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Pokémon Go: Difference between revisions
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I've been playing Pokémon Go since 2025-03-01, fairly enthusiastically. While there exist useful resources, I found "common wisdom" regarding the game to be lacking rigor. This page started with the question, "how is it that I reliably defeat Team Rocket Pokémon with double my CP, but barely play above 50% in GO Battle League where opposing CPs are roughly equal?" ''' | I've been playing Pokémon Go since 2025-03-01, fairly enthusiastically. While there exist useful resources, I found "common wisdom" regarding the game to be lacking rigor. This page started with the question, "how is it that I reliably defeat Team Rocket Pokémon with double my CP, but barely play above 50% in GO Battle League where opposing CPs are roughly equal?" '''answer: CP is an ass metric, they use shields poorly/not at all, and naive Attack selection''' | ||
I know very little about other Pokémon games or media. | I know very little about other Pokémon games or media. | ||
== | Regarding nomenclature, "PvP" in this document refers to "Trainer Battles": | ||
* Encounters with Team Rocket at Pokéstops/Balloons (despite them being AI) | |||
* Friends | |||
* GO Battle League | |||
"PvE" refers to: | |||
* All types of Raids | |||
* Dynamax and Gigantimax battles | |||
* Gym battles | |||
==Essential constants== | |||
[[File:Histogram-ATK-pgo.png|thumb|Distribution of ATK by species]] | |||
[[File:Histogram-DEF-pgo.png|thumb|Distribution of DEF by species]] | |||
[[File:Histogram-MHP-pgo.png|thumb|Distribution of STA by species]] | |||
The atoms of the game. | |||
===CPM=== | |||
''CP multipliers'' are defined at increments of 0.5 for all Levels 1 through 50, constant across all species and stats. Powering up a Pokémon increases its Level by 0.5. The ''half-level'' is ''L * 2 - 1'', i.e. Level 3 is half-level 5. This suggests 99 constants (but the bitch ain't one). A Trainer's Pokémon cannot exceed the Trainer's Level plus 10 (if necessary, a trade will lower the Level). | |||
CPMs range from 0.094 to 0.8403. Non-integer Levels are always defined using the quadratic mean (root of mean of squares): CPM(L + 0.5) = √((CPM(L)<sup>2</sup> + CPM(L + 1)<sup>2</sup>) / 2), getting us down to 50 constants. | |||
There are five regimes of growth: 1–9.5, 10–19.5, 20–29.5, 30–39.5, and 40+. Beginning at Level 40, CPM growth becomes linear: 0.7903 (40), 0.8103 (44), 0.8303 (48), 0.8403 (50). So CPM is perfectly fit for halflevels 79+ by the function ''0.0025 * (L - 79) + 0.7903''. We can define all 99 half-level CPMs recursively in O(n) time and O(1) space using seven floating-point and six integer constants: | |||
<syntaxhighlight lang="c"> | |||
float nextcpm(float cpm, float step){ | |||
return sqrt(pow(cpm, 2) + step); | |||
} | |||
== | // halflevel: positive integer (usually less than 100) equal to L * 2 - 1 | ||
float cpm(int halflevel){ | |||
float step; | |||
if(halflevel >= 79){ // Levels 40 and above are computed directly | |||
return 0.0025 * (halflevel - 79) + 0.7903; | |||
}else if(halflevel >= 59){ // Levels 30..39.5 | |||
step = 0.00445946079; | |||
}else if(halflevel >= 39){ // Levels 20..29.5 | |||
step = 0.008924905903; | |||
}else if(halflevel >= 19){ // Levels 10..19.5 | |||
step = 0.008919025675; | |||
}else if(halflevel > 1){ // Levels 1.5..9.5 | |||
step = 0.009426125469; | |||
}else{ | |||
return 0.094; // Level 1 (or invalid low value) | |||
} | |||
return nextcpm(cpm(halflevel - 1), step); | |||
} | |||
</syntaxhighlight> | |||
Powering up has a cost in Stardust and XL Candy. The XL Candy cost is 0 until Level 40.5, at which point it costs 10 to power up to 41, up to 20 to power up from 49.5 to 50. The total cost from Levels 40 to 50 is 250k Stardust and 296 XL Candy. | |||
{ | {{:Pokémon_Go_CPM_data}} | ||
===Base stats=== | |||
Each Pokémon species has three ''base stats'': | |||
* Attack (ATK): 17 ([https:// | * Attack (ATK): 17 ([https://db.pokemongohub.net/pokemon/213 Shuckle]) to 414 ([https://db.pokemongohub.net/pokemon/386-Attack Deoxys (Attack Forme)]) | ||
* Defense (DEF): 32 ([https:// | * Defense (DEF): 32 ([https://db.pokemongohub.net/pokemon/174 Igglybuff]) to 396 ([https://db.pokemongohub.net/pokemon/213 Shuckle] again) | ||
* Stamina (STA): 1 ([https:// | * Stamina (STA): 1 ([https://db.pokemongohub.net/pokemon/292 Shedinja]) to 496 ([https://db.pokemongohub.net/pokemon/242 Blissey]) | ||
{{:Pokémon_Go_Species_Data}} | |||
===Effective stats=== | ===Effective stats=== | ||
Each individual Pokémon augments its base species stats with three ''individual values'' (IVs), each ranging from 0 to 15. | |||
Each individual Pokémon augments its base species stats with three ''individual values'' (IVs) ranging from 0 to 15. Adding the | * A Pokémon with all 15s is colloquially known as a "hundo", and enters the 100% Pokédex. | ||
* A Pokémon with all 0s is somewhat less colloquially known as a "nundo", and enters nothing. | |||
* Evolution and Level changes do not affect IVs. | |||
* Purification raises each IV by 2, not to exceed 15. | |||
* Trading regenerates the IVs. | |||
Adding the base species stats to the IVs and scaling by the appropriate CPM generates an ''effective attack'' Eff<sub>A</sub>, ''effective defense'' Eff<sub>D</sub>, and ''effective stamina'' Eff<sub>S</sub> for that Pokémon, all positive rationals. | |||
* Eff<sub>x</sub> = (Base<sub>x</sub> + IV<sub>x</sub>) * CPM(Level) = Base<sub>x</sub> * CPM(Level) + IV<sub>x</sub> * CPM(Level) | * Eff<sub>x</sub> = (Base<sub>x</sub> + IV<sub>x</sub>) * CPM(Level) = Base<sub>x</sub> * CPM(Level) + IV<sub>x</sub> * CPM(Level) | ||
| Line 242: | Line 75: | ||
Shadow Pokémon have their A divided by ⅚, and their D multiplied by ⅚. | Shadow Pokémon have their A divided by ⅚, and their D multiplied by ⅚. | ||
''' | For instance, a hundo Altaria at level 26 has: | ||
* base ATK 141 | |||
* base DEF 201 | |||
* base STA 181 | |||
* IV<sub>A</sub> = IV<sub>D</sub> = IV<sub>S</sub> = 15 | |||
* CPM = 0.6811649 | |||
* Eff<sub>A</sub> = (141 + 15) * CPM = 156 * 0.6811649 = 106.2617244 | |||
* Eff<sub>D</sub> = (201 + 15) * CPM = 216 * 0.6811649 = 147.1316184 | |||
* Eff<sub>S</sub> = (181 + 15) * CPM = 196 * 0.6811649 = 133.5083204 | |||
Taking the floor of Eff<sub>S</sub> tells you maximum HP. | |||
* MHP = min(1, ⌊Eff<sub>S</sub>⌋) = 133 | |||
''nb: i've seen other formulas claimed for maximum HP, but they don't seem to match reality. everywhere i've checked, maximum HP = ⌊Eff<sub>S</sub>⌋'' | |||
== | ===Attacks=== | ||
Each species has a set of Fast and Charged Attacks it can learn. An individual Pokémon always knows at least one Fast and one Charged Attack. For a significant investment of Stardust, they can be taught a second Charged Attack, and the Trainer can freely select between the two during battle. Each Fast Attack generates an amount of Energy per use. Each Charged Attack consumes an amount of Energy per use. Pokémon start a battle with zero Energy, and can hold up to 100 Energy at a time. Their Energy is preserved across swaps out and in. | |||
Each named Attack ( | Each named Attack has a duration in turns (when in the duration is damage inflicted? [[User:Dank|Dank]] ([[User talk:Dank|talk]]) 02:02, 14 May 2025 (UTC)), and a Power P, a non-negative integer. This P can (and usually is) different depending on whether the context is PvE or PvP. | ||
For Fast Attacks, PvE Power ranges from 0 to 32, while PvP Power ranges from 0 to 20. If Attack A is stronger than Attack B in PvE mode, it will not be weaker than B in PvP mode, and vice versa (i.e. partial ordering is maintained). Furthermore, no Fast Attack's PvE Power is less than its PvP Power. Incinerate is thus the most powerful Fast Attack in both modes. | For Fast Attacks, PvE Power ranges from 0 to 32, while PvP Power ranges from 0 to 20. If Attack A is stronger than Attack B in PvE mode, it will not be weaker than B in PvP mode, and vice versa (i.e. partial ordering is maintained). Furthermore, no Fast Attack's PvE Power is less than its PvP Power. Incinerate is thus the most powerful Fast Attack in both modes. | ||
{| class=" | {{:Pokémon_Go_fast_Attack_data}} | ||
Charged Attacks have a much greater range of PvE Power, from 10 (Frustration) to 230 (Sunsteel Strike). They do not illustrate the same ordering properties as Fast Attacks: Aeroblast is the most Powerful in PvP at 170. | |||
{{:Pokémon_Go_charged_Attack_data}} | |||
====Stat Effects==== | |||
Charged Attacks can have effects on either Pokémons' Eff<sub>A</sub> or Eff<sub>D</sub> lasting the duration of a battle. Some of these effects are probabilistic (I believe this to be the only use of random numbers in battles). | |||
====Adventure Effects==== | |||
Pokémon taught certain Attacks can use them outside of battle for a cost in Stardust and that Pokémon's Candy. These are called Adventure Effects, and only one can be active at a time per Trainer. | |||
{|class="wikitable" | |||
! Attack !! Cost !! Time per use !! Effects | |||
|- | |- | ||
| Roar of Time || 5k + 5 Dialga Candy || 6 min || | |||
|- | |- | ||
| | | Spacial Rend || 5k + 5 Palkia Candy || 10 min || | ||
|- | |- | ||
| | | Ice Burn || 5k + 5 Kyurem Candy || 10 min || | ||
|- | |- | ||
| | | Freeze Shock || 5k + 5 Kyurem Candy || 10 min || | ||
|- | |- | ||
| | | Sunsteel Strike || 3k + 5 Necrozma Candy || 10 min || | ||
|- | |- | ||
| | | Moongeist Beam || 3k + 5 Necrozma Candy || 10 min || | ||
|- | |- | ||
| | |} | ||
==Battle mechanics== | |||
Battles proceed in "turns" corresponding to half-second quanta. Fundamentally, active Pokémon use Fast Attacks to deal Damage and build up Energy. When sufficient Energy has been accumulated, a more powerful Charged Attack can be used, consuming Energy. | |||
===Types of combat=== | |||
* ''Gym battles'' occur when a Gym occupied by one Team is assaulted by Trainers of other teams. A Gym is defended by between one and six Pokémon of the same Team. Each Trainer can bring six Pokémon to the assault. The attackers fight the defenders in series. When a defender is KOd, it is returned (with zero health) to its Trainer. When all defenders are KOd, the Gym is cleared, and a new Team can take it by leaving a defender. Defenders cannot be recalled. There are no shields, but play is otherwise in the style of Trainer Battles. | |||
* ''Raids'' task one or more (up to twenty) Trainers with defeating a powerful raid boss within a time limit. Each Trainer can bring six Pokémon into the battle at a time. If all six are defeated, the Trainer can reenter the raid with another six (assuming there is time left). | |||
* ''Max battles'' task one or more (up to four) Trainers with defeating a powerful Dynamax or Gigantamax Pokémon in a form similar to a Raid. They furthermore feature a "Max Meter", shared by all Trainers. When the Max Meter fills, active Pokémon shift to their Dynamax or Gigantimax forms, and can execute three Max Moves. They then revert to their normal forms, and the Meter is reset. The Meter advances whenever damage is done to the opponent, when defeated Trainers cheer, and when active Pokémon pick up a Max Bonus on the field. Each Trainer can bring three Dynamax-capable Pokémon into the battle. If all three are defeated, the Trainer can cheer remaining Trainers | |||
* ''Trainer Battles'' pit two teams of three Pokémon against one another. One Pokémon is active for each side at a time. The Battle is over when one or both sides have no Pokémon left standing (or surrender). Each team gets two Shields capable of blocking Charged Attacks. Trainers can pick the next active Pokémon when one is KOd, and there are limited substitutions. | |||
====Trainer Battle details==== | |||
Trainer Battles are in my mind the most interesting element of PGO. | |||
When both Pokémon launch a Charged Attack on the same turn, Charged Move Priority determines which goes first. CMP is currently decided by the greater base ATK, i.e. ''unmodified'' by IVs or stat effects. | |||
===Damage=== | |||
Calculating Damage dealt requires the attacker's Eff<sub>A</sub>, the defender's Eff<sub>D</sub>, two multipliers M and M<sub>M</sub>, and the Attack's P. The result is subtracted from the defender's HP. We will see that damage is always a positive integer, and thus HP is always an integer. | |||
Multiplier M is defined as the product of: | |||
* the Attack's type effectiveness relative to the defender (see [[#Type effectiveness|below]]) | |||
* the Attack's type effectiveness relative to the attacker | |||
** 1.2 if the attacker shares type with the Attack, 1 otherwise (Same Type Attack Bonus, STAB) | |||
A subsequent multiplier M<sub>M</sub> is different depending on whether the battle is PvE or PvP. | |||
===PvE mode=== | |||
Multiplier M<sub>M</sub> is defined as the product over | |||
* 0.5 | |||
* 0.25 if the Attack is dodged, 1 otherwise | |||
** it is possible that this ranges from 0.25 to 1 [[User:Dank|Dank]] ([[User talk:Dank|talk]]) 07:36, 9 May 2025 (UTC) | |||
* 1.2 if the Attack is weather-boosted, 1 otherwise | |||
* A friendship bonus: 1 unless | |||
** 1.03 if battling with at least one Good Friend, unless | |||
** 1.05 if battling with at least one Great Friend, unless | |||
** 1.07 if battling with at least one Ultra Friend, unless | |||
** 1.1 if battling with at least one Best Friend | |||
* A Mega bonus: 1 unless | |||
** 1.1 if battling with at least one Mega Pokémon, unless | |||
** 1.3 if battling with at least one Mega Pokémon of the Attack's type | |||
* A Max bonus at Power Stops: 1 unless | |||
** 1.1 for level 1 support (1 placed Pokémon), unless | |||
** 1.15 for level 2 support (2–3 placed Pokémon), unless | |||
** 1.188 for level 3 support (4–14 placed Pokémon), unless | |||
** 1.2 for level 4 support (15+ placed Pokémon) | |||
===PvP mode=== | |||
Multiplier M<sub>M</sub> is defined as the product over | |||
* 0.65 | |||
* Minigame score for Charged Attacks, ranging from 0.25 to 1 | |||
** "Excellent!" is necessary and sufficient for a 1 | |||
** "Great!" maps to [0.75, 1) | |||
** "Nice!" maps to [0.5, 0.75) | |||
** otherwise [0.25, 0.5) | |||
===Damage calculation=== | |||
At this point, P is a non-negative integer, while Eff<sub>A</sub>, Eff<sub>D</sub>, M, and M<sub>M</sub> are positive rationals. | |||
Damage = ⌊P * Eff<sub>A</sub> / Eff<sub>D</sub> * M * M<sub>M</sub>⌋ + 1 | |||
Damage is always a positive integer due to the floor function. | |||
Some notes and observations: | |||
* P is the dominant term (outside of pathological A / D mismatches) | |||
* Maximum A / D is 414/32 = 12.9375, minimum A / D is 17/396 = 0.0429 | |||
** Maximum (Base+IV)<sub>A</sub> / (Base+IV)<sub>D</sub> is 429/32 = 13.40625, a ~3.6% gain | |||
** Minimum (Base+IV)<sub>A</sub> / (Base+IV)<sub>D</sub> is 17/411 = 0.0413625, a ~3.4% loss | |||
** Now make both sides 15: maximum is 429 / 47 = 9.12765, a ~29.5% loss | |||
** Now make both sides 15: minimum is 32 / 411 = 0.07786, a ~81.5% gain | |||
** Now give the weak defender 15, strong 0: 414/47 = 8.809, a ~31.9% loss | |||
** Now give the weak attacker 15, strong 0: 32/396 = 0.0808, a ~88.4% gain | |||
* Consider 140 ATK vs 140 DEF, ratio of 1 | |||
** Give both sides all 0 or all 15, ratio remains 1 | |||
** Give one Pokémon all 15 and the other all 0: A/D = 1.1071 (~10.7% gain), A/D = 0.903 (~9.7% loss) | |||
* Consider 200 ATK vs 200 DEF, ratio of 1 | |||
** Give one Pokémon all 15 and the other all 0: A/D = 1.075 (7.5% gain), A/D = 0.930 (7% loss) | |||
*** The maximum advantage IVs can provide well-matched Pokémon (ATK ~= DEF) is ~15/ATK | |||
*** Impact of IVs goes down as Pokémon grow more absolutely powerful and 15 << base stats | |||
*** In mismatched battles, an IV advantage ''for the weaker Pokémon'' can shrink the difference; an IV advantage for the stronger Pokémon has much less effect | |||
* CPM ratio has less range than A/D | |||
** We can factor out the CPM ratio and define a constant 100x100 symmetric matrix | |||
** Minimum value: 0.094 / 0.8403 ~= 0.11186 | |||
** Maximum value: 0.8403 / 0.094 ~= 8.939 | |||
* Doubling Attack Power is equivalent to doubling Eff<sub>A</sub>, or reducing Eff<sub>D</sub> by half. | |||
** An Attack IV cannot double a base ATK greater than 15 | |||
** A Defense IV cannot count for half of Eff<sub>D</sub> with base DEF greater than 15 | |||
** The overwhelming majority of base ATKs and DEFs exceed 15 | |||
===Type effectiveness=== | |||
If a Pokémon is dual-typed, each is considered relative to the Attack. Remember, type effectiveness is based on the type of the ''Attack'', '''not''' the attacker. The types of the attacker are only relevant for the STAB multiplier. | |||
This table defines exponents. Find the row corresponding to the Attack type. Find each cell corresponding to a defender species type (there will be at least one). Add these exponents. The type effectiveness multiplier is 1.6 raised to the appropriate power. An exponent of 0 is neutral (multiplier of 1.6<sup>0</sup> = 1). 1 corresponds to "super effective", -1 to "resisted", and -2 to "immune". For a dual-type species, the total exponent can range from -4 to 2, yielding a multiplier ranging from 0.15259 to 2.56. There is thus no true "immunity" (a multiplier of 0), and the Damage calculation always guarantees at least one point anyway. A -1 is a 37.5% reduction in multiplier, and -2 is almost a 61% reduction. A +1 is a 60% increase. Given that STAB is a 20% increase, we see that Attack type effectiveness is better than STAB, and that Attack type ineffectiveness negates STAB (and then some). | |||
An interesting observation is that Attack effectiveness is 1.6x as potent as Attack resistance (60% increase vs 37.5% decrease), ''but'' Attack effectiveness is completely negated by Attack resistance (-1 + 1 == 0). For instance, an Electric Attack on a Dragon-Flying Pokémon like [https://db.pokemongohub.net/pokemon/149 Dragonite] is neutral, because Dragon is resistant to Electric, and Flying is vulnerable. | |||
These data were taken from [https://niantic.helpshift.com/hc/en/6-pokemon-go/faq/2132-type-effectiveness-in-battle/ Niantic's site] 2025-05-24. Note that type effectiveness has changed over time, e.g. Water used to be effective against Electric, but no longer is. | |||
{| class="wikitable sortable" style="text-align: center" | |||
|+ Attack type (rows) vs defender species type(s) (columns). Smaller numbers favor defense. | |||
! Attack !! N !! Fi !! Fl !! Po !! Go !! R !! B !! Gh !! S !! Fr !! W !! Ga !! E !! Ps !! I !! Dr !! Da !! Fa !! Total<br>(Attack) | |||
|- | |- | ||
| | | '''Normal''' || 0 || 0 || 0 || 0 || 0 || -1 || 0 || -2 || -1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || '''-4''' | ||
|- | |- | ||
| | | '''Fighting''' || 1 || 0 || -1 || -1 || 0 || 1 || -1 || -2 || 1 || 0 || 0 || 0 || 0 || -1 || 1 || 0 || 1 || -1 || '''-2''' | ||
|- | |- | ||
| | | '''Flying''' || 0 || 1 || 0 || 0 || 0 || -1 || 1 || 0 || -1 || 0 || 0 || 1 || -1 || 0 || 0 || 0 || 0 || 0 || '''0''' | ||
|- | |- | ||
| | | '''Poison''' || 0 || 0 || 0 || -1 || -1 || -1 || 0 || -1 || -2 || 0 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 1 || '''-4''' | ||
|- | |- | ||
| | | '''Ground''' || 0 || 0 || -2 || 1 || 0 || 1 || -1 || 0 || 1 || 1 || 0 || -1 || 1 || 0 || 0 || 0 || 0 ||0 || '''1''' | ||
|- | |- | ||
| | | '''Rock''' || 0 || -1 || 1 || 0 || -1 || 0 || 1 || 0 || -1 || 1 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0 || '''1''' | ||
|- | |- | ||
| | | '''Bug''' || 0 || -1 || -1 || -1 || 0 || 0 || 0 || -1 || -1 || -1 || 0 || 1 || 0 || 1 || 0 || 0 || 1 || -1 || '''-4''' | ||
|- | |- | ||
| | | '''Ghost''' || -2 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || -1 || 0 || '''-1''' | ||
|- | |- | ||
| | | '''Steel''' || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || -1 || -1 || -1 || 0 || -1 || 0 || 1 || 0 || 0 || 1 || '''-1''' | ||
|- | |- | ||
| | | '''Fire''' || 0 || 0 || 0 || 0 || 0 || -1 || 1 || 0 || 1 || -1 || -1 || 1 || 0 || 0 || 1 || -1 || 0 || 0 || '''0''' | ||
|- | |- | ||
| | | '''Water''' || 0 || 0 || 0 || 0 || 1 || 1 || 0 || 0 || 0 || 1 || -1 || -1 || 0 || 0 || 0 || -1 || 0 || 0 || '''0''' | ||
|- | |- | ||
| | | '''Grass''' || 0 || 0 || -1 || -1 || 1 || 1 || -1 || 0 || -1 || -1 || 1 || -1 || 0 || 0 || 0 || -1 || 0 || 0 || '''-4''' | ||
|- | |- | ||
| | | '''Electric''' || 0 || 0 || 1 || 0 || -2 || 0 || 0 || 0 || 0 || 0 || 1 || -1 || -1 || 0 || 0 || -1 || 0 || 0 || '''-3''' | ||
|- | |- | ||
| | | '''Psychic''' || 0 || 1 || 0 || 1 || 0 || 0 || 0 || 0 || -1 || 0 || 0 || 0 || 0 || -1 || 0 || 0 || -2 || 0 || '''-2''' | ||
|- | |- | ||
| | | '''Ice''' || 0 || 0 || 1 || 0 || 1 || 0 || 0 || 0 || -1 || -1 || -1 || 1 || 0 || 0 || -1 || 1 || 0 || 0 || '''0''' | ||
|- | |- | ||
| | | '''Dragon''' || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || -1 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || -2 || '''-2''' | ||
|- | |- | ||
| | | '''Dark''' || 0 || -1 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || -1 || -1 || '''-1''' | ||
|- | |- | ||
| | | '''Fairy''' || 0 || 1 || 0 || -1 || 0 || 0 || 0 || 0 || -1 || -1 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 0 || '''0''' | ||
|- style="font-weight: bold" | |||
| Total<br>(Defense) || -1 || 0 || -2 || -3 || -1 || 1 || 0 || -4 || -9 || -3 || -2 || 1 || -2 || 1 || 3 || -1 || -1 || -3 || -26 | |||
|- | |- | ||
| | |} | ||
The rightmost column is the sum over given Attack types (larger is better). The bottommost row is the sum over given base types (smaller is better). The rightmost, bottommost cell is the sum over all relationships; equally, it is the sum over the rightmost column; equally, it is the sum over the bottommost row. Its value of -26 indicates that type effectiveness favors the defender overall, though the most common relationship is neutrality: there are 324 total interactions, and 208 of them (~64.2%) are neutral. Note that this completely ignores e.g. type population and strength of type population. | |||
It is interesting (surprising?) to note that different Attack types have different total strengths. Only two Attack types are strong against their own type: Ghost and Dragon. Nine are weak against their own type: Fire, Water, Grass, Electric, Ice, Poison, Psychic, Dark, and Steel. Only three Attack types have overall net effectiveness: Flying, Ground, and Rock, each with a net 1. Four types sum to -4: Grass, Bug, Normal, and Poison. Electric and Fighting have -3. Psychic has -2. | |||
Likewise, different species types provide different total defense. Rock, Grass, Psychic, and Ice all have net weakness, especially Ice (3). Fighting and Bug are neutral; each have three weaknesses balanced out by three strengths. Water, Electric, and Dragon at -2 have nothing to be embarrassed about. Fire and Poison both enjoy -3. Ghost is less generally robust than its -4 suggests, due to -2 against Normal and Fighting. Steel is pretty insane at -9, with resistance to 10 different types, weakness against three, and strong resistance to Poison. As Josef Stalin said, it's good to be Steel. | |||
Grass eats the shit sandwich of type effectiveness as the only type both net-susceptible (1) and net-weak (-4). Subtracting the defense total from the attack total for a type yields a net core effectiveness, ranging from -5 (Grass) to a stunning 8 (Steel). | |||
{| class="wikitable sortable" style="text-align: center" | |||
! Attack type !! Total<sub>A</sub> !! Total<sub>D</sub> !! Net | |||
|- | |- | ||
| | | '''Normal''' || -4 || -1 || -3 | ||
|- | |- | ||
| | | '''Fighting''' || -2 || 0 || -2 | ||
|- | |- | ||
| | | '''Flying''' || 0 || -2 || 2 | ||
|- | |- | ||
| | | '''Poison''' || -4 || -3 || -1 | ||
|- | |- | ||
| | | '''Ground''' || 1 || -1 || 0 | ||
|- | |- | ||
| | | '''Rock''' || 1 || 1 || 0 | ||
|- | |- | ||
| | | '''Bug''' || -4 || 0 || -4 | ||
|- | |- | ||
| | | '''Ghost''' || -1 || -4 || 3 | ||
|- | |- | ||
| | | '''Steel''' || -1 || -9 || 8 | ||
|- | |- | ||
| | | '''Fire''' || 0 || -3 || 3 | ||
|- | |- | ||
| | | '''Water''' || 0 || -2 || 2 | ||
|- | |- | ||
| | | '''Grass''' || -4 || 1 || -5 | ||
|- | |- | ||
| | | '''Electric''' || -3 || -2 || -1 | ||
|- | |- | ||
| | | '''Psychic''' || -2 || 1 || -3 | ||
|- | |- | ||
| | | '''Ice''' || 0 || 3 || -3 | ||
|- | |- | ||
| | | '''Dragon''' || -2 || -1 || -1 | ||
|- | |- | ||
| | | '''Dark''' || -1 || -1 || 0 | ||
|- | |||
| '''Fairy''' || 0 || -3 || 3 | |||
|- | |- | ||
| | |} | ||
====Dual typing==== | |||
'''Assuming random Attack type, being a dual-type Pokémon is a benefit more often than a liability.''' Most types enjoy a net resistance (a negative column total), so having two of them means means greater total resistance (plus more Attack types with a STAB bonus) more often than it does less. Given that every species has exactly one or two (distinct) types, there are C(18, 2) = 18!/2!*16! = 153 total type pairs possible plus the base 18, for a total of 171 possible species typings (not all of them are actually populated in the game). You will sometimes see 324 = 18<sup>2</sup>, from 18*17 dual types plus 18 base types, but this counts e.g. Ghost-Dark and Dark-Ghost as two distinct typings. For the purpose of Attack type efficiency, order doesn't matter, so the 18*17 (the 2-permutations of 18) is irrelevant. | |||
'''Of course, if your opponent can choose Attack based on your Pokémon, dual types gives them more opportunity to select an effective attack.''' | |||
Against a given typing, an Attack could theoretically have an exponent as low as -4 and as high as 2. No Attack type is very ineffective against two different types, though, so the effective minimum is -3. | |||
Define BN2 as the number of types against which an Attack is very ineffective, BN1 for ineffective, and BP1 for effective (-2, -1, and 1 from the table above). B0 = 18 - BN2 - BN1 - BP1. | |||
* -3: very ineffective against one type, and ineffective against the other: BN2*BN1 | |||
** Since BN2 is always 0 or 1, this reduces to 0 or BN1 | |||
* -2: very ineffective against the single type, or very ineffective against one type and neutral against the other, or ineffective against both types: BN2*(B0+1) + C(BN1, 2) | |||
* -1: ineffective against the one type, or ineffective against one type and neutral against the other, or very ineffective against one type and effective against the other: BN1*(B0+1) + BN2*BP1 | |||
* 0: neutrality against all types, or effectiveness against one combined with ineffectiveness against the other: B0 + C(B0, 2) + BP1*BN1 | |||
* 1: effective against the single type, or effective against one of two types while neutral against the other: BP1*(B0 + 1) | |||
* 2: effective against both types (2 cannot be accomplished against a singly-typed species): C(BP1, 2) | |||
The sum over these five values will always be 171. | |||
As an example, Normal is BN2 against one type, BN1 against two types, and BP1 against zero: | |||
* B0 is 15 | |||
* -3 against Ghost-Steel and Ghost-Rock (2) | |||
* -2 against Ghost, Steel-Rock, and Ghost-{anything but Steel or Rock} (17) | |||
* -1 against Steel, Rock, Steel-{anything but Rock or Ghost}, and Rock-{anything but Steel or Ghost} (34) | |||
* 0 against all other typings (118) | |||
The scaled total sums over the products of typing count and net exponent. | |||
{| class="wikitable sortable" style="text-align: center" | |||
! Type !! BN2 !! BN1 !! B0 !! BP1 !! -3 !! -2 !! -1 !! 0 !! 1 !! 2 !! Total | |||
|- | |- | ||
| | | '''Normal''' || 1 || 2 || 15 || 0 || 2 || 17 || 32 || 118 || 0 || 0 || '''-72''' | ||
|- | |- | ||
| | | '''Fighting''' || 1 || 5 || 7 || 5 || 5 || 18 || 45 || 53 || 40 || 10 || '''-36''' | ||
|- | |- | ||
| | | '''Flying''' || 0 || 3 || 12 || 3 || 0 || 3 || 39 || 87 || 39 || 3 || '''0''' | ||
|- | |- | ||
|Poison | | '''Poison''' || 1 || 4 || 11 || 2 || 4 || 18 || 50 || 74 || 24 || 1 || '''-72''' | ||
|- | |- | ||
| | | '''Ground''' || 1 || 2 || 10 || 5 || 2 || 12 || 27 || 65 || 55 || 10 || '''18''' | ||
|- | |- | ||
| | | '''Rock''' || 0 || 3 || 11 || 4 || 0 || 3 || 36 || 78 || 48 || 6 || '''18''' | ||
|- | |- | ||
| | | '''Bug''' || 0 || 7 || 8 || 3 || 0 || 21 || 63 || 57 || 27 || 3 || '''-72''' | ||
|- | |- | ||
| | | '''Ghost''' || 1 || 1 || 14 || 2 || 1 || 15 || 17 || 107 || 30 || 1 || '''-18''' | ||
|- | |- | ||
| | | '''Steel''' || 0 || 4 || 11 || 3 || 0 || 6 || 48 || 78 || 36 || 3 || '''-18''' | ||
|- | |- | ||
| | | '''Fire''' || 0 || 4 || 10 || 4 || 0 || 6 || 44 || 71 || 44 || 6 || '''0''' | ||
|- | |- | ||
| | | '''Water''' || 0 || 3 || 12 || 3 || 0 || 3 || 39 || 87 || 39 || 3 || '''0''' | ||
|- | |- | ||
| | | '''Grass''' || 0 || 7 || 8 || 3 || 0 || 21 || 63 || 57 || 27 || 3 || '''-72''' | ||
|- | |- | ||
| | | '''Electric''' || 1 || 3 || 12 || 2 || 3 || 11 || 41 || 89 || 26 || 1 || '''-54''' | ||
|- | |- | ||
| | | '''Psychic''' || 1 || 2 || 13 || 2 || 2 || 15 || 30 || 95 || 28 || 1 || '''-36''' | ||
|- | |- | ||
| | | '''Ice''' || 0 || 4 || 10 || 4 || 0 || 6 || 44 || 71 || 44 || 6 || '''0''' | ||
|- | |- | ||
| | | '''Dragon''' || 1 || 1 || 15 || 1 || 1 || 16 || 17 || 121 || 16 || 0 || '''-36''' | ||
|- | |- | ||
| | | '''Dark''' || 0 || 3 || 13 || 2 || 0 || 3 || 42 || 97 || 28 || 1 || '''-18''' | ||
|- | |||
| '''Fairy''' || 0 || 3 || 12 || 3 || 0 || 3 || 39 || 87 || 39 || 3 || '''0''' | |||
|- | |- | ||
| | |} | ||
'''FIXME: analyze population of typings''' | |||
The actual multipliers end up being: | |||
| | {| class="wikitable" | ||
! Type effectiveness !! Multiplier !! With STAB | |||
|- | |- | ||
| | | -3 || 0.244 || 0.2928 | ||
|- | |- | ||
| | | -2 || 0.390625 || 0.46875 | ||
|- | |- | ||
| | | -1 || 0.625 || 0.75 | ||
|- | |- | ||
| 0 || 1 || 1.2 | |||
|- | |- | ||
| 1 || 1.6 || 1.92 | |||
|- | |- | ||
| 2 || 2.56 || 3.072 | |||
|- | |- | ||
|} | |} | ||
====Minimal spanning sets==== | |||
It is useful to know the sets of types which can provide efficiency against all types, and the sets of types which can provide resistance to all types. It is particularly useful to know the smallest such sets. | |||
{| class=" | For attack, first we determine independent requirements. To do so, add types which could not have been covered yet: | ||
* Normal can only be covered by Fighting, so start there. | |||
** Fighting adds Rock, Steel, Ice, and Dark (5 total) | |||
* Water requires Grass or Electric | |||
** Grass adds Ground (7 total) | |||
** Electric adds Flying (7 total) | |||
*** We now have N, R, S, I, D, Water, (Ground or Flying) | |||
* Fairy requires Poison or Steel | |||
** Poison adds Grass (9 total) | |||
** Steel adds nothing (8 total) | |||
*** We now have N, R, S, I, D, W, (Gnd or Fly), Fairy, Grass | |||
* Ghost requires Ghost or Dark | |||
** Ghost adds Psychic (11 total) | |||
** Dark adds Psychic (11 total) | |||
*** We now have N, R, S, I, D, W, (Gnd or Fly), Fairy, Grass, Ghost, Psychic | |||
* Fire requires Ground, Rock, or Water | |||
** Water adds Ground if we don't have it (12-13 total) | |||
** Ground adds Electric and Poison (14 total) | |||
* Dragon requires Ice, Dragon, or Fairy | |||
** Dragon adds nothing (15 total) | |||
** Fairy adds Fighting (16 total) | |||
** Ice adds Ground if we don't have it (16 total, locks in Electric) | |||
* Fighting requires Flying or Psychic | |||
** Psychic adds nothing (17) | |||
** Flying adds Bug (18, done) | |||
So, we can cover all target types with 7 attack types: Fighting, Electric, Poison, (Ghost or Dark), Ground, Ice, and Flying. There are probably other small sets. | |||
'''FIXME:''' Now, we know the target type for Raids and Max battles, so this is only really relevant for PvP. We can only bring 3 Pokémon to a PvP battle, but each can have a different type of Fast Attack and (technically two different) Charged Attacks. So it would be nice to know three sets of two (or three) where one of the Attacks is efficient against a type, and the other class of Attacks is not inefficient against that same type. | |||
==XP rewards== | |||
{| class="wikitable" style="float:right" | |||
! Event !! XP | |||
|- | |- | ||
| Giving a berry to a Pokémon in a gym || 50 | |||
|- | |- | ||
| | | Hatching 2km egg || 500 | ||
|- | |- | ||
| | | New Pokédex registration || 1000 | ||
|- | |- | ||
| | | Pokémon evolution || 1000 | ||
|- | |- | ||
| | | Hatching 5km or 7km egg || 1000 | ||
|- | |- | ||
| | | Hatching 10km egg || 2000 | ||
|- | |- | ||
| | | Research breakthrough || 3000 | ||
|- | |- | ||
| | | Winning Level 1 Raid || 3500 | ||
|- | |- | ||
| | | Hatching 12km egg || 4000 | ||
|- | |- | ||
| | | Unlocking Max Move || 4000 | ||
|- | |- | ||
| | | Winning Level 1 Max Battle || 5000 | ||
|- | |- | ||
| | | Winning Level 3 or 4 Raid || 5000 | ||
|- | |- | ||
| | | Upgrading Max Move to Level 2 || 6000 | ||
|- | |- | ||
| | | Winning Level 2 Max Battle || 6000 | ||
|- | |- | ||
| | | Winning Level 3 Max Battle || 7500 | ||
|- | |- | ||
| | | Upgrading Max Move to Level 3 || 8000 | ||
|- | |- | ||
| | | Winning Level 4 Max Battle || 10000 | ||
|- | |- | ||
| | | Winning Level 4 or 5 Raid || 10000 | ||
|- | |- | ||
| | | Winning Elite Raid || 12000 | ||
|- | |- | ||
| | | Winning Mega Legendary Raid || 13000 | ||
|- | |- | ||
| | | Winning Level 5 Max Battle || 15000 | ||
|- | |- | ||
| | | Winning Level 6 Max Battle || 25000 | ||
|- | |- | ||
| | |} | ||
Many events in Pokémon Go result in XP. Lucky Eggs double XP rewards while active (only one can be used at a time). Certain events double XP as well (this stacks with a Lucky Egg). Research can award various amounts of XP; a Research Breakthrough always awards 3000 XP. | |||
Things which ''typically do not'' reward XP include: | |||
* opening the game or leaving it running (whether moving or stationary) | |||
* accepting or sending a Friend request | |||
* interactions with Team Rocket | |||
* PvP battles | |||
* buddy hearts and buddy level progression | |||
* trading Pokémon | |||
* use of berries in an encounter | |||
* creation of a Route or Pokéstop | |||
* any non-capturing throws in an encounter | |||
* opening gifts (from Friends or Mateo) | |||
* receiving items (from gifts, Pokéstops, route completion, or battles) | |||
* using items | |||
* and transferring Pokémon to the Professor for soul harvesting. | |||
Of course, XP can result when these are part of Research tasks. | |||
===Battles=== | |||
No XP is awarded for PvP activity. An "encounter" includes all interactions with a distinct Pokémon, including those following wins against Team Rocket, those following wins in Raids and Max Battles, and those awarded following research. Leaving the encounter screen and returning to the same Pokémon, even multiple times, is all one encounter. An encounter does not end until the Pokémon is captured or flees. | |||
* If the Pokémon flees, the reward is 25 XP. | |||
* If the Pokémon is captured, the reward is 100 XP, plus zero or more bonuses: | |||
** A possible bonus for capture with a high-quality throw: | |||
*** 1000 XP for Excellent, or | |||
*** 100 XP for Great, or | |||
*** 20 XP for Nice. | |||
** 20 XP for capture with a curveball. | |||
** 50 XP for capture with the first throw of the encounter. | |||
** 100 XP for 100th collection of each species (all subtypes count as one species) ("Collector") | |||
** 300 XP for using AR Plus ("Expert Handler") | |||
** A possible bonus for first capture of the day: | |||
*** 6000 XP for a 7 day streak of at least one capture (the streak resets), or | |||
*** 1500 XP otherwise. | |||
** 1000 XP for capture with a Master Ball. | |||
===Friendship=== | |||
200 XP is awarded whenever one sends a Gift (this is awarded when the Gift is sent, not when it is opened). | |||
XP is awarded whenever a friendship reaches a new level. | |||
{| class="wikitable" | |||
! Level !! XP !! Cumulative days !! Max XP per Friend-day | |||
|- | |- | ||
| | | Good Friend || 3000 || 1 || 3000 | ||
|- | |- | ||
| | | Great Friend || 10000 || 7 || 1857 | ||
|- | |- | ||
| | | Ultra Friend || 50000 || 30 || 2100 | ||
|- | |- | ||
| | | Best Friend || 100000 || 60 || 1811 | ||
|- | |- | ||
| | |} | ||
===Routes=== | |||
Completing a Route always awards XP. The first Route completed on a given day yields 4000 XP. Subsequent Routes award 2000 XP each. Route awards are limited only by time. | |||
A streak of seven days with completed Routes awards 12000 XP, and resets the streak counter. | |||
==Evolution== | |||
Evolution does not necessarily preserve Attacks, though it does preserve IVs. Evolution preserves Max Move levels. Evolution generates 1 Candy of the Pokémon's Candy type. Evolution counts as capturing the target Pokémon. Shiny Pokémon stay Shiny through Evolution, and Evolution cannot Shiny up a non-Shiny Pokémon. A Pokémon can be Evolved even at 0 HP. A freshly-Evolved Pokémon has full HP. Evolution does not change Level. Evolution typically raises CP, but not always (and it might even lower it). Evolution preserves traded status. | |||
===Item required=== | |||
Some evolutions require an item in addition to Candy. The item will be consumed. | |||
{|class="wikitable" | |||
! Target !! Base !! Requirements | |||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/182 Bellossom] || [https://db.pokemongohub.net/pokemon/44 Gloom] || 100 Oddish Candy + Sun Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/192 Sunflora] || [https://db.pokemongohub.net/pokemon/191 Sunkern] || 50 Sunkern Candy + Sun Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/547 Whimsicott] || [https://db.pokemongohub.net/pokemon/546 Cottonee] || 50 Cottonee Candy + Sun Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/549 Lilligant] || [https://db.pokemongohub.net/pokemon/548 Petilil] || 50 Petilil Candy + Sun Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/695 Heliolisk] || [https://db.pokemongohub.net/pokemon/694 Helioptile] || 50 Helioptile Candy + Sun Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/230 Kingdra] || [https://db.pokemongohub.net/pokemon/117 Seadra] || 100 Horsea Candy + Dragon Scale | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/233 Porygon2] || [https://db.pokemongohub.net/pokemon/137 Porygon] || 25 Porygon Candy + Upgrade | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/474 Porygon-Z] || [https://db.pokemongohub.net/pokemon/233 Porygon2] || 100 Porygon Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/463 Lickilicky] || [https://db.pokemongohub.net/pokemon/108 Lickitung] || 100 Lickitung Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/465 Tangrowth] || [https://db.pokemongohub.net/pokemon/114 Tangela] || 100 Tangela Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/466 Electivire] || [https://db.pokemongohub.net/pokemon/125 Electabuzz] || 100 Elekid Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/467 Magmortar] || [https://db.pokemongohub.net/pokemon/126 Magmar] || 100 Magby Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/461 Weavile] || [https://db.pokemongohub.net/pokemon/215 Sneasel] || 100 Sneasel Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/468 Togekiss] || [https://db.pokemongohub.net/pokemon/176 Togetic] || 100 Togepi Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/469 Yanmega] || [https://db.pokemongohub.net/pokemon/193 Yanma] || 100 Yanma Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/472 Gliscor] || [https://db.pokemongohub.net/pokemon/207 Gligar] || 100 Gligar Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/430 Honchkrow] || [https://db.pokemongohub.net/pokemon/198 Murkrow] || 100 Murkrow Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/475 Gallade] || Male [https://db.pokemongohub.net/pokemon/281 Kirlia] || 100 Ralts Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/429 Mismagius] || [https://db.pokemongohub.net/pokemon/200 Misdreavus] || 100 Misdreavus Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/473 Mamoswine] || [https://db.pokemongohub.net/pokemon/221 Piloswine] || 100 Swinub Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/477 Dusknoir] || [https://db.pokemongohub.net/pokemon/356 Dusclops] || 100 Duskull Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/478 Froslass] || Female [https://db.pokemongohub.net/pokemon/361 Snorunt] || 100 Snorunt Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/424 Ambipom] || [https://db.pokemongohub.net/pokemon/190 Aipom] || 100 Aipom Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/407 Roserade] || [https://db.pokemongohub.net/pokemon/315 Roselia] || 100 Budew Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/212 Scizor] || [https://db.pokemongohub.net/pokemon/123 Scyther] || 50 Scyther Candy + Metal Coat | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/208 Steelix] || [https://db.pokemongohub.net/pokemon/95 Onix] || 50 Onix Candy + Metal Coat | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/186 Politoed] || [https://db.pokemongohub.net/pokemon/61 Poliwhirl] || 100 Poliwag Candy + King's Rock | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/199 Slowking] || [https://db.pokemongohub.net/pokemon/79 Slowpoke] || 50 Slowpoke Candy + King's Rock | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/841 Flapple] || [https://db.pokemongohub.net/pokemon/840 Applin] || 200 Applin Candy + 20 Tart Apples | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/842 Appletun] || [https://db.pokemongohub.net/pokemon/840 Applin] || 200 Applin Candy + 20 Sweet Apples | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/464 Rhyperior] || [https://db.pokemongohub.net/pokemon/112 Rhydon] || 100 Rhyhorn Candy + Sinnoh Stone | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/718-Fifty_Percent Zygarde 50% Form] || [https://db.pokemongohub.net/pokemon/718-Ten_Percent Zygarde 10% Form] || 50 Zygarde Cells | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/718-Complete Zygarde Complete Form] || [https://db.pokemongohub.net/pokemon/718-Fifty_Percent Zygarde 50% Form] || 200 Zygarde Cells | ||
|- | |- | ||
| | |} | ||
===Special requirements=== | |||
The special requirements must be fulfilled while the Pokémon to be evolved is your Buddy. | |||
{|class="wikitable" | |||
! Target !! Base !! Requirements | |||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/462 Magnezone] || [https://db.pokemongohub.net/pokemon/82 Magneton] || 100 Magnemite Candy + Evolve near an active Magnetic Lure | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/476 Probopass] || [https://db.pokemongohub.net/pokemon/299 Nosepass] || 50 Nosepass Candy + Evolve near an active Magnetic Lure | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/706 Goodra] || [https://db.pokemongohub.net/pokemon/705 Sliggoo] || 100 Goomy Candy + Evolve near an active Rainy Lure | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/983 Kingambit] || [https://db.pokemongohub.net/pokemon/625 Bisharp] || 100 Pawniard Candy + defeat 15 Dark- or Steel-type in raids | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/979 Annihilape] || [https://db.pokemongohub.net/pokemon/57 Primeape] || 100 Mankey Candy + defeat 30 Psychic- or Ghost-type in battles | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/671 Florges] || [https://db.pokemongohub.net/pokemon/670 Floette] || 100 Flabébé Candy + earn 20 hearts | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/936 Armarouge] || [https://db.pokemongohub.net/pokemon/935 Charcadet] || 50 Charcadet Candy + defeat 30 Psychic-type in battles | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/937 Ceruledge] || [https://db.pokemongohub.net/pokemon/935 Charcadet] || 50 Charcadet Candy + defeat 30 Ghost-type in battles | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/904 Overqwil] || [https://db.pokemongohub.net/pokemon/211-Hisuian Hisuian Qwilfish] || 50 Qwilfish Candy + win 10 raids | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/892-Rapid_Strike Rapid Strike Style Urshifu] || [https://db.pokemongohub.net/pokemon/891 Kubfu] || 200 Kubfu Candy + defeat 30 Water-type in raids or Max battles | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/892-Single_Strike Single Strike Style Urshifu] || [https://db.pokemongohub.net/pokemon/891 Kubfu] || 200 Kubfu Candy + defeat 30 Dark-type in raids or Max battles | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/687 Malamar] || [https://db.pokemongohub.net/pokemon/686 Inkay] || 50 Inkay Candy + turning the mobile device upside-down | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/416 Vespiquen] || Female [https://db.pokemongohub.net/pokemon/415 Combee] || 50 Combee Candy | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/699 Aurorus] || [https://db.pokemongohub.net/pokemon/698 Amaura] || 50 Amaura Candy, and evolve at night | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/697 Tyrantrum] || [https://db.pokemongohub.net/pokemon/696 Tyrunt] || 50 Tyrunt Candy, and evolve during the day | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/675 Pangoro] || [https://db.pokemongohub.net/pokemon/674 Pancham] || 50 Pancham Candy + capture 32 Dark-type | ||
|- | |- | ||
| | |} | ||
===Walk-assisted=== | |||
The Pokémon to be evolved must be walked a certain distance while actively "on your adventure", i.e. on the map screen. | |||
{|class="wikitable" | |||
! Target !! Base !! Requirements | |||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/528 Swoobat] || [https://db.pokemongohub.net/pokemon/527 Woobat] || 50 Woobat Candy + 1km | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/903 Sneasler] || [https://db.pokemongohub.net/pokemon/215-Hisuian Hisuian Sneasel] || 100 Sneasel Candy + 7km, and evolve during the day | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/122 Mr. Mime] || [https://db.pokemongohub.net/pokemon/439 Mime Jr.] || 50 Mime Jr. Candy + 15km | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/185 Sudowoodo] || [https://db.pokemongohub.net/pokemon/438 Bonsly] || 50 Bonsly Candy + 15km | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/113 Chansey] || [https://db.pokemongohub.net/pokemon/440 Happiny] || 25 Happiny Candy + 15km | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/350 Milotic] || [https://db.pokemongohub.net/pokemon/349 Feebas] || 100 Feebas Candy + 20km | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/923 Pawmot] || [https://db.pokemongohub.net/pokemon/922 Pawmo] || 100 Pawmi Candy + 25km | ||
|- | |- | ||
| | |} | ||
===Trade-assisted=== | |||
Some Pokémon require no Candy to evolve ''once they have been traded.'' Without a trade, they have usual Candy requirements. The trade can take place prior to the specified Evolution, i.e. a traded Machop Evolved to Machoke can be evolved to Machamp for zero Candy. | |||
{|class="wikitable" | |||
! Target !! Base !! Requirements | |||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/65 Alakazam] || [https://db.pokemongohub.net/pokemon/64 Kadabra] || 100 Abra Candy OR the Kadabra was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/68 Machamp] || [https://db.pokemongohub.net/pokemon/67 Machoke] || 100 Machop Candy OR the Machoke was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/76 Golem] || [https://db.pokemongohub.net/pokemon/75 Graveler] || 100 Geodude Candy OR the Graveler was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/75-Alola Alolan Golem] || [https://db.pokemongohub.net/pokemon/75-Alola Alolan Graveler] || 100 Geodude Candy OR the Alolan Graveler was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/93 Haunter] || [https://db.pokemongohub.net/pokemon/94 Gengar] || 100 Gastly Candy OR the Gengar was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/534 Conkeldurr] || [https://db.pokemongohub.net/pokemon/533 Gurdurr] || 200 Timburr Candy OR the Gurdurr was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/526 Gigalith] || [https://db.pokemongohub.net/pokemon/525 Boldore] || 200 Roggenrola Candy OR the Boldore was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/589 Escavlier] || [https://db.pokemongohub.net/pokemon/588 Karrablast] || 200 Karrablast Candy OR the Karrablast was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/617 Accelgor] || [https://db.pokemongohub.net/pokemon/616 Shelmet] || 200 Shelmet Candy OR the Shelmet was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/709 Trevenant] || [https://db.pokemongohub.net/pokemon/708 Phantump] || 200 Phantump Candy OR the Phantump was traded | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/711 Gourgeist] || [https://db.pokemongohub.net/pokemon/710 Pumpkaboo] || 200 Pumpkaboo Candy OR the Pumpkaboo was traded | ||
|- | |- | ||
| | |} | ||
===Eevolution=== | |||
[https://db.pokemongohub.net/pokemon/133 Eevee]'s evolution is complex, terminating in one of eight different Pokémon. Alternatively, one time per target per Trainer, the evolution type can be specified by naming the Eevee prior to evolving it. All evolutions require 25 Eevee Candy. | |||
{| class="wikitable" | |||
! Target !! Type !! Name !! Requirements | |||
| | |||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/196 Espeon] || Psychic || Sakura || Walk a Buddy Eevee 10km, have that Eevee as your Buddy at the time of evolution, and evolve during the day | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/197 Umbreon] || Dark || Tamao || Walk a Buddy Eevee 10km, have that Eevee as your Buddy at the time of evolution, and evolve at night | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/470 Leafeon] || Grass || Linnea || Evolve near an active Mossy Lure | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/471 Glaceon] || Ice || Rea || Evolve near an active Glacial Lure | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/700 Sylveon] || Fairy || Kira || Earn 70 Hearts with the Eevee as your Buddy | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/136 Flareon] || Fire || Pyro || No requirements | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/134 Vaporeon] || Water || Rainer || No requirements | ||
|- | |- | ||
| | | [https://db.pokemongohub.net/pokemon/135 Jolteon] || Electricity || Sparky || No requirements | ||
| | |||
|- | |- | ||
|} | |} | ||
I am unsure of the precedence among the first five options. If none of them are met, the target is selected randomly among Flareon, Vaporeon, and Jolteon. | |||
Note that Level 42 requires evolving one of each Eevee type (while at Level 41). | |||
==Strategy== | |||
Some parts of this assume you're in an urban area or otherwise have access to many spawns and Pokéstops per hour, but much applies to all players. | |||
===Leveling up=== | |||
Leveling up (through Level 40) is strictly a matter of accumulating XP. Level 2 requires only one thousand XP. Level 40 requires five million beyond Level 39, for twenty million total. Levels 41 through 50 have additional, formidable Research requirements beyond their already brutal XP demands. | |||
===The mathematics of Friendship=== | |||
State increases upon the first interaction of any kind between two Friends on a given day (how does this work with different time zones? [[User:Dank|Dank]] ([[User talk:Dank|talk]]) 09:15, 9 May 2025 (UTC)). It can only be advanced once per day. There is a single level for each pair of Friends. Removing a friend does not reset the friendship level until 120 days (of Sodom?) have passed. Adding the friend back during this period will reset the counter. An interaction for purposes of Friend state is: | |||
* Opening (''not'' sending) a Gift | |||
* Participating together in a raid or Max battle | |||
* A PvP battle | |||
* A trade | |||
Since the XP bonuses of Friend transitions are large, Lucky Eggs can be effectively employed before a Level change. This can be more effective if several Levels change within the Lucky Egg's lifespan, which can be accomplished by a burst of Gift opening for synchronized Friends, i.e. a set of Friends all at the same state. | |||
Friends are essentially unlimited resources thanks to online [https://www.reddit.com/r/PokemonGoFriends/ bazaars]. Up to 115 new Gifts are available each day via Pokéstops and a Buddy. You can open up to 20 Gifts per day, and carry 20 at a time (they do not count against your Bag). There is no limit on sending Gifts. Gift XP is maximized by adding 135 friends each day, sending 115 Gifts (assuming all are opened), and opening 20 Gifts (assuming at least this many are received). All 135 friends will become Good Friends, providing 405,000 XP per day before being immediately harvested. This is of course all rather tedious, and leaves no room for actual long-term friends (with benefits beyond XP). I tend to add a dozen people or so every few days, interact through the Ultra Friend level (requiring thirty days), and remove them afterwards. This yields 63,000 XP per harvested friend, ideally 2100 XP per Friend-day, 70% of the optimal 3k with less than 4% of the work. Furthermore, a Lucky Egg applied to the large 50k XP bonus yields XP that would require synchronizing 17 transitions to Good Friends, which I'd rather drink the bathroom cleaner. | |||
For purposes of battle bonuses and reduced Stardust costs to trade, you want to make and keep some Best Friends. | |||
For purposes of prioritizing your limited Gift openings, if a Friend has a blue ring around their headshot, you ''have'' interacted with them today, and opening their Gift will not advance the state. If there is a grey arrow pointing right, that Friend has an unopened Gift from you. | |||
===I've got beef=== | |||
Appraisal shows only CP, and IVs. The former is actively misleading, while the latter are largely inconsequential. Oh, it also shows HP, which is quite useful, and kinda shows level in the shittiest way possible. | |||
====CP is a great big lie==== | |||
"Combat Power" or CP is the foremost stat for Pokémon. It is the limit for participation in various PvP leagues, and is the default sort order for your bullpen. | |||
Behold, the CP equation: | |||
* CP = ⌊max(10, Eff<sub>A</sub> * √Eff<sub>D</sub> * √Eff<sub>S</sub> * CPM² / 10)⌋ | |||
CP is a terrible stat for PvP (it's not so bad for raids; see below), where it ought primarily be regarded as a cost function, not a measure of quality. It's not great for Max Battles, either. | |||
CP overvalues Eff<sub>A</sub> (which gets divided by Eff<sub>D</sub> when calculating damage). It overvalues Eff<sub>A</sub> '''a lot'''. The max Eff<sub>A</sub> would be 414+15=429; its square root is ~21, a reduction of over 95%! The lowest Eff<sub>A</sub> is 10; its square root is ~3.2, a reduction of about 68%. Eff<sub>A</sub> isn't being counted twice as much as other stats, but ''many times more''. Even worse is level. With a bit of substitution, we can rewrite the CP equation: | |||
* CP = ⌊max(10, (ATK + IV<sub>A</sub>) * CPM * √((DEF + IV<sub>D</sub>) * CPM) * √((STA + IV<sub>S</sub>) * CPM) * CPM² / 10)⌋ | |||
* CP = ⌊max(10, (ATK + IV<sub>A</sub>) * CPM * √(DEF + IV<sub>D</sub>) * √CPM * √(STA + IV<sub>S</sub>) * √CPM * CPM² / 10)⌋ | |||
* CP = ⌊max(10, (ATK + IV<sub>A</sub>) * √(DEF + IV<sub>D</sub>) * √(STA + IV<sub>S</sub>) * CPM⁴ / 10)⌋ | |||
'''This is why you can beat Team Rocket Pokémon with 3x and 4x your CP.''' It's almost all in ATK, which is getting divided by DEF. They can hit you hard, but they're stupid, and your Charged Attacks and type counters beat them down. | |||
The Damage equation is entirely linear. Remember Damage? | |||
* D = ⌊max(1, P * Eff<sub>A</sub>/Eff<sub>D</sub> * M * M<sub>M</sub>)⌋ | |||
* D = ⌊max(1, P * ((ATK + IV<sub>A</sub>) * CPM<sub>A</sub>) / ((DEF + IV<sub>D</sub>) * CPM<sub>D</sub>) * M * M<sub>M</sub>)⌋ | |||
* D = ⌊max(1, P * (ATK + IV<sub>A</sub>)/(DEF + IV<sub>D</sub>) * CPM<sub>A</sub>/CPM<sub>D</sub> * M * M<sub>M</sub>)⌋ | |||
Doubling any term in the numerator doubles the Damage. Halving any term in the numerator halves the Damage. Doubling the denominator (Eff<sub>D</sub>) halves the Damage, etc. Breaking out the CPM ratio as its own term changes nothing; it just makes my argument more obvious. Let's imagine a CPM growth of 0.1 for the attacker, so CPM<sub>NewA</sub> = CPM<sub>A</sub> + 0.1. Ignoring the floor function, this increases Damage by a factor of CPM<sub>NewA</sub>/CPM<sub>A</sub>. If the old CPM<sub>A</sub> was 0.2, we increased it by 0.1/0.2 = 0.5 or 50%. If the old CPM<sub>A</sub> was 0.5, we increased it by 0.1/0.5 = 0.2 or 20%. As the Level grows, the impact of constant increases in CPM lessens (in actuality, the increases are not constant, but diminish). For purposes of CP, however, we're working with a fourth power. Increasing the CPM by 0.1 has far greater effect on CP. A CPM<sub>A</sub> of 0.2 was 0.2⁴ = 0.0016, but a CPM<sub>NewA</sub> of 0.3 is 0.3⁴ = 0.0081, a CP increase of over 500%! A CPM<sub>A</sub> of 0.5 was 0.5⁴ = 0.0625, while a CPM<sub>NewA</sub> of 0.6⁴ = 0.1296, a CP increase of over 200%. | |||
Should the attacker move from Level 10 to Level 10.5 takes CPM from CPM(10) = 0.4225 to CPM(10.5) = 0.4329264091, a difference of 0.0104264091. CPM(10.5) / CPM(10) ~= 1.025, an increase of 2.5% to the Damage equation (again, ignoring the effects of floor), independent of base stats and IVs. Should the defender make the same move, it is likewise a ~2.4% reduction in Damage, and a ~2.5% increase in MHP. For either player, dividing the fourth powers yields 1.102, an increase of 10.2% in CP. The ratio of fourth powers will always be greater than the sum of linear ratios, thus '''Level is overvalued by CP.''' | |||
You'll read that defense and stamina are "more important" in PvP. No. Were this true, you'd never use Shadow Pokémon. Rather, ATK contributes linearly to this cost function, whereas they contribute their square roots. | |||
Attack isn't simply "more important" in PvE; rather, stats have no cost (as there are no CP ceilings, aside from some very specific endgame). You thus want all the stats you can get. Since raids allow you to absorb effectively infinite damage, but have a time component, strong ATK is indeed critical (justifying to a degree its overvaluation in CP ''for raids''). | |||
The floor function makes small improvements over unity meaningless, but magnifies small losses from unity. If Power is 4, and the other products yield 1.1, the Damage is unchanged at 4. If other products yield 0.9, the Damage is 3 (a 25% loss). With equal ATK and DEF, a slightly higher level is unlikely to change Damage inflicted, but is likely to reduce Damage suffered. Level 50 against Level 10 is 0.8378 vs 0.4225, an ATK multiplier of ~1.983 for the L50 and a multiplier of ~0.504 for the L10. The CPM contributions to CP are ~0.493 and ~0.032, a multiple of 15.4. Within the 93.5%, can we make up for the ATK/DEF ratio losses with base stats? At L50, we hit CP 1499 with e.g. DEF=STA=169 and ATK=180. At L10, we hit CP 1500 with e.g. DEF=900, STA=ATK=625. The L10 mon would ''devastate'' the L50 mon: ATK/DEF when attacking is ~3.7, for a total product of ~1.9, while ATK/DEF when defending is ~0.4. Of course, no such mon is actually available. The lesson is that L10 has 50% of the L50 CPM, and offsetting this requires a DEF twice the L50's ATK and an ATK twice the L50's DEF. | |||
L40 / L20 ~= 1.3, L20 / L40 ~= 0.75. Offsetting this 20 Level gap requires an ATK 133% the L40's DEF, and a DEF 130% the L40's ATK. Look at the histograms from [[#Essential_constants|earlier]]. They're not far from Gaussian, with centers very roughly at 200 and σ below 100: we'll rarely see 200% improvements over an opponent's base statistics. With these stats clinging to a center, Level differences converge towards zero. Our intuition, then, is that we want to maximize DEF, then STA, then ATK, then Level (though not exactly). What's the precise relation? | |||
====Don't overvalue IVs==== | |||
IVs are largely inconsequential for ATK and DEF, due to usually being a small percentage of the effective stat's total range. Their impact is further reduced (and possibly eliminated) by the floor function used to compute damage. Read that again: the use of the floor function when calculating damage means a 15 IV might have ''absolutely no impact'' vis-à-vis a 0. One more time: no, there is not always "some small advantage" to a higher IV, since the impact might be completely hidden by the floor function. | |||
'''FIXME Demonstrate that small IV changes usually result in zero change to damage for powerful Pokémon (i.e. those with large ATK/DEF)''' | |||
Note that the CPM combined with the floor function imply hit points only actually growing by 1 for every 1/CPM points added to Eff<sub>S</sub>. Read that again: '''An IV<sub>S</sub> of n + 1 might have absolutely no improvement over n.''' This is of course not always true, and in any case only relevant when CP ceilings are in effect. | |||
Especially for powerful Pokémon, Attack Power, STAB, and type effectiveness have ''much'' greater impact than any difference in IVs. | |||
A base ATK of 115 with an IV<sub>A</sub> of 0 is in every way equivalent to a base ATK of 100 with an IV<sub>A</sub> of 15. | |||
====Type effectiveness isn't everything==== | |||
Type effectiveness, STAB, and weather bonuses are powerful (the former two in PvP especially), but they don't necessarily beat out a truly large base stat or level difference. If there's a Weather Bonus, that's a multiple of 1.2. If you have an ATK difference greater than 20% of the opponent's DEF, that's a higher damage (and remember that Weather Bonus doesn't apply to most PvP). | |||
=== | ====Optimizing for CP ceilings==== | ||
First off, let's eliminate any complications due IVs. For every species S with base stats ATK, DEF, and STA, introduce 4096 virtual species, S-n<sub>A</sub>-n<sub>D</sub>-n<sub>S</sub>, where n<sub>X</sub> is an integer in [0, F]. S-0-0-0 corresponds to the base stats of the species S. S-F-F-F corresponds to that species with maxed out IVs. S-5-A-F represents the species with IV<sub>A</sub> = 5, IV<sub>D</sub> = 10, and IV<sub>S</sub> = 15, etc. We can now dispense with IVs entirely. | |||
For a league with a CP ceiling of C, we want to maximize the three values | |||
= | * Inflicted damage factor = P * ATK * CPM * M * M<sub>M</sub> | ||
* Inverse suffered damage factor = DEF * CPM | |||
* Damage absorption = ⌊STA * CPM⌋ = MHP | |||
subject to the constraint | |||
* C ≥ ATK * √DEF * √STA * CPM⁴ | |||
* | |||
** | |||
remembering that | |||
* We win iff our HP divided by their Damage per unit time exceeds their HP divided by our Damage per unit time. | |||
== | If the suffered damage factor is greater than the inflicted damage factor, their ratio is less than 1, and the Damage will thus be 1. If this is the case for both players, the game is reduced to who has the greater damage absorption. This is almost never the case, however, because of something we've been ignoring. What did we identify as the dominant term in the Damage equation? Attack Power, represented by P. Recall that the most powerful Fast Attack in PvP is Incinerate at P = 20. To reduce this Attack's Damage to 1 (assuming M * M<sub>M</sub> = 1 and equal Levels), DEF would need be 20x ATK. This is technically possible (recall that the greatest possible DEF/ATK at this time is 411 / 17 ~= 24.18), but usually ATK will be on the same order as DEF: a 2x relationship is already pushing it, and represents a pretty irregular match. So a given Attack, especially a Charged one, is likely to inflict more than 1 HP. | ||
== | As an example, consider the Fast Attack Bite as employed by an attacker at Level 10 with ATK = 140 against a defender at Level 20 with DEF = 180. CPM(20) = 0.5974 and CPM(10) = 0.4225, so the CPM ratio is ~0.707. The ATK/DEF ratio is 0.7̅. The product is ~0.55. Assume M*M<sub>M</sub> = 1. Bite's Power is 4, for a product of 2.2 and thus a Damage of 2. This despite the defender having a 28.6% advantage in terms of DEF over ATK, and ten full levels (twenty half-levels) on the attacker! Looking at CP, the relevant contributions are ATK*CPM⁴ (~4.46) and √DEF*CPM⁴ (~1.71), a CP multiple of ~2.61. Now increase the ATK to 180, holding everything else constant. The ATK/DEF ratio is now 1, while the CPM ratio remains 0.707. The total product is now 2.828, for a Damage of...2, the ''exact same Damage as before.'' Meanwhile, the ATK*CPM⁴ has increased to ~5.74, a CP multiple of ~1.29. Now dial the ATK back to 140, but bring the attacker up to Level 20. The CPM ratio is now 1; the total product becomes 3.1̅ for a Damage of 3. ATK*CPM⁴ is now 17.83, a CP multiple of ~4. How much STA could be acquired for these multiples? If STA was originally 140, it is contributing ~11.83 to CP. Multiplying 11.83 by 4 gives us 47.32, and squaring it yields ''2239''! You could have 4.5x the highest STA in the game. At Level 10, this would be an extra 886 HP, certainly more than offsetting the extra point of Damage dealt each Attack! Such is the power of logarithmic growth. | ||
Should the attacker replace Bite with Acid, Power rises from 4 to 6. The attacker as originally specified now does 3 points of Damage with each Attack (taking ATK to 180 now deals 4 points, and taking Level to 20 accomplishes the same thing). What is the impact on CP? ''There is no impact on CP.'' Power upgrades are free from a CP perspective. The most dominant term is ''completely ignored'' in the CP calculation, as are the potentially huge type bonuses. Mother of God. | |||
So, we will seek to maximize inflicted damage by maximizing P (or inflicted damage per unit time by maximizing P/T, where T is Attack duration in turns), rather than increasing ATK or Level. DEF and STA we can increase at barely more cost than P, and far more freely. We want to keep ATK low, and we want to keep Level low. Every CPM points of STA yield one more hit point. At Level 1, we need ~10.6 points of STA for a hit point (due to the floor function, it's more like 11, then 10, then 11, then 10...). At Level 50, we need ~1.19 (more like 2, 1, 1, 1, 2...). 140 additional HP cost ~1490 STA at Level 1, and ~167 STA at Level 50. If a 140 HP opponent is hitting us for 2 points of damage every unit time, and we're hitting them for 1, we need at least twice their HP, which we are unlikely to get. | |||
Given integer stats, our candidate solution space would already be finite. We're limited to the virtual species at the 99 provided levels, even more finite. Good! | |||
I'm not yet sure how to relate STA and DEF, but we can convert STA, ATK, and P to common values: hit points. HP = STA*CPM, undefended HP inflicted per unit time = P*ATK*CPM/T. Divide CPM out of both expressions. If they double P/T or ATK, we have to double HP. Doubling ATK is unlikely, but doubling P/T is a matter of choosing a different Attack. CP grows with the square root of added STA, grows linearly with added ATK, and grows not at all for added P or reduced T. | |||
** | |||
* | |||
How do we optimize for PvP? To first order, we optimize our Attacks, carefully considering P, T, and Attack type. This must be considered along with the populations of each typing. If we can build a spanning set of Attacks, all enjoying STAB, we ought be able to get a 1.92 multiplier from type. With two Charged Attacks available to each Pokémon, it ought be possible to saturate the spanning set with our three (nine total Attacks, when we know seven can cover the defensive types). Even without expensive secondary Charged Attacks, using dual-type species we can get at least six types, all STAB-positive. Charged Attacks pretty much always exceed Fast Attacks in Damage per unit time ''even if the Fast Attack enjoys a type bonus while the Charged Attack suffers a type penalty'', so it's almost never to our advantage to forego Charged Attacks (the calculation is trivial, if you want to verify). Find optimal sets of moves, and the populations which can provide them. Find species which provide these moves, preferring low ATK, high DEF, and high STA. Level these species up as high as you can without exceeding the ceiling. | |||
== | ==Towards a better CP== | ||
I've argued that CP is irredeemably busted as a single summary of power. Some people like the ''stat product'', the product of ATK, DEF, and STA (or, for an individual Pokémon, the product of Eff<sub>A</sub>, Eff<sub>D</sub>, and Eff<sub>S</sub>). I disagree. | |||
The usefulness of ATK and DEF fall off as they grow. Assume you're attacking an opponent with 100 DEF. The ATK/DEF ratio (ignoring IVs and CPM) for an ATK of 1, 50, 100, 150, 200, and 250 are 0.01, 0.5, 1, 1.5, 2, and 2.5. This ratio is then used in the product determining Damage, which (as noted before) is dominated by the particular Attack's Power. Against a DEF of 100, 20 more points of ATK are equivalent to a weather bonus. Against a DEF of 100, if the rest of the product (P * M * M<sub>M</sub>) is 5, each additional point of Damage (equivalent to a hit point) requires an extra 20 ATK. It's not exactly a 20:1 mapping due to CPM scaling of STA, but for this instance, each STA point of the defender is probably more useful than each ATK point of the attacker. | |||
200 | |||
This does break down if ATK >> DEF. The ATK/DEF ratio can grow quite large (if DEF >> ATK, you're inflicting only a few points of Damage per Attack, but never zero). An Eff<sub>A</sub> of 200 against an Eff<sub>D</sub> of 20 yields a ratio of 10, a very serious multiplier (it's important to remember that CPM is generally going to drive wildly unbalanced ratios towards 1). But a DEF of at least 140 means an attacker of equal level requires 280 ATK to get a 2x multiplier. More than half of all species have a base DEF of 140, while only a few have an ATK of 280+. Adding a few ATK is likely to get lost in the floor function when calculating actual Damage, whereas a few more STA can mean surviving another attack. When DEF >> ATK, the effect is most pronounced on Charged Attacks, as the guaranteed point of Damage represents a lesser return on the Power. In such a case, it might behoove an attacker in PvE mode to dispense with Charged Attacks entirely. In any case, it is rare that such extreme deltas in base stats exist. | |||
IVs are more important for low ATK/DEF than high. If using a species with an absurdly low base ATK or DEF, a strong IV can be a major assistance. | |||
It would probably be best to define a Win Expectation for each pair of species. Better yet, for each pair of species-levels. Still better, for each pair of species-levels-IVs. Oh shit, also for Attacks. Ideally, for any two sets of individual Pokémon, in any configuration of bonus multipliers (weather, allies, etc.). | |||
But this requires knowing individual opponents. Assuming we must speak of Pokémon in an opponent-independent way, we have two serious problems: | |||
* PvE and PvP reward two completely different things, and | |||
* How do we include type effectiveness? | |||
=== | Regarding the first, I think a single stat simply loses too much information (this is why CP is garbage for PvP, and a silly gate for leagues). CP is more or less fine for PvE, I guess. So I'm going to introduce a new stat, Dankness (DvP). | ||
===Digression: stat product is also bad=== | |||
For PvP, when you're working against a CP ceiling, the reduced cost of DEF and STA should be reflected. Stat product has the advantage of being simple, but when working under a CP ceiling, I think it ought be more like √A*D*S. If you think they're equally useful (I disagree, but I'll allow it), then consider this: a Pokémon with A = 10, D = 2500, S = 2500 has CP growth of 110 (10 + 50 + 50) but a stat product of 62.5M. A Pokémon with A = 100, D = 25, S = 25 has the same CP growth (100 + 5 + 5) but a product of 62.5k, one thousand times less the stat product of the first Pokémon. Think this unrealistic? OK, A = 50, D = 64, S = 64. CP growth is 66. The same CP growth is seen from A = 60, D = 9, S = 9. The stat products are 204800 vs 4860, more than a 42x multiple. The point is, DEF and STA are very cheap compared to ATK in terms of CP. | |||
=== | ===Dankness vP=== | ||
We are defeated when the integral of suffered Damage over time meets or exceeds our hit points. We win when the integral of inflicted Damage over time exceeds our opponent's hit points. The smaller time decides the battle. | |||
Our stat will ideally be dominated by two things, equally: | |||
* How long it takes to kill us (DEF and STA), and | |||
* Our ability to inflict Damage per unit time (ATK and Attacks) | |||
As these are the two things which ultimately decide each PvP battle (assuming perfect play). The difference between two calculations ought reflect the expected change in these things. | |||
Our ability to inflict Damage is a function of Eff<sub>A</sub>, opponent Eff<sub>D</sub>, our Attacks (Power, Time, Energy, and Cost), and the multipliers (especially type effectiveness). We don't know anything about our opponent, though. We could assume universal probability of opponent, and average over them, but that's a ridiculous assumption. Even something like "fewer weaknesses are better than more weaknesses" is hard to justify, because fewer weaknesses are not necessarily better for a given set of opponents (it could be argued that fewer weaknesses impacts opponent selection). So we're going to leave that out for now. We will, however, consider STAB, and furthermore factor resistance into Power expectations. | |||
'''FIXME yes, and...?''' | |||
==Can Pokémon Go PvP be solved?== | |||
Define a 3PC as a collection of three individual Pokémon. Given the rule that only one Pokémon at a time may be Mega per Trainer, only one member of a 3PC can be in Mega mode (the Mega multiplier doesn't apply in PvP anyway). This set can be ordered six different ways. We call a 3PC with an order a 3POC (not a 3PoC, which would be three Pokémon of color, aka "shinies"). | |||
I would like to know whether there exists a 3POC that | |||
* assuming perfect play on the part of both Trainers, | |||
* for every opposing 3POC, | |||
does not lose. I think that this is unlikely, but possession of such a trio would "solve" PvP. | |||
Should none exist, I would like to know whether there exists a 3PC that | |||
* assuming perfect play on the part of both Trainers, | |||
* for every opposing 3POC, | |||
has some 3POC which does not lose. | |||
Should none exist, I would like to know the smallest collection from which, for each opposing 3POC, a 3POC can be selected which does not lose. | |||
==Fucking with the APK== | |||
The APK can be downloaded from [https://www.apkmirror.com/apk/niantic-inc/pokemon-go/ APKMirror] and analyzed with e.g. [https://apktool.org/ Apktool]. | |||
Important content includes (in <tt>base/assets/</tt>): | |||
* the plaintext, key-value <tt>text/i18n_en-us.json</tt> (salt for your language) | |||
* the binary <tt>bin/Data/Managed/Metadata/global-metadata.dat</tt> | |||
===On-device=== | |||
* <tt>Android/data/com.nianticlabs.pokemongo/files/il2cpp/Metadata/global-metadata.dat</tt> (salt for your OS) | |||
** il2cpp indicates [https://docs.unity3d.com/Manual/scripting-backends-il2cpp.html Unity stuff] fwiw, including in <tt>global-metadata.dat</tt> | |||
** you can use e.g. [https://github.com/djkaty/Il2CppInspector Il2CppInspector] to tear this apart | |||
==External links== | |||
* [https://pokemongohub.net/post/featured/researching-pokemon-go-spawn-mechanics/|Researching Pokémon GO Spawn Mechanics] by Zeroghan on GOHUB | |||
* [https://pogo.gamepress.gg/cp-multiplier CP Multiplier] on Gamepress | |||
* [https://niantic.helpshift.com/hc/en/6-pokemon-go/faq/2132-type-effectiveness-in-battle/ Type Effectiveness in Battle] from the Pokémon GO Help Center | |||
* [https://pokemongohub.net/post/pvp/mastering-the-turn-system-in-pokemon-go-pvp/ Mastering the Turn System in Pokémon GO PvP] by avrip on GOHUB | |||
* [https://www.pokebattler.com/ Pokebattler] is legit | |||
* [https://www.reddit.com/r/TheSilphArena/comments/aa3e1z/guide_primer_on_stats_and_level_when_constrained/ Primer on stats and levels when constrained by CP] by u/glencurio on r/TheSilphArena | |||
* [https://pogo.gamepress.gg/attack-based-charged-move-priority-added-trainer-battles Attack-Based Charged Move Priority Added to Trainer Battles] by Tyler on Gamepress | |||
Latest revision as of 11:03, 23 June 2025
I've been playing Pokémon Go since 2025-03-01, fairly enthusiastically. While there exist useful resources, I found "common wisdom" regarding the game to be lacking rigor. This page started with the question, "how is it that I reliably defeat Team Rocket Pokémon with double my CP, but barely play above 50% in GO Battle League where opposing CPs are roughly equal?" answer: CP is an ass metric, they use shields poorly/not at all, and naive Attack selection
I know very little about other Pokémon games or media.
Regarding nomenclature, "PvP" in this document refers to "Trainer Battles":
- Encounters with Team Rocket at Pokéstops/Balloons (despite them being AI)
- Friends
- GO Battle League
"PvE" refers to:
- All types of Raids
- Dynamax and Gigantimax battles
- Gym battles
Essential constants



The atoms of the game.
CPM
CP multipliers are defined at increments of 0.5 for all Levels 1 through 50, constant across all species and stats. Powering up a Pokémon increases its Level by 0.5. The half-level is L * 2 - 1, i.e. Level 3 is half-level 5. This suggests 99 constants (but the bitch ain't one). A Trainer's Pokémon cannot exceed the Trainer's Level plus 10 (if necessary, a trade will lower the Level).
CPMs range from 0.094 to 0.8403. Non-integer Levels are always defined using the quadratic mean (root of mean of squares): CPM(L + 0.5) = √((CPM(L)2 + CPM(L + 1)2) / 2), getting us down to 50 constants.
There are five regimes of growth: 1–9.5, 10–19.5, 20–29.5, 30–39.5, and 40+. Beginning at Level 40, CPM growth becomes linear: 0.7903 (40), 0.8103 (44), 0.8303 (48), 0.8403 (50). So CPM is perfectly fit for halflevels 79+ by the function 0.0025 * (L - 79) + 0.7903. We can define all 99 half-level CPMs recursively in O(n) time and O(1) space using seven floating-point and six integer constants:
float nextcpm(float cpm, float step){
return sqrt(pow(cpm, 2) + step);
}
// halflevel: positive integer (usually less than 100) equal to L * 2 - 1
float cpm(int halflevel){
float step;
if(halflevel >= 79){ // Levels 40 and above are computed directly
return 0.0025 * (halflevel - 79) + 0.7903;
}else if(halflevel >= 59){ // Levels 30..39.5
step = 0.00445946079;
}else if(halflevel >= 39){ // Levels 20..29.5
step = 0.008924905903;
}else if(halflevel >= 19){ // Levels 10..19.5
step = 0.008919025675;
}else if(halflevel > 1){ // Levels 1.5..9.5
step = 0.009426125469;
}else{
return 0.094; // Level 1 (or invalid low value)
}
return nextcpm(cpm(halflevel - 1), step);
}
Powering up has a cost in Stardust and XL Candy. The XL Candy cost is 0 until Level 40.5, at which point it costs 10 to power up to 41, up to 20 to power up from 49.5 to 50. The total cost from Levels 40 to 50 is 250k Stardust and 296 XL Candy.
| Level | CPM | Stardust requirement |
|---|---|---|
| 1 | 0.094 | 200 |
| 1.5 | 0.1351374318 | 200 |
| 2 | 0.16639787 | 200 |
| 2.5 | 0.192650919 | 200 |
| 3 | 0.21573247 | 400 |
| 3.5 | 0.2365726613 | 400 |
| 4 | 0.25572005 | 400 |
| 4.5 | 0.2735303812 | 400 |
| 5 | 0.29024988 | 600 |
| 5.5 | 0.3060573775 | 600 |
| 6 | 0.3210876 | 600 |
| 6.5 | 0.3354450362 | 600 |
| 7 | 0.34921268 | 800 |
| 7.5 | 0.3624577511 | 800 |
| 8 | 0.3752356 | 800 |
| 8.5 | 0.387592416 | 800 |
| 9 | 0.39956728 | 1000 |
| 9.5 | 0.4111935514 | 1000 |
| 10 | 0.4225 | 1000 |
| 10.5 | 0.4329264091 | 1000 |
| 11 | 0.44310755 | 1300 |
| 11.5 | 0.4530599591 | 1300 |
| 12 | 0.4627984 | 1300 |
| 12.5 | 0.472336093 | 1300 |
| 13 | 0.48168495 | 1600 |
| 13.5 | 0.4908558003 | 1600 |
| 14 | 0.49985844 | 1600 |
| 14.5 | 0.508701765 | 1600 |
| 15 | 0.51739395 | 1900 |
| 15.5 | 0.5259425113 | 1900 |
| 16 | 0.5343543 | 1900 |
| 16.5 | 0.5426357375 | 1900 |
| 17 | 0.5507927 | 2200 |
| 17.5 | 0.5588305862 | 2200 |
| 18 | 0.5667545 | 2200 |
| 18.5 | 0.5745691333 | 2200 |
| 19 | 0.5822789 | 2500 |
| 19.5 | 0.5898879072 | 2500 |
| 20 | 0.5974 | 2500 |
| 20.5 | 0.6048236651 | 2500 |
| 21 | 0.6121573 | 3000 |
| 21.5 | 0.6194041216 | 3000 |
| 22 | 0.6265671 | 3000 |
| 22.5 | 0.6336491432 | 3000 |
| 23 | 0.64065295 | 3500 |
| 23.5 | 0.6475809666 | 3500 |
| 24 | 0.65443563 | 3500 |
| 24.5 | 0.6612192524 | 3500 |
| 25 | 0.667934 | 4000 |
| 25.5 | 0.6745818959 | 4000 |
| 26 | 0.6811649 | 4000 |
| 26.5 | 0.6876849038 | 4000 |
| 27 | 0.69414365 | 4500 |
| 27.5 | 0.70054287 | 4500 |
| 28 | 0.7068842 | 4500 |
| 28.5 | 0.7131691091 | 4500 |
| 29 | 0.7193991 | 5000 |
| 29.5 | 0.7255756136 | 5000 |
| 30 | 0.7317 | 5000 |
| 30.5 | 0.7347410093 | 5000 |
| 31 | 0.7377695 | 6000 |
| 31.5 | 0.7407855938 | 6000 |
| 32 | 0.74378943 | 6000 |
| 32.5 | 0.7467812109 | 6000 |
| 33 | 0.74976104 | 7000 |
| 33.5 | 0.7527290867 | 7000 |
| 34 | 0.7556855 | 7000 |
| 34.5 | 0.7586303683 | 7000 |
| 35 | 0.76156384 | 8000 |
| 35.5 | 0.7644860647 | 8000 |
| 36 | 0.76739717 | 8000 |
| 36.5 | 0.7702972656 | 8000 |
| 37 | 0.7731865 | 9000 |
| 37.5 | 0.7760649616 | 9000 |
| 38 | 0.77893275 | 9000 |
| 38.5 | 0.7817900548 | 9000 |
| 39 | 0.784637 | 10000 |
| 39.5 | 0.7874736075 | 10000 |
| 40 | 0.7903 | 10000 |
| 40.5 | 0.7928 | 10000 |
| 41 | 0.7953 | 11000 |
| 41.5 | 0.7978 | 11000 |
| 42 | 0.8003 | 11000 |
| 42.5 | 0.8028 | 11000 |
| 43 | 0.8053 | 12000 |
| 43.5 | 0.8078 | 12000 |
| 44 | 0.8103 | 12000 |
| 44.5 | 0.8128 | 12000 |
| 45 | 0.8153 | 13000 |
| 45.5 | 0.8178 | 13000 |
| 46 | 0.8203 | 13000 |
| 46.5 | 0.8228 | 13000 |
| 47 | 0.8253 | 14000 |
| 47.5 | 0.8278 | 14000 |
| 48 | 0.8303 | 14000 |
| 48.5 | 0.8328 | 14000 |
| 49 | 0.8353 | 15000 |
| 49.5 | 0.8378 | 15000 |
| 50 | 0.8403 | |
| 50.5 | 0.8428 | |
| 51 | 0.8453 |
Base stats
Each Pokémon species has three base stats:
- Attack (ATK): 17 (Shuckle) to 414 (Deoxys (Attack Forme))
- Defense (DEF): 32 (Igglybuff) to 396 (Shuckle again)
- Stamina (STA): 1 (Shedinja) to 496 (Blissey)
FIXME: add derived stats, Type, Attacks, cost(s) to Evolve, and Evolution target(s)
| Pokédex | Species | STA | ATK | DEF |
|---|---|---|---|---|
| 0001 | Bulbasaur | 128 | 118 | 111 |
| 0002 | Ivysaur | 155 | 151 | 143 |
| 0003 | Venusaur | 190 | 198 | 189 |
| 0003 | Mega Venusaur | 190 | 241 | 246 |
| 0004 | Charmander | 118 | 116 | 93 |
| 0005 | Charmeleon | 151 | 158 | 126 |
| 0006 | Charizard | 186 | 223 | 173 |
| 0006 | Mega Charizard X | 186 | 273 | 213 |
| 0006 | Mega Charizard Y | 186 | 319 | 212 |
| 0007 | Squirtle | 127 | 94 | 121 |
| 0008 | Wartortle | 153 | 126 | 155 |
| 0009 | Blastoise | 188 | 171 | 207 |
| 0009 | Mega Blastoise | 188 | 264 | 237 |
| 0010 | Caterpie | 128 | 55 | 55 |
| 0011 | Metapod | 137 | 45 | 80 |
| 0012 | Butterfree | 155 | 167 | 137 |
| 0013 | Weedle | 120 | 63 | 50 |
| 0014 | Kakuna | 128 | 46 | 75 |
| 0015 | Beedrill | 163 | 169 | 130 |
| 0015 | Mega Beedrill | 163 | 303 | 148 |
| 0016 | Pidgey | 120 | 85 | 73 |
| 0017 | Pidgeotto | 160 | 117 | 105 |
| 0018 | Pidgeot | 195 | 166 | 154 |
| 0018 | Mega Pidgeot | 195 | 280 | 175 |
| 0019 | Rattata | 102 | 103 | 70 |
| 0019 | Rattata Alolan Form | 102 | 103 | 70 |
| 0020 | Raticate | 146 | 161 | 139 |
| 0020 | Raticate Alolan Form | 181 | 135 | 154 |
| 0021 | Spearow | 120 | 112 | 60 |
| 0022 | Fearow | 163 | 182 | 133 |
| 0023 | Ekans | 111 | 110 | 97 |
| 0024 | Arbok | 155 | 167 | 153 |
| 0025 | Pikachu | 111 | 112 | 96 |
| 0026 | Raichu | 155 | 193 | 151 |
| 0026 | Raichu Alolan Form | 155 | 201 | 154 |
| 0027 | Sandshrew | 137 | 126 | 120 |
| 0027 | Sandshrew Alolan Form | 137 | 125 | 129 |
| 0028 | Sandslash | 181 | 182 | 175 |
| 0028 | Sandslash Alolan Form | 181 | 177 | 195 |
| 0029 | Nidoran♀ | 146 | 86 | 89 |
| 0030 | Nidorina | 172 | 117 | 120 |
| 0031 | Nidoqueen | 207 | 180 | 173 |
| 0032 | Nidoran♂ | 130 | 105 | 76 |
| 0033 | Nidorino | 156 | 137 | 111 |
| 0034 | Nidoking | 191 | 204 | 156 |
| 0035 | Clefairy | 172 | 107 | 108 |
| 0036 | Clefable | 216 | 178 | 162 |
| 0037 | Vulpix | 116 | 96 | 109 |
| 0037 | Vulpix Alolan Form | 116 | 96 | 109 |
| 0038 | Ninetales | 177 | 169 | 190 |
| 0038 | Ninetales Alolan Form | 177 | 170 | 193 |
| 0039 | Jigglypuff | 251 | 80 | 41 |
| 0040 | Wigglytuff | 295 | 156 | 90 |
| 0041 | Zubat | 120 | 83 | 73 |
| 0042 | Golbat | 181 | 161 | 150 |
| 0043 | Oddish | 128 | 131 | 112 |
| 0044 | Gloom | 155 | 153 | 136 |
| 0045 | Vileplume | 181 | 202 | 167 |
| 0046 | Paras | 111 | 121 | 99 |
| 0047 | Parasect | 155 | 165 | 146 |
| 0048 | Venonat | 155 | 100 | 100 |
| 0049 | Venomoth | 172 | 179 | 143 |
| 0050 | Diglett | 67 | 109 | 78 |
| 0050 | Diglett Alolan Form | 67 | 108 | 81 |
| 0051 | Dugtrio | 111 | 167 | 136 |
| 0051 | Dugtrio Alolan Form | 111 | 201 | 142 |
| 0052 | Meowth | 120 | 92 | 78 |
| 0052 | Meowth Alolan Form | 120 | 99 | 78 |
| 0052 | Meowth Galarian Form | 137 | 115 | 92 |
| 0053 | Persian | 163 | 150 | 136 |
| 0053 | Persian Alolan Form | 163 | 158 | 136 |
| 0054 | Psyduck | 137 | 122 | 95 |
| 0055 | Golduck | 190 | 191 | 162 |
| 0056 | Mankey | 120 | 148 | 82 |
| 0057 | Primeape | 163 | 207 | 138 |
| 0058 | Growlithe | 146 | 136 | 93 |
| 0058 | Growlithe Hisuian Form | 155 | 142 | 92 |
| 0059 | Arcanine | 207 | 227 | 166 |
| 0059 | Arcanine Hisuian Form | 216 | 232 | 165 |
| 0060 | Poliwag | 120 | 101 | 82 |
| 0061 | Poliwhirl | 163 | 130 | 123 |
| 0062 | Poliwrath | 207 | 182 | 184 |
| 0063 | Abra | 93 | 195 | 82 |
| 0064 | Kadabra | 120 | 232 | 117 |
| 0065 | Alakazam | 146 | 271 | 167 |
| 0065 | Mega Alakazam | 146 | 367 | 207 |
| 0066 | Machop | 172 | 137 | 82 |
| 0067 | Machoke | 190 | 177 | 125 |
| 0068 | Machamp | 207 | 234 | 159 |
| 0069 | Bellsprout | 137 | 139 | 61 |
| 0070 | Weepinbell | 163 | 172 | 92 |
| 0071 | Victreebel | 190 | 207 | 135 |
| 0072 | Tentacool | 120 | 97 | 149 |
| 0073 | Tentacruel | 190 | 166 | 209 |
| 0074 | Geodude | 120 | 132 | 132 |
| 0074 | Geodude Alolan Form | 120 | 132 | 132 |
| 0075 | Graveler | 146 | 164 | 164 |
| 0075 | Graveler Alolan Form | 146 | 164 | 164 |
| 0076 | Golem | 190 | 211 | 198 |
| 0076 | Golem Alolan Form | 190 | 211 | 198 |
| 0077 | Ponyta | 137 | 170 | 127 |
| 0077 | Ponyta Galarian Form | 137 | 170 | 127 |
| 0078 | Rapidash | 163 | 207 | 162 |
| 0078 | Rapidash Galarian Form | 163 | 207 | 162 |
| 0079 | Slowpoke | 207 | 109 | 98 |
| 0079 | Slowpoke Galarian Form | 207 | 109 | 98 |
| 0080 | Slowbro | 216 | 177 | 180 |
| 0080 | Mega Slowbro | 216 | 224 | 259 |
| 0080 | Slowbro Galarian Form | 216 | 182 | 156 |
| 0081 | Magnemite | 93 | 165 | 121 |
| 0082 | Magneton | 137 | 223 | 169 |
| 0083 | Farfetch'd | 141 | 124 | 115 |
| 0083 | Farfetch'd Galarian Form | 141 | 174 | 114 |
| 0084 | Doduo | 111 | 158 | 83 |
| 0085 | Dodrio | 155 | 218 | 140 |
| 0086 | Seel | 163 | 85 | 121 |
| 0087 | Dewgong | 207 | 139 | 177 |
| 0088 | Grimer | 190 | 135 | 90 |
| 0088 | Grimer Alolan Form | 190 | 135 | 90 |
| 0089 | Muk | 233 | 190 | 172 |
| 0089 | Muk Alolan Form | 233 | 190 | 172 |
| 0090 | Shellder | 102 | 116 | 134 |
| 0091 | Cloyster | 137 | 186 | 256 |
| 0092 | Gastly | 102 | 186 | 67 |
| 0093 | Haunter | 128 | 223 | 107 |
| 0094 | Gengar | 155 | 261 | 149 |
| 0094 | Mega Gengar | 155 | 349 | 199 |
| 0095 | Onix | 111 | 85 | 232 |
| 0096 | Drowzee | 155 | 89 | 136 |
| 0097 | Hypno | 198 | 144 | 193 |
| 0098 | Krabby | 102 | 181 | 124 |
| 0099 | Kingler | 146 | 240 | 181 |
| 0100 | Voltorb | 120 | 109 | 111 |
| 0100 | Voltorb Hisuian Form | 120 | 109 | 111 |
| 0101 | Electrode | 155 | 173 | 173 |
| 0101 | Electrode Hisuian Form | 155 | 176 | 176 |
| 0102 | Exeggcute | 155 | 107 | 125 |
| 0103 | Exeggutor | 216 | 233 | 149 |
| 0103 | Exeggutor Alolan Form | 216 | 230 | 153 |
| 0104 | Cubone | 137 | 90 | 144 |
| 0105 | Marowak | 155 | 144 | 186 |
| 0105 | Marowak Alolan Form | 155 | 144 | 186 |
| 0106 | Hitmonlee | 137 | 224 | 181 |
| 0107 | Hitmonchan | 137 | 193 | 197 |
| 0108 | Lickitung | 207 | 108 | 137 |
| 0109 | Koffing | 120 | 119 | 141 |
| 0110 | Weezing | 163 | 174 | 197 |
| 0110 | Weezing Galarian Form | 163 | 174 | 197 |
| 0111 | Rhyhorn | 190 | 140 | 127 |
| 0112 | Rhydon | 233 | 222 | 171 |
| 0113 | Chansey | 487 | 60 | 128 |
| 0114 | Tangela | 163 | 183 | 169 |
| 0115 | Kangaskhan | 233 | 181 | 165 |
| 0115 | Mega Kangaskhan | 233 | 246 | 210 |
| 0116 | Horsea | 102 | 129 | 103 |
| 0117 | Seadra | 146 | 187 | 156 |
| 0118 | Goldeen | 128 | 123 | 110 |
| 0119 | Seaking | 190 | 175 | 147 |
| 0120 | Staryu | 102 | 137 | 112 |
| 0121 | Starmie | 155 | 210 | 184 |
| 0122 | Mr. Mime | 120 | 192 | 205 |
| 0122 | Mr. Mime Galarian Form | 137 | 183 | 169 |
| 0123 | Scyther | 172 | 218 | 170 |
| 0124 | Jynx | 163 | 223 | 151 |
| 0125 | Electabuzz | 163 | 198 | 158 |
| 0126 | Magmar | 163 | 206 | 154 |
| 0127 | Pinsir | 163 | 238 | 182 |
| 0127 | Mega Pinsir | 163 | 305 | 231 |
| 0128 | Tauros | 181 | 198 | 183 |
| 0128 | Tauros Paldean Form; Combat Breed | 181 | 210 | 193 |
| 0128 | Tauros Paldean Form; Aqua Breed | 181 | 210 | 193 |
| 0128 | Tauros Paldean Form; Blaze Breed | 181 | 210 | 193 |
| 0129 | Magikarp | 85 | 29 | 85 |
| 0130 | Gyarados | 216 | 237 | 186 |
| 0130 | Mega Gyarados | 216 | 292 | 247 |
| 0131 | Lapras | 277 | 165 | 174 |
| 0132 | Ditto | 134 | 91 | 91 |
| 0133 | Eevee | 146 | 104 | 114 |
| 0134 | Vaporeon | 277 | 205 | 161 |
| 0135 | Jolteon | 163 | 232 | 182 |
| 0136 | Flareon | 163 | 246 | 179 |
| 0137 | Porygon | 163 | 153 | 136 |
| 0138 | Omanyte | 111 | 155 | 153 |
| 0139 | Omastar | 172 | 207 | 201 |
| 0140 | Kabuto | 102 | 148 | 140 |
| 0141 | Kabutops | 155 | 220 | 186 |
| 0142 | Aerodactyl | 190 | 221 | 159 |
| 0142 | Mega Aerodactyl | 190 | 292 | 210 |
| 0143 | Snorlax | 330 | 190 | 169 |
| 0144 | Articuno | 207 | 192 | 236 |
| 0144 | Articuno Galarian Form | 207 | 250 | 197 |
| 0145 | Zapdos | 207 | 253 | 185 |
| 0145 | Zapdos Galarian Form | 207 | 252 | 189 |
| 0146 | Moltres | 207 | 251 | 181 |
| 0146 | Moltres Galarian Form | 207 | 202 | 231 |
| 0147 | Dratini | 121 | 119 | 91 |
| 0148 | Dragonair | 156 | 163 | 135 |
| 0149 | Dragonite | 209 | 263 | 198 |
| 0150 | Mewtwo | 214 | 300 | 182 |
| 0150 | Mewtwo Armored Mewtwo | 214 | 182 | 278 |
| 0151 | Mew | 225 | 210 | 210 |
| 0152 | Chikorita | 128 | 92 | 122 |
| 0153 | Bayleef | 155 | 122 | 155 |
| 0154 | Meganium | 190 | 168 | 202 |
| 0155 | Cyndaquil | 118 | 116 | 93 |
| 0156 | Quilava | 151 | 158 | 126 |
| 0157 | Typhlosion | 186 | 223 | 173 |
| 0157 | Typhlosion Hisuian Form | 177 | 238 | 172 |
| 0158 | Totodile | 137 | 117 | 109 |
| 0159 | Croconaw | 163 | 150 | 142 |
| 0160 | Feraligatr | 198 | 205 | 188 |
| 0161 | Sentret | 111 | 79 | 73 |
| 0162 | Furret | 198 | 148 | 125 |
| 0163 | Hoothoot | 155 | 67 | 88 |
| 0164 | Noctowl | 225 | 145 | 156 |
| 0165 | Ledyba | 120 | 72 | 118 |
| 0166 | Ledian | 146 | 107 | 179 |
| 0167 | Spinarak | 120 | 105 | 73 |
| 0168 | Ariados | 172 | 161 | 124 |
| 0169 | Crobat | 198 | 194 | 178 |
| 0170 | Chinchou | 181 | 106 | 97 |
| 0171 | Lanturn | 268 | 146 | 137 |
| 0172 | Pichu | 85 | 77 | 53 |
| 0173 | Cleffa | 137 | 75 | 79 |
| 0174 | Igglybuff | 207 | 69 | 32 |
| 0175 | Togepi | 111 | 67 | 116 |
| 0176 | Togetic | 146 | 139 | 181 |
| 0177 | Natu | 120 | 134 | 89 |
| 0178 | Xatu | 163 | 192 | 146 |
| 0179 | Mareep | 146 | 114 | 79 |
| 0180 | Flaaffy | 172 | 145 | 109 |
| 0181 | Ampharos | 207 | 211 | 169 |
| 0181 | Mega Ampharos | 207 | 294 | 203 |
| 0182 | Bellossom | 181 | 169 | 186 |
| 0183 | Marill | 172 | 37 | 93 |
| 0184 | Azumarill | 225 | 112 | 152 |
| 0185 | Sudowoodo | 172 | 167 | 176 |
| 0186 | Politoed | 207 | 174 | 179 |
| 0187 | Hoppip | 111 | 67 | 94 |
| 0188 | Skiploom | 146 | 91 | 120 |
| 0189 | Jumpluff | 181 | 118 | 183 |
| 0190 | Aipom | 146 | 136 | 112 |
| 0191 | Sunkern | 102 | 55 | 55 |
| 0192 | Sunflora | 181 | 185 | 135 |
| 0193 | Yanma | 163 | 154 | 94 |
| 0194 | Wooper | 146 | 75 | 66 |
| 0194 | Wooper Paldean Form | 146 | 75 | 66 |
| 0195 | Quagsire | 216 | 152 | 143 |
| 0196 | Espeon | 163 | 261 | 175 |
| 0197 | Umbreon | 216 | 126 | 240 |
| 0198 | Murkrow | 155 | 175 | 87 |
| 0199 | Slowking | 216 | 177 | 180 |
| 0199 | Slowking Galarian Form | 216 | 190 | 180 |
| 0200 | Misdreavus | 155 | 167 | 154 |
| 0201 | Unown | 134 | 136 | 91 |
| 0202 | Wobbuffet | 382 | 60 | 106 |
| 0203 | Girafarig | 172 | 182 | 133 |
| 0204 | Pineco | 137 | 108 | 122 |
| 0205 | Forretress | 181 | 161 | 205 |
| 0206 | Dunsparce | 225 | 131 | 128 |
| 0207 | Gligar | 163 | 143 | 184 |
| 0208 | Steelix | 181 | 148 | 272 |
| 0208 | Mega Steelix | 181 | 212 | 327 |
| 0209 | Snubbull | 155 | 137 | 85 |
| 0210 | Granbull | 207 | 212 | 131 |
| 0211 | Qwilfish | 163 | 184 | 138 |
| 0211 | Qwilfish Hisuian Form | 163 | 184 | 151 |
| 0212 | Scizor | 172 | 236 | 181 |
| 0212 | Mega Scizor | 172 | 279 | 250 |
| 0213 | Shuckle | 85 | 17 | 396 |
| 0214 | Heracross | 190 | 234 | 179 |
| 0214 | Mega Heracross | 190 | 334 | 223 |
| 0215 | Sneasel | 146 | 189 | 146 |
| 0215 | Sneasel Hisuian Form | 146 | 189 | 146 |
| 0216 | Teddiursa | 155 | 142 | 93 |
| 0217 | Ursaring | 207 | 236 | 144 |
| 0218 | Slugma | 120 | 118 | 71 |
| 0219 | Magcargo | 137 | 139 | 191 |
| 0220 | Swinub | 137 | 90 | 69 |
| 0221 | Piloswine | 225 | 181 | 138 |
| 0222 | Corsola | 146 | 118 | 156 |
| 0222 | Corsola Galarian Form | 155 | 116 | 182 |
| 0223 | Remoraid | 111 | 127 | 69 |
| 0224 | Octillery | 181 | 197 | 141 |
| 0225 | Delibird | 128 | 128 | 90 |
| 0226 | Mantine | 163 | 148 | 226 |
| 0227 | Skarmory | 163 | 148 | 226 |
| 0228 | Houndour | 128 | 152 | 83 |
| 0229 | Houndoom | 181 | 224 | 144 |
| 0229 | Mega Houndoom | 181 | 289 | 194 |
| 0230 | Kingdra | 181 | 194 | 194 |
| 0231 | Phanpy | 207 | 107 | 98 |
| 0232 | Donphan | 207 | 214 | 185 |
| 0233 | Porygon2 | 198 | 198 | 180 |
| 0234 | Stantler | 177 | 192 | 131 |
| 0235 | Smeargle | 146 | 40 | 83 |
| 0236 | Tyrogue | 111 | 64 | 64 |
| 0237 | Hitmontop | 137 | 173 | 207 |
| 0238 | Smoochum | 128 | 153 | 91 |
| 0239 | Elekid | 128 | 135 | 101 |
| 0240 | Magby | 128 | 151 | 99 |
| 0241 | Miltank | 216 | 157 | 193 |
| 0242 | Blissey | 496 | 129 | 169 |
| 0243 | Raikou | 207 | 241 | 195 |
| 0244 | Entei | 251 | 235 | 171 |
| 0245 | Suicune | 225 | 180 | 235 |
| 0246 | Larvitar | 137 | 115 | 93 |
| 0247 | Pupitar | 172 | 155 | 133 |
| 0248 | Tyranitar | 225 | 251 | 207 |
| 0248 | Mega Tyranitar | 225 | 309 | 276 |
| 0249 | Lugia | 235 | 193 | 310 |
| 0250 | Ho-Oh | 214 | 239 | 244 |
| 0251 | Celebi | 225 | 210 | 210 |
| 0252 | Treecko | 120 | 124 | 94 |
| 0253 | Grovyle | 137 | 172 | 120 |
| 0254 | Sceptile | 172 | 223 | 169 |
| 0254 | Mega Sceptile | 172 | 320 | 186 |
| 0255 | Torchic | 128 | 130 | 87 |
| 0256 | Combusken | 155 | 163 | 115 |
| 0257 | Blaziken | 190 | 240 | 141 |
| 0257 | Mega Blaziken | 190 | 329 | 168 |
| 0258 | Mudkip | 137 | 126 | 93 |
| 0259 | Marshtomp | 172 | 156 | 133 |
| 0260 | Swampert | 225 | 208 | 175 |
| 0260 | Mega Swampert | 225 | 283 | 218 |
| 0261 | Poochyena | 111 | 96 | 61 |
| 0262 | Mightyena | 172 | 171 | 132 |
| 0263 | Zigzagoon | 116 | 58 | 80 |
| 0263 | Zigzagoon Galarian Form | 116 | 58 | 80 |
| 0264 | Linoone | 186 | 142 | 128 |
| 0264 | Linoone Galarian Form | 186 | 142 | 128 |
| 0265 | Wurmple | 128 | 75 | 59 |
| 0266 | Silcoon | 137 | 60 | 77 |
| 0267 | Beautifly | 155 | 189 | 98 |
| 0268 | Cascoon | 137 | 60 | 77 |
| 0269 | Dustox | 155 | 98 | 162 |
| 0270 | Lotad | 120 | 71 | 77 |
| 0271 | Lombre | 155 | 112 | 119 |
| 0272 | Ludicolo | 190 | 173 | 176 |
| 0273 | Seedot | 120 | 71 | 77 |
| 0274 | Nuzleaf | 172 | 134 | 78 |
| 0275 | Shiftry | 207 | 200 | 121 |
| 0276 | Taillow | 120 | 106 | 61 |
| 0277 | Swellow | 155 | 185 | 124 |
| 0278 | Wingull | 120 | 106 | 61 |
| 0279 | Pelipper | 155 | 175 | 174 |
| 0280 | Ralts | 99 | 79 | 59 |
| 0281 | Kirlia | 116 | 117 | 90 |
| 0282 | Gardevoir | 169 | 237 | 195 |
| 0282 | Mega Gardevoir | 169 | 326 | 229 |
| 0283 | Surskit | 120 | 93 | 87 |
| 0284 | Masquerain | 172 | 192 | 150 |
| 0285 | Shroomish | 155 | 74 | 110 |
| 0286 | Breloom | 155 | 241 | 144 |
| 0287 | Slakoth | 155 | 104 | 92 |
| 0288 | Vigoroth | 190 | 159 | 145 |
| 0289 | Slaking | 284 | 290 | 166 |
| 0290 | Nincada | 104 | 80 | 126 |
| 0291 | Ninjask | 156 | 199 | 112 |
| 0292 | Shedinja | 1 | 153 | 73 |
| 0293 | Whismur | 162 | 92 | 42 |
| 0294 | Loudred | 197 | 134 | 81 |
| 0295 | Exploud | 232 | 179 | 137 |
| 0296 | Makuhita | 176 | 99 | 54 |
| 0297 | Hariyama | 302 | 209 | 114 |
| 0298 | Azurill | 137 | 36 | 71 |
| 0299 | Nosepass | 102 | 82 | 215 |
| 0300 | Skitty | 137 | 84 | 79 |
| 0301 | Delcatty | 172 | 132 | 127 |
| 0302 | Sableye | 137 | 141 | 136 |
| 0302 | Mega Sableye | 137 | 151 | 216 |
| 0303 | Mawile | 137 | 155 | 141 |
| 0303 | Mega Mawile | 137 | 188 | 217 |
| 0304 | Aron | 137 | 121 | 141 |
| 0305 | Lairon | 155 | 158 | 198 |
| 0306 | Aggron | 172 | 198 | 257 |
| 0306 | Mega Aggron | 172 | 247 | 331 |
| 0307 | Meditite | 102 | 78 | 107 |
| 0308 | Medicham | 155 | 121 | 152 |
| 0308 | Mega Medicham | 155 | 205 | 179 |
| 0309 | Electrike | 120 | 123 | 78 |
| 0310 | Manectric | 172 | 215 | 127 |
| 0310 | Mega Manectric | 172 | 286 | 179 |
| 0311 | Plusle | 155 | 167 | 129 |
| 0312 | Minun | 155 | 147 | 150 |
| 0313 | Volbeat | 163 | 143 | 166 |
| 0314 | Illumise | 163 | 143 | 166 |
| 0315 | Roselia | 137 | 186 | 131 |
| 0316 | Gulpin | 172 | 80 | 99 |
| 0317 | Swalot | 225 | 140 | 159 |
| 0318 | Carvanha | 128 | 171 | 39 |
| 0319 | Sharpedo | 172 | 243 | 83 |
| 0320 | Wailmer | 277 | 136 | 68 |
| 0321 | Wailord | 347 | 175 | 87 |
| 0322 | Numel | 155 | 119 | 79 |
| 0323 | Camerupt | 172 | 194 | 136 |
| 0324 | Torkoal | 172 | 151 | 203 |
| 0325 | Spoink | 155 | 125 | 122 |
| 0326 | Grumpig | 190 | 171 | 188 |
| 0327 | Spinda | 155 | 116 | 116 |
| 0328 | Trapinch | 128 | 162 | 78 |
| 0329 | Vibrava | 137 | 134 | 99 |
| 0330 | Flygon | 190 | 205 | 168 |
| 0331 | Cacnea | 137 | 156 | 74 |
| 0332 | Cacturne | 172 | 221 | 115 |
| 0333 | Swablu | 128 | 76 | 132 |
| 0334 | Altaria | 181 | 141 | 201 |
| 0334 | Mega Altaria | 181 | 222 | 218 |
| 0335 | Zangoose | 177 | 222 | 124 |
| 0336 | Seviper | 177 | 196 | 118 |
| 0337 | Lunatone | 207 | 178 | 153 |
| 0338 | Solrock | 207 | 178 | 153 |
| 0339 | Barboach | 137 | 93 | 82 |
| 0340 | Whiscash | 242 | 151 | 141 |
| 0341 | Corphish | 125 | 141 | 99 |
| 0342 | Crawdaunt | 160 | 224 | 142 |
| 0343 | Baltoy | 120 | 77 | 124 |
| 0344 | Claydol | 155 | 140 | 229 |
| 0345 | Lileep | 165 | 105 | 150 |
| 0346 | Cradily | 200 | 152 | 194 |
| 0347 | Anorith | 128 | 176 | 100 |
| 0348 | Armaldo | 181 | 222 | 174 |
| 0349 | Feebas | 85 | 29 | 85 |
| 0350 | Milotic | 216 | 192 | 219 |
| 0351 | Castform | 172 | 139 | 139 |
| 0351 | Castform Rainy Form | 172 | 139 | 139 |
| 0351 | Castform Snowy Form | 172 | 139 | 139 |
| 0351 | Castform Sunny Form | 172 | 139 | 139 |
| 0352 | Kecleon | 155 | 161 | 189 |
| 0353 | Shuppet | 127 | 138 | 65 |
| 0354 | Banette | 162 | 218 | 126 |
| 0354 | Mega Banette | 162 | 312 | 160 |
| 0355 | Duskull | 85 | 70 | 162 |
| 0356 | Dusclops | 120 | 124 | 234 |
| 0357 | Tropius | 223 | 136 | 163 |
| 0358 | Chimecho | 181 | 175 | 170 |
| 0359 | Absol | 163 | 246 | 120 |
| 0359 | Mega Absol | 163 | 314 | 130 |
| 0360 | Wynaut | 216 | 41 | 86 |
| 0361 | Snorunt | 137 | 95 | 95 |
| 0362 | Glalie | 190 | 162 | 162 |
| 0362 | Mega Glalie | 190 | 252 | 168 |
| 0363 | Spheal | 172 | 95 | 90 |
| 0364 | Sealeo | 207 | 137 | 132 |
| 0365 | Walrein | 242 | 182 | 176 |
| 0366 | Clamperl | 111 | 133 | 135 |
| 0367 | Huntail | 146 | 197 | 179 |
| 0368 | Gorebyss | 146 | 211 | 179 |
| 0369 | Relicanth | 225 | 162 | 203 |
| 0370 | Luvdisc | 125 | 81 | 128 |
| 0371 | Bagon | 128 | 134 | 93 |
| 0372 | Shelgon | 163 | 172 | 155 |
| 0373 | Salamence | 216 | 277 | 168 |
| 0373 | Mega Salamence | 216 | 310 | 251 |
| 0374 | Beldum | 120 | 96 | 132 |
| 0375 | Metang | 155 | 138 | 176 |
| 0376 | Metagross | 190 | 257 | 228 |
| 0377 | Regirock | 190 | 179 | 309 |
| 0378 | Regice | 190 | 179 | 309 |
| 0379 | Registeel | 190 | 143 | 285 |
| 0380 | Latias | 190 | 228 | 246 |
| 0380 | Mega Latias | 190 | 289 | 297 |
| 0381 | Latios | 190 | 268 | 212 |
| 0381 | Mega Latios | 190 | 335 | 241 |
| 0382 | Kyogre | 205 | 270 | 228 |
| 0382 | Kyogre Primal Kyogre | 218 | 353 | 268 |
| 0383 | Groudon | 205 | 270 | 228 |
| 0383 | Groudon Primal Groudon | 218 | 353 | 268 |
| 0384 | Rayquaza | 213 | 284 | 170 |
| 0384 | Mega Rayquaza | 227 | 377 | 210 |
| 0385 | Jirachi | 225 | 210 | 210 |
| 0386 | Deoxys Normal Forme | 137 | 345 | 115 |
| 0386 | Deoxys Attack Forme | 137 | 414 | 46 |
| 0386 | Deoxys Defense Forme | 137 | 144 | 330 |
| 0386 | Deoxys Speed Forme | 137 | 230 | 218 |
| 0387 | Turtwig | 146 | 119 | 110 |
| 0388 | Grotle | 181 | 157 | 143 |
| 0389 | Torterra | 216 | 202 | 188 |
| 0390 | Chimchar | 127 | 113 | 86 |
| 0391 | Monferno | 162 | 158 | 105 |
| 0392 | Infernape | 183 | 222 | 151 |
| 0393 | Piplup | 142 | 112 | 102 |
| 0394 | Prinplup | 162 | 150 | 139 |
| 0395 | Empoleon | 197 | 210 | 186 |
| 0396 | Starly | 120 | 101 | 58 |
| 0397 | Staravia | 146 | 142 | 94 |
| 0398 | Staraptor | 198 | 234 | 140 |
| 0399 | Bidoof | 153 | 80 | 73 |
| 0400 | Bibarel | 188 | 162 | 119 |
| 0401 | Kricketot | 114 | 45 | 74 |
| 0402 | Kricketune | 184 | 160 | 100 |
| 0403 | Shinx | 128 | 117 | 64 |
| 0404 | Luxio | 155 | 159 | 95 |
| 0405 | Luxray | 190 | 232 | 156 |
| 0406 | Budew | 120 | 91 | 109 |
| 0407 | Roserade | 155 | 243 | 185 |
| 0408 | Cranidos | 167 | 218 | 71 |
| 0409 | Rampardos | 219 | 295 | 109 |
| 0410 | Shieldon | 102 | 76 | 195 |
| 0411 | Bastiodon | 155 | 94 | 286 |
| 0412 | Burmy | 120 | 53 | 83 |
| 0413 | Wormadam Plant Cloak | 155 | 141 | 180 |
| 0413 | Wormadam Sandy Cloak | 155 | 141 | 180 |
| 0413 | Wormadam Trash Cloak | 155 | 127 | 175 |
| 0414 | Mothim | 172 | 185 | 98 |
| 0415 | Combee | 102 | 59 | 83 |
| 0416 | Vespiquen | 172 | 149 | 190 |
| 0417 | Pachirisu | 155 | 94 | 172 |
| 0418 | Buizel | 146 | 132 | 67 |
| 0419 | Floatzel | 198 | 221 | 114 |
| 0420 | Cherubi | 128 | 108 | 92 |
| 0421 | Cherrim Overcast Form | 172 | 170 | 153 |
| 0421 | Cherrim Sunshine Form | 172 | 170 | 153 |
| 0422 | Shellos West Sea | 183 | 103 | 105 |
| 0422 | Shellos East Sea | 183 | 103 | 105 |
| 0423 | Gastrodon West Sea | 244 | 169 | 143 |
| 0423 | Gastrodon East Sea | 244 | 169 | 143 |
| 0424 | Ambipom | 181 | 205 | 143 |
| 0425 | Drifloon | 207 | 117 | 80 |
| 0426 | Drifblim | 312 | 180 | 102 |
| 0427 | Buneary | 146 | 130 | 105 |
| 0428 | Lopunny | 163 | 156 | 194 |
| 0428 | Mega Lopunny | 163 | 282 | 214 |
| 0429 | Mismagius | 155 | 211 | 187 |
| 0430 | Honchkrow | 225 | 243 | 103 |
| 0431 | Glameow | 135 | 109 | 82 |
| 0432 | Purugly | 174 | 172 | 133 |
| 0433 | Chingling | 128 | 114 | 94 |
| 0434 | Stunky | 160 | 121 | 90 |
| 0435 | Skuntank | 230 | 184 | 132 |
| 0436 | Bronzor | 149 | 43 | 154 |
| 0437 | Bronzong | 167 | 161 | 213 |
| 0438 | Bonsly | 137 | 124 | 133 |
| 0439 | Mime Jr. | 85 | 125 | 142 |
| 0440 | Happiny | 225 | 25 | 77 |
| 0441 | Chatot | 183 | 183 | 91 |
| 0442 | Spiritomb | 137 | 169 | 199 |
| 0443 | Gible | 151 | 124 | 84 |
| 0444 | Gabite | 169 | 172 | 125 |
| 0445 | Garchomp | 239 | 261 | 193 |
| 0445 | Mega Garchomp | 239 | 339 | 222 |
| 0446 | Munchlax | 286 | 137 | 117 |
| 0447 | Riolu | 120 | 127 | 78 |
| 0448 | Lucario | 172 | 236 | 144 |
| 0448 | Mega Lucario | 172 | 310 | 175 |
| 0449 | Hippopotas | 169 | 124 | 118 |
| 0450 | Hippowdon | 239 | 201 | 191 |
| 0451 | Skorupi | 120 | 93 | 151 |
| 0452 | Drapion | 172 | 180 | 202 |
| 0453 | Croagunk | 134 | 116 | 76 |
| 0454 | Toxicroak | 195 | 211 | 133 |
| 0455 | Carnivine | 179 | 187 | 136 |
| 0456 | Finneon | 135 | 96 | 116 |
| 0457 | Lumineon | 170 | 142 | 170 |
| 0458 | Mantyke | 128 | 105 | 179 |
| 0459 | Snover | 155 | 115 | 105 |
| 0460 | Abomasnow | 207 | 178 | 158 |
| 0460 | Mega Abomasnow | 207 | 240 | 191 |
| 0461 | Weavile | 172 | 243 | 171 |
| 0462 | Magnezone | 172 | 238 | 205 |
| 0463 | Lickilicky | 242 | 161 | 181 |
| 0464 | Rhyperior | 251 | 241 | 190 |
| 0465 | Tangrowth | 225 | 207 | 184 |
| 0466 | Electivire | 181 | 249 | 163 |
| 0467 | Magmortar | 181 | 247 | 172 |
| 0468 | Togekiss | 198 | 225 | 217 |
| 0469 | Yanmega | 200 | 231 | 156 |
| 0470 | Leafeon | 163 | 216 | 219 |
| 0471 | Glaceon | 163 | 238 | 205 |
| 0472 | Gliscor | 181 | 185 | 222 |
| 0473 | Mamoswine | 242 | 247 | 146 |
| 0474 | Porygon-Z | 198 | 264 | 150 |
| 0475 | Gallade | 169 | 237 | 195 |
| 0475 | Mega Gallade | 169 | 326 | 230 |
| 0476 | Probopass | 155 | 135 | 275 |
| 0477 | Dusknoir | 128 | 180 | 254 |
| 0478 | Froslass | 172 | 171 | 150 |
| 0479 | Rotom | 137 | 185 | 159 |
| 0479 | Rotom Fan Rotom | 137 | 204 | 219 |
| 0479 | Rotom Frost Rotom | 137 | 204 | 219 |
| 0479 | Rotom Heat Rotom | 137 | 204 | 219 |
| 0479 | Rotom Mow Rotom | 137 | 204 | 219 |
| 0479 | Rotom Wash Rotom | 137 | 204 | 219 |
| 0480 | Uxie | 181 | 156 | 270 |
| 0481 | Mesprit | 190 | 212 | 212 |
| 0482 | Azelf | 181 | 270 | 151 |
| 0483 | Dialga | 205 | 275 | 211 |
| 0483 | Dialga Origin Forme | 205 | 270 | 225 |
| 0484 | Palkia | 189 | 280 | 215 |
| 0484 | Palkia Origin Forme | 189 | 286 | 223 |
| 0485 | Heatran | 209 | 251 | 213 |
| 0486 | Regigigas | 221 | 287 | 210 |
| 0487 | Giratina Altered Forme | 284 | 187 | 225 |
| 0487 | Giratina Origin Forme | 284 | 225 | 187 |
| 0488 | Cresselia | 260 | 152 | 258 |
| 0489 | Phione | 190 | 162 | 162 |
| 0490 | Manaphy | 225 | 210 | 210 |
| 0491 | Darkrai | 172 | 285 | 198 |
| 0492 | Shaymin Land Forme | 225 | 210 | 210 |
| 0492 | Shaymin Sky Forme | 225 | 261 | 166 |
| 0493 | Arceus | 237 | 238 | 238 |
| 0494 | Victini | 225 | 210 | 210 |
| 0495 | Snivy | 128 | 88 | 107 |
| 0496 | Servine | 155 | 122 | 152 |
| 0497 | Serperior | 181 | 161 | 204 |
| 0498 | Tepig | 163 | 115 | 85 |
| 0499 | Pignite | 207 | 173 | 106 |
| 0500 | Emboar | 242 | 235 | 127 |
| 0501 | Oshawott | 146 | 117 | 85 |
| 0502 | Dewott | 181 | 159 | 116 |
| 0503 | Samurott | 216 | 212 | 157 |
| 0503 | Samurott Hisuian Form | 207 | 218 | 152 |
| 0504 | Patrat | 128 | 98 | 73 |
| 0505 | Watchog | 155 | 165 | 139 |
| 0506 | Lillipup | 128 | 107 | 86 |
| 0507 | Herdier | 163 | 145 | 126 |
| 0508 | Stoutland | 198 | 206 | 182 |
| 0509 | Purrloin | 121 | 98 | 73 |
| 0510 | Liepard | 162 | 187 | 106 |
| 0511 | Pansage | 137 | 104 | 94 |
| 0512 | Simisage | 181 | 206 | 133 |
| 0513 | Pansear | 137 | 104 | 94 |
| 0514 | Simisear | 181 | 206 | 133 |
| 0515 | Panpour | 137 | 104 | 94 |
| 0516 | Simipour | 181 | 206 | 133 |
| 0517 | Munna | 183 | 111 | 92 |
| 0518 | Musharna | 253 | 183 | 166 |
| 0519 | Pidove | 137 | 98 | 80 |
| 0520 | Tranquill | 158 | 144 | 107 |
| 0521 | Unfezant | 190 | 226 | 146 |
| 0522 | Blitzle | 128 | 118 | 64 |
| 0523 | Zebstrika | 181 | 211 | 136 |
| 0524 | Roggenrola | 146 | 121 | 110 |
| 0525 | Boldore | 172 | 174 | 143 |
| 0526 | Gigalith | 198 | 226 | 201 |
| 0527 | Woobat | 163 | 107 | 85 |
| 0528 | Swoobat | 167 | 161 | 119 |
| 0529 | Drilbur | 155 | 154 | 85 |
| 0530 | Excadrill | 242 | 255 | 129 |
| 0531 | Audino | 230 | 114 | 163 |
| 0531 | Mega Audino | 230 | 147 | 239 |
| 0532 | Timburr | 181 | 134 | 87 |
| 0533 | Gurdurr | 198 | 180 | 134 |
| 0534 | Conkeldurr | 233 | 243 | 158 |
| 0535 | Tympole | 137 | 98 | 78 |
| 0536 | Palpitoad | 181 | 128 | 109 |
| 0537 | Seismitoad | 233 | 188 | 150 |
| 0538 | Throh | 260 | 172 | 160 |
| 0539 | Sawk | 181 | 231 | 153 |
| 0540 | Sewaddle | 128 | 96 | 124 |
| 0541 | Swadloon | 146 | 115 | 162 |
| 0542 | Leavanny | 181 | 205 | 165 |
| 0543 | Venipede | 102 | 83 | 99 |
| 0544 | Whirlipede | 120 | 100 | 173 |
| 0545 | Scolipede | 155 | 203 | 175 |
| 0546 | Cottonee | 120 | 71 | 111 |
| 0547 | Whimsicott | 155 | 164 | 176 |
| 0548 | Petilil | 128 | 119 | 91 |
| 0549 | Lilligant | 172 | 214 | 155 |
| 0550 | Basculin Red-Striped Form | 172 | 189 | 129 |
| 0550 | Basculin Blue-Striped Form | 172 | 189 | 129 |
| 0550 | Basculin White-Striped Form | 172 | 189 | 129 |
| 0551 | Sandile | 137 | 132 | 69 |
| 0552 | Krokorok | 155 | 155 | 90 |
| 0553 | Krookodile | 216 | 229 | 158 |
| 0554 | Darumaka | 172 | 153 | 86 |
| 0554 | Darumaka Galarian Form | 172 | 153 | 86 |
| 0555 | Darmanitan Standard Mode | 233 | 263 | 114 |
| 0555 | Darmanitan Zen Mode | 233 | 243 | 202 |
| 0555 | Darmanitan Galarian Form, Standard Mode | 233 | 263 | 114 |
| 0555 | Darmanitan Galarian Form, Zen Mode | 233 | 323 | 123 |
| 0556 | Maractus | 181 | 201 | 130 |
| 0557 | Dwebble | 137 | 118 | 128 |
| 0558 | Crustle | 172 | 188 | 200 |
| 0559 | Scraggy | 137 | 132 | 132 |
| 0560 | Scrafty | 163 | 163 | 222 |
| 0561 | Sigilyph | 176 | 204 | 167 |
| 0562 | Yamask | 116 | 95 | 141 |
| 0562 | Yamask Galarian Form | 116 | 95 | 141 |
| 0563 | Cofagrigus | 151 | 163 | 237 |
| 0564 | Tirtouga | 144 | 134 | 146 |
| 0565 | Carracosta | 179 | 192 | 197 |
| 0566 | Archen | 146 | 213 | 89 |
| 0567 | Archeops | 181 | 292 | 139 |
| 0568 | Trubbish | 137 | 96 | 122 |
| 0569 | Garbodor | 190 | 181 | 164 |
| 0570 | Zorua | 120 | 153 | 78 |
| 0571 | Zoroark | 155 | 250 | 127 |
| 0572 | Minccino | 146 | 98 | 80 |
| 0573 | Cinccino | 181 | 198 | 130 |
| 0574 | Gothita | 128 | 98 | 112 |
| 0575 | Gothorita | 155 | 137 | 153 |
| 0576 | Gothitelle | 172 | 176 | 205 |
| 0577 | Solosis | 128 | 170 | 83 |
| 0578 | Duosion | 163 | 208 | 103 |
| 0579 | Reuniclus | 242 | 214 | 148 |
| 0580 | Ducklett | 158 | 84 | 96 |
| 0581 | Swanna | 181 | 182 | 132 |
| 0582 | Vanillite | 113 | 118 | 106 |
| 0583 | Vanillish | 139 | 151 | 138 |
| 0584 | Vanilluxe | 174 | 218 | 184 |
| 0585 | Deerling | 155 | 115 | 100 |
| 0586 | Sawsbuck | 190 | 198 | 146 |
| 0587 | Emolga | 146 | 158 | 127 |
| 0588 | Karrablast | 137 | 137 | 87 |
| 0589 | Escavalier | 172 | 223 | 187 |
| 0590 | Foongus | 170 | 97 | 91 |
| 0591 | Amoonguss | 249 | 155 | 139 |
| 0592 | Frillish | 146 | 115 | 134 |
| 0593 | Jellicent | 225 | 159 | 178 |
| 0594 | Alomomola | 338 | 138 | 131 |
| 0595 | Joltik | 137 | 110 | 98 |
| 0596 | Galvantula | 172 | 201 | 128 |
| 0597 | Ferroseed | 127 | 82 | 155 |
| 0598 | Ferrothorn | 179 | 158 | 223 |
| 0599 | Klink | 120 | 98 | 121 |
| 0600 | Klang | 155 | 150 | 174 |
| 0601 | Klinklang | 155 | 199 | 214 |
| 0602 | Tynamo | 111 | 105 | 78 |
| 0603 | Eelektrik | 163 | 156 | 130 |
| 0604 | Eelektross | 198 | 217 | 152 |
| 0605 | Elgyem | 146 | 148 | 100 |
| 0606 | Beheeyem | 181 | 221 | 163 |
| 0607 | Litwick | 137 | 108 | 98 |
| 0608 | Lampent | 155 | 169 | 115 |
| 0609 | Chandelure | 155 | 271 | 182 |
| 0610 | Axew | 130 | 154 | 101 |
| 0611 | Fraxure | 165 | 212 | 123 |
| 0612 | Haxorus | 183 | 284 | 172 |
| 0613 | Cubchoo | 146 | 128 | 74 |
| 0614 | Beartic | 216 | 233 | 152 |
| 0615 | Cryogonal | 190 | 190 | 218 |
| 0616 | Shelmet | 137 | 72 | 140 |
| 0617 | Accelgor | 190 | 220 | 120 |
| 0618 | Stunfisk | 240 | 144 | 171 |
| 0618 | Stunfisk Galarian Form | 240 | 144 | 171 |
| 0619 | Mienfoo | 128 | 160 | 98 |
| 0620 | Mienshao | 163 | 258 | 127 |
| 0621 | Druddigon | 184 | 213 | 170 |
| 0622 | Golett | 153 | 127 | 92 |
| 0623 | Golurk | 205 | 222 | 154 |
| 0624 | Pawniard | 128 | 154 | 114 |
| 0625 | Bisharp | 163 | 232 | 176 |
| 0626 | Bouffalant | 216 | 195 | 182 |
| 0627 | Rufflet | 172 | 150 | 97 |
| 0628 | Braviary | 225 | 232 | 152 |
| 0628 | Braviary Hisuian Form | 242 | 213 | 137 |
| 0629 | Vullaby | 172 | 105 | 139 |
| 0630 | Mandibuzz | 242 | 129 | 205 |
| 0631 | Heatmor | 198 | 204 | 129 |
| 0632 | Durant | 151 | 217 | 188 |
| 0633 | Deino | 141 | 116 | 93 |
| 0634 | Zweilous | 176 | 159 | 135 |
| 0635 | Hydreigon | 211 | 256 | 188 |
| 0636 | Larvesta | 146 | 156 | 107 |
| 0637 | Volcarona | 198 | 264 | 189 |
| 0638 | Cobalion | 209 | 192 | 229 |
| 0639 | Terrakion | 209 | 260 | 192 |
| 0640 | Virizion | 209 | 192 | 229 |
| 0641 | Tornadus Incarnate Forme | 188 | 266 | 164 |
| 0641 | Tornadus Therian Forme | 188 | 238 | 189 |
| 0642 | Thundurus Incarnate Forme | 188 | 266 | 164 |
| 0642 | Thundurus Therian Forme | 188 | 295 | 161 |
| 0643 | Reshiram | 205 | 275 | 211 |
| 0644 | Zekrom | 205 | 275 | 211 |
| 0645 | Landorus Incarnate Forme | 205 | 261 | 182 |
| 0645 | Landorus Therian Forme | 205 | 289 | 179 |
| 0646 | Kyurem | 245 | 246 | 170 |
| 0646 | Kyurem Black Kyurem | 245 | 310 | 183 |
| 0646 | Kyurem White Kyurem | 245 | 310 | 183 |
| 0647 | Keldeo Ordinary Form | 209 | 260 | 192 |
| 0647 | Keldeo Resolute Form | 209 | 260 | 192 |
| 0648 | Meloetta Aria Forme | 225 | 250 | 225 |
| 0648 | Meloetta Pirouette Forme | 225 | 269 | 188 |
| 0649 | Genesect | 174 | 252 | 199 |
| 0650 | Chespin | 148 | 110 | 106 |
| 0651 | Quilladin | 156 | 146 | 156 |
| 0652 | Chesnaught | 204 | 201 | 204 |
| 0653 | Fennekin | 120 | 116 | 102 |
| 0654 | Braixen | 153 | 171 | 130 |
| 0655 | Delphox | 181 | 230 | 189 |
| 0656 | Froakie | 121 | 122 | 84 |
| 0657 | Frogadier | 144 | 168 | 114 |
| 0658 | Greninja | 176 | 223 | 152 |
| 0659 | Bunnelby | 116 | 68 | 72 |
| 0660 | Diggersby | 198 | 112 | 155 |
| 0661 | Fletchling | 128 | 95 | 80 |
| 0662 | Fletchinder | 158 | 145 | 110 |
| 0663 | Talonflame | 186 | 176 | 155 |
| 0664 | Scatterbug | 116 | 63 | 63 |
| 0665 | Spewpa | 128 | 48 | 89 |
| 0666 | Vivillon | 190 | 176 | 103 |
| 0667 | Litleo | 158 | 139 | 112 |
| 0668 | Pyroar | 200 | 221 | 149 |
| 0669 | Flabébé | 127 | 108 | 120 |
| 0670 | Floette | 144 | 136 | 151 |
| 0671 | Florges | 186 | 212 | 244 |
| 0672 | Skiddo | 165 | 123 | 102 |
| 0673 | Gogoat | 265 | 196 | 146 |
| 0674 | Pancham | 167 | 145 | 107 |
| 0675 | Pangoro | 216 | 226 | 146 |
| 0676 | Furfrou | 181 | 164 | 167 |
| 0677 | Espurr | 158 | 120 | 114 |
| 0678 | Meowstic Male | 179 | 166 | 167 |
| 0678 | Meowstic Female | 179 | 166 | 167 |
| 0679 | Honedge | 128 | 135 | 139 |
| 0680 | Doublade | 153 | 188 | 206 |
| 0681 | Aegislash Shield Forme | 155 | 97 | 291 |
| 0681 | Aegislash Blade Forme | 155 | 291 | 97 |
| 0682 | Spritzee | 186 | 110 | 113 |
| 0683 | Aromatisse | 226 | 173 | 150 |
| 0684 | Swirlix | 158 | 109 | 119 |
| 0685 | Slurpuff | 193 | 168 | 163 |
| 0686 | Inkay | 142 | 98 | 95 |
| 0687 | Malamar | 200 | 177 | 165 |
| 0688 | Binacle | 123 | 96 | 120 |
| 0689 | Barbaracle | 176 | 194 | 205 |
| 0690 | Skrelp | 137 | 109 | 109 |
| 0691 | Dragalge | 163 | 177 | 207 |
| 0692 | Clauncher | 137 | 108 | 117 |
| 0693 | Clawitzer | 174 | 221 | 171 |
| 0694 | Helioptile | 127 | 115 | 78 |
| 0695 | Heliolisk | 158 | 219 | 168 |
| 0696 | Tyrunt | 151 | 158 | 123 |
| 0697 | Tyrantrum | 193 | 227 | 191 |
| 0698 | Amaura | 184 | 124 | 109 |
| 0699 | Aurorus | 265 | 186 | 163 |
| 0700 | Sylveon | 216 | 203 | 205 |
| 0701 | Hawlucha | 186 | 195 | 153 |
| 0702 | Dedenne | 167 | 164 | 134 |
| 0703 | Carbink | 137 | 95 | 285 |
| 0704 | Goomy | 128 | 101 | 112 |
| 0705 | Sliggoo | 169 | 159 | 176 |
| 0706 | Goodra | 207 | 220 | 242 |
| 0707 | Klefki | 149 | 160 | 179 |
| 0708 | Phantump | 125 | 125 | 103 |
| 0709 | Trevenant | 198 | 201 | 154 |
| 0710 | Pumpkaboo Small Size | 127 | 122 | 124 |
| 0710 | Pumpkaboo Average Size | 135 | 121 | 123 |
| 0710 | Pumpkaboo Large Size | 144 | 120 | 122 |
| 0710 | Pumpkaboo Super Size | 153 | 118 | 120 |
| 0711 | Gourgeist Small Size | 146 | 171 | 219 |
| 0711 | Gourgeist Average Size | 163 | 175 | 213 |
| 0711 | Gourgeist Large Size | 181 | 179 | 206 |
| 0711 | Gourgeist Super Size | 198 | 182 | 200 |
| 0712 | Bergmite | 146 | 117 | 120 |
| 0713 | Avalugg | 216 | 196 | 240 |
| 0713 | Avalugg Hisuian Form | 216 | 214 | 238 |
| 0714 | Noibat | 120 | 83 | 73 |
| 0715 | Noivern | 198 | 205 | 175 |
| 0716 | Xerneas | 246 | 250 | 185 |
| 0717 | Yveltal | 246 | 250 | 185 |
| 0718 | Zygarde 50% Forme | 239 | 203 | 232 |
| 0718 | Zygarde 10% Forme | 144 | 205 | 173 |
| 0718 | Zygarde Complete Forme | 389 | 184 | 207 |
| 0719 | Diancie | 137 | 190 | 285 |
| 0719 | Mega Diancie | 137 | 342 | 235 |
| 0720 | Hoopa Hoopa Confined | 173 | 261 | 187 |
| 0720 | Hoopa Hoopa Unbound | 173 | 311 | 191 |
| 0721 | Volcanion | 190 | 252 | 216 |
| 0722 | Rowlet | 169 | 102 | 99 |
| 0723 | Dartrix | 186 | 142 | 139 |
| 0724 | Decidueye | 186 | 210 | 179 |
| 0724 | Decidueye Hisuian Form | 204 | 213 | 174 |
| 0725 | Litten | 128 | 128 | 79 |
| 0726 | Torracat | 163 | 174 | 103 |
| 0727 | Incineroar | 216 | 214 | 175 |
| 0728 | Popplio | 137 | 120 | 103 |
| 0729 | Brionne | 155 | 168 | 145 |
| 0730 | Primarina | 190 | 232 | 195 |
| 0731 | Pikipek | 111 | 136 | 59 |
| 0732 | Trumbeak | 146 | 159 | 100 |
| 0733 | Toucannon | 190 | 222 | 146 |
| 0734 | Yungoos | 134 | 122 | 56 |
| 0735 | Gumshoos | 204 | 194 | 113 |
| 0736 | Grubbin | 132 | 115 | 85 |
| 0737 | Charjabug | 149 | 145 | 161 |
| 0738 | Vikavolt | 184 | 254 | 158 |
| 0739 | Crabrawler | 132 | 150 | 104 |
| 0740 | Crabominable | 219 | 231 | 138 |
| 0741 | Oricorio | 181 | 196 | 145 |
| 0742 | Cutiefly | 120 | 110 | 81 |
| 0743 | Ribombee | 155 | 198 | 146 |
| 0744 | Rockruff | 128 | 117 | 78 |
| 0745 | Lycanroc Midday Form | 181 | 231 | 140 |
| 0745 | Lycanroc Midnight Form | 198 | 218 | 152 |
| 0745 | Lycanroc Dusk Form | 181 | 234 | 139 |
| 0746 | Wishiwashi Solo Form | 128 | 46 | 43 |
| 0746 | Wishiwashi School Form | 128 | 255 | 242 |
| 0747 | Mareanie | 137 | 98 | 110 |
| 0748 | Toxapex | 137 | 114 | 273 |
| 0749 | Mudbray | 172 | 175 | 121 |
| 0750 | Mudsdale | 225 | 215 | 174 |
| 0751 | Dewpider | 116 | 72 | 117 |
| 0752 | Araquanid | 169 | 126 | 219 |
| 0753 | Fomantis | 120 | 100 | 64 |
| 0754 | Lurantis | 172 | 192 | 169 |
| 0755 | Morelull | 120 | 108 | 119 |
| 0756 | Shiinotic | 155 | 154 | 168 |
| 0757 | Salandit | 134 | 136 | 80 |
| 0758 | Salazzle | 169 | 228 | 130 |
| 0759 | Stufful | 172 | 136 | 95 |
| 0760 | Bewear | 260 | 226 | 141 |
| 0761 | Bounsweet | 123 | 55 | 69 |
| 0762 | Steenee | 141 | 78 | 94 |
| 0763 | Tsareena | 176 | 222 | 195 |
| 0764 | Comfey | 139 | 165 | 215 |
| 0765 | Oranguru | 207 | 168 | 192 |
| 0766 | Passimian | 225 | 222 | 160 |
| 0767 | Wimpod | 93 | 67 | 74 |
| 0768 | Golisopod | 181 | 218 | 226 |
| 0769 | Sandygast | 146 | 120 | 118 |
| 0770 | Palossand | 198 | 178 | 178 |
| 0771 | Pyukumuku | 146 | 97 | 224 |
| 0775 | Komala | 163 | 216 | 165 |
| 0776 | Turtonator | 155 | 165 | 215 |
| 0777 | Togedemaru | 163 | 190 | 145 |
| 0779 | Bruxish | 169 | 208 | 145 |
| 0780 | Drampa | 186 | 231 | 164 |
| 0781 | Dhelmise | 172 | 233 | 179 |
| 0782 | Jangmo-o | 128 | 102 | 108 |
| 0783 | Hakamo-o | 146 | 145 | 162 |
| 0784 | Kommo-o | 181 | 222 | 240 |
| 0785 | Tapu Koko | 172 | 250 | 181 |
| 0786 | Tapu Lele | 172 | 259 | 208 |
| 0787 | Tapu Bulu | 172 | 249 | 215 |
| 0788 | Tapu Fini | 172 | 189 | 254 |
| 0789 | Cosmog | 125 | 54 | 57 |
| 0790 | Cosmoem | 125 | 54 | 242 |
| 0791 | Solgaleo | 264 | 255 | 191 |
| 0792 | Lunala | 264 | 255 | 191 |
| 0793 | Nihilego | 240 | 249 | 210 |
| 0794 | Buzzwole | 216 | 236 | 196 |
| 0795 | Pheromosa | 174 | 316 | 85 |
| 0796 | Xurkitree | 195 | 330 | 144 |
| 0797 | Celesteela | 219 | 207 | 199 |
| 0798 | Kartana | 139 | 323 | 182 |
| 0799 | Guzzlord | 440 | 188 | 99 |
| 0800 | Necrozma | 219 | 251 | 195 |
| 0800 | Dusk Mane Necrozma | 200 | 277 | 220 |
| 0800 | Dawn Wings Necrozma | 200 | 277 | 220 |
| 0802 | Marshadow | 207 | 265 | 190 |
| 0803 | Poipole | 167 | 145 | 133 |
| 0804 | Naganadel | 177 | 263 | 159 |
| 0805 | Stakataka | 156 | 213 | 298 |
| 0806 | Blacephalon | 142 | 315 | 148 |
| 0808 | Meltan | 130 | 118 | 99 |
| 0809 | Melmetal | 264 | 226 | 190 |
| 0810 | Grookey | 137 | 122 | 91 |
| 0811 | Thwackey | 172 | 165 | 134 |
| 0812 | Rillaboom | 225 | 239 | 168 |
| 0813 | Scorbunny | 137 | 132 | 79 |
| 0814 | Raboot | 163 | 170 | 125 |
| 0815 | Cinderace | 190 | 238 | 163 |
| 0816 | Sobble | 137 | 132 | 79 |
| 0817 | Drizzile | 163 | 186 | 113 |
| 0818 | Inteleon | 172 | 262 | 142 |
| 0819 | Skwovet | 172 | 95 | 86 |
| 0820 | Greedent | 260 | 160 | 156 |
| 0821 | Rookidee | 116 | 88 | 67 |
| 0822 | Corvisquire | 169 | 129 | 110 |
| 0823 | Corviknight | 221 | 163 | 192 |
| 0827 | Nickit | 120 | 85 | 82 |
| 0828 | Thievul | 172 | 172 | 164 |
| 0829 | Gossifleur | 120 | 70 | 104 |
| 0830 | Eldegoss | 155 | 148 | 211 |
| 0831 | Wooloo | 123 | 76 | 97 |
| 0832 | Dubwool | 176 | 159 | 198 |
| 0840 | Applin | 120 | 71 | 116 |
| 0841 | Flapple | 172 | 214 | 144 |
| 0842 | Appletun | 242 | 178 | 146 |
| 0848 | Toxel | 120 | 97 | 65 |
| 0849 | Toxtricity Amped Form | 181 | 224 | 140 |
| 0849 | Toxtricity Low Key Form | 181 | 224 | 140 |
| 0850 | Sizzlipede | 137 | 118 | 90 |
| 0851 | Centiskorch | 225 | 220 | 158 |
| 0854 | Sinistea | 120 | 134 | 96 |
| 0855 | Polteageist | 155 | 248 | 189 |
| 0856 | Hatenna | 123 | 98 | 93 |
| 0857 | Hattrem | 149 | 153 | 133 |
| 0858 | Hatterene | 149 | 237 | 182 |
| 0862 | Obstagoon | 212 | 180 | 194 |
| 0863 | Perrserker | 172 | 195 | 162 |
| 0864 | Cursola | 155 | 253 | 182 |
| 0865 | Sirfetch'd | 158 | 248 | 176 |
| 0866 | Mr. Rime | 190 | 212 | 179 |
| 0867 | Runerigus | 151 | 163 | 237 |
| 0870 | Falinks | 163 | 193 | 170 |
| 0874 | Stonjourner | 225 | 222 | 182 |
| 0877 | Morpeko Full Belly | 151 | 192 | 121 |
| 0877 | Morpeko Hangry | 151 | 192 | 121 |
| 0885 | Dreepy | 99 | 117 | 61 |
| 0886 | Drakloak | 169 | 163 | 105 |
| 0887 | Dragapult | 204 | 266 | 170 |
| 0888 | Zacian Hero of Many Battles | 192 | 254 | 236 |
| 0888 | Zacian Crowned Sword | 192 | 332 | 240 |
| 0889 | Zamazenta Hero of Many Battles | 192 | 254 | 236 |
| 0889 | Zamazenta Crowned Shield | 192 | 250 | 292 |
| 0890 | Eternatus | 268 | 278 | 197 |
| 0891 | Kubfu | 155 | 170 | 112 |
| 0892 | Urshifu Single Strike Style | 225 | 254 | 177 |
| 0892 | Urshifu Rapid Strike Style | 225 | 254 | 177 |
| 0893 | Zarude | 233 | 242 | 215 |
| 0894 | Regieleki | 190 | 250 | 125 |
| 0895 | Regidrago | 400 | 202 | 101 |
| 0899 | Wyrdeer | 230 | 206 | 145 |
| 0900 | Kleavor | 172 | 253 | 174 |
| 0901 | Ursaluna | 277 | 243 | 181 |
| 0903 | Sneasler | 190 | 259 | 158 |
| 0904 | Overqwil | 198 | 222 | 171 |
| 0905 | Enamorus Incarnate Forme | 179 | 281 | 162 |
| 0905 | Enamorus Therian Forme | 179 | 250 | 201 |
| 0906 | Sprigatito | 120 | 116 | 99 |
| 0907 | Floragato | 156 | 157 | 128 |
| 0908 | Meowscarada | 183 | 233 | 153 |
| 0909 | Fuecoco | 167 | 112 | 96 |
| 0910 | Crocalor | 191 | 162 | 134 |
| 0911 | Skeledirge | 232 | 207 | 178 |
| 0912 | Quaxly | 146 | 120 | 86 |
| 0913 | Quaxwell | 172 | 162 | 123 |
| 0914 | Quaquaval | 198 | 236 | 159 |
| 0915 | Lechonk | 144 | 81 | 79 |
| 0916 | Oinkologne Male | 242 | 186 | 153 |
| 0916 | Oinkologne Female | 251 | 169 | 162 |
| 0919 | Nymble | 107 | 81 | 65 |
| 0920 | Lokix | 174 | 199 | 144 |
| 0921 | Pawmi | 128 | 95 | 45 |
| 0922 | Pawmo | 155 | 147 | 82 |
| 0923 | Pawmot | 172 | 232 | 141 |
| 0924 | Tandemaus | 137 | 98 | 90 |
| 0925 | Maushold Family of Four | 179 | 159 | 157 |
| 0925 | Maushold Family of Three | 179 | 159 | 157 |
| 0926 | Fidough | 114 | 102 | 126 |
| 0927 | Dachsbun | 149 | 159 | 212 |
| 0928 | Smoliv | 121 | 100 | 89 |
| 0929 | Dolliv | 141 | 137 | 131 |
| 0930 | Arboliva | 186 | 219 | 189 |
| 0935 | Charcadet | 120 | 92 | 74 |
| 0936 | Armarouge | 198 | 234 | 185 |
| 0937 | Ceruledge | 181 | 239 | 189 |
| 0938 | Tadbulb | 156 | 104 | 73 |
| 0939 | Bellibolt | 240 | 184 | 165 |
| 0944 | Shroodle | 120 | 124 | 70 |
| 0945 | Grafaiai | 160 | 199 | 149 |
| 0957 | Tinkatink | 137 | 85 | 110 |
| 0958 | Tinkatuff | 163 | 109 | 145 |
| 0959 | Tinkaton | 198 | 155 | 196 |
| 0960 | Wiglett | 67 | 109 | 52 |
| 0961 | Wugtrio | 111 | 205 | 136 |
| 0962 | Bombirdier | 172 | 198 | 172 |
| 0965 | Varoom | 128 | 123 | 107 |
| 0966 | Revavroom | 190 | 229 | 168 |
| 0971 | Greavard | 137 | 105 | 106 |
| 0972 | Houndstone | 176 | 186 | 195 |
| 0974 | Cetoddle | 239 | 119 | 80 |
| 0975 | Cetitan | 347 | 208 | 123 |
| 0979 | Annihilape | 242 | 220 | 178 |
| 0980 | Clodsire | 277 | 127 | 151 |
| 0983 | Kingambit | 238 | 203 | 225 |
| 0996 | Frigibax | 163 | 134 | 86 |
| 0997 | Arctibax | 207 | 173 | 128 |
| 0998 | Baxcalibur | 229 | 254 | 168 |
| 0999 | Gimmighoul Roaming Form | 128 | 140 | 76 |
| 1000 | Gholdengo | 202 | 252 | 190 |
| 1001 | Wo-Chien | 198 | 186 | 242 |
| 1002 | Chien-Pao | 190 | 261 | 167 |
| 1003 | Ting-Lu | 321 | 194 | 203 |
| 1004 | Chi-Yu | 146 | 269 | 221 |
| 1005 | Roaring Moon | 233 | 280 | 196 |
| 1006 | Iron Valiant | 179 | 279 | 171 |
| 1007 | Koraidon | 205 | 263 | 223 |
| 1008 | Miraidon | 205 | 263 | 223 |
| 1009 | Walking Wake | 223 | 256 | 188 |
| 1010 | Iron Leaves | 207 | 259 | 213 |
| 1011 | Dipplin | 190 | 173 | 184 |
| 1012 | Poltchageist | 120 | 134 | 96 |
| 1013 | Sinistcha | 174 | 225 | 190 |
| 1014 | Okidogi | 204 | 240 | 210 |
| 1015 | Munkidori | 204 | 261 | 172 |
| 1016 | Fezandipiti | 204 | 185 | 228 |
| 1017 | Ogerpon | 190 | 241 | 196 |
| 1018 | Archaludon | 207 | 250 | 215 |
| 1019 | Hydrapple | 235 | 216 | 186 |
| 1020 | Gouging Fire | 233 | 225 | 228 |
| 1021 | Raging Bolt | 268 | 258 | 180 |
| 1022 | Iron Boulder | 207 | 249 | 214 |
| 1023 | Iron Crown | 207 | 243 | 220 |
| 1024 | Terapagos | 207 | 126 | 165 |
| 1025 | Pecharunt | 204 | 181 | 273 |
Effective stats
Each individual Pokémon augments its base species stats with three individual values (IVs), each ranging from 0 to 15.
- A Pokémon with all 15s is colloquially known as a "hundo", and enters the 100% Pokédex.
- A Pokémon with all 0s is somewhat less colloquially known as a "nundo", and enters nothing.
- Evolution and Level changes do not affect IVs.
- Purification raises each IV by 2, not to exceed 15.
- Trading regenerates the IVs.
Adding the base species stats to the IVs and scaling by the appropriate CPM generates an effective attack EffA, effective defense EffD, and effective stamina EffS for that Pokémon, all positive rationals.
- Effx = (Basex + IVx) * CPM(Level) = Basex * CPM(Level) + IVx * CPM(Level)
Shadow Pokémon have their A divided by ⅚, and their D multiplied by ⅚.
For instance, a hundo Altaria at level 26 has:
- base ATK 141
- base DEF 201
- base STA 181
- IVA = IVD = IVS = 15
- CPM = 0.6811649
- EffA = (141 + 15) * CPM = 156 * 0.6811649 = 106.2617244
- EffD = (201 + 15) * CPM = 216 * 0.6811649 = 147.1316184
- EffS = (181 + 15) * CPM = 196 * 0.6811649 = 133.5083204
Taking the floor of EffS tells you maximum HP.
- MHP = min(1, ⌊EffS⌋) = 133
nb: i've seen other formulas claimed for maximum HP, but they don't seem to match reality. everywhere i've checked, maximum HP = ⌊EffS⌋
Attacks
Each species has a set of Fast and Charged Attacks it can learn. An individual Pokémon always knows at least one Fast and one Charged Attack. For a significant investment of Stardust, they can be taught a second Charged Attack, and the Trainer can freely select between the two during battle. Each Fast Attack generates an amount of Energy per use. Each Charged Attack consumes an amount of Energy per use. Pokémon start a battle with zero Energy, and can hold up to 100 Energy at a time. Their Energy is preserved across swaps out and in.
Each named Attack has a duration in turns (when in the duration is damage inflicted? Dank (talk) 02:02, 14 May 2025 (UTC)), and a Power P, a non-negative integer. This P can (and usually is) different depending on whether the context is PvE or PvP.
For Fast Attacks, PvE Power ranges from 0 to 32, while PvP Power ranges from 0 to 20. If Attack A is stronger than Attack B in PvE mode, it will not be weaker than B in PvP mode, and vice versa (i.e. partial ordering is maintained). Furthermore, no Fast Attack's PvE Power is less than its PvP Power. Incinerate is thus the most powerful Fast Attack in both modes.
| Attack | Power | Energy | Cooldown | DPS | EPS | Power | Energy | Turns | DPT | EPT |
|---|---|---|---|---|---|---|---|---|---|---|
| Acid | 11 | 10 | 1 | 11 | 10 | 6 | 5 | 2 | 3 | 2.5 |
| Air Slash | 12 | 8 | 1 | 12 | 8 | 9 | 9 | 3 | 3 | 3 |
| Astonish | 7 | 13 | 1 | 7 | 13 | 12 | 10 | 3 | 4 | 3.33 |
| Bite | 6 | 4 | 0.5 | 12 | 8 | 4 | 2 | 1 | 4 | 2 |
| Bubble | 10 | 12 | 1 | 10 | 12 | 8 | 11 | 3 | 2.67 | 3.67 |
| Bug Bite | 5 | 6 | 0.5 | 10 | 12 | 4 | 3 | 1 | 4 | 3 |
| Bullet Punch | 10 | 11 | 1 | 10 | 11 | 8 | 7 | 2 | 4 | 3.5 |
| Bullet Seed | 7 | 13 | 1 | 7 | 13 | 5 | 13 | 3 | 1.67 | 4.33 |
| Charge Beam | 7 | 14 | 1 | 7 | 14 | 5 | 11 | 3 | 1.67 | 3.67 |
| Charm | 20 | 11 | 1.5 | 13.33 | 7.33 | 15 | 6 | 3 | 5 | 2 |
| Confusion | 19 | 14 | 1.5 | 12.67 | 9.33 | 16 | 12 | 4 | 4 | 3 |
| Counter | 13 | 9 | 1 | 13 | 9 | 8 | 6 | 2 | 4 | 3 |
| Cut | 5 | 5 | 0.5 | 10 | 10 | 3 | 2 | 1 | 3 | 2 |
| Double Kick | 10 | 13 | 1 | 10 | 13 | 8 | 12 | 3 | 2.67 | 4 |
| Dragon Breath | 6 | 4 | 0.5 | 12 | 8 | 4 | 3 | 1 | 4 | 3 |
| Dragon Tail | 14 | 8 | 1 | 14 | 8 | 13 | 9 | 3 | 4.33 | 3 |
| Ember | 10 | 10 | 1 | 10 | 10 | 7 | 6 | 2 | 3.5 | 3 |
| Extrasensory | 11 | 11 | 1 | 11 | 11 | 8 | 10 | 3 | 2.67 | 3.33 |
| Fairy Wind | 9 | 13 | 1 | 9 | 13 | 4 | 9 | 2 | 2 | 4.5 |
| Feint Attack | 11 | 10 | 1 | 11 | 10 | 6 | 6 | 2 | 3 | 3 |
| Fire Fang | 13 | 9 | 1 | 13 | 9 | 8 | 6 | 2 | 4 | 3 |
| Fire Spin | 13 | 9 | 1 | 13 | 9 | 11 | 10 | 3 | 3.67 | 3.33 |
| Force Palm | 10 | 16 | 1 | 10 | 16 | 13 | 10 | 3 | 4.33 | 3.33 |
| Frost Breath | 11 | 9 | 1 | 11 | 9 | 7 | 5 | 2 | 3.5 | 2.5 |
| Fury Cutter | 4 | 8 | 0.5 | 8 | 16 | 3 | 4 | 1 | 3 | 4 |
| Geomancy | 20 | 14 | 1.5 | 13.33 | 9.33 | 4 | 13 | 3 | 1.33 | 4.33 |
| Gust | 25 | 20 | 2 | 12.5 | 10 | 16 | 12 | 4 | 4 | 3 |
| Hex | 8 | 13 | 1 | 8 | 13 | 7 | 13 | 3 | 2.33 | 4.33 |
| Hidden Power | 15 | 15 | 1.5 | 10 | 10 | 9 | 8 | 3 | 3 | 2.67 |
| Ice Fang | 12 | 20 | 1.5 | 8 | 13.33 | 8 | 6 | 2 | 4 | 3 |
| Ice Shard | 10 | 10 | 1 | 10 | 10 | 9 | 10 | 3 | 3 | 3.33 |
| Incinerate | 32 | 22 | 2.5 | 12.8 | 8.8 | 20 | 20 | 5 | 4 | 4 |
| Infestation | 9 | 13 | 1 | 9 | 13 | 6 | 12 | 3 | 2 | 4 |
| Iron Tail | 14 | 6 | 1 | 14 | 6 | 10 | 7 | 3 | 3.33 | 2.33 |
| Karate Chop | 10 | 13 | 1 | 10 | 13 | 5 | 9 | 2 | 2.5 | 4.5 |
| Leafage | 6 | 4 | 0.5 | 12 | 8 | 6 | 7 | 2 | 3 | 3.5 |
| Lick | 5 | 6 | 0.5 | 10 | 12 | 3 | 3 | 1 | 3 | 3 |
| Lock-On | 2 | 10 | 0.5 | 4 | 20 | 1 | 5 | 1 | 1 | 5 |
| Low Kick | 5 | 5 | 0.5 | 10 | 10 | 4 | 5 | 2 | 2 | 2.5 |
| Magical Leaf | 17 | 17 | 1.5 | 11.33 | 11.33 | 10 | 10 | 3 | 3.33 | 3.33 |
| Metal Claw | 6 | 5 | 0.5 | 12 | 10 | 5 | 7 | 2 | 2.5 | 3.5 |
| Metal Sound | 4 | 6 | 0.5 | 8 | 12 | 5 | 8 | 2 | 2.5 | 4 |
| Mud Shot | 4 | 6 | 0.5 | 8 | 12 | 4 | 8 | 2 | 2 | 4 |
| Mud-Slap | 19 | 13 | 1.5 | 12.67 | 8.67 | 12 | 10 | 3 | 4 | 3.33 |
| Peck | 10 | 10 | 1 | 10 | 10 | 6 | 5 | 2 | 3 | 2.5 |
| Poison Jab | 13 | 9 | 1 | 13 | 9 | 7 | 7 | 2 | 3.5 | 3.5 |
| Poison Sting | 4 | 6 | 0.5 | 8 | 12 | 4 | 9 | 2 | 2 | 4.5 |
| Pound | 6 | 5 | 0.5 | 12 | 10 | 4 | 4 | 2 | 2 | 2 |
| Powder Snow | 6 | 15 | 1 | 6 | 15 | 5 | 8 | 2 | 2.5 | 4 |
| Present | 6 | 23 | 1.5 | 4 | 15.33 | 3 | 12 | 3 | 1 | 4 |
| Psycho Cut | 4 | 7 | 0.5 | 8 | 14 | 3 | 9 | 2 | 1.5 | 4.5 |
| Psywave | 4 | 7 | 0.5 | 8 | 14 | 3 | 4 | 1 | 3 | 4 |
| Quick Attack | 10 | 13 | 1 | 10 | 13 | 5 | 8 | 2 | 2.5 | 4 |
| Razor Leaf | 13 | 7 | 1 | 13 | 7 | 9 | 4 | 2 | 4.5 | 2 |
| Rock Smash | 17 | 12 | 1.5 | 11.33 | 8 | 9 | 7 | 3 | 3 | 2.33 |
| Rock Throw | 13 | 8 | 1 | 13 | 8 | 8 | 5 | 2 | 4 | 2.5 |
| Rollout | 15 | 19 | 1.5 | 10 | 12.67 | 7 | 13 | 3 | 2.33 | 4.33 |
| Sand Attack | 4 | 7 | 0.5 | 8 | 14 | 2 | 4 | 1 | 2 | 4 |
| Scratch | 6 | 4 | 0.5 | 12 | 8 | 4 | 2 | 1 | 4 | 2 |
| Shadow Claw | 6 | 4 | 0.5 | 12 | 8 | 6 | 8 | 2 | 3 | 4 |
| Smack Down | 13 | 7 | 1 | 13 | 7 | 11 | 8 | 3 | 3.67 | 2.67 |
| Snarl | 11 | 13 | 1 | 11 | 13 | 5 | 13 | 3 | 1.67 | 4.33 |
| Spark | 4 | 6 | 0.5 | 8 | 12 | 5 | 7 | 2 | 2.5 | 3.5 |
| Splash | 0 | 17 | 1.5 | 0 | 11.33 | 0 | 12 | 4 | 0 | 3 |
| Steel Wing | 14 | 8 | 1 | 14 | 8 | 7 | 6 | 2 | 3.5 | 3 |
| Struggle Bug | 15 | 15 | 1.5 | 10 | 10 | 9 | 8 | 3 | 3 | 2.67 |
| Sucker Punch | 5 | 6 | 0.5 | 10 | 12 | 8 | 7 | 2 | 4 | 3.5 |
| Tackle | 5 | 5 | 0.5 | 10 | 10 | 3 | 3 | 1 | 3 | 3 |
| Take Down | 7 | 8 | 1 | 7 | 8 | 5 | 8 | 3 | 1.67 | 2.67 |
| Thunder Fang | 10 | 13 | 1 | 10 | 13 | 8 | 6 | 2 | 4 | 3 |
| Thunder Shock | 4 | 7 | 0.5 | 8 | 14 | 4 | 9 | 2 | 2 | 4.5 |
| Transform | 0 | 0 | 2 | 0 | 0 | 0 | 0 | 3 | 0 | 0 |
| Vine Whip | 6 | 5 | 0.5 | 12 | 10 | 5 | 8 | 2 | 2.5 | 4 |
| Volt Switch | 13 | 20 | 1.5 | 8.67 | 13.33 | 12 | 16 | 4 | 3 | 4 |
| Water Gun | 5 | 5 | 0.5 | 10 | 10 | 3 | 3 | 1 | 3 | 3 |
| Water Shuriken | 9 | 14 | 1 | 9 | 14 | 6 | 14 | 3 | 2 | 4.67 |
| Waterfall | 13 | 7 | 1 | 13 | 7 | 12 | 8 | 3 | 4 | 2.67 |
| Wing Attack | 10 | 11 | 1 | 10 | 11 | 5 | 7 | 2 | 2.5 | 3.5 |
| Yawn | 0 | 13 | 1.5 | 0 | 8.67 | 0 | 12 | 4 | 0 | 3 |
| Zen Headbutt | 11 | 9 | 1 | 11 | 9 | 8 | 6 | 3 | 2.67 | 2 |
Charged Attacks have a much greater range of PvE Power, from 10 (Frustration) to 230 (Sunsteel Strike). They do not illustrate the same ordering properties as Fast Attacks: Aeroblast is the most Powerful in PvP at 170.
| Attack | Power | Time | DPS | Power | Energy | DPE | Type |
|---|---|---|---|---|---|---|---|
| Acid Spray | 20 | 3 | 6.67 | 20 | -45 | 0.44 | Poison |
| Acrobatics | 100 | 2 | 50 | 110 | -55 | 2 | Flying |
| Aerial Ace | 55 | 2.5 | 22 | 55 | -40 | 1.38 | Flying |
| Aeroblast | 180 | 3.5 | 51.43 | 170 | -75 | 2.27 | Flying |
| Aeroblast+ | 200 | 3.5 | 57.14 | 170 | -75 | 2.27 | Flying |
| Aeroblast++ | 225 | 3.5 | 64.29 | 170 | -75 | 2.27 | Flying |
| Air Cutter | 55 | 2.5 | 22 | 45 | -35 | 1.29 | Flying |
| Ancient Power | 70 | 3.5 | 20 | 60 | -45 | 1.33 | Rock |
| Aqua Jet | 45 | 2.5 | 18 | 70 | -40 | 1.75 | Water |
| Aqua Tail | 50 | 2 | 25 | 55 | -35 | 1.57 | Water |
| Aura Sphere | 100 | 2 | 50 | 100 | -55 | 1.82 | Fighting |
| Aura Wheel | 100 | 2.7 | 37.04 | 100 | -45 | 2.22 | Electric |
| Aurora Beam | 80 | 3.5 | 22.86 | 80 | -60 | 1.33 | Ice |
| Avalanche | 85 | 2.5 | 34 | 90 | -45 | 2 | Ice |
| Behemoth Bash | 125 | 1.5 | 83.33 | 80 | -45 | 1.78 | Steel |
| Behemoth Blade | 200 | 3.5 | 57.14 | 100 | -55 | 1.82 | Steel |
| Blast Burn | 120 | 3.5 | 34.29 | 110 | -50 | 2.2 | Fire |
| Blaze Kick | 40 | 1 | 40 | 60 | -40 | 1.5 | Fire |
| Bleakwind Storm | 150 | 2.5 | 60 | 60 | -45 | 1.33 | Flying |
| Blizzard | 130 | 3 | 43.33 | 140 | -75 | 1.87 | Ice |
| Body Slam | 50 | 2 | 25 | 50 | -35 | 1.43 | Normal |
| Bone Club | 40 | 1.5 | 26.67 | 55 | -35 | 1.57 | Ground |
| Boomburst | 150 | 2.5 | 60 | 150 | -70 | 2.14 | Normal |
| Brave Bird | 130 | 2 | 65 | 130 | -55 | 2.36 | Flying |
| Breaking Swipe | 45 | 1 | 45 | 50 | -35 | 1.43 | Dragon |
| Brick Break | 40 | 1.5 | 26.67 | 40 | -40 | 1 | Fighting |
| Brine | 65 | 2.5 | 26 | 60 | -50 | 1.2 | Water |
| Brutal Swing | 65 | 2 | 32.5 | 55 | -35 | 1.57 | Dark |
| Bubble Beam | 45 | 2 | 22.5 | 25 | -40 | 0.63 | Water |
| Bug Buzz | 95 | 3.5 | 27.14 | 100 | -60 | 1.67 | Bug |
| Bulldoze | 80 | 3.5 | 22.86 | 45 | -45 | 1 | Ground |
| Close Combat | 105 | 2.5 | 42 | 100 | -45 | 2.22 | Fighting |
| Crabhammer | 85 | 2 | 42.5 | 85 | -50 | 1.7 | Water |
| Cross Chop | 50 | 1.5 | 33.33 | 55 | -35 | 1.57 | Fighting |
| Cross Poison | 40 | 1.5 | 26.67 | 50 | -35 | 1.43 | Poison |
| Crunch | 65 | 3 | 21.67 | 70 | -45 | 1.56 | Dark |
| Dark Pulse | 80 | 3 | 26.67 | 80 | -50 | 1.6 | Dark |
| Darkest Lariat | 80 | 2 | 40 | 120 | -60 | 2 | Dark |
| Dazzling Gleam | 100 | 3.5 | 28.57 | 90 | -55 | 1.64 | Fairy |
| Dig | 100 | 4.5 | 22.22 | 70 | -50 | 1.4 | Ground |
| Disarming Voice | 70 | 4 | 17.5 | 70 | -45 | 1.56 | Fairy |
| Discharge | 65 | 2.5 | 26 | 55 | -40 | 1.38 | Electric |
| Doom Desire | 65 | 1.5 | 43.33 | 80 | -40 | 2 | Steel |
| Double Iron Bash | 70 | 2 | 35 | 55 | -35 | 1.57 | Steel |
| Draco Meteor | 150 | 3.5 | 42.86 | 150 | -65 | 2.31 | Dragon |
| Dragon Ascent | 140 | 3.5 | 40 | 150 | -70 | 2.14 | Dragon |
| Dragon Claw | 45 | 1.5 | 30 | 50 | -35 | 1.43 | Dragon |
| Dragon Pulse | 90 | 3.5 | 25.71 | 90 | -60 | 1.5 | Dragon |
| Drain Punch | 50 | 2.5 | 20 | 20 | -40 | 0.5 | Fighting |
| Draining Kiss | 60 | 2.5 | 24 | 60 | -55 | 1.09 | Fairy |
| Drill Peck | 70 | 2.5 | 28 | 65 | -40 | 1.63 | Flying |
| Drill Run | 85 | 3 | 28.33 | 80 | -45 | 1.78 | Ground |
| Dynamic Punch | 85 | 2.5 | 34 | 90 | -45 | 2 | Fighting |
| Earth Power | 100 | 3.5 | 28.57 | 90 | -55 | 1.64 | Ground |
| Earthquake | 140 | 3.5 | 40 | 110 | -65 | 1.69 | Ground |
| Energy Ball | 90 | 4 | 22.5 | 90 | -55 | 1.64 | Grass |
| Feather Dance | 35 | 3 | 11.67 | 35 | -50 | 0.7 | Flying |
| Fell Stinger | 45 | 2 | 22.5 | 20 | -35 | 0.57 | Bug |
| Fire Blast | 140 | 4 | 35 | 140 | -80 | 1.75 | Fire |
| Fire Punch | 50 | 2 | 25 | 60 | -40 | 1.5 | Fire |
| Flame Burst | 70 | 2.5 | 28 | 70 | -55 | 1.27 | Fire |
| Flame Charge | 70 | 4 | 17.5 | 65 | -50 | 1.3 | Fire |
| Flame Wheel | 55 | 2.5 | 22 | 60 | -55 | 1.09 | Fire |
| Flamethrower | 65 | 2 | 32.5 | 90 | -55 | 1.64 | Fire |
| Flash Cannon | 100 | 2.5 | 40 | 110 | -70 | 1.57 | Steel |
| Flower Trick | 75 | 2.7 | 27.78 | 30 | -35 | 0.86 | Grass |
| Fly | 90 | 2 | 45 | 80 | -45 | 1.78 | Flying |
| Flying Press | 115 | 2.5 | 46 | 90 | -40 | 2.25 | Fighting |
| Focus Blast | 140 | 3.5 | 40 | 150 | -75 | 2 | Fighting |
| Foul Play | 70 | 2 | 35 | 60 | -40 | 1.5 | Dark |
| Freeze Shock | 160 | 1.5 | 106.67 | 120 | -60 | 2 | Ice |
| Frenzy Plant | 100 | 2.5 | 40 | 100 | -45 | 2.22 | Grass |
| Frustration | 10 | 2.0 | 5 | 10 | -70 | 0.14 | Normal |
| Fusion Bolt | 140 | 2 | 70 | 90 | -45 | 2 | Electric |
| Fusion Flare | 140 | 2 | 70 | 90 | -45 | 2 | Fire |
| Future Sight | 115 | 2.5 | 46 | 110 | -65 | 1.69 | Psychic |
| Giga Impact | 200 | 4.5 | 44.44 | 150 | -80 | 1.88 | Normal |
| Glaciate | 160 | 2.5 | 64 | 60 | -40 | 1.5 | Ice |
| Grass Knot | 90 | 2.5 | 36 | 90 | -50 | 1.8 | Grass |
| Gunk Shot | 130 | 3 | 43.33 | 130 | -75 | 1.73 | Poison |
| Gyro Ball | 85 | 3.5 | 24.29 | 80 | -60 | 1.33 | Steel |
| Heat Wave | 95 | 3 | 31.67 | 95 | -75 | 1.27 | Fire |
| Heavy Slam | 70 | 2 | 35 | 70 | -50 | 1.4 | Steel |
| High Horsepower | 105 | 1.5 | 70 | 100 | -60 | 1.67 | Ground |
| High Jump Kick | 90 | 1.5 | 60 | 110 | -55 | 2 | Fighting |
| Horn Attack | 45 | 2 | 22.5 | 40 | -35 | 1.14 | Normal |
| Hurricane | 105 | 2.5 | 42 | 110 | -65 | 1.69 | Flying |
| Hydro Cannon | 90 | 2 | 45 | 80 | -40 | 2 | Water |
| Hydro Pump | 135 | 3.5 | 38.57 | 130 | -75 | 1.73 | Water |
| Hyper Beam | 150 | 4 | 37.5 | 150 | -80 | 1.88 | Normal |
| Hyper Fang | 80 | 2.5 | 32 | 80 | -50 | 1.6 | Normal |
| Ice Beam | 95 | 3.5 | 27.14 | 90 | -55 | 1.64 | Ice |
| Ice Burn | 90 | 2 | 45 | 120 | -60 | 2 | Ice |
| Ice Punch | 50 | 2 | 25 | 60 | -40 | 1.5 | Ice |
| Icicle Spear | 55 | 2 | 27.5 | 65 | -40 | 1.63 | Ice |
| Icy Wind | 65 | 3.5 | 18.57 | 60 | -45 | 1.33 | Ice |
| Iron Head | 60 | 2 | 30 | 70 | -50 | 1.4 | Steel |
| Last Resort | 90 | 3 | 30 | 90 | -55 | 1.64 | Normal |
| Leaf Blade | 70 | 2.5 | 28 | 70 | -35 | 2 | Grass |
| Leaf Storm | 130 | 2.5 | 52 | 130 | -55 | 2.36 | Grass |
| Leaf Tornado | 45 | 3 | 15 | 45 | -40 | 1.13 | Grass |
| Liquidation | 70 | 3.0 | 23.33 | 70 | -45 | 1.56 | Water |
| Low Sweep | 40 | 2 | 20 | 40 | -40 | 1 | Fighting |
| Lunge | 55 | 3 | 18.33 | 60 | -45 | 1.33 | Bug |
| Luster Purge | 100 | 1.5 | 66.67 | 120 | -60 | 2 | Psychic |
| Magma Storm | 75 | 2.5 | 30 | 65 | -40 | 1.63 | Fire |
| Magnet Bomb | 75 | 3 | 25 | 70 | -45 | 1.56 | Steel |
| Megahorn | 105 | 2 | 52.5 | 110 | -55 | 2 | Bug |
| Meteor Beam | 140 | 2 | 70 | 120 | -60 | 2 | Rock |
| Meteor Mash | 100 | 2.5 | 40 | 100 | -50 | 2 | Steel |
| Mirror Coat | 60 | 2.5 | 24 | 60 | -55 | 1.09 | Psychic |
| Mirror Shot | 50 | 2.5 | 20 | 35 | -35 | 1 | Steel |
| Mist Ball | 105 | 2 | 52.5 | 120 | -60 | 2 | Psychic |
| Moonblast | 130 | 4 | 32.5 | 110 | -60 | 1.83 | Fairy |
| Moongeist Beam | 230 | 3 | 76.67 | 135 | -65 | 2.08 | Ghost |
| Mud Bomb | 60 | 2.5 | 24 | 60 | -40 | 1.5 | Ground |
| Muddy Water | 45 | 2 | 22.5 | 35 | -35 | 1 | Water |
| Mystical Fire | 60 | 2 | 30 | 60 | -45 | 1.33 | Fire |
| Nature's Madness | 90 | 2 | 45 | 80 | -50 | 1.6 | Fairy |
| Night Shade | 60 | 2.5 | 24 | 70 | -45 | 1.56 | Ghost |
| Night Slash | 45 | 2 | 22.5 | 50 | -35 | 1.43 | Dark |
| Oblivion Wing | 85 | 2 | 42.5 | 85 | -50 | 1.7 | Flying |
| Obstruct | 20 | 1.5 | 13.33 | 15 | -40 | 0.38 | Dark |
| Octazooka | 55 | 2.5 | 22 | 50 | -50 | 1 | Water |
| Ominous Wind | 55 | 2.5 | 22 | 45 | -45 | 1 | Ghost |
| Origin Pulse | 120 | 1.5 | 80 | 130 | -60 | 2.17 | Water |
| Outrage | 110 | 4 | 27.5 | 110 | -60 | 1.83 | Dragon |
| Overheat | 160 | 4 | 40 | 130 | -55 | 2.36 | Fire |
| Parabolic Charge | 70 | 3 | 23.33 | 70 | -50 | 1.4 | Electric |
| Payback | 95 | 2 | 47.5 | 110 | -60 | 1.83 | Dark |
| Petal Blizzard | 110 | 2.5 | 44 | 110 | -65 | 1.69 | Grass |
| Play Rough | 90 | 3 | 30 | 90 | -60 | 1.5 | Fairy |
| Poison Fang | 30 | 1.5 | 20 | 45 | -40 | 1.13 | Poison |
| Poltergeist | 140 | 3.5 | 40 | 150 | -75 | 2 | Ghost |
| Power Gem | 80 | 3 | 26.67 | 85 | -50 | 1.7 | Rock |
| Power Whip | 90 | 2.5 | 36 | 90 | -50 | 1.8 | Grass |
| Power-Up Punch | 50 | 2 | 25 | 20 | -35 | 0.57 | Fighting |
| Precipice Blades | 120 | 1.5 | 80 | 130 | -60 | 2.17 | Ground |
| Psybeam | 65 | 3 | 21.67 | 70 | -60 | 1.17 | Psychic |
| Psychic | 95 | 3 | 31.67 | 75 | -55 | 1.36 | Psychic |
| Psychic Fangs | 25 | 1 | 25 | 40 | -35 | 1.14 | Psychic |
| Psycho Boost | 70 | 4 | 17.5 | 70 | -35 | 2 | Psychic |
| Psyshock | 60 | 2.5 | 24 | 70 | -40 | 1.75 | Psychic |
| Psystrike | 95 | 2.5 | 38 | 90 | -45 | 2 | Psychic |
| Rage Fist | 100 | 3 | 33.33 | 50 | -35 | 1.43 | Ghost |
| Razor Shell | 55 | 1.5 | 36.67 | 35 | -35 | 1 | Water |
| Return | 25 | 0.5 | 50 | 130 | -70 | 1.86 | Normal |
| Roar of Time | 160 | 2 | 80 | 150 | -65 | 2.31 | Dragon |
| Rock Blast | 50 | 2 | 25 | 50 | -40 | 1.25 | Rock |
| Rock Slide | 75 | 2.5 | 30 | 65 | -45 | 1.44 | Rock |
| Rock Tomb | 65 | 3 | 21.67 | 80 | -50 | 1.6 | Rock |
| Rock Wrecker | 110 | 3.5 | 31.43 | 110 | -50 | 2.2 | Rock |
| Sacred Fire | 120 | 2.5 | 48 | 130 | -65 | 2 | Fire |
| Sacred Fire+ | 135 | 2.5 | 54 | 130 | -65 | 2 | Fire |
| Sacred Fire++ | 155 | 2.5 | 62 | 130 | -65 | 2 | Fire |
| Sacred Sword | 50 | 1 | 50 | 60 | -35 | 1.71 | Fighting |
| Sand Tomb | 60 | 4 | 15 | 25 | -40 | 0.63 | Ground |
| Sandsear Storm | 150 | 2.5 | 60 | 60 | -45 | 1.33 | Ground |
| Scald | 75 | 3.5 | 21.43 | 85 | -50 | 1.7 | Water |
| Scorching Sands | 90 | 3 | 30 | 80 | -50 | 1.6 | Ground |
| Seed Bomb | 55 | 2 | 27.5 | 65 | -45 | 1.44 | Grass |
| Seed Flare | 115 | 2.5 | 46 | 130 | -75 | 1.73 | Grass |
| Shadow Ball | 100 | 3 | 33.33 | 100 | -55 | 1.82 | Ghost |
| Shadow Bone | 85 | 3 | 28.33 | 80 | -45 | 1.78 | Ghost |
| Shadow Force | 140 | 2 | 70 | 120 | -90 | 1.33 | Ghost |
| Shadow Punch | 35 | 1.5 | 23.33 | 55 | -35 | 1.57 | Ghost |
| Shadow Sneak | 50 | 3 | 16.67 | 50 | -45 | 1.11 | Ghost |
| Signal Beam | 75 | 3 | 25 | 75 | -55 | 1.36 | Bug |
| Silver Wind | 65 | 3.5 | 18.57 | 60 | -45 | 1.33 | Bug |
| Skull Bash | 130 | 3 | 43.33 | 130 | -75 | 1.73 | Normal |
| Sky Attack | 80 | 2 | 40 | 85 | -55 | 1.55 | Flying |
| Sludge | 50 | 2 | 25 | 70 | -40 | 1.75 | Poison |
| Sludge Bomb | 85 | 2.5 | 34 | 80 | -50 | 1.6 | Poison |
| Sludge Wave | 105 | 3 | 35 | 110 | -65 | 1.69 | Poison |
| Solar Beam | 180 | 5 | 36 | 150 | -80 | 1.88 | Grass |
| Spacial Rend | 160 | 2.5 | 64 | 95 | -50 | 1.9 | Dragon |
| Sparkling Aria | 85 | 3 | 28.33 | 80 | -45 | 1.78 | Water |
| Spirit Shackle | 70 | 2.5 | 28 | 50 | -40 | 1.25 | Ghost |
| Stomp | 50 | 1.5 | 33.33 | 55 | -40 | 1.38 | Normal |
| Stone Edge | 105 | 2.5 | 42 | 100 | -55 | 1.82 | Rock |
| Struggle | 35 | 2 | 17.5 | 35 | -100 | 0.35 | Normal |
| Submission | 55 | 2 | 27.5 | 60 | -50 | 1.2 | Fighting |
| Sunsteel Strike | 230 | 3 | 76.67 | 135 | -65 | 2.08 | Steel |
| Superpower | 85 | 3 | 28.33 | 85 | -40 | 2.13 | Fighting |
| Surf | 60 | 1.5 | 40 | 75 | -45 | 1.67 | Water |
| Swift | 65 | 3 | 21.67 | 55 | -35 | 1.57 | Normal |
| Synchronoise | 80 | 2.5 | 32 | 80 | -50 | 1.6 | Psychic |
| Techno Blast | 120 | 2 | 60 | 120 | -55 | 2.18 | Normal |
| Thunder | 100 | 2.5 | 40 | 100 | -60 | 1.67 | Electric |
| Thunder Punch | 50 | 2 | 25 | 60 | -40 | 1.5 | Electric |
| Thunderbolt | 80 | 2.5 | 32 | 90 | -55 | 1.64 | Electric |
| Torch Song | 100 | 3.5 | 28.57 | 70 | -45 | 1.56 | Fire |
| Trailblaze | 65 | 2.0 | 32.5 | 65 | -45 | 1.44 | Grass |
| Tri Attack | 75 | 2.5 | 30 | 65 | -50 | 1.3 | Normal |
| Triple Axel | 60 | 2.0 | 30 | 60 | -45 | 1.33 | Ice |
| Twister | 50 | 3 | 16.67 | 45 | -45 | 1 | Dragon |
| Upper Hand | 50 | 2 | 25 | 70 | -40 | 1.75 | Fighting |
| V-create | 105 | 3 | 35 | 95 | -40 | 2.38 | Fire |
| Vise Grip | 35 | 2 | 17.5 | 40 | -40 | 1 | Normal |
| Volt Tackle | 90 | 3.5 | 25.71 | 90 | -50 | 1.8 | Electric |
| Water Pulse | 65 | 3 | 21.67 | 80 | -55 | 1.45 | Water |
| Weather Ball | 55 | 1.5 | 36.67 | 55 | -35 | 1.57 | Normal |
| Wild Charge | 90 | 2.5 | 36 | 100 | -45 | 2.22 | Electric |
| Wildbolt Storm | 150 | 2.5 | 60 | 60 | -45 | 1.33 | Electric |
| Wrap | 60 | 3 | 20 | 60 | -45 | 1.33 | Normal |
| X-Scissor | 45 | 1.5 | 30 | 65 | -40 | 1.63 | Bug |
| Zap Cannon | 140 | 3.5 | 40 | 150 | -80 | 1.88 | Electric |
Stat Effects
Charged Attacks can have effects on either Pokémons' EffA or EffD lasting the duration of a battle. Some of these effects are probabilistic (I believe this to be the only use of random numbers in battles).
Adventure Effects
Pokémon taught certain Attacks can use them outside of battle for a cost in Stardust and that Pokémon's Candy. These are called Adventure Effects, and only one can be active at a time per Trainer.
| Attack | Cost | Time per use | Effects |
|---|---|---|---|
| Roar of Time | 5k + 5 Dialga Candy | 6 min | |
| Spacial Rend | 5k + 5 Palkia Candy | 10 min | |
| Ice Burn | 5k + 5 Kyurem Candy | 10 min | |
| Freeze Shock | 5k + 5 Kyurem Candy | 10 min | |
| Sunsteel Strike | 3k + 5 Necrozma Candy | 10 min | |
| Moongeist Beam | 3k + 5 Necrozma Candy | 10 min |
Battle mechanics
Battles proceed in "turns" corresponding to half-second quanta. Fundamentally, active Pokémon use Fast Attacks to deal Damage and build up Energy. When sufficient Energy has been accumulated, a more powerful Charged Attack can be used, consuming Energy.
Types of combat
- Gym battles occur when a Gym occupied by one Team is assaulted by Trainers of other teams. A Gym is defended by between one and six Pokémon of the same Team. Each Trainer can bring six Pokémon to the assault. The attackers fight the defenders in series. When a defender is KOd, it is returned (with zero health) to its Trainer. When all defenders are KOd, the Gym is cleared, and a new Team can take it by leaving a defender. Defenders cannot be recalled. There are no shields, but play is otherwise in the style of Trainer Battles.
- Raids task one or more (up to twenty) Trainers with defeating a powerful raid boss within a time limit. Each Trainer can bring six Pokémon into the battle at a time. If all six are defeated, the Trainer can reenter the raid with another six (assuming there is time left).
- Max battles task one or more (up to four) Trainers with defeating a powerful Dynamax or Gigantamax Pokémon in a form similar to a Raid. They furthermore feature a "Max Meter", shared by all Trainers. When the Max Meter fills, active Pokémon shift to their Dynamax or Gigantimax forms, and can execute three Max Moves. They then revert to their normal forms, and the Meter is reset. The Meter advances whenever damage is done to the opponent, when defeated Trainers cheer, and when active Pokémon pick up a Max Bonus on the field. Each Trainer can bring three Dynamax-capable Pokémon into the battle. If all three are defeated, the Trainer can cheer remaining Trainers
- Trainer Battles pit two teams of three Pokémon against one another. One Pokémon is active for each side at a time. The Battle is over when one or both sides have no Pokémon left standing (or surrender). Each team gets two Shields capable of blocking Charged Attacks. Trainers can pick the next active Pokémon when one is KOd, and there are limited substitutions.
Trainer Battle details
Trainer Battles are in my mind the most interesting element of PGO.
When both Pokémon launch a Charged Attack on the same turn, Charged Move Priority determines which goes first. CMP is currently decided by the greater base ATK, i.e. unmodified by IVs or stat effects.
Damage
Calculating Damage dealt requires the attacker's EffA, the defender's EffD, two multipliers M and MM, and the Attack's P. The result is subtracted from the defender's HP. We will see that damage is always a positive integer, and thus HP is always an integer.
Multiplier M is defined as the product of:
- the Attack's type effectiveness relative to the defender (see below)
- the Attack's type effectiveness relative to the attacker
- 1.2 if the attacker shares type with the Attack, 1 otherwise (Same Type Attack Bonus, STAB)
A subsequent multiplier MM is different depending on whether the battle is PvE or PvP.
PvE mode
Multiplier MM is defined as the product over
- 0.5
- 0.25 if the Attack is dodged, 1 otherwise
- 1.2 if the Attack is weather-boosted, 1 otherwise
- A friendship bonus: 1 unless
- 1.03 if battling with at least one Good Friend, unless
- 1.05 if battling with at least one Great Friend, unless
- 1.07 if battling with at least one Ultra Friend, unless
- 1.1 if battling with at least one Best Friend
- A Mega bonus: 1 unless
- 1.1 if battling with at least one Mega Pokémon, unless
- 1.3 if battling with at least one Mega Pokémon of the Attack's type
- A Max bonus at Power Stops: 1 unless
- 1.1 for level 1 support (1 placed Pokémon), unless
- 1.15 for level 2 support (2–3 placed Pokémon), unless
- 1.188 for level 3 support (4–14 placed Pokémon), unless
- 1.2 for level 4 support (15+ placed Pokémon)
PvP mode
Multiplier MM is defined as the product over
- 0.65
- Minigame score for Charged Attacks, ranging from 0.25 to 1
- "Excellent!" is necessary and sufficient for a 1
- "Great!" maps to [0.75, 1)
- "Nice!" maps to [0.5, 0.75)
- otherwise [0.25, 0.5)
Damage calculation
At this point, P is a non-negative integer, while EffA, EffD, M, and MM are positive rationals.
Damage = ⌊P * EffA / EffD * M * MM⌋ + 1
Damage is always a positive integer due to the floor function.
Some notes and observations:
- P is the dominant term (outside of pathological A / D mismatches)
- Maximum A / D is 414/32 = 12.9375, minimum A / D is 17/396 = 0.0429
- Maximum (Base+IV)A / (Base+IV)D is 429/32 = 13.40625, a ~3.6% gain
- Minimum (Base+IV)A / (Base+IV)D is 17/411 = 0.0413625, a ~3.4% loss
- Now make both sides 15: maximum is 429 / 47 = 9.12765, a ~29.5% loss
- Now make both sides 15: minimum is 32 / 411 = 0.07786, a ~81.5% gain
- Now give the weak defender 15, strong 0: 414/47 = 8.809, a ~31.9% loss
- Now give the weak attacker 15, strong 0: 32/396 = 0.0808, a ~88.4% gain
- Consider 140 ATK vs 140 DEF, ratio of 1
- Give both sides all 0 or all 15, ratio remains 1
- Give one Pokémon all 15 and the other all 0: A/D = 1.1071 (~10.7% gain), A/D = 0.903 (~9.7% loss)
- Consider 200 ATK vs 200 DEF, ratio of 1
- Give one Pokémon all 15 and the other all 0: A/D = 1.075 (7.5% gain), A/D = 0.930 (7% loss)
- The maximum advantage IVs can provide well-matched Pokémon (ATK ~= DEF) is ~15/ATK
- Impact of IVs goes down as Pokémon grow more absolutely powerful and 15 << base stats
- In mismatched battles, an IV advantage for the weaker Pokémon can shrink the difference; an IV advantage for the stronger Pokémon has much less effect
- Give one Pokémon all 15 and the other all 0: A/D = 1.075 (7.5% gain), A/D = 0.930 (7% loss)
- CPM ratio has less range than A/D
- We can factor out the CPM ratio and define a constant 100x100 symmetric matrix
- Minimum value: 0.094 / 0.8403 ~= 0.11186
- Maximum value: 0.8403 / 0.094 ~= 8.939
- Doubling Attack Power is equivalent to doubling EffA, or reducing EffD by half.
- An Attack IV cannot double a base ATK greater than 15
- A Defense IV cannot count for half of EffD with base DEF greater than 15
- The overwhelming majority of base ATKs and DEFs exceed 15
Type effectiveness
If a Pokémon is dual-typed, each is considered relative to the Attack. Remember, type effectiveness is based on the type of the Attack, not the attacker. The types of the attacker are only relevant for the STAB multiplier.
This table defines exponents. Find the row corresponding to the Attack type. Find each cell corresponding to a defender species type (there will be at least one). Add these exponents. The type effectiveness multiplier is 1.6 raised to the appropriate power. An exponent of 0 is neutral (multiplier of 1.60 = 1). 1 corresponds to "super effective", -1 to "resisted", and -2 to "immune". For a dual-type species, the total exponent can range from -4 to 2, yielding a multiplier ranging from 0.15259 to 2.56. There is thus no true "immunity" (a multiplier of 0), and the Damage calculation always guarantees at least one point anyway. A -1 is a 37.5% reduction in multiplier, and -2 is almost a 61% reduction. A +1 is a 60% increase. Given that STAB is a 20% increase, we see that Attack type effectiveness is better than STAB, and that Attack type ineffectiveness negates STAB (and then some).
An interesting observation is that Attack effectiveness is 1.6x as potent as Attack resistance (60% increase vs 37.5% decrease), but Attack effectiveness is completely negated by Attack resistance (-1 + 1 == 0). For instance, an Electric Attack on a Dragon-Flying Pokémon like Dragonite is neutral, because Dragon is resistant to Electric, and Flying is vulnerable.
These data were taken from Niantic's site 2025-05-24. Note that type effectiveness has changed over time, e.g. Water used to be effective against Electric, but no longer is.
| Attack | N | Fi | Fl | Po | Go | R | B | Gh | S | Fr | W | Ga | E | Ps | I | Dr | Da | Fa | Total (Attack) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 0 | 0 | 0 | 0 | 0 | -1 | 0 | -2 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -4 |
| Fighting | 1 | 0 | -1 | -1 | 0 | 1 | -1 | -2 | 1 | 0 | 0 | 0 | 0 | -1 | 1 | 0 | 1 | -1 | -2 |
| Flying | 0 | 1 | 0 | 0 | 0 | -1 | 1 | 0 | -1 | 0 | 0 | 1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 |
| Poison | 0 | 0 | 0 | -1 | -1 | -1 | 0 | -1 | -2 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | -4 |
| Ground | 0 | 0 | -2 | 1 | 0 | 1 | -1 | 0 | 1 | 1 | 0 | -1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 |
| Rock | 0 | -1 | 1 | 0 | -1 | 0 | 1 | 0 | -1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 |
| Bug | 0 | -1 | -1 | -1 | 0 | 0 | 0 | -1 | -1 | -1 | 0 | 1 | 0 | 1 | 0 | 0 | 1 | -1 | -4 |
| Ghost | -2 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | -1 | 0 | -1 |
| Steel | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | -1 | -1 | -1 | 0 | -1 | 0 | 1 | 0 | 0 | 1 | -1 |
| Fire | 0 | 0 | 0 | 0 | 0 | -1 | 1 | 0 | 1 | -1 | -1 | 1 | 0 | 0 | 1 | -1 | 0 | 0 | 0 |
| Water | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | 0 | 1 | -1 | -1 | 0 | 0 | 0 | -1 | 0 | 0 | 0 |
| Grass | 0 | 0 | -1 | -1 | 1 | 1 | -1 | 0 | -1 | -1 | 1 | -1 | 0 | 0 | 0 | -1 | 0 | 0 | -4 |
| Electric | 0 | 0 | 1 | 0 | -2 | 0 | 0 | 0 | 0 | 0 | 1 | -1 | -1 | 0 | 0 | -1 | 0 | 0 | -3 |
| Psychic | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | -1 | 0 | 0 | 0 | 0 | -1 | 0 | 0 | -2 | 0 | -2 |
| Ice | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 0 | -1 | -1 | -1 | 1 | 0 | 0 | -1 | 1 | 0 | 0 | 0 |
| Dragon | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | -2 | -2 |
| Dark | 0 | -1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | -1 | -1 | -1 |
| Fairy | 0 | 1 | 0 | -1 | 0 | 0 | 0 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 0 | 0 |
| Total (Defense) |
-1 | 0 | -2 | -3 | -1 | 1 | 0 | -4 | -9 | -3 | -2 | 1 | -2 | 1 | 3 | -1 | -1 | -3 | -26 |
The rightmost column is the sum over given Attack types (larger is better). The bottommost row is the sum over given base types (smaller is better). The rightmost, bottommost cell is the sum over all relationships; equally, it is the sum over the rightmost column; equally, it is the sum over the bottommost row. Its value of -26 indicates that type effectiveness favors the defender overall, though the most common relationship is neutrality: there are 324 total interactions, and 208 of them (~64.2%) are neutral. Note that this completely ignores e.g. type population and strength of type population.
It is interesting (surprising?) to note that different Attack types have different total strengths. Only two Attack types are strong against their own type: Ghost and Dragon. Nine are weak against their own type: Fire, Water, Grass, Electric, Ice, Poison, Psychic, Dark, and Steel. Only three Attack types have overall net effectiveness: Flying, Ground, and Rock, each with a net 1. Four types sum to -4: Grass, Bug, Normal, and Poison. Electric and Fighting have -3. Psychic has -2.
Likewise, different species types provide different total defense. Rock, Grass, Psychic, and Ice all have net weakness, especially Ice (3). Fighting and Bug are neutral; each have three weaknesses balanced out by three strengths. Water, Electric, and Dragon at -2 have nothing to be embarrassed about. Fire and Poison both enjoy -3. Ghost is less generally robust than its -4 suggests, due to -2 against Normal and Fighting. Steel is pretty insane at -9, with resistance to 10 different types, weakness against three, and strong resistance to Poison. As Josef Stalin said, it's good to be Steel.
Grass eats the shit sandwich of type effectiveness as the only type both net-susceptible (1) and net-weak (-4). Subtracting the defense total from the attack total for a type yields a net core effectiveness, ranging from -5 (Grass) to a stunning 8 (Steel).
| Attack type | TotalA | TotalD | Net |
|---|---|---|---|
| Normal | -4 | -1 | -3 |
| Fighting | -2 | 0 | -2 |
| Flying | 0 | -2 | 2 |
| Poison | -4 | -3 | -1 |
| Ground | 1 | -1 | 0 |
| Rock | 1 | 1 | 0 |
| Bug | -4 | 0 | -4 |
| Ghost | -1 | -4 | 3 |
| Steel | -1 | -9 | 8 |
| Fire | 0 | -3 | 3 |
| Water | 0 | -2 | 2 |
| Grass | -4 | 1 | -5 |
| Electric | -3 | -2 | -1 |
| Psychic | -2 | 1 | -3 |
| Ice | 0 | 3 | -3 |
| Dragon | -2 | -1 | -1 |
| Dark | -1 | -1 | 0 |
| Fairy | 0 | -3 | 3 |
Dual typing
Assuming random Attack type, being a dual-type Pokémon is a benefit more often than a liability. Most types enjoy a net resistance (a negative column total), so having two of them means means greater total resistance (plus more Attack types with a STAB bonus) more often than it does less. Given that every species has exactly one or two (distinct) types, there are C(18, 2) = 18!/2!*16! = 153 total type pairs possible plus the base 18, for a total of 171 possible species typings (not all of them are actually populated in the game). You will sometimes see 324 = 182, from 18*17 dual types plus 18 base types, but this counts e.g. Ghost-Dark and Dark-Ghost as two distinct typings. For the purpose of Attack type efficiency, order doesn't matter, so the 18*17 (the 2-permutations of 18) is irrelevant.
Of course, if your opponent can choose Attack based on your Pokémon, dual types gives them more opportunity to select an effective attack.
Against a given typing, an Attack could theoretically have an exponent as low as -4 and as high as 2. No Attack type is very ineffective against two different types, though, so the effective minimum is -3.
Define BN2 as the number of types against which an Attack is very ineffective, BN1 for ineffective, and BP1 for effective (-2, -1, and 1 from the table above). B0 = 18 - BN2 - BN1 - BP1.
- -3: very ineffective against one type, and ineffective against the other: BN2*BN1
- Since BN2 is always 0 or 1, this reduces to 0 or BN1
- -2: very ineffective against the single type, or very ineffective against one type and neutral against the other, or ineffective against both types: BN2*(B0+1) + C(BN1, 2)
- -1: ineffective against the one type, or ineffective against one type and neutral against the other, or very ineffective against one type and effective against the other: BN1*(B0+1) + BN2*BP1
- 0: neutrality against all types, or effectiveness against one combined with ineffectiveness against the other: B0 + C(B0, 2) + BP1*BN1
- 1: effective against the single type, or effective against one of two types while neutral against the other: BP1*(B0 + 1)
- 2: effective against both types (2 cannot be accomplished against a singly-typed species): C(BP1, 2)
The sum over these five values will always be 171.
As an example, Normal is BN2 against one type, BN1 against two types, and BP1 against zero:
- B0 is 15
- -3 against Ghost-Steel and Ghost-Rock (2)
- -2 against Ghost, Steel-Rock, and Ghost-{anything but Steel or Rock} (17)
- -1 against Steel, Rock, Steel-{anything but Rock or Ghost}, and Rock-{anything but Steel or Ghost} (34)
- 0 against all other typings (118)
The scaled total sums over the products of typing count and net exponent.
| Type | BN2 | BN1 | B0 | BP1 | -3 | -2 | -1 | 0 | 1 | 2 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Normal | 1 | 2 | 15 | 0 | 2 | 17 | 32 | 118 | 0 | 0 | -72 |
| Fighting | 1 | 5 | 7 | 5 | 5 | 18 | 45 | 53 | 40 | 10 | -36 |
| Flying | 0 | 3 | 12 | 3 | 0 | 3 | 39 | 87 | 39 | 3 | 0 |
| Poison | 1 | 4 | 11 | 2 | 4 | 18 | 50 | 74 | 24 | 1 | -72 |
| Ground | 1 | 2 | 10 | 5 | 2 | 12 | 27 | 65 | 55 | 10 | 18 |
| Rock | 0 | 3 | 11 | 4 | 0 | 3 | 36 | 78 | 48 | 6 | 18 |
| Bug | 0 | 7 | 8 | 3 | 0 | 21 | 63 | 57 | 27 | 3 | -72 |
| Ghost | 1 | 1 | 14 | 2 | 1 | 15 | 17 | 107 | 30 | 1 | -18 |
| Steel | 0 | 4 | 11 | 3 | 0 | 6 | 48 | 78 | 36 | 3 | -18 |
| Fire | 0 | 4 | 10 | 4 | 0 | 6 | 44 | 71 | 44 | 6 | 0 |
| Water | 0 | 3 | 12 | 3 | 0 | 3 | 39 | 87 | 39 | 3 | 0 |
| Grass | 0 | 7 | 8 | 3 | 0 | 21 | 63 | 57 | 27 | 3 | -72 |
| Electric | 1 | 3 | 12 | 2 | 3 | 11 | 41 | 89 | 26 | 1 | -54 |
| Psychic | 1 | 2 | 13 | 2 | 2 | 15 | 30 | 95 | 28 | 1 | -36 |
| Ice | 0 | 4 | 10 | 4 | 0 | 6 | 44 | 71 | 44 | 6 | 0 |
| Dragon | 1 | 1 | 15 | 1 | 1 | 16 | 17 | 121 | 16 | 0 | -36 |
| Dark | 0 | 3 | 13 | 2 | 0 | 3 | 42 | 97 | 28 | 1 | -18 |
| Fairy | 0 | 3 | 12 | 3 | 0 | 3 | 39 | 87 | 39 | 3 | 0 |
FIXME: analyze population of typings
The actual multipliers end up being:
| Type effectiveness | Multiplier | With STAB |
|---|---|---|
| -3 | 0.244 | 0.2928 |
| -2 | 0.390625 | 0.46875 |
| -1 | 0.625 | 0.75 |
| 0 | 1 | 1.2 |
| 1 | 1.6 | 1.92 |
| 2 | 2.56 | 3.072 |
Minimal spanning sets
It is useful to know the sets of types which can provide efficiency against all types, and the sets of types which can provide resistance to all types. It is particularly useful to know the smallest such sets.
For attack, first we determine independent requirements. To do so, add types which could not have been covered yet:
- Normal can only be covered by Fighting, so start there.
- Fighting adds Rock, Steel, Ice, and Dark (5 total)
- Water requires Grass or Electric
- Grass adds Ground (7 total)
- Electric adds Flying (7 total)
- We now have N, R, S, I, D, Water, (Ground or Flying)
- Fairy requires Poison or Steel
- Poison adds Grass (9 total)
- Steel adds nothing (8 total)
- We now have N, R, S, I, D, W, (Gnd or Fly), Fairy, Grass
- Ghost requires Ghost or Dark
- Ghost adds Psychic (11 total)
- Dark adds Psychic (11 total)
- We now have N, R, S, I, D, W, (Gnd or Fly), Fairy, Grass, Ghost, Psychic
- Fire requires Ground, Rock, or Water
- Water adds Ground if we don't have it (12-13 total)
- Ground adds Electric and Poison (14 total)
- Dragon requires Ice, Dragon, or Fairy
- Dragon adds nothing (15 total)
- Fairy adds Fighting (16 total)
- Ice adds Ground if we don't have it (16 total, locks in Electric)
- Fighting requires Flying or Psychic
- Psychic adds nothing (17)
- Flying adds Bug (18, done)
So, we can cover all target types with 7 attack types: Fighting, Electric, Poison, (Ghost or Dark), Ground, Ice, and Flying. There are probably other small sets.
FIXME: Now, we know the target type for Raids and Max battles, so this is only really relevant for PvP. We can only bring 3 Pokémon to a PvP battle, but each can have a different type of Fast Attack and (technically two different) Charged Attacks. So it would be nice to know three sets of two (or three) where one of the Attacks is efficient against a type, and the other class of Attacks is not inefficient against that same type.
XP rewards
| Event | XP |
|---|---|
| Giving a berry to a Pokémon in a gym | 50 |
| Hatching 2km egg | 500 |
| New Pokédex registration | 1000 |
| Pokémon evolution | 1000 |
| Hatching 5km or 7km egg | 1000 |
| Hatching 10km egg | 2000 |
| Research breakthrough | 3000 |
| Winning Level 1 Raid | 3500 |
| Hatching 12km egg | 4000 |
| Unlocking Max Move | 4000 |
| Winning Level 1 Max Battle | 5000 |
| Winning Level 3 or 4 Raid | 5000 |
| Upgrading Max Move to Level 2 | 6000 |
| Winning Level 2 Max Battle | 6000 |
| Winning Level 3 Max Battle | 7500 |
| Upgrading Max Move to Level 3 | 8000 |
| Winning Level 4 Max Battle | 10000 |
| Winning Level 4 or 5 Raid | 10000 |
| Winning Elite Raid | 12000 |
| Winning Mega Legendary Raid | 13000 |
| Winning Level 5 Max Battle | 15000 |
| Winning Level 6 Max Battle | 25000 |
Many events in Pokémon Go result in XP. Lucky Eggs double XP rewards while active (only one can be used at a time). Certain events double XP as well (this stacks with a Lucky Egg). Research can award various amounts of XP; a Research Breakthrough always awards 3000 XP.
Things which typically do not reward XP include:
- opening the game or leaving it running (whether moving or stationary)
- accepting or sending a Friend request
- interactions with Team Rocket
- PvP battles
- buddy hearts and buddy level progression
- trading Pokémon
- use of berries in an encounter
- creation of a Route or Pokéstop
- any non-capturing throws in an encounter
- opening gifts (from Friends or Mateo)
- receiving items (from gifts, Pokéstops, route completion, or battles)
- using items
- and transferring Pokémon to the Professor for soul harvesting.
Of course, XP can result when these are part of Research tasks.
Battles
No XP is awarded for PvP activity. An "encounter" includes all interactions with a distinct Pokémon, including those following wins against Team Rocket, those following wins in Raids and Max Battles, and those awarded following research. Leaving the encounter screen and returning to the same Pokémon, even multiple times, is all one encounter. An encounter does not end until the Pokémon is captured or flees.
- If the Pokémon flees, the reward is 25 XP.
- If the Pokémon is captured, the reward is 100 XP, plus zero or more bonuses:
- A possible bonus for capture with a high-quality throw:
- 1000 XP for Excellent, or
- 100 XP for Great, or
- 20 XP for Nice.
- 20 XP for capture with a curveball.
- 50 XP for capture with the first throw of the encounter.
- 100 XP for 100th collection of each species (all subtypes count as one species) ("Collector")
- 300 XP for using AR Plus ("Expert Handler")
- A possible bonus for first capture of the day:
- 6000 XP for a 7 day streak of at least one capture (the streak resets), or
- 1500 XP otherwise.
- 1000 XP for capture with a Master Ball.
- A possible bonus for capture with a high-quality throw:
Friendship
200 XP is awarded whenever one sends a Gift (this is awarded when the Gift is sent, not when it is opened).
XP is awarded whenever a friendship reaches a new level.
| Level | XP | Cumulative days | Max XP per Friend-day |
|---|---|---|---|
| Good Friend | 3000 | 1 | 3000 |
| Great Friend | 10000 | 7 | 1857 |
| Ultra Friend | 50000 | 30 | 2100 |
| Best Friend | 100000 | 60 | 1811 |
Routes
Completing a Route always awards XP. The first Route completed on a given day yields 4000 XP. Subsequent Routes award 2000 XP each. Route awards are limited only by time.
A streak of seven days with completed Routes awards 12000 XP, and resets the streak counter.
Evolution
Evolution does not necessarily preserve Attacks, though it does preserve IVs. Evolution preserves Max Move levels. Evolution generates 1 Candy of the Pokémon's Candy type. Evolution counts as capturing the target Pokémon. Shiny Pokémon stay Shiny through Evolution, and Evolution cannot Shiny up a non-Shiny Pokémon. A Pokémon can be Evolved even at 0 HP. A freshly-Evolved Pokémon has full HP. Evolution does not change Level. Evolution typically raises CP, but not always (and it might even lower it). Evolution preserves traded status.
Item required
Some evolutions require an item in addition to Candy. The item will be consumed.
| Target | Base | Requirements |
|---|---|---|
| Bellossom | Gloom | 100 Oddish Candy + Sun Stone |
| Sunflora | Sunkern | 50 Sunkern Candy + Sun Stone |
| Whimsicott | Cottonee | 50 Cottonee Candy + Sun Stone |
| Lilligant | Petilil | 50 Petilil Candy + Sun Stone |
| Heliolisk | Helioptile | 50 Helioptile Candy + Sun Stone |
| Kingdra | Seadra | 100 Horsea Candy + Dragon Scale |
| Porygon2 | Porygon | 25 Porygon Candy + Upgrade |
| Porygon-Z | Porygon2 | 100 Porygon Candy + Sinnoh Stone |
| Lickilicky | Lickitung | 100 Lickitung Candy + Sinnoh Stone |
| Tangrowth | Tangela | 100 Tangela Candy + Sinnoh Stone |
| Electivire | Electabuzz | 100 Elekid Candy + Sinnoh Stone |
| Magmortar | Magmar | 100 Magby Candy + Sinnoh Stone |
| Weavile | Sneasel | 100 Sneasel Candy + Sinnoh Stone |
| Togekiss | Togetic | 100 Togepi Candy + Sinnoh Stone |
| Yanmega | Yanma | 100 Yanma Candy + Sinnoh Stone |
| Gliscor | Gligar | 100 Gligar Candy + Sinnoh Stone |
| Honchkrow | Murkrow | 100 Murkrow Candy + Sinnoh Stone |
| Gallade | Male Kirlia | 100 Ralts Candy + Sinnoh Stone |
| Mismagius | Misdreavus | 100 Misdreavus Candy + Sinnoh Stone |
| Mamoswine | Piloswine | 100 Swinub Candy + Sinnoh Stone |
| Dusknoir | Dusclops | 100 Duskull Candy + Sinnoh Stone |
| Froslass | Female Snorunt | 100 Snorunt Candy + Sinnoh Stone |
| Ambipom | Aipom | 100 Aipom Candy + Sinnoh Stone |
| Roserade | Roselia | 100 Budew Candy + Sinnoh Stone |
| Scizor | Scyther | 50 Scyther Candy + Metal Coat |
| Steelix | Onix | 50 Onix Candy + Metal Coat |
| Politoed | Poliwhirl | 100 Poliwag Candy + King's Rock |
| Slowking | Slowpoke | 50 Slowpoke Candy + King's Rock |
| Flapple | Applin | 200 Applin Candy + 20 Tart Apples |
| Appletun | Applin | 200 Applin Candy + 20 Sweet Apples |
| Rhyperior | Rhydon | 100 Rhyhorn Candy + Sinnoh Stone |
| Zygarde 50% Form | Zygarde 10% Form | 50 Zygarde Cells |
| Zygarde Complete Form | Zygarde 50% Form | 200 Zygarde Cells |
Special requirements
The special requirements must be fulfilled while the Pokémon to be evolved is your Buddy.
| Target | Base | Requirements |
|---|---|---|
| Magnezone | Magneton | 100 Magnemite Candy + Evolve near an active Magnetic Lure |
| Probopass | Nosepass | 50 Nosepass Candy + Evolve near an active Magnetic Lure |
| Goodra | Sliggoo | 100 Goomy Candy + Evolve near an active Rainy Lure |
| Kingambit | Bisharp | 100 Pawniard Candy + defeat 15 Dark- or Steel-type in raids |
| Annihilape | Primeape | 100 Mankey Candy + defeat 30 Psychic- or Ghost-type in battles |
| Florges | Floette | 100 Flabébé Candy + earn 20 hearts |
| Armarouge | Charcadet | 50 Charcadet Candy + defeat 30 Psychic-type in battles |
| Ceruledge | Charcadet | 50 Charcadet Candy + defeat 30 Ghost-type in battles |
| Overqwil | Hisuian Qwilfish | 50 Qwilfish Candy + win 10 raids |
| Rapid Strike Style Urshifu | Kubfu | 200 Kubfu Candy + defeat 30 Water-type in raids or Max battles |
| Single Strike Style Urshifu | Kubfu | 200 Kubfu Candy + defeat 30 Dark-type in raids or Max battles |
| Malamar | Inkay | 50 Inkay Candy + turning the mobile device upside-down |
| Vespiquen | Female Combee | 50 Combee Candy |
| Aurorus | Amaura | 50 Amaura Candy, and evolve at night |
| Tyrantrum | Tyrunt | 50 Tyrunt Candy, and evolve during the day |
| Pangoro | Pancham | 50 Pancham Candy + capture 32 Dark-type |
Walk-assisted
The Pokémon to be evolved must be walked a certain distance while actively "on your adventure", i.e. on the map screen.
| Target | Base | Requirements |
|---|---|---|
| Swoobat | Woobat | 50 Woobat Candy + 1km |
| Sneasler | Hisuian Sneasel | 100 Sneasel Candy + 7km, and evolve during the day |
| Mr. Mime | Mime Jr. | 50 Mime Jr. Candy + 15km |
| Sudowoodo | Bonsly | 50 Bonsly Candy + 15km |
| Chansey | Happiny | 25 Happiny Candy + 15km |
| Milotic | Feebas | 100 Feebas Candy + 20km |
| Pawmot | Pawmo | 100 Pawmi Candy + 25km |
Trade-assisted
Some Pokémon require no Candy to evolve once they have been traded. Without a trade, they have usual Candy requirements. The trade can take place prior to the specified Evolution, i.e. a traded Machop Evolved to Machoke can be evolved to Machamp for zero Candy.
| Target | Base | Requirements |
|---|---|---|
| Alakazam | Kadabra | 100 Abra Candy OR the Kadabra was traded |
| Machamp | Machoke | 100 Machop Candy OR the Machoke was traded |
| Golem | Graveler | 100 Geodude Candy OR the Graveler was traded |
| Alolan Golem | Alolan Graveler | 100 Geodude Candy OR the Alolan Graveler was traded |
| Haunter | Gengar | 100 Gastly Candy OR the Gengar was traded |
| Conkeldurr | Gurdurr | 200 Timburr Candy OR the Gurdurr was traded |
| Gigalith | Boldore | 200 Roggenrola Candy OR the Boldore was traded |
| Escavlier | Karrablast | 200 Karrablast Candy OR the Karrablast was traded |
| Accelgor | Shelmet | 200 Shelmet Candy OR the Shelmet was traded |
| Trevenant | Phantump | 200 Phantump Candy OR the Phantump was traded |
| Gourgeist | Pumpkaboo | 200 Pumpkaboo Candy OR the Pumpkaboo was traded |
Eevolution
Eevee's evolution is complex, terminating in one of eight different Pokémon. Alternatively, one time per target per Trainer, the evolution type can be specified by naming the Eevee prior to evolving it. All evolutions require 25 Eevee Candy.
| Target | Type | Name | Requirements |
|---|---|---|---|
| Espeon | Psychic | Sakura | Walk a Buddy Eevee 10km, have that Eevee as your Buddy at the time of evolution, and evolve during the day |
| Umbreon | Dark | Tamao | Walk a Buddy Eevee 10km, have that Eevee as your Buddy at the time of evolution, and evolve at night |
| Leafeon | Grass | Linnea | Evolve near an active Mossy Lure |
| Glaceon | Ice | Rea | Evolve near an active Glacial Lure |
| Sylveon | Fairy | Kira | Earn 70 Hearts with the Eevee as your Buddy |
| Flareon | Fire | Pyro | No requirements |
| Vaporeon | Water | Rainer | No requirements |
| Jolteon | Electricity | Sparky | No requirements |
I am unsure of the precedence among the first five options. If none of them are met, the target is selected randomly among Flareon, Vaporeon, and Jolteon.
Note that Level 42 requires evolving one of each Eevee type (while at Level 41).
Strategy
Some parts of this assume you're in an urban area or otherwise have access to many spawns and Pokéstops per hour, but much applies to all players.
Leveling up
Leveling up (through Level 40) is strictly a matter of accumulating XP. Level 2 requires only one thousand XP. Level 40 requires five million beyond Level 39, for twenty million total. Levels 41 through 50 have additional, formidable Research requirements beyond their already brutal XP demands.
The mathematics of Friendship
State increases upon the first interaction of any kind between two Friends on a given day (how does this work with different time zones? Dank (talk) 09:15, 9 May 2025 (UTC)). It can only be advanced once per day. There is a single level for each pair of Friends. Removing a friend does not reset the friendship level until 120 days (of Sodom?) have passed. Adding the friend back during this period will reset the counter. An interaction for purposes of Friend state is:
- Opening (not sending) a Gift
- Participating together in a raid or Max battle
- A PvP battle
- A trade
Since the XP bonuses of Friend transitions are large, Lucky Eggs can be effectively employed before a Level change. This can be more effective if several Levels change within the Lucky Egg's lifespan, which can be accomplished by a burst of Gift opening for synchronized Friends, i.e. a set of Friends all at the same state.
Friends are essentially unlimited resources thanks to online bazaars. Up to 115 new Gifts are available each day via Pokéstops and a Buddy. You can open up to 20 Gifts per day, and carry 20 at a time (they do not count against your Bag). There is no limit on sending Gifts. Gift XP is maximized by adding 135 friends each day, sending 115 Gifts (assuming all are opened), and opening 20 Gifts (assuming at least this many are received). All 135 friends will become Good Friends, providing 405,000 XP per day before being immediately harvested. This is of course all rather tedious, and leaves no room for actual long-term friends (with benefits beyond XP). I tend to add a dozen people or so every few days, interact through the Ultra Friend level (requiring thirty days), and remove them afterwards. This yields 63,000 XP per harvested friend, ideally 2100 XP per Friend-day, 70% of the optimal 3k with less than 4% of the work. Furthermore, a Lucky Egg applied to the large 50k XP bonus yields XP that would require synchronizing 17 transitions to Good Friends, which I'd rather drink the bathroom cleaner.
For purposes of battle bonuses and reduced Stardust costs to trade, you want to make and keep some Best Friends.
For purposes of prioritizing your limited Gift openings, if a Friend has a blue ring around their headshot, you have interacted with them today, and opening their Gift will not advance the state. If there is a grey arrow pointing right, that Friend has an unopened Gift from you.
I've got beef
Appraisal shows only CP, and IVs. The former is actively misleading, while the latter are largely inconsequential. Oh, it also shows HP, which is quite useful, and kinda shows level in the shittiest way possible.
CP is a great big lie
"Combat Power" or CP is the foremost stat for Pokémon. It is the limit for participation in various PvP leagues, and is the default sort order for your bullpen.
Behold, the CP equation:
- CP = ⌊max(10, EffA * √EffD * √EffS * CPM² / 10)⌋
CP is a terrible stat for PvP (it's not so bad for raids; see below), where it ought primarily be regarded as a cost function, not a measure of quality. It's not great for Max Battles, either.
CP overvalues EffA (which gets divided by EffD when calculating damage). It overvalues EffA a lot. The max EffA would be 414+15=429; its square root is ~21, a reduction of over 95%! The lowest EffA is 10; its square root is ~3.2, a reduction of about 68%. EffA isn't being counted twice as much as other stats, but many times more. Even worse is level. With a bit of substitution, we can rewrite the CP equation:
- CP = ⌊max(10, (ATK + IVA) * CPM * √((DEF + IVD) * CPM) * √((STA + IVS) * CPM) * CPM² / 10)⌋
- CP = ⌊max(10, (ATK + IVA) * CPM * √(DEF + IVD) * √CPM * √(STA + IVS) * √CPM * CPM² / 10)⌋
- CP = ⌊max(10, (ATK + IVA) * √(DEF + IVD) * √(STA + IVS) * CPM⁴ / 10)⌋
This is why you can beat Team Rocket Pokémon with 3x and 4x your CP. It's almost all in ATK, which is getting divided by DEF. They can hit you hard, but they're stupid, and your Charged Attacks and type counters beat them down.
The Damage equation is entirely linear. Remember Damage?
- D = ⌊max(1, P * EffA/EffD * M * MM)⌋
- D = ⌊max(1, P * ((ATK + IVA) * CPMA) / ((DEF + IVD) * CPMD) * M * MM)⌋
- D = ⌊max(1, P * (ATK + IVA)/(DEF + IVD) * CPMA/CPMD * M * MM)⌋
Doubling any term in the numerator doubles the Damage. Halving any term in the numerator halves the Damage. Doubling the denominator (EffD) halves the Damage, etc. Breaking out the CPM ratio as its own term changes nothing; it just makes my argument more obvious. Let's imagine a CPM growth of 0.1 for the attacker, so CPMNewA = CPMA + 0.1. Ignoring the floor function, this increases Damage by a factor of CPMNewA/CPMA. If the old CPMA was 0.2, we increased it by 0.1/0.2 = 0.5 or 50%. If the old CPMA was 0.5, we increased it by 0.1/0.5 = 0.2 or 20%. As the Level grows, the impact of constant increases in CPM lessens (in actuality, the increases are not constant, but diminish). For purposes of CP, however, we're working with a fourth power. Increasing the CPM by 0.1 has far greater effect on CP. A CPMA of 0.2 was 0.2⁴ = 0.0016, but a CPMNewA of 0.3 is 0.3⁴ = 0.0081, a CP increase of over 500%! A CPMA of 0.5 was 0.5⁴ = 0.0625, while a CPMNewA of 0.6⁴ = 0.1296, a CP increase of over 200%.
Should the attacker move from Level 10 to Level 10.5 takes CPM from CPM(10) = 0.4225 to CPM(10.5) = 0.4329264091, a difference of 0.0104264091. CPM(10.5) / CPM(10) ~= 1.025, an increase of 2.5% to the Damage equation (again, ignoring the effects of floor), independent of base stats and IVs. Should the defender make the same move, it is likewise a ~2.4% reduction in Damage, and a ~2.5% increase in MHP. For either player, dividing the fourth powers yields 1.102, an increase of 10.2% in CP. The ratio of fourth powers will always be greater than the sum of linear ratios, thus Level is overvalued by CP.
You'll read that defense and stamina are "more important" in PvP. No. Were this true, you'd never use Shadow Pokémon. Rather, ATK contributes linearly to this cost function, whereas they contribute their square roots.
Attack isn't simply "more important" in PvE; rather, stats have no cost (as there are no CP ceilings, aside from some very specific endgame). You thus want all the stats you can get. Since raids allow you to absorb effectively infinite damage, but have a time component, strong ATK is indeed critical (justifying to a degree its overvaluation in CP for raids).
The floor function makes small improvements over unity meaningless, but magnifies small losses from unity. If Power is 4, and the other products yield 1.1, the Damage is unchanged at 4. If other products yield 0.9, the Damage is 3 (a 25% loss). With equal ATK and DEF, a slightly higher level is unlikely to change Damage inflicted, but is likely to reduce Damage suffered. Level 50 against Level 10 is 0.8378 vs 0.4225, an ATK multiplier of ~1.983 for the L50 and a multiplier of ~0.504 for the L10. The CPM contributions to CP are ~0.493 and ~0.032, a multiple of 15.4. Within the 93.5%, can we make up for the ATK/DEF ratio losses with base stats? At L50, we hit CP 1499 with e.g. DEF=STA=169 and ATK=180. At L10, we hit CP 1500 with e.g. DEF=900, STA=ATK=625. The L10 mon would devastate the L50 mon: ATK/DEF when attacking is ~3.7, for a total product of ~1.9, while ATK/DEF when defending is ~0.4. Of course, no such mon is actually available. The lesson is that L10 has 50% of the L50 CPM, and offsetting this requires a DEF twice the L50's ATK and an ATK twice the L50's DEF.
L40 / L20 ~= 1.3, L20 / L40 ~= 0.75. Offsetting this 20 Level gap requires an ATK 133% the L40's DEF, and a DEF 130% the L40's ATK. Look at the histograms from earlier. They're not far from Gaussian, with centers very roughly at 200 and σ below 100: we'll rarely see 200% improvements over an opponent's base statistics. With these stats clinging to a center, Level differences converge towards zero. Our intuition, then, is that we want to maximize DEF, then STA, then ATK, then Level (though not exactly). What's the precise relation?
Don't overvalue IVs
IVs are largely inconsequential for ATK and DEF, due to usually being a small percentage of the effective stat's total range. Their impact is further reduced (and possibly eliminated) by the floor function used to compute damage. Read that again: the use of the floor function when calculating damage means a 15 IV might have absolutely no impact vis-à-vis a 0. One more time: no, there is not always "some small advantage" to a higher IV, since the impact might be completely hidden by the floor function.
FIXME Demonstrate that small IV changes usually result in zero change to damage for powerful Pokémon (i.e. those with large ATK/DEF)
Note that the CPM combined with the floor function imply hit points only actually growing by 1 for every 1/CPM points added to EffS. Read that again: An IVS of n + 1 might have absolutely no improvement over n. This is of course not always true, and in any case only relevant when CP ceilings are in effect.
Especially for powerful Pokémon, Attack Power, STAB, and type effectiveness have much greater impact than any difference in IVs.
A base ATK of 115 with an IVA of 0 is in every way equivalent to a base ATK of 100 with an IVA of 15.
Type effectiveness isn't everything
Type effectiveness, STAB, and weather bonuses are powerful (the former two in PvP especially), but they don't necessarily beat out a truly large base stat or level difference. If there's a Weather Bonus, that's a multiple of 1.2. If you have an ATK difference greater than 20% of the opponent's DEF, that's a higher damage (and remember that Weather Bonus doesn't apply to most PvP).
Optimizing for CP ceilings
First off, let's eliminate any complications due IVs. For every species S with base stats ATK, DEF, and STA, introduce 4096 virtual species, S-nA-nD-nS, where nX is an integer in [0, F]. S-0-0-0 corresponds to the base stats of the species S. S-F-F-F corresponds to that species with maxed out IVs. S-5-A-F represents the species with IVA = 5, IVD = 10, and IVS = 15, etc. We can now dispense with IVs entirely.
For a league with a CP ceiling of C, we want to maximize the three values
- Inflicted damage factor = P * ATK * CPM * M * MM
- Inverse suffered damage factor = DEF * CPM
- Damage absorption = ⌊STA * CPM⌋ = MHP
subject to the constraint
- C ≥ ATK * √DEF * √STA * CPM⁴
remembering that
- We win iff our HP divided by their Damage per unit time exceeds their HP divided by our Damage per unit time.
If the suffered damage factor is greater than the inflicted damage factor, their ratio is less than 1, and the Damage will thus be 1. If this is the case for both players, the game is reduced to who has the greater damage absorption. This is almost never the case, however, because of something we've been ignoring. What did we identify as the dominant term in the Damage equation? Attack Power, represented by P. Recall that the most powerful Fast Attack in PvP is Incinerate at P = 20. To reduce this Attack's Damage to 1 (assuming M * MM = 1 and equal Levels), DEF would need be 20x ATK. This is technically possible (recall that the greatest possible DEF/ATK at this time is 411 / 17 ~= 24.18), but usually ATK will be on the same order as DEF: a 2x relationship is already pushing it, and represents a pretty irregular match. So a given Attack, especially a Charged one, is likely to inflict more than 1 HP.
As an example, consider the Fast Attack Bite as employed by an attacker at Level 10 with ATK = 140 against a defender at Level 20 with DEF = 180. CPM(20) = 0.5974 and CPM(10) = 0.4225, so the CPM ratio is ~0.707. The ATK/DEF ratio is 0.7̅. The product is ~0.55. Assume M*MM = 1. Bite's Power is 4, for a product of 2.2 and thus a Damage of 2. This despite the defender having a 28.6% advantage in terms of DEF over ATK, and ten full levels (twenty half-levels) on the attacker! Looking at CP, the relevant contributions are ATK*CPM⁴ (~4.46) and √DEF*CPM⁴ (~1.71), a CP multiple of ~2.61. Now increase the ATK to 180, holding everything else constant. The ATK/DEF ratio is now 1, while the CPM ratio remains 0.707. The total product is now 2.828, for a Damage of...2, the exact same Damage as before. Meanwhile, the ATK*CPM⁴ has increased to ~5.74, a CP multiple of ~1.29. Now dial the ATK back to 140, but bring the attacker up to Level 20. The CPM ratio is now 1; the total product becomes 3.1̅ for a Damage of 3. ATK*CPM⁴ is now 17.83, a CP multiple of ~4. How much STA could be acquired for these multiples? If STA was originally 140, it is contributing ~11.83 to CP. Multiplying 11.83 by 4 gives us 47.32, and squaring it yields 2239! You could have 4.5x the highest STA in the game. At Level 10, this would be an extra 886 HP, certainly more than offsetting the extra point of Damage dealt each Attack! Such is the power of logarithmic growth.
Should the attacker replace Bite with Acid, Power rises from 4 to 6. The attacker as originally specified now does 3 points of Damage with each Attack (taking ATK to 180 now deals 4 points, and taking Level to 20 accomplishes the same thing). What is the impact on CP? There is no impact on CP. Power upgrades are free from a CP perspective. The most dominant term is completely ignored in the CP calculation, as are the potentially huge type bonuses. Mother of God.
So, we will seek to maximize inflicted damage by maximizing P (or inflicted damage per unit time by maximizing P/T, where T is Attack duration in turns), rather than increasing ATK or Level. DEF and STA we can increase at barely more cost than P, and far more freely. We want to keep ATK low, and we want to keep Level low. Every CPM points of STA yield one more hit point. At Level 1, we need ~10.6 points of STA for a hit point (due to the floor function, it's more like 11, then 10, then 11, then 10...). At Level 50, we need ~1.19 (more like 2, 1, 1, 1, 2...). 140 additional HP cost ~1490 STA at Level 1, and ~167 STA at Level 50. If a 140 HP opponent is hitting us for 2 points of damage every unit time, and we're hitting them for 1, we need at least twice their HP, which we are unlikely to get.
Given integer stats, our candidate solution space would already be finite. We're limited to the virtual species at the 99 provided levels, even more finite. Good!
I'm not yet sure how to relate STA and DEF, but we can convert STA, ATK, and P to common values: hit points. HP = STA*CPM, undefended HP inflicted per unit time = P*ATK*CPM/T. Divide CPM out of both expressions. If they double P/T or ATK, we have to double HP. Doubling ATK is unlikely, but doubling P/T is a matter of choosing a different Attack. CP grows with the square root of added STA, grows linearly with added ATK, and grows not at all for added P or reduced T.
How do we optimize for PvP? To first order, we optimize our Attacks, carefully considering P, T, and Attack type. This must be considered along with the populations of each typing. If we can build a spanning set of Attacks, all enjoying STAB, we ought be able to get a 1.92 multiplier from type. With two Charged Attacks available to each Pokémon, it ought be possible to saturate the spanning set with our three (nine total Attacks, when we know seven can cover the defensive types). Even without expensive secondary Charged Attacks, using dual-type species we can get at least six types, all STAB-positive. Charged Attacks pretty much always exceed Fast Attacks in Damage per unit time even if the Fast Attack enjoys a type bonus while the Charged Attack suffers a type penalty, so it's almost never to our advantage to forego Charged Attacks (the calculation is trivial, if you want to verify). Find optimal sets of moves, and the populations which can provide them. Find species which provide these moves, preferring low ATK, high DEF, and high STA. Level these species up as high as you can without exceeding the ceiling.
Towards a better CP
I've argued that CP is irredeemably busted as a single summary of power. Some people like the stat product, the product of ATK, DEF, and STA (or, for an individual Pokémon, the product of EffA, EffD, and EffS). I disagree.
The usefulness of ATK and DEF fall off as they grow. Assume you're attacking an opponent with 100 DEF. The ATK/DEF ratio (ignoring IVs and CPM) for an ATK of 1, 50, 100, 150, 200, and 250 are 0.01, 0.5, 1, 1.5, 2, and 2.5. This ratio is then used in the product determining Damage, which (as noted before) is dominated by the particular Attack's Power. Against a DEF of 100, 20 more points of ATK are equivalent to a weather bonus. Against a DEF of 100, if the rest of the product (P * M * MM) is 5, each additional point of Damage (equivalent to a hit point) requires an extra 20 ATK. It's not exactly a 20:1 mapping due to CPM scaling of STA, but for this instance, each STA point of the defender is probably more useful than each ATK point of the attacker.
This does break down if ATK >> DEF. The ATK/DEF ratio can grow quite large (if DEF >> ATK, you're inflicting only a few points of Damage per Attack, but never zero). An EffA of 200 against an EffD of 20 yields a ratio of 10, a very serious multiplier (it's important to remember that CPM is generally going to drive wildly unbalanced ratios towards 1). But a DEF of at least 140 means an attacker of equal level requires 280 ATK to get a 2x multiplier. More than half of all species have a base DEF of 140, while only a few have an ATK of 280+. Adding a few ATK is likely to get lost in the floor function when calculating actual Damage, whereas a few more STA can mean surviving another attack. When DEF >> ATK, the effect is most pronounced on Charged Attacks, as the guaranteed point of Damage represents a lesser return on the Power. In such a case, it might behoove an attacker in PvE mode to dispense with Charged Attacks entirely. In any case, it is rare that such extreme deltas in base stats exist.
IVs are more important for low ATK/DEF than high. If using a species with an absurdly low base ATK or DEF, a strong IV can be a major assistance.
It would probably be best to define a Win Expectation for each pair of species. Better yet, for each pair of species-levels. Still better, for each pair of species-levels-IVs. Oh shit, also for Attacks. Ideally, for any two sets of individual Pokémon, in any configuration of bonus multipliers (weather, allies, etc.).
But this requires knowing individual opponents. Assuming we must speak of Pokémon in an opponent-independent way, we have two serious problems:
- PvE and PvP reward two completely different things, and
- How do we include type effectiveness?
Regarding the first, I think a single stat simply loses too much information (this is why CP is garbage for PvP, and a silly gate for leagues). CP is more or less fine for PvE, I guess. So I'm going to introduce a new stat, Dankness (DvP).
Digression: stat product is also bad
For PvP, when you're working against a CP ceiling, the reduced cost of DEF and STA should be reflected. Stat product has the advantage of being simple, but when working under a CP ceiling, I think it ought be more like √A*D*S. If you think they're equally useful (I disagree, but I'll allow it), then consider this: a Pokémon with A = 10, D = 2500, S = 2500 has CP growth of 110 (10 + 50 + 50) but a stat product of 62.5M. A Pokémon with A = 100, D = 25, S = 25 has the same CP growth (100 + 5 + 5) but a product of 62.5k, one thousand times less the stat product of the first Pokémon. Think this unrealistic? OK, A = 50, D = 64, S = 64. CP growth is 66. The same CP growth is seen from A = 60, D = 9, S = 9. The stat products are 204800 vs 4860, more than a 42x multiple. The point is, DEF and STA are very cheap compared to ATK in terms of CP.
Dankness vP
We are defeated when the integral of suffered Damage over time meets or exceeds our hit points. We win when the integral of inflicted Damage over time exceeds our opponent's hit points. The smaller time decides the battle.
Our stat will ideally be dominated by two things, equally:
- How long it takes to kill us (DEF and STA), and
- Our ability to inflict Damage per unit time (ATK and Attacks)
As these are the two things which ultimately decide each PvP battle (assuming perfect play). The difference between two calculations ought reflect the expected change in these things.
Our ability to inflict Damage is a function of EffA, opponent EffD, our Attacks (Power, Time, Energy, and Cost), and the multipliers (especially type effectiveness). We don't know anything about our opponent, though. We could assume universal probability of opponent, and average over them, but that's a ridiculous assumption. Even something like "fewer weaknesses are better than more weaknesses" is hard to justify, because fewer weaknesses are not necessarily better for a given set of opponents (it could be argued that fewer weaknesses impacts opponent selection). So we're going to leave that out for now. We will, however, consider STAB, and furthermore factor resistance into Power expectations.
FIXME yes, and...?
Can Pokémon Go PvP be solved?
Define a 3PC as a collection of three individual Pokémon. Given the rule that only one Pokémon at a time may be Mega per Trainer, only one member of a 3PC can be in Mega mode (the Mega multiplier doesn't apply in PvP anyway). This set can be ordered six different ways. We call a 3PC with an order a 3POC (not a 3PoC, which would be three Pokémon of color, aka "shinies").
I would like to know whether there exists a 3POC that
- assuming perfect play on the part of both Trainers,
- for every opposing 3POC,
does not lose. I think that this is unlikely, but possession of such a trio would "solve" PvP.
Should none exist, I would like to know whether there exists a 3PC that
- assuming perfect play on the part of both Trainers,
- for every opposing 3POC,
has some 3POC which does not lose.
Should none exist, I would like to know the smallest collection from which, for each opposing 3POC, a 3POC can be selected which does not lose.
Fucking with the APK
The APK can be downloaded from APKMirror and analyzed with e.g. Apktool.
Important content includes (in base/assets/):
- the plaintext, key-value text/i18n_en-us.json (salt for your language)
- the binary bin/Data/Managed/Metadata/global-metadata.dat
On-device
- Android/data/com.nianticlabs.pokemongo/files/il2cpp/Metadata/global-metadata.dat (salt for your OS)
- il2cpp indicates Unity stuff fwiw, including in global-metadata.dat
- you can use e.g. Il2CppInspector to tear this apart
External links
- Pokémon GO Spawn Mechanics by Zeroghan on GOHUB
- CP Multiplier on Gamepress
- Type Effectiveness in Battle from the Pokémon GO Help Center
- Mastering the Turn System in Pokémon GO PvP by avrip on GOHUB
- Pokebattler is legit
- Primer on stats and levels when constrained by CP by u/glencurio on r/TheSilphArena
- Attack-Based Charged Move Priority Added to Trainer Battles by Tyler on Gamepress