Generation II Level Up |
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— |
Horn Attack |
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65 |
100 |
25 |
-- |
A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage. |
— |
Growl |
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-- |
100 |
40 |
-- |
A move that lowers the target's ATTACK power. Can normally be used up to six times. |
9 |
Defense Curl |
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-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
17 |
Flail |
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?? |
100 |
15 |
-- |
An attack that increases in power if the user's HP is low. It could turn the tide in battle. |
25 |
Fury Attack |
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15 |
85 |
20 |
-- |
A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. |
33 |
Rollout |
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30 |
90 |
20 |
-- |
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. |
41 |
Rapid Spin |
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20 |
100 |
40 |
-- |
A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves. |
49 |
Earthquake |
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100 |
100 |
10 |
-- |
An attack that inflicts damage by shaking the ground. Useless against the FLYING type. |
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. |
TM05 |
Roar
|
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-- |
100 |
20 |
-- |
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
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. |
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. |
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. |
TM26 |
Earthquake
|
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100 |
100 |
10 |
-- |
An attack that inflicts damage by shaking the ground. Useless against the FLYING type. |
TM27 |
Return
|
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?? |
100 |
20 |
-- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM31 |
Mud-Slap
|
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20 |
100 |
10 |
100 |
An attack that fires dirt, inflicting damage and reducing the target's accuracy. |
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. |
TM40 |
Defense Curl
|
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-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
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. |
HM04 |
Strength
|
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80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |