Type Flying
Category Physical
PP 15 (max. 24)
Power 90
Accuracy 95%
Generation I
On the turn that Fly is selected, the user will fly up high, where the only attacks it cannot avoid are Bide, Swift, and Transform. On the following turn, Fly will inflict damage, PP will be deducted from it, and it will count as the last move used. Once Fly is selected, the user will be unable to switch out unless Fly is disrupted or fully executed.
If Fly is not fully executed, PP will not be deducted from it, and it will not count as the last move used. If the opponent uses Mirror Move during the turn that the user flies up high, Mirror Move will copy the move that the user executed immediately before using Fly (or fail if it can't).
Full paralysis and self-inflicted damage due to confusion will disrupt Fly. Additionally, if the user is fully paralyzed during the mostly-invulnerable turn of Fly, the mostly-invulnerable part will not be reset until the user switches out or fully executes Fly.
In Pokémon Stadium, Fly will allow the user to avoid damage reversed by Bide. Full paralysis will reset the mostly-invulnerable part of Fly. Mirror Move will copy Fly on either of the turns it takes to execute.
Generation II
Same as Generation I, however, the user cannot avoid Gust, Thunder, Twister, or Whirlwind whilst flying up high, and will receive double damage from Gust and Twister.
The user may also be hit in the air if it was previously targeted by Lock-On or Mind Reader, and then struck the following turn. Swift, Bide and Transform no longer hit on their own during the semi-invulnerable turn of Fly.
Generation III
Same as Generation II, however, the user is now unable to avoid Sky Uppercut whilst flying up high.
Generation IV
Same as Generation III, however, the base Power has increased to 90, instead of 70. The user can be affected by Stone Edge and Rock slide whilst in the semi-invulnerable turn.
Outside of battle