Gen 1 battle math

Pokemon Yellow damage calculator

Roll cartridge-order damage for any Yellow matchup: Physical vs Special by type, STAB, the Gen 1 type chart (including Ghost→Psychic 0×), crit level doubling, burn/screens, and the classic 217–255 random window. Presets jump to common gym checks.

Integer Gen 1 formula STAB floor(+50%) Crit = level ×2 Rolls 217–255 110 damaging moves
Composite banner for Pokemon Yellow damage calculator with Gen 1 formula cards and battle matchup sprites

Fast Answer

Level → power → Atk/Def → STAB → types → random

Yellow damage is pure integer. Build a core from level and power, divide by the defending stat, apply STAB and type multipliers (Yellow chart), then multiply by a random roll 217–255 / 255. Critical hits double level and skip stages, burn Attack cut, and Reflect/Light Screen. For save-party and full EXP tools, open the main calculators.

217–255Random roll
×1.5STAB (integer)
×2 LOn critical
Ghost → Psychic bug

Interactive tool

Matchup damage workbench

Inputs

Move details

Damage range (per hit window)

00

0% – 0%

Effectiveness

RollDamage% HP

Formula

What the cartridge actually does

Core pipeline

base = floor(L×2/5)+2
base = base × Power × Offense / Defense / 50
base = min(997, base) + 2

Then STAB, then each type multiplier with Gen 1 rounding, then random. If pre-random damage is 0 or 1, Yellow returns it unchanged instead of using 217–255.

Critical hits

  • Level is doubled inside the formula.
  • Ignores Attack/Defense stages.
  • Ignores burn’s Attack cut.
  • Ignores Reflect / Light Screen.
  • High-crit moves (Slash, Crabhammer…) raise the crit threshold—see the crits guide.

Physical vs Special

Types decide the category, not the move name. Physical → Attack vs Defense. Special → Special vs Special. Yellow has one Special stat.

Trainer defaults

Gym and trainer parties use fixed DVs Atk 9 / Def 8 / Spe 8 / Spc 8, which derives HP DV 8, and no Stat Exp. Presets load all four values; tweak freely.

0 of 0 checked

Play tips

Using rolls in a real run

Plan around min rolls

If the minimum roll already OHKOs, the fight is free. If only max rolls KO, bring a second attack or status.

Screens and burn

Reflect/Light Screen double the defending stat before damage—unless you crit. If scaling starts with Defense ≥1024, Yellow divides by four and keeps only the low byte, creating the cartridge overflow quirk. Burn halves physical Attack unless you crit.

Multi-hit moves

Double Kick and friends roll damage per hit. The table multiplies by the move’s hit range for totals.

When to open the full suite

Need Exp curves, party import, or attacker Speed DV for OHKO accuracy? Use /calculators.

FAQ

Damage calculator questions

How does damage work in Pokemon Yellow?

Generation I integer math: level and power feed Attack/Defense (or Special), then STAB, type chart, and a 217–255 random roll.

Why do my numbers differ from a modern calc?

Modern games use different formulas, 0–31 IVs, natures, and items. This tool follows English Yellow order and the Gen 1 chart.

Does this include badge boosts?

No. Rebuild stats first (optionally with the DV tool), then multiply boosted stats using the badge boosts page if you are mid-run with badges.

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 a simplified OHKO display.

Linked tools