Pokémon Calculator Iv

Reviewed by: David Chen, CFA.

The Pokémon IV Calculator helps trainers determine the hidden Individual Values (IVs) of their Pokémon’s stats based on their species’ base stats, current level, Effort Values (EVs), and in-game stat values. IVs range from 0 (worst) to 31 (best) and significantly influence a Pokémon’s maximum potential.

Pokémon IV Calculator

Possible IV Range

Pokémon IV Calculator Formula

This calculator solves for the IV (Individual Value) using the standard Non-HP Stat formula:

$$ \text{Stat} = \lfloor \left( \lfloor \frac{(2 \times \text{Base} + \text{IV} + \lfloor \frac{\text{EV}}{4} \rfloor) \times \text{Level}}{100} \rfloor + 5 \right) \times \text{Nature} \rfloor $$

Formula Source: Bulbapedia – Stat Calculation

Variables

  • Base Stat: The inherent stat value of the Pokémon species (e.g., Pikachu’s Base Attack is 55).
  • IV (Individual Value): A hidden value ranging from 0 to 31 that is unique to each Pokémon.
  • EVs (Effort Values): Points gained from battling, up to 255 per stat (510 total). Every 4 EV points add 1 stat point at level 100.
  • Level: The current level of the Pokémon (1 to 100).
  • Current In-Game Stat Value: The visible number for the stat on the Pokémon’s summary screen.
  • Nature Modifier: A multiplier (1.1 for beneficial, 0.9 for hindering, 1.0 for neutral) applied based on the Pokémon’s Nature.

Related Calculators

What is Pokémon IV Calculator?

The Pokémon IV Calculator is an essential tool for competitive trainers. Individual Values (IVs) are analogous to genetic potential, determining where a Pokémon’s stat will fall within its potential range. A Pokémon with 31 IVs in a stat will perform better than an identical Pokémon with 0 IVs in that stat, assuming all other factors (Base Stat, Level, EVs, Nature) are equal.

Since IVs are hidden values and the stat calculation involves multiple flooring operations, it is usually impossible to pinpoint an exact IV value from a single stat number, especially at lower levels. The calculator works backward, testing all 32 possibilities (0 to 31) to provide an accurate range of possible IVs that could result in the displayed in-game stat value.

How to Calculate Pokémon IV (Example)

Let’s find the IV range for a Pokémon’s Attack stat with the following values:

  1. Input Variables: Base Stat = 80, Level = 50, Current Attack Stat = 100, EVs = 4, Nature = Neutral (1.0).
  2. Stat Calculation for IV = 10: $$ \text{Stat}_\text{pre-Nature} = \lfloor \frac{(2 \times 80 + 10 + \lfloor \frac{4}{4} \rfloor) \times 50}{100} \rfloor + 5 = \lfloor \frac{(160 + 10 + 1) \times 50}{100} \rfloor + 5 $$
  3. Intermediate Result: $$ \text{Stat}_\text{pre-Nature} = \lfloor \frac{171 \times 50}{100} \rfloor + 5 = \lfloor 85.5 \rfloor + 5 = 85 + 5 = 90 $$
  4. Final Stat: Since Nature is Neutral (1.0), Final Stat = $\lfloor 90 \times 1.0 \rfloor = 90$. This is not 100, so IV = 10 is too low. The calculator continues this process for all IVs (0 to 31) until it finds the range that produces 100.

Frequently Asked Questions (FAQ)

Is the IV Calculator accurate for all games?

Yes, the fundamental stat calculation formula has remained mostly consistent since Generation 3 (Ruby/Sapphire), making this formula highly accurate for modern games (e.g., Scarlet/Violet, Sword/Shield).

Why does the calculator sometimes show a range instead of a single number?

Because the stat formula involves multiple “floor” operations (rounding down to the nearest integer) and multiplication by Level/100, multiple IV values can produce the exact same observable stat value, especially at lower levels. Calculating at Level 100 provides the most precise result.

What is the difference between IVs and EVs?

IVs (Individual Values) are fixed, genetic values (0-31) that cannot be changed once the Pokémon is obtained. EVs (Effort Values) are points gained from training and can be freely changed or reset, allowing trainers to customize their Pokémon’s stats.

Does this calculator work for HP stats?

This calculator uses the Non-HP stat formula. The HP formula is slightly different ($\dots + \text{Level} + 10$ instead of $\dots + 5$ and no Nature modifier), but the calculation principle remains the same. The difference is minor for general IV checks.

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