Stat

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If you were looking for the Pokémon information screen formerly known as "stats", seeSummary.

Astat (Japanese:能力(のうりょく)ability) refers to any of several parameters pertaining toPokémon that can affectturn order,move success, anddamage output during abattle. With exception to theHP stat, a Pokémon's stat can also be temporarily raised or lowered in stages during battle through variouseffects. In a large subset of these parameters,stats also refer to their measured values attributed to individual Pokémon, and they are generally raised by increasing theirlevel or byevolving. While each species of Pokémon share the same set ofbase stats that determine the actual stats of a Pokémon at a given level, other properties add to the variation of stats within the species, most notably beingindividual values,effort values, andNature.

The name is short forstatistic orstatus; in some cases, it has also been namedability,rating,effect, orparameter.

Contents

Terminology

Stat

The word "stat" (or "stats") is not used inGeneration I with this meaning. The word "statistic" (or "statistics") is not used in anycore series game with this meaning.

The word "stat" is used in several places fromGeneration II onwards. Some examples:

  • The move descriptions ofHaze,Psych Up, andMist use "stat" or "stats" fromGeneration II onwards, except in someGeneration III games.
  • In the text displayed whenHaze is used in Generation II: "All stat changes were eliminated!"
  • In the text displayed whenPsych Up is used in Generation II: "<user> copied the stat changes of <target>!"
  • TheTrainer Tips fromRoute 36 inGeneration II: "Pokémon stats vary--even within the samespecies. Their stats may be similar at first. However, differences will become pronounced as thePokémon grow."
  • According toPryce in Generation II, the Glacier Badge raises the "Special stats ofPokémon".
  • Some dialogue inPokémon FireRed and LeafGreen uses "stat", replacing "ability" from the Generation I dialogue. For instance, an NPC inLavender Town'sPoké Mart and two NPCs at the fifth floor of theCeladon Department Store talk about items that raise the Pokémon's stats (as opposed to "abilities" in Generation I).

The word "status" is used on theTrainer Tips signboard explainingGuard Spec. inCeladon City inPokémon FireRed, LeafGreen,HeartGold, and SoulSilver, in the description ofSnatch in Pokémon FireRed and LeafGreen and Generation IV, and in the description ofClear Smog in Generation V.

Rating

In Generation II, sometimes the word "rating" is used.

Effect

InPokémon Ruby, Sapphire, andEmerald, as well asPokémon Colosseum andXD, the movePsych Up simply copies the target's stat changes. However, the move description states that it copies the foe's "effect(s)".

Ability

From Generations I to III, sometimes the word "ability" is used.

Parameter

List of stats

Permanent stats

HP

Main article:HP

TheHP stat (Japanese:HP, symbolH), short forHit Points (Japanese:ヒットポイントHit Point), determines how muchdamage a Pokémon can receive beforefainting. InPokémon GO, it is also calledStamina.

Attack

TheAttack stat (Japanese:攻撃能力(こうげきのうりょく)attack ability, symbolA), or informallyPhysical Attack, partly determines how much damage a Pokémon deals when using aphysical move. For more information on how Attack affects damage, seeDamage → Damage calculation.

Defense

TheDefense stat (Japanese:防御能力(ぼうぎょのうりょく)defense ability, symbolB), or informallyPhysical Defense, partly determines how much damage a Pokémon receives when it is hit with aphysical move. For more information on how Defense affects damage, seeDamage → Damage calculation.

Special

TheSpecial stat (Japanese:とくしゅのうりょくspecial ability) is a stat that exists only inGeneration 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 whenspecial 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. WithGeneration II, the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have differentbase stat values for both, and those stats were both displayed on a Pokémon's stat screen; however,individual values andeffort 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. InGeneration 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

TheSpecial Attack stat (Japanese:特攻能力(とくこうのうりょく)special attack ability, symbolC), orSp. Atk andSpcl. AtkGSCStad2 for short, partly determines how much damage a Pokémon deals when using aspecial move. For more information on how Special Attack affects damage, seeDamage → Damage calculation.

Special Defense

TheSpecial Defense stat (Japanese:特防能力(とくぼうのうりょく)special defense ability, symbolD), orSp. Def andSpcl. DefGSCStad2 for short, partly determines how much damage a Pokémon receives when it is hit with aspecial move. For more information on how Special Defense affects damage, seeDamage → Damage calculation.

Speed

TheSpeed stat (Japanese:素早(すばや)能力(のうりょく)agility, symbolS) determines the order of Pokémon that can act in battle. If Pokémon are moving with the samepriority, Pokémon with higher Speed at the start of any turn will generally make amove before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. Prior toGeneration VIII, in-battle changes to a Pokémon's Speed stat did not start affecting turn order until the following turn; however, inGeneration VII, ifMega Evolution orUltra Burst caused changes to the base Speed stat or to anAbility that affected Speed or priority, those changes took effect immediately for the upcoming turn. In Generation VIII, all speed changes take effect immediately; after every individual move, the next Pokémon to move is the fastest Pokémon that hasn't yet made its move that turn.

InPokémon Legends: Z-A, where real-time combat is utilized, a higher Speed stat shortens thecooldown of moves, to a minimum of 3 seconds.

In-battle stats

Evasion

Theevasion rate (Japanese:回避率(かいひりつ)evasion rate), orevasiveness, 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 asSweet Scent orDefog, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such asDouble Team, other Pokémon will have a harder time connecting their moves.

Accuracy

Theaccuracy rate (Japanese:命中率(めいちゅうりつ)accuracy rate) oraccuracy 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, inPokémon XD, the player can also raise a Pokémon's accuracy by one stage by using the call action, as long as the Pokémon is notasleep or inReverse Mode (in which case removing the condition takes precedence over raising accuracy).

Movement speed

Movement speed, introduced in and exclusive toPokémon Legends: Z-A, determines how fast a Pokémon can travel on the map. Moves that modify Speed in other games, along with paralysis, would instead modify movement speed in Legends: Z-A. Counterintuitively, movement speed does not interact with the Speed stat at all, which is only used to reduce cooldown time. A Pokémon's base movement speed is solely determined by itsspecies, unaffected by level,EVs, and other such values.

Determination of stats

Base stat values

A Pokémon'sbase stat values will most often have the greatest influence over their specific stats at any level. Disregarding individual values, effort values, andNature, 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 ofShedinja, whose HP is always 1).

For a list of Pokémon by their base stat values, see thelist 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 everlose points in a stat unless itevolves 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 thanShedinja not to gain HP upon leveling up without using a Pomeg Berry (Pokémon Emerald 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. The Nature boost or reduction is internally calculated by multiplying the stat after 5 is added to it by 110 if the Nature boosts the stat, 100 if the Nature doesn't affect the stat, or 90 if the Nature lowers the stat, then dividing the result by 100 and truncating the decimal.

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 252 EVs in a single stat.

Go Power

Main article:Go Power

Go Power are a mechanic introduced inPokémon: Let's Go, Pikachu! and Let's Go, Eevee!, replacingEVs as the means of further raising a Pokémon's stats. A Pokémon's stat will have 1 extra point for every value of Go Power gained regardless of level, and each stat is capped at 200 values of Go Power.

Formula

See also:Damage → Damage calculation

Generations I and II

HP=((Base+DV)×2+STATEXP4)×Level100+Level+10

OtherStat=((Base+DV)×2+STATEXP4)×Level100+5



Example

Consider a Level 81 Pikachu with the following IVs and EVs:

HPAttackDefenseSp.AtkSp.DefSpeedTotal
Base stat3555305040[1]90300
IV7[2]8139[3]542
EV2285023140172801962524795107690
  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 theIV article.
  3. In the first two generations, the Special IV was unified.

Its HP can be calculated as follows:

HP=((35+7)×2+228504)×81100+81+10=(42×2+38)×81100+91=122×81100+91=98.82+91=98+91=189

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

SpAtk=((50+9)×2+196254)×81100+5=(59×2+35)×81100+5=153×81100+5=123.93+5=123+5=128

SpDef=((40+9)×2+196254)×81100+5=(49×2+35)×81100+5=133×81100+5=107.73+5=107+5=112

Its Speed can be calculated as follows:

Speed=((90+5)×2+247954)×81100+5=(95×2+39)×81100+5=229×81100+5=185.49+5=185+5=190

In the end, this Pikachu's stats are:

HPAttackDefenseSp.AtkSp.DefSpeed
Base stat355530504090
IV781395
EV2285023140172801962524795
Total189137101128112190

Generation III onward

HP=(2×Base+IV+EV4)×Level100+Level+10

OtherStat=((2×Base+IV+EV4)×Level100+5)×Nature

These formulas mean that, aside fromShedinja'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 78Garchomp with the following IVs and EVs and anAdamantnature:

HPAttackDefenseSp.AtkSp.DefSpeedTotal
Base stat108130958085102600
IV24123016235110
EV7419091488423510

Its HP can be calculated as follows:

HP=(2×108+24+744)×78100+78+10=(216+24+18)×78100+88=258×78100+88=201.24+88=201+88=289

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:Attack=((2×130+12+1904)×78100+5)×1.1=((260+12+47)×78100+5)×1.1=(319×78100+5)×1.1=(248+5)×1.1319×78100=248=278.3(248+5)×1.1=278.3=278

And its Special Attack stat will be:

SpAtk=((2×80+16+484)×78100+5)×0.9=((160+16+12)×78100+5)×0.9=(188×78100+5)×0.9=(146+5)×0.9188×78100=146=135.9(146+5)×0.9=135.9=135

Its Speed stat, on the other hand, has noNature multiplier, so it is calculated as:

Speed=((2×102+5+234)×78100+5)×1=(204+5+5)×78100+5=214×78100+5=166.92+5=166+5=171

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

HPAttackDefenseSp.AtkSp.DefSpeed
Base stat108130958085102
IV24123016235
EV7419091488423
Total289278193135171171

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 withGo Power, 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 withfriendship. Stats are now updated simultaneously with any changes to the variables, rather than after a Pokémon has leveled up.

The Go Power bonus can range anywhere between 0 and 200 for all stats, and a Pokémon can have all six stats maxed out to 200 values of Go Power each. The friendship multiplier can range between 1 and 1.1, scaling directly with the Pokémon's level of friendship(1+10×friendship255100).

HP=(2×Base+IV)×Level100+Level+10+AVOtherStat=((2×Base+IV)×Level100+5)×Nature×Friendship+AV

Pokémon Legends: Arceus

In Pokémon Legends: Arceus, a Pokémon's stats are calculated usingeffort levels, replacing the mechanics aroundEVs andIVs. IVs are still present, but that is only used to determine a Pokémon's starting effort level in each stat, up to three effort levels; beyond this, IVs have no effect on stats.

HP=(Level100+1)×Base+Level+ELBOtherStat=(Level50+1)×Base1.5×Nature+ELBELB=round(Base×Multiplier+Level2.5)

where:

  • Base is the Pokémon species' base value for that stat
  • Level is the Pokémon's level
  • Nature is 0.9 if the Pokémon has a hindering Nature, 1.1 if it has a helpful Nature, and 1 otherwise.
  • ELB is the effort level bonus, directly added to the Pokémon's stat. The result is rounded to the nearest integer.
    • Multiplier is the effort level multiplier, which is determined from the effort level as follows:
Effort LevelMultiplier
00
12
23
34
47
58
69
714
815
916
1025

In battle

In battle, additionalmodifiers can further alter the effective value of a stat. This is not reflected in visible stats, but instead is only accounted for whendamage 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×EvasiontargetBrightPowder, 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'saccuracy, a value from 0 to 255,
  • Accuracyuser is the accuracystage multiplier of the user,
  • Evasiontarget is the evasion stage multiplier of the target, and
  • BrightPowder is 20 if the user isholdingBrightPowder (in Generation II) or 0 otherwise.

The game then selects a random numberr from 0 to 255 and compares it toT to determine whether the move hits.

In Generation I, ifr is less thanT, the move hits. This results in a bug where no move can be guaranteed to hit (excludingBide andSwift) since even ifT is 255, ifr is also 255, the move will miss.

In Generation II, ifT is 255 or ifr is less thanT, the move hits. This eliminates the bug from Generation I.

Generations III onward

Whether a move hits depends on the formula:

T=Accuracymove×StageMultiplier×Other, where:

  • T is the computed threshold value that will determine whether the move will hit,
  • Accuracymove is the move'saccuracy, a value from 1 to 100,
  • StageMultiplier is the equivalent accuracystage 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 asSimple orForesight (to no less than -6 and no more than 6 after the subtraction), and
  • Other encompasses all multipliers from other accuracy or evasion modifiers from Ability effects,fog, move effects, and item effects (as can be seen inthis table), serially applied.

The game then selects a random numberr from 1 to 100 and compares it toT to determine whether the move hits. Ifr is less than or equal toT, the move hits.

Combat Power

Combat Power (Japanese:コンバットパワーCombat Power, formerly総合的(そうごうてき)(つよ)Total Power[1]), orCP (Japanese:CP), is a value first introduced inPokémon GO and carried over toPokémon: 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 on the total of all a Pokémon's stats andAVs. 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.

CP=min((StatsGoPower)×Level×6100+GoPower×(Level×4100+2),10000)

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.

The lowest possible CP is 2. This is possible if a level 1Caterpie transferred from Pokémon GO has minimumfriendship, 0 IVs and 0 values of Go Power in every stat.

Stat modifiers

Main article:Stat modifier

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 certainmoves,Abilities, andheld 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.

Icons

The following icons are used inPokémon HOME.

HPAttackDefense
SpeedSpecial AttackSpecial Defense

In other games

Mystery Dungeon series

Main article:Stat (Mystery Dungeon)

In thePokémon Mystery Dungeon series, Pokémon have HP, Attack, Defense, Special Attack, Special Defense, andSpeedSMDRTDX stats, just like in the core games. However, these games also have a few stats not seen in the core games.

Pokémon Conquest

Main article:Stat (Conquest)

InPokémon Conquest, Pokémon have HP, Range, Attack, Defense, and Speed stats, as well as a non-numeric Energy stat, and a derived stat called Strength.

Pokémon GO

Main article:Stat (GO)

Pokémon inPokémon GO haveHP,Attack, andDefense stats, as well as a derived stat,CP. Pokémon GO makes no distinction between physical or special damage like the core games do; instead, allattacks simply use Attack and Defense to calculate damage. Of the four stats in Pokémon GO, however, only HP and CP are directly visible.

Pokémon: Magikarp Jump

Jump Power

This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: JP required per level
This section is missing one or more images.
Please feel free to add any missing images to this section. Needed images can beuploaded to the Bulbagarden Archives.

Jump Power (Japanese:はねる(ちから)Jump Power), orJP (Japanese:CP), is a stat that indicates aMagikarp's ability to jump inPokémon: Magikarp Jump. Jump Power is also used in place ofexperience to determine when a Magikarp levels up. JP can still be earned even after reaching the maximum level of 100, with the absolute maximum JP capped at 12,900,605,640,709[2] (shortened to 12.9T).

As the Jump Power becomes larger and larger, it will be measured with the help ofSI prefixes.

prefixJP represented
T (tera)1,000,000,000,000
G (giga)1,000,000,000
M (mega)1,000,000
k (kilo)1,000

In animation

Pokémon the Series

Ash's Dragonite raising its attack power and speed withDragon Dance

Stats inPokémon the Series appear to leave out the Special and Physical concept. It is more dependent on attack power and the amount ofdamage inflicted instead of Attack and Special Attack, and endurance rather than Special Defense and Defense.

Pokémon the Series: The Beginning

In thedub ofFire and Ice,Misty mentioned thatPete Pebbleman'sCloyster is losing HP asAsh's Kingler kept hitting it withCrabhammer. In the original Japanese version, Misty talked about Cloyster taking damage instead.

Pokémon the Series: Gold and Silver

InWired For Battle!, HP was shown onShingo's laptop where Blade'sQuick Attack loweredHeracross's HP by half.

Pokémon the Series: Ruby and Sapphire

InEight Ain't Enough,Juan'sWhiscash usedTickle onAsh's Swellow which lowered Swellow's defensive strength.

InShocks and Bonds,Johnny'sAggron usedHarden, a Defense-boosting move, which defended itself againstTyson'sSceptile'sSolar Beam, a special move.

Pokémon the Series: Diamond and Pearl

InPedal to the Mettle!,Paul'sWeavile usedSwords Dance, an Attack-boosting move, which boostedBlizzard, a special move, as well asIce Shard andMetal Claw.

Pokémon the Series: Black & White

InBattling For The Love of Bug-Types!,Burgh'sWhirlipede usedIron Defense to defend itself againstAsh's Sewaddle'sBug Bite.

InMission: Defeat Your Rival!,Bianca'sEscavalier used Iron Defense several times to maximize its Defense.

Pokémon the Series: XY

Pokémon will occasionally glow red after their attack strength has changed, as exhibited byKorrina's Lucario inMega Revelations!, or blue after their defensive strength has been changed, as shown byAlain'sMegaCharizard X inMega Evolution Special II,Ramos'sJumpluff inThe Green, Green Grass Types of Home!, andAsh's Pikachu inA Riveting Rivalry!.

Pokémon the Series: Sun & Moon

This series generally retains the added visual aids fromPokémon the Series: XY, as seen as whenKiawe's Turtonator usedShell Smash inA Crowning Moment of Truth! and whenGladion's Lycanroc usedSwords Dance inShowdown on Poni Island!. However, inThat's Some Spicy Island Research!,Hapu's Mudsdale glowed red while increasing its defense withStamina.

Pokémon Journeys: The Series

InBeyond Chivalry… Aiming to be a Leek Master!,Rinto'sGallade activatedJustified, boosting his Attack.

InCurtain Up! Fight the Fights!,Leon'sRillaboom had its Speed boosted by its use ofMax Airstream. InWhittle While You Work!,Cynthia'sTogekiss also boosted its Speed via Max Airstream. InParing Pokémon While Parrying!, Leon's Rillaboom lowered the Speed ofDragonite by usingDrum Beating.

Pokémon Horizons: The Series

This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: More examples fromPokémon Horizons: The Series

InCharge! Galar Mine!,Amethio's Ceruledge activated itsHidden Ability,Weak Armor, increasing its speed.

InEncounters at the Crystal Pool,Perrin'sLeafeon usedSwords Dance to increase its attack power.

InThe Three Explorers,Diana'sArcanine activated its Hidden Ability, Justified, increasing its attack power.

InOver the Top!,Geeta's twoGlimmora usedRock Polish to boost their speed. In the same episode, they usedMemento to harshly lower the attack power ofRoy's Crocalor andDot's Quaxwell, forcingLiko,Roy, andDot to shift their battle strategy in theirTriple Battle to rely onLiko's Floragato.

Gallery

This gallery is missing one or more images.
Please feel free to add any missing images to this gallery. Needed images can beuploaded to the Bulbagarden Archives.
Reason: Missing Violet and Kitakami (different colors of the top and bottom bars), Bank, and spin-offs
Generation IStadiumGeneration II (Japanese)Generation II (Korean)
Generation II (International)Stadium 2RSColo
FRLGXDEDPPt
HGSSBWB2W2
XYORASSMUSUM
LGPESwShBDSPLA
SVTeal MaskIndigo Disk
Z-ABox RS
HOME (Switch)HOME (Mobile)

In other languages

Stat

LanguageTitle
ChineseCantonese能力Nàhnglihk
Mandarin能力Nénglì
DutchStatistiek
FrenchStat
GermanStatuswert
IndonesianStatistik
ItalianStatistica
Korean능력Neungnyeok
MalaysianStat
Keupayaan
PortugueseBrazilAtributo
Status*
Condição*
PortugalEstatística
SpanishCaracterística
Thaiค่าพลังKhaplang
VietnameseKhả năng

Hit Points

LanguageTitle
ChineseCantoneseHP*
體力Táilihk*
MandarinHP*
體力 / 体力Tǐlì*
CzechHP
Danish(HP)
Livspoint*
DutchHit Points (HP)
Energiepunten*
IP*
FinnishKestopisteet (KP)
FrenchCanadaHP*
EuropePoints de Vie (PV)
GermanKraftpunkte (KP)
Hindiहिट पॉइंटHit Point (HP)
HungarianÉleterejének mértéke
Életerő
IndonesianHit Point (HP)
ItalianPunti Salute (PS)
Korean히트포인트Hit Points (HP)
Malaysian(HP)
Norwegian(LP)
Polish(HP)
PortugueseBrazilPontos de Saúde (PS)*
Hit Points (HP)*
PortugalHit Points (HP)
Pontos de Saúde*
RussianОчки жизниOchki zhizni (ОЖ) (OZH)*
Очки ЗдоровьяOchki Zdorov'ya (ОЗ) (OZ)
SpanishPuntos de Salud (PS)
Swedish(HP)
Träffpoäng*
ThaiพลังชีวิตPhalang Chiwit (HP)
TurkishSağlık Puanları (SP)
Vietnamese(HP)
Sinh lực

Attack

LanguageTitle
ChineseCantonese攻擊Gūnggīk*
攻擊力Gūnggīklihk
Mandarin攻擊 / 攻击Gōngjí / Gōngjī*
攻擊力 / 攻击力Gōngjílì / Gōngjīlì
CzechÚtok
DanishAngreb
DutchAanval
FinnishHyökkäys
FrenchAttaque
GermanAngriff
HindiअटैकAttack
HungarianTámadás
IndonesianSerangan
ItalianAttacco
Korean공격Gonggyeok
MalaysianSerangan
NorwegianAngrep
PolishAtak
PortugueseAtaque
RussianАтакаAtaka
SpanishAtaque
SwedishAnfall*
Attack*
ThaiโจมตีChomti
TurkishSaldırı
VietnameseSức tấn công

Defense

LanguageTitle
ChineseCantonese防禦Fòhngyuh
防禦力Fòhngyuhlihk
Mandarin防禦 / 防御Fángyù
防禦力 / 防御力Fángyùlì
CzechObrana
DanishDefense
DutchVerdediging
FinnishPuolustus
FrenchDéfense
GermanVerteidigung
Hindiडिफ़ेंसDefense
HungarianVédelem
Védekezés
IndonesianPertahanan
ItalianDifesa
Korean방어Bang-eo
MalaysianPertahanan
NorwegianForsvar
PolishObrona
PortugueseDefesa
RussianЗащитаZashchita
SpanishDefensa
SwedishFörsvar
Thaiป้องกันPongkan
TurkishSavunma
VietnameseSức phòng bị
Sức phòng thủ

Special Attack

LanguageTitle
ChineseCantonese特攻Dahkgūng
Mandarin特攻Tègōng
CzechSpeciální útok
DanishSpecialangreb
DutchSpeciale aanval
FinnishErikoishyökkäys
FrenchAttaque Spéciale
GermanSpezial-Angriff
HungarianSpeciális támadás
IndonesianSerangan Khusus
ItalianAttacco Speciale
Korean특수공격Teuksu Gonggyeok
MalaysianSerangan Istimewa
NorwegianSpesial-angrep
PolishSpecjalny Atak
PortugueseAtaque Especial
RussianОсобая АтакаOsobaya Ataka
SpanishAtaque Especial
SwedishSpecial-anfall
ThaiโจมตีพิเศษChomti Phiset
VietnameseTấn công
Tấn công Đặc biệt

Special Defense

LanguageTitle
ChineseCantonese特防Dahkfòhng
Mandarin特防Tèfáng
CzechSpeciální obranu
DanishSpecial Defense
DutchSpeciale verdediging
FinnishErikoispuolustus
FrenchDéfense Spéciale
GermanSpezial-Verteidigung
HungarianSpeciális védekezés
IndonesianPertahanan Khusus
ItalianDifesa Speciale
Korean특수방어Teuksu Bang-eo
MalaysianPertahanan Istimewa
NorwegianSpesial-forsvar
PolishSpecjalna Obrona
PortugueseDefesa Especial
RussianОсобая ЗащитаOsobaya Zashchita
SpanishDefensa Especial
SwedishSpecial-försvar
Thaiป้องกันพิเศษPongkan Phiset
VietnamesePhòng thủ
Phòng thủ Đặc biệt

Speed

LanguageTitle
ChineseCantonese速度Chūkdouh
敏捷度Máhnjihtdouh*
Mandarin速度Sùdù
敏捷度Mǐnjiédù*
CzechRychlost
DanishFart*
Hastighed*
DutchSnelheid
FinnishNopeus
FrenchVitesse
GermanInitiative
GreekΤαχύτητα
HungarianGyorsaság
Sebesség
IndonesianKecepatan
ItalianVelocità
Korean스피드Speed
MalaysianKelajuan
NorwegianFart*
Hastighet*
PolishSzybkość
PortugueseBrazilVelocidade*
Agilidade*
PortugalVelocidade
RussianСкоростьSkorost'
SpanishVelocidad
SwedishSnabbhet*
Hastighet*
Thaiความเร็วKhwamreo
VietnameseSự nhanh nhẹn
Tốc độ

Special

LanguageTitle
ChineseCantonese特殊Dahksyùh
Mandarin特殊Tèshū
FrenchSpécial
GermanSpezial
ItalianSpeciale
PortugueseEspecial
SpanishEspecial
VietnameseKhả năng đặc biệt

Accuracy

LanguageTitle
ChineseCantonese命中Mihngjung
Mandarin命中Mìngzhòng
FrenchPrécision
GermanGenauigkeit
IndonesianAkurasi
ItalianPrecisione
Korean명중률Myeongjungnyul
MalaysianKadar ketepatan
PortuguesePrecisão
SpanishPrecisión
Thaiอัตราความแม่นAtrakwammaen
VietnameseChính xác

Evasiveness

LanguageTitle
ChineseCantonese閃避Símbeih
Mandarin閃避 / 闪避Shǎnbì
FrenchEsquive
GermanFluchtwert*
Ausweichwert*
IndonesianMenghindar
ItalianElusione
Korean회피율Hoepiyul
MalaysianPengelakan
PortugueseEvasão
SpanishEvasión
ThaiอัตราหลบหลีกAtraloplik
VietnameseTránh né

Combat Power

LanguageTitle
ChineseCantonese攻擊力Gūnggīklihk (CP)
戰鬥能力Jindau Nàhnglihk (CP)PE
Mandarin攻擊力Gōngjílì (CP)
戰鬥能力 / 战斗能力Zhàndòu Nénglì (CP)*PE
战斗能力Zhàndòu Nénglì (战力Zhànlì)*PE
DutchCombat Power (CP)
FrenchPoints de combat (PC)
GermanWettkampfpunkte (WP)
Hindiकॉम्बैट पावरCombat Power (CP)
IndonesianKekuatan Tempur (CP)
ItalianPunti lotta (PL)
Korean전투력Jeonturyeok (CP)
컴뱃 파워Combat Power (CP)PE
강함을 나타내는 수치Gangham-eul Natanaeneun Suchi (CP)[3]
PortugueseBrazilPoder de Combate (PC)
PortugalCombat Power (CP)
RussianБоевые ОчкиBoyevyye Ochki (CP)
SpanishPuntos de Combate (PC)
Thaiพลังการต่อสู้Phalang Kantosu (CP)
TurkishDövüş Gücü (DG)

Jump Power

LanguageTitle
ChineseCantonese跳躍力Tiuyeuhk Lihk (CP)
Mandarin跳躍力Tiàoyuè Lì (CP)*
跳跃力Tiàoyuè Lì (鲤鱼力Lǐyú Lì)*
FrenchPuissance (PS)
GermanSprungkraft (KP)
ItalianPotenza di salto (PM)
Korean튀는 힘Twineun Him (CP)
SpanishImpulso (PS)

References

Related articles

Pokémon individuality
Level (Experience) •StatsShininessGenderNatureCharacteristic
Ability (Hidden Ability) •Effort valuesIndividual valuesGo PowerEffort level
SizeSheenConditionPerformanceFriendshipAffectionMemory
Dynamax LevelGigantamax FactorTera type
This game mechanic article is part ofProject Games, aBulbapedia project that aims to write comprehensive articles on thePokémon games.