Generation I Level Up |
|
— |
Scratch |
|
40 |
100 |
35 |
-- |
A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
— |
Stun Spore |
|
-- |
75 |
30 |
-- |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
— |
Leech Life |
|
20 |
100 |
15 |
-- |
An HP-draining attack. It adds half the HP it drained from the target to the attacker's HP. |
13 |
Stun Spore |
|
-- |
75 |
30 |
-- |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
20 |
Leech Life |
|
20 |
100 |
15 |
-- |
An HP-draining attack. It adds half the HP it drained from the target to the attacker's HP. |
30 |
Spore |
|
-- |
100 |
15 |
-- |
Special spores are scattered from mushrooms. If the opponent inhales the spores, it will fall asleep. |
39 |
Slash |
|
70 |
100 |
20 |
-- |
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double the damage. |
48 |
Growth |
|
-- |
100 |
40 |
-- |
Raises SPECIAL to make special attacks stronger and enhance protection against special moves. |
TM & HM Attacks |
|
TM03 |
Swords Dance |
|
-- |
100 |
30 |
-- |
A special move that greatly boosts the user's ATTACK power. Can normally be used up to three times. |
TM06 |
Toxic |
|
-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
TM08 |
Body Slam |
|
85 |
100 |
15 |
33 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. |
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. |
TM28 |
Dig |
|
100 |
100 |
10 |
-- |
The attacker digs underground in the first turn, then pops up in the next turn to attack. |
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. |
TM40 |
Skull Bash |
|
100 |
100 |
15 |
-- |
In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. |
TM44 |
Rest |
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM50 |
Substitute |
|
-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
HM01 |
Cut |
|
50 |
95 |
30 |
-- |
A NORMAL-type attack. Also used for cutting small bushes to open new paths. |