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戰鬥模擬計算

挑選任意兩隻寶可夢,並指定聯盟、招式、等級、IV以及防禦網使用策略,來進行一場模擬戰鬥。

挑選一隻寶可夢來迎戰指定聯盟或主題賽下的所有其他寶可夢,以獲得其戰鬥能力數值和表現。

以兩組寶可夢隊伍,交叉比對逐一進行模擬對戰計算,以比對出各寶可夢的對戰優劣勢、招式選擇以及最佳IV組合!

小提醒:西爾佛聯盟的任何比賽中,現場去模擬計算對手的寶可夢是不被允許的!請記得及早準備並且按規定參賽!

隨機 左右交換

cp

攻擊 100
防禦 100
HP 100
合計 100
進階設定

等級 & IV's

/ /
總體最佳
攻擊優先
防禦優先

Stat Modifiers (-4 to 4)

一般招式(Fast Move)

特殊招式(Charged Moves)

* 絕版招式

防禦網使用策略

其他選項
HP:
能量值:
用低能量需求招式引誘對手使用防禦網
特殊招式優先使用
清除設定
CM
CM

Clear from the selection?

Yes
No

Add a custom move for :

Add move
隨機 左右交換

cp

攻擊 100
防禦 100
HP 100
合計 100
進階設定

等級 & IV's

/ /
總體最佳
攻擊優先
防禦優先

Stat Modifiers (-4 to 4)

一般招式(Fast Move)

特殊招式(Charged Moves)

* 絕版招式

防禦網使用策略

其他選項
HP:
能量值:
用低能量需求招式引誘對手使用防禦網
特殊招式優先使用
清除設定
CM
CM

Clear from the selection?

Yes
No

Add a custom move for :

Add move

寶可夢 (0 / 100)

選擇寶可夢組成隊伍,或選擇已儲存之隊伍。

快速選擇

其他選項

用低能量需求招式引誘對手使用防禦網

移出隊伍?

是的
不要

複製以下文字或貼上其他隊伍資料以匯入隊伍。

複製
匯入

你所建立的隊伍資料將會儲存在此裝置的cookie中。使用匯入/匯出功能便可以將隊伍資料轉移到其他裝置上使用。

儲存

刪除 ? 此隊伍資料將會從此裝置中永遠移除。

是的
不要

寶可夢 (0 / 100)

選擇寶可夢組成隊伍,或選擇已儲存之隊伍。

快速選擇

其他選項

用低能量需求招式引誘對手使用防禦網

移出隊伍?

是的
不要

複製以下文字或貼上其他隊伍資料以匯入隊伍。

複製
匯入

你所建立的隊伍資料將會儲存在此裝置的cookie中。使用匯入/匯出功能便可以將隊伍資料轉移到其他裝置上使用。

儲存

刪除 ? 此隊伍資料將會從此裝置中永遠移除。

是的
不要

Sandbox Mode
點擊或將鼠標移動到時間軸上任意位置以獲得更精確資訊。Read more about the timeline.
Click the circles to edit actions.
* 此模擬可能會因實際網路連線品質、使用裝置、玩家思考決策時間等諸多因素,而使模擬結果與真實狀況有所出入。

使用 Pokemon 並以此狀態繼續與其他寶可夢對戰。

繼續戰鬥
Matchup Details

Pokemon's Matchups vs. Pokemon

Pokemon
0 1 2
Pokemon 0 100 100 100
1 100 100 100
2 100 100 100

Click or tap to view battles.

Breakpoints & Bulkpoints

In Pokemon GO, damage is dealt in whole numbers. A breakpoint is when a Pokemon has high enough Attack to deal 1 more damage with their Fast Move. A bulkpoint is when a Pokemon has high enough Defense to take 1 less damage from their opponent's Fast Move.

Pokemon can reach the following breakpoints against this Pokemon:

Move Minimum Attack Attack to Guarantee Top Level & IV's

Pokemon can reach the following bulkpoints against this Pokemon:

Move Minimum Defense Defense to Guarantee Top Level & IV's

Battle Stats

Pokemon Pokemon
Battle Rating 100 100
Total Damage 100 100
Fast Move Damage 100 100
Charged Move Damage 100 100
Damage Blocked 100 100
Turns to First Charged Move - -
Energy Gained - -
Energy Used - -
Energy Remaining - -
About the Battle Simulator

Can Pokemon A beat Pokemon B, and by how much? The battle simulator seeks to calculate and illustrate the answer to that question. It displays a timeline of what each Pokemon does, and how much damage they deal. While the simulator strives to paint as accurate a picture as possible, note that various factors may affect the outcome of an actual battle, such as Pokemon stats, latency, device performance, and human decision-making. We hope the simulator can serve as a helpful guide for real-world battles.

Below are details for how the battle simulator works.

Battle Rating

Battle Rating is a metric used to represent each battle's outcome. It is the backbone of PvPoke's rankings. The Battle Rating formula is:

Battle Rating = (500 x (Damage Dealt / Opponent's HP)) + (500 x (HP Remaining / HP))

In other words, a Pokemon gets up to 500 points for the percentage of HP it damages in battle and up to 500 points for the percentage of HP it survives with. Battle Rating has a hypothetical maximum of 1000 (victory with no damage taken) and a hypothetical minimum of 0 (loss with no damage dealt). Victories will always have a minimum Battle Rating of 500

Battle Rating is a way of measuring battles beyond simply "win" and "loss"; it may be valuable to know not only which Pokemon can win, but which can do so while sustaining the least amount of damage, leaving them in a better position for the next fight.

Pokemon Stats

A Pokemon's actual stats are a result of its base stats, IV's, and a CP multiplier (determined by level). The stats shown are a Pokemon's actual stats at the given CP or level. "Overall" is a product of the three stats and gives a general idea for performance, mostly useful for comparing Pokemon of the same or similar species.

By default, Pokemon use the "maximum stat product" IV combination, which optimizes for the maximum amount of stats possible within the given CP limit.

Move Selection

When using the auto select option, the simulator calculates which moves would be optimal in the current matchup. It does this in the steps below:

  1. Sort Charged Moves by DPE (damage per energy) and select the best move for the "Main" Charged Move. Some Charged Moves deal a lot of damage but take longer to charge, while others charge quickly but deal less damage. DPE helps determine each Pokemon's most efficient move in the matchup.
  2. Sort remaining Charged Moves by damage per energy squared and select the best move for the "Secondary" Charged Move. Since this weighs moves by energy, fast-charging moves are more likely to be selected than slow ones. This method for selecting a Secondary Charged Move was chosen because the battle algorithm prioritizes fast Charged Moves over the Main Charged Move in certain scenarios, so this helps give Pokemon access to their faster attacks even if they aren't as efficient on paper as other options (e.g. Dragonite with Dragon Claw or Magneton with Discharge).
  3. Calculate TDO (total damage output) for each Fast Move and select the best option. TDO is simply the product of DPS (how much damage a Pokemon deals per second, on average) and how much time the Pokemon lasts in battle.

While this algorithm does its best to give each Pokemon the optimal result in battle, it does currently have a few pitfalls. First, TDO calculations don't take into account things like shields, or how many Charged Moves a Pokemon is actually able to use in its lifetime. This means a Pokemon may perform slightly better with a different Fast Move if shields are in play or if it faints before a certain threshold. Second, there may be edge cases where a certain move combination produces a better result than the one automatically selected due to damage hitting at specific times and in specific intervals. Know that auto selection will give you the best result the majority of the time, but don't be afraid to experiment with movesets for each matchup.

You can customize moves at any time. Pokemon are given two Charged Moves by default, but you can set this to "None" if you want, or even remove both Charged Moves if you want to see how a Pokemon performs with only its Fast Move.

Battle Algorithm

Pokemon GO's Trainer Battles take place in 0.5-second "turns", and the simulator increments through each of those turns while determining the best possible action for both combatants. To determine those actions, the simulator performs the following checks:

  1. If the Main Charged Move is available, use it immediately.
  2. Use the Secondary Charged Move if:
    • It would KO the opponent
    • The opponent has a shield
    • The opponent's next action would result in a KO
  3. If the opponent is using any Charged Move and shields are available, block it.
  4. If none of these are true, use the Fast Move.

This algorithm produces the following behavior:

  1. Pokemon will use any move available if it would result in a KO.
  2. Pokemon will use any move available to deal the most possible damage before they feint.
  3. Pokemon will always shield themselves if possible.
  4. Pokemon will use their fastest Charged Move to remove an opponent's shields.

This behavior may not always represent human play or strategies, but it's intended to give each Pokemon the best result in the specific battle.

Simultaneous Actions & Knockouts

One nuance of Pokemon GO Trainer Battles is that actions occur simultaneously. Because of this, the battle simulator allows both Pokemon to take their action each turn even if one is technically fainted. Without this caveat, the first Pokemon in a simulated battle would have a distinct advantage simply because its moves are processed first.

This can result in a battle simulation where two Pokemon knock each other out simultaneously. In these scenarios, bear in mind that the outcome of an actual battle may vary and, in the case of simultaneous Charged Moves, is heavily dependent on which goes first.

總體模擬結果

下列圖表顯示了你所指定的寶可夢,在此設定條件下的勝敗場數。你可以藉由多次計算,以選擇出因應不同情況下較佳的寶可夢、招式搭配及防禦網使用策略。

(The histogram below shows how many winning and losing matchups your Pokemon has. You can see previous results to compare Pokemon, movesets, or shield scenarios.)

各別戰鬥模擬結果
i
對手寶可夢
模擬戰鬥得分
匯出CSV檔
Matchups
damage
energy
turn(s)
dpt
ept
dpe

This Pokemon will take no action this turn.

Shield this attack
Apply buffs/debuffs
Apply Changes

Clear all custom actions from the timeline? This will reset the battle to Fast Moves only so you can start from a clean slate.

Yes
No

You can use the following search formats to filter Pokemon:

Pokemon Name "azumarill"
Pokemon Type "water"
Move Name "@counter"
Move Type "@fighting"
And "water&@fighting"
Or "water,fighting"
Not "!water"