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'''Levels''' are used in many of the [[Pokémon games|Pokémon RPGs]] as a measurement of how strong a [[Pokémon]] currently is. It is determined by how much [[experience]] that Pokémon has. A Pokémon's level will range from 1 to 100. When a Pokémon gains a level, its stats increase by a small amount. It may also learn a new [[move]] or [[evolution|evolve]].
{{search|property of Pokémon|the Trainer level in Pokémon GO|Trainer level}} ''For the level of Gyms in Pokémon GO, see [[Gym (GO)]]. For the level of the {{ga|Trainer Card}}, see [[Trainer Card level]].''
----
The '''level''' (Japanese: '''レベル''' ''level'') is a measurement of how strong a {{OBP|Pokémon|species}} currently is. It is portrayed differently in the {{pkmn|anime}}, {{pkmn|games}}, {{pkmn|manga}}, and [[Pokémon Trading Card Game]].


A Pokémon's level will also affect its [[happiness]], raising it slightly when the Pokémon levels up. This means that a {{p|Pichu}} trained in battle will eventually evolve into a {{p|Pikachu}}, with its happiness going up slightly each level. Using Rare Candies will also raise happiness, though for a long time people thought it did not, due to a Pokémon's happiness also being raised by the large amount of walking that a player must do in long grass to encounter wild Pokémon or recharge such items as the [[Vs. Seeker]].
==In the core series games==
[[File:Level.png|thumb|Level bar in {{game|Black and White|s}}]]
In the Pokémon games, a Pokémon's level is determined by how much [[experience]] it has. A Pokémon's level will range from 1 to 100. When a Pokémon gains a level, its stats increase by a small amount. Depending on the exact level, it may also learn a new [[move]] or [[evolution|evolve]]. A Pokémon's level is usually used to determine [[damage]] when the Pokémon uses an attacking move. Opponent's levels may be viewed in-battle, and {{player}}s may see their own Pokémon's levels in-battle, in the [[PC]] or by using the [[menu]].


Also, when a Pokémon has reached level 100 it cannot continue gaining [[Effort values|Effort Points]] in [[Generation]]s {{gen|III}} and {{gen|IV}}. In Generations {{gen|I}} and {{gen|II}}, however, the player can use the [[box trick]].
Using a [[Rare Candy]] will increase a Pokémon's level by 1 (and increase its experience to be equal to the minimum experience for that level).


By doing the [[Missingno.]] trick or using other cheats, a [[Pokémon]] can temporarily acquire a level higher than 100. However, whenever this [[Pokémon]] gains any amount of [[experience]], its level will revert to 100.
When a Pokémon levels up, it becomes more [[friendship|friendly]]; this way, {{cat|Pokémon that evolve by friendship}} may eventually evolve by training.
 
In [[Generation IV]], during battle, if a Pokémon almost has enough experience to level up, its [[Poké Ball]] will shake in the player's team summary.
 
In [[Generation I]], if a Pokémon gains enough experience to gain more than one level, it will grow straight to the new level and is [[List of battle glitches in Generation I#Level-up learnset skipping|unable to learn any move learned at a skipped level]]. In [[Generation II]], the active Pokémon grows level by level, whereas [[recall|switched out]] Pokémon grow straight to the new level (but are able to learn any moves, regardless). From [[Generation III]] onwards, all Pokémon grow level by level.
 
After a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one in every generation except [[Generation VI]]. Multiple turn moves, such as {{m|Petal Dance}}, will cause [[Charge move replacement glitch|more complex behavior]].
 
===Level cap===
In the [[Pokémon games]], the level cap is level 100. When a Pokémon has reached level 100, it cannot gain any more [[experience]] or level up. Due to this, previous to [[Generation]] {{gen|VIII}}, level 100 Pokémon cannot [[Methods of Evolution#Leveling up|evolve in any way which requires leveling up]]. From Generation VIII onwards, using a [[Rare Candy]] on a level 100 Pokémon is able to trigger these types of evolutions.
 
In Generations {{gen|III}} and {{gen|IV}} only, when a Pokémon has reached level 100, even if it has not gained maximum {{EV}}s, it cannot continue gaining EVs through battle (except {{p|Deoxys}}). [[Vitamin]]s can still be used to raise EVs. In Generations {{gen|I}} and {{gen|II}} as well as from Generation {{gen|V}} onwards, EVs can be gained even by level 100 Pokémon (although the [[Box trick]] is required in Generations I and II for the [[stat]]s to update).
 
By exploiting the [[old man glitch]] in Generation I, a Pokémon can be acquired at a level higher than 100. Also in Generation I, any Pokémon can also be raised to a level above 100 via the [[Pokémon merge glitch]]; however, Pokémon in the Slow experience group need to be merged with a [[glitch Pokémon]] who requires even more experience at level 100. These Pokémon can continue to be leveled up with [[Rare Candy|Rare Candies]] until level 255. Whenever a Pokémon over level 100 gains any [[experience]], its level will revert to 100. If a Rare Candy is used on a level 255 Pokémon, it will revert to level 0 due to an overflow.
 
In Generations I and II, Pokémon were not legitimately available at a level below 2. This could be related to the fact that in Generations I and II, Pokémon in the [[Experience#Medium Slow|Medium Slow experience group]] had a ''negative'' experience value at level 1, causing them to level up instantly to level 100 if they were to gain less than 54 experience points in battle (a high possibility on the games' early routes). Instead, Pokémon on the games' earliest routes were found level 2 or level 3, and first partner Pokémon are given out at level 5. Likewise, Pokémon hatch from [[Pokémon Egg]]s at level 5.
 
From Generation III onwards, experience required to level up is taken from a lookup table, rather than by using a programmed equation as in Generations I and II; in Generation III, however, Pokémon still hatch from Eggs at level 5, and no wild Pokémon can be found at a level below 2. From Generation IV onwards, Pokémon hatch from Eggs at level 1 and some Pokémon are available in the wild at level 1 (however, [[first partner Pokémon]] are still received at level 5).
 
===Underleveled Pokémon===
{{main|Underleveled Pokémon}}
<!--No further examples of underleveled Pokémon are necessary-->
Through some unique circumstances, it is possible to have Pokémon at a lower level than they are usually available via [[evolution]]. Underleveled Pokémon appeared as early as {{v2|Red and Green|s}}, with level 4-6 {{p|Kakuna}} and {{p|Metapod}} available in [[Viridian Forest]]. Kakuna and Metapod cannot be obtained by evolution until level 7.
 
Prior to Generation V, Pokémon obtained in [[in-game trade]]s are always the same level as the one being traded away, so many underleveled Pokémon can be obtained through in-game trades. For example, in {{2v2|Red|Blue}} and {{2v2|FireRed|LeafGreen}}, it is possible to obtain an {{p|Electrode}} as low as level 3, even though the species evolves from {{p|Voltorb}} only at level 30 or above. This Electrode can be obtained by catching a {{p|Pikachu}} in [[Viridian Forest]] at level 3, evolving it with the [[Thunder Stone|Thunderstone]], and trading it on [[Cinnabar Island]].
 
In {{g|Brilliant Diamond and Shining Pearl}}, Pokémon found in the Hideaways of the [[Grand Underground]] have their levels based on the amount of [[Badges]] the player has acquired. As having only 1 places the range at levels 16-20, and 2 leaving the range at 25-29, it is possible to find underleveled {{p|Houndoom}}, {{p|Gastrodon}}, {{p|Skuntank}} (only in Brilliant Diamond) and {{p|Purugly}} (only in Shining Pearl).
 
Some [[non-player character]] {{pkmn|Trainer}}s use underleveled Pokémon in battle. For example, [[Lance]] has three underleveled {{p|Dragonite}} in Generations {{gen|II}} and {{gen|IV}}, with one being at level 50 and two at level 49 in {{2v2|HeartGold|SoulSilver}} (Dragonite does not evolve naturally from {{p|Dragonair}} until level 55). Many other in-game Trainers, such as [[Mars]] and [[Jupiter]], also possess underleveled Pokémon.
 
An application of the [[Pomeg glitch]] in {{v2|Emerald}} makes it possible to evolve a Pokémon while it is still inside an Egg, allowing any such evolved forms to be obtained at level 5. In [[Generation IV]], this particular exploit of the Pomeg glitch was fixed; the Pomeg glitch was removed entirely in [[Generation V]].
 
===Disobedience===
{{main|Obedience}}
[[Outsider Pokémon]] (Pokémon obtained via [[trade]] or {{pkmn2|event}} distribution) occasionally disobey the player's commands if they are above a certain level. The [[Badge]]s the player owns determine the maximum level outsider Pokémon can be before there is a possibility for them to disobey. Not owning the region's second Badge means that no traded Pokémon whose level is above 10 (level 20 since Generation V) will obey the player; if the player has the region's eighth Badge (or the [[Trainer Card (game)#Stamps|Island Challenge Completion stamp]] in [[Alola]]), all Pokémon will always obey.
 
===List of moves and Abilities affected by level===
====Moves====
Apart from being part of the general [[damage]] formula, level also directly affects the following moves.
{| class="sortable roundtable" style="margin:auto; text-align:center; background:#ddf; border:3px solid #aaf;"
|- class="blacklinks"
! Move
! [[Type]]
! [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! class="unsortable" | Notes
|-
| class="l" | {{m|Fissure}}
{{typetable|Ground}}
{{statustable|Physical}}
| —
| 30%
| class="l" | Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's (Generation II onward)
|-
| class="l" | {{m|G-Max Gold Rush}}
{{typetable|Normal}}
{{statustable|???|''Varies''}}
| Varies
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Meowth}}<br>The amount of money earned each time is equal to 100× the user's level<br>{{status|Confusion|Confuses}} the opponent
|-
| class="l" | {{m|Guillotine}}
{{typetable|Normal}}
{{statustable|Physical}}
| —
| 30%
| class="l" | Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's (Generation II onward)
|-
| class="l" | {{m|Horn Drill}}
{{typetable|Normal}}
{{statustable|Physical}}
| —
| 30%
| class="l" | Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's (Generation II onward)
|-
| class="l" | {{m|Make It Rain}}
{{typetable|Steel}}
{{statustable|Special}}
| 120
| 100%
| class="l" | The amount of money earned each time is equal to 5× the user's level<br>Lowers user's Sp. Atk
|-
| class="l" | {{m|Night Shade}}
{{typetable|Ghost}}
{{statustable|Special}}
| —
| 100%
| class="l" | Damage is equal to the user's level
|-
| class="l" | {{m|Pay Day}}
{{typetable|Normal}}
{{statustable|Physical}}
| 40
| 100%
| class="l" | The amount of money earned each time is equal to 5× the user's level (2× the user's level in Generation I and II)
|-
| class="l" | {{m|Psywave}}
{{typetable|Psychic}}
{{statustable|Special}}
| —
| {{tt|100|80 in Generations I-V}}%
| class="l" | Inflicts a random amount of damage, varying depending on the user's level
|-
| class="l" | {{m|Roar}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—|100 in Generations I-V}}%
| class="l" | Will fail if the user's level is lower than the target's (random chance based on the user and target's levels in Generation I to IV)
|-
| class="l" | {{m|Seismic Toss}}
{{typetable|Fighting}}
{{statustable|Physical}}
| —
| 100%
| class="l" | Damage is equal to the user's level
|-
| class="l" | {{m|Sheer Cold}}
{{typetable|Ice}}
{{statustable|Special}}
| —
| 30%
| class="l" | Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's
|-
| class="l" | {{m|Whirlwind}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| {{tt|—|85% in Generation I; 100% in Generations II-V}}%
| class="l" | Will fail if the user's level is lower than the target's (random chance based on the user and target's levels in Generation I to IV)
|}
 
====Abilities====
Level affects the following Abilities.
{| class="sortable roundtable" style="margin:auto; background:#ddf; border:3px solid #aaf;"
|-
! Name
! class="unsortable" | Effect
! class="unsortable" | Level factor
! Gen.
|-
| style="white-space: nowrap" | {{a|Honey Gather}}
| May obtain [[honey]] after a battle
| The chance for honey to be found is dependent on the Pokémon's level
| class="c" data-sort-value=4 style="background: #{{Gen IV color light}}; text-align: center" | '''IV'''
|-
| style="white-space: nowrap" | {{a|Hustle}}
| Increases the user's Attack stat by 50%, but lowers the accuracy of the Pokémon's physical moves by 20%
| Outside of battle, the Pokémon will have a 50% chance that a wild Pokémon will be forced to the upper bound of their encounter level range (Pokémon Emerald onward)
| class="c" data-sort-value=3 style="background: #{{Gen III color light}}; text-align: center" | '''III'''
|-
| style="white-space: nowrap" | {{a|Pickup}}
| May obtain a held item after a battle
| Items that can be found are dependent on the Pokémon's level (Pokémon Emerald onward)
| class="c" data-sort-value=3 style="background: #{{Gen III color light}}; text-align: center" | '''III'''
|-
| style="white-space: nowrap" | {{a|Pressure}}
| When an opponent uses a move targeting a Pokémon that has Pressure, when PP is deducted from that move, one more PP than usual is deducted
| Outside of battle, the Pokémon will have a 50% chance that a wild Pokémon will be forced to the upper bound of their encounter level range (Pokémon Emerald onward)
| class="c" data-sort-value=3 style="background: #{{Gen III color light}}; text-align: center" | '''III'''
|-
| style="white-space: nowrap" | {{a|Schooling}}
| When it has a lot of HP, the Pokémon forms a powerful school<br>It stops schooling when its HP is low
| For the Ability to activate, the Pokémon must be level 20 or higher
| class="c" data-sort-value=7 style="background: #{{Gen VII color light}}; text-align: center" | '''VII'''
|-
| style="white-space: nowrap" | {{a|Vital Spirit}}
| Prevents the user from falling asleep
| Outside of battle, the Pokémon will have a 50% chance that a wild Pokémon will be forced to the upper bound of their encounter level range (Pokémon Emerald onward)
| class="c" data-sort-value=3 style="background: #{{Gen III color light}}; text-align: center" | '''III'''
|}
 
==In the spin-off games==
===Pokémon GO===
{{main|Power up}}
Pokémon levels in {{g|GO}} are hidden values that may be increased by Powering Up with {{OBP|Stardust|GO}} and [[Candy]]. Each power up increases the level by one half, capped based on the [[Trainer level|Trainer's level]]. Each time a Pokémon is Powered Up, its CP (determined by HP, Attack, and Defense) is increased.
 
===Pokémon Mystery Dungeon series===
In the [[Pokémon Mystery Dungeon series]], level functions similarly to the core series. Like in the core series, each Pokémon's level, ranging from 1 to 100, depends on how much {{DL|Experience|In the Pokémon Mystery Dungeon series|experience}} it has. When a Pokémon gains a level, its stats increase slightly and it may try to learn a new move. The moves that can be learned by each Pokémon, and the exact levels they will try to learn them, are the same as contemporaneous core series games. In order for some Pokémon to [[Evolution|evolve]], a minimum level is also required. However, evolution does not occur automatically, requiring access to specific places instead.
 
The amount of points that each stat increases upon leveling up is fixed for each species and differs for each level up. At very low levels, stats may in fact not increase during a level up.
 
In the Mystery Dungeon games preceding [[Pokémon Super Mystery Dungeon]], Pokémon require significantly more experience to level up than in the core series games, while in Super Mystery Dungeon, experience is gained the same way as in the core series games.
 
A number of dungeons across the series temporarily set the team's levels to 1 or 5 when entered. Their levels are restored to normal once the dungeon is exited.
 
A {{DL|Seed|Joy Seed}} or {{DL|Food (Mystery Dungeon)|Golden Banana}} can be used to increase a Pokémon's level. A {{DL|Seed|Doom Seed}} can be used to decrease a Pokémon's level. A Pokémon holding a {{DL|Ribbon|Joy Ribbon}} or {{DL|Looplet|Joy Looplet}} will gain experience points whenever it takes damage (the amount of experience gained this way varies between games).
 
===Pokémon Shuffle===
:''For the attack power at each level, see [[List of Pokémon by Pokémon Shuffle list number#Attack power table|List of Pokémon by Pokémon Shuffle list number → Attack power table]]''
:''For the amount of experience required per level, see: [[Experience#Pokémon Shuffle|Experience → Pokémon Shuffle]].''
Each Pokémon in [[Pokémon Shuffle]] has a level, which increases when it gains enough [[Experience#Pokémon Shuffle|experience]]. As a Pokémon's level increases, its [[List of Pokémon by Pokémon Shuffle list number#Attack power table|Attack power]] increases as well, with how much it increases per level determined by the Pokémon's Attack power at level 1.
 
All Pokémon begin at level 1, with a maximum level of 10. However, [[File:Raise Max Level.png|20px|link=]] Raise Max Level {{DL|List of items in Pokémon Shuffle|Enhancements}} can be used on a Pokémon to increase this cap. Each Pokémon has a limit on how many Raise Max Levels it can use, varying from 5 (for a max level of 15) to 20 (for a max level of 30).
 
===Pokémon Team Turbo===
In [[Pokémon Team Turbo]], each stage is equivalent to a level in any of the minigames (Crossword Challenge, Domino Dash, Word Finder, Block Out, and Door Dilemma). When the player completes a stage, the text "Level Up!" appears.
 
===Pokémon UNITE===
In {{g|UNITE}}, Pokémon can level up during Unite Battles. Their Level is reduced to Level 1 before every Unite Battle.<ref>[https://press.pokemon.com/en/releases/NEW-INFORMATION-REVEALED-FOR-Pokemon-UNITE NEW INFORMATION REVEALED FOR Pokémon UNITE], Press release</ref>  Levels are earned by obtaining [[experience|Exp. Points]]. Pokémon can level up 14 times in a battle to reach the maximum of level 15. Leveling up increases the Pokémon's stats, as well as the amount of [[Aeos energy]] their Trainer's [[Poké Ball|Unite Ball]] can hold. Unite Balls can hold a maximum of 30 Aeos energy until level 8. At level 9, the capacity is upgraded to 40. At level 12, a Unite Ball stores up to 50 Aeos energy.
 
A Pokémon's current level can be seen in a wheel to the right of their [[HP]] bar, and the Exp. Points are represented by a blue bar going around that wheel. The Exp. Point display is reset upon reaching a new level. Levels are visible to both allies and opponents. Some Pokémon have a graphic displayed around their level that communicates additional information. Both of {{UNITE|Urshifu}}'s [[form]]s have one. The Pokémon {{UNITE|Umbreon}}, {{UNITE|Espeon}}, {{UNITE|Glaceon}}, {{UNITE|Leafeon}}, and {{UNITE|Sylveon}} all use these graphics while they are {{p|Eevee}}. This helps differentiate them while they are Eevee, as each still has different properties while in their shared unevolved form.
 
At certain levels, Pokémon can learn new [[move]]s, upgrade their existing moves to become more powerful, and [[evolve]]. If a Pokémon evolves at a specific level, it is unable to gain that particular level unless it evolves. The Exp. Points that would be obtained are instead deferred, in that they do not contribute to the level of the Pokémon. These Exp. Points are displayed in a green bar going around the wheel. Once the Pokémon evolves, all of the deferred Exp. Points are granted.


==In the anime==
==In the anime==
Students at the [[Pokémon Tech|Academy]] featured in ''[[EP009|The School of Hard Knocks]]'' have referred to levels, {{ka|Joe|one of them}} quoting the levels at which {{p|Pidgey}} and the rest of its family [[evolve]] and learn certain [[move]]s. Despite this, levels are more often ignored in the anime. Various references have been to "power levels" but this seems to be more of a general term, rather than the levels used in the games. A classic example of this is [[Ash's Pikachu]]. After appearing in more than 500 episodes in a row, Pikachu would logically be level 100, however, Pikachu is still often beaten by other Pokémon. One effect of this is that Pokémon in the anime learn moves that would normally be hard to get. For example, in its debut episode, [[Dawn's Piplup]] used {{m|Bide}}, a move Piplup normally doesn't learn until level 18, when all [[starter Pokémon]] are obtained at level 5. Therefore, level up moves can generally be learned at any time in the anime.
The concept of levels of Pokémon is not as detailed, nor as frequently mentioned, in the {{pkmn|anime}}. Unlike the games, the term appears to be applied more loosely, with higher levels correlating with the increased strength of the Pokémon and its moves. This can be seen in several instances throughout the anime:
 
* In ''[[EP002|Pokémon Emergency!]]'', {{MTR}} says that [[Ash's Pikachu]] is "powerful beyond its evolutionary level."
* In ''[[EP051|Bulbasaur's Mysterious Garden]]'', {{an|Misty}} deduces that the {{p|Rhyhorn}} that [[Ash's Bulbasaur]] is battling must be at a high level after seeing how much its {{m|Take Down}} attack hurt Bulbasaur.
* In the Japanese version of ''[[EP065|Showdown at the Po-ké Corral]]'', {{Gary}} mentions taking the opponent's level into account before beginning a battle.
* In the Japanese version of ''[[EP068|Make Room for Gloom]]'', [[Florinda Showers|Florinda]] mentions that her {{p|Gloom}} is not on a proper level to take on the [[Pokémon League]].
* In the Japanese version of ''[[EP079|Friend and Foe Alike]]'', the announcer points out the big level difference between [[Ash's Charizard]] and [[Ritchie]]'s {{p|Charmander}}, [[Zippo]].
* In the Japanese version of ''[[EP111|Hello, Pummelo!]]'', {{Tracey}} notes that [[Ash's Pikachu]] was able to defeat {{OBP|Drake|Orange League}}'s {{p|Ditto}} because his level had increased from repeated battling, allowing him to outlast his {{m|transform}}ed opponent.
* In ''[[EP112|Enter The Dragonite]]'', when {{Ash}} chooses Bulbasaur to battle Drake's {{p|Electabuzz}}, Tracey reminds Ash that level had to be taken into account as well as type despite {{t|Grass}} Pokémon being resistant to {{type|Electric}} moves. After Bulbasaur is defeated, Drake comments that Ash's Charizard is at a higher level than he thought, as he was able to withstand a series of super-effective Electric attacks from Electabuzz.
* In ''[[EP116|The Rivalry Revival]]'', Misty deduced that [[Gary's Eevee]] was at an exceptionally high level when it barely took any damage from Pikachu's {{m|Quick Attack}} after using {{m|Reflect}}.
* In ''[[EP120|Roll On, Pokémon!]]'', Ash's [[Pokédex]] mentions that the length of a {{p|Donphan}}'s tusks indicates its level, allowing {{an|Brock}} to deduce that the short-tusked Donphan they had just encountered is a young and low-level one.
* In ''[[EP146|Tricks of the Trade]]'', {{TRT}} claims that their fake [[trade machine]] increases the level of the traded Pokémon, although this is just a ruse to get people to use the machine. In actuality, Meowth hides inside the machine and swaps the inserted Poké Balls with empty ones.
* In ''[[EP151|The Totodile Duel]]'', Misty comments that her {{TP|Misty|Staryu}} is on a much higher level than [[Ash's Chikorita]].
* In ''[[EP178|The Grass Route]]'', Brock attributes [[Ephraim]]'s {{p|Skiploom}}, Skippy, learning {{m|Solar Beam}} in the middle of his battle with Ash to its level having gone up during the match. He also mentions how gaining [[experience]] can help a Pokémon grow to a higher level and learn more powerful attacks.
* In ''[[EP201|Doin' What Comes Natu-rally!]]'', Brock mentions that moves become more powerful as a Pokémon's level is raised, and Ash adds that the best way to raise levels is by battling.
* In ''[[M04|Celebi: The Voice of the Forest]]'', the [[Iron-Masked Marauder]] says that his [[Dark Ball]]s raises any Pokémon {{pkmn2|caught}} with them to the highest level.
* In ''[[AG158|Queen of the Serpentine!]]'', Brock comments that [[Lucy]]'s {{p|Milotic}} is at a high level after it defeated [[Ash's Donphan]] with a single hit.
* In ''[[DP163|Fighting Ire with Fire!]]'', Brock mentions [[Barry's Empoleon]] has leveled up a ton since last seeing it, referring to how its battle against a {{p|Mothim}} went.
* In ''[[DP173|Dealing with a Fierce Double Ditto Drama!]]'', when teaching [[Narissa]], Brock says "Now let's level you up. And the only way to do that is to get experience from battling."
 
There are a couple of instances in the anime where the concept of levels more closely resembles that of the games.
* In ''[[EP009|The School of Hard Knocks]]'', {{OBP|Joe|EP009}}, one of the students at [[Pokémon Tech]], is able to quote the levels at which {{p|Pidgey}} and the rest of its family [[evolution|evolve]] and learn certain [[move]]s. Additionally, [[Giselle]], another student, states that [[Ash's Pikachu]] should be at least level 25.
* In ''[[EP245|Will the Real Oak Please Stand Up?]]'', [[Nurse Joy]] asks {{an|Professor Oak}} and [[James]] (disguised as Professor Oak) what move {{p|Slowbro}} learns at level 46, for which {{m|Amnesia}} was the correct answer.
 
Levels are also mentioned in the [[Pokémon Mystery Dungeon series|Pokémon Mystery Dungeon]] special episodes ''[[Pokémon Mystery Dungeon: Team Go-Getters Out of the Gate!]]'' and ''[[Pokémon Mystery Dungeon: Explorers of Time & Darkness]]'', but are not explained.
 
==In the manga==
===The Electric Tale of Pikachu===
In ''[[ET07|Pikachu's Excellent Adventure]]'', [[Samurai]] mentions that level 99 {{p|Slowpoke}} and {{p|Magikarp}} are said to be found in the [[Hidden Village]].
 
===Pokémon Adventures===
At the end of every {{adv|volume}}, or starting from {{PAV|15}}, at the end of certain arcs, the current levels of at least one of the main characters' Pokémon are given in a Pokédex or Adventure Map section.


However, in the two [[Mystery Dungeon]] specials, levels are mentioned, but not explained. This may mean that Pokémon themselves understand the concept of levels in the anime but humans do not.
The level mechanic appears in the plot twice. In the {{MangaArc|FireRed & LeafGreen}}, [[Orm]]'s black [[Pokédex]] was able to deduce the power of {{adv|Yellow}}'s Pokémon in terms of level; Yellow then used her own mysterious power to sharply raise her team members' levels. In the {{MangaArc|Emerald}}, {{adv|Emerald}} found out that the {{TP|Emerald|Sceptile}} he used during his {{gdis|Battle Factory|III}} challenge, and later smuggled out, was able to survive an opposing {{p|Glalie}}'s {{m|Sheer Cold}} due to his higher level; Sceptile was at level 51, even though Emerald's challenge was in the Level 50, Single Battle mode, meaning that the rest of the rental Pokémon were at level 50.
 
===Pokémon: Yeah! I Got Pokémon!===
In ''[[GDZ17|Catch Bellsprout!]]'', [[Shu]] comments that the {{p|Bellsprout}} he is battling against is at a higher level than his {{p|Ponyta}}.
 
==In the TCG==
[[File:CharizardBaseSet4.jpg|thumb|230px|Base Set {{TCG ID|Base Set|Charizard|4}}, a card that has a level]]
Levels have appeared in the TCG as a form of flavor text, but do not have an impact on gameplay.
 
From the TCG's debut set ''{{TCG|Base Set}}'' until ''{{TCG|Legendary Collection}}'', Pokémon cards include a level in their flavor text. This level has no effect on gameplay. Certain Pokémon cards in {{tcg|Jungle}}, {{tcg|Fossil}}, {{tcg|Team Rocket}}, {{tcg|Gym Challenge}} and {{tcg|Neo Destiny}} feature [[Error cards|Pokémon with levels lower than they could be obtained in the games]]. In the [[Pokémon Trading Card Game (video game)|Pokémon Trading Card Game video game]], the level is sometimes used to differentiate two cards depicting the same Pokémon, for example, [[Pikachu (Base Set 58)|Pikachu Lv. 12]] and [[Pikachu (Jungle 60)|Pikachu Lv. 14]].
 
From ''{{TCG|Diamond & Pearl}}'' until ''{{TCG|Platinum: Arceus|Arceus}}'', Pokémon cards include a level next to their name. This level is not considered part of their name, and has no effect on gameplay.
 
Some [[Pokémon SP]] have a level that refers back to the individual Pokémon from the [[core series]] games that the card is based on.
 
===Pokémon Lv.X===
{{main|Pokémon LV.X (TCG)}}
'''Pokémon LV.''X''''' are special Pokémon cards first introduced in ''{{TCG|Diamond & Pearl}}'' and last appearing in ''{{TCG|Platinum: Arceus|Arceus}}''. While the levels seen on normal cards is not gameplay relevant information, Pokémon LV.X are a group of Pokémon that do have an effect on gameplay.
 
Pokémon LV.''X'' function similarly to an [[Evolution#In the TCG|evolution]]. Just like evolution, a player cannot place a LV.''X'' on a Pokémon evolved or played in the same turn and when leveling up a Pokémon with a LV.''X'' card, also their {{TCG|Special Condition}}s are removed from a Pokémon LV.''X'' when it is played.
 
{{TCG ID|Arceus|Gengar LV.X|97}} has the {{TCG|Poké-Power}} ''Level Down'', which removes a Pokémon LV.''X'' card from a Pokémon and shuffles it into its owners deck. The name and effect imply that Pokémon can lose levels that they have already gained.
 
===Boss Pokémon===
The Boss Pokémon cards battled against in [[Raid Battle (TCG)|Pokémon Trading Card Game Raid Battle]] have Levels. However, this number is more of a reference to [[Max Raid Battle]]s having different levels.
{{-}}


==Trivia==
==Trivia==
*Before [[Generation IV]], it was impossible to get a Pokémon at Level 1 without the aid of a glitch or cheating device. Ironically, in [[Generation II]] and {{gen|III}}, it was therefore possible to get a {{p|Pikachu}} at a lower level than it was possible to get a {{p|Pichu}} at.
* Before [[Generation IV]], it was impossible to get a Pokémon at level 1 without the aid of a glitch or cheating device. The lowest level Pokémon would be at level 2 in the wild, and Eggs would hatch at level 5. In Generation IV, however, Eggs are hatched at level 1, {{p|Regigigas}} and {{p|Magikarp}} can be caught at level 1 in {{game|Platinum}}, and {{p|Dialga}}, {{p|Palkia}}, or {{p|Giratina}} can be obtained at level 1 in {{game|HeartGold and SoulSilver|s}}.
*Sometimes, in the [[main series]] games, a Pokémon can be encountered that is a lower level than it can be obtained by evolving its previous form. Famously, this has happened with wild {{p|Electabuzz}} in [[Generation II]] and {{p|Pidgeotto}} in {{game|Yellow}}, and most notably, with many Pokémon in [[Generation IV]] when using the [[Poké Radar]].
* In [[Generation I]], it is possible to encounter and catch Pokémon at levels over 100 through the [[old man glitch]], and encounter them in [[glitch Trainer]]s' parties through the [[Mew glitch]].
 
==See also==
* [[Level-based Evolution]]
 
==In other languages==
{{langtable|color=ddf|bordercolor=ccf
|zh_yue=等級 ''{{tt|Dángkāp|Level}}''<br>層次 ''{{tt|Chàhngchi|Level}}'' {{tt|*|EP009}}
|zh_cmn=等級 / 等级 ''{{tt|Děngjí|Level}}''
|da=Niveau
|nl=Level
|fi=Taso
|fr=Niveau
|de=Level
|hu=Szint
|it=Livello
|ko=레벨 ''Level''
|no=Nivå
|pl=Poziom
|pt=Nível
|ru=Уровень ''Uroven'''
|es=Nivel
|sv=Nivå
|vi=Cấp độ
|th=ระดับ, เลเวล
}}
 
==References==
<references/>
 
{{-}}
{{Pokémon individuality}}
{{Project Games notice|game mechanic}}


{{gamestub}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Terminology]]
[[Category:Terminology]]


[[de:Level]]
[[de:Level]]
[[es:Nivel]]
[[fr:Niveau]]
[[fr:Niveau]]
[[it:Livello]]
[[ja:レベル]]
[[ja:レベル]]
[[zh:等级]]

Latest revision as of 17:33, 16 September 2024

This article is about the property of Pokémon. For the Trainer level in Pokémon GO, see Trainer level. For the level of Gyms in Pokémon GO, see Gym (GO). For the level of the Trainer Card, see Trainer Card level.

The level (Japanese: レベル level) is a measurement of how strong a Pokémon currently is. It is portrayed differently in the anime, games, manga, and Pokémon Trading Card Game.

In the core series games

In the Pokémon games, a Pokémon's level is determined by how much experience it has. A Pokémon's level will range from 1 to 100. When a Pokémon gains a level, its stats increase by a small amount. Depending on the exact level, it may also learn a new move or evolve. A Pokémon's level is usually used to determine damage when the Pokémon uses an attacking move. Opponent's levels may be viewed in-battle, and players may see their own Pokémon's levels in-battle, in the PC or by using the menu.

Using a Rare Candy will increase a Pokémon's level by 1 (and increase its experience to be equal to the minimum experience for that level).

When a Pokémon levels up, it becomes more friendly; this way, Pokémon that evolve by friendship may eventually evolve by training.

In Generation IV, during battle, if a Pokémon almost has enough experience to level up, its Poké Ball will shake in the player's team summary.

In Generation I, if a Pokémon gains enough experience to gain more than one level, it will grow straight to the new level and is unable to learn any move learned at a skipped level. In Generation II, the active Pokémon grows level by level, whereas switched out Pokémon grow straight to the new level (but are able to learn any moves, regardless). From Generation III onwards, all Pokémon grow level by level.

After a move is issued, if that Pokémon levels up before its in-battle turn and replaces the move currently awaiting execution with a new move, the new move will be used instead of the old one in every generation except Generation VI. Multiple turn moves, such as Petal Dance, will cause more complex behavior.

Level cap

In the Pokémon games, the level cap is level 100. When a Pokémon has reached level 100, it cannot gain any more experience or level up. Due to this, previous to Generation VIII, level 100 Pokémon cannot evolve in any way which requires leveling up. From Generation VIII onwards, using a Rare Candy on a level 100 Pokémon is able to trigger these types of evolutions.

In Generations III and IV only, when a Pokémon has reached level 100, even if it has not gained maximum EVs, it cannot continue gaining EVs through battle (except Deoxys). Vitamins can still be used to raise EVs. In Generations I and II as well as from Generation V onwards, EVs can be gained even by level 100 Pokémon (although the Box trick is required in Generations I and II for the stats to update).

By exploiting the old man glitch in Generation I, a Pokémon can be acquired at a level higher than 100. Also in Generation I, any Pokémon can also be raised to a level above 100 via the Pokémon merge glitch; however, Pokémon in the Slow experience group need to be merged with a glitch Pokémon who requires even more experience at level 100. These Pokémon can continue to be leveled up with Rare Candies until level 255. Whenever a Pokémon over level 100 gains any experience, its level will revert to 100. If a Rare Candy is used on a level 255 Pokémon, it will revert to level 0 due to an overflow.

In Generations I and II, Pokémon were not legitimately available at a level below 2. This could be related to the fact that in Generations I and II, Pokémon in the Medium Slow experience group had a negative experience value at level 1, causing them to level up instantly to level 100 if they were to gain less than 54 experience points in battle (a high possibility on the games' early routes). Instead, Pokémon on the games' earliest routes were found level 2 or level 3, and first partner Pokémon are given out at level 5. Likewise, Pokémon hatch from Pokémon Eggs at level 5.

From Generation III onwards, experience required to level up is taken from a lookup table, rather than by using a programmed equation as in Generations I and II; in Generation III, however, Pokémon still hatch from Eggs at level 5, and no wild Pokémon can be found at a level below 2. From Generation IV onwards, Pokémon hatch from Eggs at level 1 and some Pokémon are available in the wild at level 1 (however, first partner Pokémon are still received at level 5).

Underleveled Pokémon

Main article: Underleveled Pokémon

Through some unique circumstances, it is possible to have Pokémon at a lower level than they are usually available via evolution. Underleveled Pokémon appeared as early as Red and Green, with level 4-6 Kakuna and Metapod available in Viridian Forest. Kakuna and Metapod cannot be obtained by evolution until level 7.

Prior to Generation V, Pokémon obtained in in-game trades are always the same level as the one being traded away, so many underleveled Pokémon can be obtained through in-game trades. For example, in Red and Blue and FireRed and LeafGreen, it is possible to obtain an Electrode as low as level 3, even though the species evolves from Voltorb only at level 30 or above. This Electrode can be obtained by catching a Pikachu in Viridian Forest at level 3, evolving it with the Thunderstone, and trading it on Cinnabar Island.

In Pokémon Brilliant Diamond and Shining Pearl, Pokémon found in the Hideaways of the Grand Underground have their levels based on the amount of Badges the player has acquired. As having only 1 places the range at levels 16-20, and 2 leaving the range at 25-29, it is possible to find underleveled Houndoom, Gastrodon, Skuntank (only in Brilliant Diamond) and Purugly (only in Shining Pearl).

Some non-player character Trainers use underleveled Pokémon in battle. For example, Lance has three underleveled Dragonite in Generations II and IV, with one being at level 50 and two at level 49 in HeartGold and SoulSilver (Dragonite does not evolve naturally from Dragonair until level 55). Many other in-game Trainers, such as Mars and Jupiter, also possess underleveled Pokémon.

An application of the Pomeg glitch in Emerald makes it possible to evolve a Pokémon while it is still inside an Egg, allowing any such evolved forms to be obtained at level 5. In Generation IV, this particular exploit of the Pomeg glitch was fixed; the Pomeg glitch was removed entirely in Generation V.

Disobedience

Main article: Obedience

Outsider Pokémon (Pokémon obtained via trade or event distribution) occasionally disobey the player's commands if they are above a certain level. The Badges the player owns determine the maximum level outsider Pokémon can be before there is a possibility for them to disobey. Not owning the region's second Badge means that no traded Pokémon whose level is above 10 (level 20 since Generation V) will obey the player; if the player has the region's eighth Badge (or the Island Challenge Completion stamp in Alola), all Pokémon will always obey.

List of moves and Abilities affected by level

Moves

Apart from being part of the general damage formula, level also directly affects the following moves.

Fissure Ground Physical 30% Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's (Generation II onward)
G-Max Gold Rush Normal Varies Varies —% Exclusive G-Max Move of Gigantamax Meowth
The amount of money earned each time is equal to 100× the user's level
Confuses the opponent
Guillotine Normal Physical 30% Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's (Generation II onward)
Horn Drill Normal Physical 30% Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's (Generation II onward)
Make It Rain Steel Special 120 100% The amount of money earned each time is equal to 5× the user's level
Lowers user's Sp. Atk
Night Shade Ghost Special 100% Damage is equal to the user's level
Pay Day Normal Physical 40 100% The amount of money earned each time is equal to 5× the user's level (2× the user's level in Generation I and II)
Psywave Psychic Special 100% Inflicts a random amount of damage, varying depending on the user's level
Roar Normal Status % Will fail if the user's level is lower than the target's (random chance based on the user and target's levels in Generation I to IV)
Seismic Toss Fighting Physical 100% Damage is equal to the user's level
Sheer Cold Ice Special 30% Accuracy calculated using the user and target's levels. Will fail if the user's level is lower than the target's
Whirlwind Normal Status % Will fail if the user's level is lower than the target's (random chance based on the user and target's levels in Generation I to IV)

Abilities

Level affects the following Abilities.

Name Effect Level factor Gen.
Honey Gather May obtain honey after a battle The chance for honey to be found is dependent on the Pokémon's level IV
Hustle Increases the user's Attack stat by 50%, but lowers the accuracy of the Pokémon's physical moves by 20% Outside of battle, the Pokémon will have a 50% chance that a wild Pokémon will be forced to the upper bound of their encounter level range (Pokémon Emerald onward) III
Pickup May obtain a held item after a battle Items that can be found are dependent on the Pokémon's level (Pokémon Emerald onward) III
Pressure When an opponent uses a move targeting a Pokémon that has Pressure, when PP is deducted from that move, one more PP than usual is deducted Outside of battle, the Pokémon will have a 50% chance that a wild Pokémon will be forced to the upper bound of their encounter level range (Pokémon Emerald onward) III
Schooling When it has a lot of HP, the Pokémon forms a powerful school
It stops schooling when its HP is low
For the Ability to activate, the Pokémon must be level 20 or higher VII
Vital Spirit Prevents the user from falling asleep Outside of battle, the Pokémon will have a 50% chance that a wild Pokémon will be forced to the upper bound of their encounter level range (Pokémon Emerald onward) III

In the spin-off games

Pokémon GO

Main article: Power up

Pokémon levels in Pokémon GO are hidden values that may be increased by Powering Up with Stardust and Candy. Each power up increases the level by one half, capped based on the Trainer's level. Each time a Pokémon is Powered Up, its CP (determined by HP, Attack, and Defense) is increased.

Pokémon Mystery Dungeon series

In the Pokémon Mystery Dungeon series, level functions similarly to the core series. Like in the core series, each Pokémon's level, ranging from 1 to 100, depends on how much experience it has. When a Pokémon gains a level, its stats increase slightly and it may try to learn a new move. The moves that can be learned by each Pokémon, and the exact levels they will try to learn them, are the same as contemporaneous core series games. In order for some Pokémon to evolve, a minimum level is also required. However, evolution does not occur automatically, requiring access to specific places instead.

The amount of points that each stat increases upon leveling up is fixed for each species and differs for each level up. At very low levels, stats may in fact not increase during a level up.

In the Mystery Dungeon games preceding Pokémon Super Mystery Dungeon, Pokémon require significantly more experience to level up than in the core series games, while in Super Mystery Dungeon, experience is gained the same way as in the core series games.

A number of dungeons across the series temporarily set the team's levels to 1 or 5 when entered. Their levels are restored to normal once the dungeon is exited.

A Joy Seed or Golden Banana can be used to increase a Pokémon's level. A Doom Seed can be used to decrease a Pokémon's level. A Pokémon holding a Joy Ribbon or Joy Looplet will gain experience points whenever it takes damage (the amount of experience gained this way varies between games).

Pokémon Shuffle

For the attack power at each level, see List of Pokémon by Pokémon Shuffle list number → Attack power table
For the amount of experience required per level, see: Experience → Pokémon Shuffle.

Each Pokémon in Pokémon Shuffle has a level, which increases when it gains enough experience. As a Pokémon's level increases, its Attack power increases as well, with how much it increases per level determined by the Pokémon's Attack power at level 1.

All Pokémon begin at level 1, with a maximum level of 10. However, Raise Max Level.png Raise Max Level Enhancements can be used on a Pokémon to increase this cap. Each Pokémon has a limit on how many Raise Max Levels it can use, varying from 5 (for a max level of 15) to 20 (for a max level of 30).

Pokémon Team Turbo

In Pokémon Team Turbo, each stage is equivalent to a level in any of the minigames (Crossword Challenge, Domino Dash, Word Finder, Block Out, and Door Dilemma). When the player completes a stage, the text "Level Up!" appears.

Pokémon UNITE

In Pokémon UNITE, Pokémon can level up during Unite Battles. Their Level is reduced to Level 1 before every Unite Battle.[1] Levels are earned by obtaining Exp. Points. Pokémon can level up 14 times in a battle to reach the maximum of level 15. Leveling up increases the Pokémon's stats, as well as the amount of Aeos energy their Trainer's Unite Ball can hold. Unite Balls can hold a maximum of 30 Aeos energy until level 8. At level 9, the capacity is upgraded to 40. At level 12, a Unite Ball stores up to 50 Aeos energy.

A Pokémon's current level can be seen in a wheel to the right of their HP bar, and the Exp. Points are represented by a blue bar going around that wheel. The Exp. Point display is reset upon reaching a new level. Levels are visible to both allies and opponents. Some Pokémon have a graphic displayed around their level that communicates additional information. Both of Urshifu's forms have one. The Pokémon Umbreon, Espeon, Glaceon, Leafeon, and Sylveon all use these graphics while they are Eevee. This helps differentiate them while they are Eevee, as each still has different properties while in their shared unevolved form.

At certain levels, Pokémon can learn new moves, upgrade their existing moves to become more powerful, and evolve. If a Pokémon evolves at a specific level, it is unable to gain that particular level unless it evolves. The Exp. Points that would be obtained are instead deferred, in that they do not contribute to the level of the Pokémon. These Exp. Points are displayed in a green bar going around the wheel. Once the Pokémon evolves, all of the deferred Exp. Points are granted.

In the anime

The concept of levels of Pokémon is not as detailed, nor as frequently mentioned, in the anime. Unlike the games, the term appears to be applied more loosely, with higher levels correlating with the increased strength of the Pokémon and its moves. This can be seen in several instances throughout the anime:

There are a couple of instances in the anime where the concept of levels more closely resembles that of the games.

Levels are also mentioned in the Pokémon Mystery Dungeon special episodes Pokémon Mystery Dungeon: Team Go-Getters Out of the Gate! and Pokémon Mystery Dungeon: Explorers of Time & Darkness, but are not explained.

In the manga

The Electric Tale of Pikachu

In Pikachu's Excellent Adventure, Samurai mentions that level 99 Slowpoke and Magikarp are said to be found in the Hidden Village.

Pokémon Adventures

At the end of every volume, or starting from Volume 15, at the end of certain arcs, the current levels of at least one of the main characters' Pokémon are given in a Pokédex or Adventure Map section.

The level mechanic appears in the plot twice. In the FireRed & LeafGreen arc, Orm's black Pokédex was able to deduce the power of Yellow's Pokémon in terms of level; Yellow then used her own mysterious power to sharply raise her team members' levels. In the Emerald arc, Emerald found out that the Sceptile he used during his Battle Factory challenge, and later smuggled out, was able to survive an opposing Glalie's Sheer Cold due to his higher level; Sceptile was at level 51, even though Emerald's challenge was in the Level 50, Single Battle mode, meaning that the rest of the rental Pokémon were at level 50.

Pokémon: Yeah! I Got Pokémon!

In Catch Bellsprout!, Shu comments that the Bellsprout he is battling against is at a higher level than his Ponyta.

In the TCG

Base Set Charizard, a card that has a level

Levels have appeared in the TCG as a form of flavor text, but do not have an impact on gameplay.

From the TCG's debut set Base Set until Legendary Collection, Pokémon cards include a level in their flavor text. This level has no effect on gameplay. Certain Pokémon cards in Jungle, Fossil, Team Rocket, Gym Challenge and Neo Destiny feature Pokémon with levels lower than they could be obtained in the games. In the Pokémon Trading Card Game video game, the level is sometimes used to differentiate two cards depicting the same Pokémon, for example, Pikachu Lv. 12 and Pikachu Lv. 14.

From Diamond & Pearl until Arceus, Pokémon cards include a level next to their name. This level is not considered part of their name, and has no effect on gameplay.

Some Pokémon SP have a level that refers back to the individual Pokémon from the core series games that the card is based on.

Pokémon Lv.X

Main article: Pokémon LV.X (TCG)

Pokémon LV.X are special Pokémon cards first introduced in Diamond & Pearl and last appearing in Arceus. While the levels seen on normal cards is not gameplay relevant information, Pokémon LV.X are a group of Pokémon that do have an effect on gameplay.

Pokémon LV.X function similarly to an evolution. Just like evolution, a player cannot place a LV.X on a Pokémon evolved or played in the same turn and when leveling up a Pokémon with a LV.X card, also their Special Conditions are removed from a Pokémon LV.X when it is played.

Gengar LV.X has the Poké-Power Level Down, which removes a Pokémon LV.X card from a Pokémon and shuffles it into its owners deck. The name and effect imply that Pokémon can lose levels that they have already gained.

Boss Pokémon

The Boss Pokémon cards battled against in Pokémon Trading Card Game Raid Battle have Levels. However, this number is more of a reference to Max Raid Battles having different levels.

Trivia

See also

In other languages

Language Title
Chinese Cantonese 等級 Dángkāp
層次 Chàhngchi *
Mandarin 等級 / 等级 Děngjí
Denmark Flag.png Danish Niveau
The Netherlands Flag.png Dutch Level
Finland Flag.png Finnish Taso
France Flag.png French Niveau
Germany Flag.png German Level
Hungary Flag.png Hungarian Szint
Italy Flag.png Italian Livello
South Korea Flag.png Korean 레벨 Level
Norway Flag.png Norwegian Nivå
Poland Flag.png Polish Poziom
Portugal Flag.png Portuguese Nível
Russia Flag.png Russian Уровень Uroven'
Spain Flag.png Spanish Nivel
Sweden Flag.png Swedish Nivå
Thailand Flag.png Thai ระดับ, เลเวล
Vietnam Flag.png Vietnamese Cấp độ

References



Pokémon individuality
LevelStatsFriendshipGenderAbility (Hidden Ability) • NatureCharacteristic
Effort valuesIndividual valuesGo PowerEffort level
ConditionPerformanceAffectionMemory
Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.