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[[File:Pt hp bar.png|frame|HP bar in {{v2|Platinum}}]] | [[File:Pt hp bar.png|frame|HP bar in {{v2|Platinum}}]] | ||
'''Hit Points''', or '''HP''' for short, determine how much damage a Pokémon can receive before [[fainting]]. It is comparable to body mass rather than the toughness or willpower of the Pokémon. It is the most visible of the stats in battle, appearing both graphically (as a bar that is green, yellow, or red depending on how much HP is left) and as a current/total amount below the bar. Currently, {{P|Blissey}} has the highest HP stat among all the Pokémon in the game with a whopping 255 Base HP. The average HP Stat is 72 of all Pokémon, and the average for all fully evolved Pokémon is 81. If a Pokémon has more than half their HP, the color remains green, if the Pokémon is between half or more than 1/4 their HP, the Pokémon HP will turn yellow (In Gold, Silver, and Crystal, if a player uses a revive the color would be green when revived to half of the player's Pokémon), and if a Pokémon has less than 1/4 of their HP remaining, the color will turn red and a beeping sound will notify the player that his Pokémon is in danger of [[Fainting]] and will continue playing until the Pokémon is switched out, treated to a [[Potion|healing item]], or faints. | '''Hit Points''', or '''HP''' for short, determine how much damage a Pokémon can receive before [[fainting]]. It is comparable to body mass rather than the toughness or willpower of the Pokémon. It is the most visible of the stats in battle, appearing both graphically (as a bar that is green, yellow, or red depending on how much HP is left) and as a current/total amount below the bar. Currently, {{P|Blissey}} has the highest HP stat among all the Pokémon in the game with a whopping 255 Base HP. The average HP Stat is 72 of all Pokémon, and the average for all fully evolved Pokémon is 81. If a Pokémon has more than half their HP, the color remains green, if the Pokémon is between half or more than 1/4 their HP, the Pokémon HP will turn yellow (In Gold, Silver, and Crystal, if a player uses a revive the color would be green when revived to half of the player's Pokémon), and if a Pokémon has less than 1/4 of their HP remaining, the color will turn red and a beeping sound (gen I-IV) or a change of battle music with the beep as a metronome ( Generation V) will notify the player that his Pokémon is in danger of [[Fainting]] and will continue playing until the Pokémon is switched out, treated to a [[Potion|healing item]], or faints. | ||
====Attack==== | ====Attack==== |
Revision as of 01:26, 13 December 2010
- HP redirects here. For the move commonly referred to in competitive battling as "HP", see Hidden Power. For the Pokémon Trading Card Game set commonly abbreviated as "HP," see EX Holon Phantoms. For HP in the Trading Card Game see Glossary of terms.
Stats, short for statistics, determine certain aspects of battles in the games. More specifically, stats may also refer to the numerical values of each field in regards to individual Pokémon.
List of stats
Permanent stats
Hit Points
Hit Points, or HP for short, determine how much damage a Pokémon can receive before fainting. It is comparable to body mass rather than the toughness or willpower of the Pokémon. It is the most visible of the stats in battle, appearing both graphically (as a bar that is green, yellow, or red depending on how much HP is left) and as a current/total amount below the bar. Currently, Blissey has the highest HP stat among all the Pokémon in the game with a whopping 255 Base HP. The average HP Stat is 72 of all Pokémon, and the average for all fully evolved Pokémon is 81. If a Pokémon has more than half their HP, the color remains green, if the Pokémon is between half or more than 1/4 their HP, the Pokémon HP will turn yellow (In Gold, Silver, and Crystal, if a player uses a revive the color would be green when revived to half of the player's Pokémon), and if a Pokémon has less than 1/4 of their HP remaining, the color will turn red and a beeping sound (gen I-IV) or a change of battle music with the beep as a metronome ( Generation V) will notify the player that his Pokémon is in danger of Fainting and will continue playing until the Pokémon is switched out, treated to a healing item, or faints.
Attack
The Attack stat determines how much damage a Pokémon can deal using a physical move. Deoxys in its Attack Forme currently holds the honor of having the highest Attack stat among all the Pokémon, with 180. Rampardos currently has the highest Attack stat of all non-legendary Pokémon with 165. The average Attack Stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.
Defense
The Defense stat determines how much damage a Pokémon receives when it is hit with a physical move. Shuckle currently holds the highest Defense stat among all the Pokémon in the game with 230. The average Defense Stat is 72 for all Pokémon, and the average for all fully evolved Pokémon is 86.
Special
The Special stat determines how much damage a Pokémon both receives and deals in regards to special moves. The Special stat was divided into Special Attack and Special Defense in terms of base stats in Generation II, and further divided in terms of IVs and EVs in Generation III. Mewtwo had the highest Special stat among all the Pokémon in the generation in which the stat existed.
Special Attack
The Special Attack stat determines how much damage a Pokémon can deal using a special move. Deoxys, when it is in Attack Forme, currently holds the highest Special Attack stat among all the Pokémon with 180. Shandera currently has the highest Special Attack stat of all non-legendary Pokémon, at 145. Mewtwo currently has the highest Special Attack of all non-event Pokémon with 154. The average Special Attack Stat is 70 for all Pokémon, and the average for all fully evolved Pokémon is 85.
Special Defense
The Special Defense stat determines how much damage a Pokémon receives when it is hit with a special move. Shuckle also holds the highest Special Defense stat among all the Pokémon with 230. The average Special Defense Stat is 71 for all Pokémon, and the average for all fully evolved Pokémon is 86.
Speed
The Speed stat determines how quickly a Pokémon can act in battle. Pokémon with higher speed will make a move before ones with lower speed under normal conditions. Deoxys in its Speed Forme currently holds the honor of having the highest Speed among all the Pokémon with 180. Ninjask currently has the highest Speed of all non-legendary Pokémon with 160. The average Speed Stat is 67 for all Pokémon, and the average for all fully evolved Pokémon is 80.
In-battle stats
Evasion
The Evasion stat determines the percent chance that an opponent's move will miss. The initial value at the start of any battle is 100%. If the stat is decreased below 100% with a move such as Sweet Scent, then the opposing Pokémon has a better chance of connecting its move. If the stat is increased above 100% with a move such as Double Team, the opposing Pokémon will have a harder time connecting its moves. It was called "evade" in Generation I.
Accuracy
The Accuracy stat determines the percent chance an attacker's move will hit. The initial value at the start of any battle is 100%. Along with Accuracy-raising moves, in Pokémon XD the player can also raise a Pokémon's Accuracy by using the call action.
Formula for accuracy and evasion
The probability that a move will hit is calculated as follows:
Where:
- Abase is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),
- Accuracy is the current Accuracy stat of the user (in percent - e.g. raising accuracy by three stages raises this number to 2), and
- Evasion is the current Evasion stat of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6).
If P is greater than 1, the move will surely hit. In a 2-on-2 battle, it is possible for a move that hits two or three targets to miss some of the targets and hit others - the probabilities are calculated individually for each move.
Determination of stats
Base stats
A Pokémon's base stats 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 stats in each, while the HP stat will be 110 plus double the base stat (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.
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.
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 255 EVs in a single stat.
Formula
- See also: Damage calculation
In Generations I and II
The stat is rounded down if the result is a decimal.
Example
Consider a Level 81 Pikachu with the following IV's and EV's:
HP | Attack | Defense | Speed | Sp.Atk | Sp.Def | Total | |
---|---|---|---|---|---|---|---|
Base stat | 35 | 55 | 30 | 90 | 50 | 40[1] | 300 |
IV | 7[2] | 8 | 13 | 5 | 9[3] | 42 | |
EV | 22850 | 23140 | 17280 | 24795 | 19625 | 107690 |
Its HP can be calculated as follows:
File:StatExampleHPGen2.png File:StatExampleHPGen2 2.png
Its Speed can be calculated as follows:
File:StatExampleSpeedGen2 1.png File:StatExampleSpeedGen2 2.png
Its Special Attack and Special Defense stats simply rely on the Special EV and IV.
File:StatExampleSpAtkGen2 1.png File:StatExampleSpAtkGen2 2.png
File:StatExampleSpDefGen2 1.png File:StatExampleSpDefGen2 2.png
In the end, this Pikachu's stats are:
HP | Attack | Defense | Speed | Sp.Atk | Sp.Def | |
---|---|---|---|---|---|---|
Base stat | 35 | 55 | 30 | 90 | 50 | 40 |
IV | 7 | 8 | 13 | 5 | 9 | |
EV | 22850 | 23140 | 17280 | 24795 | 19625 | |
Total | 189 | 137 | 101 | 190 | 128 | 112 |
Note that some numbers may be off by one due to rounding.
In Generations III and IV
The stat is rounded down if the result is a decimal. It is also rounded down before the nature mutiplier, if any, is applied.
These formulas mean that, aside from Shedinja's HP, which is always 1, the lowest a stat can ever possibly be is 4.
Example
Consider a Level 78 Garchomp with the following IV's and EV's and an Adamant nature:
HP | Attack | Defense | Speed | Sp.Atk | Sp.Def | Total | |
---|---|---|---|---|---|---|---|
Base stat | 108 | 130 | 95 | 102 | 80 | 85 | 600 |
IV | 24 | 12 | 30 | 5 | 16 | 23 | 110 |
EV | 74 | 195 | 86 | 23 | 48 | 84 | 510 |
Its HP can be calculated as follows:
File:StatExampleHPGen4.png File:StatExampleHPGen4 2.png
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:
File:StatExampleAttackGen4 1.png File:StatExampleAttackGen4 2.png
And its Special Attack stat will be:
File:StatExampleSpAtkGen4 1.png File:StatExampleSpAtkGen4 2.png
Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:
File:StatExampleSpeedGen4 1.png File:StatExampleSpeedGen4 2.png
In the end, this Garchomp's stats are as follows:
HP | Attack | Defense | Speed | Sp.Atk | Sp.Def | |
---|---|---|---|---|---|---|
Base stat | 108 | 130 | 95 | 102 | 80 | 85 |
IV | 24 | 12 | 30 | 5 | 16 | 23 |
EV | 74 | 195 | 86 | 23 | 48 | 84 |
Total | 289 | 280 | 193 | 172 | 135 | 171 |
Note that some numbers may be off by one due to rounding.
Stat modifiers
Some moves and abilities can change stats during battle, raising them and lowering them as part of the effect. Some items will also do this.
In-battle stat modifiers multiply specific stats by a certain amount, meaning that a higher starting stat will have a bigger change. For each stat, there are six stages of increase, and six stages of decrease. The stages are cumulative: adding a stage of increase, and then a stage of decrease, results in no net change to the stat. The six stages of increase are x1.5, x2.0, x2.5, x3.0, x3.5, and x4.0. The six stages of decrease are 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. Accuracy and Evasion modifications are calculated in a different manner[1].
Some modifiers, such as Huge Power and Pure Power, do not work with the above stages, and thus can stack on top of them. For example, a Pokémon with Pure Power and six stages of increase in Attack would have eight times its normal attack.
In Generation IV, during a Sandstorm, all Template:Type2 Pokémon gain 50% Special Defense, which does not work with stages.
All stat modifiers listed below, except the vitamins and the EV Berries, will increase the corresponding stats only for the battle that they are used in.
Stages
When a status move is used that is meant to increase or decrease a stat of an in-use party or foe Pokémon it will be measured according to the following fractions[2]:
- For Attack, Defense, Sp. Attack, Sp. Defense and Speed
Stage | -6 | -5 | -4 | -3 | -2 | -1 | +1 | +2 | +3 | +4 | +5 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fraction (x) | 2/8 | 2/7 | 2/6 | 2/5 | 2/4 | 2/3 | 11/2 | 21/2 | 31/2 | ||||
Percentage | 25% | 29% | 33% | 40% | 50% | 67% | 150% | 200% | 250% | 300% | 350% | 400% |
- For Accuracy and Evasion
Stage | -6 | -5 | -4 | -3 | -2 | -1 | +1 | +2 | +3 | +4 | +5 | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fraction (x) | 3/9 | 3/8 | 3/7 | 3/6 | 3/5 | 3/4 | 11/3 | 12/3 | 2 | 21/3 | 22/3 | ||
Percentage | 33% | 38% | 43% | 50% | 60% | 75% | 133% | 167% | 200% | 233% | 267% | 300% |
Notes
- ↑ According to this post on the Smogon University forums, the formula simply uses a base numerator and denominator of 3 instead of 2 (that is, the modifiers are instead x1.33, x1.66, x2.0, etc. on the plus side and x0.75, x0.60, x0.5, etc. on the minus side).
- ↑ Stage numbers from Psypokes.com, some fractions simplified.
This game mechanics article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |