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Stat

Pokémon Legends: Z-A and the Mega Dimension DLC have been released globally, and Bulbapedia is being updated with new information. The document discusses the concept of 'stats' in Pokémon, which are parameters affecting battle performance, including HP, Attack, Defense, Special Attack, Special Defense, and Speed. It also covers how these stats are determined and modified through various factors such as level, Nature, individual values, and effort values.

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0% found this document useful (0 votes)
7 views1 page

Stat

Pokémon Legends: Z-A and the Mega Dimension DLC have been released globally, and Bulbapedia is being updated with new information. The document discusses the concept of 'stats' in Pokémon, which are parameters affecting battle performance, including HP, Attack, Defense, Special Attack, Special Defense, and Speed. It also covers how these stats are determined and modified through various factors such as level, Nature, individual values, and effort values.

Uploaded by

301383
Copyright
© All Rights Reserved
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Pokémon Legends: Z-A and the Mega Dimension DLC have been officially released worldwide! Bulbapedia is currently being updated with the new information.
Please remember to follow the unreleased materials policy, manual of style, and code of conduct at all times.
Check the Bulbagarden home page for up-to-date Pokémon news, and discuss it on the forums or in the Bulbagarden Discord server.

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.

In Growth's description from Pokémon Gold, Silver, and Crystal.


In Psychic's description from Pokémon Stadium and Stadium 2.

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.

In the Generation I games:


Mr. Psychic says when delivering TM29 (Psychic): "It may lower the target's Special abilities."
An NPC in Lavender Town's Poké Mart mentions "items that raise the abilities of Pokémon during a battle", referring to items such as X Attack and X Defense.
Two NPCs at the fifth floor of the Celadon Department Store mention "Pokémon ability enhancers", referring to items such as Carbos and Calcium.
Blaine, as well as the man who explains badges in Cerulean City, mention that the Volcano Badge increases a Pokémon's "Special abilities".
In the Pokémon Stadium manual, it is said "Compare the Abilities of Captured Pokémon!", referring to their stats.
In Generation II, the string for multiple stats being at +6 already uses the word Ability.
The Generation III descriptions of Clear Body, Mist, and Memento mention "ability" or "abilities", referring to stats.
In Pokémon Emerald, this term is used by the Pokémon Breeder at the Battle Frontier. For instance: "If you ever become as seasoned as me, you'll see the abilities of Pokémon
at a glance."

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

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 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:

HP Attack Defense [Link] [Link] 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:


HP=⌊((35+7)×2+⌊⌈22850⌉4⌋)×81100⌋+81+10=⌊(42×2+38)×81100⌋+91=⌊122×81100⌋+91=⌊98.82⌋+91=98+91=189
Its Special Attack and Special Defense stats simply rely on the Special EV and IV.

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:

HP Attack Defense [Link] [Link] 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


HP=⌊(2×Base+IV+⌊EV4⌋)×Level100⌋+Level+10

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:

HP Attack Defense [Link] [Link] 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:


HP=⌊(2×108+24+⌊744⌋)×78100⌋+78+10=⌊(216+24+18)×78100⌋+88=⌊258×78100⌋+88=⌊201.24⌋+88=201+88=289

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

HP Attack Defense [Link] [Link] 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 Go Power, 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 Go Power bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 values of Go Power each. The friendship
multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship (1+⌊10×friendship255⌋100).
HP=⌊(2×Base+IV)×Level100⌋+Level+10+AVOtherStat=⌊((2×Base+IV)×Level100+5)×Nature×Friendship⌋+AV

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.
HP=⌊(Level100+1)×Base+Level⌋+ELBOtherStat=⌊⌊(Level50+1)×Base1.5⌋×Nature⌋+ELBELB=round⁡(Base×Multiplier+Level2.5)
where:

Base is the Pokémon species' base value for that stat


Level is the Pokémon's level
Nature is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
ELB is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
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:
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.

Generations III onward


Whether a move hits depends on the formula:

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

Speed Special Attack Special Defense

In other games

Mystery Dungeon series


Main article: Stat (Mystery Dungeon)
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.

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.

Pokémon: Magikarp Jump

Jump Power

This section is incomplete.


Please feel free to edit this section to add missing information and complete it.
Reason: JP required per level

This section is missing one or more images.


Please feel free to add any missing images to this section. Needed images can be uploaded to the Bulbagarden Archives.

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

Pokémon the Series


Stats in Pokémon the Series 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.

Pokémon the Series: The Beginning


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.

Pokémon the Series: Gold and Silver


In Wired For Battle!, HP was shown on Shingo's laptop where Blade's Quick Attack lowered Heracross's HP by half. Ash's Dragonite raising its attack power and
speed with Dragon Dance
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. In Whittle While You Work!, Cynthia's Togekiss also boosted its Speed via
Max Airstream. In Paring Pokémon While Parrying!, Leon's Rillaboom lowered the Speed of Dragonite by using Drum Beating.

Pokémon Horizons: The Series

This section is incomplete.


Please feel free to edit this section to add missing information and complete it.
Reason: More examples from Pokémon Horizons: The Series

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

This gallery is missing one or more images.


Please feel free to add any missing images to this gallery. Needed images can be uploaded to the Bulbagarden Archives.
Reason: Missing Violet and Kitakami (different colors of the top and bottom bars), Bank, and spin-offs

Generation I Stadium Generation II (Japanese) Generation II (Korean)

Generation II (International) Stadium 2 RS Colo

FRLG XD E DPPt

HGSS BW B2 W2

XY ORAS SM USUM

LGPE SwSh BDSP LA

S V Teal Mask Indigo Disk

Z-A Box RS

HOME (Switch) HOME (Mobile)

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

Hit Points Attack Defense

Language Title Language Title Language Title


HP * 攻擊 Gūnggīk * 防禦 Fòhngyuh
Cantonese

體 Táilihk *
Cantonese
攻擊力 Gūnggīklihk Cantonese 防禦力
Chinese
HP * Chinese 攻擊 / 攻击 Gōngjí / Gōngjī * Fòhngyuhlihk
Mandarin
體 /体力 力 Tǐlì * Mandarin 攻擊力 / 攻击力 Gōngjílì / Chinese
防禦 / 防御 Fángyù
Czech HP Gōngjīlì Mandarin 防禦力 / 防御力
Czech Útok Fángyùlì
(HP)
Danish Czech Obrana
Livspoint* Danish Angreb
Hit Points (HP) Dutch Aanval Danish Defense
Dutch Energiepunten* Finnish Hyökkäys Dutch Verdediging
IP* Finnish Puolustus
French Attaque
Finnish Kestopisteet (KP) French Défense
German Angriff
Canada HP* German Verteidigung
French Hindi अटैक Attack
Europe Points de Vie (PV) Hindi डिफ़ें स Defense
Hungarian Támadás
German Kraftpunkte (KP) Védelem
Indonesian Serangan Hungarian
Hindi हिट पॉइंट Hit Point (HP) Védekezés
Italian Attacco
Életerejének mértéke Indonesian Pertahanan
Hungarian Korean 공격 Gonggyeok
Életerő Italian Difesa
Malaysian Serangan
Indonesian Hit Point (HP) Korean 방어 Bang-eo
Norwegian Angrep
Italian Punti Salute (PS) Malaysian Pertahanan
Polish Atak
Korean 히트포인트 Hit Points (HP) Norwegian Forsvar
Portuguese Ataque
Malaysian (HP) Polish Obrona
Russian Атака Ataka
Norwegian (LP) Portuguese Defesa
Spanish Ataque
Polish (HP) Russian Защита Zashchita
Anfall*
Pontos de Saúde (PS)* Swedish Spanish Defensa
Brazil Attack*
Hit Points (HP)*
Portuguese Thai โจมตี Chomti Swedish Försvar
Hit Points (HP)
Portugal Turkish Saldırı Thai ป้องกัน Pongkan
Pontos de Saúde*
Vietnamese Sức tấn công Turkish Savunma
Очки жизни Ochki zhizni (ОЖ) (OZH)*
Russian Sức phòng bị
Очки Здоровья Ochki Zdorov'ya (ОЗ) (OZ) Vietnamese
Sức phòng thủ
Spanish Puntos de Salud (PS)
(HP)
Swedish
Träffpoäng*
Thai พลังชีวิต Phalang Chiwit (HP)
Turkish Sağlık Puanları (SP)
(HP)
Vietnamese
Sinh lực

Special Attack Special Defense Speed

Language Title Language Title Language Title


Cantonese 特攻 Dahkgūng Cantonese 特防 Dahkfòhng 速度 Chūkdouh
Chinese
Mandarin 特攻 Tègōng Chinese
Mandarin 特防 Tèfáng Cantonese 敏捷度
Máhnjihtdouh *
Czech Speciální útok Czech Speciální obranu Chinese
速度 Sùdù
Danish Specialangreb Danish Special Defense
Mandarin 敏捷度 Mǐnjiédù
Dutch Speciale aanval Dutch Speciale verdediging
*
Finnish Erikoishyökkäys Finnish Erikoispuolustus
Czech Rychlost
French Attaque Spéciale French Défense Spéciale
Fart*
Danish
German Spezial-Angriff German Spezial-Verteidigung Hastighed*
Hungarian Speciális támadás Hungarian Speciális védekezés Dutch Snelheid
Indonesian Serangan Khusus Indonesian Pertahanan Khusus Finnish Nopeus
Italian Attacco Speciale Italian Difesa Speciale French Vitesse
Korean 특수공격 Teuksu Gonggyeok Korean 특수방어 Teuksu Bang-eo German Initiative
Malaysian Serangan Istimewa Malaysian Pertahanan Istimewa Greek Ταχύτητα
Norwegian Spesial-angrep Norwegian Spesial-forsvar Gyorsaság
Hungarian
Polish Specjalny Atak Polish Specjalna Obrona Sebesség
Portuguese Ataque Especial Portuguese Defesa Especial Indonesian Kecepatan
Russian Особая Атака Osobaya Ataka Особая Защита Osobaya Italian Velocità
Russian
Spanish Ataque Especial Zashchita Korean 스피드 Speed
Swedish Special-anfall Spanish Defensa Especial Malaysian Kelajuan
Thai โจมตีพิเศษ Chomti Phiset Swedish Special-försvar Fart*
Norwegian
Tấn công Thai ป้องกันพิเศษ Pongkan Phiset Hastighet*
Vietnamese
Tấn công Đặc biệt Phòng thủ Polish Szybkość
Vietnamese
Phòng thủ Đặc biệt Velocidade*
Brazil
Portuguese Agilidade*
Portugal Velocidade
Скорость
Russian
Skorost'
Spanish Velocidad
Snabbhet*
Swedish
Hastighet*
ความเร็ว
Thai
Khwamreo
Sự nhanh nhẹn
Vietnamese
Tốc độ

Special Accuracy Evasiveness

Language Title Language Title Language Title


Cantonese 特殊 Dahksyùh Cantonese 命中 Mihngjung Cantonese 閃 避 Símbeih
Chinese
Mandarin 特殊 Tèshū Chinese
Mandarin 命中 Mìngzhòng Chinese
Mandarin 閃避 / 闪避 Shǎnbì
French Spécial French Précision French Esquive
German Spezial German Genauigkeit Fluchtwert*
German
Italian Speciale Indonesian Akurasi Ausweichwert*

Portuguese Especial Italian Precisione Indonesian Menghindar

Spanish Especial Korean 명중률 Myeongjungnyul Italian Elusione

Vietnamese Khả năng đặc biệt Malaysian Kadar ketepatan Korean 회피율 Hoepiyul

Portuguese Precisão Malaysian Pengelakan

Spanish Precisión Portuguese Evasão

อัตราความแม่น Spanish Evasión


Thai
Atrakwammaen อัตราหลบหลีก
Thai
Vietnamese Chính xác Atraloplik
Vietnamese Tránh né

Combat Power Jump Power

Language Title Language Title


攻擊力 Gūnggīklihk (CP) Cantonese 跳躍 力 Tiuyeuhk Lihk (CP)
戰鬥能力 Jindau Nàhnglihk (CP)PE
Cantonese
跳躍力 Tiàoyuè Lì (CP) *
Chinese 攻擊力 Gōngjílì (CP) Chinese
Mandarin 跳跃力 Tiàoyuè Lì (鲤鱼力
Mandarin 戰鬥能力 / 战斗能力 Zhàndòu Nénglì (CP) *PE Lǐyú Lì) *
战斗能力 Zhàndòu Nénglì (战力 Zhànlì) *PE French Puissance (PS)
Dutch Combat Power (CP) German Sprungkraft (KP)
French Points de combat (PC) Italian Potenza di salto (PM)
German Wettkampfpunkte (WP) Korean 튀는 힘 Twineun Him (CP)
Hindi कॉम्बैट पावर Combat Power (CP) Spanish Impulso (PS)
Indonesian Kekuatan Tempur (CP)
Italian Punti lotta (PL)
전투력 Jeonturyeok (CP)
컴뱃 파워 Combat Power (CP)PE
Korean
강함을 나타내는 수치 Gangham-eul Natanaeneun
Suchi (CP)[3]
Brazil Poder de Combate (PC)
Portuguese
Portugal Combat Power (CP)
Russian Боевые Очки Boyevyye Ochki (CP)
Spanish Puntos de Combate (PC)
Thai พลังการต่อสู้ Phalang Kantosu (CP)
Turkish Dövüş Gücü (DG)

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

Level (Experience) • Stats • Shininess • Gender • Nature • Characteristic


Ability (Hidden Ability) • Effort values • Individual values • Go Power • Effort level
Size • Sheen • Condition • Performance • Friendship • Affection • Memory
Dynamax Level • Gigantamax Factor • Tera type

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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