Pokémon Speed Calculator
Calculate Pokémon Speed with IVs, EVs, nature, stages, Tailwind, Choice Scarf, and a clear Trick Room interpretation.
input channel
live result
Compare after move priority
How the pokémon speed calculator works
A Pokémon Speed calculator separates the summary-screen stat from the battle modifiers that determine move order. Enter base Speed, IV, EV, level, and nature, then apply stages, Tailwind, or Choice Scarf. Trick Room does not change the number; it reverses the usual comparison among moves in the same priority bracket.
The summary Speed uses the ordinary non-HP stat formula. Nature is 1.1, 1.0, or 0.9. Positive stages multiply by (2 + stage) ÷ 2, while negative stages multiply by 2 ÷ (2 − stage). The allowed stage range is −6 through +6. Tailwind doubles Speed in modern main-series play, and Choice Scarf multiplies it by 1.5.
Integer rounding matters at every threshold. A nominal 1.5× modifier applied to an odd Speed can floor below a rough mental estimate. The calculator floors the composed result for planning, while exact cartridges can use ordered integer operations. Paralysis, weather abilities, Unburden, Quark Drive, Protosynthesis, items other than Scarf, and generation differences should be represented separately when relevant.
Priority decides before Speed. A slower Quick Attack normally acts before a faster ordinary move, while negative-priority moves act later. If priority and Speed tie, the game may resolve the tie randomly or through format-specific rules. Under Trick Room, lower Speed moves first within the priority bracket, but the effect does not make a Speed value negative and has ordering edge cases at extreme internal values.
Worked example
Base Speed 100, IV 31, 252 EVs, level 50, and a beneficial nature produce 167 Speed. Tailwind doubles that to 334. Adding Choice Scarf yields floor(167 × 2 × 1.5) = 501. With no modifiers the same build remains 167, which is the value to compare before field and item effects.
How to read the result
Compare final values only after confirming both combatants’ priority. One point above a known tier is enough under equal conditions; extra investment may be spent elsewhere. Under Trick Room, a lower number is generally desirable, so set a hindering nature and low IV when the strategy calls for it.
Common questions
Does Trick Room halve Speed?
Do Tailwind and Choice Scarf stack?
How are Speed stages calculated?
Can a slower Pokémon still move first?
Sources
Formula and table references are named with the review year. The calculations run entirely from the reviewed local snapshot; no third-party service is called when you change an input.
- Bulbapedia — Stat (reviewed 2026) — Generation-specific stat, nature, stage, and rounding formulas.
- Bulbapedia — Individual values (reviewed 2026) — Modern IV, early DV, characteristic, and Hyper Training behavior.
- PokeAPI v2 data model (snapshot prepared 2026) — Species identifiers, types, base stats, growth groups, and EV yields stored locally.