Generation II Level Up |
|
— |
Tackle |
Normal |
35 |
95 |
35 |
-- |
A NORMAL-type attack. Many Pokémon know this attack right from the start. |
— |
Supersonic |
Normal |
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
8 |
Supersonic |
Normal |
-- |
55 |
20 |
-- |
A special NORMAL-type move. Supersonic sound waves are used to confuse the target. |
15 |
Comet Punch |
Normal |
18 |
85 |
15 |
-- |
Although each slap is weak, this attack hits the target two to five times in succession. |
24 |
Light Screen |
Psychic |
-- |
100 |
30 |
-- |
Reduces damage from special attacks by about half. A special PSYCHIC-type move. |
24 |
Reflect |
Psychic |
-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |
24 |
Safeguard |
Normal |
-- |
100 |
25 |
-- |
A mystic power that protects the user from status problems for five turns. |
33 |
Baton Pass |
Normal |
-- |
100 |
40 |
-- |
A move that transfers the user's status changes to the next Pokémon when switching. |
42 |
Swift |
Normal |
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
51 |
Agility |
Psychic |
-- |
100 |
30 |
-- |
A special move that greatly boosts the user's SPEED. Normally used up to three times. |
60 |
Double-Edge |
Normal |
120 |
100 |
15 |
-- |
A charging tackle attack. One quarter of the damage comes back to hurt the attacker. |