All You Need To Know About IQ\Gummies - Guide for Pokemon Mystery Dungeon: Blue Rescue Team
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Pokemon Mystery Dungeons: Blue Rescue Team IQ & Gummie FAQ <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> |======================================================================| | Table of Contents | |----------------------------------------------------------------------| | | | | | Introduction.........................................[introdu] | | | | What is IQ?..........................................[whtisiq] | | -Star Chart.....................................[strchrt] | | | | Gummies..............................................[gummies] | | -Gummi Types....................................[gummi01] | | -Gummies and IQ.................................[gummi02] | | -Gummies and Belly..............................[gummi03] | | | | IQ Skills............................................[iqskill] | | -Skill Groups...................................[skillgr] | | -Detailed Descriptions..........................[skillds] | | | | Other Uses for IQ....................................[othruse] | | -Evolution......................................[evolutn] | | -Moves..........................................[iqmoves] | | | | other Stuff..........................................[miscell] | | -Copyright Info.................................[copyrit] | | | | | |______________________________________________________________________| =============================================================================== | INTRODUCTION [introdu] | ------------------------------------------------------------------------------- So guys, like, this is my first faq ever. While looking at the message boards, I saw that only a few people have information about just how IQ and Gummies work, so I decided to do some tests and managed to acquire some data. Since this is my first faq, I hope that it's not too difficult to read or understand. Enjoy! =============================================================================== | WHAT IS IQ? [whtisiq] | ------------------------------------------------------------------------------- PMD introduces a brand new mechanic to the world of Pokemon: IQ. In real life, IQ (Intelligence Quotient) is the ratio of your mental age to chronological age; basically, how smart you are. In PMD, the concept is not much different. The more IQ a Pokemon has, the smarter it gets, and when it reaches a certain level of smartness it can learn all sorts of neat skills called IQ Skills. All newly recruited Pokemon on your rescue force start out with 0 IQ points. From there, it can reach a maximum of 990 IQ points. IQ points are completely unaffected by a Pokemons moves, level, or stats; the only known way to raise IQ is to use special items called Gummies, which will be covered later. Another way for the game to represent the IQ is through Stars. Stars are just basically a less precise way of measuring IQ, but the game refers to them on some occasions, so youll need to know the relationship between Stars and IQ Points. Here is a general list of how IQ Points and Stars compare: ========================== | Star Chart [strchrt] | -------------------------- 1 Star: 0 IQ 2 Stars: 10 IQ 3 Stars: 50 IQ 4 Stars: 100 IQ 5 Stars: 150 IQ 6 Stars: 200 IQ 7 Stars: 300 IQ 8 Stars: 400 IQ 9 Stars: 500 IQ 10 Stars: 600 IQ 11 Stars: 700 IQ MAX Stars: 990 IQ So what are the benefits of having high IQ? Well, the biggest and most obvious advantage is the availability of different IQ Skills, which can only be learned after the Pokemon gains enough IQ Points needed.The more IQ Points your Pokemon has, the more IQ Skills it will have available, and generally skills learned at higher IQ Points are extremely useful in various dungeon explorations. =============================================================================== | GUMMIES [gummies] | ------------------------------------------------------------------------------- The only way to raise the IQ of a Pokemon is to feed it Gummies (although why pieces of candy would make a Pokemon smarter is beyond me). Gummies are found in almost all the dungeons in the game. They can be ingested either inside a dungeon or in a Friend Area. Gummies are not stackable like Gravelerocks, so each Gummi takes up a whole space inside your toolbox. =========================== | Gummi Types [gummi01] | --------------------------- Gummies come in an assortment of colors (17 in all) and each color represents a type. Gummies are also surprisingly tough to find, which is why Ive compiled a list of what each type of Gummi corresponds to, as well as which dungeon the Gummi appears most in. Color Type Dungeon =================================== White Normal Mt. Steel Red Fire Mt. Blaze Peak/Magma Cavern Blue Water Frosty Grotto/Mt. Freeze Peak/Stormy Sea/ Silver Trench Grass Grass Uproar Forest Yellow Electric Mt. Thunder Peak/Howling Forest Clear Ice Frosty Grotto/Sky Tower Orange Fighting Mt. Steel Pink Poison Sky Tower Brown Ground Howling Forest Sky Flying Sky Tower Gold Psychic -none- Green Bug Uproar Forest Gray Rock Magma Cavern/Sky Tower Purple Ghost Sky Tower Royal Dragon -none- Black Dark Magma Cavern Silver Steel Magma Cavern Note: The Gummies with -none- for the Dungeon column do not have special dungeons in which they are more commonly found, so they have equal chances to be found in about every dungeon that sports Gummies as one of their items. For a full list of obtainable Gummies in every dungeon, consult the Dungeons of Mystery guide here: ============================== | Gummies and IQ [gummi02] | ------------------------------ When you feed a Gummi to a Pokemon, that Pokemon gains a few points of IQ. The IQ Points that they gain depends on the type of Gummi that they were fed. How this works is that Pokemon generally like best the Gummi Type that is strong against them. Gummi matches Pokemon Type: +7 Gummi is strong against Pokemon Type: +4 Gummi is neutral against Pokemon Type: +3 Gummi is weak against Pokemon Type: +2 Gummi is ineffective against Pokemon Type: +1 Lets take the Pokemon Umbreon for an example. Since Umbreon is a Dark type, feeding it Black (Dark) Gummies would give it +7 IQ, because the Gummi matches Umbreons type. Giving it an Orange (Fighting) or Green (Bug) Gummi would give it +4 IQ, because Fighting and Bug are strong against Dark. Feeding Umbreon a Red (Fire), Brown (Ground), or Sky (Flying) Gummi would all give Umbreon +3 IQ because those types are neutral against Dark. However, if you feed it a Purple (Ghost) Gummi, it would only get +2 IQ because Ghost is not very effective against Dark. And finally, if you feed Umbreon a Gold (Psychic) Gummi, it would only get +1 IQ because Psychic is ineffective against Umbreon. However, this only applies to mono-typed Pokemon. If the Pokemon is dual-typed, then we must add the IQ Points for both types. For example, if we feed a Clear (Ice) Gummi to an Articuno (Ice/Flying), then we would first calculate the IQ increase for both Ice and Flying, then add them together. Since Clear Gummi matches Ice, Articuno would gain +7 IQ Points. However, since Clear (Ice) is also strong against Flying, it would also gain +4 IQ Points. So in total, Articuno would gain 7 + 4 = 11 IQ Points from 1 Clear Gummi. This is why dual- typed Pokemon generally gain IQ Points faster than mono-typed Pokemon. ================================== | Gummies and Belly [gummi03] | ---------------------------------- When eaten inside dungeons, Gummies also replenish different Belly depending on the type of both the Gummi and the Pokemon. Gummi matches Pokemon Type: 60 Gummi is strong against Pokemon Type: 30 Gummi is neutral against Pokemon Type: 25 Gummi is weak against Pokemon Type: 20 Gummi is ineffective against Pokemon Type: 5 The reasoning is the same as above. For dual-typed Pokemon, the Belly increase does stack, e.g. a Charizard would get an 85 Belly refill by eating a Red Gummi. Gummies do not increase Belly size. When you beat the main storyline, youll discover one more beneficial aspect of Gummies, when it is fed in a Friend Area. To feed a Pokemon Gummies in a Friend Area, talk to them and select the Give Gummi option. When Pokemon eat a Gummi in a Friend Area, not only do they get the appropriate IQ Point increase, but they also get a random stat boost. No matter the Gummi Type, there is an equal probability that the Gummi will raise Attack, Defense, Special Attack, or Special Defense by 1 point. Rarely, a Pokemon will grow explosively and gain a point in each of its stats. After your Pokemons IQ is maxed, you can still gain the additional effects of Gummies; if you eat a Gummi inside a dungeon, you still gain Belly, and if you feed a Pokemon a Gummi in a Friend Area, it will still get the random stat boost. An interesting thing to note is that eating Gummies dungeons will make the text message say that your IQ is maxed out, but when you use a Gummi in a Friend Area it says that their IQ increased. =============================================================================== | IQ SKILLS [iqskill] | ------------------------------------------------------------------------------- Now, to the main reason why