Red, Green & Blue Level Up |
|
— |
Thunder Shock |
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40 |
100 |
30 |
-- |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
— |
Growl |
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-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
9 |
Thunder Wave |
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-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
16 |
Quick Attack |
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40 |
100 |
30 |
-- |
An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
26 |
Swift |
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60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
33 |
Agility |
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-- |
100 |
30 |
-- |
A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
43 |
Thunder |
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120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
Yellow Level Up |
|
— |
Thunder Shock |
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40 |
100 |
30 |
-- |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
— |
Growl |
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-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
6 |
Tail Whip |
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-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
8 |
Thunder Wave |
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-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
11 |
Quick Attack |
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40 |
100 |
30 |
-- |
An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
15 |
Double Team |
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-- |
100 |
15 |
-- |
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
20 |
Slam |
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80 |
74.6 |
20 |
-- |
A NORMAL-type attack move. The attacker uses an appendage (e.g. tail) to slam the target hard. |
26 |
Thunderbolt |
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95 |
100 |
15 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
33 |
Agility |
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-- |
100 |
30 |
-- |
A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
41 |
Thunder |
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120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
50 |
Light Screen |
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-- |
100 |
30 |
-- |
Reduces damage from special attacks by about half. A special PSYCHIC-type technique. |
TM & HM Attacks |
|
TM01 |
Mega Punch |
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80 |
85 |
20 |
-- |
A NORMAL-type attack move. It is highly accurate and relatively powerful. |
TM05 |
Mega Kick |
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120 |
74.6 |
5 |
-- |
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
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. |
TM16 |
Pay Day |
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40 |
100 |
20 |
-- |
A move that also nets money at the end of battle. How much depends on the attack frequency and level. |
TM17 |
Submission |
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80 |
80 |
25 |
-- |
The strongest FIGHTING attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM19 |
Seismic Toss |
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?? |
100 |
20 |
-- |
A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. |
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. |
TM24 |
Thunderbolt |
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95 |
100 |
15 |
10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
TM25 |
Thunder |
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120 |
70 |
10 |
10 |
The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
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. |
TM33 |
Reflect |
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-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. |
TM34 |
Bide |
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-- |
100 |
10 |
-- |
The user waits for several turns. At the end, it returns double the damage it received. |
TM39 |
Swift |
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60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
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. |
TM45 |
Thunder Wave |
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-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
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. |
HM05 |
Flash |
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-- |
70 |
20 |
-- |
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |