Normal physical moves
All 67 Normal physical 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 | Power | Acc. | PP | In short |
|---|---|---|---|---|
| Barrage | 15 | 85 | 20 | Hits 2-5 times in one turn. |
| Bide | – | – | 10 | Waits 2 turns; deals double the damage taken. |
| Bind | 15 | 85 | 20 | Traps and damages the target for 4-5 turns. |
| Body Slam | 85 | 100 | 15 | 30% chance to paralyze the target. |
| Chip Away | 70 | 100 | 20 | Ignores the target's stat stage changes. |
| Comet Punch | 18 | 85 | 15 | Hits 2-5 times in one turn. |
| Constrict | 10 | 100 | 35 | 10% chance to lower the target's Speed by 1. |
| Covet | 60 | 100 | 25 | If the user has no item, it steals the target's. |
| Crush Claw | 75 | 95 | 10 | 50% chance to lower the target's Defense by 1. |
| Crush Grip | – | 100 | 5 | More power the more HP the target has left. |
| Cut | 50 | 95 | 30 | No additional effect. |
| Dizzy Punch | 70 | 100 | 10 | 20% chance to confuse the target. |
| Dodge | 80 | 60 | 15 | |
| Double Hit | 35 | 90 | 10 | Hits 2 times in one turn. |
| Double Slap | 15 | 85 | 10 | Hits 2-5 times in one turn. |
| Double-Edge | 120 | 100 | 15 | Has 33% recoil. |
| Egg Bomb | 100 | 75 | 10 | No additional effect. |
| Endeavor | – | 100 | 5 | Lowers the target's HP to the user's HP. |
| Explosion | 250 | 100 | 5 | Hits adjacent Pokemon. The user faints. |
| ExtremeSpeed | 80 | 100 | 5 | Nearly always goes first. |
| Facade | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. |
| Fake Out | 40 | 100 | 10 | Hits first. First turn out only. 100% flinch chance. |
| False Swipe | 40 | 100 | 40 | Always leaves the target with at least 1 HP. |
| Feint | 30 | 100 | 10 | Nullifies Detect, Protect, and Quick/Wide Guard. |
| Flail | – | 100 | 15 | More power the less HP the user has left. |
| Frustration | – | 100 | 20 | Max 102 power at minimum Happiness. |
| Fury Attack | 15 | 85 | 20 | Hits 2-5 times in one turn. |
| Fury Swipes | 18 | 80 | 15 | Hits 2-5 times in one turn. |
| Giga Impact | 150 | 90 | 5 | User cannot move next turn. |
| Guillotine | – | 30 | 5 | OHKOs the target. Fails if user is a lower level. |
| Head Charge | 120 | 100 | 15 | Has 1/4 recoil. |
| Headbutt | 70 | 100 | 15 | 30% chance to flinch the target. |
| Hold Back | 40 | 100 | 40 | Always leaves the target with at least 1 HP. |
| Horn Attack | 65 | 100 | 25 | No additional effect. |
| Horn Drill | – | 30 | 5 | OHKOs the target. Fails if user is a lower level. |
| Hyper Fang | 80 | 90 | 15 | 10% chance to flinch the target. |
| Last Resort | 140 | 100 | 5 | Fails unless each known move has been used. |
| Mega Kick | 120 | 75 | 5 | No additional effect. |
| Mega Punch | 80 | 85 | 20 | No additional effect. |
| Natural Gift | – | 100 | 15 | Power and type depends on the user's Berry. |
| Pay Day | 40 | 100 | 20 | Scatters coins. |
| Pound | 40 | 100 | 35 | No additional effect. |
| Present | – | 90 | 15 | 40, 80, 120 power, or heals target by 1/4 max HP. |
| Quick Attack | 40 | 100 | 30 | Usually goes first. |
| Rage | 20 | 100 | 20 | Raises the user's Attack by 1 if hit during use. |
| Rapid Spin | 20 | 100 | 40 | Frees user from hazards/partial trap/Leech Seed. |
| Retaliate | 70 | 100 | 5 | Power doubles if an ally fainted last turn. |
| Return | – | 100 | 20 | Max 102 power at maximum Happiness. |
| Rock Climb | 90 | 85 | 20 | 20% chance to confuse the target. |
| Scratch | 40 | 100 | 35 | No additional effect. |
| Secret Power | 70 | 100 | 20 | Effect varies with terrain. (30% paralysis chance) |
| Self Destruct | 200 | 100 | 5 | Hits adjacent Pokemon. The user faints. |
| Skull Bash | 130 | 100 | 10 | Raises user's Defense by 1 on turn 1. Hits turn 2. |
| Slam | 80 | 75 | 20 | No additional effect. |
| Slash | 70 | 100 | 20 | High critical hit ratio. |
| SmellingSalt | 70 | 100 | 10 | Power doubles if target is paralyzed, and cures it. |
| Spike Cannon | 20 | 100 | 15 | Hits 2-5 times in one turn. |
| Stomp | 65 | 100 | 20 | 30% chance to flinch the target. |
| Strength | 80 | 100 | 15 | No additional effect. |
| Struggle | 50 | – | 0 | User loses 25% of its max HP as recoil. |
| Super Fang | – | 90 | 10 | Does damage equal to 1/2 target's current HP. |
| Tackle | 50 | 100 | 35 | No additional effect. |
| Tail Slap | 25 | 85 | 10 | Hits 2-5 times in one turn. |
| Take Down | 90 | 85 | 20 | Has 1/4 recoil. |
| Thrash | 120 | 100 | 10 | Lasts 2-3 turns. Confuses the user afterwards. |
| ViceGrip | 55 | 100 | 30 | No additional effect. |
| Wrap | 15 | 90 | 20 | Traps and damages the target for 4-5 turns. |
Barrage
Physical NormalHits 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.
Bide
Physical NormalThe user spends two turns locked into this move and then, on the second turn after using this move, the user attacks the last Pokemon that hit it, inflicting double the damage in HP it lost during the two turns. If the last Pokemon that hit it is no longer on the field, the user attacks a random foe instead. If the user is prevented from moving during this move's use, the effect ends. This move does not check accuracy.
Bind
Physical NormalPrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.
Body Slam
Physical NormalHas a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Chip Away
Physical NormalIgnores the target's stat stage changes, including evasiveness.
Comet Punch
Physical NormalHits 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.
Learned in the main series by: 6 by level-up and 1 by TM. Earliest by level: Hitmonchan (start), Kangaskhan (start), Pancham (Lv. 15), Pangoro (Lv. 15), Ledyba (Lv. 22), Ledian (Lv. 24).
Constrict
Physical NormalHas a 10% chance to lower the target's Speed by 1 stage.
Covet
Physical NormalIf this attack was successful and the user has not fainted, it steals the target's held item if the user is not holding one. The target's item is not stolen if it is a Mail, or if the target is a Kyogre holding a Blue Orb, a Groudon holding a Red Orb, a Giratina holding a Griseous Orb, an Arceus holding a Plate, a Genesect holding a Drive, or a Pokemon that can Mega Evolve holding the Mega Stone for its species. Items lost to this move cannot be regained with Recycle or the Ability Harvest.
Crush Claw
Physical NormalHas a 50% chance to lower the target's Defense by 1 stage.
Crush Grip
Physical NormalPower is equal to 120 * (target's current HP / target's maximum HP), rounded half down, but not less than 1.
Learned in the main series by: 1 by level-up. Earliest by level: Regigigas (Lv. 75).
Cut
Physical NormalNo additional effect.
Learned in the main series by: 258 by TM. Some of them: Bulbasaur, Ivysaur, Venusaur, Charmander, Charmeleon, Charizard, Beedrill, Rattata, Raticate, Sandshrew.
Dizzy Punch
Physical NormalHas a 20% chance to confuse the target.
Dodge
Physical NormalThis attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Gust, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, and Twister. If the user is holding a Power Herb, the move completes in one turn.
No Pokémon in the main Pokédex learns this move by level or TM.
Double Hit
Physical NormalHits twice. If the first hit breaks the target's substitute, it will take damage for the second hit.
Double Slap
Physical NormalHits 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.
Double-Edge
Physical NormalIf the target lost HP, the user takes recoil damage equal to 33% the HP lost by the target, rounded half up, but not less than 1 HP.
Learned in the main series by: 68 by level-up and 376 by TM. Earliest by level: Wigglytuff (start), Escavalier (start), Bulbasaur (Lv. 27), Ivysaur (Lv. 31), Venusaur (Lv. 31), Rattata (Lv. 31), Chimecho (Lv. 33), Linoone (Lv. 35), Basculin (Lv. 36), Eevee (Lv. 37).
Egg Bomb
Physical NormalNo additional effect.
Endeavor
Physical NormalDeals damage to the target equal to (target's current HP - user's current HP). The target is unaffected if its current HP is less than or equal to the user's current HP.
Explosion
Physical NormalThe user faints after using this move, even if this move fails for having no target. This move is prevented from executing if any active Pokemon has the Ability Damp.
Learned in the main series by: 31 by level-up and 77 by TM. Earliest by level: Regirock (start), Regice (start), Registeel (start), Seedot (Lv. 33), Pineco (Lv. 34), Geodude (Lv. 36), Forretress (Lv. 36), Koffing (Lv. 37), Weezing (Lv. 40), Roggenrola (Lv. 40).
ExtremeSpeed
Physical NormalNo additional effect.
Facade
Physical NormalPower doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored.
Fake Out
Physical NormalHas a 100% chance to flinch the target. Fails unless it is the user's first turn on the field.
False Swipe
Physical NormalLeaves the target with at least 1 HP.
Learned in the main series by: 16 by level-up and 66 by TM. Earliest by level: Leavanny (start), Scyther (Lv. 13), Scizor (Lv. 13), Axew (Lv. 24), Fraxure (Lv. 24), Haxorus (Lv. 24), Karrablast (Lv. 25), Escavalier (Lv. 25), Cubone (Lv. 27), Nincada (Lv. 33).
Feint
Physical NormalIf this move is successful, it breaks through the target's Detect, King's Shield, Protect, or Spiky Shield for this turn, allowing other Pokemon to attack the target normally. If the target's side is protected by Crafty Shield, Mat Block, Quick Guard, or Wide Guard, that protection is also broken for this turn and other Pokemon may attack the target's side normally.
Flail
Physical NormalDeals 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.
Learned in the main series by: 52 by level-up and 35 by TM. Earliest by level: Donphan (start), Relicanth (start), Bonsly (Lv. 5), Phanpy (Lv. 6), Sudowoodo (Lv. 10), Goldeen (Lv. 13), Seaking (Lv. 13), Fletchling (Lv. 16), Fletchinder (Lv. 16), Talonflame (Lv. 16).
Frustration
Physical NormalPower is equal to the greater of ((255 - user's Happiness) * 2/5), rounded down, or 1.
Learned in the main series by: 1 by level-up and 703 by TM. Earliest by level: Buneary (start).
Fury Attack
Physical NormalHits 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.
Fury Swipes
Physical NormalHits 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.
Giga Impact
Physical NormalIf this move is successful, the user must recharge on the following turn and cannot make a move.
Learned in the main series by: 18 by level-up and 364 by TM. Earliest by level: Snorlax (Lv. 35), Lillipup (Lv. 40), Herdier (Lv. 47), Donphan (Lv. 50), Escavalier (Lv. 56), Stoutland (Lv. 59), Axew (Lv. 61), Bouffalant (Lv. 61), Electivire (Lv. 62), Fraxure (Lv. 66).
Guillotine
Physical NormalDeals damage to the target equal to the target's maximum HP. Ignores accuracy and evasiveness modifiers. This attack's accuracy is equal to (user's level - target's level + 30)%, and fails if the target is at a higher level. Pokemon with the Ability Sturdy are immune.
Head Charge
Physical NormalIf 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.
Learned in the main series by: 1 by level-up. Earliest by level: Bouffalant (Lv. 31).
Headbutt
Physical NormalHas a 30% chance to flinch the target.
Hold Back
Physical NormalLeaves the target with at least 1 HP.
No Pokémon in the main Pokédex learns this move by level or TM.
Horn Attack
Physical NormalNo additional effect.
Horn Drill
Physical NormalDeals damage to the target equal to the target's maximum HP. Ignores accuracy and evasiveness modifiers. This attack's accuracy is equal to (user's level - target's level + 30)%, and fails if the target is at a higher level. Pokemon with the Ability Sturdy are immune.
Hyper Fang
Physical NormalHas a 10% chance to flinch the target.
Last Resort
Physical NormalThis move fails unless the user knows this move and at least one other move, and has used all the other moves it knows at least once each since it became active or Transformed.
Mega Kick
Physical NormalNo additional effect.
Learned in the main series by: 1 by level-up and 118 by TM. Earliest by level: Hitmonlee (Lv. 53).
Mega Punch
Physical NormalNo additional effect.
Learned in the main series by: 6 by level-up and 118 by TM. Earliest by level: Regigigas (start), Mew (Lv. 20), Golett (Lv. 25), Golurk (Lv. 25), Kangaskhan (Lv. 36), Hitmonchan (Lv. 46).
Natural Gift
Physical NormalThe type and power of this move depend on the user's held Berry, and the Berry is lost. Fails if the user is not holding a Berry, if the user has the Ability Klutz, or if Embargo or Magic Room is in effect for the user.
Pay Day
Physical NormalNo additional effect.
Pound
Physical NormalNo additional effect.
Present
Physical NormalDeals damage or heals the target. 40% chance for 40 power, 30% chance for 80 power, 10% chance for 120 power, and 20% chance to heal the target by 1/4 of its maximum HP, rounded down. This move must hit to be effective.
Learned in the main series by: 1 by level-up and 9 by TM. Earliest by level: Delibird (start).
Quick Attack
Physical NormalNo additional effect.
Rage
Physical NormalOnce this move is successfuly used, the user's Attack is raised by 1 stage every time it is hit by another Pokemon's attack as long as this move is chosen for use.
