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Finally, a small bonus for faster attacker moves is added based on how much faster the move is than the dodge flash. In addition, if the attacker is using either super effective or not effective attacks, there is an additional 25% penalty to dodging, dropping the success rate to 37.5% to 67.5%. Dodges vary from 50% success rate for a fast 1-second move to 90% success rate for a slow 3.5-second move.
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This is the actual equation used:ĭeaths (5 + attacker HP/2/20) + last attacker damage taken/20 = Result. We represent a revive as 5 potions (reason: because we say so). We use a basic, 20 HP potion as a baseline potion. This tells you how much it takes to revive the health of your Pokemon after going after a raid boss. Time to Win weighting is explained further in the article Since that article was written, the formula has gotten more advanced, with different Time to Win targets for each situation. 2 seconds is added for each time the Pokemon fainted. Shows the amount of time it would take for the Pokemon to win. 75% means it died after only doing 75% of the target’s health. 250% means it would kill it 2 times and then die halfway through the 3rd attempt. Raid size 8Ī percent that represents how many times a Pokemon would kill another.
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