Damage: Difference between revisions

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(→‎Trivia: Yeah, I'm fine with the trivium being either all-time or current-gen, just not both. Noting both is opening us up to massive bloat as future generations shift things further.)
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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]] (ignoring all<sup>Gen.&nbsp;II</sup>/negative<sup>Gen.&nbsp;III+</sup> stat stages for a [[critical hit]]).
* ''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]] (ignoring all<sup>Gen.&nbsp;II</sup>/positive<sup>Gen.&nbsp;III+</sup> stat stages for a [[critical hit]]).
* ''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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where
where


* ''Targets'' is 0.75 if the move has more than one [[target]], and 1 otherwise.
* ''Targets'' is 0.75 if the move has more than one [[target]], and 1 otherwise. (In Generation III, it is 0.5 for {{cat|moves that target all adjacent foes}} with more than one target, and 1 otherwise.)
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} 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.
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} 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.
* ''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.
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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 {{DL|Type|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:
:{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
:{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Move
!Move
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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]], the user's Ability is not {{a|Infiltrator}}, and no Pokémon with the Ability {{a|Screen Cleaner}} is on the field (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
|From Generation V onward, if this is the used move, and the defender is in the semi-invulnerable turn of {{m|Dig}}{{tt|*|From Generation II-IV, this was applied to &quot;Power&quot; rather than &quot;other&quot;}}
|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|Knock Off}}
|1.5
|From Generation VI onward, if the target is holding an item that can be knocked off
|-
|-
|{{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]], the user's Ability is not {{a|Infiltrator}}, and no Pokémon with the Ability {{a|Screen Cleaner}} is on the field
|-
|-
|{{m|Magnitude}}
|{{m|Magnitude}}
|2
|2
|From Generation V onward, 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 &quot;Power&quot; rather than &quot;other&quot;}}
|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]], the user's Ability is not {{a|Infiltrator}}, and no Pokémon with the Ability {{a|Screen Cleaner}} is on the field
|-
|-
|{{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}}{{tt|*|In Generations II and IV, this was applied to &quot;Power&quot; rather than &quot;other&quot;}}
|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 &quot;Power&quot; rather than &quot;other&quot;}}
|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 &quot;Power&quot; rather than &quot;other&quot;}}
|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
| [[Protect]]ing moves
|0.25
|0.25
|If the used move is a damaging Z-Move the target has {{m|protect}}ed against
|If the used move is a damaging Z-Move the target has {{m|protect}}ed against
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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|Ice Scales}}
|0.5
|If the target has this Ability and the used move is special
|-
|-
|{{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|Neuroforce}}
|1.25
|If the user has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Prism Armor}}
|0.75
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Punk Rock}}
|0.5
|If the target has this Ability and the used move is {{cat|Sound-based moves|sound-based}}
|-
|-
|{{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|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}}
|{{i|Metronome}}
|>1
|>1
|1 + (~0.2 per successfully used, consecutive instance of the same move) 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 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===
===Example===
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]].
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


====Super effective====
:[[File:ModifierCalcExample.png|x18px]]
:''"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.
When also plugging in Glaceon's effective Attack stat and Garchomp's effective Defense stat, the whole damage formula gives


====Not very effective====
:[[File:DamageCalcExample1.png|x54px]]
:''"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.  
That means Ice Fang will do between 168 and 196 HP damage, depending on luck.


====Not effective====
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
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.
:[[File:ModifierCalcExample2.png|x18px]]


===Example===
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
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
 
:[[File:DamageCalcExample3.png|x54px]]
 
That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.


:[[File:ModifierCalcExample.png|x18px]]
==Pokémon GO==
In {{g|GO}}, damage is calculated differently due to different variables existing in the game.


When also plugging in Glaceon's effective Attacks stat and Garchomp's effective Defense stat, the whole damage formula gives
:[[File:DamageCalcGO.png|x54px]]


:[[File:DamageCalcExample1.png|x54px]]
where


That means Ice Fang will do between 168 and 198 HP damage, depending on luck.
* ''Power'' is the power of the move used
* ''Attack'' is the Attack [[Statistic#In Pokémon GO|stat]] of the attacking Pokémon
** ×<sup>6</sup>/<sub>5</sub> is applied to ''Attack'' if the attacking Pokémon is a {{OBP|Shadow Pokémon|GO}}
* ''Defense'' is the Defense stat of the Pokémon being attacked
** ×<sup>5</sup>/<sub>6</sub> is applied to ''Defense'' if the attacked Pokémon is a {{OBP|Shadow Pokémon|GO}}


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
and ''Modifier'' is


:[[File:ModifierCalcExample2.png|x18px]]
:[[File:ModifierCalcGO.png|x18px]]


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
where


:[[File:DamageCalcExample3.png|x54px]]
* ''Type'' is the {{DL|Type|In Pokémon GO|type effectiveness}}, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.2 if the move's [[type]] matches any of the user's types, and 1 if otherwise.
* The following variables are applied in {{OBP|Gym|GO}} and [[Raid Battle]]s only, and are 1 otherwise.
** ''Weather'' is 1.2 if the move used has a [[Weather#Pokémon GO|weather-boosted]] type, and 1 otherwise.
** ''Friendship'' is applied when battling with {{OBP|Friends|GO}} and varies depending on the Friendship level.
*** 1.03 if Good Friends
*** 1.05 if Great Friends
*** 1.07 if Ultra Friends
*** 1.1 if Best Friends
*** 1 if otherwise
** ''Dodged'' is 0.25 if the attack was successfully dodged, and 1 if otherwise.
*** Gym defenders and Raid Bosses will never dodge a player's attacks
* The following variables are applied in {{OBP|Trainer Battle|GO}}s only, and are 1 otherwise.
** ''Trainer'' is 1.3 for all attacks used in a Trainer Battle.
** ''Charge'' is applied only for Charged Attacks, and its minimum value depends on the player's score during the minigame. The possible ranges are
*** 1 if "Excellent!"
*** [0.75, 1) if "Great!"
*** [0.5, 0.75) if "Nice!"
*** [0.25, 0.5) if otherwise


That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.
By the damage formula, moves that have a power of 0 such as {{m|Splash}} and {{m|Yawn}} will still do 1 HP damage.


==Trivia==
==Trivia==
* The greatest potential damage dealt in a single attack in any generation can be achieved by {{p|Shuckle}} using {{m|Ice Ball}} in a Generation VI [[Triple Battle]].<!--with two 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 partners 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 {{g|Emerald}}, if the player's Pokémon deals over 33037 HP damage, the HP bar won't be drained. However, if it deals exactly 33037 HP, the HP bar will be drained automatically.
* In Generations V through VII, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, during the calculation of very high damage amounts an overflow can occur during the calculation, causing the actual damage dealt to be much lower than expected.<ref>https://www.smogon.com/forums/threads/ultra-sun-ultra-moon-battle-mechanics-research-read-post-2.3620030/page-9#post-7760159</ref>
* 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.
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| style="background: #FFF; {{roundytl|10px}}"| [[File:PBR HP change Normal.png|256px]]
| style="background: #FFF; {{roundytl|10px}}"| [[File:PBR HP change Normal.png|256px]]
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}}


==External links==
==External links==
* [http://www.smogon.com/bw/articles/bw_complete_damage_formula The Complete Damage Formula for Black & White (Smogon University)]
* [http://www.smogon.com/bw/articles/bw_complete_damage_formula The Complete Damage Formula for Black & White (Smogon University)]
* [https://www.trainertower.com/dawoblefets-damage-dissertation/ DaWoblefet’s Damage Dissertation- A Complete Guide to the Damage Formula]


==References==
==References==
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[[de:Schaden]]
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[[it:Danno]]
[[zh:伤害]]
[[zh:伤害]]

Revision as of 00:32, 21 June 2020

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. (In Generation III, it is 0.5 for moves that target all adjacent foes with 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 Attack 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.

Pokémon GO

In Pokémon GO, damage is calculated differently due to different variables existing in the game.

File:DamageCalcGO.png

where

  • Power is the power of the move used
  • Attack is the Attack stat of the attacking Pokémon
  • Defense is the Defense stat of the Pokémon being attacked

and Modifier is

File:ModifierCalcGO.png

where

  • Type is the type effectiveness, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
  • STAB is the same-type attack bonus. This is equal to 1.2 if the move's type matches any of the user's types, and 1 if otherwise.
  • The following variables are applied in Gym and Raid Battles only, and are 1 otherwise.
    • Weather is 1.2 if the move used has a weather-boosted type, and 1 otherwise.
    • Friendship is applied when battling with Friends and varies depending on the Friendship level.
      • 1.03 if Good Friends
      • 1.05 if Great Friends
      • 1.07 if Ultra Friends
      • 1.1 if Best Friends
      • 1 if otherwise
    • Dodged is 0.25 if the attack was successfully dodged, and 1 if otherwise.
      • Gym defenders and Raid Bosses will never dodge a player's attacks
  • The following variables are applied in Trainer Battles only, and are 1 otherwise.
    • Trainer is 1.3 for all attacks used in a Trainer Battle.
    • Charge is applied only for Charged Attacks, and its minimum value depends on the player's score during the minigame. The possible ranges are
      • 1 if "Excellent!"
      • [0.75, 1) if "Great!"
      • [0.5, 0.75) if "Nice!"
      • [0.25, 0.5) if otherwise

By the damage formula, moves that have a power of 0 such as Splash and Yawn will still do 1 HP damage.

Trivia

  • In Pokémon Emerald, if the player's Pokémon deals over 33037 HP damage, the HP bar won't be drained. However, if it deals exactly 33037 HP, the HP bar will be drained automatically.
  • In Generations V through VII, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, during the calculation of very high damage amounts an overflow can occur during the calculation, causing the actual damage dealt to be much lower than expected.[1]
  • 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
Portuguese Brazil Flag.png Brazil Dano
Portugal Flag.png Portugal 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.