Experience: Difference between revisions

m
Update name of first partner Pokémon
m (→‎Player levels: You missed one.)
m (Update name of first partner Pokémon)
(240 intermediate revisions by 82 users not shown)
Line 1: Line 1:
{{redirect|Slow|the move whose Japanese name can mean Slow|Curse (move)}}
{{redirect|Slow|the move whose Japanese name can mean Slow|Curse (move)}}
[[File:ExpGraphLv100.png|300px|thumb|A graph of the experience required for a Pokémon to be a certain level, color-coded by experience types. Erratic is '''black''', Fast is '''{{color|008000|green}}''', Medium Fast is '''{{color|FFD700|yellow}}''', Medium Slow is '''{{color|609|purple}}''', Slow is '''{{color|740|brown}}''', and Fluctuating is '''{{color|00F|blue}}'''.]]
[[File:ExpGraphLv100.png|300px|thumb|A graph of the experience required for a Pokémon to be a certain level, color-coded by experience types. Erratic is '''black''', Fast is '''{{color|008000|green}}''', Medium Fast is '''{{color|FFD700|yellow}}''', Medium Slow is '''{{color|609|purple}}''', Slow is '''{{color|740|brown}}''', and Fluctuating is '''{{color|00F|blue}}'''. An interactable graph of the same data is provided [https://www.desmos.com/calculator/vldmmxqjdr here].]]
[[File:ExpToLevelCubed.png|thumb|300px|The same graph, scaled to the cube root of the experience required.]]
[[File:ExpToLevelCubed.png|thumb|300px|The same graph, scaled by the cube of the level.]]
[[File:ExpToNextLevel.png|300px|thumb|Graph showing experience needed to gain a single level, for each level up to 100. The nature of the Erratic and Fluctuating curves can be seen more clearly here.]]
[[File:ExpToNextLevel.png|300px|thumb|Graph showing experience needed to gain a single level, for each level up to 100. The nature of the Erratic and Fluctuating curves can be seen more clearly here.]]


The amount of '''experience''' (Japanese: '''{{tt|経験|けいけん}}''' ''experience'') an individual Pokémon has is an indication of how much it has battled. In the games, it is quantified as '''Experience Points''' (Japanese: '''{{tt|経験値|けいけんち}}''' ''Experience Points''), which a Pokémon can gain in {{pkmn|battle}} by defeating an opponent without fainting first. After a certain amount of experience points have been gained, a Pokémon will grow a [[level]], all the way up to level 100, where a Pokémon will no longer gain experience (in the [[Generation I|first]] [[Generation II|two]] generations, the game will still erroneously state that it has gained experience points).
The amount of '''experience''' (Japanese: '''{{tt|経験|けいけん}}''' ''experience'') an individual Pokémon has is an indication of how much it has battled. In the games, it is quantified as '''Experience Points''' (Japanese: '''{{tt|経験値|けいけんち}}''' ''Experience Points''), which a Pokémon can gain in {{pkmn|battle}} by defeating an opponent Pokémon without fainting. After a certain amount of experience points have been gained, a Pokémon will grow a [[level]], all the way up to level 100, where a Pokémon will no longer gain experience (in [[Generation]]s {{gen|I}} and {{gen|II}}, the game will still erroneously state that it has gained experience points).


==In the core series==
==In the core series==
In the [[core series]] games, experience is normally gained by all Pokémon who have been sent out against an opponent's Pokémon, divided evenly among them. Experience is gained upon the opponent Pokémon [[fainting]], and its amount is calculated as a function of the fainted Pokémon's level, as well as species. [[Experience-affecting item|Certain items]] can affect the distribution and amount of experience gained, as can other conditions, such as whether or not the Pokémon was caught by another person or in another language of the game.
In the [[core series]] games, experience is normally gained by all Pokémon who have been sent out against an opponent's Pokémon, divided evenly among them. Experience is gained upon the opponent Pokémon [[fainting]], and its amount is calculated as a function of the fainted Pokémon's level, as well as species. [[Experience-affecting item|Certain items]] can affect the distribution and amount of experience gained, as can other conditions, such as whether or not the Pokémon was [[outsider Pokémon|caught by another person]] or in [[language of origin|another language]] of the game.
 
Other ways to gain experience include [[Rare Candy|Rare Candies]], a {{pkmn|Day Care}}, the [[Pokéwalker]], the [[Poké Pelago]], [[Poké Job]]s, [[Pokémon Camp]], [[Let's Go!]], and [[picnic]]s.
 
If a Pokémon from the [[Virtual Console]] releases of [[Generation I]] and {{gen|II}} is transferred to [[Pokémon Bank]] using [[Poké Transporter]], its [[nature]] will be determined by the remainder of its number of Exp. Points after dividing by 25.


===Relation to level===
===Relation to level===
The amount of experience points a Pokémon has is tied directly to its level. Though the amount varies depending on species, always remaining consistent throughout an [[List of Pokémon by evolution family|evolutionary family]], a given amount of experience points will always set a Pokémon at the corresponding level. [[Wild Pokémon]] of any level will always have the base amount of experience required to reach that level when caught, as will Pokémon hatched from Eggs.
The amount of experience points a Pokémon has is tied directly to its level. Though the amount varies depending on species, always remaining consistent throughout an [[List of Pokémon by evolution family|evolutionary family]], a given amount of experience points will always set a Pokémon at the corresponding level. [[Wild Pokémon]] of any level will always have the base amount of experience required to reach that level when caught, as will Pokémon hatched from Eggs.


All Pokémon fall into one of six experience groups, four of which were introduced in [[Generation I]], and two of which were introduced in [[Generation III]]. The main difference between these experience groups is the amount of experience points required to reach level 100, and thus, the amount required to reach each level. All those introduced in Generation I are only {{wp|polynomial}} {{wp|Function (mathematics)|functions}} of the level, while the two introduced in Generation III operate as {{wp|piecewise}} functions, changing the equation depending on the level range.
All Pokémon [[List of Pokémon by experience type|fall into one]] of six experience groups, four of which were introduced in [[Generation I]], and two of which were introduced in [[Generation III]]. The main difference between these experience groups is the amount of experience points required to reach level 100, and thus, the amount required to reach each level. The names used for these groups below are fan descriptions, as they have not received official names.
 
{| class="roundtable" style="border:2px solid #{{soulsilver color dark}}; background:#{{soulsilver color}}"
|-
! Index !! Description !! Exp. Points at level 100
|-
| 0 || {{DL||Medium Fast}} || class="r" | 1,000,000
|-
| rowspan="2" | 1 || {{DL||Erratic}}<sup>Gen. III+</sup> || class="r" | 600,000
|-
| [[#Trivia|Slightly Fast]] <small>(unused)</small><sup>Gen. I-II</sup> || class="r" | 849,970
|-
| rowspan="2" | 2 || {{DL||Fluctuating}}<sup>Gen. III+</sup> || class="r" | 1,640,000
|-
| [[#Trivia|Slightly Slow]] <small>(unused)</small><sup>Gen. I-II</sup> || class="r" | 949,930
|-
| 3 || {{DL||Medium Slow}} || class="r" | 1,059,860
|-
| 4 || {{DL||Fast}} || class="r" | 800,000
|-
| 5 || {{DL||Slow}} || class="r" | 1,250,000
|-
| 6 || Medium Fast <small>(unused)</small><sup>Gen. III+</sup> || class="r" | 1,000,000
|-
| 7 || Medium Fast <small>(unused)</small><sup>Gen. III+</sup> || class="r" | 1,000,000
|}


The original four functions, the ones for the Fast, Medium Fast, Medium Slow, and Slow groups, are {{wp|cubic}}. The two that were added in Generation III (Erratic and Fluctuating), however, are made by multiplying the cube of the level by a linear function of it (a negative slope one in the case of Erratic, going from 2 to 0.6; and a positive slope one in the case of Fluctuating, going from 0.48 to 1.64), making those functions effectively {{wp|quartic}}.
All those introduced in Generation I are only {{wp|polynomial}} {{wp|Function (mathematics)|functions}} of the level, while the two introduced in Generation III operate as {{wp|piecewise}} functions, changing the equation depending on the level range. The original four functions, the ones for the Fast, Medium Fast, Medium Slow, and Slow groups, are {{wp|cubic function|cubic}}. The two that were added in Generation III (Erratic and Fluctuating), however, are made by multiplying the cube of the level by a linear function of it (a negative slope one in the case of Erratic, going from 2 to 0.6; and a positive slope one in the case of Fluctuating, going from 0.48 to 1.64), making those functions effectively {{wp|quartic function|quartic}}.


Though the various experience groups' level-up rates can be calculated using an equation, a {{wp|lookup table}} is used in the games after Generation II to prevent game slowdown and a glitch associated with the Medium Slow formula.
Although the various experience groups' level-up rates can be calculated using an equation, from Generation III onward, the games use a {{wp|lookup table}}. This ensures that the Medium Fast, Medium Slow, and Slow experience groups have 0 experience at level 1, preventing a glitch associated with the Medium Slow formula at level 1 that occurs in the Generation I and II games.


In [[Generation V]] only, the amount of experience gained is dependent on both Pokémon's levels: the lower the victor's level is compared to the defeated Pokémon, the more experience points the victor will gain.
In [[Generation V]], [[Generation VII]], and [[Generation VIII]], the amount of experience gained is dependent on both Pokémon's levels: the lower the victor's level is compared to the defeated Pokémon, the more experience points the victor will gain.


====Erratic====
====Erratic====
[[File:Expcalc erratic.png|thumb|390px|The equation for the Erratic experience group. At levels 50, 68, and 98, both formulas return equal values.]]
<math>
The Erratic experience group, one of the two groups introduced in Generation III, features the lowest level 100 value for experience, at only 600,000 points. Nearly all Pokémon in this experience group were introduced in Generation III as well, with most of them being {{t|Bug}} or {{t|Water}} types.
EXP =
\begin{cases}
\dfrac{n^3(100-n)}{50} & n < 50 \\
\dfrac{n^3(150-n)}{100} & 50 \le n < 68 \\
\dfrac{n^3\left \lfloor\dfrac{1911-10n}{3}\right \rfloor}{500} & 68 \le n < 98 \\
\dfrac{n^3(160-n)}{100} & 98 \le n < 100
\end{cases}
</math>
 
The Erratic experience group, one of the two groups introduced in Generation III, features the lowest level 100 value for experience, at only 600,000 points. A majority of the Pokémon in this experience group were introduced in Generation III as well, with most of them being {{t|Bug}} or {{t|Water}} types.


Receiving its name due to the highly erratic experience point requirement to reach the next level from level 68 to level 98, Pokémon in this group level up rather slowly in their lower levels, requiring the most experience to grow from level 1 to level 10 (1800 as compared to 1250 for Slow, the next highest requirement), and increase the rate of their growth at higher levels, requiring the least experience to grow from level 90 to level 100 (108654 points as compared to 216800 for Fast, the next lowest requirement).
Receiving its name due to the highly erratic experience point requirement to reach the next level from level 68 to level 98, Pokémon in this group level up rather slowly in their lower levels, requiring the most experience to grow from level 1 to level 10 (1800 as compared to 1250 for Slow, the next highest requirement), and increase the rate of their growth at higher levels, requiring the least experience to grow from level 90 to level 100 (108654 points as compared to 216800 for Fast, the next lowest requirement).


Due to the erraticness of this function, it actually takes fewer experience points to go from level 99 to 100 than it does to go from level 69 to 70.
Due to the erraticness of this function, it actually takes fewer experience points to go from level 99 to 100 than it does to go from level 66 to 67.


For a list of all Pokémon in this group, see {{cat|Pokémon in the Erratic experience group}}.
For a list of all Pokémon in this group, see {{cat|Pokémon in the Erratic experience group}}.
<!--I'm leaving this here just in case someone says something and we want to put it back later.


<pre>e(n) = { (2 - 0.02*n)(n^3); 0 < n <= 50 }
====Fast====
      { (1.5 - n*0.01)(n^3); 51 <= n <= 68 }
<math>EXP = \dfrac{4n^3}{5}</math>
      { ( 1.274 - 0.02*( n / 3 - ((n / 3) modulo 1) ) - ep(n modulo 3) )(n^3); 69 <= n <= 98 }
      { (1.6 - n*0.01)(n^3); 99 <= n <= 100 }


ep(x) = { 0; x = 0 }
        { 0.008; x = 1 }
        { 0.014; x = 2 }
</pre>
<p>Which can be rewritten as:</p>
<p style="padding: 1em;
    border: 1px dashed #2f6fab;
    color: Black;
    background-color: #f9f9f9;
    line-height: 1.1em;
    white-space: pre;">e(n) =
      { &#8970; 2n<sup>3</sup> - 0.02n<sup>4</sup> &#8971;;  0 < n <= 50 }
      { &#8970; 1.5n<sup>3</sup> - 0.01n<sup>4</sup> &#8971;;  51 <= n <= 68 }
      { &#8970; ( 1.274 - 0.02&#8970;n / 3&#8971; - ep(n modulo 3) )(n<sup>3</sup>) &#8971;;  69 <= n <= 98 }
      { &#8970; 1.6n<sup>3</sup> - 0.01n<sup>4</sup> &#8971;;  99 <= n <= 100 }
      &#8970;x&#8971; = Integer part of x, ie. &#8970;9.999&#8971; = 9.
</p> -->
====Fast====
[[File:Expcalc fast.png|thumb|134px|The equation for the Fast experience group]]
The Fast experience group is one of the four experience groups introduced in Generation I, with 800,000 experience points making for a level 100 Pokémon. Many {{t|Normal}}- and {{type|Fairy}} Pokémon are in this group.
The Fast experience group is one of the four experience groups introduced in Generation I, with 800,000 experience points making for a level 100 Pokémon. Many {{t|Normal}}- and {{type|Fairy}} Pokémon are in this group.


Line 63: Line 76:


====Medium Fast====
====Medium Fast====
[[File:Expcalc mfast.png|thumb|117px|The equation for the Medium Fast experience group]]
<math>EXP = n^3</math>
Among all Pokémon, the most plentiful experience group is the Medium Fast group, which was also introduced in Generation I. Requiring Pokémon to have an even 1,000,000 experience points to be at level 100, it is by far the most average of the experience groups, and the one with the simplest equation: to be at a given level, any Pokémon in this group requires experience equal to that level {{wp|cube (algebra)|cubed}}. This group is also often called "cubic", due to its function being a simple cube of the level.
 
Among all Pokémon, the most plentiful experience group is the Medium Fast group, which was also introduced in Generation I. Requiring Pokémon to have an even 1,000,000 experience points to be at level 100, it is the most average of the experience groups and the one with the simplest equation: to be at a given level, any Pokémon in this group requires experience equal to that level {{wp|cube (algebra)|cubed}}. This group is also often called "cubic", due to its function being a simple cube of the level.


This experience group actually grows more slowly than the Medium Slow group up until about level 68 (level 47, if considering amount of experience required to reach the next level).
This experience group actually grows more slowly than the Medium Slow group up until level 68 (level 46, if considering amount of experience required to reach the next level).


For a list of all Pokémon in this group, see {{cat|Pokémon in the Medium Fast experience group}}.
For a list of all Pokémon in this group, see {{cat|Pokémon in the Medium Fast experience group}}.


====Medium Slow====
====Medium Slow====
[[File:Expcalc mslow.png|thumb|358px|The equation for the Medium Slow experience group]]
<math>EXP = \dfrac{6}{5}n^3 - 15n^2 + 100n - 140</math>
The Medium Slow experience group, like the Medium Fast group, accounts for many Pokémon, containing the second largest amount of them. All normal [[starter Pokémon]] are in this group. Requiring 1,059,860 experience points for a Pokémon to reach level 100, it is the only experience group whose level 100 experience is not evenly divisible by 10,000.
 
The Medium Slow experience group, like the Medium Fast group, accounts for many Pokémon, containing the second largest amount of them. Most of the Pokémon in this group are part of three-stage evolutionary lines. This group also contains all of the regional [[first partner Pokémon]] trios. Requiring 1,059,860 experience points for a Pokémon to reach level 100, it is the only experience group whose level 100 experience is not evenly divisible by 10,000. Pokémon in this group level up relatively quickly in their lower levels, requiring only 11,735 experience to reach level 25 (as compared to 12,187 for Fluctuating, the second lowest requirement).


The {{wp|inflection point}} for this polynomial function is actually at level 4, not level 0. Thus, it actually takes more experience points to go from level 2 to 3 than it does to go from 4 to 5. In Generations I and II, this mislocation of the inflection point causes the [[#Experience underflow glitch|experience underflow glitch]]. For a list of all Pokémon in this group, see {{cat|Pokémon in the Medium Slow experience group}}.
The {{wp|inflection point}} for this polynomial function is between levels 4 and 5 instead of at level 0. Thus, it actually takes more experience points to go from level 2 to 3 than it does to go from 4 to 5. Additionally, according to the function, level 1 Pokémon in this group are calculated to have -54 (rounded down from -53.8) experience points. This causes the [[#Experience underflow glitch|experience underflow glitch]] in Generations I and II. For a list of all Pokémon in this group, see {{cat|Pokémon in the Medium Slow experience group}}.


====Slow====
====Slow====
[[File:Expcalc slow.png|thumb|134px|The equation for the Slow experience group.]]
<math>EXP = \dfrac{5n^3}{4}</math>
 
The final of the four Generation I experience groups, the Slow group features the highest amount of experience required for a Pokémon to reach level 100 in Generations I and II, and the second highest amount since then. Containing many rare, powerful, and [[Legendary Pokémon]], Pokémon in this group are typically very hard to raise; all [[pseudo-legendary Pokémon]], by definition, are in this experience group. At level 100, a Pokémon in this experience group will have 1,250,000 experience points.
The final of the four Generation I experience groups, the Slow group features the highest amount of experience required for a Pokémon to reach level 100 in Generations I and II, and the second highest amount since then. Containing many rare, powerful, and [[Legendary Pokémon]], Pokémon in this group are typically very hard to raise; all [[pseudo-legendary Pokémon]], by definition, are in this experience group. At level 100, a Pokémon in this experience group will have 1,250,000 experience points.


Line 83: Line 99:


====Fluctuating====
====Fluctuating====
[[File:Expcalc fluctuating.png|thumb|422px|The equation for the Fluctuating experience group. At levels 15 and 36, both formulas return equal values.]]
<math>
The second experience group introduced in Generation III and a direct opposite to the Erratic group, the Fluctuating experience group contains the Pokémon which grow the slowest of all, reaching level 100 with a whopping 1,640,000 experience points. It is also, unsurprisingly, the smallest of the experience groups, containing only 14 species. Pokémon within this group require the least amount of experience to grow from level 1, needing only 540 points to reach level 10, as compared to 560 for Medium Slow, the next lowest requirement. They also require the most experience points to go from level 90 to 100—517,340 as compared to 338,750 for Slow, the next highest. Like the Erratic function, the Fluctuating group's level-up equation is calculated in a {{wp|piecewise}} fashion.
EXP =
\begin{cases}
\dfrac{n^3 \left ( \left \lfloor \dfrac{n+1}{3} \right \rfloor + 24 \right )}{50} & n < 15 \\
\dfrac{n^3 (n + 14)}{50} & 15 \le n < 36 \\
\dfrac{n^3 \left ( \left \lfloor \dfrac{n}{2} \right \rfloor + 32 \right )}{50} & 36 \le n < 100
\end{cases}
</math>
 
The second experience group introduced in Generation III and a direct opposite to the Erratic group, the Fluctuating experience group contains the Pokémon which grow the slowest of all, reaching level 100 with a whopping 1,640,000 experience points. It is also, unsurprisingly, the smallest of the experience groups, containing only 14 species. All of these species, minus {{p|Drifloon}} and {{p|Drifblim}}, were introduced in Generation III as well. Pokémon within this group require the least amount of experience to grow from level 1, needing only 540 points to reach level 10, as compared to 560 for Medium Slow, the next lowest requirement. They also require the most experience points to go from level 90 to 100—517,340 as compared to 338,750 for Slow, the next highest. Like the Erratic function, the Fluctuating group's level-up equation is calculated in a {{wp|piecewise}} fashion.


Also like the Erratic experience group, the Fluctuating group gets its name from the wildly fluctuating requirement for each level to go to the next level, from Level 36 to Level 100.
Also like the Erratic experience group, the Fluctuating group gets its name from the wildly fluctuating requirement for each level to go to the next level, from Level 36 to Level 100.
Line 93: Line 117:
Below is a table; on the left side of the level is the minimum number of experience points required for a Pokémon to be at that level, and the amount of experience points a Pokémon of that level will have when caught from the wild; on the right is the number of experience points required to advance from the respective level to the next level.
Below is a table; on the left side of the level is the minimum number of experience points required for a Pokémon to be at that level, and the amount of experience points a Pokémon of that level will have when caught from the wild; on the right is the number of experience points required to advance from the respective level to the next level.


{| class="expandable"
{| class="collapsible"
! Experience table
! Experience table
|-
|-
Line 108: Line 132:
! width="60px" style="background:#609" | Medium Slow
! width="60px" style="background:#609" | Medium Slow
! width="60px" style="background:#740" | Slow
! width="60px" style="background:#740" | Slow
! width="60px" style="background:#00F" | Fluctu-<br>ating
! width="60px" style="background:#00F" | Fluctu&shy;ating
! width="40px" style="background:#fff; color:#000" | Level
! width="40px" style="background:#fff; color:#000" | Level
! width="60px" style="background:#000" | Erratic
! width="60px" style="background:#000" | Erratic
Line 115: Line 139:
! width="60px" style="background:#609" | Medium Slow
! width="60px" style="background:#609" | Medium Slow
! width="60px" style="background:#740" | Slow
! width="60px" style="background:#740" | Slow
! width="60px" style="background:#00F" | Fluctu-<br>ating
! width="60px" style="background:#00F" | Fluctu&shy;ating
|-
|-
| class="r" style="background:#595959" | 0
| class="r" style="background:#595959" | 0
Line 256: Line 280:
| style="background:#a68559" | 413
| style="background:#a68559" | 413
| style="background:#5959ff" | 205
| style="background:#5959ff" | 205
|-  
|-
| class="r" style="background:#595959" | 2,369
| class="r" style="background:#595959" | 2,369
| class="r" style="background:#59ac59" | 1,064
| class="r" style="background:#59ac59" | 1,064
Line 802: Line 826:
| style="background:#a68559" | 9,189
| style="background:#a68559" | 9,189
| style="background:#5959ff" | 10,734
| style="background:#5959ff" | 10,734
|-  
|-
| class="r" style="background:#595959" | 125,000
| class="r" style="background:#595959" | 125,000
| class="r" style="background:#59ac59" | 100,000
| class="r" style="background:#59ac59" | 100,000
Line 830: Line 854:
| style="background:#a68559" | 9,947
| style="background:#a68559" | 9,947
| style="background:#5959ff" | 11,883
| style="background:#5959ff" | 11,883
|-  
|-
| class="r" style="background:#595959" | 137,795
| class="r" style="background:#595959" | 137,795
| class="r" style="background:#59ac59" | 112,486
| class="r" style="background:#59ac59" | 112,486
Line 1,522: Line 1,546:
The amount of experience that a Pokémon gives when it is defeated depends on its level and its species. The higher the level of the defeated Pokémon, the more experience points it yields. However, numerous factors can influence how much experience any individual Pokémon actually gains.
The amount of experience that a Pokémon gives when it is defeated depends on its level and its species. The higher the level of the defeated Pokémon, the more experience points it yields. However, numerous factors can influence how much experience any individual Pokémon actually gains.


Any Pokémon that is sent into battle against an opponent will receive experience points when that opponent is defeated, provided the Pokémon is not fainted. Prior to [[Generation VI]], if only one Pokémon participates in battle, it will gain "full" experience points, but if more than one Pokémon participate in battle, each Pokémon will be allotted an even portion of the full experience. In Generation VI, however, this was changed so that all Pokémon that participate in battle receive "full" experience.
Any Pokémon that is sent into battle against an opponent will receive experience points when that opponent is defeated, provided the Pokémon is not fainted. Prior to [[Generation VI]], if only one Pokémon participates in battle, it will gain "full" experience points, but if more than one Pokémon participate in battle, each Pokémon will be allotted an even portion of the full experience. In Generation VI, this was changed so that all Pokémon that participate in battle receive "full" experience.


The {{DL|Experience-affecting item|Exp. Share|Exp. All}} and {{DL|Experience-affecting item|Exp. Share}} are ways for a Pokémon that does not directly participate in a battle to still gain experience from it. Prior to Generation VI, it also affects how much experience the direct participants are allotted.
The [[Exp. Share|Exp. All and Exp. Share]] are ways for a Pokémon that does not directly participate in a battle to still gain experience from it. Prior to Generation VI, it also affects how much experience the direct participants are allotted.
* In Generation VI: if Exp. Share is turned on, any Pokémon that did not participate in battle will receive half of the "full" experience.
* In Generation VI: if Exp. Share is turned on, any Pokémon that did not participate in battle will receive half of the "full" experience.
* In Generations {{gen|II}}-V: if a Pokémon in the player's party is holding an Exp. Share, the Pokémon that participated directly in the battle will receive half of the experience they normally would have, and any Pokémon that were holding Exp. Share will be allotted an even portion (depending on how many are holding an Exp. Share) of 50% of the "full" experience.
* From Generations {{gen|II}} to V: if a Pokémon in the player's party is holding an Exp. Share, the Pokémon that participated directly in the battle will receive half of the experience they normally would have, and any Pokémon that were holding Exp. Share will be allotted an even portion (depending on how many are holding an Exp. Share) of 50% of the "full" experience. If a Pokémon both participated in the battle and held Exp. Share, it will receive two separate messages awarding its share of experience from each of those allotments.
* In [[Generation I]]: if Exp. All is in the [[Bag]], the Pokémon that participated directly in the battle will receive half of the experience they normally would have, and every Pokémon in the player's party also receives experience equal to the amount that a battling Pokémon received (before any bonuses) divided by the number of Pokémon in the player's party (this method of calculation appears to be [[#Apparent Exp. All programming error in Generation I|an error]]).
* In [[Generation I]]: if Exp. All is in the [[Bag]], the Pokémon that participated directly in the battle will receive half of the experience they normally would have, and every Pokémon in the player's party also receives experience equal to the amount that a battling Pokémon received (before any bonuses) divided by the number of Pokémon in the player's party (this method of calculation appears to be [[#Apparent Exp. All programming error in Generation I|an error]]).


In [[Generation V]], the amount of experience a Pokémon gains is also scaled depending on how its level compares to the opponent's: the higher a defeated opponent's level is compared to the "winner", the more experience points the winner will gain.
From Generation V onward, except in Generation VI, the amount of experience a Pokémon gains is also scaled depending on how its level compares to the opponent's: the higher a defeated opponent's level is compared to the "winner", the more experience points the winner will gain. This does not apply to Pokémon defeated in an {{DL|Let's Go!|Auto Battle}} in Generation IX.
 
If multiple opponents are knocked out by the same move:
* From Generations III to V, the experience is gained separately for each Pokémon that was knocked out, in sequence. In Generation V (where the experience gained depends on the recipient's level), if gaining experience from the first fainted Pokémon causes the player's Pokémon to gain one or more levels, subsequent experience gains are calculated using that increased level (i.e. award less experience than they would have if awarded first).
* From Generation VI onward, the experience is gained for all Pokémon at the same time. In Generation VII and VIII (where the experience gained depends on the recipient's level), this means that experience gained is based on the user's level before gaining any of the experience.


Various other factors may boost the amount of experience a Pokémon receives. These factors include:
Various other factors may boost the amount of experience a Pokémon receives. These factors include:
*If the winning Pokémon is an {{pkmn2|outsider}} (was traded)
*If the Pokémon is an {{pkmn2|outsider}} (was traded); furthermore, in [[Generation IV]] onward, it gains even more EXP if it is additionally from a [[language of origin|different language]] game
*If the player is in a Trainer battle
*If the battle is a Trainer battle<sup>Gen I-Gen VI</sup>
*If the Pokémon is holding a {{DL|Experience-affecting item|Lucky Egg}}<sup>Gen II+</sup>
*If the Pokémon is holding a [[Lucky Egg]]<sup>Gen II+</sup>
*If the Pokémon has high enough [[Pokémon-Amie#Affection benefits|Affection]]<sup>Gen VI</sup>
*If the Pokémon has high enough [[Affection]]<sup>Gen VI-</sup>{{sup/7|USUM}}/[[friendship]]{{sup/7|PE}} <sup>onward</sup>
*If a positive Exp. Point Power ([[Entralink#List of Pass Powers|Pass Power]]<sup>Gen V</sup> or [[O-Power]]<sup>Gen VI</sup>) is active
*If a positive Exp. Point Power ({{DL|Entralink|List of Pass Powers|Pass Power}}<sup>Gen V</sup>, [[O-Power]]<sup>Gen VI</sup>, {{DL|Rotom Pokédex|Rotom Powers|Rotom Power}}<sup>Gen VII</sup>, [[Exp. Charm]]{{sup/8|SwSh}}{{sup/9|TM}}, {{DL|Sandwich|Meal Powers|Meal Power}}<sup>Gen IX</sup>) is active
*If the Pokémon is at or past the level where it would be able to [[evolution|evolve]] but has not<sup>Gen VI</sup>
*If the Pokémon is at or past the level where it would be able to [[evolution|evolve]] but has not<sup>Gen VI+</sup>
The only negative factor that may affect experience gain is a negative Exp. Point Power from the [[Entralink]] in Generation V.
The only negative factor that may affect experience gain is a negative Exp. Point Power from the [[Entralink]] in Generation V. Pokémon defeated in an {{DL|Let's Go!|Auto Battle}} in Generation IX yield fewer experience points than those defeated otherwise and the experience gained from Auto Battling cannot be boosted by other factors.


In Generation VI, experience can also be obtained after catching a [[wild Pokémon]].
From [[Generation VI]] onward, experience is also obtained by [[caught Pokémon|catching]] a [[wild Pokémon]].


====Gain formula====
====Gain formula====
{{incomplete|section|Check Gen VI}}
In the main Pokémon games, only two basic formulas have ever been used: a flat formula, where the winner's level is not taken into account, and a scaled formula, where the difference between both opponents' levels affects the amount of experience the winner receives. [[Generation V]], {{gen|VII}}, {{gen|VIII}}, and {{gen|IX}} games use the scaled formula. All other generations use the flat formula, although each generation generally makes its own additions or tweaks to the previous mechanics.
In the main Pokémon games, only two basic formulas have ever been used: a flat formula, where the winner's level is not taken into account, and a scaled formula, where the difference between both opponents' levels affects the amount of experience the winner receives. Only [[Generation V]] games have ever used the scaled formula. All other generations have used the flat formula, although each generation generally makes its own additions or tweaks to the previous mechanics.
 
Note that if a Pokémon both participated in battle and was holding an Exp. Share—or, in Generation I, the [[Exp. Share|Exp. All]] is in the [[Bag]]—they actually receive experience both from participating in battle and from Exp. Share/Exp. All. Therefore, to arrive at their total experience gained, the formula must be evaluated both for a Pokémon that battled and for one that was holding Exp. Share, and those results must be summed. This does not apply in Generation VI or later, as Exp. Share works differently in those games. Up to [[Generation V]], the result is rounded down after each multiplier. From [[Generation V]] onward, the result is subject to standard rounding after each multiplier, rounding down at 0.5, unless specified otherwise. However, the calculations for the base EXP (minus the scaling factor, in the scaled formula) are rounded down (integer divisions).
 
The flat formula in the first four generations is <math>\Delta EXP = \dfrac{b \times L}{7} \times \dfrac{1}{s} \times e \times a \times t</math>.


The full flat and scaled formulas can be seen below on the right. Depending on the order of multiplication and where rounding down is done, these formulas may produce slightly different results than are seen in-game.
The flat formula in [[Generation VI]] is <math>\Delta EXP = \dfrac{b \times L}{7} \times a \times \dfrac{1}{s} \times t \times e \times v \times f \times p</math>.


Note that if a Pokémon both participated in battle and was holding an Exp. Share—or, in Generation I, the {{DL|Experience-affecting item|Exp. Share|Exp. All}} is in the [[Bag]]—they actually receive experience both from participating in battle and from Exp. Share/Exp. All. Therefore, to arrive at their total experience gained, the formula must be evaluated both for a Pokémon that battled and for one that was holding Exp. Share, and those results must be summed. This does not apply in Generation VI, as Exp. Share works differently in those games.
The scaled formula in [[Generation V]] is <math>\Delta EXP = \left(\dfrac{b \times L}{5} \times a \times \dfrac{1}{s} \times \left(\dfrac{\left \lfloor \sqrt{2L + 10} \times \left(2L + 10\right)^{2}\right \rfloor }{\left \lfloor \sqrt{L + L_{p} + 10} \times \left(L + L_{p} + 10\right)^{2}\right \rfloor} \right ) +1 \right) \times t \times e \times p</math>, where each square root is rounded to the nearest multiple of 1/4096, subject to standard rounding, rounding up at 0.5. In Black 2 and White 2 only, if a Pokémon would gain more than 100,000 experience at once, it instead gains exactly 100,000 experience.


In Black 2 and White 2 only, if a Pokémon would gain more than 100,000 experience at once, it instead gains exactly 100,000 experience.
The scaled formula in [[Generation VII]] onward is <math>\Delta EXP = \left(\dfrac{b \times L}{5} \times \dfrac{1}{s} \times \left(\dfrac{2L + 10}{L + L_{p} + 10}\right)^{2.5} +1 \right) \times t \times e \times v \times f \times p</math>.


[[File:Delta exp gen6.png|frame|Flat formula for experience gain from battle]]
Where:
[[File:Delta exp gen5.png|frame|Scaled formula for experience gain from battle]]
The variables in these formulas evaluate as follows (presented in alphabetical order)...
*''a'' is equal to...
*''a'' is equal to...
**1 if the fainted Pokémon is wild
**1 if the fainted Pokémon is wild
**1.5 if the fainted Pokémon is owned by a Trainer
**''Prior to Generation VII'': 1.5 if the fainted Pokémon is owned by a Trainer
*''b'' is the base experience yield of the fainted Pokémon's species; values for the current Generation are listed [[List of Pokémon by effort value yield|here]]
*''b'' is the base experience yield of the fainted Pokémon's species; values for the current Generation are listed [[List of Pokémon by effort value yield|here]]
*''e'' is equal to...
*''e'' is equal to...
**1.5 if the winning Pokémon is holding a {{DL|Experience-affecting item|Lucky Egg}}
**1.5 if the winning Pokémon is holding a [[Lucky Egg]]
**1 otherwise
**1 otherwise
*''f'' is equal to...
*''f'' is equal to...
**1.2 if the Pokémon has an [[Pokémon-Amie#Affection benefits|Affection]] of two hearts or more
**4915/4096 (~1.2) if the Pokémon has an [[Affection]] of two hearts or more<sup>Gen VI-</sup>{{sup/7|USUM}}/100 or higher [[friendship]]{{sup/7|PE}}/220 or higher friendship{{sup/8|SwSh}} <sup>onward</sup>; in [[Generation VI]] only, the multiplier is exactly 1.2, and the result is rounded down
**1 otherwise
**1 otherwise
*''L'' is the [[level]] of the fainted Pokémon
*''L'' is the [[level]] of the fainted/caught<sup>Gen VI+</sup> Pokémon
*''L<sub>p</sub>'' is the level of the victorious Pokémon
*''L<sub>p</sub>'' is the level of the victorious Pokémon
*''p'' is equal to...
*''p'' is equal to...
**1 if no Exp. Point Power ([[Entralink#List of Pass Powers|Pass Power]]<sup>Gen V</sup> or [[O-Power]]<sup>Gen VI</sup>) is active
**1 if no Exp. Point Power or other boost ({{DL|Entralink|List of Pass Powers|Pass Power}}<sup>Gen V</sup>, [[O-Power]]<sup>Gen VI</sup>, {{DL|Rotom Pokédex|Rotom Powers|Rotom Power}}{{sup/7|USUM}}, [[Exp. Charm]]{{sup/8|SwSh}}{{sup/9|TM}}) is active (this is rounded down to the nearest integer after multiplying):
**If Exp. Point Power [x] is active...
**If an Exp. Point Power is active...
***0.5 for ↓↓↓, 0.66 for ↓↓, 0.8 for ↓, 1.2 for ↑, 1.5 for ↑↑, or 2 for ↑↑↑, S, or MAX
***0.5 for ↓↓↓, 0.66 for ↓↓, 0.8 for ↓, 1.2 for ↑, 1.5 for ↑↑, or 2 for ↑↑↑, S, or MAX
***1.5 for Roto Exp. Points or the Exp. Charm
*''s'' is equal to...
*''s'' is equal to...
**In Generation I...
**In Generation I...
***If {{DL|Experience-affecting item|Exp. Share|Exp. All}} is not in the player's [[Bag]]...
***If [[Exp. Share|Exp. All]] is not in the player's [[Bag]]...
****The number of Pokémon that participated in the battle and have not fainted
****The number of Pokémon that participated in the battle and have not fainted
***If {{DL|Experience-affecting item|Exp. Share|Exp. All}} is in the player's [[Bag]]...
***If [[Exp. Share|Exp. All]] is in the player's [[Bag]]...
****Twice the number of Pokémon that participated and have not fainted, ''when calculating the experience of a Pokémon that participated in battle''
****Twice the number of Pokémon that participated and have not fainted, ''when calculating the experience of a Pokémon that participated in battle''
****Twice the number of Pokémon that participated and have not fainted '''times''' the number of Pokémon in the player's party, ''when calculating the experience given by Exp. All''
****Twice the number of Pokémon that participated and have not fainted '''times''' the number of Pokémon in the player's party, ''when calculating the experience given by Exp. All''
**In Generations II-V...
**From Generations II to V...
***If no Pokémon in the party is holding an {{DL|Experience-affecting item|Exp. Share}}...
***If no Pokémon in the party is holding an [[Exp. Share]]...
****The number of Pokémon that participated in the battle and have not fainted
****The number of Pokémon that participated in the battle and have not fainted
***If at least one Pokémon in the party is holding an {{DL|Experience-affecting item|Exp. Share}}...
***If at least one Pokémon in the party is holding an [[Exp. Share]]...
****Twice the number of Pokémon that participated and have not fainted, ''when calculating the experience of a Pokémon that participated in battle''
****Twice the number of Pokémon that participated and have not fainted, ''when calculating the experience of a Pokémon that participated in battle''
****Twice the number of Pokémon holding an Exp. Share, ''when calculating the experience of a Pokémon holding Exp. Share''
****Twice the number of Pokémon holding an Exp. Share, ''when calculating the experience of a Pokémon holding Exp. Share''
**In Generation VI...
**In Generation VI and later...
***1 when calculating the experience of a Pokémon that participated in battle
***1 when calculating the experience of a Pokémon that participated in battle
***2 when calculating the experience of a Pokémon that did not participate in battle and if Exp. Share is turned on
***2 when calculating the experience of a Pokémon that did not participate in battle and if Exp. Share is turned on
*''t'' is equal to...
*''t'' is equal to...
**1 if the winning Pokémon's current owner is its Original Trainer
**1 if the winning Pokémon's current owner is its Original Trainer
**1.5 if the Pokémon was gained in a domestic trade
**1.5 if the Pokémon is an [[outsider Pokémon]] (i.e. its current owner is not its Original Trainer)
**''Generation IV+ only'': 1.7 if the Pokémon was gained in an international trade
**''Generation IV+ only'': 1.7 if the Pokémon is an outsider Pokémon and has a different [[language of origin]] (in Generation V+, this is instead approximated very closely as 6963/4096)
*''v'' is equal to...
*''v'' is equal to...
**''Generation VI only'': 1.2 if the winning Pokémon is at or past the level where it would be able to [[evolution|evolve]], but it has not
**''Generation VI+ only'': 4915/4096 (~1.2) if the winning Pokémon is at or past the level where it would be able to [[evolution|evolve]], but it has not
**1 otherwise
**1 otherwise


=====Example (Generation II to IV)=====
=====Example (Generations II to IV)=====
An originally owned {{p|Skitty}} holding a {{DL|Experience-affecting item|Lucky Egg}} and an internationally traded {{p|Meowth}} have just defeated a Level 78 Trainer-owned {{p|Garchomp}}, with an originally owned {{p|Salamence}} in the winner's [[party]] holding an {{DL|Experience-affecting item|Exp. Share}}.
In an English game, an originally owned {{p|Skitty}} holding a [[Lucky Egg]] and a French outsider {{p|Meowth}} have just defeated a Level 78 Trainer-owned {{p|Garchomp}}, with an originally owned {{p|Salamence}} in the winner's [[party]] holding an [[Exp. Share]].


The base experience yield of a Garchomp is 218, meaning that a Level 78 Garchomp will normally yield 2429 experience points. Because the battle is a Trainer battle, this is multiplied by 1.5 to give 3643.
The base experience yield of a Garchomp is 218, meaning that a Level 78 Garchomp will normally yield 2429 experience points.


The Exp. Share will automatically give half the experience points to the Salamence, giving it 1821 experience points.
Since the Exp. Share in is effect, half the experience points are given to the battling Pokémon, which is halved again due to being split between Skitty and Meowth, so each starts with 607. The Lucky Egg and Trainer battle bonus boost apply 1.5× multipliers, earning the Skitty 1365 experience points. Meowth gets a 1.5× Trainer battle bonus, and then a 1.7× inter-language outsider bonus, earning it 1547 experience points.
The Skitty gets half of the remaining experience points, with a 1.5 multiplier because of the Lucky Egg. This means that the Skitty earns 1366 experience points.


The Meowth gets half of the remaining experience points, with a 1.7 multiplier because it was internationally traded. This means that the Meowth earns 1548 experience points.
Lastly, the Exp. Share gives the remaining half of the initial experience points to the Salamence, which is 1214 experience points, boosted to 1821 with the 1.5× Trainer battle bonus.


=====Example (Generation V)=====
=====Example (Generation V)=====
An internationally traded, level 55 {{p|Venusaur}} has just defeated a wild, level 62 {{p|Zekrom}}.
In an English game, a level 55 Japanese {{p|Venusaur}} has just defeated a wild, level 62 {{p|Zekrom}}.


The base experience yield of Zekrom is 306, meaning that a level 62 Zekrom will normally yield 3794 experience points, when defeated by another Pokémon at level 62. However, this Venusaur is at level 55, meaning that it will yield 4338 experience points. The constant of 1 is added, giving 4339, and the international trade multiplies this by 1.7, meaning that this Zekrom will yield a total of 7376 experience points.
The base experience yield of Zekrom is 306, meaning that a level 62 Zekrom will normally yield 3794 experience points, when defeated by another Pokémon at level 62. However, this Venusaur is at level 55, meaning that it will yield 4338 experience points. The constant of 1 is added, giving 4339, and the inter-language outsider bonus multiplies this by (roughly) 1.7, meaning that this Zekrom will yield a total of 7376 experience points.
 
====Bonus multipliers====
In [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], the bonus multipliers mechanic is introduced, which provide more experience to the player's Pokémon based on how a wild Pokémon was captured. The bonus multipliers, in addition, stack on top of the ×1.5 multiplier for [[trade]]d Pokémon and the ×1.2 for Pokémon with high [[friendship]].
 
{| class="roundy" style="margin: auto; text-align: left; background: #{{Let's Go Pikachu color}}; border: 3px solid #{{electric color}}"
! Bonus
! Multiplier
! Details
|- style="background:#fff"
| New Pokémon || ×1.1 || Catching a Pokémon not already registered to the [[Pokédex]]
|- style="background:#fff"
| Excellent Throw || ×2.0
| rowspan=3 | Hitting within the target ring at a certain size
|- style="background:#fff"
| Great Throw || ×1.5
|- style="background:#fff"
| Nice Throw || ×1.1
|- style="background:#fff"
| First Throw || ×1.5 || Catching a Pokémon on the first throw
|- style="background:#fff"
| Synchronized Bonus || ×2.0 || Throwing a Poké Ball at the same time as the Support Trainer
|- style="background:#fff"
| rowspan=5 | Combo Bonus
| ×1.1 || [[Catch Combo]] 1 to 10
|- style="background:#fff"
| ×1.5 || [[Catch Combo]] 11 to 20
|- style="background:#fff"
| ×2.0 || [[Catch Combo]] 21 to 30
|- style="background:#fff"
| ×2.5 || [[Catch Combo]] 31 to 40
|- style="background:#fff"
| ×3.0 || [[Catch Combo]] 41+
|- style="background:#fff"
| rowspan=2 | Size Bonus
| ×1.5 || S- or L-sized Pokémon
|- style="background:#fff"
| ×4.0 || XS- or XL-sized Pokémon
|- style="background:#fff"
| Technique Bonus || ×1.1 || Using a Joy-Con or [[Poké Ball Plus]] (if Synchronized Bonus is not applied)
|}


====Apparent Exp. All programming error in Generation I====
====Apparent Exp. All programming error in Generation I====
In Generation I, the behavior of Exp. All seems to be coded wrong.<ref>[https://github.com/iimarckus/pokered/blob/master/engine/battle/core.asm Pokered disassembly project on GitHub]</ref> The fault is that the experience distributed (evenly among all party members) by the Exp. All, intended to be half the total experience of the whole battle, is based on the experience that ''one'' battling Pokémon received, rather than that received by ''all'' battling Pokémon. This behavior works correctly if only one Pokémon battles while the Exp. All is in the player's bag (for example, if one Pokémon out of a party of five battles, then the battler will get 50% of the experience and then all five party members will share the remaining 50%, getting another 10% of the experience each, thus in total distributing the whole of the experience). However, if multiple Pokémon are sent into battle, then the total amount of experience received will effectively be decreased (for example, if two Pokémon out of a party of five battle, then the battlers will each get 25% of the experience, but then all five party members will only share 25% instead of the remaining 50%, getting another 5% of the experience each and causing 25% of the experience to be entirely lost).
In Generation I, the behavior of Exp. All seems to be coded wrong.<ref>[https://github.com/iimarckus/pokered/blob/master/engine/battle/core.asm Pokered disassembly project on GitHub]</ref> Presumably, Exp. All is intended to apportion half of the total battle experience for distribution among the Pokémon that battled and half for distribution among the party members. However, the portion distributed among party members is instead equal to the experience that one battling Pokémon received.
 
This works correctly if only one Pokémon battles while the Exp. All is in the player's bag. For example, if one Pokémon out of a party of five battles, then the battler will get 50% of the experience and all five party members will also split 50%, each getting 10% of the total experience, adding up to 100%.
 
However, some battle experience will be lost if multiple Pokémon are sent into one battle. For example, if two Pokémon out of a party of five battle, then the battlers will each get 25% of the experience. All five party members will then also split 25%, each getting 5% of the experience, adding up to only 75%, with the remaining 25% of the experience lost. Experience that would go to a fainted Pokémon is also lost. If two of the five Pokémon are fainted, the remaining three still only get 5% of the split experience each, with the remaining 10% lost (meaning the player has now lost 35% of the total experience for the battle).


===Experience underflow glitch===
===Experience underflow glitch===
In [[Generation I]] and [[Generation II]], level 1 Pokémon in the Medium Slow group were calculated to have -54 experience points. However, due to the use of {{wp|unsigned integer}}s, the game interpreted this value as 16,777,162 experience points. If a level 1 Pokémon with negative experience points completed a battle without gaining enough experience points to reach 0 or higher, the game, attempting to determine its level based on the number of experience points it had, would consider it to be at level 100 (having gone well over the amount required to reach this level), causing it to instantaneously jump to this level.
In [[Generation I]] and [[Generation II]], level 1 Pokémon in the Medium Slow group were calculated to have -54 experience points. However, due to the use of {{wp|unsigned integer}}s, the game interpreted this value as 16,777,162 experience points. If a level 1 Pokémon with negative experience points completed a battle without gaining enough experience points to reach 0 or higher, the game, attempting to determine its level based on the number of experience points it had, would consider it [[List of glitches (Generation I)#Leveling past 100|to be at level 245, but it underflows to level 100]].


It is due in-part to this bug that no level 1 Pokémon could be found in the wild without abusing a glitch or hacking the game in [[Generation I]] and [[Generation II]]. It is also partially for this reason that Pokémon hatched from Eggs at level 5 when Eggs were introduced in Generation II (although level 2-4 Pokémon could be found in the wild).
It is due in-part to this bug that no level 1 Pokémon could be found in the wild without abusing a glitch or hacking the game in [[Generation I]] and [[Generation II]]. It is also partially for this reason that Pokémon hatched from Eggs at level 5 when Eggs were introduced in Generation II (although level 2-4 Pokémon could be found in the wild).
Line 1,620: Line 1,693:
The glitch was fixed in [[Generation III]], which uses a lookup table, rather than a formula, to determine experience requirements (this is also why the two new functions introduced in that generation are able to be piecewise functions). Despite this, {{pkmn|Egg}}s still hatched at level 5, and the lowest level that Pokémon could be found at in the wild was still level 2. [[Generation IV]] finally featured the first instance of legitimate level 1 Pokémon, where {{pkmn|Egg}}s hatch at level 1 and level 1 Pokémon can be found in the wild.
The glitch was fixed in [[Generation III]], which uses a lookup table, rather than a formula, to determine experience requirements (this is also why the two new functions introduced in that generation are able to be piecewise functions). Despite this, {{pkmn|Egg}}s still hatched at level 5, and the lowest level that Pokémon could be found at in the wild was still level 2. [[Generation IV]] finally featured the first instance of legitimate level 1 Pokémon, where {{pkmn|Egg}}s hatch at level 1 and level 1 Pokémon can be found in the wild.


Additionally for Generation I, any Pokémon in the Medium Slow group that was deposited in the PC at Level 1 will cause the game to [[game freeze|freeze]] upon attempting to withdraw it, causing it to be permanently stuck in the PC [[List of glitches in Generation I#Experience PC withdrawing glitch|due to a glitch]].  
Additionally, for Generation I, any Pokémon in the Medium Slow group that was deposited in the PC at Level 1 will cause the game to [[game freeze|freeze]] upon attempting to withdraw it, causing it to be permanently stuck in the PC [[List of glitches (Generation I)#Experience PC withdrawing glitch|due to a glitch]].


====In Generation I====
====Generation I====
{{youtubevid|r-aWS--eVec|v0id19|Kanto}}
{{youtubevid|r-aWS--eVec|v0id19|Kanto}}


====In Generation II====
====Generation II====
{{youtubevid|SXH8u0plHrE|TTEchidna|Johto}}
{{youtubevid|SXH8u0plHrE|TTEchidna|Johto}}


==In the spin-off games==
==In the spin-off games==
===In the Pokémon Mystery Dungeon series===
===Pokémon Mystery Dungeon series===
{{incomplete|section}}
{{incomplete|section|Experience growth for all Pokémon}}
Pokémon may also gain experience in the [[Pokémon Mystery Dungeon series]]. After a Pokémon is defeated, each member of the team will gain the full share of experience points. The base amount of experience earned is floor((Base Experience) * (Level - 1) / 10) + (Base Experience).
Pokémon may also gain experience in the [[Pokémon Mystery Dungeon series]]. After a Pokémon is defeated, each member of the [[team]] will gain the full share of experience points. The experience earned is equal to <math>\left\lfloor \frac{BaseEXP \times (Level - 1)}{10} \right\rfloor + BaseEXP</math>.


If a Pokémon with experience is defeated using only regular attacks, the experience gain is only half of the base value (rounded down). If at least one move was successfully used against the foe, or if the foe uses a move that targets itself or other enemy Pokémon, the experience gain is the full base value. If the qualifying attack is part of a linked move, the experience gain becomes 1.5× the base value.
If a Pokémon with experience is defeated using only regular attacks, the experience gain is only half of the base value (rounded down). If at least one move was successfully used against the foe, or if the foe uses a move that targets itself or other enemy Pokémon, the experience gain is the full base value. If the qualifying attack is part of a linked move, the experience gain becomes 1.5× the base value.


As with the core series games, Pokémon acquiring enough experience points will level up. The amount needed differs from the core series games, and is defined differently for each Pokémon. The amount needed to level up is far greater in earlier games in the series. It is not currently known if Pokémon can be grouped by experience growth as in the main games.
As with the core series games, Pokémon acquiring enough experience points will level up. The amount needed differs from the core series games, generally being significantly higher than in the core series, and is defined differently for each Pokémon. For example, {{p|Yanma}}, which requires 1,000,000 experience points to reach level 100 in the core series games, requires 4,000,000 experience points to reach level 100 in the Pokémon Mystery Dungeon series.<!--confirm that this applies to the entire series, and not just a few entries--> It is currently unknown if Pokémon can be grouped by experience growth as in the core series games.


Unlike in the core games, Pokémon do not evolve right away upon level up (or while in a dungeon in general), although level is still often a factor in determining whether or not they are eligible to evolve.
In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Pokémon Mystery Dungeon: Explorers of Time, Darkness]] and [[Pokémon Mystery Dungeon: Explorers of Sky|Sky]], most Pokémon are in the same experience group, subject to a constant multiplier. For example, for any given level, [[Charmander]] requires 1.0360948 times the experience that [[Bulbasaur]] requires, rounded to the nearest integer. All first partner Pokémon are in this experience group, as are the majority of Pokémon in the game, but certain Pokémon, such as [[Kecleon]] and [[Solrock]] are not in this group.  


===In the Pokémon Ranger series===
{| class="wikitable"
In the [[Pokémon Ranger series]], experience is acquired in an entirely different way from in the main Pokémon games. When a Pokémon is successfully captured using the Styler, the Styler will gain experience points, and a certain number of experience points will cause the Styler to level up. However, each Pokémon of the same species will yield exactly the same amount of experience points, as there is no concept of level in the Ranger games.
|-
 
! Level
In [[Pokémon Ranger: Shadows of Almia]], certain bonuses can be applied to the experience points gained under certain conditions, such as if the capture was made using only one line, or multiple Pokémon were captured at once.
! Experience (Bulbasaur)
! Experience (Charmander)
|-
| style="text-align:right;"| 10
| style="text-align:right;"| 1711
| style="text-align:right;"| 1773
|-
| style="text-align:right;"| 20
| style="text-align:right;"| 38,528
| style="text-align:right;"| 39,919
|-
| style="text-align:right;"| 30
| style="text-align:right;"| 120,511
| style="text-align:right;"| 124,861
|-
| style="text-align:right;"| 50
| style="text-align:right;"| 577,298
| style="text-align:right;"| 598,135
|-
| style="text-align:right;"| 100
| style="text-align:right;"| 2,547,402
| style="text-align:right;"| 2,639,350
|}
 
If a Pokémon levels up with a [[Joy Seed]] or [[Golden Seed]], its EXP will change to the EXP requirement for the new level. If a Pokémon levels down with a [[Doom Seed]], its EXP will change to the number that is one less than the level's requirement. For example, if a [[Bulbasaur]] eats a Doom Seed while at Level 10, it will drop to Level 9 with 1,710 experience points, with only one experience point away from Level 10.  
 
Temporary team members, such as job clients and accompanying team members (such as Bidoof and Grovyle during the main story), cannot gain experience points.
 
In [[Pokémon Mystery Dungeon: Gates to Infinity]], all recruited Pokémon receive any EXP that the active party gains, but they will not level up from the accumulated EXP until brought into a dungeon.


===Pokémon GO===
In [[Pokémon Mystery Dungeon: Rescue Team DX]], all recruited Pokémon receive any EXP that the active party gains.
[[File:Pokémon GO level up.png|thumb|200px|Leveling up]]
In [[Pokémon GO]], the player earns experience (abbreviated XP), rather than the Pokémon. As the player gains experience they gain levels. Leveling up awards the player with items, and certain levels unlock particular items. After reaching level 5, the player can choose a team, which allows them to use {{OBP|Gym|GO}}s.


====Earning experience====
===Pokémon Ranger series===
The player can earn experience in the following ways:
In the [[Pokémon Ranger series]], when a Pokémon is successfully captured using the Styler, the Styler will gain experience points, and a certain number of experience points will cause the Styler to level up. However, each Pokémon of the same species will yield exactly the same amount of experience points, as there is no concept of level in the Ranger games.


{| class="roundy" style="background:#{{night color}}; border:3px solid #{{blue color light}}"
In [[Pokémon Ranger: Shadows of Almia]], certain bonuses can be applied to the experience points gained under certain conditions, such as if the capture was made using only one line, or multiple Pokémon were captured at once.
|- style="color:#fff"
! style="background:#{{blue color light}}; {{roundytl|5px}}" | Name
! style="background:#{{blue color light}}; {{roundytr|5px}}" | Experience gained
|- style="background:#fff"
| Catch a Pokémon || 100
|- style="background:#fff"
| Catch a new Pokémon || 500
|- style="background:#fff"
| Evolve a Pokémon || 500
|- style="background:#fff"
| Hatch a 2&nbsp;km Egg || 200
|- style="background:#fff"
| Hatch a 5&nbsp;km Egg || 500
|- style="background:#fff"
| Hatch a 10&nbsp;km Egg || 1000
|- style="background:#fff"
| Defeat a Pokémon in a Gym belonging to another team || 100
|- style="background:#fff"
| Defeat a Pokémon in a Gym belonging to the player's team || 50
|- style="background:#fff"
| Capture bonus: Curveball || 10
|- style="background:#fff"
| Capture bonus: Nice Throw || 10
|- style="background:#fff"
| Capture bonus: Great Throw || 50
|- style="background:#fff"
| Capture bonus: Excellent Throw || 75
|- style="background:#fff"
| Visit a PokéStop (even if the Bag is full) || 50
|}


====Player levels====
===Pokémon Shuffle===
{{incomplete|section|Find out whether it's possible to get more or less of any of the rewards currently listed below}}
[[File:Shuffle experience.png|thumb|Experience distributed after clearing a 15-move stage. Mewtwo has the crown, so it received double experience.]]
{| class="roundy" style="background:#{{night color}}; border:3px solid #{{blue color light}}"
Pokémon in [[Pokémon Shuffle]] gain experience when they are used as a Support Pokémon to play a [[Stage (Shuffle)|stage]]. Typically, main stages grant experience equal to the number of moves they allow the player to make, [[Expert Stages]] grant 10 experience, and [[special stage]]s grant 5 experience. If the player runs out of moves or time, experience is only awarded in proportion with the damage done to the opponent's HP (for example, depleting 20% of its HP would translate to 20% of the normal experience). If the stage is cleared, the Support Pokémon whose icons were cleared most (identified by a crown on its head) receives twice as much experience.
|- style="color:#fff"
 
! style="background:#{{blue color light}}; {{roundytl|5px}}" | Level
The item [[File:Exp. Points x1.5.png|20px|link=]] Exp. Points ×1.5 can increase the experience Pokémon earn from a single stage, while the [[List of items (Shuffle)#Enhancement|Enhancement]] Exp. Booster ([[File:Exp Booster S.png|20px|link=]] S, [[File:Exp Booster M.png|20px|link=]] M, or [[File:Exp Booster L.png|20px|link=]] L) can directly increase a Pokémon's experience (by 50, 200, or 1,000 respectively).
! style="background:#{{blue color light}}" | Experience for next level
 
! style="background:#{{blue color light}}" | Total experience
Additionally, using a [[File:Level Up.png|20px|link=]] Level Up will grant just enough experience for a Pokémon to reach the next level, without any extra experience carried over.
! style="background:#{{blue color light}}" | Rewards
 
! style="background:#{{blue color light}}; {{roundytr|5px}}" | Unlocks
{| class="roundtable sortable" style="margin: auto; background: #{{cute color}}; border:3px solid #{{cute color light}}"
|- style="background:#fff"
|-
|1
! style="background-color:#{{beauty color light}}" | Item
|0
! style="background-color:#{{beauty color light}}" | Experience points granted
|0
|-
|
| [[File:Exp Booster S.png|20px|link=]] Exp. Booster S || 50 Experience Points
|
|-
|- style="background:#fff"
| [[File:Exp Booster M.png|20px|link=]] Exp. Booster M || 200 Experience Points
|2
|-
|1,000
| [[File:Exp Booster L.png|20px|link=]] Exp. Booster L || 1,000 Experience Points
|1,000
|-
|10-15 {{ball|Poké}}s
| [[File:Level Up.png|20px|link=]] Level Up || The amount of Experience needed to reach the next level
|
|}
|- style="background:#fff"
 
|3
The amount of experience each Pokémon needs to level up depends on the Attack power it has at Level 1. The table below details the required experience for each level, based on a Pokémon's Level 1 Attack power.
|2,000
 
|3,000
By default, a Pokémon has a level cap of 10. To reach levels higher than this, the Pokémon must use a [[File:Raise Max Level.png|20px|link=]] Raise Max Level item to unlock each additional level. Each Pokémon has its own limit to how many Raise Max Levels it can use, varying from 5 to 20.
|15 Poké Balls
 
|
The experience required to advance from any level to the next can be written as a multiple of the experience required for advancing from Level 1 to Level 2, with multiples for the same level being the same across the experience groups.
|- style="background:#fff"
 
|4
{| class="roundtable sortable" style="margin: auto; background: #{{cute color}}; border:3px solid #{{cute color light}}"
|3,000
|-
|6,000
! rowspan=2 style="background-color:#{{beauty color light}}" | Level
|15 Poké Balls
! colspan=7 style="background-color:#{{beauty color light}}" | Experience to next level
|
|- style="background: #ddf"
|- style="background:#fff"
! 30 Attack || 40 Attack || 50 Attack || 60 Attack || 70 Attack || 80 Attack || 90 Attack
|5
|-
|4,000
| 1 || 50 || 55 || 60 || 65 || 70 || 75 || 80
|10,000
|-
|20 Poké Balls, 10 {{DL|Potion|Potion}}s, 10 {{DL|Revive|Revive}}s, 1 [[Incense]]
| 2 || 100 || 110 || 120 || 130 || 140 || 150 || 160
|Gyms, Potions, Revives
|-
|- style="background:#fff"
| 3 || 150 || 165 || 180 || 195 || 210 || 225 || 240
|6
|-
|5,000
| 4 || 150 || 165 || 180 || 195 || 210 || 225 || 240
|15,000
|-
|15 Poké Balls, 10 Potions, 10 Revives, 1 Egg Incubator
| 5 || 450 || 495 || 540 || 585 || 630 || 675 || 720
|
|-
|- style="background:#fff"
| 6 || 750 || 825 || 900 || 975 || 1050 || 1125 || 1200
|7
|-
|6,000
| 7 || 900 || 990 || 1080 || 1170 || 1260 || 1350 || 1440
|21,000
|-
|15 Poké Balls, 10 Potions, 10 Revives, 1 Incense
| 8 || 1050 || 1155 || 1260 || 1365 || 1470 || 1575 || 1680
|
|-
|- style="background:#fff"
| 9 || 1200 || 1320 || 1440 || 1560 || 1680 || 1800 || 1920
|8
|-
|7,000
| 10 || 1350 || 1485 || 1620 || 1755 || 1890 || 2025 || 2160
|28,000
|-
|15 Poké Balls, 10 Potions, 5 Revives, 10 Razz Berries, 1 Lure Module
| 11 || 1050 || 1155 || 1260 || 1365 || 1470 || 1575 || 1680
|[[Razz Berry|Razz Berries]]
|-
|- style="background:#fff"
| 12 || 1500 || 1650 || 1800 || 1950 || 2100 || 2250 || 2400
|9
|-
|8,000
| 13 || 1800 || 1980 || 2160 || 2340 || 2520 || 2700 || 2880
|36,000
|-
|15 Poké Balls, 10 Potions, 5 Revives, 3 Razz Berries, 1 {{DL|Experience-affecting item|Lucky Egg}}
| 14 || 2100 || 2310 || 2520 || 2730 || 2940 || 3150 || 3360
|
|-
|- style="background:#fff"
| 15 || 2250 || 2475 || 2700 || 2925 || 3150 || 3375 || 3600
|10
|-
|9,000
| 16 || 2400 || 2640 || 2880 || 3120 || 3360 || 3600 || 3840
|45,000
|-
|15-20 Poké Balls, 10-20 {{DL|Potion|Super Potion}}s, 10 Revives, 10 Razz Berries, 1 Incense, 1 Lucky Egg, 1 Egg Incubator, 1 Lure Module
| 17 || 2550 || 2805 || 3060 || 3315 || 3570 || 3825 || 4080
|Super Potions
|-
|- style="background:#fff"
| 18 || 2700 || 2970 || 3240 || 3510 || 3780 || 4050 || 4320
|11
|-
|10,000
| 19 || 3000 || 3300 || 3600 || 3900 || 4200 || 4500 || 4800
|55,000
|-
|15 Poké Balls, 10 Super Potions, 3 Revives, 3 Razz Berries
| 20 || 3150 || 3465 || 3780 || 4095 || 4410 || 4725 || 5040
|
|-
|- style="background:#fff"
| 21 || 3300 || 3630 || 3960 || 4290 || 4620 || 4950 || 5280
|12
|-
|10,000
| 22 || 3450 || 3795 || 4140 || 4485 || 4830 || 5175 || 5520
|65,000
|-
|20 {{ball|Great}}s, 10 Super Potions, 3 Revives, 3 Razz Berries
| 23 || 3600 || 3960 || 4320 || 4680 || 5040 || 5400 || 5760
|Great Balls
|-
|- style="background:#fff"
| 24 || 3750 || 4125 || 4500 || 4875 || 5250 || 5625 || 6000
|13
|-
|10,000
| 25 || 3900 || 4290 || 4680 || 5070 || 5460 || 5850 || 6240
|75,000
|-
|15 Great Balls, 10 Super Potions, 3 Revives, 3 Razz Berries
| 26 || 4050 || 4455 || 4860 || 5265 || 5670 || 6075 || 6480
|  
|-
|- style="background:#fff"
| 27 || 4200 || 4620 || 5040 || 5460 || 5880 || 6300 || 6720
|14
|-
|10,000
| 28 || 4350 || 4785 || 5220 || 5655 || 6090 || 6525 || 6960
|85,000
|-
|15 Great Balls, 10 Super Potions, 3 Revives, 3 Razz Berries
| 29 || 4500 || 4950 || 5400 || 5850 || 6300 || 6750 || 7200
|
|-
|- style="background:#fff"
| 30 || 0 || 0 || 0 || 0 || 0 || 0 || 0
|15
|}
|15,000
 
|100,000
===Pokémon GO===
|15 Great Balls, 20 {{DL|Potion|Hyper Potion}}s, 10 Revives, 10 Razz Berries, 1 Incense, 1 Lucky Egg, 1 Egg Incubator, 1 Lure Module
{{main|Trainer level}}
|Hyper Potions
[[File:Pokémon GO level up.png|thumb|200px|Leveling up]]
|- style="background:#fff"
In [[Pokémon GO]], the player earns experience (abbreviated XP), rather than the Pokémon. As the player gains experience they gain levels. Leveling up awards the player with items, and certain levels unlock particular items. After reaching level 5, the player can choose a team, which allows them to use {{OBP|Gym|GO}}s.
|16
 
|20,000
Pokémon can be strengthened by [[Power Up|Powering Up]], which is the equivalent to raising their levels in the core series. Rather than by battling, this is done using {{OBP|Stardust|GO}} and [[Candy]].
|120,000
{{-}}
|10 Great Balls, 10 Hyper Potions, 5 Revives, 5 Razz Berries
 
|
===Pokémon Masters EX===
|- style="background:#fff"
{{incomplete|section}}
|17
In [[Pokémon Masters EX]], the sync pairs gain experience either by battling or by using [[List of items (Masters)|Level-up Manuals]]. Sync pairs have a level cap that can be increased by using buffs, blends, or ades, or by increasing their potential.
|20,000
 
|140,000
This level cap used to vary based on a sync pair's rarity, with only 5-star sync pairs being able to achieve level 100. However, after the EX update the base level cap for all sync pairs was raised to 100.
|10 Great Balls, 10 Hyper Potions, 5 Revives, 5 Razz Berries
 
|
As of version 2.14.0.77663100, the first two level cap unlocks raise a sync pair's maximum level by 10, (to 110 and 120 respectively) then every unlock afterwards adds an additional 5 levels to a sync pair's level cap (to 125, 130, 135 and 140 respectively). The current absolute maximum level a sync pair can achieve is 150 as of version 2.24.
|- style="background:#fff"
 
|18
Additionally, once a sync pair reaches level 120, in order to raise their level cap further, type-specific tomes or codices are required (Fighting type tomes for Fighting type Pokémon, Water tomes for Water Pokémon etc.) 50 tomes are required to raise the level cap to 125, an additional 150 tomes are needed to raise it again to 130, then 50 codices to raise the cap to 135, and an additional 150 are needed to raise the level cap to 140. At this point a [[List of items (Masters)|Certificate of Excellence]] is needed to raise the level cap further, each certificate raises the level cap by one, meaning that a total of ten are required per Sync Pair. Currently the only way to obtain a certificate is by purchasing them in the lodge exchange for 100 [[List of items (Masters)|Lodge Stones]] each. These are earned by raising your friendship level with a trainer in the Trainer Lodge.
|20,000
 
|160,000
Pokémon hatched from eggs are an exception to the level cap rule. Sync pairs formed in this fashion start with their level cap already raised to 150.
|10 Great Balls, 10 Hyper Potions, 5 Revives, 5 Razz Berries
 
|
Unlike the mainline games, certain sync pairs can only evolve by reaching a certain level that unlocks a special battle; the battle itself requires [[List of items (Masters)|Evolution Crystals]] or [[List of items (Masters)|Evolution Shards]]. Pokémon hatched from an egg that are able to evolve can evolve by simply spending the Evolution Crystals or Evolution Shards cost, there is no battle for Pokémon hatched from an egg.
|- style="background:#fff"
 
|19
===Pokémon Pinball series===
|25,000
In [[Pokémon Pinball]] and [[Pokémon Pinball: Ruby & Sapphire]], the player gets three "Ex" (experience) symbols in order to evolve a Pokémon that would normally evolve by [[level]] in the [[core series]] games.
|185,000
 
|15 Great Balls, 10 Hyper Potions, 5 Revives, 5 Razz Berries
In Pokémon Pinball, the player is also able to "evolve" a Pokémon that has no actual known evolution, in which case the player gets three "Ex" symbols and completes the evolution as usual, but this does not change the Pokémon's appearance.
|
 
|- style="background:#fff"
====Gallery====
|20
{| style="margin:auto; text-align:center; {{roundy|10px}} border: 2px solid #{{items color dark}}; background: #{{items color}}"
|25,000
|-
|210,000
| style="{{roundy|10px}} border: 2px solid #{{items color dark}}; background: #{{items color light}}; width:80px; height:20px" | [[File:Pinball Ex.png]]
|20 {{ball|Ultra}}s, 20 Hyper Potions, 20 Revives, 20 Razz Berries, 2 Incense, 2 Lucky Eggs, 2 Egg Incubators, 2 Lure Modules
| style="{{roundy|10px}} border: 2px solid #{{items color dark}}; background: #{{items color light}}; width:80px; height:20px" | [[File:Pinball Counter Ex.png]]
|Ultra Balls
| style="{{roundy|10px}} border: 2px solid #{{items color dark}}; background: #{{items color light}}; width:80px; height:20px" | [[File:Pinball RS Ex.png]]
|- style="background:#fff"
|- style="font-size:80%"
|21
| Experience sprite<br/>from {{color2|000|Pokémon Pinball|Pinball}}
|50,000
| Experience counter<br/>from {{color2|000|Pokémon Pinball|Pinball}}
|260,000
| Experience sprite<br/>from {{color2|000|Pokémon Pinball: Ruby & Sapphire|Pinball: Ruby & Sapphire}}
|10 Ultra Balls, 10 Hyper Potions, 10 Revives, 10 Razz Berries
|}
|
 
|- style="background:#fff"
==Trivia==
|22
* The Pokémon with the highest base experience yield is {{p|Blissey}}, with a yield of 608. The Pokémon with the lowest base experience yield is {{p|Sunkern}}, with a yield of 36.
|75,000
** Before [[Generation V]], the Pokémon with the lowest base experience yield was {{p|Magikarp}} with a yield of 20, and the Pokémon with the highest base experience yields were {{p|Arceus}}, {{p|Happiny}}, {{p|Chansey}}, and {{p|Blissey}}, with a yield of 255.
|335,000
** In {{2v2|Black|White}} only, the Pokémon with the lowest base experience yield were {{p|Snivy}}, {{p|Tepig}}, and {{p|Oshawott}} with a yield of 28. This was done specifically for the first two battles of the games, so the player's first partner Pokémon wouldn't level up after defeating [[Bianca]] and thus have a level advantage over [[Cheren]]. From {{g|Black 2 and White 2}} onward, their base experience yields were raised to 62 to bring them in line with the other [[first partner Pokémon]] in the series.
|10 Ultra Balls, 10 Hyper Potions, 10 Revives, 10 Razz Berries
* The highest possible number of experience points that can legally be gained at one time from knocking Pokémon out in any game is 286,980. This can be done by simultaneously defeating three level 100 {{p|Blissey}} in a Trainer battle that's set up as a Triple Battle in a Secret Base in Omega Ruby or Alpha Sapphire, with Exp. Point O-Power Lv. 3 active, and having a different language, outsider, unevolved Pokémon that is at or beyond the level it normally evolves, with at least two Affection hearts and holding a [[Lucky Egg]], participate in the battle without fainting. For the Pokémon with the lowest evolution level (Caterpie, Weedle, and Wurmple), this would cause them to level up from 7 to 65.
|
** Theoretically, the highest amount of experience points that could be gained all at once is 573,932. This would be achieved by, in Sword and Shield, simultaneously knocking out two level 100 Blissey with a level 1 different language, outsider Pokémon holding a [[Lucky Egg]] and with 220 or more [[friendship]], all with the [[Exp. Charm]] in the bag. For a Pokémon in the Erratic experience group, this would bring it from level 1 to 97.
|- style="background:#fff"
* The lowest possible number of experience points for a single Pokémon to obtain in a single battle is one. This can be done in Generation V by defeating a {{pkmn2|wild}} level 1 {{p|Patrat}}, {{p|Purrloin}}, or any other Pokémon with a base experience yield lower than 100, using a level 99 Pokémon.
|23
** Before [[Generation V]], this could be done by defeating a {{pkmn2|wild}} level 1 {{p|Magikarp}} and splitting the experience points between two or more battling Pokémon.
|100,000
* The Medium Fast experience group is the only group not to have either the highest or the lowest total experience requirement at any level, being bounded by the Slow and Fast functions. The Medium Slow group is the only one to have both the highest and the lowest total experience requirement in at least one level before level 50.
|435,000
* In [[Generation IV]], if a Pokémon is at least <sup>7</sup>/<sub>8</sub> of the way to its next level, its [[Poké Ball]] on the battle interface will shake from time to time.
|10 Ultra Balls, 10 Hyper Potions, 10 Revives, 10 Razz Berries
* Starting in [[Generation V]], there are [[Legendary Pokémon]] the player must capture to progress the story. Defeating these Pokémon does not award experience.
|
** In {{game|Black and White|s}}, defeating {{p|Reshiram}}{{sup/5|Bl}} or {{p|Zekrom}}{{sup/5|W}} does not yield experience, even if it is knocked out at [[Dragonspiral Tower]] due to having a full party and Boxes upon initial encounter.
|- style="background:#fff"
** In {{g|X and Y}}, defeating {{p|Xerneas}}{{sup/6|X}} or {{p|Yveltal}}{{sup/6|Y}} at [[Team Flare Secret HQ]] does not yield experience.
|24
** In {{g|Omega Ruby and Alpha Sapphire}}, defeating {{p|Rayquaza}} at [[Sky Pillar]] during the [[Delta Episode]] does not yield experience.
|125,000
** In {{g|Sun and Moon}}, defeating {{p|Solgaleo}}{{sup/7|S}} or {{p|Lunala}}{{sup/7|M}} at the [[Altar of the Sunne]]{{sup/7|S}} or [[Altar of the Moone]]{{sup/7|M}} does not yield experience.
|560,000
** In {{g|Sword and Shield}}, out of the three, no battle with {{p|Eternatus}} yields experience.
|15 Ultra Balls, 10 Hyper Potions, 10 Revives, 10 Razz Berries
*** However, the second battle remains unfinished, as {{p|Zacian}} and {{p|Zamazenta}} interrupt the battle, leading to a Max Raid Battle, which does not grant experience.
|
* In [[Generation I]], it is possible to receive zero experience points. This is done by having six Pokémon in the party and fighting a level 2 Pokémon with the Exp. All in the bag. When the battle ends, the experience given to the other participants will be zero.
|- style="background:#fff"
* Generations I and II have two unused experience groups:
|25
** The first group's total experience at level n is equal to <math display="inline">\tfrac{3 n^3}{4} + 10n^2 - 30</math>. It requires 849970 experience to reach level 100.
|150,000
** The second group's total experience at level n is equal to <math display="inline">\tfrac{3 n^3}{4} + 20n^2 - 70</math>. It requires 949930 experience to reach level 100.
|710,000
* It is possible, with the scaled experience formula, to receive less experience points than expected. This is since, to apply the scaling factor, the game internally calculates a numerator, multiplies the base EXP (potentially itself modified by the Trainer battle bonus in Gen V) by it, then calculates a denominator and divides the result by it and rounds down, adding 1 after doing so. When multiplying by the numerator, if the result is greater than 4,294,967,295 (the highest value that can be stored in an unsigned four byte integer), it will overflow, since the operation only uses four bytes max. For instance, a level 84 {{p|Blissey}} will have the result overflow to a considerably lower value, so much that it will only give 54 experience points if knocked out by a level 84 Pokémon. This is only possible via hacks/modding, however; the highest value this result could be legitimately (against {{tc|Nurse}} Carol's level 67 {{p|Blissey}} in {{g|Black 2 and White 2}} in [[Challenge Mode]]) is only just barely greater than 3 billion, not enough to trigger the overflow.
|25 Ultra Balls, 20 Max Potions, 15 Revives, 15 Razz Berries, 1 Incense, 1 Lucky Egg, 1 Egg Incubator, 1 Lure Module
 
