How to Set Up a Damage Calculation on kinglercalc.com
Updated
To get a damage result on kinglercalc.com, pick the generation and game version first, then fill in both Pokémon panels (level, stats, ability, item, status, nature, IVs/DVs, EVs/Stat EXP, current HP), select at least one move for each side, and read the percentage range that appears under each move. The calculator is a full-series tool, so the fields that matter change with the generation you choose — set the generation before entering stats, or your inputs may not map to the right mechanics.
Step 1: Choose the generation and game version
The top of the page is a generation selector running from Gen 1 through Gen 9. Each generation expands into its specific titles, and several list multiple languages (English, Italian, German, Spanish, French, Japanese).
| Generation | Versions listed |
|---|---|
| Gen 1 | R/B, Yellow |
| Gen 2 | G/S, Crystal |
| Gen 3 | R/S, Emerald, FR/LG |
| Gen 4 | D/P, Platinum, HG/SS |
| Gen 5 | B/W, B2/W2, B2/W2 Hardmode |
| Gen 6 | X/Y, OR/AS |
| Gen 7 | S/M, US/UM |
| Gen 8 | Sw/Sh, BD/SP |
| Gen 9 | S/V |
Pick the exact version you're building for, not just the generation — B2/W2 Hardmode and BD/SP sit alongside their base games as separate options, which tells you the calculator treats them as distinct rule sets.
Step 2: Configure Pokémon 1
The left panel holds the attacker. Work through it in this order:
- Species and moves — choose the Pokémon, then select moves. Each selected move shows its own detailed result line; unselected moves stay at "Loading… ??? - ???%".
- Current HP — entered as current HP over max (the page shows the format
Current HP / 341 (%)). - Level, Type, Tera Type, Forme, Gender — Tera Type and Forme only make sense in the generations that have them, so expect them to be inert or absent in older gens.
- Nature — a full dropdown from Adamant (+Atk, -SpA) through Timid (+Spe, -Atk), including all neutral natures.
- Ability and Item.
- Status — Healthy, Poisoned, Badly Poisoned, Burned, Paralyzed, Asleep, Frozen.
- Stats — Base, IVs/DVs, EVs/Stat EXP, and the stat itself for HP, Attack, Defense, Sp. Atk, Sp. Def, Special, and Speed. Each stat has a +6 to -6 stage selector (shown as
+6 +5 +4 +3 +2 +1 -- -1 -2 -3 -4 -5 -6), so stat boosts and drops are set per stat rather than as a single field.
Two generation-specific fields to watch: Dynamax (Gen 8) and Special as a stat column (older gens that used the combined Special stat rather than split Sp. Atk/Sp. Def). Also note the "Zero allies fainted" through "Five allies fainted" selector — that's for abilities whose power scales with fallen teammates, so leave it at zero unless it applies.
Step 3: Configure Pokémon 2
The right panel mirrors the left for the defender, with the same fields. Set its HP, defenses, ability, item, and status. The defender's moves are optional if you only care about incoming damage, but the panel still lists them with their own result lines.
Step 4: Set the move modifiers
Below each Pokémon's move list are the modifier controls:
- Physical / Special / Crit / Z toggles — force the category, force a critical hit, or treat the attack as a Z-move.
- Multi-hit count — 2, 3, 4, or 5 hits.
- Hit-count probability rows — separate "Once / Twice / 3 times / 4 times / 5 times / Never" selectors, which let you model moves that hit a variable number of times.
Use the Crit toggle when you want to see the critical-hit range rather than the standard roll, and the Z toggle only in generations where Z-moves exist.
Step 5: Read the results
Each selected move produces a line in the form ??? - ???% — a damage percentage range against the defender's current HP. The range is the point: the low end is the minimum roll, the high end the maximum, so you can judge whether a hit is a guaranteed KO, a roll-dependent KO, or a safe survive. If every line still reads "Loading…", the page notes that you may need to enable JavaScript.
Common snags
- Results stuck on "Loading…" — the page's own message points to JavaScript being disabled; enable it and reload.
- Wrong-generation stats — if you entered EVs before switching generations, re-check the stat fields, since older gens use DVs and Stat EXP instead.
- Blank move results — a move only calculates once it's selected; the placeholder percentages are not real numbers.
- Ignoring stat stages — the +6/-6 selectors default to neutral (
--); set them if the scenario involves boosts or drops, or the range will be wrong.