Mechanics — foundational14 min de lectureMis à jour : Avril 2026
Mechanics — Foundational reference

Pokémon Damage Formula — Complete Calculation Reference

The damage formula determines how every attack resolves: from base power and attack stat through STAB, type effectiveness, weather, abilities, items, crit, spread, and the random damage roll. This page is the canonical reference.

Base formula

Standard Gen 5+

Roll variance

85% – 100%

STAB

1.5× / 2× (Adaptability)

Crit damage

1.5× (Gen 6+)

Every Pokémon battle resolves through this equation. Memorise the modifiers and the order they apply, and you can predict damage in advance with the same accuracy as a calculator.
The damage formula fact

At a glance

The damage formula has been broadly stable since Gen 5 with only minor numerical edits across generations. The structural shape — base damage, then a chain of multipliers — has stayed consistent.

Every modifier applies in a fixed order. The damage calculator at /calculator on Pokékipe uses the canonical @smogon/calc engine; this page documents the underlying math.

  • Formula typeStandard since Gen 5; minor edits in Gen 6 (crit damage) and Gen 7 (crit rate)
  • Base componentsLevel, base power, Attack stat, Defense stat
  • MultipliersSTAB, type effectiveness, weather, abilities, items, screens, crit, spread, roll
  • Roll variance85% – 100% inclusive (16 distinct values)
  • Crit damage1.5× (Gen 6+); was 2× in Gen 1-5
  • Crit rate (base)1/24 from Gen 7+; was 1/16 in Gen 2-6

The formula

The Pokémon damage formula in its standard form. Every modifier applies on top of a base damage value computed from level, base power, and attack/defense stats.

Base damage

Base damage =

⌊ ( ⌊ ( ( 2 × Level ÷ 5 ) + 2 ) × Base Power × ( Attack ÷ Defense ) ÷ 50 ⌋ + 2 ) ⌋

Where:

  • Level — attacker's level (50 in standard tournament play; 100 in some legacy formats; 5 in Little Cup).
  • Base Power — the move's base power (e.g. 80 for Ice Beam).
  • Attack — the attacker's Attack stat (physical moves) or Special Attack stat (special moves).
  • Defense — the defender's Defense stat (physical moves) or Special Defense stat (special moves).
  • ⌊x⌋ — floor function (round down to integer).

Final damage

Final damage =

Base damage × Targets × Weather × Crit × Roll × STAB × Type × Burn × Other

Each modifier is applied in sequence, with the result floored to integer at each step. The exact engine ordering is deterministic; the only randomness is in the Roll modifier (and crit rolls).

All damage modifiers

Each multiplier in the damage formula corresponds to a real-world game mechanic. The table below covers every standard modifier — anything that doesn't fit here is an edge case or an ability-specific modifier.

ModifierValueTrigger
STAB (Same-Type Attack Bonus)× 1.5Move type matches attacker's type
STAB with Adaptability× 2Adaptability ability + matching type
STAB after Tera (original-type)× 2Tera-evolved Pokémon using a move matching its ORIGINAL typing
Super-effective× 2Type chart yields ×2 for the matchup
Super-effective × 2× 4Both halves of a dual-type defender weak — capped at ×4
Resisted× 0.5Type chart yields ×0.5
Double-resisted× 0.25Both halves of a dual-type defender resist
Immune× 0Type chart yields ×0 for any half
Critical hit× 1.5 (Gen 6+) / × 2 (pre-Gen 6)Random — base rate 1/24 (Gen 7+)
Sun-boosted Fire / Sun-nerfed Water× 1.5 / × 0.5Sun weather active
Rain-boosted Water / Rain-nerfed Fire× 1.5 / × 0.5Rain weather active
Sand-boosted Rock SpD× 1.5Sand active + Rock-type defender (defensive boost)
Snow-boosted Ice Def× 1.5Snow active + Ice-type defender (Gen 9+ only)
Targets (spread)× 0.75Multi-target move (Doubles only) hitting both opponents
Burn× 0.5Attacker is burned + using a physical move (no Guts)
Reflect (physical)× 0.5 vs single, × 0.667 vs doubleReflect screen + physical move
Light Screen (special)× 0.5 vs single, × 0.667 vs doubleLight Screen + special move
Aurora Veil× 0.5 vs single, × 0.667 vs doubleAurora Veil + any damaging move
Roll (random)× 0.85 – × 1.00Per-attack random multiplier

