Gen 1 Retro Battle Mechanics

How Damage is Calculated in Pokémon RBY

Simulate authentic Generation 1 (Red, Yellow, Blue) battle damage using the original Game Boy assembly formula, including unified Special stats, 39 discrete random rolls, and speed-based critical hits.

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The Official Generation 1 Game Boy Assembly Damage Formula
Damage = ⌊⌊⌊(2 × Level) / 5 + 2⌋ × Power × A / D / 50⌋ + 2⌋ × STAB × Type × (R / 255)
Where $A$ & $D$ use Attack/Defense for Physical, or the unified Special stat for Special attacks. $R \in [217, 255]$.

⚔️ 1. Battle Matchup Configuration

Select Pokémon, moves, and battle field conditions to calculate exact Gen 1 damage.

🔴 Attacking Pokémon
🔵 Defending Pokémon

⚡ Attack Move Parameters

🧮 2. Step-by-Step Game Boy Assembly Calculation

Exact integer math execution matching the original Game Boy Z80 assembly code.

🎲 3. Complete 39 Damage Rolls Matrix (R = 217 to 255)

Gen 1 picks an integer uniformly from 217 to 255 (39 possibilities). Here is every possible damage value.

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How Damage is Calculated in Pokémon Red, Yellow, and Blue (RBY / Gen 1)

The battle damage formula in Generation 1 Pokémon (Red, Blue, Yellow, Green) is famous for its quirks, bugs, and unique mechanics. Unlike modern Pokémon games (Gen 2 through Gen 9) where Special Attack and Special Defense are separate statistics and damage uses a smooth 85%–100% distribution, Gen 1 executes mathematical integer division on the Game Boy’s 8-bit Z80-derived CPU.

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The Unified Special Stat

In Gen 1, there was only one "Special" stat. It served as both your attacking potency with Special moves and your damage resistance against enemy Special moves.

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Speed-Based Critical Hits

Critical hits were calculated directly from a Pokémon's Base Speed ($\text{Speed} / 512$). Fast Pokémon like Persian, Alakazam, and Tauros landed critical hits relentlessly.

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The 39 Discrete Damage Rolls

Instead of continuous randomization, Gen 1 multiplied damage by a random integer $R$ from 217 to 255 inclusive, divided by 255, creating exactly 39 possible damage numbers.

Physical vs Special Move Classification by Type

Prior to Generation 4 (Diamond & Pearl), moves were not classified individually as Physical or Special. In Pokémon RBY, whether a move was Physical or Special was determined solely by its elemental type:

Physical Types (Use Attack & Defense)

Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost.
(e.g., Hyper Beam, Earthquake, Shadow Ball did not exist yet)

Special Types (Use Unified Special Stat)

Fire, Water, Grass, Electric, Psychic, Ice, Dragon.
(e.g., Surf, Thunderbolt, Blizzard, Psychic)

How Critical Hits Work in Gen 1: Level Doubling & The Stat Ignore Mechanic

In Generation 1, critical hits behave unlike any other generation:

  • Level is Doubled in the Formula: Instead of multiplying final damage by 2.0× or 1.5×, the Game Boy formula doubles the attacker's level $(2 \times \text{Level})$. At Level 100, the formula calculates damage as if the Pokémon were Level 200! This results in roughly a 1.95× to 1.98× effective damage boost.
  • All Stat Boosts are Ignored: A critical hit ignores the defender’s positive stat stages (e.g. +2 Defense from Barrier) and defensive screens (Reflect / Light Screen). However, a critical hit also ignores the attacker’s own positive stat stages! If you used Swords Dance (+2 Attack) and then scored a critical hit, the game ignores your +2 Swords Dance boost!
  • High Critical-Hit Moves: Moves like Slash, Razor Leaf, Crabhammer, and Karate Chop use the formula:
    Crit Rate = min(255, Base Speed × 8) ÷ 256.
    For Persian (115 Base Speed), $115 \times 8 = 920$, capped at 255/256 = 99.6% critical hit rate!

Infamous Gen 1 Type Quirks & Programming Glitches

  • Psychic Immune to Ghost Bug: Despite the game manual and anime advertising Ghost moves as the counter to Psychic, the Game Boy code incorrectly programmed Ghost attacks to deal 0× damage against Psychic types!
  • Bug and Poison Mutual Super-Effectiveness: In Gen 1, Bug moves deal 2× damage to Poison Pokémon, and Poison moves deal 2× damage to Bug Pokémon.
  • Ice Neutral to Fire: Fire does not resist Ice in Generation 1. Blizzard deals 1× neutral damage to Charizard and Moltres.
  • The 1/256 Miss Glitch: Every move in Gen 1 (except Swift) has an internal cap of 255/256 accuracy, meaning even 100% accurate moves like Body Slam or Earthquake can randomly miss with a 1 in 256 probability (~0.39%).

Frequently Asked Questions: Pokémon RBY Damage Mechanics

Damage in Pokémon RBY is calculated using the Game Boy assembly formula: floor(floor((floor((2 × Level) / 5) + 2) × Power × A / D) / 50) + 2, followed by STAB (1.5×), type effectiveness multipliers, and a random integer roll from 217 to 255 divided by 255.
In Gen 1, critical hit rate was determined by Base Speed: Base Speed ÷ 512 for regular moves, and (Base Speed × 8) ÷ 256 for high-crit moves like Slash and Razor Leaf. When a critical hit occurs, the attacker's level is doubled in the formula, and all stat stages (both positive and negative) as well as Reflect and Light Screen are completely ignored.
Unlike later generations which split Special into Special Attack and Special Defense, Gen 1 had only one single 'Special' stat. It acted as both the attacking power for special moves and the defensive resistance against enemy special moves, making Pokémon like Chansey, Alakazam, and Amnesia users overwhelmingly powerful.
Although the official Game Boy strategy guide and anime stated that Ghost moves were super effective against Psychic Pokémon, a programming bug in the Gen 1 Game Boy code explicitly assigned a 0× effectiveness multiplier to Ghost-type attacks when targeting Psychic-type Pokémon.
In Gen 1, the game generates a pseudorandom integer between 217 and 255 inclusive (39 discrete possibilities). The raw damage is multiplied by this integer and integer-divided by 255, creating a damage spread between 85.1% and 100% of maximum possible damage.
Due to how the Game Boy compares accuracy rolls (using an 8-bit random number from 0 to 255), even moves with 100% accuracy have an unavoidable 1 in 256 (~0.39%) chance of missing, except during Swift.