Generation II Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Tail Whip |
|
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
— |
Bubble |
|
20 |
100 |
30 |
10 |
A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
4 |
Tail Whip |
|
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
7 |
Bubble |
|
20 |
100 |
30 |
10 |
A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
10 |
Withdraw |
|
-- |
100 |
40 |
-- |
Used mainly by Pokémon with shells. By withdrawing into the shell, DEFENSE is increased. |
13 |
Water Gun |
|
40 |
100 |
25 |
-- |
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
19 |
Bite |
|
60 |
100 |
25 |
30 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
25 |
Rapid Spin |
|
20 |
100 |
40 |
-- |
A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves. |
31 |
Protect |
|
-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
37 |
Rain Dance |
|
-- |
90 |
5 |
-- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
45 |
Skull Bash |
|
100 |
100 |
15 |
-- |
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
53 |
Hydro Pump |
|
120 |
80 |
5 |
-- |
The strongest WATER-type attack. While it is powerful, it may miss the target. |
TM & HM Attacks |
|
TM01 |
DynamicPunch
|
|
100 |
50 |
5 |
100 |
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
TM02 |
Headbutt
|
|
70 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
TM03 |
Curse
|
|
-- |
-- |
10 |
-- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
TM04 |
Rollout
|
|
30 |
90 |
20 |
-- |
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. |
TM06 |
Toxic
|
|
-- |
85 |
10 |
-- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM08 |
Rock Smash
|
|
20 |
100 |
15 |
50 |
A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths. |
TM10 |
Hidden Power
|
|
?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
TM13 |
Snore
|
|
40 |
100 |
15 |
30 |
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
TM14 |
Blizzard
|
|
120 |
70 |
5 |
10 |
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target. |
TM16 |
Icy Wind
|
|
55 |
95 |
15 |
100 |
An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits. |
TM17 |
Protect
|
|
-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM18 |
Rain Dance
|
|
-- |
90 |
5 |
-- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
TM20 |
Endure
|
|
-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
TM21 |
Frustration
|
|
?? |
100 |
20 |
-- |
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
TM23 |
Iron Tail
|
|
100 |
75 |
15 |
30 |
Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. |
TM27 |
Return
|
|
?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM28 |
Dig
|
|
60 |
100 |
10 |
-- |
The attacker digs underground in the first turn, then pops up in the next turn to attack. |
TM31 |
Mud-Slap
|
|
20 |
100 |
10 |
100 |
An attack that fires dirt, inflicting damage and reducing the target's accuracy. |
TM32 |
Double Team
|
|
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM33 |
Ice Punch
|
|
75 |
100 |
15 |
10 |
A special ICE-type attack. Has a one-in-ten chance of freezing the target. |
TM34 |
Swagger
|
|
-- |
90 |
15 |
100 |
A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
TM35 |
Sleep Talk
|
|
-- |
100 |
10 |
-- |
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
TM40 |
Defense Curl
|
|
-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
TM44 |
Rest
|
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM45 |
Attract
|
|
-- |
100 |
15 |
-- |
Infatuates targets, making it hard for them to attack foes of the opposite gender. |
HM03 |
Surf
|
|
95 |
100 |
15 |
-- |
A WATER-type attack. This move is strong and highly accurate. |
HM04 |
Strength
|
|
80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
HM06 |
Whirlpool
|
|
15 |
70 |
15 |
-- |
Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch. |
HM07 |
Waterfall
|
|
80 |
100 |
15 |
-- |
A WATER-type attack. Hits with a blow packing the power of fish traveling up waterfalls. |
Gen I Only Moves (Details) |
|
Mega Punch |
|
80 |
85 |
20 |
-- |
Gen I TM01 |
A NORMAL-type attack move. It is highly accurate and relatively powerful. |
Mega Kick |
|
120 |
75 |
5 |
-- |
Gen I TM05 |
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
Body Slam |
|
85 |
100 |
15 |
30 |
Gen I TM08 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. |
Take Down |
|
90 |
85 |
20 |
-- |
Gen I TM09 |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
Double-Edge |
|
120 |
100 |
15 |
-- |
Gen I TM10 |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |
BubbleBeam |
|
65 |
100 |
20 |
10 |
Gen I TM11 |
A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
Ice Beam |
|
95 |
100 |
10 |
10 |
Gen I TM13 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
Submission |
|
80 |
80 |
25 |
-- |
Gen I TM17 |
Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. |
Counter |
|
?? |
100 |
20 |
-- |
Gen I TM18 |
A retaliation move that pays back double the damage of a physical attack. Very accurate. |
Seismic Toss |
|
?? |
100 |
20 |
-- |
Gen I TM19 |
A FIGHTING-type attack. Throws the target with enough force to flip the world. |
Rage |
|
20 |
100 |
20 |
-- |
Gen I TM20 |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Mimic |
|
-- |
100 |
10 |
-- |
Gen I TM31 |
A move for learning one of the opponent's moves, for use during that battle only. |
Reflect |
|
-- |
100 |
20 |
-- |
Gen I TM33 |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
Bide |
|
-- |
100 |
10 |
-- |
Gen I TM34 |
The user waits for several turns. At the end, it returns double the damage it received. |
Substitute |
|
-- |
100 |
10 |
-- |
Gen I TM50 |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |