Red, Green & Blue Level Up |
|
— |
Growl |
|
-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
8 |
Scratch |
|
40 |
100 |
35 |
-- |
A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
14 |
Poison Sting |
|
15 |
100 |
35 |
-- |
A POISON-type attack. Has a one-in- five chance of leaving the target with the lingering effects of poison. |
23 |
Tail Whip |
|
-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
32 |
Bite |
|
60 |
100 |
25 |
10 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
41 |
Fury Swipes |
|
18 |
80 |
15 |
-- |
The target is scratched by sharp claws two to five times in quick succession. |
50 |
Double Kick |
|
30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
Yellow Level Up |
|
— |
Growl |
|
-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
8 |
Scratch |
|
40 |
100 |
35 |
-- |
A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
12 |
Double Kick |
|
30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
19 |
Poison Sting |
|
15 |
100 |
35 |
-- |
A POISON-type attack. Has a one-in- five chance of leaving the target with the lingering effects of poison. |
27 |
Tail Whip |
|
-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
36 |
Bite |
|
60 |
100 |
25 |
10 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
46 |
Fury Swipes |
|
18 |
80 |
15 |
-- |
The target is scratched by sharp claws two to five times in quick succession. |
TM & HM Attacks |
|
TM06 |
Toxic |
|
-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
TM07 |
Horn Drill |
|
?? |
30 |
5 |
-- |
A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
TM08 |
Body Slam |
|
85 |
100 |
15 |
33 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. |
TM09 |
Take Down |
|
90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM10 |
Double-Edge |
|
100 |
100 |
15 |
-- |
A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM11 |
Bubble Beam |
|
65 |
100 |
20 |
33 |
A WATER-type attack. Has a one-in-three chance of reducing the target's SPEED. |
TM12 |
Water Gun |
|
40 |
100 |
25 |
-- |
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
TM13 |
Ice Beam |
|
95 |
100 |
10 |
10 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM14 |
Blizzard |
|
120 |
90 |
5 |
10 |
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM20 |
Rage |
|
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
TM24 |
Thunderbolt |
|
95 |
100 |
15 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
TM25 |
Thunder |
|
120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
TM31 |
Mimic |
|
-- |
100 |
10 |
-- |
A move for learning one of the opponent's moves, for use during that battle only. |
TM32 |
Double Team |
|
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
TM33 |
Reflect |
|
-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. |
TM34 |
Bide |
|
-- |
100 |
10 |
-- |
The user waits for several turns. At the end, it returns double the damage it received. |
TM40 |
Skull Bash |
|
100 |
100 |
15 |
-- |
In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. |
TM44 |
Rest |
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM50 |
Substitute |
|
-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |