Triple Kick

Learnset All moves Help





Power: 10

Accuracy: 90%


10  (max. 16)


Generation 2


Triple Kick deals damage and will strike three times, with each kick’s base power increasing by 10. In other words the blows will be base power 10, 20 and 30 – a total of 60. Each hit has its own accuracy check, and if one kick misses, the move ends. Therefore, the chances of it being successful for each number of hits (with normal Accuracy/Evasion) are 90%, 81% and 73% respectively. Each strike of Triple Kick is treated like a separate attack: Each strike can get a critical hit independently. Abilities that activate on contact (Static, Weak Armor, Iron Barbs etc.) activate for each strike. If the Sturdy ability, Focus Sash, or Focus Band activates before the final hit, the subsequent hit will still deal damage and therefore cause the opponent to faint. If the first hit breaks a Substitute, the second hit will deal damage to the target Pokémon. The move Counter only counters the final hit, but Bide counters the complete damage.


In Generations 2-4, if a Focus Band or Focus Sash activates before the final hit, subsequent hits do not cause the holder to faint. In Generations 2-3, Triple Kick ends if the first hit breaks a Substitute.

Move target

Foe   Foe   Foe
Self   Ally   Ally
May affect anyone adjacent to the user



By leveling up

237 Hitmontop Fighting