Pokémon Ranger Glossary: Difference between revisions

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== '''Pokémon Ranger: Guardian Signs Glossary'''  ==
== '''Pokémon Ranger: Guardian Signs Glossary'''  ==


== '''Terms''' ==
== Terms ==




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'''Golden Armour'''
'''Golden Armour'''


== '''Field''' ==
== '''Field''' ==

Revision as of 08:31, 1 September 2011

050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: Guardian Signs glossary entries

The Ranger Glossary can be found in Pokémon Ranger and its sequels, in the Styler menu. It is a list of definitions to help the player understand the terms found in the games.

Pokémon Ranger Glossary

Pokémon Rangers
Pokémon Rangers work day and night to protect people and Pokémon, and to safeguard precious natural environments. Working together with Pokémon, they expertly wield their Capture Stylers to overcome challenges.
Fiore Region
The people of this region are very protective of Pokémon and the natural environment. There are four towns. Ringtown is located within a forest. Summerland is on a volcanic island. Wintown is at the foot of a mountain. Fall City is at the regions center.
Ranger Union
An organization for Rangers founded by Prof. Hastings and three compatriots. The union oversees and supports all aspects of Ranger activities. It is also responsible for maintaining and keeping track of Stylers.
Ranger Base
A Ranger Base literally serves as a base of operations for Rangers. There if a base in each of the Fiore region's towns. Each one is fully outfitted with state-of-the-art equipment. Ranger missions are managed by the bases, too.
Ranger Rank
The Ranger Rank indicates the expertise level of the Ranger from 1 to 10. When promoted to a new rank, the Ranger will be able to befriend more Pokémon. A promotion also means the Ranger will be assigned more important missions.
Capture Styler
The Capture Styler was invented by Prof. Hastings. It is a communication device the lets Rangers befriend wild Pokémon and obtain their help. The device--which has other functions--can only be used by Rangers. It is commonly known as a Styler.
Capture Disc
The Disc is a top-like component of the Capture Styler that pops out when the Ranger attempts a capture. It is this Disc that the Ranger controls to draw loops around wild Pokémon. By drawing the loops, the Ranger's feelings are passed to the Pokémon, making it more accepting of capture.
Capture Line
The Capture Line is a line that is drawn by the Capture Disc while being controlled by the Capture Styler. In most cases, the Capture Line is drawn as simple loops around wild Pokémon to capture them.
Capture 1
To capture a wild Pokémon, touch your stylus to the Touch Screen to launch the Capture Disc. Keeping the stylus in contact with the Touch Screen, slide the stylus to to draw the Capture Line. The Capture Line will trace your stylus's movements exactly. (Continued in Capture 2.)
Capture 2
Continuously draw loops with the Capture Line around the target Pokémon. When the first loops is completed, a number appears above the Pokémon. This number indicates how many loops must be continuously drawn around the target to capture it. (Continue in Capture 3.)
Capture 3
When the required number of loops is drawn around the target Pokémon, lift the stylus from the Touch Screen to capture it. If the stylus is lifted before the required number of loops has been drawn, or if the target Pokémon cuts the Capture Line, the capture attempt fails. (Continued in Capture 4.)
Capture 4
When the required loops for a capture are drawn around the target Pokémon, a number with the "+" in front of it appears. This number is the Exp. Points the Styler can earn if the capture is successful. This number will rise if the Ranger draws more loops than are needed for capture.
Styler Energy
The Styler's energy is reduced every time it is damaged by a Pokémon. If the energy runs out, the Styler is no longer capable of capturing Pokémon, and it's game over. The Styler's energy can be recharged by talking to the operator at any Ranger Base, or with the help of a Pokémon with an Electric Poké Assist.
Styler Damage
As shown by the top diagram, if a wild Pokémon touches the Capture Line, the Line is broken, but the Styler is not damaged. However, if a Pokémon's attack move hits the Capture Line as shown below, the Line is broken, and the Styler sustains damage.
Styler Level
Upon obtaining a certain amount of Exp. Points, the Styler will level up. hen its level goes up, the Styler's maximum energy volume increases, and it is recharged to full. The Styler also becomes capable of drawing a longer Capture Line.
Flee
When attempting to capture a Pokémon, completing even a single loop makes the Flee icon appear at the bottom left. The Ranger can abandon the capture attempt and return to the field by touching the Flee icon at any time. It is impossible to flee from some capture attempts, however.
Release
"Release" means to return a befriended wild Pokémon back to its natural habitat. A Ranger is allowed to travel with only a set number of befriended Pokémon. (The number rises with the Ranger Rank.) If a newly capture Pokémon is to be added to the party, the Ranger may need to release another one.
Friend Pokémon
A friend Pokémon is a wild Pokémon that has accepted the Ranger's friendship as a result of being captured. In the field, press the X or Y Button to distinguish your friend Pokémon from those in the wild. The outlines of friend Pokémon will glow.
Radar
The Radar is displayed on the top screen while you are in the field. It indicates where you are, as well as the location of Pokémon, Save Machines, entrances to chambers in caverns, and so on.
Mission
A mission is any job that Rangers are asked to do by the people of Fiore. During a mission, the Ranger may give up and start over from the beginning. Just open the menu, select Mission, then select Retire to start the mission again.
Field Move
A Field Move is a move that a friend Pokémon can use on a target in the field. The strength of the Field Move is shown using icons. (The more icons, the more powerful the Field Move.) Touch any Pokémon in the field to examine what Field Move it has.
Target
A target is an obstacle in the field such as Bundle Hay or a Metal Fence. A target may also be a useful object. Touch a target in the field to see what Field Move is needed to burn, crush, or do other things to it.
Target Clear 1
Any friend Pokémon can clear a target if it has the right Field Move for the target. First, touch the target to see what Field Move is needed to clear it. (Continued in Target Clear 2.)
Target Clear 2
Next, capture a wild Pokémon that has the Field Move for clearing the target. The Pokémon's Field Move must have at least the same number of Field Move icons as the target to clear it. (Continued in Target Clear 3.)
Target Clear 3
Touch the friend Pokémon with the necessary Field Move, then draw a line to the target you want to clear. If you draw the line properly, you will be presented with "Yes/No" choices. (Continued in Target Clear 4.)
Target Clear 4
Select "Yes" to make the chosen Pokémon clear the target using its Field Move. Once a wild Pokémon has used its Field Move, it is automatically released according to Ranger rules. (Continued in Target Clear 5.)
Target Clear 5
While in the field, your friend Pokémon are listed with their Field Moves on the top screen. There's no need to touch friend Pokémon in the field to check what Field Moves they have.
Burn Field Move
The chosen friend Pokémon will breathe fire to burn up the target. In addition to targets that obviously appear to burn easily, there are some targets that can be melted under intense heat.
Recharge Field Move
The chosen friend Pokémon will discharge electricity to recharge the Styler's energy. The amount of energy that is restored depends on the kind of Pokémon.
Soak Field Move
The chosen friend Pokémon will forcefully spray water to douse a fire. The water can also be used to grow plants.
Cut Field Move
The chosen friend Pokémon will cut up the target using sharp fangs, scythes, or other appendages. In addition to plants, some targets made of wood or metal can be cut.
Crush Field Move
The chosen friend Pokémon will crush the target with a hard tackle, shock waves, or other means. Fragile walls can be crushed, too.
Tackle Field Move
Th chosen friend Pokémon will throw a tackle at the target to move it. This Field Move can be used to shake trees, move heavy obstacles, and even knock over Dead Trees.
Cross Field Move
The chosen friend Pokémon will lasso a distant Post by extending a vine. The vine can be used like a sturdy rope to easily cross streams and pits.
Flash Field Move
The chosen friend Pokémon will use its natural illuminating ability to light up dark places such as basements.
Gust Field Move
The chosen friend Pokémon will whip up a gust of wind to expose a wild Pokémon that is hiding behind its camouflage.
Partner Pokémon
A partner Pokémon always accompanies their Ranger. The partner Pokémon can be called on to help the Ranger make a difficult capture by using its Poké Assist.
Partner Energy
This energy builds up when loops are drawn around wild Pokémon during captures. If at least one segment of the Partner Gauge is filled with energy, the Ranger may use the partner Pokémon's Poké Assist. Using this Poké Assist completely drains the Partner Gauge, however.
Partner Gauge
This shows how much partner energy has been stored. At first, the gauge has only one segment. It will gain more segments as the Ranger goes up to higher Ranger Ranks. Plusle or Minun's electrical discharge will gain power if more energy is stored.
Poké Assist 1
The Ranger may ask the partner Pokémon or a friend Pokémon to use its ability to provide help during a capture. To use a Poké Assist, touch the Poké Assist icon at the bottom right of the Touch Screen. (Continued in Poké Assist 2.)
Poké Assist 2
A new window opens that allows you to select the Poké Assist. Touch the Pokémon that has the needed Poké Assist, then touch the Poké Assist icon. The selected Pokémon will use its Poké Assist to help your capture attempt. (Continued in Poké Assist 3.)
Poké Assist 3
There are many kinds of Poké Assists. For some, the selected Pokémon becomes directly involved in attacks or in recharging the Styler's energy. Others enhance the performance of the Capture Line. However, those that power up the Capture Line come with time limits. (Continued in Poké Assist 4.)
Poké Assist 4
When a Poké Assist he been performed, or if its time limit has run out, the Styler automatically releases any friend Pokémon that provided it. This is to ensure that Pokémon does not get harmed from overusing its energy.
Pokémon Groups
Pokémon are classified by type into different groups such as Grass, Water, Fire, and so on. The effectiveness of a Poké Assist will depend on the group of the targeted Pokémon.
Poké Assist Matchups 1
A Poké Assist's effectiveness depends on how the assisting Pokémon's group matches up against the target's. If an "up" arrow icon is shown, the user has a matchup advantage over the target. In this case, the Poké Assist is made more powerful, and it lasts longer. (Continued in Poké Assist Matchups 2.)
Poké Assist Matchups 2
If a "down" arrow icon is shown when using a Poké Assist, the user has a group matchup disadvantage against the target. In this case, the Poké Assist is weakened, and it lasts less time.
Discharge Poké Assist
Your Partner Pokémon--either Plusle or Minun--goes to the center of the capture screen and totally discharges electricity. Target Pokémon hit by the electricity become temporarily stunned, making them easier to capture.
