Recoil: Difference between revisions

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search
m (Type)
(43 intermediate revisions by 23 users not shown)
Line 1: Line 1:
'''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''' (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}}.


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


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


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.
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==
{| {| 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
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
Line 106: Line 117:
| 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===
{| {| 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
Line 129: Line 146:
| 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|Hi Jump Kick}}
| class="l" | {{m|High Jump Kick}}
{{typetable|Fighting}}
{{typetable|Fighting}}
{{statustable|Physical}}
{{statustable|Physical}}
Line 135: Line 152:
| 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|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.
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.


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 {{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!]]''.


{{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.
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}}


Line 156: Line 185:
[[de:Rückstoß-Attacke]]
[[de:Rückstoß-Attacke]]
[[it:Contraccolpo]]
[[it:Contraccolpo]]
[[zh:反弹伤害类招式]]

Revision as of 19:49, 5 October 2016

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 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

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 1/2 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

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

Language Title
Finland Flag.png Finnish Takapotku*
Vastavahinko*
France Flag.png French Contrecoup
Germany Flag.png German Rückstoß
Italy Flag.png Italian Contraccolpi
South Korea Flag.png Korean 반동 recoil
Poland Flag.png Polish Obrażenia zwrotne
Spain Flag.png Spanish Daño de retroceso


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.