IQ: Difference between revisions

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In the case of dual-types, this is calculated for both types individually with the two totals then being added togetherBecause of this Pokémon with two types will increase their IQ at a faster rate than Pokémon with just one type.  The effectiveness of a type against a Pokémon of the same type does not impact as the same type automatically gains the seven points in that case.
For dual-typed Pokémon, in [[Pokémon Mystery Dungeon|''Red Rescue Team'' and ''Blue Rescue Team'']] this is additive for both types.  Thus, Pokémon with two types will increase their IQ at a rate generally faster than those with just one type.  The effectiveness of a type against a Pokémon of the same type does not impact as the same type automatically gains the seven points in that case.  In [[Pokémon Mystery Dungeon 2|''Explorers of Time'' and ''[[Explorers of Darkness]]'', this is no longer additive: only the greater of the two calculated bonuses apply.


For an example, take a {{t|Ground}}/{{type2|Water}} such as {{p|Swampert}}.  A Blue (Water) Gummi will add 11 IQ points as it is a Water type (+7) and Water attacks are strong against Ground Pokémon (+4).  A Yellow (Electric) Gummi will add 5 IQ points as electric attacks are strong against Water Pokémon (+4) and ineffective agaisnt Ground Pokémon (+1).
For an example, take a {{t|Ground}}/{{type2|Water}} such as {{p|Swampert}}.  A Blue Gummi (Water) will add 11 IQ points in ''Mystery Dungeon'', as it is a water type, as it is a Water type (+7) and Water attacks are strong against Ground Pokémon (+4).  However, in ''Mystery Dungeon 2'' it only gains 7 points, as the effect of Water attacks against the Ground type is ignored.  Compare this to a Yellow Gummi (Electric), which will only add 5 IQ points in ''Mystery Dungeon'' and 4 IQ points in ''Mystery Dungeon 2'' - 4 points from electric attacks being strong against Water Pokémon and one from it being ineffective agaisnt Ground Pokémon (which, again, in ''Mystery Dungeon 2'', is ignored).


==IQ skills==
==IQ skills==
A Pokémon's IQ skills can be checked in the menu under each individual team member at any time in dungeons or friend areas.  While there are a total of 23 skills, it is only possible to have twelve active at a time.  While the five skills without a group can be active simultaneously, there can only be one active skill from groups 1-7 at any time.
{{mainarticle|IQ skill}}


{| {{bluetable2|sortable}}
A Pokémon's IQ skills can be checked in the menu under each individual team member at any time in dungeons, or in designated areas outside them ([[Friend area]]s in MD1 and the Assembly Post in MD2).
|-
! Required IQ
! Group
! Name
! Affects
! Game description
! Other notes
|-
| 0
| -
| Item Catcher
| All Pokémon
| The Pokémon can catch and hold a thrown item. It can’t make a catch if it is already holding an item. It also can’t catch Seeds and drink items.
|
|-
| 0
| -
| Course Checker
| Partner Pokémon
| If this Pokémon has a foe targeted for a move or a thrown item, it will check first for walls and other Pokémon that may get in the way. It will stop if there is an obstacle.
| In the case of [[attack duplication|linked moves]], Course Checker will only check the first one.  So if the combination is {{m|Growl}}+{{m|Razor Leaf}}, the Razor Leafs could still be wasted as it has more terrain limitations than Growl.
|-
| 0
| B
| Dedicated Traveller
| Partner Pokémon
| The Pokémon will focus on traveling. It will use moves and items less often.
| As long as moving is an option, the partner will do so and not stop to attack any nearby Pokémon.
|-
| 0
| -
| Item Master
| Partner Pokémon
| The Pokémon will use or throw its hold item.
| The main benefit of this skill is that it can be turned off to provide an extra storage space.
|-
| 0
| G
| Exclusive Move-User
| Partner Pokémon
| The Pokémon will only use moves. It will not use its regular attack.
| This can be used in conjunction with the move menu to get the partner to use a particular attack.
|-
| 5
| G
| PP Checker
| Partner Pokémon
| The Pokémon will stop using linked moves that are on the verge of delinking. It also stops using moves with no PP left.
| As it is possible to stop partners using a particular move, this can safely be switched with Exclusive Move-User when required.
|-
| 10
| B
| Efficiency Expert
| Partner Pokémon
| When battling several foes, the Pokémon will first target Pokémon with the lowest HP.
| As the weaker foes are likely to go down in one hit, this allows the leader to focus on the stronger ones without the annoyance of the attacks from the weakest.
|-
| 25
| -
| Status Checker
| Partner Pokémon
| If its target has a status problem, the Pokémon will not use moves that cause the same status problem.
|
|-
| 40
| -
| Nontraitor
| All Pokémon
| If it becomes Confused or is Cowering, the Pokémon’s wildly thrown attacks will not hit friends.
|
|-
| 70
| E
| Self-Curer
| All Pokémon
| The Pokémon recovers faster from status problems.
| Temporary status conditions will usually not last beyond 3 turns with this skill.
|-
| 100
| A
| Quick Dodger
| All Pokémon
| The Pokémon becomes better at evading attacks and moves.
|
|-
| 110
| A
| Type-Advantage Master
| All Pokémon
| The Pokémon’s critical-hit rate is boosted when attacking foes with a type disadvantage.
|
|-
| 130
| B
| Weak-Type Picker
| Partner Pokémon
| When battling several foes, the Pokémon will first target Pokémon that have a type disadvantage.
|
|-
| 140
| D
| Trap Avoider
| Partner Pokémon
| The Pokémon often avoids stepping on visible traps.
| Switching places with the partner when standing on a trap will not count towards Trap Avoider.  Partners will also avoid Wonder Tiles.
|-
| 160
| E
| Nonsleeper
| All Pokémon
| The Pokémon resists sleep from traps and the moves of foes.
|
|-
| 200
| B
| EXP. Go-Getter
| Partner Pokémon
| When battling several foes, the Pokémon will first target the Pokémon that are worth the most Exp. Points.
| While all Pokémon in the team share the experience points, this will usually make the partner attack the stronger foes.
|-
| 250
| E
| Energy Saver
| All Pokémon
| The Pokémon’s Belly empties slower.
|
|-
| 300
| F
| Lava Evader
| Partner Pokémon
| The Pokémon will avoid fiery lava.
| Any non-{{t|fire}} Pokémon that can travel over lava (including through later IQ skills) will get the Burn condition on stepping over it.  As they would normally do it without thought, this stops the problem.
|-
| 400
| C
| All-Terrain Hiker
| All Pokémon
| The Pokémon gains the ability to walk on water, lava, and clouds.
|
|-
| 500
| A
| Sure-Hit Attacker
| All Pokémon
| The Pokémon’s regular attacks never miss.
|
|-
| 600
| F
| Trap Seer
| Leader Pokémon
| If the Pokémon is on an undiscovered trap, upon taking a step it will make the trap visible without setting it off.
| Stepping on an exposed trap will still have an effect.  In combination with Trap Avoider, the danger of traps practically disappears.
|-
| 800
| D
| House Avoider
| Partner Pokémon
| The Pokémon avoids monster houses.
| While the partner will not will not wander into Monster Houses on their own, the leader can still activate them.
|-
| 990
| C
| Super Mobile
| All Pokémon
| The Pokémon gains the ability to walk on water, lava, and clouds. It can also dig its way through walls.
| Digging through walls with this skill does not increase belly consumption.  Partners will tend to dig their own path so are better suited to All-Terrain Hiker.
|}


