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Physical Moves draw power from the user's Attack Stat. Read on to see the list of all Physical moves in Pokemon Scarlet and Violet (SV)
List of Contents
Move | Type | Category | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
Accelerock | Rock | 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. |
Acrobatics | Flying | Physical | 55 | 100 | 15 | If the user is not holding an item, deals double damage. |
Aerial Ace | Flying | Physical | 60 | - | 20 | The attack never misses unless the opponent uses the following moves: Protect, Detect, Bounce, Dig, Dive, Fly, Phantom Force, Shadow Force, and Sky Drop. |
Aqua Cutter | Water | Physical | 70 | 100 | 20 | This attack has an increased Critical Hit ratio. |
Aqua Jet | Water | 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. |
Aqua Step | Water | Physical | 80 | 100 | 10 | Increases the user's Speed by one stage. |
Aqua Tail | Water | Physical | 90 | 90 | 10 | No additional effect. |
Arm Thrust | Fighting | Physical | 15 | 100 | 20 | The user attacks consecutively with a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Assurance | Dark | Physical | 60 | 100 | 10 | Doubles the damage if the target has already been damaged earlier in the same turn. |
Astonish | Ghost | Physical | 30 | 100 | 15 | Has a 30% chance of causing the opponent to flinch. |
Attack Order | Bug | Physical | 90 | 100 | 15 | This attack has a 1-stage increased Critical Hit ratio. |
Aura Wheel | Electric | Physical | 110 | 100 | 10 | Increases the user's Speed by one stage. If the user is in Hangry Mode, the attack type becomes Dark instead. |
Avalanche | Ice | Physical | 60 | 100 | 10 | Doubles the damage if the target has already been damaged in the same turn. |
Axe Kick | Fighting | Physical | 120 | 90 | 10 | 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. |
Barb Barrage | Poison | Physical | 60 | 100 | 10 | The user launches countless toxic barbs to inflict damage. This may also poison the target. This move’s power is doubled if the target is already poisoned. |
Beak Blast | Flying | Physical | 100 | 100 | 15 | The user charges first and attacks last within the same turn. If the opponent makes direct contact with the user while they are charging this attack, the opponent gets burned. |
Beat Up | Dark | Physical | - | 100 | 10 | Deals additional damage the more the Pokemon in the trainer's party. Pokemon which have fainted or status conditions will be excluded. |
Behemoth Bash | Steel | Physical | 100 | 100 | 5 | Doubles the damage if the target is Dynamaxed. |
Behemoth Blade | Steel | Physical | 100 | 100 | 5 | Doubles the damage if the target is Dynamaxed. |
Bind | Normal | Physical | 15 | 85 | 20 | Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints. |
Bite | Dark | Physical | 60 | 100 | 25 | Has a 30% chance of causing the opponent to flinch. |
Bitter Blade | Fire | Physical | 90 | 100 | 10 | The user recovers half the damage inflicted. |
Blaze Kick | Fire | Physical | 85 | 90 | 10 | This attack has a 1-stage increased Critical Hit ratio. Has a 10% to burn the target. |
Body Press | Fighting | Physical | 80 | 100 | 10 | Uses the user's Defense stat to calculate offensive damage instead of the Attack stat. |
Body Slam | Normal | Physical | 85 | 100 | 15 | Has a 30% chance to paralyze opponents. |
Bolt Strike | Electric | Physical | 130 | 85 | 5 | Has a 20% chance to paralyze opponents. |
Bone Rush | Ground | Physical | 25 | 90 | 10 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Bounce | Flying | Physical | 85 | 85 | 5 | The user is semi-invulnerable during the first turn and attacks during the second turn. Has a 30% chance to paralyze opponents. If the target uses Gust, Helping Hand, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, Toxic (if used by a Poison-type Pokemon), or Twister, the move will hit even if the user is in a semi-invulnerable turn. |
Branch Poke | Grass | Physical | 40 | 100 | 40 | No additional effect. |
Brave Bird | Flying | Physical | 120 | 100 | 15 | The user also takes recoil damage equal to 1/3 of the damage inflicted. |
Breaking Swipe | Dragon | Physical | 60 | 100 | 15 | Lowers the Attack stats of all opponents hit by the attack by one stage. |
Brick Break | Fighting | Physical | 75 | 100 | 15 | This attack destroys protective barriers in play. |
Brutal Swing | Dark | Physical | 60 | 100 | 20 | No additional effect. |
Bug Bite | Bug | Physical | 60 | 100 | 20 | Removes the target's Berry and uses its effect. |
Bulldoze | Ground | Physical | 60 | 100 | 20 | Lowers the opponent's Speed by one stage. |
Bullet Punch | Steel | Physical | 40 | 100 | 30 | 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. |
Bullet Seed | Grass | Physical | 25 | 100 | 30 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Ceaseless Edge | Dark | Physical | 65 | 90 | 15 | The user slashes its shell blade at the target, aiming to land a critical hit. Shell splinters left behind by this attack remain scattered under the target as spikes. |
Circle Throw | Fighting | Physical | 60 | 90 | 10 | Forces the opponent to switch Pokemon. If used against a single wild Pokemon, this ends the battle. |
Close Combat | Fighting | Physical | 120 | 100 | 5 | Lowers the user's Defense and Special Defense stats by one stage. |
Collision Course | Fighting | Physical | 100 | 100 | 5 | Deals 30% more damage if the move is super-effective. |
Comeuppance | Dark | Physical | - | 100 | 10 | The user attacks the last opposing Pokemon that hit it with either a physical or special attack, and deals double the damage of the move. |
Counter | Fighting | 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. |
Covet | Normal | Physical | 60 | 100 | 25 | If the user does not have a held item, it will steal that of the opponent it attacks. In a trainer battle, the stolen item will be returned at the end of the battle. |
Crabhammer | Water | Physical | 100 | 90 | 10 | This attack has a 1-stage increased Critical Hit ratio. |
Cross Chop | Fighting | Physical | 100 | 80 | 5 | This attack has a 1-stage increased Critical Hit ratio. |
Cross Poison | Poison | Physical | 70 | 100 | 20 | This attack has a 1-stage increased Critical Hit ratio. Has a 10% to poison the target. |
Crunch | Dark | Physical | 80 | 100 | 15 | Has a 20% chance to lower the opponent's Defense by one stage. |
Crush Claw | Normal | Physical | 75 | 95 | 10 | Has a 50% chance to lower the opponent's Defense by one stage. |
Crush Grip | Normal | Physical | - | 100 | 5 | Increases damage the higher the opponent's HP. The move's power is calculated based on the opponent's current HP and max HP: Power = 120 x (Target's Current HP/Target's Max HP) |
Darkest Lariat | Dark | Physical | 85 | 100 | 10 | Ignores the opponent's stat changes. |
Diamond Storm | Rock | Physical | 100 | 95 | 5 | Has a 50% chance of increasing the user's Defense by two stages. |
Dig | Ground | Physical | 80 | 100 | 10 | The user is semi-invulnerable during the first turn and then attacks during the second turn. If the target uses Helping Hand, Magnitutude, Earthquake, Fissure, or Toxic (if used by a Poison-type Pokemon), the move will still hit even if the user is in a semi-invulnerable turn. |
Dire Claw | Poison | Physical | 80 | 100 | 15 | The user lashes out at the target with ruinous claws, aiming to land a critical hit. This may also leave the target poisoned, paralyzed, or asleep. |
Dive | Water | Physical | 80 | 100 | 10 | The user is semi-invulnerable during the first turn and attacks during the second turn. If the target uses Helping Hand, Surf, Toxic (if used by a Poison-type Pokemon), or Whirlpool, the move will still hit even if the user is in a semi-invulnerable turn. |
Double Hit | Normal | Physical | 35 | 90 | 10 | The user attacks twice in a row. |
Double Kick | Fighting | Physical | 30 | 100 | 30 | The user attacks twice in a row. |
Double Shock | Electric | Physical | 120 | 100 | 5 | Causes the user to lose its Electric typing if used by an Electric type. The move will fail if the user is not an Electric type. |
Double-Edge | Normal | Physical | 120 | 100 | 15 | The user also takes recoil damage equal to 1/3 of the damage inflicted. |
Dragon Ascent | Flying | Physical | 120 | 100 | 5 | Lowers the users Defense and Special Defense stat by one stage. |
Dragon Claw | Dragon | Physical | 80 | 100 | 15 | No additional effect. |
Dragon Darts | Dragon | Physical | 50 | 100 | 10 | In Single Battles, attacks the opponent twice. In Double Battles, attacks each opponent once. If one of the two opponents is using a protection move or is a Fairy type, the user hits the opponent that isn't protected twice. |
Dragon Hammer | Dragon | Physical | 90 | 100 | 15 | No additional effect. |
Dragon Rush | Dragon | Physical | 100 | 75 | 10 | Has a 20% chance of causing the opponent to flinch. |
Dragon Tail | Dragon | Physical | 60 | 90 | 10 | Forces the opponent to switch Pokemon. If used against a single wild Pokemon, this ends the battle. |
Drain Punch | Fighting | Physical | 75 | 100 | 10 | The user recovers half the damage inflicted as HP. |
Drill Peck | Flying | Physical | 80 | 100 | 20 | No additional effect. |
Drill Run | Ground | Physical | 80 | 95 | 10 | This attack has a 1-stage increased Critical Hit ratio. |
Drum Beating | Grass | Physical | 80 | 100 | 10 | Lowers the opponent's Speed by one stage. |
Dual Wingbeat | Flying | Physical | 40 | 90 | 10 | No additional effect. |
Dynamic Punch | Fighting | Physical | 100 | 50 | 5 | Confuses the opponent. |
Earthquake | Ground | Physical | 100 | 100 | 10 | Hits all Pokemon on the field. Damage is doubled on Pokemon using Dig. |
Endeavor | Normal | Physical | - | 100 | 5 | Reduces the opponent's HP to match the current HP of the user. |
Explosion | Normal | Physical | 250 | 100 | 5 | The user faints after using this move. |
Extreme Speed | Normal | Physical | 80 | 100 | 5 | Has an increased Speed priority of 2, 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. |
Facade | Normal | Physical | 70 | 100 | 20 | Doubles the damage if the user is afflicted with Paralysis, Burn, Poison, or Toxic Poison. |
Fake Out | Normal | Physical | 40 | 100 | 10 | Always causes the opponent to flinch, but only works when used on the first turn the user can attack after being sent out, and fails otherwise. Has an increased Speed priority of 3, 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. |
False Surrender | Dark | Physical | 80 | - | 10 | This attack will never miss. |
False Swipe | Normal | Physical | 40 | 100 | 40 | Leaves the target with at least 1 HP. |
Feint | Normal | Physical | 30 | 100 | 10 | Ignores and removes the opponent's Protect and Detect. |
Fell Stinger | Bug | Physical | 50 | 100 | 25 | Increases the user's Attack by three stages if it knocks out the target. |
Fire Fang | Fire | Physical | 65 | 95 | 15 | Has a 10% chance of causing the opponent to flinch or burn opponents. |
Fire Lash | Fire | Physical | 80 | 100 | 15 | Lowers the opponent's Defense stat by one stage. |
Fire Punch | Fire | Physical | 75 | 100 | 15 | Has a 10% chance to burn opponents. |
First Impression | Bug | Physical | 90 | 100 | 10 | Only works during the first turn each time the user enters battle. The move has a +2 priority. |
Fissure | Ground | Physical | - | ? | 5 | The opponent faints if hit with this attack. |
Flail | Normal | Physical | - | 100 | 15 | Increases damage the less HP the user has left. |
Flame Charge | Fire | Physical | 50 | 100 | 20 | Increases the user's Speed by one stage. |
Flame Wheel | Fire | Physical | 60 | 100 | 25 | Has a 10% chance to burn opponents. |
Flare Blitz | Fire | Physical | 120 | 100 | 15 | The user also takes recoil damage equal to 1/3 of the damage inflicted. Has a 10% chance to burn opponents. |
Fling | Dark | Physical | - | 100 | 10 | This moves power and effects change depends on the user's held item. The user will also lose its held item. |
Flip Turn | Water | Physical | 60 | 100 | 20 | The user switches out from battle with another Pokemon in the party. |
Flower Trick | Grass | Physical | 70 | - | 10 | This attack will always land a critical hit and never miss. |
Fly | Flying | Physical | 90 | 95 | 15 | The user is semi-invulnerable during the first turn and attacks during the second turn. If the target uses Gust, Helping Hand, Hurricane, Sky Uppercut, Smack Down, Thousand Arrows, Thunder, Toxic (if used by a Poison-type Pokemon), or Twister, the move will hit even if the user is in a semi-invulnerable turn. |
Flying Press | Fighting | Physical | 100 | 95 | 10 | Considered both a Flying and Fighting type move. |
Focus Punch | Fighting | 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. |
Force Palm | Fighting | Physical | 60 | 100 | 10 | Has a 30% chance to paralyze opponents. |
Foul Play | Dark | Physical | 95 | 100 | 15 | Uses the opponent's Attack stat in damage calculation. Takes status conditions and stat boosts or drops into consideration but not boosts from the opponent's ability. |
Freeze Shock | Ice | Physical | 140 | 90 | 5 | Has a 30% chance to paralyze opponents. |
Fury Attack | Normal | Physical | 15 | 85 | 20 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Fury Cutter | Bug | Physical | 40 | 95 | 20 | This attack increases if it hits consecutively. |
Fury Swipes | Normal | Physical | 18 | 80 | 15 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Fusion Bolt | Electric | Physical | 100 | 100 | 5 | Deals double the damage if an ally uses Fusion Flare in the same turn. |
Giga Impact | Normal | Physical | 150 | 90 | 5 | The user can't attack on the next turn. |
Gigaton Hammer | Steel | Physical | 160 | 100 | 5 | The move cannot be used consecutively. |
Glacial Lance | Ice | Physical | 130 | 100 | 5 | No additional effect. |
Glaive Rush | Dragon | Physical | 120 | 100 | 5 | Causes the next attack to the user to be a guaranteed hit and deal double damage. |
Grassy Glide | Grass | Physical | 55 | 100 | 20 | Gets a 1-stage increased Speed priority in Grassy Terrain, 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. |
Grav Apple | Grass | Physical | 80 | 100 | 10 | Lowers the opponent's Defense by one stage. |
Guillotine | Normal | Physical | - | - | 5 | The move has a chance of landing a one-hit KO if the target's level is lower than the user's level. It always misses if the user's level is lower than the target. |
Gunk Shot | Poison | Physical | 120 | 80 | 5 | Has a 30% chance to poison the opponent. |
Gyro Ball | Steel | Physical | - | 100 | 5 | The move inflicts more damage if the user is slower than the target. Its base power is capped at 150. |
Hammer Arm | Fighting | Physical | 100 | 90 | 10 | Lowers the user's Speed by one stage. |
Hard Press | Steel | Physical | - | 100 | 10 | Does more damage the higher the target's health is. |
Head Smash | Rock | Physical | 150 | 80 | 5 | The user also takes recoil damage equal to half of the damage inflicted. |
Headbutt | Normal | Physical | 70 | 100 | 15 | Has a 30% chance of causing the opponent to flinch. |
Headlong Rush | Ground | Physical | 120 | 100 | 5 | The user smashes into the target in a full-body tackle. This also lowers the user’s Defense and Sp. Def stats. |
Heat Crash | Fire | Physical | - | 100 | 10 | The attack's power is based on the target's weight. The lighter the target, the greater the power. The base power can go as low as 20 if the target opponent is 50% of the user's weight and as high as 120 if the target is less than 20% of the user's weight. |
Heavy Slam | Steel | Physical | - | 100 | 10 | The attack's power is based on the target's weight. The lighter the target, the greater the power. The base power can go as low as 20 if the target opponent is 50% of the user's weight and as high as 120 if the target is less than 20% of the user's weight. |
High Horsepower | Ground | Physical | 95 | 95 | 10 | No additional effect. |
High Jump Kick | Fighting | Physical | 130 | 90 | 10 | If the attack misses, the user takes half of its max HP as damage. |
Horn Attack | Normal | Physical | 65 | 100 | 25 | No additional effect. |
Horn Drill | Normal | Physical | - | 30 | 5 | The opponent faints if hit with this attack. |
Horn Leech | Grass | Physical | 75 | 100 | 10 | The user recovers half the damage inflicted as HP. |
Hyper Drill | Normal | Physical | 100 | 100 | 5 | This attack goes through Protect, Detect, and the like. |
Hyperspace Fury | Dark | Physical | 100 | - | 5 | Ignores Protect, Detect, Spiky Shield, King's Shield, Baneful Bunker, Quick Guard, Wide Guard, and Substitute. |
Ice Fang | Ice | Physical | 65 | 95 | 15 | Has a 10% chance causing the opponent to flinch or freeze. |
Ice Hammer | Ice | Physical | 100 | 90 | 10 | Lowers the user's Speed by one stage. |
Ice Punch | Ice | Physical | 75 | 100 | 15 | Has a 10% chance to freeze the opponent. |
Ice Shard | Ice | Physical | 40 | 100 | 30 | 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. |
Ice Spinner | Ice | Physical | 80 | 100 | 15 | The move destroys any terrain, and does not fail even if the ground hasn't been turned into a terrain. |
Icicle Crash | Ice | Physical | 85 | 90 | 10 | Has a 30% chance of causing the opponent to flinch. |
Icicle Spear | Ice | Physical | 25 | 100 | 30 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Iron Head | Steel | Physical | 80 | 100 | 15 | Has a 30% chance of causing the opponent to flinch. |
Iron Tail | Steel | Physical | 100 | 75 | 15 | Has a 30% chance to lower the opponent's Defense by one stage. |
Ivy Cudgel | Grass | Physical | 100 | 100 | 10 | The user strikes with an ivy-wrapped cudgel. This move's type type changes depending on the mask worn by the user, and it has a heightened chance of landing of critical hit. |
Jaw Lock | Dark | Physical | 80 | 100 | 10 | Prevents both the user and the opponent from escaping until one of them faints. |
Jet Punch | Water | Physical | 60 | 100 | 15 | 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. |
Knock Off | Dark | Physical | 65 | 100 | 20 | Removes the opponent's held item, preventing its use. The damage increases by 50% if successful. |
Kowtow Cleave | Dark | Physical | 85 | - | 10 | This attack will never miss. |
Lash Out | Dark | Physical | 75 | 100 | 5 | Doubles the damage if the user's stats were lowered earlier in the same turn. |
Last Resort | Normal | Physical | 140 | 100 | 5 | No additional effect. |
Last Respects | Ghost | Physical | 50 | 100 | 10 | The move's base power is increased by 50 for each fainted ally in the user's party. |
Leaf Blade | Grass | Physical | 90 | 100 | 15 | This attack has a 1-stage increased Critical Hit ratio. |
Leafage | Grass | Physical | 40 | 100 | 40 | No additional effect. |
Leech Life | Bug | Physical | 80 | 100 | 10 | The user recovers half the damage inflicted as HP. |
Lick | Ghost | Physical | 30 | 100 | 30 | Has a 30% chance to paralyze opponents. |
Liquidation | Water | Physical | 85 | 100 | 10 | Has a 20% chance to lower the opponent's Defense by one stage. |
Low Kick | Fighting | 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 | Fighting | Physical | 65 | 100 | 20 | Lowers the opponent's Speed by one stage. |
Lunge | Bug | Physical | 80 | 100 | 15 | Lowers the opponent's Attack by one stage. |
Mach Punch | Fighting | Physical | 40 | 100 | 30 | 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. |
Mega Kick | Normal | Physical | 120 | 75 | 5 | No additional effect. |
Mega Punch | Normal | Physical | 80 | 85 | 20 | No additional effect. |
Megahorn | Bug | Physical | 120 | 85 | 10 | No additional effect. |
Metal Burst | Steel | Physical | - | 100 | 10 | The user damages the last Pokemon to hit it with 150% of the damage inflicted to the user. |
Metal Claw | Steel | Physical | 50 | 95 | 35 | Has a 10% chance to increase the user's Attack by one stage. |
Meteor Mash | Steel | Physical | 90 | 90 | 10 | Has a 20% chance to increase the user's Attack by one stage. |
Mighty Cleave | Rock | Physical | 95 | 100 | 5 | Deals damage even if the target protects itself. |
Mortal Spin | Poison | Physical | 30 | 100 | 15 | The user removes moves that trap Pokemon, and inflicts poison on its target. |
Mountain Gale | Ice | Physical | 100 | 85 | 10 | The user hurls giant chunks of ice at the target to inflict damage. This may also make the target flinch. |
Night Slash | Dark | Physical | 70 | 100 | 15 | This attack has a 1-stage increased Critical Hit ratio. |
Nuzzle | Electric | Physical | 20 | 100 | 20 | Paralyzes the opponent. |
Order Up | Dragon | Physical | 80 | 100 | 10 | Raises a specific stat by one stage depending on the form of Tatsugiri in the user's mouth: Attack with Curly Form, Defense with Droopy Form. Speed with Stretchy Form. |
Outrage | Dragon | Physical | 120 | 100 | 10 | The user uses the same attack for 2-3 turns and then becomes confused after. |
Pay Day | Normal | Physical | 40 | 100 | 20 | The user gains money after battle in the main game. |
Payback | Dark | Physical | 50 | 100 | 10 | Doubles the damage if the user moves after the target. |
Peck | Flying | Physical | 35 | 100 | 35 | No additional effect. |
Petal Blizzard | Grass | Physical | 90 | 100 | 15 | No additional effect. |
Phantom Force | Ghost | Physical | 90 | 100 | 10 | The user is semi-invulnerable during the first turn and attacks during the second turn. This attack goes through Protect. |
