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:'''''HP''' and '''Hit Points''' redirect here. For the move commonly referred to in competitive battling as "HP", see {{m|Hidden Power}}. For the [[Pokémon Trading Card Game]] set commonly abbreviated as "HP," see {{TCG|EX Holon Phantoms}}. For HP in the Trading Card Game, see [[Appendix:Glossary (TCG)#Hit Points|Glossary of terms]].''
{{samename|Pokémon information screen formerly known as "stats"|Summary}}
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{{incomplete|article|Details for [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], manga section}}
A '''statistic''' (Japanese: '''{{j|{{tt|能力|のうりょく}}}}''' ''ability''), or '''stat''' for short, is an element which determines certain aspects of {{pkmn|battle}}s in the {{pkmn|games}}. Stats may also refer to the numerical values of each field in regards to individual Pokémon.


In English, stats have been also referred to as '''abilities'''{{sup/1|RBY}} (as seen via NPCs on the fifth floor of the [[Celadon Department Store]]) and '''ratings'''{{sup/2|GSC}} (as seen in {{m|Growth}}'s move description).
A '''stat''' (Japanese: '''{{j|{{tt|能力|のうりょく}}}}''' ''ability'') refers to any of several parameters pertaining to {{OBP|Pokémon|species}} that can affect [[priority|turn order]], [[accuracy|move success]], and [[damage|damage output]] during a [[Pokémon battle|battle]]. With exception to the [[HP|HP stat]], a Pokémon's stat can also be temporarily raised or lowered in stages during battle through various [[stat modifier|effects]]. In a large subset of these parameters, '''stats''' also refer to their measured values attributed to individual Pokémon, and they are generally raised by increasing their [[level]] or by [[evolution|evolving]]. While each species of Pokémon share the same set of [[base stats]] that determine the actual stats of a Pokémon at a given level, other properties add to the variation of stats within the species, most notably being [[individual values]], [[effort values]], and [[Nature]]. <!--


==List of stats==
COMMENT:
===Permanent stats===
The Pokémon website differentiates stats as parameters ("stats") and stats as the parameters' values ("base stats"; what fans call "base stats" are called "species strengths" per the website and the Base stats article notes this) https://www.pokemon.com/us/play-pokemon/about/video-game-glossary. This may be something to consider as inclusion in the article or as discussion in the talk page. So far, this official usage of "base stats" might not very convincing unless it's seen in more places than that one webpage.
===={{anchor|HP|Hit Points}}====
 
The '''Hit Points''' (Japanese: '''{{j|ヒットポイント}}''' ''hit points''), or '''HP''' for short in both Japanese and English, determine how much [[damage]] a Pokémon can receive before [[fainting]]. Many other game mechanics, such as [[Pokémon Center]]s, {{m|Substitute}}, [[Leftovers]], and {{m|Pain Split}}, can decrease or restore HP. Lost HP is often not automatically restored at the end of a battle, so Pokémon can enter another battle without their full HP. In [[Pokémon GO]], it is called '''Stamina'''.
-->
 
The name is short for '''statistic'''; in some cases, it has also been named '''ability''', '''rating''', '''effect''', or '''parameter'''.
 
==Terminology==
===Stat===
:''Not to be confused with the Pokémon's [[summary]], called "stats" in Generations I and II.''
 
The word "stat" (or "stats") is not used in [[Generation I]] with this meaning. The word "statistic" (or "statistics") is not used in any [[core series]] game with this meaning.
 
The word "stat" is used in several places from [[Generation II]] onwards. Some examples:
 
* The move descriptions of {{m|Haze}}, {{m|Psych Up}}, and {{m|Mist}} use "stat" or "stats" from [[Generation II]] onwards, except in some [[Generation III]] games.
* In the text displayed when {{m|Haze}} is used in Generation II: "All stat changes were eliminated!"
* In the text displayed when {{m|Psych Up}} is used in Generation II: "<user> copied the stat changes of <target>!"
* The [[Trainer Tips]] from {{rt|36|Johto}} in [[Generation II]]: "{{ScPkmn}} stats vary--even within the same [[Pokémon (species)|species]]. Their stats may be similar at first. However, differences will become pronounced as the {{ScPkmn}} grow."
* According to [[Pryce]] in Generation II, the Glacier Badge raises the "<sc>Special</sc> stats of {{ScPkmn}}".
* Some dialogue in {{game|FireRed and LeafGreen|s}} uses "stat", replacing "ability" from the Generation I dialogue. For instance, an NPC in [[Lavender Town]]'s [[Poké Mart]] and two NPCs at the fifth floor of the [[Celadon Department Store]] talk about items that raise the Pokémon's stats (as opposed to "abilities" in Generation I).
 
===Rating===
:''Not to be confused with the [[Pokédex]] rating.''
 
Sometimes, the word "rating" was used up to [[Generation II]].
 
* In {{m|Growth}}'s description from {{game2|Gold|Silver|Crystal}}.
* In {{m|Psychic}}'s description from [[Pokémon Stadium]] and {{pkmn|Stadium 2}}.
 
===Effect===
In {{game2|Ruby|Sapphire|Emerald}}, as well as [[Pokémon Colosseum]] and {{XD}}, the move {{m|Psych Up}} simply copies the target's stat changes. However, the move description states that it copies the foe's "effect(s)".
 
===Ability===
:''Not to be confused with the Pokémon's [[Ability]], which provides a passive effect in battle or in the overworld.''
 
Sometimes, the word "ability" was used up to [[Generation III]].


It is the most visible of the stats in battle, appearing both graphically (as a bar with a fill colored green, yellow, or red depending on how much HP in percentage is left) and as a current/max amount below the bar. If a Pokémon has more than half of its max HP, its HP bar remains green. If the Pokémon has between one-fifth and half of its HP, the bar will turn yellow (in Generation II, a Pokémon revived to exactly half of their HP will have a green HP bar). If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-IV), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away (since Generation VI) will notify the player that his or her Pokémon is in danger of [[fainting]]. Before Generation VI, this beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.
* In the [[Generation I]] games:
** Mr. Psychic says when delivering [[TM29]] ({{m|Psychic}}): "It may lower the target's <sc>Special</sc> abilities."
** An NPC in [[Lavender Town]]'s [[Poké Mart]] mentions "items that raise the abilities of {{ScPkmn}} during a battle", referring to items such as [[X Attack]] and [[X Defense]].
** Two NPCs at the fifth floor of the [[Celadon Department Store]] mention "{{ScPkmn}} ability enhancers", referring to items such as [[Carbos]] and [[Calcium]].
** [[Blaine]], as well as the man who explains badges in [[Cerulean City]], mention that the Volcano Badge increases a Pokémon's "<sc>Special</sc> abilities".
* In the [[Pokémon Stadium]] manual, it is said "Compare the Abilities of Captured Pokémon!", referring to their stats.
* In [[Generation II]], the string for multiple stats being at +6 already uses the word <sc>Ability</sc>.
* The [[Generation III]] descriptions of {{a|Clear Body}}, {{m|Mist}}, and {{m|Memento}} mention "ability" or "abilities", referring to stats.
* In {{game|Emerald}}, this term is used by the [[Pokémon Breeder]] at the {{OBP|Battle Frontier|Generation III}}. For instance: "If you ever become as seasoned as me, you'll see the abilities of {{ScPkmn}} at a glance."


In Generation I, the coloring of the HP bar was determined slightly differently. If the bar's fill was 27 pixels or wider (out of a total end-to-end length of 48 pixels), it would be colored green; if it was between 10 and 26 pixels, it would be colored yellow; and if it was less than 10 pixels wide, it would be colored red. This means the HP bar turns yellow noticeably earlier than in the later games, or at about 56% of the Pokémon's maximum HP.
===Parameter===
* The list of stats is named "Parameters" (Japanese: パラメータ) at the Pokémon's [[summary]] in [[Pokémon Gold and Silver Spaceworld '97 demo]].


The HP bar also affects the Pokémon's [[cry]]. Since {{game|Ruby and Sapphire|s}}, if a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon faints, its cry will be lowered by a whole step. Also, since {{game|FireRed and LeafGreen|s}}, if the Pokémon has less than half its total HP, its cry will be lowered by a half-step to indicate its weakened state.
==List of stats==
===Permanent stats===
====HP====
{{main|HP}}


=====In-battle appearance=====
The '''[[HP]]''' stat (Japanese: '''HP''', symbol '''H'''), short for '''Hit Points''' (Japanese: '''{{j|ヒットポイント}}''' ''Hit Point''), determines how much [[damage]] a Pokémon can receive before [[fainting]]. In [[Pokémon GO]], it is also called '''Stamina'''.
{| class="roundy" style="margin:auto; text-align:center; background: #{{HP color dark}}; border: 5px solid #{{HP color}}"
|-
| width="128px" style="background: #{{red color}}; {{roundytop|5px}}" | [[File:RGBY HP Bar.png]]
| width="128px" style="background: #{{gold color}}; {{roundytop|5px}}" | [[File:GSC HP Bar.png]]
| width="128px" style="background: #{{ruby color}}; {{roundytop|5px}}" | [[File:RS HP Bar.png]]
| width="128px" style="background: #{{firered color}}; {{roundytop|5px}}" | [[File:FRLG HP Bar.png]]
| width="128px" style="background: #{{emerald color}}; {{roundytop|5px}}" | [[File:E HP Bar.png]]
| width="128px" style="background: #{{diamond color}}; {{roundytop|5px}}" | [[File:DP HP Bar.png]]
| width="128px" style="background: #{{platinum color}}; {{roundytop|5px}}" | [[File:Pt hp bar.png]]
| width="128px" style="background: #{{heartgold color}}; {{roundytop|5px}}" | [[File:HGSS HP Bar.png]]
|-
| style="background: #{{blue color light}}; {{roundybottom|5px}}" | {{gameabbrev1|RGBY}}
| style="background: #{{silver color dark}}; {{roundybottom|5px}}" | {{gameabbrev2|GSC}}
| style="background: #{{sapphire color light}}; {{roundybottom|5px}}" | {{gameabbrev3|RS}}
| style="background: #{{leafgreen color dark}}; {{roundybottom|5px}}" | {{gameabbrev3|FRLG}}
| style="background: #{{emerald color light}}; {{roundybottom|5px}}" | {{gameabbrev3|E}}
| style="background: #{{pearl color dark}}; {{roundybottom|5px}}" | {{gameabbrev4|DP}}
| style="background: #{{platinum color dark}}; {{roundybottom|5px}}" | {{gameabbrev4|Pt}}
| style="background: #{{soulsilver color light}}; {{roundybottom|5px}}" | {{gameabbrev4|HGSS}}
|-
| width="128px" style="background: #{{black color}}; {{roundytop|5px}}" | [[File:BW HP bar.png]]
| width="128px" style="background: #{{black 2 color}}; {{roundytop|5px}}" | [[File:B2 HP bar.png]]
| width="128px" style="background: #{{white 2 color}}; {{roundytop|5px}}" | [[File:W2 HP bar.png]]
| width="128px" style="background: #{{x color}}; {{roundytop|5px}}" | [[File:XY HP bar.png]]
| width="128px" style="background: #{{omega ruby color}}; {{roundytop|5px}}" | [[File:ORAS HP bar.png]]
| width="128px" style="background: #{{sun color}}; {{roundytop|5px}}" | [[File:SM HP bar.png]]
| width="128px" style="background: #{{ultra sun color}}; {{roundytop|5px}}" | [[File:USUM HP bar.png]]
| width="128px" style="background: #{{Let's Go Pikachu color}}; {{roundytop|5px}}" | [[File:LGPE HP bar.png]]
|-
| style="background: #{{white color light}}; {{roundybottom|5px}}" | {{gameabbrev5|BW}}
| style="background: #{{black 2 color light}}; {{roundybottom|5px}}" | {{gameabbrev5|B2}}
| style="background: #{{white 2 color dark}}; {{roundybottom|5px}}" | {{gameabbrev5|W2}}
| style="background: #{{Y color light}}; {{roundybottom|5px}}" | {{gameabbrev6|XY}}
| style="background: #{{alpha sapphire color}}; {{roundybottom|5px}}" | {{gameabbrev6|ORAS}}
| style="background: #{{moon color light}}; {{roundybottom|5px}}" | {{gameabbrev7|SM}}
| style="background: #{{ultra moon color light}}; {{roundybottom|5px}}" | {{gameabbrev7|USUM}}
| style="background: #{{Let's Go Eevee color light}}; {{roundybottom|5px}}" | {{gameabbrev7|PE}}
|-
| width="128px" style="background: #{{sword color}}; {{roundytop|5px}}" | [[File:SWSH HP bar.png]]
|-
| style="background: #{{shield color light}}; {{roundybottom|5px}}" | {{gameabbrev8|SwSh}}
|}


====Attack====
====Attack====
The '''Attack stat''' (Japanese: '''{{j|{{tt|攻撃能力|こうげきのうりょく}}}}''' ''attack ability''), or informally '''Physical Attack''', partly determines how much damage a Pokémon deals when using a [[physical move]]. For more information on how Attack affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.
The '''Attack stat''' (Japanese: '''{{j|{{tt|攻撃能力|こうげきのうりょく}}}}''' ''attack ability'', symbol '''A'''), or informally '''Physical Attack''', partly determines how much damage a Pokémon deals when using a [[physical move]]. For more information on how Attack affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


====Defense====
====Defense====
The '''Defense stat''' (Japanese: '''{{j|{{tt|防御能力|ぼうぎょのうりょく}}}}''' ''defense ability''), or informally '''Physical Defense''', partly determines how much damage a Pokémon receives when it is hit with a [[physical move]]. For more information on how Defense affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.
The '''Defense stat''' (Japanese: '''{{j|{{tt|防御能力|ぼうぎょのうりょく}}}}''' ''defense ability'', symbol '''B'''), or informally '''Physical Defense''', partly determines how much damage a Pokémon receives when it is hit with a [[physical move]]. For more information on how Defense affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


====Special====
====Special====
The '''Special stat''' (Japanese: '''{{j|とくしゅのうりょく}}''' ''special ability'') is a stat that existed only in [[Generation I]].
The '''Special stat''' (Japanese: '''{{j|とくしゅのうりょく}}''' ''special ability'') is a stat that exists only in [[Generation I]].


The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when [[special move]]s are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With [[Generation II]], the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different [[Base stats|base stat values]] for both, and those stats were both displayed on a Pokémon's stat screen; however, [[individual value]]s and [[effort value]]s remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, [[Calcium]] increased both stats. In [[Generation III]], IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.
The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when [[special move]]s are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With [[Generation II]], the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different [[Base stats|base stat values]] for both, and those stats were both displayed on a Pokémon's stat screen; however, [[individual values]] and [[effort values]] remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, [[Calcium]] increased both stats. In [[Generation III]], IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.


=====Special Attack=====
=====Special Attack=====
The '''Special Attack stat''' (Japanese: '''{{j|{{tt|特攻能力|とくこうのうりょく}}}}''' ''special attack ability''), or '''Sp. Atk''' and '''Spcl. Atk'''{{sup/2|GSC}}{{sup/ss|Stad2}} for short, partly determines how much damage a Pokémon deals when using a [[special move]]. For more information on how Special Attack affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.
The '''Special Attack stat''' (Japanese: '''{{j|{{tt|特攻能力|とくこうのうりょく}}}}''' ''special attack ability'', symbol '''C'''), or '''Sp. Atk''' and '''Spcl. Atk'''{{sup/2|GSC}}{{sup/ss|Stad2}} for short, partly determines how much damage a Pokémon deals when using a [[special move]]. For more information on how Special Attack affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


=====Special Defense=====
=====Special Defense=====
The '''Special Defense stat''' (Japanese: '''{{j|{{tt|特防能力|とくぼうのうりょく}}}}''' ''special defense ability''), or '''Sp. Def''' and '''Spcl. Def'''{{sup/2|GSC}}{{sup/ss|Stad2}} for short, partly determines how much damage a Pokémon receives when it is hit with a [[special move]]. For more information on how Special Defense affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.
The '''Special Defense stat''' (Japanese: '''{{j|{{tt|特防能力|とくぼうのうりょく}}}}''' ''special defense ability'', symbol '''D'''), or '''Sp. Def''' and '''Spcl. Def'''{{sup/2|GSC}}{{sup/ss|Stad2}} for short, partly determines how much damage a Pokémon receives when it is hit with a [[special move]]. For more information on how Special Defense affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


====Speed====
====Speed====
The '''Speed stat''' (Japanese: '''{{j|{{tt|素早さ能力|すばやさのうりょく}}}}''' ''speed ability'') determines the order of Pokémon that can act in battle. If Pokémon are moving with the same [[priority]], Pokémon with higher Speed at the start of any turn will generally make a [[move]] before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. An in-battle change to a Pokémon's Speed stat originally did not start affecting turn order until the following turn; however, in [[Generation VII]], if [[Mega Evolution]] or [[Ultra Burst]] caused changes to the base speed stat or to an [[Ability]] that affected speed or priority, those changes took effect immediately for the upcoming turn. In [[Generation VIII]], all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.
The '''Speed stat''' (Japanese: '''{{j|{{tt|素早さ能力|すばやさのうりょく}}}}''' ''speed ability'', symbol '''S''') determines the order of Pokémon that can act in battle. If Pokémon are moving with the same [[priority]], Pokémon with higher Speed at the start of any turn will generally make a [[move]] before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. Prior to [[Generation VIII]], in-battle changes to a Pokémon's Speed stat did not start affecting turn order until the following turn; however, in [[Generation VII]], if [[Mega Evolution]] or [[Ultra Burst]] caused changes to the base Speed stat or to an [[Ability]] that affected Speed or priority, those changes took effect immediately for the upcoming turn. In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.


===In-battle stats===
===In-battle stats===
====Evasion====
====Evasion====
The '''evasion rate''' (Japanese: '''{{j|{{tt|回避率|かいひりつ}}}}''' ''evasion rate''), or '''evasiveness''', of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as {{m|Sweet Scent}}, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as {{m|Double Team}}, other Pokémon will have a harder time connecting their moves.
The '''evasion rate''' (Japanese: '''{{j|{{tt|回避率|かいひりつ}}}}''' ''evasion rate''), or '''evasiveness''', of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as {{m|Sweet Scent}} or {{m|Defog}}, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as {{m|Double Team}}, other Pokémon will have a harder time connecting their moves.


====Accuracy====
====Accuracy====
The '''accuracy rate''' (Japanese: '''{{j|{{tt|命中率|めいちゅうりつ}}}}''' ''accuracy rate'') of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves and items, in {{Pokémon XD}}, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is not [[asleep]] or in [[Reverse Mode]] (in which case removing the condition takes precedence over raising accuracy).
The '''accuracy rate''' (Japanese: '''{{j|{{tt|命中率|めいちゅうりつ}}}}''' ''accuracy rate'') or '''accuracy''' of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves and items, in {{Pokémon XD}}, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is not {{status|sleep|asleep}} or in [[Reverse Mode]] (in which case removing the condition takes precedence over raising accuracy).


==Determination of stats==
==Determination of stats==
Line 100: Line 101:
===Nature===
===Nature===
{{main|Nature}}
{{main|Nature}}
Most Natures enhance the growth of one stat, while hindering the growth of another. After all other calculations are finished, the stat that the Nature enhances will be 110% of what it would be without the Nature, and the stat hindered will be 90% of its normal value.
Most Natures enhance the growth of one stat, while hindering the growth of another. After all other calculations are finished, the stat that the Nature enhances will be 110% of what it would be without the Nature, and the stat hindered will be 90% of its normal value. The Nature boost or reduction is internally calculated by multiplying the stat after 5 is added to it by 110 if the Nature boosts the stat, 100 if the Nature doesn't affect the stat, or 90 if the Nature lowers the stat, then dividing the result by 100 and truncating the decimal.


===Individual values===
===Individual values===
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===Effort values===
===Effort values===
{{main|Effort values}}
{{main|Effort values}}
Effort values are what cause a trained Pokémon to have higher stats than an untrained counterpart of the same level. For every 4 EVs gained, a level 100 Pokémon will have 1 extra point in its stats. Variance of stats caused by EVs reaches a maximum of 63 points at level 100, as a Pokémon can gain a maximum of 255 EVs in a single stat.
Effort values are what cause a trained Pokémon to have higher stats than an untrained counterpart of the same level. For every 4 EVs gained, a level 100 Pokémon will have 1 extra point in its stats. Variance of stats caused by EVs reaches a maximum of 63 points at level 100, as a Pokémon can gain a maximum of 252 EVs in a single stat.


===Awakening values===
===Go Power===
{{main|Awakening values}}
{{main|Go Power}}
Awakening values are a mechanic introduced in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], replacing {{EV}}s as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every AV gained regardless of level, and each stat is capped at 200 AVs.
Go Power are a mechanic introduced in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], replacing {{EV}}s as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every value of Go Power gained regardless of level, and each stat is capped at 200 values of Go Power.


===Formula===
===Formula===
:''See also: {{DL|Damage|Damage calculation|Damage → Damage calculation}}''
:''See also: {{DL|Damage|Damage calculation|Damage → Damage calculation}}''
====In Generations I and II====
====Generations I and II====
The stat is rounded down if the result is a decimal.


<!-- These really should be DV and STATEXP instead of IV and EV, which were introduced in Gen III. -->
<math>\mathrm{HP} = \Biggl\lfloor {\Biggl( (\mathrm{Base} + \mathrm{DV}) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{\mathrm{STATEXP}} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times \mathrm{Level} \over 100} \Biggr\rfloor + \mathrm{Level} + 10</math>
[[File:HP calc.png]]
 
<math>\mathrm{OtherStat} = \Biggl\lfloor {\Biggl( (\mathrm{Base} + \mathrm{DV}) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{\mathrm{STATEXP}} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times \mathrm{Level} \over 100} \Biggr\rfloor + 5</math>


[[File:Statcalc gen12.png]]


=====Example=====
=====Example=====
Line 166: Line 166:
Its HP can be calculated as follows:
Its HP can be calculated as follows:


[[File:StatExampleHPGen2.png]]
<math>
[[File:StatExampleHPGen2 2.png]]
\begin{align}
\mathrm{HP} & = \Biggl\lfloor {\Biggl( (35 + 7) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{22850} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 81 + 10 \\
& = \left\lfloor {( 42 \times 2 + 38) \times 81 \over 100} \right\rfloor + 91 \\
& = \left\lfloor {122 \times 81 \over 100} \right\rfloor + 91 \\
& = \lfloor {98.82} \rfloor + 91 \\
& = 98 + 91 \\
& = 189
\end{align}
</math>


Its Special Attack and Special Defense stats simply rely on the Special EV and IV.
Its Special Attack and Special Defense stats simply rely on the Special EV and IV.


[[File:StatExampleSpAtkGen2 1.png]]
<math>
[[File:StatExampleSpAtkGen2 2.png]]
\begin{align}
\mathrm{Sp. Atk} & = \Biggl\lfloor {\Biggl( (50 + 9) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{19625} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 5 \\
& = \left\lfloor {( 59 \times 2 + 35) \times 81 \over 100} \right\rfloor + 5 \\
& = \left\lfloor {153 \times 81 \over 100} \right\rfloor + 5 \\
& = \lfloor 123.93 \rfloor + 5 \\
& = 123 + 5 \\
& = 128
\end{align}
</math>


[[File:StatExampleSpDefGen2 1.png]]
<math>
[[File:StatExampleSpDefGen2 2.png]]
\begin{align}
\mathrm{Sp. Def} & = \Biggl\lfloor {\Biggl( (40 + 9) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{19625} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 5 \\
& = \left\lfloor {( 49 \times 2 + 35) \times 81 \over 100} \right\rfloor + 5 \\
& = \left\lfloor {133 \times 81 \over 100} \right\rfloor + 5 \\
& = \lfloor 107.73 \rfloor + 5 \\
& = 107 + 5 \\
& = 112
\end{align}
</math>


Its Speed can be calculated as follows:
Its Speed can be calculated as follows:


[[File:StatExampleSpeedGen2 1.png]]
<math>
[[File:StatExampleSpeedGen2 2.png]]
\begin{align}
\mathrm{Speed} & = \Biggl\lfloor {\Biggl( (90 + 5) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{24795} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 5 \\
& = \left\lfloor {( 95 \times 2 + 39) \times 81 \over 100} \right\rfloor + 5 \\
& = \left\lfloor {229 \times 81 \over 100} \right\rfloor + 5 \\
& = \lfloor 185.49 \rfloor + 5 \\
& = 185 + 5 \\
& = 190
\end{align}
</math>


In the end, this Pikachu's stats are:
In the end, this Pikachu's stats are:
Line 225: Line 257:
|}
|}


Note that some numbers may be off by one due to rounding.
====Generation III onward====
 
<math>\mathrm{HP} = \left\lfloor {(2 \times \mathrm{Base} + \mathrm{IV} + \lfloor \tfrac{\mathrm{EV}}{4} \rfloor) \times \mathrm{Level} \over 100} \right\rfloor + \mathrm{Level} + 10</math>
====In Generation III onward====
The stat is rounded down if the result is a decimal.
 
[[File:HPStatCalcGen34.png]]


[[File:OtherStatCalcGen34.png]]
<math>\mathrm{OtherStat} = \Biggl\lfloor \biggl( \Bigl\lfloor {(2 \times \mathrm{Base} + \mathrm{IV} + \lfloor \tfrac{\mathrm{EV}}{4} \rfloor) \times \mathrm{Level} \over 100} \Bigr\rfloor + 5 \biggr) \times \mathrm{Nature} \Biggr\rfloor</math>


These formulas mean that, aside from {{p|Shedinja}}'s HP (which is always 1) the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).
These formulas mean that, aside from {{p|Shedinja}}'s HP (which is always 1), the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).


=====Example=====
=====Example=====
Line 279: Line 307:
Its HP can be calculated as follows:
Its HP can be calculated as follows:


[[File:StatExampleHPGen4.png]]
<math>
[[File:StatExampleHPGen4 2.png]]
\begin{align}
\mathrm{HP} &  = \left\lfloor {(2 \times 108 + 24 + \left\lfloor \tfrac{74}{4} \right\rfloor) \times 78 \over 100} \right\rfloor + 78 + 10 \\
& = \left\lfloor {(216 + 24 + 18) \times 78 \over 100} \right\rfloor + 88 \\
& = \left\lfloor {258 \times 78 \over 100} \right\rfloor + 88 \\
& = \lfloor 201.24 \rfloor + 88 \\
& = 201 + 88 \\
& = 289
\end{align}
</math>


The Adamant nature raises Attack and lowers Special Attack. This means that when calculating the Attack stat, ''Nature'' = 1.1, and when calculating the Special Attack stat, ''Nature'' = 0.9. So this Garchomp's Attack stat will be:
The Adamant nature raises Attack and lowers Special Attack. This means that when calculating the Attack stat, ''Nature'' = 1.1, and when calculating the Special Attack stat, ''Nature'' = 0.9. So this Garchomp's Attack stat will be:
 
<math>
[[File:StatExampleAttackGen4 1.png]]
\begin{align}
[[File:StatExampleAttackGen4 2.png]]
\mathrm{Attack} & = \left\lfloor \left( \left\lfloor {\left(2 \times 130 + 12 + \left\lfloor \tfrac{190}{4} \right\rfloor\right) \times 78 \over 100} \right\rfloor + 5 \right) \times 1.1 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {(260 + 12 + 47) \times 78 \over 100} \right\rfloor + 5 \right) \times 1.1 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {319 \times 78 \over 100} \right\rfloor + 5 \right) \times 1.1 \right\rfloor \\
& = \left\lfloor \left(248 + 5 \right) \times 1.1 \right\rfloor & \left\lfloor {319 \times 78 \over 100} \right\rfloor &= 248 \\
& = \lfloor 278.3 \rfloor & \left(248 + 5 \right) \times 1.1 &= 278.3 \\
& = 278
\end{align}
</math>


And its Special Attack stat will be:
And its Special Attack stat will be:


[[File:StatExampleSpAtkGen4 1.png]]
<math>
[[File:StatExampleSpAtkGen4 2.png]]
\begin{align}
\mathrm{Sp. Atk} & = \left\lfloor \left( \left\lfloor {\left( 2 \times 80 + 16 + \left\lfloor \tfrac{48}{4} \right\rfloor \right) \times 78 \over 100} \right\rfloor + 5 \right) \times 0.9 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {(160 + 16 + 12) \times 78 \over 100} \right\rfloor + 5 \right) \times 0.9 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {188 \times 78 \over 100} \right\rfloor + 5 \right) \times 0.9 \right\rfloor \\
& = \left\lfloor (146 + 5) \times 0.9 \right\rfloor & \left\lfloor {188 \times 78 \over 100} \right\rfloor &= 146 \\
& = \lfloor 135.9 \rfloor & (146 + 5) \times 0.9 &= 135.9 \\
& = 135
\end{align}
</math>


Its Speed stat, on the other hand, has no ''Nature'' multiplier, so it is calculated as:
Its Speed stat, on the other hand, has no ''Nature'' multiplier, so it is calculated as:


[[File:StatExampleSpeedGen4 1.png]]
<math>
[[File:StatExampleSpeedGen4 2.png]]
\begin{align}
\mathrm{Speed} & = \left\lfloor \left( \left\lfloor {\left(2 \times 102 + 5 + \left\lfloor \tfrac{23}{4} \right\rfloor \right) \times 78 \over 100} \right\rfloor + 5 \right) \times 1 \right\rfloor \\
& = \left\lfloor {(204 + 5 + 5) \times 78 \over 100} \right\rfloor + 5\\
& = \left\lfloor {214 \times 78 \over 100} \right\rfloor + 5 \\
& = \lfloor 166.92 \rfloor + 5 \\
& = 166+5 \\
& = 171
\end{align}
</math>


In the end, this Garchomp's stats are as follows:
In the end, this Garchomp's stats are as follows:
Line 342: Line 401:
|}
|}


====In [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]]====
====[[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]]====
In Let's Go, Pikachu! and Let's Go, Eevee!, effort values have been replaced with [[awakening values]], which are flat stat boosts added to the total after all other calculations have been made. Additionally, all non-HP stats can receive a slight boost that scales with [[friendship]]. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.  
In Let's Go, Pikachu! and Let's Go, Eevee!, effort values have been replaced with [[Go Power]], which are flat stat boosts added to the total after all other calculations have been made. Additionally, all non-HP stats can receive a slight boost that scales with [[friendship]]. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.
 
The Go Power bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 values of Go Power each. The friendship multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship <math display="inline">\Bigg(1 + {\left\lfloor \frac{10 \times \mathrm{friendship}}{255} \right\rfloor \over 100} \Bigg)</math>.


The AV bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 AVs each. The friendship multiplier can range between 1 to 1.1, scaling directly with the Pokémon's level of friendship (1 + floor(10 * friendship/255)/100).
<math>
\begin{align}
\mathrm{HP} &= \left\lfloor {(2 \times \mathrm{Base} + \mathrm{IV}) \times \mathrm{Level} \over 100} \right\rfloor + \mathrm{Level} + 10 + \mathrm{AV} \\
\mathrm{OtherStat} &= \left\lfloor \left( {(2 \times \mathrm{Base} + \mathrm{IV}) \times \mathrm{Level} \over 100} + 5 \right) \times \mathrm{Nature} \times \mathrm{Friendship} \right\rfloor + \mathrm{AV}
\end{align}
</math>


[[File:HPStatCalcLGPE.png|x55px]]
====[[Pokémon Legends: Arceus]]====
In Pokémon Legends: Arceus, a Pokémon's stats are calculated using [[effort level]]s, replacing the mechanics around {{EV}}s and {{IV}}s. IVs are still present, but that is only used to determine a Pokémon's starting effort level in each stat, up to three effort levels; beyond this, IVs have no effect on stats.


[[File:OtherStatCalcLGPE.png|x55px]]
<math>
\begin{align}
\mathrm{HP} &= \left\lfloor \left({\mathrm{Level} \over 100} + 1 \right) \times \mathrm{Base} + \mathrm{Level} \right\rfloor + \mathrm{ELB}\\
\mathrm{OtherStat} &= \left\lfloor \Bigl\lfloor \frac{\left(\frac{\mathrm{Level}}{50}+1\right) \times \mathrm{Base}}{1.5} \Bigr\rfloor \times \mathrm{Nature} \right\rfloor + \mathrm{ELB}
\\\\
\mathrm{ELB} &= \operatorname{round} \left(\frac{ \sqrt{\mathrm{Base}} \times \mathrm{Multiplier} + \mathrm{Level}}{2.5}\right)
\end{align}
</math>
 
where:
* <math>\mathrm{Base}</math> is the Pokémon species' base value for that stat
* <math>\mathrm{Level}</math> is the Pokémon's level
* <math>\mathrm{Nature}</math> is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
* <math>\mathrm{ELB}</math> is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
** <math>\mathrm{Multiplier}</math> is the effort level multiplier, which is determined from the effort level as follows:
::{| style="{{roundy|10px}}; border: 3px solid #{{legends arceus color dark}}; background: #{{legends arceus color}}; text-align: center"
|- style="background: #{{legends arceus color light}}"
! style="{{roundytl|5px}}" | Effort Level
! style="{{roundytr|5px}}" | Multiplier
|- style="background: #fff"
| 0 || 0
|- style="background: #fff"
| 1 || 2
|- style="background: #fff"
| 2 || 3
|- style="background: #fff"
| 3 || 4
|- style="background: #fff"
| 4 || 7
|- style="background: #fff"
| 5 || 8
|- style="background: #fff"
| 6 || 9
|- style="background: #fff"
| 7 || 14
|- style="background: #fff"
| 8 || 15
|- style="background: #fff"
| 9 || 16
|- style="background: #fff"
| style="{{roundybl|5px}}" | 10
| style="{{roundybr|5px}}" | 25
|}


===In battle===
===In battle===
Line 360: Line 469:
Whether a move hits depends on the formula:
Whether a move hits depends on the formula:


T = Accuracy<sub>move</sub> * Accuracy<sub>user</sub> * Evasion<sub>target</sub> - BrightPowder
<math>T = \mathrm{Accuracy_{move}} \times \mathrm{Accuracy_{user}} \times \mathrm{Evasion_{target}} - \mathrm{BrightPowder}</math>, where:
 
* <math>T</math> is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
Where...
* <math>\mathrm{Accuracy_{move}}</math> is the move's [[accuracy]], a value from 0 to 255,
* ''T'' is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
* <math>\mathrm{Accuracy_{user}}</math> is the accuracy [[Stat modifier#Stage multipliers|stage multiplier]] of the user,
* ''Accuracy<sub>move</sub>'' is the move's [[accuracy]], a value from 0 to 255,
* <math>\mathrm{Evasion_{target}}</math> is the evasion stage multiplier of the target, and
* ''Accuracy<sub>user</sub>'' is the accuracy [[#Stage multipliers|stage multiplier]] of the user,
* <math>\mathrm{BrightPowder}</math> is 20 if the user is [[held item|holding]] [[Bright Powder|BrightPowder]] (in Generation II) or 0 otherwise.
* ''Evasion<sub>target</sub>'' is the evasion stage multiplier of the target, and
* ''BrightPowder'' is 20 if the user is [[held item|holding]] [[Bright Powder|BrightPowder]] (in Generation II) or 0 otherwise.


The game then selects a random number ''r'' from 0 to 255 and compares it to ''T'' to determine whether the move hits.
The game then selects a random number ''r'' from 0 to 255 and compares it to ''T'' to determine whether the move hits.
Line 373: Line 480:
In Generation I, if ''r'' is less than ''T'', the move hits. This results in a bug where no move can be guaranteed to hit (excluding {{m|Bide}} and {{m|Swift}}) since even if ''T'' is 255, if ''r'' is also 255, the move will miss.
In Generation I, if ''r'' is less than ''T'', the move hits. This results in a bug where no move can be guaranteed to hit (excluding {{m|Bide}} and {{m|Swift}}) since even if ''T'' is 255, if ''r'' is also 255, the move will miss.


In Generation II, if ''T'' is 255 or else if ''r'' is less than ''T'', the move hits. This eliminates the bug from Generation I.
In Generation II, if ''T'' is 255 or if ''r'' is less than ''T'', the move hits. This eliminates the bug from Generation I.


=====Generations III onward=====
=====Generations III onward=====
Whether a move hits depends on the formula:
Whether a move hits depends on the formula:


T = Accuracy<sub>move</sub> * Adjusted_stages * Other_mods
<math>T= \mathrm{Accuracy_{move}} \times \mathrm{StageMultiplier} \times \mathrm{Other}</math>, where:
 
Where...
* ''T'' is the computed threshold value that will determine whether the move will hit,
* ''T'' is the computed threshold value that will determine whether the move will hit,
* ''Accuracy<sub>move</sub>'' is the move's [[accuracy]], a value from 1 to 100 (internally, 0 is also a valid value, but this is displayed as "&mdash;" and means that the move ignores accuracy checks),
* ''Accuracy<sub>move</sub>'' is the move's [[accuracy]], a value from 1 to 100,
* ''Adjusted_stages'' is the equivalent accuracy [[#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than 6 after the subtraction), and
* ''StageMultiplier'' is the equivalent accuracy [[Stat modifier#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than 6 after the subtraction), and
* ''Other_mods'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects (as can be seen in the table in the following section), serially applied.
* ''Other'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects (as can be seen in [[Stat_modifier#In-battle_modification|this table]]), serially applied.


The game then selects a random number ''r'' from 1 to 100 and compares it to ''T'' to determine whether the move hits. If ''r'' is less than or equal to ''T'', the move hits.
The game then selects a random number ''r'' from 1 to 100 and compares it to ''T'' to determine whether the move hits. If ''r'' is less than or equal to ''T'', the move hits.


===Combat Power===
===Combat Power===
'''Combat Power''' (Japanese: '''{{tt|総合的|そうごうてき}}な{{tt|強|つよ}}さ''' ''Total Power''), or '''CP''' (Japanese: '''{{j|CP}}'''), is a value first introduced in [[Pokémon GO]] and carried over to [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], used to roughly summarize a Pokémon's overall potential in battle. In Let's Go, Pikachu! and Let's Go, Eevee!, it's based off the total of all a Pokémon's stats and {{AV}}s. Note that CP is not an actual statistic but rather a visual indicator of a Pokémon's overall strength, so it does not have any direct effect in battles.
'''Combat Power''' (Japanese: '''{{tt|総合的|そうごうてき}}な{{tt|強|つよ}}さ''' ''Total Power''), or '''CP''' (Japanese: '''{{j|CP}}'''), is a value first introduced in [[Pokémon GO]] and carried over to [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], used to roughly summarize a Pokémon's overall potential in battle. In Let's Go, Pikachu! and Let's Go, Eevee!, it's based on the total of all a Pokémon's stats and {{AV}}s. Note that CP is not an actual statistic but rather a visual indicator of a Pokémon's overall strength, so it does not have any direct effect in battles.


[[File:CPStatCalcLGPE.png|x46px]]
<math>\mathrm{CP} = \min \left(\left\lfloor \left( \sum \mathrm{Stats} - \sum \mathrm{values of Go Power} \right)\ \times { \mathrm{Level} \times 6 \over 100} + \sum \mathrm{values of Go Power} \times \left( \frac{\mathrm{Level} \times 4}{100} + 2 \right) \right\rfloor , 10000 \right)</math>


The CP of any Pokémon in Let's Go, Pikachu! and Let's Go, Eevee! is always capped at 10,000; even if a Pokémon's stat continues to grow after that, the CP will still show as 10,000.
The CP of any Pokémon in Let's Go, Pikachu! and Let's Go, Eevee! is always capped at 10,000; even if a Pokémon's stat continues to grow after that, the CP will still show as 10,000.
The lowest possible CP is 2. This is possible if a level 1 {{p|Caterpie}} transferred from Pokémon GO has minimum [[friendship]], 0 IVs and 0 values of Go Power in every stat.


==Stat modifiers==
==Stat modifiers==
{{main|Stat modifier}}
When a stat is used in a calculation in battle, a number of modifiers may be applied during the calculation. During a battle, a Pokémon's effective stats may be raised or lowered by certain [[move]]s, [[Ability|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.
When a stat is used in a calculation in battle, a number of modifiers may be applied during the calculation. During a battle, a Pokémon's effective stats may be raised or lowered by certain [[move]]s, [[Ability|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.


The modifiers conferred by most moves operate on a sliding scale of ''[[#Stage multipliers|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 fail regardless of whether the stat is at -6 or +6 or not. 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}}, and reversed when the Pokémon is affected by {{m|Topsy-Turvy}}.
==Icons==
 
The following icons are used in {{g|HOME}}.  
If a Pokémon is under the effect of {{m|Mist}}, {{a|Clear Body}}, {{a|White Smoke}}, or {{a|Full Metal Body}}, its stats can only be lowered through self-inflicted methods such as {{m|Superpower}}. 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.
 
While some Abilities and held items may also modify the stages of a Pokémon's stats, others may apply unique multipliers that are separate from&mdash;and thus can stack with&mdash;stages. Examples include the Ability {{a|Slow Start}}, which temporarily halves Attack and Speed, and the held item [[Choice Band]], which boosts Attack by 50%.
 
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.
 
A few items may also modify a Pokémon's stats outside of battle by increasing or decreasing the [[effort values]] (EVs) for that stat. [[Vitamin]]s and [[wing]]s increase EVs, while "EV [[Berry|Berries]]" (No. 21, {{b|Pomeg}}, to No. 26, {{b|Tamato}}) reduce EVs.
 
===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.
{| class="roundy" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"
|-
! rowspan="2" style="background:#ccc; {{roundytl|5px}}" | Stat
! colspan="4" style="background:#ccc" | Raisers
! colspan="2" style="background:#ccc; {{roundytr|5px}}" | Reducers
|- style="background: #ccc"
! style="background:#ccc"| {{color2|000|Move|Moves}}
! style="background:#ccc"| {{color2|000|Z-Move|Z-Moves}}
! style="background:#ccc"| {{color2|000|Ability|Abilities}}
! style="background:#ccc"| {{color2|000|Item|Items}}
! style="background:#ccc"| {{color2|000|Move|Moves}}
! style="background:#ccc"| {{color2|000|Ability|Abilities}}
|-
! style="background:#{{attack color}}" | {{color2|{{attack color dark}}|Stats#Attack|Attack}}
| style="background:#{{attack color light}}" <!--ATTACK RAISING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Ancient Power|{{attack color dark}}}}
{{mcolor|Bulk Up|{{attack color dark}}}}
{{mcolor|Clangorous Soul|{{attack color dark}}}}
{{mcolor|Coil|{{attack color dark}}}}
{{mcolor|Curse|{{attack color dark}}}}
{{mcolor|Dragon Dance|{{attack color dark}}}}
{{mcolor|Gear Up|{{attack color dark}}}}
{{mcolor|Growth|{{attack color dark}}}}{{tt2|*|Two stages in intense sunlight|{{attack color dark}}}}
{{mcolor|Hone Claws|{{attack color dark}}}}
{{mcolor|Howl|{{attack color dark}}}}
{{mcolor|Meditate|{{attack color dark}}}}
{{mcolor|Metal Claw|{{attack color dark}}}}
{{mcolor|Meteor Mash|{{attack color dark}}}}
{{mcolor|No Retreat|{{attack color dark}}}}
{{mcolor|Ominous Wind|{{attack color dark}}}}
{{mcolor|Power-Up Punch|{{attack color dark}}}}
{{mcolor|Rage|{{attack color dark}}}}{{tt2|*|Generations I and Generation V onward|{{attack color dark}}}}
{{mcolor|Rototiller|{{attack color dark}}}}</ab>
| <ab>'''1 stage'''
{{mcolor|Sharpen|{{attack color dark}}}}
{{mcolor|Shift Gear|{{attack color dark}}}}
{{mcolor|Silver Wind|{{attack color dark}}}}
{{mcolor|Work Up|{{attack color dark}}}}
'''2 stages'''
''{{mcolor|Acupressure|{{attack color dark}}}}''
{{mcolor|Decorate|{{attack color dark}}}}
{{mcolor|Shell Smash|{{attack color dark}}}}
{{mcolor|Swagger|{{attack color dark}}}}
{{mcolor|Swords Dance|{{attack color dark}}}}
'''≥3 stages'''
{{mcolor|Belly Drum|{{attack color dark}}}}{{tt2|*|Sets stat modification to +6|{{attack color dark}}}}
{{mcolor|Fell Stinger|{{attack color dark}}}}{{tt2|*|2 stages in Generation VI|{{attack color dark}}}}
'''Other'''
{{mcolor|Power Split|{{attack color dark}}}}{{tt2|*|Attack may increase or decrease, depending on the target's and the user's stats|{{attack color dark}}}}
{{mcolor|Power Trick|{{attack color dark}}}}{{tt2|*|Attack may increase or decrease, depending on the user's stats|{{attack color dark}}}}</ab>
|}
| style="background:#{{attack color light}}" <!--ATTACK RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Bulk Up|{{attack color dark}}|Z-Bulk Up}}{{tt2|*|Two stages total including the base move|{{attack color dark}}}}
{{mcolor|Hone Claws|{{attack color dark}}|Z-Hone Claws}}{{tt2|*|Two stages total including the base move|{{attack color dark}}}}
{{mcolor|Howl|{{attack color dark}}|Z-Howl}}{{tt2|*|Two stages total including the base move|{{attack color dark}}}}
{{mcolor|Laser Focus|{{attack color dark}}|Z-Laser Focus}}
{{mcolor|Leer|{{attack color dark}}|Z-Leer}}
{{mcolor|Meditate|{{attack color dark}}|Z-Meditate}}{{tt2|*|Two stages total including the base move|{{attack color dark}}}}
{{mcolor|Odor Sleuth|{{attack color dark}}|Z-Odor Sleuth}}
{{mcolor|Power Trick|{{attack color dark}}|Z-Power Trick}}
{{mcolor|Rototiller|{{attack color dark}}|Z-Rototiller}}
{{mcolor|Screech|{{attack color dark}}|Z-Screech}}
{{mcolor|Sharpen|{{attack color dark}}|Z-Sharpen}}{{tt2|*|Two stages total including the base move|{{attack color dark}}}}
{{mcolor|Tail Whip|{{attack color dark}}|Z-Tail Whip}}
{{mcolor|Taunt|{{attack color dark}}|Z-Taunt}}
{{mcolor|Topsy-Turvy|{{attack color dark}}|Z-Topsy-Turvy}}
{{mcolor|Will-O-Wisp|{{attack color dark}}|Z-Will-O-Wisp}}
</ab>
| <ab>'''1 stage'''
{{mcolor|Work Up|{{attack color dark}}|Z-Work Up}}{{tt2|*|Two stages total including the base move|{{attack color dark}}}}
{{mcolor|Celebrate|{{attack color dark}}|Z-Celebrate}}
{{mcolor|Conversion|{{attack color dark}}|Z-Conversion}}
{{mcolor|Forest's Curse|{{attack color dark}}|Z-Forest's Curse}}
{{mcolor|Geomancy|{{attack color dark}}|Z-Geomancy}}
{{mcolor|Happy Hour|{{attack color dark}}|Z-Happy Hour}}
{{mcolor|Hold Hands|{{attack color dark}}|Z-Hold Hands}}
{{mcolor|Purify|{{attack color dark}}|Z-Purify}}
{{mcolor|Sketch|{{attack color dark}}|Z-Sketch}}
{{mcolor|Trick-or-Treat|{{attack color dark}}|Z-Trick-or-Treat}}
{{mcolor|Clangorous Soulblaze|{{attack color dark}}}}
'''2 stages'''
{{mcolor|Mirror Move|{{attack color dark}}|Z-Mirror Move}}
{{mcolor|Extreme Evoboost|{{attack color dark}}}}
'''3 stages'''
{{mcolor|Splash|{{attack color dark}}|Z-Splash}}</ab>
|}
| style="background:#{{attack color light}}" <!--ATTACK RAISING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Beast Boost|{{attack color dark}}}}''
''{{acolor|Download|{{attack color dark}}}}''
{{acolor|Intrepid Sword|{{attack color dark}}}}
{{acolor|Justified|{{attack color dark}}}}
{{acolor|Moxie|{{attack color dark}}}}
{{acolor|Sap Sipper|{{attack color dark}}}}
'''2 stages'''
{{acolor|Defiant|{{attack color dark}}}}
''{{acolor|Moody|{{attack color dark}}}}''
'''≥3 stages'''
{{acolor|Anger Point|{{attack color dark}}}}{{tt2|*|Sets stat modification to +6|{{attack color dark}}}}
'''Other'''
{{acolor|Flower Gift|{{attack color dark}}}}
{{acolor|Gorilla Tactics|{{attack color dark}}}}
{{acolor|Guts|{{attack color dark}}}}
{{acolor|Huge Power|{{attack color dark}}}}
{{acolor|Hustle|{{attack color dark}}}}
{{acolor|Pure Power|{{attack color dark}}}}</ab>
| style="background:#{{attack color light}}" <!--ATTACK RAISING ITEMS-->| <ab>'''1 stage'''
{{color2|{{attack color dark}}|Cell Battery}}
{{color2|{{attack color dark}}|Liechi Berry}}
{{color2|{{attack color dark}}|Snowball}}
'''2 stages'''
''{{color2|{{attack color dark}}|Starf Berry}}''
{{color2|{{attack color dark}}|Weakness Policy}}
{{color2|{{attack color dark}}|Battle item#X Attack|X Attack}}{{tt2|*|1 stage prior to Generation VII|{{attack color dark}}}}
'''Other'''
{{color2|{{attack color dark}}|Choice Band}}
{{color2|{{attack color dark}}|Light Ball}}{{tt2|*|Generation IV onwards|{{attack color dark}}}}
{{color2|{{attack color dark}}|Thick Club}}</ab>
| style="background:#{{attack color light}}" <!--ATTACK LOWERING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Aurora Beam|{{attack color dark}}}}
{{mcolor|Baby-Doll Eyes|{{attack color dark}}}}
{{mcolor|Breaking Swipe Eyes|{{attack color dark}}}}
{{mcolor|Growl|{{attack color dark}}}}
{{mcolor|King's Shield|{{attack color dark}}}}{{tt2|*|2 stages prior to Generation VIII|{{attack color dark}}}}
{{mcolor|Lunge|{{attack color dark}}}}
{{mcolor|Noble Roar|{{attack color dark}}}}
{{mcolor|Parting Shot|{{attack color dark}}}}
{{mcolor|Play Nice|{{attack color dark}}}}
{{mcolor|Play Rough|{{attack color dark}}}}
''{{mcolor|Secret Power|{{attack color dark}}}}''
{{mcolor|Strength Sap|{{attack color dark}}}}
{{mcolor|Superpower|{{attack color dark}}}}
{{mcolor|Tearful Look|{{attack color dark}}}}
{{mcolor|Tickle|{{attack color dark}}}}
{{mcolor|Trop Kick|{{attack color dark}}}}
{{mcolor|Venom Drench|{{attack color dark}}}}</ab>
| <ab>'''2 stages'''
{{mcolor|Charm|{{attack color dark}}}}
{{mcolor|Feather Dance|{{attack color dark}}}}
{{mcolor|Memento|{{attack color dark}}}}
'''Other'''
{{mcolor|Power Split|{{attack color dark}}}}{{tt2|*|Attack may increase or decrease, depending on the target's and the user's stats|{{attack color dark}}}}
{{mcolor|Power Trick|{{attack color dark}}}}{{tt2|*|Attack may increase or decrease, depending on the user's stats|{{attack color dark}}}}</ab>
|}
| style="background:#{{attack color light}}" <!--ATTACK LOWERING ABILITIES-->| <ab>'''1 stage'''
{{acolor|Intimidate|{{attack color dark}}}}
''{{acolor|Moody|{{attack color dark}}}}''
'''Other'''
{{acolor|Defeatist|{{attack color dark}}}}
{{acolor|Slow Start|{{attack color dark}}}}</ab>
|-
! style="background:#{{defense color}}" | {{color2|{{defense color dark}}|Stats#Defense|Defense}}
| style="background:#{{defense color light}}" <!--DEFENSE RAISING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Ancient Power|{{defense color dark}}}}
{{mcolor|Bulk Up|{{defense color dark}}}}
{{mcolor|Clangorous Soul|{{defense color dark}}}}
{{mcolor|Coil|{{defense color dark}}}}
{{mcolor|Cosmic Power|{{defense color dark}}}}
{{mcolor|Curse|{{defense color dark}}}}
{{mcolor|Defend Order|{{defense color dark}}}}
{{mcolor|Defense Curl|{{defense color dark}}}}
{{mcolor|Flower Shield|{{defense color dark}}}}
{{mcolor|Harden|{{defense color dark}}}}
{{mcolor|Magnetic Flux|{{defense color dark}}}}
{{mcolor|No Retreat|{{defense color dark}}}}
{{mcolor|Ominous Wind|{{defense color dark}}}}
{{mcolor|Silver Wind|{{defense color dark}}}}
{{mcolor|Skull Bash|{{defense color dark}}}}{{tt2|*|Generation II onwards|{{defense color dark}}}}</ab>
| <ab>'''1 stage'''
{{mcolor|Steel Wing|{{defense color dark}}}}
{{mcolor|Stockpile|{{defense color dark}}}}{{tt2|*|Generation IV onwards|{{defense color dark}}}}
{{mcolor|Stuff Cheeks|{{defense color dark}}}}
{{mcolor|Withdraw|{{defense color dark}}}}
'''2 stages'''
{{mcolor|Acid Armor|{{defense color dark}}}}
''{{mcolor|Acupressure|{{defense color dark}}}}''
{{mcolor|Barrier|{{defense color dark}}}}
{{mcolor|Diamond Storm|{{defense color dark}}}}{{tt2|*|1 stage prior to Generation VII|{{defense color dark}}}}
{{mcolor|Iron Defense|{{defense color dark}}}}
'''≥3 stages'''
{{mcolor|Cotton Guard|{{defense color dark}}}}
'''Other'''
{{mcolor|Guard Split|{{defense color dark}}}}{{tt2|*|Defense may increase or decrease, depending on the target's and the user's stats|{{defense color dark}}}}
{{mcolor|Power Trick|{{defense color dark}}}}{{tt2|*|Defense may increase or decrease, depending on the user's stats|{{defense color dark}}}}</ab>
|}
| style="background:#{{defense color light}}" <!--DEFENSE RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Aqua Ring|{{defense color dark}}|Z-Aqua Ring}}
{{mcolor|Baby-Doll Eyes|{{defense color dark}}|Z-Baby-Doll Eyes}}
{{mcolor|Baneful Bunker|{{defense color dark}}|Z-Baneful Bunker}}
{{mcolor|Block|{{defense color dark}}|Z-Block}}
{{mcolor|Charm|{{defense color dark}}|Z-Charm}}
{{mcolor|Defend Order|{{defense color dark}}|Z-Defend Order}}{{tt2|*|Two stages total including the base move|{{defense color dark}}}}
{{mcolor|Fairy Lock|{{defense color dark}}|Z-Fairy Lock}}
{{mcolor|Feather Dance|{{defense color dark}}|Z-Feather Dance}}
{{mcolor|Flower Shield|{{defense color dark}}|Z-Flower Shield}}
{{mcolor|Grassy Terrain|{{defense color dark}}|Z-Grassy Terrain}}
{{mcolor|Growl|{{defense color dark}}|Z-Growl}}
{{mcolor|Harden|{{defense color dark}}|Z-Harden}}{{tt2|*|Two stages total including the base move|{{defense color dark}}}}
{{mcolor|Mat Block|{{defense color dark}}|Z-Mat Block}}{{tt2|*|Two stages total including the base move|{{defense color dark}}}}
{{mcolor|Noble Roar|{{defense color dark}}|Z-Noble Roar}}
{{mcolor|Pain Split|{{defense color dark}}|Z-Pain Split}}
{{mcolor|Play Nice|{{defense color dark}}|Z-Play Nice}}
{{mcolor|Poison Gas|{{defense color dark}}|Z-Poison Gas}}
{{mcolor|Poison Powder|{{defense color dark}}|Z-Poison Powder}}
{{mcolor|Quick Guard|{{defense color dark}}|Z-Quick Guard}}
{{mcolor|Roar|{{defense color dark}}|Z-Roar}}
{{mcolor|Spider Web|{{defense color dark}}|Z-Spider Web}}
</ab>
| <ab>'''1 stage'''
{{mcolor|Spikes|{{defense color dark}}|Z-Spikes}}
{{mcolor|Spiky Shield|{{defense color dark}}|Z-Spiky Shield}}
{{mcolor|Stealth Rock|{{defense color dark}}|Z-Stealth Rock}}
{{mcolor|Strength Sap|{{defense color dark}}|Z-Strength Sap}}
{{mcolor|Tearful Look|{{defense color dark}}|Z-Tearful Look}}
{{mcolor|Tickle|{{defense color dark}}|Z-Tickle}}
{{mcolor|Torment|{{defense color dark}}|Z-Torment}}
{{mcolor|Toxic|{{defense color dark}}|Z-Toxic}}
{{mcolor|Toxic Spikes|{{defense color dark}}|Z-Toxic Spikes}}
{{mcolor|Venom Drench|{{defense color dark}}|Z-Venom Drench}}
{{mcolor|Wide Guard|{{defense color dark}}|Z-Wide Guard}}
{{mcolor|Withdraw|{{defense color dark}}|Z-Withdraw}}{{tt2|*|Two stages total including the base move|{{defense color dark}}}}
{{mcolor|Celebrate|{{defense color dark}}|Z-Celebrate}}
{{mcolor|Conversion|{{defense color dark}}|Z-Conversion}}
{{mcolor|Forest's Curse|{{defense color dark}}|Z-Forest's Curse}}
{{mcolor|Geomancy|{{defense color dark}}|Z-Geomancy}}
{{mcolor|Happy Hour|{{defense color dark}}|Z-Happy Hour}}
{{mcolor|Hold Hands|{{defense color dark}}|Z-Hold Hands}}
{{mcolor|Purify|{{defense color dark}}|Z-Purify}}
{{mcolor|Sketch|{{defense color dark}}|Z-Sketch}}
{{mcolor|Trick-or-Treat|{{defense color dark}}|Z-Trick-or-Treat}}
{{mcolor|Clangorous Soulblaze|{{defense color dark}}}}
'''2 stages'''
{{mcolor|Extreme Evoboost|{{defense color dark}}}}
</ab>
|}
| style="background:#{{defense color light}}" <!--DEFENSE RAISING ABILITIES-->|<ab>'''1 stage'''
''{{acolor|Beast Boost|{{defense color dark}}}}''
{{acolor|Dauntless Shield|{{defense color dark}}}}
{{acolor|Stamina|{{defense color dark}}}}
'''2 stages'''
''{{acolor|Moody|{{defense color dark}}}}''
{{acolor|Water Compaction|{{defense color dark}}}}
'''Other'''
{{acolor|Grass Pelt|{{defense color dark}}}}
{{acolor|Marvel Scale|{{defense color dark}}}}
{{acolor|Fur Coat|{{defense color dark}}}}</ab>
| style="background:#{{defense color light}}" <!--DEFENSE RAISING ITEMS-->| <ab>'''1 stage'''
{{color2|{{defense color dark}}|Ganlon Berry}}
{{color2|{{defense color dark}}|Kee Berry}}
'''2 stages'''
''{{color2|{{defense color dark}}|Starf Berry}}''
{{color2|{{defense color dark}}|Battle item#X Defense|X Defense}}{{tt2|*|1 stage prior to Generation VII|{{defense color dark}}}}
'''Other'''
{{color2|{{defense color dark}}|Eviolite}}
{{color2|{{defense color dark}}|Metal Powder}}</ab>
| style="background:#{{defense color light}}" <!--DEFENSE LOWERING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Acid|{{defense color dark}}}}{{tt2|*|Prior to Generation IV|{{defense color dark}}}}
{{mcolor|Clanging Scales|{{defense color dark}}}}
{{mcolor|Close Combat|{{defense color dark}}}}
{{mcolor|Crunch|{{defense color dark}}}}{{tt2|*|Generation IV onwards|{{defense color dark}}}}
{{mcolor|Crush Claw|{{defense color dark}}}}
{{mcolor|Dragon Ascent|{{defense color dark}}}}
{{mcolor|Fire Lash|{{defense color dark}}}}
{{mcolor|Grav Apple|{{defense color dark}}}}
{{mcolor|Iron Tail|{{defense color dark}}}}
{{mcolor|Leer|{{defense color dark}}}}
{{mcolor|Liquidation|{{defense color dark}}}}
{{mcolor|Octolock|{{defense color dark}}}}
{{mcolor|Razor Shell|{{defense color dark}}}}
{{mcolor|Rock Smash|{{defense color dark}}}}
''{{mcolor|Secret Power|{{defense color dark}}}}''{{tt2|*|Can only decrease Defense in Generation III|{{defense color dark}}}}
{{mcolor|Shadow Bone|{{defense color dark}}}}
{{mcolor|Shell Smash|{{defense color dark}}}}</ab>
| <ab>'''1 stage'''
{{mcolor|Spit Up|{{defense color dark}}}}{{tt2|*|Generation IV onwards, for each use of Stockpile|{{defense color dark}}}}
{{mcolor|Superpower|{{defense color dark}}}}
{{mcolor|Swallow|{{defense color dark}}}}{{tt2|*|Generation IV onwards, for each use of Stockpile|{{defense color dark}}}}
{{mcolor|Tail Whip|{{defense color dark}}}}
{{mcolor|Tickle|{{defense color dark}}}}
{{mcolor|V-create|{{defense color dark}}}}
'''2 stages'''
{{mcolor|Obstruct|{{defense color dark}}}}
{{mcolor|Screech|{{defense color dark}}}}
'''Other'''
{{mcolor|Guard Split|{{defense color dark}}}}{{tt2|*|Defense may increase or decrease, depending on the target's and the user's stats|{{defense color dark}}}}
{{mcolor|Power Trick|{{defense color dark}}}}{{tt2|*|Defense may increase or decrease, depending on the user's stats|{{defense color dark}}}}</ab>
|}
| style="background:#{{defense color light}}" <!--DEFENSE LOWERING ABILITIES-->| <ab>'''1 stage'''
{{acolor|Gulp Missile|{{defense color dark}}}}
''{{acolor|Moody|{{defense color dark}}}}''
{{acolor|Weak Armor|{{defense color dark}}}}</ab>
|-
! style="background:#{{special attack color}}" | {{color2|{{special Attack color dark}}|Stats#Special Attack|Special Attack}}
| style="background:#{{special attack color light}}" <!--SP. ATTACK RAISING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Ancient Power|{{special attack color dark}}}}
{{mcolor|Calm Mind|{{special attack color dark}}}}
{{mcolor|Charge Beam|{{special attack color dark}}}}
{{mcolor|Clangorous Soul|{{special attack color dark}}}}
{{mcolor|Fiery Dance|{{special attack color dark}}}}
{{mcolor|Flatter|{{special attack color dark}}}}
{{mcolor|Gear Up|{{special attack color dark}}}}
{{mcolor|Growth|{{special attack color dark}}}}{{tt2|*|Two stages in intense sunlight|{{special attack color dark}}}}
{{mcolor|No Retreat|{{special attack color dark}}}}
{{mcolor|Ominous Wind|{{special attack color dark}}}}
{{mcolor|Rototiller|{{special attack color dark}}}}
{{mcolor|Silver Wind|{{special attack color dark}}}}
{{mcolor|Quiver Dance|{{special attack color dark}}}}
{{mcolor|Work Up|{{special attack color dark}}}}</ab>
| <ab>'''2 stages'''
''{{mcolor|Acupressure|{{special attack color dark}}}}''
{{mcolor|Decorate|{{special attack color dark}}}}
{{mcolor|Geomancy|{{special attack color dark}}}}
{{mcolor|Nasty Plot|{{special attack color dark}}}}
{{mcolor|Shell Smash|{{special attack color dark}}}}
'''≥3 stages'''
{{mcolor|Tail Glow|{{special attack color dark}}}}{{tt2|*|Two stages prior to Generation V|{{special attack color dark}}}}
'''Other'''
{{mcolor|Power Split|{{special attack color dark}}}}{{tt2|*|Special Attack may increase or decrease, depending on the target's and the user's stats|{{special attack color dark}}}}</ab>
|}
| style="background:#{{special attack color light}}" <!--SP. ATTACK RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Confuse Ray|{{special attack color dark}}|Z-Confuse Ray}}
{{mcolor|Electrify|{{special attack color dark}}|Z-Electrify}}
{{mcolor|Embargo|{{special attack color dark}}|Z-Embargo}}
{{mcolor|Gear Up|{{special attack color dark}}|Z-Gear Up}}{{tt2|*|Two stages total including the base move|{{special attack color dark}}}}
{{mcolor|Gravity|{{special attack color dark}}|Z-Gravity}}
{{mcolor|Growth|{{special attack color dark}}|Z-Growth}}{{tt2|*|2-3 stages total including the base move|{{special attack color dark}}}}
{{mcolor|Instruct|{{special attack color dark}}|Z-Instruct}}
{{mcolor|Ion Deluge|{{special attack color dark}}|Z-Ion Deluge}}
{{mcolor|Metal Sound|{{special attack color dark}}|Z-Metal Sound}}
{{mcolor|Mind Reader|{{special attack color dark}}|Z-Mind Reader}}
{{mcolor|Miracle Eye|{{special attack color dark}}|Z-Miracle Eye}}
{{mcolor|Nightmare|{{special attack color dark}}|Z-Nightmare}}
{{mcolor|Psychic Terrain|{{special attack color dark}}|Z-Psychic Terrain}}
{{mcolor|Reflect Type|{{special attack color dark}}|Z-Reflect Type}}
{{mcolor|Simple Beam|{{special attack color dark}}|Z-Simple Beam}}
</ab>
| <ab>'''1 stage'''
{{mcolor|Soak|{{special attack color dark}}|Z-Soak}}
{{mcolor|Sweet Kiss|{{special attack color dark}}|Z-Sweet Kiss}}
{{mcolor|Teeter Dance|{{special attack color dark}}|Z-Teeter Dance}}
{{mcolor|Telekinesis|{{special attack color dark}}|Z-Telekinesis}}
{{mcolor|Celebrate|{{special attack color dark}}|Z-Celebrate}}
{{mcolor|Conversion|{{special attack color dark}}|Z-Conversion}}
{{mcolor|Forest's Curse|{{special attack color dark}}|Z-Forest's Curse}}
{{mcolor|Geomancy|{{special attack color dark}}|Z-Geomancy}}{{tt2|*|Three stages total including the base move|{{special attack color dark}}}}
{{mcolor|Happy Hour|{{special attack color dark}}|Z-Happy Hour}}
{{mcolor|Hold Hands|{{special attack color dark}}|Z-Hold Hands}}
{{mcolor|Purify|{{special attack color dark}}|Z-Purify}}
{{mcolor|Sketch|{{special attack color dark}}|Z-Sketch}}
{{mcolor|Trick-or-Treat|{{special attack color dark}}|Z-Trick-or-Treat}}
{{mcolor|Clangorous Soulblaze|{{special attack color dark}}}}
'''2 stages'''
{{mcolor|Heal Block|{{special attack color dark}}|Z-Heal Block}}
{{mcolor|Psycho Shift|{{special attack color dark}}|Z-Psycho Shift}}
{{mcolor|Extreme Evoboost|{{special attack color dark}}}}
</ab>
|}
| style="background:#{{special attack color light}}" <!--SP. ATTACK RAISING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Beast Boost|{{special attack color dark}}}}''
{{acolor|Berserk|{{special attack color dark}}}}
''{{acolor|Download|{{special attack color dark}}}}''
{{acolor|Lightning Rod|{{special attack color dark}}}}{{tt2|*|Generation V onward|{{special attack color dark}}}}
{{acolor|Storm Drain|{{special attack color dark}}}}{{tt2|*|Generation V onward|{{special attack color dark}}}}
{{acolor|Soul-Heart|{{special attack color dark}}}}
'''2 stages'''
{{acolor|Competitive|{{special attack color dark}}}}
''{{acolor|Moody|{{special attack color dark}}}}''
'''Other'''
{{acolor|Minus|{{special attack color dark}}}}
{{acolor|Plus|{{special attack color dark}}}}
{{acolor|Solar Power|{{special attack color dark}}}}
{{acolor|Battery|{{special attack color dark}}}}</ab>
| style="background:#{{special attack color light}}" <!--SP. ATTACK RAISING ITEMS-->| <ab>'''1 stage'''
{{color2|{{special attack color dark}}|Absorb Bulb}}
{{color2|{{special attack color dark}}|Petaya Berry}}
'''2 stages'''
''{{color2|{{special attack color dark}}|Starf Berry}}''
{{color2|{{special attack color dark}}|Weakness Policy}}
{{color2|{{special attack color dark}}|Battle item#X Sp. Atk|X Sp. Atk}}{{tt2|*|1 stage prior to Generation VII|{{special Attack color dark}}}}
'''Other'''
{{color2|{{special attack color dark}}|Choice Specs}}
{{color2|{{special attack color dark}}|Deep Sea Tooth}}
{{color2|{{special attack color dark}}|Light Ball}}
{{color2|{{special attack color dark}}|Soul Dew}}{{tt2|*|Generations III-VI|{{special attack color dark}}}}</ab>
| style="background:#{{special attack color light}}" <!--SP. ATTACK LOWERING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Confide|{{special attack color dark}}}}
{{mcolor|Mist Ball|{{special attack color dark}}}}
{{mcolor|Moonblast|{{special attack color dark}}}}
{{mcolor|Mystical Fire|{{special attack color dark}}}}
{{mcolor|Noble Roar|{{special attack color dark}}}}
{{mcolor|Parting Shot|{{special attack color dark}}}}
''{{mcolor|Secret Power|{{special attack color dark}}}}''{{tt2|*|Can only decrease Special Attack in Generation VI|{{special attack color dark}}}}
{{mcolor|Snarl|{{special attack color dark}}}}
{{mcolor|Spirit Break|{{special attack color dark}}}}
{{mcolor|Struggle Bug|{{special attack color dark}}}}
{{mcolor|Tearful Look|{{special attack color dark}}}}
{{mcolor|Venom Drench|{{special attack color dark}}}}</ab>
| <ab>'''2 stages'''
{{mcolor|Captivate|{{special attack color dark}}}}
{{mcolor|Draco Meteor|{{special attack color dark}}}}
{{mcolor|Eerie Impulse|{{special attack color dark}}}}
{{mcolor|Fleur Cannon|{{special attack color dark}}}}
{{mcolor|Leaf Storm|{{special attack color dark}}}}
{{mcolor|Memento|{{special attack color dark}}}}
{{mcolor|Overheat|{{special attack color dark}}}}
{{mcolor|Psycho Boost|{{special attack color dark}}}}
'''Other'''
{{mcolor|Power Split|{{special attack color dark}}}}{{tt2|*|Special Attack may increase or decrease, depending on the target's and the user's stats|{{special attack color dark}}}}</ab>
|}
| style="background:#{{special attack color light}}" <!--SP. ATTACK LOWERING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Moody|{{special attack color dark}}}}''
'''Other'''
{{acolor|Defeatist|{{special attack color dark}}}}</ab>
|-
! style="background:#{{special defense color}}" | {{color2|{{special defense color dark}}|Stats#Special Defense|Special Defense}}
| style="background:#{{special defense color light}}" <!--SP. DEFENSE RAISING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Ancient Power|{{special defense color dark}}}}
{{mcolor|Aromatic Mist|{{special defense color dark}}}}
{{mcolor|Calm Mind|{{special defense color dark}}}}
{{mcolor|Charge|{{special defense color dark}}}}{{tt2|*|Generation IV onwards; effect only lasts one turn in Generation IV|{{special defense color dark}}}}
{{mcolor|Clangorous Soul|{{special defense color dark}}}}
{{mcolor|Cosmic Power|{{special defense color dark}}}}
{{mcolor|Defend Order|{{special defense color dark}}}}
{{mcolor|Magnetic Flux|{{special defense color dark}}}}
{{mcolor|No Retreat|{{special defense color dark}}}}
{{mcolor|Ominous Wind|{{special defense color dark}}}}
{{mcolor|Quiver Dance|{{special defense color dark}}}}</ab>
| <ab>'''1 stage'''
{{mcolor|Silver Wind|{{special defense color dark}}}}
{{mcolor|Stockpile|{{special defense color dark}}}}{{tt2|*|Generation IV onwards|{{special defense color dark}}}}
'''2 stages'''
''{{mcolor|Acupressure|{{special defense color dark}}}}''
{{mcolor|Amnesia|{{special defense color dark}}}}
{{mcolor|Geomancy|{{special defense color dark}}}}
'''Other'''
{{mcolor|Guard Split|{{special defense color dark}}}}{{tt2|*|Special Defense may increase or decrease, depending on the target's and the user's stats|{{special defense color dark}}}}</ab>
|}
| style="background:#{{special defense color light}}" <!--SP. DEFENSE RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Charge|{{special defense color dark}}|Z-Charge}}
{{mcolor|Confide|{{special defense color dark}}|Z-Confide}}
{{mcolor|Cosmic Power|{{special defense color dark}}|Z-Cosmic Power}}{{tt2|*|Two stages total including the base move|{{special defense color dark}}}}
{{mcolor|Crafty Shield|{{special defense color dark}}|Z-Crafty Shield}}
{{mcolor|Eerie Impulse|{{special defense color dark}}|Z-Eerie Impulse}}
{{mcolor|Entrainment|{{special defense color dark}}|Z-Entrainment}}
{{mcolor|Flatter|{{special defense color dark}}|Z-Flatter}}
{{mcolor|Glare|{{special defense color dark}}|Z-Glare}}
{{mcolor|Ingrain|{{special defense color dark}}|Z-Ingrain}}
{{mcolor|Light Screen|{{special defense color dark}}|Z-Light Screen}}
{{mcolor|Magic Room|{{special defense color dark}}|Z-Magic Room}}
{{mcolor|Magnetic Flux|{{special defense color dark}}|Z-Magnetic Flux}}{{tt2|*|Two stages total including the base move|{{special defense color dark}}}}
{{mcolor|Mean Look|{{special defense color dark}}|Z-Mean Look}}
{{mcolor|Misty Terrain|{{special defense color dark}}|Z-Misty Terrain}}
{{mcolor|Mud Sport|{{special defense color dark}}|Z-Mud Sport}}
{{mcolor|Spotlight|{{special defense color dark}}|Z-Spotlight}}
{{mcolor|Stun Spore|{{special defense color dark}}|Z-Stun Spore}}
{{mcolor|Thunder Wave|{{special defense color dark}}|Z-Thunder Wave}}
{{mcolor|Water Sport|{{special defense color dark}}|Z-Water Sport}}
</ab>
| <ab>'''1 stage'''
{{mcolor|Whirlwind|{{special defense color dark}}|Z-Whirlwind}}
{{mcolor|Wish|{{special defense color dark}}|Z-Wish}}
{{mcolor|Wonder Room|{{special defense color dark}}|Z-Wonder Room}}
{{mcolor|Celebrate|{{special defense color dark}}|Z-Celebrate}}
{{mcolor|Conversion|{{special defense color dark}}|Z-Conversion}}
{{mcolor|Forest's Curse|{{special defense color dark}}|Z-Forest's Curse}}
{{mcolor|Geomancy|{{special defense color dark}}|Z-Geomancy}}{{tt2|*|Three stages total including the base move|{{special defense color dark}}}}
{{mcolor|Happy Hour|{{special defense color dark}}|Z-Happy Hour}}
{{mcolor|Hold Hands|{{special defense color dark}}|Z-Hold Hands}}
{{mcolor|Purify|{{special defense color dark}}|Z-Purify}}
{{mcolor|Sketch|{{special defense color dark}}|Z-Sketch}}
{{mcolor|Trick-or-Treat|{{special defense color dark}}|Z-Trick-or-Treat}}
{{mcolor|Clangorous Soulblaze|{{special defense color dark}}}}
'''2 stages'''
{{mcolor|Aromatic Mist|{{special defense color dark}}|Z-Aromatic Mist}}
{{mcolor|Captivate|{{special defense color dark}}|Z-Captivate}}
{{mcolor|Imprison|{{special defense color dark}}|Z-Imprison}}
{{mcolor|Magic Coat|{{special defense color dark}}|Z-Magic Coat}}
{{mcolor|Powder|{{special defense color dark}}|Z-Powder}}
{{mcolor|Extreme Evoboost|{{special defense color dark}}}}
</ab>
|}
| style="background:#{{special defense color light}}" <!--SP. DEFENSE RAISING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Beast Boost|{{special defense color dark}}}}''
'''2 stages'''
''{{acolor|Moody|{{special defense color dark}}}}''
'''Other'''
{{acolor|Flower Gift|{{special defense color dark}}}}
{{acolor|Ice Scales|{{special defense color dark}}}}</ab>
| style="background:#{{special defense color light}}" <!--SP. DEFENSE RAISING ITEMS-->| <ab>'''1 stage'''
{{color2|{{special defense color dark}}|Apicot Berry}}
{{color2|{{special defense color dark}}|Luminous Moss}}
{{color2|{{special defense color dark}}|Maranga Berry}}
'''2 stages'''
''{{color2|{{special defense color dark}}|Starf Berry}}''
{{color2|{{special defense color dark}}|Battle item#X Sp. Def|X Sp. Def}}{{tt2|*|1 stage prior to Generation VII|{{special defense color dark}}}}
'''Other'''
{{color2|{{special defense color dark}}|Assault Vest}}
{{color2|{{special defense color dark}}|Deep Sea Scale}}
{{color2|{{special defense color dark}}|Eviolite}}
{{color2|{{special defense color dark}}|Metal Powder}}{{tt2|*|Generation IV onwards|{{special defense color dark}}}}
{{color2|{{special defense color dark}}|Soul Dew}}{{tt2|*|Generations III-VI|{{special defense color dark}}}}</ab>
| style="background:#{{special defense color light}}" <!--SP. DEFENSE LOWERING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Acid|{{special defense color dark}}}}{{tt2|*|Generation IV onwards|{{special defense color dark}}}}
{{mcolor|Apple Acid|{{special defense color dark}}}}
{{mcolor|Bug Buzz|{{special defense color dark}}}}
{{mcolor|Close Combat|{{special defense color dark}}}}
{{mcolor|Crunch|{{special defense color dark}}}}{{tt2|*|Prior to Generation IV|{{special defense color dark}}}}
{{mcolor|Dragon Ascent|{{special defense color dark}}}}
{{mcolor|Earth Power|{{special defense color dark}}}}
{{mcolor|Energy Ball|{{special defense color dark}}}}
{{mcolor|Flash Cannon|{{special defense color dark}}}}
{{mcolor|Focus Blast|{{special defense color dark}}}}
{{mcolor|Luster Purge|{{special defense color dark}}}}
{{mcolor|Octolock|{{special defense color dark}}}}
{{mcolor|Psychic|{{special defense color dark}}}}</ab>
| <ab>'''1 stage'''
{{mcolor|Shadow Ball|{{special defense color dark}}}}
{{mcolor|Shell Smash|{{special defense color dark}}}}
{{mcolor|Spit Up|{{special defense color dark}}}}{{tt2|*|Generation IV onwards, for each use of Stockpile|{{special defense color dark}}}}
{{mcolor|Swallow|{{special defense color dark}}}}{{tt2|*|Generation IV onwards, for each use of Stockpile|{{special defense color dark}}}}
{{mcolor|V-create|{{special defense color dark}}}}
'''2 stages'''
{{mcolor|Acid Spray|{{special defense color dark}}}}
{{mcolor|Fake Tears|{{special defense color dark}}}}
{{mcolor|Metal Sound|{{special defense color dark}}}}
{{mcolor|Seed Flare|{{special defense color dark}}}}
'''Other'''
{{mcolor|Guard Split|{{special defense color dark}}}}{{tt2|*|Special Defense may increase or decrease, depending on the target's and the user's stats|{{special defense color dark}}}}</ab>
|}
| style="background:#{{special defense color light}}" <!-- SP. DEFENSE LOWERING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Moody|{{special defense color dark}}}}''</ab>
|-
! style="background:#{{speed color}}" | {{color2|{{speed color dark}}|Stats#Speed|Speed}}
| style="background:#{{speed color light}}" <!--SPEED RAISING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Aura Wheel|{{speed color dark}}}}
{{mcolor|Ancient Power|{{speed color dark}}}}
{{mcolor|Clangorous Soul|{{speed color dark}}}}
{{mcolor|Dragon Dance|{{speed color dark}}}}
{{mcolor|Flame Charge|{{speed color dark}}}}
{{mcolor|No Retreat|{{speed color dark}}}}
{{mcolor|Ominous Wind|{{speed color dark}}}}
{{mcolor|Quiver Dance|{{speed color dark}}}}
{{mcolor|Rapid Spin|{{speed color dark}}}}{{tt2|*|Generation VIII only|{{speed color dark}}}}
{{mcolor|Silver Wind|{{speed color dark}}}}</ab>
| <ab>'''2 stages'''
''{{mcolor|Acupressure|{{speed color dark}}}}''
{{mcolor|Agility|{{speed color dark}}}}
{{mcolor|Autotomize|{{speed color dark}}}}
{{mcolor|Geomancy|{{speed color dark}}}}
{{mcolor|Rock Polish|{{speed color dark}}}}
{{mcolor|Shell Smash|{{speed color dark}}}}
{{mcolor|Shift Gear|{{speed color dark}}}}
'''Other'''
{{mcolor|Tailwind|{{speed color dark}}}}</ab>
|}
| style="background:#{{speed color light}}" <!--SPEED RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|After You|{{speed color dark}}|Z-After You}}
{{mcolor|Aurora Veil|{{speed color dark}}|Z-Aurora Veil}}
{{mcolor|Electric Terrain|{{speed color dark}}|Z-Electric Terrain}}
{{mcolor|Encore|{{speed color dark}}|Z-Encore}}
{{mcolor|Gastro Acid|{{speed color dark}}|Z-Gastro Acid}}
{{mcolor|Grass Whistle|{{speed color dark}}|Z-Grass Whistle}}
{{mcolor|Guard Split|{{speed color dark}}|Z-Guard Split}}
{{mcolor|Guard Swap|{{speed color dark}}|Z-Guard Swap}}
{{mcolor|Hail|{{speed color dark}}|Z-Hail}}
{{mcolor|Hypnosis|{{speed color dark}}|Z-Hypnosis}}
{{mcolor|Lock-On|{{speed color dark}}|Z-Lock-On}}
{{mcolor|Lovely Kiss|{{speed color dark}}|Z-Lovely Kiss}}
{{mcolor|Power Split|{{speed color dark}}|Z-Power Split}}
{{mcolor|Power Swap|{{speed color dark}}|Z-Power Swap}}
{{mcolor|Quash|{{speed color dark}}|Z-Quash}}
{{mcolor|Rain Dance|{{speed color dark}}|Z-Rain Dance}}
{{mcolor|Role Play|{{speed color dark}}|Z-Role Play}}
{{mcolor|Safeguard|{{speed color dark}}|Z-Safeguard}}
{{mcolor|Sandstorm|{{speed color dark}}|Z-Sandstorm}}
{{mcolor|Scary Face|{{speed color dark}}|Z-Scary Face}}
{{mcolor|Sing|{{speed color dark}}|Z-Sing}}
{{mcolor|Skill Swap|{{speed color dark}}|Z-Skill Swap}}
{{mcolor|Sleep Powder|{{speed color dark}}|Z-Sleep Powder}}
{{mcolor|Sticky Web|{{speed color dark}}|Z-Sticky Web}}
</ab>
| <ab>'''1 stage'''
{{mcolor|String Shot|{{speed color dark}}|Z-String Shot}}
{{mcolor|Sunny Day|{{speed color dark}}|Z-Sunny Day}}
{{mcolor|Supersonic|{{speed color dark}}|Z-Supersonic}}
{{mcolor|Toxic Thread|{{speed color dark}}|Z-Toxic Thread}}
{{mcolor|Worry Seed|{{speed color dark}}|Z-Worry Seed}}
{{mcolor|Yawn|{{speed color dark}}|Z-Yawn}}
{{mcolor|Celebrate|{{speed color dark}}|Z-Celebrate}}
{{mcolor|Conversion|{{speed color dark}}|Z-Conversion}}
{{mcolor|Forest's Curse|{{speed color dark}}|Z-Forest's Curse}}
{{mcolor|Geomancy|{{speed color dark}}|Z-Geomancy}}{{tt2|*|Three stages total including the base move|{{speed color dark}}}}
{{mcolor|Happy Hour|{{speed color dark}}|Z-Happy Hour}}
{{mcolor|Hold Hands|{{speed color dark}}|Z-Hold Hands}}
{{mcolor|Purify|{{speed color dark}}|Z-Purify}}
{{mcolor|Sketch|{{speed color dark}}|Z-Sketch}}
{{mcolor|Trick-or-Treat|{{speed color dark}}|Z-Trick-or-Treat}}
{{mcolor|Clangorous Soulblaze|{{speed color dark}}}}
'''2 stages'''
{{mcolor|Ally Switch|{{speed color dark}}|Z-Ally Switch}}
{{mcolor|Bestow|{{speed color dark}}|Z-Bestow}}
{{mcolor|Me First|{{speed color dark}}|Z-Me First}}
{{mcolor|Recycle|{{speed color dark}}|Z-Recycle}}
{{mcolor|Snatch|{{speed color dark}}|Z-Snatch}}
{{mcolor|Switcheroo|{{speed color dark}}|Z-Switcheroo}}
{{mcolor|Trick|{{speed color dark}}|Z-Trick}}
{{mcolor|Extreme Evoboost|{{speed color dark}}}}
</ab>
|}
| style="background:#{{speed color light}}" <!--SPEED RAISING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Beast Boost|{{speed color dark}}}}''
{{acolor|Motor Drive|{{speed color dark}}}}
{{acolor|Rattled|{{speed color dark}}}}
{{acolor|Speed Boost|{{speed color dark}}}}
{{acolor|Steadfast|{{speed color dark}}}}
{{acolor|Weak Armor|{{speed color dark}}}}
'''2 stages'''
''{{acolor|Moody|{{speed color dark}}}}''
'''≥3 stages'''
{{acolor|Steam Engine|{{speed color dark}}}}
'''Other'''
{{acolor|Chlorophyll|{{speed color dark}}}}
{{acolor|Quick Feet|{{speed color dark}}}}
{{acolor|Sand Rush|{{speed color dark}}}}
{{acolor|Swift Swim|{{speed color dark}}}}
{{acolor|Unburden|{{speed color dark}}}}
{{acolor|Slush Rush|{{speed color dark}}}}
{{acolor|Surge Surfer|{{speed color dark}}}}</ab>
| style="background:#{{speed color light}}" <!-- SPEED RAISING ITEMS -->| <ab>'''1 stage'''
{{color2|{{speed color dark}}|Adrenaline Orb}}
{{color2|{{speed color dark}}|Salac Berry}}
'''2 stages'''
''{{color2|{{speed color dark}}|Starf Berry}}''
{{color2|{{speed color dark}}|Battle item#X Speed|X Speed}}{{tt2|*|1 stage prior to Generation VII|{{speed color dark}}}}
'''Other'''
{{color2|{{speed color dark}}|Choice Scarf}}
{{color2|{{speed color dark}}|Quick Powder}}</ab>
| style="background:#{{speed color light}}" <!-- SPEED LOWERING MOVES -->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Bubble|{{speed color dark}}}}
{{mcolor|Bubble Beam|{{speed color dark}}}}
{{mcolor|Bulldoze|{{speed color dark}}}}
{{mcolor|Constrict|{{speed color dark}}}}
{{mcolor|Curse|{{speed color dark}}}}
{{mcolor|Drum Beating|{{speed color dark}}}}
{{mcolor|Electroweb|{{speed color dark}}}}
{{mcolor|Glaciate|{{speed color dark}}}}
{{mcolor|Hammer Arm|{{speed color dark}}}}
{{mcolor|Ice Hammer|{{speed color dark}}}}
{{mcolor|Icy Wind|{{speed color dark}}}}
{{mcolor|Low Sweep|{{speed color dark}}}}</ab>
| <ab>'''1 stage'''
{{mcolor|Mud Shot|{{speed color dark}}}}
{{mcolor|Rock Tomb|{{speed color dark}}}}
''{{mcolor|Secret Power|{{speed color dark}}}}''{{tt2|*|Can only decrease Speed in Generation III and Generation V onward|{{speed color dark}}}}
{{mcolor|Sticky Web|{{speed color dark}}}}{{tt2|*|Sticky Web creates an entry hazard that lowers Pokémon's Speed when they switch in|{{speed color dark}}}}
{{mcolor|Tar Shot|{{speed color dark}}}}
{{mcolor|Toxic Thread|{{speed color dark}}}}
{{mcolor|V-create|{{speed color dark}}}}
{{mcolor|Venom Drench|{{speed color dark}}}}
'''2 stages'''
{{mcolor|Cotton Spore|{{speed color dark}}}}
{{mcolor|Scary Face|{{speed color dark}}}}
{{mcolor|String Shot|{{speed color dark}}}}{{tt2|*|One stage prior to Generation VI|{{speed color dark}}}}</ab>
|}
| style="background:#{{speed color light}}" <!-- SPEED LOWERING ABILITIES -->| <ab>'''1 stage'''
{{acolor|Cotton Down|{{speed color dark}}}}
{{acolor|Gooey|{{speed color dark}}}}
''{{acolor|Moody|{{speed color dark}}}}''
{{acolor|Tangling Hair|{{speed color dark}}}}
'''Other'''
{{acolor|Slow Start|{{speed color dark}}}}</ab>
|-
! style="background:#ae58f8" | {{color2|542b77|Stats#Evasion|Evasion}}
| style="background:#d099ff" <!--EVASION RAISING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Double Team|542b77}}
'''2 stages'''
{{mcolor|Minimize|542b77}}{{tt2|*|One stage prior to Generation V|542b77}}
''{{mcolor|Acupressure|542b77}}''</ab>
| <ab>'''Other'''
{{mcolor|Foresight|542b77}}{{tt2|*|Prior to Generation IV, target's evasion may increase or decrease, depending on the target's original stats (and on the user's accuracy on Generation II)|542b77}}
{{mcolor|Odor Sleuth|542b77}}{{tt2|*|In Generation III, target's evasion may increase or decrease, depending on the target's original stats|542b77}}</ab>
|}
| style="background:#d099ff" <!--EVASION RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Camouflage|542b77|Z-Camouflage}}
{{mcolor|Detect|542b77|Z-Detect}}
{{mcolor|Flash|542b77|Z-Flash}}
{{mcolor|Kinesis|542b77|Z-Kinesis}}
{{mcolor|Lucky Chant|542b77|Z-Lucky Chant}}
{{mcolor|Magnet Rise|542b77|Z-Magnet Rise}}
{{mcolor|Sand Attack|542b77|Z-Sand Attack}}
{{mcolor|Smokescreen|542b77|Z-Smokescreen}}
</ab>
|}
| style="background:#d099ff" <!--EVASION RAISING ABILITIES-->| <ab>'''2 stages'''
''{{acolor|Moody|542b77}}''{{tt2|*|Prior to Generation VIII|542b77}}
'''Other'''
{{acolor|Sand Veil|542b77}}
{{acolor|Snow Cloak|542b77}}
{{acolor|Tangled Feet|542b77}}</ab>
| style="background:#d099ff" <!-- EVASION RAISING ITEMS -->| <ab>'''Other'''
{{color2|542b77|Bright Powder}}
{{color2|542b77|Lax Incense}}</ab>
| style="background:#d099ff" <!--EVASION LOWERING MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Defog|542b77}}
'''2 stages'''
{{mcolor|Gravity|542b77}}
{{mcolor|Sweet Scent|542b77}}{{tt2|*|One stage prior to Generation VI|542b77}}</ab>
| <ab>'''Other'''
{{mcolor|Foresight|542b77}}{{tt2|*|Prior to Generation IV, target's evasion may increase or decrease, depending on the target's original stats (and on the user's accuracy on Generation II)|542b77}}
{{mcolor|Miracle Eye|542b77}}
{{mcolor|Odor Sleuth|542b77}}{{tt2|*|In Generation III, target's evasion may increase or decrease, depending on the target's original stats|542b77}}</ab>
|}
| style="background:#d099ff" <!--EVASION LOWERING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Moody|542b77}}''{{tt2|*|Prior to Generation VIII|542b77}}</ab>
|-
! style="background:#58f8f6; {{roundybl|5px}}" | {{color2|2a6f6e|Stats#Accuracy|Accuracy}}
| style="background:#aefffe" <!--ACCURACY RAISING MOVES-->| <ab>'''1 stage'''
{{mcolor|Hone Claws|2a6f6e}}
{{mcolor|Coil|2a6f6e}}
'''2 stages'''
''{{mcolor|Acupressure|2a6f6e}}''</ab>
| style="background:#aefffe" <!--ACCURACY RAISING Z-MOVES-->|
{| style="margin:auto"
| <ab>'''1 stage'''
{{mcolor|Copycat|2a6f6e|Z-Copycat}}
{{mcolor|Defense Curl|2a6f6e|Z-Defense Curl}}
{{mcolor|Defog|2a6f6e|Z-Defog}}
{{mcolor|Focus Energy|2a6f6e|Z-Focus Energy}}
{{mcolor|Mimic|2a6f6e|Z-Mimic}}
{{mcolor|Sweet Scent|2a6f6e|Z-Sweet Scent}}
{{mcolor|Trick Room|2a6f6e|Z-Trick Room}}
</ab>
|}
| style="background:#aefffe" <!--ACCURACY RAISING ABILITIES-->| <ab>'''2 stages'''
''{{acolor|Moody|2a6f6e}}''{{tt2|*|Prior to Generation VIII|2a6f6e}}}\
'''Other'''
{{acolor|Compound Eyes|2a6f6e}}
{{acolor|Victory Star|2a6f6e}}</ab>
| style="background:#aefffe" <!--ACCURACY RAISING ITEMS-->| <ab>'''2 stages'''
{{color2|2a6f6e|Battle item#X Accuracy|X Accuracy}}{{tt2|*|1 stage from Generation III to VI; in the first two Generations it simply makes Pokémon's moves ignore accuracy check|2a6f6e}}
'''Other'''
{{color2|2a6f6e|Wide Lens}}
{{color2|2a6f6e|Zoom Lens}}</ab>
|style="background:#aefffe" <!--ACCURACY LOWERING MOVES-->| <ab>'''1 stage'''
{{mcolor|Flash|2a6f6e}}
{{mcolor|Kinesis|2a6f6e}}
{{mcolor|Leaf Tornado|2a6f6e}}
{{mcolor|Mirror Shot|2a6f6e}}
{{mcolor|Mud Bomb|2a6f6e}}
{{mcolor|Mud-Slap|2a6f6e}}
{{mcolor|Muddy Water|2a6f6e}}
{{mcolor|Night Daze|2a6f6e}}
{{mcolor|Octazooka|2a6f6e}}
{{mcolor|Sand Attack|2a6f6e}}
''{{mcolor|Secret Power|2a6f6e}}''
{{mcolor|Smokescreen|2a6f6e}}</ab>
| style="background:#aefffe" <!--ACCURACY LOWERING ABILITIES-->| <ab>'''1 stage'''
''{{acolor|Moody|2a6f6e}}''{{tt2|*|Prior to Generation VIII|2a6f6e}}
'''Other'''
{{acolor|Hustle|2a6f6e}}
{{acolor|Wonder Skin|2a6f6e}}</ab>
|}
 
===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 !--->
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.
{| class="roundy" cellpadding=3 style="margin:auto; text-align:center; width:60%; border: 3px solid #333948; background: #4F5870"
! style="{{roundytl|5px}} background: #83899a" | Change
! style="background: #83899a" | Generation&nbsp;I
! style="background: #83899a" | Generation&nbsp;II
! style="background: #83899a" | Generation&nbsp;III
! style="background: #83899a" | Generation&nbsp;IV
! style="background: #83899a" | Generation&nbsp;V
! style="background: #83899a" | Generation&nbsp;VI
! style="{{roundytr|5px}} background: #83899a" | Generation&nbsp;VII
|- style="background: #FFF"
! style="background: #83899a" | too high
| Nothing happened!
| <Pokémon>'s <stat> won't rise anymore!
| colspan="3" |<Pokémon>'s <stat> won't go higher!
| colspan="2" |<Pokémon>'s <stat> won't go any higher!
|- style="background: #FFF"
! style="background: #83899a" | multiple too high
| colspan="2"|
| <Pokémon>'s stats won't go any higher!
| colspan="5"|
|- style="background: #FFF"
! style="background: #83899a" | +1
| <Pokémon>'s <stat> rose!
| <Pokémon>'s <stat> went up!
| colspan="5" |<Pokémon>'s <stat> rose!
|- style="background: #FFF"
! style="background: #83899a" | +2
| <Pokémon>'s <stat> greatly rose!
| <Pokémon>'s <stat> went way up!
| colspan="3" |<Pokémon>'s <stat> sharply rose!
| colspan="3" |<Pokémon>'s <stat> rose sharply!
|-
! style="background: #83899a" | +3 or higher
| colspan="4"|
| colspan="3" style="background: #FFF" | <Pokémon>'s <stat> rose drastically!
|- style="background: #FFF"
! style="background: #83899a" | multiple too low
| colspan="2"|
| <Pokémon>'s stats won't go any lower!
| colspan="5"|
|- style="background: #FFF"
! style="background: #83899a" | too low
| Nothing happened!
| <Pokémon>'s <stat> won't drop anymore!
| colspan="3" |<Pokémon>'s <stat> won't go lower!
| colspan="2" | <Pokémon>'s <stat> won't go any lower!
|- style="background: #FFF"
! style="background: #83899a" | -1
| colspan="7" |<Pokémon>'s <stat> fell!
|- style="background: #FFF"
! style="background: #83899a" | -2
| <Pokémon>'s <stat> greatly fell!
| <Pokémon>'s <stat> sharply fell!
| colspan="5" |<Pokémon>'s <stat> harshly fell!
|-
! style="background: #83899a" | -3 or lower
| colspan="4" |
| colspan="3" style="background: #FFF" | <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
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
|+ '''Stage multipliers'''
|-
! Stage
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|-
! Gen I-II
| <sup>25</sup>/<sub>100</sub> || <sup>28</sup>/<sub>100</sub> || <sup>33</sup>/<sub>100</sub> || <sup>40</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>66</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>150</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>250</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub> || <sup>350</sup>/<sub>100</sub> || <sup>400</sup>/<sub>100</sub>
|-
! Gen III+
| <sup>2</sup>/<sub>8</sub> || <sup>2</sup>/<sub>7</sub> || <sup>2</sup>/<sub>6</sub> || <sup>2</sup>/<sub>5</sub> || <sup>2</sup>/<sub>4</sub> || <sup>2</sup>/<sub>3</sub> || <sup>2</sup>/<sub>2</sub> || <sup>3</sup>/<sub>2</sub> || <sup>4</sup>/<sub>2</sub> || <sup>5</sup>/<sub>2</sub> || <sup>6</sup>/<sub>2</sub> || <sup>7</sup>/<sub>2</sub> || <sup>8</sup>/<sub>2</sub>
|}
 


;For accuracy and evasion
{| class="roundy" style="margin:auto; text-align:center; background: #{{black color dark}}; border: 5px solid #{{black color}}"
{| class="roundy" style="margin:auto; margin-bottom: 15px; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
|+ '''Stage multipliers'''
|-
|-
! Stage (accuracy)
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:HP icon HOME.png|64px]]
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Attack icon HOME.png|64px]]
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Defense icon HOME.png|64px]]
|-
|-
! Stage (evasion)
| style="background: #{{HP color light}}; {{roundybottom|5px}}" | {{color2|{{HP color dark}}|HP}}
| +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3 || -4 || -5 || -6
| style="background: #{{Attack color light}}; {{roundybottom|5px}}" | {{color|{{Attack color dark}}|Attack}}
| style="background: #{{Defense color light}}; {{roundybottom|5px}}" | {{color|{{Defense color dark}}|Defense}}
|-
|-
! Gen I handheld games
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Speed icon HOME.png|64px]]
| <sup>25</sup>/<sub>100</sub> || <sup>28</sup>/<sub>100</sub> || <sup>33</sup>/<sub>100</sub> || <sup>40</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>66</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>150</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>250</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub> || <sup>350</sup>/<sub>100</sub> || <sup>400</sup>/<sub>100</sub>
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Special Attack icon HOME.png|64px]]
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Special Defense icon HOME.png|64px]]
|-
|-
! Pokémon Stadium
| style="background: #{{Speed color light}}; {{roundybottom|5px}}" | {{color|{{Speed color dark}}|Speed}}
| <sup>1</sup>/<sub>3</sub> || <sup>36</sup>/<sub>100</sub> || <sup>43</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>66</sup>/<sub>100</sub> || <sup>75</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>133</sup>/<sub>100</sub> || <sup>166</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>233</sup>/<sub>100</sub> || <sup>266</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub>
| style="background: #{{Special Attack color light}}; {{roundybottom|5px}}" | {{color|{{Special Attack color dark}}|Special Attack}}
|-
| style="background: #{{Special Defense color light}}; {{roundybottom|5px}}" | {{color|{{Special Defense color dark}}|Special Defense}}
! Gen II
|}{{-}}
| <sup>33</sup>/<sub>100</sub> || <sup>36</sup>/<sub>100</sub> || <sup>43</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>60</sup>/<sub>100</sub> || <sup>75</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>133</sup>/<sub>100</sub> || <sup>166</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>233</sup>/<sub>100</sub> || <sup>266</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub>
|-
! Gen III-IV
| <sup>33</sup>/<sub>100</sub> || <sup>36</sup>/<sub>100</sub> || <sup>43</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>60</sup>/<sub>100</sub> || <sup>75</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>133</sup>/<sub>100</sub> || <sup>166</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>250</sup>/<sub>100</sub> || <sup>266</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub>
|-
! Gen V+
| <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 <sup>66</sup>/<sub>100</sub> * <sup>66</sup>/<sub>100</sub> ~= 43.56% chance of hitting in Generation I, or a <sup>75</sup>/<sub>100</sub> * <sup>75</sup>/<sub>100</sub> ~= 56.25% 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 <sup>60</sup>/<sub>100</sub> = 60% 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, meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a <sup>33</sup>/<sub>100</sub> or 33% chance to hit. (For comparison, in Generation II, the attacker would only have a <sup>33</sup>/<sub>100</sub> * <sup>33</sup>/<sub>100</sub> ~= 10.89% chance of hitting.)
==In other games==
===Mystery Dungeon series===
{{main|Stat (Mystery Dungeon)}}


In [[Generation IV]], if a Pokémon's [[Ability]] is {{a|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.
==In other games==
===In the Mystery Dungeon series===
In the [[Pokémon Mystery Dungeon series]], Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and [[#Speed 2|Speed]]{{sup/md|SMD}}{{sup/md|DX}} stats, just like in the core games. However, these games also have a few stats not seen in the core games.
In the [[Pokémon Mystery Dungeon series]], Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and [[#Speed 2|Speed]]{{sup/md|SMD}}{{sup/md|DX}} stats, just like in the core games. However, these games also have a few stats not seen in the core games.


There is no formula to determine the stats of the Pokémon; instead, stats are taken from lookup tables of a Pokémon, which varies with the species, generally correlating with their base stats in the core series.
===Pokémon Conquest===
 
{{main|Stat (Conquest)}}
Stats are capped at 500 HP (999 HP prior to Super Mystery Dungeon) and 255 for all other stats.
 
====Movement Speed/Travel Speed====
{{main|Travel Speed}}
Movement Speed{{sup/md|RB}}{{sup/md|TDS}} or Travel Speed{{sup/md|GtI}}{{sup/md|SMD}}{{sup/md|DX}} is roughly considered the Mystery Dungeon series' analogue to Speed in the core games. It governs the number of actions (such as moving, attacking, or using an item) a Pokémon may take in a given turn.
 
====Speed====
The Speed stat was not used in the Pokémon Mystery Dungeon series until {{pkmn|Super Mystery Dungeon}}, where it is used as an accuracy modifier; the higher speed a Pokémon has, the more likely it is for its moves to hit and the more likely it is to evade attacks.
 
====Belly====
The '''Belly''' (Japanese: '''{{j|おなか}}''' ''stomach'') is a hunger statistic in the Pokémon Mystery Dungeon series. As the team leader explores a [[Mystery Dungeon|dungeon]], its Belly will diminish as turns go by, represented by a number decreasing from 100. Holding certain {{OBP|Scarf|Mystery Dungeon|scarves}} and looplets will cause the Belly to decrease more quickly. Walking one step or taking most other actions (such as attacking, using a non-linked move, or using a non-food item) takes 1/10{{sup/md|RB}}{{sup/md|TDS}}{{sup/md|GtI}} or 1/7{{sup/md|SMD}}{{sup/md|DX}} belly point (by default; certain scarves and looplets increase or decrease the rate, as mentioned), using linked moves consumes 1 Belly point per move after the first, pushing other Pokémon takes a half belly point, and performing [[Alliance]]s takes three belly points. Other items will cause the Belly to deplete at a much slower rate, or not deplete at all. While a Pokémon's Belly is empty, it will no longer be able to run or perform linked moves or Alliances, its passive HP regeneration will cease, and if the leader is hungry, its HP will decrease by 1{{sup/md|RB}}{{sup/md|TDS}}{{sup/md|GtI}}/3{{sup/md|SMD}}{{sup/md|DX}} every turn until it either [[Fainting|faints]] or eats something.
 
In [[Pokémon Mystery Dungeon: Gates to Infinity|Gates to Infinity]], this feature was removed for most dungeons, but the mechanic returned in all dungeons in {{pkmn|Super Mystery Dungeon}}.
 
In Super Mystery Dungeon, hungry team members are indicated with a yellow HP bar in the touch screen.
 
In Super Mystery Dungeon and [[Pokémon Mystery Dungeon: Rescue Team DX|Rescue Team DX]], each team member has their own hunger statistic. While the lead Pokémon's Belly depletes, the team members' don't so they can be switched to if the lead Pokémon's Belly gets low.
 
Belly can be replenished by eating most consumable items. When something is eaten at maximum Belly, the Pokémon's maximum Belly will increase temporarily until the dungeon is exited.
 
====Determination of Stats====
The Pokémon Mystery Dungeon series uses lookup tables to determine statistics. Each statistic depends on the Pokémon's species (and [[List of Pokémon with form differences|form]]) and [[level]], so Pokémon with the same species and level will always have identical statistics.
 
====Stat modifiers====
Stat modification works basically the same in the Pokémon Mystery Dungeon series as in the core series, but stat stages can range from -10 to +10. Whenever a Pokémon leaves a dungeon, advances a floor, or steps on a Wonder Tile, its stat stages reset to 0.<ref>[http://web.archive.org/web/20140918063904/http://www.upokecenter.com/content/pokemon-mystery-dungeon-2-stats-and-values The Ultimate Pokémon Center on stats changes from first two Pokémon Mystery Dungeon games]</ref>
 
=====Stage multipliers=====
The Pokémon Mystery Dungeon series uses different multipliers for its stat stages than the core series games do.
 
