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Damage Calculation

Offense (moves and melee) and defense scale on the Pokémon's own level. Trainer level does not affect damage — it only controls which Pokémon you can send out (see Levels). In other words, a Pokémon's strength comes from training it, exactly like its HP.

Charizard against a wild Nidoking: damage numbers rise from the target
Charizard against a wild Nidoking: damage numbers rise from the target

The formula​

attack   = baseAttack × (1 + 0.06 × (level − 1))
baseDmg  = power × attack / 100
roll     = between floor(baseDmg × 0.9) and ceil(baseDmg × 1.1)

defense  = baseDefense × (1 + 0.025 × (target level − 1))
passes   = 100 / (100 + defense)

damage   = roll × effectiveness × passes      (× 1.5 on a critical)
  • power: the move's power. A melee attack takes its power from the Pokémon's role (Defender 26, All-Rounder 30, Attacker 20, Speedster 14, Support 28).
  • attack and defense grow with the Pokémon's own level, each at its own rate: attack +6% of base per level, defense +2.5%. Defense grows slower on purpose: that is what keeps a fight about as long at level 5 as at 100.
  • passes is the share of the hit that gets through defense: 100 defense lets half through; no defense ever stops all of it.
  • The roll varies ±10% and lands near the middle of the range more often.

Every hit follows the same order:

  1. The type — moves only; melee has no type.
  2. The target's defense, together with the level gap between the two Pokémon.
  3. The status conditions on the attacker and on the target.
  4. The trainer's bonuses: Mastery, guild, Held Item and food.
  5. Last, the critical hit — which multiplies the hit with every bonus already applied.

Accuracy, dodge and critical hits​

Critical hits

Every hit, from any Pokémon, wild or not, can be a critical. A critical deals 1.5× damage and shows CRIT! on the target. The chance depends on the move; the trainer's critical bonuses (Mastery, guild and PokéLog runes) add on top.

MoveCritical chance
Normal4.17%
High critical chance12.5%

Accuracy and dodging

A move with accuracy below 100% can miss. On top of that, a Pokémon of a higher level than its attacker dodges 2% of hits per level of difference, up to 30%. An equal or lower level never dodges. Dodging applies to melee and targeted moves; area moves are never dodged.

hitChance = accuracy × (1 − dodge)
Target above attackerDodge
same level or below0%
+5 levels10%
+10 levels20%
+15 levels30%
+20 levels30%

Rarity plays no part in either roll: it already buys higher base stats, and a die that also favoured it would grant the same edge twice.

Calculator​

Pick the attacker, the move and the target to see the full matchup: the damage of each hit, the critical hit, the chance to hit and how many uses, on average, knock the target out.

AttackerFire
Move
TargetGrassPoison
Attacker's attack90 → 139
Rolled damage17 – 22 (power 14)
Effectivenessno type ×1
Target's defense58 → 74: 57.5% of the hit gets through
Damage per hit9 – 11
Critical (×1.5)14 – 17, chance 4.17%
Hit chance100% accuracy × (1 − 4% dodge) = 96%
Expected damage per use9.8
Target HP118: about 13 uses to knock out

Does not include status conditions or the trainer's bonuses (Mastery, guild, PokéLog runes, Held Item, food), which belong to one specific fight rather than the matchup.

Examples​

The same matchup at three levels: since defense grows more slowly than attack and HP, a fight takes roughly the same number of hits at level 5 and at 100.

Level (both)Damage per hitTarget HPUses to knock out
58 – 1014016
5017 – 2159031
10022 – 27109044

A power 40 move, no type advantage; base attack, defense and HP 100 on both sides. Includes the critical chance.