Special Moves in Pokemon XD: Gale of Darkness

By NixHex with preliminary research by Zari. Art by Bummer.
  1. Introduction
  2. Special Pokémon
  3. Capture Guide
  4. Move Tutor
  5. Conclusion

Introduction

Art by Bummer

Pokémon XD: Gale of Darkness is the sequel to Pokémon Colosseum, making it the second fully 3D Pokémon adventure on the GameCube. Casual players were dismayed at the lack of gym leaders and the limited availability of wild Pokémon. However, the game offered unique and invaluable features for competitive players that are still relevant in competitive play. Thanks to the ability to transfer Pokémon from your 4th Generation game to Black and White, these unique monsters can still be used today! This is intended to be an exhaustive tutorial on obtaining Pokémon with unique and useful moves. As such, all Pokémon who obtain Refresh or moves they cannot utilize effectively (such as Marowak with Sing) are absent from the list. You will also learn, in great detail, the means by which you can work around frustrating game mechanics, namely Shadow Boosts.

Special Pokémon

From very early on in your adventure, you will start catching and purifying Shadow Pokémon. As they are purified, they will typically learn a few Egg moves, and when purification is complete, an exclusive move. Since Emerald and 4th Generation Move Tutors are able to teach some of these moves to those Pokémon, it is no longer advisable to reset for all of the Shadow Pokémon, especially with the advent of RNG Abuse becoming widespread in those games. Still, there are a great number of Pokémon whose attacks are exclusive to this game, the most notable of which are listed below, along with their minimum and maximum stats for all natures and their Shadow Boosts (more on this later).

Poochyena

Lv. 10 - Heal Bell

Poochyena
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 27 - 30 -
Atk 14 - 17 16 - 19 17 - 20
Def 10 - 13 12 - 15 13 - 16
SpA 9 - 12 11 - 14 12 - 15
SpD 9 - 12 11 - 14 12 - 15
Spe 10 - 13 12 - 15 13 - 16 +1

Duskull

Lv. 19 - Helping Hand

Duskull
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 36 - 42 - +4 to +5
Atk 18 - 23 20 - 26 22 - 28
Def 35 - 40 39 - 45 42 - 49
SpA 14 - 19 16 - 22 17 - 24
SpD 35 - 40 39 - 45 42 - 49
Spe 12 - 18 14 - 20 15 - 22 +2

Snorunt

Lv. 20 - Sing

Snorunt
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 50 - 56 - +4 to +5
Atk 22 - 27 25 - 31 27 - 34
Def 22 - 27 25 - 31 27 - 34
SpA 22 - 27 25 - 31 27 - 34
SpD 22 - 27 25 - 31 27 - 34
Spe 22 - 27 25 - 31 27 - 34 +5

Natu

Lv. 22 - Baton Pass

Natu
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 49 - 56 -
Atk 24 - 29 27 - 33 29 - 36
Def 21 - 27 24 - 31 26 - 34
SpA 31 - 37 35 - 42 38 - 46
SpD 21 - 27 24 - 31 26 - 34
Spe 31 - 37 35 - 42 38 - 46 +5

Lunatone

Lv. 25 - Baton Pass

Lunatone
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 70 - 77 -
Atk 28 - 36 32 - 40 35 - 44
Def 33 - 40 37 - 45 40 - 49
SpA 46 - 54 52 - 60 57 - 66
SpD 42 - 49 47 - 55 51 - 60
Spe 36 - 42 40 - 47 44 - 51 +5

Togepi

Lv. 25 - Helping Hand, Tri Attack

Togepi
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 52 - 60 -
Atk 13 - 19 15 - 22 16 - 24
Def 33 - 40 37 - 45 40 - 49
SpA 22 - 28 25 - 32 27 - 35
SpD 33 - 40 37 - 45 40 - 49
Spe 13 - 19 15 - 22 16 - 24 +0

Beedrill

Lv. 30 - Baton Pass

Beedrill
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 79 - 88 -
Atk 47 - 55 53 - 62 58 - 68
Def 26 - 34 29 - 38 31 - 41
SpA 28 - 36 32 - 41 35 - 45
SpD 47 - 55 53 - 62 58 - 68
Spe 45 - 53 50 - 59 55 - 64 +6

Hypno

Lv. 34 - Baton Pass

Hypno
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 101 - 112 -
Atk 48 - 58 54 - 65 59 - 71
Def 46 - 56 52 - 63 57 - 69
SpA 48 - 58 54 - 65 59 - 71
SpD 74 - 83 83 - 93 91 - 102
Spe 45 - 54 50 - 61 55 - 67 +5 to +6

Sableye

Lv. 33 - Helping Hand

Sableye
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 76 - 86 - +6
Atk 48 - 67 54 - 64 59 - 70
Def 48 - 67 54 - 64 59 - 70
SpA 42 - 52 47 - 58 51 - 63
SpD 42 - 52 47 - 58 51 - 63
Spe 34 - 43 38 - 48 41 - 52

Dodrio

Lv. 34 - Baton Pass

Dodrio
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 84 - 95 - +6 to +7
Atk 71 - 81 79 - 90 86 - 99 +7 to +17
Def 46 - 56 52 - 63 57 - 69
SpA 40 - 50 45 - 56 49 - 61
SpD 40 - 50 45 - 56 49 - 61
Spe 65 - 74 73 - 83 80 - 91 +7

Farfetch'd

Lv. 36 - Baton Pass

Farfetch'd
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 83 - 94 - +4
Atk 45 - 55 51 - 62 56 - 68 +4
Def 39 - 49 44 - 55 48 - 60
SpA 41 - 51 46 - 57 50 - 62
SpD 45 - 54 49 - 60 53 - 66
Spe 43 - 53 48 - 59 52 - 64 +4

Banette

Lv. 37 - Helping Hand

Banette
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 94 - 105 -
Atk 81 - 90 90 - 101 99 - 111 +3 to +8
Def 47 - 57 53 - 64 58 - 70
SpA 59 - 69 66 - 77 72 - 84
SpD 45 - 56 51 - 63 56 - 69
Spe 47 - 57 53 - 64 58 - 70 +2 to +4

Magmar

Lv. 36 - Follow Me

Magmar
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 92 - 103 - +5 to +6
Atk 65 - 75 73 - 84 80 - 92 +6
Def 41 - 51 46 - 57 50 - 62
SpA 69 - 79 77 - 88 84 - 96 +0 to +2
SpD 59 - 69 66 - 77 72 - 84
Spe 63 - 74 71 - 83 78 - 91 +6 to +7

Pinsir

Lv. 35 - Helping Hand

Pinsir
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 90 - 101 - +6
Atk 82 - 92 92 - 103 101 - 113 +5 to +9
Def 67 - 76 75 - 85 82 - 93
SpA 38 - 48 43 - 54 47 - 59
SpD 48 - 57 54 - 64 59 - 70
Spe 57 - 67 64 - 75 70 - 82 +6

Rapidash

Lv. 40 - Baton Pass

Rapidash
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 102 - 114 - +2 to +3
Atk 76 - 87 85 - 97 93 - 106
Def 54 - 65 61 - 73 67 - 80
SpA 62 - 72 69 - 81 75 - 89
SpD 62 - 72 69 - 81 75 - 89
Spe 80 - 90 89 - 101 97 - 111 +2 to +9

Lickitung

Lv. 38 - Helping Hand

Lickitung
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 116 - 128 - +6 to +7
Atk 41 - 52 46 - 58 50 - 63
Def 55 - 65 62 - 73 68 - 80
SpA 45 - 55 50 - 62 55 - 68
SpD 55 - 65 62 - 73 68 - 80
Spe 24 - 35 27 - 39 29 - 42 +2

Solrock

Lv. 41 - Baton Pass

Solrock
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 108 - 121 - +6
Atk 73 - 85 82 - 95 90 - 104
Def 66 - 78 74 - 87 81 - 95
SpA 45 - 55 50 - 62 55 - 68
SpD 52 - 63 58 - 71 63 - 78
Spe 55 - 67 62 - 75 68 - 82 +5 to +6

Electabuzz

Lv. 43 - Follow Me

Electabuzz
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 108 - 122 -
Atk 68 - 80 76 - 89 83 - 97
Def 48 - 60 54 - 67 59 - 73
SpA 77 - 90 86 - 100 94 - 110
SpD 70 - 81 78 - 91 85 - 100
Spe 85 - 97 95 - 108 104 - 118 +4 to +6

Swellow

Lv. 43 - Baton Pass

Swellow
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 104 - 117 -
Atk 70 - 81 78 - 91 85 - 100
Def 50 - 62 56 - 69 61 - 75
SpA 43 - 54 48 - 61 52 - 67
SpD 43 - 54 48 - 61 52 - 67
Spe 100 - 112 112 - 125 123 - 137 +9 to +11

Lugia

Lv. 50 - Feather Dance, Psycho Boost

Lugia
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 166 - 181 - +10 to +12
Atk 85 - 99 95 - 110 104 - 121
Def 121 - 135 135 - 150 148 - 165
SpA 85 - 99 95 - 110 104 - 121
SpD 143 - 156 159 - 174 174 - 191
Spe 103 - 116 115 - 130 126 - 143 +8 to +9

Articuno

Lv. 50 - Heal Bell, Extrasensory, Haze

Articuno
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 150 - 165 -
Atk 81 - 94 90 - 105 99 - 115
Def 94 - 108 105 - 120 115 - 132
SpA 90 - 103 100 - 115 110 - 126
SpD 117 - 130 130 - 145 143 - 159
Spe 81 - 94 90 - 105 99 - 115 +0 to +3*

Zapdos

Lv. 50 - Extrasensory, Metal Sound, Baton Pass

Zapdos
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 150 - 165 -
Atk 85 - 99 95 - 110 104 - 121
Def 81 - 94 90 - 105 99 - 115
SpA 117 - 130 130 - 145 143 - 159
SpD 85 - 99 95 - 110 104 - 121
Spe 94 - 108 105 - 120 115 - 132 +0 to +3*

Dragonite

Lv. 55 - Heal Bell

Dragonite
Stat Hindering Nature Neutral Nature Boosting Nature Shadow Boost
HP - 165 - 182 -
Atk 136 - 152 152 - 169 167 - 185
Def 98 - 113 109 - 126 119 - 138
SpA 103 - 118 115 - 132 126 - 145
SpD 103 - 118 115 - 132 126 - 145
Spe 83 - 99 93 - 110 102 - 121 +3 to +4

*Test results show that Greevil's Pokémon most likely do not undergo Shadow Boosts, but this has not been proven.

Capture Guide

How to Obtain Perfect Speed IVs

Unlike Emerald and our 4th and 5th Generation RPGs, there is very limited information on the mechanics of the RNG in XD. As such, you will have to resort to resetting and recapturing "the old-fashioned way" to obtain Pokémon with decent IVs. Furthermore, Hidden Power type and power are even more difficult to manipulate. Still, with much patience and a few special methods, you will inevitably obtain a unique Pokémon that is competitively viable. One technique covered in other guides related to obtaining Pokémon with an ideal Speed stat is just as useful in XD as in the cartridge games. The idea is to use a Pokémon that is one Speed point lower than the Pokémon you are trying to catch, otherwise known as the "one under" Speed. If the Pokémon outspeeds your one under Pokémon, it is guaranteed to have a nearly ideal Speed stat, and is worth capturing. As you'll find out, this isn't as straightforward as it seems.

The Shadow Boost Factor

You may have noticed a + next to the level of the Shadow Pokémon you encounter. The meaning behind this sign refers to a small boost in all of its stats dubbed the Shadow Boost. The Shadow Pokémon loses this boost upon capture, but when doing one-under Speed tests, it is vital to take the Shadow Boost into account. The exact mechanism that determines this amount is currently unknown, but the boosts can be found empirically through rigorous Speed tests. Further complicating matters, several separate files have yielded different Shadow Boost results, so it is still advisable to do your own tests if you are unsure. Some of these ranges have already been found for you, and are marked in bold next to the Pokémon's stat numbers above. Your effective one-under Speed is then:

One-Under Speed = Desired Speed + Shadow Boost - 1

Example: Say you want to capture a Dodrio with a +Spe nature. Take a look at its Speed stat above.

Spe: (65 - 74) / (73 - 83) / (80 - 91) +7

Thus, your one-under Speed stat is equal to 91 + 7 - 1 = 97.

How to Obtain Perfect HP IVs

Though Speed is often considered the most important stat in Pokémon, some Pokémon are bulky and are not counted on for their Speed. Duskull is a perfect candidate for an HP test. It has awesome Defense and Special Defense, but its HP and Speed are very bad; it needs all the HP it can get to make use of those defenses. Unfortunately, the HP Stat also undergoes a Shadow Boost, which also varies from file to file.

One of the most common HP tests in the hand-held adventures involves a variation of the one-under test, where the move Endeavor is used to find out the target Pokémon's exact HP at full health. Endeavor is a very rare move, but Night Shade and Seismic Toss are just as effective. As you may know, Seismic Toss and Night Shade are Fighting- and Ghost-type attacks, respectively, that take away HP from the target Pokémon equal to the user's level. This can be found by the following formula, where T is the Target HP, S is the Shadow Boost, L is the level of the user, and N is the amount of times we will use the attack:

N * L ≈ T + S - 1

In other words, we must find N and L in order to get as close to T + S - 1 as possible. Let's say we want to capture Duskull with a maximum HP stat of 42. Duskull's HP Shadow Boost is known to be between 4 and 5; we will use 4 in this example. By the above equation we get:

N * L ≈ 42 + 4 - 1 = 45

Since 45 is odd, we need to use a Level 45 Night Shade 1 time to get the most accurate result possible. This is very impractical, since Duskull is found early in the game, well before any Night Shade user should reach Level 45. Instead, you should use a Level 22 Night Shade 2 times to reach 44 damage. You can also use Sonic Boom early on to hit Normal-types, which does a set 20 damage. This is very inefficient for Pokémon with high HP, but if you insist, just substitute 20 for L in the above formula.

How to do Your Own Speed Boost Tests

Many of the Shadow Boosts listed above have been found to be static, but there are a few that vary from file to file. Luckily, the range of these variables has been narrowed to a respectable degree. If, however, you are not satisfied with the ranges given, you can find the exact boost in your file by attempting to Speed tie with your target. Simply use a Pokémon with a Speed stat on or around the mid point between the Pokémon's maximum and minimum stats. If you encounter a Speed tie, subtract your Pokémon's Speed by the new Pokémon's actual Speed stat, and that is your Shadow Boost. For example, take Swellow:

Spe: (100 - 112) / (112 - 125) / (123 - 137) +9 to +11

Your Pokémon's Speed = (137 + 100) ÷ 2 = 118
Captured Pokémon's Speed (after Speed-tie) = 108
Swellow's Shadow Boost = 118 - 108 = +10

Utility Items and Pokémon

Macho Brace: Halves the Speed of the Pokémon that holds it.

The Macho Brace can be obtained very early in your adventure; it only costs 200 Poke Coupons, which you can receive by completing the first round of 10 easy battles in Mt. Battle. This allows you to use stronger Pokémon, such as your starter, to capture Shadow Pokémon while still allowing you to muscle your way through the rest of the game. Simply allow your Pokémon to have double the Shadow Pokémon's target Speed minus 1, attach the Macho Brace, and test away!

Spinarak - Lv. 14 - Night Shade

Spinarak

Max Speed: 17 +3

Spinarak can be found early on, held by Cipher Peon Nexir in Basement 2 of the Cipher Lab. It learns Night Shade at the very early level of 17, and is the first Pokémon you can obtain for HP testing. It is initially very frail, but it evolves into Ariados at level 22.

Pinsir - Lv. 35 - Seismic Toss

Pinsir

Max Speed: 82 +6

Pinsir is found late in the game and takes a while to purify. However, it learns Seismic Toss by the Move Tutor at Mt. Battle, making it a high-level user and also a very powerful Pokémon for your team.

How to Deduce your Pokémon's Nature

You may have noticed that immediately upon capture of a Shadow Pokémon, you are able to view its stats, but its nature appears as question marks. When its Heart Meter depletes to about half way, the nature will be revealed, but this can take a long time, especially with higher leveled Pokémon. For example, take Teddiursa, who is captured at level 11 and receives the move Refresh upon purification.

Stats: 37 HP / 24 Atk / 18 Def / 15 SpA / 17 SpD / 18 Spe

Now, calculate the theoretical stats for Teddiursa with a neutral nature, a hindering nature, and a boosting nature with 0 and 31 IVs and 0 EVs in all stats. Eliminate the ranges that do not contain Teddiursa's actual stat.

Stat Hindering Nature Neutral Nature Boosting Nature
HP - 34 - 37 -
Atk 19 - 23 22 - 26 24 - 28
Def 14 - 17 16 - 19 17 - 20
SpA 14 - 17 16 - 19 17 - 20
SpD 14 - 17 16 - 19 17 - 20
Spe 11 - 15 13 - 17 14 - 18

As you can see, its SpA lies exclusively in its hindering range, and its Spe in its boosting range, so you can infer that the nature of this Teddiursa is Jolly! Now, you can safely use a single-level IV Calculator, such as MetalKid's, which yields the following ranges:

IVs: 26 - 31 HP / 13 - 21 Atk / 19 - 27 Def / 10 - 18 SpA / 10 - 18 SpD / 30 - 31 Spe @ Jolly

Now, you know that your Teddiursa is Jolly and has decent HP, passable Attack, and excellent Speed. If you are not satisfied with this, restart your game and try again. This method is not perfect, as there are times when only one or no stats lie in a unique range. For example, take this Teddiursa:

Stats: 36 HP / 24 Atk / 17 Def / 16 SpA / 18 SpD / 18 Spe

Stat Hindering Nature Neutral Nature Boosting Nature
HP - 34 - 37 -
Atk 19 - 23 22 - 26 24 - 28
Def 14 - 17 16 - 19 17 - 20
SpA 14 - 17 16 - 19 17 - 20
SpD 14 - 17 16 - 19 17 - 20
Spe 11 - 15 13 - 17 14 - 18

Speed is the only stat that lies between a unique range, while only Defense and Special Attack can possibly lie in the hindering range, so there are only two possibilities: Hasty or Jolly. Plugging these stats into an IV calculator with both sets yields:

IVs: 17 - 25 / 13 - 21 / 10 - 18 / 19 - 27 / 19 - 27 / 30 - 31 @ Jolly
IVs: 17 - 25 / 13 - 21 / 28 - 31 / 0 - 9 / 19 - 27 / 30 - 31 @ Hasty

If absolutely none of the Pokémon's stats lie within a unique range, it is safe to assume that it has mediocre stats and possibly a neutral nature. Soft-reset and try again.

The Protected Save Factor

You may have noticed that you are forced to save after snagging Articuno and Zapdos and defeating Greevil. Furthermore, the battle with Greevil starts immediately after the battle with Lugia. The implications of this are, while you can test for Speed and HP numbers in battle, you cannot verify these Pokémon's natures and IVs for their other stats without saving the game; you certainly do not want to play through the entire game just to end up with a Jolly Zapdos with a 0 SpA IV! Furthermore, the save file is protected, meaning that there is no way to duplicate your file to try again. Unfortunately, there is no way to circumvent these issues by traditional methods.

The Ability Factor

If you know anything about the mechanics of the generation of a Pokémon, you will know that a Pokémon's ability is generated from a 1-bit number in its PID. Several Pokémon in Generation III that had only one ability gained a new ability upon the advent of Generation IV. Since the ability itself is stored separately from the PID, a Pokémon's ability will not immediately change upon transferring it to a Generation IV game. However, the ability is recalculated on certain events, such as evolution, so the Pokémon may have a different ability than originally intended. This is particularly of concern to Togepi, whose ability may change upon evolution to Togekiss to the unpopular Hustle instead of keeping its rare and incredibly useful Serene Grace ability. Unfortunately, without access to Togepi's PID, there is no way to predict whether or not the ability will change. Finally, it is worth noting that any Pokémon you defeat will retain its IVs when you snag it from Miror B later on, but its ability can just as easily change.

Move Tutor

Another noteworthy feature of Pokémon XD is the move tutor. This is the only way you can obtain a Mewtwo with Selfdestruct. Only three moves are exclusive to this game, as others can be taught in the cartridge games. Aside from these three moves, there are 6 moves exclusive to Mew, but only 3 moves can be taught exclusively from this Move Tutor.

Nightmare
This move is much too situational and is pretty much worthless. For the sake of completion, here are some relatively bulky Pokémon who might benefit from it. Examples: Celebi, Clefable, Deoxys-D, Hypno, Dusknoir, Jirachi, Lickilicky, Lugia, Mr. Mime, Lapras, Porygon2, Shedinja, Slowbro, Slowking, Umbreon
Sky Attack
All Pokémon that can make use of this powerful move, such as Aerodactyl and Swellow, learn it by easier methods.
Selfdestruct
Many Pokémon who learn Selfdestruct also learn Explosion through level up or the Generation IV TM 64, so only a few Pokémon really benefit from this move tutor. Game Freak blessed Snorlax and Mewtwo with deadly suicide moves, and as a tasteless joke, made Wailord an exploding whale. It is worth noting, however, that a Munchlax with Selfdestruct can be captured on the Pokéwalker with flawless IVs thanks to RNG abuse. Examples: Mewtwo, Snorlax, Wailord
Mew Move Tutor
Mew learns 6 moves through this Move Tutor, but only 3 are unique to XD, listed here. Examples: Fake Out, Night Shade, Zap Cannon

Conclusion

Now that you have a firm grasp on the multitude of special Pokémon you can find in XD, get out there and capture them! They offer several oft-unseen options for your Wi-Fi team, and make your trade thread stand out from the rest!