🧬 Pokémon IV Guide
The one-line version: type
@ivon every Pokémon you catch. Below 40% IV, do not spend a single shard on it — a free future catch can already match it. (On a Legendary, a 0–20% IV Pokémon fed all the way to Level 99 is matched by three fresh catches out of four.)🧮 Want the exact numbers for your Pokémon? Use the Pokémon IV Calculator — pick any wild Pokémon, set its level and IVs, and see every bonus it gives you plus its own stats.
📉 Returning player? Your IV number went down. Your Pokémon did not.
The IV scale had a hidden floor under it that stopped the bottom of the range from ever being reached. That floor is gone, so the scale now reads the full 0% to 100% it was always meant to.
Your Pokémon is not weaker. We re-checked 300,000 Pokémon and compared each one's old power against its new power:
| Result | |
|---|---|
| Pokémon that got weaker | none — not one |
| Smallest change | +0 power |
| Largest change | +5 power |
| Average change | +1.91 power |
Every Pokémon is either identical or up to 5 points stronger. Here is the whole spread:
| Power change | Share of Pokémon |
|---|---|
| +0 (unchanged) | 6.3% |
| +1 | 25.3% |
| +2 | 43.8% |
| +3 | 20.2% |
| +4 | 4.3% |
| +5 | 0.07% |
That means 75.4% moved by 2 points or less — and 24.6% moved by more than 2. The biggest single jump we found was a Pokémon whose power went 44% → 49%.
The same Pokémon can land on more than one new number, because the old scale was coarser than the new one. A pet that read 60% now reads 51%, 53% or 55% — most often 53%. Which of the three it is depends on the exact hidden stats it was born with; its power did not move by a single point in either direction.
| Your old IV read | It now reads | Most often |
|---|---|---|
| 20% | 0% – 6% | 4% |
| 40% | 26% – 31% | 28% |
| 60% | 51% – 55% | 53% |
| 80% | 75% – 80% | 77% |
| 93% and above | unchanged | — |
Do not read "my IV% fell" as "my power fell." Those are two different numbers, and the power one only went up or stayed put. The IV% you see today is a different ruler, not a nerf.
So the number on the appraisal dropped, and the Pokémon standing next to you either did not change at all or quietly got better. Nothing was nerfed — the ruler was fixed, not the Pokémon.
Every Pokémon on ConquestRO is born with three hidden values — Attack, Defense and HP IVs — that never change and can never be improved. They decide how much of your Pokémon's level it actually gets to keep. Two Level 99 Mewtwos can be four ranks apart because of them.
How to read your IVs
Summon the Pokémon and type @iv:
=== IV Appraisal: Mewtwo - Level 99 / 99 ===
Attack 12/15 | Defense 9/15 | HP 14/15 (77%)
Power 86% - it fights as if it were Level 85.
This pokemon is strong for its kind.
Three numbers matter:
| Line | Meaning |
|---|---|
| Attack / Defense / HP | The three raw IVs, each 0 to 15. Their total — 0 to 45 — decides everything. |
| The percentage | The total as a share of 45 — anywhere from 0% to 100%. |
| Power | What you actually care about: 38% to 100%, multiplied into every scaled bonus your Pokémon gives you. (ASPD is the exception — a pass/fail breakpoint, never multiplied.) |
Important: the name tag over your Pokémon shows its real level, not its power. A Lv.99 tag on a bad-IV Pokémon still says Lv.99. Only
@ivtells you the truth.The IV% and the Power% are two different numbers. IV% is the roll (total ÷ 45). Power% is what that roll is worth in combat, and it never drops below 38% — even a 0% IV Pokémon still keeps 38% of its level.
Not every percentage exists. The IV total is a whole number from 0 to 45, so only 46 percentages can ever be printed. There is no 41%, 50%, 81%, 90% or 99% roll. The complete list is:
0 · 2 · 4 · 6 · 8 · 11 · 13 · 15 · 17 · 20 · 22 · 24 · 26 · 28 · 31 · 33 · 35 · 37 · 40 · 42 · 44 · 46 · 48 · 51 · 53 · 55 · 57 · 60 · 62 · 64 · 66 · 68 · 71 · 73 · 75 · 77 · 80 · 82 · 84 · 86 · 88 · 91 · 93 · 95 · 97 · 100
First — which kit is your Pokémon on?
Every wild Pokémon belongs to one of seven stat kits, and the kit decides which bonuses it grants at all. Power scales whatever the kit gives; it never adds a bonus the kit does not have.
| Kit | Species | All Stats at Lv99 (0% → 100% IV) | ASPD ceiling | Size & status resists |
|---|---|---|---|---|
| Basic | 176 | +1 → +2 | none | no size resist · poison resist on 9 species |
| Stage 1 | 123 | +2 → +3 | none | no size resist · poison resist on 5 species |
| Stage 2 | 153 | +2 → +4 | none | no size resist · poison resist on 8 species |
| Powerhouse | 22 | +2 → +5 | none | none |
| Mega | 39 | +3 → +6 | +1 | yes |
| Legendary | 79 | +4 → +8 | +2 | yes |
| Mythical | 25 | +4 → +10 | +3 | yes |
"Mega" is a kit, not a name. Mega Mewtwo X and Y, Mega Rayquaza, Mega Latias, Primal Kyogre and Primal Groudon all run on the Legendary kit; Mega Diancie is Mythical; Ash-Greninja is Mega. Never guess a kit from the species name — the Pokémon stat kits page lists every one.
Most worked numbers on this page use the Legendary kit, because it is the one players ask about; wherever a figure is kit-specific it now says so. What is true for all 617 wild Pokémon is the machinery — the 46 percentages, the 38%–100% power floor, and the round-up.
The power table
| IV | IV total | Power | A Lv99 Pokémon fights as | All Stats (Legendary kit) |
|---|---|---|---|---|
| 0% | 0 / 45 | 38% | Level 37 | +4 |
| 20% | 9 / 45 | 50% | Level 49 | +4 |
| 22% | 10 / 45 | 51% | Level 50 | +5 |
| 31% | 14 / 45 | 57% | Level 56 | +5 |
| 40% | 18 / 45 | 62% | Level 61 | +5 |
| 42% | 19 / 45 | 64% | Level 63 | +6 |
| 51% | 23 / 45 | 69% | Level 68 | +6 |
| 60% | 27 / 45 | 75% | Level 74 | +6 |
| 62% | 28 / 45 | 76% | Level 75 | +7 |
| 71% | 32 / 45 | 82% | Level 81 | +7 |
| 80% | 36 / 45 | 87% | Level 86 | +7 |
| 82% | 37 / 45 | 88% | Level 87 | +8 |
| 91% | 41 / 45 | 94% | Level 93 | +8 |
| 100% | 45 / 45 | 100% | Level 99 | +8 |
Power multiplies every scaled bonus the kit actually grants — All Stats, MaxHP, Atk, Matk, size resists, status resists, and, on the species that have one, the level of the signature skill. ASPD is not on that list: power does not multiply it. ASPD is a pass/fail breakpoint — power only moves your Pokémon's effective level across the threshold, and it either clears it or it does not (see below).
Power also cannot conjure a bonus that is not there in the first place:
- Size resists are a kit property, and only three kits have them. A Basic, Stage 1, Stage 2 or Powerhouse Pokémon has no size resist at any IV, perfect roll included — only Mega, Legendary and Mythical do.
- Status resists are not a kit property — they are a per-species type perk. Every Mega, Legendary and Mythical has one, but so do 22 Pokémon on the lower kits, all of them Poison types with a poison-resist perk: 9 Basic (Nidoran♀, Nidoran♂, Ekans, Zubat, Venonat, Tentacool, Grimer, Koffing, Salandit), 5 Stage 1 (Nidorina, Nidorino, Golbat, Venomoth, Poipole) and 8 Stage 2 (Nidoqueen, Nidoking, Arbok, Crobat, Tentacruel, Muk, Weezing, Salazzle). No Powerhouse species has one. If your Pokémon is not on that list of 22, no IV roll will give it a status resist.
- The signature skill is per-species too. Only 104 of the 617 wild Pokémon have one at all — the 79 Legendaries and the 25 Mythicals, and nobody else. (98 of them autocast an attack skill; 6 cast Heal instead.) The other 513 have no skill for power to scale.
A bad roll shrinks a bonus, it does not delete it. Scaled bonuses are rounded up, so every bonus your Pokémon is supposed to grant still lands on at least +1, however bad the roll. Even at 0% IV a Level 99 Legendary still gives +4 All Stats, +4% MaxHP, +6% Atk & Matk and its signature skill at level 4 — and if it is one of the 13 Legendaries carrying a MATK type perk (Mewtwo, Mega Mewtwo X and Y, Lugia, Cresselia, the lake trio Uxie / Mesprit / Azelf, Necrozma and Dusk Mane Necrozma, Calyrex, Tapu Lele and Galarian Articuno), its MATK reads +13% instead.
ASPD is the one exception, because it is not scaled — it is a pass/fail breakpoint. Thresholds do not round up, they simply fail. But the breakpoints themselves are per kit: 474 of the 617 wild Pokémon never get ASPD at all, a Mega stops at +1, a Legendary stops at +2, and a Mythical can reach +3. See the ASPD tables below.
Full reference — every IV total that exists
There are only 46 of them. If your @iv reading is not in the table above, it is in this one:
| IV total | IV% | Power | Fights as at Lv99 |
|---|---|---|---|
| 0 | 0% | 38% | Level 37 |
| 1 | 2% | 39% | Level 38 |
| 2 | 4% | 40% | Level 39 |
| 3 | 6% | 42% | Level 41 |
| 4 | 8% | 43% | Level 42 |
| 5 | 11% | 44% | Level 43 |
| 6 | 13% | 46% | Level 45 |
| 7 | 15% | 47% | Level 46 |
| 8 | 17% | 49% | Level 48 |
| 9 | 20% | 50% | Level 49 |
| 10 | 22% | 51% | Level 50 |
| 11 | 24% | 53% | Level 52 |
| 12 | 26% | 54% | Level 53 |
| 13 | 28% | 55% | Level 54 |
| 14 | 31% | 57% | Level 56 |
| 15 | 33% | 58% | Level 57 |
| 16 | 35% | 60% | Level 59 |
| 17 | 37% | 61% | Level 60 |
| 18 | 40% | 62% | Level 61 |
| 19 | 42% | 64% | Level 63 |
| 20 | 44% | 65% | Level 64 |
| 21 | 46% | 66% | Level 65 |
| 22 | 48% | 68% | Level 67 |
| 23 | 51% | 69% | Level 68 |
| 24 | 53% | 71% | Level 70 |
| 25 | 55% | 72% | Level 71 |
| 26 | 57% | 73% | Level 72 |
| 27 | 60% | 75% | Level 74 |
| 28 | 62% | 76% | Level 75 |
| 29 | 64% | 77% | Level 76 |
| 30 | 66% | 79% | Level 78 |
| 31 | 68% | 80% | Level 79 |
| 32 | 71% | 82% | Level 81 |
| 33 | 73% | 83% | Level 82 |
| 34 | 75% | 84% | Level 83 |
| 35 | 77% | 86% | Level 85 |
| 36 | 80% | 87% | Level 86 |
| 37 | 82% | 88% | Level 87 |
| 38 | 84% | 90% | Level 89 |
| 39 | 86% | 91% | Level 90 |
| 40 | 88% | 93% | Level 92 |
| 41 | 91% | 94% | Level 93 |
| 42 | 93% | 95% | Level 94 |
| 43 | 95% | 97% | Level 96 |
| 44 | 97% | 98% | Level 97 |
| 45 | 100% | 100% | Level 99 |
Breakpoints — the numbers worth memorising
All Stats at Level 99 (Legendary kit). Each rank has a minimum IV, and above +4 every rank costs exactly 9 IV points — 20 IV percentage points more than the one below it:
| You want | Minimum IV | Power at that IV | IV range that gives it | Share of catches |
|---|---|---|---|---|
| +4 All Stats | 0% (any Pokémon) | 38% | 0% – 20% | 5.4% |
| +5 All Stats | 22% | 51% | 22% – 40% | 26.4% |
| +6 All Stats | 42% | 64% | 42% – 60% | 40.7% |
| +7 All Stats | 62% | 76% | 62% – 80% | 23.5% |
| +8 All Stats | 82% | 88% | 82% – 100% | 4.0% |
Two things worth noticing: +8 does not need a perfect roll — 82% IV is enough — and nothing below +4 exists at Level 99, because the rounding-up guarantees it even at 0%. Both statements are about the Legendary kit only.
The same ladder on all seven kits. Each entry is the lowest IV% that reaches that rank at Level 99:
| Kit | Ranks available at Lv99 |
|---|---|
| Basic | +1 from 0% · +2 from 22% |
| Stage 1 | +2 from 0% · +3 from 48% |
| Stage 2 | +2 from 0% · +3 from 22% · +4 from 62% |
| Powerhouse | +2 from 0% · +3 from 6% · +4 from 37% · +5 from 71% |
| Mega | +3 from 0% · +4 from 22% · +5 from 48% · +6 from 75% |
| Legendary | +4 from 0% · +5 from 22% · +6 from 42% · +7 from 62% · +8 from 82% |
| Mythical | +4 from 0% · +5 from 6% · +6 from 22% · +7 from 37% · +8 from 53% · +9 from 71% · +10 from 86% |
So "+6 All Stats" is not one number: it needs 42% IV on a Legendary, 22% on a Mythical and 75% on a Mega — and no Basic, Stage 1, Stage 2 or Powerhouse Pokémon reaches it at any IV, ever (Powerhouse tops out at +5).
ASPD is the harshest number on the page, because it is a threshold and not a slider — a Pokémon either reaches the breakpoint or it never gets the point at all. There is no single ASPD rule: four of the seven kits have none, and the three that do have three different ladders.
Basic · Stage 1 · Stage 2 · Powerhouse — no ASPD at all
474 of the 617 wild Pokémon (77%) grant no ASPD, at any level, at any IV. There is no threshold to reach and a perfect 100% roll changes nothing. If your Pokémon is on one of these four kits, skip the rest of this section.
Mega — 39 species, ceiling +1
| IV | Power | ASPD +1 reached at | ASPD at Lv99 |
|---|---|---|---|
| 0% – 20% | 38% – 50% | never | +0 |
| 22% | 51% | Level 99 | +1 |
| 40% | 62% | Level 81 | +1 |
| 60% | 75% | Level 67 | +1 |
| 80% | 87% | Level 58 | +1 |
| 100% | 100% | Level 50 | +1 |
- A Mega can never reach +2. Not at Level 99, not on a perfect roll, never.
- Ten rolls never get even +1 — 0, 2, 4, 6, 8, 11, 13, 15, 17 and 20% IV, which is 5.4% of catches. The other 94.6% get +1 once maxed.
Legendary — 79 species, ceiling +2
| IV | Power | ASPD +1 reached at | ASPD +2 reached at | ASPD at Lv99 |
|---|---|---|---|---|
| 0% | 38% | never | never | +0 |
| 2% | 39% | never | never | +0 |
| 4% | 40% | never | never | +0 |
| 6% | 42% | Level 96 | never | +1 |
| 20% | 50% | Level 80 | never | +1 |
| 40% | 62% | Level 65 | never | +1 |
| 60% | 75% | Level 54 | never | +1 |
| 80% | 87% | Level 46 | never | +1 |
| 84% | 90% | Level 45 | never | +1 |
| 86% | 91% | Level 44 | Level 99 | +2 |
| 91% | 94% | Level 43 | Level 96 | +2 |
| 100% | 100% | Level 40 | Level 90 | +2 |
- +1 is impossible at any level, Level 99 included, for exactly three rolls: 0%, 2% and 4% IV — 0.24% of catches. 6% IV is the lowest roll that ever gets it, and only from Level 96, so 99.8% of catches can eventually reach +1.
- +2 starts at exactly 86% IV, and there only at Level 99. 84% IV never reaches it at any level. Only 2.1% of catches can ever get +2; at 100% IV it arrives as early as Level 90.
Mythical — 25 species, ceiling +3
| IV | Power | ASPD +1 reached at | ASPD +2 reached at | ASPD +3 reached at | ASPD at Lv99 |
|---|---|---|---|---|---|
| 0% | 38% | Level 53 | never | never | +1 |
| 22% | 51% | Level 40 | never | never | +1 |
| 35% | 60% | Level 34 | never | never | +1 |
| 37% | 61% | Level 33 | Level 99 | never | +2 |
| 60% | 75% | Level 27 | Level 80 | never | +2 |
| 80% | 87% | Level 23 | Level 69 | never | +2 |
| 100% | 100% | Level 20 | Level 60 | Level 99 | +3 |
- Every Mythical reaches +1, however bad the roll — even a 0% IV one, from Level 53.
- +2 starts at 37% IV (76.4% of catches) and lands as early as Level 60 on a perfect roll. 35% IV never reaches it, at any level.
- +3 is the rarest number in the system: it needs a perfect 100% IV roll and Level 99. That is 0.02% of catches — about 1 in 4,110.
Careful with the level numbers on the stat kits page. Labels like "+2 (Lv60)" are perfect-roll levels. At a lower IV the same step arrives later — or never at all.
Keep it, or hunt again?
This is the decision the whole system hangs on. Every catch rolls a random level from 1 to 59 for free, so a fresh Pokémon is never worthless. The honest comparison is your fully maxed Lv99 Pokémon against an unfed Lv30 catch — the middle of that roll.
On a Legendary, that comparison looks like this:
| Your Legendary's IV | Fully maxed to Lv99 gives | A fresh Lv30 catch matches it at | …and beats it at |
|---|---|---|---|
| 0–20% | +4 All Stats | 37% IV — 76.4% of catches | 71% IV — 13.7% of catches |
| 22–40% | +5 All Stats | 71% IV — 13.7% of catches | nothing beats it |
| 42–60% | +6 All Stats | nothing matches it | nothing beats it |
| 62–80% | +7 All Stats | nothing | nothing — invest |
| 82–100% | +8 All Stats | nothing | nothing — invest |
Read that top row carefully. A 0–20% IV Legendary taken all the way to Level 99 — around 1,794 Star Dust and 418 shards from an average catch — is matched by a 37% IV Legendary you just caught and have not fed at all, and 76.4% of catches roll 37% or better. To be actually beaten by that fresh Lv30 catch you need it to roll 71% IV, which happens 13.7% of the time. Levels are cheap; IVs are not.
Even the best possible fresh catch — a Level 59 roll, which is 1.7% of catches — only reaches +6 All Stats at 75% IV or better. That best case ties a maxed 60% IV Legendary; it beats only a maxed Legendary of 40% IV or less.
So, on a Legendary: from 42% IV upward nothing free can ever beat you. A lucky Lv59 catch can still tie you anywhere in the 42–60% band — it just can never come out ahead. That is where feeding stops being a gamble. 40% IV is the borderline (a 71% fresh catch still ties it), and below 40% you should not be spending shards at all.
The other kits move the goalposts, not the verdict. How good a fresh Lv30 catch has to be to tie — and to beat — a Level 99, 0% IV Pokémon of the same kit, on All Stats:
| Kit | Lv99 at 0% IV | A fresh Lv30 catch ties it at | …and beats it at |
|---|---|---|---|
| Basic | +1 All Stats | 0% IV — every catch | never |
| Stage 1 | +2 | 22% IV — 94.6% of catches | never |
| Stage 2 | +2 | 22% IV — 94.6% of catches | never |
| Powerhouse | +2 | 0% IV — every catch | 48% IV — 54.7% |
| Mega | +3 | 22% IV — 94.6% of catches | 62% IV — 27.5% |
| Legendary | +4 | 37% IV — 76.4% of catches | 71% IV — 13.7% |
| Mythical | +4 | 8% IV — 99.5% of catches | 33% IV — 83.4% |
The better the kit, the more a bad roll costs you. On a Mythical, a Level 99 0% IV Pokémon is already beaten on All Stats by a 33% IV one you caught five minutes ago and never fed — and 83% of catches roll that or better. On a Basic it is the opposite: nothing a fresh catch rolls can ever beat it.
The rule of thumb — @iv prints a verdict line, and these are the exact bands it uses. Because only 46 percentages exist, the real edges are:
| IV | Verdict | How often you see it |
|---|---|---|
| 37% or below | 🗑️ Weak. Transfer it to the Professor for a shard. Do not invest. | 27.5% — more than 1 in 4 |
| 40% – 64% | ⚠️ Average. Usable while you hunt. Feed it only if you need a Pokémon now. | 52.5% — about half of all catches |
| 66% – 88% | ✅ Strong. This is a keeper — raise it. | 19.1% — about 1 in 5 |
| 91% or better | 👑 Amazing. Tops its kit's ladder — the same All Stats a perfect roll gets (+8 on a Legendary, +10 on a Mythical, +6 on a Mega). | 0.85% — about 1 in 117 |
Note that "do not feed a Weak Pokémon" and "do not feed below 40% IV" are the same sentence — the do-not-feed cutoff sits exactly on the Weak/Average edge.
An average catch lands around the middle of that scale: the mean is 49.6% IV and the median is 51% (mean power 68.5%). If you feel like you are rolling badly, check against 51 — not against 100.
What it costs
Powering up needs both currencies every level: 5 + Lv/3 Poke Star Dust and 4 + Lv/25 of that family's Shard.
| Starting level | Star Dust to Lv99 | Shards to Lv99 |
|---|---|---|
| Lv1 | 2,074 | 539 |
| Lv10 | 2,017 | 503 |
| Lv20 | 1,922 | 463 |
| Lv30 (average catch) | 1,794 | 418 |
| Lv40 | 1,632 | 368 |
| Lv50 | 1,437 | 318 |
| Lv59 (best roll) | 1,233 | 264 |
The cost is the same whatever the IVs are. A perfect Mewtwo and a 0% Mewtwo both charge you ~1,800 dust — one gives +8 All Stats, the other +4, and the gap is far wider on MATK, ASPD and its own stats. That is why checking first is worth more than any amount of grinding.
Where the currencies come from:
| Rate | |
|---|---|
| Poke Star Dust | 5 per catch, 1 per wild Pokémon defeated — universal, any Pokémon earns it |
| Family Shard | that family's drops (30–100% by tier) + 1 per catch — species-specific |
Dust is one pool shared by every Pokémon you own; shards are separate per family. Once you are raising more than one Pokémon, dust is what runs out first.
Traps
🔒 Evolution keeps the IVs. Evolving does not reroll anything — your Bulbasaur's IVs follow it to Venusaur, unchanged, forever. The full Bulbasaur → Ivysaur → Venusaur line costs 125 Bulbasaur Shards (25, then 100) — the most common three-stage price in the game — and spending them on a Weak Pokémon (below 40% IV) buys you a permanently weak Venusaur. Some lines cost far more: the priciest single evolution in the game is 400 shards, on Magikarp → Gyarados, Swablu → Altaria, Larvesta → Volcarona, Noibat → Noivern and Wimpod → Golisopod. Evolving a Pokémon of 33% IV or worse pops a warning first — below 35% IV the game tells you outright that the shards are probably wasted — but the warning does not stop you, and it does not cover the whole Weak band: a 35% or 37% IV Pokémon is still called Weak by @iv yet evolves without a single complaint. Check @iv first. Roughly 19.9% of catches are low enough to trigger the warning.
🎲 A second catch is a new Pokémon. Levels and IVs are per-individual now. Catching another Charmander does not upgrade the one you have — it is a fresh roll on both, at zero cost. Duplicates are the whole point.
📊 IVs come from the Pokémon, not from you. They are fixed the moment it is created and cannot be rerolled, traded up, or fed away. No item changes them.
🐾 Classic Companions skip this page entirely. The 63 classic Companions (Reshiram, the Top Donator legendaries, the classic Bulbasaur / Squirtle / Nidoran / Eevee / Dratini lines…) were restored to their original flat stats on August 6, 2026 — they have no IVs, no levels, nothing to appraise. @iv only answers for wild Pokémon. A wild Bulbasaur (#24001) or wild Dragonite (#24048) is an ordinary catch that rolls like anything else, and it is the one this whole page is about.
⛏️ Transferring is not a loss. The Pokemon Professor takes any spare egg for 1 shard, and his menu shows every egg's IV% before you choose. Feeding bad rolls back into the shard pool is how you fund the good one.
Worked example — Mewtwo at Level 99 (Legendary kit)
| IV 0% (worst roll) | IV 100% (perfect) | |
|---|---|---|
| Power | 38% | 100% |
| Fights as | Level 37 | Level 99 |
| All Stats | +4 | +8 |
| MaxHP | +4% | +10% |
| MATK | +13% (6 + 7) | +31% (14 + 17) |
| Damage to all races | +6% | +14% |
| Resist Small / Medium / Large | +4% each | +9% each |
| Silence / Stun / Stone / Sleep resist | 38% | 100% |
| ASPD | +0 | +2 |
| Soul Strike autocast | Lv4 | Lv10 |
| Skill delay | −2% | −2% (never scaled) |
| Cost to get there | 1,794 dust + 418 shards | the same |
Mewtwo is one of the 13 Legendaries with a MATK type perk, which is where its outsized MATK row comes from. The other 66 Legendaries give +6% MATK at 0% IV and +14% at 100% — the same as their Damage-to-all-races line. The signature skill differs by species too (only 16 of the 79 Legendaries cast Soul Strike); what is kit-wide is its level, Lv4 at 0% IV rising to Lv10 at 100%. Every other row above holds for the whole Legendary kit.
Move up one notch and the picture already changes: a 20% IV Lv99 Mewtwo (power 50%) still gives +4 All Stats, its MaxHP climbs to +5%, its MATK is +16% (7 + 9), Soul Strike reaches Lv5, it fights as Level 49, and — unlike the 0% roll — it does get ASPD +1, from Level 80 onward.
See also: Companion System Guide · Pokémon stat kits · Wild Pokémon List