Pokemon Natures: All 25 Explained
Every Pokemon has a nature that shapes how its stats grow. Master all 25 natures, stat effects, best competitive picks, how to change natures with Mints, and breeding strategies.
🧬 What Are Pokemon Natures?
How Pokemon Natures Work
Every Pokemon has a nature, a personality trait introduced in Generation 3 (Ruby & Sapphire) that permanently influences how its stats grow. Each nature increases one stat by 10% and decreases another by 10% at level 100. Five natures are neutral (Hardy, Docile, Serious, Bashful, Quirky), they technically boost and reduce the same stat, cancelling out to zero effect.
Natures affect five stats, never HP. At level 100, the difference between a boosted and reduced stat is exactly 20% of the base stat value. For a Pokemon with 150 Special Attack, that's a swing of 30 points between a nature that boosts vs. reduces it, often the difference between a 2HKO and an OHKO in competitive play.
The 5 Stats Affected by Natures
Natures and Flavors / Berries
Each nature also determines a Pokemon's favorite and disliked flavor (Spicy, Sour, Dry, Bitter, Sweet). This matters for Poffins, Pokeblocks, and certain berries, specifically the "pinch" berries (Figy, Wiki, Aguav, Mago, Iapapa) which restore HP when below 25% but may confuse a Pokemon if its nature dislikes that flavor. Always check your nature before using these berries in battle.
Do Natures Matter for Casual Play?
For the main story, natures are nearly irrelevant, you can complete every Pokemon game with any nature. They start mattering when you tackle the post-game Battle Tower/Frontier/Stadium or play online. For competitive ranked battles, having the correct nature is considered mandatory alongside correct IVs and EVs. Without the right nature, you lose crucial speed ties, fail to reach damage thresholds, and leave bulk on the table.
📊 Interactive Nature Chart, All 25 Natures
| Nature | Boosts (+10%) | Reduces (-10%) | Flavor Likes | Flavor Dislikes | Competitive Tier |
|---|
📂 All Natures Grouped by Stat Boosted
🏆 Best Natures for Competitive Play
How to Pick the Right Nature
The golden rule: boost your most important stat, reduce the one you'll never use. A physical sweeper will never use Special Attack, so Adamant and Jolly both reduce it safely, the choice between them is whether the extra Speed from Jolly lets you outspeed something important, or whether Adamant's higher Attack output changes a damage threshold. Neither nature is universally better; it depends on the specific Pokemon's base Speed and the threats it needs to handle.
The same logic applies to special attackers: Modest and Timid both reduce Attack (free for a special-only moveset). Modest hits harder; Timid goes faster. Pick based on your Speed tier requirements.
For Trick Room teams, use the slow natures, Brave (+Atk, −Speed), Quiet (+Sp.Atk, −Speed), Relaxed (+Def, −Speed), or Sassy (+Sp.Def, −Speed), to make the Pokemon as slow as possible, since Trick Room reverses the Speed order so the slowest Pokemon moves first.
For defensive Pokemon, the key is to reduce a stat the Pokemon genuinely never uses. Bold reduces Attack, ideal for walls that carry zero physical moves. Impish reduces Sp. Attack, ideal for walls that carry at least one physical move. Calm reduces Attack, ideal for special tanks with no physical moves. Careful reduces Sp. Attack, ideal for physical attackers that want Sp. Defense bulk. Never reduce a defensive stat on a wall.
🌿 How to Change a Pokemon's Nature: Mints Guide
Nature Mints were introduced in Generation 8 (Sword & Shield) and change a Pokemon's stat growth to match a different nature, without changing the listed nature itself. This means a Lonely Pokemon given a Modest Mint will grow stats as if it were Modest, but its summary still shows Lonely. Note: Mint effects are never passed down through breeding.
Cost: 50 BP each
Also: Random overworld spawns on Isle of Armor and Crown Tundra (respawn daily)
Cost: 50 BP each
Note: Available after becoming Champion and unlocking Battle Park
Cost: ₽10,000 per harvest (types are random)
Note: No BP system; cost is in-game money
Cost: ₽20,000 each, unlimited stock after 6 Gym Badges
Also: Academy Ace Tournament rewards & 5★/6★ Tera Raids
🥚 Breeding for the Perfect Nature
Everstone Method (Gen 3+)
The fastest way to breed a specific nature into an offspring is the Everstone method. When a parent holds an Everstone, it passes its nature to the egg with 100% certainty (from Gen 5 onward; 50% in Gen 3–4).
Find a parent with the correct nature
This can be a wild Pokemon, a bought Mint applied to any parent, or a Ditto with the desired nature. Ditto is ideal since it can breed with almost any Pokemon.
Give the Everstone to that parent
The Everstone is found in various locations across games (typically mid-game). Give it to the Pokemon whose nature you want in the offspring, not both parents.
Breed and hatch the egg
Every egg from this pair will inherit that nature (100% from Gen 5+). Combine with the Destiny Knot on the other parent to also pass 5 perfect IVs for a complete competitive-ready Pokemon.
Check the nature on the summary screen
From Gen 4 onward, the boosted stat shows in red and the reduced stat shows in blue on the summary screen. No need to consult a chart, just look for the coloured stats.
Destiny Knot + Everstone Combo
The competitive standard: one parent holds the Destiny Knot (passes 5 of 6 IVs combined from both parents), while the other holds an Everstone (passes its nature 100%). Together these two items guarantee both a fixed nature and excellent IVs in a relatively small number of eggs.
🔄 Synchronize: Hunting Wild Pokemon with a Specific Nature
The Synchronize ability (found on Ralts, Kirlia, Gardevoir, Gallade, Abra, Kadabra, Alakazam, Munna, Musharna, and Espeon) gives a 50% chance of any wild Pokemon encountered having the same nature as your Synchronize user, when it leads the party (even if fainted in most games).
How to Use Synchronize Effectively
- Catch multiple Ralts or Abra early in the game and train them to learn the Synchronize ability at the correct form (Ralts line has both Synchronize and Trace, check individual Pokemon).
- Breed or catch one Synchronize Pokemon for each nature you regularly hunt. Label them with Nicknames for easy selection (e.g., a Jolly Espeon nicknamed "JOLLY").
- Lead with the correct Synchronize Pokemon before soft resetting for a legendary or hunting a specific wild Pokemon.
- In Scarlet & Violet (Gen 9), Synchronize was changed and no longer functions for wild encounters. Use Mints from Chansey Supply instead.
Games Where Synchronize Works for Wild Encounters
Synchronize works for wild encounters in Emerald through Sword/Shield (Gen 3–8). In Let's Go Pikachu/Eevee, Madam Celadon in Celadon City can be paid $10,000 to force all wild encounters to have a specific nature until midnight. In Scarlet/Violet, use Mints instead since Synchronize no longer affects wild nature chances.
📖 All 25 Pokemon Natures: Individual Guides
Adamant is the gold standard for physical attackers. By boosting Attack 10% while reducing Special Attack (a stat physical-only Pokemon never use), Adamant delivers the highest possible physical damage output with zero competitive cost. It's ideal for slow, hard-hitting Pokemon like Dragonite, Garchomp (on Dragon Dance sets), Scizor, Machamp, and countless wallbreakers. If your physical attacker needs to move first, consider Jolly instead, but if it's slow enough that speed doesn't matter, Adamant maximizes every hit.
Modest is the Adamant equivalent for special attackers, maximum Sp. Attack with no meaningful downside for Pokemon that only use special moves. Reducing Attack costs nothing for a pure special attacker, making Modest strictly better than any neutral nature for this role. Modest suits slower special sweepers and wallbreakers: Magnezone, Reuniclus, Chandelure, Blissey (for Seismic Toss builds), Volcarona, and Iron Moth are textbook Modest users. The choice between Modest and Timid comes down to whether outspeeding key threats matters more than squeezing extra damage.
Jolly is the physical attacker's speed nature, boosting Speed while reducing the unused Special Attack. Use Jolly over Adamant when a few extra Speed points let you outspeed a key threat in your tier. Classic Jolly users include Garchomp (to outspeed base 100s after a Speed boost), Dracovish (for Fishious Rend priority), Lucario, and most priority-move users that still need speed for non-priority turns. Jolly trades a small amount of damage for the ability to move first. Worth it when the Speed tier matters; less so when the Pokemon is already slow enough that Adamant doesn't help either.
Timid is the special attacker's speed nature, the Jolly equivalent for special-move users. Reducing Attack costs nothing for Pokemon that only use special moves, making Timid a pure speed upgrade over Modest. Timid is preferred when a Pokemon needs to outspeed a specific threat: Iron Moth and Walking Wake need Timid to outspeed scarfed Dragapult; Gengar needs Timid to outspeed other base 110s; Alakazam needs Timid to not tie with other 120-speed threats. If your special attacker is already slower than its key threats regardless of nature, Modest is usually better.
Calm is the best nature for special walls and specially-defensive support Pokemon that carry no physical moves. Reducing Attack costs nothing for a Pokemon whose moveset is all special moves or status, making Calm strictly better than any neutral nature for that role. Blissey and Chansey are the definitive Calm users, their entire purpose is soaking special hits and recovering. Clefable, Togekiss, and Florges are other premier Calm candidates. The competing nature is Careful (+Sp. Def / −Sp. Atk), better when a Pokemon needs to keep its physical Attack for coverage moves. If the moveset has no physical moves at all, Calm is the correct choice.
Bold is the go-to nature for physically defensive walls and support Pokemon that carry no physical attack moves. Boosting Defense while reducing the unused Attack costs nothing for a Pokemon whose entire moveset is special moves or status. Physically defensive Clefable, Vaporeon, Quagsire, Tangrowth, and Slowbro are classic Bold users. The distinction from Impish: Bold suits Pokemon running zero physical moves (so the Attack reduction is truly free), while Impish suits defensive Pokemon that also carry at least one physical move like Knock Off or Earthquake.
Impish boosts Defense while reducing Sp. Attack, the right choice for physically defensive Pokemon that also use at least one physical move (Knock Off, Earthquake, Body Press, U-turn, etc.). Because the Pokemon uses physical attacks, reducing Sp. Attack is free. Corviknight, Skarmory, Ferrothorn, and Hippowdon are textbook Impish users, all run physical moves alongside their defensive sets. If a defensive Pokemon uses zero physical moves, Bold (which reduces Attack instead) is preferable since Attack becomes the unused stat.
Careful boosts Sp. Defense while reducing the unused Sp. Attack, perfect for physically-offensive Pokemon that also want mixed bulk against special attacks. Snorlax is the quintessential Careful user: it primarily uses physical or status moves and wants maximum special bulk. Umbreon, Tyranitar (on specially bulky sets), and Mandibuzz are other common Careful users. The choice between Careful and Calm hinges on whether the Pokemon needs a physical attack in its moveset, if yes, Careful; if it only uses special moves or status, Calm.
Brave maximizes Attack while minimising Speed, the definitive Trick Room physical attacker nature. Under Trick Room (where slowest moves first), lower Speed is an advantage. Brave users include Hariyama, Marowak (Alolan), Conkeldurr, and slow powerhouses that specifically target Trick Room teams. Outside of Trick Room, Brave is rarely optimal since Speed is almost never a liability you want to worsen on purpose.
Quiet is the Brave equivalent for special attackers, maximising Sp. Attack while reducing Speed for Trick Room viability. Reuniclus (which sets its own Trick Room), Slowking-Galar, and Hatterene are classic Quiet users. Outside Trick Room, Modest is strictly better. Quiet is only worthwhile if your team is explicitly built around Trick Room and needs the Pokemon to move after the Room-setter.
Relaxed boosts Defense and lowers Speed, used on defensive Trick Room setters and very slow physical tanks. Bronzong (a renowned Trick Room setter) is the textbook Relaxed user. Steelix and Ferrothorn sometimes run Relaxed on dedicated Trick Room teams. Outside of that niche, Impish or Bold are almost always preferred for defensive Pokemon since their Speed reduction is a drawback.
Sassy boosts Sp. Defense and reduces Speed, best on slow, specially-bulky Trick Room Pokemon. Celesteela, Bronzong (specially bulky sets), and Stakataka occasionally use Sassy. Outside Trick Room, Calm is almost always better since Speed reduction is a downside. Sassy sees occasional use on very slow dedicated special walls that happen to want the lowest possible Speed for specific situations.
Hasty boosts Speed and reduces Defense, used mainly on mixed attackers that need both speed and physical coverage. Infernape running both Close Combat and Flamethrower/Overheat sometimes uses Hasty to avoid reducing either Attack or Sp. Attack. In most cases, Jolly or Timid is preferred depending on the primary damage type, but Hasty suits true mixed sets that need the Speed.
Naive is Hasty's counterpart, Speed boost with Sp. Defense reduction instead of Defense. Used on mixed attackers where neither physical moves nor special moves can be sacrificed, but a defensive stat can afford to drop. Rarely chosen over Hasty unless the Pokemon specifically needs its Defense for surviving priority moves or physical hits. Often seen on mixed Dragonite, Kyurem, and certain legendary mixed sets.
Lonely boosts Attack and reduces Defense, occasionally used on mixed physical attackers where Sp. Attack can't be sacrificed (because the Pokemon also uses special moves). Mostly outclassed by Adamant for pure physical attackers, but has a niche on mixed sets. Not recommended for defensive Pokemon under any circumstances.
Naughty boosts Attack and reduces Sp. Defense, a compromise nature for mixed attackers where both Attack and Sp. Attack are needed but bulk on the special side can be sacrificed. Rarely seen in standard competitive play. Some mixed wallbreakers in lower tiers use Naughty when they need to keep Sp. Attack for coverage but their primary damage source is physical.
Mild boosts Sp. Attack and reduces Defense, a glass cannon nature for mixed special attackers that still need their physical Attack intact. Used on special sweepers where losing Sp. Attack would hurt (so Modest isn't viable) but Defense is expendable. Mixed Infernape, Genesect, and special Garchomp sets occasionally run Mild.
Rash boosts Sp. Attack and reduces Sp. Defense. Rarely seen outside niche applications where a Pokemon needs its physical Attack intact but also wants maximum special power. The Sp. Defense reduction is painful for a sweeper as it increases susceptibility to revenge killing. Occasionally used on mixed sweepers in lower tiers.
Gentle boosts Sp. Defense but reduces Defense, a problematic combination for walls since it sacrifices physical bulk to gain special bulk. Better alternatives always exist: Calm for special walls (reduces Attack instead), Careful for physical attackers wanting Sp. Defense. Gentle has almost no competitive applications and is generally considered one of the weakest natures for any build.
Lax boosts Defense and reduces Sp. Defense, an awkward combination that improves physical bulk at the cost of special bulk. Rarely useful since a physically defensive Pokemon almost always wants both defensive stats intact. Impish (reduces Sp. Attack) is almost always better for defensive Pokemon. Lax occasionally appears on very niche physical tanks that specifically face all-physical threats in a particular tier.
Hardy is a neutral nature, it technically boosts and reduces Attack simultaneously, cancelling to zero. No competitive benefit over any nature that boosts a useful stat. Acceptable for casual play. Hardy is the "default" nature many players encounter on their first Pokemon.
Docile is a neutral nature that neutrally boosts and reduces Defense, resulting in no change. Like all neutral natures, it provides no stat advantage. Use a Mint to apply a better nature if you catch a Pokemon with Docile that you want to use competitively.
Serious is a neutral nature (self-cancels Speed). Notably, the Serious Mint exists and is used to apply a neutral effect to any Pokemon with a detrimental mint applied, effectively a "reset" mint. Otherwise, Serious is avoided competitively in favour of any nature with a real stat bonus.
Bashful is a neutral nature that self-cancels Sp. Attack. No competitive value, apply a Mint to upgrade to Modest, Timid, or another useful nature for your Pokemon's role.
Quirky is a neutral nature (self-cancels Sp. Defense). The fifth and final neutral nature alongside Hardy, Docile, Serious, and Bashful. No competitive value. Upgrade with a Mint for any serious team-building scenario.