Stats
Every pokémon has 6 stats. The effective value that feeds combat is not the raw species base: it is shaped by IVs, EVs, Nature and a rarity/shiny/founder base multiplier, and only then run through the classic mainline formula. This page shows each piece.
The 6 stats
| Key | Name | Short |
|---|---|---|
hp |
HP (Hit Points) | HP |
atk |
Attack | Atk |
def |
Defense | Def |
spa |
Special Attack | SpA |
spd |
Special Defense | SpD |
spe |
Speed | Spe |
IVs (Individual Values)
IVs are the individual's "DNA": one number per stat, rolled at birth and fixed forever.
| Constant | Value | Meaning |
|---|---|---|
| Max IV | 31 | Cap per stat (0–31) |
- Each IV is rolled from 0 to 31 the moment the pokémon is generated and never changes.
- The "IV perfection" bar you see shows how close to the maximum sum (186 total) the mon rolled, from 0 to 100%.
EVs (Effort Values)
EVs are accumulated training. A fresh pokémon is born with zero EVs and earns them over time.
| Constant | Value | Meaning |
|---|---|---|
| Max EV per stat | 252 | Cap in a single stat |
| Max EV total | 510 | Cap summed across all stats |
- Note that 510 total < 6 × 252: you cannot max everything. You must choose which stats to invest in.
- Every 4 EVs are worth 1 point of "base" in that stat.
Natures (25)
Nature is rolled at birth. It raises one stat by +10% and lowers another by −10%. The 5 neutral natures (Hardy, Docile, Serious, Bashful, Quirky) touch nothing. Nature never affects HP.
It is no longer forever. The Wild Mint, from the VIP Shop, rerolls the nature of any pokémon you own. You do not pick which one comes up: it rolls among the other 24, and never lands on the one it already has. Price and details on the Safira and VIP Shop page.
| Nature | +10% | −10% | Nature | +10% | −10% | |
|---|---|---|---|---|---|---|
| Hardy | — | — | Timid | Spe | Atk | |
| Lonely | Atk | Def | Hasty | Spe | Def | |
| Brave | Atk | Spe | Serious | — | — | |
| Adamant | Atk | SpA | Jolly | Spe | SpA | |
| Naughty | Atk | SpD | Naive | Spe | SpD | |
| Bold | Def | Atk | Modest | SpA | Atk | |
| Docile | — | — | Mild | SpA | Def | |
| Relaxed | Def | Spe | Quiet | SpA | Spe | |
| Impish | Def | SpA | Bashful | — | — | |
| Lax | Def | SpD | Rash | SpA | SpD | |
| Calm | SpD | Atk | Gentle | SpD | Def | |
| Sassy | SpD | Spe | Careful | SpD | SpA | |
| Quirky | — | — |
Rarity multipliers
Before the formula runs, rarity multiplies the species' base stat. A Prismatic mon isn't just a different color, it is genuinely stronger. There are 8 rarities:
| Rarity | Base mult | Spawn chance | Color |
|---|---|---|---|
| Common | 1.00 | 77.25% | gray |
| Uncommon | 1.03 | 16.82% | green |
| Rare | 1.06 | 4.55% | blue |
| Epic | 1.10 | 0.82% | purple |
| Prismatic | 1.15 | 0.38% | red |
| Mythic | 1.21 | 0.12% | pink |
| Astral | 1.28 | 0.050% | cyan |
| Divine | 1.36 | never spawns | white |
On top of rarity there are three seals, and they multiply the rolled rarity instead of replacing it:
| Seal | Base mult | How it appears |
|---|---|---|
| Founder | 1.50 (+50%) | Founder companions |
| Shiny | 1.45 (+45%) | Chance of 1/28,800 (~0.0035%), i.e. ≈ 1 in every 28,800 encounters |
| Genesis | 1.42 (+42%) | Genesis Pack companions |
Shiny is the hardest thing to find in the hunt: it is rarer than Astral (1 in 1,989) and still delivers more stats than it.
Everything multiplies together: rarity × seal × Bond × Stars. An Astral shiny lands at 1.28 × 1.45 = ×1.86, well beyond what either one gives alone. At equal rarity the founder seal beats shiny (1.50 against 1.45) and shiny beats Genesis (1.45 against 1.42), but a high-tier shiny beats a low-tier founder.
| Example | The maths | Base stats |
|---|---|---|
| Common shiny | 1.00 × 1.45 | ×1.45 |
| Astral | 1.28 | ×1.28 |
| Astral shiny | 1.28 × 1.45 | ×1.86 |
| Common founder | 1.00 × 1.50 | ×1.50 |
| Astral founder | 1.28 × 1.50 | ×1.92 |
| Astral Genesis | 1.28 × 1.42 | ×1.82 |
Two more axes stack on top of those, and both come from raising the pokemon rather than buying it:
| Axis | How much | Where |
|---|---|---|
| Bond | +3% at 75% Bond, +3% at 100% | Hunting with it on the team |
| Stars | +4% per Star, up to +20% | Ascension Altar |
An Astral shiny with a full Bond and 5 Stars lands at 1.28 × 1.45 × 1.06 × 1.20 = ×2.36.
How it all comes together
The rarity multiplier raises the species' base stat, and that already-bigger value is combined with the IV and the EV invested, growing along with the pokémon's level (it is not a flat bonus tacked on at the end). HP gets a fixed bonus per level and is never affected by Nature. The other 5 stats get a smaller bonus and do take the Nature adjustment: +10% on the stat it favors, -10% on the one it hurts.
Where stats go
Your offensive stat is the higher of Attack and Special Attack, and Speed shortens the dead time between one kill and the next: the more Speed, the faster the pokemon walks across the map. When traveling between waves, the whole group marches at the pace of its slowest member. One fast pokemon does not make up for a slow one: the lowest Speed number on the field sets the pace. See how stats become damage in Damage Formula.
