Damage category: Difference between revisions

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{{Move|Category (move)}}
{{Move|Category (move)}}
{{DamageCats}}
{{DamageCats}}
The '''category''' (Japanese: '''{{tt|分類|ぶんるい}}''' ''category'') of a move is an element of a [[move]] that determines the kind of damage it deals.
The '''category''' (Japanese: '''{{tt|分類|ぶんるい}}''' ''classification'') or '''kind''' of a move is an element of a [[move]] that determines the kind of damage it deals.


In games prior to Generation IV, the [[type]] of a damaging [[move]] determines whether the move is [[physical moves|physical]] (damage calculation is performed using the user's {{Stat|Attack}} and the target's {{Stat|Defense}}) or [[special moves|special]] (the user's {{Stat|Special Attack}} and the target's {{Stat|Special Defense}}).
In games prior to Generation IV, the [[type]] of a damaging [[move]] determines whether the move is [[physical moves|physical]] (damage calculation is performed using the user's {{Stat|Attack}} and the target's {{Stat|Defense}}) or [[special moves|special]] (the user's {{Stat|Special Attack}} and the target's {{Stat|Special Defense}}).
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==Trivia==
==Trivia==
* The unused type from the [[Generation I]] games, {{t|Bird}}, is [[physical moves|physical]].
* The unused type from the [[Generation I]] games, {{t|Bird}}, is [[physical moves|physical]].
==In other languages==
{{langtable|color=ddf|bordercolor=ccf
|de=Kategorie
|es=Categoría
|fr=Catégorie
|it=Categoria
|ko=분류 ''classification''
}}{{-}}


{{Project Games notice|game mechanic}}
{{Project Games notice|game mechanic}}

Revision as of 00:29, 15 February 2015

018Pidgeot.png It has been suggested that this article be moved to Category (move).
Please discuss whether or not to move it on its talk page.

Damage categories
Physical
Special
Status

The category (Japanese: 分類 classification) or kind of a move is an element of a move that determines the kind of damage it deals.

In games prior to Generation IV, the type of a damaging move determines whether the move is physical (damage calculation is performed using the user's Attack and the target's Defense) or special (the user's Special Attack and the target's Special Defense).

It was first assigned to individual moves in Pokémon XD for shadow moves, and then applied to all moves starting in Generation IV. Among fans, this change is often known as the Physical/Special split.

Physical/Special split

The Physical/Special split allows Pokémon to use moves from a wider variety of types. For example, prior to Generation IV, Sneasel, which has a much greater Attack than Special Attack, was not effective at using moves with STAB, due to Ice-type moves and Dark-type moves both being special.

Several new moves were introduced to give more balance to formerly all-special and all-physical types, such as the physical Psychic-type moves Zen Headbutt and Psycho Cut; and the special Fighting-type moves Focus Blast, Vacuum Wave, and Aura Sphere. Other moves, such as Hyper Beam (which was physical prior to Generation IV, but is now special), gained physical counterparts with the same characteristics (in this case, Giga Impact).

Type-based categories

Prior to Generation IV, damage categories were as follows:

Physical moves:

Special moves:

Shadow moves have damage categories assigned individually.

Trivia

In other languages

Language Title
France Flag.png French Catégorie
Germany Flag.png German Kategorie
Italy Flag.png Italian Categoria
South Korea Flag.png Korean 분류 classification
Spain Flag.png Spanish Categoría


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.