Damage
This section is a work in progress. It should be improved in the near future, but you are still free to edit it.
General Formula
Damage directly caused by attacks is calculated with the following formula : <math>Damage = \left[Power \times \frac{Attack}{Defense} \times \frac{Level+33}{100} \times \frac{Random}{100} + 1\right] \times STAB \times 1.3^{(Advantage-Disadvantage)} \times CritMultiplier<math>
- <math>Power<math> : Power of the attack
- <math>Attack<math> : Statistic used by the attack. In most cases the attacker's melee or ranged attack, but it can be different for specific attacks or with sticker attributes.
- <math>Defense<math> : Defensive statistic of the defender, matching the phisicality of the attack.
- <math>Level<math> : Level of the attacker
- <math>Random<math> : Random integer between 85 and 100, following an uniform distribution.
- <math>STAB = \left\{ \begin{array}{cl}
1.2 & : \ \text{If any of the attack's types matches any of the attacker's types} \\ 1 & : \ \text{Otherwise} \end{array} \right.<math>
- <math>Advantage<math> : Number of negative Types for the defender. (Equivalent to super-effective)
- <math>Disadvantage<math> : Number of positive Types for the defender. (Equivalent to not very effective)
- <math>CritMultiplier = 1.5 + CritAttribute<math> ; where Crit Attribute is the Critical Damage modifier of the sticker, if there is one (0 by default)
Special Cases
Splash Damage
This section is incomplete. Feel free to add the missing information by editing it.
Damaging Statuses
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