Fighting moves
All 42 Fighting moves in Pokémon Dusk Reborn, with power, accuracy, PP, what each one does and how many Pokémon learn it.
Effect text comes from the game's move list and some of it is carried over from the main series. Battles here are one Pokémon against one, so wording about allies or adjacent Pokémon does not apply. The learner counts come from the main series and do not limit what you can teach in this game. See changing moves and using TMs.
Moves at a glance
| Move | Category | Power | Acc. | PP | In short |
|---|---|---|---|---|---|
| Arm Thrust | Physical | 15 | 100 | 20 | Hits 2-5 times in one turn. |
| Aura Sphere | Special | 80 | – | 20 | This move does not check accuracy. |
| Brick Break | Physical | 75 | 100 | 15 | Destroys screens, unless the target is immune. |
| Bulk Up | Status | – | – | 20 | Raises the user's Attack and Defense by 1. |
| Circle Throw | Physical | 60 | 90 | 10 | Forces the target to switch to a random ally. |
| Close Combat | Physical | 120 | 100 | 5 | Lowers the user's Defense and Sp. Def by 1. |
| Counter | Physical | – | 100 | 20 | If hit by physical attack, returns double damage. |
| Cross Chop | Physical | 100 | 80 | 5 | High critical hit ratio. |
| Detect | Status | – | – | 5 | Prevents moves from affecting the user this turn. |
| Double Kick | Physical | 30 | 100 | 30 | Hits 2 times in one turn. |
| Drain Punch | Physical | 75 | 100 | 10 | User recovers 50% of the damage dealt. |
| Dynamic Punch | Physical | 100 | 50 | 5 | 100% chance to confuse the target. |
| Final Gambit | Special | – | 100 | 5 | Does damage equal to the user's HP. User faints. |
| Flying Press | Physical | 80 | 95 | 10 | Combines Flying in its type effectiveness. |
| Focus Blast | Special | 120 | 70 | 5 | 10% chance to lower the target's Sp. Def by 1. |
| Focus Punch | Physical | 150 | 100 | 20 | Fails if the user takes damage before it hits. |
| Force Palm | Physical | 60 | 100 | 10 | 30% chance to paralyze the target. |
| Hammer Arm | Physical | 100 | 90 | 10 | Lowers the user's Speed by 1. |
| High Jump Kick | Physical | 130 | 90 | 10 | User is hurt by 50% of its max HP if it misses. |
| Jump Kick | Physical | 100 | 95 | 10 | User is hurt by 50% of its max HP if it misses. |
| Karate Chop | Physical | 50 | 100 | 25 | High critical hit ratio. |
| Low Kick | Physical | – | 100 | 20 | More power the heavier the target. |
| Low Sweep | Physical | 65 | 100 | 20 | 100% chance to lower the target's Speed by 1. |
| Mach Punch | Physical | 40 | 100 | 30 | Usually goes first. |
| Mat Block | Status | – | – | 10 | Protects allies from attacks. First turn out only. |
| Power-Up Punch | Physical | 40 | 100 | 20 | 100% chance to raise the user's Attack by 1. |
| Quick Guard | Status | – | – | 15 | Protects allies from priority attacks this turn. |
| Revenge | Physical | 60 | 100 | 10 | Power doubles if user is damaged by the target. |
| Reversal | Physical | – | 100 | 15 | More power the less HP the user has left. |
| Rock Smash | Physical | 40 | 100 | 15 | 50% chance to lower the target's Defense by 1. |
| Rolling Kick | Physical | 60 | 85 | 15 | 30% chance to flinch the target. |
| Sacred Sword | Physical | 90 | 100 | 15 | Ignores the target's stat stage changes. |
| Secret Sword | Special | 85 | 100 | 10 | Damages target based on Defense, not Sp. Def. |
| Seismic Toss | Physical | – | 100 | 20 | Does damage equal to the user's level. |
| Sky Uppercut | Physical | 85 | 90 | 15 | Can hit Pokemon using Bounce, Fly, or Sky Drop. |
| Storm Throw | Physical | 60 | 100 | 10 | Always results in a critical hit. |
| Submission | Physical | 80 | 80 | 20 | Has 1/4 recoil. |
| Superpower | Physical | 120 | 100 | 5 | Lowers the user's Attack and Defense by 1. |
| Triple Kick | Physical | 10 | 90 | 10 | Hits 3 times. Each hit can miss, but power rises. |
| Vacuum Wave | Special | 40 | 100 | 30 | Usually goes first. |
| Vital Throw | Physical | 70 | – | 10 | This move does not check accuracy. Goes last. |
| Wake Up Slap | Physical | 70 | 100 | 10 | Power doubles if target is asleep, and wakes it. |
Arm Thrust
Physical FightingHits two to five times. Has a 1/3 chance to hit two or three times, and a 1/6 chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Ability Skill Link, this move will always hit five times.
Aura Sphere
Special FightingThis move does not check accuracy.
Brick Break
Physical FightingIf this attack does not miss, the effects of Reflect and Light Screen end for the target's side of the field before damage is calculated.
Bulk Up
Status FightingRaises the user's Attack and Defense by 1 stage.
Circle Throw
Physical FightingIf both the user and the target have not fainted, the target is forced to switch out and be replaced with a random unfainted ally. This effect fails if the target used Ingrain previously, has the Ability Suction Cups, or this move hit a substitute.
Close Combat
Physical FightingLowers the user's Defense and Special Defense by 1 stage.
Counter
Physical FightingDeals damage to the last foe to hit the user with a physical attack this turn equal to twice the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals damage with a Base Power of 1 instead. If that foe's position is no longer in use, the damage is done to a random foe in range. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by a foe's physical attack this turn.
Cross Chop
Physical FightingHas a higher chance for a critical hit.
Detect
Status FightingThe user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails or if the user's last move used is not Detect, Endure, King's Shield, Protect, Quick Guard, Spiky Shield, or Wide Guard. Fails if the user moves last this turn.
Double Kick
Physical FightingHits twice. If the first hit breaks the target's substitute, it will take damage for the second hit.
Drain Punch
Physical FightingThe user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down.
Learned in the main series by: 5 by level-up and 82 by TM. Earliest by level: Marshadow (start), Poipole (start), Mienfoo (Lv. 33), Mienshao (Lv. 33), Seismitoad (Lv. 44).
Dynamic Punch
Physical FightingHas a 100% chance to confuse the target.
Final Gambit
Special FightingDeals damage to the target equal to the user's current HP. If this move is successful, the user faints.
Flying Press
Physical FightingThis move combines Flying in its type effectiveness against the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Learned in the main series by: 1 by level-up. Earliest by level: Hawlucha (Lv. 28).
Focus Blast
Special FightingHas a 10% chance to lower the target's Special Defense by 1 stage.
Learned in the main series by: 1 by level-up and 163 by TM. Earliest by level: Yveltal (Lv. 72).
Focus Punch
Physical FightingThe user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move.
Learned in the main series by: 9 by level-up and 186 by TM. Earliest by level: Vigoroth (Lv. 37), Timburr (Lv. 46), Scraggy (Lv. 48), Gurdurr (Lv. 53), Conkeldurr (Lv. 53), Hitmonchan (Lv. 56), Scrafty (Lv. 58), Golett (Lv. 61), Golurk (Lv. 70).
Force Palm
Physical FightingHas a 30% chance to paralyze the target.
Hammer Arm
Physical FightingLowers the user's Speed by 1 stage.
Learned in the main series by: 24 by level-up and 9 by TM. Earliest by level: Metagross (start), Rhyperior (start), Emboar (start), Darmanitan (start), Groudon (Lv. 20), Timburr (Lv. 40), Rhydon (Lv. 42), Gurdurr (Lv. 45), Conkeldurr (Lv. 45), Sudowoodo (Lv. 49).
High Jump Kick
Physical FightingIf this attack is not successful, the user loses half of its maximum HP, rounded down, as crash damage. Pokemon with the Ability Magic Guard are unaffected by crash damage.
Jump Kick
Physical FightingIf this attack is not successful, the user loses half of its maximum HP, rounded down, as crash damage. Pokemon with the Ability Magic Guard are unaffected by crash damage.
Karate Chop
Physical FightingHas a higher chance for a critical hit.
Low Kick
Physical FightingDeals damage to the target based on its weight. Power is 20 if less than 10kg, 40 if less than 25kg, 60 if less than 50kg, 80 if less than 100kg, 100 if less than 200kg, and 120 if greater than or equal to 200kg.
Learned in the main series by: 16 by level-up and 128 by TM. Earliest by level: Primeape (start), Machoke (start), Machamp (start), Watchog (start), Elekid (Lv. 8), Bonsly (Lv. 8), Electivire (Lv. 8), Mankey (Lv. 9), Electabuzz (Lv. 10), Timburr (Lv. 12).
Low Sweep
Physical FightingHas a 100% chance to lower the target's Speed by 1 stage.
Mach Punch
Physical FightingNo additional effect.
Mat Block
Status FightingThe user and its party members are protected from damaging attacks made by other Pokemon, including allies, during this turn. Fails unless it is the user's first turn on the field, if the user moves last this turn, or if this move is already in effect for the user's side.
Power-Up Punch
Physical FightingHas a 100% chance to raise the user's Attack by 1 stage.
Learned in the main series by: 1 by level-up and 202 by TM. Earliest by level: Lucario (Lv. 15).
Quick Guard
Status FightingThe user and its party members are protected from attacks with original or altered priority greater than 0 made by other Pokemon, including allies, during this turn. This move modifies the same 1/X chance of being successful used by other protection moves, where X starts at 1 and triples each time this move is successfully used, but does not use the chance to check for failure. X resets to 1 if this move fails or if the user's last move used is not Detect, Endure, King's Shield, Protect, Quick Guard, Spiky Shield, or Wide Guard. Fails if the user moves last this turn or if this move is already in effect for the user's side.
Learned in the main series by: 23 by level-up and 13 by TM. Earliest by level: Mr. Mime (start), Escavalier (Lv. 8), Gallade (Lv. 11), Taillow (Lv. 25), Archen (Lv. 25), Archeops (Lv. 25), Swellow (Lv. 27), Hitmonchan (Lv. 31), Lucario (Lv. 33), Sawk (Lv. 37).
Revenge
Physical FightingPower doubles if the user was hit by the target this turn.
Reversal
Physical FightingDeals damage to the target based on the amount of HP the user has left. X is equal to (user's current HP * 48 / user's maximum HP), rounded down; the base power of this attack is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1.
Rock Smash
Physical FightingHas a 50% chance to lower the target's Defense by 1 stage.
Learned in the main series by: 1 by level-up and 397 by TM. Earliest by level: Sawk (start).
Rolling Kick
Physical FightingHas a 30% chance to flinch the target.
Sacred Sword
Physical FightingIgnores the target's stat stage changes, including evasiveness.
Secret Sword
Special FightingDeals damage to the target based on its Defense instead of Special Defense.
Learned in the main series by: 1 by TM. Some of them: Keldeo.
Seismic Toss
Physical FightingDeals damage to the target equal to the user's level.
Sky Uppercut
Physical FightingThis move can hit a target using Bounce, Fly, or Sky Drop.
Storm Throw
Physical FightingThis move is always a critical hit unless the target is under the effect of Lucky Chant or has the Abilities Battle Armor or Shell Armor.
Submission
Physical FightingIf the target lost HP, the user takes recoil damage equal to 1/4 the HP lost by the target, rounded half up, but not less than 1 HP.
Superpower
Physical FightingLowers the user's Attack and Defense by 1 stage.
Triple Kick
Physical FightingHits three times. Power increases to 20 for the second hit and 30 for the third. This move checks accuracy for each hit, and the attack ends if the target avoids any of the hits. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Ability Skill Link, this move will always hit three times.
Learned in the main series by: 1 by level-up. Earliest by level: Hitmontop (Lv. 33).
Vacuum Wave
Special FightingNo additional effect.
Learned in the main series by: 2 by level-up and 27 by TM. Earliest by level: Scyther (start), Hitmonchan (Lv. 26).
Vital Throw
Physical FightingThis move does not check accuracy.
Wake Up Slap
Physical FightingPower doubles if the target is asleep. If the user has not fainted, the target wakes up.
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