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'''Damage''' is the name for the affliction caused when a [[Pokémon]] uses an offensive [[move]] against the foe. It cuts down the foe's [[HP|Hit Points]].
'''Damage modification''' is a system of multipliers used to change the [[damage]] dealt in a {{pkmn|battle}}. These modifiers affect how the damage is calculated by multiplying the move's [[base power]] in various ways. These modifiers range from doubling to halving and even negating the damage done.


The amount of damage depends on the category of the move and the stats of the Pokémon. Some moves, such as {{m|Grass Knot}} or {{m|Night Shade}}, depend on other factors. There are also [[One-hit knockout move|one-hit KO moves]] like {{m|Sheer Cold}} that will do the maximum amount of damage and knock the opponent out in one hit.
==Type effectiveness==
Since each move has an [[elemental types|elemental type]], its ''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 (Generation I)|this page]] for its [[Generation I]] iteration and [[Type chart (Generation II-present)|this page]] for the current model.


==Damage modification==
===Super effective===
{{main|Damage modification}}
{{redirect|"Super effective"|the webcomic|Super Effective (webcomic)}}
When a move is '''super effective''', it inflicts double the damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{type2|Psychic}} Pokémon will be super effective because {{type2|Bug}} moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is {{t|Rock}}/{{t|Ground}} and is hit by a {{type2|Water}} move like {{m|Surf}} will be damaged four times as much by the move as a {{type2|Normal}} Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.


The damage a [[move]] will inflict varies according to the attacker's Attack or Special Attack [[stats]] and the defender's Defense or Special Defense. Inflicted damage can be adjusted with in-battle stat enhancers, such as {{DL|Battle item|X Attack}} and {{DL|Battle item|X Defend}}, or moves, such as {{m|Swords Dance}} or {{m|Acid Armor}}.
===Not very effective===
When a move is '''not very effective''', it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a {{t|Steel}}/{{t|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type2|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type2|Fighting}} move will be damaged normally, as the super-effectiveness of Fighting against Normal is canceled out by the not-very-effectiveness of Fighting against Flying.


Damage can also vary according to the user or target's [[Elemental types|type]], with moves either scoring super effective or not very effective hits. Some moves may not do damage at all. For example, when a {{type2|Grass}} move is used on a {{type2|Ground}} Pokémon, it will do 2x damage, while the reverse (a {{type2|Ground}} move used on a {{type2|Grass}} Pokémon) will do ½x damage. If a move is either super effective or not very effective against both types of a dual-typed Pokémon, it will do either 4x damage or ¼x damage.
===Not effective===
When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the {{type2|Electric}} move {{m|Thunderbolt}} will have no affect on a {{type2|Ground}} Pokémon such as {{p|Dugtrio}}. Likewise, using the move {{m|Thunder Wave}} will prove useless and yields a "It '''does''' not affect Dugtrio" (whereas a {{m|Confuse Ray}} that simply missed yields "It '''did''' not affect Dugtrio"). Certain types are immune to specific moves, such as {{type2|Grass}} Pokémon being immune to {{m|Leech Seed}}.


Some moves have an increased probability of landing {{DL|Damage modification|critical hit}}s, which multiplies the damage inflicted by 2x.
==Critical hit==
A move will sometimes inflict a '''critical hit''' against another Pokémon. This will double the damage done after type effectiveness calculations occur, leading to the possibility of a doubly-super effective move that gets a critical hit to do eight times as much damage as normal. Pokémon with the {{a|Sniper}} ability will triple the damage done during a critical hit rather than double it.  Regular moves have a 6.25% chance of scoring a critical hit, but some moves have increased critical hit rates.  


Many [[held item]]s and [[berry|berries]] can increase or decrease damage inflicted.  For example, the [[NeverMeltIce]] will boost {{type2|Ice}} moves by 20% in [[Generation III]] and [[Generation IV]], but only by 10% in [[Generation II]].
The chance of causing a critical hit can be modified by using {{Cat|Moves with a high critical-hit ratio|moves}} or items that increase the critical hit level.


==Damage formula==
{| border="1" style="border: 1px solid #88a; border-collapse: collapse;" cellspacing="1" cellpadding="2"
The damage dealt when a Pokémon uses a damaging move depends on its Attack or Special Attack-[[Stats|stat]], the opponent's corresponding Defense-stat, the move's base damage. In addition, various circumstances, such as type-weaknesses, [[same-type attack bonus|STAB]], will intensify or weaken the damage of the move.
|- style="background: #ccf;"
! Level
! Percentage
! Moves
|-
|1
|6.25%
|Regular moves
|-
|2
|12.5%
|{{Cat|Moves with a high critical-hit ratio|Moves with an increased critical hit rate}}: {{m|Slash}}, {{m|Stone Edge}} etc.
|-
|3
|25%
|Moves used by {{p|Farfetch'd}} and {{p|Chansey}} with the {{DL|Stat-enhancing item|Stick}} and {{DL|Stat-enhancing item|Lucky Punch}} attached, respectively, or Critical hit moves used in combination with {{a|Super Luck}}
|-
|4
|33.3%
|{{cat|Moves with a high critical-hit ratio|Moves with an increased critical hit rate}} used by {{p|Farfetch'd}} and {{p|Chansey}} with the {{DL|Stat-enhancing item|Stick}} and {{DL|Stat-enhancing item|Lucky Punch}} attached
|-
|5
|50%
|Critical hit moves used in combination with {{a|Super Luck}} and a {{DL|Evolution-inducing held item|Razor Claw}} or {{DL|In-battle effect item|Scope Lens}}.
|}


The damage formula is the following:
{{DL|In-battle effect item|Scope Lens}}, {{DL|Evolution-inducing held item|Razor Claw}}, and {{a|Super Luck}} add 1 level each, the {{DL|Stat-enhancing item|Stick}} adds 2 levels (for {{p|Farfetch'd}} only), the {{DL|Stat-enhancing item|Lucky Punch}} adds 2 levels (for {{p|Chansey}} only), and {{m|Focus Energy}} adds 2 levels to any Pokémon. 50% is the maximum critical hit ratio, since no situation exceeds it.


<!--
When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker.  For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage. In [[Generation I]], critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker.
<math>
\begin{align}
\text{damage}=\left(\frac{(2*\text{level}+10)*\text{attack}*\text{basedamage}}{250*\text{defense}}+2\right)*\text{modifier}*\text{stab}*\text{rand},\qquad&\text{stabbonus}\in\{1,1.5\},\\
&\text{modifier}\in\{0,0.25,0.5,1,2,4\},\\
&\text{rand}\in[0.85;1.00]
\end{align}
</math>
-->
[[Image:Damageformula.png|800px]]


''level'' is the level of the damaging Pokémon; ''[[same-type attack bonus|stab]] bonus'' is 1.5 if the Pokémon is the same type as the attack, 1 otherwise; ''modifier'' is the type advantage/disadvantage (Super effective, Not very effective) modifier; and finally ''rand'' is a number between 0.85 and 1.00 inclusive. If the move is a physical move, ''attack'' is the working Attack-stat of the damaging Pokémon, and ''defense'' is the working Defense-stat of the victim; if the move is special, ''attack'' is the special attack stat, and ''defense'' is the special defense stat.
==Same-type attack bonus==
{{main|Same-type attack bonus}}
A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a {{type2|Fire}} move used by a Fire-type Pokémon. Dual-typed Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move.


The result is rounded down unless it is less than 1, in which case it's rounded up to 1. All damaging moves always do at least 1 damage if they hit.
==Weather==
{{main|Weather conditions}}
{{type2|Water}} and {{type2|Fire}} moves' damage will be modified by rain and sunshine. If {{m|Rain Dance}} causes a downpour, Water-type moves will do 50% more damage and Fire-type moves will do 50% less damage. If {{m|Sunny Day}} causes harsh sunlight, Fire-type moves will do 50% more damage and Water-type moves will do 50% less damage.


=====Example=====
==Abilities==
{{main|Ability}}
Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific [[type]], granting immunities, and even changing the power of moves affected by other damage modifiers. These abilities include:


Let's say our [[level]] 75 {{p|Glaceon}} has the following [[stats]]:
*{{a|Blaze}}, {{a|Overgrow}}, {{a|Torrent}} and {{a|Swarm}} increase the power of {{type2|Fire}}, {{type2|Grass}}, {{type2|Water}} and {{type2|Bug}} moves by 50% when the user's HP falls below 33%, respectively.
*{{a|Thick Fat}} decreases the damage dealt to the user by opponents' Fire-type and Ice-type moves by 50%. {{a|Heatproof}} decreases the damage dealt to the user by opponents' Fire-type moves by 50%.
*{{a|Levitate}} provides immunity to {{type2|Ground}} moves, and {{a|Soundproof}} provides immunity to sound-based moves.
*{{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type2|Electric}} and {{type2|Water}} moves respectively, healing the user's HP by 25% instead.
*{{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type2|Water}} move, but it also heals the user by 6.25% each turn during [[Weather conditions#Heavy rain|rain]].  However, it also causes the Pokémon to receive additional damage from {{type2|Fire}} attacks and receive 6.25% (of its HP stat) damage during [[Weather conditions#Intense sunlight|sunshine]].
*{{a|Flash Fire}} negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead causes the ability's user's Speed to increase. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
*{{a|Mold Breaker}} removes all ability-based immunities to the user's moves.
*{{a|Scrappy}} removes {{type2|Ghost}} Pokémon's immunity to the {{type2|Normal}} and {{type2|Fighting}} moves of the user. 
*{{a|Drizzle}}, {{a|Drought}}, {{a|Sand Stream}} and {{a|Snow Warning}} cause permanent rain, sunshine, sandstorm, and hail respectively.
*{{a|Adaptability}} increases the STAB multiplier for moves of the same type as the user from 1.5x to 2x.
*{{a|Hustle}} boosts the Atk stat of the user by 50%.
*{{a|Pure Power}} and {{a|Huge Power}} both double the user's Atk stat.
*{{a|Technician}} increases the power of the user's moves with base power 60 or less by 50%.
*{{a|Super Luck}} increases the user's critical hit ratio.
*{{a|Battle Armor}} and {{a|Shell Armor}} prevent critical hits being dealt to the user.
*{{a|Sniper}} increases the critical hit damage multiplier from 2x to 3x.
*{{a|Tinted Lens}} doubles the power of the user's moves that are not very effective.
*{{a|Solid Rock}} and {{a|Filter}} each reduce the power of super effective moves on the ability's user by one third.
*{{a|Wonder Guard}} reduces the power of the opponent's damaging attacks that are not super effective to zero.


''HP:'' 201<br>
==Items==
''Attack:'' 123<br>
:''See also: [[Type-enhancing item]]''
''Defense:'' 181
Some [[held item]]s increase the power of an attack by a small percentage.  Most of these items boost attacks [[type-enhancing item|only of a certain type]] by 20%.  Some [[stat-enhancing item|items]] can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats.  Some [[Berry#Generation IV|berries]] also weaken an opponent's super effective move.


It uses the move {{m|Ice Fang}} ({{t|Ice}}, physical, base damage 65) against [[Cynthia]]'s level 78 {{p|Garchomp}}:
Other held items that modify damage include:
* [[Muscle Band]] boosts [[physical move]]s by 10%
* [[Wise Glasses]] boost [[special move]]s by 10%
* [[Expert Belt]] boosts super-effective attacks by 20%
* [[Life Orb]] boosts the power of all attacks by 30% (at a cost of 10% HP per damaging move used)
* [[In-battle effect item#Metronome|Metronome]] boosts the power of moves used repeatedly


''HP:'' 270<br>
==Other==
''Attack:'' 210<br>
A number of other variables can affect the amount of damage caused by an attack.
''Defense:'' 163<br>
''(stats do not represent the actual Garchomp used by Cynthia)''


Garchomp is {{t|Dragon}}/{{t|Ground}}, so it has a double weakness to {{t|Ice}}. Thus, ''modifier'' = 4. Additionally, Glaceon receives a [[STAB]]-bonus, so ''stabbonus'' = 1.5. We insert the relevant values and stats in the parameters of ''damage'' and get:
* If the attacker is {{status|Burn|burned}} and their ability is not {{a|Guts}}, their [[physical move|physical damage]] will be decreased by half.
* In a [[double battle]], moves that hit multiple targets do 75% of the damage they do in one-on-one battles.
* {{m|Reflect}} and {{m|Light Screen}} decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a double battle.


<!--<math>
===Randomization adjustment===
\text{damage}=\left(\tfrac{(2*75+10)*123*65}{250*163}+2\right)*4*1.5*\text{rand}=200.348*\text{rand}=170.3\,..\,200.3
Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier between 0.85× and 1.00×.  The probability of each percentage is nonuniform due to {{wp|integer division}} rounding, causing an approximately 6% chance for each point between 0.85 and 0.99, but only a 2.5% chance for the full damage.
</math>-->
[[Image:Damageformula-example.png]]


Depending on luck, {{p|Glaceon}} will do damage in the range 170-200 HP. Despite {{p|Garchomp}}'s double weakness to {{t|Ice}}, Glaceon's {{m|Ice Fang}} will not defeat it in a single hit.
==Links==
<!--
* [http://www.smogon.com/dp/articles/damage_formula The Complete Damage Formula (courtesy of Smogon)]
Garchomp is up next. ''Garchomp used {{m|Earthquake}}!'' A physical {{t|Ground}} move at 100 base damage. With its Ice-type, Glaceon is weak to Garchomp's attack, so ''modifier'' = 2. Garchomp is dragon/'''ground''', so it receives STAB-bonus at ''stabbonus'' = 1.5. We insert the stats and values in the formula and get:
-->
<!--<math>
\text{damage}=\left(\tfrac{(2*78+10)*210*100}{250*181}+2\right)*2*1.5*\text{rand}=237.116*\text{rand}=201.5\,..\,237.1
</math>-->
<!--[[Image:Damageformula-example2.png]]-->


[[Category:Game mechanics]]
[[Category:Game mechanics]]


{{Project Games notice}}
[[ja:ダメージ]]
[[Category: Game mechanics]]

Revision as of 01:04, 19 February 2010

Damage modification is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways. These modifiers range from doubling to halving and even negating the damage done.

Type effectiveness

Since each move has an elemental type, its 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 this page for its Generation I iteration and this page for the current model.

Super effective

"Super effective" redirects here. For the webcomic, see Super Effective (webcomic).

When a move is super effective, it inflicts double the damage it would normally do. For example, a move like Megahorn used against a Template:Type2 Pokémon will be super effective because Template:Type2 moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is Rock/Ground and is hit by a Template:Type2 move like Surf will be damaged four times as much by the move as a Template:Type2 Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.

Not very effective

When a move is not very effective, it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a Steel/Rock Pokémon will be damaged by a quarter of the amount by a Template:Type2 move. Likewise, a Normal/Flying Pokémon hit by a Template:Type2 move will be damaged normally, as the super-effectiveness of Fighting against Normal is canceled out by the not-very-effectiveness of Fighting against Flying.

Not effective

When a move is not effective, it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the Template:Type2 move Thunderbolt will have no affect on a Template:Type2 Pokémon such as Dugtrio. Likewise, using the move Thunder Wave will prove useless and yields a "It does not affect Dugtrio" (whereas a Confuse Ray that simply missed yields "It did not affect Dugtrio"). Certain types are immune to specific moves, such as Template:Type2 Pokémon being immune to Leech Seed.

Critical hit

A move will sometimes inflict a critical hit against another Pokémon. This will double the damage done after type effectiveness calculations occur, leading to the possibility of a doubly-super effective move that gets a critical hit to do eight times as much damage as normal. Pokémon with the Sniper ability will triple the damage done during a critical hit rather than double it. Regular moves have a 6.25% chance of scoring a critical hit, but some moves have increased critical hit rates.

The chance of causing a critical hit can be modified by using moves or items that increase the critical hit level.

Level Percentage Moves
1 6.25% Regular moves
2 12.5% Moves with an increased critical hit rate: Slash, Stone Edge etc.
3 25% Moves used by Farfetch'd and Chansey with the Stick and Lucky Punch attached, respectively, or Critical hit moves used in combination with Super Luck
4 33.3% Moves with an increased critical hit rate used by Farfetch'd and Chansey with the Stick and Lucky Punch attached
5 50% Critical hit moves used in combination with Super Luck and a Razor Claw or Scope Lens.

Scope Lens, Razor Claw, and Super Luck add 1 level each, the Stick adds 2 levels (for Farfetch'd only), the Lucky Punch adds 2 levels (for Chansey only), and Focus Energy adds 2 levels to any Pokémon. 50% is the maximum critical hit ratio, since no situation exceeds it.

When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used Swords Dance and then makes a critical hit will get the benefit of the increased Attack, while one affected by Charm will use its normal Attack score. Another example would be if a team had Light Screen or Reflect on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage. In Generation I, critical hits always ignore stat modifiers, even if this is disadvantageous to the attacker.

Same-type attack bonus

Main article: Same-type attack bonus

A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a Template:Type2 move used by a Fire-type Pokémon. Dual-typed Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move.

Weather

Main article: Weather conditions

Template:Type2 and Template:Type2 moves' damage will be modified by rain and sunshine. If Rain Dance causes a downpour, Water-type moves will do 50% more damage and Fire-type moves will do 50% less damage. If Sunny Day causes harsh sunlight, Fire-type moves will do 50% more damage and Water-type moves will do 50% less damage.

Abilities

Main article: Ability

Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific type, granting immunities, and even changing the power of moves affected by other damage modifiers. These abilities include:

Items

See also: Type-enhancing item

Some held items increase the power of an attack by a small percentage. Most of these items boost attacks only of a certain type by 20%. Some items can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some berries also weaken an opponent's super effective move.

Other held items that modify damage include:

Other

A number of other variables can affect the amount of damage caused by an attack.

  • If the attacker is burned and their ability is not Guts, their physical damage will be decreased by half.
  • In a double battle, moves that hit multiple targets do 75% of the damage they do in one-on-one battles.
  • Reflect and Light Screen decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a double battle.

Randomization adjustment

Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier between 0.85× and 1.00×. The probability of each percentage is nonuniform due to integer division rounding, causing an approximately 6% chance for each point between 0.85 and 0.99, but only a 2.5% chance for the full damage.

Links