Gen
|
Move
|
Category
|
Contest
|
Power
|
Accuracy
|
PP
|
Range
|
Description
|
VII
|
All-Out Pummeling
|
Physical
|
|
000—
|
000—%
|
011 (max 1)
|
|
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
|
VII
|
All-Out Pummeling
|
Special
|
|
000—
|
000—%
|
011 (max 1)
|
|
The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
|
III
|
Arm Thrust
|
Physical
|
Tough
|
01515
|
100100%
|
2020 (max 32)
|
|
The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
|
IV
|
Aura Sphere
|
Special
|
Beautiful
|
08080
|
000—%
|
2020 (max 32)
|
|
The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
|
VIII
|
Body Press
|
Physical
|
|
08080
|
100100%
|
1010 (max 16)
|
|
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.
|
III
|
Brick Break
|
Physical
|
Cool
|
07575
|
100100%
|
1515 (max 24)
|
|
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
|
III
|
Bulk Up
|
Status
|
Cool
|
000—
|
000—%
|
2020 (max 32)
|
|
The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
|
V
|
Circle Throw
|
Physical
|
Cool
|
06060
|
09090%
|
1010 (max 16)
|
|
The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
|
IV
|
Close Combat
|
Physical
|
Tough
|
120120
|
100100%
|
055 (max 8)
|
|
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats.
|
VIII
|
Coaching
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
|
I
|
Counter
|
Physical
|
Tough
|
000—
|
100100%
|
2020 (max 32)
|
|
A retaliation move that counters any physical attack, inflicting double the damage taken.
|
II
|
Cross Chop
|
Physical
|
Cool
|
100100
|
08080%
|
055 (max 8)
|
|
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
|
II
|
Detect
|
Status
|
Cool
|
000—
|
000—%
|
055 (max 8)
|
|
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
|
I
|
Double Kick
|
Physical
|
Cool
|
03030
|
100100%
|
3030 (max 48)
|
|
The target is quickly kicked twice in succession using both feet.
|
IV
|
Drain Punch
|
Physical
|
Tough
|
07575
|
100100%
|
1010 (max 16)
|
|
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
|
II
|
Dynamic Punch
|
Physical
|
Cool
|
100100
|
05050%
|
055 (max 8)
|
|
The user punches the target with full, concentrated power. This confuses the target if it hits.
|
V
|
Final Gambit
|
Special
|
Tough
|
000—
|
100100%
|
055 (max 8)
|
|
The user risks everything to attack its target. The user faints but does damage equal to its HP.
|
VI
|
Flying Press
|
Physical
|
Tough
|
100100
|
09595%
|
1010 (max 16)
|
|
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
|
IV
|
Focus Blast
|
Special
|
Cool
|
120120
|
07070%
|
055 (max 8)
|
|
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
|
III
|
Focus Punch
|
Physical
|
Tough
|
150150
|
100100%
|
2020 (max 32)
|
|
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
|
IV
|
Force Palm
|
Physical
|
Cool
|
06060
|
100100%
|
1010 (max 16)
|
|
The target is attacked with a shock wave. This may also leave the target with paralysis.
|
VIII
|
G-Max Chi Strike
|
Physical
|
|
000—
|
000—%
|
033 (max 4)
|
|
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
|
VIII
|
G-Max Chi Strike
|
Special
|
|
000—
|
000—%
|
033 (max 4)
|
|
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
|
IV
|
Hammer Arm
|
Physical
|
Tough
|
100100
|
09090%
|
1010 (max 16)
|
|
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
|
I
|
High Jump Kick
|
Physical
|
Cool
|
130130
|
09090%
|
1010 (max 16)
|
|
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
|
I
|
Jump Kick
|
Physical
|
Cool
|
100100
|
09595%
|
1010 (max 16)
|
|
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself.
|
I
|
Karate Chop
|
Physical
|
Tough
|
05050
|
100100%
|
2525 (max 40)
|
|
The target is attacked with a sharp chop. Critical hits land more easily.
|
I
|
Low Kick
|
Physical
|
Tough
|
000—
|
100100%
|
2020 (max 32)
|
|
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
|
V
|
Low Sweep
|
Physical
|
Clever
|
06565
|
100100%
|
2020 (max 32)
|
|
The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
|
II
|
Mach Punch
|
Physical
|
Cool
|
04040
|
100100%
|
3030 (max 48)
|
|
The user throws a punch at blinding speed. This move always goes first.
|
VI
|
Mat Block
|
Status
|
Cool
|
000—
|
000—%
|
1010 (max 16)
|
|
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
|
VIII
|
Max Knuckle
|
Physical
|
|
000—
|
000—%
|
033 (max 4)
|
|
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
|
VIII
|
Max Knuckle
|
Special
|
|
000—
|
000—%
|
033 (max 4)
|
|
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
|
VIII
|
Meteor Assault
|
Physical
|
|
150150
|
100100%
|
055 (max 8)
|
|
The user attacks wildly with its thick leek. The user can't move on the next turn, because the force of this move makes it stagger.
|
VIII
|
No Retreat
|
Status
|
|
000—
|
000—%
|
055 (max 8)
|
|
This move raises all the user's stats but prevents the user from switching out or fleeing.
|
VIII
|
Octolock
|
Status
|
|
000—
|
100100%
|
1515 (max 24)
|
|
The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
|
VI
|
Power-Up Punch
|
Physical
|
Tough
|
04040
|
100100%
|
2020 (max 32)
|
|
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
|
V
|
Quick Guard
|
Status
|
Cool
|
000—
|
000—%
|
1515 (max 24)
|
|
The user protects itself and its allies from priority moves.
|
III
|
Revenge
|
Physical
|
Tough
|
06060
|
100100%
|
1010 (max 16)
|
|
This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
|
II
|
Reversal
|
Physical
|
Cool
|
000—
|
100100%
|
1515 (max 24)
|
|
An all-out attack that becomes more powerful the less HP the user has.
|
II
|
Rock Smash
|
Physical
|
Tough
|
04040
|
100100%
|
1515 (max 24)
|
|
The user attacks with a punch. This may also lower the target's Defense stat.
|
I
|
Rolling Kick
|
Physical
|
Cool
|
06060
|
08585%
|
1515 (max 24)
|
|
The user lashes out with a quick, spinning kick. This may also make the target flinch.
|
V
|
Sacred Sword
|
Physical
|
Cool
|
09090
|
100100%
|
1515 (max 24)
|
|
The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage.
|
V
|
Secret Sword
|
Special
|
Beautiful
|
08585
|
100100%
|
1010 (max 16)
|
|
The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
|
I
|
Seismic Toss
|
Physical
|
Tough
|
000—
|
100100%
|
2020 (max 32)
|
|
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
|
III
|
Sky Uppercut
|
Physical
|
Cool
|
08585
|
09090%
|
1515 (max 24)
|
|
The user attacks the target with an uppercut thrown skyward with force.
|
V
|
Storm Throw
|
Physical
|
Cool
|
06060
|
100100%
|
1010 (max 16)
|
|
The user strikes the target with a fierce blow. This attack always results in a critical hit.
|
I
|
Submission
|
Physical
|
Cool
|
08080
|
08080%
|
2020 (max 32)
|
|
The user grabs the target and recklessly dives for the ground. This also damages the user a little.
|
III
|
Superpower
|
Physical
|
Tough
|
120120
|
100100%
|
055 (max 8)
|
|
The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats.
|
VIII
|
Thunderous Kick
|
Physical
|
|
09090
|
100100%
|
1010 (max 16)
|
|
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat.
|
II
|
Triple Kick
|
Physical
|
Cool
|
01010
|
09090%
|
1010 (max 16)
|
|
A consecutive three-kick attack that becomes more powerful with each successive hit.
|
IV
|
Vacuum Wave
|
Special
|
Cool
|
04040
|
100100%
|
3030 (max 48)
|
|
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
|
II
|
Vital Throw
|
Physical
|
Cool
|
07070
|
000—%
|
1010 (max 16)
|
|
The user attacks last. In return, this throw move never misses.
|
IV
|
Wake-Up Slap
|
Physical
|
Tough
|
07070
|
100100%
|
1010 (max 16)
|
|
This attack inflicts big damage on a sleeping target. This also wakes the target up, however.
|
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left.
|