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Stats and IVs

Every summoned companion’s power comes from one shared formula. The same numbers are used everywhere: in the field, in gyms and in the Scanner.

At its best, a companion’s strength is roughly 30% its species and level, 35% its IVs and 35% your card collection.

Each companion has three IVs (attack, HP and defense), each rolled from 1 to 15 when it is caught. On top of the roll, three things can add to them:

BonusAdds
Grade: Good+1 to all three IVs
Grade: Great+2 to all three IVs
Grade: Perfect+3 to all three IVs
Shiny+2 to all three IVs
Variant+3 to the one stat it boosts (HP, ATK or DEF)

The result is the effective IV, from 2 at the lowest to 23 at the highest.

  1. Level base. Damage = base ATK × level ÷ 4. HP = base HP × level × 10.
  2. IV bonus. Each effective IV point adds +5%. Damage uses the attack IV, HP uses the HP IV.
  3. Card bonus. Your collected cards of that species add a bonus (see below).

The IV bonus and the card bonus add together on top of the level base:

damage = level base × (100 + attack IV bonus + card bonus) ÷ 100
HP = level base × (100 + HP IV bonus + card bonus) ÷ 100

Cards belong to a species, not to one companion, so every member of that species benefits. You can count up to 25 cards per species.

Cards0510152025
Damage and HP+0%+23%+46%+69%+92%+115%
DEF and MDEF+0+2+5+7+10+13

That is 4% per card plus an extra 3% every 5 cards, and +1 defense for every 2 cards.

DEF and MDEF are flat: species base + defense IV + card defense, never above 80.

A few shinies carry an extra bonus to damage and HP on top of everything above. The best known is Red Gyarados from the fishing lake event.