PF Move: Combo
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Combo | ||
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Type -type | Category | Origin |
The user executes a three-turn combo of punches that varies in effect. | ||
Powervaries | Accuracy100 | PP15 |
Priority0 | TargetSingle Pokémon except user | Signature moveNo |
Contact: No Blocked by Protect: No Blocked by Magic Coat: No Stolen by Snatch: No Used by Mirror Move: No Boosted by King's Rock: No Sound-based: No |
When this move is selected for use, one of the following attacks is used at random:
Left Jab Power 40 Accuracy 100% No effect on own. OR Right Jab Power 40 Accuracy 100% No effect on own. OR Left Hook Power 50 Accuracy 100% No effect on own. OR Right Hook Power 50 Accuracy 100% No effect on own. Subsequent effects are negated if one of the above attacks misses or if user selects a move other than Combo. One turn after another, three Combo attacks evoke the following effects, depending on the combination of hooks and jabs performed: Two hooks, one jab; alternate arms: last punch gains +2 priority. Two hooks, one jab; same arm: last punch gains a base power of 80. Two jabs, one hook; alternate arms: last punch raises user's Defense stat one stage. Two jabs, one hook; same arm: last punch raises user's Attack stat one stage. Three hooks; same arm: 20% chance of blocking the target's next move if physical and directed at the user of this move. Three hooks; alternate arms: 20% chance of cusing target to flinch. Three jabs; same arm: 20% chance of blocking the target's next move if special and directed at the user of this move. Three jabs; alternate arms: 20% chance of paralyzing target. Any other combination: 20% chance of confusing user. If the move Uppercut is used in the third turn instead, no matter which of the above moves was used in the first two turns, Uppercut has the following effects: 30% chance of confusing target, 30% chance of paralyzing target, 40% chance of inflicting a One-hit K.O. |
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