Recoil: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
m (→‎In other languages: added Finnish)
(40 intermediate revisions by 21 users not shown)
Line 1: Line 1:
'''Recoil''' is damage a [[Pokémon]] can receive upon using a [[move]]. The most common source of recoil damage is from moves, however some [[item]]s also cause recoil damage.
{{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''' (Japanese: '''{{tt|反動|はんどう}}''' ''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|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.
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 {{OBP|Pokémon Stadium|English}}, 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|Reckless}} affects the power and recoil of these moves.
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|Rock Head}} prevents recoil damage, except from {{m|Struggle}} and held items.
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}}.


==Items with recoil==
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.
These items harm the Pokémon holding it.
* [[Flame Orb]] ({{status|Burn}}s the holder)
* [[Life Orb]] (10% damage when using a damaging move; ignored only by {{a|Magic Guard}} and {{a|Sheer Force}} (only if the move used qualifies for Sheer Force otherwise))
* [[Sticky Barb]] (10% damage at the end of each turn; ignored only by {{a|Magic Guard}})
* [[Toxic Orb]] ({{status|Badly poisoned|Badly poisons}} the holder)
* [[Black Sludge]] (removes 1/8th of the holder's HP at the end of each turn, unless the holder is a {{type2|Poison}})


==Moves with recoil damage==
==Moves with recoil damage==
{| {| align="center" width="100%" style="background: #{{physical color}}; -moz-border-radius: 1em; 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" 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}}"
! Name
! style="{{roundytl|5px}}" | Name
! {{color2|000|Elemental type|Type}}
! {{color2|000|Type}}
! Category
! Category
! Power
! Power
! Accuracy
! Accuracy
! width="50%" | Notes
! width="50%" style="{{roundytr|5px}}" | Notes
|-
|-
 
| class="l" | {{m|Take Down}}
| class="l" | {{m|Volt Tackle}}
{{typetable|Normal}}
{{typetable|Electric}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 90
| 100%
| 85%
| class="l" | User receives 1/3 of damage dealt as recoil damage; 10% chance of paralyzing the target.
| class="l" | User receives 1/4 of damage dealt as recoil damage.
|-
|-
| class="l" | {{m|Wood Hammer}}
| class="l" | {{m|Double-Edge}}
 
{{typetable|Normal}}
{{typetable|Grass}}
{{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.
|-
| class="l" | {{m|Struggle}}
{{typetable|Normal}}
{{statustable|Physical}}
| 50
| 100%
| class="l" | User always loses 1/4 HP as recoil damage; hits Ghosts.
|-
|-
| class="l" | {{m|Submission}}
| class="l" | {{m|Submission}}
Line 60: Line 47:
| 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|Take Down}}
| class="l" | {{m|Struggle}}
{{typetable|Normal}}
{{typetable|Normal}}
{{statustable|Physical}}
{{statustable|Physical}}
| 90
| 50
| 85%
| {{tt|—|100% prior to Generation IV}}
| class="l" | User receives 1/4 of damage dealt as recoil damage.
| 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}}
{{typetable|Electric}}
{{statustable|Physical}}
| 120
| 100%
| class="l" | User receives 1/3 of damage dealt as recoil damage; 10% chance of paralyzing the target.
|-
|-
| class="l" | {{m|Brave Bird}}
| class="l" | {{m|Flare Blitz}}
{{typetable|Flying}}
{{typetable|Fire}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 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; 10% chance of burning the target.
|-
|-
| class="l" | {{m|Double-Edge}}
| class="l" | {{m|Brave Bird}}
{{typetable|Normal}}
{{typetable|Flying}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
Line 81: Line 75:
| class="l" | User receives 1/3 of damage dealt as recoil damage.
| class="l" | User receives 1/3 of damage dealt as recoil damage.
|-
|-
| class="l" | {{m|Flare Blitz}}
| class="l" | {{m|Wood Hammer}}
{{typetable|Fire}}
{{typetable|Grass}}
{{statustable|Physical}}
{{statustable|Physical}}
| 120
| 120
| 100%
| 100%
| class="l" | User receives 1/3 of damage dealt as recoil damage; 10% chance of burning the target.
| class="l" | User receives 1/3 of damage dealt as recoil damage.
|-
|-
| class="l" | {{m|Head Smash}}
| class="l" | {{m|Head Smash}}
Line 94: Line 88:
| 80%
| 80%
| class="l" | User receives 1/2 of damage dealt as recoil damage.
| class="l" | User receives 1/2 of damage dealt as recoil damage.
|-
| 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|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|Wild Charge}}
| class="l" | {{m|Wild Charge}}
Line 123: Line 103:
| 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}}
{{statustable|Shadow}}
{{statustable|Physical}}
| 90
| 100%
| 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.
 
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!]]''.


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.
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.  


{{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 other languages==
The same goes for {{EF|Flint}}'s {{p|Infernape}} and [[Ash's Infernape]], who both know {{m|Flare Blitz}}.
{{Langtable|color={{physical color}}|bordercolor={{physical color light}}
|fi=Takapotku
|fr=Contrecoup
|de=Rückstoß
|it=Contraccolpi
|ko={{tt|반동|bandong}} ''recoil''
|es=Daño al usuario}}
{{-}}
{{Project Games notice|game mechanic}}


Take Down is referred to as a risky move numerous times in the anime, along with Double-Edge.
[[Category:Game mechanics]]


[[Category: Game mechanics]]
[[de:Rückstoß-Attacke]]
[[it:Contraccolpo]]
[[zh:反弹伤害类技能]]

Revision as of 12:40, 12 August 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 (Japanese: 反動 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.

In other languages

Language Title
Finland Flag.png Finnish Takapotku
France Flag.png French Contrecoup
Germany Flag.png German Rückstoß
Italy Flag.png Italian Contraccolpi
South Korea Flag.png Korean 반동 recoil
Spain Flag.png Spanish Daño al usuario


Project Games logo.png This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games.