Generation II Level Up |
|
— |
Hypnosis |
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-- |
60 |
20 |
-- |
A special PSYCHIC-type move. The target is hypnotized into a deep sleep. |
— |
Lick |
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20 |
100 |
30 |
30 |
A GHOST-type attack. Has a one-in-three chance of leaving the target with paralysis. |
8 |
Spite |
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-- |
100 |
10 |
-- |
A vengeful move that slightly reduces the PP of the opponent's last move. |
13 |
Mean Look |
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-- |
100 |
5 |
-- |
A probing stare that prevents the target from escaping until the attacking Pokémon is gone. |
16 |
Curse |
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-- |
-- |
10 |
-- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
21 |
Night Shade |
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?? |
100 |
15 |
-- |
A GHOST-type attack. Highly accurate, it always inflicts damage. |
28 |
Confuse Ray |
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-- |
100 |
10 |
-- |
A sinister flash of light makes the target confused. A special GHOST-type move. |
33 |
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. |
36 |
Destiny Bond |
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-- |
100 |
5 |
-- |
A move that causes the opponent to faint if the user faints after using this move. |
TM & HM Attacks |
|
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. |
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. |
TM19 |
Giga Drain
|
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60 |
100 |
5 |
-- |
Half of the HP drained from the target is added to the attacker's HP. |
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. |
TM25 |
Thunder
|
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120 |
70 |
10 |
30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM27 |
Return
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
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. |
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. |
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. |
TM50 |
Nightmare
|
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-- |
100 |
15 |
-- |
A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. |
Gen I Only Moves (Details) |
|
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. |
Mega Drain |
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40 |
100 |
10 |
-- |
Gen I TM21 |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
Thunderbolt |
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95 |
100 |
15 |
10 |
Gen I TM24 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
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. |
Selfdestruct |
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200 |
100 |
5 |
-- |
Gen I TM36 |
The user explodes, damaging the enemy, then faints. Useless against the GHOST type. |
Psywave |
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?? |
80 |
15 |
-- |
Gen I TM46 |
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. |
Explosion |
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250 |
100 |
5 |
-- |
Gen I TM47 |
The most powerful attack of all. However, the attacker faints after using this move. |
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. |