Generation I Level Up |
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— |
Wrap |
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15 |
85 |
20 |
-- |
Traps and squeezes the target over two to five turns. The target cannot move while under attack. |
— |
Leer |
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-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
10 |
Poison Sting |
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15 |
100 |
35 |
-- |
A POISON-type attack. Has a one-in- five chance of leaving the target with the lingering effects of poison. |
17 |
Bite |
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60 |
100 |
25 |
10 |
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
24 |
Glare |
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-- |
75 |
30 |
-- |
The target is transfixed with terrifying sharp eyes. The target is frightened into paralysis. |
31 |
Screech |
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-- |
85 |
40 |
-- |
A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
38 |
Acid |
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40 |
100 |
30 |
33 |
A POISON-type attack. Has a one-in-three chance of lowering the target's DEFENSE. |
TM & HM Attacks |
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TM06 |
Toxic |
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-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
TM08 |
Body Slam |
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85 |
100 |
15 |
33 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. |
TM09 |
Take Down |
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90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM10 |
Double-Edge |
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100 |
100 |
15 |
-- |
A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM20 |
Rage |
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20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
TM21 |
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. |
TM26 |
Earthquake |
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100 |
100 |
10 |
-- |
An attack that inflicts damage by shaking the ground. It is useless against FLYING-type Pokémon. |
TM27 |
Fissure |
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?? |
30 |
5 |
-- |
Causes a single-hit knockout if it hits. Useless against FLYING-type Pokémon. |
TM28 |
Dig |
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100 |
100 |
10 |
-- |
The attacker digs underground in the first turn, then pops up in the next turn to attack. |
TM31 |
Mimic |
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-- |
100 |
10 |
-- |
A move for learning one of the opponent's moves, for use during that battle only. |
TM32 |
Double Team |
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-- |
100 |
15 |
-- |
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
TM34 |
Bide |
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-- |
100 |
10 |
-- |
The user waits for several turns. At the end, it returns double the damage it received. |
TM40 |
Skull Bash |
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100 |
100 |
15 |
-- |
In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. |
TM44 |
Rest |
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-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM48 |
Rock Slide |
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75 |
90 |
10 |
-- |
A ROCK-type attack that hits the target with an avalanche of rocks and boulders. |
TM50 |
Substitute |
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-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
HM04 |
Strength |
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80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |