Pokémon Nature Chart
All 25 natures — rows raise, columns lower| −Atk | −Def | −SpA | −SpD | −Spe | |
|---|---|---|---|---|---|
| +Atk | – | ||||
| +Def | – | ||||
| +SpA | – | ||||
| +SpD | – | ||||
| +Spe | – |
Neutral natures change nothing: Bashful, Docile, Hardy, Quirky, Serious.
| −Atk | −Def | −SpA | −SpD | −Spe | |
|---|---|---|---|---|---|
| +Atk | – | ||||
| +Def | – | ||||
| +SpA | – | ||||
| +SpD | – | ||||
| +Spe | – |
Neutral natures change nothing: Bashful, Docile, Hardy, Quirky, Serious.
A nature raises one stat by 10% and lowers another by 10%. That is the whole mechanic. It never touches HP, which is why the grid has five rows and five columns rather than six.
Ten per cent sounds small and is not. Take a Pokémon with a base 130 attack stat at level 50 with a perfect stat and 252 effort values invested: a neutral nature leaves it at 182, a boosting nature puts it at 200. That is 18 points for free. For comparison, the first 120 effort values into that stat buy 15 points, and a full 252 investment buys 32. The nature is worth more than half of everything you can spend, and it costs nothing. That is why every competitive set names one.
This is the whole trick. A purely physical attacker has no use for Special Attack, so a −Sp. Atk nature costs it nothing at all. A special attacker drops Attack the same way. The only genuine cost is on a Pokémon that attacks from both sides, which is rare and usually a compromise.
Never lower Speed unless you are deliberately going last — under Trick Room, or on a slow Pokémon that wants to move after its partner. Never lower a defensive stat you are relying on; a −Def nature on a wall undoes more than the +10% elsewhere gives back.
The two natures worth reaching for first are the ones that raise Speed and the ones that raise your attacking stat. Speed decides who moves first, which decides who is still standing; an attacking boost decides whether a two-hit knockout becomes a one-hit knockout. Defensive natures matter, but they matter on Pokémon built to survive specific attacks, and that is a calculation rather than a default.
Five natures raise and lower the same stat and therefore do nothing. They exist for mixed attackers who cannot afford to drop either offensive stat, and for anyone who would rather not think about it. Choosing one is not a mistake, it is just leaving value on the table.
Since Sword and Shield, a Mint changes which stats a nature raises and lowers without changing the nature itself. The Pokémon keeps its original nature on paper — which still matters for a handful of unrelated interactions — but the stat spread follows the Mint. In practice this means a nature is no longer a permanent decision, and there is no reason to breed for one.
Rows are the stat the nature raises, columns are the stat it lowers. Find the row for what you want more of, then the column for what you can afford to lose, and the cell is the nature you want. The diagonal is empty because a nature cannot raise and lower the same stat — those are the five neutral natures listed underneath.
Plus or minus 10%, applied after everything else. It never affects HP.
One that raises Attack or Speed and lowers Special Attack, since a physical attacker never uses it. Adamant (+Atk −SpA) and Jolly (+Spe −SpA) are the two defaults.
One that raises Special Attack or Speed and lowers Attack. Modest (+SpA −Atk) and Timid (+Spe −Atk) are the mirrors of Adamant and Jolly.
Hardy, Docile, Serious, Bashful and Quirky each raise and lower the same stat, so they have no effect. They are a safe pick for a mixed attacker.
Yes. A Mint changes which stats are raised and lowered. The nature shown on the summary screen stays the same, but the stats follow the Mint.
No. Only Attack, Defense, Special Attack, Special Defense and Speed, which is why there are twenty-five natures rather than thirty-six.