Gen Move Category Contest Power Accuracy PP Range Description VII All-Out Pummeling Physical % 1 (max 1)
     
     
Normal
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 % 1 (max 1)
     
     
Normal
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 15 100% 20 (max 32)
     
     
Normal
The user attacks the target with open-palmed arm thrusts. This move hits two to five times in a row. IV Aura Sphere Special Beautiful 80 % 20 (max 32)
     
     
Normal (long-range)
The user lets loose a pulse of aura power from deep within its body at the target. This attack never misses. IX Axe Kick Physical 120 90% 10 (max 16)
     
     
Normal
The user attacks by kicking up into the air and slamming its heel down upon the target. This may also confuse the target. If it misses, the user takes damage instead. VIII Body Press Physical 80 100% 10 (max 16)
     
     
Normal
The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals. III Brick Break Physical Cool 75 100% 15 (max 24)
     
     
Normal
The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. III Bulk Up Status Cool % 20 (max 32)
     
     
Self
The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats. V Circle Throw Physical Cool 60 90% 10 (max 16)
     
     
Normal
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 120 100% 5 (max 8)
     
     
Normal
The user fights the target up close, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats. VIII Coaching Status % 10 (max 16)
     
     
All Allies (Except Self)
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats. IX Collision Course Physical 100 100% 5 (max 8)
     
     
Normal
The user transforms and crashes to the ground, causing a massive prehistoric explosion. This move's power is boosted more than usual if it's a supereffective hit. IX Combat Torque Physical 100 100% 10 (max 16)
     
     
Normal
This move is only used by a Starmobile. It may paralyze the opponent.* I Counter Physical Tough 100% 20 (max 32)
     
     
Varies
A retaliatory attack that counters any physical move, inflicting double the damage taken. II Cross Chop Physical Cool 100 80% 5 (max 8)
     
     
Normal
The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit. II Detect Status Cool % 5 (max 8)
     
     
Self
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. I Double Kick Physical Cool 30 100% 30 (max 48)
     
     
Normal
The user attacks by kicking the target twice in a row using two feet. IV Drain Punch Physical Tough 75 100% 10 (max 16)
     
     
Normal
The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target. II Dynamic Punch Physical Cool 100 50% 5 (max 8)
     
     
Normal
The user attacks by punching the target with full concentrated power. This also confuses the target. V Final Gambit Special Tough 100% 5 (max 8)
     
     
Normal
The user risks everything to attack the target. The user faints but inflicts damage equal to its own HP. VI Flying Press Physical Tough 100 95% 10 (max 16)
     
     
Normal
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously. IV Focus Blast Special Cool 120 70% 5 (max 8)
     
     
Normal
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 150 100% 20 (max 32)
     
     
Normal
The user focuses its mind before launching a punch. This move fails if the user is hit before using the move. IV Force Palm Physical Cool 60 100% 10 (max 16)
     
     
Normal
The target is attacked with a shock wave. This may also leave the target with paralysis. VIII G-Max Chi Strike Physical % 3 (max 4)
     
     
1 Other
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits. VIII G-Max Chi Strike Special % 3 (max 4)
     
     
1 Other
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits. IV Hammer Arm Physical Tough 100 90% 10 (max 16)
     
     
Normal
The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat. I High Jump Kick Physical Cool 130 90% 10 (max 16)
     
     
Normal
The target is attacked with a knee kick from a jump. If this move misses, the user takes damage instead. I Jump Kick Physical Cool 100 95% 10 (max 16)
     
     
Normal
The user jumps up high, then strikes with a kick. If the kick misses, the user hurts itself. I Karate Chop Physical Tough 50 100% 25 (max 40)
     
     
Normal
The target is attacked with a sharp chop. Critical hits land more easily. I Low Kick Physical Tough 100% 20 (max 32)
     
     
Normal
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 65 100% 20 (max 32)
     
     
Normal
The user makes a swift attack on the target's legs, which lowers the target's Speed stat. II Mach Punch Physical Cool 40 100% 30 (max 48)
     
     
Normal
The user throws a punch at blinding speed. This move always goes first. VI Mat Block Status Cool % 10 (max 16)
     
     
Your Side
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 % 3 (max 4)
     
     
1 Other
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats. VIII Max Knuckle Special % 3 (max 4)
     
     
1 Other
This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats. VIII Meteor Assault Physical 150 100% 5 (max 8)
     
     
Normal
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 % 5 (max 8)
     
     
Self
This move boosts all the user's stats but prevents the user from switching out or fleeing. VIII Octolock Status 100% 15 (max 24)
     
     
Normal
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 40 100% 20 (max 32)
     
     
Normal
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat. V Quick Guard Status Cool % 15 (max 24)
     
     
Your Side
The user protects itself and its allies from priority moves. III Revenge Physical Tough 60 100% 10 (max 16)
     
     
Normal
This attack move's power is doubled if the user has been hurt by the opponent in the same turn. II Reversal Physical Cool 100% 15 (max 24)
     
     
Normal
An all-out attack that becomes more powerful the less HP the user has. II Rock Smash Physical Tough 40 100% 15 (max 24)
     
     
Normal
The user attacks with a punch. This may also lower the target's Defense stat. I Rolling Kick Physical Cool 60 85% 15 (max 24)
     
     
Normal
The user lashes out with a quick, spinning kick. This may also make the target flinch. V Sacred Sword Physical Cool 90 100% 15 (max 24)
     
     
Normal
The user attacks by slicing with a sword. The target's stat changes don't affect the damage inflicted by this move. V Secret Sword Special Beautiful 85 100% 10 (max 16)
     
     
Normal
The user cuts with its long horn. The odd power contained in the horn deals physical damage to the target. I Seismic Toss Physical Tough 100% 20 (max 32)
     
     
Normal
The target is thrown using the power of gravity. It inflicts damage equal to the user's level. III Sky Uppercut Physical Cool 85 90% 15 (max 24)
     
     
Normal
The user attacks the target with an uppercut thrown skyward with force. V Storm Throw Physical Cool 60 100% 10 (max 16)
     
     
Normal
The user attacks by striking the target with a fierce blow. This move always lands a critical hit. I Submission Physical Cool 80 80% 20 (max 32)
     
     
Normal
The user grabs the target and recklessly dives for the ground. This also damages the user a little. III Superpower Physical Tough 120 100% 5 (max 8)
     
     
Normal
The user attacks the target with great power. This also lowers the user's Attack and Defense stats. VIII Thunderous Kick Physical 90 100% 10 (max 16)
     
     
Normal
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat. VIII Triple Arrows Physical 90 100% 10 (max 16)
     
     
Normal
The user kicks, then fires three arrows. This move has a heightened chance of landing a critical hit and may also lower the target’s Defense stat or make it flinch. II Triple Kick Physical Cool 10 90% 10 (max 16)
     
     
Normal
A consecutive three-kick attack that becomes more powerful with each successful hit. IX Upper Hand Physical 65 100% 15 (max 24)
     
     
Normal
The user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move. IV Vacuum Wave Special Cool 40 100% 30 (max 48)
     
     
Normal
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first. VIII Victory Dance Status % 20 (max 32)
     
     
Self
The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats. II Vital Throw Physical Cool 70 % 10 (max 16)
     
     
Normal
The user attacks last. In return, this throw move never misses. IV Wake-Up Slap Physical Tough 70 100% 10 (max 16)
     
     
Normal
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.