Discharge Group Matchups
Advantageous matchup groups:
Flying, Water
Disadvantageous matchup groups:
Electric, Grass, Ground, Dragon
Grass Poké Assist
Grass sprouts up from the Capture Line drawn by the Styler. Target Pokémon touching the grass will become ensnared, making them easier to capture.
Grass Group Matchups
Advantageous matchup groups:
Ground, Rock, Water
Disadvantageous matchup groups:
Poison, Flying, Bug, Fire, Grass, Steel, Dragon
This Poké Assist has no effect on levitating or flying Pokémon.
Fire Poké Assist
Fire blazes from the Capture Line drawn by the Styler. Target Pokémon touching the fire will become startled and sluggish, making them easier to capture. Also, if the loops is drawn, a large blaze starts burning in the center.
Fire Group Matchups
Advantageous matchup groups:
Grass, Ice, Bug, Steel
Disadvantageous matchup groups:
Rock, Fire, Water, Dragon
Water Poké Assist
Touch the lower screen to start forming a bubble. The longer the screen is touched, the larger the bubble grows. Slide the stylus, then lift it to make the bubble float in the same direction. If the bubble hits the target Pokémon, the target gets trapped in the bubble.
Water Group Matchups
Advantageous matchup groups:
Fire, Ground, Rock
Disadvantageous matchup groups:
Water, Grass, Dragon
Electric Poké Assist
This Poké Assist recharges the Styler's energy. The amount of energy recharged varies by the kind of Pokémon. This Poké Assist may also be used on the field.
Fighting Poké Assist
This Poké Assist doubles the performance of the Styler. Each Capture Line loops is counted as two loops instead of one. For example, if three loops are drawn, it is the same as if six loops were drawn. If five loops are drawn, it is equal to ten loops with this Poké Assist.
Fighting Group Matchups
Advantageous matchup groups:
Normal, Rock, Ice, Dark, Steel
Disadvantageous matchup groups:
Ghost
Poison Poké Assist
Using this Poké Assist, a poisonous mist rises from the Capture Line. Target Pokémon are immobilized, making them easier to capture.
Poison Group Matchups
Advantageous matchup groups:
Grass
Disadvantageous matchup groups:
Poison, Ground, Rock, Ghost, Steel
Psychic Poké Assist
This Poké Assist levitates target Pokémon, leaving them unable to move and easier to capture.
Psychic Group Matchups
Advantageous matchup groups:
Fighting, Poison
Disadvantageous matchup groups:
Psychic, Steel, Dark
Bug Poké Assist
Touch the lower screen, slide the stylus, and then lift it to throw a sticky blob in the same direction. If the blob hits the target Pokémon, the target gets immobilized by the sticky mess, making it easier to capture.
Bug Group Matchups
Advantageous matchup groups:
Grass, Psychic, Dark
Disadvantageous matchup groups:
Fighting, Poison, Flying, Ghost, Fire, Steel
Ground Poké Assist
The ground become churned up by the Capture Line drawn by the Styler. The torn-up ground makes it hard for target Pokémon to move, making them easier to capture.
Ground Group Matchups
Advantageous matchup groups:
Poison, Rock, Fire, Electric, Steel
Disadvantageous matchup groups:
Bug, Grass, Flying
This Poké Assist has no effect on levitating or flying Pokémon.
Rock Poké Assist
Touch the lower screen, slide the stylus, and then lift it to throw gravel in the same direction. If the gravel hits the target Pokémon, the target gets immobilized by a cloud of dust, making it easier to capture.
Rock Group Matchups
Advantageous matchup groups:
Flying, Bug, Fire, Ice
Disadvantageous matchup groups:
Fighting, Ground, Steel
Flying Poké Assist
Touch the lower screen and slide the stylus, then list if to create a twister that moves in the same direction. If the twister hits a target Pokémon, it is levitated in place, making it easier to capture. Also, when a loop is drawn, twisters appear around the outside.
Flying Group Matchups
Advantageous matchup groups:
Fighting, Bug, Grass
Disadvantageous matchup groups:
Rock, Electric, Steel
Dark Poké Assist
Using this Poké Assist doubles the length of the Capture Line, but it also reduces the Styler's energy. The amount of the Styler's energy it uses depends on how much energy the Styler has left.
Dark Group Matchups
Dark Poké Assists have neither advantageous nor disadvantageous group matchups.
Ghost Poké Assist
When a loop is drawn, a ghost appears in the middle. The ghost then blankets the nearest target Pokémon. While blanketed by a ghost, the target is immobilized, making it easier to capture.
Ghost Group Matchups
Advantageous matchup groups:
Psychic, Ghost
Disadvantageous matchup groups:
Dark, Steel, Normal
Ice Poké Assist
When a loop is drawn, a patch of ice appears in the middle. If the target Pokémon steps on the ice, it becomes frozen on the spot, making it easier to capture.
Ice Group Matchups
Advantageous matchup groups:
Grass, Ground, Dragon
Disadvantageous matchup groups:
Fire, Water, Ice, Steel, Flying
Dragonite Bus
This is a shuttle service located at every Ranger Base. A Dragonite flies Rangers to a Ranger Base in another town. The Dragonite Bus cannot be used if the Ranger Rank is too low, however.
Capture Arena
Located in Fall City, the Capture Arena is where Rangers gather to compete in capture contests. Rangers are encouraged to take part in the contests to test their capturing expertise.
Capture Challenge
Capture Challenges are the Ranger contests held at sites in the Safra Sea and Kisira Plain. In these contests, Rangers must capture as many Pokémon as possible within a set time. Scoring is based on the total of the points assigned to each capture Pokémon.
Ranger Record
This is a record of the Ranger's activities that have been stored on the Styler. A wide variety of data can be viewed, including the total number of captured Pokémon.

Pokémon Ranger: Shadows of Almia Glossary

Field

Friend Pokémon
A Pokémon that has accepted a Ranger's friendship while being captured. It stays with the Ranger until it's released. Pressing the X or Y Button in the field makes the outlines of Friend Pokémon shine, setting them apart from wild Pokémon.
Partner Pokémon
A special Pokémon that always accompanies the Ranger it has chosen as its Partner. It is not released even if the Ranger uses its Poké Assist to capture another Pokémon.
However, to use the Partner Pokémon's Poké Assist, the Ranger must charge up the Partner Gauge first. Also, while a Ranger may have many Partner Pokémon, only one at a time may accompany the Ranger.
Partner Energy
This is the Energy that is generated by a Ranger drawing loops while capturing Pokémon. When the Energy fills up the Partner Gauge, the Ranger can use the Partner Pokémon's Poké Assist once during an attempted capture.
Beware: If you use your Partner Pokémon's Poké Assist, all the built-up Partner Energy is used up.
Happy Mood
Your Partner Pokémon may get into a "Happy Mood." When in such a state of mind, the Partner Pokémon gives off more Partner Energy, making it easier to fill the Partner Gauge.
Release
The act of releasing a Friend Pokémon back into the wild by its Ranger. The number of Friend Pokémon that an go with a Ranger depends on the Ranger Rank. It may be necessary to release Pokémon after a capture.
To release a Pokémon, touch to select all those to set free, then touch the Release button. Before release, you may touch any selected Pokémon and deselect it from being released.
A Friend Pokémon with the field move "Recharge" can be released differently. Select it, then touch the Recharge button. The Friend Pokémon will use its Recharge to restore the Styler Energy before leaving.
Partner Farm
The Partner Farm is located in Chicole Village. It is home to the Pokémon that have become your Partners. Visit the Farm anytime if you want to switch the Partner Pokémon that accompanies you.
To switch your Partner Pokémon, visit the Partner Farm. Then, touch the Pokémon you want to travel with, and talk to it.
Field Moves and Targets
A Field Move is a move the a Pokémon can use on a target. Touch any Pokémon in the field to check its Field Moves; it is identified by an icon and name. The number beside the icon goes up with the move's power.
A target is an obstacle, device, or object such as a Crate or Wood Fence. A target can be destroyed or removed using a Field Move. Touch the target to see what Field Move is needed to remove or destroy it.
Target Clear
"Target Clear" refers to the removal or destruction of a target using the Field Move of a Ranger's Friend Pokémon. To clear a target, first, touch it and see what field move is needed.
Next, capture a Pokémon that has the needed Field Move for the Target Clear. Also, the Field Move must be strong enough for the target. (The number beside its icon must be at least equal to the target's icon number.)
Next, touch the Friend Pokémon that has the required Field Move. Draw a line from the Pokémon to the target. If the line is properly drawn, two buttons, "Yes" and "No," will appear.
Touch "Yes." The selected Friend Pokémon uses its Field Move to clear the target. Afterward, the Friend Pokémon is released back into the wild in accordance with Ranger rules.
For a quick reference, you can display a list of your Friend Pokémon with their Field Moves on the upper screen. Touch the Change Screen button at the bottom left of the Touch Screen to display your Friend Pokémon.
Map Moves
Map Moves are one type of Field Move. Unlike regular Field Moves, they are not used for Target Clear. While in the field, touch the Friend Pokémon with the needed Map Move in order to use it.
To determine if a Pokémon has a Map Move, touch it to see. Some kinds of Map Moves may not be usable in certain places.
Recharge
This Map Move makes the Pokémon release a burst of electricity to recharge the Styler Energy. The amount of Energy recharged depends on the kind of Pokémon.
Agility
This Map Move lets you ride a captured Doduo to travel overland at high speed. It is excellent for tracking fast-moving Pokémon. Unfortunately, it cannot be used inside places such as caves and buildings.
Fly
This Map Move makes a captured Staraptor fly you to any place you have visited. Unfortunately, a Staraptor cannot fly inside places such as caves and buildings.
Teleport
When used inside a cave or ruins, this Map Move instantly warps the Ranger's party to the entrance. Unfortunately, Teleport may be unusable in certain locations.
Area Moves
Area Moves are another type of Field Move. Unlike regular Field Moves, they are not used for Target Clear. They can only be used if "?" is shown above the Ranger in the field.
To determine if a Pokémon has an Area Move, touch it to see.
If the "?" appears above the Ranger, it means a specific kind of Area Move may be used. (At any such location, only one kind of Area Move will work.) While the "?" is displayed, touch the Friend Pokémon that has the usable Area Move.
If you can't tell that Area Move should be used, touch the "?" to obtain a hint.
Missions
A Mission is an official job that is assigned by a Ranger Base or the Ranger Union to one or more Rangers. By completing Missions, Rangers get promotions in their Ranger Rank.
You can check the Mission you are working on by opening the Menu in the field. Touch the Menu button at the bottom right of the Touch Screen to open the Menu.
Quests
A Ranger may be asked to do a job by an ordinary citizen. Such a job is called a Quest. A citizen hoping to get help from a Ranger will have "..." above his or her head.
If you would like to consider accepting a Quest, speak to the person asking for help from a Ranger. After getting details about the quest, you can decide to accept it or not.
While you are working on a Quest, you cannot accept another one. However, it is possible to cancel an ongoing Question by talking to the person that asked you to do it originally.
To check what Quests are available, open the Menu and touch the Quests button. The listed Quests will include those you have already cleared, as well as the one that you are working on.
To check on the whereabouts of the person asking for Quest help, select the Quest, then touch "Check Location."
When you clear a Quest, the Ranger Union may reward you with software update called Power-up Data. The updates enhance the performance of your Styler in many ways.
Field Damage
In the field, the Ranger may be exposed to danger. Fortunately, the Ranger is protected against injury, because the Styler absorbs any potential damage. This, however, reduces the Styler Energy.
Field Damage can result from stepping in the slime left behind by Shellos or being run into by a wild Pokémon. Some places may also cause Field Damage due to extreme conditions.
Change Screen Button
The Change Screen button is located at the bottom left of the Touch Screen while in the field. Touching the button switches the top screen's display between the Map Mode and the Friend Pokémon Mode.