Learned in the main series by: 32 by level-up and 152 by TM. Earliest by level: Kangaskhan (start), Feraligatr (start), Dunsparce (start), Bagon (start), Shelgon (start), Salamence (start), Sandile (start), Krokorok (start), Krookodile (start), Carvanha (Lv. 4).
Rapid Spin
Physical NormalIf this move is successful and the user has not fainted, the effects of Leech Seed and partial-trapping moves end for the user, and all hazards are removed from the user's side of the field.
Retaliate
Physical NormalPower doubles if one of the user's party members fainted last turn.
Return
Physical NormalPower is equal to the greater of (user's Happiness * 2/5), rounded down, or 1.
Learned in the main series by: 1 by level-up and 703 by TM. Earliest by level: Lopunny (start).
Rock Climb
Physical NormalHas a 20% chance to confuse the target.
Learned in the main series by: 7 by level-up and 102 by TM. Earliest by level: Ferrothorn (start), Venipede (Lv. 40), Scraggy (Lv. 45), Whirlipede (Lv. 46), Druddigon (Lv. 49), Scolipede (Lv. 50), Scrafty (Lv. 51).
Scratch
Physical NormalNo additional effect.
Learned in the main series by: 75 by level-up. Earliest by level: Charmander (start), Charmeleon (start), Charizard (start), Sandshrew (start), Sandslash (start), NidoranF (start), Nidorina (start), Nidoqueen (start), Paras (start), Parasect (start).
Secret Power
Physical NormalHas a 30% chance to cause a secondary effect on the target based on the battle terrain. Causes paralysis on the regular Wi-Fi terrain, causes paralysis during Electric Terrain, lowers Special Attack by 1 stage during Misty Terrain, and causes sleep during Grassy Terrain. The secondary effect chance is not affected by the Ability Serene Grace.
Learned in the main series by: 1 by level-up and 701 by TM. Earliest by level: Audino (Lv. 25).
Self Destruct
Physical NormalThe user faints after using this move, even if this move fails for having no target. This move is prevented from executing if any active Pokemon has the Ability Damp.
Skull Bash
Physical NormalThis attack charges on the first turn and executes on the second. Raises the user's Defense by 1 stage on the first turn. If the user is holding a Power Herb, the move completes in one turn.
Slam
Physical NormalNo additional effect.
Slash
Physical NormalHas a higher chance for a critical hit.
SmellingSalt
Physical NormalPower doubles if the target is paralyzed. If the user has not fainted, the target is cured of paralysis.
Spike Cannon
Physical NormalHits 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.
Stomp
Physical NormalHas a 30% chance to flinch the target. Damage doubles and no accuracy check is done if the target has used Minimize while active.
Strength
Physical NormalNo additional effect.
Learned in the main series by: 1 by level-up and 341 by TM. Earliest by level: Machamp (start).
Struggle
Physical NormalDeals typeless damage to one adjacent foe at random. If this move was successful, the user loses 1/4 of its maximum HP, rounded half up; the Ability Rock Head does not prevent this. This move can only be used if none of the user's known moves can be selected.
No Pokémon in the main Pokédex learns this move by level or TM.
Super Fang
Physical NormalDeals damage to the target equal to half of its current HP, rounded down, but not less than 1 HP.
Tackle
Physical NormalNo additional effect.
Tail Slap
Physical NormalHits 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.
Take Down
Physical NormalIf 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.
Thrash
Physical NormalDeals damage to one adjacent foe at random. The user spends two or three turns locked into this move and becomes confused after the last turn of the effect if it is not already. If the user is prevented from moving or the attack is not successful against the target on the first turn of the effect or the second turn of a three-turn effect, the effect ends without causing confusion. If this move is called by Sleep Talk, the move is used for one turn and does not confuse the user.
Learned in the main series by: 45 by level-up and 15 by TM. Earliest by level: Nidoking (start), Gyarados (start), Whiscash (start), Eelektross (start), Volcarona (start), Totodile (Lv. 22), Feraligatr (Lv. 24), Darumaka (Lv. 27), Darmanitan (Lv. 27), Pupitar (Lv. 28).
ViceGrip
Physical NormalNo additional effect.
Wrap
Physical NormalPrevents the target from switching for four or five turns; seven turns if the user is holding Grip Claw. Causes damage to the target equal to 1/8 of its maximum HP (1/6 if the user is holding Binding Band), rounded down, at the end of each turn during effect. The target can still switch out if it is holding Shed Shell or uses Baton Pass, Parting Shot, U-turn, or Volt Switch. The effect ends if either the user or the target leaves the field, or if the target uses Rapid Spin or Substitute. This effect is not stackable or reset by using this or another partial-trapping move.