Generation I Level Up |
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Ember |
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40 |
100 |
25 |
10 |
A FIRE-type attack. Has a one-in-ten chance of leaving the target with a damaging burn. |
— |
Tail Whip |
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-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
— |
Stomp |
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65 |
100 |
20 |
33 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. |
— |
Growl |
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-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
30 |
Tail Whip |
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-- |
100 |
30 |
-- |
A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
32 |
Stomp |
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65 |
100 |
20 |
33 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. |
35 |
Growl |
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-- |
100 |
40 |
-- |
A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
39 |
Fire Spin |
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15 |
70 |
15 |
-- |
A FIRE-type attack that lasts two to five turns. The target cannot move while surrounded by flames. |
47 |
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. |
55 |
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. |
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. |
TM07 |
Horn Drill |
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?? |
30 |
5 |
-- |
A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
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. |
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. |
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. |
TM38 |
Fire Blast |
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120 |
85 |
5 |
33 |
The strongest FIRE-type attack. Has a one-in-three chance of inflicting a burn on the target. |
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. |
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. |