Attack Guide - PQR
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 |
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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users.bigpond.net.au/imwright/
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Copyright 2004 ButtonBasher (B.Wright)
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