Solar Claw
Type  Fire
Category  Physical
PP  10 (max. 16)
Power  120
Accuracy  100%
Priority  {{{priority}}}
  • Makes contact
  • Affected by Protect
  • Not affected by Magic Coat or Magic Bounce
  • Not affected by Snatch
  • Affected by King's Rock
Foe Foe
Self Ally
May affect anyone but the user
  • TM102

Solar Claw is a Fire-type move. It is an original Solar Light & Lunar Dark move. It is TM102.


Solar Claw does nothing on the turn it is selected, other than state that the user has taken in sunlight. On the following turn, Solar Claw will inflict damage, PP will be deducted from it, and it will count as the last move used. Once Solar Claw is selected, the user will not be able to switch out until it is disrupted or fully executed.

Solar Claw will not need a turn to charge if used under Harsh Sunlight. It will only deal half of its normal damage if used during Rain, Sandstorm or Hail.



Solar Beam and Solar Claw both take two turns to attack and one turn under heavy sunlight.

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