From Bulbapedia, the community-driven Pokémon encyclopedia.
- HP redirects 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.
Stats, short for statistics, determine certain aspects of battles in the games. More specifically, stats may also refer to the numerical values of each field in regards to individual Pokémon.
List of stats
Hit Points, or HP for short, determine how much damage a Pokémon can receive before fainting. It is comparable to body mass rather than the toughness or willpower of the Pokémon. 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 HP stat among all the Pokémon in the game with a whopping 255 Base HP. The average HP Stat is 72 of all Pokémon, and the average for all fully evolved Pokémon is 81. If a Pokemon has more than half their HP, the color remains green, if the Pokemon is between half or more than 1/4 their HP, the Pokemon HP will turn yellow (In Gold/Silver/Crystal if a player uses a revive the color would be green when revived to half of the player's Pokemon), and if a Pokemon has less than 1/4 of their HP remaining, the color will turn red and a beeping sound will notify the player that his Pokemon is in danger of Fainting and will continue playing until the Pokemon is switched out, treated to a healing item, or faints. The beeping sound is only present in Red/Blue/Yellow, Gold/Silver/Crystal, Ruby/Sapphire/Emerald, FR/LG, Diamond/Pearl/Platinum, and HG/SS
The Attack stat determines how much damage a Pokémon can deal using a physical move. Deoxys in its Attack Forme currently holds the honor of having the highest Attack stat among all the Pokémon, with 180. Rampardos currently has the highest Attack stat of all non-legendary Pokémon with 165. 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 72 for all Pokémon, and the average for all fully evolved Pokémon is 86.
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 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. Porygon-Z and Alakazam are currently tied with having the highest Special Attack stat of all non-legendary Pokémon with 135. The average Special Attack Stat is 70 for all Pokémon, and the average for all fully evolved Pokémon is 85.
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 the Pokémon with 230. The average Special Defense Stat is 71 for all Pokémon, and the average for all fully evolved Pokémon is 86.
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. Deoxys in its Speed Forme currently holds the honor of having the highest Speed among all the Pokémon with 180. Ninjask currently has the highest Speed of all non-legendary Pokémon with 160. The average Speed Stat is 67 for all Pokémon, and the average for all fully evolved Pokémon is 80.
The Evasion stat determines the percent chance that an opponent's move will miss. The initial value at the start of any battle is 0%. If the stat is decreased below 0% 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 0% with a move such as Double Team, the opposing Pokémon will have a harder time connecting its moves.
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.
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 10 more than the Pokémon's level 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 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.
- 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.
In Generations III and IV
The stat is rounded down if the result is a decimal. It is also rounded down before the nature mutiplier, 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.
Some moves and abilities can change stats during battle, raising them and lowering them as part of the effect. Some items will also do this.
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.
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.
In Generation IV, during a Sandstorm, all Template:Type2 Pokémon gain 50% Special Defense, which does not work with stages.
All stat modifiers listed below, except the vitamins and the berries under Reducers, will increase the corresponding stats only for the battle that they are used in.
- ↑ 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).