Generation II Level Up |
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— |
Tackle |
Normal |
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
8 |
Amnesia |
Psychic |
-- |
100 |
20 |
-- |
A move that increases the user's SPCL.DEF stat. It is normally used up to three times. |
15 |
Defense Curl |
Normal |
-- |
100 |
40 |
-- |
Raises the user's DEFENSE. Can normally be used up to six times in a row. |
22 |
Belly Drum |
Normal |
-- |
100 |
10 |
-- |
A move that allows the user to consume half of its own HP in order to maximize its ATTACK. |
29 |
Headbutt |
Normal |
70 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. |
36 |
Snore |
Normal |
40 |
100 |
15 |
30 |
Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. |
36 |
Rest |
Psychic |
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
43 |
Body Slam |
Normal |
85 |
100 |
15 |
30 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. |
50 |
Rollout |
Rock |
30 |
90 |
20 |
-- |
Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. |
57 |
Hyper Beam |
Normal |
150 |
90 |
5 |
-- |
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |