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Struggle (Japanese: わるあがき Vain Struggle) is a damage-dealing move introduced in Generation I. It is a move that no Pokémon naturally learns but every Pokémon can use if none of their other moves are usable, usually due to a lack of PP. Prior to Generation II, it dealt Normal-type damage.
Struggle deals damage to the opponent and the user receives recoil damage equal to ½ of the damage the attack did to the opponent. Struggle will automatically be used by a Pokémon that has no usable moves but is ordered to attack, and is not affected by any PP limitations. Struggle is capable of striking a critical hit.
Struggle has an accuracy of 100%.
If the user of Struggle attacks first and knocks itself out due to recoil damage, the opponent will not attack or be subjected to recurrent damage during that round. If Struggle breaks a substitute, the user will take no recoil damage.
Struggle has 10 base PP, though no PP would ever be deducted from it. Self-inflicted recoil damage from Struggle from the previous turn can be countered if the opponent did not make a move on the following turn.
Struggle deals Normal-type damage in this Generation, meaning Rock-type Pokémon take half damage, and Ghost-type Pokémon are unaffected. If the only usable move is disabled by Disable, the affected Pokémon will use Struggle.
In Stadium, no recoil damage is taken if Struggle knocks out an opponent.
Struggle now has a maximum of 1 PP instead of 10 (16 with PP Ups), and its recoil damage is equal to ¼ of the damage the attack did to the opponent. Despite still being a Normal-type move, Struggle now does typeless damage, inflicting normal damage to Steel-, Rock-, and Ghost-type Pokémon and being unaffected by STAB.
The user will take recoil damage even if a substitute breaks.
A Pokémon will still take recoil damage even if it has an Ability that would prevent it, such as Rock Head. Like all typeless damage moves, Struggle can hit through Wonder Guard. Its target is a randomly selected enemy in Double Battles.
If a Pokémon is holding a Choice Band and is affected by Disable, Taunt, Imprison, or Cursed Body such that it cannot use the move that the Choice Band forces it to, it will always use Struggle as long as the item and the effect both remain active. If a Pokémon is holding a Choice Band and is affected by Torment, the Pokémon will use Struggle every second turn.
The user now takes ¼ of its maximum HP as recoil damage, regardless of how much damage the attack did to the opponent. A user with only 1 HP will knock itself out with recoil damage.
All effects that apply with the Choice Band now also apply with all Choice items.
Struggle now bypasses accuracy checks to always hit, unless the opponent is in the semi-invulnerable turn of a move such as Dig or Fly.
Struggle can no longer be copied by Mirror Move.
Generation V onward
Struggle is unaffected by a held Normal Gem (and will not consume it).
|| Used only if the user runs totally out of PP. The user is hit with 1/4 of the damage it inflicts.
|| Used only if the user is totally out of PP. The user is hit with 1/4 the damage it inflicts.
|| Used only if all PP are exhausted.
|| Used only if all PP are gone. Also hurts the user a little.
|| An attack that is used only if there is no PP. It also hurts the user.
|| Used when all PP are gone. Also hurts the user a bit.
| An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
|| An attack that is used in desperation only if the user has no PP. This also damages the user a little.
|| This attack is used in desperation only if the user has no PP. It also damages the user a little.
All Pokémon can use Struggle when they cannot use any other moves, such as by them all having 0 PP, or if they are all incapacitated through any of Disable, Taunt, Torment, Imprison, Heal Block, Cursed Body, Assault Vest, or Choice items. Also, some moves, such as Belch, cannot be selected unless specific conditions are met, so can also cause the Pokémon to Struggle if they are the only moves with PP.
In the Mystery Dungeon series, the only way to use Struggle is to use a move when none of the Pokémon's moves are usable for one or another reason (like running out of PP). The move deals 1/4 of the total HP of that Pokémon.
In other games
| Eligible Pokémon:
|| Inflicts damage on the target. However, the user also takes damage one quarter of its maximum HP.
|| Inflicts damage on the target. But it also inflicts damage on the user in the amount of 1/4 of its maximum HP.
In other generations
- Even though Struggle can only be accessed by the loss of all PP, it was given Contest, Super Contest, and Contest Spectacular stats. This is most likely to prevent the game from crashing if a Pokémon is hacked to have Struggle as one of their four moves. The contest stats seem to be the defaults. In Omega Ruby and Alpha Sapphire, it has the same contest stats as Pound.
- Struggle is the last non-glitch move in index number order in Generation I, and the last Generation I move in index number lists since then.
- Struggle is one of three non-Shadow moves that cannot be Sketched. The others are Chatter and Sketch.
- In Generation I, Struggle was the only move that couldn't be used via Metronome, besides Metronome itself.
- Struggle has the lowest base power of all recoil-causing moves.
- Because it deals typeless damage, Struggle is the only damaging Normal-type move which can hit a Ghost-type opponent without the aid of Odor Sleuth, Foresight, or Scrappy.
- Along with Barrage and Kinesis, Struggle is one of three moves originating from Generation I that has not been featured in the anime.
- Certain glitch Pokémon, including Generation IV hybrids, 'Ng'Mp, 'ゥ., and 4, ゥァ (DD), can learn Struggle by level up.
- Should a player hack Struggle onto a Pokémon, it will not be displayed correctly in Pokémon Stadium 2's lab (not the case for original Pokémon Stadium) and will be highlighted, as if it was a Generation II move. This does not happen when selecting a team for battle.
- In Pokémon Stadium and Pokémon Stadium 2, the move description erroneously states that Struggle inflicts recoil to the user equal to ¼ of the damage inflicted; the correct number prior to Generation IV is ½.
In other languages