pokemon-allstars

Iv's and Ev's

Welcome to the ev training and iv page

This was created for the soul purpose of helping people with EV training.
This Page Includes Natures, Iv Characteristics
NATURES (GIVES 10% BOOST) Natures

Natures Name Berry Raises Lowers Loved Pokéblock Hated Pokéblock Hardy   None None None None Lonely Attack Defense Spicy (Cool) Sour (Tough) Brave Attack Speed Spicy (Cool) Sweet (Cute) Adamant Attack Special Attack Spicy (Cool) Dry (Beauty) Naughty Attack Special Defense Spicy (Cool) Bitter (Smart) Bold Defense Attack Sour (Tough) Spicy (Cool) Docile   None None None None Relaxed Defense Speed Sour (Tough) Sweet (Cute) Impish Defense Special Attack Sour (Tough) Dry (Beauty) Lax Defense Special Defense Sour (Tough) Bitter (Smart) Timid Speed Attack Sweet (Cute) Spicy (Cool) Hasty Speed Defense Sweet (Cute) Sour (Tough) Serious   None None None None Jolly Speed Special Attack Sweet (Cute) Dry (Beauty) Naïve Speed Special Defense Sweet (Cute) Bitter (Smart) Modest Special Attack Attack Dry (Beauty) Spicy (Cool) Mild Special Attack Defense Dry (Beauty) Sour (Tough) Quiet Special Attack Speed Dry (Beauty) Sweet (Cute) Bashful   None None None None Rash Special Attack Special Defense Dry (Beauty) Bitter (Smart) Calm Special Defense Attack Bitter (Smart) Spicy (Cool) Gentle Special Defense Defense Bitter (Smart) Sour (Tough) Sassy Special Defense Speed Bitter (Smart) Sweet (Cute) Careful Special Defense Special Attack Bitter (Smart) Dry (Beauty) Quirky   None None None NoneCreated By Serebii.net
IV'S Charachteristics

Characteristic IV Value Hit Points Loves to eat 0 5 10 15 20 25 30 Often dozes off 1 6 11 16 21 26 31 Scatters things often 2 7 12 17 22 27   Often scatters things 3 8 13 18 23 28   Likes to Relax 4 9 14 19 24 29   Attack Proud of its power 0 5 10 15 20 25 30 Likes to thrash about 1 6 11 16 21 26 31 A little quick tempered 2 7 12 17 22 27   Likes to fight 3 8 13 18 23 28   Quick Tempered 4 9 14 19 24 29   Defense Sturdy body 0 5 10 15 20 25 30 Capable of taking hits 1 6 11 16 21 26 31 Highly persistent 2 7 12 17 22 27   Good endurance 3 8 13 18 23 28   Good perseverence 4 9 14 19 24 29   Special Attack Highly curious 0 5 10 15 20 25 30 Mischievous 1 6 11 16 21 26 31 Thoroughly Cunning 2 7 12 17 22 27   Often lost in thought 3 8 13 18 23 28   Very finicky 4 9 14 19 24 29   Special Defense Strong willed 0 5 10 15 20 25 30 Somewhat vain 1 6 11 16 21 26 31 Strongly defiant 2 7 12 17 22 27   Hates to lose 3 8 13 18 23 28   Somewhat stubborn 4 9 14 19 24 29   Speed Likes to run 0 5 10 15 20 25 30 Alert to sounds 1 6 11 16 21 26 31 Impetuous and silly 2 7 12 17 22 27   Somewhat of a clown 3 8 13 18 23 28   Quick to flee EV'S As you may or may not know, EV's are a very important part of training any
pokemon. Just starting to be recognized by people other than breeders, EV
training helps pokemon become more adept in a certain area. They can be used
to give any pokemon the edge in a battle, or keep a pokemon in one. For
example, if you wanted to give a Raikou a boost in its Speed, you would
simply train it against pokemon that's speed stat is dominant. Another
example is if someone wanted to help Tyranitar land a bigger hit with
Crunch, which would have that person battle against pokemon that are more
dominant in Special Attack.<p>


With that in mind, let's start with the basics. If you're wondering what
"EV" means, it simply means "Effort Value." It makes sense since you need to
put your effort into battling certain pokemon in order to get rewarded for
your efforts. Effort Values are hidden values, so you can't just look
somewhere in the pokemon's statistics to figure out how many Effort Values
you have already earned for a certain stat. Because of this limit,
calculating Effort Values requires you to record each pokemon, or at least
the EVs gained from the pokemon. If you want an easy way to do this, just
make a chart with six columns, label them according to the six different
stats, and place a tally for each point gained in the stat.<p>


So now you're in a battle. Keep in mind that only battles where EXP counts
gives you an Effort Point, so no battling over a link cable or battle tower
to get Effort Points. Anyway, you have a Linoone, and you just defeated a
Zubat. Now, just like a pokemon's Base Values are set in stone (like Slaking
always having a base value of 160 in Attack), EVs are the same way. Anyone
who's ever trained a Zubat knows that the dominant stat is Speed, so if you
look at the Speed EV chart, you will see that Zubat gives 1 EV to Speed.
Most of the time, it's this easy. But sometimes you will find that a pokemon
gives EVs in an odd stat, like Charizard giving 3 EVs to Special Attack or
that a pokemon gives EVs to more than one stat, like Venusaur giving 2 EVs
to Special attack and 1 EV to Special Defense. Just watch out for those
things. If you can't find the EV, just use the pokedex to find it.<p>


Now to explain how these work. Say the Linoone battled 4 Zubats and aquired
4 EVs in the pokemon's Speed EV. When it levels up, it will gain one more
point to its Speed stat than if it had battled three Zubats and one Geodude
(1 EV to Defense). This is because for every 4 Effort Points you get towards
a certain stat, you get one point more to the stat. If you wish for a less
technical explanation, let's call each Effort Value a Piece of Heart, like
in any Legend of Zelda game. If you get four Pieces of Heart, you get a
Heart Container. It's the same way with Effort Values. Of course, there has
to be a limit to this, seeing as if you battled 3,996 Zubats, you would have
a lot of time on your hands, and a Linoone with 999 located in its Speed
stat.<p>


So, what are the limits? Well for starters, you can only gain 510 Effort
Values before they will stop being counted. 510 can be called our "Overall
Maximum", if you want a technical term. So this brings the Effort Points you
can gain to 126, once again as a maximum. But this is still a bit much to add
to any one stat, and it would make any Mewtwo have an absurd amount of
Special Attack still, or Blissey still having that huge potential to go over
700 Hit Points (not like you still can't get there.) So, to make it limited
still, there can only be a maximum of 255 Effort Points per stat, giving a
pokemon a potential 63 point increase in any stat.<p>


So now, in terms of pokemon you have to battle, let's say you want that
Linoone to get its maximum speed. You would have to battle 255 Zubats to get
to the maximum speed value; EV training for any more Speed will become
useless if you choose to continue after 255. Now, I can imagine some of you
thinking, "Wow, I don't want to battle 255 pokemon to fill up on Speed EVs."
Well the good news is that you don't. The maximum points you can get for any
selected stat is 255, right? That's exactly what it is, a maximum. There are
a bunch of ways to lessen the EV training and make it less daunting.<p>


Let's start with the simplest. Remember all those Proteins at the Energy
Guru and PokéMart in Veilstone that cost 9800 pokèdollars a piece? Those give 10 Effort Points to any
pokemon's attack stat. HP UP, Calcium, Iron, Carbos, and Zinc are similar of
course, giving 10 Effort Points to their corresponding stat. But once again,
this would make it too easy to EV train and will result in a limit. The
reason that those extra proteins that couldn't be used on your ultra-tough
Blaziken wouldn't work could be one of two reasons: 1. The stat is already
maxed out on EV points, or 2. You already used ten proteins on the Blaziken.
Since you can only use 10 vitamins on a single stat, this gives you 100
Effort Values possible to each stat this way. If you're one who is looking
for a rounded way of giving Effort Points to a pokemon and carries a lot of
money around, you could easily buy 10 Proteins, 10 Irons, 10 Calciums, 10
Zincs, 10 Carbos's, and a single HP UP and you will have already maxed out
your Effort Values this way.<p>


There's two more ways to make the whole EV training process go faster.
Remember the Macho Brace? That brace
will double Effort Points gained. Suddenly you earn 2 Effort Points for each
Zubat wearing the brace. Have you heard about the elusive Pokerus? That does
the exact same thing as the Macho brace. So now you have a Ninetales
carrying a Macho Brace with the Pokerus, and you just defeated a Spinda.
Since Spinda gives out 1 Effort Point to Special Attack, and you have both
the Pokerus and Macho brace, you get 4 Effort Points points to Special
Attack, which results in you gaining one more point to Special Attack on
your next level-up. Suddenly that 255 becomes 64 pokemon that you have to
battle to fill the Effort points up. Of course, the Pokerus doesn't appear
that easily, so good luck trying to get it.<p>


