Generation I Level Up |
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Double Kick |
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30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
— |
Meditate |
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-- |
100 |
40 |
-- |
A special technique that boosts the user's ATTACK power. Can normally be used up to six times. |
33 |
Rolling Kick |
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60 |
85 |
15 |
33 |
A sharp FIGHTING-type attack. Has a one-in-three chance of making the target flinch if it connects. |
38 |
Jump Kick |
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70 |
95 |
25 |
-- |
A forceful FIGHTING-type attack. If it misses, however, the attacker gets hurt. |
43 |
Focus Energy |
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-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
48 |
Hi Jump Kick |
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85 |
90 |
20 |
-- |
Stronger than a JUMP KICK. If it misses, the attacker sustains 1/8 the damage it should have caused. |
53 |
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. |
TM & HM Attacks |
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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. |
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. |
TM18 |
Counter |
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?? |
100 |
20 |
-- |
A retaliation move that pays back double the damage of a physical attack. Highly accurate. |
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. |
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. |
TM35 |
Metronome |
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-- |
100 |
10 |
-- |
The user waggles its finger, triggering a move. There is no telling what will happen. |
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. |
HM04 |
Strength |
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80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |