Recoil Moves

In battle, there are various moves which will damage you in addition to damaging the opponent. These moves give the user recoil and have the damage afflicted to you be a calculation of the damage you have done on the target. However, while this does seem detrimental, the moves are usually fairly powerful and there are methods in which to prevent the recoil. Recoil is not affected or removed by the abilities Sheer Force or Serene Grace but a couple of moves do have added bonuses which are counted by those abilities. This page is to detail the moves and abilities affected by this unique feature.

25% Moves

The following moves inflict damage upon the user equal to 25% of the damage caused on the opponent.

Name Type Cat. PP Att. Acc. Effect
Head Charge 15 120 100 The user charges its head into its target, using its powerful guard hair. It also damages the user a little.
Submission 25 80 80 The user grabs the target and recklessly dives for the ground. It also hurts the user slightly.
Take Down 20 90 85 A reckless, full-body charge attack for slamming into the target. It also damages the user a little.
Wild Charge 15 90 100 The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

33% Moves

The following moves inflict damage upon the user equal to 33% of the damage caused on the opponent.

Name Type Cat. PP Att. Acc. Effect
Brave Bird 15 120 100 The user tucks in its wings and charges from a low altitude. The user also takes serious damage.
Double-edge 15 120 100 A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Flare Blitz 15 120 100 The user cloaks itself in fire and charges at the target. The user sustains serious damage and may leave the target burned.
Volt Tackle 15 120 100 The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.
Wood Hammer 15 120 100 The user slams its rugged body into the target to attack. The user also sustains serious damage.

50% Moves

The following moves inflict damage upon the user equal to half of the damage caused on the opponent.

Name Type Cat. PP Att. Acc. Effect
Head Smash 5 150 80 The user attacks the target with a hazardous, full-power headbutt. The user also takes terrible damage.

Struggle

In battle, if the Pokémon has used up the PP of each of their moves, they start to use the move Struggle. Struggle is different to the other re-coil moves in that the damage it inflicts on the user is not based upon the damage done to the opponent. Instead, whenever you use Struggle, the damage inflicted on the user is always 25% of their maximum Hit Points

Name Type Cat. PP Att. Acc. Effect
Struggle 1 50 -- An attack that is used in desperation only if the user has no PP. It also hurts the user slightly.
Abilities

In the games, there are two abilities which affect moves with recoil. One completely removes the recoil damage for the Pokémon while the other increases the damage inflicted by the attacks, and thus the recoil. The abilities are as follows;

Rock Head

US Name: Rock Head
Jp. Name: Rock Head (いしあたま)

Effect:
Protects the Pokémon from recoil damage.

In-Depth Effect:
Does not receive recoil damage from recoil-causing damages.

Reckless

US Name: Reckless
Jp. Name: Risk Life (すてみ)

Effect:
Powers up moves that have recoil damage.

In-Depth Effect:
The power of moves that have recoil damage is increased by 20%, but so is the recoil.

Life Orb

In addition to the above, there is an item which will inflict damage upon the holder whenever the holder attacks. This item is the Life Orb. When you use an attack that inflicts damage on the opponent, the power of the move is increased by 30%, however the user will receive damage equivilant to 10% of their maximum Hit Points. The above abilities do not affect this, but Sheer Force does and will remove the recoil afflicted by the Life Orb

Picture Name Effect
Life OrbAn item to be held by a Pokémon. It boosts the power of moves, but at the cost of some HP on each hit.
 
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