Exp Calculator Pokemon

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Pokemon EXP Calculator

Calculate experience points required to reach level 100 based on EXP groups.

Erratic (e.g., Nincada, Milotic) Fast (e.g., Jigglypuff, Clefairy) Medium Fast (e.g., Starters, Pidgey) Medium Slow (e.g., Mew, Bulbasaur) Slow (e.g., Legendary Birds, Dratini) Fluctuating (e.g., Breloom, Seviper)
Current Total EXP: 0
Target Total EXP: 0
EXP Required to Level Up: 0
Approx. Chansey Wins (Blissey Bases): 0

Understanding Pokemon Experience Points Mechanics

In the world of Pokemon, leveling up is the primary method for making your team stronger. However, not all Pokemon grow at the same rate. The amount of Experience Points (EXP) required to reach Level 100 varies significantly depending on the species' Experience Group. This calculator helps trainers determine exactly how much EXP they need to bridge the gap between their current level and their target goal.

The 6 Experience Groups

Every Pokemon species belongs to one of six growth curves. Knowing which group your Pokemon belongs to is essential for planning your training regimen.

1. Erratic

This is a highly volatile curve. Pokemon in this group level up slowly at lower levels, very quickly in the mid-range, and then extremely slowly at high levels. It requires only 600,000 EXP to reach Level 100, making it technically the "fastest" to max out, but the journey from 90 to 100 is difficult.

2. Fast

Pokemon in this group require 800,000 EXP to reach Level 100. They grow consistently quickly throughout their training. Many "fairy-like" Pokemon fall into this category.

3. Medium Fast

The standard growth rate. Most starter Pokemon and common route Pokemon fall here. It requires 1,000,000 EXP to reach Level 100. The formula is a simple cubic function.

4. Medium Slow

These Pokemon level up quickly at first but slower later on. It requires 1,059,860 EXP to reach Level 100. This is the only group with a leveling curve that dips into negative numbers if the formula were applied below level 2 (though in-game it is clamped to 0).

5. Slow

Common among pseudo-legendaries like Dragonite and Tyranitar, as well as Legendary Pokemon. These require 1,250,000 EXP to reach Level 100, making them significantly harder to train than starters.

6. Fluctuating

Similar to Erratic, but generally harder. These Pokemon level up slowly early on, fast in the middle, and slow again at the end. They require 1,640,000 EXP to reach Level 100, the highest amount in the game.

How EXP is Calculated

The math behind Pokemon leveling uses cubic functions. For example, the formula for the Medium Fast group is simply:

EXP = Level³

However, groups like Fluctuating use complex piecewise functions that change depending on the level range. For instance, below level 15, the formula incorporates a modifier: Level³ * ((Level + 1) / 3 + 24) / 50.

Training Tips

  • Lucky Egg: Holding a Lucky Egg boosts EXP gained from battle by 50%.
  • Traded Pokemon: Pokemon obtained via trade gain 1.5x EXP (or roughly 1.7x if from a different language game).
  • Rare Candies: Instant level ups are best used at high levels (90+) where the EXP requirement per level is highest, especially for Erratic and Slow groups.
function calculatePokemonExp() { var expGroup = document.getElementById('expGroup').value; var currentLevel = parseInt(document.getElementById('currentLevel').value); var targetLevel = parseInt(document.getElementById('targetLevel').value); // Input Validation if (isNaN(currentLevel) || isNaN(targetLevel)) { alert("Please enter valid numbers for levels."); return; } if (currentLevel 100) currentLevel = 100; if (targetLevel 100) targetLevel = 100; // Ensure input fields reflect the clamped values document.getElementById('currentLevel').value = currentLevel; document.getElementById('targetLevel').value = targetLevel; if (currentLevel >= targetLevel) { alert("Target Level must be higher than Current Level."); document.getElementById('resultsArea').style.display = 'none'; return; } var currentTotalExp = getExpAtLevel(currentLevel, expGroup); var targetTotalExp = getExpAtLevel(targetLevel, expGroup); var expNeeded = targetTotalExp – currentTotalExp; // Estimation of Blissey kills (approx 3000-4000 exp per kill in modern games with buffs) var avgBlisseyExp = 3500; var chanseyWins = Math.ceil(expNeeded / avgBlisseyExp); // Display Results document.getElementById('currentExpDisplay').innerText = formatNumber(currentTotalExp); document.getElementById('targetExpDisplay').innerText = formatNumber(targetTotalExp); document.getElementById('expNeededDisplay').innerText = formatNumber(expNeeded); document.getElementById('chanseyDisplay').innerText = formatNumber(chanseyWins); document.getElementById('resultsArea').style.display = 'block'; } function formatNumber(num) { return num.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ","); } function getExpAtLevel(level, group) { if (level <= 1) return 0; var n = level; var exp = 0; switch (group) { case 'fast': // Formula: 4n^3 / 5 exp = (4 * Math.pow(n, 3)) / 5; break; case 'medium_fast': // Formula: n^3 exp = Math.pow(n, 3); break; case 'medium_slow': // Formula: 1.2n^3 – 15n^2 + 100n – 140 exp = (1.2 * Math.pow(n, 3)) – (15 * Math.pow(n, 2)) + (100 * n) – 140; break; case 'slow': // Formula: 5n^3 / 4 exp = (5 * Math.pow(n, 3)) / 4; break; case 'erratic': // Piecewise function if (n = 50 && n = 68 && n = 98 && n <= 100) { exp = (Math.pow(n, 3) * (160 – n)) / 100; } break; case 'fluctuating': // Piecewise function if (n = 15 && n = 36 && n <= 100) { var p = Math.floor(n / 2); exp = (Math.pow(n, 3) * (p + 32)) / 50; } break; } return Math.floor(exp); }

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