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{{samename|performance stat|Performance#Power|Performance}}
{{samename|performance stat|Performance#Power|Performance}}
'''Power''' is a property of damaging [[move]]s that determines how much [[damage]] they deal. It is seen primarily in the {{pkmn|games}}, but it is touched upon in the [[Pokémon anime]].
'''Power''' (Japanese: '''いりょく''' ''power'') is a property of [[move]]s that helps determine how much [[damage]] they deal. It is seen primarily in the {{pkmn|games}}, but it is touched upon in the [[Pokémon anime]].


==Overview==
==Overview==
Moves with more power inflict more damage. Statistically, the more damage a move inflicts, the more likely it will either have a lower {{stat|Accuracy}}, a negative effect for the user, such as [[recoil]] damage, or a lower [[PP]] (though some strong outliers exist, such as {{m|Extrasensory}}). How much power a move has can be seen in the [[Pokémon]] Status screen, in the move section, along with Accuracy.
Moves with more power inflict more damage. Statistically, the more damage a move inflicts, the more likely it will either have a lower [[accuracy]], a negative effect for the user like [[recoil]] damage, or a lower {{PP}} (though some strong outliers exist, such as {{m|Boomburst}}; these are often [[signature move]]s). How much power a move has can be seen in the Pokémon stats screen{{tt|*|except in Generation I}}, in the move section, along with accuracy.


==Damage Modification==
==Damage modification==
{{main|Damage modification}}
{{main|Damage#Damage modification|Damage → Damage modification}}
 
Power can be altered by some degree by damage modification that depends on the current status of the battle.
Power can be altered by some degree by [[damage modification]] that depends on the current status of the battle.


===Type effectiveness===
===Type effectiveness===
{{main|Damage modification#Type effectiveness|Type effectiveness}}
{{main|Type#Type chart|Type → Type chart}}
 
The [[type]] of the defending Pokémon affects the power of the move. If a move is super effective, the damage is doubled. If it is not very effective, damage is halved. If a Pokémon has two types, these can stack to ¼× or 4× damage, or simply cancel out. If an opponent's type is immune to the type of the move, the move's damage is always 0.
If a move is super effective, the base power is doubled. If it is not very effective, damage is halved. These can stack to ¼ or 4×. If a move doesn't affect an opponent's [[type]], all that move's power is 0.
For example, if a {{p|Noctowl}} used the {{t|Ghost}} move {{m|Shadow Ball}} (80 base power) on a {{p|Gallade}}, it would be super effective, because Gallade is {{t|Fighting}} (normal effectiveness) and {{t|Psychic}} (weak to Ghost), and the move would have an effective power of 160. However, if Noctowl were to use the {{t|Bug}} move {{m|Silver Wind}} (60 base power) on a Gallade, the Psychic-type's weakness to Bug and Fighting-type's resistance to them would cancel out, and the attack would continue with an effective 60 power.
For example, if a {{p|Butterfree}} used {{m|Shadow Ball}} on a {{p|Gallade}}, it would be super effective, because Gallade is {{t|Fighting}} (normal protection) and {{t|Psychic}} (weak protection) and would have a power of 160. However if Butterfree were to use the move {{m|Swift}} on a Gallade it would only be normally effective and would deal out 60 power.


===Same-type attack bonus===
===Same-type attack bonus===
{{main|Same-type attack bonus|STAB}}
{{main|Same-type attack bonus}}


STAB also affects a move's power. If a {{type2|Water}} [[Pokémon]] used a Water-type move, it would gain STAB, which increases power by 50%. For example, if a {{p|Lapras}} used {{m|Waterfall}}, instead of 80 Power, it would be 120.
Same-type attack bonus also affects a move's power. If a {{type|Water}} Pokémon used a Water-type move, it would gain STAB, which increases power by 50%. For instance, if a {{p|Gyarados}} used {{m|Waterfall}}, instead of 80 power, it would be 120.


===Abilities===
===Abilities===
{{main|Ability}}
{{main|Ability}}


Some [[Ability|Abilities]] can increase a user's power as well. {{a|Pure Power}} is one example that boosts attack, thus indirectly boosting power. Abilities can also boost a specific [[type]]'s power.
Some [[Ability|Abilities]] can increase a user's power as well. {{a|Pure Power}} is one example that boosts Attack, thus indirectly boosting power. Abilities can also boost a specific [[type]]'s power.


===Items===
===Items===
Some hold items can also boost power. [[Stat-enhancing item]]s can increase {{Stat|Attack}} or {{Stat|Special Attack}}, while [[Type-enhancing item]]s and [[Plate]]s increase moves of a certain type's Power. [[Incense]]s can increase power too, among other effects.
Several hold items can also boost power. [[Stat-enhancing item]]s can increase {{Stat|Attack}} or {{Stat|Special Attack}}, while [[type-enhancing item]]s increase moves of a certain type's power.


===Critical Hits===
===Critical hits===
{{main|Damage modification#Critical Hit|Critical Hit}}
{{main|Damage modification#Critical hit|Critical hit}}


Critical hits have a 6.25% chance of occuring under normal circumstances, and double a move's power for one hit. This can also stack with effectiveness and other modifiers.
Critical hits have a 6.25% chance of occurring under normal circumstances, and increase a move's power by {{tt|1.5×|2× before Gen VI}} for one hit, and {{tt|2.25×|3× before Gen VI}} if the attacking Pokémon has the Ability {{a|Sniper}}. This can also stack with effectiveness and other modifiers.


==Moves without Power==
==Moves with varying or no power==
Moves that deal no damage, deal damage with varying power, deal fixed damage, or are [[One-hit knockout move|OHKO]]s; in these cases, the power is indicated by "—".
For moves that deal no damage, deal damage with varying power, deal fixed damage, or deal varying damage, the power is indicated by "—".
 
===No damage===
Almost all [[status move]]s, such as {{m|Growl}} and {{m|Confuse Ray}}, deal no damage. Instead, they have a different effect like inflicting a [[status condition]].


===Fixed damage===
===Fixed damage===
Moves that deal a fixed amount of damage do not display power, and are not modified by the above. {{m|SonicBoom}}, for example, has a power of "—" because it does 20 damage, regardless of opponents' {{stat|Defense}} or {{stat|Special Defense}}, or the {{stat|Attack}} or {{stat|Special Attack}} of the Pokémon itself.
Moves that deal a fixed amount of damage do not display power, and are not modified by the above. {{m|Sonic Boom}}, for example, has a power of "—" because it always does 20 damage if it hits.
 
===Variable damage===
When a move varies in damage, it will also have "—". {{m|Psywave}} is a prime example, as it deals a randomly-selected amount of damage (based on the user's [[level]]), therefore its power rating cannot be predicted. In addition, [[one-hit knockout move]]s make the opponent faint if they hit.


===Variable power===
===Variable power===
When a move varies in power, it will also have "—". {{m|Psywave}} is a prime example. It deals damage that increases with the user's [[level]], and deals random damage every time it is used. The power can't be predicted, so is shown as "—".
Variable power moves, such as {{m|Reversal}} or {{m|Rollout}}, are affected by STAB and type effectiveness modifiers, just like regular moves with fixed power, but also have another factor like using a different move beforehand.


These moves either apply STAB and effectiveness, or neither.
==Range==
The power of damaging moves currently ranges (inclusively) between 10 and 250, with many different amounts in between. The highest powered move in the games, as of [[Generation V]], is {{m|Explosion}}, with a permanent base power of 250. The lowest powered moves include {{m|Constrict}}, {{m|Fury Cutter}}{{tt|*|Only on the first consecutive hit and only Generation II-IV}} and {{m|Triple Kick}}{{tt|*|Only on the first consecutive hit}} with base powers of 10. However, in [[Generation I]], there is a glitch move with a base power 255.


===One-hit knockout moves===
However, the aforementioned varying moves can have higher powers than this. For example, {{m|Spit Up}} has a base power of 300 when {{m|Stockpile}} has been used three times beforehand.
{{main|One-hit knockout move}}


OHKO moves don't show power because, if they hit, they immediately knock out the opponent.
As of Generation IV, the average move power across the set of all moves with a set power (for example, excluding {{m|Magnitude}}) is 72.15. The most frequent move power is 80.
 
===In the {{pkmn|Mystery Dungeon series}}===
==Range==
{{incomplete|section|needs=screenshot of move information screen, and highest/lowest move ratings}}
The power of damaging moves currently ranges between 10 and 250, with many different amounts in between. The highest powered move in the games, as of [[Generation IV]], is {{m|Explosion}}, with a permanent base power of 250. The lowest powered moves include {{m|Constrict}} and {{m|Fury Cutter}}{{tt|*|Only on the first consecutive hit}}, with base powers of 10. However, in [[Generation I]], there is a Glitch move with a base power 255, the highest possible.
Rather than assigning a numerical value for power, moves in the Mystery Dungeon series are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, {{m|Scratch}} has a rating of [[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star IV.png]].
 
However, the aforementioned variables can have higher powers than this. For example, {{m|Spit Up}} hase a base power of 300 when {{m|Stockpile}} is used three times beforehand.


==Trivia==
==Trivia==
* In [[Generation I]], there was no way to see a move's power on-screen. This was rectified in [[Generation II]], though.
* In [[Generation I]], there was no way to see a move's power on-screen. This was rectified in [[Generation II]], though.
* In both Generations I and II, however, there was no way to see a move's power while in battle through the battle summary. This was fixed in [[Generation III]].
* In both Generations I and II, however, there was no way to see a move's power while in battle through the battle summary. This was fixed in [[Generation III]].
* As of Generation V, the move with the highest consistent power after all damage modifications is {{m|V-create}}. If a {{type|Fire}} Pokémon has the [[Ability]] {{a|Adaptability}} (which is impossible without {{tt|Ability|With assistance from Trace, Entrainment, Role Play, or Skill Swap}} or {{tt|type changing|with assistance from Reflect Type or Color Change}}), is holding a {{DL|Gem|Fire Gem}}, and uses V-create against a Pokémon with the {{a|Dry Skin}} Ability that has a double weakness to Fire (such as {{p|Paras}}) while it is {{weather|sunny}}, the move will reach an effective power of 4050.


==See also==
==See also==
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* [[Move]]
* [[Move]]


[[Category:Moves|*]]
{{Project Games notice|game mechanic}}
 
[[Category:Game mechanics]]
[[Category:Game mechanics]]


[[pl:Base Power]]
[[de:Stärke (Attackeneigenschaft)]]
[[it:Potenza]]
[[pl:Power]]
[[zh:威力]]

Revision as of 14:44, 9 July 2016

If you were looking for the performance stat, see Performance.

Power (Japanese: いりょく power) is a property of moves that helps determine how much damage they deal. It is seen primarily in the games, but it is touched upon in the Pokémon anime.

Overview

Moves with more power inflict more damage. Statistically, the more damage a move inflicts, the more likely it will either have a lower accuracy, a negative effect for the user like recoil damage, or a lower PP (though some strong outliers exist, such as Boomburst; these are often signature moves). How much power a move has can be seen in the Pokémon stats screen*, in the move section, along with accuracy.

Damage modification

Main article: Damage → Damage modification

Power can be altered by some degree by damage modification that depends on the current status of the battle.

Type effectiveness

Main article: Type → Type chart

The type of the defending Pokémon affects the power of the move. If a move is super effective, the damage is doubled. If it is not very effective, damage is halved. If a Pokémon has two types, these can stack to ¼× or 4× damage, or simply cancel out. If an opponent's type is immune to the type of the move, the move's damage is always 0. For example, if a Noctowl used the Ghost move Shadow Ball (80 base power) on a Gallade, it would be super effective, because Gallade is Fighting (normal effectiveness) and Psychic (weak to Ghost), and the move would have an effective power of 160. However, if Noctowl were to use the Bug move Silver Wind (60 base power) on a Gallade, the Psychic-type's weakness to Bug and Fighting-type's resistance to them would cancel out, and the attack would continue with an effective 60 power.

Same-type attack bonus

Main article: Same-type attack bonus

Same-type attack bonus also affects a move's power. If a Water-type Pokémon used a Water-type move, it would gain STAB, which increases power by 50%. For instance, if a Gyarados used Waterfall, instead of 80 power, it would be 120.

Abilities

Main article: Ability

Some Abilities can increase a user's power as well. Pure Power is one example that boosts Attack, thus indirectly boosting power. Abilities can also boost a specific type's power.

Items

Several hold items can also boost power. Stat-enhancing items can increase Attack or Special Attack, while type-enhancing items increase moves of a certain type's power.

Critical hits

Main article: Critical hit

Critical hits have a 6.25% chance of occurring under normal circumstances, and increase a move's power by 1.5× for one hit, and 2.25× if the attacking Pokémon has the Ability Sniper. This can also stack with effectiveness and other modifiers.

Moves with varying or no power

For moves that deal no damage, deal damage with varying power, deal fixed damage, or deal varying damage, the power is indicated by "—".

No damage

Almost all status moves, such as Growl and Confuse Ray, deal no damage. Instead, they have a different effect like inflicting a status condition.

Fixed damage

Moves that deal a fixed amount of damage do not display power, and are not modified by the above. Sonic Boom, for example, has a power of "—" because it always does 20 damage if it hits.

Variable damage

When a move varies in damage, it will also have "—". Psywave is a prime example, as it deals a randomly-selected amount of damage (based on the user's level), therefore its power rating cannot be predicted. In addition, one-hit knockout moves make the opponent faint if they hit.

Variable power

Variable power moves, such as Reversal or Rollout, are affected by STAB and type effectiveness modifiers, just like regular moves with fixed power, but also have another factor like using a different move beforehand.

Range

The power of damaging moves currently ranges (inclusively) between 10 and 250, with many different amounts in between. The highest powered move in the games, as of Generation V, is Explosion, with a permanent base power of 250. The lowest powered moves include Constrict, Fury Cutter* and Triple Kick* with base powers of 10. However, in Generation I, there is a glitch move with a base power 255.

However, the aforementioned varying moves can have higher powers than this. For example, Spit Up has a base power of 300 when Stockpile has been used three times beforehand.

As of Generation IV, the average move power across the set of all moves with a set power (for example, excluding Magnitude) is 72.15. The most frequent move power is 80.

In the Mystery Dungeon series

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: screenshot of move information screen, and highest/lowest move ratings

Rather than assigning a numerical value for power, moves in the Mystery Dungeon series are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, Scratch has a rating of PMD Star IV.pngPMD Star IV.pngPMD Star IV.pngPMD Star IV.png.

Trivia

  • In Generation I, there was no way to see a move's power on-screen. This was rectified in Generation II, though.
  • In both Generations I and II, however, there was no way to see a move's power while in battle through the battle summary. This was fixed in Generation III.
  • As of Generation V, the move with the highest consistent power after all damage modifications is V-create. If a Fire-type Pokémon has the Ability Adaptability (which is impossible without Ability or type changing), is holding a Fire Gem, and uses V-create against a Pokémon with the Dry Skin Ability that has a double weakness to Fire (such as Paras) while it is sunny, the move will reach an effective power of 4050.

See also

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.