The heal increases exactly at a multiple of d; dn+1 gives the same healing.
POKÉMON CHAMPIONS
HP Breakpoints
Find the exact displayed HP values that improve healing, reduce fixed damage, or unlock a specific repeated-use benchmark.
CALCULATOR & REFERENCE
Pokémon Champions HP Optimization
Use the final displayed Max HP (H). Let n be any whole number and d be the denominator of the fraction. The +1 rule is operation-specific; it is not a universal passive-healing rule.
LIVE CALCULATOR · Kingambit: 175–207 HP
HP Breakpoint Calculator - Editable
Type over the blue inputs. Only breakpoint HP values reachable with the selected 0–32 HP stat-point budget are listed. Select a result to inspect every reachable value and its exact effect.
TARGET · H mod 16 = 151/16 passive damage · 16n−1Takes 1 less per tick than at the next HP point.3 reachable175191207
H mod 16 = 15 · 175→10 damage, 191→11 damage, 207→12 damage
Takes 1 less per tick than at the next HP point.
May give up a 1/16 healing breakpoint and one point of raw bulk.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 175 | +0 | 175→10 damage |
| 191 | +16 | 191→11 damage |
| 207 | +32 | 207→12 damage |
TARGET · H mod 16 = 01/16 healing · 16nGains 1 healing per tick versus the prior HP.2 reachable176192
H mod 16 = 0 · 176→11 healed/tick, 192→12 healed/tick
Gains 1 healing per tick versus the prior HP.
The same multiple can also raise 1/16 passive damage; +1 gives no extra heal.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 176 | +1 | 176→11 healed/tick |
| 192 | +17 | 192→12 healed/tick |
TARGET · H mod 16 = 1Substitute + one 1/16 heal · 16n+1Can add one legal Substitute in the exact full-HP loop.2 reachable177193
H mod 16 = 1 · 177→11 heal; Sub 44; 5 loop Subs, 193→12 heal; Sub 48; 5 loop Subs
Can add one legal Substitute in the exact full-HP loop.
No extra 1/16 healing versus 16n; turn order and other damage can erase the benefit.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 177 | +2 | 177→11 heal; Sub 44; 5 loop Subs |
| 193 | +18 | 193→12 heal; Sub 48; 5 loop Subs |
TARGET · H mod 8 = 71/8 passive damage · 8n−1Takes 1 less per tick than at the next HP point.5 reachable175183191+2
H mod 8 = 7 · 175→21 damage, 183→22 damage, 191→23 damage, …
Takes 1 less per tick than at the next HP point.
May give up an 1/8 healing breakpoint and raw HP.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 175 | +0 | 175→21 damage |
| 183 | +8 | 183→22 damage |
| 191 | +16 | 191→23 damage |
| 199 | +24 | 199→24 damage |
| 207 | +32 | 207→25 damage |
TARGET · H mod 8 = 01/8 healing · 8nGains 1 healing per tick versus the prior HP.4 reachable176184192+1
H mod 8 = 0 · 176→22 healed/tick, 184→23 healed/tick, 192→24 healed/tick, …
Gains 1 healing per tick versus the prior HP.
Can also raise 1/8 residual damage.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 176 | +1 | 176→22 healed/tick |
| 184 | +9 | 184→23 healed/tick |
| 192 | +17 | 192→24 healed/tick |
| 200 | +25 | 200→25 healed/tick |
TARGET · H mod 4 = 1Substitute alone · 4n+1Keeps the 4n Substitute cost while adding the 1-HP remainder.8 reachable177181185+5
H mod 4 = 1 · 177→44 per Sub; 4 max from full, 181→45 per Sub; 4 max from full, 185→46 per Sub; 4 max from full, …
Keeps the 4n Substitute cost while adding the 1-HP remainder.
Only matters if repeated Substitute use is a real benchmark.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 177 | +2 | 177→44 per Sub; 4 max from full |
| 181 | +6 | 181→45 per Sub; 4 max from full |
| 185 | +10 | 185→46 per Sub; 4 max from full |
| 189 | +14 | 189→47 per Sub; 4 max from full |
| 193 | +18 | 193→48 per Sub; 4 max from full |
| 197 | +22 | 197→49 per Sub; 4 max from full |
| 201 | +26 | 201→50 per Sub; 4 max from full |
| 205 | +30 | 205→51 per Sub; 4 max from full |
TARGET · Odd displayed HPRecover-style half heal · odd HPReceives favorable half-heal rounding.17 reachable175177179+14
Odd displayed HP · 175→88 healed, 177→89 healed, 179→90 healed, …
Receives favorable half-heal rounding.
Odd HP can increase rounded-up half-HP costs such as Shed Tail.
| Final HP | HP SP | Exact effect |
|---|---|---|
| 175 | +0 | 175→88 healed |
| 177 | +2 | 177→89 healed |
| 179 | +4 | 179→90 healed |
| 181 | +6 | 181→91 healed |
| 183 | +8 | 183→92 healed |
| 185 | +10 | 185→93 healed |
| 187 | +12 | 187→94 healed |
| 189 | +14 | 189→95 healed |
| 191 | +16 | 191→96 healed |
| 193 | +18 | 193→97 healed |
| 195 | +20 | 195→98 healed |
| 197 | +22 | 197→99 healed |
| 199 | +24 | 199→100 healed |
| 201 | +26 | 201→101 healed |
| 203 | +28 | 203→102 healed |
| 205 | +30 | 205→103 healed |
| 207 | +32 | 207→104 healed |
COMPLETE REFERENCE
Rules and practical conditions
One HP below the multiple avoids the next damage jump.
The cost stays the same as at dn while the extra HP can leave 1 HP after repeated payments.
Adding 1 immediately raises the cost.
An odd maximum gains the favorable half-HP rounding.
The relevant rounding starts from battle damage, not only Max HP.