STRATADEX · CALC

[ LIVE ]

Attacker

DragonGround
Garchomp

Stat Points

64 / 66
HP108
Atk130
Def95
SpA80
SpD85
Spe102

[ MODIFIERS ]

ATK
0
DEF
0
SPA
0
SPD
0
SPE
0
HP100%

Defender

FireDark
Incineroar

Stat Points

64 / 66
HP95
Atk115
Def90
SpA80
SpD90
Spe60

[ MODIFIERS ]

ATK
0
DEF
0
SPA
0
SPD
0
SPE
0
HP100%

Move

GroundPhysical100 BP100%

Hits adjacent Pokemon. Double damage on Dig.

Attacker side

Defender side

[ RESULT ]

[ KO CHANCE ]

75.2%90.1%

[ 2HKO ]

guaranteed

152182 HP / 202 max

75.290.1

[ HITS TO KO ]

[ OHKO ]
0%
[ 2HKO ]
100%
[ 3HKO ]
0%
[ 4HKO+ ]
0%
[ DETAIL ▾ ]

[ 16 ROLLS ]

152 HP (75.2%) — 1/16 rolls156 HP (77.2%) — 1/16 rolls158 HP (78.2%) — 2/16 rolls162 HP (80.2%) — 2/16 rolls164 HP (81.2%) — 1/16 rolls168 HP (83.2%) — 2/16 rolls170 HP (84.2%) — 2/16 rolls174 HP (86.1%) — 1/16 rolls176 HP (87.1%) — 2/16 rolls180 HP (89.1%) — 1/16 rolls182 HP (90.1%) — 1/16 rolls[ KO 100% ]25%50%75%100%75.2% – 90.1%

256+ Atk Garchomp Earthquake vs. 256 HP / 0 Def Incineroar: 152-182 (75.2 - 90%) -- guaranteed 2HKO

[ ABOUT THIS CALCULATOR ]

Pokémon Champions damage calculator

This calculator targets Pokémon Champions doubles specifically. The type chart, ability roster, item availability, and stat formulas reflect what is legal in the format. Champions runs without z-moves, dynamax, and tera, so calc output stays consistent with what actually lands on battle screens.

Roll distribution shown in full

Most calcs collapse damage into a min and max with a percentage range. The actual sixteen rolls decide whether a 2HKO is reliable or coin-flippy, and the histogram surfaces this directly. The KO chip at the top of the result reflects it: a clean OHKO at 16/16 reads differently from a 12/16 KO that loses six percent of the time. The chip color shifts with severity, so a glance tells you whether to commit, hedge, or position for a turn.

Field state belongs in the calc

Sun, rain, sand, snow, Tailwind, Trick Room, Helping Hand, Friend Guard, Reflect, and Light Screen all change the math, and they stack in the field bar above the result. A Sun-boosted Heat Wave under Helping Hand into a Light Screen reads as one calc with all four modifiers applied, no manual chain. Toggling a modifier off retriggers the result without touching any other input.

Mega forms and in-battle flips resolve cleanly

Charizard X is Fire and Dragon with Tough Claws. Y is Fire and Flying with Drought. The calc honors both based on which form is selected, with the form picker living next to the Mega toggle so it is one click, not three. Mewtwo X and Y resolve the same way when added to the roster. Aegislash flips between Shield and Blade when Stance Change activates. Greninja flips to Ash form when Battle Bond triggers. Mimikyu busts after Disguise breaks. The active form drives types, stats, and ability lookup so derived calcs stay correct after the flip.

Survival spreads as defensive floors

The find-survival-spread panel under each defender returns the smallest HP plus Defense or HP plus Special Defense investment that survives the threshold you pick, then surfaces how many stat points are freed for offense. Champions distributes sixty-six stat points across stats, so the framing is "use eight points on bulk, free fifty-eight for damage" rather than minimizing total cost. The Pareto chart on desktop plots every viable spread so you can see where the curve flattens and which extra point of bulk costs more than it returns.

Share URLs encode every input

When you copy a calc link, the URL carries species, abilities, items, natures, EV spreads, mega state, form selection, field flags, and the survival threshold. Open the link on another device, on mobile, in a friend’s browser, and the calc loads in the same state. No login, no save step, no expiring session. The encoding is msgpackr plus base64url, so even six-Pokémon team scenarios fit inside a normal URL and survive copy-paste through chat clients that strip whitespace.

Built for the speed of preparation

The calc is mobile-first because most preparation happens on a phone in transit, and the result stays in view on scroll because edits to attacker, defender, move, and field are iterative. The HUD treatment is not decoration. Every label is a status indicator, every numeric value reads in tabular monospace, every threshold has a chip. You should be able to glance at the result and know whether a matchup is winning, hedging, or losing inside two seconds.