shed Skin, Marvel Scale 2 - - - - - Both -
(S.O.S.-only)
Dragonite
Dragon/Flying Inner Focus, Multiscale 3 - - - - - Both -
(S.O.S.-only)
1%
Dratini Dragon Shed Skin, Marvel Scale 1 - - - - - Both
[10%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
59%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
Whiscash Anticipation,
Water/Ground 2 - - - - - Both -
(S.O.S.-only) Oblivious, Hydration
Money
Trainer Name Pokémon Party
Earned
Veteran Sheri $5,368 Weavile Lv. 61, Trevenant Lv. 61, Kommo-o Lv. 61, Magmortar Lv. 61
Punk Pair Marie & Troy $3,776 Honchkrow Lv. 59, Lycanroc (Midnight) Lv. 59
Veteran Duo Tsunekazu & Wishiwashi (School) Lv. 61, Comfey Lv. 61, Electivire Lv. 61, Lilligant Lv. 61,
$10,736
Nobuko Turtonator Lv. 61, Alomomola Lv. 61
Captain Mina $7,320 Klefki Lv. 61, Granbull Lv. 61, Wigglytuff Lv. 61, Shiinotic Lv. 61, Ribombee Lv. 61
Poni Gauntlet: When you arrive, go northeast and defeat the Scientist. Go north of him and across the bridge to find a Veteran to
fight as well as a Zygarde Cell. Go south of here, then west and north through the grass: just as it ends you'll find a Guard
Spec. next to the bridge. Further northeast will be a Backpacker to fight.
Go further northeast and just before the bridge there is a Black Belt you can fight, and a Zygarde Cell halfway along the bridge.
However, if you go through the grass to the east of the bridge you'll find a Misty Seed, then continue further along the chain of
bridges nearby to find a pair of Punk Trainers and a Big Pearl at the end of the path.
Return to the bridge near the Black Belt and there will be one more battle off to the north: a pair of Veterans. The Punk Guy just past
them will want to trade Pokémon: he'll give you a Talonflame (Level 43, but with its Hidden Ability Gale Wings and holding Firium Z)
for a Bewear. It's a pretty good trade considering you can find Bewear right on this route, no?
Note that before you move on to the next area you can battle Captain Mina again provided you've beaten everyone else on the
route: if you win you'll receive a Bottle Cap. This is something that is used in Hyper Training to boost a Pokémon's IVs in a sense.
Battle Tree
TREASURES CHECKLIST
[_] Passionate Battle Style [_] Charizardite X [_] Charizardite Y [_] Venusaurite [_] Blastoisinite
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 75 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 64 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 62 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Battle Tree: As you approach the area, you'll meet up with the two most famous Champions of the Indigo League in the Kanto
region: Red and Blue! After a brief conversation, you'll be allowed to choose one of the two Trainers to have a battle with!
• Rewards: $18,480
Volt Tackle Surf Body Slam Leaf Storm Fire Blast Hydro Pump
Quick Attack Blizzard Heavy Slam Leech Seed Air Slash Flash Cannon
Moves
Light Screen Ice Shard Crunch Sludge Bomb Focus Blast Dark Pulse
Arguably, of the two Trainers before you, Red might be the easier of the two to beat. While Red's Pokémon - especially Pikachu -
are of higher Levels than Blue's (fittingly I might add) Blue's Pokémon tend to be the overall stronger and the more common ones
seen in a competitive environment. Though part of this is probably derived from the fact that this team is basically the same one Red
has at the top of Mt. Silver in the Johto Pokémon games but I digress.
Pikachu is probably the biggest threat on Red's team: it's Level 70 and has a Light Ball which, as you'll recall me mentioning
previously during Resolution Cave, doubles its Attack and Special Attack (though the latter isn't going to be seen in this fight). Volt
Tackle will be the main threat though from that: this makes Pokémon immune to Electricity fairly essential, so Pokémon with the
Ground type or Motor Drive/Lightning Rod as Abilities will be very helpful in surviving Pikachu. If there's a Pokémon you'll want to
use a Z Move on it'll be Pikachu so that you can at least get by this guy. Nuzzle can also be problematic since it has a 100% chance
to induce Paralysis, and Light Screen poses its own problems in boosting Red's team's Sp. Def. to double the normal level for five
turns. A Pokémon with Brick Break wouldn't be too bad an idea to help remove the Light Screen if it goes up.
Lapras is a bit of a tanky Pokémon normally but Red's is built more towards using Special Attacks, which isn't a bad idea for Lapras
mind you. Blizzard and Ice Shard assure Ice Pokémon are a no-go, whereas Psychic blocks Fighting Pokémon and Surf Rock
Pokémon (though Lucario as a Fighting/Steel Pokémon as well as Pangoro as a Dark/Fighting will resist the Psychic). Electric
Pokémon are somewhat untouched here so they're likely the best Pokémon to go with. Water Pokémon can also do well if they
learn moves that work well against Lapras.
Snorlax like Lapras is a bit tanky as well, though Snorlax does trend more towards attacking as you will see. For the most part
there's not a ton special to say about Snorlax, just that Fighting Pokémon do well here. If you grabbed Riolu early in the Poni Plains
and evolved it to Lucario, don't use it though: High Horsepower is still a thing and that can be a bit risky with it being supereffective.
Ghost Pokémon probably aren't a good idea either since Crunch is a thing. Just straight-up Fighting Pokémon will probably be best.
Venusaur is the first of the Kanto starter Pokémon listed in Red's party. Under normal circumstances it's the least offensive of the
three and leans towards tanking and stalling: Leaf Storm and Sludge Bomb aren't going to be huge threats as a result despite their
power normally otherwise. Leech Seed is mostly there to bug you and help it stall, and Bulldoze is a very slight counter to Steel
Pokémon that will slow them down somewhat. Despite Bulldoze, with it being weak Steel Pokémon are the way to go here to resist
Leaf Storm and be immune to Sludge Bomb. Leech Seed shouldn't be a problem for long enough for you to need to switch out or
otherwise negate it, and the Speed drop from Bulldoze can be negated by simply switching out. Your version's Legendary Pokémon
also work well here because they're Psychic-typed, and Fire and Flying Pokémon also have a nice shot here because they resist
Leaf Storm.
Charizard is the Pokémon typically associated with Red, and it is the most threatening of his three starter Pokémon, and for good
reason: it has great EVs and the moves it has listed are a common competitive set. Focus Blast is mostly going to be there to cover
any Rock Pokémon you try to bring in against it, while Will-O-Wisp will be there to burn you and lower your Attack by 50%. If you
have a fast Pokémon with a Rock move though they're still much worth bringing, as are non-Rock Pokémon with Rock moves simply
because they'll likely OHKO Charizard because it's not very bulky. For the most part it will otherwise focus on STAB moves which
can be a bit of a pain but will be fairly easily tolerated.
The final Pokémon we'll look at is Blastoise. Blastoise is more or less the same as Lapras, though slightly stronger and bulkier. It
has a nice spread of moves that will cover a lot of Pokémon, but won't go for much else so battling Blastoise is basically all about
type matchups. Electric Pokémon tend to come out on top since Blastoise can't hit them supereffectively.
• Rewards: ???
Psychic Cross Chop Rock Slide Leaf Storm Extreme Speed Aqua Tail
Where you've got the Trainer commonly acknowledged as one of the strongest Trainers in the world in canon (bar debate regarding
Gold), you've got his foil in Blue, one-time Champion of the Kanto Pokémon League before Red dethroned him and current Leader
of the Viridian City Gym. Snarky as he might be and always playing second fiddle to Red, at least where Sun & Moon are concerned
Blue poses an overall bigger difficulty to overcome in battle than Red does.
Alakazam will be your first Pokémon to fight with and shows that it will be a smart idea to lead with a Dark Pokémon right off the bat.
Psychic is your generic STAB move whereas Shadow Ball is basically used to stop Ghost Pokémon that you'd use - I'll add that a
Dark Pokémon is immune to the former and resists the latter. Future Sight is virtually useless because Alakazam is too frail to last
long enough for the actual move to take effect, and Reflect poses the same problem as Red's Pikachu's Light Screen does though
in this case it'll be putting the stop on physical moves instead. Again, if it goes up, Brick Break is a nice thing to have.
Machamp is a strong, but slow Pokémon to fight with. It has decent moves with Cross Chop for STAB, Knock Off to remove your
items and hit Psychic and Ghost Pokémon, and Poison Jab to contend with Fairies for the most part. These things considered,
Flying Pokémon will likely be best, though fast Psychic or Fairy Pokémon also have a fair shot at OHKOing Machamp and doing it in
pretty easily.
Aerodactyl is a fast, moderately strong physical attacker - expect to take at least one hit from it under most circumstances. Water
Pokémon, Electric Pokémon, and especially Steel Pokémon work well against it: Water and Electric can hit it supereffectively and
each resist at least one of its moves, where Steel Pokémon resist three of its four moves, effectively checking it. Aerodactyl is also
pretty frail so taking it out isn't a huge difficulty if you can get a supereffective hit on it.
Exeggutor will be the Kantonian Exeggutor some of you players might not be familiar with: not the Grass/Dragon Pokémon you saw
on Exeggutor Island, mind you. In any case it is a fairly threatening special attacker and boasts a fair variety of moves to contend
with, namely STAB ones in Leaf Storm and Psychic plus some coverage in Sludge Bomb. Hypnosis is basically just a potshot to try
and put you to sleep: though it's threatening if it works its low accuracy means you don't need to worry too much. Dark Pokémon
work nicely here to avoid Psychic, though Fire Pokémon can get by with resisting Leaf Storm and returning supereffective damage,
and Steel Pokémon resist all three of the offensive moves. Magmortar would be a nice Pokémon to have here, too, if it has Vital
Spirit: it won't be able to be put to sleep while being able to dole out supereffective damage. Bug Pokémon can also be useful to
deal quadruple damage to the Pokémon and pretty much assure a OHKO: if you have a Scyther from the Poni Plains that hasn't
evolved it will likely outspeed Exeggutor outright.
Arcanine is your generic physical sweeping Pokémon, there's not a ton to think through behind it. It carries Flare Blitz for STAB,
Thunder Fang to hand Water Pokémon, and Bulldoze to handle Rock Pokémon as well as to contend with Pokémon that are faster
than it. Extreme Speed is just a generic priority move that can deal a sizable amount of damage. Here, Ground Pokémon probably
have the best chance, especially Water/Ground Pokémon like Gastrodon: they can resist Thunder Fang (and Flare Blitz if part-
Water) as well as return this with supereffective damage.
Gyarados is the final Pokémon we'll deal with, and like the others it is a physical attacking Pokémon. A very threatening one at that:
with Dragon Dance in its arsenal, if it gets too many of those in, it will not only overpower you but also outspeed you, making it very
difficult to move forward unless your team is way overleveled. Taking Gyarados down ASAP is a very good idea: Electric Pokémon
do this best since they deal 4x damage yet Gyarados (strangely) isn't going to be able to deal back supereffective damage (since for
some reason it isn't running Earthquake). Rock Pokémon are a no-go because of Aqua Tail and those are the only two types of
Pokémon that can deal supereffective damage to it. Failing that, hitting it with Will-O-Wisp to halve its Attack might buy you some
time, or you can put it to Sleep or Taunt it and see how quickly you can beat it.
Anyhow, afterwards you'll be at the Battle Tree. The Battle Tree is like the Battle Towers or Battle Maisons of previous games: you
fight Trainers in series, earning BP with each battle. The rules:
• You are allowed to participate in Single, Double, or Multi Battles. These require 3, 4, and 2 Pokémon respectively.
• Battles are held under Flat Rules. (Pokémon above Level 50 get lowered to Level 50. Pokémon below it are not boosted.)
• You cannot have duplicate Pokémon species or items in your team.
• Special Pokémon are banned. These special Pokémon are as follows: Mewtwo, Mew, Ho-Oh, Lugia, Celebi, Kyogre, Groudon,
Rayquaza, Jirachi, Deoxys, Dialga, Palkia, Giratina, Shaymin, Darkrai, Manaphy, Phione, Arceus, Victini, Reshiram, Zekrom,
Kyurem, Meloetta, Keldeo, Genesect, Xerneas, Yveltal, Zygarde, Diancie, Hoopa, Volcanion, Solgaleo, Lunala, Magearna, and
Marshadow. (Basically: all cover legendaries, all Event Pokémon, and Mewtwo.)
With each battle won, you will earn BP. BP can be exchanged for certain items at the counters in the northwestern part of the area.
Meanwhile, if you win a certain number of battles in a row, you will earn an item, as below. You will also get stamps on your Trainer
Passport for getting 50-win streaks in Single, Double, and Multi Battles, and will unlock the Passionate Battle Style for getting any
fifty win streak. After a 20-win streak you'll unlock the Super Battles, wherein you'll encounter special Trainers every 10 battles.
Item Requisite Streak
PP Up 10 wins
PP Max 40 wins
Finally, there are a number of items you can buy for BP at the Battle Tree. The list is below. Take note that you can buy Mega
Stones here, though there are four others you can find here: those would be the Charizardite X, Charizardite Y, Venusaurite, and
Blastoisinite which you can obtain by defeating Red when he appears in the Battle Tree.
32
Deep Sea Scale Doubles Clamperl's Special Defense when held. If held by Clamperl in a trade it'll evolve into Gorebyss.
BP
32
Deep Sea Tooth Doubles Clamperl's Special Attack when held. If held by Clamperl in a trade it'll evolve into Huntail.
BP
32
Dragon Scale Evolves Seadra into Kingdra if held during a trade.
BP
32
Dubious Disc Evolves Porygon2 into Porygon-Z if held during a trade.
BP
32
Electirizer Evolves Electabuzz into Electivire if held during a trade.
BP
32 The wielder's attacks have a 20% chance to flinch the target if they lack such a chance. Evolves Slowpoke
King's Rock
BP into Slowking if held in a trade.
32
Magmarizer Evolves Magmar into Magmortar if held during a trade.
BP
32
Protector Evolves Rhydon into Rhyperior if held during a trade.
BP
32
Sachet Evolves Spritzee into Aromatisse if held during a trade.
BP
Whipped 32
Evolves Swirlix into Slurpuff if held during a trade.
Dream BP
32
Up-Grade Evolves Porygon into Porygon2 if held during a trade.
BP
32 Makes the holder immune to Ground moves. This item is destroyed when the user takes damage from a
Air Balloon
BP move.
48
Assault Vest The user's Sp. Def. is boosted by 50%. However, they cannot use status moves.
BP
48 The user's Attack is boosted by 50%. However, they can only use one move the entire time they are in
Choice Band
BP battle.
48 The user's Sp. Atk. is boosted by 50%. However, they can only use one move the entire time they are in
Choice Scarf
BP battle.
48 The user's Speed is boosted by 50%. However, they can only use one move the entire time they are in
Choice Specs
BP battle.
32
Eject Button One-time consumable item: when the user s struck by a move they are switched out of battle.
BP
16
Flame Orb Burns the holder.
BP
32 One-time consumable item: when the user is struck by a move at full HP that would KO them, they hang
Focus Sash
BP on with 1 HP, a la Sturdy.
16
Iron Ball Halves the user's Speed and removes immunity to Ground moves.
BP
48 The user's moves are 30% stronger. However, each offensive move used makes them lose 10% of their
Life Orb
BP HP.
24 One-time consumable item: when the user is affected by a status that affects its moves, e.g. Taunt, the
Mental Herb
BP effect is negated.
24 One-time consumable item: when the user uses a two-turn move that requires a charging up on the first
Power Herb
BP turn, this will be consumed and the move used immediately.
48 The holder is not affected by contact-based effects on the target: for example, they're not affected by the
Protective Pads
BP target's Static or Rough Skin.
32
Red Card One-time consumable item: when the user is struck by a move, the attacker is switched out of battle.
BP
16
Ring Target Moves that do not affect the Pokémon normally will hit.
BP
48
Rocky Helmet When the holder is struck by a contact move the attacker loses 1/8 of their HP.
BP
Terrain 48
Whenever the holder triggers a Terrain either by move or ability its duration is extended to 8 turns.
Extender BP
16
Toxic Orb Badly Poisons the holder, a la Toxic.
BP
Weakness 32 One-time consumable item: when the user is hit super-effectively, their Attack and Sp. Atk. are
Policy BP boosted by two stages.
24
White Herb One-time consumable item: when the user's stats are lowered, they are returned to normal levels.
BP
64
Absolite Mega Stone for Absol.
BP
64
Aerodactylite Mega Stone for Aerodactyl.
BP
64
Alakazite Mega Stone for Alakazam.
BP
64
Garchompite Mega Stone for Garchomp.
BP
64
Gengarite Mega Stone for Gengar.
BP
64
Glalitite Mega Stone for Glalie.
BP
64
Gyaradosite Mega Stone for Gyarados.
BP
64
Kangaskhanite Mega Stone for Kangaskhan.
BP
64
Lucarionite Mega Stone for Lucario.
BP
64
Metagrossite Mega Stone for Metagross.
BP
64
Pinsirite Mega Stone for Pinsir.
BP
64
Sablenite Mega Stone for Sableye.
BP
64
Salamencite Mega Stone for Salamence.
BP
64
Scizorite Mega Stone for Scizor.
BP
64
Sharpedonite Mega Stone for Sharpedo.
BP
64
Slowbronite Mega Stone for Slowbro.
BP
Sectional Flowchart
TREASURES CHECKLIST
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 76 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 65 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 62 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
Adamant
$10,000 Boosts the power of Dialga's Dragon- and Steel-type moves by 20% when held.
Orb
Blue Orb $10,000 An item to be held by Kyogre which will trigger its Primal Reversion.
Griseous Boosts the power of Giratina's Dragon- and Ghost-type moves by 20% when held and triggers its Origin
$10,000
Orb Forme.
Lustrous
$10,000 Boosts the power of Palkia's Dragon- and Water-type moves by 20% when held.
Orb
Red Orb $10,000 An item to be held by Groudon which will trigger its Primal Reversion.
Boosts the power of the holder's Ghost moves by 20%. Also changes Arceus and the move Judgment to
Dread Plate $10,000
Ghost-type.
Boosts the power of the holder's Fighting moves by 20%. Also changes Arceus and the move Judgment to
Fist Plate $10,000
Fighting-type.
Boosts the power of the holder's Steel moves by 20%. Also changes Arceus and the move Judgment to
Iron Plate $10,000
Steel-type.
Boosts the power of the holder's Fairy moves by 20%. Also changes Arceus and the move Judgment to
Pixie Plate $10,000
Fairy-type.
Boosts the power of the holder's Flying moves by 20%. Also changes Arceus and the move Judgment to
Sky Plate $10,000
Flying-type.
Boosts the power of the holder's Water moves by 20%. Also changes Arceus and the move Judgment to
Splash Plate $10,000
Water-type.
Boosts the power of the holder's Rock moves by 20%. Also changes Arceus and the move Judgment to
Stone Plate $10,000
Rock-type.
Boosts the power of the holder's Electric moves by 20%. Also changes Arceus and the move Judgment to
Zap Plate $10,000
Electric-type.
Hau'oli City - Shopping District: The Hau'oli City malle is just down the street from the area's Pokémon Center. When you enter,
just on the right will be a clothing store: inside, one of the shopkeeps will give you a Gracidea, which is used to transform the
Pokémon Shaymin to its Sky Forme. East and north of here is another shop where you can buy a number of items for Legendary
Pokémon from the girl on the left, and some of the Arceus Plates from the man on the right.
The shop to the west of there has move tutors to teach Pokémon the powerful moves Blast Burn, Hydro Cannon, and Frenzy Plant:
three moves of the Fire, Water, and Grass types with 150 power and a recharge turn, which can only be taught to fully-evolved
starter Pokémon. The guy in the middle will able to help your Pokémon do Hyper Training. Finally, the last person in this stall will
be able to teach your Pokémon the Elemental Pledge Moves: click on the link to see the combos they can do.
Near there, just to the left and in front of the stairs, is the Battle Buffet. You can there and battle people as well: it's good for grinding
money and EXP. like the Lumiose Cafes in Pokémon X/Y. If you approach the Grimer to the west, you'll get strongarmed by a guy
into helping to clean up the trash in the mall: the trash will be sparkling on the ground. Go around and collect all the trash and bring
it to the Grimer to get TM48 (Round).
That's about it for the mall.
TREASURES CHECKLIST
[_] Eevium Z
Pokémon Level Type Ability Hold Item Move 1 Move 2 Move 3 Move 4
Spirit
Decidueye 76 Grass/Ghost Overgrow Decidium Z False Swipe Leaf Blade Brave Bird
Shackle
Normalium Flame
Toucannon 65 Normal/Flying Keen Eye Brick Break Hyper Voice Drill Peck
Z Charge
Arcanine 62 Fire Intimidate Charcoal Bite Wild Charge Fire Fang Reversal
After you become Champion, visit the Thrifty Megamart on Royal Avenue. There, a man you can speak to at a register will mention
these eight Trainers he once wanted to fight but no longer can due to certain circumstances. He will give you a vague idea as to
where the Trainers are. Each one will want to battle you, and will use the specified Eeveelution at Level 55 (or so). After beating
one, talk to him to find the next.
• Vaporeon: Vaporeon User Polly is a teacher at the Trainers School on Route 1, and is found on the second floor.
• Jolteon: Jolteon User Jane is the elderly lady in the Malie City Community Center.
• Flareon: Flareon User Chad is in the Tidal Song Hotel of Heahea City, hanging out near reception.
• Espeon: Espeon User Ishaan is in the geothermal power plant at Blush Mountain, watching the TV in the northwest corner.
• Umbreon: Umbreon User Braiden is in the Hau'oli Cemetary's northwestern corner.
• Leafeon: Leafeon User Linnea is on the beach next to the Hano Grand Resort, at the northernmost tip.
• Glaceon: Glaceon User Rea is in one of the houses in Iki Town.
• Sylveon: Sylveon User Sakura is intended to be found in one of the eastern boats/houses, the Steelix one, in Seafolk Village.
Someone there will inform you she passed but will battle you in her place.
Following these battles, return to the man and speak with him. Defeat him and his Eevee in battle to obtain Eevium Z!
TREASURES CHECKLIST
[_] TM92 Trick Room [_] Dawn Stone [_] TM87 (Swagger) [_] TM90 (Substitute)
• TM92 (Trick Room) can be obtained from Kahili in the lobby of the Hano Grand Resort hotel now that you're Champion.
• Guzma can be fought against at the Hau'oli City Beachfront. You will receive a Dawn Stone for beating him.
• TM87 (Swagger) can be found on Route 2. Go to the houses near the southwest part of the Route and into the northeastern one,
then into the back room to meet Guzma's mother, who will hand you the TM.
• TM90 (Substitute) can be found by speaking with Kukui in his house off Route 1 after you beat the Pokémon League. Just talk to
him and you'll get it!
Several things can be done on the side in the game that are completely optional but, out of convenience, are located in the
walkthrough instead. Here are links to those sidequests.
• Item Cleanups: Whenever we get a new ability such as a Poké Ride ability and can access new things in the past areas and new
items
• Poké Ride Cleanup - Tauros
• Poké Ride Cleanup - Lapras
• Poké Ride Cleanup - Sharpedo
• Poké Ride Cleanup - Machamp
Pokémon Refresh
Pokémon Refresh is the expansion of the Pokémon-Amie function that debuted in Pokémon X/Y. The process is now a bit more
minimalistic however, but here's an overview of Pokémon Refresh.
Overview: Basically, when you start up Pokémon Refresh, you will see your Pokémon. Among the things you can do include petting
them and feeding them Poké Beans (which you can find in the top-left corner of the touch screen): these things can raise their
Affection for you. (Note that Pokémon have areas they do and do not like being petted. Also, Pokémon can only eat ever-so-many
Beans before becoming full) You'll notice that their Affection for you has gone up whenever they give off hearts. We'll discuss these
stats later.
Battle Components: Pokémon Refresh also has a very important mechanic for battles. After a battle, you'll notice that you can
press Y to enable a sort of session for caring for your Pokémon. This is useful in case your Pokémon has an ailment: you can rub
them all over with some medicine to remove their ailments. You can also clean up up with the comb, towel, dryer, and brush to help
raise their affection. Together these will also be able to boost Affection and Enjoyment, though even ignoring that the ability to cure
ailments is quite useful.
Stats Overview: What is the purpose of Affection? Affection is stat - that people often mistake for Happiness - that shows how
much the Pokémon loves you. This stat never will go down, unlike the other two. (An exception is if you trade the Pokémon away: it
will lose its Affection for you in 24 hours.) In the case of Eevee, it serves an additional purpose: Eevee with two Hearts' worth of
Affection in the status screen for Pokémon Refresh will be able to evolve to Sylveon when it learns a Fairy move and levels up.
Other effects from having boosted Affection include the following:
• 3 Hearts: Your Pokémon can sometimes survive a KOing move with 1 HP. (Does not occur in multiplayer battles.) The rate of
activation is boosted with more Affection.
• 3 Hearts: There is also just some additional flavor text that you'll see during battles involving the Pokémon.
• 4 Hearts: Your Pokémon can sometimes get rid of an ailment faster than normal. (Does not occur in multiplayer battles.)
• 4 Hearts: Your Pokémon is more likely to avoid certain attacks, regardless of Accuracy/Evasion. (Does not occur in multiplayer
battles.)
• 4 Hearts: There is also just some additional flavor text that you'll see during battles involving the Pokémon.
• 5 Hearts: The Pokémon can land critical hits more often! (Does not occur in multiplayer battles.)
Affection is tied directly to the number of hearts a Pokémon has given off as well:
1 1
2 50
3 100
4 150
5 250
What is the purpose of the Fullness stat? It basically shows how much your Pokémon has eaten recently: once completely full they
won't eat any more Poké Beans. Fullness will go down over time though. Poké Beans can be obtained by eating at a cafe in a
Pokémon Center or from the Poké Pelago. (A note: for every 10 Poké Beans you feed a Pokémon, cafe owners in Alola will hand
out a Rare Candy to you!)
What is the purpose of the Enjoyment stat? It basically shows how much you've played with this Pokémon. This will go down over
time as they go a longer period without being played with.
Hyper Training
In the post-game, you'll find a man at the Hau'oli City shopping mall. (It's the bald man next to the guy who will teach Frenzy Plent,
Blast Burn, and Hydro Cannon.) By exchanging these Bottle Caps with the shopkeep, you can engage your Pokémon in Hyper
Training - provided it's reached Level 100.
Hyper Training is the counterpart to Super Training (well, would be had Super Training remained in the game). Whereas Super
Training helped you boost your EVs manually, Hyper Training helps you to boost your IVs manually, a process impossible in
previous generations.
To Hyper Train a Pokémon, you'll need Bottle Caps. A regular Bottle Cap will let you train one stat, and a golden one will let you
train all six stats. This will boost - in effect - the Pokémon's IVs to the maximum level. Note that this is permanent, for one. Further, it
does not affect Hidden Power type: the boost from the Hyper Training is based on your IVs and done in such a way that it effectively
maxes your IVs, but it does not affect the IVs directly.
EV Training
Sectional Flowchart
• A Brief Overview
• EV Vitamins
• Battle-Based EV Training
• Festival Plaza-Based EV Training
• Poké Pelago-Based EV Training
A Brief Overview
Where I discuss Hyper Training, I think it would also be important to discuss EV Training. EV training is the process of boosting a
Pokémon's EVs, or Effort Values: click the link to learn what they are. The essence is that a Pokémon's EVs will boost their stats in
a certain way, and since they are limited in some ways for competitive battlers their allocation is a very important thing. There are a
number of ways to EV train Pokémon and alterations have been made throughout the generations, but Sun & Moon make it faster
than ever before.
There are three main ways as you might've gathered from the flowchart above: you can work it through with battles, the Festival
Plaza, and the Poké Pelago. Of the three, I highly recommend the battle-based style: it's easily the fastest of the three, but which
you choose is up to you.
EV Vitamins
A bit of a prelude to any kind of EV training for some people is the use of the EV Vitamins. EV Vitamins can be bought in some
places throughout the game, and they each serve to boost EVs by 10 in a specific stat, up to 100 EVs in that stat. Some people will
use these vitamins initially before any EV training, to help speed up the process. I would suggest doing this myself if you intent to do
it for the Poké Pelago stuff or for lower-level Festival Plaza stuff but by and large the battle method will make them nigh useless.
Battle-Based EV Training
How to start? Well, let's first discuss the Power items. These Power items will boost a Pokémon's EVs when they are held in battle,
though note they will not override all other EV yields earned in the battle. They've even been buffed for this generation. Their only
drawback is they halve the wielder's Speed stat but this is an irrelevant factor to most players. Here are the Power items:
Power Weight HP +8
Now, if you read up on the EV overview, you'll recall that Pokémon are capable of winning EVs from others when they defeat
another Pokémon in battle. This is alongside the EV yield of the Pokémon. (So for example, by beating a Pokémon that yields 2 HP
EVs while holding a Power Anklet, you'll get 10 EVs: 2 HP and 8 Speed.) SOS encounters - those times when a Pokémon calls for
help - will boost that further: when a Pokémon calls out for help in a battle, all EV yields from there on out are doubled. For example,
say we have a Pokémon that yields 3 HP EVs and you have a Power Weight being held. This is how things will work out.
1 (3 + 8) x 2 = 22 22
2 (3 + 8) x 2 = 22 44
3 (3 + 8) x 2 = 22 66
4 (3 + 8) x 2 = 22 88
5 (3 + 8) x 2 = 22 110
6 (3 + 8) x 2 = 22 132
So what does this mean? The ideal way to EV train is to first figure out what stat you want to boost. Then equip your Pokémon with
the corresponding Power item and chain against Pokémon that yield those kind of EVs, defeating every Pokémon in the chain:
Adrenaline Orbs, which are cheap and you can buy easily, will make these SOS Pokémon be called more often. You'll basically be
able to gain 9 to 11 EVs, doubled because you're in a chain so 18/20/22, with each Pokémon defeated!
The best EV training spots (thanks to Serebii for these) are as follows:
Attack Route 1 (Pikipek & Yungoos in the day at 60% total, Spinarak at night at 20%) 1 Attack
Sp. Atk. Route 1: Trainer School (Magnemite, 50% to find) 1 Sp. Atk.
Sp. Def. Hano Beach (Tentacool, 100% from the splashing spots) 1 Sp. Def.
Speed Seaward Cave (Zubat & Diglett, 100% to find either) 1 Speed
The Bouncy House is a facility in the Festival Plaza you can use to boost your EVs. The courses they offer can be upgraded over
time as well, and there are quite a few courses: 42 in all.
The only thing you need to know about the courses is that they're named by a letter and number pair: for example, B5, F4, etc. The
EV yield is tied to the number, and the stat is tied to the letter, per the below:
B Attack 2 +8
C Defense 3 +16
F Speed 6 +128
7 +252 (max)
So for example: A6 boosts your HP EVs by 128, and D1 boosts your Sp. Atk. EVs by 4.
Note that Festival Plaza courses can only be taken once per day, so while it is strictly faster and can basically get you an instant
maxed stat, where you're not so easily able to do that with battling (relatively speaking), it will overall still take longer.
For this, you need to have unlocked the Poké Pelago and created Isle Evelup. There, you can leave 1-3 Pokémon in groups of six,
depending on the island's level. You can specify the number of play sessions each Pokémon will take as well: each play session
takes 30 minutes and will yield +4 EVs in the stat. (If you leave Poké Beans out in the island basket this will be sped up to every 15
minutes.) It's by and large the slowest and most passive manner of training Pokémon but ... might as well mention it, y'know?
Poké Pelago
Sectional Flowchart
After finishing up the trial of Captain Kiawe you can use Poké Pelago. Poké Pelago is a place where you send you PC Pokémon. It
will be accessible from the menu at any time.
When you arrive, Mohn will through the area before giving you control. Mohn will be able to give you regular Poké Beans for special
patterned once (Patterned ones yield 3, Rainbow ones yield 7). You also get ten Poké Beans a day from the cafes in the Pokémon
Centers across the region. Poké Beans, aside from their uses in Pokémon Refresh, can be used to boost the effects of stuff in the
Poké Pelago by placing the Beans in the boxes. The boxes can hold 20, 30, or 50 Poké Beans at the island's respective levels of 1,
2, and 3: regular Beans will last 20 minutes, Patterned Beans 60 minutes, and Rainbow Beans 120 minutes.
There are several islands in all, which we'll cover in the following sections. Each island has a different purpose and function.
Isle Abeens
Purpose: The focus of Isle Abeens is to primarily gather beans. You can shake the vine in the center of the island to obtain beans
and tap them to pick them up. Your Pokémon can also find Beans for you. Another purpose the island serves is to find some wild
Pokémon: when you receive a notification and interact with them, if they return the next day and like it there they'll join you.
1 Initial
Isle Aplenny
Purpose: Isle Aplenny is mostly your Berry growing area. You can find details on the Berry effects in this section and their time to
grow and their yield rates in this section. You can use Poké Beans to boost the rate at which the Berries grow; once they're done,
you can tap them to add them to the bag.
Isle Aphun
Purpose: Isle Aphun is where you send Pokémon on missions for 24 hours. These missions result in finding items which will then
be added to your bag: Poké Beans will speed up the process.
Path for Brilliant-Stone Hard Stone, Fire Stone, Thunder Stone, Leaf Stone, Water Stone, Shiny Stone, Dusk Stone, Sun Stone,
Hunting! Dawn Stone, Everstone, Ice Stone
Path for Rare-Treasure Nugget, Big Nugget, Comet Shard, Pearl, Big Pearl, Pearl String, Rare Bone, Hard Stone, Rare Bottle
Hunting! Cap
Isle Evelup
Purpose: Isle Evelup is meant to be used for EV training Pokémon. Pokémon left here will receive 1, 2, or 4 EVs in their stats with
certain drinks, or 100, 200, or 300 EXP. per play session with the right drink. The EVs/EXP. given off improve with higher levels in
the island, and you can also leave more groups of six Pokémon. Each session lasts 30 minutes (15 with Poké Beans), so you will
get that many EXP. or EVs per session.
Drinks Allowed:
Isle Avue
Purpose: Isle Avue is a sort of hot springs. Pokémon left here will have their Happiness boosted. More interestingly, Eggs can be
left here and made to hatch faster. The Happiness boost rate and the Egg hatching rate is doubled with more Poké Beans.
Pokémon Breeding
Sectional Flowchart
On a general level, if you want to produce a "Pokémon Breeding Process", please take note that it must actually result in something
special. Having 31 IVs in all six stats is special. Having them in one, not so much. Somehow raising the chances of finding a Shiny?
That's special. Raising the chances of getting a "crap" Pokémon? Not really. If you want to submit something, see the Legalities
section.
To consider what Pokémon breeding is, we must consider how animals reproduce. On the superficial level, it generally requires a
male and a female: such holds true here for the most part. Unlike normal, though, Pokémon typically lay Eggs to bear baby
Pokémon. (The only exception is the canon surrounding the live birth of Mewtwo from Mew, given in the Kanto-region games.)
Normally, Pokémon breeding is more than simply about getting lower-evolution Pokémon or spawning massive numbers of starters:
in fact, it is the most certain way to guarantee that your Pokémon can get the most ideal stats and movesets possible! However, this
particular primer is designed for Pokémon beginners - if you want to get into the gnitty-gritty of things, the other sections will sate
you.
As you progress through the game, you'll eventually find the Pokémon Nursery (Paniola Ranch is where it's at, just as you get into
Captain Lana's trial). There, you can leave two Pokémon at the Nursery and they'll stay there. Unlike previous games, Pokémon will
not level up during the use of the Nursery: its use is solely for breeding.
Now, Pokémon breeding... Obviously, you'll need two Pokémon: one a male, and one a female. (The little mark that appears beside
their name in battle represents that: the blue arrow is male, the pink cross is female. No mark means the Pokémon has no gender
and generally cannot breed.) There are blatant exceptions to this rule, but more on that momentarily. When you leave two Pokémon
there of opposite genders (or other situations), there is a chance that you can speak with the girl outside the Nursery to receive an
Egg.
The Pokémon within the Egg can inherit a number of things, depending upon certain conditions - these include IVs (which influence
stat growth), Nature (which can give a 10% bonus/loss to some stats), moves (but only some!), and species. If you're playing one of
the older games, you can execute a glitch known as the "Pomeg Berry Glitch" (see the game's Cheat page on GameFAQs - only
Generations III & IV) to learn this stuff for the most part. However, Pokémon Sun & Moon obviously prevent that. Nice bit of trivia
nonetheless.
So, we come down to it - how to make the Egg hatch? The Egg hatches by carrying it in your party and walking/biking/skating
around. Eggs can hatch in anywhere from 5,000 to 31,000 steps (obviously I'm being inspecific), depending on the species within
the Egg. It's just walking, so beginners don't really need to worry. Eventually, the Egg will hatch. This process can be sped up by
having Pokémon with the Magma Armor or Flame Body abilities. Eggs can also be left at Isle Avue of the Poké Pelago to boost
their hatching rate.
That's the gist of it. But if you want to manipulate this in a more beneficial way, read on...
This section presumes you know all of the info detailed in the previous primer, and thusly will have that info mostly glossed over if
ever mentioned.
Egg Groups
So, then, you have two Pokémon you want to breed. As detailed earlier, I said there were exceptions to the rules about gender.
Firstly, we have to consider Ditto. Ditto is almost a wild card in Pokémon breeding, so much so that he gets his own Egg Group
(more on that in a bit). Basically, he is allowed to breed with pretty much every Pokémon other than legendary Pokémon - and, even
then, the latter has an exception in which breeding Ditto and Manaphy yields Phione. If it's of the "No Eggs" group, then Ditto still
cannot breed with it.
Now that we're getting onto species, it's time to talk about Egg Groups. Egg Groups help to determine what Pokémon can breed
together for desired species: without proper knowledge of this, you can easily end up with crap Pokémon. I left this undetailed
previously because an obvious rule of thumb is that two Pokémon of the same species yields the same Pokémon or a pre-
evolutionary form of it - two Dunsparces yield Dunsparce, two Blazikens yield Torchic, for example. That much is true. However,
knowing Egg Groups widens the field a little: it's almost impossible to find some Pokémon, after all. You can see the Pokémon
Stats (Breeding) section on the particular Egg Groups and gender ratios of Pokémon. The general principle with breeding is that if
the two parents are of the same Egg Group and opposite genders, the child will be the lowest evolution of the female parent. For
example: a male Chesnaught and a female Delphox should yield a Fennekin.
Again, there are exceptions to even that. This mostly comes through from species that only have Pokémon of a single gender. A key
example are the male and female Nidoran Pokémon - they're of the same Egg Group, sure, but you'd only get Nidoran♀ under the
above conditions, no matter how many Eggs. The exception is that, if two gender-exclusive species are bred, then there is a 50%
chance of the resultant Pokémon being either species.
Genetic Engineering
So, a number of things can be inherited through breeding - I glossed over these earlier: moves, IVs, Nature, species, and abilities.
Here's the specifics:
• Gender: Gender is, and always has been, the critical concept around which revolves all of Pokémon breeding - only certain genders
can bring over certain things to their children, and strict use of that is key in managing to get a "perfect" Pokémon. That said, nothing
can influence the gender of a Pokémon in an Egg - it's purely left up to the RNG. Depending on the Pokémon species, you can
50%-50%, 25%-75%, 12.5%-87.5%, or 0%-100% gender ratios if the Pokémon has one at all. However, just because a Pokémon
has a gender does not mean it can breed. It's important to note that; you're not intended to breed Latias, after all. >_>
• Moves: Only certain moves can be inherited, and it's not necessarily clear what. I do know if a move is something the Pokémon
would normally learn by leveling up, it can be passed down by either or both parents knowing it. Certain Egg Moves, often only
found on certain species, can be passed down by both parents - not every move is an Egg Move, keep that in mind. One special
instance is the Egg Move Volt Tackle. This Egg Move is technically learned when you are breeding a Pichu and one of the parents
(the Pikachu-relative) holds a Light Ball: the child Pichu will know Volt Tackle. However, Volt Tackle cannot be brought down via
simple breeding, even if a parent already knows it: they must hold a Light Ball, and they do not have to know the move.
• IVs: IVs help to determine stat growth by Level 100: for each IV in a stat, you will then earn 1 point at Level 100. IVs range from 0 to
31 in all stats. Generally, it's determined by an RNG in the game if you don't hold certain items. If the named item below is held
when breeding, there's a 100% chance that the named stat will be inherited.
• Destiny Knot: 5 random IVs, taken from both parents (only 1 need be held)
• Power Anklet: Speed
• Power Band: Special Defense
• Power Belt: Defense
• Power Bracer: Attack
• Power Lens: Special Attack
• Power Weight: Max HP
• Nature: Pokémon have specific Natures, which you can effectively engineer so that you get better stats (+10%). Generally, it is
determined at random: 1 in 25 for the desired Nature. However, holding an Everstone guarantees that the child gets the holder's
Nature - obviously, if the parents differ in Nature and both hold Everstones, it's a 50-50 crapshoot. If you want to see the effects of
certain Natures, see the Natures section.
• Species: Previously mentioned, if two Pokémon are in the same Egg Group, then the child is of the female's species, except under
specific circumstances.
• Abilities: In Pokémon Sun/Moon, every Pokémon has two slots for regular abilities (see Pokémon Stats (General) for the list). In
the named list, many final-listed abilities are a Hidden Ability, unless it is the only one (which means it WILL have it). Otherwise...
When it comes to the first-listed one, the child has a 80% chance of inheriting it, and 20% for the second one: first and second refer
to the female parent's current Ability and the one it doesn't have, respectively. For example, let's say you're breeding two Fennekin.
If the female has Blaze, then there is an 80% chance the child will have Blaze, or 20% for Magician. Likewise, if the female
Fennekin has Magician, then there is an 80% chance of the child getting Magician and 20% for Blaze.
• Hidden Abilities: There are special, rare abilities called Hidden Abilities - they were normally only found through the Dream World
on the Global Link in B/W or some Pokémon just outright had them. They're a bit different when it comes to inheritence in that the
female or the male can know it. If the female has it, there's an as-of-yet-undetermined high chance of it being inherited, and it's
furthered with the male also knowing it. If you don't have a female with it, you can breed the male and Ditto for a chance at having it.
• Pokéball: Normally, one of the more obvious ways to detect illegitimate Pokémon on pure observation was the Pokéball they were
caught in. Since some Pokémon, such as Munchlax, are only available through breeding, you would have to be suspicious in
previous generations if the Munchlax was caught in a Great Ball - or pretty much anything other than a Poké Ball. This is different in
X/Y - now the Pokéball that caught the female will be seen as having caught the child. This has a bit more of a strategic effect than
you think. I mean, if you throw out a Dragonite from a Poké Ball online, your opponent could be certain it knows the Egg Move Iron
Tail to counteract any Ice-types he may send it against it. If it comes out in an Ultra Ball or the like, he can be more certain that you
found it (or a pre-evolutionary form) in the wild and it won't know it. But since this is masked, no one knows... Of course, there is also
the Luxury Ball benefit, too.
• Shininess: The Shiny attribute of a Pokémon cannot be inherited. However, the Masuda method, which basically makes you breed
with international Pokémon, allows Shinies to be almost 3 times more common. The specifics... Pokémon in the wild have a chance
of being Shiny equal to 1 in 4,096 in this game, which is basically 0.0244%. You can use PokéRadar/Fishing chaining to boost it up
to 40 in 4,096 or so (0.976%) if you're lucky. Then again, those preferring to breed can use two Pokémon from different-nationality
games (basically yours and another country's) to make the chances 1 in 1,366, close to 3 in 4,096, or about 0.0732%. It's still rare
as crap, but it's probably worth it if chaining ain't your thing.
Let's first discuss getting the Egg. When you speak to the girl before an Egg has appeared, she can say a number of things.
Depending on what she says - which itself is independent to certain conditions - there is a specific chance of finding an Egg.
Generally, using traded Pokémon or those of the same species is best. Eggs can potentially be found with every 256 steps in the
field. So, what does he have to say?
(Keep in mind "ID" refers to both the seen ID on your Trainer Card and the hidden Secret ID that you never know of. Basically, there
are 65,536 values for each, and 4,294,967,296 total permutations, so you can basically consider it as "traded".)
Different Species, Same ID The two Pokémon don't like each other 20%
Same Species, Different ID The two get along very well 70%
Remember how I earlier glossed over Egg hatching by simply saying it would hatch in 5,000 ~ 30,000 steps? There is a more
specific way to calculate this:
TOTAL STEPS = (B + N) * Y
"B" = Base steps, a value given to each species
"N" = A random number, either 0 or 1
"Y" = A random number, either 255 or 256
What does this mean? Basically, there is not much variance in the amount of steps it takes to hatch an Egg. At most, the variance is
(B + 256) - that means the difference when "N=0, Y=255" and "N=1, Y=256" will equal the number of base steps, plus 256. The
highest base step value I can recall is 120, so basically 400 steps is the general variance. Most of the time, you'll see a formula of
"(B + 1) * 255", the most common formula I've come across. Again, it's just walking, so it's not like it matters, really. Even so, you
can see this section for the appropriate list using the most common values.
Also note that some abilities can reduce the number of steps taken. If a Pokémon in the party has either the Magma Armor or Flame
Body abilities, the steps needed are halved.
I'll list this as a separate sub-section just in case people want to know the specific items associate with breeding. The effects below
do not represent their whole cumulative effects per the comprehensive Items Listings section, just what pertains to breeding. All of
the items must be held by a parent to obtain the named effects, which are still random without both holding the same item unless
otherwise stated.
Destiny Knot Allows five random IVs to be inherited from the parents
Odd Incense Lets Mr. Mime breed Mime Jr. when held
Power Anklet May pass down the Speed IVs of the holder
Power Band May pass down the Special Defense IVs of the holder
Power Belt May pass down the Defense IVs of the holder
Power Bracer May pass down the Attack IVs of the holder
Power Lens May pass down the Special Attack IVs of the holder
Power Weight May pass down the Max HP IVs of the holder
When it comes to Pokédex completion, some species of Pokémon can only be found by breeding them. This section denotes which
Pokémon are typically breeding-exclusive and how to get them. I list all of the Pokémon that typically are breeding-exclusive simply
for the sake of simplicity; some actually can be found in the game by other means, but we're here anyways, right?
Phione Manaphy & Ditto Breed Manaphy and Ditto together for Phione
Pichu Pikachu, Raichu Just breed; hold Light Ball to learn Volt Tackle
• PREREQUISITES:
• Access to the Nursery
• At least one Pokémon foreign to your region (this is noted by a regional abbreviation on the Pokémon's status screen, like JPN for
Japan)
• A foreign-region Ditto makes stuff like this really efficient in that you can work it with Pokémon with any gender
• BENEFITS:
• Shiny Pokémon become approximately three times more common (3 in 4,096)
DETAILS:
The Masuda method, seemingly named for Junichi Masuda, a person involved in the development of the Pokémon series, has one
notable benefit: Shiiiiiiiiiiiiiiiiny Pokémon! Shiny Pokémon are not extremely notable on a level of depth. Other than Generation II,
Shiny Pokémon typically did not have exceptional stats, and their movesets and the like were the same as their non-Shiny
counterparts. But the one thing that makes them so desireable on the surface is their coloration. Pokémon often look different when
Shiny - a Shiny Gyarados is red instead of blue, a Shiny Sceptile is cyan instead of green, a Shiny Moltres is pink instead of
yellow/red, a Shiny Salamence is green not blue, a Shiny Rayquaza is black instead of green, and so on and so forth.
Under most circumstances, Shiny Pokémon are extremely rare. The odds of finding them are 12 in 65,536, commonly rounded to 1
in 4,096, about 0.0244%. Think about that for a moment. You might go through 500 wild battles in a relatively completionist
playthrough, yet that's barely 1/10 of the way to the 1 in 5,000 a Shiny Pokémon will appear in. Normally, finding Shinies requires
tedious looking in an area. Additional methods to increase the rate of Shinies have been brought in over the years - like forced
encounters (Shiny Gyarados in Generation II/IV), special items (Shiny Charm, B2/W2, tripled rate), and PokéRadar chaining (Gen.
IV/VI, 40x more effective at best).
Of course, all of them still require some level of work. The one with the least true "work" involved is the Masuda method of Pokémon
breeding. In it, you will need two Pokémon, each from a different region - that means you can have one of your own, and one from
elsewhere. The region is denoted on the Pokémon's status screen by some form of abbreviation where yours are normally blank.
(Plus, Japanese/Korean characters are a dead give-away. =P)
Basically, you breed the two together ... and that's it. There's nothing special involved with this method that you don't want to be - if
you're just looking for a Shiny, without desiring certain IVs or moves or Nature or whatever, you can just breed them, but this
otherwise still falls under normal breeding doctrines.
The chance of finding Shiny Pokémon like this is 6 in 4,096 - six times more effective than random hunting/breeding - and 18 in
4,096 with the Shiny Charm. It's not much, but it's practically the only way to, for example, get Shiny starter Pokémon... ;)
Keep in mind Wonder Trade for this - lots of people use that. As someone from the U.S., I get foreign Pokémon 40% ~ 50% of the
time, which means residents of other regions are very likely to get something foreign (if just the U.S. dominates half the market).
• PREREQUISITES: Keep in mind "perfect" is in reference to your strategy: for example, a "perfect" Speed IV on a Trick Room
Pokémon can actually refer to it being 0 in lieu of 31. Also keep in mind Hyper Training can in effect max your IVs.
• Access to the Nursery
• One Everstone for ideal inheritance of Nature
• One Destiny Knot for ideal inheritance of IVs
• A Ditto with two perfect IVs (if the Pokémon falls in the right gender/Egg Group (must be female and same species or male and
same Egg Group/species), it works just as well)
• Another Ditto with different perfect IVs (if the Pokémon falls in the right gender/Egg Group (must be female and same species or
male and same Egg Group/species), it works just as well)
• A third Ditto with different perfect IVs (if the Pokémon falls in the right gender/Egg Group (must be female and same species or
male and same Egg Group/species), it works just as well)
• Ideally, you can also swap an applicable Pokémon with 6 perfect IVs in for these three Ditto and cut out a lot of middle-man: you
may be able to find a 6V Ditto if you ask on the Trading Boards here on GameFAQs (use the dropdown from the "Boards" tab)
• BENEFITS:
• A Pokémon with 31 IVs in multiple stats!
• A Pokémon with an ideal Nature for whatever stat you want (if you use the Everstone)
• It can be coupled with the Masuda method above if you have enough foreign Pokémon
DETAILS:
This is a method for breeding Pokémon in such a way as to breed them to have perfect IVs. Breeding Pokémon can be a tedious
process, especially when you don't know what you're even passing down - the hold items can help, but... I mean, I use Dittos with
six perfect IVs and it can take me still about 20 Eggs if I have a Pokémon with the right Nature to breed with, and well around 100
without in some cases. I remember my Golett taking like 200+ Eggs before I just settled for Brave over Adamant.
Well, anyways, this method is to get you max IVs on all six stats - as you recall, IVs boost stat growth by their value (0~31) at Level
100, and proportionately at lower levels. Combining this with an ideal Nature allows you to effectively boost a stat 34.1 points above
the base value - with maxed EVs (252+) in a stat, you can increase a stat by almost 100 points! When it comes to powerhouses like
Rhydon in Attack (130 base) or tanks like Blissey (255 base HP), these are significant increases. God forbid you max out the EVs,
IVs, and give an offense-centric Nature to a Shuckle knowing Power Trick. o_o;;
Anyways, the process requires a Ditto with two perfect IVs. You can also combine this with the Masuda method - previous sub-
section - for somewhat likely Shiny Pokémon. It is recommended you do this by hatching five Eggs at a time, and also that you have
a Pokémon with the Flame Body or Magma Body abilities in the party (alongside the Eggs) to speed up the process.
So, once you have the Ditto (or applicable replacement), you need someone of the desired Pokémon species (female if looking for
the hidden ability and it already has it or you're not using the Ditto and the species). Whoever has the desired Nature should hold
the Everstone during breeding to give it to the child. The child will have that Nature. Next, make the child hold a Destiny Knot and
breed that with the second Ditto with different 31-IVs. Once that Egg hatches, breed the child (this time now holding the Destiny
Knot) with the third Ditto. Hopefully, this results in a child with perfect IVs - if not, the Destiny Knot's RNG kinda screwed you, so try
again!
To be sure, check with the IV Ace Trainer in the Battle Resort's Pokémon Center. It will be unlikely for you to actually find one early
on with all four-to-six IVs maxed. However, be sure to compare them to the parents' IVs and think this: "If I were to replace one of
the parents with this Pokémon, would I (a) have more complete IVs among the two than before and (b) would I still be able to get all
of the IVs I want?" Be sure to go through that process every time you hatch an Egg. This will optimize the breeding process's
efficiency and your odds of getting a desired Pokémon.
If you begin using a Pokémon of an non-ideal Nature, however, be sure to only look out for that Pokémon with the right Nature to
begin with. Then also go through the same thought process I mentioned earlier, mostly in regards to whether you will still be able to
generate the ideal set of IVs from the parents with this child in. That way, you can now have the replacement Pokémon have the
Everstone to get the right Nature and the other parent hold the Everstone.
Remember, this will likely take an hour or two to get right, between the optimization steps and the IV-checking. When the two
parents are both high-IV'd (usually I settle for them both having 5 perfect IVs and able to make the perfect set) and throwing down
the proper Nature, at that point you can save a little time by discriminating against the children as you don't really need replacing
after a certain point. For example, did they get the Hidden Ability? If not, you can simply not check them - it speeds things up a little.
not much, but in those long runs when you get unlucky...
IMPORTANT NOTE:
Often, you might find Pokémon with only five maxed IVs, or actually just want one. The main reason is their Attack and Special
Attack for offense. Typically, people will engineer Pokémon in breeding so that the Pokémon's higher of Attack or Special Attack in
their base stats is favored by Nature, EVs, and IVs, often letting the other of the two go completely neglected. (For example, 252
EVs and 31 IVs in Attack with an Adamant Nature, which +10% Attack and -10% Special Attack.) This can result in a ~100 point
boost and much saved time: since you don't have to work on one of the stats, EVs and such can be devoted to the other(s), time is
very much saved, and you don't have to figure out which stat you want the Nature to detract from. The main reason for this is that
the Trainer will have an only-Physical (Attack/Defense) or only-Special (Special Attack/Special Defense) moveset. If you are opting
for such a moveset, you are more than welcome to ignore the stat you're not even going to use whatsoever. Other than Pokémon
with varied movesets and certain other strategies, 6 IVs only has a use in influencing Hidden Power and for breeding with the
Destiny Knot.
EXAMPLE:
Just in case the previous description wasn't very clear, let's say I want a perfect-IV Pikachu. I will first then want a perfect-IV Pikachu
or Pichu from the Nursery. So, this is what I bring to the situation.
• Process:
• Breed Raichu and a Ditto - for this, I'll use "HP/Sp.Atk." for those IVs.
• Have the one with the desired Nature hold the Everstone as applicable, and the other (or any) have a Destiny Knot.
• Obtain and hatch Eggs until you get a Pichu with two or more perfect IVs.
• Get the Pichu and another Ditto with different IVs together; have one hold the Destiny Knot, and if you have the Pichu with the right
Nature, have it hold an Everstone.
• Obtain and hatch Eggs until you get a Pichu with four or more perfect IVs.
• Get this second Pichu and the third Ditto together, the latter having still-unobtained perfect IVs: have one hold the Destiny Knot, and
if you have an ideal-Nature Pichu, have it hold the Everstone.
• Obtain and hatch Eggs until you have a Pichu with correct-five or six perfect IVs, depending on what your strategy dictates.
A sort of accessory to your Rotom Pokédex is that of the Poké Finder: at certain locations in the game you'll be able to find and take
pictures of wild Pokémon. In doing so, you'll earn comments and "thumbs ups" (sort of like a point system) on your pictures, and
you'll get more thumbs-ups the better the picture is. Better pictures tend to be zoomed in on the Pokémon, are front-on, and are
done while the Pokémon is posing if at all.
By earning points, you will end up earning new levels to your Poké Finder: once you reach version five, you'll get a stamp on your
Trainer Passport.
Ver. 5 1,500,000 To call the Pokémon's attention and call them to you
Here's a quick list of all of the locations where you can take pictures with the Poké Finder.
• Melemele Island:
• Hau'oli Cemetery: Northeastern corner of the cemetery.
• Hau'oli City - Beachfront: You can find one just south of the ramp onto the beachfront, near the darker patch of sand.
• Hau'oli City - Shopping District: Down the street from the Pokémon Center near a damaged spot in the right wall.
• Melemele Meadow: On the upper level where you found Nebby on your first visit, at the southernmost tip of the area.
• Kala'e Bay: On the east side of the water, near the water.
• Akala Island:
• Paniola Ranch: Along the west fence near the north exit.
• Brooklet Hill: On the southwestern shore of the lake at the trial site.
• Royal Avenue: At the circular fenced-in garden's southern portion.
• Wela Volcano Park: On the downhill portion, on a lower level on the right side.
• Route 8: Next to the Aether Foundation trailer.
• Ula'ula Island:
• Mount Hokulani: On the downhill portion, at a cliff on the west side.
• Thrifty Megamart: Next to a pile of boxes.
• Ula'ula Meadow: Along the wooden bridge, there's a small bit extra on the southeast end. Stand there to find it.
• Blush Mountain: Near the northwestern fence next to the plant.
• Mount Lanakila: On the uphill portion towards the Pokémon League, on the right side and south of an ice boulder.
• Poni Island:
• Vast Poni Canyon: At the long bridge near the end.
• Poni Meadow: At the western shore of the lake, behind the tree.
• Poni Coast: On a raised ledge near one of the Tauros boulders.
Island Scan
After a certain point in the game, you'll unlock the Island Scan function from the X Button menu. When you access this menu, you'll
be allowed to scan QR codes given off by the Pokédex of other games or found via other means. Any QR code can be used, for that
matter, not just those given off by the Pokédex: in other cases, it's simply somewhat random as to what is seen.
Regardless of the means, these QR codes will add the Pokémon into your Pokédex as being seen. You can scan a new QR code
every two hours, and can save up to 10 QR codes.
• North American Games: Two lists are provided here. The first link to Imgur will load up a few hundred images, so it's best to avoid
that unless you want to get many at once. The second link has a table with all those images linked to in a sortable table, meaning
you can more easily find, pick, and choose the one you want. Either way, you'll find every Pokémon listed in the Alolan Pokédex that
has a QR code attached to it (non-legendary in other words), plus numerous Shiny Formes.
• https://imgur.com/EFOqs
• http://www.pokemongohub.net/pokemon-sun-moon-qr-codes/
The interesting fact is that none of these Pokémon are native to the Alola region. Furthermore, which Pokémon appears where
depends on the day of the week, and which island you're on when hitting 100 points. They are as follows.
Pokémon Ribbons
Ribbons have been a common characteristic of most Pokémon games since the release of the original Pokémon Ruby/Sapphire.
Each game has had their Ribbons obtainable in a number of ways, and every Ribbon ever obtained will be dragged on from one
game to the next as the Pokémon is transferred. Below, you'll find a comprehensive list of the known Pokémon Ribbons and how to
get them. They'll be ordered by the games' actual releases to which they apply (thus, OR/AS is nearly last), with a variety of special
Ribbons being near the end.
Be particularly aware that, while some cross-regional Ribbons may be similar or even the same in how to get them (such as the
Hoenn and Sinnoh Contest Ribbons), you have to do each task once per region to get all of the Ribbons. However, within the
context of individual games, the games are grouped by their applicability, as it were: for example, if you get the Beauty Ribbon on
Pokémon Sapphire, you cannot get it a second time on Ruby or Emerald. Finally, be aware that only the Pokémon that participate in
the effort that makes you earn the Ribbon (such as the final battle of the Elite Four challenge) will get the Ribbon.
If you're curious, the only way to get the most Ribbons short of hacking and the special ones from distributions would be to get a
Shadow Pokémon from XD, bring it to R/S, and start 100%-ing from there.
There also exist a ton of Ribbons from early Pokémon games not noted here (mostly Generations III/IV) that are referenced in the
game code for the same that likely were intended to be given out at tournaments and the like, but cannot be obtained even through
hacking so they're likely just references to deleted Ribbons. Just thought you'd want to know. The following games also yield no
Ribbons whatsoever: Pokémon FireRed/LeafGreen, Pokémon Black/White, Pokémon Black/White 2, and all side-series Pokémon
games aside from Colosseum and XD.
(OLD) HOENN REGION RIBBONS - POKÉMON RUBY, SAPPHIRE, AND EMERALD VERSIONS (GBA)
Beat a Master Rank Contest in these games with a high score and have the participant's painting put in the
Artist Ribbon
Lilycove Art Museum.
Beauty Ribbon
Win a Hyper-rank Beauty Pokémon Contest in these games.
Hyper
Beauty Ribbon
Win a Master-rank Beauty Pokémon Contest in these games.
Master
Beauty Ribbon
Win a Super-rank Beauty Pokémon Contest in these games.
Super
Champion
Beat the Elite Four and Champion in these games.
Ribbon
Cool Ribbon
Win a Hyper-rank Cool Pokémon Contest in these games.
Hyper
Cool Ribbon
Win a Master-rank Cool Pokémon Contest in these games.
Master
Cool Ribbon
Win a Super-rank Cool Pokémon Contest in these games.
Super
Cute Ribbon
Win a Hyper-rank Cute Pokémon Contest in these games.
Hyper
Cute Ribbon
Win a Master-rank Cute Pokémon Contest in these games.
Master
Cute Ribbon
Win a Super-rank Cute Pokémon Contest in these games.
Super
Show a Pokémon with maxed EVs to a person in the Slateport Marketplace. (Same as in all other games where
Effort Ribbon
this is: cannot get two.)
This Ribbon was given to semifinalists in a national-level Pokémon tournament in 2003. This Ribbon is deleted
Land Ribbon
upon transference to the Unova games and no longer exists in the game code.
This Ribbon was given to runner-ups in a national-level Pokémon tournament in 2005. This Ribbon is deleted
Marine Ribbon
upon transference to the Unova games and no longer exists in the game code.
Smart Ribbon
Win a Hyper-rank Smart Pokémon Contest in these games.
Hyper
Smart Ribbon
Win a Master-rank Smart Pokémon Contest in these games.
Master
Smart Ribbon
Win a Super-rank Smart Pokémon Contest in these games.
Super
Tough Ribbon
Win a Hyper-rank Tough Pokémon Contest in these games.
Hyper
Tough Ribbon
Win a Master-rank Tough Pokémon Contest in these games.
Master
Tough Ribbon
Win a Super-rank Tough Pokémon Contest in these games.
Super
Victory Ribbon Get a 100-win streak in the Battle Tower in these games.
Winning Ribbon Get a 50-win streak in the Battle Tower in these games.
ORRE REGION RIBBONS - POKÉMON COLOSSEUM & POKÉMON XD: GALE OF DARKNESS (GC)
Earth Ribbon This Ribbon is given to all Pokémon in the party when you win 100 straight battles at Mt. Battle.
National Ribbon This Ribbon is given to any Pokémon who was once a Shadow Pokémon and now has been purified.
SINNOH REGION RIBBONS - POKÉMON DIAMOND, PEARL, AND PLATINUM VERSIONS (DS)
Beat the Tower Tycoon for the first time in the Battle Frontier's Battle Tower Single Battle version in Pokémon
Ability Ribbon
Platinum. Same Ribbon as in Pokémon HG/SS (can't get two).
Earned from Julia in Sunyshore on Mondays: given to your lead Pokémon. (Same as in all games where you can
Alert Ribbon
get this: cannot get two.)
Beauty Ribbon
Win a Great-rank Beauty Super Contest in these games.
Great
Beauty Ribbon
Win a Master-rank Beauty Super Contest in these games.
Master
Beauty Ribbon
Win an Ultra-rank Beauty Super Contest in these games.
Ultra
Earned from Julia in Sunyshore on Thursdays: given to your lead Pokémon. (Same as in all games where you
Careless Ribbon
can get this: cannot get two.)
Cool Ribbon
Win a Great-rank Cool Super Contest in these games.
Great
Cool Ribbon
Win a Master-rank Cool Super Contest in these games.
Master
Cool Ribbon Ultra Win an Ultra-rank Cool Super Contest in these games.
Cute Ribbon
Win a Great-rank Cute Super Contest in these games.
Great
Cute Ribbon
Win a Master-rank Cute Super Contest in these games.
Master
Cute Ribbon Ultra Win an Ultra-rank Cute Super Contest in these games.
Double Ability Complete the Battle Frontier's Battle Tower's Double Battle challenge in Pokémon Platinum. Same Ribbon as in
Ribbon Pokémon HG/SS (can't get two).
Earned from Julia in Sunyshore on Wednesdays: given to your lead Pokémon. (Same as in all games where you
Downcast Ribbon
can get this: cannot get two.)
Show a Pokémon with maxed EVs to a person in Sunyshore. (Same as in all other games where this is: cannot
Effort Ribbon
get two.)
Earned by showing a Pokémon with max Happiness to Dr. Footstep on Route 213. Same as in Pokémon X/Y
Footprint Ribbon
and OR/AS (cannot get two).
Bought for $10,000 in the Ribbon Syndicate and given to your lead Pokémon. Same as in Pokémon Omega Ruby
Gorgeous Ribbon
& Alpha Sapphire (cannot get two).
Gorgeous Royal Bought for $999,999 in the Ribbon Syndicate and given to your lead Pokémon. Same as in Pokémon Omega
Ribbon Ruby & Alpha Sapphire (cannot get two).
Great Ability Beat the Tower Tycoon for the second time in the Battle Frontier's Battle Tower's Single Battle version in
Ribbon Pokémon Platinum. Same Ribbon as in Pokémon HG/SS (can't get two).
Multi Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokémon Platinum. Same Ribbon as in
Ribbon Pokémon HG/SS (can't get two).
Pair Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokémon Platinum. Same Ribbon as in
Ribbon Pokémon Platinum (can't get two).
Earned from Julia in Sunyshore on Fridays: given to your lead Pokémon. (Same as in all games where you can
Relax Ribbon
get this: cannot get two.)
Bought for $100,000 in the Ribbon Syndicate and given to your lead Pokémon. Same as in Pokémon Omega
Royal Ribbon
Ruby & Alpha Sapphire (cannot get two).
Earned from Julia in Sunyshore on Tuesdays: given to your lead Pokémon. (Same as in all games where you can
Shock Ribbon
get this: cannot get two.)
Sinnoh Champ
Beat the Elite Four and Champion in these games.
Ribbon
Smart Ribbon
Win a Great-rank Smart Super Contest in these games.
Great
Smart Ribbon
Win a Master-rank Smart Super Contest in these games.
Master
Smart Ribbon
Win an Ultra-rank Smart Super Contest in these games.
Ultra
Earned from Julia in Sunyshore on Sundays: given to your lead Pokémon. (Same as in all games where you can
Smile Ribbon
get this: cannot get two.)
Earned from Julia in Sunyshore on Saturdays: given to your lead Pokémon. (Same as in all games where you
Snooze Ribbon
can get this: cannot get two.)
Tough Ribbon
Win a Great-rank Tough Super Contest in these games.
Great
Tough Ribbon
Win a Master-rank Tough Super Contest in these games.
Master
Tough Ribbon
Win an Ultra-rank Tough Super Contest in these games.
Ultra
World Ability Complete the Wi-Fi Battle Challenge in Pokémon Platinum's Battle Frontier's Battle Tower. Same Ribbon as in
Ribbon Pokémon HG/SS (can't get two).
(NEW) JOHTO REGION RIBBONS - POKÉMON HEARTGOLD AND SOULSILSVER VERSIONS (DS)
Beat the Tower Tycoon for the first time in the Battle Frontier's Battle Tower Single Battle version in these
Ability Ribbon
games. Same Ribbon as in Pokémon Platinum (can't get two).
Earned from Monica on Route 40 on Mondays: given to your lead Pokémon. (Same as in all games where you
Alert Ribbon
can get this: cannot get two.)
Earned from Arthur on Route 36 on Thursdays: given to your lead Pokémon. (Same as in all games where you
Careless Ribbon
can get this: cannot get two.)
Double Ability Complete the Battle Frontier's Battle Tower's Double Battle challenge in Pokémon HG/SS. Same Ribbon as in
Ribbon Pokémon Platinum (can't get two).
Downcast Earned from Wesley at the Lake of Rage on Wednesdays: given to your lead Pokémon. (Same as in all games
Ribbon where you can get this: cannot get two.)
Great Ability Beat the Tower Tycoon for the second time in the Battle Frontier's Battle Tower Single Battle version in these
Ribbon games. Same Ribbon as in Pokémon Platinum (can't get two).
Show a Pokémon with maxed EVs to a person in Blackthorn. (Same as in all other games where this is: cannot
Effort Ribbon
get two.)
Given only to the Pokémon who you use to beat Pokémon Trainer Red atop Mt. Silver. Thus, only up to six are
Legend Ribbon
given per file.
Multi Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokémon HG/SS. Same Ribbon as in
Ribbon Pokémon Platinum (can't get two).
Pair Ability Complete the Battle Frontier's Battle Tower's Multi Battle challenge in Pokémon HG/SS. Same Ribbon as in
Ribbon Pokémon Platinum (can't get two).
Earned from Frieda on Route 32 on Fridays: given to your lead Pokémon. (Same as in all games where you can
Relax Ribbon
get this: cannot get two.)
Earned from Tuscany on Route 29 on Tuesdays: given to your lead Pokémon. (Same as in all games where you
Shock Ribbon
can get this: cannot get two.)
Earned from Sunny on Route 37 on Sundays: given to your lead Pokémon. (Same as in all games where you can
Smile Ribbon
get this: cannot get two.)
Earned from Santos in Blackthorn on Saturdays: given to your lead Pokémon. (Same as in all games where you
Snooze Ribbon
can get this: cannot get two.)
World Ability Complete the Wi-Fi Battle Challenge in Pokémon HG/SS's Battle Frontier's Battle Tower. Same Ribbon as in
Ribbon Pokémon Platinum (can't get two).
Earned from a Tourist in Hotel Anbrette on Mondays: given to your lead Pokémon. (Same as in all games where
Alert Ribbon
you can get this: cannot get two.)
Best Friends Show a Pokémon that has max Affection in Pokémon-Amie to Bonnie in Centrico Plaza of Lumiose. Same as in
Ribbon OR/AS (cannot get two).
Careless Earned from a Tourist in Hotel Coumarine on Thursdays: given to your lead Pokémon. (Same as in all games
Ribbon where you can get this: cannot get two.)
Dowscast Earned from a Tourist in Hotel Marine Snow on Wednesdays: given to your lead Pokémon. (Same as in all games
Ribbon where you can get this: cannot get two.)
Show a Pokémon with maxed EVs to a person in Laverre. (Same as in all other games where this is: cannot get
Effort Ribbon
two.)
Expert Battler Earn a 50-win streak and beat the Battle Chatelaine in the Battle Maison's Super battles. Same as in
Ribbon OR/AS(cannot get two).
Footprint Earned by showing a Pokémon with max Happiness to a man in Shalour. Same as in the Sinnoh-region games and
Ribbon OR/AS (cannot get two).
Kalos
Champion Beat the Elite Four and Champion in these games.
Ribbon
Earned from a Tourist in Hotel Couriway on Fridays: given to your lead Pokémon. (Same as in all games where
Relax Ribbon
you can get this: cannot get two.)
Skillful Battler Earn a 20-win streak and beat the Battle Chatelaine in the Battle Maison's regular battles. Same as in OR/AS
Ribbon (cannot get two).
Earned from a Tourist in Hotel Camphrier on Tuesdays: given to your lead Pokémon. (Same as in all games where
Shock Ribbon
you can get this: cannot get two.)
Earned from a Tourist in Hotel Coumarine on Sundays: given to your lead Pokémon. (Same as in all games where
Smile Ribbon
you can get this: cannot get two.)
Earned from a Tourist in Hotel Cyllage on Saturdays: given to your lead Pokémon. (Same as in all games where
Snooze Ribbon
you can get this: cannot get two.)
Earned from a Black Belt outside Dewford's Pokémo Center when you show her a Pokémon who has
Training
completed all non-tutorial Super Training regimens and beat the time records (thus getting a gold medal in
Ribbon
each). Same as in OR/AS (cannot get two).
(NEW) HOENN REGION RIBBONS - POKÉMON OMEGA RUBY AND ALPHA SAPPHIRE (3DS)
Earned from a woman in the Mauville Hills apartments on Mondays. (Same as the other games it is in: cannot
Alert Ribbon
get two.)
Whenever a Pokémon is transferred from an older game that had Battle Towers and they earned Ribbons
Battle Memory
therein, this Ribbon will replace those Ribbons, with a number indicating how many Ribbons this Pokémon
Ribbon
earned from the Towers.
Beauty Master
Given to a Pokémon that wins the Master Rank Beautiful Contest.
Ribbon
Best Friends Show a Pokémon that has max Affection in Pokémon-Amie to a woman in Mauville Hills. Same as in X/Y (cannot
Ribbon get two).
Earned from a woman in the Mauville Hills apartments on Thursdays. (Same as the other games it is in: cannot
Careless Ribbon
get two.)
Cleverness
Given to a Pokémon that wins the Master Rank Clever Contest.
Master Ribbon
Whenever a Pokémon is transferred from an older game that had Pokémon Contests and they won any Ribbons
Contest Memory
in said Contests, this Ribbon will replace those Ribbons, with a number indicating how many Ribbons this
Ribbon
Pokémon earned in those contests.
Contest Star Given to a Pokémon that wins the five Master Rank Contests, one of each type: also gives them a special battle
Ribbon entrance animation.
Coolness Master
Given to a Pokémon that wins the Master Rank Cool Contest.
Ribbon
Cuteness Master
Given to a Pokémon that wins the Master Rank Cute Contest.
Ribbon
Downcast Earned from a woman in the Mauville Hills apartments on Wednesdays. (Same as the other games it is in:
Ribbon cannot get two.)
Show a Pokémon with maxed EVs to a person in the Pokémon Fan Club. (Same as in all other games where this
Effort Ribbon
is: cannot get two.)
Expert Battler Earn a 50-win streak and beat the Battle Chatelaine in the Battle Maison's Super battles. Same as in X/Y (cannot
Ribbon get two).
Footprint Earned by showing a Pokémon with max Happiness to a man in the Battle Resort. Same as in the Sinnoh-region
Ribbon games and X/Y (cannot get two).
Gorgeous Bought in western 1F of Mauville for $10,000 and given to your lead Pokémon. (Same as in the Sinnoh games:
Ribbon cannot earn two.)
Gorgeous Royal Bought in western 1F of Mauville for $999,999 and given to your lead Pokémon. (Same as in the Sinnoh games:
Ribbon cannot earn two.)
Hoenn
Champion Given to your party when you defeat the Elite Four and Champion.
Ribbon
Earned from a woman in the Mauville Hills apartments on Fridays. (Same as the other games it is in: cannot get
Relax Ribbon
two.)
Bought in western 1F of Mauville for $100,000 and given to your lead Pokémon. (Same as in the Sinnoh games:
Royal Ribbon
cannot earn two.)
Earned from a woman in the Mauville Hills apartments on Tuesdays. (Same as the other games it is in: cannot
Shock Ribbon
get two.)
Skillful Battler Earn a 20-win streak and beat the Battle Chatelaine in the Battle Maison's regular battles. Same as in X/Y
Ribbon (cannot get two).
Earned from a woman in the Mauville Hills apartments on Sundays. (Same as the other games it is in: cannot get
Smile Ribbon
two.)
Earned from a woman in the Mauville Hills apartments on Saturdays. (Same as the other games it is in: cannot
Snooze Ribbon
get two.)
Toughness
Given to a Pokémon that wins the Master Rank Tough Contest.
Master Ribbon
Earned from a Black Belt outside Dewford's Pokémo Center when you show her a Pokémon who has
Training Ribbon completed all non-tutorial Super Training regimens and beat the time records (thus getting a gold medal in
each). Same as in X/Y (cannot get two).
This Ribbon is only obtained on certain Pokémon from special distributions in Generations V and VI, often those
Birthday
celebrating anniversaries in the series. In addition, any Pokémon holding this cannot be traded via GTS,
Ribbon
legendary or not.
This Ribbon is only obtained on certain Pokémon from special distributions. It has been seen in distributions from
Classic Ribbon
Generations IV and V.
This Ribbon is only obtained on certain Pokémon from special distributions. It has only been seen in Generation V
Event Ribbon
distributions, though it is in the code for Generation IV as the History Ribbon.
This Ribbon is only obtained on certain Pokémon from special distributions. It has been seen in distributions from
Premier
Generations IV (Mew only), V (Mewtwo only), and VI (various), mostly in relation to premiers in the Pokémon
Ribbon
movies. In addition, any Pokémon holding this cannot be traded via GTS, legendary or not.
Souvenir This Ribbon is only obtained on certain Pokémon from special distributions. It has only been seen in Generation V
Ribbon distributions, though it is in the code for Generation IV as the Festival Ribbon.
Wishing This Ribbon is only obtained on certain Pokémon from special distributions. It has only been seen in Generation V
Ribbon distributions, though it is in the code for Generation IV as the Carnival Ribbon.
Your Trainer Passport houses a collection of stamps for completing various achievements in the game, 15 in all. These
achievements are denoted below.
Stamp #2 - Melemele Trial Completion Complete the Grand Trial of Melemele Island.
Stamp #3 - Akala Trial Completion Complete the Grand Trial of Akala Island.
Stamp #4 - Ula'ula Trial Completion Complete the Grand Trial of Ula'ula Island.
Stamp #5 - Poni Trial Completion Complete the Grand Trial of Poni Island.
Stamp #6 - Island Challenge Completion Complete the Island Challenge and become the Alola Champion.
Stamp #7 - Melemele Pokédex Completion Complete the Melemele Island part of the Pokédex.
Stamp #8 - Akala Pokédex Completion Complete the Akala Island part of the Pokédex.
Stamp #9 - Ula'ula Pokédex Completion Complete the Ula'ula Island part of the Pokédex.
Stamp #10 - Poni Pokédex Completion Complete the Poni Island part of the Pokédex.
Stamp #12 - 50 Consecutive Single Battle Wins Get a 50-win streak in Single Battles at the Battle Tree.
Stamp #14 - Poké Finder Pro Upgrade the Poké Finder to the maximum level.
Stamp #15 - 50 Consecutive Multi Battle Wins Get a 50-win streak in Multi Battles at the Battle Tree.
There are two special Key Items you can obtain in the course of this game, the Oval Charm and the Shiny Charm.
• Oval Charm: This item boosts the rate at which you can find Eggs at the Pokémon Nursery. To get it, you need to first become the
Alola Champion, then go to the Game Freak building in Heahea City and defeat Morimoto.
• Shiny Charm: This item will triple the rate at which you find Shiny Pokémon in the wild and in other circumstances. To obtain this,
you need to complete the Alola Pokédex, save for Magearna and Marshadow, then speak with the Game Director in Heahea City.
Sectional Flowchart
On Route 2, there is a Pokémon Center. A girl in there is requesting a Spearow for her Machop.
In the Route 5 Pokémon Center, a boy near the cafe will trade his Bounsweet for your Lillipup.
In the Konikoni City Pokémon Center, a child on the left side will trade their Poliwhirl for your Zubat. Do take note that the Poliwhirl
will be holding Waterium Z!
In Tapu Village, in the Pokémon Center, you can speak to a hiker who will give you his Alolan Graveler - which holds Rockium Z and
will evolve into Alolan Golem in the trade - for a Haunter.
At the Poni Gauntlet, near the end and right near the entrance to the Battle Tree, is a Punk Guy. If you speak to him he'll offer to
trade you a Talonflame for a Bewear, which can be found right in this area. This Talonflame has its Hidden Ability of Gale Wings and
will also come holding Firium Z.
Gift Pokémon
Sectional Flowchart
This section contains info on all of the freely-awarded Pokémon in the game, short of Pokémon downloaded from various
distributions.
You'll be given one of these three Pokémon at your own decision when you reach Iki Town and rescue Lillie's Cosmog from the
Spearow horde.
An Eevee Egg
When you go to the Paniola Ranch and visit the Pokémon Nursery, the girl at the reception will hand you an Egg, which will hatch
into an Eevee.
Zygarde
On Route 16, you can find a Reassembly Unit in the place to the east of the Pokémon center set up by the Aether Foundation.
There, you can assemble or separate Zygarde Cores/Cells into Zygarde, either into a unique Zygarde or you can add them onto a
Zygarde. When a Zygarde has at least 10 Cells/Cores (each carry equal weight), you can get the 10% Forme; with 50, the 50%
Forme; and with 100, the Complete Forme. The Forme differences are below for the curious.
Power
#71 Zygarde Dragon/Gro 10 11 48 21 20 14 12 17 22 109
Constru 54 71 61 85
8 (10%) und 0 0 1 8 5 7 7 5 5 7
ct
Zygarde Power
#71 Dragon/Gro 21 10 12 70 54 20 24 16 19 19 155
(Comple Constru 81 95 95
8 und 6 0 1 8 2 5 7 7 5 5 1
te) ct
Aerodactyl
In Seafolk Village, go into the southwesternmost of the houses at the pier. You'll find a woman, a man, and a Pelipper inside: the
woman will give you a Level 40 Aerodactyl!
A number of Pokémon have different Formes, as you've probably already figured out by playing the game and with Mega Evolution
and Primal Reversion. You also can quite tell that a Pokémon's Forme can have a drastic effect on the strategy used with that
Pokémon, and even with whether it should be used. Many of these Forme changes are based on gender and are therefore
inconsequential; rather, this section will associate itself with the more pertinent ones not shown elsewhere in this guide, which
themselves are also voluntary for the purposes of this section ... aside from Mega Evolutions and Primal Reversions, which are
covered in their own sections.
Again, keep in mind this is limited to those circumstances you have some semblance of control over: you can either choose the
method or activation of the Forme change, or the circumstances in which it occurs. Random stuff (like male/female, which is RNG-
based) or insignificant stuff (such as male/female Pikachu) is not covered here.
Deoxys 21
Psychic Pressure 50 180 20 180 20 150 365 45 365 45 305
(Attack) 0
#38
6
Deoxys
21
(Defensee Psychic Pressure 50 70 160 70 160 90 145 325 145 325 185
0
)
Deoxys 21
Psychic Pressure 50 95 90 95 90 180 195 185 195 185 365
(Speed) 0
Deoxys: Deoxys has a ton of Formes, each oriented to a single stat: one for balance, one for Attack and Sp. Atk., one for Defense
and Sp. Def., and one for Speed.
Wormada Anticipatio 23 16
Bug/Grass 60 59 85 79 105 36 123 175 215 77
m (Plant) n, Overcoat 0 3
Wormada Anticipatio 23 14
Bug/Steel 60 69 95 69 95 36 143 195 195 77
m (Trash) n, Overcoat 0 3
Wormadam: Wormadam is in a given Forme based on where it evolved from Burmy. It will take on the Plant Forme if evolved in a
grassy area (such as a forest or a field), the Sandy Forme is in a sandy area (such as a beach or desert), and the Trash Forme if
evolved in a city or other civilized area.
Rotom
Electric/Ghos 21 18
(Normal Levitate 50 50 77 95 77 91 105 159 195 159
t 0 7
)
#47
9
Rotom 21 17
Electric/Fire Levitate 50 65 107 105 107 86 135 219 215 219
(Heat) 0 7
Rotom Electric/Wate 21 17
Levitate 50 65 107 105 107 86 135 219 215 219
(Wash) r 0 7
Rotom 21 17
Electric/Ice Levitate 50 65 107 105 107 86 135 219 215 219
(Frost) 0 7
Rotom Electric/Flyin 21 17
Levitate 50 65 107 105 107 86 135 219 215 219
(Fan) g 0 7
Rotom Electric/Gras 21 17
Levitate 50 65 107 105 107 86 135 219 215 219
(Mow) s 0 7
Rotom: Rotom can change into a number of Formes: the normal Forme (Electric/Ghost), the washing machine Wash Forme
(Electric/Water), the oven Heat Forme (Electric/Fire), the lawn-mower Mow Forme (Electric/Grass), the Fan Forme (Electric/Flying),
and the refrigerator Frost Forme (Electric/Ice). You can change forms by examining the box of appliances in Professor Kukui's
basement.
Giratina
Ghost/Drago Pressure, 15 31 18
(Altered 100 120 100 120 90 245 205 245 205
n Telepathy 0 0 5
)
#48
7
Giratina Ghost/Drago 15 35 18
Levitate 120 100 120 100 90 245 205 245 205
(Origin) n 0 0 5
Giratina: Giratina changes to its offense-oriented Origin Forme by holding the Griseous Orb. The Griseous Orb can be bought for
$10,000 in the Hau'oli City mall, unlocked in the post-game.
Shaymi
Natural 10 31
n Grass 100 100 100 100 100 205 205 205 205 205
Cure 0 0
(Land)
#49
2
Shaymi Grass/Flyin Serene 10 31
103 75 120 75 127 211 155 245 155 259
n (Sky) g Grace 0 0
Shaymin: Shaymin can change to its more offensive, Grass/Flying Sky Forme when the Gracidea is used on it. This Gracidea can
be found in the post-game, in the clothing store in the Hau'oli City shopping mall.
BASE STATS LEVEL 100 BASE MAX STATS
POKÉMON
# SPECIES ABILITIES
TYPE
HP ATK DEF SPA SPD SPE HP ATK DEF SPA SPD SPE
#493 Arceus Normal Multitype 120 120 120 120 120 120 350 245 245 245 245 245
Arceus: Arceus has many Formes, one for every type in the game. All those aside from Normal are triggered on the basis of
whatever Plate it holds, due to its Multitype ability: whatever type the plate boosts becomes Arceus's type. Many Plates can be
found in Hau'oli City, either in the main game while hidden though some can be bought for $10,000 in the post-game. This isn't all of
them though.
Tornadus
Prankster, 12 11 26 25 22
(Incarnat Flying 79 115 70 80 235 145 165
Defiant 5 1 8 5 7
e)
#64
1
Tornadus Regenerat 11 12 26 22 24
Flying 79 100 80 90 205 165 185
(Therian) or 0 1 8 5 7
Thunduru
s Electric/Flyi Prankster, 12 11 26 25 22
79 115 70 80 235 145 165
(Incarnat ng Defiant 5 1 8 5 7
e)
#64
2
Thunduru
Electric/Flyi Volt 14 10 26 29 20
s 79 105 70 80 215 145 165
ng Absorb 5 1 8 5 7
(Therian)
Sand
Landorus
Ground/Flyi Force, 11 10 28 23 20
(Incarnat 89 125 90 80 255 185 165
ng Sheer 5 1 8 5 7
e)
#64 Force
5
Landorus Ground/Flyi 10 28 21 18
Intimidate 89 145 90 80 91 295 185 165
(Therian) ng 5 8 5 7
Tornadus, Thundurus, & Landorus: Each of these three pseudo-legendary Pokémon have an additional Forme in addition to the
one in which you caught them known as their Therian Forme. To get that Forme active, you need the Reveal Glass.
Kyurem
Dragon/Ic 12 36 19
(unfused Pressure 130 90 130 90 95 265 185 265 185
e 5 0 5
)
#64
Kyurem- Dragon/Ic 12 36 19
6 Teravolt 170 100 120 90 95 345 205 245 185
Black e 5 0 5
Kyurem: Kyurem also has his own Formes, unlike his brothers, and is made much more useful by this fact. By means of the DNA
Splicers, when used, you can choose Kyurem and then fuse him with one other Pokémon. The physically-oriented Kyurem-Black is
achieved by fusion with Zekrom, and the specially-oriented Kyurem-White is achieved by fusion with Reshiram. Keep in mind that
the resultant Pokémon will retain most of Kyurem's data. For example:
Meloetta: Meloetta will change between its Aria and Pirouette Formes during the course of battle when it used one specific move:
the Relic Song move. This move can be learned from a move tutor in the reception area of the Hano Grand Resort hotel.
Aegislas
Steel/Ghos Stance 23
h 60 50 150 50 150 60 105 305 105 305 125
t Change 0
(Shield)
#68
1
Aegislas
Steel/Ghos Stance 23
h 60 150 50 150 50 60 305 105 305 105 125
t Change 0
(Sword)
Aegislash: Aegislash, one of the dominant beasts of Single Battles, can change its Forme based on its ability Stance Change,
though the game is not exactly clear on the definition what makes it change Forme. By default, when entering battle, Aegislash uses
its Shield Forme. When it changes to Sword Forme, it has done so because you have used an attacking move of some kind that
also does damage directly. When it changes to Shield Forme, it will only do so whenever you use the move King's Shield: only that
move will change it back. Aegi's stats will change between these Formes: mathematically, it will look like a "flipping" for the general
player. Instead, consider it to be a change in the base stats. That means that anything influencing Attack in the Sword Forme still
affects Attack in Shield Forme. Just to avoid confusion.
Power
#71 Zygarde Dragon/Gro 10 11 48 21 20 14 12 17 22 109
Constru 54 71 61 85
8 (10%) und 0 0 1 8 5 7 7 5 5 7
ct
Zygarde Power
#71 Dragon/Gro 21 10 12 70 54 20 24 16 19 19 155
(Comple Constru 81 95 95
8 und 6 0 1 8 2 5 7 7 5 5 1
te) ct
Zygarde: On Route 16, you can find a Reassembly Unit in the place to the east of the Pokémon center set up by the Aether
Foundation. There, you can assemble or separate Zygarde Cores/Cells into Zygarde, either into a unique Zygarde or you can add
them onto a Zygarde. When a Zygarde has at least 10 Cells/Cores (each carry equal weight), you can get the 10% Forme; with 50,
the 50% Forme; and with 100, the Complete Forme.
Hoopa: Hoopa is obtained only from Event distributions and through trading with those who have had Hoopa by that means. Hoopa
has its normal Forme, and also a stronger, Unbound Forme, which is found by using the Prison Bottle on it. This Prison Bottle can
be obtained by speaking to someone in the labs of the Aether Paradise's B2F floor.
Sectional Flowchart
• Volt Tackle
• Secret Sword & Relic Song
• Dragon Ascent
• Draco Meteor
• Blast Burn, Hydro Cannon, and Frenzy Plant
• Fire Pledge, Water Pledge, and Grass Pledge
Volt Tackle
Move
Type Class Power Acc. PP Targets L.R. Contact Effects
Name
Northwest of Konikoni City is a girl with a trio of Pikachus. She'll give you Pikanium Z and also be willing to teach you the move
necessary for Pikachu to make use of that Z Crystal, Pikanium Z.
Move
Type Class Power Acc. PP Targets L.R. Contact Effects
Name
In the Hano Grand Resort's hotel, just to the southwest of reception, a man standing next to an Alolan Meowth will be willing to
teach your Keldeo Secret Sword or your Meloetta Relic Song. By possessing Secret Sword Keldeo enters its Resolute Form, while
by using Relic Song in battle Meloetta will enter its more offensive Aria Forme.
Dragon Ascent
Move Name Type Class Power Acc. PP Targets L.R. Contact Effects
A man in the Seafolk Village Pokémon Center will teach this move to Rayquaza. This highly powerful move is required for Rayquaza
to Mega Evolve.
Draco Meteor
Move Name Type Class Power Acc. PP Targets L.R. Contact Effects
Draco Meteor Dragon Special 130 90 5 One No No Reduces the user's Sp. Atk. 2 stages
The female Ace Trainer in the northwestern corner of the Seafolk Village Pokémon Center will teach this move. Many Dragon-type
Pokémon are capable of learning Draco Meteor, one of the strongest Dragon-type moves in the entire game.
Move Name Type Class Power Acc. PP Targets L.R. Contact Effects
Blast Burn Fire Special 150 90 5 One No No User rests on next turn
Frenzy Plant Grass Special 150 90 5 One No No User rests on next turn
Hydro Cannon Water Special 150 90 5 One No No User rests on next turn
When you unlock the Hau'oli City Mall in the post game, one of the shops there on the east side will be offering to teach your
Pokémon these moves. They can only be taught to the fully-evolved starter Pokémon as below, however:
Dragon Ascent
Move Name Type Class Power Acc. PP Targets L.R. Contact Effects
In the Hau'oli City Shopping Mall in the post-game, one vendor on the east side will be able to teach any and all starter Pokémon
the elemental Pledges. These Pledge moves have interesting effects when used in combos in a Double Battle, so click the links
above to check that out.
Battle Styles
Throughout the game, you'll meet people who will teach you different battle styles, which affect your character's animations in battle
- how they throw their Pokémon, how they stand, stuff like that. Here, we'll discuss where you can manage to get each battle style.
Reverent Style Defeat Captain Kiawe in Paniola Town (Pokémon Sun) or Captain Mallow in Lush Jungle (Moon).
Items Listings
Medicinal Items
Item Effect
Ability Switches the user's Abilities if it has a second non-Hidden Ability. Will not work if the Ability is currently Hidden
Capsule or if it only has one non-Hidden Ability. It will not work to earn/lose Hidden Abilities.
Heals 20 HP to a Pokémon - novelty item that originated in Pokémon FireRed and LeafGreen. Can be held for auto-
Berry Juice
use at 1//2 HP.
Big Malasada Cures all status ailments, except KO and Pokérus - novelty item that originated in Pokémon Sun and Moon.
Casteliacone Cures all status ailments, except KO and Pokérus - novelty item that originated in Pokémon Black and White.
Energy
Restores one Pokémon's HP by 50 points, but lowers Happiness.
Powder
Energy Root Restores one Pokémon's HP by 120 points (not 200 like pre-Generation VII), but greatly lowers Happiness.
Ether Heals 10 PP to one move of one Pokémon.
Fresh Water Heals 30 HP to one Pokémon (as opposed to the pre-Generation VII value of 50).
Full Restore Fully restores one Pokémon's HP and cures all ailments (except KO and Pokérus).
Heal Powder Cures all status ailments, except KO and Pokérus, but also lessens the Pokémon's Happiness.
Lava Cookie Cures all status ailments, except KO and Pokérus - novelty item that originated in Pokémon Ruby and Sapphire.
Lumiose
Cures all status ailments, except KO and Pokérus - novelty item originally in Pokémon X/Y.
Galette
Max Elixir Restores all of the PP for all of one Pokémon's moves.
Mental Herb Cures infatuation, but also lowers the user's Happiness - hold to use automatically.
Old Gateau Cures all status ailments, except KO and Pokérus - novelty item that originated in Pokémon Diamond and Pearl.
Rage Candy Restores 20 HP to a Pokémon - novelty item originating in Pokémon Gold, Silver, Crystal, HeartGold, and
Bar SoulSilver.
Red Flute Snaps Pokémon out of infatuation. Has infinite uses.
Revival Herb Revives a Pokémon from KO with full HP, but greatly lowers its Happiness.
Sacred Ash Revives all Pokémon in the party from KO with full HP, and fully restores the HP of all Pokémon not KO'ed.
Shalour Sable Cures all status ailments, except KO and Pokérus - novelty item that originated in Pokémon X/Y.
Soda Pop Restores 50 HP to a Pokémon (as opposed to the pre-Generation VII value of 60).
White Herb Reverts lowered stats, but lowers Happiness - hold to use automatically.
EV-Changing Items
For those who have no idea what EVs are, check out this section. Otherwise, take note that the vitamin items - HP Up, Protein,
Iron, Calcium, Zinc, and Carbos - will only effect up to 100 EVs in a single stat at once, and beyond that you have to grind manually,
use Super Training (in X/Y/OR/AS), SOS battling (the best method), or use the Wings.
HP Up Maximum HP +10
Boosts the maximum PP of a move by 60%, or up to 60% of its unaltered max. Will not work if it is already at 160% of
PP Max
the norm.
PP Up Boosts the maximum PP of a move by 20%. Will not work if it is already at 160% of the norm.
Rare
Causes an instant level-up, if the Pokémon is under Level 100. (It's most effective, EXP.-wise, just after a level-up.)
Candy
Hold Items
These items are those that take effect only if held (in most cases), and sometimes when held only by specific Pokémon, most often
for an increase in power or defensive prowess. Unless otherwise stated, their effects' influence are limited to the holder of the item in
question.
To the curious, the Type Gem items are not in this game, except for the Normal Gem, and that is only available through the Diancie
distribution in Pokémon X/Y.
Item Effect
Absorb Bulb If the holder is hit by a Water-type move, Special Attack goes up by one stage. Item is gone after use.
Adamant Orb Boosts Dragon- and Steel-type moves' power by 20% for Dialga.
Air Balloon Makes the Pokémon immune to Ground-type moves until hit (which destroys the item).
Amulet Coin Doubles the money earned in Trainer battles, if the holder participates.
Adrenaline
Boosts the holder's Speed by one stage if the holder is affected by Intimidate.
Orb
Assault Vest Raises Special Defense by 50%, but prevents status moves from being used.
Big Root Increases the power of HP-stealing moves like Absorb and Oblivion Wing by 30%.
Binding Band Increases the power of binding moves (e.g. Wrap, Bind) so that they remove 1/6 max HP per turn instead of 1/8.
Heals Poison-type Pokémon's HP (1/16 of the max HP at the end of the turn, like Leftovers), but Poisons and
Black Sludge
damages others (except Steel Pokémon or those with Immunity).
Used in Pokémon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Beauty, it has now returned to
Blue Scarf
use with Omega Ruby/Alpha Sapphire to boost Beautiful.
Bright
Lowers the foes' accuracy by 10%.
Powder
Bug Gem Powers up a Bug-type move by 30% only once when held. The item is gone after its use.
Bug Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Bug type.
Cell Battery If the holder is hit with an Electric-type move, its Attack rises by one stage. Destroyed after use.
Choice Scarf Raises Speed by 50%, but only allows one move to be used until user switches out.
Choice Specs Raises Special Attack by 50%, but only allows one move to be used until user switches out.
Cleanse Tag Lessens the wild Pokémon encounter rate if held by the lead Pokémon.
Lengthens Rain Dance (move) and Drizzle (ability) by about 3 turns. Primordial Sea - Primal Kyogre's ability - is
Damp Rock
not affected by this.
Dark Gem Powers up a Dark-type move by 30% once. The item is gone after its use.
Dark Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Dark type.
Deep Sea
Doubles Clamperl's Special Defense; also used as one of the Evolution Items.
Scale
Deep Sea
Doubles Clamperl's Special Attack; also used as one of the Evolution Items.
Tooth
If the holder is infatuated, so is the one who did the infatuating; in Pokémon Breeding, the holder's child can
Destiny Knot
inherit 5 random IVs taken from either parent.
Draco Plate Boosts the power of Dragon-type moves by 20%; also turns Arceus and Judgment into Dragon-type.
Dragon Gem Boosts the power of a Dragon-type move by 30% just once. The item is gone after its use.
Dragon
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Dragon type.
Memory
Dread Plate Boosts the power of Dark-type moves by 20%; also turns Arceus and Judgment into Dark-type.
Earth Plate Boosts the power of Ground-type moves by 20%; also turns Arceus and Judgment into Ground-type.
Eject Button If the holder is attacked, it switches with another Pokémon in your party. The item is gone after its use.
Electric Gem Powers up an Electric-type move by 30% one time. The item is gone after its use.
Electric
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Electric type.
Memory
When the holder is on Electric Terrain, this will be consumed and raise their Defense by one stage. The item is
Electric Seed
then consumed: it can only be used once.
Prevents the evolution of Pokémon through leveling up. Also guarantees, in Pokémon Breeding, that the holder's
Everstone
Nature is passed to the child.
Eviolite Raises the Defense and Special Defense by 50% of Pokémon that can evolve still (excluding Mega Evolutions).
Makes super-effective moves 20% more powerful. Commonly used on Protean Pokémon since they already get a
Expert Belt
guaranteed 50% damage boost due to STAB.
Fairy Gem Powers up a Fairy-type move by 30% one time. The item is gone after its use.
Fairy Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Fairy type.
Fighting Gem Powers up a Fighting-type move by 30% one time. The item is gone after its use.
Fighting
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Fighting type.
Memory
Fire Gem Powers up a Fire-type move by 30% one time. The item is gone after its use.
Fire Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Fire type.
Fist Plate Boosts the power of Fighting-type moves by 20%; also turns Arceus and Judgment into Fighting-type.
Flame Orb Burns the holder: best used with moves (i.e. Fling) that make the opponent hold it, or with Guts or Flare Boost.
Flame Plate Boosts the power of Fire-type moves by 20%; also turns Arceus and Judgment into Fire-type.
Float Stone Halves the weight of the holder, lessening the effect of weight-based moves like Grass Knot.
Powers up a Flying-type move by 30% once, with the Gem gone after use - if used by using Acrobatics, Acrobatics
Flying Gem
will get the boost from the Gem and its own no-item clause.
Flying
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Flying type.
Memory
Focus Band The holder may survive an attack that would otherwise KO it; it will have just 1 HP.
If the Pokémon is at full HP, it will not be one-hit-KO'ed, surviving with just 1 HP. The user's use of Self-Destruct
Focus Sash and Explosion will still result in kills, as will multi-hit moves (i.e. Bullet Seed) beyond the first hit. Once this is used,
it's gone.
Full Incense The holder will always move last within its Priority class; used in breeding Snorlax for Munchlax.
Ghost Gem Powers up a Ghost-type move by 30% once. The item is gone after its use.
Ghost
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Ghost type.
Memory
Grass Gem Powers up a Grass-type move by 30% once. The item is gone after its use.
Grass
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Grass type.
Memory
When the holder is on Grassy Terrain, this will be consumed and raise their Defense by one stage. The item is then
Grassy Seed
consumed: it can only be used once.
Used in Pokémon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Smart, it has now returned to
Green Scarf
use with Omega Ruby/Alpha Sapphire to boost Clever.
Grip Claw Makes multi-turn gripping attacks, like Bind and Wrap, last for around two extra turns (total: seven).
Griseous Orb Powers up Dragon- and Ghost-type moves by 20% for Giratine; also forces Giratina to use its Origin Forme.
Ground Gem Powers up a Ground-type move by 30% just once. The item is gone after its use.
Ground
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Ground type.
Memory
Lengthens Sunny Day (move) and Drought (ability) by about 3 turns. Desolate Land - Primal Groudon's ability - is
Heat Rock
not affected.
Ice Gem Powers up an Ice-type move by 30% once. The item is gone after its use.
Ice Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Ice type.
Icicle Plate Boosts the power of Ice-type moves by 20%; also turns Arceus and Judgment into Ice-type.
Icy Rock Lengthens Hail (move) and Snow Warning (ability) by about 3 turns.
Insect Plate Boosts the power of Bug-type moves by 20%; also turns Arceus and Judgment into Bug-type.
Halves the user's Speed and negates all Ground-immunity designations on the holder: use moves like Fling to give
Iron Ball
it to the enemy.
Iron Plate Boosts the power of Steel-type moves by 20%; also turns Arceus and Judgment into Steel-type.
Makes foes flinch around 10% of the time; also used as one of the Evolution Items. If the move already has a
King's Rock
chance to flinch (i.e. Air Slash), then its rate is unaffected.
The holder will move last in its Priority class every turn: it doesn't necessarily move last, but often does, as if it's a
Lagging Tail
Priority -0.5 loss
Lax Incense Lowers foes' accuracy by 10%; used to breed Wobbuffet for Wynaut.
Leftovers The holder regains 1/16 (6.25%) of its max HP with each turn that passes.
The power of moves is increased by 30%, but the holder also loses 10% of its max HP with each damaging move it
Life Orb
uses, unless they have Sheer Force (ability) for some reason.
Light Ball Doubles Pikachu's Attack and Special Attack; held by it to help breed Volt Tackle onto children.
Light Clay Lengthens the barrier moves (Light Screen, Reflect, Aurora Veil) by 3 turns (making for a duration of 8 overall).
If the holder participates in a Trainer battle, you get two times as much money as usual; used to breed
Luck Incense
Chansey/Blissey for Happiny.
Lucky Punch Increases the critical-hit ratio of moves used by Chansey by two stages permanently.
Luminous
Boosts the holder's Special Defense by one stage if hit with a Water-type move, but only once.
Moss
Lustrous Orb Boosts the power of Dragon- and Water-type moves by 20% for Palkia.
Meadow Plate Boosts the power of Grass-type moves by 20%; also turns Arceus and Judgment into Grass-type.
Cures infatuation, Disable, Encore, Taunt, and Torment but also lowers the user's Happiness - hold to use
Mental Herb
automatically.
Metal Coat Boosts the power of Steel-type moves by 20%; also used as one of the Evolution Items.
Metal Powder Increases the Defense of Ditto by 50%. The boost is removed upon it Transforming, however.
If a move is used consecutively, it grows in power by 20% per use (x1.2, x1.4, x1.6, x1.8, x2.0) with a max of x2.0
Metronome
power (5 uses). This boost is nullified after using a different move, and its effect stacks with Echoed Voice (move).
Mind Plate Boosts the power of Psychic-type moves by 20%; also turns Arceus and Judgment into Psychic-type.
When the holder is on Misty Terrain, this will be consumed and raise their Special Defense by one stage. The item
Misty Seed
is then consumed: it can only be used once.
Never-Melt
Boosts the power of Ice-type moves by 20%.
Ice
Normal Gem Boosts the power of a Normal-type move by 30% just once. The item is gone after its use.
Odd Incense Boosts the power of Psychic-type moves by 20%; used to breed Mr. Mime for Mime Jr..
Used in Pokémon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Cute, it has now returned to use
Pink Scarf
with Omega Ruby/Alpha Sapphire to boost the same.
Pixie Plate Boosts the power of Fairy-type moves by 20%; also turns Arceus and Judgment into Fairy-type.
Poison Gem Boosts the power of a Poison-type move by 30% just once. The item is gone after its use.
Poison
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Poison type.
Memory
The holder always gains 8 Speed EV after battle, but lowers Speed; in Pokémon Breeding, the holder's child will
Power Anklet
inherit their Speed IVs.
The holder always gains 8 Sp. Def. EV after battle, but lowers Speed; in Pokémon Breeding, the holder's child will
Power Band
inherit their Sp. Def. IVs.
The holder always gains 8 Defense EV after battle, but lowers Speed; in Pokémon Breeding, the holder's child will
Power Belt
inherit their Defense IVs.
The holder always gains 8 Attack EV after battle, but lowers Speed; in Pokémon Breeding, the holder's child will
Power Bracer
inherit their Attack IVs.
Lets a move that needs two turns to execute (e.g. Geomancy, Fly, Dig, Solar Beam), other than Sky Drop, be used
Power Herb
immediately.
The holder always gains 8 Sp. Atk. EV after battle, but lowers Speed; in Pokémon Breeding, the holder's child will
Power Lens
inherit their Sp. Atk. IVs.
Power The holder always gains 8 HP EV after battle, but lowers Speed; in Pokémon Breeding, the holder's child will
Weight inherit their HP IVs.
Psychic Gem Powers up a Psychic-type move by 30% just once. The item is gone after its use.
Psychic
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Psychic type.
Memory
When the holder is on Psychic Terrain, this will be consumed and raise their Special Defense by one stage. The
Psychic Seed
item is then consumed: it can only be used once.
Pure Incense Keeps wild Pokémon away somewhat if the holder is the lead Pokémon; used to breed Chimecho for Chingling.
Quick Claw The user will strike first 3/16 (18.75%) of the time within their Move Priority class for the move they're using.
Quick Powder Doubles the Speed of Ditto; however, the boost is removed upon Ditto's Transforming.
Razor Claw Increases the critical-hit ratio of moves by one stage permanently; also used as one of the Evolution Items.
Makes hit enemies flinch 10% of the time, but moves that already can cause flinching aren't affected; also used as
Razor Fang
one of the Evolution Items.
If the holder is hit by an enemy, the foe is removed from battle - this will end wild encounters. This item is gone
Red Card
after its use.
Used in Pokémon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Cool, it has now returned to use
Red Scarf
with Omega Ruby/Alpha Sapphire to boost the same.
Moves that normally do nothing will now hit the holder (i.e. Ground against a Flying-type) - use moves like Fling or
Ring Target
Trick to give this to the enemy.
Rock Gem Powers up a Rock-type move by 30% just once. The item is gone after its use.
Rock Incense Increases the power of Rock-type moves by 20%; used to breed Sudowoodo for Bonsly.
Rock Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Rock type.
Contact attackers will lose 1/6 of their HP. Often paired with the Rough Skin or Iron Barbs abilities to pile on the
Rocky Helmet
effect.
Rose Incense Boosts the power of Grass-type moves by 20%; used to breed Roselia and Roserade for Budew.
Safety
The holder will not be affected by Hail, Sandstorm, or the various Powders.
Goggles
Scope Lens Increases the holder's critical-hit ratio by an automatic one stage.
Sea Incense Boosts the power of Water-type moves by 20%; also used in breeding Azurill from Marill/Azumarill.
Shed Shell Allows the holder to switch Pokémon even if they're trapped (e.g. by Mean Look or Shadow Tag).
Shell Bell The user gains a little HP when damaging the enemy, equal to 1/8 of the damage dealt.
Sky Plate Boosts the power of Flying-type moves by 20%; also turns Arceus and Judgment into Flying-type.
Smooth Rock Lengthens the move Sandstorm and ability Sand Stream by about 3 turns.
Snowball If the user is hit with an Ice-type attack, Attack is raised by one stage - this only works once.
Makes Pokémon grow Happy faster. Great for boosting the power of Return faster, and for dealing with certain
Soothe Bell
evolutions (e.g. Riolu, Eevee) that require Happiness.
Soul Dew Meant to be held by Latios or Latias - boosts both their Dragon- and Psychic-type moves' power by 20%.
Spell Tag Boosts the power of Ghost-type moves by 20%.
Splash Plate Boosts the power of Water-type moves by 20%; also turns Arceus and Judgment into Water-type.
Spooky Plate Boosts the power of Ghost-type moves by 20%; also turns Arceus and Judgment into Ghost-type.
Steel Gem Boosts the power of a Steel-type move by 30% just once. The item is gone after its use.
Steel Memory Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Steel type.
Stick Let Farfetch'd hold it to raise his critical-hit ratio by two stages permanently
The holder is damaged on every turn - it can be transferred to contact attackers, or through moves like Fling that
Sticky Barb
give it to them.
Stone Plate Boosts the power of Rock-type moves by 20%; also turns Arceus and Judgment into Rock-type.
Terrain
When the holder activates a Terrain move, its duration is boosted from 5 to 8 turns.
Extender
Badly Poisons the holder: use moves like Fling to give it to foes, or have an ally with the Poison Heal ability hold it
Toxic Orb
for HP healing, or use it with the Toxic Boost ability or Guts.
Toxic Plate Boosts the power of Poison-type moves by 20%; also turns Arceus and Judgment into Poison-type.
Twisted
Boosts the power of Psychic-type moves by 20%.
Spoon
Water Gem Boosts the power of a Water-type move by 30% just once. The item is gone after its use.
Water
Item to be held by Silvally: turns Silvally and its signature move Multi-Attack into the Water type.
Memory
Wave Incense Boosts the power of Water-type moves by 20%; used to breed Mantine to get Mantyke.
Weakness
If the holder is hit supereffectively, then its Attack and Special Attack both are boosted two stages.
Policy
White Herb Reverts lowered stats, but lowers Happiness - hold to use automatically. One use only.
Used in Pokémon Contests in Ruby, Sapphire, and Emerald to raise the contest stat Tough, it has now returned to
Yellow Scarf
use with Omega Ruby/Alpha Sapphire to boost the same.
Zap Plate Boosts the power of Electric-type moves by 20%; also turns Arceus and Judgment into Electric-type.
Zoom Lens If the holder moves after the Pokémon it wants to hit, its accuracy is boosted by 20%.
Berries (General)
Note that all Berries are single-use; that is, once they're used, the user is no longer holding an item. That's not to say that the Berry
is necessarily gone forever: it can be reused with the move Recycle or the ability Harvest.
For the record, all Berries are able to be used for the purposes of selling, growing for mutations (in X/Y anyhow), and for Pokéblock
making, though I noted a few with this specifically because they have no other use. Also be sure to check out the Berries
(Growth) section to find some more data about growing Berries.
Item Effect
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokémon hates the taste; must be held to
Aguav Berry
take effect.
Apicot Berry Raises Special Defense by 1 stage when hitting 1/4 HP; must be held to take effect.
Babiri Berry Weakens super-effective Steel-type attacks by 50%; must be held to take effect.
Belue Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Bluk Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Charti Berry Weakens super-effective Rock-type attacks by 50%; must be held to take effect.
Chesto Berry Awakens the Pokémon from sleep; takes effect automatically if held.
Chilan Berry Weakens Normal-type attacks by 50%; must be held to take effect.
Chople Berry Weakens super-effective Fighting-type attacks by 50%; must be held to take effect.
Coba Berry Weakens super-effective Flying-type attacks by 50%; must be held to take effect.
Colbur Berry Weakens super-effective Dark-type attacks by 50%; must be held to take effect.
Cornn Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
The Pokémon gets to move first (in its Priority class when hitting 1/4 HP if it normally doesn't; must be held to
Custap Berry
take effect.
Durin Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Enigma Berry The Pokémon regains some HP after any super-effective attack; must be held to take effect.
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokémon hates the taste; must be held to
Figy Berry
take effect.
Ganlon Berry Raises Defense by 1 stage when hitting 1/4 HP; must be held to take effect.
Grepa Berry Increases Happiness, but lowers Special Defense EVs by 10.
Haban Berry Weakens super-effective Dragon-type attacks by 50%; must be held to take effect.
Hondew
Increases Happiness, but lowers Special Attack EVs by 10.
Berry
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokémon hates the taste; must be held to
Iapapa Berry
take effect.
Jaboca Berry If the holder is hit by a Physical-class move, the attacker also is damaged; must be held to take effect.
Kasib Berry Weakens super-effective Ghost-type attacks by 50%; must be held to take effect.
Kebia Berry Weakens super-effective Poison-type attacks by 50%; must be held to take effect.
Kee Berry If hit by a Physical-class attack, Defense increases by 1 stage; must be held to take effect.
Lansat Berry Raises the critical-hit ratio by 1 stage when hitting 1/3 HP; must be held to take effect.
Leppa Berry Restores 10 PP of a chosen move; takes effect automatically on the first move to hit 0 PP if held.
Liechi Berry Raises Attack by 1 stage when hitting 1/4 HP; must be held to take effect.
Lum Berry Cures all status ailments, except for Pokérus and KO; takes effect automatically if held.
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokémon hates the taste; must be held to
Mago Berry
take effect.
Magost Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Maranga
If hit by a Special-class attack, Defense increases by 1 stage; must be held to take effect.
Berry
Micle Berry Raises accuracy by one stage when hitting 1/4 HP; must be held to take effect.
Nanab Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Nomel Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Occa Berry Weakens super-effective Fire-type attacks by 50%; must be held to take effect.
Pamtre Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Passho Berry Weakens super-effective Water-type attacks by 50%; must be held to take effect.
Payapa Berry Weakens super-effective Psychic-type attacks by 50%; must be held to take effect.
Pecha Berry Cures Poison and Bad Poison; takes effect automatically if held.
Petaya Berry Raises Special Attack by 1 stage when hitting 1/3 HP; must be held to take effect.
Pinap Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Rabuta Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Rindo Berry Weakens super-effective Grass-type attacks by 50%; must be held to take effect.
Roseli Berry Weakens super-effective Fairy-type attacks by 50%; must be held to take effect.
Rowap Berry If the holder is hit by a Special-class move, the attacker also is damaged; must be held to take effect.
Salac Berry Raises Speed by one stage when hitting 1/4 HP; must be held to take effect.
Shuca Berry Weakens super-effective Ground-type attacks by 50%; must be held to take effect.
Sitrus Berry Heals 25% of the user's max HP when falling below 50% HP; takes effect automatically if held.
Spelon Berry Only useful to sell, grind into Pokéblocks, to or grow for mutations.
Starf Berry Raises a random stat by 2 stages when hitting 1/4 HP; must be held to take effect.
Tanga Berry Weakens super-effective Bug-type attacks by 50%; must be held to take effect.
Wacan Berry Weakens super-effective Electric-type attacks by 50%; must be held to take effect.
Watmel Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Wepear Berry Only useful to sell, grind into Pokéblocks, or grow for mutations.
Restores 1/8 max HP when hitting 1/3 HP, but causes confusion if the Pokémon hates the taste; must be held to
Wiki Berry
take effect.
Yache Berry Weakens super-effective Ice-type attacks by 50%; must be held to take effect.
Berries (Growth)
Isle Aplenny in the Poké Pelago will serve as a place to grow Berries and get more of them. By growing Berries you can get more of
them: that's mostly what this section is about, to detail how long to grow them and how many you'll get. Effects for battles and the
like are in the previous section.
Agua Qualo
24 Custap 72 Liechi 72 48 5~1
v 3~9 2~8 2~8 t
hours Berry hours Berry hours hours 4
Berry Berry
Apico
72 Figy 24 Lum 48 4~1 Rawst 24 4~1
t 2~8 3~9
hours Berry hours Berry hours 0 Berry hours 2
Berry
Aspe Ganlo
24 4~1 72 Mago 24 Rindo 48
ar n 2~8 3~9 2~6
hours 2 hours Berry hours Berry hours
Berry Berry
Babir Maran
48 Grepa 48 72 Roseli 48
i 2~6 5~14 ga 2~8 2~6
hours Berry hours hours Berry hours
Berry Berry
Chart Honde
48 48 Oran 24 4~1 Shuca 48
i 2~6 w 5~14 2~6
hours hours Berry hours 2 Berry hours
Berry Berry
Chest Payap
24 4~1 Kasib 48 48 Starf 72
o 2~6 a 2~6 2~4
hours 2 Berry hours hours Berry hours
Berry Berry
Chila
48 Kebia 48 Pecha 24 4~1 Tanga 48
n 2~6 2~6 2~6
hours Berry hours Berry hours 2 Berry hours
Berry
Chopl Toma
48 Kee 72 Persim 24 4~1 48 5~1
e 2~6 2~8 to
hours Berry hours Berry hours 2 hours 4
Berry Berry
Waca
Coba 48 Kelpsy 48 Petaya 72 48
2~6 5~14 2~8 n 2~6
Berry hours Berry hours Berry hours hours
Berry
Colbu
48 Lansat 72 Pinap 24 4~1 Wiki 24
r 2~6 2~4 3~9
hours Berry hours Berry hours 2 Berry hours
Berry
Lepp Pom
Corn 48 48
24 a 24 eg Yache 2~
n 3~9 4~12 hour 5~14 hour
hours Berr hours Berr Berry 6
Berry s s
y y
Battle Items
Item Effect
Dire Hit Increases the critical-hit ratio by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
Guard Spec. Prevents stat reductions on your party for five turns.
X Accuracy Increases a Pokémon's accuracy by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
X Attack Increases a Pokémon's Attack by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
X Defend Increases a Pokémon's Defense by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
X Sp. Atk. Increases a Pokémon's Special Attack by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
X Sp. Def Increases a Pokémon's Special Defense by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
X Speed Increases a Pokémon's Speed by 1 stage until the Pokémon is KO'ed, switched out, or the battle ends.
Pokéballs
Catch Rates
Pokéball
Special Catch Rate Conditions & Notes
Type
Normal Special
Beast Ball x0.1 x5.0 Has a x5.0 catch rate when used on an Ultra Beast, and x0.1 otherwise
Dream Ball x255.0 Not usable in Sun/Moon - found on Black/White Dream World Pokémon
Dusk Ball x1.0 x3.5 Use at night or in caves and dark areas
Fast Ball x1.0 x4.0 Has a boosted catch rate if the Pokémon has a Speed above 100
Heal Ball x1.0 Fully heals caught Pokémon; useless if you send the Pokémon to PC on capture
-20 from the Pokémon's own catch rate if under 451.1 lbs., +20 for 451.1-677.3 lbs., +30 for
Heavy Ball x1.0
677.3-903.0 lbs., +40 for more
If the Pokémon you're catching is of the opposite gender as the one you have out, the rate is
Love Ball x1.0 x8.0
boosted
x1.1 ~
Nest Ball x1.0 Catch rate equals 40 minus the foe's level, divided by 10
x3.9
Quick Ball x1.0 x4.0 Use in first four turns for the boosted rate
Safari Ball x1.5 Not usable in Sun/Moon - only shown as what you caught a Pokémon in
x1.1 ~
Timer Ball x1.0 Catch rate +0.1 for every turn, up to x4.0 (30 turns)
x4.0
Pokémon Fossils
BASE STATS
POKÉMON FOSSIL POKÉMON REVIVED TYPE
HP Atk. Def. Sp.Atk. Sp.Def. Speed
Evolution Items
NOTE
This is not a section for "Mega Evolution" items - this section is designed around the permanent evolution items Pokémon has seen
for years. Evolution through this method is permanent, unlike the Mega Evolutions. For Mega Evolution items, please see Mega
Stones.
Oval Stone Happiny Level up while holding this at high Happiness Chansey
Mega Stones
Mega Stones are items used to induce Mega Evolution in Pokémon. Mega Evolution is a phenomenon that can only occur during
the span of a battle; when a Mega Stone reacts with your Key Stone, the Pokémon will Mega Evolve, which can cause stat boosts
and type and Ability changes, which makes it very useful to have around.
If you would like to see the stats of the Mega Pokémon, see this section.
So, without further ado, the Mega Stones! Please note that all of the Mega Stones for Pokémon available in the Alola
Pokédex can be bought in the Battle Tree in the post-game for 64 BP each: that's the generalizations of this section to be honest,
bar a few exceptions.
Other Mega Stones have been made available through competitions and through Mystery Gift Passwords, as well, for the record.
MEGA STONES FOUND IN ALOLA
Mega
Mega Stone Version Location
Evolves
Bought at the Battle Tree for 64 BP; your initial Mega Stone when you defeat Dexio
Alakazite Both Alakazam
in the post-game.
Mega
Mega Stone Version Location
Evolves
Abomasite Both Abomasnow (Not found in Pokémon Sun & Pokémon Moon)
Aggronite Both Aggron (Not found in Pokémon Sun & Pokémon Moon)
Altarianite Both Altaria (Not found in Pokémon Sun & Pokémon Moon)
Ampharosite Both Ampharos (Not found in Pokémon Sun & Pokémon Moon)
Audinite Both Audino (Not found in Pokémon Sun & Pokémon Moon)
Banettite Both Banette (Not found in Pokémon Sun & Pokémon Moon)
Beedrill Both Beedrill (Not found in Pokémon Sun & Pokémon Moon)
Blazikenite Both Blaziken (Not found in Pokémon Sun & Pokémon Moon)
Cameruptite Both Camerupt (Not found in Pokémon Sun & Pokémon Moon)
Diancite Both Diancie (Not found in Pokémon Sun & Pokémon Moon)
Galladite Both Gallade (Not found in Pokémon Sun & Pokémon Moon)
Gardevoirite Both Gardevoir (Not found in Pokémon Sun & Pokémon Moon)
Heracronite Both Heracross (Not found in Pokémon Sun & Pokémon Moon)
Houndoominite Both Houndoom (Not found in Pokémon Sun & Pokémon Moon)
Latiasite Both Latias (Not found in Pokémon Sun & Pokémon Moon)
Latiosite Both Latios (Not found in Pokémon Sun & Pokémon Moon)
Lopunnite Both Lopunny (Not found in Pokémon Sun & Pokémon Moon)
Manectite Both Manectric (Not found in Pokémon Sun & Pokémon Moon)
Mawilite Both Mawile (Not found in Pokémon Sun & Pokémon Moon)
Medichamite Both Medicham (Not found in Pokémon Sun & Pokémon Moon)
Mewtwonite X Both Mewtwo (Not found in Pokémon Sun & Pokémon Moon)
Mewtwonite Y Both Mewtwo (Not found in Pokémon Sun & Pokémon Moon)
Pidgeotite Both Pidgeot (Not found in Pokémon Sun & Pokémon Moon)
Sceptilite Both Sceptile (Not found in Pokémon Sun & Pokémon Moon)
Steelixite Both Steelix (Not found in Pokémon Sun & Pokémon Moon)
Swampertite Both Swampert (Not found in Pokémon Sun & Pokémon Moon)
Tyranitarite Both Tyranitar (Not found in Pokémon Sun & Pokémon Moon)
Primal Orbs
Primal Orbs function for much the same purpose as Mega Stones: to give the holder a different Forme, in this case the Primal
Forme. However, unlike with Mega Stones, the use of a Primal Orb is immediate: the moment the holder comes into battle, they
immediately transform into their Primal Forme.
If you would like to see the stats of the Primal Pokémon, see this section.
Blue Orb Both Kyogre Bought for $10,000 in the Hau'oli City Mall during the post-game.
Red Orb Both Groudon Bought for $10,000 in the Hau'oli City Mall during the post-game.
Z Crystals
Z Crystals are special hold items which will allow certain Pokémon to use special Z Moves.
TYPE-SPECIFIC Z CRYSTALS
Anyone with a Fire Complete the trial at Wela Volcano Park; a trade at Poni
Firium Z Inferno Overdrive
move Gauntlet
Anyone with a Flying Supersonic Obtain Machamp for your Ride Pager, then follow the path
Flyinium Z
move. Skystrike blocked by the gray cubic boulder at Ten Carat Hill
Icium Z Anyone with a Ice move. Subzero Slammer Mount Lanakila - Cavern, on a pillar
Anyone with a Rock Complete The Grand Trial of Akala Island; a trade in Tapu
Rockium Z Continental Crush
move. Village
POKÉMON-SPECIFIC Z CRYSTALS
Aloraichium Stoked
Raichu Seafolk Village
Z SparkSurfer
Marshadium Soul-Stealing 7-
Marshadow (Currently not available in the game)
Z Star Strike
Pulverizing
Snorlium Z Snorlax Exclusive to the launch-time event Munchlax.
Pancake
Tapu Koko, Tapu Lele,
Tapunium Z Guardian of Alola Received when you battle Tapu Koko after becoming Champion
Tapu Bufu, Tapu Fini
Miscellaneous
Item Effect
Black Flute Increases the encounter rate for higher-leveled Pokémon in the area you use it for a while.
Escape Rope Allows instant escape from most dungeons, notably caverns.
Heart Scale Give to the Move Reminder as currency for relearning old moves.
Honey Attracts Pokémon like the move Sweet Scent, often triggering Horde Battles.
Super Repel Prevents wild encounters for 200 steps (the most cost-effective option).
White Flute Makes it easier for you to encounter lower-leveled Pokémon for a while after use.
Stuff to Sell
Pretty much all of this stuff, while having been made available for maniacs in previous games, cannot be sold for higher-than-normal
prices. When you get them, you may as well sell them at a PokéMart, for they have no real function in the game - there are no
Maniacs like in Black/White.
• Balm Mushroom
• Big Mushroom
• Big Nugget
• Big Pearl
• Comet Shard
• Nugget
• Pearl
• Pearl String
• Pretty Wing
• Rare Bone
• Stardust
• Star Piece
• Tiny Mushroom
Finish the
challenge at
TM01 Work Up Normal Status --- --- 30 User No No
the Trainers
School
Vast Poni
Physica
TM02 Dragon Claw Dragon 80 100 15 One No Yes Canyon -
l
Trial Site
Lake of the
TM03 Psyshock Psychic Special 80 100 10 One No No Sunne/Moon
e
Seafolk City -
TM04 Calm Mind Psychic Status --- --- 20 User No No
Poké Mart
Aether
TM06 Toxic Poison Status --- 90 10 One No No Paradise:
Second Visit
Royal
TM07 Hail Ice Status --- --- 10 Field No No Avenue -
Poké Mart
Konikoni
Fightin
TM08 Bulk Up Status --- --- 20 User No No City - Street
g
vendor
Konikoni
TM09 Venoshock Poison Special 65 100 10 One No No City - Street
vendor
Paniola
Hidden
TM10 Normal Special 60 100 15 One No No Ranch -
Power
Nursery
Royal
TM11 Sunny Day Fire Status --- --- 5 Field No No Avenue -
Poké Mart
Mount
TM13 Ice Beam Ice Special 90 100 10 One No No Lanakila -
Cavern
Seafolk City -
TM14 Blizzard Ice Special 110 70 5 Enemies No No
Poké Mart
Seafolk City -
TM15 Hyper Beam Normal Special 150 90 5 One No No
Poké Mart
Heahea City -
TM16 Light Screen Psychic Status --- --- 30 Allies No Yes
Poké Mart
Heahea City -
TM17 Protect Normal Status --- --- 10 User No No
Poké Mart
Royal
TM18 Rain Dance Water Status --- --- 5 Field No No Avenue -
Poké Mart
Malie City -
TM19 Roost Flying Status --- --- 10 User No No
Poké Mart
Heahea City -
TM20 Safeguard Normal Status --- --- 25 Allies No No
Poké Mart
Malie City -
Physica
TM21 Frustration Normal 1~102 100 20 One No Yes Malasada
l
Shop
Seafolk City -
TM22 Solar Beam Grass Special 120 100 10 One No No
Poké Mart
Physica Resolution
TM26 Earthquake Ground 100 100 10 Not User No No
l Cave
Malie City -
Physica
TM27 Return Normal 1~102 100 20 One No Yes Malasada
l
Shop
Physica Akala
TM28 Leech Life Bug 20 100 15 One No Yes
l Outskirts
Aether
TM29 Psychic Psychic Special 90 100 10 One No No Paradise -
Story event
Konikoni
TM32 Double Team Normal Status --- --- 15 User No No City - Street
vendor
Heahea City -
TM33 Reflect Psychic Status --- --- 20 Allies No No
Poké Mart
Seafolk City -
TM34 Sludge Wave Poison Special 95 100 10 Not User No No
Poké Mart
Po Town -
TM36 Sludge Bomb Poison Special 90 100 10 One No No Shady House
2F
Royal
TM37 Sandstorm Rock Status --- --- 10 Field No No Avenue -
Poké Mart
Seafolk City -
TM38 Fire Blast Fire Special 110 85 5 One No No
Poké Mart
Physica Wela
TM39 Rock Tomb Rock 60 95 10 One No No
l Volcano Park
Physica Malie City -
TM40 Aerial Ace Flying 60 --- 20 One Yes Yes
l Poké Mart
Route 8 -
Physica
TM43 Flame Charge Fire 50 100 20 One No Yes obtained
l
automatically
Royal
Avenue - Give
TM44 Rest Psychic Status --- --- 10 User No No the Hypno in
the Megamart
$1,000
Hano Grand
Resort hotel -
approach the
ladies and
TM45 Attract Normal Status --- 100 15 One No No
Machamp on
the west side
and win the
battle
Verdant
Physica Cave -
TM46 Thief Dark 60 100 10 One No Yes
l Requires
Tauros
Konikoni
Fightin Physica
TM47 Low Sweep 65 100 20 One No Yes City - Street
g l
vendor
The Hau'oli
TM48 Round Normal Special 60 100 15 One No No
City Mall
Hau'oli City:
TM49 Echoed Voice Normal Special 40 100 15 One No No Shopping
District
Poni
TM50 Overheat Fire Special 130 90 5 One No No
Meadow
Complete The
Physica Grand Trial
TM54 False Swipe Normal 40 100 40 One No Yes
l of Melemele
Island
Route 5 -
TM55 Scald Water Special 80 100 15 One No No
need Lapras
Hau'oli
Physica
TM56 Fling Dark 10~130 100 10 One No No Cemetary -
l
night-only
Route 8 -
beat all
Trainers on
Physica
TM58 Sky Drop Flying 60 100 10 One Yes Yes the Route
l
then beat the
Trainer at the
east end
Route 5 -
Physica coming from
TM59 Brutal Swing Dark 60 100 20 Not User No No
l the Route
8 side
TM60 Quash Dark Status --- 100 15 One No Yes Poni Plains
The
lighthouse
outside
TM61 Will-O-Wisp Fire Status --- 85 15 One No No Konikoni
City -
requires
Machamp
Ten Carat
Physica
TM62 Acrobatics Flying 55 100 15 One Yes Yes Hill - Farthest
l
Hallow
Blush
Mountain -
TM63 Embargo Dark Status --- 100 15 One No No From a move
in the power
plant
Melemele
Physica
TM64 Explosion Normal 250 100 5 Not User No No Sea - requires
l
Sharpedo
Konikoni
Physica
TM65 Shadow Claw Ghost 70 100 15 One No Yes City - Street
l
vendor
Complete the
Physica
TM67 Smart Strike Steel 70 --- 10 One No Yes trial at Lush
l
Jungle
Malie City -
TM69 Rock Polish Rock Status --- --- 20 User No No
Poké Mart
Heahea City -
TM70 Aurora Veil Ice Status --- --- 20 Allies No No
Poké Mart
Descending
TM72 Volt Switch Electric Special 70 100 20 One No No Mount
Hokulani
Thunder
TM73 Electric Status --- 100 20 One No No Route 7
Wave
Physica
TM74 Gyro Ball Steel 1~150 100 5 One No Yes Route 11
l
Malie City
Physica
TM76 Fly Flying 90 95 15 One Yes Yes Library -
l
from a girl
Melemele
Physica
TM80 Rock Slide Rock 75 90 10 Enemies No No Sea - requires
l
Sharpedo
Physica
TM81 X-Scissor Bug 80 100 15 One No Yes Route 16
l
Konikoni
Physica
TM82 Dragon Tail Dragon 60 90 10 One No Yes City - Street
l
vendor
Route
Poké Ride
3 (need
TM83 Infestation Bug Special 20 100 35 One No No Item Cleanup
Tauros
- Tauros
)
Route 3
Physica
TM84 Poison Jab Poison 80 100 20 One No Yes (need
l
Tauros)
TM85 Dream Eater Psychic Special 100 100 15 One No No Haina Desert
TM86 Grass Knot Grass Special 20~120 100 20 One No Yes Lush Jungle
Visit Guzma's
mom in a
southwest
TM87 Swagger Normal Status --- 90 15 One No No
Route 2 house
after beating
the game
Paniola Town,
from
TM88 Sleep Talk Normal Status --- --- 10 User No No
the Route
6 side
Speak with
Kukui after
TM90 Substitute Normal Status --- --- 10 User No No
beating the
game
Seafolk
TM91 Flash Cannon Steel Special 80 100 10 One No No
Village
From Kahili in
the lobby of
the Hano
TM92 Trick Room Psychic Status --- --- 5 Field No No Grand Resort
hotel after
becoming
Champion
Physica
TM93 Wild Charge Electric 90 100 15 One No Yes Route 15
l
Poni Breaker
TM94 Surf Water Special 90 100 15 Not User No Yes
Coast
Descending
TM95 Snarl Dark Special 55 95 15 Not User No No Mount
Hokulani
Defeat every
Trainer
on Route 5 -
Nature including
TM96 Normal Status --- --- 20 ? No No
Power from
the Route
8 side - and
beat Bronson
TM97 Dark Pulse Dark Special 80 100 15 One Yes No Poni Coast
TM10 Hau'oli
Confide Normal Status --- --- 20 One No No
0 Cemetary
Key Items
Item Effect
DNA Splicers Fuses Kyurem with Reshiram or Zekrom. Can also split them apart.
Enigmatic Card Requests you viist the guest in a room in the Route 8 motel.
Exp. Share Gives EXP. to all Pokémon in your party, not just those who participate.
Key Stone An item obtained in the post-game which permits your Pokémon to Mega Evolve.
Oval Charm Boosts the rate at which Pokémon Eggs are found when breeding.
Poké Finder Lets you take pictures in places where you might find Pokémon.
Professor's Mask The mask of the Masked Royal, to be given back to Professor Kukui in Malie Garden.
Rider Pager Enables the Poké Ride function with the Y Button.
Shiny Charm Triples the encounter rate for Shiny Pokémon. Requires completing the entire Alola Pokédex to obtain.
Bottle Caps are meant to be used as currency for Hyper Training. Do note that while they're meant to emulate a change in IVs they
do not actually change the IVs. Rather, they simply provide a flat boost to the stat equivalent to the difference between 31 and your
current IV. For example, say you have an IV of 18 in Attack; the Silver Bottle Cap will boost your Attack by 13 points (31 - 18 = 13)
but you will retain that 18 IV. This assures Hidden Power is not affected.
Item Name Effect
Shop Details
Hau'oli City
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Dire Hit $1,000 Boosts one Pokémon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
X Accuracy $1,000 Boosts one Pokémon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokémon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokémon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokémon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokémon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokémon's Speed stat by one stage when used in battle.
Sweet Malasada $200 You buy this and immediately raise a chosen Pokémon's Happiness stat.
Big Malasada $350 Cures a Pokémon's ailments, except for Fainted, when used on them!
Route 2
ROUTE 2 POKÉMON CENTER - POKÉ MART (LEFT SALESMAN)
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Dire Hit $1,000 Boosts one Pokémon's critical-hit rate by one stage when used in battle.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Heal Ball $300 Fully heals the target upon capture, though that's useless if it's sent to the PC. Has a catch rate of x1.0.
Luxury Ball $1,000 Has a base catch rate of x1.0, but the caught Pokémon has higher Happiness than normal.
Nest Ball $1,000 Has a higher catch rate the greater the difference in you and your foe's level (+0.1 per level, up to x4.0).
X Accuracy $1,000 Boosts one Pokémon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokémon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokémon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokémon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokémon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokémon's Speed stat by one stage when used in battle.
Heahea City
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
TM16 (Light Screen) $10,000 Psychic Status --- --- 30 Allies No Yes
Paniola Town
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Repeat Ball $1,000 A Pokéball with a tripled catch rate on Pokémon species you've caught before.
Net Ball $1,000 A Pokéball with a triple catch rate on Water- and Bug-type Pokémon.
Timer Ball $1,000 A Pokéball whose capture rate goes up by 0.1 every turn, up to 4.0x.
Route 5
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Royal Avenue
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
TM11 (Sunny
$50,000 Makes it Sunny for five turns.
Day)
TM18 (Rain
$50,000 Makes it Rainy for five turns.
Dance)
TM37
$50,000 Makes it Sandstorm for five turns.
(Sandstorm)
Heal Ball $300 A Pokéball that has a catch rate of 1.0x but fully heals the Pokémon on capture.
A Pokémon with a higher catch rate the greater the difference in your and your foe's levels (+0.1 per
Nest Ball $1,000
level up to 4.0).
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Timer Ball $1,000 A Pokéball whose catch rate goes up by 0.1 per turn, up until 4.0.
Poké Ball $200 A Pokémon with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
If a Pokémon species has two different non-Hidden Abilities and your Pokémon has a non-Hidden
Ability Capsule 100 BP
one, this switches it to the other.
Calcium 2 BP Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos 2 BP Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up 2 BP Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron 2 BP Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein 2 BP Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Zinc 2 BP Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.
Everstone 16 BP If held by a Pokémon, it will not evolve (except in VERY special cases).
The holder always gains 8 Speed EVs after a battle, regardless of who it fights, but halves the user's
Power Anklet 16 BP
Speed stat.
The holder always gains 8 Sp. Def. EVs after a battle, regardless of who it fights, but halves the user's
Power Band 16 BP
Speed stat.
The holder always gains 8 Defense EVs after a battle, regardless of who it fights, but halves the user's
Power Belt 16 BP
Speed stat.
The holder always gains 8 Attack EVs after a battle, regardless of who it fights, but halves the user's
Power Bracer 16 BP
Speed stat.
The holder always gains 8 Sp. Atk. EVs after a battle, regardless of who it fights, but halves the user's
Power Lens 16 BP
Speed stat.
The holder always gains 8 HP EVs after a battle, regardless of who it fights, but halves the user's
Power Weight 16 BP
Speed stat.
Binding Band 48 BP Increases the power of the wielder's binding moves and lengths their duration.
Damp Rock 48 BP If the wielder initiates it, lengthens the duration of Rainy weather to be 8 turns.
When held, if the wielder is infatuated, so will be the one infatuating. It also enables inheriting 5 of 6
Destiny Knot 48 BP
IVs when breeding.
Expert Belt 48 BP When held, the Pokémon deals 20% more damage when its hits are super-effective.
Heat Rock 48 BP If the wielder initiates it, lengthens the duration of Sunny weather to be 8 turns.
Icy Rock 48 BP If the wielder initiates it, lengthens the duration of Hailing weather to be 8 turns.
Leftovers 48 BP When held, the Pokémon regains 1/16 of its max HP every turn.
Metronome 48 BP When held, the Pokémon's moves grow in strength with consecutive use (by 10% up to 50%).
Muscle Band 48 BP When held, the Pokémon's physical moves are boosted in power by 10%.
Quick Claw 48 BP Let's the user go first in its move priority class 3/16 of the time.
Scope Lens 48 BP When held, the Pokémon's critical-hit rate is automatically boosted by one stage.
Shell Bell 48 BP When held, the Pokémon regains 1/8 of the damage it deals back as healed HP.
Smooth Rock 48 BP If the wielder initiates it, lengthens the duration of Sandstorming weather to be 8 turns.
Soothe Bell 48 BP When held, the Pokémon's Happiness grows a lot faster.
Wise Glasses 48 BP When held, the Pokémon's special moves are boosted in power by 10%.
Route 8
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Dire Hit $1,000 Boosts one Pokémon's critical-hit rate by one stage when used in battle.
Dive Ball $1,000 A Pokéball with a 3.0x catch rate on Pokémon who live underwater.
Dusk Ball $1,000 A Pokéball with a 3.0x catch rate at night or in tunnels, caves, and other dark places.
Guard Spec. $1,5000 Your party's stats cannot be lowered for five turns after this item is used in battle.
Quick Ball $1,000 A Pokéball with a 4.0x catch rate on the first turn of battle.
X Accuracy $1,000 Boosts one Pokémon's accuracy by one stage when used in battle.
X Attack $1,000 Boosts one Pokémon's Attack stat by one stage when used in battle.
X Defense $2,000 Boosts one Pokémon's Defense stat by one stage when used in battle.
X Sp. Atk. $1,000 Boosts one Pokémon's Sp. Atk. stat by one stage when used in battle.
X Sp. Def. $2,000 Boosts one Pokémon's Sp. Def. stat by one stage when used in battle.
X Speed $1,000 Boosts one Pokémon's Speed stat by one stage when used in battle.
Konikoni City
Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed
Adrenaline Orb $300
is boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Fire Stone $3,000 Evolves certain Pokémon; click here for the details.
Leaf Stone $3,000 Evolves certain Pokémon; click here for the details.
Thunder Stone $3,000 Evolves certain Pokémon; click here for the details.
Water Stone $3,000 Evolves certain Pokémon; click here for the details.
Full Incense $5,000 Halves the user's Speed if held. Also enables the breeding of Munchlax if held.
Lax Incense $5,000 Boosts the holder's evasion by 10%. Also enables the breeding of Wynaut if held.
If the holder participates in Trainer Battles you earn doubled money. Also enables the breeding of
Luck Incense $11,000
Happiny of held.
Odd Incense $2,000 Boosts the power of the holder's Psychic moves by 20%. Also enables the breeding of Mime Jr. if held.
Lowers the wild encounter rate if held by your lead Pokémon. Also enables the breeding of Chingling
Pure Incense $6,000
if held.
Rock Incense $2,000 Boosts the power of the holder's Rock moves by 20%. Also enables the breeding of Bonsly if held.
Rose Incense $2,000 Boosts the power of the holder's Grass moves by 20%. Also enables the breeding of Budew if held.
Sea Incense $2,000 Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Azurill if held.
Wave Incense $2,000 Boosts the power of the holder's Water moves by 20%. Also enables the breeding of Mantyke if held.
TM09
$10,000 Poison Special 65 100 10 One No No
(Venoshock)
TM32 (Double
$10,000 Normal Status --- --- 15 User No No
Team)
TM47 (Low
$10,000 Fighting Physical 65 100 20 One No Yes
Sweep)
TM65 (Shadow
$10,000 Ghost Physical 70 100 15 One No Yes
Claw)
TM82 (Dragon
$10,000 Dragon Physical 60 90 10 One No Yes
Tail)
Energy Powder $500 Heals 60 HP to a single Pokémon, but lowers their Happiness.
Energy Root $1,200 Heals 120 HP to a sginle Pokémon, but greatly lowers their Happiness.
Heal Powder $300 Cures all of the ailments of one Pokémon save for KO/Pokérus, but lowers their Happiness.
Revival Herb $2,800 Revives a Pokémon from KO with full HP, but greatly lowers their Happiness.
Malie City
Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed
Adrenaline Orb $300
is boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Prevents random wild Pokémon battles for 200 steps.
TM23 (Smack
$10,000 Rock Physical 50 100 15 One No No
Down)
TM40 (Aerial
$10,000 Flying Physical 60 --- 20 One Yes Yes
Ace)
TM69 (Rock
$10,000 Rock Status --- --- 20 User No No
Polish)
TM75 (Swords
$10,000 Normal Status --- --- 20 User No No
Dance)
Mount Hokulani
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Calcium $10,000 Boosts your Sp. Atk. by 10 EVs, up to 100 EVs in that stat or 510 total.
Carbos $10,000 Boosts your Speed by 10 EVs, up to 100 EVs in that stat or 510 total.
HP Up $10,000 Boosts your HP by 10 EVs, up to 100 EVs in that stat or 510 total.
Iron $10,000 Boosts your Defense by 10 EVs, up to 100 EVs in that stat or 510 total.
Protein $10,000 Boosts your Attack by 10 EVs, up to 100 EVs in that stat or 510 total.
Zinc $10,000 Boosts your Sp. Def. by 10 EVs, up to 100 EVs in that stat or 510 total.
Tapu Village
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
Route 16
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
Seafolk Village
Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed
Adrenaline Orb $300
is boosted one stage.
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
TM04 (Calm
$10,000 Psychic Status --- --- 20 User No No
Mind)
TM22 (Solar
$10,000 Grass Special 120 100 10 One No No
Beam)
TM34 (Sludge
$10,000 Poison Special 95 100 10 Not User No No
Wave)
TM38 (Fire
$30,000 Fire Special 110 85 5 One No No
Blast)
TM52 (Focus
$30,000 Fighting Special 120 70 5 One No No
Blast)
TM68 (Giga
$50,000 Normal Physical 150 90 5 One No Yes
Impact)
TM71 (Stone
$30,000 Rock Physical 100 80 5 One No No
Edge)
Mount Lanakila
Adrenaline Use it in battle to make wild Pokémon call for help. If a Pokémon holds it and is Intimidate, its Speed is
$300
Orb boosted one stage.
Full Restore $3,000 Fully restores a Pokémon's HP and cures all of its ailments (except KO/Pokérus).
Max Repel $900 Stops random wild Pokémon battles for 250 steps.
Poké Ball $200 A Pokéball with the most basic catch rate of 1.0x, used to catch Pokémon.
Repel $400 Prevents random wild Pokémon battles for 100 steps.
Super Repel $700 Stops random wild Pokémon battles for 200 steps.
Battle Tree
32
Deep Sea Scale Doubles Clamperl's Special Defense when held. If held by Clamperl in a trade it'll evolve into Gorebyss.
BP
32
Deep Sea Tooth Doubles Clamperl's Special Attack when held. If held by Clamperl in a trade it'll evolve into Huntail.
BP
32
Dragon Scale Evolves Seadra into Kingdra if held during a trade.
BP
32
Dubious Disc Evolves Porygon2 into Porygon-Z if held during a trade.
BP
32
Electirizer Evolves Electabuzz into Electivire if held during a trade.
BP
32 The wielder's attacks have a 20% chance to flinch the target if they lack such a chance. Evolves Slowpoke
King's Rock
BP into Slowking if held in a trade.
32
Magmarizer Evolves Magmar into Magmortar if held during a trade.
BP
32
Protector Evolves Rhydon into Rhyperior if held during a trade.
BP
32
Sachet Evolves Spritzee into Aromatisse if held during a trade.
BP
Whipped 32
Evolves Swirlix into Slurpuff if held during a trade.
Dream BP
32
Up-Grade Evolves Porygon into Porygon2 if held during a trade.
BP
32 Makes the holder immune to Ground moves. This item is destroyed when the user takes damage from a
Air Balloon
BP move.
48
Assault Vest The user's Sp. Def. is boosted by 50%. However, they cannot use status moves.
BP
48 The user's Attack is boosted by 50%. However, they can only use one move the entire time they are in
Choice Band
BP battle.
48 The user's Sp. Atk. is boosted by 50%. However, they can only use one move the entire time they are in
Choice Scarf
BP battle.
48 The user's Speed is boosted by 50%. However, they can only use one move the entire time they are in
Choice Specs
BP battle.
32
Eject Button One-time consumable item: when the user s struck by a move they are switched out of battle.
BP
16
Flame Orb Burns the holder.
BP
32 One-time consumable item: when the user is struck by a move at full HP that would KO them, they hang
Focus Sash
BP on with 1 HP, a la Sturdy.
16
Iron Ball Halves the user's Speed and removes immunity to Ground moves.
BP
48 The user's moves are 30% stronger. However, each offensive move used makes them lose 10% of their
Life Orb
BP HP.
24 One-time consumable item: when the user is affected by a status that affects its moves, e.g. Taunt, the
Mental Herb
BP effect is negated.
24 One-time consumable item: when the user uses a two-turn move that requires a charging up on the first
Power Herb
BP turn, this will be consumed and the move used immediately.
48 The holder is not affected by contact-based effects on the target: for example, they're not affected by the
Protective Pads
BP target's Static or Rough Skin.
32
Red Card One-time consumable item: when the user is struck by a move, the attacker is switched out of battle.
BP
16
Ring Target Moves that do not affect the Pokémon normally will hit.
BP
48
Rocky Helmet When the holder is struck by a contact move the attacker loses 1/8 of their HP.
BP
Terrain 48
Whenever the holder triggers a Terrain either by move or ability its duration is extended to 8 turns.
Extender BP
16
Toxic Orb Badly Poisons the holder, a la Toxic.
BP
Weakness 32 One-time consumable item: when the user is hit super-effectively, their Attack and Sp. Atk. are
Policy BP boosted by two stages.
24
White Herb One-time consumable item: when the user's stats are lowered, they are returned to normal levels.
BP
64
Aerodactylite Mega Stone for Aerodactyl.
BP
64
Alakazite Mega Stone for Alakazam.
BP
64
Garchompite Mega Stone for Garchomp.
BP
64
Gengarite Mega Stone for Gengar.
BP
64
Glalitite Mega Stone for Glalie.
BP
64
Gyaradosite Mega Stone for Gyarados.
BP
64
Kangaskhanite Mega Stone for Kangaskhan.
BP
64
Lucarionite Mega Stone for Lucario.
BP
64
Metagrossite Mega Stone for Metagross.
BP
64
Pinsirite Mega Stone for Pinsir.
BP
64
Sablenite Mega Stone for Sableye.
BP
64
Salamencite Mega Stone for Salamence.
BP
64
Scizorite Mega Stone for Scizor.
BP
64
Sharpedonite Mega Stone for Sharpedo.
BP
64
Slowbronite Mega Stone for Slowbro.
BP
Mini-Pokédex
Learnsets
One thing is not covered in this guide, mostly due to concerns of size and the like - what each Pokémon is capable of learning.
We DO have those documented! Just in a separate document to avoid clogging up the main guide. Said document also includes all
of the other statistical info found here, which is by comparison meant simply for quick reference, as well as some other stuff.
http://www.gamefaqs.com/3ds/187276-pokemon-sun/faqs/74148
This first section of our miniature Pokédex will discuss the following bits of info. They are information useful mostly to the general
player: stats, types, abilities, and so on, though you can find comparisons in the Pokédex mentioned earlier. for a different
organization system, though keep in mind parts of the data in this section will be omitted in that section. In any case, we will
consider the following info for this section:
• Species: This bit of data is essentially the Pokémon's own name. Within this bit, if the Pokémon has a Mega Evolution, if you would
like to see its data, a link to the Pokémon Stats (Mega Evolutions) section will be listed, and the same for Primal Pokémon and
other Formes which you have significant control over. Those like gender (like how "♂" means "male") is based more on the RNG
than anything, so while clearly noted there's no need to actually make another section for those. Keep in mind these Formes are
only noted when there is a significant difference in abilities or stats or type: the Pikachu make/female Formes, for example, are not
noted.
• Pokémon Type: This is used to determine type resistances and weaknesses. This will be independent of their Mega-Evolutions,
and everything listed will be individual to any Formes (beyond normal and Shiny, and usually gender).
• Abilities: Each Pokémon has some sort of ability attributed to it. The effects of these can vary, such as Static paralyzing Pokémon
that deal a physical attack. The last ability listed generally is the Pokémon's Hidden Ability. Hidden Abilities are rare: generally, you
have to breed Pokémon who have Hidden Abilities to get others with them, and those Pokémon are EXTREMELY rare. Or were -
because of the Friend Safari, there's generally a 50% chance of finding a Pokémon with a Hidden Ability. See the Pokémon
Abilities for more. In any case, Hidden Abilities are written like this, bolded and italicized to make it apparent they're there. If no
ability is written in that fashion, then the Pokémon does not have a distinct hidden ability. (All Pokémon have 3 ability slots and the
one for an individual is among those three, but those 3 are not necessarily different abilities. Gastly, for example, has two Levitate
slots and one Hidden Ability-type Levitate.)
• Base Stats: The base stats upon which a Pokémon's level-up stats are calculated: not the lowest possible stats. They range from 1
to 255 and can generally be directly compared to see who is better than who in what. 70 ~ 85 is generally called "average"; higher
than that (most people aim for 120+) and it's good for that stat. The "Base Stat Total" (BST) is the sum of these and is often used as
a general indicator of the Pokémon's prowess.
• Level 100 Base Max Stats: These are the base stats a Pokémon can have at Level 100: that is to say, these are the stats the
Pokémon has at Level 100 with 0 EVs and 0 IVs in all stats in addition to a neutral Nature, such as Quirky. This allows you to more
quickly calculate the influence of EVs and IVs on the stats: simply add the EVs divided by 4 to the stat, then the number of IVs, then
multiply by 0.9, 1.0, or 1.1 depending on the influence of the Nature. If you're looking to max out the stat, for example, you would
add 94 (252/4 = 63 from EVs, 31 = 31 from IVs, 63+31=94) and then multiply the overall sum by 1.1 for a boosting Nature on non-
HP stats. The only exception to this rule is Shedinja, who always has 1 HP.
BASE STATS LEVEL 100 BASE MAX STATS
3 2 1
#0 Grass/Poi Overgrow, Chl 4 6 4 10 10 13 9 77
Bulbasaur 49 49 65 1 0 3
01 son orophyll 5 5 5 3 3 5 5 1
8 0 5
4 2 1 1
#0 Grass/Poi Overgrow, Chl 6 8 6 12 13 16 94
Ivysaur 62 63 80 0 3 6 2
02 son orophyll 0 0 0 9 1 5 5
5 0 5 5
1 5 2 2 1
#0 Venusaur (Me Grass/Poi Overgrow, Chl 8 10 8 16 17 20 11
82 83 0 2 7 0 6
03 ga) son orophyll 0 0 0 9 1 5 85
0 5 0 5 5
3 1 1 1
#0 Blaze, Solar 3 6 6 10 10 75
Charmander Fire 52 43 50 0 8 91 2 3
04 Power 9 0 5 9 5 3
9 8 5 5
4 2 1 1
#0 Blaze, Solar 5 8 8 13 12 13 94
Charmeleon Fire 64 58 65 0 2 6 6
05 Power 8 0 0 3 1 5 5
5 6 5 5
1 1 5 2 2 2
#0 Charizard (M Fire/Flyin Blaze, Solar 7 17 16 17 12
84 78 0 85 0 3 6 2 0
06 egas) g Power 8 3 1 5 03
9 0 4 6 3 5
3 1 1
#0 Torrent, Rain 4 5 4 10 13 13 9 76
Squirtle Water 48 65 64 1 9 0
07 Dish 4 0 3 1 5 3 1 3
4 8 5
4 2 1 1
#0 Torrent, Rain 5 6 5 13 16 16 94
Wartortle Water 63 80 80 0 2 3 2
08 Dish 9 5 8 1 5 5 5
5 8 5 1
5 2 1 1
#0 Blastoise (Me Torrent, Rain 7 10 8 10 7 17 20 21 11
Water 83 3 6 7 6
09 ga) Dish 9 0 5 5 8 1 5 5 95
0 8 5 1
Shield 1 2
#0 4 2 4 4 9 52
Caterpie Bug Dust, Run 30 35 20 9 0 65 75 45
10 5 0 5 5 5 5
Away 5 0
2 2
#0 5 2 3 11 5 6 54
Metapod Bug Shed Skin 20 55 25 0 1 45 55
11 0 5 0 5 5 5 5
5 0
Compound 3 2 1 1
#0 Bug/Flyin 6 8 7 10 16 90
Butterfree Eyes, Tinted 45 50 80 8 3 95 6 4
12 g 0 0 0 5 5 5
Lens 5 0 5 5
Shield 1 1 1
#0 Bug/Pois 4 2 5 4 52
Weedle Dust, Run 35 30 20 9 9 75 65 45 0
13 on 0 0 0 5 5
Away 5 0 5
2 2
#0 Bug/Pois 4 2 3 10 5 7 54
Kakuna Shed Skin 25 50 25 0 0 55 55
14 on 5 5 5 5 5 5 5
5 0
3 2 1
#0 Beedrill (Meg Bug/Pois 6 4 7 16 9 16 90
Swarm, Sniper 80 40 80 8 4 85 5
15 a) on 5 5 5 5 5 5 5
5 0 5
Keen Eye,
2 1 1
#0 Normal/F Tangled 4 3 5 7 63
Pidgey 45 40 35 5 9 95 85 75 1
16 lying Feet, Big 0 5 6 5 7
1 0 7
Pecks
Keen Eye,
3 2 1 1
#0 Normal/F Tangled 6 5 7 12 11 10 83
Pidgeotto 60 55 50 4 3 0 4
17 lying Feet, Big 3 0 1 5 5 5 3
9 6 5 7
Pecks
Keen Eye,
4 2 1 1
#0 Pidgeot (Meg Normal/F Tangled 8 7 9 16 15 14 10
80 75 70 6 7 4 8
18 a) lying Feet, Big 3 0 1 5 5 5 73
9 6 5 7
Pecks
Gluttony, 2 1 1
#0 Rattata Dark/Nor 3 2 7 11 5 64
Hustle, Thick 56 35 35 5 7 75 75 4
19 (Alolan) mal 0 5 2 7 5 1
Fat 3 0 9
2 1 1
#0 Rattata Guts, Run 3 2 7 11 5 64
Normal 56 35 35 5 7 75 75 4
19 (Regular) Away, Hustle 0 5 2 7 5 1
3 0 9
4 2 1
#0 Raticate Guts, Run 7 4 7 14 14 8 16 96
Normal 71 70 80 1 6 5
20 (Regular) Away, Hustle 5 0 7 7 5 5 5 1
3 0 9
Gluttony, 4 2 1 1
#0 Raticate 5 5 9 16 12 14 96
Normal Hustle, Thick 81 60 70 1 2 0 9
20 (Alolan) 5 0 7 7 5 5 1
Fat 3 0 5 9
2 1 1
#0 Normal/F Keen 4 3 7 12 6 65
Spearow 60 30 31 6 9 65 67 4
21 lying Eye, Sniper 0 1 0 5 7 9
2 0 5
1 4 2 1 2
#0 Normal/F Keen 6 6 18 13 12 10
Fearow 90 65 61 0 4 4 2 0
22 lying Eye, Sniper 5 1 5 5 7 19
0 2 0 7 5
Intimidate, 2 1 1
#0 3 4 5 12 8 11 71
Ekans Poison Shed 60 44 54 8 8 93 1
23 5 0 5 5 5 3 1
Skin, Unnerve 8 0 5
Intimidate, 4 2 1 1
#0 6 6 8 19 14 16 10
Arbok Poison Shed 95 69 79 4 3 3 6
24 0 5 0 5 3 3 31
Skin, Unnerve 8 0 5 5
3 1 1 1
#0 Pikachu (All Static, Lightni 3 5 9 11 73
Electric 55 30 40 0 8 65 0 85 8
25 Formes) ng Rod 5 0 0 5 5
0 0 5 5
1 4 2 1 2
#0 Raichu Electric/P Static, Lightni 6 9 17 10 17 11
85 50 85 1 8 3 9 2
26 (Regular) sychic ng Rod 0 5 5 5 5 05
0 5 0 5 5
1 4 2 1 2
#0 Raichu 6 9 18 11 16 10
Electric Surge Surfer 90 55 80 0 7 3 8 0
26 (Alolan) 0 0 5 5 5 85
0 5 0 5 5
Sand 3 2
#0 Sandshrew 5 1 4 15 18 2 8 73
Ice/Steel Veil, Sand 75 90 35 0 1 75
27 (Regular) 0 0 0 5 5 5 5 5
Rush 0 0
Snow 3 2
#0 Sandshrew 5 2 4 15 17 4 8 73
Ground Cloak, Slush 75 85 30 0 1 65
27 (Alolan) 0 0 0 5 5 5 5 5
Rush 0 0
Sand 4 2 1
#0 Sandslash 7 10 12 2 6 20 24 5 13 10
Ice/Steel Veil, Sand 65 5 6 3
28 (Regular) 5 0 0 5 5 5 5 5 5 35
Rush 0 0 5
Snow 4 2 1
#0 Sandslash 7 10 11 4 6 20 22 9 11 10
Ground Cloak, Slush 55 5 6 3
28 (Alolan) 5 0 0 5 5 5 5 5 5 35
Rush 0 0 5
2 2
#0 Poison Point, 5 4 4 10 8 8 68
Nidoran♀ Poison 47 52 40 7 2 99 85
29 Rivalry, Hustle 5 0 1 9 5 7 5
5 0
3 2 1 1
#0 Poison Point, 7 5 5 12 13 11 86
Nidorina Poison 62 67 55 6 5 1 1
30 Rivalry, Hustle 0 5 6 9 9 5 5
5 0 5 7
Poison Point, 4 2 1 1
#0 Poison/Gr 9 7 7 16 17 17 11
Nidoqueen Rivalry, Sheer 82 87 85 9 9 5 5
31 ound 0 5 6 9 9 5 25
Force 5 0 5 7
2 2 1
#0 Poison Point, 4 4 5 11 8 68
Nidoran♂ Poison 57 40 40 7 0 85 85 0
32 Rivalry, Hustle 6 0 0 9 5 1
3 2 5
3 2 1 1
#0 Poison Point, 6 5 6 14 11 11 86
Nidorino Poison 72 57 55 6 3 1 3
33 Rivalry, Hustle 1 5 5 9 9 5 5
5 2 5 5
Poison Point, 4 2 1 1
#0 Poison/Gr 8 8 8 18 15 15 11
Nidoking Rivalry, Sheer 92 77 75 9 7 7 7
34 ound 1 5 5 9 9 5 25
Force 5 2 5 5
Cute Charm,
3 2 1
#0 Magic 7 6 3 10 13 7 78
Clefairy Fairy 45 48 65 2 5 95 2
35 Guard, Friend 0 0 5 1 5 5 1
3 0 5
Guard
Cute Charm,
4 3 1 1
#0 Magic 9 8 6 14 15 18 10
Clefable Fairy 70 73 90 7 0 7 2
36 Guard, Unawa 5 5 0 5 1 5 81
3 0 5 5
re
2 1 1 1
#0 Vulpix Flash 3 5 6 13 73
Ice 41 40 65 9 8 87 85 0 3
37 (Regular) Fire, Drought 8 0 5 5 3
9 6 5 5
Snow 2 1 1 1
#0 Vulpix 3 5 6 13 73
Fire Cloak, Snow 41 40 65 9 8 87 85 0 3
37 (Alolan) 8 0 5 5 3
Warning 9 6 5 5
1 5 2 1 2
#0 Ninetales Flash 7 8 10 13 15 20 11
Ice/Fairy 67 75 0 0 5 6 2
38 (Regular) Fire, Drought 3 1 0 9 5 5 45
9 5 6 7 3
Snow 1 5 2 1 2
#0 Ninetales 7 8 10 15 15 20 11
Fire Cloak, Snow 76 75 0 0 5 6 0
38 (Alolan) 3 1 0 7 5 5 45
Warning 0 5 6 7 5
Cute Charm,
1 2 3
#0 Normal/F Friend 4 2 9 4 67
Jigglypuff 1 45 20 25 7 4 95 45 55
39 airy Guard, Compe 5 0 5 5 5
5 0 0
titive
Cute Charm, 1 4 3 1
#0 Normal/F 7 4 14 10 9 98
Wigglytuff Frisk, Competi 4 70 45 50 2 9 95 5
40 airy 5 5 5 5 5 5
tive 0 5 0 5
Inner 2 1 1
#0 Poison/Fl 4 3 5 6 62
Zubat Focus, Infiltra 45 35 40 4 9 95 75 85 1
41 ying 0 0 5 5 5
tor 5 0 5
Inner 4 2 1 1
#0 Poison/Fl 7 6 9 16 14 15 10
Golbat Focus, Infiltra 80 70 75 5 6 3 8
42 ying 5 5 0 5 5 5 45
tor 5 0 5 5
3 2 1
#0 Grass/Poi Chlorophyll, R 4 7 3 10 11 13 6 77
Oddish 50 55 65 2 0 5
43 son un Away 5 5 0 5 5 5 5 5
0 0 5
3 2 1
#0 Grass/Poi Chlorophyll, St 6 8 4 13 14 15 8 92
Gloom 65 70 75 9 3 7
44 son ench 0 5 0 5 5 5 5 5
5 0 5
1 4 2 2 1
#0 Grass/Poi Chlorophyll, Ef 7 5 16 17 18 10
Vileplume 80 85 0 90 8 6 0 0
45 son fect Spore 5 0 5 5 5 95
0 0 0 5 5
Dry Skin, 2 1
#0 Bug/Gras 3 4 2 14 11 9 11 5 70
Paras Effect 70 55 55 8 8
46 s 5 5 5 5 5 5 5 5 5
Spore, Damp 5 0
Dry Skin, 4 2 1
#0 Bug/Gras 6 6 3 19 16 16 6 94
Parasect Effect 95 80 80 0 3 2
47 s 0 0 0 5 5 5 5 5
Spore, Damp 5 0 5
Compound
3 2
#0 Bug/Pois Eyes, Tinted 6 4 4 11 10 8 11 9 74
Venonat 55 50 55 0 3
48 on Lens, Run 0 0 5 5 5 5 5 5 5
5 0
Away
Shield Dust,
4 2 1 1
#0 Bug/Pois Tinted 7 9 9 13 12 15 10
Venomoth 65 60 75 5 5 8 8
49 on Lens, Wonder 0 0 0 5 5 5 35
0 0 5 5
Skin
Arena Trap,
2 1 1
#0 Diglett Ground/S Sand 1 3 9 11 7 66
55 30 45 6 3 65 95 8
50 (Regular) teel Veil, Sand 0 5 0 5 5 5
5 0 5
Force
Sand Veil,
2 1 1
#0 Diglett Tangled 1 3 9 11 7 66
Ground 55 25 45 6 3 55 95 9
50 (Alolan) Hair, Sand 0 5 5 5 5 5
5 0 5
Force
Arena Trap,
1 4 1 1 2
#0 Dugtrio Ground/S Sand 3 10 5 20 12 14 98
60 70 1 2 8 0 2
51 (Regular) teel Veil, Sand 5 0 0 5 5 5 5
0 5 0 5 5
Force
Sand Veil,
1 4 1 1 2
#0 Dugtrio Tangled 3 10 5 20 10 14 98
Ground 50 70 2 2 8 0 4
51 (Alolan) Hair, Sand 5 0 0 5 5 5 5
0 5 0 5 5
Force
Pickup, 2 1 1 1
#0 Meowth 4 5 9 71
Dark Technician, Ra 35 35 40 9 9 75 75 0 85 8
52 (Alolan) 0 0 0 5
ttled 0 0 5 5
Pickup, 2 1 1
#0 Meowth 4 4 9 8 71
Normal Technician, Un 45 35 40 9 9 95 75 85 8
52 (Regular) 0 0 0 5 5
nerve 0 0 5
Fur Coat, 1 4 2 1 2
#0 Persian 6 7 12 12 13 10
Dark Technician, Ra 60 60 65 1 4 4 5 3
53 (Alolan) 5 5 5 5 5 15
ttled 5 0 0 5 5
Limber, 1 4 2 1 2
#0 Persian 6 6 14 12 13 10
Normal Technician, Un 70 60 65 1 4 4 3 3
53 (Regular) 5 5 5 5 5 15
nerve 5 0 0 5 5
Cloud Nine, 3 2 1 1
#0 5 6 5 10 10 10 77
Psyduck Water Damp, Swift 52 48 50 2 1 3 1
54 0 5 5 9 1 5 5
Swim 0 0 5 5
Cloud Nine, 5 2 1 1
#0 8 9 8 16 16 16 11
Golduck Water Damp, Swift 82 78 80 0 7 9 7
55 0 5 5 9 1 5 35
Swim 0 0 5 5
Anger Point, 3 1 1
#0 4 3 7 16 7 74
Mankey Fighting Vital 80 35 45 0 9 75 95 4
56 0 5 0 5 5 5
Spirit, Defiant 5 0 5
Anger Point, 4 2 1 1
#0 6 10 5 9 21 12 14 10
Primeape Fighting Vital 60 70 4 4 0 9
57 5 5 0 5 5 5 5 25
Spirit, Defiant 5 0 5 5
Flash Fire, 3 2 1 1
#0 5 7 6 14 10 83
Growlithe Fire Intimidate, Jus 70 45 50 5 2 95 4 2
58 5 0 0 5 5 5
tified 0 0 5 5
Flash Fire, 1 5 2 2 1
#0 9 11 9 22 16 16 12
Arcanine Fire Intimidate, Jus 80 0 80 5 9 0 9
59 0 0 5 5 5 5 45
tified 0 5 0 5 5
Damp, Water 3 1 1
#0 4 4 9 10 8 73
Poliwag Water Absorb, Swift 50 40 40 0 9 85 85 8
60 0 0 0 5 5 5
Swim 0 0 5
Damp, Water 3 2 1 1
#0 6 5 9 13 13 10 90
Poliwhirl Water Absorb, Swift 65 65 50 8 4 0 8
61 5 0 0 5 5 5 5
Swim 5 0 5 5
Damp, Water 5 2 1 1
#0 Water/Fi 9 7 7 17 19 18 11
Poliwrath Absorb, Swift 85 95 90 0 9 4 4
62 ghting 0 0 0 5 5 5 35
Swim 0 0 5 5
Inner Focus, 1 3 1 2 1
#0 2 9 11 75
Abra Psychic Synchronize, 20 15 0 55 1 6 45 35 1 8
63 5 0 5 5
Magic Guard 5 0 0 5 5
Inner Focus, 1 1 4 1 2 2
#0 4 14 93
Kadabra Psychic Synchronize, 35 30 2 70 0 0 9 75 65 4 1
64 0 5 5
Magic Guard 0 5 0 0 5 5
Inner Focus, 1 1 4 2 2 2
#0 Alakazam (Me 5 10 17 11
Psychic Synchronize, 50 45 3 85 2 9 2 95 7 4
65 ga) 5 5 5 15
Magic Guard 5 0 0 0 5 5
Guts, No 3 2
#0 7 3 3 16 10 7 7 74
Machop Fighting Guard, Steadf 80 50 35 0 5 75
66 0 5 5 5 5 5 5 5
ast 5 0
Guts, No 4 2 1
#0 8 10 5 4 20 14 12 9 94
Machoke Fighting Guard, Steadf 70 60 0 7 0
67 0 0 0 5 5 5 5 5 5
ast 5 0 5
Guts, No 5 2 1 1
#0 9 13 6 5 28 16 17 11
Machamp Fighting Guard, Steadf 80 85 1 9 3 1
68 0 9 5 5 3 5 5 63
ast 4 0 5 5
3 2 1
#0 Grass/Poi Chlorophyll, Gl 5 7 4 15 8 73
Bellsprout 75 35 30 0 1 75 4 65
69 son uttony 0 0 0 5 5 5
0 0 5
3 2 1 1
#0 Grass/Poi Chlorophyll, Gl 6 8 5 18 10 91
Weepinbell 90 50 45 9 4 7 95 1
70 son uttony 5 5 5 5 5 5
0 0 5 5
1 4 2 2 1
#0 Grass/Poi Chlorophyll, Gl 8 10 7 21 13 12 10
Victreebel 65 0 60 8 7 0 4
71 son uttony 0 5 0 5 5 5 95
0 0 0 5 5
Clear Body,
3 1 1 1
#0 Water/Po Liquid 4 5 10 7 20 80
Tentacool 40 35 3 9 85 75 0 4
72 ison Ooze, Rain 0 0 0 0 5 5
5 0 5 5
Dish
Clear Body,
1 5 2 1 2
#0 Water/Po Liquid 8 8 12 14 13 24 11
Tentacruel 70 65 0 1 7 6 0
73 ison Ooze, Rain 0 0 0 5 5 5 65
0 5 0 5 5
Dish
Magnet Pull, 3 1
#0 Geodude Rock/Elec 4 10 3 2 16 20 6 4 73
Sturdy, Galva 80 30 0 9 65
74 (Alolan) tric 0 0 0 0 5 5 5 5 5
nize 0 0
Rock Head, 3 1
#0 Geodude Rock/Gro 4 10 3 2 16 20 6 4 73
Sturdy, Sand 80 30 0 9 65
74 (Regular) und 0 0 0 0 5 5 5 5 5
Veil 0 0
Magnet Pull, 3 2
#0 Graveler Rock/Elec 5 11 4 3 19 23 9 7 91
Sturdy, Galva 95 45 9 2 95
75 (Alolan) tric 5 5 5 5 5 5 5 5 5
nize 0 0
Rock Head, 3 2
#0 Graveler Rock/Gro 5 11 4 3 19 23 9 7 91
Sturdy, Sand 95 45 9 2 95
75 (Regular) und 5 5 5 5 5 5 5 5 5
Veil 0 0
Magnet Pull, 4 2 1
#0 Golem Rock/Elec 8 12 13 5 4 24 26 13 9 11
Sturdy, Galva 65 9 7 1
76 (Alolan) tric 0 0 0 5 5 5 5 5 5 25
nize 5 0 5
Rock Head, 4 2 1
#0 Golem Rock/Gro 8 11 13 5 4 22 26 13 9 11
Sturdy, Sand 65 8 7 1
76 (Regular) und 0 0 0 5 5 5 5 5 5 05
Veil 5 0 5
Oblivious,
3 2
#0 Water/Ps Own 9 4 1 13 13 8 3 76
Slowpoke 65 65 40 1 9 85
79 ychic Tempo, Regen 0 0 5 5 5 5 5 5
5 0
erator
Oblivious,
1 4 3 2
#0 Slowbro (Meg Water/Ps Own 9 11 3 15 22 16 6 11
75 0 80 9 0 0
80 a) ychic Tempo, Regen 5 0 0 5 5 5 5 15
0 0 0 5
erator
Magnet Pull, 3 1 1
#0 Steel/Elec 2 9 4 14 11 9 78
Magnemite Sturdy, Analyt 35 70 55 2 6 75 9
81 tric 5 5 5 5 5 5 5
ic 5 0 5
Magnet Pull, 1 4 2 2 1
#0 Steel/Elec 5 7 12 19 14 10
Magneton Sturdy, Analyt 60 95 2 70 6 1 4 4
82 tric 0 0 5 5 5 65
ic 0 5 0 5 5
Inner Focus, 3 2 1 1
#0 Normal/F 5 5 6 18 11 12 88
Farfetch'd Keen 90 55 62 7 1 2 2
83 lying 2 8 0 5 5 9 9
Eye, Defiant 7 4 1 5
Early Bird,
3 1 1
#0 Normal/F Run 3 3 7 17 7 75
Doduo 85 45 35 0 8 95 75 5
84 lying Away, Tangle 5 5 4 5 5 3
9 0 3
d Feet
Early Bird,
1 4 2 1 2
#0 Normal/F Run 6 11 6 22 14 12 10
Dodrio 70 60 1 7 3 2 2
85 lying Away, Tangle 0 0 0 5 5 5 75
0 0 0 5 5
d Feet
Hydration, 3 2
#0 6 4 4 11 9 14 9 78
Seel Water Thick Fat, Ice 45 55 70 2 4 95
86 5 5 5 5 5 5 5 5
Body 5 0
Hydration, 4 2 1 1
#0 9 7 7 14 16 19 10
Dewgong Water Thick Fat, Ice 70 80 95 7 9 4 4
87 0 0 0 5 5 5 85
Body 5 0 5 5
Stench, Sticky 3 2
#0 Grimer Poison/D 8 4 2 16 10 8 10 5 78
Hold, Poison 80 50 50 2 7
88 (Regular) ark 0 0 5 5 5 5 5 5 5
Touch 5 0
Poison Touch, 3 2
#0 Grimer 8 4 2 16 10 8 10 5 78
Poison Gluttony, Pow 80 50 50 2 7
88 (Alolan) 0 0 5 5 5 5 5 5 5
er of Alchemy 5 0
Stench, Sticky 1 5 3 1 1
#0 Muk Poison/D 10 6 10 5 21 15 20 11
Hold, Poison 0 75 0 2 3 0
89 (Regular) ark 5 5 0 0 5 5 5 35
Touch 5 0 0 5 5
Poison Touch, 1 5 3 1 1
#0 10 6 10 5 21 15 20 11
Muk (Alolan) Poison Gluttony, Pow 0 75 0 2 3 0
89 5 5 0 0 5 5 5 35
er of Alchemy 5 0 0 5 5
Shell Armor, 3 1
#0 3 10 4 4 13 20 9 8 74
Shellder Water Skill 65 25 0 7 55
90 0 0 5 0 5 5 5 5 5
Link, Overcoat 5 0
Shell Armor, 5 2 1 1
#0 5 18 8 7 19 36 11
Cloyster Water/Ice Skill 95 45 2 1 7 95 4
91 0 0 5 0 5 5 85
Link, Overcoat 5 0 5 5
1 3 1 2 1
#0 Ghost/Poi 3 8 75
Gastly Levitate 35 30 0 35 1 7 75 65 0 75 6
92 son 0 0 5
0 0 0 5 5
1 4 2 2 1
#0 Ghost/Poi 4 9 10 11 94
Haunter Levitate 50 45 1 55 0 0 95 3 9
93 son 5 5 5 5 5
5 5 0 5 5
1 1 5 2 2 2
#0 Gengar (Mega Ghost/Poi 6 13 12 15 11
Cursed Body 65 60 3 75 1 0 3 6 2
94 ) son 0 5 5 5 35
0 0 0 0 5 5
Rock Head, 3 1 1
#0 Rock/Gro 3 16 3 7 32 6 90
Onix Sturdy, Weak 45 45 8 8 95 95 4
95 und 5 0 0 0 5 5 5
Armor 5 0 5
Forewarn, 3 2
#0 6 4 4 10 9 18 8 79
Drowzee Psychic Insomnia, Inn 48 45 90 2 3 95
96 0 3 2 1 1 5 9 1
er Focus 8 0
Forewarn, 4 2 1 1
#0 8 7 11 6 15 14 23 11
Hypno Psychic Insomnia, Inn 73 70 8 8 5 3
97 5 3 5 7 1 5 5 01
er Focus 3 0 1 9
Hyper Cutter,
3 1 1
#0 Shell 3 10 2 5 21 18 5 78
Krabby Water 90 25 2 7 55 0
98 Armor, Sheer 0 5 5 0 5 5 5 5
5 0 5
Force
Hyper Cutter,
4 2 1 1
#0 Shell 5 13 11 5 7 26 23 10 10
Kingler Water 50 7 2 0 5
99 Armor, Sheer 5 0 5 0 5 5 5 5 85
5 0 5 5
Force
Soundproof, 1 3 1 1 2
#1 4 5 10 11 79
Voltorb Electric Static, Afterm 30 50 55 0 3 9 65 1 0
00 0 5 5 5 5
ath 0 0 0 5 5
3 2 1
#1 Grass/Psy Chlorophyll, H 6 6 4 16 8 78
Exeggcute 40 80 45 2 3 85 2 95
02 chic arvest 0 0 0 5 5 5
5 0 5
1 5 3 2
#1 Exeggutor Grass/Dra 9 10 4 21 19 15 9 12
Frisk, Harvest 95 2 75 4 0 5
03 (Alolan) gon 5 5 5 5 5 5 5 15
5 0 0 5
1 5 3 2 1
#1 Exeggutor Grass/Psy Chlorophyll, H 9 5 19 17 15 11
95 85 2 75 3 0 5 1
03 (Regular) chic arvest 5 5 5 5 5 95
5 0 0 5 5
Lightning Rod,
3 2
#1 Rock 5 4 3 10 19 8 10 7 77
Cubone Ground 50 95 50 2 1
04 Head, Battle 0 0 5 5 5 5 5 5 5
0 0
Armor
Lightning Rod,
4 2 1
#1 Marowak Fire/Ghos Cursed 6 11 5 4 16 22 16 9 98
80 80 2 3 0
05 (Alolan) t Body, Rock 0 0 0 5 5 5 5 5 5
5 0 5
Head
Lightning Rod,
4 2 1
#1 Marowak Rock 6 11 5 4 16 22 16 9 98
Ground 80 80 2 3 0
05 (Regular) Head, Battle 0 0 0 5 5 5 5 5 5
5 0 5
Armor
Limber, 4 2 1
#1 5 12 3 11 8 24 11 7 22 10
Hitmonlee Fighting Reckless, Unb 53 5 1 7
06 0 0 5 0 7 5 1 5 5 45
urden 5 0 9
Oblivious,
3 2 1
#1 Own 9 6 3 11 15 15 6 90
Lickitung Normal 55 75 75 8 9 2
08 Tempo, Cloud 0 0 0 5 5 5 5 5
5 0 5
Nine
3 1 1
#1 4 6 3 13 19 7 81
Koffing Poison Levitate 65 95 45 4 9 2 95
09 0 0 5 5 5 5 5
0 0 5
4 2 1 1
#1 6 12 8 6 18 24 14 11
Weezing Poison Levitate 90 70 9 4 7 2
10 5 0 5 0 5 5 5 15
0 0 5 5
Lightning Rod,
3 2
#1 Ground/R Rock 8 3 2 17 19 6 5 82
Rhyhorn 85 95 30 4 7 65
11 ock Head, Reckles 0 0 5 5 5 5 5 5
5 0
s
Lightning Rod,
1 4 3
#1 Ground/R Rock 13 12 4 4 26 24 9 8 11
Rhydon 0 45 8 2 95
12 ock Head, Reckles 0 0 5 0 5 5 5 5 05
5 5 0
s
Natural Cure, 2 4 6 1
#1 3 10 5 7 21 10
Chansey Normal Serene 5 5 5 5 1 15 15 0
13 5 5 0 5 5 35
Grace, Healer 0 0 0 5
Chlorophyll,
1 4 2 2 1
#1 Leaf 6 11 6 11 23 10
Tangela Grass 55 0 40 3 4 0 85 2
14 Guard, Regene 5 5 0 5 5 05
0 5 0 5 5
rator
Early Bird, 1 4 3 1
#1 Kangaskhan ( 4 9 19 16 8 16 11
Normal Scrappy, Inner 0 95 80 80 9 2 8
15 Mega) 0 0 5 5 5 5 15
Focus 5 0 0 5
2 1 1 1
#1 Sniper, Swift 3 7 6 14 72
Horsea Water 40 70 25 9 7 85 4 55 2
16 Swim, Damp 0 0 0 5 5
5 0 5 5
4 2 1 1
#1 Poison Point, 5 9 8 13 19 10
Seadra Water 65 95 45 4 2 9 95 7
17 Sniper, Damp 5 5 5 5 5 15
0 0 5 5
Swift Swim,
3 2 1
#1 Water 4 3 6 13 12 7 10 77
Goldeen Water 67 60 50 2 0 3
18 Veil, Lightnin 5 5 3 9 5 5 5 5
0 0 1
g Rod
Swift Swim,
4 2 1 1
#1 Water 8 6 6 18 13 16 10
Seaking Water 92 65 80 5 7 3 4
19 Veil, Lightnin 0 5 8 9 5 5 35
0 0 5 1
g Rod
Illuminate, 3 1 1 1
#1 3 7 8 11 11 81
Staryu Water Natural 45 55 55 4 7 95 4 7
20 0 0 5 5 5 5
Cure, Analytic 0 0 5 5
Illuminate, 1 1 5 2 2 2
#1 Water/Ps 6 15 17 17 11
Starmie Natural 75 85 0 85 1 2 3 0 3
21 ychic 0 5 5 5 75
Cure, Analytic 0 5 0 0 5 5
Filter, 1 4 1 2 1
#1 Psychic/F 4 12 9 13 24 10
Mr. Mime Soundproof, T 45 65 0 6 9 95 0 8
22 airy 0 0 0 5 5 55
echnician 0 0 0 5 5
Swarm, 1 5 2 1 2
#1 Bug/Flyin 7 11 5 22 16 16 11
Scyther Technician, St 80 80 0 0 5 1 1
23 g 0 0 5 5 5 5 35
eadfast 5 0 0 5 5
Forewarn, 1 4 2 2 1
#1 Ice/Psych 6 9 10 19 10
Jynx Oblivious, Dry 50 35 1 95 5 4 75 3 9
24 ic 5 5 5 5 45
Skin 5 5 0 5 5
1 4 2 1 2
#1 Static, Vital 6 9 17 11 17 11
Electabuzz Electric 83 57 85 0 9 4 9 1
25 Spirit 5 5 1 9 5 15
5 0 0 5 5
Flame 1 4 2 2 1
#1 6 9 19 11 17 11
Magmar Fire Body, Vital 95 57 0 85 9 4 0 9
26 5 3 5 9 5 25
Spirit 0 5 0 5 1
Hyper Cutter,
5 2 1 1
#1 Mold 6 12 10 5 8 25 20 14 11
Pinsir (Mega) Bug 70 0 4 1 7
27 Breaker, Moxi 5 5 0 5 5 5 5 5 35
0 0 5 5
e
Anger Point, 1 4 2 2
#1 7 10 4 20 19 8 14 11
Tauros Normal Intimidate, Sh 95 70 1 9 6 2
28 5 0 0 5 5 5 5 15
eer Force 0 0 0 5
2 1 1
#1 Swift 2 1 8 11 3 53
Magikarp Water 10 55 20 0 5 25 45 6
29 Swim, Rattled 0 5 0 5 5 5
0 0 5
5 3 1 1
#1 Gyarados (Me Water/Fl Intimidate, Mo 9 12 6 10 8 25 16 20 12
79 4 0 2 6
30 ga) ying xie 5 5 0 0 1 5 3 5 15
0 0 5 7
Shell Armor,
1 5 3 1 1
#1 Water 8 6 17 16 19 12
Lapras Water/Ice 3 85 80 95 3 7 7 2
31 Absorb, Hydra 5 0 5 5 5 05
0 5 0 5 5
tion
2 2 1 1
#1 Limber, Impos 4 4 4 10 10 10 71
Ditto Normal 48 48 48 8 0 0 0
32 ter 8 8 8 1 1 1 1
8 6 1 1
Adaptability,
3 2 1
#1 Run 5 4 5 11 10 9 13 78
Eevee Normal 55 50 65 2 2 1
33 Away, Anticip 5 5 5 5 5 5 5 5
5 0 5
ation
Water 1 1 5 3 2 1
#1 6 13 12 19 11
Vaporeon Water Abosrb, Hydra 3 65 60 1 95 2 7 2 3
34 5 5 5 5 85
tion 0 0 5 0 5 5
Volt 1 1 5 2 2 2
#1 6 13 18 19 12
Jolteon Electric Absorb, Quick 65 90 1 95 3 5 4 2 6
35 5 5 5 5 45
Feet 0 0 5 0 5 5
5 2 1 1
#1 Flash 6 13 9 11 6 26 12 22 11
Flareon Fire 60 2 4 9 3
36 Fire, Guts 5 0 5 0 5 5 5 5 85
5 0 5 5
Download, 3 2 1
#1 6 8 4 12 14 15 8 92
Porygon Normal Trace, Analyti 60 70 75 9 4 7
37 5 5 0 5 5 5 5 5
c 5 0 5
Shell Armor,
3 1 1
#1 Rock/Wat Swift 3 10 9 3 20 11 7 84
Omanyte 40 55 5 8 85 8
38 er Swim, Weak 5 0 0 5 5 5 5 5
5 0 5
Armor
Shell Armor,
1 4 2 2 1
#1 Rock/Wat Swift 7 12 5 12 25 14 11
Omastar 60 1 70 9 5 3 1
39 er Swim, Weak 0 5 5 5 5 5 25
5 5 0 5 5
Armor
Battle Armor,
3 1 1 1
#1 Rock/Wat Swift 3 5 5 16 18 84
Kabuto 80 90 45 5 7 1 95 1
40 er Swim, Weak 0 5 5 5 5 5
5 0 5 5
Armor
Battle Armor,
4 2 1 1
#1 Rock/Wat Swift 6 11 10 6 8 23 21 14 11
Kabutops 70 9 3 3 6
41 er Swim, Weak 0 5 5 5 0 5 5 5 25
5 0 5 5
Armor
Pressure, Rock 1 5 2 1 2
#1 Aerodactyl (M Rock/Flyi 8 10 6 21 13 15 11
Head, Unnerv 65 75 3 1 7 2 6
42 ega) ng 0 5 0 5 5 5 65
e 0 5 0 5 5
Immunity, 1 5 4 1
#1 11 6 11 3 22 13 22 6 12
Snorlax Normal Thick 6 65 4 3 3
43 0 5 0 0 5 5 5 5 15
Fat, Gluttony 0 0 0 5
5 2 1 1
#1 Pressure, Sno 9 10 9 12 8 17 20 25 12
Articuno Ice/Flying 85 8 9 9 7
44 w Cloak 0 0 5 5 5 5 5 5 95
0 0 5 5
1 1 5 2 2 2
#1 Electric/F Pressure, Ligh 9 18 17 18 12
Zapdos 90 85 2 90 0 8 9 5 0
45 lying tning Rod 0 5 5 5 95
5 0 0 0 5 5
1 5 2 2 1
#1 Fire/Flyin Pressure, Fla 9 10 9 20 18 17 12
Moltres 90 2 85 8 9 5 8
46 g me Body 0 0 0 5 5 5 95
5 0 0 5 5
Shed 3 1 1 1
#1 4 5 5 13 10 73
Dratini Dragon Skin, Marvel 64 45 50 0 9 95 0 0
47 1 0 0 3 5 5
Scale 0 2 5 5
Shed 4 2 1 1
#1 6 7 7 17 13 14 97
Dragonair Dragon Skin, Marvel 84 65 70 2 3 4 4
48 1 0 0 3 5 5 5
Scale 0 2 5 5
Inner 1 6 2 2 1
#1 Dragon/F 9 13 10 8 27 19 20 13
Dragonite Focus, Multisc 95 0 0 9 0 6
49 lying 1 4 0 0 3 5 5 35
ale 0 0 2 5 5
1 1 1 6 3 3 2
#1 Mewtwo (Meg Pressure, Unn 11 22 18 18 14
Psychic 0 90 5 90 3 8 2 1 6
50 as) erve 0 5 5 5 95
6 4 0 0 2 3 5
1 1 1 6 3 2 2
#1 10 10 10 20 20 20 13
Mew Psychic Synchronize 0 0 0 0 1 0 0
51 0 0 0 5 5 5 35
0 0 0 0 0 5 5
3 2 1
#1 Overgrow, Lea 4 4 4 10 13 13 9 77
Chikorita Grass 49 65 65 1 0 0
52 f Guard 5 9 5 3 5 5 5 1
8 0 3
4 2 1 1
#1 Overgrow, Lea 6 9 6 12 16 16 10
Bayleef Grass 62 80 80 3 3 9 2
53 f Guard 0 3 0 9 5 5 05
5 0 1 5
5 2 1 1
#1 Overgrow, Lea 8 10 8 10 8 16 20 20 11
Meganium Grass 82 2 7 7 6
54 f Guard 0 0 3 0 0 9 5 5 85
5 0 1 5
3 1 1 1
#1 Blaze, Flash 3 6 6 10 10 75
Cyndaquil Fire 52 43 50 0 8 91 2 3
55 Fire 9 0 5 9 5 3
9 8 5 5
4 2 1 1
#1 Blaze, Flash 5 8 8 13 12 13 94
Quilava Fire 64 58 65 0 2 6 6
56 Fire 8 0 0 3 1 5 5
5 6 5 5
1 1 5 2 2 2
#1 Blaze, Flash 7 17 16 17 12
Typhlosion Fire 84 78 0 85 0 3 6 2 0
57 Fire 8 3 1 5 03
9 0 4 6 3 5
3 2
#1 Torrent, Sheer 5 4 4 13 13 9 10 9 76
Totodile Water 65 64 48 1 1
58 Force 0 4 3 5 3 3 1 1 3
4 0
4 2 1 1
#1 Torrent, Sheer 6 5 5 16 16 13 94
Croconaw Water 80 80 63 0 4 2 2
59 Force 5 9 8 5 5 1 5
5 0 3 1
5 2 1 1
#1 Torrent, Sheer 8 10 10 7 7 21 20 17 11
Feraligatr Water 83 3 8 6 6
60 Force 5 5 0 9 8 5 5 1 95
0 0 3 1
2 1
#1 Keen Eye, Run 3 3 2 7 4 56
Sentret Normal 46 34 45 1 8 97 73 95
61 Away, Frisk 5 5 0 5 5 5
5 0
4 2 1
#1 Keen Eye, Run 8 4 9 15 13 9 11 96
Furret Normal 76 64 55 1 8 8
62 Away, Frisk 5 5 0 7 3 5 5 5
5 0 5
Insomnia,
2 2 1
#1 Normal/F Keen 6 3 5 7 11 65
Hoothoot 30 30 56 6 3 65 65 0
63 lying Eye, Tinted 0 6 0 7 7 9
2 0 5
Lens
Insomnia,
1 4 3 1 1
#1 Normal/F Keen 8 7 10 10 19 10
Noctowl 0 50 50 96 5 1 7 4
64 lying Eye, Tinted 6 0 5 5 7 39
0 2 0 7 5
Lens
Early Bird, 2 1 1
#1 Bug/Flyin 4 4 5 8 16 66
Ledyba Swarm, Rattle 20 30 80 6 9 45 65 1
65 g 0 0 5 5 5 5
d 5 0 5
Early Bird, 3 2 1 1
#1 Bug/Flyin 5 5 11 8 10 22 91
Ledian Swarm, Iron 35 50 9 2 75 1 7
66 g 5 5 0 5 5 5 5
Fist 0 0 5 5
2 1
#1 Bug/Pois Insomnia, 4 4 3 12 8 6 63
Spinarak 60 40 40 5 9 85 85
67 on Swarm, Sniper 0 0 0 5 5 5 5
0 0
4 2 1
#1 Bug/Pois Insomnia, 7 6 4 18 14 14 8 93
Ariados 90 70 70 0 5 2
68 on Swarm, Sniper 0 0 0 5 5 5 5 5
0 0 5
Inner 1 5 2 1 2
#1 Poison/Fl 8 7 18 16 16 12
Crobat Focus, Infiltra 90 80 80 3 3 8 4 6
69 ying 5 0 5 5 5 05
tor 0 5 0 5 5
Illuminate,
3 2 1 1
#1 Water/El Volt 7 5 6 11 79
Chinchou 38 38 56 3 6 81 81 1 3
70 ectric Absorb, Water 5 6 7 7 5
0 0 7 9
Absorb
Illuminate,
1 4 3 1 1
#1 Water/El Volt 7 6 12 12 15 10
Lanturn 2 58 58 76 6 6 5 3
71 ectric Absorb, Water 6 7 1 1 7 55
5 0 0 7 9
Absorb
2 1 1
#1 Static, Lightni 2 3 6 7 54
Pichu Electric 40 15 35 0 5 85 35 75 2
72 ng Rod 0 5 0 5 5
5 0 5
Cute Charm,
2 2
#1 Normal/F Magic 5 4 1 9 11 3 57
Cleffa 25 28 55 1 1 55 61
73 airy Guard, Friend 0 5 5 5 5 5 1
8 0
Guard
Cute Charm,
2 2
#1 Normal/F Friend 9 4 1 8 3 55
Igglybuff 30 15 20 1 9 65 35 45
74 airy Guard, Compe 0 0 5 5 5 5
0 0
titive
Hustle, Serene 2 1
#1 3 4 2 13 8 13 4 62
Togepi Fairy Grace, Super 20 65 65 4 8 45
75 5 0 0 5 5 5 5 5
Luck 5 0
Hustle, Serene 4 2 1
#1 Fairy/Flyi 5 8 10 4 17 21 8 94
Togetic Grace, Super 40 85 0 2 85 6
76 ng 5 0 5 0 5 5 5 5
Luck 5 0 5
Early Bird, 3 1 1 1
#1 Psychic/F 4 7 7 10 77
Natu Synchronize, 50 45 45 2 9 95 4 95 4
77 lying 0 0 0 5 5
Magic Bounce 0 0 5 5
Early Bird, 4 2 1 1
#1 Psychic/F 6 9 9 15 14 14 10
Xatu Synchronize, 75 70 70 7 4 9 9
78 lying 5 5 5 5 5 5 75
Magic Bounce 0 0 5 5
2 2 1
#1 5 6 3 7 69
Mareep Electric Static, Plus 40 40 45 8 2 85 85 3 95
79 5 5 5 5 5
0 0 5
3 2 1
#1 7 8 4 11 11 12 9 86
Flaaffy Electric Static, Plus 55 55 60 6 5 6
80 0 0 5 5 5 5 5 5
5 0 5
1 5 2 2 1
#1 Ampharos (M 9 5 15 15 18 11
Electric Static, Plus 75 75 1 90 0 9 3 1
81 ega) 0 5 5 5 5 35
5 0 0 5 5
4 2 1 1
#1 Chlorophyll, H 7 9 10 5 16 17 20 10
Bellossom Grass 80 85 8 6 8 0
82 ealer 5 0 0 0 5 5 5 95
0 0 5 5
Huge Power, 2 2
#1 Water/Fa 7 2 4 10 4 10 8 63
Marill Thick Fat, Sap 20 50 50 5 5 45
83 iry 0 0 0 5 5 5 5 5
Sipper 0 0
Huge Power, 1 4 3 1 1
#1 Water/Fa 5 5 10 16 16 95
Azumarill Thick Fat, Sap 0 50 80 80 1 1 0 0
84 iry 0 0 5 5 5 5
Sipper 0 0 0 5 5
Rock Head, 4 2
#1 7 10 11 3 3 20 23 6 13 6 95
Sudowoodo Rock Sturdy, Rattle 65 1 5
85 0 0 5 0 0 5 5 5 5 5 5
d 0 0
5 2 1 1
#1 Water Absorb, 9 9 10 7 15 15 20 11
Politoed Water 75 75 0 9 8 4
86 Damp, Drizzle 0 0 0 0 5 5 5 35
0 0 5 5
Chlorophyll,
2 1 1
#1 Grass/Fly Leaf 3 3 5 7 11 63
Hoppip 35 40 55 5 8 75 85 0
87 ing Guard, Infiltra 5 5 0 5 5 5
0 0 5
tor
Chlorophyll,
3 2 1
#1 Grass/Fly Leaf 5 4 8 10 9 13 81
Skiploom 45 50 65 4 2 95 6
88 ing Guard, Infiltra 5 5 0 5 5 5 5
0 0 5
tor
Chlorophyll,
1 4 2 1 2
#1 Grass/Fly Leaf 7 5 11 14 17 10
Jumpluff 55 70 85 1 5 6 1 2
89 ing Guard, Infiltra 5 5 5 5 5 35
0 0 0 5 5
tor
Pickup, Run 3 2 1
#1 5 4 8 14 11 8 11 85
Aipom Normal Away, Skill 70 55 55 6 2 7
90 5 0 5 5 5 5 5 5
Link 0 0 5
Chlorophyll,
1 1
#1 Solar 3 3 3 6 6 49
Sunkern Grass 30 30 30 8 7 65 65 65
91 Power, Early 0 0 0 5 5 5
0 0
Bird
Chlorophyll,
1 4 2 2
#1 Solar 7 3 15 11 17 6 98
Sunflora Grass 75 55 0 85 2 6 1
92 Power, Early 5 0 5 5 5 5 5
5 5 0 5
Bird
Compound 3 2 1 1
#1 Bug/Flyin 6 7 9 13 91
Yanma Eyes, Speed 65 45 45 9 4 95 5 95 9
93 g 5 5 5 5 5
Boost, Frisk 0 0 5 5
Damp, Water 2 2
#1 Water/Gr 5 2 1 5 3 55
Wooper Absorb, Unaw 45 45 25 1 2 95 95 55
94 ound 5 5 5 5 5 5
are 0 0
Damp, Water 4 3 1
#1 Water/Gr 9 6 3 17 17 13 7 99
Quagsire Abosrb, Unaw 85 85 65 3 0 3
95 ound 5 5 5 5 5 5 5 5
are 0 0 5
1 1 5 2 2 2
#1 Synchronize, 6 13 12 19 11
Espeon Psychic 65 60 3 95 1 2 4 6 2
96 Magic Bounce 5 5 5 5 85
0 0 5 0 5 5
5 3 1 1
#1 Synchronize, I 9 11 6 13 6 13 22 26 11
Umbreon Dark 65 2 0 2 3
97 nner Focus 5 0 0 0 5 5 5 5 85
5 0 5 5
Insomnia,
4 2 1 1
#1 Dark/Flyi Super 6 8 9 17 94
Murkrow 85 42 42 0 3 89 7 89 8
98 ng Luck, Prankst 0 5 1 5 5
5 0 5 7
er
Oblivious,
1 4 3 2
#1 Water/Ps Own 9 11 3 15 16 22 6 11
Slowking 75 80 0 9 0 0
99 ychic Tempo, Regen 5 0 0 5 5 5 5 15
0 0 0 5
erator
4 2 1 1
#2 6 8 8 12 12 17 10
Misdreavus Ghost Levitate 60 60 85 3 3 7 7
00 0 5 5 5 5 5 05
5 0 5 5
3 2 1 1
#2 4 7 4 14 10 10 80
Unown Psychic Levitate 72 48 48 3 0 4 0
01 8 2 8 9 1 1 7
6 6 9 1
Shadow 1 4 4
#2 3 3 12 7 12 7 94
Wobbuffet Psychic Tag, Telepath 9 33 58 58 0 9 71
02 3 3 1 1 1 1 5
y 0 5 0
Early Bird,
4 2 1 1
#2 Normal/P Inner 7 9 8 16 13 13 10
Girafarig 80 65 65 5 5 8 7
03 sychic Focus, Sap 0 0 5 5 5 5 45
5 0 5 5
Sipper
2 2
#2 Sturdy, Overc 5 3 1 13 18 7 3 71
Pineco Bug 65 90 35 9 1 75
04 oat 0 5 5 5 5 5 5 5
0 0
4 2 1
#2 Sturdy, Overc 7 14 6 4 18 28 12 8 10
Forretress Bug/Steel 90 60 6 6 2
05 oat 5 0 0 0 5 5 5 5 65
5 0 5
Run Away, 1 4 3 1
#2 6 4 14 14 13 9 96
Dunsparce Normal Serene 0 70 70 65 1 1 3
06 5 5 5 5 5 5 5
Grace, Rattled 0 5 0 5
Hyper Cutter,
4 2 1
#2 Ground/F Sand 6 10 3 8 15 21 7 13 99
Gligar 75 65 3 4 7
07 lying Veil, Immunit 5 5 5 5 5 5 5 5 5
0 0 5
y
Rock Head, 5 2 1
#2 Steelix (Mega Steel/Gro 7 20 5 3 17 40 13 6 11
Sturdy, Sheer 85 65 1 6 1
08 ) und 5 0 5 0 5 5 5 5 55
Force 0 0 5
Intimidate, 3 2
#2 6 4 3 16 10 8 6 73
Snubbull Fairy Run 80 50 40 0 3 85
09 0 0 0 5 5 5 5 5
Away, Rattled 0 0
Intimidate, 4 2 1
#2 9 12 6 4 24 15 12 9 10
Granbull Fairy Quick 75 60 5 9 2
10 0 0 0 5 5 5 5 5 35
Feet, Rattled 0 0 5
Poison Point,
4 2 1 1
#2 Water/Po Swift 6 5 8 19 17 11 10
Qwilfish 95 85 55 4 4 1 7
11 ison Swim, Intimid 5 5 5 5 5 5 15
0 0 5 5
ate
Swarm, 5 2 1 1
#2 7 13 10 5 6 26 20 16 11
Scizor (Mega) Bug/Steel Technician, Li 80 0 5 1 3
12 0 0 0 5 5 5 5 5 35
ght Metal 0 0 5 5
Gluttony, 5 1
#2 2 23 1 23 46 2 46 1 11
Shuckle Bug/Rock Sturdy, Contra 10 5 0 5 25
13 0 0 0 0 5 5 5 5 45
ry 5 0
5 2 1
#2 Heracross (M Bug/Fight Guts, 8 12 4 8 25 15 8 19 11
75 95 0 7 7
14 ega) ing Swarm, Moxie 0 5 0 5 5 5 5 5 35
0 0 5
Inner Focus,
1 4 2 2
#2 Keen 5 3 19 11 7 15 99
Sneasel Ice/Dark 95 55 75 1 3 2 3
15 Eye, Pickpock 5 5 5 5 5 5 5
5 0 0 5
et
Pickup, Quick 3 2 1
#2 6 5 4 16 10 10 8 79
Teddiursa Normal Feet, Honey 80 50 50 3 3 0
16 0 0 0 5 5 5 5 5
Gather 0 0 5
5 2 1 1
#2 Guts, Quick 9 13 7 5 26 15 15 11
Ursaring Normal 75 75 0 9 5 1
17 Feet, Unnerve 0 0 5 5 5 5 5 35
0 0 5 5
Flame Body,
2 1 1
#2 Magma 4 7 2 4 63
Slugma Fire 40 40 40 5 9 85 85 4 85
18 Armor, Weak 0 0 0 5 5
0 0 5
Armor
Flame Body,
4 2 1
#2 Magma 6 12 9 3 10 24 16 6 99
Magcargo Fire/Rock 50 80 3 3 8
19 Armor, Weak 0 0 0 0 5 5 5 5 5
0 0 5
Armor
Oblivious,
2 2 1
#2 Ice/Groun Snow 5 3 5 10 6 63
Swinub 50 40 30 5 1 85 65 0
20 d Cloak, Thick 0 0 0 5 5 5
0 0 5
Fat
Oblivious,
1 4 3 1 1
#2 Ice/Groun Snow 10 6 5 20 16 12 10
Piloswine 0 80 60 5 1 2 0
21 d Cloak, Thick 0 0 0 5 5 5 35
0 0 0 5 5
Fat
Hustle,
4 2 1
#2 Water/Ro Natural 6 6 3 11 19 19 7 95
Corsola 55 95 95 1 4 3
22 ck Cure, Regener 5 5 5 5 5 5 5 5
0 0 5
ator
3 1 1 1
#2 Hustle, 3 6 6 13 73
Remoraid Water 65 35 35 0 8 75 3 75 3
23 Sniper, Moody 5 5 5 5 5
0 0 5 5
Sniper, 1 4 2 2
#2 7 10 4 21 15 15 9 10
Octillery Water Suction 75 0 75 8 6 1
24 5 5 5 5 5 5 5 95
Cups, Moody 5 0 0 5
Hustle, Vital 3 2 1 1
#2 4 6 7 11 79
Delibird Ice/Flying Spirit, Insomn 55 45 45 3 0 95 3 95 5
25 5 5 5 5 5
ia 0 0 5 5
Swift Swim,
4 2 1 1
#2 Water/Fl Water 8 8 14 7 14 28 11
Mantine 40 70 8 8 85 6 4
26 ying Abosrb, Water 5 0 0 0 5 5 05
5 0 5 5
Veil
Keen Eye, 4 2 1
#2 Steel/Flyi 6 14 4 7 16 28 8 14 10
Skarmory Sturdy, Weak 80 70 6 4 4
27 ng 5 0 0 0 5 5 5 5 65
Armor 5 0 5
Early Bird, 3 2 1 1
#2 4 8 6 12 10 79
Houndour Fire/Dark Flash 60 30 50 3 0 65 6 3
28 5 0 5 5 5 5
Fire, Unnerve 0 0 5 5
Early Bird, 1 5 2 2 1
#2 Houndoom ( 7 9 18 10 16 11
Fire/Dark Flash 90 50 1 80 0 6 2 9
29 Mega) 5 5 5 5 5 35
Fire, Unnerve 0 0 0 5 5
5 2 1 1
#2 Water/Dr Sniper, Swift 7 9 8 19 19 19 12
Kingdra 95 95 95 4 6 9 7
30 agon Swim, Damp 5 5 5 5 5 5 15
0 0 5 5
3 2
#2 Pickup, Sand 9 4 4 12 12 8 8 79
Phanpy Ground 60 60 40 3 9 85
31 Veil 0 0 0 5 5 5 5 5
0 0
5 2 1 1
#2 Sturdy, Sand 9 12 12 6 5 24 24 12 11
Donphan Ground 60 0 9 2 0
32 Veil 0 0 0 0 0 5 5 5 35
0 0 5 5
Download, 1 5 2 2 1
#2 8 6 16 18 19 11
Porygon2 Normal Trace, Analyti 80 90 0 95 1 8 1 2
33 5 0 5 5 5 65
c 5 5 0 5 5
Frisk, 4 2 1 1
#2 7 8 8 19 12 13 10
Stantler Normal Intimidate, Sa 95 62 65 6 5 7 7
34 3 5 5 5 9 5 65
p Sipper 5 6 5 5
Own Tempo, 2 2 1
#2 5 2 7 4 63
Smeargle Normal Technician, M 20 35 45 5 2 45 75 95 5
35 5 0 5 5 5
oody 0 0 5
Guts, 2 1
#2 3 3 3 7 7 55
Tyrogue Fighting Steadfast, Vita 35 35 35 1 8 75 75 75
36 5 5 5 5 5 5
l Spirit 0 0
Intimidate, 4 2 1
#2 5 3 11 7 19 19 7 22 10
Hitmontop Fighting Steadfast, Tec 95 95 5 1 4
37 0 5 0 0 5 5 5 5 45
hnician 5 0 5
Forewarn, 3 2 1 1
#2 Ice/Psych 4 8 6 13 74
Smoochum Oblivious, Hyd 30 15 65 0 0 65 35 7 3
38 ic 5 5 5 5 5
ration 5 0 5 5
3 2 1 1
#2 Static, Vital 4 6 9 13 11 85
Elekid Electric 63 37 55 6 0 79 3 9
39 Spirit 5 5 5 1 5 5
0 0 5 5
Flame 3 2 1 1
#2 4 7 8 15 11 86
Magby Fire Body, Vital 75 37 55 6 0 79 4 7
40 5 0 3 5 5 5
Spirit 5 0 5 1
Scrappy, Thick 1 4 3 2
#2 9 10 4 16 21 8 14 11
Miltank Normal Fat, Sap 80 70 0 9 0 0
41 5 5 0 5 5 5 5 15
Sipper 0 0 0 5
Natural Cure, 2 5 6 1 1
#2 7 13 5 27 12
Blissey Normal Serene 5 10 10 4 2 25 25 5 1
42 5 5 5 5 15
Grace, Healer 5 0 0 5 5
1 1 5 2 2 2
#2 Pressure, Inne 9 10 17 15 20 12
Raikou Electric 85 75 1 1 8 9 3 3
43 r Focus 0 0 5 5 5 95
5 5 0 0 5 5
1 1 5 3 1 2
#2 Pressure, Inne 11 9 23 17 15 12
Entei Fire 1 85 75 0 8 4 8 0
44 r Focus 5 0 5 5 5 95
5 0 0 0 5 5
1 5 3 1 1
#2 Pressure, Inne 11 9 11 8 15 23 23 12
Suicune Water 0 75 8 1 8 7
45 r Focus 5 0 5 5 5 5 5 95
0 0 0 5 5
3 2
#2 Rock/Gro Guts, Sand 5 4 4 13 10 9 10 8 73
Larvitar 64 50 50 0 1
46 und Veil 0 5 1 3 5 5 5 7 5
0 0
4 2 1 1
#2 Rock/Gro 7 6 5 17 14 14 95
Pupitar Shed Skin 84 70 70 1 5 3 0
47 und 0 5 1 3 5 5 5
0 0 5 7
Sand 1 6 3 1 1
#2 Tyranitar (Me Rock/Dar 13 11 9 10 6 27 22 20 13
Stream, Unner 0 0 1 9 2
48 ga) k 4 0 5 0 1 3 5 5 35
ve 0 0 0 5 7
1 1 6 3 1 2
#2 Psychic/F Pressure, Mult 13 9 15 18 26 31 14
Lugia 0 90 1 8 2 8 2
49 lying iscale 0 0 4 5 5 3 95
6 0 0 2 5 5
1 1 6 3 2 1
#2 Fire/Flyin Pressure, Reg 13 15 9 26 18 31 14
Ho-Oh 0 90 1 8 2 2 8
50 g enerator 0 4 0 5 5 3 95
6 0 0 2 5 5
1 1 1 6 3 2 2
#2 Psychic/G 10 10 10 20 20 20 13
Celebi Natural Cure 0 0 0 0 1 0 0
51 rass 0 0 0 5 5 5 35
0 0 0 0 0 5 5
3 1 1 1
#2 Overgrow, Un 4 6 7 11 75
Treecko Grass 45 35 55 1 9 95 75 3 4
52 burden 0 5 0 5 5
0 0 5 5
4 2 1 1
#2 Overgrow, Un 5 8 9 13 13 94
Grovyle Grass 65 45 65 0 1 95 7 9
53 burden 0 5 5 5 5 5
5 0 5 5
1 1 5 2 2 2
#2 Sceptile (Meg Overgrow, Un 7 17 13 17 11
Grass 85 65 0 85 2 3 5 1 4
54 a) burden 0 5 5 5 95
5 0 0 0 5 5
3 2 1
#2 Blaze, Speed 4 7 4 12 10 9 75
Torchic Fire 60 40 50 1 0 85 4
55 Boost 5 0 5 5 5 5 5
0 0 5
4 2 1 1
#2 Fire/Fight Blaze, Speed 6 8 5 17 12 12 94
Combusken 85 60 60 0 3 7 1
56 ing Boost 0 5 5 5 5 5 5
5 0 5 5
1 5 2 2 1
#2 Blaziken (Me Fire/Fight Blaze, Speed 8 12 8 24 14 14 11
70 1 70 3 7 2 6
57 ga) ing Boost 0 0 0 5 5 5 95
0 0 0 5 5
3 2 1
#2 Torrent, Dam 5 5 4 14 10 10 8 75
Mudkip Water 70 50 50 1 1 0
58 p 0 0 0 5 5 5 5 5
0 0 5
4 2 1 1
#2 Water/Gr Torrent, Dam 7 6 5 17 14 14 94
Marshtomp 85 70 70 0 5 2 0
59 ound p 0 0 0 5 5 5 5
5 0 5 5
1 5 3 1 1
#2 Swampert (M Water/Gr Torrent, Dam 11 8 6 22 18 18 12
0 90 90 3 1 7 2
60 ega) ound p 0 5 0 5 5 5 05
0 5 0 5 5
Quick Feet, 2 1
#2 3 3 3 11 6 7 57
Poochyena Dark Run 55 35 30 2 8 75 65
61 5 0 5 5 5 5 5
Away, Rattled 0 0
Intimidate, 4 2 1 1
#2 7 6 7 18 14 12 97
Mightyena Dark Quick 90 70 60 2 5 2 4
62 0 0 0 5 5 5 5
Feet, Moxie 0 0 5 5
Gluttony, 2 1 1
#2 3 3 6 6 61
Zigzagoon Normal Pickup, Quick 30 41 41 4 8 65 87 87 2
63 8 0 0 5 5
Feet 0 6 5
Gluttony, 1 4 2 1 2
#2 7 5 14 12 12 97
Linoone Normal Pickup, Quick 70 61 61 0 2 6 0 0
64 8 0 5 7 7 5
Feet 0 0 6 5 5
Shield 1 2
#2 4 2 2 4 4 52
Wurmple Bug Dust, Run 45 35 30 9 0 95 75 65
65 5 0 0 5 5 5
Away 5 0
2 2
#2 5 2 1 11 5 3 54
Silcoon Bug Shed Skin 35 55 25 0 1 75 55
66 0 5 5 5 5 5 5
5 0
3 2 1 1
#2 Bug/Flyin Swarm, Rivalr 6 9 6 14 10 10 90
Beautifly 70 50 50 8 3 8 3
67 g y 0 0 5 5 5 5 5
5 0 5 5
2 2
#2 5 2 1 11 5 3 54
Cascoon Bug Shed Skin 35 55 25 0 1 75 55
68 0 5 5 5 5 5 5
5 0
Shield 3 2 1 1
#2 Bug/Pois 6 5 6 10 14 18 90
Dustox Dust, Compou 50 70 90 8 3 0 3
69 on 0 0 5 5 5 5 5
nd Eyes 5 0 5 5
Rain Dish,
2 1
#2 Water/Gr Swift 4 4 3 8 10 6 57
Lotad 30 30 50 2 9 65 65
70 ass Swim, Own 0 0 0 5 5 5 5
0 0
Tempo
Rain Dish,
3 2 1 1
#2 Water/Gr Swift 6 6 5 10 10 14 81
Lombre 50 50 70 4 3 2 0
71 ass Swim, Own 0 0 0 5 5 5 5
0 0 5 5
Tempo
Rain Dish,
4 2 1 1
#2 Water/Gr Swift 8 9 10 7 14 14 20 10
Ludicolo 70 70 8 7 8 4
72 ass Swim, Own 0 0 0 0 5 5 5 95
0 0 5 5
Tempo
Chlorophyll,
2 1
#2 Early 4 3 3 10 6 6 57
Seedot Grass 40 50 30 2 9 85 65
73 Bird, Pickpock 0 0 0 5 5 5 5
0 0
et
Chlorophyll,
3 2 1 1
#2 Grass/Dar Early 7 6 6 14 81
Nuzleaf 70 40 40 4 5 85 2 85 2
74 k Bird, Pickpock 0 0 0 5 5
0 0 5 5
et
Chlorophyll,
4 2 1 1
#2 Grass/Dar Early 9 10 9 8 20 12 12 10
Shiftry 60 60 8 9 8 6
75 k Bird, Pickpock 0 0 0 0 5 5 5 95
0 0 5 5
et
2 1 1
#2 Normal/F 4 3 8 11 6 67
Taillow Guts, Scrappy 55 30 30 7 9 65 65 7
76 lying 0 0 5 5 5 5
0 0 5
1 4 2 1 2
#2 Normal/F 6 7 17 12 10 10
Swellow Guts, Scrappy 85 60 50 2 5 3 5 5
77 lying 0 5 5 5 5 45
5 5 0 5 5
Keen Eye, 2 1 1 1
#2 Water/Fl 4 5 8 67
Wingull Hydration, Rai 30 30 30 7 9 65 65 1 65 7
78 ying 0 5 5 5
n Dish 0 0 5 5
Keen Eye, 4 2 1 1
#2 Water/Fl 6 10 9 6 10 20 14 10
Pelipper Drizzle, Rain 50 70 4 3 9 3
79 ying 0 0 5 5 5 5 5 15
Dish 0 0 5 5
Synchronize, 1 1
#2 Psychic/F 2 4 4 9 8 53
Ralts Trace, Telepat 25 25 35 9 6 55 55 75
80 airy 8 5 0 5 5 1
hy 8 6
Synchronize, 2 1 1 1
#2 Psychic/F 3 6 5 11 69
Kirlia Trace, Telepat 35 35 55 7 8 75 75 3 0
81 airy 8 5 0 5 1
hy 8 6 5 5
Synchronize, 1 5 2 2 1
#2 Gardevoir (M Psychic/F 6 11 8 13 13 23 11
Trace, Telepat 65 65 2 1 4 5 6
82 ega) airy 8 5 0 5 5 5 71
hy 5 8 6 5 5
Swift 2 1 1 1
#2 Bug/Wate 4 5 6 10 67
Surskit Swim, Rain 30 32 52 6 9 65 69 0 3
83 r 0 0 5 9 3
Dish 9 0 5 5
1 4 2 2 1
#2 Bug/Flyin Intimidate, Un 7 6 12 12 16 10
Masquerain 60 62 0 82 3 5 0 2
84 g nerve 0 0 5 9 9 03
0 4 0 5 5
Effect Spore,
2 2
#2 Poison 6 4 3 12 8 12 7 72
Shroomish Grass 40 60 60 9 3 85
85 Heal, Quick 0 0 5 5 5 5 5 5
5 0
Feet
Effect Spore,
4 2 1 1
#2 Grass/Fig Poison 6 13 6 7 26 16 12 10
Breloom 80 60 6 3 2 4
86 hting Heal, Technici 0 0 0 0 5 5 5 55
0 0 5 5
an
2 2
#2 6 3 3 12 12 7 6 69
Slakoth Normal Truant 60 60 35 8 3 75
87 0 5 0 5 5 5 5 5
0 0
4 2 1 1
#2 8 5 9 16 16 11 10
Vigoroth Normal Vital Spirit 80 80 55 4 7 1 8
88 0 5 0 5 5 5 15
0 0 5 5
1 1 6 4 1 2
#2 16 10 9 32 20 13 14
Slaking Normal Truant 5 65 0 7 1 9 0
89 0 0 5 5 5 5 75
0 0 0 0 5 5
Compound 2 1
#2 Bug/Grou 3 3 4 18 6 8 66
Nincada Eyes, Run 45 90 30 6 7 95 65
90 nd 1 0 0 5 5 5 7
Away 6 2
Speed 1 4 2 1 3
#2 Bug/Flyin 6 5 18 10 10
Ninjask Boost, Infiltra 90 45 50 6 5 3 95 0 2
91 g 1 0 5 5 47
tor 0 6 2 5 5
2 1
#2 Bug/Ghos 3 4 18 6 8 60
Shedinja Wonder Guard 1 90 45 30 3 1 95 65
92 t 0 0 5 5 5 7
6 2
2 2 1
#2 Soundproof, R 6 5 2 10 13 6 69
Whismur Normal 51 63 23 8 3 0 51
93 attled 4 1 8 7 1 1 5
0 8 7
3 2 1 1
#2 Soundproof, S 8 7 4 14 85
Loudred Normal 71 43 43 6 7 91 4 91 0
94 crappy 4 1 8 7 5
0 8 7 1
1 4 3 1 1
#2 Soundproof, S 9 6 18 13 13 10
Exploud Normal 0 91 63 63 8 1 8 4
95 crappy 1 8 7 1 1 95
4 0 8 7 1
Guts, Thick 2 2
#2 7 2 2 12 4 5 60
Makuhita Fighting Fat, Sheer 60 30 30 3 5 65 65
96 2 0 5 5 5 5 9
Force 7 4
Guts, Thick 1 4 3 1
#2 12 4 5 24 12 8 12 10
Hariyama Fighting Fat, Sheer 4 60 60 7 9 0
97 0 0 0 5 5 5 5 83
Force 4 4 8 5
Huge Power, 1 2
#2 Normal/F 5 2 2 4 4 51
Azurill Thick Fat, Sap 20 40 40 9 1 45 85 85
98 airy 0 0 0 5 5 5
Sipper 0 0
Magnet Pull, 3 1
#2 3 13 4 3 27 9 18 6 88
Nosepass Rock Sturdy, Sand 45 90 7 7 95
99 0 5 5 0 5 5 5 5 5
Force 5 0
Cute Charm, 2 2 1
#3 5 3 5 7 65
Skitty Normal Normalize, Wo 45 45 35 6 1 95 95 75 0
00 0 5 0 5 5
nder Skin 0 0 5
Cute Charm, 4 2 1 1
#3 7 5 9 13 13 11 93
Delcatty Normal Normalize, Wo 65 65 55 0 5 1 8
01 0 5 0 5 5 5 5
nder Skin 0 0 5 5
Keen Eye, 3 2 1 1
#3 Sableye (Meg Dark/Gho 5 6 5 15 15 13 89
Stall, Prankste 75 75 65 8 1 3 0
02 a) st 0 5 0 5 5 5 5
r 0 0 5 5
Hyper Cutter, 3 2 1 1
#3 Mawile (Mega Steel/Fair 5 5 5 17 17 11 89
Intimidate, Sh 85 85 55 8 1 1 0
03 ) y 0 5 0 5 5 5 5
eer Force 0 0 5 5
Rock Head, 3 2
#3 Rock/Stee 5 10 4 3 14 20 8 6 79
Aron Sturdy, Heavy 70 40 3 1 85
04 l 0 0 0 0 5 5 5 5 5
Metal 0 0
Rock Head, 4 2 1
#3 Steel/Roc 6 14 5 4 18 28 10 8 99
Lairon Sturdy, Heavy 90 50 3 3 0
05 k 0 0 0 0 5 5 5 5 5
Metal 0 0 5
Rock Head, 5 2 1 1
#3 Aggron (Mega Steel/Roc 7 11 18 6 5 22 36 12 11
Sturdy, Heavy 60 3 5 2 0
06 ) k 0 0 0 0 0 5 5 5 95
Metal 0 0 5 5
Pure 2 1 1
#3 Fighting/ 3 4 6 11 8 11 69
Meditite Power, Telepa 40 55 55 8 7 85 2
07 Psychic 0 0 0 5 5 5 5
thy 0 0 5
Pure 4 2 1 1
#3 Medicham (M Fighting/ 6 6 8 12 15 15 95
Power, Telepa 60 75 75 1 3 2 6
08 ega) Psychic 0 0 0 5 5 5 5
thy 0 0 5 5
2 1 1 1
#3 Lightning Rod, 4 6 6 72
Electrike Electric 45 40 40 9 9 95 85 3 85 3
09 Static, Minus 0 5 5 5
5 0 5 5
1 1 4 2 2 2
#3 Manectric (M Lightning Rod, 7 15 12 12 10
Electric 75 60 0 60 0 7 5 1 1
10 ega) Static, Minus 0 5 5 5 85
5 5 5 0 5 5
4 2 1 1
#3 Lightning 6 8 9 10 15 94
Plusle Electric 50 40 75 0 3 85 7 9
11 Rod, Plus 0 5 5 5 5 5
5 0 5 5
4 2 1 1
#3 Volt 6 7 9 10 17 94
Minun Electric 40 50 85 0 3 85 5 9
12 Absorb, Minus 0 5 5 5 5 5
5 0 5 5
Illuminate, 4 2 1
#3 6 4 8 15 15 9 17 99
Volbeat Bug Swarm, Prank 73 75 85 3 4 7
13 5 7 5 1 5 9 5 5
ster 0 0 5
Oblivious,
4 2 1 1
#3 Tinted 6 7 8 15 17 99
Illumise Bug 47 75 85 3 4 99 5 7
14 Lens, Prankst 5 3 5 5 5 5
0 0 1 5
er
Natural Cure,
1 4 2 2 1
#3 Grass/Poi Poison 5 6 12 16 93
Roselia 60 45 0 80 0 1 95 0 3
15 son Point, Leaf 0 5 5 5 5
0 0 0 5 5
Guard
Liquid Ooze, 3 2
#3 7 4 4 11 9 11 8 73
Gulpin Poison Sticky 43 53 53 0 5 91
16 0 3 0 1 1 1 5 9
Hold, Gluttony 2 0
Liquid Ooze, 1 4 3 1 1
#3 7 5 15 17 17 10
Swalot Poison Sticky 0 73 83 83 6 1 5 1
17 3 5 1 1 1 69
Hold, Gluttony 0 7 0 1 5
Rough 3 2 1 1
#3 Water/Da 4 6 6 18 74
Carvanha Skin, Speed 90 20 20 0 0 45 3 45 3
18 rk 5 5 5 5 5
Boost 5 0 5 5
Rough 4 2 1 1
#3 Sharpedo (Me Water/Da 7 12 9 9 24 10
Skin, Speed 40 40 6 5 85 9 85 9
19 ga) rk 0 0 5 5 5 55
Boost 0 0 5 5
Oblivious, 1 4 3 1 1
#3 7 6 14 93
Wailmer Water Water 3 70 35 35 0 7 75 4 75 2
20 0 0 5 5
Veil, Pressure 0 0 0 5 5
Oblivious, 1 5 4 1 1
#3 9 6 18 11
Wailord Water Water 7 90 45 45 0 5 95 8 95 2
21 0 0 5 35
Veil, Pressure 0 0 0 5 5
Oblivious, 3 2 1
#3 Fire/Grou 6 6 3 12 7 74
Numel Simple, Own 60 40 45 0 3 85 3 95
22 nd 0 5 5 5 5 5
Tempo 5 0 5
Magma Armor,
1 4 2 2
#3 Camerupt (M Fire/Grou Solid 7 10 4 20 14 15 8 10
70 0 75 6 5 1
23 ega) nd Rock, Anger 0 0 0 5 5 5 5 55
5 0 0 5
Point
White Smoke, 4 2 1
#3 7 14 8 2 17 28 14 4 10
Torkoal Fire Drought, Shell 85 70 7 5 7
24 0 0 5 0 5 5 5 5 75
Armor 0 0 5
Own Tempo, 3 2 1 1
#3 6 7 6 16 79
Spoink Psychic Thick 25 35 80 3 3 55 75 4 2
25 0 0 0 5 5
Fat, Gluttony 0 0 5 5
Own Tempo, 4 2 1 1
#3 8 9 11 8 13 22 10
Grumpig Psychic Thick 45 65 7 7 95 8 6
26 0 0 0 0 5 5 75
Fat, Gluttony 0 0 5 5
Own Tempo, 3 2 1 1
#3 6 6 6 12 12 12 85
Spinda Normal Tangled 60 60 60 6 3 2 2
27 0 0 0 5 5 5 5
Feet, Contrary 0 0 5 5
Arena Trap,
2 2
#3 Hyper 4 10 4 1 20 9 2 71
Trapinch Ground 45 45 9 0 95 95
28 Cutter, Sheer 5 0 5 0 5 5 5 5
0 0
Force
3 2 1 1
#3 Ground/D 5 5 7 14 10 10 81
Vibrava Levitate 70 50 50 4 1 0 4
29 ragon 0 0 0 5 5 5 5
0 0 5 5
1 5 2 1 2
#3 Ground/D 8 10 8 20 16 16 11
Flygon Levitate 80 80 0 2 7 6 0
30 ragon 0 0 0 5 5 5 75
0 0 0 5 5
Sand 3 2 1
#3 5 8 3 17 7 80
Cacnea Grass Veil, Water 85 40 40 3 1 85 7 85
31 0 5 5 5 5 5
Absorb 5 0 5
Sand 1 4 2 2 1
#3 Grass/Dar 7 11 5 23 12 12 10
Cacturne Veil, Water 60 1 60 7 5 3 1
32 k 0 5 5 5 5 5 85
Absorb 5 5 0 5 5
Natural 3 2 1
#3 Normal/F 4 4 5 12 8 15 75
Swablu Cure, Cloud 40 60 75 1 0 85 0
33 lying 5 0 0 5 5 5 5
Nine 0 0 5
Natural 4 2 1 1
#3 Altaria (Mega Dragon/F 7 7 10 8 14 18 21 11
Cure, Cloud 70 90 9 6 4 6
34 ) lying 5 0 5 0 5 5 5 15
Nine 0 0 5 5
4 2 1 1
#3 Immunity, Tox 7 11 6 9 23 12 12 10
Zangoose Normal 60 60 5 5 2 8
35 iBoost 3 5 0 0 5 5 5 51
8 6 5 5
Shed 1 4 2 2 1
#3 7 10 6 20 12 12 10
Seviper Poison Skin, Infiltrat 60 0 60 5 5 0 3
36 3 0 5 5 5 5 51
or 0 8 6 5 5
4 2 1 1
#3 Rock/Psy 9 9 7 11 13 17 10
Lunatone Levitate 55 65 85 6 9 9 4
37 chic 0 5 0 5 5 5 55
0 0 5 5
4 2 1 1
#3 Rock/Psy 9 5 7 19 17 13 10
Solrock Levitate 95 85 65 6 9 1 4
38 chic 0 5 0 5 5 5 55
0 0 5 5
Anticipation, 2 2 1
#3 Water/Gr 5 4 6 10 9 71
Barboach Oblivious, Hyd 48 43 41 8 1 91 87 2
39 ound 0 6 0 1 7 1
ration 8 0 5
Anticipation, 1 4 3 1 1
#3 Water/Gr 7 6 16 15 14 10
Whiscash Oblivious, Hyd 1 78 73 71 6 3 5 2
40 ound 6 0 1 1 7 71
ration 0 8 0 7 5
Hyper Cutter,
3 1 1
#3 Shell 4 5 3 16 13 7 75
Corphish Water 80 65 35 0 9 0 75
41 Armor, Adapt 3 0 5 5 5 5 1
8 6 5
ability
Hyper Cutter,
4 2 1 1
#3 Water/Da Shell 6 12 9 5 24 17 11 10
Crawdaunt 85 55 6 3 8 1
42 rk Armor, Adapt 3 0 0 5 5 5 5 71
8 6 5 5
ability
3 1 1
#3 Ground/P 4 4 5 11 8 14 73
Baltoy Levitate 40 55 70 0 9 85 1
43 sychic 0 0 5 5 5 5 5
0 0 5
4 2 1 1
#3 Ground/P 6 10 7 9 14 21 18 11
Claydol Levitate 70 90 8 3 4 8
44 sychic 0 5 0 0 5 5 5 05
5 0 5 5
Suction 3 2 1
#3 Rock/Gra 6 6 2 15 17 5 84
Lileep Cups, Storm 41 77 87 5 4 87 2
45 ss 6 1 3 9 9 1 5
Drain 5 2 7
Suction 4 2 1
#3 Rock/Gra 8 8 10 4 16 19 21 9 11
Cradily Cups, Storm 81 97 9 8 6
46 ss 6 1 7 3 7 9 9 1 25
Drain 5 2 7
Battle 3 2 1
#3 4 4 7 19 10 8 10 84
Anorith Rock/Bug Armor, Swift 95 50 50 5 0 5
47 5 0 5 5 5 5 5 5
Swim 5 0 5
Battle 4 2 1
#3 7 12 10 7 4 25 20 16 9 11
Armaldo Rock/Bug Armor, Swift 80 9 6 4
48 5 5 0 0 5 5 5 5 5 25
Swim 5 0 5
Swift 2 1 1
#3 2 1 8 2 11 53
Feebas Water Swim, Adapta 15 20 55 0 5 35 45 6
49 0 0 0 5 5 5
bility 0 0 5
Marvel 1 5 3 2 1
#3 9 12 8 12 16 25 12
Milotic Water Scale, Cute 60 79 0 4 0 0 6
50 5 5 1 5 3 5 15
Charm 0 0 0 5 7
4 2 1 1
#3 7 7 7 14 14 14 97
Castform Normal Forecast 70 70 70 2 5 4 4
51 0 0 0 5 5 5 5
0 0 5 5
Color 4 2 1
#3 6 6 12 4 18 14 24 8 10
Kecleon Normal Change, Prote 90 70 4 3 2
52 0 0 0 0 5 5 5 5 15
an 0 0 5
Frisk, 2 1 1
#3 4 6 4 15 9 72
Shuppet Ghost Insomnia, Cur 75 35 33 9 9 75 3 71
53 4 3 5 5 5 5
sed Body 5 8 1
Frisk, 4 2 1 1
#3 Banette (Meg 6 11 8 6 23 13 13 10
Ghost Insomnia, Cur 65 63 5 3 7 3
54 a) 4 5 3 5 5 5 1 45
sed Body 5 8 1 5
2 1
#3 2 3 2 18 6 18 5 72
Duskull Ghost Levitate 40 90 90 9 5 85
55 0 0 5 5 5 5 5 5
5 0
4 1 1
#3 4 13 6 13 2 14 26 26 5 10
Dusclops Ghost Pressure 70 5 9 2
56 0 0 0 0 5 5 5 5 5 45
5 0 5
Chlorophyll,
4 3 1 1
#3 Grass/Fly Solar 9 7 5 14 17 17 10
Tropius 68 83 87 6 0 4 0
57 ing Power, Harves 9 2 1 1 1 9 55
0 8 9 7
t
4 2 1 1
#3 7 9 6 10 16 18 10
Chimecho Psychic Levitate 50 80 90 5 6 9 3
58 5 5 5 5 5 5 45
5 0 5 5
Pressure, 4 2 1 1
#3 6 13 7 7 26 12 12 10
Absol (Mega) Dark Super 60 60 6 4 5 5
59 5 0 5 5 5 5 5 65
Luck, Justified 5 0 5 5
Shadow 2 2
#3 6 2 2 10 5 10 5 59
Wynaut Psychic Tag, Telepath 23 48 48 3 4 51
60 5 3 3 1 1 1 1 5
y 0 0
Ice Body, 3 2 1 1
#3 5 5 5 10 10 10 73
Snorunt Ice Inner 50 50 50 0 1 0 0
61 0 0 0 5 5 5 5
Focus, Moody 0 0 5 5
Ice Body, 4 2 1 1
#3 8 8 8 16 16 16 10
Glalie (Mega) Ice Inner 80 80 80 8 7 6 6
62 0 0 0 5 5 5 95
Focus, Moody 0 0 5 5
Ice Body, 2 2 1
#3 7 5 2 10 10 5 71
Spheal Ice/Water Thick 40 50 50 9 5 85 1
63 0 5 5 5 5 5 5
Fat, Oblivious 0 0 5
Ice Body, 4 2 1
#3 9 7 4 12 14 14 9 95
Sealeo Ice/Water Thick 60 70 70 1 9 5
64 0 5 5 5 5 5 5 5
Fat, Oblivious 0 0 5
Ice Body, 1 5 3 1 1
#3 9 6 16 18 18 11
Walrein Ice/Water Thick 1 80 90 90 3 3 9 3
65 5 5 5 5 5 95
Fat, Oblivious 0 0 0 5 5
Shell 3 1 1
#3 3 7 3 13 17 11 6 82
Clamperl Water Armor, Rattle 64 85 55 4 8 5
66 5 4 2 3 5 5 9 5
d 5 0 3
Swift 4 2 1 1
#3 5 10 10 9 5 21 21 15 11
Huntail Water Swim, Water 75 8 2 9 0
67 5 4 5 4 2 3 5 5 05
Veil 5 0 3 9
Swift 1 4 2 2 1
#3 5 10 5 17 21 15 11
Gorebyss Water Swim, Hydrati 84 1 75 8 2 3 0
68 5 5 2 3 5 5 05
on 4 5 0 3 9
Rock Head, 1 4 3 1
#3 Water/Ro 13 4 5 18 26 9 13 11
Relicanth Swift 0 90 65 8 1 1
69 ck 0 5 5 5 5 5 5 05
Swim, Sturdy 0 5 0 5
Swift 3 1 1
#3 4 4 9 11 8 13 79
Luvdisc Water Swim, Hydrati 30 55 65 3 9 65 9
70 3 0 7 5 5 5 5
on 0 6 9
Rock 3 2 1
#3 4 4 5 15 12 8 73
Bagon Dragon Head, Sheer 75 60 30 0 0 65 0
71 5 0 0 5 5 5 5
Force 0 0 5
Rock 4 2 1 1
#3 6 10 6 5 19 20 10 97
Shelgon Dragon Head, Overcoa 95 50 2 4 2 0
72 5 0 0 0 5 5 5 5
t 0 0 5 5
1 1 6 3 2 2
#3 Salamence (M Dragon/F Intimidate, Mo 9 13 27 16 16 13
80 1 80 0 0 0 2 0
73 ega) lying xie 5 5 5 5 5 35
0 0 0 0 5 5
Clear 3 1
#3 Steel/Psy 4 3 3 11 16 7 12 6 73
Beldum Body, Light 55 80 60 0 9
74 chic 0 5 0 5 5 5 5 5 5
Metal 0 0
Clear 4 2 1 1
#3 Steel/Psy 6 10 5 5 15 20 16 97
Metang Body, Light 75 80 2 3 1 0
75 chic 0 0 5 0 5 5 5 5
Metal 0 0 5 5
Clear 6 2 1 1
#3 Metagross (M Steel/Psy 8 13 13 9 7 27 26 18 13
Body, Light 90 0 7 9 4
76 ega) chic 0 5 0 5 0 5 5 5 35
Metal 0 0 5 5
5 2 1 1
#3 Clear 8 10 20 5 10 5 20 40 20 12
Regirock Rock 8 7 0 0
77 Body, Sturdy 0 0 0 0 0 0 5 5 5 95
0 0 5 5
1 5 2 2 1
#3 Clear Body, Ice 7 10 20 5 10 20 40 12
Regice Ice 50 0 7 5 0 0
78 Body 0 0 0 0 5 5 5 75
0 0 0 5 5
Clear 5 2 1 1
#3 8 15 7 15 5 15 30 30 12
Registeel Steel Body, Light 75 8 7 5 0
79 0 0 5 0 0 5 5 5 95
Metal 0 0 5 5
1 1 6 2 2 2
#3 Dragon/P 8 13 16 18 26 13
Latias (Mega) Levitate 80 90 1 1 0 7 2 2
80 sychic 0 0 5 5 5 35
0 0 0 0 5 5
1 1 6 2 2 2
#3 Dragon/P 8 11 18 16 22 13
Latios (Mega) Levitate 90 80 3 1 0 7 6 2
81 sychic 0 0 5 5 5 35
0 0 0 0 5 5
1 1 6 3 3 1
#3 Kyogre (Prim 10 14 9 20 18 28 14
Water Drizzle 0 90 5 7 1 0 8
82 al) 0 0 0 5 5 5 75
0 0 0 0 5 5
1 1 6 3 2 1
#3 Groudon (Pri 15 14 9 30 28 18 14
Ground Drought 0 0 90 7 1 0 8
83 mal) 0 0 0 5 5 5 75
0 0 0 0 5 5
1 1 6 3 3 1
#3 Rayquaza (Me Dragon/F 15 9 30 18 18 14
Air Lock 0 90 5 90 8 2 0 9
84 ga) lying 0 5 5 5 5 95
5 0 0 0 5 5
1 1 1 6 3 2 2
#3 Steel/Psy 10 10 10 20 20 20 13
Jirachi Serene Grace 0 0 0 0 1 0 0
85 chic 0 0 0 5 5 5 35
0 0 0 0 0 5 5
1 1 6 2 3 3
#3 Deoxys (Attac 5 18 36 13
Psychic Pressure 20 8 20 5 0 1 45 6 45 0
86 k) 0 0 5 35
0 0 0 0 5 5
6 2 1 1
#3 Deoxys (Defe 5 16 7 16 9 14 32 32 13
Psychic Pressure 70 0 1 4 8
86 nse) 0 0 0 0 0 5 5 5 35
0 0 5 5
1 1 6 2 3 3
#3 Deoxys (Norm 5 15 30 10 10 13
Psychic Pressure 50 5 50 5 0 1 0 0
86 al) 0 0 5 5 5 35
0 0 0 0 5 5
1 6 2 1 3
#3 Deoxys (Spee 5 9 19 18 18 13
Psychic Pressure 95 90 90 8 0 1 9 6
86 d) 0 5 5 5 5 35
0 0 0 5 5
3 2
#3 Overgrow, She 5 4 3 14 13 9 11 6 77
Turtwig Grass 68 64 55 1 2
87 ll Armor 5 5 1 1 3 5 5 7 1
8 0
4 2 1
#3 Overgrow, She 7 5 3 18 17 13 7 94
Grotle Grass 89 85 65 0 6 1
88 ll Armor 5 5 6 3 5 5 7 5
5 0 5
5 3 1 1
#3 Grass/Gro Overgrow, She 9 10 10 7 5 22 21 17 11
Torterra 85 2 0 5 1
89 und ll Armor 5 9 5 5 6 3 5 5 85
5 0 5 7
3 1 1 1
#3 Blaze, Iron 4 5 6 12 75
Chimchar Fire 58 44 44 0 9 93 2 93 2
90 Fist 4 8 1 1 3
9 8 1 7
4 2 1 1
#3 Fire/Fight Blaze, Iron 6 7 8 16 10 10 94
Monferno 78 52 52 0 3 6 6
91 ing Fist 4 8 1 1 9 9 5
5 8 1 7
1 1 5 2 2 2
#3 Fire/Fight Blaze, Iron 7 10 21 14 14 12
Infernape 71 0 71 0 3 6 1 2
92 ing Fist 6 4 3 7 7 03
4 8 4 2 3 1
3 2 1
#3 Torrent, Defia 5 6 4 10 11 11 8 76
Piplup Water 51 53 56 1 1 2
93 nt 3 1 0 7 1 7 5 3
4 6 7
4 2 1 1
#3 Torrent, Defia 6 8 5 13 14 15 94
Prinplup Water 66 68 76 0 3 6 0
94 nt 4 1 0 7 1 7 5
5 8 7 5
1 5 2 2 1
#3 Water/St Torrent, Defia 8 10 6 17 18 20 11
Empoleon 86 88 1 3 7 2 2
95 eel nt 4 1 0 7 1 7 95
1 0 8 7 5
2 1 1
#3 Normal/F Keen 4 3 6 11 6 62
Starly 55 30 30 4 9 65 65 2
96 lying Eye, Reckless 0 0 0 5 5 5
5 0 5
3 2 1
#3 Normal/F Intimidate, Re 5 4 8 15 10 8 81
Staravia 75 50 40 4 2 85 6
97 lying ckless 5 0 0 5 5 5 5
0 0 5
1 4 2 1 2
#3 Normal/F Intimidate, Re 8 12 5 24 14 10 10
Staraptor 70 50 0 7 8 0 0
98 lying ckless 5 0 0 5 5 5 85
0 5 0 5 5
Simple, 2 2
#3 5 3 3 7 6 63
Bidoof Normal Unaware, Moo 45 40 40 5 2 95 85 85
99 9 5 1 5 7 5
dy 0 8
Simple, 4 2 1 1
#4 7 5 7 17 12 12 95
Bibarel Normal Unaware, Moo 85 60 60 1 6 1 4
00 9 5 1 5 5 5 5
dy 0 8 5 7
Shed 1 1
#4 3 2 2 5 5 52
Kricketot Bug Skin, Run 25 41 41 9 8 55 87 87
01 7 5 5 5 5 3
Away 4 4
3 2 1 1
#4 Swarm, Techn 7 5 6 17 10 10 90
Kricketune Bug 85 51 51 8 6 1 3
02 ician 7 5 5 5 7 7 3
4 4 5 5
2 2
#4 Intimidate, 4 4 4 13 8 9 66
Shinx Electric 65 34 34 6 0 73 73
03 Rivalry, Guts 5 0 5 5 5 5 1
3 0
3 2 1 1
#4 Intimidate, 6 6 6 17 10 10 86
Luxio Electric 85 49 49 6 3 2 2
04 Rivalry, Guts 0 0 0 5 3 3 1
3 0 5 5
5 2 1 1
#4 Intimidate, 8 12 9 7 24 16 16 11
Luxray Electric 79 79 2 7 9 4
05 Rivalry, Guts 0 0 5 0 5 3 3 81
3 0 5 5
Natural Cure,
2 1 1 1
#4 Grass/Poi Poison 4 5 5 14 69
Budew 30 35 70 8 9 65 75 0 1
06 son Point, Leaf 0 0 5 5 5
0 0 5 5
Guard
Natural Cure,
1 5 2 2 1
#4 Grass/Poi Poison 6 10 9 14 11 21 11
Roserade 70 55 2 0 3 5 8
07 son Point, Technic 0 5 0 5 5 5 45
5 5 0 5 5
ian
Mold 3 2 1
#4 6 12 3 5 25 6 83
Cranidos Rock Breaker, Sheer 40 30 5 4 85 65 2
08 7 5 0 8 5 5 5
Force 0 4 1
Mold 4 3 1 1
#4 9 16 6 5 33 12 10 11
Rampardos Rock Breaker, Sheer 60 50 9 0 3 2
09 7 5 5 8 5 5 5 25
Force 5 4 5 1
3 1
#4 Rock/Stee Sturdy, Sound 3 11 4 3 24 8 18 6 83
Shieldon 42 88 5 7 89
10 l proof 0 8 2 0 1 9 1 5 5
0 0
4 2
#4 Rock/Stee Sturdy, Sound 6 16 4 13 3 10 34 9 28 6 11
Bastiodon 52 9 3
11 l proof 0 8 7 8 0 9 1 9 1 5 25
5 0
2 1
#4 Shed 4 2 3 6 7 58
Burmy Bug 29 45 45 2 9 63 95 95
12 Skin, Overcoat 0 9 6 3 7 3
4 0
4 2 1
#4 Wormadam ( Bug/Gras Anticipation, O 6 7 10 3 12 17 21 7 98
59 85 2 3 6
13 Plant) s vercoat 0 9 5 6 3 5 5 7 3
4 0 3
4 2 1
#4 Wormadam ( Bug/Grou Anticipation, O 6 10 5 3 16 21 17 7 98
79 85 2 3 2
13 Sandy) nd vercoat 0 5 9 6 3 5 5 7 3
4 0 3
4 2 1
#4 Wormadam ( Anticipation, O 6 6 3 14 19 19 7 98
Bug/Steel 69 95 95 2 3 4
13 Trash) vercoat 0 9 6 3 5 5 7 3
4 0 3
4 2 1 1
#4 Bug/Flyin Swarm, Tinted 7 9 6 19 10 10 98
Mothim 94 50 50 2 5 9 3
14 g Lens 0 4 6 3 5 5 3
4 0 3 7
2 1 1
#4 Bug/Flyin Honey 3 3 7 6 62
Combee 30 42 42 4 7 65 89 89 4
15 g Gather, Hustle 0 0 0 5 3
4 0 5
4 2 1
#4 Bug/Flyin Pressure, Unn 7 10 8 10 4 16 20 20 8 10
Vespiquen 80 7 5 6
16 g erve 0 2 0 2 0 5 9 9 5 83
4 0 5
4 2 1
#4 Pickup, Run 6 4 9 14 9 18 94
Pachirisu Electric 45 70 90 0 3 95 9
17 Away 0 5 5 5 5 5 5
5 0 5
Swift 3 2 1 1
#4 5 6 8 13 79
Buizel Water Swim, Water 65 35 30 3 2 75 2 65 7
18 5 0 5 5 5
Veil 0 0 5 5
Swift 1 4 2 1 2
#4 8 10 8 21 11 10 11
Floatzel Water Swim, Water 55 50 1 9 8 7 3
19 5 5 5 5 5 5 25
Veil 5 5 0 5 5
2 2 1
#4 4 6 3 11 7 68
Cherubi Grass Chlorophyll 35 45 53 7 0 75 95 2
20 5 2 5 1 5 5
5 0 9
4 2 1 1
#4 7 8 8 12 14 16 10
Cherrim Grass Flower Gift 60 70 78 5 5 7 7
21 0 7 5 5 5 1 35
0 0 9 5
Sticky Hold,
3 2 1
#4 Storm 7 5 3 10 10 12 7 78
Shellos Water 48 48 62 2 6 1
22 Drain, Sand 6 7 4 1 1 9 3 5
5 2 9
Force
Sticky Hold,
1 4 3 1
#4 Water/Gr Storm 9 3 17 14 16 8 10
Gastrodon 1 83 68 82 7 3 8
23 ound Drain, Sand 2 9 1 1 9 3 85
1 5 2 9
Force
Pickup, 1 4 2 1 2
#4 7 10 6 20 13 13 10
Ambipom Normal Technician, Sk 66 66 1 8 6 2 3
24 5 0 0 5 7 7 99
ill Link 5 2 0 5 5
Aftermath, 3 2 1 1
#4 Ghost/Fly 9 6 7 10 83
Drifloon Unburden, Fla 50 34 44 4 9 73 2 93 4
25 ing 0 0 0 5 1
re Boost 8 0 5 5
Aftermath, 1 4 4 1 1
#4 Ghost/Fly 9 8 16 11 11
Drifblim Unburden, Fla 5 80 44 54 9 1 93 8 6
26 ing 0 0 5 3 31
re Boost 0 8 0 5 5
3 2 1
#4 Klutz, Run 5 4 8 13 9 11 83
Buneary Normal 66 44 56 5 2 93 7
27 Away, Limber 5 4 5 7 3 7 5
0 0 5
1 4 2 1 2
#4 Lopunny (Me Cute Charm, 6 5 15 17 19 10
Normal 76 84 96 0 8 4 1 1
28 ga) Klutz, Limber 5 4 7 3 7 95
5 0 0 3 5
1 1 4 2 2 2
#4 6 10 12 12 21 11
Mismagius Ghost Levitate 60 60 0 0 9 3 1 1
29 0 5 5 5 5 25
5 5 5 0 5 5
Insomnia, 1 1 5 3 2 1
#4 Dark/Flyi 12 7 25 10 10 11
Honchkrow Super 0 52 0 52 0 1 1 4
30 ng 5 1 5 9 9 45
Luck, Moxie 0 5 5 0 5 7
Limber, Own 3 2 1
#4 4 4 8 11 8 75
Glameow Normal Tempo, Keen 55 42 37 1 0 89 79 7
31 9 2 5 5 9 5
Eye 0 8 5
Own Tempo, 1 4 2 1 2
#4 7 6 16 13 12 10
Purugly Normal Thick 82 64 59 1 5 5 3 2
32 1 4 9 3 3 39
Fat, Defiant 2 2 2 3 9
2 2 1
#4 4 6 4 10 10 9 70
Chingling Psychic Levitate 30 50 50 8 0 65 3
33 5 5 5 5 5 5 5
5 0 5
Aftermath, 3 2 1
#4 Poison/D 6 4 7 13 8 79
Stunky Stench, Keen 63 47 41 2 3 99 87 5
34 ark 3 1 4 1 7 3
Eye 9 6 3
Aftermath, 1 4 3 1 1
#4 Poison/D 7 8 19 13 12 10
Skuntank Stench, Keen 0 93 67 61 7 1 4 7
35 ark 1 4 1 9 7 93
Eye 3 9 6 7 3
Heatproof, 3 2
#4 Steel/Psy 5 2 2 17 5 17 5 73
Bronzor Levitate, Heav 24 86 86 0 2 53
36 chic 7 4 3 7 3 7 1 5
y Metal 0 4
Heatproof, 5 2 1
#4 Steel/Psy 6 11 7 11 3 18 23 23 7 11
Bronzong Levitate, Heav 89 0 4 6
37 chic 7 6 9 6 3 3 7 7 1 35
y Metal 0 4 3
2 2
#4 Rock Head, 5 1 1 16 19 2 2 71
Bonsly Rock 80 95 45 9 1 95
38 Sturdy, Rattled 0 0 0 5 5 5 5 5
0 0
Filter, 3 1 1 1
#4 Psychic/F 2 7 6 18 75
Mime Jr. Soundproof, T 25 45 90 1 5 55 95 4 2
39 airy 0 0 0 5 5
echnician 0 0 5 5
Natural,
1 2 3
#4 Serene 1 3 3 13 6 57
Happiny Normal 0 5 5 65 2 1 15 15
40 Grace, Friend 5 0 5 5 5 5
0 0 0
Guard
Keen Eye,
4 2 1 1
#4 Normal/F Tangled 7 9 9 13 95
Chatot 65 45 42 1 6 95 8 89 8
41 lying Feet, Big 6 2 1 5 7
1 2 9 7
Pecks
4 2 1
#4 Ghost/Da Pressure, Infil 5 10 9 10 3 18 22 22 7 11
Spiritomb 92 8 1 8
42 rk trator 0 8 2 8 5 9 1 1 5 05
5 0 9
Sand 3 2
#4 Dragon/G 5 4 4 14 8 8 73
Gible Veil, Rough 70 45 45 0 2 95 95
43 round 8 0 2 5 5 9 5
Skin 0 6
Sand 4 2 1 1
#4 Dragon/G 6 5 8 18 13 11 94
Gabite Veil, Rough 90 65 55 0 4 0 6
44 round 5 0 2 5 5 5 9
Skin 7 0 5 9
Sand 1 1 6 3 1 2
#4 Garchomp (M Dragon/G 13 8 26 19 17 13
Veil, Rough 0 95 85 0 0 2 6 0
45 ega) round 0 0 5 5 5 35
Skin 8 2 0 6 5 9
1 3 3
#4 Pickup, Thick 4 17 8 17 1 91
Munchlax Normal 3 85 40 85 5 9 8 85
46 Fat, Gluttony 0 5 5 5 5 5
5 0 0
Inner Focus, 2 1 1
#4 4 3 6 14 7 70
Riolu Fighting Steadfast, Pra 70 40 40 8 9 85 85 2
47 0 5 0 5 5 5
nkster 5 0 5
Inner Focus, 1 5 2 2 1
#4 Lucario (Meg Fighting/ 7 11 9 22 14 14 11
Steadfast, Justi 70 1 70 2 5 3 8
48 a) Steel 0 0 0 5 5 5 85
fied 5 5 0 5 5
Sand 3 2
#4 6 3 3 14 16 8 6 79
Hippopotas Ground Stream, Sand 72 78 42 3 4 89
49 8 8 2 9 1 1 9 5
Force 0 6
Sand 1 5 3 1
#4 11 11 6 4 23 24 14 9 11
Hippowdon Ground Stream, Sand 0 72 2 2 4
50 5 8 8 7 5 1 9 9 91
Force 8 8 6 1
Battle Armor, 3 1 1
#4 Poison/B 4 3 6 10 18 6 11 79
Skorupi Sniper, Keen 50 90 55 3 9 3
51 ug 0 0 5 5 5 5 5 5
Eye 0 0 5
Battle Armor, 5 2 1 1
#4 Poison/D 7 11 6 9 18 22 15 11
Drapion Sniper, Keen 90 75 0 5 2 9
52 ark 0 0 0 5 5 5 5 35
Eye 0 0 5 5
Anticipation,
3 2 1 1
#4 Poison/Fi Dry 4 6 5 12 73
Croagunk 61 40 40 0 0 85 2 85 0
53 ghting Skin, Poison 8 1 0 7 5
0 6 7 5
Touch
Anticipation,
4 2 1 1
#4 Poison/Fi Dry 8 10 8 8 21 13 13 11
Toxicroak 65 65 9 7 7 7
54 ghting Skin, Poison 3 6 6 5 7 5 5 15
0 6 7 5
Touch
4 2 1
#4 7 10 9 4 20 14 14 9 10
Carnivine Grass Levitate 72 72 5 5 8
55 4 0 0 6 5 9 9 7 43
4 8 5
Swift Swim,
3 2 1 1
#4 Storm 4 4 6 10 11 12 79
Finneon Water 49 56 61 3 0 0 3
56 Drain, Water 9 9 6 3 7 7 5
0 8 3 7
Veil
Swift Swim,
4 2 1 1
#4 Storm 6 6 9 14 15 17 10
Lumineon Water 69 76 86 6 4 4 8
57 Drain, Water 9 9 1 3 7 7 55
0 8 3 7
Veil
Swift Swim,
3 2 1 1
#4 Water/Fl Water 4 6 12 5 10 24 82
Mantyke 20 50 4 0 45 2 0
58 ying Absorb, Water 5 0 0 0 5 5 5
5 0 5 5
Veil
Snow 3 2 1
#4 6 6 4 12 10 12 8 80
Snover Grass/Ice Warning, Soun 62 50 60 3 3 2
59 0 2 0 9 5 5 5 3
dproof 4 0 9
Snow 4 2 1 1
#4 Abomasnow ( 9 9 6 18 15 17 11
Grass/Ice Warning, Soun 92 75 85 9 9 8 2
60 Mega) 0 2 0 9 5 5 23
dproof 4 0 9 5
1 5 2 2
#4 Pressure, Pick 7 12 4 24 13 9 17 11
Weavile Dark/Ice 65 85 2 1 5 5
61 pocket 0 0 5 5 5 5 5 55
5 0 0 5
Magnet Pull, 1 5 2 2 1
#4 Electric/S 7 11 6 14 23 18 12
Magnezone Sturdy, Analyt 70 3 90 3 5 6 2
62 teel 0 5 0 5 5 5 05
ic 0 5 0 5 5
Oblivious,
1 5 3 1 1
#4 Own 8 5 17 19 19 11
Lickilicky Normal 1 85 95 95 1 3 6 0
63 Tempo, Cloud 0 0 5 5 5 65
0 5 0 5 5
Nine
Lightning Rod, 1 5 3 1
#4 Ground/R 14 13 5 4 28 26 11 8 12
Rhyperior Solid 1 55 3 4 1
64 ock 0 0 5 0 5 5 5 5 05
Rock, Reckless 5 5 0 5
Chlorophyll,
1 1 5 3 2 1
#4 Leaf 10 12 5 20 25 10 12
Tangrowth Grass 0 1 50 3 1 2 0
65 Guard, Regene 0 5 0 5 5 5 05
0 0 5 0 5 5
rator
Motor 5 2 1 1
#4 7 12 9 9 25 13 17 12
Electivire Electric Drive, Vital 67 85 4 6 9 9
66 5 3 5 5 1 9 5 15
Spirit 0 0 5 5
Flame 1 5 2 2 1
#4 7 8 19 13 19 12
Magmortar Fire Body, Vital 95 67 2 95 4 6 5 7
67 5 3 5 9 5 15
Spirit 5 0 0 5 1
Hustle, Serene 1 5 2 2 1
#4 Fairy/Flyi 8 11 8 10 19 23 12
Togekiss Grace, Super 50 95 2 4 8 4 6
68 ng 5 5 0 5 5 5 25
Luck 0 5 0 5 5
Speed Boost, 1 5 2 2 1
#4 Bug/Flyin 8 9 15 17 11 11
Yanmega Tinted 76 86 1 56 1 8 3 9
69 g 6 5 7 7 7 65
Lens, Frisk 6 5 2 7 5
Leaf 5 2 1 1
#4 6 11 13 6 9 22 26 13 11
Leafeon Grass Guard, Chloro 65 2 4 2 9
70 5 0 0 0 5 5 5 5 85
phyll 5 0 5 5
Snow 1 5 2 2 1
#4 6 11 6 12 22 19 11
Glaceon Ice Cloak, Ice 60 3 95 2 4 6 3
71 5 0 5 5 5 5 85
Body 0 5 0 5 5
Hyper Cutter,
5 2 1
#4 Ground/F Sand 7 12 4 9 19 25 9 15 11
Gliscor 95 75 1 6 9
72 lying Veil, Poison 5 5 5 5 5 5 5 5 55
0 0 5
Heal
Oblivious,
1 5 3 1 1
#4 Ice/Groun Snow 13 7 8 26 16 12 11
Mamoswine 1 80 60 3 3 4 6
73 d Cloak, Thick 0 0 0 5 5 5 95
0 0 0 5 5
Fat
Adaptability, 1 5 2 2 1
#4 8 9 16 14 15 12
Porygon-Z Normal Download, An 80 70 3 75 3 8 7 8
74 5 0 5 5 5 05
alytic 5 5 0 5 5
5 2 1 1
#4 Gallade (Meg Psychic/F Steadfast, Justi 6 12 6 11 8 25 13 23 11
65 1 4 3 6
75 a) ighting fied 8 5 5 5 0 5 5 5 71
8 6 5 5
Magnet Pull, 5 2 1
#4 Rock/Stee 6 14 7 15 4 11 29 30 8 11
Probopass Sturdy, Sand 55 2 3 5
76 l 0 5 5 0 0 5 5 5 5 85
Force 5 0 5
5 2 1
#4 4 10 13 6 13 4 20 27 27 9 11
Dusknoir Ghost Pressure 2 0 3
77 5 0 5 5 5 5 5 5 5 5 85
5 0 5
Snow 1 4 2 1 2
#4 7 8 16 14 14 10
Froslass Ice/Ghost Cloak, Cursed 80 70 70 0 7 5 6 0
78 0 0 5 5 5 75
Body 0 0 0 5 5
1 5 2 2 1
#4 Electric/F 5 10 10 8 13 21 21 11
Rotom (Fan) Levitate 65 0 2 1 1 7
79 lying 0 7 7 6 5 9 9 75
5 0 0 5 7
1 5 2 2 1
#4 Electric/I 5 10 10 8 13 21 21 11
Rotom (Frost) Levitate 65 0 2 1 1 7
79 ce 0 7 7 6 5 9 9 75
5 0 0 5 7
1 5 2 2 1
#4 Electric/F 5 10 10 8 13 21 21 11
Rotom (Heat) Levitate 65 0 2 1 1 7
79 ire 0 7 7 6 5 9 9 75
5 0 0 5 7
1 5 2 2 1
#4 Electric/G 5 10 10 8 13 21 21 11
Rotom (Mow) Levitate 65 0 2 1 1 7
79 rass 0 7 7 6 5 9 9 75
5 0 0 5 7
4 2 1 1
#4 Rotom (Norm Electric/G 5 9 9 10 15 15 10
Levitate 50 77 77 4 1 9 8
79 al) host 0 5 1 5 9 9 15
0 0 5 7
1 5 2 2 1
#4 Rotom (Wash Electric/ 5 10 10 8 13 21 21 11
Levitate 65 0 2 1 1 7
79 ) Water 0 7 7 6 5 9 9 75
5 0 0 5 7
5 2 1 1
#4 7 13 7 13 9 15 26 26 12
Uxie Psychic Levitate 75 8 6 5 9
80 5 0 5 0 5 5 5 5 95
0 0 5 5
1 5 2 2 1
#4 8 10 10 10 8 21 21 21 12
Mesprit Psychic Levitate 0 8 7 1 6
81 0 5 5 5 0 5 5 5 95
5 0 0 5 5
1 1 5 2 2 2
#4 7 12 25 14 14 12
Azelf Psychic Levitate 70 2 70 1 8 6 5 3
82 5 5 5 5 5 95
5 5 0 0 5 5
1 1 6 3 3 1
#4 Steel/Dra Pressure, Tele 12 12 10 9 24 24 20 14
Dialga 0 5 8 1 0 8
83 gon pathy 0 0 0 0 5 5 5 95
0 0 0 0 5 5
1 1 6 2 3 2
#4 Water/Dr Pressure, Tele 9 12 10 12 24 20 24 14
Palkia 5 0 8 9 0 0
84 agon pathy 0 0 0 0 5 5 5 95
0 0 0 0 5 5
Flash 1 6 2 2 1
#4 9 10 10 7 18 21 21 13
Heatran Fire/Steel Fire, Flame 90 3 0 9 6 5
85 1 6 6 7 5 7 7 35
Body 0 0 2 5 9
1 1 6 3 1 2
#4 16 11 8 11 32 22 22 14
Regigigas Normal Slow Start 1 0 7 3 6 0
86 0 0 0 0 5 5 5 75
0 0 0 0 5 5
1 1 6 4 2 1
#4 Giratina (Alte Ghost/Dr Pressure, Tele 10 12 12 9 20 24 24 14
5 0 8 1 0 8
87 red) agon pathy 0 0 0 0 5 5 5 95
0 0 0 0 5 5
1 1 6 4 2 1
#4 Giratina (Orig Ghost/Dr 12 10 10 9 24 20 20 14
Levitate 5 2 8 1 4 8
87 in) agon 0 0 0 0 5 5 5 95
0 0 0 0 5 5
1 6 3 1 1
#4 12 7 13 8 14 24 26 13
Cresselia Psychic Levitate 2 70 0 5 5 7
88 0 5 0 5 5 5 5 35
0 0 0 5 5
4 2 1 1
#4 8 8 8 16 16 16 10
Phione Water Hydration 80 80 80 8 7 6 6
89 0 0 0 5 5 5 95
0 0 5 5
1 1 1 6 3 2 2
#4 10 10 10 20 20 20 13
Manaphy Water Hydration 0 0 0 0 1 0 0
90 0 0 0 5 5 5 35
0 0 0 0 0 5 5
1 1 6 2 2 2
#4 7 18 18 18 13
Darkrai Dark Bad Dreams 90 90 3 90 2 0 5 7 5
91 0 5 5 5 35
5 5 0 0 5 5
1 1 1 6 3 2 2
#4 Shaymin (Lan 10 10 10 20 20 20 13
Grass Natural Cure 0 0 0 0 1 0 0
92 d) 0 0 0 5 5 5 35
0 0 0 0 0 5 5
1 1 1 6 3 2 2
#4 Shaymin (Sky Grass/Fly 10 21 15 15 13
Serene Grace 0 75 2 75 2 0 1 4 5
92 ) ing 3 1 5 5 35
0 0 7 0 0 5 9
1 1 1 7 3 2 2
#4 Arceus (Form 12 12 12 24 24 24 15
Normal Multitype 2 2 2 2 5 4 4
93 e Change) 0 0 0 5 5 5 75
0 0 0 0 0 5 5
1 1 1 6 3 2 2
#4 Psychic/F 10 10 10 20 20 20 13
Victini Victory Star 0 0 0 0 1 0 0
94 ire 0 0 0 5 5 5 35
0 0 0 0 0 5 5
3 2 1
#4 Overgrow, Con 4 4 6 11 9 11 75
Snivy Grass 45 55 55 0 0 95 3
95 trary 5 5 3 5 5 5 1
8 0 1
4 2 1 1
#4 Overgrow, Con 6 6 8 12 15 15 96
Servine Grass 60 75 75 1 3 2 7
96 trary 0 0 3 5 5 5 1
3 0 5 1
1 5 2 1 2
#4 Overgrow, Con 7 7 15 19 19 11
Serperior Grass 75 95 95 1 2 6 5 3
97 trary 5 5 5 5 5 91
3 8 0 5 1
3 2
#4 Blaze, Thick 6 4 4 13 9 9 75
Tepig Fire 63 45 45 0 4 95 95
98 Fat 5 5 5 1 5 5 1
8 0
4 2 1 1
#4 Fire/Fight Blaze, Thick 9 7 5 19 11 11 97
Pignite 93 55 55 1 9 4 1
99 ing Fat 0 0 5 1 5 5 1
8 0 5 5
1 1 5 3 2 1
#5 Fire/Fight Blaze, Thick 12 6 25 13 13 11
Emboar 1 65 0 65 2 3 0 3
00 ing Fat 3 5 1 5 5 91
0 0 8 0 5 5
3 2 1
#5 Torrent, Shell 5 6 4 11 9 75
Oshawott Water 55 45 45 0 2 95 3 95
01 Armor 5 3 5 5 5 1
8 0 1
4 2 1 1
#5 Torrent, Shell 7 8 6 15 12 12 96
Dewott Water 75 60 60 1 6 7 2
02 Armor 5 3 0 5 5 5 1
3 0 1 5
1 5 3 2 1
#5 Torrent, Shell 9 10 7 20 17 14 11
Samurott Water 85 0 70 2 0 2 4
03 Armor 5 0 0 5 5 5 91
8 8 0 1 5
Illuminate, 4 2 1 1
#5 6 6 7 17 14 14 97
Watchog Normal Keen 85 69 69 2 3 2 5
05 0 0 7 5 3 3 5
Eye, Analytic 0 0 5 9
Pickup, Vital 2 2 1
#5 4 2 5 12 5 68
Lillipup Normal Spirit, Run 60 45 45 7 0 95 95 1
06 5 5 5 5 5 5
Away 5 0 5
Intimidate, 3 2 1
#5 6 3 6 16 13 7 13 87
Herdier Normal Sand 80 65 65 7 4 2
07 5 5 0 5 5 5 5 5
Rush, Scrappy 0 0 5
Intimidate, 4 2 1
#5 8 10 4 8 20 18 9 18 11
Stoutland Normal Sand 90 90 9 8 6
08 5 0 5 0 5 5 5 5 15
Rush, Scrappy 0 0 5
Limber, 2 1 1 1
#5 4 5 6 10 69
Purrloin Dark Unburden, Pra 50 37 37 8 9 79 0 79 3
09 1 0 6 5 7
nkster 1 2 5 7
Limber, 1 4 2 1 2
#5 6 8 18 10 10 10
Liepard Dark Unburden, Pra 88 50 50 0 4 3 8 1
10 4 8 1 5 5 27
nkster 6 6 8 1 7
3 2 1 1
#5 Gluttony, Over 5 5 5 11 10 10 74
Pansage Grass 53 48 48 0 1 1 1
11 grow 0 3 4 1 1 1 7
6 0 1 3
1 4 2 2 2
#5 Gluttony, Over 7 9 20 13 13 11
Simisage Grass 98 63 63 0 9 6 0 0
12 grow 5 8 1 1 1 31
1 8 0 1 7
3 2 1 1
#5 Gluttony, Blaz 5 5 6 11 10 10 76
Pansear Fire 53 48 48 1 1 1 3
13 e 0 3 4 1 1 1 7
6 0 1 3
1 4 2 2 2
#5 Gluttony, Blaz 7 9 20 13 13 11
Simisear Fire 98 63 63 0 9 6 0 0
14 e 5 8 1 1 1 31
1 8 0 1 7
3 2 1 1
#5 Gluttony, Torr 5 5 6 11 10 10 76
Panpour Water 53 48 48 1 1 1 3
15 ent 0 3 4 1 1 1 7
6 0 1 3
1 4 2 2 2
#5 Gluttony, Torr 7 9 20 13 13 11
Simipour Water 98 63 63 0 9 6 0 0
16 ent 5 8 1 1 1 31
1 8 0 1 7
Forewarn, 2 2 1
#5 7 6 2 11 5 71
Munna Psychic Synchronize, T 25 45 55 9 6 55 95 3
17 6 7 4 5 3 9
elepathy 2 2 9
Forewarn, 1 1 4 3 2
#5 2 11 17 19 6 11
Musharna Psychic Synchronize, T 1 55 85 0 95 8 4 1
18 9 5 5 5 3 09
elepathy 6 7 7 2 9
Big Pecks, 2 2
#5 Normal/F 5 3 4 11 10 7 9 66
Pidove Super 55 50 30 6 1 65
19 lying 0 6 3 5 5 7 1 3
Luck, Rivalry 4 0
Big Pecks, 3 2 1 1
#5 Normal/F 6 5 6 15 12 85
Tranquill Super 77 62 42 5 3 0 89 3
20 lying 2 0 5 9 9 1
Luck, Rivalry 8 4 5 5
Big Pecks, 4 2 1 1
#5 Normal/F 8 10 6 9 21 16 11 10
Unfezant Super 80 55 7 7 3 9
21 lying 0 5 5 3 5 5 5 91
Luck, Rivalry 8 0 5 1
Lightning Rod,
2 2 1 1
#5 Motor 4 5 7 12 72
Blitzle Electric 60 32 32 9 0 69 0 69 5
22 Drive, Sap 5 0 6 5 5
5 0 5 7
Sipper
Lightning Rod,
1 4 2 1 2
#5 Motor 7 10 8 20 13 13 11
Zebstrika Electric 63 63 1 9 6 6 3
23 Drive, Sap 5 0 0 5 1 1 29
6 7 0 5 7
Sipper
Sturdy, Weak 2 2
#5 5 2 1 15 17 5 3 69
Roggenrola Rock Armor, Sand 75 85 25 8 2 55
24 5 5 5 5 5 5 5 5
Force 0 0
Sturdy, Weak 3 2 1
#5 7 10 10 5 2 21 21 4 91
Boldore Rock Armor, Sand 40 9 5 0 85
25 0 5 5 0 0 5 5 5 5
Force 0 0 5
Sturdy, Sand 5 2 1
#5 8 13 13 6 2 27 26 14 5 11
Gigalith Rock Stream, Sand 70 0 8 2
26 5 5 0 0 5 5 5 5 5 45
Force 5 0 5
Klutz, 3 2 1 1
#5 Psychic/F 6 5 7 78
Woobat Unaware, Sim 45 43 43 2 4 95 91 1 91 4
27 lying 5 5 2 1
ple 3 0 5 9
Klutz, 1 4 2 1 2
#5 Psychic/F 6 7 11 11 11 98
Swoobat Unaware, Sim 57 55 55 1 2 4 5 3
28 lying 7 7 9 5 5 5
ple 4 5 4 9 3
Sand Force,
3 2 1
#5 Sand 6 3 6 17 6 79
Drilbur Ground 85 40 45 2 3 85 95 4
29 Rush, Mold 0 0 8 5 5 1
8 0 1
Breaker
Sand Force,
1 5 3 1 1
#5 Ground/S Sand 13 5 8 27 12 13 11
Excadrill 1 60 65 0 3 0 8
30 teel Rush, Mold 5 0 8 5 5 5 51
0 8 0 5 1
Breaker
Healer, 1 4 3 1 1
#5 Audino (Mega 6 5 12 17 17 10
Normal Regenerator, 0 60 86 86 4 1 2 0
31 ) 0 0 5 7 7 25
Klutz 3 5 6 5 5
Guts, Sheer 3 2
#5 7 2 3 16 11 5 7 74
Timburr Fighting Force, Iron 80 55 35 0 6 75
32 5 5 5 5 5 5 5 5
Fist 5 0
Guts, Sheer 4 2
#5 8 10 4 4 21 17 8 10 8 94
Gurdurr Fighting Force, Iron 85 50 0 8
33 5 5 0 0 5 5 5 5 5 5
Fist 5 0
Guts, Sheer 1 5 3 1
#5 14 5 4 28 19 13 9 11
Conkeldurr Fighting Force, Iron 0 95 65 0 2 1
34 0 5 5 5 5 5 5 45
Fist 5 5 0 5
Hydration,
2 2 1 1
#5 Swift 5 5 6 10 72
Tympole Water 50 40 40 9 1 85 0 85 3
35 Swim, Water 0 0 4 5 3
4 0 5 3
Absorb
Hydration,
3 2 1 1
#5 Water/Gr Swift 7 6 6 13 11 11 90
Palpitoad 65 55 55 8 6 3 4
36 ound Swim, Water 5 5 9 5 5 5 3
4 0 5 3
Absorb
Poison Touch,
1 4 3 1 1
#5 Water/Gr Swift 8 7 17 15 15 11
Seismitoad 0 85 75 75 9 2 7 5
37 ound Swim, Water 5 4 5 5 5 33
5 9 0 5 3
Absorb
Guts, Inner 1 4 3
#5 10 3 4 20 17 6 17 9 10
Throh Fighting Focus, Mold 2 85 85 6 5
38 0 0 5 5 5 5 5 5 65
Breaker 0 5 0
Inner Focus, 4 2 1
#5 7 12 3 8 25 15 6 15 10
Sawk Fighting Sturdy, Mold 75 75 6 6 7
39 5 5 0 5 5 5 5 5 65
Breaker 5 0 5
Chlorophyll, 3 2
#5 Bug/Gras 4 4 4 11 14 8 12 8 75
Sewaddle Swarm, Overc 53 70 60 1 0
40 s 5 0 2 1 5 5 5 9 5
oat 0 0
Chlorophyll,
3 2 1
#5 Bug/Gras Leaf 5 5 4 13 18 16 8 89
Swadloon 63 90 80 8 2 0
41 s Guard, Overco 5 0 2 1 5 5 9 5
0 0 5
at
Chlorophyll, 4 2 1 1
#5 Bug/Gras 7 10 7 9 21 16 14 11
Leavanny Swarm, Overc 80 70 9 6 4 8
42 s 5 3 0 2 1 5 5 15
oat 0 0 5 9
Poison Point, 2 1 1
#5 Bug/Gras 3 3 5 12 6 65
Venipede Swarm, Quick 45 59 39 6 7 95 83 1
43 s 0 0 7 3 5 5
Feet 0 0 9
Poison Point, 3 1
#5 Bug/Pois 4 4 4 11 20 8 16 9 85
Whirlipede Swarm, Quick 55 99 79 6 9
44 on 0 0 7 5 3 5 3 9 5
Feet 0 0
Poison Point, 1 4 2 1 2
#5 Bug/Pois 6 5 18 18 14 10
Scolipede Swarm, Quick 90 89 69 1 7 3 1 2
45 on 0 5 5 3 3 85
Feet 2 5 0 5 9
Infiltrator, 2 1 1
#5 4 3 6 12 7 10 69
Cottonee Grass Prankster, Chl 27 60 50 8 9 59 3
46 0 7 6 5 9 5 5
orophyll 0 0 7
Infiltrator, 1 4 2 1 2
#5 Grass/Fai 6 7 13 17 15 10
Whimsicott Prankster, Chl 67 87 75 1 8 3 5 3
47 ry 0 7 9 9 5 99
orophyll 6 2 0 9 7
Chlorophyll,
2 2 1
#5 Own 4 7 3 10 10 6 69
Petilil Grass 35 50 50 8 0 75 4
48 Tempo, Leaf 5 0 0 5 5 5 5
0 0 5
Guard
Chlorophyll,
1 4 2 2 1
#5 Own 7 9 12 15 15 10
Lilligant Grass 60 75 1 75 8 5 2 8
49 Tempo, Leaf 0 0 5 5 5 95
0 0 0 5 5
Guard
Adaptability, 4 2 1 2
#5 Basculin 7 8 9 18 13 11 10
Water Reckless, Mold 92 65 55 6 5 6 0
50 (Red) 0 0 8 9 5 5 55
Breaker 0 0 5 1
Adaptability,
4 2 1 2
#5 Basculin Rock 7 8 9 18 13 11 10
Water 92 65 55 6 5 6 0
50 (Blue) Head, Mold 0 0 8 9 5 5 55
0 0 5 1
Breaker
Intimidate, 2 2 1
#5 Ground/D 5 3 6 14 7 71
Sandile Moxie, Anger 72 35 35 9 1 75 75 3
51 ark 0 5 5 9 5 9
Point 2 0 5
Intimidate, 3 2 1
#5 Ground/D 6 4 7 16 9 83
Krokorok Moxie, Anger 82 45 45 5 3 95 95 5
52 ark 0 5 4 9 5 7
Point 1 0 3
Intimidate, 5 3 1 1
#5 Ground/D 9 11 6 9 23 14 14 11
Krookodile Moxie, Anger 70 70 0 0 3 8
53 ark 5 7 5 2 9 5 5 53
Point 9 0 5 9
3 2 1
#5 Hustle, Inner 7 1 5 18 3 76
Darumaka Fire 90 45 45 1 5 95 95 0
54 Focus 0 5 0 5 5 5
5 0 5
Sheer 1 4 3 1
#5 Darmanitan 14 3 9 28 11 6 11 10
Fire Force, Zen 0 55 55 8 2 9
55 (Standard) 0 0 5 5 5 5 5 95
Mode 5 0 0 5
1 1 5 3 2 1
#5 Darmanitan Fire/Psyc 10 10 5 21 21 12
Zen Mode 0 30 4 4 2 65 8 1
55 (Zen) hic 5 5 5 5 5 15
5 0 0 0 5 5
Chlorophyll,
1 4 2 2 1
#5 Water 7 6 17 13 13 10
Maractus Grass 86 67 0 67 6 6 1 2
56 Absorb, Storm 5 0 7 9 9 57
6 1 0 7 5
Drain
Shell Armor, 3 2 1
#5 5 3 5 13 17 7 78
Dwebble Bug/Rock Sturdy, Weak 65 85 35 2 1 75 1
57 0 5 5 5 5 5 5
Armor 5 0 5
Shell Armor, 4 2 1
#5 7 10 12 6 4 21 25 15 9 11
Crustle Bug/Rock Sturdy, Weak 75 8 5 3
58 0 5 5 5 5 5 5 5 5 05
Armor 5 0 5
Moxie, Shed 3 2 1
#5 Dark/Fig 5 3 4 15 14 7 14 83
Scraggy Skin, Intimida 75 70 70 4 1 0
59 hting 0 5 8 5 5 5 5 1
te 8 0 1
Moxie, Shed 4 2 1
#5 Dark/Fig 6 11 4 11 5 18 23 9 23 11
Scrafty Skin, Intimida 90 8 4 2
60 hting 5 5 5 5 8 5 5 5 5 11
te 8 0 1
Magic Guard,
1 4 2 2 1
#5 Psychic/F Wonder 7 9 12 16 16 11
Sigilyph 58 80 0 80 9 5 1 9
61 lying Skin, Tinted 2 7 1 5 5 15
3 0 4 1 9
Lens
3 1 1
#5 3 5 3 17 13 6 74
Yamask Ghost Mummy 30 85 65 0 8 65 1
62 8 5 0 5 5 5 1
3 6 5
4 2 1
#5 5 14 9 10 3 10 29 21 6 11
Cofagrigus Ghost Mummy 50 8 2 9
63 8 5 5 5 0 5 5 5 5 01
3 6 5
Solid Rock, 3 2 1
#5 Water/Ro 5 10 5 2 16 21 4 84
Tirtouga Sturdy, Swift 78 45 5 1 1 95
64 ck 4 3 3 2 1 1 9 5
Swim 5 8 1
Solid Rock, 4 2 1
#5 Water/Ro 7 10 13 8 3 22 27 13 6 11
Carracosta Sturdy, Swift 65 9 5 7
65 ck 4 8 3 3 2 1 1 5 9 25
Swim 5 8 1
4 2 1 1
#5 Rock/Flyi 5 11 7 7 22 93
Archen Defeatist 45 45 0 2 95 5 95 4
66 ng 5 2 4 0 9 7
1 0 3 5
1 1 5 2 2 2
#5 Rock/Flyi 7 14 28 13 13 12
Archeops Defeatist 65 1 65 1 6 6 2 2
67 ng 5 0 5 5 5 69
2 0 7 0 9 5
Stench, Sticky 3 2 1
#5 5 4 6 10 12 8 12 79
Trubbish Poison Hold, Afterma 50 62 62 2 1 3
68 0 0 5 5 9 5 9 3
th 9 0 5
Stench, Weak 4 2 1 1
#5 8 6 7 19 16 16 10
Garbodor Poison Armor, Afterm 95 82 82 7 7 2 5
69 0 0 5 5 9 9 83
ath 4 0 5 5
3 1 1 1
#5 4 8 6 13 79
Zorua Dark Illusion 65 40 40 3 9 85 6 85 3
70 0 0 5 5 5
0 0 5 5
1 1 5 2 2 2
#5 6 10 21 12 12 11
Zoroark Dark Illusion 60 2 60 0 1 3 4 1
71 0 5 5 5 5 55
0 5 0 0 5 5
Cute Charm, 3 2 1
#5 5 4 7 10 8 73
Minccino Normal Technician, Sk 50 40 40 0 2 85 85 5
72 5 0 5 5 5 5
ill Link 0 0 5
Cute Charm, 1 4 2 1 2
#5 7 6 19 12 12 10
Cinccino Normal Technician, Sk 95 60 60 1 7 6 3 3
73 5 5 5 5 5 75
ill Link 5 0 0 5 5
Frisk, Shadow 2 2 1
#5 4 5 4 10 13 9 71
Gothita Psychic Tag, Competiti 30 50 65 9 0 65 1
74 5 5 5 5 5 5 5
ve 0 0 5
Frisk, Shadow 3 2 1 1
#5 6 7 5 14 17 91
Gothorita Psychic Tag, Competiti 45 70 85 9 3 95 5 1
75 0 5 5 5 5 5
ve 0 0 5 5
Frisk, Shadow 3 2 1 1
#5 6 7 5 14 17 91
Gothitelle Psychic Tag, Competiti 45 70 85 9 3 95 5 1
76 0 5 5 5 5 5
ve 0 0 5 5
Magic Guard, 1 2 2 2
#5 4 2 10 4 71
Solosis Psychic Overcoat, Reg 30 40 0 50 9 0 65 85 1
77 5 0 5 5 5
enerator 5 0 0 5
Magic Guard, 1 3 2 2
#5 6 3 10 12 6 87
Duosion Psychic Overcoat, Reg 40 50 2 60 7 4 85 5
78 5 0 5 5 5 5
enerator 5 0 0 5
Magic Guard, 1 1 4 3 2
#5 3 13 15 17 6 11
Reuniclus Psychic Overcoat, Reg 1 65 75 2 85 9 3 5
79 0 5 5 5 5 15
enerator 0 5 0 0 5
Big Pecks,
3 2 1
#5 Water/Fl Keen 6 4 5 10 9 10 74
Ducklett 44 50 50 0 3 93 1
80 ying Eye, Hydratio 2 4 5 5 3 5 5
5 4 5
n
Big Pecks,
4 2 1 2
#5 Water/Fl Keen 7 8 9 17 13 13 10
Swanna 87 63 63 7 6 7 0
81 ying Eye, Hydratio 8 7 8 9 1 1 87
6 6 9 1
n
Ice Body,
3 1 1
#5 Snow 3 6 4 10 10 12 9 74
Vanillite Ice 50 50 60 0 8 3
82 Cloak, Weak 6 5 4 5 5 5 3 5
5 2 5
Armor
Ice Body,
3 2 1 1
#5 Snow 5 8 5 13 13 15 92
Vanillish Ice 65 65 75 9 1 6 2
83 Cloak, Weak 1 0 9 5 5 5 5
5 2 5 3
Armor
Ice Body,
1 5 2 2 1
#5 Snow 7 7 19 17 19 12
Vanilluxe Ice 95 85 1 95 3 5 2 6
84 Warning, Wea 1 9 5 5 5 05
0 5 2 5 3
k Armor
Chlorophyll,
3 2 1
#5 Normal/G Sap 6 4 7 12 10 8 10 80
Deerling 60 50 50 3 3 5
85 rass Sipper, Serene 0 0 5 5 5 5 5 5
5 0 5
Grace
Chlorophyll,
4 2 1 1
#5 Normal/G Sap 8 10 6 9 20 14 14 10
Sawsbuck 70 70 7 7 2 9
86 rass Sipper, Serene 0 0 0 5 5 5 5 85
5 0 5 5
Grace
1 4 2 1 2
#5 Electric/F Static, Motor 5 7 15 12 12 99
Emolga 75 60 60 0 2 2 5 1
87 lying Drive 5 5 5 5 5 1
3 8 0 5 1
Shed Skin, 3 2 1
#5 5 4 6 15 8 76
Karrablast Bug Swarm, No 75 45 45 1 1 95 95 2
88 0 0 0 5 5 5
Guard 5 0 5
Shell Armor, 4 2 1
#5 7 13 10 6 10 2 27 21 21 4 11
Escavalier Bug/Steel Swarm, Overc 9 5 2
89 0 5 5 0 5 0 5 5 5 5 25
oat 5 0 5
Effect 2 2 1
#5 Grass/Poi 6 5 1 11 11 2 71
Foongus Spore, Regene 55 45 55 8 4 95 1
90 son 9 5 0 5 5 5 3
rator 9 8 5
Effect 1 4 3 1
#5 Grass/Poi 8 3 17 14 16 6 10
Amoonguss Spore, Regene 1 85 70 80 6 3 7
91 son 5 0 5 5 5 5 63
rator 4 4 8 5
Cursed Body, 3 2 1
#5 Water/Gh 5 6 4 10 17 8 80
Frillish Water 40 50 85 3 2 85 3
92 ost 5 5 0 5 5 5 5
Absorb, Damp 5 0 5
Cursed Body, 1 4 3 1 1
#5 Water/Gh 8 10 6 12 14 21 10
Jellicent Water 0 60 70 8 1 7 2
93 ost 5 5 0 5 5 5 95
Absorb, Damp 0 0 0 5 5
Healer, 1 4 4 1
#5 4 6 15 16 8 10
Alomomola Water Hydration, Re 6 75 80 45 7 4 95 3
94 0 5 5 5 5 75
generator 5 0 0 5
Compound
3 2 1 1
#5 Electric/B Eyes, 5 5 6 10 10 77
Joltik 47 50 50 1 1 99 1 3
95 ug Unnerve, Swar 0 7 5 5 5 3
9 0 9 5
m
Compound
1 4 2 1 2
#5 Electric/B Eyes, 7 9 15 12 12 10
Galvantula 77 60 60 0 7 5 9 2
96 ug Unnerve, Swar 0 7 9 5 5 79
8 2 0 9 1
m
3 1
#5 Grass/Ste 4 2 1 10 18 5 17 2 74
Ferroseed Iron Barbs 50 91 86 0 9
97 el 4 4 0 5 7 3 7 5 5
5 8
4 2 1
#5 Grass/Ste 7 13 5 11 2 19 26 23 4 11
Ferrothorn Iron Barbs 94 8 5 1
98 el 4 1 4 6 0 3 7 7 5 13
9 8 3
Minus, 3 1
#5 4 4 3 11 14 9 12 6 73
Klink Steel Plus, Clear 55 70 60 0 9
99 0 5 0 5 5 5 5 5 5
Body 0 0
Minus, 4 2 1 1
#6 6 7 5 16 19 17 10
Klang Steel Plus, Clear 80 95 85 4 3 4 0
00 0 0 0 5 5 5 15
Body 0 0 5 5
Minus, 5 2 1 1
#6 6 10 11 7 9 20 23 17 11
Klinklang Steel Plus, Clear 85 2 3 4 8
01 0 0 5 0 0 5 5 5 75
Body 0 0 5 5
2 1 1
#6 3 4 6 11 9 68
Tynamo Electric Levitate 55 40 40 7 8 85 85 2
02 5 5 0 5 5 5
5 0 5
4 2 1
#6 6 7 4 16 14 14 8 93
Eelektrik Electric Levitate 80 70 70 0 4 5
03 5 5 0 5 5 5 5 5
0 0 5
1 5 2 2 1
#6 8 11 5 23 16 16 11
Eelektross Electric Levitate 80 0 80 1 8 1 0
04 5 5 0 5 5 5 65
5 5 0 5 5
Synchronize, 3 2 1
#6 5 8 3 11 11 11 6 80
Elgyem Psychic Telepathy, An 55 55 55 3 2 7
05 5 5 0 5 5 5 5 5
alytic 5 0 5
Synchronize, 1 4 2 2
#6 7 4 15 15 19 8 11
Beheeyem Psychic Telepathy, An 75 75 2 95 8 6 5
06 5 0 5 5 5 5 05
alytic 5 5 0 5
Flame Body,
2 2 1
#6 Ghost/Fir Flash 5 6 2 11 11 4 68
Litwick 30 55 55 7 1 65 3
07 e Fire, Infiltrato 0 5 0 5 5 5 5
5 0 5
r
Flame Body,
3 2 1 1
#6 Ghost/Fir Flash 6 9 5 12 12 87
Lampent 40 60 60 7 3 85 9 1
08 e Fire, Infiltrato 0 5 5 5 5 5
0 0 5 5
r
1 5 2 2 1
#6 Ghost/Fir 6 8 10 18 18 11
Chandelure Flame Body, 50 90 4 90 1 3 9 6
09 e 0 0 5 5 5 65
Flash 5 5 0 5 5
Fire, Infiltrato
r
Mold Breaker, 3 2 1
#6 4 3 5 17 12 6 77
Axew Dragon Rivalry, Unner 87 60 40 2 0 85 1
10 6 0 7 9 5 5 5
ve 0 2 9
Mold Breaker, 4 2 1
#6 6 11 4 6 23 14 8 10 95
Fraxure Dragon Rivalry, Unner 70 50 1 4 3
11 6 7 0 7 9 5 5 5 5
ve 0 2 9
Mold Breaker, 5 2 1 1
#6 7 14 6 9 29 18 14 12
Haxorus Dragon Rivalry, Unner 90 70 4 6 2 9
12 6 7 0 7 9 5 5 15
ve 0 2 5 9
Snow Cloak, 3 2 1
#6 5 6 4 14 8 74
Cubchoo Ice Slush 70 40 40 0 2 85 2 85
13 5 0 0 5 5 5
Rush, Rattled 5 0 5
Snow Cloak,
5 3 1 1
#6 Slush 9 13 7 5 26 16 16 11
Beartic Ice 80 80 0 0 4 0
14 Rush, Swift 5 0 0 0 5 5 5 45
5 0 5 5
Swim
1 5 2 1 2
#6 8 9 13 10 10 27 11
Cryogonal Ice Levitate 50 50 0 1 7 9 1
15 0 5 5 5 5 5 65
5 5 0 5 5
Hydration,
3 2
#6 Shell 5 4 2 17 8 13 5 74
Shelmet Bug 40 85 65 0 1 85
16 Armor, Overco 0 0 5 5 5 5 5 5
5 0
at
Hydration,
1 1 4 2 2 2
#6 Sticky 8 14 12 11
Accelgor Bug 70 40 0 60 4 9 7 85 0 9
17 Hold, Unburde 0 5 5 25
0 5 5 0 5 5
n
Limber, 1 4 3 1
#6 Ground/E 8 3 13 17 20 6 10
Stunfisk Static, Sand 0 66 84 99 7 2 6
18 lectric 1 2 7 3 3 9 77
Veil 9 1 8 7
Inner Focus, 3 2 1 1
#6 4 5 6 17 10 10 83
Mienfoo Fighting Regenerator, R 85 50 50 5 0 1 3
19 5 5 5 5 5 5 5
eckless 0 0 5 5
Inner Focus, 1 5 2 1 2
#6 6 12 9 25 12 12 11
Mienshao Fighting Regenerator, R 60 60 0 1 4 9 1
20 5 5 5 5 5 5 55
eckless 5 0 0 5 5
Rough Skin,
4 2 1 1
#6 Sheer 7 12 6 4 24 18 18 11
Druddigon Dragon 90 90 8 6 2 0
21 Force, Mold 7 0 0 8 5 5 5 05
5 4 5 1
Breaker
Iron Fist, 3 2
#6 Ground/G 5 3 3 15 10 7 10 7 74
Golett Klutz, No 74 50 50 0 2
22 host 9 5 5 3 5 5 5 5 1
Guard 3 8
Iron Fist, 4 2 1 1
#6 Ground/G 8 12 5 5 25 16 16 11
Golurk Klutz, No 80 80 8 8 1 1
23 host 9 4 5 5 3 5 5 01
Guard 3 8 5 5
Defiant, Inner 3 2 1
#6 Dark/Stee 4 4 6 17 14 8 81
Pawniard Focus, Pressu 85 70 40 4 0 85 2
24 l 5 0 0 5 5 5 5
re 0 0 5
Defiant, Inner 4 2 1 1
#6 Dark/Stee 6 12 10 6 7 25 20 14 11
Bisharp Focus, Pressu 70 9 4 2 4
25 l 5 5 0 0 0 5 5 5 15
re 0 0 5 5
Reckless, Sap 4 3 1
#6 9 11 4 5 22 19 8 19 11
Bouffalant Normal Sipper, Sound 95 95 9 0 1
26 5 0 0 5 5 5 5 5 15
proof 0 0 5
Keen Eye, 3 2 1
#6 Normal/F 7 3 6 17 10 7 10 83
Rufflet Sheer 83 50 50 5 5 2
27 lying 0 7 0 1 5 9 5 5
Force, Hustle 0 0 5
Keen Eye, 1 5 3 1 1
#6 Normal/F 12 8 8 25 15 15 12
Braviary Sheer 0 75 75 4 1 7 6
28 lying 3 7 0 1 5 5 15
Force, Defiant 0 0 0 9 5
Big Pecks, 3 2 1
#6 Dark/Flyi 7 4 6 11 15 9 13 87
Vullaby Overcoat, Wea 55 75 65 7 5 2
29 ng 0 5 0 5 5 5 5 5
k Armor 0 0 5
Big Pecks, 1 5 3 1 1
#6 Dark/Flyi 10 5 8 13 21 19 11
Mandibuzz Overcoat, Wea 1 65 95 1 3 1 6
30 ng 5 5 0 5 5 5 55
k Armor 0 0 0 5 5
Flash Fire, 1 4 2 2 1
#6 8 6 19 13 13 11
Heatmor Fire Gluttony, Whit 97 66 0 66 8 8 1 3
31 5 5 9 7 7 03
e Smoke 5 4 0 5 5
Hustle, 1 4 2 1 2
#6 5 10 11 4 22 22 10 11
Durant Bug/Steel Swarm, Truan 48 0 8 2 0 2
32 8 9 2 8 3 9 1 03
t 9 4 6 1 3
3 2
#6 Dark/Dra 5 4 3 13 10 9 10 8 73
Deino Hustle 65 50 50 0 1
33 gon 2 5 8 5 5 5 5 1 5
0 4
4 2 1 1
#6 Dark/Dra 7 6 5 17 14 14 97
Zweilous Hustle 85 70 70 2 5 3 2
34 gon 2 5 8 5 5 5 5
0 4 5 1
1 6 2 2 2
#6 Dark/Dra 9 10 9 21 18 18 13
Hydreigon Levitate 90 2 90 0 9 5 0
35 gon 2 5 8 5 5 5 35
5 0 4 5 1
3 2 1 1
#6 Flame 5 5 6 17 11 11 85
Larvesta Bug/Fire 85 55 55 6 2 0 2
36 Body, Swarm 5 0 0 5 5 5 5
0 0 5 5
1 1 5 2 2 2
#6 Flame 8 10 12 13 21 12
Volcarona Bug/Fire 60 65 3 0 5 8 7 0
37 Body, Swarm 5 5 5 5 5 35
5 0 0 0 5 5
1 5 2 1 2
#6 Steel/Fig 9 12 9 18 26 14 12
Cobalion Justified 90 72 0 8 9 8 2
38 hting 1 9 0 5 3 9 95
8 0 2 5 1
1 5 2 1 2
#6 Rock/Fig 9 12 7 26 18 18 12
Terrakion Justified 90 90 0 8 9 4 2
39 hting 1 9 2 3 5 5 95
8 0 2 9 1
1 5 2 1 2
#6 Grass/Fig 9 9 12 18 14 26 12
Virizion Justified 90 72 0 8 9 8 2
40 hting 1 0 9 5 9 3 95
8 0 2 5 1
1 1 5 2 2 2
#6 Tornadus (Inc Prankster, Def 7 11 23 14 16 12
Flying 70 2 80 1 8 6 5 2
41 arnate) iant 9 5 5 5 5 95
5 1 0 8 5 7
1 1 5 2 2 2
#6 Tornadus (Th 7 10 20 16 18 12
Flying Regenerator 80 1 90 2 8 6 2 4
41 erian) 9 0 5 5 5 95
0 1 0 8 5 7
1 1 5 2 2 2
#6 Thundurus (I Electric/F Prankster, Def 7 11 23 14 16 12
70 2 80 1 8 6 5 2
42 ncarnate) lying iant 9 5 5 5 5 95
5 1 0 8 5 7
1 1 5 2 2 2
#6 Thundurus (T Electric/F 7 10 21 14 16 12
Volt Absorb 70 4 80 0 8 6 9 0
42 herian) lying 9 5 5 5 5 95
5 1 0 8 5 7
1 1 6 3 3 1
#6 Dragon/F 12 10 12 9 24 20 24 14
Reshiram Turboblaze 0 5 8 1 0 8
43 ire 0 0 0 0 5 5 5 95
0 0 0 0 5 5
1 1 6 3 2 1
#6 Dragon/E 15 12 10 9 30 24 20 14
Zekrom Teravolt 0 2 8 1 4 8
44 lectric 0 0 0 0 5 5 5 95
0 0 0 0 5 5
Sand 1 1 6 2 2 2
#6 Landorus (Inc Ground/F 8 12 25 18 16 13
Force, Sheer 90 1 80 0 0 8 3 0
45 arnate) lying 9 5 5 5 5 35
Force 5 1 0 8 5 7
1 6 2 2 1
#6 Landorus (Th Ground/F 8 14 9 29 18 16 13
Intimidate 90 0 80 0 8 1 8
45 erian) lying 9 5 1 5 5 5 35
5 0 8 5 7
1 1 6 3 2 1
#6 Kyurem (unfu Dragon/Ic 13 9 26 18 18 14
Pressure 2 90 3 90 6 6 6 9
46 sed) e 0 5 5 5 5 55
5 0 0 0 5 5
1 1 7 3 2 1
#6 Kyurem- Dragon/Ic 17 10 9 34 20 18 15
Teravolt 2 2 90 0 6 4 9
46 Black e 0 0 5 5 5 5 35
5 0 0 0 5 5
1 1 7 3 3 1
#6 Kyurem- Dragon/Ic 12 10 9 24 18 20 15
Turboblaze 2 90 7 0 6 4 9
46 White e 0 0 5 5 5 5 35
5 0 0 0 5 5
1 1 5 2 2 2
#6 Water/Fi 9 14 18 18 12
Keldeo Justified 72 90 2 90 0 8 9 6 2
47 ghting 1 9 5 5 95
9 8 0 2 3 1
1 1 6 3 2 1
#6 Meloetta (Ari Normal/P 12 9 15 15 26 13
Serene Grace 0 77 77 2 0 1 6 8
48 a) sychic 8 0 9 9 1 35
0 8 0 0 1 5
1
#6 Meloetta (Pir Normal/F 12 7
Serene Grace 0 90 77
48 ouette) ighting 8 7
0
1 6 2 2 2
#6 7 12 9 24 19 19 13
Genesect Bug/Steel Download 95 2 95 0 5 4 0
49 1 0 9 5 5 5 35
0 0 2 5 3
3 2 1
#6 Overgrow, Bul 5 4 3 12 13 8 76
Chespin Grass 61 65 45 1 2 0 95
50 letproof 6 8 8 7 5 1 1
3 2 1
5 2 1 1
#6 Grass/Fig Overgrow, Bul 8 10 12 7 6 21 24 15 11
Chesnaught 75 3 8 5 3
52 hting letproof 8 7 2 4 4 9 9 5 95
0 6 3 3
3 1 1 1
#6 Blaze, Magicia 4 6 6 12 74
Fennekin Fire 45 40 60 0 9 95 85 2 2
53 n 0 2 0 5 9
7 0 9 5
4 2 1 1
#6 Blaze, Magicia 5 9 7 12 12 14 95
Braixen Fire 59 58 70 0 2 8 5
54 n 9 0 3 3 1 5 3
9 8 5 1
1 1 5 2 2 2
#6 Fire/Psyc Blaze, Magicia 7 10 14 14 20 12
Delphox 69 72 1 0 3 6 3 1
55 hic n 5 0 3 9 5 03
4 4 4 0 3 3
3 1 1 1
#6 Torrent, Prote 4 6 7 11 76
Froakie Water 56 40 44 1 9 85 2 93 4
56 an 1 2 1 7 3
4 2 9 7
4 2 1 1
#6 Torrent, Prote 5 8 9 13 10 11 94
Frogadier Water 63 52 56 0 1 7 9
57 an 4 3 7 1 9 7 5
5 8 1 9
1 1 5 2 2 2
#6 Greninja Water/Da Torrent, Prote 7 19 13 14 11
95 67 0 71 2 3 5 1 4
58 (Normal) rk an 2 5 9 7 95
3 2 0 4 1 9
Greninja 1 1 5 2 2 2
#6 Water/Da 7 19 13 14 11
(Battle Battle Bond 95 67 0 71 2 3 5 1 4
58 rk 2 5 9 7 95
Bonded) 3 2 0 4 1 9
1 1 6 2 3 2
#6 Water/Da 7 14 29 13 14 14
Ash-Greninja Battle Bond 67 5 71 3 4 5 1 6
58 rk 2 5 5 9 7 15
3 2 0 4 1 9
2 1 1
#6 Pickup, Cheek 3 3 5 6 60
Bunnelby Normal 36 38 36 3 8 77 81 77 1
59 Pouch 8 2 7 9 9
7 6 9
4 2 1 1
#6 Normal/G Pickup, Cheek 8 5 7 11 15 15 98
Diggersby 56 77 77 2 8 0 6
60 round Pouch 5 0 8 7 9 9 1
3 0 5 1
Big 2 2 1
#6 Normal/F 4 4 6 10 8 69
Fletchling Pecks, Gale 50 43 38 7 0 91 81 2
61 lying 5 0 2 5 5 1
Wings 8 0 9
Flame 3 2 1 1
#6 Fire/Flyin 6 5 8 15 11 10 89
Fletchinder Body, Gale 73 55 52 8 3 1 7
62 g 2 6 4 1 5 9 9
Wings 2 4 7 3
Flame 1 4 2 1 2
#6 Fire/Flyin 7 7 16 14 14 11
Talonflame Body, Gale 81 71 69 2 9 6 5 5
63 g 8 4 7 7 3 33
Wings 6 9 6 3 7
Shield Dust,
2 1
#6 Compound 3 2 3 5 7 53
Scatterbug Bug 35 40 25 0 8 75 85 55
64 Eyes, Friend 8 7 5 9 5 5
0 6
Guard
Shed 2 2
#6 4 2 2 12 5 6 56
Spewpa Bug Skin, Friend 22 60 30 1 0 49 65
65 5 7 9 5 9 3 1
Guard 3 0
Shield Dust,
4 2 1 1
#6 Bug/Flyin Compound 8 9 8 10 10 10 95
Vivillon 52 50 50 1 7 8 8
66 g Eyes, Friend 0 0 9 9 5 5 7
1 0 5 3
Guard
3 2 1 1
#6 Normal/F Rivalry, Unner 6 7 7 10 12 11 87
Litleo 50 58 54 6 3 5 4
67 ire ve 2 3 2 5 1 3 3
9 4 1 9
1 1 5 2 2 2
#6 Normal/F Rivalry, Unner 8 14 14 13 11
Pyroar 68 72 0 66 0 0 8 2 1
68 ire ve 6 1 9 7 49
9 6 7 2 3 7
Flower 3 1 1
#6 Flabébé (All 4 6 4 16 8 74
Fairy Veil, Symbiosi 38 39 79 0 9 81 83 2
69 Formes) 4 1 2 3 9 1
s 3 8 7
Flower 1 5 2 2 1
#6 Floette (Most 7 12 9 13 13 26 12
Fairy Veil, Symbiosi 65 67 2 5 5 5 8
70 Formes) 4 8 2 5 9 1 37
s 5 1 8 5 9
Floette 3 2 1 1
#6 5 7 5 20 87
(Eternal Fairy Flower Veil 45 47 98 7 1 95 99 5 0
70 4 5 2 1 7
Flower) 1 8 5 9
Flower 1 5 2 2 1
#6 Florges (All 7 15 7 13 14 31 12
Fairy Veil, Symbiosi 65 68 1 5 6 2 5
71 Formes) 8 4 5 5 1 3 39
s 2 2 6 9 5
Sap 3 2 1 1
#6 6 6 5 13 10 11 83
Skiddo Grass Sipper, Grass 65 48 57 5 4 2 0
72 6 2 2 5 1 9 5
Pelt 0 2 9 9
Sap 1 5 3 1 1
#6 10 9 6 20 12 16 11
Gogoat Grass Sipper, Grass 2 62 81 3 5 9 4
73 0 7 8 5 9 7 97
Pelt 3 1 6 9 1
4 2 1 1
#6 7 6 8 16 12 18 10
Furfrou Normal Fur Coat 80 60 90 5 6 3 6
76 5 5 2 5 5 5 39
2 0 5 9
Keen Eye, 3 2 1 1
#6 6 6 6 10 11 12 84
Espurr Psychic Infiltrator, Ow 48 54 60 5 3 3 4
77 2 3 8 1 3 5 5
n Tempo 5 4 1 1
Keen Eye, 1 4 2 1 2
#6 7 8 10 15 16 10
Meowstic♀ Psychic Infiltrator, Pra 48 76 81 0 6 5 7 1
78 4 3 1 7 7 67
nkster 4 6 8 1 3
Keen Eye, 1 4 2 1 2
#6 7 8 10 15 16 10
Meowstic♂ Psychic Infiltrator, Co 48 76 81 0 6 5 7 1
78 4 3 1 7 7 67
mpetitive 4 6 8 1 3
3 2
#6 Steel/Gho 4 10 3 2 16 20 7 6 78
Honedge No Guard 80 37 2 0 79
79 st 5 0 5 8 5 5 5 1 5
5 0
4 2
#6 Steel/Gho 5 11 15 4 3 22 30 9 10 7 10
Doublade No Guard 49 4 2
80 st 9 0 0 5 5 5 5 5 3 5 31
8 8
5 2 1 1
#6 Aegislash (Shi Steel/Gho 6 15 5 15 6 10 30 30 11
Stance Change 50 2 3 0 2
81 eld) st 0 0 0 0 0 5 5 5 75
0 0 5 5
1 5 2 3 1
#6 Aegislash (Sw Steel/Gho 6 15 6 30 10 10 11
Stance Change 50 5 50 2 3 0 2
81 ord) st 0 0 0 5 5 5 75
0 0 0 5 5
3 2 1
#6 Healer, Aroma 7 6 2 10 12 13 5 81
Spritzee Fairy 52 60 65 4 6 3
82 Veil 8 3 3 9 5 5 1 7
1 6 1
1 4 3 2
#6 Healer, Aroma 9 2 14 14 18 6 10
Aromatisse Fairy 0 72 72 89 6 1 0
83 Veil 9 9 9 9 3 3 59
1 2 2 3
Sweet 3 2 1 1
#6 6 5 4 10 13 11 81
Swirlix Fairy Veil, Unburde 48 66 57 4 3 2 0
84 2 9 9 1 7 9 7
n 1 4 3 3
Sweet 4 2 1 1
#6 8 8 7 16 17 15 10
Slurpuff Fairy Veil, Unburde 80 86 75 8 7 7 4
85 2 5 2 5 7 5 95
n 0 4 5 9
Contrary,
2 2
#6 Dark/Psy Suction 5 3 4 11 11 7 9 71
Inkay 54 53 46 8 1 97
86 chic Cups, Infiltrat 3 7 5 3 1 9 5 1
8 6
or
Contrary,
4 2 1 1
#6 Dark/Psy Suction 8 6 7 18 18 15 10
Malamar 92 88 75 8 8 4 5
87 chic Cups, Infiltrat 6 8 3 9 1 5 99
2 2 1 1
or
Tough Charm, 3 1 1
#6 Rock/Wat 4 3 5 10 13 8 11 74
Binacle Sniper, Pickpo 52 67 56 0 9 0
88 er 2 9 0 9 9 3 7 7
cket 6 4 5
Tough Charm, 5 2 1 1
#6 Rock/Wat 7 10 11 5 6 21 23 17 11
Barbaracle Sniper, Pickpo 86 0 5 1 4
89 er 2 5 5 4 8 5 5 7 35
cket 0 4 3 1
Poison Point,
3 2 1
#6 Poison/W Poison 5 6 3 12 12 12 6 77
Skrelp 60 60 60 2 1 2
90 ater Touch, Adapta 0 0 0 5 5 5 5 5
0 0 5
bility
Poison Point,
4 2 1
#6 Poison/D Poison 6 9 12 4 15 18 25 9 11
Dragalge 75 90 9 4 9
91 ragon Touch, Adapta 5 7 3 4 5 5 1 3 23
4 0 9
bility
3 2 1
#6 Mega 5 5 4 11 12 13 9 79
Clauncher Water 53 62 63 3 1 2
92 Launcher 0 8 4 1 9 1 3 5
0 0 1
1 5 2 2 1
#6 Mega 7 5 15 18 18 11
Clawitzer Water 73 88 2 89 0 5 4 2
93 Launcher 1 9 1 1 3 35
0 0 2 5 3
Strong 5 2 1 1
#6 Rock/Dra 8 12 11 6 7 24 24 12 11
Tyrantrum Jaw, Rock 59 2 7 4 4
97 gon 2 1 9 9 1 7 3 3 77
Head 1 4 3 7
3 2 1
#6 Refrigerate, Sn 7 6 4 12 10 13 9 85
Amaura Ice/Rock 59 50 63 6 6 3
98 ow Warning 7 7 6 3 5 1 7 9
2 4 9
1 5 3 2 1
#6 Refrigerate, Sn 9 5 15 14 18 11
Aurorus Ice/Rock 2 77 72 92 2 5 0 2
99 ow Warning 9 8 9 9 9 77
3 1 6 3 1
Cute 1 5 3 2 1
#7 9 13 6 13 13 26 11
Sylveon Fairy Charm, Pixilat 65 65 1 2 0 2 2
00 5 0 0 5 5 5 85
e 0 5 0 5 5
Limber, 1 5 2 1 2
#7 Fighting/ 7 7 18 15 13 11
Hawlucha Unburden, Mo 92 75 63 1 0 6 5 4
01 Flying 8 4 9 5 1 35
ld Breaker 8 0 6 3 1
1 4 2 1 2
#7 Electric/F Cheek Pouch, 6 8 12 11 13 99
Dedenne 58 57 67 0 3 4 6 0
02 airy Pickup, Plus 7 1 1 9 9 7
1 1 4 7 7
5 2 1 1
#7 Rock/Fair Clear 5 15 5 15 5 10 30 30 11
Carbink 50 0 1 0 0
03 y Body, Sturdy 0 0 0 0 0 5 5 5 35
0 0 5 5
Sap Sipper, 3 2 1
#7 4 5 4 10 15 8 73
Goomy Dragon Hydration, Go 50 35 75 0 0 75 1
04 5 5 0 5 5 5 5
oey 0 0 5
Sap Sipper, 4 2 1 1
#7 6 8 11 6 15 11 23 10
Sliggoo Dragon Hydration, Go 75 53 5 4 7 2
05 8 3 3 0 5 1 1 39
oey 2 6 1 5
Sap Sipper, 1 6 2 2 1
#7 9 10 15 8 20 14 30 13
Goodra Dragon Hydration, Go 70 1 0 9 2 6
06 0 0 0 0 5 5 5 35
oey 0 0 0 5 5
4 2 1 1
#7 Steel/Fair Prankster, Ma 5 8 7 16 18 17 10
Klefki 80 91 87 7 2 6 5
07 y gician 7 0 5 5 7 9 75
0 4 5 5
3 1 1
#7 Ghost/Gr Natural Cure, 4 5 3 14 10 12 8 75
Phantump 70 48 60 0 9 0
08 ass Frisk, Harvest 3 0 8 5 1 5 1 3
9 6 5
4 2 1 1
#7 Ghost/Gr Natural Cure, 8 11 6 5 22 15 16 10
Trevenant 76 82 7 8 3 1
09 ass Frisk, Harvest 5 0 5 6 5 7 9 83
4 0 5 7
Natural Cure, 3 2 1
#7 Pumpkaboo Ghost/Gr 4 4 5 13 14 9 11 80
Frisk, Insomni 66 70 55 3 0 0
10 (Small) ass 9 4 1 7 5 3 5 5
a 5 8 7
Natural Cure, 3 2
#7 Pumpkaboo Ghost/Gr 5 4 4 13 14 9 11 9 80
Frisk, Insomni 66 70 55 3 1
10 (Average) ass 4 4 6 7 5 3 5 7 5
a 5 8
Natural Cure, 3 1 1
#7 Pumpkaboo Ghost/Gr 4 4 5 13 14 9 11 80
Frisk, Insomni 66 70 55 3 9 1
10 (Large) ass 4 4 6 7 5 3 5 5
a 5 8 7
Natural Cure, 3 2
#7 Pumpkaboo Ghost/Gr 5 4 4 13 14 9 11 8 80
Frisk, Insomni 66 70 55 3 2
10 (Super-Size) ass 9 4 1 7 5 3 5 7 5
a 5 8
Pickup, 4 2 1 1
#7 Gourgeist Ghost/Gr 6 12 5 8 18 24 15 11
Frisk, Insomni 90 75 9 4 2 7
11 (Small) ass 5 2 8 4 5 9 5 23
a 4 0 1 3
Pickup, 4 2 1 1
#7 Gourgeist Ghost/Gr 7 12 5 6 19 24 15 11
Frisk, Insomni 95 75 9 6 2 4
11 (Average) ass 5 2 8 9 5 9 5 23
a 4 0 1 3
Pickup, 4 2 1 2
#7 Gourgeist Ghost/Gr 5 12 5 9 17 24 15 11
