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Pokemon Red, Blue, and Yellow - Attack List

Extra explanation can be found in the supplement to this list.


00: Deals damage.

POUND             1     40      NORMAL          255     35  
KARATE CHOP       2     50      NORMAL          255     25  
MEGA PUNCH        5     80      NORMAL          216     20  
SCRATCH           10    40      NORMAL          255     35  
VICEGRIP          11    55      NORMAL          255     30  
CUT               15    50      NORMAL          242     30  
GUST              16    40      NORMAL          255     35  
WING ATTACK       17    35      FLYING          255     35  
SLAM              21    80      NORMAL          191     20  
VINE WHIP         22    35      GRASS           255     10  
MEGA KICK         25    120     NORMAL          191     5   
HORN ATTACK       30    65      NORMAL          255     25  
TACKLE            33    35      NORMAL          242     35  
WATER GUN         55    40      WATER           255     25  
HYDRO PUMP        56    120     WATER           204     5   
SURF              57    95      WATER           255     15  
PECK              64    35      FLYING          255     35  
DRILL PECK        65    80      FLYING          255     20  
STRENGTH          70    80      NORMAL          255     15  
RAZOR LEAF        75    55      GRASS           242     25  
ROCK THROW        88    50      ROCK            165     15  
EARTHQUAKE        89    100     GROUND          255     10  
QUICK ATTACK      98    40      NORMAL          255     30  
EGG BOMB          121   100     NORMAL          191     10  
WATERFALL         127   80      WATER           255     15  
DIZZY PUNCH       146   70      NORMAL          255     10  
CRABHAMMER        152   90      WATER           216     10  
ROCK SLIDE        157   75      ROCK            229     10  
SLASH             163   70      NORMAL          255     20  
TRI ATTACK        161   80      NORMAL          255     10  

If the last damage dealt is at least 1, the last move chosen for use is a damaging attack, and the type of last move chosen for use is either Normal or Fighting, this attack returns to opponent double the last damage dealt. Will miss if this attack does not strike first. Sometimes erroneously emits a "critical hit" message for this attack.

COUNTER           68    1       FIGHTING        255     20  

02: May poison opponent (20.3% chance).

POISON STING      40    15      POISON          255     35  

03: Recovers to user half of HP lost by opponent due to this attack.

ABSORB            71    20      GRASS           255     20  
MEGA DRAIN        72    40      GRASS           255     10  
LEECH LIFE        141   20      BUG             255     15  

04: May burn opponent (10.2% chance).

FIRE PUNCH        7     75      FIRE            255     15  
EMBER             52    40      FIRE            255     25  
FLAMETHROWER      53    95      FIRE            255     15  

05: May freeze opponent (10.2% chance).

ICE PUNCH         8     75      ICE             255     15  
ICE BEAM          58    95      ICE             255     10  

BLIZZARD          59    120     ICE             229     5   

06: May paralyze opponent (10.2% chance).

THUNDERPUNCH      9     75      ELECTRIC        255     15  
THUNDERSHOCK      84    40      ELECTRIC        255     30  
THUNDERBOLT       85    95      ELECTRIC        255     15  
THUNDER           87    120     ELECTRIC        178     10  

07: User faints as part of this attack's use. Opponent's Defense is temporarily halved in the damage calculation. Fainting will not fail, though this attack may miss or fail for other reasons.

SELFDESTRUCT      120   130     NORMAL          255     5   
EXPLOSION         153   170     NORMAL          255     5   

08: Only effective while opponent is asleep. Recovers to user half of HP lost by opponent due to this attack.

DREAM EATER       138   100     PSYCHIC         255     15  

09: Uses last move opponent used, which becomes the last move user used and the last move the user chose for use. Fails if that move is Mirror Move.

MIRROR MOVE       119   0       FLYING          255     20  

0A: Increases user's Attack by 1 stage.

MEDITATE          96    0       PSYCHIC         255     40  
SHARPEN           159   0       NORMAL          255     30  

0B: Increases user's Defense by 1 stage.

HARDEN            106   0       NORMAL          255     30  
WITHDRAW          110   0       WATER           255     40  
DEFENSE CURL      111   0       NORMAL          255     40  

0D: Increases user's Special by 1 stage.

GROWTH            74    0       NORMAL          255     40  

0F: Increases user's evasion by 1 stage.

DOUBLE TEAM       104   0       NORMAL          255     15  
MINIMIZE          107   0       NORMAL          255     20  

10: In internal battles, player obtains money after battle when using, if the player wins. If this attack hits, an amount equal to twice the user's current level (during attack's use) is added to the money to be obtained. Not obtained if fleeing occurred in the battle.

PAY DAY           6     40      NORMAL          255     20  

11: Hits without fail.

SWIFT             129   60      NORMAL          255     20  

12: Decreases opponent's Attack by 1 stage.

GROWL             45    0       NORMAL          255     40  

13: Decreases opponent's Defense by 1 stage.

TAIL WHIP         39    0       NORMAL          255     30  
LEER              43    0       NORMAL          255     30  

14: Decreases opponent's Speed by 1 stage.

STRING SHOT       81    0       BUG             242     40  

16: Decreases opponent's Accuracy by 1 stage.

SAND-ATTACK       28    0       NORMAL          255     15  
SMOKESCREEN       108   0       NORMAL          255     20  
KINESIS           134   0       PSYCHIC         204     15  
FLASH             148   0       NORMAL          178     20  

18: Changes user's type(s) to that/those of the opponent. User retains the new type until user is switched.

CONVERSION        160   0       NORMAL          255     30  

19: Stat stages return to zero. Removes status problems and confusion, and ends effect of Leech Seed, from the opponent. Ends effect of Reflect, Light Screen, and Focus Energy.

HAZE              114   0       ICE             255     30  

1A: When this attack is used, a variable X is set to zero and effect begins. After use of this attack, during effect, subsequent uses by user add the last damage dealt to X. On the second or third use of this attack after this one, also returns to opponent X times 2 and ends effect. User cannot use any other move, but may switch or use items, during effect. Attack returned is not affected by type immunities, and hits without fail. If during effect, user is switched, or this attack was executed, but prevented from being used, effect ends without returning an attack.

BIDE              117   0       NORMAL          255     10  

1B: User uses this attack (even if the attack misses) for two or three turns (including this turn). User cannot use any other move, switch, or use items. Effect ends at end of the round when this attack was used for the second or third time, upon which the user becomes confused (even if it was already confused). If this attack was executed, but was prevented from being used, effect ends without causing confusion.

THRASH            37    90      NORMAL          255     20  
PETAL DANCE       80    70      GRASS           255     20  

1C: Ends wild battles. Fails if battle is a trainer battle.

WHIRLWIND         18    0       NORMAL          216     20  
ROAR              46    0       NORMAL          255     20  
TELEPORT          100   0       PSYCHIC         255     20  

1D: Multi-hit attack. Calculates damage and reduces opponent's HP by calculated damage two to five times in a row. 18.8% for 2, 3, or 4 times; 43.8% for 5 times.

DOUBLESLAP        3     15      NORMAL          216     10  
COMET PUNCH       4     18      NORMAL          216     15  
FURY ATTACK       31    15      NORMAL          216     20  
PIN MISSILE       42    14      BUG             216     20  
SPIKE CANNON      131   20      NORMAL          255     15  
BARRAGE           140   15      NORMAL          216     20  
FURY SWIPES       154   18      NORMAL          204     15  

1F: May flinch opponent (10% chance).

BITE              44    60      NORMAL          255     25  
BONE CLUB         125   65      GROUND          216     20  
HYPER FANG        158   80      NORMAL          229     15  

20: Puts opponent to sleep.

SING              47    0       NORMAL          140     15  
SLEEP POWDER      79    0       GRASS           191     15  
HYPNOSIS          95    0       PSYCHIC         153     20  
LOVELY KISS       142   0       NORMAL          191     10  
SPORE             147   0       GRASS           255     15  

21: May poison opponent (40.2% chance).

SMOG              123   20      POISON          178     20  
SLUDGE            124   65      POISON          255     20  

22: May burn opponent (30.1% chance).

FIRE BLAST        126   120     FIRE            216     5   

24: May paralyze opponent (30.1% chance).

BODY SLAM         34    85      NORMAL          255     15  
LICK              122   20      GHOST           255     30  

25: May flinch opponent (30.1% chance).

STOMP             23    65      NORMAL          255     20  
ROLLING KICK      27    60      FIGHTING        216     15  
HEADBUTT          29    70      NORMAL          255     15  
LOW KICK          67    50      FIGHTING        229     20  

26: One-hit KO. Reduces opponent's HP by 65,535. Ineffective if user's current Speed is lower than opponent's current Speed. Affected by type immunities.

GUILLOTINE        12    1       NORMAL          76      5   
HORN DRILL        32    1       NORMAL          76      5   
FISSURE           90    1       GROUND          76      5   

27: Two-turn attack.

RAZOR WIND        13    80      NORMAL          191     10  
SOLARBEAM         76    120     GRASS           255     10  
SKULL BASH        130   100     NORMAL          255     15  
SKY ATTACK        143   140     FLYING          229     5   

While underground, user will not receive effects from all attacks other than Bide or Swift.

DIG               91    100     GROUND          255     10  

28: Reduces opponent's HP by half of present amount. Not affected by type immunities.

SUPER FANG        162   1       NORMAL          229     10  

29: Reduces opponent's HP. Not affected by type immunities.

Reduces opponent's HP by 20.

SONICBOOM         49    1       NORMAL          229     20  

Reduces opponent's HP by user's level.

SEISMIC TOSS      69    1       FIGHTING        255     20  
NIGHT SHADE       101   0       GHOST           255     15  

Reduces opponent's HP by 40.

DRAGON RAGE       82    1       DRAGON          255     10  

Reduces opponent's HP by a random number. Minimum 1, maximum ((user's level)*1.5)-1.

PSYWAVE           149   1       PSYCHIC         204     15  

2A: Multi-turn attack. Effect lasts for two to five turns (random), including this turn. 37.5% for 2 or 3 turns; 12.5% for 4 or 5 turns. When the effect begins, damage for the attack is calculated and returned to the opponent. Effect will occur even if opponent is immune. During effect, opponent cannot attack (but may switch) and user cannot use any other move, and at the user's turn, the calculated damage is returned to the opponent. If the opponent is switched before the effect ends, this attack will be used on the new opponent (even if this attack's PP is zero) and effect restarts; or, in Stadium 1, the effect ends. Effect ends when the user is switched.

BIND              20    15      NORMAL          191     20  
WRAP              35    15      NORMAL          216     20  
FIRE SPIN         83    15      FIRE            178     15  
CLAMP             128   35      WATER           191     10  

2B: Two-turn attack. While airborne, user will not receive effects from all attacks other than Bide or Swift.

FLY               19    70      FLYING          242     15  

2C: Calculates damage and reduces opponent's HP by calculated damage two times in a row.

DOUBLE KICK       24    30      FIGHTING        255     30  
BONEMERANG        155   50      GROUND          229     10  

2D: If this attack misses or becomes ineffective, returns to user 1 HP.

JUMP KICK         26    70      FIGHTING        242     25
HI JUMP KICK      136   85      FIGHTING        229     20  

2E: Prevents any attacks by opponent with stat reduction (including evasion and Accuracy) as a primary effect. Effect ends when user is switched.

MIST              54    0       ICE             255     30  

2F: Affects chances of a critical hit for attacks by the user. Due to a bug, chances are reduced in RBY; chances are increased in Stadium 1. More information.

FOCUS ENERGY      116   0       NORMAL          255     30  

30: Returns to user 1/4 of HP lost by opponent due to this attack (recoil damage). In Stadium 1, no recoil damage is received if user causes opponent to faint with this attack.

TAKE DOWN         36    90      NORMAL          216     20  
DOUBLE-EDGE       38    100     NORMAL          255     15  
SUBMISSION        66    80      FIGHTING        204     25

Returns to user 1/2 of damage dealt (recoil damage). No PP is deducted from this attack. In Stadium 1, this attack is treated as though it had no type.

STRUGGLE          165   50      NORMAL          255     10  

31: Confuses opponent.

SUPERSONIC        48    0       NORMAL          140     20  
CONFUSE RAY       109   0       GHOST           255     10  

32: Increases user's Attack by 2 stages.

SWORDS DANCE      14    0       NORMAL          255     30  

33: Increases user's Defense by 2 stages.

BARRIER           112   0       PSYCHIC         255     30  
ACID ARMOR        151   0       POISON          255     40  

34: Increases user's Speed by 2 stages.

AGILITY           97    0       PSYCHIC         255     30  

35: Increases user's Special by 2 stages.

AMNESIA           133   0       PSYCHIC         255     20  

38: Recovers HP. Will fail if user's HP is full, or (except in Stadium 1) user's total HP minus user's current HP modulo 256 equals 255.

Recovers half of total HP.

