Stats

***HP** and **Hit Points** redirect here. For the move commonly referred to in competitive battling as "HP", see Template:M. For the Pokémon Trading Card Game set commonly abbreviated as "HP," see Template:TCG. For HP in the Trading Card Game, see Glossary of terms.*

Template:Incomplete
A **statistic** (Japanese: **Template:J** *ability*), or **stat** for short, is an element which determines certain aspects of Template:Pkmns in the Template:Pkmn. Stats may also refer to the numerical values of each field in regards to individual Pokémon.

In English, stats have been also referred to as **abilities**Template:Sup/1 (as seen via NPCs on the fifth floor of the Celadon Department Store) and **ratings**Template:Sup/2 (as seen in Template:M's move description).

## List of stats

### Permanent stats

#### Template:Anchor

The **Hit Points** (Japanese: **Template:J** *hit points*), or **HP** for short in both Japanese and English, determine how much damage a Pokémon can receive before fainting. It is the most visible of the stats in battle, appearing both graphically (as a bar with a fill colored green, yellow, or red depending on how much HP in percentage is left) and as a current/max amount below the bar. In *Pokemon GO*, it is called **Stamina**.

If a Pokémon has more than half of its HP, its HP bar remains green. If the Pokémon has between one-fifth and half of its HP, the bar will turn yellow (in Generation II, a Pokémon revived to exactly half of their HP will have a green HP bar). If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-IV), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away (since Generation VI) will notify the player that his or her Pokémon is in danger of fainting. Before Generation VI, this beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.

In Generation I, the coloring of the HP bar was determined slightly differently. If the bar's fill was 27 pixels or wider (out of a total end-to-end length of 48 pixels), it would be colored green; if it was between 10 and 26 pixels, it would be colored yellow; and if it was less than 10 pixels wide, it would be colored red. This means the HP bar turns yellow noticeably earlier than in the later games, or at about 56% of the Pokémon's maximum HP.

The HP bar also affects the Pokémon's cry. Since Template:Game, if a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon faints, its cry will be lowered by a whole step. Also, since Template:Game, if the Pokémon has less than half its total HP, its cry will be lowered by a half-step to indicate its weakened state.

#### Attack

The **Attack stat** (Japanese: **Template:J** *attack ability*) partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Template:DL.

#### Defense

The **Defense stat** (Japanese: **Template:J** *defense ability*) 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 Template:DL.

#### Special

The **Special stat** (Japanese: **Template:J** *special ability*) is a stat that existed 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: **Template:J** *special attack ability*), or **Sp. Atk** and **Spcl. Atk**Template:Sup/2Template:Sup/ss 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 Template:DL.

##### Special Defense

The **Special Defense stat** (Japanese: **Template:J** *special defense ability*), or **Sp. Def** and **Spcl. Def**Template:Sup/2Template:Sup/ss 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 Template:DL.

#### Speed

The **Speed stat** (Japanese: **Template:J** *speed ability*) determines the order of Pokémon that can act in battle. 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. An in-battle change to a Pokémon's Speed stat will not start affecting turn order until the following turn; however, since Generation VII, Mega Evolution is an exception to this rule.

### In-battle stats

#### Evasion

The **evasion rate** (Japanese: **Template:J** *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 Template:M, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as Template:M, other Pokémon will have a harder time connecting their moves.

#### Accuracy

The **accuracy rate** (Japanese: **Template:J** *accuracy rate*) 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 Template: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 (Template:Game 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.

### 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 Template: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.

#### In Generations I and II

The stat is rounded down if the result is a decimal. Note that the numerator is multiplied by two compared to this formula before rounding. For example, the quantity (base + IV + sqrt(EV)/8) for stats other than HP is rounded down to the nearest integer before multiplying by level and dividing by 50.

File:HP calc.png

File:Statcalc gen12.png

##### 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.
2. ↑ This is calculated as shown in the Template:IV article.
3. ↑ In the first two generations, the Special IV was unified.

Its HP can be calculated as follows:

File:StatExampleHPGen2.png
File:StatExampleHPGen2 2.png

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

File:StatExampleSpAtkGen2 1.png
File:StatExampleSpAtkGen2 2.png

File:StatExampleSpDefGen2 1.png
File:StatExampleSpDefGen2 2.png

Its Speed can be calculated as follows:

File:StatExampleSpeedGen2 1.png
File:StatExampleSpeedGen2 2.png

In the end, this Pikachu's stats are:

Note that some numbers may be off by one due to rounding.

#### In Generation III onward

The stat is rounded down if the result is a decimal. The stat is also rounded down before the Nature multiplier, if any, is applied.

File:HPStatCalcGen34.png

File:OtherStatCalcGen34.png

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:

Its HP can be calculated as follows:

File:StatExampleHPGen4.png
File:StatExampleHPGen4 2.png

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:

File:StatExampleAttackGen4 1.png
File:StatExampleAttackGen4 2.png

And its Special Attack stat will be:

File:StatExampleSpAtkGen4 1.png
File:StatExampleSpAtkGen4 2.png

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

File:StatExampleSpeedGen4 1.png
File:StatExampleSpeedGen4 2.png

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

#### In 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 to 1.1, scaling directly with the Pokémon's level of friendship (1 + floor(10 \* friendship/255)/100).

File:HPStatCalcLGPE.png

File:OtherStatCalcLGPE.png

### 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 Template:M and Template:M) 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:

```
T = Accuracymove * Adjusted_stages * Other_mods

```

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 (internally, 0 is also a valid value, but this is displayed as "—" and means that the move ignores accuracy checks),
* *Adjusted\_stages* 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 Template:A or Template:M (to no less than -6 and no more than 6 after the subtraction), and
* *Other\_mods* 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: **総合的な強さ** *Total Power*), or **CP** (Japanese: **Template:J**), 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 Template: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.

File:CPStatCalcLGPE.png

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.

## 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 fail regardless of whether the stat is at -6 or +6 or not. The stages of all of a Pokémon's stats are reset to zero when the Pokémon is withdrawn or affected by the moves Template:M or Template:M, and reversed when the Pokémon is affected by Template:M.

If a Pokémon is under the effect of Template:M, Template:A, Template:A, or Template:A, its stats can only be lowered through self-inflicted methods such as Template:M. In Generation V onward, if a Pokémon's Ability is Template:A, then any changes to stages are doubled. If a Pokémon's Ability is Template:A, then any changes to stages are reversed.

While some 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 Ability Template:A, which temporarily halves Attack and Speed, and the held item Choice Band, which boosts Attack by 50%.

A few items may also modify a Pokémon's stats outside of battle by increasing or decreasing the effort values (EVs) for that stat. Vitamins and wings increase EVs, while "EV Berries" (No. 21, Template:B, to No. 26, Template:B) reduce EVs.

### 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.

### 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

For accuracy and evasion

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 66/100 \* 66/100 ~= 43.56% chance of hitting in Generation I, or a 75/100 \* 75/100 ~= 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 60/100 = 60% chance of hitting.

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

In Generation IV, if a Pokémon's Ability is Template:A, 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.

## In other games

### In the Mystery Dungeon series

Template:Incomplete
In the Pokémon Mystery Dungeon series, Pokémon have HP, Attack, Defense, Special Attack, Special Defense, and SpeedTemplate:Sup/md stats, just like in the core games. However, these games also have a few stats not seen in the core games.

#### Movement Speed/Travel Speed

Main article: Travel Speed
Movement Speed or Travel Speed 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 Template:Pkmn, 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: **Template:J** *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 Template:OBP 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 1/10Template:Sup/mdTemplate:Sup/mdTemplate:Sup/md1/7Template:Sup/md 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 its HP will decrease by 1Template:Sup/mdTemplate:Sup/mdTemplate:Sup/md/3Template:Sup/md with every step it takes 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 Template:Pkmn.

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.

##### Stage multipliers

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

For Attack and Sp. Attack

For Defense and Sp. Defense

For accuracy

For evasion

### In Pokémon Conquest

Template:Incomplete

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:

File:Conquest stat formula.png

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 x1.5 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 Template:DL 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:

 High
 Neutral
 Low
 style="Template:Roundybl" |Lowest

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 Template:DLs, 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 Template:DL. Energy can also be recovered during battle by using items, or by using certain Warrior Skills. However, Energy boosts granted in these ways 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 articles: Warrior § Stats, and 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.

### In Pokémon GO

Template:Incomplete
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 Template:DL.

#### 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. Pokémon from Generations III and IV are based off their Generation VII base stats.

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

File:HP conversion GO.png

File:Attack conversion GO.png

File:Defense conversion GO.png

File:SpeedMult GO.png

where

* `HP` is the HP stat from the core series
* `Attack` and `SpAtk` are the Attack and Sp. Attack stats from the core series
* `Defense` and `SpDef` are the Defense and Sp. Defense stats 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.

#### 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

File:Stat calc GO.png

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 minimum value is 10.

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

#### CP

**Combat Power** (Japanese: **総合的な強さ** *Total Power*), abbreviated as **CP** (Japanese: **Template:J**), 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 slightly different underlying stats.

The formula for CP uses the values of the stats resulting from the formula above (without rounding their results and before accounting for HP's minimum of 10):

File:CP calc GO.png

However, like HP, the minimum value for CP is also 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 Template:OBPs, some Charged Attacks have a chance of increasing the user's stats or decreasing the opponent's stats after use.

**1 stage**
Template:Mcolor
**2 stages**
Template:Mcolor
Template:Mcolor
Template:Mcolor</ab>
**1 stage**
Template:Mcolor
 style="background:#Template:Defense color" | Template:Color2 | <ab>
**1 stage**
Template:Mcolor
**2 stages**
Template:Mcolor
Template:Mcolor
Template:Mcolor</ab>
**1 stage**
Template:Mcolor
**2 stages**
Template:Mcolor</ab>

#### Stage multipliers

For Attack and Defense

**Stage multipliers**
 Multiplier

### In Pokémon: Magikarp Jump

#### Template:Anchor

Template:Incomplete
**Jump Power** (Japanese: **はねる力** *Jump Power*), or **JP** (Japanese: **Template:J**), is a stat that indicates a Magikarp's ability to jump in Pokémon: Magikarp Jump.

## In the anime

Template:Incomplete

 File:Korrina Lucario Swords Dance.png
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.

### In the Template:Series

In *Wired For Battle!*, HP was shown on Shingo's laptop where Blade's Template:M lowered Template:AP's HP by half.

### In the Template:Series

In *Eight Ain't Enough*, Juan's Whiscash used Template:M on Ash's Swellow which lowered Swellow's defensive strength.

In *Shocks and Bonds*, Johnny's Aggron used Template:M, a Defense-boosting move, which defended itself against Template:Ho's Sceptile's Template:M, a special move.

### In the Template:Series

In *Pedal to the Mettle!*, Paul's Weavile used Template:M, an Attack-boosting move, which boosted Template:M, a special move, as well as Template:M and Template:M.

### In the Template:Series

In *Battling For The Love of Bug-Types!*, Burgh's Whirlipede used Template:M to defend itself against Ash's Sewaddle's Template:M.

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

### In the Template:Series

As of the Template:Series, 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 Template:TP X in *Mega Evolution Special II*, Ramos's Jumpluff in *The Green, Green Grass Types of Home!*, and Template:Ash's Template:AP in *A Riveting Rivalry!*.

### In the Template:Series

The Template:Series generally retains the added visual aids from the *XY* series, as seen as when Kiawe's Turtonator used Template:M in *A Crowning Moment of Truth!*. However, in *That's Some Spicy Island Research!*, Hapu's Mudsdale glowed red while increasing its defense with Template:A.

## In other languages

*Stat*
Template:Langtable

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 *Special Attack*
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 *Special*
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 *Belly*
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## See also

* Base stats
* List of Pokémon by base stats (Generation I)
* List of Pokémon by base stats (Generation II-V)
* List of Pokémon by base stats (Generation VI)
* List of Pokémon by base stats (Generation VII-present)
* List of fully evolved Pokémon by base stats
* List of Pokémon with unique base stat totals

## Notes

1. ↑ Dragonfly Cave on stat stages mechanics
2. ↑ The Ultimate Pokémon Center on stats changes from first two Pokémon Mystery Dungeon games
3. ↑ Explaining the October 2018 Stat Change

Template:Pokémon individuality

Template:Project Games notice

de:Statuswerte
es:Estadísticas
fr:Statistique
it:Statistiche
ja:ステータス
zh:能力