| Calculation Anchor |
Based on the expToNext of the lower-level Pokémon |
Used as the base reference for all calculations below. |
| Base Hit |
5% - 15% |
Randomly generated within this range. |
| Combo Hit |
Base Hit + 1% |
Triggered when consecutive hits land without defeating the opponent. |
| Miss / Dodge |
2% |
Rewarded to the defending Pokémon for successfully dodging an attack. |
| Buff (Stat Increase) |
1.5% |
Using moves that benefit the user. |
| Debuff (Stat Reduction) |
1% |
Using moves that negatively affect the opponent. |
| Support / Misc |
0.5% |
Includes healing, weather changes, terrain setup, etc. |
| Faint Bonus |
10% - 20% |
Large bonus awarded for delivering the finishing blow. |
| Damage-Based Distribution |
Attacker: Based on % of opponent HP lost |
More effective attacks grant a higher share of EXP. |
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Defender: Based on % of own HP remaining |
Better survivability grants a higher share of EXP. |
| Level Difference Scaling |
± 10% for every 10 level difference |
Differences below 10 levels do not affect EXP. |
| Budget System |
Starts at 2 to 4 times expToNext |
Limits the total EXP obtainable in a battle. |
| |
When depleted: Grants a fixed 10 EXP |
Anti-abuse system to prevent infinite EXP farming through move spam. |