Stat

(Redirected from Statistic)
If you were looking for the Pokémon information screen formerly known as "stats", see Summary.

A stat (Japanese: 能力 ability) is any of certain numerical values pertaining to each Pokémon. The Pokémon's stats are used in battles.

This is short for statistic; in some cases, it has also been named ability, rating, effect, or parameter.

Terminology

Stat

Not to be confused with the Pokémon's summary, called "stats" in Generations I and II.

The word "stat" (or "stats") is not used in Generation I with this meaning. Additionally, the word "statistic" (or "statistics") is not used in any core series game with this meaning.

The word "stat" is used in several places from Generation II onwards. Some examples:

• The move descriptions of Haze, Psych Up, and Mist use "stat" or "stats" from Generation II onwards, except in some Generation III games.
• In the text displayed when Haze is used in Generation II: "All stat changes were eliminated!"
• In the text displayed when Psych Up is used in Generation II: "<user> copied the stat changes of <target>!"
• The Trainer Tips from Route 36 in Generation II: "Pokémon stats vary--even within the same species. Their stats may be similar at first. However, differences will become pronounced as the Pokémon grow."
• According to Pryce in Generation II, the Glacier Badge raises the "Special stats of Pokémon".
• Some dialogue in Pokémon FireRed and LeafGreen uses "stat", replacing "ability" from the Generation I dialogue. For instance, an NPC in Lavender Town's Poké Mart and two NPCs at the fifth floor of the Celadon Department Store talk about items that raise the Pokémon's stats (as opposed to "abilities" in Generation I).

Rating

Not to be confused with the Pokédex rating.

Sometimes, the word "rating" was used up to Generation II.

Effect

In Pokémon Ruby, Sapphire, and Emerald, as well as Pokémon Colosseum and XD, the move Psych Up simply copies the target's stat changes. However, the move description states that it copies the foe's "effect(s)".

Ability

Not to be confused with the Pokémon's Ability, that provides a passive effect in battle or in the overworld.

Sometimes, the word "ability" was used up to Generation III.

List of stats

Permanent stats

HP

Main article: HP

The HP stat (Japanese: HP, symbol H), short for Hit Points (Japanese: ヒットポイント Hit Point), determines how much damage a Pokémon can receive before fainting. In Pokémon GO, it is also called Stamina.

Attack

The Attack stat (Japanese: 攻撃能力 attack ability, symbol A), or informally Physical Attack, partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Damage → Damage calculation.

Defense

The Defense stat (Japanese: 防御能力 defense ability, symbol B), or informally Physical Defense, 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 → Damage calculation.

Special

The Special stat (Japanese: とくしゅのうりょく special ability) is a stat that exists only in Generation I.

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. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With Generation II, the Special stat was 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. Furthermore, Calcium increased both stats. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.

Special Attack

The Special Attack stat (Japanese: 特攻能力 special attack ability, symbol C), 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 → Damage calculation.

Special Defense

The Special Defense stat (Japanese: 特防能力 special defense ability, symbol D), 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 → Damage calculation.

Speed

The Speed stat (Japanese: 素早さ能力 speed ability, symbol S) determines the order of Pokémon that can act in battle. If Pokémon are moving with the same priority, Pokémon with higher Speed at the start of any turn will generally make a move before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. Prior to Generation VIII, in-battle changes to a Pokémon's Speed stat did not start affecting turn order until the following turn; however, in Generation VII, if Mega Evolution or Ultra Burst caused changes to the base Speed stat or to an Ability that affected Speed or priority, those changes took effect immediately for the upcoming turn. In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.

In-battle stats

Evasion

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

Accuracy

The accuracy rate (Japanese: 命中率 accuracy rate) or accuracy of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves and items, in Pokémon XD, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is not asleep or in Reverse Mode (in which case removing the condition takes precedence over raising accuracy).

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. The Nature boost or reduction is internally calculated by multiplying the stat after 5 is added to it by 110 if the Nature boosts the stat, 100 if the Nature doesn't affect the stat, or 90 if the Nature lowers the stat, then dividing the result by 100 and truncating the decimal.

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.

Awakening values

Main article: Awakening values

Awakening values are a mechanic introduced in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, replacing EVs as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every AV gained regardless of level, and each stat is capped at 200 AVs.

Formula

Generations I and II

${\displaystyle \mathrm {HP} ={\Biggl \lfloor }{{\Biggl (}(\mathrm {Base} +\mathrm {DV} )\times 2+{\biggl \lfloor }{\tfrac {{\bigl \lceil }{\sqrt {\mathrm {STATEXP} }}{\bigr \rceil }}{4}}{\biggr \rfloor }{\Biggr )}\times \mathrm {Level} \over 100}{\Biggr \rfloor }+\mathrm {Level} +10}$

${\displaystyle \mathrm {OtherStat} ={\Biggl \lfloor }{{\Biggl (}(\mathrm {Base} +\mathrm {DV} )\times 2+{\biggl \lfloor }{\tfrac {{\bigl \lceil }{\sqrt {\mathrm {STATEXP} }}{\bigr \rceil }}{4}}{\biggr \rfloor }{\Biggr )}\times \mathrm {Level} \over 100}{\Biggr \rfloor }+5}$

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:

{\displaystyle {\begin{aligned}\mathrm {HP} &={\Biggl \lfloor }{{\Biggl (}(35+7)\times 2+{\biggl \lfloor }{\tfrac {{\bigl \lceil }{\sqrt {22850}}{\bigr \rceil }}{4}}{\biggr \rfloor }{\Biggr )}\times 81 \over 100}{\Biggr \rfloor }+81+10\\&=\left\lfloor {(42\times 2+38)\times 81 \over 100}\right\rfloor +91\\&=\left\lfloor {122\times 81 \over 100}\right\rfloor +91\\&=\lfloor {98.82}\rfloor +91\\&=98+91\\&=189\end{aligned}}}

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

{\displaystyle {\begin{aligned}\mathrm {Sp.Atk} &={\Biggl \lfloor }{{\Biggl (}(50+9)\times 2+{\biggl \lfloor }{\tfrac {{\bigl \lceil }{\sqrt {19625}}{\bigr \rceil }}{4}}{\biggr \rfloor }{\Biggr )}\times 81 \over 100}{\Biggr \rfloor }+5\\&=\left\lfloor {(59\times 2+35)\times 81 \over 100}\right\rfloor +5\\&=\left\lfloor {153\times 81 \over 100}\right\rfloor +5\\&=\lfloor 123.93\rfloor +5\\&=123+5\\&=128\end{aligned}}}

{\displaystyle {\begin{aligned}\mathrm {Sp.Def} &={\Biggl \lfloor }{{\Biggl (}(40+9)\times 2+{\biggl \lfloor }{\tfrac {{\bigl \lceil }{\sqrt {19625}}{\bigr \rceil }}{4}}{\biggr \rfloor }{\Biggr )}\times 81 \over 100}{\Biggr \rfloor }+5\\&=\left\lfloor {(49\times 2+35)\times 81 \over 100}\right\rfloor +5\\&=\left\lfloor {133\times 81 \over 100}\right\rfloor +5\\&=\lfloor 107.73\rfloor +5\\&=107+5\\&=112\end{aligned}}}

Its Speed can be calculated as follows:

{\displaystyle {\begin{aligned}\mathrm {Speed} &={\Biggl \lfloor }{{\Biggl (}(90+5)\times 2+{\biggl \lfloor }{\tfrac {{\bigl \lceil }{\sqrt {24795}}{\bigr \rceil }}{4}}{\biggr \rfloor }{\Biggr )}\times 81 \over 100}{\Biggr \rfloor }+5\\&=\left\lfloor {(95\times 2+39)\times 81 \over 100}\right\rfloor +5\\&=\left\lfloor {229\times 81 \over 100}\right\rfloor +5\\&=\lfloor 185.49\rfloor +5\\&=185+5\\&=190\end{aligned}}}

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

Generation III onward

${\displaystyle \mathrm {HP} =\left\lfloor {(2\times \mathrm {Base} +\mathrm {IV} +\lfloor {\tfrac {\mathrm {EV} }{4}}\rfloor )\times \mathrm {Level} \over 100}\right\rfloor +\mathrm {Level} +10}$

${\displaystyle \mathrm {OtherStat} ={\Biggl \lfloor }{\biggl (}{\Bigl \lfloor }{(2\times \mathrm {Base} +\mathrm {IV} +\lfloor {\tfrac {\mathrm {EV} }{4}}\rfloor )\times \mathrm {Level} \over 100}{\Bigr \rfloor }+5{\biggr )}\times \mathrm {Nature} {\Biggr \rfloor }}$

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 74 190 91 48 84 23 510

Its HP can be calculated as follows:

{\displaystyle {\begin{aligned}\mathrm {HP} &=\left\lfloor {(2\times 108+24+\left\lfloor {\tfrac {74}{4}}\right\rfloor )\times 78 \over 100}\right\rfloor +78+10\\&=\left\lfloor {(216+24+18)\times 78 \over 100}\right\rfloor +88\\&=\left\lfloor {258\times 78 \over 100}\right\rfloor +88\\&=\lfloor 201.24\rfloor +88\\&=201+88\\&=289\end{aligned}}}

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: {\displaystyle {\begin{aligned}\mathrm {Attack} &=\left\lfloor \left(\left\lfloor {\left(2\times 130+12+\left\lfloor {\tfrac {190}{4}}\right\rfloor \right)\times 78 \over 100}\right\rfloor +5\right)\times 1.1\right\rfloor \\&=\left\lfloor \left(\left\lfloor {(260+12+47)\times 78 \over 100}\right\rfloor +5\right)\times 1.1\right\rfloor \\&=\left\lfloor \left(\left\lfloor {319\times 78 \over 100}\right\rfloor +5\right)\times 1.1\right\rfloor \\&=\left\lfloor \left(248+5\right)\times 1.1\right\rfloor &\left\lfloor {319\times 78 \over 100}\right\rfloor &=248\\&=\lfloor 278.3\rfloor &\left(248+5\right)\times 1.1&=278.3\\&=278\end{aligned}}}

And its Special Attack stat will be:

{\displaystyle {\begin{aligned}\mathrm {Sp.Atk} &=\left\lfloor \left(\left\lfloor {\left(2\times 80+16+\left\lfloor {\tfrac {48}{4}}\right\rfloor \right)\times 78 \over 100}\right\rfloor +5\right)\times 0.9\right\rfloor \\&=\left\lfloor \left(\left\lfloor {(160+16+12)\times 78 \over 100}\right\rfloor +5\right)\times 0.9\right\rfloor \\&=\left\lfloor \left(\left\lfloor {188\times 78 \over 100}\right\rfloor +5\right)\times 0.9\right\rfloor \\&=\left\lfloor (146+5)\times 0.9\right\rfloor &\left\lfloor {188\times 78 \over 100}\right\rfloor &=146\\&=\lfloor 135.9\rfloor &(146+5)\times 0.9&=135.9\\&=135\end{aligned}}}

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

{\displaystyle {\begin{aligned}\mathrm {Speed} &=\left\lfloor \left(\left\lfloor {\left(2\times 102+5+\left\lfloor {\tfrac {23}{4}}\right\rfloor \right)\times 78 \over 100}\right\rfloor +5\right)\times 1\right\rfloor \\&=\left\lfloor {(204+5+5)\times 78 \over 100}\right\rfloor +5\\&=\left\lfloor {214\times 78 \over 100}\right\rfloor +5\\&=\lfloor 166.92\rfloor +5\\&=166+5\\&=171\end{aligned}}}

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 74 190 91 48 84 23
Total 289 278 193 135 171 171

Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!

In Let's Go, Pikachu! and Let's Go, Eevee!, effort values have been replaced with awakening values, which are flat stat boosts added to the total after all other calculations have been made. Additionally, all non-HP stats can receive a slight boost that scales with friendship. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.

The AV bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 AVs each. The friendship multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship ${\textstyle {\Bigg (}1+{\left\lfloor {\frac {10\times \mathrm {friendship} }{255}}\right\rfloor \over 100}{\Bigg )}}$.

{\displaystyle {\begin{aligned}\mathrm {HP} &=\left\lfloor {(2\times \mathrm {Base} +\mathrm {IV} )\times \mathrm {Level} \over 100}\right\rfloor +\mathrm {Level} +10+\mathrm {AV} \\\mathrm {OtherStat} &=\left\lfloor \left({(2\times \mathrm {Base} +\mathrm {IV} )\times \mathrm {Level} \over 100}+5\right)\times \mathrm {Nature} \times \mathrm {Friendship} \right\rfloor +\mathrm {AV} \end{aligned}}}

Pokémon Legends: Arceus

In Pokémon Legends: Arceus, a Pokémon's stats are calculated using effort levels, replacing the mechanics around EVs and IVs. IVs are still present, but that is only used to determine a Pokémon's starting effort level in each stat, up to three effort levels; beyond this, IVs have no effect on stats.

{\displaystyle {\begin{aligned}\mathrm {HP} &=\left\lfloor \left({\mathrm {Level} \over 100}+1\right)\times \mathrm {Base} +\mathrm {Level} \right\rfloor +\mathrm {ELB} \\\mathrm {OtherStat} &=\left\lfloor {\Bigl \lfloor }{\frac {\left({\frac {\mathrm {Level} }{50}}+1\right)\times \mathrm {Base} }{1.5}}{\Bigr \rfloor }\times \mathrm {Nature} \right\rfloor +\mathrm {ELB} \\\\\mathrm {ELB} &=\operatorname {round} \left({\frac {{\sqrt {\mathrm {Base} }}\times \mathrm {Multiplier} +\mathrm {Level} }{2.5}}\right)\end{aligned}}}

where:

• ${\displaystyle \mathrm {Base} }$ is the Pokémon species' base value for that stat
• ${\displaystyle \mathrm {Level} }$ is the Pokémon's level
• ${\displaystyle \mathrm {Nature} }$ is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
• ${\displaystyle \mathrm {ELB} }$ is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
• ${\displaystyle \mathrm {Multiplier} }$ is the effort level multiplier, which is determined from the effort level as follows:
Effort Level Multiplier
0 0
1 2
2 3
3 4
4 7
5 8
6 9
7 14
8 15
9 16
10 25

In battle

In battle, additional modifiers can further alter the effective value of a stat. This is not reflected in visible stats, but instead is only accounted for when damage is done.

Accuracy and evasion

Accuracy and evasion are not visible anywhere as explicit stats, but they influence the probability of a move hitting. The nuances of this calculation differ between games. Some moves ignore accuracy checks.

Generations I and II

Whether a move hits depends on the formula:

${\displaystyle T=\mathrm {Accuracy_{move}} \times \mathrm {Accuracy_{user}} \times \mathrm {Evasion_{target}} -\mathrm {BrightPowder} }$, where:

• ${\displaystyle T}$ is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
• ${\displaystyle \mathrm {Accuracy_{move}} }$ is the move's accuracy, a value from 0 to 255,
• ${\displaystyle \mathrm {Accuracy_{user}} }$ is the accuracy stage multiplier of the user,
• ${\displaystyle \mathrm {Evasion_{target}} }$ is the evasion stage multiplier of the target, and
• ${\displaystyle \mathrm {BrightPowder} }$ is 20 if the user is holding BrightPowder (in Generation II) or 0 otherwise.

The game then selects a random number r from 0 to 255 and compares it to T to determine whether the move hits.

In Generation I, if r is less than T, the move hits. This results in a bug where no move can be guaranteed to hit (excluding Bide and Swift) since even if T is 255, if r is also 255, the move will miss.

In Generation II, if T is 255 or else if r is less than T, the move hits. This eliminates the bug from Generation I.

Generations III onward

Whether a move hits depends on the formula:

${\displaystyle T=\mathrm {Accuracy_{move}} \times \mathrm {StageMultiplier} \times \mathrm {Other} }$, where:

• T is the computed threshold value that will determine whether the move will hit,
• Accuracymove is the move's accuracy, a value from 1 to 100,
• StageMultiplier is the equivalent accuracy stage multiplier of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as Simple or Foresight (to no less than -6 and no more than 6 after the subtraction), and
• Other encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects (as can be seen in the table in the following section), serially applied.

The game then selects a random number r from 1 to 100 and compares it to T to determine whether the move hits. If r is less than or equal to T, the move hits.

Combat Power

Combat Power (Japanese: 総合的 Total Power), or CP (Japanese: CP), is a value first introduced in Pokémon GO and carried over to Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, used to roughly summarize a Pokémon's overall potential in battle. In Let's Go, Pikachu! and Let's Go, Eevee!, it's based off the total of all a Pokémon's stats and AVs. Note that CP is not an actual statistic but rather a visual indicator of a Pokémon's overall strength, so it does not have any direct effect in battles.

${\displaystyle \mathrm {CP} =\min \left(\left\lfloor \left(\sum \mathrm {Stats} -\sum \mathrm {AVs} \right)\ \times {\mathrm {Level} \times 6 \over 100}+\sum \mathrm {AVs} \times \left({\frac {\mathrm {Level} \times 4}{100}}+2\right)\right\rfloor ,10000\right)}$

The CP of any Pokémon in Let's Go, Pikachu! and Let's Go, Eevee! is always capped at 10,000; even if a Pokémon's stat continues to grow after that, the CP will still show as 10,000.

The lowest possible CP is 2. This is possible if a level 1 Caterpie transferred from Pokémon GO has minimum friendship, 0 IVs and 0 AVs in every stat.

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 most 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 prior to Generation III, no stat can fall below 1 or rise above 999; any further modifiers will be treated as if the stat was capped regardless of whether the stat is at -6 or +6 or not.

HP is the only stat that has no stages. Dynamax is the only mechanic that can directly change a Pokémon's maximum HP without changing the variables in the HP-determining formula.

The stages of all of a Pokémon's stats are reset to zero when the Pokémon is withdrawn or affected by the moves Haze or Clear Smog. When a move lands a critical hit in Generations I and II, it ignores all changes to stat stages. In Generation III onward, critical hits ignore the attacker's negative stat stages and the defender's positive stat stages. If a Pokémon is under the effect of Mist, Clear Body, White Smoke, or Full Metal Body, its stat stages can only be lowered through self-inflicted methods such as Superpower. Chip Away, Sacred Sword, and Darkest Lariat ignore changes to the target's physical Defense and Evasion stat stages. Foresight, Odor Sleuth, and Miracle Eye can cause subsequent moves to ignore the target's Evasion stat stages. In Generation V onward, if a Pokémon's Ability is Simple, then any changes to stages are doubled. If a Pokémon's Ability is Contrary, then any changes to stages are reversed. Topsy-Turvy reverses the stages of all of the target's stats.

While some moves, 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 move Tailwind, which multiplies Speed by 2 times, the Ability Slow Start, which temporarily halves Attack and Speed, and the held item Choice Band, which multiplies Attack by 1.5 times.

From Generation V onward, the Speed stat has boundaries put in place that don't apply to any other stat. After taking stat stages and all other modifiers into account, if the resulting Speed stat is above 10000, it is reduced to 10000. The speed stat is then subtracted from 10000 if and only if Trick Room is in effect, and finally if the Speed stat is greater than or equal to 8192, it is reduced by 8192 to produce the final figure used in speed comparisons. As a result, a Pokémon that runs into the limit of 10000 Speed is further reduced to an effective 1808.

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.

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. If a move would raise a stat that is too high or lower a stat that is too low as a secondary effect, a quote will not be shown. In Generation V onwards, the game will take into account the effective change (for example, +2 for a stat at +5); additionally moves that list multiple will always state each stat separately, even if they're all capped.

In Generation II, if Curse still has a stat to raise, it will not display any text for the capped stats. In Generation III, Curse will instead fail if all stats are capped. In Generation III and IV, it will always list each stat separately when it does so.

Change Generation I Generation II Generation III Generation IV Generation V Generation VI Generation VII Generation VIII Generation IX
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!
multiple too high <Pokémon>'s Ability won't rise anymore! <Pokémon>'s stats 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!
multiple too low <Pokémon>'s stats won't go any lower!
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

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, Special, Sp. Attack, Sp. Defense, and Speed
 Stage Gen I-II Gen III+ -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 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 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 (accuracy) Stage (evasion) Gen I handheld games Pokémon Stadium Gen II Gen III-IV Gen V+ -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +6 +5 +4 +3 +2 +1 0 -1 -2 -3 -4 -5 -6 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 1/3 36/100 43/100 50/100 66/100 75/100 100/100 133/100 166/100 200/100 233/100 266/100 300/100 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 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 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 ${\textstyle {66 \over 100}\times {66 \over 100}=43.56\%}$ chance of hitting in Generation I, or a ${\textstyle {75 \over 100}\times {75 \over 100}=56.25\%}$ 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 ${\textstyle {60 \over 100}=60\%}$ chance of hitting.[1]

Additionally, the combined stages are capped at -6 and +6 from Generation III onward (extra stages are surplus), meaning that a Pokémon with minimum accuracy attacking a target with maximum evasion will have no lower than a ${\textstyle {33 \over 100}=33\%}$ chance to hit. (For comparison, in Generation II, the attacker would only have a ${\textstyle {33 \over 100}\times {33 \over 100}=10.89\%}$ chance of hitting.)

In Generation IV, if a Pokémon's Ability is Simple, then its stats will be multiplied as if the stat change was doubled. For example, a stat raised by one stage will be multiplied as if it were raised by two stages.

List of Abilities, moves, and items affected by stat changes

Abilities

 This section is incomplete.Please feel free to edit this section to add missing information and complete it.
Name Effect Generation
Defiant Boosts the Pokémon's Attack stat sharply when its stats are lowered. V
Competitive Boosts the Sp. Atk stat sharply when a stat is lowered. VI

Moves

 This section is incomplete.Please feel free to edit this section to add missing information and complete it.
Name Effect Generation
Stored Power The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power. V
Power Trip The user boasts its strength and attacks the target. The more the user's stats are raised, the greater the move's power. VII

Items

Name Effect Generation
Ginema Berry Raises a lowered stat in battle. III
White Herb Restores any lowered stat in battle. III
Adrenaline Orb If held by a Pokémon, it boosts Speed when intimidated. VII
Eject Pack When the holder's stats are lowered, it will be switched out of battle. VIII

In other games

Mystery Dungeon series

In the Pokémon Mystery Dungeon series, Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and SpeedSMDRTDX stats, just like in the core games. However, these games also have a few stats not seen in the core games.

There is no formula to determine the stats of the Pokémon; instead, stats are taken from lookup tables of a Pokémon, which varies with the species, generally correlating with their base stats in the core series.

Stats are capped at 500 HP (999 HP prior to Super Mystery Dungeon) and 255 for all other stats.

Movement Speed/Travel Speed

Main article: Travel Speed

Movement SpeedRBTDS or Travel SpeedGtISMDRTDX is roughly considered the Mystery Dungeon series' analogue to Speed in the core games. It governs the number of actions (such as moving, attacking, or using an item) a Pokémon may take in a given turn.

Speed

The Speed stat was not used in the Pokémon Mystery Dungeon series until Super Mystery Dungeon, where it is used as an accuracy modifier; the higher speed a Pokémon has, the more likely it is for its moves to hit and the more likely it is to evade attacks.

Belly

The Belly (Japanese: おなか stomach) is a hunger statistic in the Pokémon Mystery Dungeon series. As the team leader explores a dungeon, its Belly will diminish as turns go by, represented by a number decreasing from 100. Holding certain scarves and looplets will cause the Belly to decrease more quickly. Walking one step or taking most other actions (such as attacking, using a non-linked move, or using a non-food item) takes 1/10RBTDSGtI or 1/7SMDRTDX belly point (by default; certain scarves and looplets increase or decrease the rate, as mentioned), using linked moves consumes 1 Belly point per move after the first, pushing other Pokémon takes a half belly point, and performing Alliances takes three belly points. 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 or perform linked moves or Alliances, its passive HP regeneration will cease, and if the leader is hungry, its HP will decrease by 1RBTDSGtI/3SMDRTDX every turn until it either faints or eats something.

In Gates to Infinity, this feature was removed for most dungeons, but the mechanic returned in all dungeons in Super Mystery Dungeon.

In Super Mystery Dungeon, hungry team members are indicated with a yellow HP bar in the touch screen.

In Super Mystery Dungeon and Rescue Team DX, each team member has their own hunger statistic. While the lead Pokémon's Belly depletes, the team members' don't so they can be switched to if the lead Pokémon's Belly gets low.

Belly can be replenished by eating most consumable items. When something is eaten at maximum Belly, the Pokémon's maximum Belly will increase temporarily until the dungeon is exited.

Determination of Stats

The Pokémon Mystery Dungeon series uses lookup tables to determine statistics. Each statistic depends on the Pokémon's species (and form) and level, so Pokémon with the same species and level will always have identical statistics.

Stat modifiers

Stat modification works basically the same in the Pokémon Mystery Dungeon series as in the core series, but stat stages can range from -10 to +10. Whenever a Pokémon leaves a dungeon, advances a floor, or steps on a Wonder Tile, its stat stages reset to 0.[2]

Stage multipliers

The Pokémon Mystery Dungeon series uses different multipliers for its stat stages than the core series games do.

0 stage for female Pokémon is different in Explorers of Time, Darkness, and Sky, with accuracy being 268/256 and evasion being 1.

Prior to Gates to Infinity, Aurora Beam, Charm, Memento and Screech use stat modifier separate to stage multipliers. Additionally, Compoundeyes Ability and Concentrator IQ skill work by modifying the stage multipliers.

For Attack and Sp. Attack
 Subtractive moves Base Supplemental moves Stage Multiplier Percentage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 128/256 133/256 138/256 143/256 148/256 153/256 161/256 171/256 179/256 204/256 1 307/256 332/256 358/256 384/256 409/256 422/256 435/256 448/256 460/256 473/256 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
 Subtractive moves Base Supplemental moves Stage Multiplier Percentage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 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 3% 5% 10% 15% 20% 25% 30% 40% 50% 70% 100% 130% 160% 190% 210% 230% 250% 270% 290% 310% 330%

For accuracy
 Subtractive moves Base Supplemental moves Stage Multiplier Percentage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 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 33% 35% 37% 40% 43% 45% 55% 60% 70% 80% 100% 125% 150% 160% 165% 170% 175% 180% 185% 190% 200%

For evasion
 Subtractive moves Base Supplemental moves Stage Multiplier Percentage -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 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 38/256 200% 190% 185% 180% 175% 170% 165% 160% 150% 135% 103% 80% 70% 60% 50% 40% 35% 30% 25% 20% 15%

Pokémon Conquest

 This section is incomplete.Please feel free to edit this section to add missing information and complete it. Reason: Formula for Strength

In Pokémon Conquest, Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.

While Range remains a fixed value, HP, Attack, Defense, and Speed are influenced by the Pokémon's Energy, and will also increase when the link with their Warrior increases.

Determination of stats

Much like in the core series, a Pokémon has base stat values for its species, and individual values that range from 0 to 31. Base stats in Pokémon Conquest are derived from the stats of a Level 100 Pokémon in a core series game with no EVs or IVs and a neutral nature. Attack is derived from either Attack or Special Attack depending on the category of that Pokémon's move in the core series, but often breaking from this if its other offensive stat is much higher. Defense is derived from the average of Defense and Special Defense in the core series, while HP and Speed are simply taken at face value.

HP, Attack, Defense, and Speed are all calculated from one formula:

${\displaystyle \left\lfloor \left\lfloor {\frac {(\mathrm {Base} +\mathrm {IV} )\times \lfloor \mathrm {Link} \rfloor }{100}}\right\rfloor \times \mathrm {Energy} \right\rfloor }$

Attack, Defense, and Speed can all increase and decrease in stages; these work like they do in the core series, but generally only last a certain number of turns in battle. For example, the Adrenaline Warrior Skill raises a Pokémon's Attack by 1 stage, corresponding to a ×1.5 increase with no prior modifiers, but the boost only lasts three turns.

Range

Range (Japanese: いどう movement) determines the amount of tiles a Pokémon is able to move across the game's grid-based battlefields. This stat is a species-specific value; each of the 200 Pokémon species found in the game has a natural Range of 2, 3, or 4, with 3 being the most common. This means that any two Pokémon of the same species will always have the same Range unless something has modified their Ranges (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 natural value even outside of battle. Range has a maximum value of 6 and a minimum of 1. Snowy terrain will also hinder a Pokémon's movement.

Speed

In Pokémon Conquest, Speed does not determine movement or who gets to move first. Rather, Speed acts as a combination of Accuracy and Evasion. One Pokémon attacking another Pokémon that is significantly faster than it will have a lesser chance to hit its opponent, while a Pokémon that is faster than its opponent will have a better chance to hit it.

Energy

Energy (Japanese: テンション Tension) affects a Pokémon's performance in battle and their link with their Warrior. A Pokémon's Energy can fluctuate between 5 levels, indicated by an arrow icon next to the Pokémon. A neutral state is indicated by a yellow arrow pointing straight right, while a higher state is indicated by the arrow angling upwards and turning more orange and a lower state is indicated by the arrow angling downwards and turning blue.

A Pokémon's stats are given a multiplier based on its Energy level:

Energy level Multiplier
Highest 1.1
High 1.05
Neutral 1
Low 0.95
Lowest 0.9

In addition, a Pokémon with maximum Energy will gain slightly more link percentage after a battle, while a Pokémon with minimum Energy will gain less link percentage. Once every three months, every Pokémon in the army may have its Energy randomly increased or decreased by one stage.

The main way to recover Energy is by visiting Ponigiri Shops, where buying Ponigiri will recover Energy for all Pokémon visiting the shop. Upgrading a Ponigiri shop allows for more expensive Ponigiri 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 a maximum, cause it to drop, or do nothing at all. Energy can also be increased with certain kingdom events. Energy can also be recovered during battle by using items, Pokémon abilities, or by using certain Warrior Skills. However, Energy boosts granted by Warrior Skills only last a number of turns, and the Pokémon's Energy will return to its prior value afterward. On occasions, at the start of a battle, a cutscene may show the player's Warlord talking about not wanting to lose to a certain enemy Warlord. The Warlord's Pokémon will then have their Energy raised for the battle.

Strength

Strength (Japanese: せんりょく battle ability) is a derived value of the overall power of the Pokémon written as a number displayed next to the Pokémon. It increases when a Pokémon's link with its Warrior increases. It is not influenced by the Pokémon's Energy. A Warrior's army has a Strength equal to the combined Strength of their Pokémon. The strength of a Warrior's army may influence the behavior of other Warriors and the Strength of their armies.

Warrior stats

Main article: Warrior → Stats

A Warrior in Pokémon Conquest has four stats of their own as well: Power, Wisdom, Charisma, and Capacity. Power, Wisdom, and Charisma influence how well the Pokémon a Warrior is linked with perform in battle, as well as the outcomes when the Warrior visits various kingdom locations. Capacity limits the number of Pokémon a Warrior can link with.

Pokémon GO

Pokémon in Pokémon GO have HP, Attack, and Defense stats, as well as a derived stat, CP. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, all attacks simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible. For more information on how damage is calculated in GO, see Damage → Pokémon GO.

Conversion from the core series

Each Pokémon's base stats are based off its stats from the core series. Base stats for Pokémon from Generations I and II are calculated using the base stats from the Generation VI core series. Base stats for Pokémon from Generation III and onward are based off their Generations VII and VIII base stats.

Aside from a few outliers, such as Shedinja's HP, base stats in GO can be derived by the following formulas: [3]

${\displaystyle \mathrm {HP_{GO}} \approx 50+1.75\times \mathrm {HP} }$

${\displaystyle \mathrm {Attack_{GO}} \approx {\biggl (}{\frac {1}{4}}\times \min(\mathrm {Attack} ,\mathrm {SpAtk} )+{\frac {7}{4}}\times \max(\mathrm {Attack} ,\mathrm {SpAtk} ){\biggr )}\times \mathrm {SpeedMult} }$

${\displaystyle \mathrm {Defense_{GO}} \approx {\biggl (}{\frac {3}{4}}\times \min(\mathrm {Defense} ,\mathrm {SpDef} )+{\frac {5}{4}}\times \max(\mathrm {Defense} ,\mathrm {SpDef} ){\biggr )}\times \mathrm {SpeedMult} }$

${\displaystyle \mathrm {SpeedMult} =1+{\frac {\mathrm {Speed} -75}{500}}}$

where

• HP is the HP stat from the core series
• Attack is the Attack stat from the core series
• Defense is the Defense and stat from the core series
• SpAtk is the Sp. Attack stat from the core series
• SpDef and Sp. Defense stat from the core series
• Speed is the Speed stat from the core series

After these calculations, if a Pokémon has a maximum CP of over 4,000, then for balancing purposes, all its base stats will be multiplied by 0.91. This reduction is not applied for Mega Evolutions.

Determination of stats

Calculating a Pokémon's stats in Pokémon GO depends on its species' base stats, its IVs, and its Power Up level. Whereas the core games have many ways in which one Pokémon's stats can become different from another's, in Pokémon GO, ultimately only a Pokémon's IVs will distinguish its stats from another of the same species.

The formulas for the three basic stats are

${\displaystyle \mathrm {Stat} =(\mathrm {base} +\mathrm {IV} )\times \mathrm {cpMult} }$

where

• base refers to the relevant base stat
• IV refers to the IV for the stat in question
• cpMult is the CP multiplier, which is determined by the Pokémon's current Power Up level.
• For HP, the final result is rounded down to the nearest integer, with a minimum value of 10.

Pokémon defending a Gym also have twice their regular HP during Gym battles.

CP

Combat Power (Japanese: 総合的 Total Power), abbreviated as CP (Japanese: CP), is a value derived from all three base stats to roughly indicate a Pokémon's capability in battle. This means that two Pokémon of the same species with the same CP may still have different underlying stats.

The formula for CP uses the values of the stats resulting from the formula above:

${\displaystyle \mathrm {CP} =\left\lfloor {\dfrac {{\sqrt {\mathrm {HP} }}\times \mathrm {Attack} \times {\sqrt {\mathrm {Defense} }}}{10}}\right\rfloor }$

Like with HP, the value for CP is floored at 10, regardless of the Pokémon's actual stats. The calculation also does not round off stat values, and it uses the HP value before it is floored at 10.

Since Attack is factored directly into the formula for CP while HP and Defense are only factored in after taking their square root, this gives Attack a greater influence on the final value of CP than the other two stats.

In-battle modification

Since February 15, 2019, in Trainer Battles, some Charged Attacks have a chance of modifying either the user's or target's Defense and/or Attack stats after it is cast, regardless if the target uses a Protect Shield. These stats are undone if the Pokémon is switched out.

For a full list of these moves and their effects, see List of Charged Attacks

Stage multipliers

For Attack and Defense
 Stage Multiplier -4 -3 -2 -1 0 +1 +2 +3 +4 4/8 4/7 4/6 4/5 4/4 5/4 6/4 7/4 8/4

Pokémon: Magikarp Jump

Jump Power

 This section is incomplete.Please feel free to edit this section to add missing information and complete it.

Jump Power (Japanese: はねる Jump Power), or JP (Japanese: CP), is a stat that indicates a Magikarp's ability to jump in Pokémon: Magikarp Jump. As the Jump Power becomes larger and larger, it will be measured with the help of SI prefixes.

In the anime

Ash's Dragonite raising its attack power and speed with Dragon 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.

Original series

In the dub of Fire and Ice, Misty mentioned that Pete Pebbleman's Cloyster is losing HP as Ash's Kingler kept hitting it with Crabhammer. In the original Japanese version, Misty talked about Cloyster taking damage instead.

In Wired For Battle!, HP was shown on Shingo's laptop where Blade's Quick Attack lowered Heracross's HP by half.

Pokémon the Series: Ruby and Sapphire

In Eight Ain't Enough, Juan's Whiscash used Tickle on Ash's Swellow which lowered Swellow's defensive strength.

In Shocks and Bonds, Johnny's Aggron used Harden, a Defense-boosting move, which defended itself against Tyson's Sceptile's Solar Beam, a special move.

Pokémon the Series: Diamond and Pearl

In Pedal to the Mettle!, Paul's Weavile used Swords Dance, an Attack-boosting move, which boosted Blizzard, a special move, as well as Ice Shard and Metal Claw.

Pokémon the Series: Black & White

In Battling For The Love of Bug-Types!, Burgh's Whirlipede used Iron Defense to defend itself against Ash's Sewaddle's Bug Bite.

In Mission: Defeat Your Rival!, Bianca's Escavalier used Iron Defense several times to maximize its Defense.

Pokémon the Series: XY

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, Ramos's Jumpluff in The Green, Green Grass Types of Home!, and Ash's Pikachu in A Riveting Rivalry!.

Pokémon the Series: Sun & Moon

This series generally retains the added visual aids from Pokémon the Series: XY, as seen as when Kiawe's Turtonator used Shell Smash in A Crowning Moment of Truth! and when Gladion's Lycanroc used Swords Dance in Showdown on Poni Island!. However, in That's Some Spicy Island Research!, Hapu's Mudsdale glowed red while increasing its defense with Stamina.

Pokémon Journeys: The Series

In Beyond Chivalry… Aiming to be a Leek Master!, Rinto's Gallade activated Justified, boosting his Attack.

In Curtain Up! Fight the Fights!, Leon's Rillaboom had its Speed boosted by its use of Max Airstream.

Gallery

 This section is incomplete.Please feel free to edit this section to add missing information and complete it. Reason: Missing spin-offs

In other languages

Stat

Language Title
Chinese Cantonese 能力 Nàhnglihk
Mandarin 能力 Nénglì
Dutch Statistiek
French Stat
German Statuswert
Indonesian Statistik
Italian Statistica
Korean 능력 Neungnyeok
Malaysian Stat
Keupayaan
Portuguese Brazil Atributo
Portugal Estatística
Spanish Característica
Thai ค่าพลัง Khaplang
Vietnamese Khả năng

Hit Points

Language Title
Chinese Cantonese HP *

Mandarin HP *

Czech HP
Danish (HP)
Livspoint*
Dutch Hit Points (HP)
Energiepunten*
IP*
Finnish Kestopisteet (KP)
Europe Points de Vie (PV)
German Kraftpunkte (KP)
Hungarian Életerejének mértéke
Életerő
Indonesian (HP)
Italian Punti Salute (PS)
Korean 히트포인트 Hit Points (HP)
Malaysian (HP)
Norwegian (LP)
Polish (HP)
Portuguese Brazil Pontos de Saúde (PS)*
Hit Points (HP)*
Portugal Hit Points (HP)
Pontos de Saúde*
Russian Очки Здоровья Ochki Zdorov'ya (ОЗ) (OZ)
Spanish Latin America Resistencia
Spain Puntos de Salud (PS)
Swedish (HP)
Träffpoäng*
Thai พลังชีวิต Phalang Chiwit (HP)
Vietnamese (HP)
Sinh lực

Attack

Language Title
Chinese Cantonese 攻擊 Gūnggīk *

Mandarin 攻擊 / 攻击 Gōngjí / Gōngjī *

Czech Útok
Danish Angreb
Dutch Aanval
Finnish Hyökkäys
French Attaque
German Angriff
Indonesian Serangan
Italian Attacco
Korean 공격 Gonggyeok
Malaysian Serangan
Norwegian Angrep
Polish Atak
Portuguese Ataque
Russian Атака Ataka
Spanish Ataque
Swedish Anfall*
Attack*
Thai โจมตี Chomti
Vietnamese Sức tấn công

Defense

Language Title
Chinese Cantonese 防禦 Fòhngyuh

Mandarin 防禦 / 防御 Fángyù

Czech Obrana
Danish Defense
Dutch Verdediging
Finnish Puolustus
French Défense
German Verteidigung
Hungarian Védelem
Védekezés
Indonesian Pertahanan
Italian Difesa
Korean 방어 Bang-eo
Malaysian Pertahanan
Norwegian Forsvar
Polish Obrona
Portuguese Defesa
Russian Защита Zashchita
Spanish Defensa
Swedish Försvar
Thai ป้องกัน Pongkan
Vietnamese Sức phòng bị
Sức phòng thủ

Special Attack

Language Title
Chinese Cantonese 特攻 Dahkgūng
Mandarin 特攻 Tègōng
Czech Speciální útok
Danish Specialangreb
Dutch Speciale aanval
Finnish Erikoishyökkäys
French Attaque Spéciale
German Spezial-Angriff
Indonesian Serangan Khusus
Italian Attacco Speciale
Korean 특수공격 Teuksu Gonggyeok
Malaysian Serangan Istimewa
Norwegian Spesial-angrep
Polish Specjalny Atak
Portuguese Ataque Especial
Russian Особая Атака Osobaya Ataka
Spanish Ataque Especial
Swedish Special-anfall
Thai โจมตีพิเศษ Chomti Phiset
Vietnamese Tấn công
Tấn công Đặc biệt

Special Defense

Language Title
Chinese Cantonese 特防 Dahkfòhng
Mandarin 特防 Tèfáng
Czech Speciální obranu
Danish Special Defense
Dutch Speciale verdediging
Finnish Erikoispuolustus
French Défense Spéciale
German Spezial-Verteidigung
Hungarian Speciális védekezés
Indonesian Pertahanan Khusus
Italian Difesa Speciale
Korean 특수방어 Teuksu Bang-eo
Malaysian Pertahanan Istimewa
Norwegian Spesial-forsvar
Polish Specjalna Obrona
Portuguese Defesa Especial
Russian Особая Защита Osobaya Zashchita
Spanish Defensa Especial
Swedish Special-försvar
Thai ป้องกันพิเศษ Pongkan Phiset
Vietnamese Phòng thủ
Phòng thủ Đặc biệt

Speed

Language Title
Chinese Cantonese 速度 Chūkdouh

Mandarin 速度 Sùdù

Czech Rychlost
Danish Fart*
Hastighed*
Dutch Snelheid
Finnish Nopeus
French Vitesse
German Initiative
Greek Ταχύτητα
Hungarian Gyorsaság
Sebesség
Indonesian Kecepatan
Italian Velocità
Korean 스피드 Speed
Malaysian Kelajuan
Norwegian Fart*
Hastighet*
Polish Szybkość
Russian Скорость Skorost'
Swedish Snabbhet*
Hastighet*
Thai ความเร็ว Khwamreo
Vietnamese Sự nhanh nhẹn
Tốc độ

Special

Language Title
Chinese Cantonese 特殊 Dahksyùh
Mandarin 特殊 Tèshū
French Spécial
German Spezial
Italian Speciale
Portuguese Especial
Spanish Especial
Vietnamese Khả năng đặc biệt

Accuracy

Language Title
Chinese Cantonese 命中 Mihngjung
Mandarin 命中 Mìngzhòng
French Précision
German Genauigkeit
Indonesian Akurasi
Italian Precisione
Korean 명중률 Myeongjungnyul
Portuguese Precisão
Spanish Precisión
Thai อัตราความแม่น Atrakwammaen
Vietnamese Chính xác

Evasiveness

Language Title
Chinese Cantonese 閃避 Símbeih
Mandarin 閃避 / 闪避 Shǎnbì
French Esquive
German Fluchtwert*
Ausweichwert*
Indonesian Menghindar
Italian Elusione
Korean 회피율 Hoepiyul
Malaysian Pengelakan
Portuguese Evasão
Spanish Evasión
Thai อัตราหลบหลีก Atraloplik
Vietnamese Tránh né

Belly

Language Title
Danish Mave*
French Estomac
German Magen
Italian Pancia
Korean Bae
Portuguese Barriga*
Spanish Tripa
Swedish Mage*

Combat Power

Language Title
Chinese Cantonese 攻擊力 Gūnggīklihk (CP)
Mandarin 攻擊力 Gōngjílì (CP)
Dutch Combat Power (CP)
French Points de combat (PC)
German Wettkampfpunkte (WP)
Italian Punti lotta (PL)
Korean 강함을 나타내는 수치 Gangham-eul Natanaeneun Suchi (CP)
Portuguese Brazil Poder de Combate (PC)
Portugal Combat Power (CP)
Russian Боевые Очки Boyevyye Ochki (CP)
Spanish Puntos de Combate (PC)
Thai พลังการต่อสู้ Phalang Kantosu (CP)

Jump Power

Language Title
Chinese Cantonese 跳躍力 Tiuyeuhk Lihk (CP)
Mandarin 跳躍力 Tiàoyuè Lì (CP) *

French Puissance (PS)
German Sprungkraft (KP)
Italian Potenza di salto (PM)
Korean 튀는 힘 Twineun Him (CP)
Spanish Impulso (PS)