Recoil: Difference between revisions
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'''Recoil''' is 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 the damage taken by the attacking Pokémon when successfully using certain risky [[move]]s. In most cases, recoil damage is relative to the [[damage]] dealt to the opponent, but in the cases of {{m|Struggle}} (from [[Generation IV]] onward) and {{m|Shadow End}} it is instead relative to the user's maximum {{DL|Stats|Hit Points|HP}}). | |||
The moves {{m|Jump Kick}} and {{m|High Jump Kick}} have a similar mechanic called '''crash damage'''. Crash damage is only applied if the move misses, but is similarly dependend on the damage it would have dealt (from [[Generation II]] onwards). | |||
The | The item {{DL|In-battle effect item|Life Orb}} has a similar (but otherwise unrelated) mechanic that causes the holder to lose HP upon executing any move. Unlike the HP loss by Life Orb (a ''secondary effect'' that actives after the move is executed), recoil is a ''primary effect'' and thus not negated by {{a|Sheer Force}}. | ||
In {{eng|Pokémon Stadium}} only, 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 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 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}}. | |||
==Moves with recoil damage== | ==Moves with recoil damage== | ||
{| | {| width="100%" style="background: #{{physical color}}; {{roundy}}; border: 5px solid #{{physical color light}};" | ||
|- | |- | ||
| | | | ||
{| border=1 width="100% | {| 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 | ||
Line 32: | Line 36: | ||
{{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 47: | Line 51: | ||
{{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}} | ||
Line 98: | Line 102: | ||
| 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 1/2 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=== | ===Moves with crash damage=== | ||
{| | {| width="100%" style="background: #{{physical color}}; {{roundy}}; border: 5px solid #{{physical color light}};" | ||
|- | |- | ||
| | | | ||
{| border=1 width="100% | {| 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 | ||
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| class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down. | | class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down. | ||
|- | |- | ||
| class="l" | {{m| | | class="l" | {{m|High Jump Kick}} | ||
{{typetable|Fighting}} | {{typetable|Fighting}} | ||
{{statustable|Physical}} | {{statustable|Physical}} | ||
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| 90% | | 90% | ||
| class="l" | If the move misses, the user receives damage equal to half of its max HP rounded down. | | 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| | [[File:Infernape recoil.png|left|thumb|230px|Infernape damaged by recoil]] | ||
Recoil has been noted multiple times in the anime, most notable after {{AP|Pikachu}} uses {{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 early anime episodes, such as ''[[EP063|The Battle of the Badge]]'', where [[Ash's Pidgeotto]] used Double-Edge, it apparently took no recoil damage. | |||
Crash damage has been featured in the anime as well. When {{OBP|Gilbert|AG126}}'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 as a result of a missing High Jump Kick. [[Korrina]]'s {{p|Mienfoo}} took crash damage after [[Ash's Hawlucha]] dodged its High Jump Kick in ''[[XY044|Showdown at the Shalour Gym!]]''. | |||
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. | |||
In ''[[XY086|A Legendary Photo Op!]]'', [[Ash's Talonflame]] attempted to use its newly learned Brave Bird to protect Ash and {{ashfr}} from a {{pkmn2|wild}} {{p|Moltres}}. The recoil from the attack exhausted Talonflame, rendering it unable to fly, and it nearly fell into the volcano they had been fighting over. | |||
==In other languages== | |||
{{Langtable|color={{physical color}}|bordercolor={{physical color light}} | |||
|fi=Takapotku{{tt|*|DP185}}<br>Vastavahinko{{tt|*|XY067}} | |||
|fr=Contrecoup | |||
|de=Rückstoß | |||
|it=Contraccolpi | |||
|ko={{tt|반동|bandong}} ''recoil'' | |||
|es=Daño de retroceso | |||
|pl=Obrażenia zwrotne}} | |||
{{-}} | |||
{{Project Games notice|game mechanic}} | {{Project Games notice|game mechanic}} | ||
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[[de:Rückstoß-Attacke]] | [[de:Rückstoß-Attacke]] | ||
[[it:Contraccolpo]] | [[it:Contraccolpo]] | ||
[[zh:反弹伤害类招式]] |
Revision as of 11:26, 18 August 2016
- This article is about the damage caused by some moves. For the beta name of Magneton, see Magneton.
Recoil (Japanese: 反動 recoil) is the damage taken by the attacking Pokémon when successfully using certain risky moves. In most cases, recoil damage is relative to the damage dealt to the opponent, but in the cases of Struggle (from Generation IV onward) and Shadow End it is instead relative to the user's maximum HP).
The moves Jump Kick and High Jump Kick have a similar mechanic called crash damage. Crash damage is only applied if the move misses, but is similarly dependend on the damage it would have dealt (from Generation II onwards).
The item Life Orb has a similar (but otherwise unrelated) mechanic that causes the holder to lose HP upon executing any move. Unlike the HP loss by Life Orb (a secondary effect that actives after the move is executed), recoil is a primary effect and thus not negated by Sheer Force.
In Pokémon Stadium only, 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.
Moves with recoil damage
|
Moves with crash damage
|
In the anime
Recoil has been noted multiple times in the anime, most notable after Pikachu uses 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 early anime episodes, such as The Battle of the Badge, where Ash's Pidgeotto used Double-Edge, it apparently took no recoil damage.
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 as a result of a missing High Jump Kick. 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 A Legendary Photo Op!, Ash's Talonflame attempted to use its newly learned Brave Bird to protect Ash and his friends from a wild Moltres. The recoil from the attack exhausted Talonflame, rendering it unable to fly, and it nearly fell into the volcano they had been fighting over.
In other languages
|
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |