[on site] The New Chaining Guide

The New Chaining Guide

Table of Contents
  • Introduction
  • Chaining Terminology
  • Chaining Basics
  • Chaining Supplies
  • Scouting
  • Capturing Pokémon
  • Forming Your Party
  • The Grid
  • Patch Formations
  • Chaining Strategy
  • Rare Occurrences and Their Explanations
  • Review: List of Ways to Break Your Chain
  • Swarms
  • Poké Radar Exclusives
  • Easiest Pokémon to Chain
Introduction

Have you ever wanted to catch mass amounts of shinies, EV train anywhere with ease, or repeatedly slaughter Bidoof for no reason at all? Well, thanks to the advent of "chaining" in DPP, now you can.

What is Chaining?
Chaining is the act of essentially encountering a certain Pokémon many times in a row using an item called the Poké Radar. When the Poké Radar is activated, several patches of grass shake and/or flash, which means Pokémon are hiding there that can be encountered by entering the patch. Chaining can be done in any field of grass in Sinnoh large enough to sustain a successful chain, which turns out to be about a 9 by 9 square of patches. Conveniently, there is a chaining-ready field of grass on nearly every route in the region, allowing for a great variety of Pokémon to encounter, allowing you to chain a great variety of Pokémon.

EV Training
Having the ability to chain makes every route an EV hotspot. This is beneficial for a number of reasons. First, let's say you want to EV train a level 50 legendary and have it stay at level 50. Well, you can't just train at any old location, since some Pokémon may give you too much experience. Thanks to chaining, you can now battle against a lower level Pokémon and have a 100% appearance rate. Conversely, if you want to fight high level Pokémon so your Pokémon grows quickly, you can chain against stronger Pokémon in the later routes. Second, you can battle against a vast number of Pokémon, including those that give two or three EVs per battle. Typically these Pokémon are rare, so trying to encounter them with any consistency is nearly impossible without the Poké Radar in your hands.

If you plan to use chaining exclusively to EV train, the majority of this guide can be skimmed or ignored entirely. The key points to focus on are CHAINING BASICS, CHAINING SUPPLIES, THE GRID, and PATCH FORMATIONS.

Shiny Pokémon
This guide is primarily dedicated to catching shiny Pokémon which is a far more difficult process than EV training. If you hope to successfully catch shiny Pokémon, it is important to study and master the concepts in this guide. Although the guide is long, the process of chaining is not as complex as the length might suggest. Most of the guide is dedicated to proper preparation and the important details of chaining.

Chaining Terminology

Patch - A single square of tall grass.
Regular Patch - A patch that, when the Poké Radar is activated, shakes back and forth.
Flashing Patch - A patch that, when the Poké Radar is activated, shakes back and forth and flashes white and orange.
Shiny Patch - A patch that, when the Poké Radar is activated, glows twice and does not shake. It also contains a shiny Pokémon. It is distinctly different from a flashing patch, meaning the two will never be mistaken for one another.
Edge Patch - A patch on the border of the field.
Field - Just what it sounds like: a large group of grass patches.
Activate - To use the Poké Radar to make a patch shake and/or flash.

Chaining Basics

Regular Patches vs. Flashing Patches
Unlike regular patches, there are multiple variants of flashing patches. Their differences are subtle, and may not even be noticeable to a new chainer. The traits to look out for are color: some are white, while others are orange; and size of the the colored area: some occupy most of the patch, while other occupy under half. It is important to recognize which variant you started your chain with because you will want to enter this type of flashing patch during your chain, which means you will have to keep a sharp eye out for impostors. In most cases it will not matter if you enter the wrong type of flashing patch, but it can be a cause of your chain breaking, so you may want to err on the side of caution. Because of this, it is easier to chain in regular patches whenever possible, as there is only one kind. However, it may not be possible to do this if you are after a Poké Radar Pokémon or you are chaining in a type of weather that requires you to use flashing patches for the sake of visibility.

Reset Patch
Upon entering the field of grass you plan to chain in, the first thing to do (after using a Repel) is to find the square of grass that will serve as your "reset patch." The purpose of this patch is to give you maximum possible number of 4-aways (refer to THE GRID to find out what these are) that are completely surrounded by other patches of grass, meaning they are not adjacent or directly diagonal to a tree, cliff, patch of short grass, or any other obstacle. The best way to find the proper reset patch is to go to the dead center of the field, count the number of valid 4-aways, and adjust your position as necessary. In some fields it may be obvious, while in others, especially smaller ones, it may take a few tries to get the best result. If you have reached 40 on your chain and are resetting for shinies, you may want to change your reset patch to the patch that accommodates the most total patches, as shinies will be appearing everywhere.

Resetting the Poké Radar
To "reset" or "activate" the Poké Radar, you must walk 50 steps, similar to the Vs. Seeker. Pretty simple, right? Not exactly. One of the most common ways to break chains, especially those over 40, is to accidentally walk into a patch that was activated by the previous Poké Radar reset. This most often occurs when attentiveness is lacking. Therefore, it is imperative that you make a mental note of where the four patches shake every time you reset the Poké Radar. It would be wise to minimize the number visual distractions around you when chaining, so as to ensure maximum attentiveness.

If it happens that you do not see what patches you have just activated, and need to reset the Poké Radar, the best strategy is to walk one step in a given direction then back to the square you reset from 25 times. You will avoid entering an activated patch 7 out of 8 times using this method. When resetting the Poké Radar normally, it may be convenient to choose a direction, walk 5 steps in that direction, walk back to where you started, and repeat this process 4 more times. This will ensure you walk exactly 50 steps, which saves Repels over the long run.

When resetting the Poké Radar, make sure that you keep all the patches that have been activated most recently within view. Otherwise, your chain will break.

40: The Magic Number
When your chain reaches 40, your chances of encountering shiny patches are maximized at 1 in 200 patches, or 1 in 50 resets (this number is not affected by Static, Magnet Pull, or any other ability). After this point, they will remain constant no matter how high your chain goes. Therefore, if you are looking to catch shiny Pokémon, the goal of your chain is to reach 40, then begin resetting only for shinies. The formula for encountering shiny patches is as follows:


14747 - 40(n) Where P = Probability
P(shiny) = ------------------ and n = Chain length
2621440 x (41 - n)​


This formula does not work for number exceeding 40. As this formula shows, the probability of encountering a shiny goes down exponentially the farther below 40 the chain is.

Chaining Supplies

The Poké Radar
Good luck chaining without it. You receive this from Professor Rowan in Sandgem Town after seeing all 150 Pokémon in the Sinnoh Pokedex in Diamond and Pearl and all 210 Pokémon in Platinum. You do not need to have beaten the Elite Four.

The Poké Radar Checker
This is an extremely useful Pokétch application that keeps a running tally on how many Pokémon you have encountered on your current chain. It also keeps a record of the length of your three longest chains. You receive this application from Professor Oak at the Pal Park when you have the National Dex.

Money
Chaining can be expensive, so unless you're rolling in Nuggets, you will have to replenish your bankroll every few times you go on a chaining excursion. The most efficient way to do this is to repeatedly battle the elderly Socialites outside the Trophy Garden on Route 212. If you are using an Amulet Coin, the Socialites will shell out a combined $24,000 (slightly more in Platinum), but for some reason you have to capture or defeat Heatran before they will give you this much money. Prior to that event, they will give you a little over half as much. Be sure to use the Vs. Seeker to milk them for all they're worth.

Super Repels
No, not Max Repels. Super Repels are much more economical, as Max Repels will cost you an extra $250 for just 50 more steps. How many you choose to buy should depend on how many Pokémon you wish to chain and how many shinies you wish to catch. If you just want a handful of shinies, then a few hundred Super Repels should easily suffice. However, if you plan on chaining until your thumbs bleed, then it is recommended that you max out your repels, or come close to doing so. Keep in mind that breaking chains will cost you repels, so always prepare for the worst.

Pokéballs
All Pokéballs can be found at the Pokémon League with the exception of Dive Balls, which can only purchased at Mossdeep City in RSE. In order to obtain Dive Balls in DPP, you must either Pal Park them from Advance games, or complete the Daily Newspaper Sidequest in Solaceon Town, for which you will receive three of them. One Premier Ball is obtained when you purchase ten Pokéballs, which must be done repeatedly to gather the necessary amount of them (purchasing 700 Pokéballs at once still only gives you one Premier Ball). Be sure to take into account your Pokémon's catch rate when estimating the number of balls you will need.

Ethers, Elixirs, and Leppa Berries
The last thing you want to end your chain is a lack of PP. Pokémon that are difficult to catch can drain the PP of moves like Spore at an alarming rate. Unfortunately, there are a finite number of Ethers and Elixirs in the game. Luckily, Leppa Berries restore 10 PP of a move, and are a completely renewable resource. If you don't have any to plant, they are held by a number of wild Pokémon. Growth Mulch can be used to increase the rate of Berry growth by 25%.

Pokémon: Clefairy, Clefable, Mime Jr., Mr. Mime, Smoochum, Jynx, Skitty and Delcatty.

Scouting

One of the most important tasks to do before chaining is to "scout" the target Pokémon to gain important knowledge of what you are up against. This can be done in a few short minutes on the internet, and will be more than worth the time. The following are a few key pieces of information about a Pokémon that are imperative to have before embarking on your quest for shinies.

Level
Knowing the target Pokémon's exact level is relatively unimportant, as its possible range of levels can be easily predicted if you are familiar with the route on which it inhabits. Its approximate level should give you an idea of how hard it will be to OHKO, as well as if its Speed will be an issue.

Moves
Unless you are using Pokéballs that catch 100% of the time when the target Pokémon is at full health, knowing its exact move set may prove critical to your success. There are certain types of moves a Pokémon can carry that must be accounted for when preparing to chain it. Roar and Whirlwind are, without question, the most dangerous moves your target Pokémon can carry, as they are the only two moves that can break your chain. However, there are still more types of moves that can be nuisances while trying to capture shinies. Self-KO moves obviously make a Pokémon impossible to catch if they are used. Similarly, self-damaging moves such as Double-Edge will cause the Pokémon to kill itself if you have used False Swipe on it. In both cases, these Pokémon should be put to sleep immediately if they cannot be caught on the first turn.

Ability
Typically the target Pokémon's ability is a non-issue, but there are a few that can prove troublesome, and therefore warrant mention. Pressure, for instance, can drain PP quickly, so be sure to pack a method of PP restoration. Early Bird and Insomnia make sleep-inducing moves unreliable and unusable, respectively, while Limber does the same for Paralysis. Static, Poison Point, Flame Body, and Synchronize can all induce status and might require you to bring a supply of Full Heals depending on your own moves.

Appearance Rate
A Pokémon's appearance rate not only dictates how difficult it is to encounter, but also how difficult it is to chain. A Pokémon with a high appearance rate, such as a swarm Pokémon, is somewhat likely to appear in a given patch once the chain has started. By comparison, a Pokémon with a low appearance rate is less likely to appear in a given patch once the chain has started. The ramifications of this will be discussed in the PATCH FORMATIONS and CHAINING STRATEGY sections.

Capture Rate
As you might expect, catch rate measures the difficulty of catching a Pokémon. The higher the rate, the easier the Pokémon is to catch. See the CAPTURING Pokémon section below for a closer look at the math behind catch rates. After doing so, be sure you have Pokéballs that are able to catch your Pokémon, preferably a high percentage of the time.

Capturing Pokémon

X-Act's Capture Rate Formula

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Ball Rates

Master Ball: 255
Quick Ball (Decreases by 1 after ever 5 turns): 4
Dusk Ball (Rate is 1 when it is not night): 4
Repeat Ball (Against previously caught Pokémon): 3
Net Ball (If Water- or Bug-type): 3
Nest Ball (depending on the level): 3
Ultra Ball: 2
Great Ball: 1.5
Timer Ball (Increases by 1 after every 10 turns): 1
Luxury Ball: 1
Premier Ball: 1
Dive Ball: 1
Heal Ball: 1
Poke Ball: 1

Status #s

Sleep: 10
Freeze: 10
Paralysis: 5
None: 1

Clearly Sleep is the way to go here, but Paralysis is an acceptable substitute if a sleep-inducing move is somehow unavailable. This list has been abbreviated, as Burn and Poison can easily kill the wild Pokémon, and should never be used over Paralysis or Sleep. Good luck finding a reliable and worthwhile method of freezing.

Sample Calculations

Catch Rate - HP - Status # - Ball Rate - %

255 | Full | 1 | 4 | 132.8
255 | 1 | 1 | 1 | 98.2
200 | Full | 1 | 4 | 104.2
190 | Full | 1 | 4 | 99.0
120 | Full | 1 | 4 | 62.5
90 | Full | 1 | 4 | 46.9
90 | Full | 10 | 1 | 117.2
75 | Full | 10 | 1 | 96.7
75 | 1 | 1 | 4 | 115.6
30 | Full | 10 | 4 | 156.2
30 | Full | 10 | 1 | 39.0
30 | 1 | 1 | 4 | 46.2
30 | 1 | 10 | 1 | 115.6
3 | 1 | 10 | 4 | 46.2
3 | 1 | 10 | 1 | 11.6

For these calculations, 50 was substituted for MaxHP when CurrentHP was 1. For Pokémon with a greater maximum HP, these percentage will be slightly higher, and for those with a lower maximum HP, they will drop slightly. Note that some of these calculations are significant for Pokémon with higher catch rates. For example, if a Pokémon with a 75 catch rate can be caught at 1 HP with a ball that has a rating of 4, then everything with a higher catch rate will also be caught in the same under the same conditions.

Forming Your Party

When assembling your chaining team, there are a couple of key Pokémon that should always be included. These Pokémon help to make chaining as easy and efficient as possible.

Brawler
Depending on the strength of the Pokémon being chained, a party slot may need to be dedicated to a "brawler." This Pokémon should be at a high level in relation to the wild Pokémon, and should ideally be able to OHKO everything in sight. Put it in the first slot (or second, as the case may be) until you successfully reach 40, at which point it should no longer be needed. Be sure to take PP into account.

Utility Pokémon
Pokémon that can use False Swipe, put opponents to sleep, Taunt to prevent Roar/Whirlwind, or have an advantageous ability are extremely helpful, and should always be used. If possible, False Swipe should be powerful enough to take the wild Pokémon's HP from full to one in a single hit. Below are some of the Pokémon that fill two or three of these roles at once.

Smeargle - Learns Spore, False Swipe, and Taunt via Sketch.
Parasect - Learns Spore by level up and False Swipe by TM.
Breloom - Learns Spore by level up and False Swipe as an egg move.
Gallade - Learns Hypnosis and False Swipe by level up, Taunt by TM.
Mew - Learns Hypnosis via XD or Pokemon Ranch, learns all TMs and HMs, and has the ability Synchronize.
Gardevoir - Learns Hypnosis by level up, Taunt by TM, and has the ability Synchronize.
Mr. Mime - Learns Hypnosis as an egg move and has the ability Soundproof.

Synchronizers
Having a Pokémon with Synchronize in the first slot of your party makes a wild Pokémon's nature the same as the Synchronizer's 50% of the time. This Pokémon can be fainted.

Pokémon: Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, Gardevoir.

Static
Having a Pokémon with Static in the first slot of your party increases the appearance rate of Electric-type Pokémon by 30%. This Pokémon can be fainted.

Pokémon: Pichu, Pikachu, Raichu, Voltorb, Electrode, Elekid, Electabuzz, Mareep, Flaaffy, Ampharos, Electrike, Manectric.

Magnet Pull
Having a Pokémon with Magnet Pull in the first slot of your party increases the appearance rate of Steel-type Pokémon by 30%. This Pokémon can be fainted.

Pokémon: Magnemite, Magneton, Magnezone, Nosepass, Probopass.

Soundproof/Suction Cups
Although Taunt is usually more convenient, Soundproof prevents wild Pokémon from using Roar on you, and Suction Cups nullifies both Roar and Whirlwind.

Pokémon: Voltorb, Electrode, Mime Jr., Mr. Mime, Whismur, Loudred, Exploud, Lileep, Cradily.

Utilizing Both Synchronize and Static/Magnet Pull
Since Synchronize and Static/Magnet Pull both require the first party slot to take effect, they cannot be used simultaneously. However, they can be used together and produce the same results as if they both shared the first slot. From the start of a chain until 40, the Pokémon with Static/Magnet Pull should be in the first slot. If a shiny patch appears before the chain reaches 40, switch to the Synchronizer before entering it. Once the battle is over, switch back to the Pokémon with Static/Magnet Pull. Once you have reached 40, only the Synchronizer should be in the first slot, since Static/Magnet Pull does not increase the chance of encountering a shiny patch.

The Grid

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

The grid is essentially area around your character (denoted by P) in a field of grass. The field being chained in will not have these exact dimensions, and there may be obstacles or grassless squares inside the grid, but most fields of grass should facilitate a nearly complete grid of tall grass.

The numbers on the grid represent a patch of grass, and their value represents how far away each patch is from the character. From here on out these will be referred to as one-aways, two-aways, three-aways, and four-aways. Each time the Poké Radar is activated, four patches will shake, one of each number. That is to say one one-away, one two-away, one three-away, and one four-awaywill shake every time. Never will you see two of any number shake. It is possible that the Poké Radar will activate a square that does not contain grass, in which case you will not see it shake.

It is of the utmost importance to be able to envision this grid around your character, so that when the patches shake, you can always tell the coordinates of each one, and therefore assess the quality of the formation of the patches, which will be introduced later.

Quadrants
Like a coordinate graph, the grid can be split into quadrants. Zeroes denote patches that do not fall into a quadrant (comparable to axes). In the next section these quadrants will become relevant.

2 2 2 2 0 1 1 1 1
2 2 2 2 0 1 1 1 1
2 2 2 2 0 1 1 1 1
2 2 2 2 0 1 1 1 1
0 0 0 0 P 0 0 0 0
3 3 3 3 0 4 4 4 4
3 3 3 3 0 4 4 4 4
3 3 3 3 0 4 4 4 4
3 3 3 3 0 4 4 4 4

Patch Formations

The secret to successful and efficient chaining is in the patch formations generated by the Poké Radar. A "formation" is the arrangement of the shaking patches each time the Poké Radar is reset. If one can recognize which formations are safe to rely on, success is sure to follow.

The Best Formations
After extensive testing, the following have been determined to be the safest formations in the game. Results may vary with the appearance rate of the target Pokémon, but all of these formations should have a success rate of at least 90%. They are also ranked from most successful to least successful, with the first formation having a phenomenal success rate of at least 98%.
  • These can appear in any quadrant, not just #1 as depicted below.
  • They can appear two ways in each quadrant, "horizontally" (as depicted below) or "vertically" (reflected across the lines y=x or y=-x).
  • The other (not bolded) patches must shake outside the given quadrant and its axes.
  • Again, always enter the 4-away.
4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

The Bad Formations
When considering the number of good formations above versus the amount of possible formations that can occur, it is clear that the bad formations greatly outnumber the good. This means that for every good patch entered, the Poké Radar will likely have to be reset numerous times. Although bad formations should always be avoided, entering them is not necessarily a death sentence for your chain. These formations typically have over a 50% success rate, meaning that entering them once might not break a chain, but doing so repeatedly certainly will. In other words, if you get lucky when entering a bad formation, don't think it will be so kind to you the next time around. Again, results can be highly variable with the appearance rate of the target Pokémon.

There are several telltale signs that a formation is unsafe to enter.

Bunching: Bunching occurs when three or four of the patches are in very close proximity. Shown below is an example of bunching. Normally, this arrangement of the 2-away and 4-away would result in a safe formation. However, the 1-away and 3-away are in the same quadrant as the other two, so bunching has occurred, rendering the formation unsafe.

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

Isolation: Isolation is typically more easily identifiable than bunching. Essentially, if there is no activated patch within a few squares of the 4-away, isolation has occurred. Also, if the 4-away is in a quadrant all by its lonesome, isolation has occurred.

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

EDIT: A section regarding what patches to enter at a given point in the chain will go here. It is designed to instruct the user how to maximize efficiency and is entitled "Chaining Strategy." Will update soon.

Rare Occurrences and Their Explanations

"The Patch of Grass Stayed Quiet."

If this message comes up when you reset the Poké Radar, it means you reset on the edge of the field, and the squares that were activated were not in the field. It also means your chain is broken, which will hopefully teach you never to reset on an edge patch.

Changing Patch Types Mid-Chain

Normally, if you walk into a flashing patch when chaining for regular patches, and vice versa, your chain will break. However, every once in a while you will encounter your target Pokémon, meaning your chain will continue on, but your target patch type will change to the type you just entered. Unfortunately, if you walked into the wrong type of patch, chances are you didn't actually see the patch to begin with, so your patch type has changed without you being any the wiser. The solution to this is relatively simple: if you walk into a patch you didn't see and your chain continues, reset the Poké Radar a few times to make sure you are still seeing about the same ratio of patch types you normally see. If things appear normal, you're almost certainly fine to continue entering the same patch type. If your ratio appears to have reversed, then you may have switched path types, but it is safest to reset another handful of times to confirm the switch.

Encountering Shinies in Non-Shiny Patches

It is possible to encounter a shiny while chaining without entering a shiny patch. The odds of this happening are 1 in 8192, the standard probability of encountering a random shiny.

Review: List of Ways to Break Your Chain.
  • Entering a patch that does not contain your Pokémon (this can occur for many reasons).
  • Entering an edge patch that contains your Pokémon, but having the subsequent patches all activate outside of your field.
  • Entering the wrong type of patch.
  • Forgetting to use a Repel.
  • Moving so that all the patches most recently activated are out of view.
  • Being Roared or Whirlwinded by a Pokémon.
  • Resetting the Poké Radar on an edge patch.
  • Using the bicycle.
Swarms

Swarms are Pokémon that only appear on a certain route on a random day. Each day you will have a different swarm. To find out what your swarm is, ask Dawn/Lucas's sister in Sandgem Town, and she will tell you what and where your swarm is. Swarm Pokémon can be found in both regular and flashing patches, and have an excellent appearance rate of 40%. Unfortunately, there is a finite time in which to chain them. However, if you have a chain going, your swarm will not change at the end of the day (23:59)! This means you can keep your chain going as long as you can, but once it's broken, the swarm is gone. Also, if you have a desirable swarm, but do not have time to chain it, you can start a chain of 1, so that it can be continued (very cautiously) the next day.

Changing Your Swarm

1. Check your swarm in Sandgem Town, even if you have already done so that day.

2. Save your file and turn off your DS, then turn it on and set the time to 23:59. Your DS will then shut itself off.

3. Turn your DS back on and start your file.

4. Proceed to your file in a timely manner, as it must still be 23:59 when you enter the game world.

5. Once the clock hits 00:00, talk to Dawn/Lucas's sister again.

6. If you followed these steps correctly, your swarm will now be different. If your new swarm doesn't tickle your fancy, then simply repeat step 1-5. Swarms are set at random, so it may take a bit of resetting to find your target swarm.

List of Swarms by Location

Location - D/P - Platinum

Route 201 - Doduo - Same
Route 202 - Zigzagoon - Same
Route 203 - Cubone - Same
Route 206 - Nosepass - Larvitar
Route 207 - Phanpy - Same
Route 208 - Dunsparce - Same
Route 209 - Snubbull - Same
Route 213 - Absol - None
Route 214 - Spoink - Same
Route 215 - Drowzee - Same
Route 216 - Delibird - None
Route 217 - Swinub - Delibird
Route 218 - Voltorb - Same
Route 221 - Farfetch'd - Same
Route 222 - Skitty - Same
Route 224 - Natu - Same
Route 225 - Makuhita - Same
Route 226 - Krabby - Same
Route 227 - Spinda - Same
Route 228 - Beldum - Same
Route 229 - Pidgey - Pinsir
Route 230 - Corsola - Same
Valley Windworks - Electrike - Same
Eterna Forest - Slakoth - Same
Fuego Ironworks - Magnemite - None
Lake Verity - Surskit - None
Lake Valor - Lickitung - None
Lake Acuity - Smoochum - None

Poké Radar Exclusives

As alluded to in earlier sections, Poké Radar Exclusives are Pokémon that only appear using the Poké Radar, and only appear in flashing patches.

List of Poké Radar Pokémon

Pokémon - Location(s) - D / P / Pt %

Nidoran (F) - Route 201 - 10 / 2 / 6
Nidoran (M) - Route 201 - 2 / 10 / 6
Sentret - Route 202 - 12 / 12 / 12
Sunkern - Route 204-N - 12 / 12 / 12
Ralts - Route 203, 204-S - 10 / 10 / 0
Kirlia - Route 203, 204-S - 2 / 2 / 0
Hoppip - Route 205-S - 12 / 12 / 12
Hoppip - Route 205-N - 10 / 0 / 0
Skiploom - Route 205-N - 2 / 0 / 0
Slowpoke - Route 205-N - 0 / 12 / 12
Baltoy - Route 206 - 12 / 12 / 12
Larvitar - Route 207 - 12 / 0 / 0
Stantler - Route 207 - 0 / 12 / 12
Tyrogue - Route 208 - 12 / 12 / 12
Tauros - Route 209 - 10 / 2 / 0
Miltank - Route 209 - 2 / 10 / 0
Kirlia - Route 209 - 0 / 0 / 12
Kecleon - Route 210-N - 12 / 0 / 0
Bagon - Route 210-N - 0 / 12 / 12
Tauros - Route 210-S - 10 / 2 / 6
Miltank - Route 210-S - 2 / 10 / 6
Tyrogue - Route 211-W - 12 / 12 / 12
Swablu - Route 211-E - 12 / 12 / 0
Smeargle - Route 212-N - 12 / 12 / 12
Grimer - Route 212-S - 12 / 12 / 12
Swellow - Route 213 - 12 / 12 / 12
Poochyena - Route 214 - 0 / 0 / 12
Mightyena - Route 214, 215 - 12 / 0 / 0
Houndoom - Route 214, 215 - 0 / 12 / 0
Snorunt - Route 216, 217 - 12 / 12 / 0
Ditto - Route 218 - 12 / 12 / 0
Nidorino - Route 221 - 2 / 10 / 6
Nidorina - Route 221 - 10 / 2 / 6
Flaaffy - Route 222 - 12 / 12 / 12
Duskull - Route 224 - 2 / 2 / 0
Dusclops - Route 224 - 10 / 10 / 0
Mankey - Route 225, 226 - 2 / 2 / 2
Primeape - Route 225, 226 - 10 / 10 / 10
Torkoal - Route 227 - 12 / 12 / 12
Trapinch - Route 228 - 2 / 2 / 0
Vibrava - Route 228 - 10 / 10 / 0
Venotnat - Route 229 - 2 / 2 / 2
Venomoth - Route 229 - 10 / 10 / 10
Togepi - Route 230 - 12 / 12 / 12
Mareep - Valley Windworks - 12 / 12 / 12
Nincada - Eterna Forest - 12 / 12 / 12
Aron - Fuego Ironworks - 12 / 0 / 12
Wobbuffet - The 3 Lakes - 12 / 12 / 12
Nidorino - Valor Lakefront - 2 / 10 / 6
Nidorina - Valor Lakefront - 10 / 2 / 6
Snorunt - Acuity Lakefront - 12 / 12 / 12
Loudred - Mt Coronet - 12 / 12 / 12
Torkoal - Stark Mountain - 12 / 12 / 12

Easiest Pokémon to Chain

It is recommended that when you begin chaining, you go after a Pokémon with a very high appearance rate. As with many processes, it is best to start small and work your way up, and chaining is certainly no exception. Many of the following Pokémon require Static or Magnet Pull to achieve the listed appearance rate.

D/P/Pt

Voltorb: 70% on Route 218.
Notes: Swarm, Static.

Electrike: 70% at Valley Windworks.
Notes: Swarm, Static. Pachirisu and Mareep (flashing patches only) are also attracted.

Beldum: 70% on Route 228.
Notes: Swarm, Magnet Pull. Located in Sandstorm. which greatly increases difficulty.

Shinx: 60% on Route 202.
Notes: Static

Bidoof: 50% on Route 201 and Lake Verity.
Notes: Day

Ponyta: 50% on Route 210
Notes: Day

Starly: 50% on Route 201 and Lake Verity
Notes: None

Machop: 45% on Route 207
Notes: Day

Flaaffy: 42% on Route 222
Notes: Poké Radar Exclusive, Static. Electabuzz is also attracted in Platinum.

Aron: 42% at Fuego Ironworks
Notes: Poké Radar Exclusive, Magnet Pull. Diamond and Platinum only.

All Swarms: 40%

D/P Only

Nosepass: 70% on Route 206
Notes: Swarm, Magnet Pull. Bronzor is also attracted.

Magnemite: 70% at Fuego Ironworks
Notes: Swarm, Static. Aron is also attracted in flashing patches (Diamond only).

Pichu: 60% at Trophy Garden
Notes: Static, Morning. Pikachu is also attracted.

Pachirisu: 55% at Valley Windworks
Notes: Static. Electrike (swarm), and Mareep (flashing patches only) are also attracted.

Geodude: 55% on Route 207.
Notes: None

Shellos: 45% on Route 205-South
Notes: None.

Platinum Only

Shellos: 65% on Route 205-South
Notes: None

Electabuzz: 60& on Route 222
Notes: Static, Morning/Day.

Magnemite: 60% at Fuego Ironworks.
Notes: Static. Aron is also attracted in flashing patches.

Marill: 45% on Route 212-North (Day) and Route 215 (Night)
Notes: None

Roselia: 45% on Route 229
Notes: None

Snover: 45 at Lake Acuity
Notes: Morning/Day


Credits
Lorak - Gave me some ideas for sections to add.
Forbidden - Helped with testing patch formations.
Shelcario - Compiled Appearance Rate data.
X-Act - Capture Rate Formula.
 
I'm going to go ahead and steal this second post, if that's cool. I have to leave right now, but I am going to use this post to track the changes in the guide. I edited the OP where I forgot about a section I need to update, which I will do later tonight.

This guide took a long long time for me to create between gathering info on the pokemon in Sinnoh, the mechanics of chaining, and covering all the material. Please help me to make it better. :) Any proofreading and suggestions are appreciated. Please make them! Grammar, wording, additions, anything. Keep in mind that I have spent hundreds of hours chaining, so everything in this guide is completely second nature to me now, meaning I may have left out something painfully obvious. Just something to watch out for.

Also, it could be cool if someone who has never chained before tried chaining using only this guide and see if they could do it successfully. It might add a nice angle and help me improve the guide and make it more novice-friendly.

Changes:
9/5 12:20 AM: Changed PokeRadar to Poke Radar throughout article, made MagicMaster's edits, spotted a few errors.
9/6 10:45 AM: Made Erodent's changes.
9/7 12:00 PM: Added bicycle to chain breakers.
9/7 9:40 PM: Added a few bits of information.
 
I don't know if you're looking for such fixes, but I noticed this in the "Regular Patches vs. Flashing Patches" section.

In most cases it will not matter if you enter the wrong type of flashing patch, but it can be a cause of your chain breaking, so you may want to air on the side of caution.
I believe that should be "to err on the side of caution", not "to air".

*EDIT*
Heh, guess I should've waited a little bit longer before posting; I wouldn't have had to ask.

*EDIT2*
Found another grammatical error, same paragraph:

However, it may not be possible to do this if you are after a PokeRadar pokemon or you are chaining in a type of whether that requires you to use flashing patches for the sake of visibility.
Should be "weather".

I'll read through the entire guide before posting again, if my attention span can last that long. >.>
 
RESERVING FOR PROOFREAD

Hi Diesel :P

Additions are in bold black.
Comments are in bold red.
  • One basic thing I found was the inconsistency of the words "Poke Radar" and "PokeRadar" - you should stick with one and keep using it for the rest of the guide!
  • Capitalization of "Pokemon!" (I think this is optional but I'm not sure)
Introduction

Have you ever wanted to catch mass amounts of (?) shinies, EV train anywhere with ease, or repeatedly slaughter Bidoof (according to the Spelling/Grammar thread, plural Pokemon = their original names. You can't put "s") for no reason at all? Well, thanks to the advent of "chaining" in Diamond and Pearl (Platinum?), now you can.

What is Chaining?
Chaining is essentially encountering a certain pokemon many times in a row using an item called the Poke Radar. When the Poke Radar is activated, several patches of grass shake and/or flash, which means they contain pokemon that can be encountered by entering the patch. Chaining can be done in any field of grass in Sinnoh large enough to sustain a successful chain, which turns out to be about a 9 by 9 square of patches. Conveniently, there is a chaining-ready field of grass on nearly every route in the region, allowing for a great variety of pokemon to encounter.

EV Training
Having the ability to chain makes every route an EV hotspot. This is beneficial for a number of reasons. First, let's say you want to EV train a level 50 legendary and have it stay at level 50. Well, you can't just train at any old location, since some pokemon may give you too much experience. Thanks to chaining, you can now battle against a lower level pokemon and have a 100% appearance rate. Conversely, if you want to fight high level pokemon so your pokemon grows quickly, you can chain against stronger pokemon in the later routes. Second, you can battle against a vast number of pokemon, including those that give two or three EVs per battle. Typically these pokemon are rare, so trying to encounter them with any consistency is nearly impossible without the Poke Radar in your hands.

If you plan to use chaining exclusively to EV train, the majority of this guide can be skimmed or ignored entirely. The key points to focus on are CHAINING BASICS, CHAINING SUPPLIES, THE GRID, and PATCH FORMATIONS.

Shiny Pokemon
This guide is primarily dedicated to catch shiny pokemon, which is a far more difficult process than EV training. If you hope to successfully catch shiny pokemon, it is important to study and master the concepts in this guide. Although the guide is long, the process of chaining is not as complex as the length might suggest. Most of the guide is dedicated to proper preparation and the important details of chaining.
Chaining Terminology

Good

Chaining Basics

Regular Patches vs. Flashing Patches
Unlike regular patches, there are multiple variants of flashing patches. Their differences are subtle, and may not even be noticeable to a new chainer. The traits to look out for are color: some are white, while others are orange; and size of the the colored area: some occupy most of the patch, while other occupy under half. It is important to recognize which variant you started your chain with because you will want to enter this type of flashing patch during your chain, which means you will have to keep a sharp eye out for impostors. In most cases it will not matter if you enter the wrong type of flashing patch, but it can be a cause of your chain breaking, so you may want to err on the side of caution. Because of this, it is easier to chain in regular patches whenever possible, as there is only one kind. However, it may not be possible to do this if you are after a Poke Radar pokemon or you are chaining in a type of weather that requires you to use flashing patches for the sake of visibility.

Reset Patch
Upon entering the field of grass you plan to chain in, the first thing to do (after using a Repel) is to find the square of grass that will serve as your "reset patch." The purpose of this patch is to give you maximum possible number of 4-aways (refer to THE GRID to find out what these are) that are completely surrounded by other patches of grass, meaning they are not adjacent or directly diagonal to a tree, cliff, patch of short grass, or any other obstacle. The best way to find the proper reset patch is to go to the dead center of the field, count the number of valid 4-aways, and adjust your position as necessary. In some fields it may be obvious, while in others, especially smaller ones, it may take a few tries to get the best result. If you have reached 40 on your chain and are resetting for shinies, you may want to change your reset patch to the patch that accommodates the most total patches, as shinies will be appearing everywhere.

Resetting the Poke Radar
To "reset" or "activate" the Poke Radar, you must walk 50 steps, not unlike the Vs. Seeker. Pretty simple, right? Not exactly. One of the most common ways to break chains, especially those over 40, is to accidentally walk into a patch that was activated by the previous Poke Radar reset. This most often occurs when attentiveness is lacking. Therefore, it is imperative that you make a mental note of where the four patches shake every time you reset the Poke Radar. It would be wise to minimize the number visual distractions around you when chaining, so as to ensure maximum attentiveness.

If it happens that you do not see what patches you have just activated, and need to reset the Poke Radar, the best strategy is to walk one step in a given direction then back to the square you reset from 25 times. You will avoid entering an activated patch 7 out of 8 times using this method. When resetting the Poke Radar normally, it may be convenient to choose a direction, walk 5 steps in that direction, walk back to where you started, and repeat this process 4 more times. This will ensure you walk exactly 50 steps, which saves Repels over the long run.

When resetting the Poke Radar, make sure that you keep all the patches that have been activated most recently within view. Otherwise, your chain will break.

40: The Magic Number
When your chain reaches 40, your chances of encountering shiny patches are maximized at 1 in 200 patches, or 1 in 50 resets (this number is not affected by Static, Magnet Pull, or any other ability). After this point, they will remain constant no matter how high your chain goes. Therefore, if you are looking to catch shiny pokemon, the goal of your chain is to reach 40, then begin resetting only for shinies. The formula for encountering shiny patches is as follows:



14747 - 40(n) Where P = Probability
P(shiny) = ------------------ and n = Chain length
2621440 x (41 - n)​

This formula does not work for number exceeding 40. As this formula shows, the probability of encountering a shiny goes down exponentially the farther below 40 the chain is.
Chaining Supplies

The Poke Radar
Good luck chaining without it. You receive this from Professor Rowan in Sandgem Town after seeing all 150 Pokemon in the Sinnoh Pokedex. You do not need to have beaten the Elite 4.

The Poke Radar Checker
This is an extremely useful Poketch application that keeps a running tally on how many pokemon you have encountered on your current chain. It also keeps a record of the length of your three longest chains. You receive this application from Professor Oak at the Pal Park when you have the National Dex. (remember the full stop here)

Money
Chaining can be expensive, so unless you're rolling in Nuggets, you will have to replenish your bankroll every few times you go on a chaining excursion. The most efficient way to do this is to repeatedly battle the elderly Socialites outside the Trophy Garden and the Rich Boy on Route 222. If you are using an Amulet Coin, the Rich Boy will shell out $XXX (?), and the Socialites will give you a combined $24,000, but for some reason you have to capture or defeat Heatran before they will give you this much money. Prior to that event, they will give you a little over half as much. Be sure to use the Vs. Seeker to milk them for all they're worth.

Super Repels
No, not Max Repels. Super Repels are much more economical, as Max Repels will cost you an extra $250 for just 50 more steps. How many you choose to buy should depend on how many pokemon you wish to chain and how many shinies you wish to catch. If you just want a handful of shinies, then a few hundred Super Repels should easily suffice. However, if you plan on chaining until your thumbs bleed, then it is recommended that you max out your repels, or come close to doing so. Keep in mind that breaking chains will cost you repels, so always prepare for the worst.

Pokeballs
All Pokeballs can be found at the Pokemon League with the exception of Dive Balls, which can only purchased at Mossdeep City in RSE. In order to obtain Dive Balls in DPP, they must be either Pal Parked in mass, or Pal Parked then cloned in DPP (for the sake of completion, you can also get 3 from completing the "Daily Newspaper Sidequest" in the house in Solaceon town). One Premier Ball is obtained when you purchase ten Pokeballs, which must be done repeatedly to gather the necessary amount of them (purchasing 700 pokeballs at once still only gives you one Premier Ball). Be sure to take into account your Pokemon's catch rate when estimating the number of balls you will need.

Ethers, Elixirs, and Leppa Berries
The last thing you want to end your chain is a lack of PP. Pokemon that are difficult to catch can drain the PP of moves like Spore at an alarming rate. Unfortunately, there are a finite number of Ethers and Elixirs in the game. Luckily, Leppa Berries restore 10 PP of a move, and are a completely renewable resource. If you don't have any to plant, they are held by a number of wild pokemon.

Pokemon: Clefairy, Clefable, Mime Jr., Mr. Mime, Smoochum, Jynx, Skitty, and Delcatty.
Scouting

One of the most important tasks to do before chaining is to "scout" the target pokemon to gain important knowledge of what you are up against. This can be done in a few short minutes on the internet, and will be more than worth the time. The following are a few key pieces of information about a pokemon that are imperative to have before embarking on your quest for shinies.

Level
Knowing the target pokemon's exact level is relatively unimportant, as its possible range of levels can be easily predicted if you are familiar with the route on which it inhabits. Its approximate level should give you an idea of how hard it will be to OHKO, as well as if its Speed will be an issue.

Moves
Unless you are using Pokeballs that catch 100% of the time when the target pokemon is at full health, knowing its exact move set may prove critical to your success. There are certain types of moves a pokemon can carry that must be accounted for when preparing to chain it. Roar and Whirlwind are, without question, the most dangerous moves your target pokemon can carry, as they are the only two moves that can break your chain. However, there are still more types of moves that can be nuisances while trying to capture shinies. Self-KO moves obviously make a pokemon impossible to catch if they are used. Similarly, self-damaging moves such as Double-Edge will cause the pokemon to kill itself if you have used False Swipe on it. In both cases, these pokemon should be put to sleep immediately if they cannot be caught on the first turn.

Ability
Typically the target pokemon's ability is a non-issue, but there are a few that can prove troublesome, and therefore warrant mention. Pressure, for instance, can drain PP quickly, so be sure to pack a method of PP restoration. Early Bird and Insomnia make sleep-inducing moves unreliable and unusable, respectively, while Limber does the same for Paralysis. Static, Poison Point, Flame Body, and Synchronize can all induce status and might require you to bring a supply of Full Heals depending on your own moves.

Appearance Rate
A pokemon's appearance rate not only dictates how difficult it is to encounter, but also how difficult it is to chain. A pokemon with a high appearance rate, such as a swarm pokemon, is somewhat likely to appear in a given patch once the chain has started. By comparison, a pokemon with a low appearance rate is less likely to appear in a given patch once the chain has started. The ramifications of this will be discussed in the PATCH FORMATIONS and CHAINING STRATEGY sections.

Capture Rate
As you might expect, catch rate measures the difficulty of catching a pokemon. The higher the rate, the easier the pokemon is to catch. See the CAPTURING POKEMON section below for a closer look at the math behind catch rates. After doing so, be sure you have Pokeballs that are able to catch your pokemon, preferably a high percentage of the time.
Capturing Pokemon

Good

Forming Your Party

When assembling your chaining team, there are a couple of key pokemon that should always be included. These pokemon help to make chaining as easy and efficient as possible.

Brawler
Depending on the strength of the pokemon being chained, a party slot may need to be dedicated to a "brawler." This pokemon should be at a high level in relation to the wild pokemon, and should ideally be able to OHKO everything in sight. Put it in the first slot (or second, as the case may be) until you successfully reach 40, at which point it should no longer be needed. Be sure to take PP into account.

Utility Pokemon
Pokemon that can use False Swipe, put opponents to sleep, Taunt to prevent Roar/Whirlwind, or have an advantageous ability are extremely helpful, and should always be used. If possible, False Swipe should be powerful enough to take the wild pokemon's HP from full to 1 in a single hit. Below are some of the pokemon that fill two or three of these rolls at once.

Smeargle - Learns Spore, False Swipe, and Taunt via Sketch.
Parasect - Learns Spore by level up and False Swipe by TM.
Breloom - Learns Spore by level up and False Swipe as an egg move.
Gallade - Learns Hypnosis and False Swipe by level up, Taunt by TM.
Mew - Learns Hypnosis by level up, learns all TMs and HMs, and has the ability Synchronize.
Gardevoir - Learns Hypnosis by level up, Taunt by TM, and has the ability Synchronize.
Mr. Mime - Learns Hypnosis as an egg move and has the ability Soundproof.

Synchronizers
Having a pokemon with Synchronize in the first slot of your party makes a wild pokemon's nature the same as the Synchronizer's 50% of the time. This pokemon can be fainted.

Pokemon: Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, Gardevoir.

Static
Having a pokemon with Static in the first slot of your party increases the appearance rate of Electric-type pokemon by 30%. This pokemon can be fainted.

Pokemon: Pichu, Pikachu, Raichu, Voltorb, Electrode, Elekid, Electabuzz, Mareep, Flaaffy, Ampharos, Electrike, Manectric.

Magnet Pull
Having a pokemon with Magnet Pull in the first slot of your party increases the appearance rate of Steel-type pokemon by 30%. This pokemon can be fainted.

Pokemon: Magnemite, Magneton, Magnezone, Nosepass, Probopass.

Soundproof/Suction Cups
Although Taunt is usually more convenient, Soundproof prevents wild pokemon from using Roar on you, and Suction Cups nullifies both Roar and Whirlwind.

Pokemon: Voltorb, Electrode, Mime Jr., Mr. Mime, Whismur, Loudred, Exploud, Lileep, Cradily.

Utilizing Both Synchronize and Static/Magnet Pull
Since Synchronize and Static/Magnet Pull both require the first party slot to take effect, they cannot be used simultaneously. However, they can be used together and produce the same results as if they both shared the first slot. From the start of a chain until 40, the pokemon with Static/Magnet Pull should be in the first slot. If a shiny patch appears before the chain reaches 40, switch to the Synchronizer before entering it. Once the battle is over, switch back to the pokemon with Static/Magnet Pull. Once you have reached 40, only the Synchronizer should be in the first slot, since Static/Magnet Pull does not increase the chance of encountering a shiny patch.
The Grid/Patch Formations/Rare Occurrences and Their Explanations/Review: List of Ways to Break Your Chain.

Good

Swarms

Just remember to add "Town" after "Sandgem"

Easiest Pokemon to Chain

Aron: 42% at Fuego Ironworks
Notes: PokeRadar, Magnet Pull. Diamond and Platinum only.
--------------

Whoa, that's really all I found. Great guide with very few mistakes (I mainly checked for grammar/punctuation, not the verification of content). Just remember to capitalize "Pokemon" - I think it's better that way (I'm not sure if this is optional). Again, really few mistakes. Great job Diesel!
 
Could you post that using the bicycle breaks the chain as I was very upset when I was on a chain of 35 for the first time and I had the bicycle registered and accidentally pressed Y and lost my chain.

Oh and wouldn't Lucas's be Lucas'?
 
Could you post that using the bicycle breaks the chain as I was very upset when I was on a chain of 35 for the first time and I had the bicycle registered and accidentally pressed Y and lost my chain.

Oh and wouldn't Lucas's be Lucas'?
Thank you Rysta, this is the kind of stuff I need to be posted, since I forget about stuff I haven't made the mistake of doing in two years. And you should have the Poke Radar registered. :)
 
Few additions to your list of balls:

Safari Ball: 1.5
Nest ball: Between 1 and 3, depending on level.
Net Ball: 3 if opponent is bug/water

I like the way the guide is presented.

EDIT: I forgot that you cant chain there. whoops! but glad I could help anyways.
 
Utilizing Both Synchronize and Static/Magnet Pull
Since Synchronize and Static/Magnet Pull both require the first party slot to take effect, they cannot be used simultaneously. However, they can be used together and produce the same results as if they both shared the first slot. From the start of a chain until 40, the Pokémon with Static/Magnet Pull should be in the first slot. If a shiny patch appears before the chain reaches 40, switch to the Synchronizer before entering it. Once the battle is over, switch back to the Pokémon with Static/Magnet Pull. Once you have reached 40, only the Synchronizer should be in the first slot, since Static/Magnet Pull does not increase the chance of encountering a shiny patch.
I'm not sure which way it is, but I'm almost POSITIVE that if you have a fainted syncher in slot 1 and a static-er in slot 2 that isnt fainted then both effects will take place. I'm not sure how one would test this, but I always used this method and it seemed to work for me. However, I may have gotten lucky with the magnet puller and only the effects of the syncher were clearly there. Anyways, I've heard that it works in this way.
 
Minor typo, under Utility Pokemon ("Assembling Your Team")

Pokémon that can use False Swipe, put opponents to sleep, Taunt to prevent Roar/Whirlwind, or have an advantageous ability are extremely helpful, and should always be used. If possible, False Swipe should be powerful enough to take the wild Pokémon's HP from full to 1 in a single hit. Below are some of the Pokémon that fill two or three of these rolls (should be "roles") at once.
 
The New Chaining Guide​





Table of Contents
  • Introduction
  • Chaining Terminology
  • Chaining Basics
  • Chaining Supplies
  • Scouting
  • Capturing Pokémon
  • Forming Your Party
  • The Grid
  • Patch Formations
  • Chaining Strategy
  • Rare Occurrences and Their Explanations
  • Review: List of Ways to Break Your Chain
  • Swarms
  • Poké Radar Exclusives
  • Easiest Pokémon to Chain
Introduction

Have you ever wanted to catch mass amounts of shinies, EV train anywhere with ease, or repeatedly slaughter Bidoof for no reason at all? Well, thanks to the advent of "chaining" in DPP, now you can.

What is Chaining?
Chaining is the act of (not essentially, it IS) encountering a certain Pokémon many times in a row using an item called the Poké Radar. When the Poké Radar is activated, several patches of grass shake and/or flash, which means Pokémon are hiding there that can be encountered by entering the patch. Chaining can be done in any field of grass in Sinnoh large enough to sustain a successful chain, which turns out to be about a 9 by 9 square of patches. Conveniently, there is a chaining-ready field of grass on nearly every route in the region, allowing you to chain a great variety of Pokémon.

EV Training
Having the ability to chain makes every route an EV hotspot. This is beneficial for a number of reasons. First, let's say you want to EV train a level 50 legendary and have it stay at level 50. Well, you can't just train at any old location, since some Pokémon may give you too much experience. Thanks to chaining, you can now battle against a lower level Pokémon and have a 100% appearance rate. Conversely, if you want to fight high level Pokémon so your Pokémon grows quickly, you can chain against stronger Pokémon in the later routes. Second, you can battle against a vast number of Pokémon, including those that give two or three EVs per battle. Typically these Pokémon are rare, so trying to encounter them with any consistency is nearly impossible without the Poké Radar in your hands.

If you plan to use chaining exclusively to EV train, the majority of this guide can be skimmed or ignored entirely. The key points to focus on are CHAINING BASICS, CHAINING SUPPLIES, THE GRID, and PATCH FORMATIONS.

Shiny Pokémon
This guide is primarily dedicated to catching shiny Pokémon which is a far more difficult process than EV training. If you hope to successfully catch shiny Pokémon, it is important to study and master the concepts in this guide. Although the guide is long, the process of chaining is not as complex as the length might suggest. Most of the guide is dedicated to proper preparation and the important details of chaining.

Chaining Terminology

Patch - A single square of tall grass.
Regular Patch - A patch that, when the Poké Radar is activated, shakes back and forth.
Flashing Patch - A patch that, when the Poké Radar is activated, shakes back and forth and flashes white and orange.
Shiny Patch - A patch that, when the Poké Radar is activated, glows twice and does not shake. It also contains a shiny Pokémon. It is distinctly different from a flashing patch, meaning the two will never be mistaken for one another.
Edge Patch - A patch on the border of the field.
Field - Just what it sounds like: a large group of grass patches.
Activate - To use the Poké Radar to make a patch shake and/or flash.

Chaining Basics

Regular Patches vs. Flashing Patches
Unlike regular patches, there are multiple variants of flashing patches. Their differences are subtle, and may not even be noticeable to a new chainer. The traits to look out for are color: some are white, while others are orange; and size of the the colored area: some occupy most of the patch, while other occupy under half. It is important to recognize which variant you started your chain with because you will want to enter this type of flashing patch during your chain, which means you will have to keep a sharp eye out for impostors. In most cases it will not matter if you enter the wrong type of flashing patch, but it can be a cause of your chain breaking, so you may want to err on the side of caution. Because of this, it is easier to chain in regular patches whenever possible, as there is only one kind. However, it may not be possible to do this if you are after a Poké Radar Pokémon or you are chaining in a type of weather that requires you to use flashing patches for the sake of visibility.

Reset Patch
Upon entering the field of grass you plan to chain in, the first thing to do (after using a Repel) is to find the square of grass that will serve as your "reset patch." The purpose of this patch is to give you maximum possible number of 4-aways (refer to THE GRID to find out what these are) that are completely surrounded by other patches of grass, meaning they are not adjacent or directly diagonal to a tree, cliff, patch of short grass, or any other obstacle. The best way to find the proper reset patch is to go to the dead center of the field, count the number of valid 4-aways, and adjust your position as necessary. In some fields it may be obvious, while in others, especially smaller ones, it may take a few tries to get the best result. If you have reached 40 on your chain and are resetting for shinies, you may want to change your reset patch to the patch that accommodates the most total patches, as shinies will be appearing everywhere.

Resetting the Poké Radar
To "reset" or "activate" the Poké Radar, you must walk 50 steps, not unlike the Vs. Seeker (VS. Seeker is 100 steps). Pretty simple, right? Not exactly. One of the most common ways to break chains, especially those over 40, is to accidentally walk into a patch that was activated by the previous Poké Radar reset. This most often occurs when attentiveness is lacking. Therefore, it is imperative that you make a mental note of where the four patches shake every time you reset the Poké Radar. It would be wise to minimize the number visual distractions around you when chaining, so as to ensure maximum attentiveness.

If it happens that you do not see what patches you have just activated, and need to reset the Poké Radar, the best strategy is to walk one step in a given direction then back to the square you reset from 25 times. You will avoid entering an activated patch 7 out of 8 times using this method. When resetting the Poké Radar normally, it may be convenient to choose a direction, walk 5 steps in that direction, walk back to where you started, and repeat this process 4 more times. This will ensure you walk exactly 50 steps, which saves Repels over the long run.

When resetting the Poké Radar, make sure that you keep all the patches that have been activated most recently within view. Otherwise, your chain will break.

40: The Magic Number
When your chain reaches 40, your chances of encountering shiny patches are maximized at 1 in 200 patches, or 1 in 50 resets (this number is not affected by Static, Magnet Pull, or any other ability). After this point, they will remain constant no matter how high your chain goes. Therefore, if you are looking to catch shiny Pokémon, the goal of your chain is to reach 40, then begin resetting only for shinies. The formula for encountering shiny patches is as follows:


14747 - 40(n) Where P = Probability
P(shiny) = ------------------ and n = Chain length
2621440 x (41 - n)​


This formula does not work for number exceeding 40. As this formula shows, the probability of encountering a shiny goes down exponentially the farther below 40 the chain is.

Chaining Supplies

The Poké Radar
Good luck chaining without it. You receive this from Professor Rowan in Sandgem Town after seeing all 150 Pokémon in the Sinnoh Pokedex in Diamond and Pearl and all 210 Pokémon in Platinum. You do not need to have beaten the Elite Four.

The Poké Radar Checker
This is an extremely useful Pokétch application that keeps a running tally on how many Pokémon you have encountered on your current chain. It also keeps a record of the length of your three longest chains. You receive this application from Professor Oak at the Pal Park when you have the National Dex.

Money
Chaining can be expensive, so unless you're rolling in Nuggets, you will have to replenish your bankroll every few times you go on a chaining excursion. The most efficient way to do this is to repeatedly battle the elderly Socialites outside the Trophy Garden on Route 212. If you are using an Amulet Coin, the Socialites will shell out a combined $24,000 (slightly more in Platinum), but for some reason you have to capture or defeat Heatran before they will give you this much money. Prior to that event, they will give you a little over half as much. Be sure to use the Vs. Seeker to milk them for all they're worth.

Super Repels
No, not Max Repels. Super Repels are much more economical, as Max Repels will cost you an extra $250 for just 50 more steps. How many you choose to buy should depend on how many Pokémon you wish to chain and how many shinies you wish to catch. If you just want a handful of shinies, then a few hundred Super Repels should easily suffice. However, if you plan on chaining until your thumbs bleed, then it is recommended that you max out your repels, or come close to doing so. Keep in mind that breaking chains will cost you repels, so always prepare for the worst.

Pokéballs
All Pokéballs can be found at the Pokémon League with the exception of Dive Balls, which can only purchased at Mossdeep City in RSE. In order to obtain Dive Balls in DPP, you must either Pal Park them from Advance games, or complete the Daily Newspaper Sidequest in Solaceon Town, for which you will receive three of them. One Premier Ball is obtained when you purchase ten Pokéballs, which must be done repeatedly to gather the necessary amount of them (purchasing 700 Pokéballs at once still only gives you one Premier Ball). Be sure to take into account your Pokémon's catch rate when estimating the number of balls you will need.

Ethers, Elixirs, and Leppa Berries
The last thing you want to end your chain is a lack of PP. Pokémon that are difficult to catch can drain the PP of moves like Spore at an alarming rate. Unfortunately, there are a finite number of Ethers and Elixirs in the game. Luckily, Leppa Berries restore 10 PP of a move, and are a completely renewable resource. If you don't have any to plant, they are held by a number of wild Pokémon. Growth Mulch can be used to increase the rate of Berry growth by 25%.

Pokémon: Clefairy, Clefable, Mime Jr., Mr. Mime, Smoochum, Jynx, Skitty and Delcatty.

Scouting

One of the most important tasks to do before chaining is to "scout" the target Pokémon to gain important knowledge of what you are up against. This can be done in a few short minutes on the internet, and will be more than worth the time. The following are a few key pieces of information about a Pokémon that are imperative to have before embarking on your quest for shinies.

Level
Knowing the target Pokémon's exact level is relatively unimportant, as its possible range of levels can be easily predicted if you are familiar with the route on which it inhabits. Its approximate level should give you an idea of how hard it will be to OHKO, as well as if its Speed will be an issue.

Moves
Unless you are using Pokéballs that catch 100% of the time when the target Pokémon is at full health, knowing its exact move set may prove critical to your success. There are certain types of moves a Pokémon can carry that must be accounted for when preparing to chain it. Roar and Whirlwind are, without question, the most dangerous moves your target Pokémon can carry, as they are the only two moves that can break your chain. However, there are still more types of moves that can be nuisances while trying to capture shinies. Self-KO moves obviously make a Pokémon impossible to catch if they are used. Similarly, self-damaging moves such as Double-Edge will cause the Pokémon to kill itself if you have used False Swipe on it. In both cases, these Pokémon should be put to sleep immediately if they cannot be caught on the first turn.

Ability
Typically the target Pokémon's ability is a non-issue, but there are a few that can prove troublesome, and therefore warrant mention. Pressure, for instance, can drain PP quickly, so be sure to pack a method of PP restoration. Early Bird and Insomnia make sleep-inducing moves unreliable and unusable, respectively, while Limber does the same for Paralysis. Static, Poison Point, Flame Body, and Synchronize can all induce status and might require you to bring a supply of Full Heals depending on your own moves.

Appearance Rate
A Pokémon's appearance rate not only dictates how difficult it is to encounter, but also how difficult it is to chain. A Pokémon with a high appearance rate, such as a swarm Pokémon, is somewhat likely to appear in a given patch once the chain has started. By comparison, a Pokémon with a low appearance rate is less likely to appear in a given patch once the chain has started. The ramifications of this will be discussed in the PATCH FORMATIONS and CHAINING STRATEGY sections.

Capture Rate
As you might expect, catch rate measures the difficulty of catching a Pokémon. The higher the rate, the easier the Pokémon is to catch. See the CAPTURING Pokémon section below for a closer look at the math behind catch rates. After doing so, be sure you have Pokéballs that are able to catch your Pokémon, preferably a high percentage of the time.

Capturing Pokémon

X-Act's Capture Rate Formula

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Ball Rates

Master Ball: 255
Quick Ball (Decreases by 1 after ever 5 turns): 4
Dusk Ball (Rate is 1 when it is not night): 4
Repeat Ball (Against previously caught Pokémon): 3
Net Ball (If Water- or Bug-type): 3
Nest Ball (depending on the level): 3
Ultra Ball: 2
Great Ball: 1.5
Timer Ball (Increases by 1 after every 10 turns): 1
Luxury Ball: 1
Premier Ball: 1
Dive Ball: 1
Heal Ball: 1
Poke Ball: 1

Status #s

Sleep: 10
Freeze: 10
Paralysis: 5
None: 1

Clearly Sleep is the way to go here, but Paralysis is an acceptable substitute if a sleep-inducing move is somehow unavailable. This list has been abbreviated, as Burn and Poison can easily kill the wild Pokémon, and should never be used over Paralysis or Sleep. Good luck finding a reliable and worthwhile method of freezing.

Sample Calculations

Catch Rate - HP - Status # - Ball Rate - %

255 | Full | 1 | 4 | 132.8
255 | 1 | 1 | 1 | 98.2
200 | Full | 1 | 4 | 104.2
190 | Full | 1 | 4 | 99.0
120 | Full | 1 | 4 | 62.5
90 | Full | 1 | 4 | 46.9
90 | Full | 10 | 1 | 117.2
75 | Full | 10 | 1 | 96.7
75 | 1 | 1 | 4 | 115.6
30 | Full | 10 | 4 | 156.2
30 | Full | 10 | 1 | 39.0
30 | 1 | 1 | 4 | 46.2
30 | 1 | 10 | 1 | 115.6
3 | 1 | 10 | 4 | 46.2
3 | 1 | 10 | 1 | 11.6

For these calculations, 50 was substituted for MaxHP when CurrentHP was 1. For Pokémon with a greater maximum HP, these percentage will be slightly higher, and for those with a lower maximum HP, they will drop slightly. Note that some of these calculations are significant for Pokémon with higher catch rates. For example, if a Pokémon with a 75 catch rate can be caught at 1 HP with a ball that has a rating of four, then everything with a higher catch rate will also be caught in the same under the same conditions.

Forming Your Party

When assembling your chaining team, there are a couple of key Pokémon that should always be included. These Pokémon help to make chaining as easy and efficient as possible.

Brawler
Depending on the strength of the Pokémon being chained, a party slot may need to be dedicated to a "brawler." This Pokémon should be at a high level in relation to the wild Pokémon, and should ideally be able to OHKO everything in sight. Put it in the first slot (or second, as the case may be) until you successfully reach 40, at which point it should no longer be needed. Be sure to take PP into account.

Utility Pokémon
Pokémon that can use False Swipe, put opponents to sleep, Taunt to prevent Roar/Whirlwind, or have an advantageous ability are extremely helpful, and should always be used. If possible, False Swipe should be powerful enough to take the wild Pokémon's HP from full to one in a single hit. Below are some of the Pokémon that fill two or three of these roles at once.

Smeargle - Learns Spore, False Swipe, and Taunt via Sketch.
Parasect - Learns Spore by level up and False Swipe by TM.
Breloom - Learns Spore by level up and False Swipe as an egg move.
Gallade - Learns Hypnosis and False Swipe by level up, Taunt by TM.
Mew - Learns Hypnosis via XD or Pokemon Ranch, learns all TMs and HMs, and has the ability Synchronize.
Gardevoir - Learns Hypnosis by level up, Taunt by TM, and has the ability Synchronize.
Mr. Mime - Learns Hypnosis as an egg move and has the ability Soundproof.

Synchronizers
Having a Pokémon with Synchronize in the first slot of your party makes a wild Pokémon's nature the same as the Synchronizer's 50% of the time. This Pokémon can be fainted.

Pokémon: Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, Gardevoir.

Static
Having a Pokémon with Static in the first slot of your party increases the appearance rate of Electric-type Pokémon by 30%. This Pokémon can be fainted.

Pokémon: Pichu, Pikachu, Raichu, Voltorb, Electrode, Elekid, Electabuzz, Mareep, Flaaffy, Ampharos, Electrike, Manectric.

Magnet Pull
Having a Pokémon with Magnet Pull in the first slot of your party increases the appearance rate of Steel-type Pokémon by 30%. This Pokémon can be fainted.

Pokémon: Magnemite, Magneton, Magnezone, Nosepass, Probopass.

Soundproof/Suction Cups
Although Taunt is usually more convenient, Soundproof prevents wild Pokémon from using Roar on you, and Suction Cups nullifies both Roar and Whirlwind.

Pokémon: Voltorb, Electrode, Mime Jr., Mr. Mime, Whismur, Loudred, Exploud, Lileep, Cradily.

Utilizing Both Synchronize and Static/Magnet Pull
Since Synchronize and Static/Magnet Pull both require the first party slot to take effect, they cannot be used simultaneously. However, they can be used together and produce the same results as if they both shared the first slot. From the start of a chain until 40, the Pokémon with Static/Magnet Pull should be in the first slot. If a shiny patch appears before the chain reaches 40, switch to the Synchronizer before entering it. Once the battle is over, switch back to the Pokémon with Static/Magnet Pull. Once you have reached 40, only the Synchronizer should be in the first slot, since Static/Magnet Pull does not increase the chance of encountering a shiny patch.

The Grid

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

The grid is essentially area around your character (denoted by P) in a field of grass. The field being chained in will not have these exact dimensions, and there may be obstacles or grassless squares inside the grid, but most fields of grass should facilitate a nearly complete grid of tall grass.

The numbers on the grid represent a patch of grass, and their value represents how far away each patch is from the character. From here on out these will be referred to as one-aways, two-aways, three-aways, and four-aways. Each time the Poké Radar is activated, four patches will shake, one of each number. That is to say one one-away, one two-away, one three-away, and one four-away (All numbers less than 10 should be spelled out) will shake every time. Never will you see two of any number shake. It is possible that the Poké Radar will activate a square that does not contain grass, in which case you will not see it shake.

It is of the utmost importance to be able to envision this grid around your character, so that when the patches shake, you can always tell the coordinates of each one, and therefore assess the quality of the formation of the patches, which will be introduced later.

Quadrants
Like a coordinate graph, the grid can be split into quadrants. Zeroes denote patches that do not fall into a quadrant (comparable to axes). In the next section these quadrants will become relevant.

2 2 2 2 0 1 1 1 1
2 2 2 2 0 1 1 1 1
2 2 2 2 0 1 1 1 1
2 2 2 2 0 1 1 1 1
0 0 0 0 P 0 0 0 0
3 3 3 3 0 4 4 4 4
3 3 3 3 0 4 4 4 4
3 3 3 3 0 4 4 4 4
3 3 3 3 0 4 4 4 4

Patch Formations

The secret to successful and efficient chaining is in the patch formations generated by the Poké Radar. A "formation" is the arrangement of the shaking patches each time the Poké Radar is reset. If one can recognize which formations are safe to rely on, success is sure to follow.

The Best Formations
After extensive testing, the following have been determined to be the safest formations in the game. Results may vary with the appearance rate of the target Pokémon, but all of these formations should have a success rate of at least 90%. They are also ranked from most successful to least successful, with the first formation having a phenomenal success rate of at least 98%.
  • These can appear in any quadrant, not just #1 as depicted below.
  • They can appear two ways in each quadrant, "horizontally" (as depicted below) or "vertically" (reflected across the lines y=x or y=-x).
  • The other (not bolded) patches must shake outside the given quadrant and its axes.
  • Again, always enter the 4-away.
4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

The Bad Formations
When considering the number of good formations above versus the amount of possible formations that can occur, it is clear that the bad formations greatly outnumber the good. This means that for every good patch entered, the Poké Radar will likely have to be reset numerous times. Although bad formations should always be avoided, entering them is not necessarily a death sentence for your chain. These formations typically have over a 50% success rate, meaning that entering them once might not break a chain, but doing so repeatedly certainly will. In other words, if you get lucky when entering a bad formation, don't think it will be so kind to you the next time around. Again, results can be highly variable with the appearance rate of the target Pokémon.

There are several telltale signs that a formation is unsafe to enter.

Bunching: Bunching occurs when three or four of the patches are in very close proximity. Shown below is an example of bunching. Normally, this arrangement of the 2-away and 4-away would result in a safe formation. However, the 1-away and 3-away are in the same quadrant as the other two, so bunching has occurred, rendering the formation unsafe.

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

Isolation: Isolation is typically more easily identifiable than bunching. Essentially, if there is no activated patch within a few squares of the 4-away, isolation has occurred. Also, if the 4-away is in a quadrant all by its lonesome, isolation has occurred.

4 4 4 4 4 4 4 4 4
4 3 3 3 3 3 3 3 4
4 3 2 2 2 2 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 1 P 1 2 3 4
4 3 2 1 1 1 2 3 4
4 3 2 2 2 2 2 3 4
4 3 3 3 3 3 3 3 4
4 4 4 4 4 4 4 4 4

EDIT: A section regarding what patches to enter at a given point in the chain will go here. It is designed to instruct the user how to maximize efficiency and is entitled "Chaining Strategy." Will update soon.

Rare Occurrences and Their Explanations

"The Patch of Grass Stayed Quiet."

If this message comes up when you reset the Poké Radar, it means you reset on the edge of the field, and the squares that were activated were not in the field. It also means your chain is broken, which will hopefully teach you never to reset on an edge patch.

Changing Patch Types Mid-Chain

Normally, if you walk into a flashing patch when chaining for regular patches, and vice versa, your chain will break. However, every once in a while you will encounter your target Pokémon, meaning your chain will continue on, but your target patch type will change to the type you just entered. Unfortunately, if you walked into the wrong type of patch, chances are you didn't actually see the patch to begin with, so your patch type has changed without you being any the wiser. The solution to this is relatively simple: if you walk into a patch you didn't see and your chain continues, reset the Poké Radar a few times to make sure you are still seeing about the same ratio of patch types you normally see. If things appear normal, you're almost certainly fine to continue entering the same patch type. If your ratio appears to have [removed been] reversed (Active Voice), then you may have switched path types, but it is safest to reset another handful of times to confirm the switch.

Encountering Shinies in Non-Shiny Patches

It is possible to encounter a shiny while chaining without entering a shiny patch. The odds of this happening are 1 in 8192, the standard probability of encountering a random shiny.

Review: List of Ways to Break Your Chain.
  • Entering a patch that does not contain your Pokémon (this can occur for many reasons).
  • Entering an edge patch that contains your Pokémon, but having the subsequent patches all activate outside of your field.
  • Entering the wrong type of patch.
  • Forgetting to use a Repel.
  • Moving so that all the patches most recently activated are out of view.
  • Being Roared or Whirlwinded by a Pokémon.
  • Resetting the Poké Radar on an edge patch.
  • Using the bicycle.
Swarms

Swarms are Pokémon that only appear on a certain route on a random day. Each day you will have a different swarm. To find out what your swarm is, ask Dawn/Lucas's sister in Sandgem Town, and she will tell you what and where your swarm is. Swarm Pokémon can be found in both regular and flashing patches, and have an excellent appearance rate of 40%. Unfortunately, there is a finite time in which to chain them. However, if you have a chain going, your swarm will not change (Chains break, swarms change) at the end of the day (23:59)! This means you can keep your chain going as long as you can, but once it's broken, the swarm is gone. Also, if you have a desirable swarm, but do not have time to chain it, you can start a chain of 1, so that it can be continued (very cautiously) the next day.

Changing Your Swarm

1. Check your swarm in Sandgem Town, even if you have already done so that day.

2. Save your file and turn off your DS, then turn it on and set the time to 23:59. Your DS will then shut itself off.

3. Turn your DS back on and start your file.

4. Proceed to your file in a timely manner, as it must still be 23:59 when you enter the game world.

5. Once the clock hits 00:00, talk to Dawn/Lucas's sister again.

6. If you followed these steps correctly, your swarm will now be different. If your new swarm doesn't tickle your fancy, then simply repeat step 1-5. Swarms are set at random, so it may take a bit of resetting to find your target swarm.

List of Swarms by Location

Location - D/P - Platinum

Route 201 - Doduo - Same
Route 202 - Zigzagoon - Same
Route 203 - Cubone - Same
Route 206 - Nosepass - Larvitar
Route 207 - Phanpy - Same
Route 208 - Dunsparce - Same
Route 209 - Snubbull - Same
Route 213 - Absol - None
Route 214 - Spoink - Same
Route 215 - Drowzee - Same
Route 216 - Delibird - None
Route 217 - Swinub - Delibird
Route 218 - Voltorb - Same
Route 221 - Farfetch'd - Same
Route 222 - Skitty - Same
Route 224 - Natu - Same
Route 225 - Makuhita - Same
Route 226 - Krabby - Same
Route 227 - Spinda - Same
Route 228 - Beldum - Same
Route 229 - Pidgey - Pinsir
Route 230 - Corsola - Same
Valley Windworks - Electrike - Same
Eterna Forest - Slakoth - Same
Fuego Ironworks - Magnemite - None
Lake Verity - Surskit - None
Lake Valor - Lickitung - None
Lake Acuity - Smoochum - None

Poké Radar Exclusives

As alluded to in earlier sections, Poké Radar Exclusives are Pokémon that only appear using the Poké Radar, and only appear in flashing patches.

List of Poké Radar Pokémon

Pokémon - Location(s) - D / P / Pt %

Nidoran (F) - Route 201 - 10 / 2 / 6
Nidoran (M) - Route 201 - 2 / 10 / 6
Sentret - Route 202 - 12 / 12 / 12
Sunkern - Route 204-N - 12 / 12 / 12
Ralts - Route 203, 204-S - 10 / 10 / 0
Kirlia - Route 203, 204-S - 2 / 2 / 0
Hoppip - Route 205-S - 12 / 12 / 12
Hoppip - Route 205-N - 10 / 0 / 0
Skiploom - Route 205-N - 2 / 0 / 0
Slowpoke - Route 205-N - 0 / 12 / 12
Baltoy - Route 206 - 12 / 12 / 12
Larvitar - Route 207 - 12 / 0 / 0
Stantler - Route 207 - 0 / 12 / 12
Tyrogue - Route 208 - 12 / 12 / 12
Tauros - Route 209 - 10 / 2 / 0
Miltank - Route 209 - 2 / 10 / 0
Kirlia - Route 209 - 0 / 0 / 12
Kecleon - Route 210-N - 12 / 0 / 0
Bagon - Route 210-N - 0 / 12 / 12
Tauros - Route 210-S - 10 / 2 / 6
Miltank - Route 210-S - 2 / 10 / 6
Tyrogue - Route 211-W - 12 / 12 / 12
Swablu - Route 211-E - 12 / 12 / 0
Smeargle - Route 212-N - 12 / 12 / 12
Grimer - Route 212-S - 12 / 12 / 12
Swellow - Route 213 - 12 / 12 / 12
Poochyena - Route 214 - 0 / 0 / 12
Mightyena - Route 214, 215 - 12 / 0 / 0
Houndoom - Route 214, 215 - 0 / 12 / 0
Snorunt - Route 216, 217 - 12 / 12 / 0
Ditto - Route 218 - 12 / 12 / 0
Nidorino - Route 221 - 2 / 10 / 6
Nidorina - Route 221 - 10 / 2 / 6
Flaaffy - Route 222 - 12 / 12 / 12
Duskull - Route 224 - 2 / 2 / 0
Dusclops - Route 224 - 10 / 10 / 0
Mankey - Route 225, 226 - 2 / 2 / 2
Primeape - Route 225, 226 - 10 / 10 / 10
Torkoal - Route 227 - 12 / 12 / 12
Trapinch - Route 228 - 2 / 2 / 0
Vibrava - Route 228 - 10 / 10 / 0
Venotnat - Route 229 - 2 / 2 / 2
Venomoth - Route 229 - 10 / 10 / 10
Togepi - Route 230 - 12 / 12 / 12
Mareep - Valley Windworks - 12 / 12 / 12
Nincada - Eterna Forest - 12 / 12 / 12
Aron - Fuego Ironworks - 12 / 0 / 12
Wobbuffet - The 3 Lakes - 12 / 12 / 12
Nidorino - Valor Lakefront - 2 / 10 / 6
Nidorina - Valor Lakefront - 10 / 2 / 6
Snorunt - Acuity Lakefront - 12 / 12 / 12
Loudred - Mt Coronet - 12 / 12 / 12
Torkoal - Stark Mountain - 12 / 12 / 12

Easiest Pokémon to Chain

It is recommended that when you begin chaining, you go after a Pokémon with a very high appearance rate. As with many processes, it is best to start small and work your way up, and chaining is certainly no exception. Many of the following Pokémon require Static or Magnet Pull to achieve the listed appearance rate.

D/P/Pt

Voltorb: 70% on Route 218.
Notes: Swarm, Static.

Electrike: 70% at Valley Windworks.
Notes: Swarm, Static. Pachirisu and Mareep (flashing patches only) are also attracted.

Beldum: 70% on Route 228.
Notes: Swarm, Magnet Pull. Located in Sandstorm. which greatly increases difficulty.

Shinx: 60% on Route 202.
Notes: Static

Bidoof: 50% on Route 201 and Lake Verity.
Notes: Day

Ponyta: 50% on Route 210
Notes: Day

Starly: 50% on Route 201 and Lake Verity
Notes: None

Machop: 45% on Route 207
Notes: Day

Flaaffy: 42% on Route 222
Notes: Poké Radar Exclusive, Static. Electabuzz is also attracted in Platinum.

Aron: 42% at Fuego Ironworks
Notes: Poké Radar Exclusive, Magnet Pull. Diamond and Platinum only.

All Swarms: 40%

D/P Only

Nosepass: 70% on Route 206
Notes: Swarm, Magnet Pull. Bronzor is also attracted.

Magnemite: 70% at Fuego Ironworks
Notes: Swarm, Static. Aron is also attracted in flashing patches (Diamond only).

Pichu: 60% at Trophy Garden
Notes: Static, Morning. Pikachu is also attracted.

Pachirisu: 55% at Valley Windworks
Notes: Static. Electrike (swarm), and Mareep (flashing patches only) are also attracted.

Geodude: 55% on Route 207.
Notes: None

Shellos: 45% on Route 205-South
Notes: None.

Platinum Only

Shellos: 65% on Route 205-South
Notes: None

Electabuzz: 60& on Route 222
Notes: Static, Morning/Day.

Magnemite: 60% at Fuego Ironworks.
Notes: Static. Aron is also attracted in flashing patches.

Marill: 45% on Route 212-North (Day) and Route 215 (Night)
Notes: None

Roselia: 45% on Route 229
Notes: None

Snover: 45% at Lake Acuity
Notes: Morning/Day


Credits
Lorak - Gave me some ideas for sections to add.
Forbidden - Helped with testing patch formations.
Shelcario - Compiled Appearance Rate data.
X-Act - Capture Rate Formula.
I hope I didnt miss anything.
EDIT: And if Erodent wanted exclusive rights to grammar checking (lol) Mingot told me to grammar check this article.
 
Best chaining guide on the internet, period. What gets me is that you seem to have used knowledge of the game's code, or at least properly gathered statistics. No "press B rapidly to increase your chances" voodoo. Your guide allowed me to reach a chain of 40 Swablu on my first try.

Unfortunately, once I reached that chain, I switched to my freshly hatched Synchronizer, since I knew I wouldn't need my "brawler" any more. Since Repels only work when your lead Pokemon is at a higher level than the local wild Pokemon, a wild Pokemon broke my chain. Ironically, this wild Pokemon turned out to be Swablu, but still broke my chain because it wasn't encountered with the Pokeradar.

Yes, this was a stupid mistake, but I think the mechanics of Repels deserve a mention in the guide. If you plan to use a Synchronizer, a Magnet Puller, or a Static(er?), you need to do one of three things: One, level it up past the levels of wild Pokemon in the area. This can be time-consuming, depending on the level of local Pokemon. It also forces your Synchronizer to be your brawler, limiting you. Two, have your Synchronizer/etc. Pokemon fainted, and in the first slot. This will keep it's ability active, but use the second-slot Pokemon as your brawler. The game also determines how strong Repel is (what level of Pokemon are repelled) with the first conscious Pokemon, so your level 70 Empoleon is the one trying to scare the wild Pokemon away, not your meek little Ralts. Three, wait until you're right next to the shiny patch before switching to your Synchronizer.

Also of note is that "running" Pokemon (Mesprit, Cresselia, and in Platinum, the legendary birds) can mess you up. They're at a significantly higher level than most wild Pokemon, so your "brawler" may not be at a high enough level to Repel them. The solution to this problem would be either to level your brawler past 60, or to ensure that no Pokemon are running.
 

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