Stats
A Stat or Statistic is a numerical value pertaining to a Coromon. Stats affect a Coromon's performance in battle. Each species of Coromon has it's own Base Stats. These stats increase every time a Coromon levels up or unlocks some of its potential. In battle, these stats can be temporarily lowered or raised for the duration of the battle by certain Skills.
Base Stats
Base Stats, not to be confused with level stats or in-battle stats, directly affect a Coromon's stat growth and corelate to how the finalized stats are calculated. Coromon of the same species will always have the same base stats and base stat total. For example, every Swurmy in existance will have a HP base stat of 81, regardless of its level and Potential.
Stat Calculation
where:
- Lvl is the Coromon's level
- Base Value varies on the Stat:
- HP:
- SP: 20
- Other Stats: 5
- See more on Modifiers below
HP
HP, short for Health Points, determine how much damage a Coromon can take before fainting. A Coromon's HP falls when being hit by a damage-dealing skill. Once a Coromon's loses all of its HP, it will faint and be no longer able to battle, unless healed at a Trainer Hub or revived with an item such as a Phoenix Shard.
SP
SP, short for Stamina Points, determine how much stamina a Coromon has. Each skill requires an amount of SP to use. If the Coromon does not have enough Sp, it cannot use the skill, once all skills are unusable the Coromon will be forced to rest to regain SP. All usable Coromon share an SP base stat of 34, unless they have the trait Caffeinated which raises it to 46.
Attack
The Attack stat affects the how much damage a Coromon's Physical skills deal. For more information on damage calculation, see Damage.
Defense
The Defense stat affects the how much damage a Coromon receives from incoming Physical skills. For more information on damage calculation, see Damage.
Special Attack
The Special Attack stat affects the how much damage a Coromon's Special skills deal. For more information on damage calculation, see Damage.
Special Defense
The Special Defense stat affects the how much damage a Coromon receives from incoming Special skills. For more information on damage calculation, see Damage.
Speed
The Speed stat affects the turn order that Coromon act in battle. Turn order can be overwritten by skill Priority, higher priority moves will go first regardless of the opponent's Speed. If Coromon are using skills of the same Priority, the Coromon with the highest speed stat will go first and if both Coromon have the same speed and same priority, the turn order will be random.
Potential
A Coromon's Potential is a stat that affects the color of its appearance and the total amount of potential unlocks it can reach. For more information, see Potential.
In-Battle Stats
In-Battle Stats are stats that are not affected by a Coromon's base stats and they do not persist while the Coromon is outside or swapped out of battle.
Accuracy
The Accuracy stat determines the probability of a Coromon's skill successfully hitting another Coromon. It is initally at a 1x multiplier.
Evasion
The Evasion stat determines the probability of a Coromon avoiding incoming attacks. It is initally at a 1x multiplier.
Crit Chance
The Critical Hit Chance or Crit Chance for short determines the probability of a Coromon's skills landing as Critical Hits. It is initially 6.25%. For more information, see Critical Hit.
Stat Modifiers
During battles, a Coromon's stats can be increased or decreased by 6 stages through certains skills, items, or traits. These modifiers only last for the duration of battle and are also reset when a Coromon is withdrawn or uses a skill such as Factory Reset.
Multipliers by Stage | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
-6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | |
Evasion Accuracy |
x0.4 | x0.45 | x0.5 | x0.6 | x0.7 | x0.8 | x1 | x1.3 | x1.6 | x1.9 | x2.2 | x2.5 | x2.8 |
Attack Defense Sp. Attack Sp. Defense Speed |
x0.25 | x0.28 | x0.33 | x0.4 | x0.5 | x0.66 | x1 | x1.5 | x2 | x2.5 | x3 | x3.5 |
x4 |
Crit Chance | 0% | 0% | 0% | 0% | 1.5625% | 3.125% | 6.25% |
12.5% | 50% | 100% | 100% | 100% | 100% |
Modifiers
In addition to the stat modifiers from above, these conditional modifiers may also stack.
- x1.5 if Comeback is activated