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Versioned official Trait data

Pokelike Traits

Normal teammates add 1 point to each type and Shiny teammates add 2. Every 2 points activate another Trait Tier; use the worked examples to plan your next team change.

This page presents source-backed point rules and effect descriptions for 18 type Traits. Most retain v3.1 review; Ice and Steel were updated from v3.5 on October 19, 2026. Effect text is informational; battle behavior, probability stacking, Mutant points, and win rates are not simulated.

Point rules

Two points activate each Tier.

A normal Pokémon contributes 1 point to each type; Shiny adds 1 and Mutant adds 1 more. The Analyzer accepts normal and Shiny inputs through T6. Mutants and passive bonuses require a separate in-game check.

NORMAL1 point
SHINY2 points
CURRENT RANGET0–T6

From points to a team decision

How dual types and Shiny teammates change your Traits

Count each type separately. A dual-type teammate contributes its full point value to both types; its points are not split between them. Divide each type’s total by two and round down to find its Tier. An odd extra point helps toward the next threshold but does not activate another Tier on its own.

One normal Grass / Poison teammate

Grass 1 · Poison 1

Neither activates

Two normal Grass / Poison teammates

Grass 2 · Poison 2

Grass T1 · Poison T1

One Shiny Grass / Poison teammate

Grass 2 · Poison 2

Grass T1 · Poison T1

One Shiny + one normal Grass / Poison teammate

Grass 3 · Poison 3

Still Grass T1 · Poison T1

Two Shiny Grass / Poison teammates

Grass 4 · Poison 4

Grass T2 · Poison T2

Six normal Water teammates

Water 6

Water T3

Six Shiny Water teammates

Water 12

Water T6

Which Trait should you build next?

Start with the teammates you can actually use. Check which type is one point from its next Tier, read that Tier’s effect below, then compare a swap in the Team Analyzer. A new Shiny does not always cross a threshold: moving from two to three points leaves T1 unchanged. More Trait points alone do not prove a stronger team—type weaknesses, available moves, levels, and your opponent still matter.

These seven point examples were reproduced with the official v3.1.1 calculator on September 17, 2026, with no Mutants or passive bonuses and with Traits enabled. They are type-input examples, not a promise that a particular roster is obtainable in every mode. This does not revalidate every v3.1 battle-effect description below.Review the source and test boundary.

Current changes · v3.5 · 2026-10-19

What changed, and which answer to use

The official homepage currently displays v3.5. The following specific rules were reviewed from its public client. Other guides and the 164-record Item catalog keep their own review versions; an updated homepage label does not recheck every older claim.

TopicCurrent answer and conditionNext step
IceFreeze chance caps at 60%. A shattering hit gains 10% damage per Tier instead of removing a percentage of the target’s maximum HP. A just-thawed target cannot be frozen again before its next turn; Icy Rock uses half the Trait freeze chance.Read the answer
SteelReflection starts from the Steel-reduction basis for the damage that can land, capped at half the defender’s maximum HP before applying the Tier percentage. It is not simply final HP lost × Tier%. Same-hit healing can prevent a reflected knockout.Read the answer

Steel: the percentage applies to a basis, not simply HP lost

For Tier T, let r = min(90%, 15% × T). At the Steel damage handler, let I be incoming damage after earlier applicable reductions, H the defender’s current HP, and M its maximum HP. Steel subtracts floor(I × r). Its reflection basis is B = min(floor(min(I, max(0, H)) × r), floor(M × 50%)). From T4, the Trait reflects floor(B × T%).

Example without Metal Coat: T4, I = 100, H = M = 200 gives r = 60%, B = 60 and 2 reflected damage. It is not 4% of the 40 final damage. The cap is applied to B before the Tier percentage.

Metal Coat can separately reflect B first; if that already defeats the attacker, the following Trait-reflection branch is skipped. The current client also lets same-hit draining/healing resolve before a reflected knockout is finalized. These are source-derived mechanics and arithmetic examples, not simulated battles or win-rate tests.

Read the current client source and review boundary. Account instructions describe the source flow; they do not promise recovery or email delivery.

All 18 Traits

T1–T6 rules and official effect descriptions.

normal

Normal Trait

Official v3.1
Pidgey
Pidgey · normal example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: +25% max HP at fight start
  2. Tier 2: +50% max HP at fight start
  3. Tier 3: +75% max HP at fight start
  4. Tier 4: +100% max HP at fight start
  5. Tier 5: +125% max HP at fight start
  6. Tier 6: +150% max HP at fight start

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

fire

Fire Trait

Official v3.1
Charmander
Charmander · fire example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: +1 ATK & Sp.ATK stages at fight start
  2. Tier 2: +2 ATK & Sp.ATK stages at fight start
  3. Tier 3: +3 ATK & Sp.ATK stages at fight start
  4. Tier 4: +4 ATK & Sp.ATK stages at fight start
  5. Tier 5: +5 ATK & Sp.ATK stages at fight start
  6. Tier 6: +6 ATK & Sp.ATK stages at fight start

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

water

Water Trait

Official v3.1
Squirtle
Squirtle · water example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: 33% chance: Enemy -1 Spd/ATK/SpATK on hit
  2. Tier 2: 67% chance: Enemy -2 Spd/ATK/SpATK on hit
  3. Tier 3: 100% chance: Enemy -3 Spd/ATK/SpATK on hit
  4. Tier 4: 100% chance: Enemy -4 Spd/ATK/SpATK on hit
  5. Tier 5: 100% chance: Enemy -5 Spd/ATK/SpATK on hit
  6. Tier 6: 100% chance: Enemy -6 Spd/ATK/SpATK on hit

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

electric

Electric Trait

Official v3.1
Pikachu
Pikachu · electric example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: 20% chance to attack again
  2. Tier 2: 40% chance to attack again
  3. Tier 3: 60% chance to attack again
  4. Tier 4: 80% chance to attack again
  5. Tier 5: +1 attack per hit
  6. Tier 6: +1 attack per hit (+20% for one more)

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

grass

Grass Trait

Official v3.1
Bulbasaur
Bulbasaur · grass example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: Heal 15% of damage inflicted
  2. Tier 2: Heal 30% of damage inflicted
  3. Tier 3: Heal 45% of damage inflicted
  4. Tier 4: Heal 60% of damage inflicted
  5. Tier 5: Heal 75% of damage inflicted
  6. Tier 6: Heal 90% of damage inflicted

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

ice

Ice Trait

Official v3.5
Dewgong
Dewgong · ice example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: 12% freeze chance on hit (60% cap). Shattering a frozen target adds 10% to that hit and thaws it; no refreeze before its next turn (Icy Rock uses half chance).
  2. Tier 2: 24% freeze chance on hit (60% cap). Shattering a frozen target adds 20% to that hit and thaws it; no refreeze before its next turn (Icy Rock uses half chance).
  3. Tier 3: 36% freeze chance on hit (60% cap). Shattering a frozen target adds 30% to that hit and thaws it; no refreeze before its next turn (Icy Rock uses half chance).
  4. Tier 4: 48% freeze chance on hit (60% cap). Shattering a frozen target adds 40% to that hit and thaws it; no refreeze before its next turn (Icy Rock uses half chance).
  5. Tier 5: 60% freeze chance on hit (60% cap). Shattering a frozen target adds 50% to that hit and thaws it; no refreeze before its next turn (Icy Rock uses half chance).
  6. Tier 6: 60% freeze chance on hit (60% cap). Shattering a frozen target adds 60% to that hit and thaws it; no refreeze before its next turn (Icy Rock uses half chance).

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation · Pokelike v3.5 client — account recovery and changed Ice/Steel rules

fighting

Fighting Trait

Official v3.1
Mankey
Mankey · fighting example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: When a pokemon faints, survivors get +1 ATK & Sp.ATK
  2. Tier 2: When a pokemon faints, survivors get +2 ATK & Sp.ATK
  3. Tier 3: When a pokemon faints, survivors get +3 ATK & Sp.ATK
  4. Tier 4: When a pokemon faints, survivors get +4 ATK & Sp.ATK
  5. Tier 5: When a pokemon faints, survivors get +5 ATK & Sp.ATK
  6. Tier 6: When a pokemon faints, survivors get +6 ATK & Sp.ATK

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

poison

Poison Trait

Official v3.1
Bulbasaur
Bulbasaur · poison example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: On hit: +1 poison stack (5% max HP/stack/turn)
  2. Tier 2: On hit: +2 poison stacks (5% max HP/stack/turn)
  3. Tier 3: On hit: +3 poison stacks (5% max HP/stack/turn)
  4. Tier 4: On hit: +4 poison stacks (5% max HP/stack/turn)
  5. Tier 5: On hit: +5 poison stacks (5% max HP/stack/turn)
  6. Tier 6: On hit: +6 poison stacks (5% max HP/stack/turn)

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

ground

Ground Trait

Official v3.1
Sandshrew
Sandshrew · ground example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: Enemy team −1 Speed at fight start
  2. Tier 2: Enemy team −2 Speed at fight start
  3. Tier 3: Enemy team −3 Speed at fight start
  4. Tier 4: Enemy team −4 Speed at fight start
  5. Tier 5: Enemy team −5 Speed at fight start
  6. Tier 6: Enemy team −6 Speed at fight start

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

flying

Flying Trait

Official v3.1
Charizard
Charizard · flying example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: +1 Speed stage to whole party at fight start
  2. Tier 2: +2 Speed stages to whole party at fight start
  3. Tier 3: +3 Speed stages to whole party at fight start
  4. Tier 4: +4 Speed stages to whole party at fight start
  5. Tier 5: +5 Speed stages to whole party at fight start
  6. Tier 6: +6 Speed stages to whole party at fight start

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

psychic

Psychic Trait

Official v3.1
Abra
Abra · psychic example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: 10% of damage splashes to all enemies
  2. Tier 2: 20% of damage splashes to all enemies
  3. Tier 3: 30% of damage splashes to all enemies
  4. Tier 4: 40% of damage splashes to all enemies
  5. Tier 5: 50% of damage splashes to all enemies
  6. Tier 6: 60% of damage splashes to all enemies

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

bug

Bug Trait

Official v3.1
Caterpie
Caterpie · bug example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: 15% chance: +1 Level after fight
  2. Tier 2: 30% chance: +1 Level after fight
  3. Tier 3: 45% chance: +1 Level after fight
  4. Tier 4: 60% chance: +1 Level after fight
  5. Tier 5: 75% chance: +1 Level after fight
  6. Tier 6: 90% chance: +1 Level after fight

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

rock

Rock Trait

Official v3.1
Geodude
Geodude · rock example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: 33% chance: +1 DEF & Sp.DEF after attack
  2. Tier 2: 67% chance: +2 DEF & Sp.DEF after attack
  3. Tier 3: 100% chance: +3 DEF & Sp.DEF after attack
  4. Tier 4: 100% chance: +4 DEF & Sp.DEF after attack
  5. Tier 5: 100% chance: +5 DEF & Sp.DEF after attack
  6. Tier 6: 100% chance: +6 DEF & Sp.DEF after attack

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

ghost

Ghost Trait

Official v3.1
Gastly
Gastly · ghost example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: Execute enemies below 15% HP
  2. Tier 2: Execute enemies below 30% HP
  3. Tier 3: Execute enemies below 45% HP
  4. Tier 4: Execute enemies below 50% HP; on execute, heal 40% of their max HP
  5. Tier 5: Execute enemies below 50% HP; on execute, heal 50% of their max HP
  6. Tier 6: Execute enemies below 50% HP; on execute, heal 60% of their max HP

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

dark

Dark Trait

Official v3.1
Umbreon
Umbreon · dark example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: Your Pokémon get +25% crit chance
  2. Tier 2: Your Pokémon get +50% crit chance
  3. Tier 3: Your Pokémon get +75% crit chance
  4. Tier 4: Your Pokémon get +100% crit chance
  5. Tier 5: Your Pokémon get +125% crit chance
  6. Tier 6: Your Pokémon get +150% crit chance

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

steel

Steel Trait

Official v3.5
Magnemite
Magnemite · steel example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: Reduce incoming damage by 15%
  2. Tier 2: Reduce incoming damage by 30%
  3. Tier 3: Reduce incoming damage by 45%
  4. Tier 4: Reduce incoming damage by 60%; reflect 4% of the capped Steel-reduction basis (not final HP lost). The basis is capped at half the defender’s max HP before that percentage. Same-hit healing can prevent a reflected knockout.
  5. Tier 5: Reduce incoming damage by 75%; reflect 5% of the capped Steel-reduction basis (not final HP lost). The basis is capped at half the defender’s max HP before that percentage. Same-hit healing can prevent a reflected knockout.
  6. Tier 6: Reduce incoming damage by 90%; reflect 6% of the capped Steel-reduction basis (not final HP lost). The basis is capped at half the defender’s max HP before that percentage. Same-hit healing can prevent a reflected knockout.

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation · Pokelike v3.5 client — account recovery and changed Ice/Steel rules

fairy

Fairy Trait

Official v3.1
Clefairy
Clefairy · fairy example

Normal 1 point · Shiny 2 points · Mutant input unsupported

T1: 2T2: 4T3: 6T4: 8T5: 10T6: 12
View 6 display-only Tier effects
  1. Tier 1: Enemy: -1 ATK & Sp.ATK at fight start
  2. Tier 2: Enemy: -2 ATK & Sp.ATK at fight start
  3. Tier 3: Enemy: -3 ATK & Sp.ATK at fight start
  4. Tier 4: Enemy: -4 ATK & Sp.ATK at fight start
  5. Tier 5: Enemy: -5 ATK & Sp.ATK at fight start
  6. Tier 6: Enemy: -6 ATK & Sp.ATK at fight start

Sources: Pokelike official v3.1 client — evolution, encounter and Trait evidence · Please Help — Battle Tower and Challenge Trait explanation

Source boundary

Official evidence and the tool’s limits.

Each card gives its reviewed client version. Ice and Steel effects were updated from v3.5; other records retain their v3.1 review. Older community sources describe context and mode guidance. The game supports up to T12; this tool’s normal and Shiny input range reaches T6.

Official game source

Pokelike official v3.1 client — evolution, encounter and Trait evidence

Pokelike · Accessed 2026-09-13

Open source ↗

Limitations

  • Code and displayed location hints do not guarantee a random encounter or a completed playthrough.
  • Special challenges and other modes can override ordinary rules.
  • Base Pokémon Forms and defensive calculations remain a separate dataset.
Community context

Please Help — Battle Tower and Challenge Trait explanation

AffectFast6668 on r/Pokelike · Accessed 2026-08-27

Open source ↗

Limitations

  • Community explanation rather than an official mode matrix
  • Does not define every mode or every Trait effect
Official game source

Pokelike v3.5 client — account recovery and changed Ice/Steel rules

Pokelike · Accessed 2026-10-19

Open source ↗

Limitations

  • Client-source review, not an account registration, sent email or cross-device restoration playtest.
  • Only the stated changed rules are reviewed here; other data retains its own version.
  • Trait effects are informational; the Wiki does not simulate battle damage or win rates.