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.
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.
Interactive tool
Matchup damage workbench
Inputs
Move details
Damage range (per hit window)
0–00% – 0%
Effectiveness
——
| Roll | Damage | % 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.
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