Stat
- 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.