Combat: Difference between revisions
(Created an article for documenting the combat mechanics of the Pikmin series.) |
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{{game icons|p=y|p2=y|p3=y|hp=y}} | {{game icons|p=y|p2=y|p3=y|hp=y|pa=y}} | ||
[[File:Yellow Wollywog attacked P1 art.png|thumb|right|200px|Artwork of various Pikmin fighting a [[Yellow Wollywog]].]] | [[File:Yellow Wollywog attacked P1 art.png|thumb|right|200px|Artwork of various Pikmin fighting a [[Yellow Wollywog]].]] | ||
{{stub}} | {{stub|See [[Talk:Combat|talk]].}} | ||
''' | In the {{ps}}, [[Pikmin family|Pikmin]], and by extension [[leaders]] need to engage in '''combat''' against the different [[enemies]] they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve [[:Category:Collectibles|collectibles]]. There are many ways of damaging enemies and many technicalities of the combat system. To defeat an enemy, its [[health]] must be reduced to 0. | ||
{{clear}} | {{clear}} | ||
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==Basic attack== | ==Basic attack== | ||
The main way Pikmin damage enemies is by slapping them with their stem. Each Pikmin will attack with a constant rhythm, and as a result, having more Pikmin on an enemy increases the rate of damage. Different Pikmin types deal different amounts of damage per hit in different games, as shown in the following table: | The main way Pikmin damage enemies is by slapping them with their stem. Each Pikmin will attack with a constant rhythm, and as a result, having more Pikmin on an enemy increases the rate of damage. Different Pikmin types deal different amounts of damage per hit in different games, as shown in the following table: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Type !! | ! rowspan="2" | Type | ||
|- | ! colspan="3" | Damage | ||
|- | |||
! ''Pikmin'' !! ''Pikmin 2'' !! ''Pikmin 3'' | |||
|- | |||
| [[Red Pikmin]] || 15 || 15 || 15 | | [[Red Pikmin]] || 15 || 15 || 15 | ||
|- | |- | ||
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| [[Winged Pikmin]] || N/A || N/A || 5 | | [[Winged Pikmin]] || N/A || N/A || 5 | ||
|} | |} | ||
When any type of Pikmin is under the effect of [[ultra-spicy spray]], they will deal 10 damage per hit and attack much faster than normal. | When any type of Pikmin is under the effect of [[ultra-spicy spray]], they will deal 10 damage per hit and attack much faster than normal. | ||
{{refs|note}} | |||
==See also== | ==See also== | ||
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*[[Swarm]] | *[[Swarm]] | ||
*[[Charge]] | *[[Charge]] | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 13:19, January 13, 2021
This article is a stub. You can help Pikipedia by expanding it. |
In the Pikmin series, Pikmin, and by extension leaders need to engage in combat against the different enemies they encounter. Combat is a core mechanic of the series, as it is frequently required to open up paths or retrieve collectibles. There are many ways of damaging enemies and many technicalities of the combat system. To defeat an enemy, its health must be reduced to 0.
Basic attack
The main way Pikmin damage enemies is by slapping them with their stem. Each Pikmin will attack with a constant rhythm, and as a result, having more Pikmin on an enemy increases the rate of damage. Different Pikmin types deal different amounts of damage per hit in different games, as shown in the following table:
Type | Damage | ||
---|---|---|---|
Pikmin | Pikmin 2 | Pikmin 3 | |
Red Pikmin | 15 | 15 | 15 |
Yellow Pikmin | 10 | 10 | 10 |
Blue Pikmin | 10 | 10 | 10 |
Purple Pikmin | N/A | 20[note 1] | 15 |
White Pikmin | N/A | 10 | 5 |
Bulbmin | N/A | 10 | N/A |
Rock Pikmin | N/A | N/A | 20[note 2] |
Winged Pikmin | N/A | N/A | 5 |
When any type of Pikmin is under the effect of ultra-spicy spray, they will deal 10 damage per hit and attack much faster than normal.
- ^ When Purple Pikmin pound onto enemies from above, they deal 50 damage to most enemies on that first hit only, though some enemies and objects only take 10.
- ^ As Rock Pikmin cannot latch onto enemies, they attack less frequently than other types. They will also deal only 10 damage on the first hit after being charged onto an enemy. Damage when being thrown is calculated completely differently.