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Mechanics, foundational14 dk okuma
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).

Order matters

The modifiers apply in a specific order at the engine level. In particular: STAB applies BEFORE type effectiveness, type effectiveness applies BEFORE the random roll, and burn applies AFTER STAB+type. The order rarely matters in practice (multiplication is commutative within a roll) but matters for the engine's integer floors at each step.

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:

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.

What 'always OHKO' means

When a damage calc reports "always OHKO", it means the LOWEST roll (0.85) still produces ≥100% damage. When it reports "X% chance to OHKO", exactly X% of the 16 rolls produce ≥100% damage. The damage calc thinks in terms of these 16-roll probability buckets.

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

Crit ignores stat drops on the attacker AND stat boosts on the defender

When a crit lands, the engine recalculates damage using only stat values that benefit the attacker. The attacker's negative stat changes are ignored; the defender's positive stat changes are ignored. Defensive boosts (Calm Mind, Iron Defense) provide NO protection against crits.

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 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.