Relations formulae
1) EXP bonus formulae
1.1) EXP Share
Base EXP×0.5=Final EXP
INFO: Pokémon with EXP Share also gain EXP with the same value.
EXAMPLE: When a Pokémon normally gain 1942 EXP, but EXP Share is held, formula: 1942×0.5=971.
1.2) Participation for 2 Pokémon
Base EXP×0.5=Final EXP
INFO: Each participated Pokémon also gain EXP with the same value.
EXAMPLE: When a Pokémon normally gain 2714 EXP, but 2 Pokémon is used, formula: 2714×0.5=1357
1.3) Participation for >2 Pokémon
INFO: n represents No. of Pokémon. Each participated Pokémon also gain EXP with the same value.
EXAMPLE: When a Pokémon normally gain 1767 EXP, but 3 Pokémon is used, formula: 1767/3=589
1.4) Trade Bonus or Lucky Egg is held
Base EXP×1.5=Final EXP
INFO: This can either Trade Bonus or Lucky Egg is held.
EXAMPLE: When a Pokémon normally gain 768 EXP, but Lucky Egg is held, formula: 768×1.5=1152
2) Pokémon Catching formulae
Formulae:
[(3×A-2×B)×C×D]÷(3×A)×E=Final Solution
A: Maximum EXP
B: The Pokémon's Current HP
C: Pokémon Catch Rate
D: Ball Catch Rate
E: Status Bonus
Percentage of Catching:
EXAMPLE: When Final Solution is 47.8125, Formulae: 47.8125/255×100=18.75%
Status Bonus
3) Type effective formulae
Here is the formulae:
Type 1×Type 2=Final solution
INFO: When critical hit, So ×2 for bonus.
EXAMPLE 1: When your Pokémon use Fire-type moves against Grass/Rock type, formula:
Type 1: Fire against Grass is 2
Type 2: Fire against Rock is 0.5
So, 2×0.5=1.
EXAMPLE 2: When Poison-type moves against Ghost/Dark type, formula:
Type 1: Poison against Ghost is 0.5
Type 2: Poison against Dark is 1
So, 0.5×1=0.5, Poison-types move against Ghost/Dark-type Pokémon is not very effective.
EXAMPLE 3: When Ice-type moves attack against Bug/Grass type Pokémon with a critical hit, formula:
Type 1: Ice against Bug is 1
Type 2: Ice against Grass is 2
Add the ×2 for critical hit
So, 1×2×2=4, That means super effective with critical hit.
EXAMPLE 4: When Electric-type moves against Water/Ground type:
Type 1: Electric against Water is 2
Type 2: Electric against Ground is 0
So, 2×0=0, Electric-type move does not affect Water/Ground-type Pokémon.
4) Blacked out and then lost your money
If all the player's Pokémon faints, you lose your money. Formula:
Your Pokémon level×Base payout=Money lost
In wild Pokémon battles, here is the table of money dropped in panic:
EXAMPLE: When you try to battle a wild Pokémon, if you lose with your Pokémon with Level 40 and has 6 badges, here is a formula:
40×80=3200. 3200 will be lost.
In Trainer battles, refer to Payout in Bulbapedia.
EXAMPLE: When a Veteran has a Level 42 Pokémon and Level 43 Pokémon here is the formulae:
42×80=3360
43×80=3440
3360+3440=6800. And so on, 6800 will be gone away if you lose.
5) Escape formulae
Here is a formulae:
A: Your Pokémon speed
B: Wild Pokémon Speed divided by 4, Example, 48÷4=12.
C: No. of times tried to escape, Start at 1.
Percentage:
INFO: If F is ≥255, escape without fail. If your Pokémon with the ability Run Away can escape from wild Pokémon without fail. Trapping moves used by opponent cannot escape too.
EXAMPLE 1: If your Pokémon speed is 45, wild Pokémon speed is 24, haven't tried to escape, so:
45×32=1440
24÷4=6
1440/6=240
240+30=270
270×1=270
F=270
Precentage:
270/255×100≈105.88%
So always escape.
EXAMPLE 2: If your Pokémon speed is 54, wild Pokémon speed is 48, tried to escape 3 times, so:
54×32=1728
48÷4=12
1728/12=144
144+30=174
174×3=522
F=522
Percentage:
522/255×100≈204.71%
So always escape.
EXAMPLE 3: If both Pokémon speed is 52, but haven't tried to escape, so:
52×32=1664
52÷4=13
1664/13=128
128+30=158
158×1=158
F=158
Percentage:
158/255×100≈61.96%
So sometimes escapes.
6) Hidden Power
For example, this Pokémon has these IVs:
Formula of hidden power type:
a,b,c,d,e,f are the least significant bit of these IVs.
When the unit is odd number (1,3,5,7,9,11,13,15,17,19,21...), so it's 1.
When the unit is even number (2,4,6,8,10,12,14,16,18,20,22...), so it's 0.
a=HP
b=Attack
c=Defense
d=Speed
e=SP. Attack
f=SP. Defense
Here is the result of the followings:
So, complete these followings:
a=1
2b=2×1=2
4c=4×0=0
8d=8×1=8
16e=16×0=0
32f=32×0=0
1+2+0+8+0+0=11
11×15=165
165/63=2.6190476190476
When the decimal point is ≥5, don't round off!
So the value is 2, and the type of this hidden power is Poison-type Hidden Power.
Formula of power:
a,b,c,d,e,f are also least significant bit of the IVs.
If a variable has a remainder of 2 or 3 when divided by 4, so it's 1.
If a variable has no remainder or a remainder of 1, so it's 0.
a=HP
b=Attack
c=Defense
d=Speed
e=SP. Attack
f=SP. Defense
While the results is in fractions, here is it:
While the results is in decimals, here is the way to convert into fractions into lowest terms:
When
21÷4=?
21÷4=5.25
So the remainder is 1.
Now calculate the bit:
31÷4=7 remainder 3, so is 1.
35÷4=8 remainder 3, so is 1.
30÷4=7 remainder 2, so is 1.
31÷4=7 remainder 3, so is 1.
34÷4=8 remainder 2, so is 1.
32÷4=8 without remainder, so is 0.
Calculate it as the following:
1+2+4+8+16+0=31
31×40=1240
1240÷63=19.68253968254
19.68253968254+30=49.68253968254
Round off into 50, so the power is 50(maybe).
So that Hidden Power of this:
Type
Power
Poison
50
So that's simple. You must know this.
7) Accuracy and evasion
Both accuracy and evasion of the user and target starts at 100%.
Formula:
Base=Base accuracy of the move (If 60=0.6, If 85=0.85 & If 100=1)
Accuracy=Current Accuracy of the user (in percent - e.g. raising accuracy by three stages raises this number to 2)
Evasion=Current Evasion of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6)
When final is ≥1, it can't miss.
EXAMPLE: Accuracy of the move is 70, user's accuracy is 120% and target's evasion is 90%:
0.7×120=84
84/90=0.933333333333333333333.
So sometimes misses.
8) Eruption and Water Spout
The higher HP of the user, the higher power:
For example, if the user's current HP is 120, max HP is 160, here:
150×120=18000
18000/160=112.5
112.5 round off to 0 decimal points: 113
So the power of Eruption/Water Spout is 113.