Denma attack: Difference between revisions

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:''For the electric move type, see {{mt|Electric}}.''
A '''Denma attack''' is a type of move eventually learned by almost every [[Denjuu]] in the Telefang series. It is more powerful than regular attacks and is always the fourth move. Unlike regular attacks, which run off the user's [[Attack stat]] and the opponent's [[Defense stat]], Denma attacks run off the user's [[Denma Attack stat]] and the opponent's [[Denma Defense stat]]. The higher the user's Denma Attack stat and the lower the opponent's Denma Defense stat, the more powerful the attack will be.
 
An '''electric attack''' is an move (eventually) learned by every [[Denjuu]] in the Telefang series. It is more powerful than regular attacks and is always the fourth move. Unlike physical attacks, which run off the user's [[Power stat]] and the opponent's [[Defense stat]], electric attacks run off the user's [[Electric Power stat]] and the opponent's [[Electric Defense stat]]. The higher the user's Electric Power stat and the lower the opponent's Electric Defense stat, the more powerful the attack will be.


==Telefang 1==
==Telefang 1==
In [[Telefang 1]], the attacks take many turns to charge before it can be used. While using it, the Denjuu cannot do anything else. There is a [[DP]] [[DP meter|meter]] under the HP meter that indicates how much the attack is charged, and increases every turn. If a Denjuu charging an electric attack gets disabled by an opponent (for example, [[paralysis]]), the attack will stop charging, and you can use any move that you want. The DP meter, will, however, remain charged, so you can use your electric attack again and continue charging again from before. If a Denjuu has a move that causes it to evade attacks (such as hiding or flying), it is possible to evade the electric attack entirely, causing the Denjuu using the electric attack to waste many turns. It is also possible for the attack to miss by chance.
In [[Telefang 1]], the attacks take many turns to charge before it can be used. While using it, the Denjuu cannot do anything else. There is a [[DP]] [[DP meter|meter]] under the HP meter that indicates how much the attack is charged, and increases every turn. If a Denjuu charging an Denma attack gets disabled by an opponent (for example, [[paralysis]]), the attack will stop charging, and you can use any move that you want. The DP meter, will, however, remain charged, so you can use your Denma attack again and continue charging again from before. If a Denjuu has a move that causes it to evade attacks (such as hiding or flying), it is possible to evade the Denma attack entirely, causing the Denjuu using the attack to waste many turns. It is also possible for the attack to miss by chance.


==Telefang 2==
==Telefang 2==
In [[Telefang 2]], electric attacks can be used right away instead of waiting numerous turns for it to charge. However, it depletes the DP meter from anywhere to 10 to 50 points (out of 100) depending on the strength of the move, which limits its use. The DP meter can only be replenished by items, certain moves that specifically replenish DP, or healing Denjuu.  
In [[Telefang 2]], Denma attacks can be used right away instead of waiting numerous turns for it to charge. However, it depletes the DP meter from anywhere to 10 to 50 points (out of 100) depending on the strength of the move, which limits its use. The DP meter can only be replenished by items, certain moves that specifically replenish DP, or healing Denjuu.  


Some electric attacks in Telefang 2 do not do damage, but instead recover a Denjuu (either the user or its partners), usually depleting little DP.
Some Denma attacks in Telefang 2 do not do damage, but instead recover a Denjuu (either the user or its partners), usually depleting little DP.


==See also==
==See also==
* [[List of electric attacks in Telefang 1]]
* [[List of Denma attacks in Telefang 1]]
* [[List of electric attacks in Telefang 2]]
* [[List of Denma attacks in Telefang 2]]
[[Category:Telefang 1]]
[[Category:Telefang 1]]
[[Category:Telefang 2]]
[[Category:Telefang 2]]

Revision as of 23:43, 21 May 2009

A Denma attack is a type of move eventually learned by almost every Denjuu in the Telefang series. It is more powerful than regular attacks and is always the fourth move. Unlike regular attacks, which run off the user's Attack stat and the opponent's Defense stat, Denma attacks run off the user's Denma Attack stat and the opponent's Denma Defense stat. The higher the user's Denma Attack stat and the lower the opponent's Denma Defense stat, the more powerful the attack will be.

Telefang 1

In Telefang 1, the attacks take many turns to charge before it can be used. While using it, the Denjuu cannot do anything else. There is a DP meter under the HP meter that indicates how much the attack is charged, and increases every turn. If a Denjuu charging an Denma attack gets disabled by an opponent (for example, paralysis), the attack will stop charging, and you can use any move that you want. The DP meter, will, however, remain charged, so you can use your Denma attack again and continue charging again from before. If a Denjuu has a move that causes it to evade attacks (such as hiding or flying), it is possible to evade the Denma attack entirely, causing the Denjuu using the attack to waste many turns. It is also possible for the attack to miss by chance.

Telefang 2

In Telefang 2, Denma attacks can be used right away instead of waiting numerous turns for it to charge. However, it depletes the DP meter from anywhere to 10 to 50 points (out of 100) depending on the strength of the move, which limits its use. The DP meter can only be replenished by items, certain moves that specifically replenish DP, or healing Denjuu.

Some Denma attacks in Telefang 2 do not do damage, but instead recover a Denjuu (either the user or its partners), usually depleting little DP.

See also