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{{samename|performance stat|Performance#Power|Performance}}
{{samename|performance stat|Performance#Power|Performance}}
'''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]].
'''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 [[accuracy]], a negative effect for the user like [[recoil]] damage, or a lower [[Power points|PP]] (though some strong outliers exist, such as {{m|Extrasensory}}; these are often [[signature moves]]). 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.
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). From Generation II onwards, the power of a move is displayed in the move section of a Pokémon's stats screen.


==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|Type chart}}
{{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.
The [[type]] of the defending Pokémon affects the power of the move. 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|Noctowl}} 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 Noctowl were to use the move {{m|Silver Wind}} on a Gallade, the Psychic type's weakness to {{t|Bug}} moves and fighting's resistance to them would cancel out, and the attack would deal out 60 power.


===Same-type attack bonus===
===Same-type attack bonus===
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===Critical hits===
===Critical hits===
{{main|Damage modification#Critical hit|Critical hit}}
{{main|Critical hit}}


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


==Moves with varying or no power==
==Moves without a fixed power==
For moves that deal no damage, deal damage with varying power, deal fixed damage, or deal varying damage, the power is indicated by "—".
For [[one-hit knockout move]]s, moves that deal no damage, and moves that deal fixed damage, the power is indicated by "—". Additionally, the power of some moves that deal damage with varying power is also indicated by "—". {{m|Psywave}} deals random damage, but bypasses damage calculation and also has its power indicated as "—".
 
===One-hit knockout moves===
[[One-hit knockout move]]s, such as {{m|Fissure}}, do not have a set power and instead drop the target's {{stat|HP}} to zero if they are successful.


===No damage===
===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 ailment]].
All [[status move]]s deal no damage.


===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 always does 20 damage if it hits.
{{cat|Set-damage moves|Moves that deal a fixed amount of damage}} do not display power, and are not modified by the above. {{m|Sonic Boom}}, for example, always does 20 HP 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. {{m|Pain Split}} is another move that inflicts variable damage, as both the user's and the target's {{stat|Hit points}} affect it. In addition, [[one-hit knockout move]]s make the opponent faint if they hit.


===Variable power===
===Variable power===
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.
There are also moves whose base power is not fixed. Simlarly to moves with fixed power, they do not bypass damage calculation, and are affected by [[same-type attack bonus|STAB]] and [[type]] effectiveness modifiers. While some of them display "—" as their power (such as {{m|Magnitude}}), some instead display the move's regular power (such as {{m|Pursuit}}).


==Range==
==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.
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.


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.
Moves with variable power can have higher powers than 250. For example, {{m|Spit Up}} has a base power of 300 when {{m|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 {{m|Magnitude}}) is 72.15. The most frequent move power is 80.
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 [[Pokémon Mystery Dungeon|Mystery Dungeon]] series===
 
===In the Mystery Dungeon series===
{{incomplete|section|needs=screenshot of move information screen, and highest/lowest move ratings}}
{{incomplete|section|needs=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, {{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]].
Rather than assigning a numerical value for power, moves in the {{pkmn|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]].


==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]] only, there is no way to see a move's power on-screen.
* 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, there is no way to see a move's power while in battle through the battle summary.
* 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.
* 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.
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=威力 ''{{tt|Wāilihk|Power}}''
|zh_cmn=威力 ''{{tt|Wēilì|Power}}''
|fr=Puissance
|de=Stärke
|it=Potenza
|ko=위력 ''Wiryeok''
|es=Potencia
}}


==See also==
==See also==
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{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}


[[Category:Moves|*]]
[[Category:Game mechanics]]
[[Category:Game mechanics]]


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

Revision as of 01:23, 26 August 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). From Generation II onwards, the power of a move is displayed in the move section of a Pokémon's stats screen.

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 without a fixed power

For one-hit knockout moves, moves that deal no damage, and moves that deal fixed damage, the power is indicated by "—". Additionally, the power of some moves that deal damage with varying power is also indicated by "—". Psywave deals random damage, but bypasses damage calculation and also has its power indicated as "—".

One-hit knockout moves

One-hit knockout moves, such as Fissure, do not have a set power and instead drop the target's HP to zero if they are successful.

No damage

All status moves deal no damage.

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, always does 20 HP damage if it hits.

Variable power

There are also moves whose base power is not fixed. Simlarly to moves with fixed power, they do not bypass damage calculation, and are affected by STAB and type effectiveness modifiers. While some of them display "—" as their power (such as Magnitude), some instead display the move's regular power (such as Pursuit).

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.

Moves with variable power can have higher powers than 250. 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 only, there is no way to see a move's power on-screen.
  • In both Generations I and II, there is no way to see a move's power while in battle through the battle summary.
  • 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.

In other languages

Language Title
Chinese Cantonese 威力 Wāilihk
Mandarin 威力 Wēilì
France Flag.png French Puissance
Germany Flag.png German Stärke
Italy Flag.png Italian Potenza
South Korea Flag.png Korean 위력 Wiryeok
Spain Flag.png Spanish Potencia

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.