Generation II Level Up |
|
— |
Conversion 2 |
Normal |
-- |
100 |
30 |
-- |
A move that changes the user's type into one that is resistant to the opponent's last move. |
— |
Tackle |
Normal |
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Conversion |
Normal |
-- |
100 |
30 |
-- |
A special move that switches the user's elemental type into one of the user's attack types. |
9 |
Agility |
Psychic |
-- |
100 |
30 |
-- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
12 |
Psybeam |
Psychic |
65 |
100 |
20 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. |
20 |
Recover |
Normal |
-- |
100 |
20 |
-- |
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. |
24 |
Sharpen |
Normal |
-- |
100 |
30 |
-- |
Raises the user's ATTACK power. The edges of the Pokémon are made harder for more impact. |
32 |
Lock-On |
Normal |
-- |
100 |
5 |
-- |
An attack that locks on to the target to ensure that the next attack will hit without fail. |
36 |
Tri Attack |
Normal |
80 |
100 |
10 |
20 |
A NORMAL-type attack. A triangular field of energy is created and launched. |
44 |
Zap Cannon |
Electric |
100 |
50 |
5 |
100 |
An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. |