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Tauros   

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%
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
GSC TM/HM Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
RBY TM/HM Double-edge The user receives 1/4 recoil damage. Normal 15 120 100%
GSC TM/HM Earthquake Power doubles when performed against Pokemon using Dig. Ground 10 100 100%
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%
RBY TM/HM Fissure The target faints; doesn't work on higher-leveled Pokemon. However, this move will hit Digging Pokemon. Ground 5 KO 30%
Tutored Flamethrower Has a ~10% chance to burn the target. Fire 15 95 100%
GSC TM/HM Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal 20 Var BP 100%
GSC TM/HM Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
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%
Level-Up Horn Attack Damages the target. Normal 25 65 100%
RBY TM/HM Horn Drill The target faints; doesn't work on higher-leveled Pokemon. Normal 5 KO 30%
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 Leer Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
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%
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
Level-Up Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. Dark 20 40 100%
Other Method Quick Attack Usually goes first. Normal 30 40 100%
Level-Up Rage The user's Attack rises by 1 stage if attacked before its next move. Normal 20 20 100%
Level-Up 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%
Level-Up Scary Face Lowers the target's Speed by 2 stages. Normal 10 N/A 90%
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 Stomp Has a ~30% chance to make the target flinch; also retains its normal accuracy and gains doubled power against Minimized Pokemon. Normal 20 65 100%
GSC TM/HM Strength Damages the target. Normal 15 80 100%
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 Surf Damages the target. Water 15 95 100%
GSC TM/HM Swagger Confuses the target and raises its Attack by 2 stages. Normal 15 N/A 90%
Level-Up Tackle Damages the target. Normal 35 35 95%
Level-Up Tail Whip Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Level-Up Take Down The user receives 1/4 recoil damage. Normal 20 90 85%
Level-Up Thrash The user attacks uncontrollably for 2-3 turns and then gets confused. Normal 20 90 100%
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 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%
GSC TM/HM Zap Cannon Paralyzes the target. Electric 5 100 50%

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