Pokémon Stat Calculator
A Pokémon's stats come from five things: its species' base stats, its IVs (0–31), its EVs (up to 252 per stat), its level, and its nature (+10% to one stat, −10% to another). A level 50 Jolly Garchomp with 31 IVs and 252 Speed EVs, for example, has 169 Speed. Pick a Pokémon below to calculate any of them.
Search or browse for a Pokémon above to start calculating its stats.
How to use the Pokémon stat calculator
- Choose a Pokémon. Search by name or browse the Pokédex. Its six base stats fill in automatically.
- Set the level and nature. Level runs from 1 to 100. The nature list shows which stat each nature raises and lowers.
- Enter IVs and EVs. IVs start at 31 in every stat and EVs at 0, so change only the ones you know. You can skip IVs entirely and read the Range column.
- Read the results. The Result column shows each final stat for the IVs you entered, and the Range column shows the lowest and highest it can be, from IV 0 to IV 31. A green arrow marks the stat the nature raises, and a red arrow marks the one it lowers.
What goes into a Pokémon's stats
The Pokémon stat calculator combines five inputs. Change any of them and the final numbers move:
- Base stats belong to the species. Every Garchomp has the same base stats, and they cannot be changed.
- IVs (individual values) are a Pokémon's genes: a number from 0 to 31 for each stat, set when it is caught or hatched. At level 100, an IV of 31 adds 31 points over an IV of 0.
- EVs (effort values) come from training. A Pokémon earns them by defeating other Pokémon or by using items, up to 252 in one stat and 510 in total. At level 100, every 4 EVs add one point, so 252 EVs add 63.
- Level scales everything. Official VGC tournaments play at level 50, where IVs and EVs count for about half as much as they do at level 100.
- Nature raises one stat by 10% and lowers another by 10%. HP is never affected, and five natures (Hardy, Docile, Serious, Bashful, and Quirky) change nothing at all.
The formula
Stat = floor((floor((2×Base + IV + floor(EV÷4)) × Level ÷ 100) + 5) × Nature), and HP = floor((2×Base + IV + floor(EV÷4)) × Level ÷ 100) + Level + 10. Nature is 1.1× for a boosted stat, 0.9× for a hindered one, and 1.0× otherwise — this is the standard IV, EV, and nature formula implemented by this calculator.
The rounding matters. The game drops fractions at each step instead of rounding at the end, which is why a quick estimate can be off by a point. The stat calculator follows the game's order exactly. One Pokémon breaks the rule: Shedinja always has exactly 1 HP, whatever its level, IVs, or EVs.
A worked example
Take a level 50 Garchomp with a Jolly nature (raises Speed, lowers Sp. Atk), 31 IVs in every stat, and 252 EVs in both Attack and Speed, with all other EVs set to zero. Garchomp's base Speed is 102. Twice the base plus the IV plus a quarter of the EVs gives 204 + 31 + 63 = 298. Half of that at level 50 is 149, plus 5 is 154, and Jolly's 1.1× brings it to 169. The same steps give 182 Attack and 183 HP. Enter the same values above and the Pokémon stat calculator shows those numbers.
Hidden Power
Enter exact IVs and the calculator also shows Hidden Power's type, which comes from the IVs. The move was removed from Sword and Shield onward, so this only matters in older games.
Questions about the stat calculator
Why is my in-game stat one point off?
Usually an IV. The calculator starts every IV at 31, but a Pokémon caught in the wild often has lower ones, and a single point of IV can move a stat by one. If you don't know the IVs, check the Range column instead: your stat should fall between its two numbers. Check the nature too, and make sure the EVs match what the Pokémon has actually earned.
Which games does the stat calculator work for?
This tool implements the standard IV, EV, level, and nature stat formula, with a separate HP calculation and Shedinja's one-HP exception. It uses current standard-species base stats and does not switch historical data or rules by game. Check that your title uses those inputs and that the selected species has the appropriate base stats; games with different training or stat systems need a calculator for that system.
Keep one complete input set
A species base stat is shared data; an individual's displayed number also depends on level, IVs, EVs, and nature. Change one input at a time so that you can explain the difference between results. Save those inputs beside the output instead of keeping just a number.
The formula floors EVs divided by four, then the level-scaled core. HP adds level and ten. The other five stats add five and then apply the nature modifier with another floor. Shedinja is an exception: its HP remains one. Ordinary rounding can otherwise introduce a one-point error.
Controlled stat examples
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.
| Species | HP | Attack | Defense | Sp. Atk | Sp. Def | Speed | Jolly Speed |
|---|---|---|---|---|---|---|---|
| Bulbasaur | 120 | 69 | 69 | 85 | 85 | 65 | 71 |
| Pikachu | 110 | 75 | 60 | 70 | 70 | 110 | 121 |
| Shedinja | 1 | 110 | 65 | 50 | 50 | 60 | 66 |
| Garchomp | 183 | 150 | 115 | 100 | 105 | 122 | 134 |
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.
Check a training change with controlled inputs
For a level-50 Garchomp with all IVs at 31, use Jolly and place 252 EVs in Attack and Speed, leaving the other EVs zero. The results are 183 HP, 182 Attack, and 169 Speed. Change only the nature to Adamant: Attack becomes 200 and Speed becomes 154. This isolates the nature tradeoff instead of mixing it with a new species or training spread.
The two invested stats use 504 EVs in total. Four more EVs can contribute to another stat under the formula, while leftover points are not automatically useful because the EV contribution is floored after division by four. Check the displayed total and the resulting stat rather than assuming that every entered point increases a number. Save the entire input set with your result; a screenshot of Speed alone does not explain which level, nature, or investment produced it.





