Generation II Level Up |
|
— |
Comet Punch |
Normal |
18 |
85 |
15 |
-- |
Although each slap is weak, this attack hits the target two to five times in succession. |
7 |
Agility |
Psychic |
-- |
100 |
30 |
-- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
13 |
Pursuit |
Dark |
40 |
100 |
20 |
-- |
A DARK-type attack. It inflicts major damage if the target switches out in the same turn. |
26 |
ThunderPunch |
Electric |
75 |
100 |
15 |
10 |
A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
26 |
Ice Punch |
Ice |
75 |
100 |
15 |
10 |
A special ICE-type attack. Has a one-in-ten chance of freezing the target. |
26 |
Fire Punch |
Fire |
75 |
100 |
15 |
10 |
A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
32 |
Mach Punch |
Fighting |
40 |
100 |
30 |
-- |
An incredibly fast punch that always lands first. |
38 |
Mega Punch |
Normal |
80 |
85 |
20 |
-- |
A NORMAL-type attack move. It is highly accurate and relatively powerful. |
44 |
Detect |
Fighting |
-- |
100 |
5 |
-- |
Allows user to completely evade attack. If used consecutively, its success rate decreases. |
50 |
Counter |
Fighting |
?? |
100 |
20 |
-- |
A retaliation move that pays back double the damage of a physical attack. Very accurate. |