Experience

Revision as of 00:24, 19 January 2010 by Ztobor (talk | contribs) (added a point to the experience yield...)

A Pokémon's experience, or EXP. Points (experience points), is an indication of how much it has battled. Pokémon gain experience points by participating in winning battles without fainting. When a Pokémon accumulates sufficient experience points, it levels up. At certain levels, Pokémon can learn certain moves or evolve, depending on its species. Different Pokémon require different amounts of experience to gain each level; some Pokémon level up faster than others.

Experience to level

File:Experience vs Level.jpg
This graph shows the experience required up to level 100 for each rate

The total amount of experience required for a Pokémon to reach a certain level is determined by one of several possible formulas. Each species/family of Pokémon follows a preset experience-gain formula. In the Generation III games, there are 6 formulas, and thus 6 different level-rate "types".

To contrast these types, refer to this graph of levels 1 to 45 where:

  • Erratic is black.
  • Fast is green.
  • Medium Fast is yellow.
  • Medium Slow is purple.
  • Slow is brown.
  • Fluctuating is blue.

Where e is the cumulative total amount of experience required to reach level n (the experience required is truncated). The formulas are:

  • Eratic: ("erratic"); max value = 600,000; uses the following piecewise function:

File:Erratic.png

  • Fast: max value = 800,000;

File:Fast.png

  • Medium Fast: (also known as Cubic); max value = 1,000,000 ;

File:Medium fast.png

  • Medium Slow: e = (Also known as Parabolic or Fading); max value = 1,059,860;

File:Medium slow.png

  • Slow: max value = 1,250,000;

File:Slow.png

  • Fluctuating: max value = 1,640,000; uses the following piecewise function:

File:Fluctuating.png


(Max value is the amount of experience required to reach level 100.)

Due most likely to the issue of speed when using these formulas, the GBA games will simply use a lookup table for each value of any type instead of computing them. Because of this, these formulas are not actually part of the game mechanics.

Experience underflow glitch

In Red and Blue, level 1 Pokémon with the "Medium Slow" formula have -54 experience. However, the only way to capture such Pokémon is the Mew glitch. If this Pokémon is then sent to battle and gains less than 54 experience, the game will treat its experience as a very high positive number, therefore it changes the Pokémon's level to 100 instantly. This glitch has been exploited in the Pokémon Blue TAS.

Experience gain in battle

The amount of experience a Pokémon will yield when defeated is simpler. This uses only one formula: File:Exp.png, where:

  • a is equal to 1 under normal circumstances.
  • b represents the base experience yield of the species
  • L is the level of the fainted Pokémon

The variable a is increased by 0.5 for each of either following situations:

  • the Pokémon's OT value is not equal to the current Trainer's
  • the battle is an NPC Trainer battle.

If the Pokémon is from a country other than the native one of the player, it will gain an additional multiplier of 0.2×, resulting in 1.7× experience for foreign Pokémon. If the Pokémon is holding a Lucky Egg, the experience gained will be multiplied by a further 1.5×.

When multiple Pokémon participate in the same battle, the experience yield is divided evenly among the participants. (A fainted Pokémon that participated in battle will not take up a share of the experience yield, so if only one Pokémon survives the battle, that Pokémon will receive the full yield.) Any participants with an experience-affecting held item will receive the boost in addition to their fraction of the yield.

See also