Statistic

(Redirected from Speed)

Stat screen as seen in Pokémon Black and White
The statistics of a Pokémon, or known as Stats in the game, are the numeric values that calculate the damage dealt to the enemy Pokémon, and the damage dealt to the player's Pokémon. When you level up, the stats are raised and so the Pokémon becomes more powerful. The level of the Pokémon does not do anything at all to the Pokémon's battles, as a level one Pokémon with stats of 400 all round is more powerful than a level 100 Pokémon with 10 global stats.

The stats are divided up into six different sections, the HP, Attack, Defense, Sp. Attack, Sp. Defense and Speed.

Contents

[edit] The stats

[edit] HP

The HP bar in Pokémon Black and White
The HP, also known as Hit Points is one of the most important stats, as it shows how much health the Pokémon has before fainting. To raise this stat, you need to either Level up, have your Pokémon take the medicine HP Up or EV. The HP stat bar is shown throughout the entire duration of a battle, showing how much remaining HP the Pokémon has left, indicated by the colours, Green, Yellow or Red depending on the amount of total Health Points the Pokémon has. Currently, out of all Pokémon, Blissey has the highest base HP at 255, the average of most being around the 68 to 80 mark (the latter only applicable to fully evolved Pokémon). If the Pokémon's HP stat is above the halfway mark then the bar shall remain Green, but when the Pokémon's HP lies between 1/2 of the Total HP and a 1/4 of the HP the bar shall turn Yellow. Anything then below the 1/4 mark, the bar shall turn red (as seen in the image to the right). Introduced in Generation I as the Pokémons health bar (Of the player) turned red, a beeping noise would be played above the battle soundtrack, however as of Generation V that beeping noise has since been turned into a metronome, in order to emphasise that the Players Pokémon is about to Faint. This noise shall be played until the Pokémon is either switched out, or a healing item is used.


[edit] Attack

This stat is the stat that is effected by the Pokémon's Defence stat when using Physical Moves. To raise this stat, level up or make your Pokémon drink a Protein or EV. In addition, X Attack can be used to temporarily boost the a Pokemon's attack stat for the current battle. Currently, in it's Attack Forme, Deoxys boasts the highest base Attack at 180. However out of all non-legendaries, Rampardos remains first with a base Attack of 165 (although Medicham with its ability Pure Power can effectively have and attack stat higher than Rampardos, even though its base stat is only 60). The average attack stat for any Pokémon is 75 and for those that have fully evolved that number is slightly higher at 90.

[edit] Defense

Defense refers to the Pokémon's ability to take physical damage, and is used in calculating how much damage the Pokémon receives from physical attacks. Low level Pokémon have a lower Defense stat than higher level Pokémon, and the type of Pokémon also affects the Defense stats. The Defense stat can be manipulated in different ways; The use of items, such as the X Defend, can affect the Pokémon's Defense stat, however, the effect of the drug only lasts the duration of the battle or while the Pokémon is in play. The use of a Pokémon move, such as Tail Whip or Harden, can affect a Pokémon's Defense stat. Shuckle currently holds the title for having the largest base Defense stat, maxing at 230. On average a Pokémons defense can range from 70 for all Pokémon and 83 for those fully evolved.

[edit] Special Attack

Special Attack is a variant of the Attack stat that was introduced in Generation II. It is determined by the damage dealt by a special move. It can be enhanced by the use of EV training (a formula introduced in Generation III), a Genius Wing or Calcium. Currently Deoxys Attack Forme has the Pokémon with the highest base Special Attack at 180. Chandelure has the highest base Special attack of all Non-Legendary Pokémon at 145, and Mewtwo has the higest base Special Attack of all Non-Event Legendary Pokémon at 154. The average base Sp. Attk for all Pokémon is 69, while for those that are Fully Evolved that figure is raised to 83.

[edit] Special Defence

This determines how much damage is dealt when a Pokémon is hit by a Special Attack. Shuckle holds the title as the Pokémon that has the highest special defence at 230. The average for all Pokémon is 69 and for those that are fully evolved it is 83. The Special Defence Stat can be raised by the use of Clever Wing, EV Training, or using the vitamin Zinc.

[edit] Speed

Speed is the stat that determines how quickly a Pokémon can act. If the opposing Pokémon's speed is higher (and +1 or -1 etc priority moves aren't used) than the user, they will go first, and vice versa. Some natures that raise speed are the Timid nature and the Jolly nature, one lowering the Attack and the other lowering Sp. Attack. A Carbos raises this. Currently Deoxys in it's Speed Forme has the higest base speed of all Pokémon with 180. Ninjask, with base 160 speed, has the higest base speed stat of all Non-Legendary Pokémon. The average speed stat for all Pokémon is 66, and the average for all Fully Evolved Pokémon is 78.

[edit] In-Battle Statistics

[edit] Accuracy

The Accuracy stat shows the chances of a Pokémon landing an attack and expresses it as a percentage. At the start of a battle, accuracy is automatically set to 100%. Along with the use of Accuracy increasing items - such as X Accuracy - in Pokémon XD: Gale of Darkness you can raise the accuracy of a Pokémon by using the call action.

[edit] Evasion

The Evasion stat is similar to the accuracy stat, but it determines the chances of the opponent Pokémon landing a hit. At the start of a battle, it is initially set to 100%. The evasion of your Pokémon can be increased as a percentage by using moves such as Double Team (called Evade in Generation I). Likewise Sweet Scent can be used to decrease the percentage again so that the move will be more likely to hit. Trainer's are usually not allowed to raise their Pokemon's evasion stat in competitive battles, although lowering the opponent's accuracy or evasion is allowed.

[edit] Formula for Accuracy and Evasion

P = Abase * Accuracy / Evasion
  • Abase expresses the accuracy of the move as a percentage. (e.g base accuracy of 78 is 0.78)
  • Accuracy is the current accuracy of the user as a percentage. (e.g. If accuracy is raised by 3 stages, this number becomes 2)
  • Evasion is the current evasion stat of the target as a percentage (e.g. if it is decreased by 2 stages, this figure becomes 0.6).

If P has a greater value then 1, the move will hit. For battles that are 2-on-2 there is a chance that a move will miss some of the target Pokémon that can hit more than one at a time - this is because the value is calculated individually rather than as a culmination.

[edit] Determination of Statistics

[edit] Base Stats

The base statistics of a Pokémon arguably hold the most influence over the overall final value of the Pokémon's stats at any particular level. If we disregard the addition of Effort Values, Individual Values, and Nature at Level 100 a Pokémon's final stats of Attack, Defence, Special Attack, Special Defence, and Speed will be double their base plus 5 and HP will stand 105 over it's double base (with the exception of Shedinja which will always remain as 1).

[edit] Level

Main Article: Level

When a Pokémon gains a level, some (not necessarily all) of stats become higher. If the Nature is ignored, for each level gained the stats will increase by 1/50 of their base value and 1/100 of their value when combined with IVs and EVs. This formula makes it impossible for a Pokémons stats to decrease upon levelling unless the case arises that the Pokémon it evolves into has a lower base stat total than it's previous evolution.

[edit] Nature

Main Article: Nature

Most natures give a boost to a specific while draining the value of another (e.g. An Brave nature increases the Attack stat while decreasing the Speed stat). After all other variables have been calculated, it will be the nature of the Pokémon that enhances the stat that it raises by 110% of its original value, while the stat that has become hindered will be 90% of it's total value. As of Generation IV the stat that is being increased by a nature will be tinted Red, and the value being depleted by the nature will be tinted Blue.

[edit] Individual Values

Main Article: Individual Values

Individual Values are the fundamental causes of one Pokémon of the same species having a different base stat than that of another. Each generation has it's own unique way of calculating this figure.

[edit] Effort Values

Main Article: Effort Values

These are the values that causes trained Pokémon to have a higher stat than that of an untrained one, which is why Pokémon that are trained are stronger than those just caught in the wild. For ever 4 EVs that are earned, a level 100 Pokémon will have +1 in that trained stat. The maximum increase in a stat that an EV can cause is 63 (in two of the 5 stats). A maximum of 255 EVs overall can focussed on just one stat.

[edit] Formula

[edit] Damage Calculation

To work out the damage (hit points subtracted) a formula is used, as follows:

Damage = ((((2 * Level / 5 + 2) * AttackStat * AttackPower / DefenseStat) / 50) + 2) * STAB * Weakness/Resistance * RandomNumber / 100


  • Damage: The final result.
  • Level: Your/Opponent Pokémon's current level.
  • AttackStat: Your/Opponent Pokémon's Attack/Special Attack stat (the one being used).
  • DefenceStat: Your/Opponent Pokémon's Defense/Special Defense stat.
  • AttackPower: The moves power.
  • STAB: 1.5 if there is STAB, 1 if not.
  • Weakness/Resistance: This variable could be 0.25, 0.5, 1, 2, or 4 depending on how effective your attack was. *RandomNumber: Simply a Random Number between 85 and 100.

[edit] Generations I & 2

All figures calculated are rounded down to the nearest whole number.

HP = (((IV + Base + (√EV / 8) + 50) * Level) / 50) + 10


Other Stat = (((IV + Base + (√EV / 8) + 50) * Level) / 50) + 5


[edit] Generations III & IV

All figures calculated are rounded down to the nearest whole number.

HP = (([IV + (2 * Base) + (EV / 4) + 100] * 100) / 100) + 10


Other Stat = ((([IV + (2 * Base) + (EV / 4)] * Level) / 100) + 5) * Nature


this means that aside from Shedinjas 1 HP, the lowest value for any stat can be 4.

[edit] Stat Modifiers

Moves, Items and Abilities can all have an effect in battle and as such they can either raise or lower a certain stat. In Battle modifiers can increase certain stats by a certain amount meaning that a higher starting stat can have a larger change. For each stat, it can be increased by 6 stages as well as being able to be decreased by 6 stages usually expressed as 0 (or 1 as a fraction). Due to the changes being cumulative if a stat were to be increased by 1 stage then decreased by one stage, the stat increase would remain at 0 resulting in no change of that stat. The six stages are; x1.5, x2.0, x2.5, x 3.0, x3.5, and x4.0 and the six stages of decrease are; 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. Accuracy and Evasion do no apply as they are calculated separably and differently. Some modifications such as Huge Power or Pure Power stack on top of each other and so the above does no apply. If a Pokémon had already collected the 6 stages of increase in Attack and had Pure Power, their attack would be x8 of a normal attack. A variable was introduced in Generation V in which, in a Sandstorm, all Rock-Type Pokémon will gain an increase in defence, which doesn't involve the 6 stages.

[edit] List of Stat Modifiers

Stat Increase Decrease
Vitamin Move Ability Item Move Ability Item
Attack Protein Acupressure
Ancientpower
Belly Drum
Bulk Up
Curse
Dragon Dance
Howl
Meditate
Metal Claw
Meteor Mash
Ominous Wind
Sharpen
Silver Wind
Swagger
Swords Dance
Growth*
Hone Claws
Coil
Shell Smash
Work Up
Anger Point
Contrary
Defiant
Download*
Flower Gift
Guts
Huge Power
Hustle
Pure Power
Rivalry*
Justified
Moody*
Leichi Berry
Light Ball
Starf Berry*
Thick Club
X Attack
Aurora Beam
Charm
FeatherDance
Growl
Memento
Secret Power*
Superpower
Tickle
Contrary
Intimidate
Slow Start
Rivalry
Moody
Kelpsy Berry
Defense Iron Acid Armor
Acupressure*
Ancientpower
Barrier
Bulk Up
Cosmic Power
Curse*
Defend Order
Defense Curl
Harden
Iron Defense
Ominous Wind
Silver Wind
Skull Bash
Steel Wing
Stockpile*
Withdraw
Coil
Cotton Guard
Contrary
Marvel Scale
Moody*
Ganlon Berry
Metal Powder
Starf Berry*
X Defend
Close Combat
Crunch
Crush Claw
Iron Tail
Razor Shell
Shell Smash
Tail Whip
Tickle
Leer
Superpower
Secret Power*
Contrary
Moody
Qualot Berry
Special Attack Calcium Acupressure*
Ancientpower
Calm Mind
Charge Beam
Flatter
Growth
Nasty Plot
Ominous Wind
Silver Wind
Tail Glow
Quiver Dance
Shell Smash
Work Up
Download*
Flower Gift
Minus
Plus
Solar Power
Moody*
DeepSeaTooth
Light Ball
Petaya Berry
Soul Dew
Starf Berry*
X Special
Captivate
Draco Meteor
Leaf Storm
Memento
Mist Ball
Overheat
Psycho Boost
Moody* Hondew Berry
Special Defense Zinc Acupressure*
Amnesia
Ancientpower
Calm Mind
Charge
Cosmic Power
Defend Order
Ominous Wind
Silver Wind
Stockpile*
Quiver Dance
Moody* Apricot Berry
DeepSeaScale
Soul Dew
Starf Berry*
X Sp. Def
Acid
Bug Buzz
Close Combat
Earth Power
Energy Ball
Fake Tears
Flash Cannon
Focus Blast
Luster Purge
Metal Sound
Psychic
Seed Flare
Shadow Ball
Shell Smash
Moody* Grepa Berry
Speed Carbos Acupressure*
Agility
Ancientpower
Dragon Dance
Ominous Wind
Rock Polish
Silver Wind
Autotomize
Quiver Dance
Shell Smash
Chlorophyll
Motor Drive
Quick Feet
Speed Boost
Steadfast
Shift Swim
Unburden
Moody*
Quick Powder
Salac Berry
Starf Berry*
X Speed
Bubble
Bubblebeam
Constrict
Cotton Spore
Curse
Hammer Arm
Icy Wind
Low Sweep
Mud Shot
Rock Tomb
Scary Face
Secret Power*
Bulldoze
String Shot
Slow Start
Moody*
Tamato Berry
Accuracy N/A Acupressure*
Hone Claws
Coil
Compoundeyes
Moody*
Wide Lens
X Accuracy
Zoom Lens
Flash
Kenesis
Mirror Shot
Mud Bomb
Mud-Slap
Muddy Water
Octazooka
Sand Attack
Secret Power*
SmokeScreen
Hustle
Moody*
N/A
Evasion N/A Acupressure*
Double Team
Minimize
Sand Veil
Snow Cloak
Tangled Feet
Moody*
Bright Powder
Lax Incense
Defog
Gravity*
Sweet Scent
Moody* N/A

[edit] Stages

To measure how much a stat will increase or decrease upon the use of a move, item or ability, apply the following calculations:

[edit] Attack, Special Attack, Defense, Special Defense, and Speed

Subtractive
Base
Additional
Stage -6 -5 -4 -3 -2 -1
0
+1 +2 +3 +4 +5 +6
Fraction 2/8 2/7 2/6 2/5 2/4 2/3
1
11/2 2 21/2 3 31/2 4
Percentage (%) 25 29 33 40 50 67
100
150 200 250 300 350 400

[edit] Accuracy & Evasion

Subtractive
Base
Additional
Stage -6 -5 -4 -3 -2 -1
0
+1 +2 +3 +4 +5 +6
Fraction 3/9 3/8 3/7 3/6 3/5 3/4
1
11/3 12/3 2 21/3 22/3 3
Percentage (%) 33 38 43 50 60 75
100
133 167 200 233 267 300

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Last edited by Benedict on 25 January 2010 at 12:19
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