Two level 50 Frostallions, one with 4300 HP and one with 5200. Neither level nor upgrades explain the gap — IVs do. The game data calls them Talent: four random integers from 0 to 100, fixed the moment you catch or hatch the Pal, covering HP, ranged attack, defense and melee attack. The UI never shows them, but the stat panel gives them away.
Where the panel numbers come from
Every Pal of a species shares one set of base stats, listed on each Pal's page. The panel value is a function of the base stat, the level and the IV. Writing L for level and T for the IV (0–100):
- HP = 500 + 5
L+ HP base × 0.5 ×L× (1 + 0.003T) - Attack = 100 + ranged attack base × 0.075 ×
L× (1 + 0.003T) - Defense = 50 + defense base × 0.075 ×
L× (1 + 0.003T)
All three have the same shape: a flat floor that ignores level (500 / 100 / 50), plus a term that grows with level. The IV only touches the second half, and at most multiplies it by 1.3.
The Attack figure on the panel is built from the ranged attack base, so the melee IV never shows up there. Ignore it when estimating.
Reading the IV back off the panel
Invert the formulas:
- HP IV = ( (panel HP − 500 − 5
L) ÷ (0.5 ×L× HP base) − 1 ) ÷ 0.003 - Attack IV = ( (panel Attack − 100) ÷ (0.075 ×
L× ranged attack base) − 1 ) ÷ 0.003 - Defense IV = ( (panel Defense − 50) ÷ (0.075 ×
L× defense base) − 1 ) ÷ 0.003
Worked through on a level 50 Frostallion with a 140 HP base showing 4800 HP:
- Strip the floor: 4800 − 500 − 5×50 = 4050
- Divide by the zero-IV growth: 4050 ÷ (0.5 × 50 × 140) = 4050 ÷ 3500 = 1.157
- Convert: (1.157 − 1) ÷ 0.003 ≈ 52
An HP IV of about 52, slightly above average.
Two conditions before the number means anything. Pal Soul upgrades and condensation multiply the whole panel afterwards, which inflates the result, so estimate on a freshly caught Pal that has not been near the statue. And the panel rounds: at level 1 the whole IV range spans a few points and rounding erases it, so the higher the level the tighter your estimate.
What a perfect roll is worth
Panel ranges at level 50 with no upgrades. Left is IV 0, right is IV 100:
| Pal | HP | Attack | Defense |
|---|---|---|---|
| Frostallion | 4250 – 5300 | 625 – 782 | 500 – 635 |
| Necromus | 4000 – 4975 | 643 – 806 | 500 – 635 |
| Paladius | 4000 – 4975 | 550 – 685 | 593 – 756 |
| Jetragon | 3625 – 4487 | 625 – 782 | 500 – 635 |
| Anubis | 3750 – 4650 | 587 – 733 | 425 – 537 |
| Blazamut | 3250 – 4000 | 568 – 709 | 500 – 635 |
| Nitewing | 3250 – 4000 | 456 – 563 | 350 – 440 |
| Lamball | 2500 – 3025 | 362 – 441 | 312 – 391 |
As percentages, a maxed IV is worth 21%–25% more HP, 21%–25% more attack and 25%–28% more defense at level 50. The higher a species' base stats, the closer it gets to the ceiling, because the flat floor makes up less of the total. On something like Lamball the IV moves less in absolute and relative terms alike.
Worth farming, then, but it will not turn a weak Pal into a strong one. One tier of base stats beats the entire 0-to-100 IV range. Pick the species first, then hunt IVs within it.
Low levels hide everything
The same Frostallion at three levels:
| Level | HP | Attack | Defense |
|---|---|---|---|
| 1 | 575 – 596 | 110 – 113 | 59 – 61 |
| 20 | 2000 – 2420 | 310 – 373 | 230 – 284 |
| 50 | 4250 – 5300 | 625 – 782 | 500 – 635 |
At level 1 the entire attack range is three points wide, so a fresh hatch tells you nothing. Either raise your candidates past level 20 before comparing, or sort on HP, whose absolute spread is widest and shows up earliest.
Base stats for every Pal are on the Paldex — Frostallion, for instance. To compare ceilings across species, the tier list is faster.