Statistic


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

A statistic (Japanese:  ability), or stat for short, is an element which determines certain aspects of s in the. 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 (as seen via NPCs on the fifth floor of the Celadon Department Store) and ratings (as seen in 's move description).

The Hit Points (Japanese:  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.

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, 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, 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:  attack ability) partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see.

Defense
The Defense stat (Japanese:  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.

Special
The Special stat (Japanese:  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:  special attack ability), or '''Sp. Atk and Spcl. Atk''' 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.

Special Defense
The Special Defense stat (Japanese:  special defense ability), or '''Sp. Def and Spcl. Def''' 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.

Speed
The Speed stat (Japanese:  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.

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

Accuracy
The accuracy rate (Japanese:  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, 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).

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, whose HP is always 1).

For a list of Pokémon by their base stat values, see the list of Pokémon by base stats.

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 not to gain HP upon leveling up without using a Pomeg Berry ( onward) as no evolutionary line has members with a lower base HP than the pre-evolved forms.

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
Individual values cause two Pokémon of the same species to have different stats. Between generations there are different manners of determining them.

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
Awakening values are a mechanic introduced in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, replacing s 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.

Formula

 * See also: 

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.





Example
Consider a Level 81 Pikachu with the following IVs and EVs: and  refer to the relevant base stat (HP is calculated using the base Stamina) and IV for the stat in question, and   (CP Multiplier) is a multiplier determined by the Pokémon's current Power Up level. However, the minimum value for HP is 10. Pokémon defending a have twice their regular HP during battles.

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):



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.

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

In the anime
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
In Wired For Battle!, HP was shown on Shingo's laptop where Blade's lowered 's HP by half.

In the
In Eight Ain't Enough, Juan's used  on Ash's Swellow which lowered Swellow's defensive strength.

In Shocks and Bonds, Johnny's used, a Defense-boosting move, which defended itself against 's 's , a special move.

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

In the
In Battling For The Love of Bug-Types!, Burgh's used  to defend itself against Ash's Sewaddle's.

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

In the
As of the, 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 X in Mega Evolution Special II, Ramos's  in The Green, Green Grass Types of Home!, and 's  in A Riveting Rivalry!.

In the
The generally retains the added visual aids from the XY series, as seen as when Kiawe's Turtonator used  in A Crowning Moment of Truth!. However, in SM104, Hapu's glowed red while increasing its defense with.

In other languages
Stat