Pokemon Champions natures stat chart

Every competitive Pokemon player eventually hits the same wall: two Pokemon with identical EVs, IVs, and movesets — but one consistently wins speed ties, hits harder, or tanks an extra hit. Nine times out of ten, the difference is the nature. Natures are a 10% stat modifier applied at the end of every calculation, and in a metagame where damage rolls and speed benchmarks are decided by single points, choosing the wrong one is a build-level error you cannot patch with better play.

This guide explains how natures work mechanically, breaks down every nature in a scannable table, and gives you the competitive logic for picking the right nature on your team — whether you’re running a physical sweeper, a special wall, or a setup lead in Pokemon Champions.

What Are Natures and How Do They Work?

A nature is a property every Pokemon receives at the moment it is caught or hatched. There are 25 natures total. Each one either applies a +10% modifier to one stat and a -10% modifier to a different stat, or it is neutral — meaning it applies both modifiers to the same stat, resulting in no net change.

The modifier applies after all other calculations: base stat, IVs, EVs, and level scaling are computed first, then the nature multiplies the result. This means a nature bonus on a Pokemon with high base stats and full EVs in that stat is worth more raw points than the same nature on a weaker Pokemon.

The five neutral natures (no net effect): Hardy, Docile, Serious, Bashful, Quirky. Competitive players almost never use these intentionally — running a neutral nature means voluntarily giving up a free 10% boost to your most important stat.

The affected stats (natures cannot modify HP): Attack, Defense, Special Attack, Special Defense, Speed.

The Complete Nature Chart

This table covers all 25 natures. The “Raises” and “Lowers” columns show the stat effect. Neutral natures have a dash for both.

NatureRaisesLowers
AdamantAttackSpecial Attack
BraveAttackSpeed
LonelyAttackDefense
NaughtyAttackSpecial Defense
ModestSpecial AttackAttack
QuietSpecial AttackSpeed
MildSpecial AttackDefense
RashSpecial AttackSpecial Defense
JollySpeedSpecial Attack
TimidSpeedAttack
NaiveSpeedSpecial Defense
HastySpeedDefense
BoldDefenseAttack
RelaxedDefenseSpeed
ImpishDefenseSpecial Attack
LaxDefenseSpecial Defense
CalmSpecial DefenseAttack
SassySpecial DefenseSpeed
CarefulSpecial DefenseSpecial Attack
GentleSpecial DefenseDefense
Hardy
Docile
Serious
Bashful
Quirky

Read a Pokemon’s summary screen to find its current nature: the red stat is being boosted, the blue stat is being penalized.

The Four Competitive Archetypes

Most competitive Pokemon fall into one of four roles, and the right nature follows directly from the role. Knowing the role answers 80% of nature questions before you even look at the individual Pokemon.

Physical sweepers want their Attack as high as possible. The choice is between Adamant (more power) and Jolly (more Speed). You pick Jolly when the Speed boost lets you outspeed a specific threat — for example, reaching a Speed tier that lets you move before a dangerous opponent. You pick Adamant when the Speed benchmark doesn’t matter (because you already outspeed everything relevant, or you’re running Trick Room).

Special sweepers face the same decision: Modest for power, Timid for Speed. The same logic applies — Timid only beats Modest if the Speed point is meaningful for the current meta.

Physical walls want to maximize Defense without wasting stat budget on offense. Bold (raises Defense, lowers Attack) is standard. Impish (raises Defense, lowers Special Attack) works if the wall has no special moves and you don’t want to drop Attack below usable levels — though most walls aren’t attacking with either stat anyway.

Special walls typically run Calm (raises Special Defense, lowers Attack) or Careful (raises Special Defense, lowers Special Attack). Careful is common on walls that use Knock Off, Leech Seed, or other moves that use neither Attack nor Special Attack, keeping more physical threat intact while still maximizing Special Defense.

Best Natures for Physical Attackers

The Adamant vs. Jolly decision is the most frequent nature question in competitive play. Here is the framework.

Use Adamant when:

  • The Pokemon already outspeeds its key threats at neutral Speed or with Choice Scarf.
  • It is a Trick Room attacker (where going slower is the goal — Brave is the nature for that, raising Attack and lowering Speed).
  • The raw power difference changes an OHKO or 2HKO threshold that matters.

Use Jolly when:

  • The Speed boost reaches a tier that outspeeds common threats (benchmarks vary by meta — check the Speed tiers guide for current thresholds in Pokemon Champions).
  • The Pokemon is used as a revenge killer or late-game sweeper where being faster is survival.

Brave is the Trick Room variant — raises Attack, lowers Speed. You want the lowest Speed stat possible under Trick Room to move first in that reversed priority window. Pair with 0 Speed IVs for minimum Speed.

A note on natures that lower Defense or Special Defense (Lonely, Naughty, Mild, Rash): these are rarely optimal. Giving up bulk for a secondary offensive stat almost always costs more than it gains. The exception is very specific scenarios where a small bulk loss is irrelevant because the Pokemon is a pure glass cannon anyway.

Best Natures for Special Attackers

The Modest vs. Timid debate mirrors the Adamant vs. Jolly choice exactly. The Speed control question is the deciding factor.

Use Modest when:

  • The Pokemon operates from Choice Specs or Scarf and power is the priority.
  • The Speed tier doesn’t change any relevant matchups.

Use Timid when:

  • Outspeeding a specific threat changes a winnable matchup into a favorable one.
  • The Pokemon’s Speed base is in a crowded tier where a few points separate it from several common threats.

Quiet (raises Special Attack, lowers Speed) is the Trick Room special attacker nature — same concept as Brave for physical. Minimum Speed IVs complete the build.

For setup sweepers like Calm Mind users that rely on both power and survivability, Timid is often preferred even if the power loss hurts, because the Speed advantage prevents being revenge-killed before the sweeper can act.

Best Natures for Defensive Pokemon

Defensive natures are more context-dependent than offensive ones because walls often need to survive specific attacks rather than reach a damage threshold.

Bold — the standard physically defensive nature. Raises Defense, lowers Attack. Because most defensive Pokemon are not using their physical Attack stat, the penalty is free to absorb. This is the nature for Calm Mind users that spread damage via special attacks, for entry hazard setters that don’t attack, and for dedicated physical walls.

Calm — the standard specially defensive nature. Raises Special Defense, lowers Attack. Same logic: the Attack loss rarely matters on a wall.

Careful — raises Special Defense, lowers Special Attack. Useful when a Pokemon has relevant physical moves (like Knock Off, Leech Seed, or a status move that bypasses accuracy) but no special moves. You keep more physical presence while still maxing Special Defense.

Impish — raises Defense, lowers Special Attack. The physical-wall alternative when you want to preserve physical attacking capability. Less common than Bold since most physical walls don’t need their Attack stat, but it’s correct on Pokemon with useful physical moves.

Sassy (raises Special Defense, lowers Speed) and Relaxed (raises Defense, lowers Speed) appear on specific Trick Room support Pokemon that need defensive bulk and can afford to be slower. If a support Pokemon is not attacking and not Speed-control dependent, these become niche but viable options.

Speed Control and Support Pokemon Natures

Support Pokemon — entry hazard setters, Trick Room setters, weather leads, pivot Pokemon — have their own nature logic that does not fit cleanly into the sweeper or wall archetypes.

Trick Room setters should almost always run Quiet or Brave (depending on attack type) with minimum Speed IVs. Under Trick Room, they become faster than most things on the field, which makes them threats in their own right after setting up. A Bold or Calm TR setter that cannot attack is a dead weight once Trick Room is up.

Weather and terrain leads are typically built for bulk (to survive opposing leads) and then pivot out. Bold, Calm, or Impish are common depending on the typing and the attack type they need to wall most.

Pivot Pokemon — fast Pokemon that use Volt Switch, U-turn, or similar moves — almost always want Jolly or Timid depending on whether their primary damage move uses Attack or Special Attack. The Speed boost matters because being faster lets them act before the opponent and safely pivot out.

For a deeper look at how Speed interacts with these support roles, see the Speed tiers guide and the status moves guide.

Common Nature Mistakes to Avoid

Even experienced players make these errors. Check your builds against this list before bringing them into ranked.

Running a neutral nature. There is almost never a competitive reason to use Hardy, Docile, Serious, Bashful, or Quirky. A free 10% boost is always available — use it.

Adamant on a Speed-dependent sweeper. If your sweeper gets revenge-killed repeatedly by a slightly faster threat, the fix is often Jolly, not a different moveset.

Timid on a Trick Room attacker. Under Trick Room you want to be as slow as possible. Timid or Jolly on a Trick Room sweeper actively hurts you by making you move last in reversed priority order.

Modest on a setup sweeper when Speed matters. Setup moves take a turn. If the opponent is faster and can KO before the sweep starts, all that Modest power means nothing. Timid sweepers often get more sweeping mileage than Modest ones.

Ignoring nature when calculating damage benchmarks. If you are checking whether a Pokemon OHKOs a threat using a damage calculator, nature is a required input. A Modest Charizard and a Timid Charizard have meaningfully different damage output — always input the actual nature.

For a complete picture of how stats interact — including EVs, IVs, and how they combine with natures — see the EV and IV stats guide.

Natures in the Early Pokemon Champions Meta

Pokemon Champions launched in June 2026 and the competitive meta is still being mapped out by the community. Based on early competitive play reports (as of writing, June 15 2026), the same nature logic that has defined Pokemon competitive play since Gen III carries forward fully into Champions.

The fundamental meta-specific considerations are:

  • Which Speed tiers matter — the current Pokemon Champions meta will have specific Speed benchmarks that determine whether Jolly or Adamant is correct for a given Pokemon. Those benchmarks depend on which Pokemon are most commonly used at the top of ranked play. Check the tier list and meta threats guide for the current picture.
  • Whether Trick Room is a dominant archetype — if Trick Room teams are common (which the community should be able to confirm within the first weeks of ranked), then Brave and Quiet become more impactful across the board.
  • The held items available — Choice Scarf changes the Speed calculation entirely, which affects whether Adamant or Jolly is the right call. See the held items guide for what is currently available in Champions.

We will update this guide as the meta develops. For now, the mechanical rules above are stable: they are the same across the Pokemon franchise and apply fully to Champions.

How to Apply Natures When Building a Team

Nature selection is the last step, not the first. Build in this order:

  1. Choose the Pokemon and its role (sweeper, wall, support, lead).
  2. Choose moves.
  3. Choose the held item.
  4. Decide on EVs (this determines which stat you are maximizing).
  5. Choose the nature based on which stat you are boosting from EVs, and whether Speed or power matters more.

This order matters because nature decisions often depend on move choices. If you realize at step 2 that your “physical wall” needs Flamethrower to cover a key threat, it now has a special move — which changes whether you prefer Bold or Impish.

The team builder guide walks through the full build process including how nature fits into team composition decisions.

Quick Reference: Most Common Competitive Natures

NatureRaisesLowersBest for
AdamantAttackSp. AtkPhysical sweepers needing power
JollySpeedSp. AtkPhysical sweepers needing Speed
BraveAttackSpeedTrick Room physical attackers
ModestSp. AtkAttackSpecial sweepers needing power
TimidSpeedAttackSpecial sweepers needing Speed
QuietSp. AtkSpeedTrick Room special attackers
BoldDefenseAttackPhysical walls
CalmSp. DefAttackSpecial walls
CarefulSp. DefSp. AtkSpecial walls with physical moves
ImpishDefenseSp. AtkPhysical walls with physical moves

If your Pokemon does not clearly fit one of the top six offensive natures, default to the appropriate defensive nature based on which attacking type you need to wall most.

FAQ

What do natures do in Pokemon Champions? Natures raise one stat by 10% and lower a different stat by 10%. Five natures are neutral (they raise and lower the same stat, so they cancel out). The right nature for a competitive Pokemon is the one that boosts the stat you rely on most.

What is the best nature for a physical attacker in Pokemon Champions? Adamant raises Attack by 10% and lowers Special Attack, making it the standard for physical sweepers. Jolly is the alternative when Speed is more important than raw power — for example, to outspeed a specific threat in the current meta.

What is the best nature for a special attacker? Modest raises Special Attack and lowers Attack, giving the most power. Timid is preferred when the Pokemon needs to outspeed key benchmarks — similar to the Jolly vs. Adamant debate for physical attackers.

What nature should I use for a wall or defensive Pokemon? For physically defensive walls, Bold (raises Defense, lowers Attack) is standard. For specially defensive walls, Calm (raises Special Defense, lowers Attack) is the go-to. Careful (raises Special Defense, lowers Special Attack) works on mixed walls that use no special moves.

Does nature affect base stats? No. Natures apply a percentage modifier on top of the final calculated stat. The base stat itself never changes — only the effective in-battle value is affected.

Can I change a Pokemon’s nature in Pokemon Champions? In recent mainline games, Nature Mints let you change the nature’s stat effect without altering the displayed nature. As of the June 2026 launch window, ChampsDex has not verified whether Nature Mints are available in Pokemon Champions — check in-game or the official site for confirmation.

What is a neutral nature? A neutral nature is one of the five natures that raises and lowers the same stat, resulting in no net change: Hardy, Docile, Serious, Bashful, and Quirky. Avoid them on competitive Pokemon since you always leave a free 10% boost on the table.

What is the difference between Jolly and Timid natures? Both natures raise Speed by 10%. Jolly lowers Special Attack — so it goes on physical attackers. Timid lowers Attack — so it goes on special attackers. Putting Jolly on a special attacker or Timid on a physical attacker wastes a stat that matters.

What nature is best for a Speed-control lead? Trick Room setters and weather leads usually run Bold or Calm to maximize bulk since they often don’t need to outspeed anything. Fast leads that need to outspeed and attack first want Jolly or Timid depending on their attack type.

How do I check a Pokemon’s nature in Pokemon Champions? Open the Pokemon’s summary screen and look at its stats. The stat displayed in red is the one being raised; the stat displayed in blue is being lowered. Neutral natures show no colored stats.