Recoil: Difference between revisions
(→Moves with recoil damage: Fixed Take Down and Submission to correctly say 1/4) |
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{{typetable|Fighting}} | {{typetable|Fighting}} | ||
{{statustable|Physical}} | {{statustable|Physical}} | ||
| 85 | | {{tt|100|70 in Generation I-III, 85 in Generation IV}} | ||
| 95% | | 95% | ||
| class="l" | If the move misses, the user receives 1/8 of damage that should have been dealt as recoil damage. | | class="l" | If the move misses, the user receives 1/8 of damage that should have been dealt as recoil damage. | ||
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{{typetable|Fighting}} | {{typetable|Fighting}} | ||
{{statustable|Physical}} | {{statustable|Physical}} | ||
| 100 | | {{tt|130|85 in Generation I to III, 100 in Generation IV}} | ||
| 90% | | 90% | ||
| class="l" | If the move misses, the user receives 1/8 of damage that should have been dealt as recoil damage. | | class="l" | If the move misses, the user receives 1/8 of damage that should have been dealt as recoil damage. | ||
|- | |||
| class="l" | {{m|Wild Bolt}} | |||
{{typetable|Electric}} | |||
{{statustable|Physical}} | |||
| 90 | |||
| 100% | |||
| class="l" | User receives 1/4 of damage dealt as recoil damage. | |||
|- | |||
| class="l" | {{m|Afro Break}} | |||
{{typetable|Normal}} | |||
{{statustable|Physical}} | |||
| 120 | |||
| 100% | |||
| class="l" | User receives 1/4 of damage dealt as recoil damage. | |||
|- | |||
|- | |- | ||
|} | |} |
Revision as of 11:58, 2 October 2010
Recoil is damage a Pokémon can receive upon using a move. The most common source of recoil damage is from moves, however some items also cause recoil damage.
The moves Jump Kick and 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.
In Pokémon Stadium, if a recoil move knocks out the opponent, then the user will not take recoil damage.
The ability Reckless affects the power and recoil of these moves.
The ability Rock Head prevents recoil damage, except from Struggle and held items.
Items with recoil
These items harm the Pokémon holding it.
- Flame Orb (Burns the holder)
- Life Orb (10% damage when using a damaging move; ignored only by Magic Guard)
- Sticky Barb (10% damage at the end of each turn; ignored only by Magic Guard)
- Toxic Orb (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 Template:Type2)
Moves with recoil damage
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In the anime
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.
Another time in the anime is the fight between Greta and Ash. When Greta's Medicham used Hi Jump Kick on Ash's Snorlax, Snorlax dodged the attack and Greta's Medicham was injured because it missed.
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.
Take Down is referred to as a risky move numerous times in the anime, along with Double-Edge.