Effort values: Difference between revisions

Undo revision 1298078 by Pokemon lover (talk) - sorry, they're different items. (Also, linked to stats.)
(Undo revision 1298078 by Pokemon lover (talk) - sorry, they're different items. (Also, linked to stats.))
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'''Effort values''' (abbreviated '''EVs''' and previously called '''Stat Exp''') are attributes which give bonuses to a Pokémon's stats and improve differently depending which Pokémon they defeat. These bonuses, in the form of effort points, are gained in addition to bonuses gained by increasing level. A Pokémon which increases in level using a [[Rare Candy]] instead of battling does not gain any EVs, making it weaker than a Pokémon who increases in level normally.
'''Effort values''' (abbreviated '''EVs''' and previously called '''Stat Exp''') are attributes which give bonuses to a Pokémon's [[stats]] and improve differently depending which Pokémon they defeat. These bonuses, in the form of effort points, are gained in addition to bonuses gained by increasing level. A Pokémon which increases in level using a [[Rare Candy]] instead of battling does not gain any EVs, making it weaker than a Pokémon who increases in level normally.


Roughly speaking, defeating fast Pokémon increases Speed better than fighting slow Pokémon, defeating Pokémon with high hit points improves HP more than defeating Pokémon with low HP, and so on. For example, fighting 100 {{p|Machop}} will improve a Pokémon's attack stat more than fighting 100 {{p|Abra}} of the same level, whereas the Abra will improve the Special Attack stat more. In [[Generation I]] and [[Generation II]] effort points given are equal to the Pokémon's [[base stats]]. For a list of the effort points that Pokémon give away on their defeat in [[Generation III]] and [[Generation IV]], see [[list of Pokémon by effort value yield]].
Roughly speaking, defeating fast Pokémon increases Speed better than fighting slow Pokémon, defeating Pokémon with high hit points improves HP more than defeating Pokémon with low HP, and so on. For example, fighting 100 {{p|Machop}} will improve a Pokémon's attack stat more than fighting 100 {{p|Abra}} of the same level, whereas the Abra will improve the Special Attack stat more. In [[Generation I]] and [[Generation II]] effort points given are equal to the Pokémon's [[base stats]]. For a list of the effort points that Pokémon give away on their defeat in [[Generation III]] and [[Generation IV]], see [[list of Pokémon by effort value yield]].
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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 accrue 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 accrue EVs up to the maximum of 65535 in each stat, and use the [[box trick]] to have those EVs factored in.


[[Vitamins]] add 2560 to one stat's EV, but cannot raise a stat above 25600. The {{DL|Experience-affecting item|Exp. Share}} in Generation I, then called '''Exp. All''', did not share EVs. This was changed in Generation II.
[[Vitamins]] 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 {{DL|Experience-affecting item|Exp. All}} did not share EVs.


At level 100, the formula for determining the stat difference between a Pokémon trained in that stat and an untrained Pokémon is [[Image: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 [[Image:EV Formula GenI.png|114px]].
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