Multi-strike move: Difference between revisions

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==Effect==
==Effect==
===[[Generation I]]===
===Generation I===
Multi-strike moves stop instantly upon breaking an enemy {{m|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.
If an opponent is knocked out by a multi-strike move, the game does not state how many times the attack hit.


===[[Generation II]]===
Although only the first strike can be a [[critical hit]], each successive one will deal the same amount of damage. Multi-strike moves end instantly upon breaking a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} deal damage based on the last strike alone.
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]]===
===Generation II===
Pokémon with Abilities that rely on the opponent making physical contact can activate on each hit of a multi-strike move that makes contact. 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.
If the target faints, the number of strikes is shown afterward.


===[[Generation IV]]===
Each strike has an independent chance of being a critical hit.
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 {{a|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]]===
Multi-strike moves can now continue hitting even after breaking a substitute, then dealing damage directly to the targeted Pokémon. If a multi-strike move activates a target's [[Focus Band]], no subsequent hits can knock it out.
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 {{a|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 {{a|Weak Armor}} and {{a|Justified}} are activated by each hit of a multi-strike move, while {{a|Sap Sipper}} is activated only once. The newly upgraded Ability {{a|Stench}} will take each hit into consideration when determining whether or not the opponent will {{status|flinch}}, and does not stack with the Razor Fang or King's Rock. The number of hits is now shown after the target faints.
 
If the user is holding a [[King's Rock]], the chance of causing the target to flinch is independent of how many times the move hit (i.e., always ~12% in Generation II).
 
===Generation III===
The number of hits is now shown before the target faints.
 
{{a|Color Change}} will activate after the first hit of a multi-strike move, possibly changing the [[Type chart|type effectiveness]] of the remaining strikes.
 
Each strike from a multi-strike move has an independent chance of activating an {{cat|Abilities that activate upon taking damage|Ability that activates on taking damage}}, and each strike of a multi-strike move that makes [[contact]] has an independent chance of activating an [[Contact#Abilities|Ability that activates on contact]]. If a Pokémon using a multi-strike move falls {{status|sleep|asleep}} or faints between strikes, such as due to {{a|Effect Spore}} or {{a|Rough Skin}}, the move will end immediately.
 
If the user is holding a [[King's Rock]], each strike now has an independent chance of causing the target to flinch.
 
[[Shell Bell]] activates after each strike, considering the damage from that strike only.
 
===Generation IV===
If a multi-strike move activates a target's [[Focus Sash]], no subsequent hits can knock it out. Each strike has an independent chance of activating a [[Razor Fang]]. [[Shell Bell]] activates after the last strike, considering the damage from all of the strikes.
 
Pokémon with {{a|Skill Link}} will always hit five times when using a 2-5 hit multi-strike move.
 
===Generation V===
The number of strikes is now shown after the target faints.
 
The [[Focus Sash]], [[Focus Band]], and {{a|Sturdy}} need to activate for each individual strike. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent.
 
{{a|Color Change}} now activates after the last hit of a multi-strike move, so [[Type chart|type effectiveness]] will not change during the attack.
 
Each individual strike from a [[Physical move|physical]] multi-strike move will activate {{a|Weak Armor}}. Each individual strike from a {{type|Dark}} multi-strike move will activate {{a|Justified}}; however, a {{type|Grass}} multi-strike move will only activate {{a|Sap Sipper}} once. Each individual strike from a [[contact]] multi-strike move will activate a [[Rocky Helmet]].
 
Each strike has an independent chance of activating {{a|Stench}} (but this does not stack with the Razor Fang or King's Rock).
 
Items like [[Cell Battery]] etc. activate on the first strike and are consumed in the first strike itself.
 
===Generation VI===
{{a|Parental Bond}} turns most single-strike damaging moves into multi-strike moves that hit twice per use.
 
If a contact multi-strike move is blocked by {{m|Spiky Shield}} or {{m|King's Shield}}, the negative effect will only apply once.
 
===Generation VII===
Each individual strike from a multi-strike move will activate {{a|Stamina}}.


==List of multi-strike moves==
==List of multi-strike moves==
===2-5 strikes per turn===
===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, and will hit three times on average, but will always hit five times when used by a Pokémon with {{a|Skill Link}}.  
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 than four or five, but will always hit five times when used by a Pokémon with the {{a|Skill Link}} Ability.


{| 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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{| 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
| 37.5%
| 3/8 (37.5%)
| 1/3 (~33.3%)
|-
|-
| 3
| 3
| 37.5%
| 3/8 (37.5%)
| 1/3 (~33.3%)
|-
|-
| 4
| 4
| 12.5%
| 1/8 (12.5%)
| 1/6 (~16.7%)
|-
|-
| 5
| 5
| 12.5%
| 1/8 (12.5%)
|-
| 1/6 (~16.7%)
|}
|}
|}
|}{{-}}
In Generations IV and earlier, moves in the below list will hit on average 3 times, provided that the move does not miss. From Generation V onward, the average number of hits is now ~3.167, provided that the move does not miss.
{{-}}
 
{| 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}};"
|-
|-
Line 54: Line 99:
! 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}}
Line 62: Line 108:
| class="c" | 20
| class="c" | 20
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
|-
|-
| class="l" | {{m|Barrage}}
| class="l" | {{m|Barrage}}
Line 69: Line 116:
| class="c" | 20
| class="c" | 20
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
|-
|-
| class="l" | {{m|Bone Rush}}
| class="l" | {{m|Bone Rush}}
Line 76: Line 124:
| class="c" | 10
| class="c" | 10
| class="c" | 75
| class="c" | 75
| class="c" | ~79.2
|-
|-
| class="l" | {{m|Bullet Seed}}
| class="l" | {{m|Bullet Seed}}
Line 82: Line 131:
| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | {{tt|75|30 prior to Generation V}}
| class="c" | 30
| class="c" | ~79.2
|-
|-
| class="l" | {{m|Comet Punch}}
| class="l" | {{m|Comet Punch}}
Line 90: Line 140:
| class="c" | 15
| class="c" | 15
| class="c" | 54
| class="c" | 54
| class="c" | 57
|-
|-
| class="l" | {{m|DoubleSlap}}
| class="l" | {{m|Double Slap}}
{{Typetable|Normal}}
{{Typetable|Normal}}
| class="c" | 15
| class="c" | 15
Line 97: Line 148:
| class="c" | 10
| class="c" | 10
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
|-
|-
| class="l" | {{m|Fury Attack}}
| class="l" | {{m|Fury Attack}}
Line 104: Line 156:
| class="c" | 20
| class="c" | 20
| class="c" | 45
| class="c" | 45
| class="c" | 47.5
|-
|-
| class="l" | {{m|Fury Swipes}}
| class="l" | {{m|Fury Swipes}}
Line 111: Line 164:
| class="c" | 15
| class="c" | 15
| class="c" | 54
| class="c" | 54
| class="c" | 57
|-
|-
| class="l" | {{m|Icicle Spear}}
| class="l" | {{m|Icicle Spear}}
Line 117: Line 171:
| class="c" | 100%
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | {{tt|75|30 prior to Generation V}}
| class="c" | 30
| class="c" | ~79.2
|-
|-
| class="l" | {{m|Pin Missile}}
| class="l" | {{m|Pin Missile}}
{{Typetable|Bug}}
{{Typetable|Bug}}
| class="c" | 14
| class="c" | {{tt|25|14 prior to Generation VI}}
| class="c" | 85%
| class="c" | {{tt|95%|85% prior to Generation VI}}
| class="c" | 20
| class="c" | 20
| class="c" | 42
| class="c" | 42
| class="c" | {{tt|~79.2|~44.333 in Generation V}}
|-
|-
| class="l" | {{m|Rock Blast}}
| class="l" | {{m|Rock Blast}}
Line 132: Line 188:
| class="c" | 10
| class="c" | 10
| class="c" | 75
| class="c" | 75
| class="c" | ~79.2
|-
|-
| class="l" | {{m|Spike Cannon}}
| class="l" | {{m|Spike Cannon}}
Line 139: Line 196:
| class="c" | 15
| class="c" | 15
| class="c" | 60
| class="c" | 60
| class="c" | ~63.33
|-
|-
| class="l" | {{m|Tail Slap}}
| class="l" | {{m|Tail Slap}}
Line 145: Line 203:
| class="c" | 85%
| class="c" | 85%
| class="c" | 10
| class="c" | 10
| class="c" | 75
| class="c" | N/A
| class="c" | ~79.2
|-
|-
| class="l" | {{m|Water Shuriken}}
{{Typetable|Water}}
| class="c" | 15
| class="c" | 100%
| class="c" | 10
| class="c" | N/A
| class="c" | 47.5
|}
|}
|}
|}


* Average power calculates the average total power from the move's power per hit and the average number of hits (3), ignoring the possibility of missing. Taking accuracy into account is as simple as multiplying average power by accuracy (modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}, are not considered).
* Average power is equal to the move's base power per hit multiplied by the average number of hits, provided that the move does not miss. To take accuracy into account in the average power, multiply the two together (this does not handle modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}).


===2 strikes per turn===
===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.
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 move]]s, and generally have higher power than other multi-strike moves, as they only hit twice. Moves affected by {{a|Parental Bond}} become this type of multi-strike move.


{| 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}};"
Line 201: Line 267:
| class="c" | 100%
| class="c" | 100%
| class="c" | 20
| class="c" | 20
|-
|}
|}
|}
|}
Line 223: Line 288:
{{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<!-- exact: 0*10% + 10*90%*10% + 30*90%*90%*10% + 60*90%*90%*90% = 47.07 -->
|-
|}
|}
|}
|}


*For Triple Kick, effective power is average power with all three accuracy checks taken into account (modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}, are not considered).
*For Triple Kick, effective power is average power with all three accuracy checks taken into account (modifiers to {{stat|accuracy}} and {{stat|evasion}}, including {{status|taking aim}} and {{a|No Guard}}, are not considered).
===1-6 strikes per turn===
{{Incomplete|section}}
{{m|Beat Up}} uniquely hits a number of times equal to the number of Pokémon in the user's party, excluding those who are fainted or who have a {{status|non-volatile status}}. Its base power and damage mechanics have varied between generations.


==Trivia==
==Trivia==
* {{m|DoubleSlap}} 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).
* {{m|Beat Up}} is the only move that can hit the target more than five times per turn.
 
{{-}}
{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}


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[[Category:Multi-strike moves|*]]
[[Category:Multi-strike moves|*]]


[[zh:多次攻击类技能]]
[[de:Mehrmals angreifende Attacken]]
[[ja:連続攻撃技]]
[[zh:连续招式]]

Revision as of 05:44, 1 October 2017

File:Fury Swipes.png
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

If an opponent is knocked out by a multi-strike move, the game does not state how many times the attack hit.

Although only the first strike can be a critical hit, each successive one will deal the same amount of damage. Multi-strike moves end instantly upon breaking a substitute. Bide and Counter deal damage based on the last strike alone.

Generation II

If the target faints, the number of strikes is shown afterward.

Each strike has an independent chance of being a critical hit.

Multi-strike moves can now continue hitting even after breaking a substitute, then dealing damage directly to the targeted Pokémon. If a multi-strike move activates a target's Focus Band, no subsequent hits can knock it out.

If the user is holding a King's Rock, the chance of causing the target to flinch is independent of how many times the move hit (i.e., always ~12% in Generation II).

Generation III

The number of hits is now shown before the target faints.

Color Change will activate after the first hit of a multi-strike move, possibly changing the type effectiveness of the remaining strikes.

Each strike from a multi-strike move has an independent chance of activating an Ability that activates on taking damage, and each strike of a multi-strike move that makes contact has an independent chance of activating an Ability that activates on contact. If a Pokémon using a multi-strike move falls asleep or faints between strikes, such as due to Effect Spore or Rough Skin, the move will end immediately.

If the user is holding a King's Rock, each strike now has an independent chance of causing the target to flinch.

Shell Bell activates after each strike, considering the damage from that strike only.

Generation IV

If a multi-strike move activates a target's Focus Sash, no subsequent hits can knock it out. Each strike has an independent chance of activating a Razor Fang. Shell Bell activates after the last strike, considering the damage from all of the strikes.

Pokémon with Skill Link will always hit five times when using a 2-5 hit multi-strike move.

Generation V

The number of strikes is now shown after the target faints.

The Focus Sash, Focus Band, and Sturdy need to activate for each individual strike. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent.

Color Change now activates after the last hit of a multi-strike move, so type effectiveness will not change during the attack.

Each individual strike from a physical multi-strike move will activate Weak Armor. Each individual strike from a Dark-type multi-strike move will activate Justified; however, a Grass-type multi-strike move will only activate Sap Sipper once. Each individual strike from a contact multi-strike move will activate a Rocky Helmet.

Each strike has an independent chance of activating Stench (but this does not stack with the Razor Fang or King's Rock).

Items like Cell Battery etc. activate on the first strike and are consumed in the first strike itself.

Generation VI

Parental Bond turns most single-strike damaging moves into multi-strike moves that hit twice per use.

If a contact multi-strike move is blocked by Spiky Shield or King's Shield, the negative effect will only apply once.

Generation VII

Each individual strike from a multi-strike move will activate Stamina.

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 than four or five, but will always hit five times when used by a Pokémon with the Skill Link Ability.

Number of hits Chance of happening
Gen I-IV Gen V on
2 3/8 (37.5%) 1/3 (~33.3%)
3 3/8 (37.5%) 1/3 (~33.3%)
4 1/8 (12.5%) 1/6 (~16.7%)
5 1/8 (12.5%) 1/6 (~16.7%)

In Generations IV and earlier, moves in the below list will hit on average 3 times, provided that the move does not miss. From Generation V onward, the average number of hits is now ~3.167, provided that the move does not miss.

Name Type Power Accuracy PP Average power
Gen I-IV
Average power
Gen V on
Arm Thrust Fighting 15 100% 20 45 47.5
Barrage Normal 15 85% 20 45 47.5
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
Double Slap Normal 15 85% 10 45 47.5
Fury Attack Normal 15 85% 20 45 47.5
Fury Swipes Normal 18 80% 15 54 57
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 ~63.33
Tail Slap Normal 25 85% 10 N/A ~79.2
Water Shuriken Water 15 100% 10 N/A 47.5
  • Average power is equal to the move's base power per hit multiplied by the average number of hits, provided that the move does not miss. To take accuracy into account in the average power, multiply the two together (this does not handle modifiers to accuracy and evasion, including taking aim and No Guard).

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. Moves affected by Parental Bond become this type of multi-strike move.

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).

1-6 strikes per turn

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

Beat Up uniquely hits a number of times equal to the number of Pokémon in the user's party, excluding those who are fainted or who have a non-volatile status. Its base power and damage mechanics have varied between generations.

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.
  • Beat Up is the only move that can hit the target more than five times per turn.


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.