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FAQ/Walkthrough by KeyBlade999
/ yoshi_chao

Version: v1.50 | Updated: 04/26/17

Table of Contents

  1. How to Use This FAQ
  2. Introduction
  3. Basics of the Game
    1. A Must-Read Before the Basics
    2. Controls
    3. Save Data & Erasure
    4. Version Exclusives
    5. Important Terms & Definitions
    6. How to Tell Legal From Hacked Pokémon
    7. Unobtainable Shiny Pokémon & Hidden Abilities
    8. Pokémon Capture
    9. Status Ailments
    10. Weather/Field Effects
    11. Entry Hazards
    12. Special Move Mechanics
    13. The "Minor" Details - EVs, IVs, and Nature
    14. The "Minor" Details - Pokémon Characteristics
    15. The "Minor" Details - Personality Values
    16. Misc. Game Mechanics
    17. Competitive Pokémon Strategy
  4. Pre-Credits Walkthrough
    1. Notes (READ!)
    2. The Trial of Captain Ilima
    3. The Grand Trial of Melemele Island
    4. The Trial of Captain Lana
    5. The Trial of Captain Kiawe
    6. The Trial of Captain Mallow
    7. The Grand Trial of Akala Island
    8. The Trial of Captain Sophocles
    9. The Trial of Captain Acerola
    10. The Grand Trial of Ula'ula Island
    11. The Grand Trial of Poni Island
    12. The Trial of Vast Poni Canyon
    13. Alola's First Champion is Crowned!
  5. Post-Credits Walkthrough
    1. The Ultra Beast Task Force
    2. The Guardian Pokémon: The Tapus
    3. Another Cosmog?
    4. Obtaining Type: Null
    5. The Battle Tree
    6. Other Smaller Tasks
  6. Sidequests & Other Things
    1. Minor Sidequests of the Walkthrough
    2. Pokémon Refresh
    3. Hyper Training
    4. EV Training
    5. Poké Pelago
    6. Pokémon Breeding
    7. Poké Finder
    8. Island Scan
    9. Pokémon Ribbons
    10. Trainer Passport Stamps
    11. Oval Charm & Shiny Charm
  7. Miscellaneous Gameplay Info
    1. In-Game Pokémon Trades
    2. Gift Pokémon
    3. Pokémon Forme Changes
    4. Move Tutor Listings
    5. Battle Styles
  8. Items Listings
    1. Medicinal Items
    2. EV-Changing Items
    3. Other Stat-Boosting Items
    4. Hold Items
    5. Berries (General)
    6. Berries (Growth)
    7. Battle Items
    8. Pokéballs
    9. Pokémon Fossils
    10. Evolution Items
    11. Mega Stones
    12. Primal Orbs
    13. Z Crystals
    14. Miscellaneous
    15. Stuff to Sell
    16. TMs (Technical Machines)
    17. Key Items
    18. Hyper Training Bottle Caps
  9. Shop Details
    1. Hau'oli City
    2. Route 2
    3. Heahea City
    4. Paniola Town
    5. Route 5
    6. Royal Avenue
    7. Route 8
    8. Konikoni City
    9. Malie City
    10. Mount Hokulani
    11. Tapu Village
    12. Route 16
    13. Seafolk Village
    14. Mount Lanakila
    15. Battle Tree
  10. Mini-Pokédex
    1. Learnsets
    2. Pokémon Stats (General)
    3. Pokémon Stats (Mega Evolutions)
    4. Pokémon Stats (Primal Reversions)
    5. Pokémon Stats (Breeding)
    6. Pokémon Stats (Misc. #1)
    7. Pokémon Stats (Misc. #2)
    8. Pokémon Evolutions
    9. Pokémon by Location
    10. Pokémon Abilities
    11. Move List - Battle Details
    12. Move List - Contest Details (OR/AS-only)
    13. Z Moves
  11. Credits
  12. Version History
  13. Legalities & Contact

Basics of the Game (Continued)

How to Tell Legal From Hacked Pokémon

Why do I include this section? For many people, the morality of the integrity of the game, which comes into play during official competition or just competition in general, is a significant one. Many people put hours upon hours developing, breeding, training, and re-training their Pokémon teams in the effort of becoming the very best. It takes a lot of effort and dedication, an effort recognized by Game Freak, Nintendo, and the Pokémon Company when it comes to the competitions they delegate: they, like most people, despise cheating. But don't get me wrong: like me, they value strategy above all. Even if you were to make a Pokémon through hacking, they have no problems with it so long as it remains within legitimate bounds, so long as it has nothing abnormal ... not that they don't have a problem with it (cheating is cheating), but if you can remain within legitimate bounds, you can't really be booted.

"Wait, this is a section on how to cheat?"

Absolutely, unequivocally, no. Regardless of what you may think on the matter, I despise cheating: I am more than capable of spending the time and effort in developing a legitimate Pokémon team, you should be held to the same standard. I can understand the logic of simply being too lazy to not want to breed the right IVs/Nature, and merely frown upon it, but anything further really is out of bounds for me in terms of morality. But that's just me.

So, why include this, then, if I am against cheating? Because I am against cheating. It is well-known that you are booted from official competition if you use hacked Pokémon ... even if those Pokémon are not your own. Even if someone trades you a Pokémon that is hacked, you are booted. (After all, it is possible you own a second console and second game, and simply hacked them onto that game and traded them over: it's rarely the case, IMO, but the sweeping definition is the more important one since hacked is hacked.) This section is moreso the preventative than the catalyst: I am not trying to encourage cheating by the inclusion of this section, but rather to give you the means by which to check if your Pokémon is legal. Some things can be checked through a legitimacy checker, but others cannot.

Here are the means by which you can check all of the things below:


Thing CheckedHow to Check
Game of OriginThis is the base thing that determines the legitimacy of many of the following things, as some Pokémon can get moves in older games but not newer ones; for example, if a Charizard born on X/Y has Seismic Toss, it is illegal as that is a Move Tutor move from FireRed/LeafGreen and not an Egg Move for it on X/Y.
MovesSummary screen & research.
StatsSummary screen & research.
EVsGraph in the summary screen.
IVsCalculation. From the Pokémon's Summary screen stat, divide by the Nature multiplier (0.9, 1.0, or 1.1), subtract the EV growth (EV growth = EVs/4), subtract 5, subtract 2 times the base stat, and then multiply by 100 divided by your level. Or, in other words, IVs = [(Total/Nature)-(EVs/4)-5-(2*Base)]*(100/Lv). If the Level is not itself 100, then you only can get a guess.
LevelSummary screen & research.
EXP.Summary screen & research.
GenderSummary screen & research.
LocationSummary screen & research.
AbilitySummary screen & research.
TypeSummary screen & research.
Event Pokémon & OT/IDSummary screen & research.
Shiny/Shiny-LockingSummary screen & research.
TradeabilitySummary screen & research.
PokérusSummary screen.
PID & Checksums???
MemoriesCertain NPCs in the game.
LanguageSummary screen.

Legal Pokémon will always exhibit the following characteristics:


  • Game of Origin: The game the Pokémon is born on determines much of the following and whether it is allowed. To some degree, it is possible to determine what game pair/trio/whatever the Pokémon was found on. If found after traveling across time and space, the Pokémon was in any game prior to Pokémon X/Y, with a note as to the region of origin. For the most part, the region alone will work fine as even the expansions rarely change little in terms of moves learned. In particular, keep in mind that if the location is vague and the Pokémon is breedable, it is still possible for the Pokémon to be born on the game in question via Egg even if it is otherwise illogical (i.e. Charizard from Sinnoh). Legendaries and other unbreedables are a different case: barring events and in-game captures/trading, the Pokémon simply cannot have been there.
    • Hoenn: This is the one without an exact location. This is NOT Pokémon Omega Ruby or Alpha Sapphire, which will both specify a location and have a blue pentagon. This one refers to Pokémon Ruby, Sapphire, or Emerald on the GBA.
    • Kanto: Pokémon FireRed/LeafGreen Versions (GBA)
    • Sinnoh: Pokémon Diamond/Pearl Versions (DS) and Pokémon Platinum Version (DS)
    • Johto: Pokémon HeartGold/SoulSilsver Versions (DS)
    • Unova: Pokémon Black/White Versions (DS) or Pokémon Black/White Versions 2 (DS)

  • Moves: Their moves are always those that the Pokémon can learn by one of any means: breeding, leveling-up, delaying evolution, TM, HM, Move Tutor, or Nintendo Event distribution, all based on when the Pokémon was obtained. For example, Pikachu with Surf and Volt Tackle from Route 101 in Pokémon Diamond/Pearl is illegal. Why? Firstly, the Surf distributions were mostly at VGC distributions and Pokémon Stadium, not within the context of Diamond/Pearl itself. Even if it was in an Egg at the time of hatching - the most common method of "masking" the illegitimacy of Pokémon - Surf is also not an Egg Move nor learned by level-up or other means, just Events. That itself means that it could not be "born": either just traded or directly earned, meaning it could not be hatched. Thus, then, otherwise-illegal moves from distributions cannot be earned alongside Egg Moves: that is why Surf and Volt Tackle both cannot exist on a Pikachu, as an example.

  • Stats: The stats must fall within certain limits. While EVs, Nature, and the like can influence stats, direct alteration of the stats is also possible. Simply put, the stats must be within legal limits and also influenced correctly by the EVs, IVs, and Nature. Stat growth follows the formula [(2 * Base Stat) + (5 or 110) + (EVs / 4) + (IVs)] * (Nature Boost) * (LV/100). The whole "5 or 110" thing denotes a certain value: 110 is the value used when calculating HP, and 5 otherwise. The Nature boost is 0.9, 1.0, or 1.1 based on the Nature itself. Testing of the stats can be done by simply finding out each stat through research, calculation, and experimentation. In particular, you will want to test your known EVs, IVs, and Nature, and Level with the formula noted and the base stat of the Pokémon found through research. (Cut off the decimal value, if any.) If the values do not match up, the Pokémon has been altered in some way, or the game's very ROM data has been altered to mess with the base stat values of that particular Pokémon species. (Hey, it's possible.)

  • EVs: Your EVs can only be between 0 and 252 in any given stat, though they can be hacked up as high as 255. 253-255 EVs in a single stat is not only inefficient, but illegal. You also are not allowed to have the sum of your EVs across all stats exceed 510, although hacking can make it possible to have all six stats maxed.

  • IVs: IVs are limited between 0 and 31 in any given stats, but there's no limitation on them on the whole, unlike EVs. If any higher - again, as high as either 127 or 255 by hacking - then it's illegal.

  • Levels: As you might expect, a Pokémon can only be between Levels 1 and 100, inclusive. Of course, the check is more than that. When checking level, you should also check that the Pokémon can learn all of its level-up moves that it has learned. For example, consider Mewtwo: if it is Level 43 and has Psystrike, then it is illegal since, even though it's between 1-100, it can only learn Psystrike at Level 100. Same is true for evolution: if you are below the level at which you can evolve, but have an evolved form (for example, Level 12 Blaziken), then it's hacked. And, of course, Levels can theoretically range between 0 and 127 (or 255), so anything out of the 1-100 range is obvious.

  • EXP.: You'd be surprised, but this can also be checked. Every Pokémon has a pre-set amount of EXP. it has at each level, and a pre-set amount of the EXP. to the next level. If Blaziken, for example, is Level 100 and has 1,640,000 EXP. with no EXP. to the next level, it's hacked because it is in the wrong EXP. group. Interestingly, if you find such a Pokémon, it will be listed as having negative EXP. to the next level, remedied by even the attempt to gain EXP. (It's a programming thing, just trust me.) Similarly, you cannot be Level 100 with only 1 EXP. or Level 1 with 1,640,000 EXP. ... in other words, anything that simply doesn't match up. There are six EXP. groups; see the EXP. Earning Mechanics for some details.

  • Gender: The problems with this one mostly come with gender-exclusive or genderless species. Simply put, if a species is, say, only male (like Hitmonlee), then it cannot ever be female, so if it is female it is hacked. Similarly, all-female Pokémon like Kangaskhan cannot ever be male. If it is a species with a gender, then it cannot be genderless. If it is a genderless species, then it cannot have a gender. You know, common-sense stuff.

  • Location: Another common-sense thing: a Pokémon cannot be found where it cannot be found. In games from Generation V going back, you won't be able to see this info, though it is encoded into the game I believe. Of course, the ability for a Pokémon to be born from an Egg trumps this, as an Egg can be hatched anywhere, so long as it is a Pokémon that can be bred, which is a common method of masking hacks. Still, if you're unsure, best to get your own of the Pokémon.

  • Ability: Another common-sense thing: a Pokémon cannot have an ability which it cannot have. Part of that's common-sense, anyhow. The harder part is dealing with Pokémon that cannot have their Hidden Abilities. For a Pokémon to have a Hidden Ability, or at least to be able to utilize it, a female of the Pokémon species or its evolutions must have been available in the Dream World of Pokémon Black/White, been in the Hidden Grottos in Pokémon Black/White 2, must have been made available in Pokémon X/Y's Friend Safari, be available in the wild in Pokémon OR/AS (you can find it through DexNav), or have been given out through Events. Standard wild encounters do not allow for Hidden Abilities, even those of legendary Pokémon: in fact, legendary Pokémon cannot be found in such a manner as to permit their Hidden Abilities since they are found through simple interaction, forcing their regular abilities even if Hidden ones are encoded (as with the Regis). Now, there are very few Pokémon that actually cannot have their Hidden Abilities: it's mostly just a few of the legendary Pokémon and some starter Pokémon as of now. Of course, the game of origin also has to be factored in: for example, Dragalge with its Hidden Ability (Adaptability) from Pokémon X/Y is illegal (without interaction from Pokémon OR/AS), though it's fine if from Pokémon OR/AS or from a Pokémon X/Y which interacted with Pokémon OR/AS to obtain Adaptability Skrelp/Dragalge. The precise details can be found here.

  • Type: This isn't really hackable without the editing of the game's internal data, but, simply put, a Pokémon must have its specific type and none other. In the case of Forme changes that permit type change (as with Rotom and Arceus, for example), the Forme and type also must match.

  • Event Pokémon & OT/ID: When you get a Pokémon that has been given out an Event, there are a number of things to look at. A Pokémon from an Event can be excepted from certain rules, usually only moves. You should be sure to check as to whether the event occurred with this specific Pokémon: the "event checking" process is the first thing that will occur after something triggers a note as to the Pokémon's illegality (i.e. Surf Pikachu): this is because the Event Pokémon are excepted slightly from the rules, but also will be within very specific criteria. Clues can be found in the Pokémon's OT and ID number: try Googling these, as they often will reference the event that the distribution occurred with. Sometimes even the Pokémon's location of origin will, too. For example, a Pokémon's OT may reference SUM2013, a 2013 giveaway of certain Pokémon. Of course, you should be sure of everything on the Pokémon checks out. For example, the OT is not the only thing to check. You should check its Ribbons, its Pokéball, its moves (and the moves it can remember from the Move Reminder), and its ID number which may be set in. Other things that are also noted as being set-in should also be checked.

  • Shiny/Shiny-Locking: A Pokémon that cannot be Shiny in its game of origin is not allowed to be Shiny. Simple enough. Ironically, not being Shiny in a Shiny-only distribution is just as in violation of the rules. A Pokémon, for the record, will have a red star on its Summary screen if Shiny and will have a special sparkle animation when entering battle. See this section for more precise details.

  • Tradeability: This mostly comes in the case of Pokémon that cannot be traded (and only via GTS: direct trading in the PSS or importation via Pokémon Bank is allowed), which are those holding the Premier Ribbon or Classic Ribbon, IIRC. Obviously enough, you cannot have been given then in a trade if you cannot trade them. It mostly ties in back to the Event Pokémon thing. I think the only exception to this rule is with the means of getting Pokémon from older to newer generations (Pal Park, PokéTransfer, Poké Transporter). In any case, just for the sake of having everything.

  • Pokérus: When a Pokémon no longer has Pokérus, it will have a pink smiley face on its Summary screen. This signified that the Pokémon can never become contagious with Pokérus ever again: they keep the "doubled EVs from battles" effect, but cannot spread the virus nor ever re-enter such a state. Therefore, if a Pokémon has that "had Pokérus" smiley face, yet has the "Pokérus" label in the Summary screen indicating the contagion is still active, the Pokémon has been hacked. ... IMO, it's pretty stupid to get caught for hacking by this, but that's maybe just me. >_>

  • PID & Checksums: These stats are more or less the fail-safes in the hack-detection system, to make sure everything is within limits. I'm not 100% sure on how these are determined or used or their function, but they're the most common actual flaw in hacking since things in the Pokémon determine them. ... If you have any info to offer on this, feel free to drop me a line.

  • Memories: In the Pokémon games, you can find certain NPCs that show you the memories a Pokémon had during a given timeframe, usually with its trainer or origin or something. In essence, you can verify that a Pokémon is hacked if it had memories that are odd: for example, usually the memories of a Pokémon that came through Poké Transporter are non-existent. Therefore, if a Pokémon has no memories, but has the "born on 3DS" blue pentagon, then it was hacked. Similarly, if the Pokémon comes from a person you know in real life, and the person originally had this Pokémon (hatched it, caught it, whatever, by themselves), if the Pokémon doesn't have the appropriate memories on their game, then either they're lying or it was hacked.

  • Language: When you have a Pokémon from a region foreign to your own, the game notifies you of such by having "JPN" or something on the Pokémon's summary screen. There are several regions of relevance: "USA" (United States), "JPN" (Japan), "GER" (Germany), "ITA" (Italy), "KOR" (Korea), "FRE" (France), and "SPA" (Spain). Firstly, if a Pokémon is on a console from the U.S., for example, and the Pokémon's internal data references it is from Japan and is owned by the same person (their OT), then something's probably messed-up. You usually cannot see which is the actual language-region of origin, though. For the most part, if a Pokémon has a name that is normally has in Japanese, for example, but the game is the English language, and the player in question is its OT, then it'll be a hacked Pokémon since you cannot use Japanese characters on European/American games unless the language of choice is in the Japanese language, and the same goes for Korean. These exceptions are extremely rare, too, so ... yeah.

Unobtainable Shiny Pokémon & Hidden Abilities

In this game, there are quite a few Pokémon that you can get; we all know that. In fact, every Pokémon species thus far can be obtained either via in-game capture, trading, or Nintendo Event distributions. Despite that, certain Pokémon are still not available whatsoever, only being able to be obtained by hacking. There are two particular categories of this: unobtainable Shiny Pokémon and unreleased Hidden Abilities.

With unobtainable Shiny Pokémon, one must consider the concept of Shiny-Locking: in several past Pokémon games, it has been designed so that certain Pokémon could not be Shiny. The full list is below.


Pokémon SpeciesNotes
CelebiCompletely unallowed as a Shiny
VictiniCompletely unallowed as a Shiny
KeldeoCompletely unallowed as a Shiny
MeloettaCompletely unallowed as a Shiny
ZygardeCompletely unallowed as a Shiny
DiancieCompletely unallowed as a Shiny
HoopaCompletely unallowed as a Shiny
VolcanionCompletely unallowed as a Shiny
SolgaleoCompletely unallowed as a Shiny
LunalaCompletely unallowed as a Shiny
MagearnaCompletely unallowed as a Shiny
MarshadowCompletely unallowed as a Shiny

There is also a list of Hidden Abilities that are currently locked. Most Pokémon species have a Hidden Ability they can wield through various breeding processes or sometimes through special encounters (as with the Cosplay Pikachu) or through Event distributions. Even though encoded into the game, these Hidden Abilities are unobtainable by all means for several reasons. For breeding HA's, you'll need a Pokémon of the desired species with its Hidden Ability. Thus, you need to either be given it via distributions or need to find it one of several places: the Dream World in Pokémon Black/White, Hidden Grottos in Pokémon Black/White 2, the Friend Safari in Pokémon X/Y, or in the wild in Pokémon OR/AS with the use of the DexNav. These Pokémon are on this list because you cannot find them in the wild in those situations and have not been given out with their Hidden Ability yet.


PokémonNormal Ability #1Normal Ability #2Unreleased Hidden Ability
RaikouPressureNoneVolt Absorb
EnteiPressureNoneFlash Fire
SuicunePressureNoneWater Absorb
HeatranFlash FireNoneFlame Body

Pokémon Capture

Capturing Pokémon is a simple process, albeit a sometimes annoying one in the cases of certain, rarer Pokémon - roaming Pokémon, for example. The game, by tradition, has poorly elaborated on what could be a more delicate process than most would think, especially with one-time-only scenarios. They usually delegate it to "Lower the Pokémon's HP and throw a Pokéball." It's a bit more complex than that, and understanding the mechanics herein will help you more effectively capture a Pokémon.


  • HP Remaining: It's simple enough: lower HP means a higher ability to catch a Pokémon! To be able to lower a Pokémon's HP precisely, there are a number of ways. The Poison and Burn status ailments, for example, will do set amounts of damage (and also boost the catching rate further). There is an inherent danger in that, however, because there is generally a slight chance for the capture to fail, even under very ideal circumstances, and if you miss at 1/16 or 1/8 HP, you lose the Pokémon! A more preferred method is to use the move False Swipe - or, if you got the PokéBank event Celebi in X/Y, the move Hold Back. Both of these are Normal-type moves of 40 Power, which means they won't hurt Ghost Pokémon; in any case, these two moves will always leave a Pokémon with 1 HP, making it very easy to catch the Pokémon, relatively-speaking. (As a footnote, you can always attempt to one-hit-KO a Pokémon you believe to have the Sturdy ability, which will prevent it from being KO'ed, leaving it with just 1 HP. Or you can also try Tricking/Switcherooing/etc. a Focus Sash onto it for the same effect, but that's a bit costly to do. You could also use Entrainment or Skill Swap to give the Pokémon Sturdy, and then try to OHKO it.)

  • Ailments: This refers to the "main" ailments a Pokémon can have only one of; and, in this instance, I specifically refer to Poison, Bad Poisoning, Burn, Sleep, Frozen, and Paralysis. Each ailment will somewhat increase the capture rate for a Pokémon.
    • Burn and Poisoning of any kind will boost it by 50%. This is often done via the moves Will-O-Wisp and Toxic, since they don't cause any initial damage, although the statuses themselves could KO the Pokémon you're trying to capture. That is why I made these three ailments distinct from the next one: despite these boosting the rate the came, Burns and Poison will possibly screw you over by killing the Pokémon you're trying to catch: a fatal flaw if the Pokémon is one-time-only!
    • Paralysis will also boost the catch rate by 50%. Paralysis is often done via Thunder Wave, since it does no initial damage; abuse of the Static ability may work on Pokémon that are Electric-type, as would Stun Spore. It won't work at all on Pokémon with the Limber ability, however. It is also the most popular of the statuses to use in Pokémon capture, since it does no damage to the Pokémon over time, preserving their HP, and it's generally permanent.
    • Sleep and Frozen boost the catch rate by a whopping 100%, by themselves doubling your catch rate. Effectiveness-wise, they're the best. However, their main drawback is how temporal they are, rarely lasting more than 3 turns, and no more than 5. Sleep can be done by the Spore or Sleeping Powder moves, most often, which won't cause damage. Frozen absolutely cannot be induced without dealing damage to the target Pokémon, meaning you should not bother with it unless the target Pokémon is about the same level as you and resists it at least once (1/2 or 1/4 damage) so that you can be sure to not kill it.

  • Catch Rate: All Pokémon have a value, from 3 to 255 (1 to 255 in theory) that determines how easy they are to catch. This will be the main reason why you could throw a Pokéball at a Caterpie and catch it without doing anything, but Paralyze Thundurus and reduce him to 1 HP and still have trouble with even nighttime Dusk Balls. (Man I hated that.) They will be used in a later-described formula; you can see the Pokémon's catch rate in this section.

  • Critical Capture: Critical capture is a randomly-occuring element of the capture; when you see it happen, the Pokéball you throw will make a higher-pitched whistling noise (almost metallic) than usual. When the Pokémon is engulfed in the Pokéball, the Pokéball will only wiggle once in lieu of the usual three. While the Pokémon can still get out after that one wiggle, the catching rate is higher than normal, so it's rare to see a Pokémon still escape the Pokéball. There is no way to influence this beyond getting more Pokémon registered in the Pokédex; more Pokémon indicates a higher chance of this occuring. See the next section about formulas for specific details: but, in general, for every 150 Pokémon after 300 owned, you get 50% better catch rates.

  • Pokéball: Finally, we come to the main characteristic of the capture itself. The Pokéball you use to capture a Pokémon will be very helpful in itself in deciding how much easier the Pokémon is to catch. Some Pokéballs are conditional in how they can be used to boost their catching potential, and will be a 1.0x catch rate if those conditions are not met.
    • Poké Ball, Premier Ball: 1.0x catch rate - the baseline
    • Cherish Ball: 1.0x catch rate - but it's not usable without hacking; it's just on (some) Event Pokémon
    • Heal Ball: 1.0x catch rate - it fully heals the Pokémon upon capture (though it will be a useless side-effect if you send it to the PC instead)
    • Luxury Ball: 1.0x catch rate - the Pokémon will be happier than normal upon capture, which is helpful with Pokémon evolving like that, such as Chansey, Eevee, and Riolu
    • Timer Ball: 1.0x catch rate - but it increases by 0.1 every turn, up to 4.0x (30 turns)
    • Great Ball: 1.5x catch rate
    • Safari Ball: 1.5x catch rate - only found on Pokémon caught in the Safari Zones of Generations III & IV
    • Ultra Ball: 2.0x catch rate
    • Nest Ball: Catch rate is equal to 40 minus the opponent's level divided by 10, with 1.0x as the bottom bound, and thus can be 1.0x ~ 3.0x.
    • Repeat Ball: 3.0x catch rate for Pokémon you've owned once before
    • Net Ball: 3.0x catch rate on Bug- and Water-type Pokémon (no extra increase for Pokémon of both types)
    • Dive Ball: 3.5x catch rate on Pokémon living underwater (e.g. you Surfed or Fished to find them)
    • Dusk Ball: 3.5x catch rate at night-time (after 9:00 PM), in caves, or other dark areas
    • Quick Ball: 4.0x catch rate for the first turn of battle, and 1.0x after
    • Master Ball: 255.0x catch rate - effectively a certain capture
    • Dream Ball: 255.0x catch rate - only found on Pokémon captured in the Dream World in Black/White, not found in the actual game



There are specific formulas to determine the catching rate. First, the situation as is goes into the formula here:

 CATCH VALUE = {[(3 * MHP - 2 * CHP) * CR * BMOD] / (3 * MHP) * SMOD}
         MHP = Target's maximum HP
         CHP = Target's current HP
          CR = Target's "catch rate", a hidden variable determining how easy it is to capture (1-255)
        BMOD = The Pokéball's multiplier rate for capture
        SMOD = The modifier for status: 1.5 for Burn, Poison, Paralysis; 2.0 for Sleep and Frozen;
               1.0 otherwise

With "CATCH VALUE" known, that value is next plugged into the following one.

 CATCH% = (2^20 - 2^4) / (2^24 - 2^16)^(1/4) / CATCH VALUE
 CATCH% = 1048560 / [(16711680 / CATCH VALUE)^(1/4)] <-- simplified formula

The formula is the same either way; the second is just a simplified version for those not quite understanding the exponential mechanic of 2^X. (Note that X^(1/4) is essentially the square root of the square root, or the fourth root, of X.)

If Catch% is equal to or higher than 255, then the catch is assured; otherwise, the capture is random.




Also remember that critical capture thing I noted earlier? There is a way to determine its rate, too!

 CRITCIAL CAPTURE RATE = X * Y
                     X = The lower of two values: 255, or the previous "CATCH%"
                     Y = The Pokédex completion multiplier

So, essentially, if your catch rate makes the capture unsuccessful, you'll deal with a rather low chance for critical capture. Similarly, if you're *too* successful (CATCH% > 255), you stick with 255 in this instance. The Pokédex completion multiplier will further increase the rate for critical capture, though these details are not specifically known at this time.

The higher the Critical Capture Rate, the more likely you can get a critical capture. The end result of this equation (ranging from 0 to 510) will then be taken as a percentage relative to 256 (not 100), and if it exceeds 100% (1), then the capture is assuredly critical.


Status Ailments

There are several ailments that can affect your Pokémon in this game, and many have unnamed effects, as below. Also note that Pokémon can only have one of the main ailments (Paralysis, Burn, Poison, Bad Poisoning, Sleep, KO/Faint) at one time, although the rest can accumulate as much as the person doing the damage allows - and, of course, KO overrides everything. The six ailments are listed first as Major Ailments for that reason. (Not that they're the worst or anything. It just helps to differentiate.) Several more of the Moderate Ailments are named so because they are still often used and often considered ailments, but not are the most threatening and they can stack. And, of course, these are extended to include pretty much anything that would be considered a status (a change to a single Pokémon) by Pokémon Showdown (a great battle sim) - most these would be considered Minor Ailments, which are mostly move- or item-caused with relatively unimportant effects or "duh" effects. Let me know if I forgot something.

Also, keep in mind that the cures are there for a reason. Yes, Flash Fire may not be a status you'd want to get off of your Pokémon, since it has nothing but benefits. But what if your opponent had the status? Remember, these go both ways, and not all statuses have to (or can) be cured with simple items that you'd be unable to use in normal competition, but also various moves. Switching out, for example, can be done via Roar to hit the opponent, or Parting Shot or U-turn or Volt Switch or more methods for yourself.



Bad Poisoning


Cures: Pecha Berry (item); Lum Berry (item); Antidote (item); Full Heal (item); Casteliacone (item); Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure (ability) when switching out

Immunizers: Being Poison- or Steel-typed; having the Immunity ability; having the Poison Heal ability; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: This degree of Poisoning is executed via the move Toxic, double-layered Toxic Spikes, or the Toxic Orb, or a random chance from Poison Fang. The HP loss will actually increment on the afflicted Pokémon from 1/16 to 2/16 to 3/16 to 4/16 from there on out, causing death in about five turns without being hit or healed. Otherwise, the same as Poison.

Burn


Cures: Rawst Berry (item); Lum Berry (item); Burn Heal (item); Full Heal (item); Casteliacone (item); Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move); Aromatherapy (move); Rest (move); being struck with Sparkling aria (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure (ability) when switching out

Immunizers: Being Fire-type; having the Water Veil ability; having the Water Bubble ability; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokémon will lose 6.25% (1/16) of their max HP per turn, essentially causing KO in eight turns for sure barring healing. Additionally, the Pokémon's physical Attack (Atk.) is halved, with all bonuses accounted for. Thus, this status is great for inhibiting strong physical attackers such as Groudon, Mega Mewtwo X, Deoxys, Scizor, Heracross, and Haxorus. However, note that Pokémon with the Guts ability and the like are able to ignore the Attack loss, which is why Guts-Flame Orb combos are somewhat common. Conkeldurr is a great example of the latter. It also works well on Pokémon with the Flare Boost ability (such as Drifblim) in a similar manner, as their Special Attack will be raised by 50%.

Frozen


Cures: Aspear Berry (item); Lum Berry (item); Ice Heal (item); Full Heal (item); Casteliacone (item); Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Sacred Ash (item); Heal Bell (move); Refresh (move); Aromatherapy (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure (ability) when switching out; waiting several turns; being hit with a Fire-type move; attempting to use a Fire-type move; being hit by Scald; attempting to use Scald

Immunizers: Being Ice-typed; having the Magma Armor ability; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokémon is absolutely and completely inactive for an indeterminate number of turns. Unlike Sleep, there's only a 20% for the Pokémon to be unfrozen at the start of their turn. When in battle, and they do not thaw out on a turn they attempt to take action in, they are completely left wide-open for damage, which is why this status can be very lethal - at the same time, though, Frozen is only induced via moves that have a 10% ~ 30% chance to do it as compensation. They will be thawed out after some time, when healed via an item, or hit with a Fire-type move of any sort - however, that Fire-type move will still damage them, so be careful if you're hitting your ally with one in a Double/Triple/Multi Battle. Using a Fire-type move will also thaw out the afflicted Pokémon, so attempting to freeze Fire-type Pokémon especially tends to be in vain.

KO/Faint


Cures: Revive (item); Max Revive (item); Sacred Ash (item); Revive Powder (item)

Immunizers: Sturdy (ability) and Focus Sash (item) prevent a KO move from working when the wielder is at full HP, leaving them with 1 HP; Endure (move) prevents KO's altogether, surviving with 1 HP, but only for that turn; Focus Band (item) prevents a KO move from KO'ing 10% of the time, with the wielder surviving at 1 HP; False Swipe (move) and Hold Back (move) are moves which will not KO their target, leaving them with just 1 HP at the least

Details & Effects: The Pokémon is absolutely unable to act in any way until revived from KO (such as by a Revive). This happens when the Pokémon hits 0 HP, so be sure to keep it high: if all Pokémon in your party hit zero HP, then you lose the battle and return to the last-used Pokémon Center. (The latter only really occurs in in-game battles: in multiplayer battles with other people, you simply lose.) Pokémon who are KO'ed, though, can still use their HM moves in the field in older games (they're not in Sun & Moon).

Paralysis


Cures: Cheri Berry (item); Paralyze Heal (item); Lum Berry (item); Full Heal (item); Casteliacone (item); Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move); Aromatherapy (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure (ability) when switching out; being hit with Smelling Salts (move)

Immunizers: Being Electric-type; having the Limber ability; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: This ailment will, most notably, make it where the Pokémon has a 25% chance of doing nothing on a given turn. This will also halve their Speed (with all boosts accounted for), typically making them the last to move. However, that Speed loss will not affect the priority of their moves, just the order in which they move when there are conflicts in regards to priority. Pokémon with the Quick Feet ability will ignore that side-effect.

Poison


Cures: Pecha Berry (item); Antidote (item); Lum Berry (item); Full Heal (item); Casteliacone (item); Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move); Aromatherapy (move); Rest (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; Natural Cure (ability) when switching out

Immunizers: Being Steel- or Poison-typed; having the Immunity ability; having the Poison Heal ability; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokémon will lose 1/8 (12.5%) of its HP every turn. That's about it, really. Some Pokémon are able to use the Poison Heal ability to take advantage of this status for self-healing in the same manner (and often in conjunction with) the Leftovers item, and others like to use Facade or Guts as a counter for this.

Sleep


Cures: Awakening (item); Blue Flute (item); Chesto Berry (item); Lum Berry (item); Full Heal (item); Casteliacone (item); Heal Powder (item); Lava Cookie (item); Lumiose Galette (item); Old Gateau (item); Full Restore (item); Heal Bell (move); Refresh (move); Aromatherapy (move); Hydration (ability) in Rainy weather; Healer (ability) 30% of the time; waiting several turns; Magic Bounce (ability) if done via status-class move; Natural Cure (ability) when switching out; Wake-Up Slap (move) against the one asleep

Immunizers: Having the Insomnia ability; having the Vital Spirit ability; having a partner of the Sweet Veil ability; having Electric Terrain active while groundbound; being Poisoned, Badly Poisoned, Frozen, Burned, Paralyzed, or KO'd when the ailment is given; using the Safeguard move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokémon will be unable to act. However, they can act in a manner by choosing the move Sleep Talk or Snore when their turn arises. The loss of action is temporal, but its length is random: it usually lasts around two or three turns, but can range from 1 to 7 - Pokémon with the Early Bird ability will wake up earlier, though. The only exception to that is Rest, which is two turns of Sleep. There is little advantage to this beyond Rest-Sleep Talk/Rest-Snore combos. An additional negative effect of Sleeping is that Dream Eater can be used on the Sleeping Pokémon (assuming they're not a Dark Pokémon) to damage them and absorb HP; Nightmare and Bad Dreams will also take effect.


Attracted


Cures: It seems to go away when the Pokémon causing this is switched out or KO'ed, or the afflicted Pokémon is switched out; Mental Herbs (hold/use) or Blue Flutes (use) work, too

Immunizers: Having the Oblivious ability; being the same gender as the target; being genderless; using the Safeguard move; having already been infatuated; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The afflicted Pokémon - who will be of the opposite gender of the user of the move Attract - has a 50% chance to not be able to act on a given turn. From the competitive standpoint, it is only somewhat reliable since, while it's good at stopping big threats, you're screwed on the off-chance that that threat is not of your gender. Most people don't really bother to look for certain genders when breeding (except in the cases of certain Pokémon, such as Support Meowstic (thus, Prankster) or Combee (thus, Vespiquen)), so you can usually expect a 50%-50% ratio of Pokémon on their team, which is why it's unreliable.

Confused


Cures: Switching out, waiting several turns, Yellow Flute (item), Lum Berry (item), Persim Berry (item), Full Heal (item), Casteliacone (item), Heal Powder (item), Lava Cookie (item), Lumiose Galette (item), Old Gateau (item), Full Restore (item), Heal Bell (move), Refresh (move), Aromatherapy (move)

Immunizers: Having the Own Tempo ability; using the Safeguard move; having already been Confused; Magic Bounce (ability) if done via status-class move; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: The Pokémon has a chance of hitting itself on a given turn, thus doing damage to itself: the odds seem to be 30%. This lasts for 1 to 4 turns. Additionally, the damage dealt upon hitting itself will be proportional to the Pokémon's Attack stat, stat boosts and items included, which is why the move Swagger (Confusion, Attack +2 stages) is so effective on physical attackers. Then again, Flatter (Confusion, Sp. Atk. +2 stages) helps to circumvent the chance of that confused Pokémon getting a phyiscal move in. Note that Pokémon with the Tangled Feet ability will benefit from an evasion boost of one stage when confused, though.

Cursed


Cures: Switching out; waiting several turns

Immunizers: Already being Cursed; Magic Bounce (ability) if done via status-class move

Details & Effects: The move Curse has two different effects. If the user is not a Ghost-type, their Attack and Defense simply go up 1 stage while Speed goes down 1 stage. This set of notes is for Ghost Pokémon using it. The user of the move Curse - if a Ghost-type - will lose 1/2 (rounded up) of their HP. In doing so, they will inflict damage upon their target, equal to 1/4 of the afflicted Pokémon's HP, and this will be repeated across several turns. This is strategically used by bulky Ghost Pokémon to deal heavy damage to others, particularly those high in HP (since it's fractional), even though it is quite suicidal. This latter fact is somewhat remedied by the conjunctive use of Leftovers and Protect-like moves, Rest-Chesto Berry/Rest-(immune-to-Sleep) combos, or just outright good switching techniques. When afflicted, unless you're sure of a win, it's a good idea to switch out.
As a note of interest, using Trick-or-Treat on a non-Ghost Pokémon who uses the move Curse in an attempt to boost their stats is one particular use of the move (and pretty much the only real one in competitive play, maybe). It will force their Curse to act as if the user was indeed a Ghost, cutting their HP rather than boosting stats.

Flinch


Cures: None

Immunizers: Having the ability Inner Focus; already having flinched in the same turn; Shield Dust (ability) if done as a damaging move's side-effect

Details & Effects: Some moves - Fake Out, most prominently - have a chance to make the opponent Flinch and thus not act on the turn given. Some abilities - Inner Focus, for example - can prevent this. Such moves - whether 100% chance like Fake Out or 30% like Rock Slide - are common especially in Double and Triple Battles since they forcibly pacify the target into being unable to move that turn, which allow you to temporarily stop that Pokémon from threatening you until you take it out with someone slower or until you get rid of its partner in expectation of a combo. Flinching is more of a threat than most would think!

Pokérus


Cures: Time, and time alone (24~48 hours out of the PC)

Immunizers: Having had Pokérus in the past

Details & Effects: This status (also known as the Pokémon Virus) will only be found by contagion with another Pokémon through wild battles or by infections in the active party - if you need to find it in the wild, don't bother: it's a 3 in 65,536 chance (about 4x rarer than a Shiny Pokémon). The Pokémon afflicted with this status will have their EV gains from wild and Trainer battles doubled while under this status. This doubling will only affect battles, however, and the Pokémon itself is still limited to 510 EVs for their stat total and 252 per stat. The status will wear off 24~48 hours (1~2 days) after the wielder is affected, and only then - however, the EV doubling works forever on that Pokémon. This time is frozen if the Pokémon is kept in the PC or GTS or other places that are essentially not in the active six-Pokémon party. During the time that the Pokémon is actively under this status, they will be marked with a pink "Pokérus" mark in the Summary and PC screens, and during that time other Pokémon in the party can also catch this as it is an infectious virus. (It is by no means "bad".) After the status goes away, the Pokémon will be marked with a pink smiley face to note that they are no longer contagious but, again, will continue to have their EV growth doubled. In other words: your EV gains are always doubled, the big pink "Pokérus" marks the contagious period of 1~2 days, and the pink smiley face denotes the "you can't spread it anymore but still have your EV gains from battles doubled" period.


Air Balloon


Cures: Hitting the Pokémon with a damaging move

Immunizers: None

Details & Effects: The Pokémon cannot be hit by Ground-type moves until they are hit with a damaging move, at which point the Air Balloon pops, making them vulnerable to Ground moves again. The wielder of the Air Balloon will then be considered to have no item on-hand.

Aqua Ring


Cures: Switching out

Immunizers: Already having Aqua Ring

Details & Effects: The afflicted Pokémon has used the move Aqua Ring and will regain 1/16 of its max HP at the end of every turn until it switches out.

Aurora Veil


Cures: Waiting five turns

Immunizers: Already having it active

Details & Effects: This works like a combo of Reflect and Light Screen, halving damage from both Physical and Special moves against your party for five turns.

Baneful Bunker


Cures: None

Immunizers: None

Details & Effects: The Pokémon will not be affected by Physical or Special moves this turn. Additionally, contact attackers will be Poisoned! (However, if the contact move would not affect the user, had this not been used, then the Poison induction is ignored.) However, status moves will still hit. This has a chance of failing with consecutive use: 1/X, where X is the number of consecutive uses this use of the move will make. Feint, Hyperspace Hole, Phantom Force, and Shadow Force will ignore the use of this move, bypassing the target to still attack them.

Charging & Recharging


Cures: None, though Power Herb can circumvent the charging-up turns

Immunizers: None

Details & Effects: The Pokémon is either charging up for a move (e.g. Solar Beam, Sky Attack) or is recovering from a move (e.g. Hyper Beam, Blast Burn). Thus, they will not act for one turn. Depending on the move, other effects may be attributed to this.

Chopped Throat


Cures: Waiting two turns, switching

Immunizers: None

Details & Effects: When hit by Throat Chop and afflicted with this ailment, they cannot use any sound-based moves for two turns. These include moves like Growl, Screech, Bug Buzz, Boomburst, among others.

Crafty Shield


Cures: None

Immunizers: Already having used Crafty Shield

Details & Effects: The move Crafty Shield will immunize the user and its allies from all Status-class moves that turn, but only status moves, meaning non-status moves (such as anything that directly deals damage) will still work. This works well against Pokémon that tend to be status trolls, such as Sableye and some Prankster Meowstics, among others.

Destiny Bond


Cures: None - it evaporates upon the Pokémon using a different move

Immunizers: None

Details & Effects: The Pokémon will be under this status for one turn. When it is killed whilst under this status, the attacker will also be KO'ed. That means, if it is slower than you, don't attack on the next turn, but rather switch out or attack an ally or forcibly miss or something, but don't attack. You know, unless it's their last Pokémon. (But, then, if you are also on your last Pokémon, don't attack since it counts as a loss for you - you killed the opponent, knowing (or could've known) that you would also die, That is the general basis for breaking ties in competitions with same-turn, last-Pokémon double-KOs.) Note that this will now fail with repeated use, unlike in pre-Sun/Moon games.

Disabled


Cures: Switching out, Mental Herbs, waiting several turns

Immunizers: Having already been disabled; Aroma Veil (ability); Magic Bounce (ability) if done via status-class move

Details & Effects: This simply implies that, for some reason, one of the Pokémon's moves cannot be used: the last-used one. This isn't used often in official competition, and it's not too big of a problem unless the Pokémon is a Choice item wielder, in which case they should switch out immediately.

Diving & Digging


Cures: None

Immunizers: None

Details & Effects: The Pokémon is using the moves Dive or Dig, and cannot be hit by most moves - however, Diving Pokémon can be hit with Surf, and Digging Pokémon with Earthquake or Magnitude, each for double the normal power. They will attack on the next turn.

Embargoed


Cures: Switching out, waiting it out

Immunizers: Having already been embargoed; having used Safeguard; Magic Bounce (ability) if done via status-class move

Details & Effects: The afflicted Pokémon cannot use its hold item, nor can their Trainer use items on them. It can be quite effective in disabling a Pokémon whose strategy relies heavily on its use of items, such as Power Herb/Geomancy Xerneas or most Guts/Flame Orb Pokémon (if they actually attack on the first turn - most Protect).