What it does
Fighting-type moves hit 20% harder. No HP cost, no lock. Other moves get nothing — that's the only catch.
Who runs it
Conkeldurr at 49% is the poster case. Its game plan is Drain Punch for damage-plus-recovery, with Mach Punch to clean up weakened targets. Both are Fighting-type. Black Belt strengthens both core moves in one slot, and it doesn't eat into the recovery that Drain Punch provides — unlike Life Orb, which effectively neutralizes that heal with constant recoil.
Gallade at 26% uses Close Combat as its main damage tool, with Psycho Cut as coverage. The Fighting move is the primary output, so Black Belt fits. Machamp at 11% works similarly — Dynamic Punch's accuracy is already a gamble; adding Life Orb recoil on top would be risky. Heracross at 8% usually prefers Choice Band for maximum power, but Black Belt is the flexible option when move variety matters.
How to use it
Black Belt rewards a simple game plan: send in your Fighting core, click your Fighting STAB move every turn. With Conkeldurr, the loop is Drain Punch → recover HP → Mach Punch to finish off weakened targets. Black Belt amplifies both without touching the recovery math.
If your Fighting-type also needs non-Fighting coverage, remember those moves get zero benefit. Infernape's Flare Blitz runs on base Attack only — factor that into your damage expectations.
Tips & strategy
Black Belt vs Life Orb: Conkeldurr's whole value proposition is draining HP while recovering. Life Orb's 10% recoil per hit directly offsets Drain Punch's recovery, potentially making each exchange a wash. Black Belt preserves the net heal, extending Conkeldurr's lifespan significantly.
Black Belt vs Choice Band: Choice Band is ×1.5 — numerically much stronger. But locking into a single move on a Pokémon that needs to alternate between Drain Punch and Mach Punch is a real constraint. Black Belt keeps both options open.