Generation II Level Up |
|
— |
Wing Attack |
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60 |
100 |
35 |
-- |
A FLYING-type attack. The attacking Pokémon spreads its wings and charges. |
8 |
Agility |
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-- |
100 |
30 |
-- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
15 |
Bite |
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60 |
100 |
25 |
30 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
22 |
Supersonic |
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-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
29 |
AncientPower |
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60 |
100 |
5 |
10 |
A ROCK-type attack. This prehistoric move may boost all of the user's stats. |
36 |
Scary Face |
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-- |
90 |
10 |
-- |
A horrific look that scares the victim, sharply reducing the target's SPEED. |
43 |
Take Down |
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90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
50 |
Hyper Beam |
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150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM & HM Attacks |
|
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. |
TM05 |
Roar
|
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-- |
100 |
20 |
-- |
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
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. |
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. |
TM15 |
Hyper Beam
|
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150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM17 |
Protect
|
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-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM18 |
Rain Dance
|
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-- |
90 |
5 |
-- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
TM20 |
Endure
|
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-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
TM21 |
Frustration
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
TM23 |
Iron Tail
|
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100 |
75 |
15 |
30 |
Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. |
TM24 |
DragonBreath
|
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60 |
100 |
20 |
30 |
A DRAGON-type attack. Has a one-in-three chance of paralyzing the target. |
TM26 |
Earthquake
|
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100 |
100 |
10 |
-- |
An attack that inflicts damage by shaking the ground. Useless against the FLYING type. |
TM27 |
Return
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
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. |
TM37 |
Sandstorm
|
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-- |
100 |
10 |
-- |
An attack that creates a sandstorm. The effect causes damage to both combatants. |
TM38 |
Fire Blast
|
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120 |
85 |
5 |
10 |
Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
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. |
TM47 |
Steel Wing
|
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70 |
90 |
25 |
10 |
Strikes the target with stiff wings. Has a one-in-ten chance of raising the user's DEFENSE. |
HM02 |
Fly
|
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70 |
95 |
15 |
-- |
The Pokémon flies high, then strikes in the next turn. Used to fly to places already visited. |
Gen I Only Moves (Details) |
|
Razor Wind |
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80 |
75 |
10 |
-- |
Gen I TM02 |
A two-turn attack with the wind attack in the second turn. Learned by many FLYING types. |
Whirlwind |
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-- |
100 |
20 |
-- |
Gen I TM04 |
A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. |
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. |
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. |
Dragon Rage |
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40 |
100 |
10 |
-- |
Gen I TM23 |
A DRAGON-type attack. It always inflicts a set amount of 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. |
Reflect |
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-- |
100 |
20 |
-- |
Gen I TM33 |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
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. |
Sky Attack |
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140 |
90 |
5 |
-- |
Gen I TM43 |
Strongest FLYING-type attack. Stores energy in the first turn, then fires in the next. |
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. |