PP: Difference between revisions

546 bytes added ,  8 May 2005
no edit summary
(sketch, shadow rush, struggle, PPMAX)
No edit summary
Line 1: Line 1:
'''Power points''', or '''PP''' for short, are the energy that a [[Pokémon]] requires in order to perform a [[move]].
'''Power points''', or '''PP''' for short, are the energy that a [[Pokémon]] requires in order to perform a [[move]].


Each move has a set number of Power points. Under the PP system, moves can be performed anywhere from 5 to 64 times; higher damage-dealing moves typically have low PP counts, and the reverse is also true. The PP system limits the value of especially powerful moves such as {{m|Fire Blast}}. There are three exceptions: the move {{m|Sketch}} has only one PP and the moves {{m|Shadow Rush}} and {{m|Struggle}} both have infinite PP.
Each move has a set number of Power points. Under the PP system, a move starts out with PP values of 1, 5, 10, 15, 20, 25, 30, 35, or 40. Up to 3 {{i|PP-ups}} can be applied to each move, and each {{i|PP-up}} increases increases the moves maximum PP by 20% of its original value (except if the move has 1 PP, in which case it has no effect). In [[Generation I]] and [[Generation II]], the maximum PP values for moves that have base PP values of 40 is 61; this was increased to 64 in [[Generation III]]. Typically, the stronger or more desirable a move is (as compared to other moves), the lower its maximum PP. When used, PP is not deducted from the moves {{m|Shadow Rush}} and {{m|Struggle}}, effectively giving them infinte PP.


Once a move runs out of PP, it can no longer be performed. After the PP of all of a Pokémon's moves has run out, the Pokémon will have to revert to Struggle (which hurts the user when it hits).
Once a move runs out of PP, it can no longer be selected as an attack. After the PP of all of a Pokémon's moves has run out, the Pokémon will have to revert to {{m|Struggle}}. In [[Generation I]], this could be bypassed by allowing the game to automatically use a move to attack, which can happen to any attack if a pokémon attacks immediately after being defrosted, or to a handful of moves (Bind, Clamp, Fire Spin, Hyper Beam, Metronome, Mimic, and Wrap) because of the autoselection involved with partial trapping moves (if a move is used when it has 0 PP, it will afterwards obtain a current PP count of 63, and full PP ups will be applied to it). Starting in [[Generation II]], a check was added to see if a move has 0 PP when executed, as well as selected.


Outside of battle, [[Hidden Machine]]s may be used even if the Power points of the HM move have been used up.
Outside of battle, [[Hidden Machine]]s may be used even if the current PP of the HM move is 0.


{{i|Elixir}}s and {{i|Ether}}s temporarily restore a move's PP, and a visit to any [[Pokémon Center]] will replentish PP to its maximum. {{i|PP Up}} permanently raises the PP of one move by one fifth of its original value. Each move, however, has a cap on the max number of Power Points it can have equal to the original value times 1.6 (three PP Ups). {{i|PP Max}} permanently raises the PP of a move to its maximum value.
{{i|Elixir}}s and {{i|Ether}}s restore a move's PP, and a visit to any [[Pokémon Center]] will replenish PP to its maximum value.


Power points, like many other game mechanics, are absent in the [[Anime]] and [[Pokémon Special|Manga]]. The [[Trading Card Game]], however, employs a system similar to the games, which requires a certain number of [[Energy (TCG)|Energy cards]] to be attached to a Pokémon before it can perform a move.
Power points, like many other game mechanics, are absent in the [[Anime]] and [[Pokémon Special|Manga]]. The [[Trading Card Game]], however, employs a system similar to the games, which requires a certain number of [[Energy (TCG)|Energy cards]] to be attached to a Pokémon before it can perform a move.
{{gamestub}}
236

edits