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Pokemon Gold and Silver - Attack List

This is a complete description of the attacks in the Gold and Silver games, and their effects. Certain terms used in these descriptions are explained in the glossary.

Extra explanation can be found in the supplement to this list.

ACC = accuracy
* - An accuracy check is performed for this attack. Thus, Brightpowder, if held by the opponent, can decrease this attack's accuracy by 7.8%.
^ - If King's Rock is attached to the user, there is an 11.7% chance that the opponent will flinch if the opponent lost HP due to, and the user struck first with, this attack.


Attack Name   Type         Dmg ACC  PP   Add'l Effect

00: *^ Deals damage.

POUND         NORMAL        40 255  35   0
MEGA PUNCH    NORMAL        80 216  20   0
SCRATCH       NORMAL        40 255  35   0
VICEGRIP      NORMAL        55 255  30   0
CUT           NORMAL        50 242  30   0
WING ATTACK   FLYING        60 255  35   0
SLAM          NORMAL        80 191  20   0
VINE WHIP     GRASS         35 255  10   0
MEGA KICK     NORMAL       120 191   5   0
HORN ATTACK   NORMAL        65 255  25   0
TACKLE        NORMAL        35 242  35   0
WATER GUN     WATER         40 255  25   0
HYDRO PUMP    WATER        120 204   5   0
SURF          WATER         95 255  15   0
PECK          FLYING        35 255  35   0
DRILL PECK    FLYING        80 255  20   0
STRENGTH      NORMAL        80 255  15   0
ROCK THROW    ROCK          50 229  15   0
EGG BOMB      NORMAL       100 191  10   0
WATERFALL     WATER         80 255  15   0
MEGAHORN      BUG          120 216  10   0

Good chance for a critical hit.

KARATE CHOP   FIGHTING      50 255  25   0
RAZOR LEAF    GRASS         55 242  25   0
CRABHAMMER    WATER         90 216  10   0
SLASH         NORMAL        70 255  20   0
AEROBLAST     FLYING       100 242   5   0
CROSS CHOP    FIGHTING     100 204   5   0

01: * Puts opponent to sleep.

SING          NORMAL         0 140  15   0
SLEEP POWDER  GRASS          0 191  15   0
HYPNOSIS      PSYCHIC        0 153  20   0
LOVELY KISS   NORMAL         0 191  10   0
SPORE         GRASS          0 255  15   0

02: * May poison opponent.

POISON STING  POISON        15 255  35  76
SMOG          POISON        20 178  20 102
SLUDGE        POISON        65 255  20  76
SLUDGE BOMB   POISON        90 255  10  76

03: *^ Recovers to user half of HP lost by opponent due to this attack.

ABSORB        GRASS         20 255  20   0
MEGA DRAIN    GRASS         40 255  10   0
LEECH LIFE    BUG           20 255  15   0
GIGA DRAIN    GRASS         60 255   5   0

04: * May burn opponent.

FIRE PUNCH    FIRE          75 255  15  25
EMBER         FIRE          40 255  25  25
FLAMETHROWER  FIRE          95 255  15  25
FIRE BLAST    FIRE         120 216   5  25

05: * May freeze opponent.

ICE PUNCH     ICE           75 255  15  25
ICE BEAM      ICE           95 255  10  25
BLIZZARD      ICE          120 178   5  25
POWDER SNOW   ICE           40 255  25  25

06: * May paralyze opponent.

THUNDERPUNCH  ELECTRIC      75 255  15  25
BODY SLAM     NORMAL        85 255  15  76
THUNDERSHOCK  ELECTRIC      40 255  30  25
THUNDERBOLT   ELECTRIC      95 255  15  25
LICK          GHOST         20 255  30  76
ZAP CANNON    ELECTRIC     100 127   5 255
SPARK         ELECTRIC      65 255  20  76
DRAGONBREATH  DRAGON        60 255  20  76

07: * User faints as part of this attack's use. Opponent's Defense is temporarily halved in damage calculation. Fainting will not fail, though attack may miss or fail for other reasons. If opponent also faints, opponent's fainting message is shown first.

SELFDESTRUCT  NORMAL       200 255   5   0
EXPLOSION     NORMAL       250 255   5   0

08: * Only effective while opponent is asleep. Recovers to user half of HP lost by opponent due to this attack.

DREAM EATER   PSYCHIC      100 255  15   0

09: Uses last move opponent used. Fails if opponent had used Mirror Move, Sketch, Sleep Talk, Transform, Mimic, Metronome, or any attack user knows.

MIRROR MOVE   FLYING         0 255  20   0

0A: Increases user's Attack by 1 stage.

MEDITATE      PSYCHIC        0 255  40   0
SHARPEN       NORMAL         0 255  30   0

0B: Increases user's Defense by 1 stage.

HARDEN        NORMAL         0 255  30   0
WITHDRAW      WATER          0 255  40   0

0D: Increases user's Special Attack by 1 stage.

GROWTH        NORMAL         0 255  40   0

10: Increases user's evasion by 1 stage.

DOUBLE TEAM   NORMAL         0 255  15   0

After a successful use of this attack by the user, every use of Stomp by the opponent deals double base damage, even when the opponent uses other attacks in between. This effect ends when the user is switched.

MINIMIZE      NORMAL         0 255  20   0

11: ^ Hits without fail. Fails if opponent is using Dig or Fly.

SWIFT         NORMAL        60 255  20   0
FAINT ATTACK  DARK          60 255  20   0

Fourth priority.

VITAL THROW   FIGHTING      70 255  10   0

12: * Decreases opponent's Attack by 1 stage.

GROWL         NORMAL         0 255  40   0

13: * Decreases opponent's Defense by 1 stage.

TAIL WHIP     NORMAL         0 255  30   0
LEER          NORMAL         0 255  30   0

14: * Decreases opponent's Speed by 1 stage.

STRING SHOT   BUG            0 242  40   0

17: * Decreases opponent's Accuracy by 1 stage.

SAND-ATTACK   GROUND         0 255  15   0
SMOKESCREEN   NORMAL         0 255  20   0
KINESIS       PSYCHIC        0 204  15   0
FLASH         NORMAL         0 178  20   0

18: * Decreases opponent's evasion by 1 stage.

SWEET SCENT   NORMAL         0 255  20   0

19: Resets the stat stages for all stats (including evasion and Accuracy) on both active Pokemon to zero.

HAZE          ICE            0 255  30   0

1A: *^ When this attack is used, the effect begins and X is set to 0. During effect, user uses this attack during each of its turns and cannot use any other attack, but may switch, and whenever the user is hit by an attack by the opponent (other than Pain Split), the HP lost by user due to that attack is added to X. After the second or third use of this attack after this one, returns to opponent X times 2 and ends effect. Accuracy check is performed only when attack is returned. Counts all hits of multi-hit attacks. Attack returned is affected by type immunities. Returned attack is considered an attack by the user. If user is replaced, the user finishes its turn by doing something other than attack, or this attack is prevented from being used during effect, effect ends without returning an attack.

BIDE          NORMAL         0 255  10   0

1B: *^ User uses this attack (even if the attack misses) for two or three turns (including this turn), during which user cannot use any other attack or switch, and after which user becomes confused (even if it was already confused). If user is prevented from using this attack or is replaced, effect ends without causing confusion . If user is asleep, this attack deals damage and lasts one turn (doesn't cause confusion).

THRASH        NORMAL        90 255  20   0
PETAL DANCE   GRASS         70 255  20   0
OUTRAGE       DRAGON        90 255  15   0

1C: * Ends wild battles. In trainer battles, replaces opponent with a random non-active Pokemon in opponent's party; fails if opponent's party has no non-active Pokemon or user struck before the opponent. Fourth priority. Fails if opponent is using Dig.

WHIRLWIND     NORMAL         0 255  20   0

Fails if opponent is using Fly.

ROAR          NORMAL         0 255  20   0

1D: *^ Multi-hit attack. Attacks two to five times in a row. 37.5% for 2 or 3 times; 12.5% for 4 or 5 times.

DOUBLESLAP    NORMAL        15 216  10   0
COMET PUNCH   NORMAL        18 216  15   0
FURY ATTACK   NORMAL        15 216  20   0
PIN MISSILE   BUG           14 216  20   0
SPIKE CANNON  NORMAL        20 255  15   0
BARRAGE       NORMAL        15 216  20   0
FURY SWIPES   NORMAL        18 204  15   0
BONE RUSH     GROUND        25 204  10   0

1E: User's types become the type of one of the user's attacks, except Curse, chosen at random. Considers Hidden Power as Normal. User's new type reverts to its original type when user is replaced . Fails if all user's attacks (except Curse) are of either type of the user (whether that type is temporary or not), since it chooses a type other than user's current type.

CONVERSION    NORMAL         0 255  30   0

1F: * May flinch opponent.

ROLLING KICK  FIGHTING      60 216  15  76
HEADBUTT      NORMAL        70 255  15  76
BITE          DARK          60 255  25  76
LOW KICK      FIGHTING      50 229  20  76
BONE CLUB     GROUND        65 216  20  25
ROCK SLIDE    ROCK          75 229  10  76
HYPER FANG    NORMAL        80 229  15  25

20: Recovers user's HP.

Recovers to user half of total HP.

RECOVER       NORMAL         0 255  20   0
SOFTBOILED    NORMAL         0 255  10   0
MILK DRINK    NORMAL         0 255  10   0

Recovers to user all HP; user sleeps with a sleep count of 3, even if user has a status problem or is already asleep. Fails if user's HP is full.

REST          PSYCHIC        0 255  10   0

21: * "Badly" poisons opponent. More information

TOXIC         POISON         0 216  10   0

22: *^ In internal battles, player obtains money after battle when using, if the player wins. If this attack is successful, an amount equal to twice the user's current level (during attack's use) is added to the money to be obtained. Not obtained if fleeing occurred in the battle. Player obtains money regardless of who used this attack.

PAY DAY       NORMAL        40 255  20   0

23: Even when user is replaced, Special Defense of user is doubled for five rounds, including the current round. During effect, this attack fails for user's party.

LIGHT SCREEN  PSYCHIC        0 255  30   0

24: * May either burn, freeze, or paralyze opponent (1/3 chance of each).

TRI ATTACK    NORMAL        80 255  10  51

26: * One-hit KO. Reduces opponent's HP by 65,535. Ineffective if opponent's level is greater than user's level. When used, this attack's original accuracy increases by (2 * level difference). (If the accuracy now is greater than 255, it becomes 255.) Affected by type immunities.

GUILLOTINE    NORMAL         0  76   5   0
HORN DRILL    NORMAL         1  76   5   0

Can hit Pokémon that are using Dig.

FISSURE       GROUND         1  76   5   0

27: *^ Two-turn attack.

RAZOR WIND    NORMAL        80 191  10   0

28: *^ Reduces opponent's HP by half of present amount. Affected by type immunities.

SUPER FANG    NORMAL         1 229  10   0

29: *^ Reduces opponent's HP by base damage. Affected by type immunities.

SONICBOOM     NORMAL        20 229  20   0
DRAGON RAGE   DRAGON        40 255  10   0

2A: * Multi-turn attack. Effect lasts for three to six rounds, including the current round. During effect, opponent cannot switch or flee, and at the end of every round except the last, opponent loses 1/16 of total HP. Opponent may use Teleport to flee. User can use Whirlwind or Roar to force switching or fleeing; effect will end if this happens. Effect ends when user is replaced or opponent is replaced or uses Rapid Spin. During effect, user may use this or another multi-turn attack to deal damage, but trapping effect won't be reset.

BIND          NORMAL        15 191  20   0
WRAP          NORMAL        15 216  20   0
FIRE SPIN     FIRE          15 178  15   0
CLAMP         WATER         35 191  10   0
WHIRLPOOL     WATER         15 178  15   0

2C: *^ Strikes twice.

DOUBLE KICK   FIGHTING      30 255  30   0
BONEMERANG    GROUND        50 229  10   0

2D: *^ If attack misses, returns to user 1/8 of damage it would have dealt.

JUMP KICK     FIGHTING      70 242  25   0
HI JUMP KICK  FIGHTING      85 229  20   0

2E: During effect, user's stat stages can't be reduced by attacks by the opponent's party, except Haze. Effect ends when user is switched.

MIST          ICE            0 255  30   0

2F: Increases chances of a critical hit for attacks by the user. Effect ends when user is switched.

FOCUS ENERGY  NORMAL         0 255  30   0

30: *^ Returns to user 1/4 of HP lost by opponent due to this attack (recoil damage).

TAKE DOWN     NORMAL        90 216  20   0
DOUBLE-EDGE   NORMAL       120 255  15   0
SUBMISSION    FIGHTING      80 204  25   0

This attack's effectiveness is not affected by the opponent's or the user's types.

STRUGGLE      NORMAL        50 255   1   0

31: * Confuses opponent.

SUPERSONIC    NORMAL         0 140  20   0
CONFUSE RAY   GHOST          0 255  10   0
SWEET KISS    NORMAL         0 191  10   0

32: Increases user's Attack by 2 stages.

SWORDS DANCE  NORMAL         0 255  30   0

33: Increases user's Defense by 2 stages.

BARRIER       PSYCHIC        0 255  30   0
ACID ARMOR    POISON         0 255  40   0

34: Increases user's Speed by 2 stages.

AGILITY       PSYCHIC        0 255  30   0

36: Increases user's Special Defense by 2 stages.

AMNESIA       PSYCHIC        0 255  20   0

39: User's stats (except HP), stat stages, DVs, moves, species, and types become those of the opponent. Moves copied have 5 PP. Species copied is not used in held-item bonuses based on species , or for gender calculation. Does not copy status problems, base EXP, rareness, or happiness. Moves are no longer disabled for user. Effect ends when user is replaced . Fails if opponent is using Dig or Fly. During effect, user may use this attack, and this attack fails against user. More information

TRANSFORM     NORMAL         0 255  10   0

3A: * Decreases opponent's Attack by 2 stages.

CHARM         NORMAL         0 255  20   0

3B: * Decreases opponent's Defense by 2 stages.

SCREECH       NORMAL         0 216  40   0

3C: * Decreases opponent's Speed by 2 stages.

COTTON SPORE  GRASS          0 216  40   0
SCARY FACE    NORMAL         0 229  10   0

41: Even when user is replaced, Defense of user is doubled for five rounds, including the current round. During effect, this attack fails for user's party.

REFLECT       PSYCHIC        0 255  20   0

42: * Poisons opponent.

POISONPOWDER  POISON         0 191  35   0
POISON GAS    POISON         0 140  40   0

43: * Paralyzes opponent. Affected by type immunities.

STUN SPORE    GRASS          0 191  30   0
THUNDER WAVE  ELECTRIC       0 255  20   0
GLARE         NORMAL         0 191  30   0

44: * May decrease opponent's Attack by 1 stage.

AURORA BEAM   ICE           65 255  20  25

45: * May decrease opponent's Defense by 1 stage.

ACID          POISON        40 255  30  25
IRON TAIL     STEEL        100 191  15  76
ROCK SMASH    FIGHTING      20 255  15 127

46: * May decrease opponent's Speed by 1 stage.

BUBBLEBEAM    WATER         65 255  20  25
CONSTRICT     NORMAL        10 255  35  25
BUBBLE        WATER         20 255  30  25
ICY WIND      ICE           55 242  15 255

48: * May decrease opponent's Special Defense by 1 stage.

PSYCHIC       PSYCHIC       90 255  10  25
CRUNCH        DARK          80 255  15  51
SHADOW BALL   GHOST         80 255  15  51

49: * May decrease opponent's Accuracy by 1 stage .

MUD-SLAP      GROUND        20 255  10 255
OCTAZOOKA     WATER         65 216  10 127

4B: *^ Two-turn attack.

SKY ATTACK    FLYING       140 229   5   0

4C: * May confuse opponent.

PSYBEAM       PSYCHIC       65 255  20  25
CONFUSION     PSYCHIC       50 255  25  25
DIZZY PUNCH   NORMAL        70 255  10  51
DYNAMICPUNCH  FIGHTING     100 127   5 255

4D: *^ May poison opponent. Strikes twice.

TWINEEDLE     BUG           25 255  20  51

4F: Creates a decoy using 1/4 of total HP. More information.

SUBSTITUTE    NORMAL         0 255  10   0

50: * If this attack is successful, as long as the user remains active, user cannot attack or switch in the following round and it skips its attack that round.

HYPER BEAM    NORMAL       150 229   5   0

51: *^ After using this attack, this attack's effectiveness is increased the next time the user is hit by an attack by the opponent. More information.

RAGE          NORMAL        20 255  20   0

52: * Copies move opponent last used, but with 5 PP. The old attack is replaced. New attack reverts to its original attack when battle ends or user is replaced. Fails if opponent had used Mirror Move, Sketch, Sleep Talk, Transform, Mimic, Metronome, Struggle, or any attack user knows.

MIMIC         NORMAL         0 255  10   0

53: Uses a random attack. Does not use Metronome, Struggle, Sketch, Mimic, Counter, Mirror Coat, Protect, Detect, Endure, Destiny Bond, Sleep Talk, Thief, or any attack user knows.

METRONOME     NORMAL         0 255  10   0

54: * During effect, every round (including current round), at the end of the opponent's turn, opponent loses 1/8 of total HP, and, even when user is replaced, user recovers HP lost by opponent. Effect ends when opponent is switched or uses Rapid Spin. Fails if opponent's current type includes Grass.

LEECH SEED    GRASS          0 229  10   0

55: Has no effect at all.

SPLASH        NORMAL         0 255  40   0

56: * Disables attack opponent last used from one to seven turns (random). More information

DISABLE       NORMAL         0 140  20   0

57: *^ Reduces opponent's HP by user's level. Affected by type immunities.

SEISMIC TOSS  FIGHTING       1 255  20   0
NIGHT SHADE   GHOST          1 255  15   0

58: *^ Reduces opponent's HP by a value of from 1 to int(user's level * 1.5) (random). Affected by type immunities.

PSYWAVE       PSYCHIC        1 204  15   0

59: Returns to opponent twice HP lost by user by opponent's attack this round if that attack is a physical damaging attack. Fourth priority. Affected by type immunities. Fails if opponent had used Mirror Move, Sleep Talk, or Metronome. Will miss if the user struck before the opponent. Considers Hidden Power as Normal. Except in Stadium 2, somehow returns damage (i.e. causes a one-hit KO) from Fissure and Horn Drill if either attack misses, but is not ineffective. For multi-hit attacks, returns HP based on the final hit of the attack.

COUNTER       FIGHTING       1 255  20   0

5A: * Effect lasts for three to six rounds (random), including the current round. During effect, on opponent's turn, opponent uses attack it last used when this attack was used, and opponent chooses that move for use instead of any other move. Opponent may switch or flee. Fails if opponent had used Struggle, Encore, or Mirror Move, or if affected attack has zero PP. During effect, Encore will fail for both user and opponent. Effect ends when opponent is replaced . Effect ends at the end of the round when affected attack runs out of PP. Effect ends at the end of opponent's turn if opponent becomes disobedient.

ENCORE        NORMAL         0 255   5   0

5B: * User's HP and opponent's HP, before range adjustment, become equal to: int(((opponent's HP)+(user's HP))/2). Not affected by type immunities.

PAIN SPLIT    NORMAL         0 255  20   0

5C: *^ Only effective while user is asleep. May flinch opponent.

SNORE         NORMAL        40 255  15  76

5D: * Changes user's primary and secondary type to one that is resistant or immune (random type) to that of attack opponent last used. Fails if there is no such move or if opponent had used Mirror Move, Sketch, Sleep Talk, Curse, Transform, Mimic, or Metronome. Considers Hidden Power as Normal. User's new type reverts to its original type when user is replaced. This attack may choose the same type as one of the user's types.

CONVERSION 2  NORMAL         0 255  30   0

5E: * Guarantees next attack used by user (which has a set accuracy) to hit without fail. More information

MIND READER   NORMAL         0 255   5   0
LOCK-ON       NORMAL         0 255   5   0

5F: Permanently copies attack opponent last used, which replaces this attack. Fails during link battles or if opponent had used Mirror Move, Sketch, Sleep Talk, Transform, Mimic, Metronome, Struggle, or any attack user knows at the time this attack is used. Moves copied this way have all PP.

SKETCH        NORMAL         0 255   1   0

61: Only effective while user is asleep. Uses one of the user's attacks, at random. Does not choose Sleep Talk, Bide, moves disabled due to Disable, or two-turn attacks (Dig, Fly, Solarbeam, Razor Wind, Skull Bash, Sky Attack). Could choose an attack with zero PP. No PP is spent for the attack used.

SLEEP TALK    NORMAL         0 255  10   0

62: If an attack by the opponent causes the user to faint before user's next turn, opponent faints.

DESTINY BOND  GHOST          0 255   5   0

63: *^ Base damage varies with user's HP. Does not cause a critical hit. More information.

FLAIL         NORMAL         1 255  15   0
REVERSAL      FIGHTING       1 255  15   0

64: * Decreases PP of attack opponent last used by 2 to 5 (random).

SPITE         GHOST          0 255  10   0

65: *^ If this attack would reduce opponent's HP to less than 1, it reduces opponent's HP to 1 instead.

FALSE SWIPE   NORMAL        40 255  40   0

66: All status problems are recovered from all Pokemon of user's party.

HEAL BELL     NORMAL         0 255   5   0

67: *^ Second priority.

QUICK ATTACK  NORMAL        40 255  30   0
MACH PUNCH    FIGHTING      40 255  30   0
EXTREMESPEED  NORMAL        80 255   5   0

68: *^ Hits from one to three times (random). When used, base damage starts at its original value, and increases by 10 after each hit.

TRIPLE KICK   FIGHTING      10 229  10   0

69: *^ User receives opponent's attached item if user does not already have an item attached. In external battles, item is returned to its owner after battle.

THIEF         DARK          40 255  10 255

6A: During effect, opponent cannot switch or flee, and Teleport will fail for the opponent (overrides multi-turn attacks in this respect). Effect ends when opponent or user is switched.

SPIDER WEB    BUG            0 255  10   0
MEAN LOOK     NORMAL         0 255   5   0

6B: Usable only while opponent is asleep. As long as opponent remains asleep, opponent loses 1/4 of total HP at the end of its turn. Effect ends when opponent is switched or wakes up.

NIGHTMARE     GHOST          0 255  15   0

6C: * May burn opponent. User may use this attack while frozen; if this attack is successful, user is defrosted.

FLAME WHEEL   FIRE          60 255  25  25

6D: If user's current type does not include Ghost, decreases user's Speed by one stage and increases user's Attack and Defense by one stage. Will fail if neither user's Attack nor user's Defense can be increased. If user's current type includes Ghost, reduces user's HP by 1/2 of total (even if HP reduced would faint user) and every round (including current round), at the end of the opponent's turn, opponent loses 1/4 of total HP. This latter effect ends when opponent is switched. During effect, this attack fails against opponent.

CURSE                       0 255  10   0

6F: Until the end of the opponent's turn (before post-turn checks), attacks used by opponent (which have a set accuracy) will miss. First priority. Fails if the opponent struck before the user. Success rate decreases with consecutive use. More information

PROTECT       NORMAL         0 255  10   0
DETECT        FIGHTING       0 255   5   0

70: During effect, whenever an opponent becomes active, that Pokemon (unless its current type includes Flying) loses 1/8 of total HP. Effect ends when opponent uses Rapid Spin.

SPIKES        GROUND         0 255  20   0

71: * During effect, if user's Accuracy stage is less than opponent's evasion stage, both temporarily become zero for accuracy checks on attacks against the opponent. During effect, Normal- and Fighting-type attacks against the opponent have normal effectiveness against the Ghost type. Effect ends when opponent is switched . During effect, this attack fails against opponent.

FORESIGHT     NORMAL         0 255  40   0

72: Each active Pokemon without a Perish count receives a Perish count of 4. At the end of every round (including the current round), the Perish count of each active Pokemon is reduced by 1 and all Pokemon with a Perish count of 0 faint simultaneously. A Pokemon's Perish count is removed when it is switched.

PERISH SONG   NORMAL         0 255   5   0

73: Weather. Lasts for five rounds including the current round. At the end of every round before the last, user and opponent, excluding Pokemon using Dig and ground, rock, and steel types, lose 1/8 of total HP. (If both Pokemon's HP reach zero, both faint simultaneously.)

SANDSTORM     ROCK           0 255  10   0

74: Until the end of the opponent's turn (before post-turn checks), user's HP would remain 1 if opponent's attack would cause user's HP to be reduced to zero. Fails if the opponent struck before the user. Success rate decreases with consecutive use. More information

ENDURE        NORMAL         0 255  10   0

75: *^ User uses this attack for up to five turns, during which user cannot use any other move or switch. A multiplier, X, is set to 1, and is doubled after each hit. Effect ends when user is replaced, when attack is prevented from being used or misses, or when it is used for five turns. As soon as effect ends, X returns to 1. If user is asleep, this attack deals original base damage and the effect lasts one turn. The multiplier X is calculated before damage weighting in damage calculation.

ROLLOUT       ROCK          30 229  20   0

76: * Increases opponent's Attack by 2 stages. May confuse opponent. Will miss if opponent's Attack cannot be increased.

SWAGGER       NORMAL         0 229  15 255

77: *^ When the effect starts, a multiplier, X, is set to 1, and is doubled after each hit, unless on a subsequent turn the user doesn't choose this attack for use , in which case the effect ends. Effect also ends when user is replaced, when attack is prevented from being used or misses, or after the effect lasts for five turns. As soon as effect ends, X returns to 1. If user is asleep, this attack deals original base damage and effect ends. The multiplier X is calculated before the damage weighting in damage calculation.

FURY CUTTER   BUG           10 242  20   0

78: * Makes Pokémon of opposite gender "infatuated". There is a 50% chance that an infatuated Pokémon's attack will be canceled. Fails if user or opponent is genderless, or if both have the same gender. Effect ends when user or opponent is replaced. Uses pre-calculated gender.

ATTRACT       NORMAL         0 255  15   0

79: *^ Base damage is directly proportionate to user's happiness. Base damage is (user's happiness)/2.5 . Maximum base damage is 102.

RETURN        NORMAL         1 255  20   0

7A: *^ At random, recovers to opponent 1/4 of total HP (20%), or deals 40 (40%), 80 (30%), or 120 (10%) base damage. Does nothing if opponent is immune. Deals abnormal damage in Gold/Silver due to a bug. More information.

PRESENT       NORMAL         1 229  15   0

7B: *^ Base damage is inversely proportionate to user's happiness. Base damage is (256-(user's happiness))/2.5 . Maximum base damage is 102.

FRUSTRATION   NORMAL         1 255  20   0

7C: For five rounds, including the current round, attacks by opponent's party cannot inflict status problems or confusion against user's party. (User may use Rest normally and user cannot be confused due to its use of Thrash, Petal Dance, or Outrage.) During effect, this attack fails for user's party.

SAFEGUARD     NORMAL         0 255  25   0

7D: * May burn opponent. User may use this attack while frozen; if this attack is successful, user is defrosted.

SACRED FIRE   FIRE         100 242   5 127

7E: *^ Base damage is randomly determined, and is doubled if opponent is using Dig. More information

MAGNITUDE     GROUND         1 255  30   0

7F: Replaces Pokémon and transfers temporary effects to the new Pokémon. More information.

BATON PASS    NORMAL         0 255  40   0

80: *^ When opponent is switched , if user chose this attack for use, user uses this attack with base damage doubled. (Confusion check, etc., when used.)

PURSUIT       DARK          40 255  20   0

81: *^ Frees user of multi-turn attacks, Leech Seed, and Spikes.

RAPID SPIN    NORMAL        20 255  40   0

84: Recovers to user half of total HP in link or Stadium 2 battles or during the morning; 1/4 of total HP otherwise. Effect is doubled during Sunny Day, and halved during Rain Dance or Sandstorm.

MORNING SUN   NORMAL         0 255   5   0

85: Recovers to user half of total HP in link or Stadium 2 battles or during the day; 1/4 of total HP otherwise. Effect is doubled during Sunny Day, and halved during Rain Dance or Sandstorm.

SYNTHESIS     GRASS          0 255   5   0

86: Recovers to user half of total HP in link or Stadium 2 battles or at night; 1/4 of total HP otherwise. Effect is doubled during Sunny Day, and halved during Rain Dance or Sandstorm.

MOONLIGHT     NORMAL         0 255   5   0

87: *^ The type and base damage of this attack, when used, depend on its user's attributes. Conversion, Conversion2, Counter, and Mirror Coat consider this attack's type as Normal, and physical. Additional explanation.

HIDDEN POWER  NORMAL         1 255  15   0

88: Weather. Lasts for five rounds including the current round. For both parties, effectiveness of water attacks is multiplied by 1.5, and effectiveness of fire attacks is halved.

RAIN DANCE    WATER          0 229   5   0

89: Weather. Lasts for five rounds including the current round. For both parties, effectiveness of water attacks is halved, and effectiveness of fire attacks is multiplied by 1.5. During effect, freeze cannot be inflicted.

SUNNY DAY     FIRE           0 229   5   0

8A: * May increase user's Defense by one stage.

STEEL WING    STEEL         70 229  25  25

8B: * May increase user's Attack by one stage.

METAL CLAW    STEEL         50 242  35  25

8C: * May increase user's Attack, Defense, Speed, Special Attack, and Special Defense by one stage.

ANCIENTPOWER  ROCK          60 255   5  25

8E: Reduces user's HP by half of total and increases user's Attack by 12 stages. Will fail if HP reduced would faint user or if user's Attack cannot be increased.

BELLY DRUM    NORMAL         0 255  10   0

8F: Copies opponent's stat stages (deletes and replaces all existing stat stages). Will fail if all of opponent's stat stages are 0.

PSYCH UP      NORMAL         0 255  10   0

90: Returns to opponent twice HP lost by user by opponent's attack this round if that attack is a special damaging attack. Affected by type immunities. Fails if opponent had used Mirror Move, Sleep Talk, or Metronome. Will miss if the user struck before the opponent. Considers Hidden Power as Normal. For multi-hit attacks, returns HP based on the final hit of the attack.

MIRROR COAT   PSYCHIC        1 255  20   0

91: *^ Two-turn attack. On first turn of use, increases user's Defense by 1 stage.

SKULL BASH    NORMAL       100 255  15   0

92: * May flinch opponent. Base damage is doubled if opponent is using Fly.

TWISTER       DRAGON        40 255  20  51

93: * Base damage is doubled if opponent is using Dig.

EARTHQUAKE    GROUND       100 255  10   0

94: * Performs a damage calculation, without causing a critical hit and whose effectiveness is not affected by the opponent's or the user's types, against current user and opponent (will not fail); it is returned to the Pokemon at opponent's position at the end of the round that follows the next round. Accuracy check and damage weighting are performed when attack is returned. Remains in effect even if user or opponent is replaced. Damage returned is not affected by type immunities. During effect, this attack fails for user's party. Returned attack is considered an attack by the user. If both user and opponent use this attack at the same time, both hits will occur when the attacks are returned, even if the first attack causes its opponent to faint.

FUTURE SIGHT  PSYCHIC       80 229  15   0

95: * Base damage is doubled if opponent is using Fly.

GUST          FLYING        40 255  35   0

96: * May flinch opponent. If Minimize had been used by the opponent, base damage is doubled.

STOMP         NORMAL        65 255  20  76

97: *^ Two-turn attack. If Sunny Day is in effect, attack takes one turn. If Rain Dance is in effect, effectiveness is halved .

SOLARBEAM     GRASS        120 255  10   0

98: * May paralyze opponent. Can hit opponent even if it's using Fly. If Rain Dance is in effect, accuracy is 255/256 (cannot be evaded). If Sunny Day is in effect, accuracy is 127/256 (cannot be evaded).

THUNDER       ELECTRIC     120 178  10  76

99: Ends wild battles. Fails if battle is a trainer battle.

TELEPORT      PSYCHIC        0 255  20   0

9A: *^ Performs one hit for each unfainted Pokémon in user's party, excluding eggs and those with status problems, in party order. For each such Pokemon, Attack used in damage formula is the base Attack of that Pokemon; Level used in damage formula is the level of that Pokemon; Defense used in damage formula is the base Defense of the opponent. This attack's effectiveness is not affected by the opponent's or the user's types. Influences that affect damage, except critical hits and damage weighting, are not calculated. Considered a multi-hit attack.

BEAT UP       DARK          10 255  10   0

9B: *^ Two-turn attack.

While user is using this attack, user receives double base damage from Gust and Twister, but attacks other than Gust, Thunder, Twister, and Whirlwind will fail.

FLY           FLYING        70 242  15   0

While user is using this attack, user doesn't lose HP because of Sandstorm and receives double base damage from Earthquake and Magnitude, but attacks other than Earthquake, Fissure, and Magnitude will fail.

DIG           GROUND        60 255  10   0

9C: Increases user's Defense by 1 stage. After the user uses this attack (even if it fails), every use of Rollout by the user, except when user is asleep, has its effectiveness doubled , even when the user uses other attacks in between. This effect ends when the user is switched.

DEFENSE CURL  NORMAL         0 255  40   0

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