|Max Potions
==See also==
|- style="background:#fff"
* [[List of Pokémon by effort value yield]]
|26
* [[List of Pokémon by experience type]]
|190,000
 
|900,000
==In other languages==
|10 Ultra Balls, 15 Max Potions, 10 Revives, 15 Razz Berries
<div style="display: inline-block; vertical-align:top">
|
''Experience''
|- style="background:#fff"
{{langtable|color=ddf|bordercolor=ccf
|27
|zh_yue=經驗 ''{{tt|Gīngyihm|Experience}}''
|200,000
|zh_cmn=經驗 / 经验 ''{{tt|Jīngyàn|Experience}}''
|1,100,000
|da=Erfaring
|10 Ultra Balls, 15 Max Potions, 10 Revives, 15 Razz Berries
|fi=Kokemus
|
|fr=Expérience
|- style="background:#fff"
|de=Erfahrung
|28
|it=Esperienza
|250,000
|ko=경험 ''Gyeongheom''
|1,350,000
|no=Erfaring
|10 Ultra Balls, 15 Max Potions, 10 Revives, 15 Razz Berries
|pl=Doświadczenie
|
|pt_br=Experiência
|- style="background:#fff"
|ru=Опыт ''Opyt''
|29
|es=Experiencia
|300,000
|sv=Erfarenhet
|1,650,000
|vi = Kinh nghiệm
|
|pt=Experiência
|
}}
|- style="background:#fff"
</div>
|30
<div style="display: inline-block; vertical-align: top">
|350,000
''Experience Points''
|2,000,000
{{langtable|color=ddf|bordercolor=ccf
|30 Ultra Balls, 20 Max Potions, 20 Max Revives, 20 Razz Berries, 3 Incense, 3 Lucky Eggs, 3 Egg Incubators, 3 Lure Modules
|zh_yue=經驗值 ''{{tt|Gīngyihm Jihk|Experience Points}}''
|Max Revive
|zh_cmn=經驗值 / 经验值 ''{{tt|Jīngyàn Zhí|Experience Points}}''
|- style="background:#fff"
|da=Erfaringspoint<br>Erfaringsniveau{{tt|*|EP031}}
|31
|nl=Ervaringspunten{{tt|*|Pokémon Emerald manual}}
|500,000
|fr_ca=Points d'expérience{{tt|*|Diamond and Blue Rescue Team manuals}}
|2,500,000
|fr_eu=Points Expérience
|
|de=Erfahrungspunkte
|
|it=Punti Esperienza
|- style="background:#fff"
|ko=경험치 ''Gyeongheom Chi''
|32
|no=Erfaringspoeng
|500,000
|pl=Punkt doświadczenia
|3,000,000
|pt_br=Pontos de Experiência
|
|ru=Очки Опыта ''Ochki Opyta''
|
|es=Puntos de Experiencia
|- style="background:#fff"
|sv=Erfarenhetspoäng
|33
|vi = Điểm kinh nghiệm
|750,000
|pt=Pontos de Experiência{{tt|*|Blue Rescue Team manual}}
|3,750,000
}}
|
</div>
|
 
|- style="background:#fff"
==References==
|34
<references/>
|1,000,000
|4,750,000
|
|
|- style="background:#fff"
|35
|1,250,000
|6,000,000
|
|
|- style="background:#fff"
|36
|1,500,000
|7,500,000
|
|
|- style="background:#fff"
|37
|2,000,000
|9,500,000
|
|
|- style="background:#fff"
|38
|2,500,000
|12,000,000
|
|
|- style="background:#fff"
|39
|3,000,000
|15,000,000
|
|
|- style="background:#fff"
|40
|5,000,000
|20,000,000
|
|
|-
! style="background: #{{blue color light}}; {{roundybottom|5px}}" colspan="5" |
|}
 
==Trivia==
* The Pokémon with the highest base experience yield is {{p|Blissey}}, with a base yield of 608. The Pokémon with the lowest base experience yield are {{p|Snivy}}, {{p|Tepig}}, and {{p|Oshawott}}, with a base yield of 28.
** Before [[Generation V]], the Pokémon with the lowest base experience yield was {{p|Magikarp}} with a yield of 20, and the Pokémon with the highest base experience yields were {{p|Arceus}}, {{p|Happiny}}, {{p|Chansey}}, and {{p|Blissey}}, with a yield of 255.
* The highest possible number of experience points that can be gained in a single battle is 457,970. This can be done by defeating a level 100 {{p|Blissey}} in a Trainer battle in Black and White, using an internationally traded Pokémon at level 1 that is holding a {{DL|Experience-affecting item|Lucky Egg}}, with Exp. Point Power ↑↑↑, S or MAX active. This means that given these conditions, a Pokémon could technically advance from level 1 all the way to level 87 in a single battle, provided that it was in the Erratic experience group. <!--Calculated using the following: a = 1.5, t = 1.7, b = 608, e = 1.5, L = 100, s = 1, L_p = 1, p = 2, may be off by a few points-->
** A Pokémon in the Fast experience group would advance to level 83.
** A Pokémon in the Medium Fast experience group would advance to level 77.
** A Pokémon in the Medium Slow experience group would advance to level 76.
** A Pokémon in the Slow experience group would advance to level 71.
** A Pokémon in the Fluctuating experience group would advance to level 69.
** Before [[Generation V]], the highest number of experience points it was possible to gain was 13,933. This could be done by defeating a level 100 {{p|Arceus}}, {{p|Happiny}}, {{p|Chansey}}, or {{p|Blissey}} in a Trainer battle, using an internationally traded Pokémon that is holding a Lucky Egg. This means that the most levels that a Pokémon could advance in a single battle is 25, if a level 1 Pokémon in the Medium Slow experience group defeated the level 100 Pokémon as mentioned above.
* The lowest possible number of experience points for a single Pokémon to obtain in a single battle is one. This can be done in Generation V by defeating a {{pkmn2|wild}} level 1 {{p|Patrat}}, {{p|Purrloin}}, or any other Pokémon with a base experience yield lower than 100, using a level 99 Pokémon.
** Before [[Generation V]], this could be done by defeating a {{pkmn2|wild}} level 1 {{p|Magikarp}} and splitting the experience points between three battling Pokémon.
* The Medium Fast experience group is the only group not to have either the highest or the lowest total experience requirement at any level, being bounded by the Slow and Fast functions. The Medium Slow group is the only one to have both the highest and the lowest total experience requirement in at least one level before level 50.
* The [[Tao trio]] member that the player has to catch—{{p|Reshiram}}{{sup/5|Bl}} or {{p|Zekrom}}{{sup/5|W}}—does not yield experience points, even if it is knocked out at [[Dragonspiral Tower]] due to having a full party and boxes upon initial encounter.
** The same mechanic applies to {{p|Xerneas}}{{sup/6|X}} and {{p|Yveltal}}{{sup/6|Y}} at [[Team Flare Secret HQ]].
* In [[Generation I]], it is possible to receive zero experience points. This is done by having six Pokémon in the party and fighting a level 2 Pokémon with the Exp. All in the bag. When the battle ends, the experience given to the other participants will be zero.
 
==In other languages==
{|
|- style="vertical-align:top"
|
''Experience''
{{langtable|color=ddf|bordercolor=ccf
|fi=Kokemus
|fr=Expérience
|de=Erfahrung
|it=Esperienza
|ko=경험 ''Gyeongheom''
|es=Experiencia}}
|
''Experience Points''
{{langtable|color=ddf|bordercolor=ccf
|da=Erfaringspoint
|fr=Points Expérience
|de=Erfahrungspunkte
|it=Punti Esperienza
|ko=경험치 ''Gyeongheom Chi''
|es=Puntos de Experiencia
|sv=Erfarenhetspoäng
}}
|}


==References==
==External links==
<references>
* [https://www.neoseeker.com/pokemon-mystery-dungeon-explorers-of-the-sky/faqs/3075118-pokemon-mystery-dungeon-explorers-of-sky-level.html Pokémon Mystery Dungeon: Explorers of Sky Level Stats and Experience Guide]
</references>


{{-}}
{{-}}
Line 1,989: Line 1,972:


[[de:Erfahrung]]
[[de:Erfahrung]]
[[es:Experiencia]]
[[fr:Expérience]]
[[fr:Expérience]]
[[it:Esperienza]]
[[it:Esperienza]]
[[ja:経験値]]
[[ja:経験値]]
[[pl:Doświadczenie]]
[[zh:经验值]]
[[zh:经验值]]