List of moves by range (Mystery Dungeon): Difference between revisions
MrMystery314 (talk | contribs) m (Blizzard hits the entire room in PMD Sky, and presumably Time and Darkness too; not sure about RB, but it probably does (I didn't change that just in case someone proves me wrong).) |
Gengarzilla (talk | contribs) (DX uses Gen VII learnsets: Level, TM, and Tutor. Lots of that generation's moves have now made their Mystery Dungeon debuts.) |
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{{incomplete|needs=information from WiiWare series}} | {{incomplete|needs=information from WiiWare series and Rescue Team DX}} | ||
In the '''{{g|Mystery Dungeon series}}''', '''[[move]]s''' function differently from the [[core series]] games. Moves have various '''ranges''' that determine what [[Dungeon tile|tiles]] they affect. | In the '''{{g|Mystery Dungeon series}}''', '''[[move]]s''' function differently from the [[core series]] games. Moves have various '''ranges''' that determine what [[Dungeon tile|tiles]] they affect. | ||
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{{typetable|Electric}} | {{typetable|Electric}} | ||
{{statustable|Physical}} | {{statustable|Physical}} | ||
|10 tiles away{{sup/md|RB}}<br> | |10 tiles away{{sup/md|RB}}<br>2 tiles away{{sup/md|TDS}}{{sup/md|GTI}}{{sup/md|SMD}} | ||
|All{{sup/md|RB}}<br>Enemy{{sup/md|TDS}}{{sup/md|GTI}}{{sup/md|SMD}} | |All{{sup/md|RB}}<br>Enemy{{sup/md|TDS}}{{sup/md|GTI}}{{sup/md|SMD}} | ||
|✗ | |✗ |
Revision as of 09:42, 19 March 2020
This article is incomplete. Please feel free to edit this article to add missing information and complete it. Reason: information from WiiWare series and Rescue Team DX |
In the Pokémon Mystery Dungeon series, moves function differently from the core series games. Moves have various ranges that determine what tiles they affect.
Most moves can only affect the target directly in front of the user, while other moves are able to reach targets further away. Moves which are able to reach 2 tiles in front of the user can pass through teammates, allowing partners to support the leader even in hallways. These moves are mostly made up of priority moves from the core series games. However, prior to Pokémon Super Mystery Dungeon, moves such as Shadow Ball which could reach further than 2 tiles in the user's line of sight would hit a teammate rather than passing through them. The only way to make them pass through teammates is through the IQ Skill Gap ProberTDS or the Team Skill Slip-ThroughGtI. In Pokémon Super Mystery Dungeon, all moves regardless of range no longer hit allies unless the move is designed to target allies, or if the user is affected by a status condition which affects the way a move is executed. If the move is designed to also potentially damage enemies, the ability Telepathy will prevent such damage.
Moves may also affect enemies in an entire room. These moves can also hit enemies in hallways within the user's visibility*, including Ghost-type Pokémon in walls.
Some moves are able to cut corners, which means that the move can hit an enemy diagonally past a wall adjacent to both the user and the foe. Moves may also target only enemies, only allies, both, or only the user.
The following is a list of all moves available in these games, noting their range, target, and whether the move can cut corners.
List of moves
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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. |