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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 calculation==
Except for {{cat|moves that deal direct damage}}, the damage dealt when a Pokémon uses a damaging move depends on its [[level]], its effective Attack or Special Attack [[statistic|stat]], the opponent's effective Defense or Special Defense stat, and the move's effective [[power]]. In addition, various factors of damage modification may also affect the damage dealt.


==Damage modification==
More precisely, damage is calculated as
'''Damage modification''' is a system of multipliers used to change the [[damage]] dealt in a {{pkmn|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.
 
:[[File:DamageCalc.png|x54px]]
 
where
 
* ''Level'' is the [[level]] of the attacking Pokémon (or twice the level for a [[critical hit]] in [[Generation I]]).
* ''A'' is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special Attack stat of the attacking Pokémon if the used move is a [[special move]] (ignoring all<sup>Gen.&nbsp;II</sup>/negative<sup>Gen.&nbsp;III+</sup> stat stages for a [[critical hit]]).
* ''D'' is the effective Defense stat of the target if the used move is a [[physical move]] or a {{cat|Moves that use stats from different categories|special move that uses the target's Defense stat}}, or the effective Special Defense of the target if the used move is an other [[special move]] (ignoring all<sup>Gen.&nbsp;II</sup>/positive<sup>Gen.&nbsp;III+</sup> stat stages for a [[critical hit]]).
* ''Power'' is the effective [[power]] of the used move.
 
and ''Modifier'' is
 
:[[File:ModifierCalc.png|x18px]]
 
where
 
* ''Targets'' is 0.75 if the move has more than one [[target]], and 1 otherwise.
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} move during [[harsh sunlight]], and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise.
* ''Badge'' is applied in Generation II only. It is 1.25 if the attacking Pokémon is controlled by the player and if the player has obtained the [[Badge]] corresponding to the used move's [[type]], and 1 otherwise.
* ''Critical'' is applied starting in Generation II. It is 2 for a [[critical hit]] in Generations II-V, 1.5 for a critical hit from Generation VI onward, and 1 otherwise.
* ''random'' is a random factor between 0.85 and 1.00 (inclusive):
** From Generation III onward, it is a random integer percentage between 0.85 and 1.00 (inclusive)
** In Generations I and II, it is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, 2 if the user of the move additionally has {{a|Adaptability}}, and 1 if otherwise.
* ''Type'' is the [[#Type effectiveness|type effectiveness]] (as detailed below). This can be 0 (ineffective); 0.25, 0.5 (not very effective); 1 (normally effective); 2 or 4 (super effective) depending on both the move's and target's [[type]]s.
* ''Burn'' is 0.5 (from Generation III onward) if the attacker is {{status|burned}}, its Ability is not {{a|Guts}}, and the used move is a [[physical move]] (other than {{m|Facade}} from [[Generation VI]] onward), and 1 otherwise.
* ''other'' is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities or items take effect:
:{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Move
!Value
!Detail
|-
|{{m|Astonish}}
|2
|In Generation III only, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Aurora Veil}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|If in effect on the target's side, the move is not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}
|-
|{{m|Body Slam}}
|2
|From Generation VI onward, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Dragon Rush}}
|2
|From Generation VI onward, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Earthquake}}
|2
|From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of {{m|Dig}}{{tt|*|From Generation II-IV, this is applied to &quot;Power&quot; rather than &quot;other&quot;}}
|-
|{{m|Extrasensory}}
|2
|In Generation III only, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Flying Press}}
|2
|If this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Heat Crash}}
|2
|From Generation VI onward, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Heavy Slam}}
|2
|In Generation VII, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Light Screen}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|From Generation III onward, if in effect on the target's side, the move used is special, not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}
|-
|{{m|Magnitude}}
|2
|From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of {{m|Dig}}{{tt|*|Prior to Generation V, this is applied to &quot;Power&quot; rather than &quot;other&quot;}}
|-
|{{m|Needle Arm}}
|2
|In Generation III only, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Phantom Force}}
|2
|If this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Reflect}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|From Generation III onward, if in effect on the target's side, the move used is physical, not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}
|-
|{{m|Shadow Force}}
|2
|If this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Stomp}}
|2
|In Generation III and from Generation V onward, if this is the used move, and the target had previously used {{m|Minimize}}{{tt|*|In Generations II and IV, this is applied to &quot;Power&quot; rather than &quot;other&quot;}}
|-
|{{m|Surf}}
|2
|If this is the used move, and the target is in the semi-invulnerable turn of {{m|Dive}}{{tt|*|Prior to Generation V, this is applied to &quot;Power&quot; rather than &quot;other&quot;}}
|-
|{{m|Whirlpool}}
|2
|If this is the used move, and the target is in the semi-invulnerable turn of {{m|Dive}}{{tt|*|Prior to Generation V, this is applied to &quot;Power&quot; rather than &quot;other&quot;}}
|-
|[[Z-Move]]s
|0.25
|If the used move is a damaging Z-Move the target has {{m|protect}}ed against
|}
:{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Ability
!Value
!Detail
|-
|rowspan=2 |{{a|Fluffy}}
|0.5
|If the target has this Ability, and the used move makes [[contact]] and is not {{type|Fire}}
|-
|2
|If the target has this Ability, and the used move is {{type|Fire}} and does not make [[contact]]
|-
|{{a|Filter}}
|0.75
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Friend Guard}}
|0.75
|If an ally of the target has this Ability
|-
|{{a|Multiscale}}
|0.5
|If the target has this Ability and is at full health
|-
|{{a|Shadow Shield}}
|0.5
|If the target has this Ability and is at full health
|-
|{{a|Sniper}}
|1.5
|If the attacker has this Ability and the move lands a critical hit
|-
|{{a|Solid Rock}}
|0.75
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Tinted Lens}}
|2
|If the attacker has this Ability and the used move is not very effective (''Type'' < 1)
|}
:{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Item
!Value
!Detail
|-
|[[Chilan Berry]]
|0.5
|If held by the target, and the used move is {{type|Normal}}
|-
|[[Expert Belt]]
|~1.2
|If held by the attacker and the move is super effective (''Type'' > 1)
|-
|[[Life Orb]]
|~1.3
|If held by the attacker
|-
|{{OBP|Metronome|item}}
|>1
|1 + (~0.2 per successful consecutive use of the same move) if held by the attacker, but no more than 2
|-
|{{cat|Damage-reducing Berries|Type-resist Berries}}
|0.5
|If held by the target, the move is of the resisted type and super effective (''Type'' > 1)
|}
:If multiple effects influence the ''other'' value, their values stack multiplicatively. For example, if both {{a|Multiscale}} and a [[Chilan Berry]] take effect, ''other'' is <code>0.5 * 0.5 = 0.25</code>.
 
During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are cut off after each multiplication operation. If the calculation yields <code>0</code>, the move will deal 1 HP damage instead; however, in [[Generation]]s {{gen|I}} and {{gen|V}}, different behavior may occur due to apparent oversights:
* In Generation I, if the calculation yields <code>0</code> because the target has two types that both resist the move's type, the move will miss as if it is ineffective;
* In Generation V, a move may deal 0 HP damage when ''other'' is less than <code>1</code>, because the routine to prevent 0 HP damage is erroneously performed before applying the ''other'' factor.


===Type effectiveness===
===Type effectiveness===
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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.
In [[Pokémon GO]], super effective moves deal only 1.25x the damage, instead of 2x.
Line 19: Line 198:
====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''), it deals half of the damage it would normally do and the target is considered "resistant" to attacks of that type. 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.  
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. So a {{type|Ground}} move can hit a {{type|Flying}} Pokémon, only at 0.8x damage.
 
===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.
 
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===
{{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%).
 
In [[Pokémon GO]], the same-type attack bonus is 1.25x, instead of 1.5x.
 
===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.
 
===Abilities===
{{main|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:
 
* {{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|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|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|Mold Breaker}}, {{a|Teravolt}}, and {{a|Turboblaze}} remove all ability-based immunities to the user's moves.
* {{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|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|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|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|Solid Rock}} and {{a|Filter}} 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|Mega Launcher}} increases the damage of aura and pulse 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 4×, 6× or 12× multipliers if used on other types.


===Items===
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.
:''See also: [[Type-enhancing item]]''
Some [[held item]]s increase the power of an attack by a small percentage. Most of these items boost attacks [[type-enhancing item|only of a certain type]] by 20%. Some [[stat-enhancing item|items]] can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some [[Berry#Generation IV|Berries]] also weaken an opponent's super-effective move.


Other held items that modify damage include:
===Example===
* {{DL|In-battle effect item|Muscle Band}} boosts [[physical move]]s by 10%
Imagine a [[level]] 75 {{p|Glaceon}} that does not suffer a {{status|burn}} and holds no [[item]] with an effective Attack stat of 123 uses {{m|Ice Fang}} (an {{type|Ice}} [[physical move]] with a [[power]] of 65) against a {{p|Garchomp}} with an effective Defense stat of 163 in [[Generation VI]], and does not land a [[critical hit]]. Then, the move will receive {{STAB}}, because Glaceon's Ice type matches the move's: ''STAB'' = 1.5. Additionally, Garchomp is {{t|Dragon}}/{{t|Ground}}, and therefore has a double weakness to the move's ice type: ''Type'' = 4. All other (non-random) factors of ''Modifier'' will be 1. This effectively gives
* {{DL|In-battle effect item|Wise Glasses}} boost [[special move]]s by 10%
* {{DL|In-battle effect item|Expert Belt}} boosts super-effective attacks by 20%
* {{DL|In-battle effect item|Life Orb}} boosts the power of all attacks by 30% (at a cost of 10% HP per damaging move used)
* {{DL|In-battle effect item|Metronome}} boosts the power of moves used repeatedly


===Other===
:[[File:ModifierCalcExample.png|x18px]]
A number of other variables can affect the amount of damage caused by an attack.


* If the attacker is {{status|burned}} and their Ability is not {{a|Guts}}, their [[physical move|physical damage]] will be decreased by half.
When also plugging in Glaceon's effective Attacks stat and Garchomp's effective Defense stat, the whole damage formula gives
* In a [[Double Battle]], moves that hit multiple targets do 75% of the damage they do in one-on-one battles.
* {{m|Reflect}} and {{m|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====
:[[File:DamageCalcExample1.png|x54px]]
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 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).
That means Ice Fang will do between 168 and 198 HP damage, depending on luck.


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.
If the same Glaceon holds a {{DL|In-battle effect item|Muscle Band}} and its Ice Fang lands a [[critical hit]] against Garchomp, it will be ''Critical'' = 1.5, effectively giving


==Damage formula==
:[[File:ModifierCalcExample2.png|x18px]]
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
Furthermore, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, leading the whole formula to give


<!-- That above text is invalid as of June 26, 2010. The new formula text is as below:
:[[File:DamageCalcExample3.png|x54px]]
<math>
\mathrm{Damage} = \left ( \frac{2 \times \mathrm{Level} + 10}{250} \times \frac{\mathrm{Attack}}{\mathrm{Defense}} + 2 \right ) \times \mathrm{Modifier}
\\
\mathrm{Modifier} = \mathrm{STAB} \times \mathrm{Type} \times \mathrm{other} \times \frac{\left ( 100 - (\mathrm{rand} \in [0, 15]) \right )}{100}
</math>
-->
[[File:DamageCalc.png]]


where
That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.


* ''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).
* ''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 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.
The result is rounded down as remainders are not kept. It is possible to do zero damage [http://www.youtube.com/watch?&v=qPPTz0sDZzU].
=====Example=====
Imagine a [[level]] 75 {{p|Glaceon}} that has the following [[stats]]:
''HP:'' 201<br>
''Attack:'' 123<br>
''Defense:'' 181
It uses the move {{m|Ice Fang}} ({{t|Ice}}, physical, base power 65) against a level 78 {{p|Garchomp}}:
''HP:'' 270<br>
''Attack:'' 210<br>
''Defense:'' 163
Garchomp is {{t|Dragon}}/{{t|Ground}}, so it has a double weakness to {{t|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, {{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 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==
==Trivia==
* The highest potential damage dealt in a single attack can be achieved by {{p|Shuckle}} using {{m|Ice Ball}}.
* The greatest potential damage dealt in a single attack can be achieved by {{p|Shuckle}} using {{m|Ice Ball}}.<!-- in a Generation VI Triple Battle or a Generation VII [[Double Battle]] with two/three 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 partner(s) 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.
* 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"
{| class="expandable"
Line 224: Line 286:
==In other languages==
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=傷害 / 伤害 ''{{tt|Shānghài|Damage}}''
|zh_yue=傷害 ''{{tt|Sēunghoih|Damage}}''
|zh_cmn=傷害 / 伤害 ''{{tt|Shānghài|Damage}}''
|cs=Poškození
|cs=Poškození
|da=Skade
|fi=Vahinko
|fi=Vahinko
|fr=Dégâts
|fr_ca=Tort{{tt|*|Blue Rescue Team manual}}
|fr_eu=Dégâts
|de=Schaden
|de=Schaden
|hu=Sebzés
|hu=Sebzés
|it=Danno
|it=Danno
|ko=데미지 ''Damage''
|ko=데미지 ''Damage''
|no=Skade
|pt_br=Dano
|pt_br=Dano
|es=Daño
|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 16:07, 29 May 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 calculation

Except for moves that deal direct damage, the damage dealt when a Pokémon uses a damaging move depends on its level, its effective Attack or Special Attack stat, the opponent's effective Defense or Special Defense stat, and the move's effective power. In addition, various factors of damage modification may also affect the damage dealt.

More precisely, damage is calculated as

File:DamageCalc.png

where

and Modifier is

File:ModifierCalc.png

where

  • Targets is 0.75 if the move has more than one target, and 1 otherwise.
  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise.
  • Badge is applied in Generation II only. It is 1.25 if the attacking Pokémon is controlled by the player and if the player has obtained the Badge corresponding to the used move's type, and 1 otherwise.
  • Critical is applied starting in Generation II. It is 2 for a critical hit in Generations II-V, 1.5 for a critical hit from Generation VI onward, and 1 otherwise.
  • random is a random factor between 0.85 and 1.00 (inclusive):
    • From Generation III onward, it is a random integer percentage between 0.85 and 1.00 (inclusive)
    • In Generations I and II, it is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255
  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, 2 if the user of the move additionally has Adaptability, and 1 if otherwise.
  • Type is the type effectiveness (as detailed below). This can be 0 (ineffective); 0.25, 0.5 (not very effective); 1 (normally effective); 2 or 4 (super effective) depending on both the move's and target's types.
  • Burn is 0.5 (from Generation III onward) if the attacker is burned, its Ability is not Guts, and the used move is a physical move (other than Facade from Generation VI onward), and 1 otherwise.
  • other is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities or items take effect:
If multiple effects influence the other value, their values stack multiplicatively. For example, if both Multiscale and a Chilan Berry take effect, other is 0.5 * 0.5 = 0.25.

During the calculation, any operations are carried out on integers internally, such that effectively each division is a truncated integer division (rounding towards zero, cutting off any decimals), and any decimals are cut off after each multiplication operation. If the calculation yields 0, the move will deal 1 HP damage instead; however, in Generations I and V, different behavior may occur due to apparent oversights:

  • In Generation I, if the calculation yields 0 because the target has two types that both resist the move's type, the move will miss as if it is ineffective;
  • In Generation V, a move may deal 0 HP damage when other is less than 1, because the routine to prevent 0 HP damage is erroneously performed before applying the other factor.

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), it deals half of the damage it would normally do and the target is considered "resistant" to attacks of that type. 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.

Example

Imagine a level 75 Glaceon that does not suffer a burn and holds no item with an effective Attack stat of 123 uses Ice Fang (an Ice-type physical move with a power of 65) against a Garchomp with an effective Defense stat of 163 in Generation VI, and does not land a critical hit. Then, the move will receive STAB, because Glaceon's Ice type matches the move's: STAB = 1.5. Additionally, Garchomp is Dragon/Ground, and therefore has a double weakness to the move's ice type: Type = 4. All other (non-random) factors of Modifier will be 1. This effectively gives

File:ModifierCalcExample.png

When also plugging in Glaceon's effective Attacks stat and Garchomp's effective Defense stat, the whole damage formula gives

File:DamageCalcExample1.png

That means Ice Fang will do between 168 and 198 HP damage, depending on luck.

If the same Glaceon holds a Muscle Band and its Ice Fang lands a critical hit against Garchomp, it will be Critical = 1.5, effectively giving

File:ModifierCalcExample2.png

Furthermore, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, leading the whole formula to give

File:DamageCalcExample3.png

That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.

Trivia

  • The greatest 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
Chinese Cantonese 傷害 Sēunghoih
Mandarin 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.