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Damage

How much damage a move does: the formula as the game computes it, step by step.

Move power, accuracy, PP, type and physical/special category come from the Generation 9 move data. The damage itself is computed in the Generation 3 order, step by step, with each multiplication rounding down.

The formula

  1. Base damage = ((2 × Level ÷ 5 + 2) × Power × Attack ÷ Defense) ÷ 50. Physical moves use Attack and Defense; special moves use Sp. Atk and Sp. Def. Both stats include their stat stages, abilities and held items.
  2. Burn: ×½ for a physical move from a burned Pokémon, unless the move is Facade or the user has Guts.
  3. Reflect / Light Screen: ×½ in a single battle, ×⅔ in a double battle while both targets stand. Ignored by critical hits and by Infiltrator.
  4. Spread moves in a double battle: ×½ for a move that hits both foes while both stand. Moves that also hit your partner (Earthquake, Magnitude, Explosion and Selfdestruct) take no reduction.
  5. Weather: in rain, Water moves ×1.5 and Fire moves ×½; in harsh sun, the reverse. Solar Beam is halved in rain, sandstorm and hail.
  6. +2.
  7. Critical hit: ×1.5 (see Critical hits).
  8. Charge (Electric moves) ×2, then Helping Hand ×1.5.
  9. STAB (same-type attack bonus): ×1.5 when the move's type is one of the user's types, ×2 with Adaptability.
  10. Type effectiveness: ×2, ×½ or ×0 per defending type, multiplied together (see Types).
  11. Situational doublers, such as Stomp against a minimized target, Gust against a flying target, Earthquake against a digging target, Facade while the user has a status, Revenge after being hit, and SmellingSalt against a paralyzed target.
  12. Random factor: × a whole number from 85 to 100, ÷ 100. At least 1.
  13. Final modifiers: Life Orb (about ×1.3), Expert Belt (about ×1.2 on a super-effective hit), Tinted Lens (×2 on a not-very-effective hit), Sniper (×1.5 on a crit), and on the target's side Multiscale (×½ at full HP), Filter / Solid Rock (×¾ on a super-effective hit), a partner's Friend Guard (×¾) and the type-resist berries (×½). At least 1.

A move that has no effect deals 0. Otherwise a hit always does at least 1 damage. Endure, False Swipe, Sturdy (from full HP), Focus Band and Focus Sash can then leave the target at 1 HP.

Power and stat modifiers

  • Type-boosting items and Plates raise the power of moves of their type by 20%. Muscle Band and Wise Glasses boost physical and special moves.
  • Attack items: Choice Band and Choice Specs ×1.5, Thick Club (Cubone, Marowak) and Light Ball (Pikachu) ×2, Deep Sea Tooth (Clamperl) ×2 Sp. Atk.
  • Defense items: Eviolite ×1.5, Deep Sea Scale (Clamperl) ×2 Sp. Def, Metal Powder (Ditto) ×2 Defense. Marvel Scale gives ×1.5 Defense while statused.
  • Mud Sport / Water Sport halve the power of Electric / Fire moves.
  • Life Orb costs the user a tenth of its max HP per hit (not with Magic Guard or Sheer Force).
  • Explosion and Selfdestruct halve the target's Defense, as in Generation 3.

Differs from the mainline games

pkmn uses the Generation 9 move data and most Generation 9 rules, but keeps some Generation 3 behaviour in the damage calculation:

  • The modifiers apply one after another with Generation 3 rounding, not Generation 5's 4096-based chain, so a result can differ from a modern calculator by a point or two.
  • Spread moves do ×½, not ×0.75, and moves that also hit your partner are not reduced at all.
  • Burn damage over time is still 1/8 of max HP (see Status effects).
  • The Generation 3 type chart is used.
  • The Generation 3 badge boosts to Attack, Defense, Speed and Special are not applied.
  • There is no terrain (Electric, Grassy, Misty or Psychic).

Last updated on

As of v0.75.0 · engine 22ba612f

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