Generation II Level Up |
Level | Attack Name | Type | Att. | Acc. | PP | Effect % |
---|
— | Tackle |  | 35 | 95 | 35 | -- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— | Growl |  | -- | 100 | 40 | -- |
A move that lowers the target's ATTACK power. Can normally be used up to six times. |
— | ThunderShock |  | 40 | 100 | 30 | 10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
— | Thunder Wave |  | -- | 100 | 20 | -- |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
9 | ThunderShock |  | 40 | 100 | 30 | 10 |
An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
18 | Thunder Wave |  | -- | 100 | 20 | -- |
A special move that causes paralysis. The victim has a onein-four chance of immobility. |
27 | Cotton Spore |  | -- | 85 | 40 | -- |
Spores that cling to the target, sharply reducing the opponent's SPEED. |
30 | ThunderPunch |  | 75 | 100 | 15 | 10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
42 | Light Screen |  | -- | 100 | 30 | -- |
Reduces damage from special attacks by about half. A special PSYCHIC-type move. |
57 | Thunder |  | 120 | 70 | 10 | 30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Att. | Acc. | PP | Effect % |
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TM01 | DynamicPunch |  | 100 | 50 | 5 | 100 |
A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
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. |
TM07 | Zap Cannon |  | 100 | 50 | 5 | 100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |
TM08 | Rock Smash |  | 20 | 100 | 15 | 50 |
A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths. |
TM10 | Hidden Power |  | ?? | 100 | 15 | -- |
A peculiar move that changes type and power depending on the Pokémon using it. |
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. |
TM15 | Hyper Beam |  | 150 | 90 | 5 | -- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
TM17 | Protect |  | -- | 100 | 10 | -- |
Completely foils an opponent's attack. If used consecutively, its success rate decreases. |
TM18 | Rain Dance |  | -- | 90 | 5 | -- |
Summons rain for five turns. While it is raining, the power of WATER-type moves increases. |
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. |
TM25 | Thunder |  | 120 | 70 | 10 | 30 |
Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
TM27 | Return |  | ?? | 100 | 20 | -- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
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. |
TM39 | Swift |  | 60 | 100 | 20 | -- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM40 | Defense Curl |  | -- | 100 | 40 | -- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
TM41 | ThunderPunch |  | 75 | 100 | 15 | 10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
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. |
TM48 | Fire Punch |  | 75 | 100 | 15 | 10 |
A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
HM04 | Strength |  | 80 | 100 | 15 | -- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
HM05 | Flash |  | -- | 70 | 20 | -- |
Blinds the target with a bright flash of light, reducing the opponent's accuracy. |