Stat

Revision as of 00:28, 29 September 2019 by SnorlaxMonster (talk | contribs) (→‎In Generation III onward: The rounding is explicitly in the formula image now, so no need to have it in the text too)
HP and Hit Points redirect here. For the move commonly referred to in competitive battling as "HP", see Hidden Power. For the Pokémon Trading Card Game set commonly abbreviated as "HP," see EX Holon Phantoms. For HP in the Trading Card Game, see Glossary of terms.

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Reason: Details for Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, manga section

A statistic (Japanese: 能力 ability), or stat for short, is an element which determines certain aspects of battles in the games. Stats may also refer to the numerical values of each field in regards to individual Pokémon.

In English, stats have been also referred to as abilitiesRBY (as seen via NPCs on the fifth floor of the Celadon Department Store) and ratingsGSC (as seen in Growth's move description).

List of stats

Permanent stats

Hit Points

The Hit Points (Japanese: ヒットポイント hit points), or HP for short in both Japanese and English, 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 with a fill colored green, yellow, or red depending on how much HP in percentage is left) and as a current/max amount below the bar. In Pokemon GO, it is called Stamina.

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, 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), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away (since Generation VI) will notify the player that his or her Pokémon is in danger of fainting. Before Generation VI, 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.

In Generation I, the coloring of the HP bar was determined slightly differently. If the bar's fill was 27 pixels or wider (out of a total end-to-end length of 48 pixels), it would be colored green; if it was between 10 and 26 pixels, it would be colored yellow; and if it was less than 10 pixels wide, it would be colored red. This means the HP bar turns yellow noticeably earlier than in the later games, or at about 56% of the Pokémon's maximum HP.

The HP bar also affects the Pokémon's cry. Since Pokémon Ruby and Sapphire, 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 faints, its cry will be lowered by a whole step. Also, since Pokémon FireRed and LeafGreen, if the Pokémon has less than half its total HP, its cry will be lowered by a half-step to indicate its weakened state.

In-battle appearance
File:RGBY HP Bar.png File:GSC HP Bar.png File:RS HP Bar.png File:FRLG HP Bar.png File:E HP Bar.png File:DP HP Bar.png File:Pt hp bar.png File:HGSS HP Bar.png
RGBY GSC RS FRLG E DP Pt HGSS
             
BW B2 W2 XY ORAS SM USUM

Attack

The Attack stat (Japanese: 攻撃能力 attack ability) 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) 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 existed 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), 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), 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) determines the order of Pokémon that can act in battle. 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. An in-battle change to a Pokémon's Speed stat will not start affecting turn order until the following turn; however, since Generation VII, Mega Evolution is an exception to this rule.

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, 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) 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 100 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.

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 255 EVs in a single stat.

Awakening values

Main article: Awakening values

Awakening values 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 AV gained regardless of level, and each stat is capped at 200 AVs.

Formula

See also: Damage → Damage calculation

In Generations I and II

The stat is rounded down if the result is a decimal.

File:HP calc.png

File:Statcalc gen12.png

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:

File:StatExampleHPGen2.png File:StatExampleHPGen2 2.png

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

File:StatExampleSpAtkGen2 1.png File:StatExampleSpAtkGen2 2.png

File:StatExampleSpDefGen2 1.png File:StatExampleSpDefGen2 2.png

Its Speed can be calculated as follows:

File:StatExampleSpeedGen2 1.png File:StatExampleSpeedGen2 2.png

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

Note that some numbers may be off by one due to rounding.

In Generation III onward

The stat is rounded down if the result is a decimal.

File:HPStatCalcGen34.png

File:OtherStatCalcGen34.png

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:

File:StatExampleHPGen4.png File:StatExampleHPGen4 2.png

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:

File:StatExampleAttackGen4 1.png File:StatExampleAttackGen4 2.png

And its Special Attack stat will be:

File:StatExampleSpAtkGen4 1.png File:StatExampleSpAtkGen4 2.png

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

File:StatExampleSpeedGen4 1.png File:StatExampleSpeedGen4 2.png

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

In 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 awakening values, 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 AV bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 AVs each. The friendship multiplier can range between 1 to 1.1, scaling directly with the Pokémon's level of friendship (1 + floor(10 * friendship/255)/100).

File:HPStatCalcLGPE.png

File:OtherStatCalcLGPE.png

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:

T = Accuracymove * Accuracyuser * Evasiontarget - BrightPowder

Where...

  • T is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
  • Accuracymove is the move's accuracy, a value from 0 to 255,
  • Accuracyuser is the accuracy stage multiplier of the user,
  • Evasiontarget is the evasion stage multiplier of the target, and
  • BrightPowder 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 else 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:

T = Accuracymove * Adjusted_stages * Other_mods

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 (internally, 0 is also a valid value, but this is displayed as "—" and means that the move ignores accuracy checks),
  • Adjusted_stages 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_mods 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 off 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.

File:CPStatCalcLGPE.png

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.

Stat modifiers

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.

The modifiers conferred by most moves operate on a sliding scale of stages. When a given stat is raised or lowered, its current stage is increased or decreased by the amount dictated by the move, up to a maximum of +6 or a minimum of -6. A given stage corresponds to a given multiplier that will modify the stat when it is used in battle calculations. The exact multipliers for stages are detailed in a later section below. Note that prior to Generation III, no stat can fall below 1 or rise above 999; any further modifiers will fail regardless of whether the stat is at -6 or +6 or not. The stages of all of a Pokémon's stats are reset to zero when the Pokémon is withdrawn or affected by the moves Haze or Clear Smog, and reversed when the Pokémon is affected by Topsy-Turvy.

If a Pokémon is under the effect of Mist, Clear Body, White Smoke, or Full Metal Body, its stats can only be lowered through self-inflicted methods such as Superpower. In Generation V onward, if a Pokémon's Ability is Simple, then any changes to stages are doubled. If a Pokémon's Ability is Contrary, then any changes to stages are reversed.

While some Abilities and held items may also modify the stages of a Pokémon's stats, others may apply unique multipliers that are separate from—and thus can stack with—stages. Examples include the Ability Slow Start, which temporarily halves Attack and Speed, and the held item Choice Band, which boosts Attack by 50%.

A few items may also modify a Pokémon's stats outside of battle by increasing or decreasing the effort values (EVs) for that stat. Vitamins and wings increase EVs, while "EV Berries" (No. 21, Pomeg, to No. 26, Tamato) reduce EVs.

In-battle modification

In the table below, anything in italics is capable of modifying one stat out of two or more and may not always affect the same one.

Stat Raisers Reducers
Moves Z-Moves Abilities Items Moves Abilities
Attack
1 stage
Ancient Power
Bulk Up
Coil
Curse
Dragon Dance
Gear Up
Growth*
Hone Claws
Howl
Meditate
Metal Claw
Meteor Mash
Ominous Wind
Power-Up Punch
Rage*
Rototiller
1 stage
Sharpen
Shift Gear
Silver Wind
Work Up
2 stages
Acupressure
Shell Smash
Swagger
Swords Dance
≥3 stages
Belly Drum*
Fell Stinger*
Other
Power Split*
Power Trick*
1 stage
Z-Bulk Up*
Z-Hone Claws*
Z-Howl*
Z-Laser Focus
Z-Leer
Z-Meditate*
Z-Odor Sleuth
Z-Power Trick
Z-Rototiller
Z-Screech
Z-Sharpen*
Z-Tail Whip
Z-Taunt
Z-Topsy-Turvy
Z-Will-O-Wisp
1 stage
Z-Work Up*
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Mirror Move
Extreme Evoboost
3 stages
Z-Splash
1 stage
Beast Boost
Download
Justified
Moxie
Sap Sipper
2 stages
Defiant
Moody
≥3 stages
Anger Point*
Other
Flower Gift
Guts
Huge Power
Hustle
Pure Power
1 stage
Cell Battery
Liechi Berry
Snowball
2 stages
Starf Berry
Weakness Policy
X Attack*
Other
Choice Band
Light Ball*
Thick Club
1 stage
Aurora Beam
Baby-Doll Eyes
Growl
Lunge
Noble Roar
Parting Shot
Play Nice
Play Rough
Secret Power
Strength Sap
Superpower
Tearful Look
Tickle
Trop Kick
Venom Drench
2 stages
Charm
Feather Dance
King's Shield
Memento
Other
Power Split*
Power Trick*
1 stage
Intimidate
Moody
Other
Defeatist
Slow Start
Defense
1 stage
Ancient Power
Bulk Up
Coil
Cosmic Power
Curse
Defend Order
Defense Curl
Flower Shield
Harden
Magnetic Flux
Ominous Wind
Silver Wind
Skull Bash*
1 stage
Steel Wing
Stockpile*
Withdraw
2 stages
Acid Armor
Acupressure
Barrier
Diamond Storm*
Iron Defense
≥3 stages
Cotton Guard
Other
Guard Split*
Power Trick*
1 stage
Z-Aqua Ring
Z-Baby-Doll Eyes
Z-Baneful Bunker
Z-Block
Z-Charm
Z-Defend Order*
Z-Fairy Lock
Z-Feather Dance
Z-Flower Shield
Z-Grassy Terrain
Z-Growl
Z-Harden*
Z-Mat Block*
Z-Noble Roar
Z-Pain Split
Z-Play Nice
Z-Poison Gas
Z-Poison Powder
Z-Quick Guard
Z-Roar
Z-Spider Web
1 stage
Z-Spikes
Z-Spiky Shield
Z-Stealth Rock
Z-Strength Sap
Z-Tearful Look
Z-Tickle
Z-Torment
Z-Toxic
Z-Toxic Spikes
Z-Venom Drench
Z-Wide Guard
Z-Withdraw*
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Extreme Evoboost
1 stage
Beast Boost
Stamina
2 stages
Moody
Water Compaction
Other
Grass Pelt
Marvel Scale
Fur Coat
1 stage
Ganlon Berry
Kee Berry
2 stages
Starf Berry
X Defense*
Other
Eviolite
Metal Powder
1 stage
Acid*
Clanging Scales
Close Combat
Crunch*
Crush Claw
Fire Lash
Dragon Ascent
Iron Tail
Leer
Liquidation
Razor Shell
Rock Smash
Secret Power*
Shadow Bone
Shell Smash
1 stage
Spit Up*
Superpower
Swallow*
Tail Whip
Tickle
V-create
2 stages
Screech
Other
Guard Split*
Power Trick*
1 stage
Moody
Weak Armor
Special Attack
1 stage
Ancient Power
Calm Mind
Charge Beam
Fiery Dance
Flatter
Gear Up
Growth*
Ominous Wind
Rototiller
Silver Wind
Quiver Dance
Work Up
2 stages
Acupressure
Geomancy
Nasty Plot
Shell Smash
≥3 stages
Tail Glow*
Other
Power Split*
1 stage
Z-Confuse Ray
Z-Electrify
Z-Embargo
Z-Gear Up*
Z-Gravity
Z-Growth*
Z-Instruct
Z-Ion Deluge
Z-Metal Sound
Z-Mind Reader
Z-Miracle Eye
Z-Nightmare
Z-Psychic Terrain
Z-Reflect Type
Z-Simple Beam
1 stage
Z-Soak
Z-Sweet Kiss
Z-Teeter Dance
Z-Telekinesis
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy*
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Heal Block
Z-Psycho Shift
Extreme Evoboost
1 stage
Beast Boost
Berserk
Download
Lightning Rod*
Storm Drain*
Soul-Heart
2 stages
Competitive
Moody
Other
Minus
Plus
Solar Power
Battery
1 stage
Absorb Bulb
Petaya Berry
2 stages
Starf Berry
Weakness Policy
X Sp. Atk*
Other
Choice Specs
Deep Sea Tooth
Light Ball
Soul Dew*
1 stage
Confide
Mist Ball
Moonblast
Mystical Fire
Noble Roar
Parting Shot
Secret Power*
Snarl
Struggle Bug
Tearful Look
Venom Drench
2 stages
Captivate
Draco Meteor
Eerie Impulse
Fleur Cannon
Leaf Storm
Memento
Overheat
Psycho Boost
Other
Power Split*
1 stage
Moody
Other
Defeatist
Special Defense
1 stage
Ancient Power
Aromatic Mist
Calm Mind
Charge*
Cosmic Power
Defend Order
Magnetic Flux
Ominous Wind
Quiver Dance
1 stage
Silver Wind
Stockpile*
2 stages
Acupressure
Amnesia
Geomancy
Other
Guard Split*
1 stage
Z-Charge
Z-Confide
Z-Cosmic Power*
Z-Crafty Shield
Z-Eerie Impulse
Z-Entrainment
Z-Flatter
Z-Glare
Z-Ingrain
Z-Light Screen
Z-Magic Room
Z-Magnetic Flux*
Z-Mean Look
Z-Misty Terrain
Z-Mud Sport
Z-Spotlight
Z-Stun Spore
Z-Thunder Wave
Z-Water Sport
1 stage
Z-Whirlwind
Z-Wish
Z-Wonder Room
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy*
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Aromatic Mist
Z-Captivate
Z-Imprison
Z-Magic Coat
Z-Powder
Extreme Evoboost
1 stage
Beast Boost
2 stages
Moody
Other
Flower Gift
1 stage
Apicot Berry
Luminous Moss
Maranga Berry
2 stages
Starf Berry
X Sp. Def*
Other
Assault Vest
Deep Sea Scale
Eviolite
Metal Powder*
Soul Dew*
1 stage
Acid*
Bug Buzz
Close Combat
Crunch*
Dragon Ascent
Earth Power
Energy Ball
Flash Cannon
Focus Blast
Luster Purge
Psychic
1 stage
Shadow Ball
Shell Smash
Spit Up*
Swallow*
V-create
2 stages
Acid Spray
Fake Tears
Metal Sound
Seed Flare
Other
Guard Split*
1 stage
Moody
Speed
1 stage
Ancient Power
Dragon Dance
Flame Charge
Ominous Wind
Quiver Dance
Silver Wind
2 stages
Acupressure
Agility
Autotomize
Geomancy
Rock Polish
Shell Smash
Shift Gear
Other
Tailwind
1 stage
Z-After You
Z-Aurora Veil
Z-Electric Terrain
Z-Encore
Z-Gastro Acid
Z-Grass Whistle
Z-Guard Split
Z-Guard Swap
Z-Hail
Z-Hypnosis
Z-Lock-On
Z-Lovely Kiss
Z-Power Split
Z-Power Swap
Z-Quash
Z-Rain Dance
Z-Role Play
Z-Safeguard
Z-Sandstorm
Z-Scary Face
Z-Sing
Z-Skill Swap
Z-Sleep Powder
Z-Sticky Web
1 stage
Z-String Shot
Z-Sunny Day
Z-Supersonic
Z-Toxic Thread
Z-Worry Seed
Z-Yawn
Z-Celebrate
Z-Conversion
Z-Forest's Curse
Z-Geomancy*
Z-Happy Hour
Z-Hold Hands
Z-Purify
Z-Sketch
Z-Trick-or-Treat
Clangorous Soulblaze
2 stages
Z-Ally Switch
Z-Bestow
Z-Me First
Z-Recycle
Z-Snatch
Z-Switcheroo
Z-Trick
Extreme Evoboost
1 stage
Beast Boost
Motor Drive
Rattled
Speed Boost
Steadfast
Weak Armor
2 stages
Moody
Other
Chlorophyll
Quick Feet
Sand Rush
Swift Swim
Unburden
Slush Rush
Surge Surfer
1 stage
Adrenaline Orb
Salac Berry
2 stages
Starf Berry
X Speed*
Other
Choice Scarf
Quick Powder
1 stage
Bubble
Bubble Beam
Bulldoze
Constrict
Curse
Electroweb
Glaciate
Hammer Arm
Ice Hammer
Icy Wind
Low Sweep
1 stage
Mud Shot
Rock Tomb
Secret Power*
Sticky Web*
Toxic Thread
V-create
Venom Drench
2 stages
Cotton Spore
Scary Face
String Shot*
1 stage
Gooey
Moody
Tangling Hair
Other
Slow Start
Evasion
1 stage
Double Team
2 stages
Minimize*
Acupressure
Other
Foresight*
Odor Sleuth*
1 stage
Z-Camouflage
Z-Detect
Z-Flash
Z-Kinesis
Z-Lucky Chant
Z-Magnet Rise
Z-Sand Attack
Z-Smokescreen
2 stages
Moody
Other
Sand Veil
Snow Cloak
Tangled Feet
Other
Bright Powder
Lax Incense
1 stage
Defog
2 stages
Gravity
Sweet Scent*
Other
Foresight*
Miracle Eye
Odor Sleuth*
1 stage
Moody
Accuracy 1 stage
Hone Claws
Coil
2 stages
Acupressure
1 stage
Z-Copycat
Z-Defense Curl
Z-Defog
Z-Focus Energy
Z-Mimic
Z-Sweet Scent
Z-Trick Room
2 stages
Moody
Other
Compound Eyes
Victory Star
2 stages
X Accuracy*
Other
Wide Lens
Zoom Lens
1 stage
Flash
Kinesis
Leaf Tornado
Mirror Shot
Mud Bomb
Mud-Slap
Muddy Water
Night Daze
Octazooka
Sand Attack
Secret Power
Smokescreen
1 stage
Moody
Other
Hustle
Wonder Skin

Stage modification quotes

The "Pokémon" identifier in the quotes below includes a prefix that varies depending on the situation; most wild Pokémon (but not all) and opposing Pokémon have one.

Change Generation I Generation II Generation III Generation IV Generation V Generation VI Generation VII
too high Nothing happened! <Pokémon>'s <stat> won't rise anymore! <Pokémon>'s <stat> won't go higher! <Pokémon>'s <stat> won't go any higher!
+1 <Pokémon>'s <stat> rose! <Pokémon>'s <stat> went up! <Pokémon>'s <stat> rose!
+2 <Pokémon>'s <stat> greatly rose! <Pokémon>'s <stat> went way up! <Pokémon>'s <stat> sharply rose! <Pokémon>'s <stat> rose sharply!
+3 or higher <Pokémon>'s <stat> rose drastically!
too low Nothing happened! <Pokémon>'s <stat> won't drop anymore! <Pokémon>'s <stat> won't go lower! <Pokémon>'s <stat> won't go any lower!
-1 <Pokémon>'s <stat> fell!
-2 <Pokémon>'s <stat> greatly fell! <Pokémon>'s <stat> sharply fell! <Pokémon>'s <stat> harshly fell!
-3 or lower <Pokémon>'s <stat> severely fell!

Stage multipliers

When a move is used that increases or decreases a stat of a Pokémon in battle, it will be multiplied according to the following fractions, depending on the generation:


For Attack, Defense, Special, Sp. Attack, Sp. Defense, and Speed
Stage multipliers
Stage -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Gen I-II 25/100 28/100 33/100 40/100 50/100 66/100 100/100 150/100 200/100 250/100 300/100 350/100 400/100
Gen III+ 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2


For accuracy and evasion
Stage multipliers
Stage (accuracy) -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6
Stage (evasion) +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6
Gen I handheld games 25/100 28/100 33/100 40/100 50/100 66/100 100/100 150/100 200/100 250/100 300/100 350/100 400/100
Pokémon Stadium 1/3 36/100 43/100 50/100 66/100 75/100 100/100 133/100 166/100 200/100 233/100 266/100 300/100
Gen II 33/100 36/100 43/100 50/100 60/100 75/100 100/100 133/100 166/100 200/100 233/100 266/100 300/100
Gen III-IV 33/100 36/100 43/100 50/100 60/100 75/100 100/100 133/100 166/100 200/100 250/100 266/100 300/100
Gen V+ 3/9 3/8 3/7 3/6 3/5 3/4 3/3 4/3 5/3 6/3 7/3 8/3 9/3

In Generations I and II, accuracy and evasion stages are resolved separately and both multipliers applied to the move's accuracy to determine the final chance of a move hitting or missing. For example, a Pokémon with -1 accuracy using a move that has 100% accuracy on a target with +1 evasion would have a 66/100 * 66/100 ~= 43.56% chance of hitting in Generation I, or a 75/100 * 75/100 ~= 56.25% chance of hitting in Generation II. In Generation III, this was changed so that the stages of the two stats are now combined before determining the multiplier, with the evasion stage subtracted from the accuracy stage. Therefore, in the above situation, the attacking Pokémon would have a 60/100 = 60% chance of hitting.[1]

Additionally, the combined stages are capped at -6 and +6 from Generation III onward, meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a 33/100 or 33% chance to hit. (For comparison, in Generation II, the attacker would only have a 33/100 * 33/100 ~= 10.89% chance of hitting.)

In Generation IV, if a Pokémon's Ability is Simple, then its stats will be multiplied as if the stat change was doubled. For example, a stat raised by one stage will be multiplied as if it were raised by two stages.

In other games

In the Mystery Dungeon series

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: What is the formula used to determine each Pokemon's stats?

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

Movement Speed/Travel Speed

Main article: Travel Speed

Movement Speed or Travel Speed is roughly considered the Mystery Dungeon series' analogue to Speed in the core games. It governs the number of actions (such as moving, attacking, or using an item) a Pokémon may take in a given turn.

Speed

The Speed stat was not used in the Pokémon Mystery Dungeon series until Super Mystery Dungeon, where it is used as an accuracy modifier; the higher speed a Pokémon has, the more likely it is for its moves to hit and the more likely it is to evade attacks.

Belly

The Belly (Japanese: おなか stomach) is a hunger statistic in the Pokémon Mystery Dungeon series. As the team leader explores a dungeon, its Belly will diminish as turns go by, represented by a number decreasing from 100. Holding certain scarves and looplets will cause the Belly to decrease more quickly. Walking one step or taking most other actions (such as attacking, using a non-linked move, or using a non-food item) takes 1/10RBTDSGtI1/7SMD belly point (by default; certain scarves and looplets increase or decrease the rate, as mentioned), using linked moves consumes 1 Belly point per move after the first, pushing other Pokémon takes a half belly point, and performing Alliances takes three belly points. 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, it will no longer be able to run or perform linked moves or Alliances, its passive HP regeneration will cease, and its HP will decrease by 1RBTDSGtI/3SMD with every step it takes until it either faints or eats something.

In Gates to Infinity, this feature was removed for most dungeons, but the mechanic returned in all dungeons in Super Mystery Dungeon.

Belly can be replenished by eating most consumable items. When something is eaten at maximum Belly, the Pokémon's maximum Belly will increase temporarily until the dungeon is exited.

Determination of Stats

The Pokémon Mystery Dungeon series uses lookup tables to determine statistics. Each statistic depends on the Pokémon's species (and form) and level, so Pokémon with the same species and level will always have identical statistics.

Stat modifiers

Stat modification works basically the same in the Pokémon Mystery Dungeon series as in the core series, but stat stages can range from -10 to +10. Whenever a Pokémon leaves a dungeon, advances a floor, or steps on a Wonder Tile, its stat stages reset to 0.[2]

Stage multipliers

The Pokémon Mystery Dungeon series uses different multipliers for its stat stages than the core series games do.

For Attack and Sp. Attack
Stage power
Subtractive moves Base Supplemental moves
Stage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Multiplier 128/256 133/256 138/256 143/256 148/256 153/256 161/256 171/256 179/256 204/256 1 307/256 332/256 358/256 384/256 409/256 422/256 435/256 448/256 460/256 473/256
Percentage 50% 52% 54% 56% 58% 60% 63% 67% 70% 80% 100% 120% 130% 140% 150% 160% 165% 170% 175% 180% 185%


For Defense and Sp. Defense
Stage power
Subtractive moves Base Supplemental moves
Stage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Multiplier 7/256 12/256 25/256 38/256 51/256 64/256 76/256 102/256 128/256 179/256 1 332/256 409/256 486/256 537/256 588/256 640/256 691/256 742/256 793/256 844/256
Percentage 3% 5% 10% 15% 20% 25% 30% 40% 50% 70% 100% 130% 160% 190% 210% 230% 250% 270% 290% 310% 330%


For accuracy
Stage power
Subtractive moves Base Supplemental moves
Stage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Multiplier 84/256 89/256 94/256 102/256 110/256 115/256 140/256 153/256 179/256 204/256 1 320/256 384/256 409/256 422/256 435/256 448/256 460/256 473/256 486/256 2
Percentage 33% 35% 37% 40% 43% 45% 55% 60% 70% 80% 100% 125% 150% 160% 165% 170% 175% 180% 185% 190% 200%


For evasion
Stage power
Subtractive moves Base Supplemental moves
Stage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
Multiplier 2 486/256 473/256 460/256 448/256 435/256 422/256 409/256 384/256 345/256 263/256 204/256 179/256 153/256 128/256 102/256 89/256 76/256 64/256 51/256 38/256
Percentage 200% 190% 185% 180% 175% 170% 165% 160% 150% 135% 103% 80% 70% 60% 50% 40% 35% 30% 25% 20% 15%

In Pokémon Conquest

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Formula for Strength

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.

While Range remains a fixed value, HP, Attack, Defense, and Speed are influenced by the Pokémon's Energy, and will also increase when the link with their Warrior increases.

Determination of stats

Much like in the core series, a Pokémon has base stat values for its species, and individual values that range from 0 to 31. Base stats in Pokémon Conquest are derived from the stats of a Level 100 Pokémon in a core series game with no EVs or IVs and a neutral nature. Attack is derived from either Attack or Special Attack depending on the category of that Pokémon's move in the core series, but often breaking from this if its other offensive stat is much higher. Defense is derived from the average of Defense and Special Defense in the core series, while HP and Speed are simply taken at face value.

HP, Attack, Defense, and Speed are all calculated from one formula:

File:Conquest stat formula.png

Attack, Defense, and Speed can all increase and decrease in stages; these work like they do in the core series, but generally only last a certain number of turns in battle. For example, the Adrenaline Warrior Skill raises a Pokémon's Attack by 1 stage, corresponding to a x1.5 increase with no prior modifiers, but the boost only lasts three turns.

Range

Range (Japanese: いどう movement) determines the amount of tiles a Pokémon is able to move across the game's grid-based battlefields. This stat is a species-specific value; each of the 200 Pokémon species found in the game has a natural Range of 2, 3, or 4, with 3 being the most common. This means that any two Pokémon of the same species will always have the same Range unless something has modified their Ranges (signified by the value's text color changing from black to blue).

Range can be temporarily modified during battle by various Warrior Skills, Abilities, and moves. The Ability Sprint permanently modifies Range, keeping it 1 above its natural value even outside of battle. Range has a maximum value of 6 and a minimum of 1. Snowy terrain will also hinder a Pokémon's movement.

Speed

In Pokémon Conquest, Speed does not determine movement or who gets to move first. Rather, Speed acts as a combination of Accuracy and Evasion. One Pokémon attacking another Pokémon that is significantly faster than it will have a lesser chance to hit its opponent, while a Pokémon that is faster than its opponent will have a better chance to hit it.

Energy

Energy (Japanese: テンション Tension) affects a Pokémon's performance in battle and their link with their Warrior. A Pokémon's Energy can fluctuate between 5 levels, indicated by an arrow icon next to the Pokémon. A neutral state is indicated by a yellow arrow pointing straight right, while a higher state is indicated by the arrow angling upwards and turning more orange and a lower state is indicated by the arrow angling downwards and turning blue.

A Pokémon's stats are given a multiplier based on its Energy level:

Energy level Multiplier
Highest 1.1
High 1.05
Neutral 1
Low 0.95
Lowest 0.9

In addition, a Pokémon with maximum Energy will gain slightly more link percentage after a battle, while a Pokémon with minimum Energy will gain less link percentage. Once every three months, every Pokémon in the army may have its Energy randomly increased or decreased by one stage.

The main way to recover Energy is by visiting Ponigiri Shops, where buying Ponigiri will recover Energy for all Pokémon visiting the shop. Upgrading a Ponigiri shop allows for more expensive Ponigiri to be purchased which recover more Energy at once. Sometimes, the shop owner will offer a free second helping; accepting will either raise the Pokémon's Energy to a maximum, cause it to drop, or do nothing at all. Energy can also be increased with certain kingdom events. Energy can also be recovered during battle by using items, Pokémon abilities, or by using certain Warrior Skills. However, Energy boosts granted by Warrior Skills only last a number of turns, and the Pokémon's Energy will return to its prior value afterward. On occasions, at the start of a battle, a cutscene may show the player's Warlord talking about not wanting to lose to a certain enemy Warlord. The Warlord's Pokémon will then have their Energy raised for the battle.

Strength

Strength (Japanese: せんりょく battle ability) is a derived value of the overall power of the Pokémon written as a number displayed next to the Pokémon. It increases when a Pokémon's link with its Warrior increases. It is not influenced by the Pokémon's Energy. A Warrior's army has a Strength equal to the combined Strength of their Pokémon. The strength of a Warrior's army may influence the behavior of other Warriors and the Strength of their armies.

Warrior stats

Main article: Warrior → Stats

A Warrior in Pokémon Conquest has four stats of their own as well: Power, Wisdom, Charisma, and Capacity. Power, Wisdom, and Charisma influence how well the Pokémon a Warrior is linked with perform in battle, as well as the outcomes when the Warrior visits various kingdom locations. Capacity limits the number of Pokémon a Warrior can link with.

In Pokémon GO

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Stat calculation example

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. For more information on how damage is calculated in GO, see Damage → Pokémon GO.

