Pokémon Ranger Glossary: Difference between revisions

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;Tackle Field Move
;Tackle Field Move
:Th chosen friend Pokémon will throw a tackle at the target to move it. This Field Move can be used to shake trees, move heavy obstacles, and even knock over Dead Trees.
:The chosen friend Pokémon will throw a tackle at the target to move it. This Field Move can be used to shake trees, move heavy obstacles, and even knock over Dead Trees.


;Cross Field Move
;Cross Field Move

Revision as of 21:50, 16 October 2021

The Ranger Glossary can be found in Pokémon Ranger and its sequels in the Styler menu. It is a list of definitions to help the player understand the terms found in the games.

Pokémon Ranger

Pokémon Rangers
Pokémon Rangers work day and night to protect people and Pokémon, and to safeguard precious natural environments. Working together with Pokémon, they expertly wield their Capture Stylers to overcome challenges.
Fiore Region
The people of this region are very protective of Pokémon and the natural environment. There are four towns. Ringtown is located within a forest. Summerland is on a volcanic island. Wintown is at the foot of a mountain. Fall City is at the regions center.
Ranger Union
An organization for Rangers founded by Prof. Hastings and three compatriots. The union oversees and supports all aspects of Ranger activities. It is also responsible for maintaining and keeping track of Stylers.
Ranger Base
A Ranger Base literally serves as a base of operations for Rangers. There if a base in each of the Fiore region's towns. Each one is fully outfitted with state-of-the-art equipment. Ranger missions are managed by the bases, too.
Ranger Rank
The Ranger Rank indicates the expertise level of the Ranger from 1 to 10. When promoted to a new rank, the Ranger will be able to befriend more Pokémon. A promotion also means the Ranger will be assigned more important missions.
Capture Styler
The Capture Styler was invented by Prof. Hastings. It is a communication device the lets Rangers befriend wild Pokémon and obtain their help. The device--which has other functions--can only be used by Rangers. It is commonly known as a Styler.
Capture Disc
The Disc is a top-like component of the Capture Styler that pops out when the Ranger attempts a capture. It is this Disc that the Ranger controls to draw loops around wild Pokémon. By drawing the loops, the Ranger's feelings are passed to the Pokémon, making it more accepting of capture.
Capture Line
The Capture Line is a line that is drawn by the Capture Disc while being controlled by the Capture Styler. In most cases, the Capture Line is drawn as simple loops around wild Pokémon to capture them.
Capture 1
To capture a wild Pokémon, touch your stylus to the Touch Screen to launch the Capture Disc. Keeping the stylus in contact with the Touch Screen, slide the stylus to draw the Capture Line. The Capture Line will trace your stylus's movements exactly. (Continued in Capture 2.)
Capture 2
Continuously draw loops with the Capture Line around the target Pokémon. When the first loops is completed, a number appears above the Pokémon. This number indicates how many loops must be continuously drawn around the target to capture it. (Continue in Capture 3.)
Capture 3
When the required number of loops is drawn around the target Pokémon, lift the stylus from the Touch Screen to capture it. If the stylus is lifted before the required number of loops has been drawn, or if the target Pokémon cuts the Capture Line, the capture attempt fails. (Continued in Capture 4.)
Capture 4
When the required loops for a capture are drawn around the target Pokémon, a number with the "+" in front of it appears. This number is the Exp. Points the Styler can earn if the capture is successful. This number will rise if the Ranger draws more loops than are needed for capture.
Styler Energy
The Styler's energy is reduced every time it is damaged by a Pokémon. If the energy runs out, the Styler is no longer capable of capturing Pokémon, and it's game over. The Styler's energy can be recharged by talking to the operator at any Ranger Base, or with the help of a Pokémon with an Electric Poké Assist.
Styler Damage
As shown by the top diagram, if a wild Pokémon touches the Capture Line, the Line is broken, but the Styler is not damaged. However, if a Pokémon's attack move hits the Capture Line as shown below, the Line is broken, and the Styler sustains damage.
Styler Level
Upon obtaining a certain amount of Exp. Points, the Styler will level up. hen its level goes up, the Styler's maximum energy volume increases, and it is recharged to full. The Styler also becomes capable of drawing a longer Capture Line.
Flee
When attempting to capture a Pokémon, completing even a single loop makes the Flee icon appear at the bottom left. The Ranger can abandon the capture attempt and return to the field by touching the Flee icon at any time. It is impossible to flee from some capture attempts, however.
Release
"Release" means to return a befriended wild Pokémon back to its natural habitat. A Ranger is allowed to travel with only a set number of befriended Pokémon. (The number rises with the Ranger Rank.) If a newly capture Pokémon is to be added to the party, the Ranger may need to release another one.
Friend Pokémon
A friend Pokémon is a wild Pokémon that has accepted the Ranger's friendship as a result of being captured. In the field, press the X or Y Button to distinguish your friend Pokémon from those in the wild. The outlines of friend Pokémon will glow.
Radar
The Radar is displayed on the top screen while you are in the field. It indicates where you are, as well as the location of Pokémon, Save Machines, entrances to chambers in caverns, and so on.
Mission
A mission is any job that Rangers are asked to do by the people of Fiore. During a mission, the Ranger may give up and start over from the beginning. Just open the menu, select Mission, then select Retire to start the mission again.
Field Move
A Field Move is a move that a friend Pokémon can use on a target in the field. The strength of the Field Move is shown using icons. (The more icons, the more powerful the Field Move.) Touch any Pokémon in the field to examine what Field Move it has.
Target
A target is an obstacle in the field such as Bundle Hay or a Metal Fence. A target may also be a useful object. Touch a target in the field to see what Field Move is needed to burn, crush, or do other things to it.
Target Clear 1
Any friend Pokémon can clear a target if it has the right Field Move for the target. First, touch the target to see what Field Move is needed to clear it. (Continued in Target Clear 2.)
Target Clear 2
Next, capture a wild Pokémon that has the Field Move for clearing the target. The Pokémon's Field Move must have at least the same number of Field Move icons as the target to clear it. (Continued in Target Clear 3.)
Target Clear 3
Touch the friend Pokémon with the necessary Field Move, then draw a line to the target you want to clear. If you draw the line properly, you will be presented with "Yes/No" choices. (Continued in Target Clear 4.)
Target Clear 4
Select "Yes" to make the chosen Pokémon clear the target using its Field Move. Once a wild Pokémon has used its Field Move, it is automatically released according to Ranger rules. (Continued in Target Clear 5.)
Target Clear 5
While in the field, your friend Pokémon are listed with their Field Moves on the top screen. There's no need to touch friend Pokémon in the field to check what Field Moves they have.
Burn Field Move
The chosen friend Pokémon will breathe fire to burn up the target. In addition to targets that obviously appear to burn easily, there are some targets that can be melted under intense heat.
Recharge Field Move
The chosen friend Pokémon will discharge electricity to recharge the Styler's energy. The amount of energy that is restored depends on the kind of Pokémon.
Soak Field Move
The chosen friend Pokémon will forcefully spray water to douse a fire. The water can also be used to grow plants.
Cut Field Move
The chosen friend Pokémon will cut up the target using sharp fangs, scythes, or other appendages. In addition to plants, some targets made of wood or metal can be cut.
Crush Field Move
The chosen friend Pokémon will crush the target with a hard tackle, shock waves, or other means. Fragile walls can be crushed, too.
Tackle Field Move
The chosen friend Pokémon will throw a tackle at the target to move it. This Field Move can be used to shake trees, move heavy obstacles, and even knock over Dead Trees.
Cross Field Move
The chosen friend Pokémon will lasso a distant Post by extending a vine. The vine can be used like a sturdy rope to easily cross streams and pits.
