Stat Descriptions & Nature Effects:
In Pokemon, each individual is unique. Every Pokemon has their own nature that drives their interactions with other Pokemon. Here is how the statistics of Pokemon function in the ASB.
HP
HP is a Pokemon species' base vitality. This is genetically hard-coded and cannot be increased or decreased among different members of a species. Pokemon can heal their HP through Attacks, Items, and even a few Abilities.
Energy
Energy is a Pokemon species' base makeup. Every Pokemon has the same capacity to expend energy, though their attacks may take up more energy or less depending on how strenuous it is on the Pokemon's body.
Attack (Atk)
A Pokemon's ability to deal damage with physical attacks. Often aided by claws, muscles, or fists, Pokemon who favor attack are more aggressive in dealing with threats. When a Pokemon's Attack is boosted, their physical attacks will deal more damage and have more knockback.
Positive Nature: Adds one (1) Rank to Attack
Negative Nature: Subtracts one (1) Rank from Attack.
Defense (Def)
A Pokemon's ability to take damage from physical attacks. Rough skins, shells, spikes, Pokemon who have favor defense like to wear opponents down before striking. When a Pokemon's Defense is boosted, physical attacks against them will deal less damage and have reduced knockback.
Positive Nature: Adds one (1) Rank to Defense
Negative Nature: Subtracts one (1) Rank from Defense
Special Attack (SpA)
A Pokemon's ability to tap into their unique special skills. Pokemon who favor special attacks prefer long range strikes and outwit opponents rather than smashing them to bits. When a Pokemon's Special Attack is boosted, their mental and energy control abilities increase, increasing their damage output.
Positive Nature: Adds one (1) Rank to Special Attack
Negative Nature: Subtracts one (1) Rank from Special Attack
Special Defense (SpD)
A Pokemon's wisdom in dealing with various attempts at trickery, deceit, or elemental attacks. Pokemon with high special defense are keenly aware of their opponents and react accordingly for their own protection. When a Pokemon's Special Defense is boosted, their keenness and calmness increase, allowing them to better take the brunt of mental or energy attacks.
Positive Nature: Adds one (1) Rank to Special Defense
Negative Nature: Subtracts one (1) Rank from Special Defense
Speed (Spe)
A Pokemon's innate reflexes. Faster Pokemon take the first strike in a battle or take the initiative to block an opponent's opening gambit. Unlike other stats which are a matter of personal preference, Pokemon who are slothful to counterbalance their other strengths suffer more consequences than just an initial strike. Quicker Pokemon will gain accuracy with their swifter movements, while slower ones will be less able to evade incoming attacks. When a Pokemon's speed is boosted, they may do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed.
You cannot tell your Pokemon to perform an action slower than an opposing slower Pokemon unless you have the ability Stall. For instance, a Pokemon with 130 Speed cannot be told to use a move after a Pokemon with 120 Speed within the same priority bracket. This makes sense because the 120 Speed Pokemon can and will slow itself down to match the opponent, thus always going last.
Positive Nature: Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance.
Negative Nature: Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.
Dodge Command:
Reduces oncoming attack's Base Accuracy by (User's Speed - Opponent's Speed) / 5. If a Pokemon has a +Speed Nature, its accuracy boost is added as a flat increase. If a Pokemon has a -Speed nature, its evasion drop is added as a flat decrease. In Trick Room, the formula is changed to (-(User's Speed - Opponent's Speed))/5.
Dodge costs 5 energy. Dodge fails when used by a Pokemon that moves after the Pokemon whose attack it is trying to dodge.
Accuracy:
A Pokemon's ability to target the opponent effectively. The accuracy of most attacks is dependent on the attack itself, however some Pokemon have abilities or natures that increase their ability to hit. When a Pokemon's Accuracy is boosted, they take more aim against their opponents to ensure a strike.
Each accuracy boost will also increase the minimum number of times a multi-hit attack strikes by 1. Similarly, each stage drop in accuracy reduces the number of times a multi-hit attack strikes by 1, to a minimum of 1 hit. This does not affect moves with a fixed number of hits like Double Hit or Triple Kick, with the sole exception of Beat Up. Most of the accuracy reductions in Pokemon come in the form of jamming a Pokemon's senses, and will go away if the offending material/sound is removed or ceased.
Evasion:
A Pokemon's ability to evade attacks effectively. The ability to evade attacks is largely dependent on the dynamics of the attack being launched, however most means of boosting evasion rely on trickery or illusion, and can be broken through means other than direct evasion lowers like Sweet Scent.
Nature List:
Nature List
Lonely (+1 Atk, -1 Def)
Adamant (+1 Atk, -1 SpA)
Naughty (+1 Atk, -1 SpD)
Brave (+1 Atk, -15% Speed, -10% Evasion)
Bold (+1 Def, -1 Atk)
Impish (+1 Def, -1 SpA)
Lax (+1 Def, -1 SpD)
Relaxed (+1 Def, -15% Speed, -10% Evasion)
Modest (+1 SpA, -1 Atk)
Mild (+1 SpA, -1 Def)
Rash (+1 SpA, -1 SpD)
Quiet (+1 SpA, -15% Speed, -10% Evasion)
Calm (+1 SpD, -1 Atk)
Gentle (+1 SpD, -1 Def)
Careful (+1 SpD, -1 SpA)
Sassy (+1 SpD, -15% Speed, -10% Evasion)
Timid (+15% Speed, +X% Accuracy, -1 Atk)
Hasty (+15% Speed, +X% Accuracy, -1 Def)
Jolly (+15% Speed, +X% Accuracy, -1 SpA)
Naive (+15% Speed, +X% Accuracy, -1 SpD)
Bashful (No effect on stats)
Docile (No effect on stats)
Hardy (No effect on stats)
Quirky (No effect on stats)
Serious (No effect on stats)