Pokemon Damage Calculator
Calculate Pokemon battle damage, KO chances, stat modifiers, STAB, type effectiveness, weather, abilities, items, and battle conditions — all on one page.
Battle settings
Attacking Pokemon
Defending Pokemon
Move details
FireField conditions
Battle effects
Set up the attacker, defender, move, and conditions, then press Calculate Damage to reveal the damage range, KO chances, type effectiveness, and battle insights.
What is a Pokemon damage calculator?
A Pokemon damage calculator turns a battle setup — the attacking Pokemon, its move, the defender, and every field condition — into the exact damage range a hit will deal and the odds of a knockout. Instead of guessing whether your Earthquake secures the KO or leaves the opponent with a sliver of HP, you get a precise minimum-to-maximum damage spread, the percentage of the target's HP removed, and the chance to OHKO, 2HKO, or be survived.
This tool models the full main-series damage formula: base stats scaled by level, nature, EVs, IVs, and stat stages; STAB; the complete 18-type effectiveness chart; critical hits; weather and terrain; held items; abilities; screens; and status conditions like burn. It works the way competitive players plan in Pokemon Showdown and VGC team-building — letting you test what-if scenarios, compare attackers, and build a set that wins the damage race before the battle ever starts.
How Pokemon damage is calculated
Base damage from stats and power
The formula starts with ((2 × Level ÷ 5 + 2) × Power × Attack ÷ Defense ÷ 50) + 2. It uses the attacker's effective Attack (or Special Attack) against the defender's matching defensive stat, so higher offensive stats and stronger moves push the base number up before any multipliers apply.
The modifier chain
Base damage is then multiplied, in a fixed order, by targets, weather, critical hit, the random roll, STAB, type effectiveness, burn, and an 'other' bucket of items, abilities, and screens. Each step rounds a specific way, which is why two near-identical sets can land just above or below a key KO threshold.
The 85–100% damage roll
Every hit is multiplied by a random factor from 0.85 to 1.00 in 16 equal steps. That's why damage is always shown as a range: the lowest roll is 85% of the highest. KO chances come from how many of those 16 rolls — across one or more hits — are enough to reduce the target to zero HP.
Type effectiveness and STAB
The move's type is checked against both of the defender's types and multiplied together, giving 0×, ¼×, ½×, 1×, 2×, or 4×. If the move shares a type with the attacker it gets Same-Type Attack Bonus (STAB), normally 1.5× — the two single biggest swings in most damage calculations.
3 ways to use this calculator
Plan KOs before you attack
Set up the matchup and read the KO chance: a guaranteed OHKO, a roll-dependent 2HKO, or whether the target survives. Plan your turn around the odds instead of hoping the high roll shows up.
Build and tune EV spreads
Test how Attack or Special Attack investment, a boosting nature, and Choice or Life Orb items change your damage output — and how much Defense or HP a wall needs to survive a key hit.
Compare attackers and conditions
Use the team comparison and what-if controls to pit up to three attackers against one defender, or flip the weather, terrain, screens, and abilities to see exactly how much each one shifts the result.
Battle mechanics explained
STAB (Same-Type Attack Bonus)
When a Pokemon uses a move matching one of its own types, the move's damage is multiplied by 1.5× (2× with the Adaptability ability). A Charizard's Fire-type Flamethrower gets STAB; its Dragon Claw would not. In Gen IX, Terastallizing can add or shift STAB.
Type effectiveness
Each move type is strong, weak, or neutral against each defending type. Against a dual-type Pokemon the two multipliers multiply: Electric is 2× on Water and 2× on Flying, so Thunderbolt hits a Water/Flying Gyarados for a brutal 4×.
Physical vs Special
Physical moves use the attacker's Attack against the defender's Defense; special moves use Special Attack against Special Defense. The move — not its type — decides the category, so picking the side your Pokemon is strong on matters enormously.
Critical hits
A critical hit ignores the defender's positive defense stages and the attacker's negative offense stages, then multiplies damage by 1.5× (2× before Gen VI). Crits also bypass Reflect and Light Screen.
Weather
Sun boosts Fire moves by 50% and weakens Water by 50%; Rain does the reverse. Sandstorm raises Rock-types' Special Defense and Snow raises Ice-types' Defense, indirectly cutting the damage they take.
Terrain
Electric, Grassy, and Psychic Terrain boost their matching move types for grounded Pokemon (1.3× in Gen VIII+, 1.5× before). Misty Terrain halves Dragon-move damage to grounded targets.
Abilities
Abilities reshape damage in both directions: Adaptability and Technician raise output, while Multiscale, Filter, Thick Fat, and type-absorbing abilities like Levitate cut or cancel incoming hits entirely.
Held items
Choice Band and Choice Specs multiply the relevant attacking stat by 1.5×, Life Orb adds 30% at the cost of recoil, and Expert Belt rewards super-effective hits. On defense, Assault Vest and Eviolite boost the matching defensive stat.
Nature, EVs and IVs
Effort Values (up to 252 per stat), Individual Values (0–31), and a 10%/-10% nature shape the final stats the formula uses. A maxed, boosting-nature attacker can out-damage an uninvested one by well over 50%.
Damage rolls
The 0.85–1.00 random factor splits every hit into 16 possible damage values. 'Min damage' is the worst roll, 'max damage' the best, and 'average' the mean — the spread is exactly 15% wide before rounding.
Damage calculation best practices
- Always set the defender's real EV spread — a wall with maxed HP and the relevant defense survives hits that a neutral 0-EV target would not.
- Check both the minimum and maximum roll: a 'likely OHKO' that only KOs on 50% of rolls is a gamble, while a guaranteed KO uses the minimum roll.
- Match the generation to the game you're playing — critical hits are 1.5× from Gen VI on but 2× in Gen II–V, and terrain boosts dropped from 1.5× to 1.3× in Gen VIII.
- Remember STAB and type effectiveness stack: a 4× super-effective STAB move can deal six times a neutral non-STAB hit of the same base power.
- In doubles, spread moves lose 25% of their power, and screens reduce damage by about a third rather than a half — set the format correctly.
Why damage calculation matters
In competitive Pokemon, almost every decision comes down to a damage calculation. Whether you switch, attack, set up, or protect depends on a single question: does this move KO, and does theirs KO me? Getting that answer wrong — assuming an OHKO that turns out to be a 2HKO — can lose the game on the spot, because the turn you spend not finishing a threat is a turn it spends sweeping your team.
Damage in the main series is deterministic apart from the 85–100% roll, the critical-hit chance, and a few secondary effects. That means a calculator can tell you the exact range and the precise KO odds for any setup. Team-builders use this to choose EV spreads that survive specific threats, to pick the item or nature that crosses a KO threshold, and to know before the battle whether a matchup is winnable. The maths rewards preparation, and this tool puts that preparation a few clicks away.
Core damage formulas
Base damage
((2 × Level ÷ 5 + 2) × Power × A ÷ D ÷ 50) + 2
A is the attacker's effective Attack or Sp. Atk; D is the defender's Defense or Sp. Def. Each division floors to a whole number before the next step.
Final damage
Base × Targets × Weather × Crit × Roll × STAB × Type × Burn × Other
The modifiers apply in this order, each with its own rounding. 'Other' covers items, abilities, screens, Helping Hand, and Friend Guard.
Stat formula (Gen III+)
⌊(⌊(2×Base + IV + ⌊EV÷4⌋) × Level ÷ 100⌋ + 5) × Nature⌋
Nature is 1.1, 1.0, or 0.9. HP uses a separate formula that adds Level + 10 instead of applying a nature.
Type effectiveness
Type = mult(move, type1) × mult(move, type2)
Each matchup is 0, 0.5, 1, or 2; multiplying two of them gives the 0× to 4× range you see against dual-type Pokemon.
STAB
1.5× (2× with Adaptability)
Applied when the move's type matches one of the user's types. Tera STAB in Gen IX can push this to 2× or even 2.25×.
KO chance
P(roll₁ + … + rollₙ ≥ target HP)
Across n hits and 16 equally-likely rolls each, the calculator counts the fraction of outcomes that reduce the target to zero HP.
Common damage calculation mistakes
Ignoring the defender's EVs
Calculating against a 0-EV defender massively overstates your damage. Real walls invest heavily in HP and a defense; always enter the spread you actually expect to face.
Confusing physical and special
A move's type does not set its category. Psyshock is Psychic but hits Defense, not Special Defense. Trust the move's category, not its type colour.
Reading the high roll as guaranteed
Max damage is one of 16 outcomes. A KO that needs the top roll happens only ~6% of the time per hit — look at the minimum roll for anything you must rely on.
Using the wrong generation
Crit multipliers, terrain boosts, and even the type chart have changed over time. A Gen V calculation will not match a Gen IX battle — set the generation first.
How accurate is this calculator?
This calculator uses the published main-series damage formula and the full Gen VI+ type chart, the same maths documented on Bulbapedia and used by competitive damage calculators. Stats are derived from the standard Gen III+ formula, the 16-value damage roll is modelled exactly, and KO percentages come from the true probability distribution of those rolls across multiple hits rather than a rough estimate.
Pokemon battle mechanics vary between game generations, formats, and official updates, and a few edge cases — residual healing, weather chip between turns, form changes, and certain niche abilities — are simplified or left out. Treat the output as an accurate planning estimate rather than a guarantee of any single in-game outcome. This is an independent fan tool and is not affiliated with, endorsed by, or sponsored by Nintendo, Game Freak, or The Pokemon Company.
Frequently Asked Questions
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