Hidden Power (move)/Calculation: Difference between revisions

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The following applies for Hidden Power in [[Generation III]].
The following applies for Hidden Power in [[Generation III]].
=== Damage ===
=== Damage ===
The base power of Hidden Power is not random; it can be calculated with knowledge of a Pokémon's IVs.
The base power of Hidden Power is not random; it can be calculated with knowledge of a [[Individual values|Pokémon's IVs]].


''Hidden Power damage''=(a+b+c+d+e+f)*40/63+30
''Hidden Power damage''=(a+b+c+d+e+f)*40/63+30

Revision as of 23:43, 10 March 2008

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Hidden Power is a Template:Type2 move. However, the type of Hidden Power can be anything except Normal- and ???-types. Its damage varies from 30 to 70.

Generation III

The following applies for Hidden Power in Generation III.

Damage

The base power of Hidden Power is not random; it can be calculated with knowledge of a Pokémon's IVs.

Hidden Power damage=(a+b+c+d+e+f)*40/63+30

  • a=1 if the Individual Value of HP divided by 4 has a remainder of 2 or 3. If not, a=0.
  • b=2 if the Individual Value of Attack divide by 4 has a remainder of 2 or 3. If not, b=0.
  • c=4 if the Individual Value of Defense divided by 4 has a remainder of 2 or 3. If not, c=0.
  • d=8 if the Individual Value of Speed divided by 4 has a remainder of 2 or 3. If not, d=0.
  • e=16 if the Individual Value of Special Attack divided by 4 has a remainder of 2 or 3. If not, e=0.
  • f=32 if the Individual Value of Special Defense divided by 4 has a remainder of 2 or 3. If not, f=0.

Type

The type of a Hidden Power attack is not random; it can be determined with knowledge of a Pokémon's IVs.

Hidden Power type=(u+v+w+x+y+z)*15/63

  • u=1 if the Individual Value of HP is odd.
  • u=0 if the Individual Value of HP is even.
  • v=2 if the Individual Value of Attack is odd.
  • v=0 if the Individual Value of Attack is even.
  • w=4 if the Individual Value of Defense is odd.
  • w=0 if the Individual Value of Defense is even.
  • x=8 if the Individual Value of Speed is odd.
  • x=0 if the Individual Value of Speed is even.
  • y=16 if the Individual Value of Special Attack is odd.
  • y=0 if the Individual Value of Special Attack is even.
  • z=32 if the Individual Value of Special Defense is odd.
  • z=0 if the Individual Value of Special Defense is even.

The resulting number will correspond to a type; utilize the table below.

Number Type
0 Fighting
1 Flying
2 Poison
3 Ground
4 Rock
5 Bug
6 Ghost
7 Steel
8 Fire
9 Water
10 Grass
11 Electric
12 Psychic
13 Ice
14 Dragon
15 Dark