Move List (Gen I)


Move
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Type / TM・HM
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Power
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Accuracy
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PP
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Effect
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Lovely Kiss Normal 70% 10 Puts the target to sleep.
Dig Ground — TM28 100 100% 10 Two-turn move: burrow on turn 1, strike on turn 2.
Thrash Normal 90 100% 20 Attacks for 3–4 turns then causes confusion.
Confuse Ray Ghost 100% 10 Confuses the target.
Bubble Water 20 100% 30 Deals damage; 30% chance to lower Speed.
Cut Normal — HM01 50 95% 30 Deals damage; cuts grass and small trees in the field.
Rage Normal — TM20 20 100% 20 User is locked into Rage; Attack rises when hit.
Super Fang Normal 90% 10 Halves the target’s current HP.
String Shot Bug 95% 40 Lowers the target’s Speed.
Screech Normal 85% 40 Sharply lowers the target’s Defense (2 stages).
Rock Throw Rock 50 65% 15 Deals damage.
Rock Slide Rock — TM48 75 90% 10 Deals damage.
Sing Normal 55% 15 Puts the target to sleep.
Smokescreen Normal 100% 20 Lowers the target’s accuracy.
DoubleSlap Normal 15 85% 10 Hits 2–5 times in one turn.
Mirror Move Flying 100% 20 Uses the last move the target used.
Aurora Beam Ice 65 100% 20 Deals damage; 30% chance to lower Attack.
Strength Normal — HM04 80 100% 15 Deals damage; pushes boulders in the field.
Counter Fighting — TM18 100% 20 Returns double the damage of the foe’s last physical hit.
Flamethrower Fire 95 100% 15 Deals damage; 10% chance to burn.
Sharpen Normal 100% 30 Raises the user’s Attack.
Double Team Normal — TM32 100% 15 Raises the user’s evasion.
Gust Normal 40 100% 35 Deals damage.
Harden Normal 100% 30 Raises the user’s Defense.
Disable Normal 55% 20 Disables one of the target’s moves.
Razor Wind Normal — TM02 80 75% 10 Two-turn move: charges then strikes.
Bite Normal 60 100% 25 Deals damage; 10% chance to flinch.
Thunder Electric — TM25 120 70% 10 Deals damage; 10% chance to paralyze.
ThunderPunch Electric 75 100% 15 Deals damage; 10% chance to paralyze.
Karate Chop Normal 50 100% 25 High critical-hit ratio.
Clamp Water 35 75% 10 Traps the foe; hits 2–5 turns.
Withdraw Water 100% 40 Raises the user’s Defense.
Wrap Normal 10 100% 35 Deals damage; 30% chance to lower Speed.
Bide Normal — TM34 100% 10 Endures 2–3 turns, then returns double the damage taken.
Focus Energy Normal 100% 15 (Glitched in Gen I) Lowers crit chance instead of raising it.
Spore Grass 100% 15 Puts the target to sleep.
Leech Life Bug 20 100% 15 Drains HP equal to half the damage dealt.
Slash Normal 70 100% 20 High critical-hit ratio.
Crabhammer Water 90 85% 10 High critical-hit ratio.
Haze Ice 100% 30 Eliminates stat changes.
Low Kick Fighting 50 90% 20 Deals damage; 30% chance to flinch (Gen I behavior).
Agility Psychic 100% 30 Sharply raises Speed (2 stages).
Sky Attack Flying — TM43 140 90% 5 Two-turn move: charges then attacks.
Psybeam Psychic 65 100% 20 Deals damage; 10% chance to confuse.
Psywave Psychic — TM46 80% 15 Deals random damage between 1 and 1.5× user’s level.
Psychic Psychic — TM29 90 100% 10 Deals damage; ~30% chance to lower Special.
Hypnosis Psychic 60% 20 Puts the target to sleep.
Lick Ghost 20 100% 30 Deals damage; 30% chance to paralyze.
Tail Whip Normal 100% 30 Lowers the target’s Defense.
Stun Spore Grass 75% 30 Paralyzes the target.
Bind Normal 15 75% 20 Traps the foe, attacking 2–5 turns in a row.
Mist Ice 100% 30 Prevents stat reductions.
Recover Psychic 100% 20 Restores 50% of the user’s max HP.
Submission Fighting — TM17 80 80% 25 Deals damage; user takes recoil equal to 25% of damage dealt.
Earthquake Ground — TM26 100 100% 10 Deals damage; ineffective against Flying-types.
Self-Destruct Normal — TM36 130 100% 5 User faints after dealing heavy damage.
Thunderbolt Electric — TM24 95 100% 15 Deals damage; 10% chance to paralyze.
Fissure Ground — TM27 30% 5 One-hit KO if it hits; ineffective against Flying-types.
Absorb Grass 20 100% 20 Drains HP equal to half the damage dealt.
Double-Edge Normal — TM10 100 100% 15 Deals damage; user takes recoil equal to 25% of damage dealt.
Sand Attack Normal 100% 15 Lowers the target’s accuracy.
Swift Normal — TM39 60 100% 20 Never misses.
Kinesis Psychic 80% 15 Lowers the target’s accuracy.
Smog Poison 20 70% 20 Deals damage; 20% chance to poison.
Headbutt Normal 70 100% 15 Deals damage; 30% chance to flinch.
Growth Normal 100% 40 Raises the user’s Special stat.
SonicBoom Normal 90% 20 Always deals 20 HP of damage.
Fly Flying — HM02 70 95% 15 Two-turn move: flies up turn 1, attacks turn 2. Also enables fast travel between towns.
SolarBeam Grass — TM22 120 100% 10 Two-turn move: charges sunlight turn 1, attacks turn 2.
Tackle Normal 35 95% 35 Deals damage.
Waterfall Water 80 100% 15 Deals damage.
Slam Normal 80 75% 20 Deals damage.
Soft-Boiled Normal — TM41 100% 10 Restores 50% of the user’s max HP.
Egg Bomb Normal — TM37 100 75% 10 Deals damage.
Barrage Normal 15 85% 20 Hits 2–5 times in one turn.
Explosion Normal — TM47 170 100% 5 User faints after dealing massive damage.
Fire Blast Fire — TM38 120 85% 5 Deals damage; 30% chance to burn.
Twineedle Bug 25 100% 20 Hits twice; may poison the target.
Minimize Normal 100% 20 Sharply raises evasion.
Seismic Toss Fighting — TM19 100% 20 Inflicts damage equal to the user’s level.
Supersonic Normal 55% 20 Confuses the target.
Peck Flying 35 100% 35 Deals damage.
Horn Attack Normal 65 100% 25 Deals damage.
Horn Drill Normal — TM07 30% 5 One-hit KO if it hits.
Wing Attack Flying 35 100% 35 Deals damage.
Swords Dance Normal — TM03 100% 30 Sharply raises Attack (2 stages).
Vine Whip Grass 35 100% 10 Deals damage.
Conversion Normal 100% 30 User’s type changes to match one of its moves.
Teleport Psychic — TM30 100% 20 Escapes wild battles; on field, returns to last Pokémon Center.
ThunderShock Electric 40 100% 30 Deals damage; 10% chance to paralyze.
Quick Attack Normal 40 100% 30 Always strikes first.
Thunder Wave Electric — TM45 100% 20 Paralyzes the target.
Acid Armor Poison 100% 40 Sharply raises Defense (2 stages).
Spike Cannon Normal 20 100% 15 Hits 2–5 times in one turn.
Take Down Normal — TM09 90 85% 20 Deals damage; user takes recoil equal to 25% of damage dealt.
Jump Kick Fighting 70 95% 25 If it misses, user takes recoil equal to 1/8 max HP.
High Jump Kick Fighting 85 90% 20 If it misses, user takes recoil equal to 1/8 max HP.
Tri Attack Normal — TM49 80 100% 10 No additional effect in Gen I.
Poison Gas Poison 55% 40 Poisons the target.
Toxic Poison — TM06 85% 10 Badly poisons the target (damage increases each turn).
PoisonPowder Poison 75% 35 Poisons the target.
Poison Sting Poison 15 100% 35 Deals damage; 20% chance to poison.
Drill Peck Flying 80 100% 20 Deals damage.
Amnesia Psychic 100% 20 Sharply raises Special (2 stages).
Night Shade Ghost 100% 15 Inflicts damage equal to user’s level.
Growl Normal 100% 40 Lowers the target’s Attack.
Surf Water — HM03 95 100% 15 Deals damage; allows surfing across water.
Double Kick Fighting 30 100% 30 Hits twice in one turn.
Leer Normal 100% 30 Lowers the target’s Defense.
Pay Day Normal — TM16 40 100% 20 Deals damage; awards money after battle.
Sleep Powder Grass 75% 15 Puts the target to sleep.
Rest Psychic — TM44 100% 10 Fully restores HP; user sleeps for 2 turns.
Confusion Psychic 50 100% 25 Deals damage; 10% chance to confuse.
Body Slam Normal — TM08 85 100% 15 Deals damage; 30% chance to paralyze.
Hydro Pump Water 120 80% 5 Deals damage.
Hyper Beam Normal — TM15 150 90% 5 Deals damage; user must recharge next turn.
Guillotine Normal 30% 5 One-hit KO if it hits.
ViceGrip Normal 55 100% 30 Deals damage.
Pound Normal 40 100% 35 Deals damage.
Razor Leaf Grass 55 95% 25 Deals damage; high critical-hit ratio.
Petal Dance Grass 70 100% 20 Attacks 3–4 turns then confuses the user.
Splash Normal 100% 40 Does nothing.
BubbleBeam Water — TM11 65 100% 20 Deals damage; 30% chance to lower Speed.
Barrier Psychic 100% 30 Sharply raises Defense (2 stages).
Light Screen Psychic 100% 30 Halves damage from special attacks.
Scratch Normal 40 100% 30 Deals damage.
Hyper Fang Normal 80 90% 15 Deals damage; 10% chance to flinch.
Ember Fire 40 100% 25 Deals damage; 10% chance to burn.
Dizzy Punch Normal 70 100% 10 Deals damage.
Whirlwind Normal — TM04 85% 20 Ends wild battles (fails in trainer battles).
Blizzard Ice — TM14 120 90% 5 Deals damage; 30% chance to freeze.
Stomp Normal 65 100% 20 Deals damage; 30% chance to flinch.
Flash Normal — HM05 70% 20 Lowers the target’s accuracy; lights up caves.
Sludge Poison 65 100% 20 Deals damage; 40% chance to poison.
Glare Normal 75% 30 Paralyzes the target.
Transform Normal 100% 10 User transforms into the opponent.
Roar Normal 100% 20 Ends wild battles (fails in trainer battles).
Bone Club Ground 65 85% 20 Deals damage.
Bonemerang Ground 50 90% 10 Hits twice in one turn.
Fire Spin Fire 15 70% 15 Traps target, dealing damage 2–5 turns.
Fire Punch Fire 75 100% 15 Deals damage; 10% chance to burn.
Wrap Normal 15 85% 20 Traps target, dealing damage 2–5 turns.
Defense Curl Normal 100% 40 Raises the user’s Defense.
Rolling Kick Fighting 60 85% 15 Deals damage; 30% chance to flinch.
Substitute Normal — TM50 100% 10 User creates a decoy using 25% of max HP.
Pin Missile Bug 14 85% 20 Hits 2–5 times in one turn.
Water Gun Water — TM12 40 100% 25 Deals damage.
Fury Attack Normal 15 85% 20 Hits 2–5 times in one turn.
Fury Swipes Normal 18 80% 15 Hits 2–5 times in one turn.
Mega Kick Normal — TM05 120 75% 5 Deals damage.
Mega Punch Normal — TM01 80 85% 20 Deals damage.
Mega Drain Grass — TM21 40 100% 10 User recovers HP equal to half the damage dealt.
Mimic Normal — TM31 100% 10 Copies one of the target’s moves for the battle.
Leech Seed Grass 90% 10 Plants a seed that drains HP from the target each turn.
Metronome Normal — TM35 100% 10 User randomly executes nearly any move.
Dream Eater Psychic — TM42 100 100% 15 Only works on sleeping foes; damages and absorbs HP.
Acid Poison 40 100% 30 Deals damage; 30% chance to lower Defense.
Meditate Psychic 100% 40 Raises the user’s Attack.
Reflect Psychic — TM33 100% 20 Halves damage from physical attacks.
Dragon Rage Dragon — TM23 100% 10 Always deals exactly 40 damage.
Ice Punch Ice 75 100% 15 Deals damage; 10% chance to freeze.
Ice Beam Ice — TM13 95 100% 10 Deals damage; 10% chance to freeze.
Comet Punch Normal 18 85% 15 Hits 2–5 times in one turn.
Skull Bash Normal — TM40 100 100% 15 Two-turn move: tucks head turn 1, strikes turn 2.
Struggle Normal 50 100% 10 Used when no PP remains; user takes recoil equal to 25% of damage dealt.

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