glossary
Every term, acronym, and slang in-game — defined in plain English with cross-links to the relevant Hundo Hunter tools. Tap any term for the full guide + FAQ.
In-game IV reveal feature. Three colored bars per stat (red = 15, orange = 13-14, yellow = 8-12, gray = 0-7).
Attack — one of three IV stats. Drives every move's raw damage output. Higher ATK = higher DPS.
Defense — one of three IV stats. Lowers incoming damage. Higher DEF = lower damage taken.
A mons with 14-15 in role-relevant stats — performs identically to a true hundo for its specific use case.
A mons with perfect 15 / 15 / 15 IVs across Attack, Defense, and Stamina — a "100%" IV catch.
Individual Values — hidden 0-15 stat bonuses on every mons. Three IVs (Attack, Defense, Stamina) determine raw stat potential.
Stamina — one of three IV stats. Drives HP. Higher STA = bigger health pool.
Combat Power — the rendered number above a mons. CP = floor(Atk × √Def × √Sta × CPM² / 10).
CP Multiplier — the level-dependent scalar in the CP formula. Ranges from 0.094 (L1) to 0.8653 (L50).
Hit Points — the mons' health bar in battle. Derived from Stamina IV + species base Stamina + level (CPM).
A mons' level. Range 1-50 (+1 effective via Best Buddy). Levels go in half-steps; each half-step costs Stardust + Candy.
Spend Stardust + Candy to raise a mons' level by 0.5. Cost scales steeply L1 → L50.
Your account level (1-50). Caps how far you can power up mons, unlocks features, and shapes XP-grind expectations.
Experience points. Earned from catches, hatches, raids, evolutions, gym battles, and research. Drives Trainer Level.
The highest buddy level. Adds +1 effective level (≈ +10% rendered CP) and other perks. Requires 300 buddy hearts.
A mons' powerful charged attack. Costs energy in PvP, fills a bar in raids. Can be shielded twice per PvP battle.
Team GO Rocket leaders. Each runs a fixed-but-rotating 3-mon lineup. Giovanni drops a guaranteed Shadow Legendary.
Damage Per Second. The headline metric for raid attackers. Higher DPS = faster raid clears.
Transformation of one species into its next stage. Costs species candy; sometimes requires items, lures, or weather.
A mons' quick basic attack. Generates energy in PvP for charged moves. Throwing 0.5 to 2 seconds each.
Temporary 8-hour evolutionary form for select species. Massive stat boost; requires species-specific Mega Energy.
Process of converting a Shadow mons to a Purified form. Bumps IVs by +2 and lowers level by 2.
Shadow mons are rescued from Team GO Rocket. They hit 1.2× harder and take 1.2× damage — pure offensive specialists.
Same-Type Attack Bonus — a move's damage is multiplied by 1.2× when the move type matches the mons' type.
Total Damage Output — how much damage a mons deals across its full HP bar. Pairs with DPS to rank raid attackers.
In-game antagonist faction. Grunts at PokéStops, Leaders (Cliff, Sierra, Arlo), and the boss Giovanni.
The brief moment when a charged move's animation lets the boss strike back. Dodging it cuts raid attacker faints.
Special ball used only on raid catch encounters. Quantity (5-15) depends on damage + bonuses.
Cooperative boss battles at gyms. 1★ to 5★ tiers + Mega + Elite. Drop rare candy, TMs, and a guaranteed catch encounter.
Themed 6-hour raid event. One species takes over all gyms with boosted shiny + bonus passes.
Weekly Wednesday 6-7 PM local event. Every gym hosts the featured 5★ or Mega raid for one hour straight.
GO Battle League — the in-game PvP ladder. Five 3v3 sets per session, climbing Rank 1 → Legend (24).
PvP format with 1500 CP cap. Bulky mons + spammy charged moves dominate. The most accessible league.
PvP format with no CP cap. Raw power wins — Dialga, Mewtwo, and Groudon anchor the meta.
Player-versus-player battles. The GO Battle League has three CP-capped formats: Great (1500), Ultra (2500), and Master (no cap).
PvP strategy: throw a cheap charge move first to force the opponent to burn a shield, then chain your real damage move.
Atk × Def × Sta at the league CP cap. The single best predictor of PvP viability for a given IV spread.
PvP format with 2500 CP cap. Legendaries shine — Giratina-Altered defines the meta.
The probability a thrown ball catches the target. Modified by ball type, throw, curveball, berries, medals, and level.
A spun ball thrown in an arc. Multiplies catch rate by 1.7× and grants +20 XP per catch.
The smallest target-ring hit when throwing a ball. Multiplies catch rate by 1.85× and grants +1000 XP.
A color-variant mons, marked with a ✦ icon. Independent of IVs and stats — purely cosmetic but rare.
In-game weather (Sunny, Rainy, etc.) boosts matching-type spawns + raids: +1 level on catch, +20% damage in battle.
Background walking tracker. Counts steps even when the app is closed. Powers buddy candy + weekly km rewards.
Consumable items used during catch encounters to boost catch rate, candy, or visibility. Razz, Nanab, Pinap + golden/silver variants.
Species-specific currency for power-ups, evolutions, and second-move unlocks. Earned per-species from catches + walks.
Lure variant that attracts Water/Ice mons. Required to evolve Eevee→Glaceon and certain regional forms.
The strongest berry. Multiplies catch rate by 2.5×. Essential on raid/legendary throws.
Mid-tier Poké Ball. 1.5× catch rate vs the standard Poké Ball.
Consumable item that attracts wild mons to your location for 60 minutes. Activates around your avatar.
Consumable item that doubles all XP for 30 minutes. The canonical XP-grind multiplier.
Consumable that attracts mons to a single PokéStop for 30 minutes. Visible to all nearby players.
Lure variant that attracts Electric/Steel/Rock mons. Required to evolve Magneton→Magnezone and Nosepass→Probopass.
Lure variant that attracts Bug/Grass/Poison mons. Required to evolve Eevee→Leafeon.
Calming berry. Reduces the mons' jitter so they hold still — easier excellent throws.
Candy-doubling berry. Catch yields 2× candy on success. Catch rate unchanged.
Lure variant that attracts Water/Bug/Electric mons. Required to evolve Sliggoo→Goodra.
Basic catch-boost berry. Multiplies catch rate by 1.5×. The default berry for fleeing-prone catches.
Higher-tier Pinap. Multiplies catch rate by 1.8× AND doubles candy on catch.
Consumable item that multiplies all Stardust earned by 1.5× for 30 minutes.
Universal in-game currency — used for power-ups, trades, second-move unlocks, and purifications.
Move-rerolling items. Fast TM rerolls fast moves, Charged TM rerolls charged. Elite versions let you pick the move.
Top-tier standard Poké Ball. 2× catch rate vs the basic Poké Ball.
Powerful candy used to power up mons past level 40. Required for L41-50 power-ups.
Higher-tier Stardust earned during specific events. Used the same as regular Stardust but spawns in larger chunks.
Monthly 3-hour event featuring one species with boosted shiny rate (~1 / 25) and an exclusive move.
Annual flagship in-person + global event. Multi-day, with city-specific live activations + a global ticketed weekend.
3-month content block. Each season rotates spawns, raids, eggs, GBL leagues, and a Season Pass.
Weekly 1-hour event (Tuesday 6-7 PM local). One featured species spawns boosted with a rotating bonus.
Top friendship tier. Reached after 90 days of daily interaction. Massive trade-cost discount + attack bonus.
The mons walking alongside your avatar. Earns hearts daily, candy by km, and gifts. Tiered Good→Great→Ultra→Best.
Per-friend relationship level. Climbs through gift exchanges, raids, and trades. Unlocks trade discounts + battle bonuses.
Postcards from PokéStops you spin. Send to friends for friendship XP + items.
Exchange mons with a nearby Trainer (within 100m). Costs Stardust + 1 candy. IVs reroll on the receiver's side.
Mons of the legendary class — typically 5★ raid bosses. Cannot be traded except as Special Trades. One per day catch limit per raid boss.
A trade-exclusive status. Lucky mons have golden Stardust glow + minimum 12 / 12 / 12 IVs + half the dust cost to power up.
Ultra-rare class of mons (Mew, Celebi, Jirachi, Deoxys, etc.). Usually unlocked via Special Research questlines.
High base-stat-total non-legendary mons. Dragonite, Tyranitar, Salamence, Garchomp, Metagross, Hydreigon, Goodra, etc.
A trade between two players involving a Legendary, Shiny, or Mythical. Limited to 1 per day.