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🧮 Pokémon IV Calculator

Pick any of the 617 wild Pokémon, set its level and IVs, and see exactly what it gives you — and what its own stats become. The numbers come straight from the server's own bonus formulas, so what you see here is what you get in game. (The 63 classic Companions have no levels or IVs — their flat bonuses are on the Pet Companion Stat page.)

How to use it

  1. Type a name in the Pokémon box, then click it in the list.
  2. Drag the level to whatever your Pokémon is at — or to 99 to see where it ends up.
  3. Enter its IVs from @iv in game (each is 0 to 15), or hit a preset to compare.
  4. Tick Mega active to include Mega Evolution's temporary bonuses.

Two panels come back:

Panel What it is
Bonuses to you What the Pokémon adds to your character while it is summoned and Loyal. This is the part that matters for WoE and MVP hunting.
The Pokémon's own stats Its own Str/Agi/Vit/Int/Dex/Luk and attack, scaled by its IV-adjusted level. These drive how well it fights for you (pet_attack_support is on).

Reading the summary line

Mewtwo · Level 99 · IV 0% (0/0/0) · Power 38% · fights as Level 37

Power is the number that decides everything. It runs from 38% at 0% IVs (the worst possible roll) to 100% at a perfect one, and it multiplies every scaled bonus on the list — ASPD is the exception, a pass/fail breakpoint power can only push you across, never a multiplied value (see below). "Fights as Level X" is the same idea shown as a level — a Level 99 Pokémon at 38% power performs like a Level 37 one.

Because the three IVs are whole numbers 0–15, the total is a whole 0–45 and only 46 IV percentages can ever appear. Round-looking values like 25%, 50% and 90% are impossible — the nearest real rolls are 24%/26%, 51% and 88%/91%. Power is always 38 + 62 × total ÷ 45, worked out from the total, never from the percentage.

August 2026 IV rescale. IVs now read 0%–100% instead of the old 20%–100%, so the same Pokémon shows a lower IV number than it used to. Its power did not drop — no Pokémon got weaker: every one is identical to before or up to 5 points stronger (average +1.9). Only the number moved.

Things worth trying

  • Set Level 99 and flip between the worst 0% and perfect 100% presets. That gap is what your @iv roll decided the moment you caught it, and no amount of feeding closes it.
  • Set a 0% IV Pokémon to Level 99, then set a 71% IV one to Level 30 — a fresh catch. Levels win everything that grows with level — but which terms those are depends on the stat kit. The one thing nearly every wild Pokémon has is its type perk, and it scales with level — but it steps in whole numbers, so it often flattens out long before 99 (186 of 617 gain nothing at all between Level 88 and Level 99). The rest is kit content: Atk & Matk exist only on a Stage 2, Powerhouse, Mega, Legendary or Mythical (318 of 617 — a Basic or Stage 1 gets none from its kit, though 12 carry a Matk type perk and 24 a flat Atk one), Silence/Stun/Stone/Sleep resistance only on a Mega, Legendary or Mythical (143), and a signature skill only on a Legendary or Mythical (104 of 617 — a Mega has none). IVs win the flat stuff. On All Stats the two only tie, and only on a Basic, Stage 1 or Stage 2 kit — on a Powerhouse, Mega, Legendary or Mythical the fresh catch is already ahead. Feed the good roll; feed a bad one only if it is all you have.
  • Watch ASPD. It is a threshold, not a slider — and it depends entirely on the Pokémon's stat kit. 474 of the 617 wild Pokémon (every Basic, Stage 1, Stage 2 and Powerhouse) get no ASPD at all, at any IV and any level. A Mega has one step, +1, and needs 22% IV to reach it at Level 99 — it can never reach +2. A Legendary gets +1 from 6% IV and +2 only from 86% IV, and even a perfect roll has to reach Level 90 first. A Mythical gets +1 on any roll, +2 from 37% IV, and +3 only on a perfect 100% IV at Level 99.

Full explanation of the system, breakpoint tables and the keep-or-transfer rules: Pokémon IV Guide.

See also: Companion System Guide · Pokémon stat kits · Wild Pokémon List

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