I think the nature and abilities would be set as soon as you transferred it over.
Sorry, tutor moves never pass (unless they're also egg moves, like Substitute in Advance).
So you'd need to breed the Charmander in Emerald. Or any Advance game relly, but it'd have to travel to Emerald to be taught Fire Punch.
Because I have nothing whatsoever on my Emerald Version. I already had my Adamant 30 HP, 30 Attack, 31 Speed IV ditto on my Diamond. Now I have to try and find a similar one on my emerald and i need to find a pokemon within my emerald that can learn belly drum. The problem is, i transfered nearly all of my useful/goood pokemon over to my diamond before i chose to try and make this charizard. :(
Couple Questions
1.Toxic 1/16 add every turn damage, Does it applies for normal poisoned pokemon? 1/16 also?
2. Toxic spikes, what the damage for 1 ? and i read 2nd time is toxic poison?
-so meaning the first time using toxic spike is same as spikes, but second time is toxic+spike? or how does this mean?
3. How does burning and poison go? which does more damage ?
Hey, if I transferred a Clefable from FR/Emerald and saved, then kept re-evolving it until I got the right nature, would it work?
1: Normal poison is 1/16 every turn. Your correct about toxic
2: Damage for one layer is 1/16 every turn.
3: Burning and regular poison tie, but badly poison is always better.
Then give it some HP evs to make it divisible by 4. You'll only need to take at most 12 EVs from attack or Speed (I recommend attack, since Belly Drum + Blaze is powerful no matter what).I do have a 31 HP, 25 Attack, 28 Speed IV Adamant Ditto on my Emerald still. Could I not just use this to breed a good Charmander and just give him 4 less EV's to his HP and distribute them elsewhere to still achieve my HP of being divisible by 4 to still activate my Salac Berry?
EDIT: Nevermind, I see that there are no HP EV's given to this set. :(
Isn't regular Poison 1/8 per turn?1: Normal poison is 1/16 every turn. Your correct about toxic
2: Damage for one layer is 1/16 every turn.
3: Burning and regular poison tie, but badly poison is always better.
Toxic Spikes only causes Poison, it does not inflict damage.2. i mean toxic spike, does it damage foes? like spike and what is this second layer?( does it have poison+ damage)?
poison+burn is tie, but poison from toxic skill is stronger?
So if I cloned my Clefairy, and sent over 6, one might have Magic Guard?
Is there a rebattle heatran code that works?
Also, what's the best nature for an HP Electric Empoleon?
If you clone the same clefairy, all clones will have the same ability.
No. Only Hail, Rain, and Sun have forms.Castform has the ability to change into a variety of forms depending on the weather. Is Castform capable of changing into a Rock-Type during a sandstorm?
Actually Castform does trasform into a Rock type in SS, but there is no seperate from like Sun/Rain/Hail.No. Only Hail, Rain, and Sun have forms.
Actually Castform does trasform into a Rock type in SS, but there is no seperate from like Sun/Rain/Hail.
Codes are here, thanks to Goodbar.
I believe Calm is the preferred nature. Could go with Modest, or Timid, or Bold, though.
How can you get a Magic Guard Seismic Toss/Softboiled Clefable?
How can you get the Magma Stone w/o pokesav?I have AR only.