Breakpoints - due to rounding in the damage formula, damage dealt in PGo isn't linear
Instead, there are certain points for combinations of attacker and defender level, IVs, and moves, where the damage per hit of the move is, sometimes significantly, increased.
LVL - your pokemon's current level and levels at which breakpoints occur
- stardust required to level up from current level to breakpoint (k stands for thousand)
- candy required to level up from current level to breakpoint
- quick move's damage per hit
Unlike charge move breakpoints, quick move breakpoints are usually highly impactful.
- charge move's damage per hit
You can toggle the button to display all charge move breakpoints.
DPS - stands for damage per second
The percentages in brackets are relative to a perfect, maxed specimen of the selected pokemon.
DPS is calculated using the damage formula, factoring in the charge up, and use, of charge moves translated into "cycles" which are then divided by the duration of the moves required to perform a single cycle.
- the aproximated number of trainers required to win the raid
Assumes that every trainer is using the exact, selected pokemon. This metric should not be relied upon when attempting to shortman raids, it's here to help figure out by how much the pokemon is improved when reaching a breakpoint.
Top Counters - a quick reference list of pokemon which counter the selected defender
It features counters ranked by their damage output. However, the defender's moves, resistances, and the selected weather are also accounted for. Feel free to adjust the IV and level of the attackers in the list. The counters are pitted against level 40 pokemon, unless the defender can be a raid boss, where you are given the option of selecting a tier for more accurate results.
All calculations are purely math based. DPS and the required number of trainers are approximated. For high quality battle simulations, visit