Generation II Level Up |
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— |
Growl |
Normal |
-- |
100 |
40 |
-- |
A move that lowers the target's ATTACK power. Can normally be used up to six times. |
5 |
Tail Whip |
Normal |
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
9 |
Bone Club |
Ground |
65 |
85 |
20 |
10 |
A physical attack using a bone as a club. If it connects, it may cause the target to flinch. |
13 |
Headbutt |
Normal |
70 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
17 |
Leer |
Normal |
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
21 |
Focus Energy |
Normal |
-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
25 |
Bonemerang |
Ground |
50 |
90 |
10 |
-- |
A boomerang made of bone is thrown to inflict damage twice, on the way out and on return. |
29 |
Rage |
Normal |
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
33 |
False Swipe |
Normal |
40 |
100 |
40 |
-- |
A move that adjusts ATTACK so that the foe has one HP left. Can't cause the foe to faint. |
37 |
Thrash |
Normal |
90 |
100 |
20 |
-- |
An attack that lasts two to three turns. Afterwards, the attacker becomes confused. |
41 |
Bone Rush |
Ground |
25 |
80 |
10 |
-- |
A GROUND-type attack. The attacker uses a bone to club the foe two to five times. |