It is considered a "special" evolution of Nincada, appearing only when Nincada evolves into Ninjask, starting at level 20, and there is an extra space in the player's party and the player has an extra Pok Ball. An extra Pok Ball is not necessary to obtain Shedinja in Generation III.
Shedinja's body is based on a cicada's shed exoskeleton. Therefore, its body is completely hollow (it possesses no internal organs). The shell consists of chitin and is entirely incapable of movement. As it is the shed shell of a fully developed Ninjask, it has a similar shape to the latter. Shedinja's entire body is brown in color; the abdomen is of a darker shade. There are four protrusions where Ninjask's limbs were growing. What appears to be its eyes are actually slits; perhaps formerly for the Ninjask the shell housed to look through. Shedinja has one pair of what appear to be tattered "wings" on its back, which is actually where the exoskeleton was torn by Ninjask to break free of the shell. Between its "wings" there is a hole, out of which the Ninjask escaped. Each "wing" divides into three smaller pieces. These "wings" actually don't perform any function, as Shedinja's body is immobile and levitates. Two horizontal lines circle its abdomen. A white halo constantly floats above its head.
It is rumored that if a human peers into its back, the human's soul will be stolen. This rumor was never mentioned in the anime.
Shedinja appear to be wise and intelligent Pokmon. They are also very quiet and stealthy, like a ninja. They are protective over Ninjask but otherwise very http://www.monstermmorpg.com/Football-Games little is known about them.
Shedinja probably live in forests, anywhere where there are Nincada and Ninjask and many other bug Pokmon.
Shedinja made its debut appearance in The Princess and the Togepi under the ownership of Colonel Hansen. It also appeared in A Togepi Mirage!
It has made a number of cameo Little Kid Games appearances in some Pokmon Contests, such as in The Saffron Con.
Shedinja first appeared when Aqua Admin Amber, having been deprived of his Pokmon after being abandoned by Archie, borrows a Nincada from his comrade Shelly, which then immediately evolves into a Ninjask, putting Wattson in quite a pinch with the incredible speed it gained by the minute. Although the old Gym Leader eventually managed to defeat it, a Shedinja formed from the shell Ninjask shed and attacked him from behind, sending him sinking into the ocean.
Several more volumes down the line, both Emerald and Greta used Shedinja to exploit its Wonder Guard Ability, as well as the fact that it has one base HP, requiring no items to resuscitate itself.
Shedinja can also be damaged by Struggle and any of the Shadow moves from Pokmon Colosseum and Pokmon XD. The moves Beat Up, Future Sight, and Doom Desire can hit Shedinja prior where appear Prexus to Generation V.
In the Pokmon Mystery Dungeon series, the standard A-button tackle will do one HP damage. In Red Rescue Team and Blue Rescue Team, foe Shedinja always has a maximum of 5 HP, whereas in Explorers of Time, Explorers of Darkness and Explorers of Sky, foe Shedinja always has a maximum of 10 HP. However, as a team member, Shedinja's HP is not capped.
Note: In Pokmon Mystery Dungeon: Explorers of Time and Explorers of Darkness, Shedinja will not be mentioned when evolving Nincada, but will subsequently appear in Chimecho's Assembly.
Shedinja has many unique characteristics derived from the fact that it has only 1 HP:
It is based on the shed husk that cicadas leave behind when they finish their metamorphosis into adults. Concerning its species' ninja theme, it also appears to be a reference to the fabled ninjutsu technique utsusemi, where a ninja uses a dummy or replica of itself to evade and escape from threats, and where its namesake also alludes to the cast off shed husk of a cicada. It may also be based on a guardian angel, due to the halo-like object floating above its head. Its Ability Wonder Guard probably alludes to this.
Shedinja is a combination of shed (to cast off skin or exoskeleton) and ninja.
Nukenin is a combination of nukegara (casting off skin) and ninja. Nukenin is also a term describing ninja who have abandoned their clan and lord.
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Damage modification is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways. These modifiers range from doubling to halving and even negating the damage done.
Since each move has a type, its effectiveness is largely determined by the targeted Pokmon's type. Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see this page for its Generation I iteration and this page for the current model.
When a move is super effective, it inflicts double the damage it would normally do. For example, a move like Megahorn used against a Psychic-type Pokmon will be super effective because Bug-type moves are super effective against Psychic-types. This effect can stack up; for example, a Pokmon that is Rock/Ground and is hit by a Water-type move like Surf will be damaged four times as much by the move as a Normal-type Pokmon would be, because both Rock and Ground Pokmon are weak to Water moves.
