Stats apply nature, permanent upgrades, run cards, explicit active support stacks, ability and held-item effects according to the pinned game source.
HP
88
Physical Attack
0.99
Special Attack
1.03
Defense
43
Special Defense
50
Movement speed
105
Cooldown remaining (%)
100
Damage reduction (%)
0
HP regeneration / s
0
Critical chance (%)
0
Pickup radius
78
Experience multiplier
1
Coin multiplier
1
Incoming damage multiplier
1
Dodge probability
0
Healing multiplier
1
Ember
1 · Active
Fire · Special · Level 1
Damage
Normal hit
22
Critical hit
33
Expected per hit
22
Cooldown (s)
0.52
Conditional DPS
—
Burn per tick (0.5 s)
2
Poison per tick (0.6 s)
0
Healing per hit (HP)
0
Factors
Type
1
Defense
1
Single-type bonus
1.2
Weather
1
Status condition bonus
1
Judgment score target
1
Critical probability
0
Ability
1
Projectile: one collision; projectile count is not guaranteed target hits.
Burn is a separate tick every 0.5 seconds for 3 seconds; stacks cap at 8 and refresh on application.
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How to use the planner
Choose a partner, declare learned TMs, then arrange up to four moves in each group. Only the active group contributes output. Set cards separately from purchased permanent upgrades.
Damage, score and timing
Damage uses the selected target and explicit conditions. Enter actual hits, coverage and cast interval to enable conditional DPS. Projectile counts, area and piercing do not imply extra hits. Judgment reports score, not HP damage. Status damage and healing remain separate.
Per-hit damage uses move power × attack × single-type bonus × type × defense × weather × conditional effects. Each random/critical branch is rounded separately before probability weighting.
Planner questions
Does this read my game save?
No. Inputs are stored only when you choose Save. Sharing contains inputs, and calculations use the pinned source version.
Why is conditional DPS blank?
Choose a valid active build and enter measured target hits plus a measurement interval, or contact time for a supported repeated attack. The tool does not assume that every projectile hits.
Does checking Evolved evolve the move in game?
No. It records an evolution you have selected. Maximum move level and the exact run card are prerequisites; you still need to choose the offered evolution card in game.