Attack Guide - ABC

ButtonBasher

Click on a letter to view those attacks:
MAIN A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

ABSORB
Grass
An attack that absorbs half the damage inflicted.
Power
20
Accuracy 100
A weak grass attack that should only be used at low levels or if you've just caught the Pokémon. Go for Giga Drain.
PP  20
Recover HP = half damage
ACID
Poison
Sprays a hide-melting acid. May lower defense.
Power
40
Accuracy 100
Hits both targets. Another move only for low levels. Try Sludge Bomb. The defense lowering property doesn't happen often enough to be useful.
PP  30
Lower foe's defense by 1 stage (10%)
ACID ARMOR
Poison
Liquifies the user's body to sharply raise Defense.
Power
---
Accuracy 100
A very useful Defense raising technique. Only a handful learn it though.
PP  40
Increase Defense by 2 stages.
AERIAL ACE
Flying
An extrememly speedy and unavoidable attack.
Power
60
Accuracy 100
Not speedy as in Quick Attack, as the description may imply, but a good move none the less. It's the flying Swift, meaning it'll always hit unless the foe off the screen, in the air or protecting.
PP  20
Never miss
AEROBLAST
Flying
Launches a vacuumed blast. High critical-hit ratio.
Power
100
Accuracy 90
A strong flying type attack, only known by Lugia. Few PP lets it down though, but with PP-UP, you can get a bit more use out of it.
PP  5
High critical hit ratio
AGILITY
Psychic
Relaxes the body to sharply boost speed.
Power
---
Accuracy 100
I don't know about you, but when I relax, I move a bit slower... Anyway, it's another useful stat boosting technique. Make yourself much faster with this move. Be hitting first with high attacking power, and you've got a winner! Usually however, Pokémon who learn this tend to be fast anyway.
PP  30
Increase speed by 2 stages
AIR CUTTER
Flying
Hacks with razorlike wind. High critical-hit ratio.
Power
55
Accuracy 95
As with any of these 'high-critical hit' moves, it's not really worth going for unless you use Focus Energy beforehand. Try Aerial Ace instead.
PP  25
High-Critical hit ratio
AMNESIA
Psychic
Forgets about something and sharply raises Sp.Def.
Power
---
Accuracy 100
The day this move actually makes you forget something, is the day it will no longer be used. A good move for protection against special attacks. If you can, go for Calm Mind to boost Sp Attack as well, but this is still a good move for tanks.
PP  20
Increase special defense by 2 stages
ANCIENTPOWER
Rock
An attack that may raise all stats.
Power
60
Accuracy 100
Very low PP, but it's alright none the less. Also great if you manange to get the stat boost.
PP  5
Increase attack, defense, sp.atk, sp.def, speed by 1 stage (10%)
ARM THRUST
Fighting
Straight-arm punches that strike the foe 2 to 5 times.
Power
15
Accuracy 100
Just another Fury Attack move, only it's a fighting type. Leave it, choose something else.
PP  20
Hits foe 2-5 times in succession
AROMATHERAPY
Grass
Heals all status problems with a soothing scent.
Power
---
Accuracy 100
Comes in handy when your team is inflicting with a status condition. This moves cures Sleep, Poison, Burn, Freeze and Paralysis conditions for all allies.
PP  5
Cures team conditions
ASSIST
Normal
Attacks randomly with one of the partner's moves.
Power
---
Accuracy 100
Uses any move from any of your party members in single battle, and uses one of the partner's moves in double battle. Useless if the Pokémon using it doesn't have any teammates.
PP  20
Randomly use any team members moves
ASTONISH
Ghost
An attack that may shock the foe into flinching.
Power
30
Accuracy 100
A weak ghost move. Leave it for Shadow Ball or even Shadow Punch.
PP  15
Flinching (30%)
ATTRACT
Normal
Makes the opposite gender less likely to attack.
Power
---
Accuracy 100
Can be used to really annoy the opponent. Works similair to confusion, only the foe doesn't hurt itself, and attraction doesn't go away unless the user faints, or the foe is switched. Use with confusion and paralysis to really get the foe mad! :P Unfortunatly, Pokémon without a gender are immune to this.
PP  15
Causes attraction
AURORA BEAM
Ice
Fires a rainbow-coloured beam that may lower attack.
Power
65
Accuracy 100
Unless you really, really need an ice type move with a low chance of lowering attack, go for Ice Beam.
PP  20
Decrease foe's attack by one stage (10%)
BARRAGE
Normal
Hurls round objects at the foe 2 to 5 times.
Power
15
Accuracy 85
Must I really say it? Use something else.
PP  20
Hits 2 to 5 times in succession.
BARRIER
Psychic
Creates a barrier that sharply raises Defense.
Power
---
Accuracy 100
Another nice defense boosting move.
PP  30
Raises defense by 2 stages
BATON PASS
Normal
Switches out the user while keeping effects in play.
Power
---
Accuracy 100
A great move this. This transfers hidden statuses such as confusion, and all stat increases/decreases. Transfers trapping moves too, and allows a switch while trapped. This doesn't transfer the stats across, so Baton Passing from a max attack Scizor will not give Weedle its attack, but adjust Weedle's attack as though its attack was boosted. It's the stages that are transfered. Eg- use Swords Dance with Ninjask. Attack is at stage 2, and Speed is stage 1 (due to it's Speed Boost ability). Baton Pass to someone, and it's like they boosted their stats.
PP  40
Transfer effects
BEAT UP
Dark
Summons party Pokémon to join in the attack.
Power
10
Accuracy 100
Not a good move really. For some reason, this seems to be based off the Attack stat, despite being the dark type. Each Pokémon appears, doing an attack with the power of 10 to the foe. Just use Faint Attack instead.
PP  10
Summons party to attack
BELLY DRUM
Normal
Maximizes attack while sacrificing HP
Power
---
Accuracy 100
Takes half your total HP, and gives you max attack. As long as you're using someone fast and can take a good hit, you'll be right.
PP  10
Max attack and take half HP
BIDE
Normal
endures attacks for 2 turns to retaliate double.
Power
---
Accuracy 100
Don't use it! If you do, the foe will probably just power up and not attack, or attack enough to KO you before you do anything.
PP  10
Return double damage
BIND
Normal
Binds a squeezes the foe for 2 to 5 turns.
Power
15
Accuracy 75
A low accuracy temporary trapping move. Only use if you must trap the foe and can't have Mean Look or Spider Web.
PP  20
Traps foe
BITE
Dark
Bites with vicious fangs. May cause flinching.
Power
60
Accuracy 100
Not a bad move. Decent power and good chance of flinching the foe, plus 25 PP.
PP  25
Flinching (30%)
BLAST BURN
Fire
Powerful, but leaves the user immobile the next turn.
Power
150
Accuracy 100
Just a fire type Hyper Beam, only known to Charizard. Use Flamethrower instead.
PP  5
Recharge after use
BLAZE KICK
Fire
A kick with a high critical-hit ratio. May cause a burn.
Power
85
Accuracy 90
Blaziken is the sole owner of this move. Have this if you're going for critical hits with Focus Energy, or switch for Flamethrower for anything else for higher power, PP and accuracy.
PP  10
High critial hit ratio and burn (10%)
BLIZZARD
Ice
Hits the foe with an icy storm that may freeze it.
Power
120
Accuracy 70
Look at that power! Look at that accuracy... Skip this for Ice Beam unless you really want an ice type to hit 2 foes. Does have a good chance for freezing though.
PP  5
Freeze (30%)
BLOCK
Normal
Blocks the foe's way to prevent escape.
Power
---
Accuracy 100
Another Mean Look.
PP  5
Traps foe
BODY SLAM
Normal
A full-body slam that may cause paralysis.
Power
85
Accuracy 100
Go for Return unless you want to cause paralysis.
PP  15
Paralysis (30%)
BONE CLUB
Ground
Clubs the foe with a bone. May cause flinching.
Power
65
Accuracy 85
Low accuracy for its lower power. Go for Earthquake instead.
