Generation II Level Up |
Level | Attack Name | Type | Att. | Acc. | PP | Effect % |
---|
— | Wing Attack |  | 60 | 100 | 35 | -- |
A FLYING-type attack. The attacking Pokémon spreads its wings and charges. |
— | Ember |  | 40 | 100 | 25 | 10 |
A FIRE-type attack. Has a onein-ten chance of leaving the target with a damaging burn. |
13 | Fire Spin |  | 15 | 70 | 15 | -- |
A FIRE-type attack that lasts two to five turns. The flames make the target unable to move. |
25 | Agility |  | -- | 100 | 30 | -- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
37 | Endure |  | -- | 100 | 10 | -- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
49 | Flamethrower |  | 95 | 100 | 15 | 10 |
A powerful FIRE-type attack. Has a one-in-ten chance of leaving the target with a burn. |
61 | Safeguard |  | -- | 100 | 25 | -- |
A mystic power that protects the user from status problems for five turns. |
73 | Sky Attack |  | 140 | 90 | 5 | -- |
Strongest FLYING-type attack. Stores energy in the first turn, then fires in the next. |
TM & HM Attacks |
TM/HM # | Attack Name | Type | Att. | Acc. | PP | Effect % |
---|
TM03 | Curse |  | -- | -- | 10 | -- |
Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. |
TM05 | Roar |  | -- | 100 | 20 | -- |
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
TM06 | Toxic |  | -- | 85 | 10 | -- |
A move that badly poisons the target. The amount of poison damage increases every turn. |
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. |
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. |
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. |
TM27 | Return |  | ?? | 100 | 20 | -- |
A NORMAL-type attack. The tamer the user, the more powerful the move. |
TM31 | Mud-Slap |  | 20 | 100 | 10 | 100 |
An attack that fires dirt, inflicting damage and reducing the target's accuracy. |
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. |
TM37 | Sandstorm |  | -- | 100 | 10 | -- |
An attack that creates a sandstorm. The effect causes damage to both combatants. |
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. |
TM43 | Detect |  | -- | 100 | 5 | -- |
Allows user to completely evade attack. If used consecutively, its success rate decreases. |
TM44 | Rest |  | -- | 100 | 10 | -- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM47 | Steel Wing |  | 70 | 90 | 25 | 10 |
Strikes the target with stiff wings. Has a one-in-ten chance of raising the user's DEFENSE. |
HM02 | Fly |  | 70 | 95 | 15 | -- |
The Pokémon flies high, then strikes in the next turn. Used to fly to places already visited. |
Gen I Only Moves(Details) |
Attack Name | Type | Att. | Acc. | PP | Effect % | Method |
---|
GS | Y |
---|
Peck |  | 35 | 100 | 35 | -- | Lv. 1 | Lv. 1 |
A standard FLYING-type attack. It is favored by Pokémon with beaks or horns. |
Leer |  | -- | 100 | 30 | -- | Lv. 51 | Lv. 51 |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
Razor Wind |  | 80 | 75 | 10 | -- | Gen I TM02 |
A two-turn attack with the wind attack in the second turn. Learned by many FLYING types. |
Whirlwind |  | -- | 100 | 20 | -- | Gen I TM04 |
A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. |
Take Down |  | 90 | 85 | 20 | -- | Gen I TM09 |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
Double-Edge |  | 120 | 100 | 15 | -- | Gen I TM10 |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |
Rage |  | 20 | 100 | 20 | -- | Gen I TM20 |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
Mimic |  | -- | 100 | 10 | -- | Gen I TM31 |
A move for learning one of the opponent's moves, for use during that battle only. |
Reflect |  | -- | 100 | 20 | -- | Gen I TM33 |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
Bide |  | -- | 100 | 10 | -- | Gen I TM34 |
The user waits for several turns. At the end, it returns double the damage it received. |
Substitute |  | -- | 100 | 10 | -- | Gen I TM50 |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |