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	<updated>2026-07-20T00:02:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Body_Press_(move)&amp;diff=3085162</id>
		<title>Talk:Body Press (move)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Body_Press_(move)&amp;diff=3085162"/>
		<updated>2019-12-30T19:22:27Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: Created page with &amp;quot;== Defense stat column ==  Can we add a defense stat (and possibly attack stat) column to the chart, for quick reference here? I&amp;#039;d do it myself, but I don&amp;#039;t know how to automa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Defense stat column ==&lt;br /&gt;
&lt;br /&gt;
Can we add a defense stat (and possibly attack stat) column to the chart, for quick reference here? I&#039;d do it myself, but I don&#039;t know how to automate such things. If it&#039;s a matter of manually looking up all the stats and inserting them into the chart text by hand I can do that too, but I&#039;d want a go-ahead first. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 19:22, 30 December 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=F.E.A.R.&amp;diff=2815314</id>
		<title>F.E.A.R.</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=F.E.A.R.&amp;diff=2815314"/>
		<updated>2018-07-03T05:08:04Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* How to use F.E.A.R. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;F.E.A.R.&#039;&#039;&#039; is a last-resort strategy used in competitive battling since [[Generation IV]], normally usable only once per battle. A &amp;quot;F.E.A.R. Pokémon&amp;quot; is a Pokémon compatible with a certain moveset capable of defeating a full-HP opponent at virtually any level (most notably level 100) while it itself is only at level 1 or 2, the reason for this strategy&#039;s bragging rights.&lt;br /&gt;
&lt;br /&gt;
F.E.A.R. generally stands for:&lt;br /&gt;
*{{DL|In-battle effect item|Focus Sash}}&lt;br /&gt;
*{{m|Endeavor}}&lt;br /&gt;
*{{m|Quick Attack|(Quick) Attack}}&lt;br /&gt;
*{{p|Rattata}} (Rattata are not the only Pokémon that can use F.E.A.R; multiple Pokémon can fit this role.)&lt;br /&gt;
&lt;br /&gt;
The original term, coined by strategists as humor, was &amp;quot;&#039;&#039;&#039;F&#039;&#039;&#039;***ing &#039;&#039;&#039;E&#039;&#039;&#039;vil &#039;&#039;&#039;A&#039;&#039;&#039;nnoying &#039;&#039;&#039;R&#039;&#039;&#039;odent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The strategy (and original profanity-laden term) was originally conceived on [https://www.gamefaqs.com/boards/925601-pokemon-diamond-version GameFAQs&#039; Pokémon Diamond Message Board] in early 2007.&lt;br /&gt;
&lt;br /&gt;
==How to use F.E.A.R.==&lt;br /&gt;
After one of the player&#039;s Pokémon faints, the F.E.A.R. Pokémon can be sent out against an opponent&#039;s Pokémon with (preferably) full HP. During the first turn, the F.E.A.R. Pokémon will use Endeavor, and the opponent will most likely use an offensive attack to try to defeat the F.E.A.R. Pokémon (assuming, of course, that the opponent isn&#039;t aware of this strategy). The F.E.A.R. Pokémon would indeed faint, if it were not holding the Focus Sash, which allows the user to hold on to 1 HP after a hit which would otherwise knock it out from max-HP. When the Pokémon uses Endeavor, the HP of the opponent&#039;s Pokémon will equal the HP of its own (which is now, assuming Focus Sash triggered, equal to 1). During the following turn, the F.E.A.R. Pokémon can use Quick Attack to wipe out the remaining 1 HP of the opponent&#039;s Pokémon. Focus Sash will not work twice, so a Pokémon can only use this strategy once. &lt;br /&gt;
&lt;br /&gt;
From Generation V onward, the Ability {{a|Sturdy}} was altered to function like a Focus Sash, but can activate multiple times providing the Pokémon regains all of its HP. With this change came new notable users of F.E.A.R.; a level 2 {{p|Probopass}} can use {{m|Pain Split}} to wear down the opponent&#039;s HP whilst healing itself, while {{p|Aron}} can use a combination of Endeavor and a held {{DL|In-battle effect item|Shell Bell}} for multiple uses of Endeavor. Generation V also introduced {{p|Solosis}}, a Pokémon able to combine {{a|Magic Guard}} and Endeavor, but also set up {{m|Trick Room}} for its allies. As of [[Pokémon Ultra Sun and Ultra Moon]], an Endeavor-tutored {{p|Togedemaru}} with Sturdy and a Shell Bell can perform F.E.A.R. in the same way as Aron before it, and can additionally learn {{m|Spiky Shield}}, allowing it to finish off weakened opponents that make contact.&lt;br /&gt;
&lt;br /&gt;
==Countering F.E.A.R.==&lt;br /&gt;
While an impressive strategy, F.E.A.R. is simple to counter. The following are several ways to counter the F.E.A.R. strategy: &lt;br /&gt;
* Knowledge: The simplest strategy and perhaps the most effective. If the opponent knows the F.E.A.R. strategy, they won&#039;t attack as needed for it to work (a damaging move), or they will switch out for a Pokémon immune to it or easily able to counter it. Besides the other counters listed here, a player could switch out after the opponent&#039;s F.E.A.R. uses Endeavor, leaving it with 1 HP and another Pokémon to sweep the F.E.A.R. However, if the F.E.A.R.-using player predicts correctly, this problem can be solved using {{m|Pursuit}}.&lt;br /&gt;
* {{t|Ghost}} Pokémon: As Ghost types are immune to {{t|Normal}}- and {{type|Fighting}} attacks, Endeavor and Quick Attack are useless against them. &lt;br /&gt;
** It should be noted however, that a F.E.A.R. {{p|Kangaskhan}} or {{p|Taillow}}{{tt|*|Generation V on, Hidden Ability}} with {{a|Scrappy}} will still be able to use Endeavor against a Ghost-type Pokémon.&lt;br /&gt;
* A Pokémon with an increased priority attacks (with exception of {{m|Fake Out}} and {{m|First Impression}}): if the opponent uses an increased-priority move at the same time as the F.E.A.R. Pokémon does, the large difference in level will almost always result in the opponent&#039;s Pokémon landing the hit first, leaving the opponent with little HP, but leaving the F.E.A.R. player with one Pokémon down. However, from Generation V onward, {{m|Feint}} and {{m|Extreme Speed}} have +2 priority, and are not countered by +1 priority moves.&lt;br /&gt;
* If the foe acts last due to battling in {{m|Trick Room}}{{tt|*|assuming the foe is faster than the F.E.A.R. Pokémon}}, holding a {{DL|Incense|Full Incense}}, using a decreased-priority move, or doing something similar, its attack will leave the F.E.A.R. Pokémon with approximately 12 hit points after the first turn and the F.E.A.R. Pokémon will only have 1 hit point, causing an easy sweep on the second turn.&lt;br /&gt;
* A move that damages foes upon switching in (like {{m|Spikes}} or {{m|Stealth Rock}}) can cancel out the Focus Sash effect, thus causing the foe to be unable to withstand a one-hit KO. This only works if the F.E.A.R. Pokémon isn&#039;t released prior to that move.&lt;br /&gt;
** Note that Doduo, Taillow, Starly, Togekiss, and Shaymin in its Sky Forme are immune to Spikes.&lt;br /&gt;
* Moves, [[status condition]]s, Abilities, and weather that deal damage every turn (like {{weather|sandstorm}} or {{status|burn}}) can cancel out Focus Sash&#039;s effect. This can also work without using a turn if a Pokémon like {{p|Tyranitar}} or {{p|Abomasnow}} activates its Ability.&lt;br /&gt;
** Note that F.E.A.R. Phanpy, Aron, Corsola, Wormadam (Sandy and Trash Cloaks) and Swinub are immune to sandstorm (and the last one to {{weather|hail}} as well.)&lt;br /&gt;
* {{m|Embargo}} and {{m|Magic Room}} prevent the foe from using any item, in this case Focus Sash and Shell Bell.&lt;br /&gt;
** Do note that, somewhat counter-intuitively, {{m|Knock Off}} will &#039;&#039;&#039;NOT&#039;&#039;&#039; serve to KO a F.E.A.R. Pokémon if it is at 100% HP unless Embargo is in effect.  The F.E.A.R. Pokémon&#039;s Focus Sash will be knocked off &#039;&#039;after&#039;&#039; it has been successfully activated, and the Pokémon will still be able to use Endeavor to reduce the foe&#039;s HP.&lt;br /&gt;
* {{DL|In-battle effect item|Black Sludge}}{{tt|*|in the case of Poison-type foes}}, {{DL|In-battle effect item|Leftovers}}, and a {{stat|HP}}-restoring [[Berry]] return some HP to the user&#039;s Pokémon, and more than likely, more than the opposing F.E.A.R. can deal with its increased-priority move.&lt;br /&gt;
* F.E.A.R.: Ironically, a way to combat a F.E.A.R. Pokémon is having it face another F.E.A.R. Pokémon (or some other low-level Pokémon).  Having roughly the same HP, both F.E.A.R.s would do little damage towards each other. It isn&#039;t, however, practical or useful to carry a F.E.A.R. Pokémon just for the sake of combating another F.E.A.R., as both Pokémon are about evenly-matched.&lt;br /&gt;
* {{p|Shedinja}} and its {{a|Wonder Guard}} Ability will make Endeavor unable to hit.&lt;br /&gt;
** Note that Sucker Punch and {{m|Shadow Sneak}} can be used to KO Shedinja, but only after its probably existent Focus Sash has been activated or otherwise rendered useless.&lt;br /&gt;
* [[Multi-strike move]]s, such as {{m|Bullet Seed}} and {{m|Triple Kick}}, will continue hitting after the Focus Sash or Sturdy triggers, causing the strategy to fail.&lt;br /&gt;
* In [[Double Battle|Double]] and [[Triple Battle]]s, having multiple Pokémon use moves that will hit the F.E.A.R. Pokémon will cause it to faint, since the Focus Sash will only activate for the first attack. However, {{m|Follow Me}}, {{m|Rage Powder}}, and {{p|Greninja}}&#039;s {{m|Mat Block}} can aid the F.E.A.R. Pokémon.&lt;br /&gt;
* Although Sturdy acts like a Focus Sash from Generation V onward, the Abilities {{a|Mold Breaker}}, {{a|Turboblaze}} and {{a|Teravolt}} ignore this effect, countering any attempt to use F.E.A.R. with Sturdy.&lt;br /&gt;
* As Endeavor makes contact, the F.E.A.R. Pokémon can be finished off when its opponent is carrying a {{DL|In-battle effect item|Rocky Helmet}} or has the Ability {{a|Rough Skin}} or {{a|Iron Barbs}}.&lt;br /&gt;
* Pokémon with the [[Ability]] {{a|Queenly Majesty}} or {{a|Dazzling}} are unaffected by opposing F.E.A.R. Pokémon&#039;s priority moves.&lt;br /&gt;
* When {{m|Psychic Terrain}} is in the effect, Pokémon that are [[grounded|on the ground]] will not be affected by priority moves.&lt;br /&gt;
&lt;br /&gt;
==List of F.E.A.R. Pokémon==&lt;br /&gt;
{| class=&amp;quot;roundy sortable&amp;quot; style=&amp;quot;margin:auto; background: #{{normal color light}}; border: 3px solid #{{normal color}};&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[List of Pokémon by National Pokédex number|#]]&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! Name&lt;br /&gt;
! Gen&lt;br /&gt;
! {{colorlink|Priority|000|Priority move}}&lt;br /&gt;
! Access of {{mcolor|Endeavor}}&lt;br /&gt;
! Notes&lt;br /&gt;
! Lowest possible level&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 019&lt;br /&gt;
| {{MSP|019|Rattata}}{{MSP|019A|Rattata}}&lt;br /&gt;
| {{p|Rattata}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}, {{m|Sucker Punch}}&lt;br /&gt;
| Level&lt;br /&gt;
| Pokémon most well-known to utilize this strategy.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 025&lt;br /&gt;
| {{MSP|025|Pikachu}}&lt;br /&gt;
| {{p|Pikachu}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}, {{m|Feint}}{{tt|*|Generation V on}}&lt;br /&gt;
| Event&lt;br /&gt;
| Can only know Endeavor either when received as a {{Shiny}} {{p|Pichu}} event from [[Generation IV]] or as a [[PGL Pikachu]] from the Pikachu Cup Online Competition event in [[Generation VI]]. For the Pichu, it is shiny and obtained at level 30, then requires at least one level to evolve. For the Pikachu, it is not shiny and obtained at level 10. F.E.A.R. Pikachu are always in {{DL|Poké Ball|Cherish Ball}}s. Feint is not countered by +1 priority moves ([[Generation V]] on), and can hit through {{m|Protect}}. Not countered by {{status|paralysis}}.&lt;br /&gt;
| 10&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 056&lt;br /&gt;
| {{MSP|056|Mankey}}&lt;br /&gt;
| {{p|Mankey}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Vacuum Wave}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Can only know Vacuum Wave via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 062&lt;br /&gt;
| {{MSP|062|Poliwrath}}&lt;br /&gt;
| {{p|Poliwrath}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Vacuum Wave}}&lt;br /&gt;
| Breed/Tutor{{tt|*|For the lowest level possible}}&lt;br /&gt;
| Can only know Vacuum Wave via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}}. For the lowest level, it must be caught as {{p|Poliwhirl}} at {{rt|22|Kanto}} or [[Viridian City]] in HeartGold and SoulSilver.&lt;br /&gt;
| 10&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 084&lt;br /&gt;
| {{MSP|084|Doduo}}&lt;br /&gt;
| {{p|Doduo}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Level&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 115&lt;br /&gt;
| {{MSP|115|Kangaskhan}}&lt;br /&gt;
| {{p|Kangaskhan}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Breed&lt;br /&gt;
| Not countered by {{type|Ghost}} Pokémon if [[Ability]] is {{a|Scrappy}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 151&lt;br /&gt;
| {{MSP|151|Mew}}&lt;br /&gt;
| {{p|Mew}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Sucker Punch}}, {{m|Vacuum Wave}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Can only know Sucker Punch or Vacuum Wave via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}}.&lt;br /&gt;
| 5&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 220&lt;br /&gt;
| {{MSP|220|Swinub}}&lt;br /&gt;
| {{p|Swinub}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Ice Shard}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{m|Sandstorm}} or {{m|Hail}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 222&lt;br /&gt;
| {{MSP|222|Corsola}}&lt;br /&gt;
| {{p|Corsola}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Can only know Sucker Punch via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}}. Not countered by {{m|Sandstorm}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 231&lt;br /&gt;
| {{MSP|231|Phanpy}}&lt;br /&gt;
| {{p|Phanpy}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Ice Shard}}&lt;br /&gt;
| Breed&lt;br /&gt;
| Not countered by {{m|Sandstorm}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 232&lt;br /&gt;
| {{MSP|232|Donphan}}&lt;br /&gt;
| {{p|Donphan}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Ice Shard}}&lt;br /&gt;
| Breed&lt;br /&gt;
| Not countered by {{m|Sandstorm}}. If Ability is {{a|Sturdy}}, Focus Sash can be replaced with another item ([[Generation V]] on).&lt;br /&gt;
| 25 &lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 235&lt;br /&gt;
| {{MSP|235|Smeargle}}&lt;br /&gt;
| {{p|Smeargle}}&lt;br /&gt;
| IV&lt;br /&gt;
| Any [[Priority#Priority moves|priority move]]&lt;br /&gt;
| Sketch&lt;br /&gt;
| Smeargle learns almost any move via {{m|Sketch}}, including {{m|Endeavor}} and all priority moves. Not countered by {{status|confusion}} if Ability is {{a|Own Tempo}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 237&lt;br /&gt;
| {{MSP|237|Hitmontop}}&lt;br /&gt;
| {{p|Hitmontop}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}, {{m|Vacuum Wave}}, {{m|Bullet Punch}}, {{m|Mach Punch}}, {{m|Sucker Punch}}, {{m|Feint}}{{tt|*|Generation V on}}&lt;br /&gt;
| Level&lt;br /&gt;
| Can only know Sucker Punch or Vacuum Wave via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}}. Feint is not countered by +1 priority moves and can hit through Protect ([[Generation V]] on).&lt;br /&gt;
| 20&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 252&lt;br /&gt;
| {{MSP|252|Treecko}}&lt;br /&gt;
| {{p|Treecko}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Level/Breed{{tt|*|Prior to Omega Ruby and Alpha Sapphire}}&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 276&lt;br /&gt;
| {{MSP|276|Taillow}}&lt;br /&gt;
| {{p|Taillow}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Level&lt;br /&gt;
| Not countered by {{type|Ghost}} Pokémon if Ability is {{a|Scrappy}} ([[Generation V]] on).&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 335&lt;br /&gt;
| {{MSP|335|Zangoose}}&lt;br /&gt;
| {{p|Zangoose}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}, {{m|Feint}}{{tt|*|Generation V on}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Feint is not countered by +1 priority moves and can hit through Protect ([[Generation V]] on). Not countered by {{status|poison}} if Ability is {{a|Immunity}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 341&lt;br /&gt;
| {{MSP|341|Corphish}}&lt;br /&gt;
| {{p|Corphish}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Aqua Jet}}{{tt|*|Generation VI on}}&lt;br /&gt;
| Breed&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 390&lt;br /&gt;
| {{MSP|390|Chimchar}}&lt;br /&gt;
| {{p|Chimchar}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Vacuum Wave}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Can only know Vacuum Wave via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}}. Not countered by {{status|burn}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 396&lt;br /&gt;
| {{MSP|396|Starly}}&lt;br /&gt;
| {{p|Starly}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Level&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 413&lt;br /&gt;
| {{MSP|413|Wormadam}}{{MSP|413G|Wormadam}}{{MSP|413S|Wormadam}}&lt;br /&gt;
| {{p|Wormadam}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Can only know Sucker Punch via [[Move Tutor]] in {{v2|Platinum}} or {{2v2|HeartGold|SoulSilver}} ([[Generation IV]] to {{gen|VI}}). Not countered by {{m|Sandstorm}} or {{m|Hail}} if Ability is {{a|Overcoat}} ([[Generation VI]] on). Sandy and Trash Cloaks are not countered by {{m|Sandstorm}}. Trash Cloak is not countered by poison.  &lt;br /&gt;
| 20&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 427&lt;br /&gt;
| {{MSP|427|Buneary}}&lt;br /&gt;
| {{p|Buneary}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{status|paralysis}} if Ability is {{a|Limber}} ([[Generation V]] on).&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 428&lt;br /&gt;
| {{MSP|428|Lopunny}}&lt;br /&gt;
| {{p|Lopunny}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{status|paralysis}} if Ability is {{a|Limber}} ([[Generation V]] on).&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 468&lt;br /&gt;
| {{MSP|468|Togekiss}}&lt;br /&gt;
| {{p|Togekiss}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Extreme Speed}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Extreme Speed is not countered by +1 priority moves ([[Generation V]] on).&lt;br /&gt;
| 2&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 492&lt;br /&gt;
| {{MSP|492|Shaymin}}{{MSP|492S|Shaymin}}&lt;br /&gt;
| {{p|Shaymin}}&lt;br /&gt;
| IV&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Can only know Quick Attack as Shaymin Sky Forme at level 28. Level 30 Shaymin can be found at [[Flower Paradise]] in {{3v2|Diamond|Pearl|Platinum}} if the player has received [[Oak&#039;s Letter]]. Level 15 Shaymin is only available as Japanese or Korean event Shaymin in [[Generation VI]].&lt;br /&gt;
| 30{{tt|*|Generation IV-V}}/28{{tt|*|Generation VI}}/15{{tt|*|Generation VII}}&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 498&lt;br /&gt;
| {{MSP|498|Tepig}}&lt;br /&gt;
| {{p|Tepig}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{status|burn}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 546&lt;br /&gt;
| {{MSP|546|Cottonee}}&lt;br /&gt;
| {{p|Cottonee}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Nature Power}}&lt;br /&gt;
| Level&lt;br /&gt;
| Nature Power has +1 priority with {{a|Prankster}}, becomes {{m|Tri Attack}} in link battles. Countered by {{type|Dark}} Pokémon ([[Generation VII]] onward).&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 547&lt;br /&gt;
| {{MSP|547|Whimsicott}}&lt;br /&gt;
| {{p|Whimsicott}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Nature Power}}&lt;br /&gt;
| Level{{tt|*|As Cottonee}}&lt;br /&gt;
| Nature Power has +1 priority with {{a|Prankster}}, becomes {{m|Tri Attack}} in link battles. Countered by {{type|Dark}} Pokémon ([[Generation VII]] onward).&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 550&lt;br /&gt;
| {{MSP|550|Basculin}}&amp;lt;br&amp;gt;{{MSP|550B|Basculin}}&lt;br /&gt;
| {{p|Basculin}}&lt;br /&gt;
| V&lt;br /&gt;
| {{m|Aqua Jet}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by Pokémon with {{a|Dry Skin}}, {{a|Storm Drain}}, or {{a|Water Absorb}} if Ability is {{a|Mold Breaker}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 556&lt;br /&gt;
| {{MSP|556|Maractus}}&lt;br /&gt;
| {{p|Maractus}}&lt;br /&gt;
| V&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 566&lt;br /&gt;
| {{MSP|566|Archen}}&lt;br /&gt;
| {{p|Archen}}&lt;br /&gt;
| V&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Level&lt;br /&gt;
| Not countered by {{m|Sandstorm}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 580&lt;br /&gt;
| {{MSP|580|Ducklett}}&lt;br /&gt;
| {{p|Ducklett}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Aqua Jet}}&lt;br /&gt;
| Tutor&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 647&lt;br /&gt;
| {{MSP|647|Keldeo}}&lt;br /&gt;
| {{p|Keldeo}}&lt;br /&gt;
| V&lt;br /&gt;
| {{m|Aqua Jet}}&lt;br /&gt;
| Tutor&lt;br /&gt;
|&lt;br /&gt;
| 15&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 652&lt;br /&gt;
| {{MSP|652|Chesnaught}}&lt;br /&gt;
| {{p|Chesnaught}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Feint}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Feint is not countered by +1 priority moves and can hit through Protect.&lt;br /&gt;
| 36&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 659&lt;br /&gt;
| {{MSP|659|Bunnelby}}&lt;br /&gt;
| {{p|Bunnelby}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Tutor&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 675&lt;br /&gt;
| {{MSP|675|Pangoro}}&lt;br /&gt;
| {{p|Pangoro}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Bullet Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{type|Ghost}} Pokémon if Ability is {{a|Scrappy}}.&lt;br /&gt;
| 32&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 676&lt;br /&gt;
| {{MSP|676|Furfrou}}&lt;br /&gt;
| {{p|Furfrou}}&lt;br /&gt;
| VI&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
|&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 701&lt;br /&gt;
| {{MSP|701|Hawlucha}}&lt;br /&gt;
| {{p|Hawlucha}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Feint}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Feint is not countered by +1 priority moves and can hit through Protect. Not countered by {{status|paralysis}} if Ability is {{a|Limber}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 744&lt;br /&gt;
| {{MSP|744|Rockruff}}&lt;br /&gt;
| {{p|Rockruff}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{m|Sandstorm}}. Not countered by {{status|confusion}} if Ability is {{a|Own Tempo}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 761&lt;br /&gt;
| {{MSP|761|Bounsweet}}&lt;br /&gt;
| {{p|Bounsweet}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Feint}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Feint is not countered by +1 priority moves and can hit through Protect.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 766&lt;br /&gt;
| {{MSP|766|Passimian}}&lt;br /&gt;
| {{p|Passimian}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Feint}}, {{m|Quick Attack}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Feint is not countered by +1 priority moves and can hit through Protect.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 775&lt;br /&gt;
| {{MSP|775|Komala}}&lt;br /&gt;
| {{p|Komala}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Sucker Punch}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by any [[status condition]] due to the Ability {{a|Comatose}}.&lt;br /&gt;
| 1&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 802&lt;br /&gt;
| {{MSP|802|Marshadow}}&lt;br /&gt;
| {{p|Marshadow}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Feint}}, {{m|Shadow Sneak}}, {{m|Sucker Punch}}&lt;br /&gt;
| Level&lt;br /&gt;
| Feint is not countered by +1 priority moves and can hit through Protect. Not countered by {{m|Quick Attack}}, {{m|Mach Punch}}, {{m|Vacuum Wave}}, {{m|Feint}}, or {{m|Extreme Speed}}.&lt;br /&gt;
| 50&lt;br /&gt;
|- style=&amp;quot;background:#FFF;&amp;quot;&lt;br /&gt;
| 807&lt;br /&gt;
| {{MSP|807|Zeraora}}&lt;br /&gt;
| {{p|Zeraora}}&lt;br /&gt;
| VII&lt;br /&gt;
| {{m|Quick Attack}}&lt;br /&gt;
| Tutor&lt;br /&gt;
| Not countered by {{status|paralysis}}.&lt;br /&gt;
| N/A&lt;br /&gt;
|}{{-}}&lt;br /&gt;
&lt;br /&gt;
==Catching Pokémon with F.E.A.R.==&lt;br /&gt;
By using F.E.A.R. while skipping the priority move, players can lower a target Pokémon&#039;s HP to 1, similar to using {{m|False Swipe}}, and more easily catch it than by battling it normally. After the wild Pokémon&#039;s HP has been lowered to 1, the player may freely begin throwing [[Poké Ball]]s and have a high chance of successfully capturing the Pokémon. A {{p|Cottonee}} may also inflict a priority paralysis (with {{a|Prankster}}) to further increase the [[catch rate]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.youtube.com/watch?v=m9l3pDn-oKA A battle demonstrating the F.E.A.R. strategy.]&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Project Fandom notice}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Fanon terminology]]&lt;br /&gt;
&lt;br /&gt;
[[de:F.E.A.R.]]&lt;br /&gt;
[[fr:FEAR]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=U-turn_(move)&amp;diff=2577224</id>
		<title>U-turn (move)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=U-turn_(move)&amp;diff=2577224"/>
		<updated>2017-01-06T19:21:37Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* By TM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{bad image|reason=Should be replaced with Generation VII image}}&lt;br /&gt;
{{MoveInfobox|&lt;br /&gt;
n=369 |&lt;br /&gt;
name=U-turn |&lt;br /&gt;
jname=とんぼがえり |&lt;br /&gt;
jtrans=Round-trip |&lt;br /&gt;
jtranslit=Tonbogaeri |&lt;br /&gt;
gameimage=U-turn.png |&lt;br /&gt;
gameimage2=U-turn 2.png |&lt;br /&gt;
gameimagewidth=300 |&lt;br /&gt;
type=Bug |&lt;br /&gt;
damagecategory=Physical |&lt;br /&gt;
basepp=20 |&lt;br /&gt;
maxpp=32 |&lt;br /&gt;
power=70 |&lt;br /&gt;
accuracy=100 |&lt;br /&gt;
bdesc=??? |&lt;br /&gt;
gen=IV |&lt;br /&gt;
category=Cute |&lt;br /&gt;
appeal=0 |&lt;br /&gt;
jam=0 |&lt;br /&gt;
cdesc=Points = 4 minus judge voltage. |&lt;br /&gt;
appealsc=0 |&lt;br /&gt;
scdesc=Raises the score if the Voltage is low. |&lt;br /&gt;
appeal6=4|&lt;br /&gt;
jam6=0|&lt;br /&gt;
cdesc6=Makes the audience quickly grow bored when an appeal move has little effect. |&lt;br /&gt;
pokefordex=u-turn |&lt;br /&gt;
touches=yes |&lt;br /&gt;
protect=yes |&lt;br /&gt;
magiccoat=no |&lt;br /&gt;
snatch=no |&lt;br /&gt;
brightpowder=yes |&lt;br /&gt;
kingsrock=yes |&lt;br /&gt;
flag7=no |&lt;br /&gt;
flag8=no |&lt;br /&gt;
sound=no |&lt;br /&gt;
tm4=yes|&lt;br /&gt;
tm#4=89|&lt;br /&gt;
tm5=yes|&lt;br /&gt;
tm#5=89|&lt;br /&gt;
tm6=yes|&lt;br /&gt;
tm#6=89|&lt;br /&gt;
tm7=yes|&lt;br /&gt;
tm#7=89|&lt;br /&gt;
na=no|&lt;br /&gt;
target=anyadjacent |&lt;br /&gt;
footnotes= }}&lt;br /&gt;
&#039;&#039;&#039;U-turn&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;とんぼがえり&#039;&#039;&#039; &#039;&#039;Round-trip&#039;&#039;) is a damage-dealing {{type|Bug}} [[move]] introduced in [[Generation IV]]. It has been [[TM89]] since Generation IV.&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
