Shiny Pokémon: Difference between revisions

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===Determining Shininess===
===Determining Shininess===
====In Generation II====
====Generation II====
In Generation II, being Shiny is determined by a Pokémon's {{IV}}s. If a Pokémon's Speed, Defense, and Special IVs are all 10, and its Attack IV is 2, 3, 6, 7, 10, 11, 14 or 15, it will be Shiny. Because of this, a Shiny Pokémon traded to a [[Generation I]] game and then traded back to Generation II will retain its Shininess, and a Pokémon obtained in Generation I whose IVs meet the requirements for Shininess will also become Shiny when traded to Generation II.
In Generation II, being Shiny is determined by a Pokémon's {{IV}}s. If a Pokémon's Speed, Defense, and Special IVs are all 10, and its Attack IV is 2, 3, 6, 7, 10, 11, 14 or 15, it will be Shiny. Because of this, a Shiny Pokémon traded to a [[Generation I]] game and then traded back to Generation II will retain its Shininess, and a Pokémon obtained in Generation I whose IVs meet the requirements for Shininess will also become Shiny when traded to Generation II.


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The probability differs for [[Pokémon breeding|bred]] Pokémon, as their IVs are partially influenced by their parents. Specifically, a parent passes its Special stat (plus or minus 8) and its Defense stat to its children that are the opposite gender from it. (If Ditto is one of the parents, it is always the one that passes these stats.) This means that if a Shiny parent passes its IVs to a child, the child's inherited Defense IV will always be 10, its inherited Special IV will have a 1/2 chance of being 10, its randomly generated Attack IV will have a 1/2 chance of being an appropriate value, and its randomly generated Speed IV will have 1/16 chance of being 10. This results in a 1/64 chance that such a child will be Shiny. These breeding mechanics also mean that if a child inherits its IVs from a Pokémon that does not have a Defense IV of 10 and a Special IV of 2 or 10, it cannot be Shiny.
The probability differs for [[Pokémon breeding|bred]] Pokémon, as their IVs are partially influenced by their parents. Specifically, a parent passes its Special stat (plus or minus 8) and its Defense stat to its children that are the opposite gender from it. (If Ditto is one of the parents, it is always the one that passes these stats.) This means that if a Shiny parent passes its IVs to a child, the child's inherited Defense IV will always be 10, its inherited Special IV will have a 1/2 chance of being 10, its randomly generated Attack IV will have a 1/2 chance of being an appropriate value, and its randomly generated Speed IV will have 1/16 chance of being 10. This results in a 1/64 chance that such a child will be Shiny. These breeding mechanics also mean that if a child inherits its IVs from a Pokémon that does not have a Defense IV of 10 and a Special IV of 2 or 10, it cannot be Shiny.


====In Generations III and later====
=====Transferring from Generation I Virtual Console games=====
[[Generation III]] saw an overhaul of many aspects of the game, which included the calculation to determine a Pokémon being Shiny. Shininess in these games is determined by a calculation involving the [[Original Trainer]]'s [[ID number]] and secret ID number, as well as the Pokémon's [[personality value]]. The exact calculation is:
Pokémon transported to [[Pokémon Bank]] from the [[Virtual Console]] releases of the Generation I games via [[Poké Transporter]] may be Shiny after being transported. Since Version 1.3 of Poké Transporter, this is determined the same way as in the Generation II games. Prior to Version 1.3, the roles of the Attack and Defense IVs were swapped, meaning that the process did not properly correspond to Generation II.
:<code>(TrainerID '''xor''' SecretID) '''xor''' (PersonalityValue<sub>31..16</sub> '''xor''' PersonalityValue<sub>15..0</sub>)</code>
where the latter two values represent the highest and lowest 16 bits of the 32-bit personality value respectively. More details on this calculation can be found [[personality value#Shininess|here]].


The above formula can result in a number ranging from 0 to 65535. In Generations III to V, if this result is less than 8, then the Pokémon is Shiny; starting in [[Generation VI]], this threshold was increased to 16. For Generations III to V, this gives an overall probability of 8/65536 or 1/8192, exactly the same as in Generation II. For Generations VI and later, the probability is doubled. In Generation VIII, if this result equals 0, then the Pokémon has square Shiny sparkles.
The same {{DL||quirks}} that apply to transferring Pokémon from Generation I to Generation II games also apply.


====Transferring from Generation I Virtual Console games====
The {{p|Mew}} that were distributed to the Generation I Virtual Console games have IVs of 15 in every stat, meaning they can never be Shiny.
Pokémon transported to [[Pokémon Bank]] from the [[Virtual Console]] releases of the Generation I games via [[Poké Transporter]] may be Shiny after being transported. Since Version 1.3 of Poké Transporter, this is determined by following the same criteria as for Generation II games, as described above. Prior to Version 1.3, the roles of the Attack and Defense IVs were swapped, meaning that the process did not properly correspond to Generation II.


The same {{DL||quirks}} that apply to transferring Pokémon from Generation I to Generation II games also apply.
====Generation III onward====
{{main|Personality value#Shininess}}
From [[Generation III]] onward, whether a Pokémon is Shiny depends on the Pokémon's [[Original Trainer]]'s [[ID number]] and secret ID number, as well as the Pokémon's [[personality value]]. The exact calculation is:
:<code>TrainerID '''xor''' SecretID '''xor''' PersonalityValue<sub>31..16</sub> '''xor''' PersonalityValue<sub>15..0</sub></code>
where the latter two values represent the highest and lowest 16 bits of the 32-bit personality value respectively.


The {{p|Mew}} that were distributed to the Generation I Virtual Console games have IVs of 15 in every stat, meaning they can never be Shiny.
The above formula can result in a number ranging from 0 to 65535. In Generations III to V, if this result is less than 8, then the Pokémon is Shiny; starting in [[Generation VI]], this threshold was increased to 16. For Generations III to V, this gives an overall probability of 8/65536 or 1/8192, exactly the same as in Generation II. For Generations VI and later, the probability is doubled. In Generation VIII, if this result equals 0, then the Pokémon has square Shiny sparkles.


===Generation II===
===Generation II===
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The above three Shiny-increasing methods have no effect on [[in-game trade]]s or [[Gift Pokémon]].<ref>https://www.reddit.com/r/PokemonLetsGo/comments/a48ruf/shiny_chances_an_update/</ref>
The above three Shiny-increasing methods have no effect on [[in-game trade]]s or [[Gift Pokémon]].<ref>https://www.reddit.com/r/PokemonLetsGo/comments/a48ruf/shiny_chances_an_update/</ref>


===Generation VIII onward===
===Generation VIII===
[[Symbol encounter|Pokémon that appear in the overworld]] use their standard coloration, regardless of whether they are Shiny or not. They will not be revealed to be Shiny until they are encountered.
[[Symbol encounter|Pokémon that appear in the overworld]] use their standard coloration, regardless of whether they are Shiny or not. They will not be revealed to be Shiny until they are encountered.


====Variants====
====Variants====
In {{g|Sword and Shield}}, there are two different distinct sets of Shiny sparkles: one with squares, and one with stars. It is currently believed that the variant with squares is more common in random encounters, and the variant with stars is more common in all other circumstances.
In {{g|Sword and Shield}}, there are two different types of Shiny Pokémon, distinguished only by the type of sparkle animation that plays when they enter battle. One type has a star sparkle similar to the Shiny animations in previous generations, and is more commonly found on Pokémon hatched from [[Pokémon Egg|Eggs]], received as gifts, or encountered in [[Max Raid Battle]]s in Sword and Shield, as well as Pokémon transferred from previous games with [[Pokémon HOME]]. The other type has square sparkles, and is more commonly found on [[wild Pokémon]] encountered in Sword and Shield.
 
Like Shininess itself, the type of Shiny sparkle a Pokémon has is determined by its [[personality value]]. Ordinarily, there is a 15/16 chance of a Pokémon having a personality value that yields star sparkles, and a 1/16 chance of it having a personality value that yields square sparkles, and indeed this holds true for Pokémon obtained in ways other than wild encounters in Sword and Shield, and for most Pokémon transferred from previous games. However, due to differences in the way the game calculates personality values for different encounter types, these rates are inverted for Pokémon met in wild encounters, having a 15/16 chance of square sparkles and a 1/15 chance of star sparkles.
 
There are also situations in which a Pokémon is guaranteed to have square sparkles. Pokémon that are forced to be Shiny by the game (which occurs in certain [[Max Raid Battle]]s during [[Wild Area News]] events) will always be assigned a personality value that yields square sparkles. Shiny Pokémon met in a [[fateful encounter]] are also guaranteed to have square sparkles (in the case of fateful encounter Pokémon transferred from a previous game that would otherwise have star sparkles, their personality value will be slightly altered to change their sparkle type).


====In-game Shiny Pokémon====
====In-game Shiny Pokémon====
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Pokémon that are too high a level for the player to catch with the current [[Badge]]s (described as "very strong-looking" in-game) cannot be Shiny, except Pokémon that appear as static encounters.
Pokémon that are too high a level for the player to catch with the current [[Badge]]s (described as "very strong-looking" in-game) cannot be Shiny, except Pokémon that appear as static encounters.


=====Wild Area News events=====
=====Max Raid Battles=====
Pokémon Sword and Shield has had three [[Wild Area News]] events that each focused on a singular Shiny Pokémon. During these events, players have a chance to encounter a guaranteed Shiny Pokémon in 5★ [[Max Raid Battle]]s.
Whether the Pokémon currently occupying an active [[Pokémon Den]] is Shiny or not is determined when the den becomes active, and will not change if the game is reset. For dens activated with a [[Wishing Piece]], the Shiny status of the Pokémon in the den is also predetermined for every subsequent day the den remains active. The chance of encountering a Shiny Pokémon in a Max Raid Battle is not affected by the [[Shiny Charm]].
 
Although Pokémon encountered in Max Raid Battles can always be caught regardless of how many Badges the player has, a Shiny Pokémon in a den can still be forced to not be Shiny if its level is too high. If a Pokémon currently residing in a den would normally be Shiny but is forced not to be due to its level being too high, and the player then earns enough Badges to catch Pokémon of that level before the Pokémon in question is defeated or caught or the den deactivates, the Pokémon will then become Shiny.
 
======Wild Area News events======
Pokémon Sword and Shield has had three [[Wild Area News]] events that each focused on a singular Shiny Pokémon. During these events, players have a chance to encounter a guaranteed Shiny Pokémon in 5★ [[Max Raid Battle]]s. As mentioned above, these guaranteed Shiny Pokémon will always have square sparkles.


The following is a list of such events in reverse chronological order:
The following is a list of such events in reverse chronological order:
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{{-}}
{{-}}
In addition, at the launch of the [[The Isle of Armor]], uncatchable {{p|Zeraora}} [[Wild Area News#June 17 to June 28, 2020|appeared]] in 3★-5★ raids. In 5★ raids, one of the Zeraora encounters was Shiny and more difficult to defeat. Players eventually received that [[List of game-based Pokémon distributions in Generation VIII#1 Million Victories Shiny Zeraora|Shiny Zeraora]] via [[Pokémon HOME]] as a reward for collectively defeating over 1 million Zeraora in Max Raid Battles.
In addition, at the launch of the [[The Isle of Armor]], uncatchable {{p|Zeraora}} [[Wild Area News#June 17 to June 28, 2020|appeared]] in 3★-5★ raids. In 5★ raids, one of the Zeraora encounters was Shiny and more difficult to defeat. Players eventually received that [[List of game-based Pokémon distributions in Generation VIII#1 Million Victories Shiny Zeraora|Shiny Zeraora]] via [[Pokémon HOME]] as a reward for collectively defeating over 1 million Zeraora in Max Raid Battles.
=====Traded Eggs=====
Unlike in previous generations, where Eggs keep their original personality values when traded and can potentially go from Shiny to non-Shiny or vice-versa if hatched by a player with a different [[Trainer ID number|Trainer ID]] and Secret ID, Eggs traded in Sword and Shield have their personality values altered according to the receiver's TID/SID to ensure they retain their original Shiny status when hatched on a different game.


====Methods of increasing Shiny rates====
====Methods of increasing Shiny rates====
The Shiny chance is increased depending on the number of times a wild Pokémon has been either caught or defeated. However, the increased chance only takes place a small percentage of the time.
{{incomplete|section|needs=Overall Shiny chance factoring in the low chance for boosted odds}}
Catching or defeating a given Pokémon a certain number of times increases the chance that any Pokémon of that species encountered in the wild will be Shiny. However, the chance is only increased a small percentage of the time (with this percentage going up the higher the number of Pokémon battled), resulting in a much lower average increase than other Shiny rate boosting methods. The number of each Pokémon caught or defeated can be seen in the [[Pokédex]].


{| class="roundy" style="margin:auto; text-align:center; background:#{{moon color}}; border: 3px solid #{{blue color light}}" cellpadding="3px"
{| class="roundy" style="margin:auto; text-align:center; background:#{{moon color}}; border: 3px solid #{{blue color light}}" cellpadding="3px"
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[[File:MPR Photography.png|thumb|200px|Shiny {{p|Zigzagoon}}, {{p|Pikachu}}, and {{p|Bibarel}} as seen in My Pokémon Ranch]]
[[File:MPR Photography.png|thumb|200px|Shiny {{p|Zigzagoon}}, {{p|Pikachu}}, and {{p|Bibarel}} as seen in My Pokémon Ranch]]
{{main|List of glitches in Generation III#Shiny Shadow Pokémon bug|List of glitches in Generation III → Shiny Shadow Pokémon bug}}
{{main|List of glitches in Generation III#Shiny Shadow Pokémon bug|List of glitches in Generation III → Shiny Shadow Pokémon bug}}
In {{g|Colosseum}}, non-Shadow Pokémon obtained in the game (such as the player's starter {{p|Espeon}} or {{p|Umbreon}} and [[Duking]]'s {{p|Plusle}}) are ensured to be unable to be Shiny.
In {{g|Colosseum}}, non-Shadow Pokémon obtained in the game (such as the player's starter {{p|Espeon}} or {{p|Umbreon}} and [[Duking]]'s {{p|Plusle}}) are prevented from being Shiny.
 
There is roughly a 1/8192 chance of a Shadow Pokémon being Shiny.<!--technically it's slightly higher (unless the player's Trainer ID/Secret ID match the NPC's), because PIDs that could be Shiny for that Trainer are re-rolled--> When a [[Shadow Pokémon]] is first encountered, it is assigned a random [[personality value]], but the game ensures that the personality value does not cause it to be Shiny for its NPC Trainer (using that Trainer's Trainer ID and Secret ID). When the player catches the Shadow Pokémon, because it retains that same personality value but now has a different Trainer ID and Secret ID, it is possible for the Shadow Pokémon to be Shiny for the player. In subsequent encounters, the Shadow Pokémon retains the same personality value it had in the first encounter (meaning that whether it is Shiny for the player or not cannot change); however, because its NPC Trainer's Trainer ID and Secret ID can differ, it can be Shiny for its NPC Trainer in these subsequent encounters.


Conversely, [[Shadow Pokémon]] can be Shiny, but only after they are caught. When a Shadow Pokémon is first generated, it is prevented from having a [[personality value]] that would allow it to be Shiny for that Trainer (using that Trainer's Trainer ID and Secret ID). When the player catches the Shadow Pokémon, because it retains that same personality value after being caught, but now has a different Trainer ID and Secret ID, it is possible for the Shadow Pokémon to be Shiny for the player. Unless the player's Trainer ID and Secret ID align with the NPC's, there is roughly a 1/8192 chance of this occurring.<!--technically it's slightly higher, because PIDs that could be Shiny for that Trainer are re-rolled--> Shininess is retained even after [[purification]].
[[Purification]] has not effect on the Shiny status of a Pokémon: Shiny Pokémon remain Shiny, and non-Shiny Pokémon cannot become Shiny.


In Pokémon Colosseum, the color of a Shiny Pokémon can differ drastically from the handheld games.
In Pokémon Colosseum, the color of a Shiny Pokémon can differ drastically from the handheld games.