When a move is not very effective, or resistant, it deals half of the damage it would normally do. This works exactly like super effective moves, and can stack up. For example, a Steel/Rock Pokmon will be damaged by a quarter of the amount by a Normal-type move. Likewise, a Normal/Flying Pokmon hit by a Fighting-type move will be damaged normally, as Normal's weakness to Fighting is canceled out by Flying's resistance to it.
When a move is not effective, it does not damage the Pokmon at all and that Pokmon is "immune" to all attacks of that type; the move will yield a message of "It doesn't affect the Pokmon..." Certain types are also immune to specific status moves, such as Ground-type Pokmon being immune to the Electric-type Thunder Wave, or Grass-type Pokmon being immune to Leech Seed.
A move will sometimes inflict a critical hit against another Pokmon. This will double the damage done prior to type effectiveness calculations.
Critical hits ignore stat modifiers, even if beneficial to the attacker. In this generation only, the probability of landing a critical hit is based on a Pokmon's base Speed.
Specifically, for a normal move such as Tackle, the probability of landing a critical hit is:
For example, Clefable, with a base Speed of 60, has roughly a 11.7% chance of landing a critical hit on a normal move.
For moves with a high critical hit ratio such as Slash, the probability of landing a critical hit is:
For example, Clefable, with a base Speed of 60, has roughly a 93.8% chance of landing a critical hit on a move with a high critical hit ratio.
If the result of the second formula equals or exceeds 100% (for Pokmon with a base Speed of 64 or higher), then the result is rounded down to 255/256 or about 99.6%.
Focus Energy and Dire Hit were intended to quadruple the critical hit rate, but due to a glitch, they instead have no effect if the user is faster than the opponent, or prevent the user from getting a critical hit (0/511 chance) if the user is slower than the opponent. This was fixed in Pokmon Stadium.
In Pokmon Stadium only, the probability of landing a critical hit with a move that does not have a high critical hit ratio after using Focus Energy or a Dire Hit is:
Starting in Generation II, the chance of a critical hit is no longer based on the Pokmon's speed, but rather the chance is the same for each Pokmon. Similar to stats, there are temporary in-battle stages used to calculate the probability a particular move will be a critical hit. The stages are as follows:
An attacking move will always start out in stage 1. There are several ways to increase a move's stage (and therefore, chance that it will be a critical hit), as detailed in the table below.
Even though it is possible to get a stage higher than 5, it will still only have a 50% chance of landing in a critical hit. The effects of Focus Energy, the Lansat Berry, and the several versions of Dire Hit cannot stack with themselves or each other. Additionally, if the move used is Storm Throw or Frost Breath, it will always result in a critical hit. On the other hand, if the target Pokmon has the Ability Battle Armor or Shell Armor, or is under the effect of Lucky Chant, a move will never be a critical hit, no matter the stage.
When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used Swords Dance and then makes a critical hit will get the benefit of the increased Attack, while one affected by Charm will use its normal Attack score. Likewise, if the attacker uses Screech on the foe and then makes a critical hit, it will still get the benefit of the decreased Defense like normal then count the critical hit into damage calculation. Another example would be if a team had Light Screen or Reflect on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. However, it does not ignore modifiers caused by items or Abilities such as Eviolite, Defeatist, or Slow Start, nor does it ignore the attack reduction caused by a burn.
A move used by a Pokmon that is of the same type as the move itself will do 150% of its normal damage, such as a Fire-type move used by a Fire-type Pokmon. Dual-type Pokmon will receive this bonus for both of their types, and a Pokmon whose type can change in-battle will receive the bonus for whatever type they are when they make the move. Pokmon with Adaptability have this increased to 200% (an effective boost of ~33.3%).
Water-type and Fire-type moves' damage will be modified by rain and sunshine. If Rain Dance causes a downpour, Water-type moves will do 50% more damage and Fire-type moves will do 50% less damage. If Sunny Day causes harsh sunlight, Fire-type moves will do 50% more damage and Water-type moves will do 50% less damage.
Abilities come in a wide variety, and have various effects on damage modification. These effects range from increasing and decreasing the power of moves of a specific type, granting immunities, and even changing the power of moves affected by other damage modifiers. These Abilities include:
Some held items increase the power of an attack by a small percentage. Most of these items boost attacks only of a certain type by 20%. Some items can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some Berries also weaken an opponent's super-effective move.
Other held items that modify damage include:
A number of other variables can affect the amount of damage caused by an attack.
Every time a regular attack is executed, the actual damage caused is adjusted by a random multiplier - an integer percentage between 85% and 100%.
In Generations I and II, the random modifier does not have uniform probability for all percentages between 85 and 100. This is because the computer will generate a random number from 217 to 255 (217 is about 85.09% of 255), multiply it by 100, and then divide it by 255, to get the random number from 85 to 100 that the computer will divide by 100 to get the final adjustment.
As a result, the odd numbers from 85 to 89 and the even numbers from 90 to 98 have a 7.69% (3 in 39) probability of being chosen, while the even numbers from 86 to 88 and the odd numbers from 91 to 99 have a 5.13% (2 in 39) probability of being chosen. The number 100, the least probable number, has a mere 2.56% (1 in 39) chance of being chosen.
In all subsequent games, the random adjustment is determined by generating a 4 bit number (0 through 15). The computer then subtracts it from 100, and then divides the result by 100 to get the final adjustment. This results in the same integer percentage between 85% and 100%, with an even distribution of occurrence.
The damage dealt when a Pokmon uses a damaging move depends on its Attack or Special Attack stat, the opponent's corresponding Defense or Special Defense stat, and the move's base damage. In addition, the various circumstances explained above will also affect the damage dealt.
The damage formula is the following:
The result is rounded down as remainders are not kept. It is possible to do zero damage [1].
Imagine a level 75 Glaceon that has the following stats:
It uses the move Ice Fang (Ice, physical, base damage 65) against a level 78 Garchomp:
Garchomp is Dragon/Ground, so it has a double weakness to Ice. Thus, Type = 4. Additionally, Glaceon, being an Ice-type, receives STAB, so STAB = 1.5.
We then plug Modifier into the rest of the formula:
So depending on luck, Glaceon will do damage in the range 170-200 HP. Despite Garchomp's double weakness to Ice, Glaceon's Ice Fang will not defeat it in a single hit.
Garchomp is up next. Garchomp gets a critical hit (Critical = 2) on Earthquake, a physical Ground move with 100 base damage. With its Ice type, Glaceon is neither weak nor resistant to Garchomp's attack, so Type = 1. Garchomp is Dragon/Ground, so it receives STAB, making STAB = 1.5. Say that Garchomp is also holding an Earth Plate, which powers up Ground-type moves by 20%. Then Other = 1.2.
We insert the stats and Modifier in the formula and get:
We see that Garchomp's attack will http://www.monstermmorpg.com/Pokemon-Trainer-Creator do anywhere from 241 to 284 damage, which is more than enough to take the Glaceon out in one hit.
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Wheel of Frontier (Japanese: ! Battle Arena! Fighting Showdown!!) is the 149th episode of the Advanced Generation series, and the 423rd episode of the Pokmon anime. It was first broadcast in Japan on October 27, 2005 and in the United States on September 16, 2006.
Ash is in a Pokmon Center getting psyched for his Battle Arena match when Scott calls to him from across the room. They talk for a few seconds, and Ash vows to get his next Frontier Symbol.
At the Battle Arena, dozens of men are being trained in karate-style moves by Greta. Team Rocket is also being trained with the group. They are fatigued from doing so many arm thrusts. An assistant yells at them because they stopped moving. For the next exercise, the group has to crouch with cups balanced on their heads Pokemon Fun Zone and shoulders. Team Rocket fall over and break their cups.
Meanwhile, Scott explains to Ash group about Greta and two of her Pokmon, Medicham and Hariyama. He points out the similarity to two Fighting-type Gym Leaders, Brawly and Chuck. The group exits the Pokmon Center, but Ash stops and contemplates Greta's Pokmon. Suddenly, he runs back into the Pokmon Center without any explanation.
Later, the group reaches the Battle Arena, and Ash yells "Hello." This doesn't work, so Scott goes up and shouts "We wish to have a battle". The giant doors open, and Greta and the people she was training (minus Team Rocket) emerge. Ash introduces himself and he and Greta get excited about the challenge. Suddenly, a giant roulette emerges from the ground that is meant to determine how many Pokmon will take part in the battle. Ash pulls the roulette lever, and the spinner lands on two.
Meanwhile, Jessie and Meowth look down at the group while James cleans the floor. Mime Jr. jumps over and imitates him, rubbing the floor. James tells Mime Jr. how cute it is.
A gong rings, and Ash and Greta prepare for their battle. The training group sits along the sidelines of the field, watching. Team Rocket pokes up behind them. Greta sends out Medicham and Hariyama, and Ash sends out Grovyle and Snorlax, who he retrieved from Professor Oak. May and Max are surprised to see that Ash has a Snorlax. Scott observes that Ash picked odd types of Pokmon to use against Fighting types.
Grovyle and Hariyama fight first. Grovyle sends out Bullet Seed, and Hariyama blocks. Hariyama charges at Grovyle, but Grovyle jumps into the air and shoots another Bullet Seed. Hariyama dodges and grabs Grovyle's leg to throw it on the ground before shoving it through the air, making it land on its back. Ash tells Grovyle to use Quick Attack and Hariyama goes to dodge, and Grovyle uses Leaf Blade twice. The first time knocks Hariyama back, but th
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