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Name Type Cat. PP Att. Acc. Effect
All-Out Pummeling All-Out Pummeling - FIGHTING 1 -- 101
All-Out Pummeling All-Out Pummeling - FIGHTING 1 -- 101
Arm Thrust Arm Thrust - FIGHTING 20 15 100
Aura Sphere Aura Sphere - FIGHTING 20 80 101 This move never misses.
Axe Kick Axe Kick - FIGHTING 12 120 90 Has a 30% chance of confusing the target. If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Body Press Body Press - FIGHTING 12 80 100 The damage dealt by this move is calculated using the user's Defense stat instead of its Attack stat.
Brick Break Brick Break - FIGHTING 16 75 100 Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Bulk Up Bulk Up - FIGHTING 20 -- 101 Boosts the user's Attack and Defense stats by 1 stage.
Circle Throw Circle Throw - FIGHTING 12 60 90 If there are other Pokémon in the target's party that can switch into battle the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Close Combat Close Combat - FIGHTING 8 120 100 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching Coaching - FIGHTING 12 -- 101 Boosts allies' Attack and Defense stats by 1 stage.
Collision Course Collision Course - FIGHTING 8 100 100
Combat Torque Combat Torque - FIGHTING 12 100 100
Counter Counter - FIGHTING 20 -- 100 The user retaliates to deal double the damage it took from an opponent's physical move during the turn this move is used.
Cross Chop Cross Chop - FIGHTING 8 100 80 This move has a 1-stage Critical-Hit Ratio Boost.
Detect Detect - FIGHTING 8 -- 101 The user protects itself from incoming moves for the turn. With each consecutive use this move's chance of success becomes 1/3 of what it was before.
Double Kick Double Kick - FIGHTING 20 30 100
Drain Punch Drain Punch - FIGHTING 12 75 100 The user's HP is restored by 1/2 of the damage dealt by this move.
Dynamic Punch Dynamic Punch - FIGHTING 8 100 50 Confuses the target.
Final Gambit Final Gambit - FIGHTING 8 -- 100 The user faints. This move deals damage to the target equal to the user's remaining HP at the time this move was used.
Flying Press Flying Press - FIGHTING 12 100 95 The damage dealt by this move is calculated by combining the effectiveness of the move's own type with that of the Flying type. If the target has the Minimized status this move's power is doubled and it will be sure to hit.
Focus Blast Focus Blast - FIGHTING 8 120 70 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Punch Focus Punch - FIGHTING 20 150 100 This move fails if the user has already taken damage from a move in the same turn.
Force Palm Force Palm - FIGHTING 12 60 100
Hammer Arm Hammer Arm - FIGHTING 12 100 90 Lowers the user's Speed stat by 1 stage.
High Jump Kick High Jump Kick - FIGHTING 12 130 90 If this move misses or fails the user takes damage equal to 1/2 of its max HP.
Jump Kick Jump Kick - FIGHTING 12 100 95
Karate Chop Karate Chop - FIGHTING 20 50 100
Low Kick Low Kick - FIGHTING 20 -- 100 The heavier the target the greater this move's power (ranging between 20 and 120).
Low Sweep Low Sweep - FIGHTING 20 65 100 Lowers the target's Speed stat by 1 stage.
Mach Punch Mach Punch - FIGHTING 20 40 100
Mat Block Mat Block - FIGHTING 12 -- 101
Max Knuckle Max Knuckle - FIGHTING 12 10 101
Meteor Assault Meteor Assault - FIGHTING 8 150 100
No Retreat No Retreat - FIGHTING 8 -- 101
Octolock Octolock - FIGHTING 16 -- 100
Power-Up Punch Power-Up Punch - FIGHTING 20 40 100
Quick Guard Quick Guard - FIGHTING 16 -- 101 The user protects itself and its allies from priority moves for the turn.
Revenge Revenge - FIGHTING 12 60 100
Reversal Reversal - FIGHTING 16 -- 100 The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rock Smash Rock Smash - FIGHTING 16 40 100
Rolling Kick Rolling Kick - FIGHTING 16 60 85
Sacred Sword Sacred Sword - FIGHTING 16 90 100 This move ignores the target's stat changes when dealing damage.
Secret Sword Secret Sword - FIGHTING 12 85 100
Seismic Toss Seismic Toss - FIGHTING 20 -- 100 Deals 50 HP of damage.
Sky Uppercut Sky Uppercut - FIGHTING 16 85 90
Storm Throw Storm Throw - FIGHTING 12 60 100 Always a critical hit.
Submission Submission - FIGHTING 20 80 80
Superpower Superpower - FIGHTING 8 120 100 Lowers the user's Attack and Defense stats by 1 stage.
Thunderous Kick Thunderous Kick - FIGHTING 12 90 100
Triple Arrows Triple Arrows - FIGHTING 12 90 100 Has a 50% chance of lowering the target's Defense stat by 1 stage and has a 30% chance of making the target flinch. This move has a 1-stage Critical-Hit Ratio Boost.
Triple Kick Triple Kick - FIGHTING 12 10 90
Upper Hand Upper Hand - FIGHTING 16 65 100 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave Vacuum Wave - FIGHTING 20 40 100
Victory Dance Victory Dance - FIGHTING 12 -- 101
Vital Throw Vital Throw - FIGHTING 12 70 101
Wake-Up Slap Wake-Up Slap - FIGHTING 12 70 100