Fly is a Flying-type move with 90 power and 95% accuracy. This two-turn move allows the user to fly up high during the first turn, making it untargetable by most moves, and then strike on the second turn. Fly is often used not only for its solid power but also for its utility in avoiding damage for a turn. Outside of battle, Fly is a convenient HM (Hidden Machine) move that lets players fast-travel to previously visited locations. In competitive play, while it provides a tactical advantage, it is less commonly used due to the predictability during its charge turn.
Inflicts regular damage. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, twister, and whirlwind still hit the user normally. gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. This move cannot be selected by sleep talk.
Short Effect: User flies high into the air, dodging all attacks, and hits next turn.
Inflicts regular damage. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, twister, and whirlwind still hit the user normally. gust and twister also have double power against the user. The damage from hail and sandstorm still applies during the immune turn. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be used while gravity is in effect. This move cannot be selected by sleep talk.