Introducing A Pokemon Calculator (AP Calc for short), my 6th gen damage calculator. An integral tool for Game Freak's infinite series.
http://pokemonshowdown.com/damagecalc/
I rewrote almost everything from scratch because the old Honkalculator code was very messy and no fun to work with anymore. The good news is that this means it'll be a lot easier for me to add cool new features in the future. The bad news is it means there are almost certainly new bugs, so if you find something that isn't working correctly (based on the current info in the XY Research Thread), please post here to let me know.
Get calcin'!
TODO (in rough order, may change on random Honko whims)
1. Merge mega-evos and alternate in-battle formes (like Aegislash and Meloetta) with their base forms so you can easily switch between forms without changing sets.
2. One vs. All and All vs. One mass calcing.
3. Add buttons to quickly min/max a stat's EVs and nature.
4. Add ability to set default level (for VGC and other non-level 100 metas).
5. Calculate % chance to KO from current HP instead of max HP.
6. Implement some less common end-of-turn effects in the % chance to KO (Leech Seed, Wrap, Berry Juice, Protect).
7. Randbats support (all 85 EVs and level-balancing).
8. Secret sexy stuff.
9. Add all damaging moves and items with in-battle effects, including non-viable ones.
10. Become the #1 Google result for "AP Calc". Take that, CollegeBoard!
FAQ
Q: Where's the Switcheroo button? It was so convenient!
A: See this post:
Q: Why is Rollout/Constrict/Big Root/Metronome/etc missing?
A: I intentionally did not implement most competitively non-viable moves and items like Rollout and Metronome. They would just clutter up the listings for most users, and some of them (especially the non-viable items) would actually take some effort and additional options in the UI to implement. I may eventually get around to adding them, but it's a very low priority. When I have the time+motivation to work on the calc, I'd rather spend it doing things that will be useful for competitive battling, like getting the sets from 6th gen analyses imported, or implementing the mass calcs, or factoring things like Leech Seed and Berry Juice into the % chance to KO.
http://pokemonshowdown.com/damagecalc/
I rewrote almost everything from scratch because the old Honkalculator code was very messy and no fun to work with anymore. The good news is that this means it'll be a lot easier for me to add cool new features in the future. The bad news is it means there are almost certainly new bugs, so if you find something that isn't working correctly (based on the current info in the XY Research Thread), please post here to let me know.
Get calcin'!
TODO (in rough order, may change on random Honko whims)
1. Merge mega-evos and alternate in-battle formes (like Aegislash and Meloetta) with their base forms so you can easily switch between forms without changing sets.
2. One vs. All and All vs. One mass calcing.
3. Add buttons to quickly min/max a stat's EVs and nature.
4. Add ability to set default level (for VGC and other non-level 100 metas).
5. Calculate % chance to KO from current HP instead of max HP.
6. Implement some less common end-of-turn effects in the % chance to KO (Leech Seed, Wrap, Berry Juice, Protect).
7. Randbats support (all 85 EVs and level-balancing).
8. Secret sexy stuff.
9. Add all damaging moves and items with in-battle effects, including non-viable ones.
10. Become the #1 Google result for "AP Calc". Take that, CollegeBoard!
FAQ
Q: Where's the Switcheroo button? It was so convenient!
A: See this post:
As has been said like three times before itt, the switcheroo function is no longer necessary, as you can immediately see all four moves for both Pokemon and the damage they do to each other. For example:
![]()
And for a detailed calc of another move, you simply click it:
![]()
Q: Why is Rollout/Constrict/Big Root/Metronome/etc missing?
A: I intentionally did not implement most competitively non-viable moves and items like Rollout and Metronome. They would just clutter up the listings for most users, and some of them (especially the non-viable items) would actually take some effort and additional options in the UI to implement. I may eventually get around to adding them, but it's a very low priority. When I have the time+motivation to work on the calc, I'd rather spend it doing things that will be useful for competitive battling, like getting the sets from 6th gen analyses imported, or implementing the mass calcs, or factoring things like Leech Seed and Berry Juice into the % chance to KO.
Last edited: