Pokemon training tool
Pokemon Stat Calculator for Base Stats, IVs, EVs & Nature
Use this Pokemon stat calculator to estimate the six standard stats for a species, a custom base-stat line, or a training spread. Pick a species, check the loaded base stats, enter level, IVs, EVs, and Nature, then compare the result before you build a team.
Set your Pokemon inputs
1,025 presetsCalculated results
Sample readyCharizard at level 50 with a Timid 4 HP / 252 SpA / 252 Spe sample spread.
| Stat | Base | IV | EV | Nature | Result |
|---|---|---|---|---|---|
| HP | 78 | 31 | 4 | Neutral | 154 |
| Attack | 84 | 31 | 0 | Lowered | 93 |
| Defense | 78 | 31 | 0 | Neutral | 98 |
| Special Attack | 109 | 31 | 252 | Neutral | 161 |
| Special Defense | 85 | 31 | 0 | Neutral | 105 |
| Speed | 100 | 31 | 252 | Raised | 167 |
How to use this Pokemon stat calculator
1. Choose the species
Type a name such as Charizard, Garchomp, Gardevoir, or Pikachu. A matching preset fills the six base stats from the local species data.
2. Set the level and Nature
Use the level you actually want to compare. Choose a Nature that raises and lowers the stats relevant to the role you are testing.
3. Spend IVs and EVs
Start with the sample, a 31-IV test, or a deliberate EV spread. The EV status line keeps the common 510-total planning limit visible.
4. Read the result
Compare each final stat, the total, the strongest stat, and the remaining EV budget. Then check the moveset and battle context separately.
Quick example: the default Charizard sample uses level 50, 31 IVs, 4 HP EVs, 252 Special Attack EVs, 252 Speed EVs, and a Timid Nature. The calculator returns 154 HP, 161 Special Attack, and 167 Speed before any item, Ability, battle, or temporary modifier is considered.
What a Pokemon stats calculator measures
A Pokemon stats calculator turns a species template and a training plan into the numbers you see on a stat screen. The six inputs are not interchangeable. Base stats describe the species, IVs describe the individual, EVs describe directed training, level scales the result, and Nature applies a modifier to two non-HP stats. This separation is why a high-base-stat Pokemon and a well-trained individual can look very different from a low-stat or untrained version of the same role.
| Input | What it means | What changes when you edit it |
|---|---|---|
| Base stat | The species' HP, Attack, Defense, Special Attack, Special Defense, or Speed value. | Changes the foundation of the calculated stat line. |
| IV | Individual potential on the common 0-31 scale. | Changes the result for that individual stat, especially at higher levels. |
| EV | Training effort invested into a stat. | Moves the result toward a role, while using a limited planning budget. |
| Level | The level at which you want to compare the Pokemon. | Scales every calculated stat and changes how rounding appears. |
| Nature | A modifier that raises one non-HP stat and lowers another, or stays neutral. | Usually changes a final non-HP stat by 10% after the main stat step. |
The tool uses the familiar generation III-and-later style stat equations for a general comparison. HP uses a separate formula. For a non-HP stat, the core shape is the level-scaled base value plus five, followed by the Nature modifier. The exact order of flooring matters, so the page calculates each step with integer rounding rather than presenting a decimal estimate.
This is a planning calculator, not a complete battle simulator. Abilities, held items, move effects, weather, terrain, transformations, and format rules belong in a battle-specific check after you understand the raw stat line.
Base stats, IVs, and EVs: how to choose the right inputs
Base stats show the species shape
Base stats are the starting template for the species. A fast attacker usually begins with a stronger Speed or offensive base stat, while a wall often starts with higher HP, Defense, or Special Defense. The template does not lock a Pokemon into one role, but it tells you where the same investment is likely to produce the most visible result. Edit the base-stat fields when you are testing an alternate form or a custom fan-game rule.
IVs describe individual potential
IVs are commonly entered from 0 to 31. A higher IV gives that individual more potential in the selected stat under the same level, EV, Nature, and species assumptions. The difference is easiest to see when you compare the same build at level 50 or 100. A lower IV can still be fine when the stat is not important to the role; perfection is not a substitute for a good plan.
EVs describe directed training
EVs are where you spend training effort. A 252 / 252 / 4 spread is a familiar starting point, but it is not automatically optimal. A defensive benchmark may need a different split, and a mixed or support role may value several smaller investments. This tool allows up to 252 EVs in each field and warns above 510 total so you can experiment without hiding the common planning limit.
How Nature changes a calculated stat
Choose Nature after you know the role. Adamant and Jolly support different physical attackers; Modest and Timid support different special attackers; Bold, Calm, Impish, and Careful point defensive investment in different directions. The “right” choice depends on the moves, Ability, item, speed benchmark, and target matchup. A Nature that looks strong in isolation can be wrong if it lowers a stat the moveset actually uses.
What the result does and does not tell you
The result panel answers one focused question: “What raw stat values does this set of assumptions produce?” Use the rows for exact checks and the bars for a quick view of the spread.
- A high Attack or Special Attack does not guarantee a knockout; move power, STAB, Ability, item, target defenses, and rolls still matter.
- A high Speed does not guarantee moving first; priority, boosts, speed control, and format rules can change the order.
- The 510 EV warning is a planning warning, not a failed calculation. It lets you test custom spreads without hiding the common budget.
- Presets use default-form base stats, and some titles display or award training values differently. Verify important builds in the target game.
When the question is defensive rather than numerical, use the site's Pokemon Type Chart or Pokemon Weakness Calculator. When the question is whether a group has enough offensive type coverage, use the Pokemon Coverage Calculator.
Pokemon Stat Calculator FAQ
What does this Pokemon Stat Calculator calculate?
It estimates HP, Attack, Defense, Special Attack, Special Defense, and Speed from a species base stat, level, IV, EV, and Nature. It is a raw-stat planning tool, not a damage simulator.
What are good default IV and EV values?
The sample uses 31 IVs and a 252 / 252 / 4 spread because it is easy to inspect. Your best values depend on the role, level, target matchup, and game rules, so replace the sample instead of treating it as a universal recommendation.
Does this Pokemon stats calculator include damage?
No. It does not calculate move power, STAB, damage ranges, target defenses, abilities, held items, weather, terrain, critical hits, or competitive legality. It only calculates the six raw stats from the visible inputs.
What is the difference between base stats, IVs, and EVs?
Base stats belong to the species, IVs describe an individual Pokemon's potential, and EVs represent training effort allocated to a stat. Level and Nature then change how those pieces appear in the result.
Why does the EV warning appear?
The common modern core-series planning model uses 510 EVs total and up to 252 in one stat. The calculator still shows values above that total for experiments, but the warning tells you the spread is outside that familiar budget.
Can I calculate a custom Pokemon?
Yes. Type any name, then edit all six base-stat fields. This is useful for alternate forms, fan-game data, or a manual comparison when the built-in default species record is not the exact form you need.