Red, Green & Blue Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Sand-Attack |
|
-- |
100 |
15 |
-- |
An attack in which sand is used to blind the target and reduce its attack accuracy. |
— |
Quick Attack |
|
40 |
100 |
30 |
-- |
An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
— |
Thunder Shock |
|
40 |
100 |
30 |
-- |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
27 |
Quick Attack |
|
40 |
100 |
30 |
-- |
An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
31 |
Thunder Shock |
|
40 |
100 |
30 |
-- |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
37 |
Tail Whip |
|
-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
40 |
Thunder Wave |
|
-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
42 |
Double Kick |
|
30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
44 |
Agility |
|
-- |
100 |
30 |
-- |
A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
48 |
Pin Missile |
|
14 |
85 |
20 |
-- |
An attack that fires many needle-like projectiles from the body. Strikes several times. |
54 |
Thunder |
|
120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
Yellow Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Tail Whip |
|
-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
— |
Quick Attack |
|
40 |
100 |
30 |
-- |
An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
— |
Thunder Shock |
|
40 |
100 |
30 |
-- |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
8 |
Sand-Attack |
|
-- |
100 |
15 |
-- |
An attack in which sand is used to blind the target and reduce its attack accuracy. |
16 |
Thunder Shock |
|
40 |
100 |
30 |
-- |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
23 |
Quick Attack |
|
40 |
100 |
30 |
-- |
An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
30 |
Double Kick |
|
30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
36 |
Pin Missile |
|
14 |
85 |
20 |
-- |
An attack that fires many needle-like projectiles from the body. Strikes several times. |
42 |
Thunder Wave |
|
-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
47 |
Agility |
|
-- |
100 |
30 |
-- |
A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
52 |
Thunder |
|
120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
TM & HM Attacks |
|
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. |
TM24 |
Thunderbolt |
|
95 |
100 |
15 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
TM25 |
Thunder |
|
120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
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. |
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. |
TM45 |
Thunder Wave |
|
-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
TM50 |
Substitute |
|
-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
HM05 |
Flash |
|
-- |
70 |
20 |
-- |
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |