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Makuhita sprite

#0296

Makuhita

fighting1.0 m · 86.4 kg

Base stats — 237 total

HP
72
Atk
60
Def
30
SpA
20
SpD
30
Spe
25

Abilities

  • Thick Fat
  • Guts
  • Sheer Force hidden

Learnset

What Makuhita learns in Scarlet / Violet. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • 1Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 4Sand AttackgroundStatus100% acc15 PPLowers the target’s accuracy by one stage.
  • 7Arm ThrustfightingPhysical15 BP100% acc20 PPHits 2-5 times in one turn.
  • 10Fake OutnormalPhysical40 BP100% acc10 PPCan only be used as the first move after the user enters battle. Causes the target to flinch.
  • 13Force PalmfightingPhysical60 BP100% acc10 PPHas a chance to paralyze the target.
  • 16WhirlwindnormalStatus20 PPImmediately ends wild battles. Forces trainers to switch Pokémon.
  • 19Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • 22Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • 25Belly DrumnormalStatus10 PPUser pays half its max HP to max out its Attack.
  • 28DetectfightingStatus5 PPPrevents any moves from hitting the user this turn.
  • 31Seismic TossfightingPhysical100% acc20 PPInflicts damage equal to the user’s level.
  • 34Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • 37EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • 40Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • 43ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • 46Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.

Egg7

  • Bullet PunchsteelPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • Cross ChopfightingPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • Dynamic PunchfightingPhysical100 BP50% acc5 PPHas a chance to confuse the target.
  • FeintnormalPhysical30 BP100% acc10 PPHits through Protect and Detect.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Wide GuardrockStatus10 PPPrevents any multi-target moves from hitting friendly Pokémon this turn.

TM/HM50

  • Body PressfightingPhysical80 BP100% acc10 PPDamage is calculated using the user's Defense stat as its Attack, including stat stage changes.
  • Body SlamnormalPhysical85 BP100% acc15 PPHas a chance to paralyze the target.
  • Brick BreakfightingPhysical75 BP100% acc15 PPDestroys Reflect and Light Screen.
  • Bulk UpfightingStatus20 PPRaises the user’s Attack and Defense by one stage.
  • BulldozegroundPhysical60 BP100% acc20 PPHas a chance to lower the target’s Speed by one stage.
  • Chilling WaterwaterSpecial50 BP100% acc20 PPThe user attacks the target by showering it with water that's so cold it saps the target's power. This also lowers the target's Attack stat.
  • Close CombatfightingPhysical120 BP100% acc5 PPLowers the user’s Defense and Special Defense by one stage after inflicting damage.
  • CoachingfightingStatus10 PPRaises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user.
  • DiggroundPhysical80 BP100% acc10 PPUser digs underground, dodging all attacks, and hits next turn.
  • Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • EarthquakegroundPhysical100 BP100% acc10 PPInflicts regular damage and can hit Dig users.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Focus PunchfightingPhysical150 BP100% acc20 PPIf the user takes damage before attacking, the attack is canceled.
  • Heavy SlamsteelPhysical100% acc10 PPPower is higher when the user weighs more than the target, up to a maximum of 120.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • Knock OffdarkPhysical65 BP100% acc20 PPTarget drops its held item.
  • Low KickfightingPhysical100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Low SweepfightingPhysical65 BP100% acc20 PPLowers the target’s Speed by one stage.
  • MetronomenormalStatus10 PPRandomly selects and uses any move in the game.
  • Mud ShotgroundSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Mud SlapgroundSpecial20 BP100% acc10 PPHas a chance to lower the target’s accuracy by one stage.
  • Poison JabpoisonPhysical80 BP100% acc20 PPHas a chance to poison the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • Smack DownrockPhysical50 BP100% acc15 PPRemoves any immunity to Ground damage.
  • Stomping TantrumgroundPhysical75 BP100% acc10 PPHas double power if the user’s last move failed.
  • Stone EdgerockPhysical100 BP80% acc5 PPHas an increased chance for a critical hit.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SurfwaterSpecial90 BP100% acc15 PPInflicts regular damage and can hit Dive users.
  • SwiftnormalSpecial60 BP20 PPNever misses.
  • Take DownnormalPhysical90 BP85% acc20 PPUser receives 1/4 the damage it inflicts in recoil.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • Tera BlastnormalSpecial80 BP100% acc10 PPIf the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Upper HandfightingPhysical65 BP100% acc15 PPThe user reacts to the target's movement and strikes with the heel of its palm, making the target flinch. This move fails if the target is not readying a priority move.
  • Vacuum WavefightingSpecial40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in — 16 games

Click a game to see the learnset as it works there; click again to go back to the latest.

Makuhita — RunLocke Pokédex