Evomon / Natures

Evomon Natures

Every nature, explained. Each one raises one stat and lowers another, so you can tune a creature around the role you actually want it to play.

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Pick the stat you want to raise

Full list

All Evomon natures

Showing 29 of 29 natures

Hardy

Attack +10%
HP -10%

Balanced and easy to slot in. It doesn't pull the build too hard in either direction.

Quiet

Sp. Atk +10%
Speed -10%

Naughty

Attack +10%
Sp. Def -10%

Relaxed

Defense +10%
Speed -10%

Serious

HP +10%
Sp. Def -10%

Rash

Sp. Atk +10%
Sp. Def -10%

Gentle

Sp. Def +10%
Defense -10%

Lonely

Attack +10%
Defense -10%

Peaceful

HP +10%
Sp. Atk -10%

Lax

Defense +10%
Sp. Def -10%

Mild

Sp. Atk +10%
Defense -10%

Jolly

Speed +10%
Sp. Atk -10%

Trades special damage for raw speed, which fits fast physical attackers that want to move first.

Mellow

HP +10%
Attack -10%

Calm

Sp. Def +10%
Attack -10%

Cuts physical attack to strengthen special bulk. A good fit for creatures that need to soak special pressure.

Adamant

Attack +10%
Sp. Atk -10%

Pushes physical damage higher and gives up special output in return. Ideal for straightforward melee carries.

Impish

Defense +10%
Sp. Atk -10%

Raises defense while trimming special attack, so it works best on physical walls and sturdier frontliners.

Gloomy

HP +10%
Defense -10%

Docile

Defense +10%
HP -10%

Careful

Sp. Def +10%
Sp. Atk -10%

Leans into special defense and gives up special damage, which helps when you need a safer pivot into magic-heavy fights.

Brave

Attack +10%
Speed -10%

Sassy

Sp. Def +10%
Speed -10%

Rational

Sp. Atk +10%
HP -10%

Steady

HP +10%
Speed -10%

Anxious

Sp. Def +10%
HP -10%

Bold

Defense +10%
Attack -10%

More defense, less Attack. A reliable pick for builds that care more about surviving than trading hits.

Modest

Sp. Atk +10%
Attack -10%

Boosts special damage and lowers physical pressure, which suits caster-style monsters nicely.

Naive

Speed +10%
Sp. Def -10%

Warm

Speed +10%
HP -10%

Hasty

Speed +10%
Defense -10%

Quick read

How to choose

Start with the creature's best job. Physical attackers usually want Attack or Speed, special attackers want Sp. Atk, and bulky creatures usually get more value from HP, Defense, or Sp. Def.