Please remember to follow the manual of style and code of conduct at all times.
Check BNN and Bulbanews for up-to-date Pokémon news and discuss it on the forums or in our IRC channel #bulbagarden on
From our friends


From Bulbapedia, the community-driven Pokémon encyclopedia.
Revision as of 11:49, 5 December 2012 by Spriteit (Talk | contribs)

Jump to: navigation, search
Timid redirects here. For the Ability named Timid in Japanese, see Defeatist (Ability).

Quirky redirects here. For Pokémon Musical category, see Pokémon Musical.

Relaxed redirects here. For Super Contest dress-up style, see Visual Competition.

Natures (Japanese: せいかく Personality) are the Pokémon analogue of personalities. They were introduced in the Generation III games and remain a game mechanic in Generation IV and Generation V. Every Pokémon in these games has one of these 25 natures, listed and described in the section below.

A Pokémon's nature usually affects the growth rate of two of its stats, ultimately increasing one of its stats by 10% and decreasing another by 10%. Natures also determine the Pokémon's favorite flavor and its disliked flavor. Each stat is tagged to a flavor (e.g. Attack-Spicy), and if the nature boosts the stat, the tagged flavor will be the Pokémon's favorite (i.e. Lonely boosts Attack, hence a Lonely-natured Pokémon's favorite flavor is Spicy). The opposite also holds true (i.e. Bold hinders Attack, so a Bold-natured Pokémon will dislike Spicy food).

Every nature represents one of the 25 unique possible combination of stat increase and decrease, thus there are five natures that have no effect on the Pokémon's stat growth (Bashful, Docile, Hardy, Quirky and Serious). These five "neutral" natures are technically natures that increase and decrease the same stat.

From Emerald onwards, a Ditto or a female Pokémon that holds an Everstone has a 50% chance of passing its nature to its offspring when at the Pokémon daycare. Since HeartGold and SoulSilver, male Pokémon can also pass on their nature with an Everstone. In Generation IV, parents could only pass natures to their offspring if both Pokémon and the Trainer all come from a game in the same language; however, this is no longer the case as of Black and White. Also from Emerald onwards, if the Pokémon with the Ability Synchronize is leading the party, there is a 50% chance of encountering a wild Pokémon with the same nature. Synchronize does not have this effect on stationary legendaries on Emerald, however it works on virtually all Pokémon in every game released since; the only known exceptions in Generation IV are when Pokémon are received from an NPC, such as the Eevee given out by Bill in HeartGold and SoulSilver, when Pokémon are received in a museum after being resurrected from Fossils, or when catching Pokémon during a Stroll in the Pokéwalker bundled with HeartGold and SoulSilver games.

Natures also dictate the manner in which Pokémon battle by themselves at the Battle Palace, different natures make the Pokémon use different methods of attacks and change tactics when they are low on health. Also, the five non-increasing/decreasing natures have different battle styles at the Battle Palace. A man in a house closest to the Sunyshore City Heritage Site asks to see Pokémon with different natures (Serious, Naive and Quirky), and will give the player three Pokétch applications.

In HeartGold and SoulSilver, Black and White, Black 2 and White 2, the stat increased or decreased by a Pokémon's nature has a red or blue shadow respectively when viewing that Pokémon's Summary Screen.

In Generation V games, Trainers themselves have natures. The nature can be viewed and changed on the Trainer Card. These natures affect what the player will say on others' games at Unity Tower.

List of natures

The following table lists each nature and its effect on a Pokémon. It may be rearranged by clicking the boxes next to each column's heading.

Nature Japanese Increased stat Decreased stat Favorite flavor Disliked flavor
Hardy がんばりや
Lonely さみしがり Attack Defense Spicy Sour
Brave ゆうかん Attack Speed Spicy Sweet
Adamant いじっぱり Attack Sp. Attack Spicy Dry
Naughty やんちゃ Attack Sp. Defense Spicy Bitter
Bold ずぶとい Defense Attack Sour Spicy
Docile すなお
Relaxed のんき Defense Speed Sour Sweet
Impish わんぱく Defense Sp. Attack Sour Dry
Lax のうてんき Defense Sp. Defense Sour Bitter
Timid おくびょう Speed Attack Sweet Spicy
Hasty せっかち Speed Defense Sweet Sour
Serious まじめ
Jolly ようき Speed Sp. Attack Sweet Dry
Naive むじゃき Speed Sp. Defense Sweet Bitter
Modest ひかえめ Sp. Attack Attack Dry Spicy
Mild おっとり Sp. Attack Defense Dry Sour
Quiet れいせい Sp. Attack Speed Dry Sweet
Bashful てれや
Rash うっかりや Sp. Attack Sp. Defense Dry Bitter
Calm おだやか Sp. Defense Attack Bitter Spicy
Gentle おとなしい Sp. Defense Defense Bitter Sour
Sassy なまいき Sp. Defense Speed Bitter Sweet
Careful しんちょう Sp. Defense Sp. Attack Bitter Dry
Quirky きまぐれ

Nature table

As each nature uniquely boosts one stat and hinders another, the 25 natures may also be arranged into a table as shown:

Nature table
Decreased stat ↓
(disliked flavor)
Increased stat ↑
(favorite flavor)
No change Bashful

Battle style

Depending on a Pokémon's nature, its battle style changes in the Battle Palace or the Battle Tent of Verdanturf Town. This does not affect its battling outside of those areas.

All attacks are grouped into three categories: Attack, Defense, and Support. The following is the list of attacks per category:

All natures have a set ratio of Attack, Defense, and Support moves; these change when the Pokémon's HP falls below 50%. This represents the likelihood a particular category of attack is chosen. During battle, a random attack from the Pokémon's moveset in the selected category is chosen; if no such attack exists, the Pokémon will "appear incapable of using its power", and will skip its turn.

The following table lists each nature and its move type preferences; it may be rearranged by clicking the boxes next to each column's heading.

Nature Attack Defense Support Attack (<50%) Defense (<50%) Support (<50%)
Hardy 61% 7% 32% 61% 7% 32%
Lonely 20% 25% 55% 84% 8% 8%
Brave 70% 15% 15% 32% 60% 8%
Adamant 38% 31% 31% 70% 15% 15%
Naughty 20% 70% 10% 70% 22% 8%
Bold 30% 20% 50% 32% 58% 10%
Docile 56% 22% 22% 56% 22% 22%
Relaxed 25% 15% 60% 75% 15% 10%
Impish 69% 6% 25% 28% 55% 17%
Lax 35% 10% 55% 29% 6% 65%
Timid 62% 10% 28% 30% 20% 50%
Hasty 58% 37% 5% 88% 6% 6%
Serious 34% 11% 55% 29% 11% 60%
Jolly 35% 5% 60% 35% 60% 5%
Naive 56% 22% 22% 56% 22% 22%
Modest 35% 45% 20% 34% 60% 6%
Mild 44% 50% 6% 34% 6% 60%
Quiet 56% 22% 22% 56% 22% 22%
Bashful 30% 58% 12% 30% 58% 12%
Rash 30% 13% 57% 27% 6% 67%
Calm 40% 50% 10% 25% 62% 13%
Gentle 18% 70% 12% 90% 5% 5%
Sassy 88% 6% 6% 22% 20% 58%
Careful 42% 50% 8% 42% 5% 53%
Quirky 56% 22% 22% 56% 22% 22%

See also

Pokémon individuality
Effort valuesIndividual values
Special Traits

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