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====Range====
====Range====
'''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-->
'''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-->
====Energy===
'''Range''' is a statistic that only appears in [[Pokémon Conquest]]. Energy affects a Pokémon's performance in battle and their link with their trainer. A Pokémon with maximum Energy will have slighter higher stats and gain slightly more Link percentage after a battle; a Pokémon with minimum Energy will have slightly lower stats and gain less Link percentage. Regardless of energy levels or how often they are used in battle, a Pokémon's Energy drops one level after three months.
The main way to recover Energy is by visiting pongiri, where buying a pongiri will recover the Energy for all Pokémon visiting. Upgrading a pongiri shop allows more expensive pongiri 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 maximum, or cause it to drop. Energy can also be recovered by usage of items, or by certain [[Warrior Skill]]s. However, Energy boosts granted by a Warrior Skill only last the duration of the current battle, and the Pokémon's Energy returns to its pre-battle value afterward.


===In-battle stats===
===In-battle stats===

Revision as of 03:51, 11 February 2016

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.
This article is about the mechanic known as "ability" in Generation I. For traditional Abilities, see Ability.

A statistic (Japanese: 能力 attribute), 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 and ratingsGSC.

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. The average base HP stat is 68 for all Pokémon, and the average for all fully evolved Pokémon is 80.

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 (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. 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.

In-battle appearance
050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: ORAS HP bar
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
RS FRLG E
File:Pt hp bar.png File:HGSS HP Bar.png BW HP bar.png B2 HP bar.png W2 HP bar.png XY HP bar.png

Attack

The Attack stat (Japanese: 攻撃能力 attack attribute) partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Damage formula. The average Attack stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.

Defense

The Defense stat (Japanese: 防御能力 defense attribute) 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 formula. The average Defense stat is 70 for all Pokémon, and the average for all fully evolved Pokémon is 83.

Special

The Special stat (Japanese: とくしゅのうりょく special attribute) is an obsolete stat that existed only in Generation I and partially in 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 moves 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 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. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well.

Special Attack

The Special Attack stat (Japanese: 特攻能力 special attack attribute), 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 formula. The average Special Attack Stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.

Special Defense

The Special Defense stat (Japanese: 特防能力 special defense attribute), 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 formula. The average Special Defense stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.

Speed

The Speed stat (Japanese: 素早さ能力 speed attribute) 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.

The Speed stat was not used in the Pokémon Mystery Dungeon series until Pokémon Super Mystery Dungeon; movement speed is considered its analogue in that series. In Super Mystery Dungeon, the Speed stat is used as an accuracy modifier; the higher speed a Pokémon has, the more likely its moves will be to hit.

In Pokémon Conquest, the Speed stat does not determine movement or who gets to move first. Rather, the Speed stat acts as a combination of Accuracy and Evasion. A Pokémon attacking another Pokémon that is significantly faster than it will have a reduced chance to hit, while faster Pokémon will have a bonus to their chance to hit when using moves with a low base chance.

Range

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 Skills, Abilities, and moves. The Ability 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.

=Energy

Range is a statistic that only appears in Pokémon Conquest. Energy affects a Pokémon's performance in battle and their link with their trainer. A Pokémon with maximum Energy will have slighter higher stats and gain slightly more Link percentage after a battle; a Pokémon with minimum Energy will have slightly lower stats and gain less Link percentage. Regardless of energy levels or how often they are used in battle, a Pokémon's Energy drops one level after three months.

The main way to recover Energy is by visiting pongiri, where buying a pongiri will recover the Energy for all Pokémon visiting. Upgrading a pongiri shop allows more expensive pongiri 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 maximum, or cause it to drop. Energy can also be recovered by usage of items, or by certain Warrior Skills. However, Energy boosts granted by a Warrior Skill only last the duration of the current battle, and the Pokémon's Energy returns to its pre-battle value afterward.

In-battle stats

Evasion

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

Accuracy

The accuracy rate (Japanese: 命中率 accuracy rate) of a Pokémon's move determines its probability of hitting the opponent. 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

The probability that a move will hit is calculated as follows:

File:Accuracy calc.png

Where:

  • Abase is the base accuracy of the move (in percent - e.g. a base accuracy of 95 is counted as 0.95),
  • 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.

Belly

The Belly (Japanese: おなか stomach) 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 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, it will no longer be able to run; its HP will decrease with every step it takes until it either faints or eats something.

In Pokémon Mystery Dungeon: 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 with items such as food, seeds, Berries, and Gummis (excluding the Wander Gummi). When a Belly-replenishing item is used at maximum Belly, the maximum Belly will increase temporarily until the player leaves the dungeon, and the Belly will increase to the maximum Belly.

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.

Formula

See also: Damage calculation

In Generations I and II

The stat is rounded down if the result is a decimal. Note that the numerator is multiplied by two compared to this formula before rounding. For example, the quantity (base + IV + sqrt(EV)/8) for stats other than HP is rounded down to the nearest integer before multiplying by level and dividing by 50.

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. The stat is also rounded down before the Nature multiplier, if any, is applied.

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 74 195 86 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 74 195 86 48 84 23
Total 289 280 193 136 171 172

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

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 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 in first two Generations, stat cannot fall below 1 or rise above 999; any further modifiers will fail regardless of whether the stat is at -6 or +6 or not.

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 Abilities Items Moves Abilities
Attack
1 stage
Ancient Power
Bulk Up
Coil
Curse
Dragon Dance
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
Fell Stinger
Shell Smash
Swagger
Swords Dance
≥3 stages
Belly Drum
Other
Power Split*
Power Trick*
1 stage
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
X Attack
2 stages
Starf Berry
Weakness Policy
Other
Choice Band
Light Ball*
Thick Club
1 stage
Aurora Beam
Baby-Doll Eyes
Growl
Noble Roar
Parting Shot
Play Nice
Play Rough
Secret Power
Superpower
Tickle
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
Diamond Storm
Flower Shield
Harden
Magnetic Flux
Ominous Wind
Silver Wind
Skull Bash*
1 stage
Steel Wing
Stockpile*
Withdraw
2 stages
Acid Armor
Acupressure
Barrier
Iron Defense
≥3 stages
Cotton Guard
Other
Guard Split*
Power Trick*
2 stages
Moody
Other
Grass Pelt
Marvel Scale
1 stage
Ganlon Berry
Kee Berry
X Defense
2 stages
Starf Berry
Other
Eviolite
Metal Powder
1 stage
Acid*
Close Combat
Crunch*
Crush Claw
Dragon Ascent
Iron Tail
Leer
Razor Shell
Rock Smash
Secret Power*
Shell Smash
1 stage
Superpower
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
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
Download
Lightning Rod*
Storm Drain*
2 stages
Competitive
Moody
Other
Minus
Plus
Solar Power
1 stage
Absorb Bulb
Petaya Berry
X Sp. Atk
2 stages
Starf Berry
Weakness Policy
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
Venom Drench
2 stages
Captivate
Draco Meteor
Eerie Impulse
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*
2 stages
Moody
Other
Flower Gift
1 stage
Apicot Berry
Luminous Moss
Maranga Berry
X Sp. Def
2 stages
Starf Berry
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
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
Motor Drive
Rattled
Speed Boost
Steadfast
Weak Armor
2 stages
Moody
Other
Chlorophyll
Quick Feet
Sand Rush
Swift Swim
Unburden
1 stage
Salac Berry
X Speed
2 stages
Starf Berry
Other
Choice Scarf
Quick Powder
1 stage
Bubble
Bubble Beam
Bulldoze
Constrict
Curse
Glaciate
Hammer Arm
Icy Wind
Low Sweep
1 stage
Mud Shot
Rock Tomb
Secret Power*
Sticky Web*
V-create
Venom Drench
2 stages
Cotton Spore
Scary Face
String Shot*
1 stage
Gooey
Moody
Other
Slow Start
Evasion 1 stage
Double Team
2 stages
Minimize*
Acupressure
2 stages
Moody
Other
Sand Veil
Snow Cloak
Tangled Feet
Other
Bright Powder
Lax Incense
1 stage
Defog
2 stages
Gravity
Sweet Scent*
1 stage
Moody
Accuracy 1 stage
Hone Claws
Coil
2 stages
Acupressure
2 stages
Moody
Other
Compound Eyes
Victory Star
1 stage
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

Out-of-battle modification

Stat Raisers Reducers
Attack Protein Muscle Wing Kelpsy Berry
Defense Iron Resist Wing Qualot Berry
Special Attack Calcium Genius Wing Hondew Berry
Special Defense Zinc Clever Wing Grepa Berry
Speed Carbos Swift Wing Tamato Berry

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
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

Core series

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, 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 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 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.)

Mystery Dungeon series

The stat changes in Mystery Dungeon are still calculated by multiplying or dividing the stat, although they can range from -10 to +10. Whenever Pokémon leaves dungeon, advances floor or steps on a Wonder Tile, it resets to base.[2] Additionally, since while checking for accuracy, the game multiplies by evasion multiplier, lowering evasion increases the multiplier.[3]


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 the anime

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. One example was seen in Pedal to the Mettle! when Paul's Weavile used Swords Dance, an Attack-boosting move, which boosted Blizzard, a special move, as well as Ice Shard and Metal Claw. Another instance was in Shocks and Bonds, where Johnny's Aggron's Harden, a Defense-boosting move, appeared to defend against Tyson's Sceptile's Solar Beam, a special move.

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 and Ramos's Jumpluff in The Green, Green Grass Types of Home!.

Gallery

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Generation VI, XD, Colo
Gen I status screen.png Japanese Gen II status screen.png Korean Gen II status screen.png Gen II status screen.png
Generation I Generation II (Japanese) Generation II (Korean) Generation II (International)
File:RSE status screen.png FRLG status screen.png DP status screen.png
RSE FRLG DPPt
HGSS status screen.png BW status screen.png
HGSS Generation V

See also

Notes



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