However, the former would not get STAB. Conversely, a Machop using Body Slam will get no particular bonus against Clefable, just because he is a Fighting Type. This is the formula for predicting the damage that will be done by any physical or special attack. If you remember the formula that was here before, this will look a little different! The previous formula was not extracted from the game code, but was "reverse-engineered" by examining many examples of actual damage.
Though it was very accurate, it was sometimes a point or two off. If this seems like more math than you want to learn in order to play a video game, don't worry! You don't have to be able to use the formula to be successful in battles, any more than an archer has to understand calculus to hit the bullseye. However, an understanding of all the factors that produce a final damage value will make you a better player in the long run.
In the event of a Critical Hit see below , A is doubled. However, an extremely important aspect of combat is that attacks like Meditate and Tail Whip can change the values of B and D , respectively, by increasing or decreasing the statistics of the combatants. D is also subject to change through the use of Reflect and Light Screen.
The effects and interactions of these and similar moves make for quite a long story, and are therefore addressed separately on the Statistic Modifiers page. This is simply the Power value reported in the Attacks Section for the physical or special attack being used.
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Server Reset Time. The Psychic-type powerhouse Alakazam, for instance, has excellent Special Attack and Speed base stats and respectively but is sorely lacking elsewhere.
There are much better movesets, for this powerful Psychic Pokemon and others. Speed is a hugely influential stat in a Pokemon battle. Naturally, Pokemon with higher Speed take their turn before slower ones. Most of the time, at least, because priority is a crucial factor to consider.
Some moves have negative priority, meaning that a faster Pokemon using them will take their turn after a Pokemon using a move with standard or higher priority. The highest that a stat can be increased is by six of these stages, which adds up to four times your original stat.
That said, doubling your Attack or Special Attack is usually all you need to defeat most opponents in one hit. These are not entirely exclusive rules, as several moves ignore certain offensive or defensive stats. A great example of this is Psyshock, a move that uses your Special Attack stat but is only resisted by regular Defense.
Certain moves ignore stats altogether, despite being labeled as physical or special. These often can be found in flat damage moves that remove a specific amount of hit points every time, such as Dragon Rage and Night Shade.
Since these sorts of moves have a predetermined amount of damage, their Special Attack label is functionally meaningless. There have been two fairly large changes to how these stats work since the first Pokemon games. For example, all Poison-type moves were physical, while all Fire-type moves were special.
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