Effort values: Difference between revisions

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EVs are factored into the Pokémon's stats when it levels up. Additionally, EVs are calculated into stats when a Pokémon is taken from Bill's PC; this is called the [[box trick]]. A Pokémon which reaches level 100 can continue to accrue EVs up to the maximum of 65535 in each stat, and use the [[box trick]] to have those EVs factored in.
EVs are factored into the Pokémon's stats when it levels up. Additionally, EVs are calculated into stats when a Pokémon is taken from Bill's PC; this is called the [[box trick]]. A Pokémon which reaches level 100 can continue to accrue EVs up to the maximum of 65535 in each stat, and use the [[box trick]] to have those EVs factored in.


[[Vitamins]] add 2560 to one stat's EV, to a maximum of 25600. Unlike later games, the [[Exp. Share]] did not share EVs.
[[Vitamins]] add 2560 to one stat's EV, but cannot raise a stat above 25600. Unlike later games, the [[Exp. Share]] did not share EVs.


At level 100, the formula for determining the stat difference between a Pokémon trained in that stat and an untrained Pokémon is:
At level 100, the formula for determining the stat difference between a Pokémon trained in that stat and an untrained Pokémon is:
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===Generation III===
===Generation III===
In [[Generation III]], the effort value structure, like many other things, was overhauled completely. Each Pokémon would give out either 1, 2, or 3 '''effort points''', depending on its species, in a particular stat (Attack, Defense, Speed, Special, or HP). With these effort points, a Pokémon would get stronger in a specific stat by battling the same kind of Pokémon over and over. For example, continually battling {{p|Jolteon}} after Jolteon, with its high speed, would cause a Pokémon to eventually have a higher Speed. At level 100, a Pokémon's stats will be one point higher in a specific stat for every four effort points gained in that stat compared to an untrained counterpart.
[[Generation III]], completely overhauls the the effort value structure. Defeated Pokémon give out 1, 2 or 3 '''effort points''' to a particular stat, depending on species (see [[list of Pokémon by effort value yield]]). At level 100, a Pokémon's stats will be one point higher in a specific stat for every four effort points gained in that stat.


A Pokémon now could not have an effectively infinite amount of training, but was limited to 510 effort points total, with 255 effort points being the maximum for an individual stat. This means that two stats could be maxed out (with 252 being the highest number evenly divisible by four), while another stat could get one more point. The box trick could still be performed, but only on Pokémon up to level 99. Level 100 Pokémon were unable to receive any effort values from battling no matter what.
Pokémon are limited to a total of 255 effort points in per stat, and 510 effort points in total. Level 100 Pokémon can no longer increase EVs, even using the the [[box trick]].


The vitamins of the previous two generations would instead add 10 effort points to a specific stat, and could not be used if the specific stat was at or above 100 effort points, or the total effort points amounted to 510 or more. Likewise, the Special Attack and Special Defense stats were finally split, and [[Zinc]] was introduced so as to give the Special Defense stat a vitamin enhancement.
[[Vitamin]]s add 10 effort points, but cannot raise a stat above 100, or raise the total above 510. A new vitamin, [[Zinc]], enhances Special Defense.


A held item, the [[Macho Brace]], was also introduced; it would double the amount of effort points gained in battle, providing for faster training. Utilized with the [[Pokérus]], which makes a return, it provides four times the amount of effort points per Pokémon.
A new held item, the [[Macho Brace]], doubles the effort points gained in battle. In combination with the [[Pokérus]], a Pokémon can gain four times the normal effort points.


Also, in [[Pokémon Emerald]], certain [[Berries]] that were previously only used to make [[Pokéblocks]] were now able to decrease a certain effort value by 10, while increasing the [[happiness]] of the Pokémon they were used on.
In [[Pokémon Emerald]], certain [[Berries]] that were previously only used to make [[Pokéblocks]] can decrease certain effort values by 10, while increasing the [[happiness]] of the Pokémon they were used on.


===Generation IV===
===Generation IV===
In [[Generation IV]], while not much changed from Generation III, due mostly to the [[Pokémon data structure in the DS|data structure]] remaining much [[Pokémon data structure in the GBA|the same]], a series of items were introduced that would automatically add four effort points per Pokémon battled in a specific stat.
[[Generation IV]]'s EV system remains unchanged from [[Generation III]].
 
A new series of items exist which give an additional four effort points per Pokémon defeated. Each applies the bonus to a different stat, in addition to the normal EV points gained. The bonus effort points are also doubled by the [[Pokérus]].


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They would, however, also add whatever the Pokémon defeated would naturally add. For example, a [[Pokémon]] defeating a {{p|Bidoof}} while holding the [[Power Lens]] would get 4 Special Attack effort points, as well as the 1 [[Hit Points|HP]] effort point Bidoof naturally rewards; defeating a {{p|Bidoof}} while holding the [[Power Weight]] would yield 5 [[Hit Points|HP]] effort points. The total yields are also doubled by [[Pokérus]]: defeating a [[Wild Pokémon|wild]] {{p|Pineco}} would yield 2 Defense and 8 Special Defense when the player's [[Pokémon]] is holding a [[Power Band]] and has the [[Pokérus|virus]].


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 04:55, 6 May 2009

Effort values (abbreviated EVs and previously called Stat XP) are attributes which give bonuses to a Pokémon's stats and improve differently depending which Pokémon they defeat. These bonuses are gained in addition to bonuses gained by increasing level. A Pokémon which increases in level using a Rare Candy instead of battling does not gain any EVs, making it weaker than a Pokémon who increases in level normally.

Roughly speaking, defeating fast Pokémon increases Speed better than fighting slow Pokémon, defeating Pokémon with high hit points improves HP more than defeating Pokémon with low HP, and so on. For example, fighting 100 Machop will improve a Pokémon's attack stat more than fighting 100 Abra of the same level, whereas the Abra will improve the Special Attack stat more. For a list of the effort points that Pokémon give away on their defeat, see list of Pokémon by effort value yield.

Overview

Generation I

The EV system was introduced in Generation I, where it was also called stat experience or Stat Exp.

The Pokémon data structure contains two EV bytes for each the five stats (HP, Attack, Defense, Speed and Special), starting at zero when caught and with a maximum EV of 65535 for each stat. When a Pokémon is defeated, its base stats are added to the EVs. For example, defeating a Mew grants 100 to each EV.(Defeating 636 Mews, therefore, will give a Pokémon maximum EVs in each stat.)

EVs are factored into the Pokémon's stats when it levels up. Additionally, EVs are calculated into stats when a Pokémon is taken from Bill's PC; this is called the box trick. A Pokémon which reaches level 100 can continue to accrue EVs up to the maximum of 65535 in each stat, and use the box trick to have those EVs factored in.

Vitamins add 2560 to one stat's EV, but cannot raise a stat above 25600. Unlike later games, the Exp. Share did not share EVs.

At level 100, the formula for determining the stat difference between a Pokémon trained in that stat and an untrained Pokémon is: File:Statexp.png

Generation II

EVs behave the same in Generation II as they did in Generation I. Both Special Attack and Special Defence share the EV for Special. The box trick can still be used.

Generation II introduced the Pokérus, a rare status condition which doubles the effort points gained in battle.

Generation III

Generation III, completely overhauls the the effort value structure. Defeated Pokémon give out 1, 2 or 3 effort points to a particular stat, depending on species (see list of Pokémon by effort value yield). At level 100, a Pokémon's stats will be one point higher in a specific stat for every four effort points gained in that stat.

Pokémon are limited to a total of 255 effort points in per stat, and 510 effort points in total. Level 100 Pokémon can no longer increase EVs, even using the the box trick.

Vitamins add 10 effort points, but cannot raise a stat above 100, or raise the total above 510. A new vitamin, Zinc, enhances Special Defense.

A new held item, the Macho Brace, doubles the effort points gained in battle. In combination with the Pokérus, a Pokémon can gain four times the normal effort points.

In Pokémon Emerald, certain Berries that were previously only used to make Pokéblocks can decrease certain effort values by 10, while increasing the happiness of the Pokémon they were used on.

Generation IV

Generation IV's EV system remains unchanged from Generation III.

A new series of items exist which give an additional four effort points per Pokémon defeated. Each applies the bonus to a different stat, in addition to the normal EV points gained. The bonus effort points are also doubled by the Pokérus.

Stat Item
HP Power Weight Power Weight
Attack Power Bracer Power Bracer
Defense Power Belt Power Belt
Special Attack Power Lens Power Lens
Special Defense Power Band Power Band
Speed Power Anklet Power Anklet