PickPokemon

Pokémon IV Calculator

IVs are a Pokémon's hidden values, 0 to 31 for each stat. Enter its level, nature, EVs, and the stats on its summary screen, and this calculator works backward to the IVs that fit: a Garchomp with 285 Attack at level 100, no EVs, and a neutral nature has an Attack IV of exactly 20. Lower levels give a range instead.

Search or browse for a Pokémon above, then enter its EVs (0 if untrained) and its actual in-game stats to back-calculate possible IVs.

How to use the Pokémon IV calculator

  1. Choose the Pokémon. Search by name or browse the Pokédex in number order.
  2. Set its level and nature. Copy both from the Pokémon's summary screen in your game.
  3. Enter its EVs. Leave them at 0 for a Pokémon you have just caught or hatched.
  4. Type in its stats. Enter each number exactly as the game shows it. The IV column fills in as you go, with the matching Judge rating underneath.

What an IV is

IVs, or individual values, are a Pokémon's hidden genes: one number from 0 to 31 for each of its six stats, fixed when it is caught or hatched. Two Pokémon of the same species, level, and nature can have different stats because their IVs differ. An IV calculator reverses the stat formula to find which IVs could have produced the numbers you see in the game.

Where to find a Pokémon's actual stats

Open its summary screen in-game — the stats shown there (after any level-up, evolution, and EV training) are the "actual stat" values this calculator wants. Don't use numbers from the middle of a battle, where stat changes, items, and abilities can alter them.

Why a range, not an exact number?

It can't always narrow it to one exact number — the stat formula floors at each step, so more than one IV can produce the same final stat, especially at low levels. You'll get a range (like 24–27) instead of a single value. A correctly recorded observation at another level may help narrow the candidates; this page calculates one observation at a time.

Here is how much level matters. Take a Garchomp with an Attack IV of 20, a neutral nature, and no EVs. At level 30 its Attack is 89, and the IV calculator can only say the IV is somewhere from 20 to 23. At level 60 its Attack is 173, which narrows it to 20 or 21. At level 100 its Attack is 285, and the only IV that fits is 20. If you want an exact answer, check again after your Pokémon has gained some levels.

Reading the Judge ratings

Once you finish the story, recent games unlock a Judge function that rates each IV in words instead of numbers. The IV calculator shows the same rating under each result, so you can check the two against each other:

Judge ratingIV
Best31
Fantastic30
Very Good26–29
Pretty Good16–25
Decent1–15
No Good0

The Judge is only precise at the top end: "Pretty Good" covers ten different IVs. The IV calculator can often tell you exactly which one it is, and it works before you have unlocked the Judge at all.

Questions about the IV calculator

Why does the IV calculator say “No match”?

First check the exact species, level, effective nature modifier, EVs, and the displayed stat you entered. A Pokémon used in battles is not necessarily at zero EVs. If your game changes effective stat inputs through a training system, the displayed number may not reveal the original inherited IV. The calculator only reports values consistent with the entered assumptions; it can still return a range when rounding makes several IVs equivalent.

Which games does the IV calculator work for?

This tool tests IV values from 0 to 31 against the standard IV, EV, level, and nature stat formula using current standard-species base stats. It does not switch formulas or historical data by game. Check that the title you play uses that stat system; a game with different training mechanics needs its own calculator. A formula match is not a game-compatibility or legality certificate.

Interpret a matching range

A reverse calculation tests each IV from 0 through 31 against the observed stat. Several values can produce the same integer after rounding. The output is a set of matches, not a probability score. A later observation can narrow that set only when its level, effort values, and effective nature are also known.

If no value matches, check the species, level, nature effect, and EVs. Untracked training is not necessarily zero. Effective values supplied by training systems may also prevent a summary stat from revealing the original inherited IV. This tool does not inspect a save file.

Reproducible IV checks

These fixed examples use level 50, Hardy nature, and zero EVs. For the forward calculation all IVs are 31. For reverse checks, the displayed Speed is the observation; the final column lists every IV that reproduces it. The other columns are not separate observations used by that check.

Known-input Speed inference
SpeciesBase SpeedObserved SpeedMatching Speed IVs
Bulbasaur456530, 31
Pikachu9011030, 31
Shedinja406030, 31
Garchomp10212230, 31

Current standard species data is used throughout; the tool does not switch to historical base stats or every title's training system. These calculations also exclude battle stages, items, weather, and temporary effects. A calculated stat alone does not predict damage.

Use the IV calculator when the summary stat is known, the forward calculator when IVs are inputs, and the nature chart to choose a modifier.

A reverse calculation you can verify by hand

Use Garchomp at level 100 with Hardy nature, zero Attack EVs, and an observed Attack of 285. Its base Attack is 130, so the ordinary non-HP formula is 260 plus the IV plus five at that level. An IV of 20 reproduces 285. Entering a different level or an unrecorded training value would answer a different question even though the observed number remained the same.

At lower levels, the intermediate floors can make neighboring IVs produce one displayed stat. Multiple matches are therefore a real limit of the observation rather than an unsuccessful search. To narrow a range, collect another observation only when its level, effective nature, and accumulated EVs are known. If you cannot establish those conditions, keep the range and use the game's own Judge information rather than inventing a single precise inherited value from incomplete inputs.