Generation II Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Growl |
|
-- |
100 |
40 |
-- |
A move that lowers the target's ATTACK power. Can normally be used up to six times. |
— |
ThunderShock |
|
40 |
100 |
30 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
9 |
ThunderShock |
|
40 |
100 |
30 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
18 |
Thunder Wave |
|
-- |
100 |
20 |
-- |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
27 |
Cotton Spore |
|
-- |
85 |
40 |
-- |
Spores that cling to the target, sharply reducing the opponent's SPEED. |
36 |
Light Screen |
|
-- |
100 |
30 |
-- |
Reduces damage from special attacks by about half. A special PSYCHIC-type move. |
45 |
Thunder |
|
120 |
70 |
10 |
30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM & HM Attacks |
|
TM01 |
DynamicPunch
|
|
100 |
50 |
5 |
100 |
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
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. |
TM07 |
Zap Cannon
|
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
TM08 |
Rock Smash
|
|
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
|
|
?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
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. |
TM17 |
Protect
|
|
-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM18 |
Rain Dance
|
|
-- |
90 |
5 |
-- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
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. |
TM23 |
Iron Tail
|
|
100 |
75 |
15 |
30 |
Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. |
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. |
TM39 |
Swift
|
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM40 |
Defense Curl
|
|
-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
TM41 |
ThunderPunch
|
|
75 |
100 |
15 |
10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing 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. |
TM48 |
Fire Punch
|
|
75 |
100 |
15 |
10 |
A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
HM04 |
Strength
|
|
80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
HM05 |
Flash
|
|
-- |
70 |
20 |
-- |
Blinds the target with a bright flash of light, reducing the opponent's accuracy. |