Capture

Capture Disc
This is the top-like disc that pops out of the Styler when attempting a capture. The Ranger loops the targeted Pokémon with the Capture Disc to convey his or her feelings of friendship and to capture the Pokémon.
Capture Line
This is the line that is drawn by the Capture Disc when it is moved using the Styler. By encircling the targeted Pokémon with the Capture Line, the Ranger's friendly feelings are conveyed to the target, allowing it to be captured.
Capture
To capture a Pokémon, the Ranger must draw loops around it with the Capture Line. The Friendship Gauge under the targeted Pokémon must be filled up to complete its capture.
Touch the Touch Screen with the Stylus. Where the Stylus is touching, the Capture Disc appears. Sliding the Stylus moves the Capture Disc, causing the Capture Line to be drawn in its wake.
Draw loops around the targeted Pokémon using the Capture Line. Each time a loop is drawn, a number appears under the Pokémon and its Friendship Gauge fills. (The number shows how much the Gauge has filled.)
If you lift the Stylus from the Touch Screen, or if the targeted Pokémon cuts the Capture Line, you must draw a new Capture Line. However, the Friendship Gauge will not drain from this. (It will drain over time, though.)
Draw enough loops around the targeted Pokémon to fill up its Friendship Gauge. The capture will be completed as soon as the Friendship Gauge is filled up.
Capture Results
If certain conditions are met while completing a capture, the Ranger may earn bonus Exp. Points. For example, a speedy capture or taking no damage can result in bonuses. There are other conditions for bonuses, too.
Styler Energy
If damage is inflicted by a Pokémon, the Styler Energy goes down.If the Style Energy runs out, you will no longer be able to capture any Pokémon. That's "game over."
To restore the Styler Energy, talk to the designator Operator at any Ranger Base. It is also possible to have a Pokémon use its Poké Assist Recharge or Map Move Recharge for restoring Energy.
Styler Damage
If a targeted Pokémon touches the Capture Line as shown in the top diagram, the Line is cut, but there is no damage. However, if the Line is cut by a Pokémon attack, as shown in the lower diagram, the Styler takes damage.
Styler Level
By completing captures, you earn Experience Points. By accumulating enough Exp. Points, you will level up. Leveling up boosts the Styler's maximum Energy and raises ow much the Friendship Gauge is filled for each completed loop.
Flee
The Flee button is at the bottom left of the Capture Screen. Touch it to cancel a capture and flee the scene. You cannot flee from some capture attempts, however.
Power Charge
Your Styler can now be charged up to boost its power. Ready the Capture Disc and hold it in one spot while it charges power. At full charge, you earn double the usual Friendship Gauge points from drawing loops.
If you release or move the Capture Disc while it is charging, the built-up power will be lost. Similarly, the charge will be lost in the Disc is hit by a Pokémon or by an attack.
Even when fully charged, your Capture Disc can lose its charge and return to its usual state if it is lifted. It will also lose its charge if it or the Capture Line is hit by a Pokémon or by an attack.
Styler Status
You can check your Styler's performance using the Menu. The Power-up Data you have obtained are also listed here.
The upper screen displays the Styler's basic performance stats. The Styler Level indicates how many Exp. Points must be earned through capturing Pokémon to level up.
The Styler's maximum Energy and its friendship-conveying power rise through leveling up and obtaining Power-up Data. The Capture Line's maximum length can be extended with Power-up Data.
The Touch Screen shows the Defense Status List. It displays all the enhanced Defense stats and special abilities obtained from Power-up Data. The List button at the right opens the Power-up Data List.
The Power-up Data List shows all the software updates you have obtained so far. Touch individual Power-up Data to check what they do.
Power-up Data
The Ranger Union provides you with software downloads called Power-up Data for enhancing your Styler. There are many types. Some boost the Stylers's basic capture performance, such as lengthening its Capture Line.
Some Power-up Data reduce the damage taken from specific groups of Pokémon attacks. For example, Grass Defense suppresses damage from Grass-group attacks.
There are also Power-up Data that provide special effects during capture. For example, Recovery A resores the Styler Energy by 1 point upon completing a capture.
Poké Assists
