Lance Master Brain
Posts : 481 Points : 1412 Join date : 2010-02-11 Age : 36 Location : Whirl Islands
| Subject: Selfdestruct Sun May 30, 2010 9:48 am | |
| Type Normal Category Physical PP 5 (max. 8 ) Power 200 Accuracy 100% Does not make contact Affected by Protect Not affected by Magic Coat Not affected by Snatch Affected by BrightPowder Affected by King's Rock Generation I Resembling a weaker version of Explosion, Selfdestruct inflicts damage, and causes the user to faint. Though its power is listed as 130, the target's Defense will be halved when damage from this attack is calculated, giving it an effective power of 260. The game will bump 0 up to 1 to avoid infinite damage, so Selfdestruct will then effectively have a power of 130 if used against a target with a defense value of 1. If Selfdestruct breaks a target's Substitute, the user will not faint, though its image will be replaced by a blank image. Additionally, if the user of Selfdestruct had a Substitute at the time of such a situation, uses Substitute later, or switches out, its regular image will once again become visible. If the user of Selfdestruct attacks first and faints itself, the target will not attack or be subjected to recurrent damage during that round. In Stadium, if Selfdestruct breaks a target's Substitute, the user will faint. Generation II and on The move's power is bumped up to 200 instead. The target's Defense is still halved, giving it an effective power of 400. If the user uses the move on a target using a substitute, regardless if the substitute is broken or not, the user will always faint | |
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