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===={{anchor|Partially trapped|Bound}}====
[[File:Jessie Seviper Wrap.png|thumb|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
When a Pokémon is hit by a {{cat|Binding moves|binding move}} ({{m|Magma Storm}}, {{m|Sand Tomb}}, {{m|Whirlpool}}, {{m|Wrap}}, {{m|Bind}}, {{m|Clamp}}, {{m|Infestation}}, or {{m|Fire Spin}}), it becomes bound. Prior to Generation V, this lasts 2-5 turns (5 turns if the user of the binding move held a [[Grip Claw]]); from Generation V onward, the bound status lasts 4-5 turns (7 turns if the user of the binding move held a Grip Claw). A Pokémon can only be bound by one binding move at a time.
From Generation II to V, the bound status deals damage equal to 1/16 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage is instead equal to 1/8 of the afflicted Pokémon's maximum HP.
From Generation VI onward, the bound status deals damage equal to 1/8 of the afflicted Pokémon's maximum HP at the end of each turn. If the Pokémon that used the binding move held a [[Binding Band]], the damage is instead equal to 1/6 of the afflicted Pokémon's maximum HP. Furthermore, Ghost-type Pokémon can now switch out or flee even if they are trapped by a binding move.
=====Generation I=====
In Generation I, binding moves inflict damage for 2-5 turns. There is a 37.5% chance that the move will last 2 turns, a 37.5% chance that it will last 3 turns, a 12.5% chance that it will last 4 turns, and a 12.5% chance that it will last 5 turns. Although only the first attack can be a [[critical hit]], every attack during the duration will do the same amount of damage. While a Pokémon is bound, it cannot use moves, including on the turn it is hit if it would move second.
Damage done by a binding move's continuing duration is done after recurrent damage. If the user of the binding move switches out before the target is released, the target will be unable to attack during that turn. If the target switches out before the turn duration ends, the binding move will automatically be used against the incoming Pokémon, deducting an additional [[PP]] from the move. If at such a time the binding move has 0 PP, it will still be used against the incoming Pokémon; in this case, due to {{DL|List of glitches in Generation I|Struggle bypassing|a glitch}}, the move's PP will roll over to 63 and full [[PP Up]]s will be applied to it.
Even if the binding move misses, the target will not need to recharge for {{m|Hyper Beam}}. Additionally, if the user of the binding move attacks before the user of Hyper Beam during a recharge turn and the use of the binding move misses, the user of Hyper Beam will automatically use Hyper Beam during that turn. If at such a time Hyper Beam has 0 PP, it will still be used; in this case, due to {{DL|List of glitches in Generation I|Struggle bypassing|the same glitch}}, the move's PP will roll over to 63 and full [[PP Up]]s will be applied to it.
In-game, the target will get to select a move during each turn of the binding move's duration, and will attack the incoming Pokémon with the selected move if the player switches before the duration is over.
In {{eng|Pokémon Stadium}}, it is possible to select a move during each turn of the binding move's duration. If the target switches out before the duration ends, the incoming Pokémon will not automatically be attacked. A binding move will negate the recharge turn of Hyper Beam only if successful.
=====Generations II-IV=====
The target is now able to attack during a binding move's duration, and can act normally. Instead, the afflicted Pokémon takes damage equal to 1/16 of its maximum HP for 2-5 turns, in addition to the damage dealt when it is used. A bound Pokémon is also trapped, preventing it from switching and [[escape]]. A bound Pokémon can still flee (but not switch out) if it has the Ability {{a|Run Away}} or is holding a [[Smoke Ball]]. A bound Pokémon can still switch out (but not flee) if it is holding a [[Shed Shell]].
If the user of the binding move is holding a [[Grip Claw]], the duration will always be 5 turns.
If the user of the binding move switches out or is knocked out, all targets bound by that Pokémon's moves will be freed. If a bound Pokémon uses {{m|Rapid Spin}}, it will be freed.
=====Generation V=====
All binding moves now last 4-5 turns unless a Grip Claw is held, which causes the moves to last 7 turns.
If the user of the binding move held a [[Binding Band]], the bound Pokémon takes 1/8 of its maximum HP as damage each turn (instead of 1/16).
=====Generation VI=====
A bound Pokémon now takes damage equal to 1/8 of its maximum HP each turn, instead of 1/16; if the user of the binding move held a [[Binding Band]], the bound Pokémon takes damage equal to 1/6 of its maximum HP instead.
{{type|Ghost}} Pokémon can no longer be trapped, meaning that they can switch out and flee regardless of being bound. They are still afflicted by all other effects of being bound as normal, however.
======Moves======
A Pokémon can be bound when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|
{{typetable|Normal}}
{{statustable|
| 15
| {{tt|85%|75% in Generations I-IV}}
|
|-
| class="l" | {{m|Clamp}}
{{typetable|Water}}
{{statustable|Physical}}
| 35
| {{tt|85%|75% in Generations I-IV}}
|
|-
| class="l" | {{m|
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|35|15 in Generations I-IV}}
| {{tt|85%|70% in Generations I-IV}}
|
|-
| class="l" | {{m|G-Max Centiferno}}
{{typetable|Fire}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Centiskorch}}
|-
| class="l" | {{m|G-Max Sandblast}}
{{typetable|Ground}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Sandaconda}}
|-
| class="l" | {{m|Infestation}}
{{typetable|Bug}}
{{statustable|Special}}
| 20
| 100%
|
|-
| class="l" | {{m|Magma Storm}}
{{typetable|Fire}}
{{statustable|Special}}
| {{tt|100|120 in Generations IV-V}}
| {{tt|75%|70% in Generation IV}}
|
|-
| class="l" | {{m|Sand Tomb}}
{{typetable|Ground}}
{{statustable|Physical}}
| {{tt|35|15 in Generations III-IV}}
| {{tt|85%|70% in Generations III-IV}}
|
|-
| class="l" | {{m|Snap Trap}}
{{typetable|Grass}}
{{statustable|Physical}}
| 35
| 100%
|
|-
| class="l" | {{m|Thunder Cage}}
{{typetable|Electric}}
{{statustable|Special}}
| 80
| 90%
|
|-
| class="l" | {{m|Whirlpool}}
{{typetable|Water}}
{{statustable|Special}}
| {{tt|35|15 in Generations II-IV}}
| {{tt|85%|70% in Generations II-IV}}
|
|-
| class="l" | {{m|Wrap}}
{{typetable|Normal}}
{{statustable|Physical}}
| 15
| {{tt|90%|85% in Generations I-IV}}
|
|}
|}
===={{anchor|Trapped|Can't escape}}====
[[File:Lenora Watchog Mean Look effect.png|thumb|250px|{{AP|Oshawott}} failing to return to its Poké Ball after being hit by Mean Look]]
A Pokémon that can't escape is unable to [[recall|switch out]] or [[escape|flee]] as long as the Pokémon that trapped it is on the field.
A Pokémon that can't escape can still switch out if it is holding a [[Shed Shell]]; uses {{m|U-turn}}, {{m|Volt Switch}}, or {{m|Baton Pass}}; or is hit by {{m|Whirlwind}}, {{m|Roar}}, {{m|Dragon Tail}}, or {{m|Circle Throw}}. Prior to [[Generation V]], if a Pokémon that can't escape or the Pokémon that trapped it uses Baton Pass, the Pokémon (or its replacement) still can't escape; from Generation V onward, the effect can be passed only by the Pokémon that can't escape.
From Generation III onward, a Pokémon that can't escape can still flee or {{m|Teleport}} from a wild battle if it is holding a [[Smoke Ball]] or has the Ability {{a|Run Away}}.
Starting in Generation VI, {{type|Ghost}} Pokémon can switch out and flee regardless of the can't escape status.
=====Moves=====
A Pokémon can be trapped when struck by any of the following moves.
{| class="roundy" width="100%" style="background: #{{normal color}}; border: 5px solid #{{normal color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="text-align:center; background: #FFFFFF; border:1px solid #{{normal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[Power]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Anchor Shot}}
{{typetable|Steel}}
{{statustable|Physical}}
| 80
| 100%
|
|-
| class="l" | {{m|Block}}
{{typetable|Normal}}
{{statustable|Status}}
| —
| —%
|
|-
| class="l" | {{m|Fairy Lock}}
{{typetable|Fairy}}
{{statustable|Status}}
| —
| —%
| class="l" | Prevents all Pokémon on the field from [[switching out]] or [[escape|fleeing]] during their next turn
|-
| class="l" | {{m|G-Max Terror}}
{{typetable|Ghost}}
{{statustable|???|''Varies''}}
| —
| —%
| class="l" | Exclusive [[G-Max Move]] of [[Gigantamax]] {{p|Gengar}}
|-
| class="l" | {{m|Jaw Lock}}
{{typetable|Dark}}
{{statustable|Physical}}
| 80
| 100%
| class="l" | Prevents the user and the target from [[switching out]] or [[escape|fleeing]]
|-
| class="l" | {{m|
{{typetable|Normal}}
{{statustable|Status}}
|
| —%
|
|-
| class="l" | {{m|No Retreat}}
{{typetable|Fighting}}
{{statustable|Status}}
|
| —%
| class="l" | Raises the user's {{stat|Attack}}, {{stat|Defense}}, {{stat|Special Attack}}, {{stat|Special Defense}}, and {{stat|Speed}} by one stage each. Prevents the user from [[switching out]] or [[escape|fleeing]]
|-
| class="l" |
{{typetable|
{{statustable|Status}}
|
| 100%
| class="l" | At the end of each turn, the target's {{stat|Defense}} and {{stat|Special Defense}} are lowered by one stage each
|-
| class="l" | {{m|Shadow Hold}}
{{typetable|Shadow}}
{{statustable|Status}}
| —
| 80%
|
|-
| class="l" | {{m|Spider Web}}
{{typetable|Bug}}
{{statustable|Status}}
| —
| —%
|
|-
| class="l" | {{m|Spirit Shackle}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 80
| 100%
|
|-
| class="l" | {{m|Thousand Waves}}
{{typetable|Ground}}
{{statustable|Physical}}
| 90
| 100%
|}
|}
|