Pin Missile (move): Difference between revisions

→‎Effect: proofreading, rewording
(→‎Effect: proofreading, rewording)
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==Effect==
==Effect==
===Generation I===
===Generation I===
Pin Missile inflicts damage, hitting 2-5 times per use. There is a 37.5% chance that it will hit 2 times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a 12.5% chance that it will hit 5 times. On average, it will hit 3 times, giving it an average power of 42, ignoring the possibility of missing. Although only the first strike can be a [[critical hit]], each successive one will deal the same amount of damage.
Pin Missile inflicts damage, hitting the target 2-5 times per use. There is a 37.5% chance that it will hit 2 times, a 37.5% chance that it will hit 3 times, a 12.5% chance that it will hit 4 times, and a 12.5% chance that it will hit 5 times. Ignoring the possibility of missing, it will hit 3 times on average, giving it an average power of 42. Although only the first strike can be a [[critical hit]], each successive one will deal the same amount of damage.


Pin Missile will end immediately if it breaks a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} will only acknowledge the last strike of this move.
Pin Missile will end immediately if it breaks a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} will only acknowledge the last strike of this move.
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===Generation III===
===Generation III===
Pin Missile may now continue attacking after a substitute is broken.
Pin Missile may now continue attacking after breaking a substitute.


===Generation IV===
===Generation IV===
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===Generation V===
===Generation V===
There is now a 33.3% chance that it will hit 2 times, a 33.3% chance it will hit 3 times, a 16.7% chance it will hit 4 times, and a 16.7% chance it will hit 5 times. On average, it will hit 3.168 times, giving it an average power of 44.352, ignoring the possibility of missing.
There is now a 33.3% chance that it will hit 2 times, a 33.3% chance it will hit 3 times, a 16.7% chance it will hit 4 times, and a 16.7% chance it will hit 5 times. Ignoring the possibility of missing, it will hit 3.168 times on average, giving it an average power of 44.352.


Unlike previous generations, if [[Focus Sash]], [[Focus Band]], or {{a|Sturdy}} activate before the last strike is dealt, the following one will cause the defending Pokémon to faint; however, [[Focus Band]] can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each strike will cause {{a|Weak Armor}} to activate.
If a {{DL|In-battle effect item|Focus Sash}}, {{DL|In-battle effect item|Focus Band}}, or {{a|Sturdy}} activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one.
 
If the target has {{a|Weak Armor}}, each strike will activate it.


===Generation VI===
===Generation VI===
Pin Missile now has a base power of 25 and an accuracy of 95%. On average, it will hit 3.168 times, giving it an average power of 79.2, ignoring the possibility of missing.
Pin Missile now has a base power of 25 and an accuracy of 95%. Ignoring the possibility of missing, it will hit 3.168 times on average, giving it an average power of 79.2.


==Description==
==Description==