戰鬥模擬計算
cp
Pokemon
cp
一般招式(Fast Move)
特殊招式(Charged Moves)
†:無法透過任何招式學習器習得
cp
Pokemon
cp
一般招式(Fast Move)
特殊招式(Charged Moves)
†:無法透過任何招式學習器習得
使用 Pokemon 並以此狀態繼續與其他寶可夢對戰。
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。
Optimal Move Timing
Optimal Charged Move timing isn't applicable for Pokemon in this matchup.
Pokemon is offset and should throw first to realign and prevent their opponent benefiting from optimal timing.
Pokemon should throw its Charged Moves after , , or Fast Moves for the most optimal timing.
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 breakpoints below against this Pokemon.
Damage | Minimum Attack | Attack to Guarantee | Top Level & IV's |
Pokemon can reach the following bulkpoints against this Pokemon:
Damage | 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 | ||
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 | - | - |
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:
= (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:
- 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.
- 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).
- 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:
- If the Main Charged Move is available, use it immediately.
- 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
- If the opponent is using any Charged Move and shields are available, block it.
- If none of these are true, use the Fast Move.
This algorithm produces the following behavior:
- Pokemon will use any move available if it would result in a KO.
- Pokemon will use any move available to deal the most possible damage before they faint.
- Pokemon will always shield themselves if possible.
- 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.
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.)
Explore battle results against this group of Pokemon.
Explore move damage dealt to this group of Pokemon.
Explore move damage received from this group.
Explore Attack stat differential against this group of Pokemon to analyze Charged Move ties.
The table below highlights differences in results compared to the first Pokemon.