Pokémon
Level
Nature
IVs (0–31)
hp
atk
def
spa
spd
spe
EVs (0–252)
hp
atk
def
spa
spd
spe
HP
—
base —
Attack
—
base —
Defense
—
base —
Sp. Atk
—
base —
Sp. Def
—
base —
Speed
—
base —
The Pokémon stat formula explained
Every stat (except HP) follows the same equation, applied in this order:
stat = floor((floor((2 × base + IV + floor(EV / 4)) × level / 100) + 5) × nature) HP uses a slightly different formula (no nature multiplier, and adds level + 10 instead of × 1.0):
HP = floor((2 × base + IV + floor(EV / 4)) × level / 100) + level + 10 Reading inside-out: combine base × 2, add IV, add EV / 4 → multiply by level / 100 → add 5 (or +level + 10 for HP) → multiply by nature (1.1, 1.0, or 0.9 — never for HP).
What this means in practice
- Base stats matter most. Doubling base stat gives 2× the additive impact of IVs and EVs combined. A Pokémon with base 150 Atk and 0 EVs hits harder than one with base 80 Atk and 252 EVs at the same level.
- EVs in multiples of 4 matter. The floor(EV/4) means EV 252 = 63, but EV 253, 254, 255 also = 63. Always allocate in multiples of 4 to avoid wasted points.
- Nature gives +10% at the very end. On a base-130, 252-EV stat at level 100, nature = +25-ish. Not huge in absolute terms but critical for breakpoints.
Level-50 vs level-100 math
Official VGC and many singles formats use Set Level 50. At level 50, the EV impact is half what it is at level 100 — 252 EVs gives +31, not +63. IVs similarly contribute half. This is why a "5 Speed creep" at level 50 is much harder than at level 100, and why every Speed IV matters.