Damage: Difference between revisions

1,163 bytes added ,  13 August 2022
Well if we're gonna list the cases where a crit or non-crit is guaranteed
(→‎Generation III: I'm not sure about including Counter, SonicBoom etc., but probably not)
(Well if we're gonna list the cases where a crit or non-crit is guaranteed)
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* ''Power'' is the effective [[power]] of the used move.
* ''Power'' is the effective [[power]] of the used move.
* ''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).
* ''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).
* ''Critical'' is 2 for a [[critical hit]], and 1 otherwise. <!-- capped at 0xffff after this operation, then capped again at 997 (i.e. 999 after the +2) -->
* ''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) -->
* ''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.
* ''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.
* ''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 -->
* ''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 -->
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* ''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 -->
* ''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.
* ''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|Spit Up}} is used.
* ''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):
* ''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}}.
** {{m|Gust}} or {{m|Twister}} and the target is in the semi-invulnerable turn of {{m|Fly}}.
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** {{m|Pursuit}} and the target is attempting to [[Recall|switch out]].
** {{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|Facade}} and the user is {{status|poisoned}}, {{status|burned}}, or {{status|paralyzed}}.
** {{m|SmellingSalt}} and the target is [[paralyzed]].
** {{m|SmellingSalt}} and the target is {{status|paralyzed}}.
** {{m|Revenge}} and the attacker has been damaged by the target this turn.
** {{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}}.
** {{m|Weather Ball}}, there is non-clear [[weather]], and no Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}.
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* ''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}}.
* ''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.
* ''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.
* ''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 [[Metronome]], where ''n'' is the amount of times the same move has been successfully and consecutively used, up to 10, and 1 otherwise.
* ''Item'' is 1.3 if the attacker is holding a [[Life Orb]], <math>1+\frac{n}{10}</math> 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]].
* ''First'' is 1.5 if the used move was stolen with [[Me First]].
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* ''PB'' is 0.25 (0.5 in [[Generation VI]]) if the move is the second strike of {{a|Parental Bond}}, 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 during [[harsh sunlight]], and 0.5 if a Water-type move 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}}.
* ''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, and 1 otherwise or if any Pokémon on the field have the Ability {{a|Cloud Nine}} or {{a|Air Lock}}.
* ''Critical'' is 1.5 (2 in [[Generation V]]) for a [[critical hit]], and 1 otherwise. Decimals are rounded down to the nearest integer.
* ''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}}, or {{m|Wicked Blow}}, 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. Decimals are rounded down to the nearest integer.
* ''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. Decimals are rounded down to the nearest integer.
* ''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).
* ''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).