Kubfu is a Fighting-type Pokémon introduced in Generation VIII and the first stage of its evolution line, with a base stat total of 385.

Kubfu

Kubfu

Abilities

Inner Focus

Prevents flinching.

Base Stats

Total: 385
EV Yield: 1 Attack
HP: 60
Attack: 90
Defense: 60
Sp. Atk: 53
Sp. Def: 50
Speed: 72

Kubfu's Weaknesses and Resistances

Evolution Chain

Kubfu evolves into Urshifu Single Strike by complete the Tower of Darkness.

#0891 Kubfu Kubfu fighting type
complete the Tower of Darkness
#0892 Urshifu Single Strike Urshifu Single Strike fighting typedark type

Kubfu Playthrough, Competitive, and Nuzlocke Usage

Using Kubfu in a Playthrough

Kubfu is received during The Isle of Armor story after completing Mustard's trials, and its evolution is unusual because the player chooses which permanent Urshifu style it becomes. In Sword and Shield, Kubfu evolves after completing either the Tower of Darkness or Tower of Waters and examining that tower's scroll; in Generation IX, exposing Kubfu directly to the Scroll of Darkness or Scroll of Waters produces Single Strike Style or Rapid Strike Style respectively. Both Urshifu forms share 100 HP, 130 Attack, 100 Defense, and 97 Speed, making either one an immediately powerful physical attacker, but their typings change the matchups substantially: Single Strike is Fighting/Dark and has a severe 4× Fairy weakness, while Rapid Strike is Fighting/Water and trades that vulnerability for weaknesses to Electric, Fairy, Flying, Grass, and Psychic. Single Strike's Wicked Blow is a perfectly accurate Dark attack that always lands a critical hit; it had 80 base power in Generation VIII and was reduced to 75 in Generation IX. Rapid Strike's Surging Strikes hits three times, each hit is a guaranteed critical hit, and each strike has 25 base power in Generation IX, giving the style a reliable way to bypass opposing Defense boosts and Attack drops. Unseen Fist lets Urshifu's contact moves hit through Protect and similar protection, making defensive stalling less reliable against either style, while Close Combat supplies extremely strong Fighting STAB at the cost of lowering both defenses. Rapid Strike also has Aqua Jet for priority, whereas Single Strike has Sucker Punch, and U-turn gives both styles a strong pivoting option. In Sword and Shield, Max Soup combined with Max Honey can unlock each style's unique Gigantamax form: G-Max One Blow for Single Strike and G-Max Rapid Flow for Rapid Strike both bypass even Max Guard, making Urshifu unusually difficult to stop with protective moves.

Kubfu in Competitive Pokémon

Urshifu has one of the clearest examples of two forms developing different but equally important competitive histories. Single Strike entered Sword/Shield OU as a devastating Choice Band and Bulk Up wallbreaker because 130 Attack, Wicked Blow's guaranteed critical hit, Close Combat, U-turn, Sucker Punch, and Unseen Fist made defensive scouting exceptionally difficult. Smogon formally suspect-tested Urshifu-Single-Strike in late 2020 and banned it from SS OU on January 10, 2021; it finished the generation in Ubers, where it remained a usable wallbreaker despite competition from stronger restricted and mythical threats. Rapid Strike, by contrast, remained legal and finished Sword/Shield in OU, where Choice Band Surging Strikes could break physically defensive targets through guaranteed critical hits while Aqua Jet and U-turn gave it excellent offensive utility. Generation IX eventually pushed both styles above OU: Single Strike began the Pokémon HOME metagame as Uber, while Rapid Strike initially remained legal but was quickbanned from SV OU on June 11, 2023 after proving too difficult to contain with Surging Strikes, Swords Dance, Terastallization, and its broad coverage. Rapid Strike also became one of the defining Pokémon of Scarlet/Violet VGC, where Surging Strikes ignores Intimidate's damage reduction through its critical hits and Unseen Fist punishes Protect, two properties that are particularly valuable in doubles. Single Strike has remained similarly dangerous in restricted and Battle Stadium environments, with Wicked Blow, Sucker Punch, Close Combat, and Tera Dark giving it enormous one-turn pressure despite its 4× Fairy weakness. Gigantamax Urshifu belongs mainly to Dynamax-legal formats rather than standard SS singles, where Dynamax was banned; its G-Max moves are notable because they can bypass Max Guard as well as ordinary protection.

Kubfu in Nuzlockes

Kubfu can be a valuable Nuzlocke encounter because it is guaranteed through The Isle of Armor story rather than dependent on random encounter luck, but the permanent choice between Urshifu styles should be made around the team's existing weaknesses rather than raw power alone. Single Strike is excellent against Psychic- and Ghost-oriented opponents but its 4× Fairy weakness is dangerous enough that even modest Fairy coverage can threaten a knockout, while Rapid Strike has more individual weaknesses but no 4× weakness and gains a useful Fire resistance. Wicked Blow is unusually safe for a high-impact attack because it is perfectly accurate and always critical, while Surging Strikes is also perfectly accurate and breaks Focus Sash, Substitute, and Sturdy-like one-hit protections through multiple hits. The drawback to Surging Strikes is contact being made three times, which can multiply damage from Rocky Helmet, Iron Barbs, Rough Skin, or similar effects and should be checked before committing to the attack. Close Combat is powerful and accurate but lowers both defenses, so repeatedly using it can turn an initially safe matchup into a dangerous one; Aqua Jet is a particularly useful emergency tool for Rapid Strike, whereas Sucker Punch can save Single Strike against faster attackers but fails if the opponent does not use an attacking move. Guaranteed critical hits also ignore defensive stat boosts that might otherwise make damage estimates unreliable, but they do not protect Urshifu from recoil, contact punishment, or faster special attackers exploiting its base 60 Special Defense. Gigantamax can provide a large temporary HP buffer in Sword and Shield, but its three-turn duration should be planned around the battle rather than treated as permanent durability.

Learnsets

46 moves · Scarlet Violet

Level Up

1 Leer normal type --- 100 status move
1 Rock Smash fighting type 40 100 physical move
4 Endure normal type --- --- status move
8 Focus Energy normal type --- --- status move
12 Aerial Ace flying type 60 --- physical move
16 Scary Face normal type --- 100 status move
20 Headbutt normal type 70 100 physical move
24 Brick Break fighting type 75 100 physical move
28 Detect fighting type --- --- status move
32 Bulk Up fighting type --- --- status move
36 Iron Head steel type 80 100 physical move
40 Dynamic Punch fighting type 100 50 physical move
44 Counter fighting type --- 100 physical move
48 Close Combat fighting type 120 100 physical move
52 Focus Punch fighting type 150 100 physical move

Machine

- Fire Punch fire type 75 100 physical move
- Ice Punch ice type 75 100 physical move
- Thunder Punch electric type 75 100 physical move
- Swords Dance normal type --- --- status move
- Body Slam normal type 85 100 physical move
- Take Down normal type 90 85 physical move
- Double-Edge normal type 120 100 physical move
- Low Kick fighting type --- 100 physical move
- Dig ground type 80 100 physical move
- Rest psychic type --- --- status move
- Substitute normal type --- --- status move
- Reversal fighting type --- 100 physical move
- Protect normal type --- --- status move
- Scary Face normal type --- 100 status move
- Endure normal type --- --- status move
- Sleep Talk normal type --- --- status move
- Metal Claw steel type 50 95 physical move
- Facade normal type 70 100 physical move
- Focus Punch fighting type 150 100 physical move
- Helping Hand normal type --- --- status move
- Brick Break fighting type 75 100 physical move
- Aerial Ace flying type 60 --- physical move
- Bulk Up fighting type --- --- status move
- U-turn bug type 70 100 physical move
- Close Combat fighting type 120 100 physical move
- Fling dark type --- 100 physical move
- Zen Headbutt psychic type 80 90 physical move
- Iron Head steel type 80 100 physical move
- Low Sweep fighting type 65 100 physical move
- Acrobatics flying type 55 100 physical move
- Tera Blast normal type 80 100 special move

Pokédex Entries

2 entries
Sword

Kubfu trains hard to perfect its moves. The moves it masters will determine which form it takes when it evolves.

Shield

If Kubfu pulls the long white hair on its head, its fighting spirit heightens and power wells up from the depths of its belly.

Additional Images

PokeAPI sprites

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Kubfu Biology and Behavior

Kubfu is a small bear-like Fighting-type that trains its body and mind intensely and treats defeat as motivation to become stronger rather than as a reason to retreat from training. It possesses a specialized organ in its lower abdomen that generates fighting energy through controlled breathing and intense concentration. Kubfu also pulls on the two long ribbons of fur behind its head to raise its fighting spirit and build power before or during training. Wild Kubfu live in remote mountainous regions outside Galar, although historical records indicate that the species once lived in Galar and traveled with humans who were exploring or trading in distant lands.

Kubfu Biological Data

National Pokédex
#891
Species
Wushu Pokémon
Height
2' 0" (0.6 m)
Weight
26.5 lbs (12.0 kg)
Habitat
Currently Unknown
Color
Gray
Body Style
Upright
Gender
12.5% female / 87.5% male

Misc

Catch Rate: 3

Base Experience: 77 Exp

Hatch Counter: 120

Kubfu Size Comparison: BETA

Kubfu is listed at 2' 0" (0.6 m) and shown in an in-chart visual comparison.

7 ft6 ft5 ft4 ft3 ft2 ft1 ft0 ft
kubfu
Professor Oak
How is visual size determined?

Pokédex height is treated as the official listed measurement, but the chart uses pose-aware visual scaling so each sprite looks reasonable in a direct comparison.

For long or coiled Pokémon, the listed height may represent total body length rather than upright height. For Pokémon with floppy ears, leaves, feathers, antennae, wings, or other flexible features, the chart usually measures to the top of the solid, substantial part of the head or body instead of the tallest decorative feature.

The goal is not to replace the official height, but to make the artwork compare naturally at the size it appears to occupy.