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In the '''{{g|Mystery Dungeon}} | In the '''{{g|Mystery Dungeon series}}''', '''[[move]]s''' function differently from the [[core series]] games. Moves have various '''ranges''' that determine what [[Dungeon tile|tiles]] they affect. The following list is organized by range with a description of the range followed by moves that fall into that category. | ||
==Enemy in front== | ==Enemy in front== | ||
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*{{m|Sand Tomb}} | *{{m|Sand Tomb}} | ||
*{{m|Rock Slide}} | *{{m|Rock Slide}} | ||
*{{m|Muddy Water}} | |||
*{{m|Foresight}} | |||
*{{m|Endeavor}} | |||
*{{m|Cotton Spore}} | |||
*{{m|Poison Jab}} | |||
*{{m|Knock Off}} | |||
*{{m|Fire Fang}} | |||
*{{m|Thunder Fang}} | |||
*{{m|Ice Fang}} | |||
*{{m|Night Slash}} | |||
*{{m|X-Scissor}} | |||
Moves with an asterisk (*) technically affect the user, since they are two turn moves. They will still only damage the enemy in front though. | Moves with an asterisk (*) technically affect the user, since they are two turn moves. They will still only damage the enemy in front though. | ||
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*{{m|Barrage}} | *{{m|Barrage}} | ||
*{{m|Dragon Pulse}} | *{{m|Dragon Pulse}} | ||
*{{m|Mud Shot}} | |||
*{{m|Swift}} | |||
==Enemy up to 2 tiles away== | ==Enemy up to 2 tiles away== | ||
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*{{m|ExtremeSpeed}} | *{{m|ExtremeSpeed}} | ||
*{{m|Sucker Punch}} | *{{m|Sucker Punch}} | ||
*{{m|U-turn}} | |||
==Line of sight== | ==Line of sight== | ||
These moves can hit anyone along the same row, column, or diagonal the user is facing. As a result, these moves have excellent range, which makes them useful as preemptive attacks. However, they usually have fewer | These moves can hit anyone along the same row, column, or diagonal the user is facing. As a result, these moves have excellent range, which makes them useful as preemptive attacks. However, they usually have fewer {{PP}} to compensate for the excellent range. | ||
*{{m|Pin Missile}} | *{{m|Pin Missile}} | ||
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==Enemies within 1 tile range== | ==Enemies within 1 tile range== | ||
These moves affect all enemies adjacent to the user, even Ghost types in walls. These moves do have fewer | These moves affect all enemies adjacent to the user, even Ghost types in walls. These moves do have fewer {{PP}} because they can affect multiple enemies with one use. | ||
*{{m|Cut}} | *{{m|Cut}} | ||
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==All enemies in the room== | ==All enemies in the room== | ||
These moves affect all enemies in the same room as the user. If used in a hallway, these moves only affect enemies within a 2 tile range or visibility, including Ghost-types in walls. Obviously, these moves can be very useful in clearing out a room if they do damage. As a result, damaging moves in this category have even fewer | These moves affect all enemies in the same room as the user. If used in a hallway, these moves only affect enemies within a 2 tile range or visibility, including Ghost-types in walls. Obviously, these moves can be very useful in clearing out a room if they do damage. As a result, damaging moves in this category have even fewer {{PP}} than line of sight moves. | ||
*{{m|Attack Order}} | *{{m|Attack Order}} |
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