Gold & Silver Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
ThunderShock |
|
40 |
100 |
30 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
— |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
— |
SonicBoom |
|
20 |
90 |
20 |
-- |
A NORMAL-type attack. It always inflicts a set amount of damage. |
6 |
ThunderShock |
|
40 |
100 |
30 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
11 |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
16 |
SonicBoom |
|
20 |
90 |
20 |
-- |
A NORMAL-type attack. It always inflicts a set amount of damage. |
21 |
Thunder Wave |
|
-- |
100 |
20 |
-- |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
27 |
Lock-On |
|
-- |
100 |
5 |
-- |
An attack that locks on to the target to ensure that the next attack will hit without fail. |
35 |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
43 |
Screech |
|
-- |
85 |
40 |
-- |
A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
53 |
Zap Cannon |
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
Crystal Level Up |
|
— |
Tackle |
|
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
ThunderShock |
|
40 |
100 |
30 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
— |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
— |
SonicBoom |
|
20 |
90 |
20 |
-- |
A NORMAL-type attack. It always inflicts a set amount of damage. |
6 |
ThunderShock |
|
40 |
100 |
30 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
11 |
Supersonic |
|
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
16 |
SonicBoom |
|
20 |
90 |
20 |
-- |
A NORMAL-type attack. It always inflicts a set amount of damage. |
21 |
Thunder Wave |
|
-- |
100 |
20 |
-- |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
27 |
Lock-On |
|
-- |
100 |
5 |
-- |
An attack that locks on to the target to ensure that the next attack will hit without fail. |
35 |
Tri Attack |
|
80 |
100 |
10 |
20 |
A NORMAL-type attack. A triangular field of energy is created and launched. |
43 |
Screech |
|
-- |
85 |
40 |
-- |
A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
53 |
Zap Cannon |
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
TM & HM Attacks |
|
TM03 |
Curse
|
|
-- |
-- |
10 |
-- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
TM04 |
Rollout
|
|
30 |
90 |
20 |
-- |
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. |
TM06 |
Toxic
|
|
-- |
85 |
10 |
-- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM07 |
Zap Cannon
|
|
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
TM10 |
Hidden Power
|
|
?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
TM13 |
Snore
|
|
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
|
|
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM17 |
Protect
|
|
-- |
100 |
10 |
-- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM18 |
Rain Dance
|
|
-- |
90 |
5 |
-- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
TM20 |
Endure
|
|
-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
TM21 |
Frustration
|
|
?? |
100 |
20 |
-- |
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
TM25 |
Thunder
|
|
120 |
70 |
10 |
30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM27 |
Return
|
|
?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM32 |
Double Team
|
|
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM34 |
Swagger
|
|
-- |
90 |
15 |
100 |
A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
TM35 |
Sleep Talk
|
|
-- |
100 |
10 |
-- |
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
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. |
HM05 |
Flash
|
|
-- |
70 |
20 |
-- |
Blinds the target with a bright flash of light, reducing the opponent's accuracy. |
Gen I Only Moves (Details) |
|
Take Down |
|
90 |
85 |
20 |
-- |
Gen I TM09 |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
Double-Edge |
|
120 |
100 |
15 |
-- |
Gen I TM10 |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |
Rage |
|
20 |
100 |
20 |
-- |
Gen I TM20 |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Thunderbolt |
|
95 |
100 |
15 |
10 |
Gen I TM24 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
Teleport |
|
-- |
100 |
20 |
-- |
Gen I TM30 |
A special move for instantly escaping from wild Pokémon. Useful in the wild only. |
Mimic |
|
-- |
100 |
10 |
-- |
Gen I TM31 |
A move for learning one of the opponent's moves, for use during that battle only. |
Reflect |
|
-- |
100 |
20 |
-- |
Gen I TM33 |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
Bide |
|
-- |
100 |
10 |
-- |
Gen I TM34 |
The user waits for several turns. At the end, it returns double the damage it received. |
Substitute |
|
-- |
100 |
10 |
-- |
Gen I TM50 |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |