PvPoketw.com

提醒:未實裝之Mega寶可夢的數值為網友推估,於正式實裝前請不要投入任何資源培育!

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。

挑選任意數量寶可夢組成兩個隊伍,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!你可以從設定頁面調整計算結果的呈現方式。

小提醒:西爾佛聯盟的任何比賽中,現場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
匯入寶可夢盒子

選擇寶可夢以匯入

0 / 100
讀取寶可夢盒子...
讀取寶可夢盒子發生錯誤。請確認你的 設定頁面,或是重新整理此畫面。
選擇寶可夢

PvPokeTW 與 Pokebattler 網站整合!現在起你可以預先儲存寶可夢資料,並且在任何裝置上匯入本站使用:

  1. 創建帳號或登入 Pokebattler 。
  2. 在寶可夢盒子中加入寶可夢。
  3. 輸入Pokebattler帳號ID(畫面右上角"數字"):

如果訂閱 Pokebattler ,你就能儲存更多的寶可夢,同時也能夠贊助原版 PvPoke!

儲存設定

cp

攻擊 100
防禦 100
HP 100
合計 100

Pokemon

cp

進階狀態/IV設定

等級 & IV's

/ /
總體最佳
攻擊優先
防禦優先
等級上限:
40
41
50
51
等級自動調整

Stat Modifiers (-4 to 4)

x1
造成傷害值
x1
承受傷害值

一般招式(Fast Move)

特殊招式(Charged Moves)

*:絕版招式
:無法透過任何招式學習器習得

護盾使用數

0
1
2

寶可夢個體

一般
暗影
其他選項
HP:
能量值:

誘使對手用盾

策略性使用
最佳化招式使用時機
清除設定
CM
0
能量值
CM

移除?

自訂 的招式:

加入招式
隨機 左右交換
匯入寶可夢盒子

選擇寶可夢以匯入

0 / 100
讀取寶可夢盒子...
讀取寶可夢盒子發生錯誤。請確認你的 設定頁面,或是重新整理此畫面。
選擇寶可夢

PvPokeTW 與 Pokebattler 網站整合!現在起你可以預先儲存寶可夢資料,並且在任何裝置上匯入本站使用:

  1. 創建帳號或登入 Pokebattler 。
  2. 在寶可夢盒子中加入寶可夢。
  3. 輸入Pokebattler帳號ID(畫面右上角"數字"):

如果訂閱 Pokebattler ,你就能儲存更多的寶可夢,同時也能夠贊助原版 PvPoke!

儲存設定

cp

攻擊 100
防禦 100
HP 100
合計 100

Pokemon

cp

進階狀態/IV設定

等級 & IV's

/ /
總體最佳
攻擊優先
防禦優先
等級上限:
40
41
50
51
等級自動調整

Stat Modifiers (-4 to 4)

x1
造成傷害值
x1
承受傷害值

一般招式(Fast Move)

特殊招式(Charged Moves)

*:絕版招式
:無法透過任何招式學習器習得

護盾使用數

0
1
2

寶可夢個體

一般
暗影
其他選項
HP:
能量值:

誘使對手用盾

策略性使用
最佳化招式使用時機
清除設定
CM
0
能量值
CM

移除?

自訂 的招式:

加入招式

寶可夢 (0 / 100)

選擇寶可夢組成隊伍,或選擇已儲存之隊伍。

排序 ...
你的隊伍成員包含不符此賽制規則的寶可夢。
迷宮盃隊伍內寶可夢不得有相同屬性!
匯入寶可夢盒子

選擇寶可夢以匯入

0 / 100
讀取寶可夢盒子...
讀取寶可夢盒子發生錯誤。請確認你的 設定頁面,或是重新整理此畫面。
選擇寶可夢

PvPokeTW 與 Pokebattler 網站整合!現在起你可以預先儲存寶可夢資料,並且在任何裝置上匯入本站使用:

  1. 創建帳號或登入 Pokebattler 。
  2. 在寶可夢盒子中加入寶可夢。
  3. 輸入Pokebattler帳號ID(畫面右上角"數字"):

如果訂閱 Pokebattler ,你就能儲存更多的寶可夢,同時也能夠贊助原版 PvPoke!

儲存設定

快速選擇

PMGO搜尋字詞

對手寶可夢篩選

僅 Meta
全部寶可夢

護盾使用數

0
1
2

誘使對手用盾

策略性使用

IV's

顯示 等級 & IV數值
清除名單

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。

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

清空並重設寶可夢隊伍/個體條件?此操作不會刪除"已儲存"的隊伍資料。

刪除 ? 此隊伍資料將會從此裝置中永遠移除。

是的
不要

群組排序條件:

名稱
攻擊力
防禦力

複製以下PMGO使用的搜尋字詞以找出寶可夢。

HP
CP
包含地區
注意:CP 及 HP 搜尋字詞在寶可夢使用本站預設IV狀況下不會出現。
複製

寶可夢 (0 / 100)

選擇寶可夢組成隊伍,或選擇已儲存之隊伍。

排序 ...
你的隊伍成員包含不符此賽制規則的寶可夢。
迷宮盃隊伍內寶可夢不得有相同屬性!
匯入寶可夢盒子

選擇寶可夢以匯入

0 / 100
讀取寶可夢盒子...
讀取寶可夢盒子發生錯誤。請確認你的 設定頁面,或是重新整理此畫面。
選擇寶可夢

PvPokeTW 與 Pokebattler 網站整合!現在起你可以預先儲存寶可夢資料,並且在任何裝置上匯入本站使用:

  1. 創建帳號或登入 Pokebattler 。
  2. 在寶可夢盒子中加入寶可夢。
  3. 輸入Pokebattler帳號ID(畫面右上角"數字"):

如果訂閱 Pokebattler ,你就能儲存更多的寶可夢,同時也能夠贊助原版 PvPoke!

儲存設定

快速選擇

PMGO搜尋字詞

對手寶可夢篩選

僅 Meta
全部寶可夢

護盾使用數

0
1
2

誘使對手用盾

策略性使用

IV's

顯示 等級 & IV數值
清除名單

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。

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

清空並重設寶可夢隊伍/個體條件?此操作不會刪除"已儲存"的隊伍資料。

刪除 ? 此隊伍資料將會從此裝置中永遠移除。

是的
不要

群組排序條件:

名稱
攻擊力
防禦力

複製以下PMGO使用的搜尋字詞以找出寶可夢。

HP
CP
包含地區
注意:CP 及 HP 搜尋字詞在寶可夢使用本站預設IV狀況下不會出現。
複製

點選啟動沙盒模式
* 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。
點擊或將滑鼠游標移動到時間軸上任意位置以獲得更精確資訊。點此 了解更多關於時間軸的機制(英文)。
點選單個圓圈以修改寶可夢行動。

使用 Pokemon 並以此狀態繼續與其他寶可夢對戰。

繼續戰鬥
對戰詳細資料

Pokemon vs. Pokemon的詳細對戰資料

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

點選上述分數觀看不同條件之結果

上表顯示 Pokemon對上Pokemon 的模擬計算結果。表格中的分數代表這兩隻寶可夢於對戰中分別使用不同個數防護網時的評分。以左邊縱軸為主,高於500分越多則代表Pokemon越佔優勢,低於500分越多則是越難戰勝Pokemon

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

Charged Move Ties

When two Charged Moves occur on the same turn, the Pokemon with the highest Attack stat goes first.

Pokemon can win Charged Move ties against this Pokemon with the following stats:

Minimum Attack Attack to Guarantee Top Level & IV's

Battle Stats

Pokemon Pokemon
戰力指數 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 have an IV combination that is the 64th best IV combination (sorted for stat product) using an IV floor of 5. Pokemon that are above level 35 to meet the CP cap have different default IV's to represent those found in lucky trades.

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 faint.
  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

Explore battle results against this group of Pokemon.

Explore Fast Move damage dealt to this group of Pokemon.

Explore Fast Move damage received from this group.

Explore Attack stat differential against this group of Pokemon to analyze Charged Move ties.

匯出CSV檔
傷害
能量
回合(秒)
dpt
ept
dpe

此寶可夢本回合不採取任何行動。

使用防護網抵擋此次攻擊
加上 buffs/debuffs
套用變更

清除時間軸上所有自訂行動? 這場戰鬥將重置成只有一般招式以方便你重新制定行動。

使用以下關鍵字來尋找特定條件寶可夢:

寶可夢中文名稱 瑪力露麗
寶可夢屬性 water:水屬
類別 legendary :傳說的寶可夢
mythical :幻之寶可夢
regional :現實世界區域限定
alolan :阿羅拉型態
galarian :伽勒爾型態但不含伽勒爾限定
galar :伽勒爾地區限定
starter :初始寶可夢
shadow :僅暗影寶可夢
shadoweligible :有暗影化型態,但只顯示一般個體
xl:等級50級的寶可夢
世代
gen1:第一世代
gen2:第二世代
gen8:第八世代
地區 kanto :關都地區
johto :城都地區
hoenn :豐緣地區
sinnoh :神奧地區
unova :合眾地區
全國圖鑑編號 184
招式名稱 @雙倍奉還
招式屬性 @fighting
限定招式 @Legacy
(不含遷怒、報恩)
限定招式
@special
(含遷怒、報恩)
對戰特質(Traits) Bulky, Spammy, Risky, etc. See adjacent trait guide.
第二特殊招式解鎖星塵數 10k,

10k :10000星塵
50k :50000星塵
75k :75000星塵
100k :100000星塵
夥伴寶可夢行走距離 1km

1km :1公里
3km :3公里
5km :5公里
20km :20公里
4* 寶可夢 4*, Hundo
And(且) water&@fighting
Or(或) water,fighting
Not(非) !water