
Your new catch says Modest on a physical attacker, or its Speed trails a friend's copy of the same species. The Nature, the EVs and the IVs decide that. This guide shows how to change each in Cobblemon 1.8.4, still the newest release on 3 November 2026, and what Cobbleverse adds.
Quick answer: You change a nature in Cobblemon with a mint: craft the mint of the nature you want from four mint leaves (three for the stat to raise, one for the stat to lower) and use it on the Pokémon. Its stats then act like the new nature. For Cobblemon EV training, knock out Pokémon whose EV yield matches the stat while holding a Power item (8 extra EVs per knockout), and top up with vitamins (10 EVs) or feathers (1 EV), up to 252 per stat and 510 in total. Pomeg and the other EV berries lower a stat by 10. Hyper Training candies from a Campfire Pot raise an IV by 1. Cobbleverse uses the same items and adds Bottle Caps and breeding.
How to Change Nature in Cobblemon
Survival Cobblemon has no item that rewrites the nature itself. It has 21 mints, one per stat changing nature plus Serious, and the official Mint page says each makes a Pokémon "act as if the Pokémon had a certain nature".
Every mint takes four mint leaves in a 2 by 2 square. The leaf tooltips tie each colour to a stat: Red is Attack, Blue Defense, Cyan Sp. Atk, Pink Sp. Def, Green Speed, and White is neutral. The rule is three leaves of the stat you want raised and one of the stat you want lowered, which goes in the bottom right slot of the square:
| Nature | Raises | Lowers | Mint recipe |
|---|---|---|---|
| Lonely | Attack | Defense | 3 Red, 1 Blue |
| Adamant | Attack | Sp. Atk | 3 Red, 1 Cyan |
| Naughty | Attack | Sp. Def | 3 Red, 1 Pink |
| Brave | Attack | Speed | 3 Red, 1 Green |
| Bold | Defense | Attack | 3 Blue, 1 Red |
| Impish | Defense | Sp. Atk | 3 Blue, 1 Cyan |
| Lax | Defense | Sp. Def | 3 Blue, 1 Pink |
| Relaxed | Defense | Speed | 3 Blue, 1 Green |
| Modest | Sp. Atk | Attack | 3 Cyan, 1 Red |
| Mild | Sp. Atk | Defense | 3 Cyan, 1 Blue |
| Rash | Sp. Atk | Sp. Def | 3 Cyan, 1 Pink |
| Quiet | Sp. Atk | Speed | 3 Cyan, 1 Green |
| Calm | Sp. Def | Attack | 3 Pink, 1 Red |
| Gentle | Sp. Def | Defense | 3 Pink, 1 Blue |
| Careful | Sp. Def | Sp. Atk | 3 Pink, 1 Cyan |
| Sassy | Sp. Def | Speed | 3 Pink, 1 Green |
| Timid | Speed | Attack | 3 Green, 1 Red |
| Hasty | Speed | Defense | 3 Green, 1 Blue |
| Jolly | Speed | Sp. Atk | 3 Green, 1 Cyan |
| Naive | Speed | Sp. Def | 3 Green, 1 Pink |
| Serious | nothing | nothing | 4 White |
The raised stat gets 10% more, the lowered one 10% less. Hardy, Docile, Bashful and Quirky are neutral too but have no mint. For most builds: Adamant or Jolly on physical attackers, Modest or Timid on special attackers, Bold, Impish, Calm or Careful on walls.
Where to get mint leaves
Mint crops grow wild in mountain regions; the wiki says every colour can appear in any biome except deserts, as long as the spot is high enough and has soil. A fully grown crop drops 1 to 3 leaves plus mint seeds, an unripe one only seeds. Plant the seeds on tilled farmland; Fortune raises the harvest, and White crops can drop seeds of other colours.
What a mint does not change
The real nature stays. In the wiki's example, berries that confuse Pokémon with certain natures still look at the original one. If the mint matches the stat effect the Pokémon already has, the game says its stats "seem unaffected".
Two routes reach the real nature. An operator can set it with /pokeedit 1 nature=jolly (party slot 1; the Commands page lists every attribute, and our Cobblemon commands guide explains permissions). Or catch a better one: a Spelon, Belue, Pamtre, Durin or Watmel Berry in a Poké Snack or Poké Bait attracts Pokémon with Attack, Defense, Sp. Atk, Sp. Def or Speed boosting natures, per the Seasoning page.
Cobblemon EV Training
How Cobblemon gives out EVs
Every species has an EV yield: Zubat gives 1 Speed EV, Marill 2 HP EVs. In the 1.8.4 battle code (PokemonBattle.kt and EvCalculator.kt), EVs are handed out when the battle ends:
- Each of your Pokémon that was on the field against an opponent that fainted gets that opponent's full yield.
- A party member that did not fight but holds an Exp. Share gets the full EVs too, and half the experience, as the Exp. Share page says.
- Your own fainted Pokémon get nothing by default, and in plain Cobblemon catching gives no EVs, because only knocked out opponents count.
EVs.kt caps them at 252 per stat and 510 in total and cuts off anything above that. Cobblemon battles run on the Pokémon Showdown engine, whose stat formula adds a quarter of the EVs, rounded down, at level 100. So 252 EVs are worth 63 points at level 100 and about 31 at level 50, and the usual spread is 252, 252 and 4: the last 2 of the 510 would not add a point.
Where to EV train
Yields from the 1.8.4 species files, places from our Cobblemon spawn chart:
| EV | Pokémon (EVs each) | Where they spawn |
|---|---|---|
| HP | Bidoof (1), Wooper (1), Marill (2) | Bidoof herds in rivers, Wooper in lush caves |
| Attack | Machop (1), Mankey (1), Krabby (1) | Machop in mountains and windswept hills |
| Defense | Geodude (1), Sandshrew (1), Roggenrola (1) | Geodude in caves and mountains, Sandshrew in deserts |
| Sp. Atk | Gastly (1), Oddish (1), Abra (1) | Gastly in dark forests, Oddish in jungles at night |
| Sp. Def | Tentacool (1), Hoppip (1), Venonat (1) | Tentacool on the ocean surface, Hoppip herds on plains |
| Speed | Zubat (1), Rattata (1), Magikarp (1) | Zubat herds in caves, Rattata herds on plains, Magikarp in water |
Modpacks change spawns, so run /checkspawn common where you stand if your server allows it.
Make each battle count
- Power items. The Power Weight (HP), Bracer (Attack), Belt (Defense), Lens (Sp. Atk), Band (Sp. Def) and Anklet (Speed) add 8 EVs in their stat for every opponent the holder gets EVs from, so a Zubat gives a Power Anklet holder 9 Speed EVs. They also halve the holder's Speed in battle (Power Weight page; the engine's item data does it for all six), so take them off afterwards.
- One held item. Leading with the trainee and a Power item is fastest. Parking a weak Pokémon in the back with an Exp. Share is safest.
- Poké Snacks. A Poké Snack is a placed block that wild Pokémon spawn around, good for nine bites. Cook it in a Campfire Pot with a seasoning berry: Pomeg attracts Pokémon with HP EV yields, Kelpsy Attack, Qualot Defense, Hondew Sp. Atk, Grepa Sp. Def and Tamato Speed. The same berries work as Poké Bait on a Poké Rod.
Vitamins and feathers
Vitamins add 10 EVs: HP Up, Protein (Attack), Iron (Defense), Calcium (Sp. Atk), Zinc (Sp. Def) and Carbos (Speed). You brew them: the matching EV berry goes into a Brewing Stand with PP Up as the base, for example Kelpsy for Protein. Feathers add exactly 1 EV and are crafted three at a time from three feathers and a mint leaf of the stat (White for the Health Feather), the clean way to land on an exact number.
How to lower or reset EVs in Cobblemon
Feed the berry for the stat. The 1.8.4 tooltips say Pomeg (HP), Kelpsy (Attack), Qualot (Defense), Hondew (Sp. Atk), Grepa (Sp. Def) and Tamato (Speed) each lower that stat's EVs by 10 and raise friendship, and cannot be eaten in battle. A full 252 takes 26 berries; our berry mutation guide shows which trees produce each one. Operators can set values directly (British spelling: defence_ev, special_defence_ev):
/pokeedit 1 attack_ev=252 speed_ev=252 hp_ev=4
/pokeedit 1 special_attack_ev=0
How to check EVs and IVs
Open the Summary (M by default, C in Cobbleverse) and go to Stats, which has IVs and EVs tabs. Since 1.7.0 the PC shows IVs and EVs for the selected Pokémon too.
How to Raise IVs in Cobblemon
IVs run from 0 to 31 per stat and are set when the Pokémon is created. At level 100 each IV point is one stat point.
Cobblemon 1.7.0 added Hyper Training candies, cooked in a Campfire Pot. Each raises one IV by 1:
| Candy | Raises | Berry used |
|---|---|---|
| Health Candy | HP | Pomeg |
| Mighty Candy | Attack | Kelpsy |
| Tough Candy | Defense | Qualot |
| Smart Candy | Sp. Atk | Hondew |
| Courage Candy | Sp. Def | Grepa |
| Quick Candy | Speed | Tamato |
Put four berries in the corners, four Honeycomb on the sides and an Exp. Candy in the middle: an Exp. Candy L makes one candy, an XL makes three. With Enigma Berries instead of Honeycomb you get the lowering versions (Sickly, Weak, Brittle, Numb, Coward and Slow Candy) for builds that want a stat as low as possible. Taking an IV from 0 to 31 costs 31 candies, 11 batches with XL candies, so start from your best catch.
A hyper trained IV does not overwrite the natural one. IVs.kt keeps both: battles use the hyper trained value, the natural IV stays stored, and training it back to the natural value removes the mark.
To catch better IVs, season a Poké Snack or Poké Bait with Lansat (HP), Liechi (Attack), Ganlon (Defense), Petaya (Sp. Atk), Apicot (Sp. Def) or Salac (Speed) Berries; the Seasoning page says each adds 5 to the lured Pokémon's IV in that stat. Operators can use /pokegive eevee min_perfect_ivs=3 for at least three perfect IVs, or /pokeedit 1 speed_iv=31.
EV and IV Training in Cobbleverse
Cobbleverse 1.7.42 from 21 July 2026 is still the newest version on Modrinth on 3 November 2026, and its file list bundles Cobblemon 1.7.3. Mints, vitamins, Power items, the Exp. Share, the EV berries, Poké Snacks and the Hyper Training candies all predate 1.7.3, so the steps above work there too. What the pack adds:
- Bottle Caps. Cobbleverse ships Only Bottle Caps 1.3.0. Its author describes Silver and Gold Bottle Caps as fishing treasure from a fishing rod or Poké Rod. Surround a Silver Bottle Cap with one stat's mint leaf in a crafting table (White for HP) for a cap that maxes that IV; a Gold Bottle Cap maxes all of them, and Withered caps (add a wither rose) set an IV to 0. Right-click a cap in the air to pick the Pokémon. Version 1.4.0 later made Hyper Training the default; the copy in Cobbleverse is older than that change.
- Breeding. With Cobbreeding in the pack, an Everstone passes the nature to the egg, and the Destiny Knot and Power items take part in IV inheritance. Our Cobblemon breeding guide has the steps.
- EVs from catching. The pack also ships the Cobblemon Capture XP mod, and its
config/capture_xp.jsonin Cobbleverse setsinBattleGrantEvsto true andoutOfBattleGrantEvsto false. So in Cobbleverse a Pokémon you catch during a battle also gives your team EVs, while a catch outside a battle does not. - An IV display. MoreCobblemonTweaks, a client mod in the pack, shows IVs and the average IV next to the PC; hold Shift for percentages.
Hosting Cobbleverse for a group? It carries sidemods such as Mega Showdown and Cobblemon Additions, and our Cobblemon server hosting page suggests 12 GB for a setup like that or for 10 to 25 players.
Putting It Together: a Build Path
Take a Garchomp for a server ladder. Cobblemon's species data gives it 130 base Attack and 102 Speed against 80 Sp. Atk, so it is a physical attacker:
- Compare IVs in the PC and keep the Gible or Garchomp with the best Attack and Speed.
- Use a Jolly Mint (3 Green, 1 Cyan) or an Adamant Mint (3 Red, 1 Cyan).
- Fix weak Attack or Speed IVs with Mighty or Quick Candies, or Bottle Caps in Cobbleverse.
- Train 252 Attack on Machop with a Power Bracer and 252 Speed on Zubat with a Power Anklet, then add 4 HP with four Health Feathers.
- Level it and pick moves that use Attack.
For any other Pokémon, find its higher attacking stat, pick the nature that lowers the one it does not use, and put the 252s there.
FAQ
What do EVs do in Cobblemon? They raise one stat: at level 100, every 4 EVs add 1 point, so 252 adds 63. With 510 in total and 252 per stat, you can max two stats.
How do I check IVs in Cobblemon? Open the Summary with M (C in Cobbleverse), go to Stats and pick the IVs tab, or select the Pokémon in the PC. Cobbleverse adds an average IV display beside the PC.
What is the difference between a base IV and a hyper trained IV? The base IV is the one the Pokémon was created with. A Hyper Training candy sets a separate value that battles use, and the base IV stays stored underneath. Bottle Caps from the Only Bottle Caps mod work the same way by default only from version 1.4.0; Cobbleverse ships 1.3.0, from before that change.
What are the best EVs, ability, moveset and nature for Mega Blaziken in Cobbleverse? In Cobblemon's species data Mega Blaziken has 160 base Attack, 130 Sp. Atk and 100 Speed, and Speed Boost as its ability, which raises its Speed every turn. Build it physical: Adamant or Jolly, 252 Attack, 252 Speed, 4 HP, and moves that use Attack. Train Blaziken first; the engine's form change code keeps its EVs, IVs and nature when it Mega Evolves. Our Mega Evolution guide covers the Blazikenite.
Related: Best Cobblemon teams
Sources
All opened on 3 November 2026:
- Cobblemon wiki: Mint, Mint Leaf, Mint Seed, Hyper Training, Vitamin, Feather, Power Weight, Exp. Share, Seasoning, Poké Snack, Campfire Pot, Commands
- Cobblemon 1.8.4 source: English language file, EvCalculator.kt, PokemonBattle.kt, EVs.kt, IVs.kt, species files, recipes and spawn bait effects in the 1.8.4 Fabric jar, tags
- Cobblemon changelog on Modrinth
- Pokémon Showdown: sim/battle.ts, sim/pokemon.ts, data/items.ts
- Cobbleverse: Modrinth page and versions, with the mod list,
config/capture_xp.jsonand default keybindings inside the 1.7.42 pack file - Only Bottle Caps and its versions, MoreCobblemonTweaks, Cobbreeding, Cobblemon Capture XP