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    IQ Skill FAQ by FatRatKnight

    Version: 1.10 | Updated: 06/09/12 | Search Guide | Bookmark Guide

    Pokemon Mystery Dungeon: Explorers of Time
    Pokemon Mystery Dungeon: Explorers of Darkness     IQ Skills FAQ
    By FatRatKnight    (Lee Eric Kirwan)
    This FAQ is Copyright 2009-2012 Leeland Eric Kirwan
     0 -O-*O*-O-*O*-O-*O*-O-*O*    TABLE OF CONTENTS    *O*-O-*O*-O-*O*-O-*O*-O-*O*
     ? - (line)  Section title:                           [search]
     0 - (   9)  TABLE OF CONTENTS (here)
     1 - (  27)  INTRODUCTION . . . . . . . . . . . . . . [in101]
     2 - (  56)  IQ SKILLS, LIST                          [iql27]
     3 - ( 187)  IQ GROUPS  . . . . . . . . . . . . . . . [grp54]
     4 - (1321)  IQ SKILLS, DETAILS                       [iqd62]
     5 - (3631)  CLOSING  . . . . . . . . . . . . . . . . [Clo45]
      .1 {3640}    Unanswered Questions                   <why42>
      .2 {3653}    Credits                                <tnk16>
      .3 {3797}    Contact Info                           <cnt86>
      .4 {3816}  Version History                        <vsn04>
     1 -O-*O*-O-*O*-O-*O*-O-*O*      INTRODUCTION       *O*-O-*O*-O-*O*-O-*O*-O-*O*
    A while ago, my message board name was Lee Eric Kirwan. Now,
    the GameFAQs Username Reconciliation took place, and it now
    matches my contributor name, FatRatKnight. This is for all
    those who were familiar with my old board name.
    Hello, I hope there will be less confusion in the future.
    This FAQ contains IQ Skills and IQ Groups. The reason the
    groups are important is because it defines what skills you
    get. As such, they fit right along with IQ Skills just fine.
    One of the hardest things to pull together was working out
    the advice for each IQ Group. I needed help when it came to
    advising some of the best Pokemon to get, but it's done now.
    The lists for each group were simple, since I didn't need to
    think about what to say for those.
    The IQ Skills had plenty of writing and re-writing done.
    It's fine, since each time, I think it is explained better.
    Quite often, I go out of my way to explain the mechanics of
    the game that relates to the IQ Skill in question, but this
    is so you know exactly what you're getting from it.
    These are quite the lists. And may you benefit from my work.
     2 -O-*O*-O-*O*-O-*O*-O-*O*     IQ SKILLS, LIST     *O*-O-*O*-O-*O*-O-*O*-O-*O*
    IQv      - IQ Value required to learn IQ Skill.
    IQ Group - Which groups may learn this IQ Skill. There are 10 groups.
    Name     - Name of IQ Skill as seen in the game.
    Effect   - My one-line, 41-character description of the IQ Skill.
    IQv| IQ Group | Name                | Effect
      1|----------|'           0.5-star |------------------------------------------
      1|ABCDEFGHIJ|Escapist             | Allows rescuing...?
      1|ABCDEFGHIJ|Item Master          | [Ally] may use item; Reviver Seeds work
      1|ABCDEFGHIJ|Course Checker       | [Ally] checks for obstacles for moves
      1|ABCDEFGHIJ|Exclusive Move-User  | [Ally] won't use regular attacks
      1|ABCDEFGHIJ|Item Catcher         | Catch thrown items
      1|AB D      |Dedicated Traveler   | [Ally] tries to move before attacking
     10|    E  H  |Efficiency Expert    | [Ally] targets low-HP foes first
     25|ABCDEFGHIJ|Status Checker       | [Ally] won't use pre-existing status
     30| B  E     |Cheerleader          | Nearby allies' Attack & Sp.Atk up
     40|ABCDEFGHIJ|Nontraitor           | Allies safe even when Confused/Cowering
     50|A     G   |Acute Sniffer        | On floor entry: Know number of items
     55|A  D FG IJ|PP Saver             | 8% chance a move won't use PP
     60|----------|*           1.0-star |------------------------------------------
     65| B  E  H  |Bodyguard            | Get hit instead of a nearby low-HP ally
     70|   D FGHI |Self-Curer           | Bad status effects end sooner
    100|  C E  H  |Brick Tough          | +10 Max HP
    105|ABC  F    |Type-Advantage Master| Crit-rate up with Super-Effective moves
    110|----------|*'          1.5-star |------------------------------------------
    125|     F   J|Weak-Type Picker     | [Ally] targets foes' weaknesses first
    130|  C E   I |Power Pitcher        | Thrown items are more powerful
    140|A C E   I |Survivalist          | +10% Belly; 50% chance resist Grimy Food
    150|AB     H  |Coin Watcher         | +20% more money picked up
    160|----------|**          2.0-star |------------------------------------------
    160|ABC       |Nonsleeper           | Immune to all sleep effects
    170| B D F   J|Gap Prober           | Line moves and throwables pass allies
    175| B  E  H  |Wise Healer          | +15% healing from moves/items/effects
    180|    EF H J|Wary Fighter         | On miss: Step away one square
    185|  CD     J|Concentrator         | Accuracy up; Evasion down
    190| B  E  HI |Deep Breather        | On floor entry: +1 PP to random move
    195|  CD  G IJ|Practice Swinger     | On miss: Attack up for next turn only
    200|  C   G I |Exp. Go-Getter       | [Ally] targets high-EXP foes first
    210|----------|**'         2.5-star |------------------------------------------
    220|  C     I |Aggressor            |  Attack & Sp.Atk up;Defense & Sp.Def down
    230|    E    J|Defender             | Defense & Sp.Def up; Attack & Sp.Atk down
    240|   D  G   |Trap Avoider         | [Ally] will not step on trap tiles
    250|    E    J|Energy Saver         | [Leader] Slows down natural Belly loss
    260|----------|***         3.0-star |------------------------------------------
    260|   D F  I |Sharp Shooter        | +15% Critical-rate
    270|     FG  J|Hit-and-Runner       | May prevent foe's Counter-effect working
    280|  C       |Counter Basher       | Defense down; 12%ch Counter full damage
    290|    E GHI |Quick Healer         | Natural HP recovery doubled
    300|ABCDEFGHIJ|Lava Evader          | [Ally] will not step on lava tiles
    310|----------|***'        3.5-star |------------------------------------------
    310|A    F   J|Multitalent          | +5 max PP for all moves
    320|     FG   |Exp. Elite           | +10% EXP
    330|   DE     |Counter Hitter       | 12% chance to Mini-Counter for 1/4 damage
    340|  C   G   |Erratic Player       | Type match-ups become more important!
    350|AB        |Haggler              | [Leader] 20% better prices in dungeons
    360|----------|****        4.0-star |------------------------------------------
    360|  CD      |Clutch Performer     | At low HP, Evasion up
    370|A         |Collector            | Increases box drop rate (4x)
    400|A    F HI |All-Terrain Hiker    | Allows movement over any non-wall tile
    410|----------|****'       4.5-star |------------------------------------------
    420|AB   F H  |Trap Buster          | 33% chance to destroy a trap on trigger
    440|   D  GH  |Critical Dodger      | Can't be struck by a critical hit
    460|----------|*****       5.0-star |------------------------------------------
    480|A  D FG  J|Stair Sensor         | On floor entry: Points to the stairs
    500|    E    J|Sure-Hit Attacker    | Regular attacks can't miss
    510|----------|*****'      5.5-star |------------------------------------------
    520|  CD    I |Extra Striker        | ??% chance 2 regular attacks in 1 turn
    540|   D  GHI |Quick Dodger         | Evasion up
    550| B     H  |Fast Friend          | [Leader] Recruitment becomes easier
    560|----------|******      6.0-star |------------------------------------------
    560|  C E   IJ|Intimidator          | 33% Chance stop a "Foe in Front" move
    570|  C  F    |No-Charger           | Charge-up moves take 1 turn, using 2 PP
    580|A     G  J|Map Surveyor         | Know layout of floor
    600| B D  G   |Trap Seer            | Unseen traps won't trigger, but reveal
    610|----------|******'     6.5-star |------------------------------------------
    660|----------|*******     7.0-star |------------------------------------------
    710|----------|*******'    7.5-star |------------------------------------------
    750|   D  G   |Quick Striker        | Two regular attacks in a single turn
    760|----------|********    8.0-star |------------------------------------------
    800|AB  EF HIJ|House Avoider        | [Ally] won't step in a Monster House
    810|----------|********'   8.5-star |------------------------------------------
    850|ABC  F    |Pierce Hurler        | Thrown items fly through everything
    860|----------|*********   9.0-star |------------------------------------------
    900| B     H  |Nature Gifter        | [Leader] Seeds&Berries affect all allies
    910|----------|*********'  9.5-star |------------------------------------------
    950|        I |Time Tripper         | Movement speed up
    960|----------|********** 10.0-star |------------------------------------------
    990|         J|Absolute Mover       | Break walls by walking into them
    999|----------|Maximum possible IQ  |------------------------------------------
    IQv| IQ Group |   Name              | Effect
    As a note, you can still eat gummis at maxed IQ.
    You can still gain stats off gummis at maxed IQ.
    In fact, it is easier to gain stats at maxed IQ.
    I use IQv to describe how much you need to get some IQ
    Skills. Here's what you can get:
    | IQV |Effectiveness     | Example              |
    | + 1 |Little Effect     | Purple to Normal-type|
    | + 2 |Not Very Effective| Yellow to Grass-type |
    | + 3 |Neutral effect    | Sky    to Fire-type  |
    | + 4 |Super Effective   | Orange to Rock-type  |
    | + 5 |Same Type - Fav.  | Black  to Dark-type  |
    | +10 |Nectar (drink)    | Ingest a Nectar item |
    | +15 |Wonder Gummi      | Eat a Wonder Gummi   |
    The gummi's "type" is whatever type considers it the best
    gummi. Use the in-game help if you have any doubts.
    In case the Pokemon has two types, use the better bonus.
    A Barboach, being Water/Ground, gets the +4 bonus from
    a Yellow Gummi. The game sees the +4 for Electric versus
    Water and the +1 for Electric versus Ground. The better
    boost is +4, so that's how much you get.
    You start at 1 IQv and it maxes out at 999.
     3 -O-*O*-O-*O*-O-*O*-O-*O*        IQ GROUPS        *O*-O-*O*-O-*O*-O-*O*-O-*O*
    There are four basic facts about IQ Groups, as follows:
    - An IQ Group represents what IQ Skills a Pokemon may learn.
    - All IQ Groups have exactly 24 IQ Skills in them, out of 62 possible.
    - All Pokemon reside in some IQ Group, depending entirely on specie.
    - There are 10 different IQ Groups.
    This means that no matter how many gummis you feed, you
    won't get certain IQ Skills for that Pokemon, ever. Even
    if I feed my Caterpie a hundred Wonder Gummis, I will never
    see Cheerleader show up, as that IQ Skill does not exist in
    the group that all Caterpie are in.
    It also means that any Pokemon you get will always have a
    certain IQ Group they're in. It is never randomly determined
    upon getting it, but rather deterministic by what they are.
    All Chikorita you come across will, with no exception, be in
    Group H.
    This section will state what IQ Skills and what Pokemon are
    in each of 10 groups. It will also contain my suggestions
    and advice on what to expect from each group. It does not go
    into detail of each IQ Skill, as I already have a section
    devoted entirely to every IQ Skill out there.
    |Enemies in general|
    Yes, enemies have IQ Skills, too. All the later foes have
    Before the credits, since just about every normal foe has
    no IQv, you should have no worries. Well, almost none. There
    are bosses in the Main Story that have a few IQ Skills which
    you may be unfamiliar with. They do pose a challenge for the
    After the credits, enemies in the Post-Story tend to be
    smart. Many will have 150 IQv, and some places even have as
    much as 330 IQv. As is particular for the IQ Groups they
    are in, they will have all available IQ Skills up to these
    Some bosses actually have 600 IQv, complete with every IQ
    Skill in whatever group they're in up to that amount. Even
    tougher yet, Zero Isle North also gets 600 IQv starting at
    floor 50, and 850 IQv, enough to get Pierce Hurler, in the
    final few floors of this tough dungeon.
    Even if you recruit the smart foes, they always join at the
    minimum IQ, with 1 IQv. Clearly, there has to be rumors that
    "you must be an idiot to join that team," and no exceptions,
    all Pokemon you recruit takes that rumor at face value.
    |Style choices|
    For fun, with a little help, I come up with names for each
    IQ Group. By no means are they official or the standard. The
    names I use give them a little more character. At least,
    it's something a lot less plain than just letters.
    As for the official names, there are none to my knowledge.
    As for the standard names, they're letters of the alphabet.
    Group A, Group B, Group C... They appear quite plain to me.
    However, being standard, they should be used.
    Rather than list out every Pokemon's names, I use the least
    evolved Pokemon's name, and the Pokedex numbers of every
    form in the family. This is to save space. Occasionally,
    there are more than 3 Pokemon within a family. I use an
    extra line, maybe even two, to fit all the numbers.
    ---------------------------- Group A:  Gatherer   -----------------------------
    No starter exists within this group.
    A somewhat rare IQ Group. Somehow, I imagine them best in
    clusters. Perhaps everything they gather is to be shared to
    strengthen the whole.
    Before the credits, I recommend Paras. The room-range move
    Spore knocks all foes in sight to sleep, which can be
    particularly useful in a few battles. Search around in
    Apple Woods for one, and get it to level 17 for Spore.
    After the credits, evolve a Caterpie up to a Butterfree.
    Check Apple Woods for them! With moves like Stun Spore,
    Silver Wind, and the ability Compound Eyes, Monster Houses
    don't intimidate a Butterfree much.
    As far as practical IQ Skills go, they don't have a lot.
    When it comes to battling, they don't get many IQ Skills
    that aid them in any fight. Rather, they last with plenty
    of PP to throw around and get immunity to sleep. Other than
    that, just about everything else they have is focused out
    of battle.
    This IQ Group focuses on gathering items as quick as
    possible. As the only group with Collector, you'll need one
    of these if you want to speed up the box collection. They
    even get a map of the floor, something only Palkia and one
    other group can claim. This utility comes late, though.
    For getting through floors quicker and lasting longer, this
    group would definitely shine in those areas. Get what you
    came for, then hit the next floor.
    After the credits, the biggest threat is the fact they don't
    sleep, so your lovely Spore seems a bit useless late into
    the game. Beyond that, their super-effective hits tend to
    hit you for critical damage, but otherwise have nothing more
    than what you see.
    In Zero Isle North, a few of these will travel right over
    the water to get to you. Starting at floor 70, Vespiquen and
    Carnivine, both in this IQ Group, can throw whatever they
    pick up through your entire party. Do watch out.
    |  40 Pokemon in 18 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #010 #011 #012 | Caterpie   |   |  1|'         | Item Master           |
    | #013 #014 #015 | Weedle     |   |  1|'         | Course Checker        |
    | #046 #047      | Paras      |   |  1|'         | Exclusive Move-User   |
    | #048 #049      | Venonat    |   |  1|'         | Item Catcher          |
    | #050 #051      | Diglett    |   |  1|'         | Dedicated Traveler    |
    | #081 #082 #462 | Magnemite  |   | 25|'         | Status Checker        |
    | #118 #119      | Goldeen    |   | 40|'         | Nontraitor            |
    | #132           | Ditto      |   | 50|'         | Acute Sniffer         |
    | #163 #164      | Hoothoot   |   | 55|'         | PP Saver              |
    | #170 #171      | Chinchou   |   |105|*         | Type-Advantage Master |
    | #201           | Unown      |   |140|*'        | Survivalist           |
    | #206           | Dunsparce  |   |150|*'        | Coin Watcher          |
    | #220 #221 #473 | Swinub     |   |160|**        | Nonsleeper            |
    //#265 #266 #267\\ Wurmple    \   |300|***       | Lava Evader           |
    \\#268 #269     //  ^ ^  ^ ^  /   |310|***'      | Multitalent           |
    | #361 #362 #478 | Snorunt    |   |350|***'      | Haggler               |
    | #415 #416      | Combee     |   |370|****      | Collector             |
    | #455           | Carnivine  |   |400|****      | All-Terrain Hiker     |
    | #456 #457      | Finneon    |   |420|****'     | Trap Buster           |
    +----------------+------------+   |480|*****     | Stair Sensor          |
                                      |580|******    | Map Surveyor          |
                                      |800|********  | House Avoider         |
                                      |850|********' | Pierce Hurler         |
    ---------------------------- Group B: Materialist -----------------------------
    No starter exists within this group.
    An uncommon IQ Group. The playful ones, eh? They're great to
    have around! They enjoy friends, and all the neat stuff you
    bring them.
    Before the credits, try getting Oddish. You're sure to find
    a few within Apple Woods. With an array of status moves like
    Sweet Scent, Stun Spore, and Sleep Powder, Oddish can keep
    your foes completely still while you beat the stuffing out
    of 'em. Moonlight is a useful party-healing move that heals
    50 HP in clear weather, but you get it late (Lv33).
    In the Post-Story, Teddiursa from Mystifying Forest is a
    decent choice. Level one up then evolve, and now you have a
    fighter who is absolutely deadly when poisoned or burned.
    With Ursarang's Guts AND Quick Feet, Grimy Food seems like
    an appealing snack all of a sudden...
    This group has two decent early IQ Skills, Cheerleader and
    Bodyguard. You only need to hit 1.0-star to get both of
    them, and just that much is sure to make your party that
    much more effective. 13 favorite gummis are enough.
    When it comes to items, this group has all the IQ Skills
    that help you get the most out of them. Except for Power
    Pitcher, so it's more on the utility side of things than it
    is about power.
    They also have a few good IQ Skills for leaders, though they
    all come fairly late.  Fast Friend is important for getting
    Kecleon, and this group is one of only two who gets it. The
    same two groups are the only ones to also get Nature Gifter.
    After the credits, these will start protecting their own low
    HP allies, whose attack power is boosted with thanks to
    Cheerleader. Add that to the fact that they can't sleep, and
    you've got troubles against these guys in a group. Knock 'em
    out, quick! Thankfully, defense isn't their strong point.
    They're no more threatening in Zero Isle North as compared
    to any of the other places. Nothing dangerous between 330
    and 600 IQv, and there aren't any of these at or above the
    70th floor anyway. Treat them equally everywhere.
    |  45 Pokemon in 25 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #173 #035 #036 | Cleffa     |   |  1|'         | Item Master           |
    | #174 #039 #040 | Igglybuff  |   |  1|'         | Course Checker        |
    //#043 #044 #045\\ Oddish     \   |  1|'         | Exclusive Move-User   |
    \\#182          //  ^ ^  ^ ^  /   |  1|'         | Item Catcher          |
    | #079 #080 #199 | Slowpoke   |   |  1|'         | Dedicated Traveler    |
    | #098 #099      | Krabby     |   | 25|'         | Status Checker        |
    | #102 #103      | Exeggcute  |   | 30|'         | Cheerleader           |
    | #115           | Kangaskhan |   | 40|'         | Nontraitor            |
    | #131           | Lapras     |   | 65|*         | Bodyguard             |
    | #191 #192      | Sunkern    |   |105|*         | Type-Advantage Master |
    | #209 #210      | Snubbull   |   |150|*'        | Coin Watcher          |
    | #216 #217      | Teddiursa  |   |160|**        | Nonsleeper            |
    | #225           | Delibird   |   |170|**        | Gap Prober            |
    | #251           | Celebi     |   |175|**        | Wise Healer           |
    | #293 #294 #295 | Whismur    |   |190|**        | Deep Breather         |
    | #311           | Plusle     |   |300|***       | Lava Evader           |
    | #312           | Minun      |   |350|***'      | Haggler               |
    | #339 #340      | Barboach   |   |420|****'     | Trap Buster           |
    | #341 #342      | Corphish   |   |550|*****'    | Fast Friend           |
    | #433 #358      | Chingling  |   |600|******    | Trap Seer             |
    | #385           | Jirachi    |   |800|********  | House Avoider         |
    | #417           | Pachirisu  |   |850|********' | Pierce Hurler         |
    | #420 #421      | Cherubi    |   |900|********* | Nature Gifter         |
    | #441           | Chatot     |   +---+----------+-----------------------+
    | #489           | Phione     |
    | #490           | Manaphy    |
    ---------------------------- Group C:  Aggressor  -----------------------------
    The following starters reside in this group:
    - Charmander
    - Cyndaquil
    - Torchic
    - Chimchar
    The most common IQ Group. They're fierce! The kinds that
    would quickly charge head-on into any sort of a fight.
    Or maybe they're just competetive, proving who's best.
    As all Fire-type starters have it, and none of the others,
    your only choice for an aggressive starter is a Fire-type,
    and if you wanted a Fire-type, you're stuck with the highly
    aggressive IQ group. If you get one, consider also getting
    a Group E or H starter, as their Bodyguard should help.
    In spite of the fact there are so many Pokemon in this
    group, there aren't many good choices before the credits.
    However, Psyduck, found in Waterfall Cave, can get rid of
    any weather just by existing, and can be useful in the
    Northern Desert, if you don't like the natural Sandstorms.
    In the Post-Story, try picking up Remoraid at Surrounded Sea
    and evolve that fish. With no shortage of line-range moves,
    this one can shoot pretty much anything down. The IQ Skills
    in this group will ensure that foes will meet with defeat in
    a hurry, before your defense is even noticed.
    This group is all about offense. You can't ask for a more
    damaging IQ Group. They have very little in the way of
    defense, and in fact have IQ Skills which reduce it, but
    does it matter when you KO your foes quick enough?
    Especially with Concentrator, there will be fewer turns
    where foes get a chance at striking you before they faint.
    Their greatest weakness is that they lack defense. Next in
    line of their weaknesses, is they lack PP-related IQ Skills.
    Everyone else has Multitalent, Deep Breather, or, if nothing
    else, at least PP Saver, but this Group is the only one with
    none of those IQ Skills. PP will be difficult to maintain.
    This group is generally about using up everything they got
    in order to deal out damage as quick as possible. For better
    or worse, battles will definitely last much shorter.
    After the credits, you should be afraid of enemies from this
    IQ Group. Very, very afraid. When they attack, you see high
    numbers over your head. When you attack, they sometimes give
    back just what you dealt to them. Watching you deal 102
    damage, fail to KO the enemy, then suddenly drop to critical
    health yourself is one such danger. See Counter Basher.
    You'd wish so badly that you can just knock the whole lot of
    them asleep with Spore, but no... Just like the previous two
    groups, they have Nonsleeper, so good luck relying on other
    status effects or just try to beat them up quick. Or perhaps
    at range, while you still have the chance.
    In some boss battles after the credits, the boss may be
    joined with various other Pokemon with Intimidator. As long
    as you attack from afar, you should bypass the danger of
    failing to hit. You can also throw items to get around it.
    As deadly as they normally are, they manage to get even
    worse in Zero Isle North. Between the low-HP evasion and a
    good chance at negating close-range attacks, their lacking
    defense is unseen when you can't even hit consistently.
    |  96 Pokemon in 48 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #004 #005 #006 | Charmander |   |  1|'         | Item Master           |
    | #023 #024      | Ekans      |   |  1|'         | Course Checker        |
    | #029 #030 #031 | Nidoran F  |   |  1|'         | Exclusive Move-User   |
    | #032 #033 #034 | Nidoran M  |   |  1|'         | Item Catcher          |
    | #054 #055      | Psyduck    |   | 25|'         | Status Checker        |
    | #056 #057      | Mankey     |   | 40|'         | Nontraitor            |
    | #058 #059      | Growlithe  |   |100|*         | Brick Tough           |
    | #072 #073      | Tentacool  |   |105|*         | Type-Advantage Master |
    | #100 #101      | Voltorb    |   |130|*'        | Power Pitcher         |
    //#236 #106 #107\\ Tyrogue    \   |140|*'        | Survivalist           |
    \\#237          //  ^ ^  ^ ^  /   |160|**        | Nonsleeper            |
    | #116 #117 #230 | Horsea     |   |185|**        | Concentrator          |
    | #120 #121      | Staryu     |   |195|**        | Practice Swinger      |
    | #239 #125 #466 | Elekid     |   |200|**        | Exp. Go-Getter        |
    | #240 #126 #467 | Magby      |   |220|**'       | Aggressor             |
    | #127           | Pinsir     |   |280|***       | Counter Basher        |
    | #128           | Tauros     |   |300|***       | Lava Evader           |
    | #129 #130      | Magikarp   |   |340|***'      | Erratic Player        |
    | #144           | Articuno   |   |360|****      | Clutch Performer      |
    | #145           | Zapdos     |   |520|*****'    | Extra Striker         |
    | #146           | Moltres    |   |560|******    | Intimidator           |
    | #150           | Mewtwo     |   |570|******    | No-Charger            |
    | #155 #156 #157 | Cyndaquil  |   |850|********' | Pierce Hurler         |
    | #207 #472      | Gligar     |   +---+----------+-----------------------+
    | #211           | Qwilfish   |
    | #214           | Heracross  |
    | #223 #224      | Remoraid   |
    | #227           | Skarmory   |
    | #228 #229      | Houndour   |
    | #246 #247 #248 | Larvitar   |
    | #255 #256 #257 | Torchic    |
    | #273 #274 #275 | Seedot     |
    | #285 #286      | Shroomish  |
    | #287 #288 #289 | Slakoth    |
    | #302           | Sableye    |
    | #303           | Mawile     |
    | #307 #308      | Meditite   |
    | #331 #332      | Cacnea     |
    | #335           | Zangoose   |
    | #336           | Seviper    |
    | #359           | Absol      |
    | #390 #391 #392 | Chimchar   |
    | #403 #404 #405 | Shinx      |
    | #408 #409      | Cranidos   |
    | #443 #444 #445 | Gible      |
    | #447 #448      | Riolu      |
    | #451 #452      | Skorupi    |
    | #485           | Heatran    |
    | #487           | Giratina   |
    ---------------------------- Group D:  Speedster  -----------------------------
    The following starters reside in this group:
    - Pikachu
    - Treecko
    A common IQ Group. These Pokemon are just bouncing all over
    the place! I can't keep up with them! Man, they're a lot
    more agile than you'd think!
    Picking Pikachu as a partner might actually be the easiest
    choice out there, with Agility and Discharge. Your late-game
    difficulty should be very low as one. Aside from that, the
    only starting partners that can get Trap Avoider are from
    this group.
    Before the credits, Surskit from Waterfall Cave has plenty
    of ranged moves and fairly decent stats. At a high enough
    level (31), it gets Agility. Immediately upon its use, you
    get an extra turn. This can be quite useful in a few places.
    Movement speed works like that. Strange, but useful.
    For the Post-Story, dive back into Waterfall Cave and get
    Surskit, if you haven't already. When you can, evolve that
    Pokemon. Masquerain will always have Ominous Wind available,
    and at a late level (40), Silver Wind is also available. For
    status, Stun Spore does show up, and thanks to this IQ
    Group, it won't miss, so if surrounded and in trouble...
    This IQ Group has a flair for luck. You name it, accuracy,
    evasion, and even critical hits, they've got IQ Skills for
    them. In particular, my favorite, Concentrator, exists in
    this IQ Group. Focus on getting that quick, and you won't
    have to often worry about missing anymore.
    They're pretty decent in battles. They get out of status
    effects sooner, they can hit, they can dodge, critical hits
    often come in their advantage, and can even throw in two
    regular attacks in a turn. For the main story, though, you
    are likely to enjoy only Self-Curer and Concentrator.
    In the Post-Story, as you keep building your IQ, it will
    feel as though there are no shortage of good late IQ Skills.
    Critical Dodger! Quick Dodger! Trap Seer! Quick Striker! All
    the way to the end, the IQ Skills you get should be
    After the credits, they make critical hits quite often. They
    can also hit more often, but any smart person who looks up
    Concentrator knows they can often hit them back, too. The
    reduced chance to miss helps in your favor.
    Though, 50 floors into Zero Isle North, they can dodge. It's
    mostly defensive what they get, but it's real irritating
    when you bring them down to low HP yet just can't get in the
    final blow. Clutch Performer kind of does that, you know.
    |  67 Pokemon in 33 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #016 #017 #018 | Pidgey     |   |  1|'         | Item Master           |
    | #021 #022      | Spearow    |   |  1|'         | Course Checker        |
    | #172 #025 #026 | Pichu      |   |  1|'         | Exclusive Move-User   |
    | #027 #028      | Sandshrew  |   |  1|'         | Item Catcher          |
    | #041 #042 #169 | Zubat      |   |  1|'         | Dedicated Traveler    |
    | #066 #067 #068 | Machop     |   | 25|'         | Status Checker        |
    | #077 #078      | Ponyta     |   | 40|'         | Nontraitor            |
    | #084 #085      | Doduo      |   | 55|'         | PP Saver              |
    | #123 #212      | Scyther    |   | 70|*         | Self-Curer            |
    | #142           | Aerodactyl |   |170|**        | Gap Prober            |
    | #147 #148 #149 | Dratini    |   |185|**        | Concentrator          |
    | #161 #162      | Sentret    |   |195|**        | Practice Swinger      |
    | #298 #183 #184 | Azurill    |   |240|**'       | Trap Avoider          |
    | #193 #469      | Yanma      |   |260|***       | Sharp Shooter         |
    | #198 #430      | Murkrow    |   |300|***       | Lava Evader           |
    | #243           | Raikou     |   |330|***'      | Counter Hitter        |
    | #244           | Entei      |   |360|****      | Clutch Performer      |
    | #245           | Suicune    |   |440|****'     | Critical Dodger       |
    | #250           | Ho-Oh      |   |480|*****     | Stair Sensor          |
    | #252 #253 #254 | Treecko    |   |520|*****'    | Extra Striker         |
    | #261 #262      | Poochyena  |   |540|*****'    | Quick Dodger          |
    | #263 #264      | Zigzagoon  |   |600|******    | Trap Seer             |
    | #276 #277      | Taillow    |   |750|*******'  | Quick Striker         |
    | #278 #279      | Wingull    |   +---+----------+-----------------------+
    | #283 #284      | Surskit    |
    | #290 #291 #292 | Nincada    |
    | #328 #329 #330 | Trapinch   |
    | #370           | Luvdisc    |
    | #380           | Latias     |
    | #381           | Latios     |
    | #384           | Rayquaza   |
    | #396 #397 #398 | Starly     |
    | #427 #428      | Buneary    |
    ---------------------------- Group E:    Tank     -----------------------------
    The following starters reside in this group:
    - Squirtle
    - Totodile
    - Turtwig
    - Munchlax
    A very common IQ Group. Most of these Pokemon have thick
    shells or tough skins. They are particularly durable, where
    their sheer bulk can be intimidating in itself.
    Hey! You can have turtles for starter AND partner! Okay, the
    choice of having two Pokemon with uber-defense and minimal
    offense isn't recommended, but the option's there. Munchlax
    can't be a partner, so starting with one means you need to
    answer those questions correctly and have it be your main.
    Before the credits, Shellos would be my pick. True, their
    stats aren't all that high, but the fact that they can
    negate most water attacks just by existing can make your
    trips into the more watery places that much safer.
    In the Post-Story, search out Blizzard Island for Nosepass,
    a Pokemon who gets room range moves. Though they come late,
    Discharge (Lv49) and Earth Power (lv73) will tear through
    entire Monster Houses for you. There's a few other useful
    moves like Sandstorm, and the abilities aren't bad, either.
    As far as getting IQ Skills go, they learn a large number of
    the early ones. In fact, right up until 3.5-star, you will
    keep getting a steady stream of IQ Skills, then suddenly no
    more. Sure, there's still a few more to get, but only a few.
    Once you get 6.0-star, there's nothing of much use left.
    They are a defensive bunch. They encourage you to make them
    take all the hits, while others can take all the glory. Look
    at Bodyguard, Defender, and Quick Healer, and tell me how
    that doesn't scream "I'm a freaking tank!"
    They seem to complement Group C quite nicely. The fact that
    Cheerleader just further augments their power and Bodyguard
    puts their lacking defense aside in critical moments makes
    for a useful combination.
    This is also the only group that gets Energy Saver, besides
    the Palkia-only group. Together with Survivalist, eating
    food is approximately 147% as effective as usual. That Apple
    which normally lets you walk another 500 steps now gives you
    about 733 steps.
    During the main story, at the end of the long expedition,
    you'll crash into a boss with incredible defense. If you
    deal damage in single digits, it's because of Defender. And
    possibly Ancientpower if it boosts those stats enough. I
    suggest keeping a few X-Eye Seeds, at least two, in case the
    first one misses. And Blast Seeds while you're at it.
    As for normal enemies after the credits, they have a sort of
    a weakness that no other groups have: They have no IQ Skills
    that help against status effects. Everyone else is either
    immune to sleep or recover quickly, but not these ones. Of
    course, this isn't reason enough to keep Spore, but in case
    you want to try a status effect on something...
    And take caution in Zero Isle North, starting at 50F. Sure,
    the only real thing they get above their usual is
    Intimidator, but you'd be surprised how often it stops your
    close-range attacks.
    |  83 Pokemon in 42 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #007 #008 #009 | Squirtle   |   |  1|'         | Item Master           |
    | #074 #075 #076 | Geodude    |   |  1|'         | Course Checker        |
    | #090 #091      | Shellder   |   |  1|'         | Exclusive Move-User   |
    | #095 #208      | Onix       |   |  1|'         | Item Catcher          |
    | #109 #110      | Koffing    |   | 10|'         | Efficiency Expert     |
    | #111 #112 #464 | Rhyhorn    |   | 25|'         | Status Checker        |
    | #137 #233 #474 | Porygon    |   | 30|'         | Cheerleader           |
    | #138 #139      | Omanyte    |   | 40|'         | Nontraitor            |
    | #140 #141      | Kabuto     |   | 65|*         | Bodyguard             |
    | #446 #143      | Munchlax   |   |100|*         | Brick Tough           |
    | #158 #159 #160 | Totodile   |   |130|*'        | Power Pitcher         |
    | #438 #185      | Bonsly     |   |140|*'        | Survivalist           |
    | #360 #202      | Wynaut     |   |175|**        | Wise Healer           |
    | #204 #205      | Pineco     |   |180|**        | Wary Fighter          |
    | #213           | Shuckle    |   |190|**        | Deep Breather         |
    | #218 #219      | Slugma     |   |230|**'       | Defender              |
    | #222           | Corsola    |   |250|**'       | Energy Saver          |
    | #231 #232      | Phanpy     |   |290|***       | Quick Healer          |
    | #296 #297      | Makuhita   |   |300|***       | Lava Evader           |
    | #299 #476      | Nosepass   |   |330|***'      | Counter Hitter        |
    | #304 #305 #306 | Aron       |   |500|*****     | Sure-Hit Attacker     |
    | #320 #321      | Wailmer    |   |560|******    | Intimidator           |
    | #322 #323      | Numel      |   |800|********  | House Avoider         |
    | #324           | Torkoal    |   +---+----------+-----------------------+
    | #347 #348      | Anorith    |
    | #357           | Tropius    |
    | #363 #364 #365 | Spheal     |
    | #369           | Relicanth  |
    | #371 #372 #373 | Bagon      |
    | #374 #375 #376 | Beldum     |
    | #377           | Regirock   |
    | #378           | Regice     |
    | #379           | Registeel  |
    | #382           | Kyogre     |
    | #383           | Groudon    |
    | #387 #388 #389 | Turtwig    |
    | #410 #411      | Shieldon   |
    | #422 #423      | Shellos    |
    | #436 #437      | Bronzor    |
    | #449 #450      | Hippopotas |
    | #459 #460      | Snover     |
    | #486           | Regigigas  |
    ---------------------------- Group F: Utilitarian -----------------------------
    The following starters reside in this group:
    - Bulbasaur
    - Mudkip
    - Piplup
    A common IQ Group. They're an adaptable bunch. Seems like
    they can get along anywhere they go. Whatever change in
    circumstances may happen, I'm sure they're prepared.
    As this group, along with H, gets All-Terrain Hiker, you
    can pick starters on the basis that there are some story
    segments that require your starters, so you have mobility
    in areas where you normally couldn't have it. But it takes
    400 IQv to get it, so you probably won't enjoy this fact for
    a long while.
    Before the credits, get a Spinarak. With a variety of types
    to choose from for damaging attacks, you'll rarely be short
    of an effective attack. Early on, String Shot, Poison Sting,
    and Leech Life will prove useful. Later on, Spinarak proves
    even more useful with Agility and Pin Missile.
    Post-Story, after Mystifying Forest, dive back in there for
    an Eevee. Come on, you know you wanted one! This thing can
    evolve in several different ways, so pick whatever you need,
    and you can't really go wrong. If you don't want to evolve
    the Eevee, Adaptability gives Tackle and Quick Attack some
    amazing power that few Pokemon can match.
    Pokemon from this IQ Group make for the best non-leaders.
