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Poke Derby stats

Five stats, five facilities, one energy bar. The definitions below summarize the official guidebook, while energy costs come from the version 1.7.0 career file.

Poke Derby Base Camp on turn 9 of 78, with five stats and five training facilities
Screenshot: Poke Derby / Zietes

The five stats

1 source · official Guidebook and game data v1.7.0; checked 12 Nov 2026
StatGuidebook summaryFacilityWhere it shows up
SpeedDetermines pace, with doubled weighting late in the race.Dash TrackLate race
StaminaEnergy for racing; the remaining reserve feeds the late spurt.Long TrailSpurt
PowerHelps acceleration, climbing and movement through traffic.DojoStart, climbs, traffic
GutsStrengthens the final spurt and finish-line duels.WaterfallFinal spurt and duels
FocusSupports move readiness, composure and efficient lines.ShrineSkills, calm, line, bends

Energy and mood

ActionChangeNote
Train−19 to −22 at level 1; −25 to −28 at level 5Also gives skill points. Failure gives nothing and drops mood one step.
Rest+30 / +50 / +70The recovery option when the bar is low.
Picnic+10 energy, mood upMood steps are 80, 90, 100, 110, 120 percent.
Shrine+5 energyThe Focus facility does not spend energy.
Failed trainNo gainFive points come off that facility’s stat and mood drops one step.

Energy tops out at 100. A good mood makes training pay more and the race a little faster. The guidebook does not print the exact race coefficient, so I am not going to invent one. Low energy raises the chance a training fails. The base file defines failure slope 180 and cap 95, with failStart 50 for four facilities and 30 for the Shrine; these are base tuning values rather than a prediction after all modifiers.

Race zones

ZoneWhat the stat is doing
GatePower helps the launch.
EarlyPosition and traffic. Power is the traffic stat.
MidThe long middle. Stamina is the tank you are spending.
LateSpeed counts double here.
Final straightGuts decides the last spurt and line duels. Focus keeps the line tidy.

Caps, stars, partners

The species sets the ceiling. Each star adds 10 to the starting stats and 5% to the cap. Evolution raises the cap. Training, events, and gear can still add on top. Those are base rules from the data, not a finished build’s screenshot.

Each partner sits on one facility for a training. Carry-over bond level maxes at 10. During a career, the separate bond gauge runs from 0 to 100; bond training requires at least 80 and the partner’s own facility. Rainbow is two partners on the same facility multiplying each other. The screenshot of Nidoran♂ shows base 75/75 becoming Training +8.3% and Bond +24.8% at bond 7/9, so I do not print a base of 105 as “105%”. Pikachu is the only card flagged bondShare: other partners gain more bond when they train with it.

What to train first

  • Sprint grades care about Speed. Dash Track is the facility, and late-race double Speed is why.
  • Long grades care about Stamina. Long Trail fills the tank the spurt spends.
  • If energy is already low, the Shrine is the training that gives 5 back. Rest is still the big refill.
Cerulean Cape 1970 m results: Charizard first in 2:44.6, second place 0.02 seconds back
Screenshot: Poke Derby / Zietes

Questions

What does Focus do in Poke Derby?

Focus supports move readiness, composure and efficient racing lines. The Shrine trains it and gives 5 energy.

What is fatigue in Poke Derby?

The public rules talk about energy, not a separate fatigue bar. Level-1 training spends 19 to 22 energy outside the Shrine; higher facility levels cost more. Rest and picnic restore it.

Do stats cap?

Yes, by species. Stars add 10 starting points and 5% to the cap. Evolution raises the cap. A single “enough” number is not published.

Keep reading

Sources