From Bulbapedia, the community-driven Pokémon encyclopedia.

Damage (Japanese: ダメージ damage) is a loss of a Pokémon's HP that happens as the result of a physical or special attack used against it by another Pokémon.

Damage calculation

This section is incomplete.

Please feel free to edit this section to add missing information and complete it.

Reason: Damage formula incorrect for Gen II games. Discussed in this video..

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

where

and Modifier is

where

Targets is 0.75 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.)

is 0.75 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.

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.

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.

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. 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

is a random factor between 0.85 and 1.00 (inclusive): 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.

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.

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.

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:

Ability Value Detail 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 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 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) Prism Armor 0.75 If the target 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 Shadow Shield 0.5 If the target has this Ability and is at full health Sniper 1.5 If the attacker has this Ability and the move lands a critical hit Solid Rock 0.75 If the target has this Ability and the used move is super effective (Type > 1) Tinted Lens 2 If the attacker has this Ability and the used move is not very effective (Type < 1)

Item Value Detail 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; however, in Generations I and V, different behavior may occur due to apparent oversights:

In Generation I, if the calculation yields 0 because the target has two types that both resist the move's type, the move will miss as if it is ineffective;

because 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.

Example

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) factors of Modifier will be 1. This effectively gives

When also plugging in Glaceon's effective Attack stat and Garchomp's effective Defense stat, the whole damage formula 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, it will be Critical = 1.5, effectively giving

Furthermore, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, leading the whole formula to give

That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.

Pokémon GO

In Pokémon GO, damage is calculated differently due to different variables existing in the game.

where

Power is the power of the move used

is the power of the move used Attack is the Attack stat of the attacking Pokémon × 6 / 5 is applied to Attack if the attacking Pokémon is a Shadow Pokémon

is the Attack stat of the attacking Pokémon Defense is the Defense stat of the Pokémon being attacked × 5 / 6 is applied to Defense if the attacked Pokémon is a Shadow Pokémon

is the Defense stat of the Pokémon being attacked

and Modifier is

where

Type is the type effectiveness, which is calculated differently in GO, using multipliers of base 1.6 instead of 2.

is the type effectiveness, which is calculated differently in GO, using multipliers of base 1.6 instead of 2. STAB 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.

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. Weather is 1.2 if the move used has a weather-boosted type, and 1 otherwise. Friendship 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 if otherwise Dodged is 0.25 if the attack was successfully dodged, and 1 if otherwise. Gym defenders and Raid Bosses will never dodge a player's attacks

The following variables are applied in Trainer Battles only, and are 1 otherwise. Trainer is 1.3 for all attacks used in a Trainer Battle. Charge is applied only for Charged Attacks, and its minimum value depends on the player's score during the minigame. The possible ranges are 1 if "Excellent!" [0.75, 1) if "Great!" [0.5, 0.75) if "Nice!" [0.25, 0.5) if otherwise



By the damage formula, moves that have a power of 0 such as Splash and Yawn will still do 1 HP damage.

Trivia

In Pokémon Emerald, if the player's Pokémon deals over 33037 HP damage, the HP bar won't be drained. However, 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, during the calculation of very high damage amounts an overflow can occur during the calculation, causing the actual damage dealt to be much lower than expected. [1]

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.

Normal Fighting Flying Poison Ground Rock Bug Ghost Steel Fire Water Grass Electric Psychic Ice Dragon Dark

In other languages

Language Title Chinese Cantonese 傷害 Sēunghoih Mandarin 傷害 / 伤害 Shānghài Czech Poškození Danish Skade Finnish Vahinko French Canada Tort * Europe Dégâts German Schaden Hungarian Sebzés Italian Danno Korean 데미지 Damage Norwegian Skade Portuguese Brazil Dano Portugal Dano Spanish Daño Swedish Skada

References