Generation II Level Up |
|
— |
Confusion |
Psychic |
50 |
100 |
25 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of leaving the target confused. |
— |
Disable |
Normal |
-- |
55 |
20 |
-- |
A move that disables one of the target's moves. That move can't be used until it wears off. |
11 |
Barrier |
Psychic |
-- |
100 |
30 |
-- |
Instantly forms a barrier between the user and the opponent. DEFENSE is increased. |
22 |
Swift |
Normal |
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
33 |
Psych Up |
Normal |
-- |
100 |
10 |
-- |
Self-hypnosis move that copies the foe's stats changes, then applies them to the user. |
44 |
Future Sight |
Psychic |
80 |
90 |
15 |
-- |
A special PSYCHIC-type attack. It strikes the target two turns after it is used. |
55 |
Mist |
Ice |
-- |
100 |
30 |
-- |
Provides full protection against any enemy status attack. |
66 |
Psychic |
Psychic |
90 |
100 |
10 |
10 |
A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. |
77 |
Amnesia |
Psychic |
-- |
100 |
20 |
-- |
A move that increases the user's SPCL.DEF stat. It is normally used up to three times. |
88 |
Recover |
Normal |
-- |
100 |
20 |
-- |
Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. |
99 |
Safeguard |
Normal |
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |