Generation II Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Tail Whip |
|
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
8 |
Sand-Attack |
|
-- |
100 |
15 |
-- |
An attack in which sand is used to blind the target and reduce its attack accuracy. |
16 |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
23 |
Quick Attack |
|
40 |
100 |
30 |
-- |
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
30 |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
36 |
Psybeam |
|
65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
42 |
Psych Up |
|
-- |
100 |
10 |
-- |
Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
47 |
Psychic |
|
90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
52 |
Morning Sun |
|
-- |
100 |
5 |
-- |
Allows HP to be restored by the morning sunlight. In battle, half the user's max HP is restored. |
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. |
TM07 |
Zap Cannon
|
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
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. |
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. |
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. |
TM27 |
Return
|
|
?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM29 |
Psychic
|
|
90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
TM30 |
Shadow Ball
|
|
80 |
100 |
15 |
20 |
A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
TM31 |
Mud-Slap
|
|
20 |
100 |
10 |
100 |
An attack that fires dirt, inflicting damage and reducing the target's accuracy. |
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. |
TM42 |
Dream Eater
|
|
100 |
100 |
15 |
-- |
Works only on sleeping Pokémon. Steals the target's HP and adds 50%% of it to the user's HP. |
TM43 |
Detect
|
|
-- |
100 |
5 |
-- |
Allows user to completely evade attack. If used consecutively, its success rate decreases. |
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. |
TM50 |
Nightmare
|
|
-- |
100 |
15 |
-- |
A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. |
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. |