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Chansey   

DP RSE & FRLG GSC RBY
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MethodNameEffectTypePPPwrAcc
GSC TM/HM Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal 15 N/A 100%
RBY TM/HM Bide The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. Normal 10 Var Dmg 100%
GSC TM/HM Blizzard Has a ~10% chance to freeze the target. Ice 5 120 70%
RBY TM/HM Body Slam Has a ~30% chance to paralyze the target. Normal 15 85 100%
RBY TM/HM Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 20 65 100%
RBY TM/HM Counter Almost always goes last; if an opponent strikes with a Physical attack before the user's turn, the user retaliates for twice the damage it had endured. Fighting 20 Var Dmg 100%
GSC TM/HM Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. ??? 10 N/A N/A
Level-Up Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout. Normal 40 N/A N/A
GSC TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Level-Up Double-edge The user receives 1/4 recoil damage. Normal 15 120 100%
Level-Up Doubleslap Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. Normal 10 15 85%
GSC TM/HM Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Psychic 15 100 100%
GSC TM/HM Dynamicpunch Confuses the target. Fighting 5 100 50%
Level-Up Egg Bomb Damages the target. Normal 10 100 75%
GSC TM/HM Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
GSC TM/HM Fire Blast Has a ~10% chance to burn the target. Fire 5 120 85%
Tutored Flamethrower Has a ~10% chance to burn the target. Fire 15 95 100%
GSC TM/HM Flash Lowers the target's Accuracy by 1 stage. Normal 20 N/A 70%
GSC TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
Level-Up Growl Lowers the target's Attack by 1 stage. Normal 40 N/A 100%
GSC TM/HM Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
Egg Move Heal Bell Every Pokemon in the user's party is cured of status conditions. Normal 5 N/A N/A
GSC TM/HM Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal 15 Var BP 100%
GSC TM/HM Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 5 150 90%
RBY TM/HM Ice Beam Has a ~10% chance to freeze the target. Ice 10 95 100%
GSC TM/HM Icy Wind Lowers the target's Speed by 1 stage. Ice 15 55 95%
GSC TM/HM Iron Tail Has a ~30% chance to lower the target's Defense by 1 stage. Steel 15 100 75%
Level-Up Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Psychic 30 N/A N/A
RBY TM/HM Mega Kick Damages the target. Normal 5 120 75%
RBY TM/HM Mega Punch Damages the target. Normal 20 80 85%
RBY TM/HM Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Sketch, Struggle or any move that the user already knows. Normal 10 N/A N/A
RBY TM/HM Mimic This move is temporarily replaced by the target's last move; the replacement move will have 5 PP and become part of the user's moveset until the user switches out or the battle ends. Mimic copies attacks even if they miss or the user has immunity toward their type; it cannot copy itself, Struggle, Transform, Sketch, Metronome or moves that the user already knows, and it will fail if the target has yet to use a move. Normal 10 N/A 100%
Level-Up Minimize Raises the user's Evasion by 1 stage; however, Stomp retains its normal accuracy and gains doubled power against Minimized Pokemon. Normal 20 N/A N/A
GSC TM/HM Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 10 20 100%
Level-Up Pound Damages the target. Normal 35 40 100%
Egg Move Present Randomly either attacks with a variable power, between 40 base power and 120 base power, or heals the target by 80 HP. /advanced Normal 15 Var BP 90%
GSC TM/HM Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal 10 N/A N/A
GSC TM/HM Psych Up The user copies all six of the target's current stat modifiers. Normal 10 N/A N/A
GSC TM/HM Psychic Has a ~10% chance to lower the target's Special Defense by 1 stage. Psychic 10 90 100%
RBY TM/HM Psywave Randomly inflicts set damage between a minimum of 1 HP and a maximum of [1.5x the user's level] HP. Psychic 15 Var Dmg 80%
RBY TM/HM Rage The user's Attack rises by 1 stage if attacked before its next move. Normal 20 20 100%
GSC TM/HM Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Water 5 N/A N/A
RBY TM/HM Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Psychic 20 N/A N/A
GSC TM/HM Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic 10 N/A N/A
GSC TM/HM Return Power increases as user's happiness increases; maximum 102 BP. Normal 20 Var BP 100%
GSC TM/HM Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 15 20 100%
GSC TM/HM Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Rock 20 30 90%
GSC TM/HM Sandstorm Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type and the healing power of Morning Sun, Synthesis and Moonlight is halved. Rock 10 N/A N/A
RBY TM/HM Seismic Toss Does damage equal to user's level. Fighting 20 Var Dmg 100%
GSC TM/HM Shadow Ball Has a ~20% chance to lower the target's Special Defense by 1 stage. Ghost 15 80 100%
Level-Up Sing Puts the target to sleep. Normal 15 N/A 55%
RBY TM/HM Skull Bash The user prepares on turn one, raising its Defense by 1 stage and becoming uncontrollable, and then attacks on turn two. Normal 15 100 100%
GSC TM/HM Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal 10 Copy N/A
GSC TM/HM Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 15 40 100%
Level-Up Softboiled Restores 1/2 of the user's max HP. Normal 10 N/A N/A
GSC TM/HM Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, this move has half power. Grass 10 120 100%
GSC TM/HM Strength Damages the target. Normal 15 80 100%
RBY TM/HM Submission The user receives 1/4 recoil damage. Fighting 20 80 80%
RBY TM/HM Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal 10 N/A N/A
GSC TM/HM Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is doubled. Fire 5 N/A N/A
GSC TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Other Method Sweet Scent Lowers the target's Evasion by 1 stage. Normal 20 N/A 100%
Level-Up Tail Whip Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
RBY TM/HM Take Down The user receives 1/4 recoil damage. Normal 20 90 85%
RBY TM/HM Teleport Escapes from wild battles; fails automatically in trainer and link battles. Psychic 20 N/A N/A
GSC TM/HM Thunder Has a ~30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly. Electric 10 120 70%
RBY TM/HM Thunder Wave Paralyzes the target. Electric 20 N/A 100%
RBY TM/HM Thunderbolt Has a ~10% chance to paralyze the target. Electric 15 95 100%
GSC TM/HM Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison 10 N/A 85%
RBY TM/HM Tri Attack Has a ~20% chance to burn, paralyze or freeze the target. Normal 10 80 100%
RBY TM/HM Water Gun Damages the target. Water 25 40 100%
GSC TM/HM Zap Cannon Paralyzes the target. Electric 5 100 50%

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