Damage: Difference between revisions

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{{spading|comment=Research on the zero damage cases other than False Swipe/Hold Back or immunities}}
[[File:Ash Pokémon injured.png|thumb|300px|{{cat|Ash's Pokémon}} injured after a battle]]
 
'''Damage''' (Japanese: '''ダメージ''' ''damage'') is a loss of a Pokémon's {{stat|HP}} that happens as the result of a [[physical move|physical]] or [[special move|special]] [[move|attack]] used against it by another Pokémon.
'''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 modification==
==Damage modification==
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:''"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 [[Appendix:Glossary (TCG)#Weakness|Appendix: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''' (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.
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}}/{{type|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 [[Appendix:Glossary (TCG)#Resistance|Appendix: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''' (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.
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}}/{{type|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type|Normal}} move. Likewise, a {{t|Normal}}/{{type|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''' (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}}.
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. As an example, a {{type|Ground}} move can hit a {{type|Flying}} Pokémon, only at 0.8x damage.


===Critical hit===
===Critical hit===
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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.
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 1.5x 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 2x (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}}
{{main|Weather}}
{{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.
{{type|Water}} and {{type|Fire}} moves' damage are 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. During [[heavy rain]], Fire-type moves cannot be executed; during [[extremely harsh sunlight]], Water-type moves cannot be executed. A [[mysterious air current]] halves all super-effective damage done to Flying-type Pokémon. All these effects are ignored when a Pokémon with {{a|Cloud Nine}} or {{a|Air Lock}} is on the field.
 
===Terrain===
Terrain affects Pokémon that are [[grounded]] and will either power up their moves or halve the power of moves targeting them depending on the terrain. {{m|Electric Terrain}} increases the power of {{type|Electric}} moves used by grounded Pokémon by 50%. {{m|Grassy Terrain}} increases the power of {{type|Grass}} moves used by grounded Pokémon by 50%. {{m|Psychic Terrain}} increases the power of {{type|Psychic}} moves used by grounded Pokémon by 50%. {{m|Misty Terrain}} decreases the power of {{type|Dragon}} moves targeting grounded Pokémon by 50%.
 
{{t|Flying}} types, Pokémon with {{a|Levitate}}, Pokémon holding an [[Air Balloon]], and Pokémon under the effects of {{m|Magnet Rise}} or {{m|Telekinesis}}, do not experience these effects unless they hold an [[Iron Ball]], {{m|Gravity}} is in effect, or they are under the effect of {{m|Ingrain}}.


