1. Sync pair and move
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Compare offensive indices
Sorted by offensive index. Use consistent moves, training, allied modifiers, and target counts.
Assumptions and instructions +
Offensive index = modified move power × Attack / Sp. Atk × offensive modifiers such as sync buffs. It excludes enemy Defense / Sp. Def, stat ranks, damage reduction, enemy sync buffs, and random rolls. Critical-hit and damage immunity rules are included. This is a single-hit index; setup actions, repeated attacks, and optimal three-pair teams require separate evaluation.
Base stats use the recorded Lv. 200 values without potential increases or grid tiles. Enter stats without grid bonuses and use the stat bonus field for gear. Selected grid bonuses are added separately. Move levels 1–5 adjust move power.
Apply weather and terrain / zone modifiers only when they match the selected move type. Select grid tiles on the board and manually total other applicable passive increases. Move-specific multipliers have a separate field. Check buddy move activation conditions in-game.
When HP is entered, the estimated number of hits assumes the same move lands under the same conditions each time. It does not optimize setup, enemy actions, survival, healing, or time limits.
Gym Battle opponent stats and special rules are not automatically filled in. A shared placeholder stat can compare candidates, but actual KO estimates need the enemy's HP and Defense / Sp. Def.
Fixed damage, unusual stat references, and exceptional effects are not detected automatically. Check the original effect and enter the required stats and modifiers.
The base formula refers topublished damage measurementsandthe numerical rules of an open calculator. Published measurement examples have been checked, but in-game verification of every current sync pair is incomplete.