Multi-strike move: Difference between revisions

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[[File:Fury Swipes.png|thumb|{{m|Fury Swipes}}, a multi-strike move]]
[[File:Fury Swipes V.png|thumb|{{m|Fury Swipes}}, a multi-strike move]]
'''Multi-strike moves''' are [[move]]s that strike an opponent more than one time in the same turn. Most multi-strike moves will hit the opponent 2-5 times in a turn, but some work differently. Multi-strike moves generally have low base power and imperfect accuracy to compensate for the fact that they hit multiple times. {{m|Bide}} and {{m|Counter}} only take the final hit of a multi-strike move into consideration.
'''Multi-strike moves''' are [[move]]s that strike an opponent more than one time in the same turn. Most multi-strike moves will hit the opponent 2-5 times in a turn, but some work differently. Multi-strike moves generally have low base power and imperfect accuracy to compensate for the fact that they hit multiple times. {{m|Bide}}, {{m|Counter}}, and {{m|Mirror Coat}} only take the final hit of a multi-strike move into consideration.


==Effect==
==Effect==
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If an opponent is knocked out by a multi-strike move, the game does not state how many times the attack hit.
If an opponent is knocked out by a multi-strike move, the game does not state how many times the attack hit.


Although only the first strike can be a [[critical hit]], each successive one will deal the same amount of damage. Multi-strike moves end instantly upon breaking a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} deal damage based on the last strike alone.
Although only the first strike can be a [[critical hit]], each successive one will deal the same amount of damage.  
In this generation only, multi-strike moves end instantly upon breaking a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} deal damage based on the last strike alone.


===Generation II===
===Generation II===
If the target faints, the number of strikes is shown afterward.
If the target faints, the number of strikes is shown afterward.


Each strike has an independent chance of being a critical hit, as well as activating a {{DL|Evolution-inducing held item|King's Rock}}. If a multi-strike move activates a target's {{DL|In-battle effect item|Focus Band}}, no subsequent hits can knock it out.
Each strike has an independent chance of being a critical hit.
 
Multi-strike moves can now continue hitting even after breaking a substitute, then dealing damage directly to the targeted Pokémon. If a multi-strike move activates a target's [[Focus Band]], no subsequent hits can knock it out.
 
If the user is holding a [[King's Rock]], the chance of causing the target to [[flinch]] is independent of how many times the move hit (i.e., always ~12% in Generation II), except with {{m|Beat Up}}, where each hit has an independent chance of causing the target to flinch.


===Generation III===
===Generation III===
The number of hits is now shown before the target faints. A multi-strike move may now continue attacking after breaking a substitute.
The number of hits is now shown before the target faints.


{{a|Color Change}} will activate after the first hit of a multi-strike move, possibly changing the [[Type chart|type effectiveness]] of the remaining strikes.
{{a|Color Change}} will activate after the first hit of a multi-strike move, possibly changing the [[Type chart|type effectiveness]] of the remaining strikes.


Each strike from a contact multi-strike move has an independent chance of activating an {{cat|Abilities that activate upon taking damage|Ability that activates on taking damage}}. If a Pokémon using a multi-strike move falls {{status|sleep|asleep}} or faints between strikes, such as due to {{a|Effect Spore}} or {{a|Rough Skin}}, the move will end immediately.
Each strike from a multi-strike move has an independent chance of activating an {{cat|Abilities that activate upon taking damage|Ability that activates on taking damage}}, and each strike of a multi-strike move that makes [[contact]] has an independent chance of activating an [[Contact#Abilities|Ability that activates on contact]]. If a Pokémon using a multi-strike move falls {{status|sleep|asleep}} or faints between strikes, such as due to {{a|Effect Spore}} or {{a|Rough Skin}}, the move will end immediately. In every Generation III game except for {{v2|Emerald}} and {{pkmn|XD: Gale of Darkness}}, due to {{DL|List of battle glitches (Generation III)|Multi-strike moves inflict status upon their target|a glitch}}, if a Pokémon uses a multi-strike move other than {{m|Triple Kick}} against a target with an [[Ability]] that inflicts a [[status condition]] on [[contact]], and the move's user triggers this Ability with the move's final strike, there is a 1% chance that the target also becomes afflicted by the status condition inflicted by their Ability.


{{DL|In-battle effect item|Shell Bell}} activates after each strike, considering the damage from that strike only.
If the user is holding a [[King's Rock]], each strike now has an independent chance of causing the target to flinch.
 
[[Shell Bell]] activates after each strike, considering the damage from that strike only.


===Generation IV===
===Generation IV===
If a multi-strike move activates a target's {{DL|In-battle effect item|Focus Sash}}, no subsequent hits can knock it out. Pokémon with {{a|Skill Link}} will always hit five times when using a 2-5 hit multi-strike move. Each strike has an independent chance of activating a {{DL|Evolution-inducing held item|Razor Fang}}.
If a multi-strike move activates a target's [[Focus Sash]], no subsequent hits can knock it out. Each strike has an independent chance of activating a [[Razor Fang]]. [[Shell Bell]] activates after the last strike, considering the damage from all of the strikes.
 
Pokémon with {{a|Skill Link}} will always hit five times when using a 2-5 hit multi-strike move.


===Generation V===
===Generation V===
The number of strikes is now shown after the target faints.
The number of strikes is now shown after the target faints.


If a {{DL|In-battle effect item|Focus Sash}}, a {{DL|In-battle effect item|Focus Band}}, or {{a|Sturdy}} activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent.
The [[Focus Sash]], [[Focus Band]], and {{a|Sturdy}} need to activate for each individual strike. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent.


{{a|Color Change}} now activates after the last hit of a multi-strike move, so [[Type chart|type effectiveness]] will not change during the attack.
{{a|Color Change}} now activates after the last hit of a multi-strike move, so [[Type chart|type effectiveness]] will not change during the attack.


Each individual strike from a [[Physical move|physical]] multi-strike move will activate {{a|Weak Armor}}. Each individual strike from a {{type|Dark}} multi-strike move will activate {{a|Justified}}; however, a {{type|Grass}} multi-strike move will only activate {{a|Sap Sipper}} once. Each individual strike from a [[contact]] multi-strike move will activate a {{DL|In-battle effect item|Rocky Helmet}}.
Each individual strike from a [[Physical move|physical]] multi-strike move will activate {{a|Weak Armor}}. Each individual strike from a {{type|Dark}} multi-strike move will activate {{a|Justified}}; however, a {{type|Grass}} multi-strike move will only activate {{a|Sap Sipper}} once. Each individual strike from a [[contact]] multi-strike move will activate a [[Rocky Helmet]].


Each strike has an independent chance of activating {{a|Stench}} (but this does not stack with the Razor Fang or King's Rock).
Each strike has an independent chance of activating {{a|Stench}} (but this does not stack with the Razor Fang or King's Rock).


{{DL|In-battle effect item|Shell Bell}} activates after the last strike, considering the damage from all of the strikes.
Items like [[Cell Battery]], etc. activate on the first strike and are consumed in the first strike itself.
 
Items like [[Cell Battery]] etc. activate on the first strike and are consumed in the first strike itself.


===Generation VI===
===Generation VI===
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If a contact multi-strike move is blocked by {{m|Spiky Shield}} or {{m|King's Shield}}, the negative effect will only apply once.
If a contact multi-strike move is blocked by {{m|Spiky Shield}} or {{m|King's Shield}}, the negative effect will only apply once.
===Generation VII===
Each individual strike from a multi-strike move will activate {{a|Stamina}}.
===Generation IX===
If a [[Loaded Dice]] is held, moves that hit 2-5 times now hit 4-5 times; {{m|Triple Axel}} and {{m|Triple Kick}} will only have one accuracy check; {{m|Population Bomb}} will also only have one accuracy check, and it will hit 4-10 times.


==List of multi-strike moves==
==List of multi-strike moves==
===2-5 strikes per turn===
===Variable number of strikes===
Most multi-strike moves will hit an opponent two, three, four, or five times in one turn. These moves are more likely to hit two or three times than four or five, but will always hit five times when used by a Pokémon with the {{a|Skill Link}} Ability.
Most multi-strike moves will hit an opponent 2, 3, 4, or 5 times for each use. These moves are more likely to hit 2 or 3 times than 4 or 5, but will always hit 5 times when used by a Pokémon with the {{a|Skill Link}} Ability.


{| class="roundy" style="margin:auto; background: #{{physical color light}}; border: 5px solid #{{physical color}};"
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|-
|-
|  
|  
{| border=1 style="margin:auto; background: #FFFFFF; border:1px solid #{{physical color light}}; border-collapse:collapse;"  
{| border=1 style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"  
|- style="background:#{{physical color light}}"
|- style="background:#{{stellar color light}}"
! rowspan=2 | Number of hits
! rowspan=2 | Number of hits
! colspan=2 | Chance of happening
! colspan=2 | Chance of happening
|- style="background:#{{physical color light}}"
|- style="background:#{{stellar color light}}"
! Gen I-IV
! Gen I-IV
! Gen V on
! Gen V on
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| 2
| 2
| 3/8 (37.5%)
| 3/8 (37.5%)
| 1/3 (~33.3%)
| 35%
|-
|-
| 3
| 3
| 3/8 (37.5%)
| 3/8 (37.5%)
| 1/3 (~33.3%)
| 35%
|-
|-
| 4
| 4
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/6 (~16.7%)
| 15%
|-
|-
| 5
| 5
| 1/8 (12.5%)
| 1/8 (12.5%)
| 1/6 (~16.7%)
| 15%
|}
|}
|}
|}
In Generations IV and earlier, moves in the below list will hit on average 3 times, provided that the move does not miss. From Generation V onward, the average number of hits is now ~3.167, provided that the move does not miss.
In Generations IV and earlier, moves in the below list will hit on average 3 times, provided that the move does not miss. From Generation V onward, the average number of hits is now 3.1, provided that the move does not miss.
{{-}}
{{-}}


{| class="roundy" style="margin:auto; background: #{{physical color light}}; border: 5px solid #{{physical color}};"
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|-
|-
|  
|  
{| border=1 class="sortable" style="margin:auto; background: #FFFFFF; border:1px solid #{{physical color light}}; border-collapse:collapse;"  
{| border=1 class="sortable" style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"  
|- style="background:#{{physical color light}}"
|- style="background:#{{stellar color light}}"
! Name
! Name
! Type
! Type
! Category
! Power
! Power
! Accuracy
! Accuracy
Line 95: Line 109:
| class="l" | {{m|Arm Thrust}}
| class="l" | {{m|Arm Thrust}}
{{Typetable|Fighting}}
{{Typetable|Fighting}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 15
| class="c" | 100%
| class="c" | 100%
| class="c" | 20
| class="c" | 20
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
| class="c" | 46.5
|-
|-
| class="l" | {{m|Barrage}}
| class="l" | {{m|Barrage}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 15
| class="c" | 85%
| class="c" | 85%
| class="c" | 20
| class="c" | 20
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
| class="c" | 46.5
|-
|-
| class="l" | {{m|Bone Rush}}
| class="l" | {{m|Bone Rush}}
{{Typetable|Ground}}
{{Typetable|Ground}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | 25
| class="c" | {{tt|90%|80% prior to Generation V}}
| class="c" | {{tt|90%|80% prior to Generation V}}
| class="c" | 10
| class="c" | 10
| class="c" | 75
| class="c" | 75
| class="c" | ~79.2
| class="c" | 77.5
|-
|-
| class="l" | {{m|Bullet Seed}}
| class="l" | {{m|Bullet Seed}}
{{Typetable|Grass}}
{{Typetable|Grass}}
{{statustable|Physical}}
| class="c" | {{tt|25|10 prior to Generation V}}
| class="c" | {{tt|25|10 prior to Generation V}}
| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | 30
| class="c" | 30
| class="c" | ~79.2
| class="c" | 77.5
|-
|-
| class="l" | {{m|Comet Punch}}
| class="l" | {{m|Comet Punch}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 18
| class="c" | 18
| class="c" | 85%
| class="c" | 85%
| class="c" | 15
| class="c" | 15
| class="c" | 54
| class="c" | 54
| class="c" | 57
| class="c" | 55.8
|-
|-
| class="l" | {{m|Double Slap}}
| class="l" | {{m|Double Slap}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 15
| class="c" | 85%
| class="c" | 85%
| class="c" | 10
| class="c" | 10
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
| class="c" | 46.5
|-
|-
| class="l" | {{m|Fury Attack}}
| class="l" | {{m|Fury Attack}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 15
| class="c" | 85%
| class="c" | 85%
| class="c" | 20
| class="c" | 20
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
| class="c" | 46.5
|-
|-
| class="l" | {{m|Fury Swipes}}
| class="l" | {{m|Fury Swipes}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 18
| class="c" | 18
| class="c" | 80%
| class="c" | 80%
| class="c" | 15
| class="c" | 15
| class="c" | 54
| class="c" | 54
| class="c" | 57
| class="c" | 55.8
|-
|-
| class="l" | {{m|Icicle Spear}}
| class="l" | {{m|Icicle Spear}}
{{Typetable|Ice}}
{{Typetable|Ice}}
{{statustable|Physical}}
| class="c" | {{tt|25|10 prior to Generation V}}
| class="c" | {{tt|25|10 prior to Generation V}}
| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | 30
| class="c" | 30
| class="c" | ~79.2
| class="c" | 77.5
|-
|-
| class="l" | {{m|Pin Missile}}
| class="l" | {{m|Pin Missile}}
{{Typetable|Bug}}
{{Typetable|Bug}}
{{statustable|Physical}}
| class="c" | {{tt|25|14 prior to Generation VI}}
| class="c" | {{tt|25|14 prior to Generation VI}}
| class="c" | {{tt|95%|85% prior to Generation VI}}
| class="c" | {{tt|95%|85% prior to Generation VI}}
| class="c" | 20
| class="c" | 20
| class="c" | 42
| class="c" | 42
| class="c" | {{tt|~79.2|~44.333 in Generation V}}
| class="c" | {{tt|77.5|43.4 in Generation V}}
|-
|-
| class="l" | {{m|Rock Blast}}
| class="l" | {{m|Rock Blast}}
{{Typetable|Rock}}
{{Typetable|Rock}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | 25
| class="c" | {{tt|90%|80% prior to Generation V}}
| class="c" | {{tt|90%|80% prior to Generation V}}
| class="c" | 10
| class="c" | 10
| class="c" | 75
| class="c" | 75
| class="c" | ~79.2
| class="c" | 77.5
|-
| class="l" | {{m|Scale Shot}}
{{Typetable|Dragon}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | 90%
| class="c" | 20
| class="c" | N/A
| class="c" | 77.5
|-
|-
| class="l" | {{m|Spike Cannon}}
| class="l" | {{m|Spike Cannon}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 20
| class="c" | 20
| class="c" | 100%
| class="c" | 100%
| class="c" | 15
| class="c" | 15
| class="c" | 60
| class="c" | 60
| class="c" | ~63.33
| class="c" | 62
|-
|-
| class="l" | {{m|Tail Slap}}
| class="l" | {{m|Tail Slap}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | 25
| class="c" | 85%
| class="c" | 85%
| class="c" | 10
| class="c" | 10
| class="c" | N/A
| class="c" | N/A
| class="c" | ~79.2
| class="c" | 77.5
|-
|-
| class="l" | {{m|Water Shuriken}}
| class="l" | {{m|Water Shuriken}}{{tt|*|When Battle Bond is not activated}}
{{Typetable|Water}}
{{Typetable|Water}}
{{statustable|Special}}
| class="c" | 15
| class="c" | 15
| class="c" | 100%
| class="c" | 100%
| class="c" | 10
| class="c" | 20
| class="c" | N/A
| class="c" | N/A
| class="c" | 47.5
| class="c" | 46.5
|}
|}
|}
|}


* Average power is equal to the move's base power per hit multiplied by the average number of hits, provided that the move does not miss. To take accuracy into account in the average power, multiply the two together (this does not handle modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}).
* Average power is equal to the move's base power per hit multiplied by the average number of hits, provided that the move does not miss. To take accuracy into account in the average power, multiply the two together (possibly after making adjustments for {{stat|accuracy}} and {{stat|evasion}} modifiers).
* Prior to [[Generation IX]], if {{a|Battle Bond}} is activated, Water Shuriken will always hit three times, and its base power will increase to 20.
 
===Fixed number of multiple strikes===
Several multi-strike moves hit an opponent a specific number of times per use. Most of these moves always hit exactly twice, but {{m|Surging Strikes}} and {{m|Triple Dive}} always hit exactly 3 times.
 
These moves are typically less common than multi-strike moves that hit 2-5 strikes per use, with several of them being [[signature move]]s. They generally have higher power than multi-strike moves that hit 2-5 strikes per use, as they only hit twice. Moves affected by {{a|Parental Bond}} become this type of multi-strike move.


===2 strikes per turn===
Uniquely for a multi-strike move, {{m|Dragon Darts}} can hit different targets with each of its strikes.
Several multi-strike moves hit an opponent exactly twice in one turn. For the most part, these moves are found on fewer Pokémon, several of them being [[signature move]]s, and generally have higher power than other multi-strike moves, as they only hit twice. Moves affected by {{a|Parental Bond}} become this type of multi-strike move.


{| class="roundy" style="margin:auto; background: #{{physical color light}}; border: 5px solid #{{physical color}};"
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|  
|  
{| border=1 class="sortable" style="margin:auto; background: #FFFFFF; border:1px solid #{{physical color light}}; border-collapse:collapse;"  
{| border=1 class="sortable" style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"  
|- style="background:#{{physical color light}}"
|- style="background:#{{stellar color light}}"
! Name
! Name
! Type
! Type
! Category
! Power
! Power
! Accuracy
! Accuracy
! PP
! PP
! Strikes
|-
|-
| class="l" | {{m|Bonemerang}}
| class="l" | {{m|Bonemerang}}
{{Typetable|Ground}}
{{Typetable|Ground}}
{{statustable|Physical}}
| class="c" | 50
| class="c" | 50
| class="c" | 90%
| class="c" | 90%
| class="c" | 10
| class="c" | 10
| class="c" | 2
|-
|-
| class="l" | {{m|Double Hit}}
| class="l" | {{m|Double Hit}}
{{Typetable|Normal}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 35
| class="c" | 35
| class="c" | 90%
| class="c" | 90%
| class="c" | 10
| class="c" | 10
| class="c" | 2
|-
| class="l" | {{m|Double Iron Bash}}
{{Typetable|Steel}}
{{statustable|Physical}}
| class="c" | 60
| class="c" | 100%
| class="c" | 5
| class="c" | 2
|-
|-
| class="l" | {{m|Double Kick}}
| class="l" | {{m|Double Kick}}
{{Typetable|Fighting}}
{{Typetable|Fighting}}
{{statustable|Physical}}
| class="c" | 30
| class="c" | 30
| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | 2
|-
| class="l" | {{m|Dragon Darts}}
{{Typetable|Dragon}}
{{statustable|Physical}}
| class="c" | 50
| class="c" | 100%
| class="c" | 10
| class="c" | 2
|-
|-
| class="l" | {{m|Dual Chop}}
| class="l" | {{m|Dual Chop}}
{{Typetable|Dragon}}
{{Typetable|Dragon}}
{{statustable|Physical}}
| class="c" | 40
| class="c" | 40
| class="c" | 90%
| class="c" | 90%
| class="c" | 15
| class="c" | 15
| class="c" | 2
|-
| class="l" | {{m|Dual Wingbeat}}
{{Typetable|Flying}}
{{statustable|Physical}}
| class="c" | 40
| class="c" | 90%
| class="c" | 10
| class="c" | 2
|-
|-
| class="l" | {{m|Gear Grind}}
| class="l" | {{m|Gear Grind}}
{{Typetable|Steel}}
{{Typetable|Steel}}
{{statustable|Physical}}
| class="c" | 50
| class="c" | 50
| class="c" | 85%
| class="c" | 85%
| class="c" | 15
| class="c" | 15
| class="c" | 2
|-
| class="8" | {{m|Surging Strikes}}
{{Typetable|Water}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | 100%
| class="c" | 5
| class="c" | 3
|-
| class="l" | {{m|Tachyon Cutter}}
{{Typetable|Steel}}
{{statustable|Special}}
| class="c" | 50
| class="c" data-sort-value=101% | ∞%
| class="c" | 10
| class="c" | 2
|-
| class="l" | {{m|Triple Dive}}
{{Typetable|Water}}
{{statustable|Physical}}
| class="c" | 30
| class="c" | 95%
| class="c" | 10
| class="c" | 3
|-
| class="l" | {{m|Twin Beam}}
{{Typetable|Psychic}}
{{statustable|Special}}
| class="c" | 40
| class="c" | 100%
| class="c" | 10
| class="c" | 2
|-
|-
| class="l" | {{m|Twineedle}}
| class="l" | {{m|Twineedle}}
{{Typetable|Bug}}
{{Typetable|Bug}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | 25
| class="c" | 100%
| class="c" | 100%
| class="c" | 20
| class="c" | 20
| class="c" | 2
|-
| {{m|Water Shuriken}}{{tt|*|When Battle Bond is active}}
{{Typetable|Water}}
{{statustable|Special}}
| class="c" | 20
| class="c" | 100%
| class="c" | 20
| class="c" | 3
|}
|}
|}
|}


===3 strikes per turn===
===Accuracy-dependent multiple strikes===
Triple Kick works differently than other multi-strike moves. It can hit an opponent up to three times per turn, but its base power of 10 will increase by 10 with each subsequent hit, so its first, second, and third hits have powers of 10, 20, and 30, respectively. Also unlike other multi-strike moves, each hit has its own accuracy check, and if one hit misses, the entire move ends.
{{m|Triple Kick}} and {{m|Triple Axel}} can hit up to three times per use, while {{m|Population Bomb}} can hit up to ten times. An [[accuracy]] check is performed before each strike to determine if the move continues. From [[Generation V]] onward, if the user has {{a|Skill Link}}, only the initial accuracy check is performed.
 
For Triple Kick and Triple Axel, the [[power]] of each subsequent hit is greater: Triple Kick has 10 power on its first hit, 20 on its second hit, and 30 on its third hit; Triple Axel has 20 power on its first hit, 40 on its second hit, and 60 on its third hit. Population Bomb has a power of 20 for each hit.


{| class="roundy" style="margin:auto; background: #{{physical color light}}; border: 5px solid #{{physical color}};"
{| class="roundy" style="margin:auto; background: #{{stellar color light}}; border: 5px solid #{{stellar color}};"
|-
|-
|  
|  
{| border=1 style="margin:auto; background: #FFFFFF; border:1px solid #{{physical color light}}; border-collapse:collapse;"  
{| border=1 style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"  
|- style="background:#{{physical color light}}"
|- style="background:#{{stellar color light}}"
! Name
! Name
! Type
! Type
! Category
! Power
! Power
! Accuracy
! Accuracy
! PP
! PP
! Strikes
! Effective power
! Effective power
|-
| class="l" | {{m|Triple Axel}}
{{Typetable|Ice}}
{{statustable|Physical}}
| class="c" | 20
| class="c" | 90%
| class="c" | 10
| class="c" | 3
| class="c" | 94.14
|-
|-
| class="l" | {{m|Triple Kick}}
| class="l" | {{m|Triple Kick}}
{{Typetable|Fighting}}
{{Typetable|Fighting}}
{{statustable|Physical}}
| class="c" | 10
| class="c" | 10
| class="c" | 90%
| class="c" | 90%
| class="c" | 10
| class="c" | 10
| class="c" | 3
| class="c" | 47.07<!-- exact: 0*10% + 10*90%*10% + 30*90%*90%*10% + 60*90%*90%*90% = 47.07 -->
| class="c" | 47.07<!-- exact: 0*10% + 10*90%*10% + 30*90%*90%*10% + 60*90%*90%*90% = 47.07 -->
|-
| class="l" | {{m|Population Bomb}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 20
| class="c" | 90%
| class="c" | 10
| class="c" | 10
| class="c" | 117.24<!-- exact: 20*.9^n+20*.9^n+1...+20*.9^10 = 117.23788-->
|}
|}
|}
|}
In the table above, effective power is average power with all three accuracy checks taken into account (modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}, are not considered).


*For Triple Kick, effective power is average power with all three accuracy checks taken into account (modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}, are not considered).
===Party-dependent multiple strikes===
 
===1-6 strikes per turn===
{{Incomplete|section}}
{{Incomplete|section}}
{{m|Beat Up}} uniquely hits a number of times equal to the number of Pokémon in the user's party, excluding those who are fainted or who have a {{status|non-volatile status}}. Its base power and damage mechanics have varied between generations.
{{m|Beat Up}} uniquely hits a number of times equal to the number of Pokémon in the user's party, excluding those who are fainted or who have a {{status|non-volatile status}}. Its base power and damage mechanics have varied between generations.
In [[Generation II]], each strike of Beat Up deals typeless damage with a base power of 10, but uses each individual team member's {{stat|Attack}} stat and [[level]] to calculate damage; as a result, its damage is unaffected by any changes to the user's Attack stat (such as {{m|Swords Dance}}). Because it deals typeless damage, Beat Up receives no benefit from [[Same-type attack bonus]] and ignores {{a|Wonder Guard}}.
Starting in [[Generation V]], Beat Up deals {{type|Dark}} damage, benefits from STAB, and interacts normally with Wonder Guard. Instead of using each party member's Attack stat to calculate damage, Beat Up only considers the user's Attack, meaning any change to the user's Attack through moves like Swords Dance now applies normally. Instead, party members' [[Base stats|base Attack stats]] are used to calculate their strikes' base power, with the new formula:
<math>BasePower = \dfrac{BaseAttack_{PartyMember}}{10}+5</math>
For example, a {{p|Weavile}} using Beat Up with active team members {{p|Shuckle}} and {{p|Conkeldurr}} would make three strikes with base powers of 17, 6, and 19, respectively.


==Trivia==
==Trivia==
* {{m|Double Slap}} is the only multi-strike move with "double" in its name that can hit 2-5 times.
* {{m|Double Slap}} is the only multi-strike move with "double" in its name that can hit 2-5 times, though its Japanese name '''{{tt|おうふくビンタ|Ōfuku Binta}}''' ''Round Trip Slap'' is more accurate.
* {{m|Triple Kick}} is the only multi-strike move that powers up on each consecutive hit, and the only one in which subsequent hits can miss.
* {{m|Beat Up}} is the only move that can hit the target more than five times per turn.
{{-}}
{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}
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[[Category:Multi-strike moves|*]]
[[Category:Multi-strike moves|*]]


[[de:Mehrmals angreifende Attacken]]
[[de:Mehrmals angreifende Attacken#Serien-Attacken]]
[[fr:Capacité à plusieurs coups]]
[[it:Mossa multicolpo]]
[[ja:連続攻撃技]]
[[ja:連続攻撃技]]
[[zh:连锁招式]]
[[zh:连续招式]]

Latest revision as of 19:49, 16 April 2024

Fury Swipes, a multi-strike move

Multi-strike moves are moves that strike an opponent more than one time in the same turn. Most multi-strike moves will hit the opponent 2-5 times in a turn, but some work differently. Multi-strike moves generally have low base power and imperfect accuracy to compensate for the fact that they hit multiple times. Bide, Counter, and Mirror Coat only take the final hit of a multi-strike move into consideration.

Effect

Generation I

If an opponent is knocked out by a multi-strike move, the game does not state how many times the attack hit.

Although only the first strike can be a critical hit, each successive one will deal the same amount of damage. In this generation only, multi-strike moves end instantly upon breaking a substitute. Bide and Counter deal damage based on the last strike alone.

Generation II

If the target faints, the number of strikes is shown afterward.

Each strike has an independent chance of being a critical hit.

Multi-strike moves can now continue hitting even after breaking a substitute, then dealing damage directly to the targeted Pokémon. If a multi-strike move activates a target's Focus Band, no subsequent hits can knock it out.

If the user is holding a King's Rock, the chance of causing the target to flinch is independent of how many times the move hit (i.e., always ~12% in Generation II), except with Beat Up, where each hit has an independent chance of causing the target to flinch.

Generation III

The number of hits is now shown before the target faints.

Color Change will activate after the first hit of a multi-strike move, possibly changing the type effectiveness of the remaining strikes.

Each strike from a multi-strike move has an independent chance of activating an Ability that activates on taking damage, and each strike of a multi-strike move that makes contact has an independent chance of activating an Ability that activates on contact. If a Pokémon using a multi-strike move falls asleep or faints between strikes, such as due to Effect Spore or Rough Skin, the move will end immediately. In every Generation III game except for Emerald and XD: Gale of Darkness, due to a glitch, if a Pokémon uses a multi-strike move other than Triple Kick against a target with an Ability that inflicts a status condition on contact, and the move's user triggers this Ability with the move's final strike, there is a 1% chance that the target also becomes afflicted by the status condition inflicted by their Ability.

If the user is holding a King's Rock, each strike now has an independent chance of causing the target to flinch.

Shell Bell activates after each strike, considering the damage from that strike only.

Generation IV

If a multi-strike move activates a target's Focus Sash, no subsequent hits can knock it out. Each strike has an independent chance of activating a Razor Fang. Shell Bell activates after the last strike, considering the damage from all of the strikes.

Pokémon with Skill Link will always hit five times when using a 2-5 hit multi-strike move.

Generation V

The number of strikes is now shown after the target faints.

The Focus Sash, Focus Band, and Sturdy need to activate for each individual strike. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent.

Color Change now activates after the last hit of a multi-strike move, so type effectiveness will not change during the attack.

Each individual strike from a physical multi-strike move will activate Weak Armor. Each individual strike from a Dark-type multi-strike move will activate Justified; however, a Grass-type multi-strike move will only activate Sap Sipper once. Each individual strike from a contact multi-strike move will activate a Rocky Helmet.

Each strike has an independent chance of activating Stench (but this does not stack with the Razor Fang or King's Rock).

Items like Cell Battery, etc. activate on the first strike and are consumed in the first strike itself.

Generation VI

Parental Bond turns most single-strike damaging moves into multi-strike moves that hit twice per use.

If a contact multi-strike move is blocked by Spiky Shield or King's Shield, the negative effect will only apply once.

Generation VII

Each individual strike from a multi-strike move will activate Stamina.

Generation IX

If a Loaded Dice is held, moves that hit 2-5 times now hit 4-5 times; Triple Axel and Triple Kick will only have one accuracy check; Population Bomb will also only have one accuracy check, and it will hit 4-10 times.

List of multi-strike moves

Variable number of strikes

Most multi-strike moves will hit an opponent 2, 3, 4, or 5 times for each use. These moves are more likely to hit 2 or 3 times than 4 or 5, but will always hit 5 times when used by a Pokémon with the Skill Link Ability.

Number of hits Chance of happening
Gen I-IV Gen V on
2 3/8 (37.5%) 35%
3 3/8 (37.5%) 35%
4 1/8 (12.5%) 15%
5 1/8 (12.5%) 15%

In Generations IV and earlier, moves in the below list will hit on average 3 times, provided that the move does not miss. From Generation V onward, the average number of hits is now 3.1, provided that the move does not miss.

Name Type Category Power Accuracy PP Average power
Gen I-IV
Average power
Gen V on
Arm Thrust Fighting Physical 15 100% 20 45 46.5
Barrage Normal Physical 15 85% 20 45 46.5
Bone Rush Ground Physical 25 90% 10 75 77.5
Bullet Seed Grass Physical 25 100% 30 30 77.5
Comet Punch Normal Physical 18 85% 15 54 55.8
Double Slap Normal Physical 15 85% 10 45 46.5
Fury Attack Normal Physical 15 85% 20 45 46.5
Fury Swipes Normal Physical 18 80% 15 54 55.8
Icicle Spear Ice Physical 25 100% 30 30 77.5
Pin Missile Bug Physical 25 95% 20 42 77.5
Rock Blast Rock Physical 25 90% 10 75 77.5
Scale Shot Dragon Physical 25 90% 20 N/A 77.5
Spike Cannon Normal Physical 20 100% 15 60 62
Tail Slap Normal Physical 25 85% 10 N/A 77.5
Water Shuriken* Water Special 15 100% 20 N/A 46.5
  • Average power is equal to the move's base power per hit multiplied by the average number of hits, provided that the move does not miss. To take accuracy into account in the average power, multiply the two together (possibly after making adjustments for accuracy and evasion modifiers).
  • Prior to Generation IX, if Battle Bond is activated, Water Shuriken will always hit three times, and its base power will increase to 20.

Fixed number of multiple strikes

Several multi-strike moves hit an opponent a specific number of times per use. Most of these moves always hit exactly twice, but Surging Strikes and Triple Dive always hit exactly 3 times.

These moves are typically less common than multi-strike moves that hit 2-5 strikes per use, with several of them being signature moves. They generally have higher power than multi-strike moves that hit 2-5 strikes per use, as they only hit twice. Moves affected by Parental Bond become this type of multi-strike move.

Uniquely for a multi-strike move, Dragon Darts can hit different targets with each of its strikes.

Name Type Category Power Accuracy PP Strikes
Bonemerang Ground Physical 50 90% 10 2
Double Hit Normal Physical 35 90% 10 2
Double Iron Bash Steel Physical 60 100% 5 2
Double Kick Fighting Physical 30 100% 30 2
Dragon Darts Dragon Physical 50 100% 10 2
Dual Chop Dragon Physical 40 90% 15 2
Dual Wingbeat Flying Physical 40 90% 10 2
Gear Grind Steel Physical 50 85% 15 2
Surging Strikes Water Physical 25 100% 5 3
Tachyon Cutter Steel Special 50 ∞% 10 2
Triple Dive Water Physical 30 95% 10 3
Twin Beam Psychic Special 40 100% 10 2
Twineedle Bug Physical 25 100% 20 2
Water Shuriken* Water Special 20 100% 20 3

Accuracy-dependent multiple strikes

Triple Kick and Triple Axel can hit up to three times per use, while Population Bomb can hit up to ten times. An accuracy check is performed before each strike to determine if the move continues. From Generation V onward, if the user has Skill Link, only the initial accuracy check is performed.

For Triple Kick and Triple Axel, the power of each subsequent hit is greater: Triple Kick has 10 power on its first hit, 20 on its second hit, and 30 on its third hit; Triple Axel has 20 power on its first hit, 40 on its second hit, and 60 on its third hit. Population Bomb has a power of 20 for each hit.

Name Type Category Power Accuracy PP Strikes Effective power
Triple Axel Ice Physical 20 90% 10 3 94.14
Triple Kick Fighting Physical 10 90% 10 3 47.07
Population Bomb Normal Physical 20 90% 10 10 117.24

In the table above, effective power is average power with all three accuracy checks taken into account (modifiers to accuracy and evasion, including taking aim and No Guard, are not considered).

Party-dependent multiple strikes

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

Beat Up uniquely hits a number of times equal to the number of Pokémon in the user's party, excluding those who are fainted or who have a non-volatile status. Its base power and damage mechanics have varied between generations.

In Generation II, each strike of Beat Up deals typeless damage with a base power of 10, but uses each individual team member's Attack stat and level to calculate damage; as a result, its damage is unaffected by any changes to the user's Attack stat (such as Swords Dance). Because it deals typeless damage, Beat Up receives no benefit from Same-type attack bonus and ignores Wonder Guard.

Starting in Generation V, Beat Up deals Dark-type damage, benefits from STAB, and interacts normally with Wonder Guard. Instead of using each party member's Attack stat to calculate damage, Beat Up only considers the user's Attack, meaning any change to the user's Attack through moves like Swords Dance now applies normally. Instead, party members' base Attack stats are used to calculate their strikes' base power, with the new formula:

For example, a Weavile using Beat Up with active team members Shuckle and Conkeldurr would make three strikes with base powers of 17, 6, and 19, respectively.

Trivia

  • Double Slap is the only multi-strike move with "double" in its name that can hit 2-5 times, though its Japanese name おうふくビンタ Round Trip Slap is more accurate.


Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.