Talk:Pickup (Ability): Difference between revisions

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:::Please, do not see this as a refusal, but instead and explanation. I am not against the thought of consistency, but people have decided that the large table would be better. If, later on, a more consistent version of the large cable come to be, but you don't agree with the design choice, enlighten us by discussing it right here. All of us are listrening.--[[User:Diriector Doc|Diriector Doc]] ([[User talk:Diriector Doc|talk]]) 06:59, 17 July 2019 (UTC)
:::Please, do not see this as a refusal, but instead and explanation. I am not against the thought of consistency, but people have decided that the large table would be better. If, later on, a more consistent version of the large cable come to be, but you don't agree with the design choice, enlighten us by discussing it right here. All of us are listrening.--[[User:Diriector Doc|Diriector Doc]] ([[User talk:Diriector Doc|talk]]) 06:59, 17 July 2019 (UTC)
::::To be clear, I think your submission was great (your small SM/USUM table back from January). I also think I could make another version of basically the same small table which has a few improvements. I was comparing our tables. But I guess that's just a normal wiki thing. Editing what's there and making changes as usual.
::::It doesn't have to be my way. I was just arguing that I think this way is better. But if other people disagree with me and keep a design different from what I would, that's OK.
::::You said a statement about me that is actually very wrong (but it can be a honest mistake, or maybe I was not clear before): "You have given up on your first idea to change the USUM table to fit the others, and have moved to the idea of changing the others to match the USUM table."
::::I did not say I want the HGSS table to be large. I was asking if there's anyone who would want that. This was a genuine question: "...if we keep the large table anyway, shall we edit the other games to keep it consistent?"
::::Even if the admins and everyone else said "Alright, let's use the large table for all games." I would still think the large table is a bad idea and would prefer the small version for all games, including SM/USUM. But I would still accept the consensus.
::::I could be wrong here, so please kindly correct me if needed: It appears you are defending the large table because other people want it, since you yourself said you prefer the small table.
::::I'm not sure who are the people who decided to keep the large table (maybe it was an admin decision or something). I would be curious to see the result if everyone voted on the tables. I wonder if you would vote "small", but I obviously can't speak for you.
::::Either way, thank you for taking the time to explain the benefits of the large table. I'll say one small thing in defense of the large table: Yes, the large table (despite being the one I don't like) has a good job of letting people know whether an item is available or not (despite making a mess of the percentages).
::::In some other ways I disagree with you. I'm not sure I should comment all the points raised because this discussion is getting a bit long. If I tried to answer everything I could be repeating my points from before. For one, I'm interested in the actual item percentages and feel disappointed that the large SM/USUM table page does a poor job of presenting them.
::::If by any chance you are interested in my opinion about some point raised in this conversation, feel free to ask. --[[User:Daniel Carrero|Daniel Carrero]] ([[User talk:Daniel Carrero|talk]]) 14:21, 17 July 2019 (UTC)


==Pokémon HeartGold and SoulSilver (large design)==
==Pokémon HeartGold and SoulSilver (large design)==

Revision as of 14:21, 17 July 2019

Zigzagoon and Linoone abilities?

zigzagoon & linoone have a second ability now, fyi --ANinyMouse 10:19, 7 November 2006 (UTC)

Working on that. Gambler 23:36, 7 November 2006 (UTC)
Should we separate it based on R/S and D/P? Tom Temprotran 05:39, 8 November 2006 (UTC)
You think? Isn't that too much work? After all, when D/P are here not many people are going to care about G III. Gambler 05:46, 8 November 2006 (UTC)
What if you add something like an asterisk, and underneath note that pokemon marked with an asterisk have only pickup in generation III? Kendai 11:06, September 13 2007
Well, now, personally, I think that it should be left as is. People will note that the ability beneath wasn't there in Gen III, so therefore, Zigzagoon/Linoone/whatever else couldn't have it. TTEchidna 08:44, 14 September 2007 (UTC)
That's assuming everyone looking at the page knows by memory which are new in IV, and it can't really hurt the article to have that memo added can it? Kendai 18:25 September 15, 2007

Gale Of Darkness?

Some Pokemon have this ability in Gale of Darkness. Anyone know the chart of what is grabbed?Machinedramon 01:26, 1 May 2008 (UTC)

  • Indeed, the results are unique to XD and possibly colo (Great Balls, no repel.) --Deuxhero 17:31, 8 October 2010 (UTC)
  • I can confirm that with my team of 91+ Linoone I've picked up all the level appropriate items listed in the Emerald chart EXCEPT the TM for Earthquake( yet, hopefully ). As XD was released AFTER Emerald should I just go ahead and list the two together under the same chart? FromCrimsonToWool (talk) 19:40, 27 October 2012 (UTC)

Multiple Pickups

I've tried making a party with a meowth, a linoone, a phanpy, a pachirisu and an aipom who all have pickup but only one will pickup an item at a time. this may be a coincidence as I havn't been doing it for very long but if anyone else notices this it might be worth mentioning on the page. Kanjo 00:56, 13 November 2008 (UTC)

It's coincidence. I have a team of six Pachirisus; I just tested, and two of them were able to pickup in the same battle. — Laoris (Blah) 02:02, 13 November 2008 (UTC)
Each Pickup works individually. If you're really lucky, you could take a team of six Pickuppers into a battle and all six could Pickup an item after each battle. --Shiningpikablu252 02:45, 13 November 2008 (UTC)
I would like to verify this claim as well. As the same applies to the ability Honey Gather. As a result, it is possible to initiate a honey harvest with a full party of Combee. --HechEff 17:09, 25 January 2009 (UTC)
It does seem, however, that you need to actually use the Pokémon in battle. I could be wrong, but I've never seen a pickup with someone I didn't use. Fire95 03:27, 31 March 2010 (UTC)
You do NOT have to use the particular Pokémon in battle. FromCrimsonToWool (talk) 19:42, 27 October 2012 (UTC)

Double Hyper Potions?

In the chart, for levels 1-10 of Diamond and Pearl, it lists Hyper Potion twice, in the 5% and the 1% sections. So, is it 6%, or is it one or the other, or what? TCABF 21:57, 2 May 2009 (UTC)

No, there's a mistake there. Thanks for picking that up. — THE TROM — 07:41, 3 May 2009 (UTC)
It still lists double Hyper Potions in the DPPt table (level 1-10). The same is also happening with the BW2/XY table, and also the ORAS table. --Daniel Carrero (talk) 01:39, 17 July 2019 (UTC)

pokémon mystery dungeon

What effect does this ability have in pokémon mystery dungeon?--Fern 24 06:12, 20 June 2009 (UTC)

This is a very late response, but the pickup ability is still not noted here. Pickup will let the Pokémon find a random item (haven't done any testing of what though) on chance when moving down floors. How to integrate it into this article? It's a challenge. It would need to be noted in the "in battle" and "outside of battle" sections, I think. -- Pokey 15:32, 20 July 2010 (UTC)
I believe that it is a random item that is able to appear on that floor that is picked up. It would be in a "In Pokémon Mystery Dungeon" sub-section under "Effect". --SnorlaxMonster 07:26, 21 July 2010 (UTC)
It seems that this still hasn't been adressed. Picking up an item that can be found on the floor definitely sounds right, but I don't know if a guess should be treated as a fact and I don't have access to the code. EnosShayremTalk 03:05, 26 January 2013 (UTC)

10% chance after a battle

Sorry for being a noob, but does running away count as a battle? --(QQ)wertyasdf 08:02, 14 November 2009 (UTC)

Well, initially I thought it would, but after spending half an hour running away from wild Pokémon, neither of my two pickupers have picked anything up yet. That doesn't necessarily mean that running away doesn't count as a battle for the purpose of pickup, I could just be really unlucky at the moment, but each time I run away it gets less likely that it does. In short it seems that it doesn't count as a battle. Werdnae (talk) 08:41, 14 November 2009 (UTC)
Running does not count as a battle. The battle must be finished. I don't know if that means it will work if you lose, but it won't work until the battle is fully completed. R.A. Hunter Blade 17:39, 14 November 2009 (UTC)
Would like to note that it doesn't seem to trigger when you catch a pokemon, either (At least not in Emerald). I'm only in Granite Cave at the moment, but my team of 4 Zigzagoons has yet to pick up anything after I've caught something, even after catching 6 Arons while hoping for a good nature - not to mention catching one of each pokemon so far in each route. Roobertoober 08:12, 11 April 2012 (UTC)
Ive had a problem where my pokémon with pickup can't pick up items. This is in Pokémon Black and my pokémon has been in at least 30 complete battles and still not picked up any items. I am wondering if this pokemon is not picking up items when it tries to evolve but is canceled after leveling up? Zombiedude347 (talk) 13:01, 3 November 2013 (UTC)

Odds of picking up an item in Generation III?

Neither the chart for FR/LG nor Ruby/Sapphire explains why the percentages listed don't add up even close to 100%. Someone who knows wtf, please explain. - unsigned comment from Doctorhook (talkcontribs)

it means that the other 70% of the time you pick-up nothing. -- MAGNEDETH 01:26, 20 November 2009 (UTC)


It doesn't come close in D/P either. maybe in gen III its ~3% and in gen IV its ~5%? Because playing the game you can tell the pickup rate is not 10%. Fire95 03:24, 31 March 2010 (UTC)

Error in tables

In Pokemon Soul Silver, my level 51 Linoone just picked up an Iron Ball. According to the chart, that should be impossible. Perhaps some verification of the charts is called for. Istanbul

I'm guessing that it had recently leveled up from level 50, where picking up an Iron Ball is possible. --SnorlaxMonster 12:16, 3 May 2010 (UTC)
Hmm... did you level up during the battle right before you noticed? Or did you not notice for a while, level up, and then notice later? R.A. Hunter Blade 12:23, 3 May 2010 (UTC)
According to my guide, Lucky Eggs are not a pickup item so they should be replaced with Iron Ball and then Ether is to go where Iron Ball presently is. (Yaminokame 13:38, 3 May 2010 (UTC))
I've received three more Iron Balls from my level 51 Linoones since then. I can categorically state without a hint of doubt that obtaining Iron Balls from a level 51 Linoone is definitely possible. It's still a rare drop, but I've tested this to death. Istanbul
Well Serebii agrees with us, but I think someone with "the know-how" should take a look at the game's code to see what it really is. Perhaps HG and SS have different Pickup lists, and we have Heart Gold's. --SnorlaxMonster 09:03, 5 May 2010 (UTC)
Serebii knows his values are wrong... the real question is WHY are they the same... (Yaminokame 09:23, 5 May 2010 (UTC))
There, I fixed the list... may this be a reminder to the next person who decides to just copy from serebii.net without checking the information out themselves first. Before anyone asks, no, the double Full Heals for levels 1-10 was not an error. (Yaminokame 11:06, 5 May 2010 (UTC))
If they're not an error, then how is it possible? KurosakisTwin 05:57, 22 July 2010 (UTC)
Merely Full Heal is coded twice in the game. Once for each rate. —darklordtrom 06:00, 22 July 2010 (UTC)
I think Black/White may have a similar error. I just pulled an Iron Ball off of my Level 52 Lillipup in White.Zereijin 09:14, 3 August 2011 (UTC)

10% chance

Does anyone know if this percentage has changed for gen V? I've been keeping a Yorterrie as a Pickup slave in my White version but it has only ever picked up an item once, even though I've been in like... at least fifty battles.

Has there been a change, or am I just that unlucky? :/ 梅子 16:20, 25 October 2010 (UTC)

Different Item lists for Battle Pyramid?

Acording to this paage (http://bulbapedia.bulbagarden.net/wiki/Sacred_Ash#Generation_III) you can get Sacred Ash through pickup in the Battle Frontier Pyramid in Emerald. I also got an item there that is not int he list. Is this correct? Is there a different list when you are in the Battle Pyramid? Migrant 15:13, 29 October 2010 (UTC) Migrant

Yes, the Battle Pyramid has a different item system. Unfortunately, we don't seem to have any information on that at the moment :/ —darklordtrom 07:12, 30 October 2010 (UTC)
Here is one such list for the Battle Pyramid, although I can't vouch for its accuracy. - unsigned comment from GoldenSandslash15 (talkcontribs)

Max Elixer

In Soul Silver, my level 91 pickup frequently finds Max Elixer, which is not on any hg/ss chart I have found. The only 91-100 items I have not yet found are leftovers and PP Max. Ct42 07:13, 8 November 2010 (UTC)

I'm having a similar problem with Pokemon White, I'm using my all level 91+ pickup team from gen 4 and my Munchlax just found a Max Ether. I have so far found at least one of everything except PP Max, Leftovers and Prism Scale which are listed at that range.--Amplify 17:43, 15 April 2011 (UTC)

http://www.smogon.com/forums/showpost.php?p=4347642&postcount=956 The theory is that they are both 4% rather than 3% and 5%. Smilarly to how the last 2 are the same percent. It still requires final testing. - unsigned comment from Lucky V4.0 (talkcontribs)

Participant?

Do Pokemon with Pickup have to participate in the battle to pick up, or can anyone complete the battle? Thanks :) Toa Orka 21:22, 24 April 2011 (UTC)

No, the Pokémon with Pickup doesn't have to participate in the battle. --Carmen (Talk | contribs) 21:28, 24 April 2011 (UTC)

10% - 30%?

I've been looking this over, and I was noting "...has a 10% chance of picking up an item...", and the fact that the percentages only add up to 49%. Does this mean that each battle only gives a 4.9% chance of giving an ACTUAL item that you can take from your pokemon? Or should I effectively double the item percentages, to get it to 98%, which is in my level of tolerance for such a thing? Or is it simply a 49% chance of picking up an item?

I'm playing Black at the moment, by the way. If that matters. --Aescula 10:06, 1 July 2011 (UTC)

Could probably be clearer, but each column is separate. At any particular level there are six items which have a ten percent chance of being picked up and two items which have a 1% chance of being picked up. i.e. 30 + 10 + 10 + 10 + 10 + 10 + 10 + 5 + 3 + 1 + 1 = 100 Werdnae (talk) 05:25, 2 July 2011 (UTC)
I see. It has a 10% chance of picking up ANYTHING, and then the table percentages are for WHAT it picks up, given that it does pick up anything. I understand now. Thank you! --Aescula 03:12, 13 July 2011 (UTC)

HGSS Pickup

From levels 1-10, Full Heal appears twice... is that correct? ht14 03:06, 19 July 2012 (UTC)

No it is not. Full Heal only appears once in Levels 1-10 and that is the the 10% section. The Full Heal in the 1% bit should be a Max Repel. I'll change it now. Rainbow Shifter (talk) 08:56, 23 December 2012 (UTC)

4% and 4%, not 3% and 5%

It's been discovered that the percentages are 4% and 4% not 3% and 5% for the 3rd and 4th columns to the end. http://www.smogon.com/forums/showpost.php?p=4347642&postcount=956 Lucky V4.0 (talk) 16:58, 17 August 2012 (UTC)

After doing some testing, I can confirm that it's "4%+4%" on Pokemon Diamond with Lv100-Pickup-Pokemon, as well. I'm starting to think that it's like that for all levels and possibly all Gen4-games. Can anyone point me to where the "5%+3%" comes from or is confirmed? The official DP-Pokedex2 list both slots as "Occasionally" but none of them as more often than the other. TCCPhreak (talk) 12:39, 20 April 2013 (UTC)

Incorrect table?

My LvL 41 Lillipup just picked up an ether, which isn't in the table for its level, or at all for that matter Torterra; Earthquake! (talk) 22:38, 9 September 2012 (UTC)

Are you playing sequels or original games? Because things could change in sequels. Marked +-+-+ (talk) 19:46, 27 October 2012 (UTC)
Same, in my Black 2 my lv.31 Lillipup seems to have picked up an ether LadyH (talk) 04:29, 28 December 2012 (UTC)LadyH
Obviously the table is changed. It's also missing Battle Pyramid and Orre games. Marked +-+-+ (talk) 09:33, 28 December 2012 (UTC)

Picking up trainer items?

I was battling the daily Hugh battle in Driftveil a week ago and my Lillipup pickup slave managed to pickup the focus sash, only to immediately use it after being hit by Hugh's Serperior. Ever since then I've been trying to get my Lillipup to pick up the focus sash with no success.

Does anyone have more information on how pickup works on trainer consumables? Is it a percentage chance like for other items, or am I doing something wrong? Originally, I switched Lillipup in more than a turn after the Serperior had used the Focus Sash, as well as died. I'd really like to keep that Focus Sash. Rimas lxbya (talk) 04:11, 11 March 2013 (UTC)

I guess my memory was a bit shady when I posted this, because a couple of days after I posted that, I went back with and triggered the Focus Sash with my Ambipom, at which point Ambipom picked it up. The Focus Sash was not used up while Ambipom was holding it, but he still did not keep it once the battle was over. It seems you cannot keep items you obtain through pickup in a trainer battle. Rimas lxbya (talk) 00:49, 23 March 2013 (UTC)

Source for Diamond Pickup Table

I plan to correct the table for diamond/pearl/platinum; thought I'd source it before:

english diamond, offset 1DDB64 has the table for the "non-rare" items. First nine items are for the Lv01-Lv10-row:

  • 1100 Potion
  • 1200 Antidote
  • 1a00 Super Potion
  • 0300 Great Ball
  • 4f00 Repel
  • 4e00 Escape Rope
  • 1b00 Full Heal
  • 1900 Hyper Potion
  • 0200 Ultra Ball
  • 1c00 Revive

afterwards, only the new item is supplied:

  • 3200 Rare Candy (starting Lv11, Potion is shifted out)
  • 6C00 Dusk Stone (starting Lv21, Antidote is shifted out)
  • 6B00 Shiny Stone (starting Lv31)
  • 6D00 Dawn Stone
  • 1700 Full Restore
  • 1D00 Max Revive
  • 3300 PP Up
  • 2900 Max Elixir

offset 1DDA88 has the rare items, same shifting but with only two slots, it doesn't look as diagonal as the non-rare-slots:

  • 1900 Hyper Potion
  • 5C00 Nugget
  • DD00 King's Rock
  • 1700 Full Restore
  • 2600 Ether
  • D600 White Herb
  • 7301 TM44
  • 2800 Elixir
  • 4801 TM01
  • EA00 Leftovers
  • 6101 TM26

Note that the first item is Hyper Potion - not Revive. Official Pokedex2 confirms Hyper Potion. I guess, most of the other tables on the net were copied from the same (wrong) source. --TCCPhreak (talk) 12:29, 21 April 2013 (UTC)

Generation VI

My Lv. 56 Linoone just picked up an Iron Ball. TorchicBlaziken (talkedits) 21:07, 11 November 2013 (UTC)

And now an Escape Rope and a Prism Scale. TorchicBlaziken (talkedits) 21:28, 11 November 2013 (UTC)
And now a Full Heal. My Level 61 Linoone also picked up a Full Heal. TorchicBlaziken (talkedits) 23:53, 11 November 2013 (UTC)
My level 61 picked up a Rare Candy TorchicBlaziken (talkedits) 00:07, 12 November 2013 (UTC)
My level 52 also picked up a Rare Candy TorchicBlaziken (talkedits) 03:15, 12 November 2013 (UTC)
My level 33 picked up an Ether TorchicBlaziken (talkedits) 04:15, 12 November 2013 (UTC)

My Lv. 87 Linoone picked up an everstone?--FrozenLinkz (talk) 19:16, 9 December 2013 (UTC)

Hey, this isn't 6 months old! Yeah, my level 66 Linoone just picked up an Elixir. I don't think this list is quite correct. Yamiidenryuu (talk) 23:39, 15 April 2014 (UTC)

Source for Generation VI

0x4455A8 in exefs\code.bin- Pickup items (Discovered by magical)

Same structure as DPPt, and is identical to B2W2. I'm thinking Everstone may be an incorrect report or a nonstandard edge case.

// Base: Slots 0-8 // Take 9 // Start at Entry: Level/10

  • 11 00 - Potion
  • 12 00 - Antidote
  • 1A 00 - Super Potion
  • 03 00 - Great Ball
  • 4F 00 - Repel
  • 4E 00 - Escape Rope
  • 1B 00 - Full Heal
  • 19 00 - Hyper Potion
  • 02 00 - Ultra Ball

--end 01-10

  • 1C 00 - Revive
  • 32 00 - Rare Candy
  • 50 00 - Sun Stone
  • 51 00 - Moon Stone
  • 5D 00 - Heart Scale
  • 17 00 - Full Restore
  • 1D 00 - Max Revive
  • 33 00 - PP Up
  • 29 00 - Max Elixir

// Rare: Slots 9-10 // Take 2 // Start at Entry: Level/10

  • 19 00 - Hyper Potion
  • 5C 00 - Nugget
  • DD 00 - King's Rock
  • 17 00 - Full Restore
  • 26 00 - Ether
  • 16 01 - Iron Ball
  • 19 02 - Prism Scale
  • 28 00 - Elixir
  • 19 02 - Prism Scale
  • EA 00 - Leftovers
  • 19 02 - Prism Scale

-- Kaphotics (talk) 04:25, 29 June 2014 (UTC)

Colosseum Pickups

I just got Aipom while playing Pokémon Colosseum. From what I've seen so far, his pickups at level 43 while in in Shadow mode are a Full Heal, a Full Restore, a Rare Candy, and an Ultra Ball. Except for the Super Potions this is looking like the Ruby and Sapphire pickups, or maybe other levels of the Emerald pickups. I'll keep tracking it until I can (or can't) prove it fits under any previous games.

More info: 2 more pickups from Aipom while in Shadow mode, a super potion and another full heal. I purified him (still at level 43) and the next battle I was in I got a revive. It is looking more and more like the Ruby and Sapphire list of items that can be picked up. Cyal (LeafGreen&Emerald) (talk) 06:46, 7 October 2014 (UTC)

1 - Revive
4 - Full Heal
5 - Rare Candy
1 - Ultra Ball
1 - Nugget
5 - Super Potions
1 - PP Up
1 - Full Restore

This is the list I am making of the items that the purified Aipom has picked up at level 43. The only 3rd Gen list we have of pickups that include both Nugget and Revive at the same level is the Ruby and Sapphire list. But because of the rarity of Super Potions it might not be that list. If an experienced editor wants to include the full list of items on the Pickup (Ability) page, or a link for more information in the talk page, that would be fine. I will probably keep updating this current list as I go along or until something changes. Cyal (LeafGreen&Emerald) (talk) 17:12, 10 October 2014 (UTC)

I am back and adding a full heal, 3 rare candies, 5 super potions, a PP up, and a full restore to the above list. They are added in the order I got them. I might put them in the order listed for Ruby and Sapphire. It is still has the items from the Ruby Sapphire list, but possibly not the same percentages. Cyal (LeafGreen&Emerald) (talk) 12:32, 3 December 2014 (UTC)

Item name ---- ## - %Col? - %RS

Super Potion - 16 -- 32.0 -- 30
Ultra Ball ---- 4 --- 8.0 -- 10
Full Restore -- 2 --- 4.0 -- 10
Full Heal ----- 7 -- 14.0 -- 10
Nugget -------- 7 -- 14.0 -- 10
Revive -------- 2 --- 4.0 -- 10
Rare Candy ---- 8 -- 16.0 -- 10
Protein ------- 2 --- 4.0 --- 5
PP Up --------- 2 --- 4.0 --- 4
King's Rock --- 0 --- 0.0 --- 1

I am back once again and up to 50 items my Aipom has picked up. Here is a new table with the name of the items I've picked up (Item name), the number of items I've picked up (##), the number of items I picked up converted into a percentage (%Col?), and the Ruby Sapphire percentages (%RS). I would like to eventually get this list up to 200 items. Once my Aipom picks up a King's Rock, my suggestion for the Pickup page would be to fill in all the items, but remove the percentages. I'll try to come back when I get to 75 items or if I pick up a King's Rock. Cyal (LeafGreen,Emerald&Colosseum) (talk) 11:25, 10 May 2015 (UTC)

Pokemon XD Pickups / Change to Emerald

Finally managed to find the routines in (european) Pokemon XD. I think, american offsets are slightly different. Random Number Generator used for pickup trigger is at 0x8025E944; Pickup stuff is done near 0x80140D58. Whether Pickup triggers is checked by integer-dividing the randomnumber by 10, then multiplying it with 10 and comparing with original - if it's zero, the original number was 0 mod 10 - 10% chance and pickup triggers. To create "always trigger", switch 0x80140d58 from 0x3860000A to 0x38600001 - this changes the factor to 1 and every random number is dividible by 1. A second random number is generated and the remainder of division by 100 is calculated the same way (int-divide by 100, int-multiply with 100, subtract from original). At one point, this pickup-index is in R30. Breakpoint there and the item for every slot can be chosen. This also allows to calculate the probabilities for items.

First (non-)surprise: The slots are 00-29,30-39,40-49,50-59,60-69,70-79,80-89,90-93,94-97,98,99. Thus giving one 30%, six 10%, two 4% and two 1%-slots. The 5%/3%-division is wrong - and I strongly believe, it also is for emerald. If no one can back the 5%/3%-theory with facts, it should be changed to 4%/4% everywhere. Table is created as usual. There is the left part (30% to 4%, nine slots. Each level everything is shifted to the left and a new item is introduced into the 94-97-slot) and the right part (1%, two slots. Each level this is shifted to the right and a new item is introduced into the 98-slot).

I tried Zigzagoons-Linoons on every tier and triggered each slot. Some items in the original table just were plain wrong (Escape Rope?) and looked copied from Emerald Table. I cannot rule out that american (or japanese) XD has different slots but I strongly doubt it. Please do some research and provide facts before changing the table).TCCPhreak (talk) 15:06, 7 December 2014 (UTC)

You changed Emerald's %s because you say 5/3 isn't backed with facts, but you yourself don't actually back your change with fact, just supposition: "I think Emerald is probably like XD." That won't cut it. I would be overjoyed if you researched Emerald's %s and then changed it if it's really 4/4, but until then, we'll roll with 5/3.
(The 5/3 numbers first appeared on this page in November 2006, and a couple revisions later the same user credits Psypoke, who says 5/3 for all of Emerald through HGSS. (Which perhaps means HGSS should be checked too...) I can't personally speak to Psypoke's credibility, but there's your culprit, anyway.)
I do love this kind of work, though. FWIW, thanks! =) Tiddlywinks (talk) 18:20, 7 December 2014 (UTC)
I already did verify Emerald's percentages: http://www.smogon.com/forums/threads/past-gen-rng-research.61090/page-42 Post 1031 but forgot to incorporate the result into the Bulbapedia page (or wanted to wait for further verification - do not remember exactly). I'm sorry for not linking to that post in the change comment. Is it okay to rollback the rollback?
As for `the original source': Psypoke doesn't present any and apart from Smogon, I can't find much research about it. The 5%/3% split seems to have been copied over and over, maybe starting from psypoke, maybe not. My personal theory is that DPPt was the first one to be examined and the "Hyper Potion in 4% and Hyper Potion in 1%"-anormality was added up, removing 1% from Ultra Ball.. and then the 1% was added again. Possibly this started on a japanese research page and stuff got lost in translation - I'm no historian and eight years in internet time seems a bit long to search for information.
HGSS is on my Todo-list. I think it shouldn't be much more complicated than DPPt (although I remember some fun changes around the RNG). As there is no `real' source providing facts for 5%/3% for HGSS, could I object with "it's 4%/4% for every other game - especially the ones in the same generation"? We could change it to "5%?/4%?" and "3%?/4%?" in the table header and provide a tooltip "exact percentage currently in dispute - see talk page".TCCPhreak (talk) 12:40, 8 December 2014 (UTC)
I've definitely been through that thread before and that post, but I either missed the difference here or forgot to update it... But yeah, that's perfect, for me. You make a good point about everything else being 4%/4% too. If HGSS is the odd man out, then yeah, as far as I'm concerned it's OK to presume for the time being that it's a mistake since it (and the others that are now changed) can't be traced back to anything solid. I changed both. Tiddlywinks (talk) 14:21, 8 December 2014 (UTC)

Picking up Mega Stones

Can Pokémon pick up a flung Mega Stone if said Mega Stone does not correspond to either of the Pokémon's species? (If a Primeape flings a Blazikenite at Linoone, for example, can it be picked up?) - Linneus (talk) 20:56, 12 December 2014 (UTC)

Fling does not work on a Mega Stone. Tiddlywinks (talk) 21:13, 12 December 2014 (UTC)

Starting the OmegaRuby/AlphaSapphire Item list?

Is it safe to assume that ORAS uses the same table structure as every other game since generation 3.5 (30/6x10/2x4/2x1; 10 Level-tiers; each at [0-9]1; rotating out the 30% and one 1% at the start of every tier)? I'm currently doing experiments (full pickup team, levelling it parallel to my playthrough) and although randomness makes it hard to present the results as facts, there are some things I am very sure of:

  • Conclusions/Guesses from Lv01:
    • Potion should be LV01, 30%. Got 50 of them and only 18 of the runner-up.
    • Nugget should be LV01, 1%. Got a single one, every other item has at least 7.
    • Great Ball, Escape Rope, Repel, Full Heal, Super Potion, Antidote are candidates for Lv01, 10%. Those are six items with a similar amount of occurances (14-18). Higher levels can verify this assumption and determine exact order.
    • Ultra Ball is a candidate for Lv01, 4%. Seven occurances.
    • Hyper Potion is a candidate for the other Lv01, 4%. Got it nine times.
    • Either I was very unlucky with finding the eleventh item or it already exists in another column. My guess is Hyper Potion. For the size of this experiment (total number of pickups: 165), nine occurances seem a bit high and the contrast to Ultra Ball indicates that some of them were from a 1%-slot. Also, Hyper Potion in two columns was observed in other games. Unfortunately, this hypothesis can not be verified with higher-level pickup-tiers and could only be falsified by finding a previously non-seen item with a Lv01-tier-pickup-pokemon.
  • Conclusions/Guesses from Lv11:
    • Found 11 different items. Potion was missing, so it was rotated out and LV01, 30% is proven (if we assume the same table structure)
    • Antidote was super-common (109 times, runner-up was 43). This is a proof for LV01, 10%@1. It also is a very good candidate for LV11, 30%
    • Great Ball, Repel, Full Heal, Escape Rope, Super Potion and Hyper Potion are six items and their numbers are near each other and far from everything else (31-43). They could be Lv11, 10%. Hyper Potion being candidate for Lv01,4% and Lv11,10% proposes Lv01,4%@1 and Lv11,10%@6.
    • King's Rock and Nugget are rare. Got two of each. Nearest other was 10. This indicates Lv11,1% for both of them and proposes Lv01,1%@1 for Nugget. Note that both of them have been 1% in other games.
    • Revive and Ultra Ball (10 and 18) both were more common than the 1% candidates rarer than the 10% candidates. Revive was not observed at Lv01, making it a good Lv11,4%@2-candidate. It is noteworthy that Revive seems a bit underpresented for 4%; yet I am not willing to return to a 3/5 assumption and rather assume "bad luck".
  • Conclusions/Guess from Lv21:
    • Only got 10 different items (42 in total) so those are far from final...
    • No Antidotes - yet, but going from super-common to rare has not been seen in any other table. This indicates LV11/30% and Lv01/10%@1.
    • Super Potions are starting to get a very good lead on anything else. This could be a sign for Lv21/30% and - in conclucion Lv11/10%@2,Lv01/10%@3.
    • Rare Candy has been seen and is absent from Lv11. This indicates Lv21/4%@2. For my taste, it has been seen too often but I expect this random oddity to even out after more collected items.
    • King's Rock has been seen. I assume it is Lv21/1%@2 (and Lv11/1%@1) but have to wait whether it rotates out at Lv31.
    • No other table had 4%+1% anywhere else but at Lv01 so I expect an eleventh item to show up sooner or later. As this is expected to be Lv21/1%, this is a matter of luck.

All in all this is starting to look as if only small changes had been made to the X/Y (and BW2)-tables - if any were made at all. The Prism Scale might be replaced with something else (for obvious reasons). Small update: Percentages look okay most of the time (https://docs.google.com/spreadsheets/d/1VOirGRhCQpqAf4R3i_Pum_aZG2n8c0FZMLuzXRkLaYE/edit?usp=sharing). Table is prepared for more than one data-collector. Anyone wanna join? TCCPhreak (talk) 19:31, 28 December 2014 (UTC)

ORAS uses the same general structure as X/Y in terms of the item list. Back when I dumped data from the demo, the only pickup change was swapping Prism Scale for Destiny Knot [1]. — Kaphotics (talk) 09:04, 3 January 2015 (UTC)
I'm a bit surprised that Muddywaterzboy added the list without giving a source - especially as some unsourced information on this page turned out to be wrong, before. It would be nice if this could be added. However, between Kaphotics' data dump, Muddywaterzboy's unnamed source, the similarity to previous tables and my experiments (finished today), I think we can assume this table to be valid.TCCPhreak (talk) 16:02, 6 February 2015 (UTC)

Pokemon Sun and Moon Pickup Items

Does anyone know when the Pickup information/probability of all the different items for Pokemon Sun and Moon will be updated? Just wondering if we have the info yet.--Rithvikkiran (talk) 21:47, 20 December 2016 (UTC)

Last time, someone extracted the tables from the demo, plus I did a counting experiment. If "counting and approximating" is the easiest way: What it the first pickup-capable Pokemon available in Sun/Moon? --TCCPhreak (talk) 06:47, 21 December 2016 (UTC)

I'm not a 100% sure, but I think it might be Alolan Meowth.--Rithvikkiran (talk) 17:43, 21 December 2016 (UTC)
Correct; it's also the easiest. Unowninator (talk) 17:48, 21 December 2016 (UTC)

In my copy of Moon, I have four Pokémon with Pickup ("Pickup Artists") in my part right now. One is level 35, and the rest are level 41. From my trials, it seems Great Balls are the most common. In addition, one was able to find a Destiny Knot within the level 21-30 range. LittleOmu (talk) 04:01, 19 February 2017 (UTC)

Pretty Wing in Sun/Moon

My Lillipup with the Pickup ability just picked up a Pretty Wing. Can we add Pretty Wing to the list of items that can be picked up in Sun and Moon? - unsigned comment from Valehd (talkcontribs)

I also got a Sitrus Berry. --Valehd (tAlk) 16:14, 26 February 2017 (UTC)
Hm, I believe the items currently listed are also listed in a guidebook (and those you mentioned are not). So, are you sure you didn't get those from wild Wingull or Trumbeak or something (they can have them naturally)?
And in general: if you do have reliable information that's not on there, you may just add it yourself. Nescientist (talk) 23:21, 26 February 2017 (UTC)

Altering the Sun and Moon Table Slightly

I feel like the many, manny tiny boxes of the sun and moon table make it look ugly and kind of hard to look at, and so I had a little play about with it, and just wanted other opinions before I just jumped in and edited it. I was just wondering which version people prefer? Here's what I've done:

Item Lv 1-10 Lv 11-20 Lv 21-30 Lv 31-40 Lv 41-50 Lv 51-60 Lv 61-70 Lv 71-80 Lv 81-90 Lv 91-100
Potion 25%
Antidote 10% 25%
Super Potion 10% 25%
Great Ball 10% 25%
Repel 10% 20%
Escape Rope 10% 20%
Full Heal 10% 20%
Hyper Potion 5% 10% 20%
Nugget 5% 3%
Ultra Ball 3% 5% 10% 20%
Destiny Knot 1%
Leftovers 1%
Sun Stone 3% 5% 10%
Moon Stone 3% 5% 10%
Prism Scale 3%
Revive 2% 5% 7% 10% 20%
Balm Mushroom 1% 3%
Rare Candy 3% 8%
Pearl String 1% 4%
Full Restore 1% 1% 2% 3% 5% 10% 15%
Big Nugget 1% 4% 5%
Ether 1%
Heart Scale 1% 4% 10%
Elixir 3% 5%
Max Revive 2% 10%
PP Up 1% 4%
Max Elixir 1% 3%


--Ditto51/Tom (My Talk Page) 19:10, 2 July 2019 (UTC)

Personally, I think it's better than the current one. It would make a lot more sense to combine columns. If I could change anything, I would make the blank cells the same colour as the outermost border.--Diriector Doc (talk) 01:13, 3 July 2019 (UTC)
I think this makes it harder to read than the current design if you're reading it vertically. Horizontally it's about the same, but if you're interested in which items you can get in a particular level range it's not as easy to tell, because you have to keep looking left and right to see whether it's a blank space or just a cell that spans multiple columns.
In general, I feel like table cells shouldn't be merged unless the property is actually shared, rather than just happening to be the same. --SnorlaxMonster 11:16, 3 July 2019 (UTC)
I believe I tried that when I was trying to make it in the first place. I liked it too, except for the issue that SnorlaxMonster brings up: it can be pretty hard to mentally draw the correct column divider down (or up) to understand the start/end of anything in the middle ranges. And that's a pretty big issue. The last thing we want is people mistaking a level range. That makes the version with reliable column lines (excluding the two absolutely constant items in the middle) better, because it's very simple to follow the same column all the way. Tiddlywinks (talk) 12:47, 3 July 2019 (UTC)

SM/USUM table

Level 25% 20% 15% 10% 8% 7% 5% 4% 3% 2% 1%
1-10 Potion Full Heal Escape Rope Repel Great Ball Super Potion Antidote Hyper Potion Nugget Ultra Ball Destiny Knot Leftovers
11-20 Antidote Full Heal Escape Rope Repel Great Ball Super Potion Hyper Potion Prism Scale Ultra Ball Nugget Sun Stone Moon Stone Revive Destiny Knot Leftovers Balm Mushroom
21-30 Super Potion Full Heal Escape Rope Repel Great Ball Hyper Potion Ultra Ball Sun Stone Moon Stone Prism Scale Rare Candy Balm Mushroom Revive Destiny Knot Leftovers Pearl String Full Restore
31-40 Great Ball Full Heal Escape Rope Repel Hyper Potion Revive Ultra Ball Sun Stone Moon Stone Pearl String Prism Scale Rare Candy Destiny Knot Leftovers Ether Full Restore Big Nugget
41-50 Repel Full Heal Escape Rope Sun Stone Moon Stone Ultra Ball Hyper Potion Revive Big Nugget Prism Scale Rare Candy Full Restore Destiny Knot Leftovers Ether
51-60 Escape Rope Full Heal Sun Stone Moon Stone Ultra Ball Hyper Potion Rare Candy Revive Big Nugget Prism Scale Full Restore Destiny Knot Leftovers Ether Heart Scale
61-70 Full Heal Revive Sun Stone Moon Stone Ultra Ball Hyper Potion Rare Candy Big Nugget Full Restore Heart Scale Prism Scale Elixir Destiny Knot Leftovers
71-80 Hyper Potion Revive Sun Stone Moon Stone Ultra Ball Heart Scale Rare Candy Big Nugget Full Restore Elixir Prism Scale Max Revive Destiny Knot Leftovers
81-90 Ultra Ball Revive Max Revive Sun Stone Moon Stone Full Restore Heart Scale Rare Candy Big Nugget Prism Scale Destiny Knot Leftovers Max Elixir PP Up
91-100 Revive Full Restore Max Revive Sun Stone Moon Stone Heart Scale Rare Candy Big Nugget PP Up Prism Scale Max Elixir Destiny Knot Leftovers



If it's alright, please restore this version (small version) of the SM/USUM table. Here's a link to the current version (large version) which I'd like to remove.

The former is consistent with the tables above it from the previous games. It's also considerably smaller than the current, bulky table.

Using the small table, I find it easier to check this:

  • Each combination of item/level/percentage. Because the percentages follow a pattern, higher to the left and lower to the right. So the percentages can be basically inferred from the position on the table, and we have less things to read. (As opposed to the large table, where we have to read each percentage per cell if we are interested, because the cell position alone doesn't tell us the percentage.)
  • What are the rarer and commoner items of each level, based on the position of the items on the table.
  • Which percentages have more or less items. For instance, the large table lets us know that no item has a 25% chance of appearing from level 41 onwards. It also lets us know that all levels have at least two 1% items, and at most five 1% items. Other numbers can be easily discovered as well.

I find it easier to compare items too. For example, to know that the Sun Stone and Moon Stone always have the same chance of appearing, because they are always together in the right places.

The large version has the percentages scattered in a way that I don't find very helpful for comparison purposes.

To be fair, one possible benefit of the large table is that it makes very clear which levels have and don't have a particular item. For instance, it's very clear that the Rare Candy is only available at level 21 onwards in SM/USUM using the large table. This is a trade-off. For instance, it's less clear that Full Restore is only available in ORAS at levels 21-40 and 61-100, because it uses the small table design where items are located at different places depending on the percentage. I still think the small table is worth it, because the smaller size makes it easier to navigate and check those places quickly.

It could be just me, but the avoidable inconsistency between different tables in the same page bothers me. If for some reason the large version is preferred, the consistent choice would be editing all the tables of previous games (RSE / DPPt / BW / etc.) to use the same bulky format. Still, I believe the small version is the best one for the reasons above. --Daniel Carrero (talk) 16:32, 16 July 2019 (UTC)

