Generation II Level Up |
|
— |
Ember |
Fire |
40 |
100 |
25 |
10 |
A FIRE-type attack. Has a onein-ten chance of leaving the target with a damaging burn. |
— |
Tail Whip |
Normal |
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
7 |
Quick Attack |
Normal |
40 |
100 |
30 |
-- |
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
13 |
Roar |
Normal |
-- |
100 |
20 |
-- |
A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
19 |
Confuse Ray |
Ghost |
-- |
100 |
10 |
-- |
A sinister flash of light makes the target confused. A special GHOST-type move. |
25 |
Safeguard |
Normal |
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |
31 |
Flamethrower |
Fire |
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 |
Fire |
15 |
70 |
15 |
-- |
A FIRE-type attack that lasts two to five turns. The flames make the target unable to move. |