PF Move: Mutiny
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Mutiny | ||
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Type -type | Category | Origin |
The target's mind is filled with mutinous thoughts, making them disobedient for three turns. | ||
Power0 | Accuracy080 | PP15 |
Priority0 | TargetSingle Pokémon except user | Signature moveNo |
Contact: No Blocked by Protect: Yes Blocked by Magic Coat: Yes Stolen by Snatch: No Used by Mirror Move: Yes Boosted by King's Rock: No Sound-based: No |
This move causes the target to become disobedient for three turns.
Ordinarily, when a Pokémon is sent into battle the game system checks to see if it fits the disobedience criteria, i.e. it is a traded Pokémon, and its level is greater than the player's badge level. If this is the case, then the Pokémon is checked for actual disobedient behavior every time it tries to attack, with possible outcomes including using a different move than ordered, not attacking at all, or falling asleep (the Pokémon is still considered "capable of disobedience" even when incapacitated by paralysis, sleep, being frozen or petrified, confusion damage, attraction or flinching, or even when using a move successfully). What this move does is cause the target to have its "can be disobedient" check recalculated while forcing a positive result, allowing this move to inflict the "status" on targets that would otherwise be immune. Disobedience initiated by a move will always last for three turns (including turn of use) or until the target is switched out. This move will always fail against targets that are being naturally disobedient. Temporary disobedience supersedes the effects of the move Betrayal, and vice versa. In a triple battle, this move may target anyone facing or adjacent to the user. |
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