Generation II Level Up |
|
— |
Double Kick |
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30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
6 |
Meditate |
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-- |
100 |
40 |
-- |
A special move that boosts the user's ATTACK power. Can normally be used up to six times. |
11 |
Rolling Kick |
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60 |
85 |
15 |
30 |
A sharp FIGHTING-type attack. Has a one-in-three shot at making the target flinch. |
16 |
Jump Kick |
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70 |
95 |
25 |
-- |
A forceful FIGHTING-type attack. If it misses, however, the attacker gets hurt. |
21 |
Focus Energy |
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-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
26 |
Hi Jump Kick |
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85 |
90 |
20 |
-- |
Stronger than JUMP KICK. If it misses, the attacker takes 1/8 the damage it would've caused. |
31 |
Mind Reader |
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-- |
100 |
5 |
-- |
It predicts the opponent's movement. The user's next attack will never miss. |
36 |
Foresight |
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-- |
100 |
40 |
-- |
Neutralizes the foe's evasiveness. Also makes the GHOST type vulnerable to physical attacks. |
41 |
Endure |
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-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
46 |
Mega Kick |
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120 |
75 |
5 |
-- |
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
51 |
Reversal |
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?? |
100 |
15 |
-- |
An attack that increases in power if the user's HP is low. It could turn the tide in battle. |
TM & HM Attacks |
|
TM01 |
DynamicPunch
|
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100 |
50 |
5 |
100 |
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
TM02 |
Headbutt
|
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70 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
TM03 |
Curse
|
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-- |
-- |
10 |
-- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
TM06 |
Toxic
|
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-- |
85 |
10 |
-- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM08 |
Rock Smash
|
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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
|
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?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
TM11 |
Sunny Day
|
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-- |
90 |
5 |
-- |
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
TM13 |
Snore
|
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40 |
100 |
15 |
30 |
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
TM17 |
Protect
|
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-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM20 |
Endure
|
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-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
TM31 |
Mud-Slap
|
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20 |
100 |
10 |
100 |
An attack that fires dirt, inflicting damage and reducing the target's accuracy. |
TM32 |
Double Team
|
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-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM34 |
Swagger
|
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-- |
90 |
15 |
100 |
A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
TM35 |
Sleep Talk
|
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-- |
100 |
10 |
-- |
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
TM39 |
Swift
|
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60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM43 |
Detect
|
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-- |
100 |
5 |
-- |
Allows user to completely evade attack. If used consecutively, its success rate decreases. |
TM44 |
Rest
|
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-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM45 |
Attract
|
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-- |
100 |
15 |
-- |
Infatuates targets, making it hard for them to attack foes of the opposite gender. |
TM46 |
Thief
|
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40 |
100 |
10 |
100 |
A DARK-type attack. The attacking Pokémon may steal an item held by the target. |
HM04 |
Strength
|
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80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
Gen I Only Moves (Details) |
|
Mega Punch |
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80 |
85 |
20 |
-- |
Gen I TM01 |
A NORMAL-type attack move. It is highly accurate and relatively powerful. |
Body Slam |
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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 |
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90 |
85 |
20 |
-- |
Gen I TM09 |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
Double-Edge |
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120 |
100 |
15 |
-- |
Gen I TM10 |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |
Submission |
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80 |
80 |
25 |
-- |
Gen I TM17 |
Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. |
Counter |
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?? |
100 |
20 |
-- |
Gen I TM18 |
A retaliation move that pays back double the damage of a physical attack. Very accurate. |
Seismic Toss |
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?? |
100 |
20 |
-- |
Gen I TM19 |
A FIGHTING-type attack. Throws the target with enough force to flip the world. |
Rage |
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20 |
100 |
20 |
-- |
Gen I TM20 |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Mimic |
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-- |
100 |
10 |
-- |
Gen I TM31 |
A move for learning one of the opponent's moves, for use during that battle only. |
Bide |
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-- |
100 |
10 |
-- |
Gen I TM34 |
The user waits for several turns. At the end, it returns double the damage it received. |
Metronome |
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-- |
100 |
10 |
-- |
Gen I TM35 |
The user waggles its finger, triggering a move. There is no telling what will happen. |
Skull Bash |
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100 |
100 |
15 |
-- |
Gen I TM40 |
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
Substitute |
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-- |
100 |
10 |
-- |
Gen I TM50 |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |