Damage: Difference between revisions
(→Damage calculation: Gave the general formula from Gen 5 onward and removed some stuff that wasn't relevant to Gen 5 onward (it can be added back when we put the previous Gen damage formulas here). The "other" section actually has a specific order it is calculated in, but I guess it can be added later.) |
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Except for {{cat|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 [[statistic|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. | Except for {{cat|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 [[statistic|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 | More precisely, damage is calculated from [[Generation V]] onward as | ||
:<math>Damage = \left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50} + 2\right) \times Targets \times | :<math>Damage = \left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50} + 2\right) \times Targets \times PB \times Weather \times Critical \times random \times STAB \times Type \times Burn \times other \times ZMove</math> | ||
where | where | ||
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* ''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. II</sup>/positive<sup>Gen. 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. II</sup>/positive<sup>Gen. 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. | ||
* ''Targets'' is 0.75 | * ''Targets'' is 0.75 (0.5 in [[Battle Royal]]s) if the move has more than one [[target]] when the move is executed, and 1 otherwise. | ||
* ''PB'' is 0.25 (0.5 in [[Generation VI]]) if the move is the second strike of {{a|Parental Bond}}, 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. | ||
* '' | * ''Critical'' is 1.5 (2 in [[Generation V]]) for a [[critical hit]], and 1 otherwise. | ||
* ''random'' is a random factor. Namely, it is recognized as a multiplication from a random integer between 85 and 100, inclusive, then divided by 100. | |||
* ''random'' is a random factor. | |||
* ''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 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 otherwise. | ||
* ''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. | * ''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. | ||
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|Moves interacting with {{m|Minimize}} | |Moves interacting with {{m|Minimize}} | ||
|2 | |2 | ||
|Applies to up to 9 moves per generation, 14 moves in total (see [[Minimize (move)#Vulnerability to moves|this list]])<br>If this is the used move, and the target had previously used {{m|Minimize}} | |Applies to up to 9 moves per generation, 14 moves in total (see [[Minimize (move)#Vulnerability to moves|this list]])<br>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 | |0.5 {{tt|*|2732/4096 (~0.66) if the battle is a Double Battle or Battle Royal}} | ||
|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) | |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) | ||
|- | |- | ||
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|{{m|Earthquake}} and {{m|Magnitude}} | |{{m|Earthquake}} and {{m|Magnitude}} | ||
|2 | |2 | ||
|From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of {{m|Dig | |From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of {{m|Dig}} | ||
|- | |- | ||
|{{m|Light Screen}} | |{{m|Light Screen}} | ||
|0.5 {{tt|*|~0.66 if | |0.5 {{tt|*|2732/4096 (~0.66) if the battle is a Double Battle, Triple Battle, or Battle Royal}} | ||
|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}} (does not stack with Aurora Veil) | |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}} (does not stack with Aurora Veil) | ||
|- | |- | ||
|{{m|Reflect}} | |{{m|Reflect}} | ||
|0.5 {{tt|*|~0.66 if | |0.5 {{tt|*|2732/4096 (~0.66) if the battle is a Double Battle, Triple Battle, or Battle Royal}} | ||
|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}} (does not stack with Aurora Veil) | |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}} (does not stack with Aurora Veil) | ||
|- | |- | ||
|{{m|Surf}} and {{m|Whirlpool}} | |{{m|Surf}} and {{m|Whirlpool}} | ||
|2 | |2 | ||
|If this is the used move, and the target is in the semi-invulnerable turn of {{m|Dive}} | |If this is the used move, and the target is in the semi-invulnerable turn of {{m|Dive}} | ||
|} | |} | ||
{| 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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|- | |- | ||
|[[Expert Belt]] | |[[Expert Belt]] | ||
|~1.2 | |4915/4096 (~1.2) | ||
|If held by the attacker and the move is super effective (''Type'' > 1) | |If held by the attacker and the move is super effective (''Type'' > 1) | ||
|- | |- | ||
|[[Life Orb]] | |[[Life Orb]] | ||
|~1.3 | |5324/4096 (~1.3) | ||
|If held by the attacker | |If held by the attacker | ||
|- | |- | ||
|{{i|Metronome}} | |{{i|Metronome}} | ||
|>1 | |>1 | ||
|1 + (~0.2 per successful consecutive use of the same move) if held by the attacker, but no more than 2 | |1 + (819/4096 (~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}} | ||
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|} | |} | ||
: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>. | ||
* ''ZMove'' is 0.25 if the move is a [[Z-Move]], [[Max Move]], or [[G-Max Move]] being used into a protection move ({{m|Protect}}, {{m|Detect}}, {{m|King's Shield}}, {{m|Spiky Shield}}, {{m|Mat Block}}, {{m|Baneful Bunker}}, or {{m|Obstruct}}), and 1 otherwise. | |||
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 (unless ''Type'' is equal to 0); 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 (unless ''Type'' is equal to 0); however, in [[Generation]]s {{gen|I}} and {{gen|V}}, different behavior may occur due to apparent oversights: |
Revision as of 15:08, 3 May 2022
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
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: past generations detailed info (see User:Awesomelink234/Damage formula), and more detailed info from Gen 5 onward (see here and here) |
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 from Generation V onward as
where
- 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 allGen. I/negativeGen. II+ 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 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 allGen. II/positiveGen. III+ stat stages for a critical hit).
- Power is the effective power of the used move.
- Targets is 0.75 (0.5 in Battle Royals) if the move has more than one target when the move is executed, and 1 otherwise.
- PB is 0.25 (0.5 in Generation VI) if the move is the second strike of Parental Bond, 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.
- Critical is 1.5 (2 in Generation V) for a critical hit, and 1 otherwise.
- random is a random factor. Namely, it is recognized as a multiplication from a random integer between 85 and 100, inclusive, then divided by 100.
- 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 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:
Move | Value | Detail |
---|---|---|
Moves interacting with Minimize | 2 | Applies to up to 9 moves per generation, 14 moves in total (see this list) If this is the used move, and the target had previously used Minimize |
Aurora Veil | 0.5 * | If in effect on the target's side, the move is not a critical hit and the user's Ability is not Infiltrator (does not stack with Light Screen and Reflect) |
Behemoth Bash, Behemoth Blade and Dynamax Cannon | 2 | If this is the used move, and the target is Dynamaxed |
Earthquake and Magnitude | 2 | From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of Dig |
Light Screen | 0.5 * | 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 Infiltrator (does not stack with Aurora Veil) |
Reflect | 0.5 * | 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 Infiltrator (does not stack with Aurora Veil) |
Surf and Whirlpool | 2 | If this is the used move, and the target is in the semi-invulnerable turn of Dive |
Ability | Value | Detail |
---|---|---|
Fluffy | 0.5 | If the target has this Ability, and the used move makes contact and is not Fire-type |
2 | If the target has this Ability, and the used move is Fire-type and does not make contact | |
Filter, Prism Armor and Solid Rock | 0.75 | If the target has this Ability and the used move is super effective (Type > 1) |
Friend Guard | 0.75 | If an ally of the target has this Ability |
Ice Scales | 0.5 | If the target has this Ability and the used move is special |
Multiscale, Shadow Shield | 0.5 | If the target has this Ability and is at full health |
Neuroforce | 1.25 | If the user has this Ability and the used move is super effective (Type > 1) |
Punk Rock | 0.5 | If the target has this Ability and the used move is sound-based |
Sniper | 1.5 | If the attacker has this Ability and the move lands a critical hit |
Tinted Lens | 2 | If the attacker has this Ability and the used move is not very effective (Type < 1) |
Item | Value | Detail |
---|---|---|
Chilan Berry | 0.5 | If held by the target, and the used move is Normal-type |
Expert Belt | 4915/4096 (~1.2) | If held by the attacker and the move is super effective (Type > 1) |
Life Orb | 5324/4096 (~1.3) | If held by the attacker |
Metronome | >1 | 1 + (819/4096 (~0.2) per successful consecutive use of the same move) if held by the attacker, but no more than 2 |
Type-resist Berries | 0.5 | 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 Multiscale and a Chilan Berry take effect, other is
0.5 * 0.5 = 0.25
.
- ZMove is 0.25 if the move is a Z-Move, Max Move, or G-Max Move being used into a protection move (Protect, Detect, King's Shield, Spiky Shield, Mat Block, Baneful Bunker, or Obstruct), and 1 otherwise.
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 (unless Type is equal to 0); 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) modifiers will be 1. This effectively gives
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, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, and it will also be Critical = 1.5:
That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.
Pokémon Legends: Arceus
This section is incomplete. Please feel free to edit this section to add missing information and complete it. Reason: Unsure if Wild Might is applied directly to the A/D stats, or as an other modifier |
In Pokémon Legends: Arceus, a new damage calculation method is used:
where
- is the level of the attacking Pokémon.
- 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.
- If the attacker is under Slow Start, then the physical Attack stat will be halved at this step of the calculation.
- is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense of the target if the used move is an other special move.
- is the effective power of the used move.
- is the type effectiveness. This can be 0 (ineffective); 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's types.
- is the same-type attack bonus. This is equal to 1.25 if the move's type matches any of the user's types, and 1 otherwise.
- is 0.75 if a Fire-type move is used during rain, and 1 otherwise.
- is 1.5 for a critical hit, and 1 otherwise.
- is a random factor. It is a random integer percentage between 85% and 100% (inclusive).
- Splinter damage (from Ceaseless Edge, Pin Missile, Spikes, Stealth Rock and Stone Axe) is not subject to this factor.
- is:
Status Value Detail Burn 0.5 If the attacker has a burn and uses physical move Drowsy 1.33 If the target is drowsy Frostbite 0.5 If the attacker has frostbite and uses a special move Primed 1.5 If the attacker is primed (Double Hit, Victory Dance) Fixated 1.5 If the attacker is fixated on a move 1.33 If the target is fixated on a move Power Boost 1.5 If the attacker's offensive stats are raised Power Drop 0.66 If the attacker's offensive stats are lowered Guard Boost 0.66 If the target's defensive stats are raised Guard Drop 1.5 If the target's defensive stats are lowered
- If multiple factors apply at the same time, they stack multiplicatively. If none of the factors here apply, is 1.
Pokémon GO
In Pokémon GO, damage is calculated differently due to different variables existing in the game.
where
- is the power of the move used
- is the Attack stat of the attacking Pokémon
- is the Defense stat of the Pokémon being attacked
- For Shadow Pokémon:
- is applied to
- is applied to
and
where
- is the type effectiveness, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
- 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.
- is 1.2 if the move used has a weather-boosted type, and otherwise.
- 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 otherwise
- is if the attack was successfully dodged, and if otherwise.
- Gym defenders and Raid Bosses will never dodge a player's attacks
- is greater than 1 when there is one or more Mega-Evolved Pokémon on the battlefield.
- 1.1 if none of the Mega-Evolved Pokémon have the same type as the move
- 1.3 if one or more Mega-Evolved Pokémon have the same type as the move
- The following variables are applied in Trainer Battles only, and are 1 otherwise.
- is for all attacks used in a Trainer Battle.
- is applied only for Charged Attacks, and its value depends on the player's score during the minigame. The possible ranges are
- if "Excellent!"
- if "Great!"
- if "Nice!"
- otherwise
By the damage formula, moves that have a power of 0 such as Splash and Yawn will always do 1 HP damage.
Trivia
- In Pokémon Ruby and Sapphire, if the player's Pokémon deals over 33037 HP damage, the Pokémon will faint, but the HP bar will not be drained; if it deals exactly 33037 HP, the HP bar will be drained automatically.
- In Generations V through VIII, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, an overflow can occur during the calculation of very high damage amounts, 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.
Normal | Fighting | Flying | Poison |
---|---|---|---|
Ground | Rock | Bug | Ghost |
Steel | Fire | Water | Grass |
Electric | Psychic | Ice | Dragon |
Dark |
In other languages
|
External links
- The Complete Damage Formula for Black & White (Smogon University)
- DaWoblefet’s Damage Dissertation- A Complete Guide to the Damage Formula
References
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |