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:'''''HP''' and '''Hit Points''' redirect here. For the move commonly referred to in competitive battling as "HP", see {{m|Hidden Power}}.  For the [[Pokémon Trading Card Game]] set commonly abbreviated as "HP," see {{TCG|EX Holon Phantoms}}. For HP in the Trading Card Game, see [[Glossary (TCG)#Hit Points|Glossary of terms]].''
{{samename|Pokémon information screen formerly known as "stats"|Summary}}
----
----
'''Stats''', short for '''statistics''', determine certain aspects of {{pkmn|battle}}s in the {{pkmn|games}}. Stats may also refer to the numerical values of each field in regards to individual Pokémon.


==List of stats==
A '''stat''' (Japanese: '''{{j|{{tt|能力|のうりょく}}}}''' ''ability'') refers to any of several parameters pertaining to {{OBP|Pokémon|species}} that can affect [[speed|turn order]], [[accuracy|move success]], and [[damage|damage output]] during a [[Pokémon battle|battle]]. With exception to the [[HP|HP stat]], a Pokémon's stat can also be temporarily raised or lowered in stages during battle through various [[stat modifier|effects]]. In a large subset of these parameters, '''stats''' also refer to their measured values attributed to individual Pokémon, and they are generally raised by increasing their [[level]] or by [[evolution|evolving]]. While each species of Pokémon share the same set of [[base stats]] that determine the actual stats of a Pokémon at a given level, other properties add to the variation of stats within the species, most notably being [[individual values]], [[effort values]], and [[Nature]]. <!--
===Permanent stats===
 
===={{anchor|HP|Hit Points}}====
COMMENT:
{{redirect|"HP"|the move sometimes abbreviated as "HP" in competitive play|Hidden Power (move)}}
The Pokémon website differentiates stats as parameters ("stats") and stats as the parameters' values ("base stats"; what fans call "base stats" are called "species strengths" per the website and the Base stats article notes this) https://www.pokemon.com/us/play-pokemon/about/video-game-glossary. This may be something to consider as inclusion in the article or as discussion in the talk page. So far, this official usage of "base stats" might not very convincing unless it's seen in more places than that one webpage.
'''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. The average base HP stat is 68 for all Pokémon, and the average for all fully evolved Pokémon is 80.
 
-->
 
The name is short for '''statistic'''; in some cases, it has also been named '''ability''', '''rating''', '''effect''', or '''parameter'''.


If a Pokémon has more than half of its HP, its HP bar remains green. If the Pokémon has between one-fifth and half of its HP, {{tt|the bar will turn yellow|In Generation II, a Pokémon revived to exactly half of their HP will have a green HP bar.}}. If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-IV and VI), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away will notify the player that his or her Pokémon is in danger of [[fainting]]. This beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.
==Terminology==
===Stat===
:''Not to be confused with the Pokémon's [[summary]], called "stats" in Generations I and II.''


The HP bar also affects the Pokémon's [[cry]]. If a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon has less than half of its HP remaining or has fainted, its cry will be lowered by a half-step to indicate its weakened state.
The word "stat" (or "stats") is not used in [[Generation I]] with this meaning. The word "statistic" (or "statistics") is not used in any [[core series]] game with this meaning.


=====In-battle appearance=====
The word "stat" is used in several places from [[Generation II]] onwards. Some examples:
{| class="roundy" style="margin:auto; text-align:center; background: #{{HP color dark}}; border: 5px solid #{{HP color}}"
|-
|  width="128px" style="background: #{{red color}}; {{roundytop|5px}}" | [[File:RGBY HP Bar.png]]
|  width="128px" style="background: #{{gold color}}; {{roundytop|5px}}" | [[File:GSC HP Bar.png]]
|  width="128px" style="background: #{{ruby color}}; {{roundytop|5px}}" | [[File:RS HP Bar.png]]
|  width="128px" style="background: #{{firered color}}; {{roundytop|5px}}" | [[File:FRLG HP Bar.png]]
|  width="128px" style="background: #{{emerald color}}; {{roundytop|5px}}" | [[File:E HP Bar.png]]
|  width="128px" style="background: #{{diamond color}}; {{roundytop|5px}}" | [[File:DP HP Bar.png]]
|-
|  style="background: #{{blue color light}}; {{roundybottom|5px}}" | {{gameabbrev3|RGBY}}
|  style="background: #{{silver color dark}}; {{roundybottom|5px}}" | {{gameabbrev3|GSC}}
|  style="background: #{{sapphire color light}}; {{roundybottom|5px}}" | {{gameabbrev3|RS}}
|  style="background: #{{leafgreen color dark}}; {{roundybottom|5px}}" | {{gameabbrev3|FRLG}}
|  style="background: #{{emerald color light}}; {{roundybottom|5px}}" | {{gameabbrev3|E}}
|  style="background: #{{pearl color dark}}; {{roundybottom|5px}}" | {{gameabbrev3|DP}}
|-
|  width="128px" style="background: #{{platinum color}}; {{roundytop|5px}}" | [[File:Pt hp bar.png]]
|  width="128px" style="background: #{{heartgold color}}; {{roundytop|5px}}" | [[File:HGSS HP Bar.png]]
|  width="128px" style="background: #{{black color}}; {{roundytop|5px}}" | [[File:BW HP bar.png]]
|  width="128px" style="background: #{{black 2 color}}; {{roundytop|5px}}" | [[File:B2 HP bar.png]]
|  width="128px" style="background: #{{white 2 color}}; {{roundytop|5px}}" | [[File:W2 HP bar.png]]
|-
|  style="background: #{{platinum color dark}}; {{roundybottom|5px}}" | {{gameabbrev3|Pt}}
|  style="background: #{{soulsilver color light}}; {{roundybottom|5px}}" | {{gameabbrev3|HGSS}}
|  style="background: #{{white color light}}; {{roundybottom|5px}}" | {{gameabbrev3|BW}}
|  style="background: #{{black 2 color light}}; {{roundybottom|5px}}" | {{gameabbrev3|B2}}
|  style="background: #{{white 2 color dark}}; {{roundybottom|5px}}" | {{gameabbrev3|W2}}
|}


====Attack====
* The move descriptions of {{m|Haze}}, {{m|Psych Up}}, and {{m|Mist}} use "stat" or "stats" from [[Generation II]] onwards, except in some [[Generation III]] games.
The '''Attack''' stat determines how much damage a Pokémon can deal using a [[physical move]]. The average Attack stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.
* In the text displayed when {{m|Haze}} is used in Generation II: "All stat changes were eliminated!"
* In the text displayed when {{m|Psych Up}} is used in Generation II: "<user> copied the stat changes of <target>!"
* The [[Trainer Tips]] from {{rt|36|Johto}} in [[Generation II]]: "<sc>Pokémon</sc> stats vary--even within the same [[Pokémon (species)|species]]. Their stats may be similar at first. However, differences will become pronounced as the <sc>Pokémon</sc> grow."
* According to [[Pryce]] in Generation II, the Glacier Badge raises the "<sc>Special</sc> stats of <sc>Pokémon</sc>".
* Some dialogue in {{game|FireRed and LeafGreen|s}} uses "stat", replacing "ability" from the Generation I dialogue. For instance, an NPC in [[Lavender Town]]'s [[Poké Mart]] and two NPCs at the fifth floor of the [[Celadon Department Store]] talk about items that raise the Pokémon's stats (as opposed to "abilities" in Generation I).


====Defense====
===Rating===
The '''Defense''' stat determines how much damage a Pokémon receives when it is hit with a physical move. The average Defense stat is 70 for all Pokémon, and the average for all fully evolved Pokémon is 83.
:''Not to be confused with the [[Pokédex]] rating.''


====Special====
Sometimes, the word "rating" was used up to [[Generation II]].
The '''Special''' stat is an obsolete stat that existed only up to [[Generation II]]. The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when [[special move]]s are used. This created some balance issues, since a Pokémon could not be made strong with Special attacks but weak against them, or vice versa, the same way a Pokémon might have strong Attack but weak Defense. With Generation II, the Special stat was outwardly split into Special Attack and Special Defense, meaning Pokémon could have different [[base stat]]s for both, and those stats were both displayed on a Pokémon's stat screen; however, [[individual value]]s and [[effort value]]s remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats.  In [[Generation III]], IVs and EVs were finally given both Special Attack and Special Defense values as well.


=====Special Attack=====
* In {{m|Growth}}'s description from {{game2|Gold|Silver|Crystal}}.
The '''Special Attack''' stat determines how much damage a Pokémon can deal using a [[special move]]. The average Special Attack Stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.
* In {{m|Psychic}}'s description from [[Pokémon Stadium]] and {{pkmn|Stadium 2}}.


=====Special Defense=====
===Effect===
The '''Special Defense''' stat determines how much damage a Pokémon receives when it is hit with a special move. The average Special Defense stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.
In {{game2|Ruby|Sapphire|Emerald}}, as well as [[Pokémon Colosseum]] and {{XD}}, the move {{m|Psych Up}} simply copies the target's stat changes. However, the move description states that it copies the foe's "effect(s)".


====Speed====
===Ability===
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 the case that two Pokémon have the same Speed, one of them will randomly go first. The average Speed stat is 66 for all Pokémon, and the average for all fully evolved Pokémon is 78.
:''Not to be confused with the Pokémon's [[Ability]], which provides a passive effect in battle or in the overworld.''


The Speed stat is not used in [[Pokémon Mystery Dungeon]]; however, [[movement speed]] is considered its analogue in that series.
Sometimes, the word "ability" was used up to [[Generation III]].


In [[Pokémon Conquest]], the Speed stat does not determine movement or who gets to move first. Rather, the Speed stat discrepancies between Pokémon affect the likelihood of moves landing, to the faster Pokémon's advantage.
* In the [[Generation I]] games:
** Mr. Psychic says when delivering [[TM29]] ({{m|Psychic}}): "It may lower the target's <sc>Special</sc> abilities."
** An NPC in [[Lavender Town]]'s [[Poké Mart]] mentions "items that raise the abilities of <sc>Pokémon</sc> during a battle", referring to items such as [[X Attack]] and [[X Defense]].
** Two NPCs at the fifth floor of the [[Celadon Department Store]] mention "<sc>Pokémon</sc> ability enhancers", referring to items such as [[Carbos]] and [[Calcium]].
** [[Blaine]], as well as the man who explains badges in [[Cerulean City]], mention that the Volcano Badge increases a Pokémon's "<sc>Special</sc> abilities".
* In the [[Pokémon Stadium]] manual, it is said "Compare the Abilities of Captured Pokémon!", referring to their stats.
* In [[Generation II]], the string for multiple stats being at +6 already uses the word <sc>Ability</sc>.
* The [[Generation III]] descriptions of {{a|Clear Body}}, {{m|Mist}}, and {{m|Memento}} mention "ability" or "abilities", referring to stats.
* In {{game|Emerald}}, this term is used by the [[Pokémon Breeder]] at the {{OBP|Battle Frontier|Generation III}}. For instance: "If you ever become as seasoned as me, you'll see the abilities of <sc>Pokémon</sc> at a glance."


====Range====
===Parameter===
'''Range''' is a statistic that only appears in [[Pokémon Conquest]]. It determines the amount of tiles a Pokémon is able to move across the game's grid-based battlefields. Each of the 200 Pokémon species found in the game has an unmodified Range of 2, 3, or 4, with 3 being far most common. These values are species-specific, meaning that no two Pokémon of the same species can differ in Range without the assistance of modifiers, which are signified by the value's text color changing from black to blue. Range can be temporarily modified during battle by various [[Warrior Skill]]s, [[List of Abilities in Pokémon Conquest|Abilities]], and [[move]]s. The Ability {{DL|List of Abilities in Pokémon Conquest|Sprint}} permanently modifies Range, keeping it 1 above its unmodified value even outside of battle. When a modified Range of 6 has been reached, further increases will not affect the Range stat. Neither will further decreases when a modified Range of 1 has been reached.<!--Note: the movement-reducing effect of snow tile terrain is not displayed as a modification of the Range stat. Nor is the movement-restraining effect of Outrage-->
* The list of stats is named "Parameters" (Japanese: パラメータ) at the Pokémon's [[summary]] in [[Pokémon Gold and Silver Spaceworld '97 demo]].


===In-battle stats===
==List of stats==
====Evasion====
===Permanent stats===
The '''evasion''' stat, or '''evasiveness''', 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 {{m|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 {{m|Double Team}}, the opposing Pokémon will have a harder time connecting its moves. It was called '''"evade"''' in [[Generation I]].
====HP====
{{main|HP}}


====Accuracy====
The '''[[HP]]''' stat (Japanese: '''HP''', symbol '''H'''), short for '''Hit Points''' (Japanese: '''{{j|ヒットポイント}}''' ''Hit Point''), determines how much [[damage]] a Pokémon can receive before [[fainting]]. In [[Pokémon GO]], it is also called '''Stamina'''.
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====
====Attack====
The probability that a move will hit is calculated as follows:
The '''Attack stat''' (Japanese: '''{{j|{{tt|攻撃能力|こうげきのうりょく}}}}''' ''attack ability'', symbol '''A'''), or informally '''Physical Attack''', partly determines how much damage a Pokémon deals when using a [[physical move]]. For more information on how Attack affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


[[File:Accuracy calc.png]]
====Defense====
The '''Defense stat''' (Japanese: '''{{j|{{tt|防御能力|ぼうぎょのうりょく}}}}''' ''defense ability'', symbol '''B'''), or informally '''Physical Defense''', partly determines how much damage a Pokémon receives when it is hit with a [[physical move]]. For more information on how Defense affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


Where:
====Special====
*''A<sub>base</sub>'' is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),
The '''Special stat''' (Japanese: '''{{j|とくしゅのうりょく}}''' ''special ability'') is a stat that exists only in [[Generation I]].
*''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 target.
The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when [[special move]]s are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With [[Generation II]], the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different [[Base stats|base stat values]] for both, and those stats were both displayed on a Pokémon's stat screen; however, [[individual values]] and [[effort values]] remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, [[Calcium]] increased both stats. In [[Generation III]], IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.


====Belly====
=====Special Attack=====
The '''Belly''' is a hunger statistic appearing only in the Pokémon Mystery Dungeon series. As the team leader explores a [[mystery dungeon]], over time its Belly will diminish, represented by a number decreasing from 100. Running or holding certain [[scarf (Mystery Dungeon)|scarves]] will cause the Belly to decrease more quickly. Other items will cause the Belly to deplete at a much slower rate, or not deplete at all. While a Pokémon's Belly is empty, its HP will decrease with every step it takes until it either [[fainting|faints]] or eats something.
The '''Special Attack stat''' (Japanese: '''{{j|{{tt|特攻能力|とくこうのうりょく}}}}''' ''special attack ability'', symbol '''C'''), or '''Sp. Atk''' and '''Spcl. Atk'''{{sup/2|GSC}}{{sup/ss|Stad2}} for short, partly determines how much damage a Pokémon deals when using a [[special move]]. For more information on how Special Attack affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


In [[Pokémon Mystery Dungeon: Gates to Infinity]], this feature was removed for most dungeons.
=====Special Defense=====
The '''Special Defense stat''' (Japanese: '''{{j|{{tt|特防能力|とくぼうのうりょく}}}}''' ''special defense ability'', symbol '''D'''), or '''Sp. Def''' and '''Spcl. Def'''{{sup/2|GSC}}{{sup/ss|Stad2}} for short, partly determines how much damage a Pokémon receives when it is hit with a [[special move]]. For more information on how Special Defense affects damage, see {{DL|Damage|Damage calculation|Damage → Damage calculation}}.


Belly can be replenished with items such as [[food (Mystery Dungeon)|food]], [[seed]]s, [[Berry#In the Pokémon Mystery Dungeon series|Berries]], and [[gummi]]s{{tt|*|excluding the Wander Gummi}}. When a Belly-replenishing item is used at maximum Belly, the maximum Belly will increase {{tt|temporarily|until the player leaves the mystery dungeon}}, and the Belly will increase to the maximum Belly.
====Speed====
The '''Speed stat''' (Japanese: '''{{j|{{tt|素早さ能力|すばやさのうりょく}}}}''' ''speed ability'', symbol '''S''') determines the order of Pokémon that can act in battle. If Pokémon are moving with the same [[priority]], Pokémon with higher Speed at the start of any turn will generally make a [[move]] before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. Prior to [[Generation VIII]], in-battle changes to a Pokémon's Speed stat did not start affecting turn order until the following turn; however, in [[Generation VII]], if [[Mega Evolution]] or [[Ultra Burst]] caused changes to the base Speed stat or to an [[Ability]] that affected Speed or priority, those changes took effect immediately for the upcoming turn. In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.
 
===In-battle stats===
====Evasion====
The '''evasion rate''' (Japanese: '''{{j|{{tt|回避率|かいひりつ}}}}''' ''evasion rate''), or '''evasiveness''', of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as {{m|Sweet Scent}} or {{m|Defog}}, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as {{m|Double Team}}, other Pokémon will have a harder time connecting their moves.
 
====Accuracy====
The '''accuracy rate''' (Japanese: '''{{j|{{tt|命中率|めいちゅうりつ}}}}''' ''accuracy rate'') or '''accuracy''' of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves and items, in {{Pokémon XD}}, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is not [[asleep]] or in [[Reverse Mode]] (in which case removing the condition takes precedence over raising accuracy).


==Determination of stats==
==Determination of stats==
===Base stats===
===Base stat values===
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 {{p|Shedinja}}, whose HP is always 1).
A Pokémon's [[Base stats|base stat values]] will most often have the greatest influence over their specific stats at any level. Disregarding individual values, effort values, and [[Nature]], a level 50 Pokémon's stats in Attack, Defense, Speed, Special Attack, and Special Defense will be exactly 5 more than double its base stat values in each, while the HP stat will be 110 plus double the base stat value (except in the case of {{p|Shedinja}}, whose HP is always 1).


For a list of Pokémon by their base stat values, see the [[list of Pokémon by base stats]].
For a list of Pokémon by their base stat values, see the [[list of Pokémon by base stats]].
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===Nature===
===Nature===
{{main|Nature}}
{{main|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.
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. The Nature boost or reduction is internally calculated by multiplying the stat after 5 is added to it by 110 if the Nature boosts the stat, 100 if the Nature doesn't affect the stat, or 90 if the Nature lowers the stat, then dividing the result by 100 and truncating the decimal.


===Individual values===
===Individual values===
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===Effort values===
===Effort values===
{{main|Effort values}}
{{main|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.
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 252 EVs in a single stat.
 
===Go Power===
{{main|Go Power}}
Go Power are a mechanic introduced in [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], replacing {{EV}}s as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every value of Go Power gained regardless of level, and each stat is capped at 200 values of Go Power.


===Formula===
===Formula===
:''See also: [[Damage modification#Damage formula|Damage calculation]]''
:''See also: {{DL|Damage|Damage calculation|Damage → Damage calculation}}''
====In Generations I and II====
====Generations I and II====
The stat is rounded down if the result is a decimal.


[[File:HP calc.png]]
<math>\mathrm{HP} = \Biggl\lfloor {\Biggl( (\mathrm{Base} + \mathrm{DV}) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{\mathrm{STATEXP}} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times \mathrm{Level} \over 100} \Biggr\rfloor + \mathrm{Level} + 10</math>
 
<math>\mathrm{OtherStat} = \Biggl\lfloor {\Biggl( (\mathrm{Base} + \mathrm{DV}) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{\mathrm{STATEXP}} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times \mathrm{Level} \over 100} \Biggr\rfloor + 5</math>


[[File:Statcalc gen12.png]]


=====Example=====
=====Example=====
Consider a Level 81 Pikachu with the following IV's and EV's:
Consider a Level 81 Pikachu with the following IVs and EVs:
{| class="roundy" align="center" style="background: #{{electric color dark}}; border: 5px solid #{{electric color}}"
{| class="roundy" style="margin:auto; text-align:center; background: #{{electric color dark}}; border: 5px solid #{{electric color}}"
|-  
|-
! style="background:#{{electric color light}}; {{roundytl|5px}} width:60px;" |  
! style="background:#{{electric color light}}; {{roundytl|5px}} width:60px" |
! style="background:#{{HP color}}; width:60px;" | HP
! style="background:#{{HP color}}; width:60px" | HP
! style="background:#{{Attack color}}; width:60px;" | Attack
! style="background:#{{Attack color}}; width:60px" | Attack
! style="background:#{{Defense color}}; width:60px;" | Defense
! style="background:#{{Defense color}}; width:60px" | Defense
! style="background:#{{Special Attack color}}; width:60px;" | Sp.Atk
! style="background:#{{Special Attack color}}; width:60px" | Sp.Atk
! style="background:#{{Special Defense color}}; width:60px;" | Sp.Def
! style="background:#{{Special Defense color}}; width:60px" | Sp.Def
! style="background:#{{Speed color}}; width:60px;" | Speed
! style="background:#{{Speed color}}; width:60px" | Speed
! style="background:#{{electric color light}}; {{roundytr|5px}} width:60px;" | Total
! style="background:#{{electric color light}}; {{roundytr|5px}} width:60px" | Total
|- align="center" style="background:#fff;"
|- style="background:#fff"
!style="background:#{{electric color light}};" |Base stat  
!style="background:#{{electric color light}}" |Base stat
|35
|35
|55
|55
Line 146: Line 145:
|90
|90
|'''300'''
|'''300'''
|- align="center" style="background:#fff;"
|- style="background:#fff"
!style="background:#{{electric color light}};" |IV
!style="background:#{{electric color light}}" |IV
|'''''7'''''<ref>This is calculated as shown in the {{IV}} article.</ref>
|'''''7'''''<ref>This is calculated as shown in the {{IV}} article.</ref>
|8
|8
Line 154: Line 153:
|5
|5
|'''42'''
|'''42'''
|- align="center" style=""
|-
!style="background:#{{electric color light}}; {{roundybl|5px}}" |EV
!style="background:#{{electric color light}}; {{roundybl|5px}}" |EV
|style="background:#fff" |22850
|style="background:#fff" |22850
Line 167: Line 166:
Its HP can be calculated as follows:
Its HP can be calculated as follows:


[[File:StatExampleHPGen2.png]]
<math>
[[File:StatExampleHPGen2 2.png]]
\begin{align}
\mathrm{HP} & = \Biggl\lfloor {\Biggl( (35 + 7) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{22850} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 81 + 10 \\
& = \left\lfloor {( 42 \times 2 + 38) \times 81 \over 100} \right\rfloor + 91 \\
& = \left\lfloor {122 \times 81 \over 100} \right\rfloor + 91 \\
& = \lfloor {98.82} \rfloor + 91 \\
& = 98 + 91 \\
& = 189
\end{align}
</math>


Its Special Attack and Special Defense stats simply rely on the Special EV and IV.
Its Special Attack and Special Defense stats simply rely on the Special EV and IV.


[[File:StatExampleSpAtkGen2 1.png]]
<math>
[[File:StatExampleSpAtkGen2 2.png]]
\begin{align}
\mathrm{Sp. Atk} & = \Biggl\lfloor {\Biggl( (50 + 9) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{19625} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 5 \\
& = \left\lfloor {( 59 \times 2 + 35) \times 81 \over 100} \right\rfloor + 5 \\
& = \left\lfloor {153 \times 81 \over 100} \right\rfloor + 5 \\
& = \lfloor 123.93 \rfloor + 5 \\
& = 123 + 5 \\
& = 128
\end{align}
</math>


[[File:StatExampleSpDefGen2 1.png]]
<math>
[[File:StatExampleSpDefGen2 2.png]]
\begin{align}
\mathrm{Sp. Def} & = \Biggl\lfloor {\Biggl( (40 + 9) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{19625} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 5 \\
& = \left\lfloor {( 49 \times 2 + 35) \times 81 \over 100} \right\rfloor + 5 \\
& = \left\lfloor {133 \times 81 \over 100} \right\rfloor + 5 \\
& = \lfloor 107.73 \rfloor + 5 \\
& = 107 + 5 \\
& = 112
\end{align}
</math>


Its Speed can be calculated as follows:
Its Speed can be calculated as follows:


[[File:StatExampleSpeedGen2 1.png]]
<math>
[[File:StatExampleSpeedGen2 2.png]]
\begin{align}
\mathrm{Speed} & = \Biggl\lfloor {\Biggl( (90 + 5) \times 2 + \biggl\lfloor \tfrac{\bigl\lceil \sqrt{24795} \bigr\rceil}{4} \biggr\rfloor \Biggr) \times 81 \over 100} \Biggr\rfloor + 5 \\
& = \left\lfloor {( 95 \times 2 + 39) \times 81 \over 100} \right\rfloor + 5 \\
& = \left\lfloor {229 \times 81 \over 100} \right\rfloor + 5 \\
& = \lfloor 185.49 \rfloor + 5 \\
& = 185 + 5 \\
& = 190
\end{align}
</math>


In the end, this Pikachu's stats are:
In the end, this Pikachu's stats are:


{| class="roundy" align="center" style="background: #{{electric color dark}}; border: 5px solid #{{electric color}}"
{| class="roundy" style="margin:auto; text-align:center; background: #{{electric color dark}}; border: 5px solid #{{electric color}}"
|-  
|-
! style="background:#{{electric color light}}; {{roundytl|5px}} width:60px;" |  
! style="background:#{{electric color light}}; {{roundytl|5px}} width:60px" |
! style="background:#{{HP color}}; width:60px;" | HP
! style="background:#{{HP color}}; width:60px" | HP
! style="background:#{{Attack color}}; width:60px;" | Attack
! style="background:#{{Attack color}}; width:60px" | Attack
! style="background:#{{Defense color}}; width:60px;" | Defense
! style="background:#{{Defense color}}; width:60px" | Defense
! style="background:#{{Special Attack color}}; width:60px;" | Sp.Atk
! style="background:#{{Special Attack color}}; width:60px" | Sp.Atk
! style="background:#{{Special Defense color}}; width:60px;" | Sp.Def
! style="background:#{{Special Defense color}}; width:60px" | Sp.Def
! style="background:#{{Speed color}}; {{roundytr|5px}} width:60px;" | Speed
! style="background:#{{Speed color}}; {{roundytr|5px}} width:60px" | Speed
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{electric color light}};"| Base stat
! style="background:#{{electric color light}}"| Base stat
|35
|35
|55
|55
Line 202: Line 233:
|40
|40
|90
|90
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{electric color light}};"| IV
! style="background:#{{electric color light}}"| IV
|'''''7'''''
|'''''7'''''
|8
|8
Line 209: Line 240:
|colspan="2" |9
|colspan="2" |9
|5
|5
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{electric color light}};"| EV
! style="background:#{{electric color light}}"| EV
|22850
|22850
|23140
|23140
Line 216: Line 247:
|colspan="2" |19625
|colspan="2" |19625
|24795
|24795
|- align="center"
|-
! style="background:#{{electric color light}}; {{roundybl|5px}}"| Total
! style="background:#{{electric color light}}; {{roundybl|5px}}"| Total
| style="background:#fff" |'''189'''
| style="background:#fff" |'''189'''
Line 226: Line 257:
|}
|}


Note that some numbers may be off by one due to rounding.
====Generation III onward====
 
<math>\mathrm{HP} = \left\lfloor {(2 \times \mathrm{Base} + \mathrm{IV} + \lfloor \tfrac{\mathrm{EV}}{4} \rfloor) \times \mathrm{Level} \over 100} \right\rfloor + \mathrm{Level} + 10</math>
====In Generations III, IV, and V====
The stat is rounded down if the result is a decimal. It is also rounded down before the Nature multiplier, if any, is applied.


[[File:HPStatCalcGen34.png]]
<math>\mathrm{OtherStat} = \Biggl\lfloor \biggl( \Bigl\lfloor {(2 \times \mathrm{Base} + \mathrm{IV} + \lfloor \tfrac{\mathrm{EV}}{4} \rfloor) \times \mathrm{Level} \over 100} \Bigr\rfloor + 5 \biggr) \times \mathrm{Nature} \Biggr\rfloor</math>


[[File:OtherStatCalcGen34.png]]
These formulas mean that, aside from {{p|Shedinja}}'s HP (which is always 1), the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).
 
These formulas mean that, aside from {{p|Shedinja}}'s HP (which is always 1) the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).


=====Example=====
=====Example=====
Consider a Level 78 {{p|Garchomp}} with the following IV's and EV's and an '''Adamant''' nature:
Consider a Level 78 {{p|Garchomp}} with the following IVs and EVs and an '''Adamant''' [[nature]]:


{| class="roundy" align="center" style="background: #{{Dragon color dark}}; border: 5px solid #{{Dragon color}};"
{| class="roundy" style="margin:auto; text-align:center; background: #{{Dragon color dark}}; border: 5px solid #{{Dragon color}}"
|-  
|-
! style="background:#{{ground color light}}; {{roundytl|5px}} width:60px;" |  
! style="background:#{{ground color light}}; {{roundytl|5px}} width:60px" |
! style="background:#{{HP color}}; width:60px;" | HP
! style="background:#{{HP color}}; width:60px" | HP
! style="background:#{{Attack color}}; width:60px;" | Attack
! style="background:#{{Attack color}}; width:60px" | Attack
! style="background:#{{Defense color}}; width:60px;" | Defense
! style="background:#{{Defense color}}; width:60px" | Defense
! style="background:#{{Special Attack color}}; width:60px;" | Sp.Atk
! style="background:#{{Special Attack color}}; width:60px" | Sp.Atk
! style="background:#{{Special Defense color}}; width:60px;" | Sp.Def
! style="background:#{{Special Defense color}}; width:60px" | Sp.Def
! style="background:#{{Speed color}}; width:60px;" | Speed
! style="background:#{{Speed color}}; width:60px" | Speed
! style="background:#{{ground color light}}; {{roundytr|5px}} width:60px;" | Total
! style="background:#{{ground color light}}; {{roundytr|5px}} width:60px" | Total
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{ground color light}};"| Base stat
! style="background:#{{ground color light}}"| Base stat
|108
|108
|130
|130
Line 259: Line 286:
|102
|102
|'''600'''
|'''600'''
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{ground color light}};"|IV
! style="background:#{{ground color light}}"|IV
|24
|24
|12
|12
Line 268: Line 295:
|5
|5
|'''110'''
|'''110'''
|- align="center"
|-
! style="background:#{{ground color light}}; {{roundybl|5px}}" |EV
! style="background:#{{ground color light}}; {{roundybl|5px}}" |EV
| style="background:#fff" |74
| style="background:#fff" |74
| style="background:#fff" |195
| style="background:#fff" |190
| style="background:#fff" |86
| style="background:#fff" |91
| style="background:#fff" |48
| style="background:#fff" |48
| style="background:#fff" |84
| style="background:#fff" |84
Line 280: Line 307:
Its HP can be calculated as follows:
Its HP can be calculated as follows:


[[File:StatExampleHPGen4.png]]
<math>
[[File:StatExampleHPGen4 2.png]]
\begin{align}
\mathrm{HP} &  = \left\lfloor {(2 \times 108 + 24 + \left\lfloor \tfrac{74}{4} \right\rfloor) \times 78 \over 100} \right\rfloor + 78 + 10 \\
& = \left\lfloor {(216 + 24 + 18) \times 78 \over 100} \right\rfloor + 88 \\
& = \left\lfloor {258 \times 78 \over 100} \right\rfloor + 88 \\
& = \lfloor 201.24 \rfloor + 88 \\
& = 201 + 88 \\
& = 289
\end{align}
</math>


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:
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:
 
<math>
[[File:StatExampleAttackGen4 1.png]]
\begin{align}
[[File:StatExampleAttackGen4 2.png]]
\mathrm{Attack} & = \left\lfloor \left( \left\lfloor {\left(2 \times 130 + 12 + \left\lfloor \tfrac{190}{4} \right\rfloor\right) \times 78 \over 100} \right\rfloor + 5 \right) \times 1.1 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {(260 + 12 + 47) \times 78 \over 100} \right\rfloor + 5 \right) \times 1.1 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {319 \times 78 \over 100} \right\rfloor + 5 \right) \times 1.1 \right\rfloor \\
& = \left\lfloor \left(248 + 5 \right) \times 1.1 \right\rfloor & \left\lfloor {319 \times 78 \over 100} \right\rfloor &= 248 \\
& = \lfloor 278.3 \rfloor & \left(248 + 5 \right) \times 1.1 &= 278.3 \\
& = 278
\end{align}
</math>


And its Special Attack stat will be:
And its Special Attack stat will be:


[[File:StatExampleSpAtkGen4 1.png]]
<math>
[[File:StatExampleSpAtkGen4 2.png]]
\begin{align}
\mathrm{Sp. Atk} & = \left\lfloor \left( \left\lfloor {\left( 2 \times 80 + 16 + \left\lfloor \tfrac{48}{4} \right\rfloor \right) \times 78 \over 100} \right\rfloor + 5 \right) \times 0.9 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {(160 + 16 + 12) \times 78 \over 100} \right\rfloor + 5 \right) \times 0.9 \right\rfloor \\
& = \left\lfloor \left( \left\lfloor {188 \times 78 \over 100} \right\rfloor + 5 \right) \times 0.9 \right\rfloor \\
& = \left\lfloor (146 + 5) \times 0.9 \right\rfloor & \left\lfloor {188 \times 78 \over 100} \right\rfloor &= 146 \\
& = \lfloor 135.9 \rfloor & (146 + 5) \times 0.9 &= 135.9 \\
& = 135
\end{align}
</math>


Its Speed stat, on the other hand, has no ''Nature'' multiplier, so it is calculated as:
Its Speed stat, on the other hand, has no ''Nature'' multiplier, so it is calculated as:


[[File:StatExampleSpeedGen4 1.png]]
<math>
[[File:StatExampleSpeedGen4 2.png]]
\begin{align}
\mathrm{Speed} & = \left\lfloor \left( \left\lfloor {\left(2 \times 102 + 5 + \left\lfloor \tfrac{23}{4} \right\rfloor \right) \times 78 \over 100} \right\rfloor + 5 \right) \times 1 \right\rfloor \\
& = \left\lfloor {(204 + 5 + 5) \times 78 \over 100} \right\rfloor + 5\\
& = \left\lfloor {214 \times 78 \over 100} \right\rfloor + 5 \\
& = \lfloor 166.92 \rfloor + 5 \\
& = 166+5 \\
& = 171
\end{align}
</math>


In the end, this Garchomp's stats are as follows:
In the end, this Garchomp's stats are as follows:


{| class="roundy" align="center" style="background: #{{Dragon color dark}}; border: 5px solid #{{Dragon color}};"
{| class="roundy" style="margin:auto; text-align:center; background: #{{Dragon color dark}}; border: 5px solid #{{Dragon color}}"
|-  
|-
! style="background:#{{ground color light}}; {{roundytl|5px}} width:60px;" |  
! style="background:#{{ground color light}}; {{roundytl|5px}} width:60px" |
! style="background:#{{HP color}}; width:60px;" | HP
! style="background:#{{HP color}}; width:60px" | HP
! style="background:#{{Attack color}}; width:60px;" | Attack
! style="background:#{{Attack color}}; width:60px" | Attack
! style="background:#{{Defense color}}; width:60px;" | Defense
! style="background:#{{Defense color}}; width:60px" | Defense
! style="background:#{{Special Attack color}}; width:60px;" | Sp.Atk
! style="background:#{{Special Attack color}}; width:60px" | Sp.Atk
! style="background:#{{Special Defense color}}; width:60px;" | Sp.Def
! style="background:#{{Special Defense color}}; width:60px" | Sp.Def
! style="background:#{{Speed color}}; {{roundytr|5px}} width:60px;" | Speed
! style="background:#{{Speed color}}; {{roundytr|5px}} width:60px" | Speed
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{ground color light}};"|Base stat
! style="background:#{{ground color light}}"|Base stat
|108
|108
|130
|130
Line 317: Line 375:
|85
|85
|102
|102
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{ground color light}};"|IV
! style="background:#{{ground color light}}"|IV
|24
|24
|12
|12
Line 325: Line 383:
|23
|23
|5
|5
|- align="center" style="background:#fff;"
|- style="background:#fff"
! style="background:#{{ground color light}};"|EV
! style="background:#{{ground color light}}"|EV
|74
|74
|195
|190
|86
|91
|48
|48
|84
|84
|23
|23
|- align="center"
|-
! style="background:#{{ground color light}}; {{roundybl|5px}}"|Total
! style="background:#{{ground color light}}; {{roundybl|5px}}"|Total
|style="background:#fff"|'''289'''
|style="background:#fff"|'''289'''
|style="background:#fff; color: #006000;" |'''280'''
|style="background:#fff; color: #006000" |'''278'''
|style="background:#fff"|'''193'''
|style="background:#fff"|'''193'''
|style="background:#fff; color: #600000;" |'''136'''
|style="background:#fff; color: #600000" |'''135'''
|style="background:#fff"|'''171'''
|style="background:#fff"|'''171'''
|style="background:#fff; {{roundybr|5px}}" |'''172'''
|style="background:#fff; {{roundybr|5px}}" |'''171'''
|}
|}
Note that some numbers may be off by one due to rounding.


==Stat modifiers==
====[[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]]====
Some [[move]]s and [[Ability|Abilities]] can change stats during battle, raising them and lowering them as part of the effect. Some [[item]]s will also do this.
In Let's Go, Pikachu! and Let's Go, Eevee!, effort values have been replaced with [[Go Power]], which are flat stat boosts added to the total after all other calculations have been made. Additionally, all non-HP stats can receive a slight boost that scales with [[friendship]]. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.  


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. In Gen III and onward, the game displays the term ''rose'' for one stage of increase, ''sharply rose'' for two stages, and ''rose drastically'' for three stages or more. The six stages of decrease are 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. In Gen III and onward, the game displays the term ''fell'' for one stage of decrease, ''harshly fell'' for two stages, and ''severely fell'' for three stages or more. Accuracy and evasion modifications are calculated in a different manner.<ref>According to [http://www.smogon.com/forums/showpost.php?p=341891&postcount=7 this post] on the [[Smogon|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).</ref> However, in the [[Generation I]] handheld games, the accuracy and evasion modifiers are the same as the normal stat modifiers;<ref>[http://wiki.ポケモン.com/wiki/命中 Pokémon Wiki page on Hit calculation (JP)] The first section pertains to Generation I.</ref> this was changed in the Japanese version of [[Pokémon Stadium (English)|Pokémon Stadium]] and all international versions.  
The Go Power bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 values of Go Power each. The friendship multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship <math display="inline">\Bigg(1 + {\left\lfloor \frac{10 \times \mathrm{friendship}}{255} \right\rfloor \over 100} \Bigg)</math>.


Some modifiers, such as {{a|Huge Power}} and {{a|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.
<math>
\begin{align}
\mathrm{HP} &= \left\lfloor {(2 \times \mathrm{Base} + \mathrm{IV}) \times \mathrm{Level} \over 100} \right\rfloor + \mathrm{Level} + 10 + \mathrm{AV} \\
\mathrm{OtherStat} &= \left\lfloor \left( {(2 \times \mathrm{Base} + \mathrm{IV}) \times \mathrm{Level} \over 100} + 5 \right) \times \mathrm{Nature} \times \mathrm{Friendship} \right\rfloor + \mathrm{AV}
\end{align}
</math>


Since [[Generation IV]], during a {{DL|Weather conditions|Sandstorm}}, all {{type|Rock}} Pokémon gain 50% Special Defense, which does not work with stages.
====[[Pokémon Legends: Arceus]]====
In Pokémon Legends: Arceus, a Pokémon's stats are calculated using [[effort level]]s, replacing the mechanics around {{EV}}s and {{IV}}s. IVs are still present, but that is only used to determine a Pokémon's starting effort level in each stat, up to three effort levels; beyond this, IVs have no effect on stats.  


All stat modifiers listed below, except the [[vitamin]]s, [[wing]]s, and the EV [[Berry|Berries]], will increase the corresponding stats only for the battle that they are used in.
<math>
\begin{align}
\mathrm{HP} &= \left\lfloor \left({\mathrm{Level} \over 100} + 1 \right) \times \mathrm{Base} + \mathrm{Level} \right\rfloor + \mathrm{ELB}\\
\mathrm{OtherStat} &= \left\lfloor \Bigl\lfloor \frac{\left(\frac{\mathrm{Level}}{50}+1\right) \times \mathrm{Base}}{1.5} \Bigr\rfloor \times \mathrm{Nature} \right\rfloor + \mathrm{ELB}
\\\\
\mathrm{ELB} &= \operatorname{round} \left(\frac{ \sqrt{\mathrm{Base}} \times \mathrm{Multiplier} + \mathrm{Level}}{2.5}\right)
\end{align}
</math>


===List of moves and Abilities===
where:
{| align="center" style="background: #999; {{roundy|10px}}; border: 5px solid #cdcdcd"
* <math>\mathrm{Base}</math> is the Pokémon species' base value for that stat
|-
* <math>\mathrm{Level}</math> is the Pokémon's level
! rowspan="3" style="background:#ccc; {{roundytl|5px}};" | Stat
* <math>\mathrm{Nature}</math> is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
! colspan="5" style="background:#ccc" | Raisers
* <math>\mathrm{ELB}</math> is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
! colspan="3" style="background:#ccc; {{roundytr|5px}}" | Reducers
** <math>\mathrm{Multiplier}</math> is the effort level multiplier, which is determined from the effort level as follows:
|- style="background: #ccc;"
::{| style="{{roundy|10px}}; border: 3px solid #{{legends arceus color dark}}; background: #{{legends arceus color}}; text-align: center"
! rowspan="2" style="background:#ccc"| {{color2|000|Move|Moves}}
|- style="background: #{{legends arceus color light}}"
! rowspan="2" style="background:#ccc"| {{color2|000|Ability|Abilities}}
! style="{{roundytl|5px}}" | Effort Level
! colspan="3" style="background:#ccc"| {{color2|000|Item|Items}}
! style="{{roundytr|5px}}" | Multiplier
! rowspan="2" style="background:#ccc"| {{color2|000|Move|Moves}}
|- style="background: #fff"
! rowspan="2" style="background:#ccc"| {{color2|000|Ability|Abilities}}
| 0 || 0
! style="background:#ccc"| {{color2|000|Item|Items}}
|- style="background: #fff"
|-
| 1 || 2
! style="background:#ccc"| {{color2|000|Vitamin}}
|- style="background: #fff"
! style="background:#ccc"| {{color2|000|Wing}}
| 2 || 3
! style="background:#ccc"| {{color2|000|Item|Items}}
|- style="background: #fff"
! style="background:#ccc"| {{color2|000|Effort Values|EV}} {{color2|000|Berry|Berry}}
| 3 || 4
|- align=center
|- style="background: #fff"
! style="background:#{{attack color}}" | {{color2|{{attack color dark}}|Stats#Attack|Attack}}
| 4 || 7
| style="background:#{{attack color light}}" <!-- ATTACK RAISING MOVES -->| {{mcolor|Acupressure|{{attack color dark}}}}{{tt2|*|Boosts a random stat by two stages.|{{attack color dark}}}}<br>{{mcolor|Ancient Power|{{attack color dark}}}}<br>{{mcolor|Belly Drum|{{attack color dark}}}}<br>{{mcolor|Bulk Up|{{attack color dark}}}}<br>{{mcolor|Coil|{{attack color dark}}}}<br>{{mcolor|Curse|{{attack color dark}}}}<br>{{mcolor|Dragon Dance|{{attack color dark}}}}<br>{{mcolor|Fell Stinger|{{attack color dark}}}}<br>{{mcolor|Growth|{{attack color dark}}}}<br>{{mcolor|Hone Claws|{{attack color dark}}}}<br>{{mcolor|Howl|{{attack color dark}}}}<br>{{mcolor|Meditate|{{attack color dark}}}}<br>{{mcolor|Metal Claw|{{attack color dark}}}}<br>{{mcolor|Meteor Mash|{{attack color dark}}}}<br>{{mcolor|Ominous Wind|{{attack color dark}}}}<br>{{mcolor|Power-Up Punch|{{attack color dark}}}}<br>{{mcolor|Power Split|{{attack color dark}}}}<br>{{mcolor|Power Trick|{{attack color dark}}}}<br>{{mcolor|Rage|{{attack color dark}}}}{{tt2|*|Generation I and V onward. Attack stat is raised by one stage when hit by an opponent, but any stat raises are lost when not used consecutively|{{attack color dark}}}}<br>{{mcolor|Rototiller|{{attack color dark}}}}<br>{{mcolor|Sharpen|{{attack color dark}}}}<br>{{mcolor|Shell Smash|{{attack color dark}}}}<br>{{mcolor|Shift Gear|{{attack color dark}}}}<br>{{mcolor|Silver Wind|{{attack color dark}}}}<br>{{mcolor|Swagger|{{attack color dark}}}}<br>{{mcolor|Swords Dance|{{attack color dark}}}}<br>{{mcolor|Work Up|{{attack color dark}}}}
|- style="background: #fff"
| style="background:#{{attack color light}}" <!-- ATTACK RAISING ABILITIES -->| {{acolor|Anger Point|{{attack color dark}}}}<br>{{acolor|Contrary|{{attack color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Defiant|{{attack color dark}}}}<br>{{acolor|Download|{{attack color dark}}}}{{tt2|*|Download raises by one stage the Attack stat if the opponent's Defense stat is lower than its Special Defense, and the Special Attack otherwise.|{{attack color dark}}}}<br>{{acolor|Flower Gift|{{attack color dark}}}}<br>{{acolor|Guts|{{attack color dark}}}}<br>{{acolor|Huge Power|{{attack color dark}}}}<br>{{acolor|Hustle|{{attack color dark}}}}<br>{{acolor|Justified|{{attack color dark}}}}<br>{{acolor|Moody|{{attack color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{attack color dark}}}}<br>{{acolor|Moxie|{{attack color dark}}}}<br>{{acolor|Pure Power|{{attack color dark}}}}<br>{{acolor|Rivalry|{{attack color dark}}}}{{tt2|*|Changes stats depending on the opponents gender|{{attack color dark}}}}<br>{{acolor|Sap Sipper|{{attack color dark}}}}
| 5 || 8
| style="background:#{{attack color light}}" | {{color2|{{attack color dark}}|Vitamin#Protein|Protein}}
|- style="background: #fff"
| style="background:#{{attack color light}}" | {{color2|{{attack color dark}}|Wing#Muscle Wing|Muscle Wing}}
| 6 || 9
| style="background:#{{attack color light}}" <!-- ATTACK RAISING ITEMS -->| {{color2|{{attack color dark}}|Cell Battery}}<br>{{color2|{{attack color dark}}|Choice Band}}<br>{{color2|{{attack color dark}}|Liechi Berry}}<br>{{color2|{{attack color dark}}|Light Ball}}<br>{{color2|{{attack color dark}}|Snowball}}<br>{{color2|{{attack color dark}}|Starf Berry}}{{tt2|*|Boosts a random stat other than accuracy and evasion by two stages when consumed.|{{attack color dark}}}}<br>{{color2|{{attack color dark}}|Thick Club}}<br>{{color2|{{attack color dark}}|X Attack}}<br>{{color2|{{attack color dark}}|Weakness Policy}}
|- style="background: #fff"
| style="background:#{{attack color light}}" <!-- ATTACK LOWERING MOVES -->| {{mcolor|Aurora Beam|{{attack color dark}}}}<br>{{mcolor|Baby-Doll Eyes|{{attack color dark}}}}<br>{{mcolor|Charm|{{attack color dark}}}}<br>{{mcolor|Feather Dance|{{attack color dark}}}}<br>{{mcolor|Growl|{{attack color dark}}}}<br>{{mcolor|King's Shield|{{attack color dark}}}}<br>{{mcolor|Memento|{{attack color dark}}}}<br>{{mcolor|Noble Roar|{{attack color dark}}}}<br>{{mcolor|Parting Shot|{{attack color dark}}}}<br>{{mcolor|Play Nice|{{attack color dark}}}}<br>{{mcolor|Power Trick|{{attack color dark}}}}<br>{{mcolor|Power Split|{{attack color dark}}}}<br>{{mcolor|Secret Power|{{attack color dark}}}}{{tt2|*|Secret Power's effect depends on the terrain.|{{attack color dark}}}}<br>{{mcolor|Superpower|{{attack color dark}}}}<br>{{mcolor|Tickle|{{attack color dark}}}}<br>{{mcolor|Venom Drench|{{attack color dark}}}}
| 7 || 14
| style="background:#{{attack color light}}" <!-- ATTACK LOWERING ABILITIES -->| {{acolor|Contrary|{{attack color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Defeatist|{{attack color dark}}}}<br>{{acolor|Intimidate|{{attack color dark}}}}<br>{{acolor|Moody|{{attack color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{attack color dark}}}}<br>{{acolor|Rivalry|{{attack color dark}}}}{{tt2|*|Changes stats depending on the opponents gender|{{attack color dark}}}}<br>{{acolor|Slow Start|{{attack color dark}}}}
|- style="background: #fff"
| style="background:#{{attack color light}}" <!-- ATTACK LOWERING ITEMS -->| {{color2|{{attack color dark}}|Kelpsy Berry}}
| 8 || 15
|- align=center
|- style="background: #fff"
! style="background:#{{defense color}}" | {{color2|{{defense color dark}}|Stats#Defense|Defense}}
| 9 || 16
| style="background:#{{defense color light}}" <!-- DEFENSE RAISING MOVES -->| {{mcolor|Acid Armor|{{defense color dark}}}}<br>{{mcolor|Acupressure|{{defense color dark}}}}{{tt2|*|Boosts a random stat by two stages.|{{defense color dark}}}}<br>{{mcolor|Ancient Power|{{defense color dark}}}}<br>{{mcolor|Barrier|{{defense color dark}}}}<br>{{mcolor|Bulk Up|{{defense color dark}}}}<br>{{mcolor|Coil|{{defense color dark}}}}<br>{{mcolor|Cosmic Power|{{defense color dark}}}}<br>{{mcolor|Cotton Guard|{{defense color dark}}}}<br>{{mcolor|Curse|{{defense color dark}}}}<br>{{mcolor|Defend Order|{{defense color dark}}}}<br>{{mcolor|Defense Curl|{{defense color dark}}}}<br>{{mcolor|Flower Shield|{{defense color dark}}}}<br>{{mcolor|Guard Split|{{defense color dark}}}}<br>{{mcolor|Harden|{{defense color dark}}}}<br>{{mcolor|Iron Defense|{{defense color dark}}}}<br>{{mcolor|Magnetic Flux|{{defense color dark}}}}<br>{{mcolor|Ominous Wind|{{defense color dark}}}}<br>{{mcolor|Silver Wind|{{defense color dark}}}}<br>{{mcolor|Skull Bash|{{defense color dark}}}}<br>{{mcolor|Steel Wing|{{defense color dark}}}}<br>{{mcolor|Stockpile|{{defense color dark}}}}{{tt2|*|Generation IV onwards|{{defense color dark}}}}<br>{{mcolor|Withdraw|{{defense color dark}}}}
|- style="background: #fff"
| style="background:#{{defense color light}}" <!-- DEFENSE RAISING ABILITIES -->| {{acolor|Contrary|{{defense color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Grass Pelt|{{defense color dark}}}}<br>{{acolor|Marvel Scale|{{defense color dark}}}}<br>{{acolor|Moody|{{defense color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{defense color dark}}}}
| style="{{roundybl|5px}}" | 10
| style="background:#{{defense color light}}" | {{color2|{{defense color dark}}|Vitamin#Iron|Iron}}
| style="{{roundybr|5px}}" | 25
| style="background:#{{defense color light}}" | {{color2|{{defense color dark}}|Wing#Resist Wing|Resist Wing}}
| style="background:#{{defense color light}}" <!-- DEFENSE RAISING ITEMS -->| {{color2|{{defense color dark}}|Eviolite}}<br>{{color2|{{defense color dark}}|Ganlon Berry}}<br>{{color2|{{defense color dark}}|Metal Powder}}<br>{{color2|{{defense color dark}}|Kee Berry}}{{tt2|*|When hit by a physical move|{{defense color dark}}}}<br>{{color2|{{defense color dark}}|Starf Berry}}{{tt2|*|Boosts a random stat other than accuracy and evasion by two stages when consumed.|{{defense color dark}}}}<br>{{color2|{{defense color dark}}|X Defense}}
| style="background:#{{defense color light}}" <!-- DEFENSE LOWERING MOVES -->| {{mcolor|Close Combat|{{defense color dark}}}}<br>{{mcolor|Crunch|{{defense color dark}}}}<br>{{mcolor|Crush Claw|{{defense color dark}}}}<br>{{mcolor|Guard Split|{{defense color dark}}}}<br>{{mcolor|Iron Tail|{{defense color dark}}}}<br>{{mcolor|Leer|{{defense color dark}}}}<br>{{mcolor|Rock Smash|{{defense color dark}}}}<br>{{mcolor|Screech|{{defense color dark}}}}<br>{{mcolor|Secret Power|{{defense color dark}}}}{{tt2|*|Secret Power's effect depends on the terrain.|{{defense color dark}}}}<br>{{mcolor|Shell Smash|{{defense color dark}}}}<br>{{mcolor|Superpower|{{defense color dark}}}}<br>{{mcolor|Tail Whip|{{defense color dark}}}}<br>{{mcolor|Tickle|{{defense color dark}}}}
| style="background:#{{defense color light}}" <!-- DEFENSE LOWERING ABILITIES -->| {{acolor|Contrary|{{defense color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Moody|{{defense color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{defense color dark}}}}<br>{{acolor|Weak Armor|{{defense color dark}}}}
| style="background:#{{defense color light}}" <!-- DEFENSE LOWERING ITEMS -->| {{color2|{{defense color dark}}|Qualot Berry}}
|- align=center
! style="background:#{{special attack color}}" | {{color2|{{special Attack color dark}}|Stats#Special Attack|Special Attack}}
| style="background:#{{special attack color light}}" <!-- SPECIAL ATTACK RAISING MOVES -->| {{mcolor|Acupressure|{{special attack color dark}}}}{{tt2|*|Boosts a random stat by two stages.|{{special attack color dark}}}}<br>{{mcolor|Ancient Power|{{special attack color dark}}}}<br>{{mcolor|Calm Mind|{{special attack color dark}}}}<br>{{mcolor|Charge Beam|{{special attack color dark}}}}<br>{{mcolor|Fiery Dance|{{special attack color dark}}}}<br>{{mcolor|Flatter|{{special attack color dark}}}}<br>{{mcolor|Geomancy|{{special attack color dark}}}}<br>{{mcolor|Growth|{{special attack color dark}}}}<br>{{mcolor|Nasty Plot|{{special attack color dark}}}}<br>{{mcolor|Ominous Wind|{{special attack color dark}}}}<br>{{mcolor|Power Split|{{special attack color dark}}}}<br>{{mcolor|Rototiller|{{special attack color dark}}}}<br>{{mcolor|Shell Smash|{{special attack color dark}}}}<br>{{mcolor|Silver Wind|{{special attack color dark}}}}<br>{{mcolor|Tail Glow|{{special attack color dark}}}}<br>{{mcolor|Quiver Dance|{{special attack color dark}}}}<br>{{mcolor|Work Up|{{special attack color dark}}}}
| style="background:#{{special attack color light}}" <!-- SPECIAL ATTACK RAISING ABILITIES -->| {{acolor|Competitive|{{special attack color dark}}}}<br>{{acolor|Contrary|{{special attack color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Download|{{special attack color dark}}}}{{tt2|*|Download raises by one stage the Attack stat if the opponent's Defense stat is lower than its Special Defense, and the Special Attack otherwise.|{{special attack color dark}}}}<br>{{acolor|Flower Gift|{{special attack color dark}}}}<br>{{acolor|Lightning Rod|{{special attack color dark}}}}{{tt2|*|Generation V onward|{{special attack color dark}}}}<br>{{acolor|Minus|{{special attack color dark}}}}<br>{{acolor|Moody|{{special attack color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{special attack color dark}}}}<br>{{acolor|Plus|{{special attack color dark}}}}<br>{{acolor|Solar Power|{{special attack color dark}}}}<br>{{acolor|Storm Drain|{{special attack color dark}}}}{{tt2|*|Generation V onward|{{special attack color dark}}}}
| style="background:#{{special attack color light}}" | {{color2|{{special Attack color dark}}|Vitamin#Calcium|Calcium}}
| style="background:#{{special attack color light}}" | {{color2|{{special Attack color dark}}|Wing#Genius Wing|Genius Wing}}
| style="background:#{{special attack color light}}" <!-- SPECIAL ATTACK RAISING ITEMS -->| {{color2|{{special attack color dark}}|Absorb Bulb}}<br>{{color2|{{special attack color dark}}|Choice Specs}}<br>{{color2|{{special attack color dark}}|Deep Sea Tooth}}<br>{{color2|{{special attack color dark}}|Light Ball}}<br>{{color2|{{special attack color dark}}|Petaya Berry}}<br>{{color2|{{special attack color dark}}|Soul Dew}}<br>{{color2|{{special attack color dark}}|Starf Berry}}{{tt2|*|Boosts a random stat other than accuracy and evasion by two stages when consumed.|{{special attack color dark}}}}<br>{{color2|{{special attack color dark}}|X Sp. Atk}}<br>{{color2|{{special attack color dark}}|Weakness Policy}}
| style="background:#{{special attack color light}}" <!-- SPECIAL ATTACK LOWERING MOVES -->| {{mcolor|Captivate|{{special attack color dark}}}}<br>{{mcolor|Confide|{{special attack color dark}}}}<br>{{mcolor|Draco Meteor|{{special attack color dark}}}}<br>{{mcolor|Eerie Impulse|{{special attack color dark}}}}<br>{{mcolor|Leaf Storm|{{special attack color dark}}}}<br>{{mcolor|Memento|{{special attack color dark}}}}<br>{{mcolor|Mist Ball|{{special attack color dark}}}}<br>{{mcolor|Moonblast|{{special attack color dark}}}}<br>{{mcolor|Mystical Fire|{{special attack color dark}}}}<br>{{mcolor|Noble Roar|{{special attack color dark}}}}<br>{{mcolor|Overheat|{{special attack color dark}}}}<br>{{mcolor|Parting Shot|{{special attack color dark}}}}<br>{{mcolor|Power Split|{{special attack color dark}}}}<br>{{mcolor|Psycho Boost|{{special attack color dark}}}}<br>{{mcolor|Snarl|{{special attack color dark}}}}<br>{{mcolor|Venom Drench|{{special attack color dark}}}}
| style="background:#{{special attack color light}}" <!-- SPECIAL ATTACK LOWERING ABILITIES -->| {{acolor|Contrary|{{special attack color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Defeatist|{{special attack color dark}}}}<br>{{acolor|Moody|{{special attack color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{special attack color dark}}}}
| style="background:#{{special attack color light}}" <!-- SPECIAL ATTACK LOWERING ITEMS -->| {{color2|{{special attack color dark}}|Hondew Berry}}
|- align=center
! style="background:#{{special defense color}}" | {{color2|{{special defense color dark}}|Stats#Special Defense|Special Defense}}
| style="background:#{{special defense color light}}" <!-- SPECIAL DEFENSE RAISING MOVES -->| {{mcolor|Acupressure|{{special defense color dark}}}}{{tt2|*|Boosts a random stat by two stages.|{{special defense color dark}}}}<br>{{mcolor|Amnesia|{{special defense color dark}}}}<br>{{mcolor|Ancient Power|{{special defense color dark}}}}<br>{{mcolor|Aromatic Mist|{{special defense color dark}}}}<br>{{mcolor|Calm Mind|{{special defense color dark}}}}<br>{{mcolor|Charge|{{special defense color dark}}}}{{tt2|*|Generation IV onwards; Effect only lasts one turn in Generation IV|{{special defense color dark}}}}<br>{{mcolor|Cosmic Power|{{special defense color dark}}}}<br>{{mcolor|Defend Order|{{special defense color dark}}}}<br>{{mcolor|Geomancy|{{special defense color dark}}}}<br>{{mcolor|Guard Split|{{special defense color dark}}}}<br>{{mcolor|Magnetic Flux|{{special defense color dark}}}}<br>{{mcolor|Ominous Wind|{{special defense color dark}}}}<br>{{mcolor|Quiver Dance|{{special defense color dark}}}}<br>{{mcolor|Silver Wind|{{special defense color dark}}}}<br>{{mcolor|Stockpile|{{special defense color dark}}}}{{tt2|*|Generation IV onwards|{{special defense color dark}}}}
| style="background:#{{special defense color light}}" <!-- SPECIAL DEFENSE RAISING ABILITIES -->| {{acolor|Contrary|{{special defense color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Moody|{{special defense color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{special defense color dark}}}}
| style="background:#{{special defense color light}}" | {{color2|{{special defense color dark}}|Vitamin#Zinc|Zinc}}
| style="background:#{{special defense color light}}" | {{color2|{{special defense color dark}}|Wing#Clever Wing|Clever Wing}}
| style="background:#{{special defense color light}}" <!-- SPECIAL DEFENSE RAISING ITEMS -->| {{color2|{{special defense color dark}}|Apicot Berry}}<br>{{color2|{{special defense color dark}}|Assault Vest}}<br>{{color2|{{special defense color dark}}|Deep Sea Scale}}<br>{{color2|{{special defense color dark}}|Eviolite}}<br>{{color2|{{special defense color dark}}|Luminous Moss}}<br>{{color2|{{special defense color dark}}|Maranga Berry}}{{tt2|*|When hit by a special move|{{special defense color dark}}}}<br>{{color2|{{special defense color dark}}|Metal Powder}}{{tt2|*|Generation IV onwards|{{special defense color dark}}}}<br>{{color2|{{special defense color dark}}|Soul Dew}}<br>{{color2|{{special defense color dark}}|Starf Berry}}{{tt2|*|Boosts a random stat other than accuracy and evasion by two stages when consumed.|{{special defense color dark}}}}<br>{{color2|{{special defense color dark}}|X Sp. Def}}
| style="background:#{{special defense color light}}" <!-- SPECIAL DEFENSE LOWERING MOVES -->| {{mcolor|Acid|{{special defense color dark}}}}<br>{{mcolor|Acid Spray|{{special defense color dark}}}}<br>{{mcolor|Bug Buzz|{{special defense color dark}}}}<br>{{mcolor|Close Combat|{{special defense color dark}}}}<br>{{mcolor|Earth Power|{{special defense color dark}}}}<br>{{mcolor|Energy Ball|{{special defense color dark}}}}<br>{{mcolor|Fake Tears|{{special defense color dark}}}}<br>{{mcolor|Flash Cannon|{{special defense color dark}}}}<br>{{mcolor|Focus Blast|{{special defense color dark}}}}<br>{{mcolor|Guard Split|{{special defense color dark}}}}<br>{{mcolor|Luster Purge|{{special defense color dark}}}}<br>{{mcolor|Metal Sound|{{special defense color dark}}}}<br>{{mcolor|Psychic|{{special defense color dark}}}}<br>{{mcolor|Seed Flare|{{special defense color dark}}}}<br>{{mcolor|Shadow Ball|{{special defense color dark}}}}<br>{{mcolor|Shell Smash|{{special defense color dark}}}}
| style="background:#{{special defense color light}}" <!-- SPECIAL DEFENSE LOWERING ABILITIES -->| {{acolor|Contrary|{{special defense color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Moody|{{special defense color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{special defense color dark}}}}
| style="background:#{{special defense color light}}" <!-- SPECIAL DEFENSE LOWERING ITEMS -->| {{color|{{special defense color dark}}|Grepa Berry}}
|- align=center
! style="background:#{{speed color}}" | {{color2|{{speed color dark}}|Stats#Speed|Speed}}
| style="background:#{{speed color light}}" <!-- SPEED RAISING MOVES -->| {{mcolor|Acupressure|{{speed color dark}}}}{{tt2|*|Boosts a random stat by two stages.|{{speed color dark}}}}<br>{{mcolor|Agility|{{speed color dark}}}}<br>{{mcolor|Ancient Power|{{speed color dark}}}}<br>{{mcolor|Autotomize|{{speed color dark}}}}<br>{{mcolor|Dragon Dance|{{speed color dark}}}}<br>{{mcolor|Flame Charge|{{speed color dark}}}}<br>{{mcolor|Geomancy|{{speed color dark}}}}<br>{{mcolor|Ominous Wind|{{speed color dark}}}}<br>{{mcolor|Quiver Dance|{{speed color dark}}}}<br>{{mcolor|Rock Polish|{{speed color dark}}}}<br>{{mcolor|Shell Smash|{{speed color dark}}}}<br>{{mcolor|Shift Gear|{{speed color dark}}}}<br>{{mcolor|Silver Wind|{{speed color dark}}}}<br>{{mcolor|Tailwind|{{speed color dark}}}}
| style="background:#{{speed color light}}" <!-- SPEED RAISING ABILITIES -->| {{acolor|Chlorophyll|{{speed color dark}}}}<br>{{acolor|Contrary|{{speed color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Motor Drive|{{speed color dark}}}}<br>{{acolor|Quick Feet|{{speed color dark}}}}<br>{{acolor|Sand Rush|{{speed color dark}}}}<br>{{acolor|Speed Boost|{{speed color dark}}}}<br>{{acolor|Steadfast|{{speed color dark}}}}<br>{{acolor|Swift Swim|{{speed color dark}}}}<br>{{acolor|Unburden|{{speed color dark}}}}<br>{{acolor|Weak Armor|{{speed color dark}}}}<br>{{acolor|Moody|{{speed color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{speed color dark}}}}<br>{{acolor|Rattled|{{speed color dark}}}}
| style="background:#{{speed color light}}" | {{color2|{{speed color dark}}|Vitamin#Carbos|Carbos}}
| style="background:#{{speed color light}}" | {{color2|{{speed color dark}}|Wing#Swift Wing|Swift Wing}}
| style="background:#{{speed color light}}" <!-- SPEED RAISING ITEMS -->| {{color2|{{speed color dark}}|Choice Scarf}}<br>{{color2|{{speed color dark}}|Quick Powder}}<br>{{color2|{{speed color dark}}|Salac Berry}}<br>{{color2|{{speed color dark}}|Starf Berry}}{{tt2|*|Boosts a random stat other than accuracy and evasion by two stages when consumed.|{{speed color dark}}}}<br>{{color2|{{speed color dark}}|X Speed}}
| style="background:#{{speed color light}}" <!-- SPEED LOWERING MOVES -->| {{mcolor|Bubble|{{speed color dark}}}}<br>{{mcolor|Bubble Beam|{{speed color dark}}}}<br>{{mcolor|Bulldoze|{{speed color dark}}}}<br>{{mcolor|Constrict|{{speed color dark}}}}<br>{{mcolor|Cotton Spore|{{speed color dark}}}}<br>{{mcolor|Curse|{{speed color dark}}}}<br>{{mcolor|Glaciate|{{speed color dark}}}}<br>{{mcolor|Hammer Arm|{{speed color dark}}}}<br>{{mcolor|Icy Wind|{{speed color dark}}}}<br>{{mcolor|Low Sweep|{{speed color dark}}}}<br>{{mcolor|Mud Shot|{{speed color dark}}}}<br>{{mcolor|Rock Tomb|{{speed color dark}}}}<br>{{mcolor|Scary Face|{{speed color dark}}}}<br>{{mcolor|Secret Power|{{speed color dark}}}}{{tt2|*|Secret Power's effects depend on the terrain|{{speed color dark}}}}<br>{{mcolor|Sticky Web|{{speed color dark}}}}<br>{{mcolor|String Shot|{{speed color dark}}}}<br>{{mcolor|Venom Drench|{{speed color dark}}}}
| style="background:#{{speed color light}}" <!-- SPEED LOWERING ABILITIES -->| {{acolor|Contrary|{{speed color dark}}}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Gooey|{{speed color dark}}}}<br>{{acolor|Moody|{{speed color dark}}}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|{{speed color dark}}}}<br>{{acolor|Slow Start|{{speed color dark}}}}
| style="background:#{{speed color light}}" <!-- SPEED LOWERING ITEMS -->| {{color2|{{speed color dark}}|Tamato Berry}}
|- align=center
! style="background:#ae58f8" | {{color2|542b77|Stats#Evasion|Evasion}}
| style="background:#d099ff" <!-- EVASION RAISING MOVES -->| {{mcolor|Acupressure|542b77}}{{tt2|*|Boosts a random stat by two stages.|542b77}}<br>{{mcolor|Double Team|542b77}}<br>{{mcolor|Minimize|542b77}}
| style="background:#d099ff" <!-- EVASION RAISING ABILITES -->| {{acolor|Contrary|542b77}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Moody|542b77}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|542b77}}<br>{{acolor|Sand Veil|542b77}}<br>{{acolor|Snow Cloak|542b77}}<br>{{acolor|Tangled Feet|542b77}}
| style="background:#d099ff" | {{color|542b77|--}}
| style="background:#d099ff" | {{color|542b77|--}}
| style="background:#d099ff" <!-- EVASION RAISING ITEMS -->| {{color2|542b77|Bright Powder}}<br>{{color2|542b77|Lax Incense}}
| style="background:#d099ff" <!-- EVASION LOWERING MOVES -->| {{mcolor|Defog|542b77}}<br>{{mcolor|Gravity|542b77}}{{tt2|*|Lowers the evasion of all Pokémon in play by two stages as long as it is active.|542b77}}<br>{{mcolor|Sweet Scent|542b77}}
| style="background:#d099ff" <!-- EVASION LOWERING ABILITIES -->| {{acolor|Contrary|542b77}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Moody|542b77}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|542b77}}
| style="background:#d099ff" <!-- EVASION LOWERING ITEMS -->| {{color|542b77|--}}
|- align=center
! style="background:#58f8f6; {{roundybl|5px}}" | {{color2|2a6f6e|Stats#Accuracy|Accuracy}}
| style="background:#aefffe" <!-- ACCURACY RAISING MOVES -->| {{mcolor|Acupressure|2a6f6e}}{{tt2|*|Boosts a random stat by two stages.|2a6f6e}}<br>{{mcolor|Hone Claws|2a6f6e}}<br>{{mcolor|Coil|2a6f6e}}
| style="background:#aefffe" <!-- ACCURACY RAISING ABILITIES -->| {{acolor|Compound Eyes|2a6f6e}}<br>{{acolor|Contrary|2a6f6e}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Moody|2a6f6e}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|2a6f6e}}<br>{{acolor|Victory Star|2a6f6e}}
| style="background:#aefffe" | {{color|2a6f6e|--}}
| style="background:#aefffe" | {{color|2a6f6e|--}}
| style="background:#aefffe" <!-- ACCURACY RAISING ITEMS -->| {{color2|2a6f6e|Wide Lens}}<br>{{color2|2a6f6e|X Accuracy}}{{tt2|*|Generation III onwards; in the first two Generations it simply makes Pokémon's moves ignore accuracy check|2a6f6e}}<br>{{color2|2a6f6e|Zoom Lens}}
|style="background:#aefffe" <!-- ACCURACY LOWERING MOVES -->| {{mcolor|Flash|2a6f6e}}<br>{{mcolor|Kinesis|2a6f6e}}<br>{{mcolor|Mirror Shot|2a6f6e}}<br>{{mcolor|Mud Bomb|2a6f6e}}<br>{{mcolor|Mud-Slap|2a6f6e}}<br>{{mcolor|Muddy Water|2a6f6e}}<br>{{mcolor|Night Daze|2a6f6e}}<br>{{mcolor|Octazooka|2a6f6e}}<br>{{mcolor|Sand Attack|2a6f6e}}<br>{{mcolor|Secret Power|2a6f6e}}{{tt2|*|Secret Power's effects depend on the terrain|2a6f6e}}<br>{{mcolor|Smokescreen|2a6f6e}}
| style="background:#aefffe" <!-- ACCURACY LOWERING ABILITIES -->| {{acolor|Contrary|2a6f6e}}{{tt|*|Contrary reverses lowering and raising stat changes when they are applied}}<br>{{acolor|Hustle|2a6f6e}}<br>{{acolor|Moody|2a6f6e}}{{tt2|*|Moody sharply raises a random stat and lowers a random stat each turn|2a6f6e}}<br>{{acolor|Wonder Skin|2a6f6e}}
| style="background:#aefffe; {{roundybr|5px}}" <!-- ACCURACY LOWERING ITEMS -->| {{color|2a6f6e|--}}
|}
|}


