Generation I Level Up |
|
— |
Scratch |
|
40 |
100 |
35 |
-- |
A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
— |
Growl |
|
-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
— |
Bite |
|
60 |
100 |
25 |
10 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
— |
Screech |
|
-- |
85 |
40 |
-- |
A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
12 |
Bite |
|
60 |
100 |
25 |
10 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
17 |
Pay Day |
|
40 |
100 |
20 |
-- |
A move that also nets money at the end of battle. How much depends on the attack frequency and level. |
24 |
Screech |
|
-- |
85 |
40 |
-- |
A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
37 |
Fury Swipes |
|
18 |
80 |
15 |
-- |
The target is scratched by sharp claws two to five times in quick succession. |
51 |
Slash |
|
70 |
100 |
20 |
-- |
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double the damage. |
TM & HM Attacks |
|
TM06 |
Toxic |
|
-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
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. |
TM15 |
Hyper Beam |
|
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM16 |
Pay Day |
|
40 |
100 |
20 |
-- |
A move that also nets money at the end of battle. How much depends on the attack frequency and level. |
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. |
TM34 |
Bide |
|
-- |
100 |
10 |
-- |
The user waits for several turns. At the end, it returns double the damage it received. |
TM39 |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
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. |