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Stats, short for Statistics, refer to the numerical values in each field of each individual Ponymon. They determine certain aspects of battles.

## Contents

## List of Stats

**Permanent Stats**

**Hit Points**

Hit points, abbreviated as HP, determine how much damage a Ponymon can receive before fainting. It's the most visible stat in battle, showing graphically and numerically.

**Attack**

The Attack stat determines the damage a Ponymon can deal with physical moves.

**Defense**

The Defense stat determines the damage received from physical moves.

**Special Attack**

Shortened as Sp. Attack, this determines the damage dealt with special attacks.

**Special defense**

Shorted as Sp. Defense, this determines the damage received from special attacks.

**Speed**

Determines how quick a Ponymon can move in battle. The Ponymon with higher speed will move first in battle under normal conditions (see Trick Room).

**In-Battle Stats**

**Evasion**

Determines the percentage, or chance, that the opponent's move will miss. The initial value at the beginning of each battle is 100% and can decrease or increase using moves such as Double Team.

**Accuracy**

Determines the chance of hitting the opponent, the initial value being 100%.

## Formula to determinate the chance of a move hitting

{C}Where Abase= the base accuracy of the move used (for example if it's 80, Abase= 0.8)

If P is greater than 1 the move would never fail (100% chance of hitting)

This is not applied to moves that never fail such as True Hit

## Damage Calculation

This formula is employed every time a Ponymon does an attack.

- Level is the level of the attacking Ponymon
- Attack is the value of the attack stat of the Ponymon attacking, and Defense is the value for the defense stat of the Ponymon receiving the attack. If it's a special attack, the Sp. attack value substitutes the attack, and the Sp. defense value substitutes the defense.
- Base is the base power of each move (for example, Hoof Stomp has a base power of 45).

- STAB means "same type attack bonus" if the Ponymon does an attack that is the same type than the type of the Ponymon this value is 1.5, otherwise is 1
- Type is effectiveness, it can take values of 0.25, 0.5 (it's not very effective) 1, 2 or 4 (it's super effective). This depends of the type of the move used and the type of the defending Ponymon
- Critical, if the move is a critical hit, it takes value of 2, otherwise is 1
- Other is modified by factors such as held items, weather, field advantages, etc.
- rand is a random number between 0.85 and 1

## Stat Modifiers

Some moves and abilities can change stats during battle, raising them and lowering them as part of the effect. Some items will also do this.

In-battle stat modifiers multiply specific stats by a certain amount, meaning that a higher starting stat will have a bigger change. For each stat, there are six stages of increase, and six stages of decrease. The stages are cumulative: adding a stage of increase, and then a stage of decrease, results in no net change to the stat. The six stages of increase are x1.5, x2.0, x2.5, x3.0, x3.5, and x4.0. The six stages of decrease are 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. Accuracy and Evasion modifications are calculated in a different manner.

**Stages**
When a status move is used, it increases or deceases a Stat of an in use party or foe Ponymon. It will be measured according to the following tables: