Difference between revisions of "Template:BindingMove"

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As a [[binding move]], {{{1|{{#replace:{{PAGENAME}}|(move)}}}}} deals damage and also deals 1/8 of the target's maximum HP as damage for 4 to five 5 rounds at the end of each round.  This move traps the target, preventing switching and escape for the same number of rounds. {{#if:{{{quote|}}}|The quote "{{{quote}}}" will appear.}}  If the user is holding a {{item|Link Orb}}, the duration will instead be 7 rounds.
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As a [[binding move]], {{{1|{{#replace:{{PAGENAME}}|(move)}}}}} deals damage and also deals 1/8 of the target's maximum HP as damage for 4 to 5 rounds at the end of each round.  This move [[trapped|traps]] the target, preventing switching and escape for the same number of rounds. {{#if:{{{quote|}}}|The quote "{{{quote}}}" will appear.}}  If the user is holding a {{item|Link Orb}}, the duration will instead be 7 rounds.
  
If the user faints or switches out, the target will be freed. If a trapped {{pork}} uses {{move|Rapid Spin}}, it will be freed.
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If the user faints or switches out, the target will be freed. A trapped {{pork}} will be freed if it successfully uses {{move|Axel Jump}}, {{move|Gyro Spin}}, {{move|Pirouette}}, or {{move|Tornado Kick}}.
  
A {{pork}} holding a {{item|Smoke Bomb}} or with the ability {{ability|Run Away}} can switch out even if trapped.  Any move which normally switches out the user, like {{move|U-Turn}} and {{move|Teleport}}, will still switch out the user even if trapped.<noinclude>
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A {{pork}} that is {{type|Spirit}}-type, holding a {{item|Smoke Ball}}, or has {{ability|Runner}} as its [[ability]] can still switch out even if trapped.  Any move which normally switches out the user, like {{move|U-Turn}} and {{move|Teleport}}, will still switch out the user even if trapped.<noinclude>
 
[[Category:Move description templates]]</noinclude>
 
[[Category:Move description templates]]</noinclude>

Latest revision as of 19:57, 9 June 2021

As a binding move, BindingMove deals damage and also deals 1/8 of the target's maximum HP as damage for 4 to 5 rounds at the end of each round. This move traps the target, preventing switching and escape for the same number of rounds. If the user is holding a Link Orb, the duration will instead be 7 rounds.

If the user faints or switches out, the target will be freed. A trapped porkman will be freed if it successfully uses Axel Jump, Gyro Spin, Pirouette, or Tornado Kick.

A porkman that is Spirit-type, holding a Smoke Ball, or has Runner as its ability can still switch out even if trapped. Any move which normally switches out the user, like U-Turn and Teleport, will still switch out the user even if trapped.