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basepp=20 | | basepp=20 | | ||
maxpp=32 | | maxpp=32 | | ||
power=25 | | power={{tt|25|14 in Generation I-V}} | | ||
accuracy=95 | | accuracy={{tt|95|85 in Generation I-V}} | | ||
bdesc=Attacks 2-5 times consecutively. | | bdesc=Attacks 2-5 times consecutively. | | ||
gen=I | | gen=I | | ||
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Pin Missile will end immediately if it breaks a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} will only acknowledge the last hit of this move. | Pin Missile will end immediately if it breaks a {{m|substitute}}. {{m|Bide}} and {{m|Counter}} will only acknowledge the last hit of this move. | ||
Pin Missile has a base power of 14 and an accuracy of 85. | |||
===Generation II and III=== | ===Generation II and III=== | ||
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===Generation V=== | ===Generation V=== | ||
Unlike previous generations, if [[Focus Sash]], [[Focus Band]], or {{a|Sturdy}} activate before the last hit is dealt, the following hit 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 hit will cause {{a|Weak Armor}} to activate. | Unlike previous generations, if [[Focus Sash]], [[Focus Band]], or {{a|Sturdy}} activate before the last hit is dealt, the following hit 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 hit will cause {{a|Weak Armor}} to activate. | ||
===Generation VI=== | |||
Pin Missile now has a base power of 25 and an accuracy of 95. | |||
==Description== | ==Description== |
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