What nature does
Since Ruby and Sapphire, every Pokémon has one of 25 natures. Twenty of them multiply one stat by 1.1 and another by 0.9. HP is never affected. The last five (Quirky, Docile, Hardy, Bashful and Serious) are neutral. On a level 50 Pokémon, the gap between a good and a bad nature quickly reaches 20 to 30 points in a stat: enough to outspeed an opponent or survive a hit.
Nature also decides the Pokémon's tastes: it likes the flavor tied to the raised stat and dislikes the one tied to the lowered stat. This matters for Berries that heal but confuse a Pokémon that dislikes their flavor, and for Pokéblocks and Poffins in contests.
Which nature to choose
The principle: boost the stat that does the work and sacrifice the one the Pokémon doesn't use. A Pokémon with only physical moves doesn't need its Special Attack.
| Role | Nature | Raises | Lowers |
|---|---|---|---|
| Fast physical attacker | Jolly | Speed | Special Attack |
| Slow physical attacker | Adamant | Attack | Special Attack |
| Fast special attacker | Timid | Speed | Attack |
| Slow special attacker | Modest | Special Attack | Attack |
| Physical defender | Bold or Impish | Defense | Attack or Special Attack |
| Special defender | Calm or Careful | Special Defense | Attack or Special Attack |
| Under Trick Room (the slowest moves first) | Brave or Quiet | Attack or Special Attack | Speed |
To see the exact effect of a nature on a given Pokémon, choose it in the stat calculator.
Getting or changing a nature
- Synchronize: a Pokémon with this ability at the front of your party passes its nature to the wild Pokémon you meet: half the time up to Ultra Sun and Ultra Moon, every time in Sword and Shield.
- Everstone: held by a parent at the Day Care, it passes its nature to the Egg.
- Mints (since Sword and Shield): an Adamant Mint, Timid Mint, etc. makes the stat count as if the Pokémon had that nature. Its original nature stays displayed.
