Generation II Level Up |
|
— |
Poison Gas |
|
-- |
55 |
40 |
-- |
A poisonous cloud of gas is forcefully expelled to poison the target. |
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Smog |
|
20 |
70 |
20 |
40 |
Smog is spewed as a cloud. Has a fifty-fifty chance of poisoning the target. |
— |
Selfdestruct |
|
200 |
100 |
5 |
-- |
The user explodes, damaging the enemy, then faints. Useless against the GHOST type. |
9 |
Smog |
|
20 |
70 |
20 |
40 |
Smog is spewed as a cloud. Has a fifty-fifty chance of poisoning the target. |
17 |
Selfdestruct |
|
200 |
100 |
5 |
-- |
The user explodes, damaging the enemy, then faints. Useless against the GHOST type. |
21 |
Sludge |
|
65 |
100 |
20 |
30 |
A POISON-type attack. Has a one-in-three chance of poisoning the target. |
25 |
SmokeScreen |
|
-- |
100 |
20 |
-- |
Creates an obscuring cloud of smoke that reduces the enemy's accuracy. |
33 |
Haze |
|
-- |
100 |
30 |
-- |
Eliminates all changes affecting stats, such as SPEED, of both Pokémon in battle. |
44 |
Explosion |
|
250 |
100 |
5 |
-- |
The most powerful attack of all. However, the attacker faints after using this move. |
51 |
Destiny Bond |
|
-- |
100 |
5 |
-- |
A move that causes the opponent to faint if the user faints after using this move. |
TM & HM Attacks |
|
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. |
TM07 |
Zap Cannon
|
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
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. |
TM15 |
Hyper Beam
|
|
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM17 |
Protect
|
|
-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
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. |
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. |
TM32 |
Double Team
|
|
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
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. |
TM36 |
Sludge Bomb
|
|
90 |
100 |
10 |
30 |
A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. |
TM38 |
Fire Blast
|
|
120 |
85 |
5 |
10 |
Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
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. |
TM46 |
Thief
|
|
40 |
100 |
10 |
100 |
A DARK-type attack. The attacking Pokémon may steal an item held by the target. |