Stat

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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. 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 68 of all Pokémon, and the average for all fully evolved Pokémon is 80. If a Pokémon has more than half their HP, the color remains green, and 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). If a Pokémon has less than 1/4 of their HP remaining, the color will turn red and a beeping sound (Generations 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

File:StatsDP.png
Summary Screen from Pokémon Diamond and Pearl showing Piplup's stats

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 70 for all Pokémon, and the average for all fully evolved Pokémon is 83.

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. Chandelure 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 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.

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 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.

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 66 for all Pokémon, and the average for all fully evolved Pokémon is 78.

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:

File:Accuracy calc.png

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.

File:HP calc.png

File:Statcalc gen12.png

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
  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:

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.

File:HPStatCalcGen34.png

File:OtherStatCalcGen34.png

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]. However, in the Generation I handheld games, the accuracy and evasion modifiers are the same as the normal stat modifiers[2]; this was changed in the Japanese version of Pokémon Stadium and all international versions.

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.

Stat Raisers Reducers
Vitamin Moves Abilities Items Moves Abilities EV Berry
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
Growth*
Hone Claws
Coil
Shell Smash
Work Up
Anger Point
Contrary
Defiant
Download*
Flower Gift
Guts
Huge Power
Hustle
Pure Power
Rivalry*
Justified
Moody*
Liechi Berry
Light Ball
Starf Berry*
Thick Club
X Attack
Aurora Beam
Charm
FeatherDance
Growl
Memento
Secret Power*
Superpower
Tickle
Contrary
Intimidate
Slow Start
Rivalry*
Moody*
Kelpsy Berry
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
Coil
Cotton Guard
Contrary
Marvel Scale
Moody*
Ganlon Berry
Metal Powder
Starf Berry*
X Defend
Close Combat
Crunch
Crush Claw
Iron Tail
Leer
Rock Smash
Screech
Secret Power*
Superpower
Tail Whip
Tickle
Shell Smash
Contrary
Moody*
Qualot Berry
Special Attack Calcium Acupressure*
AncientPower
Calm Mind
Charge Beam
Flatter
Growth
Nasty Plot
Ominous Wind
Silver Wind
Tail Glow
Quiver Dance
Shell Smash
Work Up
Download*
Flower Gift
Minus
Plus
Solar Power
Moody*
DeepSeaTooth
Light Ball
Petaya Berry
Soul Dew
Starf Berry*
X Special
Captivate
Draco Meteor
Leaf Storm
Memento
Mist Ball
Overheat
Psycho Boost
Moody* Hondew Berry
Special Defense Zinc Acupressure*
Amnesia
AncientPower
Calm Mind
Charge
Cosmic Power
Defend Order
Ominous Wind
Silver Wind
Stockpile*
Quiver Dance
Moody* Apicot Berry
DeepSeaScale
Soul Dew
Starf Berry*
X Sp. Def
Acid
Bug Buzz
Close Combat
Earth Power
Energy Ball
Fake Tears
Flash Cannon
Focus Blast
Luster Purge
Metal Sound
Psychic
Seed Flare
Shadow Ball
Shell Smash
Moody* Grepa Berry
Speed Carbos Acupressure*
Agility
AncientPower
Dragon Dance
Ominous Wind
Rock Polish
Silver Wind
Autotomize
Quiver Dance
Shell Smash
Chlorophyll
Motor Drive
Quick Feet
Speed Boost
Steadfast
Swift Swim
Unburden
Moody*
Quick Powder
Salac Berry
Starf Berry*
X Speed
Bubble
BubbleBeam
Constrict
Cotton Spore
Curse
Hammer Arm
Icy Wind
Low Sweep
Mud Shot
Rock Tomb
Scary Face
Secret Power*
Bulldoze
String Shot
Slow Start
Moody*
Tamato Berry
Evasion -- Acupressure*
Double Team
Minimize
Sand Veil
Snow Cloak
Tangled Feet
Moody*
BrightPowder
Lax Incense
Defog
Gravity*
Sweet Scent
Moody* --
Accuracy -- Acupressure*
Hone Claws
Coil
Compoundeyes
Moody*
Wide Lens
X Accuracy
Zoom Lens
Flash
Kinesis
Mirror Shot
Mud Bomb
Mud-Slap
Muddy Water
Octazooka
Sand-Attack
Secret Power*
SmokeScreen
Hustle
Moody*
--

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[3]:


For Attack, Defense, Sp. Attack, Sp. Defense and Speed
Stage power
Subtractive moves
Base
Supplemental moves
Stage -6 -5 -4 -3 -2 -1
0
+1 +2 +3 +4 +5
+6
Fraction (x) 2/8 2/7 2/6 2/5 2/4 2/3
1
11/2
2
21/2
3
31/2
4
Percentage 25% 29% 33% 40% 50% 67%
100%
150% 200% 250% 300% 350% 400%


For Accuracy and Evasion
Stage power
Subtractive moves
Base
Supplemental moves
Stage -6 -5 -4 -3 -2 -1
0
+1 +2 +3 +4 +5
+6
Fraction (x) 3/9 3/8 3/7 3/6 3/5 3/4
1
11/3 12/3 2 21/3 22/3
3
Percentage 33% 38% 43% 50% 60% 75%
100%
133% 167% 200% 233% 267% 300%

Notes

  1. 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).
  2. Pokémon Wiki page on Hit calculation (JP) The first section pertains to Generation I.
  3. Stage numbers from Psypokes.com, some fractions simplified.


Template:Pokémon Development

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