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Pokémon Champions Speed Calculator

This speed calculator computes the exact Speed stat of any form in the loaded Regulation dataset from your level, nature, EV, and IV inputs, then applies stat stages and the supported modifiers — paralysis, Tailwind, and Choice Scarf — with integer math that rounds down at every step. Two sides can be compared to see which moves first; equal Speed is reported as a tie, and Trick Room inverts the order without changing any value.

How it works and what it does not cover

Speed is computed with the documented main-series stat formula: the base stat, IV, and a quarter of the EVs are scaled by level, rounded down, adjusted by nature, then rounded down again. A stat stage between −6 and +6 multiplies the result by the documented ratio, and each supported modifier is applied in sequence with its own round-down step, so the order of effects is always visible in the calculation trace. Paralysis halves Speed, Tailwind doubles the whole party’s Speed while it is active, and Choice Scarf multiplies Speed by 1.5; the scarf’s availability in this Regulation is not officially published, so the tool says so next to the result. Trick Room never changes a Speed value — it only reverses who moves first, and the comparison shows that explicitly. When two calculated Speeds are equal, the documented rule resolves the order randomly, so the tool reports a 50/50 tie and never picks a winner. Modifiers outside the supported set — weather-based abilities such as Swift Swim or Chlorophyll, and items such as Iron Ball — are not invented: selecting one marks the affected side Unknown, because weather existence and these effects in Pokémon Champions are not published. Whether Pokémon Champions matches the documented main-series mechanics exactly is itself Unknown; every result on this page carries the engine and reference-corpus versions so any future correction is traceable. The official level rule is not published either, so level is always your input, never an assumption shown as fact. Use Side A for your own attacker and Side B for the opposing threat, or reverse the pairing when planning from the opponent’s perspective. Level accepts whole numbers from 1 through 100; EV accepts the common 0 to 252 allocation in steps of four; IV accepts 0 through 31. A neutral nature leaves the stat unchanged, a positive nature applies the documented ×1.1 step, and a negative nature applies ×0.9. Stage boosts and drops cover the full −6 to +6 ladder, including the intermediate ratios such as ×1.5, ×2, ×2.5, and ×3 for raised stats, plus the reciprocal fractions for lowered stats. The trace lists each rounded integer after every multiplication, which makes it possible to audit why one side reaches a threshold while the other falls one point short. For a common planning question, compare a fully invested positive-nature form against a slower benchmark with no investment, then toggle Tailwind to see whether the same pairing flips. For a Trick Room plan, leave the values intact and read the reversed verdict instead of editing numbers by hand. For parity checks, mirror both forms across the two sides and confirm that identical inputs produce identical integers. The comparison banner distinguishes three outcomes: Side A first, Side B first, or tie. A tie is not a coin flip performed by the page; it is the documented uncertain state where either combatant may act first. Unknown is also an outcome, not an error. It means at least one selected item, ability, or condition lacks published support in the loaded authority, so the calculator refuses to estimate that side. This fail-closed behavior protects drafts from confident-looking arithmetic that would silently import unverified mechanics. The result keeps team context local: opening the calculator from the Builder stores nothing on a server, and returning to the Builder restores the same on-device draft. No account, upload, cloud sync, server shortener, backend API, or secret is involved. The visible dataset version, engine version, mechanics pack, and reference corpus identify the exact authority used for the answer, which helps a reader reproduce the same result after a data refresh.

Regulations: See the selected Regulation and Data Sources · Data version: M-B dataset v2026.07.31.1 + M-C dataset v2026.09.09.1 · Built/updated: see Data Sources · Coverage: official roster legality, types, base stats, move pools, items, and visible data limits.

Related tools: Showdown Team Analyzer · Team Weakness Calculator · Team Coverage Calculator

Frequently asked questions

Which modifiers does the speed calculator support?

Stat stages from −6 to +6, paralysis (Speed ×½), Tailwind (party Speed ×2 while active), and Choice Scarf (Speed ×1.5). Anything else — including weather-speed abilities and other items — marks the affected side Unknown instead of estimating.

What happens when two Pokémon have the same Speed?

The comparison reports a tie. The documented main-series rule resolves equal Speed randomly (50/50), so the tool shows the tie and never picks a winner for you.

How does Trick Room work in this calculator?

Trick Room is an order rule, not a stat change. Your calculated Speed values stay the same; the comparison simply shows the slower side moving first while Trick Room is active.

Why does the calculator say Unknown for some abilities or items?

Effects that depend on weather or on unpublished interactions are not confirmed for Pokémon Champions. Rather than guess, the calculator marks the result Unknown and names the unsupported effect.

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