Multistrike move: Difference between revisions

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[[File:{{#switch: {{#expr: {{#time: U}} mod 20}}|0=Fury Swipes|1=BW_Prerelease_Klink_battle|2=Fury_Attack_IV|3=Arm Thrust|4=Barrage|5=Bone Rush|6=Bullet Seed|7=Comet Punch|8=DoubleSlap|9=Icicle_Spear_IV|10=Rock Blast|11=Spike_Cannon_IV|12=Pin_Missile_IV|13=Tail Slap|14=Bonemerang|15=Double Kick|16=Double_Hit_IV|17=Dual_Chop|18=Twineedle_IV|19=Triple_Kick_IV}}.png|thumb|{{m|{{#switch: {{#expr: {{#time: U}} mod 20}}|0=Fury Swipes|1=Gear Grind|2=Fury Attack|3=Arm Thrust|4=Barrage|5=Bone Rush|6=Bullet Seed|7=Comet Punch|8=DoubleSlap|9=Icicle Spear|10=Rock Blast|11=Spike Cannon|12=Pin Missile|13=Tail Slap|14=Bonemerang|15=Double Kick|16=Double Hit|17=Dual Chop|18=Twineedle|19=Triple Kick}}}}, a swipe move, in action]]
[[File:Fury Swipes V.png|frame|{{m|Fury Swipes}}, a multistrike move]]
'''Swipe moves''', also called '''multi-hit moves''', are [[moves]] that strike an opponent more than one time in the same turn. Most swipe moves will hit the opponent 2-5 times in a turn, but some work differently. Swipe moves generally have low base power and imperfect accuracy to compensate for the fact that they hit multiple times. {{m|Bide}} and {{m|Counter}} only take the final hit of a swipe move into consideration.
'''Multistrike moves''' (Japanese: '''{{ruby|連続技|れんぞくわざ}}''' ''serial move''), formatted as '''multi-strike move''' from [[Generation IV|Generations IV]] through {{gen|VII}}, are [[move]]s that strike an opponent more than one time in the same turn. Most multistrike moves will hit the opponent 2-5 times in a turn, but some work differently. Multistrike moves generally have low base power and imperfect accuracy to compensate for the fact that they hit multiple times. {{m|Bide}}, {{m|Counter}}, and {{m|Mirror Coat}} only take the final hit of a multistrike move into consideration.


==[[Generation I]]==
==Effect==
Swipe moves stop instantly upon breaking an enemy [[Substitute]].  If an opponent is knocked out by a swipe move, the game does not state how many times the attack hit.  Only the first hit of a swipe move could be a critical hit, but in such an event, all subsequent hits would also do double damage.
===Generation I===
If an opponent is knocked out by a multistrike 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.  
The game now states how many times a swipe move hit if it knocked out an enemy.  If a Pokémon's [[Focus Band]] activates against a hit of a swipe 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 swipe 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.
In this generation only, multistrike moves end instantly upon breaking a {{OBP|substitute|doll}}. {{m|Bide}} and {{m|Counter}} deal damage based on the last strike alone.


==[[Generation III]]==
===Generation II===
Pokémon with abilities that rely on the opponent making physical contact can activate on each hit of a swipe move that makes contact.
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 swipe 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 swipe 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 swipe 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]]==
Multistrike moves can now continue hitting even after breaking a substitute, then dealing damage directly to the targeted Pokémon. If a multistrike 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 swipe move (unless the Focus Band activates multiple times).  The newly upgraded {{a|Sturdy}} only activates against one single hit of a swipe move (provided said hit would have knocked out the target and that said target was at full HP to begin with).  The ability {{a|Weak Armor}} is activated by each hit of a swipe move.  The newly upgraded ability {{a|Stench}} will take each hit into consideration when determining whether or not the opponent will flinch.


==List of swipe moves==
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).
===2-5 hits per turn===
Most swipe moves have a chance to hit an opponent two, three, four, or five times in one turn. These moves have better odds of hitting fewer times, but will always have the maximum of five hits when used by a Pokémon with {{a|Skill Link}}.


{| class="bluetable c sortable" border="1" cellpadding="2" align="center"
===Generation III===
|- style="background: #ccf;"
The number of hits is now shown before the target faints.
! Number of hits
 
! Chance of happening
{{a|Color Change}} will activate after the first hit of a multistrike move, possibly changing the [[Type chart|type effectiveness]] of the remaining strikes.
 
Each strike from a multistrike 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 multistrike move that makes [[contact]] has an independent chance of activating an [[Contact#Abilities|Ability that activates on contact]]. If a Pokémon using a multistrike 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. In every Generation III game except for {{v2|Emerald}} and {{pkmn|XD: Gale of Darkness}}, due to {{DL|List of battle glitches in Generation III|Multistrike moves inflict status upon their target|a glitch}}, if a Pokémon uses a multistrike move other than {{m|Triple Kick}} against a target with an [[Ability]] that inflicts a [[status condition]] on [[contact]], and the move's user triggers this Ability with the move's final strike, there is a 1% chance that the target also becomes afflicted by the status condition inflicted by their Ability.
 
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 multistrike 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 multistrike 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 multistrike move, so [[Type chart|type effectiveness]] will not change during the attack.
 
Each individual strike from a [[Physical move|physical]] multistrike move will activate {{a|Weak Armor}}. Each individual strike from a {{type|Dark}} multistrike move will activate {{a|Justified}}; however, a {{type|Grass}} multistrike move will only activate {{a|Sap Sipper}} once. Each individual strike from a [[contact]] multistrike 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 multistrike moves that hit twice per use.
 
If a contact multistrike 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 multistrike move will activate {{a|Stamina}}.
 
===Generation IX===
If a [[Loaded Dice]] is held, moves that hit 2-5 times now hit 4-5 times; {{m|Triple Axel}} and {{m|Triple Kick}} will only have one accuracy check; {{m|Population Bomb}} will also only have one accuracy check, and it will hit 4-10 times.
 
==List of multistrike moves==
===Fixed number of multiple strikes===
Several multistrike moves hit an opponent a specific number of times per use. Most of these moves always hit exactly twice, but {{m|Surging Strikes}} and {{m|Triple Dive}} always hit exactly 3 times.
 
These moves are typically less common than multistrike moves that hit 2-5 strikes per use, with several of them being [[signature move]]s. They generally have higher power than multistrike moves that hit 2-5 strikes per use, as they only hit twice. Moves affected by {{a|Parental Bond}} become this type of multistrike move.
 
Uniquely for a multistrike move, {{m|Dragon Darts}} can hit different targets with each of its strikes.
 
{| class="roundy" style="margin:auto; background: #{{stellar color light}}; border: 5px solid #{{stellar color}};"
|-
|-
| 2
|  
| 37.5%
{| border=1 class="sortable" style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"
|- style="background:#{{stellar color light}}"
! Name
! Type
! Category
! Power
! Accuracy
! PP
! Strikes
|-
| class="l" | {{m|Bonemerang}}
{{Typetable|Ground}}
{{statustable|Physical}}
| class="c" | 50
| class="c" | 90%
| class="c" | 10
| class="c" | 2
|-
|-
| 3
| class="l" | {{m|Double Hit}}
| 37.5%
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 35
| class="c" | 90%
| class="c" | 10
| class="c" | 2
|-
|-
| 4
| class="l" | {{m|Double Iron Bash}}
| 12.5%
{{Typetable|Steel}}
{{statustable|Physical}}
| class="c" | 60
| class="c" | 100%
| class="c" | 5
| class="c" | 2
|-
|-
| 5
| class="l" | {{m|Double Kick}}
| 12.5%
{{Typetable|Fighting}}
{{statustable|Physical}}
| class="c" | 30
| class="c" | 100%
| class="c" | 30
| class="c" | 2
|-
|-
|}
| class="l" | {{m|Dragon Darts}}
 
{{Typetable|Dragon}}
 
{{statustable|Physical}}
{| class="bluetable c sortable" border="1" cellpadding="2" align="center"
| class="c" | 50
|- style="background: #ccf;"
| class="c" | 100%
! Name
| class="c" | 10
! Base power
| class="c" | 2
! Accuracy
! Notes
|-
|-
| {{m|Arm Thrust}}
| class="l" | {{m|Dual Chop}}
| 15
{{Typetable|Dragon}}
| 100%
{{statustable|Physical}}
| Until [[Generation V]], was the [[signature move]] of {{p|Makuhita}} and {{p|Hariyama}}.
| class="c" | 40
| class="c" | 90%
| class="c" | 15
| class="c" | 2
|-
|-
| {{m|Barrage}}
| class="l" | {{m|Dual Wingbeat}}
| 15
{{Typetable|Flying}}
| 85%
{{statustable|Physical}}
| Signature move of {{p|Exeggcute}} and {{p|Exeggutor}}.
| class="c" | 40
| class="c" | 90%
| class="c" | 10
| class="c" | 2
|-
|-
| {{m|Bone Rush}}
| class="l" | {{m|Gear Grind}}
| 25
{{Typetable|Steel}}
| {{tt|90%|80% prior to Generation V}}
{{statustable|Physical}}
| Until Generation IV, was a signature move of {{p|Cubone}} and {{p|Marowak}}.
| class="c" | 50
| class="c" | 85%
| class="c" | 15
| class="c" | 2
|-
|-
|{{m|Bullet Seed}}
| class="8" | {{m|Surging Strikes}}
| {{tt|25|10 prior to Generation V}}
{{Typetable|Water}}
| 100%
{{statustable|Physical}}
|  
| class="c" | 25
| class="c" | 100%
| class="c" | 5
| class="c" | 3
|-
|-
| {{m|Comet Punch}}
| class="l" | {{m|Tachyon Cutter}}
| 18
{{Typetable|Steel}}
| 85%
{{statustable|Special}}
|
| class="c" | 50
| class="c" data-sort-value=101% | ∞%
| class="c" | 10
| class="c" | 2
|-
|-
| {{m|DoubleSlap}}
| class="l" | {{m|Triple Dive}}
| 15
{{Typetable|Water}}
| 85%
{{statustable|Physical}}
|
| class="c" | 30
| class="c" | 95%
| class="c" | 10
| class="c" | 3
|-
|-
| {{m|Fury Attack}}
| class="l" | {{m|Twin Beam}}
| 15
{{Typetable|Psychic}}
| 85%
{{statustable|Special}}
|
| class="c" | 40
| class="c" | 100%
| class="c" | 10
| class="c" | 2
|-
|-
| {{m|Fury Swipes}}
| class="l" | {{m|Twineedle}}
| 18
{{Typetable|Bug}}
| 80%
{{statustable|Physical}}
|
| class="c" | 25
| class="c" | 100%
| class="c" | 20
| class="c" | 2
|-
|-
| {{m|Icicle Spear}}
| {{m|Water Shuriken}}{{tt|*|When Battle Bond is active}}
| {{tt|25|10 prior to Generation V}}
{{Typetable|Water}}
| 100%
{{statustable|Special}}
| Prior to Generation V, was the signature move of {{p|Shellder}}.
| class="c" | 20
| class="c" | 100%
| class="c" | 20
| class="c" | 3
|}
|}
 
===Variable number of strikes===
Most multistrike moves will hit an opponent 2, 3, 4, or 5 times for each use. These moves are more likely to hit 2 or 3 times than 4 or 5, but will always hit 5 times when used by a Pokémon with the {{a|Skill Link}} Ability.
 
{| class="roundy" style="margin:auto; background: #{{stellar color light}}; border: 5px solid #{{stellar color}};"
|-
|-
| {{m|Pin Missile}}
|  
| 14
{| border=1 style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"
| 85%
|- style="background:#{{stellar color light}}"
|
! rowspan=2 | Number of hits
! colspan=2 | Chance of happening
|- style="background:#{{stellar color light}}"
! Gen I-IV
! Gen V on
|-
|-
| {{m|Rock Blast}}
| 2
| 25
| 3/8 (37.5%)
| {{tt|90%|80% prior to Generation V}}
| 7/20 (35%)
|
|-
|-
| {{m|Spike Cannon}}
| 3
| 20
| 3/8 (37.5%)
| 100%
| 7/20 (35%)
|
|-
|-
| {{m|Tail Slap}}
| 4
| 25
| 1/8 (12.5%)
| 85%
| 3/20 (15%)
| Signature move of {{p|Minccino}} and {{p|Cinccino}}.
|-
|-
| 5
| 1/8 (12.5%)
| 3/20 (15%)
|}
|}
|}
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 3.1, provided that the move does not miss.
{{-}}


===2 hits per turn===
{| class="roundy" style="margin:auto; background: #{{stellar color light}}; border: 5px solid #{{stellar color}};"
Several swipe 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 swipe moves, as they only hit twice.
|-
{| class="bluetable c sortable" border="1" cellpadding="2" align="center"
|
|- style="background: #ccf;"
{| border=1 class="sortable" style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"  
|- style="background:#{{stellar color light}}"
! Name
! Name
! Base power
! Type
! Category
! Power
! Accuracy
! Accuracy
! Notes
! PP
! Average power<br>Gen I-IV
! Average power<br>Gen V on
|-
| class="l" | {{m|Arm Thrust}}
{{Typetable|Fighting}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 100%
| class="c" | 20
| class="c" | 45
| class="c" | 46.5
|-
| class="l" | {{m|Barrage}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 85%
| class="c" | 20
| class="c" | 45
| class="c" | 46.5
|-
| class="l" | {{m|Bone Rush}}
{{Typetable|Ground}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | {{tt|90%|80% prior to Generation V}}
| class="c" | 10
| class="c" | 75
| class="c" | 77.5
|-
| class="l" | {{m|Bullet Seed}}
{{Typetable|Grass}}
{{statustable|Physical}}
| class="c" | {{tt|25|10 prior to Generation V}}
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | 77.5
|-
| class="l" | {{m|Comet Punch}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 18
| class="c" | 85%
| class="c" | 15
| class="c" | 54
| class="c" | 55.8
|-
| class="l" | {{m|Double Slap}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 15
| class="c" | 85%
| class="c" | 10
| class="c" | 45
| class="c" | 46.5
|-
|-
| {{m|Bonemerang}}
| class="l" | {{m|Fury Attack}}
| 50
{{Typetable|Normal}}
| 90%
{{statustable|Physical}}
| One of the signature moves of {{p|Cubone}} and {{p|Marowak}}
| class="c" | 15
| class="c" | 85%
| class="c" | 20
| class="c" | 45
| class="c" | 46.5
|-
|-
| {{m|Double Hit}}
| class="l" | {{m|Fury Swipes}}
| 35
{{Typetable|Normal}}
| 90%
{{statustable|Physical}}
| Required for {{p|Aipom}} to [[evolve]] into {{p|Ambipom}}.
| class="c" | 18
| class="c" | 80%
| class="c" | 15
| class="c" | 54
| class="c" | 55.8
|-
|-
| {{m|Double Kick}}
| class="l" | {{m|Icicle Spear}}
| 30
{{Typetable|Ice}}
| 100%
{{statustable|Physical}}
|  
| class="c" | {{tt|25|10 prior to Generation V}}
| class="c" | 100%
| class="c" | 30
| class="c" | 30
| class="c" | 77.5
|-
| class="l" | {{m|Pin Missile}}
{{Typetable|Bug}}
{{statustable|Physical}}
| class="c" | {{tt|25|14 prior to Generation VI}}
| class="c" | {{tt|95%|85% prior to Generation VI}}
| class="c" | 20
| class="c" | 42
| class="c" | {{tt|77.5|43.4 in Generation V}}
|-
| class="l" | {{m|Rock Blast}}
{{Typetable|Rock}}
{{statustable|Physical}}
| class="c" | 25
| class="c" | {{tt|90%|80% prior to Generation V}}
| class="c" | 10
| class="c" | 75
| class="c" | 77.5
|-
|-
| {{m|Dual Chop}}
| class="l" | {{m|Scale Shot}}
| 40
{{Typetable|Dragon}}
| 90%
{{statustable|Physical}}
|  
| class="c" | 25
| class="c" | 90%
| class="c" | 20
| class="c" | N/A
| class="c" | 77.5
|-
|-
| {{m|Gear Grind}}
| class="l" | {{m|Spike Cannon}}
| 50
{{Typetable|Normal}}
| 85%
{{statustable|Physical}}
| One of the signature moves of {{p|Klink}}, {{p|Klang}}, and {{p|Klinklang}}.
| class="c" | 20
| class="c" | 100%
| class="c" | 15
| class="c" | 60
| class="c" | 62
|-
|-
| {{m|Twineedle}}
| class="l" | {{m|Tail Slap}}
| 25
{{Typetable|Normal}}
| 100%
{{statustable|Physical}}
| Prior to Generation V, the signature move of {{p|Beedrill}}.
| class="c" | 25
| class="c" | 85%
| class="c" | 10
| class="c" | N/A
| class="c" | 77.5
|-
|-
| class="l" | {{m|Water Shuriken}}{{tt|*|When Battle Bond is not activated}}
{{Typetable|Water}}
{{statustable|Special}}
| class="c" | 15
| class="c" | 100%
| class="c" | 20
| class="c" | N/A
| class="c" | 46.5
|}
|}
|}
* 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 (possibly after making adjustments for {{stat|accuracy}} and {{stat|evasion}} modifiers).
* Prior to [[Generation IX]], if {{a|Battle Bond}} is activated, Water Shuriken will always hit three times, and its base power will increase to 20.


===Accuracy-dependent multiple strikes===
{{m|Triple Kick}} and {{m|Triple Axel}} can hit up to three times per use, while {{m|Population Bomb}} can hit up to ten times. An [[accuracy]] check is performed before each strike to determine if the move continues. From [[Generation V]] onward, if the user has {{a|Skill Link}}, only the initial accuracy check is performed.


===1-3 hit(s) per turn===
For Triple Kick and Triple Axel, the [[power]] of each subsequent hit is greater: Triple Kick has 10 power on its first hit, 20 on its second hit, and 30 on its third hit; Triple Axel has 20 power on its first hit, 40 on its second hit, and 60 on its third hit. Population Bomb has a power of 20 for each hit.
Triple Kick works differently from other swipe moves.  It will hit an opponent three times in one turn, but its base power (10 originally) will increase by 10 with each hit.  However, unlike other swipe moves, each hit has its own accuracy check, and once one hit misses, the entire move is ended.


{| class="bluetable c sortable" border="1" cellpadding="2" align="center"
{| class="roundy" style="margin:auto; background: #{{stellar color light}}; border: 5px solid #{{stellar color}};"
|- style="background: #ccf;"
|-
|
{| border=1 style="margin:auto; background: #FFFFFF; border:1px solid #{{stellar color light}}; border-collapse:collapse;"  
|- style="background:#{{stellar color light}}"
! Name
! Name
! Base power
! Type
! Category
! Power
! Accuracy
! Accuracy
! Notes
! PP
! Strikes
! Effective power
|-
|-
| {{m|Triple Kick}}
| class="l" | {{m|Triple Axel}}
| 10
{{Typetable|Ice}}
| {{tt|90%|per hit}}
{{statustable|Physical}}
| [[Signature move]] of {{p|Hitmontop}}.
| class="c" | 20
| class="c" | 90%
| class="c" | 10
| class="c" | 3
| class="c" | 94.14
|-
|-
| class="l" | {{m|Triple Kick}}
{{Typetable|Fighting}}
{{statustable|Physical}}
| class="c" | 10
| class="c" | 90%
| class="c" | 10
| class="c" | 3
| class="c" | 47.07<!-- exact: 0*10% + 10*90%*10% + 30*90%*90%*10% + 60*90%*90%*90% = 47.07 -->
|-
| class="l" | {{m|Population Bomb}}
{{Typetable|Normal}}
{{statustable|Physical}}
| class="c" | 20
| class="c" | 90%
| class="c" | 10
| class="c" | 10
| class="c" | 117.24<!-- exact: 20*.9^n+20*.9^n+1...+20*.9^10 = 117.23788-->
|}
|}
|}
In the table above, 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).
===Party-dependent multiple strikes===
{{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.
In [[Generation II]], each strike of Beat Up deals typeless damage with a base power of 10, but uses each individual team member's {{stat|Attack}} stat and [[level]] to calculate damage; as a result, its damage is unaffected by any changes to the user's Attack stat (such as {{m|Swords Dance}}). Because it deals typeless damage, Beat Up receives no benefit from [[Same-type attack bonus]] and ignores {{a|Wonder Guard}}.
Starting in [[Generation V]], Beat Up deals {{type|Dark}} damage, benefits from STAB, and interacts normally with Wonder Guard. Instead of using each party member's Attack stat to calculate damage, Beat Up only considers the user's Attack, meaning any change to the user's Attack through moves like Swords Dance now applies normally. Instead, party members' [[Base stats|base Attack stats]] are used to calculate their strikes' base power, with the new formula:
<math>BasePower = \dfrac{BaseAttack_{PartyMember}}{10}+5</math>
For example, a {{p|Weavile}} using Beat Up with active team members {{p|Shuckle}} and {{p|Conkeldurr}} would make three strikes with base powers of 17, 6, and 19, respectively.


==Trivia==
==Trivia==
*DoubleSlap is the only swipe move with "double" in its name that can hit 2-5 times.
* {{m|Double Slap}} is the only multistrike move with "double" in its name that can hit 2-5 times, though its Japanese name '''{{tt|おうふくビンタ|Ōfuku Binta}}''' ''Round Trip Slap'' is more accurate.


==In other languages==
{{langtable|color=ddf|bordercolor=ccf
|zh_yue=連續招式 ''Lìhnjuhk Jīusīk''
|zh_cmn=連續招式 / 连续招式 ''Liánxù Zhāoshì''
|fr=Capacité pouvant frapper plusieurs fois ({{gen|VII}}+)<br>Attaque multiple ({{gen|IV}}-{{gen|VI}})
|de=Serien-Attacke ({{gen|VI}}+)<br>Mehrfach-Attacke ({{gen|IV}}-{{gen|V}})
|it=Mossa multicolpo
|ko=연속 기술 ''Yeonsok Gisul''
|es=Movimiento de ataque múltiple ({{gen|IX}}+)<br>Movimiento múltiple ({{gen|IV}}-{{gen|VIII}})
}}
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{{Project Moves and Abilities notice}}
{{Project Moves and Abilities notice}}


[[Category:Moves]]
[[Category:Moves|*]]
[[Category:Swipe moves|*]]
[[Category:Multistrike moves|*]]
 
[[de:Mehrmals angreifende Attacken#Serien-Attacken]]
[[fr:Capacité à plusieurs coups]]
[[it:Mossa multicolpo]]
[[ja:連続攻撃技]]
[[zh:连续招式]]

Latest revision as of 16:47, 31 August 2024

Fury Swipes, a multistrike move

Multistrike moves (Japanese: 連続技(れんぞくわざ) serial move), formatted as multi-strike move from Generations IV through VII, are moves that strike an opponent more than one time in the same turn. Most multistrike moves will hit the opponent 2-5 times in a turn, but some work differently. Multistrike moves generally have low base power and imperfect accuracy to compensate for the fact that they hit multiple times. Bide, Counter, and Mirror Coat only take the final hit of a multistrike move into consideration.

Effect

Generation I

If an opponent is knocked out by a multistrike 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. In this generation only, multistrike 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.

Multistrike moves can now continue hitting even after breaking a substitute, then dealing damage directly to the targeted Pokémon. If a multistrike 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 multistrike move, possibly changing the type effectiveness of the remaining strikes.

Each strike from a multistrike move has an independent chance of activating an Ability that activates on taking damage, and each strike of a multistrike move that makes contact has an independent chance of activating an Ability that activates on contact. If a Pokémon using a multistrike move falls asleep or faints between strikes, such as due to Effect Spore or Rough Skin, the move will end immediately. In every Generation III game except for Emerald and XD: Gale of Darkness, due to a glitch, if a Pokémon uses a multistrike move other than Triple Kick against a target with an Ability that inflicts a status condition on contact, and the move's user triggers this Ability with the move's final strike, there is a 1% chance that the target also becomes afflicted by the status condition inflicted by their Ability.

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 multistrike 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 multistrike 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 multistrike move, so type effectiveness will not change during the attack.

Each individual strike from a physical multistrike move will activate Weak Armor. Each individual strike from a Dark-type multistrike move will activate Justified; however, a Grass-type multistrike move will only activate Sap Sipper once. Each individual strike from a contact multistrike 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 multistrike moves that hit twice per use.

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

Generation VII

Each individual strike from a multistrike move will activate Stamina.

Generation IX

If a Loaded Dice is held, moves that hit 2-5 times now hit 4-5 times; Triple Axel and Triple Kick will only have one accuracy check; Population Bomb will also only have one accuracy check, and it will hit 4-10 times.

List of multistrike moves

Fixed number of multiple strikes

Several multistrike moves hit an opponent a specific number of times per use. Most of these moves always hit exactly twice, but Surging Strikes and Triple Dive always hit exactly 3 times.

These moves are typically less common than multistrike moves that hit 2-5 strikes per use, with several of them being signature moves. They generally have higher power than multistrike moves that hit 2-5 strikes per use, as they only hit twice. Moves affected by Parental Bond become this type of multistrike move.

Uniquely for a multistrike move, Dragon Darts can hit different targets with each of its strikes.

Name Type Category Power Accuracy PP Strikes
Bonemerang Ground Physical 50 90% 10 2
Double Hit Normal Physical 35 90% 10 2
Double Iron Bash Steel Physical 60 100% 5 2
Double Kick Fighting Physical 30 100% 30 2
Dragon Darts Dragon Physical 50 100% 10 2
Dual Chop Dragon Physical 40 90% 15 2
Dual Wingbeat Flying Physical 40 90% 10 2
Gear Grind Steel Physical 50 85% 15 2
Surging Strikes Water Physical 25 100% 5 3
Tachyon Cutter Steel Special 50 ∞% 10 2
Triple Dive Water Physical 30 95% 10 3
Twin Beam Psychic Special 40 100% 10 2
Twineedle Bug Physical 25 100% 20 2
Water Shuriken* Water Special 20 100% 20 3

Variable number of strikes

Most multistrike moves will hit an opponent 2, 3, 4, or 5 times for each use. These moves are more likely to hit 2 or 3 times than 4 or 5, but will always hit 5 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%) 7/20 (35%)
3 3/8 (37.5%) 7/20 (35%)
4 1/8 (12.5%) 3/20 (15%)
5 1/8 (12.5%) 3/20 (15%)

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 3.1, provided that the move does not miss.

Name Type Category Power Accuracy PP Average power
Gen I-IV
Average power
Gen V on
Arm Thrust Fighting Physical 15 100% 20 45 46.5
Barrage Normal Physical 15 85% 20 45 46.5
Bone Rush Ground Physical 25 90% 10 75 77.5
Bullet Seed Grass Physical 25 100% 30 30 77.5
Comet Punch Normal Physical 18 85% 15 54 55.8
Double Slap Normal Physical 15 85% 10 45 46.5
Fury Attack Normal Physical 15 85% 20 45 46.5
Fury Swipes Normal Physical 18 80% 15 54 55.8
Icicle Spear Ice Physical 25 100% 30 30 77.5
Pin Missile Bug Physical 25 95% 20 42 77.5
Rock Blast Rock Physical 25 90% 10 75 77.5
Scale Shot Dragon Physical 25 90% 20 N/A 77.5
Spike Cannon Normal Physical 20 100% 15 60 62
Tail Slap Normal Physical 25 85% 10 N/A 77.5
Water Shuriken* Water Special 15 100% 20 N/A 46.5
  • 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 (possibly after making adjustments for accuracy and evasion modifiers).
  • Prior to Generation IX, if Battle Bond is activated, Water Shuriken will always hit three times, and its base power will increase to 20.

Accuracy-dependent multiple strikes

Triple Kick and Triple Axel can hit up to three times per use, while Population Bomb can hit up to ten times. An accuracy check is performed before each strike to determine if the move continues. From Generation V onward, if the user has Skill Link, only the initial accuracy check is performed.

For Triple Kick and Triple Axel, the power of each subsequent hit is greater: Triple Kick has 10 power on its first hit, 20 on its second hit, and 30 on its third hit; Triple Axel has 20 power on its first hit, 40 on its second hit, and 60 on its third hit. Population Bomb has a power of 20 for each hit.

Name Type Category Power Accuracy PP Strikes Effective power
Triple Axel Ice Physical 20 90% 10 3 94.14
Triple Kick Fighting Physical 10 90% 10 3 47.07
Population Bomb Normal Physical 20 90% 10 10 117.24

In the table above, 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).

Party-dependent multiple strikes

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.

In Generation II, each strike of Beat Up deals typeless damage with a base power of 10, but uses each individual team member's Attack stat and level to calculate damage; as a result, its damage is unaffected by any changes to the user's Attack stat (such as Swords Dance). Because it deals typeless damage, Beat Up receives no benefit from Same-type attack bonus and ignores Wonder Guard.

Starting in Generation V, Beat Up deals Dark-type damage, benefits from STAB, and interacts normally with Wonder Guard. Instead of using each party member's Attack stat to calculate damage, Beat Up only considers the user's Attack, meaning any change to the user's Attack through moves like Swords Dance now applies normally. Instead, party members' base Attack stats are used to calculate their strikes' base power, with the new formula:

For example, a Weavile using Beat Up with active team members Shuckle and Conkeldurr would make three strikes with base powers of 17, 6, and 19, respectively.

Trivia

  • Double Slap is the only multistrike move with "double" in its name that can hit 2-5 times, though its Japanese name おうふくビンタ Round Trip Slap is more accurate.

In other languages

Language Title
Chinese Cantonese 連續招式 Lìhnjuhk Jīusīk
Mandarin 連續招式 / 连续招式 Liánxù Zhāoshì
France Flag.png French Capacité pouvant frapper plusieurs fois (VII+)
Attaque multiple (IV-VI)
Germany Flag.png German Serien-Attacke (VI+)
Mehrfach-Attacke (IV-V)
Italy Flag.png Italian Mossa multicolpo
South Korea Flag.png Korean 연속 기술 Yeonsok Gisul
Spain Flag.png Spanish Movimiento de ataque múltiple (IX+)
Movimiento múltiple (IV-VIII)


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.