Generation II Level Up |
|
— |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
— |
Disable |
|
-- |
55 |
20 |
-- |
A move that disables one of the target's moves. That move can't be used until it wears off. |
11 |
Barrier |
|
-- |
100 |
30 |
-- |
Instantly forms a barrier between the user and the opponent. DEFENSE is increased. |
22 |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
33 |
Psych Up |
|
-- |
100 |
10 |
-- |
Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
44 |
Future Sight |
|
80 |
90 |
15 |
-- |
A special PSYCHIC-type attack. It strikes the target two turns after it is used. |
55 |
Mist |
|
-- |
100 |
30 |
-- |
Provides full protection against any enemy status attack. |
66 |
Psychic |
|
90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
77 |
Amnesia |
|
-- |
100 |
20 |
-- |
A move that increases the user's SPCL.DEF stat. It is normally used up to three times. |
88 |
Recover |
|
-- |
100 |
20 |
-- |
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. |
99 |
Safeguard |
|
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |
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. |
TM06 |
Toxic
|
|
-- |
85 |
10 |
-- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM07 |
Zap Cannon
|
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
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. |
TM09 |
Psych Up
|
|
-- |
100 |
10 |
-- |
Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
TM10 |
Hidden Power
|
|
?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
TM11 |
Sunny Day
|
|
-- |
90 |
5 |
-- |
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
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. |
TM15 |
Hyper Beam
|
|
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
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. |
TM22 |
SolarBeam
|
|
120 |
100 |
10 |
-- |
Strongest GRASS-type attack. Energy is absorbed in the first turn, then fired on the next. |
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. |
TM25 |
Thunder
|
|
120 |
70 |
10 |
30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM27 |
Return
|
|
?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM29 |
Psychic
|
|
90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
TM30 |
Shadow Ball
|
|
80 |
100 |
15 |
20 |
A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
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. |
TM38 |
Fire Blast
|
|
120 |
85 |
5 |
10 |
Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
TM39 |
Swift
|
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM41 |
ThunderPunch
|
|
75 |
100 |
15 |
10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
TM42 |
Dream Eater
|
|
100 |
100 |
15 |
-- |
Works only on sleeping Pokémon. Steals the target's HP and adds 50%% of it to the user's HP. |
TM43 |
Detect
|
|
-- |
100 |
5 |
-- |
Allows user to completely evade attack. If used consecutively, its success rate decreases. |
TM44 |
Rest
|
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM50 |
Nightmare
|
|
-- |
100 |
15 |
-- |
A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. |
HM05 |
Flash
|
|
-- |
70 |
20 |
-- |
Blinds the target with a bright flash of light, reducing the opponent's accuracy. |
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. |
Water Gun |
|
40 |
100 |
25 |
-- |
Gen I TM12 |
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
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. |
Thunderbolt |
|
95 |
100 |
15 |
10 |
Gen I TM24 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
Teleport |
|
-- |
100 |
20 |
-- |
Gen I TM30 |
A special move for instantly escaping from wild Pokémon. Useful in the wild only. |
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. |
Metronome |
|
-- |
100 |
10 |
-- |
Gen I TM35 |
The user waggles its finger, triggering a move. There is no telling what will happen. |
Selfdestruct |
|
200 |
100 |
5 |
-- |
Gen I TM36 |
The user explodes, damaging the enemy, then faints. Useless against the GHOST type. |
Skull Bash |
|
100 |
100 |
15 |
-- |
Gen I TM40 |
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
Thunder Wave |
|
-- |
100 |
20 |
-- |
Gen I TM45 |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
Psywave |
|
?? |
80 |
15 |
-- |
Gen I TM46 |
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. |
Tri Attack |
|
80 |
100 |
10 |
20 |
Gen I TM49 |
A NORMAL-type attack. A triangular field of energy is created and launched. |
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. |
Strength |
|
80 |
100 |
15 |
-- |
Gen I HM04 |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |