~~~~~~~~~~~~~~~~~~~~~ ~ * Pokemon Crystal * ~ ~~~~~~~~~~~~~~~~~~~~~ In-Depth Attack Analysis FAQ By striker64 E-mail: striker64faq@lycos.com Final Version FAQ Completed: Friday, November 8, 2002 0===================0 / Table of Contents /| 0===================0 0 | Table of Contents |/ 0===================0 1.) Introduction 2.) Version History 3.) Some Simple Base Damage Formulas 4.) The Battle Damage Formula 5.) The Critical Hit Formula 6.) The Confusion Formula 7.) Attack List and Analyses 8.) Quick Reference Chart 9.) Dedications 10.) Credits 11.) Disclaimer 0==================0 / 1.) Introduction /| 0==================0 0 | 1.) Introduction |/ 0==================0 This is an in-depth analysis of all attacks that exist in Pokemon Crystal. I'll tell you all about base power, accuracy, descriptions, what's good, what's not, and more. There are a few simple damage formulas included in this FAQ. The formulas are not difficult, but my wording may be a little hard to understand, so I encourage you to e-mail me at striker64faq@lycos.com if you have any questions. Enjoy. A note about printing: This file is 40 pages long with mostly straight text. Print at your own risk. 0=====================0 / 2.) Version History /| 0=====================0 0 | 2.) Version History |/ 0=====================0 - 11/8/02 - A pseudo-update... I only added the dedications section here. Thanks guys, and I'm gonna miss ya'll. - Final Version, 10/16/02 - Made some format changes and corrected the incorrect values. Okay, so I didn't get the final update completed until seven months after I originally expected, but here it is. Enjoy. - Version 0.2, 3/27/02 - Added the Battle Damage Formula and made a few other minor changes. Expect to see another update sometime soon, as I need to get the values for stat-falls correct. Note that the values currently there are not correct. - Version 0.1, 12/30/01 - First release of this FAQ. Contains complete analysis of all attacks and a complete reference chart. I may add more in the future, or this could be it. 0======================================0 / 3.) Some Simple Base Damage Formulas /| 0======================================0 0 | 3.) Some Simple Base Damage Formulas |/ 0======================================0 The base damage listed in the list below has no STAB factored in. STAB stands for Same Type Attack Bonus, and it is added in when the user is the same type of the attack (for example, a Vileplume using Absorb would get STAB for the attack). To figure out the base power for an attack after STAB, use this simple formula: STAB = base damage of the attack * 1.5 So, a Vileplume's Absorb would be 20 * 1.5 = 30. (One of 20 is 20, one-half of 20 is 10, 20 + 10 = 30.) Also, no type effectiveness is factored in. The formula for type effectiveness is: Type effectiveness = base damage of the attack (STAB or not) * 2 So, if Vileplume used Absorb on Sandslash who is a Ground type and is weak to Grass, it would be: -STAB- -TE- 20 * 1.5 * 2 = 60 total base damage If Vileplume used Absorb on Rhydon, who is a Rock and a Ground type, both of which are weak to Grass, it would be: -STAB- -TE--TE- 20 * 1.5 * 2 * 2 = 120 total base damage Simple, ne? 0===============================0 / 4.) The Battle Damage Formula /| 0===============================0 0 | 4.) The Battle Damage Formula |/ 0===============================0 Okay, admit it. This is the real reason you all came here. You want the battle damage formula. Use this formula to find out the range or damage that your Pokemon's attack will cause. Granted, you don't need a piece of paper and/or a calculator to play the game, but this is really just for general information anyway. ((2A/5)+2)*B*C)/D)/50)+2)*X)*Y/10)*Z)/255 A = Attacker's level, simple enough, no real explanation needed. To determine how much damage an attack will do if it is a critical hit, multiply the level by 2. Remember to add 2 after you divide by 5. B = Attacker's Attack or Special Attack... once again, nothing glamorous C = This is the attack's base damage. Do NOT factor in STAB, strengths, weaknesses, or anything like that yet. They come in later. If you're trying to figure out how much damage a Dugtrio's Earthquake will do to a Jolteon, place 100 here, not 300. You do, however, factor in Rain Dance/Sunny Day boosts/losses. If Rain Dance/Sunny Day is in effect and it helps, multiply by 1.5. If they are in effect and they hurt, divide by 1.5. D = Defender's Defense or Special Defense here. X = This is where STAB gets factored in. If the user gets STAB, plug in 1.5. If not, plug in 1. Y = This is where strengths and weaknesses get factored in. If the opponent is 4x weak to the attack (example, a Forretress getting hit with Flamethrower), plug in 40. If the opponent is 2x weak to the attack (example, a Blastoise getting hit with Thunderbolt), plug in 20. If the opponent is neither weak to nor resists the attack (example, a Sandslash getting hit with Body Slam), plug in 10. If the opponent has a 2x resistance to the attack (example, a Meganium getting hit with Surf), plug in 5. If the opponent has a 4x resistance to the attack (for example, a Dragonite getting hit with Cross Chop), plug in 2.5. And finally, if the opponent is immune to the attack (for example, a Zapdos getting "hit" with Earthquake), plug in 0. Z = This is a random number between 217 and 255. You have no control over this. This simply concerns the range of damage that the attack can potentially do. The range was selected for hexadecimal purposes. That may look a little confusing, but once you start plugging numbers in it's not so bad. 0==============================0 / 5.) The Critical Hit Formula /| 0==============================0 0 | 5.) The Critical Hit Formula |/ 0==============================0 This will get confusing, so bare with me. In GSC, critical hits are determined by a variable and a random number (from 1 to 256). If the random number is less then the variable, then the attack will hit critical. The variable starts at zero and is determined by a few things: If Chansey or Farfetch'd have the Lucky Punch or the Stick equipped, +2. If the attack is Slash, Razor Leaf, Razor Wind, Karate Chop, Crabhammer, Aero Blast or Cross Chop, +2. If the Pokemon has used Focus Energy, +1. If the Pokemon has the Scope Lens equipped, +1. If the variable is 0, the random number must be lower then 17 (6.6% chance). 1 = 32 (12.5%) 2 = 64 (25%) 3 = 85 (33.5%) 4 = 128 (50%) So, using Focus Energy with Slash IS a good idea now, as it'll bring Slash's critical hit rate from a pathetic 25% to a still sad 33%. Note that 4, or 50%, is the highest it can go (attach a Scope Lens for this rate). Don't get caught up on that random number business since there's really nothing you can do about it anyway. 0===========================0 / 6.) The Confusion Formula /| 0===========================0 0 | 6.) The Confusion Formula |/ 0===========================0 The damage done from a Pokemon that smacks itself while it is confused is not constant between different Pokemon. This is the formula. Thanks to Azure Heights for providing this on their extensive website. Self-inflicted attacks have a power rating of 40, and cause damage according to the following simplified version of the battle damage formula: [(((2A/5 + 2)*B*40)/C)/50] + 2 A = the confusion victim's Level B = the confusion victim's Attack C = the confusion victim's Defense *thwacks self in confusion* 0==============================0 / 7.) Attack List and Analyses /| 0==============================0 0 | 7.) Attack List and Analyses |/ 0==============================0 The attacks are listed in alphabetical order. The format is like this: Attack - Type of Attack - Base damage - Accuracy - PP - PP after 3 PP Ups are used (or max PP) - Description --------- | ~ A ~ | --------- Absorb - Grass - 20 - 99.6% - 20 PP - 32 PP - Half the damage inflicted is given to the user. It's very weak, but if you must have a drainage attack, Giga Drain is better. Acid - Poison - 40 - 99.6% - 40 PP - 64 PP - 9.8% chance of lowering the target's Defense. Again, it's weak. Even with STAB, it's just not worth it, considering that the much more powerful Sludge Bomb is now a TM at our disposal. These are the percentage of the opponent's Defense remaining after each Defense fall: (1st Defense fall) 0.66 times opponent's original Defense (2nd Defense fall) 0.5 times opponent's original Defense (3rd Defense fall) 0.4 times opponent's original Defense (4th Defense fall) 0.33 times opponent's original Defense (5th Defense fall) 0.28 times opponent's original Defense (6th Defense fall) 0.25 times opponent's original Defense So, for example, if I have a Blissey with a Defense of 100 (Defense DV would have to be 6), and Acid dropped her defense so many times, her new Defense would be: (1st Defense fall) 100 * 0.66 = 66 (2nd Defense fall) 100 * 0.5 = 50 (3rd Defense fall) 100 * 0.4 = 40 (4th Defense fall) 100 * 0.33 = 33 (5th Defense fall) 100 * 0.28 = 28 (6th Defense fall) 100 * 0.25 = 25 Of course, I picked an easy Defense value to work with. It is very rarely that easy. Acid Armor - Poison - N/A - 99.6% - 40 PP - 64 PP - Greatly raises the user's Defense. Take the user's Defense and add that same number to the Defense every time you use this. It can be used a maximum of 3 times. For example, my Muk's Defense is 220. After one Acid Armor, it goes to (220 + 220) 440. After 2, it goes to (440 + 220) 660. After the 3rd and final use, it goes to (660 + 220) 880. It cannot be used anymore. This attack is quite useful if you have an extra move slot on Muk or Vaporeon, but Muk is usually better suited with Curse or Screech. Aeroblast - Flying - 100 - 94.5% - 5 PP - 8 PP - Has a 25% chance of a critical hit. This attack is Lugia's signature move and is very powerful. Agility - Psychic - N/A - 99.6% - 30 PP - 48 PP - Greatly raises the user's Speed. It is figured the same way as Defense is with Acid Armor. Take the user's Speed and add that same number to the Speed value every time it is used. For example, my Scizor's Speed is 220. After one Agility, it goes to (220 + 220) 440. After 2, it goes to (440 + 220) 660. After the 3rd and final use, it goes to (660 + 220) 880. It cannot be used anymore. One Agility used will almost always make you faster than every Pokemon in the game (where they have not used an Agility). Electrode, the fastest Pokemon in the game, has a max Speed of 378. I say almost always because I cannot recall offhand Smeargle's Speed, so I don't know if it will be faster after just one Agility. May take 2 for Smeargle. Amnesia - Psychic - N/A - 99.6% - 20 PP - 32 PP - Greatly raises the user's Special Defense. This follows exactly the same stat-boosting format as Acid Armor and Agility; only it uses the Special Defense stat. Refer to those examples if needed, just be sure to replace the Defense/Speed value with the Special Defense value. Ancientpower - Rock - 60 - 99.6% - 5 PP - 8 PP - Has a 9.8% chance of raising ALL of the user's stats. This stat-rise is not the same as Acid Armor and Agility. It can happen 6 times at most. To figure it, take half of the value being raised and add that number to the current stat value for each stat rise. For example, if my Mew uses Ancientpower and gets the all-stat rise, the new Attack stat would look something like this: (Assume Mew has a max Attack stat.) (1st stat-rise) Attack: 298 + (298/2) = 298 + 149 = 447 (2nd stat-rise) Attack: 447 + 149 = 596 (3rd stat-rise) Attack: 596 + 149 = 745 (4th stat-rise) Attack: 745 + 149 = 894 (5th stat-rise) Attack: 894 + 149 = 1043 1043 will fall back to 999, since no stat can go above 999. Any subsequent stat-rise will not make the Attack stat any higher. I just made this very easy on myself. Since, at max, Mew's stats are all exactly the same (298), they would all be the same after one all-stat raise: 447. Add 149 to the current value for each new stat-rise. Attract (TM 45) - Normal - N/A - 99.6% - 15 PP - 24 PP - Causes opponents who are of the opposite gender of the user to become infatuated. Opponent will be completely infatuated and unable to attack about 50% of the time. This is unarguably the best annoyance tactic in the game. Coupled with confusion or paralysis, good things happen. Aurora Beam - Ice - 65 - 99.6% - 20 PP - 32 PP - Has a 9.8% chance of lowering the user's Attack. The percentages used to figure out the Attack drops for Aurora Beam are the same as the stat droppers for Acid and other attacks like it. Anyway, Ice Beam is infinitely better. Some have argued that Aurora Beam is better because it has twice the PP and the chance of the Attack-drop, but Ice Beam freezes the opponent at the same rate as Aurora Beam drops Attack. The Attack-drops wear off at a switch, freezes do not. Use Ice Beam. Here are the values for the Attack drops: (1st Attack fall) 0.66 times opponent's original Attack (2nd Attack fall) 0.5 times opponent's original Attack (3rd Attack fall) 0.4 times opponent's original Attack (4th Attack fall) 0.33 times opponent's original Attack (5th Attack fall) 0.28 times opponent's original Attack (6th Attack fall) 0.25 times opponent's original Attack Let's say, for example, that my 200 Attack Misdreavus was hit with Aurora Beam and her Attack has fallen. Here are the values for her Attack stat after each subsequent Attack drop: (1st Attack fall) 200 * 0.66 = 132 (2nd Attack fall) 200 * 0.5 = 100 (3rd Attack fall) 200 * 0.4 = 80 (4th Attack fall) 200 * 0.33 = 66 (5th Attack fall) 200 * 0.28 = 56 (6th Attack fall) 200 * 0.25 = 50 Once again, 200 is an easy number to work with. One might wish to have a calculator handy to figure stat falls for harder numbers, like 366. --------- | ~ B ~ | --------- Barrage - Normal - 15 (per hit) - 84.4% - 20 PP - 32 PP - Hits the opponent 2-5 times. This attack is no good. Even on 5 hits, that's still a total base damage of only 75, and Return scores higher than that per turn (102 base damage at max) on the same amount of PP with a 15.5% higher accuracy. Barrier - Psychic - N/A - 99.6% - 30 PP - 48 PP - Greatly raises the user's Defense. It works in exactly the same manner as Acid Armor. There is no difference between the two with the exception of Acid Armor's greater PP quantity. Barrier is very good for Baton Passing, but lures out the Hazer/pseudo-Hazer like there was no tomorrow. Reflect is a good option here instead since it can provide defense for your entire team. Baton Pass - Normal - N/A - 99.6% - 40 PP - 64 PP - The user switches out to a new Pokemon on the trainer's team of the trainer's choice. All stat changes (positive or negative) are passed to this new Pokemon. For example, if my Smeargle knows Barrier and Baton Pass, and it uses Barrier, and then uses Baton Pass and I switch out to Vaporeon, Vaporeon comes out with that Barrier up for it. However, if my Smeargle uses Barrier and the enemy uses Charm, and I Baton Pass to Vaporeon, Vaporeon comes out with the raised Defense and the lowered Attack. No biggie. Beat Up - Dark - 10 - 99.6% - 10 PP - 16 PP - All members remaining on the trainer's team will come out and attack with the same base damage. Only Sneasel and Smeargle can get this attack. So what does all that gibberish mean? If I have Sneasel, Cloyster, and Arcanine left on my team, and my Sneasel uses Beat Up, it will attack with Beat Up. Then, Cloyster will come out and attack with Beat Up. Then, Arcanine will come out and attack with Beat Up. Unfortunately, it's horribly weak, and considering that the few Pokemon that can get if have a somewhat low Special Attack, it is not worth it. It is, however, a lot of fun to use. Belly Drum - Normal - N/A - 99.6% - 10 PP - 16 PP - The user loses half of its total HP, but its Attack reaches its max at 999. It is equivalent to the use of 5 Swords Dances. Snorlax Belly Drums fairly well. Clefable Belly Drums exceptionally well when she also has Encore. Belly Drum is, however, often overshadowed by Curse since it raises both Attack and Defense and there is no cut of HP. Still, it is a one-turn full-Attack boost. Bide - Normal - N/A - 100% - 10 PP - 16 PP - The user absorbs all attacks from the enemy for 2-3 turns, then returns double the damage to the enemy. It never misses. Is it worth it? Not at all, considering most idle Pokemon can be KOed in 2-3 hits, or if the enemy realizes that it cannot be, they will simply not offensively hit you. Bind - Normal - 15 (initial) - 74.6% - 15 PP - 24 PP - Attacks, then hurts and traps the opponent after they attack for 2-6 turns. While trapped, the opponent cannot switch out. The first attack that you actually use of Bind will have a base damage of 15. Every hit after the opponent's attack will remove 1/16th, or 6.25%, of their health. This attack is no good. It's weak, it's inaccurate (missing about once out of every 4 uses), and it's unreliable. If you want a trapping move, Baton Pass Mean Look from Umbreon or Smeargle. Bite - Dark - 60 - 99.6% - 25 PP - 40 PP - Deals damage. Has a 29.7% chance of causing the opponent to flinch if the user is faster than the opponent. This is a fairly good move. Crunch is its major adversary. They are close in base damage (Bite is 60, Crunch is 80). They have different advantages. Bite can cause the opponent to flinch, Crunch can cause the opponent's Special Defense to fall. Crunch only has 15 initial PP, though. I toggle between the two quite often. Usually, I go with Crunch for sheer power, but on my annoyance-paralysis heavy teams, I go with Bite. Blizzard (TM 14) - Ice - 120 - 69.5% - 5 PP - 8 PP - Has a 9.8% chance of freezing the opponent. This used to be the best Ice attack back in RBY days when it was 89% accurate, but it has now dropped to the accuracy of Thunder. Some may argue that Blizzard is good on Pokemon with a lower Special Attack or for sheer power (since some use Thunder for those reasons), but the low PP is just not worth it. Besides, Thunder's paralysis rate is higher than Blizzard's freeze rate. Stick with Ice Beam or Icy Wind (more on that later). Body Slam - Normal - 85 - 99.6% - 15 PP - 24 PP - Has a 29.7% chance of paralyzing the opponent. This is arguably, and in my not-so-humble opinion, the best Normal-type attack in the game. A base damage of 85 is not at all bad, and the paralysis rate of about 1 out of every 3 turns is just plain sweet. So often that Body Slam on Steelix, Rhydon, and Muk has paralyzed the opponent and given them the Speed advantage for me. That is dangerous. The raging debate is Body Slam/Return/Double-Edge. I'll present the facts for the 3, and you decide which you prefer. I personally go with Body Slam wherever possible, and Double-Edge on everything else for the sheer power, except on Belly Drummers and low-HP Pokemon, where I stick with Return. Bone Club - Ground - 65 - 84.4% - 20 PP - 32 PP - Has a 9.8% chance of causing the opponent to flinch when the user is faster. Stick with Earthquake for the near-perfect accuracy and power. Bone Rush - Ground - 25 - 79.9% - 10 PP - 16 PP - Hits the opponent 2-5 times. Again, stick with Earthquake for accuracy. Bonemerang - Ground - 50 - 89.5% - 10 PP - 16 PP - Always hits the opponent twice (total 100 base damage). The only difference between this and Earthquake is that Earthquake is 10.4% more accurate. Earthquake it is. Bubble - Water - 20 - 99.6% - 30 PP - 48 PP - Has a 9.8% chance of causing the opponent's Speed to drop. Speed drops in the same manner that Aurora Beam lowers Attack. This attack is nothing compared to Surf and Hydro Pump, so stick with them. Bubblebeam - Water - 65 - 99.6% - 20 PP - 32 PP - Has a 9.8% chance of causing the opponent's Speed to drop (in the same manner as Bubble). Again, worthless compared to Surf and Hydro Pump. --------- | ~ C ~ | --------- Charm - Normal - N/A - 99.6% - 20 PP - 32 PP - Greatly reduces the opponent's Attack. Charm is a very good move for Spikes-related teams for forcing switches. Other than that, it is also useful for discouraging Curselax. Use it for confronting Curselax if you have a free space in your team, but if not, stick with a Hazer/pseudo-Hazer/Encorer for Curselax. Charm can be used a maximum of 3 times. Here are the values for an opponent's Attack after Charm is used: (1st Attack fall) 0.5 times user's original Attack (2nd Attack fall) 0.33 times user's original Attack (3rd Attack fall) 0.25 times user's original Attack For example, if my 100 Attack Blissey is hit with Charm, her new Attack values will look as such: (1st Attack fall) 100 * 0.5 = 50 (2nd Attack fall) 100 * 0.33 = 33 (3rd Attack fall) 100 * 0.25 = 25 As you can see, the most substantial Attack drop occurs after the first Charm. However, when you're up against something like Snorlax (with a maximum 328 Attack) or Dragonite or Tyranitar (both with a maximum 366 Attack), all of those Attack drops count. Clamp - Water - 35 (initial) - 74.6% - 10 PP - 16 PP - Attacks, then hurts the opponent for 2-6 turns after they attack, and they cannot switch. Again, useless due to low accuracy and low base damage. Comet Punch - Normal - 18 - 84.4% - 15 PP - 24 PP - Attacks 2-5 times. The maximum possible base damage you can get out of this is 90, useless compared to Body Slam/Return/Double-Edge when you compare accuracy and effects. Confuse Ray - Ghost - N/A - 99.6% - 10 PP - 16 PP - Confuses the opponent. This would be my most favorite attack in the game, right here. For reference, confusion causes the opponent to damage itself about 50% of the time. See the above section titled "The Confusion Formula" for information about how the damage done when a Pokemon thwacks itself on the noggin is figured out. Confusion - Psychic - 50 - 99.6% - 25 PP - 40 PP - Has a 9.8% chance of confusing the opponent. Some people like to use it for this reason, but let me say that Psychic is infinitely better. If you want the confusion, go with Dynamicpunch. It confuses every time it hits and it will hit more often than Confusion will confuse. Everything that can get Confusion can also get Dynamicpunch, with the exception of Exeggutor (Leech Seed is better anyway), Venomoth (go Attract or Whirlwind), and Butterfree (see Venomoth). Constrict - Normal - 10 - 99.6% - 35 PP - 56 PP - Has a 29.7% chance of causing the opponent's Speed to drop (in the same amount as Aurora Beam causes the Attack drop). Absolutely useless. It's too weak. Go with Zap Cannon or some other paralysis move instead. Conversion - Normal - N/A - 99.6% - 30 PP - 48 PP - Changes Porygon2's type into the opponent's type. It's a fun move, but there are much better moves that Porygon2 can get. Conversion2 - Normal - N/A - 99.6% - 30 PP - 48 PP - Changes Porygon2's type to a type resistant (or immune) to the last type used against your Pokemon. Again, it's a fun move, but yet again, there are many better attacks in Porygon2's wide arsenal. Cotton Spore - Grass - N/A - 84.4% - 40 PP - 64 PP - Greatly reduces the opponent's Speed. Cotton Spore will reduce the opponent's Speed each time it is used in the same manner that Charm reduces the opponent's Attack, so refer to those values. It's useless due to lower accuracy than Stun Spore and Thunder Wave (considering that everything that can get Cotton Spore can also get one of those). Counter - Fighting - N/A - 99.6% - 20 PP - 32 PP - When this attack is used, the user strikes back with double the damage to the opponent's last physical attack. The user always goes second. For example, if a Tyranitar uses Earthquake on my Raichu and it does 300 points of damage, and my Raichu uses Counter, it will do 600 points of damage to Tyranitar. Simple, yet effective. (For reference, Raichu will ALWAYS survive a Tyranitar's Earthquake when they are of the same level.) Crabhammer - Water - 90 - 84.4% - 10 PP - 16 PP - Has a 25% chance of a critical hit. It was better on Kingler in the RBY days when it scored a CH more often, but with the CH rate reduced so much it is now useless. Cross Chop - Fighting - 100 - 79.7% - 5 PP - 8 PP - Has a 25% chance of a critical hit. It's a very strong Fighting attack, but it misses about once every 5 hits. It's great running off of STAB and Machamp's 358 Attack. Crunch - Dark - 80 - 99.6% - 15 PP - 24 PP - Has a 29.7% chance of reducing the opponent's Special Defense (in the same amount as Aurora Beam reduces Attack). It's a strong, reliable attack, especially when backed up by STAB. Bite works well too with faster users for that flinch, but it's really personal preference as far as annoyance goes. Curse (TM 03) - ???? - N/A - 99.6% - 10 PP - 16 PP - Increases the user's Attack and Defense, but reduces the user's Speed. To raise Attack and Defense, it takes half of the original value and adds that each time Curse is used. For example, if my Qwilfish uses Curse: Attack: 288 Defense: 248 Speed: 268 -After 1 Curse- Attack: 288 + (288/2) = 288 + 144 = 432 Defense: 248 + (248/2) = 248 + 124 = 372 Speed: 268 - (0.66 of 268) = 268 - 176.88 = 91.12 = 91 (Knock off all decimals and round down.) Each subsequent Curse will add 144 to Attack, 124 to Defense, and subtract the same percentages as with Aurora Beam Attack-drops from Speed. Curse can be used no more than 6 times, and remember that if a certain stat reaches 999, it will go no higher. If Curse is used by a Ghost type, it will halve its HP and put a Curse on the opponent, which will take away 1/4 of the opponent's total HP after every turn. Switching rids this