Every Evomon you catch rolls a Nature, a personality that always raises one stat by 10% and cuts another by 10%. You do not pick it on the catch, so the real job is matching the boost to the stat the creature actually uses and dumping the one it never needed.
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Boosted stat
Attack Natures
Every Nature here raises Attack. Pick the drop your physical attacker will not miss, usually Special Attack if it never uses special moves.
Adamant
Adamant raises Attack and cuts Special Attack, the usual trade-off when a creature only hits with physical moves.
- Drop
- Special Attack
- Boost
- Attack
- Effect
- +10% Attack, -10% Special Attack
- Best for
- Physical attackers that never use Special Attack
Hardy
Hardy raises Attack and cuts HP. It is a real stat swap in Evomon, not a no-effect Nature, so only use it on physical hitters that can live with less bulk.
- Drop
- HP
- Boost
- Attack
- Effect
- +10% Attack, -10% HP
- Best for
- Physical attackers that can spare HP
Lonely
Lonely raises Attack and cuts Defense, which suits a physical attacker that is not meant to take hits.
- Drop
- Defense
- Boost
- Attack
- Effect
- +10% Attack, -10% Defense
- Best for
- Physical attackers that can spare Defense
Naughty
Naughty raises Attack and cuts Special Defense, so it fits physical attackers that will not be soaking special hits.
- Drop
- Special Defense
- Boost
- Attack
- Effect
- +10% Attack, -10% Special Defense
- Best for
- Physical attackers that can spare Special Defense
Brave
Brave raises Attack and cuts Speed, which helps a slow physical bruiser more than a creature that needs to move first.
- Drop
- Speed
- Boost
- Attack
- Effect
- +10% Attack, -10% Speed
- Best for
- Physical attackers that can spare Speed
| Name | Description | Drop | Boost | Effect | Best for |
|---|---|---|---|---|---|
| Adamant | Adamant raises Attack and cuts Special Attack, the usual trade-off when a creature only hits with physical moves. | Special Attack | Attack | +10% Attack, -10% Special Attack | Physical attackers that never use Special Attack |
| Hardy | Hardy raises Attack and cuts HP. It is a real stat swap in Evomon, not a no-effect Nature, so only use it on physical hitters that can live with less bulk. | HP | Attack | +10% Attack, -10% HP | Physical attackers that can spare HP |
| Lonely | Lonely raises Attack and cuts Defense, which suits a physical attacker that is not meant to take hits. | Defense | Attack | +10% Attack, -10% Defense | Physical attackers that can spare Defense |
| Naughty | Naughty raises Attack and cuts Special Defense, so it fits physical attackers that will not be soaking special hits. | Special Defense | Attack | +10% Attack, -10% Special Defense | Physical attackers that can spare Special Defense |
| Brave | Brave raises Attack and cuts Speed, which helps a slow physical bruiser more than a creature that needs to move first. | Speed | Attack | +10% Attack, -10% Speed | Physical attackers that can spare Speed |
Boosted stat
Special Attack Natures
These all push Special Attack. Modest is the clean pick when the creature never uses physical moves and can dump Attack.
Modest
Modest raises Special Attack and cuts Attack, the usual trade-off when a creature only uses special moves.
- Drop
- Attack
- Boost
- Special Attack
- Effect
- +10% Special Attack, -10% Attack
- Best for
- Special attackers that never use Attack
Rational
Rational raises Special Attack and cuts HP, so it belongs on special attackers that can live with a thinner health bar.
- Drop
- HP
- Boost
- Special Attack
- Effect
- +10% Special Attack, -10% HP
- Best for
- Special attackers that can spare HP
Mild
Mild raises Special Attack and cuts Defense, which suits special attackers that are not built to tank physical hits.
- Drop
- Defense
- Boost
- Special Attack
- Effect
- +10% Special Attack, -10% Defense
- Best for
- Special attackers that can spare Defense
Rash
Rash raises Special Attack and cuts Special Defense, trading special bulk for more special damage.
- Drop
- Special Defense
- Boost
- Special Attack
- Effect
- +10% Special Attack, -10% Special Defense
- Best for
- Special attackers that can spare Special Defense
Quiet
Quiet raises Special Attack and cuts Speed, which fits a slower special attacker more than a sweeper that needs to go first.
- Drop
- Speed
- Boost
- Special Attack
- Effect
- +10% Special Attack, -10% Speed
- Best for
- Special attackers that can spare Speed
| Name | Description | Drop | Boost | Effect | Best for |
|---|---|---|---|---|---|
| Modest | Modest raises Special Attack and cuts Attack, the usual trade-off when a creature only uses special moves. | Attack | Special Attack | +10% Special Attack, -10% Attack | Special attackers that never use Attack |
| Rational | Rational raises Special Attack and cuts HP, so it belongs on special attackers that can live with a thinner health bar. | HP | Special Attack | +10% Special Attack, -10% HP | Special attackers that can spare HP |
| Mild | Mild raises Special Attack and cuts Defense, which suits special attackers that are not built to tank physical hits. | Defense | Special Attack | +10% Special Attack, -10% Defense | Special attackers that can spare Defense |
| Rash | Rash raises Special Attack and cuts Special Defense, trading special bulk for more special damage. | Special Defense | Special Attack | +10% Special Attack, -10% Special Defense | Special attackers that can spare Special Defense |
| Quiet | Quiet raises Special Attack and cuts Speed, which fits a slower special attacker more than a sweeper that needs to go first. | Speed | Special Attack | +10% Special Attack, -10% Speed | Special attackers that can spare Speed |
Boosted stat
Speed Natures
Speed Natures are for going first. Jolly dumps Special Attack for physical attackers, and Timid dumps Attack for special attackers.
Timid
Timid raises Speed and cuts Attack, the usual pick when a special attacker needs to move first and does not use physical moves.
- Drop
- Attack
- Boost
- Speed
- Effect
- +10% Speed, -10% Attack
- Best for
- Special sweepers that never use Attack
Jolly
Jolly raises Speed and cuts Special Attack, which suits a physical attacker that wants to outspeed without using special moves.
- Drop
- Special Attack
- Boost
- Speed
- Effect
- +10% Speed, -10% Special Attack
- Best for
- Physical sweepers that never use Special Attack
Warm
Warm raises Speed and cuts HP, so it helps creatures that need to move first and can accept a thinner health bar.
- Drop
- HP
- Boost
- Speed
- Effect
- +10% Speed, -10% HP
- Best for
- Speed-focused attackers that can spare HP
Hasty
Hasty raises Speed and cuts Defense, a fragile speed boost for attackers that are not meant to take physical hits.
- Drop
- Defense
- Boost
- Speed
- Effect
- +10% Speed, -10% Defense
- Best for
- Speed-focused attackers that can spare Defense
Naive
Naive raises Speed and cuts Special Defense, which fits fast attackers that will not be soaking special damage.
- Drop
- Special Defense
- Boost
- Speed
- Effect
- +10% Speed, -10% Special Defense
- Best for
- Speed-focused attackers that can spare Special Defense
| Name | Description | Drop | Boost | Effect | Best for |
|---|---|---|---|---|---|
| Timid | Timid raises Speed and cuts Attack, the usual pick when a special attacker needs to move first and does not use physical moves. | Attack | Speed | +10% Speed, -10% Attack | Special sweepers that never use Attack |
| Jolly | Jolly raises Speed and cuts Special Attack, which suits a physical attacker that wants to outspeed without using special moves. | Special Attack | Speed | +10% Speed, -10% Special Attack | Physical sweepers that never use Special Attack |
| Warm | Warm raises Speed and cuts HP, so it helps creatures that need to move first and can accept a thinner health bar. | HP | Speed | +10% Speed, -10% HP | Speed-focused attackers that can spare HP |
| Hasty | Hasty raises Speed and cuts Defense, a fragile speed boost for attackers that are not meant to take physical hits. | Defense | Speed | +10% Speed, -10% Defense | Speed-focused attackers that can spare Defense |
| Naive | Naive raises Speed and cuts Special Defense, which fits fast attackers that will not be soaking special damage. | Special Defense | Speed | +10% Speed, -10% Special Defense | Speed-focused attackers that can spare Special Defense |
Boosted stat
HP Natures
HP Natures buy a bigger health bar by cutting something else. They fit tanks that care more about surviving than going first.
Mellow
Mellow raises HP and cuts Attack, which helps bulky creatures that do not rely on physical damage.
- Drop
- Attack
- Boost
- HP
- Effect
- +10% HP, -10% Attack
- Best for
- HP tanks that can spare Attack
Peaceful
Peaceful raises HP and cuts Special Attack, a bulk pick for creatures that do not use special moves.
- Drop
- Special Attack
- Boost
- HP
- Effect
- +10% HP, -10% Special Attack
- Best for
- HP tanks that can spare Special Attack
Gloomy
Gloomy raises HP and cuts Defense, adding raw health while making physical hits sting more.
- Drop
- Defense
- Boost
- HP
- Effect
- +10% HP, -10% Defense
- Best for
- HP tanks that can spare Defense
Serious
Serious raises HP and cuts Special Defense. In Evomon this is a real HP-for-special-bulk swap, not a no-effect Nature.
- Drop
- Special Defense
- Boost
- HP
- Effect
- +10% HP, -10% Special Defense
- Best for
- HP tanks that can spare Special Defense
Steady
Steady raises HP and cuts Speed, which suits a bulky creature that does not need to move first.
- Drop
- Speed
- Boost
- HP
- Effect
- +10% HP, -10% Speed
- Best for
- HP tanks that can spare Speed
| Name | Description | Drop | Boost | Effect | Best for |
|---|---|---|---|---|---|
| Mellow | Mellow raises HP and cuts Attack, which helps bulky creatures that do not rely on physical damage. | Attack | HP | +10% HP, -10% Attack | HP tanks that can spare Attack |
| Peaceful | Peaceful raises HP and cuts Special Attack, a bulk pick for creatures that do not use special moves. | Special Attack | HP | +10% HP, -10% Special Attack | HP tanks that can spare Special Attack |
| Gloomy | Gloomy raises HP and cuts Defense, adding raw health while making physical hits sting more. | Defense | HP | +10% HP, -10% Defense | HP tanks that can spare Defense |
| Serious | Serious raises HP and cuts Special Defense. In Evomon this is a real HP-for-special-bulk swap, not a no-effect Nature. | Special Defense | HP | +10% HP, -10% Special Defense | HP tanks that can spare Special Defense |
| Steady | Steady raises HP and cuts Speed, which suits a bulky creature that does not need to move first. | Speed | HP | +10% HP, -10% Speed | HP tanks that can spare Speed |
Boosted stat
Defense Natures
These raise Defense against physical hits. Impish is the usual wall pick when Special Attack is unused.
Bold
Bold raises Defense and cuts Attack, a wall pick when surviving physical hits matters more than dealing them.
- Drop
- Attack
- Boost
- Defense
- Effect
- +10% Defense, -10% Attack
- Best for
- Physical walls that can spare Attack
Impish
Impish raises Defense and cuts Special Attack, the usual physical-wall trade-off when special moves are unused.
- Drop
- Special Attack
- Boost
- Defense
- Effect
- +10% Defense, -10% Special Attack
- Best for
- Physical walls that never use Special Attack
Docile
Docile raises Defense and cuts HP. It is a real Defense-for-health swap in Evomon, not a no-effect Nature.
- Drop
- HP
- Boost
- Defense
- Effect
- +10% Defense, -10% HP
- Best for
- Physical walls that can spare HP
Lax
Lax raises Defense and cuts Special Defense, stacking physical bulk at the cost of special bulk.
- Drop
- Special Defense
- Boost
- Defense
- Effect
- +10% Defense, -10% Special Defense
- Best for
- Physical walls that can spare Special Defense
Relaxed
Relaxed raises Defense and cuts Speed, which fits a slow physical wall that does not need to go first.
- Drop
- Speed
- Boost
- Defense
- Effect
- +10% Defense, -10% Speed
- Best for
- Physical walls that can spare Speed
| Name | Description | Drop | Boost | Effect | Best for |
|---|---|---|---|---|---|
| Bold | Bold raises Defense and cuts Attack, a wall pick when surviving physical hits matters more than dealing them. | Attack | Defense | +10% Defense, -10% Attack | Physical walls that can spare Attack |
| Impish | Impish raises Defense and cuts Special Attack, the usual physical-wall trade-off when special moves are unused. | Special Attack | Defense | +10% Defense, -10% Special Attack | Physical walls that never use Special Attack |
| Docile | Docile raises Defense and cuts HP. It is a real Defense-for-health swap in Evomon, not a no-effect Nature. | HP | Defense | +10% Defense, -10% HP | Physical walls that can spare HP |
| Lax | Lax raises Defense and cuts Special Defense, stacking physical bulk at the cost of special bulk. | Special Defense | Defense | +10% Defense, -10% Special Defense | Physical walls that can spare Special Defense |
| Relaxed | Relaxed raises Defense and cuts Speed, which fits a slow physical wall that does not need to go first. | Speed | Defense | +10% Defense, -10% Speed | Physical walls that can spare Speed |
Boosted stat
Special Defense Natures
These raise Special Defense against special hits. Careful is the usual wall pick when Special Attack is unused.
Calm
Calm raises Special Defense and cuts Attack, helping special walls that do not rely on physical damage.
- Drop
- Attack
- Boost
- Special Defense
- Effect
- +10% Special Defense, -10% Attack
- Best for
- Special walls that can spare Attack
Careful
Careful raises Special Defense and cuts Special Attack, the usual special-wall trade-off when special damage is unused.
- Drop
- Special Attack
- Boost
- Special Defense
- Effect
- +10% Special Defense, -10% Special Attack
- Best for
- Special walls that never use Special Attack
Anxious
Anxious raises Special Defense and cuts HP, adding special bulk while thinning the health bar.
- Drop
- HP
- Boost
- Special Defense
- Effect
- +10% Special Defense, -10% HP
- Best for
- Special walls that can spare HP
Gentle
Gentle raises Special Defense and cuts Defense, shifting bulk toward special hits instead of physical ones.
- Drop
- Defense
- Boost
- Special Defense
- Effect
- +10% Special Defense, -10% Defense
- Best for
- Special walls that can spare Defense
Sassy
Sassy raises Special Defense and cuts Speed, which suits a slow special wall that does not need to move first.
- Drop
- Speed
- Boost
- Special Defense
- Effect
- +10% Special Defense, -10% Speed
- Best for
- Special walls that can spare Speed
| Name | Description | Drop | Boost | Effect | Best for |
|---|---|---|---|---|---|
| Calm | Calm raises Special Defense and cuts Attack, helping special walls that do not rely on physical damage. | Attack | Special Defense | +10% Special Defense, -10% Attack | Special walls that can spare Attack |
| Careful | Careful raises Special Defense and cuts Special Attack, the usual special-wall trade-off when special damage is unused. | Special Attack | Special Defense | +10% Special Defense, -10% Special Attack | Special walls that never use Special Attack |
| Anxious | Anxious raises Special Defense and cuts HP, adding special bulk while thinning the health bar. | HP | Special Defense | +10% Special Defense, -10% HP | Special walls that can spare HP |
| Gentle | Gentle raises Special Defense and cuts Defense, shifting bulk toward special hits instead of physical ones. | Defense | Special Defense | +10% Special Defense, -10% Defense | Special walls that can spare Defense |
| Sassy | Sassy raises Special Defense and cuts Speed, which suits a slow special wall that does not need to move first. | Speed | Special Defense | +10% Special Defense, -10% Speed | Special walls that can spare Speed |
A Nature stays on an Evomon until you reroll it. It is always on in battle: one stat up 10%, a different stat down 10%. No Nature boosts and cuts the same stat, so none of them are blank.
Pick the boost, then pick the dump
Start with the stat the creature actually fights with. A physical attacker wants Attack. A special attacker wants Special Attack. A creature that needs to move first wants Speed. A tank wants extra HP, Defense, or Special Defense so it can take more hits.
Then look at the Natures that raise that stat and dump the one you can live without. If the creature never uses Special Attack, Adamant (more Attack) or Jolly (more Speed) is a clean swap. If it never uses Attack, Modest or Timid does the same job on the special side.
| Job | Nature that usually fits | What you give up |
|---|---|---|
| Physical attacker | Adamant | Special Attack |
| Special attacker | Modest | Attack |
| Fast physical attacker | Jolly | Special Attack |
| Fast special attacker | Timid | Attack |
| Physical wall | Impish | Special Attack |
| Special wall | Careful | Special Attack |
Those are role tags, not a promise for every Evomon. A slow physical attacker can take Brave or Quiet and dump Speed on purpose. A tank can take Steady or Relaxed and skip going first.
Hardy is not a blank Nature
If you have played other creature games, Hardy, Docile, and Serious look like fillers that do nothing. In Evomon they actually move stats. Hardy raises Attack and cuts HP. Docile raises Defense and cuts HP. Serious raises HP and cuts Special Defense. Only keep them when that trade is what you want.
Natures are also not Traits, Talents, or Mutations. A Trait is a battle passive. A Talent is the catch grade from C to SSS, and it sets how strong that Evomon's stats can get. A Mutation is a Shiny or Prismatic look. Each one has its own potion or hunt, so using the wrong potion wastes the roll you meant to spend.
How to reroll Nature
You cannot choose a Nature when you catch an Evomon. A Nature Reroll Potion, used from the Evomon Team menu, rolls a new one at random. You cannot aim at a name, which is why you save the potion for a catch you already plan to keep, after you know whether it uses physical moves, special moves, or needs to go first. Evolving first helps, because the moves and stats make the job clearer.
Common mistakes:
- Rerolling a random early catch before you know its job.
- Dumping the stat the creature actually uses, like Adamant on a special attacker.
- Using a Trait or Talent potion when you meant to change Nature.
FAQ
What is a Nature in Evomon?
It is a personality rolled onto every Evomon you catch. It always raises one stat by 10% and cuts a different stat by 10%, and it stays on in every battle until you reroll it.
How do you change an Evomon's Nature?
Use a Nature Reroll Potion from the Evomon Team menu. The potion rolls a new Nature at random. You cannot pick the catch's Nature yourself.
Can you choose which Nature you get from a reroll?
No. The Nature Reroll Potion is a random roll. Save it for an Evomon you already plan to keep, after you know which stat it actually uses.
What is the best Nature in Evomon?
There is no single best Nature. Match the boost to the job: Adamant for physical attackers, Modest for special attackers, Jolly or Timid when you need to move first, and Impish or Careful for walls. Dump a stat the creature never uses.
Does Hardy do nothing in Evomon?
No. Hardy raises Attack by 10% and cuts HP by 10%. Docile and Serious are real swaps too. None of them are blank Natures.
Are Natures the same as Traits, Talents, or Mutations?
No. A Nature is the +10% / -10% stat personality. A Trait is a battle passive, a Talent is the catch grade from C to SSS, and a Mutation is a Shiny or Prismatic look. Each one is its own system.






