Z-Move: Difference between revisions

194 bytes removed ,  3 January 2023
hopefully it's easier to read now
(hopefully it's easier to read now)
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Z-Moves draw upon the [[PP]] of the Pokémon's original moves in order to execute, requiring and consuming PP upon use. When the Z-Move option is chosen in battle, a list of Z-Moves overlays the Pokémon's original list of moves, with each compatible move of the Pokémon's original moves overlain by a Z-Move option that draws upon that move.
Z-Moves draw upon the [[PP]] of the Pokémon's original moves in order to execute, requiring and consuming PP upon use. When the Z-Move option is chosen in battle, a list of Z-Moves overlays the Pokémon's original list of moves, with each compatible move of the Pokémon's original moves overlain by a Z-Move option that draws upon that move.


Damaging Z-Moves derive their [[damage category|category]] ([[physical move|physical]] or [[special move|special]]) and [[power]] from the original move. For example, a {{m|Gigavolt Havoc}} based on {{m|Nuzzle}} (with a power of 20) will have a power of 100 and be a physical move, while one based on {{m|Thunderbolt}} (with a power of 90) will have a power of 175 and be a special move. If the Pokémon knows more than one compatible move, it will be able to choose among different versions of the Z-Move with different stats, with the instance that has the highest power sparkling. Damaging Z-Moves do not inherit any other properties from the original move, so they have neutral [[priority]] and do not have the [[additional effect]]s of the base move.
Damaging Z-Moves derive their [[damage category|category]] ([[physical move|physical]] or [[special move|special]]) and [[power]] from the base move. For example, a {{m|Gigavolt Havoc}} based on {{m|Nuzzle}} (with a power of 20) will have a power of 100 and be a physical move, while one based on {{m|Thunderbolt}} (with a power of 90) will have a power of 175 and be a special move. If the Pokémon knows more than one compatible move, it will be able to choose among different versions of the Z-Move with different stats, with the instance that has the highest power sparkling. Damaging Z-Moves do not inherit any other properties from the base move, so they have neutral [[priority]] and do not have the [[additional effect]]s of the base move.


Damaging Z-Moves bypass {{stat|accuracy}} checks to always hit, unless the opponent is in the [[semi-invulnerable turn]] of a move such as {{m|Dig}} or {{m|Fly}}.
Exclusive Z-Moves can be used only by specific {{OBP|Pokémon|species}}, and require a specific move to be upgraded. They have a fixed [[damage category|category]] and [[power]]. Exclusive Z-Moves can be used by a Pokémon {{m|transform}}ed into an appropriate species regardless of its original species, if it holds the corresponding Z-Crystal; however, if the Pokémon who the move is exclusive to is transformed, it cannot use its own species' exclusive Z-Move unless it is transformed into another Pokémon of the same species.


Z-Moves based on [[status move]]s are enhanced versions of the original moves, having a Z- prefixed to the start of the status move's name. While they have the effects of the original status move, the user also receives a '''Z-Power effect''' (Japanese: '''{{tt|Z|ゼット}}パワー{{tt|こうか|効果}}''' ''Z-Power effect''), which is executed before the move itself. For example, Z-{{m|Splash}} also boosts the user's {{stat|Attack}} by 3 stages, while Z-{{m|Parting Shot}} also restores the switch-in ally's HP by 100%. These effects are not affected by {{a|Contrary}}, {{a|Simple}}, or {{m|Heal Block}}.
Damaging Z-Moves bypass {{stat|accuracy}} checks to always hit, unless the opponent is in the [[semi-invulnerable turn]] of a move such as {{m|Dig}} or {{m|Fly}}. Damaging Z-Moves cannot be fully protected against by {{cat|protection moves}} (such as {{m|Protect}} and {{m|Spiky Shield}}), instead dealing 25% of the original damage. The types of damaging Z-Moves are unaffected by {{cat|Abilities that can modify move types|type-modifying Abilities}} (although status Z-Moves' types are). However, their types are affected by {{m|Ion Deluge}} (if the Z-Move would be Normal-type) and {{m|Electrify}}.


Exclusive Z-Moves can be used only by specific {{OBP|Pokémon|species}}, and require a specific move to be upgraded. They have a fixed [[damage category|category]] and [[power]]. Exclusive Z-Moves can be used by a Pokémon {{m|transform}}ed into an appropriate species regardless of its original species, if it holds the corresponding Z-Crystal; however, if the Pokémon who the move is exclusive to is transformed, it cannot use its own species' exclusive Z-Move unless it is transformed into another Pokémon of the same species.
Z-Moves based on [[status move]]s are enhanced versions of the original moves, having a Z- prefixed to the start of the status move's name. While they have the effects of the original status move, the user usually also receives a '''Z-Power effect''' (Japanese: '''{{tt|Z|ゼット}}パワー{{tt|こうか|効果}}''' ''Z-Power effect''), which is executed before the move itself. For example, Z-{{m|Splash}} also boosts the user's {{stat|Attack}} by 3 stages, while Z-{{m|Parting Shot}} also restores the switch-in ally's HP by 100%. These effects are not affected by {{a|Contrary}}, {{a|Simple}}, or {{m|Heal Block}}.


Damaging Z-Moves cannot be fully protected against by {{cat|protection moves}} (such as {{m|Protect}} and {{m|Spiky Shield}}), instead dealing 25% of the original damage. Status Z-Moves can be blocked by protection moves, but will apply their Z-Power effects regardless. Like any other move, Z-Moves can be redirected by effects such as {{m|Follow Me}} and {{a|Storm Drain}}.
If a status Z-Move misses, fails (including failure caused by [[rain|heavy rain]], [[harsh sunlight|extremely harsh sunlight]], or [[strong winds]]), or is blocked by a protection move, it still applies its Z-Power effect. Status Z-Moves can be used without regard to the effects of {{m|Gravity}}, but Gravity will still cause them to fail after applying their Z-Power effect (e.g. Z-Magnet Rise will raise the user's evasion but then fail).


Z-Moves may be used without regard to the effects of {{m|Taunt}}, {{m|Torment}}, {{m|Disable}}, {{m|Encore}}, {{m|Imprison}}, and {{m|Heal Block}}; however, the Pokémon never has an opportunity to select a Z-Move if it is forced to use {{m|Struggle}} (e.g. if it is affected by Taunt and only knows [[status move]]s). Even if the target of Z-{{m|Heal Pulse}} or Z-{{m|Floral Healing}} is affected by Heal Block, that Pokémon's HP is restored. Status Z-Moves can be used without regard to the effects of {{m|Gravity}}, but Gravity will still cause them to fail after applying their Z-Power effect (e.g. Z-Magnet Rise will raise the user's evasion but then fail).
Additionally, when used as a Z-Move, most {{cat|moves that call other moves}} convert the called move into its corresponding Z-Move, although [[status move]]s called this way do not get their Z-Power effect. Moves stolen by Z-{{m|Snatch}}, reflected by Z-{{m|Magic Coat}}, or instructed by Z-{{m|Instruct}} are not turned into Z-Moves.


Even if a status Z-Move fails, it still applies its Z-Power effect. Z-Moves are affected normally by {{m|Powder}} and [[weather]]. {{cat|Weather-changing moves}} turned into Z-Moves (except {{m|Defog}}) will disappear as usual during [[rain|heavy rain]], [[harsh sunlight|extremely harsh sunlight]], and [[strong winds]], but will apply their Z-Power effects regardless.
Z-Moves may be used without regard to the effects of {{m|Taunt}}, {{m|Torment}}, {{m|Disable}}, {{m|Encore}}, {{m|Imprison}}, and {{m|Heal Block}}; however, the Pokémon never has an opportunity to select a Z-Move if it is forced to use {{m|Struggle}} (e.g. if it is affected by Taunt and only knows [[status move]]s). Even if the target of Z-{{m|Heal Pulse}} or Z-{{m|Floral Healing}} is affected by Heal Block, that Pokémon's HP is restored.


The types of damaging Z-Moves are unaffected by {{cat|Abilities that can modify move types|type-modifying Abilities}} (although status Z-Moves' types are). However, their types are affected by {{m|Ion Deluge}} (if the Z-Move would be Normal-type) and {{m|Electrify}}.
Like any other move, Z-Moves can be redirected by effects such as {{m|Follow Me}} and {{a|Storm Drain}}. Z-Moves are affected normally by {{m|Powder}} and [[weather]]. {{cat|Weather-changing moves}} turned into Z-Moves will disappear as usual during , but will apply their Z-Power effects regardless.


If a Pokémon uses a damaging Z-Move on a Pokémon with {{a|Cursed Body}}, that damaging Z-Move can be disabled (with no effect on the base move). However, if Cursed Body would disable a status Z-Move (such as Z-{{m|Nature Power}}), the base status move will be disabled.
If a Pokémon uses a damaging Z-Move on a Pokémon with {{a|Cursed Body}}, that damaging Z-Move can be disabled (with no effect on the base move). However, if Cursed Body would disable a status Z-Move (such as Z-{{m|Nature Power}}), the base status move will be disabled.
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==Z-Power effects of status moves==
==Z-Power effects of status moves==
When a status move is upgraded into a Z-Move, it may also gain a Z-Power effect in addition to its regular effect. Additionally, when used as a Z-Move, all {{cat|moves that call other moves}} convert the called move into its corresponding Z-Move, although [[status move]]s called this way do not get their Z-Power effect. Moves stolen by Z-{{m|Snatch}}, reflected by Z-{{m|Magic Coat}}, or instructed by Z-{{m|Instruct}} are not turned into Z-Moves.
Unlike other means that raise or lower stat stages, these are unaffected by {{a|Contrary}}.
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{{Movelist|Focus Energy|Normal|Accuracy ↑|Raises accuracy by 1 stage|s2=6.1}}
{{Movelist|Focus Energy|Normal|Accuracy ↑|Raises accuracy by 1 stage|s2=6.1}}
{{Movelist|Metronome|Normal|None|Calls a Z-move|s2=0}}
{{Movelist|Metronome|Normal|None|Calls a Z-move|s2=0}}
{{Movelist|Mirror Move|Flying|Attack ↑↑|Raises Attack by 2 stages|s2=1.2}}
{{Movelist|Mirror Move|Flying|Attack ↑↑|Raises Attack by 2 stages, calls a Z-move|s2=1.9}}
{{Movelist|Amnesia|Psychic|Reset Stats|Resets user's lowered stats|s2=10}}
{{Movelist|Amnesia|Psychic|Reset Stats|Resets user's lowered stats|s2=10}}
{{Movelist|Kinesis|Psychic|Evasiveness ↑|Raises evasiveness by 1 stage|s2=7.1}}
{{Movelist|Kinesis|Psychic|Evasiveness ↑|Raises evasiveness by 1 stage|s2=7.1}}
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{{Movelist|Mean Look|Normal|Special Defense ↑|Raises Special Defense by 1 stage|s2=4.1}}
{{Movelist|Mean Look|Normal|Special Defense ↑|Raises Special Defense by 1 stage|s2=4.1}}
{{Movelist|Attract|Normal|Reset Stats|Resets user's lowered stats|s2=10}}
{{Movelist|Attract|Normal|Reset Stats|Resets user's lowered stats|s2=10}}
{{Movelist|Sleep Talk|Normal|Boosts critical-hit ratio|Boosts critical-hit ratio by 2 stages|s2=9}}
{{Movelist|Sleep Talk|Normal|Boosts critical-hit ratio|Boosts critical-hit ratio by 2 stages, calls a Z-move|s2=9.9}}
{{Movelist|Heal Bell|Normal|Restores HP|Fully restores user's HP|s2=11}}
{{Movelist|Heal Bell|Normal|Restores HP|Fully restores user's HP|s2=11}}
{{Movelist|Safeguard|Normal|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
{{Movelist|Safeguard|Normal|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
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{{Movelist|Gastro Acid|Poison|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
{{Movelist|Gastro Acid|Poison|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
{{Movelist|Lucky Chant|Normal|Evasiveness ↑|Raises evasiveness by 1 stage|s2=7.1}}
{{Movelist|Lucky Chant|Normal|Evasiveness ↑|Raises evasiveness by 1 stage|s2=7.1}}
{{Movelist|Me First|Normal|Speed ↑↑|Raises Speed by 2 stages|s2=5.2}}
{{Movelist|Me First|Normal|Speed ↑↑|Raises Speed by 2 stages, calls a Z-move|s2=5.9}}
{{Movelist|Copycat|Normal|Accuracy ↑|Raises accuracy by 1 stage|s2=6.1}}
{{Movelist|Copycat|Normal|Accuracy ↑|Raises accuracy by 1 stage, calls a Z-move|s2=6.9}}
{{Movelist|Power Swap|Psychic|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
{{Movelist|Power Swap|Psychic|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
{{Movelist|Guard Swap|Psychic|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
{{Movelist|Guard Swap|Psychic|Speed ↑|Raises Speed by 1 stage|s2=5.1}}
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