User:Awesomelink234/Damage formula

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This is the damage formula for Generations I-IV, in the style of the one on the damage page. All divisions and multiplications are rounded down to the nearest whole numbers (floored).

Generation I

where:

  • Level is the level of the attacking Pokémon.
  • Critical is 2 for a critical hit, and 1 otherwise.
  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special stat of the attacking Pokémon if the used move is a special move (for a critical hit, all modifiers are ignored, and the unmodified Attack or Special is used instead). If either this or D are greater than 255, both are divided by 4 and rounded down.
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special stat of the target if the used move is an other special move (for a critical hit, all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has Reflect up, or if the move is special and the target has Light Screen up, this value is doubled (unless it is a critical hit). If the move is Explosion or Selfdestruct, this value is halved (rounded down, with a minimum of 1). If either this or A are greater than 255, both are divided by 4 and rounded down. Unlike future Generations, if this is 0, the division is not made equal to 0; rather, the game will try to divide by 0 and softlock, hanging indefinitely until it is turned off.
  • Power is the power of the used move.
  • 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, and 1 if otherwise. Internally, it is recognized as an addition of the damage calculated thus far divided by 2, rounded down, then added to the damage calculated thus far.
  • Type1 is the type effectiveness of the used move against the target's type that comes first in the type matchup table, or only type if it only has one type. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective).
  • Type2 is the type effectiveness of the used move against the target's type that comes second in the type matchup table. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective). If the target only has one type, Type2 is 1. If this would result in 0 damage, the calculation ends here and the move is stated to have missed, even if it would've hit.
  • random is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. If the calculated damage thus far is 1, random is always 1.

Generation II

  • Level is the level of the attacking Pokémon.
  • 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 (for a critical hit, if the target's Defense or Special Defense stat stage is greater than or equal to the attacker's Attack or Special Attack stat stage, all modifiers are ignored, and the unmodified Attack or Special is used instead).
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special stat of the target if the used move is an other special move (for a critical hit, all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has Reflect up, or if the move is special and the target has Light Screen up, this value is doubled (unless it is a critical hit). If the move is Explosion or Selfdestruct, this value is halved (rounded down, with a minimum of 1).
  • Power is the effective power of the used move.
  • Item is 1.1 if the attacker is holding an type-enhancing held item corresponding to the attack type (for instance, the Magnet for the an Electric-type move).
  • Critical is 2 for a critical hit, 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 SolarBeam or any Fire-type move during rain, and 1 otherwise.
  • Badge is 1.125 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. This bonus is not applied in link battles or the Battle Tower.
  • 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, and 1 if otherwise.
  • Type is the type effectiveness. This can be 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. If the used move is Struggle, Future Sight, or Beat Up, Type is always 1.
  • random is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. random is always 1 if Flail or Reversal is used.

Generation III

  • Level is the level of the attacking Pokémon.
  • 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 (for a critical hit, negative Attack or Special Attack stat stages are ignored).
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense stat of the target if the used move is a special move (for a critical hit, positive Defense or Special Defense stat stages are ignored).
  • Power is the effective power of the used move.
  • Burn is 0.5 if the attacker is burned, its Ability is not Guts, and the used move is a physical move, and 1 otherwise.
  • Screen is 0.5 if the used move is physical and Reflect is present on the target's side of the field, or special and Light Screen is present. For a Double Battle, Screen is instead 2/3 , and 1 otherwise or if the used move lands a critical hit.
  • Targets is 0.5 in Double Battles if the move targets both foes (unless it targets all other Pokémon, like Earthquake, and only if there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), 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, any Fire-type move during rain, or SolarBeam during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • FF is 1.5 if the used move is Fire-type, and the attacker's Ability is Flash Fire that has been activated by a Fire-type move, and 1 otherwise.
  • Critical is 2 for a critical hit, and 1 otherwise.
  • WBR is 2 if the the move is Weather Ball and there's any non-clear weather, or if the move is Revenge and the attacker has already received damage this turn, and 1 otherwise or for Weather Ball if any Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • Charge is 2 if the move is Electric-type and Charge takes effect, and 1 otherwise.
  • HH is 1.5 if the attacker's ally in a Double Battle has used Helping Hand on it, and 1 otherwise.
  • 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 and 1 if otherwise.
  • Type is the type effectiveness. This can be 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. If the used move is Struggle, Future Sight, Beat Up, or Doom Desire, Type is always 1.
  • random is realized as a multiplication by a random uniformly distributed integer between 85 and 100 (inclusive), followed by an integer division by 100. random is always 1 if Spit Up is used.

Generation IV

  • Level is the level of the attacking Pokémon.
  • 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 (for a critical hit, negative Attack or Special Attack stat stages are ignored).
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense stat of the target if the used move is a special move (for a critical hit, positive Defense or Special Defense stat stages are ignored).
  • Power is the effective power of the used move.
  • Burn is 0.5 if the attacker is burned, its Ability is not Guts, and the used move is a physical move, and 1 otherwise.
  • Screen is 0.5 if the used move is physical and Reflect is present on the target's side of the field, or special and Light Screen is present. For a Double Battle, Screen is instead 2/3; however, if in a Double Battle when the move is executed, the only Pokémon on the target's side of the field is the target (for moves with only one target), or there is only one target when the move is executed (for moves with more than one target), Screen remains as 0.5. Screen is 1 otherwise or if the used move lands a critical hit.
  • Targets is 0.75 in Double Battles if the used move has more than one target (provided there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), 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, or SolarBeam during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • FF is 1.5 if the used move is Fire-type, and the attacker's Ability is Flash Fire that has been activated by a Fire-type move, and 1 otherwise.
  • Critical is 2 for a critical hit, 3 if the move lands a critical hit and the attacker's Ability is Sniper, and 1 otherwise.
  • Item is 1.3 if the attacker is holding a Life Orb, if the attacker is holding a Metronome, where n is the amount of times the same move has been successfully and consecutively used, up to 10, and 1 otherwise.
  • First is 1.5 if the used move was stolen with Me First.
  • random is realized a random integer from 85 to 100, inclusive, divided by 100. random is always 1 if Spit Up is used.
  • 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.
  • Type1 is the type effectiveness of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is Struggle, Future Sight, Beat Up, or Doom Desire, both Type1 and Type2 are always 1.
  • Type2 is the type effectiveness of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, Type2 is 1.
  • SRF is 0.75 if the used move is super effective, the target's Ability is Solid Rock or Filter, and the attacker's Ability is not Mold Breaker, and 1 otherwise.
  • EB is 1.2 if the used move is super effective and the attacker is holding an Expert Belt, and 1 otherwise.
  • TL is 2 if the used move is not very effective and the attacker's Ability is Tinted Lens, and 1 otherwise.
  • Berry is 0.5 if the used move is super effective and the target is holding the Berry that weakens it, or Normal-type and the target is holding a Chilan Berry, and 1 otherwise.