TuffyMon PvP Simulator
6 members per side · 100 starting HP · Fixed order or CPU shuffle
Updated · Game data
Enter two teams and compare orders
Keep your drafted members, then adjust their send-out order.
Enter two teams to inspect a matchup.
Selected-pair preview
Choose a valid member on each side to inspect damage.
Compare your orders
Enter both teams to compare their orders.
Close estimates: compare another order before choosing.
| Your order | Opponent setting | Simulated battles | Estimated wins (%) | 95% estimate interval | Change from starting order (percentage points) | Survivors / HP | Action |
|---|
One battle, every hit
Each opening member enters at 100 HP. A survivor keeps its remaining HP.
| Round | Acting Pokémon | First hit | Damage (HP) | Your HP | Opposing HP | Knockout / next member |
|---|
Select your drafted Pokémon and drag them into the order you want to test. Choose a fixed opponent order for a known matchup or CPU shuffle to test against a changing order. Run a battle to see every hit, or add another order and compare the estimated win percentages. Keep the same random seed while comparing orders so each faces the same random battle scenarios.
Each compared order uses 10,000 simulated battles by default. Read the estimated wins alongside the 95% estimate interval. When two intervals overlap, try another order before choosing between close estimates. The battle trace shows where a knockout or low surviving HP changes the next matchup.
Damage and first hit
Damage = round(22 × max(type multiplier, 0.25) × (attacking BST ÷ defending BST)^1.5 × random factor).
BST is the member's total base stats. The attacker uses its better attacking type, while both of the defender's types contribute to the matchup. The damage multiplier has a floor of 0.25, so an immunity still allows damage under this rule.
Every hit gets a fresh random factor from 0.9 up to, but excluding, 1.1. Damage rounds to a whole HP amount. For example, Charizard attacking Venusaur deals 41 HP at the lowest random factor.
The current member with the higher BST attacks first each round. Equal BST uses a fresh fair coin each round. Category's Speedster label describes a draft slot; PvP first hit uses BST.
A first-hit knockout ends the round before the defeated member can attack. Use the pair preview to look for an opening that both deals strong damage and acts early enough to finish the opponent.
Choose an order for the full battle
Each member enters with 100 HP. A survivor keeps its remaining HP when the opposing team sends out its next member, and the new arrival starts at 100 HP. Watch the next matchup as well as the opening one.
In an example battle using a random factor of 1 for each hit, Charizard defeats Bulbasaur and keeps 90 HP. Blastoise then arrives with 100 HP, ready to face the wounded Charizard. Starting with a favorable matchup can leave a member alive to damage the next opponent, even when it cannot win that next encounter.
Compare your current order with a version that moves a useful type advantage earlier. Look for a first-hit knockout, then check whether the survivor can help against the next member. Try your high-BST members early when acting first matters, but keep an answer ready for the opponent they face.
Use Suggest an order to compare swaps from your current order and a BST-first starting order. Read the search label and the matchups behind its result, then compare a rearrangement of your own before applying an order.
For the whole-team conditions behind the other battle mode, use the 110-0 Challenge guide and Team Builder.
Playing against a shuffled CPU
The CPU shuffles its team before a PvP battle. Choose CPU shuffle so each simulated battle uses a newly shuffled opposing order, then compare how your candidates handle that variety.
Use Fixed order when you know the opposing sequence, including a local opponent's chosen lineup. After changing that sequence, run the comparison again. Keep the opponent setting visible when choosing an order so the result matches the battle you are preparing for.