Flash Field Move
The chosen friend Pokémon will use its natural illuminating ability to light up dark places such as basements.
Gust Field Move
The chosen friend Pokémon will whip up a gust of wind to expose a wild Pokémon that is hiding behind its camouflage.
Partner Pokémon
A partner Pokémon always accompanies their Ranger. The partner Pokémon can be called on to help the Ranger make a difficult capture by using its Poké Assist.
Partner Energy
This energy builds up when loops are drawn around wild Pokémon during captures. If at least one segment of the Partner Gauge is filled with energy, the Ranger may use the partner Pokémon's Poké Assist. Using this Poké Assist completely drains the Partner Gauge, however.
Partner Gauge
This shows how much partner energy has been stored. At first, the gauge has only one segment. It will gain more segments as the Ranger goes up to higher Ranger Ranks. Plusle or Minun's electrical discharge will gain power if more energy is stored.
Poké Assist 1
The Ranger may ask the partner Pokémon or a friend Pokémon to use its ability to provide help during a capture. To use a Poké Assist, touch the Poké Assist icon at the bottom right of the Touch Screen. (Continued in Poké Assist 2.)
Poké Assist 2
A new window opens that allows you to select the Poké Assist. Touch the Pokémon that has the needed Poké Assist, then touch the Poké Assist icon. The selected Pokémon will use its Poké Assist to help your capture attempt. (Continued in Poké Assist 3.)
Poké Assist 3
There are many kinds of Poké Assists. For some, the selected Pokémon becomes directly involved in attacks or in recharging the Styler's energy. Others enhance the performance of the Capture Line. However, those that power up the Capture Line come with time limits. (Continued in Poké Assist 4.)
Poké Assist 4
When a Poké Assist he been performed, or if its time limit has run out, the Styler automatically releases any friend Pokémon that provided it. This is to ensure that Pokémon does not get harmed from overusing its energy.
Pokémon Groups
Pokémon are classified by type into different groups such as Grass, Water, Fire, and so on. The effectiveness of a Poké Assist will depend on the group of the targeted Pokémon.
Poké Assist Matchups 1
A Poké Assist's effectiveness depends on how the assisting Pokémon's group matches up against the target's. If an "up" arrow icon is shown, the user has a matchup advantage over the target. In this case, the Poké Assist is made more powerful, and it lasts longer. (Continued in Poké Assist Matchups 2.)
Poké Assist Matchups 2
If a "down" arrow icon is shown when using a Poké Assist, the user has a group matchup disadvantage against the target. In this case, the Poké Assist is weakened, and it lasts less time.
Discharge Poké Assist
Your Partner Pokémon--either Plusle or Minun--goes to the center of the capture screen and totally discharges electricity. Target Pokémon hit by the electricity become temporarily stunned, making them easier to capture.
Discharge Group Matchups
Advantageous matchup groups:
Flying, Water
Disadvantageous matchup groups:
Electric, Grass, Ground, Dragon
Grass Poké Assist
Grass sprouts up from the Capture Line drawn by the Styler. Target Pokémon touching the grass will become ensnared, making them easier to capture.
Grass Group Matchups
Advantageous matchup groups:
Ground, Rock, Water
Disadvantageous matchup groups:
Poison, Flying, Bug, Fire, Grass, Steel, Dragon
This Poké Assist has no effect on levitating or flying Pokémon.
Fire Poké Assist
Fire blazes from the Capture Line drawn by the Styler. Target Pokémon touching the fire will become startled and sluggish, making them easier to capture. Also, if the loops is drawn, a large blaze starts burning in the center.
Fire Group Matchups
Advantageous matchup groups:
Grass, Ice, Bug, Steel
Disadvantageous matchup groups:
Rock, Fire, Water, Dragon
Water Poké Assist
Touch the lower screen to start forming a bubble. The longer the screen is touched, the larger the bubble grows. Slide the stylus, then lift it to make the bubble float in the same direction. If the bubble hits the target Pokémon, the target gets trapped in the bubble.
Water Group Matchups
Advantageous matchup groups:
Fire, Ground, Rock
Disadvantageous matchup groups:
Water, Grass, Dragon
Electric Poké Assist
This Poké Assist recharges the Styler's energy. The amount of energy recharged varies by the kind of Pokémon. This Poké Assist may also be used on the field.
Fighting Poké Assist
This Poké Assist doubles the performance of the Styler. Each Capture Line loops is counted as two loops instead of one. For example, if three loops are drawn, it is the same as if six loops were drawn. If five loops are drawn, it is equal to ten loops with this Poké Assist.
Fighting Group Matchups
Advantageous matchup groups:
Normal, Rock, Ice, Dark, Steel
Disadvantageous matchup groups:
Ghost
Poison Poké Assist
Using this Poké Assist, a poisonous mist rises from the Capture Line. Target Pokémon are immobilized, making them easier to capture.
Poison Group Matchups
Advantageous matchup groups:
Grass
Disadvantageous matchup groups:
Poison, Ground, Rock, Ghost, Steel
Psychic Poké Assist
This Poké Assist levitates target Pokémon, leaving them unable to move and easier to capture.
Psychic Group Matchups
Advantageous matchup groups:
Fighting, Poison
Disadvantageous matchup groups:
Psychic, Steel, Dark
Bug Poké Assist
Touch the lower screen, slide the stylus, and then lift it to throw a sticky blob in the same direction. If the blob hits the target Pokémon, the target gets immobilized by the sticky mess, making it easier to capture.
Bug Group Matchups
Advantageous matchup groups:
Grass, Psychic, Dark
Disadvantageous matchup groups:
Fighting, Poison, Flying, Ghost, Fire, Steel
Ground Poké Assist
The ground become churned up by the Capture Line drawn by the Styler. The torn-up ground makes it hard for target Pokémon to move, making them easier to capture.
Ground Group Matchups
Advantageous matchup groups:
Poison, Rock, Fire, Electric, Steel
Disadvantageous matchup groups:
Bug, Grass, Flying
This Poké Assist has no effect on levitating or flying Pokémon.
Rock Poké Assist
Touch the lower screen, slide the stylus, and then lift it to throw gravel in the same direction. If the gravel hits the target Pokémon, the target gets immobilized by a cloud of dust, making it easier to capture.
Rock Group Matchups
Advantageous matchup groups:
Flying, Bug, Fire, Ice
Disadvantageous matchup groups:
Fighting, Ground, Steel
Flying Poké Assist
Touch the lower screen and slide the stylus, then list if to create a twister that moves in the same direction. If the twister hits a target Pokémon, it is levitated in place, making it easier to capture. Also, when a loop is drawn, twisters appear around the outside.
Flying Group Matchups
Advantageous matchup groups:
Fighting, Bug, Grass
Disadvantageous matchup groups:
Rock, Electric, Steel
Dark Poké Assist
Using this Poké Assist doubles the length of the Capture Line, but it also reduces the Styler's energy. The amount of the Styler's energy it uses depends on how much energy the Styler has left.
Dark Group Matchups
Dark Poké Assists have neither advantageous nor disadvantageous group matchups.
Ghost Poké Assist
When a loop is drawn, a ghost appears in the middle. The ghost then blankets the nearest target Pokémon. While blanketed by a ghost, the target is immobilized, making it easier to capture.
Ghost Group Matchups
Advantageous matchup groups:
Psychic, Ghost
Disadvantageous matchup groups:
Dark, Steel, Normal
Ice Poké Assist
When a loop is drawn, a patch of ice appears in the middle. If the target Pokémon steps on the ice, it becomes frozen on the spot, making it easier to capture.
Ice Group Matchups
Advantageous matchup groups:
Grass, Ground, Dragon
Disadvantageous matchup groups:
Fire, Water, Ice, Steel, Flying
Dragonite Bus
This is a shuttle service located at every Ranger Base. A Dragonite flies Rangers to a Ranger Base in another town. The Dragonite Bus cannot be used if the Ranger Rank is too low, however.
Capture Arena
Located in Fall City, the Capture Arena is where Rangers gather to compete in capture contests. Rangers are encouraged to take part in the contests to test their capturing expertise.
Capture Challenge
Capture Challenges are the Ranger contests held at sites in the Safra Sea and Kisira Plain. In these contests, Rangers must capture as many Pokémon as possible within a set time. Scoring is based on the total of the points assigned to each capture Pokémon.
Ranger Record
This is a record of the Ranger's activities that have been stored on the Styler. A wide variety of data can be viewed, including the total number of captured Pokémon.

Pokémon Ranger: Shadows of Almia

Field

Friend Pokémon
A Pokémon that has accepted a Ranger's friendship while being captured. It stays with the Ranger until it's released. Pressing the X or Y Button in the field makes the outlines of Friend Pokémon shine, setting them apart from wild Pokémon.
Partner Pokémon
A special Pokémon that always accompanies the Ranger it has chosen as its Partner. It is not released even if the Ranger uses its Poké Assist to capture another Pokémon.
However, to use the Partner Pokémon's Poké Assist, the Ranger must charge up the Partner Gauge first. Also, while a Ranger may have many Partner Pokémon, only one at a time may accompany the Ranger.
Partner Energy
This is the Energy that is generated by a Ranger drawing loops while capturing Pokémon. When the Energy fills up the Partner Gauge, the Ranger can use the Partner Pokémon's Poké Assist once during an attempted capture.
Beware: If you use your Partner Pokémon's Poké Assist, all the built-up Partner Energy is used up.
Happy Mood
Your Partner Pokémon may get into a "Happy Mood." When in such a state of mind, the Partner Pokémon gives off more Partner Energy, making it easier to fill the Partner Gauge.
Release
The act of releasing a Friend Pokémon back into the wild by its Ranger. The number of Friend Pokémon that an go with a Ranger depends on the Ranger Rank. It may be necessary to release Pokémon after a capture.
To release a Pokémon, touch to select all those to set free, then touch the Release button. Before release, you may touch any selected Pokémon and deselect it from being released.
A Friend Pokémon with the field move "Recharge" can be released differently. Select it, then touch the Recharge button. The Friend Pokémon will use its Recharge to restore the Styler Energy before leaving.
Partner Farm
The Partner Farm is located in Chicole Village. It is home to the Pokémon that have become your Partners. Visit the Farm anytime if you want to switch the Partner Pokémon that accompanies you.
To switch your Partner Pokémon, visit the Partner Farm. Then, touch the Pokémon you want to travel with, and talk to it.
Field Moves and Targets
A Field Move is a move a Pokémon can use on a target. Touch any Pokémon in the field to check its Field Moves; it is identified by an icon and name. The number beside the icon goes up with the move's power.
A target is an obstacle, device, or object such as a Crate or Wood Fence. A target can be destroyed or removed using a Field Move. Touch the target to see what Field Move is needed to remove or destroy it.
Target Clear
"Target Clear" refers to the removal or destruction of a target using the Field Move of a Ranger's Friend Pokémon. To clear a target, first, touch it and see what field move is needed.
Next, capture a Pokémon that has the needed Field Move for the Target Clear. Also, the Field Move must be strong enough for the target. (The number beside its icon must be at least equal to the target's icon number.)
Next, touch the Friend Pokémon that has the required Field Move. Draw a line from the Pokémon to the target. If the line is properly drawn, two buttons, "Yes" and "No," will appear.
Touch "Yes." The selected Friend Pokémon uses its Field Move to clear the target. Afterward, the Friend Pokémon is released back into the wild in accordance with Ranger rules.
For a quick reference, you can display a list of your Friend Pokémon with their Field Moves on the upper screen. Touch the Change Screen button at the bottom left of the Touch Screen to display your Friend Pokémon.
Map Moves
Map Moves are one type of Field Move. Unlike regular Field Moves, they are not used for Target Clear. While in the field, touch the Friend Pokémon with the needed Map Move in order to use it.
To determine if a Pokémon has a Map Move, touch it to see. Some kinds of Map Moves may not be usable in certain places.
Recharge
This Map Move makes the Pokémon release a burst of electricity to recharge the Styler Energy. The amount of Energy recharged depends on the kind of Pokémon.
Agility
This Map Move lets you ride a captured Doduo to travel overland at high speed. It is excellent for tracking fast-moving Pokémon. Unfortunately, it cannot be used inside places such as caves and buildings.
Fly
This Map Move makes a captured Staraptor fly you to any place you have visited. Unfortunately, a Staraptor cannot fly inside places such as caves and buildings.
Teleport
When used inside a cave or ruins, this Map Move instantly warps the Ranger's party to the entrance. Unfortunately, Teleport may be unusable in certain locations.
Area Moves
Area Moves are another type of Field Move. Unlike regular Field Moves, they are not used for Target Clear. They can only be used if "?" is shown above the Ranger in the field.
To determine if a Pokémon has an Area Move, touch it to see.
If the "?" appears above the Ranger, it means a specific kind of Area Move may be used. (At any such location, only one kind of Area Move will work.) While the "?" is displayed, touch the Friend Pokémon that has the usable Area Move.
If you can't tell that Area Move should be used, touch the "?" to obtain a hint.
Missions
A Mission is an official job that is assigned by a Ranger Base or the Ranger Union to one or more Rangers. By completing Missions, Rangers get promotions in their Ranger Rank.
You can check the Mission you are working on by opening the Menu in the field. Touch the Menu button at the bottom right of the Touch Screen to open the Menu.
Quests
A Ranger may be asked to do a job by an ordinary citizen. Such a job is called a Quest. A citizen hoping to get help from a Ranger will have "..." above his or her head.
If you would like to consider accepting a Quest, speak to the person asking for help from a Ranger. After getting details about the quest, you can decide to accept it or not.
While you are working on a Quest, you cannot accept another one. However, it is possible to cancel an ongoing Question by talking to the person that asked you to do it originally.
To check what Quests are available, open the Menu and touch the Quests button. The listed Quests will include those you have already cleared, as well as the one that you are working on.
To check on the whereabouts of the person asking for Quest help, select the Quest, then touch "Check Location."
When you clear a Quest, the Ranger Union may reward you with software update called Power-up Data. The updates enhance the performance of your Styler in many ways.
Field Damage
In the field, the Ranger may be exposed to danger. Fortunately, the Ranger is protected against injury, because the Styler absorbs any potential damage. This, however, reduces the Styler Energy.
Field Damage can result from stepping in the slime left behind by Shellos or being run into by a wild Pokémon. Some places may also cause Field Damage due to extreme conditions.
Change Screen Button
The Change Screen button is located at the bottom left of the Touch Screen while in the field. Touching the button switches the top screen's display between the Map Mode and the Friend Pokémon Mode.

Capture

Capture Disc
This is the top-like disc that pops out of the Styler when attempting a capture. The Ranger loops the targeted Pokémon with the Capture Disc to convey his or her feelings of friendship and to capture the Pokémon.
Capture Line
This is the line that is drawn by the Capture Disc when it is moved using the Styler. By encircling the targeted Pokémon with the Capture Line, the Ranger's friendly feelings are conveyed to the target, allowing it to be captured.
Capture
To capture a Pokémon, the Ranger must draw loops around it with the Capture Line. The Friendship Gauge under the targeted Pokémon must be filled up to complete its capture.
Touch the Touch Screen with the Stylus. Where the Stylus is touching, the Capture Disc appears. Sliding the Stylus moves the Capture Disc, causing the Capture Line to be drawn in its wake.
Draw loops around the targeted Pokémon using the Capture Line. Each time a loop is drawn, a number appears under the Pokémon and its Friendship Gauge fills. (The number shows how much the Gauge has filled.)
If you lift the Stylus from the Touch Screen, or if the targeted Pokémon cuts the Capture Line, you must draw a new Capture Line. However, the Friendship Gauge will not drain from this. (It will drain over time, though.)
Draw enough loops around the targeted Pokémon to fill up its Friendship Gauge. The capture will be completed as soon as the Friendship Gauge is filled up.
Capture Results
If certain conditions are met while completing a capture, the Ranger may earn bonus Exp. Points. For example, a speedy capture or taking no damage can result in bonuses. There are other conditions for bonuses, too.
Styler Energy
If damage is inflicted by a Pokémon, the Styler Energy goes down.If the Style Energy runs out, you will no longer be able to capture any Pokémon. That's "game over."
To restore the Styler Energy, talk to the designator Operator at any Ranger Base. It is also possible to have a Pokémon use its Poké Assist Recharge or Map Move Recharge for restoring Energy.
Styler Damage
If a targeted Pokémon touches the Capture Line as shown in the top diagram, the Line is cut, but there is no damage. However, if the Line is cut by a Pokémon attack, as shown in the lower diagram, the Styler takes damage.
Styler Level
By completing captures, you earn Experience Points. By accumulating enough Exp. Points, you will level up. Leveling up boosts the Styler's maximum Energy and raises ow much the Friendship Gauge is filled for each completed loop.
Flee
The Flee button is at the bottom left of the Capture Screen. Touch it to cancel a capture and flee the scene. You cannot flee from some capture attempts, however.
Power Charge
Your Styler can now be charged up to boost its power. Ready the Capture Disc and hold it in one spot while it charges power. At full charge, you earn double the usual Friendship Gauge points from drawing loops.
If you release or move the Capture Disc while it is charging, the built-up power will be lost. Similarly, the charge will be lost in the Disc is hit by a Pokémon or by an attack.
Even when fully charged, your Capture Disc can lose its charge and return to its usual state if it is lifted. It will also lose its charge if it or the Capture Line is hit by a Pokémon or by an attack.
Styler Status
You can check your Styler's performance using the Menu. The Power-up Data you have obtained are also listed here.
The upper screen displays the Styler's basic performance stats. The Styler Level indicates how many Exp. Points must be earned through capturing Pokémon to level up.
The Styler's maximum Energy and its friendship-conveying power rise through leveling up and obtaining Power-up Data. The Capture Line's maximum length can be extended with Power-up Data.
The Touch Screen shows the Defense Status List. It displays all the enhanced Defense stats and special abilities obtained from Power-up Data. The List button at the right opens the Power-up Data List.
The Power-up Data List shows all the software updates you have obtained so far. Touch individual Power-up Data to check what they do.
Power-up Data
The Ranger Union provides you with software downloads called Power-up Data for enhancing your Styler. There are many types. Some boost the Stylers's basic capture performance, such as lengthening its Capture Line.
Some Power-up Data reduce the damage taken from specific groups of Pokémon attacks. For example, Grass Defense suppresses damage from Grass-group attacks.
There are also Power-up Data that provide special effects during capture. For example, Recovery A resores the Styler Energy by 1 point upon completing a capture.
Poké Assists
During a capture, you may get help from your Partner or Friend Pokémon. Help obtained this way is called a Poké Assist. To use a Poké Assist, touch the Poké Assist button at the bottom right of the Touch Screen.
At the Poké Assist Menu, touch the Pokémon that you want to obtain help from. Then, touch the Poké Assist button at the top of the Touch Screen. The chosen Pokémon helps you in the capture.
There are many kinds of Poké Assist, such as those that restore the Styler Energy. Many others power up the Capture Line or Capture Disc. Power-boosting Poké Assists come with strict time limits.
When a Poké Assist has been performed, or if its time runs out, the Styler automatically releases the helper Pokémon. (Your Partner is not released.) This is done to preserve the vitality of the helping Pokémon.
Poké Assist Matchups
All Pokémon are classified by group, such as Grass, Water, Fire, and so on. To determine a Pokémon's group, touch it with the Styler in the field.
Depending on how the Poké Assist matches up with the target Pokémon's group, its performance will vary. If an "Up" arrow is shown on the Target Pokémon List, the selected Pokémon's Poké Assist has an advantage.
If the selected Pokémon has a disadvantage, a "Down" arrow appears beside the target Pokémon's name. In this situation, the Poké Assist's performance will be weakened.
Poké Assist Grass
This Poké Assist makes grass sprout from the Capture Line drawn by the Capture Disc. If a Pokémon touches the grass, it becomes ensnared. It's status changes to "Slowed," making its movements sluggish for a time.
Grass Group Matchups
Advantageous matchups:
Ground, Rock, Water
Disadvantageous matchups:
Poison, Flying, Bug, Fire, Grass, Steel, Dragon
Also, Poké Assist Grass has no effect on levitating Pokémon.
Poké Assist Flying
A twister forms in the middle of a Capture Line loop. If a Pokémon touches the twister, points are added to its Friendship Gauge. Drawing more loops forms twisters that spin out from the original twister.
Flying Group Matchups
Advantageous matchups:
Fighting, Bug, Grass
Disadvantageous matchups:
Rock, Electric, Steel
Poké Assist Normal
This Poké Assist boosts the amount of Friendship Gauge points gained by encircling the targeted Pokémon. It also extends the maximum length of the Capture Line.
Normal Group Matchups
Advantageous matchups:
None
Disadvantageous matchups:
Rock, Ghost, Steel
Poké Assist Recharge
The Poké Assist restores the Styler Energy. The Energy restored depends on the group of the Pokémon.
Poké Assist Water
The Poké Assist forms a bubble at the Capture Disc. The bubble grows larger if the Capture Disc is held longer. Slide the Capture Disc, then lift the Styler to flick the bubble in the same direction.
If the bubble hits a Pokémon, points are added to its Friendship Gauge. Also, the Pokémon's status is changed to "Slowed," which makes its movements sluggish for a time.
If the bubble is big, more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Slowed."
Water Group Matchups
Advantageous matchups:
Fire, Ground, Rock
Disadvantageous matchups:
Water, Grass, Dragon
Poké Assist Rock
The Poké Assist afflicts gravel. Deploy the Capture Disc, slide it, then lift the Styler to flick gravel in the same direction. If the gravel hits a Pokémon, points are added to its Friendship Gauge.
Rock Group Matchups
Advantageous matchups:
Flying, Bug, Fire, Ice
Disadvantageous matchups:
Fighting, Ground, Steel
Poké Assist Electric
Deploy the Capture Disc, and hold it steady. Soon after, a thunderbolt will hit that spot. If a Pokémon is hit, points are added to its Friendship Gauge. Also, its status temporarily becomes "Stopped," which prevents moving and attacking.
Electric Group Matchups
Advantageous matchups:
Flying, Water
Disadvantageous matchups:
Electric, Grass, Ground, Dragon
Poké Assist Bug
Deploy the Capture Disc. This makes a gooey blob appear. Slide the Disc away from the target Pokémon, stretching the blob as if it were a rubber band. Lift the Styler, and the blob shoots away from the Disc's slide.
If the gooey blob hits a Pokémon, points are added to its Friendship Gauge. Also, the Pokémon's status is changed to "Slowed," which makes its movements sluggish for a time.
The longer the blob is pulled back and stretched, the more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Slowed."
Bug Group Matchups
Advantageous matchups:
Grass, Psychic, Dark
Disadvantageous matchups:
Fighting, Poison, Flying, Ghost, Fire, Steel
Poké Assist Fire
The Poké Assist boosts the amount of Friendship Gauge points gained by encircling the targeted Pokémon. It also temporarily changes the Pokémon's status to "Tired," which prevents its Friendship Gauge from draining.
Fire Group Matchups
Advantageous matchups:
Grass, Ice, Bug, Steel
Disadvantageous matchups:
Rock, Fire, Water, Dragon
Poké Assist Fighting
The Poké Assist boosts the amount of Friendship Gauge points gained by encircling the targeted Pokémon.
Fighting Group Matchups
Advantageous matchups:
Normal, Rock, Ice Dark, Steel
Disadvantageous matchups:
Ghost
Poké Assist Ground
Deploy the Capture Disc, and slide it from side to side. This generates a tremor. If a Pokémon is hit, points are added to its Friendship Gauge. It also temporarily changes the Pokémon's status to "Paused," which disables its attacks.
Ground Group Matchups
Advantageous matchups:
Poison, Rock, Fire, Electric, Steel
Disadvantageous matchups:
Bug, Grass, Flying
Also, Poké Assist Ground has no effect on levitating Pokémon.
Poké Assist Steel
This Poké Assist forms an orb of energy at the Capture Disc. The orb grows larger while the Capture Line is drawn. Slide the Capture Disc, then life the Styler to flick the orb in the same direction.
If the orb hits a Pokémon, points are added to its Friendship Gauge. It also temporarily changes the Pokémon's status to "Paused," which disables attacks.
If the energy orb is big, more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Paused."
Steel Group Matchups
Advantageous matchups:
Ice, Rock
Disadvantageous matchups:
Fire, Water, Electric, Steel
Poké Assist Poison
This Poké Assist forms a poisonous puddle at the Capture Disc. The puddle expands while the Capture Disc is held.
If a Pokémon touches the poisonous puddle, its status temporarily becomes "Tired," which prevents its Friendship Gauge from draining.
Poison Group Matchups
Advantageous matchups:
Grass
Disadvantageous matchups:
Poison, Ground, Rock, Ghost, Steel
Also, Poké Assist Poison has no effect on levitating Pokémon.
Poké Assist Ghost
Ghosts appear inside loops drawn by your Capture Line. If a Pokémon touches a ghost, points are added to its Friendship Gauge. Also, its status temporarily becomes "Tired," which prevents its Friendship Gauge from draining.
Ghost Group Matchups
Advantageous matchups:
Psychic, Ghost
Disadvantageous matchups:
Dark, Steel, Normal
Poké Assist Psychic
A ring of psychic energy is formed inside a Capture Line loop. Slide then lift the Capture Disc to flick the energy ring in the same direction.
If the ring of psychic energy hits a Pokémon, points are added to the Pokémon's Friendship Gauge. Also, the hit Pokémon's status temporarily changes to "Stopped," which prevents moving and attacking.
Psychic Group Matchups
Advantageous matchups:
Fighting, Poison
Disadvantageous matchups:
Psychic, Steel, Dark
Poké Assist Dark
This Poké Assist clears away poisonous puddles, blobs of mud, and other damage-causing substances left by the target Pokémon. Just draw a loop around the offensive substance to get rid of it.
Dark Group Matchups
Advantageous matchups:
Psychic, Ghost
Disadvantageous matchups:
Fighting, Steel, Dark
Poké Assist Ice
This Poké Assist forms a snowball at the Capture Disc. The snowball grows larger while the Capture Line is dran. Slide the Capture Disc, then lift the Styler to flick the snowball in the same direction.
If the snowball hits a Pokémon, points are added to the Pokémon's Friendship Gauge. Also, the hit Pokémon's status temporarily changes to "Stopped," which prevents it from attacking.
If the snowball is big, more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Stopped."
Ice Group Matchups
Advantageous matchups:
Grass, Ground, Dragon, Flying
Disadvantageous matchups:
Fire, Water, Ice, Steel
Poké Assist Dragon
Deploy the Capture Disc, then release it to make a meteor fall on that spot. If a Pokémon is hit, points are added to its Friendship Gauge. Also, its status temporarily becomes "Tired," preventing Friendship Gauge drainage.
The longer the Capture Disc is held, the more points are added to the hit Pokémon's Friendship Gauge. It also extends the time that the hit Pokémon is "Tired."
Dragon Group Matchups
Advantageous matchups:
Dragon
Disadvantageous matchups:
Steel
Poké Assist Special Effects
Certain type of Poké Assists can leave a targeted Pokémon with a special, weakened status that lasts for a set amount of time. There are four such states: Paused, Tired, Slowed, and Stopped.
If a Pokémon's status is "Paused," it is incapable of using any attack moves. An icon will appear above the Pokémon's head while it is temporarily "Paused."
If a Pokémon's status is "Tired," its Friendship Gauge is prevented from draining. An icon will appear above the Pokémon's head while it is temporarily "Tired."
If a Pokémon's status is "Slowed," its movements become sluggish. An icon will appear above the Pokémon's head while it is temporarily "Slowed."
If a Pokémon's status is "Stopped," it is incapable of moving or attacking. An icon will appear above the Pokémon's head while it is temporarily "Stopped."

Terms

Pokémon Rangers
Pokémon Rangers work around the clock to safeguard people and Pokémon and to protect the precious natural world. Wielding their Stylers, Rangers solve problems with the help of Pokémon.
Student Rangers
Student Rangers attend the Ranger School in preparation for the real thing. They are permitted to use only School Stylers that are limited in terms of functionality and features.
Top Rangers
As their official title indicates, Top Rangers are those who have earned recognition as the best of the best. They are specially permitted to undertake Missions alone. There are only ten Top Rangers worldwide.
Ranger Union
Located in the northwest of the Almia region, the Ranger Union serves as a central base of operations. It supports all the activities of Rangers in the Almia region and its surrounding areas.
Ranger Base
Ranger Bases are facilities for supporting the activities of Rangers. Located far from the Ranger Union, they are home to many Rangers on constant standby. A Leader directs the activities of Rangers in the Base's area.
Ranger Depot
Ranger Depots are facilities for supplying Rangers in remote areas far from any Ranger Base. Inside, Rangers can get their Stylers fully charged. A Save Machine is also available for recording your progress.
Ranger Rank
The Ranger Rank indicates the level of expertise achieved by the Ranger. It ranges from "1" up to "10." Promotion in Rank comes with such benefits as the ability to add more Friend Pokémon and the use of more Poké Assists.
School Styler
A device developed by Prof. Hastings. It communicates a Ranger's feelings of friendship to Pokémon and capture them. Because it is only for training purposes at schools, this device is limited in terms of functionality and features.
Capture Styler
A device invented by Prof. Hastings. It communicates a Ranger's feelings of friendship to Pokémon and captures them. Designed exclusively for Rangers, it comes with an array of built-in and upgradeable features.
Fine Styler
A styler developed specifically for Top Rangers. To withstand rough use under extreme conditions, it has strengthened components all around. It enables the Ranger to use "Power Charge" for captures.
Vatonage Styler
This is a special Styler made by modifying a Fine Styler. It was developed by the researchers of the Ranger Union.
Ranger Record
The Ranger Record is a detailed account of your activities and achievements as a Ranger. It consists of a variety of data, such as the number of Pokémon you have captured. It can be viewed on the ground floor of the Ranger Union.
Capture Arena
A Capture Arena is a special facility where Rangers can test their capturing skills. It is open only to those Rangers deemed to be experts. Pokémon there are all very tough to capture--getting them all is challenging.
Ranger School
A boarding school that is dedicated to the education and training of Pokémon Rangers. It also provides education for Operators and Mechanics who support Rangers.
Chicole Village
A relatively new village located in the south of the Almia region. This sparsely populated village abounds with nature. Vientown is a mere stroll away to the north.
Vientown
A placid, rustic town located in the center of the Almia region. Besides being home to a Ranger Base, Vientown has the good fortune of having a lush forest to the north, a beach to the west, and the Ranger School to the east.
Vien Forest
A vast forest that extends north from Vientown. It can be considered a paradise to many kinds of wild Pokémon.
Pueltown
The most prosperous of the ports in the Almia region. Its harbor is located on its east side. There, one can find boats that ferry passengers to and from such distant places as Boyleland and the Haruba Desert.
Puel Sea
A shallow sea off the coast of Pueltown. Many kinds of Pokémon make their home in its crystal clear waters. Crossing the seafloor are fast-moving currents that swiftly propel swimmers.
Altru Park
A relaxing, wide-open gathering place for citizens. It lies before Altru Inc.'s headquarters. There is a central stage for ceremonies, concerts, and other events.
Altru Inc.
An energy company that has a distinguished history of serving and representing the Almia region. Altru Inc. is now proceeding with the development of clean energy resources to replace oil.
Peril Cliffs
An extremely dangerous set of cliffs to which access is usually forbidden. Rare plant life and many kinds of wild Pokémon can be found here.
Boyleland
A volcanic island located in the east of the Almia region. It is renowned for the Drifloon airlifts inside the tourist hot spot Boyle Volcano. The island is accessible by boat from Pueltown's harbor.
Boyle Volcano
The prime tourist destination on the island of Boyleland. Its cave is filled with pools and rivers of roiling magma. Many kings of Fire-group Pokémon live here.
Cargo Ship
A ship that was originally built for transporting ordinary cargo. It was pressed into service by Team Dim Sun in an attempt to spirit away large numbers of Pokémon from Boyleland.
Chroma Highlands
A mountainous area located in the northeast of the Almia region. The land here is harsh and ravaged. There is nothing to see but the Chroma Ruins. It is said the area once thrived as an oil town.
Chroma Ruins
Curious ruins from long ago, located in the northwest of the Chroma Highlands. No one knows when the original site was built or who undertook the monumental task. Legends speak of a precious treasure resting deep inside.
Altru Ruins
A long-forgotten building in the northeast of the Chroma Highlands. It was here that Doyle M. Hall, the founder of Altru Inc., began prospecting for oil.
Hia Valley
A sprawling, snowbound basin in the northwest of the Almia region. Numerous kinds of Ice-group Pokémon live in this frigid area.
Shiver Camp
A base used by a Pokémon research team in the east of Hia Valley. The team studies Pokémon that live in cold environments. It is a cheerful group led by Pamur.
Ice Lake
A lake in Hia Valley that is famous for its ice floes and mysterious whirlpools. On its distant shore is an ancient castle that is encased in ice.
Almia Castle
A castle on the distant shore of Ice Lake, which is in the north of Hia Valley. A precious treasure is said to rest in the deepest part of this abandoned edifice.
Sea of Wailord
An area of the sea to the east of the Almia region where Wailord has been spotted. In recent times, it has been fouled by pollutants and discarded supplies from an underwater oil field nearby.
Oil Field Hideout
A once-active underwater oil field that's shut down. It is now used by Team Dim Sun as its hideout. It also appears to serve as a secret factory where devices like the Miniremo systems are mass produced.
Haruba Village
A village located in the Haruba Desert, which is in the southeast of the Almia region. It is a premier tourist destination, famous for its beautiful oasis and the Hippowdon Temple.
Hippowdon Temple
A mysterious temple with a Hippowdon motif that sits in the Haruba Desert. There are tales of a precious treasure that lies deep inside the temple.
Altru Tower
The tallest tower in the Almia region. It was built by Altru Inc. in commemoration of its 70th anniversary. In reality, the tower turned out to be an abominable weapon created to gain control over all Pokémon in the Almia region.

Pokémon Ranger: Guardian Signs

Terms

Pokémon
This world is widely inhabited by creatures known as Pokémon.
Pokémon Rangers
Those who can convey their feelings of friendship to Pokémon with a Capture Styler.
They protect the safety of people and Pokémon and preserve invaluable nature.
Ranger Union
The Ranger Union is located in the Almia region, which is far from the Oblivia region. The Ranger Union serves as a central base of operations. It supports all the activities of Rangers.
Capture Styler
The new Capture Styler given to you by Prof. Hastings.
A device you wear on your wrist that communicates a Ranger's feelings of friendship to Pokémon. Your Styler has a new function called Voice Nav.
Pokémon Pinchers
The bad group of people that captures and controls Pokémon all over the world, taking them out of their natural environments.
Z.Z. Flyer
The machine that Pokémon Pinchers use that looks like a UFO. It can fly and go underwater. It's equipped with a Plasma Cannon.
Pokémon Pinchers leaders have their own Z.Z. Flyer in their colors.
Control Gauntlet
The gauntlets with mysterious power that the Pokémon Pinchers use.
They shoot out mysterious beams to catch Pokémon.
Once caught, Pokémon are controlled against their will.
Dolce Island
An island full of nature and a paradise for Pokémon.
Wild Pokémon are living a carefree lifestyle.
Renbow Island
An island with beautiful beaches and woods.
Cocona Village is where people live idyllically.
Mitonga Island
An island with dangerous cliffs and old ruins.
Tilt Village sometimes welcomes ships from faraway continents.
The Union
The large ship operated by the Ranger Union.
Murph came all the way to the Oblivia region on it.
It's usually anchored at Tilt Village and carries Pokémon Rangers to different places.
Stone of Time
The stone stands in a clearing near Cocona Village and is said to host the Forest Protector.
You can go back to Oblivia in the past with the help of Celebi for Wireless Multiplayer Missions.
Faldera Island
A volcanic island with flowing magma.
Its ground is made of cooled magma, and many of the Pokémon there are heat tolerant.
Sophian Island
An island with snow-covered Mt. Sorbet and a beautiful waterfall.
The Aqua Resort is home to many who come to retire there.
Tilikule Island
A small island with an old Monument.
A graceful flying Pokémon was seen around this island.
Layuda Island
A thundercloud-covered island.
With storms that never cease, no one can even get close to it.
Many of the Pokémon there are Electric group.
Sky Fortress
The fortress that was built by evil people in ancient times to rule the world and has been sealed away in the Oblivia region.
Its primary weapon can destroy an island in one shot.
Hero Mural
The Hero mural is a mural in the Oblivia Ruins that depicts a Hero wearing blue clothing.
The Hero is said to have saved the Oblivia region from evil rule by conveying feelings of friendship to Pokémon.
Disaster Mural
It is the mural in the Oblivia Ruins depicting the Sky Fortress.
Evil people are said to have built the Sky Fortress in an attempt to rule the Oblivia region from the sky.
Rainbow Mural
It is the mural in the Oblivia Ruins depicting the Rainbow Grail.
It is said that the grail cast a rainbow that shrouded the Sky Fortress.
Sky Rulers Mural
These are the three Sky Rulers depicted in the Sky Rulers Mural in the Oblivia Ruins.
The Sky Fortress is said to have been sealed away by the power of those Sky Rulers.
Rainbow Grail
The old grail that is enshrined in Rasp Cavern.
The ancient Hero is said to have used the Rainbow Grail to save Oblivia from evil rule.
Involith
The mysterious Emblem that the ancient Hero used to call Pokémon for help.
You can call for Pokémon by drawing an Involith using the Capture Disc. They are called Ranger Signs.
The Oblivia region has not only Involiths for Entei, Suicune, Raikou, Latios, Latias, and Ho-Oh but also many more.
Steelhead
They wear armors that are more powerful than the Control Gaunlet.
They can control many Pokémon at once and also powerful Pokémon.
They are depicted in an ancient mural.
Golden Armor
A set of golden armor.
It is said to make the one who wears it never age and enables total control over Steelhead and Pokémon.

Field

Friend Pokémon
A Pokémon that has accepted a Ranger's friendship while being captured. It stays with the Ranger until it's released.
You can show or hide your Friend Pokémon by selecting yourself with the stylus or pressing the Y Button.
Field Move
Pokémon that have become your friends have Field Moves, which they can use in the field. These moves are marked with icons and names. The higher the number on the icon, the more powerful the move is.
In the field, you can select your Pokémon with the stylus to see their moves. The Field Moves your Friend Pokémon can use are shown on the top screen, even when you open the Styler menu.
Field Moves are divided into the moves used for Target Clear and the moves you use by selecting Pokémon.
When you use a Field Move, the Pokémon will be released according to Ranger rules.
Field Moves for Target Clear
Cut/Crush/Tackle/Burn/Soak/Electrify/Psy Power
These moves can remove or relocate objects that are in the way using Target Clear.
Field Moves 1, by selecting a Pokémon
Recharge
It restores the Styler Energy. The amount or energy restored depends on the Pokémon.
Field Moves 2, by selecting a Pokémon
Teleport
When used inside a cave or ruins, this Map Move instantly warps the Ranger's party to the entrance.
Unfortunately, Teleport may be unusable in certain locations.
Field Moves 3, by selecting a Pokémon
Fly
You can fly on a Staraptor.
Yet, a Staraptor cannot fly inside places such as caves and buildings.
Target Clear
"Target Clear" refers to the removal or destruction of a target.
You can clear targets using the Field Moves of your Friend Pokémon.
When you touch a target, the Field Move needed to clear it is indicated on the top screen.
The Friend Pokémon that can clear the target will be indicated with a blue frame on the top screen.
If you don't have and Pokémon that can clear the target, you'll need to capture one that has the required Field Move.
Make sure the number on the Field Move icon is equal to or larger than the number on the target, or you wont be able to clear it.
Select the Friend Pokémon that has the required Field Move. Draw a line from that Pokémon to the target.
If the line is properly drawn, two buttons, "Yes and "No," will appear.
Touch "Yes." The selected Friend Pokémon uses its Field Move to clear the target.
Afterward, the Friend Pokémon is released back into the wild in accordance with Ranger rules.
Team Target Clear
Some Targets require multiple Pokémon to clear them.
Touch the target and you'll learn the required Field move as well as the number of Pokémon you need. Try it and see.
Draw a line from a Pokémon to the target.
You'll see "OK!" above the Pokémon's head.
Continue to connect Pokémon that have the required Field Moves to the Target.
If you change your mind while you are connecting Pokémon to the target, select one of the Pokémon with an "OK!" above its head or press the B Button. You'll be asked if you want to cancel the Field Move. Select "Yes" to cancel.
When all the required moves are connected for a Target Clear, you will be asked "Yes" or "No."
When you select "Yes," the team of Pokémon will use their Field Moves to clear the target.
Release
The act of releasing a Friend Pokémon back to the wild by its Ranger.
Rangers can only have up to seven Friend Pokémon, so it may be necessary to release a Pokémon after a capture. You can choose either to let it join you or to release it.
To release Pokémon, use the Touch Screen to select all those to set free, then touch the Release icon.
Before release, you may choose any Pokémon to deselect it so it won't be released.
When you release a Pokémon with the Poké Assist "Recharge," it will recharge your Styler Energy before it's released.
Ranger Sign
Sometimes Pokémon give you this Emblem when you convey your feelings of friendship.
You can use the Styler with Nema's modification to draw Ranger Signs to call for Pokémon.
Touch the Sign List button to the left of the Energy Gauge in the field, and the Sign Mode will appear so you can draw Ranger Signs.
In Sign Mode, a Time Gauge will appear at the top of the screen to show the time limit.
The gauge will count down as you start drawing a Ranger Sign. You'll fail if you don't finish drawing in time.
You can touch the Sign List button to check the list of Signs registered.
You have to draw a Ranger Sign in a single stroke. If the stylus is lifted or the Time Gauge runs out, you'll fail and have to start over.
When the Sign is drawn correctly, the corresponding Pokémon will appear.
Some Pokémon will carry you on their backs, and some will become Friend Pokémon when they appear in response to the Ranger Signs.
Remember to leave a space for the Pokémon you are calling so it is able to become a Friend Pokémon.
If you have called a Friend Pokémon with a Ranger Sign already, another Friend Pokémon cannot be called to join you.
Check the Sign List if you forget a Ranger Sign.
You can open the Sign List by touching the Sign List option in the menu. You can also "Redraw" your registered Signs more clearly.
Touch "?" to Register Ranger Signs as you come across them.
Charged Sign
You can use "Power Charge" when you draw a Ranger Sign. This is called a "Charged Sign."
The Disc loses its charge if the time runs out. Draw the Sign as soon as your Disc is charged.
When you successfully draw a Ranger Sign with the Disc charged, the Pokémon that appears will be powered up.
When you use a Charged sign to call a Pokémon to transport you, wild Pokémon in the field will be frightened.
Ranger Point
These are the points you receive as you clear Missions and Quests.
You can use them to power up your Styler in Styler Modification mode.
You'll also receive Ranger Points when you capture a Pokémon at the S Rank for the first time.
Styler Modification
This is the function to modify your Capture Styler. Touch "Modification" in the menu.
The required Ranger Points for each Styler upgrade are displayed. You can level up your Styler up to the amount of Ranger Points you have.
Items you can modify include: Energy Plus, which increases the maximum energy, Power Plus, which increases the feelings of friendship you can convey, and Line Plus, which extends the Line length.
Select the modification item you want to level up and touch the blue arrow once to increase the level by one.
You can also touch the red arrow once to level down.
You can check how much improvement will be made when leveled up on the top screen.
When you've decided what modification to apply, touch the "Lv. Up" icon to confirm. You can touch "Reset" to reset the items you've selected as long as you haven't touched "Lv. Up." Once leveled up, you cannot reverse the modification.
Missions
A Mission is an official job that is assigned by the Ranger Union or a Ranger Base to one or more Rangers.
You were given a Mission by the Ranger Union to come to the Oblivia region.
Quests
A Quest is a request to Rangers by ordinary citizens for help.
People who need help with a Quest will have "..." floating above their heads.
Talk to people when you want to accept Quests.
People who have given you Quests will have "!" floating above their heads.
You'll receive Ranger Points as you clear Quests.
You can check your current Quests with the "Quests" option in the menu.
You can also check Cleared Quests there.
Pokémon's feelings
Sometimes, Pokémon can be agitated or frightened.
Agitated or frightened Pokémon behave differently.
When they are agitated, they are more aggressive than usual and will chase you or attack.
When they are frightened, they will run away or hide when you approach them.
Raikou
You can ride Raikou to jump over chasms and rivers.
Touching a spot in front of Raikou or pressing the Y button will make it jump.
Raikou cannot jump while it's standing still, even if you touch a spot in front of it.
As shown, you can jump over rivers and holes in front of you when you jump where sparkling lights are found.
When you want to dismount, touch the button to the left of the energy Gauge.
Entei
When you ride Entei, you can smash through boulders.
Touching a spot in front of Entei or pressing the Y button will make Entei smash.
Entei cannot smash boulders while it's standing still even if you touch a spot in front of it.
Be aware that Entei's smash cannot destroy targets such as rocks.
Suicune
Suicune can step to avoid wild Pokémon.
Touching the ground in front of Suicune or pressing the Y button will make Suicune step.
Wild Pokémon cannot touch Suicune while it's stepping, so captures aren't possible.
Suicune cannot step while it's standing still, even if you touch where it's facing.
As shown, you can move between the ground and water's surface when you step where floating droplets appear.
This allows you to ride Suicune on the surface of a river.
Roar
When you are riding a Pokémon, select that Pokémon or press the Y button while it's standing still to let the Pokémon roar. This will make wild Pokémon appear from their hiding places.
Staraptor
You can ride on Staraptor to fly in the air. Either selecting Staraptor or holding the B Button makes it fly forward. Sliding the stylus sideways or pressing left or right on the +Control Pad will let you steer in that direction as you fly.
You'll see your current position and destination. Check them as you fly.
When you reach a spot where you can land, the name of the place and the "Land" option will appear. Press the Y Button to land there.
You'll find Pokémon in the air, too. They can be captured just like the ones on land: approach them and capture.
However, you cannot get the help of your Friend Pokémon in the air.
When you capture a Pokémon in the air, talk to Supurna in the Aqua Resort, and she'll let you add them as Friend Pokémon.
While you're in the air, touching the button on the bottom right of the Touch Screen will let you browse through the list of places you've visited. Select one of them, and you'll be there in no time.
Latios/Latias
You can fly with the help of Latios or Latias.
You can give it a speed boost by selecting it or pressing the B Button as it flies.
It'll fly faster if you successfully draw its Sign with the Disc charged.
Save Machine
A machine that lets Rangers record their progress.
Touch it and you'll be able to record your progress.
Use it to record your progress as often as possible.
Recharge Machine
A machine that recharges Styler Energy.
Touch it to recharge your Styler Energy completely.
Use it to recharge your Styler as often as you need to.

Capture

Capture Disc
This is the toplike Disc that pops out of the Styler when attempting a capture.
The Ranger loops the targeted Pokémon with the Capture Disc to convey feelings of friendship and to capture the Pokémon.
If the Disc is hit by a Pokémon attack, it'll take damage. Watch out.
Capture Line
This is the Line drawn by the Capture Disc when it is moved using the Styler.
By encircling the targeted Pokémon with the Capture Line, the Ranger's feelings of friendship are conveyed to the target, allowing it to be captured.
If a targeted Pokémon touches the Capture Line as shown in the top diagram, the Line is cut, but there is no damage.
However, if the Line is cut by a Pokémon attack, as shown in the lower diagram, the Styler takes damage.
Styler Energy
If damage is inflicted by a Pokémon, the Styler Energy goes down.
If the Styler Energy runs out, the Styler will break. That's "game over."
To restore the Styler Energy, use a Recharge Machine in the field.
You can also have a Pokémon use its Poké Assist "Recharge" or Field Move "Recharge" to restore energy.
Capture
Draw loops around Pokémon with the Capture Disc from the Capture Styler to convey your feelings of friendship.
Fill up the Friendship Gauge under the targeted Pokémon by circling it with the Capture Line to capture it.
Touch the Touch screen with the stylus. Where the stylus touches, the Capture Disc appears. Sliding the stylus moves the Capture Disc and draws the Capture Line in its wake.
Draw loops around the targeted Pokémon using the Capture Line.
Each time a loop is drawn, a number appears under the Pokémon and its Friendship Gauge fills by that amount.
If you can draw several loops without getting your Capture Line cut, the feelings of friendship you can convey will increase as you draw more loops.
The number of loops is displayed.
If you lift the stylus from the Touch Screen, or if the targeted Pokémon cuts the Capture Line, you must start drawing a new Capture Line. This will not cause the Friendship Gauge to drain immediately. (It will drain over time, though.)
Draw enough loops around the targeted Pokémon to fill up its Friendship Gauge. The capture will be completed as soon as the Friendship Gauge is filled up.
After being captured and becoming a Friend Pokémon, it will use Field Moves and Poké Assists to help you.
Flee
The Flee button is at the bottom left of the capture screen. Touch it to cancel a capture and flee the scene.
You cannot flee from some capture attempts, however.
Styler Level
Your Styler Level can be checked by touching the "Status" icon in the menu.
By completing captures, you can earn Exp. Points (Experience Points). When you accumulate enough Exp. Points, your Styler will level up. Leveling up boosts the Styler's maximum Energy.
When the Styler levels up, it also increases how much the Friendship Gauge is filled with each completed loop.
Agitated
An agitated Pokémon has a red Friendship Gauge and encircling it conveys fewer feelings of friendship.
Poké Assists are effective in soothing agitated Pokémon.
Poké Assists can still convey feelings of friendship to an agitated Pokémon, decreasing the red gauge. Once the red gauge is gone, the Pokémon recovers from being agitated and you can use the Capture Line successfully.
Sometimes a Pokémon gets agitated during a capture.
You cannot flee when it's agitated. Be careful.
Frightened
A frightened Pokémon's attack becomes weaker, but it moves more quickly.

Plan carefully when you want to capture them.

Poké Assists
During a capture, you may get help from your Partner or Friend Pokémon. Help obtained this way is called a Poké Assist.
To use a Poké Assist, touch the Poké Assist button at the bottom right of the Touch Screen.
When the list of Friend Pokémon is shown, select the Pokémon that you want to get help from and slide it over to the place where you want it to use its Poké Assist before you life the stylus.
The Friend Pokémon will not take any damage until you lift the stylus. Watch the targeted Pokémon carefully to find the best place for a Poké Assist.
The Poké Assist Recharge can vary its recharge speed depending on where you place your Pokémon.
You can cancel the Poké Assist if you do it before you life the stylus. To cancel, move the Pokémon over the Poké Assist button and lift the stylus.
Move the Pokémon to the place you want it to use its Poké Assist and lift the stylus. The Pokémon will be placed in the field and use its Poké Assist.

However, you cannot capture a Pokémon just by using a Poké Assist, no matter how many times you use it. You still have to draw loops to capture it.

Be aware that your Friend Pokémon will be released if it's hit by an attack during its Poké Assist.
Once its Poké Assist is finished, the Pokémon will come back from the field. It can only use its Poké Assist again after its gauge is filled up on the Friend Pokémon list.
Select the Pokémon in the field to find out what Poké Assist it can use.
You can also check it in the "Browser" in the menu.
Poké Assist Matchups
All Pokémon are classified by group, such as Grass, Water, Fire, and so on.
To determine a Pokémon's group, select the Pokémon with the stylus in the field.
Pokémon groups and Poké Assists are almost the same, so you can usually check the Poké Assist button to tell which group this Pokémon belongs to.
All the Pokémon with the Poké Assist "Recharge" belong to the Electric group.
Depending on how the Poké Assist matches up with the targeted Pokémon's group, its performance will vary.
You'll see arrows indicating the strength of the matchup when you touch the Poké Assist button to display the Friend Pokémon list.
If a blue arrow is shown above the Pokémon, its Poké Assist has an advantage.
If a red arrow is shown above the Pokémon, its Poké Assist has a disadvantage.
Poké Assist Matchups 1
Poké Assist Normal Group Matchups
Excellent matchups:
None
Poor matchups:
Rock, Ghost, Steel
Poké Assist Fire Group Matchups
Excellent matchups:
Grass, Ice, Bug, Steel
Poor matchups:
Fire, Water, Rock, Dragon
Poké Assist Water Group Matchups
Excellent matchups:
Fire, Ground, Rock
Poor matchups:
Water, Grass, Dragon
Poké Assist Electric Group Matchups
Excellent matchups:
Water, Flying
Poor matchups:
Electric, Grass, Ground, Dragon
Poké Assist Grass Group Matchups
Excellent matchups:
Water, Ground, Rock
Poor matchups:
Fire, Grass, Poison, Flying, Bug, Dragon, Steel
Poké Assist Ice Group Matchups
Excellent matchups:
Grass, Ground, Flying, Dragon
Poor matchups:
Fire, Water, Ice, Steel
Poké Assist Fighting Group Matchups
Excellent matchups:
Normal, Ice, Rock, Dark, Steel
Poor matchups:
Poison, Flying, Psychic, Bug, Ghost
Poké Assist Poison Group Matchups
Excellent matchups:
Grass
Poor matchups:
Poison, Ground, Rock, Ghost, Steel
Poké Assist Ground Group Matchups
Excellent matchups:
Fire, Electric, Poison, Rock, Steel
Poor matchups:
Grass, Flying, Bug
Poké Assist Matchups 2
Poké Assist Flying Group Matchups
Excellent matchups:
Grass, Fighting, Bug
Poor matchups:
Electric, Rock, Steel
Poké Assist Psychic Group Matchups
Excellent matchups:
Fighting, Poison
Poor matchups:
Psychic, Dark, Steel
Poké Assist Bug Group Matchups
Excellent matchups:
Grass, Psychic, Dark
Poor matchups:
Fire, Fighting, Poison, Flying, Ghost, Steel
Poké Assist Rock Group Matchups
Excellent matchups:
Fire, Ice Flying, Bug
Poor matchups:
Fighting, Ground, Steel
Poké Assist Ghost Group Matchups
Excellent matchups:
Psychic, Ghost
Poor matchups:
Normal, Dark, Steel
Poké Assist Dragon Group Matchups
Excellent matchup:
Dragon
Poor matchup:
Steel
Poké Assist Dark Group Matchups
Excellent matchups:
Psychic, Ghost
Poor matchups:
Fighting, Dark, Steel
Poké Assist Steel Group Matchups
Excellent matchups:
Rock, Ice
Poor matchups:
Fire, Water, Electric, Steel
Poké Assist Special Effects
Certain kinds of Poké Assists can leave targeted Pokémon with a special weakened status that lasts for a set period of time. There are four such statuses: Slowed, Tired, Paused, and Stopped.
If a Pokémon's status is "Slowed," its movements become sluggish.

An icon will appear above the Pokémon's head while it is temporarily "Slowed."

If a Pokémon's status is "Tired," its Friendship Gauge is prevented from draining. An icon will appear above the Pokémon's head while it is temporarily "Tired."
If a Pokémon's status is "Paused," it is incapable of using any attack moves. An icon will appear above the Pokémon's head while it is temporarily "Paused."
If a Pokémon's status is "Stopped," it is incapable of moving or attacking.

An icon will appear above the Pokémon's head while it is temporarily "Stopped."

Partner Pokémon Pichu
When Pichu is your Partner Pokémon, it can help your capture by playing its ukulele.
Select Pichu when it appears next to the Energy Gauge, and it'll go into the field and start playing the ukulele.
When the ♪ from its ukulele hits the targeted Pokémon, Pichu's feelings of friendship are conveyed, and the targeted Pokémon's Friendship Gauge fills.
No attack will affect Pichu, so let it help you as often as possible.
Power Charge
It boosts the amount of Friendship Gauge points gained by encircling a Pokémon.
Your Styler can now be charged up to boost its power. Ready the Capture Disc and hold it still while it charges. At full charge, you earn double the usual Friendship Gauge points from drawing loops.
If you release or move the Capture Disc while it is charging, the built-up power will be lost. The charge will also be lost if the Disc is hit by a Pokémon or an attack.
If you release the Capture Disc, or if the Disc or Capture Line is attacked, it loses its charge. If that happens, you'll have to start a new Power Charge.
Aerial Assist
Latios or Latias can help you during a capture.
Select Latios or Latias as it appears in the bottom right. It will create a giant swirl in the air, and Pokémon will gather in the center.
Pokémon Ranger
Main RangerTop RangerOperatorMechanic
Partner PokémonPoké AssistField MoveObstacles
Ranger SignRanger RankMissionQuestRanger Net
Locations FioreAlmiaOblivia
Ranger BaseRanger DepotRanger UnionRanger School
Capture Stylers Capture StylerSuper StylerPower Styler
Antagonists Go-Rock SquadTeam Dim SunTeam DebonairsPokémon Pinchers
Misc. The Almia TimesThe King of Almia and the Three PrincesGlossary