Pokémon IVs, Natures and Hyper Training
Pokémon IVs, Natures and Hyper Training explain why two Pokémon of the same species and level can have different stats - and how to improve a favourite you already own. This guide focuses on Scarlet/Violet, with separate notes where other games use different requirements.
The four layers of a battle stat
Species base stats determine the broad shape of a Pokémon. Level scales its stats. Individual Values, or IVs, are innate values from 0 to 31 in each stat. Effort Values, or EVs, are a separate trainable allocation. Nature then adjusts most non-HP stats. Ability, held item and battle effects can further change what happens in a match.
Changing one layer does not automatically fix the others. A Bottle Cap will not assign 252 Attack EVs, and a vitamin will not change a low Attack IV. Start by identifying which part differs from the intended set. This avoids repeatedly spending the wrong kind of item.
Read IV judgements correctly
For Pokémon IVs, Natures and Hyper Training, the Judge labels are a useful first check. “Best” indicates an IV of 31; “No Good” indicates 0. “Hyper Trained!” means the stat has received the battle-stat benefit of Hyper Training, which is different from changing the underlying inherited IV.
A Pokémon does not need a perfect value in an unused attacking stat to perform its job. A special attacker that never uses its own Attack usually gains little from maximising it. Conversely, a mixed attacker needs you to assess both attacking stats rather than following a generic “ignore Attack” checklist.
When comparing two Pokémon, make sure they are the same form, level and nature effect and have the same EVs. A Judge label alone cannot explain the final displayed stat if the other inputs differ.
How to Hyper Train in Scarlet and Violet
The practical step in Pokémon IVs, Natures and Hyper Training is visiting the Hyper Training NPC near the Pokémon Center in Montenevera. Scarlet/Violet Pokémon must be at least level 50. Bring Bottle Caps and choose the stats you want improved; a regular Bottle Cap covers one stat, while a Gold Bottle Cap covers all eligible stats.
Inspect the selection carefully before confirming. A low-Speed Trick Room Pokémon may need its Speed left alone. Hyper Training makes the chosen stat behave as though its IV were 31 for stat calculation, but the original IV remains relevant to breeding. It is not an EV reset and it does not change the Pokémon’s moves.
Do not wait until level 100 merely because an older guide says so. That requirement applies to earlier games, including Sword/Shield, rather than Scarlet/Violet. After training, reopen the summary and confirm the intended label and resulting stats.
Choose a nature for the role
A nature generally raises one non-HP stat by 10% and lowers another by 10%; neutral natures do neither. The usual goal is to improve something the set uses while lowering something it does not need. A physical attacker might choose Adamant for damage or Jolly for Speed. The correct choice depends on the matchup targets.
Pokémon IVs, Natures and Hyper Training should be considered together when building a slow attacker. Quiet can support a special Trick Room attacker because it raises Special Attack and lowers Speed, while Brave does the equivalent for Attack. A fast attacker generally wants the opposite speed direction.
Do not choose a nature solely from the species’ appearance or type. Read the moves. Body Press uses Defense for its damage calculation, while many other moves use Attack or Special Attack. Support moves can make survival or move order more important than either attacking stat.
| Nature | Raises | Lowers | Typical use |
|---|---|---|---|
| Adamant | Attack | Sp. Atk | Physical damage |
| Jolly | Speed | Sp. Atk | Fast physical attacker |
| Modest | Sp. Atk | Attack | Special damage |
| Timid | Speed | Attack | Fast special attacker |
| Brave | Attack | Speed | Slow physical attacker |
| Quiet | Sp. Atk | Speed | Slow special attacker |
| Bold | Defense | Attack | Physical bulk without physical attacks |
| Calm | Sp. Def | Attack | Special bulk without physical attacks |
What a mint changes
The mint step in Pokémon IVs, Natures and Hyper Training changes the nature-based stat effects without rewriting the Pokémon’s original nature identity for inheritance. A Pokémon can therefore keep its original nature text while its stat modifiers match the mint. Check the raised and lowered stats rather than assuming the item failed.
Plan the mint before calculating a detailed spread. A Speed-boosting nature can move a benchmark, changing how many EVs are needed. If you change nature after doing calculations, rerun them. The held item, ability, level and relevant battle effects must match the same calculation too.
When lower IVs are useful
Pokémon IVs, Natures and Hyper Training do not always point toward six maximised stats. In a dedicated Trick Room role, lower Speed can be intentional. On some special attackers, lower Attack reduces damage taken from effects that use their own Attack, such as Foul Play or confusion. These are role-specific choices, not a requirement to discard every imperfect catch.
Hyper Training cannot be used as a slider to set Speed to zero in Scarlet/Violet. If a particular minimum value is essential, obtain a suitable Pokémon before investing the rest of the training resources. For casual practice, a near-correct Pokémon may still be enough to learn the strategy; label the difference when comparing calculations.
Avoid treating every slow species as a minimum-Speed target. A team that uses Trick Room only occasionally may prefer a different compromise. Decide which opponents you want to move before outside Room and after under Room, then build around that decision.
Breeding versus training an existing favourite
If you want one battle-ready Pokémon you already own, Hyper Training and a mint can be convenient. If you want to breed offspring with specific inherited IVs, the underlying values matter: a parent’s Hyper Training does not turn all inherited IVs into 31. Likewise, a mint does not replace the original nature passed through breeding mechanics.
In Scarlet/Violet, compatible Pokémon produce Eggs during picnics. Breeding items and inheritance rules are their own system; do not assume that a maxed battle summary guarantees perfect offspring. Read the breeding reference before spending time hatching a line intended to inherit specific traits.
A good choice depends on your goal. Training one shiny favourite, breeding several competitive offspring and preparing a zero-Speed setter are different projects. Decide which one you are doing before gathering items.
Other games and a final check
Sword/Shield Hyper Training uses a level-100 requirement. Legends: Arceus instead uses Effort Levels for its in-game stat system, and Champions provides menu-based training. Follow the correct game’s rules rather than transferring a Montenevera checklist to another title.
Before battle, check form, ability, item, nature effect, EVs, important IVs and all four moves. Confirm the intended battle level. If the stats still disagree with a calculator, change one input at a time until the difference is explained.
Record the finished set with your team. Include deliberate exceptions such as 0 Speed, a defensive nature or a nonstandard held item so that a later edit does not accidentally undo the purpose of the training.
Sources & further reading
Mechanics references are linked within the guide. Role examples are suggestions; choose final stats for your specific format and team.
- Serebii: IV mechanics ↗
- Smogon: EVs versus stat inputs ↗
- Serebii: Montenevera Hyper Training ↗
- Official Pokémon: Scarlet/Violet training ↗
- Serebii: Hyper Training and inheritance ↗
- Serebii: nature table ↗
- VGC Guide: role-based spreads and natures ↗
- Serebii: Adamant Mint effect ↗
- Smogon: Foul Play ↗
- VGC Guide: Trick Room ↗
- Serebii: Scarlet/Violet breeding ↗
- Serebii: Champions training ↗
- Serebii: Arceus Effort Levels ↗