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Catching
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Training Pokémon
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Teaching
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Training, as discussed in this document, refers to the various
strategies you can employ to help your Pokémon grow in Levels and/or
statistics. The most obvious way to accomplish this is to have them fight
and win battles against either wild Pokémon or game trainers. There are
alternative (and complementary) strategies, however. Each is discussed
below, following an introduction to the basic concepts of Experience and
Stat Experience.
When you win a battle against either a wild Pokémon or a game trainer,
all of your Pokémon that participated in the fight (however briefly) earn
Experience points. When a Pokémon earns sufficient EXP, it gains a Level.
The exact amount of EXP needed to reach a given Level varies among
Pokémon, but it has been determined that all Pokémon grow at one of four
different rates.
L15 |
L50 |
L100 |
Rate |
Equation |
2,700 |
100,000 |
800,000 |
Fast |
0.8(L^3) |
3,375 |
125,000 |
1,000,000 |
Medium |
L^3 |
4,218 |
156,250 |
1,250,000 |
Slow |
1.25(L^3) |
2,035 |
117,360 |
1,059,860 |
Parabolic |
1.2(L^3) -
15(L^2) + 100L -
140 |
The amount of Experience points necessary to achieve Levels
15, 50, and 100 are listed in the chart above. You can determine the
number of EXP necessary to achieve other Levels by using the appropriate
equation. The result of the equation is the amount of Experience points
necessary to gain the Level, L. (All decimal remainders are dropped.)
Note that, because Parabolic Pokémon do not have a consistent
multiplier throughout their growth, they start off gaining Levels faster
than Fast Pokémon, but, by the time they are approaching L100, they are
gaining Levels slower than Medium Pokémon.
All the Pokémon in a series have the same growth rate (eg, both
Jigglypuff and
Wigglytuff will grow at the Fast
rate, and all of the Eevee
evolutions
will grow at the Medium rate).
If you're using a Pokémon for which you are not the original trainer
(ie, one that you obtained by trading), it receives a 50% bonus to the
amount of EXP it earns. This will obviously help the Pokémon to gain
Levels more quickly, but there are two potential drawbacks.
First, if you don't yet have all 8 Badges, the Pokémon may rapidly
reach a Level at which it no longer obeys your commands. Second, the EXP
bonus means that the Pokémon won't have to fight as many battles in order
to gain Levels, and that means that it won't gain as much Stat Exp
as a similar Pokémon that doesn't have the EXP bonus.
Less Stat Exp means lower statistics, as explained in the next section.
But don't worry: traded Pokémon can eventually earn all the Stat Exp they
need for maximum stat growth. It's just that they'll tend not to reach
their potential until they are at a very high Level.
To appreciate the relative merits of the various training
methods, it is necessary to understand the concept of "Stat Exp". Some
information about Stat Exp is provided on the Box
Trick page; the subject is covered in greater detail on Necrosaro's Pokémon
Page.
In brief, the five primary statistics (HP, Att, Def, Spd, Spc) of each
Pokémon have independent experience values that are hidden from you during
gameplay. These values are similar to normal Experience (ie, the kind that
determines Level gains) in that they increase as your Pokémon wins
battles. When any statistic has accumulated sufficient experience, that
statistic will increase by one or more points the next time that the
Pokémon gains a Level, is stored in a PC box, or consumes a relevant Stat
booster item (see below). For each statistic, the amount of Stat Exp
gained from a given battle is equal to the corresponding base stat of the
defeated Pokémon. Thus, defeating
Digletts will earn you a lot of Speed
and Attack exp, but not very much for HP or Defense. If you fought
Digletts exclusively for awhile, you would notice that your Speed and
Attack were tending to grow more quickly than the other stats. The other
stats will grow, however: gaining Levels will increase a Pokémon's
statistics even if no Stat Exp is earned at all.
Because a Pokémon's base stats remain the same regardless of Level,
there's no extra credit for heroic battles against high Level opponents.
Your Pokémon will obtain the same Stat Exp benefit from defeating a L22
Level Ditto on Route 15 as from
defeating a L50 Ditto in the Unknown Dungeon. Stat Exp is therefore
accumulated most efficiently by fighting Pokémon with high base stats, at
the lowest Level you can find them.
Feeding a Rare Candy to a Pokémon will cause it to gain one
Level, up to the maximum of L100. Pokémon who evolve at a certain Level
will do so normally if a Rare Candy was used to reach that Level. Rare
Candies provide no Stat Exp; Pokémon who are raised using this item will
therefore tend to be weaker than those who are trained in battle. If
you've used Rare Candies on some of your Pokémon, don't worry. Stat Exp
can be accumulated at any time, even at L100 when normal EXP stops
increasing.
These include HP UPs, and the food items you can purchase at the
Celadon Dept. Store (and sometimes find lying around during your
adventure): Protein, Iron, Carbos, and Calcium. Using these items provides
an immediate stat boost, but really two things are happening. First, the
Stat Exp total for the relevant statistic is increased, and second, the
value for that statistic is immediately recalculated according to the new
Stat Exp total.
There are at least two restrictions on how many stat boosters your
Pokémon can consume. First, there is an absolute limit of 10 for each
item. Second, even if your Pokémon has used less than 10 of a given
booster, if the Stat Exp total for the relevant statistic reaches its
maximum value (because the Pokémon has been doing lots of battling),
further boosters will have no effect.
It is sometimes asked whether it is necessary to use these items to
help a Pokémon reach its maximum stat potential. The answer is no. All of
the Stat Exp required to reach maximum stats can be obtained by battling.
However, if you have the booster items, use them! They're very expensive,
but they provide Stat Exp much more quickly than battling. Consider that
at L100, a completely untrained Pokémon (ie, no Stat Exp at all) will have
stats 63 points lower than if it were fully trained (ie, maximum Stat Exp
for all statistics). If you could afford to give that Pokémon 10 of each
stat booster, each of its statistics would increase by 40 points! That's
almost 2/3 of its potential growth, without having to do any
battling.
The Exp. All item distributes any EXP earned in battle among the
Pokémon that you are currently carrying. Half of the earned EXP is divided
among the Pokémon who actually participated in the battle. The remaining
half is divided among all the Pokémon you are carrying (including those
who fought).
Exp. All also divides Stat Exp among your Pokémon. At present it is not
known if the distribution algorithm is the same as the one used for normal
EXP, but it seems highly likely.
It's already been mentioned that all the Pokémon who participate in a
battle receive both EXP and Stat Exp. This is true even if a Pokémon is
switched away before it attacks (or gets attacked), providing a convenient
way of producing rapid Level gains for low Level Pokémon. When fighting
the Elite Four at the Pokémon League or the denizens of the Unknown
Dungeon, deploy your low Level Pokémon at the very start of the battle.
Immediately switch away to a powerful Pokémon that can survive the
imminent attack and then lay waste to the enemy.
Using this technique, a single run through the E4 can easily produce
gains of 15-20 Levels, or more. Unfortunately, your Pokémon will not have
gained very much Stat Exp relative to its EXP gains, and thus its
statistics will be tend to be poor. However, it is now more capable of
winning battles on its own. The sooner that a Pokémon is able to
single-handedly defeat opponents with high base stats, the more rapidly it
will reach its maximum stat potential.
A drawback to this method is that Pokémon who gain several Levels at a
time while piggybacking will not learn the attacks they normally would on
the Levels that are skipped. If the Pokémon you're training learns
important attacks at relatively low Levels, you may want to put off
piggybacking against high Level foes until it would gain only a few Levels
at a time.
A Pokémon left at the Day Care will gain experience at the rate of 1
point per step that you take. The Day Care provides no Stat Exp, so
Pokémon raised by this method will tend to have poor stats (equal to what
they would have if raised by Rare Candies).
Pokémon who evolve at a certain Level will not do so if they reach that
Level while in the Day Care. However, evolution will take place normally
on the next Level gained outside the Day Care.
Pokémon will continue to learn moves at their normal Levels, however.
If all four attack slots are filled, the old attacks will be overwritten
by the newer ones, starting at the top of the list. You can use this fact
to control the moves your Pokémon learns while in the Day Care: simply
keep an eye on what Level the Pokémon has achieved, and if a new attack is
about to be learned, re-order the old attacks so that the least desired
one is in the first slot.
A question that is commonly raised is, "When should I
evolve my Pokémon?". The answer depends on the Pokémon you have.
Some Pokémon evolve on their own once they reach a certain Level. You
can permit this to happen, or delay evolution by pressing the B button
during the evolution sequence. The option to evolve will be presented
again the next time a Level is gained, unless your Pokémon has reached
L100, the highest Level attainable. L100 Pokémon cannot evolve unless they
are stone- or trade-evolved Pokémon.
You might choose to delay evolution simply because of personal
preference (is there any question that
Psyduck is cooler than
Golduck?), but there's another, less
subjective reason: pre-evolved forms of Pokémon learn their attacks at
lower Levels than evolved forms. For example, Psyduck ordinarily evolves
at L33. If evolution is delayed, he'll learn Hydro Pump at L52. However, if
Psyduck evolves at any point prior to L52, he won't learn Hydro Pump until
L59 (the Level at which Golduck learns it).
Be aware that delaying evolution comes at a cost: a Pokémon's
pre-evolved form almost always has lower statistics than the evolved form.
Not only do evolved forms tend to show greater stat gain from Level to
Level, but Pokémon receive a one-time "evolution bonus" to their stats.
The longer evolution is delayed, the larger this bonus will be. However,
it is not the case that Pokémon who put off evolution are stronger in the
long run. It's true that if you delay your Psyduck's evolution until L99,
it will receive a very large statistic bonus upon evolving. However, this
stat boost will be exactly equal to the larger Level-by-Level gains that
Golduck would have been making if you had evolved at an earlier Level.
There's one additional consideration for stone-evolved Pokémon, like
Pikachu. You should delay evolution
until they learn all of the moves you want them to have. Once they evolve,
some of them won't learn anything new; others will learn only one move
after evolving. For example, the last move a Pikachu learns naturally in
the Red and Blue games is Thunder
at L43. Once he learns this, it's safe to evolve him; but if you evolve
prior to L43, Raichu will never learn
Thunder naturally! You'd have to use up a TM to teach him this move.
The exception to stone-evolved Pokémon is the
Eevee
evolutions. These you want to evolve
ASAP if you want to evolve them at
all. As an Eevee,
it learns a completely different set of attacks than do its evolutions:
Vaporeon,
Jolteon, and
Flareon.
For trade-evolved Pokémon,
evolve them ASAP. It gives them a quick stat boost and it has no impact on
when they learn their moves.
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