pkmnlab

Pokémon IV Calculator

Reads the six hidden values from the stats on the summary screen
Enter the effort values and the stat the game shows for each of the six stats; the last column gives the individual values that produce it.
Stat Base EVs In game IVs
HP 108
Attack 130
Defense 95
Sp. Atk 80
Sp. Def 85
Speed 102
Reading

Pick the Pokémon, set its level and nature, then type the six numbers from its summary screen. Every stat you fill in narrows the answer.

Total

No stats entered yet.

What an individual value is

Every Pokémon carries six hidden numbers, one per stat, fixed the moment it is generated and never visible in game. Each runs from 0 to 31. They are the reason two Pokémon of the same species, level and nature can have different stats, and they are the last thing standing between a good Pokémon and an identical-looking bad one.

The effect is smaller than people assume at the levels most battles happen at. One point of an individual value is worth one point of a stat at level 100 and half a point at level 50, so on Garchomp, going from 0 to 31 is 31 Attack at level 100 but only 15 at level 50, where competitive play happens. HP behaves the same way: 15 points across the whole range at level 50. It is not nothing — 15 points of Speed decides who moves first — but it is roughly what a third of your effort values buy you.

How this calculator reads them

The game does not hide the stats, only the inputs. A stat is a fixed formula of base stat, level, nature, effort values and the individual value, so if you know everything except the individual value, there is only one unknown left and it can be solved by trying all thirty-two.

That is what this page does for each of the six stats separately: it computes the stat every individual value from 0 to 31 would produce, and returns the ones that match the number you typed. Often exactly one fits and you have your answer. Sometimes several fit, and the honest output is a range rather than a guess.

Why a range instead of a number

Two individual values that differ by one can round to the same stat, especially at low levels where the formula divides by 100 and throws away the remainder. At level 50 with no effort values, neighbouring individual values collide constantly; at level 100 they almost never do. So the fix for a wide range is not a better calculator, it is a better reading.

Narrowing a range

Hyper Training, and why it changes the question

Since Sun and Moon, Bottle Caps let a Pokémon at level 50 or above have a stat treated as if its individual value were 31, without changing the hidden number itself. The summary screen then shows the trained stat, so this calculator — which reads the displayed stat — will report 31, which is correct for battle purposes and wrong about the Pokémon's actual genes.

In practice that makes individual values a fixable problem rather than a permanent one, and it makes this page most useful for two things: checking a Pokémon before you spend Bottle Caps on it, and confirming a trade or a raid catch is what it was claimed to be.

Where the numbers come from

Base stats are read from the same compiled Pokémon Showdown data set the rest of this site uses, so a Mega form is solved against its Mega base stats rather than the base species. The stat formula is the standard one used from Generation 3 onward, and it is the same code that powers the damage calculator here. When you know the spread, take it to the team builder and see what it does to the rest of the team.

Questions

What is a good IV?

31 is the maximum and what a competitive set assumes. Anything at 28 or above is usually not worth re-breeding for, and a 0 in Speed is deliberately useful on a Trick Room Pokémon.

Why does the calculator give a range instead of one number?

Because more than one individual value produces the same stat at that level. Raise the Pokémon’s level and read it again — at level 100 almost every stat resolves to a single value.

Why does it say the stat is impossible?

One of the inputs is wrong. The usual culprits are the nature, the effort values on a Pokémon that has already been trained, or reading the stat off a Pokémon holding an item that changes it.

Do IVs matter at level 50?

Less than people think. Across the whole 0 to 31 range a stat moves by about 15 points at level 50, which is roughly a third of what full effort value investment buys. Speed is where it matters most, because ties are decided elsewhere.

Does Hyper Training change the IV?

No. A Bottle Cap makes the game treat the stat as if the individual value were 31 and the summary screen shows the trained number, but the hidden value never changes. This calculator reads the displayed stat, so it will report 31.

Do I need to know the effort values?

Yes, and this is the most common source of a wrong answer. A freshly caught or hatched Pokémon has zero in everything, which is why reading a Pokémon early is far more reliable than reading a trained one.