The Cram-o-matic (Japanese: ウッウロボ Uurobo) is a robot resembling a Cramorant located in Mustard's room in the Master Dojo on the Isle of Armor. Made by Mustard's son Hyde, it can be fed four items to create a new item. It can be used at any time after the player has given Hyde 500 Watts to make it operational. The game must be saved before each use.
In the games
The items that the Cram-o-matic produces are based on the permutation of four items fed into it (meaning that changing the order in which the items are fed can affect the outcome). The Cram-o-matic only accepts items from the Treasures, Berries, and Other Items Pockets. Some recipes have guaranteed outputs, and other recipes will randomly output from a pool of items. Hyde will also give certain recipes to the player in exchange for 100 Watts.
Poké Ball recipes
Poké Balls can be made by feeding in four Apricorns. The Poké Ball that comes out of the Cram-o-matic is random, with weighted probabilities based on the color combination of the Apricorns. The Cram-o-matic also has about a 1% chance of producing five Poké Balls instead of one. For Poké Ball recipes only, the order of the inputted items does not affect the output.
The following table shows the approximate Poké Ball distributions for feeding in four Apricorns of the same color. If multiple colors are used, then the probabilities are split proportionally; for instance, a combination of two Black Apricorns and two White Apricorns will have a 0.5% chance of producing a Heavy Ball and a 0.5% chance of producing a Fast Ball.
The following recipes have guaranteed outcomes that override standard recipe patterns. Generally, they require the same, specific item in the first, third, and fourth slots and any item in the second slot.
Standard recipes are calculated using a type- and value-based system. Each input item is assigned a type and value; the output is based on the type of the first item and the sum of all four items' values. The order of the last three items do not affect the output. Recipes for Sweets produce one of the listed Sweets at random, with Strawberry Sweet as the most common outcome for both recipes.
In the manga
The Cram-o-matic first appeared in PASS31, where Hyde used the 2.0 version of the machine to make medicine for Henry. Unlike the Cram-o-matic 1.0, which can only recycle items, model 2.0 is capable of also making food and medicine from the correct ingredients.
Both of Hyde's Cram-o-matic models appeared in a cameo during a flashback in PASS42.
In the TCG
- Main article: Cram-o-matic (Fusion Strike 229)
Cram-o-matic was introduced as an Item card in the Pokémon Trading Card Game during the English Sword & Shield Series (the Japanese Sword & Shield Era). It was first released in the Japanese S-P Promotional cards before debuting in English in the Fusion Strike expansion, with an illustration by Ryo Ueda. Once the player discards an Item card from their hand, it allows them to flip a coin and if heads, search their deck for a card and put it into their hand, then shuffle their deck.
- The Cram-o-matic is the only legitimate method to obtain Safari Balls outside of Safari Zones or Sport Balls outside of the Bug-Catching Contest.
- Given the 295 known unique items that can be used in Cram-o-matic recipes, there are:
- 210 unique Poké Ball recipes (order does not matter).
- 3,245 unique special recipes (order matters).
- 1,275,089,701 unique standard recipes (order does not matter for last three items).
Correlations for standard recipes
- Every type-enhancing held item has the same type as the type enhanced by the item, except the Odd Incense, which is Ghost-type.
- Every power item is Fighting-type, except the Power Lens, which is Psychic-type.
- Every Lens item (Scope Lens, Wide Lens and Zoom Lens) is Dark-type.
- Every vitamin is Fighting-type, except PP Up and PP Max, which are Normal-type.
- Both Blunder and Weakness Policies are Dark-type.
- Every Incense has a value of 2.
- Every Apricorn has a value of 0.
- Every evolution stone has a value of 6.
Types and values
- Every Berry uses the same type as the type the move Natural Gift gets converted to with that Berry, while its value correlates to Natural Gift's power in Generation VII, according to this table
Power of Natural Gift
in Generation VII
Value in the
Notes 80 2 Except damage-reducing Berries and Berries that may cause confusion 80 4 Damage-reducing Berries and Berries that may cause confusion 90 6 100 10
- Every Memory has the same type as what type Multi-Attack would turn to with that Memory and a value of 40.
- Every weather duration-extending item has the same type as the move each weather type can be called with and a value of 12.
- Every Exp. Candy is Psychic-type. Its value increases with size of the candy.
- Every Sweet is Fairy-type and has a value of 30.
- Every Repel is Poison-type and has a value of 2.
- Every Fossil is the same type as the one added to the outcome when two Fossils are given to Cara Liss (Dracozolt, Arctozolt, Dracovish, or Arctovish) and has a value of 10.
- Every mint is Grass-type and has a value of 16.
In other languages
|This game-related article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|