Power

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

Power is a property of damaging moves that determines 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. Statistically, the more damage a move inflicts, the more likely it will either have a lower Accuracy, a negative effect for the user, such as recoil damage, or a lower PP (though some strong outliers exist, such as {{m|Extrasensory}; these are often signature moves). How much power a move has can be seen in the Pokémon Status screen, in the move section, along with Accuracy.

Damage modification

Main article: Damage modification

Power can be altered by some degree by damage modification that depends on the current status of the battle.

Type effectiveness

Main article: Type effectiveness

If a move is super effective, the base power is doubled. If it is not very effective, damage is halved. These can stack to ¼ or 4×. If a move doesn't affect an opponent's type, all that move's power is 0. For example, if a Butterfree used Shadow Ball on a Gallade, it would be super effective, because Gallade is Fighting (normal protection) and Psychic (weak protection) and would have a power of 160. However if Butterfree were to use the move Swift on a Gallade it would only be normally effective and would deal out 60 power.

Same-type attack bonus

Main article: STAB

STAB also affects a move's power. If a Template:Type2 Pokémon used a Water-type move, it would gain STAB, which increases power by 50%. For example, if a Lapras used Waterfall, instead of 80 Power, it would be 120.

Abilities

Main article: Ability

Some Abilities can increase a user's power as well. Pure Power is one example that boosts attack, thus indirectly boosting power. Abilities can also boost a specific type's power.

Items

Some hold items can also boost power. Stat-enhancing items can increase Attack or Special Attack, while Type-enhancing items and Plates increase moves of a certain type's Power. Incenses can increase power too, among other effects.

Critical Hits

Main article: Critical Hit

Critical hits have a 6.25% chance of occurring under normal circumstances, and double a move's power for one hit. This can also stack with effectiveness and other modifiers.

Moves without Power

Moves that deal no damage, deal damage with varying power, deal fixed damage, or are OHKOs; in these cases, the power is indicated by "—".

Fixed damage

Moves that deal a fixed amount of damage do not display power, and are not modified by the above. SonicBoom, for example, has a power of "—" because it does 20 damage, regardless of opponents' Defense or Special Defense, or the Attack or Special Attack of the Pokémon itself.

Variable power

When a move varies in power, it will also have "—". 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.

Some variable-power moves (such as Reversal) are affected by STAB and type effectiveness modifiers, while other moves (such as Super Fang) are not, depending on the individual move.

One-hit knockout moves

Main article: One-hit knockout move

OHKO moves don't show power because, if they hit, they immediately knock out the opponent.

Range

The power of damaging moves currently ranges between 10 and 250, with many different amounts in between. The highest powered move in the games, as of Generation V, is Explosion, with a permanent base power of 250. The lowest powered moves include Constrict, Fury Cutter* and Triple Kick* with base powers of 10. However, in Generation I, there is a Glitch move with a base power 255, the highest possible.

However, the aforementioned variables can have higher powers than this. For example, Spit Up has a base power of 300 when Stockpile is 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 Magnitude) is 72.15. The most frequent move power is 80.

Trivia

  • In Generation I, there was no way to see a move's power on-screen. This was rectified in Generation II, though.
  • 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.
  • As of Generation V, the move with the highest power after all damage modifications is V-create. If a Template:Type2 Pokémon has the ability Adaptability (which is not possible without hacking or cheating), is holding a Fire Gem, and uses V-create against a Pokémon that has the ability Dry Skin has a dual weakness to Fire (such as Abomasnow) while it is sunny, the move will reach a power of 3240.

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.