Generation II Level Up |
|
— |
Constrict |
|
10 |
100 |
35 |
10 |
A NORMAL-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
4 |
Sleep Powder |
|
-- |
75 |
15 |
-- |
Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. |
10 |
Absorb |
|
20 |
100 |
20 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
13 |
PoisonPowder |
|
-- |
75 |
35 |
-- |
A move that poisons the target. If poisoned, the victim loses HP steadily. |
19 |
Vine Whip |
|
35 |
100 |
10 |
-- |
A GRASS-type attack. The Pokémon uses its cruel whips to strike the opponent. |
25 |
Bind |
|
15 |
75 |
20 |
-- |
Traps and squeezes the target over several turns. The target cannot move while under attack. |
31 |
Mega Drain |
|
40 |
100 |
10 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
34 |
Stun Spore |
|
-- |
75 |
30 |
-- |
Special move that causes paralysis. The victim has a one-infour chance of immobility. |
40 |
Slam |
|
80 |
75 |
20 |
-- |
A NORMAL-type attack move. The attacker uses an appendage to slam the target hard. |
46 |
Growth |
|
-- |
100 |
40 |
-- |
A NORMAL-type move that raises SPCL.ATK. Normally used up to six times. |
TM & HM Attacks |
|
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. |
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. |
TM12 |
Sweet Scent
|
|
-- |
100 |
20 |
-- |
A pleasant aroma that distracts the target, making the opponent easier to hit. |
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. |
TM19 |
Giga Drain
|
|
60 |
100 |
5 |
-- |
Half of the HP drained from the target is added to the attacker's HP. |
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. |
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. |
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. |
HM01 |
Cut
|
|
50 |
95 |
30 |
-- |
A NORMAL-type attack. Also used for cutting small bushes to open new paths. |
HM05 |
Flash
|
|
-- |
70 |
20 |
-- |
Blinds the target with a bright flash of light, reducing the opponent's accuracy. |
Gen I Only Moves (Details) |
|
Swords Dance |
|
-- |
100 |
30 |
-- |
Gen I TM03 |
A special move that boosts the user's ATTACK power. Normally used up to three times. |
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. |
Rage |
|
20 |
100 |
20 |
-- |
Gen I TM20 |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Mimic |
|
-- |
100 |
10 |
-- |
Gen I TM31 |
A move for learning one of the opponent's moves, for use during that battle only. |
Bide |
|
-- |
100 |
10 |
-- |
Gen I TM34 |
The user waits for several turns. At the end, it returns double the damage it received. |
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. |
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. |