HP

:For the move commonly referred to in competitive battling as "HP", see . For the Pokémon Trading Card Game set officially abbreviated as "HP," see .
HP (Japanese: ), short for Hit Point (Japanese: Hit Point), is a stat that determines how much damage a Pokémon can receive before fainting.
==In the core series games==
Each Pokémon has a maximum HP value, and the current HP value which is somewhere between 0 (if it has fainted) or the maximum HP (if it has full HP).
As with other stats, a Pokémon's maximum HP usually increases with their level, and is a combination of the Pokémon's base stats, individual values, and effort values. Some Pokémon species tend to have a higher or lower HP than others, and some individual Pokémon may have different HP even if they are of the same species and level. A Pokémon's maximum HP may reach hundreds of points. However, is a special case, whose maximum HP is always 1.
A Pokémon needs to have at least 1 HP to be able to . If a Pokémon reaches 0 HP, it has fainted. However, a fainted Pokémon can still use field moves outside of battle, such as , , , , , etc.
The player's Pokémon are able to enter into battle with less than full HP if they have not been healed yet. The opposing Pokémon (both wild and owned by NPCs) always start battles with full HP. However, if a roaming Pokémon takes damage and then flees from the current battle, it will still have the same damage (that is, the amount of HP lost) when it is found for the next battle.
In a battle between Trainers, the objective is causing all the opposing Pokémon to reach 0 HP and faint, at which point the battle ends. In a battle against a wild Pokémon, the player may wish to deal some damage to the wild Pokémon and decrease its HP for the purpose of catching it more easily. However, if the wild Pokémon reaches 0 HP and faints, the battle will end and this Pokémon will not be caught.
If all Pokémon in the player's party faint, then the player blacks out. This causes the player to lose a sum of money and be sent to a Pokémon Center (or to the player's house at the start of the game), at which point all of the player's Pokémon will be healed automatically.
===HP bar===
The current and maximum HP of each Pokémon is usually shown as a horizontal bar, which displays how much HP each Pokémon has; this is visible in a Pokémon battle, as well as in the party and summary screens. Additionally, the player may see exactly the number of current and maximum HP for each of their Pokémon. The Pokémon that are not owned by the player (including Pokémon owned by non-player characters, as well as wild Pokémon) have their HP bars visible in battle as well, but the exact number of their current and maximum HP number is not revealed to the player.
In Generation I, if the HP bar's fill was 27 pixels or wider (out of a total end-to-end length of 48 pixels), it would be colored green; if it was between 10 and 26 pixels, it would be colored yellow; and if it was less than 10 pixels wide, it would be colored red. This means the HP bar turns yellow noticeably earlier than in the later games, or at about 56% of the Pokémon's maximum HP.
From Generation II onwards, if a Pokémon has more than half of its max HP, its HP bar remains green. If the Pokémon has between one-fifth and half of its HP, the bar will turn yellow (in Generation II, a Pokémon revived to exactly half of their HP will have a green HP bar). If a Pokémon has less than one-fifth of its HP remaining, the bar will turn red and a beeping sound (Generations I-), a change of battle music with the beep as a metronome (Generation V), or a series of 4 beeping sounds before fading away (since Generation VI) will notify the player that their Pokémon is in danger of fainting. Before Generation VI, this beeping will continue until the Pokémon is switched out to another Pokémon which has at least one-fifth of its HP, has its HP raised to one-fifth or higher by any means, or faints.
The HP bar also affects the Pokémon's cry. Since , if a Pokémon's HP bar is green, the player will hear the cry of the Pokémon in its normal sounding rate, but if the Pokémon faints, its cry will be lowered by a whole step. Also, since , if the Pokémon has less than half its total HP, its cry will be lowered by a half-step to indicate its weakened state.
====Animation====
Prior to Generation VI, the speed at which the HP bar depletes after a Pokémon has received damage is dependent on a Pokémon's HP. Its relation to HP is different per generation,Information about HP bar animation in Generation II but the speed is noticeably different between Pokémon with high and low HP stats. The HP bar in Generation IV depletes 1 HP for every 2 frames at 60 FPS (except for the first HP lost, which only takes 1 frame) for Pokémon with more HP than the number of pixels in the HP bar.Video about HP bar animation in Generation IV This leads to Pokémon like taking over twenty seconds to faint from full health at high levels.
Interestingly, HP depletion speed can be used to narrow down how much damage an opponent's Pokémon has taken without seeing its actual HP stats.
 
The HP bar visibly decreases slower for compared to in .
Prior to Generation V, the HP bar immediately drops to 0 for the user of a move that causes the user to faint, such as .
's HP immediately dropping to 0 in Generation IV compared to 's HP depleting gradually in Generation V.
===Losing HP===
The most common way for a Pokémon to lose HP is by being hit by a move that deals damage; most physical and special moves can deal damage. However, there are other ways to lose HP, such as making contact to a Pokémon with , or being hit by a .
====Moves that cost HP====
There are some moves that cost HP to use.
Move	Type 	Category	HP cost	Power 	Accuracy	Notes
 	1/4 of maximum HP	— 	— 	The user creates a substitute, which has 1/4 of the user's maximum HP. 	 	
 	1/3 of maximum HP	— 	— 	This move raises the user's Attack, Defense, Special Attack, Special Defense, and Speed by one stage each. 	 	
 	1/2 of maximum HP	— 	— 	This move maximizes the user's Attack stat. 	 	
 	1/2 of maximum HP	— 	— 	If the user is , it pays the HP cost and places a curse on the target; the cursed Pokémon loses 1/4 of HP each turn from then onIf the user is not Ghost-type, there is no HP cost involved; the user's Speed will drop one stage, while its Attack and Defense will rise one stage each.	 	
 	1/2 of maximum HP	— 	— 	This move raises the user's Attack, Special Attack, and Speed stats by two stages each. 	 	
 	1/2 of maximum HP	— 	— 	The user creates a substitute and switches out. 	 	
 	1/2 of maximum HP	 	 	 	 	
 	1/2 of maximum HP	 	 	 	 	
===Restoring HP===
The player may use a Pokémon Center to completely heal all the Pokémon in the party (including their HP, PP, and status conditions).
In Generation I, it is possible to start a link battle with Pokémon that have less than full HP if they have not been healed yet. However, all Pokémon are completely healed after each link battle. From Generation II onwards, all Pokémon are automatically healed before all link battles.
In Generation I, the Pokémon deposited in the Pokémon Storage System are not healed. From Generation onwards, the deposited Pokémon are completely healed.
In all core series games, the player's Pokémon are also automatically healed after the first battle against a rival character.
====HP-restoring items====
These are the items that restore a Pokémon's HP. Most of these items are consumed when used, except the repeatable items such as Leftovers. Almost all these items only work on Pokémon that are not fainted, except the reviving items at the end of the list.
Sprite 	Name 	HP restored by generation 	HP restored by generation 	HP restored by generation 	HP restored by generation 	HP restored by generation 	HP restored by generation 	HP restored by generation 	HP restored by generation 	Method of use 	Method of use 	Notes 	 	 	
Sprite 	Name 	 	 	 	 	 	 	 	 	Bag 	Held item 	Notes 	 	 	
 	 	— 	10 	— 	— 	— 	— 	— 	— 	 	 	 	 	 	
 	Oran Berry 	— 	— 	10 	10 	10 	10 	10 	10 	 	 	 	 	 	
 	Potion 	20 	20 	20 	20 	20 	20 	20 	20 	 	 	Increases the partner Pikachu's friendship in , 	 	 	
 	Berry Juice 	— 	20 	20 	20 	20 	20 	20 	20 	 	 	 	 	 	
 	Rage Candy Bar 	— 	20 	— 	— 	20 	20 	— 	— 	 	 	In , this is a Key Item that can be exchanged for From Generation VII onwards, this item heals status conditions 	 	 	
 	Sweet Heart 	— 	— 	— 	— 	20 	20 	20 	20 	 	 	 	 	 	
 	Gold Berry 	— 	30 	— 	— 	— 	— 	— 	— 	 	 	 	 	 	
 	Sitrus Berry 	— 	— 	30 	¼ 	¼ 	¼ 	¼ 	¼ 	 	 	 	 	 	
 	Fresh Water 	50 	50 	50 	50 	50 	50 	30 	30 	 	 	 	 	 	
 	Super Potion 	50 	50 	50 	50 	50 	50 	60 	60 	 	 	Increases the first partner Pikachu's friendship in Pokémon Yellow, even if the item would have no effect 	 	 	
 	Energy Powder 	— 	50 	50 	50 	50 	50 	60 	60 	 	 	Lowers friendship 	 	 	
 	Soda Pop 	60 	60 	60 	60 	60 	60 	50 	50 	 	 	 	 	 	
 	Lemonade 	80 	80 	80 	80 	80 	80 	70 	70 	 	 	 	 	 	
 	Moomoo Milk 	— 	100 	100 	100 	100 	100 	100 	100 	 	 	 	 	 	
 	Hyper Potion 	200 	200 	200 	200 	200 	200 	120 	120 	 	 	Increases the first partner Pikachu's friendship in Pokémon Yellow, even if the item would have no effect 	 	 	
 	Energy Root 	— 	200 	200 	200 	200 	200 	120 	120 	 	 	Lowers friendship 	 	 	
 	Aguav Berry 	— 	— 	⅛ 	⅛ 	⅛ 	⅛ 	½ 	⅓ 	 	 	Confuses a Pokémon that dislikes the bitter flavor 	 	 	
 	Figy Berry 	— 	— 	⅛ 	⅛ 	⅛ 	⅛ 	½ 	⅓ 	 	 	Confuses a Pokémon that dislikes the spicy flavor 	 	 	
 	Iapapa Berry 	— 	— 	⅛ 	⅛ 	⅛ 	⅛ 	½ 	⅓ 	 	 	Confuses a Pokémon that dislikes the sour flavor 	 	 	
 	Mago Berry 	— 	— 	⅛ 	⅛ 	⅛ 	⅛ 	½ 	⅓ 	 	 	Confuses a Pokémon that dislikes the sweet flavor 	 	 	
 	Wiki Berry 	— 	— 	⅛ 	⅛ 	⅛ 	⅛ 	½ 	⅓ 	 	 	Confuses a Pokémon that dislikes the dry flavor 	 	 	
 	Enigma Berry 	— 	— 	— 	¼ 	¼ 	¼ 	¼ 	¼ 	 	 	Restores the holder's HP when hit by a super effective move 	 	 	
 	Max Potion 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	 	 	Increases the first partner Pikachu's friendship in Pokémon Yellow, even if the item would have no effect 	 	 	
 	Full Restore 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	 	 	Fully restores a Pokémon, including its HP, and status conditionsIncreases the first partner Pikachu's friendship in Pokémon Yellow, even if the item would have no effect 	 	 	
 	Heal Ball 	— 	— 	— 	— 	Full 	Full 	Full 	Full 	 	 	Fully restores a wild Pokémon that was caught with this item and sent to the party(as opposed to the , in which all Pokémon are fully healed regardless of the type of Poké Ball) 	 	 	
Repeatable items	Repeatable items	Repeatable items 	Repeatable items 	Repeatable items 	Repeatable items 	Repeatable items 	Repeatable items 	Repeatable items 	Repeatable items 	Repeatable items	Repeatable items	Repeatable items 	Repeatable items	Repeatable items	Repeatable items
 	Leftovers 	— 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	 	 	Restores the holder's HP at the end of each turn 	 	 	
 	Black Sludge 	— 	— 	— 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	1/16(rounded down, minimum 1 HP) 	 	 	If the holder is , restores the holder's HP at the end of each turnIf the holder is not Poison-type, the holder takes damage 	 	 	
 	Shell Bell 	— 	— 	1/8 of damage dealt to the target(rounded down, minimum 1 HP) 	1/8 of damage dealt to the target(rounded down, minimum 1 HP) 	1/8 of damage dealt to the target(rounded down, minimum 1 HP) 	1/8 of damage dealt to the target(rounded down, minimum 1 HP) 	1/8 of damage dealt to the target(rounded down, minimum 1 HP) 	1/8 of damage dealt to the target(rounded down, minimum 1 HP) 	 	 	Restores the holder's HP when the holder deals damage with a move 	 	 	
Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items 	Reviving items
 	Rare Candy 	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	the amount of HP gained when leveling up,otherwise 2 HP(except a fainted revives with 1 HP)	 	 	It increases a Pokémon's level, up to level 100The Pokémon may gain some HP as a natural result of leveling upIt can be used to revive a fainted Pokémon with little HP 	 	 	
 	Revive 	Half 	Half 	Half 	Half 	Half 	Half 	Half 	Half 	 	 	 	 	 	
 	Max Revive 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	 	 	 	 	 	
 	Revival Herb 	— 	Full 	HalfFull 	Full 	Full 	Full 	Full 	Full 	 	 	Lowers friendship 	 	 	
 	Sacred Ash 	— 	Full 	Full 	Full 	Full 	Full 	Full 	Full 	 	 	This item can only be used outside of battleIn Generation II, fully restores all Pokémon in the party, provided there is at least one fainted PokémonFrom Generation III onwards, fully restores all fainted Pokémon	 	 	
====HP-restoring moves====
These are moves that restore HP.
Move	 	Type 	Category 	HP restored 	HP restored 	Power 	Accuracy 	Notes
Move	 	Type 	Category 	User 	Other Pokémon	Power 	Accuracy 	Notes
 	IV 	50% of maximum HP 	— 	— 	—% 	 	 	
 	VII 	50% of maximum HP 	— 	— 	—% 	Heals the user's HP, provided it also heals the target's status condition 	 	
 	I 	50% of maximum HP 	— 	— 	—% 	 	 	
 	IV 	50% of maximum HP 	— 	— 	—% 	A user loses its Flying type for the remainder of the turn while using this move 	 	
 	III 	50% of maximum HP 	— 	— 	—% 	 	 	
 	III 	50% of maximum HP 	— 	— 	—% 	Heals the user (or the Pokémon in the user's current position) on the next turn 	 	
 	II 	50% of maximum HP(in battle) 	20% of user's HP(outside of battle) 	— 	—% 	These moves heal the user in battleThey are also used outside of battle to transfer HP from the user to another non-fainted Pokémon in the party 	 	
 	I 	50% of maximum HP(in battle) 	20% of user's HP(outside of battle) 	— 	—% 	These moves heal the user in battleThey are also used outside of battle to transfer HP from the user to another non-fainted Pokémon in the party 	 	
 	VII 	½ (outside of a )⅔ (during a sandstorm) 	— 	— 	—% 	 	 	
 	II 	Varies depending on the weatherIn Generation II only, it also depends on the time 	— 	— 	—% 	Prior to Generation VI, it was a move 	 	
 	II 	Varies depending on the weatherIn Generation II only, it also depends on the time 	— 	— 	—% 	 	 	
 	II 	Varies depending on the weatherIn Generation II only, it also depends on the time 	— 	— 	—% 	 	 	
 	I 	Full HP 	— 	— 	—% 	The user starts once this move is used 	 	
 	IV 	1/16 of maximum HP 	— 	— 	—% 	Once any of these moves is used, the user is healed automatically at the end of every turnIngrain roots the user to the ground, preventing its escape 	 	
 	III 	1/16 of maximum HP 	— 	— 	—% 	Once any of these moves is used, the user is healed automatically at the end of every turnIngrain roots the user to the ground, preventing its escape 	 	
 	VIII	25% of maximum HP 	25% of maximum HP 	— 	—% 	Heals the user, as well as its allies 	 	
 	VIII	25% of maximum HP 	25% of maximum HP 	— 	—% 	Heals the user, as well as its allies 	 	
 	VI 	1/16 of maximum HP 	1/16 of maximum HP 	— 	—% 	As long as this this terrain is in effect, grounded Pokémon are healed automatically at the end of every turn 	 	
 	I 	1/16 of seeded Pokémon's HP (Generation I)1/8 of seeded Pokémon's HP (Generation II onwards)	— 	— 	90% 	Once Leech Seed is used, the target becomes seeded and it takes damage at the end of every turnThe user (or another Pokémon in the same place) restores the same amount of HP as the damage dealtIf the seeded Pokémon has , the user is damaged instead of healedIn Generation I only, this move's damage is calculated in the same way as , and only if Toxic is currently applied to the target.	 	
 	I 	50% of damage dealt 	— 	 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	I 	50% of damage dealt 	— 	 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	VI 	50% of damage dealt 	— 	 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	IV 	50% of damage dealt 	— 	 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	II 	50% of damage dealt 	— 	 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	V 	50% of damage dealt 	— 	75 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	I 	50% of damage dealt 	— 	 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	IX 	50% of damage dealt 	— 	80 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	VII 	50% of damage dealt 	— 	90 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	IX 	50% of damage dealt 	— 	90 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	I 	50% of damage dealt 	— 	100 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	VI 	75% of damage dealt 	— 	50 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	VI 	75% of damage dealt 	— 	80 	100% 	These moves deal damage on the target and restore the user's HPDream Eater only works if the target is If the target has , the user is damaged instead of healed 	 	
 	VII 	The target's Attack 	— 	— 	100% 	This move lowers the target's Attack by one stageIt also restores the user's HP by the same amount as the target's Attack stat (not counting the attack drop from Strength Sap).If the target has , the user is damaged instead of healed 	 	
 	VIII	— 	1/6 of maximum HP 	1/6 of maximum HP	— 	—% 	Deals damage to the target; its category and power depend on the move it is based onHeals the user as well as its allies	
 	VII 	— 	½ (outside of )⅔ (with Grassy Terrain)	— 	—% 	Heals the target's HP 	 	
 	V 	— 	50% of maximum HP 	— 	—% 	Heals the target's HP 	 	
 	VII 	— 	50% of maximum HP 	90 	100% 	Heals the target's HP when used on an allyDeals damage when used on a foePokémon with are immune to this move 	 	
 	II 	— 	25% of maximum HP 	— 	90% 	This move has a chance of either dealing damage or healing the target's HP 	 	
 	IV 	— 	Full HP 	— 	—% 	The user faints; the next Pokémon is completely healed, with full HP 	 	
 	IV 	— 	Full HP 	— 	—% 	The user faints; the next Pokémon is completely healed, with full HP 	 	
 	II 	Varies 	Varies 	— 	 	This move splits the current HP between the user and the target 	 	
===Dynamaxing===
When a Pokémon Dynamaxes, its HP is increased by 50% until the Dynamax state wears off. By increasing a Pokémon's Dynamax Level, this increase can be raised up to 100%, with each level providing a 5% increase.
==In the spin-off games==
===Pokémon Trading Card Game series===
===Pokémon Mystery Dungeon series===
In the Pokémon Mystery Dungeon games, a Pokémon is at "critically low HP" when it has less than 25% of its max HP left.
==In animation==
===Pokémon the Series===
Hit Points have only ever been explicitly mentioned in the once. Specifically, they were mentioned by in the episode Fire and Ice, and even then, this mention only exists in the dubbed version. However, in , battles held in official tournaments or competitions often track the battling Pokémon's health on a jumbotron, though the term "Hit Points" or "HP" is not used.
===Pokémon Origins===
As first seen in File 1: Red, facilities like Gyms and the Pokémon League feature screens that display a Pokémon's HP in the form a bar, similar to the .
==In the manga==
===Pokémon Adventures===
HP has been mentioned several times throughout Pokémon Adventures, the first mention occurring in Wanted: Pikachu!.
========
In Just a Spearow Carrier, an HP bar similar to the games was seen at Indigo Plateau.
==In the TCG==
The cards have an HP (Japanese: ) value at the top-right corner. It represents the health of each Pokémon card and the amount of it can take before being .
==References==
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