From Bulbapedia, the community-driven Pokémon encyclopedia.
Endure (Japanese: こらえる Endure) is a non-damaging Normal-type move introduced in Generation II. It was TM20 in Generation II and TM58 in Generation IV. It is TR26 in Generation VIII.
For the rest of the turn, Endure allows the user to survive any attack that would cause it to faint, leaving the user with 1 HP instead. Endure can be used by Pokémon with only 1 HP, and can protect the user from fainting from multiple attacks in one turn.
Endure cannot protect against the end-of-turn effects of Future Sight and Doom Desire. If it or other protection moves are used consecutively, its success rate decreases. The success rate formula, including which protection moves affect it, exceptions, and glitches, functions identically to that of Protect in all generations.
Endure has a priority of +2.
Generation III and IV
Endure now has a priority of +3.
Endure can be used as a part of a Pokémon Contest combination, causing Flail and Reversal to have their base appeal points doubled if used in the next turn.
Generation V onwards
Endure now has a priority of +4.
Endure can be used as a part of a Contest Spectacular combination, causing certain moves (Endeavor, Flail, Pain Split and Reversal) to give an extra three appeal points if any of them is used in the next turn.
If powered up by a Normalium Z into Z-Endure, all of the user's lowered stats are reset.
|| Always leaves the user with at least one HP. Success rate decreases if used repeatedly.
|| Always leaves at least 1HP.
|| Endures any attack for 1 turn, leaving at least 1 HP.
|| The user endures any hit with 1 HP left. It may fail if used in succession.
|| The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
|| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.*|
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.*
| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
In other games
|| This article has information requiring translation. If you are able to translate Japanese and would like to help, please add the English translation to the section or sections in Japanese.
|| The user gains the Enduring status. The user will survive any attack with just one HP.
|| Gives the user an Enduring status. A Pokémon with the Enduring status will survive any attack or move that would normally make it faint. It will hang on with only 1 HP.
|| じぶんを こらえるじょうたいにかえる こらえるじょうたいだと かならず ＨＰが １のこって いきのびる ポケモンタワーでは いちばんしたの ポケモンが こらえるじょうたい でないと こうかがない
|| You'll get the Enduring status. Its chance of failing rises if you use it multiple times in a row. With the Enduring status, you will survive any attack or move with 1 HP.
|| You'll get the enduring status and hang on with 1 HP no matter how much damage you take. But its chance of failure rises if you use it after you use a move that evades enemies' attacks.
In the anime
In the manga
In the Pokémon Adventures manga
In the Pokémon Diamond and Pearl Adventure! manga
In other generations
Core series games
Side series games
Spin-off series games
- Endure is one of two moves to lose its TM status twice. The other is Sleep Talk.
- Coincidentally, both moves are Normal-type moves introduced in Generation II.
- Also, both can be taught to all Pokémon that can learn TMs.
- Additionally, both moves were added as Move Tutors in Pokémon Emerald before regaining their TM status in Generation IV, but Sleep Talk regained its Move Tutor status in Black 2 and White 2, while Endure did not.
In other languages