Note : This Is Serebii's Property And I'm Using It With Giving Them Credit Also Adding Other Things You Might Need.

The Diamon And Pearl Iv Calculator Is Here Also Used For Other Things Too !

http://www.serebii.net/games/iv-calcdp.shtmlThere's a lot of things that influence what stats you get when you finally overcome the odds and receive a pokemon at level 100. Say you have a Salamence, and you decide to battle someone else's level 100 Salamence. Your Salamence uses Dragon Claw and takes half of the opponents HP away. In return, the other Salamence uses Dragon Claw as well and takes all of your Salamence's HP away. "What gives? Shouldn't the attacks do the same amount of damage?" Well, no. More than likely, the Salamence that got knocked out probably had lower HP and Special Defense than usual, along with Special Attack. This is influenced by a lot of values, but in particular, Individual Values.

Individual Values have the most influence on any stat of any pokemon. It's what makes every single pokemon unique and have different stats. Say we have the mega-defensive bug type, Shuckle, and it's EV trained in both defense and special defense and it's at level 100, and a neutral nature. If we look at the base stats for this pokemon's defense and special defense, they both say 230, so you'd figure there wouldn't be much of a difference, right? Well, in reality, there can be a pretty wide difference. At level 100, this Shuckle has a defense stat that is 466, and a Special Defense stat equaling 542. Quite a wide difference there, about 80 points separated. A person using this Shuckle had better watch out for attack based moves if they are relying on defense.

As for technical information pertaining to Individual Values, the equation for it will usually- give a number between 0 and 31. Keep in mind that the equation's we have to the IV's are not the same as in the game, but they are extremely close. With these equations, it's best to calculate it closest to level 50 as possible for accurate results. If you're looking to calculate a pokemon's IVs that you have trained, then hopefully you know the Effort Points it gained. If you don't then the math will be completely inaccurate if you just stick the stats in the equation. If you don't already know, Hidden Power is calculated completely on IV's.

Now that I've showed how much they can affect stats, let's grab the equation for determining a pokemon's Individual Value. Keep in mind that this is NOT for Hit Points. That has its own equation.

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value ) - 2 * Base Stat Effort Points / 4

And you probably don't know what Math.Ceiling means either. It's basically a term used when you want something rounded up, like to the Ceiling. If it was rounding down, like to a floor, it would be Math.Floor. Simple right? There's also a flaw in this equation, as it counts all of the Effort points, not the ones that have been added to the stat which is what we want outta there, so this equation is a little more accurate.

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value) - 2 * Base Stat Math.Floor(Effort Points / 4)

As for the HP Individual Value equation, here it is without edit:

Hit Point IV = (( Stat - Level - 10 ) * 100/Level ) - 2 * BaseStat - EV/4

Of course, we face the same problem as the other equation, so here's the edited version:

Hit Point IV = ((Stat Level Value - 10) * 100 / Level Value ) - 2 * BaseStat Math.Floor(EV / 4)

As you can see there's a lot of things you need in order to do these equations to get the Individual Value that this returns to you. The most important thing you need is the stat, apparently. The second thing you need is the Personality Value, which is basically what effect the personality has towards your stats. Now because we know that Natures can give a +10% increase towards a stat, or a -10% decrease towards a stat, we need to convert that to an actual number so that it can work in the equation.

If the Nature gives a +10% increase to a stat, then the Personality Value = 1.1

If the Nature doesn't have an effect towards the stat, then the Personality Value = 1

If the Nature gives a -10% decrease to a stat, then the Personality Value = 0.9

I'll explain Personality Values more in the DV guide. Another thing you need for the equation is the Base Stats of the pokemon, which you can find in the Pokedex right above the Max Stats at the bottom. The last thing you need are the Effort Points gained from battle, which are explained in another guide. Effort Points are equal to zero if you never battled with it yet, or used rare candies to level up, or even used the daycare to level up. Anyway, suppose I went through Colosseum twice and caught two Forretress. Let's find all we can about the information we need about them so we can determine the IVs.

Forretress 1

Level 43, Mild Nature

Hit Points: 121

Attack: 94

Defense: 114

Sp. Attack: 72

Sp. Defense: 57

Speed: 41

No EV's gained

Forretress 2

Level 43, Relaxed Nature

Hit Points: 130

Attack: 88

Defense: 143

Sp. Attack: 60

Sp. Defense: 62

Speed: 45

No EV's gained

Forretress's Base stats 'Base Stats

Hit Points: 75

Attack: 90

Defense: 140

Sp. Attack: 60

Sp. Defense: 60

Speed:40

Seems like a lot of information, doesn't it? Well I can't argue with you there, but that's everything we need to do the equations out now. Let's use this information to find the IV of Attack of Forretress 1 first:

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value) - 2 * Base Stat Math.Floor(Effort Points / 4)

IV = ((Math.Ceiling(94 / 1) 5) * 100/43) 2 * 90 Math.Floor(0/4)

IV = ((89) * 100 / 43) 180

IV = (8900 / 43) 180

IV = ~207 180

IV = ~27

27, eh? That's actually almost close to the best it can be. Let's see how Forretress 2 does for the same test:

IV = ((Math.Ceiling(Stat / Personality Value) - 5) * 100 / Level Value) - 2 * Base Stat Math.Floor(Effort Points / 4)

IV = ((Math.Ceiling(88 / 1) 5) * 100 / 43) 2 * 90 Math.Floor(0 / 4)

IV = ((83) * 100 / 43) 180

IV = (8300 / 43) 180

IV = ~193 180

IV = ~13

Wondering what the ~ is meaning? It's algebra for "about". As I stated before, these formulas will not be as accurate as the real things, but they are pretty darn close. At level 5 these equations won't be very accurate at all, so it's best to level up to at least 25 I recommend. Anyway, you get the idea for the main 5 stats, so let's just do the Hit Points one now cause I'm lazy.

Forretress 1:

Hit Point IV = ((Stat Level Value - 10) * 100 / Level Value ) - 2 * BaseStat Math.Floor(EV / 4)

Hit Point IV = ((121 43 10) * 100 / 43) 2 * 75 Math.Floor(0 / 4)

Hit Point IV = ((7 * 100 / 43) 150

Hit Point IV = (7800 / 43) 150

Hit Point IV = ~181 150

Hit Point IV = ~31

Wait, wait! It's 31, so that mean's it's perfect, right? Well in this case
no. It's not. If you look at Forretress 2's HP, it's 130, which is 9 points higher than this Forretress. It's a perfect example of when these equations can be inaccurate. The best thing you could do at this point is level it up further to get a bigger difference in the stats.

So how can I influence IV's? Well since IVs are given to a pokemon upon meeting, the best thing you can do is just receive a pokemon with high IV's. This means doing one of two things, or both. Catching pokemon a large amount of the same species of pokemon is an okay way, but you'll need a large stock of pokeballs and catching pokemon from the wild usually results with average/lower than average IVs. The second way to obtain IVs is breeding. Pokemon that are bred usually result with normal/higher than normal IVs. This is not true for every single pokemon however, as you can still get low IVs with breeded pokemon and uber IVs with wild pokemon. There really isn't much you can do to get good IVs except for persistent effort to get good IVs, just make sure you have the patience for it.

That basically explains Individual Values. If you have more accurate formulas or more information to add, PM Me on the forums.

A few patterns

HIT POINTS

31-Often dozes off

30-Loves to Eat

29-Likes to Relax

28-Likes to scatter things

27-Often Naps

26-Often dozes off

ATTACK

31-Likes to thrash about

30-Proud of its' Power

29-Hot Tempered

28-Quick tempered

27-A little Quick-Tempered

26-Likes to Thrash about

DEFENSE

31-Capable of taking hits

30-Sturdy Body

29-Good perseverance

28-Good endurance

27-Highly persistent

26-Capable of taking hits

SPEED

31-Alert to sounds

30-Likes to run

29-Quick to flee

28-Somewhat of a clown

27-Impetuous and silly

26-Alert to sounds

SPECIAL ATTACK

31-Mischeivous

30-Highly Curious

29-Very Finicky

28-Often lost in thought

27-Thoroughly cunning

26-Mischeivous

SPECIAL DEFENSE

31-Somewhat Vain

30-Strong Willed

29-Somewhat Stubborn

28-Hates to lose

27-Strongly Defiant

26-Somewhat Vain