All Moves | « Endeavor | Endure | Energy Ball » |
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Endure
Type
Damage Dealt*
×2: | N/A |
---|---|
×1: | Bug Dark Dragon Electric Fairy Fighting Fire Flying Grass Ground Ice Normal Poison Psychic Water |
×0.5: | Rock Steel |
×0: | Ghost |
Stats
Base Power | Power Points | Accuracy |
---|---|---|
— | 10 | —% |
Effect Chance | Priority | Target |
—% | 4 | User |
Taught via
Move TutorMove Flags
N/AFlavor Text
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.Effect
The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, King's Shield, Protect, Quick Guard, Spiky Shield, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.