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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.
[[File:Ash Pokémon injured.png|thumb|300px|{{cat|Ash's Pokémon}} injured after a battle]]
'''Damage''' (Japanese: '''ダメージ''' ''damage'') is a loss of a Pokémon's [[HP]] that happens as the result of a [[physical move|physical]] or [[special move|special]] [[move|attack]] used against it by another Pokémon.


==Super effective==
==Damage calculation==
When a move is '''super effective''', it does 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 it would normally be, because both Rock and Ground Pokémon are weak to Water moves.
{{incomplete|section|needs=Anything that may have potentially been missed or inaccurate}}


==Not very effective==
Except for {{cat|moves that deal direct damage}}, the damage dealt when a Pokémon uses a damaging move depends on its [[level]], its effective Attack or Special Attack [[statistic|stat]], the opponent's effective Defense or Special Defense stat, and the move's effective [[power]]. In addition, various factors of damage modification may also affect the damage dealt.
When a move is '''not very effective''', it does half of the damage it would 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.


==Not effective==
More precisely, damage is calculated in each [[Generation]] as:
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 [[Thunderbolt]] will have no affect on a {{type2|Ground}} Pokémon such as [[Garchomp]]. Likewise, using the move [[Thunder Wave]] will prove useless and yields a "It '''does''' not affect Garchomp" (whereas a [[Confuse Ray]] that simply missed yields "It '''did''' not affect Garchomp"). Certain types are immune to specific moves, such as {{type2|Grass}} Pokémon being immune to {{m|Leech Seed}}.


==Critical hit==
===[[Generation I]]===
A move will sometimes get a '''critical hit''' against another Pokémon, some moves more than others. This will double the damage done after super effective/not very effective calculations occur, leading to the ability for a doubly-super effective move that gets a critical hit to do a whopping eight times as much damage as it would.
:<math>Damage = \left(\frac{\left( \frac{2 \times Level \times Critical}{5} + 2\right) \times Power \times A / D}{50} + 2\right) \times STAB \times Type1 \times Type2 \times random</math>


When a move is 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 them 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.
where:


==Same-type attack bonus==
* ''Level'' is the [[level]] of the attacking Pokémon.
{{main|Same-type attack bonus}}
* ''Critical'' is 2 for a [[critical hit]], and 1 otherwise.
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.
* ''A'' is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special stat of the attacking Pokémon if the used move is a [[special move]] (for a [[critical hit]], all modifiers are ignored, and the unmodified Attack or Special is used instead). If either this or ''D'' are greater than 255, both are divided by 4 and rounded down.
* ''D'' is the effective Defense stat of the target if the used move is a [[physical move]], or the effective Special stat of the target if the used move is an other [[special move]] (for a [[critical hit]], all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has {{m|Reflect}} up, or if the move is special and the target has {{m|Light Screen}} up, this value is doubled (unless it is a critical hit). If the move is {{m|Explosion}} or {{m|Self-Destruct|Selfdestruct}}, this value is halved (rounded down, with a minimum of 1). If either this or ''A'' are greater than 255, both are divided by 4 and rounded down. Unlike future Generations, if this is 0, the division is not made equal to 0; rather, the game will try to [[List of glitches in Generation I#Division by 0|divide by 0]] and softlock, hanging indefinitely until it is turned off.
* ''Power'' is the [[power]] of the used move.
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, and 1 if otherwise. Internally, it is recognized as an addition of the damage calculated thus far divided by 2, rounded down, then added to the damage calculated thus far. <!-- rounded down; capped at 999 right BEFORE this operation, after the +2 -->
* ''Type1'' is the [[type effectiveness]] of the used move against the target's type that comes first in the type matchup table, or only type if it only has one type. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective). <!-- Individual factors are performed one after the other, in the order of the type matchup table. Each individual factor is a multiplication followed by a division by 10, with possible multipliers being 20 and 5 (and 0). -->
* ''Type2'' is the [[type effectiveness]] of the used move against the target's type that comes second in the type matchup table. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective). If the target only has one type, ''Type2'' is 1. If this would result in 0 damage, the calculation ends here and the move is stated to have missed, even if it would've hit.
* ''random'' is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. If the calculated damage thus far is 1, ''random'' is always 1.


==Weather==
===[[Generation II]]===
{{main|Weather conditions}}
:<math>Damage = \left(\left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50}\right) \times Item \times Critical + 2 \right) \times TK \times Weather \times Badge \times STAB \times Type \times MoveMod \times random \times DoubleDmg</math>
{{type2|Water}} and {{type2|Fire}} moves' damage will be modified by rain and sunshine. If {{m|Rain Dance}} causes a down-pour, 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.


==Abilities==
where:
{{main|Abilities}}
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:  


*[[Blaze]], [[Overgrow]], [[Torrent]] and [[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.
* ''Level'' is the [[level]] of the attacking Pokémon. If the used move is {{m|Beat Up}}, ''L'' is instead the level of the Pokémon performing the strike.
*[[Thick Fat]] decreases the power of the opponents' Fire-type and Ice-type moves by 50%. [[Heatproof]] decreases the power of opponents' Fire-type moves by 50%.
* ''A'' is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special Attack stat of the attacking Pokémon if the used move is a [[special move]] (for a [[critical hit]], if the target's Defense or Special Defense stat stage is greater than or equal to the attacker's Attack or Special Attack stat stage, all modifiers are ignored, and the unmodified Attack or Special is used instead). If the used move is {{m|Beat Up}}, ''A'' is instead the base Attack of the Pokémon performing the strike.
*[[Levitate]] provides immunity to {{type2|Ground}} moves, and [[Soundproof]] provides immunity to sound-based moves.
* ''D'' is the effective Defense stat of the target if the used move is a [[physical move]], or the effective Special stat of the target if the used move is a [[special move]] (for a [[critical hit]], all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has {{m|Reflect}} up, or if the move is special and the target has {{m|Light Screen}} up, this value is doubled (unless it is a critical hit). If the move is {{m|Explosion}} or {{m|Self-Destruct|Selfdestruct}}, this value is halved (rounded down, with a minimum of 1). If the used move is {{m|Beat Up}}, ''D'' is instead the base Defense of the target.
*[[Volt Absorb]] and [[Water Absorb]] grant immunity to {{type2|Electric}} and {{type2|Water}} moves respectively, healing the user's HP by 25% instead. [[Dry Skin]] is similar to Water Absorb, but also doubles the power of opponents' Fire-type moves.  
* ''Power'' is the [[power]] of the used move.
*[[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, [[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|status moves]] like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
* ''Item'' is 1.1 <!-- multiplication by 110, then divide by 100 --> if the attacker is holding an [[:Category:Type-enhancing held items|type-enhancing held item]] corresponding to the attack type (for instance, the [[Magnet]] for an {{type|Electric}} move). Otherwise, this value is simply 1.
*[[Mold Breaker]] removes all immunities to the user's moves.
* ''Critical'' is 2 for a [[critical hit]], and 1 otherwise. It is always is 1 if the used move is {{m|Flail}}, {{m|Reversal}}, or {{m|Future Sight}}. <!-- capped at 0xffff after this operation, then capped again at 997 (i.e. 999 after the +2) -->
*[[Scrappy]] removes {{type2|Ghost}} Pokémon's immunity to the {{type2|Normal}} and {{type2|Fighting}} moves of the user. 
* ''TK'' is 1, 2, or 3 for each successive hit of {{m|Triple Kick}}, or always 1 if the used move is not Triple Kick.
*[[Drizzle]], [[Drought]], [[Sand Stream]] and [[Snow Warning]] all cause different weather conditions.
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} move during [[harsh sunlight]], and 0.5 if a Water-type move is used during harsh sunlight or {{m|Solar Beam|SolarBeam}} or any Fire-type move during rain, and 1 otherwise. <!-- multiplication followed by a division by 10, with possible multipliers being 15 and 5 -->
*[[Adaptability]] doubles the power of moves of the same type as the user.
* ''Badge'' is 1.125 <!-- a boost of 1/8 (rounded down), with a minimum boost of +1 --> if the attacking Pokémon is controlled by the player and if the player has obtained the [[Badge]] corresponding to the used move's [[type]], and 1 otherwise. This bonus is not applied in link battles or the {{OBP|Battle Tower|Generation II}}. <!-- capped at 0xffff after this operation -->
*[[Hustle]] boosts the power of the user's moves by 50%.  
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, and 1 if otherwise. <!-- rounded down -->
*[[Pure Power]] doubles the power of the user's [[Physical move|physical]] attacks.  
* ''Type'' is the [[type effectiveness]]. This can be 0.25, 0.5 (not very effective), 1 (normally effective), 2, or 4 (super effective), depending on both the move's and target's [[type]]s. If the used move is {{m|Struggle}}, {{m|Future Sight}}, or {{m|Beat Up}}, ''Type'' is always 1.<!-- Individual factors are performed one after the other, in the order of the type matchup table. Each individual factor is a multiplication followed by a division by 10, with possible multipliers being 20 and 5 (and 0). -->
*[[Technician]] increases the power of the user's moves with base power 60 or less by 50%.
* ''MoveMod'' can be (and if the used move is not any of these, ''MoveMod'' is 1):<!-- capped at 0xffff after this operation -->
*[[Super Luck]] increases the user's critical hit ratio.  
** If {{m|Rollout}} is used, <math>2^\left(n+d\right)</math>, where ''n'' is the amount of successful and consecutive hits of the move, up to 4 (for the fifth hit), and ''d'' is 1 if {{m|Defense Curl}} was used beforehand and 0 otherwise.
*[[Battle Armor]] and [[Shell Armor]] block critical hits.
** If {{m|Fury Cutter}} is used, <math>2^n</math>, where ''n'' is the number of successful and consecutive uses of the move, up to 4.
*[[Sniper]] increases the power of the user's critical hits.  
** If {{m|Rage}} is used, an integer value corresponding to the Rage counter, i.e. the number of times the user of Rage has been damaged by an attack while using Rage.
*[[Tinted Lens]] doubles the power of the user's moves that are not very effective.
* ''random'' is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. ''random'' is always 1 if {{m|Flail}} or {{m|Reversal}} is used.
*[[Solid Rock]] and [[Filter]] each reduce the power of super effective moves on the ability's user by one third.
* ''DoubleDmg'' is 2 if the used move is {{m|Pursuit}} and the target is attempting to switch out, {{m|Stomp}} and the target has previously used {{m|Minimize}}, {{m|Gust}} or {{m|Twister}} and the target is in the semi-invulnerable turn of {{m|Fly}}, or {{m|Earthquake}} or {{m|Magnitude}} and the target is in the semi-invulnerable turn of Dig, and 1 otherwise.
*[[Wonder Guard]] reduces the power of the opponent's attacks that are not super effective to zero.  
 
