Select a Pokémon
Database-powered roster
Database-powered roster
Database-powered roster
Choose both Pokémon and their moves. Choose both Pokémon and their moves to generate a matchup preview.
Deterministic 1v1 simulation with automatic charged moves and shields.
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Fast Moves, Charged Moves, shields, Disguise breaks, CMP events, and the final knockout on one shared timeline.
Add Pokémon on both sides, then generate the matrix.
Current battle: —
Estimated remaining time: —
This Pokémon will battle every target.
Pick a Pokémon and target pool, then simulate.
Current battle: -
Battle rating distribution for the selected Pokémon.
Add exactly 3 Pokémon per side, then simulate.
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PVPium Battle Simulator compares configured Pokémon matchups using the league, Pokémon, IVs, level, moves, Shadow setting, shields, and AI strategy you select. Choose Single Battle for one matchup, Matrix Battle for a two-sided matchup table, Multi Battle to compare one Pokémon against a target pool, or Team Battle to simulate two three-Pokémon teams.
Single Battle and Multi Battle let you choose a Pokémon, its Attack, Defense, and HP IVs (each entered from 0 to 15), level, Fast Move, and up to three Charged Moves where an extra slot is available for an eligible Mega. You can set Shadow status, Great, Ultra, or Master League, shields for each side, and a strategy. Matrix rows can be added or imported; Team Battle requires exactly three ready Pokémon on each side. The simulator starts each fighter at zero energy.
Single Battle runs one configured matchup and provides a timeline and battle log. Matrix Battle simulates every pairing between the left and right lists, shows each left-side Battle Rating, winner, remaining HP and energy in the cell details, and can export the table as CSV. The lists can be entered manually, imported, loaded from a ranking list, or filled with the league defaults.
Multi Battle runs the chosen Pokémon against each target from a ranking list (top 50 or all listed) or the league-default pool. Results can be sorted by rating and exported; the summary shows rating distribution, average rating, and win/loss/draw counts. Invalid or unavailable targets may be skipped. Team Battle runs two teams of exactly three with a chosen team shield count and shows the winner, each member’s remaining HP and energy, shields remaining, battle flow, and duration. It applies a 60-second switch cooldown.
Core AI uses a dedicated local battle engine. Its Charged Move Baiting setting can be Off, Selective, or On. In Team Battle, PVPium manages the 3v3 roster and switches while the dedicated engine resolves each active matchup. 1v1 Pro uses a separate one-on-one decision module for charged-move timing, move selection, bait opportunities, and shields. 3v3 Pro is available for team simulation and adds team-level planning, including selecting and preserving a team win condition; it is also selectable in Single, Matrix, and Multi modes, where the team planner has no opposing team lineup to plan around. Team Battle offers Core AI and 3v3 Pro.
These labels identify PVPium simulator strategies. They do not mean that the simulator reproduces an official Pokémon GO battle or predicts how a human opponent will act.
Single Battle reports the winner or a draw, remaining HP, duration, damage dealt, energy, and move/shield counts. Its Battle Rating is calculated separately for each side: up to 500 points for damage dealt as a share of the opponent’s maximum HP, plus up to 500 points for the fighter’s remaining HP as a share of its own maximum HP. Damage for this calculation is capped at the opponent’s maximum HP. Read the rating as a summary of this simulated result, not as a win probability or a league ranking. Matrix and Multi ratings use the tested Pokémon as side A; team results report a winner or draw rather than this single-battle rating.
The battle timeline and log expose the events and decisions used in a matchup. Review those details when a result depends on a charged move, shield, CMP event, or timing choice.
Each result depends on the selected Pokémon data, league, IVs, level, moves, Shadow setting, shields, and strategy. The engine advances on half-second ticks and makes move and shield decisions through its selected AI; simulated fighters start at zero energy. It cannot account for real-player choices, energy leads, or battle alignment that are not represented by the available inputs, network conditions, or later changes to game data. Treat results as comparisons under the displayed setup, and check that the roster and move data match the scenario you want to study.
For existing lineup examples and role descriptions, see Great League team examples (2026).