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金银PM培养
1. 基础篇 1.1能力值 在PM的状态栏里可以直接看到的数值,伤害计算时直接用到的数值 [pic]

能力值计算公式([ ]表示取整) HP [种族值*2+个体值+[努力值/4]+100]*等级/100+10 物攻、物防、特攻、特防、速度 [[种族值*2+个体值+[努力值/4]]*等级/100+5]*性格修正

能力值的正向计算常用于确认个体值是否达标、努力值是否练对等

推论: 从公式中可以看出,在不考虑努力值造成的能力值突跃或性格修正的情况下 [种族值*2+个体值+[努力值/4]+100]/100即每级增加的HP能力值 [种族值*2+个体值+[努力值/4]]/100即每级增加的物攻/物防/特攻/特防/速度能力值

若某PM在X级时某项能力值为A,X+1级时该项能力值为B,则B-A即该PM升到X+1级时该项能力所加的数值

比如现有一只35级的章鱼桶(种族值:HP75物攻105物防75特攻105特防75速度45),各项能力的个体值均为31,各项能力的努力值均为0,性格冷静(-速度+特攻),携带特攻项圈打了20只鬼斯后升到36级,想要计算其35级时的能力值以及其35级升36级时增加的表面能力值 根据推论,可知章鱼桶每级增加的HP能力值为(75*2+31+0+100)/100=2.81 HP:2.81*35+10=108.35,取整后即108 同理可知章鱼桶每级增加的物攻、物防、特攻、特防、速度能力值分别为2.41、1.81、2.41、1.81、1.21 物攻:2.41*35+5=89.35,取整后即89 物防:1.81*35+5=68.35,取整后即68 特攻:2.41*35+5=89.35,取整后即89,性格1.1倍修正,89*1.1=97.9,取整后即97 特防:1.81*35+5=68.35,取整后即68 速度:1.21*35+5=47.35,取整后即47,性格0.9倍修正,47*0.9=42.3,取整后即42 计算方法同上,唯一变化的是每级增加的特攻能力值,变化后每级增加的特攻能力值为(105*2+31+[100/4])/100=2.66 HP:2.81*36+10=111.16,取整后即111 物攻:2.41*36+5=91.76,取整后即91 物防:1.81*36+5=70.16,取整后即70 特攻:2.66*36+5=100.76,取整后即100,性格1.1倍修正,100*1.1=110,取整后即110 特防:1.81*36+5=70.16,取整后即70 速度:1.21*36+5=48.56,取整后即48,性格0.9倍修正,48*0.9=43.2,取整后即43 这只章鱼桶35级升36级时增加的表面能力值如下 HP+3 物攻+2 物防+2 特攻+13 特防+2 速度+1

1.2种族值
种族值是游戏中设定好的、不可改变的某一种PM的基本能力值
种族值与一只PM的培养方向有相当大的关系
比如宝石海星的种族值为HP60,物攻75,物防85,特攻100,特防85,速度115,有较为出色的特攻种族值与相当出色的速度种族值,培养方向可以是高速强攻

对一只PM而言,种族值提供的每级能力值是固定的
HP:种族值/50(若将等级部分计算在内则是1+种族值/50)
物攻/物防/特攻/特防/速度:种族值/50
以宝石海星为例,种族值每级提供的能力值为HP2.2,物攻1.5,物防1.7,特攻2,特防1.7,速度2.3
每只PM的具体种族值可查阅图鉴

1.3个体值
取值范围0~31,能力值计算的必须数值之一,常用倒推能力值公式的方法求得
通过公式倒推求得的个体值可能是一个值,也可能是一个范围
每级所加能力是由种族值、个体值、努力值三部分组成的,在知道种族值与努力值的情况下才能计算个体值
对HP而言,每级所加能力值=1+(种族值*2+个体值+[努力值/4])/100
在努力值为0的情况下可以化简为1+种族值/50+个体值/100
对物攻、物防、特攻、特防、速度而言,每级所加能力值=(种族值*2+个体值+[努力值/4])/100
在努力值为0的情况下可以化简为种族值/50+个体值/100

倒推能力值公式求个体值
①除去性格修正部分
即将能力值还原成无性格修正的状态
如1.1倍修正后的50还原成46(46*1.1=50.6,取整即50),0.9倍修正后的54还原成60或61(60*0.9=54;61*0.9=54.9,取整即54)
②减去基础值部分
HP-10,物攻、物防、特攻、特防、速度-5
如HP49还原成39,物防37还原成32
③将所得的数值除以等级
若有三位小数则无条件进位
如13级24,则24/13=1.846153846,进位得1.85
④减去种族值部分
若为HP则再减去1
如种族值80,则种族值部分=80/50=1.6,用③中求得的数值减去种族值部分
⑤将所得的数值乘以100即可求得个体值下限值A
⑥将②中所得的数值+1,并用此数值进行③④两步的计算
⑦将所得的数值乘以100后再减去1即可求得个体值上限值B(若B大于31则计为31)
⑧A~B即个体值范围,若A=B,则个体值可以确定为A

以海星星(种族值:HP30物攻45物防55特攻70特防55速度85)为例
海星星,LV21,胆小,HP48物攻26物防34特攻39特防33速度50,无努力值
现在想要求得其HP个体值与速度个体值
HP能力值为48
48-10=38
38/21=1.80952381,进位得1.81
HP种族值部分=30/50=0.6,1.81-0.6-1=0.21
0.21*100=21,21即为HP个体值下限值
38+1=39
39/21=1.857142857,进位得1.86
1.86-0.6-1=0.26
0.26*100-1=25,25即为HP个体值上限值
这只海星星的HP个体值范围为21~25
速度能力值为50
性格1.1倍修正速度,50还原成46
46-5=41
41/21=1.952380952,进位得1.96
速度种族值部分=85/50=1.7,1.96-1.7=0.26
0.26*100=26,26即为速度个体值下限值
41+1=42
42/21=2
2-1.7=0.3
0.3*100-1=29,29即为速度个体值上限值
这只海星星的速度个体值范围为26~29

个体值裁判
在战斗塔里与这位NPC对话,他会告诉你队伍中一只PM的个体值情况
[pic][pic]

日版
他会先告诉你那只PM的个体总和的情况:
すばらしい のうりょくを もっている 151~186
そうとう ゆうしゅうな のうりょくを もっている 121~150
へいきん いじょうの のうりょくを もっている 91~120
まずまずの のうりょくを もっている 0~90

之后会告诉你个体值最高的某项能力的个体值范围:
さいこうの ちからを もっている 31
すばらしい ちからを もっている 26~30
かなりの ちからを もっている 16~25
まあまあの ちからを もっている 0~15
美版
他会先告诉你那只PM的个体总和的情况:
This Pokemon's potential is decent all around. 0~90
This Pokemon's potential is above average overall. 91~120
This Pokemon has relatively superior potential overall. 121~150
This Pokemon has outstanding potential overall. 151~186

