POKEMON
COUNTER FINDER

Find the strongest Pokemon to defeat your opponent

Analyzing battle matchups...

Target Pokemon

TOP 10 COUNTERS

YOUR TEAM (UP TO 30)

BATTLE SETTINGS

TARGET POKEMON

Analyzing team matchups...

How Counter Rankings Work

The Counter Finder analyzes every Pokemon available in your selected game and simulates battles against your target. Each potential counter is scored based on multiple factors to determine who would perform best in actual gameplay.

All calculations use the actual damage formulas from the Pokemon games, including type effectiveness, STAB (Same Type Attack Bonus), and stat-based calculations appropriate to the selected game.

Scoring Factors

Pokemon are ranked using a combination of the following factors, listed from highest to lowest priority:

  • Battle Outcome Highest Priority
    Whether the counter can actually win the matchup is the most important factor. A Pokemon that wins will always rank higher than one that loses.
  • KO Speed High Priority
    How quickly the counter can knock out the target. A Pokemon that can 1HKO (one-hit KO) ranks higher than one that needs multiple turns, reducing risk of taking damage.
  • Survivability High Priority
    How much HP the counter has remaining after winning. Pokemon that take less damage during the fight are better positioned for subsequent battles.
  • 🎯
    Reliability Medium Priority
    Whether the KO is guaranteed or depends on damage rolls. Guaranteed knockouts are preferred over those that only happen some percentage of the time.
  • 💥
    Damage Output Medium Priority
    Raw damage percentage dealt to the target. This serves as a tiebreaker when other factors are similar between two Pokemon.

Move Selection

The system only considers moves that each Pokemon can actually learn in the selected game through level-up. This ensures recommendations are practical and achievable without trading or special events.

For each counter, the best available move is automatically selected based on damage output against the specific target, taking into account type effectiveness and whether the move receives STAB.

Battle Simulation & Remaining HP

Each matchup simulates a full battle between the counter and the target to determine the winner and how much HP the counter has remaining afterward.

Target's Counter-Attack

The target Pokemon also gets to attack back using its best available move. The system calculates the target's optimal move against each counter using the same damage formula, considering the target's Attack/Sp. Atk stats and the counter's Defense/Sp. Def stats.

Speed & Turn Order

The faster Pokemon attacks first each turn. This matters because if your counter can knock out the target before getting hit, it takes less damage. A faster counter that can 2HKO will take only one hit, while a slower counter needs to survive two hits before winning.

Remaining HP Calculation

The "HP Left" percentage shows how much health your counter would have after winning the battle. This is calculated by simulating each turn: the faster Pokemon attacks, then the slower one (if still alive), repeating until one faints. Higher remaining HP means the counter is better positioned for the next battle.

Game-Specific Calculations

Different Pokemon games use different damage formulas and mechanics. The calculator automatically adjusts for the selected game:

Legends: Z-A & Legends: Arceus

Uses the unique damage formula from Legends: Arceus, which differs significantly from mainline games. Alpha Pokemon receive appropriate stat boosts when enabled.

Let's Go Pikachu/Eevee

Uses the simplified mechanics from Let's Go games, including their specific stat calculations.

Mainline Games

All other games use the standard damage formula that has been consistent across generations, with level-appropriate stat calculations.

Battle Mechanics Factored In

The battle simulation accounts for many advanced mechanics that affect real Pokemon battles:

Ability Immunities

Pokemon with immunity abilities are properly handled. For example, Levitate grants immunity to Ground moves, Water Absorb blocks Water moves, Flash Fire blocks Fire moves, Volt Absorb blocks Electric moves, and Motor Drive blocks Electric moves. Hidden abilities are noted but not assumed.

Weather Effects

Weather conditions affect damage calculations:

  • Sun: Fire moves deal 1.5x damage, Water moves deal 0.5x damage
  • Rain: Water moves deal 1.5x damage, Fire moves deal 0.5x damage
  • Sandstorm: Rock-type Pokemon get 1.5x Special Defense
  • Snow/Hail: Ice-type Pokemon get 1.5x Defense

Held Items

Common competitive items are supported:

  • Choice Band: 1.5x Attack (Physical moves only)
  • Choice Specs: 1.5x Special Attack (Special moves only)
  • Life Orb: 1.3x damage on all attacks
  • Assault Vest: 1.5x Special Defense
  • Eviolite: 1.5x Defense and Special Defense (for non-fully evolved Pokemon)
  • Expert Belt: 1.2x damage on super effective moves

Priority Moves

Move priority is factored into turn order. High priority moves like Extreme Speed (+2), Quick Attack, Mach Punch, Bullet Punch, Aqua Jet, and Shadow Sneak (+1) will strike first regardless of Speed stats. Low priority moves like Trick Room (-7) and Dragon Tail (-6) always move last.

Status Conditions

Status effects that impact battle calculations:

  • Burn: Physical attack damage is halved (0.5x)
  • Paralysis: Speed is reduced by 50%

Terrain Effects

Terrain set by moves like Electric Terrain or Grassy Terrain affects grounded Pokemon:

  • Electric Terrain: Electric moves deal 1.3x damage
  • Grassy Terrain: Grass moves deal 1.3x damage
  • Psychic Terrain: Psychic moves deal 1.3x damage, blocks priority moves
  • Misty Terrain: Dragon moves deal 0.5x damage

Stat Boosts

Stat stage modifiers from moves like Swords Dance or Dragon Dance are supported. Stages range from -6 to +6, with multipliers from 0.25x (at -6) to 4x (at +6). For example, +1 is 1.5x, +2 is 2x, -1 is 0.67x.

Screens

Defensive screens reduce incoming damage:

  • Reflect: Physical damage reduced to 0.5x
  • Light Screen: Special damage reduced to 0.5x
  • Aurora Veil: Both Physical and Special damage reduced to 0.5x (requires Snow/Hail)

Multi-Hit Moves

Moves that hit multiple times (like Bullet Seed, Pin Missile, Icicle Spear, Rock Blast) calculate damage based on average hit count. Most 2-5 hit moves average 3.1 hits, making a 25-power multi-hit move effectively ~77.5 power on average.

Recoil Tracking

Recoil moves like Brave Bird, Flare Blitz (33% recoil), Head Smash (50% recoil), and Wild Charge (25% recoil) are tracked. While recoil doesn't affect the immediate matchup calculation, it's factored into survivability considerations.