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Stat Points

A Pokémon in training has stat points where it used to have effort values. They follow the Pokémon Champions standard: a small budget you spend on purpose, instead of a number that piles up from whatever the Pokémon knocked out.

The numbers

Effort values Stat points
Most in one stat 252 32
Most in total 510 66
Worth, per unit depends on the level +1 to the stat, at any level
Earned by defeating Pokémon buying them, on the SP tab

A point is added to the stat before the nature is applied, so a nature that raises a stat raises the points in it too. HP takes its points as they are.

Because a point is always +1, the same 32 points add the same amount to a Pokémon at level 5 as at level 100.

Converting from effort values

A Pokémon switches over once, the first time it is 31 in every IV. Its effort values are read as points it had already spent, at the same rate Pokémon HOME uses: the first point in a stat is worth 4 effort values, and every point after that is worth 8.

Effort values in a stat Stat points
0–3 0
4 1
12 2
252 32

A classic 252 / 252 / 6 spread becomes 32 / 32 / 1: 65 points, one under the budget. When a Pokémon brings more than 66 points' worth, the biggest stats are kept first and the smallest are trimmed.

no

yes

no

yes

A Pokémon is caught, hatched,
traded, given or Bottle Capped

31 in every IV?

Plain Cobblemon:
earns and uses effort values

Stat points turned on
on this server?

Its effort values become
stat points, once

Trains with stat points:
earns no more effort values

It switches over whenever the game next looks at it:

  • when it hatches or joins your party (caught, traded, given);
  • when Bottle Caps raise its last IV to 31;
  • the first time it would earn effort values in battle;
  • the first time you train it: Save, Train or Load.

Once it has switched:

  • it never earns effort values again;
  • its moves are always at their full PP, including the moves it learns by levelling up.

Bottle Caps

By default, IVs raised with Bottle Caps count toward the 31s. A server can make only natural IVs count; a Pokémon that already switched over with Bottle Caps stays in.

The SP tab

Open the Pokémon's summary, go to Stats, and pick SP, where the EV tab used to be.

Control What it does
SP x / 66 Points in use, out of the budget
/ + Take a point off a stat, or put one on
++ Fill the stat as far as it can go, within 32 and what is left of the 66
the bar under each stat How full that stat is, out of 32
Reset Take every point off
Save Buy the whole change at once

Nothing is spent while you click , +, ++ and Reset: you are editing a draft. The price of the whole draft appears under Save. Taking a point off costs the same as putting one on, because what you pay for is the change; moving a point from Attack to Speed is two changes.

  • If you cannot afford the draft, the price turns red, the reason is written under it, and Save stays grey.
  • After you press Save, the button greys out until you change something, and a chime confirms the purchase.

The summary's stats reflect the new points straight away, and they are there the next time you open it. Training Costs has the prices.

When a server changes the rules

Setting Effect on stat points
Stat points off Every Pokémon uses and earns effort values as in plain Cobblemon, and the summary shows its own IV and EV tabs. Points already spent are kept, and come back as they were when this is turned on again.
Require perfect IVs off Every Pokémon can train, whatever its IVs.
Bottle Caps unlock training off Only natural IVs count toward the 31s.

A Pokémon already over its budget can always save a spread that uses fewer points, never one that uses more. See Commands & Config for how to change these.

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