IQs were created in the first place - IQ Skills. When a Pokemon gains a certain amount of IQ Points*, it can learn a new IQ Skill, and you can choose to turn this skill on or off. These skills cover a wide variety of aspects within the game mechanics that will make traversing dungeons more convenient. Although most of these skills matter only with your partner, some deal with the user, so when you learn a new IQ Skill, the first thing you should do is to look at its info to see if it is useful to you or not. But since this guide is here, you dont need to. ============================ | Skill Groups [skillgr] | ---------------------------- Something to note is that some IQ Skills cannot be turned on at the same time, thus effectively creating Skill Groups so that only one IQ Skill can be turned on in each group. I have personally labeled these Skill Groups so it is easier to refer to them. Here is a general list of all the different groups. Note that the IQ Skills that do not belong in any groups are not mentioned here. ---Group A--- This group consists of IQ Skills that gives a Pokemon a little extra boost when dealing or receiving damage. Type-Advantage Master Sure-Hit Attacker Quick Dodger ---Group B--- The skills in this group deal with how a partner reacts to enemies. Exp. Go-Getter Efficiency Expert Weak-Type Picker Dedicated Traveler ---Group C--- This group is basically how a Pokemon moves through terrain. All-Terrain Hiker Super Mobile ---Group D--- Group D is made up of skills that encourage a partner Pokemon to avoid something or other. Trap Avoider House Avoider ---Group E--- The skills in this group help the Pokemon deal with various status problems. Energy Saver Nonsleeper Self-Curer ---Group F--- This group deals with other miscellaneous things related to terrain. Trap Seer Lava Evader ---Group G--- Finally, this groups IQ Skills deal with how a Partner uses its moves. PP Checker Exclusive Move-User ------------- ==================================== | Detailed Desriptions [skillds] | ------------------------------------ And now, here is the detailed list of all the skills, listed in the order in which you obtain them. Here are the descriptions of each data: IQ: the minimum IQ points that a Pokemon must have before learning the skill. Group: this signifies the skills Group, which can be found above. Range: basically, who can utilize the skill. (either Leader, Partners, or both) Description: the in-game description of the skill. Note: my personal notes about the skill. ------------------------------------------------------------------------------- ITEM CATCHER IQ: 0 Group: none Range: Leader + Partners Description: The Pokemon can catch and hold a thrown item. It cant make a catch if it is already holding an item. It also cant catch Seeds and drink items. Note: Although most of the time you would want your Pokemon to hold items, you should leave this on anyway since its not in any groups and doesnt limit other skills. This skill is automatically turned on when you first recruit the Pokemon. ------------------------------------------------------------------------------- COURSE CHECKER IQ: 0 Group: none Range: Partners Description: If this Pokemon has a foe targeted for a move or a thrown item, it will check first for walls and other Pokemon that may get in the way. It will stop if there is an obstacle. Note: Leave this one on at all times. It saves you from being hit from the back by one of your partners. This skill is automatically turned on when you first recruit the Pokemon. "Several players, including myself, have experienced much grief due to fatal incidents of friendly fire despite having both Course Checker and Nontraitor active. The culprit, as I've soon realized, was link moves: Course Checker ONLY checks the first move of a link combo. Therefore, a partner that has Growl + Razor Leaf will not hesitate to activate this link combo even if its allies are in the way because Growl passes Course Checker." -Sarcasteak ------------------------------------------------------------------------------- DEDICATED TRAVELER IQ: 0 Group: B Range: Partners Description: The Pokemon will focus on traveling. It will use moves and items less often. Note: Skills in Group B are completely based on your main purpose in the dungeon. With Dedicated Traveler turned on, as long as the partner has an option to move, it will choose that option. For example, if you somehow manage to get a wild Pokemon to follow right behind your partner, as long as you move so that your partner will also move (i.e. walk in a straight line) then your partner will never attack the wild Pokemon. However, if you do nothing or remain in one place for a turn, then your partner will turn around and attack the wild Pokemon because it cant move anywhere. This is a useful skill to activate if youre trying to reach a point as quickly as possible and dont want your partner to waste time attacking enemies. ------------------------------------------------------------------------------- ITEM MASTER IQ: 0 Group: none Range: Partners Description: The Pokemon will use or throw its hold item. Note: You should leave this on most of the time. The only exception is if you want your partner to hold a food item, a seed, or an orb but dont want it to use the item. This skill is automatically turned on when you first recruit the Pokemon. ------------------------------------------------------------------------------- EXCLUSIVE MOVE-USER IQ: 0 Group: G Range: Partners Description: The Pokemon will only use moves. It will not use its regular attack. Note: If you think that your partners regular attack is a waste of turn, then turn this skill on. You should also turn this on (in addition to checking the right move) if you want your partner to use a particular move. Of course, you should obviously turn Exclusive Move-User off if your partner runs out of PP completely. ------------------------------------------------------------------------------- PP CHECKER IQ: 5 Group: G Range: Partners Description: The Pokemon will stop using linked moves that are on the verge of delinking. It also stops using moves with no PP left. Note: If you dont mind your partner using its regular attack occasionally, then turn this skill on. However, if you remember to regularly check your partners PP (and switch off moves that have 0 PP), this skill becomes unnecessary. ------------------------------------------------------------------------------- EFFICIENCY EXPERT IQ: 10 Group: B Range: Partners Description: When battling several foes, the Pokemon will first target Pokemon with the lowest HP. Note: Efficiency Expert is somewhat useful in the fact that your partner will more than likely eliminate the opponent in one hit and relieve you of one less Pokemon to fight. So if youre in a Monster House and you and your partners are surrounded by enemies, then you should turn this on so your partners will wipe out the weaker enemies so they wont bother you the following turn. ------------------------------------------------------------------------------- STATUS CHECKER IQ: 25 Group: none Range: Partners Description: If its target has a status problem, the Pokemon will not use moves that cause the same status problem. Note: Its helpful, has no downsides and doesnt belong in any group, which means you should always leave it on. ------------------------------------------------------------------------------- NONTRAITOR IQ: 40 Group: none Range: Leader + Partners Description: If it becomes Confused or is Cowering, the Pokemons wildly thrown attacks will not hit friends. Note: Don't turn this one off. Ever. ------------------------------------------------------------------------------- SELF-CURER IQ: 70 Group: E Range: Leader + Partners Description: The Pokemon recovers faster from status problems. Note: This is a pretty useful skill. It basically makes sleep, confusion, paralysis, etc. only last around 1-3 turns. Personally I prefer Energy Saver over this, but its your choice. ------------------------------------------------------------------------------- QUICK DODGER IQ: 100 Group: A Range: Leader + Partners Description: The Pokemon becomes better at evading attacks and moves. Note: This skill is, in my opinion, the best skill in Group A. Its basically like a free Double Team, so you become harder to hit. I highly recommend activating this skill. ------------------------------------------------------------------------------- TYPE-ADVANTAGE MASTER IQ: 110 Group: A Range: Leader + Partners Description: The Pokemons critical-hit rate is boosted when attacking foes with a type disadvantage. Note: This basically means that if you attack an opponent with types that are weak to your types, then your critical-hit rate will be boosted. I don't find this skill as helpful as the other Group A skills, though. ------------------------------------------------------------------------------- WEAK-TYPE PICKER IQ: 130 Group: B Range: Partners Description: When battling several foes, the Pokemon will first target Pokemon that have a type disadvantage. Note: It doesnt matter if you choose to activate this or not, Group B skills arent all that important. ------------------------------------------------------------------------------- TRAP AVOIDER IQ: 140 Group: D Range: Partners Description: The Pokemon often avoids stepping on visible traps. Note: Very useful. Definitely activate this over House Avoider. It works great if your leader has Trap Seer. Note that if your partner is next to you and your standing on a trap, and you switch places with your partner, your partner wont be able to avoid the trap, even with Trap Avoider turned on. ------------------------------------------------------------------------------- NONSLEEPER IQ: 160 Group: E Range: Leader + Partners Description: The Pokemon resists sleep from traps and the moves of foes. Note: You should activate this whenever youre in a dungeon full of Bug or Grass Pokemon with a sleep-inducing move, as they get very annoying, and if youre not careful you can find yourself being ganged up on. ------------------------------------------------------------------------------- EXP. GO-GETTER IQ: 200 Group: B Range: Partners Description: When battling several foes, the Pokemon will first target the Pokemon that are worth the most Exp. Points. Note: In context, this skill is practically useless because both you and your partner will gain the same amount of experience from a defeated opponent anyway. However, higher experience points generally mean higher level or tougher Pokemon, so activating this skill could indirectly make your partners attack the strongest Pokemon first. Use this knowledge to determine whether or not this skill is right for you. ------------------------------------------------------------------------------- ENERGY SAVER IQ: 250 Group: E Range: Leader + Partners Description: The Pokemons Belly empties slower. Note: Very useful if youre trekking through one of those 99-floor dungeons or other long dungeons. Otherwise, you may want to activate one of the other skills in Group E. ------------------------------------------------------------------------------- LAVA EVADER IQ: 300 Group: F Range: Partners Description: The Pokemon will avoid fiery lava. Note: If your partners can walk on lava (through All-Terrain Hiker, Super Mobile, or by just being a levitator) and are non-Fire types, then they will get the Burn condition when they step over lava. Lava Evader basically prevents them from stepping on hot lava. However, since the Burn status isnt very hindering (reduces 5 HP every 20 steps) and the status will go away when you go to the next floor, its best to activate Trap Seer over this because, frankly, Trap Seer is much, much, much more useful than this. ------------------------------------------------------------------------------- ALL-TERRAIN HIKER IQ: 400 Group: C Range: Leader + Partners Description: The Pokemon gains the ability to walk on water, lava, and clouds. Note: This is an extremely useful skill if your Pokemon could not travel on water, lava, or clouds before (be aware that lava will still give you a burn). However, once you get Super Mobile this skill becomes virtually obsolete. ------------------------------------------------------------------------------- SURE-HIT ATTACKER IQ: 500 Group: A Range: Leader + Partners Description: The Pokemons regular attacks never miss. Note: Since my regular attacks almost always hit, Im not too concerned about its accuracy (if it were a tougher opponent, I would use one of my main moves). But if youre trying to save PP and cant afford to waste a turn, then by all means turn this skill on. ------------------------------------------------------------------------------- TRAP SEER IQ: 600 Group: F Range: Leader Description: If the Pokemon is on an undiscovered trap, upon taking a step it will make the trap visible without setting it off. Note: This is one of the best skills that you can get. By activating Trap Seer on your leader, whenever you step on a hidden trap, the trap wont activate, and will only activate if you or your partners step on it again. An awesome combo is to have the leader carry the Trap Seer skill and all of your partners have the Trap Avoider skill. This way, th danger of traps will practically disappear. Also, note that your partners will not reveal hidden traps on their own. "Although it is somewhat obviously implied, Trap Seer does not actually protect the leader from the traps once they are revealed. And yes, I've had people complain to me claiming that I gave them 'bad advice' because their leader got nailed by exposed traps despite having Trap Seer. v_v;;" -Sarcasteak ------------------------------------------------------------------------------- HOUSE AVOIDER IQ: 800 Group: D Range: Partners Description: The Pokemon avoids monster houses. Note: After experimenting with this skill, I conclude that House Avoider is a completely useless waste of space. It does not prevent Monster Houses from occurring, as I previously imagined, but it just restricts your partners so that they wont wander into Monster Houses on their own. Just activate Trap Avoider over this. "This skill is certainly not a waste of space; I find it very useful when I want self-sufficient teammates to split ways in a dungeon in order to maximize Exp farming. However, because many good Pokemon, such as Sceptile, lack highly effective countermeasures against some of the deadlier Monster Houses with Pokemon that spam Agility, Screech, or Sleep or Paralysis stats, this IQ skill becomes invaluable. Under most conditions (even Monster Houses), Sceptile can do just fine with its Agility, Bullet Seed, Mega Drain, etc, but against high density of bad-stat users and Agility and Screech spammers, even he falls quickly." -Sarcasteak ------------------------------------------------------------------------------- SUPER MOBILE IQ: 990 Group: C Range: Leader + Partners Description: The Pokemon gains the ability to walk on water, lava, and clouds. It can also dig its way through walls. Note: The granddaddy of all skills, Super Mobile not only lets you walk across water, lava and clouds, it also grants you unlimited digging capabilities through solid walls (and with no additional Belly consumption!), which means you can now move freely through any part of the dungeon you like. It is also the best way to find Buried Items, which are present in some of the later dungeons. However, its best to turn on All-Terrain Hiker for your partners because sometimes they tend to dig their own path instead of following behind you, which prevents you from running by holding B. ------------------------------------------------------------------------------- =============================================================================== | OTHER USES OF IQ [othruse] | ------------------------------------------------------------------------------- Although IQ Skills are the primary benefits of IQ, there are a few other mechanics in the game that are also affected by IQ: aspects such as evolution and move learning, even the power of a move. In this section I will outline and describe all uses of IQ that are unrelated to Skills. ======================== |Evolution [evolutn] | ------------------------ In Mystery Dungeon, the happiness system from the main games has been scrapped completely. Instead, the creators of the game used IQ as a replacement. As a result, many Pokemon who previously evolved by means of happiness values will instead evolve by traveling into the Luminous Cave while having at least a certain amount of IQ. I have provided a list of all Pokemon that evolves by IQ, the level of IQ that they need to be to evolve, and any additional items or conditions required for them to evolve: PICHU --> PIKACHU IQ: 6 Stars (200) Other: none CLEFFA --> CLEFAIRY IQ: 6 Stars (200) Other: none IGGLYBUFF --> JIGGLYPUFF IQ: 6 Stars (200) Other: none GOLBAT --> CROBAT IQ: 5 Stars (150) Other: none TOGEPI --> TOGETIC IQ: 5 Stars (150) Other: none AZURILL --> MARILL IQ: 6 Stars (200) Other: none EEVEE --> ESPEON IQ: 4 Stars (100) Other: Sun Ribbon EEVEE --> UMBREON IQ: 4 Stars (100) Other: Moon Ribbon CHANSEY --> BLISSEY IQ: 5 Stars (150) Other: none ===================== | Moves [iqmoves] | --------------------- A select few Pokemon learn certain moves based on their level and their IQ. These moves are basically either tutor moves or special moves in the main games that could not have been learned by any other Pokemon in any other way. Each description below contains the move name, the Pokemon who learns it, the minimum IQ, and the minimum level. FRENZY PLANT (Venusaur) Min IQ: 333 Min level: 99 BLAST BURN (Charizard) Min IQ: 333 Min level: 99 HYDRO CANNON (Blastoise) Min IQ: 333 Min level: 99 VOLT TACKLE (Pichu) Min IQ: 333 Min level: 50 =============================================================================== | OTHER STUFF [otherstu]| ------------------------------------------------------------------------------- ============================== | Copyright Info [copyrit] | ------------------------------ Copyright 2006 Tim Zhu This faq may be not be reproduced under any circumstances except for personal or private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Pokemon Copyright 1995-2006 Nintendo/Creatures Inc./GAME FREAK inc. Mystery Dungeon Copyright 1993-2006 CHUNSOFT. I wish you luck on your rescue missions! <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> The End