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SPECIFICATION// ARCHIVAL CODEX // /METHODOLOGY/

Sources and calculation method

Understand where the rules come from, which inputs affect the numbers and where the model stops.

LOCAL SOURCE SNAPSHOT:6b6bde6e28
STATIC MATHEMATICAL SPECIMEN · FIRST RELEASE

§ 01Sources

CODE REPOSITORY

This guide uses a local copy of the PokéSurvivor source project and the developer’s guide as references. The local source label is 6b6bde6e28. It is not a verified live deployment or a confirmed Git commit.

The four starter baselines and calculation rules are tied to that snapshot. A source change may require updating the formulas or coverage before the calculator is described as current.

[ REFERENCE REGISTRY ]SYNCHRONIZED BASELINE
> Source Snapshot Label: 6b6bde6e28
> Repository Target: github.com/JPTER78/pokesurvivor
> Official Manual: pokesurvivor.com/en/guide/

§ 02Inputs and assumptions

ZERO-ACCOUNT

Inputs are entered manually. The site does not inspect your collection, read a save file or send changes to the game. Neutral nature and zero upgrades are calculation baselines, not claims about a new account.

The current model covers Litten, Torchic, Sobble and Slowpoke, 15 permanent upgrades, 25 natures and their three default special moves. The source candidate order is not a strength ranking.

4 STARTER CANDIDATESBASE 0/0

Litten (Fire), Torchic (Fire), Sobble (Water), Slowpoke (Water/Psychic) in local source sequence.

15 PERMANENT UPGRADESCOIN LEDGER

HP, Attack, Speed, Cooldown, Def, Regen, Magnet, XP, Coins, Repertoire, Crit, Rerolls, Bans, Move 1, Move 2.

25 CANONICAL NATURESHARDY BASELINE

Standard 1.1x boost / 0.9x penalty stat matrices with Hardy functioning as pure neutral reference.

3 DEFAULT SPECIAL MOVESINITIAL LOADOUT

Ember (Fire), Water Gun (Water), Confusion (Psychic). Changed starting moves and TMs outside model.

§ 03Upgrade costs

ARITHMETIC SPEC

The price of each level is rounded first, then the prices from the current level up to the target are added. Costs apply to one Pokémon’s own upgrades.

Attack 0→5: 80 + 110 + 150 + 210 + 290 = 840 in-game coins.

[ EQUATION SPECIMEN 01: ATTACK TIERS 0 → 5 ]840 COINS
Tier 1: 80+Tier 2: 110+Tier 3: 150+Tier 4: 210+Tier 5: 290= 840 in-game coins

Choosing a second starting move requires Repertoire. Buying both from zero costs 1,500 + 400 = 1,900 in-game coins. A target below the current level is invalid; the calculator does not compute refunds.

[ EQUATION SPECIMEN 02: REPERTOIRE + SECOND MOVE ]1,900 COINS
Repertoire Unlock: 1,500+Choose 2nd Move: 400= 1,900 in-game coins
* Bound check: Targets below current level emit invalid state; refunds are mechanically zero.

§ 04Direct-hit model

DAMAGE FORMULA

The supported model combines move power, the relevant attack coefficient, target defense, type interaction and weather with the listed upgrade and in-run-card inputs. Each hit is rounded before a base-critical-chance expectation is calculated.

For the neutral, zero-upgrade Sobble baseline with Water Gun Lv.1, target special defense 75, a neutral matchup, no weather or in-run cards, the raw hit is 18.144 and the rounded non-critical hit is 18. The cast interval is 0.44 seconds. These are outputs for those assumptions, not a complete damage or survival forecast.

SOBBLE MODELED EXAMPLEWATER GUN LV.1 · SP.DEF 75
RAW HIT FLOAT
18.144
ROUNDED HIT
18
CAST INTERVAL
0.44s
RATE (HP/s)
40.909
Parameters: Neutral nature, 0 upgrades, target Special Defense 75, Type Eff: 1.0x, Weather: None (1.0x).

The displayed one-hit-per-cast damage rate assumes one hit on one target per cast. It does not multiply every projectile into guaranteed hits or include penetration across multiple enemies.

§ 05Move evolution

EVOLUTION CARDS

A supported default move needs its maximum level and the corresponding in-run stat card before an evolution candidate is available. Ember and Water Gun use the in-run Attack card; Confusion uses the in-run Cooldown card. Permanent upgrades do not substitute for these cards. The evolution card must still be selected.

[ IN-RUN EVOLUTION PAIRING CRITERIA ]
FIREEmber (Litten / Torchic)
Max Level (Lv.5) + In-Run Attack Card
WATERWater Gun (Sobble)
Max Level (Lv.5) + In-Run Attack Card
PSYCHICConfusion (Slowpoke)
Max Level (Lv.5) + In-Run Cooldown Card
* Note: Meeting conditions enables card appearance in the level-up draw pool; selection is not automatic.

§ 06Model scope

BOUNDARY LIMITS

Changed starting moves, TMs, abilities, equipment, temporary buffs, terrain, enemy shields, damage over time and special bosses are outside the current model. Player movement, targeting, random events and unsupported effects can change gameplay outcomes.

A larger coefficient does not establish a universally better starter. Compare the inputs and omitted factors before applying the result to your own setup.

[ EXCLUSIONS FROM FIRST RELEASE SPEC ]
Alternate / TM starting moves
Passive abilities & equipment items
Terrain hazards & multi-phase boss shields
Status effects (DoT, burn, poison)

§ 07Corrections and updates

CONTACT REGISTRY

Source and formula changes are recorded as content or model updates. Report a correction with the relevant page and input conditions; do not send credentials or a save file.

[ CORRECTION SUBMISSION PROTOCOL ]
Format: URL path + input parameters + cited discrepancy in snapshot 6b6bde6e28.

Source attribution

Required Notice: Copyright 2026 JPTER78 (source project).

The bounded calculator uses a small rule-data extract. Its source software is provided under the PolyForm Noncommercial License 1.0.0. This release is free, without ads or payment collection. Game artwork, sprites and game source files are not hosted here.

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