Pokemon Renegade Platinum Damage Calculator

Pokemon Renegade Platinum Damage Calculator

Welcome to the ultimate tool for strategizing your battles in Pokémon Renegade Platinum! This calculator helps you predict the damage your Pokémon will deal to opponents, taking into account crucial factors like stats, move power, type effectiveness, abilities, and held items. Master the challenging difficulty of Renegade Platinum by understanding your damage output!

Renegade Platinum, a fan-made ROM hack of Pokémon Platinum, is renowned for its significantly increased difficulty, rebalanced Pokémon, and expanded movepools. Knowing exactly how much damage your attacks will inflict is paramount to success, allowing you to plan your turns, identify KOs, and optimize your team's offensive potential.

Use the fields below to input the details of your attacking Pokémon, the move it's using, and the defending Pokémon. The calculator will then provide a damage range, helping you make informed decisions in your playthrough.

Attacker Details




Normal Fire Water Grass Electric Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon Steel Dark
None Normal Fire Water Grass Electric Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon Steel Dark
None Choice Band Choice Specs Life Orb Expert Belt Muscle Band Wise Glasses Plate (Type-boosting)
None Adaptability Blaze (HP < 1/3) Guts (Statused) Huge Power Hustle Overgrow (HP < 1/3) Pure Power Swarm (HP < 1/3) Technician (BP ≤ 60) Torrent (HP < 1/3)

Move Details


Normal Fire Water Grass Electric Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon Steel Dark
Physical Special

Defender Details



Normal Fire Water Grass Electric Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon Steel Dark
None Normal Fire Water Grass Electric Ice Fighting Poison Ground Flying Psychic Bug Rock Ghost Dragon Steel Dark
None Reflect (Physical) Light Screen (Special)

Understanding the Damage Formula

The core damage formula in Pokémon (Generation 4, which Renegade Platinum is based on) is:

Damage = (((((2 * Level / 5) + 2) * BasePower * AttackStat / DefenseStat) / 50) + 2) * Modifiers

Let's break down the "Modifiers" and how they are applied:

  • Level: The attacker's level. Higher level means more damage.
  • Base Power (BP): The inherent strength of the move.
  • AttackStat / DefenseStat: The relevant offensive stat of the attacker (Attack for Physical, Special Attack for Special) divided by the relevant defensive stat of the defender (Defense for Physical, Special Defense for Special).
  • STAB (Same-Type Attack Bonus): If the move's type matches one of the attacker's types, damage is multiplied by 1.5.
  • Type Effectiveness: Based on the move's type against the defender's type(s). Can be 0 (no effect), 0.25, 0.5 (not very effective), 1 (normal), 2 (super effective), or 4 (double super effective).
  • Critical Hit: If a critical hit occurs, damage is multiplied by 1.5 (in Gen 4).
  • Random Variance: Damage is always multiplied by a random number between 0.85 and 1.00 (inclusive), meaning there's a slight range in damage output.
  • Held Items: Many items boost damage. Examples include:
    • Choice Band (Physical) / Choice Specs (Special): 1.5x boost, but locks the user into one move.
    • Life Orb: 1.3x boost, but user loses 1/10th of max HP after attacking.
    • Expert Belt: 1.2x boost if the move is super effective.
    • Muscle Band (Physical) / Wise Glasses (Special): 1.1x boost.
    • Plates (e.g., Earth Plate): 1.2x boost for moves of their specific type.
  • Abilities: Certain abilities significantly impact damage:
    • Adaptability: Increases STAB from 1.5x to 2x.
    • Huge Power / Pure Power: Doubles the Pokémon's Attack stat.
    • Technician: Boosts moves with 60 Base Power or less by 1.5x.
    • Guts: Boosts Attack by 1.5x if the Pokémon has a status condition (Burn, Poison, Paralysis, Sleep, Freeze). (Burn's physical attack reduction is ignored).
    • Hustle: Boosts Physical Attack by 1.5x but reduces accuracy by 0.8x.
    • Blaze / Torrent / Overgrow / Swarm: Boosts Fire/Water/Grass/Bug moves by 1.5x when HP is 1/3 or less.
  • Status Conditions: A burned attacker's physical damage is halved (0.5x), unless they have Guts.
  • Screens: Reflect halves physical damage, and Light Screen halves special damage.

Example Calculation: Garchomp's Earthquake on Infernape

Let's use the default values in the calculator:

  • Attacker: Garchomp (Level 75, Attack 280, Ground/Dragon type)
  • Move: Earthquake (Ground, Physical, 100 Base Power)
  • Defender: Infernape (Level 75, Defense 180, Fire/Fighting type)
  • Held Item: None
  • Ability: None
  • Critical Hit: No
  • Attacker Burned: No
  • Defender Screen: None

Breakdown:

  • Base Damage Calculation: Using the formula with Level 75, BP 100, Attack 280, Defense 180.
  • STAB: Earthquake is Ground type, Garchomp is Ground type. So, 1.5x STAB.
  • Type Effectiveness: Ground vs. Fire is 2x. Ground vs. Fighting is 1x. Total effectiveness: 2 * 1 = 2x.
  • Other Modifiers: No critical hit, no item, no ability, no burn, no screen.

The calculator will show a damage range based on these inputs, demonstrating how powerful a STAB, super-effective Earthquake from Garchomp can be against Infernape!

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border-radius: 4px; font-size: 16px; cursor: pointer; margin-top: 20px; } .calculator-form button:hover { background-color: #0056b3; } #resultOutput { margin-top: 20px; padding: 10px; background-color: #e9f7ef; border: 1px solid #d4edda; border-radius: 4px; color: #155724; font-size: 1.1em; text-align: center; } .pokemon-damage-calculator p { line-height: 1.6; color: #666; } .pokemon-damage-calculator ul { list-style-type: disc; margin-left: 20px; color: #666; } .pokemon-damage-calculator ul li { margin-bottom: 5px; } var typeChart = { "Normal": {"Rock":0.5, "Ghost":0, "Steel":0.5}, "Fire": {"Fire":0.5, "Water":0.5, "Grass":2, "Ice":2, "Bug":2, "Rock":0.5, "Dragon":0.5, "Steel":2}, "Water": {"Fire":2, "Water":0.5, "Grass":0.5, "Ground":2, "Rock":2, "Dragon":0.5}, "Grass": {"Fire":0.5, "Water":2, "Grass":0.5, "Poison":0.5, "Ground":2, "Flying":0.5, "Bug":0.5, "Rock":2, "Dragon":0.5, "Steel":0.5}, "Electric": {"Water":2, "Grass":0.5, "Electric":0.5, "Ground":0, "Flying":2, "Dragon":0.5}, "Ice": {"Fire":0.5, "Water":0.5, "Grass":2, "Ice":0.5, "Ground":2, "Flying":2, "Dragon":2, "Steel":0.5}, "Fighting": {"Normal":2, "Ice":2, "Poison":0.5, "Flying":0.5, "Psychic":0.5, "Bug":0.5, "Rock":2, "Ghost":0, "Dark":2, "Steel":2}, "Poison": {"Grass":2, "Poison":0.5, "Ground":0.5, "Rock":0.5, "Ghost":0.5, "Steel":0}, "Ground": {"Fire":2, "Electric":2, "Grass":0.5, "Flying":0, "Poison":2, "Bug":0.5, "Rock":2, "Steel":2}, "Flying": {"Electric":0.5, "Grass":2, "Fighting":2, "Bug":2, "Rock":0.5, "Steel":0.5}, "Psychic": {"Fighting":2, "Poison":2, "Psychic":0.5, "Dark":0, "Steel":0.5}, "Bug": {"Fire":0.5, "Grass":2, "Fighting":0.5, "Poison":0.5, "Flying":0.5, "Psychic":2, "Ghost":0.5, "Dark":2, "Steel":0.5}, "Rock": {"Fire":2, "Ice":2, "Fighting":0.5, "Ground":0.5, "Flying":2, "Bug":2, "Steel":0.5}, "Ghost": {"Normal":0, "Psychic":2, "Ghost":2, "Dark":0.5, "Steel":0.5}, "Dragon": {"Dragon":2, "Steel":0.5}, "Steel": {"Fire":0.5, "Water":0.5, "Electric":0.5, "Ice":2, "Rock":2, "Steel":0.5}, "Dark": {"Fighting":0.5, "Psychic":2, "Ghost":2, "Dark":0.5} }; function getTypeEffectiveness(moveType, defenderType1, defenderType2) { var effectiveness = 1; if (typeChart[moveType] && typeChart[moveType][defenderType1] !== undefined) { effectiveness *= typeChart[moveType][defenderType1]; } if (defenderType2 !== "None" && typeChart[moveType] && typeChart[moveType][defenderType2] !== undefined) { effectiveness *= typeChart[moveType][defenderType2]; } return effectiveness; } function calculateDamage() { var attackerLevel = parseFloat(document.getElementById("attackerLevel").value); var attackerAttackStat = parseFloat(document.getElementById("attackerAttackStat").value); var attackerSpecialAttackStat = parseFloat(document.getElementById("attackerSpecialAttackStat").value); var defenderDefenseStat = parseFloat(document.getElementById("defenderDefenseStat").value); var defenderSpecialDefenseStat = parseFloat(document.getElementById("defenderSpecialDefenseStat").value); var moveBasePower = parseFloat(document.getElementById("moveBasePower").value); var moveType = document.getElementById("moveType").value; var moveCategory = document.getElementById("moveCategory").value; var attackerType1 = document.getElementById("attackerType1").value; var attackerType2 = document.getElementById("attackerType2").value; var defenderType1 = document.getElementById("defenderType1").value; var defenderType2 = document.getElementById("defenderType2").value; var isCriticalHit = document.getElementById("isCriticalHit").checked; var attackerHeldItem = document.getElementById("attackerHeldItem").value; var attackerAbility = document.getElementById("attackerAbility").value; var isAttackerBurned = document.getElementById("isAttackerBurned").checked; var defenderScreen = document.getElementById("defenderScreen").value; // Input validation if (isNaN(attackerLevel) || attackerLevel 100 || isNaN(attackerAttackStat) || attackerAttackStat < 1 || isNaN(attackerSpecialAttackStat) || attackerSpecialAttackStat < 1 || isNaN(defenderDefenseStat) || defenderDefenseStat < 1 || isNaN(defenderSpecialDefenseStat) || defenderSpecialDefenseStat < 1 || isNaN(moveBasePower) || moveBasePower 1) { finalModifier *= 1.2; } else if (attackerHeldItem === "Muscle Band" && moveCategory === "Physical") { finalModifier *= 1.1; } else if (attackerHeldItem === "Wise Glasses" && moveCategory === "Special") { finalModifier *= 1.1; } else if (attackerHeldItem === "Plate") { // Generic plate, assumes it matches move type finalModifier *= 1.2; } // Ability Modifiers (non-stat based) if (attackerAbility === "Technician" && moveBasePower <= 60) { finalModifier *= 1.5; } else if ((attackerAbility === "Blaze" && moveType === "Fire") || (attackerAbility === "Torrent" && moveType === "Water") || (attackerAbility === "Overgrow" && moveType === "Grass") || (attackerAbility === "Swarm" && moveType === "Bug")) { // Assuming HP is low for these abilities to activate finalModifier *= 1.5; } // Attacker Burned (only affects physical attacks, unless Guts) if (isAttackerBurned && moveCategory === "Physical" && attackerAbility !== "Guts") { finalModifier *= 0.5; } // Defender Screens if (defenderScreen === "Reflect" && moveCategory === "Physical") { finalModifier *= 0.5; } else if (defenderScreen === "Light Screen" && moveCategory === "Special") { finalModifier *= 0.5; } // Apply final modifier damage *= finalModifier; // Random Variance (0.85 to 1.00) var minDamage = Math.floor(damage * 0.85); var maxDamage = Math.floor(damage * 1.00); document.getElementById("resultOutput").innerHTML = "Predicted Damage: " + minDamage + " – " + maxDamage + " HP"; }

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