![]() The Pokémon data structure in Generation I contains two EV bytes for each of the five stats (HP, Attack, Defense, Speed and Special), starting at zero when caught and with a maximum EV of 65535 for each stat. In Generations I and II, effort points given are equal to the base stats of the defeated Pokémon species. In the Generation I and II games, due to the effort value system being entirely different to later games, they are commonly referred to by fans as stat experience in the context of these games.ĭue to effort values, trained Pokémon are usually stronger than wild Pokémon, even those of the same level.Įffort values only appear in the core series and side series Pokémon games they are not present in the spin-off Pokémon games, such as the Pokémon Mystery Dungeon series. From Pokémon FireRed and LeafGreen to Pokémon Ultra Sun and Ultra Moon, EVs were also officially referred to as base stats in English (distinct from what fans refer to as base stats, which are instead the stat-affecting values intrinsic to the Pokémon's species). They are primarily obtained by defeating Pokémon in battle, based on the Pokémon that was defeated. ![]() ![]() For Eevee and its evolutions, see Eeveelution.īase points (Japanese: 基礎ポイント base points), commonly referred to by fans as effort values (Japanese: 努力値 effort values) and abbreviated as EVs, are values that contribute to an individual Pokémon's stats in the core and side series Pokémon games. Pokémon Brilliant Diamond and Shining PearlĮVs redirects here.
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