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Pokémon Champions Damage Calculator

Damage in both directions, who moves first and the chance you KO first — plus the stat points to KO, survive and outspeed. Regulation M-C.

Regulation M-C (Sep 9 – Dec 2, 2026) · mechanics checked Sep 29, 2026

Battle calculations run on the game's servers and can change without notice.

Your Pokémon

Pokémon

Garchomp

Shown in game as stat alignment

e.g. 32 HP / 32 Atk / 2 Spe or H32 A32 S2 — up to 32 each, 66 in total

HP 2 · Atk 32 · Def 0 · SpA 0 · SpD 0 · Spe 32 · 66/66

Held item

None

Damage

Bulk

Speed

Type boost

Berries

Other

Move

Earthquake

Stages & status

Opponent

Pokémon

Skeledirge

Shown in game as stat alignment

e.g. 32 HP / 32 Atk / 2 Spe or H32 A32 S2 — up to 32 each, 66 in total

HP 32 · Atk 0 · Def 0 · SpA 32 · SpD 2 · Spe 0 · 66/66

Held item

None

Move

Shadow Ball

Stages & status

Field

Format
Your side
Opponent's side

Matchup

Garchomp Adamant · Rough Skin Dragon Ground Earthquake 100 BP · 100% Physical
Skeledirge Modest · Unaware Fire Ghost Shadow Ball 80 BP · 100% Special

Garchomp's Earthquake

188–224

89.1%–106.2% · 37.5% chance to OHKO, guaranteed 2HKO

Super effective (×2)

Skeledirge's HP after one Earthquake

Skeledirge's Shadow Ball

76–91

41.1%–49.2% · guaranteed 3HKO

Neutral (×1)

Garchomp's HP after one Shadow Ball

Speed

154 vs 86

You move first

Effective Speed

Chance you KO first

100%

You KO first every time

Both sides repeat the same move, up to 8 turns

Garchomp moves first. Earthquake: 37.5% chance to OHKO, guaranteed 2HKO; Skeledirge's Shadow Ball: guaranteed 3HKO.

All 16 rolls — Garchomp's Earthquake

  • 188
  • 192
  • 194
  • 198
  • 198
  • 200
  • 204
  • 206
  • 206
  • 210
  • 212 KO
  • 216 KO
  • 216 KO
  • 218 KO
  • 222 KO
  • 224 KO
  • KOs in one hit
  • Doesn't

Highlighted rolls knock out in one hit. Multi-hit moves show one hit's rolls.

All 16 rolls — Skeledirge's Shadow Ball

  • 76
  • 78
  • 79
  • 79
  • 81
  • 81
  • 82
  • 84
  • 84
  • 85
  • 85
  • 87
  • 88
  • 88
  • 90
  • 91
  • KOs in one hit
  • Doesn't

Highlighted rolls knock out in one hit. Multi-hit moves show one hit's rolls.

Assumptions & caveats

Both start at full HP and repeat the same move every turn. Recovery, recoil, secondary effects and accuracy are not included.

Stat point targets

Tuning Garchomp's stat points against this Skeledirge

Damage: guaranteed OHKO

Not reachable (max 37.5% at 32)

Chance to OHKO from 22 Atk

Bulk: take 3× Shadow Ball

28 HP / 32 SpD (60 total)

124/66 with your other points

Speed: outspeed Skeledirge (86)

from 0 Spe

Bars show the points needed in that stat (max 32); bulk shows the pair (max 64).

By Attack stat points — Earthquake

SP Stat Damage KO
0 Atk 165 156–186 73.9%–88.2% 2HKO
4 Atk 169 158–188 74.9%–89.1% 2HKO
8 Atk 173 164–194 77.7%–91.9% 2HKO
12 Atk 178 168–200 79.6%–94.8% 2HKO
16 Atk 182 170–204 80.6%–96.7% 2HKO
20 Atk 187 176–210 83.4%–99.5% 2HKO
24 Atk 191 182–216 86.3%–102.4% 12.5% OHKO, 2HKO
28 Atk 195 186–218 88.2%–103.3% 18.8% OHKO, 2HKO
32 Atk 200 188–224 89.1%–106.2% 37.5% OHKO, 2HKO

The highlighted row is your current spread.

Stats

Garchomp vs Skeledirge

Stats: Garchomp HP185 Atk200 Def115 SpA90 SpD105 Spe154; Skeledirge HP211 Atk85 Def120 SpA178 SpD97 Spe86

Blue = you, red = opponent (rim = 250)

Garchomp 185-200-115-90-105-154

Skeledirge 211-85-120-178-97-86

How it was calculated — Garchomp's Earthquake

Stats Atk 200 = (130+20+32)×1.1 · Def 120 · HP 211
Power 100 100
Base 22×100×200÷120÷50+2 75
Random 75×0.85–1.00 63–75
STAB ×1.5 94–112
Type ×2 188–224
Result 89.1%–106.2% 188–224
All rolls 188 192 194 198 198 200 204 206 206 210 212 216 216 218 222 224

Every ÷ rounds down; ×1 steps are left out. Modifiers chain in 4096ths and round half down.

How it was calculated — Skeledirge's Shadow Ball

Stats SpA 178 = (110+20+32)×1.1 · SpD 105 · HP 185
Power 80 80
Base 22×80×178÷105÷50+2 61
Random 61×0.85–1.00 51–61
STAB ×1.5 76–91
Result 41.1%–49.2% 76–91
All rolls 76 78 79 79 81 81 82 84 84 85 85 87 88 88 90 91

Every ÷ rounds down; ×1 steps are left out. Modifiers chain in 4096ths and round half down.

Data: @smogon/calc 0.12.0 · Pokémon Showdown · PokeAPI (fetched Sep 29, 2026)

Unofficial fan tool. Pokémon names are trademarks of Nintendo, Creatures, GAME FREAK and The Pokémon Company.

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Pokémon Champions damage calculator. Both hits, turn order and KO odds for one matchup.

A Pokémon Champions damage calculator turns two level-50 builds into the 16 damage rolls of one move, the share of HP they take and the chance to KO. Enter both sets once and you get both hits, the turn order, the chance you KO first, and stat point targets for the KO, the bulk and the Speed against that exact opponent.

What changes in a Pokémon Champions damage calc

Pokémon Champions uses the Scarlet and Violet damage formula on a different stat system. Every Pokémon battles at level 50, IVs are gone, and stat points replace EVs: up to 32 in one stat and 66 across all six. HP comes out as base + stat points + 75 and every other stat as ⌊(base + stat points + 20) × nature⌋, and the game's own menus call the nature effect stat alignment. A damage calculator for Champions has to build the stats that way before the formula runs.
Mega Evolution is the only battle gimmick, with no Terastal, Dynamax or Z-Moves. The held-item pool has 85 items, and Choice Band, Choice Specs and Assault Vest are not among them; Choice Scarf is. Some abilities exist only in Champions, and several moves hit with different power than they did in Scarlet and Violet. The damage roll is the familiar sixteen values from 85% to 100%, although from launch until April 23, 2026 the servers skipped the 85.
This calculator is built around the matchup. You fill in two identical blocks, Your Pokémon and Opponent, and the page runs both directions at once: your move into them, their move into you, the turn order once priority, stages, Choice Scarf, Tailwind, paralysis and Trick Room are counted, and the chance that you land the knockout first if both sides keep using the same move. Three Stat point targets follow, worked out for your Pokémon against that exact opponent: the fewest attacking points for the KO, the fewest HP and defensive points to take their hits, and the fewest Speed points to move first.
Stat points go in one text field per Pokémon, written the way team reports already write them. "2 HP / 32 Atk / 32 Spe" works, the Japanese shorthand "H2 A32 S32" works too, and the line under the field reads the spread back as you type, next to a 66-point budget bar, so a typo shows up before you trust a number.
The engine is a port of the Champions code in @smogon/calc 0.12.0, the package behind the Pokémon Showdown damage calculator, and its test suite matches that package roll for roll on the worked examples and on 1,300 seeded random matchups. Set up a matchup the same way on Showdown and you get the same damage. The two pages differ in what they put beside it: Showdown's calculator lists both Pokémon's four moves, takes a pasted set through its Import / Export box, and leaves the turn order to you. Of the five Japanese calculators we rendered on September 29, 2026 (yakkun, damekei, GameWith, game8 and pokesol), each ran one direction at a time with a button to swap attacker and defender, and none of them showed who moves first inside the damage result, gave a chance of KO-ing first, or took a pasted spread as input.
Champions also changes between regulations, and its battle calculations run on the game's servers, so a maintenance can move a mechanic with no client patch. The plaque at the top of the calculator names the regulation — M-C, September 9 to December 2, 2026, at the time of writing — and the day the mechanics were last checked.

How to use it: two blocks in, four cards out

The form is two matching blocks: Your Pokémon with a blue edge and Opponent with a red edge, side by side on a wide screen and stacked on a phone. Results update as you type.
Set up each side
1. Pick the Pokémon. The search takes the English name, the Japanese name, the Showdown id or the Pokédex number. Picking a Mega, such as Mega Garchomp Z, replaces the held-item field with a fixed Mega Stone line.
2. Pick the nature. The list has 21: the twenty that raise one stat and lower another, plus Serious for the neutral ones, which the game shows as a single entry.
3. Type the spread into Stat points. Showdown style ("32 HP / 32 Atk / 2 Spe"), letters ("H32 A32 S2"), letters run together ("H2A32S32"), full-width digits and Japanese stat names all read. The line under the field echoes what it understood — "HP 2 · Atk 32 · Def 0 · SpA 0 · SpD 0 · Spe 32 · 66/66" for the default Garchomp — beside a 66-point budget bar. A value over 32 is capped with a note, a + or − is ignored because the nature sets it, and a total over 66 draws a warning while the numbers still run.
4. Set the ability, held item and move. The move list holds that form's damaging moves in Champions, each tagged with type, category, power and accuracy.
5. Open Stages & status when the matchup needs it: attack, defense and Speed stages, burn, paralysis, poison or sleep, a critical hit, and the hit count for moves like Bullet Seed. The attack stage relabels itself as Sp. Atk for special moves, and for Body Press it becomes a Defense stage; if the incoming move is physical as well, that one field sets your Defense for both hits and the separate Defense stage disappears. Intimidate goes in here by hand, as a −1 Attack stage.
6. Open Field for Singles or Doubles, weather, terrain, Trick Room, and each side's Reflect, Light Screen, Aurora Veil and Tailwind; Doubles adds Helping Hand and Friend Guard. A folded block's title lists whatever is switched on inside it, so a shared link that arrives with Reflect up shows it without opening anything. Swap sides moves every field from one block to the other.
Read the result
1. The Matchup banner restates both sets: name, nature · ability · item, type chips, and the move with its power and accuracy. The type emblems are drawn for this page; there are no sprites.
2. Four cards carry the answer. The two damage cards give the min–max, the percentage of HP, the KO label and the type effectiveness, over a bar of the HP left after one hit with the roll band marked. Speed prints both effective Speeds ("154 vs 86") and who moves first, with a note when priority or Trick Room decides it. Chance you KO first gives the probability on a red-to-green meter. One sentence under the cards restates who moves first and both KO labels.
3. All 16 rolls lists every roll in each direction and marks the ones that KO in one hit.
4. Assumptions & caveats holds only the notes that apply to what you set: a Mega's stats, Intimidate, recoil, Multiscale on the first hit, a Focus Sash.
5. Stat point targets has the three tuning tiles for your Pokémon. To tune the opponent instead, press Swap sides.
6. The folded table By Attack stat points (Sp. Atk for a special move) reruns your move at 0, 4, 8 and so on up to 32 points, with the stat, the damage and the KO label on each row. Stats draws both Pokémon's actual stats on one hexagon, blue for you and red for the opponent, and each How it was calculated fold prints the chain from stats to the sixteen rolls for one direction.
The Share button copies a link that carries every field of the matchup, Field settings included, so it reopens on the same four cards.

Garchomp vs Skeledirge, one toggle at a time

Change from the defaultGarchomp's EarthquakeSpeed cardChance you KO first
None (Singles, default sets)188–224 · 37.5% chance to OHKO, guaranteed 2HKO154 vs 86 · You move first100%
Format set to Doubles140–168 · guaranteed 2HKO154 vs 86 · You move first100%
Critical hit on Earthquake284–336 · guaranteed OHKO154 vs 86 · You move first100%
Reflect on the opponent's side94–112 · 32.0% chance to 2HKO, guaranteed 3HKO154 vs 86 · You move first100%
Focus Sash on Skeledirge188–224 · guaranteed 2HKO154 vs 86 · You move first100%
Choice Scarf on Garchomp188–224 · 37.5% chance to OHKO, guaranteed 2HKO231 vs 86 · You move first100%
Tailwind on your side188–224 · 37.5% chance to OHKO, guaranteed 2HKO308 vs 86 · You move first100%
Garchomp paralyzed188–224 · 37.5% chance to OHKO, guaranteed 2HKO77 vs 86 · Opponent moves first100%
Trick Room on188–224 · 37.5% chance to OHKO, guaranteed 2HKO154 vs 86 · Opponent moves first · Trick Room100%

