Generation II Level Up |
|
— |
Barrier |
Psychic |
-- |
100 |
30 |
-- |
Instantly forms a barrier between the user and the opponent. DEFENSE is increased. |
6 |
Confusion |
Psychic |
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
11 |
Substitute |
Normal |
-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
16 |
Meditate |
Psychic |
-- |
100 |
40 |
-- |
A special move that boosts the user's ATTACK power. Can normally be used up to six times. |
21 |
DoubleSlap |
Normal |
15 |
85 |
10 |
-- |
Although each slap is weak, this attack hits the target two to five times in succession. |
26 |
Light Screen |
Psychic |
-- |
100 |
30 |
-- |
Reduces damage from special attacks by about half. A special PSYCHIC-type move. |
26 |
Reflect |
Psychic |
-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
31 |
Encore |
Normal |
-- |
100 |
5 |
-- |
Forces the target to continue to use the move it used last for the next two to six turns. |
36 |
Psybeam |
Psychic |
65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
41 |
Baton Pass |
Normal |
-- |
100 |
40 |
-- |
A move that transfers the user's status changes to the next Pokémon when switching. |
46 |
Safeguard |
Normal |
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |