Power(Redirected from Base power)
- If you were looking for the performance stat, see Performance.
Moves with more power inflict more damage. Statistically, the more damage a move inflicts, the more likely it will either have a lower accuracy, a negative effect for the user like recoil damage, or a lower PP (though some strong outliers exist, such as Extrasensory; these are often signature moves). How much power a move has can be seen in the Pokémon stats screen*, in the move section, along with accuracy.
- Main article: Damage → Damage modification
Power can be altered by some degree by damage modification that depends on the current status of the battle.
- Main article: Type → Type chart
The type of the defending Pokémon affects the power of the move. If a move is super effective, the damage is doubled. If it is not very effective, damage is halved. If a Pokémon has two types, these can stack to ¼× or 4× damage, or simply cancel out. If an opponent's type is immune to the type of the move, the move's damage is always 0. For example, if a Noctowl used the Ghost move Shadow Ball (80 base power) on a Gallade, it would be super effective, because Gallade is Fighting (normal effectiveness) and Psychic (weak to Ghost), and the move would have an effective power of 160. However, if Noctowl were to use the Bug move Silver Wind (60 base power) on a Gallade, the Psychic-type's weakness to Bug and Fighting-type's resistance to them would cancel out, and the attack would continue with an effective 60 power.
Same-type attack bonus
- Main article: Same-type attack bonus
Same-type attack bonus also affects a move's power. If a Water-type Pokémon used a Water-type move, it would gain STAB, which increases power by 50%. For instance, if a Gyarados used Waterfall, instead of 80 power, it would be 120.
- Main article: Ability
- Main article: Critical hit
Critical hits have a 6.25% chance of occurring under normal circumstances, and increase a move's power by 1.5× for one hit, and 2.25× if the attacking Pokémon has the Ability Sniper. This can also stack with effectiveness and other modifiers.
Moves with varying or no power
For moves that deal no damage, deal damage with varying power, deal fixed damage, or deal varying damage, the power is indicated by "—".
Moves that deal a fixed amount of damage do not display power, and are not modified by the above. Sonic Boom, for example, has a power of "—" because it always does 20 damage if it hits.
When a move varies in damage, it will also have "—". Psywave is a prime example, as it deals a randomly-selected amount of damage (based on the user's level), therefore its power rating cannot be predicted. In addition, one-hit knockout moves make the opponent faint if they hit.
Variable power moves, such as Reversal or Rollout, are affected by STAB and type effectiveness modifiers, just like regular moves with fixed power, but also have another factor like using a different move beforehand.
The power of damaging moves currently ranges (inclusively) between 10 and 250, with many different amounts in between. The highest powered move in the games, as of Generation V, is Explosion, with a permanent base power of 250. The lowest powered moves include Constrict, Fury Cutter* and Triple Kick* with base powers of 10. However, in Generation I, there is a glitch move with a base power 255.
As of Generation IV, the average move power across the set of all moves with a set power (for example, excluding Magnitude) is 72.15. The most frequent move power is 80.
In the Mystery Dungeon series
| This section is incomplete.|
Please feel free to edit this section to add missing information and complete it.
Reason: screenshot of move information screen, and highest/lowest move ratings.
Rather than assigning a numerical value for power, moves in the Mystery Dungeon series are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, Scratch has a rating of .
- In Generation I, there was no way to see a move's power on-screen. This was rectified in Generation II, though.
- In both Generations I and II, however, there was no way to see a move's power while in battle through the battle summary. This was fixed in Generation III.
- As of Generation V, the move with the highest consistent power after all damage modifications is V-create. If a Fire-type Pokémon has the Ability Adaptability (which is impossible without Ability or type changing), is holding a Fire Gem, and uses V-create against a Pokémon with the Dry Skin Ability that has a double weakness to Fire (such as Paras) while it is sunny, the move will reach an effective power of 4050.