Pokemon Fighting moves

This is a full list of every Fighting move from all four generations of the Pokemon game series. The power, accuracy and PP are listed along with any additional effects.

Click a move name to see even more detailed information, including which pokemon can learn that move. You are browsing the non-Javascript version: we suggest turning on Javascript in your web browser (check your settings) for a better experience.

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Name Cat. Power Acc. PP TM/HM? Effect Prob.
Arm Thrust Physical 15 100 20 - Hits 2-5 times in one turn. -
Aura Sphere Special 90 20 - Cannot miss, regardless of Accuracy or Evasiveness. -
Brick Break Physical 75 100 30 TM31 Breaks through Reflect and Light Screen barriers. -
Bulk Up Status - - 20 TM08 Increases user's Attack and Defense by one stage. -
Circle Throw Physical 60 90 10 - In battles, the opponent switches. In the wild, the Pokemon runs. -
Close Combat Physical 120 100 5 - Decreases user's Defense and Special Defense by one stage. -
Counter Physical - 100 20 - When hit by a Physical Attack, user strikes back with 2x power. -
Cross Chop Physical 100 80 5 - High Critical-Hit ratio. -
Detect Status - - 5 - Opponent's attack doesn't affect you, but may fail if used often. -
Double Kick Physical 30 100 30 - Hits twice. -
Drain Punch Physical 75 100 10 - User recovers half of the damage inflicted on opponent. -
Dynamicpunch Physical 100 50 5 - Causes confusion, if it hits. 100
Final Gambit Special - 100 5 - Inflicts damage equal to the user's remaining HP. User faints. -
Focus Blast Special 120 70 5 TM52 May decrease opponent's Special Defense by one stage. 10
Focus Punch Physical 150 100 20 - Pokemon waits on the first turn, attacks on the second. If the Pokemon is hit between this, the Pokemon flinches instead of attacking. -
Force Palm Physical 60 100 10 - May cause paralysis. 30
Hammer Arm Physical 100 90 10 - Decreases the user's Speed by one stage. -
Hi Jump Kick Physical 130 90 10 - If it misses, the user loses half their HP. -
Jump Kick Physical 85 95 25 - If it misses, the user loses half their HP. -
Karate Chop Physical 50 100 25 - High Critical-Hit ratio. -
Low Kick Physical - 100 20 - The heavier the opponent, the stronger the attack. -
Low Sweep Physical 60 100 20 TM47 Lowers the target's Speed by one level. 100
Mach Punch Physical 40 100 30 - User goes first. -
Quick Guard Status - - 15 - Fast moves won't damage the user or its teammates. -
Revenge Physical 60 100 10 - Power increases if user was hit first. -
Reversal Physical - 100 15 - The lower the user's HP, the higher the power. -
Rock Smash Physical 40 100 15 TM94 Likely to decrease the opponent's Defense by one stage. 50
Rolling Kick Physical 60 85 15 - May cause flinching. 30
Sacred Sword Physical 90 100 20 - Ignores the target's stat changes. -
Secret Sword Special 85 100 10 - Inflicts damage based on the target's Defense, not Special Defense. -
Seismic Toss Physical - 100 20 - Inflicts damage equal to user's level. -
Sky Uppercut Physical 85 90 15 - Hits the opponent, even during Fly. -
Storm Throw Physical 40 100 10 - Always results in a critical hit. -
Submission Physical 80 80 25 - User receives recoil damage. -
Superpower Physical 120 100 5 - Decreases user's Attack and Defense by one stage each. -
Triple Kick Physical 10 90 10 - Hits 3 times, growing in power each with each hit. -
Vacuum Wave Special 40 100 30 - User goes first. -
Vital Throw Physical 70 10 - User attacks last, but cannot miss. -
Wake-up Slap Physical 60 100 10 - Power doubles if used on a sleeping opponent, but wakes it up. -

 

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