Game data mined and analyzed by 101Leafy, and tested against real gameplay by 101Leafy since 2015.
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Power = the move's power, Hits = number of hits, Def = target Defense.
Move
Normal hit
Critical hit
Attack
X/2 − Def/4
X/1.5 − Def/10
Technique
Element × (X/10 + X/3 − Def/7)
Element × (X/5 + X/2.5 − Def/14)
X = Power × Hits + Strength (Attack) or Spirit (Technique). The result is divided by Hits: it is the damage of one hit.
Element = the target's resistance to the element (see Weak & Strong Elements). Fire, Water, Lightning, Earth, Ice, and Wind Play raise it ×1.2 (×1.4 with two sources). Penetrate ignores resistances below ×1.
Critical hits use the target's critical defense instead of Defense. Extreme Critical multiplies critical damage by 1.5.
Not guarded: the damage varies at random by up to ±(damage/10 + 1).
Some moves deal fixed damage or a percentage of the target's HP instead.
Damage per hit
Move
Damage per hit
Attack
(X/1.8 − Def/2.9) / Hits
Technique
Element × X/2.3 / Hits (Defense is not used)
X = Power × Hits + Strength (Attack) or Spirit (Technique).
Critical hits: ×1.5 and the target's critical defense is used.
Grid position of the attacker: tiles in the first row give Attacks ×1.1 and Techniques ×0.9; tiles in the last row give Attacks ×0.9 and Techniques ×1.1.
Damage is always at most 999.
Known values
Critical hits deal ×1.3.
The game's battle settings have a 10% random spread on damage.