Power

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**Power** (Japanese: **いりょく** *power*) is a property of moves that helps determine how much damage they deal. It is seen primarily in the games, but it is touched upon in the Pokémon anime.

## Overview

Moves with more power inflict more damage, provided all other circumstances are equal. Many variables besides power can influence the damage a move deals, however.

Statistically speaking, stronger moves often have certain limitations over weaker moves, such as low accuracy, low PP, or a negative effect like recoil damage.

Since Generation II, the power of a move is always displayed in the move section of a Pokémon's summary screen. All status moves in the games display a power of "—"; they do no damage. Most physical and special moves display a numeric value for their power (in some multiple of 5), but there a number of exceptions: Moves that deal direct damage do not rely on the attacker and defender's stats for their damage and display a power of "—", including set-damage moves and one-hit knockout moves (which always do enough damage to make a Pokémon faint if they hit); moves that have variable power also usually display a power of "—".

In the Mystery Dungeon series, rather than assigning a numerical value for power, moves are assigned a number of stars to indicate their power, and more stars indicates more power for that particular move. For example, Scratch has a rating of File:PMD Star IV.pngFile:PMD Star IV.pngFile:PMD Star IV.pngFile:PMD Star IV.png.

## Power modification

A number of factors can specifically affect a move's power in the games' damage calculation.

### Variable-power moves

* Moves that power up gain a higher power under specific circumstances, usually double their normal power.
* Moves that have variable power calculate their power based on specific circumstances.
* The power of Solar Beam and Solar Blade is decreased during Template:Weather, Template:Weather and Template:Weather (0.5×).

### Other move factors

* Helping Hand boosts the power of an ally's next move (1.5×)
* Charge boosts the power of the user's next Electric move (2×)
* The power of the move copied by Me First is boosted (1.5×)
* Terrains affect the power of certain moves:
	+ Grassy Terrain boosts the power of Grass moves (1.5×), and also decreases the power of Bulldoze, Magnitude and Earthquake (0.5×)
	+ Electric Terrain boosts the power of Electric moves (1.5×)
	+ Psychic Terrain boosts the power of Psychic moves (1.5×)
	+ Misty Terrain decreases the power of Dragon moves (0.5×)
* Mud Sport and Water Sport reduce the power of Electric and Fire moves respectively (0.33× since Generation V, 0.5× before)

### Abilities

* Abilities that increase move power can increase the power of moves if the attacker has them.
	+ Rivalry may either increase or decrease the power of an attack, depending on the target's gender.
* The added second strike of a move affected by Parental Bond only uses 25% of the power (50% in Generation VI).
* Heatproof and Dry Skin can also affect the power of moves if the defender has them.

### Items

* Muscle Band, Wise Glasses (1.1×)
* Type-enhancing items
	+ Gems (1.3× since Generation VI; 1.5× before)
	+ Incenses (1.2×): Odd Incense, Rock Incense, Rose Incense, Sea Incense, Wave Incense
	+ Plates (1.2×)
	+ Timespace orbs (1.2×)

## Trivia

* In Generation I only, there is no way to see a move's power on-screen.
* In both Generations I and II, there is no way to see a move's power while in battle through the battle summary.
* As of Generation VII, the average move power of all moves with a set power (for example, excluding Magnitude) is 79.09; excluding Z-Moves gives an average of 76.52. The most frequent move power is 80.

## See also

* Accuracy
* Move
* List of moves

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de:Stärke (Attackeneigenschaft)
it:Potenza
pl:Power
zh:威力