Damage

Damage (Japanese: ダメージ damage) is a loss of a Pokémon's HP 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 in each Generation as:
===Generation I===
:Damage = \left(\frac{\left( \frac{2 \times Level \times Critical}{5} + 2\right) \times Power \times A / D}{50} + 2\right) \times STAB \times Type1 \times Type2 \times random
where:
* Level is the level of the attacking Pokémon.
* Critical is 2 for a critical hit, and 1 otherwise.
* A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special stat of the attacking Pokémon if the used move is a special move (for a critical hit, all modifiers are ignored, and the unmodified Attack or Special is used instead). If either this or D are greater than 255, both are divided by 4 and rounded down.
* D is the effective Defense stat of the target if the used move is a physical move, or the effective Special stat of the target if the used move is an other special move (for a critical hit, all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has up, or if the move is special and the target has up, this value is doubled (unless it is a critical hit). If the move is or , this value is halved (rounded down, with a minimum of 1). If either this or A are greater than 255, both are divided by 4 and rounded down. Unlike future Generations, if this is 0, the division is not made equal to 0; rather, the game will try to divide by 0 and softlock, hanging indefinitely until it is turned off.
* Power is the power of the used move.
* 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, and 1 if otherwise. Internally, it is recognized as an addition of the damage calculated thus far divided by 2, rounded down, then added to the damage calculated thus far. 
* Type1 is the type effectiveness of the used move against the target's type that comes first in the type matchup table, or only type if it only has one type. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective). 
* Type2 is the type effectiveness of the used move against the target's type that comes second in the type matchup table. This can be 0.5 (not very effective), 1 (normally effective), 2 (super effective). If the target only has one type, Type2 is 1. If this would result in 0 damage, the calculation ends here and the move is stated to have missed, even if it would've hit.
* random is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. If the calculated damage thus far is 1, random is always 1.
===Generation II===
:Damage = \left(\left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50}\right) \times Item \times Critical + 2 \right) \times TK \times Weather \times Badge \times STAB \times Type \times MoveMod \times random \times DoubleDmg
where:
* Level is the level of the attacking Pokémon. If the used move is , L is instead the level of the Pokémon performing the strike.
* 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 (for a critical hit, if the target's Defense or Special Defense stat stage is greater than or equal to the attacker's Attack or Special Attack stat stage, all modifiers are ignored, and the unmodified Attack or Special is used instead). If the used move is , A is instead the base Attack of the Pokémon performing the strike.
* D is the effective Defense stat of the target if the used move is a physical move, or the effective Special stat of the target if the used move is a special move (for a critical hit, all modifiers are ignored, and the unmodified Defense or Special is used instead). If the move is physical and the target has up, or if the move is special and the target has up, this value is doubled (unless it is a critical hit). If the move is or , this value is halved (rounded down, with a minimum of 1). If the used move is , D is instead the base Defense of the target.
* Power is the power of the used move.
* Item is 1.1 if the attacker is holding an type-enhancing held item corresponding to the attack type (for instance, the Magnet for an move). Otherwise, this value is simply 1.
* Critical is 2 for a critical hit, and 1 otherwise. It is always is 1 if the used move is , , or . 
* TK is 1, 2, or 3 for each successive hit of , or always 1 if the used move is not Triple Kick.
* 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 or any Fire-type move during rain, and 1 otherwise. 
* Badge is 1.125 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. This bonus is not applied in link battles or the . 
* 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, and 1 if otherwise. 
* Type is the type effectiveness. This can be 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. If the used move is , , or , Type is always 1.
* MoveMod can be (and if the used move is not any of these, MoveMod is 1):
** If is used, 2^\left(n+d\right), where n is the amount of successful and consecutive hits of the move, up to 4 (for the fifth hit), and d is 1 if was used beforehand and 0 otherwise.
** If is used, 2^n, where n is the number of successful and consecutive uses of the move, up to 4.
** If is used, an integer value corresponding to the Rage counter, i.e. the number of times the user of Rage has been damaged by an attack while using Rage.
* random is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255. random is always 1 if or is used.
* DoubleDmg is 2 if the used move is and the target is attempting to switch out, and the target has previously used , or and the target is in the semi-invulnerable turn of , or or and the target is in the semi-invulnerable turn of Dig, and 1 otherwise.
===Generation III===
:Damage = \left(\left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50}\right) \times Burn \times Screen \times Targets \times Weather \times FF + 2 \right) \times Stockpile \times Critical \times DoubleDmg \times Charge \times HH \times STAB \times Type1 \times Type2 \times random
where:
* Level is the level of the attacking Pokémon. If the used move is , L is instead the level of the Pokémon performing the strike.
* 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 (for a critical hit, negative Attack or Special Attack stat stages are ignored). If the used move is , A is instead the base Attack of the Pokémon performing the strike. 
* D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense stat of the target if the used move is a special move (for a critical hit, positive Defense or Special Defense stat stages are ignored). If the used move is , D is instead the base Defense of the target.
* Power is the effective power of the used move. 
* Burn is 0.5 if the attacker is , its Ability is not , and the used move is a physical move, and 1 otherwise. 
* Screen is 0.5 if the used move is physical and is present on the target's side of the field, or special and is present. For a Double Battle, Screen is instead 2/3, and 1 otherwise or if the used move lands a critical hit. However, if, in a Double Battle, when the move is executed, the only Pokémon on the target's side is the target, Screen remains as 0.5.
* Targets is 0.5 in Double Battles if the move (unless it , like , and only if there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), 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, any Fire-type move during rain, or during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability or . 
* FF is 1.5 if the used move is , and the attacker's Ability is that has been activated by a Fire-type move, and 1 otherwise. 
* Stockpile is 1, 2, or 3 if the used move is , depending on how many s have been used, or always 1 if the used move is not Spit Up.
* Critical is 2 for a critical hit, and 1 otherwise. It is always 1 if , , or is used, if the target's Ability is or , or if the battle is the first one against / or the capture tutorial where Wally catches a .
* DoubleDmg is 2 if the used move is (and 1 if the used move is not any of these moves):
** or and the target is in the semi-invulnerable turn of or .
** , , , or and the target has previously used .
** or and the target is in the semi-invulnerable turn of .
** or and the target is in the semi-invulnerable turn of . 
** and the target is attempting to switch out.
** and the user is , , or .
** and the target is .
** and the attacker has been damaged by the target this turn.
** , there is non-clear weather, and no Pokémon on the field have the Ability or .
* Charge is 2 if the move is and takes effect, and 1 otherwise.
* HH is 1.5 if the attacker's ally in a Double Battle has used on it, and 1 otherwise. 
* 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 and 1 if otherwise. 
* Type1 is the type effectiveness of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is , , , or , both Type1 and Type2 are always 1.
* Type2 is the type effectiveness of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, Type2 is 1. 
* random is realized as a multiplication by a random uniformly distributed integer between 85 and 100 (inclusive), followed by an integer division by 100. random is always 1 if is used.
===Generation IV===
:Damage = \left(\left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50}\right) \times Burn \times Screen \times Targets \times Weather \times FF + 2 \right) \times Critical \times Item \times First \times random \times STAB \times Type1 \times Type2 \times SRF \times EB \times TL \times Berry
where:
* Level is the level of the attacking Pokémon. If the used move is , L is instead the level of the Pokémon performing the strike.
* 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 (for a critical hit, negative Attack or Special Attack stat stages are ignored). If the used move is , A is instead the base Attack of the Pokémon performing the strike.
* D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense stat of the target if the used move is a special move (for a critical hit, positive Defense or Special Defense stat stages are ignored). If the used move is , D is instead the base Defense of the target.
* Power is the effective power of the used move.
* Burn is 0.5 if the attacker is , its Ability is not , and the used move is a physical move, and 1 otherwise.
* Screen is 0.5 if the used move is physical and is present on the target's side of the field, or special and is present. For a Double Battle, Screen is instead 2/3; however, if in a Double Battle when the move is executed, the only Pokémon on the target's side of the field is the target (for moves with only one target), or there is only one target when the move is executed (for moves with more than one target), Screen remains as 0.5. Screen is 1 otherwise or if the used move lands a critical hit.
* Targets is 0.75 in Double Battles if the used move (provided there is more than one such target when the move is executed, regardless of whether the move actually hits or can hit all the targets), 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, or during any non-clear weather besides harsh sunlight, and 1 otherwise or if any Pokémon on the field have the Ability or .
* FF is 1.5 if the used move is , and the attacker's Ability is that has been activated by a Fire-type move, and 1 otherwise.
* Critical is 2 for a critical hit, 3 if the move lands a critical hit and the attacker's Ability is , and 1 otherwise. It is always 1 if or is used, the target's Ability is or , the target is under the effect of , or if the battle is the first one against .
* Item is 1.3 if the attacker is holding a Life Orb, 1+\frac{n}{10} if the attacker is holding a , where n is the amount of times the same move has been successfully and consecutively used, up to 10, and 1 otherwise.
* First is 1.5 if the used move was stolen with Me First.
* random is realized a random integer from 85 to 100, inclusive, divided by 100. random is always 1 if is used.
* 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.
* Type1 is the type effectiveness of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is , , , or , both Type1 and Type2 are always 1.
* Type2 is the type effectiveness of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, Type2 is 1.
* SRF is 0.75 if the used move is super effective, the target's Ability is or , and the attacker's Ability is not , and 1 otherwise.
* EB is 1.2 if the used move is super effective and the attacker is holding an Expert Belt, and 1 otherwise.
* TL is 2 if the used move is not very effective and the attacker's Ability is , and 1 otherwise.
* Berry is 0.5 if the used move is super effective and the target is holding the , or and the target is holding a Chilan Berry, and 1 otherwise.
===Generation V onward===
Unless otherwise specified, all divisions and multiplications past the initial base damage calculation are rounded to the nearest integer if the result is not an integer (rounding down at 0.5).
:Damage = \left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times \tfrac{A}{D}}{50} + 2\right) \times Targets \times PB \times Weather \times GlaiveRush \times Critical \times random \times STAB \times Type \times Burn \times other \times ZMove \times TeraShield
where
* Level is the level of the attacking Pokémon.
* 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 negative 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 positive stat stages for a critical hit).
* Power is the effective power of the used move.
* Targets is 0.75 (0.5 in Battle Royals) if the move has more than one target when the move is executed, and 1 otherwise.
* PB is 0.25 (0.5 in Generation VI) if the move is the second strike of , and 1 otherwise.
* Weather is 1.5 if a move is being used during rain or a move or during harsh sunlight, and 0.5 if a Water-type move (besides Hydro Steam) is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise or if any Pokémon on the field have the Ability or .
* GlaiveRush is 2 if the target used the move in the previous turn, or 1 otherwise.
* Critical is 1.5 (2 in Generation V) for a critical hit, and 1 otherwise. Decimals are rounded down to the nearest integer. It is always 1 if the target's Ability is or or if the target is under the effect of .
** Conversely, unless critical hits are prevented entirely by one of the above effects, Critical will always be 1.5 (or 2 in Generation V) if the used move is , , , , , or , the target is and the attacker's Ability is , or if the user is under the effect of .
* random is a random factor. Namely, it is recognized as a multiplication from a random integer between 85 and 100, inclusive, then divided by 100.
** If the battle is taking place as a Pokéstar Studios film, random is always 1.
* 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 otherwise or if the attacker and/or used move is typeless. If the used move is a combination Pledge move, STAB is always 1.5 (or 2 if the user's Ability is Adaptability). When stallized, STAB is (if not 1):
** 1.5 if the move's type matches either the Pokemon's original type(s) or a different Tera Type from its original types, and the attacker's Ability is not Adaptability.
** 2 if the move's type matches the same Tera Type as one of the Pokemon's original types and the attacker's Ability is not Adaptability, or the situation above, if the attacker's Ability is Adaptability.
*** However, if STAB only applies from the attacker's original type(s), not its Tera Type, STAB will always be 1.5, even if the attacker's Ability is Adaptability.
** 2.25 if the move's type matches the same Tera Type as one of the Pokemon's original types and the attacker's Ability is Adaptability.
* Type is the . This can be 0.125, 0.25, 0.5 (not very effective); 1 (normally effective); 2, 4, or 8 (super effective), depending on both the move's and target's types. The 0.125 and 8 can potentially be obtained on a Pokémon under the effect of or . If the used move is or typeless , or the target is typeless, Type is always 1. Decimals are rounded down to the nearest integer. Certain effects can modify this, namely:
** If the target is an ungrounded that is not being grounded by any other effect and is holding an Iron Ball or under the effect of , Type is equal to 1.
** If the target is a grounded (unless grounded by an Iron Ball or Thousand Arrows, as above), treat 's matchup against Flying as 1.
** If the target is holding a Ring Target and the used move is of a type it would otherwise be immune to, treat that particular type matchup as 1.
** If the attacker's Ability is , treat and 's type matchups against as 1.
** If the target is under the effect of , or , and the target is of a type that would otherwise grant immunity to the used move, treat that particular type matchup as 1.
** If the used move is , treat the move's type's matchup against as 2.
** If the used move is , consider both the move's type effectiveness and the type's against the target, and multiply them together.
** If strong winds are in effect and the used move would be super effective against , treat the type matchup against Flying as 1 instead.
** If the target is under the effect of and the used move is , multiply Type by 2.
* Burn is 0.5 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, in this order (and if multiple moves, Abilities, or items take effect, they do so in the order of the out-of-battle stats of the Pokémon with them):
Effect 	Value 	Detail
, , and 	2 	If the target is Dynamaxed and the used move is one of these three
Moves interacting with	2 	If the target has used and the used move is one listed here
and 	2 	If the target is in the semi-invulnerable turn of and the used move is one of these two
and 	2 	If the target is in the semi-invulnerable turn of and the used move is one of these two
, , and 	0.5 	If in effect on the target's side, the used move is physical (Reflect), special (Light Screen), or either (Aurora Veil), the move is not a critical hit, and the user's Ability is not . Does not stack, even if e.g. Light Screen and Aurora Veil are active at the same time.
and 	5461/4096 (~1.3333)	If either of these are the used move and it is super effective
and 	0.5 	If the target has this Ability and is at full health
 	0.5 	If the target has this Ability and the used move makes contact
 	0.5 	If the target has this Ability and the used move is sound-based
 	0.5 	If the target has this Ability and the used move is a special move
 	0.75 	If an ally of the target has this Ability
, and 	0.75 	If the target has this Ability and the used move is super effective (Type > 1)
 	1.25 	If the user has this Ability and the used move is super effective (Type > 1)
 	1.5 	If the attacker has this Ability and the move lands a critical hit
 	2 	If the attacker has this Ability and the used move is not very effective (Type < 1)
 	2 	If the target has this Ability and the used move is
 	0.5 	If held by the target, the move is of the corresponding type, and is super effective (Type > 1); for the Chilan Berry, the used move must simply only be
Expert Belt 	4915/4096 (~1.2) 	If held by the attacker and the move is super effective (Type > 1)
Life Orb 	5324/4096 (~1.3) 	If held by the attacker
 	Varies 	1 + (819/4096 (~0.2) per successful consecutive use of the same move) if held by the attacker, but no more than 2
:If multiple effects influence the other value, their values stack multiplicatively, in the order listed above. This is done by starting at 4096, multiplying it by each number above in the order listed above, and rounding to the nearest integer whenever the result is not an integer (rounding up at 0.5). When the final value is obtained, it is divided by 4096, and this becomes other. For example, if both and a Chilan Berry take effect, other is \frac{4096 \times 0.5 \times 0.5}{4096} = 0.25.
* ZMove is 0.25 if the move is a Z-Move or Max Move and the target would be protected from that move (e.g. by ), and 1 otherwise. (If this multiplier is applied, a message is displayed that the target "couldn't fully protect" itself.)
* TeraShield is applied in Tera Raid Battles when the Raid boss's shield is active. It is 0.2 if the player's Pokémon is not stallized, 0.35 if it is but the used move is not of its Tera Type, and 0.75 if it is and the used move is of its Tera Type. The result is subject to standard rounding (rounding up at 0.5).
In the first four generations, during the calculation, all operations are carried out on integers internally—this means that all division operations are truncated integer division (i.e. rounding down if the result is not an integer), and the results of multiplication operations are rounded down afterwards (truncating any fractional part). From Generation V onward, there are three different types of rounding; a (the same as previous generations), rounding to the nearest integer while rounding down at 0.5, and rounding to the nearest integer while rounding up at 0.5.
If the calculation yields 0, the move will deal 1 HP damage instead (unless Type is equal to 0, in which case damage calculation is skipped entirely); however, in Generation V, a move may deal 0 damage when other is less than 1, because the routine to prevent 0 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) modifiers will be 1. This effectively gives
:
\begin{align}
Damage &= \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 65 \times 123 / 163}{50} + 2\right) \times 1 \times 1 \times 1 \times 1 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1\\
& = rand \in [168,196] 
\end{align}
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, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, and it will also be Critical = 1.5:
:
\begin{align}
Damage &= \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 71 \times 123 / 163}{50} + 2\right) \times 1 \times 1 \times 1 \times 1.5 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1 \\
&= rand \in [268,324]
\end{align}
That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.
===Pokémon Legends: Arceus===
In Pokémon Legends: Arceus, a new damage calculation methodhttps://twitter.com/Sibuna_Switch/status/1553954748809764864 is used:
All multiplications and divisions are rounded down to the nearest integer unless specified.
:Damage = \left(\frac{\left(\left(100+A + \left(15 \times Level\right)\right) \times Power\right) / \left(D+50\right)}{5} \right) \times \left(AtkMod \times DefMod\right) \times random \times Type \times OtherMods
:OtherMods = Weather \times Critical \times STAB \times BurnFrostbite \times Drowsy \times FixatedOffense \times FixatedDefense \times Primed
where
* Level is the level of the attacking Pokémon.
* 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.
** If the attacker is under , then the physical Attack stat will be halved at this step of the calculation.
** If the attacker is filled with Wild Might or Terrible Might, both Attack stats will be multiplied by 1.5.
* D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense of the target if the used move is an other special move.
** If the target is filled with Wild Might or Terrible Might, both Defense stats will be multiplied by 1.5.
* Power is the power of the used move.
* AtkMod is 1.5 if the attacker's offensive stats are boosted, 1 if they are neutral, or 0.66 if they are lowered. If the attacker and target have the same "stage" of offensive and defensive stats, both this and DefMod are 1. This is applied by first multiplying AtkMod by DefMod, then multiplying the result by the calculated damage thus far and rounding down to the nearest integer.
* DefMod is 1.5 if the target's defensive stats are lowered, 1 if they are neutral, or 0.66 if they are boosted.
* random is realized as a multiplication by a random integer between 85 and 100 (inclusive), and divided by 100. 
** Splinter damage (from , , , and ) is not subject to this factor.
* Type is the . This can be 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's types.
* Weather is 0.75 if a Fire-type move is used during rain, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
* Critical is 1.5 for a critical hit, and 1 otherwise.
* STAB is the same-type attack bonus. This is equal to 1.25 if the move's type matches any of the user's types, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
* BurnFrostbite is 0.5 if the attacker is ed and the used move is physical, or if the attacker is and the used move is special, and 1 otherwise.
* Drowsy is 1.33 if the target is , and 1 otherwise.
* FixatedOffense is 1.5 if the attacker is fixated, and 1 otherwise.
* FixatedDefense is 1.33 if the target is fixated, and 1 otherwise.
* Primed is 1.5 if the attacker is primed, and 1 otherwise.
===Pokémon GO===
In , damage is calculated differently due to different variables existing in the game.
:Damage = \left\lfloor 0.5 \times Power \times \frac{Attack}{Defense} \times Modifier \right\rfloor + 1
where
* Power is the power of the used
* Attack is the Attack of the attacking Pokémon
* Defense is the Defense stat of the Pokémon being attacked
* For :
** \times \tfrac{6}{5} is applied to Attack
** \times \tfrac{5}{6} is applied to Defense
and 
:Modifier = Type \times STAB \times Weather \times Friendship \times Dodged \times Mega \times Trainer \times Charge
where
* Type is the , which is calculated differently in GO, using multipliers of base 1.6 instead of 2.
* STAB is the same-type attack bonus. This is equal to 1.2 if the move's type matches any of the user's types, and 1 if otherwise.
* The following variables are applied in and s only, and are 1 otherwise.
** Weather is 1.2 if the move used has a weather-boosted type, and 1 otherwise.
** Friendship is applied when battling with and varies depending on the Friendship level.
*** 1.03 if Good Friends
*** 1.05 if Great Friends
*** 1.07 if Ultra Friends
*** 1.1 if Best Friends
*** 1 otherwise
** Dodged is 0.25 if the attack was successfully dodged, and 1 if otherwise.
*** Gym defenders and Raid Bosses will never dodge a player's attacks
** Mega is greater than 1 when there is one or more Mega-Evolved Pokémon on the battlefield.
*** 1.1 if none of the Mega-Evolved Pokémon have the same type as the move
*** 1.3 if one or more Mega-Evolved Pokémon have the same type as the move
* The following variables are applied in s only, and are 1 otherwise.
** Trainer is 1.3 for all attacks used in a Trainer Battle.
** Charge is applied only for Charged Attacks, and its value depends on the player's score during the minigame. The possible ranges are
*** Charge = 1 if "Excellent!"
*** Charge \in [0.75, 1) if "Great!"
*** Charge \in [0.5, 0.75) if "Nice!"
*** Charge \in [0.25, 0.5) otherwise
By the damage formula, moves that have a power of 0 such as and will always do 1 HP damage.
===Pokémon Masters EX===
==Trivia==
* In , if the player's Pokémon deals over 33037 HP damage, the Pokémon will faint, but the HP bar will not be drained; if it deals exactly 33037 HP, the HP bar will be drained automatically.
* In Generation V onward, the amount of damage that can be dealt in a single attack is capped at 65535. In addition, an overflow can occur during the calculation of very high damage amounts, causing the actual damage dealt to be much lower than expected.https://www.smogon.com/forums/threads/ultra-sun-ultra-moon-battle-mechanics-research-read-post-2.3620030/page-9#post-7760159
** Likewise, in and specifically, the maximum amount of damage that can be dealt in one hit is 10000.https://github.com/pret/pokefirered/blob/master/src/battle_script_commands.c#L1726https://github.com/pret/pokeemerald/blob/aa9ccbf1940d28c2342eccad77b8a6a44f592794/src/battle_script_commands.c#L1821
* 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.
			
			
			
			
			
			
			
			
			
			
			
			
==In other languages==
==External links==
* The Complete Damage Formula for Black & White (Smogon University)
* DaWoblefet’s Damage Dissertation- A Complete Guide to the Damage Formula
==References==
Category:Game mechanics
de:Schaden
es:Daño
it:Danno
ja:ダメージ
zh:伤害