Generation II Level Up |
|
— |
Teleport |
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-- |
100 |
20 |
-- |
A special move for instantly escaping from wild Pokémon. Useful in the wild only. |
— |
Kinesis |
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-- |
80 |
15 |
-- |
A special move of bending spoons to confound the enemy. Makes the user harder to hit. |
— |
Confusion |
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50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
16 |
Confusion |
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50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
18 |
Disable |
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-- |
55 |
20 |
-- |
A move that disables one of the target's moves. That move can't be used until it wears off. |
21 |
Psybeam |
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65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
26 |
Recover |
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-- |
100 |
20 |
-- |
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. |
31 |
Future Sight |
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80 |
90 |
15 |
-- |
A special PSYCHIC-type attack. It strikes the target two turns after it is used. |
38 |
Psychic |
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90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
45 |
Reflect |
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-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
TM & HM Attacks |
|
TM01 |
DynamicPunch
|
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100 |
50 |
5 |
100 |
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
TM02 |
Headbutt
|
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70 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
TM03 |
Curse
|
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-- |
-- |
10 |
-- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
TM06 |
Toxic
|
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-- |
85 |
10 |
-- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM07 |
Zap Cannon
|
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100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
TM09 |
Psych Up
|
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-- |
100 |
10 |
-- |
Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
TM10 |
Hidden Power
|
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?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
TM11 |
Sunny Day
|
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-- |
90 |
5 |
-- |
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
TM13 |
Snore
|
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40 |
100 |
15 |
30 |
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
TM15 |
Hyper Beam
|
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150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM17 |
Protect
|
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-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM18 |
Rain Dance
|
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-- |
90 |
5 |
-- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
TM20 |
Endure
|
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-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
TM21 |
Frustration
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
TM27 |
Return
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM28 |
Dig
|
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60 |
100 |
10 |
-- |
The attacker digs underground in the first turn, then pops up in the next turn to attack. |
TM29 |
Psychic
|
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90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
TM30 |
Shadow Ball
|
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80 |
100 |
15 |
20 |
A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
TM32 |
Double Team
|
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-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM33 |
Ice Punch
|
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75 |
100 |
15 |
10 |
A special ICE-type attack. Has a one-in-ten chance of freezing the target. |
TM34 |
Swagger
|
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-- |
90 |
15 |
100 |
A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
TM35 |
Sleep Talk
|
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-- |
100 |
10 |
-- |
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
TM41 |
ThunderPunch
|
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75 |
100 |
15 |
10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
TM42 |
Dream Eater
|
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100 |
100 |
15 |
-- |
Works only on sleeping Pokémon. Steals the target's HP and adds 50%% of it to the user's HP. |
TM44 |
Rest
|
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-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM45 |
Attract
|
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-- |
100 |
15 |
-- |
Infatuates targets, making it hard for them to attack foes of the opposite gender. |
TM46 |
Thief
|
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40 |
100 |
10 |
100 |
A DARK-type attack. The attacking Pokémon may steal an item held by the target. |
TM48 |
Fire Punch
|
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75 |
100 |
15 |
10 |
A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
TM50 |
Nightmare
|
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-- |
100 |
15 |
-- |
A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. |
HM05 |
Flash
|
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-- |
70 |
20 |
-- |
Blinds the target with a bright flash of light, reducing the opponent's accuracy. |
Gen I Only Moves (Details) |
|
Mega Punch |
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80 |
85 |
20 |
-- |
Gen I TM01 |
A NORMAL-type attack move. It is highly accurate and relatively powerful. |
Body Slam |
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85 |
100 |
15 |
30 |
Gen I TM08 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. |
Take Down |
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90 |
85 |
20 |
-- |
Gen I TM09 |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
Double-Edge |
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120 |
100 |
15 |
-- |
Gen I TM10 |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |
Submission |
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80 |
80 |
25 |
-- |
Gen I TM17 |
Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. |
Counter |
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?? |
100 |
20 |
-- |
Gen I TM18 |
A retaliation move that pays back double the damage of a physical attack. Very accurate. |
Seismic Toss |
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?? |
100 |
20 |
-- |
Gen I TM19 |
A FIGHTING-type attack. Throws the target with enough force to flip the world. |
Rage |
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20 |
100 |
20 |
-- |
Gen I TM20 |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Mimic |
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-- |
100 |
10 |
-- |
Gen I TM31 |
A move for learning one of the opponent's moves, for use during that battle only. |
Bide |
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-- |
100 |
10 |
-- |
Gen I TM34 |
The user waits for several turns. At the end, it returns double the damage it received. |
Metronome |
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-- |
100 |
10 |
-- |
Gen I TM35 |
The user waggles its finger, triggering a move. There is no telling what will happen. |
Skull Bash |
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100 |
100 |
15 |
-- |
Gen I TM40 |
In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
Thunder Wave |
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-- |
100 |
20 |
-- |
Gen I TM45 |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
Psywave |
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?? |
80 |
15 |
-- |
Gen I TM46 |
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. |
Tri Attack |
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80 |
100 |
10 |
20 |
Gen I TM49 |
A NORMAL-type attack. A triangular field of energy is created and launched. |
Substitute |
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-- |
100 |
10 |
-- |
Gen I TM50 |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |