#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
- Ruby / Sapphire
- Emerald
- Colosseum
- XD
- FireRed / LeafGreen
- Diamond / Pearl
- Platinum
- HeartGold / SoulSilver
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Brilliant Diamond / Shining Pearl
- Scarlet / Violet