Effort Values
> Guides & GamesUse the following table of contents to navigate the EV guide contained within this page and to also view guides written for players still learning basic competitive mechanics.
- Other guides to consider checking out...
- 1.1 High EV-Yield Trainers
- 1.2 Individual Values
- 1.3 Natures
- 1.4 Typechart
- 1.5 Stat Formulae
- Effort Values
Getting Started
Effort Values(or EVs) are gained by defeating other Pokémon through ingame battles. EVs given by Pokémon affect a certain stat and in rare cases two stats. There are three ways of manipulating how many EVs you can get from a single battle(all three can be combined) but I'll get into that later. First a quick explanation on EVs and how they affect your Pokémon.
It may useful to also take note of the following guides which are closely tied to EV training -
Keeping track of or managing EVs is not necessary (in the basic sheme of things), it is difficult to do early in the game (when few areas are open), and can be monotously time consuming. EV training is really for the perfectionist or competitive battler. Taking advantage of the EV system allows trainers to control what stats are making gains. By focusing EVs in a stat a player's Salamence, for example, can get a boost of 63 points in its Atk stat. With perfect IVs and positive nature (Adamant in this case) that Salamence can have an Atk of 405. If your Salamence isn't EV trained at all, or in Atk, and its at Lv. 100 compare its Atk to a max Atk Salamence and you might get the picture of how EV training can help make powerful and effective Pokés for competitive battling. It is best to know what you want your Pokémon to do for your team, what moves it will use, in optimal cases the nature of, and how you will be using EVs before you start EV training.
There is an EV cap of 510. Meaning you can't have more than 510 EVs on any single Pokémon. There is also a stat cap of 255 EVs; you can't have more than 255 EVs in any given stat. The amount of EVs required to gain one point in a stat varies by your Pokémon's level but works essentially like this -
- @Lv. 100, 4 EVs = 1 stat point
- @Lv. 75, 8 EVs = 1 stat point
- @Lv. 50, 16 EVs = 1 stat point
- @Lv. 25, 32 EVs = 1 stat point
Do keep in mind that the above scenerios are NOT final; in that I mean that if you train @Lv. 50 the EVs WILL NOT keep the value of 16:1. The ratio consistently decreases as you level-up and so it does not matter when you EV train. I'd guess that EVs work like this to prevent having extremely powerful Pokémon early on but I'm sure there are other views.
Hopefully you noticed that the EV cap of 510 and the stat cap of 255 are not divisible by the number 4. While this does not make a huge difference in how you use EVs it is relevant. To be precise the most stat points you will be able to get from EVs @Lv. 100 is 63 SP (stat points), or 252 EVs. If you use 252 for two different stats you will end up with 6 EVs left, or 1 stat point in an additional stat. After that there are 2 EVs left, they don't matter. I think it works this way because that's how numbers work in the programming, no big deal.
EV Berries and Their Effect
Assume you have a Pokémon you want to EV train in the Atk stat. To start this Pokémon is either newly hatched, has been obtained at Lv. 70(for example) and has no EVs, or has EV's and you don't know what they are. Not to worry, you can always figure out, not precisely but in the ballpark, how many EVs your Poké has in any given stat. EV reducing berries can be used to get rid of EVs or can help determine how many EVs have been used. The EV reducing berries are -
- #21 Pomeg Berry = HP
- #22 Kelpsy Berry = Attack
- #23 Qualot Berry = Defense
- #24 Hondew Berry = Special Attack
- #25 Grepa Berry = Special Defense
- #26 Tamato Berry = Speed
Each berry will reduce a stat's EVs by 10, if that stat has equal-to or less than 100 EVs(see the *Note below for more). If you just want to know how many EVs you have in a stat save before using the berries, so you don't waste them, and then keep track of how many you use and multiply by 10. The lower the level your Poké is the less the amount of berries used will affect the stat they are meant for. If you don't understand this go back over the the table explaining how many EVs equal a stat point for a given level range.
*Note here that the maximum amount of berries you will need to use are 11. This mechanic changed for the 4th generation games. The first berry used, if there are more than 100 EVs in a stat, will reduce those EVs to 100, no matter how many there are. If you trained something to 210 EVs and wish to change the EV spread you will use 1 berry, bringing the total to 100, and then an additional berry for every 10 SP, reducing to 0 means using 11 berries maximum.
Stat Manipulation: First Method
Before actually taking your Poké out to the battle field there is one more cap, sort of a hidden one, that you will want to keep in mind. Once you have 100 EVs in any given stat your Poké will no longer benefit from the use of what I call boosters. If you've played this game before you've already heard of boosters and know what they do, you may just not have known exactly what's going on. The boosters are -
- HP Up = HP
- Protein = Attack
- Iron = Defense
- Calcium = Special Attack
- Zinc = Special Defense
- Carbos = Speed
Boosters work like the berries except that they raise a certain stats EVs by 10 and they have a limit. You can use a maximum of 10 boosters for a total of 100 EVs. The game doesn't know how you got those EVs, so if you've gotten 80 EVs in a stat from battling and haven't used any boosters yet the most you can use is 2 for a total of 20 EVs. So if you have the means (money) and you want to save time don't battle until you've used boosters.
Stat Manipulation: Second Method
So you've hopefully used the first method and are ready to head out and start battling. This second method enlists the use of hold items to increase how much EV bonus you get and can apply the bonus to a determined stat. These items will help speed up the remainder of training and can especially cut the time when used in tandem with methods one and three. Method two involves twi different kinds of hold items.
The first kind is the Macho Brace . This hold item cuts the speed of your Poké for the first turn of any given battle. It also doubles the amount of EVs gained from a single battle. So Poochyena's EV yeild in the Atk stat rises from 1 to 2, making it equivalent to beating a Mightyena. If you defeat a Mightyena the EV yeild jumps from 2 to 4. So you are cutting training time in half, essentially.
The second kind, a new 4th generation addition, are Power Items. These can be purchased for 16 BP a piece at the Battle Tower. They work like the Macho Brace in that they cut Speed in the same manner. The difference is EV yields per battle. They will give 4 to a specific stat in addition to normal EV gains. After using Stat Boosters EV training is really a cinch using them, I suggest using these over Macho Brace. They are as follows;
- Power Weight = HP
- Power Bracer = Attack
- Power Belt = Defense
- Power Lens = Special Attack
- Power Band = Special Defense
- Power Anklet = Speed
Stat Manipulation: Third Method
The third method uses an ingame status effect known as PokéRus (noted as the status PKRS ingame). PKRS works the same as the Macho Brace except without the loss of speed first turn. If you have a Macho Brace and PKRS on a single Poké EV yeilds are quadrupled. Poochyena yeilds 4 Atk EVs and Mightyena yeilds 8. If you couple PKRS with a Power Item that alone yields 8 EVs. With Power Wrist, you would see PKRS double EV's from Poochyena to 2 and then 8 from the Power Item bringing the total to 10. Mightyena would bring the total to 12 per battle. Pretty sweet.
*Bear in mind that getting PKRS is about as difficult as getting a shiny(without trading, of course). PKRS does ago away after time. That doesn't mean its affect is gone, once infected a Poké will always gain double EVs but once PKRS is no longer displayed as a Status Effect in your Poké's information window in the game it will no longer be able to spread the infection to other Pokés in your game, which is a bad thing. The PC effectively freezes time so I advise you infect a few Pokés you don't care about and throw them in the box so that you never lose PKRS again. Bring out an infected Poké, spread PKRS and then put the Poké back in the PC immediately. Obviously, if you don't have PKRS, the more you EV train the better your chances are of getting infected, by making contact with a wild Pokémon that has PKRS. The same goes for encountering shinies, so EV training has more benefits than it does negatives, the only negative being time spent/wasted depending on how you view it.
Additional Notes
One more thing. The different times your Pokémon's stats are recalculated. Stats are recalculated at Level-Up, after you've used a booster or EV reducing berry, and also when you put a Poké in the PC.
A formula for EVs to note;
- Power Items -
- (x+4)*2=single battle EV gain
~ where x is the EVs given by the Poké, 4 is from the Power Item, and 2 is a multiplier provided by PKRS. If you don't have PKRS obviously you shouldn't be multiplying by two.
You can divvy up EVs however you like, keeping in mind the number 4 is a factor, but here are a few examples of some generic EV spreads -
- 252/252/6
- 252/134/124
- 252/128/124/6
- 134/128/124/124
- 110/100/100/100/100
Some don't require much EV training at all!
Questions? Ask them here.