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Statistic Information

The Stats




Each Pokemon has a set of six stats: Hit Points, Attack, Defense, Special Attack, Special Defense, and Speed. For example, see Espeon below.

    Hit Points: Hit Points determine how much damage a Pokemon can take before going down. The more Hit Points you have, the longer you'll last in battle.

    Attack: Attack determines how much damage you do with the following types of moves:
      Normal, Fighting, Flying, Bug, Poison, Ghost, Ground, Rock, Steel

    Defense: Defense determines how well you can defend yourself against the following types of moves:
      Normal, Fighting, Flying, Bug, Poison, Ghost, Ground, Rock, Steel

    Special Attack: Special Attack determines how much damage you do with the following types of moves:
      Fire, Water, Grass, Ice, Electric, Psychic, Dragon, Dark

    Special Defense: Special Defense determins how well you can defend yourself against the following types of moves:
      Fire, Water, Grass, Ice, Electric, Psychic, Dragon, Dark

    Speed: Speed determines when you get to act in battle. The Pokemon with the higher speed will always act first, unless a move is used that changes the order of actions (such as Quick Attack or Counter)


Determination of Stats


Each stat is determined using a formula of five different factors. This section explains what each of the factors is.

    Base Stats: Every Pokemon has a set of Base Stats. They are different for each type of Pokemon. Every single Pokemon of a certain type will have the same base stats. This is the largest factor in determining a stat.
      For example, using that Espeon again, his base stats are:
        HP: 65
        Attack: 65
        Defense: 60
        Special Attack: 130
        Special Defense: 95
        Speed: 110
      So it looks like Espeon is best suited to using special attack moves, and being offensive.
      The "Your Pokemon" section will give the base stats for each Pokemon you get in this game.

    Level: The second factor in determining stats is the Pokemon's level. This is of course the most obvious factor, since unlike the other factors it tell you the level all over the place in-game.

    Nature: The third factor in determining stats is the Pokemon's nature. There are 25 Natures in total. Twenty of these Natures raise one stat and lower another, and the remaining five do nothing. The stat raised is multiplied by 1.1, and the lowered stat is multiplied by 0.9. Natures have no effect on Hit Points. Here is a table detailing the effects of Natures.


      Again with the Espeon. He has a ???? Nature, which raises ???? and lowers ????. A Modest Nature would be most useful (read the table and see if you can tell why) but in this game you usually have to play what you're dealt.

      Individual Values: IVs for short. These are determined randomly for each Pokemon, and it's what makes two Pokemon of the same species different from one another. Two Espeons at the same level may have very different stats due to IVs.
      Each of the six stats has an IV associated with it. IVs are ranked between 0 and 31.
      The amount an IV adds to a stat is The IV times your level divided by 100, then modified for Nature.
      For example, suppose Makuhita is at level 30, has a Bashful Nature, and its IV for Attack is determined to be 25.
      The amount it would be adding to its stat is therefore 25 x 30 / 100 = 7.5, and since all decimals are rounded down, it would be adding 7.
      The game will not tell you your IVs anywhere, so you will have to calculate them yourself. However, there are good IV calculators online, so it won't be too much of a challenge to figure them out.

      Effort Values: EVs for short. These are very, very complicated, but they allow you to tailor a Pokemon's stats however you want. Unfortunately, due to the nature of Pokemon Colosseum, it is very difficult to use Effort Values to your advantage.
      Each time you defeat a Pokemon, anyone who receives Exp, or anyone who will receive Exp upon being purified, gains EVs from the Pokemon defeated. The EVs gained vary from Pokemon to Pokemon (see Pokemon In This Game).
      You must get EVs each time you defeat a Pokemon, and there is no way to get rid of them once you have them.
      You can only gain a total of 510 EVs, and a maximum of 255 in a single stat. Placing over 252 in a single stat is a waste, however.
      The amount EVs influence a stat is The EV total divided by four, times level, divided by 100, then modified for Nature.
      For example, using the made-up Makuhita again, suppose he has a full 252 EVs in attack, and is still level 30.
      The amount it would be adding to its stat is therefore (252 / 4) x (30 / 100) = 18.9, rounded down to 18.
      The game will also not tell you EVs anywhere, so you have to keep track of what you're gaining yourself.
      Finally, all Pokemon you catch or receive from NPCs will have 0 EVs on all 6 stats, so you can shape their EVs to your liking.

      All together now: Now, you're probably wondering how all this comes together to form the stat. Well, the total formula is this:
      Base Stat = B; Individual Value = IV, Effort Value = EV, Level = L, Nature = N (which is 1, 1.1, or 0.9).
      [((2 x B) + IV + (EV / 4)) x L / 100] x N.
      To clarify things a little, let's use the Espeon one more time.
      His Base Special Attack is 130, IV is ???? and EV is 0 since he has yet to be used in battle.
      Therefore using the formula, his special attack is [((2 x 130) + IV + (0 / 4)) x 26 / 100] x N.


      The Other Stats



        Evasion and Accuracy: These are not shown anywhere for a Pokemon, only for moves. If a move has 100% accuracy, it will always hit.
        Thunder has 70% accuracy. It will hit more than 70% of the time by raising your accuracy or lowering opponent evasion, or less than 70% if the opposite happens.
        Thunderbolt has 100% accuracy. It will always hit, but if your opponent lowers your accuracy or raises their evasion, it may miss.

        Happiness: Happiness is how much a Pokemon likes you. Walking with it, using it in battle, using items on it all increase happiness, while letting it faint or leaving bad conditions on it decrease happiness. Happiness doesn't effct much in this game, except the damage of the moves Return and Frustration.
      Nature EffectAttack UpDefense UpSp. Attack UpSp. Defense UpSpeed Up
      Attack DownHardyBoldTimidModestCalm
      Defense DownLonelyDocileHastyMildGentle
      Sp. Attack DownBraveRelaxedSeriousQuietSassy
      Sp. Defense DownAdamantImpishJollyBashfulCareful
      Speed DownNaughtyRashNaiveLaxQuirky



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