STRATADEX · MATRIX
[ LIVE ][ MY TEAM ]
Garchomp
Sneasler
Incineroar
Pelipper
Gardevoir
Whimsicott
[ OPPONENT'S TEAM ]
Conkeldurr
Vaporeon
Tyranitar
Dragapult
Talonflame
Aegislash
Attacker side
Defender side
[ MY TEAM → ]
Conkeldurr
Vaporeon
Tyranitar
Dragapult
Talonflame
Aegislash
Garchomp
37–44%
Dragon Claw
32–37%
Dragon Claw
64–75%
Earthquake
118–140%
Dragon Claw
217–256%
Stone Edge
65–77%
Earthquake
Sneasler
56–66%
Close Combat
46–55%
Close Combat
203–240%
Close Combat
29–35%
Dire Claw
65–77%
Dire Claw
0–0%
Close Combat
Incineroar
37–44%
Flare Blitz
18–21%
Knock Off
17–20%
Flare Blitz
64–77%
Knock Off
36–43%
Knock Off
69–83%
Flare Blitz
Pelipper
111–131%
Hurricane
37–43%
Hurricane
81–96%
Hydro Pump
65–77%
Hurricane
146–174%
Hydro Pump
42–50%
Hydro Pump
[ → THEIR TEAM ]
Garchomp
Sneasler
Incineroar
Pelipper
Gardevoir
Whimsicott
Conkeldurr
51–61%
Drain Punch
43–51%
Drain Punch
96–114%
Drain Punch
27–32%
Drain Punch
35–41%
Knock Off
34–40%
Drain Punch
Vaporeon
26–31%
Surf
33–39%
Surf
33–39%
Surf
16–20%
Surf
21–26%
Surf
17–21%
Surf
Tyranitar
44–52%
Crunch
93–110%
Earthquake
104–123%
Stone Edge
115–137%
Stone Edge
77–91%
Stone Edge
72–86%
Stone Edge
Dragapult
92–111%
Dragon Darts
79–94%
Dragon Darts
45–53%
Dragon Darts
50–59%
Dragon Darts
118–141%
Phantom Force
56–66%
Phantom Force
[ DEFENDING ]
[ ATTACKING ]
Garchomp
Swipe ← → to cycle attackers
[ ATTACKING (TAP TO FOCUS) ]
[ ABOUT THIS MATRIX ]
Pokémon Champions team-vs-team damage matrix
The team-vs-team matrix runs every attacker on your team against every defender on the opposing team, in both directions. You see at a glance which side of a matchup wins the priority race and which side gets cleanly OHKO’d back. Each cell encodes the worst-case roll, the best-case roll, and the KO probability that comes out of the sixteen-roll distribution.
Cell modes change what each square shows
The default mode picks the highest-damage move the attacker carries, which answers “if this attacker clicks, what falls?” The matchup-aware mode picks the highest-expected-value move accounting for type effectiveness and the defender’s remaining HP, which is the right view for actual play decisions where Close Combat into a Levitate target wastes a turn. A status-threat mode surfaces paralysis, burn, sleep, and Trick Room threats independently of damage, useful for catching support threats that pure damage modes hide.
Filters cut the grid down to what matters
The “I lose” filter hides matchups where your attacker cannot dent the defender, surfacing only meaningful threats from the other side. “I OHKO” surfaces clean wins. “Hide chip” drops borderline rolls so the full grid reduces to clean wins and clean losses in either direction. For team-comp work, the filtered grid reads as a checklist: every cell that is not green is a problem, and every cell that is red is a problem the other way.
Sixty-four cells of damage rolls in two seconds
Each calc runs against the same engine the single-target damage tool uses, so any field modifier set on the matrix (Sun, Tailwind, Helping Hand, Trick Room) propagates to every cell simultaneously. Switching one defender’s item retriggers the affected row only, not the whole grid. The cache is keyed on input identity, so rerunning the same calc inside a session is free.
Hover surfaces the histogram
Hover a cell on desktop to surface the underlying roll distribution and modifier chain that produced the calc. Long-press on mobile. The histogram tells you whether a 75 percent KO cell is a genuine roll-dependent matchup or a chip-damage cell that crawled into the chip threshold by one point. Two cells with the same percentage can look identical until you see the distribution shape, and that shape changes whether you commit, hedge, or position around it.
Share URLs carry the full grid
Both teams, all customizations, all field flags, the cell-mode selection, and any active filters end up in a base64-encoded query string. Open the link, the same grid loads, no rebuild step, no save flow. Useful for pre-tournament prep where you want a teammate to look at the exact grid you are staring at, and useful for capturing a moment in the meta when a new threat is rising and you want a permanent record of how your team handles it today.
Built for matchup decisions, not numbers for their own sake
The grid is a decision tool. Every choice it surfaces is one you would make in turn order: who leads, who threatens what, where the priority race is won, which defender folds and which holds. The HUD treatment privileges the KO chip in each cell because that is the load-bearing information; everything else recedes. The visual hierarchy mirrors the cognitive hierarchy.
