Recoil: Difference between revisions

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'''Recoil''' is damage a Pokémon can receive upon using a damaging [[move]]. {{DL|In-battle effect item|Life Orb}} causes damage similar to recoil when its holder uses a damaging attacking move; however, this damage is not considered recoil by game mechanics. The moves {{m|Jump Kick}} and {{m|Hi Jump Kick}} have recoil known as '''crash damage'''. The recoil on these moves is only dealt if the move misses, rather than upon inflicting damage to an opposing Pokémon.
{{Search|damage caused by some moves|the beta name of Magneton|Magneton}}
[[File:Submission.png|300px|right|thumb|{{m|Submission}}, a recoil move, is used.]]
'''Recoil''' is damage a Pokémon can receive upon using a damaging [[move]]. {{DL|In-battle effect item|Life Orb}} causes damage similar to recoil when its holder uses a damaging attacking move; however, this damage is relative to the holder's max {{DL|Stats|Hit Points|HP}}, not the damage dealt, and is not considered recoil by game mechanics.
 
The moves {{m|Jump Kick}} and {{m|High Jump Kick}} have a similar mechanic called '''crash damage'''. The crash damage is only dealt if the move misses, rather than upon inflicting damage to an opposing Pokémon.


In {{eng|Pokémon Stadium}}, if a recoil move knocks out the opponent, then the user will not take recoil damage.  
In {{eng|Pokémon Stadium}}, if a recoil move knocks out the opponent, then the user will not take recoil damage.  


The Ability {{a|Magic Guard}} prevents most forms of indirect damage, including recoil. It does not prevent damage from {{m|Struggle}}, {{m|Belly Drum}}, or {{m|Destiny Bond}} (as well as other effects), but it does prevent damage from {{DL|In-battle effect item|Life Orb}} while retaining the damage bonus from the item.
The Ability {{a|Magic Guard}} prevents most forms of indirect damage, including both recoil and the damage taken from Life Orb. The Ability {{a|Rock Head}} prevents only recoil damage; it does not prevent damage taken from Life Orb. Neither Ability prevents recoil from {{m|Struggle}}, {{m|Shadow Rush}} or {{m|Shadow End}}.


The Ability {{a|Reckless}} increases the power of these moves by 20%, except {{m|Struggle}}. As a result, the user will also take 20% more recoil than normal. Reckless does not increase the bonus or damage taken from {{DL|In-battle effect item|Life Orb}}.
The Ability {{a|Reckless}} increases the power of moves with recoil by 20%, except {{m|Struggle}}. Reckless does not increase the amount of recoil taken directly, but the user will also take 20% more recoil than normal because of the damage increase. Reckless does not increase the bonus or damage taken from {{DL|In-battle effect item|Life Orb}}.


The Ability {{a|Rock Head}} prevents recoil damage, except from {{m|Struggle}} and {{m|Shadow Rush}}. It does not prevent damage taken from {{DL|In-battle effect item|Life Orb}}.
Since recoil is a ''primary effect'', it is not negated by {{a|Sheer Force}}. However, since the damage taken from Life Orb is a ''secondary effect'' that activates after the attack is executed, Sheer Force will prevent it.
 
If a Pokémon with the Ability {{a|Sheer Force}} uses a move that is boosted by Sheer Force, effects that occur after using a move will cease to exist. For example, a Pokémon with Sheer Force to hold a {{DL|In-battle effect item|Life Orb}}, receive the damage boost from its item, and not receive any recoil. However, it does not prevent recoil damage from moves such as {{m|Head Smash}} and {{m|Flare Blitz}}.


==Moves with recoil damage==
==Moves with recoil damage==
{| {| align="center" width="100%" style="background: #{{physical color}}; {{roundy}}; border: 5px solid #{{physical color light}};"
{| width="100%" style="background: #{{physical color}}; {{roundy}}; border: 5px solid #{{physical color light}};"
|-
|-
|  
|  
{| border=1 width="100%" align="center" class="sortable roundy" style="background: #FFFFFF; border:1px solid #{{physical color}}; border-collapse:collapse;"
{| border=1 width="100%" class="sortable roundy" style="background: #FFFFFF; border:1px solid #{{physical color}}; border-collapse:collapse;"
|- style="background:#{{physical color light}}"
|- style="background:#{{physical color light}}"
! style="{{roundytl|5px}}" | Name
! style="{{roundytl|5px}}" | Name
! {{color2|000|Elemental type|Type}}
! {{color2|000|Type}}
! Category
! Category
! Power
! Power
! Accuracy
! Accuracy
! width="50%" style="{{roundytr|5px}}" | Notes
! width="50%" style="{{roundytr|5px}}" | Notes
|-
| class="l" | {{m|Jump Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|100|70 in Generation I-III, 85 in Generation IV}}
| 95%
| class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down.
|-
|-
| class="l" | {{m|Take Down}}
| class="l" | {{m|Take Down}}
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{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| {{tt|120|100 in Generation I}}
| 100%
| 100%
| class="l" | User receives 1/3 of damage dealt as recoil damage.
| class="l" | User receives 1/3 of damage dealt as recoil damage.
Line 51: Line 46:
| 80%
| 80%
| class="l" | User receives 1/4 of damage dealt as recoil damage.
| class="l" | User receives 1/4 of damage dealt as recoil damage.
|-
| class="l" | {{m|Hi Jump Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|130|85 in Generation I to III, 100 in Generation IV}}
| 90%
| class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down.
|-
|-
| class="l" | {{m|Struggle}}
| class="l" | {{m|Struggle}}
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{{statustable|Physical}}
{{statustable|Physical}}
| 50
| 50
| 100%
| {{tt|—|100% prior to Generation IV}}
| class="l" | User always loses 1/4 maximum HP as recoil damage; hits {{type|Ghost}} Pokémon.
| class="l" | User always loses 1/4 maximum HP as recoil damage; hits {{type|Ghost}} Pokémon from Generation II on.
|-
|-
| class="l" | {{m|Volt Tackle}}
| class="l" | {{m|Volt Tackle}}
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| 100%
| 100%
| class="l" | User receives 1/4 of damage dealt as recoil damage.
| class="l" | User receives 1/4 of damage dealt as recoil damage.
|-
| class="l" | {{m|Light of Ruin}}
{{typetable|Fairy}}
{{statustable|Special}}
| 140
| 90%
| class="l" | User receives 1/3 of damage dealt as recoil damage.
|-
|-
| class="l" | {{m|Shadow Rush}}{{tt|*|Colosseum only}}
| class="l" | {{m|Shadow Rush}}{{tt|*|Colosseum only}}
{{statustable|Shadow|------}}
{{statustable|Shadow}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 90
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| class="l" | User receives 1/4 of damage dealt as recoil damage; more likely to have a [[critical hit]] when the Pokémon is in [[Hyper Mode]].
| class="l" | User receives 1/4 of damage dealt as recoil damage; more likely to have a [[critical hit]] when the Pokémon is in [[Hyper Mode]].
|-
|-
| class="l" | {{m|Shadow End}}
{{statustable|Shadow}}
{{statustable|Physical}}
| 120
| 60%
| class="l" | User receives 1/2 of current HP as recoil damage.
|}
|}
===Moves with crash damage===
{| width="100%" style="background: #{{physical color}}; {{roundy}}; border: 5px solid #{{physical color light}};"
|-
|
{| border=1 width="100%" class="sortable roundy" style="background: #FFFFFF; border:1px solid #{{physical color}}; border-collapse:collapse;"
|- style="background:#{{physical color light}}"
! style="{{roundytl|5px}}" | Name
! {{color2|000|Type}}
! Category
! Power
! Accuracy
! width="50%" style="{{roundytr|5px}}" | Notes
|-
| class="l" | {{m|Jump Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|100|70 in Generation I-III, 85 in Generation IV}}
| 95%
| class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down.
|-
| class="l" | {{m|High Jump Kick}}
{{typetable|Fighting}}
{{statustable|Physical}}
| {{tt|130|85 in Generation I to III, 100 in Generation IV}}
| 90%
| class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down.
|}
|}
|}
|}


==In the anime==
==In the anime==
[[File:Infernape recoil.png|thumb|250px|Infernape damaged]]
[[File:Infernape recoil.png|left|thumb|230px|Infernape damaged by recoil]]
A number of times in the anime, recoil has been noted. The most notable is {{AP|Pikachu}}'s Volt Tackle. {{an|Brock}} has stated many times that Volt Tackle causes recoil and is very risky.
A number of times in the anime, recoil has been noted. The most notable is {{AP|Pikachu}}'s {{m|Volt Tackle}}. {{an|Brock}} has stated many times that Volt Tackle causes recoil and is very risky.
 
{{Ash}}'s {{AP|Staraptor}} and [[Reggie]]'s {{p|Staraptor}} both know {{m|Brave Bird}}, which was stated to do recoil damage, making it a very risky move. The same goes for {{EF|Flint}}'s {{TP|Flint|Infernape}} and [[Ash's Infernape]], who both know {{m|Flare Blitz}}, and [[Roark]]'s {{TP|Roark|Rampardos}}, who knows {{m|Head Smash}}.
 
{{m|Take Down}} is referred to as a risky move numerous times in the anime, along with {{m|Double-Edge}}. However, in some cases, such as ''[[EP063|The Battle of the Badge]]'', where [[Ash's Pidgeotto]] used  Double-Edge, it took no recoil damage. However, a case like that is mostly only in the earlier series.


Another time in the anime is the fight between {{FB|Arena Tycoon|Greta}} and {{Ash}}. When Greta's {{p|Medicham}} used Hi Jump Kick on Ash's {{AP|Snorlax}}, Snorlax dodged the attack and Greta's Medicham was injured because it missed.
Crash damage has been featured in the anime as well. When {{ho|Gilbert}}'s {{p|Hitmonlee}} failed to hit Pikachu with {{m|High Jump Kick}} in ''[[AG126|Saved by the Beldum]]'', it only got hurt itself. Another such case was in ''[[AG149|Wheel of Frontier]]'', when {{FB|Arena Tycoon|Greta}}'s {{p|Medicham}} was hurt when its High Jump Kick failed to hit {{AP|Snorlax}}. [[Ash's Scraggy]] has also got hurt a couple of times as his High Jump Kick has crashed. [[Korrina]]'s {{p|Mienfoo}} took crash damage after [[Ash's Hawlucha]] dodged its High Jump Kick in ''[[XY044|Showdown at the Shalour Gym!]]''.


{{Ash}}'s {{AP|Staraptor}} and [[Reggie]]'s {{p|Staraptor}} both know Brave Bird, which was stated to do recoil damage, making it a very risky move.
In ''[[XY067|The Moment of Lumiose Truth!]]'', {{TP|Clemont|Bunnelby}} was revealed to have learned {{m|Wild Charge}}. However, immediately after using Wild Charge, Bunnelby used {{m|Dig}} to cut down on the effects of recoil damage.  
The same goes for {{EF|Flint}}'s {{p|Infernape}} and [[Ash's Infernape]], who both know {{m|Flare Blitz}}.


Take Down is referred to as a risky move numerous times in the anime, along with Double-Edge.
{{-}}
{{Project Games notice|game mechanic}}


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Revision as of 21:49, 6 July 2015

This article is about the damage caused by some moves. For the beta name of Magneton, see Magneton.
File:Submission.png
Submission, a recoil move, is used.

Recoil is damage a Pokémon can receive upon using a damaging move. Life Orb causes damage similar to recoil when its holder uses a damaging attacking move; however, this damage is relative to the holder's max HP, not the damage dealt, and is not considered recoil by game mechanics.

The moves Jump Kick and High Jump Kick have a similar mechanic called crash damage. The crash damage is only dealt if the move misses, rather than upon inflicting damage to an opposing Pokémon.

In Pokémon Stadium, if a recoil move knocks out the opponent, then the user will not take recoil damage.

The Ability Magic Guard prevents most forms of indirect damage, including both recoil and the damage taken from Life Orb. The Ability Rock Head prevents only recoil damage; it does not prevent damage taken from Life Orb. Neither Ability prevents recoil from Struggle, Shadow Rush or Shadow End.

The Ability Reckless increases the power of moves with recoil by 20%, except Struggle. Reckless does not increase the amount of recoil taken directly, but the user will also take 20% more recoil than normal because of the damage increase. Reckless does not increase the bonus or damage taken from Life Orb.

Since recoil is a primary effect, it is not negated by Sheer Force. However, since the damage taken from Life Orb is a secondary effect that activates after the attack is executed, Sheer Force will prevent it.

Moves with recoil damage

Name Type Category Power Accuracy Notes
Take Down Normal Physical 90 85% User receives 1/4 of damage dealt as recoil damage.
Double-Edge Normal Physical 120 100% User receives 1/3 of damage dealt as recoil damage.
Submission Fighting Physical 80 80% User receives 1/4 of damage dealt as recoil damage.
Struggle Normal Physical 50 User always loses 1/4 maximum HP as recoil damage; hits Ghost-type Pokémon from Generation II on.
Volt Tackle Electric Physical 120 100% User receives 1/3 of damage dealt as recoil damage; 10% chance of paralyzing the target.
Flare Blitz Fire Physical 120 100% User receives 1/3 of damage dealt as recoil damage; 10% chance of burning the target.
Brave Bird Flying Physical 120 100% User receives 1/3 of damage dealt as recoil damage.
Wood Hammer Grass Physical 120 100% User receives 1/3 of damage dealt as recoil damage.
Head Smash Rock Physical 150 80% User receives 1/2 of damage dealt as recoil damage.
Wild Charge Electric Physical 90 100% User receives 1/4 of damage dealt as recoil damage.
Head Charge Normal Physical 120 100% User receives 1/4 of damage dealt as recoil damage.
Light of Ruin Fairy Special 140 90% User receives 1/3 of damage dealt as recoil damage.
Shadow Rush* Shadow Physical 90 100% User receives 1/4 of damage dealt as recoil damage; more likely to have a critical hit when the Pokémon is in Hyper Mode.
Shadow End Shadow Physical 120 60% User receives 1/2 of current HP as recoil damage.

Moves with crash damage

Name Type Category Power Accuracy Notes
Jump Kick Fighting Physical 100 95% If the move misses, the user receives damage equal to half of its max HP rounded down.
High Jump Kick Fighting Physical 130 90% If the move misses, the user receives damage equal to half of its max HP rounded down.

In the anime

Infernape damaged by recoil

A number of times in the anime, recoil has been noted. The most notable is Pikachu's Volt Tackle. Brock has stated many times that Volt Tackle causes recoil and is very risky.

Ash's Staraptor and Reggie's Staraptor both know Brave Bird, which was stated to do recoil damage, making it a very risky move. The same goes for Flint's Infernape and Ash's Infernape, who both know Flare Blitz, and Roark's Rampardos, who knows Head Smash.

Take Down is referred to as a risky move numerous times in the anime, along with Double-Edge. However, in some cases, such as The Battle of the Badge, where Ash's Pidgeotto used Double-Edge, it took no recoil damage. However, a case like that is mostly only in the earlier series.

Crash damage has been featured in the anime as well. When Gilbert's Hitmonlee failed to hit Pikachu with High Jump Kick in Saved by the Beldum, it only got hurt itself. Another such case was in Wheel of Frontier, when Greta's Medicham was hurt when its High Jump Kick failed to hit Snorlax. Ash's Scraggy has also got hurt a couple of times as his High Jump Kick has crashed. Korrina's Mienfoo took crash damage after Ash's Hawlucha dodged its High Jump Kick in Showdown at the Shalour Gym!.

In The Moment of Lumiose Truth!, Bunnelby was revealed to have learned Wild Charge. However, immediately after using Wild Charge, Bunnelby used Dig to cut down on the effects of recoil damage.


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