Hardy
NeutralNeutral nature. No stat change. Often discarded competitively.
Lonely
+10% Attack, −10% Defense. Niche on physical glass-cannons.
Likes Spicy · Dislikes Sour
Brave
+10% Attack, −10% Speed. Standard on Trick Room sweepers.
Likes Spicy · Dislikes Sweet
Adamant
+10% Attack, −10% Sp. Atk. The default for almost every physical attacker.
Likes Spicy · Dislikes Dry
Naughty
+10% Attack, −10% Sp. Def. Rare; only on dual-stat attackers.
Likes Spicy · Dislikes Bitter
Bold
+10% Defense, −10% Attack. Standard on special-only walls and pivots.
Likes Sour · Dislikes Spicy
Docile
NeutralNeutral. Same as Hardy/Bashful/Quirky/Serious.
Relaxed
+10% Defense, −10% Speed. Trick Room physical wall pick.
Likes Sour · Dislikes Sweet
Impish
+10% Defense, −10% Sp. Atk. The standard physical wall nature.
Likes Sour · Dislikes Dry
Lax
+10% Defense, −10% Sp. Def. Rare; specialist physical walls.
Likes Sour · Dislikes Bitter
Timid
+10% Speed, −10% Attack. Default for almost every special sweeper.
Likes Sweet · Dislikes Spicy
Hasty
+10% Speed, −10% Defense. For mixed attackers needing both stats.
Likes Sweet · Dislikes Sour
Serious
NeutralNeutral. Same as Hardy.
Jolly
+10% Speed, −10% Sp. Atk. Default for physical sweepers needing outspeed.
Likes Sweet · Dislikes Dry
Naive
+10% Speed, −10% Sp. Def. For mixed attackers needing speed and SpAtk.
Likes Sweet · Dislikes Bitter
Modest
+10% Sp. Atk, −10% Attack. Default for slow/bulky special wallbreakers.
Likes Dry · Dislikes Spicy
Mild
+10% Sp. Atk, −10% Defense. Niche on glass-cannon special attackers.
Likes Dry · Dislikes Sour
Quiet
+10% Sp. Atk, −10% Speed. Trick Room special sweepers.
Likes Dry · Dislikes Sweet
Bashful
NeutralNeutral. Same as Hardy.
Rash
+10% Sp. Atk, −10% Sp. Def. Rare; only on dual-stat special attackers.
Likes Dry · Dislikes Bitter
Calm
+10% Sp. Def, −10% Attack. Default for cleric / special wall sets.
Likes Bitter · Dislikes Spicy
Gentle
+10% Sp. Def, −10% Defense. Niche; usually beaten by Calm.
Likes Bitter · Dislikes Sour
Sassy
+10% Sp. Def, −10% Speed. Trick Room special walls.
Likes Bitter · Dislikes Sweet
Careful
+10% Sp. Def, −10% Sp. Atk. Standard physical-attacking special wall.
Likes Bitter · Dislikes Dry
Quirky
NeutralNeutral. Same as Hardy.
How natures work in Pokémon
Each Pokémon has one nature drawn from a list of 25 when it's generated — caught, hatched, gifted, or received from an event. The nature stays with that Pokémon for life, although in modern games you can rewrite its stat effect with a Mint (the visible nature name stays the same but the +/− mapping changes).
Mechanically, a nature does just one thing: it multiplies one of the five non-HP stats by 1.1 and another by 0.9 at the end of the stat formula. That's it — no abilities, no flavor of moves, no preference. The 5 "neutral" natures (Hardy, Docile, Bashful, Quirky, Serious) keep all stats at ×1.0.
The stat formula with nature
stat = floor((floor((2 × base + IV + floor(EV / 4)) × level / 100) + 5) × nature) The HP formula is different and never uses a nature multiplier:
HP = floor((2 × base + IV + floor(EV / 4)) × level / 100) + level + 10 This is why HP stays the same regardless of nature — even Lonely (−Def) and Calm (−Atk) leave HP untouched. Use our stat calculator to see the final numbers for any spread.
The five "plus" stat groups
Every nature falls into one of six buckets — the stat it raises (or "neutral" if none). Here's what each group is used for competitively:
+Attack natures (Lonely, Brave, Adamant, Naughty)
Adamant (−SpA) is the staple — almost every physical attacker uses it because Special Attack is usually 0 EVs anyway. Jolly isn't in this group (it's +Speed) but is the other common physical-attacker option. Brave (−Spe) is the Trick Room equivalent — used on slow hitters like Iron Hands, Glastrier, and Marshadow in Trick Room teams. Lonely and Naughty are niche; they lower defenses and are only used on dedicated glass-cannon sweepers that don't expect to be hit.
+Defense natures (Bold, Relaxed, Impish, Lax)
Impish (−SpA) is the default physical wall nature for Pokémon like Corviknight and Garganacl. Bold (−Atk) is the special-only wall version, used on Toxapex, Blissey, Clefable, and Skeledirge. Relaxed (−Spe) is for Trick Room walls or Pokémon already happy to move last (Iron Defense Crustle, for example). Lax is rarely seen.
+Sp. Atk natures (Modest, Mild, Quiet, Rash)
Modest (−Atk) is the standard Choice Specs / slow wallbreaker nature — Walking Wake, Heatran, Hydreigon, Slowking-Galar all run Modest. Timid (in the +Speed group) is the alternative for fast attackers. Quiet (−Spe) is Trick Room's special-attacker option. Mild and Rash are mixed-attacker only.
+Sp. Def natures (Calm, Gentle, Sassy, Careful)
Calm (−Atk) is the default cleric / special wall nature — Blissey (when not Bold), Florges, Cresselia. Careful (−SpA) is the physical-attacking special wall version, common on Ting-Lu, Goodra-Hisuian, and Bulk Up Snorlax. Sassy (−Spe) is for Trick Room special walls; Gentle (−Def) is essentially never used.
+Speed natures (Timid, Hasty, Jolly, Naive)
Timid (−Atk) for special sweepers, Jolly (−SpA) for physical sweepers — these two are the most-used natures in competitive Pokémon, period. Hasty (−Def) and Naive (−SpD) are mixed-attacker options that sacrifice a defensive stat for the offense of both Atk and SpA.
When to skip a +Speed nature
Sometimes you don't want the +10% Speed at all, even on offensive Pokémon:
- Trick Room teams — slower is better, so a +Atk / −Spe (Brave) or +SpA / −Spe (Quiet) nature is mandatory.
- Choice Scarf or Booster Energy Speed users — once you have +50% Speed from item/ability, Timid often becomes overkill; Modest gives you more damage.
- Slow wallbreakers — Hydreigon at +Speed loses to Iron Bundle anyway, so Modest Hydreigon hits the same Speed tier (faster Hydreigons by 5–10 Spe rarely make a difference).
- Pokémon already at the top of their Speed tier — base 142 Spe Dragapult with Timid outspeeds the entire metagame already; Modest Dragapult still does and hits considerably harder.
Hyper Training, Mints, and Bottle Caps
Modern games trivialize the "perfect IV / perfect nature" grind:
- Bottle Caps (Gen 7+) max out any IV to 31 on a level-100 Pokémon (or all six with a Gold Bottle Cap). Used at the Cape Plaza NPC in Scarlet/Violet.
- Mints (Gen 8+) rewrite the +stat / −stat mapping of a nature. The Pokémon keeps its original nature name on the summary screen but functions as if it had the Mint's nature. Available at the Chansey Supply in Levincia, 50 BP each.
- Ability Patch / Capsule (Gen 8+) swaps abilities between regular slots (Capsule) or between regular and Hidden Ability (Patch). Useful for fixing a wrong-ability catch.
The upshot: if you have a level-100 Pokémon with bad IVs and the wrong nature, you can fix everything for ~75 BP without re-breeding. Use our IV calculator to see what you currently have, and the breeding calc if you want to skip the BP grind by hatching a fresh one.
Synchronize — getting the nature you want before you catch
Synchronize is an ability on Abra, Espeon, Umbreon, Ralts, and a handful of others that forces 50% of wild encounters to share its nature. Put a Synchronize Pokémon in your first slot, walk into the encounter (or initiate a Tera Raid), and half the time the wild Pokémon will share your lead's nature. Doesn't work on shadow Pokémon or in some specific encounter types, but otherwise it's the fastest way to lock the nature on a static encounter like a legendary.