Pokémon Effort Values (IVs)

Beyond a Pokémon's species, level, and Effort Values (EVs), another fundamental factor determines its unique strength: Individual Values (IVs). These are analogous to genetic predispositions, making each Pokémon inherently different even among the same species.

What are Individual Values (IVs)?

Individual Values are hidden numbers for each of a Pokémon's six stats (HP, Attack, Defense, Special Attack, Special Defense, and Speed). They range from 0 to 31, and a higher IV in a particular stat means a higher numerical value for that stat at any given level.

  • Born with them: IVs are determined when a Pokémon is encountered in the wild, hatched from an egg, or received as a gift. They cannot be changed through battling or training, unlike EVs.
  • Unique "Genetics": Think of IVs as a Pokémon's genetic potential. Two Pikachu of the same level, with the same Nature and EVs, will still have different stats if their IVs differ.
  • Significant Impact: At level 100, each IV point contributes one stat point. This means a Pokémon with 31 IVs in a stat will have 31 more points in that stat than a Pokémon with 0 IVs, given all other factors are equal.
  • Not visible in-game (initially): Like EVs, IVs were not explicitly shown in early games. Players relied on in-game "judges" or online calculators to approximate them.

A Pokémon with 31 IVs in Speed will always be faster than an identical Pokémon with 0 IVs in Speed at the same level, assuming no other stat-altering factors are present.

Why are IVs Important?

IVs are crucial for competitive Pokémon battling and allow trainers to fine-tune their Pokémon's capabilities.

  • Maximize Potential: High IVs in key stats ensure a Pokémon reaches its maximum possible strength, which is vital in competitive play where every stat point can matter.
  • Hidden Power Type: In Generations II through V (and to a lesser extent, VI and VII), IVs determine the type and power of the move Hidden Power, allowing for diverse offensive options.
  • Specific Speed Tiers: Just like with EVs, perfect Speed IVs are often sought after to outspeed specific threats or avoid being outsped.
  • Defensive Thresholds: High HP, Defense, and Special Defense IVs help Pokémon survive attacks they might otherwise faint to.

While casual players might not need to focus on IVs, trainers aiming for optimized teams for online battles or high-level challenges will find IV breeding and manipulation indispensable.

The History of IV Values in Pokémon

The concept of Individual Values has been a core, albeit hidden, mechanic since the very first Pokémon games, evolving over time to become more transparent and manageable.

Generation I (Red, Blue, Yellow) - DVs (Determinant Values)

In the original Pokémon games, what we now call IVs were known as Determinant Values (DVs).

  • Range: DVs ranged from 0 to 15 for each of the five stats: Attack, Defense, Speed, and Special (which covered both Special Attack and Special Defense). HP DV was determined by the DVs of the other four stats.
  • Binary Representation: DVs were internally stored as 4-bit numbers (0-15).
  • Hidden Power Precursor: Though not explicitly called "Hidden Power," DVs subtly influenced the base power and critical hit rate of certain moves, laying the groundwork for the move to come.
  • Breeding: Breeding was not introduced until Generation II, so obtaining Pokémon with desired DVs primarily relied on catching many Pokémon or through in-game trades.
  • HP DV Calculation: The HP DV was a bitwise combination of the last bit of the Attack, Defense, Speed, and Special DVs. This meant a Pokémon with perfect DVs in Attack, Defense, Speed, and Special wouldn't necessarily have a perfect HP DV.

Generation II (Gold, Silver, Crystal) - Introduction of Breeding and Special Split

Generation II brought significant changes to DVs, especially with the introduction of Pokémon breeding.

  • Special Split: The "Special" stat was split into two separate stats: Special Attack and Special Defense. Now there were six stats, each with its own DV from 0-15.
  • Breeding Mechanics: Breeding allowed for the inheritance of DVs from parents. Specifically, the offspring would inherit three DVs from its parents: one from each parent randomly chosen from Attack, Defense, and Special (Special Attack or Special Defense, as they shared one DV value in breeding). The remaining DVs were random. This was the first step towards "IV breeding."
  • Hidden Power: The move Hidden Power was officially introduced, with its type and base power directly determined by a Pokémon's DVs. This made DV manipulation crucial for competitive strategies involving this move.

Generation III (Ruby, Sapphire, Emerald) - The Shift to "Individual Values" (IVs)

This generation marked the formal transition from DVs to the modern concept of Individual Values (IVs), with a new range and calculation.

HP Stat Value:
HP Increase from IV at Lv 100 = IV_HP

Other Stat Values:
Stat Increase from IV at Lv 100 = IV_Stat * Nature

(Note: These formulas are simplified representations for illustration. Actual stat calculation in the games involves truncation at various steps, which can lead to minor differences in final values.)

  • Range 0-31: IVs now ranged from 0 to 31 for all six stats (HP, Attack, Defense, Special Attack, Special Defense, Speed). This doubled the maximum potential bonus from 15 to 31.
  • New Breeding Mechanics: Breeding mechanics were overhauled. Now, three IVs were passed down from the parents (randomly chosen from all six stats), and the remaining three were randomized. The Everstone and Destiny Knot did not yet have their modern IV-passing effects.
  • Nature Introduction: Natures were introduced in this generation, adding another layer of stat modification and making IVs even more critical for optimizing specific Nature-based builds.
  • In-game Judges (Initial): While not fully explicit, some NPCs in later Gen III games (e.g., the Battle Frontier) would give vague appraisals of a Pokémon's IVs, offering the first hints in-game.

Generation IV (Diamond, Pearl, Platinum) - More Breeding Control

Generation IV introduced key items that made IV breeding significantly more manageable.

  • Everstone: If a female Pokémon held an Everstone, there was a 50% chance its Nature would be passed down to the offspring.
  • IV Checkers: NPCs who could give more specific appraisals of a Pokémon's IVs, indicating which stats were "outstanding" or "superior."

Generation V (Black, White) onwards - Streamlined Breeding and Hyper Training

Later generations continued to refine breeding mechanics and introduced ways to improve IVs post-capture.

  • Destiny Knot (Gen VI): If a parent held a Destiny Knot, five IVs would be passed down from *both* parents combined (rather than just three). This revolutionized IV breeding, making it much easier to obtain Pokémon with perfect IVs.
  • IV Judge Function: The IV Judge became a more prominent feature, often accessible in the PC, providing exact or near-exact appraisals of a Pokémon's IVs (e.g., "Best," "Fantastic").
  • Hyper Training (Gen VII): Introduced in Sun and Moon, Hyper Training allows a Level 100 Pokémon to maximize its IVs using Bottle Caps. This doesn't change the Pokémon's actual IVs, but rather modifies its stats as if its IVs were 31, allowing non-perfect IV Pokémon to be competitively viable.
  • Mints (Gen VIII): Mints were introduced in Sword and Shield, allowing trainers to change a Pokémon's Nature. This doesn't change the actual Nature of the Pokémon, but rather changes its stat-modifying effect.