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
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The target is hit with a blow packing the power of fish traveling up waterfalls. |
Whirlwind | Normal | — | 85% | 20 (max. 32) |
Foe
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Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. |
Wing Attack | Flying | 35 | 100% | 35 (max. 56) |
Foe
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A Flying-type attack. The attacking Pokémon spreads its wings and charges at the target. |
Withdraw | Water | — | —% | 40 (max. 64) |
User
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Used mainly by Pokémon with shells. By withdrawing into the shell, Defense is increased. |
Wrap | Normal | 15 | 85% | 20 (max. 32) |
Foe
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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. |