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Calculation lab · local inputs

Plan the setup before your next run

Plan permanent upgrades, inspect a starter setup and calculate a supported direct hit.

All inputs stay in your browser. Source label 6b6bde6e28; live game version unverified. Modeled values, not gameplay forecasts.

Shared assumptions

Select a starter and nature

The four candidates are a source-data comparison, not a strongest-to-weakest ranking. Upgrades are independent for each Pokémon; inputs here describe the selected candidate’s assumed setup.

§ 01 · Economy & passives

What will your upgrades cost?

Enter current and target levels for one Pokémon. Setup and direct-hit results use your target upgrades.

Total upgrade cost
0in-game coins
Coins remaining
0in-game coins
Upgrades changed
0of 15 upgrade types
Permanent upgrade levels, target cost and next-level price
UpgradeCurrentTargetCostNext price
HP+8 HP / level · max 10060
Attack+4% / level · max 10080
Speed+3% / level · max 8070
Cooldown−3% interval / level · max 8090
Defense2% damage reduction / level · max 8080
Regeneration+0.2 HP/s / level · max 50120
Magnet+12% pickup radius / level · max 6050
Experience+5% / level · max 80100
Coins+8% settlement coins / level · max 80120
Repertoire+1 starting move · max 101,500
Critical+3% critical chance / level · max 10090
Rerolls+1 reroll / level · max 50150
Bans+1 move ban / level · max 30300
Choose first moveSelect your first starting move · max 10400
Choose second moveRequires Repertoire · max 10400
View all per-level coin prices +

Each level is rounded before costs are summed. Current level is excluded; target level is included. Attack 0→5 costs 840 coins.

  • HP: 60 · 80 · 110 · 150 · 200 · 270 · 360 · 490 · 660 · 890
  • Attack: 80 · 110 · 150 · 210 · 290 · 400 · 550 · 760 · 1,050 · 1,450
  • Speed: 70 · 100 · 140 · 190 · 270 · 380 · 530 · 740
  • Cooldown: 90 · 130 · 180 · 260 · 370 · 520 · 740 · 1,050
  • Defense: 80 · 110 · 160 · 220 · 310 · 430 · 600 · 840
  • Regeneration: 120 · 180 · 270 · 410 · 610
  • Magnet: 50 · 70 · 100 · 140 · 190 · 270
  • Experience: 100 · 140 · 200 · 290 · 410 · 580 · 820 · 1,160
  • Coins: 120 · 170 · 250 · 370 · 530 · 770 · 1,120 · 1,620
  • Repertoire: 1,500
  • Critical: 90 · 130 · 180 · 250 · 350 · 480 · 680 · 950 · 1,330 · 1,860
  • Rerolls: 150 · 240 · 380 · 610 · 980
  • Bans: 300 · 570 · 1,080
  • Choose first move: 400
  • Choose second move: 400

No refunds are modeled. Choose second move requires Repertoire in both current and target setups.

§ 02 · Candidate specification

What changes in this setup?

Selected starter, nature and target permanent upgrades. Neutral nature with zero upgrades is a calculation baseline.

Maximum HP
92HP
Movement speed
107source speed × upgrade
Special attack × upgrade
1.08coefficient, not a ranking
Physical coefficient
0.92
Special coefficient
1.08
Physical defense
40
Special defense
40
Cooldown multiplier
1
Damage reduction (%)
0
Regeneration (HP/s)
0
Critical chance (%)
0
Pickup radius
78
Experience multiplier
1
Coin multiplier
1
Starting moves
1

Abilities, equipment, changed starting moves and temporary buffs are not included. A larger coefficient does not predict survival.

§ 03 · Damage arithmetic

What does one direct hit deal?

Water Gun · default special move only. Results use target upgrades above.

Non-critical direct hit
18HP per hit
Expected hit
18with baseline critical chance
Cast interval
0.44seconds

One-hit-per-cast damage rate: 40.909 HP/s

Raw hit 18.144 → rounded hit 18 · Critical hit 27
Attack coefficient ×1.08 · Attack ×1 · Mono-type ×1.2 · Matchup ×1 · Defense ×1 · Weather ×1
Projectiles: 1 · Pierce: 1. The damage rate assumes only one projectile hits one target per cast.

This bounded direct-hit model is not total combat DPS. Burn, other damage over time, shields, targeting and multiple-target hits are omitted.

§ 04 · Evolution criteria

What is missing for move evolution?

Reach move level 5 and take an in-run Attack card.

Not ready: Move has not reached its maximum level; Matching in-run stat card not taken.

Permanent upgrades do not replace in-run stat cards. Meeting the prerequisites does not automatically grant the evolution card.

§ 05 · Specification

Sources and model scope

Four candidates, 15 permanent upgrades, 25 natures and three default special moves. Changed moves, TMs, abilities, equipment, temporary buffs, terrain, shields, damage over time and special bosses are outside this model.

Read sources and calculation method →

Required Notice: Copyright 2026 JPTER78 (source project). Source-rule extract: PolyForm Noncommercial License 1.0.0.