Moves

From Wikifang, a definitive guide to Telefang, Dino Device and Bugsite
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Moves are the actions a Denjuu/Dino/Bug can do in a turn. The system for moves vary according to game.

Telefang[edit]

Main article: List of moves in Telefang 1

Most of the Denjuu have three moves doing damage and one that ups a stat. Also, every fully-evolved Denjuu (with the exception of Nigella) has a Denma attack, which is very powerful but requires many turns to charge up. In Telefang 1, every move in a Denjuu's learnset adopts the same Habitat type as the user.

Main article: List of moves in Telefang 2

In Telefang 2, each move has its own Move type. The type is used to calculate the effectiveness on the defending Denjuu's Habitat type. Every Denjuu, including unevolved ones, can now learn Denma attacks. Denma attacks no longer take time to charge, instead they are used by depleting the DP meter.

Dino Device[edit]

Each Dino has one to three default moves, depending on how many Weapon Devices it can equip (less Device slots means more default moves.) Default moves available depend on the Dino's Style. Equipping a Weapon Device to a Dino will give it the option to use it as an attack.

Bugsite[edit]

Main article: List of moves in Bugsite

Moves in Bugsite have a Damage type, which can be Blade, Strike, Special, Fire, Ice, Wind, Electric, or Ground. Some moves also have no type.

Just like Bugs, moves also have a Maker, which can be FE, Sting, Ruger, Tahiro, and Jank.

Each move has an EP value that decreases as the move is used and, once it gets to 0, can't be used. EP can be replenished by waiting in Battle.

Everytime a move is used, it gains a Ver. level. Some moves can evolve when they reach Ver. 99.

See also[edit]