How much damage a hit takes off

Feed in attack, level, skill power and target defense — the calculator returns expected damage, the element multiplier and the bounds of the random roll.

Worked example: Attack 100, level 10, skill power 100, target defense 100, Fire against Grass → about 513 (spread 462–565).

How much damage a hit takes off

Fill in attack, level, skill power and target defense

The formula is unofficial: Pocketpair never published one. This is an estimate, not a guarantee.

Condensation, passives and status effects are not included — no confirmed source for their multipliers.

How we calculate

The base comes first: level is multiplied by one and a half, twenty is added, and the result is multiplied by skill power and by attack, then divided by the target defense. A fixed divisor scales the outcome down — that is what brings the magnitude in line with what the game shows. Defense sits in the denominator, so doubling it roughly halves the damage.

Multipliers apply on top of the base. The element multiplier comes from the table: a hit into a weakness lands at double, a hit into a resistance at half, and every other pairing at one; when the target has two elements the multipliers multiply rather than add. Then, if the skill element matches the element of the Pal itself, the STAB bonus applies. Finally the game adds a random roll of about ten percent either way — which is why we report both the average and the bounds.

What is not in here: condensation, passive skills, status effects and gear bonuses. We found no confirmed source for their multipliers, and we will not invent a coefficient just to make the interface look complete. To account for them, feed in attack and defense values that already include them.

Sources

checked 18 August 2026

Questions and answers

Why is damage shown as a range?

The game adds a random roll of roughly ten percent either way to every hit. We show the average and the bounds together: a single number would imply a precision that is not there.

Where do the 2 and 0.5 multipliers come from?

From the element table on the open Palworld wiki. Every element has exactly one weakness: a hit into it lands at double, while a hit with an element the target resists lands at half. When the target has two elements, the multipliers multiply rather than add.

What is STAB?

A same-type bonus: when the skill element matches the element of the Pal itself, damage is multiplied by 1.2. It is a separate switch here because the match depends on the specific Pal and skill pair.

Is this formula official?

No. Pocketpair never published a damage formula. We use the variant common in the community and label it as such. We have not cross-checked it against the current game build — that is recorded as an open question.

Why are condensation and passives ignored?

Multipliers from condensation, passive skills and status effects are not part of the inputs: we found no confirmed source for their values. If you want them counted, feed in attack and defense values that already include them.

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Unofficial tool. Not affiliated with Pocketpair.