How to Use the Pokémon Damage Calculator on calc.pokemonshowdown.com
Updated
The Pokémon Damage Calculator at calc.pokemonshowdown.com estimates how much damage one Pokémon's move will deal to another, expressed as a percentage range of the target's HP. To use it, pick a generation, enter both Pokémon's stats, Ability, item, and status, choose a move, then read the damage percentage. It is most useful when you want to check whether a specific attack KOs, survives, or falls short under defined battle conditions.
Step 1: Set the generation and output notation
At the top of the page you select two global settings before entering any Pokémon:
- Generation — choose from RBY, GSC, ADV, DPP, B/W, X/Y, S/M, S/S, or S/V. The generation changes which mechanics, moves, and stats apply, so pick the one matching the battle you are analyzing.
- Output notation — choose between
48th(fractional notation, e.g. 1/16 increments) and100%(percentage). This only changes how results are displayed, not the underlying calculation.
You can also choose the mode of function: One vs One, One vs All, All vs One, Champions, Random Battles, or Other Metagames. For a single matchup, One vs One is the default starting point.
Step 2: Enter Pokémon 1 (the attacker)
In the "Pokémon 1" panel, fill in the details that affect damage output:
- Type — you can pull a set from a Smogon analysis or set it manually.
- Tera Type — relevant in generations where Terastallization exists.
- Forme, Gender, G-Max — where applicable to the selected generation.
- Level — defaults are common, but change it if your battle uses a different level.
- Base stats / IVs / EVs / DVs — the calculator shows HP, Attack, Defense, Sp. Atk, Sp. Def, Special, and Speed fields. DVs apply to older generations (RBY/GSC) where the stat system differs.
- Stat stages — the
+6to-6selectors next to each stat let you account for boosts or drops already in play. - Nature — pick from the dropdown (e.g. Adamant +Atk/-SpA, Timid +Spe/-Atk). The nature modifies two stats.
- Ability — select the attacker's Ability so abilities that modify damage are applied.
- Item — held item, which can change damage (e.g. Choice items, Life Orb, type-boosting items).
- Status — Healthy, Poisoned, Badly Poisoned, Burned, Paralyzed, Asleep, or Frozen. Status can affect damage (for example, burn halves physical Attack in most generations).
- Current HP — set the attacker's remaining HP if it matters for the scenario.
Step 3: Enter Pokémon 2 (the defender)
The "Pokémon 2" panel mirrors the first. Enter the defender's stats, EVs, nature, Ability, item, and status. The Current HP field here is what the damage percentage is measured against, so set it accurately — a defender at full HP versus one at 50% will produce different practical conclusions even if the raw damage number is identical.
Step 4: Choose the move and battle conditions
Each Pokémon panel has a moves section ("Pokémon 1's Moves" and "Pokémon 2's Moves"). Select a move to see detailed results. Alongside the move you can toggle conditions that change the outcome:
- Physical / Special / Crit / Z / Stellar — force the move's damage category, make it a critical hit, treat it as a Z-move, or apply Stellar typing.
- Multi-hit options — 2 hits, 3 hits, 4 hits, 5 hits, or
>(greater than 5). - Repeat counts — Once, Twice, up to 10 times, or Never, depending on the field.
- Field and battle conditions — the calculator exposes weather, terrain, and similar effects through its interface; set these to match the battle you are modeling.
The results appear as percentage ranges (for example, a range like ??? - ???% while loading, then the actual numbers). Each move shows its own damage range, so you can compare moves side by side.
Step 5: Read the results and adjust
The output tells you the minimum and maximum damage as a percentage of the defender's current HP. Use it to answer practical questions:
- If the minimum percentage is 100% or more, the move always KOs from that HP.
- If the maximum is below 100%, the move never KOs in one hit.
- A range that straddles 100% means the KO depends on the damage roll.
If the result does not match your expectation, check the most common input errors: wrong generation, wrong nature or EV spread, missing item or Ability, incorrect current HP, or a stat stage left at the wrong value.
Common sticking points
- JavaScript required — the page notes that if the "Copied" message persists, you should enable JavaScript. The calculator relies on it to compute results.
- Generation mismatch — selecting the wrong generation changes available moves, Abilities, and mechanics, producing misleading numbers.
- Ignoring stat stages and status — these are easy to leave at defaults and can significantly shift damage.
- Forgetting the defender's current HP — the percentage is relative to the HP you enter, not always full HP.
Once the inputs match your battle, the damage range is the answer you need: compare it against the defender's remaining HP to decide whether an attack KOs, and adjust EVs, items, or conditions to test alternatives.