fighting

High Jump Kick

Categoryphysical
Power130
Accuracy90%
PP10 (max 16)
Priority0
IntroducedGeneration I

Machines

High Jump Kick has no machine names in any version.

Descriptions

Gold / Silver
Crystal
May miss and hurt the user.
Ruby / Sapphire
Emerald
A jumping knee kick. If it misses, the user is hurt.
Fire Red / Leaf GreenA strong jumping knee kick. If it misses, the user is hurt.
Diamond / Pearl
Platinum
Heart Gold / Soul Silver
The foe is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Black / White
Black 2 / White 2
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
X / Y
Omega Ruby / Alpha Sapphire
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Sun / Moon
Ultra Sun / Ultra Moon
Let's Go Pikachu / Let's Go Eevee
The target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.
Sword / ShieldThe target is attacked with a knee kick from a jump. If it misses, the user is hurt instead.

Target

This move targets one other Pokémon on the field, selected by the trainer.

Foe
front view of Gardevoir
Foe
front view of Gengar
Foe
front view of Moltres
Back view of Current Pokemon
User
front view of Charizard
Ally
front view of Electrivire
Ally

Stat Changes

High Jump Kick doesn't affect any stats when used.

Effect Entries

Inflicts regular damage. If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down. This move cannot be used while gravity is in effect.

Version Changes

Prior to Generation IV, High Jump Kick has 85 Power.

Prior to Generation V, High Jump Kick has 100 Power and 20 PP.

Contests

High Jump Kick has the Cool contest type.

Appeal6
Jam0

After this move, the user is more easily startled.

Combo: If Mind Reader is used before High Jump Kick, the user gains 12 appeal points instead of 6.

Super Contests

Appeal3

A basic performance using a move known by the Pokémon.

Combo: If Meditate is used before High Jump Kick, the user gains 6 appeal points instead of 3.


Learnset (19)