Generation I Level Up |
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— |
Leech Life |
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20 |
100 |
15 |
-- |
An HP-draining attack. It adds half the HP it drained from the target to the attacker's HP. |
— |
Screech |
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-- |
85 |
40 |
-- |
A move that makes a horrible noise. It sharply reduces the target's DEFENSE. |
— |
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. |
10 |
Supersonic |
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-- |
55 |
20 |
-- |
A special NORMAL-type technique. Supersonic sound waves are used to confuse the target. |
15 |
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. |
21 |
Confuse Ray |
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-- |
100 |
10 |
-- |
A sinister flash of light makes the target confused. A special GHOST-type technique. |
32 |
Wing Attack |
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35 |
100 |
35 |
-- |
A FLYING-type attack. The attacking Pokémon spreads its wings and charges at the target. |
43 |
Haze |
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-- |
100 |
30 |
-- |
Eliminates all changes affecting status, such as SPEED and accuracy, of both Pokémon in battle. |
TM & HM Attacks |
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TM02 |
Razor Wind |
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80 |
74.6 |
10 |
-- |
A two-turn attack with the wind attack in the second turn. Learned by many FLYING-type Pokémon. |
TM04 |
Whirlwind |
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-- |
85 |
20 |
-- |
Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. |
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. |
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. |
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. |
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. |
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. |
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. |
TM44 |
Rest |
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-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
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. |