Talk:Pokémon Shuffle: Difference between revisions

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::The only reason "Attack power" appears in my comment above is because it was the beginning of a sentence/paragraph. I did mean "attack power" with the end of that part, yeah. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 15:33, 15 May 2017 (UTC)
::The only reason "Attack power" appears in my comment above is because it was the beginning of a sentence/paragraph. I did mean "attack power" with the end of that part, yeah. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 15:33, 15 May 2017 (UTC)
:::I meant in [http://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Shuffle&curid=202568&diff=2641428&oldid=2640233 this edit], which used "Attack power" several times midsentence. But OK, good to know we're on the same page now. [[User:Pumpkinking0192|Pumpkinking0192]] ([[User talk:Pumpkinking0192|talk]]) 15:40, 15 May 2017 (UTC)
:::I meant in [http://bulbapedia.bulbagarden.net/w/index.php?title=Pok%C3%A9mon_Shuffle&curid=202568&diff=2641428&oldid=2640233 this edit], which used "Attack power" several times midsentence. But OK, good to know we're on the same page now. [[User:Pumpkinking0192|Pumpkinking0192]] ([[User talk:Pumpkinking0192|talk]]) 15:40, 15 May 2017 (UTC)
::::Ah. I was basically trusting that ''someone'' had made a purposeful/informed decision at some point for that (as opposed to "Attack Power" which I know has problematic contexts). I was made to realize thereafter that I should probably see what I could see for myself. =P [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 16:17, 15 May 2017 (UTC)

Revision as of 16:17, 15 May 2017

Special Stages

Shouldn't we add the Special Stages? As far as I know, there's only two so far: Meet Mew, where you can capture Mew for the first three weeks of launch, and Meet Rich Meowth, a stage where Meowth gives you coins. That one, I think is also available for the three weeks of launch, not sure. BlackButterfree (talk) 18:53, 21 February 2015 (UTC)

Yeah, we should add them. --SnorlaxMonster 02:46, 22 February 2015 (UTC)

Pokémon Pages

Are we updating Shuffle data onto each individual Pokémon's page? For instance, base attack, catch rates, etc.? A quick look at Eevee tells me this hasn't been done yet, but maybe I just looked at one not completed. CycloneGU (talk) 03:32, 22 February 2015 (UTC)


Attack Power for each level

I've changed the column header from "Attack Power" to "Lv.1 Attack Power", and I think it would be helpful to show the incremental power when level up. Most of the Pokemon should +3 per level, but I've heard some have +2... Also I'm not sure if this is flat line increase or not, but if so we could say something like "40 + 3" just like the current format of "capture %" column. Ping (talk) 20:36, 24 February 2015 (UTC)


I believe that all Pokemon have their attack power increased by 3 at levels 2 and 3 and then by 2 every level after that. Rskoopa (talk) 20:43, 24 February 2015 (UTC)

While that works for most Pokémon, Togepi (which starts from 30) gets +5 for becoming level 2, but I don't know about the other Pokémon with a level one power of 30, so this could apply to all of them. The rule above works for all other Pokémon I have tried it with, and applies until at least level 7. PartHunter (talk) 11:50, 7 March 2015 (UTC)

Pokémon data and stage data

I think it would be a really good idea if we tried to keep Pokémon data separate from stage data. Things like the Pokémon's Skill aren't relevant to the stages, and things like the number of moves aren't relevant to the Pokémon themselves. Not sure which the catch rate info belongs on though (I'd say stages). The Pokémon of course should be listed by their Shuffle number (not sure what the official name for it is). --SnorlaxMonster 10:48, 26 February 2015 (UTC)

It's Pokédex number in-game, though we'll end up calling it "Shuffle Pokédex" number or something. This page lists the Pokémon, type, and Ability already, but the templates broke. --Abcboy (talk) 17:38, 1 March 2015 (UTC)
Seperating the two would greatly increase the length of the page, and the amount of HP a Pokémon has is essentially the stage's target score, but it is still an attribute of the Pokémon. It can be determined by checking the score at the moment of victory, although damage is dealt shortly after the points are scored, so it is more difficult if victory is mid-combo (particularly from Mega Slowbro's Mega Effects). PartHunter (talk) 12:12, 7 March 2015 (UTC)
The browser list (see Abcboy's comment) was a work in process, but it's now complete. I've edited the Wikilink to the new location and the page can now be referenced freely. CycloneGU (talk) 19:03, 9 March 2015 (UTC)

Haxorus bonus moves

I only just got up to Haxorus's stage in Shuffle and haven't solved it yet, but is it possible to solve it in fewer than 5 moves with the help of items, such as Complexity -1? --SnorlaxMonster 14:14, 3 March 2015 (UTC)

The answer to that is no. The only icons that fall into the stage are solid blocks. If you run out of moves in the top segment (which would be within four moves), you basically end up murdering yourself as the grid resets. You must use all five moves, at which point the solid blocks in the middle will vanish and you can observe the rest of the pieces falling down. When the puzzle completes, you are left with a grid of nothing more than 36 solid blocks. CycloneGU (talk) 19:07, 9 March 2015 (UTC)
It might be possible if Axew, Fraxure and Haxorus is used at level 10, though Haxorus could only be used for this purpose through the glitch that was patched back in Version 1.0.2. TrainerX493 (talk) 17:08, 10 March 2015 (UTC)
Actually, this is not entirely correct. Axew, Fraxure, and Haxorus appear in the stage. Nothing you take with you will appear. CycloneGU (talk) 20:11, 10 March 2015 (UTC)
I understand that only solid blocks appear. I asked if you could perhaps eliminate one of Axew/Fraxure/Haxorus from appearing in the puzzle at all by using Complexity -1. I'm also not sure if the levels of the player's Axew/Fraxure are considered (even if selected as brought in), or if because they belong to the stage they have a fixed level. --SnorlaxMonster 05:13, 11 March 2015 (UTC)
When the stage successfully completes, it takes the last match on the far right to defeat Haxorus. This leads me to believe the amount of HP provided to Haxorus is meant to outlast any attempts to finish the stage in the top. Also, when I tried to counter Mega Glalie by bringing one of its obstacles into the stage, it started using Pidgey instead, so I'm not sure if the Haxorus stage also does this or not. CycloneGU (talk) 05:16, 11 March 2015 (UTC)
I've countered plenty of opponents by bringing in one of the Pokémon they use, and I've only ever had issues in Expert Stages; I've heard that for Mega Glalie, bringing Glaceon causes Pidgey to appear but Snorunt does not. Regardless, that's irrelevant to this question, since if you're using Complexity -1 it will not be replaced; if you're "bringing" Axew/Fraxure (even though the Pokémon brought to this stage are essentially ignored), the only thing that might happen is their levels being used when they otherwise wouldn't (and them gaining experience). Additionally, I'm fairly sure I had a few icons left over when I defeated Haxorus, so it doesn't require all of them. --SnorlaxMonster 05:30, 11 March 2015 (UTC)
Looking at this, I'll suggest that a Complexity-1 would merely change one of the Pokémon, if anything. The way the intended matches are arranged makes it impossible to line up sets of three horizontally even with the item on; the most that would happen is that the horizontals might be hit in the stage setup on the third row, thus rendering a stage reset and causing victory to be impossible. I'm not willing to spend 9,000 coins to find out, however, nor use my freebie. CycloneGU (talk) 07:03, 11 March 2015 (UTC)
The non-support Pokémon of the stage will be replaced by Pidgey if the foe is using a member of another evolutionary family (always from eevee's family, at the moment) for this role, but those in the same line as the foe will never change. If Pidgey is used as well, Happiny will become the new non-support Pokémon. Adding Happiny will make it into Azuril, and adding Azuril as well will make it Pichu, so that method does not work. Those added that are in the same evolutionary family as the Pokémon fought or created by disruptions are not affected, and a Complexity -1 will eliminate a non-support Pokémon where possible. I'm not up to Haxorus yet, but I suspect that if Axew and Fraxure are support Pokémon, all Haxorus on the field will be replaced by Axew and/or Fraxure. PartHunter (talk) 11:13, 13 March 2015 (UTC)
Just discovered another way to find out; if you buy extra moves with a Gem, those do count towards the capture bonus (I accidentally spent a Gem on Suicune and discovered this). One Gem is much cheaper than a Complexity -1, so I imagine this would be fairly easy to check. --SnorlaxMonster 11:21, 13 March 2015 (UTC)

update

There seems to be an update. Its 686 blocks and it allows previously purchased items to be re-downloaded at no extra cost.Yamitora1 (talk) 06:07, 7 March 2015 (UTC)

Passcodes section

I have added a Passcodes section, and a table to detail all passwords released. I believe the section is too short, but I have started the work. If it is incomplete, I would gladly apreciate someone to finish it. Thnaks! --PokéMaster234 (talk) 23:04, 11 March 2015 (UTC)

Nothing to "finish" ATM, there's only the one code I've ever seen. I can confirm it working, BTW. CycloneGU (talk) 02:57, 12 March 2015 (UTC)

Ranking and points

So I am pretty sure ranking is acquired by a set amount of points. Has anyone else noticed correlation between points and acquiring a certain ranking?Yamitora1 (talk) 05:22, 14 March 2015 (UTC)

I don't have any data to back you up, but I'm pretty sure you're right (I've noticed that too). This will definitely be in need of research. --ZestyCactus 06:14, 14 March 2015 (UTC)
Here's possible data. Haxorus, 0 moves left every time, S rank. If number of moves was the factor...we'd never S rank it without special programming.
That said, you still need to have a lot of moves left to get a lot of points. The reason is a big number of bonus points - 500 for each move remaining in normal mode. Barring a great combo, you have to have a certain number of moves left to get the points you need as a bonus. CycloneGU (talk) 07:45, 14 March 2015 (UTC)
I had assumed that ranks were based on the number of moves remaining (with the exact number varying between Pokémon), but I guess it could be based on points. --SnorlaxMonster 10:50, 14 March 2015 (UTC)
I have a new reasoning backing the points theory. I've had very few stages state that I had a C rank at 0 moves remaining. I've had others at a B rank with 0 moves remaining. And I've had some stages, despite doing them in very few moves, that I can't seem to S rank until much later when I've leveled up. CycloneGU (talk) 14:25, 14 March 2015 (UTC)

[Outdent]

If anyone wants to test this out, I can create a userspace table for anyone wishing to participate. We can compare scores and see if there's truth to the theory that points is the guideline. If there is any point where an S rank score is lower than an A rank score, it kinda disproves the theory. Shall I set this up? CycloneGU (talk) 14:27, 14 March 2015 (UTC)

I too thought moves left had some baring on getting an S-ranking, but I've gotten it with 0 moves left before, but I don't think points is the answer either. Today I got to S-Rank on Togekiss and it was only 3500 points, the high score I have for it is 4384. Now I had failed to beat it twice trying to just get to the capture stage, when I decided to buy a extra 5 moves. I had 4 moves left from those 5 extra moves. Yamitora1 (talk) 18:13, 17 March 2015 (UTC)
Ok, now I am sure points are not the factor, at least not on every level. I just got an S rank on Toxicroak after buying another 5+ moves for 800 coins and having 8 moves left but only scoring 9500 where the high score is 12807. So maybe moves left is the factor or moves left + points? Yamitora1 (talk) 19:42, 17 March 2015 (UTC)
Getting S-rank with 0 moves doesn't matter though; some stages (such as Haxorus) clearly have lower rank thresholds. As for points, you haven't explained why you think getting less than the previous high score means ranks aren't determined by points. It's tricky to separate the two though, because the bonus points delivered from remaining moves are so huge that rank would be dominated by them. --SnorlaxMonster 13:11, 18 March 2015 (UTC)
Actually the Moves +5/Time +10 items don't count to the catch rate bonus or moves remaining point bonus, from what I'm seeing the extra moves/time from a gem do add to the bonuses though.TrainerX493 (talk) 18:24, 18 March 2015 (UTC)
Yes, that's correct; it's also stated in the game somewhere that the item bonuses don't count, and I can confirm that the Jewel bonuses do. --SnorlaxMonster 13:16, 19 March 2015 (UTC)
"Somewhere" is right in the in-game description for Moves+5. It says it does not count towards catching. This also makes itself evident in the tutorial when you get given one by the Professor and you beat it in one move anyway, then only get a bonus for 7 moves instead of 12, or 6 instead of 11, etc. CycloneGU (talk) 15:19, 19 March 2015 (UTC)
I got a huge combo against Lucario that meant that I got to 22006 points on around 50 seconds (A-rank) and then got around 21000 points and an S-rank (with a time of 1:02 and a time bonus of 10000), so I suspect that the moves remaining is the only factor used for the ranking, particularly as Mega Lucario claimed I got S-rank with between 8000 and 9000 points. PartHunter (talk) 04:31, 20 March 2015 (UTC)
Three comments to that:
1. Mega Lucario's contest stage is half the time.
2. Contest stages should not be used as a comparable. I think I saw S rank under 8,000.
3. Except for Absol, I have not S ranked a timed stage. I can retrieve scores if you'd like. CycloneGU (talk) 04:44, 20 March 2015 (UTC)

I've never gotten under 5k on the mega lucatio level and I always get S rank on it, which is kind of annoying since so far I have only gotten S rank on Absol when it comes to the expert levels. I am not sure if its possible to get an A rank on the mega lucario level.

Also, the 5+ only has no baring on catching the pokemon and I've gotten 3 S ranks using the 5+ and clearing the stage in the 7-9 moves left range Yamitora1 (talk) 02:49, 21 March 2015 (UTC)

Given that one person got 50,000 on that stage and many have gotten more than 30,000, so it would only award an S-rank at a considerable score if it was score-based, so Mega Lucario appears to ignore the score and give an S-rank all the time, particularly as I just got one for 480 points on Mega Lucario. Absol, Lucario and Raikou are the only expert S-ranks I have, with a high score of 2513 on Raikou. Does anyone have a higher high score on Raikou without an S-rank? PartHunter (talk) 06:10, 21 March 2015 (UTC)
Here are the notable high points I have for expert stages I've completed. I got 8424 on Absol and its S-Rank, 20290 on Lucario and its at A-Rank, never won the stage without taking at least a full minute and 20-30+ seconds. 18073 A-Rank Articuno, 3919 A-Rank Zapdos, 12844 A-Rank Blastoise, 18939 A-Rank Dragonite. Yamitora1 (talk) 03:33, 22 March 2015 (UTC)


I didn't realize that you guys didn't know this or I would've said something sooner. The rank is strictly determined by the total number of moves/time for the stage divided by the number of moves/time remaining. The exception here is Haxorus' stage which will always give an S rank since it's a set puzzle that can only be solved in a fixed number of moves. There might be other stages like this that I can't remember, but I know haxorus' stage is an exception. Basically, you will get an S Rank if:

(Moves (or Time) Remaining (upon completing the stage)) >= (Total Moves (or Time) for the stage)/2

Note: If the total number of moves for a stage is an odd number, you ROUND DOWN the right side of this equation after you have divided by 2. EX: A stage has 17 moves total, so the moves remaining to get an S rank are >= 17/2. Since 17/2=8.5 (not an integer), you have to round down to 8. So to get an S-rank on a stage with 17 total moves, you must have 8 or more moves remaining.

Other Note: Move+5 and Time+10 WILL factor into the rank, they simply won't help with your catch rate. This means using a moves+5 on a stage with very few moves to begin with should make it very easy to S-rank

There is a similar equation for A, B and C ranks, all you have to do is change the 2 in that equation to some other number, but I do not know these numbers for the different ranks, I only know it uses the same idea. This is why some stages (namely the ones with less total moves/time) give a B rank with 0 moves (or time) remaining while some give a C. With less total moves, the remaining moves required to get a B is much lower, so, for example, the ratio to get a B on a stage is 1/5 (I don't actually know, I'm just throwing a number), and the stage only has 4 total moves, it means that if we take 4/5 (the right side of the equation, substituting the 5 for the 2), we get 0.8, but that's not an integer so we have to round down to 0, which means that if the ratio for a B rank is 1/5, it is impossible to get a C rank on any stage with 4 total moves. Cheeseandcereal (talk) 06:44, 30 April 2015 (UTC)

By your theory, I would S rank a 3 turn stage with 1 move remaining. I believe I've had an A rank before. So the theory is not sound. That said, numerous stages I've been close on before (and then successful with one extra turn) do seem to have a 50% level, so this is something I definitely know about, though I can't speak for others. I just don't think it's 100% accurate. CycloneGU (talk) 07:15, 30 April 2015 (UTC)
Like I said there are exceptions, and I believe they have manually put in thresholds for many stages including 3 move stagesCheeseandcereal (talk) 07:33, 30 April 2015 (UTC)
Hmm, this seems to be consistent with what I've found so far (particularly in my attempts to S-rank stages). Did you find this empirically (i.e. via trial and error) or by examining the code? --SnorlaxMonster 11:04, 30 April 2015 (UTC)
I don't have a way to dump the code or else I would. This was found empirically, but I've been watching it since I first had this theory since around main stage 30 and it's stayed true with only a few exceptions, but the exceptions are generally for either quirky stages like haxorus, 3 move and lower stages and other stages where it's clear that finishing in half of the total moves is impossible (re-iterating quirky stages here). It's pretty clear that the S-rank threshold for these stages is manually set while the S-rank threshold for the rest of the stages is simply calculated. Cheeseandcereal (talk) 16:38, 30 April 2015 (UTC)
Speaking of quirky, use all ten moves in Meowth's Coin MAdness and get an S rank. I don't think you can get anything under an S in that (unless you fail to get coins). CycloneGU (talk) 17:03, 30 April 2015‎ (UTC)
yeah, same with the competitive stages, I don't think it's possible to get anything except an S - unsigned comment from Cheeseandcereal (talkcontribs)
Oh, yeah, I tested on Mega Blastoise myself. I left my 3DS sitting and got 0 points. I got S rank. --SnorlaxMonster 07:13, 2 May 2015 (UTC)

Unused content

TCRF has some interesting information on some stuff they found. Is there enough for a Pokémon Shuffle beta article? --Abcboy (talk) 05:11, 15 March 2015 (UTC)

Not without stealing from them, perhaps - unless that's allowed between Wikis?
But seeing that page proves what I thought all along; there are stages planned after Mega Mewtwo Y. Called it. CycloneGU (talk) 22:40, 15 March 2015 (UTC)
As did everyone else. It's been incredibly apparent that they intend to trickle in content to extend the life of the game. We won't know what content will stay unused, so it'd be better to just wait before putting it in the article. There's certainly not enough to warrant its own page. glikglak 00:35, 16 March 2015 (UTC)
A potential future content subseciton of the trivia section that will eventually get added would be possible, particularly as the Pokémon icons seen in the miiverse community's image could be used, with the possible identities of the silluetes in the background noted as guesses as well. PartHunter (talk) 03:53, 23 March 2015 (UTC)
There goes that source, as all those Pokémon have been added. PartHunter (talk) 06:31, 23 March 2015 (UTC)

Disruptions

I'm thinking that this page needs a section on the disruptions that can be placed in the stage, but I have no idea where it goes. Does anyone have any ideas? PartHunter (talk) 05:58, 17 March 2015 (UTC)

That would go under the Gameplay section. --SnorlaxMonster 07:18, 17 March 2015 (UTC)
As a sub-section or as a seperate section? PartHunter (talk) 05:17, 19 March 2015 (UTC)
Whichever you think it needs. --SnorlaxMonster 13:16, 19 March 2015 (UTC)

Lucarionite

Lucarionite is supposed to be given to the top 20,000 players outside of Japan, but on here, it says 20,000 in PAL regions while Serebii lists it as 20,000 in USA and 20,000 in Europe/Australia. Can anyone confirm which one is right and which one is wrong.TrainerX493 (talk) 14:15, 23 March 2015 (UTC)

I believe it was regional for PAL and NTSC outside of Japan, and in Japan 50,000 got it. I don't have the page I got that from, however, and I don't know if it's still correct. I feel bad for the 170,000 people who don't have it, and hope they can buy it using Coins or something later on. CycloneGU (talk) 01:54, 24 March 2015 (UTC)
Yeah, it's 20,000 PAL region, 20,000 North American region, 50,000 Japanese region (as stated in the article). --SnorlaxMonster 04:06, 24 March 2015 (UTC)
It's more than 2,410,000 people who don't have it, but have the game. PartHunter (talk) 04:17, 24 March 2015 (UTC)

Milotic Stage (165)

Is this a Mega stage? I am not there yet, and there is no catch data in yet, but I am presuming it's a Mega. If not, then I wonder if we're done with Trainers in the game and the rest of the stages will award no Jewels. CycloneGU (talk) 01:54, 24 March 2015 (UTC)

It is not a Mega stage, seeing as Mega Milotic doesn't exist. - Kogoro - Talk to me - 02:03, 24 March 2015 (UTC)
Good point, I did not consider that. Guess they're done giving us Jewels in-game from Trainers. CycloneGU (talk) 02:32, 24 March 2015 (UTC)
Perhaps Milotic is not the end of the new area. Can a different background be seen beginning just past it? Also, I've just done the maths, and it dosen't quite add up. I count a total of 187 Pokémon available in the game, but viewing all Pokémon in the game via the Pokémon list and searching displays that 205 Pokémon have been found before any criteria are changed from "no prefrence". Where are the other Pokémon? PartHunter (talk) 04:02, 24 March 2015 (UTC)
That's what I was thinking. Kogoro already edited the Pokédex numbers at the Pokémon list (the page I created and prepared for mainspace), and it's safe to assume that the evolutions get the next numbers after them, but there's no information yet on when the evolutions become available. I'm thinking that some evolutions will be mixed in with the eventual 166-180 group since none are in the Daily group of five; some might be unlocked in new EX stages, too, as more and more stages get added and new unlock levels are created. CycloneGU (talk) 04:06, 24 March 2015 (UTC)
Milotic is the last Pokémon of Wacky Workshop, at least at this time. I've defeated and captured it, and no additional stages opened up on the main path. - Kogoro - Talk to me - 05:02, 24 March 2015 (UTC)
Does it look like there is a design for a new area after that? I'll be there shortly to see for myself (you can see once at 161) provided I have no other stage problems this evening; I can go back for any troublesome catches later (except Feebas, which should be an easy catch and somehow eluded me). I was gone today or I might have been a lot further along. CycloneGU (talk) 05:07, 24 March 2015 (UTC)
No. The Wacky Workshop background continues past Milotic, all the way to the end of the area that can be scrolled to. - Kogoro - Talk to me - 05:29, 24 March 2015 (UTC)
Interesting. I guess they'll upload a new longer image if and when they add new stages in the future, or maybe they have a new map planned. I'm about to take on Trubbish, so I'll get to see that shortly provided I win (hopefully I can get that missing move bonus, too). CycloneGU (talk) 05:57, 24 March 2015 (UTC)

Skill and Base Power

I have been thinking about this. While the original template for List of Pokémon by Pokémon Shuffle list number does not include base power, I wonder if it would be good to include there (skill is already included). The reason for this is because skill and base power have nothing to do with the stages themselves, and therefore, I think they could possibly be omitted from the tables on this page and instead kept on the Pokémon list page instead since they are specific to Pokémon (and fixed, not variable like with IVs and EVs in the main games). We can then optionally replace them on this page with notes regarding stages that have particular setups or where the opponent has itself or its earlier evolutions in them (or block setups, etc.); Meowth's stage being a good Coin farming stage qualifies for such notes. What are everyone's thoughts on this? CycloneGU (talk) 21:42, 27 March 2015 (UTC)

Skills and base power will be in the {{Sidegame}} template whenever someone gets to it. The stages should probably be given there own page(s). The list of skills might also warrant a page, since some of them also appeared in Battle Trozei, albeit much less frequently. glikglak 21:56, 27 March 2015 (UTC)
I agree that stages should have their own page and have thought the same previously, especially if all 721 (I'm including Hoopa and Volcanion someday) get appearances in the game. That section of the page would be more than half the document, and I think it's worthwhile to give it a dedicated page now. I have made changes to the Notes section of the Special Stages, moving those details - some of which were duplicated, anyway, above - to dedicated sub-sections. CycloneGU (talk) 23:12, 27 March 2015 (UTC)
Yeah, I'd like to see stages and Skills get their own pages (one for all the stages, one for all the Skills, that is), particularly since I think it would be nice to list the Pokémon that have each Skill. I also think stuff that is only relevant to the Pokémon outside of the stage (Skills, power, etc.) should be listed in the Pokémon list rather than the stage list. --SnorlaxMonster 03:18, 28 March 2015 (UTC)
The template will need a little editing so that the call to the template includes the base power. Since the base power should be in before the skill in order, it might be necessary to rearrange the template. I'll look carefully at it, but I might need assistance adding it if I mess up. I know that old versions of the page may not display correctly once the template is modified. If I change it, I'll do a sample call in my userspace somewhere to make sure it works, but you won't see that as I will be previewing, not saving it. If the sample fails, I'll just revert the template edit and ask for help in the edit summary. If I don't edit it...well. =) CycloneGU (talk) 04:28, 28 March 2015 (UTC)

[ Outdent ]

Got it. The problem I was having was the centering of the 50 in the base power column, then I realized the entire table could and should perhaps be centered. Notes might need to be set to default to the left, but the rest of the data should be short enough that centering is ideal.

I'm now editing the data into the list. Once that's done, I may begin to remove the data from this page and we can see how the tables look then. If we don't like the changes, we can always revert, but data should be moved over before being deleted here. I can always also work from a past copy if anyone decides to remove the data simultaneously. CycloneGU (talk) 05:05, 28 March 2015 (UTC)

There we go. The bulk of my editing for the evening is done, feel free to change anything that doesn't look right. Table centering seems to make sense, but the Notes column on the final table might be better aligned to the left instead while the rest stays centered. All Pokémon-specific data is over here now (Kogoro got it done before I did, I verified for accuracy and all matched). Two of the data points for Pokémon data on this page were actually incorrect, so it was good to verify the data.
Like I said, feel free to review and change anything that might be screwed up, but I think it looks great now. The only remaining question is that Notes column on the final table. Maybe we should just separate each set of special stages and put the notes in the prose, keeping individual tables and keeping them simple. This applies to Daily Pokémon sets in particular more than others. CycloneGU (talk) 06:58, 28 March 2015 (UTC)
I was thinking stages might need to have a few pages: one (or more) for standard stages, one for special stages, and one for Daily Pokémon. I'd want to explain the disruption patterns for each applicable stage and have the points for each rank. glikglak 23:02, 29 March 2015 (UTC)

"Special Stages" Table

First off, with the column widths eliminated, the table looked like this on my screen. Do we really wants things like "20 moves" wrapping within the cell? Is it necessary to have "Wash Rotom" wrap?

The reason this concerns me is because of ideas I have to further edit that table. If we take the Notes out of the table and leave it to availability, we have a much smoother table presentation; we can use prose for the notes. I've already created sub-sections for Meowth's Coin Mania and Competitive Stage, but I think sub-sections for The Daily Pokémon sets is also brilliant. Here's how the section might look after the event ends, with prose:

The Daily Pokémon #2

The Daily Pokémon #2 was available for download from March 23 to April 17, 2015. The event consisted of five stages with a different stage playable every day of the week from Monday to Friday. The catch rate and the stage varied with each Pokémon available. On the weekend, "Meowth's Coin Mania" could be played.

The Tropius stage includes Coins in the layout of the stage. If matched, the player can acquire a Coin bonus.

Pokémon Type Limit Base capture % Move Bonus Availability
Pachirisu Electric 7 moves 15% 12% Playable on Monday only.
Sigilyph Psychic 15 moves 8% 4% Playable on Tuesday only.
Tropius Grass 20 moves 7% 6% Playable on Wednesday only.
Farfetch'd Flying 10 moves 3% 9% Playable on Thursday only.
|Druddigon Dragon 20 moves 9% 4% Playable on Friday only.

As you can see, it looks much smoother separating individual events. We can use prose and list all single Pokémon events in their own table, as well, putting any notes in the prose. Or we can even create individual tables for even single event Pokémon (like a table just for Kyogre, and another for Keldeo, etc.). Mentioning a concurring event is optional, but also helps to be complete. Taking Notes out of the table and keeping smaller text there, using prose for long descriptions, REALLY helps things and would indeed make table widths unnecessary; with the current layout, we need table widths for a smooth presentation. Thoughts? CycloneGU (talk) 16:24, 28 March 2015 (UTC)

I think separate sections for each special stage is the best solution. The notes sections end up being huge. Some of the line-wrapping issues you mentioned can be alleviated by replacing existing spaces with non-breakable spaces (using the code  ). --SnorlaxMonster 17:21, 28 March 2015 (UTC)
I'm starting work on a solution that uses separate sections and tables for each event and puts all notes in the prose. By eliminating the event name and long notes from the table, it should alleviate all table issues. I'll do a huge edit shortly; I've added the Mew event and am currently separating a table for the Meowth event. I seriously think, once done, we should explore giving the stages a separate page as the detail involves warrants it. CycloneGU (talk) 17:24, 28 March 2015 (UTC)

Split

This page should be split into quite a few pages:

I think it would be best to split them off, considering they take up a huge chunk of the article. Both the German and Chinese wikis also have them split.

Also, does anybody know where Poképédia got their Shuffle sprites and whether we can use them? --Abcboy (talk) 01:01, 30 March 2015 (UTC)

Can you link to the split pages on the other Wikis? CycloneGU (talk) 01:39, 30 March 2015 (UTC)
Sure.
PokéWiki: Perlhafen, Ockerbasar, Purpurfest, Azurgestade, Prismapark, Zinnobergalerie, Bonbonhaus, Silbermuseum, Winterberg, Finsterschloss, Jadewald, Spielzeugfabrik
52Poké: 純白港灣, 米黃市場, 黑炭祭典, 蔚藍海灘, 彩虹公園, 胭紅畫廊, 黑巧棒小屋, 白銀博物館, 白皚冬峰, 晚夜城堡, 茂青叢林, 玩具工廠 (Skills: 絕招列表
There's honestly not too much more content than on the main page now, but at least they give a good place for images and foreign-language names. --Abcboy (talk) 01:58, 30 March 2015 (UTC)
Just because some of our partners have things split, doesn't necessarily mean that Bulbapedia should do it as well. Before anyone even considers attempting this, wait for explicit approval from the Editorial Board. - Kogoro - Talk to me - 02:11, 30 March 2015 (UTC)
I wouldn't be against it, but at the same time it would be a stub-size article.
Also, there is a change in the format of that long table I've considered tinkering with, and that is splitting the table into individual tables with sub-sections for each area (much like splitting the special stages table, but with a different motive behind it). It removes the need to have a single cell spanning 15 rows as that's the only column where that even occurs (everything else stays in a single row). The Expert stages section, meanwhile, is fine as it is as that's only 20 stages and they are all in a single area. CycloneGU (talk) 02:41, 30 March 2015 (UTC)
I don't think the article would be too small. The closest comparison I can think of are the Trozei series locations. The first game has separate articles for each stage, while Battle Trozei is going to have articles on each zone. I just think there still is more to say about them that would be awkward to fit into the main article. --Abcboy (talk) 02:59, 30 March 2015 (UTC)
I see the argument from the stance of discussing disruptions in each stage and so on. That said, that merits individual stage articles, not just location articles. Like Kogoro said, however, this is still up for editorial discussion, and the game is certainly going to get updates for more Pokémon, so it's still wide open. All we know is Stages need their own page, and I think that's the current discussion without being privy to it myself. CycloneGU (talk) 03:24, 30 March 2015 (UTC)
I'd like to focus on splitting Skill right now. That particular aspect could be expanded to list which Pokémon have each Skill, which doesn't really work on the current page. Additionally, I've heard some of the same Skills appear in Link Battle/Battle Trozei (I have the game, but never really got into it). --SnorlaxMonster 11:44, 30 March 2015 (UTC)
After I finish the table edit I mention below (in "Great Challenge special stages"), I can see about creating a starter page to work off of (in my userspace, but I have no qualms with others working on it). I'll use a common ability, Opportunist, for the working version, but may also create the second-most common ability as well, whichever that is (Power of 4?). CycloneGU (talk) 14:35, 30 March 2015 (UTC)
I've got a page ready in the userspace here. Someone who's farther along in the game can work on it.--Abcboy (talk) 15:03, 30 March 2015 (UTC)
I also have one located here, though I used the term "Ability" instead of "Skill". An easy fix if we use individual pages in the end. CycloneGU (talk) 15:22, 30 March 2015 (UTC)

(resetting indent)I see little point in having a separate page for a single Skill. It's going to be nothing more than a list of Pokémon, and that list would go on the main Skill page as well. And I think Skill should be a disambiguation, myself: there's also the Pokéthlon stat and Warrior Skills from Conquest. glikglak 23:56, 30 March 2015 (UTC)

In that case, we're arguing having pages for Delta Stream and other abilities held by one Pokémon because they could easily be listed on the respective Pokémon's page. With 37 users of Opportunist, that page would already be longer than the Delta Stream page. With that said, I merely created it as something to tinker with; if deemed unneeded, I can always request its deletion. CycloneGU (talk) 03:49, 31 March 2015 (UTC)
As an afterthought, I looked up Ability. If we want to have consistency (which is something that keeps getting brought up as a reason for why Brendan and others cannot drop the "game" derivative despite having no other appearances), the Skill page needs to be modeled after Ability. Otherwise, we might as well start copying every thumbnail image into the Ability page. CycloneGU (talk) 03:54, 31 March 2015 (UTC)
Skills aren't as notable as Abilities: they're only in one spin-off game, haven't appeared in the anime or manga, and don't have all the weird edge cases from the four generations that the Ability pages cover. Skills are closer to Special Traits from Pokémon Rumble in importance, and should be closer to it in structure. --Abcboy (talk) 04:44, 31 March 2015 (UTC)
My point is still missed here. You linked Special Traits, which also does NOT include thumbnails of Pokémon images, just like Ability. For consistency, Skill should do the same thing. And then the question is how to list the Pokémon with each skill. CycloneGU (talk) 16:26, 31 March 2015 (UTC)
There's no Pokémon list on there because Pokémon can have any Special Trait, except for one event-only one. glikglak 01:03, 1 April 2015 (UTC)

Great Challenge special stages

I've noticed that Kyogre, Keldeo and Rayquaza all have the name of Great Challenge for their stage. Should we take all their stages and make them into a sub-section, like the Daily Pokémon stages? PartHunter (talk) 07:30, 30 March 2015 (UTC)

I don't remember Kyogre being "Great Challenge"; however, I did locate this image which all but confirms it. Therefore, I am agreeable to having "Great Challenge" as a sub-section and individual table. I'll get to work on that. CycloneGU (talk) 14:35, 30 March 2015 (UTC)

Streamlining streetpass rewards table

I've been using Homepass etc. to collect streetpasses at high speed and so far a pattern is emerging. I'm wondering how far to reasonably add data before we need to change the layout of the table. (For instance one that only has 3 rows for 1st, every 10, every 100, and then simply add that it is currently unknown how far this runs.) Linforcer (talk) 15:05, 30 March 2015 (UTC)

I'm willing to suggest that every 10 gets a Heart. The question is whether every 100 gets a Jewel. I saw on an early version of this page that a Jewel was mentioned as a reward for 100 Streetpasses, but this was since removed (rumour?). CycloneGU (talk) 15:24, 30 March 2015 (UTC)
Well, I didn't take a picture so I have no proof but I got it... don't know what happens at 200.. we'll see. I've just gotten another heart at 120... maybe we can just keep updating til what number it is confirmed. Linforcer (talk) 15:52, 30 March 2015 (UTC)
I've put an end to this. It's getting to be repetitive enough that a pattern can be derived. CycloneGU (talk) 03:51, 31 March 2015 (UTC)
Cool, If I ever hit a point where the pattern diverges I'll come and share it. Linforcer (talk) 08:08, 31 March 2015 (UTC)
Just thought I should add here (not in the article) that as I just hit 1000 streetpasses, nothing special happens, just another jewel like every 100.Linforcer (talk) 12:35, 5 April 2015 (UTC)
I did not think I'd be writing another update on this but it seems the pattern changes after 10,000 streetpasses. Possibly on purpose, possibly because of a bug. Not only does the game not show you more than 9999 streetpasses, but after that it will stop giving you gems every 100th streetpass. You will still get hearts every 10, but now the message will not have the actual amount of streetpasses in it, it will just say you got "10 streetpasses" and it seems now you get them every 10, even when you would hit 100. I'm not sure what the best way to add this info is. I will edit the table though when I have 100% confirmed that I'm not getting gems (I hadn't paid a lot of attention at first, but now I'm keeping exact track of my streetpasses) - unsigned comment from Linforcer (talkcontribs)
I don't think they ever planned for people to get 10,000 Streetpasses and set 9,999 as the high limit for that reason. My guess, therefore, is that it's not intended to give Jewels at that point. You've already earned what, 99 of them? CycloneGU (talk) 22:17, 23 May 2015 (UTC)
100, they give you one when you hit 9999 (or I think they give it at 10,000 but the message says "9999" but it is hard to tell) as well. I had started to treat them as an infinite resource though and had been exchanging them for coins which I used for 1.5x EXP when training.... I still have 23 of them now, so I guess I'll hold on to those. Also, darn, forgot to sign again last time... oh well...--Linforcer (talk) 22:22, 23 May 2015 (UTC)

Rayquaza reset my ranks

Did anyone else get their special stage ranks reset when the Rayquaza event landed? If so, should this be mentioned in the article. Yamitora1 (talk) 02:45, 1 April 2015 (UTC)

The game also updated to Version 1.1.7. I think that is more to blame as the special stage area is recreated every time there's an update. This might also be why the Mew event was reset. CycloneGU (talk) 03:03, 1 April 2015 (UTC)
It would seem that more than the ranks were reset. Despite catching the effected Pokémon, when defeated again a 200 coin "First time" bonus was rewarded. Would this be a glitch? Yamitora1 (talk) 03:47, 14 April 2015 (UTC)

HP Bars (They Have Fixed HP!)

Have we never considered putting the amount of HP that each Pokémon has in the tables?

For instance, since I don't plan to buy all of the Hearts needed for research purposes, I'm watching a Youtube video playlist (48 videos in this one) to do some research. It's tricky because you have to catch all the numbers used to defeat each Pokémon and get an accurate total, but I've so far come up with the following just from the first video (keeping in mind I am estimating based on analysis of the HP bar during each game and figuring from the final hit, since we can't possibly know exact data without hacking or dumping it):

  • Espurr: 200 HP
  • Bulbasaur: 350 HP
  • Squirtle: 400 HP (this is where HP bar analysis helps, 234 damage on the first turn was JUST under half, 160 was overkill)
  • Charmander: 400 HP
  • Eevee: 425 HP (this is where I need to analyze other player videos, or do it myself with a weak team; it's between 389 and 453, based on HP bar analysis again)
  • Pidgey: 650 HP
  • Togepi: 625 HP (46 took a good chunk of the final bit to reach 602 at the end of a 4 combo, and 90 was overkill)
  • Pichu: 800 HP
  • Audino: 900 HP (bar analysis helped here at the end)
  • Mega Audino: 1,150 HP (the 55 hit took more than 2/3 of what remained, was at 1,141 then)
  • Happiny: 2,000 HP (they get bigger after getting Mega Audino)

I figure we can also do fine-tuning research over time using a weaker Pokémon for final, winning matches and try to confirm some that way, too. Many Events, however, we're limited to video for at this time (BTW, he does Mew in the next video and I totaled 4,900 HP). Also, if we hit a huge combo, it's almost impossible to even catch the numbers for jotting down, so video would be the way to go for this project if we undertake it.

I'm willing to start a page in my userspace to put together research data if anyone wants to help with this for adding it to the page, but for all I know maybe it's already been decided NOT to add it to these tables. Of course, maybe the data dump already has all of this and it just needs to be read in from that. Perhaps my research will help identify HP in the data dump. What do you guys think? CycloneGU (talk) 04:42, 17 April 2015 (UTC)

I would love to see HP in the wiki, and if it is to be there, the table seems like the place to put it.Linforcer (talk) 11:11, 18 April 2015 (UTC)
Getting the exact figure is not as hard as it sounds, as the game freezes for a short moment when the winning blow strikes, before any apparently simultanious blows afterwards, during which time the game can be suspended to the home menu in order to write the score down. Recording the amount of damage in the final blow helps narrow down the possibilities. I will do some of the research myself, and I have actually confirmed that Espurr has 200 HP (survived at a score of 198 in one match and died at a score of 200 in athother). I have nothing better to do with the hearts I have. PartHunter (talk) 14:27, 18 April 2015 (UTC) P.S. I tried to get this to happen earlier, but no-one noticed.
I'll go ahead and set up a table, then, once I figure out how to do it. I'll keep it in userspace until we can confirm enough of the HP values that it's worth adding them (keep in mind mine are estimates from videos I've seen). I've done additional research to Stage 14, and added a Wash Rotom research run in that video. I then played Meowth five times (coin farming) and ended up with an HP of 1,150 (1097-1232, 1039-1177, 1117-1213, 1147-1229, for an abbreviated range of 1147-1177; obviously it could still be 1,175, but my HP bar studying suggests otherwise, needs more tests).
The best way to test this is to know what damage each of your Pokémon is capable of doing in a 3, 4, or 5 group, and only playing the damage you want to incur. This is harder with combos, obviously; I lost one of my Meowth runs to a combo of 9 or 10 and missed a couple of numbers. CycloneGU (talk) 14:48, 18 April 2015 (UTC)
There is a pause button on the lower right of the bottom screen, witch is much more convenient then using the home menu. Just thought I mention that.TrainerX493 (talk) 00:18, 21 April 2015 (UTC)

Six coin lineup

Just thought I'd talk about an edit I did here, since some people might question that it's possible. Today I was doing Meowth's coin mania, and he happened to spawn coins in such a way that with the existing coins I ended up with a rare six coin lineup (I think he spawns 3 coins at once or something) and I saw it said "700" so I added to the disruptions table that lining up six coin disruptions will get you 700 coins. If anyone feels the need they can add to the information how this is done, but I'm not sure that makes sense.Linforcer (talk) 11:14, 18 April 2015 (UTC)

I always wondered what six Coins would get you. Very rare since it's impossible to line up six of anything yourself unless you happen to drop three together from above, but even then, you'd have to nail a combo to clear a space to match the other three with it. I think even then the three would match before the others settle. CycloneGU (talk) 14:51, 18 April 2015 (UTC)
Well you could drop 2 inbetween 2 other groups of 2, which would have to involve two vertical matches under them... I think... like this... image Linforcer (talk) 15:02, 18 April 2015 (UTC)
No. If you flip two between the groups for the matches, one matches and falls slightly quicker and the three is triggered. CycloneGU (talk) 15:47, 18 April 2015 (UTC)
I knew it would animate one falling more slowly but I thought it still treated them as arriving at the same time. Guess I learned something. Linforcer (talk) 16:01, 18 April 2015 (UTC)
Indeed. I only know this because I planned for a four, then a three ended up matching and the one sat in the way of the continuing combo. CycloneGU (talk) 17:20, 18 April 2015 (UTC)
There is a way to make it work, although it would require a very specific setup: the bottom row containing four of A, with the two non-A icons (Both B) in the middle. Directly above the B icons would go two more B icons. Above them would go C icons. Above that goes two more B icons, with a D icon to one or both sides. Above that goes two D icons, and above that two A icons. When the C icons are cleared (with the side also being affected not having the D icon), the D icon match will delay the fall of the A icons while the lower B icon matches clear, causing a simultanious drop. Icons A, C and D can be the same, but they can be different. It's practically impossible to set up with Coins as icon A. If unbreakable blocks replace icons B, C and D, it will happen when the blocks break themselves. PartHunter (talk) 11:49, 21 April 2015 (UTC)

Pokémon Safari

This will be a logistical editing adventure. Going to give it a go and document stuff. Curious whether everything not yet found is in there. CycloneGU (talk) 06:08, 20 April 2015 (UTC)

We should just make the table of it here as a freely editable item not considered to be part of any one person's contributions to the discussion. I can add that Cherubi has a base power of 40, Quirky, and a base capture of 10 or 11 percent, that Carvahna exists with a base catch rate of 5% and that Cherrim's sunny form is in there, with no form note in the game. PartHunter (talk) 06:18, 20 April 2015 (UTC)
Would it be helpful if I started keeping track of how often the specific pokémon show up? Seems like some are rarer encounters than others, also I've added the Cherrim data. Linforcer (talk) 14:20, 20 April 2015 (UTC)
It seems that Sharpedo is super rare. I've only found him once so far and of course failed to catch him. So I recommend anyone who sees him to use jewels for more moves or great balls to catch it. Unless theres something else affecting how it shows up. - unsigned comment from Yombo (talkcontribs)
I don't know that I'd call it "super rare" as it showed up once for me in ~30 runs. It does seem to be the least common of the lot. Using jewels seems like a bit much, unless you haven't got a lot of opportunities to use your lives over the course of the event... - unsigned comment from Linforcer (talkcontribs)
I've played many more than 30 runs and haven't run into it. I'm just saying because it seems so hard to find, you might consider using the special things to get it. I've still only seen it once and I'm playing at least 10 times a day if not more. - unsigned comment from Yombo (talkcontribs)

Upcoming announcements

Datamining the latest update has found the info for the Pinsir stage and a code for 5 Exp. Point x1.5 that will go live on April 30. Also, Mega Banette stage. Not sure what to do with the info yet, so putting it here. --SnorlaxMonster 14:01, 29 April 2015 (UTC)

Wait!
"Hit points: 6788" (Pinsir) and "Hit Points: 9616" (Celebi).
That data! Can we datamine all of the stages in the maingame and find all the old data mining from past events? The hit points should be in the stage tables, and it's clear that any efforts I've put in above (rounding to 0 and 5 endings) is futile as the hit points clearly are weird numbers. I should get in touch with this guy.
I'm going to go ahead and add Mega Banette as it's clear to me that it's a competitive stage. Time to train my team for that challenge and try to get the high score out of the gate. If we prefer, we can comment it out until dates are known, but I was going to use "Unknown" for availability for the time being. I'll hold off on the serial code (since we don't want to send the message that it's live) and the Pinsir stage (while we have stage data, we don't know what kind of event it is) until they come out, but Mega Banette is likely a 1 minute Mega Stone competition (though even that timer I'll leave out for now). CycloneGU (talk) 15:30, 29 April 2015 (UTC)

HP Bars (Again)

Thanks to a link SnorlaxMonster provided above, I am now working on grabbing data from the posts that user has made data-mining the Shuffle code. Here are some links that show hit point data.

And, one more nice bonus I think deserves a description at List of Pokémon by Pokémon Shuffle list number:

  • Ability list (notice the 999 all over the place, they are Pokémon not yet in the game)

I remember joking to Kogoro that there's not really anything to do over here between events. There's lots to do now. I'm going to add hit points to these tables during my Rumble World downtime, one such period of which I'm in right now. I just have to update my userspace data first with some new catches. I'd also argue that the linked hit point data and ability data is fair use because it's data mined directly from the game, so there should be no problem using the game data. CycloneGU (talk) 15:57, 29 April 2015 (UTC)

Mega balls and Pinsir

I had seen someone had written that you can use as many Mega balls as you want on Pinsir, and then I saw Parthunter got rid of it "because you can always do that". I, on the other hand have had multiple times where a pokémon ran after using a couple of mega balls, thus not letting me use any more (despite having plenty of coins) I remember it happening once after 3 mega balls (all then wasted) and it happening once after only 1 mega ball. Whether this is random, has to do with catch % or which pokémon it is, I don't know. I DO know that I used 3 mega balls to catch Pinsir, though this does not indicate to me that I could have kept using them forever until I caught him or ran out of coins, but I assume whoever wrote that had their reasons. --Linforcer (talk) 08:05, 10 May 2015 (UTC)

I can confirm this too. Back before I caught Xerneas, I'd pay for about 3 Great Balls before it ran away without the game even giving me the option to buy more, despite having plenty of Coins. I'm not sure how you would verify Pinsir allows you to use an unlimited number of Great Balls, however. --SnorlaxMonster 10:37, 10 May 2015 (UTC)
I can't easily contribute to this one, but I have at times used two or three. I don't recall specifics, but one time I did hit four and just hit the Home button to quit the game so I wouldn't end up 10,000 Coins poorer; I didn't continue to see when the Pokémon would run away. I did have an opportunity for a fifth. CycloneGU (talk) 13:39, 10 May 2015 (UTC)
Of course there is always the chance that this changed between updates as well... I don't remember when these things happened to me, I just remember that when I threw my third great ball and it ran, I came to the conclusion that "you could only use 3 at a time" and was then very surprised when not much later a pokémon ran after only one ball. So while I don't remember which pokémon they were I do remember very clearly that it happened. It also must have been AFTER I realised you could grind for coins, so it probably happened AFTER the update that added new pokémon after the first 150.--Linforcer (talk) 14:38, 10 May 2015 (UTC)
I concur. Recently I had around 10000 coins and I was trying to catch xerneas, but the game only let me throw 2 great balls before the xerneas simply ran away despite the fact I had enough to buy 2 more. And that was in the most recent update, however, it appears that the number you can throw might be slightly random? Can we confirm for sure that it IS in fact possible to use as many great balls on pinsir if you have money? Like someone needs to use 4 or 5 to be sure, but that would be difficult to test. I don't know, I just haven't seen anywhere any actual evidence pointing to the fact that pinsir doesn't run away after 2 or 3 great balls just like the other pokemon. Cheeseandcereal (talk) 16:26, 10 May 2015 (UTC)
All I can say is I used 3 Mega balls on Pinsir. Maybe we should hear from the user who originally wrote the part about using as many mega balls as you want... Maybe it's information somehow gleaned from the game data. The news official news blurb on the website doesn't mention it, in any case, but it would make sense for it to be true...--Linforcer (talk) 16:34, 10 May 2015 (UTC)
Yeah, it would make sense if it were true, but that certainly doesn't mean it's true. I think we need more evidence before we go around putting a bold statement like that on the main page.Cheeseandcereal (talk) 16:56, 10 May 2015 (UTC)
Again, I can't help. Between two Pinsir, I caught both on the initial availability, and only one Great Ball between them. I can give a try with Mewtwo once I have it unlocked, perhaps. CycloneGU (talk) 19:10, 10 May 2015 (UTC)
That wasn't me. I was the one who tried to add it, because I have always had the opposing Pokémon run away after using a Great Ball if it wasn't caught. Someone else reverted it. PartHunter (talk) 07:53, 11 May 2015 (UTC)
I removed the note, since it's an assumption that Pinsir allows unlimited Great Balls, and multiple other stages allow for use of more than one Great Ball. Information on the articles needs to be factual, and notable. I'm all for research into what stages allow for multiple Great Ball use, and what their specific limits are, but it has to be researched in-depth and entirely factual. - Kogoro - Talk to me - 07:59, 11 May 2015 (UTC)
Right then, so at the moment we have zero reason to assume that you can use infinite (or even a greater number than with any other pokémon) great balls, that's clear enough. Should any part of the page explain that there is a random chance for a pokémon to flee after each great ball used, based on the info available? I have already caught all pokémon from the new update but I could start keeping track of the statistics when I do use great balls if anyone thinks that's useful. So far the highest number we've heard is 5, is that right? --Linforcer (talk) 16:20, 11 May 2015 (UTC)
I am up to Quilladin. So far, every Great Ball I used (one or two) was successful, and I have chosen not to use others because I'm getting low of funds after burning extra attack power on Regirock (also a Great Ball as that didn't do very much, 5 moves remaining since I got stuck with lots of singles) and a Mega Start on Frogadier (ice the middle of the stage, really?). Thinking about using Disruption Delay on Quilladin as the rocks and blocks, three groups in one go, are annoying, so might have a Great Ball test there. Might make a trip to Meowth to get some Coins before running that stage again and maybe I can test this somewhat. CycloneGU (talk) 16:31, 11 May 2015 (UTC)
I should add to this (consider part of the same reply) that I have several Pokémon I left uncaught to clear stage data and see who I can catch immediately. I plan to use uncaught species as possible testing grounds once I ante up. CycloneGU (talk) 16:34, 11 May 2015 (UTC)
Frogadier ran away after a single Great Ball. I got C rank (0 moves remaining), so I'm wondering if the number of Great Balls is dependent on your rank. --SnorlaxMonster 08:19, 12 May 2015 (UTC)
I think it may not true. I've just defeated Steelix a few minutes ago (using Mega Start and Disruption Delay) and got C rank with 0 moves left, and it ran after 2 Great Balls (even though I still have 4500 Coins left). So it may not base on your rank. --Yen01 (talk) 07:26, 13 May 2015 (UTC)

[Outdent]

Not sure how this helps, but Regirock just ran away after two Great Balls. Needless to say, having spent 5,000 Coins on items to battle it with, I was not amused since it saved spending my 5,000 Coins; I beat it to getting the other 5,000 from the Great Balls saved, but am not a fan of the stage in question. Anything to make me grind on Meowth, apparently. CycloneGU (talk) 04:49, 14 May 2015 (UTC)

That was with six moves left. This time, I had two. And it ran away after a single Great Ball. I'm convinced it's random. CycloneGU (talk) 04:57, 14 May 2015 (UTC)

Glitches, bugs and/or weird stuff

I was thinking of adding a little section at the bottom with some miscellaneous bugs. I see some of them posted again and again on miiverse. I guess most of the people there are people who won't be reading this wiki, but it shows enough people bump into this stuff. So far I am thinking of:

  • The leveling update glitch. This is easiest explained with an example I have bumped into multiple times: I will be training a fresh pokémon (0 exp) on ampharos (with 1.5x exp) and it will show up as if I gain two levels. I will see the bar fill, it will say it's level 2, the bar will fill again, and it will say it is level 3. After exiting the Pokémon will show up to be only level 2, well on its way to Level 3. I am pretty sure we are not losing any exp here, I suspect the game simply fails to update the amount of XP needed, so that the level 2 bar takes as many XP to fill up as the level 1 bar. Meanwhile, the actual LEVEL is probably just based on total received XP, so that's why it "reverts" to what it is supposed to be.
  • The Mega Slowbro/regular slowbro issue: This one gets posted on Miiverse at least twice a day. There are a couple of levels (or only one, I can't remember) that involve Slowbro, and I guess it's pre-programmed to drop down from certain places, the same way blocks are sometimes. Now when people fill their mega bar for slowbro only the "randomly" drop slowbros are mega evolved, but the normal ones remain (and thus they can not even be matched together)
  • The Mega Mewtwo Y issue: Mewtwo is not recognized as a mega evolvable Pokémon even if you have the stone. If you search for pokémon with a mega stone in the search, it won't show up. If you try to optimize on a level that is weak to psychic it will never choose Mewtwo.

If any of you think this does not belong in the article, or has some good ideas besides a "Wikipedia trivia" style bottom of the article for this, or more bugs please weigh in.--Linforcer (talk) 07:51, 20 May 2015 (UTC)

Timburr is one, and it applies to all Mega Pokémon used on that stage. With the extra level up one I have seen the bar appear to unfill a bit after advancing a signifigant way into the next level with some of my Fighting-type Pokémon on Snorlax. Also, Mewtwo always has Mewtwonite Y unlocked for it, as it can only be unlocked after getting the Mega Stone, as 150 S-ranks are needed and, as a minimum, the first 150 stages must be cleared to achieve this. PartHunter (talk) 11:55, 20 May 2015 (UTC)
I guess I should have said "even though" rather than "even if". Thanks for the additional info. Any views on the er... format I guess is the word, in which to to add this info to the article?--Linforcer (talk) 12:00, 20 May 2015 (UTC)
Adding them to the glitches section may be a good idea. If (for some strange reason) it dosen't exist yet just add it with it also noting the use any Pokémon glitch. PartHunter (talk) 13:18, 20 May 2015 (UTC)
Ah yes, that glitch... I would have to look up more info on that... and yeah, it doesn't seem there is a glitch section yet in the article yet/anymore. --Linforcer (talk) 13:25, 20 May 2015 (UTC)
Indeed, that glitch would be the first found in the game.
As for what it is, it was possible to search and then select any Pokémon in any stage at any time. I think the cause was forgetting to change how the search works when selecting for a stage; after all, you can search when not about to do a stage and find everything, but the stage selection method was never meant to show those you can't choose, I think. CycloneGU (talk) 14:28, 20 May 2015 (UTC)
Apparently this can happen. --SnorlaxMonster 14:30, 21 May 2015 (UTC)
Ah yes, but to be fair, I always assumed it could. I figured since it says "MAX" rather than 100% I figured they purposely left this possibility open.--Linforcer (talk) 14:33, 21 May 2015 (UTC)
Wow. And the bar SHOWS 100% (the Pokéball sprite at that point has it showing out like it would at 80, 90, etc.). CycloneGU (talk) 14:54, 21 May 2015 (UTC)
Even more damning evidence seems to be this since it proves "MAX" doesn't represent "99%" as I suspected it did.--Linforcer (talk) 17:03, 21 May 2015 (UTC)
I think the reason MAX is used rather than 100% is that it is also used when the bar would go over 100% (e.g. using a Great Ball when you have a 51% chance of success). --SnorlaxMonster 02:09, 22 May 2015 (UTC)
That doesn't make sense. 51% is not a MAX chance - i.e. over 99%. CycloneGU (talk) 04:15, 22 May 2015 (UTC)
51% * 2 = 102%. 102% > 99%. --Abcboy (talk) 04:23, 22 May 2015 (UTC)

(resetting indent)

I was referring to "using a Great Ball when you have a 51% chance of success" as an example of "when the bar would go over 100%" as quoted.

Anyway, that's a safe assumption. But if you have a 102% chance of catching a Pokémon, how the hell are you missing like that one image? CycloneGU (talk) 04:28, 22 May 2015 (UTC)

Well, I feel stupid. That MAX failure? Someone declined the Great Ball and took a picture after the runaway. I completely did not consider that. CycloneGU (talk) 06:37, 22 May 2015 (UTC)
I guess that makes more sense. By the way, if there's no further comments by tomorrow afternoon my time (GMT+2) I'll add the section. I guess I'll just call it "Bugs and glitches"...--Linforcer (talk) 17:00, 22 May 2015 (UTC)
Well, they would go here, but you could link there from this page if you want. --SnorlaxMonster 03:59, 23 May 2015 (UTC)
Oh, I see. So I shouldn't give it its own section in this article, that's just not how we do things? --Linforcer (talk) 08:43, 23 May 2015 (UTC)
It's set up like that because it makes sorting core series game glitches much easier, since they occur in multiple different games in the same generation (also they would take up most of the page for the Generation I games). Changing how glitches in the spin-off games are organized is something I might be interested in, but at present, yes, that's not how we do things. --SnorlaxMonster 12:36, 23 May 2015 (UTC)
Mega Mewtwo Y wouldn't even occur if I manually moved it into the Mega Pokémon slot. Not even a Mega Bar appeared, and I couldn't buy a Mega Start. Its Mega Effect's description was "Erases all Pokémon within three spaces of the match", with the stone not appearing in the spot and the icon not flipping. This happened on stage 99, after the update. It got into the bar by me pressing optimise, and fixes itself if I manually drag it into the bar, and remains fixed thereafter. I only caught Mewtwo afer the most recent update, and I suspect that I accidentally found Mega Mewtwo X's Mega Effect. PartHunter (talk) 07:53, 25 May 2015 (UTC)

Heart bonus for first StreetPass in a while

Can we try and narrow down exactly how long you need to not get a StreetPass in order to obtain this? It's more than 2 days (I don't usually get StreetPasses on the weekends, but I don't usually get the bonus). I got the bonus after not getting a StreetPass for 5 days, so it's that or smaller. --SnorlaxMonster 07:43, 24 May 2015 (UTC)

I didn't get it last time when I was away from my homepass setup for around 3 days (but I am not sure if this was >72hrs.) I'm still using all those lives I'm getting from the streetpasses to train my pokémon, but when I manage to get all of them trained (I'm at around 30%) and you guys haven't narrowed it down yet, I can start simply turning my homepass script off for longer and longer until I get the reward.--Linforcer (talk) 07:49, 24 May 2015 (UTC)
Does anyone know if you can just change the 3DS' clock to achieve this "time difference between streetpasses"? If so, I can probably test this a lot faster... Maybe I'll give it a try right now...--Linforcer (talk) 08:38, 24 May 2015 (UTC)
Aaaand that is a "nope", I set my clock a week ahead in between streetpasses, but no reward. Of course, maybe someone else who deosn't have >10,000 streetpasses should give this a try as well...--Linforcer (talk) 08:44, 24 May 2015 (UTC)
I still got the same one with a gap between StreetPasses of over 15 days. It dosen't stop counting because StreetPass has been turned off, by the way, so you could do that to try to find out if you want to use your homepass script with other games (like Pokémon Rumble World). That won't work to simulate the time difference, as the game will notice the setting change and reset all time-based features (including Special Stages). It'll also cause a break in all time-based cycles in all other games played on that console, including games as old as Diamond and Pearl. PartHunter (talk) 08:48, 24 May 2015 (UTC)
Right, so in conclusion it means I will have to actually turn off my homepass script for the amount of time I want to test each time... which I guess I will do when I am not making use of all the extra lives anymore...--Linforcer (talk) 08:51, 24 May 2015 (UTC)
Or you can try it now and help out Bulbapedia with the information since you have been gaining a lot of extra Hearts by use of a script that gets you more Streetpassing than someone who actually wanders around the neighbourhood getting exercise while doing it, and thus been leveling your Pokémon faster than them as well. Your choice however. CycloneGU (talk) 15:05, 24 May 2015 (UTC)
Er... I was aware of that option, thanks... --Linforcer (talk) 15:08, 24 May 2015 (UTC)
Alrighty. Just throwing it out there. I have had the "first in a while" before, but didn't jot down the details. CycloneGU (talk) 15:19, 24 May 2015 (UTC)

Onix Edited?

Seeing reports at GameFAQs that Onix was edited. Apparently, Regirock was edited as well, though I didn't notice anything amiss when I tried that one recently to try out the empty fourth slot (which actually fills with Regirock on the outside, making it a four Pokémon stage instead of five, something that isn't common in other stages). CycloneGU (talk) 19:26, 25 May 2015 (UTC)

Both of those sound like pretty suspicious claims, but I guess it's technically possible... since I don't remember having particularly big trouble with either Regirock or Onix I don't think I'd be able to tell...--Linforcer (talk) 21:21, 25 May 2015 (UTC)
I gave two plays without items and still found it difficult with an optimized team (in fact, I failed both times), and my clear before needed items just to get a B ranking. I'm holding off on S-ranking this stage specifically because it'll cost me over 10K on the items, though I might level up the team elsewhere to give it a run. My lowest level is 5 and my highest is 7 on that team. CycloneGU (talk) 21:23, 25 May 2015 (UTC)

Victini

We can't put it in the article yet, but the information on the Japanese site says Victini is releasing on May 30 and is a 7 move stage. The important detail is that the Psychic type is confirmed. Here's a screenshot from the game. CycloneGU (talk) 03:42, 27 May 2015 (UTC)

According to Google Translate, it appears to be a Saturday-only stage and it'll make Meowth be a Sunday-only stage. I also saw something on the Japanese site about a SUPER GET CATCH fature that was added where the catchability goes up even higher than a Great Ball. --Abcboy (talk) 04:09, 27 May 2015 (UTC)
Had an edit conflict. My original unedited attempt to comment further appears below and includes what Abcboy noted above.
ScriesM has updated his pastebin. I find the following in the post: "Tons of Exp. Points (For weekends only, the Mythical Pokémon Victini appears! Don't miss this chance! In this stage, you can earn a lot of Exp. Points. Try it with Pokémon you want to level up! You can only play this stage once per 24-hour period. Event Period: From 06:00 (UTC) on Saturdays until 06:00 (UTC) on Sundays)" In the stage data, it shows as having 2,016 HP (16 HP higher than that of Stage 11, which I think is Mareep) and shows only one move, so the 1 may be a placeholder to prevent hackers from getting to it until they want us to get to it. At least we have HP that we can verify against.
Other things:
  • It seems they're also trying to make data-mining harder for people to do (I can't see offhand why being able to see HP and other new abilities, like those listed in the post, is a bad thing).
  • The "Mega Speedup", which we won't put in the article until it's released, but it seems it will make it take less time for Pokémon to Mega Evolve. Lucario is a good example, as it takes a long time to get it Mega Evolved right now. We also don't know if it will be a Jewel purchase (I think so) or a Coin purchase. For now, I'll leave the rare candy reference because we can clearly see it.
  • There's a doubled catchrate thing that randomly appears, but I'll have to update on the alternate system to check it out.
  • A bunch of new abilities. Do we want to add them, or wait until Pokémon actually use them? I don't have the search tab to look them up yet since my update isn't in. I also noted in the article observations that two are gone but left them in the list. Block Bash was renamed and is in the article.
I'll go ahead and update that Meowth is now Sunday-only and no longer on Saturdays. Victini we now know is on Saturdays as an experience booster. I'm hesitant to put it in the article. CycloneGU (talk) 04:13, 27 May 2015 (UTC)
None of the new Skills are in the Pokémon List search, unsurprisingly, so I'd say to wait until they're actually on a Pokémon. --Abcboy (talk) 04:20, 27 May 2015 (UTC)
I'm in agreement. Perhaps those that are not used on a Pokémon to date are not listed, hence why the two are removed. The note in the prose will suffice until we get confirmation that either is used. HP data has been updated where I could, and I'm going to set up a hidden area for Victini prior to Saturday so we're ready for it. Not yet, though. =) CycloneGU (talk) 04:27, 27 May 2015 (UTC)
One more note. There was a stage picture on the Japanese site showing Giratina. I suspect it will be the next entry after Victini, but we obviously will not guess at this. It does have the colouring for Dragon typing, however. CycloneGU (talk) 04:39, 27 May 2015 (UTC)
Actually, Giratina is Ghost (it's the Ghost color, and the Japanese says "Ghost"). --SnorlaxMonster 07:59, 27 May 2015 (UTC)
Oh, my mistake. The two are close and I looked quickly. We're not putting it in yet, anyway, so all is well! CycloneGU (talk) 12:49, 27 May 2015 (UTC)

Those 1000 coins on Shaymin

I see there's been some back and forth editing on this, and I'm a bit confused, since I, after today's update, still received those 1000 coins after beating Shaymin (despite having received them twice already) Could there be some inconsistency here? I will see if I get them a fourth time after checking in again tomorrow. Alternatively, maybe I am misunderstanding the current language in the article. I am assuming it means: "the fact that you get 1000 coins every day first time you beat him has changed." But I suppose it could be interpreted to mean "the stage's information text has changed" (If it's the latter I wouldn't know)--Linforcer (talk) 15:23, 27 May 2015 (UTC)

The 1.2.0 update resets the completed flag. You can then complete the stage once for 1,000 Coins. After that, the 1,000 Coins bonus does not apply. That's what I've been reading, anyway. CycloneGU (talk) 15:31, 27 May 2015 (UTC)
I see, that would make sense... i guess the expected result then would be that tomorrow I wouldn't get it...--Linforcer (talk) 15:57, 27 May 2015 (UTC)
Exactly. Also, you seem to have accidentally unindented my reply. CycloneGU (talk) 15:58, 27 May 2015 (UTC)
Sorry about that.--Linforcer (talk) 16:17, 27 May 2015 (UTC)
Just saw the new edit. I'm going to guess you had over 100 Hearts before? Obviously none of us could challenge that research, just asking for the details. LOL CycloneGU (talk) 16:19, 27 May 2015 (UTC)
I don't know what the Max hearts was before, but the moment I hit 20 bonus hearts it grayed out the "80 hearts" purchase in the in-game shop, the same way it does with coins when the purchase would put you over 48000. I have no way of knowing if pre-1.2.x the max hearts was 99, but of it was then 99 + 5 is still a change from how it used to be. - unsigned comment from Linforcer (talkcontribs)
Oh, I forgot you didn't keep all the Hearts sitting there, but played with some of them. And of course they didn't regen at the time. My mistake. But yeah, if it greys out, I guess that tells you the limit. CycloneGU (talk) 16:35, 27 May 2015 (UTC)
I meant over 99999 by the way, and forgot to sign again... grrr--Linforcer (talk) 16:43, 27 May 2015 (UTC)

Quake

I've noticed that Quake would only activate very rarely (less than one in 16 moves) prior to 1.2.0 and didn't paralyse the foe then (although it was agains Raichu), and after it it has activated very often (it has activated on an average of one in every eight moves, with the eight moves counting Pokémon other than the ones with Quake) and paralysed Meowth every time it activated. I've noticed this using Groudon and Donphan (alin with Mewtwo and Slowking) against Meowth to both train them and earn more coins. PartHunter (talk) 06:53, 28 May 2015 (UTC)

Experence

I just found a link to a page which someone on miiverse said explains experence. While I'd like to check it out myself, my computer blocks the whole website. Could someone please check it out, and if it is good, ask to see wether we can use that info here? PartHunter (talk) 12:42, 2 June 2015 (UTC)

I've been using this as a reference for quite some time now and it seems legit. While I haven't been following the numbers very meticulously, they were never off by a noticeable amount so I am inclined to believe they are correct. That said, I'm not sure you got quite the right link there, but I am assuming you meant to link to a page with the same info as this page --Linforcer (talk) 12:49, 2 June 2015 (UTC)
The link is precicly what I saw on miiverse. I just used my 3DS to check and both contain pretty much the same info, although my link goes straight to a page with the data instead of to the list of questions on the board. PartHunter (talk) 13:05, 2 June 2015 (UTC)
Odd, when I go to your link I get a page full of forum items, rather than the specific item with the info... EDIT: image--Linforcer (talk) 13:07, 2 June 2015 (UTC)
Statement prior to edit conflict: That's what your link did with my 3DS. And mine went to a different website quoting the info. PartHunter (talk) 13:22, 2 June 2015 (UTC)
Wow... real odd. So my mac is going to the list of topics on your link, and your 3DS is going to the list of questions on my link... well... something that should work for everyone (even though it's not very copy/pastable) is another image. --Linforcer (talk) 13:32, 2 June 2015 (UTC)
They both have the same info, so I am not sure how nessesary that is. Also, the real question is about getting permission to use the info, as that needs both approval from where we ger it and possibly from a member of the staff here. PartHunter (talk) 14:12, 2 June 2015 (UTC)
The other option is one of us tests it personally. Which, at this point, might be difficult to do. Though at the same time, there must be one Pokémon without any experience in someone's party... CycloneGU (talk) 14:18, 2 June 2015 (UTC)
I don't have any pokes below lv. 4 though, and at the moment all my 100 and 90 power pokes are MAX level (though I haven't caught victini) I can report however that I did once meticulously track my progress from beginning to end which is when I was leveling up Shaymin. It was very easy to keep track since I was grinding on Ampharos and Shaymin always had the crown, and I used no 1.5x exp, so it was always 100 and it matched the data on these forums exactly (Also the reason I posted an image was only to get confirmation that we were looking at the same data, since I never got to see the GameFAQs topic) If anyone that is on a computer, rather than a 3DS could find me a link to the gameFAQs topic in question or else wherever the original Japanese info was posted, that would be cool... --Linforcer (talk) 14:27, 2 June 2015 (UTC)

Binary Data

I did some testing here.

Even if the binary data shows a value of 10 for the competitive stages, there is no experience gained by playing them. This is surely by design so people can't play them over and over while gaining experience, having more shots; Genius Sonority clearly wants us playing other stages to bulk up, THEN potentially buying their Jewels to get more shots at the competition. OF course, most of us don't need that...

NEway, I then tested using a Pidgeot, Pidgeotto, Wartortle, and Flareon. On a 15 move stage (Leafeon), the latter two did indeed get the greater boost (elaborating ahead). Before this, I put Wartortle in slot 4 and confirmed the fourth gets nothing on a 3-Poké stage. That test involved a 5 move stage (might have been Petilil, but it was definitely Grass-type and 3 Pokés only), but it confirms the XP gain to be identical to the Shaymin and Spiritomb stages in Special. The boost from the Leafeon playing to some 0 XP Pokémon was indeed three times higher than the others.

That said, it might be better to say, in main stages, that the amount of XP gained is identical to the number of moves as a blanket statement, and that prose can be used to explain the differences in the other tables later since it's the same throughout the table. CycloneGU (talk) 14:34, 5 June 2015 (UTC)

Yeah, I didn't actually check the competitive stuff in-game -- I just auto-formatted all the tables with the dumped binary data. In retrospect, manually verifying competitive EXP gain would have been a good call. I was tempted to just say "All main stages give EXP equal to their moves allowed, and all extra stages give 10 EXP", but I figured that given Shuffle's creators have the capability to make stages with custom EXP gains, the safest thing to do would be to future-proof by adding the column to every table. --SciresM (talk) 17:40, 5 June 2015 (UTC)
And, actually, as it turns out, Slowpoke, Buizel, Hawlucha, Mega Lopunny, Bonsly, Gastly, Grovyle, Swellow, Mega Altaria, Azumarill, Miltank, Slurpuff, Gulpin, Mega Mawile, and Banette all have custom EXP values that I didn't notice while reading my own data dump. Fixed (and it justifies the tables, too, which is nice). --SciresM (talk) 17:58, 5 June 2015 (UTC)
There we go then, very nice. Let's hope they don't try to hide this in the future since they're clearly trying to make it harder to data mine (don't see how it hurts since all it gives us is information they don't tell us directly in-game; I'd love to have the HP amount over the HP bar, for instance, or values with the XP bars like the core games LOL). CycloneGU (talk) 18:59, 5 June 2015 (UTC)

Japanese Translations

I figured a section with translated Japanese source pages (Google Translate; though translation is less than perfect, better than nothing) would provide some assistance to creating new sections and be prapared for when they actually hit, since in North America they tend to be...slow.

So here's one on Giratina. It includes an image showing stage differences between levels.

Here's another, this one about new stages. It seems Garbodor, Doublade, and Conkeldurr are among the new stage releases. This co-releases with the Giratina event.

There was also a Jewel purchase campaign. Did we get that in North America? Either way, it should be in the article. CycloneGU (talk) 22:48, 5 June 2015 (UTC)

I always make sure to get this stuff out on Bulbanews, and translated by a human. Check this article for that information. --SnorlaxMonster 06:58, 6 June 2015 (UTC)
The Jewel campaign is detailed in this article. --SnorlaxMonster 07:00, 6 June 2015 (UTC)
Ah, and we didn't get the campaign in North America. There's the answer.
Also, I agree, human translation is always better. I mean, "With the holding of Vic Tinidee stage, every Saturday 15:00 which had been carried out - Monday 15:00, coins get stage of Meowth is, Sunday 15:00 will be changed to the holding of Monday 15:00." is kinda weird. Of course, we know what it means and can translate that anyway to something useable, but it's not a direct Japanese translation. CycloneGU (talk) 13:32, 6 June 2015 (UTC)

Definition of non-support Pokémon

Are we counting automatically picked Pokémon as disruptions/non-support Pokémon?

I know if you remove Pokémon from your support team without adding a replacement, certain Pokémon will be added in their place automatically when the stage is begun. Like with Meowth if you only select 3 support Pokémon the game throws in a Pidgey, 2 support Pokémon it throws in a Audino and 1 support Pokémon a Togepi. So are these counted in this, or should we call them something else? Yamitora1 (talk) 04:08, 6 June 2015 (UTC)

It's not us who define it. Eject defined it for us. If it makes eject activate, it technically counts, if it doesn't then it doesn't count. PartHunter (talk) 12:37, 9 June 2015 (UTC)

Data Dumping of Escalation Stages

Hey, there! My parser has no idea how to rip important data from Escalation stages.

I should be able to reverse it once Giratina's better-documented, but until then, some notes:

-Hit Points increases every level up (Confirmed In-Game). -The dumped stage entries represent "Key Frames", so to speak -- stagedata encodes disruptions/initial stage configuration in some way I haven't documented, so a new entry represents a new type of disruption being introduced to the stage. The hit points for that entry represents the HP when the game switches to use the new stagedata with the disruptions instead of the previous index. -Catch rate appears to increase by 1% every level up (up through level 7 for me, anyway), but I can't confirm for how long that continues.--SciresM (talk) 07:05, 8 June 2015 (UTC)

Mega Speedup

Where will the Mega Speedup be noted, and will we add the data on the apparent cap to the list of Mega Effects or only note it on the list of Pokémon? PartHunter (talk) 08:50, 8 June 2015 (UTC)

Exceptions to standard ranking mechanics

I just S-ranked Reuniclus with 5 moves remaining. I'm not sure how sub-5 moves remaining do, but it is certainly an exception to the previously established mechanics for earning S-ranks. --SnorlaxMonster 13:22, 8 June 2015 (UTC)

Japan prize thresholds

Are we sure about Japan's prize thresholds? Japan's threshold increase for repeated events is a smaller proportion of the normal value than other regions, so the new threshold may be lower than what we have. Also, do we have any confirmation on the values for Japan's better prizes at all? PartHunter (talk) 06:43, 30 June 2015 (UTC)

Mobile Version

Do we have any news article about the mobile version of Pokémon Shuffle?

My opinion: meh. But we still should have something on it. CycloneGU (talk) 04:03, 1 July 2015 (UTC)

News article is here: n:Pokémon Shuffle Mobile coming to iOS and Android --SnorlaxMonster 05:07, 1 July 2015 (UTC)
Ah, clearly Google hadn't caught up yet. That was within an hour of my post here. Thanks for the link! CycloneGU (talk) 05:09, 1 July 2015 (UTC)

Should the details about the mobile port be included in this page, or should a separate be made once we know more about it? - Chosen of Mana 15:51, 2 July 2015 (UTC)

I think it should be on the same page; after all, it's the same game with the same gameplay. A section could be made for it detailing the differences. --Abcboy (talk) 17:15, 5 July 2015 (UTC)

Celebration Stages

I'm talking about Celebi, Shaymin, and Manaphy.

They are clearly variants of the Great Challenge stage. Given the mass of tables and events we now have, with more surely being added, what are the thoughts of having the three celebration stages merged into the Great Challenge table? Notes can be used under the table to indicate that the stage name was "3.5 million celebration" instead of "Great Challenge". Alternatively, all celebration levels can also be combined into a single table with a column denoting which celebration was being marked.

I'll do this tomorrow after seeing what others think. I'm going to do more organizing work, as well. CycloneGU (talk) 06:54, 6 July 2015 (UTC)

While they are clearly part of a sort-of set, they're not officially given a set title like the Great Challenge stages. I don't think it would be proper to lump them together like the others that are officially stage sets. - Kogoro - Talk to me - 06:58, 6 July 2015 (UTC)
I agree with that thinking (as far as Great Challenge goes), hence why I wanted to ask first. Would combining the three separate events (3.5, 4, 4.5) be viable, though? CycloneGU (talk) 07:01, 6 July 2015 (UTC)
I later realized you were referring to combining them, as well. I wouldn't have a problem with combining the celebration ones because the set name is, in a way, "N Million Celebration", but I will leave them apart from Great Challenge. Unless you still believe any sort of combining is not viable, in which case I'll keep them apart. CycloneGU (talk) 07:12, 6 July 2015 (UTC)
I don't believe it would be proper to combine them into a single table, as they're not technically part of an actual set of events. About the best "merger" I can really see being viable would to give them an overarching section, then individual subsections, akin to the four Daily Pokémon events. But that doesn't really accomplish anything. - Kogoro - Talk to me - 07:28, 6 July 2015 (UTC)
Alright, I'll see what I can do when I reorg the section. Since I'm planning to now drop the Legendary;non-Legendary headers (Jirachi kinda forcing that in "One chance a day!" now, and Victini earlier), things will move around anyway. I still like the idea of listing the three together (again, I see the set name as "N Million Celebration"), but if you think that would not be viable, then I'll leave it be for now; putting all as sub-headers under the same "celebrations" header, or even stating that they are a form of the "Great Challenge" but otherwise keeping them as separate sub-sections under the header (less likely I'd do that method), at least accomplishes the task of keeping them together and not mixing their order with everything else. I mean, the "celebration" could itself be called a stage type like the "One chance a day!" and others are, so "celebration" and sub-sections seems viable if not outright combined. CycloneGU (talk) 15:08, 6 July 2015 (UTC)

Combining all event stages?

I find the current way that event stages are listed out is too confusing for new Shuffle players (I'm fine with the current because I started playing it since Feb and I know all the events). So every time there's a new event and we add a new section in our page, I think about whether we should combine all of them in just one table, and sort chronologically like below, that way it's clear when the event was out, and it also show everything in an uniformed way (so I realize some missing info by doing this combination, and we should go find the youtube videos to confirm the missing reward and event names)...

Date Event Pokémon Hit points Type Move
limit
Base
capture %
Move
bonus
EXP
granted
Initial
Reward
Note
Feb 18, 2015 - Mar 08, 2015 Launch Special: Meet Mew Mew Mew 4,896 Psychic 20 10% 4% 5 1,000 Coins 1,000 Coins per day upon defeat
Mar 09, 2015 - Mar 22, 2015 Launch Special: Meet Mew
Mew Strikes Again
Mew Mew 4,896 Psychic 20 10% 4% 5 1,000 Coins
Mar 09, 2015 - Mar 22, 2015 Kyogre Makes a Splash Kyogre Kyogre 9,214 Water 30 5% 3% 5 1 Jewel
Mar 23, 2015 - Apr 05, 2015 Keldeo Rears Its Head Keldeo Keldeo
(Ordinary Form)
13,051 Water 20 15% 4% 5 5,000 Coins
Mar 30, 2015 - Apr 19, 2015 Rayquaza's Ascension Rayquaza Rayquaza 11,847 Dragon 30 7% 2% 5 1 Jewel
Apr 13, 2015 - Apr 26, 2015 Groudon Lands at Last Groudon Groudon 7,011 Ground 20 10% 4% 5 3,000 Coins
Apr 27, 2015 - May 18, 2015 3.5 Million Celebration Celebi Celebi 9,616 Psychic 20 10% 3% 5 1,000 Coins
May 07, 2015 - May 11, 2015 One chance a day!
Seize Hold of Pinsir
Pinsir Pinsir 6,788 Bug 16 3% 2% 5
May 11, 2015 - May 25, 2015 Regirock Rocks the Scene Regirock Regirock 22,572 Rock 30 3% 2% 5 1,000 Coins
May 25, 2015 - Jun 15, 2015 4 Million Celebration
Shaymin Enters!
Shaymin Shaymin
(Land Forme)
12,237 Grass 22 20% 2% 5 1,000 Coins 1,000 Coins per day upon defeat as bug prior to v1.2.1
fixed in v1.2.1
Jun 08, 2015 - Jun 29, 2015 Escalation Battle Giratina Giratina
(forme unknown)
vary Ghost 18 Equal to
stage level
0% 5 see the Escalation Battle section for more info
Jun 15, 2015 - Jun 29, 2015 Dialga Descends Dialga Dialga 17,820 Steel 25 8% 2% 5 1,000 Coins
Jun 22, 2015 - Jul 06, 2015 4.5 Million Celebration
Manaphy Manifests!
Manaphy Manaphy 6,345 Water 12 12% 4% 5 1,000 Coins
Jul 06, 2015 - Jul 10, 2015 One chance a day!
Jirachi Jirachi 4,326 Steel 14 7% 3% 5
Jul 06, 2015 - Jul 20, 2015 An Evolving Challenge!
Tepig Trots onto Stage!
Tepig Tepig 3,982 Fire 18 5% 3% 5 500 Coins Pignite will become available in August 2015
Jul 10, 2015 - Jul 24, 2015 Ultra Challenge
Arceus Arrives!
Arceus Arceus
(Normal Type)
24,360 Normal 28 3% 2% 5 1,000 Coins

What do you think? Ping (talk) 17:24, 10 July 2015 (UTC)

There has been discussion about splitting the stage information (main, expert, and special) into separate documents as the main article is getting quite large. I know Abcboy has been working on an example. He's currently away until the 13th, and he might be the best person to ask about this idea since he would be creating a page for special stages as well. My take is that, once the articles are split, all special stages will have a dedicated page themselves and this will not be an issue. CycloneGU (talk) 17:36, 10 July 2015 (UTC)
Also, I noticed you made a note of Arceus being Normal-type as if Plates are in the game. They are not. There is only the one Arceus sprite, so it doesn't need signification. CycloneGU (talk) 17:43, 10 July 2015 (UTC)
Personally I'd be down with this, even if it might need some tinkering still, but considering how much time some of the more regular editors have put in the subclasses (not to mention time spent defending these subclasses) I have a feeling your suggestion will be met with the fair amount of opposition.--Linforcer (talk) 20:45, 10 July 2015 (UTC)

Split Discussion

Pursuant to the tagging of the page, the split has already been prepared. Start at Puerto Blanco and use the navigation pane at the bottom. It also is already set for a quick undo edit to make it work with a live version. Please make any comments here. CycloneGU (talk) 22:41, 17 July 2015 (UTC)

I think the split would be very helpful, as my computer is too slow to make editing it all at once possible, and I'm forced to do each section separately AmoongussForLife (talk) 14:15, 17 August 2015 (UTC)

Cresseilia Coin stage

can anyone verify the number of moves for this stage? I'm pretty sure its different from the other levels.Yamitora1 (talk) 21:29, 21 July 2015 (UTC)

I'll get there eventually. What I want to know is do you only get one shot, or do you have to defeat Cresselia like every other time, and not defeating it gets you another playing? CycloneGU (talk) 21:30, 21 July 2015 (UTC)
It has 10 moves. You don't get coins if you fail to defeat Cresselia, so that level can be repeated multiple times until Cresselia is defeated. --Abcboy (talk) 22:02, 21 July 2015 (UTC)

Safari Encounter Chance

So here's the breakdown for the percent chances to find each pokemon in the safari:


26%: StageDataEvent #20 (Gible)

10%: StageDataEvent #21 (Gabite)

6%: StageDataEvent #22 (Garchomp)

16%: StageDataEvent #23 (Staryu)

15%: StageDataEvent #24 (Starmie)

26%: StageDataEvent #25 (Furfrou)

1%: StageDataEvent #26 (Phione)


Should we add this to the table? I feel like it would be valuable information to display.

Source: https://www.reddit.com/r/PokemonShuffle/comments/3fl9wt/new_info/ctpo53o Cheeseandcereal (talk) 17:47, 3 August 2015 (UTC)

Hold off for a moment. I'm going to set this up for all three tables. This is a very good find. I also posted about the new source in the thread below. CycloneGU (talk) 19:14, 3 August 2015 (UTC)

New Pastebin Source

I know the project splitting stage pages is up for Editorial Board review for sometime this month, but I just got a tip at GameFAQs and am sharing it here. ScriesM appears to have lost interest since the start of July and moved on, and I saw a post talking about Pastebin data referencing Starmie as giving 100 XP. I inquired and was led to this, which I scanned over to fill up the Safari table. We can go back and top up other events from it as well, after which we can split it into the page split project as well.

One nice thing about this version is that it talks about all of the different stage disruptions and the like that can occur in each stage (particular interest being to special stages obviously). This information is most useful on the split pages more than a single combined page and I'll try to find a way to make use of it over time. CycloneGU (talk) 19:13, 3 August 2015 (UTC)

Do we have any data for event availability? If we don't, we should look for some, as the Mega Venusaur Competitive stage reappearance earlier this week was in the version released the previous week, so it would allow us to prepare the page for the changes caused by re-occourances of special stages, and tell us how many reappearing special stages listed as added in a particular version were in fact already set, particularly if we can find the data for the older versions. PartHunter (talk) 06:56, 28 August 2015 (UTC)

Data on Pokémon Pages

I have two questions:

1) Are we planning on adding data to individual Pokémon pages?
2) If so, do we have a template?

This was just something I've been wondering about doing, if no one else has already planned to do it. AmoongussForLife (talk) 12:17, 23 August 2015 (UTC)

A template is being worked on. glikglak 12:20, 23 August 2015 (UTC)
I have them ready to go as I noted (exactly where you are putting them, in fact); I'm just waiting for a decision so I know what link format to use. It's easier to change all of them at once and then add them than it is to individually change some 300 pages later. CycloneGU (talk) 15:17, 23 August 2015 (UTC)

Australian classification of Pokémon Shuffle Mobile - Closed Beta Test Version

The Australian Classification Board has a classification for Pokémon Shuffle Mobile - Closed Beta Test Version (under its Japanese title), rating it G. I'm assuming this is just an automatic entry, being converted from an IARC rating (which also might be worth noting, now that we have plenty of mobile games). --SnorlaxMonster 12:41, 26 August 2015 (UTC)

Mega Powers Section

I have been looking through the Pokemon Shuffle sections, and I haven't been able to find the list of the Mega Pokemon powers. Either I can't find it (and this post is unnecessary), or the list got lost in the making of new pages for Pokemon Shuffle. Srushj11 (talk) 03:12, 13 September 2015 (UTC)

It's on Mega Evolution. --Abcboy (talk) 03:33, 13 September 2015 (UTC)

Mobile version history

Are there any plans to add a version history table for the Mobile version, kind of like the existing one for the 3DS version? I figure it's at least somewhat relevant. - unsigned comment from Boblers (talkcontribs)

Feel free to add one. --Abcboy (talk) 01:31, 24 September 2015 (UTC)

Current Event

While looking through the Notice templates, I came upon the current event template. Since Pokémon Shuffle and Pokémon Shuffle Mobile are constantly being updated, I feel like this should be placed on this page in the mainspace, Special Stages, the list of Skills, and the Pokémon List, along with Pedra Valley and Expert Stages since Mobile isn't up to date with 3DS and the stage stats can be different between the two versions. In addition, the section variant ({{Current event|section}}) could be added to the Shuffle section on the Mega Evolution page. I wanted to run this by some other users before doing this. Bigpboy (talk) 02:36, 10 November 2015 (UTC)

Outdated info

What's happened to the information being added to the pages on the game, and why are Roseus Center, Expert Stages, Special Stages and the List of Pokémon by Pokémon Shuffle list number so out-of-date? Not that long ago, the information would have been dumped and added to Bulbapedia by now, but now nothing beyond a general mention of Keldeo has been added. What has happened? - unsigned comment from PartHunter (talkcontribs)

March 2016 Update (v1.3.0)

New required update as of March 2016 for the 3DS version (I don't have the mobile version to compare to).

Here's the changes I've noticed:

  • Assorted graphical tweaks throughout the game
    • Background pattern on the title screen is now green.
    • Aesthetic changes to the interface buttons.
    • Type-effectiveness icons in Pokemon selection are more noticeable.
    • Exclamation mark indicating a new stage more noticeable, and blue.
    • Pokemon Safari stage icon is now orange.
  • New gameplay modes
    • Survival Mode: Pick a team of 4 Pokemon and clear multiple stages consecutively to earn item rewards. Costs 3 Hearts per attempt.
    • Mission Cards: Clear the objectives listed on a card to earn stars and receive one-time rewards. Rewards include items, Enhancements, Hearts and Jewels, and Mega Stones.
  • General stage-select changes
    • Expert and Main stages show the #/total Pokemon the player has caught.
    • Icons below a stage indicate how desirable the Pokemon is to be caught (currently displayed for all stages, not just uncaught Pokemon).
    • Some stages have a "Recommended Level" rating.
  • Main stage-select screen
    • Map handle at the top of the screen, drag down to reveal a list of stages and jump directly to them instead of having to scroll/tab through each one. Also shows how many Pokemon the player has caught and how many stages they've S-ranked in each area.
  • Expert stage-select screen
    • Now shows the player's progress toward unlocking the next Expert stage.
  • Special stage-select screen
    • Pokemon Safari stages now display which Pokemon the player has caught (speculation: or seen? or available?) instead of a high score.
    • Ranking screen for Competitive stages improved; can display the Top 5 leaderboard or show rankings by reward tier, which shows who has what rank for which prize and where the player currently stands. Reward tier is the default display.
  • Pokemon select screen
    • "Super Effective" button on the top left filters the list to Pokemon super-effective for the selected stage only (this is also an available type option on the Search screen)
    • Enhancement items (Mega Speedup, etc.) have been moved to their own menu on the upper-right.
    • Several new Enhancement items (the enhancement menu's Help page shows four types)
      • "Max Level Up" (blue swirled lollipop) can be used on specific Pokemon to raise their level cap
      • "Exp. Booster" items seen as a reward on Mission Card #3.
      • Something whose icon is a blue orb (speculation: Exp. Boosters?)
      • Something whose icon is a Pikachu cookie.
  • Other changes
    • XP gains upon clearing a course are now displayed numerically below the XP bar, since at high levels the increase can be hard to notice.
    • Can now receive SpotPass alerts.

--Stratelier 18:21, 23 March 2016 (UTC)

The blue orbs are called Exp Booster M, offering a medium boost to a Pokémon's exp, and a Pokémon's exp to next level is displayed on its list entry. Also, holding the stylus on a Pokémon's icon in the stage cleared screen displays list entry on the top screen. The list entry of a Pokémon shows level 10 in the level location for level 10 Pokémon, with MAX written over the bar in large text outlined in orange, although the icon itself still carries MAX as the level on the touch screen. PartHunter (talk) 06:07, 24 March 2016 (UTC)
Update: Also obtained an Exp. Booster S, which is smaller and lighter in colour. The special stages list scrolls sideways, making way for more than 5 simultaneous Special Stages. Also, the list entry can be viewed while paused and when at the stage menu (with the optimise button) using the same method as above. Also, you can buy Jewels without first entering the shop, and the game will restart at the stage it was at when it last saved. PartHunter (talk) 07:47, 24 March 2016 (UTC)

version history as a seperate article

I think the version history should be a seperate article, or at least, should be underneath a "show" tab. It clogs up the page too much. Mr.Anonymous (talk) 20:32, 24 March 2016 (UTC)

Since it's at the bottom of the page, it's actually not a huge problem, thankfully, but I definitely sympathize anyway. For now, the bulk has been hidden by default. Maybe if other people express agreement as well, it might be worth really considering splitting off. Tiddlywinks (talk) 21:01, 24 March 2016 (UTC)

How about this image for the Card Difficulty?

149FHyx.png

It may need to be shrunk though. Sadly, I can't upload it because I'm still not autoconfirmed on the archives, and I'm not sure what to edit there if I can't actually upload anything. >_< Also, I noticed that the cards with the same difficulty have the same color icon, so we could make it blue for cards 1 & 4, green for cards 2 & 5, and purple for 3 & 6. What do you think guys? Unowninator (talk) 19:54, 26 June 2016 (UTC)

Copied to new Mission Cards page Discussion page for future discussion purposes. --Marlofkark (talk) 17:38, 17 October 2016 (UTC)

Tutorial Section

Does this section really need to be as big as it is currently? Right now it's approaching thorough walkthrough territory, for something that doesn't really need a walkthrough. All the things described there are also described elsewhere on the page. A quick rundown of the key points with links to the more in-depth sections seems better to me, but I figured I'd see what others thought first. VioletPumpkin (talk) 04:58, 6 July 2016 (UTC)

I've figured you invested way too much time in the article to ignore this question of yours :P Anyway, not all things described there are described elsewhere, such as when Coins etc. are introduced. So, I would prefer to keep the basic outline of the tutorial section as is. I would definitely agree to shorten it though. Basically, a reader should be able to figure out what the tutorial is/does, after he has read (or has been linked to) relevent other sections of this article.
Related to that, I would like to suggest to move the section down the article; this way, someone who does not play the game already knows most concepts when reading the tutorial section. I guess it would fit (more) perfectly within the "Stages" section. Nescientist (talk) 09:43, 7 July 2016 (UTC)
Oh wow, I somehow missed this, sorry for the late response. Anyway, I agree with all the things you mentioned, including the ideal position for it being somewhere in the Stages section. All that's left is to make the change I suppose. VioletPumpkin (talk) 15:29, 20 July 2016 (UTC)
I tried my best. Nescientist (talk) 12:26, 24 July 2016 (UTC)
Looks fine to me. Thanks. VioletPumpkin (talk) 04:24, 25 July 2016 (UTC)

Event Schedule

Since about July or so, the event schedules for 3DS and Mobile have been exactly the same. So should we add that? MarioMiner (talk) 11:35, 15 October 2016 (UTC)

Added to the spot where it's mentioned. VioletPumpkin (talk) 23:50, 16 October 2016 (UTC)

Mission Cards page split

This section is rather large and is likely to continue growing as more mission cards are added. I think there's enough to it that it should be split into its own page. Any thoughts about this? VioletPumpkin (talk) 23:50, 16 October 2016 (UTC)

Yes, I thought so, too.
That said, I also think a design upgrade wouldn't be a bad idea. Now that there are many, they could be looking more like cards, less like a table. (But all of that might very well be an independent topic.) Nescientist (talk) 14:38, 17 October 2016 (UTC)
Mission Card split is now complete. I expanded upon the opening paragraphs a little bit but will otherwise leave any comprehensive redesign to other more adventurous souls. As more Mission Cards are added, it might be useful to consider adding card headings to Nescientist's individual "card" look idea for navigation purposes. The current, one, large table is rather dense. However, given the overall size in the new context of its own page, navigation is not current a problem. If the future, scrolling around just to find Mission Card 31 of 40-something Mission Cards might be a bit tendious. --Marlofkark (talk) 17:10, 17 October 2016 (UTC)
Copied to new Mission Cards page Discussion page for future discussion purposes. --Marlofkark (talk) 17:38, 17 October 2016 (UTC)

Special shop item availability listings

For the sake of clarity and to avoid cluttering the special shop item descriptions with dates, I think the special shop table should be revamped to say what items were available for each iteration of the shop. I'm thinking of something like this:

Open dates Periods Items available (3DS & Mobile) Items available (Mobile only) Item quantity
December 22, 2015 to January 12, 2016 3 No Hearts Needed (1 hour), Superior Super Catch Time (1 hour), 1 Heart Recovered / 15 min. & Heart +6 (24 hours) 1
February 16, 2016 to March 8, 2016 3 No Hearts Needed (1 hour), Superior Super Catch Time (1 hour), 1 Heart Recovered / 15 min. & Heart +6 (12 hours) 3
April 26, 2016 to May 10, 2016 1 No Hearts Needed (1 hour), 1 Heart Recovered / 15 min. & Heart +6 (24 hours) Superior Super Catch Time (8 hours) 5
July 26, 2016 to August 16, 2016 3 No Hearts Needed (1 hour), 1 Heart Recovered / 15 min. & Heart +6 (24 hours) Superior Super Catch Time (1 hour), Drop Rate Increase (1 hour) 5
September 20, 2016 to October 11, 2016 3 No Hearts Needed (30 minutes), 1 Heart Recovered / 15 min. & Heart +6 (8 hours) Superior Super Catch Time (8 hours), Drop Rate Increase (8 hours) 5
December 20, 2016 to January 9, 2017 3 No Hearts Needed (30 minutes), 1 Heart Recovered / 15 min. & Heart +6 (8 hours) Superior Super Catch Time (8 hours), Drop Rate Increase (8 hours) 10
January 31, 2017 to February 28, 2017 4 No Hearts Needed (15 minutes trial, 30 minutes, and 24 hours), 1 Heart Recovered / 15 min. & Heart +6 (8 hours) Superior Super Catch Time (8 hours), Drop Rate Increase (8 hours) 1 (no hearts needed trial, does not restock), 3 (no hearts needed 24 hours), 10 (others)
April 25, 2017 to May 16, 2017 3 No Hearts Needed (15 minutes trial, 30 minutes, and 24 hours), 1 Heart Recovered / 15 min. & Heart +6 (8 hours), Superior Super Catch Time (8 hours), Drop Rate Increase (8 hours) 1 (no hearts needed trial), 3 (no hearts needed 24 hours), 10 (others)

Is this alright, or does it look too busy? Boblers (talk) 17:44, 2 May 2017 (UTC)

I mostly like it! I think we could make it look less cluttered and eliminate the quantity column in one fell swoop by making the items bullet-points instead of plaintext. Something like this:
Open dates Periods Items available (3DS & Mobile) Items available (Mobile only)
December 22, 2015
to January 12, 2016
3
  • 1× No Hearts Needed (1 hour)
  • 1× Superior Super Catch Time (1 hour)
  • 1× 1 Heart Recovered / 15 min. & Heart +6 (24 hours)
February 16, 2016
to March 8, 2016
3
  • 3× No Hearts Needed (1 hour)
  • 3× Superior Super Catch Time (1 hour)
  • 3× 1 Heart Recovered / 15 min. & Heart +6 (12 hours)
April 26, 2016
to May 10, 2016
1
  • 5× No Hearts Needed (1 hour)
  • 5× 1 Heart Recovered / 15 min. & Heart +6 (24 hours)
  • 5× Superior Super Catch Time (8 hours)
July 26, 2016
to August 16, 2016
3
  • 5× No Hearts Needed (1 hour)
  • 5× 1 Heart Recovered / 15 min. & Heart +6 (24 hours)
  • 5× Superior Super Catch Time (1 hour)
  • 5× Drop Rate Increase (1 hour)
September 20, 2016
to October 11, 2016
3
  • 5× No Hearts Needed (30 minutes)
  • 5× 1 Heart Recovered / 15 min. & Heart +6 (8 hours)
  • 5× Superior Super Catch Time (8 hours)
  • 5× Drop Rate Increase (8 hours)
December 20, 2016
to January 9, 2017
3
  • 10× No Hearts Needed (30 minutes)
  • 10× 1 Heart Recovered / 15 min. & Heart +6 (8 hours)
  • 10× Superior Super Catch Time (8 hours)
  • 10× Drop Rate Increase (8 hours)
January 31, 2017
to February 28, 2017
4
  • 1× No Hearts Needed (15 minutes trial, does not restock)
  • 10× No Hearts Needed (30 minutes)
  • 3× No Hearts Needed (24 hours)
  • 10× 1 Heart Recovered / 15 min. & Heart +6 (8 hours)
  • 10× Superior Super Catch Time (8 hours)
  • 10× Drop Rate Increase (8 hours)
April 25, 2017
to May 16, 2017
3
  • 1× No Hearts Needed (15 minutes trial)
  • 10× No Hearts Needed (30 minutes)
  • 3× No Hearts Needed (24 hours)
  • 10× 1 Heart Recovered / 15 min. & Heart +6 (8 hours),
  • 10× Superior Super Catch Time (8 hours)
  • 10× Drop Rate Increase (8 hours)
Pumpkinking0192 (talk) 18:27, 2 May 2017 (UTC)
Looks great! As a finishing touch, I think we should also add text to those empty boxes near the top, something to the effect of "the special shop was not available on 3DS during this iteration" or simply "N/A". Do you want to add the finished table to the main article, or should I? Boblers (talk) 08:17, 3 May 2017 (UTC)
I've gone ahead and added the table, and credited you in the edit notes. Boblers (talk) 03:42, 11 May 2017 (UTC)
Nice fix on your version of the table Pumpkinking. I think it looks much better in its current form. Now we just have to make sure to update the later special shops when they arrive! CycloneGU (talk) 03:47, 11 May 2017 (UTC)

Disruptions and default Supporters data

The page says that disruptions may be predetermined for a stage ("may be present in a set pattern at the start of the stage"). The page also says that each stage has a list of default Support Pokemon, but I don't know that we note them for any stage.

Both of these things—predetermined disruptions and default Support Pokemon—need to be recorded for all possible stages. (I don't have Shuffle, but I know there are some people who regularly update Shuffle pages, so I hope you can try to record/add this data as much as possible.)

Tiddlywinks (talk) 21:23, 11 May 2017 (UTC)

It may be worth noting that as someone compiles this data, it can be fact-checked against PKParaiso's database, which has it all recorded already. Obviously we can't just steal their data, but it's a good resource to use for double-checking, I think. Pumpkinking0192 (talk) 21:51, 11 May 2017 (UTC)
This is going to be a lot of data - descriptions and images for 580 main stages, 48 expert stages, and a huge amount of special stages, particularly if we count differences within escalation battles. Considering the recent splitting-off of the version history, I think it would be better to compile this on a separate page. Boblers (talk) 22:32, 11 May 2017 (UTC)
You don't need images... Although I suppose it may be a viable option. Anyway, just list the default Pokemon and describe the predetermined disruptions (like "non-Support Dewpider and breakable blocks at start", and maybe "barriers may appear" or something if other things can (reliably) appear later). Tiddlywinks (talk) 22:42, 11 May 2017 (UTC)
I do think this would belong better on individual area pages like Puerto Blanco than anywhere else. We could add a column to note the disruptions. As for default support Pokemon, the vast majority of stages have Pidgey/Happiny/Azurill/Pichu in that order, so we could just mention that on this page and note otherwise only on stages that differ from that set. Pumpkinking0192 (talk) 22:56, 11 May 2017 (UTC)
Just in case: it shouldn't be restricted to Main Stages; like Boblers listed, it should apply to all types of stages (if there's something to note).
If a lot of stages use the same defaults like that, that's definitely good to note here in the Support Pokemon section. Tiddlywinks (talk) 23:02, 11 May 2017 (UTC)

Criteria for skipping main stages

Regarding the incomplete tag in the stages section that says to add "details on what allows certain main stages to be skipped", from my research it seems like this feature was introduced into the game in 3DS version 1.3.0 (source, though I'm not sure if/when mobile got it), but was silently removed at some point later on. Skips tended to occur on high-difficulty main stages that were not Mega Evolved Pokemon or area bosses - examples include Milotic or Roserade, which mostly acted as mid-bosses for their areas. Several mid-boss stages have since had their HP reduced (some have even been reduced twice), and the skip feature was likely removed since it was no longer necessary after those nerfs were made (source with more details).
So, with this in mind, what should we say about this topic in the article? I'm not sure where to put it, seeing as the stages section is planned to be split off soon and the concept of stage skipping is only ever mentioned in the incompete tag and in the version history (and in the latter's case, it's only there because I put it there). Boblers (talk) 08:18, 15 May 2017 (UTC)

Capitalizations

I want to use this section to just discuss proper capitalizations for some Shuffle terms. Some things to keep in mind... If a term only appears in a label or a name and all the words are capitalized, you can't be sure that indicates "proper" capitalization, it could be title case.

  • Enhancement: for the record, this one goes either way, from "enhancement" in Skill Swapper's description to "Enhancement" in event text (example) and some game text. I'd go with caps, I guess because that seems more frequently used.
  • Stage types: main stage, special stage, competitive stage... Lower case seems to be the standard, as mostly seen here. Main Stage is capitalized on that page, but that's used as a name—and, it seems that from 1.3.16, they're even using lowercase there. I think we should be using lower case as the default for all the stage types (main, extra*, special, competitive, escalation (search whole page)). (Obviously current article titles—which should probably be singular too—complicate this a bit, but I still think we should write it properly where possible.)
  • Attack power: it's been pointed out that "Attack Power" appears in both the item Attack Power ↑ and on a Pokemon's stat screen, but neither of those can be trusted to be "sentence" case contexts instead of "title" case. I've looked for any potential uses in event text, but I can't seem to find any. ...IMO, I'd say defaulting to lowercase might be best.
  • Skill: should be "skill", based on Amelia and Skill Swapper's description.
  • Check in: should probably just be "check in", again per Amelia.
  • Mission Card: this was just the only other thing I really wondered about, but it seems to indeed be capitalized in in-game text.

Thoughts? Counter examples? Other suggestions? Tiddlywinks (talk) 14:04, 15 May 2017 (UTC)

Re: Attack Power: I did point that out, but I agree that title case complicates it. If we decide to go for lowercase, I think it should be attack power because I'm not aware of any in-game text to support what you wrote, which was Attack power.
I don't have any evidence to dispute anything else, so I guess I'm fine with all of it. The fan in me is cringing because prevalent fan usage on Reddit/etc. is capitalization for almost all of these, but the copy editor in me recognizes your arguments are superior. Pumpkinking0192 (talk) 15:26, 15 May 2017 (UTC)
The only reason "Attack power" appears in my comment above is because it was the beginning of a sentence/paragraph. I did mean "attack power" with the end of that part, yeah. Tiddlywinks (talk) 15:33, 15 May 2017 (UTC)
I meant in this edit, which used "Attack power" several times midsentence. But OK, good to know we're on the same page now. Pumpkinking0192 (talk) 15:40, 15 May 2017 (UTC)
Ah. I was basically trusting that someone had made a purposeful/informed decision at some point for that (as opposed to "Attack Power" which I know has problematic contexts). I was made to realize thereafter that I should probably see what I could see for myself. =P Tiddlywinks (talk) 16:17, 15 May 2017 (UTC)