- Quirky redirects here. For the Pokémon Musical category, see Pokémon Musical.
- Relaxed redirects here. For the Super Contest dress-up style, see Visual Competition.
A Pokémon's Nature usually affects the growth rate of two of its stats, ultimately increasing one of its stats by 10% and decreasing another by 10%. Natures also determine the Pokémon's favorite flavor and its disliked flavor. Each stat is tagged to a flavor (e.g., the Attack stat is tagged to the Spicy flavor), and if the Nature boosts the stat, the tagged flavor will be the Pokémon's favorite (e.g., the Lonely Nature boosts the Attack stat, hence a Lonely-natured Pokémon's favorite flavor is Spicy). The opposite also holds true (i.e. the Bold Nature hinders the Attack stat, so a Bold-natured Pokémon will dislike Spicy food).
Pokémon's Natures are determined when it is generated by the game; when it is obtained as an Egg from the Pokémon Day Care, encountered in the wild, or given to the player by a non-player character. In Generation III and IV, it is determined by the Pokémon's personality value; in later games, it is stored in a separate variable.
Every Nature represents one of the 25 unique possible combinations of stat increase and decrease; thus, there are five Natures that have no effect on the Pokémon's stat growth (Bashful, Docile, Hardy, Quirky and Serious). These five neutral Natures are technically Natures that increase and decrease the same stat.
List of Natures
The following table lists each one of the 25 Natures and their effects on a Pokémon. It may be rearranged by clicking the boxes next to each column's heading.
|Nature||Japanese||Increased stat||Decreased stat||Favorite flavor||Disliked flavor|
|Rash||うっかりや||Sp. Attack||Sp. Defense||Dry||Bitter|
|Careful||しんちょう||Sp. Defense||Sp. Attack||Bitter||Dry|
As each Nature uniquely boosts one stat and hinders another, the 25 Natures may also be arranged into a table as shown:
From Pokémon Emerald onwards, a Ditto or a female Pokémon that holds an Everstone has a 50% chance of passing its Nature to its offspring when at the Pokémon Day Care. Starting in Pokémon HeartGold and SoulSilver, male Pokémon can also pass on their Nature with an Everstone. On Generation VI, chances of inheriting the Nature when either male or female Pokémon was doubled to 100%, ensuring the desired Nature will pass down onto every single offspring.
In Pokémon Colosseum and Pokémon XD: Gale of Darkness, a Pokémon's nature affects the effectiveness of different purification methods. An action that greatly lowers the Heart Gauge of one Shadow Pokémon might do very little for another one based on their respective natures.
In Generation IV, parents could only pass Natures to their offspring if both Pokémon and the Trainer all came from a game in the same language. From Pokémon Black 2 and White 2 onwards, any Pokémon holding an Everstone will pass its Nature to its offspring.
Since Pokémon Emerald, if a Pokémon with the Ability Synchronize is leading the party, there is a 50% chance of encountering a wild Pokémon with the same Nature. Synchronize affects any encounter, including stationary legends, but excluding Pokémon that are received from a non-player character, such as the Eevee given out by Bill or catching Pokémon during a Stroll in the Pokéwalker bundled in Pokémon HeartGold and SoulSilver, as well as from Pokémon received in a museum after being resurrected from Fossils.
Natures also dictate the manner in which Pokémon battle by themselves at the Battle Palace, different Natures (including the five non-increasing/decreasing ones) make the Pokémon use different methods of attacks and change tactics when they are low on HP. A man in a house closest to the Sunyshore City Heritage Site asks to see Pokémon with different Natures (Serious, Naive and Quirky), and will give the player three Pokétch applications.
Starting in Pokémon HeartGold and SoulSilver, the stats increased or decreased by a Pokémon's Nature has a red or blue highlight (respectively) when viewing that Pokémon's summary screen.
From Generation V onwards, the player can assign a nature to their Trainer profile (by registering it on their Trainer Card in Generation V, or their Player Search System profile in Generation VI). In Generation V, these Natures affect what the player will say on others' games at the Unity Tower.
Battle Palace (Emerald)
All attacks are grouped into three categories: Attack, Defense, and Support. The following is the list of attacks per category:
- Attack: Any attack not listed under Defense or Support.
- Defense: All moves targeting itself, as well as Bide. These include Acid Armor, Agility, Amnesia, Aromatherapy, Barrier, Baton Pass, Belly Drum, Bide, Bulk Up, Calm Mind, Camouflage, Charge, Conversion 2, Conversion, Cosmic Power, Defense Curl, Destiny Bond, Detect, Double Team, Dragon Dance, Endure, Focus Energy, Follow Me, Growth, Grudge, Hail, Harden, Haze, Heal Bell, Helping Hand, Howl, Imprison, Ingrain, Iron Defense, Light Screen, Meditate, Milk Drink, Minimize, Mist, Moonlight, Morning Sun, Mud Sport, Perish Song, Protect, Rain Dance, Recover, Recycle, Reflect, Refresh, Rest, Safeguard, Sandstorm, Sharpen, Slack Off, Soft-Boiled, Splash, Stockpile, Substitute, Sunny Day, Swallow, Swords Dance, Synthesis, Tail Glow, Teleport, Water Sport, Wish, and Withdraw.
- Support: All moves that do not deal damage and are not categorized under Defense, as well as Counter and Mirror Coat. These include Assist, Attract, Block, Charm, Confuse Ray, Cotton Spore, Counter, Curse, Disable, Encore, Fake Tears, Feather Dance, Flash, Flatter, Foresight, Glare, Grass Whistle, Growl, Hypnosis, Kinesis, Leech Seed, Leer, Lock-On, Lovely Kiss, Magic Coat, Mean Look, Memento, Metal Sound, Metronome, Mimic, Mind Reader, Mirror Coat, Mirror Move, Nature Power, Nightmare, Odor Sleuth, Pain Split, Poison Gas, Poison Powder, Psych Up, Roar, Role Play, Sand Attack, Scary Face, Screech, Sing, Sketch, Skill Swap, Sleep Powder, Sleep Talk, Smokescreen, Snatch, Spider Web, Spikes, Spite, Spore, String Shot, Stun Spore, Supersonic, Swagger, Sweet Kiss, Sweet Scent, Tail Whip, Taunt, Teeter Dance, Thunder Wave, Tickle, Torment, Toxic, Transform, Trick, Whirlwind, Will-O-Wisp, and Yawn.
All Natures have a set ratio of Attack, Defense, and Support moves; these change when the Pokémon's HP falls below 50%. This represents the likelihood a particular category of attack is chosen. During battle, a random attack from the Pokémon's moveset in the selected category is chosen; if no such attack exists, the Pokémon will "appear incapable of using its power", and will skip its turn.
The following table lists each Nature and its move type preferences; it may be rearranged by clicking the boxes next to each column's heading.
|Nature||Attack||Defense||Support||Attack (<50%)||Defense (<50%)||Support (<50%)|
In other languages
|This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|