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 was TM58 in Generation IV.
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 to IV
Endure now has a priority of +3.
Generation V onward
Endure now has a priority of +4.
|| 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.
| All Pokémon who can learn TMs can learn Endure.
|Bold indicates a Pokémon gains STAB from this move.|
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.
In other games
|| The user gains the Enduring status. The user will survive any attack with just one HP.
In the anime
In the manga
In the Pokémon Adventures manga
In the Pokémon Diamond and Pearl Adventure! manga
In other generations