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HP

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 results
02

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
Reachable values175 HP (+0 SP), 191 HP (+16 SP), 207 HP (+32 SP)

H mod 16 = 15 · 175→10 damage, 191→11 damage, 207→12 damage

Why use it

Takes 1 less per tick than at the next HP point.

Limitation

May give up a 1/16 healing breakpoint and one point of raw bulk.

Final HPHP SPExact effect
175+0175→10 damage
191+16191→11 damage
207+32207→12 damage
TARGET · H mod 16 = 01/16 healing · 16nGains 1 healing per tick versus the prior HP.2 reachable176192
Reachable values176 HP (+1 SP), 192 HP (+17 SP)

H mod 16 = 0 · 176→11 healed/tick, 192→12 healed/tick

Why use it

Gains 1 healing per tick versus the prior HP.

Limitation

The same multiple can also raise 1/16 passive damage; +1 gives no extra heal.

Final HPHP SPExact effect
176+1176→11 healed/tick
192+17192→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
Reachable values177 HP (+2 SP), 193 HP (+18 SP)

H mod 16 = 1 · 177→11 heal; Sub 44; 5 loop Subs, 193→12 heal; Sub 48; 5 loop Subs

Why use it

Can add one legal Substitute in the exact full-HP loop.

Limitation

No extra 1/16 healing versus 16n; turn order and other damage can erase the benefit.

Final HPHP SPExact effect
177+2177→11 heal; Sub 44; 5 loop Subs
193+18193→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
Reachable values175 HP (+0 SP), 183 HP (+8 SP), 191 HP (+16 SP), … (5 options through +32 SP)

H mod 8 = 7 · 175→21 damage, 183→22 damage, 191→23 damage, …

Why use it

Takes 1 less per tick than at the next HP point.

Limitation

May give up an 1/8 healing breakpoint and raw HP.

Final HPHP SPExact effect
175+0175→21 damage
183+8183→22 damage
191+16191→23 damage
199+24199→24 damage
207+32207→25 damage
TARGET · H mod 8 = 01/8 healing · 8nGains 1 healing per tick versus the prior HP.4 reachable176184192+1
Reachable values176 HP (+1 SP), 184 HP (+9 SP), 192 HP (+17 SP), … (4 options through +32 SP)

H mod 8 = 0 · 176→22 healed/tick, 184→23 healed/tick, 192→24 healed/tick, …

Why use it

Gains 1 healing per tick versus the prior HP.

Limitation

Can also raise 1/8 residual damage.

Final HPHP SPExact effect
176+1176→22 healed/tick
184+9184→23 healed/tick
192+17192→24 healed/tick
200+25200→25 healed/tick
TARGET · H mod 4 = 1Substitute alone · 4n+1Keeps the 4n Substitute cost while adding the 1-HP remainder.8 reachable177181185+5
Reachable values177 HP (+2 SP), 181 HP (+6 SP), 185 HP (+10 SP), … (8 options through +32 SP)

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, …

Why use it

Keeps the 4n Substitute cost while adding the 1-HP remainder.

Limitation

Only matters if repeated Substitute use is a real benchmark.

Final HPHP SPExact effect
177+2177→44 per Sub; 4 max from full
181+6181→45 per Sub; 4 max from full
185+10185→46 per Sub; 4 max from full
189+14189→47 per Sub; 4 max from full
193+18193→48 per Sub; 4 max from full
197+22197→49 per Sub; 4 max from full
201+26201→50 per Sub; 4 max from full
205+30205→51 per Sub; 4 max from full
TARGET · Odd displayed HPRecover-style half heal · odd HPReceives favorable half-heal rounding.17 reachable175177179+14
Reachable values175 HP (+0 SP), 177 HP (+2 SP), 179 HP (+4 SP), … (17 options through +32 SP)

Odd displayed HP · 175→88 healed, 177→89 healed, 179→90 healed, …

Why use it

Receives favorable half-heal rounding.

Limitation

Odd HP can increase rounded-up half-HP costs such as Shed Tail.

Final HPHP SPExact effect
175+0175→88 healed
177+2177→89 healed
179+4179→90 healed
181+6181→91 healed
183+8183→92 healed
185+10185→93 healed
187+12187→94 healed
189+14189→95 healed
191+16191→96 healed
193+18193→97 healed
195+20195→98 healed
197+22197→99 healed
199+24199→100 healed
201+26201→101 healed
203+28203→102 healed
205+30205→103 healed
207+32207→104 healed
03

COMPLETE REFERENCE

Rules and practical conditions

Interaction typeFixed max-HP healing, rounded down
Game calculation: floor(H / d)Usually target: dnDo I add +1?: No

The heal increases exactly at a multiple of d; dn+1 gives the same healing.

Interaction typeFixed max-HP damage, rounded down
Game calculation: floor(H / d)Usually target: dn-1Do I add +1?: No

One HP below the multiple avoids the next damage jump.

Interaction typeRepeated max-HP cost, rounded down
Game calculation: floor(H / d)Usually target: dn+1Do I add +1?: Yes, for the remainder benchmark

The cost stays the same as at dn while the extra HP can leave 1 HP after repeated payments.

Interaction typeMax-HP cost, rounded up
Game calculation: ceil(H / d)Usually target: dnDo I add +1?: No

Adding 1 immediately raises the cost.

Interaction typeHalf recovery rounded to nearest
Game calculation: round(H / 2)Usually target: odd HP: 2n+1Do I add +1?: Yes

An odd maximum gains the favorable half-HP rounding.

Interaction typeDamage-based drain, recoil, or recovery
Game calculation: Depends on damage dealtUsually target: No universal HP targetDo I add +1?: Depends

The relevant rounding starts from battle damage, not only Max HP.