Attack Guide - T-Z

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

TACKLE
Normal
Charges the foe with a full-body tackle.
Power
35
Accuracy 95
A standard attack on very low level Pokémon.
PP  35

TAIL GLOW
Bug
Flashses a light that sharply raises Sp.Atk.
Power
-
Accuracy 100
The only move that raises Sp.Atk by 2 stages, and it's only learnt by Volbeat. At least it can still be Baton Passed.
PP  20
Sharply raise user's Sp.Atk
TAIL WHIP
Normal
Wags the tail to lower the foe's defense.
Power
-
Accuracy 100
A move often learnt at low levels, can become useful later on in 2vs2 matches, as it will lower the Defense of both foes.
PP  30
Lower foe's Defense
TAKE DOWN
Normal
A reckless charge attack that also hurts the user.
Power
90
Accuracy 85
Use Return - same PP, more power, better accuracy and no recoil.
PP  20
Recoil
TAUNT
Dark
Taunts the foe into only using attack moves.
Power
-
Accuracy 100
Most useful against tanks because of their low attack power, this moves causes the foe to only use moves that directly cause damage.
PP  10
Makes foe attack
TEETER DANCE
Normal
Confuses all Pokémon on the scene.
Power
-
Accuracy 100
When using in 2vs2, either have a partner with Own Tempo, a Safeguard up or is holding a Persim Berry, otherwise they'll get confused too. Confuses all but user in 2vs2.
PP  20
Confuses all
TELEPORT
Normal
A psychic move for fleeing from battle instantly.
Power
-
Accuracy 100
Useless except against wild Pokémon and on the field, where you'll return to the last Pokémon Centre visited.
PP  20
Run from wild
THIEF
Dark
While attacking, it may steal the foe's held item.
Power
40
Accuracy 100
This will always work (except in Trainer Tower on FrLg, or when the AI uses it on GBA) if the target is holding an item. Useful for acquiring items from wild Pokémon, but doesn't have the PP count of Covet.
PP  10
Steal target's item
THRASH
Normal
A rampage of 2 to 3 turns that confuses the user.
Power
90
Accuracy 100
A move with decent power. Only problem is, it lasts for several turns then confuses you.
PP  20
Lasts 2-3 turns, then confuse user
THUNDER
Electric
A lightning attack that may cause paralysis.
Power
120
Accuracy 70
The first of the 'Thunder' attacks. Will always when used in rainy weather, and also hits flying targets.
PP  10
Paralysis (30%), hits flyers
THUNDER WAVE
Electric
A weak jolt of electricity that paralyzes the foe.
Power
-
Accuracy 100
An excellent move for paralysing foes, but doesn't work against ground types.
PP  20
Paralysis
THUNDERBOLT
Electric
A strong electrical attack that may paralyze the foe.
Power
95
Accuracy 100
The standard electric attack, only swapped for Thunder when rain's involved.
PP  15
Paralysis (10%)
THUNDERPUNCH
Electric
A electrified punch that may paralyze the foe.
Power
75
Accuracy 100
The choice for an electric attack when Thunderbolt can't be used. The same, but a little less power.
PP  15
Paralysis (10%)
THUNDERSHOCK
Electric
An electrical attack that may paralyze the foe.
Power
40
Accuracy 100
The last of the 'Thunder' attacks, and also the weakest. Most electric Pokémon learn this as their first Electric attack.