==Evolution==
==Evolution==

Revision as of 01:48, 24 September 2008

IQ is a skill system in Pokémon Mystery Dungeon. By gaining IQ points, various benefits are received. It is increased by feeding Gummis to individual Pokémon.

As a Pokémon's IQ increases, they learn a number of skills to help travelling in dungeons. IQ also takes on some of the effects that happiness has in the main series meaning that certain Pokémon require an increased IQ to evolve.

While this game mechanic is named after Intelligence quotient, there is a difference between the two. When speaking to Alakazam or Noctowl in dungeons, they will mention their high IQ, regardless of how many points they have in this mechanic.

IQ points

While the actual IQ points of a Pokémon is a hidden number, their level of IQ is represented through the number of stars in their summary. From this, it is possible to find out the approximate range of a Pokémon's IQ number.

Stars 1 2 3 4 5 6 7 8 9 10 11 MAX
IQ 0 10 50 100 150 200 300 400 500 600 700 990

The number of IQ points a Pokémon gains from each gummi depends on the type of gummi. Each is said to be preferred by a particular type. The relation of that type to the type of the Pokémon being given the gummi can be used to work out the amount of IQ points the Pokémon will gain:

Relation to type IQ points gained
Matches 7
Strong 4
Neutral 3
Weak 2
Ineffective 1

For dual-typed Pokémon, in Red Rescue Team and Blue Rescue Team this is additive for both types. Thus, Pokémon with two types will increase their IQ at a rate generally faster than those with just one type. The effectiveness of a type against a Pokémon of the same type does not impact as the same type automatically gains the seven points in that case. In [[Pokémon Mystery Dungeon 2|Explorers of Time and Explorers of Darkness, this is no longer additive: only the greater of the two calculated bonuses apply.

For an example, take a Ground/Template:Type2 such as Swampert. A Blue Gummi (Water) will add 11 IQ points in Mystery Dungeon, as it is a water type, as it is a Water type (+7) and Water attacks are strong against Ground Pokémon (+4). However, in Mystery Dungeon 2 it only gains 7 points, as the effect of Water attacks against the Ground type is ignored. Compare this to a Yellow Gummi (Electric), which will only add 5 IQ points in Mystery Dungeon and 4 IQ points in Mystery Dungeon 2 - 4 points from electric attacks being strong against Water Pokémon and one from it being ineffective agaisnt Ground Pokémon (which, again, in Mystery Dungeon 2, is ignored).

IQ skills

Template:Mainarticle

A Pokémon's IQ skills can be checked in the menu under each individual team member at any time in dungeons, or in designated areas outside them (Friend areas in MD1 and the Assembly Post in MD2).

Evolution

All Pokémon that evolve by happiness in the main series require an increased IQ to evolve in Mystery Dungeon. The number of IQ stars required varies between species.

Pokémon IQ stars Evolved form
Eevee 4 Espeon
Umbreon
Golbat 5 Crobat
Togepi Togetic
Chansey Blissey
Pichu 6 Pikachu
Cleffa Clefairy
Igglybuff Jigglypuff
Azurill Marill

Moves

The moves Frustration and Return deal set damage depending on the IQ level. With no IQ points, Return does 5HP damage while Frustration does 45HP damage. At maximum IQ, these values are reversed. While they are weak attacks in Mystery Dungeon, Frustration is useful in Wish Cave, Joyous Tower and Purity Forest where the Pokémon's IQ level is temporarily reduced to 0 along with their level being temporarily reduced 1.

A select few Pokémon can learn special moves if their IQ is high enough:

Pokémon IQ Points Level Move
Venusaur 333 99 Frenzy Plant
Charizard 333 99 Blast Burn
Blastoise 333 99 Hydro Cannon
Pichu 333 50 Volt Tackle