Generation II Level Up |
|
— |
Headbutt |
Normal |
70 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
— |
Growl |
Normal |
-- |
100 |
40 |
-- |
A move that lowers the target's ATTACK power. Can normally be used up to six times. |
— |
Aurora Beam |
Ice |
65 |
100 |
20 |
10 |
An ICE-type attack. Has a one-in-ten chance of reducing the target's ATTACK power. |
5 |
Growl |
Normal |
-- |
100 |
40 |
-- |
A move that lowers the target's ATTACK power. Can normally be used up to six times. |
16 |
Aurora Beam |
Ice |
65 |
100 |
20 |
10 |
An ICE-type attack. Has a one-in-ten chance of reducing the target's ATTACK power. |
21 |
Rest |
Psychic |
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
32 |
Take Down |
Normal |
90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
43 |
Ice Beam |
Ice |
95 |
100 |
10 |
10 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
60 |
Safeguard |
Normal |
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |