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{{samename|performance stat|Performance#Power|Performance}} | {{samename|performance stat|Performance#Power|Performance}} | ||
'''Power''' is a property of | '''Power''' is a property of [[move]]s that helps determine how much [[damage]] they deal. It is seen primarily in the {{pkmn|games}}, but it is touched upon in the [[Pokémon anime]]. | ||
==Overview== | ==Overview== | ||
Moves with more power inflict more damage. Statistically, the more damage a move inflicts, the more likely it will either have a lower | 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 [[Power points|PP]] (though some strong outliers exist, such as {{m|Extrasensory}}; these are often [[signature moves]]). How much power a move has can be seen in the Pokémon stats screen{{tt|*|except in Generation I}}, in the move section, along with accuracy. | ||
==Damage modification== | ==Damage modification== | ||
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===Type effectiveness=== | ===Type effectiveness=== | ||
{{main| | {{main|Type chart}} | ||
If a move is super effective, the base power is doubled. If it is not very effective, damage is halved. These can stack to ¼ or 4×. If a move doesn't affect an opponent's | The [[type]] of the defending Pokémon affects the power of the move. If a move is super effective, the base power is doubled. If it is not very effective, damage is halved. These can stack to ¼ or 4×. If a move doesn't affect an opponent's type, all that move's power is 0. | ||
For example, if a {{p|Butterfree}} used {{m|Shadow Ball}} on a {{p|Gallade}}, it would be super effective, because Gallade is {{t|Fighting}} (normal protection) and {{t|Psychic}} (weak protection) and would have a power of 160. However if Butterfree were to use the move {{m|Swift}} on a Gallade it would only be normally effective and would deal out 60 power. | For example, if a {{p|Butterfree}} used {{m|Shadow Ball}} on a {{p|Gallade}}, it would be super effective, because Gallade is {{t|Fighting}} (normal protection) and {{t|Psychic}} (weak protection) and would have a power of 160. However if Butterfree were to use the move {{m|Swift}} on a Gallade it would only be normally effective and would deal out 60 power. | ||
===Same-type attack bonus=== | ===Same-type attack bonus=== | ||
{{main|Same-type attack bonus | {{main|Same-type attack bonus}} | ||
Same-type attack bonus also affects a move's power. If a {{type|Water}} Pokémon used a Water-type move, it would gain STAB, which increases power by 50%. For instance, if a {{p|Gyarados}} used {{m|Waterfall}}, instead of 80 power, it would be 120. | |||
===Abilities=== | ===Abilities=== | ||
{{main|Ability}} | {{main|Ability}} | ||
Some [[Ability|Abilities]] can increase a user's power as well. {{a|Pure Power}} is one example that boosts | Some [[Ability|Abilities]] can increase a user's power as well. {{a|Pure Power}} is one example that boosts Attack, thus indirectly boosting power. Abilities can also boost a specific [[type]]'s power. | ||
===Items=== | ===Items=== | ||
Several hold items can also boost power. [[Stat-enhancing item]]s can increase {{Stat|Attack}} or {{Stat|Special Attack}}, while [[type-enhancing item]]s increase moves of a certain type's power. | |||
===Critical | ===Critical hits=== | ||
{{main|Damage modification#Critical | {{main|Damage modification#Critical hit|Critical hit}} | ||
Critical hits have a 6.25% chance of occurring under normal circumstances, and double a move's power for one hit. This can also stack with effectiveness and other modifiers. | Critical hits have a 6.25% chance of occurring under normal circumstances, and {{tt|double|triple, if the attacking Pokémon has the Ability Sniper}} a move's power for one hit. This can also stack with effectiveness and other modifiers. | ||
==Moves | ==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 "—". | |||
===No damage=== | |||
Almost all [[status move]]s, such as {{m|Growl}} and {{m|Confuse Ray}}, deal no damage. Instead, they have a different effect like inflicting a [[status ailment]]. | |||
===Fixed damage=== | ===Fixed damage=== | ||
Moves that deal a fixed amount of damage do not display power, and are not modified by the above. {{m|SonicBoom}}, for example, has a power of "—" because it does 20 damage, | Moves that deal a fixed amount of damage do not display power, and are not modified by the above. {{m|SonicBoom}}, for example, has a power of "—" because it always does 20 damage if it hits. | ||
===Variable damage=== | |||
When a move varies in damage, it will also have "—". {{m|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. {{m|Pain Split}} is another move that inflicts variable damage, as both the user's and the target's {{stat|Hit points}} affect it. In addition, [[one-hit knockout move]]s make the opponent faint if they hit. | |||
===Variable power=== | ===Variable power=== | ||
Variable power moves, such as {{m|Reversal}} or {{m|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. | |||
==Range== | ==Range== | ||
The power of damaging moves currently ranges between 10 and 250, with many different amounts in between. The highest powered move in the games, as of [[Generation V]], is {{m|Explosion}}, with a permanent base power of 250. The lowest powered moves include {{m|Constrict}}, {{m|Fury Cutter}}{{tt|*|Only on the first consecutive hit and only Generation II-IV}} and {{m|Triple Kick}}{{tt|*|Only on the first consecutive hit}} with base powers of 10. However, in [[Generation I]], there is a | 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 {{m|Explosion}}, with a permanent base power of 250. The lowest powered moves include {{m|Constrict}}, {{m|Fury Cutter}}{{tt|*|Only on the first consecutive hit and only Generation II-IV}} and {{m|Triple Kick}}{{tt|*|Only on the first consecutive hit}} with base powers of 10. However, in [[Generation I]], there is a glitch move with a base power 255. | ||
However, the aforementioned | However, the aforementioned varying moves can have higher powers than this. For example, {{m|Spit Up}} has a base power of 300 when {{m|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 {{m|Magnitude}}) is 72.15. The most frequent move power is 80. | As of Generation IV, the average move power across the set of all moves with a set power (for example, excluding {{m|Magnitude}}) is 72.15. The most frequent move power is 80. | ||
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* In [[Generation I]], there was no way to see a move's power on-screen. This was rectified in [[Generation II]], though. | * 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]]. | * 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 power after all damage modifications is {{m|V-create}}. If a {{type|Fire}} Pokémon has the [[Ability]] {{a|Adaptability}} (which is | * As of Generation V, the move with the highest consistent power after all damage modifications is {{m|V-create}}. If a {{type|Fire}} Pokémon has the [[Ability]] {{a|Adaptability}} (which is impossible without {{tt|Ability|Entrainment, Role Play, and Skill Swap can change user's Ability}} or {{tt|type changing|with assistance from Reflect Type}}), is holding a {{DL|Gem|Fire Gem}}, and uses V-create against a Pokémon with the {{a|Dry Skin}} Ability that has a double weakness to Fire (such as {{p|Paras}}) while it is {{weather|sunny}}, the move will reach an effective power of 4050. | ||
==See also== | ==See also== |
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