Generation II Level Up |
|
— |
Quick Attack |
Normal |
40 |
100 |
30 |
-- |
Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
— |
Leer |
Normal |
-- |
100 |
30 |
-- |
A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
6 |
Focus Energy |
Normal |
-- |
100 |
30 |
-- |
Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
12 |
Pursuit |
Dark |
40 |
100 |
20 |
-- |
A DARK-type attack. It inflicts major damage if the target switches out in the same turn. |
18 |
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. |
24 |
Agility |
Psychic |
-- |
100 |
30 |
-- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
30 |
Wing Attack |
Flying |
60 |
100 |
35 |
-- |
A FLYING-type attack. The attacking Pokémon spreads its wings and charges. |
36 |
Slash |
Normal |
70 |
100 |
20 |
-- |
A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage. |
42 |
Swords Dance |
Normal |
-- |
100 |
30 |
-- |
A special move that boosts the user's ATTACK power. Normally used up to three times. |
48 |
Double Team |
Normal |
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. |