Difference between revisions of "Take Down (move)"

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[[pt:Take Down]]
[[pt:Take Down]]

Revision as of 16:47, 23 July 2008

Take Down
とっしん Charge
Type  Normal
Category  Physical
PP  20 (max. 32)
Power  90
Accuracy  85%
Priority  {{{priority}}}
Foe Foe Foe
Self Ally Ally
Does not affect any Pokémon*
Introduced  [[Generation {{{gen}}}]]
Condition  Tough
Appeal  6 ♥♥♥♥♥♥
Jam  0  
Condition  Tough
Appeal  3 ♥♥♥
A basic performance using a move known by the Pokémon.
Condition  Tough
Appeal  0  
Jamming  0  

Take Down is a mostly accurate and very damaging Template:Type2 move introduced in Generation I.


Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.

If the user of Take Down attacks first and faints itself due to recoil damage, the opponent will not attack or be subjected to recurrent damage during that round. However, the user will still be subject to recurrent damage.

Self-inflicted recoil damage from Take Down from the previous turn can be countered if the opponent does not make a move on the following turn. If Take Down breaks a substitute, the user will take no recoil damage.

In Stadium, no recoil damage is taken if Take Down knocks out an opponent.

In the anime


Bulbasaur. The user charges at the opponent at a very high speed, then slams into the opponent.

Rhyhorn. Same as above.

Phanpy and Donphan. Same as above.

Tauros. Same as above.

Beldum and Metang. Same as above.

Swinub. The user glows yellow, then charged at a high speed and slams into the target.


Generation I

By leveling up

By TM09

Generation II

By leveling up

Generation III

By leveling up

Generation IV

By leveling up

In other languages

  • Spanish: Derribo
  • French: Bélier
  • German: Bodycheck
  • Italian: Riduttore
  • Dutch: Haal Neer Aanval

Template:Project MoveDex notice

Generation I TMs
Generation I HMs