===Stages===
===In battle===
When a 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:<ref>Stage numbers from [http://www.psypokes.com/lab/stats.php Psypokes.com], some fractions simplified.</ref>
In battle, additional [[#Stat modifiers|modifiers]] can further alter the effective value of a stat. This is not reflected in visible stats, but instead is only accounted for when [[damage]] is done.
 
====Accuracy and evasion====
Accuracy and evasion are not visible anywhere as explicit stats, but they influence the probability of a move hitting. The nuances of this calculation differ between games. [[:Category:Moves that cannot miss|Some moves]] ignore accuracy checks.
 
=====Generations I and II=====
Whether a move hits depends on the formula:
 
<math>T = \mathrm{Accuracy_{move}} \times \mathrm{Accuracy_{user}} \times \mathrm{Evasion_{target}} - \mathrm{BrightPowder}</math>, where:
* <math>T</math> is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
* <math>\mathrm{Accuracy_{move}}</math> is the move's [[accuracy]], a value from 0 to 255,
* <math>\mathrm{Accuracy_{user}}</math> is the accuracy [[Stat modifier#Stage multipliers|stage multiplier]] of the user,
* <math>\mathrm{Evasion_{target}}</math> is the evasion stage multiplier of the target, and
* <math>\mathrm{BrightPowder}</math> is 20 if the user is [[held item|holding]] [[Bright Powder|BrightPowder]] (in Generation II) or 0 otherwise.
 
The game then selects a random number ''r'' from 0 to 255 and compares it to ''T'' to determine whether the move hits.


In Generation I, if ''r'' is less than ''T'', the move hits. This results in a bug where no move can be guaranteed to hit (excluding {{m|Bide}} and {{m|Swift}}) since even if ''T'' is 255, if ''r'' is also 255, the move will miss.


;For Attack, Defense, Sp. Attack, Sp. Defense and Speed
In Generation II, if ''T'' is 255 or if ''r'' is less than ''T'', the move hits. This eliminates the bug from Generation I.
{| align="center" style="background: #FAFAD2; {{roundy|10px}}; border: 3px solid #000000" cellspacing="1" cellpadding="3"
 
|+ '''Stage power'''
=====Generations III onward=====
Whether a move hits depends on the formula:
 
<math>T= \mathrm{Accuracy_{move}} \times \mathrm{StageMultiplier} \times \mathrm{Other}</math>, where:
* ''T'' is the computed threshold value that will determine whether the move will hit,
* ''Accuracy<sub>move</sub>'' is the move's [[accuracy]], a value from 1 to 100,
* ''StageMultiplier'' is the equivalent accuracy [[Stat modifier#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than 6 after the subtraction), and
* ''Other'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects (as can be seen in the table in the following section), serially applied.
 
The game then selects a random number ''r'' from 1 to 100 and compares it to ''T'' to determine whether the move hits. If ''r'' is less than or equal to ''T'', the move hits.
 
===Combat Power===
'''Combat Power''' (Japanese: '''{{tt|総合的|そうごうてき}}な{{tt|強|つよ}}さ''' ''Total Power''), or '''CP''' (Japanese: '''{{j|CP}}'''), is a value first introduced in [[Pokémon GO]] and carried over to [[Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!]], used to roughly summarize a Pokémon's overall potential in battle. In Let's Go, Pikachu! and Let's Go, Eevee!, it's based on the total of all a Pokémon's stats and {{AV}}s. Note that CP is not an actual statistic but rather a visual indicator of a Pokémon's overall strength, so it does not have any direct effect in battles.
 
<math>\mathrm{CP} = \min \left(\left\lfloor \left( \sum \mathrm{Stats} - \sum \mathrm{values of Go Power} \right)\ \times { \mathrm{Level} \times 6 \over 100} + \sum \mathrm{values of Go Power} \times \left( \frac{\mathrm{Level} \times 4}{100} + 2 \right) \right\rfloor , 10000 \right)</math>
 
The CP of any Pokémon in Let's Go, Pikachu! and Let's Go, Eevee! is always capped at 10,000; even if a Pokémon's stat continues to grow after that, the CP will still show as 10,000.
 
The lowest possible CP is 2. This is possible if a level 1 {{p|Caterpie}} transferred from Pokémon GO has minimum [[friendship]], 0 IVs and 0 values of Go Power in every stat.
 
==Stat modifiers==
{{main|Stat modifier}}
When a stat is used in a calculation in battle, a number of modifiers may be applied during the calculation. During a battle, a Pokémon's effective stats may be raised or lowered by certain [[move]]s, [[Ability|Abilities]], and [[held items]]. Some attacks may only have a chance of raising or lowering stats, while certain Abilities and held items may require a triggering event to activate any stat modifications.
 
==Icons==
The following icons are used in {{g|HOME}}.
 
{| class="roundy" style="margin:auto; text-align:center; background: #{{black color dark}}; border: 5px solid #{{black color}}"
|-
|-
! scope="row" |
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:HP icon HOME.png|64px]]
| scope="col" colspan="6"|<center>'''Subtractive moves'''</center>|| '''<center>Base</center>''' || colspan="6"|<center>'''Supplemental moves'''</center>
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Attack icon HOME.png|64px]]
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Defense icon HOME.png|64px]]
|-
|-
! scope="row" | Stage
| style="background: #{{HP color light}}; {{roundybottom|5px}}" | {{color2|{{HP color dark}}|HP}}
| scope="col" | -6 || -5 || -4 || -3 || -2 || -1 || <center>0</center> || +1|| +2 || +3 || +4 || +5 || <center>+6</center>
| style="background: #{{Attack color light}}; {{roundybottom|5px}}" | {{color2|{{Attack color dark}}|Attack}}
| style="background: #{{Defense color light}}; {{roundybottom|5px}}" | {{color2|{{Defense color dark}}|Defense}}
|-
|-
! scope="row" | Fraction (x)
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Speed icon HOME.png|64px]]
| scope="col" | <sup>2</sup>/<sub>8</sub> || <sup>2</sup>/<sub>7</sub> || <sup>2</sup>/<sub>6</sub> || <sup>2</sup>/<sub>5</sub> || <sup>2</sup>/<sub>4</sub> || <sup>2</sup>/<sub>3</sub> || <center>1</center> || 1<sup>1</sup>/<sub>2</sub> || <center>2</center> || 2<sup>1</sup>/<sub>2</sub> ||  <center>3</center> ||3<sup>1</sup>/<sub>2</sub> || <center>4</center>
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Special Attack icon HOME.png|64px]]
| width="120px" style="background: #eee; {{roundytop|5px}}" | [[File:Special Defense icon HOME.png|64px]]
|-
|-
! scope="row" | Percentage
| style="background: #{{Speed color light}}; {{roundybottom|5px}}" | {{color2|{{Speed color dark}}|Speed}}
| scope="col" |25% || 29% || 33% || 40% || 50% || 67% || <center>100%</center> || 150% || 200% || 250% || 300% || 350% || 400%
| style="background: #{{Special Attack color light}}; {{roundybottom|5px}}" | {{color2|{{Special Attack color dark}}|Special Attack}}
|}
| style="background: #{{Special Defense color light}}; {{roundybottom|5px}}" | {{color2|{{Special Defense color dark}}|Special Defense}}
|}{{-}}
 
==In other games==
===Mystery Dungeon series===
{{main|Stat (Mystery Dungeon)}}
 
In the [[Pokémon Mystery Dungeon series]], Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and [[#Speed 2|Speed]]{{sup/md|SMD}}{{sup/md|DX}} stats, just like in the core games. However, these games also have a few stats not seen in the core games.
 
===Pokémon Conquest===
{{main|Stat (Conquest)}}
 
In [[Pokémon Conquest]], Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.
 
===Pokémon GO===
{{main|Stat (GO)}} {{anchor|CP}}
Pokémon in [[Pokémon GO]] have '''HP''', '''Attack''', and '''Defense''' stats, as well as a derived stat, '''CP'''. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, all [[List of moves (GO)|attacks]] simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible.
 
===Pokémon: Magikarp Jump===
===={{anchor|JP|Jump Power}}====
{{incomplete|section|needs=JP required per level, image}}
'''Jump Power''' (Japanese: '''はねる{{tt||ちから}}''' ''Jump Power''), or '''JP''' (Japanese: '''{{j|CP}}'''), is a stat that indicates a {{p|Magikarp}}'s ability to jump in [[Pokémon: Magikarp Jump]]. Jump Power is also used in place of [[experience]] to determine when a Magikarp levels up. JP can still be earned even after reaching the maximum level of 100, with the absolute maximum JP capped at 12,900,605,640,709<ref>[https://automaton-media.com/en/news/20210513-765/ Pokémon: Magikarp Jump player reaches maximum Jump Power at 12,900,605,640,709 - Automaton Media]</ref> (shortened to 12.9T).


As the Jump Power becomes larger and larger, it will be measured with the help of {{wp|SI prefix}}es.


;For accuracy and evasion
{| class="roundtable" style="background:#{{firered color}}; border:3px solid #{{firered color light}}"
{| align="center" style="background: #FAFAD2; {{roundy|10px}}; border: 3px solid #000000" cellspacing="1" cellpadding="3"  
! style="background:#{{firered color light}}" | prefix
|+ '''Stage power'''
! style="background:#{{firered color light}}" | JP represented
|-
|-
! scope="row" |
| T (tera) || 1,000,000,000,000
| scope="col" colspan="6"|<center>'''Subtractive moves'''</center>|| '''<center>Base</center>''' || colspan="6"|<center>'''Supplemental moves'''</center>
|-
|-
! scope="row" | Stage
| G (giga) || 1,000,000,000
| scope="col" | -6 || -5 || -4 || -3 || -2 || -1 || <center>0</center> || +1|| +2 || +3 || +4 || +5 || <center>+6</center>
|-
|-
! scope="row" | Fraction (x)
| M (mega) || 1,000,000
| scope="col" | <sup>3</sup>/<sub>9</sub> || <sup>3</sup>/<sub>8</sub> || <sup>3</sup>/<sub>7</sub> || <sup>3</sup>/<sub>6</sub> || <sup>3</sup>/<sub>5</sub> || <sup>3</sup>/<sub>4</sub> || <center>1</center> || 1<sup>1</sup>/<sub>3</sub> || 1<sup>2</sup>/<sub>3</sub> || 2 || 2<sup>1</sup>/<sub>3</sub> ||2<sup>2</sup>/<sub>3</sub> || <center>3</center>
|-
|-
! scope="row" | Percentage
| k (kilo) || 1,000
| scope="col" |33% || 38% || 43% || 50% || 60% || 75% || <center>100%</center> || 133% || 167% || 200% || 233% || 267% || 300%
|}
|}


==In the anime==
==In the anime==
Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of damage inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense. One example was seen in [[DP131|''Pedal to the Mettle!'']] when [[Paul]]'s {{p|Weavile}} used {{m|Swords Dance}}, an Attack-boosting move, which boosted {{m|Blizzard}}, a special move, as well as {{m|Ice Shard}} and {{m|Metal Claw}}. Another instance was in [[AG128|''Shocks and Bonds'']], where [[Johnny]]'s {{p|Aggron}}'s {{m|Harden}}, a Defense-boosting move, appeared to defend against {{ho|Tyson}}'s {{p|Sceptile}}'s {{m|SolarBeam}}, a special move.
[[File:Ash Dragonite Dragon Dance.png|thumb|250px|[[Ash's Dragonite]] raising its attack power and speed with {{m|Dragon Dance}}]]
Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of [[damage]] inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense.  
 
===[[Original series]]===
In the [[dub]] of ''[[EP076|Fire and Ice]]'', {{an|Misty}} mentioned that [[Pete Pebbleman]]'s {{p|Cloyster}} is losing HP as [[Ash's Kingler]] kept hitting it with {{m|Crabhammer}}. In the original Japanese version, Misty talked about Cloyster taking damage instead.
 
In ''[[EP140|Wired For Battle!]]'', HP was shown on [[Shingo]]'s laptop where Blade's {{m|Quick Attack}} lowered {{AP|Heracross}}'s HP by half.
 
===''[[Pokémon the Series: Ruby and Sapphire]]''===
In ''[[AG111|Eight Ain't Enough]]'', [[Juan]]'s {{p|Whiscash}} used {{m|Tickle}} on [[Ash's Swellow]] which lowered Swellow's defensive strength.
 
In ''[[AG128|Shocks and Bonds]]'', [[Johnny]]'s {{p|Aggron}} used {{m|Harden}}, a Defense-boosting move, which defended itself against {{ho|Tyson}}'s {{p|Sceptile}}'s {{m|Solar Beam}}, a special move.
 
===''[[Pokémon the Series: Diamond and Pearl]]''===
In ''[[DP131|Pedal to the Mettle!]]'', [[Paul]]'s {{p|Weavile}} used {{m|Swords Dance}}, an Attack-boosting move, which boosted {{m|Blizzard}}, a special move, as well as {{m|Ice Shard}} and {{m|Metal Claw}}.
 
===''[[Pokémon the Series: Black & White]]''===
In ''[[BW023|Battling For The Love of Bug-Types!]]'', [[Burgh]]'s {{p|Whirlipede}} used {{m|Iron Defense}} to defend itself against [[Ash's Sewaddle]]'s {{m|Bug Bite}}.
 
In ''[[BW104|Mission: Defeat Your Rival!]]'', {{an|Bianca}}'s {{p|Escavalier}} used Iron Defense several times to maximize its Defense.
 
===''[[Pokémon the Series: XY]]''===
Pokémon will occasionally glow red after their attack strength has changed, as exhibited by [[Korrina's Lucario]] in ''[[XY030|Mega Revelations!]]'', or blue after their defensive strength has been changed, as shown by [[Alain]]'s [[Mega Evolution|Mega]] {{TP|Alain|Charizard}} X in ''[[XYS02|Mega Evolution Special II]]'', [[Ramos]]'s {{p|Jumpluff}} in ''[[XY058|The Green, Green Grass Types of Home!]]'', and [[Ash's Pikachu]] in ''[[XY128|A Riveting Rivalry!]]''.
 
===''[[Pokémon the Series: Sun & Moon]]''===
This series generally retains the added visual aids from ''Pokémon the Series: XY'', as seen as when [[Kiawe's Turtonator]] used {{m|Shell Smash}} in ''[[SM034|A Crowning Moment of Truth!]]'' and when [[Gladion's Lycanroc]] used {{m|Swords Dance}} in ''[[SM105|Showdown on Poni Island!]]''. However, in ''[[SM104|That's Some Spicy Island Research!]]'', [[Hapu's Mudsdale]] glowed red while increasing its defense with {{a|Stamina}}.
 
===''[[Pokémon Journeys: The Series]]''===
In ''[[JN060|Beyond Chivalry… Aiming to be a Leek Master!]]'', [[Rinto]]'s {{p|Gallade}} activated {{a|Justified}}, boosting his Attack.
 
In ''[[JN115|Curtain Up! Fight the Fights!]]'', {{an|Leon}}'s {{p|Rillaboom}} had its Speed boosted by its use of {{m|Max Airstream}}. In ''[[JN125|Whittle While You Work!]]'', {{an|Cynthia}}'s {{p|Togekiss}} also boosted its Speed via Max Airstream. In ''[[JN131|Paring Pokémon While Parrying!]]'', Leon's Rillaboom lowered the Speed of {{AP|Dragonite}} by using {{m|Drum Beating}}.


==Gallery==
==Gallery==
{| align="center" style="background: #{{Black color light}}; {{roundy|10px}}; border: 3px solid #{{Black color dark}}" cellpadding="5" cellspacing="3"
{{incomplete|section|needs=Missing Violet and Kitakami (different colors of the top and bottom bars), Bank, and spin-offs}}
|- align="center"  
{| class="roundy" style="margin:auto; text-align:center; background:#{{Black color light}}; border: 3px solid #{{Black color dark}}" cellpadding="5" cellspacing="3"
| style="background: #FFF; {{roundytop|10px}}"|[[File:Gen I status screen.png]]
|-
| style="background: #FFF; {{roundytop|10px}}"|[[File:Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Gen I status screen.png]]
| style="background: #FFF; {{roundytop|10px}}"|[[File:Japanese Gen II status screen.png]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Stadium status screen.png|160px]]
|- align="center"  
| style="background:#FFF; {{roundytop|10px}}" | [[File:Japanese Gen II status screen.png]]
! style="background: #{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Generation I}}
| style="background:#FFF; {{roundytop|10px}}" | [[File:Korean Gen II status screen.png]]
! style="background: #{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (International)
|-
! style="background: #{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Japanese)
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Generation I}}
|- align="center"  
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Stadium|Stadium}}
| style="background: #FFF; {{roundytop|10px}}"|[[File:RSE status screen.png|160px]]
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Japanese)
| style="background: #FFF; {{roundytop|10px}}"|[[File:FRLG status screen.png|160px]]
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (Korean)
| style="background: #FFF; {{roundytop|10px}}"|[[File:StatsDP.png|160px]]
|-
|- align="center"  
| style="background:#FFF; {{roundytop|10px}}" | [[File:Gen II status screen.png]]
! style="background: #{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ruby and Sapphire Versions|RS}}{{color2|FFF|Pokémon Emerald Version|E}}
| style="background:#FFF; {{roundytop|10px}}" | [[File:Stadium 2 status screen.png|160px]]
! style="background: #{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon FireRed and LeafGreen|FRLG}}
| style="background:#FFF; {{roundytop|10px}}" | [[File:RS status screen.png|160px]]
! style="background: #{{Sinnoh color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Diamond and Pearl Versions|DP}}{{color2|FFF|Pokémon Platinum Version|Pt}}
| style="background:#FFF; {{roundytop|10px}}" | [[File:Colo status screen.png|160px]]
|- align="center"
|-
| style="background: #FFF; {{roundytop|10px}}"|[[File:HGSS status screen.png|160px]]
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Generation II}} (International)
| style="background: #FFF; {{roundytop|10px}}"|[[File:BW status screen.png|160px]]
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFf|Pokémon Stadium 2|Stadium 2}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ruby and Sapphire Versions|RS}}
! style="background:#{{Colo color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Colosseum|Colo}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:FRLG status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:XD status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:E status screen.png|160px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:DP status screen.png|160px]]
|-
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon FireRed and LeafGreen Versions|FRLG}}
! style="background:#{{XD color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon XD: Gale of Darkness|XD}}
! style="background:#{{Emerald color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Emerald Version|E}}
! style="background:#{{Sinnoh color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Diamond and Pearl Versions|DP}}{{color2|FFF|Pokémon Platinum Version|Pt}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:HGSS status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:BW status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:B2 status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:W2 status screen.png|x250px]]
|-
! style="background:#{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HeartGold and SoulSilver Versions|HGSS}}
! style="background:#{{Unova color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Black and White Versions|BW}}
! style="background:#{{Black 2 color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Black and White Versions 2|B2}}
! style="background:#{{White 2 color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Black and White Versions 2|W2}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:XY status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:ORAS status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:SM status screen.png|x250px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:USUM status screen.png|x250px]]
|-
! style="background:#{{Kalos color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon X and Y|XY}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Omega Ruby and Alpha Sapphire|ORAS}}
! style="background:#{{Alola color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Sun and Moon|SM}}
! style="background:#{{Alola color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Ultra Sun and Ultra Moon|USUM}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:LGPE status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:SwSh status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:BDSP status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:LA summary 3.png|200px]]
|-
! style="background:#{{Kanto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!|LGPE}}
! style="background:#{{Galar color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Sword and Shield|SwSh}}
! style="background:#{{Sinnoh color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Brilliant Diamond and Shining Pearl|BDSP}}
! style="background:#{{Hisui color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Legends: Arceus|LA}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:SV status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" |
| style="background:#FFF; {{roundytop|10px}}" |
| style="background:#FFF; {{roundytop|10px}}" | [[File:Pokémon Box summary 1.png|200px]]
|-
! style="background:#{{Scarlet color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Scarlet and Violet|S}}
! style="background:#{{Violet color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Scarlet and Violet|V}}
! style="background:#{{Kitakami color}}; {{roundybottom|10px}}" | {{color2|FFF|The Teal Mask}}
! style="background:#{{Hoenn color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon Box Ruby & Sapphire|Box RS}}
|-
| style="background:#FFF; {{roundytop|10px}}" | [[File:Pokémon HOME Switch status screen.png|200px]]
| style="background:#FFF; {{roundytop|10px}}" | [[File:Pokemon HOME mobile status screen.png|200px]]
|-
! style="background:#{{Green color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HOME|HOME}} (Switch)
! style="background:#{{Green color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HOME|HOME}} (Mobile)
|}


|- align="center"
==In other languages==
style="background: #{{Johto color}}; {{roundybottom|10px}}" | {{color2|FFF|Pokémon HeartGold and SoulSilver Versions|HGSS}}
''Stat''
style="background: #{{Unova color}}; {{roundybottom|10px}}" | {{color2|FFF|Generation V}}
{{langtable|color=ccc|bordercolor=999
|zh_yue=能力 ''{{tt|Nàhnglihk|Ability}}''
|zh_cmn=能力 ''{{tt|Nénglì|Ability}}''
|nl=Statistiek
|fr=Stat
|de=Statuswert
|id=Statistik
|it=Statistica
|ko=능력 ''Neungnyeok''
|ms=Stat<br>Keupayaan
|pt_br=Atributo
|pt_eu=Estatística
|es=Característica
|th=ค่าพลัง ''Khaplang''
|vi=Khả năng
}}
{|
|- style="vertical-align:top"
|
''Hit Points''
{{langtable|color={{HP color light}}|bordercolor={{HP color dark}}
|zh_yue=HP {{tt|*|Games}}<br>體力 ''{{tt|Táilihk|Physical strength}}'' {{tt|*|Manga}}
|zh_cmn=HP {{tt|*|Games}}<br>體力 / 体力 ''{{tt|Tǐlì|Physical strength}}'' {{tt|*|Manga (Taiwan)}}
|cs=HP
|da=(HP)<br>Livspoint{{tt|*|Explorers manual}}
|nl=Hit Points (HP)<br>Energiepunten{{tt|*|Emerald, Platinum, HeartGold & SoulSilver, Black & White, White 2 manual}}<br>IP{{tt|*|TCG}}
|fi=Kestopisteet (KP)
|fr_ca=HP{{tt|*|Diamond and Blue Rescue Team manuals}}
|fr_eu=Points de Vie (PV)
|de=Kraftpunkte (KP)
|hu=Életerejének mértéke<br>Életerő
|id=(HP)
|it=Punti Salute (PS)
|ko=히트포인트 ''Hit Points'' (HP)
|ms=(HP)
|no=(LP)
|pl=(HP)
|pt_br=Pontos de Saúde (PS){{tt|*|games, Official website, TCG, manga (PS115-present)}}<br>Hit Points (HP){{tt|*|manga (PS060-PS094)}}
|pt_eu=Hit Points (HP)<br>Pontos de Saúde{{tt|*|Explorers manual}}
|ru=Очки Здоровья ''Ochki Zdorov'ya'' (ОЗ) (''OZ'')
|es_eu=Puntos de Salud (PS)
|es_la=Resistencia
|sv=(HP)<br>Träffpoäng{{tt|*|Explorers manual}}
|th=พลังชีวิต ''Phalang Chiwit'' (HP)
|vi=(HP)<br>Sinh lực
}}
|
''Attack''
{{langtable|color={{Attack color light}}|bordercolor={{Attack color dark}}
|zh_yue=攻擊 ''{{tt|Gūnggīk|Attack}}'' {{tt|*|Games}}<br>攻擊力 ''{{tt|Gūnggīklihk|Attack}}''
|zh_cmn=攻擊 / 攻击 ''{{tt|Gōngjí / Gōngjī|Attack}}'' {{tt|*|Games}}<br>攻擊力 / 攻击力 ''{{tt|Gōngjílì / Gōngjīlì|Attack}}''
|cs=Útok
|da=Angreb
|nl=Aanval
|fi=Hyökkäys
|fr=Attaque
|de=Angriff
|hu=Támadás
|id=Serangan
|it=Attacco
|ko=공격 ''Gonggyeok''
|ms=Serangan
|no=Angrep
|pl=Atak
|pt=Ataque
|ru=Атака ''Ataka''
|es=Ataque
|sv=Anfall{{tt|*|Pokémon.com Pokédex}}<br>Attack{{tt|*|Anime}}
|th=โจมตี ''Chomti''
|vi=Sức tấn công
}}
|
''Defense''
{{langtable|color={{Defense color light}}|bordercolor={{Defense color dark}}
|zh_yue=防禦 ''{{tt|Fòhngyuh|Defense}}''<br>防禦力 ''{{tt|Fòhngyuhlihk|Defense}}''
|zh_cmn=防禦 / 防御 ''{{tt|Fángyù|Defense}}''<br>防禦力 / 防御力 ''{{tt|Fángyùlì|Defense}}''
|cs=Obrana
|da=Defense
|nl=Verdediging
|fi=Puolustus
|fr=Défense
|de=Verteidigung
|hu=Védelem<br>Védekezés
|id=Pertahanan
|it=Difesa
|ko=방어 ''Bang-eo''
|ms=Pertahanan
|no=Forsvar
|pl=Obrona
|pt=Defesa
|ru=Защита ''Zashchita''
|es=Defensa
|sv=Försvar
|th=ป้องกัน ''Pongkan''
|vi=Sức phòng bị<br>Sức phòng thủ
}}
|- style="vertical-align:top"
|
''Special Attack''
{{langtable|color={{Special Attack color light}}|bordercolor={{Special Attack color dark}}
|zh_yue=特攻 ''{{tt|Dahkgūng|Special Attack}}''
|zh_cmn=特攻 ''{{tt|Tègōng|Special Attack}}''
|cs=Speciální útok
|da=Specialangreb
|nl=Speciale aanval
|fi=Erikoishyökkäys
|fr=Attaque Spéciale
|de=Spezial-Angriff
|hu=Speciális támadás
|id=Serangan Khusus
|it=Attacco Speciale
|ko=특수공격 ''Teuksu Gonggyeok''
|ms=Serangan Istimewa
|no=Spesial-angrep
|pl=Specjalny Atak
|pt=Ataque Especial
|ru=Особая Атака ''Osobaya Ataka''
|es=Ataque Especial
|sv=Special-anfall
|th=โจมตีพิเศษ ''Chomti Phiset''
|vi=Tấn công<br>Tấn công Đặc biệt
}}
|
''Special Defense''
{{langtable|color={{Special Defense color light}}|bordercolor={{Special Defense color dark}}
|zh_yue=特防 ''{{tt|Dahkfòhng|Special Defense}}''
|zh_cmn=特防 ''{{tt|Tèfáng|Special Defense}}''
|cs=Speciální obranu
|da=Special Defense
|nl=Speciale verdediging
|fi=Erikoispuolustus
|fr=Défense Spéciale
|de=Spezial-Verteidigung
|hu=Speciális védekezés
|id=Pertahanan Khusus
|it=Difesa Speciale
|ms=Pertahanan Istimewa
|ko=특수방어 ''Teuksu Bang-eo''
|no=Spesial-forsvar
|pl=Specjalna Obrona
|pt=Defesa Especial
|ru=Особая Защита ''Osobaya Zashchita''
|es=Defensa Especial
|sv=Special-försvar
|th=ป้องกันพิเศษ ''Pongkan Phiset''
|vi=Phòng thủ<br>Phòng thủ Đặc biệt
}}
|
''Speed''
{{langtable|color={{Speed color light}}|bordercolor={{Speed color dark}}
|zh_yue=速度 ''{{tt|Chūkdouh|Speed}}''<br>敏捷度 ''{{tt|Máhnjihtdouh|Agility}}'' {{tt|*|Manga}}
|zh_cmn=速度 ''{{tt|Sùdù|Speed}}''<br>敏捷度 ''{{tt|Mǐnjiédù|Agility}}'' {{tt|*|Manga (Taiwan)}}
|cs=Rychlost
|da=Fart{{tt|*|anime}}<br>Hastighed{{tt|*|Pokémon.com Pokédex}}
|nl=Snelheid
|fi=Nopeus
|fr=Vitesse
|de=Initiative
|el=Ταχύτητα
|hu=Gyorsaság<br>Sebesség
|id=Kecepatan
|it=Velocità
|ms=Kelajuan
|no=Fart{{tt|*|anime}}<br>Hastighet{{tt|*|Pokémon.com Pokédex}}
|ko=스피드 ''Speed''
|pl=Szybkość
|pt_br=Velocidade{{tt|*|Pokémon.com, PS067}}<br>Agilidade{{tt|*|PS071}}
|pt_eu=Velocidade
|ru=Скорость ''Skorost'''
|es=Velocidad
|sv=Snabbhet{{tt|*|anime}}<br>Hastighet{{tt|*|Pokémon.com Pokédex}}
|th=ความเร็ว ''Khwamreo''
|vi=Sự nhanh nhẹn<br>Tốc độ
}}
|- style="vertical-align:top"
|
''Special''
{{langtable|color=78BBF0|bordercolor=1F6297
|zh_yue=特殊 ''{{tt|Dahksyùh|Special}}''
|zh_cmn=特殊 ''{{tt|Tèshū|Special}}''
|fr=Spécial
|de=Spezial
|it=Speciale
|es=Especial
|vi=Khả năng đặc biệt
|pt=Especial
}}
|
''Accuracy''
{{langtable|color=d099ff|bordercolor=542b77
|zh_yue=命中 ''{{tt|Mihngjung|Accuracy}}''
|zh_cmn=命中 ''{{tt|Mìngzhòng|Accuracy}}''
|fr=Précision
|de=Genauigkeit
|id=Akurasi
|it=Precisione
|ko=명중률 ''Myeongjungnyul''
|ms=Kadar ketepatan
|es=Precisión
|th=อัตราความแม่น ''Atrakwammaen''
|vi=Chính xác
|pt=Precisão
}}
|
''Evasiveness''
{{langtable|color=aefffe|bordercolor=2a6f6e
|zh_yue=閃避 ''{{tt|Símbeih|Evasiveness}}''
|zh_cmn=閃避 / 闪避 ''{{tt|Shǎnbì|Evasiveness}}''
|fr=Esquive
|de=Fluchtwert{{tt|*|In Generation 7 and earlier}}<br>Ausweichwert{{tt|*|From Generation 8 onwards}}
|id=Menghindar
|it=Elusione
|ko=회피율 ''Hoepiyul''
|ms=Pengelakan
|es=Evasión
|th=อัตราหลบหลีก ''Atraloplik''
|vi=Tránh né
|pt=Evasão
}}
|- style="vertical-align:top"
|
''Combat Power''
{{langtable|color={{night color}}|bordercolor={{blue color light}}|textcolor=fff
|zh_yue=攻擊力 ''{{tt|Gūnggīklihk|Attack Power}}'' (CP)
|zh_cmn=攻擊力 ''{{tt|Gōngjílì|Attack Power}}'' (CP)
|nl=Combat Power (CP)
|fr=Points de combat (PC)
|de=Wettkampfpunkte (WP)
|it=Punti lotta (PL)
|ko=강함을 나타내는 수치 ''Gangham-eul Natanaeneun Suchi'' (CP)
|pt_br=Poder de Combate (PC)
|pt_eu=Combat Power (CP)
|ru=Боевые Очки ''Boyevyye Ochki'' (CP)
|es=Puntos de Combate (PC)
|th=พลังการต่อสู้ ''Phalang Kantosu'' (CP)
}}
|
''Jump Power''
{{langtable|color={{firered color}}|bordercolor={{firered color light}}
|zh_yue=跳躍力 ''{{tt|Tiuyeuhk Lihk|Jump Power}}'' (CP)
|zh_cmn=跳躍力 ''{{tt|Tiàoyuè Lì|Jump Power}}'' (CP) {{tt|*|Traditional}}<br>跳跃力 ''{{tt|Tiàoyuè Lì|Jump Power}}'' (鲤鱼力 ''{{tt|Lǐyú Lì|Carp Power}}'') {{tt|*|Simplified}}
|fr=Puissance (PS)
|de=Sprungkraft (KP)
|it=Potenza di salto (PM)
|ko=튀는 힘 ''{{tt|Twineun Him|Jump Power}}'' (CP)
|es=Impulso (PS)
}}
|}
|}


==See also==
==See also==
* [[List of Pokémon by base stats]]
* [[Base stats]]
 
* [[List of Pokémon by base stats (Generation I)]]
==Notes==
* [[List of Pokémon by base stats (Generation II-V)]]
 
* [[List of Pokémon by base stats (Generation VI)]]
<references />
* [[List of Pokémon by base stats (Generation VII)]]
 
* [[List of Pokémon by base stats (Generation VIII)]]
<!--Future editors, please add more stat-raising and lowering moves.-->
* [[List of Pokémon by base stats (Generation IX)]]
* [[List of fully evolved Pokémon by base stats]]
* [[List of Pokémon with unique base stat totals]]


<!--==References==
<references/>-->
{{-}}
{{Pokémon individuality}}
{{Pokémon individuality}}


{{-}}
{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[pt:Atributo Pokémon]]


[[de:Statuswerte]]
[[de:Statuswerte]]
[[es:Características]]
[[fr:Statistique]]
[[fr:Statistique]]
[[it:Statistiche]]
[[it:Statistiche]]
[[ja:ステータス]]
[[ja:ステータス]]
[[zh:能力]]

Latest revision as of 20:40, 3 May 2024

If you were looking for the Pokémon information screen formerly known as "stats", see Summary.

A stat (Japanese: 能力 ability) refers to any of several parameters pertaining to Pokémon that can affect turn order, move success, and damage output during a battle. With exception to the HP stat, a Pokémon's stat can also be temporarily raised or lowered in stages during battle through various effects. In a large subset of these parameters, stats also refer to their measured values attributed to individual Pokémon, and they are generally raised by increasing their level or by evolving. While each species of Pokémon share the same set of base stats that determine the actual stats of a Pokémon at a given level, other properties add to the variation of stats within the species, most notably being individual values, effort values, and Nature.

The name is short for statistic; in some cases, it has also been named ability, rating, effect, or parameter.

Terminology

Stat

Not to be confused with the Pokémon's summary, called "stats" in Generations I and II.

The word "stat" (or "stats") is not used in Generation I with this meaning. The word "statistic" (or "statistics") is not used in any core series game with this meaning.

The word "stat" is used in several places from Generation II onwards. Some examples:

  • The move descriptions of Haze, Psych Up, and Mist use "stat" or "stats" from Generation II onwards, except in some Generation III games.
  • In the text displayed when Haze is used in Generation II: "All stat changes were eliminated!"
  • In the text displayed when Psych Up is used in Generation II: "<user> copied the stat changes of <target>!"
  • The Trainer Tips from Route 36 in Generation II: "Pokémon stats vary--even within the same species. Their stats may be similar at first. However, differences will become pronounced as the Pokémon grow."
  • According to Pryce in Generation II, the Glacier Badge raises the "Special stats of Pokémon".
  • Some dialogue in Pokémon FireRed and LeafGreen uses "stat", replacing "ability" from the Generation I dialogue. For instance, an NPC in Lavender Town's Poké Mart and two NPCs at the fifth floor of the Celadon Department Store talk about items that raise the Pokémon's stats (as opposed to "abilities" in Generation I).

Rating

Not to be confused with the Pokédex rating.

Sometimes, the word "rating" was used up to Generation II.

Effect

In Pokémon Ruby, Sapphire, and Emerald, as well as Pokémon Colosseum and XD, the move Psych Up simply copies the target's stat changes. However, the move description states that it copies the foe's "effect(s)".

Ability

Not to be confused with the Pokémon's Ability, which provides a passive effect in battle or in the overworld.

Sometimes, the word "ability" was used up to Generation III.

Parameter

List of stats

Permanent stats

HP

Main article: HP

The HP stat (Japanese: HP, symbol H), short for Hit Points (Japanese: ヒットポイント Hit Point), determines how much damage a Pokémon can receive before fainting. In Pokémon GO, it is also called Stamina.

Attack

The Attack stat (Japanese: 攻撃能力 attack ability, symbol A), or informally Physical Attack, partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Damage → Damage calculation.

Defense

The Defense stat (Japanese: 防御能力 defense ability, symbol B), or informally Physical Defense, partly determines how much damage a Pokémon receives when it is hit with a physical move. For more information on how Defense affects damage, see Damage → Damage calculation.

Special

The Special stat (Japanese: とくしゅのうりょく special ability) is a stat that exists only in Generation I.

The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when special moves are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With Generation II, the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different base stat values for both, and those stats were both displayed on a Pokémon's stat screen; however, individual values and effort values remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, Calcium increased both stats. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.

Special Attack

The Special Attack stat (Japanese: 特攻能力 special attack ability, symbol C), or Sp. Atk and Spcl. AtkGSCStad2 for short, partly determines how much damage a Pokémon deals when using a special move. For more information on how Special Attack affects damage, see Damage → Damage calculation.

Special Defense

The Special Defense stat (Japanese: 特防能力 special defense ability, symbol D), or Sp. Def and Spcl. DefGSCStad2 for short, partly determines how much damage a Pokémon receives when it is hit with a special move. For more information on how Special Defense affects damage, see Damage → Damage calculation.

Speed

The Speed stat (Japanese: 素早さ能力 speed ability, symbol S) determines the order of Pokémon that can act in battle. If Pokémon are moving with the same priority, Pokémon with higher Speed at the start of any turn will generally make a move before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. Prior to Generation VIII, in-battle changes to a Pokémon's Speed stat did not start affecting turn order until the following turn; however, in Generation VII, if Mega Evolution or Ultra Burst caused changes to the base Speed stat or to an Ability that affected Speed or priority, those changes took effect immediately for the upcoming turn. In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.

In-battle stats

Evasion

The evasion rate (Japanese: 回避率 evasion rate), or evasiveness, of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as Sweet Scent or Defog, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as Double Team, other Pokémon will have a harder time connecting their moves.

Accuracy

The accuracy rate (Japanese: 命中率 accuracy rate) or accuracy of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves and items, in Pokémon XD, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is not asleep or in Reverse Mode (in which case removing the condition takes precedence over raising accuracy).

Determination of stats

Base stat values

A Pokémon's base stat values will most often have the greatest influence over their specific stats at any level. Disregarding individual values, effort values, and Nature, a level 50 Pokémon's stats in Attack, Defense, Speed, Special Attack, and Special Defense will be exactly 5 more than double its base stat values in each, while the HP stat will be 110 plus double the base stat value (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 or an EV-reducing Berry is used. It is also impossible for any Pokémon other than Shedinja not to gain HP upon leveling up without using a Pomeg Berry (Pokémon Emerald onward) as no evolutionary line has members with a lower base HP than the pre-evolved forms.

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. The Nature boost or reduction is internally calculated by multiplying the stat after 5 is added to it by 110 if the Nature boosts the stat, 100 if the Nature doesn't affect the stat, or 90 if the Nature lowers the stat, then dividing the result by 100 and truncating the decimal.

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 252 EVs in a single stat.

Go Power

Main article: Go Power

Go Power are a mechanic introduced in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, replacing EVs as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every value of Go Power gained regardless of level, and each stat is capped at 200 values of Go Power.

Formula

See also: Damage → Damage calculation

Generations I and II

 

 


Example

Consider a Level 81 Pikachu with the following IVs and EVs:

HP Attack Defense Sp.Atk Sp.Def Speed Total
Base stat 35 55 30 50 40[1] 90 300
IV 7[2] 8 13 9[3] 5 42
EV 22850 23140 17280 19625 24795 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:

 

Its Special Attack and Special Defense stats simply rely on the Special EV and IV.

 

 

Its Speed can be calculated as follows:

 

In the end, this Pikachu's stats are:

HP Attack Defense Sp.Atk Sp.Def Speed
Base stat 35 55 30 50 40 90
IV 7 8 13 9 5
EV 22850 23140 17280 19625 24795
Total 189 137 101 128 112 190

Generation III onward

 

 

These formulas mean that, aside from Shedinja's HP (which is always 1), the lowest a stat can ever possibly be is 4 (or, for the HP stat, 11).

Example

Consider a Level 78 Garchomp with the following IVs and EVs and an Adamant nature:

HP Attack Defense Sp.Atk Sp.Def Speed Total
Base stat 108 130 95 80 85 102 600
IV 24 12 30 16 23 5 110
EV 74 190 91 48 84 23 510

Its HP can be calculated as follows:

 

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:  

And its Special Attack stat will be:

 

Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:

 

In the end, this Garchomp's stats are as follows:

HP Attack Defense Sp.Atk Sp.Def Speed
Base stat 108 130 95 80 85 102
IV 24 12 30 16 23 5
EV 74 190 91 48 84 23
Total 289 278 193 135 171 171

Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!

In Let's Go, Pikachu! and Let's Go, Eevee!, effort values have been replaced with Go Power, which are flat stat boosts added to the total after all other calculations have been made. Additionally, all non-HP stats can receive a slight boost that scales with friendship. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.

The Go Power bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 values of Go Power each. The friendship multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship  .

 

Pokémon Legends: Arceus

In Pokémon Legends: Arceus, a Pokémon's stats are calculated using effort levels, replacing the mechanics around EVs and IVs. IVs are still present, but that is only used to determine a Pokémon's starting effort level in each stat, up to three effort levels; beyond this, IVs have no effect on stats.

 

where:

  •   is the Pokémon species' base value for that stat
  •   is the Pokémon's level
  •   is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
  •   is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
    •   is the effort level multiplier, which is determined from the effort level as follows:
Effort Level Multiplier
0 0
1 2
2 3
3 4
4 7
5 8
6 9
7 14
8 15
9 16
10 25

In battle

In battle, additional modifiers can further alter the effective value of a stat. This is not reflected in visible stats, but instead is only accounted for when damage is done.

Accuracy and evasion

Accuracy and evasion are not visible anywhere as explicit stats, but they influence the probability of a move hitting. The nuances of this calculation differ between games. Some moves ignore accuracy checks.

Generations I and II

Whether a move hits depends on the formula:

 , where:

  •   is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
  •   is the move's accuracy, a value from 0 to 255,
  •   is the accuracy stage multiplier of the user,
  •   is the evasion stage multiplier of the target, and
  •   is 20 if the user is holding BrightPowder (in Generation II) or 0 otherwise.

The game then selects a random number r from 0 to 255 and compares it to T to determine whether the move hits.

In Generation I, if r is less than T, the move hits. This results in a bug where no move can be guaranteed to hit (excluding Bide and Swift) since even if T is 255, if r is also 255, the move will miss.

In Generation II, if T is 255 or if r is less than T, the move hits. This eliminates the bug from Generation I.

Generations III onward

Whether a move hits depends on the formula:

 , where:

  • T is the computed threshold value that will determine whether the move will hit,
  • Accuracymove is the move's accuracy, a value from 1 to 100,
  • StageMultiplier is the equivalent accuracy stage multiplier of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as Simple or Foresight (to no less than -6 and no more than 6 after the subtraction), and
  • Other encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects (as can be seen in the table in the following section), serially applied.

The game then selects a random number r from 1 to 100 and compares it to T to determine whether the move hits. If r is less than or equal to T, the move hits.

Combat Power

Combat Power (Japanese: 総合的 Total Power), or CP (Japanese: CP), is a value first introduced in Pokémon GO and carried over to Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, used to roughly summarize a Pokémon's overall potential in battle. In Let's Go, Pikachu! and Let's Go, Eevee!, it's based on the total of all a Pokémon's stats and AVs. Note that CP is not an actual statistic but rather a visual indicator of a Pokémon's overall strength, so it does not have any direct effect in battles.

 

The CP of any Pokémon in Let's Go, Pikachu! and Let's Go, Eevee! is always capped at 10,000; even if a Pokémon's stat continues to grow after that, the CP will still show as 10,000.

The lowest possible CP is 2. This is possible if a level 1 Caterpie transferred from Pokémon GO has minimum friendship, 0 IVs and 0 values of Go Power in every stat.

Stat modifiers

Main article: Stat modifier

When a stat is used in a calculation in battle, a number of modifiers may be applied during the calculation. During a battle, a Pokémon's effective stats may be raised or lowered by certain moves, Abilities, and held items. Some attacks may only have a chance of raising or lowering stats, while certain Abilities and held items may require a triggering event to activate any stat modifications.

Icons

The following icons are used in Pokémon HOME.

     
HP Attack Defense
     
Speed Special Attack Special Defense


In other games

Mystery Dungeon series

Main article: Stat (Mystery Dungeon)

In the Pokémon Mystery Dungeon series, Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and SpeedSMDRTDX stats, just like in the core games. However, these games also have a few stats not seen in the core games.

Pokémon Conquest

Main article: Stat (Conquest)

In Pokémon Conquest, Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.

Pokémon GO

Main article: Stat (GO)

Pokémon in Pokémon GO have HP, Attack, and Defense stats, as well as a derived stat, CP. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, all attacks simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible.

Pokémon: Magikarp Jump

Jump Power

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: JP required per level, image

Jump Power (Japanese: はねる Jump Power), or JP (Japanese: CP), is a stat that indicates a Magikarp's ability to jump in Pokémon: Magikarp Jump. Jump Power is also used in place of experience to determine when a Magikarp levels up. JP can still be earned even after reaching the maximum level of 100, with the absolute maximum JP capped at 12,900,605,640,709[1] (shortened to 12.9T).

As the Jump Power becomes larger and larger, it will be measured with the help of SI prefixes.

prefix JP represented
T (tera) 1,000,000,000,000
G (giga) 1,000,000,000
M (mega) 1,000,000
k (kilo) 1,000

In the anime

 
Ash's Dragonite raising its attack power and speed with Dragon Dance

Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of damage inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense.

Original series

In the dub of Fire and Ice, Misty mentioned that Pete Pebbleman's Cloyster is losing HP as Ash's Kingler kept hitting it with Crabhammer. In the original Japanese version, Misty talked about Cloyster taking damage instead.

In Wired For Battle!, HP was shown on Shingo's laptop where Blade's Quick Attack lowered Heracross's HP by half.

Pokémon the Series: Ruby and Sapphire

In Eight Ain't Enough, Juan's Whiscash used Tickle on Ash's Swellow which lowered Swellow's defensive strength.

In Shocks and Bonds, Johnny's Aggron used Harden, a Defense-boosting move, which defended itself against Tyson's Sceptile's Solar Beam, a special move.

Pokémon the Series: Diamond and Pearl

In Pedal to the Mettle!, Paul's Weavile used Swords Dance, an Attack-boosting move, which boosted Blizzard, a special move, as well as Ice Shard and Metal Claw.

Pokémon the Series: Black & White

In Battling For The Love of Bug-Types!, Burgh's Whirlipede used Iron Defense to defend itself against Ash's Sewaddle's Bug Bite.

In Mission: Defeat Your Rival!, Bianca's Escavalier used Iron Defense several times to maximize its Defense.

Pokémon the Series: XY

Pokémon will occasionally glow red after their attack strength has changed, as exhibited by Korrina's Lucario in Mega Revelations!, or blue after their defensive strength has been changed, as shown by Alain's Mega Charizard X in Mega Evolution Special II, Ramos's Jumpluff in The Green, Green Grass Types of Home!, and Ash's Pikachu in A Riveting Rivalry!.

Pokémon the Series: Sun & Moon

This series generally retains the added visual aids from Pokémon the Series: XY, as seen as when Kiawe's Turtonator used Shell Smash in A Crowning Moment of Truth! and when Gladion's Lycanroc used Swords Dance in Showdown on Poni Island!. However, in That's Some Spicy Island Research!, Hapu's Mudsdale glowed red while increasing its defense with Stamina.

Pokémon Journeys: The Series

In Beyond Chivalry… Aiming to be a Leek Master!, Rinto's Gallade activated Justified, boosting his Attack.

In Curtain Up! Fight the Fights!, Leon's Rillaboom had its Speed boosted by its use of Max Airstream. In Whittle While You Work!, Cynthia's Togekiss also boosted its Speed via Max Airstream. In Paring Pokémon While Parrying!, Leon's Rillaboom lowered the Speed of Dragonite by using Drum Beating.

Gallery

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Missing Violet and Kitakami (different colors of the top and bottom bars), Bank, and spin-offs
       
Generation I Stadium Generation II (Japanese) Generation II (Korean)
       
Generation II (International) Stadium 2 RS Colo
       
FRLG XD E DPPt
       
HGSS BW B2 W2
       
XY ORAS SM USUM
       
LGPE SwSh BDSP LA
   
S V The Teal Mask Box RS
   
HOME (Switch) HOME (Mobile)

In other languages

Stat

Language Title
Chinese Cantonese 能力 Nàhnglihk
Mandarin 能力 Nénglì
  Dutch Statistiek
  French Stat
  German Statuswert
  Indonesian Statistik
  Italian Statistica
  Korean 능력 Neungnyeok
  Malaysian Stat
Keupayaan
Portuguese   Brazil Atributo
  Portugal Estatística
  Spanish Característica
  Thai ค่าพลัง Khaplang
  Vietnamese Khả năng

Hit Points

Language Title
Chinese Cantonese HP *
體力 Táilihk *
Mandarin HP *
體力 / 体力 Tǐlì *
  Czech HP
  Danish (HP)
Livspoint*
  Dutch Hit Points (HP)
Energiepunten*
IP*
  Finnish Kestopisteet (KP)
French   Canada HP*
  Europe Points de Vie (PV)
  German Kraftpunkte (KP)
  Hungarian Életerejének mértéke
Életerő
  Indonesian (HP)
  Italian Punti Salute (PS)
  Korean 히트포인트 Hit Points (HP)
  Malaysian (HP)
  Norwegian (LP)
  Polish (HP)
Portuguese   Brazil Pontos de Saúde (PS)*
Hit Points (HP)*
  Portugal Hit Points (HP)
Pontos de Saúde*
  Russian Очки Здоровья Ochki Zdorov'ya (ОЗ) (OZ)
Spanish   Latin America Resistencia
  Spain Puntos de Salud (PS)
  Swedish (HP)
Träffpoäng*
  Thai พลังชีวิต Phalang Chiwit (HP)
  Vietnamese (HP)
Sinh lực

Attack

Language Title
Chinese Cantonese 攻擊 Gūnggīk *
攻擊力 Gūnggīklihk
Mandarin 攻擊 / 攻击 Gōngjí / Gōngjī *
攻擊力 / 攻击力 Gōngjílì / Gōngjīlì
  Czech Útok
  Danish Angreb
  Dutch Aanval
  Finnish Hyökkäys
  French Attaque
  German Angriff
  Hungarian Támadás
  Indonesian Serangan
  Italian Attacco
  Korean 공격 Gonggyeok
  Malaysian Serangan
  Norwegian Angrep
  Polish Atak
  Portuguese Ataque
  Russian Атака Ataka
  Spanish Ataque
  Swedish Anfall*
Attack*
  Thai โจมตี Chomti
  Vietnamese Sức tấn công

Defense

Language Title
Chinese Cantonese 防禦 Fòhngyuh
防禦力 Fòhngyuhlihk
Mandarin 防禦 / 防御 Fángyù
防禦力 / 防御力 Fángyùlì
  Czech Obrana
  Danish Defense
  Dutch Verdediging
  Finnish Puolustus
  French Défense
  German Verteidigung
  Hungarian Védelem
Védekezés
  Indonesian Pertahanan
  Italian Difesa
  Korean 방어 Bang-eo
  Malaysian Pertahanan
  Norwegian Forsvar
  Polish Obrona
  Portuguese Defesa
  Russian Защита Zashchita
  Spanish Defensa
  Swedish Försvar
  Thai ป้องกัน Pongkan
  Vietnamese Sức phòng bị
Sức phòng thủ

Special Attack

Language Title
Chinese Cantonese 特攻 Dahkgūng
Mandarin 特攻 Tègōng
  Czech Speciální útok
  Danish Specialangreb
  Dutch Speciale aanval
  Finnish Erikoishyökkäys
  French Attaque Spéciale
  German Spezial-Angriff
  Hungarian Speciális támadás
  Indonesian Serangan Khusus
  Italian Attacco Speciale
  Korean 특수공격 Teuksu Gonggyeok
  Malaysian Serangan Istimewa
  Norwegian Spesial-angrep
  Polish Specjalny Atak
  Portuguese Ataque Especial
  Russian Особая Атака Osobaya Ataka
  Spanish Ataque Especial
  Swedish Special-anfall
  Thai โจมตีพิเศษ Chomti Phiset
  Vietnamese Tấn công
Tấn công Đặc biệt

Special Defense

Language Title
Chinese Cantonese 特防 Dahkfòhng
Mandarin 特防 Tèfáng
  Czech Speciální obranu
  Danish Special Defense
  Dutch Speciale verdediging
  Finnish Erikoispuolustus
  French Défense Spéciale
  German Spezial-Verteidigung
  Hungarian Speciális védekezés
  Indonesian Pertahanan Khusus
  Italian Difesa Speciale
  Korean 특수방어 Teuksu Bang-eo
  Malaysian Pertahanan Istimewa
  Norwegian Spesial-forsvar
  Polish Specjalna Obrona
  Portuguese Defesa Especial
  Russian Особая Защита Osobaya Zashchita
  Spanish Defensa Especial
  Swedish Special-försvar
  Thai ป้องกันพิเศษ Pongkan Phiset
  Vietnamese Phòng thủ
Phòng thủ Đặc biệt

Speed

Language Title
Chinese Cantonese 速度 Chūkdouh
敏捷度 Máhnjihtdouh *
Mandarin 速度 Sùdù
敏捷度 Mǐnjiédù *
  Czech Rychlost
  Danish Fart*
Hastighed*
  Dutch Snelheid
  Finnish Nopeus
  French Vitesse
  German Initiative
  Greek Ταχύτητα
  Hungarian Gyorsaság
Sebesség
  Indonesian Kecepatan
  Italian Velocità
  Korean 스피드 Speed
  Malaysian Kelajuan
  Norwegian Fart*
Hastighet*
  Polish Szybkość
Portuguese   Brazil Velocidade*
Agilidade*
  Portugal Velocidade
  Russian Скорость Skorost'
  Spanish Velocidad
  Swedish Snabbhet*
Hastighet*
  Thai ความเร็ว Khwamreo
  Vietnamese Sự nhanh nhẹn
Tốc độ

Special

Language Title
Chinese Cantonese 特殊 Dahksyùh
Mandarin 特殊 Tèshū
  French Spécial
  German Spezial
  Italian Speciale
  Portuguese Especial
  Spanish Especial
  Vietnamese Khả năng đặc biệt

Accuracy

Language Title
Chinese Cantonese 命中 Mihngjung
Mandarin 命中 Mìngzhòng
  French Précision
  German Genauigkeit
  Indonesian Akurasi
  Italian Precisione
  Korean 명중률 Myeongjungnyul
  Malaysian Kadar ketepatan
  Portuguese Precisão
  Spanish Precisión
  Thai อัตราความแม่น Atrakwammaen
  Vietnamese Chính xác

Evasiveness

Language Title
Chinese Cantonese 閃避 Símbeih
Mandarin 閃避 / 闪避 Shǎnbì
  French Esquive
  German Fluchtwert*
Ausweichwert*
  Indonesian Menghindar
  Italian Elusione
  Korean 회피율 Hoepiyul
  Malaysian Pengelakan
  Portuguese Evasão
  Spanish Evasión
  Thai อัตราหลบหลีก Atraloplik
  Vietnamese Tránh né

Combat Power

Language Title
Chinese Cantonese 攻擊力 Gūnggīklihk (CP)
Mandarin 攻擊力 Gōngjílì (CP)
  Dutch Combat Power (CP)
  French Points de combat (PC)
  German Wettkampfpunkte (WP)
  Italian Punti lotta (PL)
  Korean 강함을 나타내는 수치 Gangham-eul Natanaeneun Suchi (CP)
Portuguese   Brazil Poder de Combate (PC)
  Portugal Combat Power (CP)
  Russian Боевые Очки Boyevyye Ochki (CP)
  Spanish Puntos de Combate (PC)
  Thai พลังการต่อสู้ Phalang Kantosu (CP)

Jump Power

Language Title
Chinese Cantonese 跳躍力 Tiuyeuhk Lihk (CP)
Mandarin 跳躍力 Tiàoyuè Lì (CP) *
跳跃力 Tiàoyuè Lì (鲤鱼力 Lǐyú Lì) *
  French Puissance (PS)
  German Sprungkraft (KP)
  Italian Potenza di salto (PM)
  Korean 튀는 힘 Twineun Him (CP)
  Spanish Impulso (PS)

See also



Pokémon individuality
LevelStatsFriendshipGenderAbility (Hidden Ability) • NatureCharacteristic
Effort valuesIndividual valuesGo PowerEffort level
ConditionPerformanceAffectionMemory


  This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.