User:Dannyboy601/List of moves (Generation I)

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The following is an alphabetical list of all moves that appear in Generation I, with the properties that they have in that generation.

To-do:

  • Check errors in descriptions of:
    • Comet Punch
    • Counter
    • Earthquake
    • Selfdestruct
    • Submission
    • Tail Whip
  • Check formatting of all instances of "Pokémon" in descriptions.
  • Decide upon consistent way to list target of:
    • Bide
    • Conversion
    • Counter
    • Mimic
    • Mirror Move
    • Transform


Name Type Pow. Acc. PP Target DescriptionStad
Absorb Grass 20 100% 20
(max. 32)
Foe
A Grass-type attack. It adds half the HP it drained from the target to the attacker's HP.
Acid Poison 40 100% 30
(max. 48)
Foe
A Poison-type attack. Has a one-in-three chance of lowering the target's Defense.
Acid Armor Poison —% 40
(max. 64)
User
Melts the user's body for protection. A move that sharply raises Defense.
Agility Psychic —% 30
(max. 48)
User
A special technique that greatly boosts the user's Speed. Can normally be used up to three times.
Amnesia Psychic —% 20
(max. 32)
User
Sharply raises the user's Special stat. Also increases protection against special attacks.
Aurora Beam Ice 65 100% 20
(max. 32)
Foe
An Ice-type attack. Has a one-in-three chance of reducing the target's Attack power.
Barrage Normal 15 85% 20
(max. 32)
Foe
Several spheres are thrown consecutively at the target to inflict damage.
Barrier Psychic —% 30
(max. 48)
User
Instantly forms a barrier between the user and the opponent. Defense is sharply increased.
Bide Normal —% 10
(max. 16)
Unknown
The user waits for several turns. At the end, it returns double the damage it received.
Bind Normal 15 75% 20
(max. 32)
Foe
Traps and squeezes the target over several turns. The target cannot move while under attack.
Bite Normal 60 100% 25
(max. 40)
Foe
A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack.
Blizzard Ice 120 90% 5
(max. 8)
Foe
The strongest Ice-type attack. Has a one-in-ten chance of freezing the target solid.
Body Slam Normal 85 100% 15
(max. 24)
Foe
A Normal-type attack. Has a one-in-three chance of paralyzing the target if it connects.
Bone Club Ground 65 85% 20
(max. 32)
Foe
A physical attack using a bone as a club. If it connects, it may cause the target to flinch.
Bonemerang Ground 50 90% 10
(max. 16)
Foe
A boomerang made of bone is thrown to inflict damage twice -- on the way out and on its return.
Bubble Water 20 100% 30
(max. 48)
Foe
A Water-type attack. Has a one-in-three chance of reducing the target's Speed.
BubbleBeam Water 65 100% 20
(max. 32)
Foe
A Water-type attack. Stronger than Bubble. Many Water-type Pokémon learn this move.
Clamp Water 35 75% 10
(max. 16)
Foe
The target is gripped in the attacker's shell for two to five turns. It can't move while under the attack.
Comet Punch Normal 18 85% 15
(max. 24)
Foe
Although each slap is weak, this attack hits the target two to five times in succession.
Confuse Ray Ghost 100% 10
(max. 16)
Foe
A sinister flash of light makes the target confused. A special Ghost-type technique.
Confusion Psychic 50 100% 25
(max. 40)
Foe
A Psychic-type attack. Has a one-in-ten chance of leaving the target confused.
Constrict Normal 10 100% 35
(max. 56)
Foe
A Normal-type attack. Has a one-in-three chance of reducing the target's Speed.
Conversion Normal —% 30
(max. 48)
Unknown
A special move that switches the user's elemental type to that of the target.
Counter Fighting 100% 20
(max. 32)
Unknown
A retaliation move that back double the damage of a physical attack. Highly accurate.
Crabhammer Water 90 85% 10
(max. 16)
Foe
A move that is used only by Pokémon with pincers. Likely to get a critical hit.
Cut Normal 50 95% 30
(max. 48)
Foe
A Normal-type attack. Also used for cutting small bushes to open new paths.
Defense Curl Normal —% 40
(max. 64)
User
Raises the user's Defense. Can normally be used up to six times in a row.
Dig Ground 100 100% 10
(max. 16)
Foe
The attacker digs underground in the first turn, then pops up in the next turn to attack.
Disable Normal 55% 20
(max. 32)
Foe
A technique that disables one of the target's moves. The disabled move can't be used until it wears off.
Dizzy Punch Normal 70 100% 10
(max. 16)
Foe
A Normal-type attack. The punch is relatively strong and highly accurate.
Double Kick Fighting 30 100% 30
(max. 48)
Foe
A Fighting-type attack. As the name implies, it is actually two quick kicks in succession.
Double Team Normal —% 15
(max. 24)
User
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy.
Double-Edge Normal 100 100% 15
(max. 24)
Foe
A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker.
DoubleSlap Normal 15 85% 10
(max. 16)
Foe
Although each slap is weak, this attack hits the target two to five times in succession.
Dragon Rage Dragon 100% 10
(max. 16)
Foe
A Dragon-type attack. It inflicts a set amount of damage, regardless of the target's type.
Dream Eater Psychic 100 100% 15
(max. 24)
Foe
Works only on sleeping Pokémon. This technique steals the target's HP and adds it to the user's HP.
Drill Peck Flying 80 100% 20
(max. 32)
Foe
A standard Flying-type attack. It is strong and highly likely to hit the target.
Earthquake Ground 100 100% 10
(max. 16)
Foe
An attack that inflicts the damage by shaking the ground. It is useless against Flying type Pokémon.
Egg Bomb Normal 100 75% 10
(max. 16)
Foe
A Normal-type attack. An egg is launched at the target. It may miss, however.
Ember Fire 40 100% 25
(max. 40)
Foe
A Fire-type attack. Has a one-in-ten chance of leaving the target with a damaging burn.
Explosion Normal 170 100% 5
(max. 8)
Foe
The most powerful attack of all. However, the attacker faints after using this move.
Fire Blast Fire 120 85% 5
(max. 8)
Foe
The strongest Fire-type attack. Has a one-in-three chance of inflicting a burn on the target.
Fire Punch Fire 75 100% 15
(max. 24)
Foe
A special Fire-type attack. Has a one-in-ten chance of inflicting a burn on the target.
Fire Spin Fire 15 70% 15
(max. 24)
Foe
A Fire-type attack that lasts two to five turns. The target cannot move while surrounded by flames.
Fissure Ground 30% 5
(max. 8)
Foe
Causes a single-hit knockout if it hits. Useless against Flying-type Pokémon.
Flamethrower Fire 95 100% 15
(max. 24)
Foe
A powerful Fire-type. Has a one-in-ten chance of leaving the target with a damaging burn.
Flash Normal 70% 20
(max. 32)
Foe
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy.
Fly Flying 70 95% 15
(max. 24)
Foe
The Pokémon flies high, then strikes in the next turn. Used for flying to places already visited.
Focus Energy Normal —% 30
(max. 48)
User
Raises the likelihood of nailing the opponent's weak spot for a critical hit.
Fury Attack Normal 15 85% 20
(max. 32)
Foe
A Normal-type attack. The Pokémon rapidly jabs at its opponent several times.
Fury Swipes Normal 18 80% 15
(max. 24)
Foe
The target is scratched by sharp claws two to five times in quick succession.
Glare Normal 75% 30
(max. 48)
Foe
The target is transfixed with terrifying sharp eyes. The target is frightened into paralysis.
Growl Normal 100% 40
(max. 64)
Foe
A technique that lowers the target's Attack power. Can normally be used up to 6 times.
Growth Normal —% 40
(max. 64)
User
Raises Special to make special attacks stronger and enhance protection against special moves.
Guillotine Normal 30% 5
(max. 8)
Foe
A single-hit knockout attack. Learned only by Pokémon that have large pincers.
Gust Normal 40 100% 35
(max. 56)
Foe
A Normal-type attack used by bird Pokémon. A powerful wind is generated by flapping wings.
Harden Normal —% 30
(max. 48)
User
Raises the user's Defense. Useful when battling physically strong Pokémon.
Haze Ice —% 30
(max. 48)
User and foe
Eliminates all changes affecting status, such as Speed and accuracy, of both Pokémon in battle.
Headbutt Normal 70 100% 15
(max. 24)
Foe
A Normal-type attack. Has a one-in-three chance of making the target flinch if it connects.
Hi Jump Kick Fighting 85 90% 20
(max. 32)
Foe
Stronger than a Jump Kick. If it misses, the attacker sustains 1/8 damage it should have caused.
Horn Attack Normal 65 100% 25
(max. 40)
Foe
A Normal-type attack. A sharp horn is driven hard into the target to inflict damage.
Horn Drill Normal 30% 5
(max. 8)
Foe
A single-hit knockout attack. Learned only by Pokémon with a horn or horns.
Hydro Pump Water 120 80% 5
(max. 8)
Foe
The strongest Water-type attack. However, while it is powerful, it may miss the target.
Hyper Beam Normal 150 90% 5
(max. 8)
Foe
An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn.
Hyper Fang Normal 80 90% 15
(max. 24)
Foe
A Normal-type attack. Has a one-in-ten chance of making the target flinch.
Hypnosis Psychic 60% 20
(max. 32)
Foe
A special Psychic-type move. The target is hypnotized into a deep sleep.
Ice Beam Ice 95 100% 10
(max. 16)
Foe
An Ice-type attack. Has a one-in-ten chance of freezing the target solid.
Ice Punch Ice 75 100% 15
(max. 24)
Foe
A special Ice-type attack. Has a one-in-ten chance of freezing the target.
Jump Kick Fighting 70 95% 25
(max. 40)
Foe
A forceful Fighting-type attack. If it misses, however, the attacker gets hurt.
Karate Chop Normal 40 100% 35
(max. 56)
Foe
A Normal-type attack. Often turns into a critical hit and inflicts double the damage.
Kinesis Psychic 80% 15
(max. 24)
Foe
A special move of bending spoons to confound the enemy. Makes the user harder to hit.
Leech Life Bug 20 100% 15
(max. 24)
Foe
An HP-draining attack. It adds half the HP it drained from the target to the attacker's HP.
Leech Seed Grass 90% 10
(max. 16)
Foe
Plants a seed on the target Pokémon. The seed slowly drains the target's HP for the attacker.
Leer Normal 100% 30
(max. 48)
Foe
A technique that lowers the target's Defense. Useful against tough, armored Pokémon.
Lick Ghost 20 100% 30
(max. 48)
Foe
A Ghost-type attack. Has a one-in-three chance of leaving the target with paralysis.
Light Screen Psychic —% 30
(max. 48)
User
Reduces damage from special attacks by about half. A special Psychic-type technique.
Lovely Kiss Normal 75% 10
(max. 16)
Foe
A special move that puts the target to sleep with a big kiss. (Actually, the victim passes out.
Low Kick Fighting 50 90% 20
(max. 32)
Foe
A Fighting-type attack. Has a one-in-three chance of making the target flinch if it connects.
Meditate Psychic —% 40
(max. 64)
User
A special technique that boosts the user's Attack power. Can normally be used up to six times.
Mega Drain Grass 40 100% 10
(max. 16)
Foe
A Grass-type attack. It adds half the HP it drained from the target to the attacker's HP.
Mega Kick Normal 120 75% 5
(max. 8)
Foe
A Normal-type attack. Out of all the Pokémon kicking attacks, this is the strongest.
Mega Punch Normal 80 85% 20
(max. 32)
Foe
A Normal-type attack move. It is highly accurate and relatively powerful.
Metronome Normal —% 10
(max. 16)
User
The user waggles its finger, triggering a move. There is no telling what will happen.
Mimic Normal 100% 10
(max. 16)
Unknown
A move for learning one of the opponent's moves, for use during that battle only.
Minimize Normal —% 20
(max. 32)
User
Reduces the user's size and makes it harder to hit. Can normally be used up to six times.
Mirror Move Flying —% 20
(max. 32)
Unknown
A move that strikes back with the opponent's last move. This move comes after the enemy's move.
Mist Ice —% 30
(max. 48)
User
Provides full protection against any enemy status attack, such as those that lower Defense.
Night Shade Ghost 100% 15
(max. 24)
Foe
A Ghost-type attack. Highly accurate, it inflicts damage regardless of the target's type.
Pay Day Normal 40 100% 20
(max. 32)
Foe
A move that also nets money at the end of battle. How much depends on the attack frequency and level.
Peck Flying 35 100% 35
(max. 56)
Foe
A standard Flying-type attack. It is favored by Pokémon that have beaks and/or horns.
Petal Dance Grass 70 100% 20
(max. 32)
Foe
A dance-like attack that lasts two to three turns. Afterwards, the attacker becomes confused.
Pin Missile Bug 14 85% 20
(max. 32)
Foe
An attack that fires many needle-like projectiles from the body. Strikes several times.
Poison Gas Poison 55% 40
(max. 64)
Foe
A poisonous cloud of gas is forcefully expelled to poison the target.
Poison Sting Poison 15 100% 35
(max. 56)
Foe
A Poison-type attack. Has a one-in-five chance of leaving the target with the lingering effects of poison.
PoisonPowder Poison 75% 35
(max. 56)
Foe
A technique that poisons the target. If poisoned, the victim loses HP steadily.
Pound Normal 40 100% 35
(max. 56)
Foe
A Normal-type attack. Slightly stronger than Tackle. Many Pokémon know this move.
Psybeam Psychic 65 100% 20
(max. 32)
Foe
A Psychic-type attack. Has a one-in-ten of making the target confused.
Psychic Psychic 90 100% 10
(max. 16)
Foe
A Psychic-type attack. Has a one-in-three chance of lowering the target's Special rating.
Psywave Psychic 80% 15
(max. 24)
Foe
A Psychic-type attack of varying intensity. It occasionally inflicts heavy damage.
Quick Attack Normal 40 100% 30
(max. 48)
Foe
An attack that always strikes first. If both Pokémon use this, the one with higher Speed attacks first.
Rage Normal 20 100% 20
(max. 32)
Foe
A non-stop attack move. The user's Attack power increases every time it sustains damage.
Razor Leaf Grass 55 95% 25
(max. 40)
Foe
A Grass-type attack that sends sharp-edged leaves at the target. Likely to get a critical hit.
Razor Wind Normal 80 75% 10
(max. 16)
Foe
A two-turn attack with the wind attack in the second turn. Learned by many Flying-type Pokémon.
Recover Normal —% 20
(max. 32)
User
Restores HP by 1/2 of the user's maximum HP. Few Pokémon learn this technique on their own.
Reflect Psychic —% 20
(max. 32)
User
Reduces damage from physical attacks by about half. A special Psychic-type technique.
Rest Psychic —% 10
(max. 16)
User
The user takes a nap to fully restore its HP and recover from any status abnormalities.
Roar Normal 100% 20
(max. 32)
Foe
A terrifying roar that drives wild Pokémon away. It is useful only in the wild.
Rock Slide Rock 75 90% 10
(max. 16)
Foe
A Rock-type attack that hits the target with an avalanche of rocks and boulders.
