Gen 2 battle math · Original GBC · not HGSS
Pokemon Gold & Silver damage calculator
Roll cartridge-order damage for original Gold and Silver: type-based Physical vs Special, split Sp. Atk / Sp. Def, STAB, the full Gen 2 type chart (Dark & Steel), crit ×2, weather, type items, badge type boosts, and the classic 217–255 random window. Presets jump to Whitney, Clair, Lance, and Red.
Fast answer
Level → power → Atk/SpA vs Def/SpD → item → crit → STAB → types → roll
Gen 2 damage is pure integer math from pret/pokegold. Build a core from level and power, divide by the defending stat, apply type-boost items and critical hits, then STAB, weather, badge type boosts, and the Gen 2 chart. Random damage multiplies by 217–255 / 255 (about 85%–100%). Use presets for Whitney’s Miltank, Clair’s Kingdra, Lance’s Dragonite, and Red’s Mt. Silver walls—then open the linked gym and boss guides for strategy context.
Interactive tool
Matchup damage workbench
Inputs
Move details
Stats
Damage range (per window / multi-hit total)
0–00% – 0%
Effectiveness
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| Roll | Damage | % HP |
|---|
…
Formula
What the cartridge actually does
Core pipeline
base = floor(L×2/5)+2 base = base × Power × Offense / Defense / 50 item? ×110/100 crit? ×2 cap: min(997, base) + 2
Then weather, badge type +⅛, STAB (+ half), type matchups (×2 / ×½ / 0), then random 217–255 / 255.
Critical hits (Gen 2)
- Multiply damage by 2 after the core formula.
- Compare the relevant Attack and Defense stages first.
- If Defense stage ≥ Attack stage, use base stats; this also bypasses burn and the matching screen.
- If Attack stage is higher, keep the modified stats, burn cut, and screen.
- Not the Gen 1 “level ×2” path.
Physical vs Special
Still type-based in Gold/Silver. Physical types: Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel. Special types: Fire, Water, Grass, Electric, Psychic, Ice, Dragon, Dark. Offense uses Atk or SpA; defense uses Def or SpD.
Trainer DV defaults
Presets load class DVs from pret/pokegold (data/trainers/dvs.asm). Whitney is 8/8/8/8, Clair 7/12/13/13, Champion Lance 13/12/13/13, Red 15/13/13/14. Zero Stat Exp unless you change it.
Play tips
Using rolls in a real Gold/Silver run
Whitney’s Miltank
Plan for min rolls first. Rock or Fighting STAB at similar levels often chips instead of OHKOs—bring status or Attract answers. See the Whitney guide.
Screens and burn
Reflect/Light Screen double the relevant defending stat, and burn halves physical Attack. A critical bypasses them only when it chooses unmodified stats because the defender’s stage is at least the attacker’s stage.
Clair and Lance
Ice is neutral against Kingdra, whose Water typing cancels Dragon’s Ice weakness; Dragon is its only weakness. Ice is 4× on Lance’s Dragonite, while Electric is neutral because Dragon resists it. Load the presets and compare legal coverage ranges before the fight.
Multi-hit moves
DoubleSlap, Fury Swipes, Pin Missile, and friends roll per hit. Totals multiply the per-hit window by the hit count range shown in the readout.
FAQ
Damage calculator questions
How does damage work in Pokemon Gold and Silver?
Generation II integer math: level and power feed Attack/Defense or Sp. Atk/Sp. Def, then items, crit, weather, badge boosts, STAB, type chart, and a 217–255 random roll.
Is this the same as HeartGold / SoulSilver?
No. This tool targets original Game Boy Color Gold and Silver only. Remakes share the Gen 2 damage family but differ in held items, abilities (none in G/S), and later mechanics.
Why do my numbers differ from a modern calc?
Modern games use different formulas, 0–31 IVs, natures, and abilities. This page follows pret/pokegold order for English Gold/Silver.
Do badge boosts always apply?
The checkbox models the Gen 2 type badge boost (+⅛ damage when the move type matches a badge you own). Stat-raising badges (Plain Badge Speed, etc.) are applied when stats are rebuilt in-game—enter the post-boost stat by raising stages or editing DVs/SE if you need that effect.
Are fixed-damage moves supported?
Yes for common modes: SonicBoom (20), Dragon Rage (40), Night Shade/Seismic Toss (level), Super Fang (half HP), Psywave range, and OHKO display.
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