Pokémon Diamond and Pearl - Damage Calculation

Damage Calculation

The game performs the following steps in this order.

  • Some moves have a calculated power, the determination of which is handled here. This applies to Hidden Power, Rollout and Ice Ball, Reversal and Flail, Magnitude, and so on.
  • If Helping Hand is in effect for the attacker, the power is multiplied by 1.5.
  • If the attacker is holding a Muscle Band and the attack is physical, the power is multiplied by 1.1.
  • If the attacker is holding a Wise Glasses and the attack is special, the power is multiplied by 1.1.
  • If the attacker is holding certain kinds of items and the attack is of the appropriate type, the power is multiplied by 1.2
  • If the attacker is Dialga, is holding an Adamant Orb, and the attack's type is Steel or Dragon, the power is multiplied by 1.2.
  • If the attacker is Palkia, is holding a Lustrous Orb, and the attack's type is Water or Dragon, the power is multiplied by 1.2.
  • If the attacker is Giratina, is holding a Griseous Orb, and the attack's type is Ghost or Dragon, the power is multiplied by 1.2.
  • If Charge is in effect for the attacker and the attack's type is Electric, the power is doubled.
  • If Mud Sport is in effect for an active Pokémon and the attack's type is Electric, the power is halved.
  • If Water Sport is in effect for an active Pokémon and the attack's type is Water, the power is halved.
  • If the attacker has Rivalry, the power is multipled by 125/100 if the attacker and opponent are both male or both female, or by 75/100 if one is male and one is female.
  • If the attacker has Reckless and the move causes recoil damage or is Jump Kick or Hi Jump Kick, the attack's power is multiplied by 1.2.
  • If the attacker has Iron Fist and the move is Ice Punch, Fire Punch, ThunderPunch, Mach Punch, Focus Punch, Dizzy Punch, DynamicPunch, Hammer Arm, Mega Punch, Comet Punch, Meteor Mash, Shadow Punch, Drain Punch, Bullet Punch, or Sky Uppercut, the attack's power is multiplied by 1.2.
  • If the attacker has Technician and the power is 60 or less, the power is multiplied by 1.5.
  • If the attacker has Blaze, the attack's type is Fire, and the attacker's current HP is less than or equal to 1/3 of total HP, rounded down, the power is multiplied by 1.5.
  • If the attacker has Torrent, the attack's type is Water, and the attacker's current HP is less than or equal to 1/3 of total HP, rounded down, the power is multiplied by 1.5.
  • If the attacker has Overgrow, the attack's type is Grass, and the attacker's current HP is less than or equal to 1/3 of total HP, rounded down, the power is multiplied by 1.5.
  • If the attacker has Swarm, the attack's type is Bug, and the attacker's current HP is less than or equal to 1/3 of total HP, rounded down, the power is multiplied by 1.5.
  • The attacker's Attack/Special Attack and the opponent's Defense/Special Defense are modified according to their stat stages, see below. If the attack is a critical hit, the Attack/Special Attack stat stage is temporarily 0 if it is less than 0, and the Defense/Special Defense stat stage is temporarily 0 if it is greater than 0. If the attacker has Simple, the attacker's stat stages are doubled, but not to less than -6 or greater than 6. If the attacker has Unaware, the opponent's Defense/Special Defense stat stage is temporarily 0. If the opponent has Unaware, the attacker's Attack/Special Attack stat stage is temporarily 0.
  • If the attacker has Huge Power or Pure Power, its Attack is doubled.
  • If the attacker and/or its partner has Flower Gift and Sunny Day is in effect, the attacker's Attack is doubled.
  • If the attacker has Guts and has a status problem, or if the attacker has Hustle, its Attack is multiplied by 1.5.
  • If the attacker has Slow Start and it's in effect for the attacker, its Attack is halved.
  • If the attacker has Minus and the attacker's partner has Plus, or vice versa, attacker's Special Attack is multiplied by 1.5.
  • If the attacker has Choice Band, its Attack is multiplied by 1.5.
  • If the attacker is Pikachu and has Light Ball, its Attack and Special Attack are doubled.
  • If the attacker is Cubone or Marowak and has Thick Club, its Attack is doubled.
  • If the attacker has Choice Specs, its Special Attack is multiplied by 1.5.
  • If the attacker is Latias or Latios and has Soul Dew, its Special Attack is multiplied by 1.5 except in the Battle Tower and Battle Frontier.
  • If the attacker is Clamperl and has DeepSeaTooth, its Special Attack is doubled.
  • If the attack is Selfdestruct or Explosion, the opponent's Defense is halved.
  • If the opponent has Marvel Scale and has a status problem, its Defense is multiplied by 1.5.
  • If the opponent and/or its partner has Flower Gift and Sunny Day is in effect, the opponent's Special Defense is multiplied by 1.5.
  • If the opponent is Ditto and has Metal Powder, its Defense and Special Defense are multiplied by 1.5.
  • If the attacker is Latias or Latios and has Soul Dew, its Special Defense is multiplied by 1.5 except in the Battle Tower and Battle Frontier.
  • If the attacker is Clamperl and has DeepSeaScale, its Special Defense is doubled.
  • If the opponent's current type include Rock and Sandstorm is in effect, its Special Defense is multiplied by 1.5.
  • The damage becomes equal to:

    int(int(int(2*L/5+2)*A*P/D)/50)

    where L is the attacker's level, A is the attacker's Attack/Special Attack value, P is the attack's power, and D is the opponent's Defense/Special Defense value. For physical attacks, use the Attack and Defense values. For special attacks, use the Special Attack and Special Defense values. Unlike in previous versions, it no longer depends on the type whether an attack is physical or special. See the Attack List or Attack Explanations to see how the attack is classified.
  • If the attacker is burned and doesn't have Guts, and the attack is physical (even if it's Facade), the damage is halved.
  • If the attack is physical and not a critical hit, and Reflect is in effect for the opponent's side, the damage is halved if there is only one active Pokémon on the opponent's side, and multiplied by 2/3 otherwise.
  • If the attack is special and not a critical hit, and Light Screen is in effect for the opponent's side, the damage is halved if there is only one active Pokémon on the opponent's side, and multiplied by 2/3 otherwise.
  • If the attack targets more than one Pokémon and at least two of them are currently active (or at least three if the attack is Selfdestruct or Explosion), the damage is multiplied by 3/4.
  • If the attacker has Flash Fire and that ability is activated, the damage is multiplied by 1.5 if the attack is of Fire type.
  • If no active Pokémon has the Cloud Nine or Air Lock ability, the damage is modified as follows.
    • If the weather is sunny, effectiveness of fire-type attacks is multiplied by 1.5 and effectiveness of water-type attacks is halved.
    • If the weather is rain, effectiveness of water-type attacks is multiplied by 1.5 and effectiveness of fire-type attacks is halved.
    • During Hail, Rain Dance, fog, or Sandstorm, SolarBeam's effectiveness is halved.
  • Add 2 to the calculated damage.
  • If the attack is a critical hit, the damage is tripled if the attacker has Sniper and doubled otherwise.
  • If the attacker has Life Orb, the attack's effectiveness is multiplied by 1.3.
  • If the attacker has the item Metronome, the attack's effectiveness is multiplied by 1, 1.1, 1.2, and so on (up to 2.0) for each consecutive use of the move.
  • If the attack was used with Me First, the attack's effectiveness is multiplied by 1.5.
  • The damage is multiplied by X, where X is a random number from 85 through 100, and divided by 100. This step is called "damage weighting."
  • If the attack type shares a type with one of the attacker's types, multiply the damage by 1.5. (This is called Same Type Attack Bonus.)
  • For each type the opponent has, a number is multiplied according to the attack type's effectiveness to that type. See below.
  • If the attack's type has at least double effectiveness against the opponent's types (as determined in the previous step), the damage is multiplied by 3/4 if the opponent has Solid Rock or Filter, then multiplied by 1.2 if the attacker has an Expert Belt, then halved if the opponent is holding one of certain kinds of berries and the attack is of the appropriate type. If the attack's type has less than normal effectiveness against the opponent's types (as determined in the previous step), the damage is doubled if the attacker has Tinted Lens.
  • If the opponent holds Chilan Berry and the attack's type is Normal, the damage is halved.

Stat Stages

Stat stages refer to levels that increase or decrease stats during a battle. Each stat stage has 13 different levels.

Stat Stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Stat Multiplier 10/40 10/35 10/30 10/25 10/20 10/15 10/10 15/10 20/10 25/10 30/10 35/10 40/10

That stat scale applies to the stat stages for Attack, Defense, Speed, Special Attack, and Special Defense. At the start of a battle, each Pokémon's stat stages begin at 0. The stat stages for a Pokémon are reset to 0 when the Pokémon is switched.

To apply stat stages, multiply the stat by the stat multiplier for the corresponding stat stage.

The term "stat stages" refers to those for Attack, Defense, Speed, Special Attack, and Special Defense, as well as those for evasiveness and Accuracy (see Accuracy check).

Critical Hits

  • Set C to 0.
  • If the attacker has Super Luck, add 1 to C.
  • If Focus Energy is in effect for attacker, add 2 to C.
  • If attack has a "good chance for a critical hit", add 1 to C.
  • If attacker is Chansey with Lucky Punch, add 2 to C.
  • If attacker is Farfetch'd with Stick, add 2 to C.
  • If attacker has Scope Lens attached, add 1 to C.
  • The critical hit ratio is as follows:
    • C = 0: 1/16
    • C = 1: 1/8
    • C = 2: 1/4
    • C = 3: 1/3
    • C = 4 or more: 1/2

Battle Chart

Attack types are the rows; Pokémon types are the columns.

Attack Type NOR FIG FLY POI GRO ROC BUG GHO STE FIR WAT GRA ELE PSY ICE DRA DAR
NORMAL 1x 1x 1x 1x 1x 1/2 1x 0 1/2 1x 1x 1x 1x 1x 1x 1x 1x
FIGHTING 2x 1x 1/2 1/2 1x 2x 1/2 0 2x 1x 1x 1x 1x 1/2 2x 1x 2x
FLYING 1x 2x 1x 1x 1x 1/2 2x 1x 1/2 1x 1x 2x 1/2 1x 1x 1x 1x
POISON 1x 1x 1x 1/2 1/2 1/2 1x 1/2 0 1x 1x 2x 1x 1x 1x 1x 1x
GROUND 1x 1x 0 2x 1x 2x 1/2 1x 2x 2x 1x 1/2 2x 1x 1x 1x 1x
ROCK 1x 1/2 2x 1x 1/2 1x 2x 1x 1/2 2x 1x 1x 1x 1x 2x 1x 1x
BUG 1x 1/2 1/2 1/2 1x 1x 1x 1/2 1/2 1/2 1x 2x 1x 2x 1x 1x 2x
GHOST 0 1x 1x 1x 1x 1x 1x 2x 1/2 1x 1x 1x 1x 2x 1x 1x 1/2
STEEL 1x 1x 1x 1x 1x 2x 1x 1x 1/2 1/2 1/2 1x 1/2 1x 2x 1x 1x
FIRE 1x 1x 1x 1x 1x 1/2 2x 1x 2x 1/2 1/2 2x 1x 1x 2x 1/2 1x
WATER 1x 1x 1x 1x 2x 2x 1x 1x 1x 2x 1/2 1/2 1x 1x 1x 1/2 1x
GRASS 1x 1x 1/2 1/2 2x 2x 1/2 1x 1/2 1/2 2x 1/2 1x 1x 1x 1/2 1x
ELECTRIC 1x 1x 2x 1x 0 1x 1x 1x 1x 1x 2x 1/2 1/2 1x 1x 1/2 1x
PSYCHIC 1x 2x 1x 2x 1x 1x 1x 1x 1/2 1x 1x 1x 1x 1/2 1x 1x 0
ICE 1x 1x 2x 1x 2x 1x 1x 1x 1/2 1/2 1/2 2x 1x 1x 1/2 2x 1x
DRAGON 1x 1x 1x 1x 1x 1x 1x 1x 1/2 1x 1x 1x 1x 1x 1x 2x 1x
DARK 1x 1/2 1x 1x 1x 1x 1x 2x 1/2 1x 1x 1x 1x 2x 1x 1x 1/2