During a capture, you may get help from your Partner or Friend Pokémon. Help obtained this way is called a Poké Assist. To use a Poké Assist, touch the Poké Assist button at the bottom right of the Touch Screen.
At the Poké Assist Menu, touch the Pokémon that you want to obtain help from. Then, touch the Poké Assist button at the top of the Touch Screen. The chosen Pokémon helps you in the capture.
There are many kinds of Poké Assist, such as those that restore the Styler Energy. Many others power up the Capture Line or Capture Disc. Power-boosting Poké Assists come with strict time limits.
When a Poké Assist has been performed, or if its time runs out, the Styler automatically releases the helper Pokémon. (Your Partner is not released.) This is done to preserve the vitality of the helping Pokémon.
Poké Assist Matchups
All Pokémon are classified by group, such as Grass, Water, Fire, and so on. To determine a Pokémon's group, touch it with the Styler in the field.
Depending on how the Poké Assist matches up with the target Pokémon's group, its performance will vary. If an "Up" arrow is shown on the Target Pokémon List, the selected Pokémon's Poké Assist has an advantage.
If the selected Pokémon has a disadvantage, a "Down" arrow appears beside the target Pokémon's name. In this situation, the Poké Assist's performance will be weakened.
Poké Assist Grass
This Poké Assist makes grass sprout from the Capture Line drawn by the Capture Disc. If a Pokémon touches the grass, it becomes ensnared. It's status changes to "Slowed," making its movements sluggish for a time.
Grass Group Matchups
Advantageous matchups:
Ground, Rock, Water
Disadvantageous matchups:
Poison, Flying, Bug, Fire, Grass, Steel, Dragon
Also, Poké Assist Grass has no effect on levitating Pokémon.
Poké Assist Flying
A twister forms in the middle of a Capture Line loop. If a Pokémon touches the twister, points are added to its Friendship Gauge. Drawing more loops forms twisters that spin out from the original twister.
Flying Group Matchups
Advantageous matchups:
Fighting, Bug, Grass
Disadvantageous matchups:
Rock, Electric, Steel
Poké Assist Normal
This Poké Assist boosts the amount of Frienship Gauge points gained by encircling the targeted Pokémon. It also extends the maximum length of the Capture Line.
Normal Group Matchups
Advantageous matchups:
None
Disadvantageous matchups:
Rock, Ghost, Steel
Poké Assist Recharge
The Poké Assist restores the Styler Energy. The Energy restored depends on the group of the Pokémon.
Poké Assist Water
The Poké Assist forms a bubble at the Capture Disc. The bubble grows larger if the Capture Disc is held longer. Slide the Capture Disc, then lift the Styler to flick the bubble in the same direction.
If the bubble hits a Pokémon, points are added to its Friendship Gauge. Also, the Pokémon's status is changed to "Slowed," which makes its movements sluggish for a time.
If the bubble is big, more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Slowed."
Water Group Matchups
Advantageous matchups:
Fire, Ground, Rock
Disadvantageous matchups:
Water, Grass, Dragon
Poké Assist Rock
The Poké Assist afflicts gravel. Deploy the Capture Disc, slide it, then lift the Styler to flick gravel in the same direction. If the gravel hits a Pokémon, points are added to its Friendship Gauge.
Rock Group Matchups
Advantageous matchups:
Flying, Bug, Fire, Ice
Disadvantageous matchups:
Fighting, Ground, Steel
Poké Assist Electric
Deploy the Capture Disc, and hold it steady. Soon after, a thunderbolt will hit that spot. If a Pokémon is hit, points are added to its Friendship Gauge. Also, its status temporarily becomes "Stopped," which prevents moving and attacking.
Electric Group Matchups
Advantageous matchups:
Flying, Water
Disadvantageous matchups:
Electric, Grass, Ground, Dragon
Poké Assist Bug
Deploy the Capture Disc. This makes a gooey blob appear. Slide the Disc away from the target Pokémon, stretching the blob as if it were a rubber band. Lift the Styler, and the blob shoots away from the Disc's slide.
If the gooey blob hits a Pokémon, points are added to its Friendship Gauge. Also, the Pokémon's status is changed to "Slowed," which makes its movements sluggish for a time.
The longer the blob is pulled back and stretched, the more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Slowed."
Bug Group Matchups
Advantageous matchups:
Grass, Psychic, Dark
Disadvantageous matchups:
Fighting, Poison, Flying, Ghost, Fire, Steel
Poké Assist Fire
The Poké Assist boosts the amount of Friendship Gauge points gained by encircling the targeted Pokémon. It also temporarily changes the Pokémon's status to "Tired," which prevents its Friendship Gauge from draining.
Fire Group Matchups
Advantageous matchups:
Grass, Ice, Bug, Steel
Disadvantageous matchups:
Rock, Fire, Water, Dragon
Poké Assist Fighting
The Poké Assist boosts the amount of Friendship Gauge points gained by encircling the targeted Pokémon.
Fighting Group Matchups
Advantageous matchups:
Normal, Rock, Ice Dark, Steel
Disadvantageous matchups:
Ghost
Poké Assist Ground
Deploy the Capture Disc, and slide it from side to side. This generates a tremor. If a Pokémon is hit, points are added to its Friendship Gauge. It also temporarily changes the Pokémon's status to "Paused," which disables its attacks.
Ground Group Matchups
Advantageous matchups:
Poison, Rock, Fire, Electric, Steel
Disadvantageous matchups:
Bug, Grass, Flying
Also, Poké Assist Ground has no effect on levitating Pokémon.
Poké Assist Steel
This Poké Assist forms an orb of energy at the Capture Disc. The orb grows larger while the Capture Line is drawn. Slide the Capture Disc, then life the Styler to flick the orb in the same direction.
If the orb hits a Pokémon, points are added to its Friendship Gauge. It also temporarily changes the Pokémon's status to "Paused," which disables attacks.
If the energy orb is big, more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Paused."
Steel Group Matchups
Advantageous matchups:
Ice, Rock
Disadvantageous matchups:
Fire, Water, Electric, Steel
Poké Assist Poison
This Poké Assist forms a poisonous puddle at the Capture Disc. The puddle expands while the Capture Disc is held.
If a Pokémon touches the poisonous puddle, its status temporarily becomes "Tired," which prevents its Friendship Gauge from draining.
Poison Group Matchups
Advantageous matchups:
Grass
Disadvantageous matchups:
Poison, Ground, Rock, Ghost, Steel
Also, Poké Assist Poison has no effect on levitating Pokémon.
Poké Assist Ghost
Ghosts appear inside loops drawn by your Capture Line. If a Pokémon touches a ghost, points are added to its Friendship Gauge. Also, its status temporarily becomes "Tired," which prevents its Friendship Gauge from draining.
Ghost Group Matchups
Advantageous matchups:
Psychic, Ghost
Disadvantageous matchups:
Dark, Steel, Normal
Poké Assist Psychic
A ring of psychic energy is formed inside a Capture Line loop. Slide then lift the Capture Disc to flick the energy ring in the same direction.
If the ring of psychic energy hits a Pokémon, points are added to the Pokémon's Friendship Gauge. Also, the hit Pokémon's status temporarily changes to "Stopped," which prevents moving and attacking.
Psychic Group Matchups
Advantageous matchups:
Fighting, Poison
Disadvantageous matchups:
Psychic, Steel, Dark
Poké Assist Dark
This Poké Assist clears away poisonous puddles, blobs of mud, and other damage-causing substances left by the target Pokémon. Just draw a loop around the offensive substance to get rid of it.
Dark Group Matchups
Advantageous matchups:
Psychic, Ghost
Disadvantageous matchups:
Fighting, Steel, Dark
Poké Assist Ice
This Poké Assist forms a snowball at the Capture Disc. The snowball grows larger while the Capture Line is dran. Slide the Capture Disc, then lift the Styler to flick the snowball in the same direction.
If the snowball hits a Pokémon, points are added to the Pokémon's Friendship Gauge. Also, the hit Pokémon's status temporarily changes to "Stopped," which prevents it from attacking.
If the snowball is big, more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Stopped."
Ice Group Matchups
Advantageous matchups:
Grass, Ground, Dragon, Flying
Disadvantageous matchups:
Fire, Water, Ice, Steel
Poké Assist Dragon
Deploy the Capture Disc, then release it to make a meteor fall on that spot. If a Pokémon is hit, points are added to its Friendship Gauge. Also, its status temporarily becomes "Tired," preventing Friendship Gauge drainage.
The longer the Capture Disc is held, the more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Tired."
Dragon Group Matchups
Advantageous matchups:
Dragon
Disadvantageous matchups:
Steel
Poké Assist Special Effects
Certain type of Poké Assists can leave a targeted Pokémon with a special, weakened status that lasts for a set amount of time. There are four such states: Paused, Tired, Slowed, and Stopped.
If a Pokémon's status is "Paused," it is incapable of using any attack moves. An icon will appear above the Pokémon's head while it is temporarily "Paused."
If a Pokémon's status is "Tired," its Friendship Gauge is prevented from draining. An icon will appear above the Pokémon's head while it is temporarily "Tired."
If a Pokémon's status is "Slowed," its movements become sluggish. An icon will appear above the Pokémon's head while it is temporarily "Slowed."
If a Pokémon's status is "Stopped," it is incapable of moving or attacking. An icon will appear above the Pokémon's head while it is temporarily "Stopped."

Terms

Pokémon Rangers
Pokémon Rangers work around the clock to safeguard people and Pokémon and to protect the precious natural world. Wielding their Stylers, Rangers solve problems with the help of Pokémon.
Student Rangers
Student Rangers attend the Ranger School in preparation for the real thing. They are permitted to use only School Stylers that are limited in terms of functionality and features.
Top Rangers
As their official title indicates, Top Rangers are those who have earned recognition as the best of the best. They are specially permitted to undertake Missions alone. There are only ten Top Rangers worldwide.
Ranger Union
Located in the northwest of the Almia region, the Ranger Union serves as a central base of operations. It supports all the activities of Rangers in the Almia region and its surrounding areas.
Ranger Base
Ranger Bases are facilities for supporting the activities of Rangers. Located far from the Ranger Union, they are home to many Rangers on constant standby. A Leader directs the activities of Rangers in the Base's area.
Ranger Depot
Ranger Depots are facilities for supplying Rangers in remote areas far from any Ranger Base. Inside, Rangers can get their Stylers fully charged. A Save Machine is also available for recording your progress.
Ranger Rank
The Ranger Rank indicates the level of expertise achieved by the Ranger. It ranges from "1" up to "10." Promotion in Rank comes with such benefits as the ability to add more Friend Pokémon and the use of more Poké Assists.
School Styler
A device developed by Prof. Hastings. It communicates a Ranger's feelings of friendship to Pokémon and capture them. Because it is only for training purposes at schools, this device is limited in terms of functionality and features.
Capture Styler
A device invented by Prof. Hastings. It communicates a Ranger's feelings of friendship to Pokémon and captures them. Designed exclusively for Rangers, it comes with an array of built-in and upgradeable features.
Fine Styler
A styler developed specifically for Top Rangers. To withstand rough use under extreme conditions, it has strengthened components all around. It enables the Ranger to use "Power Charge" for captures.
Vatonage Styler
This is a special Styler made by modifying a Fine Styler. It was developed by the researchers of the Ranger Union.
Ranger Record
The Ranger Record is a detailed account of your activities and achievements as a Ranger. It consists of a variety of data, such as the number of Pokémon you have captured. It can be viewed on the ground floor of the Ranger Union.
Capture Arena
A Capture Arena is a special facility where Rangers can test their capturing skills. It is open only to those Rangers deemed to be experts. Pokémon there are all very tough to capture--getting them all is challenging.
Ranger School
A boarding school that is dedicated to the education and training of Pokémon Rangers. It also provides education for Operators and Mechanics who support Rangers.
Chicole Village
A relatively new village located in the south of the Almia region. This sparsely populated village abounds with nature. Vientown is a mere stroll away to the north.
Vientown
A placid, rustic town located in the center of the Almia region. Besides being home to a Ranger Base, Vientown has the good fortune of having a lush forest to the north, a beach to the west, and the Ranger School to the east.
Vien Forest
A vast forest that extends north from Vientown. It can be considered a paradise to many kinds of wild Pokémon.
Pueltown
The most prosperous of the ports in the Almia region. Its harbor is located on its east side. There, one can find boats that ferry passengers to and from such distant places as Boyleland and the Haruba Desert.
Puel Sea
A shallow sea off the coast of Pueltown. Many kinds of Pokémon make their home in its crystal clear waters. Crossing the seafloor are fast-moving currents that swiftly propel swimmers.
Altru Park
A relaxing, wide-open gathering place for citizens. It lies before Altru Inc.'s headquarters. There is a central stage for ceremonies, concerts, and other events.
Altru Inc.
An energy company that has a distinguished history of serving and representing the Almia region. Altru Inc. is now proceeding with the development of clean energy resources to replace oil.
Peril Cliffs
An extremely dangerous set of cliffs to which access is usually forbidden. Rare plant life and many kinds of wild Pokémon can be found here.
Boyleland
A volcanic island located in the east of the Almia region. It is renowned for the Drifloon airlifts inside the tourist hot spot Boyle Volcano. The island is accessible by boat from Pueltown's harbor.
Boyle Volcano
The prime tourist destination on the island of Boyleland. Its cave is filled with pools and rivers of roiling magma. Many kings of Fire-group Pokémon live here.
Cargo Ship
A ship that was originally built for transporting ordinary cargo. It was pressed into service by Team Dim Sun in an attempt to spirit away large numbers of Pokémon from Boyleland.
Chroma Highlands
A mountainous area located in the northeast of the Almia region. The land here is harsh and ravaged. There is nothing to see but the Chroma Ruins. It is said the area once thrived as an oil town.
Chroma Ruins
Curious ruins from long ago, located in the northwest of the Chroma Highlands. No one knows when the original site was built or who undertook the monumental task. Legends speak of a precious treasure resting deep inside.
Altru Ruins
A long-forgotten building in the northeast of the Chroma Highlands. It was here that Doyle M. Hall, the founder of Altru Inc., began prospecting for oil.
Hia Valley
A sprawling, snowbound basin in the northwest of the Almia region. Numerous kinds of Ice-group Pokémon live in this frigid area.
Shiver Camp
A base used by a Pokémon research team in the east of Hia Valley. The team studies Pokémon that live in cold environments. It is a cheerful group led by Pamur.
Ice Lake
A lake in Hia Valley that is famous for its ice floes and mysterious whirlpools. On its distant shore is an ancient castle that is encased in ice.
Almia Castle
A castle on the distant shore of Ice Lake, which is in the north of Hia Valley. A precious treasure is said to rest in the deepest part of this abandoned edifice.
Sea of Wailord
An area of the sea to the east of the Almia region where Wailord has been spotted. In recent times, it has been fouled by pollutants and discarded supplies from an underwater oil field nearby.
Oil Field Hideout
A once-active underwater oil field that's shut down. It is now used by Team Dim Sun as its hideout. It also appears to serve as a secret factory where devices like the Miniremo systems are mass produced.
Haruba Village
A village located in the Haruba Desert, which is in the southeast of the Almia region. It is a premier tourist destination, famous for its beautiful oasis and the Hippowdon Temple.
Hippowdon Temple
A mysterious temple with a Hippowdon motif that sits in the Haruba Desert. There are tales of a precious treasure that lies deep inside the temple.
Altru Tower
The tallest tower in the Almia region. It was built by Altru Inc. in commemoration of its 70th anniversary. In reality, the tower turned out to be an abominable weapon created to gain control over all Pokémon in the Almia region.


Pokémon Ranger
Main RangerTop RangerOperatorMechanic
Partner PokémonPoké AssistField MoveRanger Sign
Ranger RankMissionQuestRanger Net
Locations FioreAlmiaOblivia
Ranger BaseRanger DepotRanger UnionRanger School
Capture Stylers Capture StylerSuper StylerPower Styler
Antagonists Go-Rock SquadTeam Dim SunTeam DebonairsPokémon Pinchers
Misc. The Almia TimesThe King of Almia and the Three PrincesGlossary

Pokémon Ranger: Guardian Signs Glossary

Terms

Pokémon

Pokémon Ranger

Ranger Union

Capture Styler

Pokémon Pinchers

Z.Z.flyer

Control Gauntlet

Dolce Island

Renbow Island

Mitonga Island

The Union

Stone of Time

Fladera Island

Sophian Island

Tilikule Island

Layuda Island

Sky fortress

Hero Mural

Rainbow Mural

Sky Rulers Mural

Rainbow Grail

Involith

Steelhead

Golden Armour

Field

Capture