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.
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.
| Modifier | Value | Trigger |
|---|---|---|
| STAB (Same-Type Attack Bonus) | × 1.5 | Move type matches attacker's type |
| STAB with Adaptability | × 2 | Adaptability ability + matching type |
| STAB after Tera (original-type) | × 2 | Tera-evolved Pokémon using a move matching its ORIGINAL typing |
| Super-effective | × 2 | Type chart yields ×2 for the matchup |
| Super-effective × 2 | × 4 | Both halves of a dual-type defender weak — capped at ×4 |
| Resisted | × 0.5 | Type chart yields ×0.5 |
| Double-resisted | × 0.25 | Both halves of a dual-type defender resist |
| Immune | × 0 | Type 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 / × 0.5 | Sun weather active |
| Rain-boosted Water / Rain-nerfed Fire | × 1.5 / × 0.5 | Rain weather active |
| Sand-boosted Rock SpD | × 1.5 | Sand active + Rock-type defender (defensive boost) |
| Snow-boosted Ice Def | × 1.5 | Snow active + Ice-type defender (Gen 9+ only) |
| Targets (spread) | × 0.75 | Multi-target move (Doubles only) hitting both opponents |
| Burn | × 0.5 | Attacker is burned + using a physical move (no Guts) |
| Reflect (physical) | × 0.5 vs single, × 0.667 vs double | Reflect screen + physical move |
| Light Screen (special) | × 0.5 vs single, × 0.667 vs double | Light Screen + special move |
| Aurora Veil | × 0.5 vs single, × 0.667 vs double | Aurora Veil + any damaging move |
| Roll (random) | × 0.85 – × 1.00 | Per-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 stage | Rate (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 crit | Always crit |
Crit-modifying sources
- +1 from move — high-crit moves (Slash, Crabhammer, Razor Leaf, Stone Edge, etc.).
- +1 from ability — Super Luck on the user.
- +1 from item —
Razor Claw or
Scope Lens held by the user. - +2 from setup move — Focus Energy raises crit stage by 2.
- Always-crit moves — Wicked Blow, Surging Strikes, Frost Breath, Storm Throw always crit regardless of stage.
- Crit-prevention abilities — Battle Armor and Shell Armor prevent the user from being critically hit.
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.
| Gen | Crit damage | Crit rate (base) | Burn DoT |
|---|---|---|---|
| Gen 1 (RBY) | × 2 | Speed-scaled (1/512 × base Speed) | 1/16 max HP per turn |
| Gen 2 (GSC) | × 2 | 1/16 (fixed) | 1/8 max HP per turn |
| Gen 3 (ADV) | × 2 | 1/16 | 1/8 |
| Gen 4 (DPP) | × 2 | 1/16 | 1/8 |
| Gen 5 (BW) | × 2 | 1/16 | 1/8 |
| Gen 6 (XY) | × 1.5 | 1/16 | 1/8 |
| Gen 7+ (SM/SS/SV/Champions) | × 1.5 | 1/24 | 1/16 |
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 chart — Type Chart covers the type-effectiveness multiplier in full.
- Status conditions — Status Conditions covers burn (-50% physical Atk) and other DoT effects.
- Speed mechanics — Speed & 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.