Recoil: Difference between revisions

No change in size ,  9 March 2017
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Changed "dependend" to "dependent".
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'''Recoil''' (Japanese: '''{{tt|反動|はんどう}}''' ''recoil'') is the damage taken by the attacking Pokémon when successfully using certain risky [[move]]s. In most cases, recoil damage is relative to the [[damage]] dealt to the opponent, but in the cases of {{m|Struggle}} (from [[Generation IV]] onward) and {{m|Shadow End}} it is instead relative to the user's maximum {{DL|Stats|Hit Points|HP}}.
'''Recoil''' (Japanese: '''{{tt|反動|はんどう}}''' ''recoil'') is the damage taken by the attacking Pokémon when successfully using certain risky [[move]]s. In most cases, recoil damage is relative to the [[damage]] dealt to the opponent, but in the cases of {{m|Struggle}} (from [[Generation IV]] onward) and {{m|Shadow End}} it is instead relative to the user's maximum {{DL|Stats|Hit Points|HP}}.


The moves {{m|Jump Kick}} and {{m|High Jump Kick}} have a similar mechanic called '''crash damage'''. Crash damage is only applied if the move misses, but is similarly dependend on the damage it would have dealt (from [[Generation II]] onwards).
The moves {{m|Jump Kick}} and {{m|High Jump Kick}} have a similar mechanic called '''crash damage'''. Crash damage is only applied if the move misses, but is similarly dependent on the damage it would have dealt (from [[Generation II]] onwards).


The item {{DL|In-battle effect item|Life Orb}} has a similar (but otherwise unrelated) mechanic that causes the holder to lose HP upon executing any move. Unlike the HP loss by Life Orb (a ''secondary effect'' that actives after the move is executed), recoil is a ''primary effect'' and thus not negated by {{a|Sheer Force}}.
The item {{DL|In-battle effect item|Life Orb}} has a similar (but otherwise unrelated) mechanic that causes the holder to lose HP upon executing any move. Unlike the HP loss by Life Orb (a ''secondary effect'' that actives after the move is executed), recoil is a ''primary effect'' and thus not negated by {{a|Sheer Force}}.