Pokémon
Level
Nature
Your Pokémon's actual stats (read from summary screen)
HP
Attack
Defense
Sp. Atk
Sp. Def
Speed
EVs invested per stat (0–252)
Calculated IVs
HP
—
Attack
—
Defense
—
Sp. Atk
—
Sp. Def
—
Speed
—
How the IV calculator solves for your Pokémon's IVs
The stat formula in Pokémon is invertible. Given the base stat, level, nature, and EVs, only one IV value (or sometimes a narrow range) produces the observed stat. The math:
HP = floor((2 × base + IV + floor(EV/4)) × level / 100) + level + 10
stat = floor((floor((2 × base + IV + floor(EV/4)) × level / 100) + 5) × nature) To reverse-engineer the IV, we iterate IV from 0 to 31, compute the predicted stat each time, and find which IV(s) match. The two floor() calls mean multiple IVs can produce the same stat at low levels — that's why we sometimes show a range (e.g., "27–29") rather than a single number.
How to read your stats accurately
Open your Pokémon's summary screen. The numbers shown include nature, EVs, IVs, and level — they're the "real" stats used in battle. They do not include temporary boosts (Choice Band, paralysis, weather). Make sure you read the stats before applying any held item or status condition.
What counts as a "good" IV spread?
- 6×31 ("perfect"): The competitive standard, but Hyper Training makes this trivially achievable.
- 5×31 with Atk = 0: Standard for special attackers using Foul Play counter (lower Atk → lower Foul Play damage) and Confusion damage minimizers.
- 5×31 with Spe = 0: For Trick Room sets — lower Speed = move first under Trick Room.
- Hidden Power IVs: Specific imperfect spreads to produce a Hidden Power of a chosen type — see our Hidden Power calculator.
When IVs actually matter
In Gen 9 OU and VGC, level is fixed at 50 (everything is scaled with the "Set Level" option). At level 50, the difference between 31 IVs and 0 IVs in a stat is exactly 15 points. That's meaningful — it can shift KO calculations and Speed tiers. The most common "breakpoint" IVs:
- Speed: Even a single IV point can move you above or below a key benchmark (e.g., outspeeding a Choice Scarf Modest Heatran).
- HP: Odd vs. even HP at level 100 changes Substitute and Belly Drum mechanics; "Life Orb numbers" (HP not divisible by 10) lose 10% HP per attack to leftover floors.
- Attack / Sp. Atk: Affects whether you 2HKO or 3HKO a defensive target. Use our damage calculator to test.
Hyper Training: do IVs still matter?
Yes — but only on level-100 Pokémon. Hyper Training (using Bottle Caps at the Cape Plaza NPC) maxes any IV to 31 for stat calculation purposes. The "real" IV under the hood is unchanged (matters for breeding inheritance), but the in-game stat math acts as if the IV is 31.
The catch: you can't Hyper Train until level 100. If you're playing through a story or competing at level 50 with a leveled-up Pokémon, IVs from breeding still matter. Once you hit 100, IVs become a non-issue mechanically — but they're still a marker of the breeding effort that went into the Pokémon.