Generation II Level Up |
|
— |
Scratch |
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40 |
100 |
35 |
-- |
A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
— |
Harden |
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-- |
100 |
30 |
-- |
Raises the user's DEFENSE. Useful when battling physically strong Pokémon. |
— |
Absorb |
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20 |
100 |
20 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
10 |
Absorb |
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20 |
100 |
20 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
19 |
Leer |
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-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
28 |
Sand-Attack |
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-- |
100 |
15 |
-- |
An attack in which sand is used to blind the target and reduce its attack accuracy. |
37 |
Endure |
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-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
40 |
Slash |
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70 |
100 |
20 |
-- |
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage. |
51 |
Mega Drain |
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40 |
100 |
10 |
-- |
A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
65 |
AncientPower |
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60 |
100 |
5 |
10 |
A ROCK-type attack. This prehistoric move may boost all of the user's stats. |
TM & HM Attacks |
|
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. |
TM04 |
Rollout
|
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30 |
90 |
20 |
-- |
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. |
TM06 |
Toxic
|
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-- |
85 |
10 |
-- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM08 |
Rock Smash
|
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20 |
100 |
15 |
50 |
A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths. |
TM10 |
Hidden Power
|
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?? |
100 |
15 |
-- |
A peculiar move that changes type and power depending on the Pokémon using it. |
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. |
TM14 |
Blizzard
|
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120 |
70 |
5 |
10 |
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target. |
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. |
TM16 |
Icy Wind
|
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55 |
95 |
15 |
100 |
An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits. |
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. |
TM27 |
Return
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
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. |
TM37 |
Sandstorm
|
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-- |
100 |
10 |
-- |
An attack that creates a sandstorm. The effect causes damage to both combatants. |
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. |
TM49 |
Fury Cutter
|
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10 |
95 |
20 |
-- |
A BUG-type attack that grows more powerful with every hit. Returns to normal if it misses. |
HM01 |
Cut
|
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50 |
95 |
30 |
-- |
A NORMAL-type attack. Also used for cutting small bushes to open new paths. |
HM03 |
Surf
|
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95 |
100 |
15 |
-- |
A WATER-type attack. This move is strong and highly accurate. |
HM06 |
Whirlpool
|
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15 |
70 |
15 |
-- |
Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch. |
Gen I Only Moves (Details) |
|
Razor Wind |
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80 |
75 |
10 |
-- |
Gen I TM02 |
A two-turn attack with the wind attack in the second turn. Learned by many FLYING types. |
Swords Dance |
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-- |
100 |
30 |
-- |
Gen I TM03 |
A special move that boosts the user's ATTACK power. Normally used up to three times. |
Mega Kick |
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120 |
75 |
5 |
-- |
Gen I TM05 |
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
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. |
BubbleBeam |
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65 |
100 |
20 |
10 |
Gen I TM11 |
A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
Water Gun |
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40 |
100 |
25 |
-- |
Gen I TM12 |
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
Ice Beam |
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95 |
100 |
10 |
10 |
Gen I TM13 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
Submission |
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80 |
80 |
25 |
-- |
Gen I TM17 |
Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. |
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. |
Reflect |
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-- |
100 |
20 |
-- |
Gen I TM33 |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
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. |
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. |
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. |