U-turn deals [[damage]] and then [[Recall|switches the user out]]. The user will not be switched out if the user is the only Pokémon in the [[party]] that is able to battle, if the target&#039;s Ability is {{a|Wimp Out}}, or if using U-turn ends the battle. If U-turn faints a foe Trainer&#039;s Pokémon, the next Pokémon sent out by the user will not be counted for additional experience and if the user is battling an NPC, the player will still have the ability to switch Pokémon in between Pokémon that have fainted. If the next Pokémon sent out by the user is holding the Amulet Coin or Luck Incense, it will be counted for that even if it is immediately switched out in between fainted Pokémon.&lt;br /&gt;
&lt;br /&gt;
If the foe Pokémon uses {{m|Pursuit}} on the same turn U-turn is used, Pursuit will deal normal damage if the foe is faster, or double damage if the foe is slower than the user.&lt;br /&gt;
&lt;br /&gt;
In {{game|Diamond and Pearl|s}}, if the Pokémon selected after the switch-out is holding a [[Choice item]] and also knows the move U-turn, they will be forced to use U-turn as their next attack despite not having made a move.&lt;br /&gt;
&lt;br /&gt;
U-turn may be used to switch out of {{m|Ingrain}}, but Ingrain&#039;s effects will not be passed on. U-turn can also be used to switch out even if the user is under the effect of {{a|Arena Trap}}, {{a|Magnet Pull}}, {{a|Shadow Tag}}, {{m|Mean Look}}, {{m|Spider Web}}, or {{m|Block}}. U-turn will not force a switch if the user is holding a {{DL|In-battle effect item|Red Card}} or the target is holding an {{DL|In-battle effect item|Eject Button}}.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
{{movedesc|Bug}}&lt;br /&gt;
{{movedescentry|{{gameabbrev4|DPPtHGSS}}&amp;lt;br&amp;gt;{{gameabbrev5|BWB2W2}}&amp;lt;br&amp;gt;{{gameabbrev6|XYORAS}}&amp;lt;br&amp;gt;{{gameabbrev7|SM}}|After making its attack, the user rushes back to switch places with a party Pokémon in waiting.}}&lt;br /&gt;
|}&lt;br /&gt;
|}{{left clear}}&lt;br /&gt;
&lt;br /&gt;
==Learnset==&lt;br /&gt;
===By [[Level|leveling up]]===&lt;br /&gt;
{{Movehead/Level|Bug|4}}&lt;br /&gt;
{{Moveentry/4|187|Hoppip|type=Grass|type2=Flying|2|Fairy|Grass|31|37|37|37}}&lt;br /&gt;
{{Moveentry/4|188|Skiploom|type=Grass|type2=Flying|2|Fairy|Grass|36|44|44|44}}&lt;br /&gt;
{{Moveentry/4|189|Jumpluff|type=Grass|type2=Flying|2|Fairy|Grass|36|49|49|49}}&lt;br /&gt;
{{Moveentry/4|193|Yanma|type=Bug|type2=Flying|1|Bug|Bug|49|49|49|49|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|207|Gligar|type=Ground|type2=Flying|1|Bug|Bug|38|42{{sup/5|BW}}&amp;lt;br&amp;gt;30{{sup/5|B2W2}}|30|30}}&lt;br /&gt;
{{Moveentry/4|456|Finneon|type=Water|1|Water 2|Water 2|42|42|42|42}}&lt;br /&gt;
{{Moveentry/4|457|Lumineon|type=Water|1|Water 2|Water 2|48|48|48|48}}&lt;br /&gt;
{{Moveentry/4|469|Yanmega|type=Bug|type2=Flying|1|Bug|Bug|46{{sup/4|DP}}&amp;lt;br&amp;gt;49{{sup/4|PtHGSS}}|49|49|49|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|472|Gliscor|type=Ground|type2=Flying|1|Bug|Bug|38|42{{sup/5|BW}}&amp;lt;br&amp;gt;30{{sup/5|B2W2}}|30|30}}&lt;br /&gt;
{{Moveentry/4|566|Archen|type=Rock|type2=Flying|2|Flying|Water 3||41|41|41}}&lt;br /&gt;
{{Moveentry/4|567|Archeops|type=Rock|type2=Flying|2|Flying|Water 3||45|45|45}}&lt;br /&gt;
{{Moveentry/4|571|Zoroark|type=Dark|1|Field|Field||1|1|1}}&lt;br /&gt;
{{Moveentry/4|617|Accelgor|type=Bug|1|Bug|Bug||40|40|40|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|619|Mienfoo|type=Fighting|2|Field|Human-Like||41|41|41}}&lt;br /&gt;
{{Moveentry/4|620|Mienshao|type=Fighting|2|Field|Human-Like||41|41|41}}&lt;br /&gt;
{{Moveentry/4|648|Meloetta|type=Normal|type2=Psychic|1|Undiscovered|Undiscovered||43|43|43}}&lt;br /&gt;
{{Moveentry/4|724|Decidueye|type=Grass|type2=Ghost|1|Flying|Flying||||1}}&lt;br /&gt;
{{Movefoot|Bug|4}}&lt;br /&gt;
&lt;br /&gt;
===By [[TM]]===&lt;br /&gt;
{{Movehead/TM|Bug|4|no|no|no|TM89|TM89|TM89|TM89}}&lt;br /&gt;
{{Moveentry/4|012|Butterfree|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|015|Beedrill|type=Bug|type2=Poison|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|016|Pidgey|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|017|Pidgeotto|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|018|Pidgeot|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|019|Rattata|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|019A|Rattata|type=Dark|type2=Normal|1|Field|Field||||✔|form=Alola Form}}&lt;br /&gt;
{{Moveentry/4|020|Raticate|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|020A|Raticate|type=Dark|type2=Normal|1|Field|Field||||✔|form=Alola Form}}&lt;br /&gt;
{{Moveentry/4|021|Spearow|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|022|Fearow|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|041|Zubat|type=Poison|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|042|Golbat|type=Poison|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|049|Venomoth|type=Bug|type2=Poison|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|052|Meowth|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|052A|Meowth|type=Dark|1|Field|Field||||✔|form=Alola Form}}&lt;br /&gt;
{{Moveentry/4|053|Persian|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|053A|Persian|type=Dark|1|Field|Field||||✔|form=Alola Form}}&lt;br /&gt;
{{Moveentry/4|056|Mankey|type=Fighting|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|057|Primeape|type=Fighting|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|083|Farfetch&#039;d|type=Normal|type2=Flying|2|Flying|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|123|Scyther|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|144|Articuno|type=Ice|type2=Flying|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|145|Zapdos|type=Electric|type2=Flying|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|146|Moltres|type=Fire|type2=Flying|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|151|Mew|type=Psychic|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|161|Sentret|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|162|Furret|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|165|Ledyba|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|166|Ledian|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|169|Crobat|type=Poison|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|177|Natu|type=Psychic|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|178|Xatu|type=Psychic|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|187|Hoppip|type=Grass|type2=Flying|2|Fairy|Grass|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|188|Skiploom|type=Grass|type2=Flying|2|Fairy|Grass|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|189|Jumpluff|type=Grass|type2=Flying|2|Fairy|Grass|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|190|Aipom|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|193|Yanma|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|207|Gligar|type=Ground|type2=Flying|1|Bug|Bug|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|212|Scizor|type=Bug|type2=Steel|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|251|Celebi|type=Psychic|type2=Grass|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|267|Beautifly|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|269|Dustox|type=Bug|type2=Poison|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|276|Taillow|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|277|Swellow|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|278|Wingull|type=Water|type2=Flying|2|Water 1|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|279|Pelipper|type=Water|type2=Flying|2|Water 1|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|284|Masquerain|type=Bug|type2=Flying|2|Water 1|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|291|Ninjask|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|313|Volbeat|type=Bug|2|Bug|Human-Like|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|314|Illumise|type=Bug|2|Bug|Human-Like|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|329|Vibrava|type=Ground|type2=Dragon|1|Bug|Bug|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|330|Flygon|type=Ground|type2=Dragon|1|Bug|Bug|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|385|Jirachi|type=Steel|type2=Psychic|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|390|Chimchar|type=Fire|2|Field|Human-Like|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|391|Monferno|type=Fire|type2=Fighting|2|Field|Human-Like|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|392|Infernape|type=Fire|type2=Fighting|2|Field|Human-Like|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|396|Starly|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|397|Staravia|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|398|Staraptor|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|414|Mothim|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|416|Vespiquen|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|417|Pachirisu|type=Electric|2|Field|Fairy|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|424|Ambipom|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|431|Glameow|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|432|Purugly|type=Normal|1|Field|Field|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|441|Chatot|type=Normal|type2=Flying|1|Flying|Flying|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|456|Finneon|type=Water|1|Water 2|Water 2|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|457|Lumineon|type=Water|1|Water 2|Water 2|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|469|Yanmega|type=Bug|type2=Flying|1|Bug|Bug|✔|✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|472|Gliscor|type=Ground|type2=Flying|1|Bug|Bug|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|480|Uxie|type=Psychic|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|481|Mesprit|type=Psychic|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|482|Azelf|type=Psychic|1|Undiscovered|Undiscovered|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|489|Phione|type=Water|2|Water 1|Fairy|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|490|Manaphy|type=Water|2|Water 1|Fairy|✔|✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|494|Victini|type=Psychic|type2=Fire|1|Undiscovered|Undiscovered||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|509|Purrloin|type=Dark|1|Field|Field||✔{{sup/5|B2W2}}|✔|✔}}&lt;br /&gt;
{{Moveentry/4|510|Liepard|type=Dark|1|Field|Field||✔{{sup/5|B2W2}}|✔|✔}}&lt;br /&gt;
{{Moveentry/4|519|Pidove|type=Normal|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|520|Tranquill|type=Normal|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|521|Unfezant|type=Normal|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|527|Woobat|type=Psychic|type2=Flying|2|Field|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|528|Swoobat|type=Psychic|type2=Flying|2|Field|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|547|Whimsicott|type=Grass|type2=Fairy|2|Grass|Fairy||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|554|Darumaka|type=Fire|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|555|Darmanitan|type=Fire|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|566|Archen|type=Rock|type2=Flying|2|Flying|Water 3||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|567|Archeops|type=Rock|type2=Flying|2|Flying|Water 3||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|570|Zorua|type=Dark|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|571|Zoroark|type=Dark|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|572|Minccino|type=Normal|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|573|Cinccino|type=Normal|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|587|Emolga|type=Electric|type2=Flying|1|Field|Field||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|603|Eelektrik|type=Electric|1|Amorphous|Amorphous||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|604|Eelektross|type=Electric|1|Amorphous|Amorphous||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|617|Accelgor|type=Bug|1|Bug|Bug||✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|619|Mienfoo|type=Fighting|2|Field|Human-Like||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|620|Mienshao|type=Fighting|2|Field|Human-Like||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|627|Rufflet|type=Normal|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|628|Braviary|type=Normal|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|629|Vullaby|type=Dark|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|630|Mandibuzz|type=Dark|type2=Flying|1|Flying|Flying||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|635|Hydreigon|type=Dark|type2=Dragon|1|Dragon|Dragon||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|636|Larvesta|type=Bug|type2=Fire|1|Bug|Bug||✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|637|Volcarona|type=Bug|type2=Fire|1|Bug|Bug||✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|641|Tornadus|type=Flying|1|Undiscovered|Undiscovered||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|642|Thundurus|type=Electric|type2=Flying|1|Undiscovered|Undiscovered||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|645|Landorus|type=Ground|type2=Flying|1|Undiscovered|Undiscovered||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|648|Meloetta|type=Normal|type2=Psychic|1|Undiscovered|Undiscovered||✔|✔|✔}}&lt;br /&gt;
{{Moveentry/4|649|Genesect|type=Bug|type2=Steel|1|Undiscovered|Undiscovered||✔|✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|656|Froakie|type=Water|1|Water 1|Water 1|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|657|Frogadier|type=Water|1|Water 1|Water 1|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|658|Greninja|type=Water|type2=Dark|1|Water 1|Water 1|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|659|Bunnelby|type=Normal|1|Field|Field|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|660|Diggersby|type=Normal|type2=Ground|1|Field|Field|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|661|Fletchling|type=Normal|type2=Flying|1|Flying|Flying|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|662|Fletchinder|type=Fire|type2=Flying|1|Flying|Flying|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|663|Talonflame|type=Fire|type2=Flying|1|Flying|Flying|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|666|Vivillon|type=Bug|type2=Flying|1|Bug|Bug|||✔|✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|676|Furfrou|type=Normal|1|Field|Field|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|692|Clauncher|type=Water|2|Water 1|Water 3|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|693|Clawitzer|type=Water|2|Water 1|Water 3|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|694|Helioptile|type=Electric|type2=Normal|2|Monster|Dragon|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|695|Heliolisk|type=Electric|type2=Normal|2|Monster|Dragon|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|701|Hawlucha|type=Fighting|type2=Flying|1|Human-Like|Human-Like|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|702|Dedenne|type=Electric|type2=Fairy|2|Field|Fairy|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|714|Noibat|type=Flying|type2=Dragon|1|Flying|Flying|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|715|Noivern|type=Flying|type2=Dragon|1|Flying|Flying|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|717|Yveltal|type=Dark|type2=Flying|1|Undiscovered|Undiscovered|||✔|✔}}&lt;br /&gt;
{{Moveentry/4|724|Decidueye|type=Grass|type2=Ghost|1|Flying|Flying||||✔}}&lt;br /&gt;
{{Moveentry/4|725|Litten|type=Fire|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|726|Torracat|type=Fire|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|727|Incineroar|type=Fire|type2=Dark|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|731|Pikipek|type=Normal|type2=Flying|1|Flying|Flying||||✔}}&lt;br /&gt;
{{Moveentry/4|732|Trumbeak|type=Normal|type2=Flying|1|Flying|Flying||||✔}}&lt;br /&gt;
{{Moveentry/4|733|Toucannon|type=Normal|type2=Flying|1|Flying|Flying||||✔}}&lt;br /&gt;
{{Moveentry/4|734|Yungoos|type=Normal|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|735|Gumshoos|type=Normal|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|741|Oricorio|type=Fire|type2=Flying|1|Flying|Flying||||✔}}&lt;br /&gt;
{{Moveentry/4|742|Cutiefly|type=Bug|type2=Fairy|2|Bug|Fairy||||✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|743|Ribombee|type=Bug|type2=Fairy|2|Bug|Fairy||||✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|746|Wishiwashi|type=Water|1|Water 2|Water 2||||✔}}&lt;br /&gt;
{{Moveentry/4|763|Tsareena|type=Grass|1|Grass|Grass||||✔}}&lt;br /&gt;
{{Moveentry/4|764|Comfey|type=Fairy|1|Grass|Grass||||✔}}&lt;br /&gt;
{{Moveentry/4|766|Passimian|type=Fighting|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|772|Type: Null|type=Normal|1|Undiscovered|Undiscovered||||✔}}&lt;br /&gt;
{{Moveentry/4|773|Silvally|type=Normal|1|Undiscovered|Undiscovered||||✔|STAB=&#039;&#039;}}&lt;br /&gt;
{{Moveentry/4|774|Minior|type=Rock|type2=Flying|1|Mineral|Mineral||||✔}}&lt;br /&gt;
{{Moveentry/4|775|Komala|type=Normal|1|Field|Field||||✔}}&lt;br /&gt;
{{Moveentry/4|777|Togedemaru|type=Electric|type2=Steel|2|Field|Fairy||||✔}}&lt;br /&gt;
{{Moveentry/4|785|Tapu Koko|type=Electric|type2=Fairy|1|Undiscovered|Undiscovered||||✔}}&lt;br /&gt;
{{Moveentry/4|795|Pheromosa|type=Bug|type2=Fighting|1|Undiscovered|Undiscovered||||✔|STAB=&#039;&#039;&#039;}}&lt;br /&gt;
{{Movefoot|Bug|4}}&lt;br /&gt;
&lt;br /&gt;
==In other games==&lt;br /&gt;
===Description===&lt;br /&gt;
{{movedesc|Bug}}&lt;br /&gt;
{{movedescentry|{{gameabbrevmd|TDS}}|Inflicts damage on a target up to 2 tiles away.}}&lt;br /&gt;
|}&lt;br /&gt;
|}{{left clear}}&lt;br /&gt;
&lt;br /&gt;
==In the manga==&lt;br /&gt;
===In the Pokémon Adventures manga===&lt;br /&gt;
{{movemanga|type=bug|exp=yes|gen=The user turns around to attack the opponent.|image1=Mars Yanmega U-turn Adventures.png|image1p=Yanmega|image2=Cheren Unfezant U-turn Adventures.png|image2p=Unfezant}}&lt;br /&gt;
{{movep|type=bug|ms=469|pkmn=Yanmega|method=Yanmega flies forward in front of the opponent, then flies upwards. It then does a backflip in the air and dives down onto the opponent, slamming its head into it.}}&lt;br /&gt;
{{movemid|type=bug|user=Mars|user1=Mars&#039;s Yanmega|startcode=PS397|startname=Outwitting Octillery|notes=Debut}}&lt;br /&gt;
{{movep|type=bug|ms=521|pkmn=Unfezant|method=Unfezant flies into the air and turns as it dives down into the opponent, striking them from behind.}}&lt;br /&gt;
{{movebtmManga|type=bug|user=Cheren (Adventures)|user1=Cheren&#039;s Unfezant|startcode=PS517|startname=Something Suspicious}}&lt;br /&gt;
&lt;br /&gt;
==In other generations==&lt;br /&gt;
{{Movegen|&lt;br /&gt;
type=Bug|&lt;br /&gt;
genIV=U-turn IV|&lt;br /&gt;
genV=U-turn V|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* In Diamond, Pearl, and Platinum, despite being spelled with a lowercase &amp;quot;t&amp;quot; (as &amp;quot;U-turn&amp;quot;) on the status screen and as [[TM89]], when used in battle it is displayed as &amp;quot;U-&#039;&#039;&#039;T&#039;&#039;&#039;urn&amp;quot;.&lt;br /&gt;
* U-turn may be {{type|Bug}} because its Japanese name contains とんぼ (tonbo), which means dragonfly.&lt;br /&gt;
**This is somewhat supported by the fact that {{p|Yanma}} and {{p|Yanmega}}, both based on dragonflies, can learn the move by levelling up.&lt;br /&gt;
&lt;br /&gt;
==In other languages==&lt;br /&gt;
{{Langtable|color={{bug color}}|bordercolor={{bug color light}}&lt;br /&gt;
|zh_yue=急速折返 &#039;&#039;{{tt|Gāpchūk Jitfáan|Rapid Turnaround}}&#039;&#039; {{tt|*|Games}}&amp;lt;br&amp;gt;急速轉變 &#039;&#039;{{tt|Gāpchūk Jyúnbin|Rapid Shift}}&#039;&#039; {{tt|*|Adventures}}&lt;br /&gt;
|zh_cmn=急速折返 &#039;&#039;{{tt|Jísù Zhéfǎn|Rapid Turnaround}}&#039;&#039; {{tt|*|Games}}&amp;lt;br&amp;gt;急速轉變 / 急速转变 &#039;&#039;{{tt|Jísù Zhuǎnbiàn|Rapid Shift}}&#039;&#039; {{tt|*|Adventures, DP Complete Pokédex Guidebook}}&amp;lt;br&amp;gt;U形迴轉 &#039;&#039;{{tt|U-Xíng Huízhuǎn|U-turn}}&#039;&#039; {{tt|*|Anime}}&lt;br /&gt;
|nl=U-bocht&lt;br /&gt;
|fr=Demi-Tour&lt;br /&gt;
|de=Kehrtwende&lt;br /&gt;
|el=Μεταστροφή&amp;lt;br&amp;gt;Ταξίδι μετ&#039;Επιστροφής&lt;br /&gt;
|it=Retromarcia&lt;br /&gt;
|ko=유턴 &#039;&#039;U-turn&#039;&#039;&lt;br /&gt;
|pt_br=Sua Rodada&amp;lt;br&amp;gt;Giro em U (TCG and manga)&lt;br /&gt;
|sr=Okret za 180°&lt;br /&gt;
|es=Ida y Vuelta&lt;br /&gt;
}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{U-turn}}&lt;br /&gt;
{{Generation IV TMs}}&lt;br /&gt;
{{Generation V TMs}}&lt;br /&gt;
{{Generation VI TMs}}&lt;br /&gt;
{{Generation VII TMs}}&lt;br /&gt;
{{-}}&lt;br /&gt;
{{Project Moves and Abilities notice}}&lt;br /&gt;
&lt;br /&gt;
[[de:Kehrtwende]]&lt;br /&gt;
[[fr:Demi-Tour]]&lt;br /&gt;
[[it:Retromarcia (mossa)]]&lt;br /&gt;
[[ja:とんぼがえり]]&lt;br /&gt;
[[pl:U-turn]]&lt;br /&gt;
[[zh:急速折返（招式）]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2561215</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2561215"/>
		<updated>2016-12-16T06:25:37Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
&lt;br /&gt;
[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== held Item? ==&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move the formula to Modification? ==&lt;br /&gt;
&lt;br /&gt;
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mild contridiction in a very specific criteria ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
&lt;br /&gt;
== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attacks that hit multiple times? ==&lt;br /&gt;
&lt;br /&gt;
How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Damage Rounding ==&lt;br /&gt;
&lt;br /&gt;
According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 20:49, 12 December 2016 (UTC)&lt;br /&gt;
:::&#039;&#039;During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation.&#039;&#039;&lt;br /&gt;
:::The order on the user page should be accurate. But again, Choice items are already used to create the Attack (&amp;quot;A&amp;quot;) value, and terrains for &amp;quot;Power&amp;quot;, those are not incorporated outside anything. I don&#039;t think &amp;lt;whatever&amp;gt;-independent minimum damage is really worth calculating, because the rest is just as much part of calculation. But you&#039;re of course right, order matters, and that&#039;s one of the benefits of the aforementioned userpage. (It&#039;s not exactly paper, so if you insist on that, feel free to write it down yourself. :P) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 22:25, 12 December 2016 (UTC)&lt;br /&gt;
::::Ok, so, to clarify, the order is: Weather -&amp;gt; Critical -&amp;gt; random -&amp;gt; STAB -&amp;gt; Type -&amp;gt; Burn -&amp;gt; other ? This would explain getting only 1 damage off a STAB attack from a level 1 (with there being a 1/16 chance of 2 damage). But are you also now saying that Choice items and Terrain boosts affect the attack stat and BP directly? On Showdown it says that a 4x SE STAB attack from a level 1 on a level 100 (min atk, max def) with Choice and Terrain would still hit a minimum damage over 10, but if you take Choice/Terrain out of the multipliers, and factor in the STAB going away (because of the aforementioned random value being multiplied first), the minimum damage should really only be 4, from the 4x SE ((low vals + 2) x 85/100 x 3/2 x 4 minimizes to 4 with int division). Is Showdown&#039;s order off, then? To be incredibly specific, I did: Pichu, level 1, attack-reducing nature with 0 IVs/EVs (Atk = 4), Choice Band, Electric Terrain, using Nuzzle (20BP) on a level 100 Gyarados with a defense-increasing nature and max IVs/EVs (Def = 282), and the damage range was 12-16. If the Choice and Terrain are calculated as you say, then the calculation would be (using the Bulbapedia formula, since I don&#039;t really understand the bits like &amp;quot;\right&amp;quot; on the user page): ((2x1+10)/250 x (4x1.5)/282 x (20x1.5) + 2) x .85 x 1.5 x 4  =  (12/250 x 6/282 x 30 + 2) x .85 x 1.5 x 4  =  2 x .85 x 1.5 x 4  =  1 x 1.5 x 4  =  1 x 4  =  4. Sooo... Something is off here. Either the Choice/Terrain multipliers DO need to be in the multipliers, or the order of the multipliers is off, or Showdown is wrong. One of the three. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 15:46, 14 December 2016 (UTC)&lt;br /&gt;
:::::May I offer a fourth possibility: you used Showdown wrong...? I get&lt;br /&gt;
 0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 4-12 (1.2 - 3.6%) -- possibly the worst move ever&lt;br /&gt;
 (4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12)&lt;br /&gt;
:::::Showdown also has a [https://github.com/Zarel/Pokemon-Showdown GitHub repository], and I just checked, they agree on what I told you about Choice items and terrains. You can check on whether they agree on the exact order, if you&#039;d like, but I believe they agree on that as well. For that messy code on the userpage: it&#039;s currently TeX code, and not yet converted to an image and then uploaded; but you can just paste it [http://www.codecogs.com/eqnedit.php here] to read it, for example.&lt;br /&gt;
:::::Anyway, it all comes down to: If you ever happen to encounter a max Def level 100 Gyarados, there may be better ideas than to equip a Choice Band to your level 1 Pichu in order to Nuzzle it down. [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 18:30, 14 December 2016 (UTC)&lt;br /&gt;
::::::Nope, you actually used Showdown wrong. Showdown clearly has a glitch where it doesn&#039;t update properly with every change (namely with Electric Terrain). If you set everything, then hit Electric Terrain, it gets the 4-12 damage you got. Then if you change something else, like altering a stat or changing from singles to doubles and back, it refreshes and says this:&lt;br /&gt;
 0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 12-16 (3.6 - 4.8%) -- possibly the worst move ever&lt;br /&gt;
 (12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 16)&lt;br /&gt;
::::::In fact, I actually forgot the Choice Band the first time I did this, and it still got 12-16, so I guess that proves that you were right about the Choice Band multiplier (at least in Showdown&#039;s logic). But the Electric Terrain Multiplier definitely isn&#039;t applied to BP or the attack stat. So with this new info in mind, it looks like Electric Terrain is being applied (in Showdown) BEFORE the random value, like so (with the initial damage of 2): 2 x 1.5 (terrain) x .85 (rand) x 1.5 (STAB) x 4 (SE) = 3 x .85 x 1.5 x 4 = 2 x 1.5 x 4 = 3 x 4 = 12. This would explain the jump in damage from 4 (without field) to 12 (with field), since without the field the random value would essentially negate the STAB bonus. So Showdown&#039;s order differs from yours, it seems. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 22:34, 14 December 2016 (UTC)&lt;br /&gt;
:::::::I thought it didn&#039;t change because nothing had changed. It&#039;s interesting, though, because Showdown&#039;s damage calculator really does have an additional factor in between &#039;&#039;Weather&#039;&#039; and &#039;&#039;Critical&#039;&#039; (see [https://github.com/Zarel/honko-damagecalc/blob/master/js/damage.js here], line 518), whereas Showdown&#039;s battle engine powers up the base power (see [https://github.com/Zarel/Pokemon-Showdown/blob/master/data/moves.js here], line 4198). And that matches what the userpage and Bulbapedia have, and also that the [http://www.pokemon-sunmoon.com/en-us/pokemon/tapu-koko/ this official website] says Electric Terrain is &amp;quot;raising the &#039;&#039;&#039;power&#039;&#039;&#039; of any Electric-type moves&amp;quot; (and not damage dealt by them). Until proven otherwise, we just have to treat the official website more reliable than Showdown&#039;s damage calculator (especially when it&#039;s even contradicting their own battle engine). [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 23:55, 14 December 2016 (UTC)&lt;br /&gt;
