Gen I
Moves in this generation: 23
Moves via levelup: 9
Moves via Machine: 15
Moves via both: 1 (SolarBeam)
Moves from Gen II trading: 5
Moves via Gen II Machine: 1
Moves via Gen II Breeding: 4
Total Moves: 28
Gen II
Moves in this generation: 38
Moves via levelup: 11
Moves via Machine: 23
Moves via Breeding: 5
Moves via Event: 1
Moves via Lv and TM: 1 (SolarBeam)
Moves via Gen I Machine: 10
Total Moves: 48
Generation II:
Gains 20 new moves:
AncientPower, Attract, Curse, Defence Curl, Endure, Flash, Frustration, Fury Cutter, Giga Drain, Headcbutt, Hidden Power, Mud-Slap, Protect, Return, Safeguard, Sleep Talk, Snore, Sunny Day, Sweet Scent, Synthesis
notes
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ideas, maybe a divider to seperate different types of others...?
Add note to bide: Variable*
Gen II:
Double Edge power 100 > 120
Leech Seed intrduced effects 1/16 > 1/8 snd removesd Toxicity bonus and Haze as well
Light Screen effect Haze
Mimic takes last move except Sketch, Metronome and Transform or moves known, instead of -1 to pp, has five, can't be used if opponent hasn't gone
Rage no longer uncontrollabble...
Razor wind high crit hit
Reflect all party gets half for 5 goes, regardless of haze
Rest has no limit
Skull Bash raises defence 1 stage
Solar Beam Sunny Day, Rain Dance
Substitute is updated
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Vine Whip PP 10->15 from III to IV
Jump Kick PP 25->10 from IV to V
Thrash PP 20->10 from IV to V
Low Kick Power 50->Varies from II to III
Absorb PP 20->25 from III to IV
Mega Drain PP 10->15 from III to IV
Petal Dance PP 20->10 from IV to V
REcover PP 20->10 from III to IV
Hi Jump Kick PP 20->10 from Iv to V
Future Sight PP 15->10 from IV to V
Drain Punch PP 5->10 from IV to V
Clefairy gained Body Slam
Wingull gained Air Cutter