Vitamin: Difference between revisions

222 bytes removed ,  22 March 2015
Some rewriting... Not sure how it worked in earlier generations, but in ORAS, vitamins cap the gain at 100; i.e., start with 5 EVs, use 10 vitamins, you end up with 100 (not 105, nor stuck at 95)
m (→‎In other languages: Don as in Don George, silly Finn. (ADVENTURE T- [shot]))
(Some rewriting... Not sure how it worked in earlier generations, but in ORAS, vitamins cap the gain at 100; i.e., start with 5 EVs, use 10 vitamins, you end up with 100 (not 105, nor stuck at 95))
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{{redirect|PP Max|the item with the same Japanese name|Ether#Max Elixir|Ether → Max Elixir}}
{{redirect|PP Max|the item with the same Japanese name|Ether#Max Elixir|Ether → Max Elixir}}
[[File:Rare Candy RG.png|thumb|right|200px|Rare Candy artwork from [[Generation I]]]]
[[File:Rare Candy RG.png|thumb|right|200px|Rare Candy artwork from [[Generation I]]]]
A '''vitamin''' (Japanese: '''えいようドリンク''' ''nutritious drink'') is a type of [[item]] from the [[Pokémon games]]. They are used to boost the [[stats]] of a {{pkmn|Trainer}}'s Pokémon. Most vitamins are named after real minerals and organic compounds important to bodily health.
A '''vitamin''' (Japanese: '''えいようドリンク''' ''nutritious drink'') is a type of [[item]] from the [[Pokémon games]]. They are used to boost the [[stats]], [[Power points|Power Points]], or [[level]] of a {{pkmn|Trainer}}'s Pokémon. Most vitamins are named after real minerals and organic compounds important to bodily health.


==Effect==
==Effect==
In [[Generation]]s {{gen|I}} and {{gen|II}}, vitamins gave 2560 Stat Exp to a stat, but could only be given until that stat had 25600 Stat Exp. However, in [[Generation III]] and beyond, stats were calculated with the system of [[effort values]], and so instead vitamins give a Pokémon 10 EV points to a stat, only working if the EVs of the stat raised are less than 100, and if the total EVs are less than 510.
In all [[core series]] games since [[Generation III]], vitamins that affect [[stats]] increase a Pokémon's [[effort values]] (EVs) for a given stat by 10 EV points, only raising a stat's EVs to a maximum of 100 or the total EVs to a maximum of 510. Prior to Generation III, effort values were based on a system of {{DL|effort values|stat experience}} and vitamins increased a stat by 2560 EV points, but could only be used until the stat had 25600 EVs.


The two {{PP}}-raising vitamins do not work in the same way, since instead of raising a stat they raise the PP value of one of the Pokémon's [[move]]s. Rare Candy is also an exception to this, since it instead raises the Pokémon's [[level]] by one.
The two {{PP}}-raising vitamins raise the maximum PP of one of the Pokémon's [[move]]s in increments of fifths of its base PP, up to <sup>8</sup>/<sub>5</sub> of its base PP.


Rare Candies will add experience to a Pokémon until it levels up, and then stop, even if it just added a single experience point. <!-- I know this may not be the best place for this data, but I just did the research in Ruby (the only place I have any left) and I feel it should be mentioned somewhere, that any experience on the current level is made moot. -->
Rare Candies will increase a Pokémon's level by one, using the minimum amount of experience required for the Pokémon to reach the next level.


From [[Generation II]] onward, vitamins also increase the [[friendship]] of the affected Pokémon.
From [[Generation II]] onward, all vitamins also increase the [[friendship]] of Pokémon they are used on.


In the {{pkmn|Mystery Dungeon}} series, vitamins permanently increase one of the Stats of a Pokémon and are not subject to any limits due to the absence of the EV system in those games.
In the {{pkmn|Mystery Dungeon}} series, vitamins permanently increase one of the Stats of a Pokémon and are not subject to any limits due to the absence of the EV system in those games.
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|buyable=no
|buyable=no
|sell=4900
|sell=4900
|effect=Raises the {{PP}} of one selected [[move]] by 1/5 of the move's base PP, until 3 PP Ups or one PP Max have been used on that individual Pokémon's move.
|effect=Raises the {{PP}} of a selected [[move]] by 1/5 of the move's base PP, until 3 PP Ups or one PP Max have been used on the Pokémon's move.
|descstad=Increases the PP of the selected move by 20 percent.
|descstad=Increases the PP of the selected move by 20 percent.
|descgsc=Raises max PP of a selected move.
|descgsc=Raises max PP of a selected move.
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|buyable=no
|buyable=no
|sell=4900
|sell=4900
|effect=Raises the {{PP}} of one selected [[move]] by 3/5 of the move's base PP, but can only be used once per move per individual Pokémon.
|effect=Raises the {{PP}} of a selected [[move]] to 8/5 of the move's base PP, but can only be used once per move on a given Pokémon.
|descrse=Raises the PP of a move to its maximum points.
|descrse=Raises the PP of a move to its maximum points.
|descfrlg=Raises the PP of a selected move to its maximum level for one <sc>Pok</sc>é<sc>mon</sc>.
|descfrlg=Raises the PP of a selected move to its maximum level for one <sc>Pok</sc>é<sc>mon</sc>.
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|buyable=no
|buyable=no
|sell=2400
|sell=2400
|effect=Raises a Pokémon by one level, up until level 100.{{tt|*|In Generations I and II, Pokémon above level 100 could level up using Rare Candies until level 255, after which another Rare Candy would revert it to level 0 where no more could be used}}
|effect=Raises a Pokémon by one level, up to level 100.{{tt|*|In Generations I and II, Pokémon above level 100 could level up using Rare Candies until level 255, after which another Rare Candy would revert it to level 0 where no more could be used}}
|effect2=Revives a fainted Pokémon (amount of HP remaining is varied)<!--this includes Shedinja-->.
|effect2=Revives a fainted Pokémon (amount of HP remaining is varied)<!--this includes Shedinja-->.
|tcg=Rare Candy (EX Sandstorm 88)
|tcg=Rare Candy (EX Sandstorm 88)