Type Normal
Category Physical
PP 1 (max. N/A)
Power 50
Accuracy —%
Makes contact
Affected by Protect
Not affected by Magic Coat
Not affected by Snatch
Not affected by BrightPowder
Affected by King's Rock
Generation I
Struggle deals damage to the opponent and the user receives recoil damage. The user takes recoil damage equal to 50% of the damage the attack did to the opponent. Struggle will automatically be used by a Pokémon that has no usable moves but is ordered to attack, and has infinite PP in such a situation.
If the user of Struggle attacks first and faints itself due to recoil damage, the opponent will not attack or be subjected to recurrent damage during that round. If Struggle breaks a Substitute, the user will take no recoil damage.
Struggle has 10 base PP, though no PP would ever be deducted from it. Self-inflicted recoil damage from Struggle from the previous turn can be countered if the opponent did not make a move on the following turn.
In Stadium, no recoil damage is taken if Struggle knocks out an opponent.
Generation II
Same as before, but with a maximum of 1 PP instead of 10-16. Struggle now inflicts normal damage to Steel-type Pokémon, and hits Ghost-type Pokémon even if the user has not previously used Foresight.
Generation III
In addition to what was said before, Pokémon with the Wonder Guard ability are not immune to Struggle. Rock Head does not prevent Struggle's recoil damage.
Generation IV
Same as Generations II and III; however, the user takes ¼ of its maximum HP as recoil damage.