However, that is not all. In Diamond & Pearl, there are a variety of Power items that will work similar to the Mach Brace, however they only work for one specific stat. Instead of just doubling the EVs gained in battle, the Power item will add 4 to it. So if you're battling a Gengar while your Pokémon holds the Power Lens that gives 3 Special Attack EVs, you will earn a massive 7 EVs which means almost 2 Points added, add to that the possibility of PokéRus, the possibilities get much easier. However these Power items do lower your Pokémon's speed. All of the items are obtainable for Battle Points in Battle Park so they're easy to get. Below is a list of which boosts which

1.Power Weight-HP

2.Power Bracer-Attack

3.Power Belt-Defense

4.Power Anklet-Speed

5.Power Lens-Special Attack

6.Power Band-Special Defense

Provided by Serebii.net

Locations to EV Train

HP- Route 209, repeatedly battle girl with bidoofs

Attack- Lake Valor, use super rod and battle gyaradoses and seakings

Defense-Iron Island, battle graverlors and onixs

Special Attack- Haunted Mansion in Eterna forest, battle gastlys

Special Defense- Surf south of Sandgem Town and battle tentacools and tentacruels

Speed-Route 205, battle fisherman with 6 magikarps

IV'S AGAIN There's a lot of things that influence what stats you get when you finally overcome the odds and receive a pokemon at level 100. Say you have a Salamence, and you decide to battle someone else's level 100 Salamence. Your Salamence uses Dragon Claw and takes half of the opponents HP away. In return, the other Salamence uses Dragon Claw as well and takes all of your Salamence's HP away. "What gives? Shouldn't the attacks do the same amount of damage?" Well, no. More than likely, the Salamence that got knocked out probably had lower HP and Special Defense than usual, along with Special Attack. This is influenced by a lot of values, but in particular, Individual Values.

 

Individual Values have the most influence on any stat of any pokemon. It's what makes every single pokemon unique and have different stats. Say we have the mega-defensive bug type, Shuckle, and it's EV trained in both defense and special defense and it's at level 100, and a neutral nature. If we look at the base stats for this pokemon's defense and special defense, they both say 230, so you'd figure there wouldn't be much of a difference, right? Well, in reality, there can be a pretty wide difference. At level 100, this Shuckle has a defense stat that is 466, and a Special Defense stat equaling 542. Quite a wide difference there, about 80 points separated. A person using this Shuckle had better watch out for attack based moves if they are relying on defense.

 

As for technical information pertaining to Individual Values, the equation for it will –usually- give a number between 0 and 31. Keep in mind that the equation's we have to the IV's are not the same as in the game, but they are extremely close. With these equations, it's best to calculate it closest to level 50 as possible for accurate results. If you're looking to calculate a pokemon's IVs that you have trained, then hopefully you know the Effort Points it gained. If you don't then the math will be completely inaccurate if you just stick the stats in the equation. If you don't already know, Hidden Power is calculated completely on IV's.

 

Now that I've showed how much they can affect stats, let's grab the equation for determining a pokemon's Individual Value. Keep in mind that this is NOT for Hit Points. That has its own equation.

 

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value ) - 2 * Base Stat – Effort Points / 4

 

…And you probably don't know what Math.Ceiling means either. It's basically a term used when you want something rounded up, like to the Ceiling. If it was rounding down, like to a floor, it would be Math.Floor. Simple right? There's also a flaw in this equation, as it counts all of the Effort points, not the ones that have been added to the stat which is what we want outta there, so this equation is a little more accurate.

 

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value) - 2 * Base Stat – Math.Floor(Effort Points / 4)

 

As for the HP Individual Value equation, here it is without edit:

 

Hit Point IV = (( Stat - Level - 10 ) * 100/Level ) - 2 * BaseStat - EV/4

 

Of course, we face the same problem as the other equation, so here's the edited version:

 

Hit Point IV = ((Stat – Level Value - 10) * 100 / Level Value ) - 2 * BaseStat – Math.Floor(EV / 4)

 

As you can see there's a lot of things you need in order to do these equations to get the Individual Value that this returns to you. The most important thing you need is the stat, apparently. The second thing you need is the Personality Value, which is basically what effect the personality has towards your stats. Now because we know that Natures can give a +10% increase towards a stat, or a -10% decrease towards a stat, we need to convert that to an actual number so that it can work in the equation.

 

If the Nature gives a +10% increase to a stat, then the Personality Value = 1.1

If the Nature doesn't have an effect towards the stat, then the Personality Value = 1

If the Nature gives a -10% decrease to a stat, then the Personality Value = 0.9

 

I'll explain Personality Values more in the DV guide. Another thing you need for the equation is the Base Stats of the pokemon, which you can find in the Pokedex right above the Max Stats at the bottom. The last thing you need are the Effort Points gained from battle, which are explained in another guide. Effort Points are equal to zero if you never battled with it yet, or used rare candies to level up, or even used the daycare to level up. Anyway, suppose I went through Colosseum twice and caught two Forretress. Let's find all we can about the information we need about them so we can determine the IVs.

 

Forretress 1

Level 43, Mild Nature

Hit Points: 121

Attack: 94

Defense: 114

Sp. Attack: 72

Sp. Defense: 57

Speed: 41

No EV's gained

 

Forretress 2

Level 43, Relaxed Nature

Hit Points: 130

Attack: 88

Defense: 143

Sp. Attack: 60

Sp. Defense: 62

Speed: 45

No EV's gained

 

Forretress's Base stats 'Base Stats

Hit Points: 75

Attack: 90

Defense: 140

Sp. Attack: 60

Sp. Defense: 60

Speed:40

 

Seems like a lot of information, doesn't it? Well I can't argue with you there, but that's everything we need to do the equations out now. Let's use this information to find the IV of Attack of Forretress 1 first:

 

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value) - 2 * Base Stat – Math.Floor(Effort Points / 4)

IV = ((Math.Ceiling(94 / 1) – 5) * 100/43) – 2 * 90 – Math.Floor(0/4)

IV = ((89) * 100 / 43) – 180

IV = (8900 / 43) – 180

IV = ~207 – 180

IV = ~27

 

27, eh? That's actually almost close to the best it can be. Let's see how Forretress 2 does for the same test:

 

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value) - 2 * Base Stat – Math.Floor(Effort Points / 4)

IV = ((Math.Ceiling(88 / 1) – 5) * 100 / 43) – 2 * 90 – Math.Floor(0 / 4)

IV = ((83) * 100 / 43) – 180

IV = (8300 / 43) – 180

IV = ~193 – 180

IV = ~13

 

Wondering what the ~ is meaning? It's algebra for "about". As I stated before, these formulas will not be as accurate as the real things, but they are pretty darn close. At level 5 these equations won't be very accurate at all, so it's best to level up to at least 25 I recommend. Anyway, you get the idea for the main 5 stats, so let's just do the Hit Points one now cause I'm lazy. :P

 

Forretress 1:<br>

Hit Point IV = ((Stat – Level Value - 10) * 100 / Level Value ) - 2 * BaseStat – Math.Floor(EV / 4)

Hit Point IV = ((121 – 43 – 10) * 100 / 43) – 2 * 75 – Math.Floor(0 / 4)

Hit Point IV = ((78) * 100 / 43) – 150

Hit Point IV = (7800 / 43) – 150

Hit Point IV = ~181 – 150

Hit Point IV = ~31

 

Wait, wait! It's 31, so that mean's it's perfect, right? Well in this case… no. It's not. If you look at Forretress 2's HP, it's 130, which is 9 points higher than this Forretress. It's a perfect example of when these equations can be inaccurate. The best thing you could do at this point is level it up further to get a bigger difference in the stats.

 

So how can I influence IV's? Well since IVs are given to a pokemon upon meeting, the best thing you can do is just receive a pokemon with high IV's. This means doing one of two things, or both. Catching pokemon a large amount of the same species of pokemon is an okay way, but you'll need a large stock of pokeballs and catching pokemon from the wild usually results with average/lower than average IVs. The second way to obtain IVs is breeding. Pokemon that are bred usually result with normal/higher than normal IVs. This is not true for every single pokemon however, as you can still get low IVs with breeded pokemon and uber IVs with wild pokemon. There really isn't much you can do to get good IVs except for persistent effort to get good IVs, just make sure you have the patience for it.

 

That basically explains Individual Values. If you have more accurate formulas or more information to add, PM Dragonair on the forums because I have the feeling that I missed something…


IV's are also given to you in the form of Characteristics in the DP Status Screen.