    As the only group that gets Weak-Type Picker, other than
    the group that consists entirely of Palkia, they're actually
    smarter in what move to choose. Note that "smarter" isn't
    necessarily "smart", but it can let you ease off on the
    rampant control over your ally's moves.
    They have a number of utility IQ Skills, hence the name we
    made up for the group. IQ Skills with a wide variety of use,
    such as critical hits, PP count, and travelling through
    dungeons. Also has a number of odd skills, like backing up
    when they miss.
    It's not often they find themselves in a situation where
    they're low on options. They can prove quite useful as an
    ally rather than a leader, but they don't make bad leaders.
    After the credits, critical hits. Lots and lots of criticals
    come your way. If you're going to be attacked, plan for it
    being a critical hit. It's pretty critical that you keep
    this in mind.
    Not only that, but they tend to know what to hit with. The
    unique Weak-Type Picker gives them this intelligence. In
    short, they can really hit you hard at the worst times. And
    quite often at that.
    Just like Group A, in Zero Isle North, the water in the area
    is no barrier to them, once you hit floor 50. And just like
    Group A, any items Gallade picks up are more dangerous to
    your entire party thanks to Pierce-Hurler.
    |  79 Pokemon in 35 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #001 #002 #003 | Bulbasaur  |   |  1|'         | Item Master           |
    | #019 #020      | Rattata    |   |  1|'         | Course Checker        |
    //#060 #061 #062\\ Poliwag    \   |  1|'         | Exclusive Move-User   |
    \\#186          //  ^ ^  ^ ^  /   |  1|'         | Item Catcher          |
    | #063 #064 #065 | Abra       |   | 25|'         | Status Checker        |
    | #096 #097      | Drowzee    |   | 40|'         | Nontraitor            |
    | #104 #105      | Cubone     |   | 55|'         | PP Saver              |
    | #439 #122      | Mime Jr.   |   | 70|*         | Self-Curer            |
    //#133 #134 #135\\  V V  V V  \   |105|*         | Type-Advantage Master |
    ==#136 #196 #197== Eevee      =   |125|*'        | Weak-Type Picker      |
    \\#470 #471     //  ^ ^  ^ ^  /   |170|**        | Gap Prober            |
    | #165 #166      | Ledyba     |   |180|**        | Wary Fighter          |
    | #167 #168      | Spinarak   |   |260|***       | Sharp Shooter         |
    | #177 #178      | Natu       |   |270|***       | Hit-and-Runner        |
    | #179 #180 #181 | Mareep     |   |300|***       | Lava Evader           |
    | #190 #424      | Aipom      |   |310|***'      | Multitalent           |
    | #203           | Girafarig  |   |320|***'      | Exp. Elite            |
    | #215 #461      | Sneasel    |   |400|****      | All-Terrain Hiker     |
    | #235           | Smeargle   |   |420|****'     | Trap Buster           |
    | #249           | Lugia      |   |480|*****     | Stair Sensor          |
    | #258 #259 #260 | Mudkip     |   |570|******    | No-Charger            |
    //#280 #281 #282\\ Ralts      \   |800|********  | House Avoider         |
    \\#475          //  ^ ^  ^ ^  /   |850|********' | Pierce Hurler         |
    | #309 #310      | Electrike  |   +---+----------+-----------------------+
    | #313           | Volbeat    |
    | #314           | Illumise   |
    | #325 #326      | Spoink     |
    | #337           | Lunatone   |
    | #338           | Solrock    |
    | #343 #344      | Baltoy     |
    | #345 #346      | Lileep     |
    | #353 #354      | Shuppet    |
    | #355 #356 #477 | Duskull    |
    | #366 #367 #368 | Clamperl   |
    | #386           | Deoxys     |
    | #393 #394 #395 | Piplup     |
    | #399 #400      | Bidoof     |
    | #418 #419      | Buizel     |
    | #453 #454      | Croagunk   |
    ---------------------------- Group G:  Explorer   -----------------------------
    The following starters reside in this group:
    - Meowth
    - Skitty
    A somewhat uncommon IQ Group. They seem to be the most
    curious. Can't blame them for looking around for some
    interesting sights.
    Neither Meowth or Skitty may be a partner. If you wanted a
    starter in this group, you better answer those questions
    which will result in one of them. If you do get Skitty, make
    absolutely certain that you turn off Erratic Player upon
    getting it, as it will almost never be useful to one thanks
    to the Normalize ability.
    Before the credits, search around in Waterfall Cave. There
    are several Pokemon in there that are from this group. The
    most useful, perhaps, is Wooper. When you hit Amp Plains,
    you'll probably be making good use out of Mud Sport. Rain
    Dance can also be learned, at a late level (37), so if you
    don't like the weather, you can change it.
    In the Post-Story, Skuntanks mill around in Mystifying
    Forest. With just a single weakness, and a variety of types
    for attacking, Erratic Player suits this Pokemon well. Any
    Boss you dare face will have to face a Smokescreen from this
    one, ensuring all the boss's painful moves miss.
    As far as getting IQ Skills go, they are very slow at first.
    Once you get Self-Curer, it will take a long time before you
    even get the next IQ Skill. Once you get there, then they
    start coming steadily. You just have to suffer most of the
    Main Story without many useful IQ Skills.
    But after the whole ordeal of being starved for decent
    IQ Skills, you will start getting useful ones close to the
    credits. Quick Healer is definitely one of the first useful
    ones in a long time for your Meowth or Skitty, and from
    there, you've got plenty more good ones coming. Aside from
    Lava Evader, the late ones are all good.
    In general, this group is the ultimate explorer not named
    Palkia. Mapper, item counter, stairs pointer, and trap
    handler. The ability to recover quick and to avoid any
    critical hits further adds to their ability to last in any
    dungeon. And at their best, their regular attacks strikes
    twice. They're here to stick around.
    It's too bad, however, that most of their usefulness comes
    late. But don't worry -- If you keep at it, it will pay off.
    After the credits... They're not threatening. Only thing to
    really worry about is the fact they recover from status
    effects quickly, much like most other groups do anyway.
    But in Zero Isle North, they're a fair amount tougher. Once
    at floor 50, they can really dodge. Pretty much everything
    concerning chances swing a little more their way when more
    of your attacks miss and none of them can critical.
    |  52 Pokemon in 29 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #037 #038      | Vulpix     |   |  1|'         | Item Master           |
    | #052 #053      | Meowth     |   |  1|'         | Course Checker        |
    | #069 #070 #071 | Bellsprout |   |  1|'         | Exclusive Move-User   |
    | #083           | Farfetch'd |   |  1|'         | Item Catcher          |
    | #088 #089      | Grimer     |   | 25|'         | Status Checker        |
    | #092 #093 #094 | Gastly     |   | 40|'         | Nontraitor            |
    | #108 #463      | Lickitung  |   | 50|'         | Acute Sniffer         |
    | #114 #465      | Tangela    |   | 55|'         | PP Saver              |
    | #238 #124      | Smoochum   |   | 70|*         | Self-Curer            |
    | #194 #195      | Wooper     |   |195|**        | Practice Swinger      |
    | #200 #429      | Misdreavus |   |200|**        | Exp. Go-Getter        |
    | #234           | Stantler   |   |240|**'       | Trap Avoider          |
    | #270 #271 #272 | Lotad      |   |270|***       | Hit-and-Runner        |
    | #300 #301      | Skitty     |   |290|***       | Quick Healer          |
    | #316 #317      | Gulpin     |   |300|***       | Lava Evader           |
    | #318 #319      | Carvanha   |   |320|***'      | Exp. Elite            |
    | #327           | Spinda     |   |340|***'      | Erratic Player        |
    | #351           | Castform   |   |440|****'     | Critical Dodger       |
    | #352           | Kecleon    |   |480|*****     | Stair Sensor          |
    | #401 #402      | Kriketot   |   |540|*****'    | Quick Dodger          |
    | #412 #413 #414 | Burmy      |   |580|******    | Map Surveyor          |
    | #425 #426      | Drifloon   |   |600|******    | Trap Seer             |
    | #431 #432      | Glameow    |   |750|*******'  | Quick Striker         |
    | #434 #435      | Stunky     |   +---+----------+-----------------------+
    | #442           | Spiritomb  |
    | #479           | Rotom      |
    | #480           | Uxie       |
    | #481           | Mesprit    |
    | #482           | Azelf      |
    ---------------------------- Group H:   Cleric    -----------------------------
    The following starter resides in this group:
    - Chikorita
    A rare IQ Group. They're the ones who truly care. They're
    so friendly, aren't they? You just can't say "no" to that
    face, can you?
    Seeing as there are few Pokemon in this group, I won't blame
    you if you insist on picking up Chikorita in the starter
    quiz or as a partner, just so you have something from this
    group. Then again, finding anything from this group isn't
    THAT hard, as Hoppip do show up in some early place.
    Said early place is Apple Woods. Also found in Oran Forest.
    Recruiting a Hoppip from one of those places should ease
    things a bit with Stun Spore. They also get the highly
    inaccurate Bullet Seed, a ranged multi-hit move that can
    give decent damage at a distance. They can also heal
    themselves with a move, too.
    After the credits, Chikorita can almost immediately be found
    in the next area you are directed to go! Mystifying Forest
    is the place. So much for being a unique starter... At a
    late level (42), they have Aromatherapy, which cures your
    entire party of any status effect, if they're in sight.
    This group is defensive, protecting others with Bodyguard
    and capable of recovering quickly. Unlike the Tank-like
    Group E, this one prefers avoiding the worst damage rather
    than soaking it up with sheer defense. Indeed, few can say
    that they took the hit for someone else and still dodged it.
    They don't have the intimidating defense like Group E, but
    they can recover quick from status effects and low health.
    They're pretty good when it comes to lasting, as even PP is
    less of a problem.
    The useful defense isn't the only thing they can do. They
    also have some utility IQ Skills. For recruiting Kecleon,
    it's this group or Group B. If you wanted Nature Gifter,
    it's this or Group B, again. Also a little safer around
    traps and a tad wealthier, too.
    Due to how few Pokemon are in this group, you won't often
    worry about this group. Then again, there isn't a lot to
    worry about from this group anyway.
    After the credits, they can cover low HP allies. They also
    recover quick from status effects. Not as dangerous as the
    Group B enemies as far as being in groups go, but try not to
    forget that Bodyguard.
    Zero Isle North 50F, Miltank is hard to hit. And will travel
    over that water to get to you. Try to use moves that won't
    miss, or else just outlast her. At least the IQ Skills don't
    actually improve Miltank's offense, but try to make it fast.
    |  26 Pokemon in 12 families  |   +---+----------+-----------------------+
    +----------------+------------+   |IQv| Stars    | Name of IQ Skill      |
    | 'Dex Number    | Pkmn Name  |   +---+----------+-----------------------+
    +----------------+------------+   |  1|'         | Escapist              |
    | #086 #087      | Seel       |   |  1|'         | Item Master           |
    | #440 #113 #242 | Happiny    |   |  1|'         | Course Checker        |
    | #151           | Mew        |   |  1|'         | Exclusive Move-User   |
    | #152 #153 #154 | Chikorita  |   |  1|'         | Item Catcher          |
    | #175 #176 #468 | Togepi     |   | 10|'         | Efficiency Expert     |
    | #187 #188 #189 | Hoppip     |   | 25|'         | Status Checker        |
    | #458 #226      | Mantyke    |   | 40|'         | Nontraitor            |
    | #241           | Miltank    |   | 65|*         | Bodyguard             |
    | #406 #315 #407 | Budew      |   | 70|*         | Self-Curer            |
    | #333 #334      | Swablu     |   |100|*         | Brick Tough           |
    | #349 #350      | Feebas     |   |150|*'        | Coin Watcher          |
    | #488           | Cresselia  |   |175|**        | Wise Healer           |
    +----------------+------------+   |180|**        | Wary Fighter          |
                                      |190|**        | Deep Breather         |
                                      |290|***       | Quick Healer          |
                                      |300|***       | Lava Evader           |
                                      |400|****      | All-Terrain Hiker     |
                                      |420|****'     | Trap Buster           |
                                      |440|****'     | Critical Dodger       |
                                      |540|*****'    | Quick Dodger          |
                                      |550|*****'    | Fast Friend           |
                                      |800|********  | House Avoider         |
                                      |900|********* | Nature Gifter         |
    ---------------------------- Group I:    Time     -----------------------------
    A legendary IQ Group. The master of time rests here.
    Only Dialga and Darkrai are seen in this IQ Group. If you
    want to see Time Tripper in action, make it a point to
    recruit at least one of these two. After the credits is the
    earliest you can hope to reach this IQ Group.
    For Dialga, just go back through the Hidden Land, walk up
    Temporal Tower again, and fight it a second time. Well, the
    trip through does take a while, but you made it up there
    before, so what's stopping you? Upon victory over Dialga a
    second time, you are asked to recruit Dialga.
    For Darkrai, you need to have Mystery Part or Secret Slab in
    your inventory while visiting certain places. Just having
    them is enough, so don't *USE* them, alright? Also, with a
    -22.0% recruit rate, you'll need ways to boost it, such as
    Fast Friend, over level 90, or Golden Mask.
    | Mystifying Forest  13F |  Deep Crevice Cave B 2F | Miracle Sea       B 3F |
    | Mt. Travail        17F |  Spacial Rift      B14F +------------------------+
    Info taken from xvolution's FAQ.
    If you pick one of these Pokemon up, you may as well max out
    the IQ. The permanent speed-up from Time Tripper can be used
    to always get multiple strikes in with the enemy sitting
    there wondering how to get to you. Understanding the
    mechanics of movement will greatly help.
    These two Pokemon have an interesting combination of offense
    and evasion. The reduced defense from Aggressor is offset by
    Quick Dodger and Intimidator, both of which helps to negate
    incoming attacks. And clever use of Time Tripper should add
    in that extra step of safety.
    There's certainly a number of things which makes these two
    Pokemon into powerful fighters, but what do you expect from
    a legends-only IQ Group?
    These bosses have intimidator. Has a nasty habit of stopping
    most moves used while up close a third of the time. Some
    moves and thrown objects can still get through without being
    stopped, but other than that, it's tough losing some of your
    attacks toward these bosses.
    X-Eye Seeds, my friend. Toss one at one of these bosses, and
    you get yourself a bunch of turns to do whatever you like.
    Almost an assured victory against Dialga is to toss one.
    Just hope you don't miss with the toss... So pack two or
    three just in case!
    I prefer item-related advice because they don't depend on
    what starter you picked. I can't guarantee you have access
    to things like Smokescreen or Dig, but some items are
    generally more accessible, like X-Eye Seeds or Vile Seeds.
    +---+----------+-----------------------+   |     2 Pokemon     |
    |IQv| Stars    | Name of IQ Skill      |   +------+------------+
    +---+----------+-----------------------+   | 'Dex | Pkmn Name  |
    |  1|'         | Escapist              |   +------+------------+
    |  1|'         | Item Master           |   | #483 | Dialga     |
    |  1|'         | Course Checker        |   | #491 | Darkrai    |
    |  1|'         | Exclusive Move-User   |   +------+------------+
    |  1|'         | Item Catcher          |
    | 25|'         | Status Checker        |
    | 40|'         | Nontraitor            |   There are no other
    | 55|'         | PP Saver              |   Pokemon in this group.
    | 70|*         | Self-Curer            |
    |130|*'        | Power Pitcher         |   Recruiting either one
    |140|*'        | Survivalist           |   of those two is the
    |190|**        | Deep Breather         |   only way to get the
    |195|**        | Practice Swinger      |   IQ Skill:
    |200|**        | Exp. Go-Getter        |   Time Tripper
    |220|**'       | Aggressor             |
    |260|***       | Sharp Shooter         |
    |290|***       | Quick Healer          |
    |300|***       | Lava Evader           |
    |400|****      | All-Terrain Hiker     |
    |520|*****'    | Extra Striker         |
    |540|*****'    | Quick Dodger          |
    |560|******    | Intimidator           |
    |800|********  | House Avoider         |
    |950|*********'| Time Tripper          |
    ---------------------------- Group J:    Space    -----------------------------
    A legendary IQ Group. The master of space resides here.
    Palkia is the only Pokemon in this group. Thus, the only way
    you get to see this IQ Group, and therefore Absolute Mover,
    is to beat the Post-Story and recruit Palkia.
    So, after the conclusion of the Post-Story at Dark Crater,
    just mosey on over to Spacial Rift. Palkia is sitting there,
    at the end, waiting for you! Just beat the stuffing out of
    Palkia to be asked whether you want to recruit Palkia.
    As Palkia can only be recruited after everything is said and
    done, you may as well go the whole way and get maxed IQ for
    Palkia. Absolute Mover does wonders against all those walls
    that are annoyingly in your way all the time. Also allows
    travel over water. lava, and air.
    Accurate, high defense, and lots of PP. Besides the
    exploration advantages of freely destroying walls, Palkia
    can also last in many battles. Not only can you go quick,
    you can also last. Long dungeons aren't much trouble.
    Definitely quite a few things makes this Pokemon into one
    that can complete most dungeons with relative ease.
    Palkia has Intimidator when you meet up. Attack at range,
    use charge-up moves, or throw items to get around it. Just
    remember to keep a fairly stocked storage, and you'll be
    prepared for any surprise in the Post-Story. An X-Eye Seed
    or two can do wonders against any boss.
    Wait, why am I talking about surprises in the Post-Story?
    Oh, right. There is a segment where you can't visit other
    dungeons or the shop just as you gain access to Spacial
    Rift. But you have access to the storage, so a nicely packed
    storage can be a life-saver, at specific points.
    +---+----------+-----------------------+   |     1 Pokemon     |
    |IQv| Stars    | Name of IQ Skill      |   +------+------------+
    +---+----------+-----------------------+   | 'Dex | Pkmn Name  |
    |  1|'         | Escapist              |   +------+------------+
    |  1|'         | Item Master           |   | #484 | Palkia     |
    |  1|'         | Course Checker        |   +------+------------+
    |  1|'         | Exclusive Move-User   |
    |  1|'         | Item Catcher          |
    | 25|'         | Status Checker        |   There are no other
    | 40|'         | Nontraitor            |   Pokemon in this group.
    | 55|'         | PP Saver              |
    |125|*'        | Weak-Type Picker      |   Recruiting Palkia is
    |170|**        | Gap Prober            |   the only way you'll
    |180|**        | Wary Fighter          |   ever see the last
    |185|**        | Concentrator          |   IQ Skill:
    |195|**        | Practice Swinger      |   Absolute Mover.
    |230|**'       | Defender              |
    |250|**'       | Energy Saver          |
    |270|***       | Hit-and-Runner        |
    |300|***       | Lava Evader           |
    |310|***'      | Multitalent           |
    |480|*****     | Stair Sensor          |
    |500|*****     | Sure-Hit Attacker     |
    |560|******    | Intimidator           |
    |580|******    | Map Surveyor          |
    |800|********  | House Avoider         |
    |990|**********| Absolute Mover        |
     4 -O-*O*-O-*O*-O-*O*-O-*O*   IQ SKILLS, DETAILS    *O*-O-*O*-O-*O*-O-*O*-O-*O*
    Every detail I could answer, I have done so. Every detail I
    couldn't, I point out. I aim for maximum completeness about
    IQ Skills here.
    The quick list is near the beginning of this FAQ. Use that
    if you just want a quick look over every IQ Skill. If you
    want an in-depth explanation, this is the section you go to,
    so you're at the right place.
    -['         ]---------------------- 0.5-star ----------------------------------
    ==> Escapist <======================+-----------------------------------------+
     IQv:   1  '           | ABCDEFGHIJ |The Pokemon has the power to let         |
    ====== Always on ===================|rescue targets escape a dungeon. This is |
                                        |an essential IQ Skill for exploration    |
                                        |teams. Team members must always be       |
                                        |ready to use this skill, so it can't be  |
                                        |turned off.                              |
    * Allows rescuing... In theory.
    Always on, no gummis needed, and everyone has it. There does
    not exist a case where you don't have this on, and therefore
    gives this IQ Skill no meaning.
    You get it upon completion of Drenched Bluff. Not that it
    matters, since you can't do missions that early anyway.
    Regardless, if you haven't accomplished the mission on the
    current floor, don't steal from a Kecleon shop. Doing so
    will prevent you from completing the mission. I don't know
    if it relates to this skill, but it does relate to missions,
    which this IQ Skill claims to affect.
    ==> Course Checker <================+-----------------------------------------+
     IQv:   1  '           | ABCDEFGHIJ |If this Pokemon targets an enemy with    |
    ====================================|a move or a thrown item, it will first   |
                                        |check for walls and other Pokemon that   |
                                        |may get in the way, then stop the action |
                                        |if such an obstacle exists.              |
    * [Ally] Won't attack if something else is in the way of a line-move
    * [Ally] Won't attack if walls would prevent move effects
    - [Ally] Only checks the first move of a linked set
    You should always leave it on. If you do turn it off, you'd
    find it rather irritating that your ally wastes PP at every
    corner, and backstabs you with line-range attacks at every
    However, there are two possible reasons why you want it off:
    Gap Prober, or an absorbsion effect.
    For Gap Prober, an ally will not take advantage of the
    "through allies" part if they stop themselves from attacking
    through allies in the first place. Part of this IQ Skill
    makes Gap Prober entirely useless on allies, so turn it off
    when you need the ally to attack. Remember that Gap Prober
    won't negate walls, so watch for potential wasted actions
    around corners and ghosties.
    If you can absorb damage in one form or another, and your
    ally has just the line-range move to trigger it, this might
    be another reason to turn off Course Checker. Being struck
    by some recovery from an ally while facing enemies is
    something never seen with Course Checker on.
    Take caution when linking moves. An ally with the linked
    Quick Attack -> Flamethrower will not hesitate to use it if
    there's an enemy in reach of Quick Attack. This is quite bad
    if you are in the middle of this, as the follow-up move,
    Flamethrower, won't bypass you like Quick Attack will.
    This IQ Skill will only see the first move of a linked set,
    and never even question what the later moves would bring.
    Think about when your allies will use the first move...
    ==> Item Catcher <==================+-----------------------------------------+
     IQv:   1  '           | ABCDEFGHIJ |The Pokemon can catch and hold a         |
    ====================================|thrown item, unless it is already holding|
                                        |an item. It can't catch seeds or health  |
                                        |drinks.                                  |
    * On getting targeted by thrown item, you will catch it
    - Must have no item held
    - Must have space in bag
    - Seeds, drinks, and Pierce-thrown items ignore this IQ Skill
    Useless for the main story. Enemies tend not to throw items
    at all before you see the credits. Then again, if you are
    unwise, turned off an ally's Course Checker and handed over
    a bunch of sticks...
    There's rarely ever a point to turn it off, as pretty much
    nothing your enemies will throw would help you anyway. The
    post-story grants your enemies enough intelligence to start
    using those items on you, so this IQ Skill does give a layer
    of protection later on.
    When you catch an item, such as a stick, you can either toss
    the item back at the foe or stow it away in order to free up
    your hold item to catch a second item.
    On the other hand, in spite of the fact that you can catch
    them, your enemies will fail to catch sticks and stones.
    Always. Highly selective mechanics are taking place...
    Just be aware of the fact you can't catch seeds, with Doom
    Seeds being one notable example. Watch that message box
    carefully in case enemies pick up something nasty...
    ==> Item Master <===================+-----------------------------------------+
     IQv:   1  '           | ABCDEFGHIJ |The Pokemon will use or throw            |
    ====================================|its hold item.                           |
    * [Ally] May use its hold item as a possible action
    * (anyone) Allows Reviver Seeds to work when you hit 0 HP
    Turning this off will *NOT* affect bands, scarves, or any
    other hold items. Your Power Band will still provide an
    Attack boost, that Tight Belt still stops Belly loss, ...
    Leave this on. You will royally regret turning it off when
    your Reviver Seed fails to save you or your partner. Plus,
    allowing your allies to use items, like Geo Pebbles, can be
    quite useful. Again, leave this on!
    ... Except in one case. If you have expendable allies, such
    as the level 1 Caterpie you want to level up a little, those
    Reviver Seeds could be better used on you. Turn off their
    Item Master, and rest assured, you won't lose your bag of
    Reviver Seeds on them.
    Remember to switch it on later, though. Especially if you're
    going to use said "expendable" as a leader on your next trip.
    ==> Exclusive Move-User <===========+-----------------------------------------+
     IQv:   1  '           | ABCDEFGHIJ |The Pokemon uses only moves, not its     |
    ====================================|regular attack. It won't use moves that  |
                                        |are out of PP or moves with a link       |
                                        |that will delink if used one more time.  |
    * [Ally] No longer uses regular attacks
    * [Ally] Won't try 0 PP moves
    * [Ally] Won't try linked moves which will de-link on next use
    Among its random lists of actions, turning this IQ Skill on
    will remove the basic attack from consideration. This is
    good when you want to deal damage, since regular attacks are
    pitiful for damage and have a natural crit-rate of zero.
    In boss battles, the best option isn't a basic attack:
    If you can use a damaging move, use it!
    If you can throw anything, throw it!
    If a step backwards is going to help, then make the step!
    A regular attack is one of the worst options you can choose.
    However, turning this on makes your ally so convinced that
    it can't use the regular attack, that it will do nothing at
    all if its moves are unavailable for use. Well, maybe walk
    if its current tactic allows for it, but other than that,
    There's at least three reasons why you'd want to do this:
     You want to force it to move.
     You want the final hit yourself, for the recruit chance.
     You are testing out something in the game.
    But usually, keep a move on or turn off Exclusive Move-User
    so that your ally will have an option to attack with.
    ==> Dedicated Traveler <============+-----------------------------------------+
     IQv:   1  '           | AB_D______ |The Pokemon will focus on traveling.     |
    ====================================|It will use moves and items less often.  |
    * [Ally] tries to move before attacking
    Without Dedicated Traveler, an ally's priority is to see if
    it can attack first. This IQ Skill checks movement first.
    A list of tactics, and how Dedicated Traveler works on it:
    Let's go together   - Only attacks if trapped or with you
    Go after foes       - Won't use long-range attacks
    Avoid the first hit - Retreats unless the way is blocked, before attacking
    Wait there          - (No effect)
    Get away from here  - (No effect)
    You go the other way- Won't use long-range attacks
    Be Patient          - ([Let's go together] or [Wait there])
    Avoid Trouble       - ([Let's go together] or [Get away from here])
    It will only check the most direct route before deciding to
    attack. If there is a Pokemon standing between you and the
    ally with Dedicated Traveler, it won't even check the other
    squares for possible ways to walk towards you before looking
    for something to attack.
    Because not everything has it, I turn this IQ Skill off. I
    expect it to attack whatever comes, and this IQ Skill messes
    with my expectations. There are potential uses, though, when
    you ever get a time where you need the ally to move.
    ==> Efficiency Expert <=============+-----------------------------------------+
     IQv:  10  '           | ____E__H__ |When near several enemies, the           |
    ====================================|Pokemon will target the one that         |
                                        |has the lowest HP.                       |
    * [Ally] targets low-HP foes first
    One of three AI-targeting IQ Skills. Without which, the ally
    will target things at random. This one gives the ally the
    knowledge of who has the lowest HP, and strikes away at it.
    Theoretically, anything that is nearly defeated should be
    defeated all the way, as otherwise it still causes just as
    much trouble, if not more. This IQ Skill ensures that the
    ally will target the weakened foes instead of leaving many
    low HP foes alone.
    That's all it does. Your ally will target the lowest HP, but
    will do nothing about what it uses on said foe. It is just
    as likely to use a damaging move as they are to use a status
    effect, assuming you leave them on.
    ==> Status Checker <================+-----------------------------------------+
     IQv:  25  '           | ABCDEFGHIJ |The Pokemon will not use moves that      |
    ====================================|cause a status problem if the target     |
                                        |already has the same status problem.     |
    * [Ally] Won't use a status move if there will be no effect on the target
    The game description does not say enough. Your allies will:
    - Avoid helpful status moves
    - Avoid stat-adjusting moves
    - Avoid status-heal moves like Aromatherapy
    - Avoid HP-healing moves like Moonlight
    ... If said effects would end up doing nothing.
    Status Checker should be left on when you get it. It doesn't
    matter if the ally can't learn any status moves, since this
    IQ Skill wouldn't reduce your ally's effectiveness. Usually.
    If you want HP healing done, you might want it off at times.
    The bad thing about Status Checker is that it doesn't remove
    the move from consideration. The Pokemon may randomly pick
    the move, decide that it will have no effect, then does
    nothing. I don't care if the other three moves will make
    paste out of them, it won't look past the one move it picks.
    Actually, after stopping itself from using a move, it checks
    if it can use regular attacks (is Exclusive Move-User off?),
    then checks to see if there's any point in walking. After
    both those fail, then it gives up and does nothing. At least
    it's better than using the move to no effect, wasting PP.
    This effect is quite pronounced when dealing with foes in
    the Post-Story. Sometimes, they "watch carefully". Ever
    wonder about that? They happen to have a move in their
    moveset that they checked, which Status Checker stopped. For
    whatever reason, they don't check the other three moves, as
    they only try the first move that is randomly picked.
    The only things in the game that gets around this oddity are
    the IQ Skill Weak-Type Picker, or switching off moves.
    Turning off Exclusive Move-User only partially gets around
    the problem, by allowing a regular attack if the move choice
    would fail.
    As for HP recovery moves, they check for the low HP status.
    You know, flashing red menu, 25% or less HP, stuff like
    that. Roost and Synthesis are never used at full HP, even
    without Status Checker, which is fine.
    ==> Cheerleader <===================+-----------------------------------------+
     IQv:  30  '           | _B__E_____ |The Pokemon cheers on nearby team        |
    ====================================|members, boosting their Attack and       |
                                        |Special Attack by 1 level.               |
    * Adjacent allies' Attack & Sp.Atk up
    - Multiple Cheerleaders do not stack on the same Pokemon
    For attack stats, a one stage boost is about +20%.
    Combined with Aggressor, 2-stage boost is about +30%
    This assumes your attack stats aren't adjusted already.
    Cool, free attack power! Just 6 favorite gummis, and you
    have this IQ Skill. The only "drawback" to it is that you
    need to be next to an ally with the IQ Skill in order to
    give the bonus to an ally.
    Not many groups get this IQ Skill, but for those who are in
    it, you don't need many gummis to get this IQ Skill. All
    Pokemon with Cheerleader also gets Bodyguard later on, which
    further encourages keeping them in tight groups.
    ==> Nontraitor <====================+-----------------------------------------+
     IQv:  40  '           | ABCDEFGHIJ |If the Pokemon has a Confused status     |
    ====================================|or a Cowering status, its wildly aimed   |
                                        |attacks will not hit friends.            |
    * Attacks that wouldn't target allies still don't when Confused or Cowering
    Look out for these Status effects:
     - Confused (various moves, Totter Orb, Totter Seed)
     - Cowering (Shocker Orb)
     - Blinker  (Blinker Seed)
    I know, the description doesn't mention Blinker. It still
    works on it!
    This IQ Skill won't prevent line-range or hit-EVERYTHING
    moves from hitting allies, as they can do so without being
    confused. This IQ Skill only stops certain status from
    allowing even more moves to hit your allies.
    As an example, if you use Earthquake, everyone is hit, your
    allies included. This is independent of confusion. As a
    result, Nontraitor won't affect it. On the other hand,
    Tackle can't normally hit allies, but can when you are
    confused. Nontraitor will make sure that Tackle can't hit
    your allies at all, even when confused.
    Nontraitor will prevent confusion from adding allies as
    potential targets, nothing more. But that is still a useful
    detail in your trips.
    In any case, unless you're attempting to cause some sort of
    unusual status on an ally, leave this on. Making sure your
    Silver Wind or Powder Snow does not include your allies when
    you're confused is helpful.
    Still, Smeargle should know about Blinker Seeds and why this
    IQ Skill should be turned off when you use Sketch on an
    ally's move.
    It is noted that Smokescreen still hits allies when
    confused, with or without Nontraitor.
    ==> Acute Sniffer <=================+-----------------------------------------+
     IQv:  50  '           | A_____G___ |When it reaches a new floor, the         |
    ====================================|Pokemon knows the number of items        |
                                        |that are lying on the ground.            |
    * On floor entry, a message comes up, stating number of items
    - This number includes buried items in its count
    - This number does not include Sealed Chambers or dropped boxes
    Since this number includes buried items, one can deduce that
    if you clean out every room, then you'll know whether the
    floor has any buried items. Generally useless to know unless
    you have some way of entering the walls, but if you happen
    to have a max-IQ Palkia or some spare One-Room Orbs, then
    you can benefit from this knowledge.
    Should you forget about the message, it does appear in your
    message log. Just hold L and hit B and you'll see the log.
    Of course, if you went through too many messages already,
    then it will scroll too far to see again. It's not like
    knowing the item count is that important, is it?
    Still, having a little counter each time you enter a floor
    is interesting to see. Not crucial to know, but it's
    something you otherwise would not see.
    Shops tend to have several items on display, which will
    affect the neat counter you see. As they tend to have a few
    items, you can be certain that this floor with only 2 items
    doesn't have a shop. 9 items? Hmm, a possibility of a shop,
    perhaps? If you're interested in Kecleon shops, this helps.
    Lastly, dropped boxes only exist after you defeat an enemy.
    Because of this, Acute Sniffer will never add these boxes to
    that little number you see when you enter a new floor.
    ==> PP Saver <======================+-----------------------------------------+
     IQv:  55  '           | A__D_FG_IJ |The Pokemon will occasionally use a      |
    ====================================|move without consuming PP.               |
    * 8% chance a move won't use PP
    This IQ Skill, if it hits that 8%, ignores Pressure. It does
    not stop a later IQ Skill, No-Charger, from eating up the
    extra PP it uses.
    With linked moves, PP Saver only gets one chance to save PP.
    If it does save PP, all moves in the link won't use any PP.
    This is no help at all, but if an ally attempts to use a
    move with 0 PP left, this IQ Skill may still activate. The
    effect being that nothing happens, since the move can't be
    used anyway.
    The 8% chance isn't much, but it will let you last just that
    little bit longer without needing any refills. Anything with
    12 PP has a decent chance at getting one more shot.
    -[*         ]---------------------- 1.0-star ----------------------------------
    ==> Bodyguard <=====================+-----------------------------------------+
     IQv:  65  *           | _B__E__H__ |If a team member next to this Pokemon    |
    ====================================|is in trouble and has low HP, the        |
                                        |Pokemon will step in to take attacks     |
                                        |aimed at the friend.                     |
    * Re-directs an attack aimed at an adjacent low HP ally
    - Will fail under certain status conditions
    - Moves capable of hitting multiple targets at once bypasses this IQ Skill
    This IQ Skill protects a low-HP ally one tile away, by
    redirecting any single-target attacks going towards it to
    the one with Bodyguard. It's great safety!
    I believe most status effects that prevents use of moves
    will stop Bodyguard. However, this isn't really confirmed,
    as we haven't actually checked them all.
    Low HP is defined as having HP equal to or less than 1/4 of
    maximum HP. When your menu flashes with a shade of red,
    you'll know.
    This IQ Skill only redirects an attack if the ally is at low
    HP to begin with, NOT if the attack would KO when above this
    threshold. Be aware of when an attack is simply too much.
    Once an ally is at low HP, only a few effects can land the
    KOing blow. As long as a healthy ally Bodyguard stands near,
    you are safe. Low HP abilities like Blaze can stay activated
    for a relatively long time in relative safety.
    Multi-hit attacks may trigger Bodyguard if during the
    assault, the poor target hits low HP. Even though the same
    attack is still going, Bodyguard can stop further hits from
    KOing the ally.
    Attacks that can hit more than one target at once will
    ignore Bodyguard. If there are enemies with moves that hit
    everyone 1 tile away or in the entire room, this will skip
    Bodyguard and hit the low-HP ally anyway. Be careful around
    Now that I got the facts out of the way, time for opinions.
    This is one useful IQ Skill. And cheap. If you plan to use
    any Pokemon from this IQ Group for a while, you can spare
    the gummis to get this darned nice IQ Skill. Trust me,
    sharing HP for very damaged allies keeps them around.
    ==> Self-Curer <====================+-----------------------------------------+
     IQv:  70  *           | ___D_FGHI_ |The Pokemon recovers faster than         |
    ====================================|usual from status problems.              |
    * Bad status effects have halved duration, rounded up
    All those bad ones like Sleep lasts a shorter time. Much
    shorter. All the good ones keep their duration.
    Paralysis lasts too short to be affected by this IQ Skill,
    so don't expect to get out of it the instant it hits you.
    Things that last forever stays. Poison won't remove itself,
    with or without this IQ Skill.
    The number of status effects you're likely to encounter does
    give this IQ Skill some decent use. And the IQ required is
    actually pretty small, so you can enjoy the sped-up recovery
    without needing to wait too long.
    Even better, this IQ Skill covers for whoever doesn't get
    Nonsleeper, except for Palkia and Group E. However, if you
    are Palkia or some Pokemon from Group E, keep in mind of
    your weakness to sleep.
    ==> Brick Tough <===================+-----------------------------------------+
     IQv: 100  *           | __C_E__H__ |The Pokemon's body becomes tougher,      |
    ====== Always on ===================|which gives it more HP. This IQ Skill    |
                                        |can't be turned off.                     |
    * +10 Max HP
    Upon getting this IQ Skill, you instantly get +10 Max HP.
    Your *current* HP does not instantly heal by 10 like this.
    You need to wait a little to recover up to your new max.
    An extra 10 HP on its own doesn't seem like much, but one
    must admit that one would feel a lot more comfortable with
    90/90 HP instead of 80/80 HP. It's a good thing, as gummis
    will never have a chance at randomly raising HP.
    On top of that, the extra +10 max HP translates into faster
    regeneration. More precisely, you get 1 extra HP every 20
    turns. The recovery boost isn't a big improvement, but when
    you think about the many steps you need to get through each
    Lastly, if Riolu or Budew has this IQ Skill, they are ready
    to evolve. Just have a Sun Ribbon in bag or storage when you
    visit Luminous Spring. While other Pokemon with a similar
    requirement of IQ + ribbon would also evolve at this time,
    they do not get this IQ Skill. You'll need to guess.
    ==> Type-Advantage Master <=========+-----------------------------------------+
     IQv: 105  *           | ABC__F____ |The Pokemon's critical-hit rate is       |
    ====================================|boosted when attacking enemies that      |
                                        |have a type disadvantage.                |
    * Critical rate up if move used is Super-Effective
    - UPC basically says the rate is set to 40%
    If those Super-Effective moves don't OHKO, then what about
    a critical hit on top of that? This should give a decent
    chance at one-shoting things that normally would live. Thus,
    you save on all the hits that would have otherwise added up.
    Works best on Pokemon who can learn a wide variety of
    attacks, to take advantage of any weaknesses that would be
    further enhanced of the increased critical rate.
    The increased damage is unreliable, as is inherent with only
    allowing a chance to work, so dangerous situations shouldn't
    rely on it. Still, it does serve to get you in fewer such
    situations in the first place should you get lucky.
    -[*'        ]---------------------- 1.5-star ----------------------------------
    ==> Weak-Type Picker <==============+-----------------------------------------+
     IQv: 125  *'          | _____F___J |When near several enemies, the           |
    ====================================|Pokemon will target the one that         |
                                        |has a type disadvantage.                 |
    * [Ally] targets foes weak to it first
    One of three AI-targeting IQ Skills. Without which, the ally
    will target things at random. This one makes the ally choose
    the most effective moves against the most effective targets.
    Instead of picking a move at random, then ignoring the rest,
    the ally now looks at all available moves, and selects a
    usually good one for the situation. It'll avoid wasting time
    doing nothing, unlike an ally without this IQ Skill.
    If a move would be ineffective, such as poisoning a foe who
    is already poisoned, the move will never be picked. You can
    leave a move like Aromatherapy on and the ally will never
    waste time doing nothing when normally it would randomly
    pick this move, note it's stopped by Status Checker, then
    sit there and stare into space.
    For damage moves, here's the rules:
     * +1 per weakness
     * +1 if the move gets Same Type Attack Bonus
     * -1 per resistance
     * -2 per strong resistance (little effect)
     * -2 if regular attack
    The damage move with the highest score will be used. That
    is, if the Pokemon selects to use a damage move. Those with
    an equal score may be randomly picked, but it obviously
    didn't have a better move to use anyway.
    It still picks between damage or status somewhat randomly,
    but now it'll no longer waste time with weaker damage moves
    or status effects that simply won't work at all. This is a
    powerful IQ Skill for any Pokemon who isn't you at the time.
    It's too bad that so few Pokemon gets this IQ Skill. Besides
    Palkia's lonely IQ Group, only one group even gets this one.
    The convenience Weak-Type Picker provides is amazing, but
    only a few will ever see it.
    ==> Power Pitcher <=================+-----------------------------------------+
     IQv: 130  *'          | __C_E___I_ |The Pokemon's throwing power is          |
    ====================================|boosted, so thrown or hurled items       |
                                        |inflict greater damage.                  |
    * Thrown items are 50% more powerful
    - Lobbing stones aren't affected
    The universal ranged attack becomes more useful. Throwables
    definitely needs this kind of punch to be much preferable to
    use instead of regular attacks at short range.
    Sticks and thorns are fairly common, and line-range moves
    aren't always available to all Pokemon. Then again, some of
    those Pokemon that don't get ranged attacks also fail to
    reside in the groups that get this IQ Skill. They can still
    throw them, of course. It's just that they won't get the
    extra effectiveness from this IQ Skill.
    ==> Survivalist <===================+-----------------------------------------+
     IQv: 140  *'          | A_C_E___I_ |The Pokemon's Belly fills up more than   |
    ====================================|usual from eating. It may also resist    |
                                        |the bad effects of eating Grimy Food.    |
    * +10% Belly from food
    * 50% chance to resist negative effects of Grimy Food
    | Food         |Belly|Steps | |Belly|Steps | Notes
    |              |     |      | |w/Sur|w/Surv|
    | Seed, Berry, |   5 |   50 | |   6 |   60 | No seed, berry, or drink may
    | or Drink     |     |      | |     |      | be affected by Grimy Trap.
    | Grimy Food   |  30 |  300 | |  33 |  330 | May give bad status
    | Apple        |  50 |  500 | |  55 |  550 | If at max, + 5 max Belly
    | Big Apple    | 100 | 1000 | | 110 | 1100 | If at max, +10 max Belly
    | Huge Apple   | 200 | 2000 | | 200 | 2000 | Always +10 max Belly
    | Golden Apple | 200 | 2000 | | 200 | 2000 | Always +50 max Belly
    | Bad Gummi    |   5 |   50 | |   6 |   60 | "Little Effect"
    | Poor Gummi   |  10 |  100 | |  11 |  110 | "Not Very Effective"
    | Fair Gummi   |  15 |  150 | |  17 |  165 | Normal effectiveness
    | Good Gummi   |  20 |  200 | |  22 |  220 | "Super Effective"
    | Favored Gummi|  30 |  300 | |  33 |  330 | Same type
    | Wonder Gummi |  50 |  500 | |  55 |  550 |
    "Steps" uses normal Belly loss. There are ways to speed up
    or slow down loss of Belly using actions or various items,
    such as walking through walls or holding a Stamina Band.
    The number of steps do not represent those special cases.
    The small boost to Belly isn't much. And it happens to be
    mostly useless with Big Apples and completely useless for
    Huge Apples and Golden Apples. If they already recover all
    of your Belly, what can a 10% boost even do?
    As for Grimy Food, their effects may be one of:
    - Poisoned
    - Burned
    - Paralyzed
    - Immobilized
    - Sharply reduced Attack and Sp.Atk
    Generally, if you need to eat Grimy Food, do it at some
    stairs so the bad stuff that happens can be immediately
    erased by menu -> Ground -> stairs. 50% chance isn't
    something to rely on, but if you must eat something before
    you reach the stairs...
    Other than that, enemies tend not to throw any, due to the
    fact most dungeons do not feature Grimy Food on the ground.
    This means that the 50% defense isn't even useful against
    thrown Grimy Food at you, as you'll almost never see it
    happen in the first place.
    Still, that said, 10% more food from Apples and berries is
    going to keep you lasting longer. While the help Survivalist
    may give is very small compared to Energy Saver, there are
    more IQ Groups that get this IQ Skill.
    For the curious, the greatest possible maximum Belly is 200.
    The maximum isn't permanent -- Once you leave the dungeon,
    you're back to the standard 100 max.
    ==> Coin Watcher <==================+-----------------------------------------+
     IQv: 150  *'          | AB_____H__ |The Pokemon has a keen eye for money.    |
    ====== Always on ===================|When picking up ($), it will find more   |
                                        |($) than usual.                          |
    * +20% more money picked up (+51/256 exact)
    - Only on auto-pickup or menu -> Ground -> Get
    Only the ones with this IQ Skill gives bonus cash. Those
    that don't have this IQ Skill won't benefit your wallet if
    they pick up some coins.
    If you don't have Coin Watcher, and an ally does, you can
    either try some fancy steps to get the ally to pick up the
    money. Or stand next to coins, hold B, move to coins, then
    switch places with the ally.
    If you have money in your inventory, and you sort it by
    hitting Select, the money will be sorted into your wallet.
    This sorting will ignore Coin Watcher.
    Wait, how does one even get coins in the bag and not the
    purse? Two ways that I know are:
    - Use a move like Trick on an enemy holding some coins.
    - Hold B, move into coin tile, swap coins with an item.
    I think the true purpose of coins is so that you throw them
    down halls to see what's out there. I never had problems
    keeping enough money for everything I need.
    -[**        ]---------------------- 2.0-star ----------------------------------
    ==> Nonsleeper <====================+-----------------------------------------+
     IQv: 160  **          | ABC_______ |The Pokemon resists sleep inflicted on   |
    ====================================|it from traps and enemy moves.           |
    * Immune to all sleep effects
    The description does not say enough. Even self-induced sleep
    by the move Rest or item-induced sleep by Sleep Seed can't
    cause the sleep status. You ain't falling asleep, man!
    Which brings up a point. Keep this IQ Skill on at all times,
    except when you want to use the move Rest.
    One nice thing about the availability of this IQ Skill is
    that, except for Palkia and Group E, this covers for all
    the groups that Self-Curer doesn't apply to. Sleep effects
    tend to be a lot less scary.
    Lastly, enemies in the post-story tends to annoy you with
    this IQ Skill. Moves like Spore gets a much more limited use
    thanks to this IQ Skill.
    ==> Gap Prober <====================+-----------------------------------------+
     IQv: 170  **          | _B_D_F___J |The Pokemon can send thrown items        |
    ====================================|and deliver its moves through team       |
                                        |members to target only enemies.          |
                                        |For this IQ Skill to work, the           |
                                        |Course Checker skill must be             |
                                        |turned off.                              |
    * Line-range moves/throwables pass allies
    Strictly speaking, you can still use this IQ Skill while you
    have Course Checker on. It's the allies that will never
    attempt to use a move through you if Course Checker is on.
    Additionally, this won't make helpful items bypass allies,
    such as throwing an Oran Berry or Heal Seed.
    This will even protect you from poorly planned linked moves
    and confusion! Any harmful effects that travel in a line
    will never hit allies under any circumstances.
    Having this largely makes those 2-tile away moves redundant,
    as you can now use line moves to the same effect: Hitting
    something when there's an ally in the way.
    There is still one advantage that 2-tile moves has that line
    moves don't have. Allies will "blindly" use 2-tile moves
    when vision only allows 1 tile. Your allies just magically
    know when an enemy approaches. Not so with line-range moves.
    Still, the ability to hit past your allies will give a great
    advantage of allowing two attacks in halls. And if you have
    this IQ Skill, a line move or throwable, and something hits
    the back of your party in a hall... Heh, you've got no
    problem, right?
    ==> Wise Healer <===================+-----------------------------------------+
     IQv: 175  **          | _B__E__H__ |The Pokemon recovers more HP than        |
    ====================================|usual if it uses an HP-healing move or   |
                                        |item.                                    |
    * +15% healing from moves/items/effects, rounded down
    A list of healing effects I could come up with:
    |   Healing    |w/IQ Skill?| Notes
    |    effect    | No  : Yes |
    | ITEMS        | --- : --- | Not many healing items...
    | Oran Berry   | 100 : 115 | 
    | Sitrus Berry | 100 : 115 | If HP is at max, then +2 max HP
    | MOVES        | --- : --- |
    | Rest         | 999 : 999 | Self; Begin Napping, common TM move
    | Healing Wish | 999 : 999 | Room; Also heals status, user drop to 1 HP
    | Recover      | 50% :57.5%| Self
    | Slack Off    | 50% :57.5%| Self
    | Softboiled   | 25% :28.7%| Room; Of note, only Chansey or Blissey gets it
    | Milk Drink   | 25% :28.7%| Floor; Of note, only Miltank may learn it
    | Synthesis    |  50 :  57 | Self; Affected by weather
    | Moonlight    |  50 :  57 | Floor; Affected by weather
    | Morning Sun  |  50 :  57 | Floor; Affected by weather
    | Roost        |  40 :  46 | Self; Lose Flying type for one turn
    | Heal Order   |  40 :  46 | Self: Only Vespiquen (Group A) learns it.
    | Ingrain      |  10 :  11 | Self; Prevents movement, heal every 5 turns
    | Leech Seed   |  10 :  11 | Foe; Seeds foe to drain HP, every 2 turns
    | Present      | 25% :28.7%| Foe; Chance to heal enemy, usually damages
    | [Absorbing]  | 50% :57.5%| Any move that drains recover half of dmg dealt
    | WEATHER      | --- : --- |
    | Clear        |  50 :  57 |  For the moves
    | Sunny        |  80 :  92 |  Synthsesis,
    | Rainy        |  10 :  11 |  Moonlight, and
    | Sandstorm    |  20 :  23 |  Morning Sun.
    | Hail         |  10 :  11 |  Pretty useless
    | Fog          |  10 :  11 |  in bad weather.
    | Cloudy       |  30 :  34 |
    | Snow         |   1 :   1 |
    A small bonus. I can't say much on the usefulness of this
    IQ Skill as I never encountered a need for that extra 15%.
    Unless you're talking about healing while starving for those
    few extra turns, but other than that...
    This only affects healing that happens to things with this
    IQ Skill. It will not improve their ability to heal others.
    This doesn't boost your turn-by-turn regeneration.
    Quick Healer does that.
    ==> Wary Fighter <==================+-----------------------------------------+
     IQv: 180  **          | ____EF_H_J |If the Pokemon misses with an attack,    |
    ====================================|it takes a step back to distance itself  |
                                        |from its target.                         |
    * On miss, step away one square
    - If there's a wall behind you (without ghost move-type), then it fails.
    - Line moves never trigger this IQ Skill
    A defensive IQ Skill. At least when you miss now, there's a
    good chance that you won't get struck by the enemy's attack.
    It's most useful when you don't have allies tagging along,
    as they tend to clog up those halls following you around. If
    it's not that, then it could also potentially leave an ally
    fighting alone when you back away.
    Moving backwards like this lets you move past corners and
    into water, lava, or air. The effects of which are:
     Lava   Causes burns
     Water  Removes burns
     Air    Nothing
    Keep in mind that if you can't walk on those terrain, you
    will warp upon backing up into them. This sort of warping
    simply drops the Pokemon into a random room.
    When it comes to multiple attacks, such as multi-hit moves
    or linked moves, you will back away on the first miss. This
    is bad if you had prepared other moves in the link that
    can't hit over the required distance, as the whole link is
    now affected by whether the first move misses.
    Any instance of a "miss" causes you to back up one step.
    Even if you fail to use Protect, a "miss" pops up and you
    back up a step. However, missing with line-range moves won't
    trigger this IQ Skill.
    For those with Bodyguard and this IQ Skill, try not to
    accidentally back away while protecting something. Turn off
    the IQ Skill if you risk losing the protection you're giving
    to someone else.
    ==> Concentrator <==================+-----------------------------------------+
     IQv: 185  **          | __CD_____J |The Pokemon focuses on making its        |
    ====================================|attacks hit, so its accuracy is boosted  |
                                        |by 1 level. Its evasion is reduced by    |
                                        |1 level, however.                        |
    * Accuracy up; Evasion down
    For Accuracy, a one stage boost ups your chance to hit by +25%
    For Evasion, a one stage drop will up enemies' chance by +35%
    This is relative to accuracy of the move, so if you had a
    move with 60 accuracy, then 60 + (25% of 60) is 75. No, it
    is not 85.
    Note however, that thrown items do not benefit from having
    Concentrator. The only thing it does for thrown items is
    reduce the pain that evasive enemies would cause, not make
    thrown items more accurate than usual.
    I consider this IQ Skill to be the best one out there. There
    exists IQ Skills that, if I can only pick one, I would take
    over this one, but this one saves me at almost every corner.
    Moves with at least 80 accuracy will no longer miss, against
    neutral evasion. Something with a "high chance" becomes
    "always". Many moves become certain to hit. Think about it.
    Suppose you had a 90% chance to hit. Now, I throw you in a
    critical situation. You will think twice about using the
    attack. On a miss, the only thing standing between you and
    certain doom is like, what? A 12% chance to avoid the next
    attack? Honestly, you won't need that chance if you hit in
    the first place, which Concentrator makes sure you do.
    Critical situations happen more often than you would like to
    have happen. When you KNOW you won't miss, that gives a
    great deal of safety that one can rarely find in this game.
    Just watch out for multi-hit attacks. They tend to hurt more
    when you're actually getting hit by most of them.
    ==> Deep Breather <=================+-----------------------------------------+
     IQv: 190  **          | _B__E__HI_ |When it reaches a new floor, the         |
    ====================================|Pokemon breathes deeply, which slightly  |
                                        |restores the PP of its moves.            |
    * On floor entry, +1 PP to random move
    Among the moves, it will never pick a move that's already
    full on PP, so this IQ Skill is never "wasted", unless all
    your moves are already at full PP.
    1 PP per floor doesn't seem like much at a glance, but when
    you realize that a 20-floor dungeon can potentially mean you
    have another 19 PP to use, that is a fairly substantial
    amount when a fair number of moves don't even have that
    Take advantage of the fact that it always picks a move that
    isn't full on PP. For the first several floors, you can use
    one very useful move for quite a while, even if it normally
    has a low max PP. Unlike PP Saver, you do have some control
    over which moves get the extra mileage.
    It's a useful IQ Skill that lets you last longer without any
    Max Elixirs.
    ==> Practice Swinger <==============+-----------------------------------------+
     IQv: 195  **          | __CD__G_IJ |When the Pokemon fails to hit a target   |
    ====================================|with an attack or move, its Attack and   |
                                        |Special Attack get boosted for only the  |
                                        |next turn.                               |
    * On miss, Attack up for next turn only
    You know, when you miss, you lose a great deal of potential
    damage. Getting a small offense boost in case of a miss
    doesn't exactly help matters much. I don't think much about
    this one.
    Other than that, I have very little information on this
    IQ Skill...
    ==> Exp. Go-Getter <================+-----------------------------------------+
     IQv: 200  **          | __C___G_I_ |When near several enemies, the           |
    ====================================|Pokemon will target the one that         |
                                        |is worth the most Exp. Points.           |
    * [Ally] targets high-EXP foes first
    One of three AI-targeting IQ Skills. Without which, the ally
    will target things at random. This one convinces the ally to
    target foes that are worth the most EXP.
    Although, other than to keep the targeting consistent, I
    don't see much use for going after the high EXP foes. One
    thing that is certain is that they will always go after
    everyone else except the outlaw, unless there's no one else
    to target.
    It's still better than nothing, where Groups A, B, and D
    never get any of these targeting IQ Skills.
    This doesn't matter much, but all Pokemon who would evolve
    purely from IQ will evolve at the exact moment this IQ Skill
    is learned, but this isn't learned by any of those Pokemon.
    You'll have to guess with all of them when they are ready.
    -[**'       ]---------------------- 2.5-star ----------------------------------
    ==> Aggressor <=====================+-----------------------------------------+
     IQv: 220  **'         | __C_____I_ |The Pokemon becomes very aggressive,     |
    ====================================|so its Attack and Special Attack are     |
                                        |both boosted by 1 level. Its Defense     |
                                        |and Special Defense are both reduced by  |
                                        |1 level, however.                        |
    * Attack & Sp.Atk up; Defense & Sp.Def down
    For offense, a one stage boost gives +20%
    With Cheerleader, two stages means +30%
    For defenses, a one stage drop reduces them by 30%
    Kind of the reverse of the next IQ Skill, Defender. That one
    is all about defense. This one is all about sheer offense,
    which goes great with Group C's Concentrator!
    The offense boost isn't very noticable, but it can mean the
    difference of a one-turn or a two-turn KO. The defense drop
    is very noticable, but if you can find ways to negate the
    defense loss, such as hiding behind allies and using some
    moves like Quick Attack, it's not much of a problem.
    This IQ Skill adds an option which you can turn on or off at
    any time. When the situation demands any defense, turn this
    IQ Skill off, and you won't be so insanely vulnerable. If
    you need to hit hard, turn it on, and hopefully things fall
    fast enough that lacking defense won't be a problem.
    Other than the legends-only Group I, only one group even
    gets this IQ Skill. Then again, they are highly aggressive,
    and Group C is a very common group.
    ==> Defender <======================+-----------------------------------------+
     IQv: 230  **'         | ____E____J |The Pokemon becomes very defensive,      |
    ====================================|so its Defense and Special Defense are   |
                                        |both boosted by 1 level. Its Attack and  |
                                        |Special Attack are both reduced by       |
                                        |1 level, however.                        |
    * Defense & Sp.Def up; Attack & Sp.Atk down
    For defenses, a one stage boost gives +30%
    For offense, losing one stage means -20%
    You saw Aggressor up there. Sitting right next to it is the
    opposite version. This is the defense that really makes good
    use of Bodyguard that comes packaged with Group E.
    The defense boost is not that bad, actually. With enough
    defense, you won't see HP drop down much, if at all. The
    offense loss can be painful when its taking multiple turns
    to actually KO something, but said losses can be subverted
    by letting allies attack, using status moves, or lobbing
    Like Aggressor, this IQ Skill adds an option to help adapt
    to whatever the situation calls for. When you need to live
    against anything, turn it on and watch as those numbers
    seem much less threatening. If you need to hurt something,
    then you may want to turn it off.
    Besides the lonely Palkia-only Group J, just like Aggressor,
    only one group gets it. The highly defensive Group E, which
    is also a very common group.
    ==> Trap Avoider <==================+-----------------------------------------+
     IQv: 240  **'         | ___D__G___ |The Pokemon avoids stepping on           |
    ====================================|visible traps (and Wonder                |
                                        |Tiles) when walking.                     |
    * [Ally] will not step on trap tiles
    The partner will avoid stepping on visible traps, even when
    Terrified or told to "Get away from here". Even in panic, I
    guess they still hold true to this IQ Skill.
    In case it isn't obvious from the fact I put [Ally] up
    there, it will not prevent YOU, the leader, from stepping
    on a trap. This is something that affects only your allies.
    Wonder Tiles are considered traps, and are thus avoided.
    For whatever reason, I've observed that allies walking on
    hidden traps will never trigger them. Why? I don't know.
    They can trigger the visible ones just fine, but the hidden
    ones aren't even so much as noticed, let alone tripped.
    Aside from that oddity, allies triggering the visible traps
    are a real concern. The fact this IQ Skill prevents them
    from triggering any more traps will hopefully mitigate any
    further damage.
    The biggest thing that hurts this IQ Skill is its
    availability, or rather the lack of it. Unless you compose
    your team entirely of smart Pokemon from Groups D and G,
    an ally is going to trigger a trap you reveal. This is a
    pain. Being slow and cautious is the only alternative.
    ==> Energy Saver <==================+-----------------------------------------+
     IQv: 250  **'         | ____E____J |The Pokemon's Belly empties slower.      |
    * [Leader] Slows down natural Belly loss
    |Use per| Turns w/| Notes
    | turn  |100 Belly|
    | 0.400 |   250   | Gluttony + hunger item
    | 0.200 |   500   | Gluttony or hunger item, or both w/ Energy Saver
    | 0.100 |  1000   | Usual rate, or mix of hunger speed-ups + slow-downs.
    | 0.075 |  1334   | Stamana Band or Energy Saver, or both w/ Gluttony
    | 0.050 |  2000   | Stamina Band + Energy Saver
    | 0.000 | Endless | Tight Belt sets usage to zero
    These IGNORE any belly savers:
    |  Action              |  Belly usage       | Notes
    | Move: Belly Drum     | Down to 1 Belly    | Unusable at 0 or 1 Belly
    | Walk in walls        | -5 per turn        | Mobile Scarf or natural ghost
    | Pass Scarf activates | -2 per passed move | Need someone to pass to
    | 2-moves link used    | -1 per use         |
    | 3-moves link used    | -2 per use         |
    | 4-moves link used    | -4 per use         |
    Hunger items:
    - Munch Belt  (raises Attack and Sp.Atk)
    - Heal Ribbon (double healing rate, but not with Quick Healer)
    - Diet Ribbon (Practically disables non-leaders)
    Normally, each step eats up 0.1 from your Belly, as tabled
    above. Having Energy Saver will drop the usage to 0.075,
    which lets you last 33% longer. It's more useful when you
    have other factors that affect hunger rate.
    Only one IQ Group gets this IQ Skill, besides Palkia, so its
    use is somewhat limited. Generally, only a leader would get
    hungry, so it's only any good if you pick a Group E Pokemon
    to be a leader.
    However, if you do, you're going to last pretty long without
    food. Even a Berry or a Seed provides a much greater length
    of time. And since you almost certainly have Survivalist,
    that single Seed gives you 74 turns of non-zero Belly to
    regain HP lost from hunger instead of 50. Yayz?
    No matter how fast or how slow you lose your Belly, being
    at 0 Belly will drain 1 HP per turn, and stop regeneration.
    A Tight Belt won't change this fact if you're at 0 Belly.
    You need to eat something, leave the dungeon segment quick,
    or, as a last resort, allow a Reviver Seed to work on you.
    -[***       ]---------------------- 3.0-star ----------------------------------
    ==> Sharp Shooter <=================+-----------------------------------------+
     IQv: 260  ***         | ___D_F__I_ |Boosts the critical-hit ratios of the    |
    ====================================|Pokemon's moves and attacks.             |
    * Critical-rate up (+15%)
    - Does NOT stack with Scope Lens.
    The increase is absolute, not relative. Relative being that
    it depends on how much you have, but this one doesn't depend
    on the actual crit rate -- It's a flat 15% given to most
    Typical chances for critical hits are:
      0%  Regular attack
      8%  Most damaging moves
     30%  "High critical ratio" moves
    However, once you get Sharp Shooter, the chances change:
     15%  Regular attack
     23%  Most damaging moves
     45%  "High critical ratio" moves
    The Scope Lens will do exactly what this IQ Skill does.
    Sharp Shooter and Scope Lens will not stack, so your regular
    attack won't do any better than 15%.
    While not a damage boost you can rely on in the immediate
    situation, the long-term effects of getting the random extra
    damage means you'll KO some things one turn sooner, meaning
    that critical situations happen slightly less often.
    ==> Hit-and-Runner <================+-----------------------------------------+
     IQv: 270  ***         | _____FG__J |The Pokemon may avoid a counterstrike    |
    ====================================|that the enemy uses in response to being |
                                        |struck with an attack or a move.         |
    * May prevent foe's Counter-effect working (unknown chance)
    I know very little about this one. Does it work against
    abilities like Static? Does it work against actual Counter
    status? Can it work against Counter Hitter & Counter Basher?
    In fact, what's the percentage in the first place?
    Due to my lack of information, I can't give meaningful
    advice. Check back later when I actually know.
    ==> Counter Basher <================+-----------------------------------------+
     IQv: 280  ***         | __C_______ |The Pokemon takes on the Counter         |
    ====================================|status, so it counterstrikes under       |
                                        |certain conditions. Its Defense will be  |
                                        |reduced by 1 level, however.             |
    * 12% chance to Counter for full damage
    * Defense down
    Losing one stage in Defense means -30% to it.
    Combined with Aggressor, a two stage drop means -50%
    Hmm... There are two things wrong with this IQ Skill:
    - Defense down. This equals painful to leave on.
    - 1 in 8 chance of working. Means it's not likely to help.
    Together, you have an IQ Skill that, once obtained, will
    always be off. Well, there are reasons for having this one
    on, but if you're trying any serious trips into the next
    dungeon, none of those reasons apply, unless you want a
    Probably the only reason why this IQ Skill exists is so you
    fear enemies with it. You make one attack at 100 damage, and
    BAM! Now you're crying at the fact it lived and reflected
    that same damage back at you. One out of every eight times
    they live, you regret it, big time.
    ==> Quick Healer <==================+-----------------------------------------+
     IQv: 290  ***         | ____E_GHI_ |The Pokemon's natural HP-recovery        |
    ====================================|speed is boosted.                        |
    * Natural HP recovery is doubled.
    - Does NOT stack with Heal Ribbon.
    |  Rate   : PR%  | Notes
    |   None  : 0.0% | (Badly) Poisoned, Nightmare, leader w/ 0 Belly, or enemy.
    | 1 / 200 : 0.5% | Typical case for allies and leader
    | 1 / 100 : 1.0% | Heal Ribbon or Quick Healer
    | 1 /  50 : 2.0% | Rain Dish in rainy weather
    | 1 /  30 : 3.3% | Rain Dish + Quick Healer/Heal Ribbon  OR  Wish
    The "Rate" is a fraction. This lets you know how many turns
    it will take to go from 1 HP to your maximum. "None" means
    that no recovery takes place, so be careful then.
    PR% is the percentage of your max HP per turn you recover.
    Good to know if you prefer percentages. Keep in mind that
    the 3.3% isn't perfectly exact.
    Standard rate of recovery is MaxHP / 200. So in any normal
    case, if you have 100 MaxHP, you'll recover 1 HP every 2
    turns. With 500 MaxHP, you'll recover HP in a pattern of
    2, 3, 2, 3, 2, 3, and so on.
    With Quick Healer on, the rate is now MaxHP/100 per turn.
    100 MaxHP will now recover 1 HP with every step. The rate is
    doubled, what do you expect?
    Its effect is just like Heal Ribbon, and in fact will not
    stack with Heal Ribbon. The nice thing is that, unlike a
    Heal Ribbon, this IQ Skill will *NOT* drain Belly faster.
    I hope I don't have to say how useful this speedy healing
    is. Fighting through random battles will not hurt nearly so
    bad when you tend to recover fast enough between them that
    you just simply don't remain in any trouble. Groups E and H
    compound this usefulness with their Bodyguard IQ Skill.
    The only good reason at all to turn this off is so you stay
    at critical HP for longer, in order to maintain effects
    which depends on low HP, like Overgrow or Flail.
    ==> Lava Evader <===================+-----------------------------------------+
     IQv: 300  ***         | ABCDEFGHIJ |The Pokemon will avoid walking on        |
    ====================================|fiery lava.                              |
    * [Ally] will not step on lava tiles
    All this does is prevent allies from walking on lava. They
    will insist on avoiding it. Maybe a good thing, as it stops
    them from getting burn status from it.
    Burn somewhat reduces the damage you deal, in most cases. It
    also deals 6 damage every several turns, but the damage
    happens infrequently, and it doesn't stop regeneration. So
    you can pretty much ignore the damage, unless it's Shedinja
    we're talking about. The fact your attack power is reduced
    should be mentioned, however.
    Although everything can get this IQ Skill, not everything
    can walk on lava anyway. It's good for those who float, have
    ghost-like movement, the IQ Skill All-Terrain Hiker, or
    holding a Mobile Scarf. Fire-types, Groudon, Rhydon, and
    Rhyperior can walk on lava without burns.
    Also, there's only three places with lava. In the entire
    game. Story-wise, you'll only see one of them, at the very
    end of the post-story. There's two side places with lava to
    see, but other than that, this provides no benefit.
    The IQ Skill isn't real useful, so switch it however you
    like. All groups have it anyway, so it's just a matter of
    tons of Gummis.
    Certain moves can be learned at Lv72, provided the Pokemon
    is smart enough. The IQ required is at the exact moment that
    Lava Evader is learned. The moves are Frenzy Plant, Blast
    Burn, Hydro Cannon, and Draco Meteor.
    -[***'      ]---------------------- 3.5-star ----------------------------------
    ==> Multitalent <===================+-----------------------------------------+
     IQv: 310  ***'        | A____F___J |The Pokemon becomes so talented with     |
    ====== Always on ===================|its moves that it gets slightly more     |
                                        |PP to spend on them. This IQ Skill       |
                                        |can't be turned off.                     |
    * +5 max PP for all moves
    The only time this +5 max PP isn't useful is when learning
    new moves. The current PP begins at the usual maximum, but
    after the move appears in the list, the maximum jumps up to
    the new limit, but the current PP doesn't jump up.
    Other than that, entering a dungeon with an extra 5 PP per
    move is a big deal. With four moves, that an extra 20 PP to
    sling around. With PP Saver, it's more like 21 or 22. With
    Max Elixir, it makes them that much more effective. Yeah,
    you're going to last practically forever.
    Especially useful for moves with limited PP. 8 PP is now 13.
    You've always wanted more of those never-miss moves, right?
    And the room-range moves, too. And the instant win ones...
    This IQ Skill is the reason why one would want to hit 3.5-
    star real quick for certain Pokemon. 20 extra PP is not a
    small number.
    ==> Exp. Elite <====================+-----------------------------------------+
     IQv: 320  ***'        | _____FG___ |The Pokemon earns extra EXP. Points      |
    ====================================|after defeating enemies.                 |
    * +10% EXP earned
    | What is it?   |Percnt|  Exact  | Notes
    | Base rate     | 100% | 256/256 | Standard rate
    | Exp. Elite    |+ 10% |+ 25/256 | IQ Skill
    | Wonder Chest  |+ 15% |+ 38/256 | Hold item
    | Miracle Chest |+ 30% |+ 76/256 | Hold item
    | Evolve Charm  |+112% |+286/256 | Eevee-specific item
    The rates stack -- just add them together! For those who
    care about precision, the game calculates each rate before
    totaling your EXP gain. For example:
    Suppose the foe I defeat is worth 409 EXP, and my Eevee is
    409 * 256/256 =  409  | Base exp
    409 *  25/256 =   39  | Exp. Elite
    409 *  76/256 =  121  | Miracle Chest
    409 * 286/256 =  456  | Evolve Charm
    Total gain:     1025
    Thanks to rounding errors, we don't get 1027 EXP. Darn.
    However, this is impractically precise. Just adding the less
    precise percentages will give you an idea anyway. Strictly
    speaking, they are over-estimates, but not by much. With the
    max rate of 252%, the example above is calculated to 1030.
    The actual calulation is 1025, so we have an error of 5.
    Just five points off out of over a thousand. Tiny error!
    That said, this IQ Skill lets you level up faster. Who can
    argue with that? You get stats faster, and it's darn nice
    like that.
    It's too bad about the IQ requirement. You need like 64
    favorite gummis in order to get this. By the time you get
    enough gummis, you've probably seen the credits and you're
    well on your way through the post-story.
    Ah well. When you want to continue playing after that, the
    fact you don't need to grind as much for the same amount of
    EXP will help things somewhat.
    No, I did not typo Evolve Charm's EXP bonus. It is 112%.
    This was "fixed" in the Sky release.
    ==> Counter Hitter <================+-----------------------------------------+
     IQv: 330  ***'        | ___DE_____ |The Pokemon takes on the Mini Counter    |
    ====================================|status, which makes it strike back       |
                                        |against attackers in certain conditions. |
    * 12% chance to Mini Counter for 1/4 damage
    The chances that you'll enjoy the reflected damage is low.
    Seeing as the chances are low to even have it reflect, and
    doesn't even return the full damage means that it's just
    about no help. Needing to take damage to return it isn't
    a very prolific strategy.
    But at least, unlike Counter Basher, you lose nothing for
    having it on. Who knows, maybe that 13 damage will mean
    something when you're hit for 54 points of damage on your
    next trip.
    The reflected damage is the same type as whatever hit you.
    Although it's never used for weaknesses/resistances, it is
    used for abilities.
    Also, this marks the last IQ Skill that most enemies will
    ever have. Any more IQ Skills beyond here will only be had
    by certain boss battles and Zero Isle North 50F and above.
    Oh, and of course you, the dedicated player to have reached
    such high IQ values. Keep on playing!
    ==> Erratic Player <================+-----------------------------------------+
     IQv: 340  ***'        | __C___G___ |The Pokemon's battle performance is      |
    ====================================|erratic, so the positive and negative    |
                                        |effects of types influence the power     |
                                        |of moves more intensely. This affects    |
                                        |the power of moves that the Pokemon      |
                                        |uses, as well as the power of moves      |
                                        |that hit the Pokemon!                    |
    * Type match-ups become more important!
    |  Effectiveness   | No Erratic P. | Yes Erratic P.|
    |Little Effect     | 128/256   50% |  64/256   25% |
    |Not Very Effective| 181/256   70% | 128/256   50% |
    |Usual, neutral,...| 256/256  100% | 256/256  100% |
    |Super Effective!  | 358/256  140% | 435/256  170% |
    Both types of two-typed Pokemon apply. Multiply them.
    If your attack is "Super-Effective", it will deal even more
    damage than the usual "Super-Effective". If an attack were
    "Not very effective" or had "Little effect", you will see
    a much smaller number pop up than the usual ineffective
    amount. This works both ways, offense and defense.
    Because of the dual nature of this IQ Skill, one can reason
    that there are times you want it on and times you want it
    off. Fire-type in an ocean? Need I say OFF? What about the
    same Fire-type in a forest of Grass and Bug-types? Looks
    like a perfect time for this IQ Skill to be ON.
    I have a distinct memory of watching my fiery partner taking
    over 100 damage from a single Water-type attack. Let us say
    that the dangers of this IQ Skill became apparent. When you
    do get this IQ Skill, always keep it in mind. Or be lazy and
    turn it off and never again let it cross your mind.
    So, just pick 'n' choose which situations you need this
    IQ Skill and switch it accordingly.
    For comparison purposes, the Same-Type Attack Bonus (STAB)
    deals an extra 50% damage, whereas a super effective attack
    only deals 40% extra. STAB comes from using a move the same
    type as yours, or one of your types if you have two.
    ==> Haggler <=======================+-----------------------------------------+
     IQv: 350  ***'        | AB________ |The Pokemon can bargain with Kecleon     |
    ====================================|merchants in dungeons, so it will get    |
                                        |lower prices for purchases and higher    |
                                        |prices for items it sells.               |
    * [Leader] dungeon shops offer 20% better deals for buying and selling
    This only works if the IQ Skill is on the leader. Because of
    the fact none of the starters are in Groups A or B, it is
    impossible to use this IQ Skill before the credits roll.
    Even after the credits, it's going to take a while before
    you get a Pokemon with enough IQ to get this IQ Skill.
    This IQ Skill affects the total sale, not the individual
    items. If you sold 5 Sticks at once, you get 6 coins. If you
    threw each Stick and then sold one at a time, you get 2 per
    Stick for a total of 10.
    The town shop will never give you better deals. Only the
    dungeon ones will.
    This can save a lot of money, if you tend to be honest
    around shops and stealing never crosses your mind.
    -[****      ]---------------------- 4.0-star ----------------------------------
    ==> Clutch Performer <==============+-----------------------------------------+
     IQv: 360  ****        | __CD______ |If the Pokemon's HP gets dangerously     |
    ====================================|low, its evasiveness is boosted by       |
                                        |2 levels.                                |
    * At low HP, Evasion up
    For Evasion, two stage boost means enemies have -30% chance to hit
    Concentrator drops evasion, down to 1 stage at -20% chance to hit
    These percentages are relative to the accuracy of the move.
    A move that only has a 50% chance to hit will be reduced to
    35% or 40%, NOT 20% or 30%.
    Okay, so evasion can't be relied on. However, in cases where
    your ultimate plans fail, this does give one last chance at
    salvaging the trip, or a Reviver Seed. All those difficult
    situations where you expect to fail is suddenly turned
    around when your HP has indeed avoided that deadly 0.
    A potential extra turn when you need it most gives this
    IQ Skill some decent use. That evasion boost has saved a few
    explorers from time to time, me included.
    ==> Collector <=====================+-----------------------------------------+
     IQv: 370  ****        | A_________ |When an enemy is defeated, the chances   |
    ====================================|that it will leave a treasure box        |
                                        |behind are slightly better.              |
    * Box drop rate up
    |Percent|Ratio | Have IQ Skill?
    |  2.5% | 1/40 | No Collector
    | 11.1% | 1/ 9 | With Collector
    It seems to be over 4 times more likely.
    Only the ones with this IQ Skill gets the bonus chance.
    Those that don't have this IQ Skill won't get a higher
    probability if they're the ones who deal the KOing blow.
    If an ally has it, try to let them get the last hit, if you
    want the raised chance.
    Makes it more likely that a box will drop when enemies are
    defeated. The change in the chances are pretty significant.
    If ever you wanted Trade Items to stuff your storage with,
    this would be it.
    An enemy can drop a box AND can also be recruited in the
    same KOing blow, assuming the recruitment requirements are
    met. An enemy can't drop a box if it has picked up an item.
    ==> All-Terrain Hiker <=============+-----------------------------------------+
     IQv: 400  ****        | A____F_HI_ |The Pokemon gains the ability to cross   |
    ====================================|water and lava and walk through          |
                                        |gulleys.                                 |
    * Allows movement over water, lava, and open air. Can't walk through walls.
    |Terrain|   Effect    | Items? | If you throw an item into
    +-------+-------------+--------+ lava or air, the item
    | Water | Remove Burn | Stay   | vanishes. It's fine in
    | Lava  | Cause Burns | Lost!  | water, but getting it out
    | Air   | No effect   | Lost!  | of the water is tricky...
    |MoveType|Floor|Water|Lava | Air |Wall | Movement type
    +--------+-----+-----+-----+-----+-----+ depends on the
    | Normal | Yes |     |     |     |     | Pokemon itself.
    | Water  | Yes | Yes |     |     |     |
    | Lava   | Yes |     | Yes |     |     | Fliers often don't
    | Float  | Yes | Yes | Yes | Yes |     | hover at all! Some
    | Ghost  | Yes | Yes | Yes | Yes | Yes | ghosts can't walk
    +--------+-----+-----+-----+-----+-----+ through walls!
    This IQ Skill turns your movement type into hovering, which
    overrides the normal, water, lava, and ghost movement types.
    Effectively, anything that isn't walls or other Pokemon,
    you can walk on it.
    Has the odd effect of removing ghost-like movement, which
    will prevent you from walking into walls. That's fine --
    Just turn off the IQ Skill to allow it once again. For
    reference, Mobile Scarf gives ghost-like movement and will
    ignore All-Terrain Hiker to bestow this mobility.
    There are numerous advantages of going "off-road" like this:
    Shortcuts, sometimes get two Pokemon to fight in halls, and
    even warping at will. Sometimes items fall into water, and
    the ability to walk into the water is one of two ways to
    recover those items. The other being use an Orb.
    Taking shortcuts has an obvious advantage. There are some
    rooms in later dungeons that surround goodies with water or
    divide up two halves of a room where you need to traverse
    "off-road" to quickly get to the other side.
    Occasionally, you come across halls where there is some sort
    of "off-road" terrain on one side. They would provide some
    help when one can actually fight side-by-side with an ally
    rather than relying on only the front Pokemon to take all
    the hits.
    And lastly, an unexpected side-effect of this IQ Skill is
    the ability to warp at will. When "off-road", turn off this
    IQ Skill. Wait one turn. Off you go. You will warp before
    the enemy's turn, so you're pretty safe. Just make sure you
    can't already naturally walk on the terrain.
    You can even make an ally warp! Just switch places with one
    that can't walk "off-road", and the game will prompt you
    before continuing. Saying "yes" causes your ally to warp. If
    not prompted, then the ally can walk on it anyway, which
    means you can't cause it to warp.
    Warping just drops you on a random tile in some random room.
    It never drops you into hallways. Sky has different rules
    for warping an ally using "off-road" terrain, but in these
    versions, they'll also go into a random room.
    -[****'     ]---------------------- 4.5-star ----------------------------------
    ==> Trap Buster <===================+-----------------------------------------+
     IQv: 420  ****'       | AB___F_H__ |The Pokemon may remove traps it steps    |
    ====================================|on. Beware: this IQ Skill won't work all |
                                        |of the time and also affects a           |
                                        |Wonder Tile.                             |
    * 33% chance to destroy a trap on trigger
    When you trigger a trap, this IQ Skill gives a chance that
    it will simply disappear, without affecting you at all. You
    never get to see what the hidden trap was, but whatever it
    is, it's not a threat anymore.
    It doesn't matter how you trigger the trap. You may trip an
    unseen trap, walk on a visible one, or even trigger it by
    menu -> Ground. Whatever the method may be, Trap Buster has
    a chance at destroying the trap on the spot. Even Wonder
    Tiles are considered traps, and may vanish when you step on
    Having this IQ Skill, due to the fact it doesn't work all
    the time, merely reduces the probability that you trigger an
    unwanted trap. Anything that lowers the probability of those
    traps is still better than nothing, so it is helpful. Just
    not absolutely amazing.
    If you want to trigger a trap without it vanishing, like
    Wonder Tiles, turn off the IQ Skill before you go ahead.
    Would be a pain when the trap vanishes and you are left
    without its effect, in the rare time it is desired.
    ==> Critical Dodger <===============+-----------------------------------------+
     IQv: 440  ****'       | ___D__GH__ |The Pokemon is able to slip out of the   |
    ====================================|reach of dangerous attacks so that       |
                                        |critical hits don't make an impact.      |
    * Can't be struck by a critical hit
    For those who thrive on consistency, this IQ Skill gives
    just that. When you expect the next attack to bring you down
    to low HP, this IQ Skill makes certain that it won't sneak
    in a critical hit that instead brings you down to zero.
    Naturally, knowing that the next attack can't be a critical
    means you'll have more confidence in the fact that you won't
    get KO'd by surprise. It also gives long term defense versus
    attacks that would often make critical hits or even against
    Focus Energy's high-crit effect.
    By removing a chance of something bad happening, you will
    more consistently survive the depths. It is curiously
    missing from Group E's list of defensive talents.
    -[*****     ]---------------------- 5.0-star ----------------------------------
    ==> Stair Sensor <==================+-----------------------------------------+
     IQv: 480  *****       | A__D_FG__J |When it reaches a new floor,             |
    ====================================|the Pokemon uses its intuition to know   |
                                        |exactly where the floor's stairway is.   |
    * On floor entry, an arrow points in the rough direction to the stairs
    Whether it's on a leader or one of your allies, you get to
    see that nice arrow appear. It also puts a message into the
    message log that there was an arrow that pointed somewhere.
    Too bad said message doesn't say which way it pointed, so
    if you want it to be useful, pay attention when you enter
    the next floor!
    It will point in one of eight directions. Quite often, it
    will point diagonally, as the stairs often appears some
    number of steps in one direction and again for the other.
    Only if it's straight north/south or east/west will it not
    point diagonally.
    This tends to help you scout out floors more efficiently or
    just speed through the floors more quickly. Then again,
    there are situations where this IQ Skill is made useless,
    such as when you appear in a corner room or you appear in
    the same room as the stairs.
    Chances are good, however, that on at least a few floors in
    any given dungeon, you get through them faster. It is too
    bad, however, that this comes as late as it does.
    ==> Sure-Hit Attacker <=============+-----------------------------------------+
     IQv: 500  *****       | ____E____J |The Pokemon's regular attacks never      |
    ====================================|miss.                                    |
    * Regular attacks can't miss
    I am not sure, but I think even if you are hit by Whiffer,
    this IQ Skill pierces through even that. When it says "never
    miss", it takes it more literally than the never-miss moves
    themselves, which can miss under Whiffer. This was true in
    Rescue Team, but I'm not sure if any changes took place.
    It is too bad that only a certain set of Pokemon even gets
    this IQ Skill, and their focus is definitely not offense.
    The only ones who even get to use it can't even use it as
    effectively as others who definitely would love having it.
    At best, it reduces the pain of one rare status effect, and
    makes for a more stable run through the dungeon when you
    rely on regular attacks. At worst, it nevers sees the light
    of day when you focus only on moves to deal any damage.
    It sits in Concentrator's shadow, basically. That IQ Skill
    ensures hits of regular attacks AND some moves, until
    evasion comes into play. Not only that, but Concentrator is
    far easier to get, and is on groups that can use it well.
    Sure-Hit Attacker doesn't do any of that for moves, but I
    suppose ignoring evasion for the weak regular attack and no
    drawback is good enough to make up for lacking availability?
    Again, it's shadowed by Concentrator.
    -[*****'    ]---------------------- 5.5-star ----------------------------------
    ==> Extra Striker <=================+-----------------------------------------+
     IQv: 520  *****'      | __CD____I_ |The Pokemon attacks at a faster rate,    |
    ====================================|so it may lash out with an extra attack  |
                                        |right after its first one.               |
    * Occasionally makes two regular attacks instead of one
    This affects only the regular attack, not the moves. Your
    moves never get a double-punch attached from this IQ Skill.
    The regular attack is now much more useful. Weaker moves are
    made redundant when your regular attacks can deal just as
    much damage as a Tackle, maybe more against resistant foes.
    This means you can focus on filling up your four move-slots
    with other moves... If you trust that the chance to strike
    twice isn't too low for your needs.
    On the other hand, reaction effects like Static may get an
    extra chance at harming you. It might not be worth using
    something that can KO only if you aren't paralyzed in the
    process. Besides, using regular attacks only will cut the
    EXP you get by 50%, so if you still need the EXP...
    However, the occasional extra strike that hits the foe can
    potentially KO them sooner. And if you're decently leveled,
    that extra damage is fairly significant. KOing things faster
    means they stop bothering you with their attacks sooner, and
    we all know that means you keep more of your HP.
    In any case, it never makes you attack a second time if
    there's no enemy in front by the time the second attack
    would fire.
    ==> Quick Dodger <==================+-----------------------------------------+
     IQv: 540  *****'      | ___D___HI_ |The Pokemon becomes better at evading    |
    ====================================|attacks and moves.                       |
    * Evasion up
    It doesn't mention how much evasion it gives. I'm not sure
    if it drops accuracy of incoming moves by a set amount, or
    if it merely acts like a free Double Team.
    While browsing through UPC over the mechanics of PMD1, I
    noted it mentions an odd effect that, rather than add to
    your evasion or reducing the opponents accuracy, it instead
    drops the accuracy of the move itself.
    However, this is for Rescue Team. I can't guarantee anything
    here. Many things are transferred over as is, but I need
    absolute certainty.
    Still, a source of stable evasion is certainly nice to have.
    Will help you avoid critical HP more often. You will also
    love it when you start dodging status moves as well, where
    most of them have 100% accuracy. Feel untouchable for once!
    ==> Fast Friend <===================+-----------------------------------------+
     IQv: 550  *****'      | _B_____H__ |Improves the chances that defeated       |
    ====================================|enemies will want to join the            |
                                        |exploration team.                        |
    * [Leader] recruitment becomes easier
    I don't know exactly how helpful it is. It seems like +2%
    chance, but I do know it isn't a massive boost. It's
    probably the well-believed +1%.
    Supposedly, the exact boost to the chances are as follows:
    | What is it?  | Bonus  | Notes
    | IQ SKILL     | ------ |    All percentages
    | Fast Friend  | + 1.0% |    shown here are
    +--------------+--------+    NOT confirmed.
    | LEADER'S LVL | ------ |
    | Lv 1 ~ Lv29  | + 0.0% |    However, we don't
    | Lv30 ~ Lv39  | + 5.0% |    have anything
    | Lv40 ~ Lv49  | + 7.5% |    better, so I'm
    | Lv50 ~ Lv59  | +10.0% |    displaying them.
    | Lv60 ~ Lv69  | +12.5% |
    | Lv70 ~ Lv79  | +15.0% |    Info taken from
    | Lv80 ~ Lv89  | +17.5% |    xvolution's FAQ.
    | Lv90 ~  100  | +24.0% |
    | HOLD ITEMS   | ------ |
    | Friend Bow   | +10.0% |
    | Amber Tear   | +25.0% |
    | Golden Mask  | +25.0% |
    | Icy Flute    | +25.0% | Only helps to recruit Ice-types
    | Fiery Drum   | +25.0% | " "  Fire-types
    | Terra Cymbal | +25.0% | " "  Ground-types
    | Aqua-Monica  | +25.0% | " "  Water-types
    | Rock Horn    | +25.0% | " "  Rock-types
    | Grass Cornet | +25.0% | " "  Grass-types
    | Sky Melodica | +25.0% | " "  Flying-types
    It is also widely believed that you need this IQ Skill in
    order to recruit Kecleon. Given the recruitment rate is
    ridiculously low, at -49.5%, I have no reason to disagree
    with this.
    Other than speculation, I have nothing to say about this
    IQ Skill. All I said are guesses, uncertainties, and just
    about everything is unknown, other than it raises the chance
    by some finite amount, and the fact the items I pointed out
    do what they do. Roughly.
    -[******    ]---------------------- 6.0-star ----------------------------------
    ==> Intimidator <===================+-----------------------------------------+
     IQv: 560  ******      | __C_E___IJ |Under certain conditions the Pokemon     |
    ====================================|can intimidate an enemy that attacks,    |
                                        |which gives it a Cringe status condition.|
    * 33% chance to prevent a "foe in front" or "cuts corners" attack
    - This includes regular attacks. They can be prevented, too
    Status effects do not stop Intimidator. You're scary even
    when sleeping! Even the level of enemies don't factor into
    the chances. It's a flat 1 in 3 chance wherever you go.
    Additionally, the PP of the prevented move is still reduced.
    Against linked moves, each move in the link is checked
    individually. If the first move was stopped, this does not
    stop the second move from being attempted (and hope that one
    works out!).
    Good grief! That is NOT a small chance to outright stop an
    attack! Even Clutch Performer wouldn't provide that big a
    chance to avoid an attack! Just stand out there and watch as
    all those attacks just fall short of affecting you.
    Using moves or Orbs while up close to an Intimidator Pokemon
    may cause the attack to outright fail. Yes, Orbs are
    affected. Even your inventory isn't safe. A lot of moves are
    affected, so you become much safer once you get Intimidator.
    Charge-up moves like Dig ignores Intimidator. Throwing items
    will also ignore Intimidator, so toss that X-Eye Seed now!
    Line range moves might also pierce Intimidator, which
    although I'm not positive about it, and had earlier advice
    suggesting you use them, no one yelled at me about having
    those stopped, so far. Maybe it's good.
    Be aware that some bosses have this IQ Skill. Part of their
    difficulty is the fact you just can't hit them at times. Do
    use some of the methods I suggested up there, if possible.
    You can also try linked moves, which although isn't perfect
    against Intimidator, still lets you make multiple attempts
    each turn.
    A move stopped by Intimidator still uses up PP. You'll never
    notice this loss on enemies, but you'll notice it when you
    are stopped by it. Pressure does *NOT* add to this loss when
    Intimidator thwarts your attack.
    ==> No-Charger <====================+-----------------------------------------+
     IQv: 570  ******      | __C__F____ |The Pokemon charges then unleashes       |
    ====================================|any move that normally requires 2 turns  |
                                        |in only 1 turn. Powering up these        |
                                        |charge-up moves so quickly consumes      |
                                        |2 PP, however.                           |
    * Charge-up moves take 1 turn, using up one extra PP
    Full list of moves that No-Charger may apply to:
    | Name of move | Type  | Pw Acc Cr PP | Notes
    | Bounce       | Fly/P | 16 100  8 11 | Safe first turn
    | Dig          | Gnd/P | 12 100  8 12 | Safe first turn
    | Dive         | Wtr/P | 12 100  8 12 | Safe first turn
    | Fly          | Fly/P | 14 100  8 12 | Safe first turn
    | Focus Punch  | Fgt/P | 20 100  8  8 |
    | Razor Wind   | Nrm/S | 16 100  8 13 |
    | Shadow Force | Gho/P | ?? ??? ??  6 | Safe first turn; Ignores Protect
    | Skull Bash   | Nrm/P | 10 100  8 15 | Defense up from first turn
    | Sky Attack   | Fly/P | 30  90  8  6 |
    | SolarBeam    | Grs/S | 24 100  8  9 | Sunny makes it 1-turn
    Info taken from Serebii.
    This extra PP loss happens, even if PP Saver activates.
    So basically:
    -2 PP without PP Saver
    -1 PP when PP Saver works
    A wonderful example of an IQ Skill where its use is minimal.
    The whole deal where they have little PP and the fact this
    IQ Skill eats up that PP twice as fast means it's not going
    to last. And lasting in dungeons tend to be most important.
    If you're thinking about boss battles, where you might need
    the speedy damage, fact is, you're likely done with the
    post-story by the time you even get the IQ required for it.
    Maybe the Seven Treasures dungeons, but beyond that, there
    isn't much of a chance you'll make good use out of it.
    The limited number of charge-up moves and their limited PP,
    plus the poor availability of this IQ Skill tend to combine
    into a rather major flop. Still, if you make good use of it,
    you've done better than I have.
    ==> Map Surveyor <==================+-----------------------------------------+
     IQv: 580  ******      | A_____G__J |The Pokemon is able to sense the layout  |
    ====================================|of the dungeon floor.                    |
    * The entire map shows up. Darkened regions are unexplored.
    This IQ Skill shows the map. The whole map, and nothing but
    the map. This won't reveal enemies, items, stairs, or traps,
    but they show up as you find them anyway.
    You may switch this IQ Skill on or off, and the dark lines
    will appear or vanish as you do so. It's only useless if you
    set up the options such that you never see the map anymore.
    Knowing what the map looks like is a significant help. You
    don't have to guess whether that path leads to a dead-end
    anymore. Since these groups also have Stair Sensor, you get
    a pretty good idea where to go upon entering the floor.
    This will speed up your search through each floor. Greatly.
    ==> Trap Seer <=====================+-----------------------------------------+
     IQv: 600  ******      | _B_D__G___ |The Pokemon will not activate a hidden   |
    ====================================|trap when it steps on it. The trap will  |
                                        |then be visible.                         |
    * Unseen traps won't trigger when stepped on, but will be revealed
    This IQ Skill is very useful on you, since you are the only
    one who can trip unseen traps for some mysterious reason.
    This IQ Skill stops unseen traps from working, which are the
    most likely ones to be struck by. To my knowledge, allies
    will also reveal traps now, instead of never exposing them.
    As for the visible ones, this IQ Skill does not stop those,
    but you could, ya know, avoid them?
    A leader with Trap Seer and allies with Trap Avoider means
    you'll never activate any traps unless you want to. Okay,
    maybe some accidents, but for the most part, you won't get
    any trouble with traps.
    The biggest problem is how late you get this IQ Skill, and
    the fact that not everyone can even get it. But when you
    finally have it, you would be tempted to use it as a leader
    in trap-infested dungeons.
    -[******'   ]---------------------- 6.5-star ----------------------------------
    There does not exist any IQ skills that are exactly 6.5-stars.
    -[*******   ]---------------------- 7.0-star ----------------------------------
    There does not exist any IQ skills that are exactly 7.0-stars.
    -[*******'  ]---------------------- 7.5-star ----------------------------------
    ==> Quick Striker <=================+-----------------------------------------+
     IQv: 750  *******'    | ___D__G___ |The Pokemon attacks at a very fast       |
    ====================================|rate, so it will always lash out with an |
                                        |extra attack right after its first one.  |
    * Two regular attacks in a single turn
    Only the regular attacks go twice, not the moves.
    You always get two strikes. Your regular attacks start
    becoming very useful. Weaker "foe in front" moves are just
    not worth it anymore. The double-punch hurts, man!
    Try to keep in mind that countering abilities like Static or
    Effect Spore gets two chances to affect you, assuming the
    target withstands your attacks.
    Remember that two attacks don't mean "always hit at
    least once". If it is absolutely critical that you hit,
    don't rely on two regular attacks unless they are your best
    chance. It is still a hard-hitting option, what with two
    regular attacks flying at your enemy, anyway.
    You may as well enjoy the offense boost when you get this
    much IQ...
    -[********  ]---------------------- 8.0-star ----------------------------------
    ==> House Avoider <=================+-----------------------------------------+
     IQv: 800  ********    | A___EF_HIJ |The Pokemon senses nearby Monster        |
    ====================================|Houses. It will stop 1 tile before       |
                                        |the entrances of a Monster House.        |
    * [Ally] won't step on a tile that will trigger a Monster House
    Like Lava Evader and Trap Avoider, this restricts certain
    tiles as potential spots for allies to go. This one stops
    them from walking blindly into a Monster House. Though,
    after it is triggered, they'll walk in like usual, as the
    Monster House trigger is already used up.
    Chances are good that you are the one that walks right into
    the Monster House, and this IQ Skill does not save *YOU*
    from causing the mess.
    You could, however, tell an ally "You go the other way",
    and follow this ally into halls. Should this ally stop, then
    you know there's a Monster House up ahead.
    Other than that, its only other use is to prevent a
    separated ally from stumbling into one of these deadly
    Monster Houses on their own. As long as they don't warp in
    there, anyway.
    -[********' ]---------------------- 8.5-star ----------------------------------
    ==> Pierce Hurler <=================+-----------------------------------------+
     IQv: 850  ********'   | ABC__F____ |Pokemon's thrown items pierce through    |
    ====================================|walls and other Pokemon without          |
                                        |stopping, but impact all Pokemon they    |
                                        |hit along the way.                       |
    * Gain Pierce status -- items aren't stopped by obstacles
    - Attributes of Pierce status:
        Items fly through walls and Pokemon, affecting all in the way
        Thrown items are always lost
        Thrown items can't be caught
    The items that can duplicate this IQ Skill are Pierce Band
    and Pierce Orb. However, Pierce Band takes up a hold item
    slot, and Pierce Orb disappears when used. Pierce Hurler is
    useful in that you don't need items to give you Pierce
    It's not often that you find enemies standing in a line just
    waiting for you to throw that Stick through them. Though,
    that ability to hit multiple enemies like that can be nice,
    it doesn't happen often enough, except maybe from a Monster
    House, for it to become routinely useful.
    Also, while under the influence of Pierce, throwing an item,
    no matter the result, will destroy it. As such, you can't
    actually throw that TM Return repeatedly to scout out
    hallways, when Pierce status always destroys the item. If
    you do need to throw something into the dark, be sure to
    turn off this IQ Skill so you don't always lose the item.
    The offense given by this IQ Skill is often minimal, if any
    at all. However, a more common use for this is to toss
    stat-building items through your team. Those gummis and
    drinks get triple their use if you throw them through your
    party instead of consuming them. Nifty.
    Be aware that, even though you have Pierce status, you can
    still miss. Which means some of those gummis will miss some
    of your team. A way to have perfect accuracy is to wear some
    Lockon Specs. No, Concentrator will not help.
    -[********* ]---------------------- 9.0-star ----------------------------------
    ==> Nature Gifter <=================+-----------------------------------------+
     IQv: 900  *********   | _B_____H__ |The effects of any Seed or Berry that    |
    ====================================|the Pokemon eats spread to the whole     |
                                        |party. This IQ Skill works only for the  |
                                        |team leader.                             |
    * [Leader] The full effect of eaten Seeds or Berries apply to all allies
    - Range is all allies on floor. Yes, the whole floor
    - Eaten Reviver Seeds and Blast Seeds aren't affected
    - Thrown items that hit you do not activate this ability
    This includes things like Golden Seeds and Life Seeds. Fast
    level-ups and MaxHP for everyone!
    No, eating gummis and ingesting drinks do not spread the
    effects to everyone. No one else is getting any smarter when
    you eat the Wonder Gummi. They are not defined as a "seed"
    or a "berry", are they?
    Besides the obvious "boost everyone's levels" effect, the
    ability to strengthen your whole team with a single seed
    or berry means you can turn the whole battle around in an
    Think about how useful a few items become:
    - Oran Berry heals everyone for 100 HP
    - Chesto Berry makes all allies sleepless
    - Heal Seed becomes a cure-everyone
    - Pure Seed warps everyone now, not just you
    - Violent Seed causes your whole team to hit really hard suddenly
    - Even a Plain Seed fixes up trouble with Pierce-thrown Hunger Seeds
    Like with Pierce Hurler, it's a nifty way of having one item
    affect a lot of Pokemon at once.
    -[*********']---------------------- 9.5-star ----------------------------------
    ==> Time Tripper <==================+-----------------------------------------+
     IQv: 950  *********'  | ________I_ |The Pokemon's Movement Speed is          |
    ====================================|boosted by 1 level while this IQ Skill   |
                                        |is active.                               |
    * Movement speed up
    Imagine a permanent Agility. Yep, that's quite useful, eh?
    There are ways to exploit this extra speed so enemies will
    never get a chance to attack you. You just need to know the
    mechanics of how speed works.
    As long as you are faster than normal, walk a step.
    - If the enemy acts, you may attack without fear of being
    attacked yourself.
    - If the enemy doesn't act, then move again. Keep in mind
    the range of attacks when you move.
    Imagine a hidden counter. It starts at zero and counts up.
    - When you walk a step, you add 1 to this counter.
    - When you use a move, the counter instantly maxes out.
    - The maximum for this counter is your current speed, usually 1.
    - When at maximum, your turn is completely over.
    One oddity of speed is that, when you use a move, the
    counter maxes out. Lets say your speed is 1, so now the
    counter is at 1. Then your ally uses Agility. Now your speed
    has risen to 2, but the counter didn't change. The turn
    cycle then passes over to your enemies, then finally it's
    your turn again.
    However, since your counter is at 1, and your speed is at 2,
    you can act again before the round is over. So you use a
    move again. Then the turn cycle goes over to your allies,
    then the enemies again. However, since the enemies' counters
    are already maxed out, they don't act after your move. Now,
    imagine if that same ally uses Agility again, speed at 3...
    With Time Tripper, your speed is raised to 2. But remember,
    when you use a move, it always maxes out the counter. When
    you take a step, it merely adds 1 to the counter.
    In any case, the only Pokemon that gets this IQ Skill are
    Dialga and Darkrai. The only way you'll enjoy the permanent
    double speed is by having one of those two and shoving
    hundreds of gummis down one of their throats.
    -[**********]---------------------- 10-star -----------------------------------
    ==> Absolute Mover <================+-----------------------------------------+
     IQv: 990  **********  | _________J |The Pokemon gains the ability to cross   |
    ====================================|water and lava, walk through gulleys,    |
                                        |and dig its way through walls.           |
    * Allows movement over water, lava, and open air.
    * Allows movement into walls, which then turns it into a floor tile
    This IQ Skill does not eat up any extra Belly when walking
    into walls.
    This IQ Skill allows you to attack ghosts in walls with "Foe
    in front" moves and regular attacks.
    Rather than wasting time and Belly following those paths,
    you can ignore them and make your own! One great example
    of saving time and Belly lies in the "Crossroads floor":
       +-+ +-+ +-+
       | | | | | |     "Crossroads floor"           Eeveelution741
       +-+ +-+ +-+                                  had the idea of
    +-+ #   #   # +-+  This floor is built          a diagram.
    | |###########| |  specifically to waste as
    +-+ #   #   # +-+  much time as possible.
        #   #   #
    +-+ #   #   # +-+  Naturally, this IQ Skill
    | |###########| |  greatly reduces your
    +-+ #   #   # +-+  search time.
       +-+ +-+ +-+
       | | | | | |     This is a highly
       +-+ +-+ +-+     simplified map of it...
    Besides making shortcuts where there previously weren't any,
    another use is finding buried items. There are several
    dungeons which have buried items, and some of them tend to
    have a lot of value.
    It's too bad that only one Pokemon can get this IQ Skill,
    and rest assured, you're done with all the story the game
    has to offer by the time you get Palkia to that IQ. Then
    again, you may as well go all the way to perfection while
    you're at it.
    Since Palkia also gets Stair Sensor and Map Surveyor, you
    really should have no trouble speeding through the floors.
    You know where to go. You know what to expect. Walls are no
    obstacle. What's left?
     5 -O-*O*-O-*O*-O-*O*-O-*O*         CLOSING         *O*-O-*O*-O-*O*-O-*O*-O-*O*
    You have reached the end of my FAQ. Hope you enjoyed your
    stay here, as I have nothing else of interest about the game
    here. Still, there are plenty of things I need to explain
    myself, so this is the section for it.
    5.1 ------------------------ Unanswered Questions ----------------------<why42>
    I am keeping a list of unanswered questions in the Sky
    version of this FAQ. Leaving them in here is a duplication
    of text which probably wouldn't serve any benefit at this
    point. This serves to reduce the size of this file, in any
    However, all the questions I have in that FAQ also apply
    here equally. If you need to see them, you may want to take
    a look on the Sky version of this FAQ.
    5.2 ------------------------------- Credits ----------------------------<tnk16>
    There has been a lot of help on the way to making this FAQ.
    I extend my thanks to the GameFAQs message board and to
    everyone who helped me on the way.
    In particular, I will name those that have contributed here.
    They helped in other ways, but all I'm listing is what
    directly helps this FAQ be what it is.
    * Has provided lots of details of IQ Skills. Thanks!
    * Actively pointed out things in my prototype posts. Quite helpful.
    Has been helpful in other ways numerous times.
    * IQ Skill descriptions. They are not used in this FAQ, but thanks!
    * Found Absolute Mover's IQv requirement... And walls stuff.
    * Found an error in my list.
    * Actively pointed out things in my prototype posts. Quite helpful.
    * Showed diagram of one floor-type. I used the idea.
    Has been helpful in other ways a number of times.
    * IQ Skill descriptions. They are not used in this FAQ, but thanks!
    * Details of: Acute Sniffer, Power Pitcher.
    * Provided advice for recruiting Pokemon. I took only one, though.
    * Pointed out errors in my move list for No-Charger.
    * Had a list of two-turn moves. While thinking about Bodyguard...
    * Checked Synthesis, Morning Sun, and Moonlight in all weather.
    * Asked about level difference involving Intimidator.
    * Asked about the confusion status and Gap Prober
    * Pointed out flaws in my description for Quick Healer.
    * Helped fill in which status effects affect Bodyguard.
    Has been helpful in another way.
    * Provided advice for recuiting Pokemon. I didn't use it word for word.
    * Tested out Collector, and answered my question for it.
    * Filled in a few status effects for Bodyguard.
    * Asked about if Coin Watcher applies to swapping coins into inventory.
    * Pointed out my "overview" section...
    * IQ Skill descriptions. They are not used in this FAQ, but thanks!
    Has been helpful in another way.
    * Scanned through a strategy guide, fixing my IQ Group errors.
    * Asked about Intimidator. The answer is it isn't affected by status.
    Has been helpful in another way.
    * Pointed out something in my prototype posts.
    * Details of: Wary Fighter.
    * Pointed out how linked moves work with Intimidator.
    * Further confirmed that Absolute Mover can hit into walls.
    * A detail about Exclusive Move-User.
    Help given is unrelated to IQ Skills.
    * About Kecleon robbing and missions. Info used for Escapist.
    Help given is unrelated to IQ Skills.
    Suggestion given is unrelated to IQ Skills.
    Suggestion given is unrelated to this particular FAQ.
    Additionally, there are two sites I must thank as well:
    It has errors, but I initially used it to help build a
    framework to list out IQ Skills. Things would not have gone
    as cleanly at the start without it.
    upokecenter.com     UPC -- the ultimate Pokemon Center
    A site that contains actual data from within the game itself.
    Without the efforts of Peter O., there are many, many values
    and mechanics which I would never know to this day.
    If you really must look through some history yourself, these
    are the topics that began the whole thing. They are in
    chronological order:
    5.3 ---------------------------- Contact Info --------------------------<cnt86>
    It is difficult to contact me. I apologize. However, if you
    have a GameFAQs message board account, I can be contacted
    through that private message system.
    GameFAQs message board name: FatRatKnight
    As for E-mail, I only check it when I need to use it, which
    is rather infrequent at best. Additionally, it is private.
    So giving my E-mail here will not only fail to provide you
    contact with me, it is also counter-productive for my uses.
    But I will guarantee a response within a few days if you
    send a private message to FatRatKnight through the GameFAQs
    message board. I may have moved on, but I'm always ready to
    look back here.
    5.4 --------------------------- Version History ------------------------<vsn04>
    1.10 - Thought I should touch up this old file...
         - Minor text stuffs, generally.
         - Grouped a few sections into CLOSING.
         - Changed my advice for Zero Isle North
         - Largely removed Unanswered Questions.
         - Significant text changes for:
            Dedicated Traveler  Nontraitor          Acute Sniffer
            Bodyguard           Brick Tough         Type-Advantage Master
            Weak-Type Picker    Survivalist         Exp. Go-Getter
            Energy Saver        Quick Healer        Lava Evader
            Counter Hitter      Erratic Player      Intimidator
            House Avoider
     .91 - Fixed errors in list of moves for No-Charger.
         - Minor change to Coin Watcher
         - Significant text changes for:
            Gap Prober          Exp. Elite
     .90 - Rewrote the introduction again.
         - Realized I goofed up and had an incomplete "overview"
           subsection in IQ Groups. This is removed.
         - Filled in missing recruit advice for these groups:
              B C D E F G
         - Added a question for Quick Dodger.
         - Questions answered for:
            Status Checker      Survivalist         Energy Saver
            Collector           Trap Buster         Intimidator
            Absolute Mover
         - Significant text changes for:
            Wise Healer         Wary Fighter        Sharp Shooter
            Lava Evader         Sure-Hit Attacker   Quick Dodger
     .75 - Added IQ Groups. A brand new section!
         - Rewrote the introduction.
         - Removed "Always on" from Exp. Elite. I forgot to clear it.
         - Added star dividers for IQ Skills. They're hard to see.
         - Minor changes to the quick list.
         - Significant text changes for:
            Cheerleader         Acute Sniffer       Self-Curer
            Bodyguard           Weak-Type Picker    Survivalist
            Nonsleeper          Sharp Shooter       Exp. Elite
            Extra Striker       Fast Friend         Pierce Hurler
            Time Tripper
     .50 - Initial release of text file. Contains IQ Skills.
           Lots and lots of IQ Skills. Nothing but IQ Skills.
    And thanks for reading...
    *O*-O-*O*-O-*O*-O-*O*-O-*O*       End of File       *O*-O-*O*-O-*O*-O-*O*-O-*O*

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