Pick any two Pokemon (real species autofill their type and stats -- everything stays editable, so you can also build a fully custom one, or load one straight from My Pokemon), assign bonus points per stat -- their total becomes that Pokemon's effective level -- and an attack type. Each side rolls to pick one of its six stats; type effectiveness changes how many picks are rolled and whether the best or worst is kept, and STAB adds +1. Higher result wins the exchange; a tie means both sides reroll, so the odds below are the final resolved odds -- not a per-roll snapshot. See Dice_Region_Ruleset.md §14 for the full mechanic. Base stats sourced from PokemonDB (pokemon_base_stats.json).
VS
Odds of winning this exchange
Simulate an Actual Battle
Roll it out for real instead of just reading the odds -- each round both sides actually roll; a tie rerolls automatically until someone wins, exactly like the rule says.
Every Pokemon you've caught or saved. Add more from the Roller -- a "Catch!" button sits next to every wild encounter (only that specific encounter, so it can only be caught once; a trainer's or gym leader's own Pokemon can't be caught) -- from the Battle Sim's "Save to My Pokemon" button on either side, or by hand below (for a starter, say). Bonus points (EVs) and attack type stay editable right here; base stats don't change once caught, same as everywhere else in this tool.
Stat
Base
EV
You haven't caught anything yet.
Roll an encounter and hit "Catch!", configure a Pokemon in the Battle Sim and hit "Save to My Pokemon", or add one by hand above.