effect. Mean Look is evil when combined with this attack. Cut (HM 01) - Normal - 50 - 94.5% - 30 PP - 48 PP - Cuts down trees on the landscape that block your path. In battle, it's useless. HM slave, anyone? --------- | ~ D ~ | --------- Defense Curl (TM 40) - Normal - N/A - 99.6% - 40 PP - 64 PP - Raises the user's Defense. Each use will cause the Defense to go up by half of its original value. For example, if my 118 Defense Blissey uses Defense Curl: New Defense = 118 + (118/2) = 118 + 59 = 177 It will go up 59 points every time Defense Curl is used. Defense Curl can be used no more than 6 times, and may also not be used if the Defense stat reaches 999. (You don't have to worry about that with Blissey.) In RBY days, some people used Defense Curl on Chansey, and some people used Reflect. Now with Curse around, Defense Curl is practically useless. Yes, there is such thing as a Curse Blissey. They are out there, but they are hard to get set up. Destiny Bond - Ghost - N/A - 99.6% - 5 PP - 8 PP - I die, I take you with me. If the opponent faints the user on the same turn this attack was used, the opponent faints as well. This is one of the most fun attacks in Crystal. It's very useful on faster Pokemon, but practically useless on slower Pokemon unless a multi-turn attack is being used. Detect (TM 43) - Fighting - N/A - 99.6% - 5 PP - 8 PP - Prevents the opponent's attack from hitting the user/working on that turn. Every turn that this is used, the accuracy is reduced by half. For example, if you use Detect for 4 turns in a row, the first time the accuracy will be 99.6%, the second turn it will be 50%, the third turn it will be 25%, and the fourth turn it will be 12.5%. Alternating turns between uses causes the accuracy to reset to 99.6%. Detect is fun in its concept but is useless because Protect is identical to it in every way except that Protect has twice the PP. Dig (TM 28) - Ground - 60 - 99.6% - 10 PP - 16 PP - User goes underground first turn, attacks second turn. The base damage is just too low. Earthquake is much better. If the opponent uses Earthquake while you are underground, you will lose twice the amount of health that you would normally use. Disable - Normal - N/A - 54.7% - 20 PP - 32 PP - Opponent will be unable to use the last attack it used for a few turns if this works. This is another one of those fun moves. I used an Encore/Disable Alakazam for a while. That was loads of fun. Disablers are pretty much unexpected and work well in conjunction with Encore and Spikes. Dizzy Punch - Normal - 70 - 99.6% - 20 PP - 32 PP - Has a 19.9% chance of confusing the opponent. It has an interesting side effect, but it is still overshadowed by the more powerful, 29.7%-paralysis-rate Body Slam. Double-Edge - Normal - 120 - 99.6% - 15 PP - 24 PP - 1/4 of the damage done to the opponent is done to the user. This is a very powerful attack and works well on high HP Pokemon like Snorlax, especially when it has Curse where Body Slam's paralysis would be useless. The kickback is negligible when Leftovers is attached. Double Kick - Fighting - 30 - 99.6% - 30 PP - 48 PP - Attacks twice in a row, making for a total base damage of 60. It's useless considering that the Hitmons also learn Hi Jump Kick and Mach Punch, both of which are much better. Double Team (TM 32) - Normal - N/A - 99.6% - 15 PP - 24 PP - Causes the user's evasiveness to rise. It can be used no more than 6 times. Evasiveness is as such: 1st Double Team: 34.1% 2nd Double Team: 50.0% 3rd Double Team: 55.8% 4th Double Team: 59.6% 5th Double Team: 67.1% 6th Double Team: 71.6% As you can see, your greatest advantage comes from the first two. Very annoying and cheap, cheap, cheap. Doubleslap - Normal - 15 - 84.4% - 10 PP - 16 PP - Hits the opponent 2-5 times. Even after the 5 hits, which is rare, the total base damage is only 75. Considering that and the bad accuracy, Body Slam is still better. Dragon Rage - Dragon - 40 - 99.6% - 10 PP - 16 PP - Always deals 40 points of damage to the opponent. Is this useless? You bet it is. I guarantee you any other attack you have will do more damage (unless your moveset is Pound, Tackle, Scratch, Double Kick and you've been Charmed 3 times, then you should use Dragon Rage). Dragonbreath (TM 24) - Dragon - 60 - 99.6% - 20 PP 0 32 PP - Has a 29.7% chance of paralyzing the opponent. This attack is excellent on Kingdra, who gets STAB for it and also gets a major boost from that paralysis chance. Dream Eater (TM 42) - Psychic - 100 - 99.6% - 15 PP - 24 PP - Deals damage, but only when the opponent is asleep. Returns half of the damage done to the opponent to the user in the form of HP. This would be fun if Psychic just weren't so much better. Actually, number-wise, Dream Eater IS better, but the fact that your opponent has to be asleep is a major drawback. They can easily switch, and Sleep Clause is fugly. Drill Peck - Flying - 80 - 99.6% - 20 PP - 32 PP - Hands down the best Flying attack in the game. Anything that can get this should have it, no argument. Dynamicpunch (TM 01) - Fighting - 100 - 49.6% - 5 PP - 8 PP - Confuses the opponent every time it hits. That accuracy is a drawback, but you must consider: confusion every turn it hits, and it hits about once every other turn. That really isn't so bad. Put it on a Poliwrath for STAB, or even for parafusion on other Psychic Pokemon. --------- | ~ E ~ | --------- Earthquake (TM 26) - Ground - 100 - 99.6% - 10 PP - 16 PP - The most solid Ground attack in the game and deadly when followed by Rhydon's 358 Attack and STAB. Egg Bomb - Normal - 100 - 74.6% - 10 PP - 16 PP - It's got a high base damage, but the low PP and low accuracy make it just useless. Ember - Fire - 40 - 99.6% - 25 PP - 40 PP - Has a 9.8% chance of burning the opponent. It's okay early on in the game, but useless compared to Flamethrower and Fire Blast. Encore - Normal - N/A - 99.6% - 5 PP - 8 PP - Causes the opponent to repeat the last attack it used for 2-6 turns. This is great when the opponent uses an attack such as Thunder Wave, Recover, Attract, Substitute, Curse, etc. If you are faster, unless they switch, you've got them trapped. This also works well as an annoyer with Disable. Endure (TM 20) - Normal - N/A - 99.6% - 10 PP - 16 PP - If you are hit with an attack that would normally faint you on the turn that you use this, you will be ensured to be left with 1 HP. User always goes first. The accuracy of this works the same as Detect and Protect. Each consecutive turn that it is used, the accuracy is reduced by half. This attack is good when used to power up such attacks as Flail and Reversal which do more damage the lower the user's HP. Explosion - Normal - 250/500 - 99.6% - 5 PP - 8 PP - Faints the user. I listed 2 values for the base damage because you'll likely hear both. For hexadecimal purposes, the base damage cannot exceed 256, so it is 250. However, every time you use Explosion, the enemy's Defense is cut in half, so effectively, the base damage is doubled to 500. This attack is extremely powerful and very useful when you're about to run out of health. Even the low-Attack Electrode can deal a nice chuck of damage when it uses this attack. Extremespeed - Normal - 80 - 99.6% - 5 PP - 8 PP - User always attacks first. Only Arcanine and Dragonite can get this attack. If the base damage were a little higher and it had a little more PP, this would be good, but it doesn't, so it stinks. A lot of people like to use Curse with this, but that 8 PP still runs out pretty quickly. Stick with Body Slam or Return. --------- | ~ F ~ | --------- Faint Attack - Dark - 60 - 100% - 20 PP - 32 PP - Never misses. Look everyone, it's the Special-based Swift. Fairly weak, fairly useless. False Swipe - Normal - 40 - 99.6% - 40 PP - 64 PP - Will never bring the opponent down past 1 HP. This is good for catching Pokemon, but pretty much useless everywhere else. Fire Blast (TM 38) - Fire - 120 - 84.4% - 5 PP - 8 PP - Has a 9.8% chance of burning the opponent. This is a very solid, very strong attack impeded only slightly by its accuracy and low PP. It's a personal preference as to this vs. Flamethrower. Fire Punch (TM 48) - Fire - 75 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of burning the opponent. It's useless when placed against the more powerful, same PP, same accuracy Flamethrower. Fire Spin - Fire - 15 (initial) - 69.5% - 15 PP - 24 PP - Hurts and traps the opponent after they attack for 2-6 turns. Your hit on Fire Spin has a 15 base damage, each hit after the opponent's attack will reduce the opponent's HP by 1/16, or 6.25%. It's useless. The accuracy is too low. Again, if you need a trapper, Baton Pass Mean Look from Umbreon or Smeargle. Fissure - Ground - OHKO - 29.7% - 5 PP - 8 PP - Always faints the opponent when it hits. Useless against Flying opponents. This is great as a last effort or an attempt to take out an opponent you don't think you normally would be able to. The accuracy is low, I know, but that still hits once out of every 3 turns, which isn't bad. Flail - Normal - Varies - 99.6% - 15 PP - 24 PP - The lower the user's health, the more damage it deals. The base damage when used at certain amounts of remaining health is as such: 4.2% HP or less = 200 4.2% to 10.4% = 150 10.4% to 20.8% = 100 20.8% to 35.4% = 80 35.4% to 68.8% = 40 68.8% to 100% = 20 Flail will never score a critical hit. This is a very powerful attack if you can be faster than the opponent and pull it off. Dodrio uses it exceptionally well since he is fast anyway, can get Agility to be assured to be faster than anything, and gets STAB for the Attack (bringing a < 4.2% HP Dodrio's Flail immediately to a 300 base damage). Flame Wheel - Fire - 60 - 99.6% - 25 PP - 40 PP - Has a 9.8% chance of burning the opponent. This attack is nothing compared to Flamethrower and Fire Blast. Flamethrower (Move Tutor) - Fire - 95 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of burning the opponent. Most people will tell you that this is the best Fire attack. It is indeed solid and strong with a near-perfect accuracy, but it's essentially a coin-flip between it and Fire Blast. Flash (HM 05) - Normal - N/A - 69.5% - 20 PP - 32 PP - Lowers the opponent's accuracy. These are the percentages for the rate of the opponent's ability to attack you after a certain amount of Flashes have been used (assuming no switching occurs in between): 1st Flash: 67.4% 2nd Flash: 53.3% 3rd Flash: 42.7% 4th Flash: 40.4% 5th Flash: 32.9% 6th Flash: 28.4% This attack's accuracy is too low. Go with Double Team if you want something to make the enemy hit you less. Fly (HM 02) - Flying - 70 - 94.5% - 15 PP - 24 PP - User flies up high on the first turn, attacks on the second turn. The opponent cannot hit you on the first turn unless they use Gust, Whirlwind, Twister, or Thunder. This attack is overshadowed by the much better Drill Peck and much more reliable Wing Attack. Focus Energy - Normal - N/A - 99.6% - 30 PP - 48 PP - Increases the user's critical hit ratio to 12.5%. Can be used only once. Switching gets rid of this effect. This works well on the "Critical Machamp" and "Critical Primeape" which have Cross Chop and Focus Energy with an attached Scope Lens for a 50% chance of a critical hit per Cross Chop. Other than that, there isn't much use for it, as one Curse will equal the damage done per critical hit. Foresight - Normal - N/A - 99.6% - 40 PP - 64 PP - Allows Normal and Fighting attacks to hit Ghosts when used. Worthless? You bet. Just switch to a Flyer or a Ghost to hit the opponent's Ghost. Frustration (TM 21) - Normal - 102 (max) - 99.6% - 20 PP - 32 PP - Damage done varies with the loyalty to the trainer. The less the user likes its trainer, the more damage it will do. It can do, at most, 102 base damage. Frustration is a very powerful Normal attack. After STAB, it does more damage than a non-STAM Hyper Beam (153 base vs. 150 base) per turn. Very powerful. Fury Attack - Normal - 15 - 84.4% - 20 PP - 32 PP - Hits the opponent 2-5 times. This, again, can yield a maximum base damage of only 75. Again, stick with Body Slam or Return. Fury Cutter (TM 49) - Bug - 10 (first hit) - 94.5% - 10 PP - 16 PP - Base damage doubles each consecutive hit. The first hit will have a base damage of 10, the next hit will be 20, the next will be 40, the next 80, then 160, and so on. Is it any good? Not really, considering that while you try to get that base damage up, the opponent can just switch to something the user is weak to and take it out. Normal attacks are really better than Bug attacks anyway. Fury Swipes - Normal - 18 - 79.7% - 15 PP - 24 PP - Hits the opponent 2-5 times. Hey, it's more powerful than Fury Attack, but it still can yield a maximum base damage of only 90, and it is inaccurate. Stick to the tried- and-true Normal attacks. Future Sight - Psychic - 80 - 89.5% - 15 PP - 24 PP - Hits the opponent 3 turns after it was used. Useless for the most part unless you want it on a nifty annoyer team. --------- | ~ G ~ | --------- Giga Drain (TM 19) - Grass - 60 - 99.6% - 5 PP - 8 PP - Half of the damage done to the opponent is returned to the user in the form of HP. This is the strongest draining attack, but is still weak due to low base damage and low PP. Razor Leaf is a bit better. Glare - Normal - N/A - 74.6% - 30 PP - 48 PP - Paralyzes the opponent. I can think of 2 Pokemon off the top of my head that can get this (Arbok and Dunsparce, and I believe they are the only 2), and they should have it. Growl - Normal - N/A - 99.6% - 40 PP - 64 PP - Reduces the opponent's Attack the same amount that Aurora Beam does. Charm is better. Growth - Normal - N/A - 99.6% - 40 PP - 64 PP - Raises the user's Special Attack. To figure out the new value, take half of the original value and add that number each time Growth is used. It can be used a maximum of 6 times, and it works in the same manner as Curse (as far as stat growth is concerned). For example, let's say my 298-Special Attack Victreebel uses Growth: 1st Growth: 298 + (298/2) = 298 + 149 = 447 2nd Growth: 447 + 149 = 596 3rd Growth: 596 + 149 = 745 4th Growth: 745 + 149 = 894 5th Growth: 894 + 149 = 1043 1043 falls back to 999, no more Growths may be used. Hmm, all of these 298 examples may be confusing since I say these attacks can be used 6 times, but I'm only going 5 here. Okay, I'll do another. My Parasect has a 218 Special Attack: 1st Growth: 218 + (218/2) = 218 + 109 = 327 2nd Growth: 327 + 109 = 436 3rd Growth: 436 + 109 = 545 4th Growth: 545 + 109 = 654 5th Growth: 654 + 109 = 763 6th Growth: 763 + 109 = 872 Growth has been used 6 times, no more may be used. This is an example of a Pokemon who does not max out at 999 after maximum setup. There are a few others. Anyway, Growth is worth it if you have an extra place, but it does take a while to setup. That is the only drawback. Guillotine - Normal - OHKO - 29.7% - 5 PP - 8 PP - If it hits, it faints the opponent. It cannot hit Ghosts. This is just like Fissure except that it can hit Flyers but not Ghosts. It's good to have. Gust - Flying - 40 - 99.6% - 35 PP - 56 PP - Can hit a Pokemon who is up in the air after the first turn of Fly for double the damage. It's still weak, and Drill Peck is still better (although you would get the base damage of Drill Peck if you hit a Fly-er, but how many Fly-ers are there?). --------- | ~ H ~ | --------- Harden - Normal - N/A - 99.6% - 30 PP - 48 PP - Raises the user's Defense. This works in the same manner as Growth, just to Defense instead. I'll provide another example here. Let's say my 158-Defense Snorlax uses Harden: 1st Harden: 158 + (158/2) = 158 + 79 = 237 2nd Harden: 237 + 79 = 316 3rd Harden: 316 + 79 = 395 4th Harden: 395 + 79 = 474 5th Harden: 474 + 79 = 553 6th Harden: 553 + 79 = 632 No more than 6 Hardens may be used. This is an example of a Pokemon whose stat does not max out. Harden is nothing now that Curse is around to raise both Defense and Attack. The Speed drop on Snorlax isn't a problem since it's so slow anyway. Haze - Ice - N/A - 99.6% - 30 PP - 48 PP - When used, any stat changes are removed. For example, if I brought my Hazing Quagsire out against that Snorlax which has already used Harden 6 times, and I use Haze, Snorlax's Defense will fall back to 158. Haze is extremely helpful and it is recommended that at least one Hazer be on every team. Headbutt (TM 02) - Normal - 70 - 99.6% - 15 PP - 24 PP - Has a 29.7% chance of making the opponent flinch if the user is faster than the opponent. Headbutt isn't so bad on annoyer Pokemon and annoyer teams. Other than that, Body Slam and its paralysis are still better. Heal Bell - Normal - N/A - 99.6% - 5 PP - 8 PP - All status abnormalities are removed from the user's team. If I have a team that contains Snorlax and Miltank, and the Snorlax is asleep and the Miltank is paralyzed, and I use Heal Bell, both the sleep and paralysis conditions disappear. This does not work with any status change that goes away with a switch (such as confusion, infatuation, curse, etc.). Heal Bellers are very common and very helpful, but I personally think they remove some of the challenges from battling. Hi Jump Kick - Fighting - 85 - 89.5% - 20 PP - 32 PP - If the user misses, 1/8 of the damage that would have been done to the opponent is done to the user. This is the best Fighting attack in the game, missing only about once every 10 uses. It is slightly weaker than Cross Chop, but it is more accurate and you get many more PP. Anything that can get Hi Jump Kick should indeed have it. Hidden Power (TM 10) - Normal/Any - 31-70 - 99.6% - 15 PP - 24 PP - The type and base damage depend on the user. This gets a little complicated. Hidden Power is listed as a Normal attack in the game, but it can really be any type, depending on the DVs of the user. It can also be any base damage between 31 and 70, also depending on the DVs of the user. (I would really rather not go into a full discussion on DVs right now, maybe in a future update I will, but if you do now know what DVs are it is probably better that you skip the following.) No matter what type the Hidden Power comes out to be, it will always be Counterable. Here is how you figure out your Pokemon's Hidden Power type and damage based on its DVs: ~~~ This gets very confusing very quickly. This attack does damage based on your Pokemon's DVs. The POWER of the attack is determined by this formula. (X * 5 + Y / 2) + 31 Where X = AEIM and Y = MNOP (max 3). These letters refer to the binary placement of the DVs. DVs of 4/12/15/3 would be: 0100 - 1100 - 1111 - 0011 ABCD - EFGH - IJKL - MNOP So AEIM would equal 0110, or 6. MNOP would equal 3. Plug these into the formula and you get 47.5. The TYPE of attack chosen is CDGH. In this case, 0000. This Pokemon would have a 47.5 power Fighting attack. See the following list for the type: 1111 = Dark 1110 = Dragon 1101 = Ice 1100 = Psychic 1011 = Electric 1010 = Grass 1001 = Water 1000 = Fire 0111 = Steel 0110 = Ghost 0101 = Bug 0100 = Rock 0011 = Ground 0010 = Poison 0001 = Flying 0000 = Fighting E-mail me at Ibuki2002@aol.com if you need help. ~~~ Hidden Power Pokemon are popular to counter weaknesses, but you are usually just better off switching considering you usually need a 2HKO or 3HKO, and they can hit you with the attack you're weak to before you KO them. Horn Attack - Normal - 65 - 99.6% - 25 PP - 40 PP - This attack is very good for raising that Nidoran Male early on in the game, but it is nothing compared to its stronger counterparts. Horn Drill - Normal - OHKO - 29.7% - 5 PP - 8 PP - Faints the opponent if it hits. This attack is identical to Guillotine. Use it if you have an open space on something that can get it. Hydro Pump - Water - 120 - 79.7% - 5 PP - 8 PP - This attack is not that bad. It has the same accuracy and PP as Cross Chop, but it is stronger than Cross Chop and is Special Attack based instead. On Water types with low Special Attack or with very high Special Attack, this is a great attack to have with Rain Dance to help back it up. (Examples: Qwilfish, Maintine, Gyarados, Omastar, Starmie [if you have an extra slot for Rain Dance]) Hyper Beam (TM 15) - Normal - 150 - 89.5% - 5 PP - 8 PP - User fires the attack the first turn, recharges the second turn. When you figure in that each usage of this attack is 2-turn, you can split that 150 into 75 base damage per turn (150/2). Keeping that in mind, plus Hyper Beam's low PP and lower accuracy, Return and Frustration are better, both having a 102 base damage per turn, 204 per 2-turns, higher accuracy, and much more PP. Hyper Fang - Normal - 80 - 89.5% - 15 PP - 24 PP - If the user is faster than the opponent, there is a 9.8% chance of causing the opponent to flinch. There are better attacks to put on Raticate. Hypnosis - Psychic - N/A - 59.6% - 20 PP - 32 PP - Puts the opponent to sleep if it connects. I don't like it because of its low accuracy, but whatever floats your boat. --------- | ~ I ~ | --------- Ice Beam (Move Tutor) - Ice - 95 - 99.6% - 10 PP - 16 PP - Has a 9.8% chance of freezing the opponent. This is the ultimate Ice attack in the game. Use it on any Ice Pokemon (Sneasel aside). Ice Punch (TM 33) - Ice - 75 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of freezing the opponent. This has no use, Ice Beam is superior. Icy Wind (TM 16) - Ice - 55 - 94.5% - 15 PP - 24 PP - Lowers the opponent's Speed. This base damage is not that bad when STAB is factored in, and even better with type effectiveness. It's good on Piloswine and Blissey since they have low Speeds. Iron Tail (TM 23) - Steel - 100 - 74.6% - 15 PP - 24 PP - Has a 29.7% chance of lowering the opponent's Defense. This attack might actually be useful if it weren't the fact that a Ground and a Rock can take care of everything much more easily than Steel can, and if Iron Tail were a little more accurate. Steels are only strong against Ice and Rock, and Earthquake and Rock Slide can take care of that (considering that Steelix is the only major user of Iron Tail). Steer clear of this attack. --------- | ~ J ~ | --------- Jump Kick - Fighting - 70 - 94.5% - 25 PP - 40 PP - If this attack misses, 1/8 of the damage that would normally be done to the opponent is done to the user. Hi Jump Kick is better. --------- | ~ K ~ | --------- Karate Chop - Fighting - 50 - 99.6% - 25 PP - 40 PP - Has a 25% chance of a critical hit. Cross Chop is better. Kinesis - Psychic - N/A - 79.7% - 15 PP - 24 PP - Lowers the opponent's accuracy in the same manner as Flash and Smokescreen. There are much better attacks that you can put on Alakazam. --------- | ~ L ~ | --------- Leech Life - Bug - 20 - 99.6% - 15 PP - 24 PP - Half of the damage done to the opponent is returned to the user in the form of HP. Leech Life is a very weak attack, and again, a Normal attack would be better. Leech Seed - Grass - N/A - 89.5% - 10 PP - 16 PP - Saps HP from the opponent and returns it to the user. This drains 1/8, or 12.5%, of the opponent's health after every turn. It does not work against Grass type Pokemon. It is very helpful and I recommend that anything that can get it have it. Leer - Normal - N/A - 99.6% - 30 PP - 48 PP - Lowers the opponent's Defense in the same manner that Aurora Beam lowers Attack. Screech and Curse are better. Lick - Ghost - 20 - 99.6% - 30 PP - 48 PP - Has a 29.7% chance of paralyzing the opponent. If you have an extra slot on your Gengar (but I can't really imagine why you would...) and you also have Confuse Ray, you could put Lick or Zap Cannon there for parafusion. Other than that, this attack doesn't serve much purpose. If you want a Ghost attack, Shadow Ball is better. Light Screen - Psychic - N/A - 99.6% - 30 PP - 48 PP - All Special-based attacks which hit the user when this is up only do half the damage they normally would. This lasts for 5 turns and it can be pseudo-passed, which means that if you switch before the 5 turns are up, it stays up for the incoming Pokemon to make use of. Reflect and Safeguard work in the same manner. Lock On - Normal - N/A - 99.6% - 5 PP - 8 PP - Ensures that the user's next attack will not miss. This is no good without a trapper move first. If you use Lock On, your opponent will know that something is coming, and they will switch, thus screwing everything up. Lovely Kiss - Normal - N/A - 74.6% - 10 PP - 16 PP - Opponent goes to sleep if it connects. Only Jynx can it this. It is useful. Low Kick - Fighting - 50 - 89.5% - 20 PP - 32 PP - Has a 29.7% chance of causing the opponent to flinch if the user is faster than the opponent. Good early on in the game, but overshadowed by Cross Chop and Hi Jump Kick. --------- | ~ M ~ | --------- Mach Punch - Fighting - 40 - 99.6% - 30 PP - 48 PP - User always attacks first. Because of this neat little fact and Curse, Mach Punch is somewhat popular. If you can pull off 3 or 4 Curses, Mach Punch can be quite powerful. (3 or 4 Curses on a Fighter is a stretch, though.) Magnitude - Ground - Varies - 99.6% - 30 PP - 48 PP - Attacks the opponent at different strengths depending on the magnitude of the attack when it is used. This is the chart for the base damage breakdown. The percentage afterwards is the chance of getting that particular magnitude: Magnitude 4: 10 (5.5%) Magnitude 5: 30 (9.8%) Magnitude 6: 50 (19.9%) Magnitude 7: 70 (29.7%) Magnitude 8: 90 (19.9%) Magnitude 9: 110 (9.8%) Magnitude 10: 150 (5.1%) Does double the damage to a Pokemon who is underground during Dig. As you can see, it's a wide range. Because of this randomness, Earthquake is better. Mean Look - Normal - N/A - 99.6% - 5 PP - 8 PP - Opponent becomes trapped and cannot escape. When this is used, the opponent cannot switch. The effects wear off if the user switches. Meditate - Psychic - N/A - 99.6% - 40 PP - 64 PP - Increases the user's Attack. It can be used a maximum of 6 times. To figure out the user's new Attack stat, take half of the original Attack and add that value to the current Attack every time Meditate is used. For example, if I had a Hypno with Meditate who had an Attack of 244, it would look like this: 1st Meditate: 244 + (244/2) = 244 + 122 = 366 2nd Meditate: 366 + 122 = 488 3rd Meditate: 488 + 122 = 610 4th Meditate: 610 + 122 = 732 5th Meditate: 732 + 122 = 854 6th Meditate: 854 + 122 = 976 So close to 999, poor Hypno. Anyway, Meditate is rarely seen now since Curse is around. Curse provides padding with the Defense-up as well. Mega Drain - Grass - 40 - 99.6% - 10 PP - 16 PP - Half of the damage done to the opponent is returned to the user in the form of health. If you must have a draining attack, go with Giga Drain. Mega Kick - Normal - 120 - 74.6% - 5 PP - 8 PP - It's a strong attack, but that accuracy and that low PP is just not worth it. Double-Edge has the same base damage with a higher accuracy and more PP, just with a little kickback. Mega Punch - Normal - 80 - 84.4% - 20 PP - 32 PP - Another disappointment. Megahorn - Bug - 120 - 84.4% - 10 PP - 16 PP - Has a % chance of a critical hit. This is the ultimate Bug attack. Every Heracross should have it. If only Scizor could get it too... Metal Claw - Steel - 50 - 94.5% - 35 PP - 56 PP - Has a 9.8% chance of raising the user's Attack (the same amount as Curse does). Again, Steel attacks are pointless because they do not cover an adequate range. Scizor is the only Steel-type that can learn this, but Return is just better. Metronome - Normal - N/A - 99.6% - 10 PP - 16 PP - Uses one attack at random. Any attack at all. Except Metronome. And maybe Struggle too, I'm not sure. This attack should be reserved for fun teams only as it is very unpredictable. Milk Drink - Normal - N/A - 99.6% - 10 PP - 16 PP - Recovers half of Miltank's total HP. Every Miltank should have it. Mimic - Normal - N/A - 99.6% - 10 PP - 16 PP - Copies the last attack used by the opponent and adds it to your list of attacks in place of Mimic. The attack goes away and Mimic comes back if you switch. This is another fun attack, and also works excellent on a fast Pokemon with Substitute, like Dugtrio or Dodrio. Mind Reader - Normal - N/A - 99.6% - 5 PP - 8 PP - Ensures that your next attack will not miss. It is exactly the same as Lock On. If your opponent switches (which they usually will when you use this), you lose that insurance. Minimize - Normal - N/A - 99.6% - 20 PP - 32 PP - Raises the user's evasiveness. This follows exactly the same pattern as Double Team: 1st Minimize: 34.1% 2nd Minimize: 50.0% 3rd Minimize: 55.8% 4th Minimize: 59.6% 5th Minimize: 67.1% 6th Minimize: 71.6% It is better than Double Team as you get more PP with Minimize. Remember that if you switch you lose the raised evasiveness. Mirror Coat - Psychic - N/A - 99.6% - 20 PP - 32 PP - Special-based attacks that are done to the user on the turn that this is used are returned to the opponent double-damage. The user always attacks last with this. This is the Special version of Counter. It is quite useful, although it has become rather predictable on Wobbuffet (well, obviously) and Suicune. Electrode uses it well, though, if the opponent has a special attacker out. It's usually unexpected on Electrode. Mirror Move - Flying - N/A - 99.6% - 20 PP - 32 PP - The user uses the last attack that the opponent used on this turn. For example, if I send my Fearow out against a Rhydon that had tried to Earthquake my Ampharos that was out, my Fearow can use Mirror Move, and it will use Earthquake on the Rhydon. It's a fun attack, but most Flyers can get something better instead. Mist - Ice - N/A - 99.6% - 30 PP - 48 PP - Prevents any stat changes from happening to the user. Goes away when the user switches out. Basically, Mist prevents to the user what Haze gets rid of. So is there any practical use? Not really, considering that you can get rid of the same things that Mist gets rid of by just switching. For another comparison, Mist is to Haze what Safeguard is to Heal Bell. Moonlight - Normal - N/A - 99.6% - 5 PP - 8 PP - Recovers half of the user's total HP. It's a shame that this attack has so little PP, because it looks damn cool on Stadium 2, and it really helps out the few Pokemon (Umbreon, Clefable, Exeggutor, Vileplume, Bellossom) that can get it. If Sunny Day is in effect, each Moonlight will recover all of the user's HP. Morning Sun - Normal - N/A - 99.6% - 5 PP - 8 PP - Recovers half of the user's total HP. Again, it's a shame that it has so little PP, but it really helps out Espeon. If Sunny Day is in effect, each Moonlight will recover all of the user's HP. Mud-Slap (TM 31) - Ground - 20 - 99.6% - 10 PP - 16 PP - Deals damage and lowers the opponent's accuracy. This attack is evil. I once battled a Miltank with Body Slam and Mud-Slap. My opponent's Cloyster had lain down Spikes against me earlier in the match. I got damage from Spikes if I switched to avoid the lowered accuracy, and I hit nothing if I stayed out. Evil. The values for accuracy-downs are the same as with Flash and Sand- Attack: 1st Mud-Slap: 67.4% 2nd Mud-Slap: 53.3% 3rd Mud-Slap: 42.7% 4th Mud-Slap: 40.4% 5th Mud-Slap: 32.9% 6th Mud-Slap: 28.4% This is great for annoyer teams with Spikes down. Skarmory uses this especially well when it is used in coordination with Agility and Swagger. --------- | ~ N ~ | --------- Night Shade - Ghost - Varies by Level - 99.6% - 15 PP - 24 PP - Deals damage equivalent to the user's experience level. For example, if a level 10 Gengar uses this attack, it will deal 10 points of damage. If a level 100 Gengar uses this attack, it will deal 100 points of damage. Seismic Toss is better as Seismic Toss is exactly the same, only it has more PP. If you feel your Gengar absolutely must have Night Shade, at least trade back to RBY and teach it Seismic Toss over Night Shade Nightmare (TM 50) - Ghost - N/A - 99.6% - 15 PP - 24 PP - Removes 1/4 of a sleeper's HP. This attack only works if the opponent is asleep. It will remove 1/4 of the sleeper's HP after every turn. If the opponent switches, it no longer works. --------- | ~ O ~ | --------- Octazooka - Water - 65 - 84.4% - 10 PP - 16 PP - Has a 49.6% chance of lowering the opponent's accuracy. If the accuracy were a little higher, this would be a great attack. Since it's not, it's only good for annoyer-Spikes teams. Accuracy is lowered in the same manner as Smokescreen and Flash. Outrage - Dragon - 90 - 99.6% - 15 PP - 24 PP - User attacks 1-3 turns in a row, then is confused. This is a very powerful attack that deals a very good amount of damage off of Dragonite's 298 Special Attack and STAB. The only problem is the confusion. This can be countered by using Safeguard beforehand to prevent the confusion. --------- | ~ P ~ | --------- Pain Split - Normal - N/A - 99.6% - 20 PP - 32 PP - Averages the HP of the user and the opponent. This attack is so much fun. I had my 1-HP-remaining Misdreavus up against a full health Blissey. I had some fun. :) Pay Day - Normal - 40 - 99.6% - 20 PP - 32 PP - (In-game only) A number of coins equal to double the user's experience level is collected after the battle. This is good to get some money, but other than that, no use. Peck - Flying - 35 - 99.6% - 35 PP - 56 PP - Two words: Drill Peck. Perish Song - Normal - N/A - 99.6% - 5 PP - 8 PP - After 3 turns, both the user and the opponent faint. The effect wears off for one of the Pokemon if it switches. This move is very, very cheap if used in coordination with a trapper move such as Mean Look. I like to use it to pseudo-Haze with Spikes down. Petal Dance - Grass - 70 - 99.6% - 20 PP - 32 PP - User attacks 2-3 turns in a row, then becomes confused. Very similar to Outrage and Thrash. There are better Grass attacks to use. Pin Missile - Bug - 14 - 84.4% - 20 PP - 32 PP - User attacks 2-5 times in a row. This attack does less damage than Struggle per turn. Run away. Run away fast. Poison Gas - Poison - N/A - 54.7% - 40 PP - 64 PP - Poisons the opponent. If you want an attack that will poison the opponent, go with Toxic. Poison Sting - Poison - 15 - 99.6% - 35 PP - 56 PP - Has a 29.7% chance of poisoning the opponent. Go with Sludge Bomb. Poisonpowder - Poison - N/A - 74.6% - 35 PP - 56 PP - Poisons the opponent. Again, if you want an attack that causes poison, go with Toxic. Pound - Normal - 40 - 99.6% - 35 PP - 56 PP - Well... it's better than Tackle and Scratch... Powder Snow - Ice - 40 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of freezing the opponent. Ice Beam is much better. Present - Normal - Varies - 89.5% - 15 PP - 24 PP - The attack randomly hits with a base damage of 40 (40%), 80 (30%), 120 (10%), or heals 1/4 of the opponent's total HP (20%). There was a major glitch with Present in GS that did major damage to special attackers when it was used by a Normal Pokemon, but that was fixed in Crystal. Protect (TM 17) - Normal - N/A - 99.6% - 10 PP - 16 PP - An opponent's attack does nothing on the turn this is used. The user always goes first. Just like with Detect and Endure, this attack's accuracy is halved each consecutive turn it is used. This is one of the most fun attacks in the game. It's good for foiling Explosions, working with Perish Trapping, and giving the user a free turn of Leftovers-recovery if needed. Psybeam - Psychic - 65 - 99.6% - 20 PP - 32 PP - Has a 9.8% chance of confusing the opponent. Psychic is better. Psywave - Psychic - Varies - 79.7% - 15 PP - 24 PP - Randomly does damage equal to 1 HP-1.5x the user's experience level. For example, if my level 100 Alakazam uses this attack, it can do anywhere from 1 to 150 (100 * 1.5) points of damage. This attack is unreliable and inaccurate. Stick with Psychic. Psych Up (TM 09) - Normal - N/A - 99.6% - 10 PP - 16 PP - Copies any status changes of the opponent, both positive and negative. For example, if my Espeon uses Psych Up against a Scizor who has used Agility and Double Team, my Espeon will get that Agility and Double Team. However, if my Espeon uses Psych Up against a Rhydon that has been Charmed, Espeon will get the Attack drop. Psych Up does NOT steal. It only copies. The opponent still has the status changes after Psych Up has been used. Psychic (TM 29) - Psychic - 90 - 99.6% - 10 PP - 16 PP - Has a 9.8% chance of lowering the target's Special Defense. This is the best Psychic attack in the game and deadly with STAB. Pursuit - Dark - 40 - 99.6% - 20 PP - 32 PP - Does double the damage to a Pokemon which is trying to switch out. For example, if my Houndoom uses Pursuit on the turn that a Hypno has switched out, Hypno takes double the damage it normally would before it is switched. After STAB and double damage on a switch, this attack has a base damage of 120, which isn't bad at all. Type-effectiveness against a Psychic bumps this up to 240. Pretty good. --------- | ~ Q ~ | --------- Quick Attack - Normal - 40 - 99.6% - 30 PP - 48 PP - User always hits first. There were a few Raikou movesets developed with Psych Up, Quick Attack, Roar, and Thunderbolt. The idea was to use Psych Up on an opponent that had used Curse 5 or 6 times, then Roar it away. You could use Quick Attack with those Curses, always striking first with an improved attack. It works okay. --------- | ~ R ~ | --------- Rain Dance (TM 18) - Water - N/A - 99.6% - 5 PP - 8 PP - Rain Dance lasts for 5 turns, cancels out Sunny Day and Sandstorm, and has these 6 effects: 1.) Powers up Water attacks by 50% 2.) Powers down Fire attacks by 50% 3.) Gives Thunder a 99.6% accuracy (ignores evade boosters like Double Team) 4.) Morning Sun, Moonlight, and Synthesis recover 1/4 of the user's health 5.) Weakens Solarbeam 6.) Prevents frozen Pokemon from thawing naturally Rage - Normal - 20 - 99.6% - 20 PP - 32 PP - Gets stronger if the opponent hits you on the turn you use this attack. It's still very weak and outlasted by the more powerful Normal attacks. Rapid Spin - Normal - 20 - 99.6% - 40 PP - 64 PP - Deals damage and gets rid of Spikes, Leech Seed, or Spider Web if they are on the user's team. I like this. I keep it on my Forretress to get rid of Spikes once they opponent's Spike-user is gone. Razor Leaf - Grass - 55 - 94.5% - 25 PP - 40 PP - Has a 25% chance of a critical hit. This is probably the best Grass attack because it has so much PP and the fairly high critical hit rate... but we still don't have a decent, rounded Grass attack. Razor Wind - Normal - 80 - 74.6% - 10 PP - 16 PP - Charges on the first turn, attacks on the second. Low base damage, low accuracy, low PP, and the need to charge first turn make this arguably the worst attack in the game. Recover - Normal - N/A - 99.6% - 20 PP - 32 PP - Recovers half of the user's total HP. I hope you're intelligent enough to keep this move if your Pokemon tries to learn it. Reflect - Psychic - N/A - 99.6% - 20 PP - 32 PP - Lasts for 5 turns and reduces the damage done by a physical attack by half. Like Light Screen and Safeguard, Reflect can be pseudo-passed, which means that if your Pokemon currently out uses Reflect, and you switch before the 5 turns are up, whatever comes out will have Reflect up for it. Very convenient. Return (TM 27) - Normal - 102 (max) - 99.6% - 20 PP - 32 PP - Does damage based on the Pokemon's loyalty to its trainer. The more it likes its trainer, the more damage Return will do. Return has a maximum base damage of 102, which is very good. It is one of the best Normal attacks in the game. Rest (TM 44) - Psychic - N/A - 99.6% - 10 PP - 16 PP - User recovers all health and status, then goes to sleep for 2 turns. This move is very useful when combined with a Mint Berry or Leftovers. Reversal - Fighting - Varies - 99.6% - 15 PP - 24 PP - Does more damage the less health the user has remaining. The base damage-health values are the same as for Flail, but I will list them again: 4.2% HP or less = 200 4.2% to 10.4% = 150 10.4% to 20.8% = 100 20.8% to 35.4% = 80 35.4% to 68.8% = 40 68.8% to 100% = 20 Reversal will never score a critical hit. This attack is great on Heracross if you can get some paralysis support for it or get an Agility Baton Passed to it. Roar (TM 05) - Normal - N/A - 99.6% - 20 PP - 32 PP - Forces the opponent to switch. This is good to use if you notice that the opponent is starting to Curse, or get setup in another manner, or if you have placed Spikes down. You can force a switch and get damage for Spikes. Rock Slide - Rock - 75 - 89.4% - 10 PP - 16 PP - Has a 29.7% chance of making the opponent flinch if the user is faster than the opponent. It would be nice to get a halfway decent Rock attack at some point. Rock Slide has only moderate base damage and a lowered accuracy. And how many Rock/Ground types are fast? Stick with Ancientpower, if you can. Rock Smash (TM 08) - Fighting - 20 - 99.6% - 15 PP - 24 PP - Has a 49.6% chance of lowering the opponent's Defense. In the game, it breaks cracked rocks. In battle, it's useless. The values for the opponent's Defense are the same as those for Acid. Rock Throw - Rock - 50 - 89.5% - 15 PP - 24 PP - It's worse than Rock Slide. (Hey! So Rock Throw IS more accurate than Rock Slide!) Rolling Kick - Fighting - 60 - 84.4% - 15 PP - 24 PP - Has a 29.7% chance of causing the opponent to flinch if the user is faster than the opponent. The greater Hi Jump Kick shadows it. Rollout (TM 04) - Rock - 30 (initial) - 89.5% - 20 PP - 32 PP - Lasts for 5 turns, during which you cannot switch or choose another attack. For every turn that it hits, the base damage doubles. So the breakdown for bases damage is as such: 1st hit: 30 2nd hit: 60 3rd hit: 120 4th hit: 240 5th hit: 480 The base damage resets to 30 after 5 turns or if the attack misses. If you use Defense Curl before you use Rollout, the potential power is doubled: 1st hit: 60 2nd hit: 120 3rd hit: 240 4th hit: 480 5th hit: 960 Rollout is not so great due to low accuracy and the fact that you can't do anything else for 5 turns. Rock Slide and Ancientpower are better. (For reference, a Rhydon's 6x Cursed final hit Rollout attached Hard Rock used against a Butterfree who has been Screeched 3 times is the most powerful attack in the game with the total damage done somewhere around 10,000,000 hit points. It's fun to think about, but unfortunately, this scenario is impossible in a real battle.) --------- | ~ S ~ | --------- Sacred Fire - Fire - 100 - 94.5% - 5 PP - 8 PP - Has a 49.6% chance of burning the opponent. If your Ho-oh knows Sunny Day, go with Fire Blast for sheer power. If no Sunny Day, go with Sacred Fire. Safeguard - Normal - N/A - 99.6% - 25 PP - 40 PP - Prevents status changes (Poison, Sleep, Burn, Freeze, Paralyze) from working while it is up. It lasts for 5 turns, and like Reflect and Light Screen, it can be pseudo- passed, which means if a Pokemon uses it and switches out before the 5 turns are up, the incoming Pokemon will have it up to use. Safeguard is helpful with the aid of a Miracle Berry to foil status changes, but it is difficult to predict. Sand-Attack - Ground - N/A - 99.6% - 15 PP - 24 PP - Lowers the opponent's accuracy. Can be used a maximum of 6 times. The values for the opponent's accuracy are the same as Flash and Mud-Slap: 1st Sand-Attack: 67.4% 2nd Sand-Attack: 53.3% 3rd Sand-Attack: 42.7% 4th Sand-Attack: 40.4% 5th Sand-Attack: 32.9% 6th Sand-Attack: 28.4% Remember that these values reset if the opponent switches. This is another one of those fun, evil attacks that go well with Spikes, but Mud-Slap is a bit better. Sandstorm (TM 37) - Rock - N/A - 99.6% - 10 PP - 16 PP - Any Pokemon that is not part Rock, Ground, or Steel is hurt by Sandstorm after each turn. Sandstorm lasts for 5 turns and takes away 1/8, or 12.5%, of the HP of the Pokemon affected by it. Sandstorm also cancels out Sunny Day and Rain Dance. Scary Face - Normal - N/A - 89.5% - 10 PP - 16 PP - Greatly reduces the opponent's Speed. Scary Face reduces the opponent's Speed in the same manner as Charm reduces the opponent's Attack, so refer to those values. If you want a Speed advantage, paralysis is better. Scratch - Normal - 40 - 99.6% - 35 PP - 56 PP - Weak attack. Screech - Normal - N/A - 84.4% - 40 PP - 64 PP - Greatly reduces the opponent's Defense. Screech reduces the opponent's Defense in the same manner that Charm reduces the opponent's Attack, so refer to those values. It is very helpful. Seismic Toss - Fighting - Varies by Level - 99.6% - 20 PP - 32 PP - Does damage equivalent to the user's experience level. For example, if my level 57 Mr. Mime uses Seismic Toss, it will do 57 points of damage. Seismic Toss is good to use for Pokemon with low Attack stats as a move to damage Pokemon of their same type, such as Alakazam and Hypno. Selfdestruct - Normal - 200/400 - 99.6% - 5 PP - 8 PP - Deals damage, then faints the user. Self-destruct's normal base damage is 200, but it halves the opponent's Defense when it is used, so for all practical purposes the base damage is 400. Self-destruct should only be used when a Pokemon cannot normally get Explosion, such as Snorlax (who gets STAB for the attack... 600 base damage... *drool*). Shadow Ball (TM 30) - Ghost - 80 - 99.6% - 15 PP - 24 PP - Has a 19.9% chance of lowering the target's Special Defense. Many people used Shadow Ball on Normal types to take out other Ghosts, but Ground attacks can cover that and more. If your Normal can't get Earthquake, however, Shadow Ball is the way to go. Shadow Ball also works well on Gengar to take out the low-Defense, Alakazam, Gengar, and Mr. Mime. The values for the opponent's Special Defense will be the same as those for the opponent's Attack after a drop from Aurora Beam, so refer to those values. Sharpen - Normal - N/A - 99.6% - 30 PP - 48 PP - Raises the user's Defense. The attack-rises are figured the same way as with Curse. Take half of the original Attack value and add that to the current Attack value for each Sharpen used. No more than 6 may be used. For example, if my 288 Attack Porygon2 uses Sharpen, its new Attack will look something like this: 1st Sharpen: 288 + (288/2) = 288 + 144 = 432 2nd Sharpen: 432 + 144 = 576 3rd Sharpen: 576 + 144 = 720 4th Sharpen: 720 + 144 = 864 5th Sharpen: 864 + 144 = 1008 1008 falls back to 999, no more Sharpens may be used. Sharpen doesn't have much use nowadays now that Curse is around. Sing - Normal - N/A - 54.7% - 15 PP - 24 PP - If it connects, the opponent falls asleep. It has bad accuracy, but if you're in a desperate situation, it could come in handy. Sketch - Normal - N/A - 99.6% - 1 PP - N/A - Copies the last attack used by the opponent and makes it a permanent attack. For example, if I have my Smeargle against a Miltank, and the Miltank uses Heal Bell, and my Smeargle uses Sketch, Smeargle will now know Heal Bell and will continue to know Heal Bell unless I erase it for a new attack Smeargle learns. In this manner, Smeargle can get any attack in its arsenal. Skull Bash - Normal - 100 - 99.6% - 15 PP - 24 PP - User charges up first turn, attacks the second turn. User's Defense goes up on the charging turn. Because this is a 2-turn attack, it is inferior to other Normal attacks. Sky Attack - Flying - 140 - 89.5% - 5 PP - 8 PP - User charges up first turn, attacks the second turn. This attack is powerful, but it is predictable since you have to charge up, giving the opponent time to switch to something that will resist the attack. Drill Peck is still better, and if the bird can't get Drill Peck, go with Wing Attack. Slam - Normal - 80 - 74.6% - 20 PP - 32 PP - Has a 29.7% chance of making the opponent flinch if the user is faster than the opponent. It's inaccurate, it's somewhat weak in comparison to other Normal attacks, and it should not be used. Slash - Normal - 70 - 99.6% - 20 PP - 32 PP - Has a 25% chance of a critical hit. Poor Slash, it was so awesome back in RBY days when it scored a critical hit almost every turn. Now that's different, and Slash is no good. Sleep Powder - Grass - N/A - 74.6% - 15 PP - 24 PP - If it connects, the opponent falls asleep. This is very common on Grass Pokemon since the accuracy is fairly good compared to other sleep-inducing attacks (Sing, Hypnosis). Sleep Talk (TM 35) - Normal - N/A - 99.6% - 10 PP - 16 PP - Can only be used while the user is asleep. The user randomly uses one of its other 3 attacks. This attack is very useful if you have an open slot on a Rester. Sludge - Poison - 65 - 99.6% - 20 PP - 32 PP - Has a 29.7% chance of poisoning the opponent. Sludge -used- to be the best Poison attack, but it has fallen to Sludge Bomb. Sludge Bomb (TM 36) - Poison - 90 - 99.6% - 10 PP - 32 PP - Has a 29.7% chance of poisoning the opponent. It is the ultimate Poison attack and dangerous running off of the STAB-ed high Attacks of Muk, Weezing, and Qwilfish. Smog - Poison - 20 - 99.6% - 20 PP - 32 PP - Has a 39.8% chance of poisoning the opponent. It sucked in RBY, it still sucks now. Smokescreen - Normal - N/A - 99.6% - 20 PP - 32 PP - Lowers the opponent's accuracy. Can be used a maximum of 6 times. The values for the opponent's accuracy after a certain amount of uses are the same as with Flash, Sand- Attack, and Mud-Slap: 1st Smokescreen: 67.4% 2nd Smokescreen: 53.3% 3rd Smokescreen: 42.7% 4th Smokescreen: 40.4% 5th Smokescreen: 32.9% 6th Smokescreen: 28.4% It's fun to use, but not very many Pokemon learn it. Snore (TM 13) - Normal - 40 - 99.6% - 15 PP - 24 PP - This attack can only be used while the user is asleep. It has a 29.7% chance of causing the opponent to flinch if the opponent is faster than the user. It's not worth it because the base damage is just too low. Softboiled - Normal - N/A - 99.6% - 10 PP - 16 PP - Recovers half of the user's total HP. Every Blissey should have it. Solarbeam (TM 22) - Grass - 120 - 99.6% - 10 PP - 16 PP - User charges on the first turn, attacks on the second turn. When you break it down, it's really only 60 base damage per turn, which is the same as Giga Drain. Solarbeam does have more PP though. Don't use it without Sunny Day, which allows it to fire with no charging needed. Sonic Boom - Normal - 20 - 89.5% - 20 PP - 32 PP - Always does 20 points of damage to the opponent. You should know that this stinks... Spark - Electric - 65 - 99.6% - 20 PP - 32 PP - Has a 29.7% chance of paralyzing the opponent. I've used this before because of the high paralysis rate, but Thunderbolt is just plain better. Spike Cannon - Normal - 20 (per hit) - 99.6% - 15 PP - 32 PP - User attacks 2-5 times in a row. It's too unpredictable, but it's also the only near- perfect accuracy multi-hit attack (in one turn). Spikes - Ground - N/A - 99.6% - 20 PP - 32 PP - Causes damage every time the opponent switches. These are great. The damage is 1/8 of the opponent's total HP, or 12.5%. It does not affect Flying Pokemon. If you can, get a Spiker on your team. You will be happy. Spider Web - Bug - N/A - 99.6% - 10 PP - 16 PP - Opponent cannot switch. This effect goes away if the user switches. Ariados's version of Mean Look right here. I with Ariados were a bit better. Spite - Ghost - N/A - 99.6% - 10 PP - 16 PP - Reduces the PP of the opponent's last move done by 2-5 points. This move is fun to use, especially with Protect. Good for draining Cross Chop and other low-PP stuff if you can catch it on the switch-in. Splash - Normal - None - 99.6% - 40 PP - 64 PP - Has no affect on any Pokemon. The most useless attack in the game. Spore - Grass - N/A - 99.6% - 15 PP - 24 PP - Opponent goes to sleep. This is Parasect's only saving grace: a near-perfect sleep-inducing attack. Steel Wing (TM 47) - Steel - 70 - 89.5% - 25 PP - 40 PP - Has a 9.8% chance of increasing the user's Defense (by the same amount Defense Curl does). This is good if you're using an attacking Scizor for taking out Golem and Rhydon. Stomp - Normal - 65 - 99.6% - 20 PP - 32 PP - Has a 29.7% chance of causing the opponent to switch if the user is faster than the opponent. It's still not as good as Return/Frustration/Body Slam/Double-Edge. Strength (HM 04) - Normal - 80 - 99.6% - 15 PP - 24 PP - A strong Normal type attack, but dominated now that Double-Edge's base damage went up to 120. String Shot - Bug - N/A - 94.5% - 40 PP - 64 PP - Lowers the opponent's Speed. Not much use. Struggle - Normal - 50 - 99.6% - Unlimited - When you run out of other attacks, this is what your Pokemon will use. The user takes 1/4 the damage that the opponent receives. Stun Spore - Grass - N/A - 74.6% - 30 PP - 48 PP - A good paralysis-inducing attack very common on Grass Pokemon. Submission - Fighting - 80 - 79.7% - 25 PP - 40 PP - The user takes 1/4 of the damage that the opponent receives. If this were more accurate, it would be more widespread instead of Dynamicpunch, most likely. Substitute - Normal - N/A - 99.6% - 10 PP - 16 PP - User loses 1/4 of its health, and a Substitute goes out in its place. The Substitute absorbs all damage and protects from all status ailments. When the Substitute absorbs damage equivalent to the amount used to create it, it breaks. This is great when you know your opponent will switch to something your Pokemon is weak to. Send a Ground out to absorb an Electric's Thunderbolt. They will switch to a Water/Grass type, and you can Sub out and get a free hit on it. Sunny Day (TM 11) - Fire - N/A - 89.5% - 5 PP - 8 PP - Sunny Day lasts for 5 turns and cancels out Rain Dance and Sandstorm. It causes these 6 effects: 1.) Powers up Fire attacks (damage increases by 50%) 2.) Powers down Water attacks (damage decreases by 50%) 3.) Causes Thunder to be 49.6% accurate 4.) Causes Solarbeam to fire with no charge needed 5.) Gives frozen Pokemon a 9.8% chance of thawing 6.) Causes Morning Sun, Moonlight, and Synthesis to recover all health Super Fang - Normal - Halves HP - 89.5% - 10 PP - 16 PP - Cuts the user's remaining HP in half. Every Raticate should have it. Supersonic - Normal - N/A - 54.7% - 20 PP - 32 PP - If it connects, it confuses the opponent. It's too inaccurate. If you want a confusion- inducing move, go with Swagger (but be careful). Surf (HM 03) - Water - 95 - 99.6% - 15 PP - 24 PP - It's strong, accurate, and reliable. You should probably stick with this over other Water attacks. Swagger (TM 34) - Normal - N/A - 89.5% - 15 PP 24 PP - Opponent's Attack goes way up, then becomes confused. The Attack-boost is equivalent to 1 Swords Dance. Be careful when using this. Make sure the Pokemon you use it against has no physical attacks, because that confusion won't last forever. Sweet Kiss (TM 12) - Normal - N/A - 74.6% - 10 PP - 16 PP - If it connects, the opponent becomes confused. It works. Sweet Scent (TM 39) - Normal - N/A - 99.6% - 20 PP - 32 PP - Causes the opponent's evasiveness to fall. The values for the opponent's evasiveness drop are the same as the values for an opponent's Defense drop from an Acid, so refer to those values. It's not much worth it because the opponent will switch anyway. Just hit them. Swift - Normal - 60 - 100% - 20 PP - 32 PP - Never misses, regardless of evade-boosters. An old strategy to counter Double Resting (using Double Team and Rest combinations) was to have a Swift Dancer, which was a Pokemon with Swift and Swords Dance. Now, with many more Hazers, this really isn't necessary, but a few do still use it. Swords Dance - Normal - N/A - 99.6% - 30 PP - 48 PP - Greatly increases the user's Attack. To figure out what the user's Attack is after using this, take the user's original Attack value and add that to the current Attack value for every Swords Dance used. No more than 3 may be used. For example, if my 358-Attack Scizor uses Swords Dance: 1st Swords Dance: 358 + 358 = 716 2nd Swords Dance: 716 + 358 = 1074 1074 falls back to 999, no more Swords Dances may be used. This attack is extremely useful. Use it, like it. Synthesis - Grass - N/A - 99.6% - 5 PP - 8 PP - Recovers half of the user's total HP. If you have an extra slot on your Grass Pokemon, go for it. It helps. --------- | ~ T ~ | --------- Tackle - Normal - 35 - 94.5% - 35 PP - 56 PP - Useless. Tail Whip - Normal - N/A - 99.6% - 30 PP - 48 PP - Lowers the targets Defense in the same manner as Acid. Screech is better. Take Down - Normal - 90 - 84.4% - 20 PP - 32 PP - 1/4 of the damage done to the opponent is returned to the user. Double-Edge is better. Teleport - Psychic - N/A - 99.6% - 20 PP - 32 PP - Exits a battle with a wild Pokemon. In other battles, it's worthless. Thief (TM 46) - Dark - 40 - 99.6% - 10 PP - 16 PP - Deals damage and has a good chance of stealing the opponent's attached item if the user has no item attached. I used to use this a lot to disable Marowak and take their Cheese Sticks. >=) It's evil. It's fun to use and can really help if you get Leftovers and stuff. Thrash - Normal - 90 - 99.6% - 20 PP - 32 PP - The user attacks 2-3 turns, then becomes confused. It would be decent if you didn't become confused, because the base damage is fairly good, but Return is still better anyway. Thunder (TM 25) - Electric - 120 - 69.5% - 10 PP - 16 PP - Has a 29.7% chance of paralyzing the opponent. It's inaccurate, but there's a good amount of PP, and a paralysis rate of about 1 in 3 turns. I like it. You should probably stick with Thunderbolt, though. Thunderbolt (Move Tutor) - Electric - 95 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of paralyzing the opponent. Strong, near perfect accuracy, good PP, and a paralysis chance make this arguably the ultimate Electric attack. Thunderpunch (TM 41) - Electric - 75 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of paralyzing the opponent. This is Thunderbolt with lower base damage. Stick with Thunderbolt. Thundershock - Electric - 40 - 99.6% - 30 PP - 48 PP - Has a 9.8% chance of paralyzing the opponent. Lots of PP, but it's weak. Thunder Wave - Electric - N/A - 99.6% - 20 PP - 32 PP - Paralyzes the opponent. Paralysis is the most useful status change you can put on the opponent. Go for it whenever possible. Toxic (TM 06) - Poison - N/A - 84.4% - 10 PP - 16 PP - Badly poisons the opponent. The first turn takes away 1/16 of the opponent's total health, next turn is 1/8, then 1/4, and so on. Switching turns this into normal poison. I don't like it because it interferes with paralysis. :) Transform - Normal - N/A - 99.6% - 10 PP - 16 PP - Transforms the user into the opposing Pokemon. User has 5 PP for all attacks the opponent has. Ditto is stinky. Don't use it. Tri-Attack - Normal - 80 - 99.6% - 10 PP - 16 PP - Has a 19.9% chance of freezing, burning, or paralyzing the opponent. In comparison to other Normal attacks (especially with STAB factored in), Tri-Attack is somewhat weak. However, it has good effects. Tri-Attack is best used on something that has Curse, or even a Blissey, since she can get in many hits and many chances for a status change. Triple Kick - Fighting - 10,20,30 - 89.5% - 10 PP - 16 PP - Attacks with 1-3 hits. Each hit is more powerful than the last one. This attack is Hitmontop's specialty, but when you figure that he can get Hi Jump Kick as well, Triple Kick kinda loses all meaning, don't you think? Twineedle - Bug - 25 - 99.6% - 20 PP - 32 PP - Always attacks twice. Has a 19.9% chance of poisoning the opponent. This attack is Beedrill's specialty. If you're going to use Beedrill, you may as well have this too. Twister - Dragon - 40 - 99.6% - 20 PP - 32 PP - Has a 19.9% chance of making the opponent switch if the user is faster than the opponent. It's too weak to have any practical use. If you want a Dragon move, go with Dragonbreath. --------- | ~ V ~ | --------- Vicegrip - Normal - 55 - 99.6% - 30 PP - 48 PP - A fairly weak Normal attack. Vine Whip - Grass - 35 - 99.6% - 10 PP - 16 PP - This attack is too weak for how little PP it has. Vital Throw - Fighting - 70 - 100% - 10 PP - 16 PP - Always attacks second, never misses. This is decent, but when you consider that you must attack second, Cross Chop just looks so much better on that Machamp. --------- | ~ W ~ | --------- Water Gun - Water - 40 - 99.6% - 25 PP - 40 PP - Another weak Water attack, and you don't even get a Speed drop chance with this one. Waterfall (HM 07) - Water - 80 - 99.6% - 15 PP - 24 PP - A weaker version of Surf. Whirlpool (HM 06) - Water - 15 (initial) - 69.5% - 15 PP - 24 PP - Traps the opponent for 2-5 turns afterwards. It deals damage after the opponent attacks. The damage is equal to 1/16, or 6.25%, of the opponent's total HP. It's weak and inaccurate. Steer clear. Whirlwind - Normal - N/A - 99.6% - 20 PP - 32 PP - Forces the opponent to switch. Just like Roar, this is fun to use with Spikes. It is very handy to use against Pokemon who are trying to get setup with Curse, Agility, Swords Dance, etc. It annoys the heck out of them. Wing Attack - Flying - 60 - 99.6% - 35 PP - 56 PP - This is the only other good Flying attack aside from Drill Peck (Drill Peck is still better, but those who can't get Drill Peck should use this). It's fairly weak, but it's accurate, and it has a crap load of PP. Withdraw - Water - N/A - 99.6% - 40 PP - 64 PP - Raises the user's Defense. This raises Defense in exactly the same manner as Defense Curl, so refer to that for values. Wrap - Normal - 15 (initial) - 84.4% - 20 PP - 32 PP - Traps the opponent for 2-5 turns and removes 1/16, or 6.25%, of their HP after every turn. Another weak, inaccurate, fairly useless trapping move. --------- | ~ Z ~ | --------- Zap Cannon (TM 07) - Electric - 100 - 49.6% - 5 PP - 8 PP - Paralyzes every time it hits. That's why I like this attack. Instant paralysis for Pokemon who can't get Stun Spore, Thunder Wave, or Body Slam. It hits about once every other turn. Not bad at all. It is good to use when you know the opponent will switch. Ursaring and Rhydon are two powerhouses who can get this (even though Rhydon can get Body Slam too...). Can you imagine Ursaring and Rhydon with the Speed advantage? Be afraid. 0===========================0 / 8.) Quick Reference Chart /| 0===========================0 0 | 8.) Quick Reference Chart |/ 0===========================0 This will be a quick reference chart that will tell you the attack, what type the attack is, the attack's base damage, and the attack's accuracy. (Look, I even divided them by letters, aren't I nice?) This chart should be used only after you've read an explanation of the attack found above in the analysis section, as the chat leaves out some vital details, such as effects of attacks (and effects is all an attack is, in some cases - look at Curse). ~ A ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Absorb | Grass | 20 | 99.6% | | Acid | Poison | 40 | 99.6% | | Acid Armor | Poison | N/A | 99.6% | | Aeroblast | Flying | 100 | 94.5% | | Agility | Psychic | N/A | 99.6% | | Amnesia | Psychic | N/A | 99.6% | | Ancientpower | Rock | 60 | 99.6% | | Attract | Normal | N/A | 99.6% | | Aurora Beam | Ice | 65 | 99.6% | ---------------------------------------------------- ~ B ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Barrage | Normal | 15(per hit) | 84.4% | | Barrier | Psychic | N/A | 99.6% | | Baton Pass | Normal | N/A | 99.6% | | Beat Up | Dark | 10(per hit) | 99.6% | | Belly Drum | Normal | N/A | 99.6% | | Bide | Normal | N/A | 100% | | Bind | Normal | 15(initial) | 74.6% | | Bite | Dark | 60 | 99.6% | | Blizzard | Ice | 120 | 69.5% | | Body Slam | Normal | 85 | 99.6% | | Bone Club | Ground | 65 | 84.4% | | Bonemerang | Ground | 50(per hit) | 89.5% | | Bubble | Water | 20 | 99.6% | | Bubblebeam | Water | 65 | 99.6% | ---------------------------------------------------- ~ C ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Charm | Normal | N/A | 99.6% | | Clamp | Water | 35(initial) | 74.6% | | Comet Punch | Normal | 18(per hit) | 84.4% | | Confuse Ray | Ghost | N/A | 99.6% | | Confusion | Psychic | 50 | 99.6% | | Constrict | Normal | 10 | 99.6% | | Conversion | Normal | N/A | 99.6% | | Conversion2 | Normal | N/A | 99.6% | | Cotton Spore | Grass | N/A | 84.4% | | Counter | Fighting | N/A | 99.6% | | Crabhammer | Water | 90 | 84.4% | | Cross Chop | Fighting | 100 | 79.7% | | Crunch | Dark | 80 | 99.6% | | Curse | ???? | N/A | 99.6% | ---------------------------------------------------- ~ D ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Defense Curl | Normal | N/A | 99.6% | | Destiny Bond | Ghost | N/A | 99.6% | | Detect | Fighting | N/A | 99.6% | | Dig | Ground | 60 | 99.6% | | Disable | Normal | N/A | 54.7% | | Dizzy Punch | Normal | 70 | 99.6% | | Double-Edge | Normal | 120 | 99.6% | | Double Kick | Fighting | 30 | 99.6% | | Double Team | Normal | N/A | 99.6% | | Doubleslap | Normal | 15(per hit) | 84.4% | | Dragon Rage | Dragon | 40 | 99.6% | | Dragonbreath | Dragon | 60 | 99.6% | | Dream Eater | Psychic | 100 | 99.6% | | Drill Peck | Flying | 80 | 99.6% | | Dynamicpunch | Fighting | 100 | 49.6% | ---------------------------------------------------- ~ E ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Earthquake | Ground | 100 | 99.6% | | Egg Bomb | Normal | 100 | 74.6% | | Ember | Fire | 40 | 99.6% | | Encore | Normal | N/A | 99.6% | | Endure | Normal | N/A | 99.6% | | Explosion | Normal | 500 | 99.6% | | Extremespeed | Normal | 80 | 99.6% | ---------------------------------------------------- ~ F ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Faint Attack | Dark | 60 | 100% | | False Swipe | Normal | 40 | 99.6% | | Fire Blast | Fire | 120 | 84.4% | | Fire Punch | Fire | 75 | 99.6% | | Fire Spin | Fire | 15(initial) | 69.5% | | Fissure | Ground | OHKO | 29.7% | | Flail | Normal | Varies - HP | 99.6% | | Flame Wheel | Fire | 60 | 99.6% | | Flamethrower | Fire | 95 | 99.6% | | Flash | Normal | N/A | 69.5% | | Fly (HM 02) | Flying | 70 | 94.5% | | Focus Energy | Normal | N/A | 99.6% | | Foresight | Normal | N/A | 99.6% | | Frustration | Normal | 102 (max) | 99.6% | | Fury Attack | Normal | 15(per hit) | 84.4% | | Fury Cutter | Bug | 10(doubles) | 94.5% | | Fury Swipes | Normal | 18 | 79.7% | | Future Sight | Psychic | 80 | 89.5% | ---------------------------------------------------- ~ G ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Giga Drain | Grass | 60 | 99.6% | | Glare | Normal | N/A | 74.6% | | Growl | Normal | N/A | 99.6% | | Growth | Normal | N/A | 99.6% | | Guillotine | Normal | OHKO | 29.7% | | Gust | Flying | 40 | 99.6% | ---------------------------------------------------- ~ H ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Harden | Normal | N/A | 99.6% | | Haze | Ice | N/A | 99.6% | | Headbutt | Normal | 70 | 99.6% | | Heal Bell | Normal | N/A | 99.6% | | Hi Jump Kick | Fighting | 85 | 89.5% | | Hidden Power | Normal | 31-70 | 99.6% | | Horn Attack | Normal | 65 | 99.6% | | Horn Drill | Normal | OHKO | 29.7% | | Hydro Pump | Water | 120 | 79.7% | | Hyper Beam | Normal | 150 | 89.5% | | Hyper Fang | Normal | 80 | 89.5% | | Hypnosis | Psychic | N/A | 59.6% | ---------------------------------------------------- ~ I ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Ice Beam | Ice | 95 | 99.6% | | Ice Punch | Ice | 75 | 99.6% | | Icy Wind | Ice | 55 | 94.5% | | Iron Tail | Steel | 100 | 74.6% | ---------------------------------------------------- ~ J ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Jump Kick | Fighting | 70 | 94.5% | ---------------------------------------------------- ~ K ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Karate Chop | Fighting | 50 | 99.6% | | Kinesis | Psychic | N/A | 79.7% | ---------------------------------------------------- ~ L ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Leech Life | Bug | 20 | 99.6% | | Leech Seed | Grass | N/A | 89.5% | | Leer | Normal | N/A | 99.6% | | Lick | Ghost | 20 | 99.6% | | Light Screen | Psychic | N/A | 99.6% | | Lock On | Normal | N/A | 99.6% | | Lovely Kiss | Normal | N/A | 74.6% | | Low Kick | Fighting | 50 | 89.5% | ---------------------------------------------------- ~ M ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Mach Punch | Fighting | 40 | 99.6% | | Magnitude | Ground | Varies | 99.6% | | Mean Look | Normal | N/A | 99.6% | | Meditate | Psychic | N/A | 99.6% | | Mega Drain | Grass | 40 | 99.6% | | Mega Kick | Normal | 120 | 74.6% | | Mega Punch | Normal | 80 | 84.4% | | Megahorn | Bug | 120 | 84.4% | | Metal Claw | Steel | 50 | 94.5% | | Metronome | Normal | N/A | 99.6% | | Milk Drink | Normal | N/A | 99.6% | | Mimic | Normal | N/A | 99.6% | | Mind Reader | Normal | N/A | 99.6% | | Minimize | Normal | N/A | 99.6% | | Mirror Coat | Psychic | N/A | 99.6% | | Mirror Move | Flying | N/A | 99.6% | | Mist | Ice | N/A | 99.6% | | Moonlight | Normal | N/A | 99.6% | | Morning Sun | Normal | N/A | 99.6% | | Mud-Slap | Ground | 20 | 99.6% | ---------------------------------------------------- ~ N ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Night Shade | Ghost | Varies | 99.6% | | Nightmare | Ghost | N/A | 99.6% | ---------------------------------------------------- ~ O ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Octazooka | Water | 65 | 84.4% | | Outrage | Dragon | 90 | 99.6% | ---------------------------------------------------- ~ P ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Pain Split | Normal | N/A | 99.6% | | Pay Day | Normal | 40 | 99.6% | | Peck | Flying | 35 | 99.6% | | Perish Song | Normal | N/A | 99.6% | | Petal Dance | Grass | 70 | 99.6% | | Pin Missile | Bug | 14(per hit) | 84.4% | | Poison Gas | Poison | N/A | 54.7% | | Poison Sting | Poison | 15 | 99.6% | | Poisonpowder | Poison | N/A | 74.6% | | Pound | Normal | 40 | 99.6% | | Powder Snow | Ice | 40 | 99.6% | | Present | Normal | Varies | 89.5% | | Protect | Normal | N/A | 99.6% | | Psybeam | Psychic | 65 | 99.6% | | Psywave | Psychic | Varies | 79.7% | | Psych Up | Normal | N/A | 99.6% | | Psychic | Psychic | 90 | 99.6% | | Pursuit | Dark | 40 | 99.6% | ---------------------------------------------------- ~ Q ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Quick Attack | Normal | 40 | 99.6% | ---------------------------------------------------- ~ R ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Rain Dance | Water | N/A | 99.6% | | Rage | Normal | 20 | 99.6% | | Rapid Spin | Normal | 20 | 99.6% | | Razor Leaf | Grass | 55 | 94.5% | | Razor Wind | Normal | 80 | 74.6% | | Recover | Normal | N/A | 99.6% | | Reflect | Psychic | N/A | 99.6% | | Return | Normal | 102 (max) | 99.6% | | Rest | Psychic | N/A | 99.6% | | Reversal | Fighting | Varies | 99.6% | | Roar | Normal | N/A | 99.6% | | Rock Slide | Rock | 75 | 89.4% | | Rock Smash | Fighting | 20 | 99.6% | | Rock Throw | Rock | 50 | 89.5% | | Rolling Kick | Fighting | 60 | 84.4% | | Rollout | Rock | 30(doubles) | 89.5% | ---------------------------------------------------- ~ S ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ----------------------------------------------------- | Sacred Fire | Fire | 100 | 94.5% | | Safeguard | Normal | N/A | 99.6% | | Sand-Attack | Ground | N/A | 99.6% | | Sandstorm | Rock | N/A | 99.6% | | Scary Face | Normal | N/A | 89.5% | | Scratch | Normal | 40 | 99.6% | | Screech | Normal | N/A | 84.4% | | Seismic Toss | Fighting | Varies | 99.6% | | Selfdestruct | Normal | 400 | 99.6% | | Shadow Ball | Ghost | 80 | 99.6% | | Sharpen | Normal | N/A | 99.6% | | Sing | Normal | N/A | 54.7% | | Sketch | Normal | N/A | 99.6% | | Skull Bash | Normal | 100 | 99.6% | | Sky Attack | Flying | 140 | 89.5% | | Slam | Normal | 80 | 74.6% | | Slash | Normal | 70 | 99.6% | | Sleep Powder | Grass | N/A | 74.6% | | Sleep Talk | Normal | N/A | 99.6% | | Sludge | Poison | 65 | 99.6% | | Sludge Bomb | Poison | 90 | 99.6% | | Smog | Poison | 20 | 99.6% | | Smokescreen | Normal | N/A | 99.6% | | Snore | Normal | 40 | 99.6% | | Softboiled | Normal | N/A | 99.6% | | Solarbeam | Grass | 120 | 99.6% | | Sonic Boom | Normal | 20 | 89.5% | | Spark | Electric | 65 | 99.6% | | Spike Cannon | Normal | 20(per hit) | 99.6% | | Spikes | Ground | N/A | 99.6% | | Spider Web | Bug | N/A | 99.6% | | Spite | Ghost | N/A | 99.6% | | Splash | Normal | None | 99.6% | | Spore | Grass | N/A | 99.6% | | Steel Wing | Steel | 70 | 89.5% | | Stomp | Normal | 65 | 99.6% | | Strength | Normal | 80 | 99.6% | | String Shot | Bug | N/A | 94.5% | | Struggle | Normal | 50 | 99.6% | | Stun Spore | Grass | N/A | 74.6% | | Submission | Fighting | 80 | 79.7% | | Substitute | Normal- | N/A | 99.6% | | Sunny Day | Fire | N/A | 89.5% | | Super Fang | Normal | Halves HP | 89.5% | | Supersonic | Normal | N/A | 54.7% | | Surf | Water | 95 | 99.6% | | Swagger | Normal | N/A | 89.5% | | Sweet Kiss | Normal | N/A | 74.6% | | Sweet Scent | Normal | N/A | 99.6% | | Swift | Normal | 60 | 100% | | Swords Dance | Normal | N/A | 99.6% | | Synthesis | Grass | N/A | 99.6% | ---------------------------------------------------- ~ T ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Tackle | Normal | 35 | 94.5% | | Tail Whip | Normal | N/A | 99.6% | | Take Down | Normal | 90 | 84.4% | | Teleport | Psychic | N/A | 99.6% | | Thief | Dark | 40 | 99.6% | | Thrash | Normal | 90 | 99.6% | | Thunder | Electric | 120 | 69.5% | | Thunderbolt | Electric | 95 | 99.6% | | Thunderpunch | Electric | 75 | 99.6% | | Thundershock | Electric | 40 | 99.6% | | Thunder Wave | Electric | N/A | 99.6% | | Toxic | Poison | N/A | 84.4% | | Transform | Normal | N/A | 99.6% | | Tri-Attack | Normal | 80 | 99.6% | | Triple Kick | Fighting | 10,20,30 | 89.5% | | Twineedle | Bug | 25 | 99.6% | | Twister | Dragon | 40 | 99.6% | ---------------------------------------------------- ~ V ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Vicegrip | Normal | 55 | 99.6% | | Vine Whip | Grass | 35 | 99.6% | | Vital Throw | Fighting | 70 | 100% | ---------------------------------------------------- ~ W ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Water Gun | Water | 40 | 99.6% | | Waterfall | Water | 80 | 99.6% | | Whirlpool | Water | 15(initial) | 69.5% | | Whirlwind | Normal | N/A | 99.6% | | Wing Attack | Flying | 60 | 99.6% | | Withdraw | Water | N/A | 99.6% | | Wrap | Normal | 15(initial) | 84.4% | ---------------------------------------------------- ~ Z ~ ---------------------------------------------------- | Attack | Type | Base Damage | Accuracy | ---------------------------------------------------- | Zap Cannon | Electric | 120 | 49.7% | ---------------------------------------------------- 0=================0 / 9.) Dedications /| 0=================0 0 | 9.) Dedications |/ 0=================0 This is the precursor to the Credits section. Here I will mention everyone that has guided me through my stay in the Pokemon community, and those who have even guided me through life. These guys deserve the real credit for this FAQ even existing in the first place. Thanks ya'll, and I'm gonna miss you. For those of you that I only know your nickname... I apologize in advance. Huge thanks go out to: Donald, Daniel, Doug, Castro, Marissa, Alexis, David, Danny, Diana, Samantha, Gregory, Nick, Denny, GolemKong, Zim4o3, boarder, Y2Jesus, chaos, Dekar, Char411, psycho monkey, GotMiltank, LavosPhoenix, SSM, Sonuis, Uiru, TTS, Fanha, MrE, Ninnay, Nitro, PP, Platinum, JoltX, ChaosValentine, Kaine, Gengz, Surreal, Arti144, Arti64, Celia, nova, and Kongler. If I missed anyone... my sincerest apologies... but you all know who you are. 0==============0 / 10.) Credits /| 0==============0 0 | 10.) Credits |/ 0==============0 ~ Thanks to Uiru for so much he has helped me with. He allowed me to use the initial attack list, which I broke down and analyzed and added here. He also provided a great deal of the numbers involved with the attacks. He also gave me the critical hit formula and the Hidden Power formula. Check out his awesome website at http://database.stumpnet.net/. ~ Thanks to Azure Heights for providing the information about the confusion formula and the Double Team, Minimize, Kinesis, Flash, Smokescreen, and Sand- Attack values on their comprehensive website: http://www.azureheights.com. ~ Thanks to Nintendo for this great game. ~ Thanks to CJayC for this website and for posting this FAQ. 0=================0 / 11.) Disclaimer /| 0=================0 0 | 11.) Disclaimer |/ 0=================0 ~ This FAQ is (c) Copyright 2001 by striker64. If you find this FAQ on any website other than GameFAQs, report it to me immediately. Do NOT e-mail me asking me to put this FAQ on any other site other than GameFAQs. The answer is no. ~ Pokemon is a registered trademark of Nintendo and this FAQ is in no way affiliated with Nintendo. All rights reserved. -----------------------------END-FILE-----------------------------------