Protein
Physical damage
+10% within the Vitamin group per base-roll stack.
Browse 26 PokéBonk vitamins and estimate stack effects. Set your slot upgrades and Max Ether, then enter a baseline stat. Results use base-roll values and runtime caps, with random outcomes clearly excluded.
Snapshot v0.8.34 · Saved in this browser when available.
Base-roll estimate, not a prediction of random rarity rolls. Enter each stat before Vitamins and before other multiplier groups. Fractional chance values use decimal units. Other item, passive and temporary effects are excluded. Loaded Dice has no deterministic result.
26 of 26 Vitamins
Physical damage
+10% within the Vitamin group per base-roll stack.
Special damage
+10% within the Vitamin group per base-roll stack.
Armor
+5 flat per base-roll stack.
Regenerating shield
+12 flat per base-roll stack.
Movement speed
+7% within the Vitamin group per base-roll stack.
Max HP
+18 flat per base-roll stack.
Projectiles
+0.5 flat per base-roll stack.
Attack speed
+8% within the Vitamin group per base-roll stack.
Crit chance
+0.05 flat per base-roll stack.
Projectile speed
+12% within the Vitamin group per base-roll stack.
Evasion
+0.035 flat per base-roll stack.
Status chance
+15% within the Vitamin group per base-roll stack.
Area of effect
+10% within the Vitamin group per base-roll stack.
Duration
+10% within the Vitamin group per base-roll stack.
HP regen
+0.7 flat per base-roll stack.
PokéDollars
+15% within the Vitamin group per base-roll stack.
Experience
+10% within the Vitamin group per base-roll stack.
Luck
+10 flat per base-roll stack.
Lifesteal
+0.02 flat per base-roll stack.
Pickup range
+1.2 flat per base-roll stack.
More and stronger enemies, but +6% XP and +6% ₽ per level
+12% within the Vitamin group per base-roll stack.
Thorns
+10 flat per base-roll stack.
Overheal
+0.05 flat per base-roll stack.
Elite spawns
+18% within the Vitamin group per base-roll stack.
Power-ups
+15% within the Vitamin group per base-roll stack.
A random stat
Random stat: no fixed per-stack value.
The distinction between slots and stacks is central to planning. A slot holds a Vitamin type, while stacking improves the selected type under its own limit. Filling more slots and increasing an existing stack solve different problems. The calculator keeps these controls separate so you can compare a wider set of effects with deeper investment in a smaller selection.
The search field matches the Vitamin name, description and internal stat field. That is useful when you know what the build needs but cannot remember the consumable’s name. Physical damage, armor, movement, pickup range and other roles appear as distinct entries, each with its extracted kind and per-stack value. The catalog also preserves descriptions for special cases rather than pretending every entry is a simple percentage increase.
Similar icons across the game’s systems can be misleading. This page follows the Vitamin definitions and their slot rules; it does not treat every similarly named held item or currency as a Vitamin purchase. When checking an inventory reward, compare it with the separate held-item and shop catalog. If you are still learning the run loop, the beginner walkthrough gives the surrounding context for upgrades, movement and progression without requiring you to infer it from an internal stat name.
The extracted starting capacity is 3 Vitamin slots. The Vitamin slots Lab upgrade adds 1 slot per level, with 2 upgrade levels in this snapshot. Its costs belong in the permanent Lab budget, where owned and target levels can be compared directly. The selection control here only changes the capacity available to the proposed Vitamin plan; it does not spend Stardust or claim the upgrade has been bought in your game.
The normal stack cap is 10. Owning Max Ether adds 2 to that cap according to the extracted build rules. This is a capacity change rather than an automatic gain of those stacks. Reducing the Lab level removes entries beyond the available slots, and disabling the item reduces counts above the current cap. The tool reports that adjustment so a smaller plan remains valid instead of retaining an impossible hidden selection.
Each Vitamin has a kind field. A flat-addition entry contributes its per-stack amount directly to the relevant stat. Iron, for example, has a base-roll addition of 5 to armor per stack. A multiplier entry contributes to the Vitamin source group instead. Protein has a base per-stack bonus of 10% for physical. The group is built from the sum of applicable positive bonuses, rather than repeatedly compounding a positive per-stack multiplier.
That distinction explains the estimator’s display. For a multiplier, it shows the Vitamin-group factor and multiplies the entered baseline by that factor. For a flat addition, it adds the stack contribution to the baseline. The calculation hub demonstrates how the resulting source group combines with item, passive and other groups. Flat additions occur before the multiplier groups in the extracted rules, so the number you enter here must be a baseline from before those multipliers, not a final value already containing the same bonuses.
The “before Vitamins” field is a user-supplied reference value. Multiplier entries start with a neutral baseline, while additive entries start without an existing amount. These defaults make the incremental effect visible; they are not claimed to be the starting stat of every Pokémon. Replace them with the appropriate baseline when you know it, and keep other source-group bonuses separate. Entering a fully modified in-game value and then reapplying its existing Vitamins would count the same improvement again.
Chance-like fields are represented in decimal units rather than whole percentage labels. The tool shows the internal stat name beside the input to make that convention visible. If you want a plan tied to a particular League partner, use the partner build planner, which can start from the extracted runtime baseline for that partner. This page is better suited to isolating a Vitamin’s contribution or comparing a proposed stack count without rebuilding an entire loadout.
The extracted stat rules cap evasion at 60%, critical chance at 100% and overheal at 100%. They also impose an attack-speed floor of 0.3. The estimator applies the relevant boundary to its isolated result and identifies when a cap, floor or rounding step changes the raw calculation. Maximum HP is rounded in the same static reference treatment. These constraints explain why another stack may produce less visible benefit than its uncapped arithmetic suggests.
An isolated Vitamin result is still not the final build result. Other sources can alter the same stat before the final runtime boundary is applied. A cap reached in this panel should prompt a fuller check, and a cap not reached here does not prove the final combination stays below it. Keep that limitation in mind when evaluating shared loadout ideas: an allocation that makes sense for one passive or item set may be wasteful with a different set of contributions.
The per-stack field provides a reproducible baseline, but actual upgrade rarity rolls can change the result. This tool does not know which roll occurred in your run and does not replace that missing information with an average. Its output is therefore labeled a base-roll estimate. If you are comparing it with a live stat panel, record the chosen upgrade details before concluding that a mismatch proves the formula is wrong. A difference can come from omitted roll information or another stat source.
Loaded Dice explicitly describes a random stat and has no fixed positive per-stack value in the extracted Vitamin definition. Selecting it consumes the appropriate slot and records the planned stacks, but the result remains unavailable. A displayed zero in the source field must not be read as evidence that the item has no effect. The unresolved random outcome is exactly why the tool avoids assigning it a deterministic improvement or a universal place in a best-Vitamins ranking.
Cursed Incense is an example of why the description remains visible alongside the stat model. Its primary extracted field concerns difficulty, while its description also mentions experience and PokéDollar effects. The isolated estimate covers the primary field and explicitly excludes those additional channels. It does not infer their timing or interaction from a short label. This separation lets the calculator remain useful without turning a partial definition into a claim that every effect has been simulated.
Similarly, more of a stat is not automatically desirable in every context. A movement or projectile-related improvement changes a different aspect of play from a direct damage modifier. An effect that increases encounter pressure should be evaluated against the objective and the build’s ability to handle it. Consult the mode reference for the surrounding rules, and decide which constraint you are addressing before increasing a number simply because its estimate can be calculated.
Start by naming the problem the next upgrade is meant to solve. If the concern is physical move output, inspect the physical modifier and confirm the moves actually use that channel. If the concern is surviving contact, examine the relevant defensive field and any cap rather than borrowing a damage-focused allocation. If the issue is collecting resources efficiently, a utility stat may deserve attention even when it does not raise the damage preview. The tool’s side-by-side cards support this kind of explicit comparison.
For damage-related choices, pair the estimate with the runtime type reference. Vitamin source bonuses, move-type effectiveness and the same-type attack bonus are separate terms. A Vitamin does not make an unfavorable matchup disappear simply because its percentage looks large, and a same-type bonus does not create an extra Vitamin slot. The best allocation for your situation is the one whose documented effects address the actual limitation, with its assumptions stated clearly.
The copied link includes the selected Vitamin types, stacks, user-entered baselines, capacity settings and game build. Those details make the estimate reproducible: another player can see which starting numbers produced the output. Local storage keeps the same information for your next visit when the browser permits it. An invalid, oversized or mismatched-version state is rejected with a recovery message, leaving the tool usable rather than attempting to calculate from an unreliable payload.
Keep the copied baseline assumptions alongside any screenshot of the result. Without them, a number that looks exact can be mistaken for a universal in-game outcome. The source and extraction notes identify which mechanics have been validated and which remain partial. When a future snapshot changes a Vitamin or its limits, reset into the new version and recheck the allocation instead of silently treating an old estimate as current.
No. It uses the extracted base per-stack value. The actual random upgrade outcome is not an input that can be recovered from the stack count alone.
The relevant stat may reach a runtime cap, or rounding may hide a small difference. Other build sources can also affect how close the final stat is to its boundary; this panel isolates the selected Vitamin.