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Charge move replacement glitch: Difference between revisions
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[[File:Null move text box.png|thumb|right|300px|A Volcarona attempting to use the null move in Generation VII as a result of this glitch]]
The '''charge move replacement glitch''' is a [[natural glitch]], and recurring glitch which occurs in Generations V, VI, VII and VIII of the core Pokémon games.
==Summary==
In a Double or Triple Battle, if a Pokémon hasn't yet moved in a turn, but levels up from experience gained mid-battle and learns a new move to replace the same move it had clicked that turn, since
If the old move that gets overwritten this way is a move with a charge turn, such as Dig or Solar Beam, the move's charging turn will be executed as usual, but the second turn behaves strangely. Instead of completing the charged move, the Pokémon will use whatever its most recently used move was prior to the charge turn, without consuming PP, and targeting the same slot it was targeting on that previous instance of the move
If there is no such prior move in the Pokémon's active stint, perhaps by triggering this glitch on the first turn of a battle, then instead of having a text box appear that says "<Pokémon> used <Move>!" the text box will simply say "!" indicating an attempt to use the null move with index number 0; the move will automatically target the player's leftmost slot, and will fail if the move user itself is in that slot. In Generation VIII, the null move's data is a copy of move #1, Pound (a 40-power, Normal-type physical attack). In earlier generations, it is a status move with 0% accuracy, and will always miss unless one of the Pokémon has No Guard. If that ability forces the move to hit, it will be treated as a 0-power move, which usually results in exactly 1 damage regardless of stats, except that Ghost types are immune. This damage will not trigger either Kee Berry or Maranga Berry, nor is it eligible to be countered back by any of Counter, Mirror Coat, or Metal Burst (despite the last of these normally being agnostic about the damage category). In a Triple Battle, if the user is in the right-side slot, its teammate in the left-side slot will avoid the null move even if No Guard is used, because it's out of range and the null move does not have the cross-field targeting flag set.
If the move that's repeated this way in place of the charge move's second turn is...
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* Focus Punch, Beak Blast, or Shell Trap:
:::These moves will produce their usual notice at the beginning of the turn and are subject to their standard mechanics, such as a Focus Punch user losing their focus if they get hit earlier in the same turn and being unable to execute the move.
* Stomping Tantrum:
:::The unfinished charge move is not considered a failure, and Stomping Tantrum will not get increased power, even if Stomping Tantrum itself failed the previous time it was used.
* Destiny Bond:
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* a generic Z-move (Breakneck Blitz, Bloom Doom):
:::Instead of the "<Pokémon> used <Move>!" text box, the text box that appears will be completely blank, without even the exclamation point that the null move provides. The Pokémon then uses a version of the Z-move that has only 1 power. If animations are on, the target's health bar will not appear to change at all, but the damage has been dealt and will be taken into account the next time it takes damage or restores HP. This result is consistent with what happens when one of these Z-moves is placed directly into a normal moveslot via hacking, and used that way. Even if the prior Z-move was a special move, the 1-power move will be physical.
* a signature Z-move (Catastropika, Malicious Moonsault):
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:::The non-Z version of the move will be used. The Pokémon will not receive any additional bonuses from Z-power.
[[Category:Generation V glitches]]
[[Category:Generation VI glitches]]
[[Category:Generation VII glitches]]
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