List of moves by range (Mystery Dungeon): Difference between revisions

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==Enemy up to 2 tiles away==
==Enemy up to 2 tiles away==

Revision as of 16:44, 9 January 2015

050Diglett.png 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 core 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.

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.

Facing tile and 2 flanking tiles

These moves affect enemies 1 tile in front and diagonally in front of the user. There is currently only one move with this range.

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.

Enemy up to 2 tiles away

Priority moves that inflict damage fall under this category. These moves can hit an enemy within 2 tiles and can cut corners. Also, they pass through teammates, allowing a partner to support the leader even in hallways.

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.

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, including Ghost-types in walls. 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.

User

These moves only affect the user.

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 team members on the floor

These beneficial moves affect all team members on the floor, including 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.

Wall

While this category does fall into front range, it is not designed to hit enemies, but can be used to break walls. Only one move falls into this category.

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.