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Black Special Guide

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Black Special Guide

Post by Latina on Thu Mar 31, 2011 1:25 pm

Black Special Guide

Post by Ash on Sat Mar 26, 2011 1:44 pm
A Pokémon with a Hardy, Docile, Serious, Bashful, or Quirky nature doesn't experience any special increase or decrease in a particular stat.
Ability

A Pokémon's initial Ability is determined by whether the personality ID is odd or even. If it's even, it has the first Ability, and if odd, the second Ability.

If a Pokémon is transferred from a previous version game to a generation 5 game, it keeps its Ability, even if its personality ID states that it would have a different Ability in the latter game. If a Pokémon evolves in a generation 5 game, it receives the Ability conforming to its personality ID.
Gender
The remainder of a Pokémon's personality ID divided by 256 contains that Pokémon's gender value. Each Pokémon species has one of the following seven gender rates.

* 12.5% female - If gender value is 0 through 30, the Pokémon is female; otherwise, male.
* 25% female - If gender value is 0 through 63, the Pokémon is female; otherwise, male.
* 50% female - If gender value is 0 through 126, the Pokémon is female; otherwise, male.
* 75% female - If gender value is 0 through 190, the Pokémon is female; otherwise, male.
* Always male - Always male regardless of gender value.
* Always female - Always female regardless of gender value.
* Genderless - Unknown gender, regardless of gender value.

Unown form
To find the Unown form, the game does the following:

1. Set Y to the personality ID.
2. Set A to the remainder of Y divided by 4.
3. Divide Y by 256 and round down.
4. Set B to the remainder of Y divided by 4, then multiply B by 4.
5. Divide Y by 256 and round down.
6. Set C to the remainder of Y divided by 4, then multiply C by 16.
7. Divide Y by 256 and round down.
8. Set D to the remainder of Y divided by 4, then multiply D by 64.
9. Set X to A plus B plus C plus D.
10. Set X to the remainder of X divided by 28.

The result, X, contains the Unown form (where A through Z are 0-25, "!" is 26, and "?" is 27).
Wurmple

For a given Wurmple, if the remainder of the personality ID's high 16 bits divided by 10 is less than 5, it will evolve into Silcoon; else Cascoon.
Trainer ID

[Just this section]

The Trainer ID is 32 bits long. The player as well as each Pokémon can have a 32-bit Trainer ID. A Pokémon's 32-bit Trainer ID is set to the player's as the Pokémon is created, if it's owned by that player. A player's 32-bit Trainer ID is set when a new game is started. However, the game only displays the lower 16 bits of a Trainer ID (hereinafter called "public ID").

Many other Web sites use the term "ID number" or "Trainer ID" to mean the portion of the number visible on the Trainer Card, even though the Trainer ID, as used on this site, is 32 bits long. The "ID number" term used by those sites is 16 bits long and takes the lower 16 bits of the 32-bit ID number. These sites also use another term, "secret ID", which is the portion of the ID that isn't visible and consists of the high 16 bits of the 32-bit ID number.

Each Pokémon also comes with an Original Trainer name ("OT name") and OT gender, the latter of which is used primarily to color the OT name's text blue (male) or red (female). These two values, like the Trainer ID, are set to those of the player as a Pokémon owned by that player is created.

To rename a Pokémon using the Name Rater, [a Pokémon's public ID must match that of the player.] (The Name Rater is found in Castelia City; go to the northern end of the city and visit the building on the left.)

If a Pokémon's 32-bit Trainer ID, OT name, or both (but not necessarily OT gender) are different from those of the player, it can disobey unless the player has the appropriate badges, and it will gain extra Exp. Points (see below).

Generation 5 games say that a Pokémon was "apparently" met, "apparently" hatched from an egg, or "apparently" had a fateful encounter (as the case may be) if its 32-bit Trainer ID, OT name, OT gender, or at least one of the three are different from those of the player. This doesn't apply if the Pokémon "arrived" from a different region not in the game.
Shiny Pokémon

[Just this section]

There is a 1/8192 chance that a Pokémon generated by the game will be shiny. Shiny Pokémon will have a different color from normal Pokémon.

To determine whether a Pokémon is shiny, the game splits the personality ID and 32-bit Trainer ID each into two 16-bit halves, resulting in four numbers, A, B, C, and D. Then the game calculates "A xor B xor C xor D", resulting in another number, E. ("Xor" is an "exclusive or" operation; see "Size Calculation" below.) If E is less than 8, the Pokémon is shiny.
Stats, Individual Values, and Effort Values

[Just this section]
Kinds of Stats

There are six different kinds of stats:
Sort list

HP (Hit Points)

A Pokémon with high HP is expected to last longer during battle. When a Pokémon's HP reaches 0, it faints and can't fight until it is revived.
Attack

The Attack stat affects the damage inflicted by physical attacks. If Attack is greater than the opponent's Defense, the physical attack's power is boosted. An attack is generally physical if it either involves physical contact with the opponent (such as tackles, punches, or kicks) or the attack's execution follows a law of physics (such as throwing objects, triggering a waterfall, and so on).
Defense

The Defense stat affects the damage received from physical attacks. If Defense is greater than the attacker's Attack, the physical attack's power is reduced.
Special Attack

The Special Attack stat affects the damage inflicted by special attacks. If Special Attack is greater than the opponent's Special Defense, the special attack's power is boosted. An attack is generally special if it either involves elemental magic such as fire, water, wind, and electricity, or if the attack's execution doesn't necessarily follow a law of physics, such as psychic power, powerful beams, and so on.
Special Defense

The Special Defense stat affects the damage received from special attacks. If Special Defense is greater than the attacker's Special Attack, the special attack's power is reduced.
Speed

The Speed stat determines which Pokémon will strike first. In battle, in general, the Pokémon with the highest Speed attacks first in a particular round.

Stat Formulas

The game uses these formulas to find a Pokémon's stats.

HP = floor((A*2+B+floor(C/4))*D/100)+D+10
Other Stats =floor((floor((A*2+B+floor(C/4))*D/100)+5)*E)

where:

* A = Pokémon's Base Stat
* B = Pokémon's Individual Value
* C = Pokémon's Effort Value
* D = Pokémon's Level
* E = 1.1 if the Pokémon's nature increases the stat; otherwise, 0.9 if the nature decreases the stat; otherwise, 1.
* floor(X) means "round X down to the nearest whole number."

As an exception, Shedinja's total HP is always 1 (its Base HP is 1).

A Pokémon's stats are calculated upon creation. A Pokémon's stats are recalculated whenever it earns or loses EVs or gains a level. Its stats are also recalculated when it changes to a form with different base stats within the same game (this includes if Deoxys changes to the same form). A Pokémon's stats are not recalculated when it's traded.
Base Stats

Base stats are values that specify the stat potential of all Pokémon of the same Pokémon species and distinguish that species's stat potential from those of other species. There are six base stats for HP, Attack, Defense, Speed, Special Attack, and Special Defense. Each base stat ranges from 0 through 255.

Recent games, however, use the term "base stats" to refer to Effort Values (see below). This is not to be confused with the term "base stats" as used here.

View base stats for all Pokémon.1
Individual Values

Individual Values, or IVs, range from 0 through 31. These values can differ between two Pokémon of the same species and define a particular Pokémon's stat potential rather than the stat potential of its species. There are six Individual Values for HP, Attack, Defense, Speed, Special Attack, and Special Defense. A Pokémon begins with randomly determined Individual Values.

For a level 100 Pokémon, each Individual Value contributes that many stat points to the corresponding stat.
Effort Values

Effort Values, or EVs, indicate the amount of training that a Pokémon has made. Here are the basics on EVs.

* How EVs are earned - Whenever a Pokémon earns Exp. Points in battle, usually by defeating foe Pokémon, it also earns a number of EVs depending on the species of the Pokémon defeated. After the Pokémon earns EVs, all its stats are recalculated. Even a Pokémon at level 100 will earn EVs in battle if it would have earned Exp. Points at a level less than 100. A Pokémon doesn't earn EVs while it's deposited in the Day-Care or when a Rare Candy is used on it.
* Limits - A Pokémon begins with EVs of 0 for all stats, and can have up to 510 EVs overall and up to 255 EVs per stat. (The six stats are HP, Attack, Defense, Special Attack, Special Defense, and Speed. EVs are also earned in that order.) A Pokémon with 510 EVs has "put in a great effort" according to the girl in Opelucid City, north of the Pokémon Center. However, such a Pokémon won't receive a ribbon from her, unlike previous versions.
* EVs and stats - For a level 100 Pokémon, every 4 EVs correspond to 1 stat point. Because of this, only 508 EVs overall and 252 EVs in a certain stat (for a stat increase of 63) are required to raise a Pokémon's stats as much as possible.

Some kinds of items can affect EVs:

* Stat enhancers - Stat enhancers, also known as "vitamins", increase the EVs of the corresponding stat by 10, but not to more than 100. Each stat enhancer only takes effect if the EV for that stat is less than 100. After a stat enhancer is used and takes effect, all the Pokémon's stats are recalculated.
o HP - HP Up (won't have any effect on a Shedinja, however)
o Attack - Protein
o Defense - Iron
o Special Attack - Calcium
o Special Defense - Zinc
o Speed - Carbos
* Wings - Using a wing on a Pokémon increases the EV of the corresponding stat by 1, but not to more than 255. After a wing is used and takes effect, all the Pokémon's stats are recalculated.
o HP - Health Wing (won't have any effect on a Shedinja, however)
o Attack - Muscle Wing
o Defense - Resist Wing
o Special Attack - Genius Wing
o Special Defense - Clever Wing
o Speed - Swift Wing
* Stat-reducing Berries - Certain kinds of Berries decrease the EVs of the corresponding stat by 10. (They can't reduce the EV by more than 10, unlike earlier versions.) If such a Berry reduces the EV this way, all the Pokémon's stats are recalculated.
o HP - Pomeg Berry (Won't have any effect at all on a Shedinja, not even happiness gain)
o Attack - Kelpsy Berry
o Defense - Qualot Berry
o Special Attack - Hondew Berry
o Special Defense - Grepa Berry
o Speed - Tamato Berry
* "Power items" - Certain items commonly known as "Power items" will add 4 EVs of the appropriate stat to Pokémon that hold them whenever they earn EVs (of any kind) in battle. The additional EVs are added before they're doubled by Pokérus (see below).
o HP - Power Weight
o Attack - Power Bracer
o Defense - Power Belt
o Speed - Power Anklet
o Special Attack - Power Lens
o Special Defense - Power Band
* Macho Brace - The Macho Brace will double the EVs that a Pokémon holding it will earn in battle.
* Pokérus - Although Pokérus is not an item, it too will double the EVs that a Pokémon infected with it will earn in battle, even after it's cured of Pokérus.

Note: Recent games use the term "base stats" to refer to EVs. This is not to be confused with the term "base stats" as used in the section "Base Stats" above.
Characteristic

[Just this section]

The characteristic of a Pokémon is based on its Individual Values (IVs.) The highest IV is chosen for the message, as shown on this table.
Message Individual Value Last digit of IV
Loves to eat. HP 0 or 5
Often dozes off. HP 1 or 6
Often scatters things. HP 2 or 7
Scatters things often. HP 3 or 8
Likes to relax. HP 4 or 9
Proud of its power. Attack 0 or 5
Likes to thrash about. Attack 1 or 6
A little quick tempered. Attack 2 or 7
Likes to fight. Attack 3 or 8
Quick tempered. Attack 4 or 9
Sturdy body. Defense 0 or 5
Capable of taking hits. Defense 1 or 6
Highly persistent. Defense 2 or 7
Good endurance. Defense 3 or 8
Good perseverance. Defense 4 or 9
Likes to run. Speed 0 or 5
Alert to sounds. Speed 1 or 6
Impetuous and silly. Speed 2 or 7
Somewhat of a clown. Speed 3 or 8
Quick to flee. Speed 4 or 9
Highly curious. Special Attack 0 or 5
Mischievous. Special Attack 1 or 6
Thoroughly cunning. Special Attack 2 or 7
Often lost in thought. Special Attack 3 or 8
Very finicky. Special Attack 4 or 9
Strong willed. Special Defense 0 or 5
Somewhat vain. Special Defense 1 or 6
Strongly defiant. Special Defense 2 or 7
Hates to lose. Special Defense 3 or 8
Somewhat stubborn. Special Defense 4 or 9

If more than one Individual Value is the highest, the game chooses the first Individual Value among them in a particular order. This order depends on the remainder of the Pokémon's personality ID divided by 6, as shown below:

* 0 - HP, Attack, Defense, Speed, Special Attack, Special Defense
* 1 - Attack, Defense, Speed, Special Attack, Special Defense, HP
* 2 - Defense, Speed, Special Attack, Special Defense, HP, Attack
* 3 - Speed, Special Attack, Special Defense, HP, Attack, Defense
* 4 - Special Attack, Special Defense, HP, Attack, Defense, Speed
* 5 - Special Defense, HP, Attack, Defense, Speed, Special Attack

Note that the order does not depend on the Pokémon's nature.
Stat Potential Judge

[Just this section]

The blue-haired man in the Battle Subway will "judge" Pokémon based on their Individual Values, as shown here:
Sum of all Individual Values

* 0-90: This Pokémon's potential is decent all around.
* 91-120: This Pokémon's potential is above average overall.
* 121-150: This Pokémon has relatively superior potential overall.
* 151-186: This Pokémon has outstanding potential overall.

Highest Individual Value

"Incidentally, I would say the best potential lies in its [stat] stat."

* 0-15: It's rather decent in that regard. That's how I judged it.
* 16-25: It's very good in that regard. That's how I judged it.
* 26-30: It's fantastic in that regard. That's how I judged it.
* 31: It can't be better in that regard. That's how I judged it.

If more than one Individual Value is the highest, all those stats are mentioned (in order of HP, Attack, Defense, Special Attack, Special Defense, and Speed).
Experience

[Just this section]

Whenever a Pokémon defeats another Pokémon in an internal battle, each Pokémon that participated in the battle against it gains Exp. Points (or experience points). The number of Exp. Points a Pokémon gains this way is based on a formula shown below. Each multiplication and division given is rounded down unless noted otherwise.

Exp. Points = (sqrt(X)*(X*X))*Z/(sqrt(Y)*(Y*Y))+1

where:

* X = opponent's level + opponent's level + 10
* Y = opponent's level + participant's level + 10
* Z = (opponent's base experience * opponent's level / 5), rounded down. If this is a Trainer battle, Z is multiplied by 1.5 and rounded down. Then, if at least one Pokémon in the player's party is holding Exp. Share, Z is halved and rounded up. Then, the value of Z for each Pokémon in the player's party equals (Z / (number of participants)), rounded down, if the Pokémon is a participant, plus (Z / (number of holders of Exp. Share)), rounded down, if the Pokémon is holding Exp. Share.
* "sqrt(N)" means "the square root of N". The result of the square root function is not rounded and is accurate to the nearest 1/4096.

If a Pokémon's 32-bit Trainer ID, OT name, or both are different from the player's, the experience it earns is multiplied by 1.5, or if it also comes from a different language version from the player's, by 6963/4096, and rounded to the nearest whole number. If the Pokémon is holding Lucky Egg, the experience it earns is multiplied by 1.5 and rounded to the nearest whole number. If the player received the "Exp. Point Power" from another player, and that power is active, the experience the Pokémon earns is multiplied by the following ratios and rounded down:

Power ↓: 50/100; Power ↓↓: 66/100; Power ↓↓↓: 80/100; Power ↑: 120/100; Power ↑↑: 150/100; Power ↑↑↑, Power S, Power MAX: 200/100.

A "participant" means an unfainted Pokémon controlled by the player who had seen the enemy Pokémon since the last time the enemy became active. (In rotation battles, this includes Pokémon that are rotated out.) A participant need not have used an attack against the Pokémon, but must merely have seen it. If a Pokémon faints at the same time as the enemy, it doesn't count as a participant. (In internal battles, if both sides have no Pokémon at the same time, it is considered a loss for the player.)

When a Pokémon gains a level, its current HP is its new HP minus the HP lost before the level gain. A Pokémon gains levels one at a time, in case it earns so much experience at once that it gains more than one level.

While a Pokémon is in the Day-Care, it will earn 1 Exp. Point for each step the player walks and will learn new moves as it gains levels; such moves, if the list is full, will overwrite older moves, starting from the top of the list. (Even HM moves will be overwritten this way.)
Growth Rates

Each Pokémon species belongs in one of six growth rates. Each growth rate determines the number of Exp. Points required to level up, from level 1 through 100.

The Experience table2 shows the number of Exp. Points for each growth rate and level.

The Growth Rates list3 shows which Pokémon species belong in which growth rates.

Here are the six growth rates:

* Erratic - Max: 600,000 Exp. Points
* Fast - Max: 800,000 Exp. Points
* Medium - Max: 1,000,000 Exp. Points
* Parabolic - Max: 1,059,860 Exp. Points
* Slow - Max: 1,250,000 Exp. Points
* Fluctuating - Max: 1,640,000 Exp. Points

Markings

[Just this section]

Each Pokémon includes a set of markings, which can be either on or off. Markings can be set in the Pokémon Storage System and will appear in the Storage System and in a Pokémon's Summary screen, among other places. Markings have no effect on game play. A Pokémon starts with all markings off. Generation 5 includes the markings circle, square, triangle, heart, star, and diamond.
Pokérus

[Just this section]

Pokérus is a virus that infects Pokémon. There is a 3/65536 chance that a Pokémon will become infected with Pokérus at the end of an internal battle. (Even eggs can be infected this way.) A Pokémon infected with or cured of Pokérus will earn twice as much Effort Values (EVs) as normal in battle (see the "Effort Values" section).

Whenever a battle ends, for each Pokémon infected with Pokérus, there is a 1/3 chance that both the Pokémon before and after that Pokémon are also infected with Pokérus if not already infected. (Even eggs can be infected this way. The game checks whether this condition will apply for each Pokémon already infected before infecting others if necessary.) Walking with an infected Pokémon in the party or placing an infected Pokémon in a PC storage box won't infect other Pokémon.

A Pokémon with Pokérus will remain infected from 1 to 15 days. After that time, at midnight, the Pokémon, if it's in the party, is cured of Pokérus. Once a Pokémon is cured of Pokérus, it will never get it again (in the summary screen of such a Pokémon, a smiley face will appear). However, a Pokémon kept in a PC storage box will remain infected; such a Pokémon's infection won't progress as days pass.
Happiness

[Just this section]

Happiness is a measure of a particular Pokémon's attachment to the player. When a Pokémon is created or traded from another player, it starts with its base happiness (normally 70 but depends on the species). A Pokémon hatched from an egg starts with a happiness of 120 instead. Happiness ranges from 0 through 255.

Happiness can be approximated by talking to the woman (near the Munna) in the Pokémon Fan Club in Icirrus City:

* 0: "By any chance, you... Are you a very strict person? I feel that it really doesn't like you..."
* 1-49: "Hmmm... It may not like you very much."
* 50-99: "The relationship is neither good nor bad... It looks neutral."
* 100-149: "It is a little friendly to you... That's what I'm getting."
* 150-199: "It is friendly to you. It must be happy with you."
* 200-254: "It is quite friendly to you! You must be a kind person!"
* 255: "It is super friendly to you! I'm a bit jealous!"

Or by talking to the woman in the house east of the Nacrene City Pokémon Center:

* 0-69: Hmmm... It may still take some time.
* 70-119: It's a little bit friendly to you... Something like that.
* 120-255: It's very friendly toward you! It must be happy with you.

Although he may use similar words, the Fan Club Chairman actually compares the difference between the Pokémon's current level and the level it was met at, not the happiness of the Pokémon.
Seasons

The seasons in the Black and White versions do not correspond to their real-world counterparts. Instead, they depend on the current month as follows:

* Spring - January, May, September
* Summer - February, June, October
* Autumn - March, July, November
* Winter - April, August, December

Trade Notes

[Just this section]

A Pokémon holding a Griseous Orb can be traded from one generation 5 game to another.
Form Differences

[Just this section]

A few Pokémon species have different forms with different charactistics in their base stats, types, moves, and Abilities. (Only the different forms of Deoxys, Shaymin, Giratina, Meloetta, and sometimes Rotom use the special term "Forme", which was introduced in the Platinum version.)
Name HP Atk Def Sp.Atk Sp.Def Speed Type Abilities
Deoxys Normal Forme 50 150 50 150 50 150 Psychic Pressure
Deoxys Attack Forme 50 180 20 180 20 150 Psychic Pressure
Deoxys Defense Forme 50 70 160 70 160 90 Psychic Pressure
Deoxys Speed Forme 50 95 90 95 90 180 Psychic Pressure
Wormadam Plant Cloak 60 59 85 79 105 36 Bug/Grass Anticipation
Wormadam Sandy Cloak 60 79 105 59 85 36 Bug/Ground Anticipation
Wormadam Trash Cloak 60 69 95 69 95 36 Bug/Steel Anticipation
Giratina Altered Forme 150 100 120 100 120 90 Ghost/Dragon Pressure*
Giratina Origin Forme 150 120 100 120 100 90 Ghost/Dragon Levitate**
Shaymin Land Forme 100 100 100 100 100 100 Grass Natural Cure
Shaymin Sky Forme 100 103 75 120 75 127 Grass/Flying Serene Grace
Rotom (normal) 50 50 77 95 77 91 Electric/Ghost Levitate
Heat Rotom 50 65 107 105 107 86 Electric/Ghost Levitate
Wash Rotom 50 65 107 105 107 86 Electric/Ghost Levitate
Frost Rotom 50 65 107 105 107 86 Electric/Ghost Levitate
Fan Rotom 50 65 107 105 107 86 Electric/Ghost Levitate
Mow Rotom 50 65 107 105 107 86 Electric/Ghost Levitate
Darmanitan Standard Mode 105 140 55 30 55 95 Fire Sheer Force
Darmanitan Zen Mode 105 30 105 140 105 55 Fire/Psychic Sheer Force
Meloetta Aria Forme 100 77 77 128 128 90 Normal/Psychic Serene Grace
Meloetta Pirouette Forme 100 128 90 77 77 128 Normal/Fighting Serene Grace
Basculin Red-Striped Form 70 92 65 80 55 98 Water Reckless/Adaptability
Basculin Blue-Striped Form 70 92 65 80 55 98 Water Rock Head/Adaptability

* Can have Telepathy in the Pokémon Dream World.

** Can have Levitate in the Pokémon Dream World.
Height and Weight

Only values that differ between forms of the same species are shown.

* Giratina Altered Forme - 4.5 m, 750 kg
* Giratina Origin Forme - 6.9 m, 650 kg
* Shaymin Land Forme - 0.2 m, 2.1 kg
* Shaymin Sky Forme - 0.4 m, 5.2 kg

Effort Values Given

Only values that differ between forms of the same species are shown.

* Deoxys Normal Forme - 1 Attack, 1 Speed, 1 Special Attack
* Deoxys Attack Forme - 2 Attack, 1 Special Attack
* Deoxys Defense Forme - 2 Defense, 1 Special Defense
* Deoxys Speed Forme - 3 Speed
* Wormadam Plant Cloak - 2 Special Defense
* Wormadam Sandy Cloak - 2 Defense
* Wormadam Trash Cloak - 1 Defense, 1 Special Defense
* Shaymin Land Forme - 3 HP
* Shaymin Sky Forme - 3 Speed
* Darmanitan Standard Mode - 2 Attack
* Darmanitan Zen Mode - 2 Special Attack
* Meloetta Aria Forme - 1 Speed, 1 Special Attack, 1 Special Defense
* Meloetta Pirouette Forme - 1 Attack, 1 Defense, 1 Speed

Base Experience

Only values that differ between forms of the same species are shown.

* Rotom (normal) - 154
* Rotom (other) - 182
* Darmanitan Standard Mode - 168
* Darmanitan Zen Mode - 189

Other Notes

Deerling and Sawsbuck change their form automatically according to the game's season. Thus their forms are called Spring, Summer, Autumn, and Winter. There is no difference among these forms in gameplay or in battle, except that each form will be added to the Pokédex once it's encountered.

The Red-Striped Form of Basculin can rarely hold a DeepSeaTooth in the wild, and the Blue-Striped Form can rarely hold a DeepSeaScale.

Rotom can take on one of several forms depending on the motor it has entered. When Rotom enters a motor, it learns a move depending on the motor it entered. If there is no room for the move and the player chooses not to delete another move, Rotom doesn't enter the motor. (However, the move can later be deleted without losing the new form.)

* Microwave oven - Heat Rotom - Overheat
* Electric fan - Fan Rotom - Air Slash
* Refrigerator - Frost Rotom - Blizzard
* Washing machine - Wash Rotom - Hydro Pump
* Lawnmower - Mow Rotom - Leaf Storm

The motors that allow Rotom to change form can be found in a special room, which is located in the shopping mall on Route 9. Once in that room, inspect one of the cardboard boxes while a Rotom is in the party. A Rotom already in a special form can also enter a different motor or be brought back to its normal form this way.

Unlike in previous versions, Rotom will always retain its form in all cases, unless the player chooses to change the form as directed above. When Rotom reverts to its normal form, it forgets the move associated with its previous form, then if it has no moves, it learns ThunderShock. When Rotom enters a different motor, it forgets the move associated with its previous form, then learns the move associated with the new form.

Giratina is in its Origin Forme if it's holding Griseous Orb, and in its Altered Forme otherwise.
Battle Modes

[Just this section]

In Pokémon Black and White, the following battle modes are supported:

* Single Battle - For two players, each with three to six Pokémon. Only one Pokémon can be active on the same side at a given time.
* Double Battle - For two players, each with four to six Pokémon. Up to two Pokémon can be active on the same side at a given time.
* Triple Battle - For two players, each with six Pokémon. Up to three Pokémon can be active on the same side at a given time.
* Rotation Battle - For two players, each with four to six Pokémon. Up to three Pokémon can be active on the same side at a given time; however only one of them can take an action each round.
* Multi Battle - For four players. Up to two Pokémon can be active on the same side at a given time, with each one controlled by a different player.

Some link battles allow the use of the Wonder Launcher. These battles are sometimes called Launcher Battles. However, the Union Room doesn't include Wonder Launcher battles.

For many link battles, the player can choose between having no restrictions and using Flat Battle Rules.

In a Flat Battle, each Pokémon higher than level 50 is reduced to level 50. The following Pokémon are not allowed under Flat Battle Rules: Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Dialga, Palkia, Giratina, Manaphy, Phione, Darkrai, Shaymin, Arceus, Victini, Reshiram, Zekrom, Kyurem, Keldeo, Meloetta, and Genesect. A Pokémon also can't hold Soul Dew, and eggs are not allowed. Finally, each Pokémon must be of a different species and hold different items.

In battles conducted via infrared and in Battle Subway and Battle Institute, all Pokémon are adjusted to level 50 during the battle. Whereas the Flat Battle restrictions above are enforced in the Subway and the Institute, infrared battles have no such restrictions and always use the Wonder Launcher.

COPIED FROM ULTIMATE POKEMON CENTRE-All Credit to them.

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