Ability-specific modifiers

A subset of abilities apply additional damage modifiers beyond the standard table. Examples:

  • Sheer Force — moves with secondary effects gain +30% damage; the secondary effect is suppressed.
  • Tough Claws — contact moves gain +30% damage.
  • Strong Jaw — biting moves gain +50% damage.
  • Iron Fist — punching moves gain +20% damage.
  • Reckless — recoil moves gain +20% damage.
  • Sand Force — Rock/Ground/Steel moves gain +30% damage in sand.
  • Solar Power — special moves gain +50% damage in sun (with 1/8 HP cost per turn).
  • Pixilate / Aerilate / Refrigerate — Normal moves change type and gain +20% damage.
  • Protosynthesis / Quark Drive — highest stat boosted by 30% (50% if Speed) under triggering condition.

The damage roll

Every damaging move applies a random damage multiplier between 0.85 and 1.00 inclusive. The result is a 15% maximum variance per hit — which produces the "rolls" players read in damage calculations.

0.85×

Min roll

Worst-case damage multiplier

1.00×

Max roll

Best-case damage multiplier

16

Distinct values

0.85, 0.86, ..., 1.00 — uniform distribution

0.925×

Average

Expected value across many rolls

The 16 possible rolls are uniformly distributed — each value has 1/16 (6.25%) probability. In a damage calc reading like "81% – 96% damage", the lower bound is the 0.85 roll and the upper bound is the 1.00 roll.

Critical hits

Critical hits multiply damage by 1.5× from Gen 6 onward (down from 2× in earlier gens). The base critical-hit rate is 1/24 (≈4.17%) from Gen 7 onward; was 1/16 (6.25%) in Gen 2-6.

Crit-rate stages

Critical hits use a stage system. Each modifier adds to the user's crit stage; the stage determines the rate.

Crit stageRate (Gen 7+)Rate (Gen 2-6)
Stage 0 (default)1/24 (≈4.17%)1/16 (6.25%)
Stage 1 (+1)1/8 (12.5%)1/8 (12.5%)
Stage 2 (+2)1/2 (50%)1/4 (25%)
Stage 3 (+3)Always crit (100%)1/3 (≈33%)
Stage 4 (+4)Always critAlways crit

Crit-modifying sources

Spread moves in Doubles

Multi-target moves (spread moves) hit multiple Pokémon simultaneously in Doubles formats. Each individual hit is reduced to 75% of its single-target damage value.

Common spread moves: Earthquake, Heat Wave, Surf, Discharge, Make It Rain, Astral Barrage, Glacial Lance, Blizzard, Hyper Voice (with Pixilate/Refrigerate), Rock Slide.

Single-target vs spread math

  • Single-target move — full damage to one Pokémon. No 75% modifier.
  • Spread move (Doubles) — 75% damage to each of up to two opponents. Total potential damage scales above 100% if both targets exist.
  • Spread move targeting one Pokémon — when only one opposing Pokémon is on the field (e.g. one fainted), the move deals 75% damage to that one target despite hitting alone. This is a Doubles-specific quirk.

Allied immunity

Spread moves hit the user's ally too unless the ally is immune via type or ability. Earthquake hits both opponents AND the user's ally — unless the ally has Levitate, Flying-typing, Air Balloon, or similar Ground immunity. This is one of the most common team-building considerations in Doubles.

Cross-gen variations

The damage formula has been broadly stable since Gen 5, with changes confined to specific multipliers.

GenCrit damageCrit rate (base)Burn DoT
Gen 1 (RBY)× 2Speed-scaled (1/512 × base Speed)1/16 max HP per turn
Gen 2 (GSC)× 21/16 (fixed)1/8 max HP per turn
Gen 3 (ADV)× 21/161/8
Gen 4 (DPP)× 21/161/8
Gen 5 (BW)× 21/161/8
Gen 6 (XY)× 1.51/161/8
Gen 7+ (SM/SS/SV/Champions)× 1.51/241/16

The Gen 7 changes (crit rate 1/24, burn DoT 1/16) were paired with the paralysis Speed change (was -75%, became -50%). The cumulative effect: Gen 7 status conditions are less debilitating than pre-Gen 7 versions.

Worked examples

Three example calculations to walk the formula through realistic scenarios.

Example 1: Choice Specs Latios Draco Meteor on Heatran

Setup: Latios (Choice Specs, max SpA, +0 stage) using Draco Meteor (130 BP, special, Dragon) against Heatran (max HP, +0 SpD, neutral nature).

  • Base damage from formula: ~88 with the stat ratios.
  • STAB: × 1.5 (Latios is Dragon-type) → 132.
  • Type effectiveness: Dragon vs Steel/Fire = × 0.5 (resisted) → 66.
  • Choice Specs: × 1.5 → 99.
  • Roll: × 0.85 to × 1.00 → final damage 84-99.
  • Heatran has 415 max HP; the hit deals ~20-24% — a 5-hit KO under perfect rolls.

Example 2: Crit Tauros Body Slam in RBY OU

Setup: Tauros (RBY, 110 Speed = ~21% crit rate, max Atk) using Body Slam (85 BP, physical, Normal) against Snorlax. Crit lands.

  • Base damage: with Tauros's offense and Snorlax's bulk, around 90.
  • STAB (Normal on Normal-type Tauros): × 1.5 → 135.
  • Type effectiveness: Normal vs Normal = × 1.0 (neutral).
  • Crit (Gen 1 rules, × 2): 270.
  • Roll: × 0.85 to × 1.0 → final 230-270.
  • Snorlax in RBY OU has ~520 HP → the hit deals ~44-52%.

Example 3: Spread Earthquake in VGC

Setup: Choice Banded Earthquake from a Doubles attacker against a 4× Ground-weak Levitate-less target.

  • Base damage: high — 100 BP physical with Choice Band 1.5×.
  • STAB if Ground-typed user: × 1.5.
  • Type effectiveness: × 4 (4× weak target).
  • Spread reduction: × 0.75 (multi-target).
  • Roll: × 0.85 to × 1.0.
  • Result: typically OHKO. The 4× type advantage compensates for the spread reduction.

Common misconceptions

Several damage-related claims are wrong. The corrections are based on engine behaviour.

  • "A higher SpA always means higher damage" — wrong. The Attack/Defense ratio matters. A 100 SpA attacker against 100 SpD defender deals the same calculation as a 200 SpA attacker against 200 SpD.
  • "Crit damage is doubled in modern gens" — wrong. Crit damage is × 1.5 from Gen 6 onward. The × 2 multiplier applied only in Gen 1-5.
  • "Burn cuts all damage in half" — wrong. Burn halves PHYSICAL Attack only — special moves are unaffected. Guts ignores burn's Atk reduction.
  • "Spread moves hit each opponent for full damage" — wrong. Spread moves deal 75% damage in Doubles (single-target moves deal 100%). The 75% multiplier applies even when only one opponent is on the field.
  • "Reflect / Light Screen halve damage in all formats" — almost true. They halve damage in Singles (× 0.5) and reduce damage by ~33% in Doubles (× 0.667). Aurora Veil works the same way.
  • "The damage roll is always uniform between 85-100%" — correct. The roll has 16 distinct values (0.85, 0.86, ..., 1.00) uniformly distributed. Damage calculators read this directly.
  • "Tera STAB is double STAB" — partially correct. Tera Type matching gives 1.5× STAB; if the move's type ALSO matched the user's ORIGINAL typing, the boost rises to 2× (Adaptability-equivalent). Pure Tera-Type-but-not-original-type moves stay at 1.5×.

Where to go from here

The damage formula combines multiple mechanic layers. The pages below cover the layers individually.

  • Type chartType Chart covers the type-effectiveness multiplier in full.
  • Status conditionsStatus Conditions covers burn (-50% physical Atk) and other DoT effects.
  • Speed mechanicsSpeed & Priority covers move ordering, which determines which side's damage applies first.
  • Run a calculation/calculator uses the @smogon/calc engine to apply this formula with all modifiers automatically.
  • Glossary — every term used above is defined in the Competitive Glossary.