Stat
Stat
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Stat
If you were looking for the Pokémon information screen formerly known as "stats", see Summary.
のうりょく
A stat (Japanese: 能力ability) refers to any of several parameters pertaining to Pokémon that can affect turn order, move success, and damage output during a battle. With
exception to the HP stat, a Pokémon's stat can also be temporarily raised or lowered in stages during battle through various effects. In a large subset of these parameters, stats
also refer to their measured values attributed to individual Pokémon, and they are generally raised by increasing their level or by evolving. While each species of Pokémon share
the same set of base stats that determine the actual stats of a Pokémon at a given level, other properties add to the variation of stats within the species, most notably being
individual values, effort values, and Nature.
The name is short for statistic or status; in some cases, it has also been named ability, rating, effect, or parameter.
Contents [hide]
1 Terminology
1.1 Stat
1.2 Rating
1.3 Effect
1.4 Ability
1.5 Parameter
2 List of stats
2.1 Permanent stats
2.1.1 HP
2.1.2 Attack
2.1.3 Defense
2.1.4 Special
[Link] Special Attack
[Link] Special Defense
2.1.5 Speed
2.2 In-battle stats
2.2.1 Evasion
2.2.2 Accuracy
3 Determination of stats
3.1 Base stat values
3.2 Level
3.3 Nature
3.4 Individual values
3.5 Effort values
3.6 Go Power
3.7 Formula
3.7.1 Generations I and II
[Link] Example
3.7.2 Generation III onward
[Link] Example
3.7.3 Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!
3.7.4 Pokémon Legends: Arceus
3.8 In battle
3.8.1 Accuracy and evasion
[Link] Generations I and II
[Link] Generations III onward
3.9 Combat Power
4 Stat modifiers
5 Icons
6 In other games
6.1 Mystery Dungeon series
6.2 Pokémon Conquest
6.3 Pokémon GO
6.4 Pokémon: Magikarp Jump
6.4.1 Jump Power
7 In animation
7.1 Pokémon the Series
7.1.1 Pokémon the Series: The Beginning
7.1.2 Pokémon the Series: Gold and Silver
7.1.3 Pokémon the Series: Ruby and Sapphire
7.1.4 Pokémon the Series: Diamond and Pearl
7.1.5 Pokémon the Series: Black & White
7.1.6 Pokémon the Series: XY
7.1.7 Pokémon the Series: Sun & Moon
7.1.8 Pokémon Journeys: The Series
7.2 Pokémon Horizons: The Series
8 Gallery
9 In other languages
10 References
11 Related articles
Terminology
Stat
The word "stat" (or "stats") is not used in Generation I with this meaning. 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).
The word "status" is used on the Trainer Tips signboard explaining Guard Spec. in Celadon City in Pokémon FireRed, LeafGreen, HeartGold, and SoulSilver, in the description of
Snatch in Pokémon FireRed and LeafGreen and Generation IV, and in the description of Clear Smog in Generation V.
Rating
In Generation II, sometimes the word "rating" is used.
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
From Generations I to III, sometimes the word "ability" is used.
Parameter
The list of stats is named "Parameters" (Japanese: パラメータ) at the Pokémon's summary in Pokémon Gold and Silver Spaceworld '97 demo.
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
こうげきのうりょく
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
ぼうぎょのうりょく
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
とくこうのうりょく
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
とくぼうのうりょく
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
す ば や のうりょく
The Speed stat (Japanese: さ素早 能力 agility, 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 Pokémon Legends: Z-A, where real-time combat is utilized, a higher Speed stat shortens the cooldown of moves, to a minimum of 3 seconds.
In-battle stats
Evasion
かいひりつ
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
めいちゅうりつ
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
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 252 EVs in a single stat.
Go Power
Main article: Go Power
Go Power 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 value of Go Power gained regardless of level, and each stat is capped at 200 values of Go Power.
Formula
See also: Damage → Damage calculation
Generations I and II
HP=⌊((Base+DV)×2+⌊⌈STATEXP⌉4⌋)×Level100⌋+Level+10
OtherStat=⌊((Base+DV)×2+⌊⌈STATEXP⌉4⌋)×Level100⌋+5
Example
Consider a Level 81 Pikachu with the following IVs and EVs:
1. ↑ In Generation I, this stat did not exist. The Pikachu's Special stat would simply be 50.
SpAtk=⌊((50+9)×2+⌊⌈19625⌉4⌋)×81100⌋+5=⌊(59×2+35)×81100⌋+5=⌊153×81100⌋+5=⌊123.93⌋+5=123+5=128
SpDef=⌊((40+9)×2+⌊⌈19625⌉4⌋)×81100⌋+5=⌊(49×2+35)×81100⌋+5=⌊133×81100⌋+5=⌊107.73⌋+5=107+5=112
Its Speed can be calculated as follows:
Speed=⌊((90+5)×2+⌊⌈24795⌉4⌋)×81100⌋+5=⌊(95×2+39)×81100⌋+5=⌊229×81100⌋+5=⌊185.49⌋+5=185+5=190
In the end, this Pikachu's stats are:
OtherStat=⌊(⌊(2×Base+IV+⌊EV4⌋)×Level100⌋+5)×Nature⌋
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:
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: Attack=⌊(⌊(2×130+12+⌊1904⌋)×78100⌋+5)×1.1⌋=⌊(⌊(260+12+47)×78100⌋+5)×1.1⌋=⌊(⌊319×78100⌋+5)×1.1⌋=⌊(248+5)×1.1⌋⌊319×78100⌋
=248=⌊278.3⌋(248+5)×1.1=278.3=278
And its Special Attack stat will be:
SpAtk=⌊(⌊(2×80+16+⌊484⌋)×78100⌋+5)×0.9⌋=⌊(⌊(160+16+12)×78100⌋+5)×0.9⌋=⌊(⌊188×78100⌋+5)×0.9⌋=⌊(146+5)×0.9⌋⌊188×78100⌋=146=⌊135.9⌋(146+5)×0.9=135.9=135
Its Speed stat, on the other hand, has no Nature multiplier, so it is calculated as:
Speed=⌊(⌊(2×102+5+⌊234⌋)×78100⌋+5)×1⌋=⌊(204+5+5)×78100⌋+5=⌊214×78100⌋+5=⌊166.92⌋+5=166+5=171
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.
Generations I and II
Whether a move hits depends on the formula:
T=Accuracymove×Accuracyuser×Evasiontarget−BrightPowder, where:
T is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255,
Accuracymove is the move's accuracy, a value from 0 to 255,
Accuracyuser is the accuracy stage multiplier of the user,
Evasiontarget is the evasion stage multiplier of the target, and
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 if r is less than T, the move hits. This eliminates the bug from Generation I.
T=Accuracymove×StageMultiplier×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 this table), 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
そうごうてき つよ
Combat Power (Japanese: コ バ ン ット
パワー Combat Power, formerly 総合的 強
な さ Total Power[1]), 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 on 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.
CP=min(⌊(∑Stats−∑GoPower)×Level×6100+∑GoPower×(Level×4100+2)⌋,10000)
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 values of Go Power in every stat.
Stat modifiers
Main article: Stat modifier
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.
Icons
The following icons are used in Pokémon HOME.
HP Attack Defense
In other games
Pokémon Conquest
Main article: Stat (Conquest)
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.
Pokémon GO
Main article: Stat (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.
Jump Power
ちから
Jump Power (Japanese: はねる 力
Jump Power), or JP (Japanese: CP), is a stat that indicates a Magikarp's ability to jump in Pokémon: Magikarp Jump. Jump Power is also used
in place of experience to determine when a Magikarp levels up. JP can still be earned even after reaching the maximum level of 100, with the absolute maximum JP capped at
12,900,605,640,709[2] (shortened to 12.9T).
As the Jump Power becomes larger and larger, it will be measured with the help of SI prefixes.
prefix JP represented
T (tera) 1,000,000,000,000
G (giga) 1,000,000,000
M (mega) 1,000,000
k (kilo) 1,000
In animation
In Charge! Galar Mine!, Amethio's Ceruledge activated its Hidden Ability, Weak Armor, increasing its speed.
In Encounters at the Crystal Pool, Perrin's Leafeon used Swords Dance to increase its attack power.
In The Three Explorers, Diana's Arcanine activated its Hidden Ability, Justified, increasing its attack power.
In Over the Top!, Geeta's two Glimmora used Rock Polish to boost their speed. In the same episode, they used Memento to harshly lower the attack power of Roy's Crocalor and
Dot's Quaxwell, forcing Liko, Roy, and Dot to shift their battle strategy in their Triple Battle to rely on Liko's Floragato.
Gallery
FRLG XD E DPPt
HGSS BW B2 W2
XY ORAS SM USUM
Z-A Box RS
In other languages
Stat
Language Title
Cantonese 能力 Nàhnglihk
Chinese
Mandarin 能力 Nénglì
Dutch Statistiek
French Stat
German Statuswert
Indonesian Statistik
Italian Statistica
Korean 능력 Neungnyeok
Stat
Malaysian
Keupayaan
Atributo
Brazil Status*
Portuguese
Condição*
Portugal Estatística
Spanish Característica
Thai ค่าพลัง Khaplang
Vietnamese Khả năng
Vietnamese Khả năng đặc biệt Malaysian Kadar ketepatan Korean 회피율 Hoepiyul
References
1. ↑ 「ポケモ ンのCPのバランスを調整しました」 – Pokémon GO
2. ↑ Pokémon: Magikarp Jump player reaches maximum Jump Power at 12,900,605,640,709 - Automaton Media
3. ↑ CP와 HP는 무엇입니까? – Pokémon GO
Related articles
Base stats
List of Pokémon by base stats in Generation I
List of Pokémon by base stats in Generations II-V
List of Pokémon by base stats in Generation VI
List of Pokémon by base stats in Generation VII
List of Pokémon by base stats in Generation VIII
List of Pokémon by base stats in Generation IX
List of fully evolved Pokémon by base stats
List of Pokémon with unique base stat totals
Pokémon individuality
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.
Categories: Articles needing more information Articles needing images Game mechanics
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