Stat modifier: Difference between revisions

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HP is the only stat that has no stages. [[Dynamax]] is the only mechanic that can directly change a Pokémon's maximum HP without changing the variables in the HP-determining formula.
HP is the only stat that has no stages. [[Dynamax]] is the only mechanic that can directly change a Pokémon's maximum HP without changing the variables in the HP-determining formula.


The stages of all of a Pokémon's stats are reset to zero when the Pokémon is [[Recall|withdrawn]] or affected by the moves {{m|Haze}} or {{m|Clear Smog}}. When a move lands a [[critical hit]] in Generations {{gen|I}} and {{gen|II}}, it ignores all changes to stat stages. In [[Generation III]] onward, critical hits ignore the attacker's negative stat stages and the defender's positive stat stages. If a Pokémon is under the effect of {{m|Mist}}, {{a|Clear Body}}, {{a|White Smoke}}, or {{a|Full Metal Body}}, its stat stages can only be lowered through self-inflicted methods such as {{m|Superpower}}. {{m|Chip Away}}, {{m|Sacred Sword}}, and {{m|Darkest Lariat}} ignore changes to the target's physical Defense and Evasion stat stages. {{m|Foresight}}, {{m|Odor Sleuth}}, and {{m|Miracle Eye}} can cause subsequent moves to ignore the target's Evasion stat stages. In [[Generation V]] onward, if a Pokémon's Ability is {{a|Simple}}, then any changes to stages are doubled. If a Pokémon's Ability is {{a|Contrary}}, then any changes to stages are reversed. {{m|Topsy-Turvy}} reverses the stages of all of the target's stats.
The stages of all of a Pokémon's stats are reset to zero when the Pokémon is [[Recall|withdrawn]] or affected by the moves {{m|Haze}} or {{m|Clear Smog}}. When a move lands a [[critical hit]] in Generations {{gen|I}} and {{gen|II}}, it ignores all changes to stat stages. From [[Generation III]] onward, critical hits ignore the attacker's negative stat stages and the defender's positive stat stages. If a Pokémon is under the effect of {{m|Mist}}, {{a|Clear Body}}, {{a|White Smoke}}, or {{a|Full Metal Body}}, its stat stages can only be lowered through self-inflicted methods such as {{m|Superpower}}. {{m|Chip Away}}, {{m|Sacred Sword}}, and {{m|Darkest Lariat}} ignore changes to the target's physical Defense and Evasion stat stages. {{m|Foresight}}, {{m|Odor Sleuth}}, and {{m|Miracle Eye}} can cause subsequent moves to ignore the target's Evasion stat stages. From [[Generation V]] onward, if a Pokémon's Ability is {{a|Simple}}, then any changes to stages are doubled. If a Pokémon's Ability is {{a|Contrary}}, then any changes to stages are reversed. {{m|Topsy-Turvy}} reverses the stages of all of the target's stats.


While some moves, Abilities, and held items may also modify the stages of a Pokémon's stats, others may apply unique multipliers that are separate from—and thus can stack with—stages. Examples include the move {{m|Tailwind}}, which multiplies Speed by 2 times, the Ability {{a|Slow Start}}, which temporarily halves Attack and Speed, and the held item [[Choice Band]], which multiplies Attack by 1.5 times.
While some moves, Abilities, and held items may also modify the stages of a Pokémon's stats, others may apply unique multipliers that are separate from—and thus can stack with—stages. Examples include the move {{m|Tailwind}}, which multiplies Speed by 2 times, the Ability {{a|Slow Start}}, which temporarily halves Attack and Speed, and the held item [[Choice Band]], which multiplies Attack by 1.5 times.


From Generation V onward, the Speed stat has boundaries put in place that don't apply to any other stat. After taking stat stages and all other modifiers into account, if the resulting Speed stat is above 10000, it is reduced to 10000. The speed stat is then subtracted from 10000 if and only if {{m|Trick Room}} is in effect, and finally if the Speed stat is greater than or equal to 8192, it is reduced by 8192 to produce the final figure used in speed comparisons. As a result, a Pokémon that runs into the limit of 10000 Speed is further reduced to an effective 1808.
From Generation V onward, the Speed stat has boundaries put in place that don't apply to any other stat. After taking stat stages and all other modifiers into account, if the resulting Speed stat is above 10000, it is reduced to 10000. The Speed stat is then subtracted from 10000 if and only if {{m|Trick Room}} is in effect, and finally if the Speed stat is greater than or equal to 8192, it is reduced by 8192 to produce the final figure used in speed comparisons. As a result, a Pokémon that runs into the limit of 10000 Speed is further reduced to an effective 1808.


===In-battle modification===
===In-battle modification===
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===Stage modification quotes===
===Stage modification quotes===
<!---It is impossible to have +3 or -3 before G5, since Simple didn't change the flavor text, Spit Up and Swallow didn't state stat drops, and there were no other moves which could change stat by 3 stages !--->
<!---It is impossible to have +3 or -3 before G5, since Simple didn't change the flavor text, Spit Up and Swallow didn't state stat drops, and there were no other moves which could change stat by 3 stages !--->
The "Pokémon" identifier in the quotes below includes a prefix that varies depending on the situation; most wild Pokémon (but not all<!---probably all before Generation V!--->) and opposing Pokémon have one. If a move would raise a stat that is too high or lower a stat that is too low as a secondary effect, a quote will not be shown. In [[Generation V]] onwards, the game will take into account the effective change (for example, +2 for a stat at +5); additionally moves that list multiple will always state each stat separately, even if they're all capped.
The "Pokémon" identifier in the quotes below includes a prefix that varies depending on the situation; most wild Pokémon (but not all<!---probably all before Generation V!--->) and opposing Pokémon have one. If a move would raise a stat that is too high or lower a stat that is too low as a secondary effect, a quote will not be shown. From [[Generation V]] onwards, the game will take into account the effective change (for example, not +2 for a stat at +5); additionally moves that list multiple quotes will always state each stat separately, even if they're all capped.


In [[Generation II]], if {{m|Curse}} still has a stat to raise, it will not display any text for the capped stats. In [[Generation III]], Curse will instead fail if all stats are capped. In Generation III and [[Generation IV|IV]], it will always list each stat separately when it does so.
In [[Generation II]], if {{m|Curse}} still has a stat to raise, it will not display any text for the capped stats. In [[Generation III]], Curse will instead fail if all stats are capped. In Generation III and [[Generation IV|IV]], it will always list each stat separately when it does so.
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| <sup>3</sup>/<sub>9</sub> || <sup>3</sup>/<sub>8</sub> || <sup>3</sup>/<sub>7</sub> || <sup>3</sup>/<sub>6</sub> || <sup>3</sup>/<sub>5</sub> || <sup>3</sup>/<sub>4</sub> || <sup>3</sup>/<sub>3</sub> || <sup>4</sup>/<sub>3</sub> || <sup>5</sup>/<sub>3</sub> || <sup>6</sup>/<sub>3</sub> || <sup>7</sup>/<sub>3</sub> || <sup>8</sup>/<sub>3</sub> || <sup>9</sup>/<sub>3</sub>
| <sup>3</sup>/<sub>9</sub> || <sup>3</sup>/<sub>8</sub> || <sup>3</sup>/<sub>7</sub> || <sup>3</sup>/<sub>6</sub> || <sup>3</sup>/<sub>5</sub> || <sup>3</sup>/<sub>4</sub> || <sup>3</sup>/<sub>3</sub> || <sup>4</sup>/<sub>3</sub> || <sup>5</sup>/<sub>3</sub> || <sup>6</sup>/<sub>3</sub> || <sup>7</sup>/<sub>3</sub> || <sup>8</sup>/<sub>3</sub> || <sup>9</sup>/<sub>3</sub>
|}
|}
In Generations I and II, accuracy and evasion stages are resolved separately and both multipliers applied to the move's accuracy to determine the final chance of a move hitting or missing. For example, a Pokémon with -1 accuracy using a move that has 100% accuracy on a target with +1 evasion would have a <math display="inline">{66 \over 100} \times {66 \over 100} = 43.56\%</math> chance of hitting in Generation I, or a <math display="inline">{75 \over 100} \times {75 \over 100} = 56.25\%</math> chance of hitting in Generation II. In Generation III, this was changed so that the stages of the two stats are now combined before determining the multiplier, with the evasion stage subtracted from the accuracy stage. Therefore, in the above situation, the attacking Pokémon would have a <math display="inline">{60 \over 100} = 60\%</math> chance of hitting.<ref>[http://www.dragonflycave.com/statstages.aspx Dragonfly Cave on stat stages mechanics]</ref>
In Generations I and II, accuracy and evasion stages are resolved separately and both multipliers are applied to the move's accuracy to determine the final chance of a move hitting or missing. For example, a Pokémon with -1 accuracy using a move that has 100% accuracy on a target with +1 evasion would have a <math display="inline">{66 \over 100} \times {66 \over 100} = 43.56\%</math> chance of hitting in Generation I, or a <math display="inline">{75 \over 100} \times {75 \over 100} = 56.25\%</math> chance of hitting in Generation II. In Generation III, this was changed so that the stages of the accuracy and evasion stats are now combined before determining the multiplier, with the evasion stage subtracted from the accuracy stage. Therefore, in the above situation, the attacking Pokémon would have a <math display="inline">{60 \over 100} = 60\%</math> chance of hitting.<ref>[http://www.dragonflycave.com/statstages.aspx Dragonfly Cave on stat stages mechanics]</ref>


Additionally, the combined stages are capped at -6 and +6 from Generation III onward (extra stages are surplus), meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a <math display="inline">{33 \over 100} = 33\%</math> chance to hit. (For comparison, in Generation II, the attacker would only have a <math display="inline">{33 \over 100} \times {33 \over 100} = 10.89\%</math> chance of hitting.)
Additionally, the combined stages are capped at -6 and +6 from Generation III onward (extra stages are surplus), meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a <math display="inline">{33 \over 100} = 33\%</math> chance to hit. (For comparison, in Generation II, the attacker would only have a <math display="inline">{33 \over 100} \times {33 \over 100} = 10.89\%</math> chance of hitting.)
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=={{anchor|Pokémon Legends: Arceus|In Pokémon Legends: Arceus}}==
=={{anchor|Pokémon Legends: Arceus|In Pokémon Legends: Arceus}}==
In {{g|Legends: Arceus}}, stat modifiers work much differently that they do in other core series games:
In {{g|Legends: Arceus}}, stat modifiers work much differently that they do in other core series games:
* Stat modifiers expire after the affected Pokémon has executed a certain number of turns or switches out.
* Stat modifiers expire after the affected Pokémon has executed a certain number of turns or switches out
* Stat modifiers for Attack also affect Sp. Atk equally, and vice versa
* Stat modifiers for Attack also affect Sp. Atk equally, and vice versa
* Stat modifiers for Defense also affect Sp. Def equally, and vice versa.
* Stat modifiers for Defense also affect Sp. Def equally, and vice versa
* Stat modifiers each only have one stage multiplier: a ×1.5 boost or a ×<sup>2</sup>/<sub>3</sub> drop.
* Stat modifiers each only have one stage multiplier: a ×1.5 boost or a ×<sup>2</sup>/<sub>3</sub> drop.
** If a stat modifier is applied to a Pokémon that already has that same modifier, then it will simply overwrite its number of turns remaining
** If a stat modifier is applied to a Pokémon that already has that same modifier, then it will simply overwrite its number of turns remaining

Revision as of 18:55, 5 January 2023

The "Check Status" view from Pokémon Scarlet and Violet, showing stage modifiers on the left.

When a stat is used in a calculation in battle, a number of stat modifiers may be applied during the calculation. During a battle, a Pokémon's effective stats may be raised or lowered by certain moves, Abilities, and held items. Some attacks may only have a chance of raising or lowering stats, while certain Abilities and held items may require a triggering event to activate any stat modifications. Stat modifiers always reset when the affected Pokémon exits the battlefield.

Stages

The modifiers conferred by most moves operate on a sliding scale of stages. When a given stat is raised or lowered, its current stage is increased or decreased by the amount dictated by the move, up to a maximum of +6 or a minimum of -6. A given stage corresponds to a given multiplier that will modify the stat when it is used in battle calculations. The exact multipliers for stages are detailed in a later section below. Note that prior to Generation III, no stat can fall below 1 or rise above 999; any further modifiers will be treated as if the stat was capped regardless of whether the stat is at -6 or +6 or not.

HP is the only stat that has no stages. Dynamax is the only mechanic that can directly change a Pokémon's maximum HP without changing the variables in the HP-determining formula.

The stages of all of a Pokémon's stats are reset to zero when the Pokémon is withdrawn or affected by the moves Haze or Clear Smog. When a move lands a critical hit in Generations I and II, it ignores all changes to stat stages. From Generation III onward, critical hits ignore the attacker's negative stat stages and the defender's positive stat stages. If a Pokémon is under the effect of Mist, Clear Body, White Smoke, or Full Metal Body, its stat stages can only be lowered through self-inflicted methods such as Superpower. Chip Away, Sacred Sword, and Darkest Lariat ignore changes to the target's physical Defense and Evasion stat stages. Foresight, Odor Sleuth, and Miracle Eye can cause subsequent moves to ignore the target's Evasion stat stages. From Generation V onward, if a Pokémon's Ability is Simple, then any changes to stages are doubled. If a Pokémon's Ability is Contrary, then any changes to stages are reversed. Topsy-Turvy reverses the stages of all of the target's stats.

While some moves, Abilities, and held items may also modify the stages of a Pokémon's stats, others may apply unique multipliers that are separate from—and thus can stack with—stages. Examples include the move Tailwind, which multiplies Speed by 2 times, the Ability Slow Start, which temporarily halves Attack and Speed, and the held item Choice Band, which multiplies Attack by 1.5 times.

From Generation V onward, the Speed stat has boundaries put in place that don't apply to any other stat. After taking stat stages and all other modifiers into account, if the resulting Speed stat is above 10000, it is reduced to 10000. The Speed stat is then subtracted from 10000 if and only if Trick Room is in effect, and finally if the Speed stat is greater than or equal to 8192, it is reduced by 8192 to produce the final figure used in speed comparisons. As a result, a Pokémon that runs into the limit of 10000 Speed is further reduced to an effective 1808.

In-battle modification

In the table below, anything in italics is capable of modifying one stat out of two or more and may not always affect the same one.

Stat Raisers Reducers
Moves Z-Moves Abilities Items Moves Abilities
Attack
1 stage
Ancient Power
Bulk Up
Clangorous Soul
Coaching
Coil
Curse
Dragon Dance
Gear Up
Growth*
Hone Claws
Howl
Meditate
Metal Claw
Meteor Mash
No Retreat
Ominous Wind
Power-Up Punch
Rage*
1 stage
Rototiller
Sharpen
Shift Gear
Silver Wind
Work Up
2 stages
Acupressure
Decorate
Shell Smash
Swagger
Swords Dance
≥3 stages
Belly Drum*
Fell Stinger*
Other
Power Split*
Power Trick*
1 stage
Z-Bulk Up*
Z-Hone Claws*
Z-Howl*
Z-Laser Focus
Z-Leer
Z-Meditate*
Z-Odor Sleuth
Z-Power Trick
Z-Rototiller
Z-Screech
Z-Sharpen*
Z-Tail Whip
Z-Taunt
Z-Topsy-Turvy
Z-Will-O-Wisp
1 stage
Z-Work Up*
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Mirror Move
Extreme Evoboost
3 stages
Z-Splash
1 stage
Beast Boost
Download
Intrepid Sword
Justified
Moxie
Sap Sipper
2 stages
Defiant
Moody
≥3 stages
Anger Point*
Other
Flower Gift
Gorilla Tactics
Guts
Huge Power
Hustle
Pure Power
1 stage
Cell Battery
Liechi Berry
Snowball
2 stages
Starf Berry
Weakness Policy
X Attack*
Other
Choice Band
Light Ball*
Thick Club
1 stage
Aurora Beam
Baby-Doll Eyes
Breaking Swipe
Growl
King's Shield*
Lunge
Noble Roar
Parting Shot
Play Nice
Play Rough
Secret Power
Strength Sap
Superpower
Tearful Look
Tickle
Trop Kick
Venom Drench
2 stages
Charm
Feather Dance
Memento
Other
Power Split*
Power Trick*
1 stage
Intimidate
Moody
Other
Defeatist
Slow Start
Defense
1 stage
Ancient Power
Bulk Up
Clangorous Soul
Coil
Coaching
Cosmic Power
Curse
Defend Order
Defense Curl
Flower Shield
Harden
Magnetic Flux
No Retreat
Ominous Wind
Silver Wind
1 stage
Skull Bash*
Steel Wing
Stockpile*
Withdraw
2 stages
Acid Armor
Acupressure
Barrier
Diamond Storm*
Iron Defense
Stuff Cheeks
≥3 stages
Cotton Guard
Other
Guard Split*
Power Trick*
1 stage
Z-Aqua Ring
Z-Baby-Doll Eyes
Z-Baneful Bunker
Z-Block
Z-Charm
Z-Defend Order*
Z-Fairy Lock
Z-Feather Dance
Z-Flower Shield
Z-Grassy Terrain
Z-Growl
Z-Harden*
Z-Mat Block*
Z-Noble Roar
Z-Pain Split
Z-Play Nice
Z-Poison Gas
Z-Poison Powder
Z-Quick Guard
Z-Roar
Z-Spider Web
1 stage
Z-Spikes
Z-Spiky Shield
Z-Stealth Rock
Z-Strength Sap
Z-Tearful Look
Z-Tickle
Z-Torment
Z-Toxic
Z-Toxic Spikes
Z-Venom Drench
Z-Wide Guard
Z-Withdraw*
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Extreme Evoboost
1 stage
Beast Boost
Dauntless Shield
Stamina
2 stages
Moody
Water Compaction
Other
Grass Pelt
Marvel Scale
Fur Coat
1 stage
Electric Seed
Ganlon Berry
Grassy Seed
Kee Berry
2 stages
Starf Berry
X Defense*
Other
Eviolite
Metal Powder
1 stage
Acid*
Clanging Scales
Close Combat
Crunch*
Crush Claw
Dragon Ascent
Fire Lash
Grav Apple
Iron Tail
Leer
Liquidation
Octolock
Razor Shell
Rock Smash
Scale Shot
1 stage
Secret Power*
Shadow Bone
Shell Smash
Spit Up*
Superpower
Swallow*
Tail Whip
Thunderous Kick
Tickle
V-create
2 stages
Obstruct
Screech
Other
Guard Split*
Power Trick*
1 stage
Gulp Missile
Moody
Weak Armor
Special Attack
1 stage
Ancient Power
Calm Mind
Charge Beam
Clangorous Soul
Fiery Dance
Flatter
Gear Up
Growth*
Meteor Beam
No Retreat
Ominous Wind
Rototiller
Silver Wind
Quiver Dance
Work Up
2 stages
Acupressure
Decorate
Geomancy
Nasty Plot
Shell Smash
≥3 stages
Tail Glow*
Other
Power Split*
1 stage
Z-Confuse Ray
Z-Electrify
Z-Embargo
Z-Gear Up*
Z-Gravity
Z-Growth*
Z-Instruct
Z-Ion Deluge
Z-Metal Sound
Z-Mind Reader
Z-Miracle Eye
Z-Nightmare
Z-Psychic Terrain
Z-Reflect Type
Z-Simple Beam
1 stage
Z-Soak
Z-Sweet Kiss
Z-Teeter Dance
Z-Telekinesis
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy*
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Heal Block
Z-Psycho Shift
Extreme Evoboost
1 stage
Beast Boost
Berserk
Download
Lightning Rod*
Storm Drain*
Soul-Heart
2 stages
Competitive
Moody
Other
Minus
Plus
Solar Power
Battery
1 stage
Absorb Bulb
Petaya Berry
2 stages
Starf Berry
Weakness Policy
X Sp. Atk*
Other
Choice Specs
Deep Sea Tooth
Light Ball
Soul Dew*
1 stage
Confide
Mist Ball
Moonblast
Mystical Fire
Noble Roar
Parting Shot
Secret Power*
Skitter Smack
Snarl
Spirit Break
Struggle Bug
Tearful Look
Venom Drench
2 stages
Captivate
Draco Meteor
Eerie Impulse
Fleur Cannon
Leaf Storm
Memento
Overheat
Psycho Boost
Other
Power Split*
1 stage
Moody
Other
Defeatist
Special Defense
1 stage
Ancient Power
Aromatic Mist
Calm Mind
Charge*
Clangorous Soul
Cosmic Power
Defend Order
Magnetic Flux
No Retreat
Ominous Wind
Quiver Dance
1 stage
Silver Wind
Stockpile*
2 stages
Acupressure
Amnesia
Geomancy
Other
Guard Split*
1 stage
Z-Charge
Z-Confide
Z-Cosmic Power*
Z-Crafty Shield
Z-Eerie Impulse
Z-Entrainment
Z-Flatter
Z-Glare
Z-Ingrain
Z-Light Screen
Z-Magic Room
Z-Magnetic Flux*
Z-Mean Look
Z-Misty Terrain
Z-Mud Sport
Z-Spotlight
Z-Stun Spore
Z-Thunder Wave
Z-Water Sport
1 stage
Z-Whirlwind
Z-Wish
Z-Wonder Room
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy*
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Aromatic Mist
Z-Captivate
Z-Imprison
Z-Magic Coat
Z-Powder
Extreme Evoboost
1 stage
Beast Boost
2 stages
Moody
Other
Flower Gift
1 stage
Apicot Berry
Luminous Moss
Maranga Berry
Misty Seed
Psychic Seed
2 stages
Starf Berry
X Sp. Def*
Other
Assault Vest
Deep Sea Scale
Eviolite
Metal Powder*
Soul Dew*
1 stage
Acid*
Apple Acid
Bug Buzz
Close Combat
Crunch*
Dragon Ascent
Earth Power
Energy Ball
Flash Cannon
Focus Blast
Luster Purge
Octolock
Psychic
1 stage
Shadow Ball
Shell Smash
Spit Up*
Swallow*
V-create
2 stages
Acid Spray
Fake Tears
Metal Sound
Seed Flare
Other
Guard Split*
1 stage
Moody
Speed
1 stage
Aura Wheel
Ancient Power
Clangorous Soul
Dragon Dance
Flame Charge
No Retreat
Ominous Wind
Quiver Dance
Rapid Spin*
Scale Shot
Silver Wind
2 stages
Acupressure
Agility
Autotomize
Geomancy
Rock Polish
Shell Smash
Shift Gear
Other
Tailwind
Speed Swap*
1 stage
Z-After You
Z-Aurora Veil
Z-Electric Terrain
Z-Encore
Z-Gastro Acid
Z-Grass Whistle
Z-Guard Split
Z-Guard Swap
Z-Hail
Z-Hypnosis
Z-Lock-On
Z-Lovely Kiss
Z-Power Split
Z-Power Swap
Z-Quash
Z-Rain Dance
Z-Role Play
Z-Safeguard
Z-Sandstorm
Z-Scary Face
Z-Sing
Z-Skill Swap
Z-Sleep Powder
Z-Sticky Web
1 stage
Z-String Shot
Z-Sunny Day
Z-Supersonic
Z-Toxic Thread
Z-Worry Seed
Z-Yawn
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy*
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Ally Switch
Z-Bestow
Z-Me First
Z-Recycle
Z-Snatch
Z-Switcheroo
Z-Trick
Extreme Evoboost
1 stage
Beast Boost
Motor Drive
Rattled
Speed Boost
Steadfast
Weak Armor
2 stages
Moody
≥3 stages
Steam Engine
Other
Chlorophyll
Quick Feet
Sand Rush
Swift Swim
Unburden
Slush Rush
Surge Surfer
1 stage
Adrenaline Orb
Salac Berry
2 stages
Starf Berry
X Speed*
Other
Choice Scarf
Quick Powder
1 stage
Bubble
Bubble Beam
Bulldoze
Constrict
Curse
Drum Beating
Electroweb
Glaciate
Hammer Arm
Ice Hammer
Icy Wind
Low Sweep
1 stage
Mud Shot
Rock Tomb
Secret Power*
Sticky Web*
Tar Shot
Toxic Thread
V-create
Venom Drench
2 stages
Cotton Spore
Scary Face
String Shot*
Other
Speed Swap*
1 stage
Cotton Down
Gooey
Moody
Tangling Hair
Other
Slow Start
Evasion
1 stage
Double Team
2 stages
Minimize*
Acupressure
Other
Foresight*
Odor Sleuth*
1 stage
Z-Camouflage
Z-Detect
Z-Flash
Z-Kinesis
Z-Lucky Chant
Z-Magnet Rise
Z-Sand Attack
Z-Smokescreen
2 stages
Moody*
Other
Sand Veil
Snow Cloak
Tangled Feet
Other
Bright Powder
Lax Incense
1 stage
Defog
2 stages
Gravity
Sweet Scent*
Other
Foresight*
Miracle Eye
Odor Sleuth*
1 stage
Moody*
Accuracy 1 stage
Hone Claws
Coil
2 stages
Acupressure
1 stage
Z-Copycat
Z-Defense Curl
Z-Defog
Z-Focus Energy
Z-Mimic
Z-Sweet Scent
Z-Trick Room
2 stages
Moody*
Other
Compound Eyes
Victory Star
2 stages
X Accuracy*
Other
Wide Lens
Zoom Lens
1 stage
Flash
Kinesis
Leaf Tornado
Mirror Shot
Mud Bomb
Mud-Slap
Muddy Water
Night Daze
Octazooka
Sand Attack
Secret Power
Smokescreen
1 stage
Moody*
Other
Hustle
Wonder Skin

Stage modification quotes

The "Pokémon" identifier in the quotes below includes a prefix that varies depending on the situation; most wild Pokémon (but not all) and opposing Pokémon have one. If a move would raise a stat that is too high or lower a stat that is too low as a secondary effect, a quote will not be shown. From Generation V onwards, the game will take into account the effective change (for example, not +2 for a stat at +5); additionally moves that list multiple quotes will always state each stat separately, even if they're all capped.

In Generation II, if Curse still has a stat to raise, it will not display any text for the capped stats. In Generation III, Curse will instead fail if all stats are capped. In Generation III and IV, it will always list each stat separately when it does so.

Change Generation I Generation II Generation III Generation IV Generation V Generation VI Generation VII Generation VIII Generation IX
too high Nothing happened! <Pokémon>'s <stat> won't rise anymore! <Pokémon>'s <stat> won't go higher! <Pokémon>'s <stat> won't go any higher!
multiple too high <Pokémon>'s Ability won't rise anymore! <Pokémon>'s stats won't go any higher!
+1 <Pokémon>'s <stat> rose! <Pokémon>'s <stat> went up! <Pokémon>'s <stat> rose!
+2 <Pokémon>'s <stat> greatly rose! <Pokémon>'s <stat> went way up! <Pokémon>'s <stat> sharply rose! <Pokémon>'s <stat> rose sharply!
+3 or higher <Pokémon>'s <stat> rose drastically!
multiple too low <Pokémon>'s stats won't go any lower!
too low Nothing happened! <Pokémon>'s <stat> won't drop anymore! <Pokémon>'s <stat> won't go lower! <Pokémon>'s <stat> won't go any lower!
-1 <Pokémon>'s <stat> fell!
-2 <Pokémon>'s <stat> greatly fell! <Pokémon>'s <stat> sharply fell! <Pokémon>'s <stat> harshly fell!
-3 or lower <Pokémon>'s <stat> severely fell!

Stage multipliers

When a move is used that increases or decreases a stat of a Pokémon in battle, it will be multiplied according to the following fractions, depending on the generation:


For Attack, Defense, Special, Sp. Attack, Sp. Defense, and Speed
Stage multipliers
Stage -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Gen I-II 25/100 28/100 33/100 40/100 50/100 66/100 100/100 150/100 200/100 250/100 300/100 350/100 400/100
Gen III+ 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2


For accuracy and evasion
Stage multipliers
Stage (accuracy) -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Stage (evasion) +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6
Gen I handheld games 25/100 28/100 33/100 40/100 50/100 66/100 100/100 150/100 200/100 250/100 300/100 350/100 400/100
Pokémon Stadium 1/3 36/100 43/100 50/100 66/100 75/100 100/100 133/100 166/100 200/100 233/100 266/100 300/100
Gen II 33/100 36/100 43/100 50/100 60/100 75/100 100/100 133/100 166/100 200/100 233/100 266/100 300/100
Gen III-IV 33/100 36/100 43/100 50/100 60/100 75/100 100/100 133/100 166/100 200/100 250/100 266/100 300/100
Gen V+ 3/9 3/8 3/7 3/6 3/5 3/4 3/3 4/3 5/3 6/3 7/3 8/3 9/3

In Generations I and II, accuracy and evasion stages are resolved separately and both multipliers are applied to the move's accuracy to determine the final chance of a move hitting or missing. For example, a Pokémon with -1 accuracy using a move that has 100% accuracy on a target with +1 evasion would have a chance of hitting in Generation I, or a chance of hitting in Generation II. In Generation III, this was changed so that the stages of the accuracy and evasion stats are now combined before determining the multiplier, with the evasion stage subtracted from the accuracy stage. Therefore, in the above situation, the attacking Pokémon would have a chance of hitting.[1]

Additionally, the combined stages are capped at -6 and +6 from Generation III onward (extra stages are surplus), meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a chance to hit. (For comparison, in Generation II, the attacker would only have a chance of hitting.)

In Generation IV, if a Pokémon's Ability is Simple, then its stats will be multiplied as if the stat change was doubled. For example, a stat raised by one stage will be multiplied as if it were raised by two stages.

List of Abilities, moves, and items affected by stat changes

Abilities

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Name Effect Generation
Defiant Boosts the Pokémon's Attack stat sharply when its stats are lowered. V
Competitive Boosts the Sp. Atk stat sharply when a stat is lowered. VI

Moves

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Name Effect Generation
Stored Power The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power. V
Power Trip The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power. VII

Items

Name Effect Generation
Ginema Berry Raises a lowered stat in battle. III
White Herb Restores any lowered stat in battle. III
Adrenaline Orb If held by a Pokémon, it boosts Speed when intimidated. VII
Eject Pack When the holder's stats are lowered, it will be switched out of battle. VIII

In Pokémon Legends: Arceus

In Pokémon Legends: Arceus, stat modifiers work much differently that they do in other core series games:

  • Stat modifiers expire after the affected Pokémon has executed a certain number of turns or switches out
  • Stat modifiers for Attack also affect Sp. Atk equally, and vice versa
  • Stat modifiers for Defense also affect Sp. Def equally, and vice versa
  • Stat modifiers each only have one stage multiplier: a ×1.5 boost or a ×2/3 drop.
    • If a stat modifier is applied to a Pokémon that already has that same modifier, then it will simply overwrite its number of turns remaining
    • If a stat modifier is applied to a Pokémon with the opposite modifier, then it will cancel it out
Modifier In-game description Details Causes
Power Boost The Pokémon's offensive stats are raised, boosting its Attack and Sp. Atk stats. Power Boost indicates that a Pokémon's offensive stats are raised, increasing the damage it deals with its moves by 50%. If the Pokémon is already affected by Power Drop, it will cancel it out instead. It is usually caused by moves that can raise Attack or Sp. Atk in other core series games.
4 turns

Bulk UpCalm MindVictory Dance

5 turns

Nasty PlotSwords Dance.

Power Drop The Pokémon's offensive stats are lowered, reducing its Attack and Sp. Atk stats. Power Drop indicates that a Pokémon's offensive stats are lowered, decreasing the damage it deals by a third. If the Pokémon is already affected by Power Boost, it will cancel it out instead. It is usually caused by moves that can lower Attack or Sp. Atk in other core series games.
3 turns

Draco Meteor*Leaf Storm*
Mystical FireSnarlStruggle Bug

5 turns

Baby-Doll Eyes

Guard Boost The Pokémon's defensive stats are raised, boosting its Defense and Sp. Def stats. Guard Boost indicates that a Pokémon's defensive stats are raised, decreasing the damage it takes from attacks by a third. If the Pokémon is already affected by Guard Drop, it will cancel it out instead. It is usually caused by moves that can raise Defense or Sp. Def in other core series games.
4 turns

Victory Dance

5 turns

Iron Defense.

Guard Drop The Pokémon's defensive stats are lowered, reducing its Defense and Sp. Def stats. Guard Drop indicates that a Pokémon's defensive stats are lowered, increasing the damage it takes from attacks by 50%. If the Pokémon is already affected by Guard Boost, it will cancel it out instead. It is usually caused by moves that can lower Defense or Sp. Def in other core series games.
3 turns

Close Combat*Headlong Rush*
Triple Arrows

References


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.