- If you were looking for the performance stat, see Performance → Power.
Moves with more power inflict more damage, provided all other circumstances are equal. Many variables besides power can influence the damage a move deals, however.
Since Generation II, the power of a move is always displayed in the move section of a Pokémon's summary screen. All status moves in the games display a power of "—"; they do no damage. Most physical and special moves display a numeric value for their power (in some multiple of 5), but there are a number of exceptions: Moves that deal direct damage do not rely on the attacker and defender's stats for their damage and display a power of "—", including set-damage moves and one-hit knockout moves (which always do enough damage to make a Pokémon faint if they hit); moves that have variable power also usually display a power of "—".
In the Mystery Dungeon series, rather than assigning a numerical value for power, moves 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 . There exists an actual numerical value for power, however, and it is added to the Pokémon's relevant Attack stat to determine damage dealt.
A number of factors can specifically affect a move's power in the games' damage calculation.
- Moves that power up gain a higher power under specific circumstances, usually double their normal power.
- Moves that have variable power calculate their power based on specific circumstances.
- The power of Solar Beam and Solar Blade is decreased during rain, hail and sandstorm (0.5×).
Other move factors
- Helping Hand boosts the power of an ally's next move (1.5×)
- Charge boosts the power of the user's next Electric-type move (2×)
- The power of the move copied by Me First is boosted (1.5×)
- Terrains affect the power of certain moves:
- Grassy Terrain boosts the power of Grass-type moves (1.5×), and also decreases the power of Bulldoze, Magnitude and Earthquake (0.5×)
- Electric Terrain boosts the power of Electric-type moves (1.5×)
- Psychic Terrain boosts the power of Psychic-type moves (1.5×)
- Misty Terrain decreases the power of Dragon-type moves (0.5×)
- Mud Sport and Water Sport reduce the power of Electric-type and Fire-type moves respectively (0.33× since Generation V, 0.5× before)
- Abilities that increase move power can increase the power of moves if the attacker has them.
- Rivalry may either decrease or increase the power of an attack, depending on the user's and target's genders (0.75× or 1.25×)
- The added second strike of a move affected by Parental Bond has less power than the first strike (0.25× since Generation VII, 0.5× before).
- Muscle Band, Wise Glasses (1.1×)
- Type-enhancing items
- Explosion is the strongest move in the series among those with a set power (250). It has been the sole holder of that title since its inception, even when including Z-Moves.
- 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 VII, the average move power of all moves with a set power (for example, excluding Magnitude) is 79.09; excluding Z-Moves gives an average of 76.52. The most frequent move power is 80.
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