Every stat in Pokémon — Attack, Special Attack, Defense, Special Defense, Speed, Accuracy, Evasion — has a stage counter that starts at 0 and ranges from −6 to +6. Boosts and drops move this counter, and each stage corresponds to a fixed damage multiplier.
The multiplier table
| Stage | Multiplier |
|---|---|
| +6 | 4.0× |
| +5 | 3.5× |
| +4 | 3.0× |
| +3 | 2.5× |
| +2 | 2.0× |
| +1 | 1.5× |
| 0 | 1.0× (no change) |
| −1 | 0.67× |
| −2 | 0.5× |
| −3 | 0.4× |
| −4 | 0.33× |
The most important thresholds: +2 doubles the stat, −1 (IntimidateIntimidateabilityWhen this Pokémon enters the battlefield, the opposing Pokémon's Attack stat drops by one stage.Click to read more →’s drop) reduces it to about 2/3.
Key rules
- Stages reset to 0 when the Pokémon faints or switches out. A Pokémon with +2 Attack that switches out loses all its boosts.
- Stages cap at +6 and floor at −6. You can’t boost past the cap.
- Drops from abilities like Intimidate follow the same table. A Pokémon affected by two Intimidates is at −2 Attack (0.5×).
- Clear Smog resets all of a target’s stat stages to 0. Haze resets all stat stages for every Pokémon on the field.
Why stages matter in doubles
The reset-on-switch rule is crucial in doubles. If your boosted sweeper gets knocked out or you’re forced to switch, all that setup is lost. This is why doubles setup teams are so all-in: a Swords DanceSwords DancemoveA Normal-type move that sharply raises Attack by two stages — doubling it in one turn.Click to read more → Kingambit at +2 is terrifying, but a forced switch throws the whole plan away.