Conversion from the core series

Each Pokémon's base stats are based off its stats from the core series. Base stats for Pokémon from Generations I and II are calculated using the base stats from the Generation VI core series. Pokémon from Generations III and IV are based off their Generation VII base stats.

Aside from a few outliers, such as Shedinja's HP, base stats in GO can be approximated by the following formulas: [3]

File:HP conversion GO.png

File:Attack conversion GO.png

File:Defense conversion GO.png

File:SpeedMult GO.png

where

  • HP is the HP stat from the core series
  • Attack and SpAtk are the Attack and Sp. Attack stats from the core series
  • Defense and SpDef are the Defense and Sp. Defense stats from the core series
  • Speed is the Speed stat from the core series

After these calculations, if a Pokémon has a maximum CP of over 4,000, then for balancing purposes, all its base stats will be multiplied by 0.91.

Determination of stats

Calculating a Pokémon's stats in Pokémon GO depends on its species' base stats, its IVs, and its Power Up level. Whereas the core games have many ways in which one Pokémon's stats can become different from another's, in Pokémon GO, ultimately only a Pokémon's IVs will distinguish its stats from another of the same species.

The formulas for the three basic stats are

File:Stat calc GO.png

where

  • base refers to the relevant base stat
  • IV refers to the IV for the stat in question
  • cpMult is the CP multiplier, which is determined by the Pokémon's current Power Up level.
    • For HP, the minimum value is 10.

Pokémon defending a Gym also have twice their regular HP during Gym battles.

CP

Combat Power (Japanese: 総合的 Total Power), abbreviated as CP (Japanese: CP), is a value derived from all three base stats to roughly indicate a Pokémon's capability in battle. This means that two Pokémon of the same species with the same CP may still have slightly different underlying stats.

The formula for CP uses the values of the stats resulting from the formula above (without rounding their results and before accounting for HP's minimum of 10):

File:CP calc GO.png

However, like HP, the minimum value for CP is also 10. Since Attack is factored directly into the formula for CP while HP and Defense are only factored in after taking their square root, this gives Attack a greater influence on the final value of CP than the other two stats.

In-battle modification

Since February 15, 2019, in Trainer Battles, some Charged Attacks have a chance of increasing the user's stats or decreasing the opponent's stats after use.

Stat Raisers Reducers
Attack 1 stage
Power-Up Punch

2 stages
Ancient Power
Crabhammer
Ominous Wind
Silver Wind
1 stage
Bubble Beam
Leaf Tornado
Muddy Water
Defense 1 stage
Skull Bash

2 stages
Ancient Power
Ominous Wind
Silver Wind
1 stage
Earth Power
Psychic

2 stages
Acid Spray

Stage multipliers

For Attack and Defense
Stage multipliers
Stage -4 -3 -2 -1 0 +1 +2 +3 +4
Multiplier 4/8 4/7 4/6 4/5 4/4 5/4 6/4 7/4 8/4

In Pokémon: Magikarp Jump

Jump Power

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

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.

In the anime

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: other appearances
 
Korrina's Lucario's raising its attack power with Swords 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.

In the original series

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

In the Advanced Generation series

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.

In the Diamond & Pearl series

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.

In the Best Wishes series

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.

In the XY series

As of the XY series, 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!.

In the Sun & Moon series

The Sun & Moon series generally retains the added visual aids from the XY series, as seen as when Kiawe's Turtonator used Shell Smash in A Crowning Moment of Truth!. However, in That's Some Spicy Island Research!, Hapu's Mudsdale glowed red while increasing its defense with Stamina.

Gallery

  This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Missing spin-offs
       
Generation I Generation II (Japanese) Generation II (Korean) Generation II (International)
       
RS Colo FRLG E
       
XD DPPt HGSS Generation V
       
XY ORAS SM USUM
 
LGPE

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
  European Portuguese 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 Жизнь Ochki Zhizn' (ОЖ) (OZH)
Spanish   Latin America Resistencia
  Spain Puntos de Salud (PS)
  Swedish (HP)
Träffpoäng*
  Thai (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

Evasiveness

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

Belly

Language Title
  Danish Mave*
  French Estomac
  German Magen
  Italian Pancia
  Korean Bae
  Portuguese Barriga*
  Spanish Tripa
  Swedish Mage*

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)

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

Notes


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.