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IanTSY

PKHex Tutorial

Mar 1st, 2015
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  1. This is a guide on how to create seemingly legitimate Pokemon in PKHeX.
  2. If you're not interested in creating legal Pokemon, you can rename the program "PKHaX.exe" to turn on Illegal Mode. This will allow you to use illegal abilities and 252EVs in all stats.
  3.  
  4. 1.1.0 Breedables
  5. This section deals with any Pokemon that can be obtained through breeding
  6.  
  7. 1.1.1 Main Info
  8. We'll go over every item in order from Top Left to Bottom Right
  9. Here's an example to follow along: http://i.imgur.com/i9CHnSA.png
  10.  
  11. Shiny & PID:
  12. Clicking the Shiny Star icon will reroll your PID to an appropriate value for a shiny Pokemon. You can also reroll the PID without shinifying by hitting the reroll button to the right. You should ALWAYS reroll PID as the LAST step in creating a Pokemon.
  13. Remember, certain Pokemon (event, transfer, special move/ability combination) cannot be legally shiny (ex: Superpower Contrary Spinda)
  14.  
  15. Gender:
  16. Between the PID and Reroll Button is the gender symbol. Click this to flip the gender.
  17. Note - There is a visual glitch when using PKHeX on Macs which will cause the gender symbol to not appear sometimes. If you have this problem, go to Options > Toggle Unicode (thanks to /u/Jirachi_star for pointing this out).
  18.  
  19. Species:
  20. Self-explanatory
  21.  
  22. Nickname
  23. Self-explanatory
  24. Be sure to check the box to the left if you do decide to nickname the Pokemon
  25.  
  26. EXP & Level
  27. Self-explanatory
  28. It will cap at the maximum, so if you enter in a number that is too high, it will automatically bring it down to max.
  29.  
  30. Nature:
  31. Self-explanatory
  32. Doesn't affect legality
  33.  
  34. Item:
  35. Self-explanatory
  36. Doesn't affect legality
  37.  
  38. Friendship:
  39. Self-explanatory
  40. Caps at 255
  41.  
  42. Form:
  43. Use this to switch between forms.
  44. Can be used to make Perma-Megas, Arceus-types without respective plates, etc. These impossible forms are illegal, but can be used to troll the Battle Maison.
  45.  
  46. Ability
  47. Self-explanatory
  48. Doesn't affect legality unless you have Illegal Mode turned on.
  49.  
  50. Language:
  51. This is the language of the origin game. Generally, keep this as the Language of your own game. If you want it to seem like it was traded from a foreign game, change the language.
  52.  
  53. Is Egg:
  54. Self-explanatory
  55. Makes the Pokemon come in an egg.
  56. Make sure you set the Pokemon to Level 1 and make sure it's a basic, non-evolved Pokemon with 0 friendship. Also, give it Level 1 (AKA starting) moves and 0 EVs.
  57.  
  58. Infected and Cured:
  59. Check infected if you want the Pokemon to have Pokerus. The PkRs numbers don't really matter for legality. Check cured if you want the Pokemon to be unable to pass its Pokerus.
  60.  
  61. Country/Sub Region/3DS Region:
  62. These 3 should be set to the residence of Pokemon's intended 3DS system, not the origin game. For example, if you plan to use it on your American 3DS and you live in New York, set this part to "United States/New York/Americas (NA/SA)"
  63.  
  64. 1.1.2 Met Info
  65. Most people mess up legality on this part
  66. Here's an example to follow along: http://i.imgur.com/5Dbjgrl.png
  67.  
  68. Origin Game:
  69. Self-explanatory
  70. If you want this Pokemon to have transfer-only moves, then you'll have to set it to the appropriate past-gen game. Covered in the Transfer section.
  71.  
  72. Met Location:
  73. This is where the egg was hatched.
  74. Make sure it's a real ingame place (route, town, city, Battle Resort, etc.) in the origin game.
  75.  
  76. Ball:
  77. Self-explanatory
  78. For ball legality: http://www.serebii.net/games/pokeball.shtml
  79. Remember, for certain balls to be legal, some Pokemon must be obtained through certain circumstances (past-gen, event, etc.)
  80. Also, for certain moves/abilities/combinations of the two, the Pokemon have to be obtained in specific balls (ex: Superpower Contrary Spinda - Dream Ball).
  81.  
  82. Met Level:
  83. Since it was (or we want it to seem) hatched, set this to Level 1.
  84.  
  85. Met Date:
  86. Set this to any date after the origin game was released.
  87.  
  88. Fateful Encounter:
  89. Leave this unchecked. We'll use this later for events.
  90.  
  91. As Egg:
  92. Check this box
  93.  
  94. Egg Met Location:
  95. Day Care Helpers
  96.  
  97. Egg Met Date:
  98. Set to any date before or the same as the regular Met Date.
  99.  
  100. 1.1.3 Stats
  101. Self-explanatory
  102. You really can't mess this up unless you have Illegal Mode turned on.
  103. Here's an example to look at: http://i.imgur.com/t4E6GrQ.png
  104.  
  105. 1.1.4 Attacks
  106. Here's an example to follow along: http://i.imgur.com/MKVJy6P.png
  107.  
  108. Current Moves:
  109. Make sure these are learnable by breedable Pokemon in your selected origin game.
  110. If you want transfer only moves, refer to the Transfer-only section of this tutorial.
  111.  
  112. Relearn Moves:
  113. These are egg moves.
  114. If you have egg moves in Current Moves, they will have to be here as well.
  115.  
  116. 1.1.5 OT/Misc
  117. Here is an example to follow along: http://i.imgur.com/eYEL7sk.png
  118.  
  119. Trainer Information:
  120. This part is important for personalized Pokemon. If the OT, TID, and SID all match the trainer ingame, then the Pokemon will be identified as belonging to the trainer. This means it will obey the trainer, regardless of level, and it will be nicknamable!
  121. To figure out your OT and TID, go to your trainer card in the game.
  122. To figure out your SID, either use this - http://www.reddit.com/r/PokemonQRCodes/comments/2x4zju/online_tidsid_exchanger/
  123. or trade one of your Pokemon (caught/hatched by you in game) with someone who can find it for you.
  124. Make sure you flip the gender symbol to the right of the OT box to match your trainer's gender.
  125.  
  126. Latest (not OT) Handler:
  127. If you did not fill out your own info above, then you should put your OT here so the game will identify it as Pokemon traded to your trainer.
  128. Leaving this blank does not affect the ability to be traded online or used on Battlespot.
  129.  
  130. Extra Bytes:
  131. Don't worry about this part.
  132.  
  133. Markings:
  134. The first row autofills.
  135. You can fill in the bottom row if you'd like. Most people use these to designate perfect 31 IVs in this order: HP / Atk / Def / SpA / SpD / Spe
  136.  
  137. Ribbons/Medals:
  138. Leave all medals unchecked (some of them are fine and will not mess with legality, but they don't really do anything for you). We will use them for events.
  139.  
  140. Memories/Amie:
  141. Memories with OT/nonOT:
  142. We can use the same method for both OT and nonOT.
  143. Friendship, Affection, Fullness, and Enjoyment cap at 255.
  144. The default memory type -- "The Pokémon seems to have a good memory, but it doesn’t seem to be able to remember..." -- is usually reserved for events.
  145.  
  146. Here are some memories that generally work for anything:
  147. "was stared at by the Judge intensely when it met him with..."
  148. "went to the Pokémon Center in..."
  149. "battled at __'s side and defeated a Gym Leader / the Champion..."
  150. "soared through the sky with..." (ORAS)
  151.  
  152. Residence:
  153. You only need to fill this in if you're not the OT.
  154. You can just fill in Latest with your current location.
  155.  
  156. Encryption Constant:
  157. Reroll this as the 2nd to last step in creating a Pokemon.
  158. Immediatly afterwards, go to the Main tab and reroll PID (or shinify).
  159.  
  160. 1.2.0 Transfer-only Pokemon
  161. This covers Pokemon with transfer-only moves/abilities/combinations of the 2.
  162. If you go to http://pokemondb.net
  163. you can search for the Pokemon you want.
  164. Scroll to the bottom of the moves learned to find transfer-only moves.
  165.  
  166. 1.2.1 Main Info
  167. Follow the same rules as for breedables (1.1.1)
  168.  
  169. 1.2.2 Met Info
  170.  
  171. Origin Game:
  172. If you go to http://pokemondb.net
  173. you can search for the Pokemon you want.
  174. Scroll to the bottom of the moves learned to find transfer-only moves.
  175. This will tell you what generation the Pokemon must come from. Select an origin game from that generation.
  176.  
  177. Met Location:
  178. Self-explanatory
  179. Where you met the Pokemon. You may have to check Bulbapedia.
  180. Sometimes can be set to Poké Transfer
  181.  
  182. Ball/Met Level/Met Date:
  183. Self-explanatory
  184. See breedables (1.1.2)
  185. If you want to create a wildly, encountered Pokemon (I reccommend making it hatched/bred if possible) go to Bulbapedia to find the Levels at which you can meet the Pokemon in the origin game.
  186.  
  187. Fateful Encounter:
  188. Leave unchecked
  189. Will be used for events.
  190.  
  191. Encounter:
  192. In certain origin games, you'll have to set the encounter type. For breedable transfer Pokemon, you can set it to "None"
  193.  
  194. Egg Met Conditions:
  195. Same as with breedables (1.1.2)
  196.  
  197. 1.2.3 Stats
  198. Self-explanatory
  199. See breedables (1.1.3)
  200.  
  201. 1.2.4 Attacks
  202. Self-explanatory
  203. See breedables (1.1.4)
  204. Prior to Gen 6, egg moves could only be passed by the father, so some egg move combinations are impossible. Double check legality before continuing.
  205.  
  206. 1.2.5 OT/Misc
  207. See breedables (1.1.5)
  208.  
  209. Note - Remember the last 2 steps when creating any Pokemon
  210. 1. Reroll Encryption constant in the last tab
  211. 2. Reroll PID/shinify in the first tab
  212.  
  213. 1.3.0 Events
  214. Go to Bulbapedia, search the Pokemon, and scroll down to the moves learned. If you click through the different generations, and scroll down, you can see the event moves for the Pokemon in each generation.
  215. Other lists for event only moves (these may be a bit outdated):
  216. http://www.smogon.com/ingame/guides/event_pokemon
  217. http://nuggetbridge.com/forums/topic/8451-event-special-moves-on-pokemon/
  218. https://drive.google.com/file/d/0B_OSQA5_Z2U9a1lNd2V5VmxwVjQ/edit
  219.  
  220. You'll need certain info to create legit-looking events. This info can be found here:
  221. http://www.serebii.net/events/
  222. http://projectpokemon.org/events/
  223. Or you can search for the Pokemon on Bulbapedia, and click "Game location in events" in the table of contents
  224.  
  225. 1.3.1 Main Info
  226. Important:
  227. Language should be set to the Language of the event
  228. If the event has restricted nature, ability, nickname, minimum Level, etc. make sure you follow them.
  229. For everything else see section 1.1.1
  230.  
  231. 1.3.2 Met Info
  232. This should all be covered in the links provided above (1.3.0)
  233. Notes -
  234. Dates are important
  235. You'll almost always check Fateful Encounter
  236. Rarely will Events come in eggs
  237.  
  238. 1.3.3 Stats
  239. Self-explanatory
  240. Very rarely do events have stat restrictions (Pokebank Celebi has to have at least 3 perfect IV stats)
  241. Not much else to say
  242.  
  243. 1.3.4 Attacks
  244. Self-explanatory
  245. As of Gen 6, events can relearn Event-only moves (not sure if this applies retroactively to old events in Gen 6 games). So if you're genning 6th Gen events, make sure you put their event-only moves in Relearn Moves.
  246.  
  247. 1.3.5 OT/Misc
  248. Trainer info for events should be in the links above (1.3.0)
  249. Latest Handler should be your Trainer name. If you're making a QR code for others, you can/should leave this blank (it doesn't seem to affect tradability/usability online)
  250. Ribbons for events should also be in the links above (1.3.0)
  251. Everything else has already been covered (1.1.5)
  252.  
  253. Note - Remember the last 2 steps when creating any Pokemon
  254. 1. Reroll Encryption constant in the last tab
  255. 2. Reroll PID/shinify in the first tab
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