PikBloomWalks

How your Pikmin inventory works

An inventory turns every calculation from a form you fill in into a list you pick from. It is saved in your browser, on this device only. This page explains what that means, how to keep the list true in seconds, and what the calculators do with it once you have one.

Where your inventory lives

One row per unique Pikmin. Identical type, maturity, hearts, Decor and event decor fold into a single row carrying a count, so a collection of 300 Pikmin stays a readable table instead of a list of 300 entries. One row holds up to 9,999 of them.

It is all saved in this browser's local storage, on this device. There is no account, no sync and no copy on a server: clearing site data, “forget this site” and some private windows lose it, while closing the tab or restarting your phone do not. A different device — or a different browser on this one — starts empty.

What is saved, and what each key holds.
Saved underWhat it holds
pbw.inventory.v1Every row you have added: type, maturity, hearts, Decor, event decor, and how many.
pbw.profile.v1Your player level, and whether you hold Mushroom Recharge Tickets.

If this browser blocks site data, the inventory still works for the rest of the session and the page says it cannot save — rather than quietly losing what you typed.

What this site keeps in your browser

Adding Pikmin, and keeping the list true

Adding is two taps — a type and a maturity — in the form pinned above the table. A Pikmin that matches a row you already have raises that row's count instead of starting a second one.

  • Hearts are a stepper, because friendship is a real ladder: no hearts, four red, four yellow. “One more heart” is one tap on the row — the same thing that happens in the game — and it is worth doing, because hearts are the biggest lever in the attack formula after type and maturity.
  • Maturity is a tap-row rather than a stepper. Bare, leaf, bud and flower are a ladder, but seasonal flower and flower of the month are variants of flower, not rungs above it, so there is no “+1 maturity” to imply an order that does not exist.
  • Type, Decor and event decor are fixed once a row exists — none of the three can change on a real Pikmin either. To correct one, copy the row into the add form and change it there.
  • That copy button is also the fast path to “same Pikmin, one more heart”. Two identical rows cannot coexist, so duplicating hands the row to the form for you to step once and add.
  • Every edit saves as you make it; there is no save button to forget. Removing a row is the one destructive action, so it offers an undo rather than asking you to confirm.

Reading the collection page

The summary above the table totals what you own: how many Pikmin, the split by type and by maturity, how many are Decor, the spread of hearts, the collection's total attack power, and your single strongest Pikmin.

Each filter has the shape of the thing it filters. Type, maturity and event decor are sets — tick as many as you like. Decor is either / Decor only / not Decor. Hearts is a floor, “at least this many”, because that is the question anyone actually asks of a ladder.

Five orderings, the first of which is the order you added them in, plus grouping by type or by maturity. None has a direction toggle: each one has a single useful direction.

The view lives in the URL, so a filtered table can be bookmarked or reopened. That link carries the view only — never your Pikmin.

Scoring against a mushroom

With no mushroom picked, a row's attack is everything that can be known without a target: base power, maturity, Decor, hearts and event decor. The type matchup is the one term that has to know what you are fighting.

Pick a mushroom and every row is re-scored against it, matchup included, with the rows that cannot damage it at all marked as such. The lens is a mushroom type and not a type and a size, because size never enters attack power — it decides how much health you have to chew through, not how hard you hit.

How attack power is calculated

Your level and your tickets

Two facts about you rather than about your Pikmin, set once and read by both calculators.

  • Your level caps how many Pikmin you can field, which is the one thing that can stop you joining a battle outright. It never changes how hard they hit. Squad size by level
  • Mushroom Recharge Tickets raise how many players can join one mushroom, which the star calculator uses when it estimates the rest of the group. Ticket caps

A level you type into a calculator is part of that calculation, so it travels in the link you copy. A level that only sits in your saved profile does not: the profile is never written into a shared link. When a link does carry a level, that level wins for whoever opens it.

Building a squad from what you own

Both calculators offer “Pick from your inventory” beside the manual add form, and a device that holds an inventory gets it by default.

Every row is capped at the number you actually own, with “All” to take a whole row in one tap and a running count of what is left. Fielding Pikmin does not spend them: the numbers say how many are in this squad, not a stock level counting down.

What you build is an ordinary squad afterwards — the link you copy carries the Pikmin in the squad and nothing else about your collection.

“Best squad for this mushroom”

Pick a mushroom, tap the button, and the calculator fills the squad with the best your collection can field against it.

Each Pikmin's attack is independent of the rest of the squad, so sorting is the whole optimisation: every one you own is scored against that mushroom and the strongest are taken until the squad is full. Full means your level's maximum squad — or the game's ceiling of 40 where no level is set.

Large and giant mushrooms have a minimum squad size. If you own fewer Pikmin that can damage one than that minimum, the squad is padded to it with Pikmin that cannot, and the result says how many they are and why they are there.

It refuses instead of pretending in two cases: when your level cannot field a squad for that size at all, and when you own nothing that can damage that mushroom — a special mushroom takes damage only from its matching type.

The result is a normal squad afterwards: edit it, undo it in one tap, or copy it as a link. Change the squad or the target and the explanation retires itself rather than describing a squad you no longer have.

On the star calculator it is offered for your own squad only. For another player it would be a claim about Pikmin this device has never seen.

What is holding this squad back

Underneath, the calculator says what would move you up a star tier — ranked by attack gained per Pikmin you would have to work on, so the cheapest real improvement is first.

It reads the squad on screen rather than your whole collection, so every figure lines up row for row with the squad list and with “Show the maths”. Growing Pikmin to flower and walking them to their next heart are the two upgrades it can suggest; it also says how many more flower Pikmin would close the gap and whether your level leaves room for them, and — in one line — when your collection could already field something stronger. At the top tier it says so and stops.

Backups, and moving to another device

One payload, two presentations: a backup code that always works, and a transfer link for moving between your own devices. Both carry your rows and your profile, and both are made in your browser.

  • The code starts with PBW1 and has no length limit — keep it in a note or a password manager. If it arrives damaged it is refused outright, rather than importing part of a collection and looking like it worked.
  • A link has to stay under about 1,500 characters to survive chat apps and camera scanners. Above that the page offers the code instead: it will never hand you a link that has been quietly clipped.
  • The payload rides in the part of the link after the #, which browsers never send to a server. “No server copy” is therefore a property of the format rather than a promise about our logging.
  • Opening a code or a link previews it first: how much is coming in, how much is already on this device, and then replace, keep both, or nothing at all. Nothing is written until you choose.
  • A link is still a link, though: it lands in your browser history, in the other device's address bar, and in whatever app carried it. It is your data and your choice to move it — this is just worth knowing before you send one.

What never leaves this device

No part of your inventory or profile reaches a server — not a row, not a total, not a count of how many Pikmin you own. None of it is sent to analytics either, not even as a bucket. The transfer link is the single exception, and only when you make one.

That is enforced rather than remembered: a test fails the build if any inventory or profile module imports the database, the analytics helpers, or any server-side API.

Game data last verified August 24, 2026.

Game data adapted from Pikipedia, licensed under CC BY-SA 3.0 (later edits 4.0).