Pokémon Damage Calculator
Calculate Pokémon damage from level, move power, attack and defence stats.
Formula and sources updated · Data sources · 1View algorithm, constants and default inputs (JSON)
About this calculator
This simplified damage estimate models one attack using the entered level, power, Attack, Defense, STAB and type multiplier. Pokémon game mechanics differ by generation and battle effects; it does not include critical hits, items, weather, abilities or stat stages.
Worked example
calculated with the default values below
Attacker level 50 · Move power 80 · Attacker Attack stat 120 · Defender Defence stat 100 · Same type attack bonus Yes (1.5x) · Type effectiveness Neutral (1x) · Defender current HP 150 Minimum damage 56 · Maximum damage 66 · Average damage 61.0 · Percent of the defender HP 40.7 % · STAB multiplier 1.5 · Effectiveness multiplier 1.00 · Knockout No knockout in one hit
Method and assumptions
This is a simplified single-hit scenario, not a generation-specific battle engine. It uses the entered stats, STAB and type multiplier with a 0.85–1 damage factor; it omits intermediate rounding, critical hits, abilities, items, weather and stat stages. A knockout is guaranteed only when the minimum modeled damage reaches the target HP; if only the maximum reaches it, a knockout is possible, not guaranteed.
Data sources
Disclaimer
These calculators give general estimates for information and entertainment. Platform algorithms, metrics and definitions change without notice, and none of these results are official figures from the platforms named.
Implementation source
This record describes the implementation used by this page. It is not independent validation. External references, when available, support only the stated formula or definition; estimates and custom rules retain their own assumptions.
Formula and variables
Dmg = ⌊((2L ÷ 5 + 2) × P × Atk ÷ Def ÷ 50 + 2) × m × r⌋
- Dmg
- Damage
- L
- Level (1–100)
- P
- Move power
- Atk
- Attack stat
- Def
- Defense stat
- m
- Modifier: STAB × type
r = 0.85–1 random roll; min and max floored separately; m = 1 or 1.5 × effectiveness; average = (min + max) ÷ 2.
Frequently asked questions
What assumptions does this model use? (Pokémon Damage Calculator)
This is a simplified single-hit scenario, not a generation-specific battle engine. It uses the entered stats, STAB and type multiplier with a 0.85–1 damage factor; it omits intermediate rounding, critical hits, abilities, items, weather and stat stages. A knockout is guaranteed only when the minimum modeled damage reaches the target HP; if only the maximum reaches it, a knockout is possible, not guaranteed.
When is a one-hit knockout guaranteed?
At level 50, power 50, Attack 100, Defense 100, no STAB and 1× type effectiveness, damage is 20–24. Against 24 HP a knockout is possible; against 20 HP it is guaranteed; against 25 HP it is not possible in this model. No knockout probability is calculated.
Which inputs and limits apply to Pokémon Damage Calculator?
Use the units shown beside each field. These are form limits, not recommended settings. Attacker level: 1–100; Move power: 0–250; Attacker Attack stat: 1–999; Defender Defence stat: 1–999; Defender current HP: 1–999 This is a simplified single-hit scenario, not a generation-specific battle engine. It uses the entered stats, STAB and type multiplier with a 0.85–1 damage factor; it omits intermediate rounding, critical hits, abilities, items, weather and stat stages. A knockout is guaranteed only when the minimum modeled damage reaches the target HP; if only the maximum reaches it, a knockout is possible, not guaranteed.
What is a complete worked example for Attacker level = 50; Move power = 80?
Inputs: Attacker level = 50; Move power = 80; Attacker Attack stat = 120; Defender Defence stat = 100; Same type attack bonus = Yes (1.5x); Type effectiveness = Neutral (1x); Defender current HP = 150. Calculation: Dmg = ⌊((2L ÷ 5 + 2) × P × Atk ÷ Def ÷ 50 + 2) × m × r⌋. Results: Minimum damage = 56; Maximum damage = 66; Average damage = 61.0; Percent of the defender HP = 40.7 %; STAB multiplier = 1.5; Effectiveness multiplier = 1.00; Knockout = No knockout in one hit.