How Champions turns two builds into a result

Stats first. With the level fixed at 50 and IVs gone, the stat formula shrinks to two lines:
HP=base+SP+75\text{HP} = \text{base} + \text{SP} + 75
stat=⌊(base+SP+20)×nature⌋\text{stat} = \left\lfloor (\text{base} + \text{SP} + 20) \times \text{nature} \right\rfloor
SP is stat points and the nature factor is 1.1, 1 or 0.9. The floor comes after the nature, so a point on a boosted stat can be worth one or two: an Adamant Garchomp has 165 Attack with no points and 200 with 32. The Smogon research thread lists this formula, credited to Anubis, and Bulbapedia's stat point article states it the same way. It also reproduces the Speed figures in damekei's Speed table for Garchomp — 122 with no Speed points, 154 with 32 on a neutral-Speed nature, 169 with 32 and Jolly — and 223 for a Jolly Mega Garchomp Z with 32.
Then damage. At level 50 the level term is a constant 22, so base damage is
base=⌊⌊22×Power×A÷D⌋50⌋+2\text{base} = \left\lfloor \frac{\lfloor 22 \times \text{Power} \times A \div D \rfloor}{50} \right\rfloor + 2
where A is the attacker's Attack or Sp. Atk and D the target's Defense or Sp. Def, stages included. The modifiers then apply in a fixed order: ×0.75 for a spread move in Doubles, weather, ×1.5 for a critical hit, the random roll, STAB at ×1.5 (×2 with Adaptability), type effectiveness, ×0.5 for a burned attacker's physical move, and a final chain of screens, Life Orb, Expert Belt, resist berries, Multiscale and the rest. Screens halve damage in Singles and scale it by 2732/4096 in Doubles, and a critical hit ignores them. The final chain multiplies in 4096ths and rounds half down.
The default matchup runs through it like this. Adamant Garchomp with 32 Attack points has 200 Attack. Modest Skeledirge with 32 HP points and none in Defense has 211 HP and 120 Defense. Earthquake has 100 power.
1. Base: ⌊⌊22 × 100 × 200 ÷ 120⌋ ÷ 50⌋ + 2 = 75.
2. Roll: 75 × 0.85 through 75 × 1.00, floored, gives 63 through 75.
3. STAB: ×1.5 gives 94 through 112; the low end is 94.5 rounded half down.
4. Type: Ground into Fire/Ghost is ×2, so 188 through 224.
That is 89.1%–106.2% of 211 HP. The sixteen rolls are 188, 192, 194, 198, 198, 200, 204, 206, 206, 210, 212, 216, 216, 218, 222 and 224. The last six clear 211, and six in sixteen is the 37.5% chance to OHKO on the card. Two of the lowest roll make 376, more than 211, so two hits always KO: guaranteed 2HKO. The How it was calculated fold prints this chain for whatever you set, one line per step, and drops the ×1 steps.
The sixteenth roll. The random factor is a whole number from 85 to 100, each value with the same chance. From the Switch launch on April 8, 2026 until April 23 the servers rolled 86 to 100 only. Testers in Smogon's Champions research thread caught the missing low roll, and the 85 came back on April 23. The calculator uses all sixteen; a calc still built on fifteen reports higher minimums and different KO odds.
KO labels. "Guaranteed nHKO" means every combination of rolls knocks the target out within n hits, and "p% chance to nHKO" gives the share of combinations that do. The calculator counts combinations up to eight hits and applies first-hit effects to hit one only: Multiscale halving the first hit on a full-HP Dragonite, a Focus Sash or Sturdy leaving 1 HP, Disguise on Mimikyu. Past eight hits the label reads "9+ hits".
Turn order. Priority settles it first, so Extreme Speed at +2 goes before any +0 move whatever the Speeds. Inside the same bracket the higher effective Speed moves first. Effective Speed takes the Speed stage, then Tailwind ×2, Choice Scarf ×1.5 and the weather abilities that double Speed, then halves a paralyzed Pokémon. Trick Room reverses the Speed comparison and leaves priority alone. A tie is 50/50.
Chance you KO first. Both Pokémon start at full HP and use the same move every turn for up to eight turns. For each turn t, the calculator takes the probability that your first KO lands on that hit and multiplies it by the probability that the opponent has not KO'd you by then — with t − 1 of their hits in if you move first, t if they do — and adds the turns up. At 100% you win this exchange on any rolls, at 0% on none, and in between the rolls decide it. If neither side KOs within eight turns, the card says so instead of giving a number.
Mega Evolution. A Mega form holds its stone, so there is no item choice. The calculator uses the Mega's stats, types and ability from turn 1 and adds a line saying so under Assumptions & caveats.

Matchups worked through on the calculator

Default: Adamant Garchomp's Earthquake into Modest Skeledirge

Garchomp is Adamant with 2 HP / 32 Atk / 32 Spe and Rough Skin. Skeledirge is Modest with 32 HP / 32 SpA / 2 SpD and Unaware, and answers with Shadow Ball, in Singles. Earthquake does 188–224, 89.1%–106.2% of Skeledirge's HP: a 37.5% chance to OHKO and a guaranteed 2HKO. Shadow Ball does 76–91 to Garchomp, 41.1%–49.2%, a guaranteed 3HKO. Speed reads 154 vs 86 and you move first, so Chance you KO first is 100%: Garchomp needs two hits at most and Skeledirge needs three.
The Damage tile's guaranteed OHKO reads "Not reachable (max 37.5% at 32)", so no Attack investment makes the one-hit KO certain against this set. The Bulk tile puts taking three Shadow Balls at 28 HP / 32 SpD, 60 points, which cannot sit next to 32 Attack inside 66. The Speed tile reads "from 0 Spe": Garchomp's 122 with no Speed points is already ahead of 86.

Same matchup in Doubles: Earthquake loses its OHKO chance

Switch Format to Doubles and only Earthquake changes. It hits both opponents, takes the ×0.75 spread penalty, and lands 140–168, 66.4%–79.6%: a guaranteed 2HKO with no chance to OHKO left. Shadow Ball is single-target and stays at 76–91. The Damage tile now reads guaranteed 2HKO "from 0 Atk", so in Doubles Garchomp 2HKOs this Skeledirge with no Attack points at all. If Skeledirge is the target your VGC team worries about, those 32 points are free to go into bulk; if a frailer target needs the full Attack, run that matchup before you move them.

Reflect, then Reflect with Trick Room: when turn order decides it

Put Reflect on the opponent's side in Singles and Earthquake halves to 94–112, 44.5%–53.1%: a 32.0% chance to 2HKO, guaranteed 3HKO. Chance you KO first stays at 100%, because Shadow Ball also needs three hits and Garchomp moves first, and with equal hit counts the side that moves first lands the last hit first.
Add Trick Room and Skeledirge moves first. The card drops to 32.0%, with "Depends on the rolls" under it: Garchomp now wins only when Earthquake gets the 2HKO, because at three hits each Skeledirge's third Shadow Ball arrives before Garchomp's third Earthquake. A critical hit ignores Reflect, and the caveats say so once you set one: with the Critical hit toggle on, Earthquake does 284–336 through the screen, a guaranteed OHKO.

Salamence's Double-Edge into Garchomp: three Speed points

A neutral-nature Salamence with 32 Atk and Intimidate uses Double-Edge on a neutral Garchomp with no stat points and Rough Skin, which answers with Earthquake. Double-Edge does 73–87, 39.9%–47.5%, a guaranteed 3HKO, the same figures pokesol.app shows as its default calculation. Earthquake reads 0 and "No effect" because Salamence is part Flying, so Chance you KO first is 100% although the Speed card says 120 vs 122 and Opponent moves first.
The Speed tile reads "from 3 Spe": three Speed points put Salamence past Garchomp's 122. Two notes appear under Assumptions & caveats: Intimidate has to go in by hand, as a −1 Attack stage on the Pokémon it hits, and the recoil from Double-Edge isn't counted.

Dragonite's Extreme Speed: moving first and still losing the exchange

Garchomp keeps its default Adamant 2 HP / 32 Atk / 32 Spe and uses Outrage on a full-HP, neutral-nature Dragonite with 32 HP points and Multiscale, which answers with Extreme Speed. Outrage does 118–139, 59.6%–70.2%, on that first hit, halved by Multiscale. The label is still a guaranteed 2HKO, and the caveats explain why: Dragonite's Multiscale only works on the first hit, so the second Outrage lands at full power. Extreme Speed does 41–49, 22.2%–26.5%, a 17.5% chance to 4HKO and a guaranteed 5HKO.
The Speed card reads 154 vs 100 and Opponent moves first, with the note "Extreme Speed: priority +2", and the Speed tile reads "Priority decides the order" because no Speed investment beats a +2 move. Chance you KO first is 100% anyway: Dragonite lands two Extreme Speeds before the second Outrage and needs at least four. The Bulk tile reads 2 HP / 6 Def (8 total): with six Defense points Garchomp survives four Extreme Speeds on any rolls, though they take the spread to 72/66.

Mega Metagross into Mega Floette: points the tiles free up

Adamant Mega Metagross with 2 HP / 32 Atk / 32 Spe uses Meteor Mash, which Tough Claws raises to 117 power. Mega Floette, neutral with 32 HP points, answers with Moonblast. Meteor Mash does 266–314, 147.0%–173.5%, a guaranteed OHKO; Moonblast does 48–57, 30.6%–36.3%, a 45.2% chance to 3HKO and a guaranteed 4HKO. Speed is 162 vs 122 with you first, so the exchange ends on the first hit and Chance you KO first is 100%. The caveats add that Mega forms use their Mega stats from turn 1, and the held-item field shows the Mega Stone as fixed.
All three tiles show slack. Damage reads guaranteed OHKO "from 0 Atk", Speed reads "from 0 Spe", and Bulk puts surviving three Moonblasts at 8 HP / 5 SpD (13 total). If Floette is the matchup you build around, the extra HP and Sp. Def points can come out of Attack or Speed without losing the OHKO or the Speed lead here; run your other checks before you commit them.

Tuning a spread with the stat point targets

  • Put the opponent's real spread in first. The tiles tune against the exact set in the Opponent block, so a Skeledirge with 32 HP / 32 SpA / 2 SpD and one with its points in Defense are two different targets. Copy the spread from the team report you are preparing for before you read the tiles.
  • Swap sides to tune the other Pokémon. Stat point targets work on the Your Pokémon block. Swap sides moves every field across, and the same three tiles then show what the opponent would need to KO you, take your hit or pass your Speed.
  • Read the chance line when a tile says Not reachable. On the default matchup a guaranteed OHKO is out of reach, and the line under it names the first Attack investment with any OHKO chance: 22 points. The By Attack stat points table shows the climb — 12.5% at 24, 18.8% at 28, 37.5% at 32 — so you can price the last ten points against what else they could buy.
  • Count the marked rolls. All 16 rolls highlights the rolls that KO in one hit. Six of sixteen is the default's 37.5%; one marked cell means the KO rests on a single roll in sixteen, and a burn or a screen on their side can take it away.
  • Spend Speed against named threats. "from 0 Spe" means uninvested Speed already wins that comparison: Garchomp's 122 clears Skeledirge's 86, so against Skeledirge alone its 32 Speed points buy nothing. Load the fast threats you expect one at a time and read the Speed tile against each before you move a point.
  • Test the screen before you trust the KO. If a KO exists only without Reflect, the screen setter is the Pokémon to remove first.
  • Calc VGC matchups in Doubles. Spread moves lose a quarter of their damage and screens go from ×0.5 to 2732/4096. A spread tuned in Singles overstates every Earthquake, Rock Slide or Heat Wave you plan to throw in Doubles.

Common mistakes when calcing for Champions

  • Pasting an EV spread. The field reads stat points. 252 Atk / 4 Def / 252 Spe comes out as 32 / 4 / 32 with a cap note and an over-66 warning, when the real conversion is 32 / 1 / 32. Convert first: 4 EVs for the first point in a stat, 8 for each one after.
  • Expecting 32 points to add 32 to a boosted stat. The nature multiplies after the points, so an Adamant Garchomp goes from 165 Attack to 200 with 32 points, 35 more. On a lowered stat the same 32 points add fewer than 32.
  • Leaving Intimidate out. The calculator does not apply it. When either side has it, the caveats show "Intimidate isn't applied automatically — set it as a −1 Attack stage"; set the stage on the Pokémon it hits before you trust a physical calc.
  • Planning around Choice Band, Choice Specs or Assault Vest. None of the three is in Champions' 85-item pool, so a set copied from Scarlet and Violet that relies on one has to change. Choice Scarf and Focus Sash are in.
  • Forgetting the weather your own Pokémon brings. A weather-setting ability such as Drought or Sand Stream is not switched on for you. The caveats name the ability and point you to the Weather menu, and terrain setters work the same way with Terrain.
  • Reading 100% Chance you KO first as a won game. The card assumes both sides start at full HP and repeat the chosen move, with no switching, misses or recovery. It settles this exchange; switches and chip damage are yours to add.
  • Treating a 0.1% gap with Showdown as a different result. Showdown's calculator floors the percentage and this one rounds it, so 73 damage on a 183-HP Garchomp shows 39.8% there and 39.9% here. The rolls are identical.

What the calculator leaves out

One move each, repeated. Both Pokémon start at full HP and use the same move every turn, for up to eight turns. There is no switching, no second move, no HP carried in from earlier in the battle, and no damage summed from several attackers or a whole team.
Recovery, recoil and side effects. Leftovers and Sitrus Berry, recoil from Double-Edge or Life Orb, secondary effects, accuracy and the random critical-hit chance stay out of KO counts and out of Chance you KO first; the caveats name the recovery item or recoil source when your setup has one. Full paralysis, a 1-in-8 chance per turn in Champions according to the Smogon research thread, and turns lost to sleep are left out too, so a paralyzed Pokémon only moves slower here. A move that drops its user's attacking stat, such as Draco Meteor, is counted at full strength every turn, with a note saying later uses would be weaker.
Abilities that need a trigger. Intimidate and the weather- and terrain-setting abilities are not switched on for you; set them as a stage or under Weather and Terrain. Abilities that fire on an event, such as Supreme Overlord or a Flash Fire boost, are assumed not to have triggered, and Blaze and the other pinch abilities stay off because both sides start at full HP.
Doubles means the multipliers. The Doubles toggle applies ×0.75 to spread moves, the doubles screen value (2732/4096), Helping Hand and Friend Guard. Damage to your own partner, redirection, Protect and a second Intimidate are outside it.
One-hit KO moves. Sheer Cold, Fissure and the rest show "OHKO move" with "Depends on accuracy — not calculated", and they stay out of Chance you KO first.
Champions only. There is no Scarlet and Violet, Legends: Z-A or older-game mode, and no Terastal toggle, since Champions has no Terastal.
Inherited mechanics. The Smogon research thread's first post says the damage formula "generally seems to be the same as SV", and its testers pinned the sixteen rolls in game. A few pieces follow Scarlet and Violet and the Showdown calculator without a Champions-specific test that we found: the ×1.5 critical hit, the ×0.75 spread penalty, the screen values, terrain at ×1.3 and paralysis halving Speed. Champions runs its battle calculations on the server, so a maintenance can change any of them with no client update; the plaque at the top gives the date the mechanics were last checked.

Pokémon Champions damage calc: questions players ask

How do stat points work in Pokémon Champions?

Stat points replace EVs. A Pokémon gets up to 32 in one stat and 66 across all six, and at level 50 each point adds one to the stat before the nature multiplier. HP is base + points + 75; the other stats are ⌊(base + points + 20) × nature⌋.

How do I convert an EV spread to stat points?

Count 4 EVs for the first point in a stat and 8 for each point after it, the same rule Pokémon HOME uses. 252 EVs is 32 points and 4 EVs is 1; in one step, points = ⌊(EVs + 4) ÷ 8⌋. A 252 Atk / 4 Def / 252 Spe spread becomes 32 Atk / 1 Def / 32 Spe, 65 points with one to spare. The calculator's Stat points field takes the converted numbers and caps anything above 32 instead of converting it.

Is the damage formula in Pokémon Champions the same as Scarlet and Violet?

Smogon's Champions research thread, which logs in-game tests, says the damage formula "generally seems to be the same as SV", and the calculator follows the Scarlet and Violet chain: the same base-damage formula, the same order of modifiers and sixteen rolls from 85% to 100%. The changes sit around the formula. Stats come from stat points at level 50, Mega Evolution is the only gimmick, the item pool is 85 held items, and Champions adds its own abilities and move power changes.

Does Pokémon Champions still have the lowest damage roll?

Yes. From launch until April 23, 2026 the game rolled 86 to 100, fifteen values, and testers on Smogon's research thread confirmed the 85 back on April 23. This calculator uses all sixteen rolls, 85 through 100.

What does "guaranteed 2HKO" mean in a damage calc?

Two hits knock the target out on every combination of rolls. The default result here, "37.5% chance to OHKO, guaranteed 2HKO", means 6 of the 16 rolls KO in one hit and the rest need a second. The calculator counts roll combinations up to eight hits.

Why does the Showdown calculator show 39.8% when this page shows 39.9%?

The damage is the same and the rounding differs. Salamence's Double-Edge into an uninvested neutral Garchomp is 73–87 on both. Showdown's calculator floors the percentage to one decimal and this page rounds it, so 73 out of 183 HP reads 39.8% there and 39.9% here, the figure pokesol.app shows too.

Does the calculator account for priority moves and Trick Room?

Yes. Priority decides first, so Dragonite's Extreme Speed at +2 goes before Garchomp even though Garchomp's 154 Speed beats Dragonite's 100. Inside a priority bracket the higher effective Speed moves first, and Trick Room reverses that comparison without touching priority. The Speed card names the reason whenever priority or Trick Room sets the order.

How many Speed stat points do I need to outspeed a Pokémon in Champions?

Put the opponent's real spread in, then read the Speed tile under Stat point targets. It gives the fewest Speed points that make you faster with your current nature and stages, plus the point where you would tie. A neutral Salamence at 120 needs 3 points to pass an uninvested Garchomp at 122. If no amount gets there, the tile says so, and it gives the figure with a +Spe nature when that would work.

Are Choice Band and Choice Specs in Pokémon Champions?

No. The Champions item pool has 85 held items and neither Choice Band nor Choice Specs is one of them; Assault Vest is missing too. Choice Scarf is available. The calculator's item list is the same 85.

How does the calculator handle Mega Evolution?

Pick the Mega form itself, such as Mega Garchomp Z or Mega Metagross. The held-item field becomes a fixed Mega Stone line, and the calculator uses the Mega's stats, types and ability from turn 1, with a note saying so. Mega Metagross's Tough Claws, for example, takes Meteor Mash to 117 power before the damage formula runs.

What does "Chance you KO first" assume?

Both Pokémon start at full HP and use the move you picked every turn, up to eight turns, with no switching, misses or recovery and no random critical hits. Inside those rules it is the probability that your Pokémon lands the knockout before the opponent does. It describes this one exchange, played out move for move.

Can I paste a spread from a team report or from Showdown?

Yes, into the Stat points field. "32 HP / 32 Atk / 2 Spe", "H32 A32 S2" and "H2A32S32" all read, as do full-width digits and Japanese stat names, and the line under the field shows what it understood. It reads stat points, so convert an EV spread first: a value above 32 is capped and a total over 66 draws a warning.

Does it work for VGC doubles?

Set Format to Doubles under Field. Spread moves take ×0.75, so Garchomp's Earthquake on Skeledirge drops from 188–224 to 140–168; screens use the doubles value; and Helping Hand and Friend Guard appear as side effects. Redirection, Protect and damage to your own partner are outside what it models.

How accurate is this calculator, and which regulation does it use?

The engine is a port of the Champions code in @smogon/calc 0.12.0, the package the Showdown calculator runs, and its tests compare the two roll for roll, with no mismatch, over 1,300 seeded random matchups. Its data covers 358 forms, 82 of them Mega, and follows Regulation M-C (September 9 to December 2, 2026). Champions calculates battles on its servers, so the plaque at the top shows the date the mechanics were last checked.

Is this Pokémon Champions damage calculator free, and does it work on a phone?

Yes, and there is no sign-up. On a phone the Your Pokémon and Opponent blocks stack instead of sitting side by side, and the Stat points field reads a spread typed on a phone keyboard, full-width digits included. "Add to your site" embeds the calculator on another page.

Sources & References

  1. Official notice for Regulation Set M-C on the Pokémon HOME news site (Japanese page; the site carries the same notice in English). Ranked battles use M-C from 2026-09-09 until 10:59 JST on 2026-12-02. It adds six Mega Evolutions (Mega Absol Z, Mega Salamence, Mega Garchomp Z, Mega Lucario Z, Mega Golisopod and Mega Baxcalibur), allows one Mega Evolution per battle and bars duplicate held items. The regulation name and dates shown on this page come from here.
  2. smogon/damage-calc (MIT), the official repository of the Pokémon Showdown damage calculator and of the @smogon/calc package. The linked file is its Champions damage branch, identical to the one in version 0.12.0. This calculator's engine is a port of it, and the port returns the same 16 rolls as the package on every worked example and on 1,300 seeded random matchups built from this page's data.
  3. Smogon forums — Champions Battle Mechanics Research, the community's running log of in-game tests. It lists the stat formula, credited to Anubis, says the damage formula "generally seems to be the same as SV", and records that the lowest damage roll (85%) was missing from launch and came back on 2026-04-23. The move changes in this page's data, such as Apple Acid 90, Psyshield Bash 90 and Dragon Claw becoming a slicing move, match its list, and it reports Disguise's handling of multi-hit moves as fixed.
  4. Bulbapedia — Stat point. Champions replaces effort values with stat points: at most 32 in one stat and 66 in total, with HP = base + stat points + 75 and every other stat = ⌊(base + stat points + 20) × alignment⌋, where alignment is 0.9, 1 or 1.1. That is the stat formula used here, and it reproduces damekei's speed table for Garchomp (169, 154, 122) and Mega Garchomp Z (223).
  5. Bulbapedia — Damage, section "Generation V onward". It sets out the order this calculator follows: base damage, then ×0.75 for a move with more than one target, ×0.25 for Parental Bond's second strike, weather, ×1.5 for a critical hit, the random factor (a whole number from 85 to 100, divided by 100), STAB, type, burn and the remaining modifiers chained in 4096ths, rounding to the nearest integer and half down. Bulbapedia tags the section incomplete for Champions, whose own modifiers, such as Mega Sol's, it does not list yet.
  6. smogon/pokemon-showdown (MIT): the Champions mod folder at the commit linked here, and the same commit's main data files. Every move list on this page is built from the Champions learnsets in that folder; the ability slots and weights of each form, and each move's accuracy and priority bracket, come from the main files. Politoed's Pound, which the 2026-09-09 update barred, is already absent from those learnsets.
  7. PokeAPI (BSD-3-Clause), the CSV tables at the commit linked here. The Japanese names of the Pokémon, moves, abilities, held items, natures and types on the Japanese version of this page come from them. The three new Champions abilities they do not list yet were added by hand: Aura Guard, Eelevate and Fire Mane.
  8. projectpokemon/champout (MIT), data dumps of the Pokémon Champions game client, linked from the Smogon research thread. Its Japanese text files match every Japanese name this page shows for the 215 abilities (Eelevate is うなぎのぼり, Fire Mane is ほのおのたてがみ), 328 moves, 25 natures and 18 types. Its species dump agrees with this page's base stats, types and abilities, and with the damaging moves each form can pick.

Content verified by the Smart Calculators Team