Frisk, Insomni 85 75 9 2 2 0
11 (Large) ass 5 2 8 9 5 9 5 23
a 4 0 1 3
Pickup, 4 2 1 1
#7 Gourgeist Ghost/Gr 8 10 12 5 5 20 24 15 11
Frisk, Insomni 75 9 8 2 1
11 (Super-Size) ass 5 0 2 8 4 5 9 5 23
a 4 0 1 3
Own Tempo, 3 2
#7 5 3 2 14 17 6 6 74
Bergmite Ice Ice 69 85 35 0 2 75
12 5 2 8 3 5 9 1 3
Body, Sturdy 4 0
Own Tempo, 5 3
#7 9 11 18 4 2 23 37 9 6 11
Avalugg Ice Ice 46 1 0 97
13 5 7 4 4 8 9 3 3 1 63
Body, Sturdy 4 0
Frisk, 2 1 1
#7 Dragon/F 4 4 5 9 62
Noibat Infiltrator, Tel 30 35 40 4 9 65 75 85 1
14 lying 0 5 5 5 5
epathy 5 0 5
Frisk, 1 5 2 1 2
#7 Dragon/F 8 9 14 16 16 12
Noivern Infiltrator, Tel 70 80 80 2 3 8 9 5
15 lying 5 7 5 5 5 05
epathy 3 5 0 9 1
1 1 6 3 2 2
#7 13 9 26 19 20 14
Xerneas Fairy Fairy Aura 2 95 3 98 8 6 6 0
16 1 9 7 5 1 95
6 1 0 2 7 3
1 1 6 3 2 2
#7 Dark/Flyi 13 9 26 19 20 14
Yveltal Dark Aura 2 95 3 98 8 6 6 0
17 ng 1 9 7 5 1 95
6 1 0 2 7 3
1 4 2 1 2
#7 Zygarde Dragon/G Power 5 10 6 20 14 17 10
71 85 1 8 1 2 2
18 (10%) round Construct 4 0 1 5 7 5 97
0 1 8 7 5
1 6 3 1 1
#7 Zygarde Dragon/G 10 12 8 9 20 24 19 13
Aura Break 0 95 0 2 6 9
18 (50%) round 0 1 1 5 5 7 5 35
8 0 6 7 5
2 7 5 1 1
#7 Zygarde Dragon/G Power 10 12 8 9 20 24 19 15
1 95 0 4 6 9
18 (Complete) round Construct 0 1 1 5 5 7 5 51
6 8 2 7 5
1 6 2 2 1
#7 Diancie (Meg Rock/Fair 5 10 15 15 5 20 30 30 13
Clear Body 0 0 1 0 0
19 a) y 0 0 0 0 0 5 5 5 35
0 0 0 5 5
1 6 2 3 1
#7 Hoopa Psychic/G 8 11 13 7 22 12 26 13
Magician 60 5 0 7 0 4
20 Unbound host 0 0 0 0 5 5 5 35
0 0 0 5 5
1 6 2 3 1
#7 Psychic/D 8 16 13 8 32 12 26 14
Hoopa Magician 60 7 8 7 4 6
20 ark 0 0 0 0 5 5 5 95
0 0 0 5 5
1 6 2 2 1
#7 Fire/Wat 8 11 12 7 22 24 18 13
Volcanion Water Absorb 3 90 0 7 6 4
21 er 0 0 0 0 5 5 5 35
0 0 0 5 5
3 2 1
#7 Grass/Fly Overgrow, Lon 6 5 4 11 11 10 8 77
Rowlet 55 55 50 2 4 0
22 ing g Reach 8 0 2 5 5 5 9 5
0 6 5
4 2 1 1
#7 Grass/Fly Overgrow, Lon 7 7 5 15 15 14 97
Dartrix 75 75 70 2 6 4 0
23 ing g Reach 8 0 2 5 5 5 5
0 6 5 9
1 5 2 2 1
#7 Grass/Gh Overgrow, Lon 7 10 10 7 21 15 20 11
Decidueye 75 0 3 6 0 4
24 ost g Reach 8 7 0 0 9 5 5 95
0 0 6 5 5
3 2 1 1
#7 Blaze, Intimid 4 6 7 13 77
Litten Fire 65 40 40 2 0 85 2 85 4
25 ate 5 0 0 5 5
0 0 5 5
4 2 1 1
#7 Blaze, Intimid 6 8 9 17 10 10 97
Torracat Fire 85 50 50 2 4 6 8
26 ate 5 0 0 5 5 5 5
0 0 5 5
5 3 1 1
#7 Blaze, Intimid 9 11 8 6 23 18 18 11
Incineroar Fire/Dark 90 90 3 0 6 2
27 ate 5 5 0 0 5 5 5 95
0 0 5 5
3 2 1
#7 Torrent, Liqui 5 6 4 11 11 11 8 77
Popplio Water 54 54 56 2 1 3
28 d Voice 0 6 0 3 3 7 5 5
0 0 7
4 2 1 1
#7 Torrent, Liqui 6 9 5 14 14 16 97
Brionne Water 69 69 81 2 3 8 0
29 d Voice 0 1 0 3 3 7 5
0 0 7 5
1 5 2 2 1
#7 Water/Fa Torrent, Liqui 8 11 6 15 15 23 11
Primarina 74 74 2 3 7 5 2
30 iry d Voice 0 6 0 3 3 7 95
6 0 0 7 5
2 1 1
#7 Normal/F Keen Eye, Skill 3 3 6 15 6 66
Pikipek 75 30 30 6 8 65 65 3
31 lying Link, Pickup 5 0 5 5 5 5
5 0 5
3 2 1
#7 Normal/F Keen Eye, Skill 5 4 7 17 10 8 10 84
Trumbeak 85 50 50 5 2 5
32 lying Link, Pickup 5 0 5 5 5 5 5 5
5 0 5
Stakeout,
2 2
#7 Strong 4 3 4 14 6 9 64
Yungoos Normal 70 30 30 5 0 65 65
34 Jaw, Adaptabi 8 0 5 5 5 5 1
3 6
lity
Stakeout,
4 2 1
#7 Strong 8 11 5 4 22 12 12 8 96
Gumshoos Normal 60 60 1 8 1
35 Jaw, Adaptabi 8 0 5 0 5 5 5 5 1
3 6 5
lity
3 2 1
#7 4 5 4 12 9 73
Grubbin Bug Swarm 62 45 45 0 0 95 1 95
36 7 5 6 9 7 5
0 4 5
4 2 1
#7 Bug/Elect 5 5 3 16 19 15 7 93
Charjabug Battery 82 95 75 0 2 1
37 ric 7 5 6 9 5 5 7 5
0 4 5
1 5 2 2
#7 Bug/Elect 7 4 14 18 15 9 11
Vikavolt Levitate 70 90 4 75 0 6 9
38 ric 7 3 5 5 5 1 35
5 0 4 5
Hyper Cutter,
3 2 1
#7 Iron 4 4 6 16 11 8 81
Crabrawler Fighting 82 57 47 3 0 99 3
39 Fist, Anger 7 2 3 9 9 9 1
8 4 1
Point
Hyper Cutter,
4 3 1
#7 Crabominabl Fighting/I Iron 9 13 6 4 26 15 13 9 10
77 67 7 0 2
40 e ce Fist, Anger 7 2 2 3 9 9 9 1 91
8 4 9
Point
Oricorio 4 2 2 1
#7 Fire/Flyin 7 9 9 14 14 14 10
(Pom-Pom Dancer 70 70 70 7 6 0 9
41 g 5 8 3 5 5 5 87
Style) 6 0 1 1
4 2 2 1
#7 Oricorio Psychic/F 7 9 9 14 14 14 10
Dancer 70 70 70 7 6 0 9
41 (Baile Style) lying 5 8 3 5 5 5 87
6 0 1 1
4 2 2 1
#7 Oricorio Electric/F 7 9 9 14 14 14 10
Dancer 70 70 70 7 6 0 9
41 (Sensu Style) lying 5 8 3 5 5 5 87
6 0 1 1
4 2 2 1
#7 Oricorio (Pa'u Ghost/Fly 7 9 9 14 14 14 10
Dancer 70 70 70 7 6 0 9
41 Style) ing 5 8 3 5 5 5 87
6 0 1 1
Honey Gather,
3 1 1 1
#7 Shield 4 5 8 74
Cutiefly Bug/Fairy 45 40 40 0 9 95 85 1 85 7
42 Dust, Sweet 0 5 4 3
4 0 5 3
Veil
Honey Gather,
1 4 2 1 2
#7 Shield 6 9 11 12 14 10
Ribombee Bug/Fairy 55 60 70 2 6 3 9 5
43 Dust, Sweet 0 5 5 5 5 63
4 4 0 5 3
Veil
1 2
#7 Wishiwashi 4 2 4 5 8 48
Water Schooling 20 20 25 7 0 45 45 55
46 (Regular) 5 5 0 5 5 5
5 0
1 6 2 2
#7 Wishiwashi 4 14 13 13 3 28 26 27 6 13
Water Schooling 4 2 0 8
46 (School) 5 0 0 5 0 5 5 5 5 75
0 0 0 5
Merciless, 3 2
#7 Water/Po 5 4 4 11 12 9 10 9 74
Mareanie Limber, Regen 53 62 52 0 1
47 ison 0 3 5 1 9 1 9 5 5
erator 5 0
Merciless, 4 2 1
#7 Water/Po 5 15 5 14 3 13 30 28 7 11
Toxapex Limber, Regen 63 9 1 1
48 ison 0 2 3 2 5 1 9 9 5 25
erator 5 0 1
Own Tempo, 3 2
#7 7 10 4 4 20 14 9 11 9 90
Mudbray Ground Stamina, Inner 70 55 8 5
49 0 0 5 5 5 5 5 5 5 5
Focus 5 0
Own Tempo, 1 5 3 1
#7 12 10 5 3 25 20 17 7 11
Mudsdale Ground Stamina, Inner 0 85 0 1 1
50 5 0 5 5 5 5 5 5 35
Focus 0 0 0 5
Water 2 1
#7 Water/Bu 3 4 2 10 8 14 5 67
Dewpider Bubble, Water 40 52 72 6 8 85
51 g 8 0 7 9 5 9 9 3
Absorb 9 6
Water 4 2 1
#7 Water/Bu 6 5 13 4 14 18 26 8 10
Araquanid Bubble, Water 70 92 5 4 0
52 g 8 0 2 2 5 9 9 9 43
Absorb 4 6 5
Leaf 2 1 1
#7 4 5 3 11 7 63
Fomantis Grass Guard, Contra 55 35 35 5 9 75 0 75
53 0 0 5 5 5 5
ry 0 0 5
Leaf 4 2 1
#7 7 10 8 4 21 18 18 9 10
Lurantis Grass Guard, Contra 90 90 8 5 6
54 0 5 0 5 5 5 5 5 95
ry 0 0 5
Illuminate,
2 1 1
#7 Grass/Fai Effect 4 6 1 11 15 3 70
Morelull 35 55 75 8 9 75 3
55 ry Spore, Rain 0 5 5 5 5 5 5
5 0 5
Dish
Illuminate,
4 2 1
#7 Grass/Fai Effect 6 9 10 3 16 20 6 94
Shiinotic 45 80 0 3 95 8
56 ry Spore, Rain 0 0 0 0 5 5 5 5
5 0 5
Dish
3 2 1 1
#7 Poison/Fi Corrosion, Obl 4 7 7 77
Salandit 44 40 40 2 0 93 85 4 85 5
57 re ivious 8 1 7 5
0 6 7 9
1 1 4 2 2 2
#7 Poison/Fi Corrosion, Obl 6 13 12 12 10
Salazzle 64 60 1 60 1 8 4 2 3
58 re ivious 8 3 5 5 95
1 7 0 6 7 9
Fluffy, 3 2 1
#7 Normal/F 7 4 5 15 10 9 10 81
Stufful Klutz, Cute 75 50 50 4 5 0
59 ighting 0 5 0 5 5 5 5 5
Charm 0 0 5
Fluffy, 1 5 3 1 1
#7 Normal/F 12 5 6 25 16 12 11
Bewear Klutz, Unnerv 2 80 60 0 5 1 2
60 ighting 5 5 0 5 5 5 35
e 0 0 0 5 5
Leaf Guard, 2 1
#7 4 3 3 6 6 55
Bounsweet Grass Oblivious, Swe 30 38 38 1 9 65 81 81
61 2 0 2 5 9 5
et Veil 0 4
Leaf Guard, 2 2 1
#7 5 4 6 10 8 10 71
Steenee Grass Oblivous, Swe 40 48 48 9 1 85 2
62 2 0 2 1 5 1 5
et Veil 0 4 9
Leaf Guard,
5 2 1 1
#7 Queenly 7 12 5 7 24 20 20 11
Tsareena Grass 98 98 1 5 0 4
63 Majesty, Swee 2 0 0 2 5 1 1 55
0 4 5 9
t Veil
Flower Veil, 1 4 2 1 2
#7 5 8 11 10 18 22 11
Comfey Fairy Triage, Natura 52 90 0 8 1 6 0
64 1 2 0 9 5 5 05
l Cure 0 5 2 9 5
Inner Focus, 4 2 1 1
#7 Normal/P 9 9 11 6 12 16 22 11
Oranguru Telepathy, Sy 60 80 9 9 8 2
65 sychic 0 0 0 0 5 5 5 15
mbiosis 0 0 5 5
1 4 3 1
#7 Receiver, Defi 12 4 8 24 18 8 12 11
Passimian Fighting 0 90 60 9 1 6
66 ant 0 0 0 5 5 5 5 15
0 0 0 5
2 1 1
#7 Bug/Wate 2 2 8 4 59
Wimpod Wimp Out 35 40 30 3 6 75 85 65 6
67 r 5 0 0 5 5
0 0 5
5 2 1
#7 Bug/Wate Emergency 7 12 14 6 4 25 28 18 8 11
Golisopod 90 3 6 2
68 r Exit 5 5 0 0 0 5 5 5 5 95
0 0 5
Water 3 2 1
#7 Ghost/Gr 5 7 1 11 16 3 77
Sandygast Compaction, S 55 80 45 2 2 4 95
69 ound 5 0 5 5 5 5 5
and Veil 0 0 5
Water 1 4 2 2
#7 Ghost/Gr 8 11 3 15 22 15 7 10
Palossand Compaction, S 75 0 75 8 8 0
70 ound 5 0 5 5 5 5 5 95
and Veil 0 0 0 5
4 2
#7 Innards 5 13 3 13 12 26 6 26 1 95
Pyukumuku Water 60 5 1 2
71 Out, Unaware 5 0 0 0 5 5 5 5 5 5
0 0
5 3 1 1
#7 9 9 5 19 19 19 12
Type: Null Normal Battle Armor 95 95 95 3 0 9 2
72 5 5 9 5 5 5 03
4 0 5 3
5 3 1 1
#7 9 9 9 19 19 19 12
Silvally Normal RKS System 95 95 95 7 0 9 9
73 5 5 5 5 5 5 75
0 0 5 5
1 1 5 2 2 2
#7 Minior Rock/Flyi 6 10 20 12 12 11
Shields Down 60 0 60 2 0 3 0 4
74 (Regular) ng 0 0 5 5 5 35
0 0 0 0 5 5
4 2 1 1
#7 Rock/Flyi 6 10 6 10 6 12 20 20 10
Minior (Core) Shields Down 60 4 3 2 2
74 ng 0 0 0 0 0 5 5 5 15
0 0 5 5
4 2 1 1
#7 6 11 7 6 23 13 19 10
Komala Normal Comatose 65 95 8 4 5 3
75 5 5 5 5 5 5 5 95
0 0 5 5
4 2 1
#7 Fire/Drag 6 13 9 3 16 27 17 7 11
Turtonator Shell Armor 78 85 8 3 8
76 on 0 5 1 4 1 5 5 3 01
3 0 7
Iron Barbs, 4 2 1
#7 Electric/S 6 4 9 20 13 8 15 10
Togedemaru Lightning 98 63 73 3 4 9
77 teel 5 0 4 1 1 5 1 01
Rod, Sturdy 3 0 3
4 2 1 1
#7 Ghost/Fai 5 5 10 9 18 16 21 10
Mimikyu Disguise 90 80 7 2 0 9
78 ry 5 0 5 4 5 5 5 83
4 0 5 3
Dazzling,
4 2 1 1
#7 Water/Ps Strong 6 10 7 9 21 14 14 10
Bruxish 70 70 7 4 4 8
79 ychic Jaw, Wonder 8 5 0 2 5 5 5 85
5 6 5 9
Skin
Berserk, Sap 1 4 2 2
#7 Normal/D 7 3 12 17 18 7 11
Drampa Sipper, Cloud 60 85 3 91 8 6 7
80 ragon 8 6 5 5 7 7 05
Nine 5 5 6 5
5 2 1
#7 Ghost/Gr 7 13 10 8 4 26 20 18 8 11
Dhelmise Steelworker 90 1 5 7
81 ass 0 1 0 6 0 7 5 5 5 69
7 0 7
Bulletproof, 3 2
#7 4 4 4 11 13 9 9 73
Jangmo-o Dragon Soundproof, O 55 65 45 0 0 95
82 5 5 5 5 5 5 5 5
vercoat 0 0
Bulletproof, 4 2 1 1
#7 Dragon/F 5 6 6 15 18 14 97
Hakamo-o Soundproof, O 75 90 70 2 2 3 3
83 ighting 5 5 5 5 5 5 5
vercoat 0 0 5 5
Bulletproof, 1 6 2 2 1
#7 Dragon/F 7 11 12 10 8 22 25 21 13
Kommo-o Soundproof, O 0 0 6 0 7
84 ighting 5 0 5 5 5 5 5 5 35
vercoat 0 0 0 5 5
Electric 1 5 2 1 2
#7 Electric/F 7 11 9 23 17 15 12
Tapu Koko Surge, Telepat 85 75 3 7 5 9 6
85 airy 0 5 5 5 5 5 75
hy 0 0 0 5 5
Psychic 1 5 2 2 1
#7 Psychic/F 7 11 9 17 15 23 12
Tapu Lele Surge, Telepat 85 75 3 7 5 6 9
86 airy 0 5 5 5 5 5 75
hy 0 0 0 5 5
Grassy 5 2 1 1
#7 Grass/Fai 7 13 11 8 7 26 23 19 12
Tapu Bulu Surge, Telepat 95 7 5 7 5
87 ry 0 0 5 5 5 5 5 5 75
hy 0 0 5 5
Misty 5 2 1 1
#7 Water/Fa 7 11 9 13 8 15 23 26 12
Tapu Fini Surge, Telepat 75 7 5 9 7
88 iry 0 5 5 0 5 5 5 5 75
hy 0 0 5 5
2 1
#7 4 2 3 6 7 53
Cosmog Psychic Unaware 29 31 31 0 9 63 67 67
89 3 9 7 3 9 5
0 6
4 1
#7 4 13 2 13 3 26 6 26 7 93
Cosmoem Psychic Sturdy 29 0 9 63
90 3 1 9 1 7 7 3 7 9 5
0 6
1 1 6 3 2 1
#7 Psychic/S Full Metal 13 10 9 27 21 18 14
Solgaleo 3 1 89 8 8 3 9
91 teel Body 7 7 7 9 9 3 95
7 3 0 4 1 9
1 1 6 3 2 1
#7 Psychic/G 11 10 9 23 12 21 14
Lunala Shadow Shield 3 59 3 5 8 7 9
92 host 3 7 7 1 3 9 35
7 7 0 4 9 9
1 1 1 5 3 2 2
#7 Rock/Pois 13 11 26 12
Nihilego Beast Boost 0 53 47 2 0 7 2 99 5 1
93 on 1 1 7 75
9 7 3 0 8 9 1
1 5 3 1 1
#7 Bug/Fight 13 13 5 7 28 28 11 12
Pheromosa Beast Boost 0 53 7 2 1 6
94 ing 9 9 3 9 3 3 1 75
7 0 4 1 3
1 1 5 2 2 3
#7 Bug/Fight 7 13 27 12
Buzzwole Beast Boost 37 3 37 5 7 5 79 7 79 0
95 ing 1 7 9 75
7 1 0 2 9 7
1 5 2 3 1
#7 8 8 18 14 14 12
Xurkitree Electric Beast Boost 89 71 7 71 7 7 5 7
96 3 3 3 7 7 75
3 0 6 1 1
1 5 3 2 1
#7 Steel/Flyi 9 10 10 10 6 20 21 20 12
Celesteela Beast Boost 0 7 0 1 2
97 ng 7 1 3 1 1 7 1 7 75
7 0 4 9 7
1 6 3 2 2
#7 Grass/Ste 9 18 13 9 36 26 14
Kartana Beast Boost 31 0 5 0 0 67 2
98 el 9 1 1 9 7 7 35
9 0 8 3 3
2 5 5 1
#7 Dark/Pois 10 9 4 20 11 11 9 12
Guzzlord Beast Boost 2 53 53 7 5 9
99 on 1 7 3 7 1 1 1 75
3 0 6 9
1 6 3 2 1
#8 9 10 10 7 21 20 18 13
Necrozma Psychic Prism Armor 2 89 0 0 5 6
00 7 7 1 9 9 7 3 35
7 0 4 9 3
1 5 2 1 2
#8 Fighting/ 9 12 9 25 16 16 13
Marshadow Technician 80 80 2 9 9 8 5
02 Ghost 0 5 0 5 5 5 15
5 0 0 5 5
As a note, you can find the Mega Stones' locations in the Mega Stones section.
Mega Evolution is an additional aspect that greatly changed the Pokémon game with its origination in X/Y over a year ago. Certain
Pokémon were able to Mega-Evolve - so long as they were holding their species's Mega Stone, and no one else of your party had
also Mega Evolved in the battle. Mega Evolution is temporal, but it nonetheless has great effects on battle strategy, for the Pokémon
can have their stats, types, and abilities changed. There is a very distinct difference between Mega Charizard X and Mega
Charizard Y, for example, requiring very different breeding strategies to create the ideal version of each. (Though Stone Edge
Aerodactyl still works as a counter for both. >_>)
Additionally, for the sake of comparisons and perspectives, the original non-Mega Pokémon are also included.
Overgr
2 1
#0 Venusa Venusaur Grass/Poi ow, 8 10 10 8 52 16 17 20 20 11
82 83 7 6
03 ur ite son Chlorop 0 0 0 0 5 9 1 5 5 85
0 5
hyll
Mega 2 1
#0 Venusaur Grass/Poi Thick 8 10 12 12 12 8 62 20 25 24 24 13
Venusa 7 6
03 ite son Fat 0 0 3 2 0 0 5 5 1 9 5 85
ur 0 5
Blaze, 1 2 2
#0 Chariza Charizar Fire/Flyin 7 10 53 17 16 22 17 12
Solar 84 78 85 0 6 0
06 rd dite X/Y g 8 9 4 3 1 3 5 03
Power 0 6 5
Mega 1 2 2
#0 Charizar Fire/Drag Tough 7 13 11 13 63 26 22 26 17 14
Chariza 85 0 6 0
06 dite X on Claws 8 0 1 0 4 5 7 5 5 03
rd X 0 6 5
Mega 1 2 2
#0 Charizar Fire/Flyin Drough 7 10 15 11 63 21 16 32 23 14
Chariza 78 0 6 0
06 dite Y g t 8 4 9 5 4 3 1 3 5 03
rd Y 0 6 5
Torrent 2 1
#0 Blastoi Blastoisit 7 10 10 7 53 17 20 17 21 11
Water , Rain 83 85 6 6
09 se e 9 0 5 8 0 1 5 5 5 95
Dish 8 1
Mega Mega 2 1
#0 Blastoisit 7 10 12 13 11 7 63 21 24 27 23 13
Blastoi Water Launch 6 6
09 e 9 3 0 5 5 8 0 1 5 5 5 95
se er 8 1
2 1
#0 Beedril Beedrillit Bug/Poiso Swarm, 6 7 38 16 16 90
80 40 45 80 4 85 95 5
15 l e n Sniper 5 5 5 5 5 5
0 5
Mega 1 2 2
#0 Beedrillit Bug/Poiso Adapta 6 15 49 30 16 11
Beedril 40 15 80 4 4 85 35 9
15 e n bility 5 0 5 5 5 25
l 5 0 5
Keen
Eye,
2 1
#0 Pidgeotit Normal/F Tangle 8 9 46 16 15 14 14 10
Pidgeot 80 75 70 70 7 8
18 e lying d Feet, 3 1 9 5 5 5 5 73
6 7
Big
Pecks
1 2 2
#0 Mega Pidgeotit Normal/F No 8 13 57 16 16 27 16 12
80 80 80 2 7 4
18 Pidgeot e lying Guard 3 5 9 5 5 5 5 93
1 6 7
Inner
Focus,
1 2 2
#0 Alakaz Synchr 5 13 49 10 27 17 11
Alakazite Psychic 50 45 85 2 2 95 4
65 am onize, 5 5 0 5 5 5 15
0 0 5
Magic
Guard
Mega 1 2 3
#0 5 17 59 10 13 35 19 13
Alakaz Alakazite Psychic Trace 50 65 95 5 2 0
65 5 5 0 5 5 5 5 15
am 0 0 5
Oblivio
us, Own 3
#0 Slowbr Slowbroit Water/Ps 9 11 10 3 49 15 22 20 16 6 11
Tempo, 75 80 0
80 o e ychic 5 0 0 0 0 5 5 5 5 5 15
Regene 0
rator
Mega 3
#0 Slowbroit Water/Ps Shell 9 18 13 3 59 15 36 26 16 6 13
Slowbr 75 80 0
80 e ychic Armor 5 0 0 0 0 5 5 5 5 5 15
o 0
1 2 2
#0 Ghost/Poi Levitat 6 13 50 13 12 26 15 11
Gengar Gengarite 65 60 75 1 3 2
94 son e 0 0 0 5 5 5 5 35
0 0 5
1 2 2
#0 Mega Ghost/Poi Shadow 6 17 60 13 16 34 19 13
Gengarite 65 80 95 3 3 6
94 Gengar son Tag 0 0 0 5 5 5 5 35
0 0 5
Early
Bird, 1 3 1
#1 Kangas Kangaskh 9 49 19 16 16 11
Normal Scrapp 0 95 80 40 80 2 85 8
15 khan anite 0 0 5 5 5 15
y, Inner 5 0 5
Focus
Mega 1 1 3 2
#1 Kangaskh Parenta 12 10 10 59 25 20 12 20 13
Kangas Normal 0 60 0 2 0
15 anite l Bond 5 0 0 0 5 5 5 5 15
khan 5 0 0 5
Hyper
Cutter, 2 1
#1 6 12 10 8 50 25 20 11 14 11
Pinsir Pinsirite Bug Mold 55 70 4 7
27 5 5 0 5 0 5 5 5 5 35
Breaker 0 5
, Moxie
1 2 2
#1 Mega Bug/Flyin 6 15 12 60 31 24 13 18 13
Pinsirite Aerilate 65 90 0 4 1
27 Pinsir g 5 5 0 0 5 5 5 5 35
5 0 5
Intimid 3 1
#1 Gyarad Gyarados Water/Fly 9 12 10 8 54 25 16 12 20 12
ate, 79 60 0 6
30 os ite ing 5 5 0 1 0 5 3 5 5 15
Moxie 0 7
Mega 3 1
#1 Gyarados Water/Da Mold 9 15 10 13 8 64 31 22 14 26 14
Gyarad 70 0 6
30 ite rk Breaker 5 5 9 0 1 0 5 3 5 5 15
os 0 7
Pressur
e, Rock 1 2 2
#1 Aeroda Aerodact Rock/Flyi 8 10 51 21 13 12 15 11
Head, 65 60 75 3 7 6
42 ctyl ylite ng 0 5 5 5 5 5 5 65
Unnerv 0 0 5
e
Mega 1 2 3
#1 Aerodact Rock/Flyi Tough 8 13 61 27 17 14 19 13
Aeroda 85 70 95 5 7 0
42 ylite ng Claws 0 5 5 5 5 5 5 65
ctyl 0 0 5
Pressur
1 1 3 2
#1 Mewtw Mewtwo e, 11 15 68 22 18 31 18 14
Psychic 0 90 90 3 2 6
50 o nite X/Y Unnerv 0 4 0 5 5 3 5 95
6 0 2 5
e
Mega 1 1 3 2
#1 Mewtwo Psychic/F Steadfa 19 10 15 10 78 38 20 31 20 16
Mewtw 0 3 2 6
50 nite X ighting st 0 0 4 0 0 5 5 3 5 95
oX 6 0 2 5
Mega 1 1 3 2
#1 Mewtwo Insomn 15 19 12 78 30 14 39 24 16
Mewtw Psychic 0 70 4 2 8
50 nite Y ia 0 4 0 0 5 5 3 5 95
oY 6 0 2 5
2 1
#1 Ampha Ampharo Static, 9 11 5 50 15 15 23 18 11
Electric 75 75 90 9 1
81 ros site Plus 0 5 5 0 5 5 5 5 35
0 5
Mega 2
#1 Ampharo Electric/D Mold 9 10 16 11 4 61 19 21 33 22 9 13
Ampha 95 9
81 site ragon Breaker 0 5 5 0 5 0 5 5 5 5 5 55
ros 0
Rock
Head, 2
#2 Steel/Gro 7 20 3 51 17 40 11 13 6 11
Steelix Steelixite Sturdy, 85 55 65 6
08 und 5 0 0 0 5 5 5 5 5 55
Sheer 0
Force
2
#2 Mega Steel/Gro Sand 7 12 23 3 61 25 46 11 19 6 13
Steelixite 55 95 6
08 Steelix und Force 5 5 0 0 0 5 5 5 5 5 55
0
Swarm,
Technic 2 1
#2 7 13 10 6 50 26 20 11 16 11
Scizor Scizorite Bug/Steel ian, 55 80 5 3
12 0 0 0 5 0 5 5 5 5 35
Light 0 5
Metal
2 1
#2 Mega Technic 7 15 14 10 7 60 30 28 13 20 13
Scizorite Bug/Steel 65 5 5
12 Scizor ian 0 0 0 0 5 0 5 5 5 5 35
0 5
Guts, 2 1
#2 Heracr Heracron Bug/Fight 8 12 8 50 25 15 19 11
Swarm, 75 40 95 7 85 7
14 oss ite ing 0 5 5 0 5 5 5 35
Moxie 0 5
Mega 2 1
#2 Heracron Bug/Fight Skill 8 18 11 10 7 60 37 23 21 13
Heracr 40 7 85 5
14 ite ing Link 0 5 5 5 5 0 5 5 5 35
oss 0 5
Early
Bird,
2 1
#2 Hound Houndoo Flash 7 11 9 50 18 10 22 16 11
Fire/Dark 90 50 80 6 9
29 oom minite Fire, 5 0 5 0 5 5 5 5 35
0 5
Unnerv
e
Mega 1 2 2
#2 Houndoo Solar 7 14 60 18 18 28 18 13
Hound Fire/Dark 90 90 90 1 6 3
29 minite Power 5 0 0 5 5 5 5 35
oom 5 0 5
Unnerv 1 3 1
#2 Tyranit Tyranitar Rock/Dar 13 11 10 6 60 27 22 19 20 13
e, Sand 0 95 1 2
48 ar ite k 4 0 0 1 0 3 5 5 5 35
Stream 0 0 7
Mega 1 3 1
#2 Tyranitar Rock/Dar Sand 16 15 12 7 70 33 30 19 24 15
Tyranit 0 95 1 4
48 ite k Stream 4 0 0 1 0 3 5 5 5 35
ar 0 0 7
Overgr
1 2 2
#2 Sceptil ow, 7 10 53 17 13 21 17 11
Sceptilite Grass 85 65 85 2 5 4
54 e Unburd 0 5 0 5 5 5 5 95
0 0 5
en
Mega 1 2 2
#2 Grass/Dra Lightni 7 11 14 63 22 15 29 17 13
Sceptil Sceptilite 75 85 4 5 9
54 gon ng Rod 0 0 5 0 5 5 5 5 95
e 5 0 5
Blaze, 2 1
#2 Blazike Blazikeni Fire/Fight 8 12 11 8 53 24 14 22 14 11
Speed 70 70 7 6
57 n te ing 0 0 0 0 0 5 5 5 5 95
Boost 0 5
Mega 1 2 2
#2 Blazikeni Fire/Fight Speed 8 16 13 63 32 16 26 16 13
Blazike 80 80 0 7 0
57 te ing Boost 0 0 0 0 5 5 5 5 95
n 0 0 5
1 3 1
#2 Swamp Swamper Water/Gr Torrent 11 6 53 22 18 17 18 12
0 90 85 90 1 2
60 ert tite ound , Damp 0 0 5 5 5 5 5 05
0 0 5
Mega 1 3 1
#2 Swamper Water/Gr Swift 15 11 11 7 63 30 22 19 22 14
Swamp 0 95 1 4
60 tite ound Swim 0 0 0 0 5 5 5 5 5 05
ert 0 0 5
Synchr
onize, 2 1
#2 Gardev Gardevoi Psychic/F 6 12 11 8 51 13 13 25 23 11
Trace, 65 65 4 6
82 oir rite airy 8 5 5 0 8 5 5 5 5 71
Telepat 6 5
hy
Mega 1 2 2
#2 Gardevoi Psychic/F 6 16 13 61 17 13 33 27 13
Gardev Pixilate 85 65 0 4 0
82 rite airy 8 5 5 8 5 5 5 5 71
oir 0 6 5
Keen
Eye, 2 1
#3 Sabley Dark/Gho 5 5 38 15 15 13 13 89
Sablenite Stall, 75 75 65 65 1 0
02 e st 0 0 0 5 5 5 5 5
Prankst 0 5
er
Mega 2
#3 Dark/Gho Magic 5 12 11 2 48 17 25 17 23 4 10
Sabley Sablenite 85 85 1
02 st Bounce 0 5 5 0 0 5 5 5 5 5 95
e 0
Hyper
Cutter,
2 1
#3 Steel/Fair Intimid 5 5 38 17 17 11 11 89
Mawile Mawilite 85 85 55 55 1 0
03 y ate, 0 0 0 5 5 5 5 5
0 5
Sheer
Force
2 1
#3 Mega Steel/Fair Huge 5 10 12 5 48 21 25 11 19 10
Mawilite 55 95 1 0
03 Mawile y Power 0 5 5 0 0 5 5 5 5 95
0 5
Rock
Head, 2 1
#3 Aggronit Steel/Roc 7 11 18 5 53 22 36 12 12 11
Aggron Sturdy, 60 60 5 0
06 e k 0 0 0 0 0 5 5 5 5 95
Heavy 0 5
Metal
2 1
#3 Mega Aggronit 7 14 23 5 63 28 46 12 16 13
Steel Filter 60 80 5 0
06 Aggron e 0 0 0 0 0 5 5 5 5 95
0 5
Pure
2 1
#3 Medich Medicha Fighting/ Power, 6 8 41 12 15 12 15 95
60 75 60 75 3 6
08 am mite Psychic Telepat 0 0 0 5 5 5 5 5
0 5
hy
Mega 1 2 2
#3 Medicha Fighting/ Pure 6 10 51 20 17 16 17 11
Medich 85 80 85 0 3 0
08 mite Psychic Power 0 0 0 5 5 5 5 55
am 0 0 5
Lightni
1 2 2
#3 Manect Manectit ng Rod, 7 10 47 15 12 21 12 10
Electric 75 60 60 0 5 1
10 ric e Static, 0 5 5 5 5 5 5 85
5 0 5
Minus
Mega 1 2 2
#3 Manectit Intimid 7 13 57 15 16 27 16 12
Manect Electric 75 80 80 3 5 7
10 e ate 0 5 5 5 5 5 5 85
ric 5 0 5
Rough
2 1
#3 Sharpe Sharpedo Water/Da Skin, 7 12 9 46 24 19 10
40 95 40 5 85 85 9
19 do nite rk Speed 0 0 5 0 5 5 55
0 5
Boost
Mega 1 2 2
#3 Sharpedo Water/Da Strong 7 14 11 56 28 14 22 13 12
Sharpe 70 65 0 5 1
19 nite rk Jaw 0 0 0 0 5 5 5 5 55
do 5 0 5
Magma
Armor,
2
#3 Camer Camerup Fire/Grou Solid 7 10 10 4 46 20 14 21 15 8 10
70 75 5
23 upt tite nd Rock, 0 0 5 0 0 5 5 5 5 5 55
0
Anger
Point
Mega 2
#3 Camerup Fire/Grou Sheer 7 12 10 14 10 2 56 24 20 29 21 4 12
Camer 5
23 tite nd Force 0 0 0 5 5 0 0 5 5 5 5 5 55
upt 0
Natural
2 1
#3 Altarianit Dragon/Fl Cure, 7 10 8 49 14 18 14 21 11
Altaria 70 90 70 6 6
34 e ying Cloud 5 5 0 0 5 5 5 5 15
0 5
Nine
2 1
#3 Mega Altarianit Dragon/F 7 11 11 11 10 8 59 22 22 22 21 13
Pixilate 6 6
34 Altaria e airy 5 0 0 0 5 0 0 5 5 5 5 15
0 5
Frisk,
Insomn 2 1
#3 Banett 6 11 6 45 23 13 17 13 10
Banettite Ghost ia, 65 83 63 3 3
54 e 4 5 5 5 5 5 1 1 45
Cursed 8 5
Body
Mega 2 1
#3 Prankst 6 16 7 55 33 15 19 17 12
Banett Banettite Ghost 75 93 83 3 5
54 er 4 5 5 5 5 5 1 1 45
e 8 5
Pressur
e, Super 2 1
#3 6 13 7 46 26 12 15 12 10
Absol Absolite Dark Luck, 60 75 60 4 5
59 5 0 5 5 5 5 5 5 65
Justifie 0 5
d
1 2 2
#3 Mega Magic 6 15 11 56 30 12 23 12 12
Absolite Dark 60 60 1 4 3
59 Absol Bounce 5 0 5 5 5 5 5 5 65
5 0 5
Ice
Body, 2 1
#3 8 8 48 16 16 16 16 10
Glalie Glalitite Ice Inner 80 80 80 80 7 6
62 0 0 0 5 5 5 5 95
Focus, 0 5
Moody
1 2 2
#3 Mega Refrige 8 12 12 58 24 16 24 16 12
Glalitite Ice 80 80 0 7 0
62 Glalie rate 0 0 0 0 5 5 5 5 95
0 0 5
Intimid 1 3 2
#3 Salame Salamenc Dragon/Fl 9 13 11 60 27 16 22 16 13
ate, 80 80 0 0 0
73 nce ite ying 5 5 0 0 5 5 5 5 35
Moxie 0 0 5
Mega 1 3 2
#3 Salamenc Dragon/Fl Aerialat 9 14 13 12 70 29 26 24 18 15
Salame 90 2 0 4
73 ite ying e 5 5 0 0 0 5 5 5 5 35
nce 0 0 5
Clear
2 1
#3 Metagr Metagros Steel/Psy Body, 8 13 13 7 60 27 26 19 18 13
95 90 7 4
76 oss site chic Light 0 5 0 0 0 5 5 5 5 35
0 5
Metal
Mega 1 2 2
#3 Metagros Steel/Psy Tough 8 14 15 10 11 70 29 30 21 22 15
Metagr 1 7 2
76 site chic Claws 0 5 0 5 0 0 5 5 5 5 35
oss 0 0 5
1 2 2
#3 Dragon/P Levitat 8 11 13 60 16 18 22 26 13
Latias Latiasite 80 90 1 7 2
80 sychic e 0 0 0 0 5 5 5 5 35
0 0 5
1 2 2
#3 Mega Dragon/P Levitat 8 10 12 14 15 70 20 24 28 30 15
Latiasite 1 7 2
80 Latias sychic e 0 0 0 0 0 0 5 5 5 5 35
0 0 5
1 2 2
#3 Dragon/P Levitat 8 13 11 60 18 16 26 22 13
Latios Latiosite 90 80 1 7 2
81 sychic e 0 0 0 0 5 5 5 5 35
0 0 5
1 2 2
#3 Mega Dragon/P Levitat 8 13 10 16 12 70 26 20 32 24 15
Latiosite 1 7 2
81 Latios sychic e 0 0 0 0 0 0 5 5 5 5 35
0 0 5
1 3 1
#3 Rayqua Dragon/Fl Air 15 15 9 68 30 18 30 18 14
N/A * 0 90 90 2 9
84 za ying Lock 0 0 5 0 5 5 5 5 95
5 0 5
Mega 1 1 3 2
#3 Dragon/Fl Delta 18 10 18 10 78 36 20 36 20 16
Rayqua N/A * 0 1 2 3
84 ying Stream 0 0 0 0 0 5 5 5 5 95
za 5 5 0 5
Cute
1 2 2
#4 Lopunn Lopunnit Charm, 6 48 15 17 11 19 10
Normal 76 84 54 96 0 4 1
28 y e Klutz, 5 0 7 3 3 7 95
5 0 5
Limber
Mega 1 2 2
#4 Lopunnit Normal/F Scrapp 6 13 58 27 19 11 19 12
Lopunn 94 54 96 3 4 7
28 e ighting y 5 6 0 7 3 3 7 95
y 5 0 5
Sand
1 1 3 2
#4 Garcho Garchom Dragon/G Veil, 13 60 26 19 16 17 13
0 95 80 85 0 2 0
45 mp pite round Rough 0 0 5 5 5 5 35
8 2 6 9
Skin
Mega 1 3 1
#4 Garchom Dragon/G Sand 17 11 12 9 70 34 23 24 19 15
Garcho 0 95 2 8
45 pite round Force 0 5 0 2 0 5 5 5 5 35
mp 8 6 9
Inner
Focus,
2 1
#4 Lucarioni Fighting/ Steadfa 7 11 11 9 52 22 14 23 14 11
Lucario 70 70 5 8
48 te Steel st, 0 0 5 0 5 5 5 5 5 85
0 5
Justifie
d
1 2 2
#4 Mega Lucarioni Steel/Figh Adapta 7 14 14 62 29 18 28 14 13
88 70 1 5 2
48 Lucario te ting bility 0 5 0 5 5 1 5 5 85
2 0 9
Snow
Warnin 2 1
#4 Aboma Abomasit 9 6 49 18 15 18 17 11
Grass/Ice g, 92 75 92 85 9 2
60 snow e 0 0 4 9 5 9 5 23
Soundp 0 5
roof
Mega Snow 2
#4 Abomasit 9 13 10 13 10 3 59 26 21 26 21 6 13
Aboma Grass/Ice Warnin 9
60 e 0 2 5 2 5 0 4 9 5 9 5 5 23
snow g 0
Steadfa
2 1
#4 Psychic/F st, 6 12 11 8 51 25 13 13 23 11
Gallade Galladite 65 65 4 6
75 ighting Justifie 8 5 5 0 8 5 5 5 5 71
6 5
d
1 2 2
#4 Mega Psychic/F Inner 6 16 11 61 33 19 13 23 13
Galladite 95 65 1 4 2
75 Gallade ighting Focus 8 5 5 8 5 5 5 5 71
0 6 5
Healer,
1 3 1
#5 Regene 5 44 12 17 12 17 10
Audino Audinite Normal 0 60 86 60 86 1 0
31 rator, 0 5 5 7 5 7 25
3 6 5
Klutz
1 3 1
#5 Mega Normal/F 12 12 5 54 12 25 16 25 12
Audinite Healer 0 60 80 1 0
31 Audino airy 6 6 0 5 5 7 5 7 25
3 6 5
2 1
#7 Rock/Fair Clear 5 10 15 10 15 5 60 20 30 20 30 13
Diancie Diancite 1 0
19 y Body 0 0 0 0 0 0 0 5 5 5 5 35
0 5
1 2 2
#7 Mega Rock/Fair Magic 5 16 11 16 11 70 32 22 32 22 15
Diancite 1 1 2
19 Diancie y Bounce 0 0 0 0 0 0 5 5 5 5 35
0 0 5
• Note (*): Rayquaza, unlike other Mega Pokémon, does not need a Mega Stone. Rather, he simply needs to know Dragon Ascent to
be able to Mega Evolve. He will be able to do so stll at your own decision, as normal. Dragon Ascent can be learned after
completion of the Delta Episode in Pokémon OR/AS, from Zinnia's grandmother in Meteor Falls, and only by a Rayquaza. (Other
tutors will exist in Sun & Moon in the Pokémon Center in Seafolk Village.) There is no cost for the learning. However, keep in mind
that the limitations of normal Mega Evolution will still apply: for example, even though Rayquaza does not specifically need a Mega
Stone, you can still only have one Mega per battle. If it's Mega Rayquaza, for example, then Blaziken cannot Mega Evolve; if it is
Mega Blaziken, then, you cannot Mega Evolve Rayquaza.
A new concept from Pokémon OR/AS is that of Primal Reversions, a sort of "de-evolution" to the Pokémon's older, Primal form - it's
not a disadvantageous "de-evolution", though, but essentially a different variety of Mega Evolution. It only works for Kyogre and
Groudon and, like Mega Evolution, you can only use it if the wielders have their respective items. Unlike Mega Evolution, however,
Primal Reversion is instantaneous upon the entrance of the Pokémon into battle (if it is holding its item), and you can also have as
many Primal Pokémon at once although you can only use one Mega per battle.
For the sake of perspective, the original, unevolved Pokémon are also included.
#3 Kyogr Blue 10 10 15 14 67 31 20 18 30 28 18 14
Water Drizzle 90 90
82 e Orb 0 0 0 0 0 0 5 5 5 5 5 75
Prima
#3 l Blue Primor 10 15 18 16 77 31 30 18 36 32 18 16
Water 90 90
82 Kyogr Orb dial Sea 0 0 0 0 0 0 5 5 5 5 5 75
e
Prima
#3 l Ground/ Red Desolat 10 18 16 15 77 31 36 32 30 18 18 16
90 90
83 Groud Fire Orb e Land 0 0 0 0 0 0 5 5 5 5 5 75
on
Pokémon Stats (Breeding)
Next in our series of Pokémon stats comes some details regarding Pokémon breeding. As far as stats would be concerned, there is
little to detail here other than Egg Groups and, to the more OCD of you, gender ratios and egg-hatching steps. Much more specific
details can be found in the Pokémon Breeding section.
In any case, this section is used to detail the specific stats each Pokémon has in regards to breeding. The following are discussed:
• Egg Group: Each Pokémon is a member of an Egg Group that determines who it can breed with. "No Eggs" Pokémon cannot
breed with anyone, and Ditto is a wildcard, other than for No Eggs Pokémon (other than Manaphy).
• Gender Ratio: This displays the ratio of male to female Pokémon of a species. Some species are not simply half-and-half like the
human species, and some are genderless or entirely of a single gender, all of which are critical in breeding, and sometimes even
battle strategy (i.e. female Meowstic has Prankster, but not males).
• Steps to Hatch Egg: There are actually four values for how quickly an Egg hatches due to the formula used to calculate such
having four permutations. However, this is derived from the most commonly used formula in my experience; the values here won't
vary by any more than 255 steps.
• Egg Cycles: How many cycles it takes to hatch an Egg; each cycle is 256 steps.
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
#051 Dugtrio Field 50% 50% 5,120 20
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
GENDER RATIO
# SPECIES EGG GROUPS STEPS TO HATCH EGG EGG CYCLES
Male Female
To round out our sections on Pokémon stats, we'll include the rest of the data that you might find useful for whatever reason - it's
just a hodgepodge of stuff, so I just opted to lump it all together here. There are, altogether, two sections for miscellaneous
Pokémon stats, because there are a lot of such stats. Below is what is discussed in this section (height, weight, EXP. at Level 100,
and EV yields) - basal happiness, catch rates, and EXP. base values can be found in the second miscellaneous section.
• Height: The Pokémon's height, per the Pokédex. It's not of much use in battle, but some people request Pokémon of certain heights
so you can get stuff. This is measured under the imperial/U.S. system, where you see [feet]' [inches]". (Note the apostrophes and
quotations - they're important.) If you're playing a game using the metric system and want to know what it is in meters, multiply the
feet by twelve, add the inches, then multiply that by 0.254 to get the meters. The reason for the lack of inclusion is a lack of space,
in case you're curious: the Pokémon by Height section will include their weight in kilograms for those playing metric games.
• Weight: The more useful of the physical-appearance variables, weight is a key factor in the damage calculation of several moves,
such as Grass Knot. It's mostly a comparison stat for stuff such as this; however, if you are playing a game using the metric system
of kilograms/kg. (listed are the imperial pounds/lbs.), note that 1 pound equals approximately 0.446 kilograms - but, again, you won't
find it very useful to convert unless you happen to know the damage formulae.
• Level 100 EXP.:' The amount of EXP. the Pokémon will have at Level 100, and the amount of EXP. it will take to bring the Pokémon
from a hatched Egg to Level 100 without the aid of items and such for EXP. boosts. There are several distinct names for these
values: very slow or fluctuating (1,640,000), slow (1,250,000), medium-slow (1,059,860), medium-fast (1,000,000), fast (800,000),
and very fast or erratic (600,000). Mostly just stuff for the curious - as you can tell, the fastest Pokémon levels up around 2.733
times faster than the slowest one (both without aides). If you want to see how these things can be derived, see the section EXP.
Groups.
• Effort Value (EV) Yield: Each Pokémon gives off a number of Effort Values, or EVs, when beaten in battle, and EVs are used to
determine stat growth. The precise mechanics of EVs are in EVs - Effort Values. You may want to read up on them. Anyways, I list
the EV yields for all six stats, with "-" denoting there is no gain in that stat. These all assume a lack of Pokérus or EV-boosting items:
these are the base yields, so to speak.
EFFORT VALUE (EV) YIELD
# SPECIES HEIGHT WEIGHT LEVEL 100 EXP.
HP ATK DEF SPA SPD SPE
#001 Bulbasaur 2' 4" 15.2 lbs. 1,059,860 (medium-slow) - - - 1 - -
To round out our sections on Pokémon stats, we'll include the rest of the data that you might find useful for whatever reason - it's
just a hodgepodge of stuff, so I just opted to lump it all together here. There are, altogether, two sections for miscellaneous
Pokémon stats, because there are a lot of such stats. Below is what is discussed in this section (basal happiness, catch rates, and
EXP. base values) - height, weight, EXP. at Level 100, and EV yields can be found in the first miscellaneous section.
• Base Happiness: Every Pokémon will have a base level of Happiness, depending on the method in which it is obtained. Happiness
is an internal value measured from 0 to 255, and it can influence, primarily, certain Pokémon evolutions and the power of the moves
Return and Frustration. If a Pokémon is caught in a Luxury Ball, it is going to get happier faster; if a Pokémon is traded, its
happiness immediately becomes 70; and hatched Pokémon always have 120 happiness. Beyond these exceptions, the below list
represents what you'll have if the Pokémon is caught by you in the wild or obtained from an event of some sort.
• Catch Rate: Every Pokémon has an internal value (regardless of whether it is truly used) that helps to determine its "catchability",
as it were. You can see the exact mechanics of this Catch Rate in Pokémon Capture, but, ultimately, it's a number from 1 to 255 (3
to 255 in practice) that makes the Pokémon more likely to be caught as it gets higher. Due to the difficulty in narrowing everything
down without thorough ROM/RAM analysis, this listing currently does not have the details for the Generation VI Pokémon; that is,
the new species released with the release of Pokémon X/Y, #650-#721.
• EXP. Base Value: Every Pokémon (again, whether or not the value can be used) has a value that helps to determine how much
EXP. the Pokémon gives out when defeated. In theory, it ranges from 1 to 65,536, but only goes as high as 608 with Blissey. You
can see the EXP. Earning Mechanics section for a better understanding. Note that I do not have data for all of the Pokémon,
however: some, for example, are not battleable; in other cases, it's due to over-approximation resulting in unclear values. If you wish
to help me with these, please solve for the EXP. Base Value in the formula in the EXP. Earning Mechanics section and send it to
me.
# Pokémon Happiness Catch Rate EXP. Base Value
#001 Bulbasaur 70 45 64
#004 Charmander 70 45 62
#007 Squirtle 70 45 63
#029 Nidoran♀ 70 70 55
#032 Nidoran♂ 70 70 55
#095 Onix 70 45 77
#102 Exeggcute 70 90 65
#108 Lickitung 70 45 77
#114 Tangela 70 45 87
#133 Eevee 70 45 65
#137 Porygon 70 45 79
#138 Omanyte 70 45 71
#140 Kabuto 70 45 71
#147 Dratini 35 45 60
#148 Dragonair 35 45 147
#152 Chikorita 70 45 64
#155 Cyndaquil 70 45 62
#158 Totodile 70 45 63
#190 Aipom 70 45 72
#193 Yanma 70 75 78
#198 Murkrow 35 30 81
#200 Misdreavus 35 45 87
#207 Gligar 70 60 86
#211 Qwilfish 70 45 86
#215 Sneasel 35 60 86
#235 Smeargle 70 45 88
#236 Tyrogue 70 75 42
#238 Smoochum 70 45 61
#239 Elekid 70 45 72
#240 Magby 70 45 73
#246 Larvitar 35 45 60
#252 Treecko 70 45 62
#255 Torchic 70 45 62
#258 Mudkip 70 45 62
#345 Lileep 70 45 71
#347 Anorith 70 45 71
#371 Bagon 35 45 60
#387 Turtwig 70 45 64
#390 Chimchar 70 45 62
#393 Piplup 70 45 63
#408 Cranidos 70 45 70
#410 Shieldon 70 45 70
#443 Gible 70 45 60
#446 Munchlax 70 50 78
#447 Riolu 70 75 57
#458 Mantyke 70 25 69
#495 Snivy 70 45 28
#501 Oshawott 70 45 28
#511 Pansage 70 65 63
#513 Pansear 70 65 63
#515 Panpour 70 65 63
#564 Tirtouga 70 45 71
#566 Archen 70 45 71
#570 Zorua 70 75 66
#610 Axew 35 75 64
#633 Deino 35 45 60
#636 Larvesta 70 45 72
#650 Chespin 70 45 63
#653 Fennekin 70 45 61
#656 Froakie 70 45 63
#696 Tyrunt 70 45 72
#698 Amaura 70 45 72
#704 Goomy 35 45 60
Pokémon Evolutions
NOTE: MEGA-EVOLUTIONS!
Mega-Evolutions are not detailed here. These describe the permanent, undoable evolutions of Pokémon; Mega-Evolutions are
different in that they are temporal and only used in battle to for a power boost basically. See this section for that stuff.
This particular section of our Mini-Pokédex details one of the more important aspects of ideally training your Pokémon: evolution. As
Pokémon level-up, or meet other relatively-arbitrary conditions, they will evolve into a new form. This form often has higher (or
rarely, equal or lower) base stats, improving the Pokémon's stats by usually 20 ~ 40 points by Level 100. However, this will come at
a notable cost. You can leave a Pokémon as it is (don't use the item or whatever, or press B during the evolution process) to let it
learn some new moves first - some moves are available as much as TEN levels earlier in pre-evolved forms, and sometimes
exclusive to particular forms. At the same time, at least with level-based evolution, Pokémon will earn 20% more EXP. if you hold off
on their evolution so, y'know, do as you will.
Anyways, the below list will detail the Pokémon of the game and what they evolve into and how. First, we'll discuss what some of
these terms mean; keep in mind sometimes two or even three conditions are compiled together when evolutions are done, and all
must be met.
• Level ## - indicates that, once a Pokémon has reached Level ##, it will evolve; such evolutions can be cancelled with the B Button.
Once it reaches Level 100, it cannot evolve, so the final stopping point is Level 99 for whether you're not sure (Level 98 if it evolves
twice). The benefit to keeping a Pokémon unevolved is getting moves sometimes ten levels or more sooner. However, this rarely
extends beyond Level 80 except in some legendary Pokémon (who never evolve and it is therefore irrelevant), so you should evolve
at least eventually to benefit from the boosted base stats. In fact, it is very rare in general competition to see unevolved Pokémon for
precisely that reason; there are some exceptions, of course, but it's the generally-applicable thing.
• [Gender] - in addition to some conditions, a Pokémon must be of a certain gender to evolve. Males have a blue arrow pointing up
and to the right, while females have a pink down-pointing cross - genderless Pokémon show no symbol.
• [Item] - use this item to evolve the Pokémon. This works at any level. Keep in mind that most of these (such as Moon Stones) are in
limited quantities throughout a single playthrough of the game, so you may want to focus on evolving only into new species before
duplicating 'em.
• [Location/Time] - the Pokémon must be leveled-up in this place, or at this time of day, depending on which is specified. For the
latter, daytime is usually 4:00 AM to 7:59 PM and nighttime from 8:00 PM to 3:59 AM. (Morning is 4:00 AM to 9:59 AM, but that is
daytime normally.)
• "Level-up while knowing..." - For this, the Pokémon must know a certain move, then level-up to be able to evolve. In all cases of
this, the Pokémon learns the move naturally by leveling up. If forgotten, the Move Relearner can teach it for you, or sometimes
TMs/HMs or Move Tutors, depending on what's available. The latest for this to work is Level 99.
• Trade - for this, you must trade the Pokémon between two games: over the Internet or local Wi-Fi matters not. Wonder Trade also
works, but you're almost certain not to get it back. =P After the trade, the recipient of your Pokémon will get it to evolve on their end.
For you to get the evolved form, you have to trade it back. (Trust me, you'll do this with the Shelmet/Karrablast ->
Escavalier/Accelgor trade. =P) This works at any level.
• Happiness - once the Pokémon is happy enough, which occurs as you walk around, heal it, use it in battle, etc., it will evolve upon
leveling up. (The Soothe Bell item speeds up this process.) However, that means the Pokémon must be Level 99 or lower
(sometimes Level 98 for those evolutionary chains with the first evolution being happiness based), so be careful. This is
independent of their Affection stat in Pokémon Refresh, so note that! Only Eevee evolves (into Sylveon) based on that!
# SPECIES METHOD AND EVOLVED POKÉMON
Sandshrew
Level 22 - Sandslash
(Regular)
#027
Sandshrew
Ice Stone - Sandslash (Alolan)
(Alolan)
Level 37 - Slowbro
#079 Slowpoke
Trade while holding a King's Rock - Slowking
Magnezone - Level Magneton up in Mt. Sinnoh (which is in Pokémon Diamond, Pearl, and Platinum on
the DS)
Magnezone - Level Magneton up in Chargestone Cave (which is Pokémon Black, White, Black 2, and
White 2 on the DS)
#082 Magneton
Magnezone - Level Magneton up on Route 13 (which is in Pokémon X/Y on the 3DS)
Magnezone - Level Magneton up in New Mauville (specifically in Pokémon OR/AS on the 3DS:
Magnezone is not in the original R/S)
Level 28 - Marowak
#104 Cubone
Level 28 at night - Marowak (Alolan)
Level-up with 5 Affection hearts in Pokémon Refresh while knowing a Fairy-type move - Sylveon
#236 Tyrogue At Level 20, if Attack is less than Defense, you get Hitmonchan
#265 Wurmple At Level 7, there's a 50% chance of becoming Silcoon or Cascoon at random
#290 Nincada At Level 20, Nincada alone will evolve into Ninjask...
However, if you have a spare Poké Ball (the normal kind) and an empty slot in the party, you also get
Shedinja.
Probopass - Level Nosepass up in Mt. Sinnoh (which is in Pokémon Diamond, Pearl, and Platinum on
the DS)
Probopass - Level Nosepass up in Chargestone Cave (which is Pokémon Black, White, Black 2, and
White 2 on the DS)
#299 Nosepass
Probopass - Level Nosepass up on Route 13 (which is in Pokémon X/Y on the 3DS)
Probopass - Level Nosepass up in New Mauville (specifically in Pokémon OR/AS on the 3DS:
Probopass is not in the original R/S)
For GBA Pokémon Games: You can only level-up a Feebas whose Beauty Contest stat is maxed out
for Milotic
For DS Pokémon Games & X/Y & Sun/Moon: You can only trade Feebas while holding a Prism
#349 Feebas
Scale for Milotic
For Pokémon OR/AS: You can max out Feebas's Beauty and level it up to evolve it to Milotic, or use
the trade-while-holding-Prism Scale method
#440 Happiny Level-up while holding an Oval Stone and while having high Happiness - Chansey
#588 Karrablast Trade Karrablast for a Shelmet - Karrablast becomes Escavalier, Shelmet becomes Accelgor
#616 Shelmet Trade Shelmet for Karrablast - Shelmet becomes Accelgor, Karrablast becomes Escavalier
#674 Pancham Hit Level 32 while any Dark-type Pokémon is in your active party - Pangoro
Reach Level 30 while the 3DS/2DS is upside-down (rotated 180 degrees; no, I'm not joking) -
#686 Inkay
Malamar
Level up to Level 25 during the day in Pokémon Sun - Lycanroc (Midday Forme)
#744 Rockruff
Level up to Level 25 during the night in Pokémon Moon - Lycanrock (Midnight Forme)
Pokémon by Location
Sectinoal Flowchart
Note that the listings beyond this flowchart will be representative of when the lists were added to this section of the FAQ, not by the
order on this list, necessarily. (Though they will be chronological for the most part.)
• Melemele Island:
• Pokémon in Route 1
• Pokémon in Route 1: Hau'oli Outskirts
• Pokémon in Route 1: Trainer School
• Pokémon in Hau'oli City: Beachfront
• Pokémon in Hau'oli City: Shopping District
• Pokémon in Route 2
• Pokémon in Hau'oli Cemetary
• Pokémon in Verdant Cave
• Pokémon in Route 3
• Pokémon in Melemele Meadow
• Pokémon in Ten Carat Hill
• Pokémon in Melemele Sea
• Pokémon in Seaward Cave
• Pokémon in Kala'e Bay
• Akala Island:
• Pokémon in Route 4
• Pokémon in Paniola Ranch
• Pokémon in Route 5
• Pokémon in Brooklet Hill
• Pokémon in Route 6
• Pokémon in Route 7
• Pokémon in Wela Volcano Park
• Pokémon in Route 8
• Pokémon in Lush Jungle
• Pokémon in Diglett's Tunnel
• Pokémon in Route 9
• Pokémon in Memorial Hill
• Pokémon in Akala Outskirts
• Pokémon in Hano Beach
• Ula'ula Island:
• Pokémon in Malie Garden
• Pokémon in Malie City: Outer Cape
• Pokémon in Route 10
• Pokémon in Mount Hokulani
• Pokémon in Route 11
• Pokémon in Route 12
• Pokémon in Blush Mountain
• Pokémon in Secluded Shore
• Pokémon in Route 13
• Pokémon in Tapu Village
• Pokémon in Route 14
• Pokémon in Route 15
• Pokémon in Thrifty Megamart
• Pokémon in Route 16
• Pokémon in Ula'ula Meadow
• Pokémon in Route 17
• Pokémon in Haina Desert
• Pokémon in Mount Lanakila
• Poni Island:
• Pokémon in Seafolk Village
• Pokémon in Poni Wilds
• Pokémon in Ancient Poni Path
• Pokémon in Poni Breaker Coast
• Pokémon in Exeggutor Island
• Pokémon in Vast Poni Canyon
• Pokémon in Poni Grove
• Pokémon in Poni Plains
• Pokémon in Poni Meadow
• Pokémon in Resolution Cave
• Pokémon in Poni Coast
• Pokémon in Poni Gauntlet
Pokémon in Route 1
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (DAYTIME S.O.S.)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: WESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (DAYTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
Spinarak Bug/Poison Insomnia, Swarm, Sniper - 1 - - - - Both 15%
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: SOUTHWESTERN GRASS (NIGHTTIME S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 1: HAU'OLI OUTSKIRTS GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Finneon Water Swift Swim, Storm Drain, Water Veil - - - - - 1 Both 40%
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 40%
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 20%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - DAY - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both -
(Alolan)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 10%
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 20%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - HAU'OLI CITY: SHOPPING DISTRICT (GRASS - NIGHT - S.O.S.)
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both -
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
Pokémon in Route 2
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Meowth
Dark Pickup, Technician, Rattled 1 - - - - - Both 30%
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 70%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 2: NORTHERNMOST / SOUTHWESTERNMOST GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 70%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 2: NORTHERN GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hyper Cutter, Iron Fist, Anger
Crabrawler Fighting - 1 - - - - Both 100%
Point
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - CERDANT CAVE: POKÉMON DENS & RUSTLING SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Sun Special
Jaw, Adaptability
Stakeout, Strong
Yungoos Normal - 1 - - - - Sun Special
Jaw, Adaptability
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Moon 100%
(Alolan)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Moon 100%
(Alolan)
Pokémon in Route 3
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (DAYTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Salamence (SOS-
Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
only)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 3: SOUTHERN GRASS (NIGHTTTIME & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Bagon Dragon Rock Head, Sheer Force - 1 - - - - Both 1%
Salamence (SOS-
Dragon/Flying Intimidate, Moxie - 3 - - - - Both -
only)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - MELEMELE MEADOW (FLOWERS & S.O.S.)
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 30%
Prankster, Chlorophyll
Metapod (non-
Bug Shed Skin - - 2 - - - Both 9%
S.O.S.)
Oricorio (Pom-
Electric/Flying Dancer - - - 2 - - Both 20%
Pom)
LOCAL WILD POKÉMON ENCOUNTER DATA - TEN CARAT HILL - CAVE (WALKING & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Carbink (non-
Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
S.O.S.)
Sableye (S.O.S.-
Ghost/Dark Keen Eye, Stall, Prankster - 1 1 - - - Both -
only)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
c
Psyduck Water Cloud Nine, Damp, Swift Swim - - - 1 - - Both
80%
LOCAL WILD POKÉMON ENCOUNTER DATA - TEN CARAT HILL - FARTHEST HOLLOW (GRASS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 20%
Hydration, Rain Dish
LOCAL WILD POKÉMON ENCOUNTER DATA - MELEMELE SEA: EAST (FISHING) (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hustle, Natural 1%
Corsola Water/Rock - - 1 - 1 - Both
Cure, Regenerator [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
Swift 1%
Luvdisc - - - - - 1 Both
Swim, Hydration [40%]
78%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
Mareanie Merciless,
Water/Poison - - 1 - - - Both -
(S.O.S.-only) Limber, Regenerator
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - SEAWARD CAVE: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 1%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [50%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
99%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Keen Eye,
Wingull Water/Flying - - - - - 1 c Both 40%
Hydration, Rain Dish
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata Gluttony,
- - - - - 1 Both 30%
(Alolan) Hustle, Thick Fat
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 40%
Hydration, Rain Dish
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Keen Eye,
Wingull Water/Flying - - - - - 1 Both 20%
Hydration, Rain Dish
LOCAL WILD POKÉMON ENCOUNTER DATA - KALA'E BAY: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[30%]
Pokémon in Route 4
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Espeon Psychic Synchronize, Magic Bounce - - - 2 - - Both
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 4: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon in Route 5
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 5: SOUTHERN GRASS (REGULAR & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Metapod (non-
Bug Shed Skin - - 2 - - - Both 9%
S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Arena Trap, Sand Veil, Sand
Diglett (Alolan) Ground/Steel - - - - 1 1 Both 100%
Force
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: NORTHERN PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: EAST-CENTRAL PART (GRASS - NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - BROOKLET HILL: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
1%
Feebas Water Swift Swim, Adaptability - - - - - 1 Both
[5%]
70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - TOTEM'S DEN: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Healer, 1%
Alomomola Water 2 - - - - - Both
Hydration, Regenerator [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[30%]
Pokémon in Route 6
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: NORTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Stakeout, Strong
Yungoos Normal - 1 - - - - Both -
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both 5%
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 10%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 6: SOUTHERN GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Adaptability, Run
Eevee Normal - - - - 1 - Both -
Away, Anticipation
Oricorio
Psychic/Flying - - - 2 - - Both 20%
(Baile)
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both -
(Alolan)
Pokémon in Route 7
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 7: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
70%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[60%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
LOCAL WILD POKÉMON ENCOUNTER DATA - WELA VOLCANO PARK (GRASS & S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon in Route 8
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Yungoos Normal - 1 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Rattata
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 1 Both 30%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 8: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Illuminate, Volt 1%
Chinchou Water/Electric 1 - - - - - Both
Absorb, Water Absorb [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[60%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Pokémon in Lush Jungle
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - SOUTH LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (DAYTIME - S.O.S.)
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: GRASS (NIGHTTIME - S.O.S.)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Leaf Guard, Oblivious, Sweet
Bounsweet Grass 1 - - - - - Both -
Veil
LOCAL WILD POKÉMON ENCOUNTER DATA - WEST LUSH JUNGLE: SHAKING PLANTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - NORTH LUSH JUNGLE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Inner Focus,
Oranguru Normal/Psychic - - - - 2 - Moon 5%
Telepathy, Symbiosis
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon in Route 9
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hustle, Natural
Corsola Water/Rock - - 1 - 1 - Both 5%
Cure, Regenerator
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
Swift
Luvdisc - - - - - 1 Both 70%
Swim, Hydration
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - AKALA OUTSKIRTS: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Illuminate, Volt 1%
Chinchou Water/Electric 1 - - - - - Both
Absorb, Water Absorb [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[60%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 30%
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Tentacool Water/Poison Clear Body, Liquid Ooze, Rain Dish - - - - 1 - Both 100%
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 10%
Prankster, Chlorophyll
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
LOCAL WILD POKÉMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor
Poison Stench, Sticky Hold, Aftermath - - - - - -2 Both -
(S.O.S.-only)
LOCAL WILD POKÉMON ENCOUNTER DATA - MALIE CITY OUTER CAPE: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Garbodor
Poison Stench, Sticky Hold, Aftermath - - - - - -2 Both -
(S.O.S.-only)
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 20%
(Alolan)
Pokémon in Route 10
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 10: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon in Route 11
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 20%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pokémon in Route 12
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Geodude
Rock/Electric Magnet Pull, Sturdy, Galvanize - - 1 - - - Both 40%
(Alolan)
Own Tempo, Stamina, Inner
Mudbray Ground - 1 - - - - Both 30%
Focus
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Geodude
Rock/Electric Magnet Pull, Sturdy, Galvanize - - 1 - - - Both -
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Geodude
Rock/Electric Magnet Pull, Sturdy, Galvanize - - 1 - - - Both 30%
(Alolan)
Own Tempo, Stamina, Inner
Mudbray Ground - 1 - - - - Both 20%
Focus
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Pokémon in Route 13
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 13: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Sandshrew
Ice/Steel Snow Cloak, Slush Rush - - 1 - - - Moon 10%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Sandshrew
Ice/Steel Snow Cloak, Slush Rush - - 1 - - - Moon 10%
(Alolan)
Pokémon in Route 14
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 14: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
Pokémon in Route 15
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 15: FISHING (SPECIAL SPOT RATES ARE IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Dazzling, Strong 1%
Bruxish Water/Psychic - 2 - - - - Both
Jaw, Wonder Skin [20%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[20%]
20%
Wishiwashi Water Schooling 1 - - - - - Both
[20%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Golbat Poison/Flying Inner Focus, Infiltrator - - - - - 2 Both 40%
Pokémon in Route 16
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Oblivious, Own
Slowpoke Water/Psychic 1 - - - - - Both 20%
Tempo, Regenerator
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 16: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 30%
Prankster, Chlorophyll
Oricorio (Pom-
Fire/Flying Dancer - - - 2 - - Both 20%
Pom)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 30%
Prankster, Chlorophyll
Oricorio (Pom-
Fire/Flying Dancer - - - 2 - - Both 20%
Pom)
Pokémon in Route 17
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: NORTHERN/SOUTHERN GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: NORTHERN/SOUTHERN GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Magnet Pull,
Graveler (Alolan) Rock/Electric - - 2 - - - Both 20%
Sturdy, Galvanize
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ROUTE 17: ALL OTHER GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Magnet Pull,
Graveler (Alolan) Rock/Electric - - 2 - - - Both 20%
Sturdy, Galvanize
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - KALA'E BAY: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
1%
Dhelmise Ghost/Grass Steelworker - 2 - - - -
[10%]
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI WILDS: SURFING IN SPECIAL SPOTS
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Oblivious, Water
Wailmer Water 1 - - - - - Both 90%
Veil, Pressure
Oblivious, Water
Wailord Water 2 - - - - - Both 10%
Veil, Pressure
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI WILDS: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI WILDS: UNDER BERRY TREES
LOCAL WILD POKÉMON ENCOUNTER DATA - ANCIENT PONI PATH: GRASS (DAYTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - ANCIENT PONI PATH: GRASS (NIGHTTIME)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Pokémon in Poni Breaker Coast
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI BREAKER COAST: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Gyarados (S.O.S.-
Water/Flying Moxie, Intimidate - 2 - - - - Both -
only)
79%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
1%
Sharpedo Water/Dark Rough Skin, Speed Boost - 2 - - - - Both
[10%]
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Exeggutor
Grass/Dragon Frisk, Harvest - - 1 - - - Both 20%
(Alolan)
Sticky Hold, Storm Drain, Sand
Gastrodon Water/Ground 2 - - - - - Both 10%
Force
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: B1F (SURFING)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: B1F (FISHING) (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 40%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [40%]
Dragonair
Dragon Shed Skin, Marvel Scale 2 - - - - - Both -
(S.O.S.-only)
1%
Dratini Dragon Shed Skin, Marvel Scale 1 - - - - - Both
[10%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
59%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: INSIDE & B1F & 2F & 3F (WALKING AROUND & GRASS)
Carbink (non-
Rock/Fairy Clear Body, Sturdy - - 1 - 1 - Both 20%
S.O.S.)
Sableye (S.O.S.-
Ghost/Dark Keen Eye, Stall, Prankster - 1 1 - - - Both -
only)
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: 3F (RUSTLING SPOTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - VAST PONI CANYON: TOP & UNDER THE TREE (WALKING AROUND)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hakamo-o Bulletproof,
Dragon/Fighting - - 2 - - - Both -
(S.O.S.-only) Soundproof, Overcoat
Bulletproof,
Jangmo-o Dragon - - 1 - - - Both 5%
Soundproof, Overcoat
Kommo-o Bulletproof,
Dragon/Fighting - - 3 - - - Both -
(S.O.S.-only) Soundproof, Overcoat
Keen Eye, Vital
Lycanroc Rock - 2 - - - - Both 20%
Spirit, Steadfast
Insomnia, Super
Murkrow Dark/Flying - - - - - 1 Both 10%
Luck, Prankster
LOCAL WILD POKÉMON ENCOUNTER DATA - MOUNT LANAKILA: MOUNTAINSIDE & MIDPOINT (GRASS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Pressure, Super
Absol Dark - 2 - - - - Both 20%
Luck, Justified
Glalie (S.O.S.-
Ice Ice Body, Inner Focus, Moody 2 - - - - - Both -
only)
Sandshrew
Ice/Steel Snow Cloak, Slush Rush - - 1 - - - Moon 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - MOUNT LANAKILA: CAVERN (WALKING AROUND)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Glalie (S.O.S.-
Ice Ice Body, Inner Focus, Moody 2 - - - - - Both -
only)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
Inner Focus,
Riolu Fighting - 1 - - - - Both 10%
Steadfast, Prankster
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Inner Focus,
Riolu Fighting - 1 - - - - Both 10%
Steadfast, Prankster
Trumbeak Normal/Flying Keen Eye, Skill Link, Pickup - 2 - - - - Both 20%
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: SOUTHERN GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: SOUTHERN GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
Anger Point, Intimidate, Sheer
Tauros Normal - 1 - - - 1 Both 10%
Force
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: FAR EASTERN GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: FAR EASTERN GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY RUSTLING SPOTS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 70%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: BLUE-LEAF TREE / NORTHEAST VALLEY RUSTLING SPOTS
(NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 70%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: NORTHWEST GRASS (DAY)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Fearow Normal/Flying Keen Eye, Sniper - - - - - 2 Both 20%
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 10%
Jaw, Adaptability
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: NORTHWEST GRASS (NIGHT)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 20%
Prankster, Chlorophyll
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 10%
(Alolan)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: CENTRAL/EASTERN GRASS (SHAKING PLANTS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 70%
Prankster, Chlorophyll
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI PLAINS: UNDER BERRY TREES
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Hyper Cutter, Iron Fist, Anger
Crabrawler Fighting - 1 - - - - Both
Point
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Infiltrator,
Cottonee Grass/Fairy - - - - - 1 Sun 50%
Prankster, Chlorophyll
Chlorophyll, Own
Petilil Grass - - - 1 - - Moon 50%
Tempo, Leaf Guard
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI MEADOW: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 40%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [40%]
Dragonair
Dragon Shed Skin, Marvel Scale 2 - - - - - Both -
(S.O.S.-only)
1%
Dratini Dragon Shed Skin, Marvel Scale 1 - - - - - Both
[10%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
59%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
Whiscash Anticipation,
Water/Ground 2 - - - - - Both -
(S.O.S.-only) Oblivious, Hydration
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Crobat (S.O.S.-
Poison/Flying Inner Focus, Infiltrator - - - - - 2 Both -
only)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Stakeout, Strong
Gumshoos Normal - 2 - - - - Both 30%
Jaw, Adaptability
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Intimidate, Quick
Granbull Fairy - 2 - - - - Both 20%
Feet, Rattled
Raticate
Normal/Dark Gluttony, Hustle, Thick Fat - - - - - 2 Both 30%
(Alolan)
LOCAL WILD POKÉMON ENCOUNTER DATA - PONI GAUNTLET: FISHING (SPECIAL SPOT RATES IN BRACKETS)
EV YIELD
SPECIES TYPE ABILITIES (Hidden) VERSION RATE
HP ATK DEF SPA SPD SPE
Anticipation, 40%
Barboach Water/Ground 1 - - - - - Both
Oblivious, Hydration [40%]
Dragonair
Dragon Shed Skin, Marvel Scale 2 - - - - - Both -
(S.O.S.-only)
Dragonite
Dragon/Flying Inner Focus, Multiscale 3 - - - - - Both -
(S.O.S.-only)
1%
Dratini Dragon Shed Skin, Marvel Scale 1 - - - - - Both
[10%]
Gyarados
Water/Flying Moxie, Intimidate - 2 - - - - Both -
(S.O.S.-only)
59%
Magikarp Water Swift Swim, Rattled - - - - - 1 Both
[50%]
Whiscash Anticipation,
Water/Ground 2 - - - - - Both -
(S.O.S.-only) Oblivious, Hydration
Pokémon Abilities
ALTERNATE EFFECTS
A number of abilities are known to have alternative effects, depending on how they're used. For example, the abilities Magma Armor
and Flame Body can be used to halve the steps needed for an Egg to hatch while a Pokémon with that ability is in the party. Most -
if not all - such effects are not detailed in Pokémon Sun & Moon, or any prior game or licensed application like Pokédex 3D. I barely
have any data regarding these -- if you have any kind of alternate effect to mention, please e-mail me through the Legalities &
Contact section! You will be credited!
One of the more critical elements in designing a perfect Pokémon team is the Pokémon's abilities. Each Pokémon has anywhere
from one to three abilities it could possibly have, each with varying effects that could change your battle strategy significantly. For
example, weather-based teams are rather common in competitive play; Hail-centric teams would need stuff like Snow Warning,
Snow Cloak, Ice Body, and the like to function well. While each Pokémon has had their abilities outlined in the Pokémon Stats
(General) section, here you'll find their actual effects.
ABILITY EFFECTS
The wielder's Normal-type moves are considered to be Flying-type. Additionally, any Normal move that becomes
Aerialate
Flying-type as a result of this ability has its damage boosted by 20%.
The STAB bonus for moves doubles the move's power rather than raising it by just 50% (x1.5 becomes x2.0) To
Adaptability
look at it another way, STAB-boosted attacks become 33% stronger.
The foe that KO's the wielder of this ability takes damage. They will lose 1/4 of their max HP. Only works if the
Aftermath
move was a direct contact move.
Prevents escape and switching out for Pokémon bound to the ground (non-Flying, non-Levtiating, non-Air Balloon,
Arena Trap
etc.). By definition, Ghost Pokémon on the whole are unaffected.
Aroma Veil Protects the wielder and its allies from attacks limiting their moves, such as Taunt.
Reverses Dark Aura and Fairy Aura ability effects, thus reducing the power of Dark and Fairy moves respectively by
Aura Break
33% to 2/3 of the usual value: this is why Zygarde is a counter (albeit minor) for Xerneas and Yveltal.
Bad Dreams Reduces a sleeping foe's HP by 1/8 of their max HP with every turn that they sleep.
The Pokémon will change Forme when KO'ing an opponent to Ash-Greninja, and Water Shuriken will double in
Battle Bond
power.
Beast Boost The Pokémon's highest stat is boosted when it KO's an opponent.
Berserk When under 50% HP, the wielder's Sp. Atk. is boosted.
Big Pecks The Pokémon's Defense won't be lowered by the foe. Self-lowering, such as via Superpower, still occurs.
Bulletproof "Ball" and "Bomb" moves, for the most part, are not effective.
Allows ignorance of sound-based moves; only known as a beta ability in the GBA games, though, replaced by
Cacophony
Soundproof.
Cheek Pouch Restores HP when eating a Berry, regardless of the Berry's kind or in addition to it if it already heals HP.
Cloud Nine Negates weather effects. In the particular instance of Oppressively Rainy and Intensely Sunny weather as
brought about by Primal Kyogre and Groudon, if you were to use a Fire or Water move, respectively, it will be
effective, making Cloud Nine a viable counter in the latter instance at minimum. Similarly, if a Cloud Nine Pokémon
uses a move that is super-effective to a Flying Pokémon during Strong Winds, it will be just as effective as if that
weather was not there.
The Pokémon becomes the type of the move it was last hit with: for example, the Pokémon becomes Grass when hit
Color Change
with Leaf Blade, assuming they aren't KO'ed.
Comatose The Pokémon is always in the Sleep condition, and in turn cannot be Paralyzed, Burned, Poisoned, or Frozen.
Compound
Automatic, permanent increase of accuracy: the increment is a 30% boost.
Eyes
Stat changes are inversed (if it normally goes down, it goes up) - for example, Contrary Serperior's use of Leaf
Contrary
Storm raises its Sp. Atk. by 2 stages.
Normally, Steel and Poison Pokémon cannot be Poisoned or Badly Poisoned; however, this Ability overrides that if
Corrosion
the wielder induces the poisoning.
Cursed Body If a Pokémon hits this Pokémon, there is a 30% chance of that move being Disabled.
Contact moves may cause infatuation ~10% of the time. In the field, this Ability also makes it more likely to find
Cute Charm
Pokémon of the opposite gender of the wielder when the wielder is your lead Pokémon.
If an opponent uses Self-Destruct or Explosion while a Damp Pokémon is on the field, no damage is dealt, and the
Damp
user will not faint.
If another Pokémon in the battlefield uses a dancing move (e.g. Swords Dance, Dragon Dance), then the wielder of
Dancer
this Ability will use it as well immediately after.
Dazzling Moves with a Move Priority greater than zero are prevented from landing.
If HP falls under 50%, Attack and Special Attack also become halved - these Pokémon often have Leftovers or Sitrus
Defeatist
Berries to help circumvent this, since they're often also very powerful.
The weather becomes Strong Winds, a unique weather condition brought about by Rayquaza's Mega Evolution. It
Delta Stream
would be best to click on the link for the full details of this weather type.
Desolate The weather becomes Intensely Sunny, like with Drought. This is a bit different than normal Sunny weather: click
Land on the link for all of the info.
Disguise The wielder can escape damage from a foe's attack just once, and then its appearance will change.
Adjusts power according to the foe's lower of their Defense or Sp. Def. stats - Attrack or Sp. Atk., respectively, get
Download
boosted by one stage.
Makes the weather Rainy for five turns, powering up Water, weakening Fire, and Thunder and Hurricane are no-
Drizzle
miss, among other things.
Makes the weather Sunny for five turns, weakening Water, powering up Fire, and SolarBeam needs no charge,
Drought
among other things.
Water moves will restore HP by an amount equal to 25% of the absorber's max HP; additionally, the Pokémon will
Dry Skin regain 1/16 (6.25%) of its HP each turn during Rainy conditions, or lose the same amount during Sunny conditions,
and will also take 50% more damage from Fire moves.
Early Bird This Pokémon awakens 50% faster than normal from Sleep, including that which is induced via Rest.
Effect Spore Contact moves will cause Paralysis, Poison, or Sleep around 10% of the time.
Electric Surge When the Pokémon wielding this ability is sent out, Electric Terrain automatically activates.
Emergency
When the Pokémon wielding this ability goes under 50% HP, it switches out. In the wild, the battle will end.
Exit
Filter Weakens super-effective moves against the wielder to 3/4 the damage it would normally deal.
Contact moves will cause Burns around 10% of the time. Also halves steps needed in hatching Eggs if this Pokémon
Flame Body
is in the party.
Flash Fire If hit with a Fire-type move, the move is negated and the Pokémon's own Fire-type moves gain a 50% power boost.
Contact moves will deal half damage against the wielder, but in return they will take normal damage from Fire
Fluffy
moves.
Forecast The Pokémon becomes Ice-type in Hailing weather, Water when Raining, and Fire when Sunny.
Frisk Makes the owner of the Pokémon aware of the opponent's hold item(s).
Full Metal
The Pokémon's stats cannot be lowered by the foe's moves or Abilities.
Body
The wielder's Flying-type moves are given a Priority of +1, thus making them go first more often, but only when
Gale Wings
their HP is full.
Galvanize The wielder's Normal-type moves become Electric-type and are given a boost of 20% power.
Grassy Surge When the Pokémon wielding this ability is sent out, Grassy Terrain automatically activates.
Guts If Paralyzed, Burned, or Poisoned, the Pokémon gets an Attack boost of 50% and ignores Burn's Attack reduction.
Restores held Berries after the turn on which they're used. Really good for tanking via Sitrus Berries in
Harvest
combination with Protect.
Healer There is a 30% chance that adjacent allies will lose any major status ailment (except KO/Pokérus) each turn.
Heavy Metal The Pokémon's weight is counted double than what it normally is.
Honey Gather The Pokémon may be holding Honey after some time in the field (won't if holding something already).
Hydration Most status ailments (other than KO/Pokérus) are healed when it's Rainy.
The last-conscious Pokémon is the appearance of this ability's holder, until hit. For example, say you have three
Pokémon: Pikachu, Greninja, and Zoroark, where Zoroark has Illusion. In this instance, nothing happens since
Illusion Zoroark is in the last slot. However, if the order is Zoroark, Greninja, and Pikachu, when Zoroark is sent out it will
look like Pikachu. However, Zoroark will retain its own stats, type, moves, and item: it just looks like Pikachu for the
sake of a decoy!
Immunity Prevents the Poison and Badly Poisoned ailments from affecting the wielder.
The Pokémon transforms into the opponent upon entering battle, or a random opponent in the case of Double,
Imposter
Triple, and Multi Battles.
The Pokémon can ignore the effects of Light Screen, Reflect, and Safeguard, and the Pokémon can ignore Substitute
Infiltrator
decoys.
Innards Out If this Pokémon faints in battle, the attacking Pokémon receives damage.
Insomnia The Pokémon will not go to Sleep (even if self-induced, like through Rest).
Pokémon using a contact move against the wielder of this ability lose 1/6 of their max HP; it's often coupled with
Iron Barbs
Rocky Helmet to cause extra HP loss.
Iron Fist Punching moves (e.g. Shadow Punch, Mach Punch, Power-Up Punch) deal 20% extra damage.
Justified If hit with a Dark-type move, you get an Attack boost of one stage.
Keen Eye The Pokémon's accuracy will not be lowered, and evasion boosts on the foe are ignored.
Klutz The Pokémon can't use hold items (good to deal with those that try to Trick Choice items onto you).
Leaf Guard Prevents you from being Burned, Poisoned, Paralyzed, Frozen, or put to Sleep while in Sunny weather.
The Pokémon is not damaged by Ground-type moves (except via Gravity, Mold Breaker, etc.), and is not affected by
Levitate
Arena Trap, Spikes, or Toxic Spikes.
Light Metal The Pokémon's weight is considered as half of what is listed in the Pokédex.
Lightning All Electric-type moves used on the field by either side are negated (except Discharge for some reason), with the
Rod Pokémon with Lightning Rod then having their Special Attack boosted 1 stage.
Pokémon using draining moves (e.g. Absorb, Oblivion Wing) against the wielder of this ability will get damaged, not
Liquid Ooze
healed.
Liquid Voice The Pokémon's sound-based moves (e.g. Hyper Voice, Bug Buzz) become Water-type.
The Pokémon's contact moves are not considered to make contact. (For example, Tackle cannot trigger Static's
Long Reach
Paralysis.)
Most non-damaging moves affect the user of the move. This is mostly used to "bounce back" status-inducing moves,
Magic Bounce particularly in Ubers play where Darkrai can use Dark Void to put you to Sleep, with Magic Bounce bringing this
back against Darkrai. Damaging moves, even those with special secondary effects, will not be affected by this.
Magic Guard The Pokémon only can take damage from attacks - Poison, Burns, Sandstorm, status debuffs, et cetera, don't work!
Magician The Pokémon may steal the target's held item, if the Magician Pokémon has no item while the target does.
Magma
The Pokémon cannot become frozen; halves the steps needed when hatching Eggs.
Armor
Marvel Scale Boosts Defense by one stage if Burned, Poisoned, Paralyzed, Frozen, or put to Sleep.
Mega
Aura and Pulse moves (e.g. Dragon Pulse, Dark Pulse, Aura Sphere) are powered up by 50%.
Launcher
Merciless The Pokémon's attacks, if the foe is Poisoned or Badly Poisoned, are always critical.
Minus If an ally on the battlefield has the Plus or the Minus ability, Special Attack is boosted.
Misty Surge When the Pokémon wielding this ability is sent out, Misty Terrain automatically activates.
Any ability affecting the damage dealt by this ability's wielder (Bulletproof, Damp, Filter, Friend Guard, Fur Coat,
Heatproof, Levitate, Lightning Rod, Magic Bounce, Magic Guard, Multiscale, Solid Rock, Storm Drain, Sturdy, Thick
Mold Breaker
Fat, and Wonder Guard) will not take effect - you can, for example, hit Levitating Pokémon with Earthquake, or deal
unhalved damage against those with Multiscale, or OHKO those with Sturdy.
With each turn that passes, one stat is risen by two stages while another one is lowered by one stage. The stats
Moody
changed are completely random, however.
Motor Drive If hit with an Electric-type move, Speed increases by one stage.
Moxie If this Pokémon KO's another, its Attack is raised by one stage.
If the Pokémon is at full HP when hit by a move, the damage taken is halved; only affects the first hit of multi-hit
Multiscale
moves.
The Pokémon becomes the type associated with its held Plate (i.e. Insect Plate means Bug-type). If a Pokémon uses
Multitype Transform or Imposter to become Arceus and thereby gain this ability, they will copy whatever Forme Arceus is in,
even if they hold a different Plate from Arceus.
Mummy Contact attackers will get this ability, which effectively is used to nullify whatever ability they normally have.
Natural Cure The Pokémon's ailments (except KO/Pokérus) are healed upon switching out.
No Guard The moves of the Pokémon and its foe are guaranteed to land.
Normalize The Pokémon's moves are all considered to be of the Normal type and receive a 20% boost in power.
Oblivious The Pokémon cannot become infatuated, and Taunt does not affect the Pokémon.
Overcoat The Pokémon is not damaged by Hail or Sandstorm, and "Powder" moves take no effect.
Overgrow If HP falls under 1/3, then Grass-type moves increase in power by 50%.
Own Tempo The Pokémon cannot become confused, even if self-induced like through Petal Dance.
All moves attack twice, the second at 1/4 power - equal to an auto 25% damage boost; in Double/Triple Battles,
Parental
"hit all" moves like Earthquake only hit once, however, unless there's just the user and a lone target on the field.
Bond
Like with any multi-hit move, only the first hit can trigger Sturdy and the like items/abilities.
The Pokémon can steal its attacker's hold item if the opponent uses a contact move. This is assuming the
Pickpocket Pickpocket Pokémon has no item, and the foe does have one that can be stolen (which means no Mega Stones and a
few other exceptions).
The Pokémon randomly picks up items so long as it is not already holding an item. Similarly can pick up items used
Pickup
by the foe, also if the Pickup Pokémon has no item currently.
Normal-type moves are considered to be Fairy-type. Additionally, any Normal move that becomes Fairy-type as a
Pixilate
result of this ability has its damage boosted by 20%.
Plus If an ally on the battlefield has the Plus or the Minus ability, Special Attack is boosted.
If the Pokémon is Poisoned, HP is gained, not lost, at a rate of 1/8 (12.5%) of the wielder's max HP per turn. Think
Poison Heal
of a double-Leftovers.
Poison Point Contact attackers will become Poisoned around 10% of the time.
Poison Touch This Pokémon's contact moves may Poison whoever it hits (30% chance).
Power
Ensures that Zygarde turns into its Complete when at under 50% HP.
Construct
The Priority of the user's status moves is raised by 1 (often ±0 to +1). Moves by a Prankster wielder do not affect
Prankster
Dark types.
The foe's PP usage doubles: having multiple Pressure-wielders in a Double/Triple/Multi Battle will not increase PP
Pressure consumption beyond double, however. Having a Pokémon with Pressure on your side will not affect your own PP
usage, just so you know.
Primordial The weather becomes Oppresively Rainy for as long as the Pokémon is on the field. It would be best to click on the
Sea link for all of the details.
Prism Armor The Pokémon takes less damage from super-effective attacks to 3/4 their normal level.
The Pokémon's type becomes that of the move it is using (i.e. use Shadow Ball to become a Ghost-type) - since the
Protean type change is before the usage of the move, that essentially means the Pokémon always gets the 50% STAB
damage bonus.
Psychic Surge When the Pokémon wielding this ability is sent out, Psychic Terrain automatically activates.
Queenly
Blocks moves of Priority greater than zero.
Majesty
If Burned, Poisoned, Paralyzed, Frozen, or put to Sleep, the Pokémon gets an Speed boost of a flat 50%. (This is not
Quick Feet
a one-stage boost: it's simply a x1.5 multiplier.)
Rain Dish When it is Rainy, the Pokémon heals 1/16 HP each turn, like with Leftovers.
Rattled When hit by a Dark-, Ghost-, or Bug-type move, the Pokémon's Speed is raised by one stage.
When a Pokémon faints in battle, and this Ability's wielder switches in for it, it will receive the fainted Pokémon's
Receiver
Ability.
Reckless Moves with recoil damage are 20% stronger - both for the damage the enemy takes, and that you take.
The wielder's Normal-type moves become Ice-type. Additionally, any Normal move that becomes Ice-type as a
Refrigerate result of this ability has its damage boosted by 30%. (This stacks with the STAB bonus for a boost of 95% as
applicable.)
Regenerator When leaving battle, the Pokémon recovers 1/3 of its max HP.
If the foe is the same gender as this Pokémon, power is raised by 25%; if opposite, lowered by 25%; if the foe is no-
Rivalry
gender, then there is no change in power.
RKS System The Pokémon's type will vary upon its hold memory document.
Rock Head The Pokémon doesn't take recoil damage from moves like Double-Edge, Flare Blitz, or Volt Tackle.
Pokémon using a contact move against the wielder of this ability lose 1/6 of their max HP; it's often coupled with
Rough Skin
Rocky Helmet to cause extra HP loss.
Run Away The Pokémon can always run away during a wild Pokémon battle.
Sand Force Rock-, Ground-, and Steel-type moves are 30% more powerful during a Sandstorm.
Sand Stream Causes a Sandstorm for five turns, damaging all but Rock-, Ground-, and Steel-type Pokémon, among other things...
Sap Sipper Negates Grass-type moves against the Pokémon, using them to boost its Attack by one stage.
When the Pokémon drops below 25% HP, Wishiwashi will change to its weaker regular Forme from its School
Schooling
Forme.
This Pokémon is able to hit Ghost Pokémon with Normal- and Fighting-type moves - works as if there is no Ghost
Scrappy type to it: for example, hitting a Ghost/Dark Pokémon with a Fighting move from a Scrappy Pokémon works as if
the target is just Dark.
The added effects of moves (i.e. Ice Beam freezing Pokémon) are twice as likely to occur. Air Slash, for example, has
Serene Grace a 30% chance to flinch: with this, it now is 60%. The chance of a status occuring as a result of an item - for example,
the flinch chance provided by King's Rock - will not be affected, nor will critical-hit rates.
Shadow
The Pokémon receives only half damage compared to normal when at full HP.
Shield
The foe cannot escape or switch out. By definition, Ghost Pokémon on the whole are unaffected. If two Pokémon on
Shadow Tag
opposing sides have Shadow Tag, each can escape still.
Shed Skin The Pokémon is more likely to heal its status problems quicker (except KO/Pokérus).
Moves with extra effects (i.e. Ember causing a Burn) are 30% more powerful, but those side effects don't work -
Sheer Force
moves with recoil damage don't count towards this, however, although Life Orb's recoil is ignored for some reason.
Shell Armor The Pokémon cannot be hit critically.
Shield Dust The Pokémon will not take on moves' extra effects (i.e. Ice Beam freezing the Pokémon).
The wielder will have boosted Defense and be immune to status ailments until its HP drops below 50%, at which
Shields Down
point it changes Forme.
Simple Stat changes (e.g. Growl, Swords Dance) are doubly effective - both going up and going down!
Skill Link Multi-hit moves (e.g. Tail Slap, Bullet Seed) will hit the maximum number of times (i.e. Pin Missile hits five times).
Slow Start The Pokémon starts with halved Attack and Speed for five turns or until switched out.
Critcially-hitting moves against foes become even more powerful - they normally deal 50% more damage, and now
Sniper
deal 125% more, a 60% damage boost for critical hits.
Snow Causes it to Hail for five turns, damaging non-Ice types and making Blizzard no-miss as well as activating a few
Warning abilities.
Solar Power When it is Sunny, the user loses HP at the cost of boosting Special Attack.
Solid Rock Weakens super-effective moves against the wielder to 3/4 the damage it would normally deal.
Whenever a Pokémon, friend or foe, on the field is KO'ed while this Ability's wielder is present on the field, the
Soul Heart
wielder's Sp. Atk. is boosted by one stage.
Soundproof Sound-based moves (e.g. Uproar, Chatter, Perish Song) are non-effective against this Pokémon.
Speed Boost The Pokémon gets a one-stage boost in Speed at the end of each turn.
Stakeout If the opponent just switched into battle, the wielder of this Ability will deal twice the normal damage.
The Pokémon moves last in its move priority class, sort of like a Priority -0.5 change to all of its moves: it won't
Stall
necessarily move last, though!
Stamina When hit by an attack, the wielder's Defense is boosted by one stage.
Stance
Change The Pokémon changes Forme depending on how it decides to fight - Sword Forme for damaging attacks, Shield
Forme for King's Shield (and only that one move), with base-stat changes being applied before the use of the move.
Pokémon using Transform or Imposter to become Aegislash will not be able to change Forme, however, and will
simply copy whatever Aegislash is in.
10% of contact attackers will become Paralyzed; increases encounter rates for finding Electric Pokémon in the
Static
field.
Steadfast Each time the Pokémon flinches, its Speed is raised one stage, though they still flinch.
Stench When attacking, the target of the attack may end up flinching. Also lessens wild encounter rates in the field.
Sticky Hold The Pokémon's hold item cannot be stolen (just knocked away).
All Water-type moves are negated by the user. Similar to Lightning Rod, each drawn-in attack also raises the
Storm Drain
wielder's Sp. Atk. by one stage.
Strong Jaw Moves physically involving the mouth (e.g. Crunch, Bite, Fire Fang) are 33% more powerful.
If the Pokémon is at full HP, it will not be one-hit-KO'ed, surviving with just 1 HP; the wielder's use of Self-Destruct
Sturdy
and Explosion will still result in kills, as will multi-hit moves (i.e. Bullet Seed) beyond the first hit.
Moves that make the Pokémon switch out (e.g. Dragon Tail, Roar) do not make the Pokémon switch out; if on the
Suction Cups
lead Pokémon, you can find more Pokémon when fishing.
The Pokémon's moves are more likely to hit critically. This is equal to an automatic one stage increment in your
Super Luck critical-hit rate, so, initially, your critical-hit rate rises from 1/16 to 1/8, so it's still not useful without being paired
with specific items or moves.
Surge Surfer When Electric Terrain is active, the wielder's Speed is doubled.
Sweet Veil The wielder and its allies cannot fall asleep.
Swift Swim When it is Raining, the Pokémon gets their Speed doubled.
If the Pokémon is Poisoned, Burned, or Paralyzed by the foe, the foe will also gain that status; if on the lead
Synchronize
Pokémon, you're more likely to find Pokémon of its Nature.
Moves with a Power of 60 or less have their power boosted by 50% - no boosts, like STAB, are taken in account
Technician
when determining whether the move is under 60 Power, simply the raw Power as the game calls it.
Prevents friendly fire (like when you're confused in a Double/Triple Battle, or use a multitarget move like
Telepathy
Earthquake or Surf) from an ally.
Any ability affecting the damage dealt by this ability's wielder (Bulletproof, Damp, Filter, Friend Guard, Fur Coat,
Heatproof, Levitate, Lightning Rod, Magic Bounce, Magic Guard, Multiscale, Solid Rock, Storm Drain, Sturdy, Thick
Teravolt
Fat, and Wonder Guard) will not take effect - you can, for example, hit Levitating Pokémon with Earthquake, or deal
unhalved damage against those with Multiscale, or OHKO those with Sturdy.
Thick Fat Halves the damage taken from Fire- and Ice-type moves.
Moves that are "not very effective" (i.e. Grass against Fire) are powered up by 50%: thus, singly-resisted moves
Tinted Lens deal 3/4 damage (such as with Grass on Fire), and doubly-resisted moves deal 3/8 damage (such as with Normal
on Rock/Steel).
If the Pokémon is Poisoned or Badly Poisoned, its Attack is boosted by 50%; really works well with Facade
Toxic Boost
(baseline 210 Power now).
Trace The Pokémon will copy a foe's ability; the target of this is random in a Double/Triple Battle.
Boosts the priority of restorative moves (e.g. Recover, Heal Pulse, Synthesis) such that they go before all other
Triage
moves in the battle; the boost is +3. Giga Drain and like offensive moves that restore HP also get affected.
The Pokémon cannot move twice in a row: however, failed moves (such as via Protect) allow a second chance, as it
Truant
were.
Any ability affecting the damage dealt by this ability's wielder (Bulletproof, Damp, Filter, Friend Guard, Fur Coat,
Heatproof, Levitate, Lightning Rod, Magic Bounce, Magic Guard, Multiscale, Solid Rock, Storm Drain, Sturdy, Thick
Turboblaze
Fat, and Wonder Guard) will not take effect - you can, for example, hit Levitating Pokémon with Earthquake, or deal
unhalved damage against those with Multiscale, or OHKO those with Sturdy.
Unaware Moves the Pokémon uses will ignore any stat changes in the target.
If a held item is used, Speed goes up by a whopping 100%. It's a flat x2.0 multiplier, not a staged-boost.
Competitively, it's often used in conjunction with an item whose usage you control. For example, not a Sitrus Berry
or Focus Sash since that depends on you getting the proper amount of damage. Most commonly, it's a Normal Gem
Unburden
(at least for the Gen. VI games where there's no other Gem: in Gen. V, others were also used): you use a Normal
move at 1.3x power and then get doubled Speed. With proper EV manipulation, you can even manage to run bulky
Pokémon sets.
Unnerve Prevents the foes from eating Berries.
Vital Spirit The Pokémon cannot fall asleep, even if self-induced as through Rest.
Volt Absorb The Pokémon will negate Electric-type moves against it to heal HP by 25% of the absorber's max HP.
Water
The Pokémon will negate Water-type moves against it to heal HP by 25% of the absorber's max HP.
Absorb
Water The Pokémon takes less damage from Fire moves and cannot be Burned. Further, the wielder's Water-type moves
Bubble are doubled in power.
Water
When the wielder is hit by a Water-type move, its Defense is boosted by two stages.
Compaction
Weak Armor When hit, Speed is raised by two stages and Defense is lowered by one stage.
When the wielder's HP drops below 50%, it will run away in the wild or switch for another Pokémon in Trainer
Wimp Out
battles.
Only super-effective moves, ailments, entry hazards, and Hail/Sandstorm will hit this Pokémon: for the most part,
Wonder
the rest do absolutely nothing! This ability cannot be Entrainment'd or Skill Swap'd to another Pokémon, however,
Guard
or otherwise given directly to it.
Wonder Skin The Pokémon will, 50% of the time, nullify moves that induce status ailments without actually doing damage.
Zen Mode When HP falls under 50%, the Pokémon reverts to its Zen Forme.
One of the most critical components of Pokémon gameplay will likely be your moves. They are the very means through which you
defeat Pokémon, after all: detailing them, especially their numerous changes since Generation V and the new moves, is probably
very critical to your strategy, right? Discussed below are the hundreds of moves your Pokémon can learn in Pokémon X/Y:
discussed, specifically, are the following...
• Type: Each attack has a type. For the most part, these are static and unchanging, and always used to determine the damage
multiplier for an attack based on the opposing Pokémon's type.
• Class: Moves can either be Physical, Special, or Status classed. Physical relies on Attack and Defense for the attacker and
defender; Special, Sp. Atk. and Sp. Def. (Special Attack/Special Defense); and Status somehow alters status, stats, the field, or
other arbitrary things.
• Power: The base number used in damage calculation, unless otherwise stated. Generally, the higher this is, the more powerful it is.
• Accuracy (Acc.): This does not necessarily represent an exact percentage, although it is easily thought of as such. For general
purposes, you can assume it's a percentage, but keep in mind 100-Accuracy attacks can miss. Basically, this is affected by other
things, like your accuracy (in relevance to stuff like Sand Attack) and the enemy's evasion (like in Double Team).
• (Max) PP: PP determines how many times a move can be used; if they all go to zero, you have to use Struggle, which is NOT ideal.
Be sure to use Ethers to heal! PP Ups can boost the max PP by 20% each, and PP Maxes by 60%, with the overall maximum you
can have being 1.6x (160%) the norm. This listing shows the unboosted maximum PP.
• Targets: Who it hits. "One" denotes a single, chosen target; "Ally(s)" denotes that it's an ally or the whole party; "Enemies" denotes
that it is the entire enemy party; "User" means it only hits the user (sort of, in some cases); "Not User" means everyone but the user;
and that should cover it. For the most part "Not User" in Triple Battles is a bit different if you're on the edges: that means your
middle, the opponent's middle, and what is from your viewpoint their left or right, depending on whether you're on the left or right,
respectively. If in the middle, it hits everyone, and it's literally "Not User" in Single/Double/Rotation/Sky Battles.
• Long Range (L.R.): This relates to Triple Battles. In a Triple Battle, you have three Pokémon, in a line, on each side. If a move is
Long Range compatible, that means a Pokémon on your far left side can hit what (from your viewpoint) is the enemy's far right;
otherwise, it only hits their middle and (to you) left Pokémon.
• Contact (Cont.): Some abilities, items, and moves, like Rocky Helmet and Static, rely on contact moves. Contact moves are those
that physically touch the target, and therefore trigger certain abilities and effects: for example, contact attackers against Pikachu
could get Paralyzed due to Static ~10% of the time, or contact attacks against those with Rough Skin (ability) or Rocky Helmet
(item) or Iron Barbs (ability) or Spiky Shield (move) will have the attacker lose some HP as well.
• Other Notes: You'd be surprised how many moves actually have side-effects. Some of these are not listed in the in-game text and
only found through hacking, exhaustive experimentation, NPC explanation, or other means. Be sure to read; almost every move has
SOME kind of effect! If you have additional, alternate effects to mention, please send me an e-mail/PM through the Legalities
section! In any case, here you will see the specific effects of a move, and then a reference to an appropriate section should that be
needed.
MOVE LIST - MOVES STARTING WITH "A"
Physica
Accelerock Rock 40 100 30 One No Yes Has increased Priority (+1)
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Acid Poison Special 40 100 30 Enemies No No Lowers target Sp. Def. 1 stage
Acid Armor Poison Status --- --- 20 User No No Raises Defense 2 stages
Acid Spray Poison Special 40 100 20 One No No Lowers target Sp. Def. 2 stages
Acupressure Normal Status --- --- 30 User/Ally No No Boosts a random stat 2 stages
Physica
Aerial Ace Flying 60 --- 20 One Yes Yes Will not miss
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After You Normal Status --- --- 15 One No No Target moves after the user
Air Slash Flying Special 75 95 20 One Yes No 30% chance to cause flinching
Amnesia Psychic Status --- --- 20 User No No Raises Sp. Def. 2 stages
Physica
Aqua Tail Water 90 90 10 One No Yes
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Fightin Physica
Arm Thrust 15 100 20 One No Yes Hits 2 to 5 times
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Aromatherap
Grass Status --- --- 5 Allies No No Cures most status ailments
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Aromatic
Fairy Status --- 100 20 Allies No No Raises Sp. Def. 1 stage
Mist
Physica
Astonish Ghost 30 100 15 One No Yes May cause flinching
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Infatuates Pokémon of
Attract Normal Status --- 100 15 One No No
opposite gender
Fightin
Aura Sphere Special 80 --- 20 One Yes No Will not miss
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Physica
Barrage Normal 15 85 20 One No No Hits 2 to 5 times
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Physica
Bite Dark 60 100 25 One No Yes 30% chance to cause flinching
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Blast Burn Fire Special 150 90 5 One No No User rests on next turn
Physica
Blaze Kick Fire 85 90 10 One No Yes 10% chance to cause a burn
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10% chance to freeze; no-miss
Blizzard Ice Special 110 70 5 Enemies No No
when Hailing
Blue Flare Fire Special 130 85 5 One No No 20% chance cause a burn
Physica
Body Slam Normal 85 100 15 One No No 30% chance to cause paralysis
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Physica
Bolt Strike Electric 130 85 5 One No Yes 20% chance to cause paralysis
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Physica
Bone Club Ground 65 85 20 One No No 10% chance to cause flinching
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Physica
Bone Rush Ground 25 90 10 One No No Hits two to five times
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Physica
Bonemerang Ground 50 90 10 One No No Hits target exactly two times
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Physica
Brutal Swing Dark 60 100 20 Not User No No
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Physica
Bulldoze Ground 60 100 20 Not User No No Will lower Speed 1 stage
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Physica
Bullet Punch Steel 40 100 30 One No Yes Always hits first (Priority +1)
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Physica
Bullet Seed Grass 25 100 30 One No No Hits two to five times
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Captivate Normal Status --- 100 20 Enemies No No Lowers Sp. Atk. 2 stages
Can
Chatter Flying Special 60 100 20 One Yes No
cause confusion - see: Chatter
Physica Ignores stat changes affecting
Chip Away Normal 70 100 20 One No Yes
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Physica
Clamp Water 35 85 10 One No Yes Hits four or five times
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Physica
Comet Punch Normal 18 85 15 One No Yes Hits 2 to 5 times
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Confide Normal Status --- --- 20 One No No Lowers Sp. Atk. 1 stage
Cotton Guard Grass Status --- --- 10 User No No Raises Defense 3 stages
Cotton Spore Grass Status --- 100 40 One No No Lowers Speed 2 stages
Prevents status
Crafty Shield Fairy Status --- --- 10 Allies No No moves; Priority +3; see - Crafty
Shield
Physica
Cut Normal 50 95 30 One No Yes
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Dark Pulse Dark Special 80 100 15 One Yes No May cause flinching
Dazzling
Fairy Special 80 100 10 Enemies No No
Gleam
Defense Curl Normal Status --- --- 40 User No No Raises Defense 1 stage
Disarming
Fairy Special 40 --- 15 Enemies No No Never misses
Voice
Discharge Electric Special 80 100 15 Not User No No 30% chance to cause paralysis
Physica
Double Hit Normal 35 90 10 One No Yes Hits exactly two times
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Fightin Physica
Double Kick 30 100 30 One No Yes Hits exactly two times
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Double Team Normal Status --- --- 15 User No No Raises Evasion 1 stage
Physica
Double Slap Normal 15 85 10 One No Yes Hits two to five times
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Dragon
Dragon Special 60 100 20 One No No 30% chance to cause paralysis
Breath
Physica
Dragon Claw Dragon 80 100 15 One No Yes
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Dragon Physica
Dragon 90 100 15 One No Yes
Hammer l
Physica
Dragon Rush Dragon 100 75 10 One No Yes 20% chance to cause flinching
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Physica Priority -6; forces out another
Dragon Tail Dragon 60 90 10 One No Yes
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Fightin Physica
Drain Punch 75 100 10 One No Yes Absorbs HP (50% of damage)
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Draining Kiss Fairy Special 50 100 10 One No Yes Absorbs HP (75% of damage)
Physica
Drill Peck Flying 80 100 20 One Yes Yes
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Physica
Dual Chop Dragon 40 90 15 One No Yes Hits target exactly two times
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Hits non-
Physica
Earthquake Ground 100 100 10 Not User No No Flying Digging Pokémon (yes,
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they exist) for double damage
Eerie Impulse Electric Status --- 100 15 One No No Lowers Sp. Atk. 2 stages
Physica
Egg Bomb Normal 100 75 10 One No No
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Electric
Electric Status --- --- 10 Field No No See: Electric Terrain
Terrain
If the target moves second, its
Electrify Electric Status --- --- 20 One No No
move is Electric-type
Extreme Physica
Normal 80 100 5 One No Yes Always goes first (Priority +2)
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Physica
Faint Attack Dark 60 --- 20 One No Yes Never misses
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Fake Tears Dark Status --- 100 20 One No No Lowers Sp. Def. 3 stages
Feather
Flying Status --- 100 15 One No No Lowers Attack 2 stages
Dance
Fire Blast Fire Special 110 85 5 One No No 10% chance to cause a burn
In Double/Triple Battles,
Flame Burst Fire Special 70 100 15 One No No Pokémon next to target is/are
hit, too
Physica
Flame Charge Fire 50 100 20 One No Yes Raises the user's Speed 1 stage
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Physica
Flame Wheel Fire 60 100 25 One No Yes 10% chance to cause a burn
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Flamethrowe
Fire Special 90 100 15 One No No 10% chance to cause a burn
r
Fightin Physica
Force Palm 60 100 10 One No Yes 30% chance to cause paralysis
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10% chance to
Freeze-Dry Ice Special 70 100 20 One No No cause freezing; super-effective
on Water-types!
Frenzy Plant Grass Special 150 90 5 One No No User rests on next turn
Physica
Fury Attack Normal 15 85 20 One No Yes Attacks two to five times
l
Physica
Fury Swipes Normal 18 80 15 One No Yes Hits two to five times
l
Gastro Acid Poison Status --- 100 10 One No No Nullifies the target's ability
Physica
Gear Grind Steel 50 85 15 One No Yes Hits exactly two times
l
Grassy
Grass Status --- --- 10 Field No No See: Grassy Terrain
Terrain
Physica
Gunk Shot Poison 120 80 5 One No No 30% chance to cause poisoning
l
Hail Ice Status --- --- 10 Field No No Makes it Hail for five turns
Fightin Physica
Hammer Arm 100 90 10 One No Yes Lowers the user's Speed 1 stage
g l
Physica
Headbutt Normal 70 100 15 One No Yes 30% chance to cause flinching
l
Heal Bell Normal Status --- --- 5 Allies No No Heals most status ailments
Heal Block Psychic Status --- 100 15 Enemies No No Prevents the healing of HP
Physica
Heart Stamp Psychic 60 100 25 One No Yes 30% chance to cause flinching
l
Heart Swap Psychic Status --- --- 10 One No No Stat changes are exchanged
120-power on a Burned,
Hex Ghost Special 60 100 10 One No No Paralyzed, Poisoned, Frozen, or
Sleeping target
Highhorse Physica
Ground 95 95 10 One No Yes
Power l
Physica
Horn Attack Normal 65 100 25 One No Yes
l
Physica
Horn Leech Grass 75 100 10 One No Yes Absorbs HP (50% of damage)
l
Hydro
Water Special 150 90 5 One No No User rests on next turn
Cannon
Hyper Beam Normal Special 150 90 5 One No No User rests on next turn
Physica
Hyper Fang Normal 80 90 15 One No Yes 10% chance to cause flinching
l
Ice Beam Ice Special 90 100 10 One No No 10% chance to cause freezing
Ice Burn Ice Special 140 90 5 One No No 30% chance cause a burn
Physica
Ice Punch Ice 75 100 15 One No Yes 10% chance to cause freezing
l
Physica
Ice Shard Ice 40 100 30 One No No Always goes first (Priority +1)
l
Physica
Icicle Crash Ice 85 90 10 One No No 30% chance to cause flinching
l
Physica
Icicle Spear Ice 25 100 30 One No No Hits two to five times
l
Iron Defense Steel Status --- --- 15 User No No Raises Defense 2 stages
Physica
Iron Head Steel 80 100 15 One No Yes 30% chance to cause flinching
l
King's Shield Steel Status --- --- 10 User No No Priority +4 - see: King's Shield
Physica
Land's Wrath Ground 90 100 10 Enemies No No
l
Lava Plume Fire Special 80 100 15 Not User No No 30% chance to cause a burn
Physica
Leafage Grass 40 100 40 One No No
l
Physica
Leech Life Bug 80 100 15 One No Yes Absorbs HP (50% of damage)
l
Physica
Lick Ghost 30 100 30 One No Yes 30% chance to paralyze
l
Lock-On Normal Status --- 100 5 One No No Next attack will not miss
Fightin Physica
Low Sweep 65 100 20 One No Yes Lowers Speed 1 stage
g l
Fightin Physica
Mach Punch 40 100 30 One No Yes Will strike first (Priority +1)
g l
Magma Storm Fire Special 120 75 5 One No No Hits four or five times
Physica
Magnet Bomb Steel 60 --- 20 One No No Never misses
l
Physica
Mega Kick Normal 120 75 5 One No Yes
l
Physica
Mega Punch Normal 80 85 20 One No Yes
l
Physica
Megahorn Bug 120 85 10 One No Yes
l
Metal Sound Steel Status --- 85 40 One No No Lowers Sp. Def. 1 stage
Mind Reader Normal Status --- 100 5 One No No The next move will not miss
Misty Terrain Fairy Status --- --- 10 Field No No See: Misty Terrain
Mud Slap Ground Special 20 100 10 One No No Will lower accuracy 1 stage
Mystical Fire Fire Special 75 100 10 One No No Will lower Sp. Atk. 1 stage
MOVE LIST - MOVES STARTING WITH "N"
Physica
Needle Arm Grass 60 100 15 One No Yes 30% chance to cause flinching
l
Physica
Nuzzle Electric 20 100 20 One No Yes Will paralyze
l
Physica
Peck Flying 35 100 35 One Yes Yes
l
Perish Song Normal Status --- --- 5 Not User Yes No Those hearing this are KO'ed in
three turns unless they switch
out or are Soundproof (ignores
Protect-like moves)
- see: Perish Song
Physica
Petal Blizzard Grass 90 100 15 Not User No No
l
Physica
Pin Missile Bug 25 95 20 One No No Hits two to five times
l
Physica
Play Rough Fairy 90 90 10 One No Yes May lower Attack 1 stage
l
Physica
Poison Jab Poison 80 100 20 One No Yes 30% chance to cause Poison
l
Poison
Poison Status --- 75 35 One No No Will cause Poison
Powder
Physica
Poison Sting Poison 15 100 35 One No No 30% chance to cause Poison
l
Physica
Pound Normal 40 100 35 One No Yes
l
Causes damage to the target if it
Powder Bug Status --- 100 20 One No No uses a Fire-type
move; Priority +1
Powder Snow Ice Special 40 100 25 Enemies No No 10% chance to cause freezing
Physica
Power Whip Grass 120 85 10 One No Yes
l
Precipice Physica
Ground 120 100 10 One No No
Blades l
Quash Dark Status --- 100 15 One No Yes The target will go last
Physica
Quick Attack Normal 40 100 30 One No Yes Will strike first (Priority +1)
l
Protects
Fightin
Quick Guard Status --- --- 15 Allies No No from Priority moves; Priority
g
+3 - see: Quick Guard
Rain Dance Water Status --- --- 5 Field No No Makes it Rainy for five turns
Recycle Normal Status --- 100 10 User No No Allows a hold item to be reused
Roar of Time Dragon Special 150 90 5 One No No User rests on next turn
Physica
Rock Blast Rock 25 90 10 One No No Hits two to five times
l
Physica
Rock Climb Normal 90 85 20 One No Yes 20% chance to cause confusion
l
Rock Polish Rock Status --- --- 20 User No No Raises Speed 2 stages
Physica
Rock Slide Rock 75 90 10 Enemies No No 30% chance to cause flinching
l
Physica
Rock Throw Rock 50 90 15 One No No
l
Physica
Rock Tomb Rock 60 95 10 One No No Lowers Speed 1 stage
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Rock Physica
Rock 150 90 5 One No No User rests on next turn
Wrecker l
Role Play Psychic Status --- --- 10 One No No Copies the target's ability
Fightin Physica
Rolling Kick 60 85 15 One No Yes 30% chance cause flinching
g l
Physica
Sacred Fire Fire 100 95 5 One No No 50% chance to cause a burn
l
Physica
Scratch Normal 40 100 35 One No Yes
l
Searing Shot Fire Special 100 100 5 Not User No No 30% chance to cause a burn
Physica
Seed Bomb Grass 80 100 15 One No No
l
Shadow Physica
Ghost 60 --- 20 One No Yes Always hits
Punch l
Shadow Physica
Ghost 40 100 30 One No Yes Always hits first (Priority +1)
Sneak l
Shadow Physica 50% chance to lower Defense
Ghost 80 95 10 One No Yes
Strike l by 1 stage
Signal Beam Bug Special 75 100 15 One No No 10% chance to cause confusion
Physica
Slam Normal 80 75 20 One No Yes
l
Sludge Wave Poison Special 95 100 10 Not User No No 10% chance to poison
Physica
Smart Strike Steel 70 --- 10 One No Yes Never misses
l
Smoke Screen Normal Status --- 100 20 One No No Lowers accuracy 1 stage
Physica
Spark Electric 65 100 20 One No Yes 30% chance to cause paralysis
l
Sparkling
Water Special 90 100 10 One No No Heals the target's burns
Aria
Physica
Spike Cannon Normal 20 100 15 One No No Hits two to five times
l
Spiky Shield Grass Status --- --- 10 User No No Protects user from attacks and
damages contact
attackers; Priority +4
- see: Spiky Shield
Steam
Water Special 110 95 5 One No No 30% chance to burn
Eruption
Physica
Steamroller Bug 65 100 20 One No Yes May cause flinching
l
Physica
Stomp Normal 65 100 20 One No Yes 30% chance to cause flinching
l
Fightin Physica
Storm Throw 60 100 10 One No Yes Always critical
g l
Physica
Strength Normal 80 100 15 One No Yes
l
Struggle Bug Bug Special 50 100 20 Enemies No No Will lower Sp. Atk. 1 stage
Sunny Day Fire Status --- --- 5 Field No No Makes it Sunny for five turns
Sunsteel Physica
Steel 100 100 5 One No Yes Ignores the opponent's Ability
Strike l
Physica
Super Fang Normal --- 90 10 One No Yes Halves HP
l
Double-power on Diving
Surf Water Special 90 100 15 Not User No Yes
Pokémon
Swords
Normal Status --- --- 20 User No No Raises Attack 2 stages
Dance
Physica
Tackle Normal 40 100 35 One No Yes
l
Tail Glow Bug Status --- 100 20 User No No Raises Sp. Atk. 3 stages
Physica
Tail Slap Normal 25 85 10 One No Yes Hits two to five times
l
Tail Whip Normal Status --- 100 30 Enemies No No Lowers Defense 1 stage
Doubles the user's party's
Tailwind Flying Status --- --- 30 Allies No No
Speed for 4 turns
Techno Blast Normal Special 120 100 5 One No No Type depends on held Drive
Teeter Dance Normal Status --- 100 20 Not User No No Causes confusion
Thousand Physica
Ground 90 100 10 One No No Target cannot switch out
Waves l
Thunder
Electric Special 40 100 30 One No No 10% chance to cause paralysis
Shock
Thunder
Electric Status --- 90 20 One No No Will cause paralysis
Wave
Trick Room Psychic Status --- --- 5 Field No No Priority -7 - See: Trick Room
Vacuum Fightin
Special 40 100 30 One No No Goes first (Priority +1)
Wave g
Physica
Vice Grip Normal 55 100 30 One No Yes
l
Physica
Vine Whip Grass 45 100 25 One No Yes
l
Fightin Physica This move goes last, but it will
Vital Throw 70 100 10 One No Yes
g l not miss; Priority -1
Water Pulse Water Special 60 100 20 One Yes No 20% chance to cause confusion
Physica
Waterfall Water 80 100 15 One No Yes 20% chance to cause flinching
l
Type is weather-dependent
(Sunny = Fire, Rainy = Water,
Weather Ball Normal Special 50 100 10 One No No
Hail = Ice, Sandstorm = Rock);
Power is 100 with Weather
Physica
Wing Attack Flying 60 100 35 One Yes Yes
l
Physica
X-Scissor Bug 80 100 15 One No Yes
l
Physica
Zen Headbutt Psychic 80 90 15 One No Yes 20% chance to cause flinching
l
Phyisca
Zing Zap Electric 80 100 10 One No No 30% chance to the target flinch
l
Much as with Pokémon battles, moves are the main motivating factor in Pokémon Contests and are usually the main determinant of
who wins and who loses. Therefore, having all the knowledge of moves' Contest effects and how to use them is quite critical. Below,
we will discuss the following things about moves in regards to Contests:
• Contest Type: This is the main category the move itself occupies that, in most instances, is intended to correspond to the Contest
into which you are entering. There are five in all: Cool, Beautiful (once known as Beauty), Clever (once known as Smart), Cute, and
Tough.
• Appeal: This represents the basal number of hearts you gain for simply using the move.
• Jamming: This denotes the number of hearts your opponents lose when you use this move. There are usually discriminatory
conditions for this move such that certain Pokémon will be affected rather than everyone.
• Other Notes & Effects: As it says. It will mostly denote the extra effects of the move and will also at times note when the move
should be best used.
CONTEST MOVES LIST - MOVES STARTING WITH "A"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will ignore all Jamming effects throughout the remainder of the
Acid Armor Tough +1 ---
turn.
Acid Spray Beautiful +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Acrobatics Cool +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Aerial Ace Cool +2 --- Extra Appeal points are earned if you use this while acting first.
The user will move last next turn. If conflicts occur with this effect, the one
After You Cute +3 ---
with lower appeal goes last, then it's random.
The user will move first next turn. If conflicts occur with this effect,
Agility Cool +3 ---
whoever's appeal was higher is first, then it's random.
Jams the Pokémon to act before the user. (Usually not used when moving
Air Slash Cool +1 -4
first.)
Ally Switch Clever +3 --- The order of Pokémon movements on the next turn is randomized.
The user will ignore all Jamming effects throughout the remainder of the
Amnesia Cute +1 ---
turn.
Ancient Power Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
The user will move first next turn. If conflicts occur with this effect,
Aqua Jet Cool +3 ---
whoever's appeal was higher is first, then it's random.
Aqua Ring Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
The user will ignore all Jamming effects throughout the remainder of the
Aromatherapy Clever +1 ---
turn.
Aromatic Mist Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams the Pokémon to act before the user. (Usually not used when moving
Astonish Cute +2 -3
first.)
Attack Order Clever +3 --- Can be used in succession without the "boredom" penalty.
Attract Cute +2 --- Makes the Pokémon moving after the user nervous.
Aura Sphere Beautiful +2 --- Extra Appeal points are earned if you use this while acting first.
Jams the Pokémon to act before the user. (Usually not used when moving
Aurora Beam Beautiful +2 -3
first.)
Autotomize Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Avalanche Beautiful +3 --- Affected by how well the previous Pokémon's move went.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect,
Baby-Doll Eyes Cute +3 ---
whoever's appeal was higher is first, then it's random.
The user will ignore all Jamming effects throughout the remainder of the
Barrier Cool +1 ---
turn.
Baton Pass Cute +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Beat Up Clever +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Belch Tough +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Jams for the remainder of the turn affect the user more. (Best used when
Belly Drum Cute +6 ---
moving last.)
Bestow Cute +1 --- Works better the more the crowd is excited.
The user will move last next turn. If conflicts occur with this effect, the one
Bide Tough +3 ---
with lower appeal goes last, then it's random.
Bind Tough +3 --- Temporarily stops the crowd from growing excited.
Jams the Pokémon to act before the user. (Usually not used when moving
Bite Tough +2 -3
first.)
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Blast Burn Beautiful +4 -4
used on last turn.)
Blaze Kick Cool +3 --- Can be used in succession without the "boredom" penalty.
Jams the Pokémon to act before the user. (Usually not used when moving
Blizzard Beautiful +1 -3
first.)
Block Cute +2 --- Makes the Pokémon moving after the user nervous.
Blue Flare Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jams the Pokémon to act before the user. (Usually not used when moving
Body Slam Tough +1 -4
first.)
Bolt Strike Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Bone Club Tough +3 --- Can be used in succession without the "boredom" penalty.
Bonemerang Tough +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Boomburst Tough +4 -4
used on last turn.)
The user will ignore all Jamming effects throughout the remainder of the
Bounce Cute +1 ---
turn.
Jams for the remainder of the turn affect the user more. (Best used when
Brave Bird Cool +6 ---
moving last.)
Jams the Pokémon to act before the user. (Usually not used when moving
Bubble Beam Beautiful +2 -3
first.)
Bug Bite Cute +3 --- The audience will expect little of the Pokémon to act after the user.
Jams the Pokémon to act before the user. (Usually not used when moving
Bug Buzz Beautiful +1 -4
first.)
Bulk Up Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams the Pokémon to act before the user. (Usually not used when moving
Bulldoze Tough +2 -2
first.)
The user will move first next turn. If conflicts occur with this effect,
Bullet Punch Tough +3 ---
whoever's appeal was higher is first, then it's random.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Calm Mind Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Shows off the Pokémon's appeal about as well as all the moves before it
Camouflage Clever +1 ---
this turn.
When an appeal move after this has little effect, the audience is easily
Captivate Cute +4 ---
made bored.
Charge Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Charge Beam Beautiful +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Charm Cute +2 -1 Jams Pokémon that the audience has high expectations of.
Chatter Cute +3 --- The audience will expect little of the Pokémon to act after the user.
Chip Away Tough +2 --- Excites the audience in any kind of contest.
The user will move last next turn. If conflicts occur with this effect, the one
Circle Throw Cool +3 ---
with lower appeal goes last, then it's random.
Clamp Tough +3 --- Temporarily stops the crowd from growing excited.
Clear Smog Beautiful +2 --- Extra Appeal points are earned if you use this while acting first.
Jams for the remainder of the turn affect the user more. (Best used when
Close Combat Tough +6 ---
moving last.)
Coil Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Confide Cute +3 --- The audience will expect little of the Pokémon to act after the user.
Confuse Ray Clever +2 --- Jams Pokémon that the audience has high expectations of.
Constrict Tough +3 --- The audience will expect little of the Pokémon to act after the user.
Extra Appeal points are earned if this is the same Contest type as the move
Conversion Beautiful +2 ---
used by the previous Pokémon.
Extra Appeal points are earned if this is the same Contest type as the move
Conversion 2 Beautiful +2 ---
used by the previous Pokémon.
Copycat Cute +1 --- Affected by how well the previous Pokémon's move went.
Cosmic Power Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
The user will ignore all Jamming effects throughout the remainder of the
Cotton Guard Cute +1 ---
turn.
Cotton Spore Beautiful +2 -1 Jams Pokémon that the audience has high expectations of.
Counter Tough +2 --- Extra Appeal points are earned if you use this while acting last.
Covet Cute +1 --- Affected by how well the previous Pokémon's move went.
Crabhammer Tough +3 --- Can be used in succession without the "boredom" penalty.
Crafty Shield Clever +3 --- Excites the audience a lot if used first.
Cross Chop Cool +3 --- Affected by how well the previous Pokémon's move went.
Cross Poison Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Jams the Pokémon to act before the user. (Usually not used when moving
Crunch Tough +1 -4
first.)
Jams the Pokémon to act before the user. (Usually not used when moving
Crush Claw Cool +1 -4
first.)
Crush Grip Tough +3 --- Can be used in succession without the "boredom" penalty.
The user will move last next turn. If conflicts occur with this effect, the one
Curse Tough +3 ---
with lower appeal goes last, then it's random.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Dark Void Clever +2 --- Makes the Pokémon moving after the user nervous.
The user will ignore one Jamming effect throughout the remainder of the
Defend Order Clever +2 ---
turn.
The user will ignore one Jamming effect throughout the remainder of the
Defense Curl Cute +2 ---
turn.
Defog Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Destiny Bond Clever +7 --- The user cannot move any more after. (Best used on last turn.)
The user will ignore all Jamming effects throughout the remainder of the
Detect Cool +1 ---
turn.
Diamond Storm Beautiful +3 --- Excites the audience a lot if used last.
The user will ignore one Jamming effect throughout the remainder of the
Dig Tough +2 ---
turn.
Disable Clever +2 --- Makes the Pokémon moving after the user nervous.
Disarming
Cute +2 --- Extra Appeal points are earned if you use this while acting first.
Voice
Jams the Pokémon to act before the user. (Usually not used when moving
Discharge Beautiful +2 -2
first.)
The user will ignore one Jamming effect throughout the remainder of the
Dive Beautiful +2 ---
turn.
Dizzy Punch Cute +3 --- Jams Pokémon that the audience has high expectations of.
Doom Desire Beautiful +3 --- Excites the audience a lot if used last.
Double Hit Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Double Kick Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Double Team Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams for the remainder of the turn affect the user more. (Best used when
Double-Edge Tough +6 ---
moving last.)
Jams for the remainder of the turn affect the user more. (Best used when
Draco Meteor Beautiful +6 ---
moving last.)
Jams for the remainder of the turn affect the user more. (Best used when
Dragon Ascent Beautiful +6 ---
moving last.)
Jams the Pokémon to act before the user. (Usually not used when moving
Dragon Breath Cool +2 -3
first.)
Dragon Dance Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Dragon Pulse Beautiful +4 ---
Dragon Rage Cool +3 --- Can be used in succession without the "boredom" penalty.
Dragon Rush Tough +3 --- Affected by how well the previous Pokémon's move went.
Dragon Tail Tough +3 --- Extra Appeal points are earned if you use this while acting last.
Shows off the Pokémon's appeal about as well as the move used by the
Drain Punch Tough +1 ---
previous Pokémon.
Shows off the Pokémon's appeal about as well as all the moves before it
Draining Kiss Cute +1 ---
this turn.
Extra Appeal points are earned if this is the same Contest type as the move
Dream Eater Clever +2 ---
used by the previous Pokémon.
Shows off the Pokémon's appeal about as well as the move used by the
Drill Peck Cool +3 ---
previous Pokémon.
Shows off the Pokémon's appeal about as well as the move used by the
Drill Run Tough +3 ---
previous Pokémon.
Dual Chop Tough +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Dynamic Punch Cool +2 -1 Jams Pokémon that the audience has high expectations of.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Earthquake Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
Echoed Voice Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jams the Pokémon to act before the user. (Usually not used when moving
Eerie Impulse Clever +1 -3
first.)
Electric Terrain Clever +3 --- Excites the audience a lot if used first.
Electrify Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Electro Ball Cool +3 --- Excites the audience a lot if used first.
Electroweb Beautiful +2 -1 Jams Pokémon that the audience has high expectations of.
Embargo Clever +3 --- The audience will expect little of the Pokémon to act after the user.
Encore Cute +2 --- Makes the Pokémon moving after the user nervous.
Endeavor Tough +2 --- Extra Appeal points are earned if you use this while acting last.
The user will move last next turn. If conflicts occur with this effect, the one
Endure Tough +3 ---
with lower appeal goes last, then it's random.
Entrainment Cute +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Jams for the remainder of the turn affect the user more. (Best used when
Eruption Beautiful +6 ---
moving last.)
Explosion Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Extrasensory Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
The user will move first next turn. If conflicts occur with this effect,
Extreme Speed Cool +3 ---
whoever's appeal was higher is first, then it's random.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Facade Cute +2 --- Extra Appeal points are earned if you use this while acting last.
Fairy Lock Clever +3 --- Temporarily stops the crowd from growing excited.
When an appeal move after this has little effect, the audience is easily
Fake Tears Cute +4 ---
made bored.
When an appeal move after this has little effect, the audience is easily
False Swipe Cool +4 ---
made bored.
Feather Dance Beautiful +2 --- Extra Appeal points are earned if you use this while acting last.
The user will move first next turn. If conflicts occur with this effect,
Feint Clever +3 ---
whoever's appeal was higher is first, then it's random.
Feint Attack Clever +2 --- Extra Appeal points are earned if you use this while acting last.
Fell Stinger Cool +1 --- Works better the more the crowd is excited.
Fiery Dance Beautiful +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Final Gambit Tough +7 --- The user cannot move any more after. (Best used on last turn.)
Fire Blast Beautiful +1 --- Works better the more the crowd is excited.
Fire Pledge Beautiful +2 --- Excites the audience in any kind of contest.
Fire Spin Beautiful +3 --- Temporarily stops the crowd from growing excited.
Fissure Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
Flame Burst Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
Flame Charge Cool +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Flame Wheel Beautiful +3 --- Affected by how well the previous Pokémon's move went.
Flamethrower Beautiful +4 ---
Jams for the remainder of the turn affect the user more. (Best used when
Flare Blitz Cool +6 ---
moving last.)
Flash Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
Flatter Clever +2 --- Makes the Pokémon moving after the user nervous.
Brings down the energy of any Pokémon that have already used a move
Fling Cute +3 ---
this turn.
The user will ignore all Jamming effects throughout the remainder of the
Flower Shield Beautiful +1 ---
turn.
The user will ignore one Jamming effect throughout the remainder of the
Fly Clever +2 ---
turn.
Flying Press Tough +2 --- Excites the audience in any kind of contest.
Focus Energy Cool +1 --- Pumps up the user's energy and also prevents nerviousness.
Focus Punch Tough +2 --- Extra Appeal points are earned if you use this while acting last.
Follow Me Cute +3 --- Temporarily stops the crowd from growing excited.
Foresight Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Forest's Curse Clever +2 -1 Works better the more the crowd is excited.
Shows off the Pokémon's appeal about as well as the move used by the
Foul Play Clever +1 ---
previous Pokémon.
Freeze Shock Beautiful +3 --- Affected by how well the previous Pokémon's move went.
Freeze-Dry Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Frenzy Plant Cool +4 -4
used on last turn.)
When an appeal move after this has little effect, the audience is easily
Frost Breath Beautiful +4 ---
made bored.
Jams the Pokémon to act before the user. (Usually not used when moving
Frustration Cute +2 -3
first.)
Fury Cutter Cool +3 --- Can be used in succession without the "boredom" penalty.
Extra Appeal points are earned if this is the same Contest type as the move
Future Sight Clever +2 ---
used by the previous Pokémon.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Brings down the energy of any Pokémon that have already used a move
Gastro Acid Tough +3 ---
this turn.
Geomancy Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams the Pokémon to act before the user. (Usually not used when moving
Giga Drain Clever +1 -4
first.)
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Giga Impact Tough +4 -4
used on last turn.)
Glaciate Beautiful +3 --- Temporarily stops the crowd from growing excited.
Jams the Pokémon to act before the user. (Usually not used when moving
Glare Tough +1 -3
first.)
Grass Pledge Beautiful +2 --- Can be used in succession without the "boredom" penalty.
The user will ignore one Jamming effect throughout the remainder of the
Grass Whistle Clever +2 ---
turn.
Grassy Terrain Beautiful +3 --- Excites the audience a lot if used first.
Gravity Clever +2 --- Makes the Pokémon moving after the user nervous.
Growl Cute +2 --- Extra Appeal points are earned if you use this while acting last.
Growth Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Grudge Tough +4 -4
used on last turn.)
Shows off the Pokémon's appeal about as well as all the moves before it
Guard Split Clever +1 ---
this turn.
Shows off the Pokémon's appeal about as well as all the moves before it
Guard Swap Clever +1 ---
this turn.
Guillotine Cool +2 -1 Jams all Pokémon that successfully showed their appeal.
Gunk Shot Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
Jams the Pokémon to act before the user. (Usually not used when moving
Gust Clever +2 -3
first.)
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Hail Beautiful +2 -1 Jams all Pokémon that successfully showed their appeal.
Jams for the remainder of the turn affect the user more. (Best used when
Hammer Arm Tough +6 ---
moving last.)
Happy Hour Cute +2 --- Excites the audience in any kind of contest.
The user will ignore one Jamming effect throughout the remainder of the
Harden Tough +2 ---
turn.
Haze Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
Jams for the remainder of the turn affect the user more. (Best used when
Head Charge Tough +6 ---
moving last.)
Jams for the remainder of the turn affect the user more. (Best used when
Head Smash Tough +6 ---
moving last.)
Heal Order Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
The user will ignore all Jamming effects throughout the remainder of the
Heal Bell Beautiful +1 ---
turn.
Heal Block Clever +3 --- Temporarily stops the crowd from growing excited.
Heal Pulse Beautiful +2 --- Excites the audience in any kind of contest.
Healing Wish Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Heart Stamp Cute +3 --- Can be used in succession without the "boredom" penalty.
Shows off the Pokémon's appeal about as well as all the moves before it
Heart Swap Clever +1 ---
this turn.
Heat Crash Tough +3 --- Extra Appeal points are earned if you use this while acting last.
Heat Wave Beautiful +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Heavy Slam Tough +3 --- Extra Appeal points are earned if you use this while acting last.
Hex Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Hidden Power Clever +3 --- Can be used in succession without the "boredom" penalty.
Jams for the remainder of the turn affect the user more. (Best used when
High Jump Kick Cool +6 ---
moving last.)
When an appeal move after this has little effect, the audience is easily
Hold Back Cool +4 ---
made bored.
The user will ignore all Jamming effects throughout the remainder of the
Hold Hands Cute +1 ---
turn.
Hone Claws Cute +1 --- Pumps up the user's energy and also prevents nerviousness.
Horn Drill Cool +2 -1 Jams all Pokémon that successfully showed their appeal.
Shows off the Pokémon's appeal about as well as the move used by the
Horn Leech Tough +1 ---
previous Pokémon.
Howl Cool +2 --- Extra Appeal points are earned if you use this while acting last.
Hurricane Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Hydro Cannon Beautiful +4 -4
used on last turn.)
Hydro Pump Beautiful +1 --- Works better the more the crowd is excited.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Hyper Beam Cool +4 -4
used on last turn.)
Hyper Fang Cool +3 --- Can be used in succession without the "boredom" penalty.
Hyper Voice Cool +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Hypnosis Clever +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Ice Ball Beautiful +3 --- Temporarily stops the crowd from growing excited.
Jams the Pokémon to act before the user. (Usually not used when moving
Ice Beam Beautiful +1 -4
first.)
Ice Burn Beautiful +3 --- Affected by how well the previous Pokémon's move went.
The user will move first next turn. If conflicts occur with this effect,
Ice Shard Beautiful +3 ---
whoever's appeal was higher is first, then it's random.
Icicle Crash Beautiful +3 --- Excites the audience a lot if used last.
When an appeal move after this has little effect, the audience is easily
Icy Wind Beautiful +4 ---
made bored.
Imprison Clever +3 --- Temporarily stops the crowd from growing excited.
Incinerate Tough +3 --- The audience will expect little of the Pokémon to act after the user.
Jams the Pokémon to act before the user. (Usually not used when moving
Inferno Beautiful +1 -4
first.)
Infestation Cute +3 --- Temporarily stops the crowd from growing excited.
Ingrain Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Ion Deluge Beautiful +3 --- Temporarily stops the crowd from growing excited.
The user will ignore all Jamming effects throughout the remainder of the
Iron Defense Tough +1 ---
turn.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Judgment Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jams for the remainder of the turn affect the user more. (Best used when
Jump Kick Cool +6 ---
moving last.)
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Kinesis Clever +3 --- Can be used in succession without the "boredom" penalty.
The user will ignore all Jamming effects throughout the remainder of the
King's Shield Cool +1 ---
turn.
Knock Off Clever +2 -3 Jams all of the Pokémon to act before the user.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Land's Wrath Beautiful +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Last Resort Cute +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Lava Plume Tough +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Leaf Blade Cool +3 --- Can be used in succession without the "boredom" penalty.
Jams for the remainder of the turn affect the user more. (Best used when
Leaf Storm Beautiful +6 ---
moving last.)
Leaf Tornado Cool +3 --- Can be used in succession without the "boredom" penalty.
Shows off the Pokémon's appeal about as well as the move used by the
Leech Life Clever +1 ---
previous Pokémon.
Leech Seed Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Leer Cool +2 -1 Jams Pokémon that the audience has high expectations of.
Jams the Pokémon moving before the user. (Best to not use this when
Lick Cute +2 -3
moving first.)
The user will ignore all Jamming effects throughout the remainder of the
Light Screen Beautiful +2 ---
turn.
The user will move first next turn. If conflicts occur with this effect,
Lock-On Clever +3 ---
whoever's appeal was higher is first, then it's random.
When an appeal move after this has little effect, the audience is easily
Lovely Kiss Beautiful +4 ---
made bored.
The user will ignore all Jamming effects throughout the remainder of the
Low Sweep Clever +2 -3
turn.
Lucky Chant Cute +1 --- Pumps up the user's energy and also prevents nerviousness.
Lunar Dance Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
Luster Purge Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect,
Mach Punch Cool +3 ---
whoever's appeal was higher is first, then it's random.
Magic Coat Beautiful +2 --- Extra Appeal points are earned if you use this while acting last.
Magic Room Clever +3 --- Temporarily stops the crowd from growing excited.
Magical Leaf Beautiful +2 --- Extra Appeal points are earned if you use this while acting first.
Magma Storm Tough +3 --- Temporarily stops the crowd from growing excited.
Magnet Bomb Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Magnet Rise Clever +2 --- Makes the Pokémon moving after the user nervous.
Magnetic Flux Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Magnitude Tough +1 --- Works better the more the crowd is excited.
Mat Block Cool +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
The user will move first next turn. If conflicts occur with this effect,
Me First Clever +3 ---
whoever's appeal was higher is first, then it's random.
Mean Look Beautiful +2 --- Makes the Pokémon moving after the user nervous.
Meditate Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Jams the Pokémon moving before the user. (Best to not use this when
Mega Drain Clever +2 -3
moving first.)
Mega Kick Cool +1 --- Works better the more the crowd is excited.
Mega Punch Tough +3 --- Can be used in succession without the "boredom" penalty.
Megahorn Cool +3 --- Can be used in succession without the "boredom" penalty.
Memento Tough +7 --- The user cannot move any more after. (Best used on last turn.)
Metal Burst Cool +2 --- Extra Appeal points are earned if you use this while acting last.
Metal Sound Clever +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
Milk Drink Cute +2 --- Extra Appeal points are earned if you use this while acting first.
Shows off the Pokémon's appeal about as well as the move used by the
Mimic Cute +1 ---
previous Pokémon.
The user will move first next turn. If conflicts occur with this effect,
Mind Reader Clever +3 ---
whoever's appeal was higher is first, then it's random.
The user will ignore all Jamming effects throughout the remainder of the
Minimize Cute +1 ---
turn.
Miracle Eye Clever +2 --- Extra Appeal points are earned if you use this while acting first.
Mirror Coat Beautiful +2 --- Extra Appeal points are earned if you use this while acting last.
Shows off the Pokémon's appeal about as well as the move used by the
Mirror Move Clever +1 ---
previous Pokémon.
Jams the Pokémon moving before the user. (Best to not use this when
Mirror Shot Beautiful +2 -3
moving first.)
The user will ignore all Jamming effects throughout the remainder of the
Mist Beautiful +1 ---
turn.
Mist Ball Clever +2 -1 Jams all Pokémon that successfully showed their appeal.
Misty Terrain Beautiful +3 --- Excites the audience a lot if used first.
Jams the Pokémon to act before the user. (Usually not used when moving
Moonblast Beautiful +1 -4
first.)
Jams the Pokémon moving before the user. (Best to not use this when
Mud Bomb Cute +2 -3
moving first.)
Mud Sport Cute +2 --- Excites the audience in any kind of contest.
Muddy Water Tough +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Mud-Slap Cute +3 --- The audience will expect little of the Pokémon to act after the user.
Mystical Fire Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Nasty Plot Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Natural Gift Clever +1 --- Works better the more the crowd is excited.
Nature Power Beautiful +1 --- Works better the more the crowd is excited.
Night Daze Cool +3 --- Can be used in succession without the "boredom" penalty.
Night Shade Clever +3 --- Can be used in succession without the "boredom" penalty.
Night Slash Cool +3 --- Affected by how well the previous Pokémon's move went.
Nightmare Clever +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
Noble Roar Tough +2 --- Extra Appeal points are earned if you use this while acting first.
Nuzzle Cute +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Shows off the Pokémon's appeal about as well as all the moves before it
Oblivion Wing Cool +1 ---
this turn.
Octazooka Tough +3 --- Can be used in succession without the "boredom" penalty.
The user will ignore one Jamming effect throughout the remainder of the
Odor Sleuth Clever +2 ---
turn.
Ominous Wind Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Origin Pulse Beautiful +3 --- Excites the audience a lot if used first.
Jams for the remainder of the turn affect the user more. (Best used when
Outrage Cool +6 ---
moving last.)
Jams for the remainder of the turn affect the user more. (Best used when
Overheat Beautiful +6 ---
moving last.)
CONTEST MOVES LIST - MOVES STARTING WITH "P"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Shows off the Pokémon's appeal about as well as all the moves before it
Pain Split Clever +1 ---
this turn.
Parabolic Shows off the Pokémon's appeal about as well as all the moves before it
Clever +1 ---
Charge this turn.
Parting Shot Cool +3 --- Excites the audience a lot if used last.
Pay Day Clever +2 --- Excites the audience in any kind of contest.
Payback Tough +2 --- Extra Appeal points are earned if you use this while acting last.
When an appeal move after this has little effect, the audience is easily
Perish Song Beautiful +4 ---
made bored.
Petal Blizzard Beautiful +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Jams for the remainder of the turn affect the user more. (Best used when
Petal Dance Beautiful +6 ---
moving last.)
The user will ignore all Jamming effects throughout the remainder of the
Phantom Force Cool +1 ---
turn.
Play Nice Cute +1 --- Works better the more the crowd is excited.
Brings down the energy of any Pokémon that have already used a move
Play Rough Cute +3 ---
this turn.
Brings down the energy of any Pokémon that have already used a move
Pluck Cute +3 ---
this turn.
Poison Gas Clever +3 --- The audience will expect little of the Pokémon to act after the user.
Poison Jab Tough +4 ---
Brings down the energy of any Pokémon that have already used a move
Poison Powder Clever +3 ---
this turn.
Jams the Pokémon moving before the user. (Best to not use this when
Poison Sting Clever +2 -3
moving first.)
Brings down the energy of any Pokémon that have already used a move
Poison Tail Clever +3 ---
this turn.
When an appeal move after this has little effect, the audience is easily
Powder Clever +4 ---
made bored.
Shows off the Pokémon's appeal about as well as all the moves before it
Power Split Clever +1 ---
this turn.
Shows off the Pokémon's appeal about as well as all the moves before it
Power Swap Clever +1 ---
this turn.
Extra Appeal points are earned if this is the same Contest type as the move
Power Trick Clever +2 ---
used by the previous Pokémon.
Power Whip Tough +1 --- Works better the more the crowd is excited.
Power-Up
Tough +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Punch
Precipice
Cool +3 --- Excites the audience a lot if used last.
Blades
Present Cute +3 --- Can be used in succession without the "boredom" penalty.
The user will ignore one Jamming effect throughout the remainder of the
Protect Cute +2 ---
turn.
Psybeam Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
Extra Appeal points are earned if this is the same Contest type as the move
Psych Up Clever +2 ---
used by the previous Pokémon.
Jams for the remainder of the turn affect the user more. (Best used when
Psycho Boost Clever +6 ---
moving last.)
Psycho Shift Clever +2 --- Extra Appeal points are earned if you use this while acting last.
Jams the Pokémon to act before the user. (Usually not used when moving
Psyshock Beautiful +1 -4
first.)
Psystrike Cool +3 --- Can be used in succession without the "boredom" penalty.
Punishment Cool +2 -1 Jams Pokémon that the audience has high expectations of.
Pursuit Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect,
Quash Clever +3 ---
whoever's appeal was higher is first, then it's random.
The user will move first next turn. If conflicts occur with this effect,
Quick Attack Cool +3 ---
whoever's appeal was higher is first, then it's random.
Quick Guard Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Quiver Dance Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Rage Tough +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
Rage Powder Clever +3 --- Temporarily stops the crowd from growing excited.
Rain Dance Beautiful +1 --- Works better the more the crowd is excited.
Rapid Spin Cool +1 --- Works better the more the crowd is excited.
Razor Shell Cool +3 --- Can be used in succession without the "boredom" penalty.
Razor Wind Cool +3 --- Affected by how well the previous Pokémon's move went.
Extra Appeal points are earned if this is the same Contest type as the move
Recover Clever +2 ---
used by the previous Pokémon.
Shows off the Pokémon's appeal about as well as the move used by the
Recycle Clever +1 ---
previous Pokémon.
The user will ignore one Jamming effect throughout the remainder of the
Reflect Clever +2 ---
turn.
Extra Appeal points are earned if this is the same Contest type as the move
Reflect Type Clever +2 ---
used by the previous Pokémon.
The user will ignore one Jamming effect throughout the remainder of the
Refresh Cute +2 ---
turn.
Relic Song Beautiful +2 --- Makes the Pokémon moving after the user nervous.
The user will ignore all Jamming effects throughout the remainder of the
Rest Cute +1 ---
turn.
Retaliate Cool +3 --- Affected by how well the previous Pokémon's move went.
Revenge Tough +2 --- Extra Appeal points are earned if you use this while acting last.
The user will move last next turn. If conflicts occur with this effect, the one
Roar Cool +3 ---
with lower appeal goes last, then it's random.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Roar of Time Beautiful +4 -4
used on last turn.)
Rock Climb Tough +3 --- The audience will expect little of the Pokémon to act after the user.
The user will move first next turn. If conflicts occur with this effect,
Rock Polish Tough +3 ---
whoever's appeal was higher is first, then it's random.
Rock Slide Tough +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Rock Tomb Clever +3 --- The audience will expect little of the Pokémon to act after the user.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Rock Wrecker Tough +4 -4
used on last turn.)
Shows off the Pokémon's appeal about as well as the move used by the
Role Play Cute +1 ---
previous Pokémon.
Rollout Cute +3 --- Can be used in succession without the "boredom" penalty.
When an appeal move after this has little effect, the audience is easily
Roost Clever +4 ---
made bored.
Rototiller Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Extra Appeal points are earned if this is the same Contest type as the move
Round Beautiful +2 ---
used by the previous Pokémon.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Sacred Fire Beautiful +3 --- Excites the audience a lot if used last.
Sacred Sword Cool +2 --- Excites the audience in any kind of contest.
The user will ignore one Jamming effect throughout the remainder of the
Safeguard Beautiful +2 ---
turn.
Sand Attack Cute +3 --- The audience will expect little of the Pokémon to act after the user.
Sand Tomb Clever +3 --- Temporarily stops the crowd from growing excited.
Sandstorm Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
Scald Tough +2 --- Makes the Pokémon moving after the user nervous.
Brings down the energy of any Pokémon that have already used a move
Scary Face Tough +3 ---
this turn.
Screech Clever +3 --- The audience will expect little of the Pokémon to act after the user.
Searing Shot Cool +3 --- Can be used in succession without the "boredom" penalty.
Secret Power Clever +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Secret Sword Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Jams for the remainder of the turn affect the user more. (Best used when
Seed Flare Beautiful +6 ---
moving last.)
Seismic Toss Tough +3 --- Can be used in succession without the "boredom" penalty.
Self-Destruct Beautiful +7 --- The user cannot move any more after. (Best used on last turn.)
The user will ignore all Jamming effects throughout the remainder of the
Shadow Force Cool +1 ---
turn.
Shadow Punch Clever +2 --- Extra Appeal points are earned if you use this while acting first.
The user will move first next turn. If conflicts occur with this effect,
Shadow Sneak Clever +3 ---
whoever's appeal was higher is first, then it's random.
Sharpen Cute +1 --- Pumps up the user's energy and also prevents nerviousness.
Sheer Cold Beautiful +2 -1 Jams all Pokémon that successfully showed their appeal.
Shell Smash Tough +3 --- Excites the audience a lot if used last.
Shift Gear Clever +1 --- Pumps up the user's energy and also prevents nerviousness.
Shock Wave Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Signal Beam Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
Silver Wind Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Brings down the energy of any Pokémon that have already used a move
Simple Beam Cute +3 ---
this turn.
Sing Cute +2 --- Makes the Pokémon moving after the user nervous.
Shows off the Pokémon's appeal about as well as the move used by the
Sketch Clever +1 ---
previous Pokémon.
Shows off the Pokémon's appeal about as well as the move used by the
Skill Swap Clever +1 ---
previous Pokémon.
Skull Bash Tough +3 --- Affected by how well the previous Pokémon's move went.
Sky Attack Cool +3 --- Affected by how well the previous Pokémon's move went.
Sky Drop Tough +3 --- Temporarily stops the crowd from growing excited.
Sky Uppercut Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
When an appeal move after this has little effect, the audience is easily
Slack Off Cute +4 ---
made bored.
Jams the Pokémon moving before the user. (Best to not use this when
Sludge Tough +2 -3
moving first.)
Sludge Bomb Tough +2 -1 Jams Pokémon that the audience has high expectations of.
Brings down the energy of any Pokémon that have already used a move
Sludge Wave Tough +3 ---
this turn.
Smack Down Tough +2 -1 Jams Pokémon that the audience has high expectations of.
Smelling Salts Tough +3 --- Affected by how well the previous Pokémon's move went.
The user will ignore one Jamming effect throughout the remainder of the
Smokescreen Clever +2 -3
turn.
When an appeal move after this has little effect, the audience is easily
Snarl Tough +4 ---
made bored.
Shows off the Pokémon's appeal about as well as the move used by the
Snatch Clever +1 ---
previous Pokémon.
When an appeal move after this has little effect, the audience is easily
Snore Cute +4 ---
made bored.
Soak Cute +2 -1 Jams Pokémon that the audience has high expectations of.
Soft-Boiled Cute +2 --- Extra Appeal points are earned if you use this while acting first.
Solar Beam Cool +3 --- Affected by how well the previous Pokémon's move went.
Sonic Boom Cool +3 --- Can be used in succession without the "boredom" penalty.
Jams for the remainder of the turn affect the user more. (Best used when
Spacial Rend Beautiful +6 ---
moving last.)
Spider Web Clever +2 --- Makes the Pokémon moving after the user nervous.
Spike Cannon Cool +1 --- Effectiveness varies depending on when it is used.
Spikes Clever +2 --- Makes the Pokémon moving after the user nervous.
The user will ignore all Jamming effects throughout the remainder of the
Spiky Shield Tough +1 ---
turn.
Spit Up Tough +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Spite Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
When an appeal move after this has little effect, the audience is easily
Splash Cute +4 ---
made bored.
Spore Beautiful +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
Stealth Rock Cool +2 --- Makes the Pokémon moving after the user nervous.
Steamroller Tough +3 --- Can be used in succession without the "boredom" penalty.
Steel Wing Cool +3 --- Affected by how well the previous Pokémon's move went.
Sticky Web Tough +2 -1 Jams Pokémon that the audience has high expectations of.
Stockpile Tough +1 --- Pumps up the user's energy and also prevents nerviousness.
Stone Edge Tough +3 --- Affected by how well the previous Pokémon's move went.
Stored Power Clever +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Storm Throw Cool +2 --- Excites the audience in any kind of contest.
Jams the Pokémon moving before the user. (Best to not use this when
String Shot Clever +2 -3
moving first.)
Struggle Bug Cute +2 --- Extra Appeal points are earned if you use this while acting last.
Stun Spore Clever +2 -1 Jams all Pokémon that successfully showed their appeal.
Jams for the remainder of the turn affect the user more. (Best used when
Submission Cool +6 ---
moving last.)
The user will ignore one Jamming effect throughout the remainder of the
Substitute Cute +2 ---
turn.
Sucker Punch Clever +3 --- Excites the audience a lot if used first.
Sunny Day Beautiful +1 --- Works better the more the crowd is excited.
Super Fang Tough +2 -1 Jams all Pokémon that successfully showed their appeal.
Jams for the remainder of the turn affect the user more. (Best used when
Superpower Tough +6 ---
moving last.)
Supersonic Clever +3 --- The audience will expect little of the Pokémon to act after the user.
Surf Beautiful +2 -2 Jams all Pokémon acting before the user. (Best used when moving last.)
Brings down the energy of any Pokémon that have already used a move
Swagger Cute +3 ---
this turn.
The user will ignore one Jamming effect throughout the remainder of the
Swallow Tough +2 ---
turn.
Sweet Kiss Cute +2 --- Makes the Pokémon moving after the user nervous.
The user will ignore one Jamming effect throughout the remainder of the
Sweet Scent Cute +2 ---
turn.
Swift Cool +2 --- Extra Appeal points are earned if you use this while acting first.
Switcheroo Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Swords Dance Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Extra Appeal points are earned if this is the same Contest type as the move
Synchronoise Clever +2 ---
used by the previous Pokémon.
Tail Glow Beautiful +1 --- Pumps up the user's energy and also prevents nerviousness.
Tail Whip Cute +2 --- Extra Appeal points are earned if you use this while acting last.
The user will move first next turn. If conflicts occur with this effect,
Tailwind Cool +3 ---
whoever's appeal was higher is first, then it's random.
Jams for the remainder of the turn affect the user more. (Best used when
Take Down Tough +6 ---
moving last.)
Taunt Clever +2 -1 Jams Pokémon that the audience has high expectations of.
Techno Blast Cool +1 --- Extra Appeal points are earned if the user is pumped up when using this.
Jams all of the other Pokémon, and the user cannot act next turn. (Best
Teeter Dance Cute +4 -4
used on last turn.)
Telekinesis Clever +2 --- Makes the Pokémon moving after the user nervous.
The user will ignore all Jamming effects throughout the remainder of the
Teleport Cool +1 ---
turn.
Shows off the Pokémon's appeal about as well as the move used by the
Thief Tough +1 ---
previous Pokémon.
Jams for the remainder of the turn affect the user more. (Best used when
Thrash Tough +6 ---
moving last.)
Thunder Cool +1 --- Works better the more the crowd is excited.
Thunder Wave Cool +1 -3 Jams all Pokémon acting before the user. (Best used when moving last.)
Thunderbolt Cool +4 ---
Brings down the energy of any Pokémon that have already used a move
Tickle Cute +3 ---
this turn.
Topsy-Turvy Clever +3 --- The order of Pokémon movements on the next turn is randomized.
Torment Tough +2 --- Makes the Pokémon moving after the user nervous.
Brings down the energy of any Pokémon that have already used a move
Toxic Clever +3 ---
this turn.
Toxic Spikes Clever +2 --- Makes the Pokémon moving after the user nervous.
Transform Clever +3 --- Can be used in succession without the "boredom" penalty.
Trick Clever +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Trick Room Clever +3 --- The order of Pokémon movements on the next turn is randomized.
Trick-or-Treat Cute +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Triple Kick Cool +3 --- Can be used in succession without the "boredom" penalty.
Twineedle Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Uproar Cute +2 -1 Jams Pokémon that the audience has high expectations of.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
When an appeal move after this has little effect, the audience is easily
U-turn Cute +4 ---
made bored.
CONTEST MOVES LIST - MOVES STARTING WITH "V"
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
The user will move first next turn. If conflicts occur with this effect,
Vacuum Wave Cool +3 ---
whoever's appeal was higher is first, then it's random.
Jams for the remainder of the turn affect the user more. (Best used when
V-create Cool +6 ---
moving last.)
Venom Drench Clever +3 --- Extra Appeal points are earned if the user is pumped up when using this.
Extra Appeal points are earned if this is the same Contest type as the move
Venoshock Beautiful +2 ---
used by the previous Pokémon.
Vital Throw Cool +2 --- Extra Appeal points are earned if you use this while acting last.
When an appeal move after this has little effect, the audience is easily
Volt Switch Cool +4 ---
made bored.
Jams for the remainder of the turn affect the user more. (Best used when
Volt Tackle Cool +6 ---
moving last.)
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Wake-Up Slap Tough +3 --- Affected by how well the previous Pokémon's move went.
Water Pledge Beautiful +2 --- Excites the audience in any kind of contest.
Water Pulse Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
The user will move first next turn. If conflicts occur with this effect,
Water Shuriken Cool +3 ---
whoever's appeal was higher is first, then it's random.
Water Sport Cute +2 --- Excites the audience in any kind of contest.
Jams for the remainder of the turn affect the user more. (Best used when
Water Spout Beautiful +6 ---
moving last.)
Weather Ball Beautiful +3 --- Can be used in succession without the "boredom" penalty.
Whirlpool Beautiful +3 --- Temporarily stops the crowd from growing excited.
The user will move last next turn. If conflicts occur with this effect, the one
Whirlwind Clever +3 ---
with lower appeal goes last, then it's random.
The user will ignore all Jamming effects throughout the remainder of the
Wide Guard Tough +1 ---
turn.
Jams for the remainder of the turn affect the user more. (Best used when
Wild Charge Tough +6 ---
moving last.)
Will-O-Wisp Beautiful +3 --- The audience will expect little of the Pokémon to act after the user.
The user will ignore one Jamming effect throughout the remainder of the
Withdraw Cute +2 ---
turn.
Wonder Room Clever +3 --- The order of Pokémon movements on the next turn is randomized.
Jams for the remainder of the turn affect the user more. (Best used when
Wood Hammer Tough +6 ---
moving last.)
Worry Seed Clever +2 --- Makes the Pokémon moving after the user nervous.
Wrap Tough +3 --- Temporarily stops the crowd from growing excited.
Wring Out Tough +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
X-Scissor Cool +2 -1 Jams Pokémon that used moves of the same Contest type before the user.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Yawn Cute +2 --- Makes the Pokémon moving after the user nervous.
Contest
Move Name Appeal Jamming Other Notes & Effects
Type
Zap Cannon Cool +2 -1 Jams all Pokémon that successfully showed their appeal.
Z Moves
Whenever a Pokémon holds a Z Crystal and uses a move of the same type as the Z Crystal, they can unleash a super-powerful
move once per battle. Z Moves' power varies with the power of the move being used, and shares the same class as the move that is
the basis for it. For example, with Gigavolt Havoc...
Base Move Move's Power Z Move's Power Move's Class Z Move's Class
...among other moves. Following the list of the Z Moves are the specific effects of the base moves and how they affect the move
proper.
So without further ado, here are the known Z Moves. Keep in mind you must be holding the corresponding Z Crystal to use the
move, and the move only works if the base move is the same type. (For example, Pikachu using Gigavolt Havoc must hold
Electrium Z and must use an Electric-type move.)
TYPE-SPECIFIC Z MOVES
POKÉMON-SPECIFIC Z MOVES
Z Move Type Z Crystal Other Notes
10,000,000 Volt Pikashunium Only for Pikachu with a cap. Has a significantly higher critical-hit rate.
Electric
Thunderbolt Z Requires Thunderbolt.
Only for Eevee. Will boost all of its stats by 2 stages each. Requires Last
Extreme Evoboost Normal Eevium Z
Resort.
Genesis Supernova Psychic Mewnium Z Only for Mew. Induces Psychic Terrain. Requires Psychic.
Only for Tapu Koko, Tapu Lele, Tapu Bulu, and Tapu Fini. Requires
Guardian of Alola ??? Tapunium Z
Nature's Madness.
Malicious Moonsault ??? Incinium Z Only for Incineroar. Requires Darkest Lariat.
Oceanic Operetta ??? Primarium Z Only for Primarima. Requires Sparkling Aria.
Pulverizing Pancake Normal Snorlium Z Only for Snorlax. Requires Giga Impact.
Sinister Arrow Raid Grass Decidium Z Only for Decidueye. Requires Spirit Shackle.
Soul-Stealing 7-Star
??? Marshadium Z Only for Marshadow. Requires Spectral Thief.
Strike
Stoked SparkSurfer Electric Aloraichium Z Only for Raichu. Will cause Paralysis. Requires Thunderbolt.
Unless otherwise stated, the Z Move will take on the class of its base move. It will typically be of the Z Crystal's corresponding type,
and will generally always hit and generally always break through Protect-like moves (albeit at 1/4 Power). Any side effects of the
original move are also preserved IF the original move is a status move (such moves have "---" for the power).
Corresponding Z Base
Base Move Other Effects
Move Power
Acid Armor Acid Downpour --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Acupressure Breakneck Blitz --- Boosts the user's critical-hit rate by one stage
After You Breakneck Blitz --- Boosts the user's Speed by one stage
Agility Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Ally Switch Shattered Psyche --- Boosts the user's Speed by two stages
Amnesia Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Aqua Ring Hydro Vortex --- Boosts the user's Defense by one stage
Aromatic Mist Twinkle Tackle --- Boosts the user's Sp. Def. by two stages
Assist No effect
Never-Ending
Astonish 100 None
Nightmare
Attract Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Aurora Veil Subzero Slammer --- Boosts the user's Speed by one stage
Autotomize Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Corresponding Z Base
Base Move Other Effects
Move Power
Baby-Doll Eyes Twinkle Tackle --- Boosts the user's Defense by one stage
Baneful Bunker Acid Downpour --- Boosts the user's Defense by one stage
Barrier Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Baton Pass Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Bestow Breakneck Blitz --- Boosts the user's Speed by two stages
Block Breakneck Blitz --- Boosts the user's Defense by one stage
Bulk Up All-Out Pummeling --- Boosts the user's Attack by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Calm Mind Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Captivate Twinkle Tackle --- Boosts the user's Sp. Def. by two stages
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Celebrate Breakneck Blitz ---
critical-hit rate, and evasion by one stage
Charge Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Charm Twinkle Tackle --- Boosts the user's Defense by one stage
Coil Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Confide Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Never-Ending
Confuse Ray --- Boosts the user's Sp. Atk. by one stage
Nightmare
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Conversion Breakneck Blitz ---
critical-hit rate, and evasion by one stage
Copycat Breakneck Blitz --- Boosts the user's accuracy by one stage
Cosmic Power Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Cotton Guard Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Cotton Spore Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Crafty Shield Twinkle Tackle --- Boosts the user's Sp. Def. by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Dark Void Black Hole Eclipse --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Defend Order Savage Spin-Out --- Boosts the user's Defense by one stage
Defense Curl Breakneck Blitz --- Boosts the user's accuracy by one stage
Defog Supersonic Skystrike --- Boosts the user's accuracy by one stage
Never-Ending
Destiny Bond --- The user becomes the target of all further attacks this turn
Nightmare
Detect All-Oout Pummeling --- Boosts the user's evasion by one stage
Diamond Storm Continental Crush 180 None
Disable Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Double Team Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Dragon Dance Devastating Drake --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Corresponding Z Base
Base Move Other Effects
Move Power
Eerie Impulse Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Electric Terrain Gigavolt Havoc --- Boosts the user's Speed by one stage
Electrify Gigavolt Havoc --- Boosts the user's Sp. Atk. by one stage
Encore Breakneck Blitz --- Boosts the user's Speed by one stage
Endure Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Entrainment Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Fairy Lock Twinkle Tackle --- Boosts the user's Defense by one stage
Fake Tears Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
Feather Dance Supersonic Skystrike --- Boosts the user's Defense by one stage
Feint Breakneck Blitz 100 None
Flash Breakneck Blitz --- Boosts the user's evasion by one stage
Floral Healing Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Flower Shield Bloom Doom --- Boosts the user's Defense by one stage
Focus Energy All-Out Pummeling --- Boosts the user's accuracy by one stage
Follow Me Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Foresight Breakneck Blitz --- Boosts the user's critical-hit rate by one stage
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Forest's Curse Bloom Doom ---
critical-hit rate, and evasion by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Gastro Acid Acid Downpour --- Boosts the user's Speed by one stage
Gear Up Corkscrew Crash --- Boosts the user's Sp. Atk. by one stage
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Geomancy Twinkle Tackle ---
critical-hit rate, and evasion by one stage
Glare Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Grass Whistle Bloom Doom --- Boosts the user's Speed by one stage
Grassy Terrain Bloom Doom --- Boosts the user's Defense by one stage
Gravity Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Growl Breakneck Blitz --- Boosts the user's Defense by one stage
Growth Bloom Doom --- Boosts the user's Sp. Atk. by one stage
Never-Ending
Grudge --- The user becomes the target of all further attacks this turn
Nightmare
Guard Split Shattered Psyche --- Boosts the user's Speed by one stage
Guard Swap Shattered Psyche --- Boosts the user's Speed by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Hail Subzero Slammer --- Boosts the user's Speed by one stage
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Happy Hour Breakneck Blitz ---
critical-hit rate, and evasion by one stage
Harden Breakneck Blitz --- Boosts the user's Defense by one stage
Heal Block Shattered Psyche --- Boosts the user's Sp. Atk. by two stages
Heal Order Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Heal Pulse Shattered Psyche --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Heart Swap Shattered Psyche --- Boosts the user's critical-hit rate by one stage
Helping Hand Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Never-Ending
Hex 160 None
Nightmare
High
Tectonic Rage 175 None
Horsepower
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Hold Hands Breakneck Blitz ---
critical-hit rate, and evasion by one stage
Hone Claws Black Hole Eclipse --- Boosts the user's Attack by one stage
Howl Breakneck Blitz --- Boosts the user's Attack by one stage
Hypnosis Shattered Psyche --- Boosts the user's Speed by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Imprison Shattered Psyche --- Boosts the user's Sp. Def. by two stages
Ingrain Bloom Doom --- Boosts the user's Sp. Def. by one stage
Instruct Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Ion Deluge Gigavolt Havoc --- Boosts the user's Sp. Atk. by one stage
Iron Defense Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Corresponding Z Base
Base Move Other Effects
Move Power
Corresponding Z Base
Base Move Other Effects
Move Power
King's Shield Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Corresponding Z Base
Base Move Other Effects
Move Power
Laser Focus Breakneck Blitz --- Boosts the user's Attack by one stage
Leech Seed Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Leer Breakneck Blitz --- Boosts the user's Attack by one stage
Never-Ending
Lick 100 None
Nightmare
Light Screen Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Lock-On Breakneck Blitz --- Boosts the user's Speed by one stage
Lovely Kiss Breakneck Blitz --- Boosts the user's Speed by one stage
Lucky Chant Shattered Psyche --- Boosts the user's evasion by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Magic Coat Shattered Psyche --- Boosts the user's Sp. Def. by two stages
Magic Room Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Magnet Rise Gigavolt Havoc --- Boosts the user's evasion by one stage
Magnetic Flux Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Mat Block All-Out Pummeling --- Boosts the user's Defense by one stage
Me First Breakneck Blitz --- Boosts the user's Speed by two stages
Mean Look Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Meditate Shattered Psyche --- Boosts the user's Attack by one stage
Never-Ending
Memento --- The user is sacrificed, and their replacement's HP is fully restored
Nightmare
Metal Sound Corkscrew Crash --- Boosts the user's Sp. Atk. by one stage
Metronome No effect
Milk Drink Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Mimic Breakneck Blitz --- Boosts the user's accuracy by one stage
Minimize Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Miracle Eye Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Mirror Move Supersonic Skystrike --- Boosts the user's Attack by two stages
Misty Terrain Twinkle Tackle --- Boosts the user's Sp. Def. by one stage
Never-Ending
Moongeist Beam 180 None
Nightmare
Moonlight Twinkle Tackle --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Morning Sun Inferno Overdrive --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Mud Sport Tectonic Rage --- Boosts the user's Sp. Def. by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Nasty Plot Black Hole Eclipse --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Nature's
Twinkle Tackle 100 None
Madness
Neverending
Night Shade 100 None
Nightmare
Never-Ending
Nightmare --- Boosts the user's Sp. Atk. by one stage
Nightmare
Noble Roar Breakneck Blitz --- Boosts the user's Defense by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Odor Sleuth Breakneck Blitz --- Boosts the user's Attack by one stage
Never-Ending
Ominous Wind 120 None
Nightmare
Corresponding Z Base
Base Move Other Effects
Move Power
Pain Split Breakneck Blitz --- Boosts the user's Defense by one stage
Perish Song Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Never-Ending
Phantom Force 175 None
Nightmare
Play Nice Twinkle Tackle --- Boosts the user's Defense by one stage
Poison Gas Acid Downpour --- Boosts the user's Defense by one stage
Poison Powder Acid Downpour --- Boosts the user's Defense by one stage
Power Split Shattered Psyche --- Boosts the user's Speed by one stage
Power Swap Shattered Psyche --- Boosts the user's Speed by one stage
Power Trick Shattered Psyche --- Boosts the user's Attack by one stage
Protect Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Psychic Terrain Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Psycho Shift Shattered Psyche --- Boosts the user's Sp. Atk. by two stages
Psyshock Shattered Psyche 160 None
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Purify Acid Downpour ---
critical-hit rate, and evasion by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Quash Black Hole Eclipse --- Boosts the user's Speed by one stage
Quick Guard All-Out Pummeling --- Boosts the user's Defense by one stage
Quiver Dance Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Corresponding Z Base
Base Move Other Effects
Move Power
Rage Powder Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Rain Dance Hydro Vortex --- Boosts the user's Speed by one stage
Recovery Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Recycle Breakneck Blitz --- Boosts the user's Speed by two stages
Reflect Shattered Psyche --- Boosts the user's Defense by one stage
Reflect Type Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Rest Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Revelation
Breakneck Blitz 175 None
Dance
Roar Breakneck Blitz --- Boosts the user's Defense by one stage
Rock Polish Continental Crush --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Role Play Breakneck Blitz --- Boosts the user's Speed by one stage
Roost Supersonic Skystrike --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Rototiller Tectonic Rage --- Boosts the user's Attack by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Safeguard Breakneck Blitz --- Boosts the user's Speed by one stage
Sand Attack Tectonic Rage --- Boosts the user's evasion by one stage
Sandstorm Tectonic Rage --- Boosts the user's Speed by one stage
Scary Face Breakneck Blitz --- Boosts the user's Speed by one stage
Never-Ending
Shadow Ball 160 None
Nightmare
Never-Ending
Shadow Claw 140 None
Nightmare
Never-Ending
Shadow Force 190 None
Nightmare
Never-Ending
Shadow Punch 120 None
Nightmare
Never-Ending
Shadow Sneak 100 None
Nightmare
Sharpen Breakneck Blitz --- Boosts the user's Attack by one stage
Shell Smash Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Shift Gear Corkscrew Crash --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Simple Beam Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
Sing Breakneck Blitz --- Boosts the user's Speed by one stage
Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Sketch Breakneck Blitz ---
critical-hit rate, and evasion by one stage
Skill Swap Shattered Psyche --- Boosts the user's Speed by one stage
Slack Off Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Sleep Powder Bloom Doom --- Boosts the user's Speed by one stage
Sleep Talk Breakneck Blitz --- Boosts the user's critical-hit rate by one stage
Smoke Screen Breakneck Blitz --- Boosts the user's evasion by one stage
Snatch Black Hole Eclipse --- Boosts the user's Speed by two stages
Snore Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Soak Hydro Vortex --- Boosts the user's Sp. Atk. by one stage
Softboiled Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Never-Ending
Spectral Thief 175 None
Nightmare
Speed Swap Shattered Psyche --- Boosts the user's Speed by one stage
Spider Web Savage Spin-Out --- Boosts the user's Defense by one stage
Spiky Shield Bloom Doom --- Boosts the user's Defense by one stage
Never-Ending
Spirit Shackle 160 None
Nightmare
Never-Ending
Spite --- Fully restore's the user's HP
Nightmare
Splash Breakneck Blitz --- Boosts the user's Attack by three stages
Spotlight Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Sticky Web Savage Spin-Out --- Boosts the user's Speed by one stage
Stomping
Tectonic Rage 140 None
Tantrum
Strength Sap Bloom Doom --- Boosts the user's Defense by one stage
String Shot Savage Spin-Out --- Boosts the user's Speed by one stage
Struggle Breakneck Blitz 1 None
Stun Spore Bloom Doom --- Boosts the user's Sp. Def. by one stage
Substitute Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Sunny Day Inferno Overdrive --- Boosts the user's Speed by one stage
Supersonic Breakneck Blitz --- Boosts the user's Speed by one stage
Swagger Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Swallow Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Sweet Kiss Twinkle Tackle --- Boosts the user's Sp. Atk. by one stage
Sweet Scent Bloom Doom --- Boosts the user's accuracy by one stage
Switcheroo Breakneck Blitz --- Boosts the user's Speed by two stages
Swords Dance Breakneck Blitz --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Synthesis Bloom Doom --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Z MOVE EXTRA EFFECTS - MOVES STARTING WITH "T"
Corresponding Z Base
Base Move Other Effects
Move Power
Tail Glow Savage Spin-Out --- Removes all of the user's stat debuffs (doesn't affect their boosted stats)
Tail Whip Breakneck Blitz --- Boosts the user's Attack by one stage
Tailwind Supersonic Skystrike --- Boosts the user's critical-hit rate by one stage
Taunt Black Hole Eclipse --- Boosts the user's Attack by one stage
Tearful Look Breakneck Blitz --- Boosts the user's Defense by one stage
Teeter Dance Breakneck Blitz --- Boosts the user's Sp. Atk. by one stage
Telekinesis Shattered Psyche --- Boosts the user's Sp. Atk. by one stage
Thousand
Tectonic Rage 180 None
Arrows
Thunder Wave Gigavolt Havoc --- Boosts the user's Sp. Def. by one stage
Tickle Breakneck Blitz --- Boosts the user's Defense by one stage
Topsy-Turvy Shattered Psyche --- Boosts the user's Attack by one stage
Torment Black Hole Eclipse --- Boosts the user's Defense by one stage
Toxic Acid Downpour --- Boosts the user's Defense by one stage
Toxic Spikes Acid Downpour --- Boosts the user's Defense by one stage
Toxic Thread Acid Downpour --- Boosts the user's Speed by one stage
Trick Shattered Psyche --- Boosts the user's Speed by two stages
Trick Room Shattered Psyche --- Boosts the user's accuracy by one stage
Never-Ending Boosts the user's Attack, Defense, Sp. Atk., Sp. Def., Speed, accuracy,
Trick-or-Treat ---
Nightmare critical-hit rate, and evasion by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Corresponding Z Base
Base Move Other Effects
Move Power
Venom Drench Acid Downpour --- Boosts the user's Defense by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Water Sport Hydro Vortex --- Boosts the user's Sp. Def. by one stage
Whirlwind Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Wide Guard Continental Crush --- Boosts the user's Defense by one stage
Will-O-Wisp Inferno Overdrive --- Boosts the user's Attack by one stage
Wish Breakneck Blitz --- Boosts the user's Sp. Def. by one stage
Withdraw Hydro Vortex --- Boosts the user's Defense by one stage
Wonder Room Shattered Psyche --- Boosts the user's Sp. Def. by one stage
Work Up Breakneck Blitz --- Boosts the user's Attack by one stage
Worry Seed Bloom Doom --- Boosts the user's Speed by one stage
Corresponding Z Base
Base Move Other Effects
Move Power
Corresponding Z Base
Base Move Other Effects
Move Power
Yawn Breakneck Blitz --- Boosts the user's Speed by one stage
Corresponding Z Base
Base Move Other Effects
Move Power