Attack Guide - S

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

SACRED FIRE
Fire
A mystical fire attack that may inflict a burn.
Power
100
Accuracy 95
Trademark move of Ho-oh, and it ain't half bad! Nice power, and the chance to burn at an excellent 50%. Only the PP hurts it, but a Leppa Berry and some PP-UP can fix that.
PP  5
Burn (50%)
SAFEGUARD
Normal
A mystical force prevents all status problems.
Power
-
Accuracy 100
Lasting for 5 turns, this will stop ALL status effects from foes, so it won't help you stay awake when using Rest.
PP  25
Prevents Status conditions
SAND TOMB
Rock
Traps and hurts the foe in quicksand for 2 to 5 turns.
Power
15
Accuracy 70
Low accuracy hurts this moves use.
PP  15
Trap foe
SAND-ATTACK
Ground
Reduces the foe's accuracy by hurling sand in its face.
Power
-
Accuracy 100
Commonly learnt by low levels, could actually be of use depending on how it's used.
PP  15
Lower foe's accuracy
SANDSTORM
Rcok
Causes a sandstorm that rages for serveral turns.
Power
-
Accuracy 100
Hurts anyone by 1/16 of their total HP unless they are a rock, ground or steel type, or have the ability Sand Viel. Lasts for 5 turns.
PP  10
Creates a sandstorm.
SCARY FACE
Normal
Frightens with scary face to sharply reduce speed.
Power
-
Accuracy 90
If you want to be faster, try Thunder Wave or another paralysing move instead, then they may not attack. Or try agility, and stay faster after you defeat your opponent.
PP  10
Sharply lower foe's speed
SCRATCH
Normal
Scratches the foe with sharp claws.
Power
40
Accuracy 100
A simple attack for low level Pokémon, standard like Tackle.
PP  35

SCREECH
Normal
Emits a screech to sharply reduce the foe's defense.
Power
-
Accuracy 85
Better off increasing your own attack for more damage, but some Pokémon are just unable to do that, and that's where Screech comes in. Can become deadly with Confuse Ray!
PP  40
Sharply foe's defense
SECRET POWER
Normal
An attack with effects that vary by location.
Power
70
Accuracy 100
Causes Paralysis during link battles.
    For everywhere else:
  • Underwater- Lowers Defense
  • Short Grass- Poison
  • Tall Grass- Sleep
  • Mountian- Confusion
  • Ocean- Lower's Attack
  • Sand- Lowers accuracy
  • Cave- Flinch
  • Ponds/Rivers- Lowers Speed
PP  20
Effect based on location (30%)
SEISMIC TOSS
Fighting
Inflicts damage identical to the user's level.
Power
-
Accuracy 100
Makes for an excellent attack for Pokémon with very low attack, this always deals damage equal to the user's level.
PP  20
Damage = level
SELFDESTRUCT
Normal
Inflicts severe damage but makes the user faint.
Power
200
Accuracy 100
The lesser version of Explosion, some can only make do with this, but most can upgrade to Explosion later on. Hits everyone on field, and makes user faint.
PP  5
User faints
SHADOW BALL
Ghost
Hurls a black blob that may lower the foe's Sp.Def.
Power
80
Accuracy 100
The strongest ghost attack in the game, this is usually equiped to a ghost type with decent attack power.
PP  15
Lower's foe Sp.Def (20%)
SHADOW PUNCH
Ghost
An unavoidable punch that is thrown from shadows.
Power
60
Accuracy 100
Very few learn this ghost version of Swift.
PP  20
Never miss
SHARPEN
Normal
Reduces the polygon count and raises Attack.
Power
-
Accuracy 100
As the description implies, this is a attack that only Porygon learns. Raises attack by 1 stage.
PP  30
Raise attack
SHEER COLD
Ice
A chilling attack that causes fainting if it hits.
Power
-
Accuracy 30
If it wasn't for this, Gengar would be immune to all one hit moves, without needing the ability to stop them. I see this commonly on Kyogre movesets.
PP  5
One hit KO
SHOCK WAVE
Electric
A fast and unavoidable electric attack.
Power
60
Accuracy 100
The electric Swift. Seems like there's suppossed to be a version for each type.
PP  20
Never miss
SIGNAL BEAM
Bug
A strange beam attack that may confuse the foe.
Power
75
Accuracy 100
One of the few bug attacks with power! Too bad very few learn it.
PP  15
Confusion (10%)
SILVER WIND
Bug
A powdery attack that may raise abilities.
Power
60
Accuracy 100
Think Anceintpower, except it's bug, and you've got Silver Wind.
PP  5
Raise all main stats (10%)
SING
Normal
A soothing song lulls the foe into a deep slumber.
Power
-
Accuracy 55
Nowhere near as useful as other sleep inducing moves with better accuracy. The show makes this move look too good, when in fact, it's just a gamble to use.
PP  15
Sleep
SKETCH
Normal
Copies the foe's last move permanently.
Power
-
Accuracy 100
That's right, it'll have whatever move was sketched until you overwrite it again or delete it. Makes Smeargle very versatile, but Smeargle's lack of any good stats really hurt it there.
PP  1
Copy moves
SKILL SWAP
Psychic
The user swaps special abilities with the target.
Power
-
Accuracy 100
Can be an excellent move, depending on the situation. More so in 2vs2. Often used with Slaking to remove its Traunt ability, making a downright difficult situation for whoever's got to face that monster!
PP  10
Swap skills
SKULL BASH
Normal
Tucks in the head, then attacks on the next turn.
Power
100
Accuracy 100
Also raises Defense on the first turn, and attacks on the 2nd, basically allowing you to get 2 moves in one slot!
PP  15
Raise defense, attack 2nd turn
SKY ATTACK
Flying
Searches out weak spots, then strikes the next turn.
Power
140
Accuracy 100
Very powerful, only let down by the fact the user is a sitting duck on the first turn.
PP  5
Attacks 2nd turn
SKY UPPERCUT
Fighting
An uppercut thrown as if leaping into the sky.
Power
85
Accuracy 100
Same as Hi Jump Kick, without the hurting self when miss, and this also hits flyers.
PP  15
Hits flying/bouncing Pokémon
SLACK OFF
Normal
Slacks off and restores half the maximum HP.
Power
-
Accuracy 100
A recovery move for Vigoroth and Slaking. Works just the same as Recover.
PP  10
Restore half max HP
SLAM
Normal
Slams the foe with a long tail, vine, etc.
Power
80
Accuracy 75
Don't even bother trying to use this, use Return. The accuracy is just way too low to use this instead.
PP  20

SLASH
Normal
Slashes with claws, etc. Has a high critical-hit ratio.
Power
70
Accuracy 100
A move best coupled with Focus Energy and a Scope Lens.
PP  20
High critical-hit ratio
SLEEP POWDER
Grass
Scatters a powder that may cause the foe to sleep.
Power
-
Accuracy 75
A good sleep inducing move, very common to grass types.
PP  15
Sleep
SLEEP TALK
Normal
Uses an own move randomly while asleep.
Power
-
Accuracy 100
Only usuable while asleep, there is no control over what move is chosen, except it won't be Sleep Talk. :P
PP  10
Choose a known move at random while sleeping
SLUDGE
Poison
Sludge is hurled to inflict damage. May also Poison.
Power
65
Accuracy 100
A light poison type attack with a good chance of poisoning.
PP  20
Poison (30%)
SLUDGE BOMB
Poison
Sludge is hurled to inflict damage. May also poison.
Power
90
Accuracy 100
A powerful poison attack, with good chance of poisoning.
PP  10
Poison (30%)
SMELLINGSALT
Normal
Powerful against paralyzed foes, but also heals them.
Power
60
Accuracy 100
Usually when you paralyze a foe, you'd want to keep it that way. A light attack on its own, Smellingsalt doubles in power to 120 when the foe is paralyzed. Try Return for a constant 102 power.
PP  10
Strong against paralyzed, but heals them
SMOG
Poison
An exhaust-gas attack that may also poison.
Power
20
Accuracy 70
A very weak and rather pathetic poison attack.
PP  20
Poison (40%)
SMOKESCREEN
Normal
Lowers the foe's accuracy using smoke, ink, etc.
Power
-
Accuracy 100
Lowers target's accuracy by one stage.
PP  20
Lower foe's accuracy
SNATCH
Dark
Steals the effects of the move the foe uses next.
Power
-
Accuracy 100
User uses Snatch, Foe uses Confuse Ray, user Snatches Confuse Ray, and uses it on one that was going to use it. Thought it'll be easier just to give an example of this move.
PP  10
Steals non-damaging moves
SNORE
Normal
A loud attack that can be used only while asleep.
Power
40
Accuracy 100
Not many times you'd want to use this, and it'll most likely be with Rest. I barely ever see anyone use this attack.
PP  15
Useable only while sleeping
SOFTBOILED
Normal
Recovers up to half the user's maximum HP.
Power
-
Accuracy 100
Another healing move, this time for Chansey. Also the only recovery move other than Rest for Mew, and then you can only teach it using a tutor from Leaf Green or Fire Red.
PP  10
Recover half HP
SOLARBEAM
Grass
Absorbs light in one turn, then attacks next turn.
Power
120
Accuracy 100
The most used grass attack, when coupled with Sunny Day, it no longer requires the charging turn so you can proceed to attack every turn!
PP  10
Attack 2nd turn
SONICBOOM
Normal
Launches shock waves that always inflict 20HP damage.
Power
-
Accuracy 90
Only ever deals 20 damage, making it an extremely weak attack. Don't even think about using it, especially on Blissey!
PP  20
Only deals 20 damage
SPARK
Electric
An electrified tackle that may paralyze the foe.
Power
65
Accuracy 100
Just another electric attack for learning in between Thundershock and Thunderbolt. Has a higher chance than usual for paralysis.
PP  20
Paralysis (30%)
SPIDER WEB
Bug
Ensnares the foe to stop it from fleeing or switching.
Power
-
Accuracy 100
Traps the foe, can be Baton Passed.
PP  5
Trap foe
SPIKE CANNON
Normal
Launches sharp spikes that strike 2 to 5 times.
Power
20
Accuracy 100
Can reach upto a total power of 100, but how often is that gonna be? You're better off using a fixed power attack.
PP  20
Hits 2 to 5 times in succession
SPIKES
Ground
Sets spikes that hurt a foe switching out.
Power
-
Accuracy 100
A one of a kind move, this sets spikes on the field so any Pokémon that's affected by ground attacks will get hurt depending how many times it's been used. 1/8th HP after one use, 3/16ths HP after two, and 1/4 HP after 3 uses, the maximum. Spikes are laid and effect both foes in 2vs2, and spikes can be blown away by Rapid Spin.
PP  20
Lay spikes
SPIT UP
Normal
Releases stockpiled power (the more the better).
Power
?
Accuracy 100
Only works with Stockpile, this move uses the power stored to attack the foe, increasing in power with the more power stored.
PP  10
Release stockpile
SPITE
Ghost
Spitefully cuts the PP of the foe's last move.
Power
-
Accuracy 100
Takes 1 to 5 PP from the last move the target used, but fails if they're protecting, can't be hit, or if trying to use it a second time in a row.
PP  10
Cuts foe's PP
SPLASH
Normal
It's just a splash.. Has no effect whatsoever.
Power
-
Accuracy -
40 PP to do nothing...
PP  40

SPORE
Grass
Scatters a cloud of spores that always induce sleep.
Power
-
Accuracy 100
The perfect sleep inducing move. Learnt by very few.
PP  15
Sleep
STEEL WING
Steel
Strikes the foe with hard wings spread wide.
Power
70
Accuracy 90
A nice steel move, that has decent accuracy for once! Nice PP count.
PP  25
Raises Defense (10%)
STOCKPILE
Normal
Charges up power for up to 3 turns.
Power
-
Accuracy 100
Only useful with Spit Up and Swallow.
PP  10
Charge power for Spit Up or Swallow
STOMP
Normal
Stomps the enemy with a big foot. May cause flinching.
Power
65
Accuracy 100
A light attack with a good chance of flinching. Power doubles when used on a foe that's used Minimize.
PP  20
Flinching (30%)
STRENGTH
Normal
Builds enourmous power, then slams the foe.
Power
80
Accuracy 100
My choice of move over Return if I'm gonna be moving a Pokémon around a lot.
PP  15

STRING SHOT
Normal
Binds the foe with string to reduce its Speed.
Power
-
Accuracy 95
Reduces foe's Speed by 1 stage. Also hits both opponents in 2vs2 matches.
PP  40
Reduce foe's speed
STRUGGLE
Normal
Used only if all PP are gone. Also hurts the user a little.
Power
50
Accuracy 100
Nobody learns it, yet everybody has it. It's the move used once all PP has been depleted. Also it's actually a typeless attack, meaning types are not considered, so it'll it ghost and rock types with the same power
PP 
Typeless damage
STUN SPORE
Grass
Scatters a powder that may paralyze the foe.
Power
-
Accuracy 75
Though most prefer Sleep Powder, this can be useful when certain rules are in effect, allowing only 1 Pokémon a side to be sleeping. Also, Stun Spore's effect doesn't wear out after a while.
PP  15
Paralysis
SUBMISSION
Fighting
A reckless body slam that also hurts the user.
Power
80
Accuracy 80
Too inaccurate for my liking. Recoil doesn't help either. Try Brick Break. Buyable TM in FrLg, only 5 less power, 100% accuracy, and breaks screens.
PP  25
Recoil
SUBSTITUTE
Normal
Creates a decoy using 1/4 of the user's maximum HP.
Power
-
Accuracy 100
A move commonly paired with Focus Punch. The substitute that gets created has all your current stats, and 1/4 of your total HP. It stops your Pokémon from getting hit or inflicted by a status condition.
PP  10
Create a substitute
SUNNY DAY
Fire
Boosts the power of fire-type moves for 5 turns.
Power
-
Accuracy 100
Boosts fire moves by 50%, reduces water attacks by 50%, Solarbeam doesn't need to charge anymore, and Synthesis, Morning Sun and Moonlight restore 3/4 of your total HP.
PP  5
Sunny weather
SUPER FANG
Normal
Attacks with sharp fangs and cuts half the foe's HP.
Power
-
Accuracy 90
Exclusive to Ratatta and Raticate, this will half whatever remaining HP the target has. Best used when the battle starts.
PP  10
Half targets HP
SUPERPOWER
Fighting
Boosts strength sharply, but lowers abilities.
Power
120
Accuracy 100
It may be powerful, but it will lower your Attack and Defense by 1 stage each after using.
PP  5
Lower user's Atk, Def
SUPERSONIC
Normal
Emits bizarre sound waves that may confuse the foe.
Power
-
Accuracy 55
Very low accuracy for a confusion technique. Use Swagger or Confuse Ray instead.
PP  20
Confuse target
SURF
Water
Creates a huge wave, then crashes it down on the foe.
Power
95
Accuracy 100
Standard on all water Pokémon in 1vs1 games, but for 2vs2, you may want to use Waterfall to hit just one target. Hits Pokémon using Dive and hits both foes in 2vs2.
PP  15
Hits divers
SWAGGER
Normal
Confuses the foe. But also sharply raises Attack.
Power
-
Accuracy 90
Yep, it raises their Attack power, by 2 stages. They'll hurt themselves more, but you'll know it when they get a physical attack out...
PP  15
Confuse and raise attack of target
SWALLOW
Normal
Absorbs stockpiled power and restores HP.
Power
-
Accuracy 100
Only useable with Stockpile, this is the alternative to Spitup, restoring your HP instead of attacking the foe.
PP  10
Restore HP
SWEET KISS
Normal
Demands a kiss with a cute look. May cause confusion.
Power
-
Accuracy 75
Still got decent accuracy for a status inflictor. Usually found on 'cute' Pokémon like Cleffa and Pichu.
PP  10
Confusion
SWEET SCENT
Normal
Allures the foe to reduce evasiveness.
Power
-
Accuracy 100
There aren't many times when you'd use this, but it can be helpful when trying to make an inaccurate hit a little more. Hits both foe's in 2vs2.
PP  20
Lower foe's evasiveness
SWIFT
Normal
Sprays star-shaped rays that never miss.
Power
60
Accuracy 100
The original Swift! This was the only move capably of always hitting in RBY, and now there are several versions of it, such as Faint Attack and Shock Wave, to name a few. Swift hits both foe's in 2vs2.
PP  20
Never miss
SWORDS DANCE
Normal
A fighting dance that sharply raises attack.
Power
-
Accuracy 100
An excellent move, this raises your attack power by 2 stages! And unlike Tail Glow, this is learn by good number of Pokémon, being that it's also a Move Tutor in FrLg.
PP  30
Sharply raise user's attack
SYNTHESIS
Grass
Restores HP. The amount varies with the weather.
Power
-
Accuracy 100
Restores 1/4 total HP in rain, hail and a sandstorm, 1/2 in normal weather, and 3/4 in strong sunlight.
PP  5
Restore HP


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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pokedream.com

Copyright 2004 ButtonBasher (B.Wright)
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