Damage: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
mNo edit summary
(added Prism Armor to the list of ability modifiying damages)
(8 intermediate revisions by 5 users not shown)
Line 30: Line 30:
** 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 target'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:
Line 44: Line 44:
|{{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 in effect on the target'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}}
Line 137: Line 137:
|0.5
|0.5
|If the target 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}}
Line 184: Line 188:
* 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 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]]
Line 216: Line 198:
:[[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]]

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.