|
Name
|
Type
|
Cat.
|
PP
|
Att.
|
Acc.
|
Effect
|
|
All-Out Pummeling
|
|
|
1
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
All-Out Pummeling
|
|
|
1
|
--
|
101
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Arm Thrust
|
|
|
20
|
15
|
100
|
The user lets loose a flurry of open-palmed arm thrusts that hit two to five times in a row.
|
|
Aura Sphere
|
|
|
20
|
80
|
101
|
The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
|
|
Body Press
|
|
|
10
|
80
|
100
|
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.
|
|
Brick Break
|
|
|
15
|
75
|
100
|
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
|
|
Bulk Up
|
|
|
20
|
--
|
101
|
The user tenses its muscles to bulk up its body, raising both its Attack and Defense stats.
|
|
Circle Throw
|
|
|
10
|
60
|
90
|
The target is thrown, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.
|
|
Close Combat
|
|
|
5
|
120
|
100
|
The user fights the target up close without guarding itself. This also lowers the user's Defense and Sp. Def stats.
|
|
Coaching
|
|
|
10
|
--
|
--
|
The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
|
|
Counter
|
|
|
20
|
--
|
100
|
A retaliation move that counters any physical attack, inflicting double the damage taken.
|
|
Cross Chop
|
|
|
5
|
100
|
80
|
The user delivers a double chop with its forearms crossed. Critical hits land more easily.
|
|
Detect
|
|
|
5
|
--
|
101
|
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
|
|
Double Kick
|
|
|
30
|
30
|
100
|
The target is quickly kicked twice in succession using both feet.
|
|
Drain Punch
|
|
|
10
|
75
|
100
|
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
|
|
Dynamic Punch
|
|
|
5
|
100
|
50
|
The user punches the target with full, concentrated power. This confuses the target if it hits.
|
|
Final Gambit
|
|
|
5
|
--
|
100
|
The user risks everything to attack its target. The user faints but does damage equal to its HP.
|
|
Flying Press
|
|
|
10
|
100
|
95
|
The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
|
|
Focus Blast
|
|
|
5
|
120
|
70
|
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
|
|
Focus Punch
|
|
|
20
|
150
|
100
|
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
|
|
Force Palm
|
|
|
10
|
60
|
100
|
The target is attacked with a shock wave. This may also leave the target with paralysis.
|
|
G-Max Chi Strike
|
|
|
10
|
--
|
101
|
A Fighting-type attack that Gigantamax Machamp use. This move raises the chance of critical hits.
|
|
Hammer Arm
|
|
|
10
|
100
|
90
|
The user swings and hits with its strong, heavy fist. It lowers the user's Speed, however.
|
|
High Jump Kick
|
|
|
10
|
130
|
90
|
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
|
|
Jump Kick
|
|
|
10
|
100
|
95
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Karate Chop
|
|
|
25
|
50
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Low Kick
|
|
|
20
|
--
|
100
|
A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
|
|
Low Sweep
|
|
|
20
|
65
|
100
|
The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
|
|
Mach Punch
|
|
|
30
|
40
|
100
|
The user throws a punch at blinding speed. This move always goes first.
|
|
Mat Block
|
|
|
10
|
--
|
101
|
Using a pulled-up mat as a shield, the user protects itself and its allies from damaging moves. This does not stop status moves.
|
|
Max Knuckle
|
|
|
10
|
--
|
101
|
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon's Attack stats.
|
|
Meteor Assault
|
|
|
5
|
150
|
100
|
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.
|
|
No Retreat
|
|
|
5
|
--
|
101
|
This move raises all the user's stats but prevents the user from switching out or fleeing.
|
|
Octolock
|
|
|
15
|
--
|
100
|
The user locks the target in and prevents it from fleeing. This move also lowers the target's Defense and Sp. Def every turn.
|
|
Power-Up Punch
|
|
|
20
|
40
|
100
|
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
|
|
Quick Guard
|
|
|
15
|
--
|
101
|
The user protects itself and its allies from priority moves.
|
|
Revenge
|
|
|
10
|
60
|
100
|
This attack move's power is doubled if the user has been hurt by the opponent in the same turn.
|
|
Reversal
|
|
|
15
|
--
|
100
|
An all-out attack that becomes more powerful the less HP the user has.
|
|
Rock Smash
|
|
|
15
|
40
|
100
|
The user attacks with a punch. This may also lower the target's Defense stat.
|
|
Rolling Kick
|
|
|
15
|
60
|
85
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Sacred Sword
|
|
|
15
|
90
|
100
|
The user attacks by slicing with a long horn. The target's stat changes don't affect this attack's damage.
|
|
Secret Sword
|
|
|
10
|
85
|
100
|
The user cuts with its long horn. The odd power contained in the horn does physical damage to the target.
|
|
Seismic Toss
|
|
|
20
|
--
|
100
|
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
|
|
Sky Uppercut
|
|
|
15
|
85
|
90
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|
|
Storm Throw
|
|
|
10
|
60
|
100
|
The user strikes the target with a fierce blow. This attack always results in a critical hit.
|
|
Submission
|
|
|
20
|
80
|
80
|
The user grabs the target and recklessly dives for the ground. This also damages the user a little.
|
|
Superpower
|
|
|
5
|
120
|
100
|
The user attacks the target with great power. However, this also lowers the user's Attack and Defense stats.
|
|
Thunderous Kick
|
|
|
10
|
90
|
100
|
The user overwhelms the target with lightning-like movement before delivering a kick. This also lowers the target's Defense stat.
|
|
Triple Arrows
|
|
|
15
|
50
|
100
|
The user delivers an axe kick, then fires three arrows. This raises the chance of its future attacks landing critical hits and also lowers the target’s defensive stats.
|
|
Triple Kick
|
|
|
10
|
10
|
90
|
A consecutive three-kick attack that becomes more powerful with each successful hit.
|
|
Vacuum Wave
|
|
|
30
|
40
|
100
|
The user whirls its fists to send a wave of pure vacuum at the target. This move always goes first.
|
|
Victory Dance
|
|
|
10
|
--
|
101
|
The user performs a dance to usher in victory. This raises the user’s offensive and defensive stats and increases the damage dealt by the user’s moves by 50 percent.
|
|
Vital Throw
|
|
|
10
|
70
|
101
|
The user attacks last. In return, this throw move never misses.
|
|
Wake-Up Slap
|
|
|
10
|
70
|
100
|
This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered.
|