Generation I Level Up |
|
— |
Confusion |
|
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
— |
Disable |
|
-- |
55 |
20 |
-- |
A technique that disables one of the target's moves. The disabled move can't be used until it wears off. |
— |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
— |
Psychic |
|
90 |
100 |
10 |
30 |
A PSYCHIC-type attack. Has a one-in-three chance of lowering the target's SPECIAL rating. |
63 |
Barrier |
|
-- |
100 |
30 |
-- |
Instantly forms a barrier between the user and the opponent. DEFENSE is sharply increased. |
66 |
Psychic |
|
90 |
100 |
10 |
30 |
A PSYCHIC-type attack. Has a one-in-three chance of lowering the target's SPECIAL rating. |
70 |
Recover |
|
-- |
100 |
20 |
-- |
Restores HP by 1/2 of the user's maximum HP. Few Pokémon learn this technique on their own. |
75 |
Mist |
|
-- |
100 |
30 |
-- |
Provides full protection against any enemy status attack, such as those that lower DEFENSE. |
81 |
Amnesia |
|
-- |
100 |
20 |
-- |
Sharply raises the user's SPECIAL stat. Also increases protection against special attacks. |
TM & HM Attacks |
|
TM01 |
Mega Punch |
|
80 |
85 |
20 |
-- |
A NORMAL-type attack move. It is highly accurate and relatively powerful. |
TM05 |
Mega Kick |
|
120 |
74.6 |
5 |
-- |
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
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. |
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 RGB Only |
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. |
TM17 |
Submission |
|
80 |
80 |
25 |
-- |
The strongest FIGHTING attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM18 |
Counter |
|
?? |
100 |
20 |
-- |
A retaliation move that pays back double the damage of a physical attack. Highly accurate. |
TM19 |
Seismic Toss |
|
?? |
100 |
20 |
-- |
A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. |
TM20 |
Rage |
|
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
TM22 |
Solar Beam |
|
120 |
100 |
10 |
-- |
The strongest GRASS-type attack. Energy is absorbed in the first turn, then fired the next turn. |
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. |
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. |
TM35 |
Metronome |
|
-- |
100 |
10 |
-- |
The user waggles its finger, triggering a move. There is no telling what will happen. |
TM36 |
Self-Destruct |
|
130 |
100 |
5 |
-- |
The user explodes, inflicting damage on the enemy, then faints. Useless against GHOST-type. |
TM38 |
Fire Blast |
|
120 |
85 |
5 |
33 |
The strongest FIRE-type attack. Has a one-in-three chance of inflicting a burn on the target. |
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. |
TM46 |
Psywave |
|
?? |
80 |
15 |
-- |
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. |
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. |
HM04 |
Strength |
|
80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
HM05 |
Flash |
|
-- |
70 |
20 |
-- |
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |