Differenze tra le versioni di "Imprigionamento"

5 412 byte aggiunti ,  10:44, 14 mag 2021
m
Seconda pagina
m
m (Seconda pagina)
===={{anchor|Partially trapped|Bound}}====
[[File:Sonoqui7-1.png|thumb|250px|[[Sentret]] usa [[Sonoqui]] per essere al centro dell'attenzione]]
[[File:Jessie Seviper Wrap.png|thumb|250px|{{p|Gastrodon}} being trapped by {{TP|Jessie|Seviper}}'s {{m|Wrap}}]]
Il '''centro dell'attenzione''' è un [[effetto in lotta]] che forza gli avversari a bersagliare con le proprie [[mossa|mosse]] il Pokémon soggetto alla condizione.
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.
==Effetto==
Se un Pokémon si trova al centro dell'attenzione, i Pokémon avversari sono costretti a colpire con le proprie mosse il centro dell'attenzione invece del bersaglio originariamente designato per il resto del turno, a condizione che il centro dell'attenzione sia un bersaglio valido per la mossa selezionata (anche se la mossa originariamente aveva come bersaglio un alleato, a meno che la mossa non possa bersagliare un avversario, come ad esempio [[Acupressione]] o [[Altruismo]]). Se una mossa non può bersagliare il centro dell'attenzione, colpirà il bersaglio originariamente selezionato. Gli alleati del centro dell'attenzione non sono obbligati a bersagliarlo con le proprie mosse.
 
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.
In [[Triple Battle]]s, the center of attention will draw the attacks of all opponents in the field, but it can only draw attacks from non-adjacent opponents if they use a {{cat|Moves that can target non-adjacent Pokémon|move which is able to strike non-adjacent targets}}.
 
=====Generation I=====
The center of attention cannot draw {{cat|moves with a charging turn}} like {{m|Sky Drop}} or {{m|Solar Beam}}, even if they are executed in one turn due to [[Power Herb]].
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.
The center of attention draws {{t|Electric}}- and {{type|Water}} moves even if a Pokémon with {{a|Lightning Rod}} or {{a|Storm Drain}} is on the field. If another Pokémon on the same team is already the center of attention, the first user takes priority; if the first user is outside of range or stops being the center of attention, the attack will be drawn to the next center of attention.
 
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.
If the center of attention [[Fainting|faints]], [[Recall|switches out]], or is taken into the air by {{m|Sky Drop}}, it no longer draws moves.
 
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.
==Causes==
A Pokémon can become the center of attention by using {{m|Follow Me}} or {{m|Rage Powder}}, or by being affected by {{m|Spotlight}}.
 
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.
===Moves===
A Pokémon will be the center of attention when using any of the following moves.
 
=====Generations II-IV=====
{| class="roundy" width="100%" style="background: #{{fairy color}}; border: 5px solid #{{fairy color light}};"
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 #{{fairynormal color}}; border-collapse:collapse;"
|-
! Move
! width="15%" | [[Type]]
! width="15%" | [[Damage category|Category]]
! [[PriorityPower]]
! [[Accuracy]]
! width="40%" | Notes
|-
| class="l" | {{m|Follow MeBind}}
{{typetable|Normal}}
{{statustable|StatusPhysical}}
| 15
| {{tt|+2|+3 in Generations III-V}}
| {{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|RageFire PowderSpin}}
{{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}}
| —
| {{tt|+2|+3 in Generation V}}
| —%
|
| class="l" | {{type|Grass}} Pokémon, Pokémon with {{a|Overcoat}}, and Pokémon holding the [[Safety Goggles]] are immune{{tt|*|from Generation VI onward}}
|-
| 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|SpotlightMean Look}}
{{typetable|Normal}}
{{statustable|Status}}
| +3
| —%
|
|-
| class="l" | {{m|No Retreat}}
 
{{typetable|Fighting}}
| class="l" | [[Z-Move|Z-]]{{m|Destiny Bond}}
{{typetable|Ghost}}
{{statustable|Status}}
| 0
| —%
| 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" | If powered up by a [[Ghostium Z]]<br>If the user faints as the direct result of an attack the attacking Pokémon also faints
|-
| class="l" | [[Z-Move|Z-]]{{m|GrudgeOctolock}}
{{typetable|GhostFighting}}
{{statustable|Status}}
| 0
| 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" | If powered up by a [[Ghostium Z]]<br>If the user faints as the direct result of an attack, the move which causes the user to faint will lose all of its PP
|-
| class="l" | {{m|Spirit Shackle}}
{{typetable|Ghost}}
{{statustable|Physical}}
| 80
| 100%
|
|-
| class="l" | {{m|Thousand Waves}}
{{typetable|Ground}}
{{statustable|Physical}}
| 90
| 100%
|}
|}
 
==Prevention==
From [[Generation VI]] onward, {{type|Grass}} Pokémon, Pokémon with {{a|Overcoat}}, and Pokémon holding [[Safety Goggles]] will not have their moves drawn to a Pokémon that becomes the center of attention due to Rage Powder.
 
{{m|Snipe Shot}} will ignore these effects and hit its original target.
 
Pokémon with the {{a|Propeller Tail}} or {{a|Stalwart}} Abilities will ignore these effects and hit their original target.
 
==In spin-off games==
===Pokémon Mystery Dungeon series===
In the [[Pokémon Mystery Dungeon series]], the {{DL|Status condition (Mystery Dungeon)|Decoy}} status condition is equivalent to the center of attention. A Pokémon with the Decoy status will be preferentially attacked by allies and enemies. This status disappears if a new decoy appears. The decoy is still able to move in any direction, but CPU-controlled decoys move randomly.
 
The Decoy status is caused by {{DL|Wonder Orb|Decoy Orb}}, {{m|Substitute}}{{sup/md|RB}}{{sup/md|TDS}}, {{m|Follow Me}}{{sup/md|RB}}{{sup/md|TDS}}, {{m|Rage Powder}}, and {{a|Illuminate}}{{sup/md|SMD}}.
 
==In the manga==
===Pokémon Adventures===
[[File:Team Flare Spewpa Rage Powder Adventures.png|thumb|200px|{{p|Spewpa}} drawing attention to itself]]
===={{chap|X & Y}}====
In [[PS563]], the [[Lumiose Press editor-in-chief]]'s two {{p|Spewpa}} used {{m|Rage Powder}} to make themselves the center of attention and cause [[Marisso]] and [[Salamè]] to ignore {{adv|X}}'s orders.
 
{{Project Games notice|game mechanic}}
22 644

contributi