Except for moves that deal direct damage, the damage dealt when a Pokémon uses a damaging move depends on its level, its effective Attack or Special Attack stat, the opponent's effective Defense or Special Defense stat, and the move's effective power. In addition, various factors of damage modification may also affect the damage dealt.
More precisely, damage is calculated as
- Level is the level of the attacking Pokémon (or twice the level for a critical hit in Generation I).
- A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move (ignoring allGen. II/negativeGen. III+ stat stages for a critical hit).
- D is the effective Defense stat of the target if the used move is a physical move or a special move that uses the target's Defense stat, or the effective Special Defense of the target if the used move is an other special move (ignoring allGen. II/positiveGen. III+ stat stages for a critical hit).
- Power is the effective power of the used move.
- Targets is 0.75 if the move has more than one target (except in Battle Royals), 0.5 in Battle Royals if the move has more than one target, and 1 otherwise. (In Generation III, it is 0.5 for moves that target all adjacent foes with more than one target, and 1 otherwise.)
- Weather is 1.5 if a Water-type move is being used during rain or a Fire-type 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.
- Badge is applied in Generation II only. It is 1.25 if the attacking Pokémon is controlled by the player and if the player has obtained the Badge corresponding to the used move's type, and 1 otherwise.
- Critical is applied starting in Generation II. It is 2 for a critical hit in Generations II-V, 1.5 for a critical hit from Generation VI onward, and 1 otherwise. In Generation II, it is instead applied before the +2 of the base damage formula.
- random is a random factor between 0.85 and 1.00 (inclusive):
- From Generation III onward, it is a random integer percentage between 0.85 and 1.00 (inclusive)
- In Generations I and II, it is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. Flail and Reversal are exempt from this factor.
- 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 Adaptability, and 1 if otherwise.
- Type is the type effectiveness. This can be 0 (ineffective); 0.25, 0.5 (not very effective); 1 (normally effective); 2, or 4 (super effective), depending on both the move's and target's types.
- Burn is 0.5 (from Generation III onward) if the attacker is burned, its Ability is not Guts, and the used move is a physical move (other than Facade from Generation VI onward), and 1 otherwise.
- other is 1 in most cases, and a different multiplier when specific interactions of moves, Abilities, or items take effect:
|Moves interacting with Minimize||2||Applies to up to 9 moves per generation, 14 moves in total (see this list)|
If this is the used move, and the target had previously used Minimize (Note: applies to "Power" rather than "other" in some generations)
|Aurora Veil||0.5 *||If in effect on the target's side, the move is not a critical hit and the user's Ability is not Infiltrator (does not stack with Light Screen and Reflect)|
|Earthquake and Magnitude||2||From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of Dig*|
|Light Screen||0.5 *||From Generation III onward, if in effect on the target's side, the move used is special, not a critical hit and the user's Ability is not Infiltrator (does not stack with Aurora Veil)|
|Reflect||0.5 *||From Generation III onward, if in effect on the target's side, the move used is physical, not a critical hit and the user's Ability is not Infiltrator (does not stack with Aurora Veil)|
|Surf and Whirlpool||2||If this is the used move, and the target is in the semi-invulnerable turn of Dive*|
|Protecting moves except Max Guard||0.25||If the used move is a damaging Z-MoveGen VII/Max MoveGen VIII the target has protected against|
|Fluffy||0.5||If the target has this Ability, and the used move makes contact and is not Fire-type|
|2||If the target has this Ability, and the used move is Fire-type and does not make contact|
|Filter, Prism Armor and Solid Rock||0.75||If the target has this Ability and the used move is super effective (Type > 1)|
|Friend Guard||0.75||If an ally of the target has this Ability|
|Ice Scales||0.5||If the target has this Ability and the used move is special|
|Multiscale, Shadow Shield||0.5||If the target has this Ability and is at full health|
|Neuroforce||1.25||If the user has this Ability and the used move is super effective (Type > 1)|
|Punk Rock||0.5||If the target has this Ability and the used move is sound-based|
|Sniper||1.5||If the attacker has this Ability and the move lands a critical hit|
|Tinted Lens||2||If the attacker has this Ability and the used move is not very effective (Type < 1)|
|Chilan Berry||0.5||If held by the target, and the used move is Normal-type|
|Expert Belt||~1.2||If held by the attacker and the move is super effective (Type > 1)|
|Life Orb||~1.3||If held by the attacker|
|Metronome||>1||1 + (~0.2 per successful consecutive use of the same move) if held by the attacker, but no more than 2|
|Type-resist Berries||0.5||If held by the target, the move is of the resisted type and super effective (Type > 1)|
- If multiple effects influence the other value, their values stack multiplicatively. For example, if both Multiscale and a Chilan Berry take effect, other is
0.5 * 0.5 = 0.25.
During the calculation, any operations are carried out on integers internally, such that effectively each division is a truncated integer division (rounding towards zero, cutting off any decimals), and any decimals are cut off after each multiplication operation. If the calculation yields
0, the move will deal 1 HP damage instead (unless Type is equal to 0); however, in Generations I and V, different behavior may occur due to apparent oversights:
- In Generation I, if the calculation yields
0because the target has two types that both resist the move's type, the move will miss as if it is ineffective;
- In Generation V, a move may deal 0 HP damage when other is less than
1, because the routine to prevent 0 HP damage is erroneously performed before applying the other factor.
Imagine a level 75 Glaceon that does not suffer a burn and holds no item with an effective Attack stat of 123 uses Ice Fang (an Ice-type physical move with a power of 65) against a Garchomp with an effective Defense stat of 163 in Generation VI, and does not land a critical hit. Then, the move will receive STAB, because Glaceon's Ice type matches the move's: STAB = 1.5. Additionally, Garchomp is Dragon/Ground, and therefore has a double weakness to the move's Ice type: Type = 4. All other (non-random) modifiers will be 1. This effectively gives
That means Ice Fang will do between 168 and 196 HP damage, depending on luck.
If the same Glaceon holds a Muscle Band and its Ice Fang lands a critical hit against Garchomp, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, and it will also be Critical = 1.5:
That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.
In Pokémon GO, damage is calculated differently due to different variables existing in the game.
- is the power of the move used
- is the Attack stat of the attacking Pokémon
- is the Defense stat of the Pokémon being attacked
- For Shadow Pokémon:
- is applied to
- is applied to
- is the type effectiveness, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
- is the same-type attack bonus. This is equal to 1.2 if the move's type matches any of the user's types, and 1 if otherwise.
- The following variables are applied in Gym and Raid Battles only, and are 1 otherwise.
- is 1.2 if the move used has a weather-boosted type, and otherwise.
- is applied when battling with Friends and varies depending on the Friendship level.
- 1.03 if Good Friends
- 1.05 if Great Friends
- 1.07 if Ultra Friends
- 1.1 if Best Friends
- 1 otherwise
- is if the attack was successfully dodged, and if otherwise.
- Gym defenders and Raid Bosses will never dodge a player's attacks
- is greater than 1 when there is one or more Mega-Evolved Pokémon on the battlefield.
- 1.1 if none of the Mega-Evolved Pokémon have the same type as the move
- 1.3 if one or more Mega-Evolved Pokémon have the same type as the move
- The following variables are applied in Trainer Battles only, and are 1 otherwise.
- is for all attacks used in a Trainer Battle.
- is applied only for Charged Attacks, and its value depends on the player's score during the minigame. The possible ranges are
- if "Excellent!"
- if "Great!"
- if "Nice!"
- In Pokémon Ruby and Sapphire, if the player's Pokémon deals over 33037 HP damage, the Pokémon will faint, but the HP bar will not be drained; if it deals exactly 33037 HP, the HP bar will be drained automatically.
- In Generations V through VIII, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, an overflow can occur during the calculation of very high damage amounts, causing the actual damage dealt to be much lower than expected.
- In Pokémon Battle Revolution, the HP bar will change with a different animation depending on the move's type (recovery, recoil damage and indirect damage use the Normal-type animation), as shown below.
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|This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.|