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Power

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

Power (Japanese: いりょく power) is a property of moves that helps determine how much damage they deal. It is seen primarily in the games, but it is touched upon in the Pokémon anime.

Overview

Moves with more power inflict more damage. 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 Boomburst; these are often signature moves). From Generation II onwards, the power of a move is displayed in the move section of a Pokémon's stats screen.

Damage modification

Main article: Damage → Damage modification

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

Type effectiveness

Main article: Type → 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.

Abilities

Main article: Ability

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

Items

Several hold items can also boost power. Stat-enhancing items can increase Attack or Special Attack, while type-enhancing items increase moves of a certain type's power.

Critical hits

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 without a fixed power

For one-hit knockout moves, moves that deal no damage, and moves that deal fixed damage, the power is indicated by "—". Additionally, the power of some moves that deal damage with varying power is also indicated by "—". Psywave deals random damage, but bypasses damage calculation and also has its power indicated as "—".

One-hit knockout moves

One-hit knockout moves, such as Fissure, do not have a set power and instead drop the target's HP to zero if they are successful.

No damage

All status moves deal no damage.

Fixed damage

Moves that deal a fixed amount of damage do not display power, and are not modified by the above. Sonic Boom, for example, always does 20 HP damage if it hits.

Variable power

There are also moves whose base power is not fixed. Simlarly to moves with fixed power, they do not bypass damage calculation, and are affected by STAB and type effectiveness modifiers. While some of them display "—" as their power (such as Magnitude), some instead display the move's regular power (such as Pursuit).

Range

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.

Moves with variable power can have higher powers than 250. For example, Spit Up has a base power of 300 when Stockpile has been used three times beforehand.

As of Generation IV, the average move power across the set of all moves with a set power (for example, excluding Magnitude) is 72.15. The most frequent move power is 80.

In the Mystery Dungeon series

050Diglett.png 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 PMD Star IV.pngPMD Star IV.pngPMD Star IV.pngPMD Star IV.png.

Trivia

  • In Generation I only, there is no way to see a move's power on-screen.
  • In both Generations I and II, there is no way to see a move's power while in battle through the battle summary.
  • As of Generation 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.

In other languages

Language Title
Chinese Cantonese 威力 Wāilihk
Mandarin 威力 Wēilì
France Flag.png French Puissance
Germany Flag.png German Stärke
Italy Flag.png Italian Potenza
South Korea Flag.png Korean 위력 Wiryeok
Spain Flag.png Spanish Potencia

See also

Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.