Characteristic: Difference between revisions

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m (→‎Ties: Not everyone who reads this paragraph at first glance is going to know that indeces are commonly zero-based in programming)
m (Undo revision 2131824 by Schiffy (talk)You don't really need to say that when the mod function won't actually allow anything else...)
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In the event of a tie in highest IVs, the IV that determines the Pokémon's Characteristic is decided in the following manner:
In the event of a tie in highest IVs, the IV that determines the Pokémon's Characteristic is decided in the following manner:


Start with the Pokémon's [[personality value]] mod 6. The result is a {{wp|Zero-based numbering|zero-indexed number}} of a stat in this order: HP, Attack, Defense, Speed, Special Attack, Special Defense. In the event of a tie in IVs, the first IV checked is the IV corresponding to that index number.  If that IV is not part of the tie, the game moves on to the next index number in the aforementioned order. If it goes past 5 (Special Defense), it wraps around back to 0 (HP). When the game finds an IV that is part of the tie, that is the IV that will determine the Characteristic displayed.
Start with the Pokémon's [[personality value]] mod 6. The result is an index number of a stat in this order: HP, Attack, Defense, Speed, Special Attack, Special Defense. In the event of a tie in IVs, the first IV checked is the IV corresponding to that index number.  If that IV is not part of the tie, the game moves on to the next index number in the aforementioned order. If it goes past 5 (Special Defense), it wraps around back to 0 (HP). When the game finds an IV that is part of the tie, that is the IV that will determine the Characteristic displayed.


==Examples==
==Examples==

Revision as of 15:27, 14 June 2014

Characteristics are a feature in the Pokémon games, introduced in Generation IV. A Pokémon's Characteristic indicates which stat contains a Pokémon's highest IV. It is displayed on the Pokémon's profile screen where its Nature, date met, place met, and flavor preference (Pokémon Diamond and Pearl and Pokémon Platinum only) are shown.

A Pokémon's Characteristic is determined by the remainder of its highest IV divided by 5 (known as modulo operation in programming). Since it is built this way, Pokémon transferred from the games of Generation III via Pal Park have a Characteristic without their stats being changed.

List of Characteristics

Possible Individual Values HP Attack Defense Special Attack Special Defense Speed
0, 5, 10, 15, 20, 25, 30 Loves to eat Proud of its power Sturdy body Highly curious Strong willed Likes to run
1, 6, 11, 16, 21, 26, 31 Takes plenty of siestas Likes to thrash about Capable of taking hits Mischievous Somewhat vain Alert to sounds
2, 7, 12, 17, 22, 27 Nods off a lot A little quick tempered Highly persistent Thoroughly cunning Strongly defiant Impetuous and silly
3, 8, 13, 18, 23, 28 Scatters things often Likes to fight Good endurance Often lost in thought Hates to lose Somewhat of a clown
4, 9, 14, 19, 24, 29 Likes to relax Quick tempered Good perseverance Very finicky Somewhat stubborn Quick to flee

Note that having a certain Characteristic does not necessarily imply that the highest possible value for an IV is present. A Pokémon with an "Alert to sounds" Characteristic could have a 6 in Speed (and thus very low IVs across all of its stats since none could be higher than 6) instead of a 31 in Speed.

Mistranslations

In Generations IV and V, two of the characteristics were not properly translated from the Japanese releases:

  • いねむりがおおい Often dozes off was translated as "Often scatters things"; it was fixed to "Nods off a lot" in Generation VI
  • ひるねをよくする Takes siestas a lot was translated as "Often dozes off"; it was fixed to "Takes plenty of siestas" in Generation VI

"Scatters things often" is correctly translated from ものをよくちらかす, which means the exact same thing.

Ties

In the event of a tie in highest IVs, the IV that determines the Pokémon's Characteristic is decided in the following manner:

Start with the Pokémon's personality value mod 6. The result is an index number of a stat in this order: HP, Attack, Defense, Speed, Special Attack, Special Defense. In the event of a tie in IVs, the first IV checked is the IV corresponding to that index number. If that IV is not part of the tie, the game moves on to the next index number in the aforementioned order. If it goes past 5 (Special Defense), it wraps around back to 0 (HP). When the game finds an IV that is part of the tie, that is the IV that will determine the Characteristic displayed.

Examples

A Mudkip has the following IVs:

258Mudkip.png Hit Points Attack Defense Speed Sp. Attack Sp. Defense
24 18 17 29 24 27

Since its highest IV is 29 in Speed, its Characteristic will be "Quick to flee."

A Ditto has the following IVs and a personality value of 1467750821 in base 10:

132Ditto.png Hit Points Attack Defense Speed Sp. Attack Sp. Defense
8 0 0 17 17 10

Since its highest IV is 17 in both Speed and Special Attack, the result of 1467750821 mod 6, or 5, is used to check against the IV in Special Defense. Since the Special Defense is not part of the tie, the game moves on and wraps back until it reaches Speed, which is part of the tie. Its characteristic will be "Impetuous and silly."

See also



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.