Generation II Level Up |
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— |
Double Kick |
Fighting |
30 |
100 |
30 |
-- |
A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
6 |
Meditate |
Psychic |
-- |
100 |
40 |
-- |
A special move that boosts the user's ATTACK power. Can normally be used up to six times. |
11 |
Rolling Kick |
Fighting |
60 |
85 |
15 |
30 |
A sharp FIGHTING-type attack. Has a one-in-three shot at making the target flinch. |
16 |
Jump Kick |
Fighting |
70 |
95 |
25 |
-- |
A forceful FIGHTING-type attack. If it misses, however, the attacker gets hurt. |
21 |
Focus Energy |
Normal |
-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
26 |
Hi Jump Kick |
Fighting |
85 |
90 |
20 |
-- |
Stronger than JUMP KICK. If it misses, the attacker takes 1/8 the damage it would've caused. |
31 |
Mind Reader |
Normal |
-- |
100 |
5 |
-- |
It predicts the opponent's movement. The user's next attack will never miss. |
36 |
Foresight |
Normal |
-- |
100 |
40 |
-- |
Neutralizes the foe's evasiveness. Also makes the GHOST type vulnerable to physical attacks. |
41 |
Endure |
Normal |
-- |
100 |
10 |
-- |
Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
46 |
Mega Kick |
Normal |
120 |
75 |
5 |
-- |
A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
51 |
Reversal |
Fighting |
?? |
100 |
15 |
-- |
An attack that increases in power if the user's HP is low. It could turn the tide in battle. |