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Tiddlywinks (talk | contribs) m (In that case, let's add a reference like on Species; no idea which guides would apply though) |
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{{Move| | {{Move|Move category}} | ||
{{DamageCats}} | {{DamageCats}} | ||
The '''category''' (Japanese: '''{{tt|分類|ぶんるい}}''' ''classification'') or '''kind'''<ref | The '''category''' (Japanese: '''{{tt|分類|ぶんるい}}''' ''classification'') or '''kind'''<ref group=note>Name used in the English version of [[Pokédex 3D]].</ref> of a [[move]] is an element of said move that determines the kind of [[damage]] it deals. | ||
In games prior to Generation IV, the [[type]] of a damaging | In games prior to Generation IV, the [[type]] of a damaging move determines whether the move is [[Physical moves|physical]] ({{DL|Damage|Damage formula|damage calculation}} is performed using the user's {{stat|Attack}} and the target's {{stat|Defense}}) or [[Special moves|special]] (the user's {{stat|Special Attack}} and the target's {{stat|Special Defense}}). | ||
It was first assigned to individual moves in {{ | It was first assigned to individual moves in {{g|XD: Gale of Darkness}} for [[Shadow move]]s, and then applied to all moves starting in [[Generation IV]]. Among fans, this change is often known as the '''Physical/Special split'''. | ||
==Physical/Special split== | ==Physical/Special split== | ||
The Physical/Special split allows Pokémon to use moves from a wider variety of types. For example, prior to Generation IV, {{p|Sneasel}}, which has a much greater Attack than Special Attack, was not effective at using moves with [[Same-type attack bonus|STAB]], due to {{type|Ice}} moves and {{type|Dark}} moves both being special. | The Physical/Special split allows {{OBP|Pokémon|species}} to use moves from a wider variety of types. For example, prior to Generation IV, {{p|Sneasel}}, which has a much greater Attack than Special Attack, was not effective at using moves with [[Same-type attack bonus|STAB]], due to {{type|Ice}} moves and {{type|Dark}} moves both being special. | ||
Several new moves were introduced to give more balance to formerly all-special and all-physical types, such as the physical {{type|Psychic}} moves {{m|Zen Headbutt}} and {{m|Psycho Cut}}; and the special Fighting-type moves {{m|Focus Blast}}, {{m|Vacuum Wave}}, and {{m|Aura Sphere}}. Other moves, such as {{m|Hyper Beam}} (which was physical prior to Generation IV | Several new moves were introduced to give more balance to formerly all-special and all-physical types, such as the physical {{type|Psychic}} moves {{m|Zen Headbutt}} and {{m|Psycho Cut}}; and the special Fighting-type moves {{m|Focus Blast}}, {{m|Vacuum Wave}}, and {{m|Aura Sphere}}. Other moves, such as {{m|Hyper Beam}} (which was physical prior to Generation IV but is now special), gained physical counterparts with the same characteristics (in this case, {{m|Giga Impact}}). | ||
==Type-based categories== | ==Type-based categories== | ||
The move categories used from [[Generation I]] to [[Generation III]] are listed below. | |||
Physical | '''[[Physical move]]s:''' {{typecolor|Normal}}{{typecolor|Fighting}}{{typecolor|Flying}}{{typecolor|Ground}}{{typecolor|Rock}}{{typecolor|Bug}}{{typecolor|Ghost}}{{typecolor|Poison}}{{typecolor|Steel}} | ||
Special | '''[[Special move]]s:''' {{typecolor|Water}}{{typecolor|Grass}}{{typecolor|Fire}}{{typecolor|Ice}}{{typecolor|Electric}}{{typecolor|Psychic}}{{typecolor|Dragon}}{{typecolor|Dark}} | ||
The unused {{DL|List of glitch types|Bird}} type from the Generation I games is physical. | |||
== | ==Notes== | ||
<references group="note"/> | |||
<references | |||
==In other languages== | ==In other languages== | ||
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|it=Categoria | |it=Categoria | ||
|ko=분류 ''classification'' | |ko=분류 ''classification'' | ||
}}{{-}} | }} | ||
{{-}} | |||
{{Project Games notice|game mechanic}} | {{Project Games notice|game mechanic}} | ||
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