Stat

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Revision as of 03:45, 2 November 2008 by Raijinili (talk | contribs) (→‎Stat modifiers: Expanding section)
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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.

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 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.

Attack

The Attack stat determines how much damage a Pokémon can deal using a physical move.

Defense

The Defense stat determines how much damage a Pokémon receives when it is hit with a physical move.

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.

Special Attack

The Special Attack stat determines how much damage a Pokémon can deal using a special move.

Special Defense

The Special Defense stat determines how much damage a Pokémon receives when it is hit with a special move.

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.

In-battle Stats

Evasion

The Evasion stat determines how much percent chance an opponent's move will have of missing. Initial value at the start of any battle is 0%.

Accuracy

The Accuracy stat determines how much percent chance an attacker's move will have of hitting. Initial value at the start of any battle is 100%.

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 10 more than the Pokémon's level 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 combined individual value and effort value. This means that there is no possible way, 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.

Formula

The stat is rounded down if the result is a decimal.

HP Stat = ((IV + 2 * Base + (EV/4)) * Level/100) + 10 + Level

Other Stats = [((IV + 2 * Base + (EV/4)) * Level/100) + 5] * Nature

Stat modifiers

Some moves and abilities can change stats during battle, raising them and lowering them as part of the effect. Some items are made that will also do this.

In-battle stat modifers 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.

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 would have eight times its normal attack.

During a Sandstorm, all Rock Pokémon gain 50% Special Defense, which does not work with stages.

All stat modifiers listed below except the vitamins will increase the corresponding stats only for the battle that they are used in. Vitamins increase the corresponding stats permanently.

Stat Increasers Reducers
Vitamin Moves Abilities Items Moves Abilities
Attack Protein Acupressure*
AncientPower
Belly Drum
Bulk Up
Curse
Dragon Dance
Howl
Meditate
Metal Claw
Meteor Mash
Ominous Wind
Sharpen
Silver Wind
Swagger
Swords Dance
Anger Point
Download
Flower Gift
Guts
Huge Power
Hustle
Pure Power
Rivalry
Liechi
Starf
X Attack
Aurora Beam
Charm
FeatherDance
Growl
Memento
Superpower
Tickle
Intimidate
Slow Start
Rivalry
Defense Iron Acid Armor
Acupressure*
AncientPower
Barrier
Bulk Up
Cosmic Power
Curse
Defend Order
Defense Curl
Harden
Iron Defense
Ominous Wind
Silver Wind
Skull Bash
Steel Wing
Stockpile
Withdraw
Marvel Scale Ganlon
Starf
X Defend
Crunch
Crush Claw
Iron Tail
Leer
Rock Smash
Screech
Superpower
Tail Whip
Tickle
--
Special
Attack
Calcium Acupressure*
AncientPower
Calm Mind
Charge Beam
Flatter
Growth
Nasty Plot
Ominous Wind
Silver Wind
Tail Glow
Download
Flower Gift
Minus
Plus
Solar Power
Petaya
Starf
X Special
Captivate
Draco Meteor
Leaf Storm
Memento
Mist Ball
Overheat
Psycho Boost
--
Special
Defense
Zinc Acupressure*
Amnesia
AncientPower
Calm Mind
Charge
Cosmic Power
Defend Order
Ominous Wind
Silver Wind
Stockpile
-- Apicot
Starf
X Sp. Def
Acid
Bug Buzz
Earth Power
Energy Ball
Fake Tears
Flash Cannon
Focus Blast
Luster Purge
Metal Sound
Psychic
Seed Flare
Shadow Ball
--
Speed Carbos Acupressure*
Agility
AncientPower
Dragon Dance
Ominous Wind
Rock Polish
Silver Wind
Chlorophyll
Motor Drive
Quick Feet
Speed Boost
Steadfast
Swift Swim
Unburden
Salac
Starf
X Speed
Bubble
BubbleBeam
Constrict
Cotton Spore
Curse
Hammer Arm
Icy Wind
Mud Shot
Rock Tomb
Scary Face
Secret Power
String Shot
Slow Start
Stall
Evasion -- Acupressure*
Double Team
Minimize
Sand Veil
Snow Cloak
Tangled Feet
-- Defog
Sweet Scent
--
Accuracy -- Acupressure* Compoundeyes X Accuracy Flash
Kinesis
Mirror Shot
Mud Bomb
Mud-Slap
Muddy Water
Octazooka
Sand-Attack
SmokeScreen
Hustle
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