Effort values: Difference between revisions

4,496 bytes added ,  1 February 2017
m
→‎Measuring EVs: an NPC => a non-playable character
m (→‎Measuring EVs: an NPC => a non-playable character)
(27 intermediate revisions by 18 users not shown)
Line 1: Line 1:
{{Incomplete|article|Add more info and sources for Game Freak's stance}}
{{Incomplete|2=Add more info}}
'''Effort values''' (Japanese: '''{{tt|努力値|どりょくち}}''' ''effort values''), abbreviated EVs and officially called '''base stats''' (Japanese: '''{{tt|基礎|きそ}}ポイント''' ''base points''), are attributes which give bonuses to an individual Pokémon's [[stats]] and improve differently depending which Pokémon they defeat.
'''Effort values''' (Japanese: '''{{j|{{tt|努力値|どりょくち}}}}''' ''effort values''), abbreviated '''EVs''', are attributes which give bonuses to an individual Pokémon's [[stats]] and improve differently depending which Pokémon they defeat. Officially, they have been referred to as '''{{j|{{tt|基礎|きそ}}ポイント}}''' ''base points'' in Japanese since {{game|Gold and Silver|s}} and as '''base stats''' in English since {{game|FireRed and LeafGreen|s}}.


In the context of [[Generation I|Generations I]] and {{gen|II}}, the effort system is unofficially known as '''Stat Experience''', or "Stat Exp." for short.
In the context of [[Generation I|Generations I]] and {{gen|II}}, the effort system is unofficially known as '''Stat Experience''', or "Stat Exp." for short.


Effort values only appear in the [[core series]] and side series [[Pokémon games]]; they are not present in the [[spin-off Pokémon games]], such as the [[Pokémon Mystery Dungeon]] series.
Effort values only appear in the [[core series]] and side series [[Pokémon games]]; they are not present in the [[spin-off Pokémon games]], such as the [[Pokémon Mystery Dungeon series]].


Effort values, in the form of effort points, are gained in addition to bonuses gained by increasing level. Effort values ensure that [[Caught Pokémon|trained Pokémon]] are stronger than [[wild Pokémon]], even those of the same [[level]]. Effort points are awarded equally to all Pokémon who participated in defeating a Pokémon. Though they are shared, each of the Pokémon will receive the standard amount of effort points.
Effort values, in the form of effort points, are gained in addition to bonuses gained by increasing level. Effort values ensure that [[Caught Pokémon|trained Pokémon]] are stronger than [[wild Pokémon]], even those of the same [[level]]. Effort points are awarded equally to all Pokémon who participated in defeating a Pokémon. Though they are shared, each of the Pokémon will receive the standard amount of effort points.


[[Game Freak]] keeps EVs and {{IV}}s hidden because they prefer to think of {{OBP|Pokémon|species}} as "real, living creatures".<ref>[http://www.wired.co.uk/news/archive/2014-12/11/pokemon-interview Pokemon's Junichi Masuda: 'We weren’t explicitly targeting children' (Wired UK)]</ref>
[[Shigeru Ohmori]] has stated that the reason EVs and {{IV}}s are hidden is because he prefers to think of {{OBP|Pokémon|species}} as "real, living creatures".<ref>[http://www.wired.co.uk/news/archive/2014-12/11/pokemon-interview Pokemon's Junichi Masuda: 'We weren’t explicitly targeting children' (Wired UK)]</ref>


==Measuring EVs==
==Measuring EVs==
If a Pokémon has the maximum 510 effort points, it can receive an {{DL|List of Ribbons in the games|Effort Ribbon}} ([[Generation III]], {{gen|IV}} and {{gen|VI}}). This Ribbon will remain on the Pokémon even if its EVs are lowered such that it does not have 510 effort points.
If a Pokémon has the maximum 510 effort points, it can receive an {{DL|List of Ribbons in the games|Effort Ribbon}} ([[Generation III]], {{gen|IV}}, {{gen|VI}}, and {{gen|VII}}). This Ribbon will remain on the Pokémon even if its EVs are lowered such that it does not have 510 effort points.
*In {{game2|Ruby|Sapphire|Emerald}}, an NPC in the {{DL|Slateport City|Slateport Market}} will give the player's Pokémon an Effort Ribbon.
*In {{game2|Ruby|Sapphire|Emerald}}, a non-playable character (NPC) in the {{DL|Slateport City|Slateport Market}} will give the player's Pokémon an Effort Ribbon.
*In {{game2|Diamond|Pearl|Platinum}}, an NPC in the [[Sunyshore Market]] will give the player's Pokémon an Effort Ribbon.
*In {{game2|Diamond|Pearl|Platinum}}, an NPC in the [[Sunyshore Market]] will give the player's Pokémon an Effort Ribbon.
*In {{game|HeartGold and SoulSilver|s}}, an NPC in [[Blackthorn City]] will give the player's Pokémon an Effort Ribbon.
*In {{game|HeartGold and SoulSilver|s}}, an NPC in [[Blackthorn City]] will give the player's Pokémon an Effort Ribbon.
*In {{g|X and Y}}, an NPC in the [[Laverre City]] [[Pokémon Fan Club]] will give the player's Pokémon an Effort Ribbon.
*In {{g|X and Y}}, an NPC in the [[Laverre City]] [[Pokémon Fan Club]] will give the player's Pokémon an Effort Ribbon.
*In {{g|Omega Ruby and Alpha Sapphire}}, an NPC in the {{DL|Slateport City|Slateport Market}} will give the player's Pokémon an Effort Ribbon.
*In {{g|Omega Ruby and Alpha Sapphire}}, an NPC in the {{DL|Slateport City|Slateport Market}} will give the player's Pokémon an Effort Ribbon.
*In {{g|Sun and Moon}}, an NPC in the [[Battle Royal Dome]] will give the player's Pokémon an Effort Ribbon.


In {{game|Black and White|s}}, there is an NPC in a house in [[Opelucid City]] who will tell the {{player}} if the Pokémon at the front of his or her party has attained 510 total effort values.
In {{game|Black and White|s}}, there is an NPC in a house in [[Opelucid City]] who will tell the {{player}} if the Pokémon at the front of his or her party has attained 510 total effort values.
Line 23: Line 24:


In [[Pokémon X and Y]] and [[Pokémon Omega Ruby and Alpha Sapphire]], [[Super Training]] can be used to numerically determine the effort points of a Pokémon. Additionally, a Pokémon will be marked as a Fully Trained Pokémon if it has 510 effort values.
In [[Pokémon X and Y]] and [[Pokémon Omega Ruby and Alpha Sapphire]], [[Super Training]] can be used to numerically determine the effort points of a Pokémon. Additionally, a Pokémon will be marked as a Fully Trained Pokémon if it has 510 effort values.
In [[Pokémon Sun and Moon]], pressing the Y button on a Pokémon's Summary screen will show a graph depicting the EVs it has accumulated so far; stats that have reached 252 effort values will sparkle.


==Stat experience==
==Stat experience==
Line 31: Line 34:
EVs are factored into the Pokémon's stats when it levels up. Additionally, EVs are calculated into stats when a Pokémon is taken from Bill's PC; this is called the [[box trick]]. A Pokémon which reaches level 100 can continue to acquire EVs up to the maximum of 65535 in each stat, and use the [[box trick]] to have those EVs factored in.
EVs are factored into the Pokémon's stats when it levels up. Additionally, EVs are calculated into stats when a Pokémon is taken from Bill's PC; this is called the [[box trick]]. A Pokémon which reaches level 100 can continue to acquire EVs up to the maximum of 65535 in each stat, and use the [[box trick]] to have those EVs factored in.


[[Vitamin]]s add 2560 to one stat's EV, but cannot raise a stat above 25600. Unlike the {{DL|Experience-affecting item|Exp. Share}} in later games, the [[Experience-affecting item#Exp. Share|Exp. All]] does not share stat experience.
[[Vitamin]]s add 2560 to one stat's EV, but cannot raise a stat above 25600.


At level 100, the formula for determining the stat difference between a Pokémon trained in that stat and an untrained Pokémon is approximately [[File:EV Formula GenI.png|114px]].
At level 100, the formula for determining the stat difference between a Pokémon trained in that stat and an untrained Pokémon is [[File:EV Formula GenI.png|114px]], with the square root rounding upwards unless that would take it above 255, and the whole calculation rounding downwards.


EVs behave the same in [[Generation II]] as they did in [[Generation I]]. Both Special Attack and Special Defense share the EV for Special to maintain compatibility. The amount of Special EVs received is equal to the defeated Pokémon's Special Attack base stat. The [[box trick]] can still be used.
EVs behave the same in [[Generation II]] as they did in [[Generation I]]. Both Special Attack and Special Defense share the EV for Special to maintain compatibility. The amount of Special EVs received is equal to the defeated Pokémon's Special Attack base stat. The [[box trick]] can still be used.
Line 42: Line 45:
Since [[Generation III]], effort points have been completely separate values from base stats. Defeated Pokémon give out 1, 2 or 3 '''effort points''' to a particular stat, depending on species (see [[list of Pokémon by effort value yield]]). However, in battles that do not give any experience (such as in the [[Battle Tower]] or if the Pokémon is level 100), Pokémon will not gain any effort points. At level 100, a Pokémon's stats will be one stat point higher in a specific stat for every four effort points gained in that stat.
Since [[Generation III]], effort points have been completely separate values from base stats. Defeated Pokémon give out 1, 2 or 3 '''effort points''' to a particular stat, depending on species (see [[list of Pokémon by effort value yield]]). However, in battles that do not give any experience (such as in the [[Battle Tower]] or if the Pokémon is level 100), Pokémon will not gain any effort points. At level 100, a Pokémon's stats will be one stat point higher in a specific stat for every four effort points gained in that stat.


Pokémon are limited to a total of 255 effort points per stat, and 510 effort points in total. However, since stats are calculated by dividing effort by 4 and disregarding the remainder, only 252 effort points are required to maximize a stat. In Generation VI, the limit was changed from 255 to 252, preventing wasting EVs.
Pokémon are limited to a total of 255 effort points per stat, and 510 effort points in total. However, since stats are calculated by dividing effort by 4 and disregarding the remainder, only 252 effort points are required to maximize a stat. In Generation VI, the limit was changed from 255 to 252, preventing wasting EVs. As a result, the maximum amount of additional stat points that can be acquired by EV-training for a given stat is 63, in comparison to an Pokémon that is uninvested in EVs.


[[Vitamin]]s add 10 effort points, but cannot raise a stat above 100, or raise the total above 510. These Vitamins can be found for [[File:PokémonDollar.png]]9,800 in [[Department Store]]s or in [[Laverre City]] in Generation VI. The list of Vitamins include:
[[Vitamin]]s add 10 effort points, but cannot raise a stat above 100, or raise the total above 510. These Vitamins can be found for [[File:PokémonDollar.png]]9,800 in [[department store]]s or in [[Laverre City]] in Generation VI, and for [[File:PokémonDollar.png]]10,000 at [[Mount Hokulani]] in Generation VII. The list of Vitamins include:


{| class="roundy" style="float:left; text-align:center; border: 1px solid #{{firered color}}; background: #{{firered color}}; margin-right: 5px; margin-bottom: 5px;"
{| class="roundy" style="float:left; text-align:center; border: 1px solid #{{firered color}}; background: #{{firered color}}; margin-right: 5px; margin-bottom: 5px;"
Line 147: Line 150:
|}<br clear="all">
|}<br clear="all">


If a Pokémon has [[form differences|alternate forms]] that change its [[stats]] (e.g. {{p|Giratina}}), any effort points acquired will be applied to its stats when the form is changed, allowing the player to boost their Pokémon's stats without having to level it up.
If a Pokémon has [[List of Pokémon with form differences|alternate forms]] that change its [[stats]] (e.g. {{p|Giratina}}), any effort points acquired will be applied to its stats when the form is changed, allowing the player to boost their Pokémon's stats without having to level it up.


===Generation V===
===Generation V===
Line 193: Line 196:


Generation VI also introduced a new feature called [[Super Training]], which allows the player to increase effort points for each stat individually, or remove all effort points from a Pokémon entirely. Super Training Regimens feature minigame activities where the Pokémon attacks various balloons with footballs/soccer balls, which award effort points for the stat of the player's choosing as well as awarding a [[Training Bag]]. Training Bags also typically increase effort points, though some of them have other effects—such as the [[Double-Up Bag]], which doubles the number of effort points awarded after a Regimen, or the [[Reset Bag]], which reduces all effort points on a single Pokémon to zero.
Generation VI also introduced a new feature called [[Super Training]], which allows the player to increase effort points for each stat individually, or remove all effort points from a Pokémon entirely. Super Training Regimens feature minigame activities where the Pokémon attacks various balloons with footballs/soccer balls, which award effort points for the stat of the player's choosing as well as awarding a [[Training Bag]]. Training Bags also typically increase effort points, though some of them have other effects—such as the [[Double-Up Bag]], which doubles the number of effort points awarded after a Regimen, or the [[Reset Bag]], which reduces all effort points on a single Pokémon to zero.
In Pokémon X and Y, EV-altering juices can be made or bought at the [[Juice Shoppe]] in [[Lumiose City]]. If the player mixes two Berries of the same color, they will produce an EV Juice that raises a stat corresponding to the Berries' color by an amount depending on the Berries used; pre-made EV Juices can also be purchased from the Juice Shoppe, with the available juices varying each day. If the player mixes a {{b|Kee}} and [[Maranga Berry]], they can produce the Perilous Soup, which reduces all effort points on a single Pokémon to zero.


Super Training exposes base stats to the player for the first time. Using a Reset Bag will numerically display the effort points a Pokémon just had, which can be reverted by restarting without saving. Additionally, high-level Pokémon can determine their [[individual values]] mathematically by inspecting the values of their stats after a Reset Bag is used.
Super Training exposes base stats to the player for the first time. Using a Reset Bag will numerically display the effort points a Pokémon just had, which can be reverted by restarting without saving. Additionally, high-level Pokémon can determine their [[individual values]] mathematically by inspecting the values of their stats after a Reset Bag is used.


Catching a wild Pokémon will now give EVs for that Pokémon as if it were defeated.
Catching a wild Pokémon will now give EVs for that Pokémon as if it were defeated.
===Generation VII===
{{incomplete|section|Do allies called by Totem Pokémon provide more EVs than usual, like allies called by non-Totem Pokémon?}}
All mechanics for effort values remain the same in [[Generation VII]] as they were in Generation VI.
Pressing the Y button on the Summary screen of a Pokémon will now show a graph similar to that of Super Training, depicting how much EVs a Pokémon has accumulated so far. A maxed out stat will have sparkles around its name.
The Macho Brace is unavailable in [[Pokémon Sun and Moon]]; however, the six Power Items introduced in Generation IV now yield an additional eight instead of four effort points per Pokémon defeated.
Although Super Training is no longer available, Pokémon Sun and Moon introduced [[Poké Pelago]], which allows for passive EV-training of Pokémon currently stored in the [[Pokémon Storage System|PC]]. On {{DL|Poké Pelago|Isle Evelup}}, these Pokémon can be let out to play on one of three structures on the isle, with up to six Pokémon allowed per group. Each round lasts for thirty minutes, with a maximum of 99 per session allowed. The player can end play sessions early, and will keep all progress from hitherto completed rounds. Pokémon in play sessions cannot be accessed from the PC, but their Summaries can be checked while on Isle Evelup. During play sessions, special, purpose-made juices are given to the Pokémon, allowing for increases in effort points per stat. The effectiveness of these juices is determined by Isle Evelup's level.
{| class="roundy" style="background:#{{locationcolor/light|land}}; border:3px solid #{{locationcolor/med|land}}; margin:auto"
|
{| class="sortable" border="1" width="100%" style="background:#FFF; border:1px solid #{{locationcolor/light|land}}; border-collapse:collapse"
|- style="background:#{{locationcolor/light|land}}"
! Level
! EVs per Session
|-
|1
|1
|-
|2
|2
|-
|3
|4
|}
|}
{{-}}
Since the maximum EVs a Pokémon can get in any one stat is 252, it would take 63 sessions at Level 3 to max out one stat, for a total time of 31 hours and 30 minutes. This time can be cut in half by placing [[Poké Bean]]s in the crate on the island.
Pokémon Sun and Moon also introduced [[SOS Battle]]s. Most wild Pokémon can call an ally for help, turning a regular wild battle into an SOS Battle. All wild Pokémon summoned this way have their EV yields doubled upon being defeated. Thus, if a Pokémon holding a Power Weight and infected with Pokérus defeats a Caterpie, which gives 1 HP EV, it will earn 18 HP EVs; however, a Caterpie that is called as an ally will instead yield 36 HP EVs. In this way, only 7 ally Caterpie must be defeated to max out HP.
Similar to Pokémon Black 2 and White 2, [[Festival Plaza]]'s Bouncy Houses and Food Stalls can alter a Pokémon's EVs for a predetermined price.


==Fully Trained Pokémon==
==Fully Trained Pokémon==
A Fully Trained Pokémon is a Pokémon that has reached 510 EVs overall, the maximum a Pokémon can achieve. In Generations III, IV, and VI, there is an NPC that will give an [[Effort Ribbon]] to Fully Trained Pokémon; in Generation V, an NPC in [[Opelucid City]] will comment that the Pokémon has put in a lot of effort if it is a Fully Trained Pokémon.
A Fully Trained Pokémon is a Pokémon that has reached 510 EVs overall, the maximum a Pokémon can achieve. In Generations III, IV, VI, and VII, there is an NPC that will give an [[Effort Ribbon]] to Fully Trained Pokémon; in Generation V, an NPC in [[Opelucid City]] will comment that the Pokémon has put in a lot of effort if it is a Fully Trained Pokémon.


In [[Pokémon X and Y]] and [[Pokémon Omega Ruby and Alpha Sapphire]], Fully Trained Pokémon can access [[Super Training|Secret Super-Training Regimens]]. Once a Pokémon has reached Fully Trained status, it will not lose it even if its EVs are removed, such as with a Reset Bag or {{cat|friendship-raising Berries}}.
In [[Pokémon X and Y]] and [[Pokémon Omega Ruby and Alpha Sapphire]], Fully Trained Pokémon can access [[Super Training|Secret Super-Training Regimens]]. Once a Pokémon has reached Fully Trained status, it will not lose it even if its EVs are removed, such as with a Reset Bag or {{cat|friendship-raising Berries}}.
In [[Pokémon Omega Ruby and Alpha Sapphire]], [[Pathless Plain]] becomes accessible if the player has at least three Fully Trained Pokémon in his or her team.


==See also==
==See also==
Line 208: Line 250:
==In other languages==
==In other languages==
{{langtable|color={{skill color}}|bordercolor={{skill color dark}}
{{langtable|color={{skill color}}|bordercolor={{skill color dark}}
|de=Basiswerte
|zh_yue=基礎點數 ''{{tt|Gēichó Dímsou|Base Points}}''
|zh_cmn=基礎點數 / 基础点数 ''{{tt|Jīchǔ Diǎnshù|Base Points}}''
|cs=Základních statistik
|de=Fleiß-Punkte
|es=Puntos de base
|es=Puntos de base
|fr=Stats de base
|fr=Effort Value
|it=Statistiche di base
|hu=Alapstátusz
|ko=기초포인트
|it=Punti base
|ko=기초포인트 ''Gicho points''
|pl=Podstawowe statystyki
|ru=Базовый параметр ''Bazovyy parametr''
}}
}}


Line 224: Line 272:


[[de:Fleiß-Punkte]]
[[de:Fleiß-Punkte]]
[[es:EVs]]
[[fr:EV]]
[[fr:EV]]
[[it:Punti Allenamento]]
[[it:Punti Allenamento]]
[[ja:努力値]]
[[ja:努力値]]
[[pl:Effort values]]
[[pl:Effort values]]
[[pt:Effort Values]]
[[zh:基础点数]]
[[zh:基础得点]]
268

edits