===Abilities===
===Abilities===
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* {{a|Blaze}}, {{a|Overgrow}}, {{a|Torrent}} and {{a|Swarm}} increase the power of {{type|Fire}}, {{type|Grass}}, {{type|Water}} and {{type|Bug}} moves respectively by 50% when the user's HP falls below 33%.
* {{a|Blaze}}, {{a|Overgrow}}, {{a|Torrent}} and {{a|Swarm}} increase the power of {{type|Fire}}, {{type|Grass}}, {{type|Water}} and {{type|Bug}} moves respectively by 50% when the user's HP falls below 33%.
* {{a|Guts}} will increase the user's Attack by 50% if inflicted with a {{status|burn}}, {{status|paralysis}}, or {{status|poison}}.
* {{a|Guts}} and {{a|Marvel Scale}} will increase the user's Attack and Defense respectively by 50% if inflicted with a non-volatile [[status condition]]. {{a|Toxic Boost}} and {{a|Flare Boost}} increase the user's Attack by 50% if inflicted with poison, and increase the user's Special Attack by 50% if inflicted with burn, respectively.
* {{a|Thick Fat}} decreases the damage dealt to the user by opponents' Fire-type and Ice-type moves by 50%. {{a|Heatproof}} decreases the damage dealt to the user by opponents' Fire-type moves by 50%.
* {{a|Thick Fat}} decreases the damage dealt to the user by opponents' Fire-type and Ice-type moves by 50%. {{a|Heatproof}} decreases the damage dealt to the user by opponents' Fire-type moves by 50%.
* {{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|Harsh sunlight|sunlight}}.
* {{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a Water-type move, but it also causes the Pokémon to receive 25% additional damage from Fire-type attacks.
* {{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 by 50%.
* {{a|Mold Breaker}}, {{a|Teravolt}}, and {{a|Turboblaze}} remove all ability-based immunities to the user's moves.
* {{a|Mold Breaker}}, {{a|Teravolt}}, {{a|Turboblaze}}, {{m|Sunsteel Strike}} and {{m|Moongeist Beam}} ignore all Ability-based modifiers to the user's moves except for {{a|Shadow Shield}} and {{a|Prism Armor}}. {{m|Core Enforcer}} removes the target's Ability-based modifiers if the target has already made a move in the same turn.
* {{a|Scrappy}} allows the user to hit {{type|Ghost}}s with {{type|Normal}} and {{type|Fighting}} damage-dealing moves.
* {{a|Adaptability}} increases the STAB multiplier for moves of the same type as the user from 1.5× to 2×.
* {{a|Adaptability}} increases the STAB multiplier for moves of the same type as the user from 1.5× to 2×.
* {{a|Hustle}} boosts the Attack stat of the user by 50%.  
* {{a|Hustle}} boosts the Attack stat of the user by 50%.  
* {{a|Pure Power}} and {{a|Huge Power}} both double the user's Attack stat.
* {{a|Pure Power}} and {{a|Huge Power}} both double the user's Attack stat.
* {{a|Technician}} increases the power of the user's moves with base power 60 or less by 50%.  
* {{a|Technician}} increases the power of the user's moves with base power 60 or less by 50%.  
* {{a|Super Luck}} increases the user's critical hit ratio.
* {{a|Sniper}} increases the damage of the user's critical hits by 50%.  
* {{a|Battle Armor}} and {{a|Shell Armor}} prevent critical hits being dealt to the user.
* {{a|Sniper}} increases the damage of a user's critical hits by 50%.  
* {{a|Tinted Lens}} doubles the power of the user's moves that are not very effective.  
* {{a|Tinted Lens}} doubles the power of the user's moves that are not very effective.  
* {{a|Solid Rock}} and {{a|Filter}} each reduce the power of super effective moves on the user by 25%.
* {{a|Solid Rock}}, {{a|Filter}} and {{a|Prism Armor}} each reduce the power of super-effective moves on the user by 25%.
* {{a|Wonder Guard}} gives the user immunity to all attacking moves that are not super effective.
* {{a|Iron Fist}} increases the damage of punching moves by 20%.
* {{a|Iron Fist}} increases the damage of punching moves by 20%.
* {{a|Mega Launcher}} increases the damage of aura and pulse moves by 50%.
* {{a|Mega Launcher}} increases the damage of aura and pulse moves by 50%. {{a|Strong Jaw}} increases the damage of biting moves by 50%.
* The moves {{m|Storm Throw}} and {{m|Frost Breath}} can cancel out the 50% damage if used on certain types due to the moves always resulting in a critical hit, and can cause , 6× or 12× multipliers if used on other types.
* {{a|Fur Coat}} halves all damage from physical moves to the user.
* {{a|Fluffy}} halves all damage from [[contact]] moves to the user and doubles the damage taken from Fire-type moves.
* {{a|Multiscale}} and {{a|Shadow Shield}} halve all damage to the user when the user has full HP.
* {{a|Plus}} and {{a|Minus}} boost the Special Attack of allies that have one of these abilities as well by 50%.
* {{a|Rivalry}} increases the power of moves used by the user by 25% when the target has the same gender as the user, but decreases the power of moves by 25% if the target is of the opposite gender as the user. This ability has no effect if the target is genderless.
* {{a|Solar Power}} increases the user's Special Attack by 50% in harsh sunlight at the cost of losing 12.5% of its maximum HP at the end of each turn. {{a|Flower Gift}} increases the Attack and Special Defense of the Pokémon with this Ability and its allies by 50% in harsh sunlight.
* {{a|Slow Start}} halves the user's Attack and Speed stats for the first 5 turns the user is out on the battlefield. {{a|Defeatist}} halves the user's Attack and Special Attack when the user's HP drops below 50%.
* {{a|Reckless}} increases the base power of moves which cause recoil or crash damage by 20%, except {{m|Struggle}}.
* {{a|Sheer Force}} increases the base power of moves with secondary effects by 30% and prevents those secondary effects from occuring.
* {{a|Friend Guard}} reduces the damage done to the user's allies by 25%. {{a|Battery}} increases the power of allies' special moves by 30%.
* {{a|Analytic}} increases the power of the user's moves by 30% on targets of the move that have already made a move in that turn.
* {{a|Sand Force}} increases the power of the user's {{t|Rock}}, {{t|Ground}} and {{type|Steel}} moves by 30% in sandstorm.
* {{a|Tough Claws}} increases the power of the user's contact moves by 33%.
* {{a|Pixilate}}, {{a|Refrigerate}}, {{a|Aerilate}} and {{a|Galvanize}} change {{type|Normal}} moves to {{t|Fairy}}, {{t|Ice}}, {{t|Flying}} and {{type|Electric}} moves respectively, and increases the power of affected moves by 20% (30% in [[Generation VI]]). {{a|Normalize}} changes all moves to Normal-type and increases the base power of affected moves by 20% as of [[Generation VII]].
* {{a|Parental Bond}} adds a second hit after each single-target attack move that does 25% of the damage of the first hit (50% in Generation VI).
* {{a|Dark Aura}} and {{a|Fairy Aura}} power up the {{type|Dark}} and {{type|Fairy}} moves (respectively) of all Pokémon on the field by 33%. If these Abilities are active at the same time as {{a|Aura Break}}, the base power of Dark- and Fairy-type moves will instead be divided by 1.33.
* {{a|Stakeout}} increases the power of moves by 50% if the selected target has switched out into a different Pokémon.
* {{a|Water Bubble}} halves the damage from Fire-type moves to the user and doubles the power of Water-type moves used by the user.
* {{a|Steelworker}} increases the damage of the user's Steel-type moves by 50%.
 
Some abilities are able to deal damage, these are:
 
* {{a|Rough Skin}} and {{a|Iron Barbs}} cause Pokémon that attack the user with a contact move to lose 12.5% of their maximum HP.
* {{a|Liquid Ooze}} causes Pokémon using an HP-draining move on the user to lose half the HP drained, rather than restoring it.
* {{a|Aftermath}} causes Pokémon that knock out the user with a contact move to lose 25% of their maximum HP.
* {{a|Bad Dreams}} deals damage to all sleeping Pokémon on the field (other than the user) equal to 12.5% of their maximum HP at the end of every turn.
* {{a|Innards Out}} deals damage equal to the user's remaining HP before getting knocked out to the Pokémon that knocked it out.


===Items===
===Items===
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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==
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<!-- 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>
-->
-->
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* ''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.
* ''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.
* ''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.
* ''Critical'' is 2 for a critical hit in Generations I-V, 1.5 for a critical hit from Generation VI onwards, 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.
* ''random'' 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. The base damage is also rounded down before the modifier is applied [http://www.dragonflycave.com/mechanics/battle#damage].{{tt2|*|The Pokemon's level is also rounded down to the nearest number that is a multiple of 5 or two less than a multiple of 5.|}} 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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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.
==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==
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=伤害
|zh_yue=傷害 / 伤害 ''{{tt|Shānghài|Damage}}''
|fr=Dégâts
|cs=Poškození
|da=Skade
|fi=Vahinko
|fr_ca=Tort{{tt|*|Blue Rescue Team manual}}
|fr_eu=Dégâts
|de=Schaden
|de=Schaden
|hu=Sebzés
|it=Danno
|it=Danno
|ko=
|ko=데미지 ''Damage''
|es=
|no=Skade
|pt_br=Dano
|es=Daño
|sv=Skada
}}
}}


==Links==
==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 04:45, 21 February 2017

Ash's Pokémon injured after a battle

Damage (Japanese: ダメージ damage) is a loss of a Pokémon's HP that happens as the result of a physical or special 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-type 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-type Pokémon will be damaged by a quarter of the amount by a Normal-type move. Likewise, a Normal/Flying-type 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. As an example, 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 1.5x 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 2x (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 are 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. During heavy rain, Fire-type moves cannot be executed; during extremely harsh sunlight, Water-type moves cannot be executed. A mysterious air current halves all super-effective damage done to Flying-type Pokémon. All these effects are ignored when a Pokémon with Cloud Nine or Air Lock is on the field.

Terrain

Terrain affects Pokémon that are grounded and will either power up their moves or halve the power of moves targeting them depending on the terrain. Electric Terrain increases the power of Electric-type moves used by grounded Pokémon by 50%. Grassy Terrain increases the power of Grass-type moves used by grounded Pokémon by 50%. Psychic Terrain increases the power of Psychic-type moves used by grounded Pokémon by 50%. Misty Terrain decreases the power of Dragon-type moves targeting grounded Pokémon by 50%.

Flying types, Pokémon with Levitate, Pokémon holding an Air Balloon, and Pokémon under the effects of Magnet Rise or Telekinesis, do not experience these effects unless they hold an Iron Ball, Gravity is in effect, or they are under the effect of Ingrain.

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:

  • Blaze, Overgrow, Torrent and Swarm increase the power of Fire-type, Grass-type, Water-type and Bug-type moves respectively by 50% when the user's HP falls below 33%.
  • Guts and Marvel Scale will increase the user's Attack and Defense respectively by 50% if inflicted with a non-volatile status condition. Toxic Boost and Flare Boost increase the user's Attack by 50% if inflicted with poison, and increase the user's Special Attack by 50% if inflicted with burn, respectively.
  • Thick Fat decreases the damage dealt to the user by opponents' Fire-type and Ice-type moves by 50%. Heatproof decreases the damage dealt to the user by opponents' Fire-type moves by 50%.
  • Volt Absorb and Water Absorb grant immunity to Electric-type and Water-type moves respectively, healing the user's HP by 25% instead.
  • Dry Skin works in part like Water Absorb, healing the user when hit with a Water-type move, but it also causes the Pokémon to receive 25% additional damage from Fire-type attacks.
  • 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 by 50%.
  • Mold Breaker, Teravolt, Turboblaze, Sunsteel Strike and Moongeist Beam ignore all Ability-based modifiers to the user's moves except for Shadow Shield and Prism Armor. Core Enforcer removes the target's Ability-based modifiers if the target has already made a move in the same turn.
  • Adaptability increases the STAB multiplier for moves of the same type as the user from 1.5× to 2×.
  • Hustle boosts the Attack stat of the user by 50%.
  • Pure Power and Huge Power both double the user's Attack stat.
  • Technician increases the power of the user's moves with base power 60 or less by 50%.
  • Sniper increases the damage of the user's critical hits by 50%.
  • Tinted Lens doubles the power of the user's moves that are not very effective.
  • Solid Rock, Filter and Prism Armor each reduce the power of super-effective moves on the user by 25%.
  • Iron Fist increases the damage of punching moves by 20%.
  • Mega Launcher increases the damage of aura and pulse moves by 50%. Strong Jaw increases the damage of biting moves by 50%.
  • Fur Coat halves all damage from physical moves to the user.
  • Fluffy halves all damage from contact moves to the user and doubles the damage taken from Fire-type moves.
  • Multiscale and Shadow Shield halve all damage to the user when the user has full HP.
  • Plus and Minus boost the Special Attack of allies that have one of these abilities as well by 50%.
  • Rivalry increases the power of moves used by the user by 25% when the target has the same gender as the user, but decreases the power of moves by 25% if the target is of the opposite gender as the user. This ability has no effect if the target is genderless.
  • Solar Power increases the user's Special Attack by 50% in harsh sunlight at the cost of losing 12.5% of its maximum HP at the end of each turn. Flower Gift increases the Attack and Special Defense of the Pokémon with this Ability and its allies by 50% in harsh sunlight.
  • Slow Start halves the user's Attack and Speed stats for the first 5 turns the user is out on the battlefield. Defeatist halves the user's Attack and Special Attack when the user's HP drops below 50%.
  • Reckless increases the base power of moves which cause recoil or crash damage by 20%, except Struggle.
  • Sheer Force increases the base power of moves with secondary effects by 30% and prevents those secondary effects from occuring.
  • Friend Guard reduces the damage done to the user's allies by 25%. Battery increases the power of allies' special moves by 30%.
  • Analytic increases the power of the user's moves by 30% on targets of the move that have already made a move in that turn.
  • Sand Force increases the power of the user's Rock, Ground and Steel-type moves by 30% in sandstorm.
  • Tough Claws increases the power of the user's contact moves by 33%.
  • Pixilate, Refrigerate, Aerilate and Galvanize change Normal-type moves to Fairy, Ice, Flying and Electric-type moves respectively, and increases the power of affected moves by 20% (30% in Generation VI). Normalize changes all moves to Normal-type and increases the base power of affected moves by 20% as of Generation VII.
  • Parental Bond adds a second hit after each single-target attack move that does 25% of the damage of the first hit (50% in Generation VI).
  • Dark Aura and Fairy Aura power up the Dark-type and Fairy-type moves (respectively) of all Pokémon on the field by 33%. If these Abilities are active at the same time as Aura Break, the base power of Dark- and Fairy-type moves will instead be divided by 1.33.
  • Stakeout increases the power of moves by 50% if the selected target has switched out into a different Pokémon.
  • Water Bubble halves the damage from Fire-type moves to the user and doubles the power of Water-type moves used by the user.
  • Steelworker increases the damage of the user's Steel-type moves by 50%.

Some abilities are able to deal damage, these are:

  • Rough Skin and Iron Barbs cause Pokémon that attack the user with a contact move to lose 12.5% of their maximum HP.
  • Liquid Ooze causes Pokémon using an HP-draining move on the user to lose half the HP drained, rather than restoring it.
  • Aftermath causes Pokémon that knock out the user with a contact move to lose 25% of their maximum HP.
  • Bad Dreams deals damage to all sleeping Pokémon on the field (other than the user) equal to 12.5% of their maximum HP at the end of every turn.
  • Innards Out deals damage equal to the user's remaining HP before getting knocked out to the Pokémon that knocked it out.

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 from Generation VI onwards, 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
Denmark Flag.png Danish Skade
Finland Flag.png Finnish Vahinko
French Canada Flag.png Canada Tort*
France Flag.png Europe Dégâts
Germany Flag.png German Schaden
Hungary Flag.png Hungarian Sebzés
Italy Flag.png Italian Danno
South Korea Flag.png Korean 데미지 Damage
Norway Flag.png Norwegian Skade
Brazil Flag.png Brazilian Portuguese Dano
Spain Flag.png Spanish Daño
Sweden Flag.png Swedish Skada

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.