hidden power calculator gen 3

Gen 3 Hidden Power Calculator

Enter IVs from 0 to 31. This tool calculates both Hidden Power type and base power using the Generation 3 formula (Ruby/Sapphire/Emerald/FireRed/LeafGreen).

Hidden Power Dark — Base Power 70 (example with all 31 IVs).

Type order in Gen 3: Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark.

How Hidden Power works in Generation 3

In Gen 3, Hidden Power depends entirely on a Pokémon’s individual values (IVs). Unlike later generations, the move’s base power is not fixed. You get two outcomes from the IV spread:

  • Type (one of 16 types; Normal is never possible)
  • Base Power between 30 and 70

The game only looks at specific bits of each IV:

  • The least significant bit (odd/even) affects type.
  • The second least significant bit affects base power.

Gen 3 formula used by this calculator

1) Type formula

Let a–f be parity bits from HP, Atk, Def, Spe, SpA, SpD respectively (0 for even, 1 for odd):

typeValue = a + 2b + 4c + 8d + 16e + 32f
typeIndex = floor(typeValue × 15 / 63)

Then typeIndex maps to: Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel, Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark.

2) Base power formula

Let u–z be the second bits (bit 1) from HP, Atk, Def, Spe, SpA, SpD:

powerValue = u + 2v + 4w + 8x + 16y + 32z
basePower = floor(powerValue × 40 / 63) + 30

This gives a range of 30 to 70. Competitive players usually aim for 68–70 if possible.

Why this matters in Gen 3 competitive play

In ADV formats, Hidden Power is crucial for coverage. Many special attackers need Hidden Power to break checks:

  • Hidden Power Grass to hit Swampert and other Water/Ground threats
  • Hidden Power Ice for Salamence, Flygon, and Dragonite
  • Hidden Power Fire for Skarmory, Forretress, and certain Steel matchups
  • Hidden Power Ghost on mixed sets for spinblockers and Psychics

Getting the right Hidden Power often requires tradeoffs in perfect IVs, especially when you also care about speed ties, bulk, and damage benchmarks.

Practical breeding and team-building tips

Prioritize role over perfection

A 70-power Hidden Power is great, but not always mandatory. A 68–69 power roll with better Speed or HP can be more useful in real matches.

Check Speed IV carefully

Speed IV parity and second-bit requirements can force non-31 values. Before locking in a spread, make sure your final Speed stat still hits key thresholds.

Account for physical/special split rules

In Gen 3, move category is tied to type. Hidden Power’s type determines whether it is physical or special under ADV rules, which can significantly impact damage output.

Quick FAQ

Can Hidden Power be Normal in Gen 3?

No. Normal is not in the Hidden Power type table.

What is the maximum Hidden Power base power in Gen 3?

70.

Do EVs, nature, or level affect Hidden Power type/power?

No. Only IVs determine type and base power in Generation 3.

Does this calculator work for Gen 2 or Gen 4+ exactly?

It is specifically built for Gen 3. Gen 2 uses different DV logic, and Gen 6+ changed Hidden Power to fixed base power 60.

Final note

If you are building an ADV team, run each candidate spread through this calculator before finalizing. Small IV adjustments can preserve key stats while still landing the coverage type you need. Use the bit table output to understand exactly why a spread gives its result—it makes optimization much easier.

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