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{{samename|performance stat|Performance#Power|Performance}}
{{samename|performance stat|Performance#Power|Performance → Power}}
'''Power''' (Japanese: '''いりょく''' ''power'') is a property of [[move]]s that helps determine how much [[damage]] they deal. It is seen primarily in the {{pkmn|games}}, but it is touched upon in the [[Pokémon anime]].
'''Power''' (Japanese: '''いりょく''' ''power'') is a property of [[move]]s that helps determine how much [[damage]] they deal. It is seen primarily in the {{pkmn|games}}, but it is touched upon in the [[Pokémon anime]].


==Overview==
==Overview==
Moves with more power inflict more damage. Statistically, the more damage a move inflicts, the more likely it will either have a lower [[accuracy]], a negative effect for the user like [[recoil]] damage, or a lower {{PP}} (though some strong outliers exist, such as {{m|Extrasensory}}; these are often [[signature move]]s). How much power a move has can be seen in the Pokémon stats screen{{tt|*|except in Generation I}}, in the move section, along with accuracy.
Moves with more power inflict more damage, provided all other circumstances are equal. Many variables besides power can influence the [[damage]] a move deals, however.


==Damage modification==
Statistically speaking, stronger moves often have certain limitations over weaker moves, such as low [[accuracy]], low [[PP]], or a negative effect like [[recoil]] damage.
{{main|Damage#Damage modification|Damage → Damage modification}}
Power can be altered by some degree by damage modification that depends on the current status of the battle.


===Type effectiveness===
Since [[Generation II]], the power of a move is always displayed in the move section of a Pokémon's summary screen. All [[status move]]s in the games display a power of "—"; they do no damage. Most [[physical move|physical]] and [[special move]]s display a numeric value for their power (typically in some multiple of 5), but there are a number of exceptions: {{cat|Moves that deal direct damage}} do not rely on the attacker and defender's stats for their damage and display a power of "—", including {{cat|set-damage moves}} and [[one-hit knockout move]]s (which always do enough damage to make a Pokémon faint if they hit); {{cat|moves that have variable power}} also usually display a power of "—".
{{main|Type#Type chart|Type → Type chart}}
The [[type]] of the defending Pokémon affects the power of the move. If a move is super effective, the damage is doubled. If it is not very effective, damage is halved. If a Pokémon has two types, these can stack to ¼× or 4× damage, or simply cancel out. If an opponent's type is immune to the type of the move, the move's damage is always 0.
For example, if a {{p|Noctowl}} used the {{t|Ghost}} move {{m|Shadow Ball}} (80 base power) on a {{p|Gallade}}, it would be super effective, because Gallade is {{t|Fighting}} (normal effectiveness) and {{t|Psychic}} (weak to Ghost), and the move would have an effective power of 160. However, if Noctowl were to use the {{t|Bug}} move {{m|Silver Wind}} (60 base power) on a Gallade, the Psychic-type's weakness to Bug and Fighting-type's resistance to them would cancel out, and the attack would continue with an effective 60 power.


===Same-type attack bonus===
In [[Pokémon Mystery Dungeon: Explorers of Time and Darkness|Pokémon Mystery Dungeon: Explorers of Time, Darkness]], [[Pokémon Mystery Dungeon: Explorers of Sky|and Sky]], as well as [[Pokémon Mystery Dungeon (WiiWare)]], moves are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, {{m|Scratch}} has a rating of ★★★★. There exists an actual numerical value for power, however, and it is added to the Pokémon's relevant Attack stat to determine damage dealt. The power of moves in Mystery Dungeon is valued on a smaller scale, that does not necessarily correlate with the power of the move in main series games.
{{main|Same-type attack bonus}}
{| class="roundtable" style="margin:auto; background: #{{md time color}}; border: 3px solid #{{md darkness color light}}"
|-
! Stars
! Power
|-
| 3
| 4 or lower
|-
| 4
| 5-9
|-
| 5
| 10-13
|-
| 6
| 14-17
|-
| 7
| 18-22
|-
| 8
| 23 or higher
|}
Additionally, certain moves double their damage at the end of calculation; these are always rated as 8 star power-wise, regardless of how much their base power actually is.


Same-type attack bonus also affects a move's power. If a {{type|Water}} Pokémon used a Water-type move, it would gain STAB, which increases power by 50%. For instance, if a {{p|Gyarados}} used {{m|Waterfall}}, instead of 80 power, it would be 120.
==Power modification==
A number of factors can specifically affect a move's power in the games' damage calculation.
 
===Variable-power moves===
* {{cat|Moves that power up}} gain a higher power under specific circumstances, usually double their normal power.
* {{cat|Moves that have variable power}} calculate their power based on specific circumstances.
* The power of {{m|Solar Beam}} and {{m|Solar Blade}} is decreased during {{weather|rain}}, {{weather|hail}} and {{weather|sandstorm}} (0.5×).
 
===Other move factors===
* {{m|Helping Hand}} boosts the power of an ally's next move (1.5×)
* {{m|Charge}} boosts the power of the user's next {{type|Electric}} move (2×)
* The power of the move copied by {{m|Me First}} is boosted (1.5×)
* [[Terrain]]s affect the power of certain moves:
** {{m|Grassy Terrain}} boosts the power of {{type|Grass}} moves (1.3× since [[Generation VIII]], 1.5× before), and also decreases the power of {{m|Bulldoze}}, {{m|Magnitude}} and {{m|Earthquake}} (0.5×)
** {{m|Electric Terrain}} boosts the power of {{type|Electric}} moves (1.3× since [[Generation VIII]], 1.5× before)
** {{m|Psychic Terrain}} boosts the power of {{type|Psychic}} moves (1.3× since [[Generation VIII]], 1.5× before)
** {{m|Misty Terrain}} decreases the power of {{type|Dragon}} moves (0.5×)
* {{m|Mud Sport}} and {{m|Water Sport}} reduce the power of {{type|Electric}} and {{type|Fire}} moves respectively (0.33× since [[Generation V]], 0.5× before)


===Abilities===
===Abilities===
{{main|Ability}}
* {{cat|Abilities that increase move power}} can increase the power of moves if the attacker has them.
 
** {{a|Rivalry}} may either decrease or increase the power of an attack, depending on the user's and target's genders (0.75× or 1.25×)
Some [[Ability|Abilities]] can increase a user's power as well. {{a|Pure Power}} is one example that boosts Attack, thus indirectly boosting power. Abilities can also boost a specific [[type]]'s power.
* The added second strike of a move affected by {{a|Parental Bond}} has less power than the first strike (0.25× since [[Generation VII]], 0.5× before).


===Items===
===Items===
Several hold items can also boost power. [[Stat-enhancing item]]s can increase {{Stat|Attack}} or {{Stat|Special Attack}}, while [[type-enhancing item]]s increase moves of a certain type's power.
* [[Muscle Band]], [[Wise Glasses]] (1.1×)
* [[Type-enhancing item]]s
** [[Gem]]s (1.3× since [[Generation VI]]; 1.5× before)
** [[Incense]]s (1.2×): Odd Incense, Rock Incense, Rose Incense, Sea Incense, Wave Incense
** [[Plate]]s (1.2×)
** [[Timespace orbs]] (1.2×)
** [[Soul Dew]] (1.2x since Gen VII; 1.5x before (applied to Special Attack, not power))


===Critical hits===
==In the anime==
{{main|Damage modification#Critical hit|Critical hit}}
In the {{pkmn|anime}}, moves don't seem to have a set power, and can be affected through various factors, such as the Pokémon having received a power boost of some sort, or even through conscious choice. Examples of the former can be seen in [[M14|''White—Victini and Zekrom'' and ''Black—Victini and Reshiram'']], where [[Ash's Tepig]] and {{AP|Scraggy}} were able to defeat fully evolved opponents with moves that had previously done almost no damage to them after receiving a power boost from {{OBP|Victini|M14}}, while examples of the latter can be seen in ''[[EP044|The Problem with Paras]]'' and ''[[EP241|Hocus Pokémon]]'', where [[Ash's Pikachu]] purposefully weakened the power of his own {{t|Electric}} moves against opponents that {{Ash}} wanted to avoid hurting too much.


Critical hits have a 6.25% chance of occurring under normal circumstances, and increase a move's power by {{tt|1.5×|2× before Gen VI}} for one hit, and {{tt|2.25×|3× before Gen VI}} if the attacking Pokémon has the Ability {{a|Sniper}}. This can also stack with effectiveness and other modifiers.
In addition, some moves have been shown to have much higher power in the anime than in the {{pkmn|games}}, such as in ''[[AG130|Choose It or Lose It!]]'', where [[Ash's Corphish]]'s {{m|Bubble Beam}} was able to match [[Morrison]]'s {{p|Swampert}}'s {{m|Hydro Pump}} in power. There are also examples of [[status move]]s being capable of having the equivalent of a base power in the anime, like how {{an|Brandon}}'s {{p|Dusclops}}'s {{m|Will-O-Wisp}} was shown to be equal in power compared to [[Ash's Charizard]]'s {{m|Flamethrower}} in ''[[AG189|Gathering the Gang of Four!]]''.


==Moves with varying or no power==
==In the manga==
For moves that deal no damage, deal damage with varying power, deal fixed damage, or deal varying damage, the power is indicated by "—".
===In the Pokémon Adventures manga===
In ''[[PS279|Don't Doubt Deoxys]]'', [[Carr]] mentioned that {{m|Psycho Boost}} has a power of 140.


===No damage===
==Trivia==
Almost all [[status move]]s, such as {{m|Growl}} and {{m|Confuse Ray}}, deal no damage. Instead, they have a different effect like inflicting a [[status condition]].
* {{m|Explosion}} is the strongest move in the series among those with a set power (250). It has been the sole holder of that title since its inception, even when including [[Z-Move]]s.
 
* In [[Generation I]] only, there is no way to see a move's power on-screen.
===Fixed damage===
* In both Generations I and II, there is no way to see a move's power while in battle through the battle summary.
Moves that deal a fixed amount of damage do not display power, and are not modified by the above. {{m|Sonic Boom}}, for example, has a power of "—" because it always does 20 damage if it hits.
* As of Generation VII, the average move power of all moves with a set power (for example, excluding {{m|Magnitude}}) is 79.09; excluding Z-Moves gives an average of 76.52. The most frequent move power is 80.
 
===Variable damage===
When a move varies in damage, it will also have "—". {{m|Psywave}} is a prime example, as it deals a randomly-selected amount of damage (based on the user's [[level]]), therefore its power rating cannot be predicted. In addition, [[one-hit knockout move]]s make the opponent faint if they hit.
 
===Variable power===
Variable power moves, such as {{m|Reversal}} or {{m|Rollout}}, are affected by STAB and type effectiveness modifiers, just like regular moves with fixed power, but also have another factor like using a different move beforehand.
 
==Range==
The power of damaging moves currently ranges (inclusively) between 10 and 250, with many different amounts in between. The highest powered move in the games, as of [[Generation V]], is {{m|Explosion}}, with a permanent base power of 250. The lowest powered moves include {{m|Constrict}}, {{m|Fury Cutter}}{{tt|*|Only on the first consecutive hit and only Generation II-IV}} and {{m|Triple Kick}}{{tt|*|Only on the first consecutive hit}} with base powers of 10. However, in [[Generation I]], there is a glitch move with a base power 255.
 
However, the aforementioned varying moves can have higher powers than this. For example, {{m|Spit Up}} has a base power of 300 when {{m|Stockpile}} has been used three times beforehand.
 
As of Generation IV, the average move power across the set of all moves with a set power (for example, excluding {{m|Magnitude}}) is 72.15. The most frequent move power is 80.
===In the {{pkmn|Mystery Dungeon series}}===
{{incomplete|section|needs=screenshot of move information screen, and highest/lowest move ratings}}
Rather than assigning a numerical value for power, moves in the Mystery Dungeon series are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, {{m|Scratch}} has a rating of [[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star IV.png]].


==Trivia==
==In other languages==
* In [[Generation I]], there was no way to see a move's power on-screen. This was rectified in [[Generation II]], though.
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
* In both Generations I and II, however, there was no way to see a move's power while in battle through the battle summary. This was fixed in [[Generation III]].
|zh_yue=威力 ''{{tt|Wāilihk|Power}}''
* As of Generation V, the move with the highest consistent power after all damage modifications is {{m|V-create}}. If a {{type|Fire}} Pokémon has the [[Ability]] {{a|Adaptability}} (which is impossible without {{tt|Ability|With assistance from Trace, Entrainment, Role Play, or Skill Swap}} or {{tt|type changing|with assistance from Reflect Type or Color Change}}), is holding a {{DL|Gem|Fire Gem}}, and uses V-create against a Pokémon with the {{a|Dry Skin}} Ability that has a double weakness to Fire (such as {{p|Paras}}) while it is {{weather|sunny}}, the move will reach an effective power of 4050.
|zh_cmn=威力 ''{{tt|Wēilì|Power}}''
|fr=Puissance
|de=Stärke
|it=Potenza
|ko=위력 ''Wiryeok''
|pt_br=Potência ([[PS240]]-present)<br>Força ([[PS107]]-[[PS193]])
|es=Potencia
}}


==See also==
==See also==
* [[Accuracy]]
* [[Accuracy]]
* [[Move]]
* [[Move]]
 
* [[List of moves]]
{{-}}
{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}


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[[de:Stärke (Attackeneigenschaft)]]
[[es:Movimiento#Potencia]]
[[it:Potenza]]
[[it:Potenza]]
[[pl:Power]]
[[ja:威力]]
[[zh:威力]]
[[zh:威力]]

Revision as of 15:47, 2 February 2021

If you were looking for the performance stat, see Performance → Power.

Power (Japanese: いりょく power) is a property of moves that helps determine how much damage they deal. It is seen primarily in the games, but it is touched upon in the Pokémon anime.

Overview

Moves with more power inflict more damage, provided all other circumstances are equal. Many variables besides power can influence the damage a move deals, however.

Statistically speaking, stronger moves often have certain limitations over weaker moves, such as low accuracy, low PP, or a negative effect like recoil damage.

Since Generation II, the power of a move is always displayed in the move section of a Pokémon's summary screen. All status moves in the games display a power of "—"; they do no damage. Most physical and special moves display a numeric value for their power (typically in some multiple of 5), but there are a number of exceptions: Moves that deal direct damage do not rely on the attacker and defender's stats for their damage and display a power of "—", including set-damage moves and one-hit knockout moves (which always do enough damage to make a Pokémon faint if they hit); moves that have variable power also usually display a power of "—".

In Pokémon Mystery Dungeon: Explorers of Time, Darkness, and Sky, as well as Pokémon Mystery Dungeon (WiiWare), moves are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, Scratch has a rating of ★★★★. There exists an actual numerical value for power, however, and it is added to the Pokémon's relevant Attack stat to determine damage dealt. The power of moves in Mystery Dungeon is valued on a smaller scale, that does not necessarily correlate with the power of the move in main series games.

Stars Power
3 4 or lower
4 5-9
5 10-13
6 14-17
7 18-22
8 23 or higher

Additionally, certain moves double their damage at the end of calculation; these are always rated as 8 star power-wise, regardless of how much their base power actually is.

Power modification

A number of factors can specifically affect a move's power in the games' damage calculation.

Variable-power moves

Other move factors

Abilities

  • Abilities that increase move power can increase the power of moves if the attacker has them.
    • Rivalry may either decrease or increase the power of an attack, depending on the user's and target's genders (0.75× or 1.25×)
  • The added second strike of a move affected by Parental Bond has less power than the first strike (0.25× since Generation VII, 0.5× before).

Items

In the anime

In the anime, moves don't seem to have a set power, and can be affected through various factors, such as the Pokémon having received a power boost of some sort, or even through conscious choice. Examples of the former can be seen in White—Victini and Zekrom and Black—Victini and Reshiram, where Ash's Tepig and Scraggy were able to defeat fully evolved opponents with moves that had previously done almost no damage to them after receiving a power boost from Victini, while examples of the latter can be seen in The Problem with Paras and Hocus Pokémon, where Ash's Pikachu purposefully weakened the power of his own Electric moves against opponents that Ash wanted to avoid hurting too much.

In addition, some moves have been shown to have much higher power in the anime than in the games, such as in Choose It or Lose It!, where Ash's Corphish's Bubble Beam was able to match Morrison's Swampert's Hydro Pump in power. There are also examples of status moves being capable of having the equivalent of a base power in the anime, like how Brandon's Dusclops's Will-O-Wisp was shown to be equal in power compared to Ash's Charizard's Flamethrower in Gathering the Gang of Four!.

In the manga

In the Pokémon Adventures manga

In Don't Doubt Deoxys, Carr mentioned that Psycho Boost has a power of 140.

Trivia

  • Explosion is the strongest move in the series among those with a set power (250). It has been the sole holder of that title since its inception, even when including Z-Moves.
  • In Generation I only, there is no way to see a move's power on-screen.
  • In both Generations I and II, there is no way to see a move's power while in battle through the battle summary.
  • As of Generation VII, the average move power of all moves with a set power (for example, excluding Magnitude) is 79.09; excluding Z-Moves gives an average of 76.52. The most frequent move power is 80.

In other languages

Language Title
Chinese Cantonese 威力 Wāilihk
Mandarin 威力 Wēilì
France Flag.png French Puissance
Germany Flag.png German Stärke
Italy Flag.png Italian Potenza
South Korea Flag.png Korean 위력 Wiryeok
Brazil Flag.png Brazilian Portuguese Potência (PS240-present)
Força (PS107-PS193)
Spain Flag.png Spanish Potencia

See also


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.