Generation II Level Up |
|
— |
Absorb |
|
20 |
100 |
20 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
— |
Pound |
|
40 |
100 |
35 |
-- |
A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move. |
4 |
Growth |
|
-- |
100 |
40 |
-- |
A NORMAL-type move that raises SPCL.ATK. Normally used up to six times. |
10 |
Razor Leaf |
|
55 |
95 |
25 |
-- |
A GRASS-type attack that uses sharp-edged leaves. Likely to get a critical hit. |
19 |
Sunny Day |
|
-- |
90 |
5 |
-- |
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
31 |
Petal Dance |
|
70 |
100 |
20 |
-- |
A dance-like attack that lasts two to three turns. The attacker becomes confused. |
46 |
SolarBeam |
|
120 |
100 |
10 |
-- |
Strongest GRASS-type attack. Energy is absorbed in the first turn, then fired on the next. |
TM & HM Attacks |
|
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. |
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. |
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. |