Lana (Masters): Difference between revisions

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Line 286: Line 286:
|-style="background:#fff"
|-style="background:#fff"
| Water Gun: Move Gauge Refresh 3
| Water Gun: Move Gauge Refresh 3
| Has a moderately good chance of charging the user's move gauge by one when a move is successful.
| Has a chance (40%) of charging the user's move gauge by one when a move is successful.
| 7
| 7
| 84
| 84
Line 292: Line 292:
|-style="background:#fff"
|-style="background:#fff"
| Wide Guard: MP Refresh 5
| Wide Guard: MP Refresh 5
| Has a very good chance of restoring one MP of the move used if the move is successful.
| Has a chance (60%) of restoring one MP of the user's move when that move is successful.
| 7
| 7
| 84
| 84
Line 316: Line 316:
|-style="background:#fff"
|-style="background:#fff"
| Leech Life: Move Gauge Refresh 3
| Leech Life: Move Gauge Refresh 3
| Has a moderately good chance of charging the user's move gauge by one when a move is successful.
| Has a chance (40%) of charging the user's move gauge by one when a move is successful.
| 7
| 7
| 84
| 84
Line 322: Line 322:
|-style="background:#fff"
|-style="background:#fff"
| Karpe Diem!: Move Gauge Refresh 3
| Karpe Diem!: Move Gauge Refresh 3
| Has a moderately good chance of charging the user's move gauge by one when a move is successful.
| Has a chance (40%) of charging the user's move gauge by one when a move is successful.
| 7
| 7
| 84
| 84
Line 346: Line 346:
|-style="background:#fff"
|-style="background:#fff"
| Refreshing Rain 1
| Refreshing Rain 1
| Restores the Pokémon's HP whenever it takes an action when the weather is rainy.
| Restores the user's HP whenever its Pokémon takes an action while the weather is rainy.
| 7
| 7
| 84
| 84
Line 352: Line 352:
|-style="background:#fff"
|-style="background:#fff"
| Rain Gear 1
| Rain Gear 1
| Reduces damage when the Pokémon is hit by an attack move when the weather is rainy.
| Reduces damage when the user is hit by an attack move while the weather is rainy.
| 9
| 9
| 108
| 108
Line 358: Line 358:
|-style="background:#fff"
|-style="background:#fff"
| Vigilance
| Vigilance
| The Pokémon is protected against critical hits.
| Protects the user against critical hits.
| 6
| 6
| 72
| 72
Line 364: Line 364:
|-style="background:#fff"
|-style="background:#fff"
| Critical Strike 1
| Critical Strike 1
| Powers up attacks if they become critical hits.
| Powers up the user's attacks when they become critical hits.
| 8
| 8
| 96
| 96
Line 370: Line 370:
|-style="background:#fff"
|-style="background:#fff"
| Endurance
| Endurance
| If the Pokémon enters battle with full HP, allows it to endure the next hit it takes that would reduce it to 0 HP.
| When the user enters battle with full HP, applies the Enduring effect to it.
| 7
| 7
| 84
| 84
Line 376: Line 376:
|-style="background:#fff"
|-style="background:#fff"
| Catalytic Cure 1
| Catalytic Cure 1
| Has a small chance of restoring the user's HP when a move is successful.
| Has a chance (20%) of restoring the user's HP by approximately 20% of its maximum HP when its move is successful.
| 8
| 8
| 96
| 96
Line 388: Line 388:
|-style="background:#fff"
|-style="background:#fff"
| Block and Heal 9
| Block and Heal 9
| Restores the user's HP when it nullifies an opponent's move while in a defensive posture.
| Restores the user's HP by approximately 20% of its maximum HP when the user nullifies an opponent's move while in a defensive posture.
| 7
| 7
| 84
| 84
Line 394: Line 394:
|-style="background:#fff"
|-style="background:#fff"
| Stamina Reserves 6
| Stamina Reserves 6
| Once per battle, charges the user's move gauge by six when the user is in a pinch.
| Charges the user's move gauge by six the first time it is in a pinch each battle.
| 8
| 8
| 96
| 96
Line 406: Line 406:
|-style="background:#fff"
|-style="background:#fff"
| Tough Cookie
| Tough Cookie
| The more the user's Defense has been raised, the more it powers up moves.
| The more the user's Defense is raised, the more it powers up the user's moves.
| 7
| 7
| 84
| 84
Line 412: Line 412:
|-style="background:#fff"
|-style="background:#fff"
| HP Trade-Off 4
| HP Trade-Off 4
| The less HP the user has remaining, the more it powers up moves.
| The smaller the user's percentage of remaining HP, the more it powers up the user's moves.
| 10
| 10
| 120
| 120