rayquizz

Pokémon base stats explained

Every Pokémon is described by six base stats, a fixed set of numbers that decide what it is good at. They are the backbone of several rayquizz modes, so learning to read them turns a wall of bars into a fingerprint you can name. This guide explains what each stat does and how to tell an attacker from a wall at a glance.

The six stats

  • HP is how much damage a Pokémon can take before fainting. Blissey tops the chart at 255, while Shedinja sits at exactly 1.
  • Attack powers physical moves. Kartana leads at 181; the baby Happiny trails at 5.
  • Defense reduces physical damage taken. Shuckle is the famous wall at 230.
  • Special Attack powers special moves. Xurkitree hits 173.
  • Special Defense reduces special damage taken, and Shuckle again leads at 230.
  • Speed decides who moves first each turn. Regieleki races ahead at 200, while Pyukumuku barely moves at 5.

Reading a spread

The shape of the six numbers matters more than any single value. A tall Attack or Special Attack over a sunken Defense and HP is a glass cannon, built to hit hard and faint fast. The reverse, low offense with towering Defense and Special Defense, is a wall like Shuckle that wins by refusing to fall. A flat, uniformly high profile usually means a pseudo-legendary or a legendary, strong everywhere and weak nowhere. Speed is the tie-breaker that decides the tempo of a battle, so a frail Pokémon with high Speed can still control a fight by striking first.

How rayquizz uses stats

Several modes turn these numbers into puzzles. In Statle you name a Pokémon from its six stat bars alone, reading the spread as a fingerprint. Stat Showdown asks which of two Pokémon wins on a single stat, and Higher or Lower has you call whether a hidden value climbs or falls. Even the daily guessing grid compares height, weight, and evolution stage with the same up-and-down logic. The more stat shapes you know by heart, the faster every one of these gets.