What this Pokémon stat calculator does
Search a Pokémon, set its level, nature, IVs and EVs, and the Stat at level column shows the exact HP, Atk, Def, SpA, SpD and Spe it will have in the game, using the formula every main-series title has used since Ruby and Sapphire. The page loads with a Garchomp at level 50, a Jolly nature and 4 HP / 252 Atk / 252 Spe EVs so you can see a complete example before you change anything.
Because the inputs are the only variables in the formula, the same tool works as an IV calculator, an EV calculator and a speed calculator: fix the values you know and adjust the one you are trying to find until the result matches.
How to use the stats calculator
- Search a Pokémon. Type a name into Search a Pokémon… and pick from the list. Regional forms and Mega Evolutions are listed separately with their own base stats.
- Set the Level from 1 to 100. Level 50 is the standard for ranked battles and most official formats; level 100 is the standard on Pokémon Showdown and in many community formats.
- Pick a Nature. Each option shows its effect, for example Jolly (+Spe −SpA). Neutral natures show no modifier.
- Enter IVs from 0 to 31 in each row. The Max IVs, no EVs button sets all six to 31 and clears EVs.
- Enter EVs from 0 to 252 in steps of 4. The EV total counter above the table shows your running total out of 510 and turns red if you go over. Three preset buttons set the most common competitive spreads: 252 Atk / 252 Spe, 252 SpA / 252 Spe and 252 HP / 252 Def, each with the remaining 4 EVs placed sensibly.
The Total row sums the base stats and the calculated stats so you can compare two Pokémon at the same level at a glance.
The Pokémon stat formula (Gen 3 and later)
Two formulas cover all six stats. In both, the inner part is the same and all divisions round down.
HP:
HP = floor( (2 × Base + IV + floor(EV ÷ 4)) × Level ÷ 100 ) + Level + 10
Attack, Defense, Special Attack, Special Defense, Speed:
Stat = floor( ( floor( (2 × Base + IV + floor(EV ÷ 4)) × Level ÷ 100 ) + 5 ) × Nature )
where Nature is 1.1 for the stat the nature raises, 0.9 for the stat it lowers, and 1.0 otherwise. HP is never modified by nature.
A few consequences fall out of the formula:
- At level 100, each IV point and every 4 EVs are each worth exactly one stat point before the nature multiplier. At level 50, they are worth half a point, so odd IVs and EV amounts that are not multiples of 8 sometimes change nothing.
- 252 EVs equal 63 points in the inner value (252 ÷ 4). The 4 leftover EVs that cannot reach another multiple of 4 in two stats are why spreads read 252 / 252 / 4.
- A 0 IV and a reducing nature are the way to minimise a stat deliberately, for example minimum Speed on a Trick Room attacker or minimum Attack to reduce confusion and Foul Play damage.
- Shedinja is the one exception: its HP is always 1.
Nature chart: which stat goes up and down
Twenty natures change two stats by 10 percent each way; five are neutral. The calculator's dropdown uses exactly this table.
| Nature | +10% | −10% |
|---|---|---|
| Hardy | — | — |
| Lonely | Attack | Defense |
| Brave | Attack | Speed |
| Adamant | Attack | Sp. Atk |
| Naughty | Attack | Sp. Def |
| Bold | Defense | Attack |
| Docile | — | — |
| Relaxed | Defense | Speed |
| Impish | Defense | Sp. Atk |
| Lax | Defense | Sp. Def |
| Timid | Speed | Attack |
| Hasty | Speed | Defense |
| Serious | — | — |
| Jolly | Speed | Sp. Atk |
| Naive | Speed | Sp. Def |
| Modest | Sp. Atk | Attack |
| Mild | Sp. Atk | Defense |
| Quiet | Sp. Atk | Speed |
| Bashful | — | — |
| Rash | Sp. Atk | Sp. Def |
| Calm | Sp. Def | Attack |
| Gentle | Sp. Def | Defense |
| Sassy | Sp. Def | Speed |
| Careful | Sp. Def | Sp. Atk |
| Quirky | — | — |
The four natures competitive players reach for most are Adamant and Jolly for physical attackers, Modest and Timid for special attackers, because each lowers the attacking stat the Pokémon does not use. Bold, Impish, Calm and Careful do the same for defensive Pokémon.
IV and EV limits
| Value | Range | Notes |
|---|---|---|
| IV (Individual Value) | 0 to 31 per stat | Fixed at birth or encounter. Hyper Training makes a stat behave as 31 for stat calculation. |
| EV (Effort Value) | 0 to 252 per stat | Gained from battles, vitamins and feathers. Only multiples of 4 matter. |
| EV total | 0 to 510 | Two stats at 252 plus 4 in a third, or 252 / 170 / 84 style splits for bulk. |
| Level | 1 to 100 | Formats fix this at 50 or 100; story play uses whatever your Pokémon is. |
The calculator clamps each IV field to 0–31 and each EV field to 0–252. It does not clamp the EV total, so a spread such as 252 / 252 / 252 can be entered to compare theoretical maximums, but the counter turns red to warn you it is not legal in-game.
Worked example: Garchomp at level 50
Garchomp's base stats are 108 HP, 130 Atk, 95 Def, 80 SpA, 85 SpD, 102 Spe. Take the default set: level 50, Jolly nature (+Spe −SpA), 31 IVs everywhere, EVs 4 HP / 252 Atk / 252 Spe.
HP: 2 × 108 = 216, plus 31 IV = 247, plus floor(4 ÷ 4) = 1 gives 248. 248 × 50 ÷ 100 = 124. Add Level + 10 = 60: 184.
Attack: 2 × 130 = 260, plus 31 = 291, plus floor(252 ÷ 4) = 63 gives 354. 354 × 50 ÷ 100 = 177. Add 5 = 182, times 1.0: 182.
Defense: 2 × 95 = 190, plus 31 = 221, plus 0. 221 × 50 ÷ 100 = 110.5, floored to 110. Add 5, times 1.0: 115.
Special Attack: 2 × 80 = 160, plus 31 = 191. 191 × 50 ÷ 100 = 95.5, floored to 95. Add 5 = 100, times 0.9 for Jolly: 90.
Special Defense: 2 × 85 = 170, plus 31 = 201. 201 × 50 ÷ 100 = 100.5, floored to 100. Add 5, times 1.0: 105.
Speed: 2 × 102 = 204, plus 31 = 235, plus 63 = 298. 298 × 50 ÷ 100 = 149. Add 5 = 154, times 1.1 = 169.4, floored: 169.
Those six numbers, 184 / 182 / 115 / 90 / 105 / 169, are what the calculator shows when the page loads, and what a Garchomp with that set shows on its summary screen in Scarlet and Violet. Change the nature to Adamant and Attack rises to 200 while Speed drops to 154; move the 4 HP EVs to Defense and HP falls to 183 while Defense rises to 116. At level 50 each point in the inner value is worth half a stat point, so whether a single IV or 4 EVs changes anything depends on whether the inner value is odd or even.
Using it as a Pokémon speed calculator
Speed is the stat people calculate most, because outspeeding by one point decides who moves first. To check a speed tier, load both Pokémon in turn with the sets you expect and compare the Spe row. A level 50 Garchomp with 252 Spe EVs reaches 154 with a neutral nature and 169 with Jolly; a Garchomp with 0 Spe EVs, a 0 IV and a reducing nature falls to 96, the kind of number you want under Trick Room.
Remember that the calculator gives the raw stat. Choice Scarf multiplies it by 1.5, Tailwind doubles it, paralysis halves it, and each stage of a Speed boost or drop applies its own multiplier on top, all of which happen in battle after the number here is fixed.
Where stats fit in team building
Base stats tell you a Pokémon's role; calculated stats tell you whether it does the job at the level you play. The team builder on the home page shows base stat averages, the fastest and slowest member and each Pokémon's base stat total, which is enough to spot a team that is uniformly slow or has no physical bulk. When you need the exact number, bring the Pokémon here.
Stats are only half of the matchup. A fast Garchomp still takes ×4 from Ice, which you can confirm with the Pokémon type calculator, and the attacks you give it decide what it can threaten, which the type coverage calculator measures. For the full process, from choosing a core to checking speed, read how to build a Pokémon team, or go back to the Pokémon team builder and start placing members.