Low Kick has a power of 50, an accuracy of 90%, and has a 30% chance of causing the target to flinch.
Low Kick cannot make a target with a substitute flinch.
Generations III to VII
Low Kick now has 100% accuracy, and its power is now dependent on the weight of the target, inflicting greater damage on heavier targets. Its power is calculated as follows (note that the games use weight in kilograms instead of pounds for all the cutoffs):
0.1 - 9.9 kg
0.1 - 21.8 lbs.
10.0 - 24.9 kg
21.9 - 55.0 lbs.
25.0 - 49.9 kg
55.1 - 110.0 lbs.
50.0 - 99.9 kg
110.2 - 220.2 lbs.
100.0 - 199.9 kg
220.4 - 440.7 lbs.
200.0 kg or more
440.9 lbs. or more
Low Kick is no longer able to cause the target to flinch.
Let's Go, Pikachu! and Let's Go, Eevee!
This move effect may be in need of research. Reason:Does damage account for variations in weight, or still based on average/Pokédex weight? You can discuss this on the talk page.
Like all other weight-based moves, Low Kick will fail if used against a Dynamax or Gigantamax Pokémon.
Grid assumes the user is in the square marked by > facing to the right. Orange squares indicate spaces that are hit. Red squares indicate the knockback on hit Pokémon. A blue square indicates the user's position after performing the move.
This move is based on the sumo technique, "ketaguri," a kimarite in which the attacker leaps aside at the tachiai and sweeps his opponent's front leg from the inside while slapping the shoulder or pulling the arm.