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. |