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Stats, Talent & Mutations

A caught Evomon's final numbers come from four layers: its species' six base stats (fixed per species — see each Dex entry), a per-capture Talent grade (a stat-quality roll, the game's IV equivalent), a Nature (+10% to one stat, −10% to another — all 29 here), and for the lucky, a Mutation. Two catches of the same species can differ a lot; this page explains exactly why.

The six stats

Talent grades — the quality roll

Every capture rolls a Talent grade that scales how much of the species' stat potential it actually gets. Higher grades are rarer; a Talent Potion (from codes and events) rerolls it.

GradeStat quality
C 40%
B 55%
A 70%
S 85%
SS 95%
SSS 100%

The exact grade→percentage mapping is the community's working model — directionally right (SSS is a perfect roll, C is the floor), with exact percentages still being verified against in-game numbers.

Mutations — Shiny & Prismatic

Mutations are rare spawn variants on top of everything above — hunting method and observed rates are in the Shiny & Prismatic hunting guide.

How it stacks

Worked example: a species with 47 base Sp. Atk, caught at Talent S (85%) with a Modest nature (+10% Sp. Atk) lands meaningfully ahead of the same species at Talent C with a −Sp. Atk nature — same Dex entry, very different fighter. That's why experienced players reroll traits and natures on a good-Talent catch rather than hunting a new one: Talent is the hard-to-fix layer. The team builder shows species base stats so you can judge what a capture could become at its ceiling.