Special Moves in Pokemon XD: Gale of Darkness [GP 2/2]

Nix_Hex

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Approved by macle 1/19/2011

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Contents
1. Introduction
2. Special Pokemon
3. Capture Guide

  • How to Obtain Perfect Speed IVs
  • The Shadow Boost Factor
  • How to Obtain Perfect HP IVs
  • How to do Your Own Shadow Boost Tests
  • Utility Items and Pokemon
  • How to Deduce your Pokemon's Nature
  • Protected Save Factor
  • Ability Factor
4. Move Tutor

  • Nightmare
  • Sky Attack
  • Selfdestruct
  • Mew Move Tutor
5. Conclusion

Introduction

Pokemon XD: Gale of Darkness is the sequel to Pokemon Colosseum, making it the second fully 3D Pokemon adventure on the GameCube. Casual players were dismayed at the lack of gym leaders and the limited availability of wild Pokemon. However, the game offered unique and invaluable features for competitive players that are still relevant in competitive play. Thanks to the ability to transfer Pokemon from your 4th Generation game to Black and White, these unique monsters can still be used today! This is intended to be an exhaustive tutorial on obtaining Pokemon with unique and useful moves. As such, all Pokemon who obtain Refresh or moves they cannot utilize effectively (such as Marowak with Sing) are absent from the list. You will also learn, in great detail, the means by which you can work around frustrating game mechanics, namely Shadow Boosts.

Special Pokemon

From very early on in your adventure, you will start catching and purifying Shadow Pokemon. As they are purified, they will typically learn a few egg moves, and when purification is complete, an exclusive move. Since Emerald and 4th Generation Move Tutors are able to teach some of these moves to those Pokemon, it is no longer advisable to reset for all of the Shadow Pokemon, especially with the advent of RNG Abuse becoming widespread in those games. Still, there are a great number of Pokemon whose attacks are exclusive to this game, the most notable of which are listed below, along with their minimum and maximum stats for all natures and their Shadow Boosts (more on this later).

Stat: / (Negative Nature) / (Neutral Nature) / (Positive Nature) / +Shadow Boost

Poochyena - Lv. 10 - Heal Bell

HP: 27 - 30
Atk: (14 - 17) / (16 - 19) / (17 - 20)
Def: (10 - 13) / (12 - 15) / (13 - 16)
SpA: (9 - 12) / (11 - 14) / (12 - 15)
SpD: (9 - 12) / (11 - 14) / (12 - 15)
Spe: (10 - 13) / (12 - 15) / (13 - 16) +1

Duskull - Lv. 19 - Helping Hand

HP: 36 - 42 +4 to +5
Atk: (18 - 23) / (20 - 26) / (22 - 28)
Def: (35 - 40) / (39 - 45) / (42 - 49)
SpA: (14 - 19) / (16 - 22) / (17 - 24)
SpD: (35 - 40) / (39 - 45) / (42 - 49)
Spe: (12 - 18) / (14 - 20) / (15 - 22) +2

Snorunt - Lv. 20 - Sing

HP: 50 - 56
Atk: (22 - 27) / (25 - 31) / (27 - 34)
Def: (22 - 27) / (25 - 31) / (27 - 34)
SpA: (22 - 27) / (25 - 31) / (27 - 34)
SpD: (22 - 27) / (25 - 31) / (27 - 34)
Spe: (22 - 27) / (25 - 31) / (27 - 34) +5

Natu - Lv. 22 - Baton Pass

HP: 49 - 56
Atk: (24 - 29) / (27 - 33) / (29 - 36)
Def: (21 - 27) / (24 - 31) / (26 - 34)
SpA: (31 - 37) / (35 - 42) / (38 - 46)
SpD: (21 - 27) / (24 - 31) / (26 - 34)
Spe: (31 - 37) / (35 - 42) / (38 - 46) +5

Lunatone - Lv. 25 - Baton Pass

HP: 70 - 77
Atk: (28 - 36) / (32 - 40) / (35 - 44)
Def: (33 - 40) / (37 - 45) / (40 - 49)
SpA: (46 - 54) / (52 - 60) / (57 - 66)
SpD: (42 - 49) / (47 - 55) / (51 - 60)
Spe: (36 - 42) / (40 - 47) / (44 - 51) +5

Togepi - Lv. 25 - Helping Hand, Tri Attack

HP: 52 - 60 +0
Atk: (13 - 19) / (15 - 22) / (16 - 24)
Def: (33 - 40) / (37 - 45) / (40 - 49)
SpA: (22 - 28) / (25 - 32) / (27 - 35)
SpD: (33 - 40) / (37 - 45) / (40 - 49)
Spe: (13 - 19) / (15 - 22) / (16 - 24) +0

Beedrill - Lv. 30 - Baton Pass

HP: 79 - 88
Atk: (47 - 55) / (53 - 62) / (58 - 68)
Def: (26 - 34) / (29 - 38) / (31 - 41)
SpA: (28 - 36) / (32 - 41) / (35 - 45)
SpD: (47 - 55) / (53 - 62) / (58 - 68)
Spe: (45 - 53) / (50 - 59) / (55 - 64) +6

Hypno - Lv. 34 - Baton Pass

HP: 101 - 112
Atk: (48 - 58) / (54 - 65) / (59 - 71)
Def: (46 - 56) / (52 - 63) / (57 - 69)
SpA: (48 - 58) / (54 - 65) / (59 - 71)
SpD: (74 - 83) / (83 - 93) / (91 - 102)
Spe: (45 - 54) / (50 - 61) / (55 - 67) +5 to +6

Dodrio - Lv. 34 - Baton Pass

HP: 84 - 95
Atk: (71 - 81) / (79 - 90) / (86 - 99)
Def: (46 - 56) / (52 - 63) / (57 - 69)
SpA: (40 - 50) / (45 - 56) / (49 - 61)
SpD: (40 - 50) / (45 - 56) / (49 - 61)
Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Banette - Lv. 37 - Helping Hand

HP: 94 - 105
Atk: (81 - 90) / (90 - 101) / (99 - 111)
Def: (47 - 57) / (53 - 64) / (58 - 70)
SpA: (59 - 69) / (66 - 77) / (72 - 84)
SpD: (45 - 56) / (51 - 63) / (56 - 69)
Spe: (47 - 57) / (53 - 64) / (58 - 70) +2 to +4

Magmar - Lv. 36 - Follow Me

HP: 92- 103 +5 to +6
Atk: (65 - 75) / (73 - 84) / (80 - 92)
Def: (41 - 51) / (46 - 57) / (50 - 62)
SpA: (69 - 79) / (77- 88) / (84 - 96)
SpD: (59 - 69) / (66 - 77) / (72 - 84)
Spe: (63 - 74) / (71 - 83) / (78 - 91) +6 to +7


Pinsir - Lv. 35 - Helping Hand

HP: 90 - 101 +6
Atk: (82 - 92) / (92 - 103) / (101 - 113)
Def: (67 - 76) / (75 - 85) / (82 - 93)
SpA: (38 - 48) / (43 - 54) / (47 - 59)
SpD: (48 - 57) / (54 - 64) / (59 - 70)
Spe: (57 - 67) / (64 - 75) / (70 - 82) +6

Rapidash - Lv. 40 - Baton Pass

HP: 102 - 114 +2 to +3
Atk: (76 - 87) / (85 - 97) / (93 - 106)
Def: (54 - 65) / (61 - 73) / (67 - 80)
SpA: (62 - 72) / (69 - 81) / (75 - 89)
SpD: (62 - 72) / (69 - 81) / (75 - 89)
Spe: (80 - 90) / (89 - 101) / (97 - 111) +2 to +9

Lickitung - Lv. 38 - Helping Hand

HP: 116 - 128 +6 to +7
Atk: (41 - 52) / (46 - 58) / (50 - 63)
Def: (55 - 65) / (62 - 73) / (68 - 80)
SpA: (45 - 55) / (50 - 62) / (55 - 68)
SpD: (55 - 65) / (62 - 73) / (68 - 80)
Spe: (24 - 35) / (27 - 39) / (29 - 42) +2

Solrock - Lv. 41 - Baton Pass

HP: 108 - 121 +6
Atk: (73 - 85) / (82 - 95) / (90 - 104)
Def: (66 - 78) / (74 - 87) / (81 - 95)
SpA: (45 - 55) / (50 - 62) / (55 - 68)
SpD: (52 - 63) / (58 - 71) / (63 - 78)
Spe: (55 - 67) / (62 - 75) / (68 - 82) +5 to +6

Electabuzz - Lv. 43 - Follow Me

HP: 108 - 122
Atk: (68 - 80) / (76 - 89) / (83 - 97)
Def: (48 - 60) / (54 - 67) / (59 - 73)
SpA: (77 - 90) / (86 - 100) / (94 - 110)
SpD: (70 - 81) / (78 - 91) / (85 - 100)
Spe: (85 - 97) / (95 - 108) / (104 - 118) +6

Swellow - Lv. 43 - Baton Pass

HP: 104 - 117
Atk: (70 - 81) / (78 - 91) / (85 - 100)
Def: (50 - 62) / (56 - 69) / (61 - 75)
SpA: (43 - 54) / (48 - 61) / (52 - 67)
SpD: (43 - 54) / (48 - 61) / (52 - 67)
Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Lugia - Lv. 50 - Feather Dance, Psycho Boost

HP: 166 - 181 +10 to +12
Atk: (85 - 99) / (95 - 110) / (104 - 121)
Def: (121 - 135) / (135 - 150) / (148 - 165)
SpA: (85 - 99) / (95 - 110) / (104 - 121)
SpD: (143 - 156) / (159 - 174) / (174 - 191)
Spe: (103 - 116) / (115 - 130) / (126 - 143) +8 to +9

Articuno - Lv. 50 - Heal Bell, Extrasensory, Haze

HP: 150 - 165
Atk: (81 - 94) / (90 - 105) / (99 - 115)
Def: (94 - 108) / (105 - 120) / (115 - 132)
SpA: (90 - 103) / (100 - 115) / (110 - 126)
SpD: (117 - 130) / (130 - 145) / (143 - 159)
Spe: (81 - 94) / (90 - 105) / (99 - 115) +0 to +3*

Zapdos - Lv. 50 - Extrasensory, Metal Sound, Baton Pass

HP: 150 - 165
Atk: (85 - 99) / (95 - 110) / (104 - 121)
Def: (81 - 94) / (90 - 105) / (99 - 115)
SpA: (117 - 130) / (130 - 145) / (143 - 159)
SpD: (85 - 99) / (95 - 110) / (104 - 121)
Spe: (94 - 108) / (105 - 120) / (115 - 132) +0 to +3*

Dragonite - Lv. 55 - Heal Bell

HP: 165 - 182
Atk: (136 - 152) / (152 - 169) / (167 - 185)
Def: (98 - 113) / (109 - 126) / (119 - 138)
SpA: (103 - 118) / (115 - 132) / (126 - 145)
SpD: (103 - 118) / (115 - 132) / (126 - 145)
Spe: (83 - 99) / (93 - 110) / (102 - 121) +3 to +7

*Test results show that Greevil's Pokemon most likely do not undergo Shadow Boosts, but this has not been proven.

Capture Guide

How to Obtain Perfect Speed IVs

Unlike Emerald and our 4th and 5th Generation RPGs, there is very limited information on the mechanics of the RNG in XD. As such, you will have to resort to resetting and recapturing "the old-fashioned way" to obtain Pokemon with decent IVs. Furthermore, Hidden Power type and power are even more difficult to manipulate. Still, with much patience and a few special methods, you will inevitably obtain a unique Pokemon that is competitively viable. One technique covered in other guides related to obtaining Pokemon with an ideal Speed stat is just as useful in XD as in the cartridge games. The idea is to use a Pokemon that is one Speed point lower than the Pokemon you are trying to catch, otherwise known as the "one under" Speed. If the Pokemon outspeeds your one under Pokemon, it is guaranteed to have a nearly ideal Speed stat, and is worth capturing. As you'll find out, this isn't as straightforward as it seems.

The Shadow Boost Factor
You may have noticed a + next to the level of the Shadow Pokemon you encounter. The meaning behind this sign refers to a small boost in all of its stats dubbed the Shadow Boost. The Shadow Pokemon loses this boost upon capture, but when doing one-under Speed tests, it is vital to take the Shadow Boost into account. The exact mechanism that determines this amount is currently unknown, but the boosts can be found empirically through rigorous Speed tests. Further complicating matters, several separate files have yielded different Shadow Boost results, so it is still advisable to do your own tests if you are unsure. Some of these ranges have already been found for you, and are marked in bold next to the Pokemon's stat numbers above. Your effective one-under Speed is then:

One-Under Speed = Desired Speed + Shadow Boost - 1​

Example:
Say you want to capture a Dodrio with a +Spe nature. Take a look at its Speed stat above.

Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Thus, your one-under Speed stat is equal to 91 + 7 - 1 = 97.

How to Obtain Perfect HP IVs
Though Speed is often considered the most important stat in Pokemon, some Pokemon are bulky and are not counted on for their Speed. Duskull is a perfect candidate for an HP test. It has awesome Defense and Special Defense, but its HP and Speed are very bad; it needs all the HP it can get to make use of those defenses. Unfortunately, the HP Stat also undergoes a Shadow Boost, which also varies from file to file.

One of the most common HP tests in the hand-held adventures involves a variation of the one-under test, where the move Endeavor is used to find out the target Pokemon's exact HP at full health. Endeavor is a very rare move, but Night Shade and Seismic Toss are just as effective. As you may know, Seismic Toss and Night Shade are Fighting- and Ghost-type attacks, respectively, that take away HP from the target Pokemon equal to the user's level. This can be found by the following formula, where T is the Target HP, S is the Shadow Boost, L is the level of the user, and N is the amount of times we will use the attack:

N * L ≈ T + S - 1

In other words, we must find N and L in order to get as close to T + S - 1 as possible. Let's say we want to capture Duskull with a maximum HP stat of 42. Duskull's HP Shadow Boost is known to be between 4 and 5; we will use 4 in this example. By the above equation we get:

N * L ≈ 42 + 4 - 1 = 45

Since 45 is odd, we need to use a Level 45 Night Shade 1 time to get the most accurate result possible. This is very impractical, since Duskull is found early in the game, well before any Night Shade user should reach Level 45. Instead, you should use a Level 22 Night Shade 2 times to reach 44 damage.

You can also use Sonic Boom early on to hit Normal-types, which does a set 20 damage. This is very inefficient for Pokemon with high HP, but if you insist, just substitute 20 for L in the above formula.

How to do Your Own Speed Boost Tests
Many of the Shadow Boosts listed above have been found to be static, but there are a few that vary from file to file. Luckily, the range of these variables has been narrowed to a respectable degree. If, however, you are not satisfied with the ranges given, you can find the exact boost in your file by attempting to Speed tie with your target. Simply use a Pokemon with a Speed stat on or around the mid point between the Pokemon's maximum and minimum stats. If you encounter a Speed tie, subtract your Pokemon's Speed by the new Pokemon's actual Speed stat, and that is your Shadow Boost. For example, take Swellow:

Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Your Pokemon's Speed = (137 + 100) ÷ 2 = 118
Captured Pokemon's Speed (after Speed-tie) = 108
Swellow's Shadow Boost = 118 - 108 = +10

Special Utilities
Macho Brace: Halves the Speed of the Pokemon that holds it.
The Macho Brace can be obtained very early in your adventure; it only costs 200 Poke Coupons, which you can receive by completing the first round of 10 easy battles in Mt. Battle. This allows you to use stronger Pokemon, such as your starter, to capture Shadow Pokemon while still allowing you to muscle your way through the rest of the game. Simply allow your Pokemon to have double the Shadow Pokemon's target Speed minus 1, attach the Macho Brace, and test away!

Spinarak - Lv. 14 - Night Shade

Max Speed: 17 +3
Spinarak can be found early on, held by Cipher Peon Nexir in Basement 2 of the Cipher Lab. It learns Night Shade at the very early level of 17, and is the first Pokemon you can obtain for HP testing. It is initially very frail, but it evolves into Ariados at level 22.

Pinsir - Lv. 35 - Seismic Toss

Max Speed: 82 +6
Pinsir is found late in the game and takes a while to purify. However, it learns Seismic Toss by the Move Tutor at Mt. Battle, making it a high-level user and also a very powerful Pokemon for your team.

How to Deduce your Pokemon's Nature

You may have noticed that immediately upon capture of a Shadow Pokemon, you are able to view its stats, but its nature appears as question marks. When its Heart Meter depletes to about half way, the nature will be revealed, but this can take a long time, especially with higher leveled Pokemon. For example, take Teddiursa, who is captured at level 11 and receives the move Refresh upon purification. Say its stats are:

37 HP / 24 Atk / 18 Def / 15 SpA / 17 SpD / 18 Spe

Now, calculate the theoretical stats for Teddiursa with a neutral nature, a hindering nature, and a boosting nature with 0 and 31 IVs and 0 EVs in all stats. Eliminate the ranges that do not contain Teddiursa's actual stat.

HP: 34 - 37
Atk: (19 - 23) / (22 - 26) / (24 - 28)
Def: (14 - 17) / (16 - 19) / (17 - 20)
SpA: (14 - 17) / (16 - 19) / (17 - 20)
SpD: (14 - 17) / (16 - 19) / (17 - 20)
Spe: (11 - 15) / (13 - 17) / (14 - 18)

As you can see, its SpA lies exclusively in its hindering range, and its Spe in its boosting range, so you can infer that the nature of this Teddiursa is Jolly! Now, you can safely use a single-level IV Calculator, such as MetalKid's, which yields the following ranges:

IVs: 26 - 31 HP / 13 - 21 Atk / 19 - 27 Def / 10 - 18 SpA / 10 - 18 SpD / 30 - 31 Spe @ Jolly

Now, you know that your Teddiursa is Jolly and has decent HP, passable Attack, and excellent Speed. If you are not satisfied with this, restart your game and try again. This method is not perfect, as there are times when only one or no stats lie in a unique range. For example, take this Teddiursa:

Stats: 36 HP / 24 Atk / 17 Def / 16 SpA / 18 SpD / 18 Spe

HP: 34 - 37
Atk: (19 - 23) / (22 - 26) / (24 - 28)
Def: (14 - 17) / (16 - 19) / (17 - 20)
SpA: (14 - 17) / (16 - 19) / (17 - 20)
SpD: (14 - 17) / (16 - 19) / (17 - 20)
Spe: (11 - 15) / (13 - 17) / (14 - 18)

Speed is the only stat that lies between a unique range, while only Defense and Special Attack can possibly lie in the hindering range, so there are only two possibilities: Hasty or Jolly. Plugging these stats into an IV calculator with both sets yields:

IVs: 17 - 25 / 13 - 21 / 10 - 18 / 19 - 27 / 19 - 27 / 30 - 31 @ Jolly
IVs: 17 - 25 / 13 - 21 / 28 - 31 / 0 - 9 / 19 - 27 / 30 - 31 @ Hasty

If absolutely none of the Pokemon's stats lie within a unique range, it is safe to assume that it has mediocre stats and possibly a neutral nature. Soft-reset and try again.

The Protected Save Factor
You may have noticed that you are forced to save after snagging Articuno and Zapdos and defeating Greevil. Furthermore, the battle with Greevil starts immediately after the battle with Lugia. The implications of this are, while you can test for Speed and HP numbers in battle, you cannot verify these Pokemon's natures and IVs for their other stats without saving the game; you certainly do not want to play through the entire game just to end up with a Jolly Zapdos with a 0 SpA IV! Furthermore, the save file is protected, meaning that there is no way to duplicate your file to try again. Unfortunately, there is no way to circumvent these issues by traditional methods.

The Ability Factor
If you know anything about the mechanics of the generation of a Pokemon, you will know that a Pokemon's ability is generated from a 1-bit number in its PID. Several Pokemon in Generation III that had only one ability gained a new ability upon the advent of Generation IV. Since the ability itself is stored separately from the PID, a Pokemon's ability will not immediately change upon transferring it to a Generation IV game. However, the ability is recalculated on certain events, such as evolution, so the Pokemon may have a different ability than originally intended. This is particularly of concern to Togepi, whose ability may change upon evolution to Togekiss to the unpopular Hustle instead of keeping its rare and incredibly useful Serene Grace ability. Unfortunately, without access to Togepi's PID, there is no way to predict whether or not the ability will change. Finally, it is worth noting that any Pokemon you defeat will retain its IVs when you snag it from Miror B later on, but its ability can just as easily change.


Move Tutor


Another noteworthy feature of Pokemon XD is the move tutor. This is the only way you can obtain a Mewtwo with Selfdestruct. Only three moves are exclusive to this game, as others can be taught in the cartridge games. Aside from these three moves, there are 6 moves exclusive to Mew, but only 3 moves can be taught exclusively from this Move Tutor.

Nightmare - This move is much too situational and is pretty much worthless. For the sake of completion, here are some relatively bulky Pokemon who might benefit from it.
Examples: Celebi, Clefable, Deoxys-D, Hypno, Dusknoir, Jirachi, Lickilicky, Lugia, Mr. Mime, Lapras, Porygon2, Shedinja, Slowbro, Slowking, Umbreon

Sky Attack - All Pokemon that can make use of this powerful move, such as Aerodactyl and Swellow, learn it by easier methods.

Selfdestruct - Many Pokemon who learn Selfdestruct also learn Explosion through level up or the Generation IV TM 64, so only a few Pokemon really benefit from this move tutor. Game Freak blessed Snorlax and Mewtwo with deadly suicide moves, and as a tasteless joke, made Wailord an exploding whale. It is worth noting, however, that a Munchlax with Selfdestruct can be captured on the Pokéwalker with flawless IVs thanks to RNG abuse.
Examples: Mewtwo, Snorlax, Wailord

Mew Move Tutor - Mew learns 6 moves through this Move Tutor, but only 3 are unique to XD, listed here.
Examples: Fake Out, Night Shade, Zap Cannon

Conclusion

Now that you have a firm grasp on the multitude of special Pokemon you can find in XD, get out there and capture them! They offer several oft-unseen options for your Wi-Fi team, and make your trade thread stand out from the rest!

Credits
This guide would not have been possible without the aid of user Zari, who rigorously compiled a vast majority of the Shadow Boosts. He, along with Arseus and Nickscor, helped narrow down which Pokemon were worth capturing, greatly simplifying this guide.
 
Good job, but I have some suggestions for you. I do not know why you would soft reset for Salamence; the only exclusive move it receives is Refresh, and it is much easier to breed a Salamence with Dragon Dance if you want one. To an extent, this also applies to Snorlax, who gets SelfDestruct via one-time tutor, or through the Pokéwalker as a Munchlax. Also, unless I am mistaken, there is no way for Togepi to learn Helping Hand except through XD, so I think that should be counted as a special move as well.

You will want to add a note that you cannot soft reset for Articuno/Zapdos/Rhydon in the traditional way since the game forces you to save after the Greevil battle. It's also rather borderline to list Rhydon given that its ability can change to LightningRod in the fourth generation anyway. Lugia is fine as long as you have an empty slot in your party before facing Greevil, as you can soft reset if you do not get one you like.

Additionally, there should be note on abilities. XD does not calculate abilities in the same way that the cartridge games do; as seen in this topic, it appears that ability is determined independent of nature and IVs, meaning that ability can still change after stats are set if you re-battle either Miror B or Greevil. As I'm sure you are aware, this means that ability is recalculated in generation IV if the Pokémon evolves, so your Serene Grace Togetic could end up as a Hustle Togekiss. I would say this is a worthwhile piece of information for anybody soft resetting in XD.

Finally, I believe the consensus is that Metalkid's IV calculator is superior to Serebii's, so it should be listed instead (not to mention that all other on-site articles that need an IV calculator link to Metalkid's as far as I am aware). Also note that the external links in the credits section will probably be deleted before it goes on-site, from what I have heard of external linking procedures.
 

Nix_Hex

Uangaana kasuttortunga!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Wow, thanks for all of that. I was unaware of the forced saving, that's not cool. The only reason I suggested Salamence is for cosmetic purposes, allowing it to learn Dragon Dance while in a different ball than a PokéBall. This is a moot point, however, since you don't keep its ball as it climbs up the Generation ladder. I'll likely delete it. As for the IV calculator, I am a firm believer in Metalkid's Calculator, but I used Serebii's to generate stats on the fly, which is very easy to do. Also, I don't know who or when anyone learns Endeavor before the end of the game, so should I even mention the one-under HP Method? Finally, as for external links, I put them there mainly for "citation" purposes I guess, but I am aware and indifferent that they would be removed if it goes on-site.

EDIT: If you make a copy of your XD file to another memory card, you should be able to copy one file saved before Greevil in case Articuno/Zapdos/Rhydon end up with bad IVs. It would be a hastle to keep switching memory cards, and you might accidentally delete the wrong file, but it's much better than using your one opportunity to receive a 30/31 Spe Zapdos that turns out to be Jolly.
 

Zari

What impossible odds?
is a Contributor Alumnus
Alright, I promised I'd help with this, so here I am.

A few things I'd like to note:

Your teddiursa example is still screwed up; in both examples the hindering stat of 16 (SpA/SpD) is 14 not 15.

Also, I sent you a VM, but because of the damn "SHADOW BOOST" (for lack of a better term), resetting for worthwhile IV'd mons is exponentially harder. Ever wonder why there's always a '+' next to the level of a shadow pokemon in XD? that's an indicator of the "SHADOW BOOST"--the mechanism that's designed to make the shadow pokemon harder to catch. This doesn't apply to Colosseum, but it sure does for XD.

Again, like I mentioned in the VM I just shot off to you (NixHex), we have no way of calculating how to adjust our HP/Spe values in order to get better mons at this time. I am working on collecting data to rectify this problem (incomplete conglomerate of this info is collected in the rightmost link in my sig), but, as you're probably already aware, it's a very lengthy process that may take me longer to complete than I'd like.

If someone has the formulas on how to calculate IVs for any level and pokemon combination, I'd gladly start working on adjusting it so it works for finding values for shadow pokemon. As I am right now, however, I can't do much more than just simply test things out for myself.

Case in point: take snorunt, who, at Lv20, has a max speed of 34 (+spe nature included)

I know from my testing that the only way to GUARANTEE that the XD snorunt you face has a 30-31 spe IV and a +spe nature is to have it outspeed a pokemon with 38 speed. 38 might not seem all that far from 34....but it's a larger value, which, without the shadow boost, shouldn't happen at all.

I'll update the post in my sig as often as I get the chance, but until I get my hands on the formulas used to calculate IVs, this is about all I can do.
 

Nix_Hex

Uangaana kasuttortunga!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Until all of that information is compiled, this guide can serve as a purpose for simply analyzing stats and nature to see if they're worth it, but that shadow boost stuff has me worried. Every other night or so I give myself a chance to play this game and I am still early on, so I can try to test the shadow boosts. For now, this will remain in limbo before any official information is found. Also, does the shadow boost change the actual stat numbers, which change to their actual values after purification? If that were so you would have to purify it to verify any of its stats.
 
To be honest, I've no idea what these stats are you have put there beneath the Pokémon sprite.
I would suggest this as for example:

Dragonite (neutral nature)
HP: 176+ = IV 20+
Atk: 163+ = IV 20+
Def: 120+ = IV 20+
Sp. Atk: 126+ = IV 20+
Sp. Def: 126+ = IV 20+
Spe: 104+ = IV 20+
XD move: Heal Bell

Most people are aiming on 20+ IV in every stat.
 

Zari

What impossible odds?
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Until all of that information is compiled, this guide can serve as a purpose for simply analyzing stats and nature to see if they're worth it, but that shadow boost stuff has me worried. Every other night or so I give myself a chance to play this game and I am still early on, so I can try to test the shadow boosts. For now, this will remain in limbo before any official information is found. Also, does the shadow boost change the actual stat numbers, which change to their actual values after purification? If that were so you would have to purify it to verify any of its stats.
All shadow pokemon lose their boost upon capture (you can check for yourself--immediately after you gain the ability to check their stats the pokemon in question loses the '+')


And I would assume the shadow boost changes the actual stats themselves (which, as you mentioned, revert to their actual values upon capture). I'm 99% sure of this because of the HP testing I did on magmar; there were a few instances where, while I was still battling it, I'd lowered its health down to just above the red area (with Night Shade), but after I captured it, the health bar had changed to red, and didn't stay yellow.

The only explanation I can think of for the above situation is that the shadow boosts affects the actual stats themselves; it would make sense, since whether or not the HP is in the red or yellow is determined by the % of HP total remaining--that % would be bound to change if the stat numbers themselves were the things that were changing.


I can't really see it in any other light after getting that result a few times, but maybe I'm missing something, I dunno.
 
EDIT: If you make a copy of your XD file to another memory card, you should be able to copy one file saved before Greevil in case Articuno/Zapdos/Rhydon end up with bad IVs. It would be a hastle to keep switching memory cards, and you might accidentally delete the wrong file, but it's much better than using your one opportunity to receive a 30/31 Spe Zapdos that turns out to be Jolly.
Pokémon XD is a protected save, meaning you either need a special USB- or SD-based third-party memory card or Wii homebrew to move it over to another card.

To be honest, I've no idea what these stats are you have put there beneath the Pokémon sprite.
I would suggest this as for example:

Dragonite (neutral nature)
HP: 176+ = IV 20+
Atk: 163+ = IV 20+
Def: 120+ = IV 20+
Sp. Atk: 126+ = IV 20+
Sp. Def: 126+ = IV 20+
Spe: 104+ = IV 20+
XD move: Heal Bell

Most people are aiming on 20+ IV in every stat.
20 seems like a rather arbitrary number. If there is only one number listed, it should probably be 31, with minimum Speed also listed for something like Duskull. However, keep in mind that the stats will be laid out in a labelled table when this goes onsite, so I honestly don't see a big deal in listing the entire ranges for IVs.

I don't know exactly how the stat boosts and drops function, but I know they are different depending on the Pokémon. I did some earlier tests with Lugia seen here. From this data, Lorak suggested that the boost was Level ÷ 5, but this was never confirmed.
 

Zari

What impossible odds?
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I don't know exactly how the stat boosts and drops function, but I know they are different depending on the Pokémon. I did some earlier tests with Lugia seen here. From this data, Lorak suggested that the boost was Level ÷ 5, but this was never confirmed.

It's not level / 5, although that does indeed come close.

When I did the 150+ resets for my new XD snorunt I was using a 37 speed delcatty to test (remember, snorunt maxes out at 34 spe, +spe nature included)...where I'm going with this is that the snorunt I kept (timid, 31 spe IV) outsped the delcatty when it had 37, and tied speed with it when it leveled up (ie it tied with a 39 spe poke). From previous resets I'd learned that a 33 spe snorunt (+spe nature, 25-29 IV) won't do the same.


That little rambling explanation aside, the results don't match up with the Level / 5 theory; if it held true outspeeding a 37 spe poke would mean a 30-31 IV....but it comes at lv20; 20 / 5 = 4, 34 + 4 = 38...which doesn't match up to the results of 39 I kept getting.

I'll keep looking into this as I reset for more mons, but for the moment I can say for a fact that Level / 5, while close, is out of the picture.
 

Nix_Hex

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Well After some level grinding of my Houndour and Teddiursa, I was able to do some tests on Seedot, based off its Speed stat breakdown at Lv 17.
Speed: (13 - 18 ) / (15 - 20 ) / (16 - 22)
I used a Houndoor with a Speed stat of 44 holding a Macho Brace, giving it an effective speed of 22. Additionally, I brought in Teddiursa with a Speed stat of 21.
Arranged by trial and noted actual speed upon capture. Purple symbolizes the maximum possible shadow boost for that trial, but I did not encounter any Speed ties, so I'm thinking the shadow boost for Seedot is +1.

1 | Houndoor outspeeds | Teddiursa outspeeds | 19 | 2+
2 | Houndoor outspeeds | Teddiursa outspeeds | 17 | -
3 | Houndoor outspeeds | Teddiursa outspeeds | 15 | -
4 | Houndoor outspeeds | Teddiursa outspeeds |
16 | -
5 | Houndoor outspeeds | Teddiursa outspeeds | 19 | 2+
6 | Houndoor outspeeds | Teddiursa outspeeds | 19 | 2+
7 | Houndoor outspeeds | Teddiursa outspeeds | 18 | -
8 | Houndoor outspeeds | Teddiursa outspeeds | 19 | 2+

I know this isn't a huge sample, but there's enough data there to support my point. Once I encounter a Speed tie I will move on to higher-level opponents, assuming the shadow boost is indeed influenced by level. Either way, like Zari said, level / 5 is completely out of the picture, so we'll have to keep testing to see how it relates to level.

edit: I added a paragraph explaining what Shadow Boosts are and how to adjust your one-under Pokémon to that boost.

edit2: I did several more tests where I gave Seedot about 5 or 6 turns to Speed tie, then catch the Pokemon regardless. I finally caught one with 20 Speed, that never tied with Teddiursa, so I think it's safe to say that Seedot's Shadow Boost is 0. It looks like we should approach this on a Pokemon to pokemon basis, which will take a while. If anyone feels like helping out, feel free, but I'm playing through the game anyways so it's not completely necessary.
 

Zari

What impossible odds?
is a Contributor Alumnus
Just as a heads up NixHex, your example with duskull and night shade is incorrect (due to the HP shadow boost). From previous testing I've done, I can attest to the fact that using a Lv20 night shade twice on duskull won't leave it at 1-2 health (assuming it had 41-42 max health to begin with).

You need to be at least Lv22 for a 41+ HP duskull to survive with 1 hp--and even then, that's not entirely consistent (I've had 40 HP duskulls survive 2 Lv22 Night shades, and yet others didn't, for whatever reason)

Just wanted to bring to your attention that the HP shadow boost is even more convoluted and complicated than the speed one :/
 

Nix_Hex

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Thanks again, Zari. I updated the OP with the modified Duskull example, but the Lickitung example remains untouched since I do not want to provide an example with an arbitrary Shadow Boost number.
 
You will want to add a note that you cannot soft reset for Articuno/Zapdos/Rhydon in the traditional way since the game forces you to save after the Greevil battle. It's also rather borderline to list Rhydon given that its ability can change to LightningRod in the fourth generation anyway. Lugia is fine as long as you have an empty slot in your party before facing Greevil, as you can soft reset if you do not get one you like.
You could catch Articuno/Zapdos/Rhydon and then lose the battle, but you would have to pick 1 to SR for.
 

Nix_Hex

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You could catch Articuno/Zapdos/Rhydon and then lose the battle, but you would have to pick 1 to SR for.
I discussed this with Zari and he told me this would not work; if you have personally tested this, please let me know, but from what I've heard it doesn't work. I have not met Greevil but I'm almost done so I can try some time this week if I'm not too consumed with Black.

Edit: confirmed with Zari; unlike colosseum, the shadow mon does not join your party if you lose. You'll have to resort to speed, hp, or both if you are crazy.
 
Oh, I didn't know that too bad :(
Has anyone attempted to research the XD RNG? I've heard it is really complicated and does weird stuff like generating 3 numbers that influence the entire game when you create a save file and allowing abilities to change when pokemon evolve in other games like D/P.
 

Nix_Hex

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The reason the abilities change is a technicality in the way an ability is calculated. Abilities are generated in XD in whatever weird way they are generated where as in other games the ability is calculated from the Pokemon's PID. When a Pokemon evolves, its ability and other stuff from the PID are recalculated, hence evolving Rhydon to Rhyperior and Togetic to Togekiss (aka, pokemon that gained new evolutions in dp) can possibly bring out their "true" ability based on their PID. As for the 3 numbers thing, admittedly I don't know much about it, but IV spreads are clearly not compatible with any of the currently known methods (1, 2, 3, 4) and do not turn up the correct PID in RNG Reporter or X-Act's PID applet.
 

Oglemi

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Just a warning that you should probably Control F and replace any accented e with a regular one in Pokemon. We have officially changed the standard, so yeah.
 

Nix_Hex

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I'd like to clear up some things just to assure everyone that the numbers compiled in this guide were extracted empirically through hours upon hours of game play. We did not just pull these numbers out of thin air. To avoid making this project into some huge research thread, most (and by most I mean pretty much all) of the information was exchanged between me and Zari via IRC. He actually played through 2 or 3 save files during this research period and many of the results were consistent, while some differed quite a bit (and are marked as such in the OP). Also, I have triple-checked the stat layout for every Pokemon and to the best of my knowledge, have corrected any mistakes that were there.

I understand that the goal of the In-Game articles is to provide the most accurate information as possible in order to set Smogon apart from Serebii, GameFAQs, etc. that simply do not have this sort of information. This guide goes beyond the scope of anything found on those sites. Since this information literally cannot be found anywhere else on the web, there are likely to be questions about how we arrived at these numbers. Drop me a PM and I'll explain the process (though it is explained in reasonable detail in the guide).
 

Oglemi

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Contents
1. Introduction
2. Special Pokemon
3. Capture Guide
How to Obtain Perfect Speed IVs
The Shadow Boost Factor
How to Obtain Perfect HP IVs
How to do Your Own Shadow Boost Tests
Utility Items and Pokemon
How to Deduce your Pokemon's Nature
Protected Save Factor
Ability Factor
4. Move Tutor
Nightmare
Sky Attack
Selfdestruct
Mew Move Tutor
5. Conclusion

Introduction

Pokemon XD: Gale of Darkness is the sequel to Pokemon Colloseum Colosseum, making it the second fully 3D Pokemon adventure on the Gamecube. Casual players were dismayed at the lack of gym leaders and the limited availability of wild Pokemon. However, the game offered unique and invaluable features for competitive players that are still relevant in competitive play. Thanks to the ability to transfer Pokemon from your 4th Generation game to Black and White, these unique monsters can still be used today! This is intended to be an exhaustive tutorial on obtaining Pokemon with unique and useful moves. As such, all Pokemon who obtain Refresh or moves they cannot utilize effectively (such as Marowak with Sing) are absent from the list. You will also learn, in great detail, the means by which you can work around frustrating game mechanics, namely Shadow Boosts.

Special Pokemon

From very early on in your adventure, you will start catching and purifying Shadow Pokemon. As they are purified, they will typically learn a few egg moves, and when purification is complete, an exclusive move. Since Emerald and 4th Generation Move Tutors are able to teach some of these moves to those Pokemon, it is no longer advisable to reset for all of the Shadow Pokemon, especially with the advent of RNG Abuse becoming widespread in those games. Still, there are still a great number of Pokemon whose attacks are exclusive to this game, the most notable of which are listed below, (comma) along with their minimum and maximum stats for all natures, along with and their Shadow Boosts (more on this later).

Stat / -Nature / Neutral Nature / +Nature / Shadow boost

Poochyena - Lv. (add period. You'll have to do this for all of them.) 10 - Heal Bell

HP: 27 - 30
Atk: (14 - 17) / (16 - 19) / (17 - 20)
Def: (10 - 13) / (12 - 15) / (13 - 16)
SpA: (9 - 12) / (11 - 14) / (12 - 15)
SpD: (9 - 12) / (11 - 14) / (12 - 15)
Spe: (10 - 13) / (12 - 15) / (13 - 16) +1

Duskull - Lv 19 - Helping Hand

HP: 36 - 42 +4 to +5
Atk: (18 - 23) / (20 - 26) / (22 - 28)
Def: (35 - 40) / (39 - 45) / (42 - 49)
SpA: (14 - 19) / (16 - 22) / (17 - 24)
SpD: (35 - 40) / (39 - 45) / (42 - 49)
Spe: (12 - 18) / (14 - 20) / (15 - 22) +2

Snorunt - Lv 20 - Sing

HP: 50 - 56
Atk: (22 - 27) / (25 - 31) / (27 - 34)
Def: (22 - 27) / (25 - 31) / (27 - 34)
SpA: (22 - 27) / (25 - 31) / (27 - 34)
SpD: (22 - 27) / (25 - 31) / (27 - 34)
Spe: (22 - 27) / ( 25 (space) - 31) / (27 - 34) +5

Natu - Lv 22 - Baton Pass

HP: 49 - 56
Atk: (24 - 29) / (27 - 33) / (29 - 36)
Def: (21 - 27) / (24 - 31) / (26 - 34)
SpA: (31 - 37) / (35 - 42) / (38 - 46)
SpD: (21 - 27) / (24 - 31) / (26 - 34)
Spe: (31 - 37) / (35 - 42) / (38 - 46) +5

Lunatone - Lv 25 - Baton Pass

HP: 70 - 77
Atk: (28 - 36) / (32 - 40) / (35 - 44)
Def: (33 - 40) / (37 - 45) / (40 - 49)
SpA: (46 - 54) / (52 - 60) / (57 - 66)
SpD: (42 - 49) / (47 - 55) / (51 - 60)
Spe: (36 - 42) / (40 - 47) / (44 - 51) +5

Togepi - Lv 25 - Helping Hand, Tri Attack

HP: 52 - 60 +0
Atk: (13 - 19) / (15 - 22) / (16 - 24)
Def: (33 - 40) / (37 - 45) / (40 - 49)
SpA: (22 - 28) / (25 - 32) / (27 - 35)
SpD: (33 - 40) / (37 - 45) / (40 - 49)
Spe: (13 - 19) / (15 - 22) / (16 - 24) +0

Beedrill - Lv 30 - Baton Pass

HP: 79 - 88
Atk: (47 - 55) / (53 - 62) / (58 - 68)
Def: (26 - 34) / (29 - 38) / (31 - 41)
SpA: (28 - 36) / (32 - 41) / (35 - 45)
SpD: (47 - 55) / (53 - 62) / (58 - 68)
Spe: (45 - 53) / (50 - 59) / (55 - 64) +6

Hypno - Lv 34 - Baton Pass

HP: 101 - 112
Atk: (48 - 58) / (54 - 65) / (59 - 71)
Def: (46 - 56) / (52 - 63) / (57 - 69)
SpA: (48 - 58) / (54 - 65) / (59 - 71)
SpD: (74 - 83) / (83 - 93) / (91 - 102)
Spe: (45 - 54) / (50 - 61) / (55 - 67) +5 to +6

Dodrio - Lv 34 - Baton Pass

HP: 84 - 95
Atk: (71 - 81) / (79 - 90) / (86 - 99)
Def: (46 - 56) / (52 - 63) / (57 - 69)
SpA: (40 - 50) / (45 - 56) / (49 - 61)
SpD: (40 - 50) / (45 - 56) / (49 - 61)
Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Banette - Lv 37 - Helping Hand

HP: 94 - 105
Atk: (81 - 90) / (90 - 101) / (99 - 111)
Def: (47 - 57) / (53 - 64) / (58 - 70)
SpA: (59 - 69) / (66 - 77) / (72 - 84)
SpD: (45 - 56) / (51 - 63) / (56 - 69)
Spe: (47 - 57) / (53 - 64) / (58 - 70) +2 to +4

Magmar (space) - Lv 36 - Follow Me

HP: 92- 103 +5 to +6
Atk: (65 - 75) / (73 - 84) / (80 (space) - 92)
Def: (41 - 51) / (46 - 57) / (50 - 62)
SpA: (69 - 79) / (77- 88) / (84 - 96)
SpD: (59 - 69) / (66 - 77) / (72 - 84)
Spe: (63 - 74) / (71 - 83) / (78 - 91) +6 to +7


Pinsir - Lv 35 - Helping Hand

HP: 90 - 101 +6
Atk: (82 - 92) / (92 - 103) / (101 - 113)
Def: (67 - 76) / (75 - 85) / (82 - 93)
SpA: (38 - 48) / (43 - 54) / (47 - 59)
SpD: (48 - 57) / (54 - 64) / (59 - 70)
Spe: (57 - 67) / (64 - 75) / (70 - 82) +6

Rapidash - Lv 40 - Baton Pass

HP: 102 - 114 +2 to +3
Atk: (76 - 87) / (85 - 97) / (93 - 106)
Def: (54 - 65) / (61 - 73) / (67 - 80)
SpA: (62 - 72) / (69 - 81) / (75 - 89)
SpD: (62 - 72) / (69 - 81) / (75 - 89)
Spe: (80 - 90) / (89 - 101) / (97 - 111) +2 to +9

Lickitung - Lv 38 - Helping Hand

HP: 116 - 128 +6 to +7
Atk: (41 - 52) / (46 - 58) / (50 - 63)
Def: (55 - 65) / (62 - 73) / (68 - 80)
SpA: (45 - 55) / (50 - 62) / (55 - 68)
SpD: (55 - 65) / (62 - 73) / (68 - 80)
Spe: (24 - 35) / (27 - 39) / (29 - 42) +2

Solrock - Lv 41 - Baton Pass

HP: 108 - 121 +6
Atk: (73 - 85) / (82 - 95) / (90 - 104)
Def: (66 - 78) / (74 - 87) / (81 - 95)
SpA: (45 - 55) / (50 - 62) / (55 - 68)
SpD: (52 - 63) / (58 - 71) / (63 - 78)
Spe: (55 - 67) / (62 - 75) / (68 - 82) +5 to +6

Electabuzz - Lv 43 - Follow Me

HP: 108 - 122
Atk: (68 - 80) / (76 - 89) / (83 - 97)
Def: (48 - 60) / (54 - 67) / (59 - 73)
SpA: (77 - 90) / (86 - 100) / (94 - 110)
SpD: (70 - 81) / (78 - 91) / (85 - 100)
Spe: (85 - 97) / (95 - 108) / (104 - 118) +6

Swellow - Lv 43 - Baton Pass

HP: 104 - 117
Atk: (70 - 81) / (78 - 91) / (85 - 100)
Def: (50 - 62) / (56 - 69) / (61 - 75)
SpA: (43 - 54) / (48 - 61) / (52 - 67)
SpD: (43 - 54) / (48 - 61) / (52 - 67)
Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Lugia - Lv 50 - Feather Dance, Psycho Boost

HP: 166 - 181 +10 to +12
Atk: (85 - 99) / (95 - 110) / (104 - 121)
Def: (121 - 135) / (135 - 150) / (148 - 165)
SpA: (85 - 99) / (95 - 110) / (104 - 121)
SpD: (143 - 156) / (159 - 174) / (174 - 191)
Spe: (103 - 116) / (115 - 130) / (126 - 143) +8 to +9

Articuno - Lv 50 - Heal Bell, Extrasensory, Haze

HP: 150 - 165
Atk: (81 - 94) / (90 - 105) / (99 - 115)
Def: (94 - 108) / (105 - 120) / (115 - 132)
SpA: (90 - 103) / (100 - 115) / (110 - 126)
SpD: (117 - 130) / (130 - 145) / (143 - 159)
Spe: (81 - 94) / (90 - 105) / (99 - 115) +0 to +3*

Zapdos - Lv 50 - Extrasensory, Metal Sound, Baton Pass

HP: 150 - 165
Atk: (85 - 99) / (95 - 110) / (104 - 121)
Def: (81 - 94) / (90 - 105) / (99 - 115)
SpA: (117 - 130) / (130 - 145) / (143 - 159)
SpD: (85 - 99) / (95 - 110) / (104 - 121)
Spe: (94 - 108) / (105 - 120) / (115 - 132) +0 to +3*

Dragonite - Lv 55 - Heal Bell

HP: 165 - 182
Atk: (136 - 152) / (152 - 169) / (167 - 185)
Def: (98 - 113) / (109 - 126) / (119 - 138)
SpA: (103 - 118) / (115 - 132) / (126 - 145)
SpD: (103 - 118) / (115 - 132) / (126 - 145)
Spe: (83 - 99) / (93 - 110) / (102 - 121) +3 to +7

*Test results show that Greevil's Pokemon most likely do not undergo Shadow Boosts, but this has not been proven.

Capture Guide

How to Obtain Perfect Speed IVs
Unlike Emerald and our 4th and 5th Generation RPGs, there is very limited information on the mechanics of the RNG in XD. As such, you will have to resort to resetting and recapturing "the old-fashioned way" to obtain Pokemon with decent IVs. Furthermore, Hidden Power type and power are even more difficult to manipulate. Still, with much patience and a few special methods, you will inevitably obtain a unique Pokemon that is competitively viable. One technique covered in other guides related to obtaining Pokemon with an ideal Speed stat is just as useful in XD as in the cartridge games. The idea is to use a Pokemon that is one Speed point lower than the Pokemon you are trying to catch, otherwise known as the "one under" Speed. If the Pokemon outspeeds your one under Pokemon, it is guaranteed to have a nearly ideal Speed stat, and is worth capturing. As you'll find out, this isn't as straightforward as it seems.

The Shadow Boost Factor
You may have noticed a + next to the level of the Shadow Pokemon you encounter. The meaning behind this sign refers to a small boost in all of its stats dubbed the Shadow Boost. The Shadow Pokemon loses this boost upon capture, but when doing one-under Speed tests, it is vital to take the Shadow Boost into account. The exact mechanism that determines this amount is currently unknown, but the boosts can be found empirically through rigorous speed Speed tests. Further complicating matters, several separate files have yielded different shadow boost Shadow Boost results, so it is still advisable to do your own tests if you are unsure. Some of these ranges have already been found for you, and are marked in bold next to the Pokemon's stat numbers above. Your effective one-under speed Speed is then:

One Under Speed = Desired Speed + Shadow Boost - 1

Example:
Say you want to capture a Dodrio with a +Spe nature. Take a look at its Speed stat above.

Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Thus, (comma) your One-Under one-under Speed stat is equal to 91 + 7 - 1 = 97.

How to Obtain Perfect HP IVs
Though Speed is often considered the most important stat in Pokemon, some Pokemon are so bulky and are not counted on for their Speed. Duskull is a perfect candidate for an HP test. It has awesome Defense and Special Defense, but its HP and Speed are very bad; it needs all the HP it can get to make use of those defenses. Unfortunately, the HP Stat also undergoes a Shadow Boost, which also varies from file to file.

One of the most common HP tests in the hand-held adventures involves a variation of the one-under test, where the move Endeavor is used to find out the target Pokemon's exact HP at full health. Endeavor is a very rare move, but Night Shade and Seismic Toss are just as effective. As you may know, Seismic Toss and Night Shade are Normal- and Ghost-type attacks, respectively, that take away HP from the target Pokemon equal to the user's Level level. This can be found by the following formula, where T is the Target HP, S is the Shadow Boost, L is the level of the user, and N is the amount of times we will use the attack:

N * L ≈ T + S - 1

In other words, we must find N and L in order to get as close to T + S - 1 as possible. Let's say we want to capture Duskull with a maximum HP stat of 42. Duskull's HP Shadow Boost is known to be between 4 and 5; we will use 4 in this example. By the above equation we get:

N * L ≈ 42 + 4 - 1 = 45

Since 45 is odd, we need to use a Level 45 Night Shade 1 time to get the most accurate result possible. This is very impractical, since Duskull is found early in the game, well before any Night Shade user should reach Level 45. Instead, you should use a Level 22 Night Shade 2 times to reach 44 damage.

You can also use Sonic Boom early on to hit Normal-types, which does a set 20 damage. This is very inefficient for Pokemon with high HP, but if you insist, just substitute 20 for L in the above formula.

How to do Your Own Speed Boost Tests
Many of the Shadow Boosts listed above have been found to be static, but there are a few that vary from file to file. Luckily, the range of these variables has been narrowed to a respectable degree. If, however, you are not satisfied with the ranges given, you can find the exact boost in your file by attempting to Speed-tie (remove hyphen) with your target. Simply use a Pokemon with a Speed stat on or around the mid point between the Pokemon's maximum and minimum stats. If you encounter a Speed tie, subtract your Pokemon's Speed by the new Pokemon's actual Speed stat, and that is your Shadow Boost. For example, take Swellow:

Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Your Pokemon's Speed = (137 + 100) ÷ 2 = 118
Captured Pokemon's Speed (after Speed-tie) = 108
Swellow's Shadow Boost = 118 - 108 = +10

Special Utilities
Macho Brace: Halves the Speed of the Pokemon that holds it.
The Macho Brace can be obtained very early in your adventure; it only costs 200 Poke Coupons, which you can receive by completing the first round of 10 easy battles in Mt. Battle. This allows you to use stronger Pokemon, (comma) such as your starter, (comma) to capture Shadow Pokemon while still allowing you to muscle your way through the rest of the game. Simply allow your Pokemon to have double the Shadow Pokemon's target Speed minus 1, attach the Macho Brace, and test away!

Spinarak - Lv 14 - Night Shade

Max Speed: 17 +3
Spinarak can be found early on, held by Cipher Peon Nexir in Basement 2 of the Cipher Lab. It learns Night Shade at the very early level of 17, and is the first Pokemon you can obtain for HP testing. It is initially very frail, but it evolves into Ariados at level 22.

Pinsir - Lv 35 - Seismic Toss

Max Speed: 82 +6
Pinsir is found late in the game and takes a while to purify. However, it learns Seismic Toss by the Move Tutor at Mt. Battle, making it a high-level user and also a very powerful Pokemon for your team.

How to Deduce your Pokemon's Nature
You may have noticed that immediately upon capture of a Shadow Pokemon, you are able to view its stats, but its nature appears as question marks. When its Heart Meter depletes to about half way, the nature will be revealed, but this can take a long time, especially with higher leveled Pokemon. For example, take Teddiursa, who is captured at level 11 and receives the move Refresh upon purification. Say its stats are:

37 HP / 24 Atk / 18 Def / 15 SpA / 17 SpD / 18 Spe

Now, calculate the theoretical stats for Teddiursa with a neutral nature, a hindering nature, and a boosting nature with 0 and 31 IVs and 0 EVs in all stats. Eliminate the ranges that do not contain Teddiursa's actual stat.

HP: 34 - 37
Atk: (19 - 23) / (22 - 26) / (24 - 28)
Def: (14 - 17) / (16 - 19) / (17 - 20)
SpA: (14 - 17) / (16 - 19) / (17 - 20)
SpD: (14 - 17) / (16 - 19) / (17 - 20)
Spe: (11 - 15) / (13 - 17) / (14 - 18)

As you can see, its SpA lies exclusively in its hindering range, and its Spe in its boosting range, so you can infer that the nature of this Teddiursa is Jolly! Now, you can safely use a single-level IV Calculator, such as MetalKid's, which yields the following ranges:

IVs: 26 - 31 HP / 13 - 21 Atk / 19 - 27 Def / 10 - 18 SpA / 10 - 18 SpD / 30, - (replace comma with hyphen) 31 Spe @ Jolly

Now, you know that your Teddiursa is Jolly and has decent HP, passable Attack, and excellent Speed. If you are not satisfied with this, restart your game and try again. This method is not perfect, as there are times when only one or no stats lie in a unique range. For example, take this Teddiursa:

Stats: 36 HP / 24 Atk / 17 Def / 16 SpA / 18 SpD / 18 Spe

HP: 34 - 37
Atk: (19 - 23) / (22 - 26) / (24 - 28)
Def: (14 - 17) / (16 - 19) / (17 - 20)
SpA: (14 - 17) / (16 - 19) / (17 - 20)
SpD: (14 - 17) / (16 - 19) / (17 - 20)
Spe: (11 - 15) / (13 - 17) / (14 - 18)

Speed is the only stat that lies between a unique range, while only Defense and Special Attack can possibly lie in the hindering range, so there are only two possibilities: Hasty or Jolly. Plugging these stats into an IV calculator with both sets yields:

IVs: 17 - 25 / 13 - 21 / 10 - 18 / 19 - 27 / 19 - 27 / 30, - 31 @ Jolly
IVs: 17 - 25 / 13 - 21 / 28 - 31 / 0 - 9 / 19 - 27 / 30, - 31 @ Hasty

If absolutely none of the Pokemon's stats lie within a unique range, it is safe to assume that it has mediocre stats and possibly a neutral nature. Soft-reset and try again.

The Protected Save Factor
You may have noticed that you are forced to save after snagging Articuno and Zapdos and defeating Greevil. Furthermore, the battle with Greevil starts immediately after the battle with Lugia. The implications of this are, while you can test for Speed and HP numbers in battle, you cannot verify these Pokemon's natures and IVs for their other stats without saving the game; you certainly do not want to play through the entire game just to end up with a Jolly Zapdos with a 0 SpA IV! Furthermore, the save file is protected, meaning that there is no way to duplicate your file to try again. Unfortunately, there is no way to circumvent these issues by traditional methods.

The Ability Factor
If you know anything about the mechanics of the generation of a Pokemon, you will know that a Pokemon's ability is generated from a 1-bit number in its PID. Several Pokemon in Generation III that had only one ability gained a new ability upon the advent of Generation IV. Since the ability itself is stored separately from the PID, a Pokemon's ability will not immediately change upon transferring it to a Generation IV game. However, the ability is recalculated on certain events, such as evolution, so the Pokemon may have a different ability than originally intended. This is particularly of concern to Togepi, whose ability may change upon evolution to Togekiss to the unpopular Hustle instead of keeping its rare and incredibly useful Serene Grace ability. Unfortunately, without access to Togepi's PID, there is no way to predict whether or not the ability will change.

Move Tutor

Another noteworthy feature of Pokemon XD is the move tutor. This is the only way you can obtain a Mewtwo with Selfdestruct. Only three moves are exclusive to this game, as others can be taught in the cartridge games. Aside from these three moves, there are 6 moves exclusive to Mew, but only 3 moves can be taught exclusively from this Move Tutor.

Nightmare - This move is much too situational and is pretty much worthless. For the sake of completion, here are some relatively bulky Pokemon who might benefit from it.
Examples: Celebi, Clefable, Deoxys-D, Hypno, Dusknoir, Jirachi, Lickylicky Lickilicky, Lugia, Mr. Mime, Lapras, Porygon2, Shedinja, Slowbro, Slowking, Umbreon

Sky Attack - All Pokemon that can make use of this powerful move, such as Aerodactyl and Swellow, learn it by easier methods.

Selfdestruct - Many Pokemon who learn Selfdestruct also learn Explosion through level up or Generation IV TM 64, so only a few Pokemon really benefit from this move tutor. Game Freak blessed Snorlax and Mewtwo with deadly suicide moves, and as a tasteless joke, made Wailord an exploding whale. It is worth noting, however, that a Munchlax with Selfdestruct can be captured on the PokeWalker Pokéwalker with flawless IVs thanks to RNG abuse.
Examples: Mewtwo, Snorlax, Wailord

Mew Move Tutor - Mew learns 6 moves through this Move Tutor, but only 3 are unique to XD, listed here.
Examples: Fake Out, Night Shade, Zap Cannon

Conclusion

Now that you have a firm grasp on the multitude of special Pokemon you can find in XD, get out there and capture them.! They offer several oft-unseen options for your Wi-Fi team, (comma) and make your trade thread stand out from the rest!

Credits
This guide would not have been possible without the aid of user Zari, who rigorously compiled a vast majority of the Shadow Boosts. He, along with Arseus and Nickscor, helped narrow down which Pokemon were worth capturing, greatly simplifying this guide.


Absolutely excellent write-up.

GP 1/2

 

Nix_Hex

Uangaana kasuttortunga!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Absolutely excellent write-up.
Thanks Oglemi! Changes applied, but I have two questions. In the one-under equation, should I leave it capitalized since it is a title of a variable? And for Pokéwalker, should I keep the é or does the SCMS have a filter for "Pokewalker"?
 

Oglemi

Borf
is a Forum Moderatoris a Top Contributoris a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Tiering Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Top Dedicated Tournament Host Alumnus
Keep the accent on the e in Pokewalker, since it's a tangible real-life item and a brand name. The reason we don't put the accent on the e in Pokemon is because we say it so much and it's a pain to keep doing that stupid e. Ironically, anything else that has Poke needs the accent, like Poke Ball and Pokedex for pronounciation issues, etc.

The reason I uncapitalized that instance of one-under is because you didn't capitalize it in the paragraphs before that. I think it looks fine uncapitalized where it is.
 

Nix_Hex

Uangaana kasuttortunga!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Battle Simulator Moderator Alumnus
Nickscor reminded me that a Pokemon's ability may change when you snag it from Miror B. Here is the only change, one added sentence:
Finally, it is worth noting that any Pokemon you defeat will retain its IVs when you snag it from Miror B later on, but its ability can just as easily change.
With that last tidbit of information, this thing is complete, just awaiting one more GP check!
 

Aeron Ee1

Nom nom nom
is a Top Contributor Alumnus
Changes in bold
Removals in red
Comments in bold red

Contents
1. Introduction
2. Special Pokemon
3. Capture Guide
How to Obtain Perfect Speed IVs
The Shadow Boost Factor
How to Obtain Perfect HP IVs
How to do Your Own Shadow Boost Tests
Utility Items and Pokemon
How to Deduce your Pokemon's Nature
Protected Save Factor
Ability Factor
4. Move Tutor
Nightmare
Sky Attack
Selfdestruct
Mew Move Tutor
5. Conclusion

Introduction

Pokemon XD: Gale of Darkness is the sequel to Pokemon Colosseum, making it the second fully 3D Pokemon adventure on the GameCube. Casual players were dismayed at the lack of gym leaders and the limited availability of wild Pokemon. However, the game offered unique and invaluable features for competitive players that are still relevant in competitive play. Thanks to the ability to transfer Pokemon from your 4th Generation game to Black and White, these unique monsters can still be used today! This is intended to be an exhaustive tutorial on obtaining Pokemon with unique and useful moves. As such, all Pokemon who obtain Refresh or moves they cannot utilize effectively (such as Marowak with Sing) are absent from the list. You will also learn, in great detail, the means by which you can work around frustrating game mechanics, namely Shadow Boosts.

Special Pokemon

From very early on in your adventure, you will start catching and purifying Shadow Pokemon. As they are purified, they will typically learn a few egg moves, and when purification is complete, an exclusive move. Since Emerald and 4th Generation Move Tutors are able to teach some of these moves to those Pokemon, it is no longer advisable to reset for all of the Shadow Pokemon, especially with the advent of RNG Abuse becoming widespread in those games. Still, there are still a great number of Pokemon whose attacks are exclusive to this game, the most notable of which are listed below, along with their minimum and maximum stats for all natures and their Shadow Boosts (more on this later).

Stat: (colon) (Negative Nature) / (Neutral Nature) / (Positive Nature) +Shadow Boost

Poochyena - Lv. 10 - Heal Bell

HP: 27 - 30
Atk: (14 - 17) / (16 - 19) / (17 - 20)
Def: (10 - 13) / (12 - 15) / (13 - 16)
SpA: (9 - 12) / (11 - 14) / (12 - 15)
SpD: (9 - 12) / (11 - 14) / (12 - 15)
Spe: (10 - 13) / (12 - 15) / (13 - 16) +1

Duskull - Lv. 19 - Helping Hand

HP: 36 - 42 +4 to +5
Atk: (18 - 23) / (20 - 26) / (22 - 28)
Def: (35 - 40) / (39 - 45) / (42 - 49)
SpA: (14 - 19) / (16 - 22) / (17 - 24)
SpD: (35 - 40) / (39 - 45) / (42 - 49)
Spe: (12 - 18) / (14 - 20) / (15 - 22) +2

Snorunt - Lv. 20 - Sing

HP: 50 - 56
Atk: (22 - 27) / (25 - 31) / (27 - 34)
Def: (22 - 27) / (25 - 31) / (27 - 34)
SpA: (22 - 27) / (25 - 31) / (27 - 34)
SpD: (22 - 27) / (25 - 31) / (27 - 34)
Spe: (22 - 27) / (25 - 31) / (27 - 34) +5

Natu - Lv. 22 - Baton Pass

HP: 49 - 56
Atk: (24 - 29) / (27 - 33) / (29 - 36)
Def: (21 - 27) / (24 - 31) / (26 - 34)
SpA: (31 - 37) / (35 - 42) / (38 - 46)
SpD: (21 - 27) / (24 - 31) / (26 - 34)
Spe: (31 - 37) / (35 - 42) / (38 - 46) +5

Lunatone - Lv. 25 - Baton Pass

HP: 70 - 77
Atk: (28 - 36) / (32 - 40) / (35 - 44)
Def: (33 - 40) / (37 - 45) / (40 - 49)
SpA: (46 - 54) / (52 - 60) / (57 - 66)
SpD: (42 - 49) / (47 - 55) / (51 - 60)
Spe: (36 - 42) / (40 - 47) / (44 - 51) +5

Togepi - Lv. 25 - Helping Hand, Tri Attack

HP: 52 - 60 +0
Atk: (13 - 19) / (15 - 22) / (16 - 24)
Def: (33 - 40) / (37 - 45) / (40 - 49)
SpA: (22 - 28) / (25 - 32) / (27 - 35)
SpD: (33 - 40) / (37 - 45) / (40 - 49)
Spe: (13 - 19) / (15 - 22) / (16 - 24) +0

Beedrill - Lv. 30 - Baton Pass

HP: 79 - 88
Atk: (47 - 55) / (53 - 62) / (58 - 68)
Def: (26 - 34) / (29 - 38) / (31 - 41)
SpA: (28 - 36) / (32 - 41) / (35 - 45)
SpD: (47 - 55) / (53 - 62) / (58 - 68)
Spe: (45 - 53) / (50 - 59) / (55 - 64) +6

Hypno - Lv. 34 - Baton Pass

HP: 101 - 112
Atk: (48 - 58) / (54 - 65) / (59 - 71)
Def: (46 - 56) / (52 - 63) / (57 - 69)
SpA: (48 - 58) / (54 - 65) / (59 - 71)
SpD: (74 - 83) / (83 - 93) / (91 - 102)
Spe: (45 - 54) / (50 - 61) / (55 - 67) +5 to +6

Dodrio - Lv. 34 - Baton Pass

HP: 84 - 95
Atk: (71 - 81) / (79 - 90) / (86 - 99)
Def: (46 - 56) / (52 - 63) / (57 - 69)
SpA: (40 - 50) / (45 - 56) / (49 - 61)
SpD: (40 - 50) / (45 - 56) / (49 - 61)
Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Banette - Lv. 37 - Helping Hand

HP: 94 - 105
Atk: (81 - 90) / (90 - 101) / (99 - 111)
Def: (47 - 57) / (53 - 64) / (58 - 70)
SpA: (59 - 69) / (66 - 77) / (72 - 84)
SpD: (45 - 56) / (51 - 63) / (56 - 69)
Spe: (47 - 57) / (53 - 64) / (58 - 70) +2 to +4

Magmar - Lv. 36 - Follow Me

HP: 92- 103 +5 to +6
Atk: (65 - 75) / (73 - 84) / (80 - 92)
Def: (41 - 51) / (46 - 57) / (50 - 62)
SpA: (69 - 79) / (77- 88) / (84 - 96)
SpD: (59 - 69) / (66 - 77) / (72 - 84)
Spe: (63 - 74) / (71 - 83) / (78 - 91) +6 to +7


Pinsir - Lv. 35 - Helping Hand

HP: 90 - 101 +6
Atk: (82 - 92) / (92 - 103) / (101 - 113)
Def: (67 - 76) / (75 - 85) / (82 - 93)
SpA: (38 - 48) / (43 - 54) / (47 - 59)
SpD: (48 - 57) / (54 - 64) / (59 - 70)
Spe: (57 - 67) / (64 - 75) / (70 - 82) +6

Rapidash - Lv. 40 - Baton Pass

HP: 102 - 114 +2 to +3
Atk: (76 - 87) / (85 - 97) / (93 - 106)
Def: (54 - 65) / (61 - 73) / (67 - 80)
SpA: (62 - 72) / (69 - 81) / (75 - 89)
SpD: (62 - 72) / (69 - 81) / (75 - 89)
Spe: (80 - 90) / (89 - 101) / (97 - 111) +2 to +9

Lickitung - Lv. 38 - Helping Hand

HP: 116 - 128 +6 to +7
Atk: (41 - 52) / (46 - 58) / (50 - 63)
Def: (55 - 65) / (62 - 73) / (68 - 80)
SpA: (45 - 55) / (50 - 62) / (55 - 68)
SpD: (55 - 65) / (62 - 73) / (68 - 80)
Spe: (24 - 35) / (27 - 39) / (29 - 42) +2

Solrock - Lv. 41 - Baton Pass

HP: 108 - 121 +6
Atk: (73 - 85) / (82 - 95) / (90 - 104)
Def: (66 - 78) / (74 - 87) / (81 - 95)
SpA: (45 - 55) / (50 - 62) / (55 - 68)
SpD: (52 - 63) / (58 - 71) / (63 - 78)
Spe: (55 - 67) / (62 - 75) / (68 - 82) +5 to +6

Electabuzz - Lv. 43 - Follow Me

HP: 108 - 122
Atk: (68 - 80) / (76 - 89) / (83 - 97)
Def: (48 - 60) / (54 - 67) / (59 - 73)
SpA: (77 - 90) / (86 - 100) / (94 - 110)
SpD: (70 - 81) / (78 - 91) / (85 - 100)
Spe: (85 - 97) / (95 - 108) / (104 - 118) +6

Swellow - Lv. 43 - Baton Pass

HP: 104 - 117
Atk: (70 - 81) / (78 - 91) / (85 - 100)
Def: (50 - 62) / (56 - 69) / (61 - 75)
SpA: (43 - 54) / (48 - 61) / (52 - 67)
SpD: (43 - 54) / (48 - 61) / (52 - 67)
Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Lugia - Lv. 50 - Feather Dance, Psycho Boost

HP: 166 - 181 +10 to +12
Atk: (85 - 99) / (95 - 110) / (104 - 121)
Def: (121 - 135) / (135 - 150) / (148 - 165)
SpA: (85 - 99) / (95 - 110) / (104 - 121)
SpD: (143 - 156) / (159 - 174) / (174 - 191)
Spe: (103 - 116) / (115 - 130) / (126 - 143) +8 to +9

Articuno - Lv. 50 - Heal Bell, Extrasensory, Haze

HP: 150 - 165
Atk: (81 - 94) / (90 - 105) / (99 - 115)
Def: (94 - 108) / (105 - 120) / (115 - 132)
SpA: (90 - 103) / (100 - 115) / (110 - 126)
SpD: (117 - 130) / (130 - 145) / (143 - 159)
Spe: (81 - 94) / (90 - 105) / (99 - 115) +0 to +3*

Zapdos - Lv. 50 - Extrasensory, Metal Sound, Baton Pass

HP: 150 - 165
Atk: (85 - 99) / (95 - 110) / (104 - 121)
Def: (81 - 94) / (90 - 105) / (99 - 115)
SpA: (117 - 130) / (130 - 145) / (143 - 159)
SpD: (85 - 99) / (95 - 110) / (104 - 121)
Spe: (94 - 108) / (105 - 120) / (115 - 132) +0 to +3*

Dragonite - Lv. 55 - Heal Bell

HP: 165 - 182
Atk: (136 - 152) / (152 - 169) / (167 - 185)
Def: (98 - 113) / (109 - 126) / (119 - 138)
SpA: (103 - 118) / (115 - 132) / (126 - 145)
SpD: (103 - 118) / (115 - 132) / (126 - 145)
Spe: (83 - 99) / (93 - 110) / (102 - 121) +3 to +7

*Test results show that Greevil's Pokemon most likely do not undergo Shadow Boosts, but this has not been proven.

Capture Guide

How to Obtain Perfect Speed IVs
Unlike Emerald and our 4th and 5th Generation RPGs, there is very limited information on the mechanics of the RNG in XD. As such, you will have to resort to resetting and recapturing "the old-fashioned way" to obtain Pokemon with decent IVs. Furthermore, Hidden Power type and power are even more difficult to manipulate. Still, with much patience and a few special methods, you will inevitably obtain a unique Pokemon that is competitively viable. One technique covered in other guides related to obtaining Pokemon with an ideal Speed stat is just as useful in XD as in the cartridge games. The idea is to use a Pokemon that is one Speed point lower than the Pokemon you are trying to catch, otherwise known as the "one under" Speed. If the Pokemon outspeeds your one under Pokemon, it is guaranteed to have a nearly ideal Speed stat, and is worth capturing. As you'll find out, this isn't as straightforward as it seems.

The Shadow Boost Factor
You may have noticed a + next to the level of the Shadow Pokemon you encounter. The meaning behind this sign refers to a small boost in all of its stats dubbed the Shadow Boost. The Shadow Pokemon loses this boost upon capture, but when doing one-under Speed tests, it is vital to take the Shadow Boost into account. The exact mechanism that determines this amount is currently unknown, but the boosts can be found empirically through rigorous Speed tests. Further complicating matters, several separate files have yielded different Shadow Boost results, so it is still advisable to do your own tests if you are unsure. Some of these ranges have already been found for you, and are marked in bold next to the Pokemon's stat numbers above. Your effective one-under Speed is then:

One-Under Speed = Desired Speed + Shadow Boost - 1

Example:
Say you want to capture a Dodrio with a +Spe nature. Take a look at its Speed stat above.

Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Thus, your one-under Speed stat is equal to 91 + 7 - 1 = 97.

How to Obtain Perfect HP IVs
Though Speed is often considered the most important stat in Pokemon, some Pokemon are bulky and are not counted on for their Speed. Duskull is a perfect candidate for an HP test. It has awesome Defense and Special Defense, but its HP and Speed are very bad; it needs all the HP it can get to make use of those defenses. Unfortunately, the HP Stat also undergoes a Shadow Boost, which also varies from file to file.

One of the most common HP tests in the hand-held adventures involves a variation of the one-under test, where the move Endeavor is used to find out the target Pokemon's exact HP at full health. Endeavor is a very rare move, but Night Shade and Seismic Toss are just as effective. As you may know, Seismic Toss and Night Shade are Normal- and Ghost-type attacks, respectively, that take away HP from the target Pokemon equal to the user's level. This can be found by the following formula, where T is the Target HP, S is the Shadow Boost, L is the level of the user, and N is the amount of times we will use the attack:

N * L ≈ T + S - 1

In other words, we must find N and L in order to get as close to T + S - 1 as possible. Let's say we want to capture Duskull with a maximum HP stat of 42. Duskull's HP Shadow Boost is known to be between 4 and 5; we will use 4 in this example. By the above equation we get:

N * L ≈ 42 + 4 - 1 = 45

Since 45 is odd, we need to use a Level 45 Night Shade 1 time to get the most accurate result possible. This is very impractical, since Duskull is found early in the game, well before any Night Shade user should reach Level 45. Instead, you should use a Level 22 Night Shade 2 times to reach 44 damage.

You can also use Sonic Boom early on to hit Normal-types, which does a set 20 damage. This is very inefficient for Pokemon with high HP, but if you insist, just substitute 20 for L in the above formula.

How to do Your Own Speed Boost Tests
Many of the Shadow Boosts listed above have been found to be static, but there are a few that vary from file to file. Luckily, the range of these variables has been narrowed to a respectable degree. If, however, you are not satisfied with the ranges given, you can find the exact boost in your file by attempting to Speed tie with your target. Simply use a Pokemon with a Speed stat on or around the mid point between the Pokemon's maximum and minimum stats. If you encounter a Speed tie, subtract your Pokemon's Speed by the new Pokemon's actual Speed stat, and that is your Shadow Boost. For example, take Swellow:

Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Your Pokemon's Speed = (137 + 100) ÷ 2 = 118
Captured Pokemon's Speed (after Speed-tie) = 108
Swellow's Shadow Boost = 118 - 108 = +10

Special Utilities
Macho Brace: Halves the Speed of the Pokemon that holds it.
The Macho Brace can be obtained very early in your adventure; it only costs 200 Poke Coupons, which you can receive by completing the first round of 10 easy battles in Mt. Battle. This allows you to use stronger Pokemon, such as your starter, to capture Shadow Pokemon while still allowing you to muscle your way through the rest of the game. Simply allow your Pokemon to have double the Shadow Pokemon's target Speed minus 1, attach the Macho Brace, and test away!

Spinarak - Lv. 14 - Night Shade

Max Speed: 17 +3
Spinarak can be found early on, held by Cipher Peon Nexir in Basement 2 of the Cipher Lab. It learns Night Shade at the very early level of 17, and is the first Pokemon you can obtain for HP testing. It is initially very frail, but it evolves into Ariados at level 22.

Pinsir - Lv. 35 - Seismic Toss

Max Speed: 82 +6
Pinsir is found late in the game and takes a while to purify. However, it learns Seismic Toss by the Move Tutor at Mt. Battle, making it a high-level user and also a very powerful Pokemon for your team.

How to Deduce your Pokemon's Nature
You may have noticed that immediately upon capture of a Shadow Pokemon, you are able to view its stats, but its nature appears as question marks. When its Heart Meter depletes to about half way, the nature will be revealed, but this can take a long time, especially with higher leveled Pokemon. For example, take Teddiursa, who is captured at level 11 and receives the move Refresh upon purification. Say its stats are:

37 HP / 24 Atk / 18 Def / 15 SpA / 17 SpD / 18 Spe

Now, calculate the theoretical stats for Teddiursa with a neutral nature, a hindering nature, and a boosting nature with 0 and 31 IVs and 0 EVs in all stats. Eliminate the ranges that do not contain Teddiursa's actual stat.

HP: 34 - 37
Atk: (19 - 23) / (22 - 26) / (24 - 28)
Def: (14 - 17) / (16 - 19) / (17 - 20)
SpA: (14 - 17) / (16 - 19) / (17 - 20)
SpD: (14 - 17) / (16 - 19) / (17 - 20)
Spe: (11 - 15) / (13 - 17) / (14 - 18)

As you can see, its SpA lies exclusively in its hindering range, and its Spe in its boosting range, so you can infer that the nature of this Teddiursa is Jolly! Now, you can safely use a single-level IV Calculator, such as MetalKid's, which yields the following ranges:

IVs: 26 - 31 HP / 13 - 21 Atk / 19 - 27 Def / 10 - 18 SpA / 10 - 18 SpD / 30 - 31 Spe @ Jolly

Now, you know that your Teddiursa is Jolly and has decent HP, passable Attack, and excellent Speed. If you are not satisfied with this, restart your game and try again. This method is not perfect, as there are times when only one or no stats lie in a unique range. For example, take this Teddiursa:

Stats: 36 HP / 24 Atk / 17 Def / 16 SpA / 18 SpD / 18 Spe

HP: 34 - 37
Atk: (19 - 23) / (22 - 26) / (24 - 28)
Def: (14 - 17) / (16 - 19) / (17 - 20)
SpA: (14 - 17) / (16 - 19) / (17 - 20)
SpD: (14 - 17) / (16 - 19) / (17 - 20)
Spe: (11 - 15) / (13 - 17) / (14 - 18)

Speed is the only stat that lies between a unique range, while only Defense and Special Attack can possibly lie in the hindering range, so there are only two possibilities: Hasty or Jolly. Plugging these stats into an IV calculator with both sets yields:

IVs: 17 - 25 / 13 - 21 / 10 - 18 / 19 - 27 / 19 - 27 / 30 - 31 @ Jolly
IVs: 17 - 25 / 13 - 21 / 28 - 31 / 0 - 9 / 19 - 27 / 30 - 31 @ Hasty

If absolutely none of the Pokemon's stats lie within a unique range, it is safe to assume that it has mediocre stats and possibly a neutral nature. Soft-reset and try again.

The Protected Save Factor
You may have noticed that you are forced to save after snagging Articuno and Zapdos and defeating Greevil. Furthermore, the battle with Greevil starts immediately after the battle with Lugia. The implications of this are, while you can test for Speed and HP numbers in battle, you cannot verify these Pokemon's natures and IVs for their other stats without saving the game; you certainly do not want to play through the entire game just to end up with a Jolly Zapdos with a 0 SpA IV! Furthermore, the save file is protected, meaning that there is no way to duplicate your file to try again. Unfortunately, there is no way to circumvent these issues by traditional methods.

The Ability Factor
If you know anything about the mechanics of the generation of a Pokemon, you will know that a Pokemon's ability is generated from a 1-bit number in its PID. Several Pokemon in Generation III that had only one ability gained a new ability upon the advent of Generation IV. Since the ability itself is stored separately from the PID, a Pokemon's ability will not immediately change upon transferring it to a Generation IV game. However, the ability is recalculated on certain events, such as evolution, so the Pokemon may have a different ability than originally intended. This is particularly of concern to Togepi, whose ability may change upon evolution to Togekiss to the unpopular Hustle instead of keeping its rare and incredibly useful Serene Grace ability. Unfortunately, without access to Togepi's PID, there is no way to predict whether or not the ability will change. Finally, it is worth noting that any Pokemon you defeat will retain its IVs when you snag it from Miror B later on, but its ability can just as easily change.


Move Tutor

Another noteworthy feature of Pokemon XD is the move tutor. This is the only way you can obtain a Mewtwo with Selfdestruct. Only three moves are exclusive to this game, as others can be taught in the cartridge games. Aside from these three moves, there are 6 moves exclusive to Mew, but only 3 moves can be taught exclusively from this Move Tutor.

Nightmare - This move is much too situational and is pretty much worthless. For the sake of completion, here are some relatively bulky Pokemon who might benefit from it.
Examples: Celebi, Clefable, Deoxys-D, Hypno, Dusknoir, Jirachi, Lickilicky, Lugia, Mr. Mime, Lapras, Porygon2, Shedinja, Slowbro, Slowking, Umbreon

Sky Attack - All Pokemon that can make use of this powerful move, such as Aerodactyl and Swellow, learn it by easier methods.

Selfdestruct - Many Pokemon who learn Selfdestruct also learn Explosion through level up or (over here) the (over here) Generation IV TM 64, so only a few Pokemon really benefit from this move tutor. Game Freak blessed Snorlax and Mewtwo with deadly suicide moves, and as a tasteless joke, made Wailord an exploding whale. It is worth noting, however, that a Munchlax with Selfdestruct can be captured on the Pokéwalker with flawless IVs thanks to RNG abuse.
Examples: Mewtwo, Snorlax, Wailord

Mew Move Tutor - Mew learns 6 moves through this Move Tutor, but only 3 are unique to XD, listed here.
Examples: Fake Out, Night Shade, Zap Cannon

Conclusion

Now that you have a firm grasp on the multitude of special Pokemon you can find in XD, get out there and capture them! They offer several oft-unseen options for your Wi-Fi team, and make your trade thread stand out from the rest!

Credits
This guide would not have been possible without the aid of user Zari, who rigorously compiled a vast majority of the Shadow Boosts. He, along with Arseus and Nickscor, helped narrow down which Pokemon were worth capturing, greatly simplifying this guide.


this brought a tear to my eye =']

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