Pokemon Scarlet and Violet (SV)

List of Physical Moves

Pokemon Scarlet and Violet - Ceruledge Physical Move
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 Physical Moves

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.

Physical Moves Overview

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.

Pokemon Scarlet and Violet Related Guides

Pokemon Scarlet and Violet SV - Moves Banner

List of All Moves

Moves by Type and Category

Moves by Type
Grass TypeGrass Water TypeWater Fire TypeFire
Electric TypeElectric Ice TypeIce Fighting TypeFighting
Ground TypeGround Poison TypePoison Flying TypeFlying
Psychic TypePsychic Bug TypeBug Rock TypeRock
Ghost Type,Ghost Dragon TypeDragon Dark TypeDark
Steel TypeSteel Fairy TypeFairy Normal TypeNormal
Moves by Category
Physical IconPhysical Special IconSpecial Status IconStatus
Moves by Effects
Stat-Boosting Moves Stat-Reducing Moves Status-Inflicting Moves
Moves that Never Miss Moves that Set Entry Hazards Sound-Based Moves
High-Critical Hit Moves Moves that Change Weather Moves that Change Terrain
Powder/Spore Moves Moves that Restore HP Redirection Moves
Multi-Hit Moves One-Hit Knockout Moves Trapping Moves
Moves with Recoil Damage List of Priority Moves Moves that Block Attacks
Status Restoring Moves Switching Moves Wind Moves
List of Set Damage Moves Moves That Remove Screens List of Moves Boosted When Terastallized
Other Move Guides
All Gen 9 New Moves Unavailable
Moves
List of New DLC Moves
Returning DLC Moves The Teal Mask DLC New TMs The Indigo Disk DLC New TMs

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