Red, Green & Blue Level Up |
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— |
Vice Grip |
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55 |
100 |
30 |
-- |
A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured. |
25 |
Seismic Toss |
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?? |
100 |
20 |
-- |
A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. |
30 |
Guillotine |
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?? |
30 |
5 |
-- |
A single-hit knockout attack. Learned only by Pokémon that have large pincers. |
36 |
Focus Energy |
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-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
43 |
Harden |
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-- |
100 |
30 |
-- |
Raises the user's DEFENSE. Useful when battling physically strong Pokémon. |
49 |
Slash |
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70 |
100 |
20 |
-- |
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double the damage. |
54 |
Swords Dance |
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-- |
100 |
30 |
-- |
A special move that greatly boosts the user's ATTACK power. Can normally be used up to three times. |
Yellow Level Up |
|
— |
Vice Grip |
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55 |
100 |
30 |
-- |
A NORMAL-type attack used only by Pokémon with pincers. The target is gripped and injured. |
21 |
Bind |
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15 |
74.6 |
20 |
-- |
Traps and squeezes the target over several turns. The target cannot move while under attack. |
25 |
Seismic Toss |
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?? |
100 |
20 |
-- |
A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. |
30 |
Guillotine |
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?? |
30 |
5 |
-- |
A single-hit knockout attack. Learned only by Pokémon that have large pincers. |
36 |
Focus Energy |
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-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
43 |
Harden |
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-- |
100 |
30 |
-- |
Raises the user's DEFENSE. Useful when battling physically strong Pokémon. |
49 |
Slash |
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70 |
100 |
20 |
-- |
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double the damage. |
54 |
Swords Dance |
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-- |
100 |
30 |
-- |
A special move that greatly boosts the user's ATTACK power. Can normally be used up to three times. |
TM & HM Attacks |
|
TM03 |
Swords Dance |
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-- |
100 |
30 |
-- |
A special move that greatly boosts the user's ATTACK power. Can normally be used up to three times. |
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. |
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. |
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. |
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. |
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. |
HM01 |
Cut |
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50 |
95 |
30 |
-- |
A NORMAL-type attack. Also used for cutting small bushes to open new paths. |
HM04 |
Strength |
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80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |