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{{merge|Damage}}
{{spading|comment=Research on the zero damage cases other than False Swipe/Hold Back or immunities}}
 
'''Damage''' (Japanese: '''ダメージ''' ''damage'') is a loss of a Pokémon's {{stat|HP}} that happens as the result of a [[special move|special]] or [[physical move|physical]] [[move|attack]] used against it by another Pokémon.
 
==Damage modification==
'''Damage modification''' is a system of multipliers used to change the [[damage]] dealt in a {{pkmn|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.
'''Damage modification''' is a system of multipliers used to change the [[damage]] dealt in a {{pkmn|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.


==Type effectiveness==
===Type effectiveness===
Since each move has a [[type]], its ''effectiveness'' is largely determined by the targeted Pokémon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see [[Type chart (Generation I)|this page]] for its [[Generation I]] iteration and [[Type chart (Generation II-present)|this page]] for the current model.
Since each move has a [[type]], its '''effectiveness''' (Japanese: '''{{tt|効果|こうか}}''' ''effectiveness'') is largely determined by the targeted Pokémon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see [[Type chart|this page]].


===Super effective===
====Super effective====
{{redirect|"Super effective"|the webcomic|Super Effective (webcomic)}}
:''"Super effective" redirects here. For the webcomic, see [[Super Effective (webcomic)]].''
{{redirect|"It's super effective"|the podcast|It's Super Effective (podcast)}}
:''"It's super effective" redirects here. For the podcast, see [[It's Super Effective (podcast)]].''
{{redirect|"Weakness"|the TCG mechanic|Glossary (TCG)#Weakness|Glossary (TCG) → Weakness}}
:''"Weakness" redirects here. For the TCG mechanic, see [[Appendix:Glossary (TCG)#Weakness|Appendix:Glossary (TCG) → Weakness]].''
When a move is '''super effective''', it inflicts double the damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{t|Psychic}} type Pokémon will be super effective because {{type|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 {{type|Water}} move like {{m|Surf}} will be damaged four times as much by the move as a {{type|Normal}} Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.
When a move is '''super effective''' (Japanese: '''{{tt|効果はバツグン|こうかはばつぐん}}''' ''super effective''), it inflicts double the damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{type|Psychic}} Pokémon will be super effective because {{type|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 {{type|Water}} move like {{m|Surf}} will be damaged four times as much by the move as a {{type|Normal}} Pokémon would be, because both Rock and Ground Pokémon are weak to Water moves.


===Not very effective===
====Not very effective====
{{redirect|"Resistance"|the TCG mechanic|Glossary (TCG)#Resistance|Glossary (TCG) → Resistance}}
:''"Resistance" redirects here. For the TCG mechanic, see [[Appendix:Glossary (TCG)#Resistance|Appendix:Glossary (TCG) → Resistance]].''
When a move is '''not very effective''', or resistant, it deals half of the damage it would normally 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 {{type|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type|Fighting}} move will be damaged normally, as Normal's weakness to Fighting is canceled out by Flying's resistance to it.
When a move is '''not very effective''' (Japanese: '''{{tt|効果は今一つ|こうかはいまひとつ}}''' ''not very effective''), or resistant, it deals half of the damage it would normally 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 {{type|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type|Fighting}} move will be damaged normally, as Normal's weakness to Fighting is canceled out by Flying's resistance to it.


===Not effective===
====Not effective====
When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to all attacks of that type; the move will yield a message of "It doesn't affect the Pokémon..." Certain types are also immune to specific [[status move]]s, such as {{type|Ground}} Pokémon being immune to the {{type|Electric}} {{m|Thunder Wave}}, or {{type|Grass}} Pokémon being immune to {{m|Leech Seed}}.
When a move is '''not effective''' (Japanese: '''{{tt|効果がない|こうかがない}}''' ''not effective''), it does not damage the Pokémon at all and that Pokémon is "immune" to all attacks of that type; the move will yield a message of "It doesn't affect ''Pokémon''..." Certain types are also immune to specific [[status move]]s, such as {{type|Ground}} Pokémon being immune to the {{type|Electric}} {{m|Thunder Wave}}, or {{type|Grass}} Pokémon being immune to {{m|Leech Seed}} as well as {{cat|powder and spore moves}}.


==Critical hit==
===Critical hit===
{{main|Critical hit}}
{{main|Critical hit}}
A move will sometimes inflict a '''critical hit''' against another Pokémon. This will increase the damage done by 1.5× (2× prior to Generation VI) prior to type effectiveness calculations.
A move will sometimes inflict a '''critical hit''' against another Pokémon. This will increase the damage done by 1.5× (2× prior to Generation VI) prior to type effectiveness calculations.


==Same-type attack bonus==
===Same-type attack bonus===
{{main|Same-type attack bonus}}
{{main|Same-type attack bonus}}
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 {{type|Fire}} move used by a Fire-type Pokémon. Dual-type 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. Pokémon with {{a|Adaptability}} have this increased to 200% (an effective boost of ~33.3%).
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 {{type|Fire}} move used by a Fire-type Pokémon. Dual-type 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. Pokémon with {{a|Adaptability}} have this increased to 200% (an effective boost of ~33.3%).


==Weather==
===Weather===
{{main|Weather conditions}}
{{main|Weather}}
{{type|Water}} and {{type|Fire}} moves' damage will be modified by rain and sunshine. If {{m|Rain Dance}} causes a downpour, 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.
{{type|Water}} and {{type|Fire}} moves' damage will be modified by [[rain]] and [[harsh sunlight]]. During rain, Water-type moves do 50% more damage and Fire-type moves do 50% less damage. During [[harsh sunlight]], Fire-type moves do 50% more damage and Water-type moves do 50% less damage.


==Abilities==
===Abilities===
{{main|Ability}}
{{main|Ability}}
Abilities come in a wide variety, and have various effects on damage modification. These effects 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:  
Abilities come in a wide variety, and have various effects on damage modification. These effects 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:  
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* {{a|Levitate}} provides immunity to {{type|Ground}} moves and {{a|Soundproof}} provides immunity to {{Cat|sound moves}}.
* {{a|Levitate}} provides immunity to {{type|Ground}} moves and {{a|Soundproof}} provides immunity to {{Cat|sound moves}}.
* {{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type|Electric}} and {{type|Water}} moves respectively, healing the user's HP by 25% instead.
* {{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type|Electric}} and {{type|Water}} moves respectively, healing the user's HP by 25% instead.
* {{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type|Water}} move, but it also heals the user by 6.25% each turn during [[rain]]. However, it also causes the Pokémon to receive additional damage from {{type|Fire}} attacks and lose 6.25% of its HP in damage during {{weather|sun}}shine.
* {{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type|Water}} move, but it also heals the user by 6.25% each turn during [[rain]]. However, it also causes the Pokémon to receive additional damage from {{type|Fire}} attacks and lose 6.25% of its HP in damage during {{weather|Harsh sunlight|sunlight}}.
* {{a|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, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead increases the user's Speed by one stage. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
* {{a|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, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead increases the user's Speed by one stage. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
* {{a|Mold Breaker}}, {{a|Teravolt}}, and {{a|Turboblaze}} remove all ability-based immunities to the user's moves.
* {{a|Mold Breaker}}, {{a|Teravolt}}, and {{a|Turboblaze}} remove all ability-based immunities to the user's moves.
* {{a|Scrappy}} allows the user to hit {{type|Ghost}}s with {{type|Normal}} and {{type|Fighting}} damage-dealing moves.
* {{a|Scrappy}} allows the user to hit {{type|Ghost}}s with {{type|Normal}} and {{type|Fighting}} damage-dealing moves.
* {{a|Drizzle}}, {{a|Drought}}, {{a|Sand Stream}} and {{a|Snow Warning}} cause permanent rain, sunshine, sandstorm, and hail respectively prior to generation VI, which limits the weather to 5 turns.
* {{a|Adaptability}} increases the STAB multiplier for moves of the same type as the user from 1.5× to 2×.
* {{a|Adaptability}} increases the STAB multiplier for moves of the same type as the user from 1.5× to 2×.
* {{a|Hustle}} boosts the Attack stat of the user by 50%.  
* {{a|Hustle}} boosts the Attack stat of the user by 50%.  
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* {{a|Wonder Guard}} gives the user immunity to all attacking moves that are not super effective.
* {{a|Wonder Guard}} gives the user immunity to all attacking moves that are not super effective.
* {{a|Iron Fist}} increases the damage of punching moves by 20%.
* {{a|Iron Fist}} increases the damage of punching moves by 20%.
* {{a|Mega Launcher}} increases the damage of aura and pulse moves by 50%.
* The moves {{m|Storm Throw}} and {{m|Frost Breath}} can cancel out the 50% damage if used on certain types due to the moves always resulting in a critical hit, and can cause 4×, 6× or 12× multipliers if used on other types.
* The moves {{m|Storm Throw}} and {{m|Frost Breath}} can cancel out the 50% damage if used on certain types due to the moves always resulting in a critical hit, and can cause 4×, 6× or 12× multipliers if used on other types.


==Items==
===Items===
:''See also: [[Type-enhancing item]]''
:''See also: [[Type-enhancing item]]''
Some [[held item]]s increase the power of an attack by a small percentage. Most of these items boost attacks [[type-enhancing item|only of a certain type]] by 20%. Some [[stat-enhancing item|items]] can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some [[Berry#Generation IV|Berries]] also weaken an opponent's super-effective move.
Some [[held item]]s increase the power of an attack by a small percentage. Most of these items boost attacks [[type-enhancing item|only of a certain type]] by 20%. Some [[stat-enhancing item|items]] can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some [[Berry#Generation IV|Berries]] also weaken an opponent's super-effective move.
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* {{DL|In-battle effect item|Metronome}} boosts the power of moves used repeatedly
* {{DL|In-battle effect item|Metronome}} boosts the power of moves used repeatedly


==Other==
===Other===
A number of other variables can affect the amount of damage caused by an attack.
A number of other variables can affect the amount of damage caused by an attack.


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* {{m|Reflect}} and {{m|Light Screen}} decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a Double Battle.
* {{m|Reflect}} and {{m|Light Screen}} decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a Double Battle.


===Randomization adjustment===
====Randomization adjustment====
Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier - an integer percentage between 85% and 100%.
Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier - an integer percentage between 85% and 100%.


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==Damage formula==
==Damage formula==
The damage dealt when a Pokémon uses a damaging move depends on its Attack or Special Attack [[Stats|stat]], the opponent's corresponding Defense or Special Defense stat, and the move's base damage. In addition, the various circumstances explained above will also affect the damage dealt.
The damage dealt when a Pokémon uses a damaging move depends on its Attack or Special Attack [[Stats|stat]], the opponent's corresponding Defense or Special Defense stat, and the move's base power. In addition, the various factors of [[damage modification]] will also affect the damage dealt.


The damage formula is the following:
The damage formula is


<!-- That above text is invalid as of June 26, 2010. The new formula text is as below:
<!-- That above text is invalid as of June 26, 2010. The new formula text is as below:
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-->
-->
[[File:DamageCalc.png]]
[[File:DamageCalc.png]]
where


* ''Level'' is the level of the attacking Pokémon.
* ''Level'' is the level of the attacking Pokémon.
* ''Attack'' and ''Defense'' are the working Attack and Defense stats of the attacking and defending Pokémon, respectively. If the attack is Special, the Special Attack and Special Defense stats are used instead. Some moves like {{m|Psystrike}} use stats other than what moves of this category would usually use (in case of Psystrike, it uses Special Attack and Defense).
* ''Attack'' and ''Defense'' are the working Attack and Defense stats of the attacking and defending Pokémon, respectively. If the attack is Special, the Special Attack and Special Defense stats are used instead. Some moves like {{m|Psystrike}} use stats other than what moves of this category would usually use (in case of Psystrike, it uses Special Attack and Defense).
* ''Base'' is the base damage of the attack.
* ''Base'' is the base power of the attack.
* ''Modifier'' is calculated as follows:
 
and ''Modifier'' is


[[File:ModifierCalc.png]]
[[File:ModifierCalc.png]]
where


* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
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* ''Critical'' is 2 for a critical hit in Generations I-V, 1.5 for a critical hit in Generation VI, and 1 otherwise.
* ''Critical'' is 2 for a critical hit in Generations I-V, 1.5 for a critical hit in Generation VI, and 1 otherwise.
* ''other'' counts for things like [[held item]]s, {{Abilities}}, field advantages, and whether the battle is a [[Double Battle]] or [[Triple Battle]] or not.
* ''other'' counts for things like [[held item]]s, {{Abilities}}, field advantages, and whether the battle is a [[Double Battle]] or [[Triple Battle]] or not.
* ''rand'' is a random number from 0.85 to 1.00.
* ''random'' is a random number from 0.85 to 1.00.


The result is rounded down as remainders are not kept. It is possible to do zero damage [http://www.youtube.com/watch?&v=qPPTz0sDZzU].
The result is rounded down as remainders are not kept. It is possible to do zero damage [http://www.youtube.com/watch?&v=qPPTz0sDZzU].
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''Defense:'' 181
''Defense:'' 181


It uses the move {{m|Ice Fang}} ({{t|Ice}}, physical, base damage 65) against a level 78 {{p|Garchomp}}:
It uses the move {{m|Ice Fang}} ({{t|Ice}}, physical, base power 65) against a level 78 {{p|Garchomp}}:


''HP:'' 270<br>
''HP:'' 270<br>
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[[File:ModifierCalcExample.png]]
[[File:ModifierCalcExample.png]]


We then plug ''Modifier'' into the rest of the formula:
''Modifier'' is then plugged into the rest of the formula:


[[File:DamageCalcExample1.png]]
[[File:DamageCalcExample1.png]]
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So depending on luck, {{p|Glaceon}} will do damage in the range 170-200 HP. Despite {{p|Garchomp}}'s double weakness to {{t|Ice}}, Glaceon's {{m|Ice Fang}} will not defeat it in a single hit.
So depending on luck, {{p|Glaceon}} will do damage in the range 170-200 HP. Despite {{p|Garchomp}}'s double weakness to {{t|Ice}}, Glaceon's {{m|Ice Fang}} will not defeat it in a single hit.


Garchomp is up next. Garchomp gets a critical hit (''Critical'' = 2) on Earthquake, a physical {{t|Ground}} move with 100 base damage. With its Ice type, Glaceon is neither weak nor resistant to Garchomp's attack, so ''Type'' = 1. Garchomp is Dragon/'''Ground''', so it receives STAB, making ''STAB'' = 1.5. Say that Garchomp is also holding an Earth Plate, which powers up Ground-type moves by 20%. Then ''Other'' = 1.2.
Garchomp is up next. Garchomp gets a critical hit (''Critical'' = 2) on Earthquake, a physical {{t|Ground}} move with 100 base power. With its Ice type, Glaceon is neither weak nor resistant to Garchomp's attack, so ''Type'' = 1. Garchomp is Dragon/'''Ground''', so it receives STAB, making ''STAB'' = 1.5. Say that Garchomp is also holding an Earth Plate, which powers up Ground-type moves by 20%. Then ''Other'' = 1.2.


[[File:ModifierCalcExample2.png]]
[[File:ModifierCalcExample2.png]]


We insert the stats and ''Modifier'' in the formula and get:
Inserting the stats and ''Modifier'' in the formula yields:


[[File:DamageCalcExample3.png]]
[[File:DamageCalcExample3.png]]
:[[File:DamageCalcExample4.png]]
:[[File:DamageCalcExample4.png]]


We see that Garchomp's attack will do anywhere from 241 to 284 damage, which is more than enough to take the Glaceon out in one hit.
Garchomp's attack will do anywhere from 241 to 284 damage, which is more than enough to take the Glaceon out in one hit.


==Links==
==Links==
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{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}
[[Category:Game mechanics]]
[[Category:Game mechanics]]


[[it:Modifica al danno]]
[[de:Schaden]]
[[ja:ダメージ]]
[[it:Danno]]
[[zh:伤害]]