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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. | 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. | ||
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 (move)#Effect|Protect]] in all generations. | |||
===Generation II=== | ===Generation II=== | ||
Endure has a priority of +2. | Endure has a priority of +2. | ||
Endure cannot protect against the end-of-turn effects of moves such as {{m|Future Sight}}. | |||
===Generations III and IV=== | ===Generations III and IV=== | ||
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If powered up by a [[Normalium Z]] into Z-Endure, all of the user's lowered stats are reset. | If powered up by a [[Normalium Z]] into Z-Endure, all of the user's lowered stats are reset. | ||
Endure can now protect against the end-of-turn effects of {{m|Future Sight}} and {{m|Doom Desire}}. | |||
==Description== | ==Description== |