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Pokemon Champions

List of Fighting-Type Moves

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Fighting-Type Moves, such as Aura Sphere, Cross Chop, and Dynamic Punch, appear in Pokemon Champions. See the list of Fighting-Type moves, their power, cooldown, and effects here!

List of Fighting-Type Moves

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Move Category Power Acc PP Details
Aura Sphere Special 80 - 20 This attack will never miss.
Axe Kick Physical 120 90 12 Has a chance to make the target confused if the move lands. If it misses, the user takes half of its max HP as damage.
Body Press Physical 80 100 12 Uses the user's Defense stat to calculate offensive damage instead of the Attack stat.
Brick Break Physical 75 100 16 This attack destroys protective barriers in play.
Bulk Up Status - - 20 Increases both the Attack and Defense stat of the user by one stage.
Circle Throw Physical 60 90 12 Forces the opponent to switch Pokemon. If used against a single wild Pokemon, this ends the battle.
Close Combat Physical 120 100 8 Lowers the user's Defense and Special Defense stats by one stage.
Coaching Status - - 12 Increases the Attack and Defense stat of allies by one stage.
Counter Physical - 100 20 If the user is hit by a Physical Attack, inflicts double the damage taken back on the opponent which used the attack.
Cross Chop Physical 100 80 8 This attack has a 1-stage increased Critical Hit ratio.
Detect Status - - 8 Protects the user from attacks. Has a chance of failing if used consecutively. Moves such as Acupressure, Doom Desire, Future Sight, Feint, Imprison, No Guard, Perish Song, Phantom Force, Play Nice, Psych Up, Shadow Force, and Transform bypass this move.
Drain Punch Physical 75 100 12 The user recovers half the damage inflicted as HP.
Dynamic Punch Physical 100 50 8 Confuses the opponent.
Final Gambit Special - 100 8 The user faints and damages the opponent equal to the amount of HP it had when it used this move. The user does not faint if the attack misses.
Focus Blast Special 120 70 8 Has a 10% chance to lower the opponent's Special Defense by one stage.
Focus Punch Physical 150 100 20 The user moves first to charge and last to attack within the same turn. The user flinches if the user gets damaged in between.
Hammer Arm Physical 100 90 12 Lowers the user's Speed by one stage.
High Jump Kick Physical 130 90 12 If the attack misses, the user takes half of its max HP as damage.
Low Kick Physical - 100 20 The attack's power is based on the target's weight. The heavier the target, the greater the power. The base power can go as low as 20 if the target opponent is under 10kg and as high as 120 if the target is over 200kg.
Low Sweep Physical 65 100 20 Lowers the opponent's Speed by one stage.
Mach Punch Physical 40 100 20 Has an increased Speed priority of 1, allowing it to go faster than most moves. If multiple Pokemon use a move with the same Speed priority, the one with higher Speed will go first.
Quick Guard Status - - 16 Protects the user and allies from attacks with increased Speed priority.
Reversal Physical - 100 16 Increases damage based on how much HP the user is missing. The lower the user's HP, the greater the base power.
Sacred Sword Physical 90 100 16 Ignores the opponent's stat changes.
Seismic Toss Physical - 100 20 The damage of this attack depends on the user's current level.
Storm Throw Physical 60 100 12 This attack is always a critical hit.
Superpower Physical 120 100 8 Lowers the user's Attack and Defense by one stage.
Triple Arrows Physical 90 100 20 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.
Upper Hand Physical 65 100 16 The user reacts to the target's movements and strikes with the heel of its palm. If the target was trying to use a priority move, the user will get the jump on them, allowing the user to attack first and cause their opponent to flinch without fail. This move will fail if the target wasn’t readying a priority move.
Vacuum Wave Special 40 100 20 Has an increased Speed priority of 1, allowing it to go faster than most moves. If multiple Pokemon use a move with the same Speed priority, the one with higher Speed will go first.

Fighting-Type Effectiveness

⦿ Super Effective (x2)
Pokemon Normal Type Icon Pokemon Ice Type Icon Pokemon Rock Type Icon Pokemon Dark Type Icon Pokemon Steel Type Icon
△ Not Very Effective (x0.5)
Pokemon Poison Type Icon Pokemon Flying Type Icon Pokemon Psychic Type Icon Pokemon Bug Type Icon Pokemon Fairy Type Icon
× No Effect (x0)
Pokemon Ghost Type Icon

Pokemon Champions Related Guides

Pokemon Champions Moves Partial Banner
List of All Moves

All Moves by Type

Grass Type Water Type Fire Type
Electric Type Ice Type Fighting Type
Ground Type Poison Type Flying Type
Psychic Type Bug Type Rock Type
Ghost Type Dragon Type Dark Type
Steel Type Fairy Type Normal Type

All Moves by Category

Physical Icon Special Icon Status Icon

All Moves by Characteristic

Contact Moves Recoil Moves Priority Moves
Punching Moves Multi-Target Moves Sound Moves
Slicing Moves Biting Moves Ball and Bomb Moves
Aura and Pulse Moves Moves With Secondary Effects -
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