Pin Missile | Bug | Physical | 25 | 95 | 20 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Play Rough | Fairy | Physical | 90 | 90 | 10 | Has a 10% chance to lower the opponent's Attack by one stage. |
Pluck | Flying | Physical | 60 | 100 | 20 | The user removes the target's Berry and uses its effect instead. |
Poison Fang | Poison | Physical | 50 | 100 | 15 | Has a 50% chance to badly poison the target. |
Poison Jab | Poison | Physical | 80 | 100 | 20 | Has a 30% chance to poison the opponent. |
Poison Sting | Poison | Physical | 15 | 100 | 35 | Has a 30% chance to poison the opponent. |
Poison Tail | Poison | Physical | 50 | 100 | 25 | This attack has an increased Critical Hit ratio and has a 10% chance to poison the opponent. |
Poltergeist | Ghost | Physical | 110 | 90 | 5 | No additional effect. |
Population Bomb | Normal | Physical | 20 | 90 | 10 | The user attacks 1-10 times. Accuracy is checked on each strike. |
Pounce | Bug | Physical | 50 | 100 | 20 | Lowers the opponent's Speed by one stage. |
Pound | Normal | Physical | 40 | 100 | 35 | No additional effect. |
Power Trip | Dark | Physical | 20 | 100 | 10 | Damages increases by 100% for each stage a stat was increased by the user. |
Power Whip | Grass | Physical | 120 | 85 | 10 | No additional effect. |
Precipice Blades | Ground | Physical | 120 | 85 | 10 | No additional effect. |
Present | Normal | Physical | - | 90 | 15 | 40% chance of damaging target with 40 power. 30% chance of damaging target with 80 power. 10% chance of damaging target with 120 power. 20% chance of healing 1/4 of the user's max HP, but has no effect if the user has full HP. |
Psyblade | Psychic | Physical | 80 | 100 | 15 | The user rends the target with an ethereal blade. This move's power is boosted by 50 percent if the user is on Electric Terrain. |
Psychic Fangs | Psychic | Physical | 85 | 100 | 10 | This attack destroys protective barriers in play. |
Psycho Cut | Psychic | Physical | 70 | 100 | 20 | This attack has a 1-stage increased Critical Hit ratio. |
Pyro Ball | Fire | Physical | 120 | 90 | 5 | Has a 10% chance to burn the opponent. |
Quick Attack | Normal | Physical | 40 | 100 | 30 | 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. |
Rage Fist | Ghost | Physical | 50 | 100 | 10 | The move's power is increased by 50 each time the user has been hit during the battle. The counter is not reset if the user is switched out or has fainted. |
Raging Bull | Normal | Physical | 90 | 100 | 10 | This move's type can change between Fighting, Fire, or Water depending on the user's form. This attack also destroys protective barriers in play. |
Raging Fury | Fire | Physical | 120 | 100 | 10 | The user rampages around spewing flames for two to three turns. The user then becomes confused. |
Rapid Spin | Normal | Physical | 20 | 100 | 40 | The user removes moves that trap Pokemon and increases the user's Speed by one stage. Moves that trap Pokemon are the following: Bind, Clamp, Fire Spin, Infestation, Leech Seed, Magma Storm, Sand Tomb, Snap Trap, Spikes, Stealth Rock, Sticky Web, Toxic Spikes, Whirlpool, Wrap. |
Razor Leaf | Grass | Physical | 55 | 95 | 25 | This attack has a 1-stage increased Critical Hit ratio. |
Razor Shell | Water | Physical | 75 | 95 | 10 | Has a 50% chance to lower the opponent's Defense by one stage. |
Retaliate | Normal | Physical | 70 | 100 | 5 | Doubles the damage if an ally fainted in the previous turn. |
Reversal | Fighting | Physical | - | 100 | 15 | Increases damage based on how much HP the user is missing. The lower the user's HP, the greater the base power. |
Rock Blast | Rock | Physical | 25 | 90 | 10 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Rock Slide | Rock | Physical | 75 | 90 | 10 | Has a 30% chance of causing the opponent to flinch. |
Rock Smash | Fighting | Physical | 40 | 100 | 15 | Has a 50% chance to lower the opponent's Defense by one stage. |
Rock Throw | Rock | Physical | 50 | 90 | 15 | No additional effect. |
Rock Tomb | Rock | Physical | 60 | 95 | 15 | Lowers the opponent's Speed by one stage. |
Rock Wrecker | Rock | Physical | 150 | 90 | 5 | The user will be unable to attack next turn. |
Rollout | Rock | Physical | 30 | 90 | 20 | The user uses the same attack for 5 turns, doubling the damage for each successful hit. Using Defense Curl beforehand doubles the damage and its maximum base power is 480. |
