Combat: Difference between revisions

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(Removing more numbers in favor of pointing to the articles with them, to avoid data duplication. I studied auto-latches before, and couldn't find any logic, so I rewrote it as a possibility instead of certainty.)
(Moved some info to health, since it's more related to health depletion in general.)
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The main way Pikmin damage enemies is by slapping them with their stem. Unless [[throw]]n directly onto an enemy, a Pikmin will stand next to them, periodically jumping at the enemy to smack them with their stem. There is also the possibility of them eventually latching on and dealing damage at a much faster rate. Some enemies, like [[Female Sheargrub]]s, are far too small to be latched onto but have a small enough health pool that they die quickly. Other enemies, like the [[Anode Beetle]], are larger but still cannot be latched onto. Idle Pikmin will automatically begin hitting nearby enemies, [[obstacle]]s, and [[egg]]s. In {{p1}} and {{p2}}, [[swarm]]ing an enemy will cause most of the involved Pikmin to latch onto it, if possible, and begin attacking. In {{p3}}, Pikmin that are [[charge]]d into an enemy will always immediately latch onto it if they make contact with it. However, Pikmin will still be unable to latch onto enemies that aren't much larger than they are.
The main way Pikmin damage enemies is by slapping them with their stem. Unless [[throw]]n directly onto an enemy, a Pikmin will stand next to them, periodically jumping at the enemy to smack them with their stem. There is also the possibility of them eventually latching on and dealing damage at a much faster rate. Some enemies, like [[Female Sheargrub]]s, are far too small to be latched onto but have a small enough health pool that they die quickly. Other enemies, like the [[Anode Beetle]], are larger but still cannot be latched onto. Idle Pikmin will automatically begin hitting nearby enemies, [[obstacle]]s, and [[egg]]s. In {{p1}} and {{p2}}, [[swarm]]ing an enemy will cause most of the involved Pikmin to latch onto it, if possible, and begin attacking. In {{p3}}, Pikmin that are [[charge]]d into an enemy will always immediately latch onto it if they make contact with it. However, Pikmin will still be unable to latch onto enemies that aren't much larger than they are.


In competitive modes like [[2-Player Battle]] in ''Pikmin 2'' and [[Bingo Battle]] in ''Pikmin 3'', Pikmin can be commanded to harm other [[leader]]s or their Pikmin. This can be accomplished by throwing, swarming, or charging Pikmin into another player's leader or forces, although in 2-Player Battle, Pikmin merely need to be standing by the opposing leader or their Pikmin to initiate combat. In {{p}}, [[Captain Olimar]] can be latched onto and repeatedly struck by [[Mushroom Pikmin]] until he shakes them off of himself.
In competitive modes like [[2-Player Battle]] in ''Pikmin 2'' and [[Bingo Battle]] in ''Pikmin 3'', Pikmin can be commanded to harm other [[leader]]s or their Pikmin. This can be accomplished by throwing, swarming, or charging Pikmin into another player's leader or forces, although in 2-Player Battle, Pikmin merely need to be standing by the opposing leader or their Pikmin to initiate combat. In {{p}}, [[Mushroom Pikmin]] can also attack [[Captain Olimar]] and his Pikmin in a similar fashion.


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 slap hit in different games, as shown in the following table:
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 slap hit in different games, as shown in the following table:
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==Taking damage==
==Taking damage==
Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmful [[hazard]]. Leaders can collect [[upgrade]]s, which can help protect them from damage. Depending on the game, leaders may be thrown back a distance and knocked to the ground after being damaged in a certain way. Whilst knocked down, they can get up after a bit, but if they do not, they can be struck by other attacks. Being crushed forces a leader to the ground immediately. Leaders eventually get up on their own, but in some games, [[Button mashing|rapidly twirling the control stick]] will make them get up faster.
Leaders and Pikmin, too, can be damaged during combat. As with Pikmin, leaders can be bitten, knocked back, crushed, and suffer negative consequences for touching a harmful [[hazard]]. Leaders can collect [[upgrade]]s, which can help protect them from damage. On top of losing health, leaders can also suffer other consequences from attacks, as elaborated [[Health#Leaders|here]].


Pikmin, although they do not necessarily have health, can be harmed. In ''Pikmin'' and ''Pikmin 2'', Pikmin that are shaken off of an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing.
Pikmin do not seem to have health that can be depleted, although this is hard to confirm, as explained [[Health#Pikmin|here]]. During combat they can still be harmed. In ''Pikmin'' and ''Pikmin 2'', Pikmin that are knocked down by an enemy have a chance of their maturities being reduced as explained [[Maturity#Decreasing|here]]. In ''Pikmin 3'', Pikmin that are shaken off of an enemy or fall off of one will retain their maturities. In any ''Pikmin'' game, Pikmin that are shaken off of an enemy will briefly lie on the ground before getting up, but this is not always the case. Pikmin battling a [[Shaggy Long Legs]] that fall off one of its legs after picking the hairs off one of its joints will get up on their own, but Pikmin the creature shakes off normally will remain on the ground indefinitely until they are [[whistle]]d, as bumping into them does nothing.


Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d.
Flower-stage Pikmin that die in ''Pikmin'' have a chance of leaving behind a seed that becomes a [[sprout]] the following day and can be plucked. Hazards like [[fire]], [[water]], and [[poison]] will respectively cause all but [[Red Pikmin]], [[Blue Pikmin]], and [[White Pikmin]] to begin scrambling wildly with that corresponding hazard on the end of their stem. Enemies in ''Pikmin 2'' that use [[electricity]] are arguably the deadliest, as electricity in that game can instantly kill Pikmin. Electricity in ''Pikmin 3'', however, is harmless, only causing non-[[Yellow Pikmin]] that come in contact with it to be thrown back, onto the ground, paralyzed, until they are [[whistle]]d.