Rage (move): Difference between revisions

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→‎Generation I: https://www.youtube.com/watch?v=NC5gbJeExbs
(→‎Pokédex entries: Urk. I should know by now to always preview.)
(→‎Generation I: https://www.youtube.com/watch?v=NC5gbJeExbs)
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Rage deals damage and it will not be possible for the user to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (only if Disable misses or fails), its {{stat|Attack}} stat will increase by one stage. Being hit by a multi-hit move will raise the user's {{stat|Attack}} once for each hit. Rage will use 1 PP when selected, but not use any PP on any subsequent turns.
Rage deals damage and it will not be possible for the user to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (only if Disable misses or fails), its {{stat|Attack}} stat will increase by one stage. Being hit by a multi-hit move will raise the user's {{stat|Attack}} once for each hit. Rage will use 1 PP when selected, but not use any PP on any subsequent turns.


If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage misses due to an accuracy or evasion check when its decision-removing effect is active, the accuracy of Rage will subsequently become 0.4%. The duration of Rage will be paused but not disrupted by anything, including {{status|sleep}}, {{status|freeze}}, partial trapping, {{status|flinch}}ing, or if the user hurts itself due to {{status|confusion}}.
If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage misses due to the 99.6% accuracy bug of 100%-accuracy moves when there are no other accuracy or evasion modifiers in effect, or in case said modifiers cancel each other, its accuracy will be unaffected. <!--If Rage misses due to an accuracy or evasion check when its decision-removing effect is active, the accuracy of Rage will subsequently become 0.4%.--> The duration of Rage will be paused but not disrupted by anything, including {{status|sleep}}, {{status|freeze}}, partial trapping, {{status|flinch}}ing, or if the user hurts itself due to {{status|confusion}}.


Rage will not attempt to increase the user's Attack if it has reached a stage of +6, and will not successfully increase the user's Attack if it has reached a value of 999.
Rage will not attempt to increase the user's Attack if it has reached a stage of +6, and will not successfully increase the user's Attack if it has reached a value of 999.
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