Best attackers for each defending Pokemon. Select a defender and Poke Assistant will find the best counter attacker. Click "Simulate" to use the Battle Simulator for your chosen Pokemon. Log in to use the "Skip" button and hide Pokemon you don't have.
ポケモン | 攻撃 1 | 攻撃 2 | # | 攻撃 | 防御 |
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Select a defending Pokemon from the dropdown menu and optimal attacking Pokemon are shown in the table below. Select the weather to revise the output to your local conditions. Pokemon are rated best to worst using the “Score”. The score factors in both how hard your attacker will hit the defender and how hard they will hit back.
Score = Atk - (GCF * Def)
Both the Atk and Def scores are Hit Point Percentage per Second (HPPpS) figures. E.g. a figure of 10 means that each second, 10% of the Pokemon's life is being depleted. The Atk score describes how many HPPpS the attacking Pokemon is doing to your chosen defender. The Def score is how much the defending Pokemon is doing back to the attacker.
The Glass Cannon Factor (GCF) lets you decide how much you care about the damage you receive. Sliding to the right means you want to minimize the damage you receive while battling. Sliding to the left (all the way to zero) is useful for raiding when you may not care at all if your Pokemon feint, you just want to maximise DPS.
Both of the Atk and Def HPPpS figures are arrived at in a similar fashion:
Atk(HPPpS) = Weighted DPS / Pokemon HP * 100
where:
Pokemon HP = ((Pokemon Stamina) * CP_Scalar(Level)).floor
Weighted DPS = (w * Fast Move DPS) + ( 1-w * Charge Move DPS)
Move DPS = (Floor(0.5 * Base Move Power * Attacker's Atk / Defender's Def * STAB * Type Multiplier * Weather Multiplier) + 1) / Move Duration
The above formulas for Pokemon HP and Move DPS are known to reconcile to the game's actual calculations. The difficulty in estimating Weighted DPS is the 'w' factor that describes how much of your time as a portion is spent casting fast moves vs charge moves.
We have estimated w as:
(1-w) = Charge Move Duration / ((Charge Move Energy Cost / Fast Move EPS) + Charge Move Duration)
The above formula is an approximation since casting a fast move is only 40-75% of your energy source during battle, the rest coming from damage you receive. Currently it is the best approximation of "w" but we suspect a better mathematician could improve it. I have a feeling we'll need some some of derivatives to factor in the energy earned from receiving damage, anyone who solves it is my hero.
Why not just loop through simulated battle? Our Battle Sim does and you can compare and contrast the result of the two approaches easily. This tool is designed to quickly provide users with a set of options for battle. We abstract away from IVs (assuming zero), level (assuming 30) and even the defenders moveset (taking an average) in order to provide a user all the information they need to quickly pick a couple of attackers out of their personal Pokedex. This is in contrast to the fine-tuned analysis a user can use the Battle Sim for, observing breakpoints in move damage or charge move casts in individual battles.
Indeed, looping through simulated battles brings its own issues, factors like user delay, network lag and random attack delays by the defender can decide whether or not a simulation results in the attacker getting a second charge move off or not. The smooth DPS formulas abstract away from that. With a 'w' score of 0.7, effectively every millisecond, you spend 70% of your time doing Fast Move DPS, with 30% of the time spent doing Charge Move DPS. For the purpose of providing a dynamic list of possible attackers, this provides excellent results.
These boxes show the DPS of the associated moves. If the number is in bold it has had STAB applied. The latest formula for calculating DPS can be found on the Move List.
These weather icons will appear when you have selected a weather setting that matches the move's type. Move damage will be boosted by the weather damage bonus (120%)
Moves presented with strikethrough like the move above are legacy moves and are no longer obtainable through TMs/cathing.
Niantic has designed gyms to be difficult to defend to prevent players with more time, dominating players with less time. If you want to give your gym the best chance of being defended, check out Best Defenders.
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