a) Start with the base damage. This is the number written to the right of the attack, or, if
that number has an x, -, +, or ? next to it, it is the amount of damage the attack tells
you to do. (If the attack specifies to put damage counters, these damage counters are
not preventable as “damage.”)
b) Figure out damage effects on the Attacking Pokémon (for example, Onix’s Harden
attack from the opponent’s turn). Then, if the base damage is 0 (or if the attack
does not do any damage at all), just stop figuring the damage. You are done now.
Otherwise, keep going.
c) Increase the damage by the amount next to the Defending Pokémon’s Weakness, if it
has Weakness to the Attacking Pokémon’s type. (If the attack specifies to put damage
counters, do not apply Weakness to these damage counters.)
d) Reduce the damage by the amount next to the Defending Pokémon’s Resistance, if it
has Resistance to the Attacking Pokémon’s type. (If the attack specifies to put damage
counters, do not apply Resistance to these damage counters.)
e) Figure out damage effects of Trainer cards and Energy cards on the Defending
Pokémon (like Metal Energy or Buffer Piece).
f) Apply any relevant effects on the Defending Pokémon, resulting from the Defending
Pokémon’s last attack (for example, Jumpluff’s Leaf Guard) or relevant Poké-Powers
and Poké-Bodies.
g) For each 10 damage the attack ends up doing, put 1 damage counter on the
Defending Pokémon. (If at this point the damage done turns out to be less than 0,
do not do anything.)
h) Now that damage has been done, if the attack does anything other than damage do all of that.