Calculatrex

Pokémon Poison Damage Calculator

Calculate the exact HP loss per turn from standard Poison in Pokémon battles across all generations. Plan your survival and defensive strategies.

Converts damage into 1/8th HP healing

Prevents all indirect damage

Uses 1/16th damage instead of 1/8th

Interpreting Your Result

Losing 12.5% of your HP every turn is a significant timer. It effectively limits your Pokémon to 8 active turns unless you have recovery moves or items.

✓ Do's

  • Use Poison on defensive walls that rely on Leftovers; poison damage is twice as high as Leftovers healing (12.5% vs 6.25%).
  • Switch out a poisoned Pokémon if you have a teammate with "Heal Bell" or "Aromatherapy".
  • Equip a "Toxic Orb" on your own Pokémon only if they have abilities like "Poison Heal" or "Guts" (though Flame Orb is usually better for Guts).

✗ Don'ts

  • Don't ignore poison on a Pokémon with "Sturdy" or "Focus Sash", as the turn-end damage will negate their survival ability.
  • Don't try to poison a Steel-type unless you have the Corrosion ability.
  • Don't use Poison moves on a target that is already burned or paralyzed; a Pokémon can only have one major status condition.

How It Works

The Pokémon Poison Damage Calculator is a vital tool for competitive play and in-game challenges like Nuzlockes. Standard poisoning is one of the original status conditions, providing consistent "chip" damage that can break Focus Sashes and wear down even the bulkiest defensive Pokémon. Unlike Toxic poisoning, standard poison damage remains constant every turn, making it easier to calculate exactly how many turns your Pokémon has left before fainting. This calculator helps you manage your HP thresholds and decide when to switch or use a healing item.

Formula Used

Poison Damage = floor(Max_HP / 8); Gen 2-9 Damage = 12.5% of Max HP.

Real Calculation Examples

  • 1A Tyranitar with 400 Max HP takes 50 damage (1/8th) at the end of every turn.
  • 2A focus-sashed Pokémon survives a hit at 1 HP, but the poison damage at turn-end will knock it out.
  • 3A Pokémon with 160 HP takes 20 damage per turn, meaning it will faint in 8 turns of poison damage alone.

Related Calculators

The Comprehensive Guide

The Ultimate Guide to Pokémon Poison Mechanics: Math, Strategy, and Survival

In the high-stakes world of Pokémon battling, every point of HP counts. Of all the status conditions, Poison is the most persistent "clock" on the field. This guide explores the intricate math of poison damage, generational changes, and how to use the Pokémon Poison Damage Calculator to gain a competitive edge.

The Fundamental Math of Standard Poison

Poison damage is calculated based on a Pokémon's Maximum HP. Since Generation I, the formula has remained remarkably consistent. Unlike "Bad Poison" (Toxic), standard poison damage does not increase over time; it provides a steady, predictable drain on your resources.

The 1/8th Rule

In almost every scenario, poison deals 1/8th of the Pokémon's maximum HP at the end of each turn. Mathematically, this is expressed as:

Damage = floor(Max_HP / 8)

This means that a poisoned Pokémon, if left untreated and un-attacked, will faint in exactly 8 turns. Understanding this 8-turn window is crucial for "stall" teams and for players deciding whether to stay in and attack or switch to a healer.

Poison vs. Bad Poison (Toxic)

One of the most common points of confusion for trainers is the difference between "Poison" and "Toxic" (also known as Badly Poisoned). While they share the same icon in the UI, their damage profiles are drastically different.

  • Standard Poison: Fixed at 1/8th (12.5%) per turn.
  • Toxic (Bad Poison): Starts at 1/16th (6.25%) and increases its damage by an additional 1/16th every turn. By turn 3, Toxic deals more damage than standard poison, and by turn 4, it becomes lethal very quickly.

Generational Changes to Poison

While the battle damage has stayed consistent, the "Out of Battle" mechanics have evolved significantly:

  • Generations 1-3: Poison dealt damage every 4 steps while walking in the overworld. If a Pokémon reached 1 HP, it would faint.
  • Generation 4: Similar to above, but a Pokémon reaching 1 HP would be "cured" of poison with a message saying the poison faded, preventing faints outside of battle.
  • Generation 5-9: Poison no longer deals damage outside of battle at all. It only persists as a status that must be cured, but you won't see the screen flicker as you walk.

Immunity and Resistance: Who Can Be Poisoned?

Not every Pokémon can be poisoned. Leveling up your strategy requires knowing your targets:

Type-Based Immunities

Poison-types and Steel-types are naturally immune to being poisoned. Steel-types gained this immunity in Gen II. This makes Steel-types like Skarmory or Corviknight excellent "status absorbers" since they can safely switch into a Toxic or Poison Powder without fear.

Ability-Based Protection

  • Immunity: The Pokémon is simply incapable of being poisoned (e.g., Snorlax).
  • Pastel Veil: Protects the Pokémon and its allies from being poisoned (e.g., Galarian Ponyta).
  • Comatose: The Pokémon is always sleeping and cannot gain other status conditions.

The "Corrosion" Exception

Introduced in Sun & Moon, the ability Corrosion changed the rules. Pokémon with this ability (Salandit and Salazzle) can inflict poison on Steel and Poison-type Pokémon. This is a game-changer for breaking through defensive Steel walls that usually rely on their immunity to bypass status damage.

Strategic Utility: Poison as a Tool

While usually a negative, Poison can be used strategically by a clever trainer:

Poison Heal

Pokémon with Poison Heal (Gliscor, Breloom) actually want to be poisoned. They recover 12.5% of their HP every turn, which is double the amount healed by Leftovers. Furthermore, once they are poisoned, they cannot be paralyzed, burned, or put to sleep, effectively giving them "Status Immunity."

Guts and Facade

The move Facade doubles its power to 140 if the user is poisoned. Similarly, the Guts ability boosts the Pokémon's Attack by 50% while afflicted with a status. While Burn is usually avoided for Guts users (due to the attack nerf), Poison (specifically Toxic Orb) is a common way to trigger these power boosts.

Conclusion: The 8-Turn Countdown

Whether you are trying to outlast a bulky Blissey or trying to save your star sweeper from a slow death, the Pokémon Poison Damage Calculator provides the clarity you need. By mastering the math of the 1/8th drain, you can turn a desperate situation into a tactical victory. Don't let the health bar flicker catch you by surprise—calculate your survival today!

Frequently Asked Questions

Usage of This Calculator

Who Should Use This?

Competitive trainers tracking survival turns, Nuzlocke runners planning gym battles, and casual players managing status in long elite four runs.

Limitations

Assumes standard battle conditions. Does not calculate outside-of-battle damage for older generations.

Real-World Examples

The Sash Breaker

Scenario: An opponent's Focus Sashed Alakazam survives with 1 HP.

Outcome: The poison damage at the end of the turn finishes it off, preventing it from attacking next turn.

The Stall Match

Scenario: A Milotic is poisoned. It has 350 HP.

Outcome: It loses 43 HP every turn. Without "Recover", it will faint in 9 turns regardless of the opponent's attacks.

Summary

Master the timer of battle. Use the Pokémon Poison Damage Calculator to track health attrition and plan your healing cycles.