Attack Guide - PQR

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

PAIN SPLIT
Normal
Adds the user and foe's HP, then shares them equally.
Power
-
Accuracy 100
A move that gains usefulness the lower your HP and the higher the foe's HP. Evens the 2 HP out between the combatants.
PP  20
Averages HP
PAY DAY
Normal
Throws coins at the foe. Money is recovered after.
Power
40
Accuracy 100
More of a novelty move more than anything. Don't touch otherwise. For in game battles, this will give you money after the battle based on user's level and number of times used.
PP  20
Get money after battles
PECK
Flying
Attacks the foe with a jabbing beak, etc.
Power
35
Accuracy 100
The Tackle for flying types, this is a weak move usually learnt at a low level.
PP  35

PERISH SONG
Normal
Any Pokémon hearing this song faints in 3 turns.
Power
-
Accuracy 100
Make sure to set up the battle before using this, otherwise the foe will just switch. You'll also faint from this too, so remember to switch before your counter reaches zero. Try Wobbuffet in a 2vs2 to trap both foes easily.
PP  5
KO's anyone in 3 turns
PETAL DANCE
Grass
A rampage of 2 to 3 turns that confuses the user.
Power
70
Accuracy 100
Try another grass move, then you'll have control after using it, and won't get confused.
PP  20
Lasts 2 to 3 turns, then confuse user
PIN MISSILE
Bug
Sharp pins are fired to strike 2 to 5 times.
Power
14
Accuracy 85
Not a good move, like most bug attacks. Either find another bug attack, or use another move type altogether.
PP  20
Hits 2 to 5 times in succession
POISON FANG
Poison
A sharp-fanged attack. May badly poison the foe.
Power
50
Accuracy 100
Power's low, but when the target is poisoned by this, it has the same effect as Toxic! Try Sludge Bomb if you want power, and don't need the multiplying poison.
PP  15
Badly poisons foe (30%)
POISON GAS
Poison
Envelops the foe in a toxic gas that may poison.
Power
-
Accuracy 55
That's right, may poison, meaning it's about a 50-50 chance that this would actually work. Use Toxic instead.
PP  40
Poison
POISON STING
Poison
A toxic attack with barbs, etc., that may poison.
Power
15
Accuracy 100
A very weak poison attack that may poison. Leave it alone, always! Only use it has is the poisoning of the foe.
PP  35
Poison (30%)
POISON TAIL
Poison
Has a high critical-hit ratio. May also poison.
Power
50
Accuracy 100
Very similiar to Poison Fang, except this drops the toxic poison in favour of a higher critical hit ratio.
PP  25
High critical-hit ratio, poison (30%)
POISONPOWDER
Poison
Scatters a toxic powder that may poison the foe.
Power
-
Accuracy 75
Many grass/poison type combos learn this early. Use Toxic to poison instead.
PP  35
Poison
POUND
Normal
Pounds the foe with forelegs or tail.
Power
40
Accuracy 100
Just a standard move for young Pokémon.
PP  35

POWDER SNOW
Ice
Blasts the foe with a snowy gust. May cause freezing.
Power
40
Accuracy 100
Think of it as a Blizzard for the lower levels. Hits both enemies.
PP  25
Freeze (10%)
PRESENT
Normal
A gift in the form of a bomb. May restore HP.
Power
-
Accuracy 100
Power varies, and occassionally heals the foe. Only a novelty move, and should never be used when playing competetively.
PP  15
Power varies
PROTECT
Normal
Evades attack, but may fail if used in succession.
Power
-
Accuracy 100
More useful than some people think. Use with Toxic, and you've created yourself a Toxistaller! Also a good choice for 2vs2 where you'd get hit from your own Earthquake. However, successive use of this move with degrade its performance: 1st- 100%, 2nd- 50%, 3rd- 25% and so on until it does fail.
PP  10
Protects user for a turn
PSYBEAM
Psychic
Fires a peculiar ray that may confuse the foe.
Power
65
Accuracy 100
A powered up Confusion. Use Psychic over this if you can.
PP  20
Confusion (10%)
PSYCH UP
Normal
Copies the foe's effect(s) and gives them to the user.
Power
-
Accuracy 100
Just as the description says, makes the user as powered up as the target. Includes reductions to stats too.
PP  10
Copy stat changes
PSYCHIC
Psychic
A powerful psychic attack that may lower Sp.Def.
Power
90
Accuracy 100
The best of the psychic attacks available. A standard attack for any psychic type Pokémon.
PP  10
Lower foe's Sp.Def (10%)
PSYCHO BOOST
Psychic
Allows a full-power attack, but sharply lower Sp.Atk.
Power
140
Accuracy 100
Deoxys trademark move, Psycho Boost is a very powerful psychic attack that after use lowers Sp.Atk by 2 stages. Use of a white herb will help counter the stat loss for a turn.
PP  5
Sharply lower user's Sp.Atk.
PSYWAVE
Psychic
Attacks with a psychic wave of varying intensity.
Power
-
Accuracy 80
Seems to deal good damage every now and then, but its randomly dealt. Use Psychic instead for a more reliable attack.
PP  15
Type doesn't matter, random damage
PURSUIT
Dark
Inflicts bad damage if used on a foe switching out.
Power
40
Accuracy 100
Doubles the power on switchers. Try to use a move that will encourage the foe to switch, such as confusion or attraction before using.
PP  20
Double power on switchers
QUICK ATTACK
Normal
An extremely fast attack that always strikes first.
Power
40
Accuracy 100
Why is this attack so popular? It's because it always goes first! One attack that'll become very handy if you ever encounter a Deoxys on FireRed.
PP  30
Always first
RAGE
Normal
Raises the user's attack every time it is hit.
Power
20
Accuracy 100
Although it doesn't say it, this raises the users attack if it's hit by a foe right after using it.
PP  20
Builds attack if hit
RAIN DANCE
Water
Boosts the power of water-type moves for 5 turns.
Power
-
Accuracy 100
The move that starts the ThunderDance strategy. In rain, fire moves are powered down by 50%, water moves are powered up by 50%, Solarbeam only has a power of 60, and Moonlight, Morning Sun and Synthesis all only recover 1/4 total HP.
PP  5
Causes rainy weather
RAPID SPIN
Normal
Spins the body at high speed to strike the foe.
Power
20
Accuracy 100
The only move capable of removing Leech Seed and Spikes. No use for damaging though, with such a low power rating of 20.
PP  40
Blow away spikes/Leech Seed
RAZOR LEAF
Grass
Cuts the enemy with leaves. High critical-hit ratio.
Power
55
Accuracy 95
There really needs to be a grass attack with a power of 95, to match other type standards like Surf and Ice Beam, but alas, this isn't it. Many grass types are able to get this move. Hits both targets.
PP  25
High critical-hit ratio
RAZOR WIND
Normal
A 2-turn move that strikes the foe on the 2nd turn.
Power
80
Accuracy 100
At least the accuracy has changed since RBY. Will hit both targets in 2vs2.
PP  10
Attacks 2nd turn
RECOVER
Normal
Recovers up to half the user's maximum HP.
Power
-
Accuracy 100
I'd say teach it to anything that can learn it, but be reasonable with who you teach it to. It's not gonna work too well on Deoxys while on FireRed, yet it'll do wonder for Deoxys on LeafGreen. Also the move that helps make Mewtwo who he is. A very good technique to have.
PP  20
Recover half max HP
RECYCLE
Normal
Recycles a used item for one more use.
Power
-
Accuracy 100
Only Mr.Mime, Porygon and Porygon2 can learn this move. As long as you didn't steal or get given an item from another Pokémon, you can get another of the same item back. Works for disposable items like berries.
PP  20
Restores used items
REFLECT
Psychic
Creates a wall of light that weakens physical attacks.
Power
-
Accuracy 100
Does about the same as a single use of Barrier, but much more Pokémon can learn this move. Lasts for 5 turns, and protects ally as well in 2vs2. Doesn't dissappear when user faints or switches either, but Brick Break can shatter it.
PP  20
Halfs physical damage
REFRESH
Normal
Heals poisoning, paralysis, or a burn.
Power
-
Accuracy 100
You might be better off preventing the status effect first. Don't worry about having this on a Pokémon with Natural Cure, as switching them will give the same effect, and recover sleep!
PP  20
Restore status
REST
Normal
The user sleeps for 2 turns, restoring HP and status.
Power
-
Accuracy 100
A very useful move, as long as the user can survive the sleep. Use on a Pokémon with Early Bird will let them wake up a turn early. Almost any Pokémon can learn this technique.
PP  0
Restore HP, status
RETURN
Normal
An attack that increases in power with friendship.
Power
< 102
Accuracy 100
Its power is capable of reaching 102 when happiness is full, making it the best normal attack, hence it being standard.
PP  20
Power depends on happiness
REVENGE
Fighting
An attack that gains power if injured by the foe.
Power
60
Accuracy 100
Doubles power to 120 if it was attacked by a foe. Always goes last.
PP  10
Double power if hit
REVERSAL
Fighting
Inflicts more damage when the user's HP is down.
Power
Varies
Accuracy 100
Typically used with Endure to get the best result. Becomes very strong with only 1HP remaining.
PP  15
Power depends on HP
ROAR
Normal
Makes the foe flee to end the battle.
Power
-
Accuracy 100
Makes the foe switch randomly when in a trainer battle. Excellent for making them lose increased stats, or for taking damage from any Spikes you set.
PP  20
Switch foe/scare wild
ROCK BLAST
Rock
Hurls boulders at the foe 2 to 5 times in a row.
Power
25
Accuracy 100
Finally, a decent move that hits multiple times. Good for Subpunchers- taking out the Substitute then hitting, stopping Focus Punch.
PP  10
Hits 2 to 5 times in succession
ROCK SLIDE
Rock
Large boulders are hurled. May cause flinching.
Power
75
Accuracy 90
One of the best when it comes to rock moves. Hits both foes in 2vs2.
PP  10
Flinching (30%)
ROCK SMASH
Fighting
A rock-crushing attack that may lower defense.
Power
20
Accuracy 100
The GBA makes it sound good, but it's not with only a power of 20. Only use this outside of battle.
PP  15
Lower foe's defense (50%)
ROCK THROW
Rock
Throws small rocks to strike the foe.
Power
50
Accuracy 90
A weak version of Rock Slide without the flinching.
PP  0

ROCK TOMB
Rock
Stops the foe from moving with rocks and cuts speed.
Power
50
Accuracy 80
Inaccurate for the low power rating it has, but the only rock type TM around and it will always lower the target's Speed.
PP  10
Lower foe's speed
ROLE PLAY
Psychic
Mimics the target and copies its special ability.
Power
-
Accuracy 100
If their ability is better than yours, why not give them yours and take theirs with Skill Swap? Otherwise this has its uses... making you invulnerable to some types with the right ability...
PP  10
Copy ability
ROLLING KICK
Fighting
A fast kick delivered from a rapid spin.
Power
60
Accuracy 85
Try Double Kick for same power and better accuracy, or go with Brick Break if you can.
PP  15

ROLLOUT
Rock
An attack lasting 5 turns with rising intensity.
Power
30+
Accuracy 100
Begins at 30, and doubles with each hit until it stops whether it misses or has passed the 5th turn. Starts at 60 if Defense Curl was used before it.
PP  20
Power doubles each hit


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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