Pokémon Damage Calculator

Enter your attacker's level, the move's base power, and the effective Attack and Defense stats to get the exact Gen V+ damage range — all 16 damage rolls, percent of the defender's HP, and a KO verdict.

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How this Pokémon damage calculator works

First, honesty: if you're prepping for a tournament, use a full-Pokédex calculator like Pokémon Showdown's, which knows every base stat, item, and ability in existence. This page is for something different — learning how the damage formula actually works, and running quick manual checks when you already know the numbers. You enter the attacker's level, the move's base power, and the two stats that matter (the attacker's effective Attack or Sp. Atk, and the defender's effective Defense or Sp. Def — after any boosts, drops, or item multipliers). The calculator then runs the genuine Gen V+ formula, floors and all, across all 16 possible damage rolls.

The formula

base = floor( floor( floor(2 × Level ÷ 5 + 2) × Power × A ÷ D ) ÷ 50 ) + 2
damage = floor chain: base × roll (0.85–1.00) → ×1.5 STAB → × type (0.25–4) → × other, flooring after each step

Level is the attacker's level, Power the move's base power, A the attacking stat, D the defending stat. Every floor() discards decimals — the games do all of this in integer math, which is why hand-calculating with a normal calculator often lands one point high. The random roll takes exactly 16 values (85%, 86%, …, 100%), and damage never drops below 1. One footnote for purists: cartridges apply weather before the random roll; we fold it into the final modifier, which can differ from cart-exact results by a single point in rare cases.

Worked example

A level 50 attacker with 120 Attack uses an 80-power STAB move against a 100 Defense, 130 HP defender that takes ×2 damage:

Step 1: floor(2 × 50 ÷ 5 + 2) = 22

Step 2: floor(22 × 80 × 120 ÷ 100) = floor(2,112) = 2,112

Step 3: floor(2,112 ÷ 50) + 2 = 42 + 2 = 44 base damage

Worst roll: floor(44 × 0.85) = 37 → STAB floor(37 × 1.5) = 55 → ×2 = 110. Best roll: 44 → 66 → 132.

Result: 110–132 damage (average 120.25) — 84.6–101.5% of 130 HP. Only the top roll KOs: 1 in 16, a 6.25% chance. Pray accordingly.

Why damage is a range (and why the floors matter)

Two things make Pokémon damage feel mysterious. The first is the random roll: every damaging move quietly picks one of 16 multipliers between 85% and 100%, which is why your "guaranteed" KO sometimes leaves a smug opponent standing on 3 HP. The range isn't lag or a bug — it's a uniform 16-sided die baked into the engine since 1996. The second is truncation: because the game floors after nearly every step, damage moves in discrete jumps, and two rolls one percent apart often produce the same final number. Look at the 16 rolls behind our example — they produce only nine distinct results. This is also why "does it KO?" is properly answered as a fraction: count the rolls that meet the defender's HP and divide by 16, exactly what the table below the calculator does.

What this calculator deliberately leaves out

Critical hits (×1.5 in Gen VI+), held items like Life Orb (×1.3) and Choice Band (×1.5 to the stat), abilities, EVs, IVs, and natures are all real and all omitted — on purpose. Items, natures, and EVs change your stats, so the fix is simple: enter the final effective stat after those multipliers (a Choice Band Pokémon with 300 Attack? Type 450). Crits and Life Orb are flat multipliers you can approximate with the weather slot in a pinch. What you get in exchange for entering numbers yourself is the thing the big calculators hide: you can watch exactly where each point of damage comes from — which is how you go from memorizing matchups to actually understanding them.

Frequently asked questions

How is Pokémon damage calculated?

The core formula is: floor(floor(floor(2 × Level ÷ 5 + 2) × Power × Attack ÷ Defense) ÷ 50) + 2, where every floor throws away the decimals. That base damage is then multiplied by a random roll (85–100%), STAB (1.5× if the move matches the attacker's type), type effectiveness (0.25× to 4×), and situational modifiers like burn or screens — flooring after each step.

Why is Pokémon damage a range instead of one number?

Every damaging move rolls one of exactly 16 random multipliers: 85%, 86%, and so on up to 100%. That's why a move that KOs your opponent one turn leaves them alive on 1 HP the next. This calculator shows the minimum roll, the maximum roll, and the average of all 16 — plus how many of the 16 actually KO.

What does STAB mean in Pokémon?

STAB stands for Same-Type Attack Bonus: when a Pokémon uses a move that matches one of its own types, the damage is multiplied by 1.5. A Charizard's Flamethrower gets STAB; a Charizard's Solar Beam does not. It's one of the biggest free damage boosts in the game, which is why most competitive movesets carry at least two STAB moves.

Why is my result different from Pokémon Showdown's calculator?

Full competitive calculators know every Pokémon's base stats, EVs, natures, items, and abilities, and they replicate cartridge rounding quirks modifier by modifier. This calculator expects you to enter final effective stats and covers only the most common modifiers, so exotic stacks (Life Orb plus weather plus an ability) can drift by a point or two. For learning the formula and quick checks, it matches; for tournament prep, use a full-Pokédex tool.

What is a guaranteed OHKO?

A guaranteed OHKO means even the worst of the 16 damage rolls — the 85% roll — meets or exceeds the defender's max HP, so the KO happens no matter what the random number generator says. If 15 of 16 rolls KO, that's a 93.75% chance: excellent odds, but every veteran has lost a tournament to that missing sixteenth.

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