Rock Throw Rock 50 65% 15
(max. 24)
Foe
A Rock-type attack. As the name implies, a huge boulder is dropped on the target.
Rolling Kick Fighting 60 85% 15
(max. 24)
Foe
A sharp Fighting-type attack. Has a one-in-three chance of making the target flinch if it connects.
Sand-Attack Normal 100% 15
(max. 24)
Foe
An attack in which sand is used to blind the target and reduce its attack accuracy.
Scratch Normal 40 100% 35
(max. 56)
Foe
A Normal-type attack. Sharp claws are used to inflict damage on the target.
Screech Normal 85% 40
(max. 64)
Foe
A move that makes a horrible noise. It sharply reduces the target's Defense.
Seismic Toss Fighting 100% 20
(max. 32)
Foe
A Fighting-type attack. Throws the target with enough force to flip the world upside down.
Selfdestruct Normal 130 100% 5
(max. 8)
Foe
The user explodes, inflicting damage on the enemy, then faints. Useless against Ghost-type.
Sharpen Normal —% 30
(max. 48)
User
Raises the user's Attack power. The edges of the Pokémon are made harder for more impact.
Sing Normal 55% 15
(max. 24)
Foe
A special Normal-type technique. A soothing melody lulls the target to sleep.
Skull Bash Normal 100 100% 15
(max. 24)
Foe
In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam.
Sky Attack Flying 140 90% 5
(max. 8)
Foe
The strongest Flying-type attack. Energy is stored in the first turn, then fired the next turn.
Slam Normal 80 75% 20
(max. 32)
Foe
A Normal-type attack move. The attacker uses an appendage (e.g. tail) to slam the target hard.
Slash Normal 70 100% 20
(max. 32)
Foe
A Normal-type attack. It has a high probability of a critical hit for inflicting double the damage.
Sleep Powder Grass 75% 15
(max. 24)
Foe
Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it.
Sludge Poison 65 100% 20
(max. 32)
Foe
A Poison-type attack. Has a fifty-fifty chance of poisoning the target.
Smog Poison 20 70% 20
(max. 32)
Foe
Smog is spewed as a cloud. Has a fifty-fifty chance of poisoning the target.
SmokeScreen Normal 100% 20
(max. 32)
Foe
Creates an obscuring cloud of smoke that reduces the enemy's accuracy.
Softboiled Normal —% 10
(max. 16)
User
Restores HP by 1/2 of the user's maximum HP. May also be used in the field.
SolarBeam Grass 120 100% 10
(max. 16)
Foe
The strongest Grass-type attack. Energy is absorbed in the first turn, then fired the next turn.
SonicBoom Normal 90% 20
(max. 32)
Foe
A Normal-type attack. It inflicts a set amount of damage regardless of the target's type.
Spike Cannon Normal 20 100% 15
(max. 24)
Foe
A physical attack consisting of two to five consecutive hits. Highly accurate.
Splash Normal —% 40
(max. 64)
User
A move that involves only flopping and Splashing around in front of the opponent. It has no effect.
Spore Grass 100% 15
(max. 24)
Foe
Special spores are scattered from mushrooms. If the opponent inhales the spores, it will fall asleep.
Stomp Normal 65 100% 20
(max. 32)
Foe
A Normal-type attack. Has a one-in-three chance of making the target flinch if it connects.
Strength Normal 80 100% 15
(max. 24)
Foe
A very powerful Normal-type attack. Also used for moving obstacles like boulders.
String Shot Bug 95% 40
(max. 64)
Foe
Strings are sprayed out and wrapped around the target to reduces its Speed.
Struggle Normal 50 100% 10
(max. 16)
Foe
Used only if the user runs totally out of PP. The user is hit with 1/4 of the damage it inflicts.
Stun Spore Grass 75% 30
(max. 48)
Foe
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility.
