Teleport retains its effect from Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, and it succeeds regardless of whether the user is trapped. Teleport fails if the user is the only Pokémon in the party that is able to battle. In Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!, Teleport switches the user out. If powered up by a Psychium Z into Z-Teleport, the user regains all of its HP. SOS Battles are considered Single Battles as long as there is only a single opponent. Teleport always fails in battles during trials. If the user is holding a Smoke Ball, Teleport will succeed regardless of trapping moves and Abilities. If the user is owned by a Trainer and holding a Smoke Ball, Teleport will succeed regardless of trapping moves and Abilities if the user is a wild Pokémon, Teleport will fail if the user is affected by a trapping move or Ability, even if it is holding a Smoke Ball. Teleport will succeed regardless of Ingrain. Teleport can be used as the second move of a Pokémon Contest combination, with the user gaining 1 bonus appeal point if Confusion, Double Team, Kinesis, or Psychic was used in the previous turn. In Pokémon XD, it can successfully be used in wild encounters at Poké Spots. In Pokémon Colosseum, there are no wild encounters, so Teleport always fails. Teleport will now fail if the user is trapped by any trapping move (including Ingrain and binding moves) or Ability. Teleport can no longer fail due to the user's level being less than the opponent's level. Teleport fails if used in a wild battle that is not a Single Battle. In this generation only, Teleport fails in battles with Pokémon encountered as traps in the Team Rocket's Hideout, the GS Ball Celebi, the Tin Tower Suicune (in Crystal), and the scripted Red Gyarados. Teleport will fail if the user is trapped by a trapping move (except binding moves), or if used by an opposing NPC. If Teleport is used by the player's Pokémon, it can still fail because of the opponent's level, but this no longer applies to wild Pokémon using Teleport due to a bug. Specifically, the chance of failure is the following.į a i l u r e C h a n c e = ⌊ L e v e l o p p o n e n t 4 ⌋ L e v e l o p p o n e n t + L e v e l u s e r + 1 Generation II The chance of failure typically increases the higher the target's level is than the user's. If the user's level is less than the opponent's level, there is a chance that Teleport will fail, between approximately 10% and 25%, depending on the levels of the two Pokémon. In Trainer battles, Teleport always fails. In wild battles, the user flees and the battle ends. Pokémon Brilliant Diamond and Shining Pearl.Heals the user by half the damage inflicted. Has a 20% chance to burn, freeze, or paralyze the target.ĭeals damage and hits all adjacent opponents in double/triple battles.ĭeals damage and has a 20% chance of lowering the target's Special Defense by one stage. ![]() In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.ĭeals damage and has a 10% chance of paralyzing the target.īadly poisons the target, inflicting more damage every turn. Uses the opponent's Attack stat instead of the user's in damage calculation. User digs underground, dodging all attacks, and hits next turn.ĭeals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.ĭeals damage and has a 30% chance of lowering the target's Defense by one stage. It has priority +4 so will activate before most other moves. Prevents any attacks targeted at the user from striking, for the duration of the turn. Reduces damage from special attacks by 50% for five turns. User sleeps for two turns, completely healing itself. Has a 30% chance to make the target flinch. Has a 10% chance to lower the target's Special Defense by one stage. Reduces damage from physical attacks by half. Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. Inflicts damage equal to the user's level. ![]() Lowers the target's accuracy by one stage. Raises the user's Special Attack and Special Defense by one stage each.ĭisables the target's last used move for 1-8 turns.įorces the target to use the previously selected move for 3 turns.
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