Stats

Rarity ladder

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.

v6.9.1
Stats, Wiki · PokéHunt