Nature: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
m (Added semi colon, corrected grammar)
(→‎Intro: I've spent the last week trying to catch modest Pikachus with an appropriately natured, synchronizing Abra. After 20 batches, I've found it is ignored.)
Line 3: Line 3:
A Pokémon's nature usually affects the growth rate of two of its stats, ultimately increasing one of its [[stats]] by 10% and decreasing another of its stats by 10%. Five of the possible natures, however, have no effect on the Pokémon's stat growth. (Note that despite these relationships to a Pokémon's development, natures do not affect [[experience]] or [[individual values]].) Natures also determine the Pokémon's favorite flavor of food and which flavor it dislikes. The exception is again the five previously mentioned "neutral" natures, which cause a Pokémon to not like or dislike any flavor. In {{2v2|HeartGold|SoulSilver}} the stats increased and decreased by a Pokémon's nature are outlined in red and blue respectively when viewing that Pokémon's Summary Screen.
A Pokémon's nature usually affects the growth rate of two of its stats, ultimately increasing one of its [[stats]] by 10% and decreasing another of its stats by 10%. Five of the possible natures, however, have no effect on the Pokémon's stat growth. (Note that despite these relationships to a Pokémon's development, natures do not affect [[experience]] or [[individual values]].) Natures also determine the Pokémon's favorite flavor of food and which flavor it dislikes. The exception is again the five previously mentioned "neutral" natures, which cause a Pokémon to not like or dislike any flavor. In {{2v2|HeartGold|SoulSilver}} the stats increased and decreased by a Pokémon's nature are outlined in red and blue respectively when viewing that Pokémon's Summary Screen.


From {{v2|Emerald}} onwards, a {{p|Ditto}} or a female Pokémon that holds an {{evostone|Everstone}} has a 50% chance of passing its nature to its offspring when at the Pokémon daycare, but only if both Pokémon and the trainer all come from a game in the same language. Also from Emerald onwards, if the Pokémon with the [[ability]] {{a|Synchronize}} is leading the [[party]],  there is a 50% chance of encountering a wild Pokémon with the same nature. Synchronize does not have this effect on stationary {{pkmn2|legendary|legendaries}} on Emerald, however it works on virtually all Pokémon in every game released since; the only known exceptions in Generation IV are when Pokémon are received from an NPC, such as the {{p|Eevee}} given out by [[Bill]] in {{2v2|HeartGold|SoulSilver}}, or when Pokémon are received in a museum after being resurrected from fossils. As only a few Pokémon are obtained in this way, this is probably not deliberate.  
From {{v2|Emerald}} onwards, a {{p|Ditto}} or a female Pokémon that holds an {{evostone|Everstone}} has a 50% chance of passing its nature to its offspring when at the Pokémon daycare, but only if both Pokémon and the trainer all come from a game in the same language. Also from Emerald onwards, if the Pokémon with the [[ability]] {{a|Synchronize}} is leading the [[party]],  there is a 50% chance of encountering a wild Pokémon with the same nature. Synchronize does not have this effect on stationary {{pkmn2|legendary|legendaries}} on Emerald, however it works on virtually all Pokémon in every game released since; the only known exceptions in Generation IV are when Pokémon are received from an NPC, such as the {{p|Eevee}} given out by [[Bill]] in {{2v2|HeartGold|SoulSilver}}, when Pokémon are received in a museum after being resurrected from fossils, or when catching Pokémon during a stroll in the [[Pokéwalker]] bundled with HeartGold and SoulSilver games.  


Natures also dictate the manner in which Pokémon battle by themselves at the {{DL|Battle Frontier (Generation III)|Battle Palace}}, different natures make the Pokémon use different methods of attacks and change tactics when they are low on health. Also, the five non-increasing/decreasing natures have different battle styles at the Battle Palace. A man in a house closest to the [[Sunyshore City]] Heritage Site asks to see {{OBP|Pokémon|species}} with different natures (Naive, Serious, and Quirky), and will give the {{player}} three [[Pokétch]] applications.
Natures also dictate the manner in which Pokémon battle by themselves at the {{DL|Battle Frontier (Generation III)|Battle Palace}}, different natures make the Pokémon use different methods of attacks and change tactics when they are low on health. Also, the five non-increasing/decreasing natures have different battle styles at the Battle Palace. A man in a house closest to the [[Sunyshore City]] Heritage Site asks to see {{OBP|Pokémon|species}} with different natures (Naive, Serious, and Quirky), and will give the {{player}} three [[Pokétch]] applications.

Revision as of 22:33, 15 April 2010

Natures (Japanese: せいかく Personality) are the Pokémon analogue of personalities. They were introduced in the Generation III games and remain a game mechanic in Generation IV. Each Pokémon in these games has one of 25 natures, as listed and described in the table below.

A Pokémon's nature usually affects the growth rate of two of its stats, ultimately increasing one of its stats by 10% and decreasing another of its stats by 10%. Five of the possible natures, however, have no effect on the Pokémon's stat growth. (Note that despite these relationships to a Pokémon's development, natures do not affect experience or individual values.) Natures also determine the Pokémon's favorite flavor of food and which flavor it dislikes. The exception is again the five previously mentioned "neutral" natures, which cause a Pokémon to not like or dislike any flavor. In HeartGold and SoulSilver the stats increased and decreased by a Pokémon's nature are outlined in red and blue respectively when viewing that Pokémon's Summary Screen.

From Emerald onwards, a Ditto or a female Pokémon that holds an Everstone has a 50% chance of passing its nature to its offspring when at the Pokémon daycare, but only if both Pokémon and the trainer all come from a game in the same language. Also from Emerald onwards, if the Pokémon with the ability Synchronize is leading the party, there is a 50% chance of encountering a wild Pokémon with the same nature. Synchronize does not have this effect on stationary legendaries on Emerald, however it works on virtually all Pokémon in every game released since; the only known exceptions in Generation IV are when Pokémon are received from an NPC, such as the Eevee given out by Bill in HeartGold and SoulSilver, when Pokémon are received in a museum after being resurrected from fossils, or when catching Pokémon during a stroll in the Pokéwalker bundled with HeartGold and SoulSilver games.

Natures also dictate the manner in which Pokémon battle by themselves at the Battle Palace, different natures make the Pokémon use different methods of attacks and change tactics when they are low on health. Also, the five non-increasing/decreasing natures have different battle styles at the Battle Palace. A man in a house closest to the Sunyshore City Heritage Site asks to see Pokémon with different natures (Naive, Serious, and Quirky), and will give the player three Pokétch applications.

There is a different nature for every possible combination of stat increase and decrease; the five "neutral" natures are technically natures that increase and decrease the same stat.

The following table lists each nature and its effect on a Pokémon. It may be rearranged by clicking the boxes next to each column's heading.

Nature Japanese Increased stat Decreased stat Favorite flavor Disliked flavor
Lonely さみしがり Attack Defense Spicy Sour
Brave ゆうかん Attack Speed Spicy Sweet
Adamant いじっぱり Attack Sp. Attack Spicy Dry
Naughty やんちゃ Attack Sp. Defense Spicy Bitter
Bold ずぶとい Defense Attack Sour Spicy
Relaxed のんき Defense Speed Sour Sweet
Impish わんぱく Defense Sp. Attack Sour Dry
Lax のうてんき Defense Sp. Defense Sour Bitter
Timid おくびょう Speed Attack Sweet Spicy
Hasty せっかち Speed Defense Sweet Sour
Jolly ようき Speed Sp. Attack Sweet Dry
Naive むじゃき Speed Sp. Defense Sweet Bitter
Modest ひかえめ Sp. Attack Attack Dry Spicy
Mild おっとり Sp. Attack Defense Dry Sour
Quiet れいせい Sp. Attack Speed Dry Sweet
Rash うっかりや Sp. Attack Sp. Defense Dry Bitter
Calm おだやか Sp. Defense Attack Bitter Spicy
Gentle おとなしい Sp. Defense Defense Bitter Sour
Sassy なまいき Sp. Defense Speed Bitter Sweet
Careful しんちょう Sp. Defense Sp. Attack Bitter Dry
Bashful てれや
Docile すなお
Hardy がんばりや
Quirky きまぐれ
Serious まじめ

Battle Style

Depending on a Pokémon's nature, its battle style changes in the Battle Palace or the Battle Tent of Verdanturf Town. Though this does not affect its battling outside of those areas.

All attacks are grouped into three categories: Attack, Defense, and Support. The following is the list of attacks per category:

All natures have a set ratio of Attack, Defense, and Support moves; these change when the Pokémon's HP falls below 50%. This represents the likelihood a particular category of attack is chosen. During battle, a random attack from the Pokémon's moveset in the selected category is chosen; if no such attack exists, the Pokémon will "appear incapable of using its power", and will skip its turn.

The following table lists each nature and its move type preferences; it may be rearranged by clicking the boxes next to each column's heading.

Nature Attack Defense Support Attack (<50%) Defense (<50%) Support (<50%)
Lonely 20% 25% 55% 84% 8% 8%
Brave 70% 15% 15% 32% 60% 8%
Adamant 38% 31% 31% 70% 15% 15%
Naughty 20% 70% 10% 70% 22% 8%
Bold 30% 20% 50% 32% 58% 10%
Relaxed 25% 15% 60% 75% 15% 10%
Impish 69% 6% 25% 28% 55% 17%
Lax 35% 10% 55% 29% 6% 65%
Timid 62% 10% 28% 30% 20% 50%
Hasty 58% 37% 5% 88% 6% 6%
Jolly 35% 5% 60% 35% 60% 5%
Naive 56% 22% 22% 56% 22% 22%
Modest 35% 45% 20% 34% 60% 6%
Mild 44% 50% 6% 34% 6% 60%
Quiet 56% 22% 22% 56% 22% 22%
Rash 30% 13% 57% 27% 6% 67%
Calm 40% 50% 10% 25% 62% 13%
Gentle 18% 70% 12% 90% 5% 5%
Sassy 88% 6% 6% 22% 20% 58%
Careful 42% 50% 8% 42% 5% 53%
Bashful 30% 58% 12% 30% 58% 12%
Docile 56% 22% 22% 56% 22% 22%
Hardy 61% 7% 32% 61% 7% 32%
Quirky 56% 22% 22% 56% 22% 22%
Serious 34% 11% 55% 29% 11% 60%