之后会告诉你个体值最高的某项能力的个体值范围:
It's rather decent in that regard. 0~15
It's very good in that regard. 16~25
It's fantastic in that regard. 26~30
It can't be better in that regard. 31
汉化版
他会先告诉你那只PM的个体总和的情况:
151~186:这只精灵拥有超高的能力。
121~150:这只精灵拥有优秀的能力。
91~120:这只精灵拥有超过平均值的能力。
0~90:这只精灵拥有的能力还算过得去。

之后会告诉你个体值最高的某项能力的个体值范围:
31:这只精灵力量最强!
26~30:这只精灵力量非凡!
16~25:这只精灵力量很强!
0~15:

1.4努力值
能力值计算的必须数值之一,无法直接查看具体数值,一般情况下需要玩家自己记住
单项能力的努力值上限255,努力值总和上限510

当一只PM的总努力值达到510时,可以在烟墨市的民房内与这位NPC对话得到努力值缎带
[pic][pic]

每4点努力值转化为100级时的1点能力值,若PM的当前等级不是100级,则按比例体现努力值转化成的能力值
比如120点HP努力值转化为100级时的120/4=30点HP能力值,若PM的当前等级为60,则体现出60%努力值转化成的能力值,即 30*60%=18点HP能力值

如何增加努力值
打败PM后可以得到一定数量的努力值(只要分到经验值就算)
当PM中了病毒或处于病毒免疫状态时,打败PM得到的努力值按两倍计算
当携带了竞争背心时,打败PM得到的努力值按两倍计算
当携带了力量系列道具时,打败PM得到努力值时对应能力的努力值额外+4
比如一只中了病毒且携带竞争背心的PM打败一只超音蝠,只要该PM速度努力值未满255且总努力值未满510,便会得到4点速度努力值

对PM使用努力值药可以增加对应能力的努力值
[pic]HP努力值药/マックスアップ/HP Up
说明:当HP努力值在90以下时,增加HP努力值10点;当HP努力值在90~99之间时,增加HP努力值至100;当HP努力值在100或以上时,无效
入手:满金市百货大楼4楼购买;彩虹市百货大楼5楼购买;狩猎区店铺购买;战斗区域1BP换取

[pic]物攻努力值药/タウリン/Protein
说明:当物攻努力值在90以下时,增加物攻努力值10点;当物攻努力值在90~99之间时,增加物攻努力值至100;当物攻努力值在100或以上时,无效
入手:满金市百货大楼4楼购买;彩虹市百货大楼5楼购买;狩猎区店铺购买;战斗区域1BP换取

[pic]物防努力值药/ブロムヘキシン/Iron
说明:当物防努力值在90以下时,增加物防努力值10点;当物防努力值在90~99之间时,增加物防努力值至100;当物防努力值在100或以上时,无效
入手:满金市百货大楼4楼购买;彩虹市百货大楼5楼购买;狩猎区店铺购买;战斗区域1BP换取

[pic]特攻努力值药/リゾチウム/Calcium
说明:当特攻努力值在90以下时,增加特攻努力值10点;当特攻努力值在90~99之间时,增加特攻努力值至100;当特攻努力值在100或以上时,无效
入手:满金市百货大楼4楼购买;彩虹市百货大楼5楼购买;狩猎区店铺购买;战斗区域1BP换取

[pic]特防努力值药/キトサン/Zinc
说明:当特防努力值在90以下时,增加特防努力值10点;当特防努力值在90~99之间时,增加特防努力值至100;当特防努力值在100或以上时,无效
入手:满金市百货大楼4楼购买;彩虹市百货大楼5楼购买;狩猎区店铺购买;战斗区域1BP换取

[pic]速度努力值药/インドメタシン/Carbos
说明:当速度努力值在90以下时,增加速度努力值10点;当速度努力值在90~99之间时,增加速度努力值至100;当速度努力值在100或以上时,无效
入手:满金市百货大楼4楼购买;彩虹市百货大楼5楼购买;狩猎区店铺购买;战斗区域1BP换取

21~26号树果的作用是减努力值并加亲密度,分别对应六项能力
[pic]No.21 红榴果/ザロクのみ/Pomeg Berry
说明:当HP努力值在110以上时,HP努力值减至100,当HP努力值在110以下时,HP努力值-10
入手:在浅红市用红色碎片与NPC交换得到;战斗区域刮刮卡奖品

[pic]No.22 根藻果/ネコブのみ/Kelpsy Berry
说明:当物攻努力值在110以上时,物攻努力值减至100,当物攻努力值在110以下时,物攻努力值-10
入手:在浅红市用蓝色碎片与NPC交换得到;战斗区域刮刮卡奖品

[pic]No.23 枇杷果/タポルのみ/Qualot Berry
说明:当物防努力值在110以上时,物防努力值减至100,当物防努力值在110以下时,物防努力值-10
入手:战斗区域刮刮卡奖品

[pic]No.24 蜜瓜果/ロメのみ/Hondew Berry
说明:当特攻努力值在110以上时,特攻努力值减至100,当特攻努力值在110以下时,特攻努力值-10
入手:在浅红市用绿色碎片与NPC交换得到;战斗区域刮刮卡奖品

[pic]No.25 金葡果/ウブのみ/Grepa Berry
说明:当特防努力值在110以上时,特防努力值减至100,当特防努力值在110以下时,特防努力值-10
入手:在浅红市用黄色碎片与NPC交换得到;战斗区域刮刮卡奖品

[pic]No.26 辣茄果/マトマのみ/Tamato Berry
说明:当速度努力值在110以上时,速度努力值减至100,当速度努力值在110以下时,速度努力值-10
入手:战斗区域刮刮卡奖品

练努力值的常用道具
[pic]竞争背心/きょうせいギプス/Macho Brace
说明:携带时速度减半,打败PM时得到的努力值以两倍计算
入手:满金市百货大楼与素利普与NPC交换得到的腕力携带

[pic]力量束腰(HP项圈)/パワーウエイト/Power Weight
说明:携带时速度减半,打败PM得到努力值时额外得到4点HP努力值
入手:战斗区域16BP换取

[pic]力量护腕(物攻项圈)/パワーリスト/Power Brace
说明:携带时速度减半,打败PM得到努力值时额外得到4点物攻努力值
入手:战斗区域16BP换取

[pic]力量腰带(物防项圈)/パワーベルト/Power Belt
说明:携带时速度减半,打败PM得到努力值时额外得到4点物防努力值
入手:战斗区域16BP换取

[pic]力量透镜(特攻项圈)/パワーレンズ/Power Lens
说明:携带时速度减半,打败PM得到努力值时额外得到4点特攻努力值
入手:战斗区域16BP换取

[pic]力量头巾(特防项圈)/パワーバンド/Power Band
说明:携带时速度减半,打败PM得到努力值时额外得到4点特防努力值
入手:战斗区域16BP换取

[pic]力量脚踝(速度项圈)/パワーアンクル/Power Anklet
说明:携带时速度减半,打败PM得到努力值时额外得到4点速度努力值
入手:战斗区域16BP换取

1.5性格
性格共有25种,其中20种会影响PM的能力值,具体表现形式为一项能力变为原来的1.1倍,另一项能力变为原来的0.9倍
如图所示红框内即为该PM的性格
[pic]
性格对能力值的修正会直接显示在能力值左边对应的能力名称上,1.1倍修正的能力以红色显示,0.9倍修正的能力以蓝色显示
[pic]

性格修正表
孤僻/さみしがり/Lonely:物攻*1.1,物防*0.9
固执/いじっぱり/Adamant:物攻*1.1,特攻*0.9
调皮/やんちゃ/Naughty:物攻*1.1,特防*0.9
勇敢/ゆうかん/Brave:物攻*1.1,速度*0.9
大胆/ずぶとい/Bold:物防*1.1,物攻*0.9
淘气/わんぱく/Impish:物防*1.1,特攻*0.9
无虑/のうてんき/Lax:物防*1.1,特防*0.9
悠闲/のんき/Relaxed:物防*1.1,速度*0.9
保守/ひかえめ/Modest:特攻*1.1,物攻*0.9
稳重/おっとり/Mild:特攻*1.1,物防*0.9
马虎/うっかりや/Rash:特攻*1.1,特防*0.9
冷静/れいせい/Quiet:特攻*1.1,速度*0.9
沉着/おだやか/Calm:特防*1.1,物攻*0.9
温顺/おとなしい/Gentle:特防*1.1,物防*0.9
慎重/しんちょう/Careful:特防*1.1,特攻*0.9
狂妄/なまいき/Sassy:特防*1.1,速度*0.9
胆小/おくびょう/Timid:速度*1.1,物攻*0.9
急躁/せっかち/Hasty:速度*1.1,物防*0.9
开朗/ようき/Jolly:速度*1.1,特攻*0.9
天真/むじゃき/Naive:速度*1.1,特防*0.9
坦率/すなお/Docile:无修正
害羞/てれや/Bashful:无修正
认真/まじめ/Serious:无修正
实干/がんばりや/Hardy:无修正
浮躁/きまぐれ/Quirky:无修正

以胡地为例,现有两只50级,个体值、努力值完全相同的胡地,前者的性格为胆小,后者的性格为马虎
前者的能力值为HP125,物攻58,物防60,特攻155,特防99,速度148
后者的能力值为HP125,物攻65,物防60,特攻170,特防89,速度135
可以看出在性格修正前两者的能力值均为HP125,物攻65,物防60,特攻155,特防99,速度135
前者性格胆小(速度*1.1,物攻*0.9),物攻[65*0.9]=58,速度[135*1.1]=148
后者性格马虎(特攻*1.1,特防*0.9),特攻[155*1.1]=170,特防[99*0.9]=89

1.6个性
每只PM除了性格之外还有个性
[pic]

对于一只PM而言,取其六项个体值中的最高者,除以5求余数(可能得到的数为0,1,2,3或4)
比如一只PM的个体值为HP21物攻12物防26特攻31特防19速度27,六项个体值中的最高者是特攻31,31除以5得6余1,“特攻,余数1”对应的辅助性格为“イタズラが すき”
个性在判断个体值时有不小的作用,比如赫拉克罗斯的速度种族值为85,1级性格不减速度且无努力值的赫拉克罗斯的速度能力值若达到7,则可以计算出这只赫拉克罗斯的速度个体值范围为30~31,若这只赫拉克罗斯的个性为ものおとに びんかん,则可以确定速度个体值为31

个性表
余数1
HP ひるねを よくすゐ/often dozes off/喜欢睡午觉
攻击 ぁばれることが すき/likes to thrash about/喜欢乱来
防御 うたれ づょぃ/capable of taking hits/耐打
特攻 イタズラが すき/mischievous/喜欢恶作剧
特防 ちょっぴり みぇっぱり/somewhat vain/有些自傲
速度 ものおとに びんかん/alert to sounds/对声音敏感

余数0
HP たべるのが だぃすき/loves to eat/喜欢吃东西
攻击 ちからが じまん/proud of its power/对力量有自信
防御 からだが じょぅぶ/sturdy body/喜欢用身体力量决胜负
特攻 こぅきしんが つょぃ/highly curious/好奇心强
特防 きが つょぃ/strong willed/暴躁/
速度 かけっこが すき/likes to run/喜欢追逐

余数4
HP のんびりするのが すき/likes to relax/喜欢闲适的生活
攻击 ちのけが おおぃ/quick tempered/热血
防御 がまん づょぃ/good perseverence/很能忍
特攻 とても きちょぅめん/very finicky/十分认真
特防 ちょっぴり ごぅじょぅ/somewhat stubborn/有些坚强
速度 にげるのが はゃぃ/quick to flee/逃跑很快

余数3
HP ものを よく ちらかす/often scatters things/常把东西弄得一团糟
攻击 ケンカを するのが すき/likes to fight/容易受伤
防御 しんぼぅ づょぃ/good endurance/很会忍耐
特攻 かんがぇごとが おおぃ/often lost in thought/思想者
特防 まけずぎらぃ/hates to lose/讨厌败仗
速度 すこしおちょぅしもの/somewhat of clown/会有点得意忘形

余数2
HP いねむりが おおぃ/scatter things often/经常打瞌睡
攻击 ちょっと おこりっぽぃ/a little quick tempered/看起来总是在生气
防御 ねばり づょぃ/highly persistent/难缠
特攻 ぬけめが なぃ/thoroughly cunning/小心谨慎
特防 まけんきが つょぃ/strongly defiant/决胜心很强
速度 おっちょこちょぃ/impetuous and silly/轻率行动

1.7正向确认
所谓正向确认,是一种判定PM的个体值或努力值有没有达到预期的一种方法
对于个体值而言,在知道努力值的情况下,此方法可以判定个体值有没有达到玩家的目标最低值
对于努力值而言,在知道个体值的情况下,此方法可以判定努力值是否练对
表中共有100行数据,每行数据由两部分组成
横杠左边的数据表示理论上某PM的某项能力每级所加的数值(除去性格修正),X可以是任何大于等于0的整数
横杆右边的数据表示判断是否达标的最低等级
若某只PM的某项能力每级所加的数值为X.YZ(除去性格修正),则定义X为每级所加能力值的下限值,X+1为每级所加能力值的上限值
若某只PM的某项能力在升到判定对应的最低等级时所加的数值为上限值,则可以判定达标

以鲤鱼王(种族值:HP20物攻10物防55特攻15特防20速度80)为例
鲤鱼王,LV1,开朗,HP11物攻5物防6特攻4特防5速度6,无努力值
现在想要判断这只鲤鱼王的HP个体值是否达到27
假设这只鲤鱼王的HP个体值达到27,则每级所加的HP能力值=(100+20*2+27)/100=1.67
查表,可以看到X.67——LV3,表示最低在3级时可以判断出
在不影响努力值的情况下让鲤鱼王升到3级,1.67的上限值为2,2级升3级时HP+2,说明HP个体值达到27
在确定HP个体值达到27的情况下,进一步确定HP个体值是否达到28
假设这只鲤鱼王的HP个体值达到28,则每级所加的HP能力值=(100+20*2+28)/100=1.68
查表,可以看到X.68——LV25,表示最低在25级时可以判断出
显然25级要求过高了,于是通过其它途径作出判断——努力值补正
这个方法实际上是利用努力值转化的能力值凑出一个能在较低等级做出判断的每级所加能力值
喂一个努力值药可以增加10点努力值,10/4=2.5,取整后结果为2,即10点努力值可以转化为100级时的2点能力值,对于每一级来说就是0.02 点能力值
喂两个努力值药可以增加20点努力值,20/4=5,即20点努力值可以转化为100级时的5点能力值,对于每一级来说就是0.05点能力值
喂三个努力值药可以增加30点努力值,30/4=7.5,取整后结果为7,即30点努力值可以转化为100级时的7点能力值,对于每一级来说就是0.07 点能力值
喂四个努力值药可以增加40点努力值,40/4=10,即40点努力值可以转化为100级时的10点能力值,对于每一级来说就是0.1点能力值
喂五个努力值药可以增加50点努力值,50/4=12.5,取整后结果为12,即50点努力值可以转化为100级时的12点能力值,对于每一级来说就是 0.12点能力值
喂六个努力值药可以增加60点努力值,60/4=15,即60点努力值可以转化为100级时的15点能力值,对于每一级来说就是0.15点能力值
喂七个努力值药可以增加70点努力值,70/4=17.5,取整后结果为17,即70点努力值可以转化为100级时的17点能力值,对于每一级来说就是 0.17点能力值
喂八个努力值药可以增加80点努力值,80/4=20,即80点努力值可以转化为100级时的20点能力值,对于每一级来说就是0.2点能力值
喂九个努力值药可以增加90点努力值,90/4=22.5,取整后结果为22,即90点努力值可以转化为100级时的22点能力值,对于每一级来说就是 0.22点能力值
喂十个努力值药可以增加100点努力值,100/4=25,即100点努力值可以转化为100级时的25点能力值,对于每一级来说就是0.25点能力值
之前假设这只鲤鱼王的HP个体值达到28,则每级所加的HP能力值=(100+20*2+28)/100=1.68
现在喂一个HP努力值药,则每级所加的HP能力值=1.68+0.02=1.7
查表,可以看到X.70——LV10,表示最低在10级时可以判断出
在不影响努力值的情况下让鲤鱼王升到10级,1.7的上限值为2,9级升10级时HP+1,说明HP个体值未达到28

正向确认表
X.00——LV1
X.01——LV100
X.02——LV50
X.03——LV34
X.04——LV25
X.05——LV20
X.06——LV17
X.07——LV16
X.08——LV13
X.09——LV12
X.10——LV10
X.11——LV19
X.12——LV9
X.13——LV8
X.14——LV15
X.15——LV7
X.16——LV13
X.17——LV6
X.18——LV17
X.19——LV11
X.20——LV5
X.21——LV24
X.22——LV14
X.23——LV9
X.24——LV13
X.25——LV4
X.26——LV27
X.27——LV15
X.28——LV11
X.29——LV7
X.30——LV10
X.31——LV13
X.32——LV16
X.33——LV28
X.34——LV3
X.35——LV20
X.36——LV14
X.37——LV11
X.38——LV8
X.39——LV13
X.40——LV5
X.41——LV22
X.42——LV12
X.43——LV7
X.44——LV16
X.45——LV9
X.46——LV11
X.47——LV13
X.48——LV17
X.49——LV27
X.50——LV2
X.51——LV51
X.52——LV25
X.53——LV17
X.54——LV13
X.55——LV11
X.56——LV9
X.57——LV16
X.58——LV7
X.59——LV12
X.60——LV5
X.61——LV23
X.62——LV13
X.63——LV8
X.64——LV11
X.65——LV14
X.66——LV23
X.67——LV3
X.68——LV25
X.69——LV16
X.70——LV10
X.71——LV17
X.72——LV7
X.73——LV11
X.74——LV15
X.75——LV7
X.76——LV25
X.77——LV13
X.78——LV9
X.79——LV14
X.80——LV5
X.81——LV21
X.82——LV11
X.83——LV17
X.84——LV6
X.85——LV13
X.86——LV7
X.87——LV15
X.88——LV8
X.89——LV9
X.90——LV10
X.91——LV11
X.92——LV12
X.93——LV13
X.94——LV15
X.95——LV20
X.96——LV25
X.97——LV33
X.98——LV50
X.99——LV100

2. 野外选种 2.1捕捉系统 计算公式 捕捉率=(最大HP×3-当前HP×2)÷(最大HP×3)×捕获度×球修正×状态修正÷255

状态修正 无状态:1 麻痹/中毒/烧伤:1.5 睡眠/冰冻:2

球 [pic]怪兽球/モンスターボール/Poké Ball 修正:1 说明:最普通,最经典的球 入手:各商店购买

[pic]赠品球/プレミアボール/Premium Ball 修正:1 说明:赠品球 入手:在各商店一次性买十个怪兽球的赠品球

[pic]超级球/スーパーボール/Great Ball 修正:1.5 说明:性能比怪兽球稍好的球 入手:各商店购买

[pic]高级球/ハイパーボール/Ultra Ball 修正:2 说明:性能比超级球稍好的球 入手:各商店购买

[pic]豪华球/ゴージャスボール/Luxury Ball 修正:1 说明:仅限在用豪华球捕获该PM的地区,每次加算亲密度时额外+1 入手:周日满金市百货大楼6楼抽奖二等奖的奖品

[pic]捕网球/ネットボール/Net Ball 修正:1/3 说明:捕捉水系或虫系PM时修正为3 入手:桔梗市商店购买;桧皮镇商店购买;圆朱市商店购买;浅葱市商店购买;烟墨市商店购买;常磐市商店购买;战斗区域商店购买;周三满金市百货大楼6楼抽奖二等奖的奖品

[pic]重复球/リピートボール/Repeat Ball 修正:3 说明:捕捉已捕获过的PM时修正为3 入手:周二满金市百货大楼6楼抽奖二等奖的奖品

[pic]鸟巢球/ネストボール/Nest Ball 修正:1~3.9 说明:初始修正为1,若捕捉的PM等级低于30级,则每低1级修正+0.1 入手:尼比市商店购买;枯叶市商店购买;狩猎区店铺购买;周一满金市百货大楼6楼抽奖二等奖的奖品

[pic]潜水球/ダイブボール/Dive Ball 修正:1/3.5 说明:捕捉冲浪或垂钓遇到的PM时修正为3.5 入手:通信得到

[pic]时间球/タイマーボール/Timer Ball 修正:1~4 说明:初始修正为1,每过一回合修正+0.1,上限为4 入手:周六满金市百货大楼6楼抽奖二等奖的奖品

[pic]快速球/クイックボール/Quick Ball 修正:1/5 说明:第一回合修正为5 入手:尼比市商店购买;华蓝市商店购买;金黄市商店购买;枯叶市商店购买;浅红市商店购买;紫苑镇商店购买;狩猎区店铺购买;周四满金市百货大楼6楼抽奖二等奖的奖品

[pic]黑暗球/ダークボール/Dusk Ball 修正:1/4 说明:夜晚(20:00~3:59)或洞穴内修正为4 入手:烟墨市商店购买;金黄市商店购买;枯叶市商店购买;浅红市商店购买;紫苑镇商店购买;战斗区域商店购买;狩猎区店铺购买;周五满金市百货大楼6楼抽奖二等奖的奖品

[pic]治愈球/ヒールボール/Heal Ball 修正:1 说明:捕获PM后HP、PP、异常状态全恢复 入手:吉野市商店购买;桔梗市商店购买;桧皮镇商店购买;圆朱市商店购买;浅葱市商店购买;常磐市商店购买

[pic]狩猎球/サファリボール/Safari Ball 修正:1.5 说明:狩猎区专用球 入手:无

[pic]竞赛球/コンペボール/Sport Ball 修正:1.5 说明:捉虫大会专用球 入手:无

[pic]公园球/パークボール/Park Ball 修正:无限大 说明:联动公园专用球 入手:无

[pic]特典球/プレシヤスボール/Cherish Ball 修正:? 说明:配信PM专用球 入手:无

[pic]大师球/マスターボール/Master Ball 修正:无限大 说明:必定能捕获野生PM的最强球 入手:空木博士给予;满金市广播台抽奖五位全中的奖品

[pic]重量球/ヘビーボール/Heavy Ball 修正:1 说明:若PM体重小于100kg则捕获度-20;若PM体重在100kg-199.9kg之间则捕获度+0;若PM体重在200kg-299.9kg之间则捕获度+20;若PM体重大于等于300kg则捕获度+30 入手:将黑色柑果交给桧皮镇的钢铁先生后制得 注:此部分资料正确性有待考证

[pic]速度球/スピードボール/Fast Ball 修正:1/4 说明:若PM的速度种族值大于等于100则修正为4 入手:将白色柑果交给桧皮镇的钢铁先生后制得

[pic]诱饵球/ルアーボール/Lure Ball 修正:1/3 说明:捕捉垂钓遇到的PM时修正为3 入手:将蓝色柑果交给桧皮镇的钢铁先生后制得

[pic]爱心球/ラブラブボール/Love Ball 修正:1/8 说明:捕捉与我方PM同类且异性的PM时修正为8 入手:将粉色柑果交给桧皮镇的钢铁先生后制得

[pic]朋友球/フレンドボール/Friend Ball 修正:1 说明:捕获的PM初始亲密度为200 入手:将绿色柑果交给桧皮镇的钢铁先生后制得

[pic]等级球/レベルボール/Level Ball 修正:1/2/4/8 说明:若我方PM的等级比野生PM高则修正为2;若我方PM的等级的1/2比野生PM高则修正为4;若我方PM的等级的1/4比野生PM高则修正为8 入手:将红色柑果交给桧皮镇的钢铁先生后制得

[pic]月亮球/ムーンボール/Moon Ball 修正:1/3 说明:捕捉需要用月石进化的PM时修正为3 入手:将黄色柑果交给桧皮镇的钢铁先生后制得

2.2捕捉技巧
常用捕捉球
怪兽球:虽然没有特殊的捕捉功能,但不少玩家对其情有独钟,永远经典的红白球
常用于:任何PM
黑暗球:泛用性极强的球,只要是在晚上或是在洞穴内,它就是捕捉大多数PM时的第一选择
常用于:任何PM(晚上或洞穴内)
重量球:捕捉部分神兽的利器
常用于:洛奇亚(捕获度3—>23,修正相当于7.66),盖欧卡(捕获度5—>35,修正相当于7),固拉多(捕获度5—>35,修正相当于7),裂空座(捕获度3—>23,修正相当于7.66)
大师球:能够以100%的成功率捕捉任何野生PM的终极球
常用于:定点PM、游走神兽

常用捕捉方法
尽可能地降低目标的HP,辅以异常状态与合适的球就是捕捉PM时的要点
刀背打(みねうち False Swipe)在对PM造成致命伤害时会留下1HP,捕捉时值得一用
异常状态推荐睡眠或麻痹,前者修正可观,但有回合数限制;后者修正较为可观,且一般情况下不会解除

性格、速度、HP刷法
性格
当队首PM的特性为同步率时,遭遇的野生PM的性格有50%的几率性格与队首PM相同(队首PM濒死依然有效)

速度
一般刷极限速度(个体31+性格1.1倍修正)或极限低速(个体0+性格0.9倍修正)时会用到这个方法
以50级盖欧卡为例,如果目标是极限速度,先求得其速度个体值达到31且性格1.1倍修正速度时速度能力值为[[2.11*50+5]*1.1]=121
让速度为目标速度-1(这里就是121-1=120)的PM出战(如果队首是濒死的同步率特性PM的话那么出战的就是排在第二位的PM),可以通过升级、调整努力值、携带黑铁球/竞争背心/力量套装/专爱围巾等方法使速度达到要求
第一回合中出战的PM使用任意对对方不致命的技能,如果先于对方出手则说明对方速度没有达到目标值,此时即可重启游戏再次进入战斗,与捕捉后看能力的方法相比可以节约不少时间

HP
一般刷高HP个体值时会用到这个方法
以45级洛奇亚为例,如果目标是HP个体值至少达到26,先求得其HP个体值达到26时HP能力值为[3.38*45+10]=162,其速度个体值达到 31时的速度能力值为[2.51*45+5]=117(如果想刷性格1.1修正速度的洛奇亚的话还得算上1.1倍修正,[117*1.1]=128)
让HP为目标值-1(这里就是162-1=161)且速度高于对方(这里就是高于117或高于128)的PM出战(如果队首是濒死的同步率特性PM的话那么出战的就是排在第二位的PM),可以通过升级、调整努力值、携带专爱围巾等方法使HP和速度同时达到要求
第一回合中出战的PM使用莽撞,如果未能对对方造成伤害则说明对方HP没有达到目标值,此时即可重启游戏再次进入战斗,与捕捉后看能力的方法相比可以节约不少时间

3. 孵蛋选种 3.1孵蛋系统 如何生蛋 将两只满足生蛋条件的PM寄放在34号路的饲育屋中,每走255歩便有几率出蛋,蛋中PM为母方的初级形态或非百变怪方的初级形态 [pic]

注1 ①两只有共通生蛋组别的异性PM ②百变怪与非百变怪非未发现组的PM 只要满足①或②即满足生蛋条件

注2 ①两只PM的编号相同 ②两只PM的ID不同 若同时满足①和②,则每255歩出蛋几率为69.3% 若仅满足①和②其中一个,则每255歩出蛋几率为49.5% 若既不满足①也不满足②,则每255歩出蛋几率为19.8%

注3 特例1 当母方为尼多兰时,孵出的PM可能是尼多朗或尼多兰,几率各占50%;当母方为甜甜萤时,孵出的PM可能是电萤虫或甜甜萤,几率各占50% 特例2 只有在父母携带特定香炉的情况下,才能孵出以下PM 露力丽(潮湿香炉) 小果然(气之香炉) 含羞苞(鲜花香炉) 铃铛响(清静香炉) 爱哭树(岩石香炉) 魔尼尼(怪异香炉) 粉红蛋(幸运香炉) 小卡比兽(满腹香炉) 小球飞鱼(水波香炉) 特例3 无壳海牛/海牛兽的子代颜色规律如下 百变怪+公红海牛=红海牛 百变怪+母红海牛=红海牛 百变怪+公蓝海牛=红海牛 百变怪+母蓝海牛=蓝海牛 公红海牛+母红海牛=红海牛 公蓝海牛+母蓝海牛=蓝海牛 公蓝海牛+母红海牛=红海牛 公红海牛+母蓝海牛=蓝海牛 特例4 玛纳霏/霏欧娜与百变怪生蛋可以孵出霏欧纳,但霏欧纳不能进化成玛纳霏

孵化步数 通过查阅图鉴可以知道每种PM的蛋的基本孵化步数T 比如鲤鱼王的基本孵化步数为1280,由基拉的基本孵化步数为10240

①当队伍中没有特性为火焰身躯或熔岩盔甲的PM时 孵化步数=(T/256+1)*255

②当队伍中有特性为火焰身躯或熔岩盔甲的PM时 孵化步数=(T/512+1)*255 注:若T/512不是整数,则小数点无条件进位

如果在蛋的孵化过程中有新蛋加入,则孵化步数会产生变化,不再简单遵循以上规律 记T/256为初期值 每走255歩后初期值-1,如队伍中有特性为火焰身躯或熔岩盔甲的PM则-2(若当前的初期值为1则减为0),当初期值归0后再走255歩蛋便会孵化 当有新蛋加入时,未满255的累计步数会归0

以小火马(T=5120)为例 队伍中没有特性为火焰身躯或熔岩盔甲的PM T/256=20 拿到小火马的蛋并走1200歩后向饲育屋的老爷爷拿第二个小火马的蛋 1200/255=4余180,则此时初期值=20-4=16,180歩作废 如果继续行走且没有新蛋加入,则第一只小火马将于(16+1)*255=4335歩后出生,第二只小火马将于(5120/256+1)*255=5355歩后出生

孵化步数减少日 以下日期时,孵化步数公式中的255用230代替 1/12 2/14 3/3 4/1 5/1 6/11 7/7 8/21 9/7 9/28 10/31 11/21 12/14 12/24 12/25

孵化步数研究

技能遗传 ①基础技能 ②遗传列表中的技能 ③父方已掌握,且子代能靠技能机习得的技能 ④父母均已掌握,且子代能靠升级习得的技能 以上述顺序排列技能后,若技能超过四个,则最后四个技能为蛋中孵出的PM掌握的技能 以伊布为例,基础技能为冲撞、摇尾巴、帮手,若遗传了许愿、诅咒,则孵化后伊布的四个技能为摇尾巴、帮手、许愿、诅咒 饲育屋中的PM的技能在取出来之后才会刷新,因此即使等级提升到了遗忘某技能的程度,但只要不取出来,依然可以正常遗传该技能 遗传技能来源一览

性格遗传 当父方或母方携带了不变石时,蛋中孵出的PM有50%的几率性格与携带了不变石的父方或母方性格相同 若父方与母方均携带了不变石,则随机遗传其中一方的性格,几率依然为50% 若父方与母方的国籍不同,则不变石遗传性格的效果将失效

个体值遗传 子代随机遗传父方和/或母方三项能力的个体值 当父方或母方携带了力量系列道具时,对应能力的个体值必定遗传 若父方与母方均携带了力量系列道具,则随机由其中一方决定 个体值遗传测试

当饲育屋的老爷爷可以给你蛋时,蛋中PM的性别、性格、特性、闪光与否就已经决定了;在拿蛋前存档可以刷蛋中PM的个体值

3.2刷蛋
两种刷蛋方法
流水刷蛋
队伍中空五个位置用来放蛋,孵出一个蛋之后若PM的各项指标未达到要求便将其放生并补充新的蛋
有如下几个特点
①队伍中唯一的一只PM通常是火焰身躯/熔岩盔甲特性的PM
②PM产量高,但性别、性格、特性、个体值随机,一般情况下实际刷蛋效率低
③计算个体值之前可以进行存档,计算时使用的神奇糖果不会浪费

S/L刷蛋
拿蛋前存档,孵化后看性别、性格、特性是否满足要求,如果不满足要求则继续拿蛋前存档,孵化后看性别、性格、特性是否满足要求,直到性别、性格、特性满足要求为止
当性别、性格、特性满足要求时重启游戏,拿到蛋并孵化后判断个体值是否达到要求,若未达到要求便重启游戏重新刷蛋
有如下几个特点
①队伍中通常有火焰身躯/熔岩盔甲特性的PM与习得了飞天的PM
②PM产量低,但性别、性格、特性确定,个体值随机,一般情况下实际刷蛋效率高
③计算个体值之前一般不进行存档(否则下次刷蛋时需要重新刷性别、性格、特性),计算时可能会用掉一定数量的神奇糖果

高个体的父方和母方对刷蛋来说是必须的,正式开始刷蛋前需要做的就是在保证遗传技能、性格的前提下,尽可能的搞到高个体值的父方和母方
以可可多拉为例,如果想培养一只极限物攻满速度的波士可多拉,一般来说开始刷蛋前父方和母方至少应达到以下要求
父方:HP个体值31,物攻个体值31,特防个体值31,性格固执,携带不变石以遗传性格,掌握双刃头突
母方:HP个体值31,物攻个体值31,速度个体值31,携带速度项圈以遗传速度个体值
母方携带速度项圈固定遗传速度个体值,这样子代的速度个体值必定为31,父方的速度个体值是不是31都没有关系
父方和母方的物攻个体值都是31,大大提高了子代的物攻个体值达到31的可能性
父方HP个体值31,特防个体值31,母方HP个体值31,这也提高了子代的个体值遗传到三项31的几率

有了力量系列道具的帮助,得到三项个体值达到31的PM并不困难
以超音蝠为例,比如想得到HP个体值31、物攻个体值31、速度个体值31,性格开朗的雌性超音蝠
让性格开朗的同步率特性PM排头,去黑暗山洞遇敌并大量捕捉超音蝠,直到其中出现性格开朗的超音蝠A、个体值达到31的超音蝠D、物攻个体值达到31的超音蝠C以及速度个体值达到31的超音蝠B
将携带不变石的超音蝠A与携带速度项圈的超音蝠B放进饲育屋内生蛋,用流水刷蛋法刷出速度个体值31且性格开朗的超音蝠E
让携带不变石的超音蝠E与携带物攻项圈的超音蝠C生蛋,用流水刷蛋法刷出物攻个体值31、速度个体值31且性格开朗的超音蝠F
让携带不变石的超音蝠F与携带HP项圈的超音蝠D生蛋,S/L刷蛋法刷出HP个体值31、物攻个体值31、速度个体值31且性格开朗的雌性超音蝠G

注1
想得到各种性格的同步率特性PM的话推荐在队伍中留五个空位,去满金市游戏厅刷凯西
注2
与百变怪生蛋的PM较难刷出真正意义上的高个体值,因为百变怪只能在野外捕捉,个体值完全随机,很难得到多项个体值达到31且性格符合要求的百变怪
为了得到高个体值的百变怪,大量捕捉百变怪不可避免,推荐在47号路的草地中刷百变怪,百变怪出现率高达41%
注3
注意性别,即使个体值达到要求,但性别不对的话也是不行的,比如超音蝠C与超音蝠E必须为异性,如果两者同性的话可以让超音蝠C携带物攻项圈与异性超音蝠生蛋,生出性别符合要求且物攻个体值31的超音蝠代替超音蝠C

3.3培养体系
刷蛋时推荐刷雄性的PM,这不是性别歧视,而是因为雄性的高个体PM可以造福同生蛋组的其它PM
比如一只高个体的暴鲤龙(水2组/龙组)可以造福水2组以及龙组的物攻型PM,在不需要遗传技能的情况下可以免去刷高个体父方的麻烦
以下为部分比较推荐培养的跨蛋组PM
呆河马(怪兽组/水1组)
刺龙王(水1组/龙组)
暴鲤龙(水2组/龙组)
巨沼怪(怪兽组/水1组)
斗笠菇(妖精组/植物组)
冰鬼护(妖精组/矿物组)
烈焰猴(陆上组/人形组)
罗斯雷朵(妖精组/植物组)
海牛兽(水1组/不定形组)
烈咬陆鲨(怪兽组/龙组)
龙王蝎(虫组/水3组)
暴雪王(怪兽组/植物组)
超铁暴龙(怪兽组/陆上组)
波克基斯(飞行组/妖精组)

比如暴鲤龙——烈咬陆鲨——超铁暴龙——烈焰猴就是一组典型的水2组——龙组——怪兽组——陆上组——人形组培养体系,在这个体系下,培养水2组、龙组、怪兽组、陆上组、人形组PM也变得更加容易

3.4觉醒力量
计算公式
设(10进制):
HP个体值除以4余2或者余3时,α= 1;否则α=0
物攻个体值除以4余2或者余3时,β= 2;否则β=0
物防个体值除以4余2或者余3时,γ= 4;否则γ=0
速度个体值除以4余2或者余3时,δ= 8;否则δ=0
特攻个体值除以4余2或者余3时,ε=16;否则ε=0
特防个体值除以4余2或者余3时,ζ=32;否则ζ=0
则:
威力=(α+β+γ+δ+ε+ζ)×40÷63+30

觉醒力量会根据个体值转变为其它属性,具体为:
设(10进制):
HP个体值为奇数时,α= 1;否则α=0
物攻个体值为奇数时,β= 2;否则β=0
物防个体值为奇数时,γ= 4;否则γ=0
速度个体值为奇数时,δ= 8;否则δ=0
特攻个体值为奇数时,ε=16;否则ε=0
特防个体值为奇数时,ζ=32;否则ζ=0
则:属性=(α+β+γ+δ+ε+ζ)×15÷63
0 格斗
1 飞行
2 毒
3 地
4 岩
5 虫
6 鬼
7 钢
8 火
9 水
10 草
11 电
12 超能
13 冰
14 龙
15 恶
觉醒力量作为补充打击面的重要技能活跃于对战之中,这里介绍一下如何通过刷蛋刷出高威力且属性符合要求的觉醒力量
从觉醒力量的属性及威力计算公式中可以看出,个体值的奇偶性决定了觉醒力量的属性,个体值除以4得到的余数决定了觉醒力量的威力
特攻、特防、速度个体值对觉醒力量的威力影响尤其大,当这三项能力的个体值除以4得到的余数都为2或3时,觉醒力量的威力至少能达到65
特攻、特防、速度个体值对觉醒力量的属性影响也相当大,当这三项能力的个体值的奇偶性确定时,觉醒力量的属性只可能是个别几种
因此我们要做的就是从特攻、特防、速度个体值入手,利用个体值遗传,提高得到符合我们期望的觉醒力量的可能性

以阳阳玛为例,想要得到能够习得属性为地面、威力65以上的觉醒力量的性格胆小的阳阳玛
父方与母方应达到以下要求
父方:特攻个体值30,特防个体值30,速度个体值31,携带速度项圈以遗传速度个体值
母方:特攻个体值30,特防个体值30,性格胆小,携带不变石以遗传性格
由于需要遗传的只有特攻、特防、速度三项能力的个体值,且有力量系列道具的帮助,因此父方和母方只需一方满足特攻、特防、速度个体值满足要求(30或31,视具体情况而定),另一方特攻、特防、速度三项能力值中两项个体值满足要求(30或31,视具体情况而定),前者携带力量系列道具固定遗传后者“缺失”的那项个体值,后者携带不变石遗传性格
在固定遗传一项个体值的情况下,遗传特定三项个体值的概率是1/(5C2)=1/10,也就是说利用S/L刷蛋法,每十只PM中便有一只遗传了我们想要的特攻、特防、速度个体值
当遗传了30特攻、30特防、31速度个体的情况下,由于其余三项个体值完全随机,奇偶性排列有2*2*2=8种可能性,根据下表可知当HP、物攻、物防个体值满足偶、奇、奇/奇、偶、奇/奇、奇、奇时觉醒力量的属性即为地面,也就是说在遗传了30特攻、30特防、31速度个体的情况下觉醒力量的属性有3/8的概率为地面
蛋孵出后为了判断觉醒力量的属性,可以去彩虹市游戏厅兑换处与NPC对话,他会告诉你PM能够习得的觉醒力量的属性
[pic][pic]
如果觉醒力量的属性符合要求,接下来要做的就是计算个体值了,由于能够习得符合期望的觉醒力量的PM十分来之不易,因此适当地放宽个体值是有必要的,22/19/23/30/30/31的阳阳玛看似个体值一般,但它能够习得威力70的觉醒地,能得到这样的觉醒力量PM已经相当不错了

觉醒力量表
每行的六项能力依次为HP,物攻,物防,特攻,特防,速度
在每种属性的觉醒力量的后面遗传A,B,C;概率X的字样
这表示在遗传特攻(A)、特防(B)、速度(C)个体值的情况下,觉醒力量的属性为对应属性的概率为X
比如在遗传了30特攻、30特防、31速度个体的情况下,觉醒力量的属性为地面的概率为3/8

觉醒斗
偶,偶,偶,偶,偶,偶
偶,偶,奇,偶,偶,偶
偶,奇,偶,偶,偶,偶
奇,偶,偶,偶,偶,偶
奇,奇,偶,偶,偶,偶
遗传30,30,30;概率5/8

觉醒钢
偶,偶,偶,偶,奇,偶
偶,奇,奇,奇,偶,奇
奇,偶,偶,偶,奇,偶
奇,奇,奇,奇,偶,奇
遗传31,30,31;概率2/8
遗传30,31,30;概率2/8

觉醒地
偶,偶,偶,奇,偶,偶
偶,奇,奇,偶,偶,奇
奇,偶,奇,偶,偶,奇
奇,奇,奇,偶,偶,奇
遗传30,30,31;概率3/8
遗传31,30,30;概率1/8

觉醒电
偶,偶,偶,奇,奇,偶
偶,奇,偶,奇,奇,偶
奇,偶,偶,奇,奇,偶
奇,奇,奇,偶,奇,奇
遗传31,31,30;概率3/8
遗传30,31,31;概率1/8

觉醒飞
偶,偶,偶,偶,偶,奇
偶,奇,奇,偶,偶,偶
奇,偶,奇,偶,偶,偶
奇,奇,奇,偶,偶,偶
遗传30,30,30;概率3/8
遗传30,30,31;概率1/8

觉醒水
偶,偶,偶,偶,奇,奇
偶,奇,奇,偶,奇,偶
奇,偶,偶,偶,奇,奇
奇,奇,奇,偶,奇,偶
遗传30,31,31;概率2/8
遗传30,31,30;概率2/8

觉醒虫
偶,偶,偶,奇,偶,奇
偶,奇,奇,奇,偶,偶
奇,偶,偶,奇,偶,奇
奇,偶,奇,奇,偶,偶
奇,奇,奇,奇,偶,偶
遗传31,30,30;概率3/8
遗传31,30,31;概率2/8

觉醒冰
偶,偶,偶,奇,奇,奇
偶,奇,偶,奇,奇,奇
奇,偶,偶,奇,奇,奇
奇,奇,奇,奇,奇,偶
遗传31,31,31;概率3/8
遗传31,31,30;概率1/8

觉醒火
偶,偶,奇,偶,奇,偶
偶,奇,偶,偶,奇,偶
奇,偶,奇,偶,奇,偶
奇,奇,偶,偶,奇,偶
遗传30,31,30;概率4/8

觉醒岩
偶,偶,奇,奇,偶,偶
偶,奇,偶,奇,偶,偶
奇,偶,偶,奇,偶,偶
奇,奇,偶,奇,偶,偶
遗传31,30,30;概率4/8

觉醒超
偶,偶,奇,奇,奇,偶
偶,奇,奇,奇,奇,偶
奇,偶,奇,奇,奇,偶
奇,奇,偶,奇,奇,偶
遗传31,31,30;概率4/8

觉醒毒
偶,偶,奇,偶,偶,奇
偶,奇,偶,偶,偶,奇
奇,偶,偶,偶,偶,奇
奇,偶,偶,偶,偶,奇
遗传30,30,31;概率4/8

觉醒草
偶,偶,奇,偶,奇,奇
偶,奇,偶,偶,奇,奇
偶,奇,奇,偶,奇,奇
奇,偶,奇,偶,奇,奇
奇,奇,偶,偶,奇,奇
遗传30,31,31;概率5/8

觉醒鬼
偶,偶,奇,奇,偶,奇
偶,奇,偶,奇,偶,奇
奇,偶,奇,奇,偶,奇
奇,奇,偶,奇,偶,奇
遗传31,30,31;概率4/8

觉醒龙
偶,偶,奇,奇,奇,奇
偶,奇,奇,奇,奇,奇
奇,偶,奇,奇,奇,奇
奇,奇,偶,奇,奇,奇
遗传31,31,31;概率4/8

觉醒恶
奇,奇,奇,奇,奇,奇
遗传31,31,31;概率1/8

4. 后期培养 4.1练努力值 练努力值推荐地点 HP 连接山洞水面上的乌波(+1,60%)、沼王(+2,40%) (20:00~3:59)29号路草地中的咕咕(+1,85%)

物攻 42号路水面上的角金鱼(+1,90%)、金鱼王(+2,10%) 白银山内水面上的角金鱼(+1,10%)、金鱼王(+2,90%)

物防 21号路草地中的蔓藤怪(+1,90%~95%) (心金)45号路草地中的小拳石(+1,30%)、隆隆石(+2,40%)、天蝎(+1,20%) (魂银)45号路草地中的小拳石(+1,30%)、隆隆石(+2,55%)、盔甲鸟(+2,5%)

特攻 35号路水面上的可达鸭(+1,90%)、哥达鸭(+2,10%) (10:00~19:59)43号路草地中的咩利羊(+1,10%)、绵绵(+2,40%)、麒麟奇(+2,30%)

特防 (心金)41号路水面上的玛瑙水母(+1,60%)、毒刺水母(+2,30%)、巨翅飞鱼(+2,10%) (魂银)41号路水面上的玛瑙水母(+1,60%)、毒刺水母(+2,40%)

速度 (4:00~19:59)喇叭芽之塔内的小拉达(+1,100%) (4:00~19:59)铃塔内的小拉达(+1,100%) 圆朱市水面上的蚊香蝌蚪(+1,90%)、蚊香蛙(+2,10%) 43号路水面上的鲤鱼王(+1,100%) 地鼠洞内的地鼠(+1,90%)、三地鼠(+2,10%)

注1 心魂中与训练师重战较为麻烦,故没有列出打训练师刷努力值的方法 注2 使用努力值药,活用竞争背心、力量系列道具可以大大提高练努力值的效率 比如飞天螳螂想练120点HP努力值,136点物攻努力值,252点速度努力值 先对飞天螳螂使用HP努力值药、物攻努力值药、速度努力值药各10个,使HP努力值、物攻努力值、速度努力值均达到100 让该PM携带HP项圈,去地鼠洞穴打5只地鼠/三地鼠,使HP努力值达到100+5*4=120 换下HP项圈并换上物攻项圈,打9只地鼠/三地鼠,使物攻努力值达到100+9*4=136 换下物攻项圈并换上速度项圈,打地鼠/三地鼠直到速度努力值达到252

4.2练级
主要手段
馆主重战、普通训练师重战、联盟是练级的主要手段

辅助手段
携带幸福怪兽蛋
[pic]幸福怪兽蛋/しあわせタマゴ/Lucky Egg
说明:携带此道具的PM得到的经验值以1.5倍计算
入手:野生吉利蛋5%几率携带

ID不同
ID与训练师ID不同的同国籍PM得到的经验值以1.5倍计算
ID与训练师ID不同的不同国籍PM得到的经验值以1.7倍计算

使用神奇糖果
[pic]神奇糖果/ふしぎなアメ/Rare Candy
说明:使用后PM的等级提升1级
入手:战斗区域48BP换取;口袋竞技场2000P换取;满金市广播台蓝卡25点换取;Lv21~Lv100拾荒…...

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