Submission Fighting 80 80% 25
(max. 40)
Foe
The strongest Fighting attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Substitute Normal —% 10
(max. 16)
User
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks.
Super Fang Normal 90% 10
(max. 16)
Foe
If it hits, this attack cuts the target's HP in half. Learned by Pokémon with developed fangs.
Supersonic Normal 55% 20
(max. 32)
Foe
A special Normal-type technique. Supersonic sound waves are used to confuse the target.
Surf Water 95 100% 15
(max. 24)
Foe
A Water-type attack. The power of this technique is strong and highly accurate.
Swift Normal 60 —% 20
(max. 32)
Foe
A Normal-type attack. It is highly accurate, so it can be counted on to inflict damage.
Swords Dance Normal —% 30
(max. 48)
User
A special move that greatly boosts the user's Attack power. Can normally be used up to three times.
Tackle Normal 35 95% 35
(max. 56)
Foe
A Normal-type attack. Many Pokémon know this attack right from the start.
Tail Whip Normal 100% 30
(max. 48)
Foe
A move that lower the target's Defense. Useful against tough, armored Pokémon.
Take Down Normal 90 85% 20
(max. 32)
Foe
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker.
Teleport Psychic —% 20
(max. 32)
User
A special technique for instantly escaping from wild Pokémon. Useful in the wild only.
Thrash Normal 90 100% 20
(max. 32)
Foe
An attack that lasts two to three turns. Afterwards, the attacker becomes confused.
Thunder Wave Electric 100% 20
(max. 32)
Foe
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility.
ThunderPunch Electric 75 100% 15
(max. 24)
Foe
A special Electric-type attack. Has a one-in-ten chance of paralyzing the target.
ThunderShock Electric 40 100% 30
(max. 48)
Foe
An Electric-type attack. Has a one-in-ten chance of paralyzing the target.
Thunderbolt Electric 95 100% 15
(max. 24)
Foe
An Electric-type attack. Has a one-in-ten chance of paralyzing the target.
Thunder Electric 120 70% 10
(max. 16)
Foe
The strongest of all Electric-type attacks. Has a one-in-ten chance of paralyzing the target.
Toxic Poison 85% 10
(max. 16)
Foe
A technique that badly poisons the target. The amount of damage from the poison increases every turn.
Transform Normal —% 10
(max. 16)
Unknown
Transforms the user into a copy of the target, including the type. All moves have only five PP each.
Tri Attack Normal 80 100% 10
(max. 16)
Foe
A Normal-type attack. A triangular field of energy is created and launched at the target.
Twineedle Bug 25 100% 20
(max. 32)
Foe
An attack that strikes twice. The target may occasionally become poisoned.
ViceGrip Normal 55 100% 30
(max. 48)
Foe
A Normal-type attack used only by Pokémon with pincers. The target is gripped and injured.
Vine Whip Grass 35 100% 10
(max. 16)
Foe
A Grass-type attack. The Pokémon uses its cruel whips to strike the opponent.
Water Gun Water 40 100% 25
(max. 40)
Foe
A Water-type attack. Stronger than Bubble. Many Water-type Pokémon learn this move.
Waterfall Water 80 100% 15
(max. 24)
Foe
The target is hit with a blow packing the power of fish traveling up waterfalls.
Whirlwind Normal 85% 20
(max. 32)
Foe
Generates a powerful wind that blows away wild Pokémon. Useful in the wild only.
Wing Attack Flying 35 100% 35
(max. 56)
Foe
A Flying-type attack. The attacking Pokémon spreads its wings and charges at the target.
Withdraw Water —% 40
(max. 64)
User
Used mainly by Pokémon with shells. By withdrawing into the shell, Defense is increased.
Wrap Normal 15 85% 20
(max. 32)
Foe
Traps and squeezes the target over two to five turns. The target cannot move while under attack.
All details are accurate to Generation I games. For details that have changed between generations, please see an individual move's page.