Sacred Fire | Fire | Physical | 100 | 95 | 5 | Has a 50% chance to burn the opponent. |
Sacred Sword | Fighting | Physical | 90 | 100 | 15 | Ignores the opponent's stat changes. |
Salt Cure | Rock | Physical | 40 | 100 | 15 | Delas damage, then deals 1/8 of the target's max HP as residual damage per turn. Residual damage is doubled if the target is a Steel or Water type. |
Sand Tomb | Ground | Physical | 35 | 85 | 15 | Inflicts damage equal to 1/8 of the opponent's max HP each turn and prevents them from fleeing and switching out for 4-5 turns, or until the user switches out or faints. |
Scale Shot | Dragon | Physical | 25 | 90 | 20 | Increases the user's Speed by one stage and lowers the user's Defense by one stage. |
Scratch | Normal | Physical | 40 | 100 | 35 | No additional effect. |
Seed Bomb | Grass | Physical | 80 | 100 | 15 | No additional effect. |
Seismic Toss | Fighting | Physical | - | 100 | 20 | The damage of this attack depends on the user's current level. |
Self-Destruct | Normal | Physical | 200 | 100 | 5 | The user faints after using this move. |
Shadow Claw | Ghost | Physical | 70 | 100 | 15 | This attack has a 1-stage increased Critical Hit ratio. |
Shadow Force | Ghost | Physical | 120 | 100 | 5 | The user is semi-invulnerable during the first turn and attacks during the second turn. This attack goes through Protect or Detect. |
Shadow Punch | Ghost | Physical | 60 | - | 20 | This attack will never miss. |
Shadow Sneak | Ghost | Physical | 40 | 100 | 30 | 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. |
Skitter Smack | Bug | Physical | 70 | 90 | 10 | Lowers the opponent's Special Attack by one stage. |
Sky Attack | Flying | Physical | 140 | 90 | 5 | The user charges in the first turn and attacks in the next turn instead. Has a 30% chance of causing the opponent to flinch. |
Slam | Normal | Physical | 80 | 75 | 20 | No additional effect. |
Slash | Normal | Physical | 70 | 100 | 20 | This attack has a 1-stage increased Critical Hit ratio. |
Smack Down | Rock | Physical | 50 | 100 | 15 | Removes the target's Ground type immunity, and damages Pokemon using Fly or Bounce while cancelling them as well. Also damages Pokemon using Sky Drop but does not cancel the move. |
Smart Strike | Steel | Physical | 70 | - | 10 | This attack will never miss. |
Solar Blade | Grass | Physical | 125 | 100 | 10 | The user charges in the first turn and attacks in the next turn instead. If Sunny Day is active, the charge and attack happens in the same turn. |
Spin Out | Steel | Physical | 100 | 100 | 5 | Lowers the user's Speed stat by two stages. |
Spirit Break | Fairy | Physical | 75 | 100 | 15 | Lowers the opponent's Special Attack by one stage. |
Spirit Shackle | Ghost | Physical | 80 | 100 | 10 | Prevents the opponent from fleeing and switching out as long as the user remains in battle. |
Steel Roller | Steel | Physical | 130 | 100 | 5 | The user attacks while destroying the terrain. The move fails if the ground hasn't been turned into a terrain. |
Steel Wing | Steel | Physical | 70 | 90 | 25 | Has a 10% chance to increase the user's Defense by one stage. |
Stomp | Normal | Physical | 65 | 100 | 20 | Has a 30% chance of causing the opponent to flinch. |
Stomping Tantrum | Ground | Physical | 75 | 100 | 10 | Doubles the damage if the user's previous move failed. |
Stone Axe | Rock | Physical | 65 | 90 | 15 | The user swings its stone axes at the target, aiming to land a critical hit. Stone splinters left behind by this attack float around the target. |
Stone Edge | Rock | Physical | 100 | 80 | 5 | This attack has a 1-stage increased Critical Hit ratio. |
Strength | Normal | Physical | 80 | 100 | 15 | No additional effect. |
Struggle | Normal | Physical | 50 | - | 1 | The user takes damage equal to 25% of its max HP. |
Sucker Punch | Dark | Physical | 70 | 100 | 5 | The user damages the opponent if they're about to use a damaging move. This move fails if used after the opponent made their move or if they're not preparing to attack. |
Sunsteel Strike | Steel | Physical | 100 | 100 | 5 | This attack ignores Abilities. |
Super Fang | Normal | Physical | - | 90 | 10 | The user halves the opponent's current HP. |
Supercell Slam | Electric | Physical | 100 | 95 | 15 | Deals damage, but if the move misses the user will take damage instead. |
Superpower | Fighting | Physical | 120 | 100 | 5 | Lowers the user's Attack and Defense by one stage. |
Surging Strikes | Water | Physical | 25 | 100 | 5 | This attack is always a critical hit. |
Tackle | Normal | Physical | 40 | 100 | 35 | No additional effect. |
Tail Slap | Normal | Physical | 25 | 85 | 10 | The user attacks 2-5 times nonstop. Has a 37.5% chance for 2 hits, 37.5% chance for 3 hits, 12.5% chance for 4 hits, and a 12.5% chance for 5 hits. |
Take Down | Normal | Physical | 90 | 85 | 20 | The user also takes recoil damage equal to 25% of the damage inflicted. |
Temper Flare | Fire | Physical | 75 | 100 | 10 | Damage dealt is doubled if the user's last move fails. |
Thief | Dark | Physical | 60 | 100 | 25 | If the user does not have a held item, it will steal that of the opponent it attacks. In a trainer battle, the stolen item will be returned at the end of the battle. |
Thrash | Normal | Physical | 120 | 100 | 10 | The user uses the same attack for 2-3 turns and then becomes confused. |
Throat Chop | Dark | Physical | 80 | 100 | 15 | The user stops the opponent from using Sound-based moves for two turns. |
Thunder Fang | Electric | Physical | 65 | 95 | 15 | Has a 10% chance to paralyze the opponent or cause them to flinch. |
Thunder Punch | Electric | Physical | 75 | 100 | 15 | Has a 10% chance to paralyze the opponent. |
Thunderous Kick | Fighting | Physical | 90 | 100 | 10 | Lowers the opponent's Defense by one stage. |
Trailblaze | Grass | Physical | 50 | 100 | 20 | Increases the user's Speed by one stage. |
Triple Arrows | Fighting | Physical | 90 | 100 | 10 | 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 Axel | Ice | Physical | 20 | 90 | 10 | The user hits the opponent up to 3 times, dealing more damage with each successful hit. The move's base power is at 20 and increases to 40 and 60 for each hit, respectively. |
Triple Dive | Water | Physical | 30 | 95 | 10 | The user attacks thrice in a row. |
Triple Kick | Fighting | Physical | 10 | 90 | 10 | The user hits the opponent up to 3 times, dealing more damage with each successful hit. The move's base power is at 10 and increases to 20 and 30 for each hit, respectively. |
Trop Kick | Grass | Physical | 70 | 100 | 15 | Lowers the opponent's Attack by one stage. |
U-turn | Bug | Physical | 70 | 100 | 20 | The user switches out with another Pokemon in the party. |
Upper Hand | Fighting | Physical | 65 | 100 | 15 | 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. |
Vine Whip | Grass | Physical | 45 | 100 | 25 | No additional effect. |
Vise Grip | Normal | Physical | 55 | 100 | 30 | No additional effect. |
Volt Tackle | Electric | Physical | 120 | 100 | 15 | The user also takes recoil damage equal to 1/3 of the damage inflicted, has a 10% chance to paralyze the opponent. |
Waterfall | Water | Physical | 80 | 100 | 15 | Has a 20% chance of causing the opponent to flinch. |
Wave Crash | Water | Physical | 120 | 100 | 10 | The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot. |
Wicked Blow | Dark | Physical | 75 | 100 | 5 | This attack is always a critical hit. |
Wild Charge | Electric | Physical | 90 | 100 | 15 | The user also takes recoil damage equal to 25% of the damage inflicted. |
Wing Attack | Flying | Physical | 60 | 100 | 35 | No additional effect. |
Wood Hammer | Grass | Physical | 120 | 100 | 15 | The user also takes recoil damage equal to 1/3 of the damage inflicted. |
Wrap | Normal | Physical | 15 | 90 | 20 | Traps the opponent and deals damage equal to 1/8 of the target's maximum HP each turn. |
X-Scissor | Bug | Physical | 80 | 100 | 15 | No additional effect. |
Zen Headbutt | Psychic | Physical | 80 | 90 | 15 | Has a 20% chance of causing the opponent to flinch. |
Zing Zap | Electric | Physical | 80 | 100 | 10 | Has a 30% chance of causing the opponent to flinch. |
Most of these moves make contact with the target and this triggers unique interactions with items, abilities, and other moves.
For example, if you use a Physical Attack to a Pikachu with a Static ability, there is a chance that will you become paralyzed.
List of Physical Moves
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