Thanks to the decision to make the Pokémon combat-related data entirely 1:1 with the mainline games, the Combat Stats featured in this system are calculated and utilized almost identically — Pokémon Stats, Move and Damage data, and the like are all function similarly to the games' data, except with tweaks to suit the pacing and tactical realities of a TTRPG in comparison to a turn-based, order-determinative combat systems.
To start — we'll discuss the core stats that most Pokémon players are familiar with the core six combat stats. These six are: HP, Attack, Defense, Special Attack, Special Defense, and Speed, which are abbreviated to HP, ATK, DEF, SPATK, SPDEF, and SPD in the associated rules texts throughout the system.
- HP - is a creature's hit points, or the amount of total damage they can take before being Fainted.
- Fluff-wise, this represents a creature's raw stamina.
- ATK - is the creature's capacity to deal damage with Physical-Category attacks.
- Fluff-wise, this represents their raw physical strength.
- DEF - is the creature's capacity to resist the damage of Physical-Category attacks.
- Fluff-wise, this represents their capacity to be able to weather physical blows, like punches, kicks, slams, and impacts.
- SPATK - is the creature's capacity to deal damage with Special-Category attacks.
- Fluff-wise, this represents their capacity to unleash uniquely damaging phenomena, like supernatural flames or psychic power.
- SPDEF - is the creature's capacity to resist the damage of Special-Category attacks.
- Fluff-wise, this represents their capacity to be able to weather the above "supernatural" attacks, usually due to thicker skin, special armor, or even supernatural capacities of their own.
- SPD - is the creature's instinctive reaction speed, governing their Initiative in combat.
- Fluff-wise, this is always perceived as reaction and action speed (or in the vein of fighting games, MOBAs, or RTSs, one's "actions-per-minute").
The values of these stats (shown on a creature's sheet) is determined by a number of factors:
- The creature's Base Stat, which is determined by their species.
- The creature's EVs and IVs that are allocated to that stat.
- "EVs" are a creature's "effort values", which form a unique, specialized stat spread that helps make creatures of the same species different from one another.
- "IVs" are a creature's "individual values", which a creature gains from Perks and other progression avenues during a game.
- The creature's Level, increasing a Stat as a creature is higher in level.
- Separately, a creature's HP is also affected by their Size Category, with larger creatures innately having more HP due to their greater size.
- Other effects that affect them, such as Abilities, Gear, and Stage Changes.
See Math for Nerds if you wish to see the in-depth calculations for the Stats.
Actions (primarily Moves and Attacks) feature a specific set number of statistics, which help determine an Attack's overall effectiveness.
- Types - lists the Types an Action possesses. Some Actions have more than one by default, while others may gain them through the user's Abilities, Traits, or Gear.
- Category - is a Move's Category, being Physical, Special, or Status.
- Power - is the relative damage potential of a Physical- or Special-Category Move. Generally, 60 Power or less is considered "weak", and 110 or more is "strong".
- Accuracy - is how accurate an Action is. When using an Action, this value is used as the baseline DC for the Accuracy Roll. If an Action does not have an Accuracy Value, it does not make an Accuracy Roll.
- Target: See the Targeting and Range section in Actions for more detailed information.
- Range Increment: See the Range Increment section in Actions for more detailed information.
- PP Cost: is the PP Cost of an Attack, deducted when the automated Accuracy and Damage Rolls are initiated.
During Combat, there are a number of other situational Stats and terminology that will be thrown around. This section is (currently) non-exhaustive, and additional terms will be added as time goes on.
- Tick - A "Tick" is 1/16th of a maximum amount of some total. Almost always in reference to HP (as in, "a Tick of HP, 2 Ticks of HP, etc.), though may sometimes refer to other values, like PP.
- ACC - is the abbreviation of a creature's Accuracy Stat. This value operates as a creature's offensive value in Accuracy Rolls, like ATK/SPATK do in Damage Rolls. This value is only referenced in the user's ACC Stages.
- EVA - is the abbreviation of a creature's Evasion Stat. This value operates as a creature's offensive value in Accuracy Rolls, like ATK/SPATK do in Damage Rolls. This value is only referenced in the user's EVA Stages.
- CRIT - is the abbreviation of a creature's Critical Hit Rate Stat, reflect primarily in the user's CRIT Stages. This value is added to an Attack's [CRIT X] Trait to determine the chance that Attacks have of resulting in a Critical Hit.
- Shield - is a separate HP total, accessible through certain Moves and Abilities, such as Substitute. When a creature sustains damage while they have 1 or more Shield HP, the damage taken is removed from the Shield. If the Shield is dropped to zero HP, it is removed. Any excess damage taken by a Shield is not transferred to the user's HP (if a creature takes 20 damage with a 5 HP Shield up, the Shield takes 5 damage, is removed, and the creature takes no further damage). Instances of Shield do stack with one another, up to an upper limit of the creature's Max HP in value.
- EHR - Abbreviated from "Effect Hit Rate", is a % modification of an effect's chance to trigger. For example, a move with a 30% chance of inflicting Frostbite that benefits from 30% EHR would have a 39% chance of triggering, as that is a +30% increase on 30%.
- RES - Shorthand for Effect Resistance. Like Effect Hit Rate, this multiplicatively alters the chances of effects triggering, though it is defensive in nature. RES should not trigger versus friendly sources of effects, and in turn should only reduce the chance of effects from aggressors.
During Combat, a creature may have receive a Stage Change Effect for one of its Stats. Stages, like in the VGs, determine if the creature is empowered or weakened in some way.
A creature can be affected by eight different varieties of Stage Change Effects, affecting ATK, DEF, SPATK, SPDEF, SPD, ACC, EVA, and CRIT. ATK through EVA are default 0, and can, at net value, range from -6 to 6. CRIT is special, in that its default is 0, but can range from 0 to 4.
See Math for Nerds if you wish to see the in-depth effects of Stage Changes.