List of moves by range in the Pokémon Mystery Dungeon series: Difference between revisions
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Revision as of 23:43, 3 September 2009
This article is incomplete. Please feel free to edit this article to add missing information and complete it. |
In the Pokémon Mystery Dungeon series, moves function differently from the main series games. Moves have various ranges that determine what tiles they affect. The following list is organized by range with a description of the range followed by moves that fall into that category.
Enemy in front
These moves affect only an enemy directly in front of the user. They cannot cut corners, meaning that if a foe is diagonal to the user, the move will fail if there is a wall adjacent to both the user and the foe. Most moves fall under this category.
- Pound
- Karate Chop
- DoubleSlap
- Comet Punch
- Mega Punch
- Pay Day
- Fire Punch
- Ice Punch
- ThunderPunch
- Scratch
- ViceGrip
- Guillotine
- Cut
- Gust
- Wing Attack
- Fly*
- Bind
- Slam
- Vine Whip
- Stomp
- Double Kick
- Mega Kick
- Jump Kick
- Rolling Kick
- Headbutt
- Horn Attack
- Fury Attack
- Horn Drill
- Tackle
- Body Slam
- Wrap
- Take Down
- Double-Edge
- Tail Whip
- Leer
- Bite
- Disable
- Peck
- Drill Peck
- Submission
- Low Kick
- Seismic Toss
- Strength
- Absorb
- Mega Drain
- PoisonPowder
- Petal Dance
- ThunderShock
- Thunder Wave
- Thunder
- Rock Throw
- Fissure
- Dig*
- Confusion
- Psychic
- Mimic
- Lick
- Waterfall
- Clamp
- Skull Bash
- Constrict
- Kinesis
- Hi Jump Kick
- Leech Life
- Sky Attack
- Dizzy Punch
- Crabhammer
- Fury Swipes
- Hyper Fang
- Super Fang
- Slash
- Struggle
- Sketch
- Triple Kick
- Nightmare
- Curse (when used by a Template:Type2)
- Flail
- Scary Face
- Faint Attack
- Sweet Kiss
- Outrage
- Giga Drain
- Rollout
- False Swipe
- Swagger
- Spark
- Fury Cutter
- Steel Wing
- Mean Look
- Return
- Frustration
- DynamicPunch
- Megahorn
- Rapid Spin
- Iron Tail
- Metal Claw
- Cross Chop
- Twister
- Dive*
Moves with an asterisk (*) technically affect the user, since they are two turn moves. They will still only damage the enemy in front though.
Facing Pokémon
These moves affect both friends and foes in front.
Enemy in front, cuts corners
These moves are usually special moves or stat modifiers. Only a foe directly in front of the user is affected. However, these moves can hit a foe on any diagonal, even if walls get in the way.
- Sand Attack
- Poison Sting
- Sing
- Supersonic
- Acid
- Ember
- Water Gun
- Leech Seed
- SolarBeam
- Dragon Rage
- Hypnosis
- Screech
- Smokescreen
- Confuse Ray
- Fire Blast
- Mud Slap
- Charm
- Attract
- Present
- Hidden Power
Enemy up to 2 tiles away
Priority moves that inflict damage fall under this category. These moves can hit an enemy within 2 tiles. Also, they pass through teammates, allowing a partner to support the leader even in hallways.
- Quick Attack
- Mach Punch
- Vacuum Wave
- Aqua Jet
- Bullet Punch
- Ice Shard
- Shadow Sneak
- ExtremeSpeed
- Sucker Punch
Line of sight
These moves can hit anyone along the same row, column, or diagonal the user is facing. As a result, these moves have excellent range, which makes them useful as preemptive attacks. However, they usually have fewer PP to compensate for the excellent range.
- Pin Missile
- SonicBoom
- Flamethrower
- Hydro Pump
- Ice Beam
- Psybeam
- BubbleBeam
- Aurora Beam
- Hyper Beam
- Razor Leaf
- String Shot
- Fire Spin
- Spike Cannon
- Bubble
- Psywave
- Spider Web
- Sludge Bomb
- Octazooka
- Zap Cannon
- DragonBreath
Enemies within 1 tile range
These moves affect all enemies adjacent to the user, even Ghost-types in walls. These moves do have fewer PP because they can affect multiple enemies with one use.
All enemies in the room
These moves affect all enemies in the same room as the user. If used in a hallway, these moves only affect enemies within a 2 tile range or visibility. Obviously, these moves can be very useful in clearing out a room if they do damage. As a result, damaging moves in this category have even fewer PP than line of sight moves.
- Vacuum-Cut
- Growl
- Blizzard
- Powder Snow
- Sweet Scent
- Heat Wave
- Silver Wind
- Discharge
- Roar of Time
- Spacial Rend
- Ominous Wind
- Odor Sleuth
User
These moves only affect the user.
- Swords Dance
- Mist
- Swords Dance
- Counter
- Magnet Rise
- Growth
- Meditate
- Rage
- Teleport
- Double Team
- Recover
- Harden
- Minimize
- Withdraw
- Defense Curl
- Barrier
- Light Screen
- Reflect
- Focus Energy
- Bide
- Mirror Move
- Amnesia
- Transform
- Acid Armor
- Rest
- Sharpen
- Conversion
- Substitute
- Mind Reader
- Curse (when used by non-Ghost-types)
- Conversion 2
- Protect
- Belly Drum
- Detect
- Lock-On
- Endure
- Milk Drink
- Pursuit
- Vital Throw
- Morning Sun
- Synthesis
- Mirror Coat
- Rock Polish
Only the allies in the room
These beneficial moves affect only other teammates; they do not affect the user.
All team members in the room
These beneficial moves affect only team members in the room (or in 2-tile range in a hallway). They can power up teammates or protect them. These moves also affect the user.
All Pokémon in the room
These moves affect all Pokémon in the room, friend or foe.
All enemies on the floor
The description is very straightforward. These moves affect all enemies on the floor. However, any sleeping ones will wake up.
Floor
These moves affect the whole floor and all Pokémon friend or foe. Weather and certain other moves fall under this category.