Pokemon EV Calculator

This covers the arithmetic around effort values rather than the stat formula itself. Enter a target EV, the yield of the species you are defeating and whether you are carrying the Pokerus, a Macho Brace or a power item, and it returns the EVs per battle, the battles needed, what the vitamins add and how much overshoots the cap. A second tab checks a whole six-stat spread against the 510 total and the per-stat cap, and a third shows how many stat points a given EV investment actually buys at your level and the exact EV values where the stat goes up. Base EV yields come off the form because species data changes between games.

Calculator Type

One stat at a time. Vitamins go in first, then battles make up the rest.

Normally 1, 2 or 3 in the stat you are training.
8 from generation 8 onwards, 4 in generations 4 to 7. Ignored unless a power item is selected above.
HP Up, Protein, Iron, Calcium, Zinc or Carbos for the stat you are training.
252 from generation 6. Generations 3 to 5 allowed 255, and the last three of those were always wasted because EVs reach the stat in groups of four.
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The six stats against the 510 total and the per-stat cap, plus how many of the EVs actually reach a stat.

510 in every generation from the third. It has never been indexed or changed.
252 from generation 6. Generations 3 to 5 allowed 255, and the last three of those were always wasted because EVs reach the stat in groups of four.
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One stat, at the level you actually play. Gives the points bought, the cost per point and the exact EV values where the stat goes up.

Taken from the form rather than a built-in list, because species data is revised between games.
This matters a great deal. EVs are scaled by level before they reach the stat, so at level 50 it takes roughly twice as many of them to buy a point as it does at level 100.
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