Generation II Level Up |
|
— |
Sing |
Normal |
-- |
55 |
15 |
-- |
A special NORMAL-type move. A soothing melody lulls the target to sleep. |
4 |
Defense Curl |
Normal |
-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
9 |
Pound |
Normal |
40 |
100 |
35 |
-- |
A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move. |
14 |
Disable |
Normal |
-- |
55 |
20 |
-- |
A move that disables one of the target's moves. That move can't be used until it wears off. |
19 |
Rollout |
Rock |
30 |
90 |
20 |
-- |
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. |
24 |
DoubleSlap |
Normal |
15 |
85 |
10 |
-- |
Although each slap is weak, this attack hits the target two to five times in succession. |
29 |
Rest |
Psychic |
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
34 |
Body Slam |
Normal |
85 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. |
39 |
Double-Edge |
Normal |
120 |
100 |
15 |
-- |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |