What Advanced Options and Customizations Does the Pokémon Damage Calculator Offer?
Updated
The Pokémon Damage Calculator at calc.pokemonshowdown.com goes well beyond entering two Pokémon and one move. It exposes the modifiers that actually decide damage rolls: stat stages from -6 to +6, status conditions, current HP, weight, imported sets, and per-move settings such as multi-hit counts, forced critical hits, and Z-move conversion. These controls matter whenever a plain "standard set vs. standard set" calculation would give you the wrong number.
Generation, notation, and calculation mode
Before any Pokémon are entered, the calculator asks you to set the rules of the calculation:
- Generation — RBY, GSC, ADV, DPP, B/W, X/Y, S/M, S/S, or S/V. Damage formulas, type charts, and available mechanics differ across these, so the generation selection changes every result that follows.
- Output notation — the excerpt shows
48thand100%, i.e. you can read results as damage rolls out of 48 or as a percentage of the target's HP. - Mode of function — One vs One, One vs All, All vs One, Champions, Random Battles, and Other Metagames. One vs All and All vs One let you check a single attacker against a whole team (or the reverse) without re-entering sets each time.
Per-Pokémon stat and state customization
Each Pokémon panel accepts far more than a species and four moves.
Stat stages
Every stat — Attack, Defense, Sp. Atk, Sp. Def, Special, and Speed — has a stage selector running from +6 down to -6, with -- for neutral. This is what lets you model a Swords Dance boost, an Intimidate drop, or a Sticky Web speed reduction directly instead of guessing at the multiplier.
EVs, IVs, DVs, level, and nature
- EVs and IVs are editable per stat, and DVs appear for the older generations that use them.
- Level is a free input, so Little Cup, level-50 formats, and level-100 standards are all reachable.
- Nature is a full dropdown (Adamant, Bold, Timid, and so on), each labeled with its stat effect, e.g.
Adamant (+Atk, -SpA).
Forme, gender, Tera Type, and Dynamax
- Forme and Gender (Male / Female / Genderless) can be set, which matters for species with mechanically different formes.
- Tera Type is selectable, covering the Terastallization mechanic in S/V.
- G-Max and Dynamax Health are available for the Dynamax mechanic.
- Weight (kg) is an input, which is what makes weight-based moves calculable.
Ability, item, status, and current HP
- Ability is a dropdown, and the excerpt also shows an "Auto-Select" option.
- Item is a free field.
- Status covers Healthy, Poisoned, Badly Poisoned, Burned, Paralyzed, Asleep, and Frozen — each of which changes damage or the attacker's effective stats.
- Current HP is set as a fraction (1/16 through 15/16) or as an exact value out of the maximum, e.g.
/ 341. This is how you check whether a Pokémon at partial health survives a hit. - Zero allies fainted through Five allies fainted — the fainted-ally counter that feeds abilities like Supreme Overlord.
Imported sets and Smogon analysis types
The panel includes Import Sets and Clear Imported Sets, plus a "Only show imported sets" filter, so you can paste in sets rather than fill every field by hand. There is also a Type field that references a Smogon analysis, letting you pull a standard set's assumptions instead of building from scratch.
Per-move settings
Each move slot has its own modifier row, and the excerpt shows the same controls repeated for Pokémon 1's and Pokémon 2's moves:
- Physical / Special / Crit / Z / Stellar toggles — you can force a move to be treated as physical or special, force a critical hit, convert it to a Z-move, or flag it as Stellar.
- Multi-hit counts —
2 hits,3 hits,4 hits,5 hits, plus a>option for variable-hit moves. - Repeat counts — Once, Twice, 3 times, up to 10 times, for moves that hit repeatedly across turns.
Each move slot then shows up to four result lines in the form Loading... ??? - ???%, which is where the damage range appears once the calculation resolves.
A practical example
Suppose you want to know whether a +2 Attack attacker with a Choice Band KOs a target that has already taken Stealth Rock damage and is burned. A basic calculation can't answer that. Here you would:
- Set the generation and output notation.
- Enter the attacker, set its Attack stage to +2, and give it the item.
- Enter the target, set Current HP to the post-hazard fraction, and set Status to Burned.
- Toggle Crit if you want to check the critical-hit case, or set a multi-hit count if the move hits more than once.
- Read the damage range from the move's result lines.
What to watch for
- Changing the generation invalidates assumptions you made under another generation's mechanics.
- Stat stages and status are separate controls — a burn is not the same as an Attack drop, and the calculator treats them independently.
- The page depends on JavaScript; the excerpt itself notes that if the "Copied" message persists, you should try enabling JavaScript.
- Imported sets and Smogon analysis types are conveniences for filling fields — the underlying stat, stage, and state inputs are still what drive the result.