Damage: Difference between revisions

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(→‎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 Weather \times Badge \times Critical \times random \times STAB \times Type \times Burn \times other</math>
:<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.&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.
* ''Targets'' is 0.75 if the move has more than one [[target]] (except in Battle Royals), 0.5 in [[Battle Royal]]s 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.)
* ''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.
* ''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 1.5 (2 in [[Generation V]]) for a [[critical hit]], and 1 otherwise.
* ''Critical'' is applied starting in Generation II. It is 2 for a [[critical hit]] in Generations II to V, 1.5 for a critical hit from Generation VI onward, and 1 otherwise. In Generation II, it is instead applied before the +2 of the base damage formula.
* ''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. It differs between generations:
** 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. {{m|Flail}}, {{m|Future Sight}} and {{m|Reversal}} are exempt from this factor.
** From Generation III onward, it is a random integer percentage between 85% and 100% (inclusive). Until Generation V, {{m|Doom Desire}}, Future Sight and {{m|Spit Up}} are exempt from this 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}} (Note: applies to &quot;Power&quot; rather than &quot;other&quot; in some generations)
|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 there is more than one Pokémon on either side of the field}}
|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}}{{tt|*|From Generation II-IV, this is 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}}
|-
|-
|{{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|*|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 there is more than one Pokémon on either side of the field}}
|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}}{{tt|*|Prior to Generation V, this is 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}}
|-
| {{m|Protect}}ing moves except {{m|Max Guard}}
|0.25
|If the used move is a damaging Z-Move<sup>Gen VII</sup>/Max Move<sup>Gen VIII</sup> the target has {{m|protect}}ed against
|}
|}
{| 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

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

050Diglett.png 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:
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 (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

050Diglett.png 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).
  • is:
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.
PBR HP change Normal.png PBR HP change Fighting.png PBR HP change Flying.png PBR HP change Poison.png
Normal Fighting Flying Poison
PBR HP change Ground.png PBR HP change Rock.png PBR HP change Bug.png PBR HP change Ghost.png
Ground Rock Bug Ghost
PBR HP change Steel.png PBR HP change Fire.png PBR HP change Water.png PBR HP change Grass.png
Steel Fire Water Grass
PBR HP change Electric.png PBR HP change Psychic.png PBR HP change Ice.png PBR HP change Dragon.png
Electric Psychic Ice Dragon
PBR HP change Dark.png
Dark

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.