Pokemon how do base stats work




















With a parting threat, the user lowers the target's Attack and Sp. The user and the target become friends, and the target loses its will to fight.

The user plays rough with the target and attacks it. This may also lower the target's Attack stat. The user restores its HP by the same amount as the target's Attack stat.

It also lowers the target's Attack stat. The user gets teary eyed to make the target lose its combative spirit. This lowers the target's Attack and Sp. This lowers the Attack, Sp. Atk, and Speed stats of a poisoned target.

The user lands an intense kick of tropical origins on the target. Defense The Defense stat is the stat that is utilised in calculating the damage given by Physical Attacks. It boosts Defense on Electric Terrain. A piece of Evolutions wonder. If held, a pre-evolved Pokemon's Defense and Special Defense increase. It boosts Defense on Grassy Terrain. It surrounds its body with fluffy wool to protect itself. It drastically raises its Defense. This may also sharply raise the user's Defense stat.

The user manipulates magnetic fields which raises the Defense and Sp. The user's Defense stat goes down after the attack. The user attacks by shooting scales two to five times in a row. This move boosts the user's Speed stat but lowers its Defense stat. It creates an intensely hot flame from its forehead and tackles the opponent with all its might. Defense, Special Defense and Speed are lowered. The user strikes the target with a burning lash. This also lowers the target's Defense stat.

The user inflicts damage by dropping an apple from high above. The user slams into the target using a full-force blast of water. This may also lower the target's Defense stat. This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. Direct contact harshly lowers the attacker's Defense stat. The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.

The user attacks by beating the target with a bone that contains a spirit. The user overwhelms the target with lightning-like movement before delivering a kick. It can be used only once. Raises Speed by x1. Morpeko attacks and raises its Speed with the energy stored in its cheeks. This move's type changes depending on the user's form. It cuts off useless parts of its body. It sharply raises its speed and makes its weight lighter.

It puts on flame and attacks the opponent. It stores strength and its speed rises. It spins the gears and not only raises its attack, but also sharply raises its speed. The user absorbs energy and sharply raises its Sp. Atk, Sp. Def, and Speed stats on the next turn. It lightly dances a mysterious dance. A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.

It stamps the ground and attacks anything nearby. The user plays its drum, controlling the drum's roots to attack the target. This also lowers the target's Speed stat. It attacks by catching the opponent in an electric net. It lowers the opponents speed. It blows a cold chill like being frozen over the opponent. The opponents speed is lowered. A Water-type attack that Gigantamax Kingler use.

This results in a bug where no move can be guaranteed to hit excluding Bide and Swift since even if T is , if r is also , the move will miss. This eliminates the bug from Generation I. The game then selects a random number r from 1 to and compares it to T to determine whether the move hits.

If r is less than or equal to T , the move hits. The lowest possible CP is 2. When a stat is used in a calculation in battle, a number of modifiers may be applied during the calculation. 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. 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. HP is the only stat that has no stages. 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 the defender's positive stat stages. Topsy-Turvy reverses the stages of all of the target's stats. Examples include the move Tailwind , which multiplies Speed by 1.

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 , it is reduced to The speed stat is then subtracted from if and only if Trick Room is in effect, and finally if the Speed stat is greater than or equal to , it is reduced by to produce the final figure used in speed comparisons.

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. 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 II , if Curse still has a stat to raise, it will not display any text for the capped stats.

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.

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.

For example, a stat raised by one stage will be multiplied as if it were raised by two stages. However, these games also have a few stats not seen in the core games. As the team leader explores a dungeon , its Belly will diminish as turns go by, represented by a number decreasing from Holding certain scarves and looplets will cause the Belly to decrease more quickly.

Other items will cause the Belly to deplete at a much slower rate, or not deplete at all. 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.

Belly can be replenished by eating most consumable items. Additionally, Compoundeyes Ability and Concentrator IQ skill work by modifying the stage multipliers. 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. 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. Because of this, players have a good reason to want to remove unwanted effort points and spend them on some other stat instead.

In Emerald and the fourth-generation games, using one of these berries would lower the EV straight to if it was over , in order to make it somewhat easier to completely undo effort training instead of needing twenty-five berries to erase all the effort from a stat with an EV of , you only need eleven.

In the fifth generation, this feature was removed. The way to determine the actual E value for the formula is considerably simpler now: it is simply the effort value for the stat in question divided by four and then rounded down. This meant the extra three effort points would be wasted and the player had to carefully make sure not to exceed in a stat in order not to waste points. In the sixth generation, the maximum effort value was changed to to prevent this. At least two of your effort points will sadly always go to waste, however, as is not divisible by four.

Notice that both stat experience and effort values end up with the E value in the same range: Seeing as the level is multiplied by most of the other values in the formula and has a great range from 1 to , if you didn't know , it is usually the very most influential value for a stat: a high-level Shuckle will outspeed a low-level Ninjask, for instance, even though Shuckle's base Speed is 5 and Ninjask's is To show how this all magically works, let's go through the stat formula for my Diamond version Butterfree, whose IVs I have calculated and whose EVs I have monitored, for a demonstration of how this all works.

Butterfree's rather shoddy base stats and this particular one's strangely good, considering it was only the fourth egg I hatched IVs are as follows:.

Unsurprisingly, all of these values are exactly what is shown on my Butterfree's stat screen. If you'd like to learn more about how the stats actually come into play in battle, see the battle mechanics section.

The HP IV was not technically generated at random in these games, but was instead calculated as follows from the other IVs after they had been randomly generated: Make a variable X and set its value to 0. If the Attack IV is odd, add 8 to X.

If the Defense IV is odd, add 4 to X. If the Speed IV is odd, add 2 to X.



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