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Name Type Cat. PP Att. Acc. Effect
All-Out Pummeling All-Out Pummeling - FIGHTING 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 All-Out Pummeling - FIGHTING 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 Arm Thrust - FIGHTING 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 Aura Sphere - FIGHTING 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 Axe Kick - FIGHTING 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 Body Press - FIGHTING 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 Brick Break - FIGHTING 15 75 100 The user attacks with a swift chop. This move can also break barriers, such as Light Screen and Reflect.
Bulk Up Bulk Up - FIGHTING 20 -- 101 The user tenses its muscles to bulk up its body, boosting its Attack and Defense stats.
Circle Throw Circle Throw - FIGHTING 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 Close Combat - FIGHTING 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 Coaching - FIGHTING 10 -- 101 The user properly coaches its ally Pokémon, boosting their Attack and Defense stats.
Collision Course Collision Course - FIGHTING 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 Combat Torque - FIGHTING 10 100 100 This move is only used by a Starmobile. It may paralyze the opponent
Counter Counter - FIGHTING 20 -- 100 A retaliatory attack that counters any physical move, inflicting double the damage taken.
Cross Chop Cross Chop - FIGHTING 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 Detect - FIGHTING 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 Double Kick - FIGHTING 30 30 100 The user attacks by kicking the target twice in a row using two feet.
Drain Punch Drain Punch - FIGHTING 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 Dynamic Punch - FIGHTING 5 100 50 The user attacks by punching the target with full concentrated power. This also confuses the target.
Final Gambit Final Gambit - FIGHTING 5 -- 100 The user risks everything to attack the target. The user faints but inflicts damage equal to its own HP.
Flying Press Flying Press - FIGHTING 10 100 95 The user dives down onto the target from the sky. This move is Fighting and Flying type simultaneously.
Focus Blast Focus Blast - FIGHTING 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 Focus Punch - FIGHTING 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 Force Palm - FIGHTING 10 60 100 The target is attacked with a shock wave. This may also leave the target with paralysis.
Hammer Arm Hammer Arm - FIGHTING 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 High Jump Kick - FIGHTING 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 Jump Kick - FIGHTING 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 Karate Chop - FIGHTING 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 Low Kick - FIGHTING 20 -- 100 A powerful low kick that makes the target fall over. The heavier the target, the greater the move's power.
Low Sweep Low Sweep - FIGHTING 20 65 100 The user makes a swift attack on the target's legs, which lowers the target's Speed stat.
Mach Punch Mach Punch - FIGHTING 30 40 100 The user throws a punch at blinding speed. This move always goes first.
Mat Block Mat Block - FIGHTING 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 Max Knuckle - FIGHTING 10 10 101 This is a Fighting-type attack Dynamax Pokémon use. This boosts ally Pokémon's Attack stats.
Meteor Assault Meteor Assault - FIGHTING 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 No Retreat - FIGHTING 5 -- 101 This move boosts all the user's stats but prevents the user from switching out or fleeing.
Octolock Octolock - FIGHTING 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 Power-Up Punch - FIGHTING 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 Quick Guard - FIGHTING 15 -- 101 The user protects itself and its allies from priority moves.
Revenge Revenge - FIGHTING 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 Reversal - FIGHTING 15 -- 100 An all-out attack that becomes more powerful the less HP the user has.
Rock Smash Rock Smash - FIGHTING 15 40 100 The user attacks with a punch. This may also lower the target's Defense stat.
Rolling Kick Rolling Kick - FIGHTING 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 Sacred Sword - FIGHTING 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 Secret Sword - FIGHTING 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 Seismic Toss - FIGHTING 20 -- 100 The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Sky Uppercut Sky Uppercut - FIGHTING 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 Storm Throw - FIGHTING 10 60 100 The user attacks by striking the target with a fierce blow. This move always lands a critical hit.
Submission Submission - FIGHTING 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 Superpower - FIGHTING 5 120 100 The user attacks the target with great power. This also lowers the user's Attack and Defense stats.
Thunderous Kick Thunderous Kick - FIGHTING 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 Triple Arrows - FIGHTING 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 Triple Kick - FIGHTING 10 10 90 A consecutive three-kick attack that becomes more powerful with each successful hit.
Upper Hand Upper Hand - FIGHTING 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 Vacuum Wave - FIGHTING 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 Victory Dance - FIGHTING 10 -- 101 The user performs an intense dance to usher in victory, boosting its Attack, Defense, and Speed stats.
Vital Throw Vital Throw - FIGHTING 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 Wake-Up Slap - FIGHTING 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.