;For Attack and Sp. Attack
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
|+ '''Stage power'''
|-
|
! colspan="10" | Subtractive moves || Base || colspan="10" | Supplemental moves
|-
! Stage
| -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 || +9 || +10
|-
! Multiplier
| <sup>128</sup>/<sub>256</sub> || <sup>133</sup>/<sub>256</sub> || <sup>138</sup>/<sub>256</sub> || <sup>143</sup>/<sub>256</sub> || <sup>148</sup>/<sub>256</sub> || <sup>153</sup>/<sub>256</sub> || <sup>161</sup>/<sub>256</sub> || <sup>171</sup>/<sub>256</sub> || <sup>179</sup>/<sub>256</sub> || <sup>204</sup>/<sub>256</sub> || 1 ||<sup>307</sup>/<sub>256</sub> || <sup>332</sup>/<sub>256</sub> || <sup>358</sup>/<sub>256</sub> || <sup>384</sup>/<sub>256</sub> || <sup>409</sup>/<sub>256</sub> || <sup>422</sup>/<sub>256</sub> || <sup>435</sup>/<sub>256</sub> || <sup>448</sup>/<sub>256</sub> || <sup>460</sup>/<sub>256</sub> || <sup>473</sup>/<sub>256</sub> ||
|-
! Percentage
| 50% || 52% || 54% || 56% || 58% || 60% || 63% || 67% || 70% || 80% || 100% || 120% || 130% || 140% || 150% || 160% || 165% || 170% || 175% || 180% || 185%
|}
 
 
;For Defense and Sp. Defense
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
|+ '''Stage power'''
|-
|
! colspan="10" | Subtractive moves || Base || colspan="10" | Supplemental moves
|-
! Stage
| -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 || +9 || +10
|-
! Multiplier
| <sup>7</sup>/<sub>256</sub> || <sup>12</sup>/<sub>256</sub> || <sup>25</sup>/<sub>256</sub> || <sup>38</sup>/<sub>256</sub> || <sup>51</sup>/<sub>256</sub> || <sup>64</sup>/<sub>256</sub> || <sup>76</sup>/<sub>256</sub> || <sup>102</sup>/<sub>256</sub> || <sup>128</sup>/<sub>256</sub> || <sup>179</sup>/<sub>256</sub> || 1 ||<sup>332</sup>/<sub>256</sub> || <sup>409</sup>/<sub>256</sub> || <sup>486</sup>/<sub>256</sub> || <sup>537</sup>/<sub>256</sub> || <sup>588</sup>/<sub>256</sub> || <sup>640</sup>/<sub>256</sub> || <sup>691</sup>/<sub>256</sub> || <sup>742</sup>/<sub>256</sub> || <sup>793</sup>/<sub>256</sub> || <sup>844</sup>/<sub>256</sub> ||
|-
! Percentage
| 3% || 5% || 10% || 15% || 20% || 25% || 30% || 40% || 50% || 70% || 100% || 130% || 160% || 190% || 210% || 230% || 250% || 270% || 290% || 310% || 330%
|}
 
 
;For accuracy
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
|+ '''Stage power'''
|-
|
! colspan="10" | Subtractive moves || Base || colspan="10" | Supplemental moves
|-
! Stage
| -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 || +9 || +10
|-
! Multiplier
| <sup>84</sup>/<sub>256</sub> || <sup>89</sup>/<sub>256</sub> || <sup>94</sup>/<sub>256</sub> || <sup>102</sup>/<sub>256</sub> || <sup>110</sup>/<sub>256</sub> || <sup>115</sup>/<sub>256</sub> || <sup>140</sup>/<sub>256</sub> || <sup>153</sup>/<sub>256</sub> || <sup>179</sup>/<sub>256</sub> || <sup>204</sup>/<sub>256</sub> || 1 ||<sup>320</sup>/<sub>256</sub> || <sup>384</sup>/<sub>256</sub> || <sup>409</sup>/<sub>256</sub> || <sup>422</sup>/<sub>256</sub> || <sup>435</sup>/<sub>256</sub> || <sup>448</sup>/<sub>256</sub> || <sup>460</sup>/<sub>256</sub> || <sup>473</sup>/<sub>256</sub> || <sup>486</sup>/<sub>256</sub> || 2 ||
|-
! Percentage
| 33% || 35% || 37% || 40% || 43% || 45% || 55% || 60% || 70% || 80% || 100% || 125% || 150% || 160% || 165% || 170% || 175% || 180% || 185% || 190% || 200%
|}
 
 
;For evasion
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
|+ '''Stage power'''
|-
|
! colspan="10" | Subtractive moves || Base || colspan="10" | Supplemental moves
|-
! Stage
| -10 || -9 || -8 || -7 || -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6 || +7 || +8 || +9 || +10
|-
! Multiplier
| 2 || <sup>486</sup>/<sub>256</sub> || <sup>473</sup>/<sub>256</sub> || <sup>460</sup>/<sub>256</sub> || <sup>448</sup>/<sub>256</sub> || <sup>435</sup>/<sub>256</sub> || <sup>422</sup>/<sub>256</sub> || <sup>409</sup>/<sub>256</sub> || <sup>384</sup>/<sub>256</sub> || <sup>345</sup>/<sub>256</sub> || <sup>263</sup>/<sub>256</sub> ||<sup>204</sup>/<sub>256</sub> || <sup>179</sup>/<sub>256</sub> || <sup>153</sup>/<sub>256</sub> || <sup>128</sup>/<sub>256</sub> || <sup>102</sup>/<sub>256</sub> || <sup>89</sup>/<sub>256</sub> || <sup>76</sup>/<sub>256</sub> || <sup>64</sup>/<sub>256</sub> || <sup>51</sup>/<sub>256</sub> || <sup>38</sup>/<sub>256</sub> ||
|-
! Percentage
| 200% || 190% || 185% || 180% || 175% || 170% || 165% || 160% || 150% || 135% || 103% || 80% || 70% || 60% || 50% || 40% || 35% || 30% || 25% || 20% || 15%
|}
 
===In Pokémon Conquest===
{{incomplete|section|Formula for Strength}}


In [[Pokémon Conquest]], Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.
In [[Pokémon Conquest]], Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.


While Range remains a fixed value, HP, Attack, Defense, and Speed are influenced by the Pokémon's Energy, and will also increase when the [[link]] with their Warrior increases.
===Pokémon GO===
{{main|Stat (GO)}} {{anchor|CP}}
Pokémon in [[Pokémon GO]] have '''HP''', '''Attack''', and '''Defense''' stats, as well as a derived stat, '''CP'''. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, all {{GO|move|attack}}s simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible.


====Determination of stats====
===Pokémon: Magikarp Jump===
Much like in the core series, a Pokémon has base stat values for its species, and individual values that range from 0 to 31. Base stats in Pokémon Conquest are derived from the stats of a Level 100 Pokémon in a core series game with no EVs or IVs and a neutral nature. Attack is derived from either Attack or Special Attack depending on the category of that Pokémon's move in the core series, but often breaking from this if its other offensive stat is much higher. Defense is derived from the average of Defense and Special Defense in the core series, while HP and Speed are simply taken at face value.
===={{anchor|JP|Jump Power}}====
{{incomplete|section|needs=JP required per level, image}}
'''Jump Power''' (Japanese: '''はねる{{tt|力|ちから}}''' ''Jump Power''), or '''JP''' (Japanese: '''{{j|CP}}'''), is a stat that indicates a {{p|Magikarp}}'s ability to jump in [[Pokémon: Magikarp Jump]]. Jump Power is also used in place of [[experience]] to determine when a Magikarp levels up. JP can still be earned even after reaching the maximum level of 100, with the absolute maximum JP capped at 12,900,605,640,709<ref>[https://automaton-media.com/en/news/20210513-765/ Pokémon: Magikarp Jump player reaches maximum Jump Power at 12,900,605,640,709 - Automaton Media]</ref> (shortened to 12.9T).


HP, Attack, Defense, and Speed are all calculated from one formula:
As the Jump Power becomes larger and larger, it will be measured with the help of {{wp|SI prefix}}es.


[[File:Conquest_stat_formula.png]]
{| class="roundtable" style="background:#{{firered color}}; border:3px solid #{{firered color light}}"
 
! style="background:#{{firered color light}}" | prefix
Attack, Defense, and Speed can all increase and decrease in stages; these work like they do [[#Stat modifiers|in the core series]], but generally only last a certain number of turns in battle. For example, the Adrenaline [[Warrior Skill]] raises a Pokémon's Attack by 1 stage, corresponding to a x1.5 increase with no prior modifiers, but the boost only lasts three turns.
! style="background:#{{firered color light}}" | JP represented
 
====Range====
'''Range''' (Japanese: '''いどう''' ''movement'') determines the amount of tiles a Pokémon is able to move across the game's grid-based battlefields. This stat is a species-specific value; each of the 200 Pokémon species found in the game has a natural Range of 2, 3, or 4, with 3 being the most common. This means that any two Pokémon of the same species will always have the same Range unless something has modified their Ranges (signified by the value's text color changing from black to blue).
 
Range can be temporarily modified during battle by various [[Warrior Skill]]s, [[List of Abilities in Pokémon Conquest|Abilities]], and [[move]]s. The Ability {{DL|List of Abilities in Pokémon Conquest|Sprint}} permanently modifies Range, keeping it 1 above its natural value even outside of battle. Range has a maximum value of 6 and a minimum of 1. Snowy terrain will also hinder a Pokémon's movement.<!--Note: the movement-reducing effect of snow tile terrain is not displayed as a modification of the Range stat. Nor is the movement-restraining effect of Outrage-->
 
====Speed====
In Pokémon Conquest, Speed does not determine movement or who gets to move first. Rather, Speed acts as a combination of Accuracy and Evasion. One Pokémon attacking another Pokémon that is significantly faster than it will have a lesser chance to hit its opponent, while a Pokémon that is faster than its opponent will have a better chance to hit it.
 
====Energy====
'''Energy''' (Japanese: '''テンション''' ''Tension'') affects a Pokémon's performance in battle and their [[link]] with their Warrior. A Pokémon's Energy can fluctuate between 5 levels, indicated by an arrow icon next to the Pokémon. A neutral state is indicated by a yellow arrow pointing straight right, while a higher state is indicated by the arrow angling upwards and turning more orange and a lower state is indicated by the arrow angling downwards and turning blue.
 
A Pokémon's stats are given a multiplier based on its Energy level:
 
{| class="roundy" style="background: #d32c3e; {{roundy|10px}}; border: 3px solid #090809"
|-
|-
! style="background:#ed6374; {{roundytl|5px}}" |Energy level
| T (tera) || 1,000,000,000,000
! style="background:#ed6374; {{roundytr|5px}}" |Multiplier
|- style="background:#ffa64d"
|Highest
|1.1
|- style="background:#ffcc99"
|High
|1.05
|- style="background:#ffeecc"
|Neutral
|1
|- style="background:#cce6ff"
|Low
|0.95
|- style="background:#80c1ff"
| style="{{roundybl|5px}}" |Lowest
| style="{{roundybr|5px}}" |0.9
|}
 
In addition, a Pokémon with maximum Energy will gain slightly more link percentage after a battle, while a Pokémon with minimum Energy will gain less link percentage. Once every three months, every Pokémon in the army may have its Energy randomly increased or decreased by one stage.
 
The main way to recover Energy is by visiting {{DL|Kingdom location|Ponigiri Shop}}s, where buying [[Ponigiri]] will recover Energy for all Pokémon visiting the shop. Upgrading a Ponigiri shop allows for more expensive Ponigiri to be purchased which recover more Energy at once. Sometimes, the shop owner will offer a free second helping; accepting will either raise the Pokémon's Energy to a maximum, cause it to drop, or do nothing at all. Energy can also be increased with certain {{DL|Pokémon Conquest|kingdom events}}. Energy can also be recovered during battle by using [[List of Pokémon Conquest items|items]], [[List of Abilities in Pokémon Conquest|Pokémon abilities]], or by using certain [[Warrior Skill]]s. However, Energy boosts granted by Warrior Skills only last a number of turns, and the Pokémon's Energy will return to its prior value afterward. On occasions, at the start of a battle, a cutscene may show the player's Warlord talking about not wanting to lose to a certain enemy Warlord. The Warlord's Pokémon will then have their Energy raised for the battle.
 
====Strength====
'''Strength''' (Japanese: '''せんりょく''' ''battle ability'') is a derived value of the overall power of the Pokémon written as a number displayed next to the Pokémon. It increases when a Pokémon's link with its Warrior increases. It is not influenced by the Pokémon's Energy. A Warrior's army has a Strength equal to the combined Strength of their Pokémon. The strength of a Warrior's army may influence the behavior of other Warriors and the Strength of their armies.
 
====Warrior stats====
{{main|Warrior#Stats|Warrior &rarr; Stats}}
A [[Warrior]] in Pokémon Conquest has four stats of their own as well: Power, Wisdom, Charisma, and Capacity. Power, Wisdom, and Charisma influence how well the Pokémon a Warrior is [[link]]ed with perform in battle, as well as the outcomes when the Warrior visits various [[kingdom location]]s. Capacity limits the number of Pokémon a Warrior can link with.
 
===In Pokémon GO===
{{incomplete|section|Stat calculation example}}
Pokémon in [[Pokémon GO]] have '''HP''', '''Attack''', and '''Defense''' stats, as well as a derived stat, '''CP'''. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, all [[List of moves in Pokémon GO|attacks]] simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible. For more information on how damage is calculated in GO, see {{DL|Damage|Pokémon GO|Damage → Pokémon GO}}.
 
====Conversion from the core series====
Each [[List of Pokémon by base stats (GO)|Pokémon's base stats]] are based off its stats from the core series. Base stats for Pokémon from Generations [[Generation I|I]] and [[Generation II|II]] are calculated using the base stats from the [[Generation VI]] core series. Pokémon from Generations [[Generation III|III]] and [[Generation IV|IV]] are based off their [[Generation VII]] base stats.
 
Aside from a few outliers, such as {{p|Shedinja}}'s HP, base stats in GO can be approximated by the following formulas: <ref>[https://pokemongo.gamepress.gg/explaining-october-2018-stat-change Explaining the October 2018 Stat Change]</ref>
 
[[File:HP conversion GO.png|x20px]]
 
[[File:Attack conversion GO.png|x48px]]
 
[[File:Defense conversion GO.png|x48px]]
 
[[File:SpeedMult GO.png|x45px]]
 
where
* <code>HP</code> is the HP stat from the core series
* <code>Attack</code> and <code>SpAtk</code> are the Attack and Sp. Attack stats from the core series
* <code>Defense</code> and <code>SpDef</code> are the Defense and Sp. Defense stats from the core series
* <code>Speed</code> is the Speed stat from the core series
 
After these calculations, if a Pokémon has a maximum CP of over 4,000, then for balancing purposes, all its base stats will be multiplied by 0.91.
 
====Determination of stats====
Calculating a Pokémon's stats in Pokémon GO depends on [[List of Pokémon by base stats (GO)|its species' base stats]], its [[individual values|IVs]], and its [[Power Up]] level. Whereas the core games have many ways in which one Pokémon's stats can become different from another's, in Pokémon GO, ultimately only a Pokémon's IVs will distinguish its stats from another of the same species.
 
The formulas for the three basic stats are
 
[[File:Stat calc GO.png|x25px]]
 
where
* <code>base</code> refers to the relevant base stat
* <code>IV</code> refers to the IV for the stat in question
* <code>cpMult</code> is the CP multiplier, which is determined by the Pokémon's current [[Power Up]] level.
** For HP, the minimum value is 10.
 
Pokémon defending a {{OBP|Gym|GO}} also have twice their regular HP during Gym battles.
 
====CP====
'''Combat Power''' (Japanese: '''{{tt|総合的|そうごうてき}}な{{tt|強|つよ}}さ''' ''Total Power''), abbreviated as '''CP''' (Japanese: '''{{j|CP}}'''), is a value derived from all three base stats to roughly indicate a Pokémon's capability in battle. This means that two Pokémon of the same species with the same CP may still have slightly different underlying stats.
 
The formula for CP uses the values of the stats resulting from the formula above (without rounding their results and before accounting for HP's minimum of 10):
 
[[File:CP calc GO.png]]
 
However, like HP, the minimum value for CP is also 10. Since Attack is factored directly into the formula for CP while HP and Defense are only factored in after taking their square root, this gives Attack a greater influence on the final value of CP than the other two stats.
 
====In-battle modification====
Since February 15, 2019, in {{OBP|Trainer Battle|GO}}s, some [[List of moves in Pokémon GO#Charged Attacks|Charged Attacks]] have a chance of increasing the user's stats or decreasing the opponent's stats after use.
 
{| class="roundy" style="margin:auto; text-align:center; background: #999; border: 5px solid #cdcdcd"
|-
|-
! style="background:#ccc; {{roundytl|5px}}" | Stat
| G (giga) || 1,000,000,000
! style="background:#ccc" | Raisers
! style="background:#ccc; {{roundytr|5px}}" | Reducers
|-
|-
! style="background:#{{attack color}}" | {{color2|{{attack color dark}}|Stats#Attack|Attack}}
| M (mega) || 1,000,000
| style="background:#{{attack color light}}" | <ab>
'''1 stage'''
{{mcolor|Power-Up Punch|{{attack color dark}}}}
 
'''2 stages'''
{{mcolor|Ancient Power|{{attack color dark}}}}
{{mcolor|Crabhammer|{{attack color dark}}}}
{{mcolor|Night Slash|{{attack color dark}}}}
{{mcolor|Ominous Wind|{{attack color dark}}}}
{{mcolor|Silver Wind|{{attack color dark}}}}</ab>
| style="background:#{{attack color light}}" | <ab>
'''1 stage'''
{{mcolor|Bubble Beam|{{attack color dark}}}}
{{mcolor|Leaf Tornado|{{attack color dark}}}}
{{mcolor|Muddy Water|{{attack color dark}}}}</ab>
|-
|-
! style="background:#{{defense color}}" | {{color2|{{defense color dark}}|Stats#Defense|Defense}}
| k (kilo) || 1,000
| style="background:#{{defense color light}}" | <ab>
'''1 stage'''
{{mcolor|Skull Bash|{{defense color dark}}}}
 
'''2 stages'''
{{mcolor|Ancient Power|{{defense color dark}}}}
{{mcolor|Ominous Wind|{{defense color dark}}}}
{{mcolor|Silver Wind|{{defense color dark}}}}</ab>
| style="background:#{{defense color light}}" | <ab>
'''1 stage'''
{{mcolor|Earth Power|{{defense color dark}}}}
{{mcolor|Psychic|{{defense color dark}}}}
 
'''2 stages'''
{{mcolor|Acid Spray|{{defense color dark}}}}
{{mcolor|Close Combat|{{defense color dark}}}}</ab>
|}
|}


====Stage multipliers====
==In the anime==
;For Attack and Defense
[[File:Ash Dragonite Dragon Dance.png|thumb|250px|[[Ash's Dragonite]] raising its attack power and speed with {{m|Dragon Dance}}]]
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000" cellspacing="1" cellpadding="3"
Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of [[damage]] inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense.  
|+ '''Stage multipliers'''
|-
! Stage
| -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4
|-
! Multiplier
| <sup>4</sup>/<sub>8</sub> || <sup>4</sup>/<sub>7</sub> || <sup>4</sup>/<sub>6</sub> || <sup>4</sup>/<sub>5</sub> || <sup>4</sup>/<sub>4</sub> || <sup>5</sup>/<sub>4</sub> || <sup>6</sup>/<sub>4</sub> || <sup>7</sup>/<sub>4</sub> || <sup>8</sup>/<sub>4</sub>
|}
 
===In Pokémon: Magikarp Jump===
===={{anchor|JP|Jump Power}}====
{{incomplete|section}}
'''Jump Power''' (Japanese: '''はねる{{tt||ちから}}''' ''Jump Power''), or '''JP''' (Japanese: '''{{j|CP}}'''), is a stat that indicates a {{p|Magikarp}}'s ability to jump in [[Pokémon: Magikarp Jump]]. As the Jump Power becomes larger and larger, it will be measured with the help of {{wp|SI prefix}}es.


==In the anime==
===[[Original series]]===
{{incomplete|section|other appearances}}
In the [[dub]] of ''[[EP076|Fire and Ice]]'', {{an|Misty}} mentioned that [[Pete Pebbleman]]'s {{p|Cloyster}} is losing HP as [[Ash's Kingler]] kept hitting it with {{m|Crabhammer}}. In the original Japanese version, Misty talked about Cloyster taking damage instead.
[[File:Korrina Lucario Swords Dance.png|thumb|250px|[[Korrina's Lucario]]'s raising its attack power with {{m|Swords Dance}}]]
Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of damage inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense.  


===In the {{series|original}}===
In ''[[EP140|Wired For Battle!]]'', HP was shown on [[Shingo]]'s laptop where Blade's {{m|Quick Attack}} lowered {{AP|Heracross}}'s HP by half.
In ''[[EP140|Wired For Battle!]]'', HP was shown on [[Shingo]]'s laptop where Blade's {{m|Quick Attack}} lowered {{AP|Heracross}}'s HP by half.


===In the {{series|Advanced Generation}}===
===''[[Pokémon the Series: Ruby and Sapphire]]''===
In ''[[AG111|Eight Ain't Enough]]'', [[Juan]]'s {{p|Whiscash}} used {{m|Tickle}} on [[Ash's Swellow]] which lowered Swellow's defensive strength.
In ''[[AG111|Eight Ain't Enough]]'', [[Juan]]'s {{p|Whiscash}} used {{m|Tickle}} on [[Ash's Swellow]] which lowered Swellow's defensive strength.


In ''[[AG128|Shocks and Bonds]]'', [[Johnny]]'s {{p|Aggron}} used {{m|Harden}}, a Defense-boosting move, which defended itself against {{ho|Tyson}}'s {{p|Sceptile}}'s {{m|Solar Beam}}, a special move.
In ''[[AG128|Shocks and Bonds]]'', [[Johnny]]'s {{p|Aggron}} used {{m|Harden}}, a Defense-boosting move, which defended itself against {{ho|Tyson}}'s {{p|Sceptile}}'s {{m|Solar Beam}}, a special move.


===In the {{series|Diamond & Pearl}}===
===''[[Pokémon the Series: Diamond and Pearl]]''===
In ''[[DP131|Pedal to the Mettle!]]'', [[Paul]]'s {{p|Weavile}} used {{m|Swords Dance}}, an Attack-boosting move, which boosted {{m|Blizzard}}, a special move, as well as {{m|Ice Shard}} and {{m|Metal Claw}}.
In ''[[DP131|Pedal to the Mettle!]]'', [[Paul]]'s {{p|Weavile}} used {{m|Swords Dance}}, an Attack-boosting move, which boosted {{m|Blizzard}}, a special move, as well as {{m|Ice Shard}} and {{m|Metal Claw}}.


===In the {{series|Best Wishes}}===
===''[[Pokémon the Series: Black & White]]''===
In ''[[BW023|Battling For The Love of Bug-Types!]]'', [[Burgh]]'s {{p|Whirlipede}} used {{m|Iron Defense}} to defend itself against [[Ash's Sewaddle]]'s {{m|Bug Bite}}.
In ''[[BW023|Battling For The Love of Bug-Types!]]'', [[Burgh]]'s {{p|Whirlipede}} used {{m|Iron Defense}} to defend itself against [[Ash's Sewaddle]]'s {{m|Bug Bite}}.


In ''[[BW104|Mission: Defeat Your Rival!]]'', {{an|Bianca}}'s {{p|Escavalier}} used Iron Defense several times to maximize its Defense.
In ''[[BW104|Mission: Defeat Your Rival!]]'', {{an|Bianca}}'s {{p|Escavalier}} used Iron Defense several times to maximize its Defense.


===In the {{series|XY}}===
===''[[Pokémon the Series: XY]]''===
As of the {{series|XY}}, Pokémon will occasionally glow red after their attack strength has changed, as exhibited by [[Korrina's Lucario]] in ''[[XY030|Mega Revelations!]]'', or blue after their defensive strength has been changed, as shown by [[Alain]]'s [[Mega Evolution|Mega]] {{TP|Alain|Charizard}} X in ''[[XYS02|Mega Evolution Special II]]'', [[Ramos]]'s {{p|Jumpluff}} in ''[[XY058|The Green, Green Grass Types of Home!]]'', and {{Ash}}'s {{AP|Pikachu}} in ''[[XY128|A Riveting Rivalry!]]''.
Pokémon will occasionally glow red after their attack strength has changed, as exhibited by [[Korrina's Lucario]] in ''[[XY030|Mega Revelations!]]'', or blue after their defensive strength has been changed, as shown by [[Alain]]'s [[Mega Evolution|Mega]] {{TP|Alain|Charizard}} X in ''[[XYS02|Mega Evolution Special II]]'', [[Ramos]]'s {{p|Jumpluff}} in ''[[XY058|The Green, Green Grass Types of Home!]]'', and [[Ash's Pikachu]] in ''[[XY128|A Riveting Rivalry!]]''.


===In the {{series|Sun & Moon}}===
===''[[Pokémon the Series: Sun & Moon]]''===
The {{series|Sun & Moon}} generally retains the added visual aids from the ''XY'' series, as seen as when [[Kiawe's Turtonator]] used {{m|Shell Smash}} in ''[[SM034|A Crowning Moment of Truth!]]''. However, in ''[[SM104|That's Some Spicy Island Research!]]'', [[Hapu]]'s {{p|Mudsdale}} glowed red while increasing its defense with {{a|Stamina}}.
This series generally retains the added visual aids from ''Pokémon the Series: XY'', as seen as when [[Kiawe's Turtonator]] used {{m|Shell Smash}} in ''[[SM034|A Crowning Moment of Truth!]]'' and when [[Gladion's Lycanroc]] used {{m|Swords Dance}} in ''[[SM105|Showdown on Poni Island!]]''. However, in ''[[SM104|That's Some Spicy Island Research!]]'', [[Hapu's Mudsdale]] glowed red while increasing its defense with {{a|Stamina}}.
 
===''[[Pokémon Journeys: The Series]]''===
In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', [[Rinto]]'s {{p|Gallade}} activated {{a|Justified}}, boosting his Attack.
 
In ''[[JN115|Curtain Up! Fight the Fights!]]'', {{an|Leon}}'s {{p|Rillaboom}} had its Speed boosted by its use of {{m|Max Airstream}}. In ''[[JN125|Whittle While You Work!]]'', {{an|Cynthia}}'s {{p|Togekiss}} also boosted its Speed via Max Airstream. In ''[[JN131|Paring Pokémon While Parrying!]]'', Leon's Rillaboom lowered the Speed of {{AP|Dragonite}} by using {{m|Drum Beating}}.


==Gallery==
==Gallery==
{{incomplete|section|needs=Missing spin-offs}}
{{incomplete|section|needs=Missing Violet and Kitakami (different colors of the top and bottom bars), Bank, and spin-offs}}
{| class="roundy" style="margin:auto; text-align:center; background:#{{Black color light}}; border: 3px solid #{{Black color dark}}" cellpadding="5" cellspacing="3"
{| class="roundy" style="margin:auto; text-align:center; background:#{{Black color light}}; border: 3px solid #{{Black color dark}}" cellpadding="5" cellspacing="3"
|-
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:Gen I status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Gen I status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Stadium status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Japanese Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Japanese Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Korean Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Korean Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Gen II status screen.png]]
|-
|-
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Generation I}}
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Generation I}}
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Stadium|Stadium}}
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Japanese)
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Japanese)
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Korean)
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Korean)
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (International)
|-
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Stadium 2 status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:RS status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:RS status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Colo status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Colo status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:FRLG status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:E status screen.png|160px]]
|-
|-
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (International)
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Pokémon Stadium 2|Stadium 2}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ruby and Sapphire Versions|RS}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ruby and Sapphire Versions|RS}}
! style="background:#{{Colo color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Colosseum|Colo}}
! style="background:#{{Colo color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Colosseum|Colo}}
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon FireRed and LeafGreen Versions|FRLG}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Emerald Version|E}}
|-
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:FRLG status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:XD status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:XD status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:E status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:DP status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:DP status screen.png|160px]]
|-
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon FireRed and LeafGreen Versions|FRLG}}
! style="background:#{{XD color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon XD: Gale of Darkness|XD}}
! style="background:#{{Emerald color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Emerald Version|E}}
! style="background:#{{Sinnoh color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Diamond and Pearl Versions|DP}}{{color2|FFF|Pokémon Platinum Version|Pt}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:HGSS status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:HGSS status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:BW status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:BW status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:B2 status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:W2 status screen.png|x250px]]
|-
|-
! style="background:#{{XD color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon XD: Gale of Darkness|XD}}
! style="background:#{{Sinnoh color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Diamond and Pearl Versions|DP}}{{color2|FFF|Pokémon Platinum Version|Pt}}
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HeartGold and SoulSilver Versions|HGSS}}
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HeartGold and SoulSilver Versions|HGSS}}
! style="background:#{{Unova color}}; {{roundybottom|10px}}" | {{color2|FFF|Generation V}}
! style="background:#{{Unova color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Black and White Versions|BW}}
! style="background:#{{Black 2 color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Black and White Versions 2|B2}}
! style="background:#{{White 2 color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Black and White Versions 2|W2}}
|-
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:XY status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:XY status screen.png|x250px]]
Line 1,667: Line 647:
! style="background:#{{Kalos color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon X and Y|XY}}
! style="background:#{{Kalos color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon X and Y|XY}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Omega Ruby and Alpha Sapphire|ORAS}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Omega Ruby and Alpha Sapphire|ORAS}}
! style="background:#{{alola color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Sun and Moon|SM}}
! style="background:#{{Alola color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Sun and Moon|SM}}
! style="background:#{{alola color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ultra Sun and Ultra Moon|USUM}}
! style="background:#{{Alola color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ultra Sun and Ultra Moon|USUM}}
|-
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:LGPE status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:LGPE status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:SwSh status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:SwSh status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:BDSP status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:LA summary 3.png|200px]]
|-
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!|LGPE}}
! style="background:#{{Galar color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Sword and Shield|SwSh}}
! style="background:#{{Sinnoh color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Brilliant Diamond and Shining Pearl|BDSP}}
! style="background:#{{Hisui color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Legends: Arceus|LA}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:SV status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" |
| style="background:#FFF; {{roundytop|10px}}" |
| style="background:#FFF; {{roundytop|10px}}" | [[File:Pokémon Box summary 1.png|200px]]
|-
! style="background:#{{Scarlet color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Scarlet and Violet|S}}
! style="background:#{{Violet color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Scarlet and Violet|V}}
! style="background:#{{Kitakami color}}; {{roundybottom|10px}}" | {{color2|FFF|The Teal Mask}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Box Ruby & Sapphire|Box RS}}
|-
|-
! style="background:#{{kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!|LGPE}}
| style="background:#FFF; {{roundytop|10px}}" | [[File:Pokémon HOME Switch status screen.png|200px]]
! style="background:#{{galar color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Sword and Shield|SwSh}}
| style="background:#FFF; {{roundytop|10px}}" | [[File:Pokemon HOME mobile status screen.png|200px]]
|-
! style="background:#{{Green color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HOME|HOME}} (Switch)
! style="background:#{{Green color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HOME|HOME}} (Mobile)
|}
|}
[[File:Stadium status screen.png|thumb|center|250px|Pokémon Stadium]]


==In other languages==
==In other languages==
Line 1,690: Line 689:
|ko=능력 ''Neungnyeok''
|ko=능력 ''Neungnyeok''
|ms=Stat<br>Keupayaan
|ms=Stat<br>Keupayaan
|pt_br=Atributo
|pt_eu=Estatística
|pt_eu=Estatística
|es=Característica
|es=Característica
Line 1,722: Line 722:
|es_la=Resistencia
|es_la=Resistencia
|sv=(HP)<br>Träffpoäng{{tt|*|Explorers manual}}
|sv=(HP)<br>Träffpoäng{{tt|*|Explorers manual}}
|th=(HP)
|th=พลังชีวิต ''Phalang Chiwit'' (HP)
|vi=(HP)<br>Sinh lực
|vi=(HP)<br>Sinh lực
}}
}}
Line 1,856: Line 856:
|
|
''Special''
''Special''
{{langtable|color=AFD7CF|bordercolor=8EC7BC
{{langtable|color=78BBF0|bordercolor=1F6297
|zh_yue=特殊 ''{{tt|Dahksyùh|Special}}''
|zh_yue=特殊 ''{{tt|Dahksyùh|Special}}''
|zh_cmn=特殊 ''{{tt|Tèshū|Special}}''
|zh_cmn=特殊 ''{{tt|Tèshū|Special}}''
Line 1,879: Line 879:
|es=Precisión
|es=Precisión
|th=อัตราความแม่น ''Atrakwammaen''
|th=อัตราความแม่น ''Atrakwammaen''
|vn=Chính xác
|vi=Chính xác
|pt=Precisão
|pt=Precisão
}}
}}
Line 1,888: Line 888:
|zh_cmn=閃避 / 闪避 ''{{tt|Shǎnbì|Evasiveness}}''
|zh_cmn=閃避 / 闪避 ''{{tt|Shǎnbì|Evasiveness}}''
|fr=Esquive
|fr=Esquive
|de=Fluchtwert
|de=Fluchtwert{{tt|*|In Generation 7 and earlier}}<br>Ausweichwert{{tt|*|From Generation 8 onwards}}
|id=Menghindar
|id=Menghindar
|it=Elusione
|it=Elusione
Line 1,895: Line 895:
|es=Evasión
|es=Evasión
|th=อัตราหลบหลีก ''Atraloplik''
|th=อัตราหลบหลีก ''Atraloplik''
|vn=Tránh né
|vi=Tránh né
|pt=Evasão
|pt=Evasão
}}
}}
|- style="vertical-align:top"
|- style="vertical-align:top"
|
''Belly''
{{langtable|color={{MD color}}|bordercolor={{MD color dark}}
|da=Mave{{tt|*|Explorers manual}}
|fr=Estomac
|de=Magen
|it=Pancia
|ko=배 ''Bae''
|es=Tripa
|sv=Mage{{tt|*|Explorers manual}}
|pt=Barriga{{tt|*|Blue Rescue Team manual}}
}}
|
|
''Combat Power''
''Combat Power''
Line 1,925: Line 913:
|ru=Боевые Очки ''Boyevyye Ochki'' (CP)
|ru=Боевые Очки ''Boyevyye Ochki'' (CP)
|es=Puntos de Combate (PC)
|es=Puntos de Combate (PC)
|th=พลังการต่อสู้ ''Phalang Kantosu'' (CP)
}}
}}
|
|
Line 1,941: Line 930:
==See also==
==See also==
* [[Base stats]]
* [[Base stats]]
* [[List of Pokémon by base stats (Generation I)]]
* [[List of Pokémon by base stats in Generation I]]
* [[List of Pokémon by base stats (Generation II-V)]]
* [[List of Pokémon by base stats in Generations II-V]]
* [[List of Pokémon by base stats (Generation VI)]]
* [[List of Pokémon by base stats in Generation VI]]
* [[List of Pokémon by base stats (Generation VII)]]
* [[List of Pokémon by base stats in Generation VII]]
* [[List of Pokémon by base stats (Generation VIII-present)]]
* [[List of Pokémon by base stats in Generation VIII]]
* [[List of Pokémon by base stats in Generation IX]]
* [[List of fully evolved Pokémon by base stats]]
* [[List of fully evolved Pokémon by base stats]]
* [[List of Pokémon with unique base stat totals]]
* [[List of Pokémon with unique base stat totals]]


==Notes==
<!--==References==
<references />
<references/>-->
 
{{-}}
{{Pokémon individuality}}
{{Pokémon individuality}}


{{-}}
{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]



Latest revision as of 13:59, 12 September 2024

If you were looking for the Pokémon information screen formerly known as "stats", see Summary.

A stat (Japanese: 能力 ability) refers to any of several parameters pertaining to Pokémon that can affect turn order, move success, and damage output during a battle. With exception to the HP stat, a Pokémon's stat can also be temporarily raised or lowered in stages during battle through various effects. In a large subset of these parameters, stats also refer to their measured values attributed to individual Pokémon, and they are generally raised by increasing their level or by evolving. While each species of Pokémon share the same set of base stats that determine the actual stats of a Pokémon at a given level, other properties add to the variation of stats within the species, most notably being individual values, effort values, and Nature.

The name is short for statistic; in some cases, it has also been named ability, rating, effect, or parameter.

Terminology

Stat

Not to be confused with the Pokémon's summary, called "stats" in Generations I and II.

The word "stat" (or "stats") is not used in Generation I with this meaning. The word "statistic" (or "statistics") is not used in any core series game with this meaning.

The word "stat" is used in several places from Generation II onwards. Some examples:

  • The move descriptions of Haze, Psych Up, and Mist use "stat" or "stats" from Generation II onwards, except in some Generation III games.
  • In the text displayed when Haze is used in Generation II: "All stat changes were eliminated!"
  • In the text displayed when Psych Up is used in Generation II: "<user> copied the stat changes of <target>!"
  • The Trainer Tips from Route 36 in Generation II: "Pokémon stats vary--even within the same species. Their stats may be similar at first. However, differences will become pronounced as the Pokémon grow."
  • According to Pryce in Generation II, the Glacier Badge raises the "Special stats of Pokémon".
  • Some dialogue in Pokémon FireRed and LeafGreen uses "stat", replacing "ability" from the Generation I dialogue. For instance, an NPC in Lavender Town's Poké Mart and two NPCs at the fifth floor of the Celadon Department Store talk about items that raise the Pokémon's stats (as opposed to "abilities" in Generation I).

Rating

Not to be confused with the Pokédex rating.

Sometimes, the word "rating" was used up to Generation II.

Effect

In Pokémon Ruby, Sapphire, and Emerald, as well as Pokémon Colosseum and XD, the move Psych Up simply copies the target's stat changes. However, the move description states that it copies the foe's "effect(s)".

Ability

Not to be confused with the Pokémon's Ability, which provides a passive effect in battle or in the overworld.

Sometimes, the word "ability" was used up to Generation III.

Parameter

List of stats

Permanent stats

HP

Main article: HP

The HP stat (Japanese: HP, symbol H), short for Hit Points (Japanese: ヒットポイント Hit Point), determines how much damage a Pokémon can receive before fainting. In Pokémon GO, it is also called Stamina.

Attack

The Attack stat (Japanese: 攻撃能力 attack ability, symbol A), or informally Physical Attack, partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Damage → Damage calculation.

Defense

The Defense stat (Japanese: 防御能力 defense ability, symbol B), or informally Physical Defense, partly determines how much damage a Pokémon receives when it is hit with a physical move. For more information on how Defense affects damage, see Damage → Damage calculation.

Special

The Special stat (Japanese: とくしゅのうりょく special ability) is a stat that exists only in Generation I.

The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when special moves are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With Generation II, the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different base stat values for both, and those stats were both displayed on a Pokémon's stat screen; however, individual values and effort values remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, Calcium increased both stats. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.

Special Attack

The Special Attack stat (Japanese: 特攻能力 special attack ability, symbol C), or Sp. Atk and Spcl. AtkGSCStad2 for short, partly determines how much damage a Pokémon deals when using a special move. For more information on how Special Attack affects damage, see Damage → Damage calculation.

Special Defense

The Special Defense stat (Japanese: 特防能力 special defense ability, symbol D), or Sp. Def and Spcl. DefGSCStad2 for short, partly determines how much damage a Pokémon receives when it is hit with a special move. For more information on how Special Defense affects damage, see Damage → Damage calculation.

Speed

The Speed stat (Japanese: 素早さ能力 speed ability, symbol S) determines the order of Pokémon that can act in battle. If Pokémon are moving with the same priority, Pokémon with higher Speed at the start of any turn will generally make a move before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. Prior to Generation VIII, in-battle changes to a Pokémon's Speed stat did not start affecting turn order until the following turn; however, in Generation VII, if Mega Evolution or Ultra Burst caused changes to the base Speed stat or to an Ability that affected Speed or priority, those changes took effect immediately for the upcoming turn. In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.

In-battle stats

Evasion

The evasion rate (Japanese: 回避率 evasion rate), or evasiveness, of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as Sweet Scent or Defog, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as Double Team, other Pokémon will have a harder time connecting their moves.

Accuracy

The accuracy rate (Japanese: 命中率 accuracy rate) or accuracy of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves and items, in Pokémon XD, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is not asleep or in Reverse Mode (in which case removing the condition takes precedence over raising accuracy).

Determination of stats

Base stat values

A Pokémon's base stat values will most often have the greatest influence over their specific stats at any level. Disregarding individual values, effort values, and Nature, a level 100 Pokémon's stats in Attack, Defense, Speed, Special Attack, and Special Defense will be exactly 5 more than double its base stat values in each, while the HP stat will be 110 plus double the base stat value (except in the case of Shedinja, whose HP is always 1).

For a list of Pokémon by their base stat values, see the list of Pokémon by base stats.

Level

Main article: Level

When a Pokémon grows a level, its stats will increase. For each level gained (ignoring Nature), stats will increase by 1/50 the base stat value, and 1/100 the combined individual value and effort value. This means that it is impossible, through leveling up, for a Pokémon to ever lose points in a stat unless it evolves into a Pokémon with a lower base stat value for that specific stat or an EV-reducing Berry is used. It is also impossible for any Pokémon other than Shedinja not to gain HP upon leveling up without using a Pomeg Berry (Pokémon Emerald onward) as no evolutionary line has members with a lower base HP than the pre-evolved forms.

Nature

Main article: Nature

Most Natures enhance the growth of one stat, while hindering the growth of another. After all other calculations are finished, the stat that the Nature enhances will be 110% of what it would be without the Nature, and the stat hindered will be 90% of its normal value. The Nature boost or reduction is internally calculated by multiplying the stat after 5 is added to it by 110 if the Nature boosts the stat, 100 if the Nature doesn't affect the stat, or 90 if the Nature lowers the stat, then dividing the result by 100 and truncating the decimal.

Individual values

Main article: Individual values

Individual values cause two Pokémon of the same species to have different stats. Between generations there are different manners of determining them.

Effort values

Main article: Effort values

Effort values are what cause a trained Pokémon to have higher stats than an untrained counterpart of the same level. For every 4 EVs gained, a level 100 Pokémon will have 1 extra point in its stats. Variance of stats caused by EVs reaches a maximum of 63 points at level 100, as a Pokémon can gain a maximum of 252 EVs in a single stat.

Go Power

Main article: Go Power

Go Power are a mechanic introduced in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, replacing EVs as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every value of Go Power gained regardless of level, and each stat is capped at 200 values of Go Power.

Formula

See also: Damage → Damage calculation

Generations I and II


Example

Consider a Level 81 Pikachu with the following IVs and EVs:

HP Attack Defense Sp.Atk Sp.Def Speed Total
Base stat 35 55 30 50 40[1] 90 300
IV 7[2] 8 13 9[3] 5 42
EV 22850 23140 17280 19625 24795 107690
  1. In Generation I, this stat did not exist. The Pikachu's Special stat would simply be 50.
  2. This is calculated as shown in the IV article.
  3. In the first two generations, the Special IV was unified.

Its HP can be calculated as follows:

Its Special Attack and Special Defense stats simply rely on the Special EV and IV.

Its Speed can be calculated as follows:

In the end, this Pikachu's stats are:

HP Attack Defense Sp.Atk Sp.Def Speed
Base stat 35 55 30 50 40 90
IV 7 8 13 9 5
EV 22850 23140 17280 19625 24795
Total 189 137 101 128 112 190

Generation III onward

These formulas mean that, aside from Shedinja's HP (which is always 1), the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).

Example

Consider a Level 78 Garchomp with the following IVs and EVs and an Adamant nature:

HP Attack Defense Sp.Atk Sp.Def Speed Total
Base stat 108 130 95 80 85 102 600
IV 24 12 30 16 23 5 110
EV 74 190 91 48 84 23 510

Its HP can be calculated as follows:

The Adamant nature raises Attack and lowers Special Attack. This means that when calculating the Attack stat, Nature = 1.1, and when calculating the Special Attack stat, Nature = 0.9. So this Garchomp's Attack stat will be:

And its Special Attack stat will be:

Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:

In the end, this Garchomp's stats are as follows:

HP Attack Defense Sp.Atk Sp.Def Speed
Base stat 108 130 95 80 85 102
IV 24 12 30 16 23 5
EV 74 190 91 48 84 23
Total 289 278 193 135 171 171

Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!

In Let's Go, Pikachu! and Let's Go, Eevee!, effort values have been replaced with Go Power, which are flat stat boosts added to the total after all other calculations have been made. Additionally, all non-HP stats can receive a slight boost that scales with friendship. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.

The Go Power bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 values of Go Power each. The friendship multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship .

Pokémon Legends: Arceus

In Pokémon Legends: Arceus, a Pokémon's stats are calculated using effort levels, replacing the mechanics around EVs and IVs. IVs are still present, but that is only used to determine a Pokémon's starting effort level in each stat, up to three effort levels; beyond this, IVs have no effect on stats.

where:

  • is the Pokémon species' base value for that stat
  • is the Pokémon's level
  • is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
  • is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
    • is the effort level multiplier, which is determined from the effort level as follows:
Effort Level Multiplier
0 0
1 2
2 3
3 4
4 7
5 8
6 9
7 14
8 15
9 16
10 25

In battle

In battle, additional modifiers can further alter the effective value of a stat. This is not reflected in visible stats, but instead is only accounted for when damage is done.

Accuracy and evasion

Accuracy and evasion are not visible anywhere as explicit stats, but they influence the probability of a move hitting. The nuances of this calculation differ between games. Some moves ignore accuracy checks.

Generations I and II

Whether a move hits depends on the formula:

, where:

  • is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
  • is the move's accuracy, a value from 0 to 255,
  • is the accuracy stage multiplier of the user,
  • is the evasion stage multiplier of the target, and
  • is 20 if the user is holding BrightPowder (in Generation II) or 0 otherwise.

The game then selects a random number r from 0 to 255 and compares it to T to determine whether the move hits.

In Generation I, if r is less than T, the move hits. This results in a bug where no move can be guaranteed to hit (excluding Bide and Swift) since even if T is 255, if r is also 255, the move will miss.

In Generation II, if T is 255 or if r is less than T, the move hits. This eliminates the bug from Generation I.

Generations III onward

Whether a move hits depends on the formula:

, where:

  • T is the computed threshold value that will determine whether the move will hit,
  • Accuracymove is the move's accuracy, a value from 1 to 100,
  • StageMultiplier is the equivalent accuracy stage multiplier of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as Simple or Foresight (to no less than -6 and no more than 6 after the subtraction), and
  • Other encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects (as can be seen in this table), serially applied.

The game then selects a random number r from 1 to 100 and compares it to T to determine whether the move hits. If r is less than or equal to T, the move hits.

Combat Power

Combat Power (Japanese: 総合的 Total Power), or CP (Japanese: CP), is a value first introduced in Pokémon GO and carried over to Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, used to roughly summarize a Pokémon's overall potential in battle. In Let's Go, Pikachu! and Let's Go, Eevee!, it's based on the total of all a Pokémon's stats and AVs. Note that CP is not an actual statistic but rather a visual indicator of a Pokémon's overall strength, so it does not have any direct effect in battles.

The CP of any Pokémon in Let's Go, Pikachu! and Let's Go, Eevee! is always capped at 10,000; even if a Pokémon's stat continues to grow after that, the CP will still show as 10,000.

The lowest possible CP is 2. This is possible if a level 1 Caterpie transferred from Pokémon GO has minimum friendship, 0 IVs and 0 values of Go Power in every stat.

Stat modifiers

Main article: Stat modifier

When a stat is used in a calculation in battle, a number of 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.

Icons

The following icons are used in Pokémon HOME.

HP icon HOME.png Attack icon HOME.png Defense icon HOME.png
HP Attack Defense
Speed icon HOME.png Special Attack icon HOME.png Special Defense icon HOME.png
Speed Special Attack Special Defense


In other games

Mystery Dungeon series

Main article: Stat (Mystery Dungeon)

In the Pokémon Mystery Dungeon series, Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and SpeedSMDRTDX stats, just like in the core games. However, these games also have a few stats not seen in the core games.

Pokémon Conquest

Main article: Stat (Conquest)

In Pokémon Conquest, Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.

Pokémon GO

Main article: Stat (GO)

Pokémon in Pokémon GO have HP, Attack, and Defense stats, as well as a derived stat, CP. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, all attacks simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible.

Pokémon: Magikarp Jump

Jump Power

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: JP required per level, image

Jump Power (Japanese: はねる Jump Power), or JP (Japanese: CP), is a stat that indicates a Magikarp's ability to jump in Pokémon: Magikarp Jump. Jump Power is also used in place of experience to determine when a Magikarp levels up. JP can still be earned even after reaching the maximum level of 100, with the absolute maximum JP capped at 12,900,605,640,709[1] (shortened to 12.9T).

As the Jump Power becomes larger and larger, it will be measured with the help of SI prefixes.

prefix JP represented
T (tera) 1,000,000,000,000
G (giga) 1,000,000,000
M (mega) 1,000,000
k (kilo) 1,000

In the anime

Ash's Dragonite raising its attack power and speed with Dragon Dance

Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of damage inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense.

Original series

In the dub of Fire and Ice, Misty mentioned that Pete Pebbleman's Cloyster is losing HP as Ash's Kingler kept hitting it with Crabhammer. In the original Japanese version, Misty talked about Cloyster taking damage instead.

In Wired For Battle!, HP was shown on Shingo's laptop where Blade's Quick Attack lowered Heracross's HP by half.

Pokémon the Series: Ruby and Sapphire

In Eight Ain't Enough, Juan's Whiscash used Tickle on Ash's Swellow which lowered Swellow's defensive strength.

In Shocks and Bonds, Johnny's Aggron used Harden, a Defense-boosting move, which defended itself against Tyson's Sceptile's Solar Beam, a special move.

Pokémon the Series: Diamond and Pearl

In Pedal to the Mettle!, Paul's Weavile used Swords Dance, an Attack-boosting move, which boosted Blizzard, a special move, as well as Ice Shard and Metal Claw.

Pokémon the Series: Black & White

In Battling For The Love of Bug-Types!, Burgh's Whirlipede used Iron Defense to defend itself against Ash's Sewaddle's Bug Bite.

In Mission: Defeat Your Rival!, Bianca's Escavalier used Iron Defense several times to maximize its Defense.

Pokémon the Series: XY

Pokémon will occasionally glow red after their attack strength has changed, as exhibited by Korrina's Lucario in Mega Revelations!, or blue after their defensive strength has been changed, as shown by Alain's Mega Charizard X in Mega Evolution Special II, Ramos's Jumpluff in The Green, Green Grass Types of Home!, and Ash's Pikachu in A Riveting Rivalry!.

Pokémon the Series: Sun & Moon

This series generally retains the added visual aids from Pokémon the Series: XY, as seen as when Kiawe's Turtonator used Shell Smash in A Crowning Moment of Truth! and when Gladion's Lycanroc used Swords Dance in Showdown on Poni Island!. However, in That's Some Spicy Island Research!, Hapu's Mudsdale glowed red while increasing its defense with Stamina.

Pokémon Journeys: The Series

In Beyond Chivalry… Aiming to be a Leek Master!, Rinto's Gallade activated Justified, boosting his Attack.

In Curtain Up! Fight the Fights!, Leon's Rillaboom had its Speed boosted by its use of Max Airstream. In Whittle While You Work!, Cynthia's Togekiss also boosted its Speed via Max Airstream. In Paring Pokémon While Parrying!, Leon's Rillaboom lowered the Speed of Dragonite by using Drum Beating.

Gallery

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Missing Violet and Kitakami (different colors of the top and bottom bars), Bank, and spin-offs
Gen I status screen.png Stadium status screen.png Japanese Gen II status screen.png Korean Gen II status screen.png
Generation I Stadium Generation II (Japanese) Generation II (Korean)
Gen II status screen.png Stadium 2 status screen.png RS status screen.png Colo status screen.png
Generation II (International) Stadium 2 RS Colo
FRLG status screen.png XD status screen.png E status screen.png DP status screen.png
FRLG XD E DPPt
HGSS status screen.png BW status screen.png B2 status screen.png W2 status screen.png
HGSS BW B2 W2
XY status screen.png ORAS status screen.png SM status screen.png USUM status screen.png
XY ORAS SM USUM
LGPE status screen.png SwSh status screen.png BDSP status screen.png LA summary 3.png
LGPE SwSh BDSP LA
SV status screen.png Pokémon Box summary 1.png
S V The Teal Mask Box RS
Pokémon HOME Switch status screen.png Pokemon HOME mobile status screen.png
HOME (Switch) HOME (Mobile)

In other languages

Stat

Language Title
Chinese Cantonese 能力 Nàhnglihk
Mandarin 能力 Nénglì
The Netherlands Flag.png Dutch Statistiek
France Flag.png French Stat
Germany Flag.png German Statuswert
Indonesia Flag.png Indonesian Statistik
Italy Flag.png Italian Statistica
South Korea Flag.png Korean 능력 Neungnyeok
Malaysia Flag.png Malaysian Stat
Keupayaan
Portuguese Brazil Flag.png Brazil Atributo
Portugal Flag.png Portugal Estatística
Spain Flag.png Spanish Característica
Thailand Flag.png Thai ค่าพลัง Khaplang
Vietnam Flag.png Vietnamese Khả năng

Hit Points

Language Title
Chinese Cantonese HP *
體力 Táilihk *
Mandarin HP *
體力 / 体力 Tǐlì *
The Czech Republic Flag.png Czech HP
Denmark Flag.png Danish (HP)
Livspoint*
The Netherlands Flag.png Dutch Hit Points (HP)
Energiepunten*
IP*
Finland Flag.png Finnish Kestopisteet (KP)
French Canada Flag.png Canada HP*
France Flag.png Europe Points de Vie (PV)
Germany Flag.png German Kraftpunkte (KP)
Hungary Flag.png Hungarian Életerejének mértéke
Életerő
Indonesia Flag.png Indonesian (HP)
Italy Flag.png Italian Punti Salute (PS)
South Korea Flag.png Korean 히트포인트 Hit Points (HP)
Malaysia Flag.png Malaysian (HP)
Norway Flag.png Norwegian (LP)
Poland Flag.png Polish (HP)
Portuguese Brazil Flag.png Brazil Pontos de Saúde (PS)*
Hit Points (HP)*
Portugal Flag.png Portugal Hit Points (HP)
Pontos de Saúde*
Russia Flag.png Russian Очки Здоровья Ochki Zdorov'ya (ОЗ) (OZ)
Spanish CELAC Flag.png Latin America Resistencia
Spain Flag.png Spain Puntos de Salud (PS)
Sweden Flag.png Swedish (HP)
Träffpoäng*
Thailand Flag.png Thai พลังชีวิต Phalang Chiwit (HP)
Vietnam Flag.png Vietnamese (HP)
Sinh lực

Attack

Language Title
Chinese Cantonese 攻擊 Gūnggīk *
攻擊力 Gūnggīklihk
Mandarin 攻擊 / 攻击 Gōngjí / Gōngjī *
攻擊力 / 攻击力 Gōngjílì / Gōngjīlì
The Czech Republic Flag.png Czech Útok
Denmark Flag.png Danish Angreb
The Netherlands Flag.png Dutch Aanval
Finland Flag.png Finnish Hyökkäys
France Flag.png French Attaque
Germany Flag.png German Angriff
Hungary Flag.png Hungarian Támadás
Indonesia Flag.png Indonesian Serangan
Italy Flag.png Italian Attacco
South Korea Flag.png Korean 공격 Gonggyeok
Malaysia Flag.png Malaysian Serangan
Norway Flag.png Norwegian Angrep
Poland Flag.png Polish Atak
Portugal Flag.png Portuguese Ataque
Russia Flag.png Russian Атака Ataka
Spain Flag.png Spanish Ataque
Sweden Flag.png Swedish Anfall*
Attack*
Thailand Flag.png Thai โจมตี Chomti
Vietnam Flag.png Vietnamese Sức tấn công

Defense

Language Title
Chinese Cantonese 防禦 Fòhngyuh
防禦力 Fòhngyuhlihk
Mandarin 防禦 / 防御 Fángyù
防禦力 / 防御力 Fángyùlì
The Czech Republic Flag.png Czech Obrana
Denmark Flag.png Danish Defense
The Netherlands Flag.png Dutch Verdediging
Finland Flag.png Finnish Puolustus
France Flag.png French Défense
Germany Flag.png German Verteidigung
Hungary Flag.png Hungarian Védelem
Védekezés
Indonesia Flag.png Indonesian Pertahanan
Italy Flag.png Italian Difesa
South Korea Flag.png Korean 방어 Bang-eo
Malaysia Flag.png Malaysian Pertahanan
Norway Flag.png Norwegian Forsvar
Poland Flag.png Polish Obrona
Portugal Flag.png Portuguese Defesa
Russia Flag.png Russian Защита Zashchita
Spain Flag.png Spanish Defensa
Sweden Flag.png Swedish Försvar
Thailand Flag.png Thai ป้องกัน Pongkan
Vietnam Flag.png Vietnamese Sức phòng bị
Sức phòng thủ

Special Attack

Language Title
Chinese Cantonese 特攻 Dahkgūng
Mandarin 特攻 Tègōng
The Czech Republic Flag.png Czech Speciální útok
Denmark Flag.png Danish Specialangreb
The Netherlands Flag.png Dutch Speciale aanval
Finland Flag.png Finnish Erikoishyökkäys
France Flag.png French Attaque Spéciale
Germany Flag.png German Spezial-Angriff
Hungary Flag.png Hungarian Speciális támadás
Indonesia Flag.png Indonesian Serangan Khusus
Italy Flag.png Italian Attacco Speciale
South Korea Flag.png Korean 특수공격 Teuksu Gonggyeok
Malaysia Flag.png Malaysian Serangan Istimewa
Norway Flag.png Norwegian Spesial-angrep
Poland Flag.png Polish Specjalny Atak
Portugal Flag.png Portuguese Ataque Especial
Russia Flag.png Russian Особая Атака Osobaya Ataka
Spain Flag.png Spanish Ataque Especial
Sweden Flag.png Swedish Special-anfall
Thailand Flag.png Thai โจมตีพิเศษ Chomti Phiset
Vietnam Flag.png Vietnamese Tấn công
Tấn công Đặc biệt

Special Defense

Language Title
Chinese Cantonese 特防 Dahkfòhng
Mandarin 特防 Tèfáng
The Czech Republic Flag.png Czech Speciální obranu
Denmark Flag.png Danish Special Defense
The Netherlands Flag.png Dutch Speciale verdediging
Finland Flag.png Finnish Erikoispuolustus
France Flag.png French Défense Spéciale
Germany Flag.png German Spezial-Verteidigung
Hungary Flag.png Hungarian Speciális védekezés
Indonesia Flag.png Indonesian Pertahanan Khusus
Italy Flag.png Italian Difesa Speciale
South Korea Flag.png Korean 특수방어 Teuksu Bang-eo
Malaysia Flag.png Malaysian Pertahanan Istimewa
Norway Flag.png Norwegian Spesial-forsvar
Poland Flag.png Polish Specjalna Obrona
Portugal Flag.png Portuguese Defesa Especial
Russia Flag.png Russian Особая Защита Osobaya Zashchita
Spain Flag.png Spanish Defensa Especial
Sweden Flag.png Swedish Special-försvar
Thailand Flag.png Thai ป้องกันพิเศษ Pongkan Phiset
Vietnam Flag.png Vietnamese Phòng thủ
Phòng thủ Đặc biệt

Speed

Language Title
Chinese Cantonese 速度 Chūkdouh
敏捷度 Máhnjihtdouh *
Mandarin 速度 Sùdù
敏捷度 Mǐnjiédù *
The Czech Republic Flag.png Czech Rychlost
Denmark Flag.png Danish Fart*
Hastighed*
The Netherlands Flag.png Dutch Snelheid
Finland Flag.png Finnish Nopeus
France Flag.png French Vitesse
Germany Flag.png German Initiative
Greece Flag.png Greek Ταχύτητα
Hungary Flag.png Hungarian Gyorsaság
Sebesség
Indonesia Flag.png Indonesian Kecepatan
Italy Flag.png Italian Velocità
South Korea Flag.png Korean 스피드 Speed
Malaysia Flag.png Malaysian Kelajuan
Norway Flag.png Norwegian Fart*
Hastighet*
Poland Flag.png Polish Szybkość
Portuguese Brazil Flag.png Brazil Velocidade*
Agilidade*
Portugal Flag.png Portugal Velocidade
Russia Flag.png Russian Скорость Skorost'
Spain Flag.png Spanish Velocidad
Sweden Flag.png Swedish Snabbhet*
Hastighet*
Thailand Flag.png Thai ความเร็ว Khwamreo
Vietnam Flag.png Vietnamese Sự nhanh nhẹn
Tốc độ

Special

Language Title
Chinese Cantonese 特殊 Dahksyùh
Mandarin 特殊 Tèshū
France Flag.png French Spécial
Germany Flag.png German Spezial
Italy Flag.png Italian Speciale
Portugal Flag.png Portuguese Especial
Spain Flag.png Spanish Especial
Vietnam Flag.png Vietnamese Khả năng đặc biệt

Accuracy

Language Title
Chinese Cantonese 命中 Mihngjung
Mandarin 命中 Mìngzhòng
France Flag.png French Précision
Germany Flag.png German Genauigkeit
Indonesia Flag.png Indonesian Akurasi
Italy Flag.png Italian Precisione
South Korea Flag.png Korean 명중률 Myeongjungnyul
Malaysia Flag.png Malaysian Kadar ketepatan
Portugal Flag.png Portuguese Precisão
Spain Flag.png Spanish Precisión
Thailand Flag.png Thai อัตราความแม่น Atrakwammaen
Vietnam Flag.png Vietnamese Chính xác

Evasiveness

Language Title
Chinese Cantonese 閃避 Símbeih
Mandarin 閃避 / 闪避 Shǎnbì
France Flag.png French Esquive
Germany Flag.png German Fluchtwert*
Ausweichwert*
Indonesia Flag.png Indonesian Menghindar
Italy Flag.png Italian Elusione
South Korea Flag.png Korean 회피율 Hoepiyul
Malaysia Flag.png Malaysian Pengelakan
Portugal Flag.png Portuguese Evasão
Spain Flag.png Spanish Evasión
Thailand Flag.png Thai อัตราหลบหลีก Atraloplik
Vietnam Flag.png Vietnamese Tránh né

Combat Power

Language Title
Chinese Cantonese 攻擊力 Gūnggīklihk (CP)
Mandarin 攻擊力 Gōngjílì (CP)
The Netherlands Flag.png Dutch Combat Power (CP)
France Flag.png French Points de combat (PC)
Germany Flag.png German Wettkampfpunkte (WP)
Italy Flag.png Italian Punti lotta (PL)
South Korea Flag.png Korean 강함을 나타내는 수치 Gangham-eul Natanaeneun Suchi (CP)
Portuguese Brazil Flag.png Brazil Poder de Combate (PC)
Portugal Flag.png Portugal Combat Power (CP)
Russia Flag.png Russian Боевые Очки Boyevyye Ochki (CP)
Spain Flag.png Spanish Puntos de Combate (PC)
Thailand Flag.png Thai พลังการต่อสู้ Phalang Kantosu (CP)

Jump Power

Language Title
Chinese Cantonese 跳躍力 Tiuyeuhk Lihk (CP)
Mandarin 跳躍力 Tiàoyuè Lì (CP) *
跳跃力 Tiàoyuè Lì (鲤鱼力 Lǐyú Lì) *
France Flag.png French Puissance (PS)
Germany Flag.png German Sprungkraft (KP)
Italy Flag.png Italian Potenza di salto (PM)
South Korea Flag.png Korean 튀는 힘 Twineun Him (CP)
Spain Flag.png Spanish Impulso (PS)

See also



Pokémon individuality
LevelStatsFriendshipGenderAbility (Hidden Ability) • NatureCharacteristic
Effort valuesIndividual valuesGo PowerEffort level
ConditionPerformanceAffectionMemory


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.