- For the move commonly referred to in competitive battling as "HP", see Hidden Power. For the Pokémon Trading Card Game set officially abbreviated as "HP," see EX Holon Phantoms.
In the core series
Each Pokémon has a maximum HP value, and the current HP value which is somewhere between 0 (if it has fainted) or the maximum HP (if it has full HP).
As with other stats, a Pokémon's maximum HP usually increases with their level, and is a combination of the Pokémon's base stats, individual values, and effort values. Some Pokémon species tend to have a higher or lower HP than others, and some individual Pokémon may have different HP even if they are of the same species and level. A Pokémon's maximum HP may reach hundreds of points. However, Shedinja is a special case, whose maximum HP is always 1.
A Pokémon needs to have at least 1 HP to be able to battle. If a Pokémon reaches 0 HP, it has fainted. However, a fainted Pokémon can still use field moves outside of battle, such as Cut, Surf, Fly, Headbutt, Sweet Scent, etc.
The player's Pokémon are able to enter into battle with less than full HP if they have not been healed yet. The opposing Pokémon (both wild and owned by NPCs) always start battles with full HP. However, if a roaming Pokémon takes damage and then flees from the current battle, it will still have the same damage (that is, the amount of HP lost) when it is found for the next battle.
In a battle between Trainers, the objective is causing all the opposing Pokémon to reach 0 HP and faint, at which point the battle ends. In a battle against a wild Pokémon, the player may wish to deal some damage to the wild Pokémon and decrease its HP for the purpose of catching it more easily. However, if the wild Pokémon reaches 0 HP and faints, the battle will end and this Pokémon will not be caught.
If all Pokémon in the player's party faint, then the player blacks out. This causes the player to lose a sum of money and be sent to a Pokémon Center (or to the player's house at the start of the game), at which point all of the player's Pokémon will be healed automatically.
The current and maximum HP of each Pokémon is usually shown as a horizontal bar, which displays how much HP each Pokémon has; this is visible in a Pokémon battle, as well as in the party and summary screens. Additionally, the player may see exactly the number of current and maximum HP for each of their Pokémon. The Pokémon that are not owned by the player (including Pokémon owned by non-player characters, as well as wild Pokémon) have their HP bars visible in battle as well, but the exact number of their current and maximum HP number is not revealed to the player.
In Generation I, if the HP bar's fill was 27 pixels or wider (out of a total end-to-end length of 48 pixels), it would be colored green; if it was between 10 and 26 pixels, it would be colored yellow; and if it was less than 10 pixels wide, it would be colored red. This means the HP bar turns yellow noticeably earlier than in the later games, or at about 56% of the Pokémon's maximum HP.
From Generation II onwards, if a Pokémon has more than half of its max HP, its HP bar remains green. If the Pokémon has between one-fifth and half of its HP, the bar will turn yellow (in Generation II, a Pokémon revived to exactly half of their HP will have a green HP bar). If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-IV), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away (since Generation VI) will notify the player that his or her Pokémon is in danger of fainting. Before Generation VI, this beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.
The HP bar also affects the Pokémon's cry. Since Pokémon Ruby and Sapphire, if a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon faints, its cry will be lowered by a whole step. Also, since Pokémon FireRed and LeafGreen, if the Pokémon has less than half its total HP, its cry will be lowered by a half-step to indicate its weakened state.
|This gallery is incomplete.|
Please feel free to edit this gallery to add missing information and complete it.
Reason: Missing HP bars for Legends: Arceus, Scarlet, Violet, and side series games
Prior to Generation VI, the speed at which the HP bar depletes after a Pokémon has received damage is dependent on a Pokémon's HP. Its relation to HP is different per generation, but the speed is noticeably different between Pokémon with high and low HP stats. The HP bar in Generation IV depletes 1 HP for every 2 frames at 60 FPS (except for the first HP lost, which only takes 1 frame) for Pokémon with more HP than the number of pixels in the HP bar. This leads to Pokémon like Blissey taking over twenty seconds to faint from full health at high levels.
Interestingly, HP depletion speed can be used to narrow down how much damage an opponent's Pokémon has taken without seeing its actual HP stats.
Prior to Generation V, the HP bar immediately drops to 0 for the user of a move that causes the user to faint, such as Explosion.
The most common way for a Pokémon to lose HP is by being hit by a move that deals damage; most physical and special moves can deal damage. However, there are other ways to lose HP, such as making contact to a Pokémon with Iron Barbs, or being hit by a sandstorm.
Moves that cost HP
- Main article: Category:Moves that cost HP to use
There are some moves that cost HP to use.
|Substitute||Normal||Status||1/4 of maximum HP||—||—||The user creates a substitute, which is targeted by the opponent's next moves in place of the user, as long as the substitute is in battle|
|Clangorous Soul||Dragon||Status||1/3 of maximum HP||—||—||This move raises the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each|
|Belly Drum||Normal||Status||1/2 of maximum HP||—||—||This move maximizes the user's Attack stat|
|Curse||Ghost||Status||—||—||If the user is Ghost-type, it pays the HP cost and places a curse on the target; the cursed Pokémon loses 1/4 of HP each turn from now on|
If the user is not Ghost-type, there is no HP cost involved; the user's Speed will drop one stage, while its Attack and Defense will rise one stage each
In Generation I, it is possible to start a link battle with Pokémon that have less than full HP if they have not been healed yet. However, all Pokémon are completely healed after each link battle. From Generation II onwards, all Pokémon are automatically healed before all link battles.
In all core series games, the player's Pokémon are also automatically healed after the first battle against a rival character.
- Main article: Category:HP-restoring items
These are the items that restore a Pokémon's HP. Most of these items are consumed when used, except the repeatable items such as Leftovers. Almost all these items only work on Pokémon that are not fainted, except the reviving items at the end of the list.
|Sprite||Name||HP restored by generation||Method of use||Notes|
|Potion||20||✔||✘||Increases the starter Pikachu's friendship in Pokémon Yellow, even if the item would have no effect|
|Rage Candy Bar||—||20||—||20||—||✔||✘||In Pokémon HeartGold and SoulSilver, this is a Key Item that can be exchanged for TM64 (Explosion)|
From Generation VII onwards, this item heals status conditions
|Super Potion||50||60||✔||✘||Increases the starter Pikachu's friendship in Pokémon Yellow, even if the item would have no effect|
|Energy Powder||—||50||60||✔||✘||Lowers friendship|
|Hyper Potion||200||120||✔||✘||Increases the starter Pikachu's friendship in Pokémon Yellow, even if the item would have no effect|
|Energy Root||—||200||120||✔||✘||Lowers friendship|
|Aguav Berry||—||⅛||½||⅓||✔||✔||Confuses a Pokémon that dislikes the bitter flavor|
|Figy Berry||—||⅛||½||⅓||✔||✔||Confuses a Pokémon that dislikes the spicy flavor|
|Iapapa Berry||—||⅛||½||⅓||✔||✔||Confuses a Pokémon that dislikes the sour flavor|
|Mago Berry||—||⅛||½||⅓||✔||✔||Confuses a Pokémon that dislikes the sweet flavor|
|Wiki Berry||—||⅛||½||⅓||✔||✔||Confuses a Pokémon that dislikes the dry flavor|
|Enigma Berry||—||¼||✘||✔||Restores the holder's HP when hit by a super effective move|
|Max Potion||Full||✔||✘||Increases the starter Pikachu's friendship in Pokémon Yellow, even if the item would have no effect|
|Full Restore||Full||✔||✘||Fully restores a Pokémon, including its HP, and status conditions|
Increases the starter Pikachu's friendship in Pokémon Yellow, even if the item would have no effect
|Heal Ball||—||Full||✔||✘||Fully restores a wild Pokémon that was caught with this item and sent to the party|
(as opposed to the Storage System, in which all Pokémon are fully healed regardless of the type of Poké Ball)
(rounded down, minimum 1 HP)
|✘||✔||Restores the holder's HP at the end of each turn|
(rounded down, minimum 1 HP)
|✘||✔||If the holder is Poison-type, restores the holder's HP at the end of each turn|
If the holder is not Poison-type, the holder takes damage
|Shell Bell||—||1/8 of damage dealt to the target
(rounded down, minimum 1 HP)
|✘||✔||Restores the holder's HP when the holder deals damage with a move|
|Rare Candy||the amount of HP gained when leveling up,
otherwise 2 HP
(except a fainted Shedinja revives with 1 HP)
|✔||✘||It increases a Pokémon's level, up to level 100|
The Pokémon may gain some HP as a natural result of leveling up
It can be used to revive a fainted Pokémon with little HP
|Sacred Ash||—||Full||✔||✘||This item can only be used outside of battle|
In Generation II, fully restores all Pokémon in the party, provided there is at least one fainted Pokémon
From Generation III onwards, fully restores all fainted Pokémon
- Main article: Category:Moves that restore HP
|Heal Order||IV||Bug||Status||50% of maximum HP||—||—||—%|
|Purify||VII||Poison||Status||—||—%||Heals the user's HP, provided it also heals the target's status condition|
|Roost||IV||Flying||Status||—||—%||A Flying-type user becomes grounded while using this move|
|Wish||IV||Normal||Status||—||—%||Heals the user (or the Pokémon in the user's current position) on the next turn|
|Milk Drink||II||Normal||Status||50% of maximum HP
|20% of user's HP
(outside of battle)
|—||—%||These moves heal the user in battle|
They are also used outside of battle to transfer HP from the user to another non-fainted Pokémon in the party
|Shore Up||VII||Ground||Status||½ (outside of a sandstorm)
⅔ (during a sandstorm)
|Moonlight||II||Fairy||Status||Varies depending on the weather
In Generation II only, it also depends on the time
|—||—%||Prior to Generation VI, it was a Normal-type move|
|Rest||I||Psychic||Status||Full HP||—||—%||The user starts sleeping once this move is used|
|Aqua Ring||IV||Water||Status||1/16 of maximum HP||—||—%||Once any of these moves is used, the user is healed automatically at the end of every turn|
Ingrain roots the user to the ground, preventing its escape
|Jungle Healing||VIII||Grass||Status||25% of maximum HP||—||—%||Heals the user, as well as its allies|
|Grassy Terrain||VI||Grass||Status||1/16 of maximum HP||—||—%||As long as this this terrain is in effect, grounded Pokémon are healed automatically at the end of every turn|
|Leech Seed||I||Grass||Status||1/16 of seeded Pokémon's HP (Generation I)
1/8 of seeded Pokémon's HP (Generation II onwards)
|—||—||90%||Once Leech Seed is used, the target becomes seeded and it takes damage at the end of every turn|
The user (or another Pokémon in the same place) restores the same amount of HP as the damage dealt
If the seeded Pokémon has Liquid Ooze, the user is damaged instead of healed
In Generation I only, this move's damage is calculated in the same way as Toxic, and only if Toxic is currently applied to the target.
|Absorb||I||Grass||Special||50% of damage dealt||20||100%||These moves deal damage on the target and restore the user's HP|
Dream Eater only works if the target is asleep
If the target has Liquid Ooze, the user is damaged instead of healed
|Draining Kiss||VI||Fairy||Special||75% of damage dealt||50||100%|
|Strength Sap||VII||Grass||Status||The target's Attack||—||100%||This move lowers the target's Attack by one stage|
It also restores the user's HP by the same amount as the target's Attack stat (not counting the attack drop from Strength Sap).
If the target has Liquid Ooze, the user is damaged instead of healed
|G-Max Finale||VIII||Fairy||—||1/6 of maximum HP||—||—%||Deals damage to the target; its category and power depend on the move it is based on|
Heals the user as well as its allies
|Floral Healing||VII||Fairy||Status||—||½ (outside of Grassy Terrain)
⅔ (with Grassy Terrain)
|—||—%||Heals the target's HP|
|Heal Pulse||V||Psychic||Status||50% of maximum HP||—||—%|
|Pollen Puff||VII||Bug||Special||90||100%||Heals the target's HP when used on an ally|
Deals damage when used on a foe
Pokémon with Bulletproof are immune to this move
|Present||II||Normal||Physical||25% of maximum HP||—||90%||This move has a chance of either dealing damage or healing the target's HP|
|Healing Wish||IV||Psychic||Status||Full HP||—||—%||The user faints; the next Pokémon is completely healed, with full HP|
|Pain Split||II||Normal||Status||Varies||—||—%||This move splits the current HP between the user and the target|
- Main article: Dynamax → Dynamax Level and HP
When a Pokémon Dynamaxes, its HP is increased by 50% until the Dynamax state wears off. By increasing a Pokémon's Dynamax Level, this increase can be raised up to 100%, with each level providing a 5% increase.
In spin-off games
Trading Card Game series
- Main article: HP (TCG) → Trading Card Game series
In the anime
In the manga
In the TCG
- Main article: HP (TCG)
|This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|