Damage category: Difference between revisions
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The '''category''' (Japanese: '''{{tt|分類|ぶんるい}}''' ''classification'') or '''kind'''<ref>In [[Pokédex 3D]]</ref> of a [[move]] is an element of said move that determines the kind of [[damage]] it deals. | The '''category''' (Japanese: '''{{tt|分類|ぶんるい}}''' ''classification'') or '''kind'''<ref>In [[Pokédex 3D]]</ref> of a [[move]] is an element of said 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]] ({{DL|Damage | In games prior to Generation IV, the [[type]] of a damaging move determines whether the move is [[Physical moves|physical]] ({{DL|Damage|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}}). | ||
It was first assigned to individual moves in {{g|XD: Gale of Darkness}} for [[Shadow move]]s, and then applied to all moves starting in [[Generation IV]]. Among fans, this change is often known as the '''Physical/Special split'''. | It was first assigned to individual moves in {{g|XD: Gale of Darkness}} for [[Shadow move]]s, and then applied to all moves starting in [[Generation IV]]. Among fans, this change is often known as the '''Physical/Special split'''. | ||
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==Type-based categories== | ==Type-based categories== | ||
The move categories used from [[Generation I]] to [[Generation III]] are listed below. | The move categories used from [[Generation I]] to [[Generation III]] are listed below. | ||
{| class="roundy" style="text-align: center; background: #ccc; border: 2px solid #888" cellpadding="3px" | |||
'''[[Physical move]] | |- style="background: #C0C0FF;" | ||
! style="{{roundytl|5px}}" | Category | |||
'''[[Special move]] | ! colspan="9" style="{{roundytr|5px}}" | Types | ||
|- style="background: #fff" | |||
| style="background: #{{Physical color}}" | '''[[Physical move|{{color|{{Physical textcolor}}|Physical}}]]''' | |||
| {{typecolor|Normal}} | |||
| {{typecolor|Fighting}} | |||
| {{typecolor|Flying}} | |||
| {{typecolor|Poison}} | |||
| {{typecolor|Ground}} | |||
| {{typecolor|Rock}} | |||
| {{typecolor|Bug}} | |||
| {{typecolor|Ghost}} | |||
| {{typecolor|Steel}} | |||
|- | |||
| style="background-color: #{{Special color}}; {{roundybl|5px}}" | '''[[Special move|{{color|{{Special textcolor}}|Special}}]]''' | |||
| style="background: #fff" | {{typecolor|Fire}} | |||
| style="background: #fff" | {{typecolor|Water}} | |||
| style="background: #fff" | {{typecolor|Grass}} | |||
| style="background: #fff" | {{typecolor|Electric}} | |||
| style="background: #fff" | {{typecolor|Psychic}} | |||
| style="background: #fff" | {{typecolor|Ice}} | |||
| style="background: #fff" | {{typecolor|Dragon}} | |||
| style="background: #fff" | {{typecolor|Dark}} | |||
|} | |||
The unused {{DL|List of glitch types|Bird}} type from the Generation I games is physical. | The unused {{DL|List of glitch types|Bird}} type from the Generation I games is physical. | ||
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==In other languages== | ==In other languages== | ||
{{langtable|color=ddf|bordercolor=ccf | {{langtable|color=ddf|bordercolor=ccf | ||
|zh_yue=分類 ''{{tt|Fānleuih|Classification}}'' | |||
|zh_cmn=分類 / 分类 ''{{tt|Fēnlèi|Classification}}'' | |||
|fr=Catégorie | |||
|de=Kategorie | |de=Kategorie | ||
|it=Categoria | |||
|ko=분류 ''{{tt|Bullyu|Classification}}'' | |||
|es=Categoría | |es=Categoría | ||
}} | }} | ||
{{-}} | {{-}} |
Revision as of 12:51, 23 September 2017
It has been suggested that this article be moved to Move category. 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[1] of a move is an element of said 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: Gale of Darkness 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
The move categories used from Generation I to Generation III are listed below.
Category | Types | ||||||||
---|---|---|---|---|---|---|---|---|---|
Physical | Normal | Fighting | Flying | Poison | Ground | Rock | Bug | Ghost | Steel |
Special | Fire | Water | Grass | Electric | Psychic | Ice | Dragon | Dark |
The unused Bird type from the Generation I games is physical.
References
- ↑ In Pokédex 3D
In other languages
|
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |