How many pp does psychic have




















This is the relevant defensive stat for subsequent Psychics, so this move literally gets stronger the more it is used. Excluding side-effects, Psybeam's total Power is 20 x 65, or Psychic's is 10 x 90, or However, on average Psybeam will cause confusion twice, for an average of 2. This boosts Psybeam's total Power to Keep in mind that this is Power, not damage. Actual damage is dependent upon the relevant stats of both attacker and defender. In 10 uses of Psychic, you can expect about 3 reductions of Special.

Of course it would be ideal to have these occur with the first 3 uses of the attack, but let's conservatively assume that the reductions occur on the 3rd, 6th, and 9th uses. With each reduction, Psychic's Power moves through this progression: 90 start , , , Naturally it's not really the Power that's changing at all, but it's mathematically equivalent to look at it that way for our purposes. By the 10th round, Psychic's cumulative Power will be This analysis suggests that if the battle becomes protracted solely because your enemy is using a healing move, Psybeam may turn the trick especially if the enemy is not able to heal because of self-inflicted damage , but Psychic is probably the safer bet.

On the one hand Psybeam has a chance to confuse, which is well-suited to this situation: neither Double Team nor Smokescreen will help an enemy that is beating on itself. Psychic's cumulative power advantage will be much less, because if it only hits, say, 5 out of 10 times, on average only 2 of these will lower Special.

On the other hand, reducing the Special of a deeply entrenched Double Teamer can have several valuable consequences. It may decide to switch out, negating the Evade modifications. It is one of the few Psychic attacks that is a Physical, rather than Special, attack, so it uses the opponent's Defense instead of Special Defense. Psycho Cut has a power of 70, an accuracy of , and a PP count of Psycho Cut's special ability is that it has an increased chance to score a critical hit.

Normally, attack moves have a 1 in 20 chance of being a critical hit; Psycho Cut has a critical hit ratio of 1 in 8. Critical hits do approximately double damage. So 1 in 8 uses of Psycho Cut has a chance of being at power instead of This is a rare Psychic-type move.

Freezing Glare has a power of 90, an accuracy of , and a PP count of This may not seem like much, but there is a reason the freezing status ailment is one of the least seen — it is probably the most powerful. Frozen opponents cannot move, and must skip their turn in battle. So freezing is similar to putting an opponent to sleep, but opponents have a lower chance of thawing than waking up.

Psycho Boost has a power rating of , an accuracy rating of 90, and a PP count of 5. The PP count of only 5 is overly restrictive considering the negative effect of using Psycho Boost, but the PP count can be increased to 8 with certain items. This is a reliable all-around attack for Psychic-type Pokemon. Psystrike has a power of ; this is high, but not high enough that the move suffers from a lowered PP count it has a PP of It also has an accuracy of , so unless the Pokemon's accuracy has been lowered, Psystrike isn't going to miss.

What sets Psystrike apart from other Psychic-type moves with similar stats is that it uses the opponent's Defense rating, rather than Special Defense, when determining damage. This is quite useful since most Psychic attack moves are Special attacks rather than Physical ones. When taken along with a powerful Special attack like Psybeam it makes a Psychic-type Pokemon formidable against nearly any opponent.

Glitzy Glow is not the most damaging of attacks, but its other stats and secondary effect more than make up for this. This move has a power rating of 90, an accuracy rating of , and a PP count of Glitzy Glow allows the user to combine this effect with a powerful attack. Only the Pokemon Eevee can learn this move. This has a power rating of , an accuracy rating of , and a PP count of The power-to-accuracy ratio is almost unseen in Pokemon games , and for such a powerful attack the 10 PP count is beyond generous.

The only negative to Prismatic Laser is that it requires the user to skip the following turn. Losing a turn is a serious setback, but at least it happens after the move is used and not before. If the opponent gets a stat boost like Calm Mind and survives until the next turn, then danger is certainly incoming. Pokemon who get off several stat raises using Calm Mind can be unstoppable powerhouses that will decimate an entire team unless trainers have massively strong defensive options up their sleeve.

Calm Mind is a move that raises the user's Special Attack and Special Defense by one stage each, making them hard to survive and hard to take down. Sometimes, the key to success really is all in the mind. There's a reason why Pokemon such as Chansey and Miltank are so memed and feared by players: not being able to make a dent in the HP of a Pokemon that is steamrolling through your team is a terrifying feeling nobody wants to experience.

This is why you should never let your opponent get off an Amnesia, let alone two Amnesias. This move raises the special defense of the user by two stages, making it significantly harder to take down using Special moves. It's always best to have both Physical and Special moves for this kind of nightmare scenario, but in your hands, Amnesia can be part of a real powerhouse strategy.

Soundproof Filter Technician. Oblivious Forewarn Dry Skin. Competitive Competitive. Pressure Unnerve. Synchronize Early Bird Magic Bounce. Synchronize Magic Bounce. Curious Medicine Own Tempo Regenerator. Shadow Tag Telepathy. Oblivious Forewarn Hydration. Pressure Multiscale. Synchronize Trace Telepathy. Pure Power Telepathy. Thick Fat Own Tempo Gluttony. Clear Body Light Metal. Levitate Heatproof Heavy Metal. Steadfast Justified.

Forewarn Synchronize Telepathy. Unaware Klutz Simple. Frisk Competitive Shadow Tag. Overcoat Magic Guard Regenerator. Telepathy Synchronize Analytic. Blaze Magician. Keen Eye Infiltrator Own Tempo.

Keen Eye Infiltrator Prankster. Contrary Suction Cups Infiltrator. Inner Focus Telepathy Symbiosis. Dazzling Strong Jaw Wonder Skin. Psychic Surge Telepathy. Full Metal Body. Swarm Compoundeyes Telepathy. Swarm Frisk Telepathy. Healer Anticipation Magic Bounce. Inner Focus Synchronize Psychic Surge. Own Tempo Synchronize Psychic Surge. As One - Unnerve Chilling Neigh. As One - Unnerve Grim Neigh. The user relaxes and lightens its body to move faster.

This sharply raises the Speed stat. The user teleports using a strange power and switches places with one of its allies. The user temporarily empties its mind to forget its concerns. This sharply raises the user's Sp. Def stat. The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp.

Def stats.



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