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  • UX improvements planned

BATTLE LAB

Versus damage calculator

Set a Pokémon on each side. The matrix shows damage ranges, KO chances and speed.

Game
Calc: Gen 3 · Pokémon FireRed
You

Your Pokémon

Choose your Pokémon from the dex search above.

VS
Foe

Pick opponent

Choose an opponent from the dex search above.

Speed Check —

HOW IT WORKS

How the damage matrix is read

Versus compares two Pokémon with the official damage formula. Every move on both sides gets a min-max range. Type effectiveness, STAB and the physical/special split follow the selected generation. Speed sits next to the matrix, because moving first often decides the first KO.

DAMAGE RANGE

MIN 18%MAX 67%

THE CALC

Set a game, then fill both sides

The version group decides which moves, items and abilities exist. A set that is legal in Scarlet can still be illegal in FireRed.

  1. Pick the game

    The calc follows that version group. Terrain, weather and the physical/special split change with the generation.

  2. Lock species, moves and items

    Search both sides, then set level, ability, nature, item and up to four moves. Empty slots fall back to a default set so the matrix still fills.

  3. Read range, speed, then KO

    Each cell is a damage window, not a single number. The speed check sits beside it. A guaranteed KO only appears when the low roll still faints.

THE MATRIX

What each cell means

The matrix is @smogon/calc. The 1v1 simulator on this site uses @pkmn/sim. Both agree on damage, but only the simulator plays turns.

Min and max damage

A cell shows the roll window after type, STAB, weather and items. Multi-hit moves show per-hit and the total. Ramping moves such as Rollout grow across consecutive hits.

Who moves first

The speed check uses the real stats of both sides, including stages, items and paralysis. A tie is a coin flip each turn.

xHKO and Focus Sash

The label is the hits needed at the low and high roll. Focus Sash and Sturdy stop a guaranteed-OHKO label on the defender.

TWO TOOLS

Versus calculates, the simulator fights

QUESTIONS

Pikachu vs Charizard, Water, 4x, the formula

Q&A

It depends on levels and moves, exactly what the calc computes. The facts: Pikachu's Electric moves hit Charizard super effectively (2× via the Flying weakness), but Charizard with base 100 Speed is faster than Pikachu (90) and attacks first. Set both above and compare the damage ranges per move together with the speed check.

Electric and Grass, 2x damage each. Water Pokémon resist Fire, Water, Ice and Steel (0.5× each). Watch out for dual types: Water/Ground (e.g. Swampert) takes 4× from Grass but is immune to Electric. The exact effectiveness per matchup is shown by the calc right in the damage matrix.

Per move, using the official damage formula, accurate per generation. The base is level, attack and defense stats and the move's power; on top come STAB (same type = 1.5×) and type effectiveness against all of the target's types. The physical/special split follows the selected generation (by type up to Gen 3, per move from Gen 4). The result is the damage range you see in the matrix.

Yes, multiplicatively, up to 4x. If both of the target's types share a weakness, the factors multiply: 2× · 2× = 4× (e.g. Grass against Water/Ground). Conversely, a weakness and a resistance can cancel out (2× · 0.5× = 1×).

SIMULATED MATCHUPS

Curated matchups with 100 simulated fights

Each pairing ran 100 times on the battle engine at level 50 with standard sets. The pages show win rate, damage ranges and speed. The hub itself stays the calculator.

NEXT TOOLS

1v1 fight, team, dex, Nuzlocke