Damage: Difference between revisions

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(kinda solved at User:Nescientist/Damage, but explaining here is hard in the article's current state (but if that video should stay, that's fine))
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{{spading|comment=Research on the zero damage cases other than False Swipe/Hold Back or immunities}}
'''Damage''' (Japanese: '''ダメージ''' ''damage'') is a loss of a Pokémon's {{stat|HP}} that happens as the result of a [[special move|special]] or [[physical move|physical]] [[move|attack]] used against it by another Pokémon.
 
'''Damage''' is the name for the affliction caused when a [[Pokémon]] uses an offensive [[move]] against the foe. It cuts down the foe's {{stat|Hit Points}} by varying amounts.


==Damage modification==
==Damage modification==
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===Type effectiveness===
===Type effectiveness===
Since each move has a [[type]], its '''effectiveness''' is largely determined by the targeted Pokémon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see [[Type chart|this page]].
Since each move has a [[type]], its '''effectiveness''' (Japanese: '''{{tt|効果|こうか}}''' ''effectiveness'') is largely determined by the targeted Pokémon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see [[Type chart|this page]].


====Super effective====
====Super effective====
:''"Super effective" redirects here. For the webcomic, see [[Super Effective (webcomic)]].''
:''"Super effective" redirects here. For the webcomic, see [[Super Effective (webcomic)]].''
:''"It's super effective" redirects here. For the podcast, see [[It's Super Effective (podcast)]].''
:''"It's super effective" redirects here. For the podcast, see [[It's Super Effective (podcast)]].''
:''"Weakness" redirects here. For the TCG mechanic, see [[Glossary (TCG)#Weakness|Glossary (TCG) → Weakness]].''
:''"Weakness" redirects here. For the TCG mechanic, see [[Appendix:Glossary (TCG)#Weakness|Appendix:Glossary (TCG) → Weakness]].''
When a move is '''super effective''', it inflicts double the damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{t|Psychic}} type Pokémon will be super effective because {{type|Bug}} moves are super effective against Psychic types. This effect can stack up; for example, a Pokémon that is {{t|Rock}}/{{t|Ground}} and is hit by a {{type|Water}} move like {{m|Surf}} will be damaged four times as much by the move as a {{type|Normal}} Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.
When a move is '''super effective''' (Japanese: '''{{tt|効果はバツグン|こうかはばつぐん}}''' ''super effective''), it inflicts double the damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{type|Psychic}} Pokémon will be super effective because {{type|Bug}} moves are super effective against Psychic types. This effect can stack up; for example, a Pokémon that is {{t|Rock}}/{{t|Ground}} and is hit by a {{type|Water}} move like {{m|Surf}} will be damaged four times as much by the move as a {{type|Normal}} Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.
 
In [[Pokémon GO]], super effective moves deal only 1.25x the damage, instead of 2x.


====Not very effective====
====Not very effective====
:''"Resistance" redirects here. For the TCG mechanic, see [[Glossary (TCG)#Resistance|Glossary (TCG) → Resistance]].''
:''"Resistance" redirects here. For the TCG mechanic, see [[Appendix:Glossary (TCG)#Resistance|Appendix:Glossary (TCG) → Resistance]].''
When a move is '''not very effective''', or resistant, it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a {{t|Steel}}/{{t|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type|Fighting}} move will be damaged normally, as Normal's weakness to Fighting is canceled out by Flying's resistance to it.
When a move is '''not very effective''' (Japanese: '''{{tt|効果は今一つ|こうかはいまひとつ}}''' ''not very effective''), or resistant, it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a {{t|Steel}}/{{t|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type|Fighting}} move will be damaged normally, as Normal's weakness to Fighting is canceled out by Flying's resistance to it.
 
In [[Pokémon GO]], not very effective moves deal 0.8x damage, instead of 0.5x.  


====Not effective====
====Not effective====
When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to all attacks of that type; the move will yield a message of "It doesn't affect the Pokémon..." Certain types are also immune to specific [[status move]]s, such as {{type|Ground}} Pokémon being immune to the {{type|Electric}} {{m|Thunder Wave}}, or {{type|Grass}} Pokémon being immune to {{m|Leech Seed}} as well as {{cat|powder and spore moves}}.
When a move is '''not effective''' (Japanese: '''{{tt|効果がない|こうかがない}}''' ''not effective''), it does not damage the Pokémon at all and that Pokémon is "immune" to all attacks of that type; the move will yield a message of "It doesn't affect ''Pokémon''..." Certain types are also immune to specific [[status move]]s, such as {{type|Ground}} Pokémon being immune to the {{type|Electric}} {{m|Thunder Wave}}, or {{type|Grass}} Pokémon being immune to {{m|Leech Seed}} as well as {{cat|powder and spore moves}}.
 
In [[Pokémon GO]], not effective moves are treated as if they are not very effective. So a {{type|Ground}} move can hit a {{type|Flying}} Pokémon, only at 0.8x damage.


===Critical hit===
===Critical hit===
{{main|Critical hit}}
{{main|Critical hit}}
A move will sometimes inflict a '''critical hit''' against another Pokémon. This will increase the damage done by 1.5× (2× prior to Generation VI) prior to type effectiveness calculations.
A move will sometimes inflict a '''critical hit''' against another Pokémon. This will increase the damage done by 1.5× (2× prior to Generation VI) prior to type effectiveness calculations.
From [[Generation II]] onward, critical hits cause the effects of {{m|Light Screen}} and {{m|Reflect}} to be ignored. From [[Generation III]] onward, a critical hit additionally causes the attacker's negative [[Statistic|stat changes]] and the defender's positive stat changes to be ignored.
There are no critical hits in [[Pokémon GO]].


===Same-type attack bonus===
===Same-type attack bonus===
{{main|Same-type attack bonus}}
{{main|Same-type attack bonus}}
A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a {{type|Fire}} move used by a Fire-type Pokémon. Dual-type Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move. Pokémon with {{a|Adaptability}} have this increased to 200% (an effective boost of ~33.3%).
A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a {{type|Fire}} move used by a Fire-type Pokémon. Dual-type Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move. Pokémon with {{a|Adaptability}} have this increased to 200% (an effective boost of ~33.3%).
In [[Pokémon GO]], the same-type attack bonus is 1.25x, instead of 1.5x.


===Weather===
===Weather===
{{main|Weather conditions}}
{{main|Weather}}
{{type|Water}} and {{type|Fire}} moves' damage will be modified by [[rain]] and [[intense sunlight]]. During rain, Water-type moves do 50% more damage and Fire-type moves do 50% less damage. During [[intense sunlight]], Fire-type moves do 50% more damage and Water-type moves do 50% less damage.
{{type|Water}} and {{type|Fire}} moves' damage will be modified by [[rain]] and [[harsh sunlight]]. During rain, Water-type moves do 50% more damage and Fire-type moves do 50% less damage. During [[harsh sunlight]], Fire-type moves do 50% more damage and Water-type moves do 50% less damage.


===Abilities===
===Abilities===
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* {{a|Levitate}} provides immunity to {{type|Ground}} moves and {{a|Soundproof}} provides immunity to {{Cat|sound moves}}.
* {{a|Levitate}} provides immunity to {{type|Ground}} moves and {{a|Soundproof}} provides immunity to {{Cat|sound moves}}.
* {{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type|Electric}} and {{type|Water}} moves respectively, healing the user's HP by 25% instead.
* {{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type|Electric}} and {{type|Water}} moves respectively, healing the user's HP by 25% instead.
* {{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type|Water}} move, but it also heals the user by 6.25% each turn during [[rain]]. However, it also causes the Pokémon to receive additional damage from {{type|Fire}} attacks and lose 6.25% of its HP in damage during {{weather|sun}}shine.
* {{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type|Water}} move, but it also heals the user by 6.25% each turn during [[rain]]. However, it also causes the Pokémon to receive additional damage from {{type|Fire}} attacks and lose 6.25% of its HP in damage during {{weather|Harsh sunlight|sunlight}}.
* {{a|Flash Fire}} negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead increases the user's Speed by one stage. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
* {{a|Flash Fire}} negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead increases the user's Speed by one stage. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
* {{a|Mold Breaker}}, {{a|Teravolt}}, and {{a|Turboblaze}} remove all ability-based immunities to the user's moves.
* {{a|Mold Breaker}}, {{a|Teravolt}}, and {{a|Turboblaze}} remove all ability-based immunities to the user's moves.
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Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier - an integer percentage between 85% and 100%.
Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier - an integer percentage between 85% and 100%.


In [[Generation]]s {{gen|I}} and {{gen|II}}, the random modifier does not have uniform probability for all percentages between 85 and 100. This is because the computer will generate a random number from 217 to 255 (217 is about 85.10% of 255), multiply it by 100, and then divide it by 255, to get the random number from 85 to 100 that the computer will divide by 100 to get the final adjustment.
In [[Generation]]s {{gen|I}} and {{gen|II}}, the random modifier is not an integer percentage. Instead of selecting a 4-bit integer, the game selects a random byte (that is, a value up to 255), repeatedly selecting a new one until the selected value is 217 or greater; the game afterwards multiplies the pre-adjustment damage by this number and divides it by 255. As a result, the randomization adjustment in these two generations goes between 217/255 (roughly 85.1%) and 255/255 (100%) in steps of 1/255, giving each value a uniform 1 in 39 chance of being selected (as opposed to 1 in 15 in later generations).
 
As a result, the odd numbers from 85 to 89 and the even numbers from 90 to 98 have a 7.69% (3 in 39) probability of being chosen, while the even numbers from 86 to 88 and the odd numbers from 91 to 99 have a 5.13% (2 in 39) probability of being chosen. The number 100, the least probable number, has a mere 2.56% (1 in 39) chance of being chosen.


In all subsequent games, the random adjustment is determined by generating a 4 bit number (0 through 15). The computer then subtracts it from 100, and then divides the result by 100 to get the final adjustment. This results in the same integer percentage between 85% and 100%, with an even distribution of occurrence.
In all subsequent games, the random adjustment is determined by generating a 4-bit integer (0 through 15). The computer then subtracts it from 100, and then divides the result by 100 to get the final adjustment. This results in an integer percentage between 85% and 100%, with a uniform distribution.


==Damage formula==
==Damage formula==
The damage dealt when a Pokémon uses a damaging move depends on its Attack or Special Attack [[Stats|stat]], the opponent's corresponding Defense or Special Defense stat, and the move's base damage. In addition, the various factors of [[damage modification]] will also affect the damage dealt.
The damage dealt when a Pokémon uses a damaging move depends on its Attack or Special Attack [[Stats|stat]], the opponent's corresponding Defense or Special Defense stat, and the move's base power. In addition, the various factors of [[damage modification]] will also affect the damage dealt.


The damage formula is the following:
The damage formula is


<!-- That above text is invalid as of June 26, 2010. The new formula text is as below:
<!-- That above text is invalid as of June 26, 2010. The new formula text is as below:
<math>
<math>
Damage = \left ( \frac{2 \times Level + 10}{250} \times \frac{Attack}{Defense} + 2 \right ) \times Modifier
\mathrm{Damage} = \left ( \frac{2 \times \mathrm{Level} + 10}{250} \times \frac{\mathrm{Attack}}{\mathrm{Defense}} + 2 \right ) \times \mathrm{Modifier}
\\
\\
Modifier = STAB \times Type \times other \times \frac{\left ( 100 - (rand \in [0, 15]) \right )}{100}
\mathrm{Modifier} = \mathrm{STAB} \times \mathrm{Type} \times \mathrm{other} \times \frac{\left ( 100 - (\mathrm{rand} \in [0, 15]) \right )}{100}
</math>
</math>
-->
-->
[[File:DamageCalc.png]]
[[File:DamageCalc.png]]
where


* ''Level'' is the level of the attacking Pokémon.
* ''Level'' is the level of the attacking Pokémon.
* ''Attack'' and ''Defense'' are the working Attack and Defense stats of the attacking and defending Pokémon, respectively. If the attack is Special, the Special Attack and Special Defense stats are used instead. Some moves like {{m|Psystrike}} use stats other than what moves of this category would usually use (in case of Psystrike, it uses Special Attack and Defense).
* ''Attack'' and ''Defense'' are the working Attack and Defense stats of the attacking and defending Pokémon, respectively. If the attack is Special, the Special Attack and Special Defense stats are used instead. Some moves like {{m|Psystrike}} use stats other than what moves of this category would usually use (in case of Psystrike, it uses Special Attack and Defense).
* ''Base'' is the base damage of the attack.
* ''Base'' is the base power of the attack.
* ''Modifier'' is calculated as follows:
 
and ''Modifier'' is


[[File:ModifierCalc.png]]
[[File:ModifierCalc.png]]
where


* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
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* ''Critical'' is 2 for a critical hit in Generations I-V, 1.5 for a critical hit in Generation VI, and 1 otherwise.
* ''Critical'' is 2 for a critical hit in Generations I-V, 1.5 for a critical hit in Generation VI, and 1 otherwise.
* ''other'' counts for things like [[held item]]s, {{Abilities}}, field advantages, and whether the battle is a [[Double Battle]] or [[Triple Battle]] or not.
* ''other'' counts for things like [[held item]]s, {{Abilities}}, field advantages, and whether the battle is a [[Double Battle]] or [[Triple Battle]] or not.
* ''rand'' is a random number from 0.85 to 1.00.
* ''random'' is a random number from 0.85 to 1.00.


The result is rounded down as remainders are not kept. It is possible to do zero damage [http://www.youtube.com/watch?&v=qPPTz0sDZzU].
The result is rounded down as remainders are not kept. In [[Generation I|Generations I]] and {{gen|V}} only, it is possible to deal zero damage<ref>[http://www.youtube.com/watch?&v=qPPTz0sDZzU]</ref>, due to apparent programming oversights.


=====Example=====
=====Example=====
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''Defense:'' 181
''Defense:'' 181


It uses the move {{m|Ice Fang}} ({{t|Ice}}, physical, base damage 65) against a level 78 {{p|Garchomp}}:
It uses the move {{m|Ice Fang}} ({{t|Ice}}, physical, base power 65) against a level 78 {{p|Garchomp}}:


''HP:'' 270<br>
''HP:'' 270<br>
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[[File:ModifierCalcExample.png]]
[[File:ModifierCalcExample.png]]


We then plug ''Modifier'' into the rest of the formula:
''Modifier'' is then plugged into the rest of the formula:


[[File:DamageCalcExample1.png]]
[[File:DamageCalcExample1.png]]
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So depending on luck, {{p|Glaceon}} will do damage in the range 170-200 HP. Despite {{p|Garchomp}}'s double weakness to {{t|Ice}}, Glaceon's {{m|Ice Fang}} will not defeat it in a single hit.
So depending on luck, {{p|Glaceon}} will do damage in the range 170-200 HP. Despite {{p|Garchomp}}'s double weakness to {{t|Ice}}, Glaceon's {{m|Ice Fang}} will not defeat it in a single hit.


Garchomp is up next. Garchomp gets a critical hit (''Critical'' = 2) on Earthquake, a physical {{t|Ground}} move with 100 base damage. With its Ice type, Glaceon is neither weak nor resistant to Garchomp's attack, so ''Type'' = 1. Garchomp is Dragon/'''Ground''', so it receives STAB, making ''STAB'' = 1.5. Say that Garchomp is also holding an Earth Plate, which powers up Ground-type moves by 20%. Then ''Other'' = 1.2.
Garchomp is up next. Garchomp gets a critical hit (''Critical'' = 2) on Earthquake, a physical {{t|Ground}} move with 100 base power. With its Ice type, Glaceon is neither weak nor resistant to Garchomp's attack, so ''Type'' = 1. Garchomp is Dragon/'''Ground''', so it receives STAB, making ''STAB'' = 1.5. Say that Garchomp is also holding an Earth Plate, which powers up Ground-type moves by 20%. Then ''Other'' = 1.2.


[[File:ModifierCalcExample2.png]]
[[File:ModifierCalcExample2.png]]


We insert the stats and ''Modifier'' in the formula and get:
Inserting the stats and ''Modifier'' in the formula yields:


[[File:DamageCalcExample3.png]]
[[File:DamageCalcExample3.png]]
:[[File:DamageCalcExample4.png]]
:[[File:DamageCalcExample4.png]]


We see that Garchomp's attack will do anywhere from 241 to 284 damage, which is more than enough to take the Glaceon out in one hit.
Garchomp's attack will do anywhere from 241 to 284 damage, which is more than enough to take the Glaceon out in one hit.


==Links==
==Trivia==
* The highest potential damage dealt in a single attack can be achieved by {{p|Shuckle}} using {{m|Ice Ball}}.<!--with two Helping Hands, holding Metronome, after Power Trick, Skill Swap to Pure Power, conversion to Ice type, and 6 stages of positive Attack stat changes, with Flower Gift partners in sunny weather. 5th turn of Defense Curl-boosted Ice Ball (learned via Mimic), if used against level 1 Noibat with minimum Defense stats and -6 Defense with Forest's Curse, can deal up to 721,899,685 damage with critical hit.-->
* In [[Pokémon Battle Revolution]], the HP bar will change with a different animation depending on the move's type (recovery, recoil damage and indirect damage use the Normal-type animation), as shown below.
{| class="expandable"
|
|-
|
{| style="margin:auto; text-align:center; background: #{{physical color light}}; {{roundy|10px}}; border: 2px solid #{{physical color dark}}" cellpadding="5" cellspacing="3"
|-
| style="background: #FFF; {{roundytl|10px}}"| [[File:PBR HP change Normal.png|256px]]
| style="background: #FFF| [[File:PBR HP change Fighting.png|256px]]
| style="background: #FFF| [[File:PBR HP change Flying.png|256px]]
| style="background: #FFF; {{roundytr|10px}}"| [[File:PBR HP change Poison.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Normal}}
! style="background: #{{physical color}}" | {{color|FFF|Fighting}}
! style="background: #{{physical color}}" | {{color|FFF|Flying}}
! style="background: #{{physical color}}" | {{color|FFF|Poison}}
|-
| style="background: #FFF| [[File:PBR HP change Ground.png|256px]]
| style="background: #FFF| [[File:PBR HP change Rock.png|256px]]
| style="background: #FFF| [[File:PBR HP change Bug.png|256px]]
| style="background: #FFF| [[File:PBR HP change Ghost.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Ground}}
! style="background: #{{physical color}}" | {{color|FFF|Rock}}
! style="background: #{{physical color}}" | {{color|FFF|Bug}}
! style="background: #{{physical color}}" | {{color|FFF|Ghost}}
|-
| style="background: #FFF| [[File:PBR HP change Steel.png|256px]]
| style="background: #FFF| [[File:PBR HP change Fire.png|256px]]
| style="background: #FFF| [[File:PBR HP change Water.png|256px]]
| style="background: #FFF| [[File:PBR HP change Grass.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Steel}}
! style="background: #{{physical color}}" | {{color|FFF|Fire}}
! style="background: #{{physical color}}" | {{color|FFF|Water}}
! style="background: #{{physical color}}" | {{color|FFF|Grass}}
|-
| style="background: #FFF| [[File:PBR HP change Electric.png|256px]]
| style="background: #FFF| [[File:PBR HP change Psychic.png|256px]]
| style="background: #FFF| [[File:PBR HP change Ice.png|256px]]
| style="background: #FFF| [[File:PBR HP change Dragon.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Electric}}
! style="background: #{{physical color}}" | {{color|FFF|Psychic}}
! style="background: #{{physical color}}" | {{color|FFF|Ice}}
! style="background: #{{physical color}}" | {{color|FFF|Dragon}}
|-
| style="background: #FFF| [[File:PBR HP change Dark.png|256px]]
|-
! style="background: #{{physical color}}; {{roundybl|10px}}" | {{color|FFF|Dark}}
! style="background: #{{physical color light}}; {{roundybr|10px}}" rowspan="3" |
|}
|}
 
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=傷害 / 伤害 ''{{tt|Shānghài|Damage}}''
|cs=Poškození
|fi=Vahinko
|fr=Dégâts
|de=Schaden
|hu=Sebzés
|it=Danno
|ko=데미지 ''Damage''
|pt_br=Dano
|es=Daño
}}
 
==External links==
* [http://www.smogon.com/bw/articles/bw_complete_damage_formula The Complete Damage Formula for Black & White (Smogon University)]
* [http://www.smogon.com/bw/articles/bw_complete_damage_formula The Complete Damage Formula for Black & White (Smogon University)]
==References==
<references />


{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}

Revision as of 09:21, 2 December 2016

Damage (Japanese: ダメージ damage) is a loss of a Pokémon's HP that happens as the result of a special or physical attack used against it by another Pokémon.

Damage modification

Damage modification is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways. These modifiers range from doubling to halving and even negating the damage done.

Type effectiveness

Since each move has a type, its effectiveness (Japanese: 効果 effectiveness) is largely determined by the targeted Pokémon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see this page.

Super effective

"Super effective" redirects here. For the webcomic, see Super Effective (webcomic).
"It's super effective" redirects here. For the podcast, see It's Super Effective (podcast).
"Weakness" redirects here. For the TCG mechanic, see Appendix:Glossary (TCG) → Weakness.

When a move is super effective (Japanese: 効果はバツグン super effective), it inflicts double the damage it would normally do. For example, a move like Megahorn used against a Psychic-type Pokémon will be super effective because Bug-type moves are super effective against Psychic types. This effect can stack up; for example, a Pokémon that is Rock/Ground and is hit by a Water-type move like Surf will be damaged four times as much by the move as a Normal-type Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.

In Pokémon GO, super effective moves deal only 1.25x the damage, instead of 2x.

Not very effective

"Resistance" redirects here. For the TCG mechanic, see Appendix:Glossary (TCG) → Resistance.

When a move is not very effective (Japanese: 効果は今一つ not very effective), or resistant, it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a Steel/Rock Pokémon will be damaged by a quarter of the amount by a Normal-type move. Likewise, a Normal/Flying Pokémon hit by a Fighting-type move will be damaged normally, as Normal's weakness to Fighting is canceled out by Flying's resistance to it.

In Pokémon GO, not very effective moves deal 0.8x damage, instead of 0.5x.

Not effective

When a move is not effective (Japanese: 効果がない not effective), it does not damage the Pokémon at all and that Pokémon is "immune" to all attacks of that type; the move will yield a message of "It doesn't affect Pokémon..." Certain types are also immune to specific status moves, such as Ground-type Pokémon being immune to the Electric-type Thunder Wave, or Grass-type Pokémon being immune to Leech Seed as well as powder and spore moves.

In Pokémon GO, not effective moves are treated as if they are not very effective. So a Ground-type move can hit a Flying-type Pokémon, only at 0.8x damage.

Critical hit

Main article: Critical hit

A move will sometimes inflict a critical hit against another Pokémon. This will increase the damage done by 1.5× (2× prior to Generation VI) prior to type effectiveness calculations.

From Generation II onward, critical hits cause the effects of Light Screen and Reflect to be ignored. From Generation III onward, a critical hit additionally causes the attacker's negative stat changes and the defender's positive stat changes to be ignored.

There are no critical hits in Pokémon GO.

Same-type attack bonus

Main article: Same-type attack bonus

A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a Fire-type move used by a Fire-type Pokémon. Dual-type Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move. Pokémon with Adaptability have this increased to 200% (an effective boost of ~33.3%).

In Pokémon GO, the same-type attack bonus is 1.25x, instead of 1.5x.

Weather

Main article: Weather

Water-type and Fire-type moves' damage will be modified by rain and harsh sunlight. During rain, Water-type moves do 50% more damage and Fire-type moves do 50% less damage. During harsh sunlight, Fire-type moves do 50% more damage and Water-type moves do 50% less damage.

Abilities

Main article: Ability

Abilities come in a wide variety, and have various effects on damage modification. These effects range from increasing and decreasing the power of moves of a specific type, granting immunities, and even changing the power of moves affected by other damage modifiers. These Abilities include:

Items

See also: Type-enhancing item

Some held items increase the power of an attack by a small percentage. Most of these items boost attacks only of a certain type by 20%. Some items can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some Berries also weaken an opponent's super-effective move.

Other held items that modify damage include:

Other

A number of other variables can affect the amount of damage caused by an attack.

  • If the attacker is burned and their Ability is not Guts, their physical damage will be decreased by half.
  • In a Double Battle, moves that hit multiple targets do 75% of the damage they do in one-on-one battles.
  • Reflect and Light Screen decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a Double Battle.

Randomization adjustment

Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier - an integer percentage between 85% and 100%.

In Generations I and II, the random modifier is not an integer percentage. Instead of selecting a 4-bit integer, the game selects a random byte (that is, a value up to 255), repeatedly selecting a new one until the selected value is 217 or greater; the game afterwards multiplies the pre-adjustment damage by this number and divides it by 255. As a result, the randomization adjustment in these two generations goes between 217/255 (roughly 85.1%) and 255/255 (100%) in steps of 1/255, giving each value a uniform 1 in 39 chance of being selected (as opposed to 1 in 15 in later generations).

In all subsequent games, the random adjustment is determined by generating a 4-bit integer (0 through 15). The computer then subtracts it from 100, and then divides the result by 100 to get the final adjustment. This results in an integer percentage between 85% and 100%, with a uniform distribution.

Damage formula

The damage dealt when a Pokémon uses a damaging move depends on its Attack or Special Attack stat, the opponent's corresponding Defense or Special Defense stat, and the move's base power. In addition, the various factors of damage modification will also affect the damage dealt.

The damage formula is

File:DamageCalc.png

where

  • Level is the level of the attacking Pokémon.
  • Attack and Defense are the working Attack and Defense stats of the attacking and defending Pokémon, respectively. If the attack is Special, the Special Attack and Special Defense stats are used instead. Some moves like Psystrike use stats other than what moves of this category would usually use (in case of Psystrike, it uses Special Attack and Defense).
  • Base is the base power of the attack.

and Modifier is

File:ModifierCalc.png

where

  • STAB is the same-type attack bonus. This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
  • Type is the type effectiveness. This can be either 0, 0.25, 0.5, 1, 2, or 4 depending on the type of attack and the type of the defending Pokémon.
  • Critical is 2 for a critical hit in Generations I-V, 1.5 for a critical hit in Generation VI, and 1 otherwise.
  • other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not.
  • random is a random number from 0.85 to 1.00.

The result is rounded down as remainders are not kept. In Generations I and V only, it is possible to deal zero damage[1], due to apparent programming oversights.

Example

Imagine a level 75 Glaceon that has the following stats:

HP: 201
Attack: 123
Defense: 181

It uses the move Ice Fang (Ice, physical, base power 65) against a level 78 Garchomp:

HP: 270
Attack: 210
Defense: 163

Garchomp is Dragon/Ground, so it has a double weakness to Ice. Thus, Type = 4. Additionally, Glaceon, being an Ice-type, receives STAB, so STAB = 1.5.

File:ModifierCalcExample.png

Modifier is then plugged into the rest of the formula:

File:DamageCalcExample1.png

File:DamageCalcExample2.png

So depending on luck, Glaceon will do damage in the range 170-200 HP. Despite Garchomp's double weakness to Ice, Glaceon's Ice Fang will not defeat it in a single hit.

Garchomp is up next. Garchomp gets a critical hit (Critical = 2) on Earthquake, a physical Ground move with 100 base power. With its Ice type, Glaceon is neither weak nor resistant to Garchomp's attack, so Type = 1. Garchomp is Dragon/Ground, so it receives STAB, making STAB = 1.5. Say that Garchomp is also holding an Earth Plate, which powers up Ground-type moves by 20%. Then Other = 1.2.

File:ModifierCalcExample2.png

Inserting the stats and Modifier in the formula yields:

File:DamageCalcExample3.png

File:DamageCalcExample4.png

Garchomp's attack will do anywhere from 241 to 284 damage, which is more than enough to take the Glaceon out in one hit.

Trivia

  • The highest potential damage dealt in a single attack can be achieved by Shuckle using Ice Ball.
  • In Pokémon Battle Revolution, the HP bar will change with a different animation depending on the move's type (recovery, recoil damage and indirect damage use the Normal-type animation), as shown below.

In other languages

Language Title
Cantonese Chinese 傷害 / 伤害 Shānghài
The Czech Republic Flag.png Czech Poškození
Finland Flag.png Finnish Vahinko
France Flag.png French Dégâts
Germany Flag.png German Schaden
Hungary Flag.png Hungarian Sebzés
Italy Flag.png Italian Danno
South Korea Flag.png Korean 데미지 Damage
Brazil Flag.png Brazilian Portuguese Dano
Spain Flag.png Spanish Daño

External links

References

Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.