Generation II Level Up |
Level | Attack Name | Type | Att. | Acc. | PP | Effect % |
---|
— | Ember |  | 40 | 100 | 25 | 10 |
A FIRE-type attack. Has a onein-ten chance of leaving the target with a damaging burn. |
— | Tail Whip |  | -- | 100 | 30 | -- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
7 | Quick Attack |  | 40 | 100 | 30 | -- |
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
13 | Roar |  | -- | 100 | 20 | -- |
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
19 | Confuse Ray |  | -- | 100 | 10 | -- |
A sinister flash of light makes the target confused. A special GHOST-type move. |
25 | Safeguard |  | -- | 100 | 25 | -- |
A mystic power that protects the user from status problems for five turns. |
31 | Flamethrower |  | 95 | 100 | 15 | 10 |
A powerful FIRE-type attack. Has a one-in-ten chance of leaving the target with a burn. |
37 | Fire Spin |  | 15 | 70 | 15 | -- |
A FIRE-type attack that lasts two to five turns. The flames make the target unable to move. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Att. | Acc. | PP | Effect % |
---|
TM02 | Headbutt |  | 70 | 100 | 15 | 30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
TM03 | Curse |  | -- | -- | 10 | -- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
TM06 | Toxic |  | -- | 85 | 10 | -- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
TM10 | Hidden Power |  | ?? | 100 | 15 | -- |
A peculiar move that changes type and power depending on the Pokémon using it. |
TM11 | Sunny Day |  | -- | 90 | 5 | -- |
Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
TM13 | Snore |  | 40 | 100 | 15 | 30 |
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
TM17 | Protect |  | -- | 100 | 10 | -- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM20 | Endure |  | -- | 100 | 10 | -- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
TM21 | Frustration |  | ?? | 100 | 20 | -- |
A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. |
TM23 | Iron Tail |  | 100 | 75 | 15 | 30 |
Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. |
TM27 | Return |  | ?? | 100 | 20 | -- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM28 | Dig |  | 60 | 100 | 10 | -- |
The attacker digs underground in the first turn, then pops up in the next turn to attack. |
TM32 | Double Team |  | -- | 100 | 15 | -- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |
TM34 | Swagger |  | -- | 90 | 15 | 100 |
A move that infuriates and confuses the opponent, but it increases the target's ATTACK. |
TM35 | Sleep Talk |  | -- | 100 | 10 | -- |
Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. |
TM38 | Fire Blast |  | 120 | 85 | 5 | 10 |
Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
TM39 | Swift |  | 60 | 100 | 20 | -- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM44 | Rest |  | -- | 100 | 10 | -- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM45 | Attract |  | -- | 100 | 15 | -- |
Infatuates targets, making it hard for them to attack foes of the opposite gender. |