What this calculator does
Every stat on a Pokemon comes out of one formula with five inputs: the species base stat, the individual value it was born with, the effort values it has trained, its level and its nature. Nothing else enters into it, which is why two Pokemon of the same species and level can differ by eighty points and why that difference is entirely explicable.
The formula here is the one the games have used since generation 3, so it covers Ruby and Sapphire through to the current titles. HP uses a slightly different version from the other five stats, and nature does not touch HP at all.
The formula
Everything starts with 2 × base + IV + floor(EV ÷ 4), which is then scaled by level and divided by 100, with the result floored. For HP you add the level and 10. For the other five you add 5 and then multiply by the nature modifier, flooring again. The two floors matter: they are why four EVs are worth exactly one point at level 100 and why most EV spreads are multiples of four.
| Term | Meaning |
|---|---|
| Base stat | The species value, the same for every member of that species. |
| IV | Individual value, 0 to 31, fixed when the Pokemon is generated. |
| EV | Effort value, 0 to 252 per stat and 510 across all six, earned by training. |
| Nature | Raises one stat 10% and lowers another 10%. Never affects HP. |
| floor | Round down to a whole number. Applied twice, which is why small EV changes often do nothing. |
The inputs explained
| Field | What to enter |
|---|---|
| Base stat | The species base stat for the stat you are calculating. Look it up for your species. |
| IV | The individual value, 0 to 31. A perfect IV is 31. Hyper Training sets this to 31 effectively at level 100. |
| EV | Effort values for this stat, 0 to 252. Steps of four are what matter, since the formula divides by four and rounds down. |
| Level | The level, 1 to 100. |
| Which stat | HP uses a different formula from the other five stats and ignores nature entirely. |
| Nature | Beneficial raises this stat by 10%, hindering lowers it by 10%, neutral leaves it alone. Ignored for HP. |
When to use it
Checking whether an IV is worth breeding for
Run the stat with the IV you have and with 31, at the level you will actually play at. At level 50 the whole 31 point IV range is worth about 15 points, which is often less than people expect and sometimes less than one nature.
Planning an EV spread
The maximum 252 EVs in a stat is worth 63 points at level 100 and 32 at level 50. Because the division by four rounds down, 252 and 255 give the same result, which is why competitive spreads stop at 252.
Working out why your Pokemon is weaker than a friend's
Same species, same level, different numbers means IVs, EVs or nature. The lowest and highest possible rows show the full range the species can occupy, and where you sit inside it.
Worked examples
Every figure in the tables below is produced by this page’s own calculator at build time, so the numbers and the tool always agree. Select any row to load that scenario.
How much is a perfect IV worth?
The individual value rises from worst to perfect at two different levels.
How many points do EVs add?
Effort values from none to the single-stat maximum.
Questions
Does this cover older games?
It covers generation 3 onwards, which is Ruby and Sapphire through to the current games. Generations 1 and 2 used a different system with stat experience and determinant values, and this formula does not apply to them.
Why does adding four EVs sometimes change nothing?
Because the formula floors twice. Below level 100 you generally need eight EVs to gain a point, and at level 50 exactly eight. Adding four between those boundaries is lost to the rounding.
Why does nature do nothing to my HP?
By design. HP uses its own formula with no nature term in it, so no nature raises or lowers HP in any generation from 3 onwards.
What about Shedinja?
Shedinja always has exactly 1 HP regardless of everything else. It is the one species this formula does not describe.
Is the base stat the same as the number on the summary screen?
No. The summary screen shows the final calculated stat. The base stat is a species constant you need to look up, and it is the first field here.
For the probability side of catching and farming, there is the drop rate calculator, and XP to next level turns a levelling target into hours.