Generation I Level Up |
|
— |
Headbutt |
|
70 |
100 |
15 |
33 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. |
— |
Growl |
|
-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
— |
Aurora Beam |
|
65 |
100 |
20 |
33 |
An ICE-type attack. Has a one-in-three chance of reducing the target's ATTACK power. |
30 |
Growl |
|
-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
35 |
Aurora Beam |
|
65 |
100 |
20 |
33 |
An ICE-type attack. Has a one-in-three chance of reducing the target's ATTACK power. |
44 |
Rest |
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
50 |
Take Down |
|
90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
56 |
Ice Beam |
|
95 |
100 |
10 |
10 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM & HM Attacks |
|
TM06 |
Toxic |
|
-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
TM07 |
Horn Drill |
|
?? |
30 |
5 |
-- |
A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
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. |
TM11 |
Bubble Beam |
|
65 |
100 |
20 |
33 |
A WATER-type attack. Has a one-in-three chance of reducing the target's SPEED. |
TM12 |
Water Gun |
|
40 |
100 |
25 |
-- |
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
TM13 |
Ice Beam |
|
95 |
100 |
10 |
10 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM14 |
Blizzard |
|
120 |
90 |
5 |
10 |
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM15 |
Hyper Beam |
|
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM16 |
Pay Day |
|
40 |
100 |
20 |
-- |
A move that also nets money at the end of battle. How much depends on the attack frequency and level. |
TM20 |
Rage |
|
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
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. |
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. |
HM03 |
Surf |
|
95 |
100 |
15 |
-- |
A WATER-type attack. The power of this technique is strong and highly accurate. |
HM04 |
Strength |
|
80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |