Damage

File:Ash Pokémon injured.png
**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 moves that deal direct damage, 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 as

where

* *Level* is the level of the attacking Pokémon (or twice the level for a critical hit in Generation I).
* *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 allGen. II/negativeGen. III+ 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 special move that uses the target's Defense stat, or the effective Special Defense of the target if the used move is an other special move (ignoring allGen. II/positiveGen. III+ stat stages for a critical hit).
* *Power* is the effective power of the used move.

and *Modifier* is

where

* *Targets* is 0.75 if the move has more than one target, and 1 otherwise. (In Generation III, it is 0.5 for moves that target all adjacent foes with more than one target, and 1 otherwise.)
* *Weather* is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise.
* *Badge* is applied in Generation II only. It is 1.25 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.
* *Critical* is applied starting in Generation II. It is 2 for a critical hit in Generations II-V, 1.5 for a critical hit from Generation VI onward, and 1 otherwise.
* *random* is a random factor between 0.85 and 1.00 (inclusive):
	+ From Generation III onward, it is a random integer percentage between 0.85 and 1.00 (inclusive)
	+ In Generations I and II, it is realized as a multiplication by a random uniformly distributed integer between 217 and 255 (inclusive), followed by an integer division by 255
* *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 Adaptability, and 1 if otherwise.
* *Type* is the type effectiveness. This can be 0 (ineffective); 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.
* *Burn* is 0.5 (from Generation III onward) if the attacker is burned, its Ability is not Guts, and the used move is a physical move (other than Facade 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:

 Life Orb | ~1.3
 Metronome | >1
 Type-resist Berries | 0.5

If multiple effects influence the *other* value, their values stack multiplicatively. For example, if both Multiscale and a Chilan Berry take effect, *other* is `0.5 * 0.5 = 0.25`.
During the calculation, any operations are carried out on integers internally, such that effectively each division is a truncated integer division (rounding towards zero, cutting off any decimals), and any decimals are cut off after each multiplication operation. If the calculation yields `0`, the move will deal 1 HP damage instead; however, in Generations I and V, different behavior may occur due to apparent oversights:

* In Generation I, if the calculation yields `0` because the target has two types that both resist the move's type, the move will miss as if it is ineffective;
* In Generation V, a move may deal 0 HP damage when *other* is less than `1`, because the routine to prevent 0 HP damage is erroneously performed before applying the *other* factor.

### Example

Imagine a level 75 Glaceon that does not suffer a burn and holds no item with an effective Attack stat of 123 uses Ice Fang (an Ice-type physical move with a power of 65) against a Garchomp with an effective Defense stat of 163 in Generation VI, and does not land a critical hit. Then, the move will receive STAB, because Glaceon's Ice type matches the move's: *STAB* = 1.5. Additionally, Garchomp is Dragon/Ground, and therefore has a double weakness to the move's Ice type: *Type* = 4. All other (non-random) factors of *Modifier* will be 1. This effectively gives

When also plugging in Glaceon's effective Attack stat and Garchomp's effective Defense stat, the whole damage formula gives

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, it will be *Critical* = 1.5, effectively giving

Furthermore, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, leading the whole formula to give

That means Ice Fang will now do between 268 and 324 HP damage, depending on luck.

## Fainting

 File:Ash Pikachu unable to battle.png
**Fainting** (FNT) (Japanese: **ひんし** *near death*) is a status condition in which a Pokémon is no longer able to battle.

During a battle, if all Pokémon in a Trainer's party have fainted, the Trainer loses that battle.

### In the core series

 File:Fainting VIII.png
In the core series Pokémon games, fainting occurs when a Pokémon reaches zero HP, causing the Pokémon to leave the battle with a slowed or distorted cry. A Pokémon which has fainted is unable to battle or gain experience points if it would have until it has been revived. However, it can still evolve after battle if the required criteria were met (unless the player blacks out), and it is still able to use field moves, such as Fly or Cut. When the player's party is viewed, any fainted Pokémon will have a red FNT status bar or a status condition of "FNT."

Pokémon will faint instantly if hit by a one-hit knockout move, such as Guillotine. Destiny Bond and Perish Song can also cause a Pokémon to faint. The moves Self-Destruct, Explosion, Memento, Healing Wish, Lunar Dance, Final Gambit, and Misty Explosion cause the user to faint. If the user does not have enough HP, Curse (when used by a Ghost-type Pokémon) and recoil moves can cause the user to faint.

If all Pokémon in the player's party have fainted, they black out and lose a sum of money. In Trainer battles the money is paid to the winner, whereas in battles with wild Pokémon the money is dropped in panic; the amount of money given or dropped is determined by the level of the Pokémon in the player's party and are the same amount as each other.

#### Fainting through indirect damage

Fainting can also be caused through indirect damage, including status conditions.

When a Pokémon has been poisoned, it will lose HP during battle, which can cause it to faint. Additionally, prior to Generation V, a poisoned Pokémon will lose 1 HP every four steps until it faints. (In Generation IV, the poison will be cured when the Pokémon has 1 HP; from Generation V onward, poison does not harm Pokémon outside of battle.)

Burned Pokémon take damage in battle, which can cause fainting, but not outside of battle.

A confused Pokémon is at risk of hurting itself, which can make itself faint. A Pokémon affected by Leech Seed may faint from the resulting HP loss at the end of each turn.

Field effects, such as weather and entry hazards, can damage Pokémon and consequently make them faint.

#### Fainting through a Pomeg Berry

Main article: Pomeg glitch
Fainting can also happen when using the Pomeg Berry, known as the Pomeg glitch. As the Pomeg Berry reduces HP EVs, if a Pomeg Berry is applied to a Pokémon with low HP, the Pokémon may faint as a result.

#### Effects of fainting

Fainting will cause a Pokémon to lose friendship, and may grow to resent its Trainer if it faints often and spends a lot of time unconscious.

If all of the player's Pokémon faint, then the Trainer will lose the battle and black (or white) out. The player will then be warped back to the last Pokémon Center they visited and lose money. In FireRed and LeafGreen and from Generation IV onwards, a small cut scene explains what happens.

##### Effects of items on fainted Pokémon

Normal items, such as Potions or status condition healing items, will not work on a fainted Pokémon. Instead, they either have to be healed at a Pokémon Center or brought back with a reviving item.

Rare Candy can also be used to revive a fainted Pokémon due to the HP gained upon leveling up.

#### Avoiding fainting

There are many ways that fainting can be avoided, with the most straightforward being to simply remove a Pokémon from battle while it is still healthy. If a Pokémon uses Endure, attacks will leave it with 1 HP. The held items Focus Sash and Focus Band can also ensure that a Pokémon does not faint. In addition, starting in Generation V, if a Pokémon with Sturdy is hit by an attack which would cause it to faint while it has full HP, it will survive with 1 HP. Pokémon with an affection level of 3 or higher will sometimes survive fainting with 1 HP instead.

**The following items can prevent a Pokémon from fainting:**