Mt. Mortar (static), Mt. Mortar, Viridian River, Evolve Marill (Lv18)
Remix Mode
Pokémon Tower, Rock Tunnel
Mt. Mortar (static), Evolve Cubone (Lv28)
Kanto Daycare (gift), Route 1
Route 7, Ruins of Alph, Safari Zone A1, A2, A3, A4, A5, Violet City, Viridian River, Evolve Azurill (Lv15)
Mt. Mortar (static), Route 26, Mt. Mortar, Ruins of Alph, Viridian River, Evolve Marill (Lv18)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Pre Evo
Bounce
85
85
30
5
Bounce high into the air for one turn and hits on the second turn. Can paralyze the target.
Pre Evo
Charm
-
100
-
20
Lowers the target's ATK two stages.
Pre Evo
Slam
80
75
-
20
Inflicts regular damage.
Pre Evo
Splash
-
-
-
40
Does nothing.
1
Growl
-
100
-
40
Lowers the target's ATK one stage.
1
Tackle
40
100
-
35
Inflicts regular damage.
1
Water Gun
40
100
-
25
Inflicts regular damage.
2
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
3
Tail Whip
-
100
-
30
Lowers the target's DEF one stage.
5
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.
7
Bone Club
65
85
10
20
Can make the target flinch.
7
Bubble
40
100
10
30
Can lower the target's SPEED one stage.
10
Defense Curl
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
10
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
11
Headbutt
70
100
30
15
Can make the target flinch.
13
Bubble Beam
65
100
10
20
Can lower the target's SPEED one stage.
13
Leer
-
100
-
30
Lowers the target's DEF one stage.
16
Helping Hand
-
-
-
20
Boosts the power of the target's moves by 50% until the end of this turn. Has +5 move priority.
17
Focus Energy
-
-
-
30
User's critical hit rate is two levels higher until it leaves the field.
20
Aqua Tail
90
90
-
10
Inflicts regular damage.
21
Bonemerang
50
90
-
10
Hits twice in one turn.
23
Play Rough
90
90
10
10
Can lower the target's ATK one stage.
23
Rage
20
100
-
20
As long as this move is in use, raises the ATK stat each time the user is hit.
27
False Swipe
40
100
-
40
Will not reduce the target's HP below 1.
28
Aqua Ring
-
-
-
20
Restores 1/16 of the user's max HP each turn while on the field.
31
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
31
Thrash
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
33
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
37
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
37
Stomping Tantrum
75
100
-
10
Power is doubled if the user's last move failed for any reason.
40
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
41
Endeavor
1
100
-
5
Inflicts exactly enough damage to lower the target's HP to equal the user's.
43
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
47
Hydro Pump
110
80
-
5
Inflicts regular damage.
47
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
51
Bone Rush
25
90
-
10
Hits 2–5 times in one turn.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM07
Hail
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM14
Blizzard
110
70
10
5
Can freeze the target. Doesn't miss during hail.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM23
Smack Down
50
100
-
15
Removes the target's immunity to Ground-type damage.
TM26
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM28
Dig
80
100
-
10
User digs underground for one turn and hits on the second turn.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM35
Flamethrower
90
100
10
15
Can burn the target.
TM37
Sandstorm
-
-
-
10
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
TM38
Fire Blast
110
85
10
5
Can burn the target.
TM39
Rock Tomb
60
95
100
15
Lowers the target's SPEED one stage.
TM40
Aerial Ace
60
-
-
20
Doesn't miss.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM49
Echoed Voice
40
100
-
15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
TM54
False Swipe
40
100
-
40
Will not reduce the target's HP below 1.
TM55
Water Pulse
60
100
20
20
Can confuse the target.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM59
Incinerate
60
100
-
15
Destroys any berry the target is holding.
TM67
Retaliate
70
100
-
5
If a friendly Pokémon fainted on the previous turn, this move has double power.
TM75
Swords Dance
-
-
-
10
Raises the user's ATK two stages.
TM78
Bulldoze
60
100
100
20
Lowers the target's SPEED one stage.
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
TM86
Grass Knot
1
100
-
20
Power increases with the target's weight to a maximum of 120.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM96
Moonblast
95
100
30
15
Can lower the target's SP.ATK one stage.
TM105
Aqua Jet
40
100
-
20
Has +1 move priority.
TM106
Draining Kiss
50
100
-
10
Heals the user 75% of the damage dealt to the target.
TM107
Play Rough
90
90
10
10
Can lower the target's ATK one stage.
TM109
Brutal Swing
60
100
-
20
Inflicts regular damage.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM121
Scald
80
100
30
15
Can burn the target.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM03
Surf
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM05
Waterfall
80
100
20
15
Can make the target flinch.
HM06
Dive
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
HM10
Rock Climb
90
85
20
20
Can confuse the target.
TM94
Rock Smash
40
100
50
15
Can lower the target's DEF one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Ranger
Earth Power
90
100
10
10
Can lower the target's SP.DEF one stage.
Karate
Fire Punch
75
100
10
15
Can burn the target.
Bug Catcher Girl
Fury Cutter
40
95
-
20
Power doubles after every time this move is used up to 160.
Guitarist
Hyper Voice
90
100
-
10
Inflicts regular damage.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
Old woman
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
Man
Iron Head
80
100
30
15
Can make the target flinch.
Old man
Iron Tail
100
75
30
15
Can lower the target's DEF one stage.
Female Ace Trainer "Korrina"
Mega Kick
120
75
-
5
Inflicts regular damage.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Girl
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
NPC
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Fighter
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Man
Swift
60
-
-
20
Doesn't miss.
Karate
Thunder Punch
75
100
10
15
Can paralyze the target.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Misty Terrain
-
-
-
10
For five turns, protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Encore
-
100
-
5
Forces the target to use the last used move for 3 turns.
Fake Tears
-
100
-
20
Lowers the target's SP.DEF two stages.
Sing
-
55
-
15
Puts the target to sleep.
Slam
80
75
-
20
Inflicts regular damage.
Soak
-
100
-
20
Changes the target to pure Water-type until it leaves the field. If the target has multitype, this move will fail.
Tickle
-
100
-
20
Lowers the target's ATK and DEF one stage.
Amnesia
-
-
-
20
Raises the user's SP.DEF two stages.
Ancient Power
60
100
10
5
Can raise all of the user's stats one stage.
Aqua Jet
40
100
-
20
Has +1 move priority.
Belly Drum
-
-
-
10
User pays half its max HP to maximize its ATK stat.
Body Slam
85
100
30
15
Can paralyze the target.
Chip Away
70
100
-
20
Damage calculation ignores the target's stat modifiers, including evasion.
Detect
-
-
-
5
No moves will hit the user for the remainder of this turn. Has +4 move priority.
Double Kick
30
100
-
30
Hits twice in one turn.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Future Sight
120
100
-
10
Inflicts typeless damage at the end of the third turn, starting with this one. Can't critical hit.
Iron Head
80
100
30
15
Can make the target flinch.
Muddy Water
90
85
30
10
Can lower the target's accuracy one stage.
Perish Song
-
-
-
5
Every Pokémon on the field will faint in 3 turns.
Present
1
90
-
15
Randomly deals damage or heals the target.
Refresh
-
-
-
20
Removes burn, paralysis, or poison from the user.
Screech
-
85
-
40
Lowers the target's DEF two stages.
Skull Bash
130
100
-
10
User then charges for one turn before attacking. Raises the user's DEF one stage.
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Supersonic
-
55
-
20
Confuses the target.
Water Sport
-
-
-
15
Fire moves inflict half damage, regardless of target. If the user leaves the field, this effect ends.