PP  10
Flinching (30%)
BONE RUSH
Ground
Strikes the foe with a bone in hand 2 to 5 times.
Power
25
Accuracy 80
Pretty good power rating for a multi hit move. Good against Pokémon using Substitute. If you just want power, try Earthquake instead.
PP  10
Hits 2 to 5 times in succession
BONEMERANG
Ground
Throws a bone boomerang that strikes twice.
Power
50
Accuracy 90
If you can, go for Earthquake. Same power and better accuracy, plus double damamge to diggers. Cubone and Marowak are lucky to have 3 moves all to themselves! Could be useful against Substituters.
PP  10
Always hits twice
BOUNCE
Flying
Bounces up then down the next turn. May paralyze.
Power
85
Accuracy 85
Go with Aerial Ace instead. Lower power, but great accuracy, much more PP and doesn't need a turn to bounce. Choose this if you really need the paralysis.
PP  5
Hits on second turn
BRICK BREAK
Flying
Destroys barriers such as Reflect and causes damage.
Power
75
Accuracy 100
An excellent fighting move. Good power, decent PP and 100% accuracy, coupled with the ability to take down Light Screen and Reflect.
PP  15
Destroy damage halfing barriers
BUBBLE
Water
An attack using bubbles. May lower the foe's speed.
Power
20
Accuracy 100
You're kidding right? You're not seriously going with this move? Hits both opponents, with the almighty power of 10! Choose Surf.
PP  30
Lower foe's speed (10%)
BUBBLEBEAM
Water
Forcefully sprays bubbles that may lower speed.
Power
65
Accuracy 100
Somehow bubbles can hurt you! At least this one's a beam though. Waterfall if you need to hit only one foe for 2 on 2, otherwise try Surf if you can.
PP  20
Lower foe's speed (10%)
BULK UP
Fighting
Bulks up the body to boost both attack and defense.
Power
---
Accuracy 100
A nice technique that raises Attack and Defense without the drop in speed that Curse has. Very useful on physical sweepers.
PP  20
Raises Attack and Defense
BULLET SEED
Grass
Shoots 2 to 5 seeds in a row to strike the foe.
Power
10
Accuracy 100
Who even though of this move! And who's the bright one who made it a TM!? This is a pathetic move, don't bother. Here's a few instead: Giga Drain, Leaf Blade, Solarbeam to name a few.
PP  30
Hits 2 to 5 times in succession
CALM MIND
Psychic
Raises Sp.Atk and Sp.Def by focusing the mind.
Power
---
Accuracy 100
Just like Bulk Up, except this deals with the special stats. Excellent move for special sweepers.
PP  20
Raise Sp.Atk and Sp.Def
CAMOUFLAGE
Normal
Alters the Pokémon's type depending on the location.
Power
---
Accuracy 100
Or, in other words, it changes your type to normal (during link battles). Only Staryu can learn this move, so it's either stay with Water (Psychic), or go with Normal and use a move slot. Mmm...
PP  20
Change type depending on location
CHARGE
Electric
Charges power to boost the electric move used next.
Power
---
Accuracy 100
Either have double the strength next turn, or do the same damage by using the same attack, and have a higher possibility of paralysing. Some may say it's only a 1.5x increase, but it appears double to me. Check for yourself on this one, if you want the move.
PP  20
Powers next electric attack
CHARM
Normal
Charms the foe and sharply reduces its attack.
Power
---
Accuracy 100
May have it uses, but you might be better off just putting up your own defenses with something like Barrier instead.
PP  20
Sharply lower's foe's attack
CLAMP
Water
Traps and squeezes the foe for 2 to 5 turns.
Power
35
Accuracy 75
The most powerful trapping move in the game. Too bad its accuracy isn't as great. Don't try and use this as a replacement for other water moves though.
PP  10
Traps foe
COMET PUNCH
Normal
Repeatedly punches the foe 2 to 5 times.
Power
18
Accuracy 85
Not sure why it has the unusual power of 18. Rare for it not to be devisable by 5. Anyway, go for another normal attack, like Body Slam or Return, depending on your needs.
PP  150
Hits 2 to 5 times in succession
CONFUSE RAY
Ghost
A sinister ray that confuses the foe.
Power
---
Accuracy 100
The best confusing causing technique in the game. Hits every time, and its PP ain't bad either.
PP  10
Confuses foe.
CONFUSION
Psychic
A psychic attack that may cause confusion.
Power
50
Accuracy 100
Go for Psychic instead.
PP  25
Causes confusion (10%)
CONTRICT
Normal
Constricts to inflict pain. May lower speed.
Power
10
Accuracy 100
Feel the power of 10! Leave this alone. Use Body Slam if you need to slow the opponent, Return for pure damage.
PP  35
Lower foe's speed (10%)
CONVERSION
Normal
Changes the user's type into an own move's type.
Power
---
Accuracy 100
Not many uses. When you use it, it changes randomly to another type matching one of your moves. If you've only got normal moves, this becomes useless. If you've only got 2 types in your moveset, then using this will switch between them.
PP  30
Alters user's type
CONVERSION 2
Normal
Makes the user resistant to the last attack's type.
Power
---
Accuracy 100
Possibly more useful than Conversion, but it could also become your downfall.
PP  30
Alters user's type
COSMIC POWER
Psychic
Raises Defense and Sp.Def with a mystic power.
Power
---
Accuracy 100
An excellent move for tanks! Powering both defenses with one attack is definately a plus, and allows your tank to do more. A great technique!
PP  20
Raise Def and Sp.Def
COTTON SPORE
Normal
Spores cling to the foe, sharply reducing speed.
Power
---
Accuracy 85
Go with Agility instead if possible. Only use if you can't increase your own speed and your moveset depends on being faster. Also try Thunder Wave
PP  40
Sharply lower foe's speed
COUNTER
Fighting
Retaliates any physical hit with double the power.
Power
---
Accuracy 100
If you can take a hit, and you know the opponent will most likely be using a physical attack, then use this. You can catch some off guard using this, and even turn the tides in a battle.
PP  20
Return double damage
COVET
Normal
Cutely begs to obtain an item held by the foe.
Power
40
Accuracy 100
Much better than Thief due to PP, but looses due to not hitting Ghosts. If your looking for items in the wild, Covet is the way to go.
PP  40
Steal foe's item
CRABHAMMER
Water
Hammers with a pincer. Has a high critical-hit ratio.
Power
90
Accuracy 85
Not enough critical hits to save itself. Choose Surf over this - better accuracy and slightly stronger, plus more PP.
PP  10
High critical hit ratio
CROSS CHOP
Fighting
A double-chopping attack. High critical-hit ratio.
Power
100
Accuracy 80
A fairly good fighting attack. Good power, accuracy a bit low though, and very low PP. Depending on the situation, Brick Break could be of a lot more use.
PP  5
High critial hit ratio
CRUNCH
Dark
Crunches with sharp fangs. May lower Sp.Def.
Power
80
Accuracy 100
The strongest Dark move. The chance of lowering the foe's Sp.Def is a bonus. Try Bite if you prefer flinching, otherwise stick with Crunch.
PP  15
Lower foe's Sp.Def (20%)
CRUSH CLAW
Normal
Tears at the foe with sharp claws. May lower defense.
Power
75
Accuracy 95
Signature move of Zangoose. Unless you really want that defense lowered, go with Return. In fact, try Swords Dance to boost your attack instead of lowering the foe's defense.
PP  10
Lower foe's defense (50%)
CURSE
???
A move that functions differently foe ghosts.
Power
---
Accuracy 100
Useful for slow Pokémon- Raises Attack and Defense at the expense of Speed. Use Bulk Up instead if you can. For ghosts, this will take half the user's total HP and places the Curse condition on the foe, reducing their HP by 1/4 total HP each turn.
PP  10
Varies
CUT
Normal
Cuts the foe with sharp scythes, claws, etc.
Power
50
Accuracy 95
Only use this for cutting trees, not as an attack. Use Return instead.
PP  30
HM- Cut trees


4 - CREDITS

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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