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Blueapple128 (talk | contribs) (add two unique Generation II mechanics; add some complexities in Generation I-II undocumented until now; set up separate section for other OHKO moves to redirect to (so all these mechanics no longer have to be duplicated across multiple pages)) |
Blueapple128 (talk | contribs) (→Generations III onward: clarification) |
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The accuracy of OHKO moves is now fixed to the above formula, and will not be affected by {{stat|Accuracy}} or {{stat|Evasion}} stats. For example, holding a {{DL|In-battle effect item|Wide Lens}} will not make OHKO moves any more likely to hit, and using {{m|Double Team}} will not make them any less likely to hit. However, effects such as that of the Ability {{a|No Guard}} or the move {{m|Lock-On}} will allow OHKO moves to always hit. | The accuracy of OHKO moves is now fixed to the above formula, and will not be affected by {{stat|Accuracy}} or {{stat|Evasion}} stats. For example, holding a {{DL|In-battle effect item|Wide Lens}} will not make OHKO moves any more likely to hit, and using {{m|Double Team}} will not make them any less likely to hit. However, effects such as that of the Ability {{a|No Guard}} or the move {{m|Lock-On}} will allow OHKO moves to always hit. | ||
In Generation VII, OHKO moves have their accuracy displayed as 30% instead of —, but their accuracy calculation is unchanged (except for Sheer Cold). | |||
==List of moves== | ==List of moves== |
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