Difference between revisions of "PP"

20 bytes removed ,  00:30, 9 May 2005
m
links
m
m (links)
'''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, a move starts out with PP values of 1, 5, 10, 15, 20, 25, 30, 35, or 40. Up to 3 {{i|PP upUp}}s can be applied to each move, and each {{i|PP up}}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 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 current PP of the HM move is 0.
151

edits