Heart & Soul Day Care and egg moves: Mirror Herb, eggs and inheritance
Choose whether you need a new egg or a new move on the teammate you already have. The official v2.0.6 references separate Mirror Herb transfers, breeding inheritance and hatching.
Choose between a new egg and an existing teammate
These are different jobs. Breeding creates a new Pokémon; an egg-move transfer aims to change a Pokémon you already have. Begin by writing down the desired outcome and the exact move, rather than leaving two favourites at Day Care and hoping the result matches your plan.
| Your goal | Prepare first | Check afterwards |
|---|---|---|
| Create another member of a family | Confirm the parents’ compatibility in the game reference | Identify the hatchling before investing in it |
| Add a specific egg move to your current teammate | Confirm that move is an egg move for the recipient | Read the recipient’s actual move list |
| Preserve a preferred Nature in a new offspring | Choose which parent and item you intend to use | Inspect the hatchling’s summary |
| Train a teammate you already have | Use the separate EXP Share guide | Do not confuse experience gain with breeding results |
Example: you like your current teammate and want one utility move. Investigate its egg-move route first. Starting a long search for a replacement with better stats solves a different problem and may be unnecessary for your goal.
Mirror Herb: the documented egg-move route
The v2.0.6 breeding reference says a Day Care Pokémon holding Mirror Herb can learn egg moves from the other Pokémon even when their species differ. The item reference places Mirror Herb at the Goldenrod Underground shop. Its battle description concerns stat boosts; the breeding page explains this separate use.
- Check the recipient’s egg-move list in the maker Pokédex.
- Choose a donor whose current move list actually contains the desired move.
- Check the recipient’s held item and follow the Day Care interaction in your installed game.
- Retrieve it and inspect the move list before assuming a transfer occurred.
The reference checked here does not give an exact waiting period or explain every full-moveset edge case. If the move does not appear, confirm the recipient’s eligibility, donor’s move and item first; keep the unresolved detail as a question rather than inventing a number of steps.
What the documented breeding rules carry over
Compatible parents can produce an egg at Route 34 Day Care. Either parent may pass down egg moves; fathers do not pass down TM moves. An Everstone parent passes its Nature. Three IVs are inherited, or five with Destiny Knot. Hidden abilities are not inherited. Eggs hatch through walking, at level 1, using the older egg-cycle length.
| Question | Useful decision |
|---|---|
| Do I need a TM move on the offspring? | Check that offspring’s teaching route instead of assuming parental TM inheritance |
| Does a Nature matter to my plan? | Choose the parent deliberately; inspect the hatchling rather than judging its name |
| Am I trying to preserve a hidden ability? | Do not make breeding your guarantee for that result |
| Am I improving IVs or simply recruiting a favourite? | Set a stopping point before collecting many eggs |
A larger inherited-IV count does not mean every resulting IV is perfect. If the parents do not supply the values you want, the item alone does not turn the hatchling into your planned result. For a normal campaign, decide whether this preparation is worth postponing the next objective.
Choose one inheritance target before assigning both held items
The current breeding reference, checked 8 Oct 2026, gives Power items a specific role: the holder’s corresponding IV occupies one inherited slot. When both parents hold Power items, one parent’s item is selected at random. It also records an 80% regular-ability inheritance chance; hidden abilities are excluded.
| Priority | Decision before depositing | What remains uncertain |
|---|---|---|
| Preserve one selected IV | Inspect that parent’s value and the matching Power item | A second Power item does not guarantee a second forced IV |
| Carry more parental IVs | Compare the existing Destiny Knot plan with your single-stat goal | More inherited slots do not make poor parent values perfect |
| Keep a preferred Nature | Choose the Everstone parent deliberately | The second held-item slot must serve another chosen goal |
| Retain a regular ability | Record the parents’ actual abilities | The documented probability is not a guaranteed hatchling |
Example: a good single stat is the priority
You have a parent with the one IV you care most about. Identify that stat and its Power item before giving both parents similar-looking items. Choose the second item for your next priority, then inspect the hatchling against those two goals. If it misses an unrelated stat, that alone does not show the item failed.
Write the desired result before collecting multiple eggs: species, Nature, one priority IV and whether an ability is essential. Decide which mismatch would make you keep breeding. That gives the result a clear stopping rule without turning a normal campaign teammate into an endless optimization task.
Does using two Power items force two chosen stats?
The reference describes one randomly selected holder when both parents use them. Do not build your plan around two guaranteed forced IVs.
Can this breeding method alter the teammate I already own?
The inheritance result belongs to a new hatchling. For an egg move on your existing teammate, return to the separate Mirror Herb workflow.
Find the item for the task you actually chose
The item reference lists Everstone as a gift at Elm’s New Bark laboratory and Destiny Knot as an item ball on Route 27. These locations answer where to look; they do not establish that you can reach every item at your current story point. Check your route before planning a session around it.
A simple record is enough: recipient, desired move or offspring, donor or parents, intended held item, and observed result. You can keep that in the local GBA notebook. It stores your observations, not a breeding prediction.
The Odd Egg is a separate Day Care choice
The player FAQ directs you to the Day Care bookshelves for the Odd Egg’s answer combinations, read from left to right. Use those instructions for that gift rather than expecting parent-held items to choose its result.
Before starting, decide whether you want this gift, a bred offspring or a move transfer. Read and note the shelf order for the gift task; record parents and items for breeding; record recipient, donor and move for a transfer. Keeping those records separate prevents a correct instruction for one task from becoming a misleading instruction for another.
A caught teammate, an offspring and a move transfer are different results
After a catch, inspect the actual teammate before choosing a Day Care task. Record its current moves, Nature, ability and the role you want it to fill. A good ball choice does not automatically supply the breeding result or move plan you wanted.
| What you want next | Starting record | Completed result |
|---|---|---|
| Use the caught teammate | Its current summary and intended role | An available move/level plan for that member |
| Create an offspring | Chosen parents and inheritance priorities | A hatchling inspected against those priorities |
| Add an eligible egg move | Recipient, donor’s actual move and held-item route | The move appears on the intended recipient |
| Catch another candidate | The unresolved characteristic and applicable encounter table | A new caught member you inspect separately |
Example: you caught a favourite and only need one utility move. Investigate the documented teaching or Mirror Herb route before producing several offspring. If you instead want an offspring with chosen inheritance priorities, write those priorities down first. The same species name does not make the two tasks interchangeable.
Keep the caught member’s original record while evaluating an adjustment. Inspect the final move list or hatchling rather than assuming a completed Day Care interaction proves every intended property changed. If the result differs, use the specific troubleshooting branch below.
For another catch, the Kurt-ball shortlist explains its candidates from checked facts. It does not identify parent compatibility, hidden abilities or offspring odds; those stay with this page’s maker-sourced breeding rules.
If the result is different from your plan
The recipient did not learn the move
Check that it is an egg move for the recipient, that the other Pokémon currently knows it, and that you selected the intended holder. Record the move slots and installed build if these checks do not resolve the question.
The egg has a different ability
Separate the desired ability from the parents’ other characteristics. The documented hidden-ability exclusion makes a guaranteed hidden-ability breeding plan unsuitable.
The egg has not hatched yet
Continue the walking-based task and consult the species’ reference. This source check does not establish an exact universal step count; waiting at a menu is not the documented hatching method.
The move relearner will not help
The official FAQ says random-move runs disable move relearning. Check your run’s settings before treating that symptom as a missing-service bug.
Continue with the right kind of team help
Use EXP Share explained to train an existing member, the team-adjustment section for nature and ability references, and the progression guide when a story event blocks your route. For species-specific evolution requirements, use the maker Pokédex’s Evolution tab rather than a vanilla-game recipe.
A good Safari parent does not pass every property to its egg
The maker's feeder reference provides a route to selected perfect IVs and Hidden Abilities on new Safari catches. The breeding reference still excludes Hidden Ability inheritance. These are separate acquisition systems.
Before breeding a useful Safari catch, identify the one offspring property you want to preserve. Choose the relevant parent and held item using the inheritance sections above. A catch with several useful IVs can be a candidate parent, but does not turn every later egg into a copy.
Example: you recruit a teammate because of its Hidden Ability and then decide to breed a preferred Nature. The Nature plan does not override the ability-inheritance boundary. Consider whether using the original catch, or teaching it an eligible egg move through Mirror Herb, better fits your goal.
Use the Safari catch-versus-offspring comparison before collecting many eggs. Inspect each new hatchling against your stated target. Maker references checked 8 Oct 2026; no actual caught or bred result is asserted.
A hatchling and an evolution are different team investments
Before collecting more eggs, check whether your actual goal is the evolved form of the teammate you already own. The selected evolution table gives concrete non-trade routes for common families; an egg does not bypass their later level or resource requirement.
Example: you want Gengar but already like your Haunter’s Nature and ability. The checked reference lists a level-42 alternative. Breeding makes another starting candidate; training the existing member addresses the evolution goal directly. If you need an eligible egg move as well, plan that transfer separately.
For a new hatchling, write down its intended final form and the needed level, item, friendship or location action. That keeps your inheritance goal connected to the teammate you actually want to use, and gives you a reason to stop breeding once the candidate meets your priorities.
Sources and version scope
Mechanics are paraphrased from these maker references. Worked examples and the order of checks are Pocket Deal Radar’s interpretation, not independent playtests or hardware results. Compare the reference with your installed game. The game profile retains its separate release and patch evidence.
For emulator, storage and save-file setup, use the platform handheld guide. This page provides no ROMs, BIOS files, prepatched games or mirrors.
Based on the creator's documentation, checked 8 Oct 2026. Not hands-on tested unless a section says 'We played it'.
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