Stats

What are stats?

Pokémon have six visible stats that you see in the team builder and that define a Pokémon’s base potential:

  • HP (hit points) — how much damage a Pokémon can take before fainting
  • Attack and Defense — used for physical moves (attacker’s Attack, defender’s Defense)
  • Special Attack and Special Defense — used for special moves
  • Speed — determines which Pokémon moves first in a turn (when priority is equal)

During battle, these stats can be temporarily raised or lowered by moves, abilities, and items. There are also hidden stats (accuracy, evasion, critical hit rate) that affect whether moves hit and how hard they crit. Those are explained later in this guide.

Natures

A Pokémon’s nature permanently modifies two of its non-HP stats: one is increased by 10% (×1.1) and another is decreased by 10% (×0.9). The other non-HP stats are unchanged. HP is never modified by nature.

For example, an Adamant nature raises Attack and lowers Special Attack, so it suits physical attackers. A Modest nature raises Special Attack and lowers Attack, which is better for special attackers. A Timid nature raises Speed and lowers Attack; Jolly raises Speed and lowers Special Attack. Neutral natures (e.g. Serious, Docile, Quirky) do not change any stat—everything stays ×1.0.

You choose the nature in the team builder. The stat formula (see below) applies the nature multiplier to the computed stat value after level and stat points (and IVs) are applied.

Stat points

You can add stat points to your Pokémon to increase their stats. Each stat can receive between 0 and 32 stat points, and the total across all six stats cannot exceed 66. Stat points add directly into the stat formula (see below). They are the main way to customize your Pokémon’s bulk, power, or speed.

Stat points vs EVs

If you have played Pokémon before, you might be familiar with EVs (Effort Values). In Pokémon Champions instead we have Stat Points. The idea is the same: you invest a limited budget into the stats you care about but the numbers differ:

  • Classic games (“EVs”): 510 total, 252 maximum per stat. The formula to convert EVs to stat points is, for the 1st 4 EVS, it give you 1 stat point, after every 8 EVS you get 1 more stat point.
  • Pokémon Champions (stat points): 66 total, 32 maximumper stat

One very important difference is that the Stat Points allows you to have 1 more stat point than the EVs (66 vs 65).

IVs

If you have played competitive Pokémon before, you might be familiar with IVs (Individual Values). In Pokémon Champions these have dissapeared and every pokemon act as they have 31 IVs for every stat.

Stat formula

The final stat is calculated as follows. IV is always 31. Nature multiplies the result for non-HP stats (1.0 neutral, 1.1 increased, 0.9 decreased). Use the calculator below to try different values.

0–32 per stat, 66 total across all stats.

IV is always 31 in Pokémon Champions.

Final Attack: 136

floor((floor((2×Base + 31 + StatPoints) × Level / 100) + 5) × Nature)

Stat stages in combat

In battle, the six visible stats (Attack, Defense, Special Attack, Special Defense, Speed) can be raised or lowered by stages. Each stat has a stage from −6 to +6. The game often shows this as “+1 Attack”, “−2 Defense”, etc. The numeric value used in damage or turn order is:

  • If stage ≥ 0: multiplier = (2 + stage) / 2
  • If stage < 0: multiplier = 2 / (2 − stage)

So for example: +1 means ×1.5 (e.g. +1 Attack → 1.5× damage from physical moves), +2 means ×2, −1 means ×⅔, and −2 means ×½. Moves like raise Attack by 2 stages, and raises Special Attack by 2 stages. Single-stage boosts are common too, e.g. raises Speed by 2 stages.

Stage multiplier reference (combat stats)

−6−5−4−3−2−10+1+2+3+4+5+6 ׼ײ⁄₇×⅓×⅖×½×⅔×1×1.5×2×2.5×3×3.5×4

Hidden stats: accuracy, evasion, and critical hit

Besides the six visible stats, battles use accuracy, evasion, and critical hit rate. They are not shown in the team builder but matter a lot in combat.

  • Accuracy — The attacker’s effective accuracy can be raised or lowered by moves or abilities (e.g. raises the user’s Attack and accuracy by one stage). Moves have a base accuracy (e.g. 100%); the final hit chance is modified by the combined accuracy/evasion stage.
  • Evasion — The defender’s evasion stage makes them harder to hit. Moves like raise the user’s evasion; or can lower the target’s evasion. The game combines the attacker’s accuracy stage and the target’s evasion stage into one modifier (attacker accuracy − target evasion, clamped between −6 and +6), then uses the same (3+stage)/3 style formula for the hit multiplier.
  • Critical hit rate — By default, moves have a 1/24 (Gen 6+) or 1/16 chance to land a critical hit, dealing 1.5× damage and ignoring the defender’s positive Defense/Special Defense stages. Some moves (e.g. ) or abilities (e.g. ) raise the crit stage, and items like Scope Lens can increase it too.

So when you see “the move’s accuracy is 100%”, that’s in normal conditions; if the target has +1 evasion (or you have −1 accuracy), the actual hit chance is reduced. The team builder shows each move’s base accuracy; in battle, accuracy and evasion stages modify it.

Speed

Speed decides which Pokémon acts first when both use moves with the same priority. Higher Speed acts first. If two Pokémon have the same Speed, turn order between them is random. Speed is modified by stat stages in battle (e.g. +1 Speed from ), by items, abilities, and by field effects like or .

Importantly, Speed is calculated dynamically—and not only between turns. At the start of a turn, the game determines who moves first using current effective Speed. After each Pokémon acts, the game can recalculate who goes next among those that haven’t moved yet, using current modifiers (including any effect that just went up, like Tailwind). So a move that changes Speed or the field can alter the order for the rest of the same turn. Example in doubles:

  • Suppose move order at the start of the turn is: your first Pokémon → opponent’s first → your second Pokémon → opponent’s second (fastest to slowest). Your first Pokémon moves and uses .
  • Tailwind is now active on your side. To decide who moves next, the game re-evaluates Speed among the three Pokémon that haven’t acted yet, using the new modifiers. Your second Pokémon now has doubled Speed, so it can be faster than both opponents for the rest of this turn. So the next to move is your second Pokémon, then the two opponents—even though before Tailwind, the opponent’s first would have gone next.

So Tailwind (and similar effects) don’t change the stat on the sheet; they change the value used when the game figures out who acts next. Because that value is rechecked after each action, one move can immediately change who goes next in the same turn.

Speed control: moves and items

Speed control means changing who moves first, either by boosting your side’s Speed, lowering the foe’s, or inverting order with Trick Room. Common tools:

  • Boosting your team’s Speed: boosts Speed by x2 for all Pokémon on the user's side for a few turns. Moves that raise the user’s (or ally’s) Speed stages include (+2 Speed), (+2 Speed), and (+1 Attack and +1 Speed).
  • Lowering the foe’s Speed: , , , and deal damage and lower the target’s Speed by one stage. paralyzes, which also reduces the target's Speed by x0.5.
  • Items that change Speed: boosts the holder's Speed by x1.5 (but locks them into one move). reduces Speed by x0.5 and grounds the holder. or similar items can make the holder move last. boosts the Speed of by x2 (before transformation).
  • Abilities: boosts Speed by x2 in rain, boosts Speed by x2 in sun, boosts Speed by x2 in a sandstorm, and boosts Speed by x2 in hail/snow. These stack with Tailwind or Choice Scarf in many games.

Trick Room: speed inversion

is a status move that reverses turn order by Speed for five turns (in most games). While Trick Room is active, the slowest Pokémon moves first and the fastest moves last. Priority is unchanged: a move with +1 priority (e.g. ) still goes before priority-0 moves, but among priority-0 moves, the one with the lowest Speed goes first.

So under Trick Room, a slow Pokémon like or can act before fast opponents. Many teams use a “Trick Room setter” and then bring in slow, hard-hitting Pokémon to take advantage. Trick Room has −7 priority, so it goes last in its turn, the setter needs to survive one round before the effect starts.

Important details: Trick Room does not change the Speed stat itself, only the order in which moves are executed. So Speed-based effects (e.g. damage, or ) still use the real Speed values, it’s only turn order that is inverted. If Trick Room is used again while already active, it ends the effect. In doubles, your side can “counter” Trick Room by setting it yourself and then outlasting the opponent so that when their Trick Room ends, yours is still up and you control the order.