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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.

Stats, short for statistics, determine certain aspects of battles in the games. Stats may also refer to the numerical values of each field in regards to individual Pokémon.

List of stats

Permanent stats

Hit Points

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.

In-battle appearance
RGBY HP Bar.png GSC HP Bar.png RS HP Bar.png FRLG HP Bar.png E HP Bar.png
DP HP Bar.png Pt hp bar.png HGSS HP Bar.png BW HP bar.png B2 HP bar.png W2 HP bar.png


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.

Special Attack

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.

Special Defense

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.

The Speed stat is not used in Pokémon Mystery Dungeon; however, movement speed is considered its analogue in that series.

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.

In-battle stats


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:

Accuracy calc.png


  • 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

Base 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.

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.


See also: Damage calculation

In Generations I and II

The stat is rounded down if the result is a decimal.

HP calc.png

Statcalc gen12.png


Consider a Level 81 Pikachu with the following IV's and EV's:

HP Attack Defense Speed Sp.Atk Sp.Def Total
Base stat 35 55 30 90 50 40[1] 300
IV 7[2] 8 13 5 9[3] 42
EV 22850 23140 17280 24795 19625 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:

StatExampleHPGen2.png StatExampleHPGen2 2.png

Its Speed can be calculated as follows:

StatExampleSpeedGen2 1.png StatExampleSpeedGen2 2.png

Its Special Attack and Special Defense stats simply rely on the Special EV and IV.

StatExampleSpAtkGen2 1.png StatExampleSpAtkGen2 2.png

StatExampleSpDefGen2 1.png StatExampleSpDefGen2 2.png

In the end, this Pikachu's stats are:

HP Attack Defense Speed Sp.Atk Sp.Def
Base stat 35 55 30 90 50 40
IV 7 8 13 5 9
EV 22850 23140 17280 24795 19625
Total 189 137 101 190 128 112

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.


Consider a Level 78 Garchomp with the following IV's and EV's and an Adamant nature:

HP Attack Defense Speed Sp.Atk Sp.Def Total
Base stat 108 130 95 102 80 85 600
IV 24 12 30 5 16 23 110
EV 74 195 86 23 48 84 510

Its HP can be calculated as follows:

StatExampleHPGen4.png 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:

StatExampleAttackGen4 1.png StatExampleAttackGen4 2.png

And its Special Attack stat will be:

StatExampleSpAtkGen4 1.png StatExampleSpAtkGen4 2.png

Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:

StatExampleSpeedGen4 1.png StatExampleSpeedGen4 2.png

In the end, this Garchomp's stats are as follows:

HP Attack Defense Speed Sp.Atk Sp.Def
Base stat 108 130 95 102 80 85
IV 24 12 30 5 16 23
EV 74 195 86 23 48 84
Total 289 280 193 172 136 171

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

Stat modifiers

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.[1] However, in the Generation I handheld games, the accuracy and evasion modifiers are the same as the normal stat modifiers;[2] 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.

In Generation IV, during a Sandstorm, all Rock-type Pokémon gain 50% Special Defense, which does not work with stages.

All stat modifiers listed below, except the vitamins, wings, and the EV Berries, will increase the corresponding stats only for the battle that they are used in.

List of moves and Abilities

Stat Raisers Reducers
Moves Abilities Items Moves Abilities Items
Vitamin Wing Items EV Berry
Attack Acupressure*
Belly Drum
Bulk Up
Dragon Dance
Hone Claws
Metal Claw
Meteor Mash
Ominous Wind
Shell Smash
Shift Gear
Silver Wind
Swords Dance
Work Up
Anger Point
Flower Gift
Huge Power
Pure Power
Sap Sipper
Protein Muscle Wing Liechi Berry
Light Ball
Starf Berry*
Thick Club
X Attack
Aurora Beam
Secret Power*
Slow Start
Kelpsy Berry
Defense Acid Armor
Bulk Up
Cosmic Power
Cotton Guard
Defend Order
Defense Curl
Iron Defense
Ominous Wind
Silver Wind
Skull Bash
Steel Wing
Marvel Scale
Iron Resist Wing Ganlon Berry
Metal Powder
Starf Berry*
X Defend
Close Combat
Crush Claw
Iron Tail
Rock Smash
Secret Power*
Shell Smash
Tail Whip
Qualot Berry
Special Attack Acupressure*
Calm Mind
Charge Beam
Fiery Dance
Nasty Plot
Ominous Wind
Shell Smash
Silver Wind
Tail Glow
Quiver Dance
Work Up
Flower Gift
Solar Power

Storm Drain*

Calcium Genius Wing DeepSeaTooth
Light Ball
Petaya Berry
Soul Dew
Starf Berry*
X Special
Draco Meteor
Leaf Storm
Mist Ball
Psycho Boost
Moody* Hondew Berry
Special Defense Acupressure*
Calm Mind
Cosmic Power
Defend Order
Ominous Wind
Quiver Dance
Silver Wind
Moody* Zinc Clever Wing Apicot Berry
Metal Powder*
Soul Dew
Starf Berry*
X Sp. Def
Acid Spray
Bug Buzz
Close Combat
Earth Power
Energy Ball
Fake Tears
Flash Cannon
Focus Blast
Luster Purge
Metal Sound
Seed Flare
Shadow Ball
Shell Smash
Moody* Grepa Berry
Speed Acupressure*
Dragon Dance
Flame Charge
Ominous Wind
Quiver Dance
Rock Polish
Shell Smash
Shift Gear
Silver Wind
Motor Drive
Quick Feet
Sand Rush
Speed Boost
Swift Swim
Carbos Swift Wing Quick Powder
Salac Berry
Starf Berry*
X Speed
Cotton Spore
Hammer Arm
Icy Wind
Low Sweep
Mud Shot
Rock Tomb
Scary Face
Secret Power*
String Shot
Slow Start
Tamato Berry
Evasion Acupressure*
Double Team
Sand Veil
Snow Cloak
Tangled Feet
-- -- BrightPowder
Lax Incense
Sweet Scent
Moody* --
Accuracy Acupressure*
Hone Claws
-- -- Wide Lens
X Accuracy*
Zoom Lens
Mirror Shot
Mud Bomb
Muddy Water
Secret Power*


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:[3]

For Attack, Defense, Sp. Attack, Sp. Defense and Speed
Stage power
Subtractive moves
Supplemental moves
Stage -6 -5 -4 -3 -2 -1
+1 +2 +3 +4 +5
Fraction (x) 2/8 2/7 2/6 2/5 2/4 2/3
Percentage 25% 29% 33% 40% 50% 67%
150% 200% 250% 300% 350% 400%

For accuracy and evasion
Stage power
Subtractive moves
Supplemental moves
Stage -6 -5 -4 -3 -2 -1
+1 +2 +3 +4 +5
Fraction (x) 3/9 3/8 3/7 3/6 3/5 3/4
11/3 12/3 2 21/3 22/3
Percentage 33% 38% 43% 50% 60% 75%
133% 167% 200% 233% 267% 300%

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.


Gen I status screen.png Gen II status screen.png Japanese Gen II status screen.png
Generation I Generation II (International) Generation II (Japanese)
160px FRLG status screen.png 160px
HGSS status screen.png BW status screen.png
HGSS Generation V

See also


  1. 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).
  2. Pokémon Wiki page on Hit calculation (JP) The first section pertains to Generation I.
  3. Stage numbers from, some fractions simplified.

Pokémon individuality
Effort valuesIndividual valuesConditionPerformance

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