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 attacks the target with open-palmed arm thrusts. This move hits two to five times in a row. | ||
Aura Sphere | 20 | 80 | 101 | The user lets loose a pulse of aura power from deep within its body at the target. This attack never misses. | ||
Axe Kick | 10 | 120 | 90 | 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. | ||
Body Press | 10 | 80 | 100 | The user attacks by slamming its body into the target. The higher the user's Defense stat, the greater the damage this move deals. | ||
Brick Break | 15 | 75 | 100 | The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect. | ||
Bulk Up | 20 | -- | 101 | The user tenses its muscles to bulk up its body, boosting 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, inflicting damage without guarding itself. This also lowers the user's Defense and Sp. Def stats. | ||
Coaching | 10 | -- | 101 | The user properly coaches its ally Pokémon, boosting their Attack and Defense stats. | ||
Collision Course | 5 | 100 | 100 | 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. | ||
Combat Torque | 10 | 100 | 100 | This move is only used by a Starmobile. It may paralyze the opponent | ||
Counter | 20 | -- | 100 | A retaliatory attack that counters any physical move, inflicting double the damage taken. | ||
Cross Chop | 5 | 100 | 80 | The user delivers a double chop with its forearms crossed. This move has a heightened chance of landing a critical hit. | ||
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 user attacks by kicking the target twice in a row using two feet. | ||
Drain Punch | 10 | 75 | 100 | The user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target. | ||
Dynamic Punch | 5 | 100 | 50 | The user attacks by punching the target with full concentrated power. This also confuses the target. | ||
Final Gambit | 5 | -- | 100 | The user risks everything to attack the target. The user faints but inflicts damage equal to its own 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 using the move. | ||
Force Palm | 10 | 60 | 100 | The target is attacked with a shock wave. This may also leave the target with paralysis. | ||
Hammer Arm | 10 | 100 | 90 | The user swings its strong, heavy fist at the target to inflict damage. This also lowers the user's Speed stat. | ||
High Jump Kick | 10 | 130 | 90 | The target is attacked with a knee kick from a jump. If this move misses, the user takes damage 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 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Max Knuckle | 10 | 10 | 101 | This is a Fighting-type attack Dynamax Pokémon use. This boosts 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 boosts 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 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Quick Guard | 15 | -- | 101 | The user protects itself and its allies from priority moves. | ||
Revenge | 10 | 60 | 100 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
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 sword. The target's stat changes don't affect the damage inflicted by this move. | ||
Secret Sword | 10 | 85 | 100 | The user cuts with its long horn. The odd power contained in the horn deals 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 attacks by striking the target with a fierce blow. This move always lands a critical hit. | ||
Submission | 20 | 80 | 80 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
Superpower | 5 | 120 | 100 | The user attacks the target with great power. 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 | 10 | 90 | 100 | 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. | ||
Triple Kick | 10 | 10 | 90 | A consecutive three-kick attack that becomes more powerful with each successful hit. | ||
Upper Hand | 15 | 65 | 100 | 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. | ||
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 an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats. | ||
Vital Throw | 10 | 70 | 101 | This move can't be used. It's recommended that this move is forgotten. Once forgotten, this move can't be remembered. | ||
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. |