
Pokemon Champions replaces the old EV and IV system entirely: IVs are gone (every Pokemon is treated as perfect), and EVs become Stat Points (SP) — 66 per Pokemon, distributed freely across six stats with a 32 SP hard cap per stat. All battles run at Level 50. You can retrain any Pokemon at any time for Victory Points (VP). If you’re coming from mainline games, it takes about ten minutes to understand and five minutes to actually do.
Why Pokemon Champions Overhauled the Stat System
When Pokemon Champions launched on Nintendo Switch and Nintendo Switch 2 on April 8, 2026 — and later on iOS and Android on June 17, 2026 — it shipped with one of the biggest structural changes to competitive Pokemon ever made. The old EV/IV system had been the backbone of competitive play for over two decades, but it came with a steep barrier: players needed to breed for nature, hunt for hidden abilities, EV train through specific battles or items, and check IVs against a judge. For a free-to-play competitive title designed to pull in millions of new players, that barrier was the problem.
Producer Masaaki Hoshino stated the goal directly: to “expand accessibility, to make it something that anyone can jump in and enjoy.” The decision to remove IVs entirely sparked “heated discussions” with Shigeki Morimoto, one of the original designers of Pokemon’s battle system — which tells you how significant a break this is from tradition. The result is a training system that experienced VGC players can learn in one session and newcomers can understand without a spreadsheet.
IVs Are Gone — Here Is What That Actually Means
Individual Values (IVs) were hidden numbers, 0-31 per stat, that determined a Pokemon’s stat ceiling. In mainline games, competitive players spent hours breeding Pokemon to get 31 (perfect) IVs in five or six stats, or using Hyper Training to patch imperfect IVs at Level 100.
In Pokemon Champions, IVs do not exist as a variable. Every Pokemon — whether caught in-game, obtained via trial recruitment, or transferred from Pokemon HOME — is treated as having 31 IVs in every stat, automatically. There is no IV checker, no judge, no breeding for IVs, no Hyper Training. The stat floor is already the old stat ceiling.
What this means if you transfer from Pokemon HOME: A Pokemon with 15 Speed IVs in HOME gets treated as if it has 31 Speed IVs inside Champions. Transfer it back to HOME and it returns to 15. The Champions system does not modify the HOME data — it overrides locally during play.
What this means for Trick Room: The old strategy of running a Pokemon with 0 Speed IVs to get the lowest possible Speed stat is not available. Since IVs are fixed at 31, the Trick Room adaptation is: pick a Pokemon with a naturally low base Speed, invest 0 SP in Speed, and use a Speed-reducing Stat Alignment (Brave, Quiet, Relaxed, or Sassy). That minimizes Speed without needing IV manipulation.
Stat Points (SP): The New EV System
Effort Values (EVs) are replaced by Stat Points (SP). The mechanics differ from EVs, but the competitive logic is the same: you’re allocating a fixed pool of points to shape a Pokemon’s stat profile.
The SP Rules at a Glance
| Rule | Value |
|---|---|
| Total SP per Pokemon | 66 |
| Max SP per individual stat | 32 |
| Cost to assign 1 SP | 5 VP |
| Cost to fully train (66 SP) | 330 VP |
| Cost to remove SP | Free |
Each SP assigned adds exactly +1 to that stat at Level 50. This is intentionally transparent — there is no conversion math to memorize. In the old system, 8 EVs equaled +1 stat point (and the first 4 EVs gave +1 early due to rounding). In Champions, 1 SP is 1 point, period.
For reference, the old EV pool was 510 total with a 252 per-stat cap. The new SP system is roughly equivalent to 528 total EVs with a slightly higher per-stat ceiling (~256 EVs equivalent at max SP). The increase is small, but the 32/32/2 SP spread (maxing two stats, dropping 2 into a third) directly replaces the classic 252/252/4 EV archetype.
How to Access the Training Menu
Training is found in the Main Menu → Train. Select the Pokemon you want to train, then use the per-stat meter to add or remove points. The stat preview updates in real time so you can see the final stat number before committing. Removing SP is always free — you only spend VP when assigning new points.
One important restriction: Pokemon obtained via trials cannot be trained. If you want to use a trial Pokemon in competitive play, you will need to source your own copy.
HOME transfers and SP: Pokemon transferred from Pokemon HOME into Champions may arrive with randomized SP spreads already applied. Check the training menu immediately after transfer. Removing the existing spread is free, and you can reassign to your preferred spread for the standard 5 VP per SP.
Common Competitive SP Spreads
These are the standard archetypes used in Champions’ ranked and VGC play. All are based on the 32/32/2 template — maximizing two stats and dropping the remaining 2 SP into HP for a small bulk margin.
| Role | Atk | Def | SpAtk | SpDef | Spd | HP | Total SP |
|---|---|---|---|---|---|---|---|
| Physical Sweeper | 32 | 0 | 0 | 0 | 32 | 2 | 66 |
| Special Sweeper | 0 | 0 | 32 | 0 | 32 | 2 | 66 |
| Physical Wall | 0 | 32 | 0 | 2 | 0 | 32 | 66 |
| Special Wall | 0 | 2 | 0 | 32 | 0 | 32 | 66 |
| Bulky Attacker | 32 | 0 | 0 | 0 | 14 | 20 | 66 |
The Physical and Special Sweeper spreads are the dominant templates at every level of play. Bulky Attacker is the flexible middle option — useful when a Pokemon’s Speed tier doesn’t need maxing (either it naturally outspeeds what matters, or it’s running under Trick Room). Walls put everything into HP and the relevant defense, with 2 leftover SP going into the other defense.
For Trick Room-focused Pokemon: invest 0 SP in Speed, maximize the attacking stat and HP or Defense, and apply a Speed-reducing Stat Alignment. See the Trick Room section of our ranked guide for team-building context.
Stat Alignments: Natures With a New Name
Natures are renamed Stat Alignments in Pokemon Champions. They function identically to mainline natures: one stat gets a ~10% boost, another takes a ~10% reduction. The key changes:
- 21 Stat Alignments instead of 25 — the four previously-neutral natures (Hardy, Docile, Bashful, Quirky) were removed entirely.
- Serious is the only remaining neutral option (boosts and reduces the same stat — effectively no change).
- Changing Stat Alignment costs 500 VP and can be done at any time from the training menu. Unlike mainline games, there are no Mints, no breeding, no locking in a nature at capture.
Full Stat Alignment Chart
| Alignment | Stat Boosted (+10%) | Stat Reduced (-10%) |
|---|---|---|
| Lonely | Attack | Defense |
| Adamant | Attack | Sp. Atk |
| Naughty | Attack | Sp. Def |
| Brave | Attack | Speed |
| Bold | Defense | Attack |
| Impish | Defense | Sp. Atk |
| Lax | Defense | Sp. Def |
| Relaxed | Defense | Speed |
| Modest | Sp. Atk | Attack |
| Mild | Sp. Atk | Defense |
| Rash | Sp. Atk | Sp. Def |
| Quiet | Sp. Atk | Speed |
| Calm | Sp. Def | Attack |
| Gentle | Sp. Def | Defense |
| Careful | Sp. Def | Sp. Atk |
| Sassy | Sp. Def | Speed |
| Timid | Speed | Attack |
| Hasty | Speed | Defense |
| Jolly | Speed | Sp. Atk |
| Naive | Speed | Sp. Def |
| Serious | — (neutral) | — (neutral) |
Last verified: June 11, 2026
The correct alignment depends on your Pokemon’s role. Physical sweepers almost always run Adamant (Attack+, Sp. Atk−) or Jolly (Speed+, Attack−) depending on whether their Speed tier needs boosting. Special sweepers run Modest or Timid for the same reason. Trick Room attackers use Brave (Attack+, Speed−) or Quiet (Sp. Atk+, Speed−) to minimize Speed.
Victory Points (VP): The Training Currency
Everything in the training system costs VP. Here is the full breakdown:
| Action | VP Cost |
|---|---|
| Assign 1 SP | 5 VP |
| Full SP spread (66 SP) | 330 VP |
| Remove SP | Free |
| Change Stat Alignment | 500 VP |
| Change Ability | 500 VP |
| Change one Move | 250 VP |
How to Earn VP
VP is earned primarily through Ranked Battles — wins and losses both award VP (wins give more, losses give less), so every battle contributes. Additional sources:
- Daily missions
- Weekly missions
- Battle Pass tiers 31–50 (500 VP each, free and paid tracks)
If you want to train without spending VP, Training Tickets work as an alternative currency for SP, moves, and ability changes. Training Tickets drop from the free and paid Battle Pass at certain tiers, and from Special Membership Missions (paid players only).
The practical implication: a new player grinding Ranked Battles will accumulate enough VP to fully train their first team within their first week of consistent play. The system is designed so that playing the game naturally funds the training.
For more on the VP economy and Ranked rewards, see our Season Rewards guide.
Abilities: Changing Them Costs VP Too
Ability changes cost 500 VP and let you select any of the Pokemon’s abilities, including its hidden ability. This replaces the need to specifically breed or use the Ability Patch from mainline games. If your Kingambit needs Supreme Overlord instead of its standard ability, it is a straightforward 500 VP purchase.
This applies to Mega Evolution as well. Mega-Evolved Pokemon have unique Mega Abilities — for example, Mega Emboar has Mold Breaker, and Mega Feraligatr has Dragonize (Normal moves become Dragon-type with +20% power). The Mega Ability is set and cannot be changed, but the base form’s ability (used before Mega Evolving) is swappable for 500 VP. See the Mega Evolution guide for Mega-specific competitive notes.
Full Training Cost Example: Competitive Garchomp
Garchomp is currently one of the most-used Pokemon in the Champions meta (40.53% usage as of June 2026 per Pikalytics). Here is a realistic training cost for a competitive build from scratch:
| Training Action | VP Cost |
|---|---|
| Full SP spread (32 Atk / 32 Spd / 2 HP) | 330 VP |
| Stat Alignment: Jolly | 500 VP |
| Ability: Rough Skin or Sand Veil | 500 VP |
| Adjust 4 move slots | ~1,000 VP |
| Total | ~2,330 VP |
That is roughly 7-10 hours of Ranked Battle play for a new player, assuming consistent daily sessions. Once the VP is spent, the spread can be modified for free (removing SP costs nothing) and reassigned for 5 VP per point — so iterating on a build is cheap after the first setup.
How SP, IVs, and Natures Interact in the Stat Formula
The stat system in Champions is designed to be linear and readable. At Level 50 (the only level that matters in Champions), each SP assigned adds exactly +1 to the corresponding stat. The Stat Alignment multiplier applies on top — boosting or reducing the final number by roughly 10%.
This means the math is straightforward: pick your SP allocation, apply the alignment modifier, and the displayed stat in the training menu is exactly what you get in battle. No rounding surprises, no hidden modifiers. The community-inferred formula for reference:
- Non-HP stats:
floor((floor(((2 × Base + 31) × 50) / 100) + 5 + SP) × Stat Alignment modifier) - HP:
floor(((2 × Base + 31) × 50) / 100) + 50 + 10 + SP
The training UI shows the live result as you adjust SP, so you do not need to run these calculations manually. Stat calculators are also available at tools like pokeos.com/tools/stats-calc for pre-planning builds before spending VP.
Putting It All Together: Checklist Before Your First Battle
If you are building a competitive team for the first time in Champions, run through this list:
- Source your Pokemon — catch, obtain via Battle Pass, or transfer from HOME.
- Check for randomized SP on HOME transfers — open Train, verify the spread, and reset for free if needed.
- Set your Stat Alignment (500 VP) — Adamant/Jolly for physical, Modest/Timid for special, Brave/Quiet for Trick Room.
- Assign SP — standard 32/32/2 split across your two priority stats (330 VP total).
- Set Ability if needed (500 VP).
- Set Moves (~250 VP per move slot if changing).
- Verify stats in the training preview — check they match your target before entering Ranked.
For team-building templates and role assignments, see the Team Builder guide and the Best Teams for Ranked if you want to start with a proven structure.
If you are on mobile after the June 17 launch and have linked your Nintendo Account, your Save data — including trained Pokemon — carries over immediately. See the Mobile Release guide for setup steps.
FAQ
Does Pokemon Champions have EVs? Not exactly. EVs are replaced by Stat Points (SP). You get 66 SP per Pokemon to distribute freely across six stats, with a hard cap of 32 SP per individual stat. Each SP adds exactly +1 to that stat at Level 50.
Does Pokemon Champions have IVs? No. IVs have been completely removed. Every Pokemon in Champions is treated as having perfect 31 IVs in all stats automatically — no IV checking, no hyper training, no breeding for IVs needed.
What happens to my Pokemon’s IVs when I transfer from HOME to Champions? They auto-upgrade to perfect 31 IVs inside Champions. If you transfer the same Pokemon back to HOME, it reverts to its original IVs. Champions training changes (SP, moves, nature) do not carry back to HOME.
How much does it cost to fully train a Pokemon in Champions? 330 VP to fully distribute 66 SP (5 VP per Stat Point). Changing a Stat Alignment (nature) costs 500 VP extra. Removing Stat Points is always free.
What are Stat Alignments in Pokemon Champions? Stat Alignments are the Champions name for natures. They work identically — boosting one stat by ~10% while reducing another — but Champions offers only 21 options instead of 25. The four previously-neutral natures (Hardy, Docile, Bashful, Quirky) were removed; Serious is the only remaining neutral option.
What is the best SP spread for a physical sweeper in Champions? The standard competitive spread is 32 Atk / 32 Spd / 2 HP — maxing Attack and Speed, dropping the remaining 2 SP into HP for a marginal bulk boost. This directly replaces the old 252 Atk / 252 Spd / 4 HP EV spread.
How do I handle Trick Room in Champions without 0 IV Pokemon? Since IVs are locked at 31 and cannot be lowered, you adapt by choosing a Pokemon with a naturally low base Speed, investing 0 SP in Speed, and applying a Speed-reducing Stat Alignment (Brave, Quiet, Relaxed, or Sassy) to minimize Speed as much as possible.
What is the fastest way to earn VP for training in Champions? Play Ranked Battles — wins and losses both award VP (wins give more). Completing daily and weekly missions also adds VP. Battle Pass tiers 31–50 each reward 500 VP on both the free and paid tracks.
Can I get Training Tickets instead of spending VP? Yes. Training Tickets work as an alternative currency for SP, moves, and ability changes. They drop from the free and paid Battle Pass at certain tiers, and from Special Membership Missions (paid players only).
Do trial recruitment Pokemon count as fully trainable? No. Pokemon obtained via trials cannot be trained at all — no SP, no Stat Alignment change, no move editing through the training menu.

