------------------------------------------------------------------------------- V) Stats and Hidden Power ------------------------------------------------------------------------------- Stats are based on the stats of the parent pokemon, as well as it's attitude. Hidden Power is based on stats and varies in attack type and power based on stats. To find the stats of a specific monster, please feel free to use my stat program at http://www.isaent.com/ivcalc.htm When two pokemon breed, the resulting child will inherit the IV's of three of its six stats from its parents. Which stats and which parent these IV's come from appears to be random. For example, a child may take it's Father's Attack IV, its mother's Speed and special defense IVs. It may take all 3 from a parent, but will most likely have a mix from both. As for how much control this gives you over stats... Well, in terms of only IVs, there are over a billion possible values total, not considering nature, gender, shinyness, ect. With breeding, you limit the possibilies for the child's stats to about 3% of that. I have not yet experimented with Ditto as far as IV passing. What does this mean for breeding for a specific Hidden Power? quite a lot. There are 12 bits that affect Hidden Power: The low bit of each IV affects type, the next bit affects power. So that means you can control 6 of the 12 bits every time! That means rather than having a 3/4096-4/4096 chance of getting the exact HP you want, your odds increase to 1/64 more or less if you choose the right parents. So how do IVs affect the hidden power? Let's start with type. The low bits are used to create a binary number, with HP at the low bit, followed by attack, defense, speed, special attack, and special defense at the high bit. For those that don't know binary, start with zero, add 1 if the EV for HP is odd, 2 if the EV for Attack is odd, 4 for Defence, 8 for Speed, 16 for Special Attack, and 32 for Special Defense. Then look at the chart below with the resulting number. 0-4 Fighting 5-8 Flying 9-12 Poison 13-16 Ground 17-20 Rock 21-25 Bug 26-29 Ghost 30-33 Steel 34-37 Fire 38-41 Water 42-46 Grass 47-50 Electric 51-54 Psychic 55-58 Ice 59-62 Dragon 63 Dark If you need another approach, follow the flow chart below: If the named IV is ODD, go up the chart, go down if the IV is even. When two IVs are listed seperated by a "+", go up only if BOTH are odd, if either or both are even, go down. When two IVs are listed seperated by a "/", go up if either or both are odd, if both are even, go down. (SD=Special Defence, SA=Special Attack, Spd=Speed, Def=Defense, Att=Attack) |-Dark |-HP+Att-| | |-Dragon |-Def-| | | |-Dragon | |-HP+Att-| | |-Ice |-Spd-| | | |-Ice | | |-HP+Att-| | | | |-Psychic | |-Def-| | | |-Psychic | |-HP+Att-| | |-Electric |-SA-| | | |-Electric | | |-HP+Att-| | | | |-Grass | | |-Def-| | | | | |-Grass | | | |--Att---| | | | |-Water | |-Spd-| | | |-Water | | |--Att---| | | | |-Fire | |-Def-| | | |-Fire | |--Att---| | |-Steel SD-| | |-Steel | |--Att---| | | |-Ghost | |-Def-| | | | |-Ghost | | |--Att---| | | |-Bug | |-Spd-| | | | |-Bug | | | |-HP/Att-| | | | | |-Rock | | |-Def-| | | | |-Rock | | |-HP/Att-| | | |-Ground | | |-SA-| | |-Ground | |-HP/Att-| | | |-Poison | |-Def-| | | | |-Poison | | |-HP/Att-| | | |-Flying |-Spd-| | |-Flying | |-HP/Att-| | | |-Fighting |-Def-| |----------Fighting For power, there is no such flow chart. Start by dividing all your IVs by 2, and drop any fraction. So half of 31 would be 15, half of 13 would be 6. We'll call this the Halved-IV after here. (Approximate Version) Start with a base power of 30. If the Halved-IV for Special Defense is odd, add 20 to the base power. If the Halved-IV for Special Attack is odd, add another 10. Speed, 5, Defense, 2, Attack, 2, and HP, 1. (Exact Version) Start with 0. If the Halved-IV for Special Defense is odd, add 32. If the Halved-IV for Special Attack is odd, add 16. Speed, 8, Defense, 4, and HP, 1. Now, Take this number, multiply it by 40 and divide by 63. Drop any fraction and add 30. This is the base power.