Red, Green & Blue Level Up |
|
— |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
12 |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
15 |
Poison Powder |
|
-- |
74.6 |
35 |
20 |
A technique that poisons the target. If poisoned, the victim loses HP steadily. |
16 |
Stun Spore |
|
-- |
75 |
30 |
-- |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
17 |
Sleep Powder |
|
-- |
75 |
15 |
-- |
Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. |
21 |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type technique. Supersonic sound waves are used to confuse the target. |
26 |
Whirlwind |
|
-- |
85 |
20 |
-- |
Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. |
32 |
Psybeam |
|
65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
Yellow Level Up |
|
— |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
10 |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
13 |
Poison Powder |
|
-- |
74.6 |
35 |
20 |
A technique that poisons the target. If poisoned, the victim loses HP steadily. |
14 |
Stun Spore |
|
-- |
75 |
30 |
-- |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
15 |
Sleep Powder |
|
-- |
75 |
15 |
-- |
Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. |
18 |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type technique. Supersonic sound waves are used to confuse the target. |
23 |
Whirlwind |
|
-- |
85 |
20 |
-- |
Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. |
28 |
Gust |
|
40 |
100 |
35 |
-- |
A NORMAL-type attack used by bird Pokémon. A powerful wind is generated by flapping wings. |
34 |
Psybeam |
|
65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
TM & HM Attacks |
|
TM02 |
Razor Wind |
|
80 |
74.6 |
10 |
-- |
A two-turn attack with the wind attack in the second turn. Learned by many FLYING-type Pokémon. |
TM04 |
Whirlwind |
|
-- |
85 |
20 |
-- |
Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. |
TM06 |
Toxic |
|
-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
TM09 |
Take Down |
|
90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM10 |
Double-Edge |
|
100 |
100 |
15 |
-- |
A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM15 |
Hyper Beam |
|
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM20 |
Rage |
|
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
TM21 |
Mega Drain |
|
40 |
100 |
10 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
TM22 |
Solar Beam |
|
120 |
100 |
10 |
-- |
The strongest GRASS-type attack. Energy is absorbed in the first turn, then fired the next turn. |
TM29 |
Psychic |
|
90 |
100 |
10 |
30 |
A PSYCHIC-type attack. Has a one-in-three chance of lowering the target's SPECIAL rating. |
TM30 |
Teleport |
|
-- |
100 |
20 |
-- |
A special technique for instantly escaping from wild Pokémon. Useful in the wild only. |
TM31 |
Mimic |
|
-- |
100 |
10 |
-- |
A move for learning one of the opponent's moves, for use during that battle only. |
TM32 |
Double Team |
|
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
TM33 |
Reflect |
|
-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. |
TM34 |
Bide |
|
-- |
100 |
10 |
-- |
The user waits for several turns. At the end, it returns double the damage it received. |
TM39 |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM44 |
Rest |
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM46 |
Psywave |
|
?? |
80 |
15 |
-- |
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. |
TM50 |
Substitute |
|
-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
HM05 Yellow Only |
Flash |
|
-- |
70 |
20 |
-- |
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |