Damage

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

Damage calculation
Except for, 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


 * DamageCalc.png

where


 * 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, 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.

and Modifier is


 * ModifierCalc.png

where


 * Targets is 0.75 if the move has more than one target, and 1 otherwise. (In Generation III, it is 0.5 for with more than one target, and 1 otherwise.)
 * Weather is 1.5 if a move is being used during rain or a  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.
 * 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
 * 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, 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, its Ability is not , and the used move is a physical move (other than 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:
 * {| class="roundy expandable" style="background:#; border: 3px solid #"

!Move !Value !Detail
 * 2
 * In Generation III only, if this is the used move, and the target had previously used
 * 0.5
 * If in effect on the target's side, the move is not a critical hit, and the user's Ability is not (does not stack with Light Screen and Reflect)
 * 2
 * From Generation VI onward, if this is the used move, and the target had previously used
 * 2
 * From Generation VI onward, if this is the used move, and the target had previously used
 * 2
 * From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of
 * 2
 * In Generation III only, if this is the used move, and the target had previously used
 * 2
 * If this is the used move, and the target had previously used
 * 2
 * From Generation VI onward, if this is the used move, and the target had previously used
 * 2
 * In Generation VII, if this is the used move, and the target had previously used
 * 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
 * 2
 * From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of
 * 2
 * In Generation III only, if this is the used move, and the target had previously used
 * 2
 * If this is the used move, and the target had previously used
 * 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
 * 2
 * If this is the used move, and the target had previously used
 * 2
 * In Generation III and from Generation V onward, if this is the used move, and the target had previously used
 * 2
 * If this is the used move, and the target is in the semi-invulnerable turn of
 * 2
 * If this is the used move, and the target is in the semi-invulnerable turn of
 * Z-Moves
 * 0.25
 * If the used move is a damaging Z-Move the target has ed against
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"
 * 2
 * From Generation V onward, if this is the used move, and the target is in the semi-invulnerable turn of
 * 2
 * In Generation III only, if this is the used move, and the target had previously used
 * 2
 * If this is the used move, and the target had previously used
 * 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
 * 2
 * If this is the used move, and the target had previously used
 * 2
 * In Generation III and from Generation V onward, if this is the used move, and the target had previously used
 * 2
 * If this is the used move, and the target is in the semi-invulnerable turn of
 * 2
 * If this is the used move, and the target is in the semi-invulnerable turn of
 * Z-Moves
 * 0.25
 * If the used move is a damaging Z-Move the target has ed against
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"
 * 2
 * In Generation III and from Generation V onward, if this is the used move, and the target had previously used
 * 2
 * If this is the used move, and the target is in the semi-invulnerable turn of
 * 2
 * If this is the used move, and the target is in the semi-invulnerable turn of
 * Z-Moves
 * 0.25
 * If the used move is a damaging Z-Move the target has ed against
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"
 * Z-Moves
 * 0.25
 * If the used move is a damaging Z-Move the target has ed against
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"

!Ability !Value !Detail
 * rowspan=2 |
 * 0.5
 * If the target has this Ability, and the used move makes contact and is not
 * 2
 * If the target has this Ability, and the used move is and does not make contact
 * 0.75
 * If the target has this Ability and the used move is super effective (Type > 1)
 * 0.75
 * If an ally of the target has this Ability
 * 0.5
 * If the target has this Ability and is at full health
 * 0.75
 * If the target has this Ability and the used move is super effective (Type > 1)
 * 0.5
 * If the target has this Ability and is at full health
 * 1.5
 * If the attacker has this Ability and the move lands a critical hit
 * 0.75
 * If the target has this Ability and the used move is super effective (Type > 1)
 * 2
 * If the attacker has this Ability and the used move is not very effective (Type < 1)
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"
 * 0.5
 * If the target has this Ability and is at full health
 * 1.5
 * If the attacker has this Ability and the move lands a critical hit
 * 0.75
 * If the target has this Ability and the used move is super effective (Type > 1)
 * 2
 * If the attacker has this Ability and the used move is not very effective (Type < 1)
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"
 * 0.75
 * If the target has this Ability and the used move is super effective (Type > 1)
 * 2
 * If the attacker has this Ability and the used move is not very effective (Type < 1)
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"
 * }
 * {| class="roundy expandable" style="background:#; border: 3px solid #"

!Item !Value !Detail
 * Chilan Berry
 * 0.5
 * If held by the target, and the used move is
 * 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
 * >1
 * 1 + (~0.2 per successful consecutive use of the same move) if held by the attacker, but no more than 2
 * 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 and a Chilan Berry take effect, other is.
 * 1 + (~0.2 per successful consecutive use of the same move) if held by the attacker, but no more than 2
 * 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 and a Chilan Berry take effect, other is.
 * }
 * If multiple effects influence the other value, their values stack multiplicatively. For example, if both and a Chilan Berry take effect, other is.

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, the move will deal 1 HP damage instead; however, in Generations  and , different behavior may occur due to apparent oversights:
 * In Generation I, if the calculation yields  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, because the routine to prevent 0 HP damage is erroneously performed before applying the other factor.

Example
Imagine a level 75 that does not suffer a  and holds no item with an effective Attack stat of 123 uses  (an  physical move with a power of 65) against a  with an effective Defense stat of 163 in Generation VI, and does not land a critical hit. Then, the move will receive, because Glaceon's Ice type matches the move's: STAB = 1.5. Additionally, Garchomp is, 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


 * ModifierCalcExample.png

When also plugging in Glaceon's effective Attack stat and Garchomp's effective Defense stat, the whole damage formula gives


 * DamageCalcExample1.png

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


 * ModifierCalcExample2.png

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


 * DamageCalcExample3.png

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

Trivia

 * The greatest potential damage dealt in a single attack can be achieved by using.
 * 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.