Multi-strike move: Difference between revisions

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(→‎2-5 strikes per turn: Gen V and VI updates)
(Since the probabilities of the number of hits changed in Gen V, it is reasonable to split the columns up at that point (since every single multi-strike move's average power changed then))
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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 #{{physical color light}}; border-collapse:collapse;"  
|- style="background:#{{physical color light}}"
|- style="background:#{{physical color light}}"
! Number of hits
! rowspan=2 | Number of hits
! Chance of happening
! colspan=2 | Chance of happening
|- style="background:#{{physical color light}}"
! Gen I-IV
! Gen V on
|-
|-
| 2
| 2
| {{tt|33.3%|37.5% prior to Generation V}}
| 37.5%
| 33.3%
|-
|-
| 3
| 3
| {{tt|33.3%|37.5% prior to Generation V}}
| 37.5%
| 33.3%
|-
|-
| 4
| 4
| {{tt|16.7%|12.5% prior to Generation V}}
| 12.5%
| 16.7%
|-
|-
| 5
| 5
| {{tt|16.7%|12.5% prior to Generation V}}
| 12.5%
|-
| 16.7%
|}
|}
|}{{-}}
|}{{-}}
{| class="roundy" style="margin:auto; background: #{{physical color light}}; border: 5px solid #{{physical color}};"
{| class="roundy" style="margin:auto; background: #{{physical color light}}; border: 5px solid #{{physical color}};"
|-
|-
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! Accuracy
! Accuracy
! PP
! PP
! Average power
! Average power<br>Gen I-IV
! Average power<br>Gen V on
|-
|-
| class="l" | {{m|Arm Thrust}}
| class="l" | {{m|Arm Thrust}}
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| class="c" | 100%
| class="c" | 100%
| class="c" | 20
| class="c" | 20
| class="c" | {{tt|47.52|45 prior to Generation V}}
| class="c" | 45
| class="c" | 47.52
|-
|-
| class="l" | {{m|Barrage}}
| class="l" | {{m|Barrage}}
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| class="c" | 85%
| class="c" | 85%
| class="c" | 20
| class="c" | 20
| class="c" | {{tt|47.52|45 prior to Generation V}}
| class="c" | 45
| class="c" | 47.52
|-
|-
| class="l" | {{m|Bone Rush}}
| class="l" | {{m|Bone Rush}}
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| 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" | {{tt|79.2|75 prior to Generation V}}
| class="c" | 75
| class="c" | 79.2
|-
|-
| class="l" | {{m|Bullet Seed}}
| class="l" | {{m|Bullet Seed}}
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| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | {{tt|79.2|30 prior to Generation V}}
| class="c" | 30
| class="c" | 79.2
|-
|-
| class="l" | {{m|Comet Punch}}
| class="l" | {{m|Comet Punch}}
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| class="c" | 85%
| class="c" | 85%
| class="c" | 15
| class="c" | 15
| class="c" | {{tt|57.024|54 prior to Generation V}}
| class="c" | 54
| class="c" | 57.024
|-
|-
| class="l" | {{m|Double Slap}}
| class="l" | {{m|Double Slap}}
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| class="c" | 85%
| class="c" | 85%
| class="c" | 10
| class="c" | 10
| class="c" | {{tt|47.52|45 prior to Generation V}}
| class="c" | 45
| class="c" | 47.52
|-
|-
| class="l" | {{m|Fury Attack}}
| class="l" | {{m|Fury Attack}}
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| class="c" | 85%
| class="c" | 85%
| class="c" | 20
| class="c" | 20
| class="c" | {{tt|47.52|45 prior to Generation V}}
| class="c" | 45
| class="c" | 47.52
|-
|-
| class="l" | {{m|Fury Swipes}}
| class="l" | {{m|Fury Swipes}}
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| class="c" | 80%
| class="c" | 80%
| class="c" | 15
| class="c" | 15
| class="c" | {{tt|57.024|54 prior to Generation V}}
| class="c" | 54
| class="c" | 57.024
|-
|-
| class="l" | {{m|Icicle Spear}}
| class="l" | {{m|Icicle Spear}}
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| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | {{tt|79.2|30 prior to Generation V}}
| class="c" | 30
| class="c" | 79.2
|-
|-
| class="l" | {{m|Pin Missile}}
| class="l" | {{m|Pin Missile}}
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| 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" | {{tt|79.2|42 in Generation I-IV, 44.352 in Generation V}}
| class="c" | 42
| class="c" | {{tt|79.2|44.352 in Generation V}}
|-
|-
| class="l" | {{m|Rock Blast}}
| class="l" | {{m|Rock Blast}}
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| 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" | {{tt|79.2|75 prior to Generation V}}
| class="c" | 75
| class="c" | 79.2
|-
|-
| class="l" | {{m|Spike Cannon}}
| class="l" | {{m|Spike Cannon}}
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| class="c" | 100%
| class="c" | 100%
| class="c" | 15
| class="c" | 15
| class="c" | {{tt|63.36|60 prior to Generation V}}
| class="c" | 60
| class="c" | 63.36
|-
|-
| class="l" | {{m|Tail Slap}}
| class="l" | {{m|Tail Slap}}
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| class="c" | 85%
| class="c" | 85%
| class="c" | 10
| class="c" | 10
| class="c" | N/A
| class="c" | 79.2
| class="c" | 79.2
|-
|}
|}
|}
|}
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| class="c" | 100%
| class="c" | 100%
| class="c" | 20
| class="c" | 20
|-
|}
|}
|}
|}
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{{Typetable|Fighting}}
{{Typetable|Fighting}}
| class="c" | 10
| class="c" | 10
| class="c" | {{tt|90%|per hit}}
| class="c" | 90%
| class="c" | 10
| class="c" | 10
| class="c" | 47.07
| class="c" | 47.07
|-
|}
|}
|}
|}
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* {{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.
* {{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|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.
* While no multi-strike move can cause a foe to flinch by itself, if the user is holding a [[King's Rock]] or a [[Razor Fang]], each hit is taken into account, increasing the probability of flinching to be higher than other moves.  Taking into account the probability of each number of hits to occur, 2-5 hit moves have a 27% chance of causing flinching (41% with {{a|Skill Link}}), 2 hit moves have a 19% chance, and 3 hit moves have a 27% chance (ignoring the possibility of missing).
* From Generation IV onward, all multi-strike moves are [[physical move]]s.
* As of [[Generation VI]], all multi-strike moves are [[physical move]]s.


{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}
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[[Category:Multi-strike moves|*]]
[[Category:Multi-strike moves|*]]


[[ja:連続攻撃技]]
[[zh:多次攻击类技能]]
[[zh:多次攻击类技能]]

Revision as of 04:44, 23 November 2013

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 and Counter only take the final hit of a multi-strike move into consideration.

Effect

Generation I

Multi-strike moves stop instantly upon breaking an enemy substitute. If an opponent is knocked out by a multi-strike move, the game does not state how many times the attack hit. Only the first hit of a multi-strike move could be a critical hit, but in such an event, all subsequent hits would also do double damage.

Generation II

The game now states how many times a multi-strike move hit if it knocked out an enemy. If a Pokémon's Focus Band activates against a hit of a multi-strike move, all subsequent hits will not knock it out. The King's Rock will take each hit into consideration when determining whether or not the opponent will flinch. Each individual hit of a multi-strike move has its own chance of being a critical hit, and if the first hit is a critical hit, it no longer makes subsequent hits deal that much damage.

Generation III

If the target of a multi-strike move has an Ability that activates upon contact, each hit counts individually, enabling the Ability to activate multiple times. If such an Ability causes the Pokémon to fall asleep or freeze, the attack will immediately end without being fully executed. The number of hits is shown before the target faints.

Generation IV

If a multi-strike move breaks a substitute (and didn't use the last hit to break it), the move continues, striking the Pokémon that was behind the substitute. A Focus Sash activated by a multi-strike move will protect the holder from the rest of the attack. Pokémon with the Skill Link Ability are guaranteed that any 2-5 hit multi-strike move they use will hit the full five times. The Razor Fang will take each hit into consideration when determining whether or not the opponent will flinch.

Generation V

The Focus Sash and Focus Band no longer protect the holder against multiple hits of a multi-strike move (unless the Focus Band activates multiple times). The newly upgraded Sturdy only activates against one single hit of a multi-strike move (provided said hit would have knocked out the target and that said target was at full HP to begin with). The Abilities Weak Armor and Justified are activated by each hit of a multi-strike move, while Sap Sipper is activated only once. The item Rocky Helmet is activated by each hit. The newly upgraded Ability Stench will take each hit into consideration when determining whether or not the opponent will flinch, and does not stack with the Razor Fang or King's Rock. The number of hits is now shown after the target faints.

List of multi-strike moves

2-5 strikes per turn

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, but will always hit five times when used by a Pokémon with Skill Link.

Number of hits Chance of happening
Gen I-IV Gen V on
2 37.5% 33.3%
3 37.5% 33.3%
4 12.5% 16.7%
5 12.5% 16.7%


Name Type Power Accuracy PP Average power
Gen I-IV
Average power
Gen V on
Arm Thrust Fighting 15 100% 20 45 47.52
Barrage Normal 15 85% 20 45 47.52
Bone Rush Ground 25 90% 10 75 79.2
Bullet Seed Grass 25 100% 30 30 79.2
Comet Punch Normal 18 85% 15 54 57.024
Double Slap Normal 15 85% 10 45 47.52
Fury Attack Normal 15 85% 20 45 47.52
Fury Swipes Normal 18 80% 15 54 57.024
Icicle Spear Ice 25 100% 30 30 79.2
Pin Missile Bug 25 95% 20 42 79.2
Rock Blast Rock 25 90% 10 75 79.2
Spike Cannon Normal 20 100% 15 60 63.36
Tail Slap Normal 25 85% 10 N/A 79.2
  • Average power calculates the average total power from the move's power per hit and the average number of hits, ignoring the possibility of missing. Taking accuracy into account is as simple as multiplying average power by accuracy (modifiers to accuracy and evasion, including taking aim and No Guard, are not considered).

2 strikes per turn

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 moves, and generally have higher power than other multi-strike moves, as they only hit twice.

Name Type Power Accuracy PP
Bonemerang Ground 50 90% 10
Double Hit Normal 35 90% 10
Double Kick Fighting 30 100% 30
Dual Chop Dragon 40 90% 15
Gear Grind Steel 50 85% 15
Twineedle Bug 25 100% 20

3 strikes per turn

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.

Name Type Power Accuracy PP Effective power
Triple Kick Fighting 10 90% 10 47.07
  • For Triple Kick, 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).

Trivia

  • Double Slap is the only multi-strike move with "double" in its name that can hit 2-5 times.
  • 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.
  • From Generation IV onward, all multi-strike moves are physical moves.
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.