Stat: Difference between revisions

2 bytes removed ,  4 April 2013
m
no edit summary
mNo edit summary
Line 15: Line 15:


====Attack====
====Attack====
The '''Attack''' stat determines how much damage a Pokémon can deal using a [[physical move]]. {{p|Deoxys}} in its Attack Forme currently has the highest Attack stat among all the Pokémon, with 180. {{p|Rampardos}} currently has the highest Attack stat of all non-legendary Pokémon with 165. Black {{p|Kyurem}} currently holds the highest Attack stat of all non-event Pokémon with 170. The average Attack Stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.
The '''Attack''' stat determines how much damage a Pokémon can deal using a [[physical move]]. {{p|Deoxys}} in its Attack Forme currently has the highest Attack stat among all the Pokémon, with 180. {{p|Rampardos}} currently has the highest Attack stat of all non-legendary Pokémon with 165. Black {{p|Kyurem}} currently holds the highest Attack stat of all non-event Pokémon with 170. The average Attack Stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.


====Defense====
====Defense====
Line 41: Line 41:


====Accuracy====
====Accuracy====
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.  
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====
====Formula for accuracy and evasion====
The probability that a move will hit is calculated as follows:
The probability that a move will hit is calculated as follows:


[[File:Accuracy_calc.png]]
[[File:Accuracy calc.png]]


Where:
Where:
Line 89: Line 89:
The stat is rounded down if the result is a decimal.
The stat is rounded down if the result is a decimal.


[[File:HP_calc.png]]
[[File:HP calc.png]]


[[File:Statcalc_gen12.png]]
[[File:Statcalc gen12.png]]


=====Example=====
=====Example=====
Line 136: Line 136:


[[File:StatExampleHPGen2.png]]
[[File:StatExampleHPGen2.png]]
[[File:StatExampleHPGen2_2.png]]
[[File:StatExampleHPGen2 2.png]]


Its Speed can be calculated as follows:
Its Speed can be calculated as follows:
Line 145: Line 145:
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]]
[[File:StatExampleSpAtkGen2 1.png]]
[[File:StatExampleSpAtkGen2_2.png]]
[[File:StatExampleSpAtkGen2 2.png]]


[[File:StatExampleSpDefGen2_1.png]]
[[File:StatExampleSpDefGen2 1.png]]
[[File:StatExampleSpDefGen2_2.png]]
[[File:StatExampleSpDefGen2 2.png]]


In the end, this Pikachu's stats are:
In the end, this Pikachu's stats are:
Line 258: Line 258:
And its Special Attack stat will be:
And its Special Attack stat will be:


[[File:StatExampleSpAtkGen4_1.png]]
[[File:StatExampleSpAtkGen4 1.png]]
[[File:StatExampleSpAtkGen4_2.png]]
[[File:StatExampleSpAtkGen4 2.png]]


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]]
[[File:StatExampleSpeedGen4 1.png]]
[[File:StatExampleSpeedGen4_2.png]]
[[File:StatExampleSpeedGen4 2.png]]


In the end, this Garchomp's stats are as follows:
In the end, this Garchomp's stats are as follows:
Line 315: Line 315:
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.
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-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. The six stages of decrease are 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. 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.  
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. The six stages of decrease are 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. 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.  


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.
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.
Line 470: Line 470:


===Stages===
===Stages===
When a [[status 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>:
When a [[status 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>