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POKEMON RED, BLUE AND YELLOW ATTACKS LISTING

Move Effect Type PP Power Acc
Absorb Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 20 20 100%
Acid Has a ~10% chance to lower the target's Defense by 1 stage. Poison 30 40 100%
Acid Armor Raises the user's Defense by 2 stages. Poison 40 N/A N/A
Agility Raises the user's Speed by 2 stages. Psychic 30 N/A N/A
Amnesia Raises the user's Special by 2 stages. Psychic 20 N/A N/A
Aurora Beam Has a ~10% chance to lower the target's Attack by 1 stage. Ice 20 65 100%
Barrage 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 20 15 85%
Barrier Raises the user's Defense by 2 stages. Psychic 30 N/A N/A
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%
Bind The user becomes uncontrollable and attacks for 2-5 consecutive turns; the target cannot make attacks of its own during this time, but it may switch out, use items or run away. Normal 20 15 75%
Bite Has a ~10% chance to make the target flinch. Normal 25 60 100%
Blizzard Has a ~10% chance to freeze the target. Ice 5 120 90%
Body Slam Has a ~30% chance to paralyze the target. Normal 15 85 100%
Bone Club Has a ~10% chance to make the target flinch. Ground 20 65 85%
Bonemerang Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Ground 10 50 90%
Bubble Has a ~10% chance to lower the target's Speed by 1 stage. Water 30 20 100%
Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 20 65 100%
Clamp The user becomes uncontrollable and attacks for 2-5 consecutive turns; the target cannot make attacks of its own during this time, but it may switch out, use items or run away. Water 10 35 75%
Comet Punch 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 15 18 85%
Confuse Ray Confuses the target. Ghost 10 N/A 100%
Confusion Has a ~10% chance to confuse the target. Psychic 25 50 100%
Constrict Has a ~10% chance to lower the target's Speed by 1 stage. Normal 35 10 100%
Conversion The user's type changes to match the type of one of its four attacks. This move fails if the user cannot change its type under this condition. Normal 30 N/A N/A
Counter Almost always goes last; if an opponent strikes with a Normal- or Fighting-type attack before the user's turn, the user retaliates for twice the damage it had endured. Fighting 20 Var Dmg 100%
Crabhammer Has a high critical hit ratio. Water 10 90 85%
Cut Damages the target. Normal 30 50 95%
Defense Curl Raises the user's Defense by 1 stage. Normal 40 N/A N/A
Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Swift may still hit a Pokemon underground. On the second turn, the user attacks. Ground 10 100 100%
Disable One randomly selected move of the target's cannot be selected for 1-7 turns. Disable only works on one move at a time. The target does nothing if it is about to use a move that becomes disabled. Normal 20 N/A 55%
Dizzy Punch Damages the target. Normal 10 70 100%
Double Kick Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Fighting 30 30 100%
Double Team Raises the user's Evasion by 1 stage. Normal 15 N/A N/A
Double-edge The user receives 1/4 recoil damage. Normal 15 100 100%
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%
Dragon Rage Always deals 40 points of damage. Dragon 10 Set 100%
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%
Drill Peck Damages the target. Flying 20 80 100%
Earthquake Damages the target. Ground 10 100 100%
Egg Bomb Damages the target. Normal 10 100 75%
Ember Has a ~10% chance to burn the target. Fire 25 40 100%
Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Normal 5 170 100%
Fire Blast Has a ~30% chance to burn the target. Fire 5 120 85%
Fire Punch Has a ~10% chance to burn the target. Fire 15 75 100%
Fire Spin The user becomes uncontrollable and attacks for 2-5 consecutive turns; the target cannot make attacks of its own during this time, but it may switch out, use items or run away. Fire 15 15 70%
Fissure The target faints; doesn't work on faster or higher-leveled Pokemon. Ground 5 KO 30%
Flamethrower Has a ~10% chance to burn the target. Fire 15 95 100%
Flash Lowers the target's Accuracy by 1 stage. Normal 20 N/A 70%
Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Swift may still hit a Pokemon in the air. On the second turn, the user attacks. Flying 15 70 95%
Focus Energy Decreases Critical Hit ratio in-game, but raises it in Pokemon Stadium. Normal 30 N/A N/A
Fury Attack 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 20 15 85%
Fury Swipes 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 15 10 80%
Glare Paralyzes the target. This move works on Ghost-type Pokemon. Normal 30 N/A 75%
Growl Lowers the target's Attack by 1 stage. Normal 40 N/A 100%
Growth Raises the user's Special by 1 stage. Normal 40 N/A N/A
Guillotine The target faints; doesn't work on faster or higher-leveled Pokemon. Normal 5 KO 30%
Gust Damages the target. Normal 35 40 100%
Harden Raises the user's Defense by 1 stage. Normal 30 N/A N/A
Haze Eliminates any stat modifiers from all active Pokemon. Also removes Leech Seed, Reflect and Light Screen from either Pokemon and cures the opponent of any status conditions (including Toxic). If the user of Haze has Toxic poisoning, it will be downgraded to regular poisoning. Ice 30 N/A N/A
Headbutt Has a ~30% chance to make the target flinch. Normal 15 70 100%
Hi Jump Kick If this attack misses the target, the user receives 1 HP of damage. Fighting 20 85 90%
Horn Attack Damages the target. Normal 25 65 100%
Horn Drill The target faints; doesn't work on faster or higher-leveled Pokemon. Normal 5 KO 30%
Hydro Pump Damages the target. Water 5 120 80%
Hyper Beam In Stadium, the user becomes uncontrollable during its next turn. Otherwise, the user attacks on turn one but it doesn't recharge on turn two if it KOs the target, breaks its Substitute or misses entirely. Normal 5 150 90%
Hyper Fang Has a ~10% chance to make the target flinch. Normal 15 80 90%
Hypnosis Puts the target to sleep. Psychic 20 N/A 60%
Ice Beam Has a ~10% chance to freeze the target. Ice 10 95 100%
Ice Punch Has a ~10% chance to freeze the target. Ice 15 75 100%
Jump Kick If this attack misses the target, the user receives 1 HP of damage. Fighting 20 70 95%
Karate Chop Has a high critical hit ratio. Normal 25 55 100%
Kinesis Lowers the target's Accuracy by 1 stage. Psychic 15 N/A 80%
Leech Life Restores the user's HP by 1/2 of the damage inflicted on the target. Bug 15 20 100%
Leech Seed The user steals 1/16 of the target's max HP (or more if used in conjunction with Toxic) until either Pokemon uses Haze or the target is switched out or KO'ed; does not work on Grass-type Pokemon, but will work against Pokemon behind Substitutes. Grass 10 N/A 90%
Leer Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Lick Has a ~30% chance to paralyze the target. This move fails against Psychic-type Pokemon. Ghost 30 20 100%
Light Screen The user receives 1/2 damage from Special attacks until it switches out or either Pokemon uses Haze. Psychic 30 N/A N/A
Lovely Kiss Puts the target to sleep. Normal 10 N/A 75%
Low Kick Has a ~30% chance to make the target flinch. Fighting 20 50 90%
Meditate Raises the user's Attack by 1 stage. Psychic 40 N/A N/A
Mega Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 10 40 100%
Mega Kick Damages the target. Normal 5 120 75%
Mega Punch Damages the target. Normal 20 80 85%
Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Struggle or any move that the user already knows. Normal 10 N/A N/A
Mimic This move is temporarily replaced by one of the target's moves; after one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy until the end of the battle or until the user switches out. There are no move restrictions on Mimic other than itself and Struggle. However, in a link battle, Mimic will copy one of the target's attacks randomly. Normal 10 N/A 100%
Minimize Raises the user's Evasion by 1 stage. Normal 20 N/A N/A
Mirror Move The user performs the last move executed by its target; if applicable, an attack's damage is calculated with the user's stats, level and type(s). This moves fails if the target has not yet used a move. Mirror Move also cannot copy itself. Flying 20 Copy N/A
Mist Protects the user from negative stat modifiers caused by other Pokemon until it switches out. The user's Accuracy and Evasion stats are also protected. Moves that cause negative stat modifiers as a secondary effect, such as Psychic, still deal their regular damage. Ice 30 N/A N/A
Night Shade Does damage equal to user's level. This move hits Normal-type Pokemon. Ghost 15 Var Dmg 100%
Pay Day The player picks up extra money after in-game battles; the money received is equal to: [user's level * 2 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. Normal 20 40 100%
Peck Damages the target. Flying 35 35 100%
Petal Dance The user attacks uncontrollably for 2-3 turns and then gets confused. Grass 20 70 100%
Pin Missile 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. Bug 20 14 85%
Poison Gas Poisons the target. Poison 40 N/A 55%
Poison Sting Has a ~20% chance to poison the target. Poison 35 15 100%
Poisonpowder Poisons the target. Poison 35 N/A 75%
Pound Damages the target. Normal 35 40 100%
Psybeam Has a ~10% chance to confuse the target. Psychic 20 65 100%
Psychic Has a ~30% chance to lower the target's Special by 1 stage. Psychic 10 90 100%
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%
Quick Attack Usually goes first. Normal 30 40 100%
Rage The user attacks uncontrollably until it faints or its target faints. During this time, the user's Attack increases by 1 stage for each time it is hit by the target. If this move misses, the user continues to attack but has only a 1/256 chance to land a hit. Normal 20 20 100%
Razor Leaf Has a high critical hit ratio. Grass 25 55 95%
Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Normal 10 80 75%
Recover Restores 1/2 of the user's max HP. However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. Normal 20 N/A N/A
Reflect The user receives 1/2 damage from Physical attacks until it switches out or either Pokemon uses Haze. Psychic 20 N/A N/A
Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns (and then uses a third turn to wake up). However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. Psychic 10 N/A N/A
Roar Escapes from wild battles; fails automatically in trainer and link battles. Normal 20 N/A 100%
Rock Slide Damages the target. Rock 10 75 90%
Rock Throw Damages the target. Rock 15 50 90%
Rolling Kick Has a ~30% chance to make the target flinch. Fighting 15 60 85%
Sand-Attack Lowers the target's Accuracy by 1 stage. Ground 15 N/A 100%
Scratch Damages the target. Normal 35 40 100%
Screech Lowers the target's Defense by 2 stages. Normal 10 N/A 85%
Seismic Toss Does damage equal to user's level. Hits Ghost-type Pokemon. Fighting 20 Var Dmg 100%
Selfdestruct The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Normal 5 130 100%
Sharpen Raises the user's Attack by 1 stage. Normal 30 N/A N/A
Sing Puts the target to sleep. Normal 15 N/A 55%
Skull Bash The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Normal 15 100 100%
Sky Attack The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Flying 5 140 90%
Slam Damages the target. Normal 20 80 75%
Slash Has a high critical hit ratio. Normal 20 70 100%
Sleep Powder Puts the target to sleep. Grass 15 N/A 75%
Sludge Has a ~30% chance to poison the target. Poison 20 65 100%
Smog Has a ~30% chance to poison the target. Poison 20 20 100%
Smokescreen Lowers the target's Accuracy by 1 stage. Normal 20 N/A 100%
Softboiled Restores 1/2 of the user's max HP. However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. Normal 10 N/A N/A
Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Grass 10 120 100%
Sonicboom Always deals 20 points of damage. Normal 20 Set 90%
Spike Cannon 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 15 20 100%
Splash Doesn't do anything (but we still love it). Normal 40 N/A N/A
Spore Puts the target to sleep. Grass 15 N/A 100%
Stomp Has a ~30% chance to make the target flinch. Normal 20 65 100%
Strength Damages the target. Normal 15 80 100%
String Shot Lowers the target's Speed by 1 stage. Bug 40 N/A 95%
Struggle Used automatically when all of the user's other moves have run out of PP or are otherwise inaccessible. The user receives 1/4 recoil damage. Struggle is classified as a Normal-type move, so it is resisted by Rock-type Pokemon and cannot hit Ghost-type Pokemon at all. Normal 1 50 100%
Stun Spore Paralyzes the target. Grass 30 N/A 75%
Submission The user receives 1/4 recoil damage. Fighting 20 80 80%
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. In-game, the user can still be inflicted with status effects and stat modifiers from other Pokemon, but this is fixed in Pokemon Stadium. 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
Super Fang This move halves the target's current HP. Normal 10 Var Dmg 90%
Supersonic Confuses the target. Normal 20 N/A 55%
Surf Damages the target. Water 15 95 100%
Swift Ignores Evasion and Accuracy modifiers and will hit Pokemon even if they are in the middle of Fly or Dig. Has a 1-in-256 chance of missing. Normal 20 60 100%
Swords Dance Raises the user's Attack by 2 stages. Normal 30 N/A N/A
Tackle Damages the target. Normal 35 35 95%
Tail Whip Lowers the target's Defense by 1 stage. Normal 30 N/A 100%
Take Down The user receives 1/4 recoil damage. Normal 20 90 85%
Teleport Escapes from wild battles; fails automatically in trainer and link battles. Psychic 20 N/A N/A
Thrash The user attacks uncontrollably for 2-3 turns and then gets confused. Normal 20 90 100%
Thunder Has a ~10% chance to paralyze the target. Electric 10 120 70%
Thunder Wave Paralyzes the target. Electric 20 N/A 100%
Thunderbolt Has a ~10% chance to paralyze the target. Electric 15 95 100%
Thunderpunch Has a ~10% chance to paralyze the target. Electric 15 75 100%
Thundershock Has a ~10% chance to paralyze the target. Electric 30 40 100%
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 or uses Haze. Damage caused by Leech Seed will also increase as Toxic damage increases. Poison 10 N/A 85%
Transform The user morphs into a near-exact copy of the target. Stats, stat modifiers, type, moves and appearance are changed; the user's level and HP remain the same and each copied move receives only 5 PP. Normal 10 N/A N/A
Tri Attack Damages the target. Normal 10 80 100%
Twineedle Strikes twice; if the first hit breaks the target's Substitute, the real Pokemon will take damage from the second hit. Has a ~20% chance to poison the target . Bug 20 25 100%
Vicegrip Damages the target. Normal 30 55 100%
Vine Whip Damages the target. Grass 10 35 100%
Water Gun Damages the target. Water 25 40 100%
Waterfall Damages the target. Water 15 80 100%
Whirlwind Escapes from wild battles; fails automatically in trainer and link battles. Normal 20 N/A 100%
Wing Attack Damages the target. Flying 35 35 100%
Withdraw Raises the user's Defense by 1 stage. Water 40 N/A N/A
Wrap The user becomes uncontrollable and attacks for 2-5 consecutive turns; the target cannot make attacks of its own during this time, but it may switch out, use items or run away. Normal 20 15 85%

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