Difference between revisions of "Statistic"
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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 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>
Revision as of 04:39, 22 August 2013
- 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.
- 1 List of stats
- 2 Determination of stats
- 3 Stat modifiers
- 4 In the anime
- 5 Gallery
- 6 See also
- 7 Notes
List of stats
Hit Points, or HP for short, determine how much damage a Pokémon can receive before fainting. It is the most visible of the stats in battle, appearing both graphically (as a bar that is green, yellow, or red depending on how much HP is left) and as a current/total amount below the bar. Currently, Blissey has the highest base HP stat among all the Pokémon in the game, with 255. 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. If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-IV) or a change of battle music with the beep as a metronome (Generation V) will notify the player that his or her Pokémon is in danger of fainting. This beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.
The HP bar also affects the Pokémon's cry. If a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon has less than half of its HP remaining or has fainted, its cry will be lowered by a half-step to indicate its weakened state.
The Attack stat determines how much damage a Pokémon can deal using a physical move. Deoxys in its Attack Forme currently has the highest Attack stat among all the Pokémon, with 180. The average Attack Stat is 75 for all Pokémon, and the average for all fully evolved Pokémon is 90.
The Defense stat determines how much damage a Pokémon receives when it is hit with a physical move. Shuckle currently holds the highest Defense stat among all the Pokémon in the game with 230. The average Defense stat is 70 for all Pokémon, and the average for all fully evolved Pokémon is 83.
The Special stat determines how much damage a Pokémon both receives and deals in regards to special moves. The Special stat was divided into Special Attack and Special Defense in terms of base stats in Generation II, and further divided in terms of IVs and EVs in Generation III. Mewtwo, with 154, had the highest Special stat among all the Pokémon in the generation in which the stat existed.
The Special Attack stat determines how much damage a Pokémon can deal using a special move. Deoxys, when it is in Attack Forme, currently holds the highest Special Attack stat among all the Pokémon with 180. The average Special Attack Stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.
The Special Defense stat determines how much damage a Pokémon receives when it is hit with a special move. Shuckle also holds the highest Special Defense stat among all Pokémon with 230. The average Special Defense Stat is 69 for all Pokémon, and the average for all fully evolved Pokémon is 83.
The Speed stat determines how quickly a Pokémon can act in battle. Pokémon with higher Speed will make a move before ones with lower Speed under normal conditions; in the case that two Pokémon have the same Speed, one of them will randomly go first. Deoxys in its Speed Forme currently has the highest Speed among all Pokémon with 180. The average Speed Stat is 66 for all Pokémon, and the average for all fully evolved Pokémon is 78.
In Pokémon Conquest, the Speed stat does not determine movement or who gets to move first. Rather, the Speed stat discrepancies between Pokémon affect the likelihood of moves landing, to the faster Pokémon's advantage.
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.
The evasion stat, or evasiveness, determines the percent chance that an opponent's move will miss. The initial value at the start of any battle is 100%. If the stat is decreased below 100% with a move such as Sweet Scent, then the opposing Pokémon has a better chance of connecting its move. If the stat is increased above 100% with a move such as Double Team, the opposing Pokémon will have a harder time connecting its moves. It was called "evade" in Generation I.
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
The probability that a move will hit is calculated as follows:
- 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 3), and
- Evasion is the current evasion stat of the target (in percent - e.g. lowering evasion by two stages lowers this number to 0.6).
If P is greater than 1, the move will surely hit. In a 2-on-2 battle, it is possible for a move that hits two or three targets to miss some of the targets and hit others - the probabilities are calculated individually for each target.
The Belly is a hunger statistic appearing only in the Pokémon Mystery Dungeon series. As the team leader explores a mystery dungeon, over time its Belly will diminish, represented by a number decreasing from 100. Running or holding certain scarves will cause the Belly to decrease more quickly. Other items will cause the Belly to deplete at a much slower rate, or not deplete at all. While a Pokémon's Belly is empty, its HP will decrease with every step it takes until it either faints or eats something.
In Pokémon Mystery Dungeon: Gates to Infinity, this feature was removed for most dungeons.
Belly can be replenished with items such as food, seeds, Berries, and gummis*. When a Belly-replenishing item is used at maximum Belly, the maximum Belly will increase temporarily, and the Belly will increase to the maximum Belly.
Determination of stats
A Pokémon's base stats will most often have the greatest influence over their specific stats at any level. Disregarding individual values, effort values, and Nature, a level 100 Pokémon's stats in Attack, Defense, Speed, Special Attack, and Special Defense will be exactly 5 more than double its base stats in each, while the HP stat will be 110 plus double the base stat (except in the case of Shedinja, whose HP is always 1).
For a list of Pokémon by their base stat values, see the list of Pokémon by base stats.
- 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.
- 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.
- 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.
- 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.
- See also: Damage calculation
In Generations I and II
The stat is rounded down if the result is a decimal.
Consider a Level 81 Pikachu with the following IV's and EV's:
- In Generation I, this stat did not exist. The Pikachu's Special stat would simply be 50.
- This is calculated as shown in the IV article.
- In the first two generations, the Special IV was unified.
Its HP can be calculated as follows:
Its Speed can be calculated as follows:
Its Special Attack and Special Defense stats simply rely on the Special EV and IV.
In the end, this Pikachu's stats are:
Note that some numbers may be off by one due to rounding.
In Generations III, IV, and V
The stat is rounded down if the result is a decimal. It is also rounded down before the Nature multiplier, if any, is applied.
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).
Consider a Level 78 Garchomp with the following IV's and EV's and an Adamant nature:
Its HP can be calculated as follows:
The Adamant nature raises Attack and lowers Special Attack. This means that when calculating the Attack stat, Nature = 1.1, and when calculating the Special Attack stat, Nature = 0.9. So this Garchomp's Attack stat will be:
And its Special Attack stat will be:
Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:
In the end, this Garchomp's stats are as follows:
Note that some numbers may be off by one due to rounding.
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. However, in the Generation I handheld games, the accuracy and evasion modifiers are the same as the normal stat modifiers; this was changed in the Japanese version of Pokémon Stadium and all international versions.
Some modifiers, such as Huge Power and 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.
List of moves and Abilities
When a move is used that is meant to increase or decrease a stat of an in-use party or foe Pokémon, it will be measured according to the following fractions:
- For Attack, Defense, Sp. Attack, Sp. Defense and Speed
- For accuracy and evasion
In the anime
Stats in the anime appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount of damage inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense. One example was seen in 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 SolarBeam, a special move.
|Generation I||Generation II (International)||Generation II (Japanese)|
- According to this post on the 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).
- Pokémon Wiki page on Hit calculation (JP) The first section pertains to Generation I.
- Stage numbers from Psypokes.com, some fractions simplified.
|This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|