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Jump Drive (talk | contribs) mNo edit summary |
Jump Drive (talk | contribs) (re-added getting pumped, the fact that it doesn't self-stack means that it is a proper status condition, my bad) |
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[[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]] | [[File:Ash Phanpy Defense Curl.png|thumb|220px|{{AP|Phanpy}} curls up, ready to use {{m|Rollout}}]] | ||
Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}. | Using {{m|Defense Curl}} causes the power of {{m|Rollout}} and {{m|Ice Ball}} to double for the Pokémon. This effect is not transferred by {{m|Baton Pass}}. | ||
{{-}} | |||
====Getting pumped==== | |||
[[File:Roark Cranidos Focus Energy.png|thumb|250px|Cranidos getting pumped]] | |||
{{main|Focus Energy (move)}} | |||
A Pokémon can become pumped by using the move {{m|Focus Energy}} or if the item [[Dire Hit]] is used on it. In Generation I, a pumped Pokémon is 75% less likely to land a critical hit. In Generation II, a pumped Pokémon has its critical hit rate increased by {{DL|Critical hit|Probability_2|one stage}}. In Generation III and in later games, a pumped Pokémon has its critical hit rate increased by two stages. | |||
{{-}} | {{-}} | ||
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