PP  30
Paralysis (10%)
TICKLE
Normal
Makes the foe laugh to lower attack and defense.
Power
-
Accuracy 100
A nice move that lowers the target's Attack and Defense each by 1 stage, making them deal less damage while you deal more. Not learnt by many though.
PP  20
Lower foe's Atk and Def
TORMENT
Dark
Torments the foe and stops successive use of a move.
Power
-
Accuracy 100
Once this is used, the target cannot use the same move twice in a row, even if it's got to Struggle to do it. Only way to get rid of this effect is to switch out.
PP  15
Stops successive use of attacks
TOXIC
Poison
Poisons the foe with an intensifying toxin.
Power
-
Accuracy 75
This is the killer version of the poison! While a Pokémon could use Recover and restore HP while losing it, this will eventually KO the foe anyway, as the damage inflicted is doubled each round until the poisoned Pokémon faints. Very deadly. Using with Protect or Double Team can help the toxin kick in.
PP  10
Badly poisons foe
TRANSFORM
Normal
Alters the user's cells to become a copy of the foe.
Power
-
Accuracy 100
Only learnt by Ditto and Mew, and can't be Sketched by Smeargle either, this move will make the user turn into the target, including the partner if desired in 2vs2 matches. Each move after the transformation will be given 5PP.
PP  10
Transform into target
TRI ATTACK
Normal
Fires three types of beams at the same time.
Power
80
Accuracy 100
A decently powered attack, with the chance of dealing one of three status effects.
PP  10
Burn, freeze or paralyze the target (10%)
TRICK
Psychic
Tricks the foe into trading held items.
Power
-
Accuracy 100
The most common use for this is switching items with the foe while holding a Choice Band, causing them to use the same attack, over and over. Other items can be useful too, like Macho Brace which halfs speed.
PP  10
Swap items with target
TRIPLE KICK
Fighting
Kicks the foe 3 times in a row with rising intensity.
Power
10
Accuracy 90
You may be thinking, 10 power? But the power doubles each hit > 10 - 20 - 40, making the attack have an overall power of 80, but only if it hits 3 times. Better off going with Brick Break
PP  10
Hits 1 to 3 times in succession
TWINEEDLE
Bug
Stingers on the forelegs jab the foe twice.
Power
25
Accuracy 100
A bug move with a power of 50, learnt only by Beedrill.
PP  20
Poison (20%)
TWISTER
Dragon
Whips up a vicious twister to tear at the foe.
Power
40
Accuracy 100
One of the weaker Dragon type attacks, but this will hit both enemies and hurt flying Pokémon too.
PP  20
Flinch (20%)
UPROAR
Normal
Causes an uproar for 2 to 5 turns and prevents sleep.
Power
50
Accuracy 100
Will also wake up anyone sleeping, this could be handy in 2vs2. You're partner Rests, then you use Uproar and get them up on their feet once again. Rest will always fail, as will other sleeping techniques, while this attack is being used.
PP  10
Attacks for 2 to 5 turns, and prevents sleep
VICEGRIP
Normal
Grips the foe with large and powerful pincers.
Power
55
Accuracy 100
Just an attack instead of Tackle for those who can learn it.
PP  30

VINE WHIP
Grass
Stikes the foe with slender, whiplike vines.
Power
35
Accuracy 100
A very week grass attack, with very little HP and no extra effects. Use this at a high level, and the foe will be laughing at you, except possibly Swampert or Quagsire...
PP  10

VITAL THROW
Fighting
Makes the user's move last, but it never misses.
Power
70
Accuracy 100
The fighting type Swift, except it's a little more powerful, and it goes last.
PP  10
Never miss
VOLT TACKLE
Electric
A life-risking tackle that slightly hurts the user.
Power
120
Accuracy 100
An electric type Double-Edge, this was the centre of all those rumors about a yellow version remake. Those have been shattered, but only one Pokémon on one version can learn this attack. Pichu from Emerald by breeding. And then you'll need a light ball. Good luck getting it!
PP  15
Recoil
WATER GUN
Water
Squirts water to attack the foe.
Power
40
Accuracy 100
It's funny to watch Blastoise use this. Gets out those massive cannons just to squirt a few drops! Hehe! Even funnier when it OHKO's the opponent! BWAHAHAHA!!! Alright, this it just a water move supposed to be for the lower levels. Don't try it at L100...
PP  25

WATER PULSE
Water
Attacks with ultrasonic waves. May confuse the foe.
Power
60
Accuracy 100
For some Pokémon, this is the only water attack they'll ever use, and it's not bad with a good chance of confusion.
PP  20
Confusion (20%)
WATER SPORT
Water
The user becomes soaked to raise resistance to fire.
Power
-
Accuracy 100
There's just one problem with this move... It's learnt mostly by water types who are already resistant to fire. Good in contests though, but I wouldn't recommend its use in battle.
PP  15
Halfs damage taken from fire attacks
WATER SPOUT
Water
Inflicts more damage if the user's HP is high.
Power
150
Accuracy 100
The amount of Kyogre's I see with this proves it's popular. 150 * 1.5 (STAB) * 1.5 (Rain) makes this an attack with the whopping power of 337! That's only at full HP though. With 1HP remaining, you're lucky to put a dent on the target's HP bar, even when it's Super Effective.
PP  5
Damage based on HP remaining
WATERFALL
Water
Charges the foe with speed to climb waterfalls.
Power
80
Accuracy 100
While it's not quite as powerful as Surf, it does has it's use in 2vs2 matches since it only hits one foe.
PP  15

WEATHER BALL
Normal (Changes)
The move's type and power change with the weather.
Power
50
Accuracy 100
With the power doubling in weather, then adding STAB, this attack's power becomes 150 in sunshine, rain and hail, but doesn't get STAB in a sandstorm due to Castform not changing in that weather.
PP  10
Type changes with weather
WHIRLPOOL
Water
Traps and hurst the foe in a whirlpool for 2 to 5 turns.
Power
15
Accuracy 70
A water type Fire Spin, this will deal 1/16 HP each turn.
PP  15
Traps foe
WHIRLWIND
Normal
Blows away the foe with wind and ends the battle.
Power
-
Accuracy 100
In a trainer battle however, it will switch the target to another Pokémon, chosen by random unless the target has the Suction Caps ability.
PP  20
Switch foe
WILL-O-WISP
Fire
Inflicts a burn on the foe with intense fire.
Power
-
Accuracy 75
The ONLY move in Pokémon that just causes a burn, it has been found to be useful especially on those with low Defense, since the burn condition reduces Attack power.
PP  15
Burn
WING ATTACK
Flying
Strikes the foe with wings spread wide.
Power
60
Accuracy 100
I suggest this attack if you can't get Aerial Ace, same power, more PP, but just doesn't have the never miss factor.
PP  35

WISH
Normal
A wish that restores HP. It takes time to work.
Power
-
Accuracy 100
Restores HP and the end of the NEXT turn, this is very useful for restoring another Pokémon's HP. If restoring the user's HP, try Protect on the second turn to save you taking more hits.
PP  10
Delayed 1/2 HP restore
WITHDRAW
Water
Withdraws the body into its hard shell to raise Defense.
Power
-
Accuracy 100
Just a simple Defense raising attack mainly for Water types. Raises user's Defense by 1 stage.
PP  40
Raise user's Defense
WRAP
Normal
Wraps and squeezes the foe 2 to 5 times with vines, etc.
Power
15
Accuracy 85
There aren't too many times where you might use this, but at least the accuracy's improved over Fire Spin and Whirlpool. Mean Look is still the choice for trapping moves.
PP  20
Traps foe
YAWN
Normal
Lulls the foe into yawning, then sleeping next turn.
Power
-
Accuracy 100
Another delayed move. This time it involves putting the foe to sleep. Often used to force the opponent to switch, and if they don't they fall asleep! Either way a free turn to you.
PP  10
Delayed sleep
ZAP CANNON
Electric
Powerful and sure to cause paralysis, but inaccurate.
Power
100
Accuracy 50
5 more power than Thunderbolt, but only 50% accurate? No thanks. The 100% paralysis is nice though.
PP  0
Paralyse (100%)


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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