What it does
Aura Sphere is a Fighting-type Special move that ignores all accuracy and evasion stat changes, hitting unconditionally (except against targets in a semi-invulnerable state like Fly or Dive).
What 'ignores accuracy and evasion' means in practice: Double Team stacking? Doesn't matter. Opponent used Sand Attack to drop your accuracy? Still hits. You got accuracy-dropped by a debuff? Still hits. Other moves have to deal with those checks — Aura Sphere doesn't.
The base power sits in a reliable, workable range — not the maximum in Fighting-type Special moves, but the guaranteed hit more than compensates. Fighting covers Rock, Steel, Dark, Normal, and Ice — a meaningful coverage spread for special attackers who need a Fighting slot.
No secondary effects, no accuracy worry. Just check if the target is in a valid hittable state and click.
Who runs it
Kommo-o (83%) is the most common carrier. Dragon/Fighting with Fighting STAB and Aura Sphere's guaranteed accuracy against Steel, Dark, and Rock types. Most sets run special or mixed attack configurations where this is the Fighting-type damage output.
Clawitzer (71%) has Mega Launcher, which boosts aura and pulse moves — Aura Sphere qualifies as an aura/pulse move. Under that ability, the power tier jumps significantly, making this one of Clawitzer's hardest-hitting options.
Infernape (40%) runs Aura Sphere on special or mixed attack sets as its Fighting STAB.
Lucario (19%) is Steel/Fighting and uses Aura Sphere as special Fighting STAB alongside its other move options.
Archaludon (24%), Gardevoir (14%), and Armarouge (16%) each carry it for Fighting-type coverage on their special attacking sets.
How to use it
Aura Sphere has a low decision barrier — no accuracy management needed, just point and click. The question is whether Fighting coverage is the right call on this target this turn.
In doubles, Fighting coverage targets Rock, Steel, and Normal types that appear often and can be problematic. Against those targets, Aura Sphere is a straightforward, reliable choice.
Mega Launcher on Clawitzer pushes this into genuinely threatening power territory. Without that ability, the move is consistent and safe — good for sets that need reliable Fighting coverage without the Focus Blast roulette.
Tips & strategy
The guaranteed hit has situational bursts of extra value. If your opponent is running an evasion strategy (stacking Double Team or similar), your other moves start losing consistency — Aura Sphere maintains 100% across every turn of that. It's not the most common scenario, but when it appears, this move shuts it down completely.
Special Fighting options comparison: Focus Blast hits harder but has roughly 70% accuracy — a real miss risk on critical turns. Aura Sphere gives up some power for guaranteed execution. Pick Aura Sphere when you cannot afford to miss; pick Focus Blast when you need maximum damage and can accept variance.
No contact means no Flame Body burn risk, no Rocky Helmet chip. That's an advantage versus physical Fighting moves — this one never costs you HP beyond the normal game flow.