IQ Skill FAQ by FatRatKnight

Version: 1.16 | Updated: 01/25/15 | Printable Version

Pokemon Mystery Dungeon: Explorers of Sky        IQ Skills FAQ
By FatRatKnight    (Lee Eric Kirwan)

This FAQ is Copyright 2009-2015 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 - (   8)  TABLE OF CONTENTS (you are here)
 1 - (  26)  INTRODUCTION . . . . . . . . . . . . . . [in101]
 2 - (  55)  IQ SKILLS, LIST                          [iql27]
 3 - ( 241)  IQ GROUPS  . . . . . . . . . . . . . . . [grp54]
 4 - (1434)  IQ SKILLS, DETAILS                       [iqd62]
 5 - (4153)  UNANSWERED QUESTIONS . . . . . . . . . . [why42]
 6 - (4338)  CLOSING                                  [Clo45]
  .1 {4347}    Credits                                <tnk20>
  .2 {4528}    Contact Info                           <cnt86>
  .3 {4547}    Legal                                  <stp54>
  .4 {4568}    Version History                        <vsn05>

 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.

The IQ Skills had plenty of writing and rewriting done.
Especially this time, so that it's almost as if it's a new
FAQ, specifically for Sky. As usual, I go into the mechanics
around the IQ Skill so you know exactly what you're getting.
Besides, the rewrite should make all my old readers
interested in reading all this stuff again!

Seeing as very few people on the GameFAQs boards browse the
earlier games for information, I figured I should re-hash
said stuff so it's in a more findable spot. That is, the
Explorers of Sky's list of FAQs.

There's a lot listed. And may this FAQ be of assistance...

 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|Course Checker       | [Ally] checks for obstacles for moves
  1|ABCDEFGHIJ|Item Catcher         | Catch thrown items
  1|ABCDEFGHIJ|Item Master          | [Ally] may use item; Reviver Seeds work
  1|ABCDEFGHIJ|Exclusive Move-User  | [Ally] won't use regular attacks
  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] considers all its effective moves
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: Offenses 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 to stop a close-up attack
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

I use the term IQv to describe a hidden number which
determines your IQ. IQv is basically short for "IQ Value".
How much IQv makes a star, you ask? Read the following table
for an estimate of how much of this IQv stuff you have:

|  Visual  : Numeric  | IQv range | |  Visual  : Numeric  | IQv range |
+---------------------+-----------+ +---------------------+-----------+
|'         : 0.5-star |   1 ~  59 | |*****'    : 5.5-star | 510 ~ 559 |
|*         : 1.0-star |  60 ~ 109 | |******    : 6.0-star | 560 ~ 609 |
|*'        : 1.5-star | 110 ~ 159 | |******'   : 6.5-star | 610 ~ 659 |
|**        : 2.0-star | 160 ~ 209 | |*******   : 7.0-star | 660 ~ 709 |
|**'       : 2.5-star | 210 ~ 259 | |*******'  : 7.5-star | 710 ~ 759 |
|***       : 3.0-star | 260 ~ 309 | |********  : 8.0-star | 760 ~ 809 |
|***'      : 3.5-star | 310 ~ 359 | |********' : 8.5-star | 810 ~ 859 |
|****      : 4.0-star | 360 ~ 409 | |********* : 9.0-star | 860 ~ 909 |
|****'     : 4.5-star | 410 ~ 459 | |*********': 9.5-star | 910 ~ 959 |
|*****     : 5.0-star | 460 ~ 509 | |**********:10.0-star | 960 ~ 999 |
+---------------------+-----------+ +---------------------+-----------+

In general, each half-star is about 50 IQv.

An example: If your IQ reads as 3 stars, your IQv is as low
as 260 and could be as high as 309, or any value in between.

Oh, now you're asking what raises this IQv?
Use this other table:

| IQv |   What is it?      |   Example              |
| + 1 | Little Effect      | Purple to Normal-type  |  Using the
| + 2 | Not Very Effective | Yellow to Grass-type   |  old lists.
| + 3 | Neutral effect     | Sky    to Fire-type    |
| + 4 | Super Effective    | Orange to Rock-type    |  I'm guessing
| + 5 | Same Type - Fav.   | Black  to Dark-type    |  they are
+-----+--------------------+------------------------+  still true.
| +10 | Nectar (drink)     | Ingest a Nectar item   |
| +15 | Wonder Gummi       | Eat a Wonder Gummi     |
| ... | SPINDA'S CAFE      | NOTES                  |
| +?? | Gummi Drink @ Cafe | Same as gummis normally|  These parts
| +?? | Good gummi drink   | Bonus +2 IQv if lucky  |  are new,
| + 3 | Good Eyedrop drink | Lucky Eyedrop Seed!    |  however...
| + 2 | Good Max Elixir    | Lucky Max Elixir!      |
| + 2 | Good Gravelyrock   |//These are lookalikes//|
| + 3 | Good Oren drink    |//that can also turn  //|
| + 3 | Good DropEye drink |//into bad drinks that//|
| + 3 | Good Dough drink   |//can permanently drop//|
| + 3 | Good Reviser drink |//stats instead. The  //|
| + 3 | Good Slip drink    |//chances are notably //|
| + 3 | Good Via drink     |//high, so unless you //|  Most items used
| + 3 | Good Mix Elixir    |//abuse saving a lot..//|  at Spinda's Cafe
| +?? | Miracle drink      | Randomly boosts stats  |  can turn into a
+-----+--------------------+------------------------+  Miracle drink.
| +10 | Gravelyrock        | For Bonsly or Sudowoodo|
| + 1 | IQ Booster held    | Only at certain floors |

Each gummi has a type. If you are so confused, use the
in-game help. The type which considers the gummi a favorite
is the type of the gummi. Think of it as "attacking" the
Pokemon with the gummi. The more effective an actual move
would be, the better the gummi. Same-type is used in place
of actual effectiveness, no +9 for a Dragon-type!

Some Pokemon have two types. In that case, the gummi is
checked against BOTH types, separately. The best result is
used. If I feed a Gastly, a Ghost/Poison-type, a White
Gummi, it will gain +3 IQv. Between the Ghost (+1) and the
Poison (+3), the game will always pick the better bonus.
I know, a Tackle has little effect. Doesn't matter here.

I haven't checked Spinda's Cafe drinks much. I may get
around to them someday, but I do not know how good every
lucky boost is compared to things like a favorite gummi.
I have some information now, but hopefully I can get more

Even when your IQ is maxed out, you can still eat gummis.
The main difference is that you don't gain IQ anymore.
Would you prefer starving just because you are maxed on IQ
and only have gummis for food?

 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.

Basically, if there's an IQ Skill you want, you need the
right Pokemon. I could feed gummis all day long to Palkia,
and that legendary Pokemon will never gain Efficiency Expert
even long after I get it Absolute Mover. It's simply not in
the list of possible IQ Skills for Palkia!

Also, recruit those Psyducks all day long, but no matter
what, they're all in Group C. Don't bother recruiting more
than one of any kind just because you're hoping they get a
new set of IQ Skills, as it's entirely determined by what
they are. Even evolution won't change that.

Though, the whole reason you're in this section should be
because I state all those IQ Skills and what Pokemon are in
these IQ Groups. There are also plenty of suggestions if you
do end up lost in this section, so don't think all you'll
get is only the raw data.

|Enemies in general|
Enemies have IQ Skills. They can hurt the unprepared. Ouch.
At least, watch out after the credits roll, okay?

Before the credits, all normal foes have roughly no IQ.
A certain handful might have Status Checker or something,
but that's it for the normal ones. Bosses may still be
granted a bunch of painful IQ Skills, so keep this in mind.

But once you see the credits, the Post-Story enemies get
smart. Some even as high as 330 IQv. There are numerous
places where they have 330 IQv, too many to list here, so
basically, if it's not found before the credits, be prepared
for enemies knowing a bit much.

However, I can list the places which breaks the 330 IQv
level. There are, in fact, only four such locations that
aren't boss battles. They are as follows:

|   Which dungeon?     |  Floors  | Notes
| Southeastern Islands | 23F, 24F | 600 IQv
| Inferno Cave         | 23F~ 29F | 600 IQv
| Zero Isle North      | 50F~ 74F | 600 IQv, 850 at 70+
| Zero Isle Center     |  1F~ 49F | 850 IQv

Naturally, with more IQ Skills in their reach, you really
should take plenty of caution. Considering they get things
like Erratic Player, All-Terrain Hiker, Quick Dodger, and
Intimidator, you'd need to come prepared. Zero Isle's
notable difference is Pierce Hurler, so now nasty items in
their hands get nastier...

But remember: They still follow IQ Group rules. Even at
Zero Isle North's 70th floor, things like Gengar picking up
a Stun Seed aren't nearly as threatening as an Arbok
grabbing the same item. I would recommend paying attention
to that message box, for the cautious players.

In spite of how smart your enemies get, they will always
join with 1 IQv, the minimum possible. No doubt there's
rumors which state "you must be an idiot to join that team,"
and amazingly enough, every single Pokemon you recruit takes
that very rumor at face value. Yeesh!

|Style choices|
Official names: [None] (as far as I'm aware)
Standard names: Group A, Group B, Group C, [...], up to Group J
Fun names: Gatherer, Materialist, and so forth

Just so each subsection containing the group names have a
little more flavor, I come up with fun names for each group.
With some help, I display those names proudly. It sure helps
when I don't change just a single letter between sections.

Although the fun names are more fun than the standard names,
you should still use the standard names. Group A is more
known than Gatherer, and mentioning Gatherer may cause some
confusion in some forums. It's plain, but use Group A to
talk about the first IQ Group listed.

Finally, I don't list out every Pokemon. I simply use the
least evolved form's name and list every number in the
evolution path. Otherwise, the lengths of the Pokemon lists
would get rather long, and you'd have to scroll a lot more
to see the next group.

Anyway, on to the first actual group...

---------------------------- Group A:  Gatherer   -----------------------------

Alas, you can't start as a Group A Pokemon.

A somewhat rare IQ Group. They tend to find stuff laying
about. Whether they have use for it, they're quite willing
to share their findings.

Take a look in Apple Woods. Find a Paras? Good. Did you
recruit one? Use that Paras! Stun Spore helps in stopping
nasty enemies around you so you can pummel away, free of
damage. Level up a bit, and Paras also gets Spore (17),
which sleepifies all enemies in a room. Yeah, don't complain
how I made up a word...

After the credits, sleep is vastly less effective. In which
case, pick out a Caterpie in Apple Woods and evolve up a
Butterfree from one. That Compound Eyes ability will surely
help you make any Stun Spore (12) or Silver Wind (28) hit,
which any Butterfree should come packed with.

They're not good fighters. The only things they really can
claim is the fact they don't sleep and can at least last for
a while without reloading their PP. Beyond that, don't
expect them to be more effective in battle than most of the
other groups. Still, they have other utilities you'd like.

Their whole point is to get items quick. In fact they're the
only ones with Collector, which lets boxes drop from enemies
they KO like crazy. You know, with everything they get and
how much money they can keep, this group will help you get
wealthy pretty swiftly... When you get the IQ up.

Even if you don't really bother with their potential to get
wealth for you, that map really does come in handy. That,
and they can last with plenty of PP to use, too, which makes
longer dungeons a bit easier.

After the credits, they don't sleep. One of the reasons why
I say Spore loses a great deal of use. Also, watch out for
critical hits if any of them have super-effective attacks in
the first place. Besides that, they're not much of a threat,
as far as IQ Skills go.

In those tougher places, they can travel "off-road" now.
Just be ready for attacks where there aren't walls around.
As for Zero Isle's North and Center, there's plenty of these
to worry about, alright! Expect items flying through

|  41 Pokemon in 19 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           |
| #492           | Shaymin    |   |480|*****     | Stair Sensor          |
+----------------+------------+   |580|******    | Map Surveyor          |
                                  |800|********  | House Avoider         |
                                  |850|********' | Pierce Hurler         |

---------------------------- Group B: Materialist -----------------------------

Alas, you can't start as a Group B Pokemon.

An uncommon IQ Group. Ah, to be carefree... They certainly
enjoy being around friends and love all the toys you bring
them. I can hear their cheers and laughter now...

Before the credits, go into Apple Woods for a bit. Plenty of
useful Pokemon there, but Oddish is the focus of this group.
Sweet Scent helps you hit, Stun Spore or Sleep Powder helps
you not get hit. The damage moves like Absorb aren't that
impressive, but the option for another attack is there.

But then you beat the main part of the game. Post-Story
time! Deep within Mystifying Forest lives Teddiursa. When
evolved to an Ursarang, they are foes most fierce when they
are poisoned or burned, with both Guts and Quick Feet. With
strength and speed, few have ever walked away intact.

They love friends. Why else would they have both IQ Skills
that powers their offense and protects them from harm? And
they're very early IQ Skills, both of which are very useful.
It doesn't take much IQ before they shine, and bright they
will shine, alright. Especially their smiles!

And they love toys. Other than Power Pitcher, they get every
IQ Skill that enhances items in one form or another. If
nothing else, at least their prices are enhanced. The top
two IQ Skills, Pierce Hurler and Nature Gifter, provides a
way to use stat-boosters on more than one Pokemon at a time.

Between Trap Seer, Fast Friend, and Nature Gifter, they seem
like they'd make good leaders. And actually, they're one of
only two groups that gets Fast Friend or Nature Gifter.

Beware of enemy groups involving this IQ Group. At least, in
the Post-Story. They'll enhance their allies' attacks and
start protecting them when they hit low HP. They also add to
the reason why Spore is less useful with their Nonsleeper.
At least their own defense tends to lack.

In those tougher places... They're exactly the same as the
other areas. They're only any more threatening in Zero Isle,
either Center or late North, where they get to Pierce-throw
items like so many others can.

|  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  -----------------------------

Get one of these to start as a Group C Pokemon:
- Charmander
- Cyndaquil
- Torchic
- Chimchar
- Shinx
- Riolu

The most common IQ Group. Determined? Reckless? Whatever the
case, they certainly are willing to charge forth. Though
they should learn some caution...

This group contains the most starters. Most of them are of
the Fire-Type, but some non-fires were added since the last
game. Only the males can begin as Shinx or Riolu, but any of
them can be partners, as long as you don't pick Fire and
Fire. Still, Shinx can make things easier with Discharge
late into the game.

Still in the Main Story? Get Psyduck from Waterfall cave.
As one levels up, the stats won't disappoint. Psyduck's
ability to force Clear weather just by existing will make
things easier in dungeons like Northern Desert. Naturally,
as a Water-type, Psyduck gets a few useful water moves.

After you see the credits, Remoraid of Surrounded Sea might
be of help. Especially with evolution to Octillery. This
Pokemon is a long-range specialist with lots of line-range
moves available, and with the IQ Skills in this group, they
are as accurate as they are deadly.

Practically a reverse of Group E, though they pair up well.
This group is sheer offense to its core. Their mindset
should be that if you defeat your foes first, they rarely
get the chance to defeat you second. The high offense is
best used to avoid exposing your low defense!

And heck, you even get Concentrator to ensure a hit! Truth
be told, you can't afford misses nearly as much, especially
since this group has no IQ Skills to help maintain PP. And
of course, there's the fact your enemy can use your miss as
a chance to attack you with your low defense. Yeah, that's
why I adore Concentrator, which prevents that chance.

Basically, they're good at burning through what they have to
deal the greatest amount of damage possible. Battles will
surely end sooner... Whether it's good for you or not!

... I hate these... Once you see the credits, make darn
certain that any Group C foe you come across don't get a
chance to pound you in! They're even another reason why
sleep is horribly weak in the Post-Story. They'll have the
offense which you'll have some trouble stopping!

And be extra careful about attacks that don't quite KO them.
They have this Counter Basher IQ Skill that has a chance to
reflect the full damage you deal to them right back at you.
If you can take them out in one shot, do it. If not, try to
weaken them at range, perhaps with sticks and stones, before
you clash up close.

Then you see them in the tough areas. Now their lacking
defense just about vanishes when you can't even hit them
consistently anymore. I say again, they hurt. Really bad.
Then Zero Isle North/Center. Then they get to Pierce-throw.
Then you're not happy with a Stun Seeded party.

Keep in mind that there are some boss battles involving
Intimidator. That stops all sorts of moves when up close to
you. Throwing items does get around this, at least, and try
to attack at range while you have the chance. There's plenty
of these boss battles after the credits.

|  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  -----------------------------

Get one of these to start as a Group D Pokemon:
- Pikachu
- Treecko

A common IQ Group. You know, I see them go into a rather
nasty situation, but even when things seemed hopeless, they
come back out intact. Was it all luck?

Pikachu is this game's easy mode. Though, both the Pokemon
here can get Agility, which has the potential for extra
turns for the whole team, insanely enough. In any case,
you'll really feel their usefulness, especially with

When you get to Waterfall Cave, see if you can't find a
Surskit floating about. This Pokemon has ranged moves it can
use, and good stats to go with them. Level up enough (31),
and Surskit even gets Agility, as mentioned above.

After the credits, that same Surskit can evolve. Masquerain,
which is Surskit's evolved form, will always have one useful
move available: Ominous Wind. Ask Electivire to remember it.
Silver Wind also shows up at a late level (40), and Stun
Spore is around, too. Truly capable in groups!

Luck. Lots of luck. Exactly what of luck, you ask? Things
like accuracy, evasion, and critical hits. When you stop
missing at all with some common moves, thank Concentrator,
boosting accuracy at the cost of evasion. If you hit, do you
really need to dodge? Oh, right, you still can dodge!

With everything that swings into their favor, it turns them
into decent fighters like Groups C and E. Seriously, if you
don't miss and even get more criticals than usual, your
offense ain't bad. When you can dodge, especially at low HP,
and never hit by criticals, your defense ain't bad either.

As for when you get things, you won't see a lot early on.
PP Saver then Self-Curer. Then a gap. Then Concentrator.
You're likely to enjoy just those before the credits. Near
or after the credits, most of the late ones turn out rather
impressive. It'll make up for the lack of good ones early.

You'd think they'd be more dangerous, what with how lucky
this group is. Fact is, their Concentrator makes things even
easier for you when you won't miss! And they don't dodge all
that well until you reach top-level places. So basically,
they should be easier than usual! Except for the critical
hits, so KO them quick with their low evasion.

Once the tough places show up, they become trouble. They can
dodge again, and quite well at that. You would be well
advised to find a way around evasion problems, especially
when you allow them to hit low HP. Not as deadly as the
Group C Pokemon, but still irritating as heck...

|  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     -----------------------------

Get one of these to start as a Group E Pokemon:
- Squirtle
- Totodile
- Phanpy
- Turtwig
- Munchlax

A very common IQ Group. Perhaps not the fastest, but they
certainly know how to keep on moving even when there is this
obviously placed death trap in the way.

There's quite a mix of types here. Picking two defensive
Pokemon can happen rather easily. If you're fine with things
taking longer than they should, you can get starters who
both fall under this group. Munchlax, however, is partner

Once you can begin recruiting stuff, you could wander in
Drenched Bluff for Shellos. Though the stats are far from
impressive, that Storm Drain ability will make you safer in
the more watery places, by negating any water damage you
would otherwise take.

At Blizzard Island, in the reaches of the Post-Story, comes
Nosepass. While the useful room-range moves comes late, this
Pokemon does get Discharge (49) and Earth Power (73). Maybe
the defensive Pokemon have have a harder time using them,
but Nosepass can also get a few utility moves.

Close enough to an opposite of Group C, the two mixes real
well. This group gains greatly in defense and the ability to
last. When an ally is in trouble, Bodyguard will put aside
the ally's weakness and insert your potent defense. Just
imagine a Group C Pokemon with Blaze active, safe with you.

Defense isn't the only interesting part. This group gets
most of its IQ Skills early. From the start, you'll get a
steady stream of IQ Skills right up until Counter Hitter.
Then there's little left to get at a mere 330 IQv.
Basically, most of their usefulness comes early.

Finally, as I said, they can last. This is the only group,
aside from the Palkia-only one, that gets Energy Saver. Even
food is less trouble, when the next thing you eat is 147% as

Keep in mind one thing... They don't like sleep effects.
With neither Nonsleeper or Self-Curer, the Sleep status
hurts. They still have some defense, though, but still...
Be careful around things with Sleep Powder.

There is a boss, at the end of some expedition, with an
unusual amount of defense. Blame Defender for that. Said
boss can surprise a few by backing up suddenly after using
a move. That would be Wary Fighter. You can still toss an
X-Eye Seed and make things rediculously simple.

Seen the credits? Expect smaller numbers around these guys.
While they are easily affected by Sleep, they're not a good
enough reason to hang on to Spore. Especially since the
damage they deal to you isn't all that threatening. They can
protect other enemies at low HP, so bypassing that defense
might end up a bit trickier in groups.

But in those tough, tough places, they add only one IQ Skill
to their list: Intimidator. This one IQ Skill activates more
often than it really should. Any move that isn't used when
up close is fine, but it can really irritate sometimes.

|  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 -----------------------------

Get one of these to start as a Group F Pokemon:
- Bulbasaur
- Mudkip
- Piplup
- Eevee

A common IQ Group. What they can do is often surprising.
On the surface, they may seem weak, but they always seem to
have yet another possibility they can take.

This gets All-Terrain Hiker. So does Group H. If you wanted
some mobility in starter-only areas, pick those. Although at
400 IQv to learn, this'll take a while. I can't recommend an
Eevee as a partner, thanks to that Run Away ability, which
ruins things at half HP. As a leader is fine, though.

In Mt. Bristle lives Spinarak. After you're able to recruit
a few things, go find one! Early, there's String Shot,
Poison Sting, and Leech Life. Later, there's Agility and Pin
Missile. They have useful moves and a surprising number of
different types of attacks, so will often hit pretty well.

After the credits, dive back into Mystifying Forest after
its completion. Go pick up an Eevee. Yeah, I know, it's a
possible starter, but who says you can't recruit one? You
can evolve one into a variety of forms, but if not, that
Adaptability gives one heck of a punch for Normal attacks.

These make the best non-leaders, primarily because of the
Weak-Type Picker IQ Skill. No one else, except Palkia, gets
this IQ Skill. It's also the only thing in the whole game
that lets them pick the right moves more often, other than
keeping rampant control over them by switching moves on and
off so often. Control freaks can ease off a little...

But aside from that one IQ Skill, there are others that
expand what this group can do. After all, the ability to
shoot line-range moves safely through allies is a plus. The
ability to travel over water is another plus! You know, they
really can do a few things that some just don't get to do.

As far as battling goes, some of their utility can apply
quite nicely to help any battle. Then there's the fact that
they have more critical hits than usual and plenty of PP to
use. They're not bad at fighting at all.

This group is the master of critical hits and more critical
hits. When you see the credits, start expecting a steady
stream of critical hits. Also expect a steady stream of
the worst moves used at the worst times, as these ones are
particularly smarter thanks to that Weak-Type Picker.

But for your travels into those tough places I'm so inclined
to mention, they'll travel over water just fine. Be prepared
for attacks at any angle! But let's not forget the rampant
unstoppable fly-through-anything ability they get for
throwing items in Zero Isle North (70+) or Center.

|  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   -----------------------------

Get one of these to start as a Group G Pokemon:
- Meowth
- Skitty
- Vulpix

A somewhat uncommon IQ Group. They can't stand the unknown!
They're always out and about trying to find out what's
behind yet another corner! They're just too curious!

If you get Skitty, turn off Erratic Player upon getting it,
as there's no way Skitty can get Super Effective attacks.
Aside from that, you can't declare yourself male and start
as one of these -- Meowth is partner only, and the other two
will turn out female only. Well darn...

Milling about in Waterfall Cave are Wooper. Along with other
Pokemon, but they're not important for this paragraph. The
use of one is more obvious in Amp Plains later, where Mud
Sport finally gets use. Besides that, Mud Shot is a decent
attacking move, and at a late level, gains Rain Dance (37).

After the credits, you shouldn't look much father than a
place called Mystifying Forest. Seek out Skuntanks. The fact
they have one single weakness and, with the right TMs, wide
selection of attack types, makes them the perfect fit for
one of the IQ Skills this group gets: Erratic Player.

Although they are big on exploring, they're slow learners.
You'll get Self-Curer, but then you'll get nothing else
until well into 2-star IQ. But don't worry, for when
Practice Swinger shows up, the rest will follow fairly
quick. They start slow, but end pretty well. Most of the
pre-credits just have to deal with few IQ Skills...

Again, their point is exploration. They're very good at
keeping out of trouble when they get the IQ Skills. After a
tough battle, Quick Healer gets 'em out of trouble quick.
Critical Dodger stops trouble from coming all at once, and
Quick Dodger helps avoid so much trouble!

So their survivability is good later on. They also get maps
of every floor. And the ability to sense stairs and items.
Well not their exact locations, but still, things will be
much more efficient with one of these tagging along. You
just need to be patient with the IQ Skills...

So now you journey on after the credits. The only real thing
to look out from this group is the fact they recover quickly
from status effects. Quite a few others can claim that, too.

Then you happen in certain tough places, deep in. They start
dodging more than they really should. You also can't rely on
critical hits knocking them out, but they're usually
unreliable anyway. And they have access to Erratic Player,
making them a tad more dangerous with the right attacks.

|  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    -----------------------------

Get this one to start as a Group H Pokemon:
- Chikorita

A rare IQ Group. Few can match their kindness. They will
often protect others like their own child. Alright, imagine
them in plushie form. Now cuddle them! Yay!

There's only one starter in this group. I suppose you could
pick Chikorita so you have something from this group. But in
spite of how few Pokemon are in this group, it's not that
hard to get a Group H Pokemon. You really don't have to look
that far...

In fact, no farther than Apple Woods! Getting a Hoppip from
here is a good idea if you're looking for something from
this group. Stun Spore is certainly a useful move to have,
paralyzing surrounding enemies without a sweat! Also of
note, they get Bullet Seed and Synthesis.

But then you see the credits and continue on. Chikorita is
found in Mystifying Forest, and like any starter, gets good
stats. It is a good idea to have a status-curing move like
Aromatherapy (42), which Chikorita gets. Especially since it
can get rid of things like Perish Song.

They're defensive, but in a different way from Group E.
While the two have nice things like Bodyguard, Brick Tough,
and Quick Healer, this group is a bit more evasive as a
means for its defense. They will last, but certainly in a
different way.

But basically, like with Group E, stick one of these near an
ally at low HP, and you should feel much safer.

They also have utility. Things like All-Terrain Hiker, for
one. Things like Fast Friend and Nature Gifter, which only
Group B can say they have as well, for another. Of course,
these come real late, but still, it's a notable detail that
should be mentioned.

After the credits, although they're rare, just imagine them
like Group E enemies, except not so defensive. They will
cover low-HP enemies, but other than that, not really a pain
to deal with, even if you don't see much of them.

In the usual tough places I keep talking about, they get
evasive. I'm sure a great deal of irritation will show up
when they take the hit for something else and yet, a "miss"
still pops up. That, and water is no barrier now. Find ways
around that evasion, and you'll do fine.

|  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.

There's only two Pokemon in this group. Thanks to the fact
that it's a legends-only group, I don't really recommend
aiming for this group if you just want to go through the
game. Especially since you have no access until after the
credits show up.

Dialga: If you didn't fight this one yet, you obviously
didn't go far enough. If you did, go back through Hidden
Land, up Temporal Tower, and beat Dialga again. Upon your
second (or beyond) victory, you'll be asked to recruit
Dialga. Just like that! Yay!

Darkrai: The requirements are as follows:
- Beat Dark Crater (concluding the Post-Story)
- Mystery Part or Secret Slab in bag. DON'T USE!
- Boosted recruit rate to beat the -22.0% chance.
- Seek out specific places as follows:

| Mystifying Forest  13F | Mt. Travail        17F | Darkrai's locations
| Deep Crevice Cave B 2F | Spacial Rift      B14F | after Post-Story
| Miracle Sea       B 3F +------------------------+
Info taken from xvolution's FAQ.
Re-confirmed by OgreGunner for Sky.

If you're looking here for advice, you're probably looking
to max stuff out. In that case, the 950 IQv for Time Tripper
shouldn't be too much trouble for you, eh? I mean, you may
as well enjoy a permanent speed boost that's sure to make
things easier, especially if you know movement mechanics.

They have offense from Aggressor! And they have evasion to
negate most of the defense drop from Aggressor! And throw in
Time Tripper as another survival trait, helping you keep out
of reach of their moves. They can fight pretty well thanks
to all that.

This is a legends-only IQ Group, so of course they should be
relatively powerful. And if you can finally get use for that
power, you really should enjoy it!

Both these bosses have Intimidator. Thanks to that, it makes
everything up close unreliable to use against them. You can
still always throw items, that will ignore Intimidator.

Truth be told, I don't know what Pokemon you got for your
starters. I can't say for certain if you have access to
things like Discharge, Dig, Agility, or Smokescreen. But I
can say you do have access to items, like X-Eye Seeds! Give
one of those a toss, and things should be easier.

Need a resupply in items? You can back out of the dungeons.
I don't care if the fate of the world depends on you
finishing the segment, you can still run back out, do a few
missions, and get yourself resupplied. Yay for gameplay
mechanics that don't make sense for the story!

+---+----------+-----------------------+   |     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            |   Those two are really
| 55|'         | PP Saver              |   the only ones in this
| 70|*         | Self-Curer            |   group!
|130|*'        | Power Pitcher         |
|140|*'        | Survivalist           |   Recruit one of them
|190|**        | Deep Breather         |   if you want to see
|195|**        | Practice Swinger      |   Time Tripper
|200|**        | Exp. Go-Getter        |
|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.

Ah, Palkia... Why, oh why, do you believe that you, and you
alone, should occupy an entire group to yourself? Yes,
Palkia is the only Pokemon in this group.

Want Absolute Mover? You need this group. Need something
from this group? Get Palkia. Want to get Palkia? You need
to complete the Post-Story. You're nearly done with the
whole game by the time you can recruit Palkia...

So after you're done with Dark Crater, walk over to Spacial
Rift and give Palkia another beating! A recruitment dialogue
will show up after you are victorious again. As for Absolute
Mover, 990 IQv isn't that much, now is it?

The whole point of recruiting Palkia in the first place is
so you get to play around with Absolute Mover. This IQ Skill
lets you get through all those walls that tend to be in the
way. And over other stuff like water, lava, and air, a
detail that might be overlooked thanks to those walls.

Palkia hits accurately, and with lots of PP. You're not
going to run low on moves that easily. Add the fact that
Palkia can take shortcuts where there aren't any and the
nice exploration IQ Skills, makes dungeons fail to last long
enough to make PP a problem, most of the time.

So basically, you should have no trouble speeding through
places. Now, have fun out there!

When you see Palkia, there's Intimidator. Having your moves
fail doesn't feel fun. Use them from afar, or when up close,
toss an item! An X-Eye Seed solves so many problems...

Also, your first trip through the dungeon involves a segment
where it is impossible to leave to re-stock. Therefore, I
say a well-stocked storage just in case should be of help.
You've been through one of these kinds of segments before,
but it's still painful if you don't keep a packed storage.

+---+----------+-----------------------+   |     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        |   Yes, Palkia is the
| 40|'         | Nontraitor            |   only one here...
| 55|'         | PP Saver              |
|125|*'        | Weak-Type Picker      |   Also, there is an
|170|**        | Gap Prober            |   IQ Skill that is
|180|**        | Wary Fighter          |   exclusive here:
|185|**        | Concentrator          |   Absolute Mover.
|195|**        | Practice Swinger      |
|230|**'       | Defender              |   Take a guess what
|250|**'       | Energy Saver          |   this means...
|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*

I have a great many answers. Every one I could think of, I
have placed here. Every answer I didn't have, I let you know
I'm missing them.

The quick list is at the beginning of this FAQ. This section
goes into details and more details. The basic stuff is up
there, if you'd rather not bog yourself down here.

Though, you're welcome to read my thoughts for every single
IQ SKill out there. Which includes mechanics, suggestions,
and what to watch out for.

[[You may also see text in brackets like this. They are of
  no use except to entertain. They are my own flavor texts
  to add flavor to these texts. Enjoy them anyway!        ]]

-['         ]---------------------- 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... Theoretically!

I'd test to see if it works, but fact is, I can't find a
case where this isn't active. Okay, before it even matters,
you don't have it. In Special Episodes, you don't have it,
but there's no missions to go on!

Other than that, every Pokemon, without question, has it.
And since it can't be turned off, and since the IQ
requirement doesn't really exist, this IQ Skill has no

Just so I have something useful here...

If you reach the target floor and steal from Kecleon on the
same floor, you can't rescue anyone. If you want to be this
thieving guy who still does missions, do the missions first,
then you can steal without worry. ... If you can get away
from Kecleon safely!

[[Standard rescuing practice demands that all teams are
  ready to act, wherever they may be. Ignoring someone in
  trouble is quite against this practice.                 ]]

==> 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] Avoids using a line-range move with an ally in the way
* [Ally] Avoids using moves if walls would prevent its effect
- [Ally] On linked moves, only the first move in the link is checked

Affects the following ranges:
- Foe in front, cuts corners (prevent waste against enemies in walls)
- Line of sight (Ally Pokemon or a wall is in the way)

Interestingly, "Foe in front" and "Enemy up to 2 tiles away"
check for adjacent walls with or without this IQ Skill.

Additionally, "Enemy up to 2 tiles away" is still fired at
an enemy inside a wall exactly two tiles away and no walls
between the two Pokemon, even with this IQ Skill on. The
Pokemon only looks at the immediately surrounding walls, not
caring whether the enemy 2 tiles away is *inside* a wall.

All other ranges ignores walls or ally Pokemon.

Your allies will treat certain moves as though they have a
different range. Growl, for example, is treated exactly like
"Enemy up to 2 tiles away" even though the actual range hits
every enemy in sight.

Lastly, allies only ever look at the first move in a linked
set. Whether the ally uses the whole link depends entirely
on what it thinks is the range for the first move.

Course Checker should be left on. Turning it off often
results in a few nasty moves hitting your back, and from an
ally no less. Line-range moves have an interesting trait in
that they can hit allies, quite unlike many other moves.

Though, there are reasons for turning off Course Checker:
 - Gap Prober, another IQ Skill
 - Line-range move you can absorb (i.e. Bubble against Dry Skin)

Gap Prober makes line-range moves ignore allies in the way.
However, this IQ Skill stops allies from using line-range
moves through other allies, therefore making Gap Prober
useless on allies... Unless you turn this IQ Skill off!
Walls are still a barrier, so try to be careful with wasted
moves around corners and ghosts.

And there are abilities that absorb damage. Well, specific
types of damage, like Electric for Volt Absorb and Water for
Water Absorb and Dry Skin. Allies will never take advantage
of this fact on their own, but with this IQ Skill off, and
with you between them and an enemy, you can trick them into
shooting that nice, refreshing Bubblebeam to your Dry Skin.

But when it comes to linked moves, your allies will only
ever see the first move. While Sweet Scent -> Razor Leaf may
seem really good, reducing evasion and striking something at
range with hardly a chance to miss, allies won't care where
that Razor Leaf is pointed, like your back. Ouch!

If you plan for allies to use linked moves, I recommend that
you try to link moves with similar ranges. For reference,
most moves that affect just the user will only be used when
the enemy is one tile away. Some maybe even two tiles.

Of course, you, the leader, won't have any such restriction.
You can use moves anytime, no matter the context. Except for
status effects that specifically stop you or PP runs out...

[[Those who specifically tell their allies to not pay any
  attention will get a Razor Leaf to their head. Please,
  let your allies avoid this grievous mistake. Thank you. ]]

==> 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.                                  |
* Thrown items that would hit are caught and held
- Will fail if an item is already held
- Will fail if there's no room in your bag
- Seeds, Drinks, and Pierce-thrown items ignores this IQ Skill

For a good portion of the game, enemies don't throw items at
you. So while you start with this IQ Skill, it's mostly
useless. Only items that would be caught are from either you
or your allies.

That said, there's rarely any reason to turn it off. Enemies
with their stack of Sticks after the credits or in some
Special Episodes are sure to throw them at you. Catching
things like these makes them harmless, so it's always nice
to avoid damage.

Upon catching an item, it is a held item. This means you
can't catch another item. Of course, you could always throw
it right back at the foe, or put it away in your bag to free
up the hold slot to catch another item.

Then again, there are harmful seeds that can be thrown.
Those you can't catch, so if you see things like a Doom Seed
picked up by an enemy, do take caution.

Lastly, for some unknown reason, enemies will never catch
Sticks and stones, in spite of the fact you can. For once,
you can do something the enemies can't do!

[[You can throw a punch. You can throw a fit. You can even
  throw ideas around. But when you throw items, I'm sure to
  catch them in mid-flight! But you could throw nothing.  ]]

==> Item Master <===================+-----------------------------------------+
 IQv:   1  '           | ABCDEFGHIJ |The Pokemon will use or throw            |
====================================|its hold item.                           |
* [Ally] Allows decision about throwing or using its held item
* (anyone) Reviver Seeds will work when HP hits 0
* (anyone) Reviser Seeds "work" (to no useful effect) when HP hits 0

Although it lets allies use or throw held items, this does
not affect whether things like Power Band would work. Even
with this IQ Skill off, that Warp Scarf will send you away.

The fact that it allows allies to use held items is often
overlooked. I don't really remember the last time I gave my
partner any items to use. Still, that option is available.

The more important factor of this IQ Skill is the fact it
allows Reviver Seeds to work. Turning this off on a leader
is almost always a bad idea, as preventing Reviver Seeds
from working on the leader results in losing the trip.

As for your other Pokemon, if they're not as necessary to
keep around, you can save your Reviver Seeds by turning off
their Item Master. When they become more important,
especially when you decide to make one the leader of some
trip, don't ever forget to turn it back on.

As for Reviser Seeds, you'll get back up and laugh yourself
out again. Yeah, it is kind of funny how you got KO'd in the
first place, so knock yourself out again through laughter.
Basically means Reviser Seeds won't save you -- They are not
a Reviver Seed in the least.

[[Even with a thousand items, each and every one of them
  capable of miracles, they are all useless, each and
  every one of them, if you never let yourself use them.  ]]

==> 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] Disallows regular attacks
* [Ally] Disallows moves with 0 PP remaining
* [Ally] Disallows linked moves with a move at 0 or 1 PP left

The Pokemon can still walk (or use/throw items with Item
Master), so obviously this doesn't force moves only. It just
gets rid of the regular attack as a possible action. Usually
a good idea to avoid regular attacks in boss battles.

PP becomes more of an issue if you don't switch this off.
It's not a bad idea to hit just once with a move and finish
them with regular attacks. Exclusively using regular attacks 
will cut how much EXP enemies are worth in half, but hitting
with a move at least once will give you the full EXP.

One quirk with this IQ SKill is that, if it's on, and you
have no moves selected on an ally, said ally will do
nothing at all. Okay, walk, depending on the tactic, or toss
an item, but that's it.

Why would you prevent an ally from attacking? Pick one:
 - You want to force movement
 - Ensure dealing the final hit yourself, for recruitment
 - Just testing stuff? That's fine

It's often a good idea that, if this is on, try to keep at
least one useful move switched on. At least give the ally a
chance to do something!

If no moves have any PP, there is no way you can prevent an
ally from using Struggle, short of status effects, Dedicated
Traveler, or the tactic "Get away from here". Turning off
Exclusive Move-User does not stop an ally from using moves.

[[A regular attack is never strong, my friend. Keep that
  in mind. But never have I seen someone so convinced that
  they'd rather do nothing than try a regular attack!     ]]

==> Dedicated Traveler <============+-----------------------------------------+
 IQv:   1  '           | AB_D______ |The Pokemon will focus on traveling.     |
====================================|It will use moves and items less often.  |
* [Ally] Checks for possible movement before checking attacks

The priority is usually attack first, and walk around later.
This IQ Skill reverses that priority... Mostly.

While it is known what it does, this actually only has a
useful effect on two tactics:

Let's go together   - Ignore enemies unless can't move or next to leader
Go after foes       - Ignore use of long-range moves
Avoid the first hit - Steps away from enemies until at a wall
Wait there          - (No effect)
Get away from here  - (No effect)
You go the other way- Ignore use of long-range moves
Be Patient          - (Acts like Let's go together  or  Wait there)
Avoid Trouble       - (Acts like Let's go together  or  Get away from here)

With this IQ Skill on, the ally will check the most direct
route. If the tile it wants to walk on is blocked, it will
look over its attacks like normal, before it looks at nearby
tiles as a different path.

When separated from an ally with this IQ Skill, I highly
recommend either turning off Dedicated Traveler, or set the
tactic to something other than "Let's go together". If both
of these are set, the ally will completely ignore enemies
until it reunites with you or gets cornered.

Thankfully, you can always turn it off whenever you want.
While you can force movement by clever use of Exclusive
Move-User, this IQ Skill might have rare moments of some
use. But I don't often see it, though.

[[Where my leader goes, I will follow. Through thick and
  thin, I will follow. Even through traps, I will follow.
  and should my leader ever fall... I will follow.        ]]

==> 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

This is a targeting IQ Skill, the first of three. Without
any of these targeting IQ Skills, the game will decide on
random targets.

This IQ Skill in particular grants the knowledge of who has
the lowest HP to your allies. It will still randomly pick
moves, but for the random action it picks, the lowest HP foe
in reach will be targeted.

Usually a good idea, since an enemy at 1 HP is still going
to cause trouble, just as much as another at 150. With this
IQ Skill, it helps ensure that the ally won't leave a bunch
of low-HP enemies alone and attack the one high-HP foe in

Keep in mind that it doesn't decide the move for the ally.
Of the moves you allow on your ally, it will quite randomly
pick one, not really caring that this Razor Leaf can reach
that enemy over there and not this Tackle. If it can't make
use the randomly picked move, it may do nothing.

Which means switching moves on or off is still important!

[[You may feel exhausted, but what you can do is still a
  surprise. As even with the greatest damage, one can still
  be just as much trouble. Make them the first to go!     ]]

==> 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] Prevents using non-damage moves under certain conditions

A quick overview of various kinds of moves:
 - Damage moves   -- Never checked
 - Status effects -- Will it affect a target in reach?
 - Status-heals   -- Does anyone in reach have a bad status?
 - Stat-adjusters -- Is the stat maxed out or minimized?
 - HP-heals       -- Does anyone have less than 25% HP left?

Yes, the game description makes no mention of things like HP
healing or stat adjustment moves. Status Checker still works
on those things!

Once you get it, it's usually a good idea to keep it on. It
won't matter if the ally doesn't get moves that are covered
by this IQ Skill, as all the damage moves are still used,
with or without this IQ Skill.

One important detail that should be known: It won't prevent
the ally from randomly picking the status move. It will look
at things like Aromatherapy, find that no one needs status
recovery, then does nothing instead of picking a more useful
move, such as Sweet Scent. Yeesh...

Then again, if it does stop itself after checking a move, it
may decide to use a regular attack. No good with Exclusive
Move-User on, as that stops regular attacks from ever coming
up at all. Curious about enemies that "watch carefully"?
It's basically this process they went through!

There's only three ways to prevent an ally from picking an
ineffective move:
 - IQ Skill: Weak-Type Picker.
   That IQ Skill is a somewhat rare one to get.

 - Exclusive Move-User on with the ineffective move at 0 PP.
   Needless to say, if it has 0 PP, you have a problem...

 - Turn off the ally's move.
   This means you need to take the time to use the menu.

[[Sometimes, the best way to handle things is not to
  figure out what you want to do, but to eliminate the
  things you most certainly want to avoid doing.          ]]

==> Cheerleader <===================+-----------------------------------------+
 IQv:  30  '           | _B__E_____ |The Pokemon cheers on nearby team        |
====================================|members, boosting their Attack and       |
                                    |Special Attack by 1 level.               |
* Allies one tile away gains Attack & Sp.Atk
- 2 or 3 Cheerleaders won't enhance the effect at all

|   Attack & Sp.Atk   |
|Stage|    Change     |
|Usual| 256/256  100% |
| + 1 | 307/256  120% |

Ah, free attack power. Okay, mostly free. All you need are
just a few gummis, not even enough for a single star, and
it's yours. As long as it's Group B or E, that is. Since it
is cheap, it won't hurt much to get it, even if you don't
plan to keep the Pokemon around!

The idea is simple: Stand next to one of these, and you hit
harder. Even better, all Pokemon who gets this IQ Skill also
gains Bodyguard later, all the better for tight groups! And
they're such cheap IQ Skills, how fun!

A Pokemon with Cheerleader does not boost its own damage.
Cheerleader boosts other Pokemon's damage, not self. But a
pair of Cheerleader Pokemon can boost each other's damage.

[[Prove to us your merit! I say you can do it! It is a super
  fit! Believe me, it's true! Words will carry far! There's
  no higher bar! With your victory RAWR! I believe in you!]]

==> 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 under certain status

Status effects that allow you to hit your allies:
 - Confused (various moves, Totter Orb, Totter Seed)
 - Cowering (Shocker Orb)
 - Blinker  (Blinker Seed, Wander Gummi)

This IQ Skill prevents the "allow hitting allies" part of
certain status effects. The other painful things, like going
in random directions, attacking in the opposite direction,
or being unable to see anything... They still apply.

This IQ Skill will NOT prevent moves that already can hit
allies without status effects. Moves that hit in a line or
or moves like Earthquake are sure to hit your allies, even
without confusion. This IQ Skill does not change this fact.

But moves that normally won't hit your allies, like Tackle,
Blizzard, Silver Wind, Lava Plume... Well, being confused
will allow them to hit your allies. Especially painful for
room-range moves. However, this IQ Skill prevents confusion
from allowing those to hurt your friends. Yay!

Generally, once obtained, keep it on. There are rare
occasions where you want it off, notably when you have a
Smeargle and wish to Sketch an ally's move after eating a
Blinker Seed. The low IQ requirement and the fact everyone
can get it makes it particularly useful.

[[I shall never hurt you. That's my promise. Even in the
  middle of battle, even when I can't even so much as
  recognize who you are, this promise I will keep. I will.]]

==> 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 stating number of items appear
- Buried items are included as part of this number
- Sealed Chambers and item boxes are _NOT_ part of this number

Once you have this IQ Skill, you can tell when further
searching will certainly fail to give you more items. Just
try to remember it! If you forgot already, hold L and hit B,
and scroll up. Maybe the message is still there! Maybe...

It includes shop items. If the number of items is unusually
high, it is an indicator of a shop, but not a sure thing. If
you wanted a Kecleon shop, take the time to search floors
where there is an unusually high number of items!

It also includes buried items. In dungeons where there are
buried items, you'll know you're in one when you've searched
every room and found only 3 of 8 items on the floor, as an
example. These dungeons greatly reduce the usefulness of
this IQ Skill, because you don't know exactly when you're
done finding all the non-buried items anymore.

It won't display things like boxes that some Pokemon holds.
Truth is, those dropped boxes are generated upon defeat of
an enemy Pokemon. Therefore, they will never exist on entry
of any floor.

Also won't display Sealed Chamber items or locked room items
as part of the number. A small detail, but it is a detail.

[[Don't trust my ability to predict the future? I can tell
  you that you will find 4 items on this floor. Go on, take
  a look! Stand not here and go seek out those items!     ]]

==> PP Saver <======================+-----------------------------------------+
 IQv:  55  '           | A__D_FG_IJ |The Pokemon will occasionally use a      |
====================================|move without consuming PP.               |
* 8% chance to activate, preventing PP loss
- Linked moves only checks this IQ Skill once

 PP cost||PP Saver|Foe with|No-     |  Notes
        || works! |Pressure|Charger |
 1 PP*  ||   no   |   no   |   no   |  Usual case
 0 PP  .||. YES. .|. .no. .|. .no. .|. 8% chance for that PP Saver!
 2 PP** ||   no   |  YES   |   no   |  Pressure eats up 1 extra PP
 0 PP  .||. YES. .|. YES. .|. .no. .|. PP Saver negates Pressure
 2 PP** ||   no   |   no   |  YES   |  No-Charger eats up 1 extra PP
 1 PP* .||. YES. .|. .no. .|. YES. .|. PP Saver fails against No-Charger
 3 PP***||   no   |  YES   |  YES   |  Expensive. Got Max Elixirs?
 1 PP* .||. YES. .|. YES. .|. YES. .|. Only No-Charger keeps PP usage

PP Saver, when it activates with its 8% chance, will negate
Pressure. Then again, for the other 92% of the time, PP
Saver has no effect, so you'll feel the Pressure without
much doubt!

As for No-Charger, a later IQ Skill, PP Saver will never
save the extra PP that No-Charger eats up. Given how few PP
each of the charge-up moves have, you're not likely to have
PP Saver activate before you run out of PP anyway.

When you link moves together and use the link, PP Saver is
checked only once during the whole attack. Though, if it
activates, the whole link uses no PP!

Still, 8% chance to avoid using PP isn't much. On average,
you'll use 12 moves and get one free. But you know, that
still helps you last just a bit longer without Max Elixirs.

On a side note, an ally can attempt to use a 0 PP move.
While PP Saver can activate, nothing will happen anyway.
They'll only attempt it if Exclusive Move-User is off and
the 0 PP move is on, but it's likely you'll go out of your
way to see this oddity.

[[I still have one last shot! Which I used, and thus we
  defeat our enemy. Too quick, another comes. But, as luck
  would have it, I STILL have one last 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.                     |
* Attacks aimed at nearby low-HP allies instead targets this one
- Some status conditions prevent this IQ Skill
- Any moves that can hit an area will ignore this IQ Skill

A Pokemon with Bodyguard standing next to a low HP ally will
take any attacks aimed at said low HP ally, using its own
HP, defenses, and evasion instead of the poor low HP ally.

Status effects can prevent this IQ Skill from working. In
particular, I believe any of those that prevent use of moves
and attacks stop this IQ Skill, but Frightened still let
Bodyguard work. Kind of disproves my initial belief.

Low HP is a point where you have less than 25% of your HP
left. If you see things like your menu flashing red, that
should let you know you're not in good shape.

This gives no protection to those who have at least 25% of
their maximum HP. If an attack would KO above this amount,
say goodbye to a Reviver Seed. Only when HP is currently
less than 25% of max will Bodyguard offer any protection.

Though, below 25%, the ally can usually stay alive through
anything short of weather, status effects, or multi-target
moves. An ability like Blaze or a move like Flail is sure to
see plenty of use in this state.

Again, multi-target moves pierce through this IQ Skill. They
are room-range moves like Silver Wind, ones that hit the
8 tiles around you like Lava Plume, and the rather unique
Wide Slash. Bodyguard can't redirect those attacks. Take
care in dungeons where enemies have such moves.

An ally could be in decent enough shape, but then drop to
low HP. Further attacks in the same turn, or even from the
same multi-hit move will trigger Bodyguard, so it adds a
further step of safety. Things like Pin Missile are less
threatening thanks to this. They still hurt, of course!

It's a powerful survival IQ Skill, and comes fairly early as
well. When weaker defense and critical HP is put aside for a
stronger defense and comfy HP of the neighboring tank you
have along, you will feel quite safe so suddenly.

[[As you can see, there is a point where I can't stand by
  watching you get hurt like this. I'm sore, but it was
  well worth throwing myself in the way of those attacks. ]]

==> Self-Curer <====================+-----------------------------------------+
 IQv:  70  *           | ___D_FGHI_ |The Pokemon recovers faster than         |
====================================|usual from status problems.              |
* Painful status effects last half as long, rounded up

Although it doesn't stop bad status effects, it makes some
of the worse ones, such as those that prevent you from doing
anything, last so much shorter.

There are some that aren't affected, like Poison, due to the
fact they last forever anyway, and half of forever is still
too long. Paralysis is also unaffected, due to it lasting 1
turn. It takes longer than 1 turn thanks to its slowdown
effect that comes with Paralysis.

There are plenty of status effects out there that this does
affect, and you'd be glad you're not stuck with them for so
long. It comes early, so you can become safer fairly easily.

A complement to Nonsleeper, which covers Groups A, B, and C.
That leaves Groups E and J uncovered. Also, thanks to these
two IQ Skills, Sleep is a nearly worthless status effect to
keep around after the credits, so you can't really rely on
Spore so much by then.

[[There, one well-placed Hypnosis, and that Raticate is
  down. Just as I turned to face another foe, I hear, from
  that same Pokemon, "worry not, I'm fine." Such recovery!]]

==> 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

This IQ Skill is direct enough. Getting it grants you an
extra ten maximum HP. It doesn't "heal" you up to your new
maximum, so don't make tough calculations and depend on that
10 HP saving you the instant you eat that gummi.

The extra HP makes you more durable. Perhaps not a whole
lot, but if it brings you to 90/90 HP up from 80/80 HP, it
does tend to make you safer.

It's less useful since the cafe exists in Sky. You can
permanently raise HP with a few drinks...

Blinker Seed, X-Eye Seed, Totter Seed, or Sleep Seed:
25% chance to permanently get +4 HP.

Notably, these seeds are far easier to find than Life Seed
or Sitrus Berry. Keep a few X-Eye Seeds for boss battles,
since they are extremely useful against a single opponent.

Max HP is used as part of the regeneration formula. With an
extra 10 max HP, you'll recover an extra 1 HP per 20 steps,
without things like Heal Ribbon or Quick Healer. Might not
be much, but you'll more likely last in longer trips with
the number of steps you'll take.

On a final note, this IQ Skill works as an indicator whether
Riolu or Budew has enough IQ to evolve. When they get this
IQ Skill, they're ready to evolve with a Sun Ribbon. The
other IQ + Ribbon evolvers would also evolve at exactly this
point, but they don't get this IQ Skill, leaving you to
guess when they're ready.

[[Like a brick, I'm tough to shatter! I can sit there and
  take all that you can dish out, and am one that can hold
  up even a wall! Unlike a brick, I can fight back, too!  ]]

==> Type-Advantage Master <=========+-----------------------------------------+
 IQv: 105  *           | ABC__F____ |The Pokemon's critical-hit rate is       |
====================================|boosted when attacking enemies that      |
                                    |have a type disadvantage.                |
* A Super-Effective attack has a much higher critical rate

Super-Effective attacks hit fairly hard. Not as good as a
move that's the same type as yourself, but still good. This
IQ Skill makes you want to use Super-Effective attacks more
often, when you start getting critical hits like crazy.

It's more useful on Pokemon who can learn a wide variety of
attacks, as they are more likely to get consistent Super-
Effective attacks. For everyone else, it's a nice perk when
you can hit the enemy hard.

Critical hits tend to be unreliable, but at least when you
can one-hit KO stuff from full health more often, it will
prevent you from taking as much damage as usual.

[[Great, you use an effective attack. But why stop there?
  Go drive in the point hard! A critical hit in many an
  attack! A bit much, sure, but why hold back?            ]]

-[*'        ]---------------------- 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] Picks an effective move instead of randomly picking a move

This is a targeting IQ Skill, the second of three. Without
any of these targeting IQ Skills, the game will decide on
random targets. In the case of Weak-Type Picker, it does
even more.

This IQ Skill allows an ally to look at all of its switched
on moves, instead of only one randomly picked move. This
includes the regular attack if Exclusive Move-User is off.
There is no other effect in the whole game that does this.

Among these moves, whatever is the most effective will
generally be chosen. You can choose to leave on multiple
moves without needing to control your ally so often anymore.

Among damage moves, it will look at weaknesses and
resistances, counting STAB as one layer of weakness. A
regular attack is counted as up against two layers of
resistances. A "little effect" attack, like Normal against
Ghost-Type, is counted as two layers of resistance.
Abilities like Water Absorb isn't looked at, be careful.

Among status moves, it will skip over those that are stopped
by Status Checker. You can leave on a move like Refresh and
expect it to be used when you're hit by a status effect in a
single turn. Among those not stopped by Status Checker, it's
still random.

Range of moves are considered as well. An ally will always
use a long-range attack at a distant target rather than a
short-range move that can't reach anyone.

Your allies will still follow whatever moves you switch on
or off, but because ones with Weak-Type Picker are much
smarter at what moves they pick, you don't need to worry so
much about switching moves on or off.

It's too bad about the narrow availability of this IQ Skill.
Only one group, besides Palkia, even gets it. Few will ever
realize the power of this IQ Skill.

[[My friend, there are all sorts of enemies, with all sorts
  of defense. It's a lot to track, no? But worry not, for I
  always make the best choices. Can they say the same?    ]]

==> Power Pitcher <=================+-----------------------------------------+
 IQv: 130  *'          | __C_E___I_ |The Pokemon's throwing power is          |
====================================|boosted, so thrown or hurled items       |
                                    |inflict greater damage.                  |
* Thrown straight-line damage items deal 50% more damage
- Arcing rocks aren't affected

Throwables are common. This IQ Skill makes those common
throwables more useful to have around. It also makes it a
wiser choice to throw one instead of using a regular attack,
in case damage is needed.

One good way to conserve PP, yet you still need damage, is
to throw a Stick. With this IQ Skill, that Stick will deal
decent damage. Not as good as a move, but with Power
Pitcher, it's a better option than a regular attack.

Without Power Pitcher, Sticks, Iron Thorns, Silver Spikes,
and those other straight line throwables are about as good
as a regular attack. Except they have range, unlike a
regular attack.

Though, throwables are plenty useful for scouting for
enemies in halls. With or without Power Pitcher, knowing
that a Torterra is down that hall thanks to your thrown
Stick is certainly a nice advantage to have. The extra
damage from this IQ Skill is a bonus.

[[The common Stick. Along with stones, is said to break
  bones. When words fail to hurt, the use of Sticks are
  recommended as a means of getting your point across.    ]]

==> 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.    |
* Eating provides an extra +10% Belly
* 50% chance for Grimy Food to give no negative effects

| 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.
| Gravelyrock  |  10 |  100 | |  11 |  110 | If at max, + 5 max Belly
| 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 |  170 | Normal effectiveness
| Good Gummi   |  20 |  200 | |  22 |  220 | "Super Effective"
| Favored Gummi|  30 |  300 | |  33 |  330 | Same type
| Wonder Gummi |  50 |  500 | |  55 |  550 |
| Wander Gummi |   0 |    0 | |   0 |    0 | Lookalike item
Belly: Food gained from item
Steps: How many steps? Without things like Energy Saver

The possible effects of Grimy Food:
- Poisoned
- Burned
- Paralyzed
- Immobilized
- Sharply reduced Attack and Sp.Atk

Not as good as Energy Saver for when you want to last with
low food, but this IQ Skill is more readily available, both
in IQ required and who learns it. Even so, the 10% boost is
not much compared to the 33% or so of Energy Saver.

As for when you want to eat Grimy Food, it's preferable that
you always stand on stairs before chowing down. Any effects
that hit you can be negated by menu -> Ground -> Stairs.
Hence, making this IQ Skill less useful.

If enemies pick up Grimy Food, they'll tend to toss it your
way. Item Catcher may safely catch the tossed food, but it
may fail thanks to holding X-Ray Specs or something, so it's
nice when you're not guaranteed to be unhappy from the
effect. Only half the time.

Max Belly can't exceed 200. It also resets to 100 when you
leave the dungeon for any reason, so the new max isn't

[[There are things that aren't appealing, something that
  you'd never think could keep you going for long. But
  there are times where anything helps, no matter how bad.]]

==> 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% bonus to money picked up (+51/256 exact)
- Only on auto-pickup or menu -> Ground -> Get

To be precise, you get an extra +51/256. Slightly less than
+20% extra, but +20% is close enough. It rounds down.

The Pokemon who picks up the coins is the one checked for
this IQ Skill. Your leader with Coin Watcher will not make
the coin pile larger for the ally who gets the coins.

If an ally has Coin Watcher, you can try to make the ally
pick up the coins. One way is to stand next to coins, then
hold the B button, then step on the coins. Now switch places
with your ally.

Coins inside your bag aren't affected by this IQ Skill. When
you hit Select, any coins in your bag gets sorted into your
wallet, bypassing anyone's Coin Watcher.

How to get coins into your bag, you ask?
 - Swap coins with an item in your bag. Skip Auto-pickup holding B
 - A move, like Trick, against an enemy holding coins

But other than that, it's more money for use in shops. Never
hurts to have more money for that, right?

[[Coins are mysterious things. Found in various dungeons,
  scattered about, they're useful for shopping. There are
  some who finds more where there really shouldn't be.    ]]

-[**        ]---------------------- 2.0-star ----------------------------------
==> Nonsleeper <====================+-----------------------------------------+
 IQv: 160  **          | ABC_______ |The Pokemon resists sleep inflicted on   |
====================================|it from traps and enemy moves.           |
* Can't fall asleep for any reason

Ah, silly in-game description... No form of Sleep works on
you. Rest fails. Sleep Seed fails. Everything Sleep fails.

So basically, unless you're about to use Rest, keep this on.
Sleep prevents you from acting, so it's nice to stop it from
happening. It's certainly of use on you or your allies.

A complement to Self-Curer, which covers Groups D, F, G, H,
and I. That only leaves E and Palkia as being horribly weak
to Sleep effects.

Because so few are so weak to sleep, moves like Spore won't
work well in the Post-Story. Don't pick items that cause
Sleep, for they'll take up an item slot and may well end up

[[After long training, I can finally stand up to any Spore
  that comes my way! Never must I sleep when foes want it,
  but it's such trouble when I want to sleep at night...  ]]

==> 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 harmful effects bypass allies
* Oddly, confused "Cuts Corners" moves also miss allies

Again with silly in-game description. You, the leader, can
use this IQ Skill with Course Checker on. The reason it's
mentioned is because allies with Course Checker on will not
attempt to use Line-range moves through friendly targets.

Thrown helpful items, like Oran Berry or Heal Seed, won't
bypass allies with or without this IQ Skill. Not that it
matters, since you'd use the Eat command to ensure a hit.

You can basically replace all the moves that strike 2 tiles
away with Line-range moves. Except somehow, allies seem to
know when enemies are in reach of a 2-tile-range move, even
with 1 tile vision. Something that Line-range can't say.

Poorly thought-out linked moves, like Growl -> Bubble, are
less painful since now the Line-range moves won't hit your
back anymore. Whew.

In any case, don't forget that if you, the leader, have this
IQ Skill, don't be afraid of throwing Sticks through your
party to hit some enemy in the back. This does affect items
-- it's not exclusive to Line-range moves.

On an unusual note, should you turn off Nontraitor, get
yourself confused somehow, then use a move that cuts
corners, Gap Prober will prevent the move from hitting your
allies. This is not a case you're likely to worry about.

[[Often, even your smallest friends manage to find a way
  to block the entire passage. But if one looks closely,
  maybe a tiny crack can be found to bypass your ally...  ]]

==> 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

|   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 drops 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 |

The above should cover nearly everything there needs to be
said about this IQ Skill. Let the numbers speak. The boost
isn't much, and I haven't encountered a case where I ended
up needing that 15% bonus.

Turn-by-turn regeneration is not affected by this IQ Skill.
If you wanted that, look at Quick Healer.

Does not affect the ability to heal others. A Moonlight,
for example, will heal 50 points to anyone without this IQ
Skill and 57 to those who have it, in Clear Weather.

Yes, I'm listing Heal Order. In the unlikely case that you
Copycat a Vespiquen's Heal Order with a Pokemon that knows
Wise Healer, you'll get more HP than usual. This case is
rather rare, but it is possible.

[[No, healing isn't "shoot it off and hope." You just need
  to know how to chew that Oran Berry wisely. Or how to
  Slack Off more efficiently. You know, simple tricks!    ]]

==> 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, move backwards one tile
- Can cut around corners and move "off-road" regardless of mobility
- Blocked by Pokemon, walls (w/o ghost movement), and map edge
- Line-range moves never trigger this IQ Skill

The "off-road" terrain are as follows:
 - Water -- Removes and prevents burns
 - Lava  -- Causes burns on entry
 - Air   -- Not much in particular

If you can't normally walk on the terrain in question, you
will warp after backing up into them. Non-leaders that do so
will warp to the leader, whereas the leader would warp to a
random room.

With this IQ Skill, when you miss, you put a little distance
between yourself and a foe. This takes you out of reach of
their close-range attacks. They'll usually waste a turn
walking towards you, in which case, your miss only costs you
a single PP and not your good health. Nice defense.

Better when alone, as opposed to a group. Generally, in a
group, backing up would tend to leave your other members in
more danger. Might have occasional utility in a group, but
it's almost certainly more help alone.

With linked moves or multi-hit moves, you'll back up on your
first miss. Usually, this means your whole link depends on
whether or not your first move hits. Keep this in mind and
turn off this IQ Skill when you don't want to risk it.

Finally, unless it's a Line-range move, a "miss" of any sort
besides attacking air will back you up. Silver Wind miss
something? Back up! Protect failed? Moved! Used Last Resort
without a move empty of PP? Retreat! Particularly nice when
you want that Protect, so missing it isn't as deadly.

For Groups E and H, owners of Bodyguard, make sure that,
when you back up, you're still protecting necessary allies.
Either that, or turn off this IQ Skill. Make sure you don't
miss and automatically back up at the worst times.

[[Every time she missed, she would simply dance back, away
  from my counterattack. Though, looking back on it, she
  never did see that deep pool of water behind her...     ]]

==> Concentrator <==================+-----------------------------------------+
 IQv: 185  **          | __CD_____J |The Pokemon focuses on making its        |
====================================|attacks hit, so its accuracy is boosted  |
                                    |by 1 level. Its evasiveness is reduced b |
                                    |y                                        |
                                    |1 level, however.                        |
* Accuracy up; Evasion down

Yes, the in-game description is glitched. Silly programmers!

|      Accuracy       ||       Evasion       |
|Stage|    Change     ||Stage|    Change     |
|Usual| 256/256  100% || - 1 | 345/256  135% |
| + 1 | 320/256  125% ||Usual| 263/256  103% |

The percentages are relative to the accuracy of the move.
So a move with 60 accuracy boosted with 1 stage of accuracy
gets 60 + (25% of 60) for a total of 75! No, you don't add
25 to 60 to get 85, things don't work like that.

Keep in mind that this does not boost the natural accuracy
of thrown items. Without Lockon Specs, you can't achieve
100% accuracy for throwing things. But it does help against
foes that make themselves more evasive.

This is my favorite. Moves with 80 accuracy stop missing,
and therefore become reliable. There are many damage moves
in the range of 80~99 accuracy, and this helps to make every
one of them hit without fail, against usual evasion. Think
about why you want reliable moves...

Okay, I send you on your way to a painful situation, just
one hit away from being KO'd. Here's your 90 accuracy move.
Do you use it? Yes, you're thinking twice about it now, as
when you miss, you only have a 12% chance to dodge the next
attack. 9% of the time, you miss, AND you're doomed.

With Concentrator, you don't miss. This prevents the need to
dodge the doom, therefore giving you a 100% chance to come
out fine. And good freaking luck if you need to make many of
those 90% chance hits at once without Concentrator!

Mutli-hit moves from enemies are far more painful with this
IQ Skill. Hit them down before they get the chance!

If you're so keen on reading move descriptions, you may note
stars for move's accuracy. Here's some guidelines:

******** : 95% to 100% : Perfect hits for female; Male needs 100% for perfect
*******  : 90%         : Good accuracy in general.
******   : 85% to  88% : Common range.
*****    : 80% to  84% : Perfect hits for those with Concentrator
****     : 70% to  80% : Use only if you're prepared to miss.
***      : 52% to  67% : Risky. Avoid them. Really.
**       : 34% to  48% : Mostly multi-hit moves. Don't rely on them.
*        : 15% to  20% : Looking at One-Hit Knock Out moves?

[[I struck him hard, I did. I didn't believe I would hit,
  but he didn't even try to dodge! But now I see why, as
  he needed his hit more than he needed to avoid mine...  ]]

==> 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, a random not-full move gains 1 PP

This always picks a move that isn't full of PP, so this IQ
Skill is never wasted, unless all moves are full. This gives
some control over what moves last longer -- Just avoid using
ones you don't want for PP!

Only 1 PP for each floor? Look, in a 15-floor dungeon, that
is 14 more PP, right there! Already that's a fairly decent
amount! A fair number of moves don't even have 14 PP! Do
tell me that 1 per floor still isn't much, eh?

Once again, it picks moves that aren't full on PP. If you
have some moves you like, make your early trip a little
easier by using only that move for a bit. As you travel
through floors, that move will keep recovering a bit thanks
to this IQ Skill.

It does help you last a bit longer. Forgetting to pack Max
Elixirs aren't as painful.

[[Deep breath in, and... Breathe out. Yes? Oh, what's it
  supposed to do? It helps relax the mind and keeps you in
  focus. Now, let's continue. Deep breath in, Breathe out.]]

==> 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, offenses up for one turn

When you miss, that's a whole chunk of damage you don't do.
An offense boost for that miss generally won't make up for
all the damage you didn't do. Especially since the enemy
gets a chance to hit you for missing.

Also, it's silly how everyone who gets Concentrator also
gets this IQ Skill. They're not missing as often anyway,
so they hardly get any use out of this IQ Skill.

But that's all I really know. I have little info here...

[[It's a simple trick: Always attack so that, if you do
  miss, the momentum will enhance your next attack. All it
  takes is more physics than anyone cares to learn!       ]]

==> 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

This is a targeting IQ Skill, the last of the three. Without
any of these targeting IQ Skills, the game will decide on
random targets.

This one in particular makes the ally go after the high-EXP
foes first. This... Doesn't exactly help you get EXP any
faster, as you'd take out the low-EXP enemies, then move on
to the high-EXP ones anyway. The ally is consistent at going
after everyone else except the outlaw with this IQ Skill.

Better than nothing, though. Groups A, B, and D don't get
any of the three targeting IQ Skills, so you can't really
count on them picking at any particular foe.

On a side note, all pure IQ evolving Pokemon would evolve at
the same amount of IQv needed to get this IQ Skill. However,
none of them do get this IQ Skill, which leaves you to guess
when they are ready.

[[Always aiming for the toughest -- A sign of confidence!
  This way to Treasure Town -- A sign pointing to home.
  It's all a matter of looking for the right signs.       ]]

-[**'       ]---------------------- 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

|   Attack & Sp.Atk   ||  Defense & Sp.Def   |
|Stage|    Change     ||Stage|    Change     |
|Usual| 256/256  100% || - 1 | 179/256   70% |
| + 1 | 307/256  120% ||Usual| 256/256  100% |
| + 2 | 332/256  130% |+-----+---------------+

Pointing out +2 stages in case an ally has Cheerleader.

A reverse of the next IQ Skill, Defender. This IQ Skill just
simply adds to the sheer offense of Group C, combining very
nicely with their Concentrator.

Improving your attack power like this has an unexpectedly
small impact to the damage you deal, but even a few points
in damage can turn a 2-turn KO into a 1-turn KO. If you can
tell when enemies approach and KO them before they cause any
trouble, you don't really need your defense at all.

Though, that drop in your defenses can be painful. It would
be a good idea to find ways to avoid making your low defense
a problem, such as hiding behind allies who have the defense
you don't have and just use things like Quick Attack. Or,
like I suggest above, KO your foes before they KO you!

If you really don't want low defense, you can switch the IQ
Skill on or off whenever you feel like. Change it around to
whatever the sitation demands! It's an extra option to keep
track of, and it takes no turns at all to switch it.

It's sure to make battles last shorter, in any case. Only
one group learns it, not counting the legends-only Group I.
Yet that one group is a fairly common one.

[[A legend among battlers tells of one who could shatter
  boulders in a single blow. Yes, inhaling deeply and
  sending out a breath where even stone would crumble.    ]]

==> 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

|   Attack & Sp.Atk   ||   Defense & Sp.Def  |
|Stage|    Change     ||Stage|    Change     |
| - 1 | 204/256   80% ||Usual| 256/256  100% |
|Usual| 256/256  100% || + 1 | 332/256  130% |

A reverse of Aggressor, just above this IQ Skill. This one
is sure to fortify the intimidating defense of Group E, with
even more use of that defense thanks to Bodyguard!

The boost to your defenses should go a long way into making
those numbers over your head feel more comforting. Though
they aren't likely to drop so quick from your attacks, you
are rather tough to KO yourself! Besides, none of your
allies are weaker just because you have Defender, right?

Though, you do have somewhat weaker attacks... There are
ways to get around reduced attack power, by relying on
status effects and set-damage attacks. Or, like I suggest
above, your allies still have plenty of attack power, and
can make up for what you lack in damage.

Sometimes, you still want to deal damage yourself. Keep in
mind that IQ Skills can be switched on or off, and this one
is another example of such. Figure out whether you should
bother with defense for the situation, or if you really need
that damage. Switching IQ Skills eats up no turns at all!

This IQ Skill can help you get more turns to think things
through. Though only one group learns it, besides Palkia,
it turns out that group is rather common.

[[A legend among battlers tells of one that stood where
  others fell. It helps that our legend hovers when the
  ground itself got a mind of its own and moved around.   ]]

==> Trap Avoider <==================+-----------------------------------------+
 IQv: 240  **'         | ___D__G___ |The Pokemon avoids stepping on           |
====================================|visible traps (and Wonder                |
                                    |Tiles) when walking.                     |
* [Ally] Restricts visible trap tiles as a possible path

Even under the effects of things like Frightened, they will
avoid visible trap tiles. They're pretty good at avoiding
traps under many conditions.

Although, you can switch places with them to force them to
trigger the trap. Typically a good idea when they have
reduced stats you want to fix and want them to step on that
Wonder Tile.

It's only good on allies, not the leader. You can still
accidentally trip over any trap with or without this IQ
Skill. It just prevents your allies from walking into traps.
Technically, Wonder tiles are also traps, and are avoided.

Another odd perk about allies is the fact they can't trigger
the unseen traps, regardless of IQ Skills. You can trip them
just fine, but for some reason, your allies are immune to
those invisible traps. So once they get this IQ Skill, they
avoid the visible ones, and thus will never trigger stuff.

Being able to see traps by Goggle Specs or Eyedrop Seed does
not suddenly allow those traps to affect your allies. You
need to actually reveal them by stepping on it yourself or
using a regular attack before your allies can trip them.

As helpful as it may be on allies, there is one simple
problem with this IQ Skill: Not enough IQ Groups learn it.
With a party where even a single ally doesn't have this IQ
Skill, that ally is sure to do all the triggering that the
other two won't do. That limits Trap Avoider's use greatly.

It's real nice when your three smart allies are from Groups
D or G, but you don't always have such a party. For those
without Trap Avoider, your only real way to make them avoid
traps is to tell them to "Wait there" until you position
yourself so they won't trip the trap. Yeesh...

[[You know, when I saw what just happened to our leader no
  more than two seconds ago, I decided it would be wise to
  avoid following in his footsteps. Not closely, anyway.  ]]

==> Energy Saver <==================+-----------------------------------------+
 IQv: 250  **'         | ____E____J |The Pokemon's Belly empties slower.      |
* [Leader] Reduces step-by-step 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

Effects which ALWAYS reduce Belly regardless of above:
|  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)

Without any of the above factors that affect hunger, you
will lose 0.1 Belly with each step. Plain ol' Energy Saver
will drop the loss to 0.075, extending your time by 33%.
Unlike Survivalist, this helps with the initial 100 Belly
that you enter a dungeon with.

Belly has some importance, due to the fact that, once zero,
you'll lose 1 HP per turn, and regenerating naturally won't
happen. At this point, even holding a Tight Belt won't stop
the HP loss. There are three "cures": Eat something; Let a
Reviver Seed activate on you; Or leave the dungeon segment.

Besides Palkia, there's only one Group that learns this IQ
Skill. As it's generally useful only on leaders, it means
you need to answer the start questions correctly to see any
decent use before the credits. Then again, with the IQv
needed, a good chunk of Main Story wouldn't see it anyway.

[[Great, we forgot the food, and now we're stuck deep in
  this place. Any minute now, he's going to starve. Any
  minute now... Any minute... Uhm, He's still going...    ]]

-[***       ]---------------------- 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.

| What is it?     |Usual|IQ S.|
|Regular Attack   |  0% | 15% |
|Most attack moves|  8% | 23% |
|High-crit moves  | 30% | 45% |

It raises critical hit rate by an absolute 15%. Quite unlike
accuracy, which does things relative to the accuracy of the

Scope Lens mimics what this IQ Skill does down to the last
percent. In fact, it won't stack with Sharp Shooter, so
don't expect double the usefulness with both.

It's not a reliable damage boost, as what one would expect
from critical hits. It's more scary in the hands of enemies,
where getting a streak of bad luck with criticals is more
likely. Then again, having this on you does tend to help
by KOing things a turn earlier on occasion.

On a side note, male Pokemon do get twice as many critical
hits as female, and attacks versus the opposite gender get
reduced rates. That "8%" up there matches most closely to a
male Pokemon attacking a female. I do not know about
genderless, and I also do not know how it reacts to other
sources of critical rate boosts such as this IQ Skill.

[[Quick as I can, I strike the foe with care. You think it
  not strong enough, my friend? Worry not, for I waste no
  action -- Take another look at the foe, my friend...    ]]

==> 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.         |
* When attacking, chance to ignore counter-effects (unknown chance)

I know frighteningly little information for this one.
Does it work against abilities like Effect Spore?
Will it work against an actual Counter status?
What about IQ Skills Counter Hitter or Counter Basher?
And what are the freaking chances of it working?!

I have too many questions without proper answers.
Therefore, I can't be of much help here.
I'm the one asking for help now...

[[Ah, another foe! My buddy strikes, but is struck back
  fiercely. I, too, will attack. My friend, worry not, for
  I have seen such tricks, and will surely avoid this one.]]

==> 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

|       Defense       |
|Stage|    Change     |
| - 2 | 128/256   50% |
| - 1 | 179/256   70% |
|Usual| 256/256  100% |

If you have Aggressor (and Group C must know it by now),
then you may well have both this and Aggressor on, dropping
your Defense by 2 stages.

There are things wrong with keeping this IQ Skill on:
 - With a Defense drop, you get hurt more. Ouch!
 - With a 1 in 8 chance of working, you can't rely on it!

My advice: Once you get it, turn it off and never think of
it ever again. If you're at a high enough level to afford
the Defense drop, reflecting that damage will not really be
a decent source of damage at that point.

But there is a reason why this IQ Skill exists. You're going
to find enemies after the credits with this IQ Skill. It is,
in fact, this IQ Skill that is the reason why Group C
Pokemon are ones to be feared by then, as when you attack
and fail to KO in that hit, it may reflect on you.

If your stats are half-decent by that point, it's 70 damage.
Good stats should expect 100 or so damage. Exceptional stats
should hopefully bypass the whole thing by KOing right away.

[[I so wish my friend wouldn't put himself into danger so
  much. Tauros took a nasty hit. Didn't need my help, as
  that same damage came back to the enemy. Too much, huh? ]]

==> Quick Healer <==================+-----------------------------------------+
 IQv: 290  ***         | ____E_GHI_ |The Pokemon's natural HP-recovery        |
====================================|speed is boosted.                        |
* Doubles turn-by-turn HP recovery
- 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

"Rate" tells you what fraction of max HP you recover each
turn. "None" is just a label for no recovery.

"PR%" is percent of max HP recovered per turn, in case you
are more comfy with percentages.

The turn-by-turn formula is fairly simple: Multiply either
Rate or PR% by your Max HP. The 3.3% is slightly low, but
the 1/30 is exact.

Fractions of an HP are tracked pretty precisely, so don't
worry about any rounding errors, since the programmers used
a method that doesn't have rounding errors.

Normally, you have none of those fancy regen-boosting
effects, so you get 0.5% of your max HP each turn. With
Quick Healer, it's now 1.0% of your max HP every turn.
This is double the usual recovery speed.

The new, speedy rate at which you'd recover will make you
get out of trouble fairly quick after a damaging battle.
Because you won't remain weak at low HP for long, you'll
tend to hit top condition before the next foe comes along.
A good thing to help you last in dungeons!

Though, if you're looking for reasons to turn this IQ Skill
off, you'd look for effects that depend on low HP. This
stuff tends to be abilities like Overgrow or moves like
Flail. Quick Healer gets you out of critical HP faster,
making these useful effects last a shorter time.

[[Truly a grueling battle. Everyone was exhausted, but we
  made it through. I was busy checking myself, but when I
  looked up, our leader is already in pristine shape!     ]]

==> Lava Evader <===================+-----------------------------------------+
 IQv: 300  ***         | ABCDEFGHIJ |The Pokemon will avoid walking on        |
====================================|fiery lava.                              |
* [Ally] Restricts lava tiles as a possible path

This IQ Skill has one purpose: Prevent allies from walking
into lava. It won't stop you, the leader, from strolling in.

Useful for those who have hovering or ghost-like movement,
All-Terrain Hiker, or hold a Mobile Scarf. All Fire-types,
as well as Groudon, Rhydon, and Rhyperior, can step on lava
without getting Burned, so they don't need to watch out for
lava anyway.

A Burn reduces your damage by a fair amount. The offense
drop is enough to bother you, so it's not a bad idea to keep
this IQ Skill on, so your allies don't cripple themselves.
It also occasionally deals 6 damage, but you're likely to
recover faster than the damage it deals.

The list of places where there is lava is not a long list.
Basically, it's not a useful IQ Skill most of the time, but
it's there, and likely available when the lava becomes
important. Whether you want it, that's up to you -- Just
switch it off if you don't like it.

On a final note, this IQ Skill works as an indicator when
the Pokemon can learn one of four certain moves at level 72.
In particular, Frenzy Plant, Blast Burn, Hydro Cannon, and
Draco Meteor. Only certain Pokemon may learn one. Even if
you've already passed Lv.72, you can drop by Electivire's
Link Shop to remember the move once you have this IQ Skill.

[[It is well advised to avoid stepping in fiery lava, for
  it's real hot and sure to cause burns on contact. It is
  also advised to watch out for non-fiery lava as well.   ]]

-[***'      ]---------------------- 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.                     |
* All moves get +5 max PP

The max PP is quite useful when entering dungeons and for
Max Elixirs. Not useful at the moment you learn the move or
this IQ Skill inside a dungeon, as the PP isn't at the new,
raised maximum at those points. A Max Elixir is still made
more useful, however.

It's 20 PP between four moves. That's quite a chunk of PP.
Since everyone who learns Multitalent also gets PP Saver,
it usually looks more like 21 or 22 PP. A single Max Elixir
gets significantly more useful. Let's be honest, you're not
going to run out of PP nearly as easy.

For moves with limited PP, they still get the +5 to their
maximum. There are plenty of never-miss or room-range moves
that have less than 10 PP. This +5 to their maximum makes
those last more than 50% longer. Tell me you're not happy
when you can get 12 shots off with Silver Wind instead of 7.

Wouldn't be a bad idea to shoot for 3.5-star for whoever can
learn this IQ Skill. It'll take a while, but you'll really
feel like you can keep going forever.

[[I can see your potential. Long after I've exhausted my
  own abilities, you're still moving along just fine. You
  truly are as talented a Pokemon you said you were.      ]]

==> 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  |+ 12% |+ 30/256 | Eevee specific item

The rates do stack. Simply add them! The game calculates
each rate separately then totals them up. An example using
the exact rates with Exp. Elite and Miracle Chest:

409 * 256/256 =  409  | Base exp
409 *  25/256 =   39  | Exp. Elite
409 *  76/256 =  121  | Miracle Chest
Total gain:      569

Thanks to rounding errors, we don't get 570 EXP. Darn.

The exact rates are impractically precise. If you need a
quick calculation, the percentages are enough. If you simply
thought 140%, it gives a decent enough picture. Besides,
140% of 409 is about 572. That's just 3 points off from the
actual answer! That's smaller than 1% error!

Numbers aren't that important. This IQ Skill helps you level
up faster, that's the main point. But the timing that you
get this IQ Skill is a bit late, so most of the usefulness
is lost as you aren't likely to get it early.

Regardless, the road to becoming level 100 goes a little
faster for those who do get this IQ Skill. You may as well
enjoy the boost once you get this IQ Skill.

[[Some think that learning just comes whether you try or
  not. However, some put a lot of effort into it. In fact,
  some have even turned learning into a sort of an art.   ]]

==> 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

You'll counter some attacks once out of every eight times.
And when you do, you'll counter with a fourth of the force.
Some basic mathematics later, and the average reflected
damage is 1/32 of what you take. Usually means it's of no
real help.

Unlike Counter Basher, you don't lose Defense, so leaving
this one on won't hurt you. You never know when that 18
damage may help when you're struck for 73 damage the next
time around...

Apparently, the reflected damage, unaffected by type
resistances, is the same type as whatever hit you. It is
reported that an Electivire used Thunderpunch, got hit by
Counter Hitter in response, and Motor Drive activated from
this IQ Skill.

[[All enemies leave themselves more open to attack than
  what you'd expect. Watch them carefully, endure their
  attacks, and there, indeed, a moment you can strike!    ]]

==> 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% |

Against two types, multiply in each change, don't add.

For reference, the Same-Type Attack Bonus is 150%. This is
when you use an attack the same type as yourself, or one of
your two types. Slightly better than a Super-Effective
attack without this IQ Skill.

As tabled above, type match-ups become more extreme than
usual. This is actually for both defense and offense. If you
don't like the exacting fractions, there's the percentages
which should give a decent idea anyway.

This IQ Skill is very much a two-way effect. It can help
greatly, or it can hurt greatly. A Fire-type in a forest of
Grass- and Bug-types will enjoy this. The same Fire-type in
the ocean of Water-types would love to turn this off. If you
get this IQ Skill, it's a reason to check IQs at times.

Of course, you could always turn it off and never think
about it again, if you don't want to think about situation-
specific cases. At least it's easy to turn it off and forget
it exists, but it can help those who want to manage their IQ
Skills closely.

[[Seconds ago, I saw him hit hard. The foe stood no chance
  against him. Now, nothing he does is any good. Strange
  how one moment an unstoppable force, and then nothing.  ]]

==> 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] 20% better prices when buying/selling in dungeon shops

None of the starters can get this IQ Skill. The fact it's
useful only on leaders makes this IQ Skill impossible to use
before the credits. Even after the credits, the IQ needed to
learn means it'll take a while for any recruited Pokemon to
gain this IQ Skill.

It affects the total sale of items being traded, not the
individual items. Not a major point, since the prices of
most items tend to be divisible by 5, but that fact is there
in case you care about being precise.

The town shop is never affected by this IQ Skill.
Only the dungeon shops will ever give better deals.

It can save plenty of money, or help you earn money. It will
help you in all your money needs deep in dungeons.

[[Oh, come now! I can find plenty of these already! What's
  the point of having it at that price? No one's going to
  want it! I'm not paying 5 Poke for it, but I'll pay 4!  ]]

-[****      ]---------------------- 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

|       Evasion       |
|Stage|    Change     |
|Usual| 263/256  103% |
| + 1 | 204/256   80% |
| + 2 | 179/256   70% |

Evasion is relative to how accurate the move is. An example,
a move with 90 accuracy is reduced to a 63% chance to hit
with two stages of evasion. No, it's not down to 60%.

Everyone who gets Clutch Performer also gets Concentrator.
Usually means you'll only have 1 stage of Evasion at low HP.
Then again, it's better than -1 stage!

As seen above, giving enemy moves only a 70% chance to hit
will help you avoid doom 30% of the time. Or more likely, a
20% chance, since you probably have Concentrator. Evasion
isn't a reliable means of defense, but at such low HP, there
isn't much else that can save you, other than healing.

A lucky extra turn when the next attack misses could very
well let you pull away from a defeat, or at least keep a
Reviver Seed. Though it relies on chance, you're given that
chance instead of a sure defeat from the foe's next turn.

[[In situations of dire need, there are few who truly
  shine. When every moment turns into a gamble of one's
  good health, some beat the odds. Some significantly.    ]]

==> 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

|What is it? |Percent|Ratio |
|   Usual    |  2.5% | 1/40 |
|W/ Collector| 11.1% | 1/ 9 |
It seems to be over 4 times more likely.

Boxes are only generated when an enemy is defeated, or on
special floors where there's nothing else of interest.
Enemies do not pop into existence holding a box.
Acute Sniffer will never detect boxes held by enemies.

Additionally, if an enemy picks up an item and is holding it
at time of defeat, it will never drop a box.

Only the one who deals the KOing blow is checked for
Collector. So if you, the leader, do not have it, but an
ally does, try to make your ally KO stuff if you want more

It is significantly more likely that boxes are dropped with
this IQ Skill. An enemy dropping a box may still have a
chance at being recruited in the same KOing blow.

[[Some Pokemon carry boxes with them, perhaps it contains
  their hopes and dreams. If one takes a look around, there
  are actually a lot more of them than one would think.   ]]

==> 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...
| Wall  | -5 Belly    | Block  |
| Floor | No effect   | Stay   |

|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
| Hover  | Yes | Yes | Yes | Yes |     | hover at all! Some
| Ghost  | Yes | Yes | Yes | Yes | Yes | ghosts can't walk
+--------+-----+-----+-----+-----+-----+ through walls!

All-Terrain Hiker replaces your natural movement type to
Hovering. This even replaces the Ghost-like movement type,
which affects Shuppet, Banette, Duskull, Dusknoir, and
Darkrai. Others with Ghost-like movement don't ever get this
IQ Skill anyway.

For reference, a Mobile Scarf provides Ghost-like movement,
and will ignore this IQ Skill for this mobility.

There's a few good things about moving "off-road" with this
IQ Skill. Like shortcuts, getting items surrounded by water,
getting items that fell _in_ the water, and even warping!
Halls with "off-road" stuff surrounding them can also allow
you to fight side-by-side with an ally.

There are reasons for turning off this IQ Skill, though. For
the mentioned ghosties, this IQ Skill prevents them from
entering walls, so turn it off. Problem solved.

If you're on terrain you can't normally walk on, and you
turn off this IQ Skill while on said terrain, you'll warp
after one action, just before enemies get to act. Doing this
to an ally will warp the ally to the leader, but a leader
that warps away in this fashion will go to a random room.

Of course, something like a Piplup on water won't warp when
you turn off All-Terrain Hiker, as a Piplup can naturally
move into a water tile already.

The whole deal where you can move into a wider variety of
terrain will help. This is one nice IQ Skill to get.

[[I was chasing an outlaw, but he eluded me. There! I spot
  him across a ravine! Just there insulting me, hmm? I walk
  up to him. He's... Shocked, as gravity failed on me!    ]]

-[****'     ]---------------------- 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.                             |
* On trap trigger, 33% chance to turn trap into floor tile, without trap effect

With this IQ Skill, tripping over a trap will have a chance
that it simply vanishes, without ever hitting you with its
effect. Usually, you don't see what the trap was, but it's
no longer any threat anyway.

Visible or invisible, Wonder Tile or not, even if you use
menu -> Ground -> Trigger, there's a chance that the trap
just goes away. Poof. Gone. If you want the trap to work,
try to recall this IQ Skill and turn it off when you
actually want the trap to work.

I know, it's based on chance, and therefore "worse" than
Trap Avoider or Trap Seer. Even so, having this on a leader
will cut down on the number of traps you hit. It won't quite
make you safe, but it will reduce how often traps and their
painful effects hit you.

Those hidden stairs that lead to those bazaars are not
traps. Trap Buster will never destroy these things on you.

Between Trap Buster and Trap Seer, Groups C and E gain no
benefit versus traps, as well as the legends-only I and J.
Groups A, F, and H have some protection, while B, D, and G
won't have to worry much when they finally get 600 IQv.

[[But wait, I told our leader. There are many traps! Yet,
  our leader walked in... Smoke comes out the room. When
  I entered, turns out the traps broke, not our leader.   ]]

==> 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.      |
* No attack may land a critical hit on a Pokemon with this IQ Skill

This stops critical hits flawlessly. This is a good thing,
as critical hits can shove a ton of damage onto you all at
once, which could easily send you down to zero HP. The usual
hits don't often come quickly enough to beat out your rate
of recovery between battles.

Really, the fact that critical hits don't hit you anymore
provides a great deal of safety when you expect to hit low
HP in the enemy's next turn, rather than zero. As such, you
will be able to survive much better.

[[It was close. The Scyther focused himself, then started
  slashing into me viciously. Each hit narrowly missed the
  vital areas, making me glad I studied my weak spots.    ]]

-[*****     ]---------------------- 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 towards stairs

It doesn't matter who has it, leader or ally. An arrow will
appear for a short time when you enter the next floor. This
tends to help you get through the floor faster, or make your
search more efficient by going towards the stairs after you
clean out the floor.

The arrow will point in one of eight directions. It will
only point straight up/down or left/right if the stairs are
on the same column or row as you. As that's not often the
case, you'll usually see it point diagonally. If it points
straight in one direction, it can only be in that line.

There are some occasions where it's useless, such as when
you appear in a corner room and the arrow points to the rest
of the map, or you appear in the same room as the stairs.
While those cases can and do happen, there's also the fact
they don't happen all the time, so it's still useful.

Just remember to pay attention at each floor. There will be
nothing in the message log saying where the arrow pointed...

[[I've been mistaken for a compass one time. The main
  reason why this isn't true is I can't point north. I
  can only point to the stairs. ... Wait, that's useful?  ]]

==> Sure-Hit Attacker <=============+-----------------------------------------+
 IQv: 500  *****       | ____E____J |The Pokemon's regular attacks never      |
====================================|miss.                                    |
* Regular attacks can't miss

It matters not what happened to your accuracy, or how much
the enemy raised their evasion... Your regular attacks won't
miss. This IQ Skill will give you a way to always have a
perfect accuracy attack.

Only one IQ Group gets it, besides Palkia. Although the fact
you stop missing with regular attacks is great, the one
group that gets this IQ Skill isn't decent on offense. They
have plenty of defensive options, but fairly weak when they
attack. It does reduce the usefulness a bit.

... To a point where it's close to useless. It can ensure
that you have an option that will hit something. But when
you use moves to deal damage or status, this IQ Skill just
doesn't have any impact at all.

Compare it to Concentrator, and you'll realize why I don't
believe in this IQ Skill. Concentrator lets you hit with
consistency with regular attacks AND moves. Sure-Hit
Attacker only beats out Concentrator when the enemy has
unusually high evasion or you've been Sand-Attacked down.

In any case, Sure-Hit Attacker at least won't drop your
evasion like Concentrator, but it doesn't stop it from being
simply a shadow of Concentrator. Was nice back in Red/Blue,
but in Sky, it's almost useless.

If nothing else, you can cruise through earlier dungeons a
bit faster, now that you can't miss with regular attacks.

[[Sand flying all over the place. Images from Double Teams
  everywhere. That Porygon is lost in the middle of it all.
  Then it hit me. Even through all that. It hurt. Ouch.   ]]

-[*****'    ]---------------------- 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.               |
* On regular attack, may strike a second time

Just works on regular attacks, not moves. It simply gives a
chance that your regular attacks may strike a second time in
a single turn. A good thing, since regular attacks really
need an offense boost to be a decent choice over the weakest
of moves.

There's a few problems. Namely, the fact it relies on chance
to get two attacks in. When you make a regular attack, you
don't know if it'll strike a second time. You can be sure it
doesn't by turning off the IQ Skill, but you can't be sure
it does hit twice.

And don't forget reaction effects. With a possible second
attack, that gives a possible second chance of things like
Effect Spore hitting you. Might not happen all that often,
but the possibility is there, so try to be aware when your
enemies have those reaction abilities.

Still, the occasional second hit isn't to be underestimated.
For a shining moment, the regular attack is as strong as a
move! Do realize that, although not something to be relied
on, the fact it can help shouldn't be overlooked.

[[Whenever possible, one should always strike rapidly and
  without fail. It is advised that whenever impossible,
  you really shouldn't do it. Some still try, however.    ]]

==> Quick Dodger <==================+-----------------------------------------+
 IQv: 540  *****'      | ___D___HI_ |The Pokemon becomes better at evading    |
====================================|attacks and moves.                       |
* Evasion up

Things stop hitting you as often. In cases where you can't
survive a hit, you have a chance. In cases where you can,
it helps you last longer. It's a great defense!

I'm not sure about the precise mechanics of the evasion
boost of Quick Dodger. It might be an absolute drop in the
accuracy of the move, or it could relative to how accurate
the move is, I'm not sure.

In any case, it won't matter that I don't know the internal
mechanics of Quick Dodger, having it means that you're going
to dodge more attacks, plain and simple. The amount that
you start dodging is a pretty large number, actually.

[[However strong some may be, it turns out that the best
  armor may very well be to not get hit. After all, it is
  real easy to miss. Just convince them how easy it is!   ]]

==> Fast Friend <===================+-----------------------------------------+
 IQv: 550  *****'      | _B_____H__ |Improves the chances that defeated       |
====================================|enemies will want to join the            |
                                    |exploration team.                        |
* [Leader] Enemies are more likely to ask to join

If you were expecting a table like the one I have for
Time/Darkness, I chose not to copy it here. The reason is
simple: None of it is confirmed for Time/Darkness/Sky.

Regardless, I can say the following will affect the chances:
 - Holding certain items, like a Friend Bow or Golden Mask
 - Your leader's current level
 - This IQ Skill, Fast Friend
 - A game-starting question, asking if you played Time/Darkness
   * Saying "Yes" here gives better recruitment chances

Additionally, each Pokemon has an assigned chance to be
recruited. This has absolutely nothing to do with their
level or status. Some recruit chances are negative, meaning
that you'll need a few boosts to even have a chance to
recruit the Pokemon.

Other than that, this IQ Skill apparently has a small impact
on the recruit chances. I'm not even sure if it's required
to have in order to recruit Kecleon in Sky. Still, this IQ
Skill does give a boost. That much is certain.

I have no further confirmed information to give.

[[No, they're not the strongest, brightest, wealthiest, or
  any of the -est you can think of. It only comes down to
  merely one thing: The leader simply said "please."      ]]

-[******    ]---------------------- 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.|
* Attacks up close have a 33% chance to be stopped
- Regular attacks can also be stopped by this IQ Skill
- Linked moves are checked individually, not whole-link basis.

One nice thing about Intimidator is the fact that no status
effects prevent your ability to intimidate things. Levels
don't affect Intimidator, either. In fact, nothing in the
game can prevent Intimidator if you're using a move that
targets a foe right in front of you, other than luck.

Ranges that aren't confirmed to be stopped by Intimidator
are "Line of sight" and "All enemies in the room". I suspect
it's possible these too can be stopped, if used up close.
Charge-up moves will bypass Intimidator, but this involves
spending a turn charging up the move (without No-Charger).

Even orbs from your inventory aren't safe from Intimidator!
Attempting to use one while facing an adjacent enemy with
this IQ Skill may cause your orb to be wasted!

A 33% chance to outright stop moves when close up is NOT a
small chance. Most enemies end up real close to you before
they attack, so this greatly improves your chances to avoid
getting hit.

Linked moves versus Intimidator will have each move checked
individually. The first move stopped by Intimidator will not
interrupt the entire link, as the second move will still be
attempted even if the first fails, and so on for the third
and fourth moves.

Some bosses have Intimidator. You will note its effect real
well. To get around Intimidator, Dig can work, as well as
attacking from a distance or throwing items. You can also
link moves to get a greater chance that at least one of
them actually goes through this turn.

A move stopped by Intimidator still uses up PP. Useless when
when your enemies lose PP, but it's quite important for you
when you are stopped by it.

[[Many may have charged forth, but only a few have managed
  to touch this legend. It's not armor or speed, but the
  presence sapped the attackers of their will to strike.  ]]

==> 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.                           |
* Certain moves no longer need to charge up, using up 1 extra PP instead

| 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, for Time/Darkness.

When you use one of the above moves, you lose one extra PP.
This loss can't be prevented, even if PP Saver activates.
However, the advantage you get is the fact you no longer
need to wait one turn for the move to be used.

Sunny weather makes SolarBeam a 1-turn move. This IQ Skill
does NOT eat up extra PP in this particular case.

As far as useful IQ Skills go, it hovers around Practice
Swinger and Sure-Hit Attacker in usefulness. Basically, I
don't like this IQ Skill.

For one thing, with the speedy PP loss, you might get 6
shots with some of these moves. Group F gets Multitalent,
which helps somewhat, but even room-range moves have more
than 6 PP to use. In any case, you need to last in most
dungeons, but the speedy PP loss doesn't help.

And for another, by the time you get this IQ Skill, you're
done with most boss battles already, definitely before the
credits, and probably a good chunk after the credits. That
570 IQv isn't something you'd get with a few dozen gummis.

Many factors do combine to make this IQ Skill close to
worthless. You probably would have to go out of your way to
make use out of it.

[[Although some attacks take time, that's only relative.
  I feel as though I have all the time in the world. But
  everyone I meet doesn't seem to think that way with me. ]]

==> 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.

Leader or ally, if anyone has it, you'll see the walls of
the entire floor in your map. Won't reveal enemies, items,
stairs, or traps, but they'll show up as you crash into
them. The walls show up as darkened lines until you travel
to those spots as normal.

Switching this IQ Skill off or on will make those dark lines
disappear or show up. It's not an "on floor entry" IQ Skill,
so it's useful whenever it's on. Unless, of course, you
switch the options around to get rid of the map...

With knowledge of the map walls, you're sure to avoid those
dead-ends and can more efficiently plan out your route
through every room. Everyone who gets this also has Stair
Sensor, so getting through each floor should go quick!

[[My group was getting exhausted, but still another floor.
  When asked for a direction, I briefly close my eyes. Then
  I point, using the vision of the cave from overhead.    ]]

==> 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

Perfect for leaders. For some strange reason, allies don't
trip invisible traps, but you can. So once you get this IQ
Skill, you should feel rather safe in rooms where you don't
see any traps.

Even this IQ Skill is of absolutely no help around the
visible traps. However, they're visible -- You should be
able to avoid them without help!

If you have a leader with Trap Seer followed by allies all
with Trap Avoider, you are largely immune to evil traps. You
won't trigger any without actually walking into a visible
trap or using the menu. So you should be rather safe that

Though, with the amount of gummis you need, you won't enjoy
this IQ Skill for quite some time. Not everyone learns it,
either, but that doesn't stop the usefulness of this IQ
Skill once obtained, as you only need one Pokemon with it:
The leader. Charge fearlessly into the unknown!

[[Hmm? What's that? Oh, you say there is a trap here?
  Well, good thing I didn't know it existed, or else I
  would surely be in trouble now!                         ]]

-[******'   ]---------------------- 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

Your regular attacks will strike twice. A rather potent
offense boost. Your moves still strike once, however.

Now that your regular attacks deal double the damage, your
weaker "foe in front" moves, like Tackle or Scratch from
someone who isn't Normal-type, start to pale in terms of
usefulness compared to regular attacks.

Countering effects, like Static, Effect Spore, or Counter
Basher, will get two chances to affect you, if the target
still stands from your double-hit. Getting paralyzed by
Static from your first hit will interrupt your second, but
the chances are fairly low.

While two attacks will help get at least one hit, it does
not mean that you WILL hit at least once. Only Concentrator
and Sure-Hit Attacker can do that for you, or with some
moves like Mind Reader or Sweet Scent. Group G Pokemon
should keep this in mind.

In any case, two regular attacks in one turn is powerful.
Enjoy the ever-present offense when you get this much IQ...

[[I challenged a Sandslash to a duel. When he said all he'll
  use are the weakest attacks, I laughed! Boy, was I in for
  a surprise when he struck with such unbelievable speed! ]]

-[********  ]---------------------- 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] Restricts Monster House tiles as a possible path

This helps prevent an ally from triggering a Monster House,
by preventing them from walking right into it. Like with
Trap Avoider and Lava Evader, certain tiles are made off-
limits to the ally.

They'll walk into a Monster House if someone already went
and triggered it already, as the trigger is no longer there,
and therefore there's no reason to avoid the room.

However, you're the leader. This IQ Skill, just like Trap
Avoider and Lava Evader, will not prevent *YOU*, the leader,
from walking into certain tiles. So even with this IQ Skill,
you can still walk blindly into a Monster House and must
deal with what's inside.

As such, House Avoider is only useful when your allies are
separated from you, or when you set the tactic "You go the
other way". In fact, it's not a bad idea to set "You go the
other way" and follow the ally around, if you have trouble
dealing with Monster Houses normally.

[[One day, I asked a friend to walk ahead, but I'm still the
  leader, don't forget that! At one room, said friend turned
  around. Annoyed, I walked in, but sure enough, an ambush!]]

-[********' ]---------------------- 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
    Every Pokemon the item flies through is a target of the item
    Thrown items are always lost
    Thrown items can't be caught

There are items that grant exactly what this IQ Skill gives.
They are Pierce Band and Pierce Orb. However, Pierce Band
requires that you use a hold item slot, and a Pierce Orb
disappears on use. This IQ Skill allows you to avoid using
items for the same effect.

For offense, this IQ Skill doesn't often shine. It's quite
rare that you can line up more than one enemy to hit with
your Stick. Except in Monster Houses, but you tend to be
surrounded in this case. It's still possible that hitting
everything in a line helps, but not often enough.

Additionally, throwing the item under Pierce status will
destroy the item, regardless of any hits. It is therefore
not a good idea to leave Pierce Hurler on while throwing
various items down halls, as you can't recover the thrown
item that way.

Although it's not often good offensively, it still has great
utility. Thing is, you're not limited to throwing items
through enemies -- Your allies are just as good a target as
anything else. So Pierce-throw those Protiens and Wonder
Gummis through your party for awesome effect!

Even with Pierce Status, you can miss with thrown items. The
only way to ensure hits with thrown items is to wear Lock-On
Specs. Even raising your accuracy with Concentrator or
dropping evasion with Sweet Scent won't help you hit with
items. Again, only Lock-On Specs ensure hits with items.

[[Ah, foes approach! My buddy hides, but worry not, for I
  pull out my Silver Spike and throw! My aim is true, I hit
  a foe. But, my friend, the spike does not stop there... ]]

-[********* ]---------------------- 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] Eaten Seeds and Berries apply to whole party
- Range: All allies on floor. The whole floor. Yes, indeed
- Eaten Reviver Seeds, Reviser Seeds, or Blast Seeds aren't affected
- Being hit by thrown items won't trigger this IQ Skill

Let's look at a few items, shall we?
 - Life Seed: +3 max HP for four Pokemon at once!
 - Sitrus Berry: +2 max HP for four Pokemon at once!
 - Golden Seed: +5 levels for four Pokemon at once!
 - Joy Seed: +1 level for four Pokemon at once!
 - Oran Berry: Heal everyone for 100 HP
 - Heal Seed: Cure everyone of status effects
 - Chesto Berry: Sleepless condition on everyone
 - Violent Seed: Power up offense of everyone
 - Most seeds or berries: Fix Hungry Pal of all allies

However, things like gummis or drinks aren't affected. They
are not a "Seed" or a "Berry". Therefore, eating that Wonder
Gummi isn't making your party any smarter. Ingesting that
Zinc won't provide any boost to your allies, either. You
need Pierce Hurler for those things.

I suppose the biggest use everyone will get out of this is
boost everyone's levels and max HP. I mean, who wouldn't
quadruple the permanent boost? But don't forget that you can
use other items as the situation demands it. Healing
everyone for 100 HP is something rarely seen otherwise.

Like with Pierce Hurler, a single item can now affect many
targets. There are good uses for this.

[[Every trip that Togekiss has led, I have enjoyed. You may
  think she's greedy, eating everything, but everything she
  ate, I can taste as well. I also felt the effects.      ]]

-[*********']---------------------- 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

A rather potent IQ Skill. The fact your movement speed is
often double is powerful. Among which, status effects which
prevent action disappear twice as quick, and it is possible
to move in such a way to prevent enemies from ever hitting
you, if they don't have room-range moves.

Generally, movement speed gives you extra turns when all you
do is walk around. But there are secret ways into making it
give you extra turns when using moves or items.

With permanent speed, which this IQ Skill provides, just
walk one step. If the enemies act, it is safe to attack. If
they don't act, walk one more step. Then pound away.

This gives an immense amount of safety if you know how to
really use the increased movement speed. The cautious player
can avoid a majority of attacks where it would otherwise be
impossible, without losing out on attacking enemies. It is

The only trouble with this IQ Skill is the fact that only
Dialga and Darkrai gets it, and how much IQ you need. You'll
probably beat most of the game before you ever see this IQ
Skill, but if you do get it, you really do deserve something
powerful for your efforts.

Temporary speed has ways of giving you bonus turns on the
spot just for triggering them. It is possible to abuse this
endlessly for infinite turns without the enemy's reaction.

A vicious cycle may be like so:
1) Use Agility, Tailwind, or Dragon Dance (Maybe Quick Seed)
2) Walk one step
3) Use a move or item, or a regular attack.
4) Boost your speed again, like in step (1)
5) Walk two steps this time
6) Loop to (3)

This loop gets you as many turns as you have PP before the
enemy can even act once. Out of PP? Treat step 3 as a moment
where you use a Max Elixir instead.

But this is an effect that doesn't come from this IQ Skill.
Regardless, I feel you should know about it anyway. If you
know what you're doing, this will make you practically
invincible when you need it most.

[[We were surrounded upon reaching the next floor, but even
  though a large lumbering beast that Dialga was, you'd say
  otherwise what with darting through our enemies so quick]]

-[**********]---------------------- 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

Although you can walk into walls, this IQ Skill won't use up
5 Belly with each step, like what usual ghost-like movement
would eat up.

Unlike true ghost-like movement, you can't walk diagonally
into walls. You can move or attack ghosts up/down or
left/right into them just fine, however.

When you don't agree with the path, you make a path that
agrees with you! And with Map Surveyor, it won't take you
long to explore each room before moving on. Where there
isn't a shortcut, you make one!

In many dungeons, there are buried items. When you want
them, your choices are usually as follows:
 - Ghost-like movement; Certain Pokemon or Mobile Scarf
 - Rock Smash. With only 99 PP, you'll run out quick enough.
 - One-Room Orb. Though, once one is used, it's gone!

With Ghost-like movement, you'll lose 5 Belly with each step
into a wall. Allies mysteriously don't lose anything by
walking into walls, so tell them "You go the other way" and
let them at it, and hope they crash into something.

If you're Palkia with this IQ Skill, you just walk into the
walls yourself. You don't lose Belly for it as walls vanish.
It still takes a while, but you can do it.

Okay, maybe this is a good IQ Skill, but only one Pokemon
gets it, and you're completely done with the story once you
get Palkia. And at 990 IQv, that's a lot of extra stuff
beyond that you do by the time Palkia gets the IQ Skill. But
hey, if you got Palkia, you may as well get max IQ!

[[It was a complicated maze. Many times we were lost, but
  when the next path branched, neither looking good, Palkia
  simply took another path: Through the wall. We followed.]]

 5 -O-*O*-O-*O*-O-*O*-O-*O*  UNANSWERED QUESTIONS   *O*-O-*O*-O-*O*-O-*O*-O-*O*

It is true that this FAQ has a lot of information. It is
also true that I don't have information on every last detail
that I would like answered.

There are several questions I have. They are as follows:

- Bodyguard: Which status effects prevent it from working?
- Practice Swinger: Do multi-hit moves gain a bonus on immediate miss?
- Hit-and-Runner: What are its chances, anyway?
- Sure-Hit Attacker: Does it pierce through even the Whiffer condition?
- Quick Dodger: By what mechanic does it affect evasion?
- Extra Striker: What is the chance of attacking twice?
- Fast Friend: The recruit chances? We... Don't... Know! Don't ask me!

I shall go into details over each question I have. After
all, I want them answered, and I want to make it as clear
and easy as possible for them to be answered.

|Bodyguard| Which status effects prevent it from working?
I did notice it not activate at all while I was Cringing.

That's the limit to my knowledge. A list of status effects
for your use:

| Status effect       |???|  If "Yes", it stops Bodyguard
+---------------------+---+  If "No ", Bodyguard will work
| Poisoned            |No |  If blank, I do not know.
| Badly poisoned      |   |
| Burned              |   |  nhahtdh has been quite helpful so far.
| Sleep               |   |  OgreGunner, too.
| Nightmare           |   |
| Napping             |   |  As a guess, anything that
| Yawning             |   |  prevents moves would halt
| Paralyzed           |Yes|  Bodyguard.
| Frozen              |   |
| Confused            |No |  Guess fails against the
| Cowering            |   |  Frightened status effect,
| Frightened          |No |  as it didn't stop
| Infaturated         |   |  Bodyguard, yet it does
| Taunted             |   |  stop moves.
| Ingrain             |   |
| Leech Seeded        |   |
| Heard Perish Song   |No |
| Embargo             |   |
| Cursed              |   |
| Healing blocked     |   |
| Gastro Acid         |   |
| Encore              |   |
| Exposed             |   |
| Grudge              |   |
| Charging 2-turn move|   |
| Cringing            |Yes|
| Wrapped by foe      |   |
| Wrapping a foe      |   |
| Constricted         |   |
| Immobilized         |No |
| Petrified           |   |
| Paused              |   |
| Decoy               |   |
| Blinker             |   |
| Cross-eyed          |   |
| Whiffer             |No |
| Muzzled             |   |
| Vanished            |No |
| Low HP              |No |
| Empty Belly, leader |   |
| Empty Belly, others |No |

Which ones stop Bodyguard? A clever person would utilize
enemies with Bodyguard, False Swipe, and ways to cause
these status effects. Keep track of dungeons which have
smart enough enemies!

|Practice Swinger| About multi-hit moves and linked moves...
If an earlier attack misses, does it immediately benefit
the later moves in the same turn?

Specifcally, linked moves and multi-hit attacks can attack
multiple times in a single turn. It should come as no
surprise then, that with multiple attacks, you can make some
number of hits and misses in the same turn.

In short, get linked or multi-hit moves, and use 'em until
you know beyond doubt whether that damage number is being

|Hit-and-Runner| What are its chances, anyway?
The game description states that it may prevent counters.

First, what's the chance? Second, what about abilities like
Static, Effect Spore, or Rough Skin?

Find the right enemies. Attack them. See if you are punished
for doing so. Keep in mind that if you end up KOing the foe,
it will never counter against you.

|Sure-Hit Attacker| Is it stopped by Whiffer?
In the first PMD, this IQ Skill ignored Whiffer, letting
regular attacks hit anyway.

I am aware that never-miss moves fail under Whiffer. I am
also aware that I hit with regular attacks while stuck with
Whiffer when I had Sure-Hit Attacker in the first PMD. All
I'm asking is whether this is still true.

|Quick Dodger| Exactly how does it affect evasion?
While browsing through UPC, I spotted something interesting
in the PMD1 section. Apparently, Quick Dodger in the earlier
games reduced the accuracy of moves by a flat 30. No, it's
not reduced by a portion, but simply subtracted out.

While this game does follow most mechanics of the previous
Pokemon Mystery Dungeon: Red/Blue Rescue Team, I can't be
sure that it is still true. I'd like to check, man!

Testing for this will be tricky, to say the least. How can
one tell the difference between reducing the move's accuracy
by a set amount and merely raising your evasion by Minimize?

Find some enemies with inaccurate moves. Typically, these
are multi-hit moves. Something like Fury Swipes from a
Sandshrew has 41 accuracy, according to Serebii.

If Quick Dodger does what is said for PMD1, then Fury Swipes
goes to 11 accuracy. Compare with +2 evasion stages, which
multiplies by 179/256, setting the accuracy to 28 or 29.
Trust me, that's a big, highly noticable difference.

|Extra Striker| What is the chance of attacking twice?
Attack enemy. Did you strike twice? Use your counting skills!

Keep in mind that you will *NEVER* make a second attack
against air. If the first attack KO'd the enemy, then you
will never launch a second one that immediately follows the

|Fast Friend| Recruit chances? All I hear is speculation.
I don't know the answer. I don't know if I'll ever get one.
Anything short of hacking the game and reading out the exact
code will I expect to know the answer.

You may have heard 1% or 2%. As far as I care, they are
guesses, nothing more, unless you can prove that someone did
hack into the game and told us the number.

As for the chances for each specific Pokemon, at least that
is known. At least for Time/Darkness. Just not the precise
values for whatever changes those chances.


Whether these questions will ever be answered, I don't know.
The most likely place to contact me would be at the GameFAQs
message board, as I don't even bother with E-mail at the

 6 -O-*O*-O-*O*-O-*O*-O-*O*         CLOSING         *O*-O-*O*-O-*O*-O-*O*-O-*O*

Welcome to the end of the FAQ. There is nothing relevant to
the game itself beyond this point, but it's here to let you
know every last person to have helped me, how in the world
you can contact me, and what happened in this FAQ.

6.1 ------------------------------- Credits ----------------------------<tnk20>

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.
* Mentioned what sort of boost a Miracle Drink gives.
* General hacking into the game for information.
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...
* General hacking into the game for information.

* Asked about Status Checker, prompting confirmation of
  whether moves really are still wastefully selected. They are...
* The main reason why I submitted a version 1.05. Besides
  Brick Tough and Lava Evader, had suggestions for all of 1.05

* 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.

* Pinned down Evolve Charm EXP boost for me. It's listed proudly now.

* A detail about Exclusive Move-User.

* Mentioned how much IQv the IQ Booster gives on each useful floor.

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.

* Did some work at figuring out the IQv bonus of lucky gummi drinks.

* Asked about a detail of a game start question

* Confirmed a detail of a game start question (played Time/Darkness?)

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.     UPC -- the ultimate Pokemon Center
A site that contains actual data from within the game itself.
Actually, just the data for Time/Darkness. Still useful.
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:

 6. 2 -------------------------- 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 seem to use it so rarely I ended up losing
it again. Even if I did have one, whether it's a good enough
way to contact me would be highly questionable anyway. I am
pretty active on the message boards, and I don't mind a PM
no matter how long it's been since I last visited the game.

But I will guarantee a response within a few days if you
send a private message to FatRatKnight through the GameFAQs
message board. I am always ready to look back here.

 6. 3 ------------------------------ Legal -----------------------------<stp54>

Copyright 2009-2015 Leeland Eric Kirwan

This guide may *not* be reproduced under any circumstances
except for personal, private use. Only may
publicly distribute this file, until such a time that I give
written permission to other sites as desired. Do not alter
this guide, do not present it as the work of anyone else.

CheatCC, or Cheat Code Central, will take special notice as
a site *not* allowed to host this file. David Allison, owner
of CheatCC, has infringed the copyright of many guides, with
modifications in many cases to make it appear the author's
intent was to have it hosted on CheatCC (or any sites owned
by or affiliated with David Allison). I will raise awareness
of this person's history here, in an effort to minimize any
support for one who has taken so many guides. This has been
apparently going on for more than a decade.

 6. 4 ------------------------- Version History ------------------------<vsn05>

1.16 - Reflavored No-Charger.
     - Clarified an effect of a game start question under Fast Friend.
     - Sharp Shooter now briefly explains gender differences.
     - Added Legal section.

mm/dd/yyyy - Date format

1.15 - As always: Slight, minor text adjustments.
     - Merged ending sections into a single CLOSING section.
     - New Contact Info. Changed intro, too.
     - Edited mentions of Intimidator in IQ Groups. It's
       more than just "foe in front" moves, after all...
     - Significant text changes for:
        Course Checker     Brick Tough        Exp. Go-Getter
        Trap Buster        Intimidator        Time Tripper
... I think this update was overdue a year and a half...

1.10 - Rewrote Weak-Type Picker entirely.
     - Mostly rewrote Dedicated Traveler
     - Fixed error on Survivalist.
     - Added a few more drinks that can provide IQv
(notice) I also updated Concentrator with rough accuracy
         ranges for given numbers of stars. I forgot to
         note that here.

1.05 - Minor text stuffs
     - Silly errors fixed. X-Ray specs? I meant Goggle! Gah!
     - Significant text changes for:
        PP Saver           Bodyguard          Brick Tough
        Gap Prober         Wary Fighter       Trap Avoider
        Quick Healer       Lava Evader        Counter Hitter
        No-Charger         Intimidator

1.02 - Fixed list of dungeons containing enemies with
       exceptional IQ. I missed Zero Isle Center!
     - Filled in IQv boost of Max Elixir.
     - Moved the Quick IQ Skill list to top of its section
     - Significant text changes for:
        Survivalist        Quick Healer       All-Terrain Hiker
        Absolute Mover

1.00 - Initial re-release. Basically a full rewrite of the
       FAQ while keeping the same basic structure. All so
       old readers can enjoy my writing once again.
       Otherwise, it's a branch off the Time/Darkness FAQ.
     - Though, I did add some extra flavor texts. Have fun!

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*