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Take Down
Battles
Type  Normal
Category  Physical
PP  20 (max. 32)
Power  90
Accuracy  85%
Priority  {{{priority}}}[[Category:Moves with {{{priority}}} priority]]
  • Makes contact
  • Affected by Protect
  • Not affected by Magic Coat or Magic Bounce
  • Not affected by Snatch
  • Affected by King's Rock
Target
Foe Foe
Self Ally
May affect anyone but the user
Availability
  • Not a TM, HM or Move Tutor move.
A reckless, full-body charge attack for slamming into the target. This also damages the user a little.


Effect

Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.

If the user of Take Down attacks first and faints due to recoil damage, the opponent will not attack or be subjected to recurrent damage during that round.

Self-inflicted recoil damage from Take Down from the previous turn can be countered if the opponent does not make a move on the following turn. If Take Down breaks a substitute, the user will take no recoil damage.The user now receives recoil damage even if a substitute breaks.

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