Pokémon Stat Modifiers: Boosts, Drops, and Competitive Impact

📈 Stat stage basics

In Pokémon battles, stat stages represent temporary changes to a Pokémon’s stats caused by moves, abilities, or items. Each core battle stat — Attack, Defense, Special Attack, Special Defense, Speed, Accuracy, and Evasion — can be modified in discrete stages ranging from −6 to +6 . These stages modify the stat independently with a multiplier and stack with other effects like items, field conditions or STAB bonus.

  • Stage range: −6 (severe drop) to +6 (maximum boost).
  • Each stage applies a Multiplier to the stat’s current value.
  • Stat changes reset when the Pokémon switches out, unless transferred via Baton Pass move.
  • The Ability Contrary invert stage changes — boosts become drops and vice versa.
  • Moves like Haze or Clear Smog remove all stage changes from the target.

🧮 Stat stage multipliers

For most stats (excluding Accuracy and Evasion), the multiplier formula is:

If stage ≥ 0: Multiplier = (2 + stage) ÷ 2

If stage < 0: Multiplier = 2 ÷ (2 − stage)

Accuracy and Evasion stats use a different formula:

If stage ≥ 0: Multiplier = (3 + stage) ÷ 3

If stage < 0: Multiplier = 3 ÷ (3 − stage)

Applying the calculation this results in the following possible multipliers:

Stat Stage Multipliers Overview:
StageStandard Stats
(Atk/Def/SpA/SpD/Speed)
Accuracy / Evasion
−6×0.25×0.33
−5×0.28×0.38
−4×0.33×0.43
−3×0.4×0.5
−2×0.5×0.6
−1×0.67×0.75
+0×1×1
+1×1.5×1.33
+2×2×1.67
+3×2.5×2
+4×3×2.33
+5×3.5×2.67
+6×4×3

⚙️ Common stage‑altering moves

Many moves directly modify stat stages, either boosting the user or lowering the target. Some affect multiple stats at once.

  • Swords Dance: +2 Attack.
  • Nasty Plot: +2 Special Attack.
  • Calm Mind: +1 Special Attack & Special Defense.
  • Dragon Dance: +1 Attack & Speed.
  • Growl: −1 Attack (all adjacent targets).
  • Double Team: +1 Evasion.
  • Quiver Dance: +1 Special Attack, Special Defense, and Speed.

🧠 Abilities that modify stat stages

Several Pokémon abilities automatically alter stat stages when triggered, often shaping the flow of battle before a move is even used.

  • Intimidate: Lowers the opponent’s Attack by 1 stage upon entry.
  • Download: Raises either Attack or Special Attack based on the opponent’s weaker defense stat.
  • Moody: Randomly raises one stat by 2 stages and lowers another by 1 each turn.
  • Defiant: Boosts Attack by 2 stages when any stat is lowered by an opponent.
  • Competitive: Boosts Special Attack by 2 stages when any stat is lowered by an opponent.
  • Simple: Doubles the effect of all stat stage changes (e.g., +1 becomes +2).
  • Contrary: Inverts stat changes — boosts become drops and vice versa.

🎒 Items that affect stat stages

Some held items influence stat stages by triggering boosts or drops during battle. These effects can be conditional, reactive, or passive.

  • Stat-boosting berries: For example Liechi Berry (+1 Attack), Salac Berry (+1 Speed) activate when HP falls below 25%.
  • Weakness Policy: Boosts Attack and Special Attack by 2 stages when hit by a super-effective move.
  • Eject Pack: Switches the holder out when one of its stats is lowered, preserving momentum.

📌 Strategy tips

  • When expecting your opponent to make a defense turn (i.e. because of your fake out move) use setup moves like Swords Dance or Calm Mind.
  • Use stat‑lowering moves to cripple offensive threats or force switches, disrupting momentum.
  • Baton Pass can transfer accumulated boosts to a teammate, enabling surprise sweeps.
  • Moves like Haze and Clear Smog are vital counters to stat‑boosting strategies.
  • Abilities like Contrary and Simple radically alter how stat stages behave — plan around them carefully.
  • Stat boosts can be punished. Forced switching moves like Roar or Whirlwind reset setup attempts. Another common strategy is to use encore on a Pokémon who sets up. Using encore forces it use the move for a couple additional turns often rendering this Pokémon useless until switching out.

🕰️ The history of stat stages in Pokémon

Stat stage mechanics have remained largely consistent, but key additions over generations have expanded their strategic depth.

Generation I

  • Basic −6 to +6 system introduced; critical hits ignored stat changes entirely.

Generation II

  • Special stat split into Special Attack and Special Defense, increasing stage granularity.
  • Baton Pass became a key mechanic for transferring boosts.

Generation III

  • Abilities like Intimidate introduced, automatically altering stat stages on entry.

Generation IV

  • Simple introduced, doubling the effect of stage changes.

Generation V

  • Clear Smog added as a reliable stat reset that still deals damage.
  • Contrary introduced, inverting stage changes and enabling unique strategies.

Generation VIII

  • Max Moves and G‑Max Moves often provided guaranteed stage boosts or drops, adding setup potential to Dynamax strategies.