Generation II Level Up |
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— |
Confusion |
Psychic |
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
10 |
Confusion |
Psychic |
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
13 |
PoisonPowder |
Poison |
-- |
75 |
35 |
-- |
A move that poisons the target. If poisoned, the victim loses HP steadily. |
14 |
Stun Spore |
Grass |
-- |
75 |
30 |
-- |
Special move that causes paralysis. The victim has a one-infour chance of immobility. |
15 |
Sleep Powder |
Grass |
-- |
75 |
15 |
-- |
Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. |
18 |
Supersonic |
Normal |
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
23 |
Whirlwind |
Normal |
-- |
100 |
20 |
-- |
A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. |
28 |
Gust |
Flying |
40 |
100 |
35 |
-- |
A FLYING-type attack. The bird Pokémon flaps its wings to create a powerful wind. |
34 |
Psybeam |
Psychic |
65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
40 |
Safeguard |
Normal |
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |