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Calculate damage and firing behavior from the selected move and explicit combat assumptions. Separate per-hit damage, critical expectation and conditional output instead of presenting every emitted projectile as a guaranteed hit.

Wiki configurations and game progress are separate

This original update changes save/cache handling, not the combat catalog, prices, odds or calculator formulas. All 13 tools retain their inputs, calculations, share links and JSON import/export. A Wiki configuration restores tool inputs; it cannot recover an original account’s cloud/browser progress. After game recovery, use the actual restored balance and collection in the planners and tracker.

Current original snapshot and tool model

Original public client eae98df1a1 (version timestamp 4 November 23:19:53 UTC), reviewed 5 November. Comparing complete normalized client modules found 101 unchanged and 13 changed/new modules. Executed catalog comparisons retain 966 Pokémon, 103 moves, 97 evolutions, 4,830 stat checks and 412 move-level transitions; gacha, combat, shop and progression formulas remain unchanged. All thirteen Wiki tools retain calculations, sharing and JSON recovery; use confirmed account balances for planning. Catalog source d567c6da, execution/upload model 5c97df2e, seasonal rules f7fbcfc4 and calendar d667c216 remain separately versioned.

The game embedded here remains the independent survivorpoke.com/play/ release 3667bcad81 with selected f7 seasonal changes; Community calculations retain their own fixed model. The new original account service and online-pull behaviour have not been deployed into that embedded game by this Wiki update. These versions must not be treated as identical.

Calendar and calculator versions

Pokémon, move levels, evolutions and legal learnsets stay at d567c6da; seasonal combat/rewards stay at f7fbcfc4 and damage/buff execution at 5c97df2e. Only the calendar is updated to d667c216. New planners use the extended window; old f7 calendar shares retain the former November 2 midnight end and show a calendar selector. The original public bundle 01d06d8e0c matched immutable d667c216 on October29. The embedded game remains a separate observed3667bcad81 build declaring selective f7 adaptation; this Wiki does not change it or claim that its calendar was extended. Community calculations remain fixed395a0e47/build559ca0a7c8.

Which version does this use?

Latest original execution rules: 5c97df2e (October 27); reviewed October 28. Pokémon, move, evolution and legal-learning data remain d567c6da; Halloween stays f7fbcfc4. All 13 tools are retained. New original calculations use the independent equipment pool and corrected buff transition. Previously versioned shares without an execution pin retain d567c6da behavior and display that pin; use Recalculate with current rules to migrate deliberately. Community remains its separate fixed snapshot and keeps its own rules. The iframe remains https://survivorpoke.com/play/. Source tests and projections do not establish that both live games behave identically. Public bytes observed October 28 match embedded build 3667bcad81, declared selective upstream f7fbcfc4. The Community calculator is the fixed 395a0e47 snapshot (build marker 559ca0a7c8), not a reproduction of that current embedded build.

Assault Vest: 70% card pool, 80% final cap

In original 5c97df2e, permanent Defense (2 percentage points per level, at most 8 levels) and Armor cards (6 points each) share a 70% pool. Assault Vest adds 20 points in a separate equipment pool; temporary defense is added too, then total reduction is capped at 80%. At 12 Armor cards, reduction is 70% without the vest and 80% with it; removing the vest leaves 70%. Active melee then separately multiplies incoming damage by 0.75. Pure damage and rescue checks keep their own rules. No HP regeneration is granted.

Keep the stronger temporary speed boost

Weak Armor, Steadfast and Rattled now use the corrected shared buff transition. Let n=min(incoming stack cap, old stacks+1). If old stacks × old amount is strictly greater than n × incoming amount, keep the old stacks/amount and the longer duration. Otherwise replace with n, the incoming amount and incoming duration; equality can shorten the timer. Example: Agility 3×10%, 1 second left, then Weak Armor 1×20% for 3 seconds → keep 3×10% for 3 seconds. Agility 5×10%, 7 seconds left, then Rattled 1×25% for 4 seconds → keep 5×10% for 7 seconds. The tool event sample computes the resulting stacks and multiplier; current DPS still uses the active buffs you entered, not hypothetical future hits.

Upload cap, separate from combat damage

For the original client’s score field, use t = integer run seconds clamped to 1–86,400. Before t = 1,800, uploaded damage is 0. From t = 1,800, it is max(0, min(floor(cumulative credited damage), (t − 1,799) × 50,000)). Thus the limits are 50,000 at 30:00 and 5,050,000 at 31:40. The cap uses total run time, even if Judgment began late. It also covers Halloween Gengar because that encounter uses the same score field and submission path. This does not cap damage per hit, DPS or the in-run display; enter the cumulative credited score, not raw DPS multiplied by time.

Which game version does this describe?

Latest original execution rules: 5c97df2e (October 27); reviewed October 28. Pokémon, move, evolution and legal-learning data remain d567c6da; Halloween stays f7fbcfc4. All 13 tools are retained. New original calculations use the independent equipment pool and corrected buff transition. Previously versioned shares without an execution pin retain d567c6da behavior and display that pin; use Recalculate with current rules to migrate deliberately. Community remains its separate fixed snapshot and keeps its own rules. The iframe remains https://survivorpoke.com/play/. Source tests and projections do not establish that both live games behave identically. Public bytes observed October 28 match embedded build 3667bcad81, declared selective upstream f7fbcfc4. The Community calculator is the fixed 395a0e47 snapshot (build marker 559ca0a7c8), not a reproduction of that current embedded build.

Great Gengar at Judgment

An event run replaces the minute-30 Arceus presentation with a giant Witch Gengar. The fight may wait for a Rift or card choice to finish. Gengar is fixed Ghost-type with its own base Defense and Special Defense, not an Arceus Plate selection. It remains an invincible score target: credited hit damage is scaled by 0.05 ÷ (1 + arena seconds ÷ 150), without reducing its HP, and control/status effects are suppressed. Automatic targeting skips Gengar while summoned legendary enemies live, but area attacks and projectiles that actually collide can still score hits. The same damage leaderboard is used. Legendary reinforcements always exclude Arceus #493, even in this Gengar run. Existing contact escalation, player speed cap, five-second reinforcement schedule and 35-minute item break remain; this is not an ordinary capturable Gengar boss.

Source versions used here

Pokémon, move levels, evolutions and legal learnsets stay at d567c6da; seasonal combat/rewards stay at f7fbcfc4 and damage/buff execution at 5c97df2e. Only the calendar is updated to d667c216. New planners use the extended window; old f7 calendar shares retain the former November 2 midnight end and show a calendar selector. The original public bundle 01d06d8e0c matched immutable d667c216 on October29. The embedded game remains a separate observed3667bcad81 build declaring selective f7 adaptation; this Wiki does not change it or claim that its calendar was extended. Community calculations remain fixed395a0e47/build559ca0a7c8.

Judgment keeps every local player inside the arena

Judgment now clamps the local player after each update, including guests, to a radius of (24−1.4)=22.6 tiles from the arena center. High speed no longer allows survival outside the arena. Enemy and Arceus target selection also skips silent teammates. Plate probabilities, damage-credit scaling, legendary growth, item-break timing and all move/stat formulas are unchanged by these two commits.

Co-op choices and guest weather

Guests now repeat their choice-round number and item/Bond hold state in every normal frame. A lost “finished choosing” notice can recover on the next frame instead of freezing everyone; older clients still use their notices. Drought, Drizzle, Sand Stream and Snow Warning can now request weather as a guest. Each local summon ability checks at the start and every 180 active seconds, starts 60 seconds of weather only when none is active, and the host validates the weather ID and accepts a guest request at most once per 60 seconds. These fixes change whether weather starts, not its damage/type multipliers: select the weather actually present in the calculator.

Read the end-of-run damage summary

The original now shows an end-of-run summary for solo and co-op, with a tab for each available teammate snapshot. Each attack lists actual credited damage and displayed DPS = damage ÷ max(5, run seconds − learned-at seconds), rounded for display. Example: 12000 damage at time 900 from a move learned at 300 gives 20/s, not 12000/900. Support moves show a dash; total damage sums damaging moves currently listed. The transmitted snapshot has up to eight moves, rounds time/damage, refreshes about every 5 seconds and is also included at run end, so a disconnected teammate can have an older snapshot. This is observed-run accounting, separate from the Wiki calculator’s conditional output or Arceus team ranking damage.

Which edition and source this covers

The behavior notes cover original source d567c6da..680c3e12 (7 commits), release marker 6b6bde6e28. Entity values, move/evolution rules and numerical calculator formulas remain those extracted at d567c6da; player/game edits add weather activation, input and summary behavior. All 13 tools retain their abilities. The embedded community edition and the Wiki’s local collection/share state are independent; original account, cloud and ranking fixes do not automatically apply to them. Original source tests use isolated mocks, not real player accounts.

Arceus Plates and Judgment damage scoring

Original rules at d567c6da: Judgment Arceus is invincible but takes damage credit. Its random Plate is one of 17 non-Normal types (1/17 each). Auto-targeting prefers living legendary bosses; area attacks can still hit Arceus. Credit multiplier = 0.05/(1+arena seconds/150), rounded per hit with a minimum of 1. It loses no HP and is immune to status; Hex receives no status bonus. Playable and ordinary-rift Arceus remain separate encounters.

Legendary damage growth

Judgment legends grow HP ×1.25 and contact/projectile damage ×1.15 per spawn, starting at index 0. Burn ticks every 0.5 s for 3 s; poison every 0.6 s for 4 s. On these legends, either deals round(1.5 × stacks), minimum 1 per nonzero tick, rather than ordinary HP-based poison. They drop XP only, with no orbs. At game 35:00, item destruction waits for the current cast/next action, then warns for 1.6 s before unequipping. Select “already broken” only once that happens; collection ownership is retained.

Current evolved attacks

All 97 original evolved moves now display their base localized name followed by “ +”. Requirements and evolution modifiers stay the same; previous names remain searchable aliases. Meteor Mash is now damage 24, radius 48 and knockback 70 (previously 34/54/80); cooldown 1.4 s and count 2 are unchanged. Every level and evolved output is calculated from this updated base.

Kecleon Shop: natures, abilities & TMs

Earlier source snapshot: Original game ce578531 (21 October 2026). These are original-version rules; the embedded independent game has its own update history. Neutral nature and “ignore ability” are comparison assumptions, not your account’s rolled traits.

HP, weather and target conditions are explicit inputs. Ability startup precedes cards/items. Frame-based random/proc effects are reported separately; sustained DPS still needs your hit/occupancy assumptions. Hustle expectation averages rounded weak/normal branches. Absorb/dodge grant 0.3s invulnerability; pure damage bypasses them.

The ordinary critical multiplier is1.5; Sniper changes it to2. Critical-chance abilities add to the permanent critical chance before expected damage is calculated.

Current category and defense calculations

At level 1, Gengar’s Shadow Ball uses special attack: 19 × 1.42 = 26.98, rounded to 27 against a neutral type and Special Defense 75. Five physical stacks do not change it; five special stacks of 0.13 give 44.517, rounded to 45. Lick uses physical attack: 14 × 1.06 = 14.84, rounded to 15. As a mono-type check, Scorbunny’s level-1 Ember is 18 × 0.92 × 1.2 = 19.872 before modifiers (20 rounded against a neutral target with Defense 75); dual-type Pokémon do not get this bonus. Target damage is multiplied by clamp((75 / max(5, defense))^0.35, 0.78, 1.25), using Defense for physical and Special Defense for special attacks.

Nasty Plot is available in the shared Normal learn pool for every Pokémon. At level 1 it grants 13% special attack per stack, up to five stacks, lasting 7 seconds with a 0.85-second cooldown. At level 5: 25.48% per stack, cap seven, duration 10.5 seconds; it has no evolution. Enter the stacks actually active, rather than treating a listed support as automatically fully stacked. At 240,000 target HP, one poison stack uses 120,000 effective HP and ticks for 1,441 every 0.6 seconds.

October 19 moves: current data and tools

The database and tools use reviewed source d567c6da: 966 Pokémon, 103 base moves and 97 evolutions. The October 19 update added 38 attacks and their evolutions; Nasty Plot belongs to the earlier physical/special update and is also included. Move pages show initialized level values and the exact required evolution card.

Eight new behaviors are supported: homing, bouncing, charged beams, repeated spins, advancing quake blasts, pulling vortices, shove waves and warned stun zones. Single-hit damage, actual contacts, cast timing and time in range are separate inputs to conditional damage. Draining Kiss also heals. Bosses can resist control; control strength is not damage.

Earlier calculator snapshot (d567c6da)

The calculator catalog uses source snapshot d567c6da: 966 Pokémon, 103 base moves and 97 evolutions. Its combat model was checked against the fixed original source commit d567c6da. Damage uses physical or special attack and the matching target defense; a single-type Pokémon gets a ×1.2 bonus when its move matches that type. Physical and special buffs stay separate. The model also covers the current poison rule and Judgment speed/contact scaling. Existing links restore their inputs and recalculate with these rules; old results may change. The original twelve tools and the new three-choice helper are available: thirteen tools in total. Local records, import/export and sharing remain available.

What to do

  • Select the actual base move, level and evolution.
  • Set target types and weather intensity.
  • Use realistic hits, lifetime or enemy counts and compare the breakdown.

Numbers & conditions

Move level modifiers apply in order, then player attack, type, weather and relevant item effects. Critical damage is ×1.5. Behaviors such as chain, orbit, turret and trail use their own repeated-hit or lifetime rules.

Common mistakes

The calculator cannot observe your run or guarantee hit frequency. A conditional estimate should be shared with its scenario inputs.

Original and embedded edition

These additions apply to the pinned original release 1a52cc838c. The embedded community game uses its separate published rules snapshot: its Meteor Mash and legacy evolution names are retained by the Community model, and the new original-only Orbs, Plate scoring and item-break assumptions are not applied to it.

Tools

Related pages

Game data & sources

The linked game files show where these stats, costs and rules come from. Updates to the game may change them.

Data version: d567c6da

Data version →

Kecleon Shop: natures, abilities & TMs

Choose your Pokémon’s nature and ability, then add only moves it has learned. Kecleon Shop explains how to change these traits and learn TM moves.