Power: Difference between revisions

11 bytes removed ,  7 August 2016
wording; redo of moves with "—" (all fixed-power moves deal variable damage; Psywave and Splash seem to be special/unique cases)
(wording; redo of moves with "—" (all fixed-power moves deal variable damage; Psywave and Splash seem to be special/unique cases))
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==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 [[accuracy]], a negative effect for the user like [[recoil]] damage, or a lower {{PP}} (though some strong outliers exist, such as {{m|Boomburst}}; these are often [[signature move]]s). 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.
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 {{PP}} (though some strong outliers exist, such as {{m|Boomburst}}; these are often [[signature move]]s). From Generation II onwards, the power of a move is displayed in the move section of a Pokémon's stats screen.


==Damage modification==
==Damage modification==
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Critical hits have a 6.25% chance of occurring under normal circumstances, and increase a move's power by {{tt|1.5×|2× before Gen VI}} for one hit, and {{tt|2.25×|3× before Gen VI}} if the attacking Pokémon has the Ability {{a|Sniper}}. This can also stack with effectiveness and other modifiers.
Critical hits have a 6.25% chance of occurring under normal circumstances, and increase a move's power by {{tt|1.5×|2× before Gen VI}} for one hit, and {{tt|2.25×|3× before Gen VI}} if the attacking Pokémon has the Ability {{a|Sniper}}. This can also stack with effectiveness and other modifiers.


==Moves with varying or no power==
==Moves without a fixed power==
For moves that deal no damage, deal damage with varying power, deal fixed damage, or deal varying damage, the power is indicated by "—".
For [[one-hit knockout move]]s, moves that deal no damage, and moves that deal fixed damage, the power is indicated by "—". Additionally, the power of some moves that deal damage with varying power is also indicated by "—". {{m|Psywave}} deals random damage, but bypasses damage calculation and also has its power indicated as "—".
 
===One-hit knockout moves===
[[One-hit knockout moves]], such as {{m|Fissure}}, do not have a set power and instead drop the target's {{stat|HP}} to zero if they are successful.


===No damage===
===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 condition]].
All [[status move]]s deal no damage. In addition, {{m|Splash}} has no effect and does no damage either.


===Fixed damage===
===Fixed damage===
Moves that deal a fixed amount of damage do not display power, and are not modified by the above. {{m|Sonic Boom}}, for example, has a power of "—" because it always does 20 damage if it hits.
{{cat|Set-damage moves|Moves that deal a fixed amount of damage}} do not display power, and are not modified by the above. {{m|Sonic Boom}}, for example, always does 20 HP 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. 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.
There are also moves whose base power is not fixed. Simlarly to moves with fixed power, they do not bypass damage calculation, and are affected by [[same-type attack bonus|STAB]] and [[type]] effectiveness modifiers. While some of them display "—" as their power (such as {{m|Magnitude}}), some instead display the move's regular power (such as {{m|Pursuit}}).


==Range==
==Range==
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.
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 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.
Moves with variable power can have higher powers than 250. 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.
===In the {{pkmn|Mystery Dungeon series}}===
 
===In the Mystery Dungeon series===
{{incomplete|section|needs=screenshot of move information screen, and highest/lowest move ratings}}
{{incomplete|section|needs=screenshot of move information screen, and highest/lowest move ratings}}
Rather than assigning a numerical value for power, moves in the Mystery Dungeon series are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, {{m|Scratch}} has a rating of [[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star IV.png]].
Rather than assigning a numerical value for power, moves in the {{pkmn|Mystery Dungeon series}} are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, {{m|Scratch}} has a rating of [[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star IV.png]].


==Trivia==
==Trivia==
* 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]] only, there is no way to see a move's power on-screen.
* 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, there is no way to see a move's power while in battle through the battle summary.
* 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|With assistance from Trace, Entrainment, Role Play, or Skill Swap}} or {{tt|type changing|with assistance from Reflect Type or Color Change}}), 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.
* 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|With assistance from Trace, Entrainment, Role Play, or Skill Swap}} or {{tt|type changing|with assistance from Reflect Type or Color Change}}), 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.