By Tim King · Updated
Pokémon Damage Calculator
Damage Range, KO Chance and Hits to KO
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How the Pokémon Damage Calculator works
Enter the attacker's level, the move's power, the attacking stat and the target's defending stat, then set STAB, type effectiveness and critical hit. The Pokémon damage calculator returns the full damage range. Add the target's HP to see the percentage, the one-hit KO chance across all 16 damage rolls and how many hits it takes.
Every damaging move in the main Pokémon games runs through the same formula. Knowing it answers the questions that decide battles: does this move knock out, does it need a critical hit, and is it worth spending a turn on a stat boost first?
How the Pokémon damage calculator works
The base damage is:
floor(floor(floor(2 × Level ÷ 5 + 2) × Power × Attack ÷ Defense) ÷ 50) + 2
Then the modifiers apply in order, each one rounding down: critical hit (×1.5), a random roll from 85% to 100%, STAB, type effectiveness and any other multiplier you enter. Damage is at least 1 unless the target is immune. Because the random roll takes 16 values, from 85 to 100, there are 16 possible damage numbers, and the calculator checks every one for the KO chance.
Worked examples
Example 1: a level 50 Pokémon with 120 Attack uses a 90-power move of its own type against a target with 100 Defense that is weak to it.
| Step | Value |
|---|---|
| floor(2 × 50 ÷ 5 + 2) | 22 |
| 22 × 90 × 120 ÷ 100 | 2,376 |
| ÷ 50, rounded down, + 2 | 49 base damage |
| Random 85%–100% | 41–49 |
| STAB ×1.5 | 61–73 |
| Super effective ×2 | 122–146 |
Against 150 HP that is 81% to 97%, so no roll knocks out in one hit and two hits are needed.
Example 2: a level 100 Pokémon with 250 Attack lands a critical hit with an 80-power move, no STAB, on a neutral target with 200 Defense and 300 HP. Base damage is 86, the crit lifts the range to 109–129, or 36.3% to 43.0% of its HP, so it takes 3 hits to KO.
How many HP a move takes at each power
Damage range at level 50 with 120 Attack against 100 Defense
| Power | Neutral, no STAB | Neutral with STAB | Super effective with STAB |
|---|---|---|---|
| 10 | 5–7 | 7–10 | 14–20 |
| 20 | 10–12 | 15–18 | 30–36 |
| 25 | 12–15 | 18–22 | 36–44 |
| 30 | 14–17 | 21–25 | 42–50 |
| 35 | 17–20 | 25–30 | 50–60 |
| 40 | 19–23 | 28–34 | 56–68 |
| 45 | 21–25 | 31–37 | 62–74 |
| 50 | 23–28 | 34–42 | 68–84 |
| 55 | 26–31 | 39–46 | 78–92 |
| 60 | 28–33 | 42–49 | 84–98 |
| 65 | 30–36 | 45–54 | 90–108 |
| 70 | 32–38 | 48–57 | 96–114 |
| 75 | 34–41 | 51–61 | 102–122 |
| 80 | 37–44 | 55–66 | 110–132 |
| 85 | 39–46 | 58–69 | 116–138 |
| 90 | 41–49 | 61–73 | 122–146 |
| 95 | 44–52 | 66–78 | 132–156 |
| 100 | 45–54 | 67–81 | 134–162 |
| 110 | 51–60 | 76–90 | 152–180 |
| 120 | 55–65 | 82–97 | 164–194 |
| 130 | 59–70 | 88–105 | 176–210 |
| 140 | 63–75 | 94–112 | 188–224 |
| 150 | 68–81 | 102–121 | 204–242 |
Planning a knockout
Competitive players call a move a guaranteed OHKO when even the lowest roll reaches the target's HP, and a roll when only some of the 16 values do. A 6 of 16 chance is 37.5%, which is rarely worth relying on. If the KO chance is close, a single stat boost, a Life Orb or weather often turns it into a sure thing, so test those in the other multiplier field.
Which stats to use
Physical moves use the attacker's Attack and the target's Defense. Special moves use Special Attack and Special Defense. Use the real stats at the battle's level, not base stats. Stat stages from moves such as Swords Dance change the stat itself, so +2 Attack means doubling the Attack you enter.
The other multiplier
Use the optional field for anything not covered by the main inputs, multiplied together:
| Effect | Multiplier |
|---|
- Rain on Water moves or sun on Fire moves: 1.5. The reverse: 0.5.
- Life Orb: 1.3. Choice Band or Choice Specs: 1.5, or apply it to the stat.
- Spread move hitting two targets in doubles: 0.75.
- Burned attacker using a physical move, or Reflect or Light Screen in singles: 0.5.
Tips and pitfalls
Critical hits ignore some modifiers in the real games. A critical hit skips the attacker's negative stat stages and the target's positive ones, and bypasses screens. Enter stats without those stages when testing a crit.
Tera STAB. In Scarlet and Violet a Pokémon that Terastallizes into one of its original types gets ×2 STAB on that type, the same as Adaptability.
Generation differences. Critical hits were ×2 before Generation 6, and older games apply some items at different points. The numbers match current games closely.
Rounding matters. The game rounds down at each step, so a quick estimate that multiplies everything at once can be one or two points off. The calculator follows the game's order.
How to read the result
Damage range is the lowest and highest roll. Share of HP and hits to KO need the target's HP. One-hit KO chance counts how many of the 16 rolls reach the HP. The table shows the same attack at every type effectiveness from ×¼ to ×4.
FAQ
What is the Pokémon damage formula?
Base damage is floor(floor(floor(2 × Level ÷ 5 + 2) × Power × Attack ÷ Defense) ÷ 50) + 2. It is then multiplied by a random 85–100% roll, STAB, type effectiveness, a critical hit and other modifiers, rounding down after each.
What is STAB in Pokémon?
Same-Type Attack Bonus. When a Pokémon uses a move that matches one of its types, the damage is multiplied by 1.5. The Adaptability ability and Terastallizing into an original type raise it to ×2.
Why does the same move do different damage each time?
Every hit multiplies by a random number from 85% to 100%, giving 16 possible values. That is why a move can knock out some of the time and not others, which the KO chance shows.
How much does a critical hit do?
A critical hit multiplies damage by 1.5 from Generation 6 onwards, and by 2 in earlier games. It also ignores the attacker's stat drops and the target's stat boosts and screens.
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