Attack Guide - DEF

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

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


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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