RECOVER           105   0       NORMAL          255     20  
SOFTBOILED        135   0       NORMAL          255     10 
Recovers all HP; user sleeps with a sleep count of 2, even if user has a status problem.
REST              156   0       PSYCHIC         255     10  

39: User's current types, moves, stats (except HP), stat stages, rareness, and species become those of the opponent. Does not copy base stats. Each move copied will have 5 PP. Can target Pokemon using Dig or Fly. Cannot be evaded. In Stadium 1, fails if opponent's current species is Ditto. User's form reverts to original when user is switched.

TRANSFORM         144   0       NORMAL          255     10  

3B: Decreases user's Defense by 2 stages.

SCREECH           103   0       NORMAL          216     40  

40: During effect, user's Special is effectively doubled for attacks by the opponent. Effect ends when user is switched. User cannot use this attack during effect.

LIGHT SCREEN      113   0       PSYCHIC         255     30  

41: During effect, user's Defense is effectively doubled. Effect ends when user is switched. User cannot use this attack during effect.

REFLECT           115   0       PSYCHIC         255     20  

42: Poisons opponent.

POISONPOWDER      77    0       POISON          191     35  
POISON GAS        139   0       POISON          140     40  

"Badly" poisons opponent.

TOXIC             92    0       POISON          216     10  

43: Paralyzes opponent. Not affected by type immunities.

STUN SPORE        78    0       GRASS           191     30  
THUNDER WAVE      86    0       ELECTRIC        255     20  
GLARE             137   0       NORMAL          191     30  

44: May decrease opponent's Attack by 1 stage (25% chance).

AURORA BEAM       62    65      ICE             255     20  

45: May decrease opponent's Defense by 1 stage (25% chance).

ACID              51    40      POISON          255     30  

46: May decrease opponent's Speed by 1 stage (25% chance).

BUBBLEBEAM        61    65      WATER           255     20  
CONSTRICT         132   10      NORMAL          255     35  
BUBBLE            145   20      WATER           255     30  

47: May decrease opponent's Special by 1 stage (25% chance).

PSYCHIC           94    90      PSYCHIC         255     10  

4C: May confuse opponent (10.2% chance).

PSYBEAM           60    65      PSYCHIC         255     20  
CONFUSION         93    50      PSYCHIC         255     25  

4D: May poison opponent (20.3% chance). Calculates damage and reduces opponent's HP by calculated damage two times in a row.

TWINEEDLE         41    25      BUG             255     20  

4F: Creates a decoy using 1/4 of total HP. More information.

SUBSTITUTE        164   0       NORMAL          255     10  

50: User cannot attack or switch on the next round, unless this attack misses, faints the opponent, or breaks its Substitute. (In Stadium 1, this "recharge" turn always occurs even upon a miss.)

HYPER BEAM        63    150     NORMAL          229     5   

51: When this attack is used, the effect begins. During effect, user cannot use any other attack, use items, or switch, and user chooses this attack for use instead of any other attack, but subsequent uses of this attack during effect doesn't cause PP to be spent. During effect, whenever the user or its Substitute decoy loses HP due to an opponent's attack, the user's Attack is increased by one stage. Effect ends when the user faints. If this attack misses when this attack is subsequently used, this attack's accuracy becomes 1/256 until the effect ends.

RAGE              99    20      NORMAL          255     20  

52: In internal battles, copies an opponent's attack of player's choice. In external battles, copies an opponent's attack at random. The copied attack replaces this attack. It reverts to its original attack when the battle ends or the user is switched. Whenever one PP is spent on the copied attack, one PP is spent on this attack (even when this attack's PP is zero). The copied attack begins with its maximum PP and this attack's current PP. (Maximum PP of attack is implicit.) In Stadium 1, the copied move's maximum PP is not copied.

MIMIC             102   0       NORMAL          255     10  

53: Uses a random attack, which becomes the last move the user used and the last move the user chose for use. Does not use Metronome or Struggle. Can use a disabled move.

METRONOME         118   0       NORMAL          255     10  

54: Seeds opponent. During effect, at the end of opponent's turn, opponent loses 1/16 of total HP and user gains 1/16 of opponent's total HP. Effect ends when opponent is switched. Fails if opponent's current type includes Grass.

LEECH SEED        73    0       GRASS           229     10  

55: Has no effect at all.

SPLASH            150   0       NORMAL          255     40  

56: Disables a random attack of the opponent. More information.

DISABLE           50    0       NORMAL          140     20  

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