Stat
- HP and Hit Points redirect 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.
This article is incomplete. Please feel free to edit this article to add missing information and complete it. Reason: Details for Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, manga section |
A statistic (Japanese: 能力 ability), or stat for short, is an element which determines certain aspects of battles in the 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 abilitiesRBY (as seen via NPCs on the fifth floor of the Celadon Department Store) and ratingsGSC (as seen in Growth's move description).
List of stats
Permanent stats
Hit Points
The Hit Points (Japanese: 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 Centers, Substitute, Leftovers, and 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.
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 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.
The HP bar also affects the Pokémon's cry. Since Pokémon Ruby and Sapphire, 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 Pokémon FireRed and LeafGreen, if the Pokémon has less than half its total HP, its cry will be lowered by a half-step to indicate its weakened state.
In-battle appearance
Attack
The Attack stat (Japanese: 攻撃能力 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 Damage → Damage calculation.
Defense
The Defense stat (Japanese: 防御能力 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 Damage → Damage calculation.
Special
The Special stat (Japanese: とくしゅのうりょく special ability) is a stat that existed 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), 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), 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) 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.
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, 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) 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.
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.
Awakening values
- Main article: Awakening values
Awakening values 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 AV gained regardless of level, and each stat is capped at 200 AVs.
Formula
- See also: Damage → 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 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 |
Its HP can be calculated as follows:
File:StatExampleHPGen2.png File:StatExampleHPGen2 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
Its Speed can be calculated as follows:
File:StatExampleSpeedGen2 1.png File:StatExampleSpeedGen2 2.png
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 |
Note that some numbers may be off by one due to rounding.
In Generation III onward
The stat is rounded down if the result is a decimal.
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:
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 | 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 |
In 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.
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).
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:
T = Accuracymove * Accuracyuser * Evasiontarget - BrightPowder
Where...
- T is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
- Accuracymove is the move's accuracy, a value from 0 to 255,
- Accuracyuser is the accuracy stage multiplier of the user,
- Evasiontarget is the evasion stage multiplier of the target, and
- BrightPowder 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 else 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:
T = Accuracymove * Adjusted_stages * Other_mods
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 (internally, 0 is also a valid value, but this is displayed as "—" and means that the move ignores accuracy checks),
- Adjusted_stages 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_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.
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: 総合的な強さ 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 off 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.
Stat modifiers
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.
The modifiers conferred by most moves operate on a sliding scale of stages. When a given stat is raised or lowered, its current stage is increased or decreased by the amount dictated by the move, up to a maximum of +6 or a minimum of -6. A given stage corresponds to a given multiplier that will modify the stat when it is used in battle calculations. The exact multipliers for stages are detailed in a later section below. Note that prior to Generation III, no stat can fall below 1 or rise above 999; any further modifiers will 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 withdrawn or affected by the moves Haze or Clear Smog, and reversed when the Pokémon is affected by Topsy-Turvy.
If a Pokémon is under the effect of Mist, Clear Body, White Smoke, or Full Metal Body, its stats can only be lowered through self-inflicted methods such as Superpower. In Generation V onward, if a Pokémon's Ability is Simple, then any changes to stages are doubled. If a Pokémon's Ability is Contrary, then any changes to stages are reversed.
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—and thus can stack with—stages. Examples include the Ability 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 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. Vitamins and wings increase EVs, while "EV Berries" (No. 21, Pomeg, to No. 26, 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.
Stage modification quotes
The "Pokémon" identifier in the quotes below includes a prefix that varies depending on the situation; most wild Pokémon (but not all) and opposing Pokémon have one. If a move would raise a stat that is too high or lower a stat that is too low as a secondary effect, a quote will not be shown.
Change | Generation I | Generation II | Generation III | Generation IV | Generation V | Generation VI | Generation VII | |
---|---|---|---|---|---|---|---|---|
too high | Nothing happened! | <Pokémon>'s <stat> won't rise anymore! | <Pokémon>'s <stat> won't go higher! | <Pokémon>'s <stat> won't go any higher! | ||||
multiple too high | <Pokémon>'s stats won't go any higher! | |||||||
+1 | <Pokémon>'s <stat> rose! | <Pokémon>'s <stat> went up! | <Pokémon>'s <stat> rose! | |||||
+2 | <Pokémon>'s <stat> greatly rose! | <Pokémon>'s <stat> went way up! | <Pokémon>'s <stat> sharply rose! | <Pokémon>'s <stat> rose sharply! | ||||
+3 or higher | <Pokémon>'s <stat> rose drastically! | |||||||
multiple too low | <Pokémon>'s stats won't go any lower! | |||||||
too low | Nothing happened! | <Pokémon>'s <stat> won't drop anymore! | <Pokémon>'s <stat> won't go lower! | <Pokémon>'s <stat> won't go any lower! | ||||
-1 | <Pokémon>'s <stat> fell! | |||||||
-2 | <Pokémon>'s <stat> greatly fell! | <Pokémon>'s <stat> sharply fell! | <Pokémon>'s <stat> harshly fell! | |||||
-3 or lower | <Pokémon>'s <stat> severely fell! |
Stage multipliers
When a move is used that increases or decreases a stat of a Pokémon in battle, it will be multiplied according to the following fractions, depending on the generation:
- For Attack, Defense, Special, Sp. Attack, Sp. Defense, and Speed
Stage | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gen I-II | 25/100 | 28/100 | 33/100 | 40/100 | 50/100 | 66/100 | 100/100 | 150/100 | 200/100 | 250/100 | 300/100 | 350/100 | 400/100 |
Gen III+ | 2/8 | 2/7 | 2/6 | 2/5 | 2/4 | 2/3 | 2/2 | 3/2 | 4/2 | 5/2 | 6/2 | 7/2 | 8/2 |
- For accuracy and evasion
Stage (accuracy) | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Stage (evasion) | +6 | +5 | +4 | +3 | +2 | +1 | 0 | -1 | -2 | -3 | -4 | -5 | -6 |
Gen I handheld games | 25/100 | 28/100 | 33/100 | 40/100 | 50/100 | 66/100 | 100/100 | 150/100 | 200/100 | 250/100 | 300/100 | 350/100 | 400/100 |
Pokémon Stadium | 1/3 | 36/100 | 43/100 | 50/100 | 66/100 | 75/100 | 100/100 | 133/100 | 166/100 | 200/100 | 233/100 | 266/100 | 300/100 |
Gen II | 33/100 | 36/100 | 43/100 | 50/100 | 60/100 | 75/100 | 100/100 | 133/100 | 166/100 | 200/100 | 233/100 | 266/100 | 300/100 |
Gen III-IV | 33/100 | 36/100 | 43/100 | 50/100 | 60/100 | 75/100 | 100/100 | 133/100 | 166/100 | 200/100 | 250/100 | 266/100 | 300/100 |
Gen V+ | 3/9 | 3/8 | 3/7 | 3/6 | 3/5 | 3/4 | 3/3 | 4/3 | 5/3 | 6/3 | 7/3 | 8/3 | 9/3 |
In Generations I and II, accuracy and evasion stages are resolved separately and both multipliers 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 66/100 * 66/100 ~= 43.56% chance of hitting in Generation I, or a 75/100 * 75/100 ~= 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 60/100 = 60% chance of hitting.[1]
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 33/100 or 33% chance to hit. (For comparison, in Generation II, the attacker would only have a 33/100 * 33/100 ~= 10.89% chance of hitting.)
In Generation IV, if a Pokémon's Ability is Simple, then its stats will be multiplied as if the stat change was doubled. For example, a stat raised by one stage will be multiplied as if it were raised by two stages.
In other games
In the Mystery Dungeon series
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.
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.
Stats are capped at 500 HP (999 HP prior to Super Mystery Dungeon) and 255 for all other stats.
Movement Speed/Travel Speed
- Main article: Travel Speed
Movement SpeedRBTDS or Travel SpeedGtISMDRTDX 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 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: おなか stomach) is a hunger statistic in the Pokémon Mystery Dungeon series. As the team leader explores a dungeon, its Belly will diminish as turns go by, represented by a number decreasing from 100. Holding certain 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 1/10RBTDSGtI or 1/7SMDRTDX 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 Alliances 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 1RBTDSGtI/3SMDRTDX every turn until it either faints or eats something.
In Gates to Infinity, this feature was removed for most dungeons, but the mechanic returned in all dungeons in 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 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 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.[2]
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
Subtractive moves | Base | 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 | 128/256 | 133/256 | 138/256 | 143/256 | 148/256 | 153/256 | 161/256 | 171/256 | 179/256 | 204/256 | 1 | 307/256 | 332/256 | 358/256 | 384/256 | 409/256 | 422/256 | 435/256 | 448/256 | 460/256 | 473/256 | |
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
Subtractive moves | Base | 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 | 7/256 | 12/256 | 25/256 | 38/256 | 51/256 | 64/256 | 76/256 | 102/256 | 128/256 | 179/256 | 1 | 332/256 | 409/256 | 486/256 | 537/256 | 588/256 | 640/256 | 691/256 | 742/256 | 793/256 | 844/256 | |
Percentage | 3% | 5% | 10% | 15% | 20% | 25% | 30% | 40% | 50% | 70% | 100% | 130% | 160% | 190% | 210% | 230% | 250% | 270% | 290% | 310% | 330% |
- For accuracy
Subtractive moves | Base | 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 | 84/256 | 89/256 | 94/256 | 102/256 | 110/256 | 115/256 | 140/256 | 153/256 | 179/256 | 204/256 | 1 | 320/256 | 384/256 | 409/256 | 422/256 | 435/256 | 448/256 | 460/256 | 473/256 | 486/256 | 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
Subtractive moves | Base | 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 | 486/256 | 473/256 | 460/256 | 448/256 | 435/256 | 422/256 | 409/256 | 384/256 | 345/256 | 263/256 | 204/256 | 179/256 | 153/256 | 128/256 | 102/256 | 89/256 | 76/256 | 64/256 | 51/256 | 38/256 | |
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
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: 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.
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.
Determination of stats
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.
HP, Attack, Defense, and Speed are all calculated from one formula:
File:Conquest stat formula.png
Attack, Defense, and Speed can all increase and decrease in stages; these work like they do 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.
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 Skills, Abilities, and moves. The Ability 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.
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:
Energy level | Multiplier |
---|---|
Highest | 1.1 |
High | 1.05 |
Neutral | 1 |
Low | 0.95 |
Lowest | 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 Ponigiri Shops, 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 kingdom events. Energy can also be recovered during battle by using items, Pokémon abilities, or by using certain Warrior Skills. 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 article: Warrior → 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 linked with perform in battle, as well as the outcomes when the Warrior visits various kingdom locations. Capacity limits the number of Pokémon a Warrior can link with.
In Pokémon GO
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: 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 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 Damage → Pokémon GO.
Conversion from the core series
Each Pokémon's base stats are based off its stats from the core series. Base stats for Pokémon from Generations I and II are calculated using the base stats from the Generation VI core series. Pokémon from Generations III and IV are based off their Generation VII base stats.
Aside from a few outliers, such as Shedinja's HP, base stats in GO can be approximated by the following formulas: [3]
File:Defense conversion GO.png
where
HP
is the HP stat from the core seriesAttack
andSpAtk
are the Attack and Sp. Attack stats from the core seriesDefense
andSpDef
are the Defense and Sp. Defense stats from the core seriesSpeed
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 its species' base stats, its 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
where
base
refers to the relevant base statIV
refers to the IV for the stat in questioncpMult
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 Gym also have twice their regular HP during Gym battles.
CP
Combat Power (Japanese: 総合的な強さ Total Power), abbreviated as CP (Japanese: 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):
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 Trainer Battles, some Charged Attacks have a chance of increasing the user's stats or decreasing the opponent's stats after use.
Stat | Raisers | Reducers |
---|---|---|
Attack | 1 stage Power-Up Punch 2 stages Ancient Power Crabhammer Night Slash Ominous Wind Silver Wind |
1 stage Bubble Beam Leaf Tornado Muddy Water |
Defense | 1 stage Skull Bash 2 stages Ancient Power Ominous Wind Silver Wind |
1 stage Earth Power Psychic 2 stages Acid Spray Close Combat |
Stage multipliers
- For Attack and Defense
Stage | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 |
---|---|---|---|---|---|---|---|---|---|
Multiplier | 4/8 | 4/7 | 4/6 | 4/5 | 4/4 | 5/4 | 6/4 | 7/4 | 8/4 |
In Pokémon: Magikarp Jump
Jump Power
This section is incomplete. Please feel free to edit this section to add missing information and complete it. |
Jump Power (Japanese: はねる力 Jump Power), or JP (Japanese: CP), is a stat that indicates a 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 SI prefixes.
In the anime
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: other appearances |
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 original series
In Wired For Battle!, HP was shown on Shingo's laptop where Blade's Quick Attack lowered Heracross's HP by half.
In the Advanced Generation series
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.
In the Diamond & Pearl series
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.
In the Best Wishes series
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.
In the XY series
As of the XY series, 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!.
In the Sun & Moon series
The Sun & Moon series generally retains the added visual aids from the XY series, as seen as when Kiawe's Turtonator used Shell Smash in A Crowning Moment of Truth!. However, in That's Some Spicy Island Research!, Hapu's Mudsdale glowed red while increasing its defense with Stamina.
Gallery
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Missing spin-offs |
Generation I | Generation II (Japanese) | Generation II (Korean) | Generation II (International) |
---|---|---|---|
RS | Colo | FRLG | E |
XD | DPPt | HGSS | Generation V |
XY | ORAS | SM | USUM |
LGPE | SwSh |
In other languages
Stat
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Hit Points
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Attack
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Defense
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Special Attack
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Special Defense
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Speed
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Special
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Accuracy
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Evasiveness
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Belly
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Combat Power
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Jump Power
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See also
- Base stats
- List of Pokémon by base stats (Generation I)
- List of Pokémon by base stats (Generation II-V)
- List of Pokémon by base stats (Generation VI)
- List of Pokémon by base stats (Generation VII)
- List of Pokémon by base stats (Generation VIII-present)
- List of fully evolved Pokémon by base stats
- List of Pokémon with unique base stat totals
Notes
Pokémon individuality | ||
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This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |