Attack Guide - DEF
Click on a letter to view those attacks:
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DEFENSE CURL |
Normal |
Curls up to conceal weak spots and raise defense. |
Power |
--- |
|
Accuracy |
100 | Only raises defense by 1 stage, but it has a hidden property. Use Defense Curl then Rollout for double power! |
PP |
40 |
|
Raise defense |
||
DESTINY BOND |
Ghost |
If the user faints, the foe is also made to faint. |
Power |
--- |
|
Accuracy |
100 | If you manage to get this in before the foe attacks and knocks you out, you can deal a good blow to their team. This will KO the opponent, regardless of what effects are in play. |
PP |
5 |
|
KO foe if user is KO'd |
||
DETECT |
Fighting |
Evades attack, but may fail if used in succession. |
Power |
--- |
|
Accuracy |
100 | It's only a Protect with half PP. |
PP |
5 |
|
Protects user |
||
DIG |
Ground |
Digs undergroundthe first turn and strikes next turn. |
Power |
60 |
|
Accuracy |
100 | Choose Earthquake over this. There are a few situations where this can be used, such as Shedinja as a protection move. If you do use it, beware of Earthquake, Fissure and Magnitude. Those moves will all still hit, but at double power! |
PP |
10 |
|
Attacks second turn |
||
DISABLE |
Normal |
Psychially disables one of the foe's moves. |
Power |
--- |
|
Accuracy |
55 | Low accuracy makes this move less useful than it could've been. Stops the foe from using the last attack they used for several turns. |
PP |
20 |
|
Disable foe's attack |
||
DIVE |
Water |
Dives underwater the first turn and strikes next turn. |
Power |
60 |
|
Accuracy |
100 | A water type Dig where only Surf still hits. Use it with Toxic to help stall for time. |
PP |
10 |
|
Strikes second turn |
||
DIZZY PUNCH |
Normal |
A rhythmic punch that may confuse the foe. |
Power |
70 |
|
Accuracy |
100 | Chance for confusion is OK. Go with Return - higher PP and power. |
PP |
10 |
|
Confusion (20%) |
||
DOOM DESIRE |
Steel |
Summons strong sulight to attack 2 turns later. |
Power |
120 |
|
Accuracy |
85 | Jirachi is the sole holder of this move. It's a Future Sight only stronger with less PP. |
PP |
5 |
|
Attacks 2 turns later |
||
DOUBLE KICK |
Fighting |
A double-kicking attack that stirkes the foe twice. |
Power |
30 |
|
Accuracy |
100 | It's infact a power of 60 when you add it up. Can be a good replacement for Brick Break if you can't get it, as it's able to destroy a Substitute and hurt the foe on the same turn if you're lucky. |
PP |
30 |
|
Always hits twice |
||
DOUBLE TEAM |
Normal |
Creates illusory copies to raise evasiveness. |
Power |
--- |
|
Accuracy |
100 | An excellent move when evasion is the key. Have it for Pokémon that can take a few hits while setting up. |
PP |
15 |
|
Raise evasion |
||
DOUBLE-EDGE |
Normal |
A life-risking tackle that also hurts the user. |
Power |
120 |
|
Accuracy |
100 | This would be great if it wasn't for the recoil. Choose this over Return if your ability stops recoil, or you're not gonna survive a hit anyway and want maximum power. |
PP |
15 |
|
Recoil |
||
DOUBLESLAP |
Normal |
Slashes the foe with sharp claws. |
Power |
10 |
|
Accuracy |
85 | Pathetic attack. Even if it does get 5 hits, it's still only a power of 50. Choose something else. |
PP |
10 |
|
Hits 2 to 5 times in succession |
||
DRAGON CLAW |
Dragon |
Slashs the foe with sharp claws. |
Power |
80 |
|
Accuracy |
100 | The best Dragon attack. Only choose Dragonbreath if you want paralysis or can't learn Dragon Claw. |
PP |
15 |
|
|
||
DRAGON DANCE |
Normal |
A mystical dance that ups attack and speed. |
Power |
--- |
|
Accuracy |
100 | An excellent move for physical sweepers. Raises Attack, and increases Speed! |
PP |
30 |
|
Raise Attack and Speed |
||
DRAGON RAGE |
Dragon |
Launches shock waves that always inflict 40 HP damage. |
Power |
--- |
|
Accuracy |
100 | That's right. No matter what level it deals 40 damage. Good for low levels, scrap it at higher levels. |
PP |
10 |
|
Always deals 40 damage |
||
DRAGONBREATH |
Dragon |
Strikes the foe with an incredible blast of breath. |
Power |
60 |
|
Accuracy |
100 | That's pretty bad breath! Choose Dragon Claw unless you want the paralysis effect. |
PP |
30 |
|
Paralysis (30%) |
||
DREAM EATER |
Psychic |
Takes one half the damage inflicted on a sleep foe. |
Power |
100 |
|
Accuracy |
100 | Good power and accuracy, but it only hits sleeping foes. Use Psychic instead. |
PP |
15 |
|
Hits only sleeping foes |
||
DRILL PECK |
Flying |
A corkscrewing attack with the beak acting as a drill. |
Power |
80 |
|
Accuracy |
100 | A great flying attack. Choose Aerial ace over this if you absolutely need the accuracy. |
PP |
20 |
|
|
||
DYNAMIC PUNCH |
Fighting |
Powerful and sure to cause confusion, but inaccurate. |
Power |
100 |
|
Accuracy |
50 | Always confuses and hurts a lot, but it only hits half the time. |
PP |
5 |
|
Confusion (100%) |
||
EARTHQUAKE |
Ground |
A powerful quake, but has no effect on flying foes. |
Power |
100 |
|
Accuracy |
100 | An excellent ground attack. Double damage to Diggers, and hits all others in 2 on 2. That said, it will hit your partner as well, unless they're flying, diving, have the Levitate ability, or are using a protection move. |
PP |
10 |
|
Hits all, double damage to Diggers |
||
EGG BOMB |
Normal |
A egg is forcibly hurled at the foe. |
Power |
100 |
|
Accuracy |
70 | Use Return instead. Low accuracy and relatively low PP. |
PP |
10 |
|
|
||
EMBER |
Fire |
A weak fire attack that may inflict a burn. |
Power |
40 |
|
Accuracy |
100 | As the description implies, it's weak. It should only be found on low level Pokémon. |
PP |
25 |
|
Burn (10%) |
||
ENCORE |
Normal |
Makes the foe repeat it's last move over 2 to 6 turns. |
Power |
- |
|
Accuracy |
50 | Can have its uses, especially on Wobbuffet! |
PP |
5 |
|
Causes the target to repeat their attack |
||
ENDEAVOR |
Normal |
Gains power if the user's HP is lower than the foe's HP. |
Power |
- |
|
Accuracy |
100 | Probably better off going with Return instead, depends on the situation. This will always make the targets HP equal yours if their HP is higher. |
PP |
5 |
|
Makes target HP=yours |
||
ENDURE |
Normal |
Endures any attack for 1 turn, leaving at least 1HP. |
Power |
- |
|
Accuracy |
100 | Uses the same 'counter' as Protect and Detect, so don't think you can go Endure, Protect, Endure, Protect. The chance of it working halfs with every successive use until it fails. Whenever you use it (and works), if you're attacked, this will ensure your survival, no matter how many times you're hit on that turn. Doesn't help you survive poison or burn however, so if that attack causes a condition that reduces HP, or a weather effect like Sandstorm, you can still be KO'd by it. |
PP |
10 |
|
Always survive attack |
||
ERUPTION |
Fire |
The higher the user's HP, the more damage caused. |
Power |
0 - 150 |
|
Accuracy |
100 | A very powerful fire attack, as long as you can keep your HP up. With low HP, you'll do barely anything, even if you're using a fire Pokémon with high Sp.Atk, with Sunny Day in effect against a Parasect... |
PP |
5 |
|
Damage depends on HP |
||
EXPLOSION |
Normal |
Inflicts severe damage but makes the user faint. |
Power |
250 |
|
Accuracy |
100 | The most powerful normal attack. However, it comes at a price. Using this will hit all others in 2 on 2, unless flying, digging, protecting or just missed from evasion. Good for a last resort. |
PP |
5 |
|
User faints |
||
EXTRASENSORY |
Psychic |
Attacks with a peculiar power. May cause flinching. |
Power |
80 |
|
Accuracy |
100 | Slightly weaker than Psychic, yet 3x the PP and causes flinching. Choose what you need- flinch or Sp.Def lowering. Unfortunately, this isn't learnt by too many Pokémon. |
PP |
30 |
|
Flinching (10%) |
||
EXTREMESPEED |
Normal |
An extremely fast and powerful attack. |
Power |
80 |
|
Accuracy |
100 | Sure, Return's stronger, but does it always go first. Nope! That makes this move my choice over other normal attacks! Only lacking PP, so make sure you use PP-UP on it. |
PP |
5 |
|
Always first |
||
FACADE |
Normal |
Bosts attack when burned, paralyzed, or poisoned. |
Power |
70 |
|
Accuracy |
100 | Power doubles when inflicting by a condition, making for a good attack with Ursaring. Poison Ursaring, its Guts increases power by 1.5, and Facade doubles, making for a very strong attack! |
PP |
20 |
|
Double power when suffering |
||
FAINT ATTACK |
Dark |
Draws the foe close, then strikes without fail. |
Power |
60 |
|
Accuracy |
100 | Dark type Swift. A never miss attack. |
PP |
20 |
|
Never miss |
||
FAKE OUT |
Normal |
A 1st-turn, 1st-strike move that causes flinching. |
Power |
40 |
|
Accuracy |
100 | A guranteed flinch! But only works on the first turn the Pokémon is able to attack- ie. the first turn you can choose a command. Makes for a great starter, and can really help against FR Deoxys! |
PP |
10 |
|
1st turn flinch (100%) |
||
FAKE TEARS |
Dark |
Feigns crying to sharply lower the foe's Sp.Def. |
Power |
- |
|
Accuracy |
100 | Lowers the foe's Sp.Def by 2 stages. |
PP |
20 |
|
Sharply lower foe's Sp.Def |
||
FALSE SWIPE |
Normal |
An attack that leaves the foe with at least 1HP. |
Power |
40 |
|
Accuracy |
100 | Please don't tell me your gonna use this in a battle... Useful only for catching wild Pokémon, this move will NEVER KO a Pokémon. |
PP |
40 |
|
Never KO |
||
FEATHERDANCE |
Flying |
Envelops the foe with down to sharply reduce Attack. |
Power |
- |
|
Accuracy |
100 | Would be great, if more Pokémon could learn it. Reduces target's Attack by 2 stages. |
PP |
15 |
|
Sharply lower foe's attack |
||
FIRE BLAST |
Fire |
A firey blast that scorches all. May cause a burn. |
Power |
120 |
|
Accuracy |
75 | I don't know where the 'scorches all' bit comes in- it still only ever hits one target... some prefer this over Flamethrower purely cause of power. |
PP |
5 |
|
Burn (30%) |
||
FIRE PUNCH |
Fire |
A firey punch that may burn the foe. |
Power |
75 |
|
Accuracy |
100 | A nice attack for those who can't learn Flamethrower. It's also being given out from a tutor in Emerald now! |
PP |
15 |
|
Burn (10%) |
||
FIRE SPIN |
Fire |
Traps the foe in a ring of fire for 2 to 5 turns. |
Power |
15 |
|
Accuracy |
70 | It's a alright move for trapping, but go for Mean Look instead if you can. Low accuracy can cause problems for some. |
PP |
15 |
|
Traps and hurts foe |
||
FISSURE |
Ground |
A one-hit KO move that drops the foe in a fissure. |
Power |
- |
|
Accuracy |
30 | Accuracy rises the lower the foe's level. That said, you cannot hit an opponent whos level is greater than yours. |
PP |
5 |
|
One hit KO |
||
FLAIL |
Normal |
Inflicts more damage when the user's HP is down. |
Power |
- |
|
Accuracy |
100 | When used with Endure, this can become a very powerful attack when used on a Normal type. Similar to Reversal. |
PP |
15 |
|
Damage based on remaining HP |
||
FLAME WHEEL |
Fire |
A fiery charge attack that may inflict a burn. |
Power |
60 |
|
Accuracy |
100 | Unless you get frozen a lot, try using Flamethrower instead, for extra power. |
PP |
25 |
|
Defrosts user, and burns foe (10%) |
||
FLAMETHROWER |
Fire |
A powerful fire attack that may inflict a burn. |
Power |
95 |
|
Accuracy |
100 | The standard fire attack, Flamethrower has good power and accuracy. An excellent fire attack. |
PP |
15 |
|
Burn (10%) |
||
FLASH |
Normal |
Looses a powerful blast of light that cuts accuracy. |
Power |
- |
|
Accuracy |
70 | Has a low chance of actually lowering their accuracy. Use Double Team or Sand Attack instead. |
PP |
20 |
|
Lower foe's accuracy |
||
FLATTER |
Dark |
Confuses the foe, but raises its Sp.Atk |
Power |
- |
|
Accuracy |
100 | Similiar to Swagger, only it raises Sp.Atk, meaning it doesn't make them hurt themselves more, but makes up for it by being 100% accurate. |
PP |
15 |
|
Confusion, and ups foe's Sp.Atk |
||
FLY |
Flying |
Flies up on the first turn, then strikes the next turn. |
Power |
70 |
|
Accuracy |
95 | Even though most attacks miss after the first turn, Thunder can still hit. Go for Aerial Ace instead. |
PP |
15 |
|
2 turn attack |
||
FOCUS ENERGY |
Normal |
Focuses power to raise the critical-hit ratio. |
Power |
- |
|
Accuracy |
100 | Only have this if using moves like, Razor Leaf, Blaze Kick, or Cross Chop- moves that have a high critial hit ratio. It's a good idea to equip a Scope Lens when using this move. |
PP |
30 |
|
Raise critical hit ratio |
||
FOCUS PUNCH |
Fighting |
A powerful loyalty attack. The user flinches if hit. |
Power |
150 |
|
Accuracy |
100 | You'd think it's a top move! 150 power, 100% accuracy, doesn't faint after use... Problem? User focuses, user gets hit, user looses focus. Fine as long as you don't get hit. Try using with Substitute to stop getting hit, a technique called Subpunching. |
PP |
20 |
|
Can't be used if user is hit |
||
FOLLOW ME |
Normal |
Draws attention to make foes attack only the user. |
Power |
- |
|
Accuracy |
100 | A useful move in 2 on 2 battles. Using this allows the other Pokémon to power up without risking a hit from the opposition. Of course, this doesn't stop moves like Earthquake and Surf from hitting. |
PP |
20 |
|
Attracts attention (2vs2 only) |
||
FORESIGHT |
Normal |
Negates the foe's efforts to heighten evasiveness. |
Power |
- |
|
Accuracy |
100 | Very good for stopping evasion in its tracks, and helps you to hit ghosts with normal and fighting attacks. |
PP |
40 |
|
Normal/Fighting hits ghosts and negates evasion |
||
FRENZY PLANT |
Grass |
Powerful, but leaves the user immobile the next turn. |
Power |
150 |
|
Accuracy |
90 | A grass type Hyper Beam that only Venusaur can learn. Maybe teach for novelty, but go with the Solarbeam and Sunny Day combo. |
PP |
5 |
|
Must recharge next turn |
||
FRUSTRATION |
Normal |
An attack that is stronger if the trainer is disliked. |
Power |
1-102 |
|
Accuracy |
100 | Same as Return, except this becomes powerful with the Pokémon disliking the trainer instead. |
PP |
20 |
|
Power raises with hate |
||
FURY ATTACK |
Normal |
Jabs the foe 2 to 5 times with sharp horns, etc. |
Power |
15 |
|
Accuracy |
85 | Seems more like blunt horns... Use Return instead. |
PP |
20 |
|
Hits 2 to 5 times in succession |
||
FURY CUTTER |
Bug |
An attack that intensifies on each successive hit. |
Power |
10 |
|
Accuracy |
95 | If you can keep getting hits, then by all means use it. Otherwise Megahorn over this. Power doubles each time- 10, 20, 40, 80, 160... Resets once it misses. |
PP |
20 |
|
Power doubles with each hit |
||
FURY SWIPES |
Normal |
Rakes the foe with sharp claws, etc., 2 to 5 times. |
Power |
180 |
|
Accuracy |
80 | A slightly more powerful Fury Attack with slightly less accuracy. Wee. Use something else. |
PP |
15 |
|
Hits 2 to 5 times in succession |
||
FUTURE SIGHT |
Psychic |
Heightens inner power to strike 2 turns later. |
Power |
80 |
|
Accuracy |
90 | Also isn't affected by types in any way, meaning it's just as powerful whether a Psychic type uses it or not, or if it hits a Dark type. |
PP |
15 |
|
Attacks 2 turns later |
Crobat1 - Helped find a good number of mistakes in the guide before it was even completed! I thank him for that!
K. Robinson - Grasswistle accuracy, and Meteor Mash PP
Super Cloud, GBolys07 - FrLg Starters elemental Hyper Beam info
Nintendo and Gamefreak for creating the Pokemon series, an excellent RPG!
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Copyright 2004 ButtonBasher (B.Wright)
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