All About Stats, Training, and Breeding in RBY / GSC

Nix_Hex

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All About Stats, Training, and Breeding in RBY / GSC
By NixHex with help from ΩDonut and .Maguss.


  1. How stats work in RBY / GSC
    • Stat formulas for HP and all other stats
    • DVs
      • The Special DV
      • The HP Factor
      • Pokemon sexism: How DVs determine gender
      • Practical, not Pretty: How DVs determine shininess
      • Hidden Power
      • Marowak / Thick Club
    • Stat Exp. and how to obtain it.
      • Vitamins
      • The Pokerus
      • Stat Exp. Training
  2. Like No One Ever Was: Obtaining Pokemon with great DVs
    • Soft Resetting w/ Badge modifiers
    • Breeding Stat Mechanics
    • Ditto: The Perfect Parent
How Stats Work

Although the base stats in the first two generations have remained the same since their inception and although the maximum stats of an individual Pokemon are similar to those in later generations, the calculations involved are quite different. What we now call IVs are generally referred to in generations I and II as DVs, or diversification values. Similarly, an analog to EVs is used, called stat experience or stat exp., to determine the growth of a Pokemon's stats. Unlike the later generations, however, there is no cap on EVs and no natures to influence a Pokemon's stats.

DVs range from 0 to 15, and stat exp. can reach up to 65535 in all stats of the same Pokemon. These numbers, along with the Pokemon's base stats and level, are used in the following stat formulae:

STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E

where E = Level + 10 for HP
E = 5 for any other stat.

And StatPoint = int((SQRT(StatExp-1)+1)/4)

Hence, the Stat Exp. caps at 65025. Because the amount is rounded down during calculation, only 63002 are necessary.

The Special DV
Although the Special stat in RBY was split into Special Attack and Special Defense in GSC, they still hold a special bond in regards to their DVs. In order to keep reverse compatibility with RBY, Special Attack and Special Defense actually share the same DV. For instance, a flawless Pokemon caught or bred in GSC will remain flawless when it is traded back to RBY.

The HP DV
Not to be outdone, the HP stat undergoes some quirks. In the Pokemon's data structure, only four DVs are stored: Attack, Defense, Speed, and Special. The HP DV is determined by the last bit of each of these four DVs. An odd Attack DV adds 8, Defense adds 4, Speed adds 2, and Special adds 1. For example, a Lugia with the DVs 5 Atk, 15 Def, 13 Spe, and 13 Spc will have the following HP:

Attack = Odd, HP += 8
Defense = Odd, HP += 4
Speed = Odd, HP += 2
Special = Odd, HP += 1
resulting in an HP stat of 15.

On the other hand, a Dragonite with 15 Atk, 3 Def, 10 Spe, and 11 Spc will have 8 + 4 + 0 + 1, or 13 HP.

Pokemon Sexism
A Pokemon's gender is determined quite differently in GSC than in the later generations: it is determined by the Pokemon's Attack DV alone rather than by a PID. This relationship is determined by the Pokemon's gender ratio, listed as follows:
Female:Male Gender Ratio | Female Attack IV range
1:7 | 0,1
1:3 | 0-4
1:1 | 0-6
3:1 | 0-11
All Female / Genderless | 0-15

Therefore, a female Eevee, who is in the 1:7 group, cannot have an Attack IV above 1; a female Pidgey, being of the 1:1 gender ratio, cannot have an Attack DV above 6; a Nidoqueen, being all female, can have up to 15 Attack. Since gender is determined by the Pokemon's DVs, a Pokemon traded from RBY to GSC will have the correct gender based on the above ratios.

Practicality over Beauty
In generations after GSC, shininess is a highly desired trait among competitive players and collectors. However, in GSC, shininess is the sign of an uncompetitive Pokemon. This is due to its direct relationship to IVs. The following criteria must be satisfied to make a Pokemon shiny:

  1. Its Attack DV must be equal to 2, 3, 6, 7, 10, 11, 14, or 15
  2. Its Defense, Speed, and Special DV must be equal to 10.
One point of interest is that a shiny female with a 1M:7F ratio, such as Eevee and its evolutions, cannot exist, since the required Attack IV for shiny Pokemon lies outside of the range for the gender range. The probability of a Pokemon is therefore calculated as follows:
P(shiny) = P(Atk)P(Def)P(Spe)P(Spc) = 1/2 x 1/16 x 1/16 x 1/16, or 1/8192, which is equivalent to the probability in later generations. Similarly to gender, a Pokemon caught in RBY that satisfies the above criteria will be shiny upon being traded to GSC.

Hidden Power
Hidden Power was introduced in GSC to serve as an emergency coverage move—or even an emergency STAB in some cases—should a Pokemon's movepool be sparse. As in future generations, a Hidden Power's type and Base Power depend on the Pokemon's DVs. Its Base Power is determined by the following formula:

Base Power = floor(((5 × X + Y) ÷ 2) + 31)

To find X, consider the Pokemon's DVs in the order of Attack, Defense, Speed, and Special. Each DV will influence 4-bit number, represented in binary. If the DV is 7 or less, its corresponding bit is 0; otherwise, it is 1. For example, a Pokemon with 14 Atk / 15 Def / 13 Spe / 6 Spc will have the value X = 1110, or in decimal, 14.

Y is equal to the last two bits of the Special DV. In other words:

Y = 0 if the Special DV is 0, 4, 8 or 12
Y = 1 if the Special DV is 1, 5, 9 or 13
Y = 2 if the Special DV is 2, 6, 10 or 14
Y = 3 if the Special DV is 3, 7, 11 or 15

In this case, since the Special DV is 6, y is equal to 2.

Plugging these values into the above Base Power equation yields:
Base Power = floor((5 x 14 + 3) ÷ 2 + 31) = floor(67.5) = 67

The type of Hidden Power is determined by the Pokemon's Attack and Defense DVs. Convert them to binary, take the last two bits of each number, and place them side by side. This is called the Type Value, which determines the type based on the following table:

Binary Number | Type
0000 | Fighting
0001 | Flying
0010 | Poison
0011 | Ground
0100 | Rock
0101 | Bug
0110 | Ghost
0111 | Steel
1000 | Fire
1001 | Water
1010 | Grass
1011 | Electric
1100 | Psychic
1101 | Ice
1110 | Dragon
1111 | Dark

Continuing from the example above:

Attack: 14 / 1110
Defense: 15 / 1111
Type Value = 1011

The type value corresponds to Electric. Therefore, the Hidden Power of this Pokemon is 67, Electric.

Marowak and Thick Club
When GSC hit the scene, Game Freak granted one of its most intimidating but underpowered Pokemon, Marowak, the Thick Club, which doubles its Attack stat during battle. With the Thick Club attached, Marowak reaches an astounding 516 Attack. One of Marowak's most potent strategies is simply to boost with Swords Dance and sweep. In theory, Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, but the game can read the amount up to 1024. Because of this, the Attack stat would roll over to 8. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack a Swords Dance.

Stat Exp. and How to Obtain It
As in future generations, Stat Exp. is gained upon the defeat of an opposing Pokemon. The amount by which it increases is equal to the opposing Pokemon's base stats. As with the DVs, the Special Stat Exp. increases based on the Pokemon's base Special Attack. Thus, defeating a Golbat grants 75 HP, 80 Attack, 70 Defense, 65 Special, and 90 Speed. Due to the nature of how Stat Exp. is gained and the fact that there is no cap, training is a bit different than in later generations; you are allowed quite a bit more leniency because you benefit from every battle.

Vitamins
Vitamins are some of the most useful items in Pokemon. In RBY and GSC, the vitamins add 2560 Stat Exp. to its particular stat, but cannot boost it beyond 25600 (hence, a maximum of 10 can be used in each stat). The vitamins can be purchased at the Celadon Dept. Store in RBY and the Goldenrod Dept. Store in GSC, for 9,800 Poké Dollars, and are listed as follows:

Vitamin | Stat Boosted
HP Up | HP
Protein | Attack
Iron | Defense
Calcium | Special
Carbos | Speed

Pokérus
In GSC and later generations, the Pokérus is a virus that exists solely to help you in Stat Exp. training. A Pokemon that has been infected with the Pokérus virus will gain twice the normal value of Stat Exp. from a battle. For instance, in the example listed above, the wild Golbat would instead grant your Pokemon 150 HP, 160 Attack, 140 Defense, 130 Special, and 180 Speed if your Pokemon was infected with the virus. Unfortunately, the virus is extremely rare; the probability of contracting the virus from fighting a wild Pokemon is 3:65536, less than that of obtaining a wild shiny Pokemon. Once you have obtained it, the host Pokemon can carry it for any time between 1 and 4 days, depending on the strand number (which is outside of the scope of this article). When the game's clock reaches midnight, the Pokérus counter decreases; when it reaches 0, the host is cured of the Pokerus. It still gains the benefit of doubling the Stat Exp. gained each battle, but you are unable to infect other Pokemon. To preserve the Pokérus, you may deposit the host in your PC, where it is no longer affected by the clock. As long as the host is in the PC when the clock reaches midnight, it will keep the Pokerus indefinitely. This technique is highly recommended so that you can infect multiple Pokemon in the future.

Stat Exp. Training
Training for Stat Exp. in GSC is a grueling task, but with patience and a lot of time, it is very much possible. First, give Vitamins to the Pokemon you wish to train until you receive the message "It won't have any effect." This should take 10 or fewer Vitamins. Now, you must find a good place to train your Pokemon. Ideally, you sould find a place with only one wild Pokemon so you can easily keep track of your stats. To make the process even easier, you need to choose a Pokemon that is weak enough to be OHKOed by your Pokemon. Ruins of Alph satisfies this requirement; only Unown are to be found, and they are so pathetically weak and slow that your Pokemon should be able to OHKO them every turn. Recall that Unown's base stats are 48 HP / 72 Atk / 48 Def / 72 Spc / 48 Spe. These numbers are very low, but remember, this area is ideal for its ease of use. Finally, find out how many grueling battles you will need to plow through to maximize your Pokemon's Stat Exp. The remaining Stat Exp. you need is 63504 - 25600, or 37904. Hence, the amount of Unown you must face are:

HP, Def, Spe: 37904 / 48 = 790 battles
Atk, Spc: 37904 / 72 = 527 battles

Say that the Pokémon that you are raising has two attacking moves with 15 PP each. This allows you to defeat 30 Unown before you have to go back to the Pokémon Center to restore the Pokémon's PP. To put this into perspective, you will need to travel to Ruins of Alph 27 times for HP, Defense, and Speed, and 18 times for Attack and Special for each Pokemon you train.

Like No One Ever Was: Obtaining Pokemon with Great DVs
As a trainer and competitor, you desire Pokemon that will work at their maximum potential. A Pokemon with maximum stats will obviously perform better than one without maximum stats. This means that ideally, your Pokemon will have 63504 Stat Exp. and 15 DVs in every stat. So far, you have learned how to manipulate a Pokemon's Stat Exp., but DVs are a completely different story. DVs, unlike raw stats, are not visible to the player, and unlike Stat Exp., cannot be modified by the player. You must, therefore, obtain Pokemon with ideal DVs before doing any training. In later generations, RNG manipulation allows you to predict what IVs a Pokemon will receive and aim for the most ideal spread possible. Unfortunately, any theorized form of RNG abuse in RBY and GSC is completely impractical, so soft resetting is actually the optimal method.

Soft Resetting for Speed
Unless you are stacked with Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next catch will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but remains useful here. With this method, you will attempt to predict the Speed DV of a stationary Pokemon by using a Pokemon that will only be slower than the stationary Pokemon at the stationary Pokemon's highest possible Speed stat. Say, for example, that you want to capture Ho-oh at the Tin Tower in Pokemon Silver. Ho-oh comes at level 70; here are its possible stats for high Speed DVs:

DV | stat
15 | 152
14 | 150
13 | 149

You want Ho-Oh only to outspeed your Pokemon at its maximum Speed possible. Now, raise a Pokemon with a Speed stat of 151. Put it at the front of your party, save your game before Ho-Oh, then attempt to attack it. If your Pokemon moves before Ho-Oh, its Speed is definitely not 152. In a certain scenario, where the difference between 15 DVs and 14 DVs results in two adjacent Speed stat values, you will have to keep attacking and make sure that the stationary Pokémon never moves second, because there may be a Speed tie.

There is one hitch, however. In RBY and GSC, the Speed stat of your Pokemon is modified by what is called a Badge modifier. If you have obtained the Thunder Badge in RBY or the Plain Badge in GSC, the Speed of your Pokemon in-game is boosted by 9/8. Hence, you must actually have a Speed stat that, when multiplied by 9/8 and rounded down, is equal to 177. This can be calculated as follows:

Actual Speed = ceil(8/9 x Desired Stat), = ceil(134.222) = 135

To verify this, we see that 135 * 9/8 = 151.875 = 151

The minimum and maximum stats of available legendary Pokemon, as well as the required Badge modifier Speed, are listed below by version.Note that it is impossible for any Badge modifier to result in a Speed stat that ends with a 9. Therefore, if a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0), you will have to aim for the next best thing: a stat that ends with an 8. Unfortunately, this widens the margin of error, so a Pokemon that outspeeds yours is not guaranteed to have 15 DVs.

Gold Version
Ho-Oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-Oh. In Gold Version, Ho-Oh is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 109 | 121
Def | 77 | 89
SpA | 93 | 105
SpD | 128 | 140
Spe | 77 | 89 (79)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Gold Version, Lugia is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 131 | 152
Def | 187 | 208
SpA | 131 | 152
SpD | 220 | 241
Spe | 159 | 180 (159)

Note here that Lugia's maximum Speed is divisible by 10, so we must aim for 178 Speed, which, with the Badge modifier, a 159 Speed stat satisfies.

Silver Version
Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Silver Version, Lugia is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 77 | 89
Def | 109 | 121
SpA | 77 | 89
SpD | 128 | 140
Spe | 93 | 105 (93)

Ho-Oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-Oh. In Silver Version, Ho-Oh is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 187 | 208
Def | 131 | 151
SpA | 159 | 180
SpD | 220 | 241
Spe | 131| 152 (135)

Crystal Version
Ho-Oh
After capturing Suicune, Raikou, and Entei, head to the Tin Tower in Ecruteak. The three sages will give you the Rainbow Wing. Climb to the top of the Tin Tower to encounter Ho-Oh. In Crystal Version, Ho-Oh is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 161 | 179
Def | 113 | 131
SpA | 137 | 155
SpD | 189 | 207
Spe | 113 | 131 (93)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Crystal Version, Lugia is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 113 | 131
Def | 131 | 151
SpA |113 | 180
SpD | 189 | 207
Spe | 137| 155 (137)

Suicune
After receiving the Clear Bell from the Radio Director in Goldenrod, head to the Tin Tower where you will encounter Suicune upon entry. Remember to save right outside of the Tin Tower. In Crystal Version, Suicune is found at level 40 and has the following stats:

Stat | Min | Max
HP | 130 | 142
Atk | 65 | 77
Def | 97 | 109
SpA | 77 | 89
SpD | 97 | 109
Spe | 73 | 85 (75)

Breeding Stat Mechanics
In GSC, breeding is quite different than in later generations because the baby inherits certain DVs from the parent of the opposite gender, or Ditto if it is used. Note that a Ditto with desired Defense and Special DVs should always be used, because the baby will always inherit these DVs from it. DV inheritance is outlined as follows:

Attack: Generated completely at random, independent of the parents.
Defense: Always inherited from the relevant parent.
Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and otherwiseplus).
Speed: Generated completely at random, independent of the parents.
HP: As always, is generated from the formula described earlier in the article.

As an example, consider breeding a Ditto with 13 DVs in Defense and 15 DVs in Special with a physical attacker such as Cubone. Let's say we are aiming for a Cubone with 13 DVs in Attack and Defense to receive Hidden Power Bug, as explained above.

Ditto's DVs:
Attack: (Irrelevant)
Defense: 13
Special: 15
Speed: (Irrelevant)

The baby Cubone will hatch with the following DVs:
Attack: X
Defense: 13
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. The probability of receiving an ideal Cubone is:
P = P(Y = 15) x P(X = 13) x P(Special = 15) = 1/16 x 1/16 x 1/2 = 1/512

Because all of the DVs in this scenario are odd, the HP DV is guaranteed to be 15.

Now, consider a Ditto bred with a pure special attacker such as Alakazam. We desire an Alakazam with flawless stats in everything but Attack, which we only need to be odd for maximum HP.

Ditto's DVs:
Attack: (Irrelevant)
Defense: 15
Special: 7 or 15
Speed: (Irrelevant)

The baby Abra will hatch with the following DVs:
Attack: X
Defense: 15
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. We desire a Speed DV of 15 and a flawless HP DV. The latter requires the Attack DV to be odd. The probability of receiving an ideal Abra is:

P = P(Y = 15) x P(X = Odd) x P(Special = 15) = 1/16 x 1/2 x 1/2 = 1/64

As you can see, the probability of receiving an ideal special attacker is much higher than that of a mixed or physical attacker, because a mixed or physical attacker must also have a perfect Attack DV.

Ditto: The Perfect Parent
Ditto is an ideal parent because the baby Pokemon will always inherit DVs from Ditto, regardless of its gender. All we need is a Ditto with ideal Defense and Special DVs. In Alakazam's case, its Defense DV must be equal to 15, and its Special DV must be equal to 15 or 7. In Pokémon Yellow, head to Cerulean Cave with a Pokemon at level 60 in the front of your party. Use a Max Repel and you will almost always encounter Ditto. The probability that a captured Ditto will have this combination is 1/128. The IVs are easy to check since Ditto's base stats are equal:

Stat | DV
80 | 15
79 | 14
78 | 13
77 | 12
74 | 10
71 | 7
 

Nix_Hex

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ΩDonut went over this entire thing with me and we have come to the conclusion that this is finished and ready for GP checks. If there is any discrepancy between pronouns, make sure all of them are "you." They were all "we" before but I'm pretty sure I changed them all.

Edit: to grammar checkers, don't try to reformat tables or anything. That's HTML territory and should be left alone. Thanks!
 

gumnas

formerly .Maguss.
DVs range from 0 to 15, and stat exp. can reach up to 65535 in all stats of the same Pokemon. These numbers, along with the Pokemon's base stats and level, are used in the following stat formulae:

HP = floor(( BaseHP + DV + sqrt(StatExp)/8 + 50 )*Level/50) + 10


and for all other stats:


Stat = floor(( BaseStat + DV + sqrt(StatExp)/8 )*Level/50) + 5


In this equation, the floor function means to round down to the nearest integer. Looking at the stat equation, you can see that at level 100, maxing out the Stat Exp. in one stat will increase the stat by sqrt(StatExp)/4, or with full investment, 63.999. Because this is rounded down to 63, we do not need full investment. Instead, only 63504 Stat Exp. is necessary to gain the maximum in that stat.


I'm sure those formulas are wrong.

The Correct Stat formula is:

STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E
where E = Level + 10, if it's HP
or E = 5, if it's any other stat

And Stat Point = int((SQRT(StatExp-1)+1)/4)
So, it caps at 65025, and the minimum to get 63 is 63002.


To find X, consider the Pokemon's Special DV. If the DV is less than three, Y is equal to the DV. If it is 3 or higher, Y is equal to 3. Using the example listed above, Y is equal to 3.


To find Y*
And that's not true. Y is equal to the last two bits of the Special DV. So:
Y = 0 if the Special DV is 0, 4, 8 ou 12;
Y = 1 if the Special DV is 1, 5, 9 ou 13;
Y = 2 if the Special DV is 2, 6, 10 ou 14;
Y = 3 if the Special DV is 3, 7, 11 ou 15.

Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, so the Attack stat would roll over to 33. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack after the Swords Dance


GSC caps at 999, but the game can read up to 1024. So it roll over to 8, not 33. And with the Attack DV of 13, the game reads 1024 and change it to 999.

Also, Light Ball have the same issue on Pikachu (if you pass Growths to it).

Once you have obtained it, the host Pokemon can carry it for any time between 1 and 15 days

Can't confirm this, but I'm almost sure it's up to 4 days.

Now, attach Exp. Share to every Pokemon you intend to raise and start training.

Didn't get the point here. Are you thinking Exp. Share shares Stat Exp.?

Now, consider a Ditto bred with a pure special attacker such as Ampharos.

Ampharos can make good use of Dynamicpunch, and even maybe Curse + a physical move like Body Slam. Starmie and Alakazam are better examples.

The Ditto Trick
Bla bla bla...

Why that? There is a much easier method. Just go to the Cerulean Cave in Pokémon Yellow with a Lvl 60 Pokémon in the first place of the party and use Max Repel, and Dittos will come almost every time. Ditto's base stats are equal for every stat, so it is very easy to check the DVs:

80 = DV 15
79 = DV 14
78 = DV 13
77 = DV 12
74 = DV 10
71 = DV 7

Those are the only ones you need to know.

This Gyarados will always have the DVs 0 HP, 14 Attack, and 10 Defense, Special, and Speed.

Almost sure the correct DVs are 7 HP and 15 Attack.
 

Nix_Hex

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The Correct Stat formula is:

STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E
where E = Level + 10, if it's HP
or E = 5, if it's any other stat

And Stat Point = int((SQRT(StatExp-1)+1)/4)
So, it caps at 65025, and the minimum to get 63 is 63002.
Okay, I like this a lot better. The version I documented here are seen on Bulbapedia and this page, which have the most information I could find in one place. Even psypoke didn't have such info.

To find Y*
And that's not true. Y is equal to the last two bits of the Special DV. So:
Y = 0 if the Special DV is 0, 4, 8 ou 12;
Y = 1 if the Special DV is 1, 5, 9 ou 13;
Y = 2 if the Special DV is 2, 6, 10 ou 14;
Y = 3 if the Special DV is 3, 7, 11 ou 15.
This is more definitive too, thanks.

GSC caps at 999, but the game can read up to 1024. So it roll over to 8, not 33. And with the Attack DV of 13, the game reads 1024 and change it to 999.

Also, Light Ball have the same issue on Pikachu (if you pass Growths to it).
Never considered that, thanks.

Once you have obtained it, the host Pokemon can carry it for any time between 1 and 15 days

Can't confirm this, but I'm almost sure it's up to 4 days.
Also from the link I posted above.

Didn't get the point here. Are you thinking Exp. Share shares Stat Exp.?
I was under the impression that it does.... does it not? Shit, that explains why my recent training didn't give me max stats despite my DVs being flawless.

Ampharos can make good use of Dynamicpunch, and even maybe Curse + a physical move like Body Slam. Starmie and Alakazam are better examples.
Ah yes, Starmie. I didn't want to use Alakazam since I used Alakazam in the Ditto trick section and didn't want to confuse readers, but since I'm going to change that part based on the below corrections, then it's cool. Thanks.

Why that? There is a much easier method. Just go to the Cerulean Cave in Pokémon Yellow with a Lvl 60 Pokémon in the first place of the party and use Max Repel, and Dittos will come almost every time. Ditto's base stats are equal for every stat, so it is very easy to check the DVs:

80 = DV 15
79 = DV 14
78 = DV 13
77 = DV 12
74 = DV 10
71 = DV 7

Those are the only ones you need to know.
This is only easier if you have Master Balls because Ditto is hard as hell to catch unless you sleep it. Everyone should be cloning them so yeah, going to use this instead.

Almost sure the correct DVs are 7 HP and 15 Attack.
Nope, they're the ones I listed. Maybe it varies by cart or version? This was tested on my Crystal cart.

Thanks for your tips, your name will be credited.

EDIT: edits have been made, this is ready for GP again.
 

gumnas

formerly .Maguss.
I was under the impression that it does.... does it not? Shit, that explains why my recent training didn't give me max stats despite my DVs being flawless.
It doesn't. And even if it will, it would be divided by every Pokemon, like the common Experience.

This is only easier if you have Master Balls because Ditto is hard as hell to catch unless you sleep it.
At this time of the game, you probably have a sleeper. I got all the the 4 good Dittos (the Top Breeder and the other 3 for Hidden Power) that way, without any cloned Master Ball, in about 1-2 weeks.

Nope, they're the ones I listed. Maybe it varies by cart or version? This was tested on my Crystal cart.
Just tested on my Silver cart, it's really 0 and 14. My mistake.
 

ΩDonut

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GSC caps at 999, but the game can read up to 1024. So it roll over to 8, not 33. And with the Attack DV of 13, the game reads 1024 and change it to 999.
I've had conflicting results between GS and C. On GS, my Marowak's Attack still rolled over to 0 after a single Swords Dance despite it having 512 attack so as to hit 1024. The same rollover did not occur on Crystal. It's been many years since I've tested this, though. I'll recheck once I get my hands on my Silver again in a few days.
 

gumnas

formerly .Maguss.
I've had conflicting results between GS and C. On GS, my Marowak's Attack still rolled over to 0 after a single Swords Dance despite it having 512 attack so as to hit 1024. The same rollover did not occur on Crystal. It's been many years since I've tested this, though. I'll recheck once I get my hands on my Silver again in a few days.
You don't need to. The game read it up to 1023, not 1024 like I said. You need DV 13 because of it, since it becomes 508 in Attack then 1016 (read only) after a Swords Dance. With 14, it becomes 512 then 1024 after SD, rolling over to 0 (and then the game change it to 1).
 

gumnas

formerly .Maguss.
Hence, the Stat Exp. caps at 65025. Because the amount is rounded down during calculation, only 63002 are necessary.
This sentence doesn't make sense on the text. You should explain why it caps at 65025 and why only 630002 are necessary. Something like that: "While the Stat Exp. can reach 65535, the Stat Points can't be higher than 63 as it is a 6-bit number, making any Stat Exp. beyond 65025 being disregarded. Hence, only 63002 Stat Exp. of each stat are needed to collect to reach the maximum value of Stat Points."

On the other hand, a Dragonite with 15 Atk, 3 Def, 10 Spe, and 11 Spc will have 8 + 4 + 0 + 1, or 13 HP.
I think 'Saying that' would be better here.

In this case, since the Special DV is 6, y is equal to 2.

Plugging these values into the above Base Power equation yields:
Base Power = floor((5 x 14 + 3) ÷ 2 + 31) = floor(67.5) = 67
You putted a wrong value of Y on the formula.

the game can read the amount up to 1024
1023

which will allow it to have 996 Attack after the Swords Dance.
999.

Also, you could add the same behavior occur with Pikachu and Light Ball (if you pass Growths to it via Baton Pass).

Due to the nature of how Stat Exp. are gained and that there is no cap, training is a bit different than in later generations; you are allowed quite a bit more leniency since you benefit from every battle.
This is ambiguous. There is a cap, it just isn't like later generations. You stop gaining benefit when you reach the 65535.

You can add you'll be advised by the nurse on Pokémon Center when you heal you Pokémon if you got the Pokérus.

The remaining Stat Exp. We need is 63504 - 25600, or 37904.
63002. Then 37402. Also, the 25600 isn't a fixed value. If the Stat Exp. is 25599 or less, 2560 will be added when you use the Vitamin, so the value may vary between 25600 and 28159.

Don't forget to do the correct calculations now and change the all the numbers on that topic.

This means that ideally, your Pokemon will have 63504 Stat Exp. and 15 DVs in every stat.
Again, 63002.

If, however, Ho-oh moves first, there is a possibility that its Speed is 150 or 152. Attack the Pokemon several times to whittle its health down, and if at any time Ho-oh moves second, we know it has 14 DVs and we can reset. If Ho-oh moves first every turn, its Speed DV is definitely 15. In the case where the difference between 15 DVs and 14 DVs results in two adjacent numbers, you will have to keep attacking and make sure Ho-oh never moves second, because there may be a Speed tie.
The explanation of the Speed Tie is necessary, but doesn't make sense here. Ho-Oh's speed is never 151, so if you have a Pokémon with 151 Speed, Ho-Oh will only move first if its speed is 152. I think you'll need to use another Pokémon as example.

Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and plus otherwise).
You could add the baby inherits the last 3 bits of the Special DV, and the first one is random.
 

Nix_Hex

Uangaana kasuttortunga!
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This sentence doesn't make sense on the text. You should explain why it caps at 65025 and why only 630002 are necessary. Something like that: "While the Stat Exp. can reach 65535, the Stat Points can't be higher than 63 as it is a 6-bit number, making any Stat Exp. beyond 65025 being disregarded. Hence, only 63002 Stat Exp. of each stat are needed to collect to reach the maximum value of Stat Points."
Okay

I think 'Saying that' would be better here.
GP will do with that what they please.

You putted a wrong value of Y on the formula.
Hm, okay, I'll try to fix it, but I plugged those same DVs into Psypoke's Hidden Power calculator and it came out with the same type and power.

Got it, I messed up the math there.

Also, you could add the same behavior occur with Pikachu and Light Ball (if you pass Growths to it via Baton Pass).
Okay.

This is ambiguous. There is a cap, it just isn't like later generations. You stop gaining benefit when you reach the 65535.
What i meant is that you can have that in all stats.

You can add you'll be advised by the nurse on Pokémon Center when you heal you Pokémon if you got the Pokérus.
okay

63002. Then 37402. Also, the 25600 isn't a fixed value. If the Stat Exp. is 25599 or less, 2560 will be added when you use the Vitamin, so the value may vary between 25600 and 28159.
thanks, did not know.

The explanation of the Speed Tie is necessary, but doesn't make sense here. Ho-Oh's speed is never 151, so if you have a Pokémon with 151 Speed, Ho-Oh will only move first if its speed is 152. I think you'll need to use another Pokémon as example.
don't know why i said ho-oh again. will change.

You could add the baby inherits the last 3 bits of the Special DV, and the first one is random.
I'll add that too, thanks.
 

gumnas

formerly .Maguss.
Hm, okay, I'll try to fix it, but I plugged those same DVs into Psypoke's Hidden Power calculator and it came out with the same type and power.
Because it doesn't matter in this case. With Y = 2, the result is 67; with Y = 3, the result is 67.5, but since the game consider only the integrer number, it becomes 67 too.
 
I made an amateur check of this article:

How Stats Work

Although the base stats in the first two generations have remained the same since their inception and although the maximum stats of an individual Pokemon are similar to those in later generations, the calculations involved are quite different. What we now call IVs are generally referred to in generations I and II as DVs, or diversification values. Similarly, an analog to EVs is used, called stat experience or stat exp., to determine the growth of a Pokemon's stats. Unlike the later generation, however, there is no cap on EVs and no natures to influence a Pokemon's stats.

DVs range from 0 to 15, and stat exp. can reach up to 65535 in all stats of the same Pokemon. These numbers, along with the Pokemon's base stats and level, are used in the following stat formulae:

STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E

where E = Level + 10 for HP
E = 5 for any other stat.

And StatPoint = int((SQRT(StatExp-1)+1)/4)

Hence, the Stat Exp. caps at 65025. Because the amount is rounded down during calculation, only 63002 are necessary.

The Special DV
Although the Special stat in RBY was split into Special Attack and Special Defense in GSC, they still hold a special bond in regards to their DVs. In order to keep reverse compatibility with RBY, Special Attack and Special Defense actually share the same DV. For instance, a flawless Pokemon caught or bred in GSC will remain flawless when it is traded back to RBY.

The HP DV
Not to be outdone, the HP stat undergoes some quirks. In the Pokemon's data structure, only four DVs are stored: Attack, Defense, Speed, and Special. The HP DV is determined by these four DVs are determined by the last bit of each of these stat last bit of each of these four DVs. An odd Attack DV adds 8, Defense adds 4, Speed adds 2, and Special adds 1. For example, a Lugia with the DVs 5 Atk, 15 defense, 13 Speed, and 13 Spc will have the following HP:

Attack = Odd, HP += 8
Defense = Odd, HP += 4
Speed = Odd, HP += 2
Special = Odd, HP += 1
resulting in an HP stat of 15.

On the other hand, a Dragonite with 15 Atk, 3 Def, 10 Spe, and 11 Spc will have 8 + 4 + 0 + 1, or 13 HP.

Pokemon Sexism
A Pokemon's gender is determined quite differently in GSC than in the later generations:; it is determined by the Pokemon's Attack DV alone rather than by a PID. This relationship is determined by the Pokemon's gender ratio, listed as follows:
Female:Male Gender Ratio | Female Attack IV range
1:7 | 0,1
1:3 | 0-4
1:1 | 0-6
3:1 | 0-11
All Female / Genderless | 0-15

Therefore, a female Eevee, who is in the 1:7 group, cannot have an Attack IV above 1; a female Pidgey, being of the 1:1 gender ratio, cannot have an Attack DV above 6; a Nidoqueen, being all female, can have up to 15 Attack. Since gender is determined by the Pokemon's DVs, a Pokemon traded from RBY to GSC will have the correct gender based on the above ratios.

Practicality over Beauty
In generations based GSC [did you mean "In post-GSC genetaions"?], shininess is a highly desired trait among competitive players and collectors. However, in GSC, shininess is the sign of an uncompetitive Pokemon. This is due to its direct relationship to IVs. The following criteria must be satisfied to make a Pokemon shiny:

  1. Its Attack DV must be equal to 2, 3, 6, 7, 10, 11, 14, or 15
  2. Its Defense, Speed, and Special DV must be equal to 10.
One point of interest is that a shiny female with a 1M:7F ratio, such as Eevee and its evolutions, cannot exist, since the required Attack IV for shiny Pokemon lies outside of the range for the gender range. The probability of a Pokemon is therefore calculated as follows:
P(shiny) = P(Atk)P(Def)P(Spe)P(Spc) = 1/2 x 1/16 x 1/16 x 1/16, or 1/8192, which is equivalent to the probability in later generations. Similarly to gender, a Pokemon caught in RBY that satisfies the above criteria will be shiny upon being traded to GSC.

Hidden Power
Hidden Power was introduced in GSC to beserve as an emergency coverage move (or even an emergency STAB in some cases) should a Pokemon's movepool be sparse. As in future generations, itHidden Power's type and Base Power depend on the Pokemon's DVs. Its Base Power is determined by the following formula:

Base Power = floor(((5 × X + Y) ÷ 2) + 31)

To find X, consider the Pokemon's DVs in the order of Attack, Defense, Speed, and Special. Each DV will influence a 4-bit number, represented in binary. If the DV is 7 or less, its corresponding bit is 0; otherwise, it is 1. For example, a Pokemon with 14 Atk / 15 Def / 13 Spe / 6 Special will have the value X = 1110, or in decimal, 14.

Y is equal to the last two bits of the Special DV. In other words:

Y = 0 if the Special DV is 0, 4, 8 or 12
Y = 1 if the Special DV is 1, 5, 9 or 13
Y = 2 if the Special DV is 2, 6, 10 or 14
Y = 3 if the Special DV is 3, 7, 11 or 15

In this case, since the Special DV is 6, y is equal to 2.

Plugging these values into the above Base Power equation yields:
Base Power = floor((5 x 14 + 3) ÷ 2 + 31) = floor(67.5) = 67

The type of Hidden Power is determined by itthe Pokemon's Attack and Defense DVs. Convert them to binary, take the last two bits of each number, and place them side by side. This is called the Type Value, which determines the type based on the following table:

Binary Number | Type
0000 | Fighting
0001 | Flying
0010 | Poison
0011 | Ground
0100 | Rock
0101 | Bug
0110 | Ghost
0111 | Steel
1000 | Fire
1001 | Water
1010 | Grass
1011 | Electric
1100 | Psychic
1101 | Ice
1110 | Dragon
1111 | Dark

Continuing from the example above:

Attack: 14 / 1110
Defense: 15 / 1111
Type Value = 1011

The type value corresponds to Electric. Therefore, the Hidden Power of this Pokemon is 67, Electric.

Marowak and Thick Club
When GSC hit the scene, Gamefreak granted one of its most intimidating but underpowered Pokemon, Marowak, the Thick Club, which doubles its Attack stat while during battle. With the Thick Club attached, Marowak reaches an astounding 516 Attack. One of Marowak's most potent strategies is simply to boost with Swords Dance and simply sweep. In theory, Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, but the game can read the amount up to 1024. Because of this, the Attack stat would roll over to 8. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack after thea Swords Dance.

Stat Exp. and How to Obtain It
As in future generations, Stat Exp. is gained wupon then defeat of an opposing a Pokemon. The amount by which it increases is equal to the opposing Pokemon's base stats. As with the DVs, the Special Stat Exp. increases based on the Pokemon's base Special Attack. Thus, defeating a Golbat grants 75 HP, 80 Attack, 70 Defense, 65 Special, and 90 Speed. Due to the nature of how Stat Exp. areis gained and the fact that there is no cap, training is a bit different than in later generations; you are allowed quite a bit more leniency sincbecause you benefit from every battle.

Vitamins
Vitamins are some of the most useful items in Pokemon. In RBY and GSC, the vitamins add 2560 Stat Exp. to itsa particular stat, but cannot boost it beyond 25600 (h. Hence, a maximum of 10 can be used in each stat). The vVitamins can be purchased at the Celadon Dept. Store in RBY and the Goldenrod Dept. Store in GSC, for $9800, and are listed as follows:

Vitamin | Stat Boosted
HP Up | HP
Protein | Attack
Iron | Defense
Calcium | Special
Carbos | Speed

Pokerus
In GSC and further generations, the Pokerus is a virus that exists solely to help you in Stat Exp. training. In battle, the amount of Stat Exp. gained is twice the normal valuA Pokemon that has been infected with the Pokerus virus will gain twice the normal value of Stat Exp. from a battle. For instance, in the example listed above, the wild Golbat would instead grant your Pokemon 150 HP, 160 Attack, 140 Defense, 130 Special, and 180 Speed if your Pokemon was infected with the virus. Unfortunately, the virus is extremely rare; the probability of contracting the virus from fighting a wild Pokemon is 3:65536, less than that of obtaining a wild shiny Pokemon. Once you have obtained it, the host Pokemon can carry it for any time between 1 and 4 days, depending on the strand number (which is outside of the scope of this article). When the game's clock reaches midnight, the Pokerus counter decreases; when it reaches 0, the host is cured of the Pokerus. It still gains the benefit of doubling the Stat Exp. gained each battle, but you are unno longer able to infect other Pokemon. To preserve the Pokerus, you may deposit the host in your PC, where it is no longer affected by the clock. As long as the host is in the PC when the clock reaches midnight, it will keep the Pokerus indefinitely. This technique is highly recommended so that you can infect multiplore Pokemon with the virus in the future.

Stat Exp. Training
Training for Stat Exp. in GSC is a grueling task, but with patience and a lot of time, it is very much possible. First, give vitamins to the Pokemon you wish to train vitamins until you receive the message "It won't have any effect." This should take 10 or fewer vitamins. Now, you must find a good place to train your Pokemon. Ideally, you neeshould find a place with only one wild Pokemon so that you can easily keep track of your stats. To make the process even easier, you need toshould choose a Pokemon whothat is weak enough to be OHKOed by your Pokemon. Ruins of Alph satisfies this requirement; only Unown are to be found, and they are so pathetically weak and slow that your Pokemon should be able to OHKO them every turn. Recall that Unown's base stats are 48 HP / 72 Atk / 48 Def / 72 Spc / 48 Spe. These numbers are very low, but remember, this area was chosenis ideal for its ease of use. Finally, find out how many grueling battles you will need to plow through to maximize your Pokemon's Stat Exp. The remaining Stat Exp. Weyou need after vitamins is 63504 - 25600, or 37904. Hence, the amount of Unown you must face areis:

HP, Def, Spe: 37904 / 48 = 790 battles
Atk, Spc: 37904 / 72 = 527 battles

Say that the Pokemon that you are raising has two attacking moves with 15 PP each. This allows you to defeat 30 Unown before you have to go back to the Pokemon Center to restore the Pokemon's PP. To put this into perspective, you will need to travel to Ruins of Alph 27 times for HP, Defense, and Speed, and 18 times for Attack and Special for each Pokemon you need to train.

Like No One Ever Was: Obtaining Pokemon with Great DVs
As a trainer and competitor, you desire Pokemon whothat will work at their maximum potential. A Pokemon with maximum stats will obviously perform better than thosone without maximum stats. This means that, ideally, your Pokemon will have 63504 Stat Exp. and 15 DVs in every stat. So far, you have learned how to manipulate a Pokemon's Stat Exp., but DVs are a completely different story. DVs, unlike raw stats, are not visible to the player, and unlike Stat Exp., cannot be modified by the player. You must, thenrefore, obtain Pokemon with ideal DVs before doing any training. In later generations, RNG manipulation allows you to predict what IVs a Pokemon will receive and aim for the most ideal spread possible. Unfortunately, any theorized form of RNG abuse in RBY and GSC is completely impractical, so soft resetting is actually becomes the optimal method.

Soft Resetting for Speed
Unless you are stacked forwith Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but it serves a purpose here. Hereremains useful here. With this method, you will attempt to predict the Speed DV of a stationary Pokemon by underspeeding it at itsing a Pokemon that will only be slower than the stationary Pokemon at the stationary Pokemon's highest possible Speed stat. Say, for example, that you want to capture Ho-oh at the Tin Tower in Pokemon Silver. Ho-oh comeappears at level 70;: here are its possible stats for high Speed DVs:

DV | stat
15 | 152
14 | 150
13 | 149

You want Ho-oh to have the maximum Speed possible whileonly outspeeding your Pokemon at its maximum Speed possible. Now, raise a Pokemon with a Speed stat of 151. Put it at the front of your party, save your game before Ho-oh, then attempt to attack it. If your Pokemon moves before Ho-oh, its Speed is definitely not 152. If, however, Ho-oh moves first, there is a possibility that its Speed is 150 or 152. Attack the PokemonHo-oh several times to whittle its health down, and; if at any time Ho-oh moves second, weyou know it has 14 DVs and wethat you can reset. If Ho-oh moves first every turn, its Speed DV is definitely 15. In the case15. In a certain scenario, where the difference between 15 DVs and 14 DVs results in two adjacent numberSpeed stat values, you will have to keep attacking and make sure Ho-oh never moves second, because there may be a Speed tie.

There is one hitch, however. In RBY and GSC, the Speed stat of your Pokemon is modified by what is called a badge modifier. If you have obtained the Thunder Badge in RBY or the Plain Badge in GSC, the Speed of your Pokemon in-game is boosted by 9/8. Hence, you must actually have a Speed stat that, when multiplied by 9/8 and rounded down, is equal to 177. This can be calculated as follows:

Actual Speed = ceil(8/9 x Desired Stat), = ceil(134.222) = 135

To verify this, we see that 135 * 9/8 = 151.875 = 151

The minimum and maximum stats of available legendary Pokemon, as well as the required badge modifier Speed, are listed below by version. If a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0),Note that it is impossible for any badge modifier to result in a Speed stat that ends with a 9. This meanserefore, if a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0), you will have to aim for the next best thing: a stat that ends with an 8. Plug in number to the above formula to receive your badge Speed. Unfortunately, this widens the margin of error, so a Pokemon that outspeeds yours is not guaranteed to have a 15 DVs.

Gold Version
Ho-oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-oh. In Gold Version, Ho-oh is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 109 | 121
Def | 77 | 89
SpA | 93 | 105
SpD | 128 | 140
Spe | 77 | 89 (79)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Gold Version, Lugia is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 131 | 152
Def | 187 | 208
SpA | 131 | 152
SpD | 220 | 241
Spe | 159 | 180 (159)

Note here that Lugia's maximum Speed is divisible by 10, so we must aim to underspeed 178, whichfor 178 Speed, which, with the badge modifier, a 159 Speed stat satisfies.

Silver Version
Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Silver Version, Lugia is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 77 | 89
Def | 109 | 121
SpA | 77| 89
SpD | 128 | 140
Spe | 93 | 105 (93)

Ho-oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-oh. In Silver Version, Ho-oh is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 187 | 208
Def | 131 | 151
SpA | 159 | 180
SpD | 220 | 241
Spe | 131| 152 (135)

Crystal Version
Ho-Oh
After capturing Suicune, Raikou, and Entei, head to the Tin Tower in Ecruteak. The three sages will give you the Rainbow Wing. Climb to the top of the Tin Tower to encounter Ho-Oh. In Crystal Version, Ho-Oh is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 161 | 179
Def | 113 | 131
SpA | 137 | 155
SpD | 189 | 207
Spe | 113 | 131 (93)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Crystal Version, Lugia is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 113 | 131
Def | 131 | 151
SpA |113 | 180
SpD | 189 | 207
Spe | 137| 155 (137)

Suicune
After receiving the Clear Bell from the Radio Director in Goldenrod, head to the Tin Tower where you will encounter Suicune upon entry. Remember to save right outside of the Tin Tower. In Crystal Version, Suicune is found at level 4 0and has the following stats:

Stat | Min | Max
HP | 130 | 142
Atk | 65 | 77
Def | 97 | 109
SpA | 77 | 89
SpD | 97 | 109
Spe | 73 | 85 (75)

Breeding Stat Mechanics
In GSC, breeding is quite different than in later generations. T because the baby inherits certain DVs from the parent of the opposite gender, or Ditto, if it is used. ANote that a Ditto with desired Defense and Special DVs should always be used sinc, because the baby will always inherit these DVs from it. DV inheritance is outlined as follows:

Attack: Generated completely at random, independent of the parents.
Defense: Always inherited from the relevant parent.
Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and plus otherwise plus).
Speed: Generated completely at random, independent of the parents.
HP: As always, is generated from the formula described earlier in the article.

As an example, consider breeding a Ditto with 13 DVs in Defense and 15 DVs in Special bred with a physical attacker such as Cubone. Let's say we are aiming for a Cubone with 13 DVs in Attack and Defense, as explained above to receive Hidden Power Bug, as explained above.

Ditto's DVs:
Attack: (Don't CareIrrelevant)
Defense: 13
Special: 15
Speed: (Don't CareIrrelevant)

The baby Cubone will hatch with the following DVs:
Attack: X
Defense: 13
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. The probability of receiving an ideal Cubone is:
P = P(Y = 15) x P(X = 13) x P(Special = 15) = 1/16 x 1/16 x 1/2 = 1/512

SincBecause all of the DVs in this scenario are odd, the HP DV is guaranteed to be 15.

Now, consider a Ditto bred with a pure special attacker such as Alakazam. We desire an Alakazam with flawless stats in everything but Attack, which we only needs to be odd for maximum HP.

Ditto's DVs:
Attack: (Don't CareIrrelevant)
Defense: 15
Special: 7 or 15
Speed: (Don't CareIrrelevant)

The baby Abra will hatch with the following DVs:
Attack: X
Defense: 15
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. We desire a Speed DV of 15 and a flawless HP DV. The latter requires the Attack DV to be odd. The probability of receiving thean ideal Abra is:

P = P(Y = 15) x P(X = Odd) x P(Special = 15) = 1/16 x 1/2 x 1/2 = 1/64

As you can see, the probability of receiving an ideal special attacker is much higher than that of a mixed or physical attacker, whobecause a mixed or physical attacker must also have a perfect Attack DV.

Ditto: The Perfect Parent
Ditto is an ideal parent because the baby Pokemon will always inherit DVs from Ditto, regardless of its gender. All we need is a Ditto with ideal Defense and Special DVs. In Alakazam's case, its Defense DV must be equal to 15, and its Special DV must be equal to 15 or 7. In Pokemon Yellow, head to Cerulean Cave and havewith a Pokemon at level 60 in the front of your party. Use a Max Repel and you will almost always encounter Ditto. The probability that a captured Ditto will have this combination is 1/128. The IVs are easy to check since Ditto's base stats are equal:

Stat | DV
80 | 15
79 | 14
78 | 13
77 | 12
74 | 10
71 | 7


How Stats Work

Although the base stats in the first two generations have remained the same since their inception and although the maximum stats of an individual Pokemon are similar to those in later generations, the calculations involved are quite different. What we now call IVs are generally referred to in generations I and II as DVs, or diversification values. Similarly, an analog to EVs is used, called stat experience or stat exp., to determine the growth of a Pokemon's stats. Unlike the later generation, however, there is no cap on EVs and no natures to influence a Pokemon's stats.

DVs range from 0 to 15, and stat exp. can reach up to 65535 in all stats of the same Pokemon. These numbers, along with the Pokemon's base stats and level, are used in the following stat formulae:

STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E

where E = Level + 10 for HP
E = 5 for any other stat.

And StatPoint = int((SQRT(StatExp-1)+1)/4)

Hence, the Stat Exp. caps at 65025. Because the amount is rounded down during calculation, only 63002 are necessary.

The Special DV
Although the Special stat in RBY was split into Special Attack and Special Defense in GSC, they still hold a special bond in regards to their DVs. In order to keep reverse compatibility with RBY, Special Attack and Special Defense actually share the same DV. For instance, a flawless Pokemon caught or bred in GSC will remain flawless when it is traded back to RBY.

The HP DV
Not to be outdone, the HP stat undergoes some quirks. In the Pokemon's data structure, only four DVs are stored: Attack, Defense, Speed, and Special. The HP DV is determined by the last bit of each of these four DVs. An odd Attack DV adds 8, Defense adds 4, Speed adds 2, and Special adds 1. For example, a Lugia with the DVs 5 Atk, 15 defense, 13 Speed, and 13 Spc will have the following HP:

Attack = Odd, HP += 8
Defense = Odd, HP += 4
Speed = Odd, HP += 2
Special = Odd, HP += 1
resulting in an HP stat of 15.

On the other hand, a Dragonite with 15 Atk, 3 Def, 10 Spe, and 11 Spc will have 8 + 4 + 0 + 1, or 13 HP.

Pokemon Sexism
A Pokemon's gender is determined quite differently in GSC than in the later generations; it is determined by the Pokemon's Attack DV alone rather than by a PID. This relationship is determined by the Pokemon's gender ratio, listed as follows:
Female:Male Gender Ratio | Female Attack IV range
1:7 | 0,1
1:3 | 0-4
1:1 | 0-6
3:1 | 0-11
All Female / Genderless | 0-15

Therefore, a female Eevee, who is in the 1:7 group, cannot have an Attack IV above 1; a female Pidgey, being of the 1:1 gender ratio, cannot have an Attack DV above 6; a Nidoqueen, being all female, can have up to 15 Attack. Since gender is determined by the Pokemon's DVs, a Pokemon traded from RBY to GSC will have the correct gender based on the above ratios.

Practicality over Beauty
In generations based GSC, shininess is a highly desired trait among competitive players and collectors. However, in GSC, shininess is the sign of an uncompetitive Pokemon. This is due to its direct relationship to IVs. The following criteria must be satisfied to make a Pokemon shiny:

  1. Its Attack DV must be equal to 2, 3, 6, 7, 10, 11, 14, or 15
  2. Its Defense, Speed, and Special DV must be equal to 10.
One point of interest is that a shiny female with a 1M:7F ratio, such as Eevee and its evolutions, cannot exist, since the required Attack IV for shiny Pokemon lies outside of the range for the gender range. The probability of a Pokemon is therefore calculated as follows:
P(shiny) = P(Atk)P(Def)P(Spe)P(Spc) = 1/2 x 1/16 x 1/16 x 1/16, or 1/8192, which is equivalent to the probability in later generations. Similarly to gender, a Pokemon caught in RBY that satisfies the above criteria will be shiny upon being traded to GSC.

Hidden Power
Hidden Power was introduced in GSC to serve as an emergency coverage move—or even an emergency STAB in some cases—should a Pokemon's movepool be sparse. As in future generations, Hidden Power's type and Base Power depend on the Pokemon's DVs. Its Base Power is determined by the following formula:

Base Power = floor(((5 × X + Y) ÷ 2) + 31)

To find X, consider the Pokemon's DVs in the order of Attack, Defense, Speed, and Special. Each DV will influence a 4-bit number, represented in binary. If the DV is 7 or less, its corresponding bit is 0; otherwise, it is 1. For example, a Pokemon with 14 Atk / 15 Def / 13 Spe / 6 Special will have the value X = 1110, or in decimal, 14.

Y is equal to the last two bits of the Special DV. In other words:

Y = 0 if the Special DV is 0, 4, 8 or 12
Y = 1 if the Special DV is 1, 5, 9 or 13
Y = 2 if the Special DV is 2, 6, 10 or 14
Y = 3 if the Special DV is 3, 7, 11 or 15

In this case, since the Special DV is 6, y is equal to 2.

Plugging these values into the above Base Power equation yields:
Base Power = floor((5 x 14 + 3) ÷ 2 + 31) = floor(67.5) = 67

The type of Hidden Power is determined by the Pokemon's Attack and Defense DVs. Convert them to binary, take the last two bits of each number, and place them side by side. This is called the Type Value, which determines the type based on the following table:

Binary Number | Type
0000 | Fighting
0001 | Flying
0010 | Poison
0011 | Ground
0100 | Rock
0101 | Bug
0110 | Ghost
0111 | Steel
1000 | Fire
1001 | Water
1010 | Grass
1011 | Electric
1100 | Psychic
1101 | Ice
1110 | Dragon
1111 | Dark

Continuing from the example above:

Attack: 14 / 1110
Defense: 15 / 1111
Type Value = 1011

The type value corresponds to Electric. Therefore, the Hidden Power of this Pokemon is 67, Electric.

Marowak and Thick Club
When GSC hit the scene, Gamefreak granted one of its most intimidating but underpowered Pokemon, Marowak, the Thick Club, which doubles its Attack stat during battle. With the Thick Club attached, Marowak reaches an astounding 516 Attack. One of Marowak's most potent strategies is simply to boost with Swords Dance and sweep. In theory, Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, but the game can read the amount up to 1024. Because of this, the Attack stat would roll over to 8. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack after a Swords Dance.

Stat Exp. and How to Obtain It
As in future generations, Stat Exp. is gained upon the defeat of an opposing Pokemon. The amount by which it increases is equal to the opposing Pokemon's base stats. As with the DVs, the Special Stat Exp. increases based on the Pokemon's base Special Attack. Thus, defeating a Golbat grants 75 HP, 80 Attack, 70 Defense, 65 Special, and 90 Speed. Due to the nature of how Stat Exp. is gained and the fact that there is no cap, training is a bit different than in later generations; you are allowed quite a bit more leniency because you benefit from every battle.

Vitamins
Vitamins are some of the most useful items in Pokemon. In RBY and GSC, the vitamins add 2560 Stat Exp. to a particular stat, but cannot boost it beyond 25600. Hence, a maximum of 10 can be used in each stat. Vitamins can be purchased at the Celadon Dept. Store in RBY and the Goldenrod Dept. Store in GSC, for $9800, and are listed as follows:

Vitamin | Stat Boosted
HP Up | HP
Protein | Attack
Iron | Defense
Calcium | Special
Carbos | Speed

Pokerus
In GSC and further generations, the Pokerus is a virus that exists solely to help you in Stat Exp. training. A Pokemon that has been infected with the Pokerus virus will gain twice the normal value of Stat Exp. from a battle. For instance, in the example listed above, the wild Golbat would instead grant your Pokemon 150 HP, 160 Attack, 140 Defense, 130 Special, and 180 Speed if your Pokemon was infected with the virus. Unfortunately, the virus is extremely rare; the probability of contracting the virus from fighting a wild Pokemon is 3:65536, less than that of obtaining a wild shiny Pokemon. Once you have obtained it, the host Pokemon can carry it for any time between 1 and 4 days, depending on the strand number (which is outside of the scope of this article). When the game's clock reaches midnight, the Pokerus counter decreases; when it reaches 0, the host is cured of the Pokerus. It still gains the benefit of doubling the Stat Exp. gained each battle, but you are no longer able to infect other Pokemon. To preserve the Pokerus, you may deposit the host in your PC, where it is no longer affected by the clock. As long as the host is in the PC when the clock reaches midnight, it will keep the Pokerus indefinitely. This technique is highly recommended so that you can infect more Pokemon with the virus in the future.

Stat Exp. Training
Training for Stat Exp. in GSC is a grueling task, but with patience and a lot of time, it is very possible. First, give vitamins to the Pokemon you wish to train until you receive the message "It won't have any effect." This should take 10 or fewer vitamins. Now you must find a good place to train your Pokemon. Ideally, you should find a place with only one wild Pokemon so that you can easily keep track of your stats. To make the process even easier, you should choose a Pokemon that is weak enough to be OHKOed by your Pokemon. Ruins of Alph satisfies this requirement; only Unown are to be found, and they are so pathetically weak and slow that your Pokemon should be able to OHKO them every turn. Recall that Unown's base stats are 48 HP / 72 Atk / 48 Def / 72 Spc / 48 Spe. These numbers are very low, but remember, this area is ideal for its ease of use. Finally, find out how many grueling battles you will need to plow through to maximize your Pokemon's Stat Exp. The remaining Stat Exp. you need after vitamins is 63504 - 25600, or 37904. Hence, the amount of Unown you must face is:

HP, Def, Spe: 37904 / 48 = 790 battles
Atk, Spc: 37904 / 72 = 527 battles

Say that the Pokemon that you are raising has two attacking moves with 15 PP each. This allows you to defeat 30 Unown before you have to go back to the Pokemon Center to restore the Pokemon's PP. To put this into perspective, you will need to travel to Ruins of Alph 27 times for HP, Defense, and Speed, and 18 times for Attack and Special for each Pokemon you train.

Like No One Ever Was: Obtaining Pokemon with Great DVs
As a trainer and competitor, you desire Pokemon that will work at their maximum potential. A Pokemon with maximum stats will obviously perform better than one without maximum stats. This means that, ideally, your Pokemon will have 63504 Stat Exp. and 15 DVs in every stat. So far, you have learned how to manipulate a Pokemon's Stat Exp., but DVs are a completely different story. DVs, unlike raw stats, are not visible to the player, and unlike Stat Exp., cannot be modified by the player. You must, therefore, obtain Pokemon with ideal DVs before doing any training. In later generations, RNG manipulation allows you to predict what IVs a Pokemon will receive and aim for the most ideal spread possible. Unfortunately, any theorized form of RNG abuse in RBY and GSC is completely impractical, so soft resetting is actually the optimal method.

Soft Resetting for Speed
Unless you are stacked with Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but it remains useful here. With this method, you will attempt to predict the Speed DV of a stationary Pokemon by using a Pokemon that will only be slower than the stationary Pokemon at the stationary Pokemon's highest possible Speed stat. Say, for example, that you want to capture Ho-oh at the Tin Tower in Pokemon Silver. Ho-oh appears at level 70: here are its possible stats for high Speed DVs:

DV | stat
15 | 152
14 | 150
13 | 149

You want Ho-oh to only outspeed your Pokemon at its maximum Speed possible. Now, raise a Pokemon with a Speed stat of 151. Put it at the front of your party, save your game before Ho-oh, then attempt to attack it. If your Pokemon moves before Ho-oh, its Speed is definitely not 152. If, however, Ho-oh moves first, there is a possibility that its Speed is 150 or 152. Attack Ho-oh several times to whittle its health down; if at any time Ho-oh moves second, you know it has 14 DVs and that you can reset. If Ho-oh moves first every turn, its Speed DV is 15. In a certain scenario, where the difference between 15 DVs and 14 DVs results in two adjacent Speed stat values, you will have to keep attacking and make sure Ho-oh never moves second, because there may be a Speed tie.

There is one hitch, however. In RBY and GSC, the Speed stat of your Pokemon is modified by what is called a badge modifier. If you have obtained the Thunder Badge in RBY or the Plain Badge in GSC, the Speed of your Pokemon in-game is boosted by 9/8. Hence, you must actually have a Speed stat that, when multiplied by 9/8 and rounded down, is equal to 177. This can be calculated as follows:

Actual Speed = ceil(8/9 x Desired Stat), = ceil(134.222) = 135

To verify this, we see that 135 * 9/8 = 151.875 = 151

The minimum and maximum stats of available legendary Pokemon, as well as the required badge modifier Speed, are listed below by version. Note that it is impossible for any badge modifier to result in a Speed stat that ends with a 9. Therefore, if a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0), you will have to aim for the next best thing: a stat that ends with an 8. Unfortunately, this widens the margin of error, so a Pokemon that outspeeds yours is not guaranteed to have 15 DVs.

Gold Version
Ho-oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-oh. In Gold Version, Ho-oh is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 109 | 121
Def | 77 | 89
SpA | 93 | 105
SpD | 128 | 140
Spe | 77 | 89 (79)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Gold Version, Lugia is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 131 | 152
Def | 187 | 208
SpA | 131 | 152
SpD | 220 | 241
Spe | 159 | 180 (159)

Note here that Lugia's maximum Speed is divisible by 10, so we must aim for 178 Speed, which, with the badge modifier, a 159 Speed stat satisfies.

Silver Version
Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Silver Version, Lugia is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 77 | 89
Def | 109 | 121
SpA | 77| 89
SpD | 128 | 140
Spe | 93 | 105 (93)

Ho-oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-oh. In Silver Version, Ho-oh is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 187 | 208
Def | 131 | 151
SpA | 159 | 180
SpD | 220 | 241
Spe | 131| 152 (135)

Crystal Version
Ho-Oh
After capturing Suicune, Raikou, and Entei, head to the Tin Tower in Ecruteak. The three sages will give you the Rainbow Wing. Climb to the top of the Tin Tower to encounter Ho-Oh. In Crystal Version, Ho-Oh is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 161 | 179
Def | 113 | 131
SpA | 137 | 155
SpD | 189 | 207
Spe | 113 | 131 (93)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Crystal Version, Lugia is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 113 | 131
Def | 131 | 151
SpA |113 | 180
SpD | 189 | 207
Spe | 137| 155 (137)

Suicune
After receiving the Clear Bell from the Radio Director in Goldenrod, head to the Tin Tower where you will encounter Suicune upon entry. Remember to save right outside of the Tin Tower. In Crystal Version, Suicune is found at level 4 0and has the following stats:

Stat | Min | Max
HP | 130 | 142
Atk | 65 | 77
Def | 97 | 109
SpA | 77 | 89
SpD | 97 | 109
Spe | 73 | 85 (75)

Breeding Stat Mechanics
In GSC, breeding is quite different than in later generations because the baby inherits certain DVs from the parent of the opposite gender, or Ditto if it is used. Note that a Ditto with desired Defense and Special DVs should always be used, because the baby will always inherit these DVs from it. DV inheritance is outlined as follows:

Attack: Generated completely at random, independent of the parents.
Defense: Always inherited from the relevant parent.
Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and otherwise plus).
Speed: Generated completely at random, independent of the parents.
HP: As always, is generated from the formula described earlier in the article.

As an example, consider breeding a Ditto with 13 DVs in Defense and 15 DVs in Special with a physical attacker such as Cubone. Let's say we are aiming for a Cubone with 13 DVs in Attack and Defense to receive Hidden Power Bug, as explained above.

Ditto's DVs:
Attack: (Irrelevant)
Defense: 13
Special: 15
Speed: (Irrelevant)

The baby Cubone will hatch with the following DVs:
Attack: X
Defense: 13
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. The probability of receiving an ideal Cubone is:
P = P(Y = 15) x P(X = 13) x P(Special = 15) = 1/16 x 1/16 x 1/2 = 1/512

Because all of the DVs in this scenario are odd, the HP DV is guaranteed to be 15.

Now, consider a Ditto bred with a pure special attacker such as Alakazam. We desire an Alakazam with flawless stats in everything but Attack, which we only need to be odd for maximum HP.

Ditto's DVs:
Attack: (Irrelevant)
Defense: 15
Special: 7 or 15
Speed: (Irrelevant)

The baby Abra will hatch with the following DVs:
Attack: X
Defense: 15
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. We desire a Speed DV of 15 and a flawless HP DV. The latter requires the Attack DV to be odd. The probability of receiving an ideal Abra is:

P = P(Y = 15) x P(X = Odd) x P(Special = 15) = 1/16 x 1/2 x 1/2 = 1/64

As you can see, the probability of receiving an ideal special attacker is much higher than that of a mixed or physical attacker, because a mixed or physical attacker must also have a perfect Attack DV.

Ditto: The Perfect Parent
Ditto is an ideal parent because the baby Pokemon will always inherit DVs from Ditto, regardless of its gender. All we need is a Ditto with ideal Defense and Special DVs. In Alakazam's case, its Defense DV must be equal to 15, and its Special DV must be equal to 15 or 7. In Pokemon Yellow, head to Cerulean Cave with a Pokemon at level 60 in the front of your party. Use a Max Repel and you will almost always encounter Ditto. The probability that a captured Ditto will have this combination is 1/128. The IVs are easy to check since Ditto's base stats are equal:

Stat | DV
80 | 15
79 | 14
78 | 13
77 | 12
74 | 10
71 | 7


Great job, I enjoyed reading it! A few things to note are keeping the voice consistent (i.e. switching between "you" and "we") and keeping the gender of Pokemon consistent (i.e. referring to Pokemon as people, such as "who", or things, such as "it" or "that"). The other fixes were mainly for clarity or to fix a minor error (such as an omitted article or a repeated word).

Let me know if you have any questions or comments about my corrections. I hope I was able to help!
 

Oglemi

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How Stats Work

Although the base stats in the first two generations have remained the same since their inception and although the maximum stats of an individual Pokemon are similar to those in later generations, the calculations involved are quite different. What we now call IVs are generally referred to in generations I and II as DVs, or diversification values. Similarly, an analog to EVs is used, called stat experience or stat exp., to determine the growth of a Pokemon's stats. Unlike the later generations, however, there is no cap on EVs and no natures to influence a Pokemon's stats.

DVs range from 0 to 15, and stat exp. can reach up to 65535 in all stats of the same Pokemon. These numbers, along with the Pokemon's base stats and level, are used in the following stat formulae:

STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E

where E = Level + 10 for HP
E = 5 for any other stat.

And StatPoint = int((SQRT(StatExp-1)+1)/4)

Hence, the Stat Exp. caps at 65025. Because the amount is rounded down during calculation, only 63002 are necessary.

The Special DV
Although the Special stat in RBY was split into Special Attack and Special Defense in GSC, they still hold a special bond in regards to their DVs. In order to keep reverse compatibility with RBY, Special Attack and Special Defense actually share the same DV. For instance, a flawless Pokemon caught or bred in GSC will remain flawless when it is traded back to RBY.

The HP DV
Not to be outdone, the HP stat undergoes some quirks. In the Pokemon's data structure, only four DVs are stored: Attack, Defense, Speed, and Special. The HP DV is determined by these four DVs are determined by the last bit of each of these stat last bit of each of these four DVs. An odd Attack DV adds 8, Defense adds 4, Speed adds 2, and Special adds 1. For example, a Lugia with the DVs 5 Atk, 15 Def, 13 Spe, and 13 Spc will have the following HP:

Attack = Odd, HP += 8
Defense = Odd, HP += 4
Speed = Odd, HP += 2
Special = Odd, HP += 1
resulting in an HP stat of 15.

On the other hand, a Dragonite with 15 Atk, 3 Def, 10 Spe, and 11 Spc will have 8 + 4 + 0 + 1, or 13 HP.

Pokemon Sexism
A Pokemon's gender is determined quite differently in GSC than in the later generations:; it is determined by the Pokemon's Attack DV alone rather than by a PID. This relationship is determined by the Pokemon's gender ratio, listed as follows:
Female:Male Gender Ratio | Female Attack IV range
1:7 | 0,1
1:3 | 0-4
1:1 | 0-6
3:1 | 0-11
All Female / Genderless | 0-15

Therefore, a female Eevee, who is in the 1:7 group, cannot have an Attack IV above 1; a female Pidgey, being of the 1:1 gender ratio, cannot have an Attack DV above 6; a Nidoqueen, being all female, can have up to 15 Attack. Since gender is determined by the Pokemon's DVs, a Pokemon traded from RBY to GSC will have the correct gender based on the above ratios.

Practicality over Beauty
In generations after GSC, shininess is a highly desired trait among competitive players and collectors. However, in GSC, shininess is the sign of an uncompetitive Pokemon. This is due to its direct relationship to IVs. The following criteria must be satisfied to make a Pokemon shiny:

  1. Its Attack DV must be equal to 2, 3, 6, 7, 10, 11, 14, or 15
  2. Its Defense, Speed, and Special DV must be equal to 10.
One point of interest is that a shiny female with a 1M:7F ratio, such as Eevee and its evolutions, cannot exist, since the required Attack IV for shiny Pokemon lies outside of the range for the gender range. The probability of a Pokemon is therefore calculated as follows:
P(shiny) = P(Atk)P(Def)P(Spe)P(Spc) = 1/2 x 1/16 x 1/16 x 1/16, or 1/8192, which is equivalent to the probability in later generations. Similarly to gender, a Pokemon caught in RBY that satisfies the above criteria will be shiny upon being traded to GSC.

Hidden Power
Hidden Power was introduced in GSC to beserve as an emergency coverage move (or even an emergency STAB in some cases) should a Pokemon's movepool be sparse. As in future generations, a itHidden Power's type and Base Power depend on the Pokemon's DVs. Its Base Power is determined by the following formula:

Base Power = floor(((5 × X + Y) ÷ 2) + 31)

To find X, consider the Pokemon's DVs in the order of Attack, Defense, Speed, and Special. Each DV will influence a 4-bit number, represented in binary. If the DV is 7 or less, its corresponding bit is 0; otherwise, it is 1. For example, a Pokemon with 14 Atk / 15 Def / 13 Spe / 6 Spc will have the value X = 1110, or in decimal, 14.

Y is equal to the last two bits of the Special DV. In other words:

Y = 0 if the Special DV is 0, 4, 8 or 12
Y = 1 if the Special DV is 1, 5, 9 or 13
Y = 2 if the Special DV is 2, 6, 10 or 14
Y = 3 if the Special DV is 3, 7, 11 or 15

In this case, since the Special DV is 6, y is equal to 2.

Plugging these values into the above Base Power equation yields:
Base Power = floor((5 x 14 + 3) ÷ 2 + 31) = floor(67.5) = 67

The type of Hidden Power is determined by itthe Pokemon's Attack and Defense DVs. Convert them to binary, take the last two bits of each number, and place them side by side. This is called the Type Value, which determines the type based on the following table:

Binary Number | Type
0000 | Fighting
0001 | Flying
0010 | Poison
0011 | Ground
0100 | Rock
0101 | Bug
0110 | Ghost
0111 | Steel
1000 | Fire
1001 | Water
1010 | Grass
1011 | Electric
1100 | Psychic
1101 | Ice
1110 | Dragon
1111 | Dark

Continuing from the example above:

Attack: 14 / 1110
Defense: 15 / 1111
Type Value = 1011

The type value corresponds to Electric. Therefore, the Hidden Power of this Pokemon is 67, Electric.

Marowak and Thick Club
When GSC hit the scene, Game Freak granted one of its most intimidating but underpowered Pokemon, Marowak, the Thick Club, which doubles its Attack stat while during battle. With the Thick Club attached, Marowak reaches an astounding 516 Attack. One of Marowak's most potent strategies is simply to boost with Swords Dance and simply sweep. In theory, Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, but the game can read the amount up to 1024. Because of this, the Attack stat would roll over to 8. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack after thea Swords Dance.

Stat Exp. and How to Obtain It
As in future generations, Stat Exp. is gained wupon then defeat of an opposing a Pokemon. The amount by which it increases is equal to the opposing Pokemon's base stats. As with the DVs, the Special Stat Exp. increases based on the Pokemon's base Special Attack. Thus, defeating a Golbat grants 75 HP, 80 Attack, 70 Defense, 65 Special, and 90 Speed. Due to the nature of how Stat Exp. areis gained and the fact that there is no cap, training is a bit different than in later generations; you are allowed quite a bit more leniency sincbecause you benefit from every battle.

Vitamins
Vitamins are some of the most useful items in Pokemon. In RBY and GSC, the vitamins add 2560 Stat Exp. to itsa particular stat, but cannot boost it beyond 25600 (h. Hence, a maximum of 10 can be used in each stat). The vVitamins can be purchased at the Celadon Dept. Store in RBY and the Goldenrod Dept. Store in GSC, for 9,800 Poké Dollars, and are listed as follows:

Vitamin | Stat Boosted
HP Up | HP
Protein | Attack
Iron | Defense
Calcium | Special
Carbos | Speed

Pokérus
In GSC and later generations, the Pokérus is a virus that exists solely to help you in Stat Exp. training. In battle, the amount of Stat Exp. gained is twice the normal valuA Pokemon that has been infected with the Pokérus virus will gain twice the normal value of Stat Exp. from a battle. For instance, in the example listed above, the wild Golbat would instead grant your Pokemon 150 HP, 160 Attack, 140 Defense, 130 Special, and 180 Speed if your Pokemon was infected with the virus. Unfortunately, the virus is extremely rare; the probability of contracting the virus from fighting a wild Pokemon is 3:65536, less than that of obtaining a wild shiny Pokemon. Once you have obtained it, the host Pokemon can carry it for any time between 1 and 4 days, depending on the strand number (which is outside of the scope of this article). When the game's clock reaches midnight, the Pokérus counter decreases; when it reaches 0, the host is cured of the Pokérus. It still gains the benefit of doubling the Stat Exp. gained each battle, but you are unno longer able to infect other Pokemon. To preserve the Pokérus, you may deposit the host in your PC, where it is no longer affected by the clock. As long as the host is in the PC when the clock reaches midnight, it will keep the Pokérus indefinitely. This technique is highly recommended so that you can infect multiplore Pokemon with the virus in the future.

Stat Exp. Training
Training for Stat Exp. in GSC is a grueling task, but with patience and a lot of time, it is very much possible. First, give Vitamins to the Pokemon you wish to train vitamins until you receive the message "It won't have any effect." This should take 10 or fewer Vitamins. Now, you must find a good place to train your Pokemon. Ideally, you neeshould find a place with only one wild Pokemon so that you can easily keep track of your stats. To make the process even easier, you need toshould choose a Pokemon whothat is weak enough to be OHKOed by your Pokemon. Ruins of Alph satisfies this requirement; only Unown are to be found, and they are so pathetically weak and slow that your Pokemon should be able to OHKO them every turn. Recall that Unown's base stats are 48 HP / 72 Atk / 48 Def / 72 Spc / 48 Spe. These numbers are very low, but remember, this area was chosenis ideal for its ease of use. Finally, find out how many grueling battles you will need to plow through to maximize your Pokemon's Stat Exp. The remaining Stat Exp. Weyou need after Vitamins is 63504 - 25600, or 37904. Hence, the amount of Unown you must face areis:

HP, Def, Spe: 37904 / 48 = 790 battles
Atk, Spc: 37904 / 72 = 527 battles

Say that the Pokemon that you are raising has two attacking moves with 15 PP each. This allows you to defeat 30 Unown before you have to go back to the Pokémon Center to restore the Pokemon's PP. To put this into perspective, you will need to travel to Ruins of Alph 27 times for HP, Defense, and Speed, and 18 times for Attack and Special for each Pokemon you need to train.

Like No One Ever Was: Obtaining Pokemon with Great DVs
As a trainer and competitor, you desire Pokemon whothat will work at their maximum potential. A Pokemon with maximum stats will obviously perform better than thosone without maximum stats. This means that, ideally, your Pokemon will have 63504 Stat Exp. and 15 DVs in every stat. So far, you have learned how to manipulate a Pokemon's Stat Exp., but DVs are a completely different story. DVs, unlike raw stats, are not visible to the player, and unlike Stat Exp., cannot be modified by the player. You must, thenrefore, obtain Pokemon with ideal DVs before doing any training. In later generations, RNG manipulation allows you to predict what IVs a Pokemon will receive and aim for the most ideal spread possible. Unfortunately, any theorized form of RNG abuse in RBY and GSC is completely impractical, so soft resetting is actually becomes the optimal method.

Soft Resetting for Speed
Unless you are stacked forwith Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but it serves a purpose here. Hereremains useful here. With this method, you will attempt to predict the Speed DV of a stationary Pokemon by underspeeding it at itsing a Pokemon that will only be slower than the stationary Pokemon at the stationary Pokemon's highest possible Speed stat. Say, for example, that you want to capture Ho-Oh at the Tin Tower in Pokémon Silver. Ho-Oh comeappears at level 70;: here are its possible stats for high Speed DVs:

DV | stat
15 | 152
14 | 150
13 | 149

You want Ho-Oh to have the maximum Speed possible whileonly outspeeding your Pokemon at its maximum Speed possible. Now, raise a Pokemon with a Speed stat of 151. Put it at the front of your party, save your game before Ho-Oh, then attempt to attack it. If your Pokemon moves before Ho-Oh, its Speed is definitely not 152. If, however, Ho-Oh moves first, there is a possibility that its Speed is 150 or 152. Attack the PokemonHo-Oh several times to whittle its health down, and; if at any time Ho-Oh moves second, weyou know it has 14 DVs and wethat you can reset. If Ho-Oh moves first every turn, its Speed DV is definitely 15. In the case15. In a certain scenario, where the difference between 15 DVs and 14 DVs results in two adjacent numberSpeed stat values, you will have to keep attacking and make sure Ho-Oh never moves second, because there may be a Speed tie.

There is one hitch, however. In RBY and GSC, the Speed stat of your Pokemon is modified by what is called a Badge modifier. If you have obtained the Thunder Badge in RBY or the Plain Badge in GSC, the Speed of your Pokemon in-game is boosted by 9/8. Hence, you must actually have a Speed stat that, when multiplied by 9/8 and rounded down, is equal to 177. This can be calculated as follows:

Actual Speed = ceil(8/9 x Desired Stat), = ceil(134.222) = 135

To verify this, we see that 135 * 9/8 = 151.875 = 151

The minimum and maximum stats of available legendary Pokemon, as well as the required Badge modifier Speed, are listed below by version. If a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0),Note that it is impossible for any Badge modifier to result in a Speed stat that ends with a 9. This meanserefore, if a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0), you will have to aim for the next best thing: a stat that ends with an 8. Plug in number to the above formula to receive your badge Speed. Unfortunately, this widens the margin of error, so a Pokemon that outspeeds yours is not guaranteed to have a 15 DVs.

Gold Version
Ho-Oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-Oh. In Gold Version, Ho-Oh is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 109 | 121
Def | 77 | 89
SpA | 93 | 105
SpD | 128 | 140
Spe | 77 | 89 (79)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Gold Version, Lugia is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 131 | 152
Def | 187 | 208
SpA | 131 | 152
SpD | 220 | 241
Spe | 159 | 180 (159)

Note here that Lugia's maximum Speed is divisible by 10, so we must aim to underspeed 178, whichfor 178 Speed, which, with the Badge modifier, a 159 Speed stat satisfies.

Silver Version
Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Silver Version, Lugia is found at level 40 and has the following stats:

Stat | Min | Max
HP | 134 | 146
Atk | 77 | 89
Def | 109 | 121
SpA | 77 | 89
SpD | 128 | 140
Spe | 93 | 105 (93)

Ho-Oh
After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-Oh. In Silver Version, Ho-Oh is found at level 70 and has the following stats:

Stat | Min | Max
HP | 228 | 249
Atk | 187 | 208
Def | 131 | 151
SpA | 159 | 180
SpD | 220 | 241
Spe | 131| 152 (135)

Crystal Version
Ho-Oh
After capturing Suicune, Raikou, and Entei, head to the Tin Tower in Ecruteak. The three sages will give you the Rainbow Wing. Climb to the top of the Tin Tower to encounter Ho-Oh. In Crystal Version, Ho-Oh is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 161 | 179
Def | 113 | 131
SpA | 137 | 155
SpD | 189 | 207
Spe | 113 | 131 (93)

Lugia
After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Crystal Version, Lugia is found at level 60 and has the following stats:

Stat | Min | Max
HP | 197 | 215
Atk | 113 | 131
Def | 131 | 151
SpA |113 | 180
SpD | 189 | 207
Spe | 137| 155 (137)

Suicune
After receiving the Clear Bell from the Radio Director in Goldenrod, head to the Tin Tower where you will encounter Suicune upon entry. Remember to save right outside of the Tin Tower. In Crystal Version, Suicune is found at level 40 and has the following stats:

Stat | Min | Max
HP | 130 | 142
Atk | 65 | 77
Def | 97 | 109
SpA | 77 | 89
SpD | 97 | 109
Spe | 73 | 85 (75)

Breeding Stat Mechanics
In GSC, breeding is quite different than in later generations. T because the baby inherits certain DVs from the parent of the opposite gender, or Ditto, if it is used. ANote that a Ditto with desired Defense and Special DVs should always be used sinc, because the baby will always inherit these DVs from it. DV inheritance is outlined as follows:

Attack: Generated completely at random, independent of the parents.
Defense: Always inherited from the relevant parent.
Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and plus otherwise plus).
Speed: Generated completely at random, independent of the parents.
HP: As always, is generated from the formula described earlier in the article.

As an example, consider breeding a Ditto with 13 DVs in Defense and 15 DVs in Special bred with a physical attacker such as Cubone. Let's say we are aiming for a Cubone with 13 DVs in Attack and Defense, as explained above to receive Hidden Power Bug, as explained above.

Ditto's DVs:
Attack: (Don't CareIrrelevant)
Defense: 13
Special: 15
Speed: (Don't CareIrrelevant)

The baby Cubone will hatch with the following DVs:
Attack: X
Defense: 13
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. The probability of receiving an ideal Cubone is:
P = P(Y = 15) x P(X = 13) x P(Special = 15) = 1/16 x 1/16 x 1/2 = 1/512

SincBecause all of the DVs in this scenario are odd, the HP DV is guaranteed to be 15.

Now, consider a Ditto bred with a pure special attacker such as Alakazam. We desire an Alakazam with flawless stats in everything but Attack, which we only needs to be odd for maximum HP.

Ditto's DVs:
Attack: (Don't CareIrrelevant)
Defense: 15
Special: 7 or 15
Speed: (Don't CareIrrelevant)

The baby Abra will hatch with the following DVs:
Attack: X
Defense: 15
Special: 7 or 15
Speed: Y

Where X and Y are randomly generated. We desire a Speed DV of 15 and a flawless HP DV. The latter requires the Attack DV to be odd. The probability of receiving thean ideal Abra is:

P = P(Y = 15) x P(X = Odd) x P(Special = 15) = 1/16 x 1/2 x 1/2 = 1/64

As you can see, the probability of receiving an ideal special attacker is much higher than that of a mixed or physical attacker, whobecause a mixed or physical attacker must also have a perfect Attack DV.

Ditto: The Perfect Parent
Ditto is an ideal parent because the baby Pokemon will always inherit DVs from Ditto, regardless of its gender. All we need is a Ditto with ideal Defense and Special DVs. In Alakazam's case, its Defense DV must be equal to 15, and its Special DV must be equal to 15 or 7. In Pokémon Yellow, head to Cerulean Cave and havewith a Pokemon at level 60 in the front of your party. Use a Max Repel and you will almost always encounter Ditto. The probability that a captured Ditto will have this combination is 1/128. The IVs are easy to check since Ditto's base stats are equal:

Stat | DV
80 | 15
79 | 14
78 | 13
77 | 12
74 | 10
71 | 7




GP Approved 1/2

Perfexionist's changes are in green and red
 
Soft Resetting for Speed
Unless you are stacked for Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but it serves a purpose here. Here, you will attempt to predict the Speed DV of a stationary Pokemon by underspeeding it at its highest possible Speed stat. Say, for example, that you want to capture Ho-oh at the Tin Tower in Pokemon Silver. Ho-oh comes at level 70; here are its possible stats for high Speed DVs:

DV | stat
15 | 152
14 | 150
13 | 149

You want Ho-oh to have the maximum Speed possible while outspeeding our Pokemon. Now, raise a Pokemon with a Speed stat of 151. Put it at the front of your party, save your game before Ho-oh, then attempt to attack it. If your Pokemon moves before Ho-oh, its Speed is definitely not 152. If, however, Ho-oh moves first, there is a possibility that its Speed is 150 or 152. Attack the Pokemon several times to whittle its health down, and if at any time Ho-oh moves second, we know it has 14 DVs and we can reset. If Ho-oh moves first every turn, its Speed DV is definitely 15.
If your Pokémon has a Speed stat of 151, then how could something with a Speed stat of 150 outspeed it? It seems to me that since a DV of 14 corresponds to a stat of 150 and a DV of 15 corresponds to a stat of 152, a Ho-oh with a DV of 14 (or lower) will always move after your Pokémon, while one with a DV of 15 will always move first. I realize the Badge boosts interfere with this simple logic, but at this point in the article, you haven't addressed them yet.

Ditto: The Perfect Parent
Ditto is an ideal parent because the baby Pokemon will always inherit DVs from Ditto, regardless of its gender. All we need is a Ditto with ideal Defense and Special DVs. In Alakazam's case, its Defense DV must be equal to 15, and its Special DV must be equal to 15 or 7. In Pokemon Yellow, head to Cerulean Cave and have a Pokemon at level 60 in the front of your party. Use a Max Repel and you will almost always encounter Ditto. The probability that a captured Ditto will have this combination is 1/128. The IVs are easy to check since Ditto's base stats are equal:

Stat | DV
80 | 15
79 | 14
78 | 13
77 | 12
74 | 10
71 | 7
If you choose to keep this method in the article, then you may want to specify the floor and also note that it doesn't have to be Yellow; Red and Blue work too. Here are the levels of leads you need when using Repels to encounter only Ditto (thanks to Serebii's Pokéarth):

R/B 1F: n/a
R/B 2F: 57-60
R/B B1F: 65-67
Y 1F: 56-60
Y 2F: n/a
Y B1F: 63-65

I'm a perfectionist when it comes to Pokémon games and am used to RNG'd Pokémon, so in a world where that's not possible, you may want to give your opinion on just how good players should insist their DVs are for both breeding and SRing (assuming they're going to be battling competitively of course). You may also want to mention the usefulness of the Viridian City Trainer House for Stat Exp. training, particularly if you can link with a game that has a party of 6 Mew or Celebi (either at low levels or with non-threatening moves). A list of the best DV spreads for each Hidden Power 70 may be helpful too (though that is available on other sites such as Psypokes).

Great job! :)
 

Nix_Hex

Uangaana kasuttortunga!
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Ho-oh is a weird case where 15 and 14 cause a difference of 2 Speed. I'm going to change that example altogether.
 
just gonna finish this off super quick

Marowak and Thick Club
When GSC hit the scene, Game Freak granted one of its most intimidating but underpowered Pokemon, Marowak, the Thick Club, which doubles its Attack stat during battle. With the Thick Club attached, Marowak reaches an astounding 516 Attack. One of Marowak's most potent strategies is simply to boost with Swords Dance and sweep. In theory, Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, but the game can read the amount up to 1024. Because of this, the Attack stat would roll over to 8. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack after a Swords Dance.
Stat Exp. Training
Training for Stat Exp. in GSC is a grueling task, but with patience and a lot of time, it is very much possible. First, give Vitamins to the Pokemon you wish to train until you receive the message "It won't have any effect." This should take 10 or fewer Vitamins. Now, you must find a good place to train your Pokemon. Ideally, you sould should find a place with only one wild Pokemon so you can easily keep track of your stats. To make the process even easier, you need to choose a Pokemon that is weak enough to be OHKOed by your Pokemon. Ruins of Alph satisfies this requirement; only Unown are to be found, and they are so pathetically weak and slow that your Pokemon should be able to OHKO them every turn. Recall that Unown's base stats are 48 HP / 72 Atk / 48 Def / 72 Spc / 48 Spe. These numbers are very low, but remember, this area is ideal for its ease of use. Finally, find out how many grueling battles you will need to plow through to maximize your Pokemon's Stat Exp. The remaining Stat Exp. you need is 63504 - 25600, or 37904. Hence, the amount of Unown you must face are:
Soft Resetting for Speed
Unless you are stacked with Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next catch will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but remains useful here. With this method, you will attempt to predict the Speed DV of a stationary Pokemon by using a Pokemon that will only be slower than the stationary Pokemon at the stationary Pokemon's highest possible Speed stat. Say, for example, that you want to capture Ho-oh Ho-Oh at the Tin Tower in Pokemon Silver. Ho-oh Ho-Oh comes at level 70; here are its possible stats for high Speed DVs:
Breeding Stat Mechanics
In GSC, breeding is quite different than in later generations because the baby inherits certain DVs from the parent of the opposite gender, or Ditto if it is used. Note that a Ditto with desired Defense and Special DVs should always be used, because the baby will always inherit these DVs from it. DV inheritance is outlined as follows:

Attack: Generated completely at random, independent of the parents.
Defense: Always inherited from the relevant parent.
Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and otherwise(space)plus).
Speed: Generated completely at random, independent of the parents.
HP: As always, is generated from the formula described earlier in the article.

[gp]2/2[/gp]
 

sandshrewz

POTATO
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HTML:
[title]
All About Stats, Training, and Breeding in RBY / GSC
[head]
<meta name="description" content="A guide on stats, training, and breeding in RBY/GSC by NixHex" />
[page]
<div class="author">by <a href="/forums/member.php?u=40064">NixHex</a>, with help from <a href="/forums/member.php?u=5304">ΩDonut</a> and <a href="/forums/member.php?u=29595">.Maguss.</a>.</div>

<ol class="toc">
  <li><a href="#howstatswork">How stats work in RBY / GSC</a>
      <ul>
      <li>Stat formulas for HP and all other stats</li>
      <li>DVs
          <ul>
              <li><a href="#specialdv">The Special DV</a></li>
              <li><a href="#hpdv">The HP DV</a></li>
              <li><a href="#gender">Pokemon sexism: How DVs determine gender</a></li>
              <li><a href="#shiny">Practical, not Pretty: How DVs determine shininess</a></li>
              <li><a href="#hiddenpower">Hidden Power</a></li>
              <li><a href="#marowak">Marowak / Thick Club</a></li>
          </ul>
      </li>
      <li><a href="#statexp">Stat Exp. and how to obtain it.</a>
          <ul>
              <li><a href="#vitamins">Vitamins</a></li>
              <li><a href="#pokerus">Pokérus</a></li>
              <li><a href="#training">Stat Exp. Training</a></li>
          </ul>
      </li>
      </ul>
    </li>
    <li><a href="#greatdvs">Like No One Ever Was: Obtaining Pokemon with great DVs</a>
      <ul>
          <li><a href="#softreset">Soft Resetting w/ Badge modifiers</a></li>
          <li><a href="#breeding">Breeding Stat Mechanics</a></li>
          <li><a href="#ditto">Ditto: The Perfect Parent</a></li>
      </ul>
    </li>
</ol>

<h2><a name="howstatswork">How Stats Work</a></h2>

<p>Although the base stats in the first two generations have remained the same since their inception and although the maximum stats of an individual Pokemon are similar to those in later generations, the calculations involved are quite different. What we now call IVs are generally referred to in generations I and II as DVs, or diversification values. Similarly, an analog to EVs is used, called stat experience or stat exp., to determine the growth of a Pokemon's stats. Unlike the later generations, however, there is no cap on EVs and no natures to influence a Pokemon's stats.</p>

<p>DVs range from 0 to 15, and stat exp. can reach up to 65535 in all stats of the same Pokemon. These numbers, along with the Pokemon's base stats and level, are used in the following stat formulae:</p>

<pre>STAT = int(((BaseStat + DV)*2+StatPoint)*Level/100)+E

where E = Level + 10 for HP
E = 5 for any other stat.

And StatPoint = int((SQRT(StatExp-1)+1)/4)</pre>

<p>Hence, the Stat Exp. caps at 65025. Because the amount is rounded down during calculation, only 63002 are necessary.</p>

<h3><a name="specialdv">The Special DV</a></h3>

<p>Although the Special stat in RBY was split into Special Attack and Special Defense in GSC, they still hold a special bond in regards to their DVs. In order to keep reverse compatibility with RBY, Special Attack and Special Defense actually share the same DV. For instance, a flawless Pokemon caught or bred in GSC will remain flawless when it is traded back to RBY.</p>

<h3><a name="hpdv">The HP DV</a></h3>

<p>Not to be outdone, the HP stat undergoes some quirks. In the Pokemon's data structure, only four DVs are stored: Attack, Defense, Speed, and Special. The HP DV is determined by the last bit of each of these four DVs. An odd Attack DV adds 8, Defense adds 4, Speed adds 2, and Special adds 1. For example, a Lugia with the DVs 5 Atk, 15 Def, 13 Spe, and 13 Spc will have the following HP:</p>

<p>Attack = Odd, HP += 8<br />
Defense = Odd, HP += 4<br />
Speed = Odd, HP += 2<br />
Special = Odd, HP += 1<br />
resulting in an HP stat of 15.</p>

<p>On the other hand, a Dragonite with 15 Atk, 3 Def, 10 Spe, and 11 Spc will have 8 + 4 + 0 + 1, or 13 HP.</p>

<h3><a name="gender">Pokemon Sexism</a></h3>

<p>A Pokemon's gender is determined quite differently in GSC than in the later generations: it is determined by the Pokemon's Attack DV alone rather than by a PID. This relationship is determined by the Pokemon's gender ratio, listed as follows:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Female:Male Gender Ratio</th>
      <th>Female Attack IV range</th>
    </tr>
  </thead>
   <tbody>
     <tr>
       <td>1:7</td>
       <td>0,1</td>
     </tr>
     <tr class="a">
       <td>1:3</td>
       <td>0-4</td>
     </tr>
     <tr>
       <td>1:1</td>
       <td>0-6</td>
     </tr>
     <tr class="a">
       <td>3:1</td>
       <td>0-11</td>
     </tr>
     <tr>
       <td>All Female / Genderless</td>
       <td>0-15</td>
     </tr>
    </tbody>
</table>

<p>Therefore, a female Eevee, who is in the 1:7 group, cannot have an Attack IV above 1; a female Pidgey, being of the 1:1 gender ratio, cannot have an Attack DV above 6; a Nidoqueen, being all female, can have up to 15 Attack. Since gender is determined by the Pokemon's DVs, a Pokemon traded from RBY to GSC will have the correct gender based on the above ratios.</p>

<h3><a name="shiny">Practicality over Beauty</a></h3>

<p>In generations after GSC, shininess is a highly desired trait among competitive players and collectors. However, in GSC, shininess is the sign of an uncompetitive Pokemon. This is due to its direct relationship to IVs. The following criteria must be satisfied to make a Pokemon shiny:</p>

<ol>
  <li>Its Attack DV must be equal to 2, 3, 6, 7, 10, 11, 14, or 15</li>
  <li>Its Defense, Speed, and Special DV <em>must</em>be equal to 10.</li>
</ol>

<p>One point of interest is that a shiny female with a 1M:7F ratio, such as Eevee and its evolutions, cannot exist, since the required Attack IV for shiny Pokemon lies outside of the range for the gender range. The probability of a Pokemon is therefore calculated as follows:</p>

<p>P(shiny) = P(Atk)P(Def)P(Spe)P(Spc) = 1/2 x 1/16 x 1/16 x 1/16, or 1/8192, which is equivalent to the probability in later generations. Similarly to gender, a Pokemon caught in RBY that satisfies the above criteria will be shiny upon being traded to GSC.</p>

<h3><a name="hiddenpower">Hidden Power</a></h3>

<p>Hidden Power was introduced in GSC to serve as an emergency coverage move—or even an emergency STAB in some cases—should a Pokemon's movepool be sparse. As in future generations, a Hidden Power's type and Base Power depend on the Pokemon's DVs. Its Base Power is determined by the following formula:</p>

<pre>Base Power = floor(((5 × X + Y) ÷ 2) + 31)</pre>

<p>To find X, consider the Pokemon's DVs in the order of Attack, Defense, Speed, and Special. Each DV will influence 4-bit number, represented in binary. If the DV is 7 or less, its corresponding bit is 0; otherwise, it is 1. For example, a Pokemon with 14 Atk / 15 Def / 13 Spe / 6 Spc will have the value X = 1110, or in decimal, 14.</p>

<p>Y is equal to the last two bits of the Special DV. In other words:</p>

<p>Y = 0 if the Special DV is 0, 4, 8 or 12<br />
Y = 1 if the Special DV is 1, 5, 9 or 13<br />
Y = 2 if the Special DV is 2, 6, 10 or 14<br />
Y = 3 if the Special DV is 3, 7, 11 or 15 </p>

<p>In this case, since the Special DV is 6, y is equal to 2.</p>

<p>Plugging these values into the above Base Power equation yields:</p>

<pre>Base Power = floor((5 x 14 + 3) ÷ 2 + 31) = floor(67.5) = 67</pre>

<p>The type of Hidden Power is determined by the Pokemon's Attack and Defense DVs. Convert them to binary, take the last two bits of each number, and place them side by side. This is called the Type Value, which determines the type based on the following table:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Binary Number</th>
      <th>Type</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>0000</td>
      <td>Fighting</td>
    </tr>
    <tr class="a">
      <td>0001</td>
      <td>Flying</td>
    </tr>
    <tr>
      <td>0010</td>
      <td>Poison</td>
    </tr>
    <tr class="a">
      <td>0011</td>
      <td>Ground</td>
    </tr>
    <tr>
      <td>0100</td>
      <td>Rock</td>
    </tr>
    <tr class="a">
      <td>0110</td>
      <td>Ghost</td>
    </tr>
    <tr>
      <td>0111</td>
      <td>Steel</td>
    </tr>
    <tr class="a">
      <td>1000</td>
      <td>Fire</td>
    </tr>
    <tr>
      <td>1001</td>
      <td>Water</td>
    </tr>
    <tr class="a">
      <td>1010</td>
      <td>Grass</td>
    </tr>
    <tr>
      <td>1011</td>
      <td>Electric</td>
    </tr>
    <tr class="a">
      <td>1100</td>
      <td>Psychic</td>
    </tr>
    <tr>
      <td>1101</td>
      <td>Ice</td>
    </tr>
    <tr class="a">
      <td>1110</td>
      <td>Dragon</td>
    </tr>
    <tr>
      <td>1111</td>
      <td>Dark</td>
    </tr>
  </tbody>
</table>

<p>Continuing from the example above:</p>

<p>Attack: 14 / 11<strong>10</strong>
Defense: 15 / <strong>1111</strong>
Type Value = 1011</p>

<p>The type value corresponds to Electric. Therefore, the Hidden Power of this Pokemon is 67, Electric.</p>

<h3><a name="marowak">Marowak and Thick Club</a></h3>

<p>When GSC hit the scene, Game Freak granted one of its most intimidating but underpowered Pokemon, Marowak, the Thick Club, which doubles its Attack stat during battle. With the Thick Club attached, Marowak reaches an astounding 516 Attack. One of Marowak's most potent strategies is simply to boost with Swords Dance and sweep. In theory, Marowak could reach an Attack stat of 1032. However, the maximum Attack stat allowed in GSC is 999, but the game can read the amount up to 1024. Because of this, the Attack stat would roll over to 8. To rectify this, Marowak can use an Attack DV of 13, which will allow it to have 996 Attack a Swords Dance.</p>

<h2><a name="statexp">Stat Exp. and How to Obtain It</a></h2>

<p>As in future generations, Stat Exp. is gained upon the defeat of an opposing Pokemon. The amount by which it increases is equal to the opposing Pokemon's base stats. As with the DVs, the Special Stat Exp. increases based on the Pokemon's base Special Attack. Thus, defeating a Golbat grants 75 HP, 80 Attack, 70 Defense, 65 Special, and 90 Speed. Due to the nature of how Stat Exp. is gained and the fact that there is no cap, training is a bit different than in later generations; you are allowed quite a bit more leniency because you benefit from every battle</p>

<h3><a name="vitamins">Vitamins</a></h3>

<p>Vitamins are some of the most useful items in Pokemon. In RBY and GSC, the vitamins add 2560 Stat Exp. to its particular stat, but cannot boost it beyond 25600 (hence, a maximum of 10 can be used in each stat). The vitamins can be purchased at the Celadon Dept. Store in RBY and the Goldenrod Dept. Store in GSC, for 9,800 Poké Dollars, and are listed as follows:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Vitamin</th>
      <th>Stat Boosted</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP Up</td>
      <td>HP</td>
    </tr>
    <tr class="a">
      <td>Protein</td>
      <td>Attack</td>
    </tr>
    <tr>
      <td>Iron</td>
      <td>Defense</td>
    </tr>
    <tr class="a">
      <td>Calcium</td>
      <td>Special</td>
    </tr>
    <tr>
      <td>Carbos</td>
      <td>Speed</td>
    </tr>
  </tbody>
</table>

<h3><a name="pokerus">Pokérus</a></h3>

<p>In GSC and later generations, the Pokérus is a virus that exists solely to help you in Stat Exp. training. A Pokemon that has been infected with the Pokérus virus will gain twice the normal value of Stat Exp. from a battle. For instance, in the example listed above, the wild Golbat would instead grant your Pokemon 150 HP, 160 Attack, 140 Defense, 130 Special, and 180 Speed if your Pokemon was infected with the virus. Unfortunately, the virus is extremely rare; the probability of contracting the virus from fighting a wild Pokemon is 3:65536, less than that of obtaining a wild shiny Pokemon. Once you have obtained it, the host Pokemon can carry it for any time between 1 and 4 days, depending on the strand number (which is outside of the scope of this article). When the game's clock reaches midnight, the Pokérus counter decreases; when it reaches 0, the host is cured of the Pokerus. It still gains the benefit of doubling the Stat Exp. gained each battle, but you are unable to infect other Pokemon. To preserve the Pokérus, you may deposit the host in your PC, where it is no longer affected by the clock. As long as the host is in the PC when the clock reaches midnight, it will keep the Pokérus indefinitely. This technique is highly recommended so that you can infect multiple Pokemon in the future.</p>

<h3><a name="training">Stat Exp. Training</a></h3>

<p>Training for Stat Exp. in GSC is a grueling task, but with patience and a lot of time, it is very much possible. First, give Vitamins to the Pokemon you wish to train until you receive the message "It won't have any effect." This should take 10 or fewer Vitamins. Now, you must find a good place to train your Pokemon. Ideally, you sould find a place with only one wild Pokemon so you can easily keep track of your stats. To make the process even easier, you need to choose a Pokemon that is weak enough to be OHKOed by your Pokemon. Ruins of Alph satisfies this requirement; only Unown are to be found, and they are so pathetically weak and slow that your Pokemon should be able to OHKO them every turn. Recall that Unown's base stats are 48 HP / 72 Atk / 48 Def / 72 Spc / 48 Spe. These numbers are very low, but remember, this area is ideal for its ease of use. Finally, find out how many grueling battles you will need to plow through to maximize your Pokemon's Stat Exp. The remaining Stat Exp. you need is 63504 - 25600, or 37904. Hence, the amount of Unown you must face are:</p>

<p>HP, Def, Spe: 37904 / 48 = 790 battles<br />
Atk, Spc: 37904 / 72 = 527 battles</p>

<p>Say that the Pokemon that you are raising has two attacking moves with 15 PP each. This allows you to defeat 30 Unown before you have to go back to the Pokemon Center to restore the Pokémon's PP. To put this into perspective, you will need to travel to Ruins of Alph 27 times for HP, Defense, and Speed, and 18 times for Attack and Special for each Pokemon you train.</p>

<h2><a name="greatdvs">Like No One Ever Was: Obtaining Pokemon with Great DVs</a></h2>

<p>As a trainer and competitor, you desire Pokemon that will work at their maximum potential. A Pokemon with maximum stats will obviously perform better than one without maximum stats. This means that ideally, your Pokemon will have 63504 Stat Exp. and 15 DVs in every stat. So far, you have learned how to manipulate a Pokemon's Stat Exp., but DVs are a completely different story. DVs, unlike raw stats, are not visible to the player, and unlike Stat Exp., cannot be modified by the player. You must, therefore, obtain Pokemon with ideal DVs before doing any training. In later generations, RNG manipulation allows you to predict what IVs a Pokemon will receive and aim for the most ideal spread possible. Unfortunately, any theorized form of RNG abuse in RBY and GSC is completely impractical, so soft resetting is actually the optimal method.</p>

<h3><a name="softreset">Soft Resetting for Speed</a></h3>

<p>Unless you are stacked with Master Balls, soft resetting requires hours of capturing Pokemon with undesirable DVs, hoping that the next catch will be better. Speed resetting is a technique formerly used in later generations that was made obsolete by RNG abuse, but remains useful here. With this method, you will attempt to predict the Speed DV of a stationary Pokemon by using a Pokemon that will only be slower than the stationary Pokemon at the stationary Pokemon's highest possible Speed stat. Say, for example, that you want to capture Ho-oh at the Tin Tower in Pokemon Silver. Ho-Oh comes at level 70; here are its possible stats for high Speed DVs:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>DV</th>
      <th>Stat</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>15</td>
      <td>152</td>
    </tr>
    <tr class="a">
      <td>14</td>
      <td>150</td>
    </tr>
    <tr>
      <td>13</td>
      <td>149</td>
    </tr>
  </tbody>
</table>

<p>You want Ho-Oh only to outspeed your Pokemon at its maximum Speed possible. Now, raise a Pokemon with a Speed stat of 151. Put it at the front of your party, save your game before Ho-Oh, then attempt to attack it. If your Pokemon moves before Ho-Oh, its Speed is definitely not 152. In a certain scenario, where the difference between 15 DVs and 14 DVs results in two adjacent Speed stat values, you will have to keep attacking and make sure that the stationary Pokémon never moves second, because there may be a Speed tie.</p>

<p>There is one hitch, however. In RBY and GSC, the Speed stat of your Pokemon is modified by what is called a Badge modifier. If you have obtained the Thunder Badge in RBY or the Plain Badge in GSC, the Speed of your Pokemon in-game is boosted by 9/8. Hence, you must actually have a Speed stat that, when multiplied by 9/8 and rounded down, is equal to 177. This can be calculated as follows:</p>

<pre>Actual Speed = ceil(8/9 x Desired Stat), = ceil(134.222) = 135</pre>

<p>To verify this, we see that 135 * 9/8 = 151.875 = 151</p>

<p>The minimum and maximum stats of available legendary Pokemon, as well as the required Badge modifier Speed, are listed below by version.Note that it is impossible for any Badge modifier to result in a Speed stat that ends with a 9. Therefore, if a Pokemon's maximum Speed is divisible by 10 (meaning it ends with a 0), you will have to aim for the next best thing: a stat that ends with an 8. Unfortunately, this widens the margin of error, so a Pokemon that outspeeds yours is not guaranteed to have 15 DVs.</p>

<h4>Gold Version</h4>

<p><strong>Ho-Oh</strong></p>

<p>After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-Oh. In Gold Version, Ho-Oh is found at level 40 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>134</td>
      <td>146</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>109</td>
      <td>121</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>77</td>
      <td>89</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>93</td>
      <td>105</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>128</td>
      <td>140</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>77</td>
      <td>89 (79)</td>
    </tr>
  </tbody>
</table>

<p><strong>Lugia</strong></p>

<p>After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Gold Version, Lugia is found at level 70 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>228</td>
      <td>249</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>131</td>
      <td>152</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>187</td>
      <td>208</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>131</td>
      <td>152</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>220</td>
      <td>241</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>159</td>
      <td>180 (159)</td>
    </tr>
  </tbody>
</table>

<h4>Silver Version</h4>

<p><strong>Lugia</strong></p>

<p>After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Silver Version, Lugia is found at level 40 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>134</td>
      <td>146</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>77</td>
      <td>89</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>109</td>
      <td>121</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>77</td>
      <td>89</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>128</td>
      <td>140</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>93</td>
      <td>105 (93)</td>
    </tr>
  </tbody>
</table>

<p><strong>Ho-Oh</strong></p>

<p>After receiving the Rainbow Wing, climb to the top of the Tin Tower in Ecruteak City where you will face Ho-Oh. In Silver Version, Ho-Oh is found at level 70 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>228</td>
      <td>249</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>187</td>
      <td>208</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>131</td>
      <td>151</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>159</td>
      <td>180</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>220</td>
      <td>241</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>131</td>
      <td>152 (135)</td>
    </tr>
  </tbody>
</table>

<h4>Crystal Version</h4>

<p><strong>Ho-Oh</strong></p>

<p>After capturing Suicune, Raikou, and Entei, head to the Tin Tower in Ecruteak. The three sages will give you the Rainbow Wing. Climb to the top of the Tin Tower to encounter Ho-Oh. In Crystal Version, Ho-Oh is found at level 60 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>197</td>
      <td>215</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>161</td>
      <td>179</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>113</td>
      <td>131</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>137</td>
      <td>155</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>189</td>
      <td>207</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>113</td>
      <td>131 (93)</td>
    </tr>
  </tbody>
</table>

<p><strong>Lugia</strong></p>

<p>After receiving the Silver Wing, head over to the Whirl Islands between Cianwood and Olivine and face Lugia at the bottom floor. In Crystal Version, Lugia is found at level 60 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>197</td>
      <td>215</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>113</td>
      <td>131</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>131</td>
      <td>151</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>113</td>
      <td>180</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>189</td>
      <td>207</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>137</td>
      <td>155 (137)</td>
    </tr>
  </tbody>
</table>

<p><strong>Suicune</strong></p>

<p>After receiving the Clear Bell from the Radio Director in Goldenrod, head to the Tin Tower where you will encounter Suicune upon entry. Remember to save right outside of the Tin Tower. In Crystal Version, Suicune is found at level 40 and has the following stats:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>Min</th>
      <th>Max</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>HP</td>
      <td>130</td>
      <td>142</td>
    </tr>
    <tr class="a">
      <td>Atk</td>
      <td>65</td>
      <td>77</td>
    </tr>
    <tr>
      <td>Def</td>
      <td>97</td>
      <td>109</td>
    </tr>
    <tr class="a">
      <td>SpA</td>
      <td>77</td>
      <td>89</td>
    </tr>
    <tr>
      <td>SpD</td>
      <td>97</td>
      <td>109</td>
    </tr>
    <tr class="a">
      <td>Spe</td>
      <td>73</td>
      <td>85 (75)</td>
    </tr>
  </tbody>
</table>

<h3><a name="breeding">Breeding Stat Mechanics</a></h3>

<p>In GSC, breeding is quite different than in later generations because the baby inherits certain DVs from the parent of the opposite gender, or Ditto if it is used. Note that a Ditto with desired Defense and Special DVs should always be used, because the baby will always inherit these DVs from it. DV inheritance is outlined as follows:</p>

<p>Attack: Generated completely at random, independent of the parents.<br />
Defense: Always inherited from the relevant parent.<br />
Special: Inherited from the relevant parent 50% of the time. If it is not inherited, the DV generated is the parent's Special stat +-8 (minus if the parent's DV is between 8 and 15, and otherwiseplus).<br />
Speed: Generated completely at random, independent of the parents.<br />
HP: As always, is generated from the formula described earlier in the article.</p>

<p>As an example, consider breeding a Ditto with 13 DVs in Defense and 15 DVs in Special with a physical attacker such as Cubone. Let's say we are aiming for a Cubone with 13 DVs in Attack and Defense to receive Hidden Power Bug, as explained above.</p>

<p>Ditto's DVs:<br />
Attack: (Irrelevant)<br />
Defense: 13<br />
Special: 15<br />
Speed: (Irrelevant)</p>

<p>The baby Cubone will hatch with the following DVs:<br />
Attack: X<br />
Defense: 13<br />
Special: 7 or 15<br />
Speed: Y</p>

<p>Where X and Y are randomly generated. The probability of receiving an ideal Cubone is:</p>

<pre>P = P(Y = 15) x P(X = 13) x P(Special = 15) = 1/16 x 1/16 x 1/2 = 1/512</pre>

<p>Because all of the DVs in this scenario are odd, the HP DV is guaranteed to be 15.</p>

<p>Now, consider a Ditto bred with a pure special attacker such as Alakazam. We desire an Alakazam with flawless stats in everything but Attack, which we only need to be odd for maximum HP.</p>

<p>Ditto's DVs:<br />
Attack: (Irrelevant)<br />
Defense: 15<br />
Special: 7 or 15<br />
Speed: (Irrelevant)</p>

<p>The baby Abra will hatch with the following DVs:<br />
Attack: X<br />
Defense: 15<br />
Special: 7 or 15<br />
Speed: Y</p>

<p>Where X and Y are randomly generated. We desire a Speed DV of 15 and a flawless HP DV. The latter requires the Attack DV to be odd. The probability of receiving an ideal Abra is:</p>

<pre>P = P(Y = 15) x P(X = Odd) x P(Special = 15) = 1/16 x 1/2 x 1/2 = 1/64</pre>

<p>As you can see, the probability of receiving an ideal special attacker is much higher than that of a mixed or physical attacker, because a mixed or physical attacker must also have a perfect Attack DV.</p>

<h3><a name="ditto">Ditto: The Perfect Parent</a></h3>

<p>Ditto is an ideal parent because the baby Pokemon will always inherit DVs from Ditto, regardless of its gender. All we need is a Ditto with ideal Defense and Special DVs. In Alakazam's case, its Defense DV must be equal to 15, and its Special DV must be equal to 15 or 7. In Pokémon Yellow, head to Cerulean Cave with a Pokemon at level 60 in the front of your party. Use a Max Repel and you will almost always encounter Ditto. The probability that a captured Ditto will have this combination is 1/128. The IVs are easy to check since Ditto's base stats are equal:</p>

<table class="sortable">
  <thead>
    <tr>
      <th>Stat</th>
      <th>DV</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>80</td>
      <td>15</td>
    </tr>
    <tr class="a">
      <td>79</td>
      <td>14</td>
    </tr>
    <tr>
      <td>78</td>
      <td>13</td>
    </tr>
    <tr class="a">
      <td>77</td>
      <td>12</td>
    </tr>
    <tr>
      <td>74</td>
      <td>10</td>
    </tr>
    <tr class="a">
      <td>71</td>
      <td>7</td>
    </tr>
  </tbody>
</table>
Done NixHex~ :)
 

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