EV Jump Points:
I’m sure some of you all have seen “jump points” mentioned on various other parts of these forums and may have gotten small explanations of what they are and how they work, but the goal of this post is to have something more cohesive going over the nitty gritty of what they are, when they occur, and why they do/don’t matter. If anyone notices any errors or have additional insights to what I have posted please leave a reply. I will do my best to filter out bad information from the original post to keep this as informative as possible.
What’s an EV Jump Point?
Jump points occur when you apply a multiplier to a stat such as natures, choice items, assault vest, etc. Multipliers such as those items or natures cause decimals to occur in your stat totals very often. In Pokemon whenever you have a stat that results in a decimal it always rounds down. Even if your speed stat is 299.99999999999 your pokemon will have a speed of 299 not 300. Any investments that cause you to have a decimal in your stat is lost to that stat. Now you may think loses for a stat that you invested in sounds bad, but the reality is that the loss is so small you probably will only be affected by it like 1 out of every 50 battles (I chose 50 as an arbitrary number, I have not performed any calculations confirming an actual number I am just trying to express the point that the chances of this stat loss affecting you are small.) In some cases you cannot really get around this loss of stats either. Normally this occurs in speed tiers where you want as much speed as you can get on a particular pokemon to be faster than other pokemon. You can use your EVs to affect exactly what decimal stat you are losing. Jump points are when you reach a whole number and get effectively 2 stat points instead of 1 at the same cost of 4 EVs. To demonstrate my points I will mostly be discussing these in regards to natures because that is when they most commonly occur. If you try to use EV jump points with items or other multipliers please know the jump points will occur at different points because it is based upon what the multiplier is. A 1.1x multiplier will have a different jump point than a 1.2x multiplier, etc.
As an example I will use Mew. At level 100 with 31 IVs in speed with no EVs and no speed boosting nature Mew has a speed stat of 236. If you give Mew a speed boosting nature our Mew’s speed will go up to 259.6. Every 4 EVs we give Mew, its speed will increase by 1.1 going to 260.7, 261.8, 262.9. At this point we’ve invested 12 EVs into speed and gained 3 speed that can be used. At 16 EVs invested we reach a whole number with no decimal completely skipping 263 and Mew ‘jumps’ straight to 264.0 speed. These jumps happen several times as you invest EVs into a pokemon. For the 1.1x multiplier of a nature everytime the stat hits a multiple of 10 prior to the multiplier is when the jumps happen. Mew’s base speed is 236, it takes 16 EVs to get to 240, which is a multiple of 10 and that’s when the jump occurs. After your first jump point you’ll have another jump point every 40 EVs invested afterwards. Different base stats have their first jump point at different points as shown in the table below.
The top row is the digit the base stat ends with and the bottom row is the number of EVs to get to the first jump point. As you can see not all base stats are treated equally in terms of number of jump points they receive, but there is a pattern. Something I would like to point out is that certain base stat numbers achieve more jump points than other stats. Once again it doesn’t make a difference in the long run, but if you add enough of these 1 points here and 1 points there you can nickel and dime your way to something a little more noticeable. We can find out how many jump points each base stat has with this formula;
Jump Points = {[252 - (number of EVs required for first jump point)] / 40} +1
I’m sorry I could not find a neat way to display this without all the brackets, parentheses and braces, but the formula represents 252 (the total EVs you can invest) minus the first jump point divided by 40 and adding the first jump point back in as what it equates to in the stat total which is 1.
While these jump points do happen at fixed intervals often they do not happen at significant points in regards to calculations of damage numbers versus other pokemon and really should just be used when you have a little extra left over from your EV spread and want to try to get something productive out of your last 8-40 EVs. Sometimes you can very conveniently achieve these jump points and sometimes you cannot. Going out of your way to get to 40 EVs on your base XX2 and XX7 for a certain jump definitely won’t be as obtainable as throwing 8 onto your base XX1 and XX6 pokemon.
I hope this adds some clarity as to what these jump points are. I feel like this definitely opens up some potential discussions relating as to why certain pokemon might seem to perform better than others in regards to EV jumps especially in the speed categories.
I’m sure some of you all have seen “jump points” mentioned on various other parts of these forums and may have gotten small explanations of what they are and how they work, but the goal of this post is to have something more cohesive going over the nitty gritty of what they are, when they occur, and why they do/don’t matter. If anyone notices any errors or have additional insights to what I have posted please leave a reply. I will do my best to filter out bad information from the original post to keep this as informative as possible.
What’s an EV Jump Point?
Jump points occur when you apply a multiplier to a stat such as natures, choice items, assault vest, etc. Multipliers such as those items or natures cause decimals to occur in your stat totals very often. In Pokemon whenever you have a stat that results in a decimal it always rounds down. Even if your speed stat is 299.99999999999 your pokemon will have a speed of 299 not 300. Any investments that cause you to have a decimal in your stat is lost to that stat. Now you may think loses for a stat that you invested in sounds bad, but the reality is that the loss is so small you probably will only be affected by it like 1 out of every 50 battles (I chose 50 as an arbitrary number, I have not performed any calculations confirming an actual number I am just trying to express the point that the chances of this stat loss affecting you are small.) In some cases you cannot really get around this loss of stats either. Normally this occurs in speed tiers where you want as much speed as you can get on a particular pokemon to be faster than other pokemon. You can use your EVs to affect exactly what decimal stat you are losing. Jump points are when you reach a whole number and get effectively 2 stat points instead of 1 at the same cost of 4 EVs. To demonstrate my points I will mostly be discussing these in regards to natures because that is when they most commonly occur. If you try to use EV jump points with items or other multipliers please know the jump points will occur at different points because it is based upon what the multiplier is. A 1.1x multiplier will have a different jump point than a 1.2x multiplier, etc.
As an example I will use Mew. At level 100 with 31 IVs in speed with no EVs and no speed boosting nature Mew has a speed stat of 236. If you give Mew a speed boosting nature our Mew’s speed will go up to 259.6. Every 4 EVs we give Mew, its speed will increase by 1.1 going to 260.7, 261.8, 262.9. At this point we’ve invested 12 EVs into speed and gained 3 speed that can be used. At 16 EVs invested we reach a whole number with no decimal completely skipping 263 and Mew ‘jumps’ straight to 264.0 speed. These jumps happen several times as you invest EVs into a pokemon. For the 1.1x multiplier of a nature everytime the stat hits a multiple of 10 prior to the multiplier is when the jumps happen. Mew’s base speed is 236, it takes 16 EVs to get to 240, which is a multiple of 10 and that’s when the jump occurs. After your first jump point you’ll have another jump point every 40 EVs invested afterwards. Different base stats have their first jump point at different points as shown in the table below.
XX0 | XX1 | XX2 | XX3 | XX4 | XX5 | XX6 | XX7 | XX8 | XX9 |
16 EV | 8 EV | 40 EV | 32 EV | 24 EV | 16 EV | 8 EV | 40 EV | 32 EV | 24 EV |
Jump Points = {[252 - (number of EVs required for first jump point)] / 40} +1
I’m sorry I could not find a neat way to display this without all the brackets, parentheses and braces, but the formula represents 252 (the total EVs you can invest) minus the first jump point divided by 40 and adding the first jump point back in as what it equates to in the stat total which is 1.
XX0 | XX1 | XX2 | XX3 | XX4 | XX5 | XX6 | XX7 | XX8 | XX9 |
6.9 Jumps | 7.1 Jumps | 6.3 Jumps | 6.5 Jumps | 6.7 Jumps | 6.9 Jumps | 7.1 Jumps | 6.3 Jumps | 6.5 Jumps | 6.7 Jumps |
While these jump points do happen at fixed intervals often they do not happen at significant points in regards to calculations of damage numbers versus other pokemon and really should just be used when you have a little extra left over from your EV spread and want to try to get something productive out of your last 8-40 EVs. Sometimes you can very conveniently achieve these jump points and sometimes you cannot. Going out of your way to get to 40 EVs on your base XX2 and XX7 for a certain jump definitely won’t be as obtainable as throwing 8 onto your base XX1 and XX6 pokemon.
I hope this adds some clarity as to what these jump points are. I feel like this definitely opens up some potential discussions relating as to why certain pokemon might seem to perform better than others in regards to EV jumps especially in the speed categories.
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