Power: Difference between revisions

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(→‎Power modification: Major overhaul to this section; from what I can tell from both DaWoblefet's research on it and Showdown's damage calculator's source code, this should be the order the modifiers are applied in)
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==Power modification==
==Power modification==
A number of factors can specifically affect a move's power in the games' damage calculation.
A number of factors can specifically affect a move's power in the games' damage calculation. From [[Generation V]] onward, if multiple apply, they are chained together in the order specified below, then applied to the base power:


===Variable-power moves===
* {{a|Technician}} boosts a move's power by 1.5× if its unmodified base power is 60 or less.
* {{cat|Moves that power up}} gain a higher power under specific circumstances, usually double their normal power.
* {{a|Rivalry}} boosts a move's power by 1.25× if the attacker and target are of the same [[gender]], or reduces it to 0.75× if they are of opposite genders. No effect if either is genderless.
* {{cat|Moves that have variable power}} calculate their power based on specific circumstances.
* {{a|Galvanize}}, {{a|Aerilate}}, {{a|Pixilate}}, {{a|Refrigerate}}, {{a|Normalize}}, {{a|Iron Fist}}, and {{a|Reckless}} can boost a move's power by 1.2× (4915/4096× from [[Generation V]] onward) under certain circumstances (Normalize did not boost power prior to [[Generation VII]], however).
* The power of {{m|Solar Beam}} and {{m|Solar Blade}} is decreased during {{weather|rain}}, {{weather|hail}} and {{weather|sandstorm}} (0.5×).
* {{a|Battery}} boosts the power of [[special move]]s by 5325/4096× (~1.3×) if, in a [[Double Battle]], the attacker's ally has the Ability.
* {{a|Sheer Force}}, {{a|Sand Force}}, {{a|Analytic}}, {{a|Tough Claws}}, and {{a|Punk Rock}} can boost a move's power by 5235/4096× (~1.3×) under certain circumstances.
* {{a|Power Spot}} boosts a move's power by 5325/4096× (~1.3×) if, in a [[Double Battle]], the attacker's ally has the Ability.
* {{a|Fairy Aura}} and {{a|Dark Aura}} boost the power of {{type|Fairy}} and {{type|Dark}} moves, respectively, by 5448/4096× (~1.33x). If {{a|Aura Break}} is in effect as well, their power is instead reduced to 0.75×.
* {{a|Flare Boost}}, {{a|Toxic Boost}}, {{a|Strong Jaw}}, {{a|Mega Launcher}}, and {{a|Steely Spirit}} can boost a move's power by 1.5× under certain circumstances.
** Steely Spirit can apply from both the attacker and their ally in a [[Double Battle]].
* {{a|Heatproof}} reduces the power of {{type|Fire}} moves used against a Pokémon with the Ability to 0.5x.
* {{a|Dry Skin}} boosts the power of {{type|Fire}} moves used against a Pokémon with the Ability by 1.25x
* The [[Muscle Band]] and [[Wise Glasses]] boost the power of [[physical move]]s and [[special move]]s, respectively, by 1.1× (4505/4096× from [[Generation V]] onward).
* [[Plate]]s, [[type-enhancing item]]s, and type-enhancing [[Incense]]s boost the power of moves of the specific [[type]] associated with them by 1.2× (4915/4096× from [[Generation V]] onward). However:
** In [[Generation II]], the type-enhancing items instead boosted [[damage]], and did so by 1.1×. In [[Generation III]], they instead boosted [[Stat#Attack|Attack]] and [[Stat#Special Attack|Special Attack]] by 1.1×.
** In [[Generation III]], the [[Sea Incense]] instead boosted Attack and Special Attack, and only by 1.05×.
* The [[Adamant Orb]], [[Lustrous Orb]], [[Griseous Orb]], and [[Soul Dew]] (the lattermost only in [[Generation VII]] onward), if held by {{p|Dialga}}, {{p|Palkia}}, {{p|Giratina}}, and {{p|Latias}} or {{p|Latios}}, respectively, boost the power of their {{type|Dragon}} moves, as well as their {{type|Steel}}, {{type|Water}}, {{type|Ghost}}, and {{type|Psychic}} moves, respectively.
** Prior to Generation VII, the Soul Dew instead boosted Latias and Latios's [[Stat#Attack|Attack]] and [[Stat#Special Attack|Special Attack]] by 1.5×.
* [[Gem]]s boost the power of moves of their corresponding type by 5325/4096× (~1.3×), or 1.5× in [[Generation V]].
* {{m|Solar Beam}} and {{m|Solar Blade}} will have their power reduced to 0.5× if used during [[rain]], {{weather|hail}}, or {{weather|sandstorm}}.
** Prior to [[Generation V]], for Solar Beam, this was instead done by halving the [[damage]] it does. In [[Generation IV]], [[fog]] also lowered Solar Beam's power.
* {{m|Me First}} will boost the power of moves stolen with it by 1.5×. In [[Generation IV]], this was instead done by boosting the [[damage]] by 1.5×.
* {{m|Knock Off}} (from [[Generation VI]] onward), {{m|Expanding Force}}, {{m|Misty Explosion}}, and {{m|Grav Apple}} can have their power boosted by 1.5× under certain circumstances.
* {{m|Helping Hand}} will boost the power of the target's next move by 1.5× for every instance of the move (multiple are possible in [[Triple Battle]]s or via {{m|Instruct}}). In [[Generation III]], this was done by instead boosting the [[damage]] of the move by 1.5×.
* {{m|Charge}} will the power of the attacker's next {{type|Electric}} move (though it must be used immediately on the following turn or the effect wears off) by 2×. In [[Generation III]], this was instead accomplished by doubling the [[damage]] it dealt.
* {{m|Facade}}, {{m|Brine}}, {{m|Venoshock}}, {{m|Retaliate}}, {{m|Fusion Bolt}}, and {{m|Fusion Flare}} can have their power doubled under certain circumstances.
* {{m|Grassy Terrain}} and {{m|Misty Terrain}} will reduce the power of {{m|Earthquake}}, {{m|Magnitude}}, and {{m|Bulldoze}}, and {{type|Dragon}} moves, respectively, to 0.5× if the target is [[grounded]].
* {{m|Electric Terrain}}, {{m|Grassy Terrain}}, and {{m|Psychic Terrain}} will boost the power of {{type|Electric}}, {{type|Grass}}, and {{type|Psychic}} moves, respectively, by 5325/4096× (~1.3x) if the attacker is [[grounded]]. (1.5× prior to [[Generation VIII]]).
* {{m|Mud Sport}} and {{m|Water Sport}} will reduce the power of {{type|Electric}} and {{type|Fire}} moves, respectively, to 1352/4096× (~0.33x). Prior to [[Generation V]], they instead reduced their power to 0.5×.


===Other move factors===
Prior to [[Generation V]], there were also some base power modifiers that now modify other things, namely:
* {{m|Helping Hand}} boosts the power of an ally's next move (1.5×)
* The [[Ability|Abilities]] {{a|Overgrow}}, {{a|Blaze}}, {{a|Torrent}}, and {{a|Swarm}}, if the attacker's current HP was less than or equal to a third of their max HP (rounded down), boosted the power of their {{type|Grass}}, {{type|Fire}}, {{type|Water}}, and {{type|Bug}} moves, respectively, by 1.5×. In [[Generation V]] onward, this is instead achieved by boosting their [[Stat#Attack|Attack]] and [[Stat#Special Attack|Special Attack]] by 1.5×.
* {{m|Charge}} boosts the power of the user's next {{type|Electric}} move (2×)
* The [[Ability]] {{a|Thick Fat}}, in [[Generation IV]], reduced the power of {{type|Fire}} and {{type|Ice}} moves targeting the Pokémon with the Ability to 0.5×. In both [[Generation III]] and [[Generation V]] onward, this is instead achieved by reducing their [[Stat#Attack|Attack]] and [[Stat#Special Attack|Special Attack]] to 0..
* 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===
* {{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×)
* 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===
* [[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×)
** [[Creation trio orbs]] (1.2×)
** [[Soul Dew]] (1.2x since Gen VII; 1.5x before (applied to Special Attack, not power))


==In the anime==
==In the anime==

Revision as of 00:06, 13 July 2022

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

Power (Japanese: 威力 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 "—".

Power is not shown in-game in the Mystery Dungeon series prior to Pokémon Mystery Dungeon: Explorers of Sky. In that game, 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. From Generation V onward, if multiple apply, they are chained together in the order specified below, then applied to the base power:

Prior to Generation V, there were also some base power modifiers that now modify other things, namely:

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

Pokémon Adventures

FireRed & LeafGreen arc

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.
    • When counting moves that power up and those with variable power, the strongest moves can become Rollout and Ice Ball, both reaching 960 power on their fifth hit if the user has previously used Defense Curl.
  • 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.