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Comprehensive Breeding Guide
Sep 24, 2011    4:02 PM
Breeding Fanatic

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Post: #1
Comprehensive Breeding Guide
Sae's Comprehensive Guide to Pokémon Breeding
Chapter 1 - Basics of Breeding

First, I'd like to welcome you to the in-depth guide to Pokémon Breeding. A lot of the practice of Pokémon Breeding can get very long and tedious, but the strength of Pokémon you can acquire this way is virtually unmatchable, and there's enough room for customization that you can make a wide variety of Pokémon effective.

There will be moments in the guide when it mentions information only pertaining to some games. Almost all information is taken into account for the latest games, Black Version and White Version. Sections that include information for other games will include parenthetical tags for the relevant versions, or have the relevant information in additional notes.

Well... let's get started, shall we?

  • Section 0: Terminology

Here's a quick run-down of many of the terms that tend to be used throughout the Pokémon breeding scene. Most of these terms will be explained in more depth in future sections and chapters.

IVs (Individual Values):
A set of six values, each between 0 and 31, attributed to the Pokémon's six stats. This creates variance between two members of the same species and level, and a large portion of breeding involves getting these values as high as possible. Once the Pokémon egg is received, IVs are decided and cannot be changed. This term is also used to refer to points in a given value, so "31 IVs" would mean "31 points in a given IV".
EVs (Effort Values):
A set of six values, each between 0 and 255, attributed to the Pokémon's six stats. Similar to IVs, these improve the Pokémon's stats, but unlike IVs, they are designed to indicate the training the Pokémon underwent, rather than anything regarding its birth. All of a Pokémon's EVs start at 0, and can be changed by battles and items (to either enhance or reduce). Like IVs, it can also be used to points in a given value.
An adjective that represents the Pokémon's personality, such as Hasty or Rash. In-game, this takes the form of a permanent 10% bonus to one of five of the Pokémon's stats (every one but HP) with a 10% penalty to another one. Some natures raise and lower the same stat, and end up doing nothing; these are known as 'neutral' natures. In generations III and IV, this also controls what flavor of Pokéblocks and Poffins the Pokémon likes and dislikes, as well as its performance in the Pokéathalon in HeartGold and SoulSilver Versions.
Egg Moves:
Moves that a Pokémon can inherit from its father. These tend to be moves the Pokémon could never learn on its own. For example, Charizard could never hope to gain Dragon Dance normally, but if it's bred in the right way, a newly hatched Charmander could know that move.
The special ability of the Pokémon. For example, Pikachus get Static, and Lillipups get either Vital Spirit or Pickup. There also exist Hidden Abilities (sometimes called Dream World Abilities) that a Pokémon doesn't normally get, but can inherit through breeding.
Egg Groups:
The range of 649 Pokémon are divided into fifteen Egg Groups, and each Pokémon species belongs to only one or two of them. If two Pokémon do not share a common Egg Group, they cannot breed.
PRNG (Pseudo-Random Number Generator):
The system the game has in place that controls all elements of "luck" that might occur, from anywhere to whether a move connects or misses, or what kinds of IVs a Pokémon is born with. This term is also used as a verb to refer to the act of manipulating said pseudo-random number generator to get desired results. Sometimes known simply as RNG.
Shinies (Shiny Pokémon):
A Pokémon of an unusual coloration compared to the rest of its species. Known for being very rare and exhibiting sparkling when sent into battle.

  • Section 1: Getting Started

Before you do any breeding, it's a good start to know the basics. Every game has a Daycare Center somewhere in it, and it's there that breeding is done. Those daycare centers are at:
  • Kanto (FRLG): Four Island
  • Johto (HGSS): Route 34
  • Hoenn (RSE): Route 117
  • Sinnoh (DPPt): Solaceon Town
  • Unova (BW): Route 3*
* Only usable for breeding after rescuing the old man in Nimbasa City.

While at these Daycare Centers, you may deposit two Pokémon together, and if they are compatible with each other, then they can breed and yield eggs. In order to be compatible, they must each have an Egg Group in common, and be of opposite genders. For this purpose, Ditto will always be a compatible breeding partner of the opposite gender. Genderless Pokémon, such as Staryu, cannot breed with other genderless Pokémon, and can only breed with Ditto. Pokémon in the Undiscovered Egg Group (which consists mostly of legendary Pokémon) cannot breed, and neither can two Dittos. (note that some legendaries can breed (for example, Manaphy produces Phione (which does not evolve))).

Once you've deposited your two prospective parents, then it's only a matter of time. After your character takes a certain number of steps, the old man standing outside of the daycare will notify you in some way, which can range from stepping outside the fence (HGSS), turning to face you (DPPt), or calling out your name as you move nearby* (BW). * Will not call if your party is full.

Once you have an Egg, then you just need to keep it in your party until it hatches. How long it takes a Pokémon egg to hatch depends on the species; some species like Magikarp take very little time to hatch, some species like Dratini take much longer. Once it hatches, congratulations! You're now the proud godfather/godmother of a new baby Pokémon!

Additional notes:
  • The species of the newborn Pokémon is the lowest evolutionary form of the mother. If the mother is a Ditto, then it's the lowest form of the father instead. Certain Pokémon, such as Snorlax, yield different baby Pokémon if one of the parents is carrying the appropriate Incense (item) when placed into the daycare.
  • The time it takes for an egg to be produced by a compatible breeding pair is random, but influenced by two factors. If the Pokémon are the same species, eggs will be produced more quickly. If the Pokémon have the same Original Trainer, eggs will be produced more slowly.
  • The amount of time it takes for an egg to hatch can be halved by having a Pokémon with either of the abilities Magma Armor or Flame Body in your party. This effect isn't cumulative; just one such Pokémon will do.
  • The time it takes for an egg to be ready, and for it to hatch, is measured in steps your character has taken, not minutes or hours. Therefore, it works best to find a long, straight path you can ride your bicycle up and down repeatedly while waiting for eggs; every daycare is helpfully situated near one of these but some games have even longer paths.

  • Section 2: What's in an Egg?

So now that you know how to acquire newborn Pokémon, you're probably wondering how all of its stats got to be where they are. The quickest answer is that a large amount of factors about a baby come from its parents.

Some factors of the baby are static. It will always be born level 1, it will always be the lowest form of its mother's species, and it will always have the trainer ID of the player who hatched it (not necessarily the trainer who acquired it, in case the egg was traded). Its EVs will always start at zero, as well. (More on EVs in a later section.)

Other factors of the baby are random. Its gender is randomly decided, as is its nature and, if applicable, its Ability.

Its IVs, however, are primarily hereditary. The newborn Pokémon will inherit half of its IVs from its mother and father, and decide the rest randomly. Therefore, the better IVs the parents have, the more likely the child will have good IVs as well.

How this basically works is that the child picks one of its parents' IVs at random, and inherits that IV directly. It does this three times in total, never repeating an IV already claimed. It is possible for it to inherit all three IVs from one parent and none from the other. The IVs not inherited are decided randomly, from 0 to 31.

The other primary thing a newborn Pokémon can inherit is its movelist. By default, the baby starts off knowing what its species would normally have at level 1. However, depending on what its parents know, it could be born with different moves entirely.

The first type of move a Pokémon can inherit are TM moves. If the father knows any move that could be learned by a TM, and the baby's species could also learn that move from that TM, it will be born already knowing it. For example, a Vulpix could be born already knowing Fire Blast, if its father knew Fire Blast.

The second type of move a Pokémon can inherit are level-up moves. These are moves the Pokémon would have learned eventually, but it gets them early if both of its parents know that move. For example, Tepig would normally have to wait all the way until 43 or later if it wanted to learn Flare Blitz, but if both of its parents already know this move, then Tepig will be born already knowing Flare Blitz. If only one of the parents knows it, it isn't passed on.

The third and most important type of move a Pokémon can inherit are Egg Moves. These are, usually, moves that the Pokémon would have no way to learn normally. However, if the father knows this move, and it's a legitimate egg move for the child, then the child will be born already knowing it. For example, there is no way for Garchomp to learn Outrage normally, but if it breeds with a male Dragon Pokémon that already knows Outrage, then the newborn Gible will have this move.

When it comes to inheriting moves, gender control is rather important. In all cases, the father must know the moves. So, for the most part, the newborn baby will try to replicate the father's moveset to the best of its ability.

Additional notes:
  • All random factors of the newborn Pokémon, IVs, Nature, Ability, so on, are decided the moment you pick up the egg from the old man. The exception to this is in Generation IV, where everything but IVs was decided when the old man finds the egg instead. Either way, once the egg is in your possession, its stats have already been decided, and the only way to change them is to reset to an earlier save where you had not yet picked up the egg.
  • In Emerald, Diamond, Pearl, and Platinum, IV breeding worked somewhat differently. In those games, IVs made three passes as usual, but it did not skip already-inherited IVs... so a Pokémon could inherit its mother's Speed IV as its first IV, but then inherit its father's Speed IV as its second, overwriting the first. This means Pokéon bred in these games could potentially inherit fewer than three IVs.
  • If the Pokémon's mother knows a Hidden Ability, and its father is not a Ditto, then that Hidden Ability is included in the potential random abilities. This only works from the mother's side, so a father with the Hidden Ability cannot pass it on.
  • If a Pokémon inherits enough moves from its parents, it could possibly lose moves it would otherwise have started with. For example, Charmanders normally start with Scratch and Growl, but if its father knew Rock Slide, Flare Blitz, and Dragon Dance, then Charmander would inherit all three of these, but be born without Scratch.
  • While including Pokémon that know Egg Moves into the Daycare, it becomes important to pay attention to their level. A Pokémon gains experience points while in the Daycare as well, and if this would cause it to reach a level where it learns a new move, it will automatically forget the first move in its moveset. The best way to avoid this is to pay attention to when the Pokémon learns moves, and to move Egg Moves you want passed on to the bottom of the moveset.

Chapter 2 - Advanced Breeding Theory
  • Section 3: Setting the Table

Now that you know how to breed Pokémon, it's time to delve into how to improve your chances at getting the Pokémon you want.

The first and most important thing to consider when breeding are influencing it with items. Before you place the prospective parents into the Daycare Center, there are a few items you can have them hold that will influence the breeding process.
  • Incense: There are a few Pokémon out there whose lowest evolutionary form cannot be achieved through just breeding alone. These items will allow you to 'unlock' that lowest evolutionary form; for example, letting an Azumarill hold a Sea Incense will allow you to get Azurill eggs instead of Marill eggs. There are seven incenses, one for each of these Pokémon species. In Generation III/IV, they can be found at various, seemingly random locations in the game world, while in Generation V, they are sold by an ex-Team Plasma member in Driftveil City Market (after game completion).
  • Everstone: While normally with the effect of preventing the holder from evolving, these stones carry the secondary effect of allowing the Pokémon to pass on its Nature to its child. Every child has a 50% chance of inheriting the nature from the parent holding the Everstone, and a 50% chance of it being random. Everstones usually show up at various points in the game world, but they also tend to be carried by wild Geodudes, Roggenrolas, and their evolved forms.
  • Power Items: These items normally have the effect of improving EV gain (more on that later), but if a parent is holding one of these items, then that parent's IV (of the stat appropriate to the Power item) has a 100% inheritance rate. For example, if the father has 31 ATK IVs and is holding a Power Bracer, then every child will have 31 ATK IVs. These items are purchasable with BP gained in the Battle Tower, Battle Frontier, or Battle Subway, depending on game.

Because Pokémon babies inherit IVs directly from their parents, and you can cause them to inherit Natures as well, it becomes very useful to have various parents with high IVs in particular stats, or particularly valuable Natures. Dittos are especially useful for this, as the ability to breed with nearly everything means they can pass on their IVs and Nature to any breeding project, and they can pair with either gender. As such, it will save you a lot of trouble down the line if you acquire a small collection of Dittos with various useful Natures and 31 in at least one IV each. Be sure to give them some sort of nicknaming system to tell each of them apart.

Because of all the different factors you can manipulate, you could end up with quite a few breeding tools that you'll need in order to breed. It might seem difficult, but a lot of these are used only briefly and are not particularly difficult to work with.

For best results, when breeding a Pokémon, you will likely desire each of the following:
  • A compatible Pokémon with 31 in an IV your new Pokémon will specialize in, one Pokémon for each of those IVs, along with a Power item that cooresponds to each of those IVs.
  • A compatible Pokémon with the best nature for your new Pokémon, along with an Everstone.
  • If your new Pokémon requires egg moves, a compatible father who knows all the required egg moves.
  • If your new Pokémon requires a Hidden Ability, a mother of the appropriate species who has the Hidden Ability.
  • An IV Calculator of your choice.
It could appear complicated, but once you're used to in-depth Pokémon breeding, a lot of it will come naturally.

Additional Notes:
  • If both parents are carrying Everstones, then the effect does not stack; instead, one parent is chosen randomly for each egg. The same is true if both parents are carrying Power items, even ones for different stats.
  • Everstones don't pass on nature if playing a Generation III game other than Emerald. They also don't pass on nature in DPPt if the two parents are from different language games.
  • In Emerald, Diamond, Pearl, and Platinum versions, Everstones only worked if it was held by a female Pokémon or a Ditto.
  • The most popular natures, used for generally aggressive Pokémon, are Adamant (+10% Attack, -10% Sp.Attack), Jolly (+Speed, -Sp.Attack), Modest (+Sp.Attack, -Attack), and Timid (+Speed, -Attack). Note that each of these include penalities in a particular attack stat, since most Pokémon specialize in either Physical attacks or Special attacks, and have no use for the stat they're not using.

  • Section 4: The Breeding Process

Now that you have all the required components, it's time to get to breeding! Understand now that this will likely involve a lot of time collecting eggs and checking IVs. Another thing to understand is that, if your goal is getting values of 31 in your preferred IVs, then any value that's not 31 is useless to the breeding process. A parent with 28 Attack IVs won't get you a baby with 31 Attack IVs any more likely than a parent with 2 would.

The best basis for breeding a Pokémon would be the desired Nature, desired moves/Ability, and desired IVs in three stats (the maximum that can be inherited). A faster, less intensive process could skip the third IV and settle for two, which would still get you Speed and your attack stat of choice.

To detail this process more easily, I will be using, as my example, a Jolly-natured Gible with 31 IVs in Attack, Speed, and HP, and the egg move Outrage. It should also be noted that many of these steps can be done in different orders, depending on personal preference, so long as you inherit everything you need from the previous generation. Also, any references to a species will also work for any evolved form of that species.
  • First, you would need to teach the desired Egg Move. So you'll need a female Gible, and a male Dratini. First you level the Dratini to know Outrage, then you place it in the daycare alongside the female Gible. Breed until you get a male Gible that knows Outrage.
  • Once you have a male with the right egg moves, you breed in the first of the IVs. Place that male Gible that learned Outrage into the daycare with a Ditto that has 31 Attack and a Power Bracer. Breed until you get a male Gible again. (100% chance of IV inheritance.)
  • The new Gible will have 31 Attack, so it's a good time to prepare Nature. Place it holding a Power Bracer with an Adamant Ditto holding an Everstone, and breed until you get a Gible with both 31 Attack and Adamant Nature. (50% chance of nature inheritance.)
  • Give the new Gible the Everstone, and breed it with a Ditto with 31 Speed and a Power Anklet. This is where it'll get a bit tedious, since the chance of inheriting Attack from the Gible is now only 20%. Breed until you get a Gible with both IVs and the Nature. (10% chance for everything. Odds can be improved mid-way through, see later.)
  • Two perfect IVs and a good nature is pretty great, but if you're going for three, you want to put this new Gible in with a perfect HP Ditto. As before, Gible gets the Everstone, Ditto gets the Power Weight. (The odds of inheriting all three IVs is 100% for the first, 10% for the second, and 12.5% for the third, so 1.25% in total, making 0.625%, or 1/160. As before, however, this can be improved.)

    The odds for the later steps start looking pretty bleak. However, if you gradually improve the breeding parents, replacing each one with better versions, the odds can become much more favorable, raising that 0.625% into a much simpler 5%. That last step, for example, might, based on your luck, be broken down into the following mini-steps:
    • Gible-M (ATK/SPD/Nature, Everstone) with Ditto (HP, P. Weight), to get Gible-F (HP/Nature). (50%)
    • Gible-M (ATK/SPD/Nature, P.Bracer) with Gible-F (HP/Nature, Everstone), to get Gible-F (HP/ATK, Nature). (10%)
    • Gible-M (ATK/SPD/Nature, P.Anklet) with Gible-F (HP/ATK/Nature, Everstone), to get Gible (HP/ATK/SPD/Nature). (2.5%)

    Depending on patience, you could try to get multiples of these three-perfect-IV Gibles, so you could use the one with the best Defense and Special Defense. It's really a matter of how much time you want to spend; the more you work on breeding, the better chances you have at getting something wonderfully good.

    Additional Notes:
    • If breeding for Egg Moves, then you'll end up with a lot of Level 1 babies with the Egg Moves. Putting them directly into the daycare may cause them to forget the Egg Moves before you get a new male baby, so the best way to deal with them is to quickly level them up beforehand. Attaching an Exp.Share to them and fighting a high-level wild Pokémon should give them quite a few levels, then all you need to do is alter their movelist and put the Egg Moves at the bottom.
    • If breeding for Hidden Abilities, every female parent must have that ability in order to continue passing it on to children. The odds of passing on the ability tends to depend on how many abilities the Pokémon species normally has, so it will be 50% if it's normally a one-ability species, or 33% for a two-ability species. Most people usually just remember "40%" as a median between the two, and it's a fairly reasonable one.
    • Try to keep some hatched Pokémon handy during the breeding process that weren't a parent upgrade at the time, but might be one later. For example, using the previous Gible example, a male Gible with HP, ATK, and SPD, but the wrong nature would cause you to miss out on passing on nature with an Everstone with him, but if you get a female later with the right nature, then that Gible without the right nature could raise that mini-step from 2.5% to 5%.
    • It's generally best to hold onto nearly every baby that hatches, and give them a quick check at your game's local Pokémon Judge to see which IVs they have. It wouldn't be very helpful to accidentally release a Pokémon that would have made a better parent than the one you currently have.

    • Section 5: Putting in Effort

    Once you have a baby Pokémon, with all the IVs, moves, nature, and ability you want, it's time to work on Effort Values, the one thing you can only do once you're done breeding.

    Each Pokémon can have up to 510 EVs between all of its stats, and up to 255 EVs in a single stat. For each 4 EVs in a stat, it applies 1 to that stat at level 100, with a reduced impact at lower levels. So, basically, 4 EVs provide the same effect as 1 IV.

    Due to how these two aspects work with each other, it might seem from a glance to be best to max out two stats at 255, hitting that 510 limit. However, further inspection reveals that due to the "each 4 EVs", EVs beyond 252 don't actually do anything, since you cannot reach 256 in an EV for another point in the appropriate stat. This yields 6 points in the EVs that you can draw out of the two EVs you would have maxed out at 255, allowing you to place four of them into another stat for a little extra benefit. (The remaining two, unfortunately, cannot be used meaningfully in any stat.)

    So the Gible from before would benefit best from raising its ATK and SPD up to 252, and apply the last points where you please. Usually, this is applied into HP, for balanced survival.

    So now that you know how to distribute EVs, how do you gain them? Well, for the most part, EVs are gained through battle. Whenever you fight a Pokémon, every Pokémon that gained experience from that battle (whether from actually participating or from an Exp.Share) will also gain EVs. The EVs each Pokémon give in battle tend to differ, but follow two key rules:
    • The EVs gained are in the Pokémon's highest stat. For example, a Geodude would provide Defense EV points, while an Audino would give HP EV points. Pokémon with multiple high stats might give a mix of EVs, such as Lucario providing both Attack and Special Attack EV points.
    • The amount of points the Pokémon gives is based on its evolutionary tier. A Geodude gives 1 Defense point, while a Golem would give 3. Pokémon without evolutionary tiers give points based on their relative strength and rarity; A Chatot would give only 1 Attack EV point, while a Zekrom would give 3.

    Most games usually have a location where a high amount of wild Pokémon that raise a given EV are located, so when working on EVs, it's good to know where to go. A list will be included later in the section.

    There are also items that can affect EVs. Some consumable items can change the amounts, while held items can alter the way they're gained from battle. First, the consumable items:
    • Vitamins: Purchasable from at least one store in every game, these expensive supplements will increase a Pokémon's EV Value by 10 points. If this would raise the value over 100, however, instead it raises it only to 100. If the value is already 100 or greater, the vitamin can't be used.
    • Wings: These items, found only on the drawbridges in Black and White Version, work like vitamins and raise a Pokémon's EV Value by a single point. Unlike Vitamins, they have no upper limit.
    • Berries: A series of berries (Pomeg, Kelpsy, Qualot, Hondew, Grepa, and Tamato), commonly known as EV Berries or Anti-EV Berries, will reduce the Pokémon's EV Value by 10 points. This makes them very useful, as they are the only berries that can undo mistakes short of simply reverting to the last save. In Generation IV, if the Pokémon's EV value was anywhere over 100, the berry would reduce it to 100 instead of reducing by 10. These berries could appear in various locations in Generation III and IV and be cultivated as normal, but in Generation V, they are only available via the Dream World.
    And as for held items:
    • Macho Brace: This item doubles the EV gain of the holder, at the expense of half the wearer's speed in battle. A Geodude fought while wearing one of these, for example, would provide 2 Defense EV Points instead of just 1. It is recieved as a gift for performing certain tasks in Pastoria City or Goldenrod City in Generation IV, while it is given for free in Nimbasa City in Generation V.
    • Power Items: These are the same items that were used earlier in the breeding process. As long as they're held, they will provide 4 EVs of their appropriate stat in every battle the holder participates in, but with the same battle speed penalty as the Macho Brace. Interestingly, the stat they provide does not need to apply to the Pokémon you fight. For example, fighting a Magikarp while holding a Power Bracer will give 1 Speed EV point and 4 Attack EV points, while holding a Power Anklet instead will give 5 Speed EV points.

    One other thing can influence EV gain, and that is Pokérus. while not a held item in the truest sense of term, this is nevertheless something you can give a Pokémon to improve its EV Gain. Whenever a Pokémon either physically hits is in the same party of a Pokémon 'infected' with Pokérus, there is a chance it will pass on to that Pokémon.
    While under the effects of Pokérus, the Pokémon will receive double the EVs from a battle, cumulative with previous effects. (For example, fighting a Magikarp with a Power Anklet equipped will give 10 Speed EV points.) If the Pokémon spends more than a day in your party, however, Pokérus will wear off. Its effect of doubling EV gain will remain, but it can never again become infected nor pass on the infection to another Pokémon. Therefore, it is generally best to infect a fairly large amount of Pokémon with Pokérus, and place them in the PC Box where the infection cannot wear off.
    The chances of encountering a Pokémon with Pokérus in the wild are exceedingly rare, at a mere 1 in 20,000 chance, and no visual indicator that a Pokémon is infected. However, due to the nature of being passed on to other Pokémon, many people online have Pokémon with it, and it is very easy to find someone who will trade you an infected Pokémon so you may use it yourself.

    Regardless of which methods you decide to use to raise your EVs, the requirement of precision (aiming for 252 instead of 255) means it's extremely helpful to have a piece of paper or a computer with writing software available to you, to keep track of EV gain, especially as it will be changing every battle.

    In Black and White Versions, a Pokémon's stats are recalculated after each battle, and so gaining enough EVs to gain a stat point will cause an immediate gain in the appropriate stat. In previous games, however, the actual stat gains from gaining EVs from battle are relegated to the Pokémon's next level-up (sometimes showing strange values, such as gaining +30 Attack from rising a single level), but carries a heavy downside; as level 100 Pokémon cannot level up further, they also cannot gain stats from EV training in games before Black and White, and it must be done before they reach 100.

    List of EV farming locations in Black and White Versions:
    • HP: Ducklett [size=-2](1 EV), Driftveil Drawbridge; Stunfisk (2 EV), Surfing in Icirrus City water
    • Attack: Patrat and Lillipup (1 EV), Route 1
    • Defense: Roggenrola (1 EV, 50% appearance rate), Wellspring Cave; Venipede and Sewaddle (1 EV, 60% appearance rate), Pinwheel Forest
    • Sp. Attack: Litwick and Elgyem (1 EV), Celestial Tower
    • Sp. Defense: Frillish (1 EV), Surfing in Driftveil City water
    • Speed: Basculin (2 EV), Surfing in Route 6 water

    List of EV farming locations in Diamond, Pearl, and Platinum Versions:
    • HP: Wooper (1 EV, DP Only), Quagsire (2 EVs, DP Only), Shellos (1 EV, Pt Only) and Gastrodon (2 EVs, Pt Only), Surfing in southern Route 212 (70% appearance rate in Pt, 100% in DP)
    • Attack: Seaking and Gyarados (2 EVs), Super Rod fishing in Lake Valor
    • Defense: Geodude and Hippopotas (1 EV), Maniac Tunnel next to Route 214
    • Sp. Attack: Gastly (1 EV), Old Chateau (Haunter (2 EVs) and Gengar (3 EVs) can appear if a Gen III game is in the GBA Slot)
    • Sp. Defense: Mantyke (1 EV) and Tentacruel (2 EVs), Route 223
    • Speed: Magikarp (1 EV), Old Rod fishing nearly anywhere; Poliwag (1 EV) and Poliwhirl (2 EVs), Surfing in Route 228

    List of EV farming locations in HeartGold and SoulSilver Versions:
    • HP: Slowpoke (1 EV), Slowbro (2 EVs, only in basement), Slowpoke Well
    • Attack: Goldeen (1 EV) and Seaking (2 EVs), Surfing in Route 42
    • Defense: Geodude (1 EV), Graveler (2 EVs), Gligar (1 EV, HG Only), Skarmory (2 EVs, SS Only), Route 45 (90% appearance rate in HG, 99% in SS)
    • Sp. Attack: Psyduck (1 EV) and Golduck (2 EVs), Surfing in Ilex Forest
    • Sp. Defense: Tentacool (1 EV), Tentacruel (2 EVs), Mantine (2 EVs, HG Only), Surfing in Route 41
    • Speed: Rattata, Meowth (SS), Vulpix (SS), Murkrow (Night) (1 EV), Raticate, Persian (SS) (2 EVs), Route 7 (Appearance rate in HG is 80%, 75% at night. Appearance rate in SS is 100%, 95% at night.)
    [/size](Appearance rate is based on combined rates of all listed Pokémon. Pokémon not listed do not provide the stated EV and should be avoided. If appearance rate isn't listed, area provides listed Pokémon 100% of the time.)

    Additional Notes:
    • The lists of farming locations is a suggestion only. Some areas exist that provide Pokémon of multiple EVs, and would be better for those raising two EVs simultaneously.
    • Depending on the game, some EVs are harder to train than others. It may be optimal to reach a goal on a provided EV solely by using the four-point bonus of Power Items, such as using Power Weight in Black/White to avoid the low appearance rate problem of Defense-EV-providing Pokémon.
    • There are NPCs in Slateport Market (RSE), Sunyshore Market (DPPt), Blackthorn City (HGSS), or Opelucid City (BW), who will judge the first Pokémon in your party, and notify you if they "put in a good effort" and reached the cap of 510 EVs.

    • Section 6: All That Glitters

    Occasionally, it is possible to encounter differently colored Pokémon, commonly known as "Shiny Pokémon". These Pokémon carry a unique coloration that is different from their normal species; for example, a Magikarp is normaly a orange-red color, but a "Shiny" Magikarp will appear golden. In addition, a Shiny Pokémon also sparkles when sent out in battle, thus giving them their nickname. Because of their uniqueness and rarity, they are highly treasured by collectors. Unfortunately, for the same reasons, they are also commonly a target for hackers, so one should exercise caution if trading for them.

    Statistically, a Shiny Pokémon is no different than a regular Pokémon. They have the same range of IVs, same chances at genders, abilities, and moves as regular Pokémon, and so on. They also level up and evolve in an identical manner, and if a Shiny Pokémon evolves, the Pokémon it evolves into will also be Shiny.

    Shiny Pokémon have a 8-in-65536 chance (usually simplified to 1-in-8192) of appearing in almost any situation any unowned Pokémon would, based on a formula involving the Trainer ID and Secret ID. This includes in the wild, in a Pokémon egg, or even in a legendary battle. NPC Trainers will never have a Shiny Pokémon, with the exception of three trainers in FireRed and LeafGreen Versions' Battle Tower.

    There are, however, three ways to increase the odds of encountering Shiny Pokémon:
    • Masuda Method: Possibly the best-known of the methods, this is effectively inter-national breeding. If two Pokémon that come from differing language games are bred together, the resulting baby has a sextuple (6x) chance of being born Shiny than usual, increasing the odds from 1-in-8192 to 6-in-8192 (quadruple, or 4-in-8192, in Generation IV) that the baby will be born Shiny. Note that the Pokémon must be different languages; different countries such as American or European aren't sufficient. Also, as mentioned in Section 3, this method also prevents Everstone use in DPPt.
    • Radar Chains: A lesser-known way to locate Shiny Pokémon is through the use of the Poké Radar in Diamond, Pearl, and Platinum. The longer a chain gets (where the game continues to play the Poké Radar music, and you continue to find the Pokémon you're chaining), the greater the chance of encountering a Shiny Pokémon, up to a 1-in-200 rate at the fourtieth consecutive Pokémon and beyond. Once the chain gets that high, it becomes somewhat easy to keep it and capture multiple Shiny Pokémon of the specified species, however it is very difficult for some people to chain with the Poké Radar and the Pokémon you find are naturally limited to ones available in the wild in DPPt.
    • RNG Manipulation: The simultaneously hardest and easiest method of getting Shiny Pokémon, RNG manipulation is very hard to get used to and requires a lot of acclimation. Once you're used to it, however, it is the fastest and most reliable way of not only finding Shiny Pokémon, but also controlling aspects such as their nature and IVs, thus also allowing the strongest Shiny Pokémon. Shiny RNGing is most easily done in Generation IV and Emerald, but Black and White Versions are also capable of doing it with some luck. It does, however, require you know your game's "Secret ID", which can only legitimately be discovered by finding a Shiny Pokémon in the wild, without using Poké Radar.
    The most important thing to have, however, when actively hunting Shiny Pokémon is perseverance. It's sometimes easy to forget that, when using the Masuda Method, even having a 1/1365 chance at a Shiny Pokémon in Black and White Versions is still somewhat of a long shot, and it's not unlikely at all to go through hundreds of Pokémon with no results. In fact, the odds of getting it within the first thousand is still only about 52%. But it's still the best shot most people have, and there's a lot of joy that can be had in having your own carefully-bred Shiny Pokémon.

    Additional Notes:
    • There are several Pokémon that cannot legitimately become Shiny. This includes any Pokémon gained through Mystery Gift, any Pokémon found in the Entree Forest in Black and White Versions, the Spiky-Eared Pichu in HeartGold/SoulSilver, and the legendary Pokémon Victini, Zekrom, and Reshiram. Promotional Pokémon who are meant to be Shiny are an exception, and are 100% Shiny.
    • The Manaphy Egg, gained from transferring from a Pokémon Ranger game to a Generation IV game, cannot be Shiny. However, due to shininess being determined by Trainer ID and Secret ID, it is possible to receive the Egg, and then send to another game whose Trainer ID/Secret ID would cause it to hatch Shiny. This makes Shiny Manaphys so rare as to be virtually nonexistant, but still technically possible.
    • Back in Generation II, the method Shiny Pokémon worked back then, alongside the breeding mechanics, made it so a Shiny Pokémon acting as a parent significantly increased the chances of babies being shiny (up to 1/64), something that occurs in no other Generation.

    • Section 7: Epilogue

    And such ends my guide on Pokémon Breeding. Hopefully I explained it in a relatively understandable manner. If this guide helps just one of you become a better breeder, then it was well worth the time I spent writing it.

    Good luck, and keep those eggs hatching!


Drampa Solosis Lunatone
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Edited: Sep 24, 2011   /   Sep 24, 2011    4:37 PM
Property of Nova. <3

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Post: #2
RE: Comprehensive Breeding Guide
The PRNG of the Pokemon games is vitally important; it creates many of the factors that are considered 'random' in the Pokemon series. Without them, the games would be very boring; without them, we would not have random crits, random accuracy, random burns/freezes/paralyze chances in battle, and much more. It controls from the most important things - Pokemon creation, Pokemon encounters - down to the least important; NPC movement, and even NPC blinking. However, this PRNG is exactly what the name suggests - pseudo-random. That is, to say; it is not truly random. Each value produced is related to the value before it because they are all produced via the same formula.

Gen IV and V share the same two RNGs; the main one called the linear congruential number generator, which follows a simple formula; ax +c.
A and c are constants; 0x5D588B656C078965 and 0x269EC3 respectively (hexadecimal). The x denotes the previously generated value.

The second RNG is called the Mersenne Twister. Unlike the main RNG (which is 64-bit in bw), the MTRNG is 32-bit and is rather slow (and easy to manipulate), having a long period of 2^19937 − 1 (which is longer than the time the game will be run). As far as known, the MTRNG is used only for IV and some battle calculations. Because it is seeded from the main RNG when the game is started, the two can be manipulated together.

The initial seed (the first value created) is determined through many variables; some changeable (ie, date, time, year) and some not (such as the mac address in BW).

And thus, from this, spawns RNG-abuse. Should we manipulate the changeable variables accordingly, we will be able to manipulate the RNG to produce a desired Pokemon.

Relative threads (RNG guides and tools);

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Sep 24, 2011    10:07 PM
I'm 'Not' Annoying

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Post: #3
RE: Comprehensive Breeding Guide
Thanks you two. This guide helped me a lot, and I'm sure it'll help others too. It makes me want to go play my pokemon games just to breed. :P

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(21:06:55) +blastertwo: in the real world, magix is ugly D: D: D:

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Dec 16, 2012    12:56 AM

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Post: #4
RE: Comprehensive Breeding Guide
Thanks, this will help me to breed my new team :P

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Mar 23, 2013    5:06 AM

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Post: #5
RE: Comprehensive Breeding Guide
Thanks this really helped a lot, but which would be better to IV breed using a ditto or using a male and female?

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Mar 27, 2013    6:38 PM

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Post: #6
RE: Comprehensive Breeding Guide
Thx a lot.

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