Triple Kick (move)

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Revision as of 13:52, 29 May 2013 by Stratelier (talk | contribs) (Generation II: reorganize this paragraph. Splitting it in two improves readability.)
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Triple Kick
トリプルキック Triple Kick
Triple Kick.png
Type  Fighting
Category  Physical
PP  10 (max. 16)
Power  10
Accuracy  90%
Priority  {{{priority}}}
Foe Foe Foe
Self Ally Ally
May affect anyone adjacent to the user
Introduced  Generation II
Condition  Cool
Appeal  4 ♥♥♥♥
Jam  0  
A highly appealing move.
Condition  Cool
Appeal  2 ♥♥
Allows performance of the same move twice in a row.
Condition  Cool
Appeal  0  
Jamming  0  

Triple Kick (Japanese: トリプルキック Triple Kick) is a damage-dealing Fighting-type multi-strike move introduced in Generation II. It is Hitmontop's signature move.


Generation II

Triple Kick inflicts damage up to three times in a single turn, with the base power of each successive hit increasing by 10 (e.g., the third hit has a base power of 30). Unlike other multi-hit moves (e.g. Double Kick), each hit has its own accuracy check; if one hit misses, the move ends.

Since each hit has 90% base accuracy, ignoring modifications to accuracy and evasion (including Lock-On and Mind Reader) there is a 72.9% chance that it will hit 3 times (for a cumulative 60 base power), an 8.1% chance that it will hit twice (for a cumulative 30 base power), a 9% chance that it will hit once (at 10 base power), and a 10% chance that it will miss outright; on average, the move's effective base power is 47.07.

Triple Kick will end immediately if it breaks a substitute. Bide and Counter will only acknowledge the last hit of this move.

Generation III

If the target has an Ability which activates upon contact, each hit counts individually, enabling the Ability to activate multiple times.

Generation IV

Same as previous generations, except it will continue attacking after a substitute is broken.

Generation V

Unlike previous generations, if Focus Sash, Focus Band, or Sturdy activate before the last hit is dealt, the following hit will cause the defending Pokémon to faint; however, Focus Band can still activate repeatedly to prevent fainting, but each chance is independent of the previous one. Each hit will cause Weak Armor to activate.

If the target is holding a Rocky Helmet, the user is damaged for each hit.


Games Description
A three-kick attack that inflicts increasing damage. When one kick misses, the move ends.
Hits three times with rising power.
RSE Kicks the foe 3 times in a row with rising intensity.
FRLG A 3-kick attack that becomes more powerful with each successive hit.
Kicks 1 to 3 times in a row with rising intensity.
A consecutive three-kick attack that becomes more powerful with each successive hit.


By leveling up

# Pokémon Type Level
237 Hitmontop Hitmontop Fighting Fighting 49 20 19 19 ''''
Bold indicates a Pokémon gains STAB from this move.
Italics indicates a Pokémon whose evolution or alternate form receives STAB from this move.

In the anime

Chigusa Hitmontop Triple Kick.png Butch Hitmontop Triple Kick.png Mason Hitmontop Triple Kick.png None.png
Chigusa's Hitmontop Butch's Hitmontop Mason's Hitmontop
A consecutive three-kick attack that becomes more powerful with each successive hit.
Pokémon Method
User First Used In Notes
237 Hitmontop Hitmontop spins on its head and kicks the opponent three times with its legs and tail.
Chigusa's Hitmontop Two Hits and a Miss Debut
Butch's Hitmontop The Mystery is History None
Mason's Hitmontop Outrageous Fortunes None

In the manga

In the Pokémon Adventures manga

In the Pokémon Gold and Silver: The Golden Boys manga

In other generations

Triple Kick II.png Triple Kick III.png Triple Kick IV.png
Generation I RBY Generation I
Generation I
Generation II Generation II
Generation II
Crystal Generation III Generation III
Generation III
RS FRLG FRLGE Generation IV Generation IV
Generation IV
PtHGSS HGSS Generation V BW B2W2 Generation V
Generation V
Generation VI XY ORAS Stadium (Jap) Stadium Stadium 2 Colosseum XD Battle Revolution Battle Revolution
(alternative animation)
Battrio Mystery Dungeon PMD: Red and Blue PMD: Time, Darkness, Sky Rumble Rumble Blast


  • This is the only multi-strike move that powers up on each consecutive hit, and the only one where hits after the first one can miss.
  • Triple Kick is tied with Constrict for the move with the lowest base power out of all damage-dealing moves.

In other languages

Language Title
Mandarin Chinese 三倍足攻 Sānbèi Zúgōng
The Netherlands Flag.png Dutch Driedubbele Schop
Finland Flag.png Finnish Kolmoispotku
France Flag.png French Triple-Pied
Germany Flag.png German Dreifachkick
Greece Flag.png Greek Τριπλό Λάκτισμα
Indonesia Flag.png Indonesian Triple Kick
Italy Flag.png Italian Triplocalcio
South Korea Flag.png Korean 트리플킥 Triple Kick
Brazil Flag.png Brazilian Portuguese Chute Triplo
Serbia Flag.png Serbian Trostruki Šut
Spain Flag.png Spanish Triplepatada

Project Moves and Abilities logo.png This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games.