===[[Generation III]]===
:<math>Damage = \left(\left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50}\right) \times Burn \times Screen \times Targets \times Weather \times FF + 2 \right) \times Stockpile \times Critical \times DoubleDmg \times Charge \times HH \times STAB \times Type1 \times Type2 \times random</math>
 
where:
 
* ''Level'' is the [[level]] of the attacking Pokémon. If the used move is {{m|Beat Up}}, ''L'' is instead the level of the Pokémon performing the strike.
* ''A'' is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special Attack stat of the attacking Pokémon if the used move is a [[special move]] (for a [[critical hit]], negative Attack or Special Attack stat stages are ignored). If the used move is {{m|Beat Up}}, ''A'' is instead the base Attack of the Pokémon performing the strike. <!-- this potentially includes Pure Power/Huge Power, stat Badge boosts, type-item boosts, Choice Band, Soul Dew, Deep Sea Tooth, Light Ball, Thick Club, Thick Fat, Hustle, Plus, Minus, Guts, in that order -->
* ''D'' is the effective Defense stat of the target if the used move is a [[physical move]], or the effective Special Defense stat of the target if the used move is a [[special move]] (for a [[critical hit]], positive Defense or Special Defense stat stages are ignored). If the used move is {{m|Beat Up}}, ''D'' is instead the base Defense of the target.<!-- this potentially includes stat Badge boosts, Soul Dew, Deep Sea Scale, Metal Powder, Marvel Scale, Explosion/Selfdestruct, in that order -->
* ''Power'' is the effective [[power]] of the used move. <!-- this potentially includes Mud Sport/Water Sport, Overgrow, Blaze, Torrent, Swarm, in that order -->
* ''Burn'' is 0.5 if the attacker is {{status|burned}}, its Ability is not {{a|Guts}}, and the used move is a [[physical move]], and 1 otherwise. <!-- rounded down -->
* ''Screen'' is 0.5 if the used move is physical and {{m|Reflect}} is present on the target's side of the field, or special and {{m|Light Screen}} is present. For a [[Double Battle]], ''Screen'' is instead 2/3<!-- first /3, rounded down, then *2-->, and 1 otherwise or if the used move lands a [[critical hit]]. However, if, in a Double Battle, when the move is executed, the only Pokémon on the target's side is the target, ''Screen'' remains as 0.5.
* ''Targets'' is 0.5 in [[Double Battle]]s if the move {{cat|moves that target all adjacent foes|targets both foes}} (unless it {{cat|moves that target all adjacent Pokémon|targets all other Pokémon}}, like {{m|Earthquake}}, and only if there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), and 1 otherwise.
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} move during [[harsh sunlight]], and 0.5 if a Water-type move is used during harsh sunlight, any Fire-type move during rain, or {{m|SolarBeam}} during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}. <!-- multiplication followed by a division by 10, with possible multipliers being 15 and 5 -->
* ''FF'' is 1.5 if the used move is {{type|Fire}}, and the attacker's Ability is {{a|Flash Fire}} that has been activated by a Fire-type move, and 1 otherwise. <!-- multiplication by 15, then division by 10; after this operation, if, and only if, the move is physical AND the damage calculated thus far is 0, it is bumped up to 1 -->
* ''Stockpile'' is 1, 2, or 3 if the used move is {{m|Spit Up}}, depending on how many {{m|Stockpile}}s have been used, or always 1 if the used move is not Spit Up.
* ''Critical'' is 2 for a [[critical hit]], and 1 otherwise. It is always 1 if {{m|Future Sight}}, {{m|Doom Desire}}, or {{m|Spit Up}} is used, if the target's Ability is {{a|Battle Armor}} or {{a|Shell Armor}}, or if the battle is the first one against {{p|Poochyena}}{{sup/3|RS}}/{{p|Zigzagoon}}{{sup/3|E}} or the capture tutorial where [[Wally]] catches a {{p|Ralts}}.
* ''DoubleDmg'' is 2 if the used move is (and 1 if the used move is not any of these moves):
** {{m|Gust}} or {{m|Twister}} and the target is in the semi-invulnerable turn of {{m|Fly}} or {{m|Bounce}}.
** {{m|Stomp}}, {{m|Needle Arm}}, {{m|Astonish}}, or {{m|Extrasensory}} and the target has previously used {{m|Minimize}}.
** {{m|Surf}} or {{m|Whirlpool}} and the target is in the semi-invulnerable turn of {{m|Dive}}.
** {{m|Earthquake}} or {{m|Magnitude}} and the target is in the semi-invulnerable turn of {{m|Dig}}. <!--Verify if Magnitude really does double damage; I've heard conflicting sources for each Gen, but I know in Gen 4 it doubles power against Dig, I tested it myself-->
** {{m|Pursuit}} and the target is attempting to [[Recall|switch out]].
** {{m|Facade}} and the user is {{status|poisoned}}, {{status|burned}}, or {{status|paralyzed}}.
** {{m|SmellingSalt}} and the target is {{status|paralyzed}}.
** {{m|Revenge}} and the attacker has been damaged by the target this turn.
** {{m|Weather Ball}}, there is non-clear [[weather]], and no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}.
* ''Charge'' is 2 if the move is {{type|Electric}} and {{m|Charge}} takes effect, and 1 otherwise.
* ''HH'' is 1.5 if the attacker's ally in a [[Double Battle]] has used {{m|Helping Hand}} on it, and 1 otherwise. <!-- multiplication by 15, then division by 10 -->
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types and 1 if otherwise. <!-- rounded down -->
* ''Type1'' is the [[type effectiveness]] of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is {{m|Struggle}}, {{m|Future Sight}}, {{m|Beat Up}}, or {{m|Doom Desire}}, both ''Type1'' and ''Type2'' are always 1.
* ''Type2'' is the [[type effectiveness]] of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, ''Type2'' is 1. <!-- Individual factors are performed one after the other, in the order of the type matchup table. Each individual factor is a multiplication followed by a division by 10, with possible multipliers being 20 and 5 (and 0). -->
* ''random'' is realized as a multiplication by a random uniformly distributed integer between 85 and 100 (inclusive), followed by an integer division by 100. <!-- rounded down --> ''random'' is always 1 if {{m|Spit Up}} is used.
 
===[[Generation IV]]===
:<math>Damage = \left(\left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50}\right) \times Burn \times Screen \times Targets \times Weather \times FF + 2 \right) \times Critical \times Item \times First \times random \times STAB \times Type1 \times Type2 \times SRF \times EB \times TL \times Berry</math>
 
where:
 
* ''Level'' is the [[level]] of the attacking Pokémon. If the used move is {{m|Beat Up}}, ''L'' is instead the level of the Pokémon performing the strike.
* ''A'' is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special Attack stat of the attacking Pokémon if the used move is a [[special move]] (for a [[critical hit]], negative Attack or Special Attack stat stages are ignored). If the used move is {{m|Beat Up}}, ''A'' is instead the base Attack of the Pokémon performing the strike.
* ''D'' is the effective Defense stat of the target if the used move is a [[physical move]], or the effective Special Defense stat of the target if the used move is a [[special move]] (for a [[critical hit]], positive Defense or Special Defense stat stages are ignored). If the used move is {{m|Beat Up}}, ''D'' is instead the base Defense of the target.
* ''Power'' is the effective [[power]] of the used move.
* ''Burn'' is 0.5 if the attacker is {{status|burned}}, its Ability is not {{a|Guts}}, and the used move is a [[physical move]], and 1 otherwise.
* ''Screen'' is 0.5 if the used move is physical and {{m|Reflect}} is present on the target's side of the field, or special and {{m|Light Screen}} is present. For a [[Double Battle]], ''Screen'' is instead 2/3; however, if in a Double Battle when the move is executed, the only Pokémon on the target's side of the field is the target (for moves with only one target), or there is only one target when the move is executed (for moves with more than one target), ''Screen'' remains as 0.5. ''Screen'' is 1 otherwise or if the used move lands a [[critical hit]].
* ''Targets'' is 0.75 in [[Double Battle]]s if the used move {{cat|moves that target all adjacent foes|has more than}} {{cat|moves that target all adjacent Pokémon|one target}} (provided there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), and 1 otherwise.
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} move during [[harsh sunlight]], and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, or {{m|SolarBeam}} during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}.
* ''FF'' is 1.5 if the used move is {{type|Fire}}, and the attacker's Ability is {{a|Flash Fire}} that has been activated by a Fire-type move, and 1 otherwise.
* ''Critical'' is 2 for a [[critical hit]], 3 if the move lands a critical hit and the attacker's Ability is {{a|Sniper}}, and 1 otherwise. It is always 1 if {{m|Future Sight}} or {{m|Doom Desire}} is used, the target's Ability is {{a|Battle Armor}} or {{a|Shell Armor}}, the target is under the effect of {{m|Lucky Chant}}, or if the battle is the first one against {{p|Starly}}{{sup/4|DP}}.
* ''Item'' is 1.3 if the attacker is holding a [[Life Orb]], <math>1+\frac{n}{10}</math> if the attacker is holding a {{i|Metronome}}, where ''n'' is the amount of times the same move has been successfully and consecutively used, up to 10, and 1 otherwise.
* ''First'' is 1.5 if the used move was stolen with [[Me First]].
* ''random'' is realized a random integer from 85 to 100, inclusive, divided by 100. ''random'' is always 1 if {{m|Spit Up}} is used.
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, 2 if the user of the move additionally has {{a|Adaptability}}, and 1 if otherwise.
* ''Type1'' is the [[type effectiveness]] of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is {{m|Struggle}}, {{m|Future Sight}}, {{m|Beat Up}}, or {{m|Doom Desire}}, both ''Type1'' and ''Type2'' are always 1.
* ''Type2'' is the [[type effectiveness]] of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, ''Type2'' is 1.
* ''SRF'' is 0.75 if the used move is super effective, the target's Ability is {{a|Solid Rock}} or {{a|Filter}}, and the attacker's Ability is not {{a|Mold Breaker}}, and 1 otherwise.
* ''EB'' is 1.2 if the used move is super effective and the attacker is holding an [[Expert Belt]], and 1 otherwise.
* ''TL'' is 2 if the used move is not very effective and the attacker's Ability is {{a|Tinted Lens}}, and 1 otherwise.
* ''Berry'' is 0.5 if the used move is super effective and the target is holding the {{cat|Damage-reducing Berries|Berry that weakens it}}, or {{type|Normal}} and the target is holding a [[Chilan Berry]], and 1 otherwise.
 
===[[Generation V]] onward===
Unless otherwise specified, all divisions and multiplications past the initial base damage calculation are rounded to the nearest integer if the result is not an integer (rounding down at 0.5).
 
:<math>\text{Damage} = \left(\frac{\left( \frac{2 \times \text{Level}}{5} + 2\right) \times \text{Power} \times\frac{A}{D}}{50} + 2\right) \times \text{Targets} \times \text{PB} \times \text{Weather} \times \text{GlaiveRush} \times \text{Critical} \times \text{random} \times \text{STAB} \times \text{Type} \times \text{Burn} \times \text{other} \times \text{ZMove} \times \text{TeraShield}</math>
 
where
 
* ''Level'' is the [[level]] of the attacking Pokémon.
* ''A'' is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special Attack stat of the attacking Pokémon if the used move is a [[special move]] (ignoring negative stat stages for a [[critical hit]]).
* ''D'' is the effective Defense stat of the target if the used move is a [[physical move]] or a {{cat|Moves that use stats from different categories|special move that uses the target's Defense stat}}, or the effective Special Defense of the target if the used move is an other [[special move]] (ignoring positive stat stages for a [[critical hit]]).
* ''Power'' is the effective [[power]] of the used move.
* ''Targets'' is 0.75 (0.5 in [[Battle Royal]]s) if the move has more than one [[Range|target]] when the move is executed, and 1 otherwise.
* ''PB'' is 0.25 (0.5 in [[Generation VI]]) if the move is the second strike of {{a|Parental Bond}}, and 1 otherwise.
* ''Weather'' is 1.5 if a {{type|Water}} move is being used during [[rain]] or a {{type|Fire}} move or {{m|Hydro Steam}} during [[harsh sunlight]], and 0.5 if a Water-type move (besides Hydro Steam) is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise or if any Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}.
* ''GlaiveRush'' is 2 if the target used the move {{m|Glaive Rush}} in the previous turn, or 1 otherwise.
* ''Critical'' is 1.5 (2 in [[Generation V]]) for a [[critical hit]], and 1 otherwise. Decimals are rounded down to the nearest integer. It is always 1 if the target's Ability is {{a|Battle Armor}} or {{a|Shell Armor}} or if the target is under the effect of {{m|Lucky Chant}}.
** Conversely, unless critical hits are prevented entirely by one of the above effects, ''Critical'' will always be 1.5 (or 2 in Generation V) if the used move is {{m|Storm Throw}}, {{m|Frost Breath}}, {{m|Zippy Zap}}, {{m|Surging Strikes}}, {{m|Wicked Blow}}, or {{m|Flower Trick}}, the target is {{status|poisoned}} and the attacker's Ability is {{a|Merciless}}, or if the user is under the effect of {{m|Laser Focus}}.
* ''random'' is a random factor. Namely, it is recognized as a multiplication from a random integer between 85 and 100, inclusive, then divided by 100.
** If the battle is taking place as a [[Pokéstar Studios]] film, ''random'' is always 1.
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, 2 if the user of the move additionally has {{a|Adaptability}}, and 1 otherwise or if the attacker and/or used move is [[typeless]]. If the used move is a combination Pledge move, ''STAB'' is always 1.5 (or 2 if the user's Ability is Adaptability). When [[Terastal phenomenon|Terastallized]], ''STAB'' is (if not 1):
** 1.5 if the move's type matches either the Pokemon's original type(s) or a different Tera Type from its original types, and the attacker's Ability is not Adaptability.
** 2 if the move's type matches the same Tera Type as one of the Pokemon's original types and the attacker's Ability is not Adaptability, or the situation above, if the attacker's Ability is Adaptability.
*** However, if STAB only applies from the attacker's original type(s), not its Tera Type, ''STAB'' will always be 1.5, even if the attacker's Ability is Adaptability.
** 2.25 if the move's type matches the same Tera Type as one of the Pokemon's original types and the attacker's Ability is Adaptability.
* ''Type'' is the {{DL|Type|type effectiveness}}. This can be 0.125, 0.25, 0.5 (not very effective); 1 (normally effective); 2, 4, or 8 (super effective), depending on both the move's and target's [[type]]s. The 0.125 and 8 can potentially be obtained on a Pokémon under the effect of {{m|Forest's Curse}} or {{m|Trick-or-Treat}}. If the used move is {{m|Struggle}} or [[typeless]] {{m|Revelation Dance}}, or the target is typeless, ''Type'' is always 1. Decimals are rounded down to the nearest integer. Certain effects can modify this, namely:
** If the target is an [[grounded|ungrounded]] {{type|Flying}} that is not being grounded by any other effect and is holding an [[Iron Ball]] or under the effect of {{m|Thousand Arrows}}, ''Type'' is equal to 1.
** If the target is a [[grounded]] {{type|Flying}} (unless grounded by an Iron Ball or Thousand Arrows, as above), treat {{t|Ground}}'s matchup against Flying as 1.
** If the target is holding a [[Ring Target]] and the used move is of a type it would otherwise be immune to, treat that particular type matchup as 1.
** If the attacker's Ability is {{a|Scrappy}}, treat {{t|Normal}} and {{t|Fighting}}'s type matchups against {{t|Ghost}} as 1.
** If the target is under the effect of {{m|Foresight}}, {{m|Odor Sleuth}} or {{m|Miracle Eye}}, and the target is of a type that would otherwise grant immunity to the used move, treat that particular type matchup as 1.
** If the used move is {{m|Freeze-Dry}}, treat the move's type's matchup against {{t|Water}} as 2.
** If the used move is {{m|Flying Press}}, consider both the move's type effectiveness and the {{t|Flying}} type's against the target, and multiply them together.
** If [[strong winds]] are in effect and the used move would be super effective against {{t|Flying}}, treat the type matchup against Flying as 1 instead.
** If the target is under the effect of {{m|Tar Shot}} and the used move is {{type|Fire}}, multiply ''Type'' by 2.
* ''Burn'' is 0.5 if the attacker is {{status|burned}}, its Ability is not {{a|Guts}}, and the used move is a [[physical move]] (other than {{m|Facade}} from [[Generation VI]] onward), and 1 otherwise.
* ''other'' is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities, or items take effect, in this order (and if multiple moves, Abilities, or items take effect, they do so in the order of the out-of-battle {{stat|Speed}} stats of the Pokémon with them):
{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Effect
!Value
!Detail
|-
|{{m|Behemoth Blade}}, {{m|Behemoth Bash}}, and {{m|Dynamax Cannon}}
|2
|If the target is [[Dynamax]]ed and the used move is one of these three
|-
|Moves interacting with {{m|Minimize}}
|2
|If the target has used {{m|Minimize}} and the used move is one listed [[Minimize (move)#Vulnerability to moves|here]]
|-
|{{m|Earthquake}} and {{m|Magnitude}}
|2
|If the target is in the semi-invulnerable turn of {{m|Dig}} and the used move is one of these two
|-
|{{m|Surf}} and {{m|Whirlpool}}
|2
|If the target is in the semi-invulnerable turn of {{m|Dive}} and the used move is one of these two
|-
|{{m|Reflect}}, {{m|Light Screen}}, and {{m|Aurora Veil}}
|0.5 {{tt|*|2703/4096 (Gen 5) or 2732/4096 (Gen 6+) (~0.66) if the battle is a Double Battle, Triple Battle, or Battle Royal}}
|If in effect on the target's side, the used move is physical (Reflect), special (Light Screen), or either (Aurora Veil), the move is not a [[critical hit]], and the user's Ability is not {{a|Infiltrator}}. Does not stack, even if e.g. Light Screen and Aurora Veil are active at the same time.
|-
|{{m|Collision Course}} and {{m|Electro Drift}}
|5461/4096 (~1.3333)
|If either of these are the used move and it is super effective
|-
|{{a|Multiscale}} and {{a|Shadow Shield}}
|0.5
|If the target has this Ability and is at full health
|-
|{{a|Fluffy}}
|0.5
|If the target has this Ability and the used move makes [[contact]]
|-
|{{a|Punk Rock}}
|0.5
|If the target has this Ability and the used move is [[Sound-based move|sound-based]]
|-
|{{a|Ice Scales}}
|0.5
|If the target has this Ability and the used move is a special move
|-
|{{a|Friend Guard}}
|0.75
|If an ally of the target has this Ability
|-
|{{a|Filter}}, {{a|Prism Armor}} and {{a|Solid Rock}}
|0.75
|If the target has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Neuroforce}}
|1.25
|If the user has this Ability and the used move is super effective (''Type'' > 1)
|-
|{{a|Sniper}}
|1.5
|If the attacker has this Ability and the move lands a critical hit
|-
|{{a|Tinted Lens}}
|2
|If the attacker has this Ability and the used move is not very effective (''Type'' < 1)
|-
|{{a|Fluffy}}
|2
|If the target has this Ability and the used move is {{type|Fire}}
|-
|{{cat|Damage-reducing Berries|Type-resist Berries}}
|0.5 {{tt|*|0.25 if the holder's Ability is Ripen}}
|If held by the target, the move is of the corresponding type, and is super effective (''Type'' > 1); for the Chilan Berry, the used move must simply only be {{type|Normal}}
|-
|[[Expert Belt]]
|4915/4096 (~1.2)
|If held by the attacker and the move is super effective (''Type'' > 1)
|-
|[[Life Orb]]
|5324/4096 (~1.3)
|If held by the attacker
|-
|{{i|Metronome}}
|Varies
|1 + (819/4096 (~0.2) per successful consecutive use of the same move) if held by the attacker, but no more than 2
|}
:If multiple effects influence the ''other'' value, their values stack multiplicatively, in the order listed above. This is done by starting at 4096, multiplying it by each number above in the order listed above, and rounding to the nearest integer whenever the result is not an integer (rounding up at 0.5). When the final value is obtained, it is divided by 4096, and this becomes ''other''. For example, if both {{a|Multiscale}} and a [[Chilan Berry]] take effect, ''other'' is <math>\frac{4096 \times 0.5 \times 0.5}{4096}</math> = 0.25.
* ''ZMove'' is 0.25 if the move is a [[Z-Move]] or [[Max Move]] and the target would be [[Protection|protected]] from that move (e.g. by {{m|Protect}}), and 1 otherwise. (If this multiplier is applied, a message is displayed that the target "couldn't fully protect" itself.)
* ''TeraShield'' is applied in [[Tera Raid Battle]]s when the Raid boss's shield is active. It is 0.2 if the player's Pokémon is not [[Terastal phenomenon|Terastallized]], 0.35 if it is but the used move is not of its Tera Type, and 0.75 if it is and the used move is of its Tera Type. The result is subject to standard rounding (rounding up at 0.5).
 
In the first four generations, during the calculation, all operations are carried out on integers internally—this means that all division operations are [[wp:Rounding#Rounding to integer|truncated integer division]] (i.e. rounding down if the result is not an integer), and the results of multiplication operations are rounded down afterwards (truncating any fractional part). From [[Generation V]] onward, there are three different types of rounding; a {{wp|Floor (function)|flooring}} (the same as previous generations), rounding to the nearest integer while rounding down at 0.5, and rounding to the nearest integer while rounding up at 0.5.
 
If the calculation yields 0, the move will deal 1 HP damage instead (unless ''Type'' is equal to 0, in which case damage calculation is skipped entirely); however, in Generation V, a move may deal 0 damage when ''other'' is less than 1, because the routine to prevent 0 damage is erroneously performed before applying the ''other'' factor.
 
===Example===
Imagine a [[level]] 75 {{p|Glaceon}} that does not suffer a {{status|burn}} and holds no [[item]] with an effective Attack stat of 123 uses {{m|Ice Fang}} (an {{type|Ice}} [[physical move]] with a [[power]] of 65) against a {{p|Garchomp}} with an effective Defense stat of 163 in [[Generation VI]], and does not land a [[critical hit]]. Then, the move will receive {{STAB}}, because Glaceon's Ice type matches the move's: ''STAB'' = 1.5. Additionally, Garchomp is {{2t|Dragon|Ground}}, and therefore has a double weakness to the move's Ice type: ''Type'' = 4. All other (non-random) modifiers will be 1. This effectively gives
 
:<math>
\begin{align}
Damage &= \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 65 \times 123 / 163}{50} + 2\right) \times 1 \times 1 \times 1 \times 1 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1\\
& = rand \in [168,196]
\end{align}
</math>
 
That means Ice Fang will do between 168 and 196 HP damage, depending on luck.
 
If the same Glaceon holds a [[Muscle Band]] and its Ice Fang lands a [[critical hit]] against Garchomp, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, and it will also be ''Critical'' = 1.5:
 
:<math>
\begin{align}
Damage &= \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 71 \times 123 / 163}{50} + 2\right) \times 1 \times 1 \times 1 \times 1.5 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1 \\
&= rand \in [268,324]
\end{align}
</math>
 
That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.
 
===Pokémon Legends: Arceus===
In [[Pokémon Legends: Arceus]], a new damage calculation method<ref>https://twitter.com/Sibuna_Switch/status/1553954748809764864</ref> is used:
All multiplications and divisions are rounded down to the nearest integer unless specified.
 
:<math>Damage = \left(\frac{\left(\left(100+A + \left(15 \times Level\right)\right) \times Power\right) / \left(D+50\right)}{5} \right) \times \left(AtkMod \times DefMod\right) \times random \times Type \times OtherMods</math>
:<math>OtherMods = Weather \times Critical \times STAB \times BurnFrostbite \times Drowsy \times FixatedOffense \times FixatedDefense \times Primed</math>
 
where
* <math>Level</math> is the [[level]] of the attacking Pokémon.
* <math>A</math> is the effective Attack stat of the attacking Pokémon if the used move is a [[physical move]], or the effective Special Attack stat of the attacking Pokémon if the used move is a [[special move]]<!-- (ignoring all<sup>Gen.&nbsp;II</sup>/negative<sup>Gen.&nbsp;III+</sup> stat stages for a [[critical hit]])-->.
** If the attacker is under {{a|Slow Start}}, then the physical Attack stat will be halved at this step of the calculation.
** If the attacker is filled with Wild Might or Terrible Might, both Attack stats will be multiplied by 1.5.
* <math>D</math> is the effective Defense stat of the target if the used move is a [[physical move]], or the effective Special Defense of the target if the used move is an other [[special move]]<!-- (ignoring all<sup>Gen.&nbsp;II</sup>/positive<sup>Gen.&nbsp;III+</sup> stat stages for a [[critical hit]])-->.
** If the target is filled with Wild Might or Terrible Might, both Defense stats will be multiplied by 1.5.
* <math>Power</math> is the [[power]] of the used move.
* <math>AtkMod</math> is 1.5 if the attacker's offensive stats are boosted, 1 if they are neutral, or 0.66 if they are lowered. If the attacker and target have the same "stage" of offensive and defensive stats, both this and ''DefMod'' are 1. This is applied by first multiplying ''AtkMod'' by ''DefMod'', then multiplying the result by the calculated damage thus far and rounding down to the nearest integer.
* <math>DefMod</math> is 1.5 if the target's defensive stats are lowered, 1 if they are neutral, or 0.66 if they are boosted.
* <math>random</math> is realized as a multiplication by a random integer between 85 and 100 (inclusive), and divided by 100.
** Splinter damage (from {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}} and {{m|Stone Axe}}) is not subject to this factor.<!--Works like Gen I's Bind-->
* <math>Type</math> is the {{DL|Type|type effectiveness}}. This can be 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's [[type]]s.
* <math>Weather</math> is 0.75 if a Fire-type move is used during rain, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
* <math>Critical</math> is 1.5 for a critical hit, and 1 otherwise.
* <math>STAB</math> is the [[same-type attack bonus]]. This is equal to 1.25 if the move's [[type]] matches any of the user's types, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
* <math>BurnFrostbite</math> is 0.5 if the attacker is {{status|burn}}ed and the used move is [[physical move|physical]], or if the attacker is {{status|frostbite|frostbitten}} and the used move is [[special move|special]], and 1 otherwise.
* <math>Drowsy</math> is 1.33 if the target is {{status|drowsy}}, and 1 otherwise.
* <math>FixatedOffense</math> is 1.5 if the attacker is fixated, and 1 otherwise.
* <math>FixatedDefense</math> is 1.33 if the target is fixated, and 1 otherwise.
* <math>Primed</math> is 1.5 if the attacker is primed, and 1 otherwise.
 
===Pokémon GO===
In {{g|GO}}, damage is calculated differently due to different variables existing in the game.
 
:<math>Damage = \Biggl\lfloor 0.5 \times Power \times \frac{Attack}{Defense} \times Modifier \Biggr\rfloor + 1</math>
 
where
 
* <math>Power</math> is the power of the {{OBP|move|GO}} used
* <math>Attack</math> is the Attack {{OBP|stat|GO}} of the attacking Pokémon
* <math>Defense</math> is the Defense stat of the Pokémon being attacked
* For {{OBP|Shadow Pokémon|GO}}:
** <math>\times \tfrac{6}{5}</math> is applied to <math>Attack</math>
** <math>\times \tfrac{5}{6}</math> is applied to <math>Defense</math>
 
and
 
:<math>Modifier = Type \times STAB \times Weather \times Friendship \times Dodged \times Mega \times Trainer \times Charge</math>
 
where
 
* <math>Type</math> is the {{DL|Type|Pokémon GO|type effectiveness}}, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
* <math>STAB</math> is the [[same-type attack bonus]]. This is equal to 1.2 if the move's [[type]] matches any of the user's types, and 1 if otherwise.
* The following variables are applied in {{OBP|Gym|GO}} and {{OBP|Raid Battle|GO}}s only, and are 1 otherwise.
** <math>Weather</math> is 1.2 if the move used has a [[Weather#Pokémon GO|weather-boosted]] type, and <math>1</math> otherwise.
** <math>Friendship</math> is applied when battling with {{OBP|Friends|GO}} and varies depending on the Friendship level.
*** 1.03 if Good Friends
*** 1.05 if Great Friends
*** 1.07 if Ultra Friends
*** 1.1 if Best Friends
*** 1 otherwise
** <math>Dodged</math> is <math>0.25</math> if the attack was successfully dodged, and <math>1</math> if otherwise.
*** Gym defenders and Raid Bosses will never dodge a player's attacks
** <math>Mega</math> is greater than 1 when there is one or more [[Mega Evolution|Mega-Evolved]] Pokémon on the battlefield.
*** 1.1 if none of the Mega-Evolved Pokémon have the same type as the move
*** 1.3 if one or more Mega-Evolved Pokémon have the same type as the move
* The following variables are applied in {{OBP|Trainer Battle|GO}}s only, and are 1 otherwise.
** <math>Trainer</math> is <math>1.3</math> for all attacks used in a Trainer Battle.
** <math>Charge</math> is applied only for Charged Attacks, and its value depends on the player's score during the minigame. The possible ranges are
*** <math>Charge = 1</math> if ''"Excellent!"''
*** <math>Charge \in [0.75, 1)</math> if ''"Great!"''
*** <math>Charge \in [0.5, 0.75)</math> if ''"Nice!"''
*** <math>Charge \in [0.25, 0.5)</math> otherwise
 
By the damage formula, moves that have a power of 0 such as {{m|Splash}} and {{m|Yawn}} will always do 1 HP damage.
 
===[[Pokémon Masters EX]]===
{{incomplete|section|needs=The damage formula is broken down in full [https://docs.google.com/document/d/1f5jJSZx4vkGIle2oiVWdbwQ82fl7RqYi84jPgaWbIKE/edit#heading=h.bxpx4fbvbhhl here], just needs to be condensed/formatted for our purposes}}
 
==Trivia==
* In {{game|Ruby and Sapphire|s}}, if the player's Pokémon deals over 33037 HP damage, the Pokémon will faint, but the HP bar will not be drained; if it deals exactly 33037 HP, the HP bar will be drained automatically.
* In [[Generation V]] onward, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, an overflow can occur during the calculation of very high damage amounts, causing the actual damage dealt to be much lower than expected.<ref>https://www.smogon.com/forums/threads/ultra-sun-ultra-moon-battle-mechanics-research-read-post-2.3620030/page-9#post-7760159</ref>
** Likewise, in {{g|FireRed and LeafGreen}} and {{game|Emerald}} specifically, the maximum amount of damage that can be dealt in one hit is 10000.<ref>https://github.com/pret/pokefirered/blob/master/src/battle_script_commands.c#L1726</ref><ref>https://github.com/pret/pokeemerald/blob/aa9ccbf1940d28c2342eccad77b8a6a44f592794/src/battle_script_commands.c#L1821</ref>
* In [[Pokémon Battle Revolution]], the HP bar will change with a different animation depending on the move's type (recovery, recoil damage and indirect damage use the Normal-type animation), as shown below.
<div class="mw-collapsible mw-collapsed">
{| class="roundy" style="margin:auto; text-align:center; background: #{{physical color light}}; border: 2px solid #{{physical color dark}}" cellpadding="5" cellspacing="3"
| style="background: #FFF; {{roundytl|10px}}"| [[File:PBR HP change Normal.png|256px]]
| style="background: #FFF| [[File:PBR HP change Fighting.png|256px]]
| style="background: #FFF| [[File:PBR HP change Flying.png|256px]]
| style="background: #FFF; {{roundytr|10px}}"| [[File:PBR HP change Poison.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Normal}}
! style="background: #{{physical color}}" | {{color|FFF|Fighting}}
! style="background: #{{physical color}}" | {{color|FFF|Flying}}
! style="background: #{{physical color}}" | {{color|FFF|Poison}}
|-
| style="background: #FFF| [[File:PBR HP change Ground.png|256px]]
| style="background: #FFF| [[File:PBR HP change Rock.png|256px]]
| style="background: #FFF| [[File:PBR HP change Bug.png|256px]]
| style="background: #FFF| [[File:PBR HP change Ghost.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Ground}}
! style="background: #{{physical color}}" | {{color|FFF|Rock}}
! style="background: #{{physical color}}" | {{color|FFF|Bug}}
! style="background: #{{physical color}}" | {{color|FFF|Ghost}}
|-
| style="background: #FFF| [[File:PBR HP change Steel.png|256px]]
| style="background: #FFF| [[File:PBR HP change Fire.png|256px]]
| style="background: #FFF| [[File:PBR HP change Water.png|256px]]
| style="background: #FFF| [[File:PBR HP change Grass.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Steel}}
! style="background: #{{physical color}}" | {{color|FFF|Fire}}
! style="background: #{{physical color}}" | {{color|FFF|Water}}
! style="background: #{{physical color}}" | {{color|FFF|Grass}}
|-
| style="background: #FFF| [[File:PBR HP change Electric.png|256px]]
| style="background: #FFF| [[File:PBR HP change Psychic.png|256px]]
| style="background: #FFF| [[File:PBR HP change Ice.png|256px]]
| style="background: #FFF| [[File:PBR HP change Dragon.png|256px]]
|-
! style="background: #{{physical color}}" | {{color|FFF|Electric}}
! style="background: #{{physical color}}" | {{color|FFF|Psychic}}
! style="background: #{{physical color}}" | {{color|FFF|Ice}}
! style="background: #{{physical color}}" | {{color|FFF|Dragon}}
|-
| style="background: #FFF| [[File:PBR HP change Dark.png|256px]]
|-
! style="background: #{{physical color}}; {{roundybl|10px}}" | {{color|FFF|Dark}}
! style="background: #{{physical color light}}; {{roundybr|10px}}" rowspan="3" |
|}
</div>
 
==In other languages==
{{langtable|color={{physical color}}|bordercolor={{physical color light}}
|zh_yue=傷害 ''{{tt|Sēunghoih|Damage}}''
|zh_cmn=傷害 / 伤害 ''{{tt|Shānghài|Damage}}''
|cs=Poškození
|da=Skade
|fi=Vahinko
|fr_ca=Tort{{tt|*|Blue Rescue Team manual}}
|fr_eu=Dégâts
|de=Schaden
|hu=Sebzés
|it=Danno
|ko=데미지 ''Damage''
|no=Skade
|pt_br=Dano
|es=Daño
|sv=Skada
|pt_eu=Dano
}}
 
==External links==
* [http://www.smogon.com/bw/articles/bw_complete_damage_formula The Complete Damage Formula for Black & White (Smogon University)]
* [https://www.trainertower.com/dawoblefets-damage-dissertation/ DaWoblefet’s Damage Dissertation- A Complete Guide to the Damage Formula]
 
==References==
<references />
 
{{-}}
{{Project Games notice|game mechanic}}


{{stub}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]


[[de:Schaden]]
[[es:Daño]]
[[it:Danno]]
[[ja:ダメージ]]
[[ja:ダメージ]]
[[zh:伤害]]

Latest revision as of 13:33, 3 August 2024

Ash's Pokémon injured after a battle

Damage (Japanese: ダメージ damage) is a loss of a Pokémon's HP that happens as the result of a physical or special attack used against it by another Pokémon.

Damage calculation

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Anything that may have potentially been missed or inaccurate

Except for moves that deal direct damage, the damage dealt when a Pokémon uses a damaging move depends on its level, its effective Attack or Special Attack stat, the opponent's effective Defense or Special Defense stat, and the move's effective power. In addition, various factors of damage modification may also affect the damage dealt.

More precisely, damage is calculated in each Generation as:

Generation I

where:

  • Level is the level of the attacking Pokémon.
  • Critical is 2 for a critical hit, and 1 otherwise.
  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special stat of the attacking Pokémon if the used move is a special move (for a critical hit, all modifiers are ignored, and the unmodified Attack or Special is used instead). If either this or D are greater than 255, both are divided by 4 and rounded down.
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special stat of the target if the used move is an other special move (for a critical hit, all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has Reflect up, or if the move is special and the target has Light Screen up, this value is doubled (unless it is a critical hit). If the move is Explosion or Selfdestruct, this value is halved (rounded down, with a minimum of 1). If either this or A are greater than 255, both are divided by 4 and rounded down. Unlike future Generations, if this is 0, the division is not made equal to 0; rather, the game will try to divide by 0 and softlock, hanging indefinitely until it is turned off.
  • Power is the power of the used move.
  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, and 1 if otherwise. Internally, it is recognized as an addition of the damage calculated thus far divided by 2, rounded down, then added to the damage calculated thus far.
  • Type1 is the type effectiveness of the used move against the target's type that comes first in the type matchup table, or only type if it only has one type. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective).
  • Type2 is the type effectiveness of the used move against the target's type that comes second in the type matchup table. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective). If the target only has one type, Type2 is 1. If this would result in 0 damage, the calculation ends here and the move is stated to have missed, even if it would've hit.
  • random is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. If the calculated damage thus far is 1, random is always 1.

Generation II

where:

  • Level is the level of the attacking Pokémon. If the used move is Beat Up, L is instead the level of the Pokémon performing the strike.
  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move (for a critical hit, if the target's Defense or Special Defense stat stage is greater than or equal to the attacker's Attack or Special Attack stat stage, all modifiers are ignored, and the unmodified Attack or Special is used instead). If the used move is Beat Up, A is instead the base Attack of the Pokémon performing the strike.
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special stat of the target if the used move is a special move (for a critical hit, all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has Reflect up, or if the move is special and the target has Light Screen up, this value is doubled (unless it is a critical hit). If the move is Explosion or Selfdestruct, this value is halved (rounded down, with a minimum of 1). If the used move is Beat Up, D is instead the base Defense of the target.
  • Power is the power of the used move.
  • Item is 1.1 if the attacker is holding an type-enhancing held item corresponding to the attack type (for instance, the Magnet for an Electric-type move). Otherwise, this value is simply 1.
  • Critical is 2 for a critical hit, and 1 otherwise. It is always is 1 if the used move is Flail, Reversal, or Future Sight.
  • TK is 1, 2, or 3 for each successive hit of Triple Kick, or always 1 if the used move is not Triple Kick.
  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight or SolarBeam or any Fire-type move during rain, and 1 otherwise.
  • Badge is 1.125 if the attacking Pokémon is controlled by the player and if the player has obtained the Badge corresponding to the used move's type, and 1 otherwise. This bonus is not applied in link battles or the Battle Tower.
  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, and 1 if otherwise.
  • Type is the type effectiveness. This can be 0.25, 0.5 (not very effective), 1 (normally effective), 2, or 4 (super effective), depending on both the move's and target's types. If the used move is Struggle, Future Sight, or Beat Up, Type is always 1.
  • MoveMod can be (and if the used move is not any of these, MoveMod is 1):
    • If Rollout is used, , where n is the amount of successful and consecutive hits of the move, up to 4 (for the fifth hit), and d is 1 if Defense Curl was used beforehand and 0 otherwise.
    • If Fury Cutter is used, , where n is the number of successful and consecutive uses of the move, up to 4.
    • If Rage is used, an integer value corresponding to the Rage counter, i.e. the number of times the user of Rage has been damaged by an attack while using Rage.
  • random is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. random is always 1 if Flail or Reversal is used.
  • DoubleDmg is 2 if the used move is Pursuit and the target is attempting to switch out, Stomp and the target has previously used Minimize, Gust or Twister and the target is in the semi-invulnerable turn of Fly, or Earthquake or Magnitude and the target is in the semi-invulnerable turn of Dig, and 1 otherwise.

Generation III

where:

  • Level is the level of the attacking Pokémon. If the used move is Beat Up, L is instead the level of the Pokémon performing the strike.
  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move (for a critical hit, negative Attack or Special Attack stat stages are ignored). If the used move is Beat Up, A is instead the base Attack of the Pokémon performing the strike.
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense stat of the target if the used move is a special move (for a critical hit, positive Defense or Special Defense stat stages are ignored). If the used move is Beat Up, D is instead the base Defense of the target.
  • Power is the effective power of the used move.
  • Burn is 0.5 if the attacker is burned, its Ability is not Guts, and the used move is a physical move, and 1 otherwise.
  • Screen is 0.5 if the used move is physical and Reflect is present on the target's side of the field, or special and Light Screen is present. For a Double Battle, Screen is instead 2/3, and 1 otherwise or if the used move lands a critical hit. However, if, in a Double Battle, when the move is executed, the only Pokémon on the target's side is the target, Screen remains as 0.5.
  • Targets is 0.5 in Double Battles if the move targets both foes (unless it targets all other Pokémon, like Earthquake, and only if there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), and 1 otherwise.
  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight, any Fire-type move during rain, or SolarBeam during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • FF is 1.5 if the used move is Fire-type, and the attacker's Ability is Flash Fire that has been activated by a Fire-type move, and 1 otherwise.
  • Stockpile is 1, 2, or 3 if the used move is Spit Up, depending on how many Stockpiles have been used, or always 1 if the used move is not Spit Up.
  • Critical is 2 for a critical hit, and 1 otherwise. It is always 1 if Future Sight, Doom Desire, or Spit Up is used, if the target's Ability is Battle Armor or Shell Armor, or if the battle is the first one against PoochyenaRS/ZigzagoonE or the capture tutorial where Wally catches a Ralts.
  • DoubleDmg is 2 if the used move is (and 1 if the used move is not any of these moves):
  • Charge is 2 if the move is Electric-type and Charge takes effect, and 1 otherwise.
  • HH is 1.5 if the attacker's ally in a Double Battle has used Helping Hand on it, and 1 otherwise.
  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types and 1 if otherwise.
  • Type1 is the type effectiveness of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is Struggle, Future Sight, Beat Up, or Doom Desire, both Type1 and Type2 are always 1.
  • Type2 is the type effectiveness of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, Type2 is 1.
  • random is realized as a multiplication by a random uniformly distributed integer between 85 and 100 (inclusive), followed by an integer division by 100. random is always 1 if Spit Up is used.

Generation IV

where:

  • Level is the level of the attacking Pokémon. If the used move is Beat Up, L is instead the level of the Pokémon performing the strike.
  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move (for a critical hit, negative Attack or Special Attack stat stages are ignored). If the used move is Beat Up, A is instead the base Attack of the Pokémon performing the strike.
  • D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense stat of the target if the used move is a special move (for a critical hit, positive Defense or Special Defense stat stages are ignored). If the used move is Beat Up, D is instead the base Defense of the target.
  • Power is the effective power of the used move.
  • Burn is 0.5 if the attacker is burned, its Ability is not Guts, and the used move is a physical move, and 1 otherwise.
  • Screen is 0.5 if the used move is physical and Reflect is present on the target's side of the field, or special and Light Screen is present. For a Double Battle, Screen is instead 2/3; however, if in a Double Battle when the move is executed, the only Pokémon on the target's side of the field is the target (for moves with only one target), or there is only one target when the move is executed (for moves with more than one target), Screen remains as 0.5. Screen is 1 otherwise or if the used move lands a critical hit.
  • Targets is 0.75 in Double Battles if the used move has more than one target (provided there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), and 1 otherwise.
  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, or SolarBeam during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • FF is 1.5 if the used move is Fire-type, and the attacker's Ability is Flash Fire that has been activated by a Fire-type move, and 1 otherwise.
  • Critical is 2 for a critical hit, 3 if the move lands a critical hit and the attacker's Ability is Sniper, and 1 otherwise. It is always 1 if Future Sight or Doom Desire is used, the target's Ability is Battle Armor or Shell Armor, the target is under the effect of Lucky Chant, or if the battle is the first one against StarlyDP.
  • Item is 1.3 if the attacker is holding a Life Orb, if the attacker is holding a Metronome, where n is the amount of times the same move has been successfully and consecutively used, up to 10, and 1 otherwise.
  • First is 1.5 if the used move was stolen with Me First.
  • random is realized a random integer from 85 to 100, inclusive, divided by 100. random is always 1 if Spit Up is used.
  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, 2 if the user of the move additionally has Adaptability, and 1 if otherwise.
  • Type1 is the type effectiveness of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is Struggle, Future Sight, Beat Up, or Doom Desire, both Type1 and Type2 are always 1.
  • Type2 is the type effectiveness of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, Type2 is 1.
  • SRF is 0.75 if the used move is super effective, the target's Ability is Solid Rock or Filter, and the attacker's Ability is not Mold Breaker, and 1 otherwise.
  • EB is 1.2 if the used move is super effective and the attacker is holding an Expert Belt, and 1 otherwise.
  • TL is 2 if the used move is not very effective and the attacker's Ability is Tinted Lens, and 1 otherwise.
  • Berry is 0.5 if the used move is super effective and the target is holding the Berry that weakens it, or Normal-type and the target is holding a Chilan Berry, and 1 otherwise.

Generation V onward

Unless otherwise specified, all divisions and multiplications past the initial base damage calculation are rounded to the nearest integer if the result is not an integer (rounding down at 0.5).

where

  • Level is the level of the attacking Pokémon.
  • A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move (ignoring negative stat stages for a critical hit).
  • D is the effective Defense stat of the target if the used move is a physical move or a special move that uses the target's Defense stat, or the effective Special Defense of the target if the used move is an other special move (ignoring positive stat stages for a critical hit).
  • Power is the effective power of the used move.
  • Targets is 0.75 (0.5 in Battle Royals) if the move has more than one target when the move is executed, and 1 otherwise.
  • PB is 0.25 (0.5 in Generation VI) if the move is the second strike of Parental Bond, and 1 otherwise.
  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move or Hydro Steam during harsh sunlight, and 0.5 if a Water-type move (besides Hydro Steam) is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise or if any Pokémon on the field have the Ability Cloud Nine or Air Lock.
  • GlaiveRush is 2 if the target used the move Glaive Rush in the previous turn, or 1 otherwise.
  • Critical is 1.5 (2 in Generation V) for a critical hit, and 1 otherwise. Decimals are rounded down to the nearest integer. It is always 1 if the target's Ability is Battle Armor or Shell Armor or if the target is under the effect of Lucky Chant.
  • random is a random factor. Namely, it is recognized as a multiplication from a random integer between 85 and 100, inclusive, then divided by 100.
  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, 2 if the user of the move additionally has Adaptability, and 1 otherwise or if the attacker and/or used move is typeless. If the used move is a combination Pledge move, STAB is always 1.5 (or 2 if the user's Ability is Adaptability). When Terastallized, STAB is (if not 1):
    • 1.5 if the move's type matches either the Pokemon's original type(s) or a different Tera Type from its original types, and the attacker's Ability is not Adaptability.
    • 2 if the move's type matches the same Tera Type as one of the Pokemon's original types and the attacker's Ability is not Adaptability, or the situation above, if the attacker's Ability is Adaptability.
      • However, if STAB only applies from the attacker's original type(s), not its Tera Type, STAB will always be 1.5, even if the attacker's Ability is Adaptability.
    • 2.25 if the move's type matches the same Tera Type as one of the Pokemon's original types and the attacker's Ability is Adaptability.
  • Type is the type effectiveness. This can be 0.125, 0.25, 0.5 (not very effective); 1 (normally effective); 2, 4, or 8 (super effective), depending on both the move's and target's types. The 0.125 and 8 can potentially be obtained on a Pokémon under the effect of Forest's Curse or Trick-or-Treat. If the used move is Struggle or typeless Revelation Dance, or the target is typeless, Type is always 1. Decimals are rounded down to the nearest integer. Certain effects can modify this, namely:
    • If the target is an ungrounded Flying-type that is not being grounded by any other effect and is holding an Iron Ball or under the effect of Thousand Arrows, Type is equal to 1.
    • If the target is a grounded Flying-type (unless grounded by an Iron Ball or Thousand Arrows, as above), treat Ground's matchup against Flying as 1.
    • If the target is holding a Ring Target and the used move is of a type it would otherwise be immune to, treat that particular type matchup as 1.
    • If the attacker's Ability is Scrappy, treat Normal and Fighting's type matchups against Ghost as 1.
    • If the target is under the effect of Foresight, Odor Sleuth or Miracle Eye, and the target is of a type that would otherwise grant immunity to the used move, treat that particular type matchup as 1.
    • If the used move is Freeze-Dry, treat the move's type's matchup against Water as 2.
    • If the used move is Flying Press, consider both the move's type effectiveness and the Flying type's against the target, and multiply them together.
    • If strong winds are in effect and the used move would be super effective against Flying, treat the type matchup against Flying as 1 instead.
    • If the target is under the effect of Tar Shot and the used move is Fire-type, multiply Type by 2.
  • Burn is 0.5 if the attacker is burned, its Ability is not Guts, and the used move is a physical move (other than Facade from Generation VI onward), and 1 otherwise.
  • other is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities, or items take effect, in this order (and if multiple moves, Abilities, or items take effect, they do so in the order of the out-of-battle Speed stats of the Pokémon with them):
If multiple effects influence the other value, their values stack multiplicatively, in the order listed above. This is done by starting at 4096, multiplying it by each number above in the order listed above, and rounding to the nearest integer whenever the result is not an integer (rounding up at 0.5). When the final value is obtained, it is divided by 4096, and this becomes other. For example, if both Multiscale and a Chilan Berry take effect, other is = 0.25.
  • ZMove is 0.25 if the move is a Z-Move or Max Move and the target would be protected from that move (e.g. by Protect), and 1 otherwise. (If this multiplier is applied, a message is displayed that the target "couldn't fully protect" itself.)
  • TeraShield is applied in Tera Raid Battles when the Raid boss's shield is active. It is 0.2 if the player's Pokémon is not Terastallized, 0.35 if it is but the used move is not of its Tera Type, and 0.75 if it is and the used move is of its Tera Type. The result is subject to standard rounding (rounding up at 0.5).

In the first four generations, during the calculation, all operations are carried out on integers internally—this means that all division operations are truncated integer division (i.e. rounding down if the result is not an integer), and the results of multiplication operations are rounded down afterwards (truncating any fractional part). From Generation V onward, there are three different types of rounding; a flooring (the same as previous generations), rounding to the nearest integer while rounding down at 0.5, and rounding to the nearest integer while rounding up at 0.5.

If the calculation yields 0, the move will deal 1 HP damage instead (unless Type is equal to 0, in which case damage calculation is skipped entirely); however, in Generation V, a move may deal 0 damage when other is less than 1, because the routine to prevent 0 damage is erroneously performed before applying the other factor.

Example

Imagine a level 75 Glaceon that does not suffer a burn and holds no item with an effective Attack stat of 123 uses Ice Fang (an Ice-type physical move with a power of 65) against a Garchomp with an effective Defense stat of 163 in Generation VI, and does not land a critical hit. Then, the move will receive STAB, because Glaceon's Ice type matches the move's: STAB = 1.5. Additionally, Garchomp is Dragon/Ground, and therefore has a double weakness to the move's Ice type: Type = 4. All other (non-random) modifiers will be 1. This effectively gives

That means Ice Fang will do between 168 and 196 HP damage, depending on luck.

If the same Glaceon holds a Muscle Band and its Ice Fang lands a critical hit against Garchomp, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, and it will also be Critical = 1.5:

That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.

Pokémon Legends: Arceus

In Pokémon Legends: Arceus, a new damage calculation method[1] is used: All multiplications and divisions are rounded down to the nearest integer unless specified.

where

  • is the level of the attacking Pokémon.
  • is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move.
    • If the attacker is under Slow Start, then the physical Attack stat will be halved at this step of the calculation.
    • If the attacker is filled with Wild Might or Terrible Might, both Attack stats will be multiplied by 1.5.
  • is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense of the target if the used move is an other special move.
    • If the target is filled with Wild Might or Terrible Might, both Defense stats will be multiplied by 1.5.
  • is the power of the used move.
  • is 1.5 if the attacker's offensive stats are boosted, 1 if they are neutral, or 0.66 if they are lowered. If the attacker and target have the same "stage" of offensive and defensive stats, both this and DefMod are 1. This is applied by first multiplying AtkMod by DefMod, then multiplying the result by the calculated damage thus far and rounding down to the nearest integer.
  • is 1.5 if the target's defensive stats are lowered, 1 if they are neutral, or 0.66 if they are boosted.
  • is realized as a multiplication by a random integer between 85 and 100 (inclusive), and divided by 100.
  • is the type effectiveness. This can be 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's types.
  • is 0.75 if a Fire-type move is used during rain, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
  • is 1.5 for a critical hit, and 1 otherwise.
  • is the same-type attack bonus. This is equal to 1.25 if the move's type matches any of the user's types, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
  • is 0.5 if the attacker is burned and the used move is physical, or if the attacker is frostbitten and the used move is special, and 1 otherwise.
  • is 1.33 if the target is drowsy, and 1 otherwise.
  • is 1.5 if the attacker is fixated, and 1 otherwise.
  • is 1.33 if the target is fixated, and 1 otherwise.
  • is 1.5 if the attacker is primed, and 1 otherwise.

Pokémon GO

In Pokémon GO, damage is calculated differently due to different variables existing in the game.

where

  • is the power of the move used
  • is the Attack stat of the attacking Pokémon
  • is the Defense stat of the Pokémon being attacked
  • For Shadow Pokémon:
    • is applied to
    • is applied to

and

where

  • is the type effectiveness, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
  • is the same-type attack bonus. This is equal to 1.2 if the move's type matches any of the user's types, and 1 if otherwise.
  • The following variables are applied in Gym and Raid Battles only, and are 1 otherwise.
    • is 1.2 if the move used has a weather-boosted type, and otherwise.
    • is applied when battling with Friends and varies depending on the Friendship level.
      • 1.03 if Good Friends
      • 1.05 if Great Friends
      • 1.07 if Ultra Friends
      • 1.1 if Best Friends
      • 1 otherwise
    • is if the attack was successfully dodged, and if otherwise.
      • Gym defenders and Raid Bosses will never dodge a player's attacks
    • is greater than 1 when there is one or more Mega-Evolved Pokémon on the battlefield.
      • 1.1 if none of the Mega-Evolved Pokémon have the same type as the move
      • 1.3 if one or more Mega-Evolved Pokémon have the same type as the move
  • The following variables are applied in Trainer Battles only, and are 1 otherwise.
    • is for all attacks used in a Trainer Battle.
    • is applied only for Charged Attacks, and its value depends on the player's score during the minigame. The possible ranges are
      • if "Excellent!"
      • if "Great!"
      • if "Nice!"
      • otherwise

By the damage formula, moves that have a power of 0 such as Splash and Yawn will always do 1 HP damage.

Pokémon Masters EX

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: The damage formula is broken down in full here, just needs to be condensed/formatted for our purposes

Trivia

  • In Pokémon Ruby and Sapphire, if the player's Pokémon deals over 33037 HP damage, the Pokémon will faint, but the HP bar will not be drained; if it deals exactly 33037 HP, the HP bar will be drained automatically.
  • In Generation V onward, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, an overflow can occur during the calculation of very high damage amounts, causing the actual damage dealt to be much lower than expected.[2]
  • In Pokémon Battle Revolution, the HP bar will change with a different animation depending on the move's type (recovery, recoil damage and indirect damage use the Normal-type animation), as shown below.
PBR HP change Normal.png PBR HP change Fighting.png PBR HP change Flying.png PBR HP change Poison.png
Normal Fighting Flying Poison
PBR HP change Ground.png PBR HP change Rock.png PBR HP change Bug.png PBR HP change Ghost.png
Ground Rock Bug Ghost
PBR HP change Steel.png PBR HP change Fire.png PBR HP change Water.png PBR HP change Grass.png
Steel Fire Water Grass
PBR HP change Electric.png PBR HP change Psychic.png PBR HP change Ice.png PBR HP change Dragon.png
Electric Psychic Ice Dragon
PBR HP change Dark.png
Dark

In other languages

Language Title
Chinese Cantonese 傷害 Sēunghoih
Mandarin 傷害 / 伤害 Shānghài
The Czech Republic Flag.png Czech Poškození
Denmark Flag.png Danish Skade
Finland Flag.png Finnish Vahinko
French Canada Flag.png Canada Tort*
France Flag.png Europe Dégâts
Germany Flag.png German Schaden
Hungary Flag.png Hungarian Sebzés
Italy Flag.png Italian Danno
South Korea Flag.png Korean 데미지 Damage
Norway Flag.png Norwegian Skade
Portuguese Brazil Flag.png Brazil Dano
Portugal Flag.png Portugal Dano
Spain Flag.png Spanish Daño
Sweden Flag.png Swedish Skada

External links

References


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.