List of moves by range (Mystery Dungeon): Difference between revisions

m
Additional details regarding friendly fire.
m (→‎List of moves: Boomburst also hits teammates)
m (Additional details regarding friendly fire.)
Line 2: Line 2:
In the '''{{g|Mystery Dungeon series}}''', '''[[move]]s''' function differently from the [[core series]] games. Moves have various '''ranges''' that determine what [[Dungeon tile|tiles]] they affect.  
In the '''{{g|Mystery Dungeon series}}''', '''[[move]]s''' function differently from the [[core series]] games. Moves have various '''ranges''' that determine what [[Dungeon tile|tiles]] they affect.  


Most moves can only affect the target directly in front of the user, while other moves are able to reach targets further away. Moves which are able to reach 2 tiles in front of the user can pass through teammates, allowing partners to support the leader even in hallways. These moves are mostly made up of [[Priority|priority moves]] from the core series games. However, prior to {{g|Super Mystery Dungeon}}, moves such as {{m|Shadow Ball}} which could reach further than 2 tiles in the user's line of sight would hit a teammate rather than passing through them. In Pokémon Super Mystery Dungeon, all moves regardless of range no longer hit allies unless the move is designed to target allies, or if the user is affected by a [[Status conditions in the Mystery Dungeon series|status condition]] which affects the way a move is executed.  
Most moves can only affect the target directly in front of the user, while other moves are able to reach targets further away. Moves which are able to reach 2 tiles in front of the user can pass through teammates, allowing partners to support the leader even in hallways. These moves are mostly made up of [[Priority|priority moves]] from the core series games. However, prior to {{g|Super Mystery Dungeon}}, moves such as {{m|Shadow Ball}} which could reach further than 2 tiles in the user's line of sight would hit a teammate rather than passing through them. The only way to make them pass through teammates is through the [[IQ Skill]] Gap Prober{{sup/md|TDS}} or the [[Team Skill]] Slip-Through{{sup/md|GTI}}. In Pokémon Super Mystery Dungeon, all moves regardless of range no longer hit allies unless the move is designed to target allies, or if the user is affected by a [[Status conditions in the Mystery Dungeon series|status condition]] which affects the way a move is executed. If the move is designed to also potentially damage enemies, the ability [[Telepathy]] will prevent such damage.


Moves may also affect enemies in an entire room. These moves can also hit enemies in hallways within the user's visibility{{tt|*|2 or 3 tile range depending on the dungeon. 2 tile range for enemies in Rescue Team and Explorers series, 1 tile range for enemies in Super Mystery Dungeon}}, including Ghost-type Pokémon in walls.  
Moves may also affect enemies in an entire room. These moves can also hit enemies in hallways within the user's visibility{{tt|*|2 or 3 tile range depending on the dungeon. 2 tile range for enemies in Rescue Team and Explorers series, 1 tile range for enemies in Super Mystery Dungeon}}, including Ghost-type Pokémon in walls.  
39

edits