The **Pokemon Showdown Damage Calculator** provides precise damage ranges for any competitive match-up, accounting for the attacker’s stats, move power, and the defender’s bulk. Use this tool to determine crucial KOs and survival chances in your next battle.
Pokemon Showdown Damage Calculator
Calculated Damage Range:
–% of Defender’s Max HP
Pokemon Showdown Damage Calculator Formula
The damage calculation process in competitive Pokemon is deterministic, relying on a complex formula with specific floor functions for precise results.
The core formula (excluding weather, critical hits, etc.):
Base Damage (B) = floor(floor((2 * L / 5 + 2) * P * A / D) / 50) + 2
Final Damage = floor(B * M * Random)
Random Factor (Random) is a value between 0.85 and 1.00 (in 16 increments).
Variables Explained
Understanding each variable is key to accurate damage prediction:
- Attacker Level (L): Usually set to 100 in most competitive formats.
- Move Base Power (P): The numeric power of the attack (e.g., Earthquake is 100, Fire Blast is 110).
- Attacker Stat (A): The attacker’s relevant offensive stat (Attack for Physical moves, Special Attack for Special moves).
- Defender Stat (D): The defender’s relevant defensive stat (Defense for Physical moves, Special Defense for Special moves).
- Defender Max HP (HP): The target’s maximum Health Points, used to calculate damage percentage.
- Total Damage Multiplier (M): A cumulative factor for STAB (1.5), Type Effectiveness (0.5, 1, 2, or 4), Item boosts, and Ability effects.
Related Competitive Calculators
Optimize your team building with these essential tools:
- Speed Tier Calculator: Determine crucial speed benchmarks.
- EV Spread Optimizer: Find the optimal defensive or offensive investment.
- Type Coverage Checker: Analyze move coverage against the metagame.
- Weather Damage Modifier Tool: Calculate damage in Sun or Rain.
What is Pokemon Showdown Calculator?
Pokemon Showdown is the leading online platform for competitive Pokemon battling. A damage calculator is the most vital tool used by players to determine if a specific attack will successfully Knock Out (KO) an opponent or if a defensive investment will allow their Pokemon to survive a key hit.
Unlike standard games, competitive play operates on precise math. A single point of damage can be the difference between winning and losing. By calculating the damage range (due to the built-in random factor), trainers can quantify the risk of a match-up, allowing them to make informed decisions about attacking, switching, or setting up.
How to Calculate Damage (Example)
- Identify Core Stats: Attacker Level (L=100), Power (P=90), Attacker Stat (A=340), Defender Stat (D=280).
- Calculate Base Damage Component 1: Calculate the first term: $2 \times L / 5 + 2 = 2 \times 100 / 5 + 2 = 42$.
- Calculate Base Damage Component 2: Multiply by Power and the Atk/Def ratio: $\lfloor 42 \times 90 \times (340 / 280) \rfloor = \lfloor 15,428.57 \rfloor = 15,428$.
- Calculate Base Damage (B): Divide by 50 and add 2: $\lfloor 15,428 / 50 \rfloor + 2 = 308 + 2 = 310$.
- Apply Modifier and Random Factor: Use a Total Multiplier (M=1.5) and the Random factor (0.85 to 1.00) to find the final damage range.
- Result: $\lfloor 310 \times 1.5 \times 0.85 \rfloor = 395$ (Min Damage) and $\lfloor 310 \times 1.5 \times 1.00 \rfloor = 465$ (Max Damage).
Frequently Asked Questions (FAQ)
What is the “random factor” in damage calculation?
The random factor is a variable multiplier between 0.85 and 1.00 (inclusive) applied to the base damage. It exists to introduce variance and prevent all matches from being purely deterministic. The calculator provides the minimum (0.85) and maximum (1.00) damage rolls.
How do I account for a Critical Hit?
A critical hit applies a multiplier of 1.5 (or 2.0 in older generations). If you are calculating a guaranteed crit, you should manually include this multiplier in the “Total Damage Multiplier (M)” input.
What is the most common Level (L) used in competitive play?
The vast majority of competitive formats (including VGC and Smogon singles tiers) default to Level 100. Always use 100 unless you are playing in a specific lower-level format.
Why is the calculated damage slightly different from the game?
The calculation relies heavily on multiple mandatory floor ($\lfloor \rfloor$) operations (truncation or rounding down) at various steps of the formula. This calculator attempts to replicate that exact in-game rounding logic for maximum accuracy.