Generation II Level Up |
|
— |
Tackle |
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35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Scary Face |
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-- |
90 |
10 |
-- |
A horrific look that scares the victim, sharply reducing the target's SPEED. |
4 |
Tail Whip |
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-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
8 |
Charm |
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-- |
100 |
20 |
-- |
A move that charms the target into complacency, sharply reducing its ATTACK power. |
13 |
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. |
19 |
Lick |
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20 |
100 |
30 |
30 |
A GHOST-type attack. Has a one-in-three chance of leaving the target with paralysis. |
26 |
Roar |
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-- |
100 |
20 |
-- |
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
34 |
Rage |
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20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
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. |
TM & HM Attacks |
|
TM01 |
DynamicPunch
|
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100 |
50 |
5 |
100 |
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
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. |
TM07 |
Zap Cannon
|
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100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
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. |
TM11 |
Sunny Day
|
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-- |
90 |
5 |
-- |
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
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. |
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. |
TM25 |
Thunder
|
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120 |
70 |
10 |
30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM27 |
Return
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM30 |
Shadow Ball
|
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80 |
100 |
15 |
20 |
A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
TM31 |
Mud-Slap
|
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20 |
100 |
10 |
100 |
An attack that fires dirt, inflicting damage and reducing the target's accuracy. |
TM32 |
Double Team
|
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-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM33 |
Ice Punch
|
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75 |
100 |
15 |
10 |
A special ICE-type attack. Has a one-in-ten chance of freezing the target. |
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. |
TM36 |
Sludge Bomb
|
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90 |
100 |
10 |
30 |
A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. |
TM40 |
Defense Curl
|
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-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
TM41 |
ThunderPunch
|
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75 |
100 |
15 |
10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
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. |
TM46 |
Thief
|
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40 |
100 |
10 |
100 |
A DARK-type attack. The attacking Pokémon may steal an item held by the target. |
TM48 |
Fire Punch
|
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75 |
100 |
15 |
10 |
A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
HM04 |
Strength
|
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80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
Egg Moves (Details) |
Crunch |
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80 |
100 |
15 |
20 |
Details |
A DARK-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
Faint Attack |
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60 |
100 |
20 |
-- |
Details |
A DARK-type attack. The move catches the opponent off guard, so it never misses. |
Heal Bell |
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-- |
100 |
5 |
-- |
Details |
The soothing ringing of a bell that eliminates all status problems for the entire party. |
Leer |
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-- |
100 |
30 |
-- |
Details |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
Lick |
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20 |
100 |
30 |
30 |
Details |
A GHOST-type attack. Has a one-in-three chance of leaving the target with paralysis. |
Metronome |
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-- |
100 |
10 |
-- |
Details |
The user waggles its finger, triggering a move. There is no telling what will happen. |
Present |
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?? |
90 |
15 |
-- |
Details |
A move that inflicts major damage but may restore the target's HP. |
Reflect |
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-- |
100 |
20 |
-- |
Details |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |