Damage: Difference between revisions

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(added Prism Armor to the list of ability modifiying damages)
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* ''Level'' is the [[level]] of the attacking Pokémon (or twice the level for a [[critical hit]] in [[Generation I]]).
* ''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]].
* ''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 defending Pokémon if the used move is a [[physical move]] or a {{cat|Moves that use stats from different categories|special move that uses the defending Pokémon's Defense stat}}, or the effective Special Defense of the defending Pokémon if the used move is an other [[special move]].
* ''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.
* ''Power'' is the effective [[power]] of the used move.


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** 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
** 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.
* ''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 defending Pokémon's [[type]]s.
* ''Type'' is the [[type effectiveness]]. 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.
* ''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:
* ''other'' is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities or items take effect:
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|{{m|Astonish}}
|{{m|Astonish}}
|2
|2
|In Generation III only, if this is the used move, and the defender has previously used {{m|Minimize}}
|In Generation III only, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Aurora Veil}}
|{{m|Aurora Veil}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|If set on the defender's side, the move is not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}
|If in effect on the target's side, the move is not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}} (does not stack with Light Screen and Reflect)
|-
|-
|{{m|Body Slam}}
|{{m|Body Slam}}
|2
|2
|From Generation VI onward, if this is the used move, and the defender has previously used {{m|Minimize}}
|From Generation VI onward, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Dragon Rush}}
|{{m|Dragon Rush}}
|2
|2
|From Generation VI onward, if this is the used move, and the defender has previously used {{m|Minimize}}
|From Generation VI onward, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Earthquake}}
|{{m|Earthquake}}
|2
|2
|If this is the used move, and the defender is in the semi-invulnerable turn of {{m|Dig}}{{tt|*|Prior to Generation V, this was applied to Power rather than Modifier}}
|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|Electric Terrain}}
|1.5
|If this terrain is in effect, the attacker is grounded, and the used move is {{type|Electric}}
|-
|-
|{{m|Extrasensory}}
|{{m|Extrasensory}}
|2
|2
|In Generation III only, if this is the used move, and the defender has previously used {{m|Minimize}}
|In Generation III only, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Flying Press}}
|{{m|Flying Press}}
|2
|2
|If this is the used move, and the defender has previously used {{m|Minimize}}
|If this is the used move, and the target had previously used {{m|Minimize}}
|-
|rowspan=2 |{{m|Grassy Terrain}}
|1.5
|If this terrain is in effect, the attacker is grounded, and the used move is {{type|Grass}}
|-
|0.5
|If this terrain is in effect, the defender is grounded, and the used move is {{m|Bulldoze}}, {{m|Earthquake}}, or {{m|Magnitude}}
|-
|-
|{{m|Heat Crash}}
|{{m|Heat Crash}}
|2
|2
|From Generation VI onward, if this is the used move, and the defender has previously used {{m|Minimize}}
|From Generation VI onward, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Heavy Slam}}
|{{m|Heavy Slam}}
|2
|2
|In Generation VII, if this is the used move, and the defender has previously used {{m|Minimize}}
|In Generation VII, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Light Screen}}
|{{m|Light Screen}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|Form Generation III onward, if set on the defender's side, the move used is special, not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}
|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}}
|{{m|Magnitude}}
|2
|2
|If this is the used move, and the defender is in the semi-invulnerable turn of {{m|Dig}}{{tt|*|Prior to Generation V, this was applied to Power rather than Modifier}}
|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|Misty Terrain}}
|0.5
|If this terrain is in effect, the defender is grounded, and the used move is {{type|Dragon}}
|-
|-
|{{m|Needle Arm}}
|{{m|Needle Arm}}
|2
|2
|In Generation III only, if this is the used move, and the defender has previously used {{m|Minimize}}
|In Generation III only, if this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Phantom Force}}
|{{m|Phantom Force}}
|2
|2
|If this is the used move, and the defender has previously used {{m|Minimize}}
|If this is the used move, and the target had previously used {{m|Minimize}}
|-
|{{m|Psychic Terrain}}
|1.5
|If this terrain is in effect, the attacker is grounded, and the used move is {{type|Psychic}}
|-
|-
|{{m|Reflect}}
|{{m|Reflect}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|0.5 {{tt|*|~0.66 if there is more than one Pokémon on either side of the field}}
|From Generation III onward, if set on the defender's side, the move used is physical, not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}
|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}}
|{{m|Shadow Force}}
|2
|2
|If this is the used move, and the defender has previously used {{m|Minimize}}
|If this is the used move, and the target had previously used {{m|Minimize}}
|-
|-
|{{m|Stomp}}
|{{m|Stomp}}
|2
|2
|In Generation III and from Generation V onward, if this is the used move, and the defender has previously used {{m|Minimize}}
|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}}
|{{m|Surf}}
|2
|2
|If this is the used move, and the defender is in the semi-invulnerable turn of {{m|Dive}}{{tt|*|Prior to Generation V, this was applied to Power rather than Modifier}}
|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}}
|{{m|Whirlpool}}
|2
|2
|If this is the used move, and the defender is in the semi-invulnerable turn of {{m|Dive}}{{tt|*|Prior to Generation V, this was applied to Power rather than Modifier}}
|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
|[[Z-Move]]s
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|rowspan=2 |{{a|Fluffy}}
|rowspan=2 |{{a|Fluffy}}
|0.5
|0.5
|If the defender has this Ability, and the used move makes [[contact]] and is not {{type|Fire}}
|If the target has this Ability, and the used move makes [[contact]] and is not {{type|Fire}}
|-
|-
|2
|2
|If the defender has this Ability, and the used move is {{type|Fire}} and does not make [[contact]]
|If the target has this Ability, and the used move is {{type|Fire}} and does not make [[contact]]
|-
|-
|{{a|Filter}}
|{{a|Filter}}
|1.5
|0.75
|If the defender has this Ability and the move was super effective (''Type'' > 1)
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|-
|{{a|Friend Guard}}
|{{a|Friend Guard}}
|0.75
|0.75
|If an ally of the defender has this Ability
|If an ally of the target has this Ability
|-
|-
|{{a|Multiscale}}
|{{a|Multiscale}}
|0.5
|0.5
|If the defender has this Ability and is at full health
|If the target has this Ability and is at full health
|-
|{{a|Prism Armor}}
|0.75
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|-
|{{a|Shadow Shield}}
|{{a|Shadow Shield}}
|0.5
|0.5
|If the defender has this Ability and is at full health
|If the target has this Ability and is at full health
|-
|-
|{{a|Sniper}}
|{{a|Sniper}}
|1.5
|1.5
|If the attacker has this Ability and the move was a critical hit
|If the attacker has this Ability and the move lands a critical hit
|-
|-
|{{a|Solid Rock}}
|{{a|Solid Rock}}
|1.5
|0.75
|If the defender has this Ability and the move was super effective (''Type'' > 1)
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Stakeout}}
|2
|If the attacker has this Ability and the defender was switched in earlier in the same turn
|-
|-
|{{a|Tinted Lens}}
|{{a|Tinted Lens}}
|2
|2
|If the attacker has this Ability and the move was not very effective (''Type'' < 1)
|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}}"
:{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
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|[[Chilan Berry]]
|[[Chilan Berry]]
|0.5
|0.5
|If held by the defender, and the move was {{type|Normal}}
|If held by the target, and the used move is {{type|Normal}}
|-
|-
|{{DL|In-battle effect item|Expert Belt}}
|[[Expert Belt]]
|~1.2
|~1.2
|If held by the attacker and the move was super effective (''Type'' > 1)
|If held by the attacker and the move is super effective (''Type'' > 1)
|-
|-
|{{DL|In-battle effect item|Life Orb}}
|[[Life Orb]]
|~1.3
|~1.3
|If held by the attacker
|If held by the attacker
|-
|-
|{{DL|In-battle effect item|Metronome}}
|{{OBP|Metronome|item}}
|>1
|>1
|1 x (~1.2 per successfully used, consecutive instance of the same move it's using now) if held by the attacker, but no more than 2
|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}}
|{{cat|Damage-reducing Berries|Type-resist Berries}}
|0.5
|0.5
|If held by the defender, the move was of the resisted type, and that type was super effective (''Type'' > 1)
|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>.
: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:
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 was ineffective;
* 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.
* 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===
Since each move has a [[type]], its '''effectiveness''' (Japanese: '''{{tt|効果|こうか}}''' ''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 [[Type chart|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|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}}/{{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.
====Not very effective====
:''"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''), 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.
====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}}.
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.


===Example===
===Example===
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
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 {{2t|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|x18px]]
:[[File:ModifierCalcExample.png|x18px]]
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:[[File:DamageCalcExample1.png|x54px]]
:[[File:DamageCalcExample1.png|x54px]]


That means Ice Fang will do between 168 and 198 HP damage, depending on luck.
That means Ice Fang will do between 168 and 196 HP damage, depending on luck.


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
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|x18px]]
:[[File:ModifierCalcExample2.png|x18px]]
Line 252: Line 211:


==Trivia==
==Trivia==
* The greatest potential damage dealt in a single attack can be achieved by {{p|Pikachu}} using {{m|Pwer Trip}}.
* 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 258: Line 217:
|-
|-
|
|
{| style="margin:auto; text-align:center; background: #{{physical color light}}; {{roundy|10px}}; border: 2px solid #{{physical color dark}}" cellpadding="5" cellspacing="3"
{| class="roundy" style="margin:auto; text-align:center; background: #{{physical color light}}; border: 2px solid #{{physical color dark}}" cellpadding="5" cellspacing="3"
|-
| style="background: #FFF; {{roundytl|10px}}"| [[File:PBR HP change Normal.png|256px]]
| style="background: #FFF; {{roundytl|10px}}"| [[File:PBR HP change Normal.png|256px]]
| style="background: #FFF| [[File:PBR HP change Fighting.png|256px]]
| style="background: #FFF| [[File:PBR HP change Fighting.png|256px]]
Line 303: Line 261:
|-
|-
! style="background: #{{physical color}}; {{roundybl|10px}}" | {{color|FFF|Dark}}
! style="background: #{{physical color}}; {{roundybl|10px}}" | {{color|FFF|Dark}}
! style="background: #{{physical color light}}; {{roundybr|10px}}" rowspan="3" |  
! style="background: #{{physical color light}}; {{roundybr|10px}}" rowspan="3" |
|}
|}
|}
|}

Revision as of 06:11, 5 January 2018

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. 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.

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 196 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.