::::::::Ok, I did the experiment in the actual games. I had my friend use a level 1 Pichu (SpA 6, holding Choice Specs) use Thunder Shock (BP 40) on my level 50 Minior (SpD 120) and level 63 Wishiwashi (SpD 182). In both cases I got 2 damage per attack, with and without Electric Terrain out. When the same was tried on my level 32 Pelipper (SpD 53; admittedly not great but all I had on-hand), it consistently took 4 damage, regardless of terrain. So Showdown&#039;s calculator is wrong! The Pelipper calculation, entered into the calculator with the exact stats, items, and terrain, is quoted at 12-16 damage (the calculator doesn&#039;t actually have Thunder Shock, so I used Charge Beam, which is only 10 power higher, but it shouldn&#039;t matter, seeing as everything from Nuzzle to Volt Tackle yields the same results). When removing terrain, the calculator&#039;s prediction drops down to 4, which says to me that it doesn&#039;t know what order to calculate terrain in. I know at high levels this probably won&#039;t matter too much, but this might still be wiggling the end results a few HP higher than you&#039;d truly see in the game, so it may be worth them looking into. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 06:25, 16 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2560254</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2560254"/>
		<updated>2016-12-14T22:39:42Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
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[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
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== held Item? ==&lt;br /&gt;
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It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
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== Move the formula to Modification? ==&lt;br /&gt;
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It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
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== Mild contridiction in a very specific criteria ==&lt;br /&gt;
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--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
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In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
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Merely 2 points difference, but its something to consider.&lt;br /&gt;
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== Double/Triple Battle? ==&lt;br /&gt;
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In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
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== Zero damage? ==&lt;br /&gt;
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Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
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I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
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I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
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Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
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5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
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4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
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Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
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[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
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== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
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The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
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[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
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== Attacks that hit multiple times? ==&lt;br /&gt;
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How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
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:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
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== Damage Rounding ==&lt;br /&gt;
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According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
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In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
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== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 20:49, 12 December 2016 (UTC)&lt;br /&gt;
:::&#039;&#039;During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation.&#039;&#039;&lt;br /&gt;
:::The order on the user page should be accurate. But again, Choice items are already used to create the Attack (&amp;quot;A&amp;quot;) value, and terrains for &amp;quot;Power&amp;quot;, those are not incorporated outside anything. I don&#039;t think &amp;lt;whatever&amp;gt;-independent minimum damage is really worth calculating, because the rest is just as much part of calculation. But you&#039;re of course right, order matters, and that&#039;s one of the benefits of the aforementioned userpage. (It&#039;s not exactly paper, so if you insist on that, feel free to write it down yourself. :P) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 22:25, 12 December 2016 (UTC)&lt;br /&gt;
::::Ok, so, to clarify, the order is: Weather -&amp;gt; Critical -&amp;gt; random -&amp;gt; STAB -&amp;gt; Type -&amp;gt; Burn -&amp;gt; other ? This would explain getting only 1 damage off a STAB attack from a level 1 (with there being a 1/16 chance of 2 damage). But are you also now saying that Choice items and Terrain boosts affect the attack stat and BP directly? On Showdown it says that a 4x SE STAB attack from a level 1 on a level 100 (min atk, max def) with Choice and Terrain would still hit a minimum damage over 10, but if you take Choice/Terrain out of the multipliers, and factor in the STAB going away (because of the aforementioned random value being multiplied first), the minimum damage should really only be 4, from the 4x SE ((low vals + 2) x 85/100 x 3/2 x 4 minimizes to 4 with int division). Is Showdown&#039;s order off, then? To be incredibly specific, I did: Pichu, level 1, attack-reducing nature with 0 IVs/EVs (Atk = 4), Choice Band, Electric Terrain, using Nuzzle (20BP) on a level 100 Gyarados with a defense-increasing nature and max IVs/EVs (Def = 282), and the damage range was 12-16. If the Choice and Terrain are calculated as you say, then the calculation would be (using the Bulbapedia formula, since I don&#039;t really understand the bits like &amp;quot;\right&amp;quot; on the user page): ((2x1+10)/250 x (4x1.5)/282 x (20x1.5) + 2) x .85 x 1.5 x 4  =  (12/250 x 6/282 x 30 + 2) x .85 x 1.5 x 4  =  2 x .85 x 1.5 x 4  =  1 x 1.5 x 4  =  1 x 4  =  4. Sooo... Something is off here. Either the Choice/Terrain multipliers DO need to be in the multipliers, or the order of the multipliers is off, or Showdown is wrong. One of the three. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 15:46, 14 December 2016 (UTC)&lt;br /&gt;
:::::May I offer a fourth possibility: you used Showdown wrong...? I get&lt;br /&gt;
 0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 4-12 (1.2 - 3.6%) -- possibly the worst move ever&lt;br /&gt;
 (4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12)&lt;br /&gt;
:::::Showdown also has a [https://github.com/Zarel/Pokemon-Showdown GitHub repository], and I just checked, they agree on what I told you about Choice items and terrains. You can check on whether they agree on the exact order, if you&#039;d like, but I believe they agree on that as well. For that messy code on the userpage: it&#039;s currently TeX code, and not yet converted to an image and then uploaded; but you can just paste it [http://www.codecogs.com/eqnedit.php here] to read it, for example.&lt;br /&gt;
:::::Anyway, it all comes down to: If you ever happen to encounter a max Def level 100 Gyarados, there may be better ideas than to equip a Choice Band to your level 1 Pichu in order to Nuzzle it down. [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 18:30, 14 December 2016 (UTC)&lt;br /&gt;
::::::Nope, you actually used Showdown wrong. Showdown clearly has a glitch where it doesn&#039;t update properly with every change (namely with Electric Terrain). If you set everything, then hit Electric Terrain, it gets the 4-12 damage you got. Then if you change something else, like altering a stat or changing from singles to doubles and back, it refreshes and says this:&lt;br /&gt;
 0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 12-16 (3.6 - 4.8%) -- possibly the worst move ever&lt;br /&gt;
 (12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 16)&lt;br /&gt;
::::::In fact, I actually forgot the Choice Band the first time I did this, and it still got 12-16, so I guess that proves that you were right about the Choice Band multiplier (at least in Showdown&#039;s logic). But the Electric Terrain Multiplier definitely isn&#039;t applied to BP or the attack stat. So with this new info in mind, it looks like Electric Terrain is being applied (in Showdown) BEFORE the random value, like so (with the initial damage of 2): 2 x 1.5 (terrain) x .85 (rand) x 1.5 (STAB) x 4 (SE) = 3 x .85 x 1.5 x 4 = 2 x 1.5 x 4 = 3 x 4 = 12. This would explain the jump in damage from 4 (without field) to 12 (with field), since without the field the random value would essentially negate the STAB bonus. So Showdown&#039;s order differs from yours, it seems. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 22:34, 14 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2560251</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2560251"/>
		<updated>2016-12-14T22:38:29Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
&lt;br /&gt;
[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== held Item? ==&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move the formula to Modification? ==&lt;br /&gt;
&lt;br /&gt;
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mild contridiction in a very specific criteria ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
&lt;br /&gt;
== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attacks that hit multiple times? ==&lt;br /&gt;
&lt;br /&gt;
How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Damage Rounding ==&lt;br /&gt;
&lt;br /&gt;
According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 20:49, 12 December 2016 (UTC)&lt;br /&gt;
:::&#039;&#039;During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation.&#039;&#039;&lt;br /&gt;
:::The order on the user page should be accurate. But again, Choice items are already used to create the Attack (&amp;quot;A&amp;quot;) value, and terrains for &amp;quot;Power&amp;quot;, those are not incorporated outside anything. I don&#039;t think &amp;lt;whatever&amp;gt;-independent minimum damage is really worth calculating, because the rest is just as much part of calculation. But you&#039;re of course right, order matters, and that&#039;s one of the benefits of the aforementioned userpage. (It&#039;s not exactly paper, so if you insist on that, feel free to write it down yourself. :P) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 22:25, 12 December 2016 (UTC)&lt;br /&gt;
::::Ok, so, to clarify, the order is: Weather -&amp;gt; Critical -&amp;gt; random -&amp;gt; STAB -&amp;gt; Type -&amp;gt; Burn -&amp;gt; other ? This would explain getting only 1 damage off a STAB attack from a level 1 (with there being a 1/16 chance of 2 damage). But are you also now saying that Choice items and Terrain boosts affect the attack stat and BP directly? On Showdown it says that a 4x SE STAB attack from a level 1 on a level 100 (min atk, max def) with Choice and Terrain would still hit a minimum damage over 10, but if you take Choice/Terrain out of the multipliers, and factor in the STAB going away (because of the aforementioned random value being multiplied first), the minimum damage should really only be 4, from the 4x SE ((low vals + 2) x 85/100 x 3/2 x 4 minimizes to 4 with int division). Is Showdown&#039;s order off, then? To be incredibly specific, I did: Pichu, level 1, attack-reducing nature with 0 IVs/EVs (Atk = 4), Choice Band, Electric Terrain, using Nuzzle (20BP) on a level 100 Gyarados with a defense-increasing nature and max IVs/EVs (Def = 282), and the damage range was 12-16. If the Choice and Terrain are calculated as you say, then the calculation would be (using the Bulbapedia formula, since I don&#039;t really understand the bits like &amp;quot;\right&amp;quot; on the user page): ((2x1+10)/250 x (4x1.5)/282 x (20x1.5) + 2) x .85 x 1.5 x 4  =  (12/250 x 6/282 x 30 + 2) x .85 x 1.5 x 4  =  2 x .85 x 1.5 x 4  =  1 x 1.5 x 4  =  1 x 4  =  4. Sooo... Something is off here. Either the Choice/Terrain multipliers DO need to be in the multipliers, or the order of the multipliers is off, or Showdown is wrong. One of the three. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 15:46, 14 December 2016 (UTC)&lt;br /&gt;
:::::May I offer a fourth possibility: you used Showdown wrong...? I get&lt;br /&gt;
 0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 4-12 (1.2 - 3.6%) -- possibly the worst move ever&lt;br /&gt;
 (4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12)&lt;br /&gt;
:::::Showdown also has a [https://github.com/Zarel/Pokemon-Showdown GitHub repository], and I just checked, they agree on what I told you about Choice items and terrains. You can check on whether they agree on the exact order, if you&#039;d like, but I believe they agree on that as well. For that messy code on the userpage: it&#039;s currently TeX code, and not yet converted to an image and then uploaded; but you can just paste it [http://www.codecogs.com/eqnedit.php here] to read it, for example.&lt;br /&gt;
:::::Anyway, it all comes down to: If you ever happen to encounter a max Def level 100 Gyarados, there may be better ideas than to equip a Choice Band to your level 1 Pichu in order to Nuzzle it down. [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 18:30, 14 December 2016 (UTC)&lt;br /&gt;
::::::Nope, you actually used Showdown wrong. Showdown clearly has a glitch where it doesn&#039;t update properly with every change (namely with Electric Terrain). If you set everything, then hit Electric Terrain, it gets the 4-12 damage you got. Then if you change something else, like altering a stat or changing from singles to doubles and back, it refreshes and says this:&lt;br /&gt;
0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 12-16 (3.6 - 4.8%) -- possibly the worst move ever&lt;br /&gt;
(12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 16)&lt;br /&gt;
::::::In fact, I actually forgot the Choice Band the first time I did this, and it still got 12-16, so I guess that proves that you were right about the Choice Band multiplier (at least in Showdown&#039;s logic). But the Electric Terrain Multiplier definitely isn&#039;t applied to BP or the attack stat. So with this new info in mind, it looks like Electric Terrain is being applied (in Showdown) BEFORE the random value, like so (with the initial damage of 2): 2 x 1.5 (terrain) x .85 (rand) x 1.5 (STAB) x 4 (SE) = 3 x .85 x 1.5 x 4 = 2 x 1.5 x 4 = 3 x 4 = 12. This would explain the jump in damage from 4 (without field) to 12 (with field), since without the field the random value would essentially negate the STAB bonus. So Showdown&#039;s order differs from yours, it seems. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 22:34, 14 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2560243</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2560243"/>
		<updated>2016-12-14T22:34:36Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
&lt;br /&gt;
[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== held Item? ==&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move the formula to Modification? ==&lt;br /&gt;
&lt;br /&gt;
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mild contridiction in a very specific criteria ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
&lt;br /&gt;
== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attacks that hit multiple times? ==&lt;br /&gt;
&lt;br /&gt;
How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Damage Rounding ==&lt;br /&gt;
&lt;br /&gt;
According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 20:49, 12 December 2016 (UTC)&lt;br /&gt;
:::&#039;&#039;During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation.&#039;&#039;&lt;br /&gt;
:::The order on the user page should be accurate. But again, Choice items are already used to create the Attack (&amp;quot;A&amp;quot;) value, and terrains for &amp;quot;Power&amp;quot;, those are not incorporated outside anything. I don&#039;t think &amp;lt;whatever&amp;gt;-independent minimum damage is really worth calculating, because the rest is just as much part of calculation. But you&#039;re of course right, order matters, and that&#039;s one of the benefits of the aforementioned userpage. (It&#039;s not exactly paper, so if you insist on that, feel free to write it down yourself. :P) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 22:25, 12 December 2016 (UTC)&lt;br /&gt;
::::Ok, so, to clarify, the order is: Weather -&amp;gt; Critical -&amp;gt; random -&amp;gt; STAB -&amp;gt; Type -&amp;gt; Burn -&amp;gt; other ? This would explain getting only 1 damage off a STAB attack from a level 1 (with there being a 1/16 chance of 2 damage). But are you also now saying that Choice items and Terrain boosts affect the attack stat and BP directly? On Showdown it says that a 4x SE STAB attack from a level 1 on a level 100 (min atk, max def) with Choice and Terrain would still hit a minimum damage over 10, but if you take Choice/Terrain out of the multipliers, and factor in the STAB going away (because of the aforementioned random value being multiplied first), the minimum damage should really only be 4, from the 4x SE ((low vals + 2) x 85/100 x 3/2 x 4 minimizes to 4 with int division). Is Showdown&#039;s order off, then? To be incredibly specific, I did: Pichu, level 1, attack-reducing nature with 0 IVs/EVs (Atk = 4), Choice Band, Electric Terrain, using Nuzzle (20BP) on a level 100 Gyarados with a defense-increasing nature and max IVs/EVs (Def = 282), and the damage range was 12-16. If the Choice and Terrain are calculated as you say, then the calculation would be (using the Bulbapedia formula, since I don&#039;t really understand the bits like &amp;quot;\right&amp;quot; on the user page): ((2x1+10)/250 x (4x1.5)/282 x (20x1.5) + 2) x .85 x 1.5 x 4  =  (12/250 x 6/282 x 30 + 2) x .85 x 1.5 x 4  =  2 x .85 x 1.5 x 4  =  1 x 1.5 x 4  =  1 x 4  =  4. Sooo... Something is off here. Either the Choice/Terrain multipliers DO need to be in the multipliers, or the order of the multipliers is off, or Showdown is wrong. One of the three. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 15:46, 14 December 2016 (UTC)&lt;br /&gt;
:::::May I offer a fourth possibility: you used Showdown wrong...? I get&lt;br /&gt;
 0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 4-12 (1.2 - 3.6%) -- possibly the worst move ever&lt;br /&gt;
 (4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12)&lt;br /&gt;
:::::Showdown also has a [https://github.com/Zarel/Pokemon-Showdown GitHub repository], and I just checked, they agree on what I told you about Choice items and terrains. You can check on whether they agree on the exact order, if you&#039;d like, but I believe they agree on that as well. For that messy code on the userpage: it&#039;s currently TeX code, and not yet converted to an image and then uploaded; but you can just paste it [http://www.codecogs.com/eqnedit.php here] to read it, for example.&lt;br /&gt;
:::::Anyway, it all comes down to: If you ever happen to encounter a max Def level 100 Gyarados, there may be better ideas than to equip a Choice Band to your level 1 Pichu in order to Nuzzle it down. [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 18:30, 14 December 2016 (UTC)&lt;br /&gt;
::::::Nope, you actually used Showdown wrong. Showdown clearly has a glitch where it doesn&#039;t update properly with every change (namely with Electric Terrain). If you set everything, then hit Electric Terrain, it gets the 4-12 damage you got. Then if you change something else, like altering a stat or changing from singles to doubles and back, it refreshes and says this:&lt;br /&gt;
0- Atk Choice Band Pichu Nuzzle vs. 0 HP / 252+ Def Gyarados: 12-16 (3.6 - 4.8%) -- possibly the worst move ever&lt;br /&gt;
::::::In fact, I actually forgot the Choice Band the first time I did this, and it still got 12-16, so I guess that proves that you were right about the Choice Band multiplier (at least in Showdown&#039;s logic). But the Electric Terrain Multiplier definitely isn&#039;t applied to BP or the attack stat. So with this new info in mind, it looks like Electric Terrain is being applied (in Showdown) BEFORE the random value, like so (with the initial damage of 2): 2 x 1.5 (terrain) x .85 (rand) x 1.5 (STAB) x 4 (SE) = 3 x .85 x 1.5 x 4 = 2 x 1.5 x 4 = 3 x 4 = 12. This would explain the jump in damage from 4 (without field) to 12 (with field), since without the field the random value would essentially negate the STAB bonus. So Showdown&#039;s order differs from yours, it seems. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 22:34, 14 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2559895</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2559895"/>
		<updated>2016-12-14T15:46:51Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
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[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
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== held Item? ==&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move the formula to Modification? ==&lt;br /&gt;
&lt;br /&gt;
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mild contridiction in a very specific criteria ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
&lt;br /&gt;
== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
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== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
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== Attacks that hit multiple times? ==&lt;br /&gt;
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How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
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== Damage Rounding ==&lt;br /&gt;
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According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
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== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 20:49, 12 December 2016 (UTC)&lt;br /&gt;
:::&#039;&#039;During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation.&#039;&#039;&lt;br /&gt;
:::The order on the user page should be accurate. But again, Choice items are already used to create the Attack (&amp;quot;A&amp;quot;) value, and terrains for &amp;quot;Power&amp;quot;, those are not incorporated outside anything. I don&#039;t think &amp;lt;whatever&amp;gt;-independent minimum damage is really worth calculating, because the rest is just as much part of calculation. But you&#039;re of course right, order matters, and that&#039;s one of the benefits of the aforementioned userpage. (It&#039;s not exactly paper, so if you insist on that, feel free to write it down yourself. :P) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 22:25, 12 December 2016 (UTC)&lt;br /&gt;
::::Ok, so, to clarify, the order is: Weather -&amp;gt; Critical -&amp;gt; random -&amp;gt; STAB -&amp;gt; Type -&amp;gt; Burn -&amp;gt; other ? This would explain getting only 1 damage off a STAB attack from a level 1 (with there being a 1/16 chance of 2 damage). But are you also now saying that Choice items and Terrain boosts affect the attack stat and BP directly? On Showdown it says that a 4x SE STAB attack from a level 1 on a level 100 (min atk, max def) with Choice and Terrain would still hit a minimum damage over 10, but if you take Choice/Terrain out of the multipliers, and factor in the STAB going away (because of the aforementioned random value being multiplied first), the minimum damage should really only be 4, from the 4x SE ((low vals + 2) x 85/100 x 3/2 x 4 minimizes to 4 with int division). Is Showdown&#039;s order off, then? To be incredibly specific, I did: Pichu, level 1, attack-reducing nature with 0 IVs/EVs (Atk = 4), Choice Band, Electric Terrain, using Nuzzle (20BP) on a level 100 Gyarados with a defense-increasing nature and max IVs/EVs (Def = 282), and the damage range was 12-16. If the Choice and Terrain are calculated as you say, then the calculation would be (using the Bulbapedia formula, since I don&#039;t really understand the bits like &amp;quot;\right&amp;quot; on the user page): ((2x1+10)/250 x (4x1.5)/282 x (20x1.5) + 2) x .85 x 1.5 x 4  =  (12/250 x 6/282 x 30 + 2) x .85 x 1.5 x 4  =  2 x .85 x 1.5 x 4  =  1 x 1.5 x 4  =  1 x 4  =  4. Sooo... Something is off here. Either the Choice/Terrain multipliers DO need to be in the multipliers, or the order of the multipliers is off, or Showdown is wrong. One of the three. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 15:46, 14 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2558768</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2558768"/>
		<updated>2016-12-12T20:49:57Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
&lt;br /&gt;
[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== held Item? ==&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move the formula to Modification? ==&lt;br /&gt;
&lt;br /&gt;
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mild contridiction in a very specific criteria ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
&lt;br /&gt;
== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attacks that hit multiple times? ==&lt;br /&gt;
&lt;br /&gt;
How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Damage Rounding ==&lt;br /&gt;
&lt;br /&gt;
According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order. --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 20:49, 12 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2558767</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2558767"/>
		<updated>2016-12-12T20:49:39Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Minimum 2 damage? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
&lt;br /&gt;
[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== held Item? ==&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Move the formula to Modification? ==&lt;br /&gt;
&lt;br /&gt;
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mild contridiction in a very specific criteria ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
&lt;br /&gt;
== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attacks that hit multiple times? ==&lt;br /&gt;
&lt;br /&gt;
How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Damage Rounding ==&lt;br /&gt;
&lt;br /&gt;
According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
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== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;br /&gt;
:That&#039;s because this page doesn&#039;t use the actual formula with all the right placed to round. That&#039;s one of the reasons I made [[User:Nescientist/Damage]], where everything should be in correct order (at least after Gen III, I think) and rounding issues are mentioned (at least) in prose. The random multiplier seems to precede STAB (explains your problem); Choice items&#039; boosts boost &amp;quot;Attack&amp;quot; or &amp;quot;Special Attack&amp;quot;, and Terrains boost &amp;quot;Power&amp;quot; (that&#039;s all inside the +2 thing). In both official and Bulbapedia wording (hopefully), if something is said to boost &#039;&#039;a stat&#039;&#039;, then those really boost the stat within the formula; only if it says it boosts &#039;&#039;damage&#039;&#039;, there&#039;s something within the formula. Hope that helps! [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:35, 12 December 2016 (UTC)&lt;br /&gt;
::Confirming that the random multiplier happens first does help, yes. I just wish the exact order was laid out on paper somewhere. Does this mean that each multiplier gets multiplied in and truncated individually? If so, then that would mean that, if the damage is reduced to 1, a series of 1.5 multipliers would effectively be ignored, depending on if they came before bigger multipliers or not. For example, if damage hits 1 and then STAB, Terrain, and Choice Band/Specs are applied, it would be floor(floor(floor(1 x 1.5) x 1.5) x 1.5) = 1. But if damage hit 1 and a super-effective multiplier of 2 (or 4) was applied FIRST, each of the other multipliers would increase the value: floor(floor(floor(floor(1 x 4) x 1.5) x 1.5) x 1.5) = 13. It would be even higher if the random value got applied later or last, and the initial damage started at 2. Thus we can get a guaranteed, level/stat/BP-irrelevant final damage of anything from 1 to 13+ depending entirely on the order in which the game factors in multipliers, so it seems a little important to clarify said order.&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2558588</id>
		<title>Talk:Damage</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Damage&amp;diff=2558588"/>
		<updated>2016-12-12T16:09:22Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the Damage formula below account for critical hits? I don&#039;t see any area in it which does, would it be worth noting it?&lt;br /&gt;
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[[User:Nothinhappened|Nothinhappened]] 22:03, 13 November 2009 (UTC)&lt;br /&gt;
:It&#039;s noted in the damage modification section. A CH does 2x damage, after the formula has been applied. &amp;amp;mdash;&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-family:Verdana&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#000&amp;quot;&amp;gt;darklord&amp;lt;/span&amp;gt;[[User talk:The dark lord trombonator|&amp;lt;span style=&amp;quot;color:#0047AB&amp;quot;&amp;gt;trom&amp;lt;/span&amp;gt;]]&amp;lt;/span&amp;gt;&#039;&#039;&#039; 01:40, 15 November 2009 (UTC)&lt;br /&gt;
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== held Item? ==&lt;br /&gt;
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It isn&#039;t that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn&#039;t any clear explanation about it. Would someone, please? Exactly where/when would the &amp;quot;extra 20%&amp;quot; bonus of NeverMeltIce apply? [[User:YukitoOoO|YukitoOoO]] 22:09, 22 November 2009 (UTC)&lt;br /&gt;
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== Move the formula to Modification? ==&lt;br /&gt;
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It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. [[User:Ztobor|Ztobor]] 03:55, 29 July 2010 (UTC)&lt;br /&gt;
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== Mild contridiction in a very specific criteria ==&lt;br /&gt;
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--[[User:Noltron200|Noltron200]] 17:28, 6 August 2010 (UTC)Noltron200&lt;br /&gt;
&lt;br /&gt;
In this page, it says this&lt;br /&gt;
&#039;&#039;&amp;quot;Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
in the series of bullet notes.&lt;br /&gt;
&lt;br /&gt;
In the description of Sniper, in the Sniper(ability) page, it says this&#039;&#039;&lt;br /&gt;
&amp;quot;Sniper multiplies the base power of an attack 1.5× during a critical hit. &amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Becuase the damage equation goes &amp;quot; &#039;&#039;&#039;...×base + 2)×Modifier&#039;&#039;&#039; &amp;quot;, the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move&#039;s base attack, and than is added by two.&lt;br /&gt;
&lt;br /&gt;
Merely 2 points difference, but its something to consider.&lt;br /&gt;
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== Double/Triple Battle? ==&lt;br /&gt;
&lt;br /&gt;
In the other section of the formula, it states &amp;quot;other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.&amp;quot;  What effect does being a double or triple battle have on damage?  I understand targeting differences, but not damage.  Can someone help me with this? ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 15:30, 7 December 2014 (UTC))&lt;br /&gt;
:Some moves, such as {{m|Flame Burst}}, which affect non-targeted Pokémon with indirect damage. There are also abilities such as {{a|Friend Guard}} that affect damage taken by allies. While it&#039;s not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --[[User:GuyPerfect|GuyPerfect]] ([[User talk:GuyPerfect|talk]]) 15:39, 7 December 2014 (UTC)&lt;br /&gt;
::So to confirm, there isn&#039;t really anything about the double or triple battle itself.  Its just abilities(which are already listed) that effect damage, correct? {{unsigned|Arcalargo}}&lt;br /&gt;
:::I would imagine the damage part refers to the [[Double Battle#Effects on moves|damage penalty]] that moves like Surf incur. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 18:32, 7 December 2014 (UTC)&lt;br /&gt;
::::Derp, I missed that when I was reviewing damage, thank you([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 18:34, 7 December 2014 (UTC))&lt;br /&gt;
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== Zero damage? ==&lt;br /&gt;
&lt;br /&gt;
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.&lt;br /&gt;
&lt;br /&gt;
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.&lt;br /&gt;
&lt;br /&gt;
I didn&#039;t made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.&lt;br /&gt;
&lt;br /&gt;
In the video I&#039;ve seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9&lt;br /&gt;
&lt;br /&gt;
Knowing that the set I used was obviously better I made the formula for this one, I don&#039;t know if I&#039;ve done the formula correctly (If someone can help me, I&#039;d be pleased), so here it go:&lt;br /&gt;
&lt;br /&gt;
( 2 * 4 + 10 ) / 250 = 0,072, that&#039;s the first value.&lt;br /&gt;
&lt;br /&gt;
5~9 / 492 = 0,010162602~0,018292683, that&#039;s the second value (Note it&#039;s 492 and not 328 because I&#039;m adding the effect of Reflect, which is a 50% plus to 328).&lt;br /&gt;
&lt;br /&gt;
All together it should be something like:&lt;br /&gt;
&lt;br /&gt;
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659&lt;br /&gt;
&lt;br /&gt;
Then adding the multiplier of Modifier:&lt;br /&gt;
&lt;br /&gt;
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5&lt;br /&gt;
&lt;br /&gt;
With the first result:&lt;br /&gt;
&lt;br /&gt;
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488&lt;br /&gt;
&lt;br /&gt;
Celebi should receive at least 2 or 3 of damage if it rounded down.&lt;br /&gt;
&lt;br /&gt;
So here&#039;s my questions:&lt;br /&gt;
&lt;br /&gt;
1. Did I do something wrong in the formula?&lt;br /&gt;
&lt;br /&gt;
2. Maybe it is only possible on Gen V and prior to it?&lt;br /&gt;
&lt;br /&gt;
3. If the last Question is no, why my Steelix keep getting 1 damage?&lt;br /&gt;
&lt;br /&gt;
4. It&#039;s some kind of joke or something? &amp;gt;____&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yeah, I was really bored to do all this instead of my math HW &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:MilesPikachu|MilesPikachu]] ([[User talk:MilesPikachu|talk]]) 18:47, 6 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is &#039;Base damage&#039; just Power? ==&lt;br /&gt;
&lt;br /&gt;
The [[Damage modification#Damage formula|Damage formula]] section keeps referring to the &#039;Base damage&#039; of the attack, but it doesn&#039;t explain what this is. Based on [https://www.math.miami.edu/~jam/azure/compendium/battdam.htm this site], it seems like &#039;Base damage&#039; is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what &#039;Base damage&#039; is.&lt;br /&gt;
&lt;br /&gt;
[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some people use the phrase &amp;quot;base damage&amp;quot; to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Attacks that hit multiple times? ==&lt;br /&gt;
&lt;br /&gt;
How would attacks like {{m|Triple Kick}} or {{m|Bullet Seed}} that hit more than once effect the damage formula?  --[[User:Rwars|Rwars]] ([[User talk:Rwars|talk]]) 15:58, 15 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They do not change the formula, each hit has its own critical hit chance/damage.  There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself.  The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move&#039;s power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC))&lt;br /&gt;
&lt;br /&gt;
== Damage Rounding ==&lt;br /&gt;
&lt;br /&gt;
According to dragonflycave&#039;s page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker&#039;s offensive stat and the base power and dividing by defender&#039;s defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn&#039;t matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC)&lt;br /&gt;
:Well, yes, somehow. &amp;quot;Rounding down&amp;quot; after each division is just a way how Dragonflycave tries to express/explain that any division is actually a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals) by the machine. (The statement about the level threshold is true.) The second &amp;quot;rounding&amp;quot; does matter, though, and you basically said it: &#039;&#039;...as if you just divided by 50 and rounded down (...)&#039;&#039; (notice how you still need to actually &amp;quot;round down&amp;quot;). If I understand your third statement correctly, it is also not true: Suppose you have a value of &amp;lt;code&amp;gt;3.61&amp;lt;/code&amp;gt; and want to multiply it by &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. It you first round down, then multiply, you will get &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;, whereas if you first multiply, then round down, you will get &amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;.&lt;br /&gt;
:(Also, if you haven&#039;t, please take a look at what I wrote at [[User talk:Stats1989|your talk page]].) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 09:18, 12 August 2016 (UTC)&lt;br /&gt;
1. The second rounding is after multiplying the level multiplier by the stat effects and the base power of the move. The third rounding is after taking the result of the second rounding and dividing by 50. The second rounding would appear to not matter because if you take any number, round down, then divide by 50 and round down again, the result is the same as if you just divided by 50 and then rounded down. Rounding down twice in between calculating the level multiplier and applying the modifier (which is what happens with the second and third roundings) appears to be equivalent to rounding down once during this time. 2. If you re-read what I said, I said that applying the third rounding at any time after dividing by 50 &#039;&#039;&#039;but before applying the modifier&#039;&#039;&#039; is equivalent. In other words, rounding down before adding the +2 damage that is independent of stats is equivalent to rounding down after adding the +2 but before multiplying by type effectiveness etc. Obviously, you are correct that rounding after you multiply is different from rounding beforehand, but what I said is that it doesn&#039;t matter whether you round before or after adding the +2. &lt;br /&gt;
&lt;br /&gt;
In summary, saying &amp;quot;round down once after calculating L*(2/5)+2, a second time after multiplying this result by A*P/D, and a third time after dividing this result by 50, then add 2 to the result, then multiply that result by multiplier&amp;quot; is equivalent to saying &amp;quot;round down once after calculating L*(2/5), then add 2 to the result, then multiply that result by A/D*P and add 2 to the result, then round down, then multiply by the multiplier.&amp;quot; This is, in turn, equivalent to saying &amp;quot;Take floor of (L+5)*2/5, times (A/D)*P/50, round down, then add 2, then multiply the result by the multiplier.&amp;quot; There are many ways to describe the formula and rounding (or at least the integer floor rounding, which is more important than the rounding to the nearest 4096th) accurately, so whichever is clearest and easiest to express visually is fine. I just think that we should either write the formula in a way that shows the integer flooring (or is consistent with the integer flooring), or mention it in the text. Unfortunately, at the moment we have a visual formula that doesn&#039;t show the rounding OR write it in a way that is consistent with how the rounding occurs, and the text doesn&#039;t mention the rounding either. If you look at how it is currently done in the Statistic page when discussing how a stat value is calculated in Gen I-II, the formula is written in a way that is inconsistent with the rounding (but consistent with how the formula for Gen III+ is written), but the value that is rounded by the game is still mentioned in the text. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 13:43, 12 August 2016 (UTC)&lt;br /&gt;
:I guess some of your statements are still imprecise (or rather badly worded), but let&#039;s just say we apparently all agree (and are dissatisfied) that the current state of the article is missing all rounding issues. That&#039;s why we (and I in particular) invested quite a lot of time trying to improve it (as can be seen from your talk page). So please be a little patient. (And from what I can tell by looking at it rather briefly, the stats page seems to be consistent with having integer division visualized/rewritten as division+flooring.) [[User:Nescientist|Nescientist]] ([[User talk:Nescientist|talk]]) 17:07, 12 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum 2 damage? ==&lt;br /&gt;
&lt;br /&gt;
In the above discussions many people talked about rounding, but looking over the formula, I can see some very simple cases in which, no matter how I round, I always get minimum damage values greater than 1. For example, any STAB attack that hits with neutral effectiveness should should always hit with at least 2 damage, even if it was a level 1 Rattata using Tackle on a level 100 Avalugg. No amount of rounding can reduce the first half of the equation (factoring in level, stats, and base power) below 2, thanks to the +2 at the end, so if remaining modifiers increase the random value above 1, the damage shouldn&#039;t be able to go below 2 (which should be guaranteed with the 1.5x STAB multiplier). And yet, testing this theory in-game, I have easily found low-level Pokemon that can&#039;t do more than 1 damage with neutrally-effective STAB moves. The only explanation I can think of is if they apply the random value and floor before any other multipliers, but even then it should be very possible to get guaranteed 2+ damage from other multipliers, such as hitting with a 2x SE attack. Extrapolating from this, enough multipliers (let&#039;s say STAB, Choice Band/Specs boost, Terrain boost, and 4x effectiveness) should be able to raise the minimum damage well over 10, regardless of the actual attack power, stats, or level difference. Is there some explanation for my initial STAB question, and/or confirmation of such high minimum damages? --[[User:MASLEGOMAN|MASLEGOMAN]] ([[User talk:MASLEGOMAN|talk]]) 16:09, 12 December 2016 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Umbreon_(Pok%C3%A9mon)&amp;diff=1064214</id>
		<title>Talk:Umbreon (Pokémon)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Talk:Umbreon_(Pok%C3%A9mon)&amp;diff=1064214"/>
		<updated>2010-04-26T20:14:21Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Evolve Eevee? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Evolve Eevee?==&lt;br /&gt;
&lt;br /&gt;
The article writes that you can get an Umbreon in FR/LG by evolving an Eevee.  Where does one get the moon shard?  How can one evolve an Eevee in FR/LG without it because I&#039;m not sure there is one in the game.  [[User:Harvestdancer|Harvestdancer]] 21:44, 21 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[[Moon Shard]]?  Only in [[Pokémon XD:  Gale of Darkness|XD:  Gale of Darkness]], I&#039;m afraid.&lt;br /&gt;
&lt;br /&gt;
::I just changed the Moon/Sun Shard links in the {{p|Espeon}}, {{p|Umbreon}} and [[List of Pokémon with branched evolutions]] pages so that they link to the appropriate sections of the [[List of key items in Pokémon XD: Gale of Darkness]] page, rather than the [[Evolutionary stone]] page that doesn&#039;t mention them at all. Is there a way to make a search for [[Moon Shard]]/[[Sun Shard]] redirect to said page? It&#039;s rather useless having it redirect to the stone page (as it does now) when the page doesn&#039;t even say anything about them. It took me forever to find ANY mention of these shards in the wiki because of this. I was starting to think they were typos. --[[User:MASLEGOMAN|MASLEGOMAN]] 20:14, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I&#039;m afraid you can&#039;t get an Umbreon in [[Pokémon FireRed and LeafGreen|FireRed/LeafGreen]] without trading it over to [[Pokémon Ruby and Sapphire|Ruby/Sapphire]]/[[Pokémon Emerald|Emerald]] and evolving it there.&lt;br /&gt;
&lt;br /&gt;
:{{p|Espeon}} works pretty much the same way, only involving the opposite timeframes and the [[Sun Shard]] instead of the Moon Shard.  --[[User:Shiningpikablu252|Shiningpikablu252]] 21:48, 21 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What would happen if you chose the Moon Shard, then waited until you could trade, had a Pokémon hold the Moon Shard, and traded it to FRLGE? --[[User:Shiny Noctowl|Shiny Noctowl]] 21:55, 21 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The Moon Shard is a key item.  It can&#039;t be held.  --[[User:Shiningpikablu252|Shiningpikablu252]] 00:40, 22 August 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Shouldn&#039;t the page say &amp;quot;trade&amp;quot; instead of &amp;quot;evolve&amp;quot; then for FR/LG? [[User:Harvestdancer|Harvestdancer]] 17:58, 27 August 2007 (UTC)&lt;br /&gt;
:::Not really. You can get Eevee, even if you can&#039;t evolve it within FRLG. &#039;&#039;&#039;[[User:TTEchidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;]][[User talk:TTEchidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;]][[wp:Echidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;E&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF;&amp;quot;&amp;gt;chidna&amp;lt;/span&amp;gt;]]&#039;&#039;&#039; 02:19, 28 August 2007 (UTC)&lt;br /&gt;
::::I meant for Umbreon (and Espeon) shouldn&#039;t FR/LG say &amp;quot;trade&amp;quot;? [[User:Harvestdancer|Harvestdancer]] 03:23, 29 August 2007 (UTC)&lt;br /&gt;
:::::Like I said, you can get the Eevee just fine... You may have to trade to evolve it, but does it say that for a Pokémon like Rhyhorn or Graveler? &#039;&#039;&#039;[[User:TTEchidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;]][[User talk:TTEchidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;]][[wp:Echidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;E&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF;&amp;quot;&amp;gt;chidna&amp;lt;/span&amp;gt;]]&#039;&#039;&#039; 03:41, 29 August 2007 (UTC)&lt;br /&gt;
::::::Argh no!  Graveler, for example, it says can be acquired by evolving a geodude or catching a graveler, but Golem can only be acquired through trade.  It says so in the Golem article.&lt;br /&gt;
::::::According to the above discusison, the only way to get an Umbreon is through trade.  You can&#039;t evolve it.  You need to evolve it at night, which doesn&#039;t happen in FR/LG, or with a moon shard, which you can&#039;t get at all in FR/LG and can&#039;t trade over as a held item because it&#039;s a key item.  Therefore you cannot, when playing FR/LG, evolve an Eevee into an Umbreon.&lt;br /&gt;
::::::Since you can&#039;t evolve an Eevee into an Umbreon in FR/LG, but can get an Umbreon through trade, shouldn&#039;t the article say you can get it through trade &#039;&#039;&#039;instead&#039;&#039;&#039; of evolution? [[User:Harvestdancer|Harvestdancer]] 15:17, 29 August 2007 (UTC)&lt;br /&gt;
:::::::All of the trade-evo ones I checked say &amp;quot;evolve (prevo)&amp;quot;. The method, of course, is stated in the evo box. The point is that you can get Espeon/Umbreon by evolving the Eevee you get in FRLG, no matter that you have to trade it to another game to get the job done. It&#039;s like {{p|Machamp}} or {{p|Scizor}}. You can get the Machoke and Scyther in FRLG, but they don&#039;t evolve unless they get traded to another game, then traded back. Sure, it&#039;s a tiny bit more complicated with Eevee, but it&#039;s still the same concept. The trivia section, of course, should have that you can&#039;t evolve it because of no day/night function in FRLG, but that&#039;s one of the games you can actually get an Eevee in. &#039;&#039;&#039;[[User:TTEchidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;]][[User talk:TTEchidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;T&amp;lt;/span&amp;gt;]][[wp:Echidna|&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;E&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF;&amp;quot;&amp;gt;chidna&amp;lt;/span&amp;gt;]]&#039;&#039;&#039; 11:36, 30 August 2007 (UTC)&lt;br /&gt;
::::::::So do you just level up eevees with max happiness during the tides on emerald? If so, which would eveolve on high tide?--[[Image:Ani260MS.gif]][[User:Ace|Ace]][[Image:Ani384MS.gif]] 17:34, 5 January 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Psychic mention?==&lt;br /&gt;
Is it worth mentioning specifically how it can learn psychic in the trivia section? A pure dark pokemon being able to learn psychic would seem fairly note-worthy. [[User:Prophaniti|Prophaniti]] 15:38, 23 August 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
:{{p|Honchkrow}} Is also a Dark type that can learn Psychic. To be honest, I don&#039;t really think it belongs in the Article. [[User:Mr.lol|Dean]]&lt;br /&gt;
::Sounds notable enough for me.Honchrow is not pure Dark[[User:Darth Cookie Monster|&amp;lt;span style=&amp;quot;color:##800000;&amp;quot;&amp;gt;Good Day;DCM&amp;lt;/span&amp;gt;]]&lt;br /&gt;
::...I didn&#039;t know being a flying time allows Honchkrow to learn Psychic attacks...[[User:PDL|PDL]] 14:43, 28 November 2008 (UTC)&lt;br /&gt;
:::I don&#039;t see any notability in it. [[User:The Dark Fiddler|The Dark Fiddler]] - [[User talk:The Dark Fiddler|Smarter than the average bear!]] 14:45, 28 November 2008 (UTC)&lt;br /&gt;
::::Darkrai, Sableye and it&#039;s rip-off Spiritomb, Honchkrow are the other dark types capable of learning Psychic. 5/23 dark types is a fair few. I&#039;d not call it notable enough. [[User:Gywall|&amp;lt;span style=&amp;quot;color:#FF8800&amp;quot;&amp;gt;&#039;&#039;&#039;Gyw&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FFAE00&amp;quot;&amp;gt;all&#039;&#039;&#039;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;([[User_talk:Gywall|Talk]])&amp;lt;/sup&amp;gt; 14:47, 28 November 2008 (UTC)&lt;br /&gt;
::::Added note: Damn you fiddler, I had to find this again! [[User:Gywall|&amp;lt;span style=&amp;quot;color:#FF8800&amp;quot;&amp;gt;&#039;&#039;&#039;Gyw&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#FFAE00&amp;quot;&amp;gt;all&#039;&#039;&#039;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;([[User_talk:Gywall|Talk]])&amp;lt;/sup&amp;gt; 14:47, 28 November 2008 (UTC)&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Umbreon_(Pok%C3%A9mon)&amp;diff=1064206</id>
		<title>Umbreon (Pokémon)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Umbreon_(Pok%C3%A9mon)&amp;diff=1064206"/>
		<updated>2010-04-26T20:00:23Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PokémonPrevNext | prev=Espeon | next=Murkrow |type=dark|| prevnum=196| nextnum=198}}&lt;br /&gt;
{{PokémonInfobox|&lt;br /&gt;
name=Umbreon |&lt;br /&gt;
jname=ブラッキー |&lt;br /&gt;
tmname=Blacky |&lt;br /&gt;
image=197Umbreon.png|&lt;br /&gt;
size=170px |&lt;br /&gt;
caption=Artwork from FR/LG |&lt;br /&gt;
pron=&amp;lt;sc&amp;gt;uhm-breeyon&amp;lt;/sc&amp;gt;|&lt;br /&gt;
ndex=197 |&lt;br /&gt;
oldjdex=185 |&lt;br /&gt;
jdex=189 |&lt;br /&gt;
hdex=342 |&lt;br /&gt;
sdex=168 |&lt;br /&gt;
fbrow=187 |&lt;br /&gt;
abrow=102 |&lt;br /&gt;
obrow=080 |&lt;br /&gt;
opbrow=059 |&lt;br /&gt;
typen=1 |&lt;br /&gt;
type1=Dark |&lt;br /&gt;
type2= |&lt;br /&gt;
species=Moonlight |&lt;br /&gt;
height-ftin=3&#039;03&amp;quot; |&lt;br /&gt;
height-m=1.0 |&lt;br /&gt;
weight-lbs=59.5 |&lt;br /&gt;
weight-kg=27.0 |&lt;br /&gt;
abilityn=1 |&lt;br /&gt;
ability1=Synchronize |&lt;br /&gt;
ability2= |&lt;br /&gt;
egggroupn=1 |&lt;br /&gt;
egggroup1=Ground |&lt;br /&gt;
egggroup2= |&lt;br /&gt;
eggcycles=35 |&lt;br /&gt;
evsd=2 |&lt;br /&gt;
expyield=197 |&lt;br /&gt;
lv100exp=1,000,000 |&lt;br /&gt;
gendercode=31 |&lt;br /&gt;
color=Black |&lt;br /&gt;
catchrate=45 |&lt;br /&gt;
body=08 |&lt;br /&gt;
pokefordex=umbreon |&lt;br /&gt;
generation=2 |&lt;br /&gt;
footnotes=}}&lt;br /&gt;
&#039;&#039;&#039;Umbreon&#039;&#039;&#039; ([[List of Japanese Pokémon names|Japanese]]: &#039;&#039;&#039;ブラッキー&#039;&#039;&#039; &#039;&#039;Blacky&#039;&#039;) is a {{type2|Dark}} Pokémon.&lt;br /&gt;
&lt;br /&gt;
It [[Evolution|evolves]] from {{p|Eevee}} via [[Happiness#Evolutions|Happiness]] during the [[Time|night]] or when around a {{DL|List of key items in Pokémon XD: Gale of Darkness|Moon Shard}}.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physiology===&lt;br /&gt;
Umbreon is the Pokémon that Eevee evolves into when it has gained a complete trust of its [[Pokémon Trainer|trainer]] at night. It has a black body with a pair of crimson eyes and yellow bands on its ears and tail. Umbreon&#039;s forehead and legs have yellow rings on them.  Its rings are said to glow at night.  &lt;br /&gt;
&lt;br /&gt;
====Gender differences====&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Special abilities====&lt;br /&gt;
Umbreon can {{m|Toxic|spray a poisonous sweat}} whenever it gets agitated. As a {{type2|Dark}} Pokémon, Umbreon can learn several moves with various disruptive effects, such as {{M|Taunt}} or {{M|Snatch}}. Despite its appearance, Umbreon is a Pokémon of strong endurance. Since Umbreon is a fully evolved Pokémon, it can learn {{M|Hyper Beam}} and {{M|Giga Impact}}.&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
Umbreon stalks prey silently at night. As it awaits its victims&#039; approach, the yellow rings on its body begin to glow. During the day, they blink on and off.&lt;br /&gt;
&lt;br /&gt;
===Habitat===&lt;br /&gt;
[[Image:Urban.gif|right|frame|{{DL|List of Pokémon by habitat|Urban Pokémon}}]]&lt;br /&gt;
Umbreon tend to be found in dark areas such as thick forests, but are most commonly found under the care of people.&lt;br /&gt;
&lt;br /&gt;
===Diet===&lt;br /&gt;
{{main|Pokémon food}}&lt;br /&gt;
Umbreon lurks in darkness for prey.&lt;br /&gt;
&lt;br /&gt;
==In the anime==&lt;br /&gt;
[[Image:Gary&#039;s Umbreon.png|thumb|right|220px|Gary and his Umbreon]]&lt;br /&gt;
===Major appearances===&lt;br /&gt;
====[[Gary&#039;s Umbreon]]====&lt;br /&gt;
{{Gary}}&#039;s Eevee evolved into an Umbreon some time before &#039;&#039;[[EP171|Power Play]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
Umbreon also appeared in &#039;&#039;[[EP183|Trouble&#039;s Brewing]]&#039;&#039; and &#039;&#039;[[EP226|Espeon Not Included]]&#039;&#039; under the ownership of one of the [[Kimono Sisters]].&lt;br /&gt;
&lt;br /&gt;
{{an|Dawn}}&#039;s mother, [[Johanna]], owns an Umbreon, which appeared in &#039;&#039;[[DP138|Strategy Begins at Home!]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Minor appearances===&lt;br /&gt;
Umbreon made a small cameo in the beginning of &#039;&#039;[[M11|Giratina and the Sky Warrior]]&#039;&#039; together with an {{p|Eevee}} and the other six [[Eeveelution]]s.&lt;br /&gt;
&lt;br /&gt;
===Pokédex entries===&lt;br /&gt;
{{Animedexheader|Johto}}&lt;br /&gt;
{{Animedexbody|EP171|Umbreon|Ash&#039;s Pokédex|Umbreon, the Moonlight Pokémon. When an {{p|Eevee}} has had sufficient training and is exposed to {{m|moonlight}}, it evolves into an Umbreon.}}&lt;br /&gt;
{{Animedexfooter/Pokémon|original|Johto}}&lt;br /&gt;
&lt;br /&gt;
==In the manga==&lt;br /&gt;
===Pokémon Adventures===&lt;br /&gt;
In {{PAV|14}}, [[Karen]] is seen with an Umbreon.&lt;br /&gt;
&lt;br /&gt;
[[Greta]] of the [[Battle Arena]] is seen using an Umbreon in her battles with [[Guile Hideout]] and {{adv|Emerald}}, during which it easily defeats his {{P|Dusclops}} before falling to his {{p|Sudowoodo}}, which goes on to win the match, earning him the [[Guts Symbol]].&lt;br /&gt;
&lt;br /&gt;
==In the TCG==&lt;br /&gt;
{{main|Umbreon (TCG)}}&lt;br /&gt;
&lt;br /&gt;
==Game data==&lt;br /&gt;
===Pokédex entries===&lt;br /&gt;
{{Dex&lt;br /&gt;
|type=dark&lt;br /&gt;
|gen=2&lt;br /&gt;
|golddex=When agitated, this Pokémon protects itself by spraying poisonous sweat from its pores.&lt;br /&gt;
|silverdex=When darkness falls, the rings on the body begin to glow, striking fear in the hearts of anyone nearby.&lt;br /&gt;
|crystaldex=On the night of a full moon, or when it gets excited, the ring patterns on its body glow yellow.&lt;br /&gt;
|rubydex=Umbreon evolved as a result of exposure to the moon&#039;s waves. It hides silently in darkness and waits for its foes to make a move. The rings on its body glow when it leaps to attack.&lt;br /&gt;
|sapphiredex=Umbreon evolved as a result of exposure to the moon&#039;s waves. It hides silently in darkness and waits for its foes to make a move. The rings on its body glow when it leaps to attack.&lt;br /&gt;
|emeralddex=Umbreon evolved from exposure to the moon&#039;s energy pulses. It lurks in darkness and waits for its foes to move. The rings on its body glow when it leaps to attack.&lt;br /&gt;
|firereddex=When darkness falls, the rings on the body begin to glow, striking fear in the hearts of anyone nearby.&lt;br /&gt;
|leafgreendex=When agitated, this Pokémon protects itself by spraying poisonous sweat from its pores.&lt;br /&gt;
|stadium2dex=When agitated, this Pokémon protects itself by spraying poisonous sweat from its pores.&lt;br /&gt;
|diamonddex=The light of the moon changed Eevee&#039;s genetic structure. It lurks in darkness for prey.&lt;br /&gt;
|pearldex=The light of the moon changed Eevee&#039;s genetic structure. It lurks in darkness for prey.&lt;br /&gt;
|platinumdex=When exposed to the moon&#039;s aura, the rings on its body glow faintly and it gains a mysterious power.&lt;br /&gt;
|heartgolddex=When agitated, this Pokémon protects itself by spraying poisonous sweat from its pores.&lt;br /&gt;
|soulsilverdex=When darkness falls, the rings on the body begin to glow, striking fear in the hearts of anyone nearby.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Game locations===&lt;br /&gt;
{{Availability|&lt;br /&gt;
type=dark |&lt;br /&gt;
gen=2 |&lt;br /&gt;
gsarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
carea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
frlgex=rse|&lt;br /&gt;
rsarea=[[Evolution|Evolve]] {{p|Eevee}}|&lt;br /&gt;
earea=[[Evolution|Evolve]] {{p|Eevee}}|&lt;br /&gt;
colorarity=One |&lt;br /&gt;
coloarea=[[Starter Pokémon]] |&lt;br /&gt;
xdarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
dparea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
ptarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
hgssarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
palarea=Field |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====In side games====&lt;br /&gt;
{{SidegameAvail&lt;br /&gt;
|type=dark&lt;br /&gt;
|trozei=[[Secret Storage 20]]&amp;lt;br&amp;gt;[[Mr. Who&#039;s Den]]&lt;br /&gt;
|md=Evolve from {{p|Eevee}} with Lunar Ribbon{{tt|*|5 IQ stats needed}}&lt;br /&gt;
|ranger=[[Fiore Temple]]&lt;br /&gt;
|md2=[[Concealed Ruins]] (B1-B29)&amp;lt;br&amp;gt;[[World Abyss]] (B1-B29)&lt;br /&gt;
|ranger2=[[Chroma Ruins]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Base stats====&lt;br /&gt;
{{BaseStats|&lt;br /&gt;
type=dark |&lt;br /&gt;
HP=      95 |&lt;br /&gt;
Attack=  65 |&lt;br /&gt;
Defense=110 |&lt;br /&gt;
SpAtk=   60 |&lt;br /&gt;
SpDef=  130 |&lt;br /&gt;
Speed=   65 }}&lt;br /&gt;
&lt;br /&gt;
====Pokéathlon stats====&lt;br /&gt;
{{Pokéthlon&lt;br /&gt;
|type=Dark&lt;br /&gt;
|Speed=2&lt;br /&gt;
|SpeedMax=3&lt;br /&gt;
|Power=4&lt;br /&gt;
|PowerMax=4&lt;br /&gt;
|Technique=2&lt;br /&gt;
|TechniqueMax=2&lt;br /&gt;
|Stamina=4&lt;br /&gt;
|StaminaMax=5&lt;br /&gt;
|Jump=3&lt;br /&gt;
|JumpMax=3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Type effectiveness===&lt;br /&gt;
{{DP Type effectiveness|&lt;br /&gt;
type1=Dark|&lt;br /&gt;
&lt;br /&gt;
Normal=  100 |&lt;br /&gt;
Fighting=200 |&lt;br /&gt;
Flying=  100 |&lt;br /&gt;
Poison=  100 |&lt;br /&gt;
Ground=  100 |&lt;br /&gt;
Rock=    100 |&lt;br /&gt;
Bug=     200 |&lt;br /&gt;
Ghost=    50 |&lt;br /&gt;
Steel=   100 |&lt;br /&gt;
&lt;br /&gt;
Fire=    100 |&lt;br /&gt;
Water=   100 |&lt;br /&gt;
Grass=   100 |&lt;br /&gt;
Electric=100 |&lt;br /&gt;
Psychic=   0 |&lt;br /&gt;
Ice=     100 |&lt;br /&gt;
Dragon=  100 |&lt;br /&gt;
Dark=     50 |&lt;br /&gt;
&lt;br /&gt;
notes=yes|&lt;br /&gt;
dark=yes|&lt;br /&gt;
newpsychic=1}}&lt;br /&gt;
&lt;br /&gt;
===Learnset===&lt;br /&gt;
====By [[Level|leveling up]]====&lt;br /&gt;
{{movelist|dark|dark|4|2|Umbreon}}&lt;br /&gt;
{{mlentry4|Start|Tackle|Normal|Physical|35|95|35|Tough|3}}&lt;br /&gt;
{{mlentry4|Start|Tail Whip|Normal|Status|&amp;amp;mdash;|100|30|Cute|2}}&lt;br /&gt;
{{mlentry4|Start|Helping Hand|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|20|Smart|1}}&lt;br /&gt;
{{mlentry4|8|Sand-Attack|Ground|Status|&amp;amp;mdash;|100|15|Cute|2}}&lt;br /&gt;
{{mlentry4|15|Pursuit|Dark|Physical|40|100|20|Smart|1||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|22|Quick Attack|Normal|Physical|40|100|30|Cool|2}}&lt;br /&gt;
{{mlentry4|29|Confuse Ray|Ghost|Status|&amp;amp;mdash;|100|10|Smart|2}}&lt;br /&gt;
{{mlentry4|36|Faint Attack|Dark|Physical|60|&amp;amp;mdash;|20|Smart|2||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|43|Assurance|Dark|Physical|50|100|10|Beauty|2||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|50|Last Resort|Normal|Physical|130|100|5|Cute|0}}&lt;br /&gt;
{{mlentry4|57|Mean Look|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Cool|0}}&lt;br /&gt;
{{mlentry4|64|Screech|Normal|Status|&amp;amp;mdash;|85|40|Smart|2}}&lt;br /&gt;
{{mlentry4|71|Moonlight|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Beauty|0}}&lt;br /&gt;
{{mlentry4|78|Guard Swap|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|0|||PtHGSS}}&lt;br /&gt;
{{movelist/note|4|dark}}&lt;br /&gt;
&lt;br /&gt;
====By [[TM]]/[[HM]]====&lt;br /&gt;
{{movelisttm|dark|dark|4|2|Umbreon}}&lt;br /&gt;
{{mlentry4|[[TM06]]|Toxic|Poison|Status|&amp;amp;mdash;|85|10|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM10]]|Hidden Power|Normal|Special|&amp;amp;mdash;|100|15|Smart|1}}&lt;br /&gt;
{{mlentry4|[[TM11]]|Sunny Day|Fire|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM12]]|Taunt|Dark|Status|&amp;amp;mdash;|100|20|Smart|0}}&lt;br /&gt;
{{mlentry4|[[TM15]]|Hyper Beam|Normal|Special|150|90|5|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM17]]|Protect|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|0}}&lt;br /&gt;
{{mlentry4|[[TM18]]|Rain Dance|Water|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Tough|2}}&lt;br /&gt;
{{mlentry4|[[TM21]]|Frustration|Normal|Physical|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM23]]|Iron Tail|Steel|Physical|100|75|15|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM27]]|Return|Normal|Physical|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM28]]|Dig|Ground|Physical|80|100|10|Smart|1}}&lt;br /&gt;
{{mlentry4|[[TM29]]|Psychic|Psychic|Special|90|100|10|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM30]]|Shadow Ball|Ghost|Special|80|100|15|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM32]]|Double Team|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|15|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM41]]|Torment|Dark|Status|&amp;amp;mdash;|100|15|Tough|0}}&lt;br /&gt;
{{mlentry4|[[TM42]]|Facade|Normal|Physical|70|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM43]]|Secret Power|Normal|Physical|70|100|20|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM44]]|Rest|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|0}}&lt;br /&gt;
{{mlentry4|[[TM45]]|Attract|Normal|Status|&amp;amp;mdash;|100|15|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM49]]|Snatch|Dark|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|0}}&lt;br /&gt;
{{mlentry4|[[TM58]]|Endure|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Tough|2}}&lt;br /&gt;
{{mlentry4|[[TM66]]|Payback|Dark|Physical|50|100|10|Cool|1||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|[[TM68]]|Giga Impact|Normal|Physical|150|90|5|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM70]]|Flash|Normal|Status|&amp;amp;mdash;|100|20|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM77]]|Psych Up|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|0}}&lt;br /&gt;
{{mlentry4|[[TM78]]|Captivate|Normal|Status|&amp;amp;mdash;|100|20|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM79]]|Dark Pulse|Dark|Special|80|100|15|Cool|2||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|[[TM82]]|Sleep Talk|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|3}}&lt;br /&gt;
{{mlentry4|[[TM83]]|Natural Gift|Normal|Physical|&amp;amp;mdash;|100|15|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM85]]|Dream Eater|Psychic|Special|100|100|15|Smart|1}}&lt;br /&gt;
{{mlentry4|[[TM87]]|Swagger|Normal|Status|&amp;amp;mdash;|90|15|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM90]]|Substitute|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|1}}&lt;br /&gt;
{{mlentry4|[[HM01]]|Cut|Normal|Physical|50|95|30|Cool|3}}&lt;br /&gt;
{{movelist/note|4|dark}}&lt;br /&gt;
&lt;br /&gt;
====By {{pkmn|breeding}}====&lt;br /&gt;
{{eggmoves|dark|dark|4|2|Umbreon}}&lt;br /&gt;
{{mlentry4|{{p|Snubbull}}, {{p|Granbull}}&amp;lt;br&amp;gt;{{p|Teddiursa}}&amp;lt;br&amp;gt;{{p|Phanpy}}&amp;lt;br&amp;gt;{{p|Skitty}}&amp;lt;br&amp;gt;{{p|Pachirisu}}&amp;lt;br&amp;gt;{{p|Buneary}}, {{p|Lopunny}}&amp;lt;br&amp;gt;{{p|Glameow}}, {{p|Purugly}}|Charm|Normal|Status|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|{{p|Mankey}}&amp;lt;br&amp;gt;{{p|Teddiursa}}, {{p|Ursaring}}&amp;lt;br&amp;gt;{{p|Zigzagoon}}, {{p|Linoone}}&amp;lt;br&amp;gt;{{p|Slakoth}}, {{p|Vigoroth}}, {{p|Slaking}}&amp;lt;br&amp;gt;{{p|Skitty}}|Covet|Normal|Physical|40|100|40|Cute|0}}&lt;br /&gt;
{{mlentry4|{{p|Torkoal}}, {{p|Rhyhorn}} &amp;lt;br&amp;gt;{{p|Spheal}}, {{p|Wooper}}|Curse|???|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Tough|0}}&lt;br /&gt;
{{mlentry4|{{p|Zangoose}}&amp;lt;br&amp;gt;{{p|Absol}}&amp;lt;br&amp;gt;{{p|Lucario}}|Detect|Fighting|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Cool|0|||HGSS}}&lt;br /&gt;
{{mlentry4|{{p|Teddiursa}}, {{p|Ursaring}}&amp;lt;br&amp;gt;{{p|Mawile}}|Fake Tears|Dark|Status|&amp;amp;mdash;|100|20|Smart|2}}&lt;br /&gt;
{{mlentry4|{{p|Dunsparce}}&amp;lt;br&amp;gt;{{p|Phanpy}}, {{p|Donphan}}&amp;lt;br&amp;gt;{{p|Zigzagoon}}&amp;lt;br&amp;gt;{{p|Slakoth}}, {{p|Vigoroth}}, {{p|Slaking}}&amp;lt;br&amp;gt;{{p|Torkoal}}&amp;lt;br&amp;gt;{{p|Spinda}}|Flail|Normal|Physical|&amp;amp;mdash;|100|15|Cute|2}}&lt;br /&gt;
{{mlentry4|{{p|Aipom}}, {{p|Ambipom}}|Tickle|Normal|Status|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|{{p|Pikachu}}, {{p|Raichu}}&amp;lt;br&amp;gt;{{p|Skitty}},{{p|Delcatty}},&amp;lt;br&amp;gt;{{p|Spinda}}, {{p|Girafarig}}|Wish|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|2|*}}&lt;br /&gt;
{{mlentry4|{{p|Wooper}}, {{p|Quagsire}}&amp;lt;br&amp;gt;{{p|Dunsparce}}&amp;lt;br&amp;gt;{{p|Slakoth}}, {{p|Vigoroth}}, {{p|Slaking}}&amp;lt;br&amp;gt;{{p|Bidoof}}, {{p|Bibarel}}&amp;lt;br&amp;gt;{{p|Hippopotas}}, {{p|Hippowdon}}|Yawn|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|2}}&lt;br /&gt;
{{eggmoves/note|4|dark}}&lt;br /&gt;
&lt;br /&gt;
====By [[Move tutor|tutoring]]====&lt;br /&gt;
{{tutor|dark|dark|4|2|Umbreon}}&lt;br /&gt;
{{mtentry4|Headbutt|Normal|Physical|70|100|15|Tough|3|||no|no|yes}}&lt;br /&gt;
{{mtentry4|Heal Bell|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Beauty|0|||no|no|yes}}&lt;br /&gt;
{{mtentry4|Helping Hand|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|20|Smart|1|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Last Resort|Normal|Physical|130|100|5|Cute|0|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Mud-Slap|Ground|Special|20|100|10|Cute|3|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Snore|Normal|Special|40|100|15|Cute|3|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Spite|Ghost|Status|&amp;amp;mdash;|100|10|Tough|2|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Sucker Punch|Dark|Physical|80|100|5|Smart|2||&#039;&#039;&#039;|no|yes|yes}}&lt;br /&gt;
{{mtentry4|Swift|Normal|Special|60|&amp;amp;mdash;|20|Cool|2|||no|yes|yes}}&lt;br /&gt;
{{tutor/note|4|dark}}&lt;br /&gt;
&lt;br /&gt;
====Special moves====&lt;br /&gt;
&lt;br /&gt;
===Side game data===&lt;br /&gt;
{{Sidegame|&lt;br /&gt;
type=dark |&lt;br /&gt;
ndex=197 |&lt;br /&gt;
Trozei=yes |&lt;br /&gt;
rarity=Rare |&lt;br /&gt;
Dungeon=yes |&lt;br /&gt;
body=1 |&lt;br /&gt;
rate=Evolve |&lt;br /&gt;
area=Transform Forest |&lt;br /&gt;
P1=I can take foes down using poison! |&lt;br /&gt;
P2=This looks bad... My health is halfway gone. |&lt;br /&gt;
P3=I&#039;m nearly done... My muscles are spent... |&lt;br /&gt;
PL=My level&#039;s up. My poison has intensified, too. |&lt;br /&gt;
Partner=no |&lt;br /&gt;
Ranger=yes |&lt;br /&gt;
group=Dark |&lt;br /&gt;
assist=Dark |&lt;br /&gt;
field=None |&lt;br /&gt;
loop=7 |&lt;br /&gt;
MinEXP=75 |&lt;br /&gt;
MaxEXP=89 |&lt;br /&gt;
browser=Umbreon is not only quick, it reduces visibility to make capture difficult. |&lt;br /&gt;
Dungeon2=yes |&lt;br /&gt;
body2=1 |&lt;br /&gt;
rate2=-12 |&lt;br /&gt;
iq=F |&lt;br /&gt;
Ranger2=yes |&lt;br /&gt;
group2=Dark |&lt;br /&gt;
assist2=Dark |&lt;br /&gt;
field2=Cut |&lt;br /&gt;
field2power=3 |&lt;br /&gt;
browser2=It attacks by releasing a {{m|dark pulse}}. |&lt;br /&gt;
Ranger3=yes |&lt;br /&gt;
group3=Dark |&lt;br /&gt;
assist3=Dark |&lt;br /&gt;
field3=Cut |&lt;br /&gt;
field3power=3 |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
{{evobox&lt;br /&gt;
|family=Normal&lt;br /&gt;
|sprite1=133&lt;br /&gt;
|name1=Eevee&lt;br /&gt;
|type1-1=Normal&lt;br /&gt;
|evotype1=Happiness&lt;br /&gt;
|time1=Night&lt;br /&gt;
|sprite2=197&lt;br /&gt;
|name2=Umbreon&lt;br /&gt;
|type1-2=Dark}}&lt;br /&gt;
&lt;br /&gt;
===Sprites===&lt;br /&gt;
{{Sprite|&lt;br /&gt;
type=dark|&lt;br /&gt;
gen=2|&lt;br /&gt;
gender=none|&lt;br /&gt;
ndex=197|&lt;br /&gt;
name=Umbreon|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Umbreon is tied with {{p|Vaporeon}} and {{p|Leafeon}} for the tallest Eevee evolution.&lt;br /&gt;
* Although it is often mentioned that it is able to spray poison, the only {{type2|Poison}} move Umbreon can learn is {{m|Toxic}}, and only through [[TM06]].&lt;br /&gt;
* Umbreon was the first and only pure {{type2|Dark}} until the introduction of {{p|Poochyena}}, {{p|Mightyena}}, and {{p|Absol}} in [[Generation III]].&lt;br /&gt;
* Umbreon is not obtainable in {{2v2|FireRed|LeafGreen}} due to lack of a time system. In order to be obtained and added to the [[Pokédex]] in these versions, an Eevee must be traded to {{3v2|Ruby|Sapphire|Emerald}}, evolved and then traded back or traded from [[Pokémon Colosseum|Colosseum]] or [[Pokémon XD: Gale of Darkness|Gale of Darkness]].&lt;br /&gt;
* By [[National Pokédex]] order, Umbreon is the first {{type2|Dark}} Pokémon, and the last Pokémon to not share a type with a Pokémon of a lower number.&lt;br /&gt;
* Umbreon is the only non-{{type2|Psychic}} Pokémon with the ability {{a|Synchronize}}.&lt;br /&gt;
* Umbreon is one of two Pokémon that can be obtained via more than one evolution method in the main series of games. The other one is Umbreon&#039;s counterpart, {{p|Espeon}}.&lt;br /&gt;
* Umbreon has the highest Special Defense of all Dark-types.&lt;br /&gt;
** Umbreon is also tied with {{p|Tyranitar}} and {{p|Drapion}} for the highest Defense of all Dark-types.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
Its physical traits are similar to those of a {{wp|hare}}; Numerous East Asian legends concern a {{wp|Moon Rabbit}}. In old European stories, the {{wp|Moon gazing hare}} also has roots tied to folklore sources containing references to the Moon, hares, and night-time.&lt;br /&gt;
&lt;br /&gt;
====Name origin====&lt;br /&gt;
Umbreon&#039;s name is derived from &#039;&#039;{{wp|umbra}}&#039;&#039;, Latin for &#039;&#039;shadow&#039;&#039; and &#039;&#039;ghost&#039;&#039;. The &#039;&#039;-eon&#039;&#039; suffix, common to all {{p|Eevee}} [[evolution]]s, comes from Eevee&#039;s prototype English name and possibly refers to the ending suffix of &#039;&#039;evolution&#039;&#039; itself.&lt;br /&gt;
&lt;br /&gt;
Its Japanese name, Blacky, may simply refer to the color of its coat.&lt;br /&gt;
&lt;br /&gt;
==In other languages==&lt;br /&gt;
*[[List of German Pokémon names|German]]: Nachtara - From &#039;&#039;Nacht&#039;&#039; (night). Ends with &#039;&#039;-a&#039;&#039; like every [[Eeveelution]] in German.&lt;br /&gt;
*[[List of French Pokémon names|French]]: Noctali - From &#039;&#039;nocturne&#039;&#039; (nocturnal).  Ends with &#039;&#039;-li&#039;&#039; like every [[Eeveelution]] in French.&lt;br /&gt;
*[[List of Korean Pokémon names|Korean]]: 블래키 &#039;&#039;Beullaeki&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Related articles==&lt;br /&gt;
* [[Gary&#039;s Umbreon]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://fan.dark-ocean.net/umbreon/ Dark-Moonlight], the fanlisting for Umbreon&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Starter Pokémon}}&lt;br /&gt;
&lt;br /&gt;
{{PokémonPrevNext | prev=Espeon | next=Murkrow |type=dark|| prevnum=196| nextnum=198}}&lt;br /&gt;
{{Project Pokédex notice}}&lt;br /&gt;
&lt;br /&gt;
[[de:Nachtara]]&lt;br /&gt;
[[es:Umbreon]]&lt;br /&gt;
[[fr:Noctali]]&lt;br /&gt;
[[ja:ブラッキー]]&lt;br /&gt;
[[pl:Umbreon]]&lt;br /&gt;
[[pt:Umbreon (pokémon)]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Espeon_(Pok%C3%A9mon)&amp;diff=1064204</id>
		<title>Espeon (Pokémon)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Espeon_(Pok%C3%A9mon)&amp;diff=1064204"/>
		<updated>2010-04-26T19:59:19Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PokémonPrevNext | prev=Quagsire | next=Umbreon |type=psychic|| prevnum=195| nextnum=197}}&lt;br /&gt;
{{PokémonInfobox|&lt;br /&gt;
name=Espeon |&lt;br /&gt;
jname=エーフィ |&lt;br /&gt;
tmname=Eifie |&lt;br /&gt;
image=196Espeon.png |&lt;br /&gt;
size=170px |&lt;br /&gt;
caption=Artwork from FR/LG |&lt;br /&gt;
pron=&amp;lt;sc&amp;gt;ehs-peyohn&amp;lt;/sc&amp;gt;|&lt;br /&gt;
ndex=196 |&lt;br /&gt;
oldjdex=184 |&lt;br /&gt;
jdex=188 |&lt;br /&gt;
hdex=341 |&lt;br /&gt;
sdex=167 |&lt;br /&gt;
fbrow=186 |&lt;br /&gt;
abrow=101 |&lt;br /&gt;
obrow=079 |&lt;br /&gt;
opbrow=058 |&lt;br /&gt;
typen=1 |&lt;br /&gt;
type1=Psychic |&lt;br /&gt;
type2= |&lt;br /&gt;
species=Sun |&lt;br /&gt;
height-ftin=2&#039;11″ |&lt;br /&gt;
height-m=0.9 |&lt;br /&gt;
weight-lbs=58.4 |&lt;br /&gt;
weight-kg=26.5 |&lt;br /&gt;
abilityn=1 |&lt;br /&gt;
ability1=Synchronize |&lt;br /&gt;
ability2= |&lt;br /&gt;
egggroupn=1 |&lt;br /&gt;
egggroup1=Ground |&lt;br /&gt;
egggroup2= |&lt;br /&gt;
eggcycles=35 |&lt;br /&gt;
evsa=2 |&lt;br /&gt;
expyield=197 |&lt;br /&gt;
lv100exp=1,000,000 |&lt;br /&gt;
gendercode=31 |&lt;br /&gt;
color=Purple |&lt;br /&gt;
catchrate=45 |&lt;br /&gt;
body=08 |&lt;br /&gt;
pokefordex=espeon |&lt;br /&gt;
generation=2 |&lt;br /&gt;
footnotes=}}&lt;br /&gt;
&#039;&#039;&#039;Espeon&#039;&#039;&#039; ([[List of Japanese Pokémon names|Japanese]]: &#039;&#039;&#039;エーフィ&#039;&#039;&#039; &#039;&#039;Eifie&#039;&#039;) is a {{type2|Psychic}} Pokémon.&lt;br /&gt;
&lt;br /&gt;
It [[Evolution|evolves]] from {{p|Eevee}} via [[Happiness#Evolutions|Happiness]] during the [[Time|day]], or when around a {{DL|List of key items in Pokémon XD: Gale of Darkness|Sun Shard}}.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Espeon is the result of an Eevee trusting a [[Pokémon Trainer]] very much, then being leveled up during the day. &lt;br /&gt;
===Physiology=== &lt;br /&gt;
Resembling a cat, it has lavender fur, large ears with dark purple or blue ear insides and long tufts of fur below them, a red gem on its forehead and a pair of pupiless eyes with white irises and purple {{wp|sclera}}s. Its tail, which is forked a bit like a {{p|Buizel}}&#039;s, helps it to foresee possible futures. Its catlike appearance and red gem have caused some to mistake it for a relative of {{p|Persian}}, however, this gem merely augments its psychic powers.&lt;br /&gt;
====Gender differences====&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
====Special abilities====&lt;br /&gt;
Espeon has developed {{t|Psychic}} powers due to a combination of great loyalty to its trainer and sunlight, such as the ability to predict its opponents&#039; movements by reading the air currents. Like most fully evolved Pokémon, Espeon can learn {{m|Hyper Beam}} or {{m|Giga Impact}}. One would also assume that Espeon can learn {{m|Power Gem}} due to being a gem-bearing Pokémon, but it cannot.&lt;br /&gt;
&lt;br /&gt;
===Behavior=== &lt;br /&gt;
Espeon are very loyal to their trainers and will protect them from harm. They enjoy basking in full sunlight.&lt;br /&gt;
&lt;br /&gt;
===Habitat===&lt;br /&gt;
[[Image:Urban.gif|right|frame|{{DL|List of Pokémon by habitat|Urban Pokémon}}]]&lt;br /&gt;
Espeon are usually found in areas that receive a lot of light, or, more commonly under the care of people.&lt;br /&gt;
&lt;br /&gt;
===Diet===&lt;br /&gt;
{{main|Pokémon food}}&lt;br /&gt;
[[Image:Lilian&#039;s Espeon.png|thumb|right|210px|Espeon in the anime]]&lt;br /&gt;
&lt;br /&gt;
==In the anime==&lt;br /&gt;
===Major appearances===&lt;br /&gt;
[[Sakura]]&#039;s Eevee evolved into {{TP|Sakura|Espeon}} at some point between &#039;&#039;[[EP183|Trouble&#039;s Brewing]]&#039;&#039; and &#039;&#039;[[EP226|Espeon Not Included]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An Espeon was also in &#039;&#039;[[M05|Pokémon Heroes]]&#039;&#039; under the ownership of {{mov|Annie}}.&lt;br /&gt;
&lt;br /&gt;
[[Lilian]] owns an Espeon. It was only seen in &#039;&#039;[[AG143|The Saffron Con]]&#039;&#039; to test the stage&#039;s lighting effects.&lt;br /&gt;
&lt;br /&gt;
An Espeon was the third and final Pokémon used by {{FB|Salon Maiden|Anabel}} during her rematch against {{Ash}} for the Ability [[Symbol]] in &#039;&#039;[[AG170|Second Time&#039;s the Charm]]&#039;&#039;. The Sun Pokémon was defeated by [[Ash&#039;s Pikachu]].&lt;br /&gt;
&lt;br /&gt;
===Minor appearances===&lt;br /&gt;
In [[DP010|&#039;&#039;Not On MY Watch ya Don&#039;t&#039;&#039;]], Espeon was one of the Pokémon being hypnotized by {{p|Psyduck}}.&lt;br /&gt;
&lt;br /&gt;
Espeon made a small cameo in the beginning of &#039;&#039;[[M11|Giratina and the Sky Warrior]]&#039;&#039; together with an {{p|Eevee}} and the other six [[Eeveelution]]s.&lt;br /&gt;
&lt;br /&gt;
An Espeon appeared in &#039;&#039;[[AG143|The Saffron Con]]&#039;&#039; as a Pokémon owned by a Coordinator.&lt;br /&gt;
&lt;br /&gt;
An Espeon appeared in &#039;&#039;[[AG121|Hi Ho Silver Wind!]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Pokédex entries===&lt;br /&gt;
{{Animedexheader|Johto}}&lt;br /&gt;
{{Animedexbody|EP226|Espeon|Ash&#039;s Pokédex|Espeon, the Sun Pokémon. Espeon are able to read air currents allowing it to {{m|Future Sight|predict the future}} as well as its opponents&#039; next [[move]]s.}}&lt;br /&gt;
{{Animedexfooter/Pokémon|original|Johto}}&lt;br /&gt;
{{Animedexheader|Emerald}}&lt;br /&gt;
{{Animedexbody|AG170|Espeon|May&#039;s Pokédex|Espeon, the Sun Pokémon. It uses the fine hairs that cover its body to sense air currents and predict an opponent&#039;s movement.}}&lt;br /&gt;
{{Animedexfooter/Pokémon|&#039;&#039;Advanced Generation&#039;&#039;|Emerald}}&lt;br /&gt;
&lt;br /&gt;
==In the manga==&lt;br /&gt;
{{adv|Red}}&#039;s genetically-altered {{p|Eevee}} evolved into [[Vui|Espeon]] permanently after the battle against Elite Four prior to the events of {{PAV|9}}.&lt;br /&gt;
&lt;br /&gt;
==In the TCG==&lt;br /&gt;
{{main|Espeon (TCG)}}&lt;br /&gt;
&lt;br /&gt;
==Game data==&lt;br /&gt;
===Pokédex entries===&lt;br /&gt;
{{Dex&lt;br /&gt;
|type=psychic&lt;br /&gt;
|gen=2&lt;br /&gt;
|golddex=It uses the fine hair that covers its body to sense air currents and predict its enemy&#039;s actions.&lt;br /&gt;
|silverdex=By reading air currents, it can predict things such as the weather or its foe&#039;s next move.&lt;br /&gt;
|crystaldex=The tip of its forked tail quivers when it is predicting its opponent&#039;s next move.&lt;br /&gt;
|rubydex=Espeon is extremely loyal to any {{pkmn|Trainer|trainer}} it considers to be worthy. It is said that this Pokémon developed its precognitive powers to protect its trainer from harm.&lt;br /&gt;
|sapphiredex=Espeon is extremely loyal to any trainer it considers to be worthy. It is said that this Pokémon developed its precognitive powers to protect its trainer from harm.&lt;br /&gt;
|emeralddex=An Espeon is extremely loyal to any trainer it considers to be worthy. It is said to have developed precognitive powers to protect its trainer from harm.&lt;br /&gt;
|firereddex=By reading air currents, it can predict things such as the weather or its foe&#039;s next move.&lt;br /&gt;
|leafgreendex=It uses the fine hair that covers its body to sense air currents and predict its enemy&#039;s actions.&lt;br /&gt;
|stadium2dex=It uses the fine hair that covers its body to sense air currents and predict its enemy&#039;s actions.&lt;br /&gt;
|diamonddex=Its fur has the look and feel of velvet. The orb on its forehead glows when it uses psycho-power.&lt;br /&gt;
|pearldex=Its fur has the look and feel of velvet. The orb on its forehead glows when it uses psycho-power.&lt;br /&gt;
|platinumdex=Its fur is so sensitive, it can sense minute shifts in the air and predict the weather.&lt;br /&gt;
|heartgolddex=It uses the fine hair that covers its body to sense air currents and predict its enemy&#039;s actions.&lt;br /&gt;
|soulsilverdex=By reading air currents, it can predict things such as the weather or its foe&#039;s next move.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Game locations===&lt;br /&gt;
{{Availability|&lt;br /&gt;
type=psychic |&lt;br /&gt;
gen=2 |&lt;br /&gt;
gsarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
carea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
frlgex=rse|&lt;br /&gt;
rsarea=[[Evolution|Evolve]] {{p|Eevee}}|&lt;br /&gt;
earea=[[Evolution|Evolve]] {{p|Eevee}}|&lt;br /&gt;
colorarity=One |&lt;br /&gt;
coloarea=[[Starter Pokémon]] |&lt;br /&gt;
xdarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
dparea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
ptarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
hgssarea=[[Evolution|Evolve]] {{p|Eevee}} |&lt;br /&gt;
palarea=Field |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====In side games====&lt;br /&gt;
{{SidegameAvail&lt;br /&gt;
|type=psychic&lt;br /&gt;
|channel=[[Mt. Snowfall]]&lt;br /&gt;
|trozei=[[Secret Storage 20]]&amp;lt;br&amp;gt;[[Mr. Who&#039;s Den]]&lt;br /&gt;
|md= Evolve from {{p|Eevee}}&lt;br /&gt;
|ranger=[[Fiore Temple]]&lt;br /&gt;
|md2=[[Marine Resort]] (B1-B19)&amp;lt;br&amp;gt;[[Shimmer Hill]] (1F-17F)&lt;br /&gt;
|ranger2=[[Hippowdon Temple]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Base stats====&lt;br /&gt;
{{BaseStats|&lt;br /&gt;
type=psychic |&lt;br /&gt;
HP=     65 |&lt;br /&gt;
Attack= 65 |&lt;br /&gt;
Defense=60 |&lt;br /&gt;
SpAtk= 130 |&lt;br /&gt;
SpDef=  95 |&lt;br /&gt;
Speed= 110 }}&lt;br /&gt;
&lt;br /&gt;
====Pokéathlon stats====&lt;br /&gt;
{{Pokéthlon&lt;br /&gt;
|type=Psychic&lt;br /&gt;
|Speed=3&lt;br /&gt;
|SpeedMax=3&lt;br /&gt;
|Power=2&lt;br /&gt;
|PowerMax=3&lt;br /&gt;
|Technique=4&lt;br /&gt;
|TechniqueMax=5&lt;br /&gt;
|Stamina=2&lt;br /&gt;
|StaminaMax=2&lt;br /&gt;
|Jump=3&lt;br /&gt;
|JumpMax=4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Type effectiveness===&lt;br /&gt;
{{DP Type effectiveness|&lt;br /&gt;
type1=Psychic|&lt;br /&gt;
Normal=  100 |&lt;br /&gt;
Fighting= 50 |&lt;br /&gt;
Flying=  100 |&lt;br /&gt;
Poison=  100 |&lt;br /&gt;
Ground=  100 |&lt;br /&gt;
Rock=    100 |&lt;br /&gt;
Bug=     200 |&lt;br /&gt;
Ghost=   200 |&lt;br /&gt;
Steel=   100 |&lt;br /&gt;
&lt;br /&gt;
Fire=    100 |&lt;br /&gt;
Water=   100 |&lt;br /&gt;
Grass=   100 |&lt;br /&gt;
Electric=100 |&lt;br /&gt;
Psychic=  50 |&lt;br /&gt;
Ice=     100 |&lt;br /&gt;
Dragon=  100 |&lt;br /&gt;
Dark=    200 }}&lt;br /&gt;
&lt;br /&gt;
===Learnset===&lt;br /&gt;
====By [[Level|leveling up]]====&lt;br /&gt;
{{movelist|psychic|psychic|4|2|Espeon}}&lt;br /&gt;
{{mlentry4|Start|Tackle|Normal|Physical|35|95|35|Tough|3}}&lt;br /&gt;
{{mlentry4|Start|Tail Whip|Normal|Status|&amp;amp;mdash;|100|30|Cute|2}}&lt;br /&gt;
{{mlentry4|Start|Helping Hand|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|20|Smart|1}}&lt;br /&gt;
{{mlentry4|8|Sand-Attack|Ground|Status|&amp;amp;mdash;|100|15|Cute|2}}&lt;br /&gt;
{{mlentry4|15|Confusion|Psychic|Special|50|100|25|Smart|3||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|22|Quick Attack|Normal|Physical|40|100|30|Cool|2}}&lt;br /&gt;
{{mlentry4|29|Swift|Normal|Special|60|&amp;amp;mdash;|20|Cool|2}}&lt;br /&gt;
{{mlentry4|36|Psybeam|Psychic|Special|65|100|20|Beauty|2||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|43|Future Sight|Psychic|Special|80|90|15|Smart|2}}&lt;br /&gt;
{{mlentry4|50|Last Resort|Normal|Physical|130|100|5|Cute|0}}&lt;br /&gt;
{{mlentry4|57|Psych Up|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|0}}&lt;br /&gt;
{{mlentry4|64|Psychic|Psychic|Special|90|100|10|Smart|2||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|71|Morning Sun|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Beauty|0}}&lt;br /&gt;
{{mlentry4|78|Power Swap|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Beauty|0|||PtHGSS}}&lt;br /&gt;
{{movelist/note|4|psychic}}&lt;br /&gt;
&lt;br /&gt;
====By [[TM]]/[[HM]]====&lt;br /&gt;
{{movelisttm|psychic|psychic|4|2|Espeon}}&lt;br /&gt;
{{mlentry4|[[TM04]]|Calm Mind|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|20|Smart|0}}&lt;br /&gt;
{{mlentry4|[[TM06]]|Toxic|Poison|Status|&amp;amp;mdash;|85|10|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM10]]|Hidden Power|Normal|Special|&amp;amp;mdash;|100|15|Smart|1}}&lt;br /&gt;
{{mlentry4|[[TM11]]|Sunny Day|Fire|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM15]]|Hyper Beam|Normal|Special|150|90|5|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM16]]|Light Screen|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|30|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM17]]|Protect|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|0}}&lt;br /&gt;
{{mlentry4|[[TM18]]|Rain Dance|Water|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Tough|2}}&lt;br /&gt;
{{mlentry4|[[TM21]]|Frustration|Normal|Physical|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM23]]|Iron Tail|Steel|Physical|100|75|15|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM27]]|Return|Normal|Physical|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM28]]|Dig|Ground|Physical|80|100|10|Smart|1}}&lt;br /&gt;
{{mlentry4|[[TM29]]|Psychic|Psychic|Special|90|100|10|Smart|2||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|[[TM30]]|Shadow Ball|Ghost|Special|80|100|15|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM32]]|Double Team|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|15|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM33]]|Reflect|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|20|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM42]]|Facade|Normal|Physical|70|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM43]]|Secret Power|Normal|Physical|70|100|20|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM44]]|Rest|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|0}}&lt;br /&gt;
{{mlentry4|[[TM45]]|Attract|Normal|Status|&amp;amp;mdash;|100|15|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM48]]|Skill Swap|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|0}}&lt;br /&gt;
{{mlentry4|[[TM58]]|Endure|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Tough|2}}&lt;br /&gt;
{{mlentry4|[[TM68]]|Giga Impact|Normal|Physical|150|90|5|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM70]]|Flash|Normal|Status|&amp;amp;mdash;|100|20|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM77]]|Psych Up|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|0}}&lt;br /&gt;
{{mlentry4|[[TM78]]|Captivate|Normal|Status|&amp;amp;mdash;|100|20|Beauty|2}}&lt;br /&gt;
{{mlentry4|[[TM82]]|Sleep Talk|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|3}}&lt;br /&gt;
{{mlentry4|[[TM83]]|Natural Gift|Normal|Physical|&amp;amp;mdash;|100|15|Cool|2}}&lt;br /&gt;
{{mlentry4|[[TM85]]|Dream Eater|Psychic|Special|100|100|15|Smart|1||&#039;&#039;&#039;}}&lt;br /&gt;
{{mlentry4|[[TM86]]|Grass Knot|Grass|Special|&amp;amp;mdash;|100|20|Smart|2}}&lt;br /&gt;
{{mlentry4|[[TM87]]|Swagger|Normal|Status|&amp;amp;mdash;|90|15|Cute|2}}&lt;br /&gt;
{{mlentry4|[[TM90]]|Substitute|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Smart|1}}&lt;br /&gt;
{{mlentry4|[[TM92]]|Trick Room|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Cute|2}}&lt;br /&gt;
{{mlentry4|[[HM01]]|Cut|Normal|Physical|50|95|30|Cool|3}}&lt;br /&gt;
{{movelist/note|4|psychic}}&lt;br /&gt;
&lt;br /&gt;
====By {{pkmn|breeding}}====&lt;br /&gt;
{{eggmoves|psychic|psychic|4|2|Espeon}}&lt;br /&gt;
{{mlentry4|{{p|Snubbull}}, {{p|Granbull}}&amp;lt;br&amp;gt;{{p|Teddiursa}}&amp;lt;br&amp;gt;{{p|Phanpy}}&amp;lt;br&amp;gt;{{p|Skitty}}&amp;lt;br&amp;gt;{{p|Minun}}&amp;lt;br&amp;gt;{{p|Pachirisu}}&amp;lt;br&amp;gt;{{p|Buneary}}, {{p|Lopunny}}&amp;lt;br&amp;gt;{{p|Glameow}}, {{p|Purugly}}|Charm|Normal|Status|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|{{p|Mankey}}&amp;lt;br&amp;gt;{{p|Teddiursa}}, {{p|Ursaring}}&amp;lt;br&amp;gt;{{p|Zigzagoon}}, {{p|Linoone}}&amp;lt;br&amp;gt;{{p|Slakoth}}, {{p|Vigoroth}}, {{p|Slaking}}&amp;lt;br&amp;gt;{{p|Skitty}}|Covet|Normal|Physical|40|100|40|Cute|0}}&lt;br /&gt;
{{mlentry4|{{p|Torkoal}}|Curse|???|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Tough|0}}&lt;br /&gt;
{{mlentry4|{{p|Zangoose}}&amp;lt;br&amp;gt;{{p|Absol}}&amp;lt;br&amp;gt;{{p|Lucario}}|Detect|Fighting|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Cool|0|||HGSS}}&lt;br /&gt;
{{mlentry4|{{p|Teddiursa}}, {{p|Ursaring}}&amp;lt;br&amp;gt;{{p|Mawile}}&amp;lt;br&amp;gt;{{p|Plusle}}&amp;lt;br&amp;gt;{{p|Minun}}|Fake Tears|Dark|Status|&amp;amp;mdash;|100|20|Smart|2}}&lt;br /&gt;
{{mlentry4|{{p|Dunsparce}}&amp;lt;br&amp;gt;{{p|Phanpy}}, {{p|Donphan}}&amp;lt;br&amp;gt;{{p|Zigzagoon}}&amp;lt;br&amp;gt;{{p|Slakoth}}, {{p|Vigoroth}}, {{p|Slaking}}&amp;lt;br&amp;gt;{{p|Torkoal}}&amp;lt;br&amp;gt;{{p|Spinda}}|Flail|Normal|Physical|&amp;amp;mdash;|100|15|Cute|2}}&lt;br /&gt;
{{mlentry4|{{p|Aipom}}, {{p|Ambipom}}|Tickle|Normal|Status|&amp;amp;mdash;|100|20|Cute|2}}&lt;br /&gt;
{{mlentry4|{{p|Pikachu}}, {{p|Raichu}}&amp;lt;br&amp;gt;{{p|Clefairy}}, {{p|Clefable}}&amp;lt;br&amp;gt;{{p|Jigglypuff}}, {{p|Wigglytuff}}&amp;lt;br&amp;gt;{{p|Skitty}}, {{p|Delcatty}}|Wish|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|2|*}}&lt;br /&gt;
{{mlentry4|{{p|Wooper}}, {{p|Quagsire}}&amp;lt;br&amp;gt;{{p|Dunsparce}}&amp;lt;br&amp;gt;{{p|Slakoth}}, {{p|Vigoroth}}, {{p|Slaking}}&amp;lt;br&amp;gt;{{p|Bidoof}}, {{p|Bibarel}}&amp;lt;br&amp;gt;{{p|Hippopotas}}, {{p|Hippowdon}}|Yawn|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|2}}&lt;br /&gt;
{{eggmoves/note|4|psychic}}&lt;br /&gt;
&lt;br /&gt;
====By [[Move tutor|tutoring]]====&lt;br /&gt;
{{tutor|psychic|psychic|4|2|Espeon}}&lt;br /&gt;
{{mtentry4|Headbutt|Normal|Physical|70|100|15|Tough|3|||no|no|yes}}&lt;br /&gt;
{{mtentry4|Heal Bell|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|5|Beauty|0|||no|no|yes}}&lt;br /&gt;
{{mtentry4|Helping Hand|Normal|Status|&amp;amp;mdash;|&amp;amp;mdash;|20|Smart|1|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Last Resort|Normal|Physical|130|100|5|Cute|0|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Mud-Slap|Ground|Special|20|100|10|Cute|3|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Role Play|Psychic|Status|&amp;amp;mdash;|&amp;amp;mdash;|10|Cute|1|||no|no|yes}}&lt;br /&gt;
{{mtentry4|Signal Beam|Bug|Special|75|100|15|Beauty|2|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Snore|Normal|Special|40|100|15|Cute|3|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Swift|Normal|Special|60|&amp;amp;mdash;|20|Cool|2|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Trick|Psychic|Status|&amp;amp;mdash;|100|10|Smart|0|||no|yes|yes}}&lt;br /&gt;
{{mtentry4|Zen Headbutt|Psychic|Physical|80|90|15|Beauty|2||&#039;&#039;&#039;|no|yes|yes}}&lt;br /&gt;
{{tutor/note|4|psychic}}&lt;br /&gt;
&lt;br /&gt;
====Special moves====&lt;br /&gt;
&lt;br /&gt;
===Side game data===&lt;br /&gt;
{{Sidegame|&lt;br /&gt;
type=psychic |&lt;br /&gt;
ndex=196 |&lt;br /&gt;
Trozei=yes |&lt;br /&gt;
rarity=Rare |&lt;br /&gt;
Dungeon=yes |&lt;br /&gt;
body=1 |&lt;br /&gt;
rate=Evolve |&lt;br /&gt;
area=Transform Forest |&lt;br /&gt;
P1=I sense the movements of foes from the flow of air! |&lt;br /&gt;
P2=Trouble... My HP&#039;s down by half. |&lt;br /&gt;
P3=It might be hopeless... I don&#039;t have any strength left... |&lt;br /&gt;
PL=My level went up. My senses grew sharper, too. |&lt;br /&gt;
Partner=no |&lt;br /&gt;
Ranger=yes |&lt;br /&gt;
typeG=Psychic |&lt;br /&gt;
typeA=Psychic |&lt;br /&gt;
fieldpower=0 |&lt;br /&gt;
field=None |&lt;br /&gt;
loop=5 |&lt;br /&gt;
MinEXP=75 |&lt;br /&gt;
MaxEXP=89 |&lt;br /&gt;
browser=Espeon attacks with a ray it emits from its glowing red forehead. |&lt;br /&gt;
Dungeon2=yes |&lt;br /&gt;
body2=1 |&lt;br /&gt;
rate2=-12% |&lt;br /&gt;
iq=F |&lt;br /&gt;
Ranger2=yes |&lt;br /&gt;
typeG2=Psychic |&lt;br /&gt;
typeA2=Psychic |&lt;br /&gt;
field2=Teleport |&lt;br /&gt;
field2power=- |&lt;br /&gt;
browser2=It spits eerie orbs of energy to attack. It protects itself with a psychic barrier. |&lt;br /&gt;
Ranger3=yes |&lt;br /&gt;
typeG3= Psychic |&lt;br /&gt;
typeA3= Psychic |&lt;br /&gt;
field3= Psy Power |&lt;br /&gt;
field3power=2 |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Evolution===&lt;br /&gt;
{{evobox&lt;br /&gt;
|family=Normal&lt;br /&gt;
|sprite1=133&lt;br /&gt;
|name1=Eevee&lt;br /&gt;
|type1-1=Normal&lt;br /&gt;
|evotype1=Happiness&lt;br /&gt;
|time1=Daytime&lt;br /&gt;
|sprite2=196&lt;br /&gt;
|name2=Espeon&lt;br /&gt;
|type1-2=Psychic}}&lt;br /&gt;
&lt;br /&gt;
===Sprites===&lt;br /&gt;
{{Sprite|&lt;br /&gt;
type=psychic|&lt;br /&gt;
gen=2|&lt;br /&gt;
gender=none|&lt;br /&gt;
ndex=196|&lt;br /&gt;
name=Espeon|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Espeon and {{p|Glaceon}} are the only [[Eeveelution]]s that share the {{stat|Special Attack|same highest base stat}}. However, Espeon has a higher {{stat|Speed}} stat, while Glaceon has a higher {{stat|Defense}} stat.&lt;br /&gt;
* Espeon is not obtainable in {{2v|FireRed|LeafGreen}} due to lack of a time system. In order to be obtained and added to the [[Pokédex]] in these versions, an Eevee must be traded to {{3v|Ruby|Sapphire|Emerald}}, evolved and then traded back, or traded from {{g|Colosseum}} or from {{Pokémon XD}}.&lt;br /&gt;
* Espeon shares the same [[species]] name with {{p|Sunflora}}. They are both known as Sun Pokémon.&lt;br /&gt;
* Espeon is one of two Pokémon that can be obtained via more than one evolution method. The other one is Espeon&#039;s counterpart, {{p|Umbreon}}.&lt;br /&gt;
* Oddly, Espeon can learn {{m|Zap Cannon}} in earlier generations, but can&#039;t learn weaker {{type2|Electric}} moves.&lt;br /&gt;
* Espeon shares type and color similarities with the legendary Pokémon {{p|Mewtwo}}; both are purple-colored {{t|Psychic}} Pokémon whose [[Shiny Pokémon|shiny sprite]] is green.&lt;br /&gt;
&lt;br /&gt;
===Origin===&lt;br /&gt;
It appears to be based on legend of the {{wp|nekomata}}, also known as bake-neko. Nekomata are mysterious two-tailed goblin cats. It can also resemble a {{wp|Carbuncle (mythology)|carbuncle}}, a Latin-American mythological beast which had a jewel on its forehead. Its forked tail may also be related to its ability to see the different, forking paths of fate. It also bears some resemblance to the {{wp|Fennec Fox}}, which are thinly-built foxes with small noses, narrow eyes, and large ears.&lt;br /&gt;
====Name origin====&lt;br /&gt;
Espeon&#039;s name is derived from &#039;&#039;ESP&#039;&#039;, or {{wp|extra-sensory perception}}, a branch of psychic abilities. The &#039;&#039;-eon&#039;&#039; suffix, common to all {{p|Eevee}} [[evolution]]s, comes from Eevee&#039;s prototype English name and possibly refers to the ending suffix of &#039;&#039;evolution&#039;&#039; itself. Espeon&#039;s Japanese name is derived from a combination of エスパー &#039;&#039;esupaa&#039;&#039;, lit. ESPer or a psychic, and フィール &#039;&#039;fiiru&#039;&#039;, the word &amp;quot;feel&amp;quot; in English, because of its extraordinary sensory abilities.  &lt;br /&gt;
&lt;br /&gt;
Some think that the Japanese name might come from the fact that its forked tail looks similar to a capital letter &amp;quot;F.&amp;quot; &lt;br /&gt;
However, Espeon&#039;s forked tail is based on the legend of the nekomata which is just a splitting of one tail and has nothing to do with the letter &amp;quot;F.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==In other languages==&lt;br /&gt;
*[[List of German Pokémon names|German]]: Psiana - From &#039;&#039;psychic&#039;&#039;. Ends with &#039;&#039;-a&#039;&#039; like every [[Eeveelution]] in German.&lt;br /&gt;
*[[List of French Pokémon names|French]]: Mentali - From &#039;&#039;mental&#039;&#039;. Ends with &#039;&#039;-li&#039;&#039; like every Eeveelution in French.&lt;br /&gt;
*[[List of Korean Pokémon names|Korean]]: 에브이 &#039;&#039;Ebeui&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Related articles==&lt;br /&gt;
* [[Sakura&#039;s Espeon]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://demyx.net/espeon/ Sun Beam], the fanlisting for Espeon&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
{{Starter Pokémon}}&lt;br /&gt;
&lt;br /&gt;
{{PokémonPrevNext | prev=Quagsire | next=Umbreon |type=psychic|| prevnum=195| nextnum=197}}&lt;br /&gt;
{{Project Pokédex notice}}&lt;br /&gt;
&lt;br /&gt;
[[de:Psiana]]&lt;br /&gt;
[[es:Espeon]]&lt;br /&gt;
[[fr:Mentali]]&lt;br /&gt;
[[ja:エーフィ]]&lt;br /&gt;
[[pl:Espeon]]&lt;br /&gt;
[[pt:Espeon (pokémon)]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=List_of_Pok%C3%A9mon_with_branched_Evolutions&amp;diff=1064202</id>
		<title>List of Pokémon with branched Evolutions</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=List_of_Pok%C3%A9mon_with_branched_Evolutions&amp;diff=1064202"/>
		<updated>2010-04-26T19:58:06Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Pokémon that evolve through branch evolution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Branched evolution.png|thumb|right|Gloom can evolve into either Vileplume or Bellossom through different methods.]]&lt;br /&gt;
This is a list of Pokémon which [[evolution|evolve]] differently depending on certain [[Methods of evolution|conditions]]. To date, no Pokémon that evolves by branch evolution undergoes a further branch in its evolution, while no Pokémon evolves further after the branch besides {{p|Wurmple}}.&lt;br /&gt;
&lt;br /&gt;
Most Pokémon that evolve through branch evolution do so in their basic forms, and do not make it to a second evolution. There are a few exceptions, though. Many also face this branch in a generation later than when the Pokémon is originally introduced, such as {{p|Kirlia}} which was introduced in [[Generation III]] along with its evolution {{p|Gardevoir}}, and whose second evolution, {{p|Gallade}}, was introduced in [[Generation IV]].&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Pokémon that evolve through branch evolution==&lt;br /&gt;
{| {{bluetable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#959FFD;&amp;quot; | Basic form&lt;br /&gt;
! style=&amp;quot;background:#959FFD;&amp;quot; | Evolution trigger&lt;br /&gt;
! style=&amp;quot;background:#959FFD;&amp;quot; | First evolution&lt;br /&gt;
! style=&amp;quot;background:#959FFD;&amp;quot; | Evolution trigger&lt;br /&gt;
! style=&amp;quot;background:#959FFD;&amp;quot; | Second evolution&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:043.png]]&amp;lt;br&amp;gt;{{p|Oddish}}&amp;lt;br&amp;gt;[[Image:GrassIC.gif]][[Image:PoisonIC.gif]]&lt;br /&gt;
| align=center rowspan=2 | [[Level]] 21&lt;br /&gt;
| align=center rowspan=2 | [[Image:044.png]]&amp;lt;br&amp;gt;{{p|Gloom}}&amp;lt;br&amp;gt;[[Image:GrassIC.gif]][[Image:PoisonIC.gif]]&lt;br /&gt;
| align=center | [[Image:LeafStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Leaf Stone}}&lt;br /&gt;
| align=center | [[Image:045.png]]&amp;lt;br&amp;gt;{{p|Vileplume}}&amp;lt;br&amp;gt;[[Image:GrassIC.gif]][[Image:PoisonIC.gif]]&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Image:SunStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Sun Stone}}&lt;br /&gt;
| align=center | [[Image:182.png]]&amp;lt;br&amp;gt;{{p|Bellossom}}&amp;lt;br&amp;gt;[[Image:GrassIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:060.png]]&amp;lt;br&amp;gt;{{p|Poliwag}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
| align=center rowspan=2 | [[Level]] 25&lt;br /&gt;
| align=center rowspan=2 | [[Image:061.png]]&amp;lt;br&amp;gt;{{p|Poliwhirl}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
| align=center | [[Image:WaterStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Water Stone}}&lt;br /&gt;
| align=center | [[Image:062.png]]&amp;lt;br&amp;gt;{{p|Poliwrath}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]][[Image:FightingIC.gif]]&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Trade]] holding&amp;lt;br&amp;gt;[[Image:KingsRock.png]]&amp;lt;br&amp;gt;[[King&#039;s Rock]]&lt;br /&gt;
| align=center | [[Image:186.png]]&amp;lt;br&amp;gt;{{p|Politoed}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:079.png]]&amp;lt;br&amp;gt;{{p|Slowpoke}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]][[Image:PsychicIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 37&lt;br /&gt;
| align=center | [[Image:080.png]]&amp;lt;br&amp;gt;{{p|Slowbro}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]][[Image:PsychicIC.gif]]&lt;br /&gt;
| align=center rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Trade]] holding&amp;lt;br&amp;gt;[[Image:KingsRock.png]]&amp;lt;br&amp;gt;[[King&#039;s Rock]]&lt;br /&gt;
| align=center | [[Image:199.png]]&amp;lt;br&amp;gt;{{p|Slowking}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]][[Image:PsychicIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=7 | [[Image:133.png]]&amp;lt;br&amp;gt;{{p|Eevee}}&amp;lt;br&amp;gt;[[Image:NormalIC.gif]]&lt;br /&gt;
| align=center | [[Image:WaterStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Water Stone}}&lt;br /&gt;
| align=center | [[Image:134.png]]&amp;lt;br&amp;gt;{{p|Vaporeon}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
| align=center rowspan=7 colspan=7 | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Image:ThunderstoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Thunderstone}}&lt;br /&gt;
| align=center | [[Image:135.png]]&amp;lt;br&amp;gt;{{p|Jolteon}}&amp;lt;br&amp;gt;[[Image:ElectricIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Image:FireStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Fire Stone}}&lt;br /&gt;
| align=center | [[Image:136.png]]&amp;lt;br&amp;gt;{{p|Flareon}}&amp;lt;br&amp;gt;[[Image:FireIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Happiness]] during the [[time|day]]&amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;[[Level]] up holding {{DL|List of key items in Pokémon XD: Gale of Darkness|Sun Shard}}&lt;br /&gt;
| align=center | [[Image:196.png]]&amp;lt;br&amp;gt;{{p|Espeon}}&amp;lt;br&amp;gt;[[Image:PsychicIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Happiness]] at [[time|night]]&amp;lt;br&amp;gt;or&amp;lt;br&amp;gt;[[Level]] up holding {{DL|List of key items in Pokémon XD: Gale of Darkness|Moon Shard}}&lt;br /&gt;
| align=center | [[Image:197.png]]&amp;lt;br&amp;gt;{{p|Umbreon}}&amp;lt;br&amp;gt;[[Image:DarkIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Level]] up in&amp;lt;br&amp;gt;[[Eterna Forest]]&lt;br /&gt;
| align=center | [[Image:470.png]]&amp;lt;br&amp;gt;{{p|Leafeon}}&amp;lt;br&amp;gt;[[Image:GrassIC.gif]]&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Level]] up on&amp;lt;br&amp;gt;[[Route 217]]&lt;br /&gt;
| align=center | [[Image:471.png]]&amp;lt;br&amp;gt;{{p|Glaceon}}&amp;lt;br&amp;gt;[[Image:IceIC.gif]]&lt;br /&gt;
|- &lt;br /&gt;
| align=center rowspan=3 | [[Image:236.png]]&amp;lt;br&amp;gt;{{p|Tyrogue}}&amp;lt;br&amp;gt;[[Image:FightingIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;({{stat|Attack}} &amp;gt; {{stat|Defense}})&lt;br /&gt;
| align=center | [[Image:106.png]]&amp;lt;br&amp;gt;{{p|Hitmonlee}}&amp;lt;br&amp;gt;[[Image:FightingIC.gif]]&lt;br /&gt;
| align=center rowspan=3 colspan=3 | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;({{stat|Attack}} &amp;lt; {{stat|Defense}})&lt;br /&gt;
| align=center | [[Image:107.png]]&amp;lt;br&amp;gt;{{p|Hitmonchan}}&amp;lt;br&amp;gt;[[Image:FightingIC.gif]]&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;({{stat|Attack}} = {{stat|Defense}})&lt;br /&gt;
| align=center | [[Image:237.png]]&amp;lt;br&amp;gt;{{p|Hitmontop}}&amp;lt;br&amp;gt;[[Image:FightingIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:265.png]]&amp;lt;br&amp;gt;{{p|Wurmple}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 7&amp;lt;br&amp;gt;([[Personality value]] mod 10 &amp;lt; 5)&lt;br /&gt;
| align=center | [[Image:266.png]]&amp;lt;br&amp;gt;{{p|Silcoon}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 10&lt;br /&gt;
| align=center | [[Image:267.png]]&amp;lt;br&amp;gt;{{p|Beautifly}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:FlyingIC.gif]]&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Level]] 7&amp;lt;br&amp;gt;([[Personality value]] mod 10 ≥ 5)&lt;br /&gt;
| align=center | [[Image:268.png]]&amp;lt;br&amp;gt;{{p|Cascoon}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 10&lt;br /&gt;
| align=center | [[Image:269.png]]&amp;lt;br&amp;gt;{{p|Dustox}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:PoisonIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:280.png]]&amp;lt;br&amp;gt;{{p|Ralts}}&amp;lt;br&amp;gt;[[Image:PsychicIC.gif]]&lt;br /&gt;
| align=center rowspan=2 | [[Level]] 20&lt;br /&gt;
| align=center rowspan=2 | [[Image:281.png]]&amp;lt;br&amp;gt;{{p|Kirlia}}&amp;lt;br&amp;gt;[[Image:PsychicIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 30&lt;br /&gt;
| align=center | [[Image:282.png]]&amp;lt;br&amp;gt;{{p|Gardevoir}}&amp;lt;br&amp;gt;[[Image:PsychicIC.gif]]&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Image:DawnStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Dawn Stone}}&amp;lt;br&amp;gt;(male {{male}} only)&lt;br /&gt;
| align=center | [[Image:475.png]]&amp;lt;br&amp;gt;{{p|Gallade}}&amp;lt;br&amp;gt;[[Image:PsychicIC.gif]][[Image:FightingIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:290.png]]&amp;lt;br&amp;gt;{{p|Nincada}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:GroundIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 20&lt;br /&gt;
| align=center | [[Image:291.png]]&amp;lt;br&amp;gt;{{p|Ninjask}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:FlyingIC.gif]]&lt;br /&gt;
| align=center rowspan=2 colspan=2 | Note:&lt;br /&gt;
&amp;lt;br /&amp;gt;See the {{p|Ninjask}} and {{p|Shedinja}} articles&lt;br /&gt;
&amp;lt;br /&amp;gt;for specifics about their evolution.&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br /&amp;gt;and requires the {{player}} possess:&lt;br /&gt;
*&amp;lt;p align=&amp;quot;left&amp;quot;&amp;gt;an empty slot in his or her [[party]]&amp;lt;/p&amp;gt;&lt;br /&gt;
*&amp;lt;p align=&amp;quot;left&amp;quot;&amp;gt;{{tt|an empty [[Poké Ball]]|any type in Generation III}}&amp;lt;/p&amp;gt;&lt;br /&gt;
| align=center | [[Image:292.png]]&amp;lt;br&amp;gt;{{p|Shedinja}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:GhostIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:361.png]]&amp;lt;br&amp;gt;{{p|Snorunt}}&amp;lt;br&amp;gt;[[Image:IceIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 42&lt;br /&gt;
| align=center | [[Image:362.png]]&amp;lt;br&amp;gt;{{p|Glalie}}&amp;lt;br&amp;gt;[[Image:IceIC.gif]]&lt;br /&gt;
| align=center rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Image:DawnStoneSprite.png]]&amp;lt;br&amp;gt;{{evostone|Dawn Stone}}&amp;lt;br&amp;gt;(female {{female}} only)&lt;br /&gt;
| align=center | [[Image:478.png]]&amp;lt;br&amp;gt;{{p|Froslass}}&amp;lt;br&amp;gt;[[Image:IceIC.gif]][[Image:GhostIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=2 | [[Image:366.png]]&amp;lt;br&amp;gt;{{p|Clamperl}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
| align=center | [[Trade]] holding&amp;lt;br&amp;gt;[[Image:Deepseatooth.png]]&amp;lt;br&amp;gt;[[DeepSeaTooth]]&lt;br /&gt;
| align=center | [[Image:367.png]]&amp;lt;br&amp;gt;{{p|Huntail}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
| align=center rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;border-bottom:5px solid #88a;&amp;quot;&lt;br /&gt;
| align=center | [[Trade]] holding&amp;lt;br&amp;gt;[[Image:Deepseascale.png]]&amp;lt;br&amp;gt;[[DeepSeaScale]]&lt;br /&gt;
| align=center | [[Image:368.png]]&amp;lt;br&amp;gt;{{p|Gorebyss}}&amp;lt;br&amp;gt;[[Image:WaterIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center rowspan=4 | [[Image:412.png]]&amp;lt;br&amp;gt;[[Image:412-ground.png]]&amp;lt;br&amp;gt;[[Image:412-steel.png]]&amp;lt;br&amp;gt;{{p|Burmy}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]]&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;(female {{female}}, [[Form differences#Burmy and Wormadam|Plant Cloak]])&lt;br /&gt;
| align=center | [[Image:413.png]]&amp;lt;br&amp;gt;{{p|Wormadam}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:GrassIC.gif]]&lt;br /&gt;
| align=center rowspan=4 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;(female {{female}}, [[Form differences#Burmy and Wormadam|Sandy Cloak]])&lt;br /&gt;
| align=center | [[Image:413-ground.png]]&amp;lt;br&amp;gt;{{p|Wormadam}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:GroundIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;(female {{female}}, [[Form differences#Burmy and Wormadam|Trash Cloak]])&lt;br /&gt;
| align=center | [[Image:413-steel.png]]&amp;lt;br&amp;gt;{{p|Wormadam}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:SteelIC.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[Level]] 20&amp;lt;br&amp;gt;(male {{male}})&lt;br /&gt;
| align=center | [[Image:414.png]]&amp;lt;br&amp;gt;{{p|Mothim}}&amp;lt;br&amp;gt;[[Image:BugIC.gif]][[Image:FlyingIC.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{pokelist}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Pokémon with branched evolutions|*]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=Days_of_the_week&amp;diff=1059162</id>
		<title>Days of the week</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=Days_of_the_week&amp;diff=1059162"/>
		<updated>2010-04-20T04:57:59Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seven &#039;&#039;&#039;days of the week&#039;&#039;&#039; are as important in the [[Pokémon world]] as they are in reality. Like the real world, certain events will only happen on select days, and [[Week Siblings|certain characters]] will only appear some days. All [[Generation II]] and [[Generation IV]] handheld games feature this, which is expected to not be absent from Generation V and onward due to the time and date in the game being determined by the handheld system itself.&lt;br /&gt;
&lt;br /&gt;
It is currently [[Days of the week#{{#time: l}}|{{#time: l}}]] (UTC).&lt;br /&gt;
&lt;br /&gt;
==Sunday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, younger brother is cutting.&lt;br /&gt;
* [[Goldenrod Tunnel]] [[Herb Shop]] is open.&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Vermilion City]].&lt;br /&gt;
* Woman in [[Goldenrod Department Store]] gives away {{TM|21|Frustration}} or {{TM|27|Return}}.&lt;br /&gt;
* [[Sunny]] gives out a {{DL|Type-enhancing item|Magnet}} on {{rt|37}}.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* {{ga|Barry}} will battle in the [[Fight Area]].&lt;br /&gt;
* [[Idol]] Grace appears in the lobby of [[Jubilife TV]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Smile Ribbon.&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* {{ga|Barry}} will battle in the [[Survival Area]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Smile Ribbon.&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in the [[Fight Area]].&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Eterna City]].&lt;br /&gt;
* [[Idol]] Grace appears in the [[Pokémon Center]] in [[Snowpoint City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in [[Floaroma Town]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Hearthome City]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, younger brother is cutting.&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 02]] (Dragon Claw) is the top prize.&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Vermilion City]].&lt;br /&gt;
* Woman in [[Goldenrod Department Store]] gives away {{TM|21|Frustration}} or {{TM|27|Return}}.&lt;br /&gt;
* [[Sunny]] gives out a {{DL|Type-enhancing item|Magnet}} on {{rt|37}}.  After meeting all other siblings, he will give out a {{DL|Julia|Ribbons|Smile Ribbon}}.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.  [[Pokémon Past Archive]] will play after acquiring the [[GB Sounds]].&lt;br /&gt;
&lt;br /&gt;
====[[Pokégear]] registration====&lt;br /&gt;
* [[Erika]] can be registered from 2 PM to 4:59 PM today by talking to her by the fountain in [[Celadon City]]. (Must have acquired all 16 [[Badge]]s.)&lt;br /&gt;
* [[Whitney]] can be registered from 12 PM to 3:59 PM today by talking to her on the top floor of the [[Goldenrod City]] [[Goldenrod Department Store|Department Store]].&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* [[Erika]] can be re-challenged at the Fighting Dojo in the morning.&lt;br /&gt;
* [[Sabrina]] can be re-challenged at the Fighting Dojo in the daytime.&lt;br /&gt;
* {{ga|Blue}} can be re-challenged at the Fighting Dojo in the evening.&lt;br /&gt;
&lt;br /&gt;
====[[Photography]]====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[Ruins of Alph]] (outside)&lt;br /&gt;
* [[Ilex Forest]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* [[National Park]] gate&lt;br /&gt;
* National Park (in the park)&lt;br /&gt;
* [[Route 39]]&lt;br /&gt;
* [[Blackthorn City]]&lt;br /&gt;
* [[Route 48]]&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Cerulean City]]&lt;br /&gt;
* [[Vermilion City]]&lt;br /&gt;
* [[Route 14]]&lt;br /&gt;
* [[Pewter Museum of Science]]&lt;br /&gt;
* [[Route 21]]&lt;br /&gt;
* [[Route 22]]&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
* [[Chuck]] on {{rt|47}}. (Must have beaten the [[Elite Four]] and gotten phone number.)&lt;br /&gt;
* [[Brock]] at [[Diglett&#039;s Cave]]. (Must have beaten the [[Elite Four]] and gotten phone number.)&lt;br /&gt;
&lt;br /&gt;
==Monday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* [[Goldenrod Tunnel]] [[Valuable item|Trinket]] [[Valuable item#Bargain shop|Shop]] is open.&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Olivine City]].&lt;br /&gt;
* Two {{p|Clefairy}} appear and dance around at [[Mt. Moon Square]] at [[time|night]].&lt;br /&gt;
* {{ga|Silver}} will battle the player at the [[Indigo Plateau]].&lt;br /&gt;
* {{OBP|Monica|Week Siblings}} gives out a {{DL|Type-enhancing item|Sharp Beak}} on {{rt|40}}.&lt;br /&gt;
* [[Pokémon Lullaby]] plays on [[Pokégear]] radio, decreases encounter rate.&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* [[Reporter]] Kinsey appears in the lobby of [[Jubilife TV]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away an Alert Ribbon.&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away an Alert Ribbon.&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Eterna City]].&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in [[Jubilife City]].&lt;br /&gt;
* [[Idol]] Grace appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Canalave City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in [[Floaroma Town]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Celestic Town]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* [[Goldenrod Tunnel]] [[Valuable item|Trinket]] [[Valuable item#Bargain Shop|Shop]] is open in the [[time|morning]].&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 65]] (Shadow Claw) is the top prize.&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Olivine City]].&lt;br /&gt;
* Many {{p|Clefairy}} appear and dance around at [[Mt. Moon Square]] at [[time|night]].&lt;br /&gt;
* {{ga|Silver}} will battle the player at the [[Indigo Plateau]].&lt;br /&gt;
* {{OBP|Monica|Week Siblings}} gives out a {{DL|Type-enhancing item|Sharp Beak}} on {{rt|40}}.  After meeting all other siblings, she will give out an {{DL|Julia|Ribbons|Alert Ribbon}}.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.&lt;br /&gt;
* [[Brock]] will trade the player a {{p|Rhyhorn}} for a {{p|Bonsly}} in the western entrance of [[Diglett&#039;s Cave]]. (Must be registered)&lt;br /&gt;
&lt;br /&gt;
====Pokégear registration====&lt;br /&gt;
* [[Falkner]] can be registered anytime today by talking to him on the fourth floor of the [[Celadon Department Store]]. (Must have acquired the [[Soul Badge]])&lt;br /&gt;
* [[Morty]] can be registered anytime today by talking to him on the path to the [[Bell Tower]] (Bellchime Trail). (Must have beaten the [[Elite Four]])&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* [[Pryce]] can be re-challenged at the Fighting Dojo in the morning.&lt;br /&gt;
* [[Janine]] can be re-challenged at the Fighting Dojo in the daytime.&lt;br /&gt;
&lt;br /&gt;
====Photography====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[Goldenrod City]]&lt;br /&gt;
* [[Ruins of Alph]] (inside)&lt;br /&gt;
* [[Slowpoke Well]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* {{rt|35}}&lt;br /&gt;
* [[Pokéathlon]] Field&lt;br /&gt;
* [[National Park]]&lt;br /&gt;
* [[Olivine City]]&lt;br /&gt;
* [[Dragon&#039;s Den]]&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Saffron City]] [[Magnet Train]] station&lt;br /&gt;
* {{rt|12}}&lt;br /&gt;
* [[Pewter Museum of Science]]&lt;br /&gt;
* {{rt|1}}&lt;br /&gt;
* {{rt|21}}&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
* [[Sabrina]] at the [[Olivine City]] Port. (Must be registered)&lt;br /&gt;
* [[Erika]] in [[Celadon City]]. (Must be registered)&lt;br /&gt;
&lt;br /&gt;
==Tuesday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* One of the days on which the [[National Park]]&#039;s [[Bug Catching Contest]] takes place.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, older brother is cutting.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.&lt;br /&gt;
* [[Tuscany]] gives out a {{DL|Type-enhancing item|Pink Bow}} on {{rt|29}}.&lt;br /&gt;
* {{ga|Silver}} will train in the [[Dragon&#039;s Den]], but will not battle the player.&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* [[Cameraman]] Tevin appears in the lobby of [[Jubilife TV]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Shock Ribbon.&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in [[Hearthome City]].&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Eterna City]].&lt;br /&gt;
* [[Idol]] Grace appears in the [[Pokémon Center]] in [[Oreburgh City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Canalave City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in [[Solaceon Town]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* One of the days on which the [[National Park]]&#039;s [[Bug Catching Contest]] takes place.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, older brother is cutting.&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 91]] (Flash Cannon) is the top prize.&lt;br /&gt;
* [[Pokémon Lullaby]] plays on [[Pokégear]] radio, decreases encounter rate.&lt;br /&gt;
* [[Tuscany]] gives out a {{DL|Type-enhancing item|TwistedSpoon}} on {{rt|29}}.  After meeting all other siblings, she will give out a {{DL|Julia|Ribbons|Shock Ribbon}}.&lt;br /&gt;
* {{ga|Silver}} will train in the [[Dragon&#039;s Den]], but will not battle the player.&lt;br /&gt;
&lt;br /&gt;
====Pokégear registration====&lt;br /&gt;
* Morty can be registered anytime today by talking to him on the path to the Bell Tower. (Must have beaten the Elite Four)&lt;br /&gt;
* [[Blaine]] can be registered any time today by talking to him on [[Cinnabar Island]]. (Must have obtained all 16 [[badge]]s.)&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* Blaine can be re-challenged at the Fighting Dojo in the daytime.&lt;br /&gt;
* Morty can be re-challenged at the Fighting Dojo in the evening.&lt;br /&gt;
&lt;br /&gt;
====Photography====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[New Bark Town]]&lt;br /&gt;
* [[Ruins of Alph]] (inside)&lt;br /&gt;
* [[Route 32]]&lt;br /&gt;
* [[Ilex Forest]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* {{rt|35}}&lt;br /&gt;
* Pokéathlon Field&lt;br /&gt;
* [[Olivine City]]&lt;br /&gt;
* [[Johto Safari Zone|Safari Zone]] gate&lt;br /&gt;
* [[Blackthorn City]]&lt;br /&gt;
* [[Frontier Front]]&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Route 1]]&lt;br /&gt;
* [[Pewter City]]&lt;br /&gt;
* [[Saffron City]] [[Magnet Train]] station&lt;br /&gt;
* [[Celadon City]] fountain&lt;br /&gt;
* [[Fuchsia City]]&lt;br /&gt;
* [[Seafoam Islands]]&lt;br /&gt;
* [[Route 26]]&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
&lt;br /&gt;
==Wednesday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Vermilion City]].&lt;br /&gt;
* {{ga|Silver}} will battle the player at the [[Indigo Plateau]].&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, younger brother is cutting.&lt;br /&gt;
* [[Pokémon Lullaby]] plays on [[Pokégear]] radio, decreases encounter rate.&lt;br /&gt;
* [[Wesley]] gives out a {{DL|Type-enhancing item|Black Belt}} at [[Lake of Rage]].&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
* [[Move tutor]] is in [[Goldenrod City]].&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* [[Clown]] Lee appears in the lobby of [[Jubilife TV]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Downcast Ribbon.&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Downcast Ribbon.&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in [[Jubilife City]].&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Veilstone City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in the [[Resort Area]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Celestic Town]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Vermilion City]].&lt;br /&gt;
* {{ga|Silver}} will battle the player at the [[Indigo Plateau]].&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, younger brother is cutting.&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 57]] (Charge Beam) is the top prize.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.  [[Hoenn Sound]] will play after acquiring the [[National Pokédex]].&lt;br /&gt;
* [[Wesley]] gives out a {{DL|Type-enhancing item|Black Belt}} at [[Lake of Rage]].  After meeting all other siblings, he will give out a {{DL|Julia|Ribbons|Downcast Ribbon}}.&lt;br /&gt;
&lt;br /&gt;
====Pokégear registration====&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* [[Misty]] can be re-challenged at the Fighting Dojo in the morning.&lt;br /&gt;
* [[Jasmine]] can be re-challenged at the Fighting Dojo in the daytime.&lt;br /&gt;
* [[Chuck]] can be re-challenged at the Fighting Dojo in the evening.&lt;br /&gt;
&lt;br /&gt;
====Photography====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[Cherrygrove City]]&lt;br /&gt;
* [[Slowpoke Well]]&lt;br /&gt;
* [[Route 34]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* [[Pokéathlon]] Field&lt;br /&gt;
* [[National Park]]&lt;br /&gt;
* [[Glitter Lighthouse]] (Night)&lt;br /&gt;
* [[Route 45]]&lt;br /&gt;
* [[Mt. Silver]]&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Pallet Town]]&lt;br /&gt;
* [[Viridian City]]&lt;br /&gt;
* [[Saffron City]] [[Magnet Train]] station&lt;br /&gt;
* [[Route 12]]&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
* [[Falkner]] on the fourth floor of the [[Celadon Department Store]]. (Must be registered)&lt;br /&gt;
&lt;br /&gt;
==Thursday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* One of the days on which the [[National Park]]&#039;s [[Bug Catching Contest]] takes place.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, older brother is cutting.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.&lt;br /&gt;
* [[Arthur]] gives out a {{DL|Type-enhancing item|Hard Stone}} on {{rt|36}}.&lt;br /&gt;
* {{ga|Silver}} will train in the [[Dragon&#039;s Den]], but will not battle the player.&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the lobby of [[Jubilife TV]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Careless Ribbon.&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Careless Ribbon.&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in [[Jubilife City]].&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Veilstone City]].&lt;br /&gt;
* [[Idol]] Grace appears in the [[Pokémon Center]] in [[Oreburgh City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Sunyshore City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in [[Floaroma Town]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* One of the days on which the [[National Park]]&#039;s [[Bug Catching Contest]] takes place.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, older brother is cutting.&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 60]] (Drain Punch) is the top prize.&lt;br /&gt;
* [[Pokémon Lullaby]] plays on [[Pokégear]] radio, decreases encounter rate.  [[Sinnoh Sound]] will play after acquiring the [[National Pokédex]].&lt;br /&gt;
* [[Arthur]] gives out a {{DL|Type-enhancing item|Hard Stone}} on {{rt|36}}.  After meeting all other siblings, he will give out a {{DL|Julia|Ribbons|Careless Ribbon}}.&lt;br /&gt;
* {{ga|Silver}} will train in the [[Dragon&#039;s Den]], but will not battle the player.&lt;br /&gt;
* Brock will trade the player a {{p|Rhyhorn}} for a {{p|Bonsly}} in the western entrance of [[Diglett&#039;s Cave]]. (Must be registered)&lt;br /&gt;
&lt;br /&gt;
====Pokégear registration====&lt;br /&gt;
* [[Bugsy]] can be registered anytime today by talking to him in the south end of [[Viridian Forest]].&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* Bugsy can be re-challenged at the Fighting Dojo in the daytime.&lt;br /&gt;
&lt;br /&gt;
====Photography====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[Ruins of Alph]] (inside)&lt;br /&gt;
* [[Route 32]]&lt;br /&gt;
* [[Route 34]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* [[Pokéathlon Dome]]&lt;br /&gt;
* [[Route 39]]&lt;br /&gt;
* [[Johto Safari Zone|Safari Zone]]&lt;br /&gt;
* [[Dragon&#039;s Den]]&lt;br /&gt;
* [[Mt. Silver]] cave&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Pallet Town]]&lt;br /&gt;
* [[Cerulean City]]&lt;br /&gt;
* [[Vermilion City]]&lt;br /&gt;
* [[Route 14]]&lt;br /&gt;
* [[Route 22]]&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
* [[Blaine]] on [[Cinnabar Island]]. (Must be registered.)&lt;br /&gt;
&lt;br /&gt;
==Friday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Olivine City]].&lt;br /&gt;
* {{p|Lapras}} appears in [[Union Cave]]&#039;s basement.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, younger brother is cutting.&lt;br /&gt;
* [[Pokémon Lullaby]] plays on [[Pokégear]] radio, decreases encounter rate.&lt;br /&gt;
* [[Frieda]] gives out a {{DL|Type-enhancing item|Poison Barb}} on {{rt|32}}.&lt;br /&gt;
* New number announced for the Lucky Number [[PokéGear|radio]] show.&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* {{p|Drifloon}} appears at the [[Valley Windworks]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Relax Ribbon.&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the lobby of [[Jubilife TV]].&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* {{p|Drifloon}} appears at the [[Valley Windworks]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Relax Ribbon.&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in [[Hearthome City]].&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Veilstone City]].&lt;br /&gt;
* [[Idol]] Grace appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Sunyshore City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in [[Solaceon Town]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Celestic Town]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* [[S.S. Aqua]] leaves [[Olivine City]].&lt;br /&gt;
* {{p|Lapras}} appears in [[Union Cave]]&#039;s basement.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, younger brother is cutting.&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 42]] (Facade) is the top prize.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.&lt;br /&gt;
* [[Frieda]] gives out a {{DL|Type-enhancing item|Poison Barb}} on {{rt|32}}.  After meeting all other siblings, she will give out a {{DL|Julia|Ribbons|Relax Ribbon}}.&lt;br /&gt;
&lt;br /&gt;
====Pokégear registration====&lt;br /&gt;
* Sabrina can be registered anytime today by talking to her at the [[Olivine City]] Port. (Must have acquired the [[Marsh Badge]].)&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* [[Lt. Surge]] can be re-challenged at the Fighting Dojo in the morning.&lt;br /&gt;
* [[Clair]] can be re-challenged at the Fighting Dojo in the evening.&lt;br /&gt;
&lt;br /&gt;
====Photography====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[Cherrygrove City]]&lt;br /&gt;
* [[Ruins of Alph]] (outside)&lt;br /&gt;
* [[Slowpoke Well]]&lt;br /&gt;
* [[Route 35]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* [[Pokéathlon Dome]]&lt;br /&gt;
* [[Ecruteak City]]&lt;br /&gt;
* [[Route 48]]&lt;br /&gt;
* [[Ice Path]]&lt;br /&gt;
* [[Mt. Silver]]&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Pallet Town]]&lt;br /&gt;
* [[Viridian City]]&lt;br /&gt;
* [[Silph Co.]]&lt;br /&gt;
* [[Saffron City]] [[Magnet Train]] station&lt;br /&gt;
* [[Celadon City]] fountain&lt;br /&gt;
* [[Celadon Dept. Store]]&lt;br /&gt;
* [[Route 26]]&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
* Bugsy in the [[National Park]]. (Must have beaten the [[Elite Four]].)&lt;br /&gt;
* Morty on the path to the [[Bell Tower]] all day. (Must be registered.)&lt;br /&gt;
* Lt. Surge on {{rt|39}} all day. (Must have traded for his {{p|Pikachu}}.)&lt;br /&gt;
* Blue on [[Cinnabar Island]] all day. (Must have beaten {{ga|Red}}.)&lt;br /&gt;
&lt;br /&gt;
==Saturday==&lt;br /&gt;
===Gold, Silver, and Crystal===&lt;br /&gt;
* One of the days on which the [[National Park]]&#039;s [[Bug Catching Contest]] takes place.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, older brother is cutting.&lt;br /&gt;
* [[Pokémon March]] plays on [[Pokégear]] radio, increases encounter rate.&lt;br /&gt;
* [[Santos]] gives out a {{DL|Type-enhancing item|Spell Tag}} in [[Blackthorn City]].&lt;br /&gt;
* [[Goldenrod Tunnel]] [[Herb Shop]] is open.&lt;br /&gt;
&lt;br /&gt;
===Crystal===&lt;br /&gt;
* [[Move tutor]] is in [[Goldenrod City]].&lt;br /&gt;
&lt;br /&gt;
===Diamond and Pearl===&lt;br /&gt;
* {{ga|Barry}} will battle in the [[Fight Area]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Snooze Ribbon.&lt;br /&gt;
* [[Guitarist]] Arturo appears in the lobby of [[Jubilife TV]].&lt;br /&gt;
&lt;br /&gt;
===Platinum===&lt;br /&gt;
* {{ga|Barry}} will battle in the [[Survival Area]].&lt;br /&gt;
* [[Julia]] in [[Sunyshore City]] gives away a Snooze Ribbon.&lt;br /&gt;
* [[Reporter]] Kinsey and [[Cameraman]] Tevin appear in the [[Pokémon Center]] in the [[Fight Area]].&lt;br /&gt;
* [[Interviewers]] [[Roxy and Oli]] appear in the [[Pokémon Center]] in [[Eterna City]].&lt;br /&gt;
* [[Idol]] Grace appears in the [[Pokémon Center]] in [[Snowpoint City]].&lt;br /&gt;
* [[Guitarist]] Arturo appears in the [[Pokémon Center]] in [[Pastoria City]].&lt;br /&gt;
* [[Poké Kid]] Ariel appears in the [[Pokémon Center]] in the [[Resort Area]].&lt;br /&gt;
* [[Clown]] Lee appears in the [[Pokémon Center]] in [[Hearthome City]].&lt;br /&gt;
&lt;br /&gt;
===HeartGold and SoulSilver===&lt;br /&gt;
====Events====&lt;br /&gt;
* One of the days on which the [[National Park]]&#039;s [[Bug Catching Contest]] takes place.&lt;br /&gt;
* [[Goldenrod Tunnel]] Salon is open, older brother is cutting.&lt;br /&gt;
* In the [[Goldenrod Department Store]] Lottery, [[TM 62]] (Silver Wind) is the top prize.&lt;br /&gt;
* [[Pokémon Lullaby]] plays on [[Pokégear]] radio, decreases encounter rate.&lt;br /&gt;
* [[Santos]] gives out a {{DL|Type-enhancing item|Soft Sand}} in [[Blackthorn City]].  After meeting all other siblings, he will give out a {{DL|Julia|Ribbons|Snooze Ribbon}}.&lt;br /&gt;
* [[Brock]] will trade the player a {{p|Rhyhorn}} for a {{p|Bonsly}} in the western entrance of [[Diglett&#039;s Cave]]. (Must be registered)&lt;br /&gt;
&lt;br /&gt;
====Pokégear registration====&lt;br /&gt;
* [[Pryce]] can be registered from 6 AM to 10 AM today by talking to him at the [[Lake of Rage]].&lt;br /&gt;
* [[Whitney]] can be registered from 12 PM to 4 PM today by talking to her on the sixth floor of the Goldenrod Department Store.&lt;br /&gt;
* [[Erika]] can be registered from 2 PM to 4:59 PM today by talking to her by the fountain in [[Celadon City]]. (Must have acquired all 16 badges.)&lt;br /&gt;
&lt;br /&gt;
====Leader rematches====&lt;br /&gt;
* [[Falkner]] can be re-challenged at the Fighting Dojo in the morning.&lt;br /&gt;
* [[Whitney]] can be re-challenged at the Fighting Dojo in the daytime.&lt;br /&gt;
* Brock can be re-challenged at the Fighting Dojo in the evening.&lt;br /&gt;
&lt;br /&gt;
====Photography====&lt;br /&gt;
=====Johto===== &lt;br /&gt;
* [[Ruins of Alph]] (outside)&lt;br /&gt;
* [[Route 32]]&lt;br /&gt;
* [[Ilex Forest]]&lt;br /&gt;
* [[Goldenrod Tunnel]]&lt;br /&gt;
* [[National Park]] gate&lt;br /&gt;
* National Park (in the park)&lt;br /&gt;
* [[Pokéathlon Dome]]&lt;br /&gt;
* [[Glitter Lighthouse]]&lt;br /&gt;
* [[Ice Path]]&lt;br /&gt;
* [[Route 45]]&lt;br /&gt;
* [[Frontier Front]]&lt;br /&gt;
&lt;br /&gt;
=====Kanto=====&lt;br /&gt;
* [[Route 1]]&lt;br /&gt;
* [[Pewter City]]&lt;br /&gt;
* [[Pewter Museum]]&lt;br /&gt;
* [[Silph Co.]]&lt;br /&gt;
* [[Saffron City]] [[Magnet Train]] station&lt;br /&gt;
* [[Fuchsia City]]&lt;br /&gt;
* [[Route 12]]&lt;br /&gt;
* [[Seafoam Islands]]&lt;br /&gt;
&lt;br /&gt;
=====Gym leaders=====&lt;br /&gt;
* Lt. Surge on {{rt|39}}. (Must have traded for his {{p|Pikachu}}.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]] [[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
[[de:GSC/Tages-Events]]&lt;br /&gt;
[[ja:曜日]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=One-hit_knockout_move&amp;diff=1040116</id>
		<title>One-hit knockout move</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=One-hit_knockout_move&amp;diff=1040116"/>
		<updated>2010-03-31T19:17:39Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: Undo revision 1040011 by Adamcolemacleod (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;One-hit knockout moves&#039;&#039;&#039;, commonly abbreviated as &#039;&#039;&#039;OHKO moves&#039;&#039;&#039;, are moves that, when used, cause the target&#039;s HP to drop to zero regardless of their [[stats]]. They are all highly inaccurate: given that their effect is to immediately make the target faint, as to have them much more accurate would further encourage their use to quickly and easily finish battles.&lt;br /&gt;
&lt;br /&gt;
When used, they will always fail if the level of the target is higher than the level of the user, except in [[Generation I]], where they would fail if the user&#039;s {{stat|Speed}} stat was lower than the target&#039;s.&lt;br /&gt;
&lt;br /&gt;
All one-hit knockout moves have 30% accuracy and a base of 5 {{PP}}. Pokémon with the ability {{a|Sturdy}}, as well as {{p|Shedinja}}, are unaffected by all of them, unless the user has the ability {{a|Mold Breaker}}. Pokémon also holding the item, {{DL|In-battle effect item|Focus Sash}}, are not entirely affected as it leaves the user with only 1 HP, due to Focus Sash&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
As of [[Generation IV]], there are four OHKO moves.&lt;br /&gt;
&lt;br /&gt;
==List of moves==&lt;br /&gt;
{| align=&amp;quot;{{{align|center}}}&amp;quot; style=&amp;quot;background: #ddf; border-radius:10px; -moz-border-radius: 10px; border: 5px solid #aaf&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background: #{{ground color dark}}; -moz-border-radius: 10px 0px 0px 0px;&amp;quot; | {{color2|fff|Fissure (move)|Fissure}}&lt;br /&gt;
! style=&amp;quot;background: #{{normal color dark}};&amp;quot; | {{color2|fff|Guillotine (move)|Guillotine}}&lt;br /&gt;
! style=&amp;quot;background: #{{normal color dark}};&amp;quot; | {{color2|fff|Horn Drill (move)|Horn Drill}}&lt;br /&gt;
! style=&amp;quot;background: #{{ice color dark}}; -moz-border-radius: 0px 10px 0px 0px;&amp;quot; | {{color2|fff|Sheer Cold (move)|Sheer Cold}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[File:Fissure.png|200px]]&lt;br /&gt;
| [[File:Guillotine.png|200px]]&lt;br /&gt;
| [[File:Horn Drill DPPt.png|200px]]&lt;br /&gt;
| [[File:Sheer Cold.png|200px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
{{typetable|Ground}}&lt;br /&gt;
{{typetable|Normal}}&lt;br /&gt;
{{typetable|Normal}}&lt;br /&gt;
{{typetable|Ice}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;background: #{{ground color dark}}; -moz-border-radius: 0px 0px 0px 10px; color: #fff;&amp;quot; | From {{color2|fff|Generation I}}&lt;br /&gt;
| style=&amp;quot;background: #{{normal color dark}}; color: #fff;&amp;quot; | From {{color2|fff|Generation I}}&lt;br /&gt;
| style=&amp;quot;background: #{{normal color dark}}; color: #fff;&amp;quot; | From {{color2|fff|Generation I}}&lt;br /&gt;
| style=&amp;quot;background: #{{ice color dark}}; -moz-border-radius: 0px 0px 10px 0px; color: #fff;&amp;quot; | From {{color2|fff|Generation III}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Due to the presence of these moves, {{p|Articuno}} has been used in many battles as it can also learn {{m|Mind Reader}} to make {{m|Sheer Cold}} sure to hit.&lt;br /&gt;
** The same was true of a {{p|Poliwrath}} traded forward from [[Generation I]] that had learned {{m|Fissure}}, and could learn Mind Reader in [[Generation II]].&lt;br /&gt;
* {{p|Lapras}} can learn three of these moves: {{m|Sheer Cold}}, {{m|Fissure}}, and {{m|Horn Drill}}.&lt;br /&gt;
* Before Generation III introduced Sheer Cold, all of these moves could not affect specific Pokémon. {{m|Guillotine}} and {{m|Horn Drill}} could not affect {{type2|Ghost}} Pokémon, and {{m|Fissure}} could not affect {{type2|Flying}} Pokémon.&lt;br /&gt;
* For [[Nintendo Wi-Fi Connection|Wi-Fi]] {{pkmn|battle}}s, under Standard Rules, these moves are forbidden. This is commonly called OHKO Clause or simply &#039;No OHKO moves&#039;. This is because their 30% accuracy and instant KO properties add too many elements of luck for a fair match and in the eyes of many players are simply unfair.&lt;br /&gt;
* Each OHKO move was introduced in an odd-numbered Generation.&lt;br /&gt;
* In [[double battle]]s, Trainers can use OHKO moves effectively by pairing a Pokémon with a OHKO move with a Machop, Machoke, or Machamp with the ability {{a|No Guard}}.&lt;br /&gt;
&lt;br /&gt;
{{Project Movedex notice}}&lt;br /&gt;
[[Category:Moves]]&lt;br /&gt;
[[Category:One-hit knockout moves|*]]&lt;br /&gt;
&lt;br /&gt;
[[fr:OHKO]]&lt;br /&gt;
[[ja:一撃必殺技]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040113</id>
		<title>??? (type)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040113"/>
		<updated>2010-03-31T19:14:54Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* ???-type Pokémon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For other uses of question marks in the [[Pokémon games]], see [[Question marks]].&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
{{ElementalTypes|???}}&lt;br /&gt;
The &#039;&#039;&#039;???-type&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;&amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;？？？タイプ&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;??? type&#039;&#039;), unlike the {{type2|Bird}}, is an elemental type which existed as a non-[[glitch]] type from [[Generation II]] onward. However, no [[Pokémon]] bears this type. [[Pokémon egg]]s are typed solely with this before they hatch, and by extension, [[bad egg]]s are also of the ???-type.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses and resistances==&lt;br /&gt;
The ???-type has neither any weaknesses nor resistances: all damaging moves do normal damage to a Pokémon of the ???-type, and any damaging move hacked to be of the ???-type will do normal damage against all Pokémon.&lt;br /&gt;
&lt;br /&gt;
==???-type Pokémon==&lt;br /&gt;
No real Pokémon are ???-types; however, both {{pkmn|egg}}s and [[bad egg]]s are given this type until they hatch. This can be seen in the Generation III status screen, however, in Generation II and Generation IV, egg status screens do not display type.&lt;br /&gt;
&lt;br /&gt;
If a pure {{type2|Flying}} Pokémon uses {{m|Roost}}, its type becomes ??? until the end of the turn. However, since all Flying-type Pokémon have two types, (the only exception, {{p|Arceus}}, is unable to learn Roost) the only way to legitimately do this is to change {{p|Smeargle}}, {{p|Dunsparce}}, {{p|Mew}}, {{p|Volbeat}} or {{p|Illumise}}&#039;s type to Flying by forcing it to have {{a|Color Change}} through {{m|Skill Swap}} or {{m|Role Play}}, hitting it with a Flying-type move, and having it use Roost. It may also be possible for a {{p|Kecleon}} (which already has the ability Color Change) to do this by acquiring Roost through a copy move like {{m|Mimic}} (unconfirmed). Smeargle and {{p|Porygon}} can also become Flying type through {{m|Conversion}} or {{m|Conversion 2}}.&lt;br /&gt;
&lt;br /&gt;
The game will not allow the player to use {{m|Conversion}} to convert to ???-type, such as a Smeargle learning {{m|Curse}} and using Conversion with no other moves. The game will simply say the move failed.&lt;br /&gt;
&lt;br /&gt;
==???-type moves==&lt;br /&gt;
===Pokémon Mystery Dungeon moves===&lt;br /&gt;
{{m|Vacuum-Cut}} and {{m|Wide Slash}} are moves that are exclusive to [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Pokémon Mystery Dungeon]], and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|its sequel]].&lt;br /&gt;
&lt;br /&gt;
Vacuum-Cut will hit every Pokémon in the room, but only by 16, 17 or 18 points each time. Wide Slash will hit every Pokémon 3 tiles away either forwards, backwards or diagonally.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
Introduced in [[Generation II]], {{m|Curse}} is, as of [[Generation IV]], the only move of the ???-type.&lt;br /&gt;
&lt;br /&gt;
Curse behaves differently depending on the [[elemental types|type]] of the Pokémon using it; more specifically, if the Pokémon is of the {{type2|Ghost}}, it will cut its HP in half and place a curse on the target Pokémon, while for any other type it will merely lower the Pokémon&#039;s Speed to raise Attack and Defense.&lt;br /&gt;
&lt;br /&gt;
There is no actual purpose in Curse being a ???-type move besides to give it a mysterious nature. If [[cheating|hacked]] to be of any other type, the move will still work as normal.&lt;br /&gt;
&lt;br /&gt;
===Shadow moves===&lt;br /&gt;
[[Shadow moves]] are typeless moves, rendering their typing unknown.&lt;br /&gt;
&lt;br /&gt;
In [[Pokémon Colosseum]], [[Shadow Pokémon]] have the move {{m|Shadow Rush}} until they are [[Purification|purified]]. In [[Pokémon XD: Gale of Darkness]], more Shadow moves are introduced. Starting in Pokémon XD: Gale of Darkness, these moves are super-effective against regular Pokémon and not very effective against other Shadow Pokémon.&lt;br /&gt;
&lt;br /&gt;
These typeless moves do not run exclusively off of the user&#039;s Attack or Special Attack stat, instead depending on the move. This would later be extended to moves of the rest of the types in [[Generation IV]].&lt;br /&gt;
&lt;br /&gt;
{{m|Weather Ball}}&#039;s type changes depending on the [[weather condition]]. If Weather Ball is used when the field is under effect of {{m|Shadow Sky}}, Weather Ball changes to a ???-type move.&lt;br /&gt;
&lt;br /&gt;
===Non-Shadow moves===&lt;br /&gt;
In every other game, ???-type offensive moves, although none exist, can be hacked in. Because they&#039;re not programmed to be either [[physical move|physical]] or [[special move]]s, even with a base power of 255 (the highest that the game allows), the move will do almost no damage.&lt;br /&gt;
&lt;br /&gt;
In addition, although the actual type for the moves {{m|Hidden Power}} and {{m|Judgment}} varies, both appear as {{type2|Normal}} moves rather than ???-type moves. Note however that as the [[signature move]] of {{p|Arceus}}, the [[Elemental types|type]] for Judgment depends on the type of [[plate]] held by the user, acting as a {{type2|Normal}} [[move]] if no plate is held. Thus, the {{type2|Normal}}, and not the ???-type, could be thought of as the unspecialized &amp;quot;default&amp;quot; type. This re-emphasizes the possibility that Curse is considered a ???-type move for its mysterious nature rather than for its different forms when used by Pokémon of different types.&lt;br /&gt;
&lt;br /&gt;
==Arceus==&lt;br /&gt;
[[Image:Spr 4p 493-Unknown.png|thumb|left|Normal-color sprite for ???-type Arceus]]&lt;br /&gt;
[[Image:Spr 4p 493-Unknown s.png|thumb|right|[[Shiny Pokémon|Alternate-color]] sprite for ???-type Arceus]]&lt;br /&gt;
{{p|Arceus}}&#039;s {{a|Multitype}} ability allows it to change types based on which [[Plate]] it holds. Although there is no ???-type plate, the code for {{5v|Diamond|Pearl|Platinum|HeartGold|SoulSilver}} has a sprite for ???-type Arceus. It is possible that this sprite was included to prevent the game from crashing if its base type was changed to be ???-type instead of {{type2|Normal}}.&lt;br /&gt;
&lt;br /&gt;
[[de:??? (Typ)]]&lt;br /&gt;
[[fr:Type inconnu]]&lt;br /&gt;
[[ja:???]]&lt;br /&gt;
[[pt:Tipo ???]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040108</id>
		<title>??? (type)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040108"/>
		<updated>2010-03-31T19:11:59Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* ???-type Pokémon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For other uses of question marks in the [[Pokémon games]], see [[Question marks]].&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
{{ElementalTypes|???}}&lt;br /&gt;
The &#039;&#039;&#039;???-type&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;&amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;？？？タイプ&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;??? type&#039;&#039;), unlike the {{type2|Bird}}, is an elemental type which existed as a non-[[glitch]] type from [[Generation II]] onward. However, no [[Pokémon]] bears this type. [[Pokémon egg]]s are typed solely with this before they hatch, and by extension, [[bad egg]]s are also of the ???-type.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses and resistances==&lt;br /&gt;
The ???-type has neither any weaknesses nor resistances: all damaging moves do normal damage to a Pokémon of the ???-type, and any damaging move hacked to be of the ???-type will do normal damage against all Pokémon.&lt;br /&gt;
&lt;br /&gt;
==???-type Pokémon==&lt;br /&gt;
No real Pokémon are ???-types; however, both {{pkmn|egg}}s and [[bad egg]]s are given this type until they hatch. This can be seen in the Generation III status screen, however, in Generation II and Generation IV, egg status screens do not display type.&lt;br /&gt;
&lt;br /&gt;
If a pure {{type2|Flying}} Pokémon uses {{m|Roost}}, its type becomes ??? until the end of the turn. However, since all Flying-type Pokémon have two types, (the only exception, {{p|Arceus}}, is unable to learn Roost) the only way to legitimately do this is to change {{p|Smeargle}}, {{p|Dunsparce}}, {{p|Mew}}, {{p|Volbeat}} or {{p|Illumise}}&#039;s type to Flying by forcing it to have {{a|Color Change}} through {{m|Skill Swap}} or {{m|Role Play}}, hitting it with a Flying-type move, and having it use Roost. It may also be possible for a {{p|Kecleon}} (which already has the ability Color Change) to do this by acquiring Roost through a copy move like {{m|Mimic}} (unconfirmed). Smeargle and {{mp|Porygon}} can also become Flying type through {{m|Conversion}} or {{m|Conversion 2}}.&lt;br /&gt;
&lt;br /&gt;
The game will not allow the player to use {{m|Conversion}} to convert to ???-type, such as a Smeargle learning {{m|Curse}} and using Conversion with no other moves. The game will simply say the move failed.&lt;br /&gt;
&lt;br /&gt;
==???-type moves==&lt;br /&gt;
===Pokémon Mystery Dungeon moves===&lt;br /&gt;
{{m|Vacuum-Cut}} and {{m|Wide Slash}} are moves that are exclusive to [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Pokémon Mystery Dungeon]], and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|its sequel]].&lt;br /&gt;
&lt;br /&gt;
Vacuum-Cut will hit every Pokémon in the room, but only by 16, 17 or 18 points each time. Wide Slash will hit every Pokémon 3 tiles away either forwards, backwards or diagonally.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
Introduced in [[Generation II]], {{m|Curse}} is, as of [[Generation IV]], the only move of the ???-type.&lt;br /&gt;
&lt;br /&gt;
Curse behaves differently depending on the [[elemental types|type]] of the Pokémon using it; more specifically, if the Pokémon is of the {{type2|Ghost}}, it will cut its HP in half and place a curse on the target Pokémon, while for any other type it will merely lower the Pokémon&#039;s Speed to raise Attack and Defense.&lt;br /&gt;
&lt;br /&gt;
There is no actual purpose in Curse being a ???-type move besides to give it a mysterious nature. If [[cheating|hacked]] to be of any other type, the move will still work as normal.&lt;br /&gt;
&lt;br /&gt;
===Shadow moves===&lt;br /&gt;
[[Shadow moves]] are typeless moves, rendering their typing unknown.&lt;br /&gt;
&lt;br /&gt;
In [[Pokémon Colosseum]], [[Shadow Pokémon]] have the move {{m|Shadow Rush}} until they are [[Purification|purified]]. In [[Pokémon XD: Gale of Darkness]], more Shadow moves are introduced. Starting in Pokémon XD: Gale of Darkness, these moves are super-effective against regular Pokémon and not very effective against other Shadow Pokémon.&lt;br /&gt;
&lt;br /&gt;
These typeless moves do not run exclusively off of the user&#039;s Attack or Special Attack stat, instead depending on the move. This would later be extended to moves of the rest of the types in [[Generation IV]].&lt;br /&gt;
&lt;br /&gt;
{{m|Weather Ball}}&#039;s type changes depending on the [[weather condition]]. If Weather Ball is used when the field is under effect of {{m|Shadow Sky}}, Weather Ball changes to a ???-type move.&lt;br /&gt;
&lt;br /&gt;
===Non-Shadow moves===&lt;br /&gt;
In every other game, ???-type offensive moves, although none exist, can be hacked in. Because they&#039;re not programmed to be either [[physical move|physical]] or [[special move]]s, even with a base power of 255 (the highest that the game allows), the move will do almost no damage.&lt;br /&gt;
&lt;br /&gt;
In addition, although the actual type for the moves {{m|Hidden Power}} and {{m|Judgment}} varies, both appear as {{type2|Normal}} moves rather than ???-type moves. Note however that as the [[signature move]] of {{p|Arceus}}, the [[Elemental types|type]] for Judgment depends on the type of [[plate]] held by the user, acting as a {{type2|Normal}} [[move]] if no plate is held. Thus, the {{type2|Normal}}, and not the ???-type, could be thought of as the unspecialized &amp;quot;default&amp;quot; type. This re-emphasizes the possibility that Curse is considered a ???-type move for its mysterious nature rather than for its different forms when used by Pokémon of different types.&lt;br /&gt;
&lt;br /&gt;
==Arceus==&lt;br /&gt;
[[Image:Spr 4p 493-Unknown.png|thumb|left|Normal-color sprite for ???-type Arceus]]&lt;br /&gt;
[[Image:Spr 4p 493-Unknown s.png|thumb|right|[[Shiny Pokémon|Alternate-color]] sprite for ???-type Arceus]]&lt;br /&gt;
{{p|Arceus}}&#039;s {{a|Multitype}} ability allows it to change types based on which [[Plate]] it holds. Although there is no ???-type plate, the code for {{5v|Diamond|Pearl|Platinum|HeartGold|SoulSilver}} has a sprite for ???-type Arceus. It is possible that this sprite was included to prevent the game from crashing if its base type was changed to be ???-type instead of {{type2|Normal}}.&lt;br /&gt;
&lt;br /&gt;
[[de:??? (Typ)]]&lt;br /&gt;
[[fr:Type inconnu]]&lt;br /&gt;
[[ja:???]]&lt;br /&gt;
[[pt:Tipo ???]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040102</id>
		<title>??? (type)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040102"/>
		<updated>2010-03-31T19:07:22Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* ???-type Pokémon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For other uses of question marks in the [[Pokémon games]], see [[Question marks]].&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
{{ElementalTypes|???}}&lt;br /&gt;
The &#039;&#039;&#039;???-type&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;&amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;？？？タイプ&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;??? type&#039;&#039;), unlike the {{type2|Bird}}, is an elemental type which existed as a non-[[glitch]] type from [[Generation II]] onward. However, no [[Pokémon]] bears this type. [[Pokémon egg]]s are typed solely with this before they hatch, and by extension, [[bad egg]]s are also of the ???-type.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses and resistances==&lt;br /&gt;
The ???-type has neither any weaknesses nor resistances: all damaging moves do normal damage to a Pokémon of the ???-type, and any damaging move hacked to be of the ???-type will do normal damage against all Pokémon.&lt;br /&gt;
&lt;br /&gt;
==???-type Pokémon==&lt;br /&gt;
No real Pokémon are ???-types; however, both {{pkmn|egg}}s and [[bad egg]]s are given this type until they hatch. This can be seen in the Generation III status screen, however, in Generation II and Generation IV, egg status screens do not display type.&lt;br /&gt;
&lt;br /&gt;
If a pure {{type2|Flying}} Pokémon uses {{m|Roost}}, its type becomes ??? until the end of the turn. However, since all Flying-type Pokémon have two types, (the only exception, {{p|Arceus}}, is unable to learn Roost) the only way to legitimately do this is to change {{p|Smeargle}}, {{p|Dunsparce}}, {{p|Mew}}, {{p|Volbeat}} or {{p|Illumise}}&#039;s type to Flying by forcing it to have {{a|Color Change}} through {{m|Skill Swap}} or {{m|Role Play}}, hitting it with a Flying-type move, and having it use Roost. It may also be possible for a {{m|Kecleon}} (which already has the ability Color Change) to do this by acquiring Roost through a copy move like {{m|Mimic}} (unconfirmed). Smeargle and {{m|Porygon}} can also become Flying type through {{m|Conversion}} or {{m|Conversion 2}}.&lt;br /&gt;
&lt;br /&gt;
The game will not allow the player to use {{m|Conversion}} to convert to ???-type, such as a Smeargle learning {{m|Curse}} and using Conversion with no other moves. The game will simply say the move failed.&lt;br /&gt;
&lt;br /&gt;
==???-type moves==&lt;br /&gt;
===Pokémon Mystery Dungeon moves===&lt;br /&gt;
{{m|Vacuum-Cut}} and {{m|Wide Slash}} are moves that are exclusive to [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Pokémon Mystery Dungeon]], and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|its sequel]].&lt;br /&gt;
&lt;br /&gt;
Vacuum-Cut will hit every Pokémon in the room, but only by 16, 17 or 18 points each time. Wide Slash will hit every Pokémon 3 tiles away either forwards, backwards or diagonally.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
Introduced in [[Generation II]], {{m|Curse}} is, as of [[Generation IV]], the only move of the ???-type.&lt;br /&gt;
&lt;br /&gt;
Curse behaves differently depending on the [[elemental types|type]] of the Pokémon using it; more specifically, if the Pokémon is of the {{type2|Ghost}}, it will cut its HP in half and place a curse on the target Pokémon, while for any other type it will merely lower the Pokémon&#039;s Speed to raise Attack and Defense.&lt;br /&gt;
&lt;br /&gt;
There is no actual purpose in Curse being a ???-type move besides to give it a mysterious nature. If [[cheating|hacked]] to be of any other type, the move will still work as normal.&lt;br /&gt;
&lt;br /&gt;
===Shadow moves===&lt;br /&gt;
[[Shadow moves]] are typeless moves, rendering their typing unknown.&lt;br /&gt;
&lt;br /&gt;
In [[Pokémon Colosseum]], [[Shadow Pokémon]] have the move {{m|Shadow Rush}} until they are [[Purification|purified]]. In [[Pokémon XD: Gale of Darkness]], more Shadow moves are introduced. Starting in Pokémon XD: Gale of Darkness, these moves are super-effective against regular Pokémon and not very effective against other Shadow Pokémon.&lt;br /&gt;
&lt;br /&gt;
These typeless moves do not run exclusively off of the user&#039;s Attack or Special Attack stat, instead depending on the move. This would later be extended to moves of the rest of the types in [[Generation IV]].&lt;br /&gt;
&lt;br /&gt;
{{m|Weather Ball}}&#039;s type changes depending on the [[weather condition]]. If Weather Ball is used when the field is under effect of {{m|Shadow Sky}}, Weather Ball changes to a ???-type move.&lt;br /&gt;
&lt;br /&gt;
===Non-Shadow moves===&lt;br /&gt;
In every other game, ???-type offensive moves, although none exist, can be hacked in. Because they&#039;re not programmed to be either [[physical move|physical]] or [[special move]]s, even with a base power of 255 (the highest that the game allows), the move will do almost no damage.&lt;br /&gt;
&lt;br /&gt;
In addition, although the actual type for the moves {{m|Hidden Power}} and {{m|Judgment}} varies, both appear as {{type2|Normal}} moves rather than ???-type moves. Note however that as the [[signature move]] of {{p|Arceus}}, the [[Elemental types|type]] for Judgment depends on the type of [[plate]] held by the user, acting as a {{type2|Normal}} [[move]] if no plate is held. Thus, the {{type2|Normal}}, and not the ???-type, could be thought of as the unspecialized &amp;quot;default&amp;quot; type. This re-emphasizes the possibility that Curse is considered a ???-type move for its mysterious nature rather than for its different forms when used by Pokémon of different types.&lt;br /&gt;
&lt;br /&gt;
==Arceus==&lt;br /&gt;
[[Image:Spr 4p 493-Unknown.png|thumb|left|Normal-color sprite for ???-type Arceus]]&lt;br /&gt;
[[Image:Spr 4p 493-Unknown s.png|thumb|right|[[Shiny Pokémon|Alternate-color]] sprite for ???-type Arceus]]&lt;br /&gt;
{{p|Arceus}}&#039;s {{a|Multitype}} ability allows it to change types based on which [[Plate]] it holds. Although there is no ???-type plate, the code for {{5v|Diamond|Pearl|Platinum|HeartGold|SoulSilver}} has a sprite for ???-type Arceus. It is possible that this sprite was included to prevent the game from crashing if its base type was changed to be ???-type instead of {{type2|Normal}}.&lt;br /&gt;
&lt;br /&gt;
[[de:??? (Typ)]]&lt;br /&gt;
[[fr:Type inconnu]]&lt;br /&gt;
[[ja:???]]&lt;br /&gt;
[[pt:Tipo ???]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
	<entry>
		<id>https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040096</id>
		<title>??? (type)</title>
		<link rel="alternate" type="text/html" href="https://bulbapedia.bulbagarden.net/w/index.php?title=%3F%3F%3F_(type)&amp;diff=1040096"/>
		<updated>2010-03-31T19:01:50Z</updated>

		<summary type="html">&lt;p&gt;MASLEGOMAN: /* ???-type Pokémon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For other uses of question marks in the [[Pokémon games]], see [[Question marks]].&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
{{ElementalTypes|???}}&lt;br /&gt;
The &#039;&#039;&#039;???-type&#039;&#039;&#039; (Japanese: &#039;&#039;&#039;&amp;lt;span lang=&amp;quot;ja&amp;quot;&amp;gt;？？？タイプ&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;??? type&#039;&#039;), unlike the {{type2|Bird}}, is an elemental type which existed as a non-[[glitch]] type from [[Generation II]] onward. However, no [[Pokémon]] bears this type. [[Pokémon egg]]s are typed solely with this before they hatch, and by extension, [[bad egg]]s are also of the ???-type.&lt;br /&gt;
&lt;br /&gt;
==Weaknesses and resistances==&lt;br /&gt;
The ???-type has neither any weaknesses nor resistances: all damaging moves do normal damage to a Pokémon of the ???-type, and any damaging move hacked to be of the ???-type will do normal damage against all Pokémon.&lt;br /&gt;
&lt;br /&gt;
==???-type Pokémon==&lt;br /&gt;
No real Pokémon are ???-types; however, both {{pkmn|egg}}s and [[bad egg]]s are given this type until they hatch. This can be seen in the Generation III status screen, however, in Generation II and Generation IV, egg status screens do not display type.&lt;br /&gt;
&lt;br /&gt;
If a pure {{type2|Flying}} Pokémon uses {{m|Roost}}, its type becomes ??? until the end of the turn. However, since all Flying-type Pokémon have two types, (the only exception, {{p|Arceus}}, is unable to learn Roost) the only way to legitimately do this is to change {{p|Smeargle}}, {{p|Dunsparce}}, {{p|Mew}}, {{p|Volbeat}} or {{p|Illumise}}&#039;s type to Flying by forcing it to have {{a|Color Change}} through {{m|Skill Swap}} or {{m|Role Play}}, hitting it with a Flying-type move, and having it use Roost. It may also be possible for a Kecleon (which already has Color Change) to do this by acquiring Roost through a copy move like Mimic (unconfirmed). Smeargle and Porygon can also become Flying type through {{m|Conversion}} or {{m|Conversion 2}}.&lt;br /&gt;
&lt;br /&gt;
The game will not allow the player to use {{m|Conversion}} to convert to ???-type, such as a Smeargle learning {{m|Curse}} and using Conversion with no other moves. The game will simply say the move failed.&lt;br /&gt;
&lt;br /&gt;
==???-type moves==&lt;br /&gt;
===Pokémon Mystery Dungeon moves===&lt;br /&gt;
{{m|Vacuum-Cut}} and {{m|Wide Slash}} are moves that are exclusive to [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Pokémon Mystery Dungeon]], and [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|its sequel]].&lt;br /&gt;
&lt;br /&gt;
Vacuum-Cut will hit every Pokémon in the room, but only by 16, 17 or 18 points each time. Wide Slash will hit every Pokémon 3 tiles away either forwards, backwards or diagonally.&lt;br /&gt;
&lt;br /&gt;
===Curse===&lt;br /&gt;
Introduced in [[Generation II]], {{m|Curse}} is, as of [[Generation IV]], the only move of the ???-type.&lt;br /&gt;
&lt;br /&gt;
Curse behaves differently depending on the [[elemental types|type]] of the Pokémon using it; more specifically, if the Pokémon is of the {{type2|Ghost}}, it will cut its HP in half and place a curse on the target Pokémon, while for any other type it will merely lower the Pokémon&#039;s Speed to raise Attack and Defense.&lt;br /&gt;
&lt;br /&gt;
There is no actual purpose in Curse being a ???-type move besides to give it a mysterious nature. If [[cheating|hacked]] to be of any other type, the move will still work as normal.&lt;br /&gt;
&lt;br /&gt;
===Shadow moves===&lt;br /&gt;
[[Shadow moves]] are typeless moves, rendering their typing unknown.&lt;br /&gt;
&lt;br /&gt;
In [[Pokémon Colosseum]], [[Shadow Pokémon]] have the move {{m|Shadow Rush}} until they are [[Purification|purified]]. In [[Pokémon XD: Gale of Darkness]], more Shadow moves are introduced. Starting in Pokémon XD: Gale of Darkness, these moves are super-effective against regular Pokémon and not very effective against other Shadow Pokémon.&lt;br /&gt;
&lt;br /&gt;
These typeless moves do not run exclusively off of the user&#039;s Attack or Special Attack stat, instead depending on the move. This would later be extended to moves of the rest of the types in [[Generation IV]].&lt;br /&gt;
&lt;br /&gt;
{{m|Weather Ball}}&#039;s type changes depending on the [[weather condition]]. If Weather Ball is used when the field is under effect of {{m|Shadow Sky}}, Weather Ball changes to a ???-type move.&lt;br /&gt;
&lt;br /&gt;
===Non-Shadow moves===&lt;br /&gt;
In every other game, ???-type offensive moves, although none exist, can be hacked in. Because they&#039;re not programmed to be either [[physical move|physical]] or [[special move]]s, even with a base power of 255 (the highest that the game allows), the move will do almost no damage.&lt;br /&gt;
&lt;br /&gt;
In addition, although the actual type for the moves {{m|Hidden Power}} and {{m|Judgment}} varies, both appear as {{type2|Normal}} moves rather than ???-type moves. Note however that as the [[signature move]] of {{p|Arceus}}, the [[Elemental types|type]] for Judgment depends on the type of [[plate]] held by the user, acting as a {{type2|Normal}} [[move]] if no plate is held. Thus, the {{type2|Normal}}, and not the ???-type, could be thought of as the unspecialized &amp;quot;default&amp;quot; type. This re-emphasizes the possibility that Curse is considered a ???-type move for its mysterious nature rather than for its different forms when used by Pokémon of different types.&lt;br /&gt;
&lt;br /&gt;
==Arceus==&lt;br /&gt;
[[Image:Spr 4p 493-Unknown.png|thumb|left|Normal-color sprite for ???-type Arceus]]&lt;br /&gt;
[[Image:Spr 4p 493-Unknown s.png|thumb|right|[[Shiny Pokémon|Alternate-color]] sprite for ???-type Arceus]]&lt;br /&gt;
{{p|Arceus}}&#039;s {{a|Multitype}} ability allows it to change types based on which [[Plate]] it holds. Although there is no ???-type plate, the code for {{5v|Diamond|Pearl|Platinum|HeartGold|SoulSilver}} has a sprite for ???-type Arceus. It is possible that this sprite was included to prevent the game from crashing if its base type was changed to be ???-type instead of {{type2|Normal}}.&lt;br /&gt;
&lt;br /&gt;
[[de:??? (Typ)]]&lt;br /&gt;
[[fr:Type inconnu]]&lt;br /&gt;
[[ja:???]]&lt;br /&gt;
[[pt:Tipo ???]]&lt;/div&gt;</summary>
		<author><name>MASLEGOMAN</name></author>
	</entry>
</feed>