Rage (move): Difference between revisions

→‎Effect: see talk
(→‎Effect: see talk)
Line 41: Line 41:
==Effect==
==Effect==
===Generation I===
===Generation I===
Rage deals damage and it will not be possible for the user to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (only if Disable misses or fails), its {{stat|Attack}} stat will increase by one stage. Being hit by a multi-hit move will raise the user's {{stat|Attack}} once for each hit. Rage will use 1 PP when selected, but not use any PP on any subsequent turns.
Rage deals damage and it will not be possible for the user to do anything other than let the user continue to use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (only if Disable misses or fails), its rage will build, causing its {{stat|Attack}} stat to increase by one stage. Being hit by a multi-hit move will raise the user's {{stat|Attack}} once for each hit. Rage will use 1 PP when selected, but not use any PP on any subsequent turns.


If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage misses due to the 99.6% accuracy bug of 100%-accuracy moves when there are no other accuracy or evasion modifiers in effect, or in case said modifiers cancel each other, its accuracy will be unaffected. However, if Rage misses due to an accuracy or evasion check when its decision-removing effect is active, the accuracy of Rage will subsequently become 0.4%. The duration of Rage will be paused but not disrupted by anything, including {{status|sleep}}, {{status|freeze}}, partial trapping, {{status|flinch}}ing, or if the user hurts itself due to {{status|confusion}}.
If Rage misses during the turn it is selected, its secondary effects will not activate. If Rage misses due to the 99.6% accuracy bug of 100%-accuracy moves when there are no other accuracy or evasion modifiers in effect, or in case said modifiers cancel each other, its accuracy will be unaffected. However, if Rage misses due to an accuracy or evasion check when its decision-removing effect is active, the accuracy of Rage will subsequently become 0.4%. The duration of Rage will be paused but not disrupted by anything, including {{status|sleep}}, {{status|freeze}}, partial trapping, {{status|flinch}}ing, or if the user hurts itself due to {{status|confusion}}.
Line 49: Line 49:
In Stadium, Disable will cause a Pokémon's rage to build if it is successful.
In Stadium, Disable will cause a Pokémon's rage to build if it is successful.


===Generations II to IV===
===Generation II===
Rage is no longer a continuous move and will not last until the end of the battle. Instead, Rage must be selected every turn. The extra damage bonuses gained when the user of Rage is hit by an opponent are no longer Attack stat bonuses, but rather a separate counter used only for this move, with similar power increase. In addition to this, if Rage is not selected in consecutive turns or misses, all the damage bonuses gained through Rage will be lost. Furthermore, the accuracy-changing effects present in Generation I no longer apply, and missing does not change the accuracy of Rage.
Rage is no longer a continuous move and will not automatically last until the end of the battle. When Rage is used consecutively, it will consume PP each turn, and the damage it deals is multiplied by a separate Rage counter; this Rage counter starts at 1 and increases by one each time the user of Rage is damaged by an attack, but is reset when the user ceases to use Rage (but not when Rage misses).
 
The accuracy-changing effects present in Generation I no longer apply, and missing does not change the accuracy of Rage.
 
===Generation III===
When Rage is used consecutively, the user's {{stat|Attack}} stat now increases by one stage each time it is damaged by an attack instead. A Pokémon's rage will now build even if the initial use of Rage misses or fails.


Rage can be used as part of a [[Contest combination|Pokémon Contest combination]], causing {{m|Leer}}, {{m|Scary Face}} and {{m|Thrash}} to have their base appeal points doubled.
Rage can be used as part of a [[Contest combination|Pokémon Contest combination]], causing {{m|Leer}}, {{m|Scary Face}} and {{m|Thrash}} to have their base appeal points doubled.
===Generation V onwards===
 
Extra damage bonuses gained when the user of Rage is hit by an opponent are again Attack stat bonuses.
===Generation IV onwards===
A Pokémon's rage will now only start to build after it successfully used Rage.


==Description==
==Description==