Pokmon Go Fast Tms And Charge Tms Explained
Introduced with the first Raids were TMs, special items that allow you to change your Pokémon’s moves – or more specifically “reroll” your Pokémon’s moves, seeing as it’s decided at random when you use one.
Using a TM on a Pokémon will randomly reselect one of its moves, with a Fast TM giving you a different fast move and a Charge TM a different Charge move. You’re guaranteed to get a different move each time you use a TM, but of course you can only get a move that said Pokémon can learn in the first place. You’re not going to get Hyper Beam on that Weedle any time soon .
How to get TMs in Pokémon Go
There’s just the one reliable way to earn TMs in Pokémon Go at the moment: raiding. Completing a raid, of any kind, will earn you a chance at being rewarded with Fast and Charge TMs. You don’t get many though, and you don’t get them very often at all, so use them wisely when you do.
There are other less reliable sources however, namely the occasional piece of Field Research and Special Research tasks that offer them as rewards, but if you want to reliably keep stocks high, raiding is the way to go.
We advise you save them for the most powerful Pokémon you have, that you’ll be using a lot, and that have very high IVs, too. That way you know they’re not going to be rendered obsolete when you catch a better version down the line!
Summary Of The Formulas
- ATK, DEF, HP: These are the base values of a pokemon’s attack, defense, and HP. They were discovered in the Game Master file and can also be found on the pokemon pages
- FPow, FE, FDur: These variables stand for the Power, Energy gain, and Duration of the pokemon’s Fast move. The power is the base damage of the move. Energy gain describes how much energy you gain for using that fast move. And duration is how many seconds after the move starts until you are free to attack again. These variables can be found in the game master file or on the corresponding page for that attack
- CPow, CE, CDur, CDWS: The first three variables here are the same as above, but for the pokemon’s Charged move. The last stands for “damageWindowStart”, another variable from the game master file. CDWS is the difference in time between when a move begins and when damage is dealt .
- STAB_F, STAB_C: This stands for “Same Type Attack Bonus”. When a pokemon uses a move that is the same as at least one of its types, the damage of this move is boosted by a factor of 1.2. For example, since Dragonite is dragon-type and Dragon Tail is a dragon move it will get a 1.2x damage boost. The STAB variable is this boost, so it is always either 1 or 1.2 . The boost for the F and C moves are STAB_F, STAB_C, respectively.
The formula for TDO can be put in terms of only the variables above. But in this form it is very long and cumbersome. Instead we will build it up out of smaller formulas. The base formula is
Derivation Of The Tdo Formula
In the last section we showed the TDO formula and justified its usefulness:
HP and DEF are the base stats of the pokemon whose TDO we are finding. Base stats can be found in the game master file or on gamepress. Now we just need to find our pokemon’s DPS. We can find DPS instead of DPS1 because they only differ by a constant factor equal to the enemy’s defense… but we are only finding something proportional to TDO anyway, so that constant factor doesn’t matter.
To figure out the DPS formula, let’s write a few definitions. A “cycle” is a series of Fmoves, and then one Cmove. wDPS, or “weaveDPS” is the damage per second you do on average throughout that cycle, while “weaving” together fast and charge moves. Since DPS is damage over time, over one cycle wDPS can be calculated as
- FDmg, CDmg are the damage done by your pokemon’s Fast and Charge moves. This depends on the damage formula.
- nFPC is the number of Fast Moves Per Cycle
- CT is cycle time: how many seconds the cycle lasts.
So now we need to find expressions for nFPC and CT.CT can be broken down into the time spent on each move type:
CDuration and FDuration can be found in the game master file. So now we just need nFPC to plug into the DPS equation. The number of fmoves per cycle can be calculated as
- FE is the “Fmove Energy gain”, how much energy you gain for using that Fmove.
- EPS is the Energy Per Second gained by either spamming FMoves or taking damage from the enemy.
- CE is the Cmove’s Energy cost.
..and divide to get
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What Is Eps Dps Pokemon Go
Energy Per Second
One may also ask, what is DPS and TDO? DPS = damage per second = the damage that the Pokémon theoretically does per second, on average. TDO = total damage output = the total damage the Pokémon will yield over its entire time alive.
In this way, what is DPS in Pokemon go?
DPS is damage per second. CP, Power, and STAB determine the strength of an individual attack, but you need to consider how fast you can deal those attack. You can only attack so often, no matter how fast you tap. DPS is really the gold standard when considering whether an attack is good or bad.
What are the fastest charge attacks in Pokemon go?
List of All Pokemon GO TM Fast Attack Moves and Pokemon GO TM Charged Attack Moves
Dpe Vs Dps And New Moves
- An example of how DPE is useful
- Table of charge moves sorted by DPE
- Table of charge moves sorted by DPE/Cooldown
DPE is your damage-per-energy consumed.;
If a move does 100 damage, and takes a full charge bar , then its DPE is: 100/1.0 = 100.;
If a move does 100 damage and takes half a charge bar , then its DPE is: 100/0.5 = 200.;
The higher the DPE, the more damage per energy consumed.
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List Of Pokmon Episodes
Pokémon, known in Japan as Pocket Monsters , is a Japanese anime television series produced by animation studio OLM for TV Tokyo. It is adapted from the Pokémon video game series published by Nintendo. The series follows the Pokémon trainer and aspiring Pokémon master Ash Ketchum and his adventures with his electric mouse partner Pikachu , and a varying group of friends.
The division between seasons of Pokémon is based on the Japanese version openings of each episode and reflect the actual production season. The English episode numbers are based on their final airing either in syndication, on The WB, Cartoon Network, Disney XD or on Netflix. Subsequent episodes of the English version follow the original Japanese order, except where banned episodes are shown.
Pokmon Go Charge Moves
Charge Move is the second or special attack, executed by holding down on your own Pokémon. All Charge Moves require specific amount of Energy which is generated using Quick Moves.
Charge Moves has way more Damage per Second compared to Quick Moves. Therefore its highly recommended to use them as often as possible. On the other hand, Charge Moves require Energy and it the main reason why charge moves cannot be rapidly used during the battles. Charge Move has the Same Type Attack Bonus . So if the Pokémon and the Charge Move is the same type, Charge Move Power will be multiplied by 1.25.
There are several key factors measuring Charge Move in the Pokémon Go game. Its Power, Energy, Cooldown Time and Damage per Second . It’s important to note that Energy is negative. This means Energy is consumed not generated and Charge Moves must be ‘charged’ in advance in order to be used.
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Rock Throw And Rock Slide Omastar
Omastar is a middle-tier;Pokemon that can perform decently in battle if trained properly. Its available fast attacks are a little below average in terms of DPS . This is why Rock Throw is so sorely missed it was easily Omastars best fast attack. That and it was Omastars only Rock-type fast attack.
Rock Slide, on the other hand, was Omastars second-best charge move after Hydro Pump, and not as missed as Rock Throw because Omastar has two other charge moves to choose from. It has a power rating of 80 and takes 2.7 seconds to recharge. These two moves together are the third strongest pairing available to Omastar.
Interestingly, if one has an Omastar with Rock Throw and Rock Slide, it’s one of the only usable Pokemon with a Rock-type move in both slots, which isn’t to be ignored.
What Doesn’t Tdo Account For
- It only considers the attacker, not the matchup. This makes the TDO formula simpler and more general, but if two enemies have very different stats, the TDO values will be off for at least one of them. Of course this means that TDO does not account for type advantages .
- Discontinuities: TDO calculates as if there were a steady stream of damage & energy going between attacker and defender. The advantage of this is that it is less matchup-specific: changing a pokemon from level 29 to 30 will not make a big difference. However if you want to find the winner for a particular combination of levels/IVs, TDO will be less accurate than a simulation. This is especially true for shorter battles where edge effects have not had time to average out.
Tankiness has some flaws too. Doing lots of damage actually should decrease your survival time because the enemy gains more energy. This is not accounted for in just DEF * HP, but for gym defenders it won’t make a big difference.
In a world of simulations, what is the use of TDO anymore? A few things. Simulations are good at looking at very specific matchups, but it is very hard to average simulations in an accurate way that gets an overall metric of a pokemon as each battle introduces different biases. This makes approximate TDO and DPS an attractive, yet approximate, overall metric.
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Proof That Tdo Is A Good Metric To Use
Then multiply by HP_A * HP_B on both sides of the equation to get the equivalent condition:
Therefore DPS * HP is what determines which pokemon wins. But DPS_A depends on DEF_B and vice-versa… It would be nice to have only properties of pokemon A on the left side, and only pokemon B on the right side. So let’s define a new variable,DPS1, which is DPS but with the DEF factored out. It is the DPS you would do against a target with 1 defense:
Plug it into the inequality:
And multiply by DEF_A * DEF_B on both sides:
So equivalently, the pokemon who wins is the one with the highest DPS1 * HP * DEF. Often TDO is seen written as ATK * DEF * HP… you can see that these are similar because DPS is proportional to ATK. But DPS1 * HP * DEF is more accurate so it is the one we will use.
Tdo: How To Calculate A Pokemon’s Ability
While battle simulations are more accurate for specific situations, TDO, which stands for “total damage output”, can be a very useful way to rank pokemon and their attacks. TDO is equal to the amount of damage a pokemon can dish out before dying. The advantages of TDO include:
- It incorporates a Pokemon’s offensive and defensive ability in one useful number
- It is just a formula, so it can be plugged into excel
- You don’t need to specify the defender’s moves or stats
- If two pokemon battle, the one with higher TDO will do better every time
Actual TDO requires battle simulations to calculate. But TDO is easy to approximate with just a formula. This approximation is what is seen on pokemon spreadsheets*. Not everyone uses the same approximations, and some formulas are better than others. We have spent some time to come up with a formula that incorporates energy gains from taking damage and other edge-effects.
The approximate formulas for TDO and tankiness itself are simple.
DPS1 is your DPS against a target with 1 defense, and HP, DEF are the hit points, defense of your pokemon. But even though these formulas are short, the formula for DPS itself is a bit more complex. This is to take into account corrections for energy gains from damage and wasted energy gains from dying early. It is given in its full form at the very bottom of this page!
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Proposition: Dps * Dpe
We see from the above examples that DPS and DPE both have value in determining charged move quality. The natural next step would be to create a metric that assigns weight to both parameters. In the absence of strong evidence either way, I experimentally assigned equal weight to DPS and DPE, then studied the results. Here is a partial table of moves ranked by DPS * DPE:
Kyogre And Groudon 4652 Cp
The third-ranking is tied when it comes to CP in Pokemon Go. Kyogre and Groudon actually mirror each other on a fantastic 4,652 CP.
Their base stats are also exactly the same. Ranked 22 and 28 respectively for their attack and defense stats, theyre both a welcome addition to anyones team.
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The Gen 3 legends have been easy to obtain in Pokemon Go, due to them being featured as research breakthrough encounters on multiple occasions. Unfortunately, these breakthroughs do have a CP limit, so if youre to obtain their maximum CP then itll cost you a lot of Stardust to do so.
Interestingly, the other third of the Weather Trio, Rayquaza, has a maximum CP of 4,363. Despite this, the mon is generally considered as the most powerful Pokemon from the Hoenn region, Rayquaza has more type advantages, and is doubly effective against grass and ground-types.
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Dps And Other Factors To Bear In Mind When Choosing The Best Pokmon Go Moves
- The big PvP Battling Update changed a lot – There have been plenty of big updates that change the way moves work in Pokémon Go, but the addition of PvP is the latest. We’ve decided to stop listing the best moves by their stats as a result, as they actually work out differently in PvP to Gym battling, which brings us onto our next point.
- DPS is different for moves in PvP versus Gym and Raid battles – that’s a tweak largely to do with balance, we suspect, but likewise because in PvP, you need to ‘charge’ your charge attack when you actually use it, by mashing the screen, as well as charging it up before that by using fast attacks.
- Type effectiveness is now more important than ever – known as ‘coverage’, it’s now more important than ever that your Pokémon have attacks which can deal Effective, Super Effective or Double Effective damage to as wide a range of Pokémon as possible. When choosing second charge moves, try to hit one of the following combinations, which are resisted by either no Pokémon or very few:
- Fire and Dragon
All Pokmon Go Charge Moves By Dps
Want to compare all Charge Moves available in the Pokémon Go game? Please find all of them with Type, Power, Energy , Cooldown Time and DPS next to them in the table below. If you want to check more details, please click on the exact move and you will be redirected to the specific Charge Move page.
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Pokemusings Pokemon Go Edition: Ignoring Eps And Overvaluing Cp
Pokemon Go is a game full of numbers and stats. Many players overlook important numbers and place too much of an emphasis on certain stats. Two of the most common mistakes Ive seen from dedicated players are ignoring energy person second and overvaluing combat points . The former is often ignored in favor of damage per second , while the latter can obscure the value of certain pokemon in some trainers eyes.
The Value of EPS
Ignoring EPS is a mistake many;Pokemon Go trainers make when choosing a quick move for their pokemon. Some trainers look at the DPS number and assume that the move with the higher DPS is superior, simply because it does more damage. For many pokemon, the point of the fast move isnt to inflict damage, but to generate energy.
Energy is the metric that fuels a pokemons charged move. In a battle or raid, the charged move is the one that does the most damage. While a high-DPS quick-move can help whittle an enemys health away, a high-EPS quick-move allows a pokemon to use its charged move faster. In many cases, getting off a charged attack faster is much better than chipping away with a stronger quick attack.
Naturally, it all depends on what moves are available to a certain pokemon. In many cases, its better to go with a high-EPS quick-move over a high-DPS one, simply because the essential damage is done with a charged move. The damage done with a fast move is negligible compared to the damage done with multiple charged moves.