Back in January, I made a similar edit which can be seen here. It was almost identical to yours but with a couple of differences.
Interestinly, both of our edits were undone with the same summary: "That is definitely a valid way of presenting it and more consistent with other tables, but I think it's clearer to describe it this way due to the fact that there arent %slots". As it states, it's clearer to the reader to state the %chance for each item individually. Although I stood by my edit, I agreed.
Both of our edits had gaps all over the place, while the current table, although it contains a few, is a bit more consistent.
Also, it's not like any of the information has changed after the edit. With the current table, it is abundantly clear that Leftovers and Destiny Knot are the rarest items with a constant 1%. Sure, the small table says the same thing, but the bigger table says it once if you get what I'm saying.
I like the smaller table as it is more consistent, as was the point, but readability is more important than consistency in this case.--Diriector Doc (talk) 20:05, 16 July 2019 (UTC)
Diriector Doc: Your version (link) had the items scattered at various places. I believe I was able to improve it by arranging the items as various vertical lines everywhere and using rowspan in the empty cells (link). This is good for readability.
All versions of that table (small and large) have gaps all over the place. The gaps are not fixed in the large table. Actually, the large table has much larger gaps than the small table. So if we want to avoid gaps as much as possible, the small table would be the best option.
Leftovers and Destiny Knot are available as 1% in all levels, which is easy to see in both the small and the large tables, so I don't think these two items are a good reason to choose any design over another. Arguably, the fact that they are available in all levels with the same percentage makes them a special case. They stand out.
In fact, for some reason those 1% lines (Leftovers and Destiny Knot) are in the middle of the large table, which doesn't help to navigate other percentages based on their locations. This hurts the readability of the large table.
Also, Leftovers and Destiny Knot are not actually the only rarest items. They are just part of the story. The rarest items are actually all the ones with 1%: depending on the level, they are Leftovers, Destiny Knot, Balm Mushroom, Pearl Necklace, Full Restore, Ether, Big Nugget, Heart Scale, Max Elixir, and PP Up. In the small table, we can see them easily by checking only the right side. With the large table, we must read the whole table (with all those percentages scattered in various ways) to answer the same question: "Which items are 1%?"
So really, the large table has poor readability with respect to the points said above. The small table is an improvement in readability.
That said, if we keep the large table anyway, shall we edit the other games to keep it consistent? I'm not actually suggesting changing all the games this way. I'm just saying that if the large format has any advantages (including readability, design, etc.), it should most likely fit all games. The table below would be the HGSS table using the large format. --Daniel Carrero (talk) 03:19, 17 July 2019 (UTC)
Firstly, I was not comparing our submissions. I was not saying one is better than the other. I was simply pointing out that I have made a similar one that resulted in the edit being undone, as did yours. Secondly, I was not the one that decided to keep the original table. I was explaining the reason for the undoing and reflecting upon it. As I said, I prefer the small tables, but there were reasons for keeping the original.
The point of the large table is to quickly and effectively identify how frequently a specific item appears. The small table, as you mentioned, can easily answer the question "Which items are 1%?" When someone is doing a playthrough of the game, they want to know how to get a specific item, not to know what the rarest items are. If someone truly wants to know which item is the rarest, it would not take too much effort to spot the 1% tiles and evaluate for themselves.
In the case with the other games, none of the tables have gaps at all. There is the same number of items available for each percent tile as all the other levels. The only exception is the USUM table. In USUM, not only do the rarities change depending on the level but also the number of available items. This is why there are gaps; the gaps are unavoidable.
If you look at the large table, there is a clean diagonal pattern to it. With the small table, both yours and mine, the gaps are all over the place. Consistency is not the main importance of the table. When people look at the table, they want to find how easily the can get the item they want, which is what the large table achieves.
Lastly, with regards to your large HGSS table suggestion, how I see this request is you saying "I want something to go my way." To quote you, ...if we keep the large table anyway, shall we edit the other games to keep it consistent? What you are communicating is that you want consistency. You have given up on your first idea to change the USUM table to fit the others, and have moved to the idea of changing the others to match the USUM table. As I mentioned in my first reply, readability is more important than consistency in this case. If everyone agrees that the large table for other games is better for the readability than by all means. But in the meantime, if it ain't broke, there is no point in fixing it.
Please, do not see this as a refusal, but instead and explanation. I am not against the thought of consistency, but people have decided that the large table would be better. If, later on, a more consistent version of the large cable come to be, but you don't agree with the design choice, enlighten us by discussing it right here. All of us are listrening.--Diriector Doc (talk) 06:59, 17 July 2019 (UTC)
To be clear, I think your submission was great (your small SM/USUM table back from January). I also think I could make another version of basically the same small table which has a few improvements. I was comparing our tables. But I guess that's just a normal wiki thing. Editing what's there and making changes as usual.
It doesn't have to be my way. I was just arguing that I think this way is better. But if other people disagree with me and keep a design different from what I would, that's OK.
You said a statement about me that is actually very wrong (but it can be a honest mistake, or maybe I was not clear before): "You have given up on your first idea to change the USUM table to fit the others, and have moved to the idea of changing the others to match the USUM table."
I did not say I want the HGSS table to be large. I was asking if there's anyone who would want that. This was a genuine question: "...if we keep the large table anyway, shall we edit the other games to keep it consistent?"
Even if the admins and everyone else said "Alright, let's use the large table for all games." I would still think the large table is a bad idea and would prefer the small version for all games, including SM/USUM. But I would still accept the consensus.
I could be wrong here, so please kindly correct me if needed: It appears you are defending the large table because other people want it, since you yourself said you prefer the small table.
I'm not sure who are the people who decided to keep the large table (maybe it was an admin decision or something). I would be curious to see the result if everyone voted on the tables. I wonder if you would vote "small", but I obviously can't speak for you.
Either way, thank you for taking the time to explain the benefits of the large table. I'll say one small thing in defense of the large table: Yes, the large table (despite being the one I don't like) has a good job of letting people know whether an item is available or not (despite making a mess of the percentages).
In some other ways I disagree with you. I'm not sure I should comment all the points raised because this discussion is getting a bit long. If I tried to answer everything I could be repeating my points from before. For one, I'm interested in the actual item percentages and feel disappointed that the large SM/USUM table page does a poor job of presenting them.
If by any chance you are interested in my opinion about some point raised in this conversation, feel free to ask. --Daniel Carrero (talk) 14:21, 17 July 2019 (UTC)

Pokémon HeartGold and SoulSilver (large design)

This is how the HGSS table would look like if it used the large design discussed above.

I'm placing it down here to avoid cluttering that discussion. --Daniel Carrero (talk) 03:19, 17 July 2019 (UTC)

Item Lv 1-10 Lv 11-20 Lv 21-30 Lv 31-40 Lv 41-50 Lv 51-60 Lv 61-70 Lv 71-80 Lv 81-90 Lv 91-100
Potion 30%
Antidote 10% 30%
Super Potion 10% 10% 30%
Great Ball 10% 10% 10% 30%
Repel 10% 10% 10% 10% 30%
Escape Rope 10% 10% 10% 10% 10% 30%
Full Heal 10% 10% 10% 10% 10% 10% 30%
Hyper Potion 4% 10% 10% 10% 10% 10% 10% 30%
Ultra Ball 4% 4% 10% 10% 10% 10% 10% 10% 30%
Revive 4% 4% 10% 10% 10% 10% 10% 10% 30%
Rare Candy 4% 4% 10% 10% 10% 10% 10% 10%
Sun Stone 4% 4% 10% 10% 10% 10% 10%
Moon Stone 4% 4% 10% 10% 10% 10%
Heart Scale 4% 4% 10% 10% 10%
Max Repel 1%
Nugget 1% 1%
King's Rock 1% 1%
Full Restore 1% 1% 4% 4% 10% 10%
Max Revive 4% 4% 10%
PP Up 4% 4%
Max Elixir 4%
Ether 1% 1%
Iron Ball 1% 1%
TM56 (Fling) 1% 1%
Elixir 1% 1%
TM86 (Grass Knot) 1% 1%
Leftovers 1% 1%
TM26 (Earthquake) 1%