Locations - In-Depth Details |
Red |
Route 6, Route 11, Route 19, Route 20, Route 21, Vermilion City, Cinnabar Island, Seafoam Islands | Details |
Green (Jp.) | Blue (Intl.) |
Route 6, Route 11, Route 19, Route 20, Route 21, Vermilion City, Cinnabar Island, Seafoam Islands | Details |
Blue (Jp.) |
Route 6, Route 11, Route 19, Route 20, Route 21, Route 25, Vermilion City, Cinnabar Island, Seafoam Islands | Details |
Yellow |
Route 17, Route 18, Vermilion City | Details |
Generation I Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Withdraw |
|
-- |
100 |
40 |
-- |
Used mainly by Pokémon with shells. By withdrawing into the shell, DEFENSE is increased. |
18 |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type technique. Supersonic sound waves are used to confuse the target. |
23 |
Clamp |
|
35 |
75 |
10 |
-- |
The target is gripped in the attacker's shell for two to five turns. It can't move while under attack. |
30 |
Aurora Beam |
|
65 |
100 |
20 |
33 |
An ICE-type attack. Has a one-in-three chance of reducing the target's ATTACK power. |
39 |
Leer |
|
-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
50 |
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. |
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. |
TM20 |
Rage |
|
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
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. |
TM36 |
Self-Destruct |
|
130 |
100 |
5 |
-- |
The user explodes, inflicting damage on the enemy, then faints. Useless against GHOST-type. |
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. |
TM47 |
Explosion |
|
170 |
100 |
5 |
-- |
The most powerful attack of all. However, the attacker faints after using this move. |
TM49 |
Tri Attack |
|
80 |
100 |
10 |
-- |
A NORMAL-type attack. A triangular field of energy is created and launched at the target. |
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. |