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~ * Pokemon Crystal * ~
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In-Depth Attack Analysis FAQ
By striker64
E-mail: [email protected]
Final Version
FAQ Completed: Friday, November 8, 2002

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/ Table of Contents /|
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| Table of Contents |/
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1.) Introduction
2.) Version History
3.) Some Simple Base Damage Formulas
4.) The Battle Damage Formula
5.) The Critical Hit Formula
6.) The Confusion Formula
7.) Attack List and Analyses
8.) Quick Reference Chart
9.) Dedications
10.) Credits
11.) Disclaimer

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/ 1.) Introduction /|
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| 1.) Introduction |/
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This is an in-depth analysis of all attacks that exist in Pokemon Crystal.
I'll tell you all about base power, accuracy, descriptions, what's good,
what's not, and more.  There are a few simple damage formulas included in this
FAQ.  The formulas are not difficult, but my wording may be a little hard to
understand, so I encourage you to e-mail me at [email protected] if you
have any questions.  Enjoy.

A note about printing: This file is 40 pages long with mostly straight text.
Print at your own risk.

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/ 2.) Version History /|
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| 2.) Version History |/
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- 11/8/02 - A pseudo-update... I only added the dedications section here.
Thanks guys, and I'm gonna miss ya'll.
- Final Version, 10/16/02 - Made some format changes and corrected the
incorrect values.  Okay, so I didn't get the final update completed until
seven months after I originally expected, but here it is.  Enjoy.
- Version 0.2, 3/27/02 - Added the Battle Damage Formula and made a few other
minor changes.  Expect to see another update sometime soon, as I need to get
the values for stat-falls correct.  Note that the values currently there are
not correct.
- Version 0.1, 12/30/01 - First release of this FAQ.  Contains complete
analysis of all attacks and a complete reference chart.  I may add more in the
future, or this could be it.

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/ 3.) Some Simple Base Damage Formulas /|
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| 3.) Some Simple Base Damage Formulas |/
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The base damage listed in the list below has no STAB factored in.  STAB stands
for Same Type Attack Bonus, and it is added in when the user is the same type
of the attack (for example, a Vileplume using Absorb would get STAB for the
attack).  To figure out the base power for an attack after STAB, use this
simple formula:

STAB = base damage of the attack * 1.5

So, a Vileplume's Absorb would be 20 * 1.5 = 30.
(One of 20 is 20, one-half of 20 is 10, 20 + 10 = 30.)

Also, no type effectiveness is factored in.  The formula for type
effectiveness is:

Type effectiveness = base damage of the attack (STAB or not) * 2

So, if Vileplume used Absorb on Sandslash who is a Ground type and is weak to
Grass, it would be:

-STAB-  -TE-
20 * 1.5 * 2 = 60 total base damage

If Vileplume used Absorb on Rhydon, who is a Rock and a Ground type, both of
which are weak to Grass, it would be:

-STAB-  -TE--TE-
20 * 1.5 * 2 * 2 = 120 total base damage

Simple, ne?

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/ 4.) The Battle Damage Formula /|
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| 4.) The Battle Damage Formula |/
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Okay, admit it.  This is the real reason you all came here.  You want the
battle damage formula.

Use this formula to find out the range or damage that your Pokemon's attack
will cause.  Granted, you don't need a piece of paper and/or a calculator to
play the game, but this is really just for general information anyway.

((2A/5)+2)*B*C)/D)/50)+2)*X)*Y/10)*Z)/255

A = Attacker's level, simple enough, no real explanation needed.  To
determine how much damage an attack will do if it is a critical hit, multiply
the level by 2.  Remember to add 2 after you divide by 5.
B = Attacker's Attack or Special Attack... once again, nothing glamorous
C = This is the attack's base damage. Do NOT factor in STAB, strengths,
weaknesses, or anything like that yet. They come in later. If you're trying
to figure out how much damage a Dugtrio's Earthquake will do to a Jolteon,
place 100 here, not 300.  You do, however, factor in Rain Dance/Sunny Day
boosts/losses.  If Rain Dance/Sunny Day is in effect and it helps, multiply
by 1.5.  If they are in effect and they hurt, divide by 1.5.
D = Defender's Defense or Special Defense here.
X = This is where STAB gets factored in. If the user gets STAB, plug in 1.5.
If not, plug in 1.
Y = This is where strengths and weaknesses get factored in. If the opponent
is 4x weak to the attack (example, a Forretress getting hit with
Flamethrower), plug in 40. If the opponent is 2x weak to the attack (example,
a Blastoise getting hit with Thunderbolt), plug in 20. If the opponent is
neither weak to nor resists the attack (example, a Sandslash getting hit with
Body Slam), plug in 10. If the opponent has a 2x resistance to the attack
(example, a Meganium getting hit with Surf), plug in 5. If the opponent has a
4x resistance to the attack (for example, a Dragonite getting hit with Cross
Chop), plug in 2.5. And finally, if the opponent is immune to the attack (for
example, a Zapdos getting "hit" with Earthquake), plug in 0.
Z = This is a random number between 217 and 255.  You have no control over
this. This simply concerns the range of damage that the attack can
potentially do. The range was selected for hexadecimal purposes.

That may look a little confusing, but once you start plugging numbers in it's
not so bad.

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/ 5.) The Critical Hit Formula /|
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| 5.) The Critical Hit Formula |/
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This will get confusing, so bare with me.

In GSC, critical hits are determined by a variable and a random number (from
1 to 256). If the random number is less then the variable, then the attack
will hit critical.

The variable starts at zero and is determined by a few things:
If Chansey or Farfetch'd have the Lucky Punch or the Stick equipped, +2.
If the attack is Slash, Razor Leaf, Razor Wind, Karate Chop, Crabhammer, Aero
Blast or Cross Chop, +2.
If the Pokemon has used Focus Energy, +1.
If the Pokemon has the Scope Lens equipped, +1.

If the variable is 0, the random number must be lower then 17 (6.6% chance).
1 = 32 (12.5%)
2 = 64 (25%)
3 = 85 (33.5%)
4 = 128 (50%)

So, using Focus Energy with Slash IS a good idea now, as it'll bring Slash's
critical hit rate from a pathetic 25% to a still sad 33%. Note that 4, or
50%, is the highest it can go (attach a Scope Lens for this rate).  Don't get
caught up on that random number business since there's really nothing you can
do about it anyway.

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/ 6.) The Confusion Formula /|
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| 6.) The Confusion Formula |/
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The damage done from a Pokemon that smacks itself while it is confused is not
constant between different Pokemon.  This is the formula.  Thanks to Azure
Heights for providing this on their extensive website.

Self-inflicted attacks have a power rating of 40, and cause damage according
to the following simplified version of the battle damage formula:
[(((2A/5 + 2)*B*40)/C)/50] + 2
A = the confusion victim's Level
B = the confusion victim's Attack
C = the confusion victim's Defense

*thwacks self in confusion*

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/ 7.) Attack List and Analyses /|
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| 7.) Attack List and Analyses |/
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The attacks are listed in alphabetical order.

The format is like this:
Attack - Type of Attack - Base damage - Accuracy - PP - PP after 3 PP Ups are
used (or max PP) - Description

---------
| ~ A ~ |
---------

Absorb - Grass - 20 - 99.6% - 20 PP - 32 PP - Half the damage inflicted is
given to the user.  It's very weak, but if you must have a drainage attack,
Giga Drain is better.

Acid - Poison - 40 - 99.6% - 40 PP - 64 PP - 9.8% chance of lowering the
target's Defense.  Again, it's weak.  Even with STAB, it's just not worth it,
considering that the much more powerful Sludge Bomb is now a TM at our
disposal.  These are the percentage of the opponent's Defense remaining after
each Defense fall:
(1st Defense fall) 0.66 times opponent's original Defense
(2nd Defense fall) 0.5 times opponent's original Defense
(3rd Defense fall) 0.4 times opponent's original Defense
(4th Defense fall) 0.33 times opponent's original Defense
(5th Defense fall) 0.28 times opponent's original Defense
(6th Defense fall) 0.25 times opponent's original Defense
So, for example, if I have a Blissey with a Defense of 100 (Defense DV would
have to be 6), and Acid dropped her defense so many times, her new Defense
would be:
(1st Defense fall) 100 * 0.66 = 66
(2nd Defense fall) 100 * 0.5 = 50
(3rd Defense fall) 100 * 0.4 = 40
(4th Defense fall) 100 * 0.33 = 33
(5th Defense fall) 100 * 0.28 = 28
(6th Defense fall) 100 * 0.25 = 25
Of course, I picked an easy Defense value to work with.  It is very rarely
that easy.

Acid Armor - Poison - N/A - 99.6% - 40 PP - 64 PP - Greatly raises the user's
Defense.  Take the user's Defense and add that same number to the Defense
every time you use this.  It can be used a maximum of 3 times.  For example,
my Muk's Defense is 220.  After one Acid Armor, it goes to (220 + 220) 440.
After 2, it goes to (440 + 220) 660.  After the 3rd and final use, it goes to
(660 + 220) 880.  It cannot be used anymore.  This attack is quite useful if
you have an extra move slot on Muk or Vaporeon, but Muk is usually better
suited with Curse or Screech.

Aeroblast - Flying - 100 - 94.5% - 5 PP - 8 PP - Has a 25% chance of a
critical hit.  This attack is Lugia's signature move and is very powerful.

Agility - Psychic - N/A - 99.6% - 30 PP - 48 PP - Greatly raises the user's
Speed.  It is figured the same way as Defense is with Acid Armor.  Take the
user's Speed and add that same number to the Speed value every time it is
used.  For example, my Scizor's Speed is 220.  After one Agility, it goes to
(220 + 220) 440.  After 2, it goes to (440 + 220) 660.  After the 3rd and
final use, it goes to (660 + 220) 880.  It cannot be used anymore.  One
Agility used will almost always make you faster than every Pokemon in the
game (where they have not used an Agility).  Electrode, the fastest Pokemon
in the game, has a max Speed of 378.  I say almost always because I cannot
recall offhand Smeargle's Speed, so I don't know if it will be faster after
just one Agility.  May take 2 for Smeargle.

Amnesia - Psychic - N/A - 99.6% - 20 PP - 32 PP - Greatly raises the user's
Special Defense.  This follows exactly the same stat-boosting format as Acid
Armor and Agility; only it uses the Special Defense stat.  Refer to those
examples if needed, just be sure to replace the Defense/Speed value with the
Special Defense value.

Ancientpower - Rock - 60 - 99.6% - 5 PP - 8 PP - Has a 9.8% chance of raising
ALL of the user's stats.  This stat-rise is not the same as Acid Armor and
Agility.  It can happen 6 times at most.  To figure it, take half of the
value being raised and add that number to the current stat value for each
stat rise.  For example, if my Mew uses Ancientpower and gets the all-stat
rise, the new Attack stat would look something like this:
(Assume Mew has a max Attack stat.)
(1st stat-rise) Attack: 298 + (298/2) = 298 + 149 = 447
(2nd stat-rise) Attack: 447 + 149 = 596
(3rd stat-rise) Attack: 596 + 149 = 745
(4th stat-rise) Attack: 745 + 149 = 894
(5th stat-rise) Attack: 894 + 149 = 1043
1043 will fall back to 999, since no stat can go above 999.  Any subsequent
stat-rise will not make the Attack stat any higher.
I just made this very easy on myself.  Since, at max, Mew's stats are all
exactly the same (298), they would all be the same after one all-stat raise:
447.  Add 149 to the current value for each new stat-rise.

Attract (TM 45) - Normal - N/A - 99.6% - 15 PP - 24 PP - Causes opponents who
are of the opposite gender of the user to become infatuated.  Opponent will
be completely infatuated and unable to attack about 50% of the time.  This is
unarguably the best annoyance tactic in the game. Coupled with confusion or
paralysis, good things happen.

Aurora Beam - Ice - 65 - 99.6% - 20 PP - 32 PP - Has a 9.8% chance of
lowering the user's Attack.  The percentages used to figure out the Attack
drops for Aurora Beam are the same as the stat droppers for Acid and other
attacks like it.  Anyway, Ice Beam is infinitely better.  Some have argued
that Aurora Beam is better because it has twice the PP and the chance of the
Attack-drop, but Ice Beam freezes the opponent at the same rate as Aurora
Beam drops Attack.  The Attack-drops wear off at a switch, freezes do not.
Use Ice Beam.  Here are the values for the Attack drops:
(1st Attack fall) 0.66 times opponent's original Attack
(2nd Attack fall) 0.5 times opponent's original Attack
(3rd Attack fall) 0.4 times opponent's original Attack
(4th Attack fall) 0.33 times opponent's original Attack
(5th Attack fall) 0.28 times opponent's original Attack
(6th Attack fall) 0.25 times opponent's original Attack
Let's say, for example, that my 200 Attack Misdreavus was hit with Aurora Beam
and her Attack has fallen.  Here are the values for her Attack stat after each
subsequent Attack drop:
(1st Attack fall) 200 * 0.66 = 132
(2nd Attack fall) 200 * 0.5 = 100
(3rd Attack fall) 200 * 0.4 = 80
(4th Attack fall) 200 * 0.33 = 66
(5th Attack fall) 200 * 0.28 = 56
(6th Attack fall) 200 * 0.25 = 50
Once again, 200 is an easy number to work with.  One might wish to have a
calculator handy to figure stat falls for harder numbers, like 366.

---------
| ~ B ~ |
---------

Barrage - Normal - 15 (per hit) - 84.4% - 20 PP - 32 PP - Hits the opponent
2-5 times.  This attack is no good.  Even on 5 hits, that's still a total
base damage of only 75, and Return scores higher than that per turn (102 base
damage at max) on the same amount of PP with a 15.5% higher accuracy.

Barrier - Psychic - N/A - 99.6% - 30 PP - 48 PP - Greatly raises the user's
Defense.  It works in exactly the same manner as Acid Armor.  There is no
difference between the two with the exception of Acid Armor's greater PP
quantity.  Barrier is very good for Baton Passing, but lures out the
Hazer/pseudo-Hazer like there was no tomorrow.  Reflect is a good option here
instead since it can provide defense for your entire team.

Baton Pass - Normal - N/A - 99.6% - 40 PP - 64 PP - The user switches out to
a new Pokemon on the trainer's team of the trainer's choice.  All stat
changes (positive or negative) are passed to this new Pokemon.  For example,
if my Smeargle knows Barrier and Baton Pass, and it uses Barrier, and then
uses Baton Pass and I switch out to Vaporeon, Vaporeon comes out with that
Barrier up for it.  However, if my Smeargle uses Barrier and the enemy uses
Charm, and I Baton Pass to Vaporeon, Vaporeon comes out with the raised
Defense and the lowered Attack.  No biggie.

Beat Up - Dark - 10 - 99.6% - 10 PP - 16 PP - All members remaining on the
trainer's team will come out and attack with the same base damage.  Only
Sneasel and Smeargle can get this attack.  So what does all that gibberish
mean?  If I have Sneasel, Cloyster, and Arcanine left on my team, and my
Sneasel uses Beat Up, it will attack with Beat Up.  Then, Cloyster will come
out and attack with Beat Up.  Then, Arcanine will come out and attack with
Beat Up.  Unfortunately, it's horribly weak, and considering that the few
Pokemon that can get if have a somewhat low Special Attack, it is not worth
it.  It is, however, a lot of fun to use.

Belly Drum - Normal - N/A - 99.6% - 10 PP - 16 PP - The user loses half of
its total HP, but its Attack reaches its max at 999.  It is equivalent to the
use of 5 Swords Dances.  Snorlax Belly Drums fairly well.  Clefable Belly
Drums exceptionally well when she also has Encore.  Belly Drum is, however,
often overshadowed by Curse since it raises both Attack and Defense and there
is no cut of HP.  Still, it is a one-turn full-Attack boost.

Bide - Normal - N/A - 100% - 10 PP - 16 PP - The user absorbs all attacks
from the enemy for 2-3 turns, then returns double the damage to the enemy.
It never misses.  Is it worth it?  Not at all, considering most idle Pokemon
can be KOed in 2-3 hits, or if the enemy realizes that it cannot be, they
will simply not offensively hit you.

Bind - Normal - 15 (initial) - 74.6% - 15 PP - 24 PP - Attacks, then hurts
and traps the opponent after they attack for 2-6 turns.  While trapped, the
opponent cannot switch out.  The first attack that you actually use of Bind
will have a base damage of 15.  Every hit after the opponent's attack will
remove 1/16th, or 6.25%, of their health.  This attack is no good.  It's
weak, it's inaccurate (missing about once out of every 4 uses), and it's
unreliable.  If you want a trapping move, Baton Pass Mean Look from Umbreon
or Smeargle.

Bite - Dark - 60 - 99.6% - 25 PP - 40 PP - Deals damage.  Has a 29.7% chance
of causing the opponent to flinch if the user is faster than the opponent.
This is a fairly good move.  Crunch is its major adversary.  They are close
in base damage (Bite is 60, Crunch is 80).  They have different advantages.
Bite can cause the opponent to flinch, Crunch can cause the opponent's
Special Defense to fall.  Crunch only has 15 initial PP, though.  I toggle
between the two quite often.  Usually, I go with Crunch for sheer power, but
on my annoyance-paralysis heavy teams, I go with Bite.

Blizzard (TM 14) - Ice - 120 - 69.5% - 5 PP - 8 PP - Has a 9.8% chance of
freezing the opponent.  This used to be the best Ice attack back in RBY days
when it was 89% accurate, but it has now dropped to the accuracy of Thunder.
Some may argue that Blizzard is good on Pokemon with a lower Special Attack
or for sheer power (since some use Thunder for those reasons), but the low PP
is just not worth it.  Besides, Thunder's paralysis rate is higher than
Blizzard's freeze rate.  Stick with Ice Beam or Icy Wind (more on that
later).

Body Slam - Normal - 85 - 99.6% - 15 PP - 24 PP - Has a 29.7% chance of
paralyzing the opponent.  This is arguably, and in my not-so-humble opinion,
the best Normal-type attack in the game.  A base damage of 85 is not at all
bad, and the paralysis rate of about 1 out of every 3 turns is just plain
sweet.  So often that Body Slam on Steelix, Rhydon, and Muk has paralyzed the
opponent and given them the Speed advantage for me.  That is dangerous.  The
raging debate is Body Slam/Return/Double-Edge.  I'll present the facts for
the 3, and you decide which you prefer.  I personally go with Body Slam
wherever possible, and Double-Edge on everything else for the sheer power,
except on Belly Drummers and low-HP Pokemon, where I stick with Return.

Bone Club - Ground - 65 - 84.4% - 20 PP - 32 PP - Has a 9.8% chance of
causing the opponent to flinch when the user is faster.  Stick with
Earthquake for the near-perfect accuracy and power.

Bone Rush - Ground - 25 - 79.9% - 10 PP - 16 PP - Hits the opponent 2-5
times.  Again, stick with Earthquake for accuracy.

Bonemerang - Ground - 50 - 89.5% - 10 PP - 16 PP - Always hits the opponent
twice (total 100 base damage).  The only difference between this and
Earthquake is that Earthquake is 10.4% more accurate.  Earthquake it is.

Bubble - Water - 20 - 99.6% - 30 PP - 48 PP - Has a 9.8% chance of causing
the opponent's Speed to drop.  Speed drops in the same manner that Aurora
Beam lowers Attack.  This attack is nothing compared to Surf and Hydro Pump,
so stick with them.

Bubblebeam - Water - 65 - 99.6% - 20 PP - 32 PP - Has a 9.8% chance of
causing the opponent's Speed to drop (in the same manner as Bubble).  Again,
worthless compared to Surf and Hydro Pump.

---------
| ~ C ~ |
---------

Charm - Normal - N/A - 99.6% - 20 PP - 32 PP - Greatly reduces the opponent's
Attack.  Charm is a very good move for Spikes-related teams for forcing
switches.  Other than that, it is also useful for discouraging Curselax.  Use
it for confronting Curselax if you have a free space in your team, but if not,
stick with a Hazer/pseudo-Hazer/Encorer for Curselax.  Charm can be used a
maximum of 3 times.  Here are the values for an opponent's Attack after Charm
is used:
(1st Attack fall) 0.5 times user's original Attack
(2nd Attack fall) 0.33 times user's original Attack
(3rd Attack fall) 0.25 times user's original Attack
For example, if my 100 Attack Blissey is hit with Charm, her new Attack values
will look as such:
(1st Attack fall) 100 * 0.5 = 50
(2nd Attack fall) 100 * 0.33 = 33
(3rd Attack fall) 100 * 0.25 = 25
As you can see, the most substantial Attack drop occurs after the first Charm.
However, when you're up against something like Snorlax (with a maximum 328
Attack) or Dragonite or Tyranitar (both with a maximum 366 Attack), all of
those Attack drops count.

Clamp - Water - 35 (initial) - 74.6% - 10 PP - 16 PP - Attacks, then hurts
the opponent for 2-6 turns after they attack, and they cannot switch.  Again,
useless due to low accuracy and low base damage.

Comet Punch - Normal - 18 - 84.4% - 15 PP - 24 PP - Attacks 2-5 times.  The
maximum possible base damage you can get out of this is 90, useless compared
to Body Slam/Return/Double-Edge when you compare accuracy and effects.

Confuse Ray - Ghost - N/A - 99.6% - 10 PP - 16 PP - Confuses the opponent.
This would be my most favorite attack in the game, right here.  For
reference, confusion causes the opponent to damage itself about 50% of the
time.  See the above section titled "The Confusion Formula" for information
about how the damage done when a Pokemon thwacks itself on the noggin is
figured out.

Confusion - Psychic - 50 - 99.6% - 25 PP - 40 PP - Has a 9.8% chance of
confusing the opponent.  Some people like to use it for this reason, but let
me say that Psychic is infinitely better.  If you want the confusion, go with
Dynamicpunch.  It confuses every time it hits and it will hit more often than
Confusion will confuse.  Everything that can get Confusion can also get
Dynamicpunch, with the exception of Exeggutor (Leech Seed is better anyway),
Venomoth (go Attract or Whirlwind), and Butterfree (see Venomoth).

Constrict - Normal - 10 - 99.6% - 35 PP - 56 PP - Has a 29.7% chance of
causing the opponent's Speed to drop (in the same amount as Aurora Beam
causes the Attack drop).  Absolutely useless.  It's too weak.  Go with Zap
Cannon or some other paralysis move instead.

Conversion - Normal - N/A - 99.6% - 30 PP - 48 PP - Changes Porygon2's type
into the opponent's type.  It's a fun move, but there are much better moves
that Porygon2 can get.

Conversion2 - Normal - N/A - 99.6% - 30 PP - 48 PP - Changes Porygon2's type
to a type resistant (or immune) to the last type used against your Pokemon.
Again, it's a fun move, but yet again, there are many better attacks in
Porygon2's wide arsenal.

Cotton Spore - Grass - N/A - 84.4% - 40 PP - 64 PP - Greatly reduces the
opponent's Speed.  Cotton Spore will reduce the opponent's Speed each time it
is used in the same manner that Charm reduces the opponent's Attack, so refer
to those values.  It's useless due to lower accuracy than Stun Spore and
Thunder Wave (considering that everything that can get Cotton Spore can also
get one of those).

Counter - Fighting - N/A - 99.6% - 20 PP - 32 PP - When this attack is used,
the user strikes back with double the damage to the opponent's last physical
attack.  The user always goes second.  For example, if a Tyranitar uses
Earthquake on my Raichu and it does 300 points of damage, and my Raichu uses
Counter, it will do 600 points of damage to Tyranitar.  Simple, yet
effective. (For reference, Raichu will ALWAYS survive a Tyranitar's
Earthquake when they are of the same level.)

Crabhammer - Water - 90 - 84.4% - 10 PP - 16 PP - Has a 25% chance of a
critical hit.  It was better on Kingler in the RBY days when it scored a CH
more often, but with the CH rate reduced so much it is now useless.

Cross Chop - Fighting - 100 - 79.7% - 5 PP - 8 PP - Has a 25% chance of a
critical hit.  It's a very strong Fighting attack, but it misses about once
every 5 hits.  It's great running off of STAB and Machamp's 358 Attack.

Crunch - Dark - 80 - 99.6% - 15 PP - 24 PP - Has a 29.7% chance of reducing
the opponent's Special Defense (in the same amount as Aurora Beam reduces
Attack).  It's a strong, reliable attack, especially when backed up by STAB.
Bite works well too with faster users for that flinch, but it's really
personal preference as far as annoyance goes.

Curse (TM 03) - ???? - N/A - 99.6% - 10 PP - 16 PP - Increases the user's
Attack and Defense, but reduces the user's Speed.  To raise Attack and
Defense, it takes half of the original value and adds that each time Curse is
used.  For example, if my Qwilfish uses Curse:
Attack: 288
Defense: 248
Speed: 268
-After 1 Curse-
Attack: 288 + (288/2) = 288 + 144 = 432
Defense: 248 + (248/2) = 248 + 124 = 372
Speed: 268 - (0.66 of 268) = 268 - 176.88 = 91.12 = 91
(Knock off all decimals and round down.)
Each subsequent Curse will add 144 to Attack, 124 to Defense, and subtract
the same percentages as with Aurora Beam Attack-drops from Speed.  Curse can
be used no more than 6 times, and remember that if a certain stat reaches
999, it will go no higher.
If Curse is used by a Ghost type, it will halve its HP and put a Curse on the
opponent, which will take away 1/4 of the opponent's total HP after every
turn.  Switching rids this effect.  Mean Look is evil when combined with this
attack.

Cut (HM 01) - Normal - 50 - 94.5% - 30 PP - 48 PP - Cuts down trees on the
landscape that block your path.  In battle, it's useless.  HM slave, anyone?

---------
| ~ D ~ |
---------

Defense Curl (TM 40) - Normal - N/A - 99.6% - 40 PP - 64 PP - Raises the
user's Defense.  Each use will cause the Defense to go up by half of its
original value.  For example, if my 118 Defense Blissey uses Defense Curl:
New Defense = 118 + (118/2) = 118 + 59 = 177
It will go up 59 points every time Defense Curl is used.  Defense Curl can be
used no more than 6 times, and may also not be used if the Defense stat
reaches 999. (You don't have to worry about that with Blissey.)
In RBY days, some people used Defense Curl on Chansey, and some people used
Reflect.  Now with Curse around, Defense Curl is practically useless.  Yes,
there is such thing as a Curse Blissey.  They are out there, but they are
hard to get set up.

Destiny Bond - Ghost - N/A - 99.6% - 5 PP - 8 PP - I die, I take you with me.
If the opponent faints the user on the same turn this attack was used, the
opponent faints as well.  This is one of the most fun attacks in Crystal.
It's very useful on faster Pokemon, but practically useless on slower Pokemon
unless a multi-turn attack is being used.

Detect (TM 43) - Fighting - N/A - 99.6% - 5 PP - 8 PP - Prevents the
opponent's attack from hitting the user/working on that turn.  Every turn
that this is used, the accuracy is reduced by half.  For example, if you use
Detect for 4 turns in a row, the first time the accuracy will be 99.6%, the
second turn it will be 50%, the third turn it will be 25%, and the fourth
turn it will be 12.5%.  Alternating turns between uses causes the accuracy to
reset to 99.6%.  Detect is fun in its concept but is useless because Protect
is identical to it in every way except that Protect has twice the PP.

Dig (TM 28) - Ground - 60 - 99.6% - 10 PP - 16 PP - User goes underground
first turn, attacks second turn.  The base damage is just too low.
Earthquake is much better.  If the opponent uses Earthquake while you are
underground, you will lose twice the amount of health that you would normally
use.

Disable - Normal - N/A - 54.7% - 20 PP - 32 PP - Opponent will be unable to
use the last attack it used for a few turns if this works.  This is another
one of those fun moves.  I used an Encore/Disable Alakazam for a while.  That
was loads of fun.  Disablers are pretty much unexpected and work well in
conjunction with Encore and Spikes.

Dizzy Punch - Normal - 70 - 99.6% - 20 PP - 32 PP - Has a 19.9% chance of
confusing the opponent.  It has an interesting side effect, but it is still
overshadowed by the more powerful, 29.7%-paralysis-rate Body Slam.

Double-Edge - Normal - 120 - 99.6% - 15 PP - 24 PP - 1/4 of the damage done
to the opponent is done to the user.  This is a very powerful attack and
works well on high HP Pokemon like Snorlax, especially when it has Curse
where Body Slam's paralysis would be useless.  The kickback is negligible
when Leftovers is attached.

Double Kick - Fighting - 30 - 99.6% - 30 PP - 48 PP - Attacks twice in a row,
making for a total base damage of 60.  It's useless considering that the
Hitmons also learn Hi Jump Kick and Mach Punch, both of which are much
better.

Double Team (TM 32) - Normal - N/A - 99.6% - 15 PP - 24 PP - Causes the
user's evasiveness to rise.  It can be used no more than 6 times.
Evasiveness is as such:
1st Double Team: 34.1%
2nd Double Team: 50.0%
3rd Double Team: 55.8%
4th Double Team: 59.6%
5th Double Team: 67.1%
6th Double Team: 71.6%
As you can see, your greatest advantage comes from the first two.
Very annoying and cheap, cheap, cheap.

Doubleslap - Normal - 15 - 84.4% - 10 PP - 16 PP - Hits the opponent 2-5
times.  Even after the 5 hits, which is rare, the total base damage is only
75.  Considering that and the bad accuracy, Body Slam is still better.

Dragon Rage - Dragon - 40 - 99.6% - 10 PP - 16 PP - Always deals 40 points of
damage to the opponent.  Is this useless?  You bet it is.  I guarantee you
any other attack you have will do more damage (unless your moveset is Pound,
Tackle, Scratch, Double Kick and you've been Charmed 3 times, then you should
use Dragon Rage).

Dragonbreath (TM 24) - Dragon - 60 - 99.6% - 20 PP 0 32 PP - Has a 29.7%
chance of paralyzing the opponent.  This attack is excellent on Kingdra, who
gets STAB for it and also gets a major boost from that paralysis chance.

Dream Eater (TM 42) - Psychic - 100 - 99.6% - 15 PP - 24 PP - Deals damage,
but only when the opponent is asleep.  Returns half of the damage done to the
opponent to the user in the form of HP.  This would be fun if Psychic just
weren't so much better.  Actually, number-wise, Dream Eater IS better, but
the fact that your opponent has to be asleep is a major drawback.  They can
easily switch, and Sleep Clause is fugly.

Drill Peck - Flying - 80 - 99.6% - 20 PP - 32 PP - Hands down the best Flying
attack in the game.  Anything that can get this should have it, no argument.

Dynamicpunch (TM 01) - Fighting - 100 - 49.6% - 5 PP - 8 PP - Confuses the
opponent every time it hits.  That accuracy is a drawback, but you must
consider: confusion every turn it hits, and it hits about once every other
turn.  That really isn't so bad.  Put it on a Poliwrath for STAB, or even for
parafusion on other Psychic Pokemon.

---------
| ~ E ~ |
---------

Earthquake (TM 26) - Ground - 100 - 99.6% - 10 PP - 16 PP - The most solid
Ground attack in the game and deadly when followed by Rhydon's 358 Attack and
STAB.

Egg Bomb - Normal - 100 - 74.6% - 10 PP - 16 PP - It's got a high base
damage, but the low PP and low accuracy make it just useless.

Ember - Fire - 40 - 99.6% - 25 PP - 40 PP - Has a 9.8% chance of burning the
opponent.  It's okay early on in the game, but useless compared to
Flamethrower and Fire Blast.

Encore - Normal - N/A - 99.6% - 5 PP - 8 PP - Causes the opponent to repeat
the last attack it used for 2-6 turns.  This is great when the opponent uses
an attack such as Thunder Wave, Recover, Attract, Substitute, Curse, etc.  If
you are faster, unless they switch, you've got them trapped.  This also works
well as an annoyer with Disable.

Endure (TM 20) - Normal - N/A - 99.6% - 10 PP - 16 PP - If you are hit with
an attack that would normally faint you on the turn that you use this, you
will be ensured to be left with 1 HP.  User always goes first.  The accuracy
of this works the same as Detect and Protect.  Each consecutive turn that it
is used, the accuracy is reduced by half.  This attack is good when used to
power up such attacks as Flail and Reversal which do more damage the lower
the user's HP.

Explosion - Normal - 250/500 - 99.6% - 5 PP - 8 PP - Faints the user.  I
listed 2 values for the base damage because you'll likely hear both.  For
hexadecimal purposes, the base damage cannot exceed 256, so it is 250.
However, every time you use Explosion, the enemy's Defense is cut in half, so
effectively, the base damage is doubled to 500.  This attack is extremely
powerful and very useful when you're about to run out of health.  Even the
low-Attack Electrode can deal a nice chuck of damage when it uses this
attack.

Extremespeed - Normal - 80 - 99.6% - 5 PP - 8 PP - User always attacks first.
Only Arcanine and Dragonite can get this attack.  If the base damage were a
little higher and it had a little more PP, this would be good, but it
doesn't, so it stinks.  A lot of people like to use Curse with this, but that
8 PP still runs out pretty quickly.  Stick with Body Slam or Return.

---------
| ~ F ~ |
---------

Faint Attack - Dark - 60 - 100% - 20 PP - 32 PP - Never misses.  Look
everyone, it's the Special-based Swift.  Fairly weak, fairly useless.

False Swipe - Normal - 40 - 99.6% - 40 PP - 64 PP - Will never bring the
opponent down past 1 HP.  This is good for catching Pokemon, but pretty much
useless everywhere else.

Fire Blast (TM 38) - Fire - 120 - 84.4% - 5 PP - 8 PP - Has a 9.8% chance of
burning the opponent.  This is a very solid, very strong attack impeded only
slightly by its accuracy and low PP.  It's a personal preference as to this
vs. Flamethrower.

Fire Punch (TM 48) - Fire - 75 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of
burning the opponent.  It's useless when placed against the more powerful,
same PP, same accuracy Flamethrower.

Fire Spin - Fire - 15 (initial) - 69.5% - 15 PP - 24 PP - Hurts and traps the
opponent after they attack for 2-6 turns.  Your hit on Fire Spin has a 15
base damage, each hit after the opponent's attack will reduce the opponent's
HP by 1/16, or 6.25%.  It's useless.  The accuracy is too low.  Again, if you
need a trapper, Baton Pass Mean Look from Umbreon or Smeargle.

Fissure - Ground - OHKO - 29.7% - 5 PP - 8 PP - Always faints the opponent
when it hits.  Useless against Flying opponents.  This is great as a last
effort or an attempt to take out an opponent you don't think you normally
would be able to.  The accuracy is low, I know, but that still hits once out
of every 3 turns, which isn't bad.

Flail - Normal - Varies - 99.6% - 15 PP - 24 PP - The lower the user's
health, the more damage it deals.  The base damage when used at certain
amounts of remaining health is as such:
4.2% HP or less = 200
4.2% to 10.4% = 150
10.4% to 20.8% = 100
20.8% to 35.4% = 80
35.4% to 68.8% = 40
68.8% to 100% = 20
Flail will never score a critical hit.
This is a very powerful attack if you can be faster than the opponent and
pull it off.  Dodrio uses it exceptionally well since he is fast anyway, can
get Agility to be assured to be faster than anything, and gets STAB for the
Attack (bringing a < 4.2% HP Dodrio's Flail immediately to a 300 base
damage).

Flame Wheel - Fire - 60 - 99.6% - 25 PP - 40 PP - Has a 9.8% chance of
burning the opponent.  This attack is nothing compared to Flamethrower and
Fire Blast.

Flamethrower (Move Tutor) - Fire - 95 - 99.6% - 15 PP - 24 PP - Has a 9.8%
chance of burning the opponent.  Most people will tell you that this is the
best Fire attack.  It is indeed solid and strong with a near-perfect
accuracy, but it's essentially a coin-flip between it and Fire Blast.

Flash (HM 05) - Normal - N/A - 69.5% - 20 PP - 32 PP - Lowers the opponent's
accuracy.  These are the percentages for the rate of the opponent's ability
to attack you after a certain amount of Flashes have been used (assuming no
switching occurs in between):
1st Flash: 67.4%
2nd Flash: 53.3%
3rd Flash: 42.7%
4th Flash: 40.4%
5th Flash: 32.9%
6th Flash: 28.4%
This attack's accuracy is too low.  Go with Double Team if you want something
to make the enemy hit you less.

Fly (HM 02) - Flying - 70 - 94.5% - 15 PP - 24 PP - User flies up high on the
first turn, attacks on the second turn.  The opponent cannot hit you on the
first turn unless they use Gust, Whirlwind, Twister, or Thunder.  This attack
is overshadowed by the much better Drill Peck and much more reliable Wing
Attack.

Focus Energy - Normal - N/A - 99.6% - 30 PP - 48 PP - Increases the user's
critical hit ratio to 12.5%.  Can be used only once.  Switching gets rid of
this effect.  This works well on the "Critical Machamp" and "Critical
Primeape" which have Cross Chop and Focus Energy with an attached Scope Lens
for a 50% chance of a critical hit per Cross Chop.  Other than that, there
isn't much use for it, as one Curse will equal the damage done per critical
hit.

Foresight - Normal - N/A - 99.6% - 40 PP - 64 PP - Allows Normal and Fighting
attacks to hit Ghosts when used.  Worthless?  You bet.  Just switch to a
Flyer or a Ghost to hit the opponent's Ghost.

Frustration (TM 21) - Normal - 102 (max) - 99.6% - 20 PP - 32 PP - Damage
done varies with the loyalty to the trainer.  The less the user likes its
trainer, the more damage it will do.  It can do, at most, 102 base damage.
Frustration is a very powerful Normal attack.  After STAB, it does more
damage than a non-STAM Hyper Beam (153 base vs. 150 base) per turn.  Very
powerful.

Fury Attack - Normal - 15 - 84.4% - 20 PP - 32 PP - Hits the opponent 2-5
times.  This, again, can yield a maximum base damage of only 75.  Again,
stick with Body Slam or Return.

Fury Cutter (TM 49) - Bug - 10 (first hit) - 94.5% - 10 PP - 16 PP - Base
damage doubles each consecutive hit.  The first hit will have a base damage
of 10, the next hit will be 20, the next will be 40, the next 80, then 160,
and so on.  Is it any good?  Not really, considering that while you try to
get that base damage up, the opponent can just switch to something the user
is weak to and take it out.  Normal attacks are really better than Bug
attacks anyway.

Fury Swipes - Normal - 18 - 79.7% - 15 PP - 24 PP - Hits the opponent 2-5
times.  Hey, it's more powerful than Fury Attack, but it still can yield a
maximum base damage of only 90, and it is inaccurate.  Stick to the tried-
and-true Normal attacks.

Future Sight - Psychic - 80 - 89.5% - 15 PP - 24 PP - Hits the opponent 3
turns after it was used.  Useless for the most part unless you want it on a
nifty annoyer team.

---------
| ~ G ~ |
---------

Giga Drain (TM 19) - Grass - 60 - 99.6% - 5 PP - 8 PP - Half of the damage
done to the opponent is returned to the user in the form of HP.  This is the
strongest draining attack, but is still weak due to low base damage and low
PP.  Razor Leaf is a bit better.

Glare - Normal - N/A - 74.6% - 30 PP - 48 PP - Paralyzes the opponent.  I can
think of 2 Pokemon off the top of my head that can get this (Arbok and
Dunsparce, and I believe they are the only 2), and they should have it.

Growl - Normal - N/A - 99.6% - 40 PP - 64 PP - Reduces the opponent's Attack
the same amount that Aurora Beam does.  Charm is better.

Growth - Normal - N/A - 99.6% - 40 PP - 64 PP - Raises the user's Special
Attack.  To figure out the new value, take half of the original value and add
that number each time Growth is used.  It can be used a maximum of 6 times,
and it works in the same manner as Curse (as far as stat growth is
concerned).  For example, let's say my 298-Special Attack Victreebel uses
Growth:
1st Growth: 298 + (298/2) = 298 + 149 = 447
2nd Growth: 447 + 149 = 596
3rd Growth: 596 + 149 = 745
4th Growth: 745 + 149 = 894
5th Growth: 894 + 149 = 1043
1043 falls back to 999, no more Growths may be used.
Hmm, all of these 298 examples may be confusing since I say these attacks can
be used 6 times, but I'm only going 5 here.  Okay, I'll do another.  My
Parasect has a 218 Special Attack:
1st Growth: 218 + (218/2) = 218 + 109 = 327
2nd Growth: 327 + 109 = 436
3rd Growth: 436 + 109 = 545
4th Growth: 545 + 109 = 654
5th Growth: 654 + 109 = 763
6th Growth: 763 + 109 = 872
Growth has been used 6 times, no more may be used.
This is an example of a Pokemon who does not max out at 999 after maximum
setup.  There are a few others.
Anyway, Growth is worth it if you have an extra place, but it does take a
while to setup.  That is the only drawback.

Guillotine - Normal - OHKO - 29.7% - 5 PP - 8 PP - If it hits, it faints the
opponent.  It cannot hit Ghosts.  This is just like Fissure except that it
can hit Flyers but not Ghosts.  It's good to have.

Gust - Flying - 40 - 99.6% - 35 PP - 56 PP - Can hit a Pokemon who is up in
the air after the first turn of Fly for double the damage.  It's still weak,
and Drill Peck is still better (although you would get the base damage of
Drill Peck if you hit a Fly-er, but how many Fly-ers are there?).

---------
| ~ H ~ |
---------

Harden - Normal - N/A - 99.6% - 30 PP - 48 PP - Raises the user's Defense.
This works in the same manner as Growth, just to Defense instead.  I'll
provide another example here.  Let's say my 158-Defense Snorlax uses Harden:
1st Harden: 158 + (158/2) = 158 + 79 = 237
2nd Harden: 237 + 79 = 316
3rd Harden: 316 + 79 = 395
4th Harden: 395 + 79 = 474
5th Harden: 474 + 79 = 553
6th Harden: 553 + 79 = 632
No more than 6 Hardens may be used.  This is an example of a Pokemon whose
stat does not max out.  Harden is nothing now that Curse is around to raise
both Defense and Attack.  The Speed drop on Snorlax isn't a problem since
it's so slow anyway.

Haze - Ice - N/A - 99.6% - 30 PP - 48 PP - When used, any stat changes are
removed.  For example, if I brought my Hazing Quagsire out against that
Snorlax which has already used Harden 6 times, and I use Haze, Snorlax's
Defense will fall back to 158.  Haze is extremely helpful and it is
recommended that at least one Hazer be on every team.

Headbutt (TM 02) - Normal - 70 - 99.6% - 15 PP - 24 PP - Has a 29.7% chance
of making the opponent flinch if the user is faster than the opponent.
Headbutt isn't so bad on annoyer Pokemon and annoyer teams.  Other than that,
Body Slam and its paralysis are still better.

Heal Bell - Normal - N/A - 99.6% - 5 PP - 8 PP - All status abnormalities are
removed from the user's team.  If I have a team that contains Snorlax and
Miltank, and the Snorlax is asleep and the Miltank is paralyzed, and I use
Heal Bell, both the sleep and paralysis conditions disappear.  This does not
work with any status change that goes away with a switch (such as confusion,
infatuation, curse, etc.).  Heal Bellers are very common and very helpful,
but I personally think they remove some of the challenges from battling.

Hi Jump Kick - Fighting - 85 - 89.5% - 20 PP - 32 PP - If the user misses,
1/8 of the damage that would have been done to the opponent is done to the
user.  This is the best Fighting attack in the game, missing only about once
every 10 uses.  It is slightly weaker than Cross Chop, but it is more
accurate and you get many more PP.  Anything that can get Hi Jump Kick should
indeed have it.

Hidden Power (TM 10) - Normal/Any - 31-70 - 99.6% - 15 PP - 24 PP - The type
and base damage depend on the user.  This gets a little complicated.  Hidden
Power is listed as a Normal attack in the game, but it can really be any
type, depending on the DVs of the user.  It can also be any base damage
between 31 and 70, also depending on the DVs of the user. (I would really
rather not go into a full discussion on DVs right now, maybe in a future
update I will, but if you do now know what DVs are it is probably better that
you skip the following.)  No matter what type the Hidden Power comes out to
be, it will always be Counterable.  Here is how you figure out your Pokemon's
Hidden Power type and damage based on its DVs:
~~~
This gets very confusing very quickly.

This attack does damage based on your Pokemon's DVs. The POWER of the attack
is determined by this formula.
(X * 5 + Y / 2) + 31
Where X = AEIM and Y = MNOP (max 3).

These letters refer to the binary placement of the DVs. DVs of 4/12/15/3
would be:
0100 - 1100 - 1111 - 0011
ABCD - EFGH - IJKL - MNOP

So AEIM would equal 0110, or 6. MNOP would equal 3. Plug these into the
formula and you get 47.5.

The TYPE of attack chosen is CDGH. In this case, 0000. This Pokemon would
have a 47.5 power Fighting attack. See the following list for the type:
1111 = Dark
1110 = Dragon
1101 = Ice
1100 = Psychic
1011 = Electric
1010 = Grass
1001 = Water
1000 = Fire
0111 = Steel
0110 = Ghost
0101 = Bug
0100 = Rock
0011 = Ground
0010 = Poison
0001 = Flying
0000 = Fighting
E-mail me at [email protected] if you need help.
~~~
Hidden Power Pokemon are popular to counter weaknesses, but you are usually
just better off switching considering you usually need a 2HKO or 3HKO, and
they can hit you with the attack you're weak to before you KO them.

Horn Attack - Normal - 65 - 99.6% - 25 PP - 40 PP - This attack is very good
for raising that Nidoran Male early on in the game, but it is nothing
compared to its stronger counterparts.

Horn Drill - Normal - OHKO - 29.7% - 5 PP - 8 PP - Faints the opponent if it
hits.  This attack is identical to Guillotine.  Use it if you have an open
space on something that can get it.

Hydro Pump - Water - 120 - 79.7% - 5 PP - 8 PP - This attack is not that bad.
It has the same accuracy and PP as Cross Chop, but it is stronger than Cross
Chop and is Special Attack based instead.  On Water types with low Special
Attack or with very high Special Attack, this is a great attack to have with
Rain Dance to help back it up. (Examples: Qwilfish, Maintine, Gyarados,
Omastar, Starmie [if you have an extra slot for Rain Dance])

Hyper Beam (TM 15) - Normal - 150 - 89.5% - 5 PP - 8 PP - User fires the
attack the first turn, recharges the second turn.  When you figure in that
each usage of this attack is 2-turn, you can split that 150 into 75 base
damage per turn (150/2).  Keeping that in mind, plus Hyper Beam's low PP and
lower accuracy, Return and Frustration are better, both having a 102 base
damage per turn, 204 per 2-turns, higher accuracy, and much more PP.

Hyper Fang - Normal - 80 - 89.5% - 15 PP - 24 PP - If the user is faster than
the opponent, there is a 9.8% chance of causing the opponent to flinch.
There are better attacks to put on Raticate.

Hypnosis - Psychic - N/A - 59.6% - 20 PP - 32 PP - Puts the opponent to sleep
if it connects.  I don't like it because of its low accuracy, but whatever
floats your boat.

---------
| ~ I ~ |
---------

Ice Beam (Move Tutor) - Ice - 95 - 99.6% - 10 PP - 16 PP - Has a 9.8% chance
of freezing the opponent.  This is the ultimate Ice attack in the game.  Use
it on any Ice Pokemon (Sneasel aside).

Ice Punch (TM 33) - Ice - 75 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of
freezing the opponent.  This has no use, Ice Beam is superior.

Icy Wind (TM 16) - Ice - 55 - 94.5% - 15 PP - 24 PP - Lowers the opponent's
Speed.  This base damage is not that bad when STAB is factored in, and even
better with type effectiveness.  It's good on Piloswine and Blissey since
they have low Speeds.

Iron Tail (TM 23) - Steel - 100 - 74.6% - 15 PP - 24 PP - Has a 29.7% chance
of lowering the opponent's Defense.  This attack might actually be useful if
it weren't the fact that a Ground and a Rock can take care of everything much
more easily than Steel can, and if Iron Tail were a little more accurate.
Steels are only strong against Ice and Rock, and Earthquake and Rock Slide
can take care of that (considering that Steelix is the only major user of
Iron Tail).  Steer clear of this attack.

---------
| ~ J ~ |
---------

Jump Kick - Fighting - 70 - 94.5% - 25 PP - 40 PP - If this attack misses,
1/8 of the damage that would normally be done to the opponent is done to the
user.  Hi Jump Kick is better.

---------
| ~ K ~ |
---------

Karate Chop - Fighting - 50 - 99.6% - 25 PP - 40 PP - Has a 25% chance of a
critical hit.  Cross Chop is better.

Kinesis - Psychic - N/A - 79.7% - 15 PP - 24 PP - Lowers the opponent's
accuracy in the same manner as Flash and Smokescreen.  There are much better
attacks that you can put on Alakazam.

---------
| ~ L ~ |
---------

Leech Life - Bug - 20 - 99.6% - 15 PP - 24 PP - Half of the damage done to
the opponent is returned to the user in the form of HP.  Leech Life is a very
weak attack, and again, a Normal attack would be better.

Leech Seed - Grass - N/A - 89.5% - 10 PP - 16 PP - Saps HP from the opponent
and returns it to the user.  This drains 1/8, or 12.5%, of the opponent's
health after every turn.  It does not work against Grass type Pokemon.  It is
very helpful and I recommend that anything that can get it have it.

Leer - Normal - N/A - 99.6% - 30 PP - 48 PP - Lowers the opponent's Defense
in the same manner that Aurora Beam lowers Attack.  Screech and Curse are
better.

Lick - Ghost - 20 - 99.6% - 30 PP - 48 PP - Has a 29.7% chance of paralyzing
the opponent.  If you have an extra slot on your Gengar (but I can't really
imagine why you would...) and you also have Confuse Ray, you could put Lick
or Zap Cannon there for parafusion.  Other than that, this attack doesn't
serve much purpose.  If you want a Ghost attack, Shadow Ball is better.

Light Screen - Psychic - N/A - 99.6% - 30 PP - 48 PP - All Special-based
attacks which hit the user when this is up only do half the damage they
normally would.  This lasts for 5 turns and it can be pseudo-passed, which
means that if you switch before the 5 turns are up, it stays up for the
incoming Pokemon to make use of.  Reflect and Safeguard work in the same
manner.

Lock On - Normal - N/A - 99.6% - 5 PP - 8 PP - Ensures that the user's next
attack will not miss.  This is no good without a trapper move first.  If you
use Lock On, your opponent will know that something is coming, and they will
switch, thus screwing everything up.

Lovely Kiss - Normal - N/A - 74.6% - 10 PP - 16 PP - Opponent goes to sleep
if it connects.  Only Jynx can it this.  It is useful.

Low Kick - Fighting - 50 - 89.5% - 20 PP - 32 PP - Has a 29.7% chance of
causing the opponent to flinch if the user is faster than the opponent.  Good
early on in the game, but overshadowed by Cross Chop and Hi Jump Kick.

---------
| ~ M ~ |
---------

Mach Punch - Fighting - 40 - 99.6% - 30 PP - 48 PP - User always attacks
first.  Because of this neat little fact and Curse, Mach Punch is somewhat
popular.  If you can pull off 3 or 4 Curses, Mach Punch can be quite
powerful. (3 or 4 Curses on a Fighter is a stretch, though.)

Magnitude - Ground - Varies - 99.6% - 30 PP - 48 PP - Attacks the opponent at
different strengths depending on the magnitude of the attack when it is used.
This is the chart for the base damage breakdown.  The percentage afterwards
is the chance of getting that particular magnitude:
Magnitude 4: 10 (5.5%)
Magnitude 5: 30 (9.8%)
Magnitude 6: 50 (19.9%)
Magnitude 7: 70 (29.7%)
Magnitude 8: 90 (19.9%)
Magnitude 9: 110 (9.8%)
Magnitude 10: 150 (5.1%)
Does double the damage to a Pokemon who is underground during Dig.
As you can see, it's a wide range.  Because of this randomness, Earthquake is
better.

Mean Look - Normal - N/A - 99.6% - 5 PP - 8 PP - Opponent becomes trapped and
cannot escape.  When this is used, the opponent cannot switch.  The effects
wear off if the user switches.

Meditate - Psychic - N/A - 99.6% - 40 PP - 64 PP - Increases the user's
Attack.  It can be used a maximum of 6 times.  To figure out the user's new
Attack stat, take half of the original Attack and add that value to the
current Attack every time Meditate is used.  For example, if I had a Hypno
with Meditate who had an Attack of 244, it would look like this:
1st Meditate: 244 + (244/2) = 244 + 122 = 366
2nd Meditate: 366 + 122 = 488
3rd Meditate: 488 + 122 = 610
4th Meditate: 610 + 122 = 732
5th Meditate: 732 + 122 = 854
6th Meditate: 854 + 122 = 976
So close to 999, poor Hypno.  Anyway, Meditate is rarely seen now since Curse
is around.  Curse provides padding with the Defense-up as well.

Mega Drain - Grass - 40 - 99.6% - 10 PP - 16 PP - Half of the damage done to
the opponent is returned to the user in the form of health.  If you must have
a draining attack, go with Giga Drain.

Mega Kick - Normal - 120 - 74.6% - 5 PP - 8 PP - It's a strong attack, but
that accuracy and that low PP is just not worth it.  Double-Edge has the same
base damage with a higher accuracy and more PP, just with a little kickback.

Mega Punch - Normal - 80 - 84.4% - 20 PP - 32 PP - Another disappointment.

Megahorn - Bug - 120 - 84.4% - 10 PP - 16 PP - Has a % chance of a critical
hit.  This is the ultimate Bug attack.  Every Heracross should have it.  If
only Scizor could get it too...

Metal Claw - Steel - 50 - 94.5% - 35 PP - 56 PP - Has a 9.8% chance of
raising the user's Attack (the same amount as Curse does).  Again, Steel
attacks are pointless because they do not cover an adequate range.  Scizor is
the only Steel-type that can learn this, but Return is just better.

Metronome - Normal - N/A - 99.6% - 10 PP - 16 PP - Uses one attack at random.
Any attack at all.  Except Metronome.  And maybe Struggle too, I'm not sure.
This attack should be reserved for fun teams only as it is very
unpredictable.

Milk Drink - Normal - N/A - 99.6% - 10 PP - 16 PP - Recovers half of
Miltank's total HP.  Every Miltank should have it.

Mimic - Normal - N/A - 99.6% - 10 PP - 16 PP - Copies the last attack used by
the opponent and adds it to your list of attacks in place of Mimic.  The
attack goes away and Mimic comes back if you switch.  This is another fun
attack, and also works excellent on a fast Pokemon with Substitute, like
Dugtrio or Dodrio.

Mind Reader - Normal - N/A - 99.6% - 5 PP - 8 PP - Ensures that your next
attack will not miss.  It is exactly the same as Lock On.  If your opponent
switches (which they usually will when you use this), you lose that
insurance.

Minimize - Normal - N/A - 99.6% - 20 PP - 32 PP - Raises the user's
evasiveness.  This follows exactly the same pattern as Double Team:
1st Minimize: 34.1%
2nd Minimize: 50.0%
3rd Minimize: 55.8%
4th Minimize: 59.6%
5th Minimize: 67.1%
6th Minimize: 71.6%
It is better than Double Team as you get more PP with Minimize.  Remember
that if you switch you lose the raised evasiveness.

Mirror Coat - Psychic - N/A - 99.6% - 20 PP - 32 PP - Special-based attacks
that are done to the user on the turn that this is used are returned to the
opponent double-damage.  The user always attacks last with this.  This is the
Special version of Counter.  It is quite useful, although it has become
rather predictable on Wobbuffet (well, obviously) and Suicune.  Electrode
uses it well, though, if the opponent has a special attacker out.  It's
usually unexpected on Electrode.

Mirror Move - Flying - N/A - 99.6% - 20 PP - 32 PP - The user uses the last
attack that the opponent used on this turn.  For example, if I send my Fearow
out against a Rhydon that had tried to Earthquake my Ampharos that was out,
my Fearow can use Mirror Move, and it will use Earthquake on the Rhydon.
It's a fun attack, but most Flyers can get something better instead.

Mist - Ice - N/A - 99.6% - 30 PP - 48 PP - Prevents any stat changes from
happening to the user.  Goes away when the user switches out.  Basically,
Mist prevents to the user what Haze gets rid of.  So is there any practical
use?  Not really, considering that you can get rid of the same things that
Mist gets rid of by just switching.  For another comparison, Mist is to Haze
what Safeguard is to Heal Bell.

Moonlight - Normal - N/A - 99.6% - 5 PP - 8 PP - Recovers half of the user's
total HP.  It's a shame that this attack has so little PP, because it looks
damn cool on Stadium 2, and it really helps out the few Pokemon (Umbreon,
Clefable, Exeggutor, Vileplume, Bellossom) that can get it.  If Sunny Day is
in effect, each Moonlight will recover all of the user's HP.

Morning Sun - Normal - N/A - 99.6% - 5 PP - 8 PP - Recovers half of the
user's total HP.  Again, it's a shame that it has so little PP, but it really
helps out Espeon. If Sunny Day is in effect, each Moonlight will recover all
of the user's HP.

Mud-Slap (TM 31) - Ground - 20 - 99.6% - 10 PP - 16 PP - Deals damage and
lowers the opponent's accuracy.  This attack is evil.  I once battled a
Miltank with Body Slam and Mud-Slap.  My opponent's Cloyster had lain down
Spikes against me earlier in the match.  I got damage from Spikes if I
switched to avoid the lowered accuracy, and I hit nothing if I stayed out.
Evil.  The values for accuracy-downs are the same as with Flash and Sand-
Attack:
1st Mud-Slap: 67.4%
2nd Mud-Slap: 53.3%
3rd Mud-Slap: 42.7%
4th Mud-Slap: 40.4%
5th Mud-Slap: 32.9%
6th Mud-Slap: 28.4%
This is great for annoyer teams with Spikes down.  Skarmory uses this
especially well when it is used in coordination with Agility and Swagger.

---------
| ~ N ~ |
---------

Night Shade - Ghost - Varies by Level - 99.6% - 15 PP - 24 PP - Deals damage
equivalent to the user's experience level.  For example, if a level 10 Gengar
uses this attack, it will deal 10 points of damage.  If a level 100 Gengar
uses this attack, it will deal 100 points of damage.  Seismic Toss is better
as Seismic Toss is exactly the same, only it has more PP.  If you feel your
Gengar absolutely must have Night Shade, at least trade back to RBY and teach
it Seismic Toss over Night Shade

Nightmare (TM 50) - Ghost - N/A - 99.6% - 15 PP - 24 PP - Removes 1/4 of a
sleeper's HP.  This attack only works if the opponent is asleep.  It will
remove 1/4 of the sleeper's HP after every turn.  If the opponent switches,
it no longer works.

---------
| ~ O ~ |
---------

Octazooka - Water - 65 - 84.4% - 10 PP - 16 PP - Has a 49.6% chance of
lowering the opponent's accuracy.  If the accuracy were a little higher, this
would be a great attack.  Since it's not, it's only good for annoyer-Spikes
teams.  Accuracy is lowered in the same manner as Smokescreen and Flash.

Outrage - Dragon - 90 - 99.6% - 15 PP - 24 PP - User attacks 1-3 turns in a
row, then is confused.  This is a very powerful attack that deals a very good
amount of damage off of Dragonite's 298 Special Attack and STAB.  The only
problem is the confusion.  This can be countered by using Safeguard
beforehand to prevent the confusion.

---------
| ~ P ~ |
---------

Pain Split - Normal - N/A - 99.6% - 20 PP - 32 PP - Averages the HP of the
user and the opponent.  This attack is so much fun.  I had my 1-HP-remaining
Misdreavus up against a full health Blissey.  I had some fun. :)

Pay Day - Normal - 40 - 99.6% - 20 PP - 32 PP - (In-game only) A number of
coins equal to double the user's experience level is collected after the
battle.  This is good to get some money, but other than that, no use.

Peck - Flying - 35 - 99.6% - 35 PP - 56 PP - Two words: Drill Peck.

Perish Song - Normal - N/A - 99.6% - 5 PP - 8 PP - After 3 turns, both the
user and the opponent faint.  The effect wears off for one of the Pokemon if
it switches.  This move is very, very cheap if used in coordination with a
trapper move such as Mean Look.  I like to use it to pseudo-Haze with Spikes
down.

Petal Dance - Grass - 70 - 99.6% - 20 PP - 32 PP - User attacks 2-3 turns in
a row, then becomes confused.  Very similar to Outrage and Thrash.  There are
better Grass attacks to use.

Pin Missile - Bug - 14 - 84.4% - 20 PP - 32 PP - User attacks 2-5 times in a
row.  This attack does less damage than Struggle per turn.  Run away.  Run
away fast.

Poison Gas - Poison - N/A - 54.7% - 40 PP - 64 PP - Poisons the opponent.  If
you want an attack that will poison the opponent, go with Toxic.

Poison Sting - Poison - 15 - 99.6% - 35 PP - 56 PP - Has a 29.7% chance of
poisoning the opponent.  Go with Sludge Bomb.

Poisonpowder - Poison - N/A - 74.6% - 35 PP - 56 PP - Poisons the opponent.
Again, if you want an attack that causes poison, go with Toxic.

Pound - Normal - 40 - 99.6% - 35 PP - 56 PP - Well... it's better than Tackle
and Scratch...

Powder Snow - Ice - 40 - 99.6% - 15 PP - 24 PP - Has a 9.8% chance of
freezing the opponent.  Ice Beam is much better.

Present - Normal - Varies - 89.5% - 15 PP - 24 PP - The attack randomly hits
with a base damage of 40 (40%), 80 (30%), 120 (10%), or heals 1/4 of the
opponent's total HP (20%).  There was a major glitch with Present in GS that
did major damage to special attackers when it was used by a Normal Pokemon,
but that was fixed in Crystal.

Protect (TM 17) - Normal - N/A - 99.6% - 10 PP - 16 PP - An opponent's attack
does nothing on the turn this is used.  The user always goes first.  Just
like with Detect and Endure, this attack's accuracy is halved each
consecutive turn it is used.  This is one of the most fun attacks in the
game.  It's good for foiling Explosions, working with Perish Trapping, and
giving the user a free turn of Leftovers-recovery if needed.

Psybeam - Psychic - 65 - 99.6% - 20 PP - 32 PP - Has a 9.8% chance of
confusing the opponent.  Psychic is better.

Psywave - Psychic - Varies - 79.7% - 15 PP - 24 PP - Randomly does damage
equal to 1 HP-1.5x the user's experience level.  For example, if my level 100
Alakazam uses this attack, it can do anywhere from 1 to 150 (100 * 1.5)
points of damage.  This attack is unreliable and inaccurate.  Stick with
Psychic.

Psych Up (TM 09) - Normal - N/A - 99.6% - 10 PP - 16 PP - Copies any status
changes of the opponent, both positive and negative.  For example, if my
Espeon uses Psych Up against a Scizor who has used Agility and Double Team,
my Espeon will get that Agility and Double Team.  However, if my Espeon uses
Psych Up against a Rhydon that has been Charmed, Espeon will get the Attack
drop.  Psych Up does NOT steal.  It only copies.  The opponent still has the
status changes after Psych Up has been used.

Psychic (TM 29) - Psychic - 90 - 99.6% - 10 PP - 16 PP - Has a 9.8% chance of
lowering the target's Special Defense.  This is the best Psychic attack in
the game and deadly with STAB.

Pursuit - Dark - 40 - 99.6% - 20 PP - 32 PP - Does double the damage to a
Pokemon which is trying to switch out.  For example, if my Houndoom uses
Pursuit on the turn that a Hypno has switched out, Hypno takes double the
damage it normally would before it is switched.  After STAB and double damage
on a switch, this attack has a base damage of 120, which isn't bad at all.
Type-effectiveness against a Psychic bumps this up to 240.  Pretty good.

---------
| ~ Q ~ |
---------

Quick Attack - Normal - 40 - 99.6% - 30 PP - 48 PP - User always hits first.
There were a few Raikou movesets developed with Psych Up, Quick Attack, Roar,
and Thunderbolt.  The idea was to use Psych Up on an opponent that had used
Curse 5 or 6 times, then Roar it away.  You could use Quick Attack with those
Curses, always striking first with an improved attack.  It works okay.

---------
| ~ R ~ |
---------

Rain Dance (TM 18) - Water - N/A - 99.6% - 5 PP - 8 PP - Rain Dance lasts for
5 turns, cancels out Sunny Day and Sandstorm, and has these 6 effects:
1.) Powers up Water attacks by 50%
2.) Powers down Fire attacks by 50%
3.) Gives Thunder a 99.6% accuracy (ignores evade boosters like Double Team)
4.) Morning Sun, Moonlight, and Synthesis recover 1/4 of the user's health
5.) Weakens Solarbeam
6.) Prevents frozen Pokemon from thawing naturally

Rage - Normal - 20 - 99.6% - 20 PP - 32 PP - Gets stronger if the opponent
hits you on the turn you use this attack.  It's still very weak and outlasted
by the more powerful Normal attacks.

Rapid Spin - Normal - 20 - 99.6% - 40 PP - 64 PP - Deals damage and gets rid
of Spikes, Leech Seed, or Spider Web if they are on the user's team.  I like
this.  I keep it on my Forretress to get rid of Spikes once they opponent's
Spike-user is gone.

Razor Leaf - Grass - 55 - 94.5% - 25 PP - 40 PP - Has a 25% chance of a
critical hit.  This is probably the best Grass attack because it has so much
PP and the fairly high critical hit rate... but we still don't have a decent,
rounded Grass attack.

Razor Wind - Normal - 80 - 74.6% - 10 PP - 16 PP - Charges on the first turn,
attacks on the second.  Low base damage, low accuracy, low PP, and the need
to charge first turn make this arguably the worst attack in the game.

Recover - Normal - N/A - 99.6% - 20 PP - 32 PP - Recovers half of the user's
total HP.  I hope you're intelligent enough to keep this move if your Pokemon
tries to learn it.

Reflect - Psychic - N/A - 99.6% - 20 PP - 32 PP - Lasts for 5 turns and
reduces the damage done by a physical attack by half.  Like Light Screen and
Safeguard, Reflect can be pseudo-passed, which means that if your Pokemon
currently out uses Reflect, and you switch before the 5 turns are up,
whatever comes out will have Reflect up for it.  Very convenient.

Return (TM 27) - Normal - 102 (max) - 99.6% - 20 PP - 32 PP - Does damage
based on the Pokemon's loyalty to its trainer.  The more it likes its
trainer, the more damage Return will do.  Return has a maximum base damage of
102, which is very good.  It is one of the best Normal attacks in the game.

Rest (TM 44) - Psychic - N/A - 99.6% - 10 PP - 16 PP - User recovers all
health and status, then goes to sleep for 2 turns.  This move is very useful
when combined with a Mint Berry or Leftovers.

Reversal - Fighting - Varies - 99.6% - 15 PP - 24 PP - Does more damage the
less health the user has remaining.  The base damage-health values are the
same as for Flail, but I will list them again:
4.2% HP or less = 200
4.2% to 10.4% = 150
10.4% to 20.8% = 100
20.8% to 35.4% = 80
35.4% to 68.8% = 40
68.8% to 100% = 20
Reversal will never score a critical hit.
This attack is great on Heracross if you can get some paralysis support for
it or get an Agility Baton Passed to it.

Roar (TM 05) - Normal - N/A - 99.6% - 20 PP - 32 PP - Forces the opponent to
switch.  This is good to use if you notice that the opponent is starting to
Curse, or get setup in another manner, or if you have placed Spikes down.
You can force a switch and get damage for Spikes.

Rock Slide - Rock - 75 - 89.4% - 10 PP - 16 PP - Has a 29.7% chance of making
the opponent flinch if the user is faster than the opponent.  It would be
nice to get a halfway decent Rock attack at some point.  Rock Slide has only
moderate base damage and a lowered accuracy.  And how many Rock/Ground types
are fast?  Stick with Ancientpower, if you can.

Rock Smash (TM 08) - Fighting - 20 - 99.6% - 15 PP - 24 PP - Has a 49.6%
chance of lowering the opponent's Defense.  In the game, it breaks cracked
rocks.  In battle, it's useless.  The values for the opponent's Defense are
the same as those for Acid.

Rock Throw - Rock - 50 - 89.5% - 15 PP - 24 PP - It's worse than Rock Slide.
(Hey!  So Rock Throw IS more accurate than Rock Slide!)

Rolling Kick - Fighting - 60 - 84.4% - 15 PP - 24 PP - Has a 29.7% chance of
causing the opponent to flinch if the user is faster than the opponent.  The
greater Hi Jump Kick shadows it.

Rollout (TM 04) - Rock - 30 (initial) - 89.5% - 20 PP - 32 PP - Lasts for 5
turns, during which you cannot switch or choose another attack.  For every
turn that it hits, the base damage doubles.  So the breakdown for bases
damage is as such:
1st hit: 30
2nd hit: 60
3rd hit: 120
4th hit: 240
5th hit: 480
The base damage resets to 30 after 5 turns or if the attack misses.  If you
use Defense Curl before you use Rollout, the potential power is doubled:
1st hit: 60
2nd hit: 120
3rd hit: 240
4th hit: 480
5th hit: 960
Rollout is not so great due to low accuracy and the fact that you can't do
anything else for 5 turns.  Rock Slide and Ancientpower are better.
(For reference, a Rhydon's 6x Cursed final hit Rollout attached Hard Rock used
against a Butterfree who has been Screeched 3 times is the most powerful
attack in the game with the total damage done somewhere around 10,000,000 hit
points.  It's fun to think about, but unfortunately, this scenario is
impossible in a real battle.)

---------
| ~ S ~ |
---------

Sacred Fire - Fire - 100 - 94.5% - 5 PP - 8 PP - Has a 49.6% chance of
burning the opponent.  If your Ho-oh knows Sunny Day, go with Fire Blast for
sheer power.  If no Sunny Day, go with Sacred Fire.

Safeguard - Normal - N/A - 99.6% - 25 PP - 40 PP - Prevents status changes
(Poison, Sleep, Burn, Freeze, Paralyze) from working while it is up.  It
lasts for 5 turns, and like Reflect and Light Screen, it can be pseudo-
passed, which means if a Pokemon uses it and switches out before the 5 turns
are up, the incoming Pokemon will have it up to use.  Safeguard is helpful
with the aid of a Miracle Berry to foil status changes, but it is difficult
to predict.

Sand-Attack - Ground - N/A - 99.6% - 15 PP - 24 PP - Lowers the opponent's
accuracy.  Can be used a maximum of 6 times.  The values for the opponent's
accuracy are the same as Flash and Mud-Slap:
1st Sand-Attack: 67.4%
2nd Sand-Attack: 53.3%
3rd Sand-Attack: 42.7%
4th Sand-Attack: 40.4%
5th Sand-Attack: 32.9%
6th Sand-Attack: 28.4%
Remember that these values reset if the opponent switches.
This is another one of those fun, evil attacks that go well with Spikes, but
Mud-Slap is a bit better.

Sandstorm (TM 37) - Rock - N/A - 99.6% - 10 PP - 16 PP - Any Pokemon that is
not part Rock, Ground, or Steel is hurt by Sandstorm after each turn.
Sandstorm lasts for 5 turns and takes away 1/8, or 12.5%, of the HP of the
Pokemon affected by it.  Sandstorm also cancels out Sunny Day and Rain Dance.

Scary Face - Normal - N/A - 89.5% - 10 PP - 16 PP - Greatly reduces the
opponent's Speed.  Scary Face reduces the opponent's Speed in the same manner
as Charm reduces the opponent's Attack, so refer to those values.  If you want
a Speed advantage, paralysis is better.

Scratch - Normal - 40 - 99.6% - 35 PP - 56 PP - Weak attack.

Screech - Normal - N/A - 84.4% - 40 PP - 64 PP - Greatly reduces the
opponent's Defense.  Screech reduces the opponent's Defense in the same manner
that Charm reduces the opponent's Attack, so refer to those values.  It is
very helpful.

Seismic Toss - Fighting - Varies by Level - 99.6% - 20 PP - 32 PP - Does
damage equivalent to the user's experience level.  For example, if my level
57 Mr. Mime uses Seismic Toss, it will do 57 points of damage.  Seismic Toss
is good to use for Pokemon with low Attack stats as a move to damage Pokemon
of their same type, such as Alakazam and Hypno.

Selfdestruct - Normal - 200/400 - 99.6% - 5 PP - 8 PP - Deals damage, then
faints the user.  Self-destruct's normal base damage is 200, but it halves
the opponent's Defense when it is used, so for all practical purposes the
base damage is 400.  Self-destruct should only be used when a Pokemon cannot
normally get Explosion, such as Snorlax (who gets STAB for the attack... 600
base damage... *drool*).

Shadow Ball (TM 30) - Ghost - 80 - 99.6% - 15 PP - 24 PP - Has a 19.9% chance
of lowering the target's Special Defense.  Many people used Shadow Ball on
Normal types to take out other Ghosts, but Ground attacks can cover that and
more.  If your Normal can't get Earthquake, however, Shadow Ball is the way
to go.  Shadow Ball also works well on Gengar to take out the low-Defense,
Alakazam, Gengar, and Mr. Mime.  The values for the opponent's Special Defense
will be the same as those for the opponent's Attack after a drop from Aurora
Beam, so refer to those values.

Sharpen - Normal - N/A - 99.6% - 30 PP - 48 PP - Raises the user's Defense.
The attack-rises are figured the same way as with Curse.  Take half of the
original Attack value and add that to the current Attack value for each
Sharpen used.  No more than 6 may be used.  For example, if my 288 Attack
Porygon2 uses Sharpen, its new Attack will look something like this:
1st Sharpen: 288 + (288/2) = 288 + 144 = 432
2nd Sharpen: 432 + 144 = 576
3rd Sharpen: 576 + 144 = 720
4th Sharpen: 720 + 144 = 864
5th Sharpen: 864 + 144 = 1008
1008 falls back to 999, no more Sharpens may be used.
Sharpen doesn't have much use nowadays now that Curse is around.

Sing - Normal - N/A - 54.7% - 15 PP - 24 PP - If it connects, the opponent
falls asleep.  It has bad accuracy, but if you're in a desperate situation,
it could come in handy.

Sketch - Normal - N/A - 99.6% - 1 PP - N/A - Copies the last attack used by
the opponent and makes it a permanent attack.  For example, if I have my
Smeargle against a Miltank, and the Miltank uses Heal Bell, and my Smeargle
uses Sketch, Smeargle will now know Heal Bell and will continue to know Heal
Bell unless I erase it for a new attack Smeargle learns.  In this manner,
Smeargle can get any attack in its arsenal.

Skull Bash - Normal - 100 - 99.6% - 15 PP - 24 PP - User charges up first
turn, attacks the second turn.  User's Defense goes up on the charging turn.
Because this is a 2-turn attack, it is inferior to other Normal attacks.

Sky Attack - Flying - 140 - 89.5% - 5 PP - 8 PP - User charges up first turn,
attacks the second turn.  This attack is powerful, but it is predictable
since you have to charge up, giving the opponent time to switch to something
that will resist the attack.  Drill Peck is still better, and if the bird
can't get Drill Peck, go with Wing Attack.

Slam - Normal - 80 - 74.6% - 20 PP - 32 PP - Has a 29.7% chance of making the
opponent flinch if the user is faster than the opponent.  It's inaccurate,
it's somewhat weak in comparison to other Normal attacks, and it should not
be used.

Slash - Normal - 70 - 99.6% - 20 PP - 32 PP - Has a 25% chance of a critical
hit.  Poor Slash, it was so awesome back in RBY days when it scored a
critical hit almost every turn.  Now that's different, and Slash is no good.

Sleep Powder - Grass - N/A - 74.6% - 15 PP - 24 PP - If it connects, the
opponent falls asleep.  This is very common on Grass Pokemon since the
accuracy is fairly good compared to other sleep-inducing attacks (Sing,
Hypnosis).

Sleep Talk (TM 35) - Normal - N/A - 99.6% - 10 PP - 16 PP - Can only be used
while the user is asleep.  The user randomly uses one of its other 3 attacks.
This attack is very useful if you have an open slot on a Rester.

Sludge - Poison - 65 - 99.6% - 20 PP - 32 PP - Has a 29.7% chance of
poisoning the opponent.  Sludge -used- to be the best Poison attack, but it
has fallen to Sludge Bomb.

Sludge Bomb (TM 36) - Poison - 90 - 99.6% - 10 PP - 32 PP - Has a 29.7%
chance of poisoning the opponent.  It is the ultimate Poison attack and
dangerous running off of the STAB-ed high Attacks of Muk, Weezing, and
Qwilfish.

Smog - Poison - 20 - 99.6% - 20 PP - 32 PP - Has a 39.8% chance of poisoning
the opponent.  It sucked in RBY, it still sucks now.

Smokescreen - Normal - N/A - 99.6% - 20 PP - 32 PP - Lowers the opponent's
accuracy.  Can be used a maximum of 6 times.  The values for the opponent's
accuracy after a certain amount of uses are the same as with Flash, Sand-
Attack, and Mud-Slap:
1st Smokescreen: 67.4%
2nd Smokescreen: 53.3%
3rd Smokescreen: 42.7%
4th Smokescreen: 40.4%
5th Smokescreen: 32.9%
6th Smokescreen: 28.4%
It's fun to use, but not very many Pokemon learn it.

Snore (TM 13) - Normal - 40 - 99.6% - 15 PP - 24 PP - This attack can only be
used while the user is asleep.  It has a 29.7% chance of causing the opponent
to flinch if the opponent is faster than the user.  It's not worth it because
the base damage is just too low.

Softboiled - Normal - N/A - 99.6% - 10 PP - 16 PP - Recovers half of the
user's total HP.  Every Blissey should have it.

Solarbeam (TM 22) - Grass - 120 - 99.6% - 10 PP - 16 PP - User charges on the
first turn, attacks on the second turn.  When you break it down, it's really
only 60 base damage per turn, which is the same as Giga Drain.  Solarbeam
does have more PP though.  Don't use it without Sunny Day, which allows it to
fire with no charging needed.

Sonic Boom - Normal - 20 - 89.5% - 20 PP - 32 PP - Always does 20 points of
damage to the opponent.  You should know that this stinks...

Spark - Electric - 65 - 99.6% - 20 PP - 32 PP - Has a 29.7% chance of
paralyzing the opponent.  I've used this before because of the high paralysis
rate, but Thunderbolt is just plain better.

Spike Cannon - Normal - 20 (per hit) - 99.6% - 15 PP - 32 PP - User attacks
2-5 times in a row.  It's too unpredictable, but it's also the only near-
perfect accuracy multi-hit attack (in one turn).

Spikes - Ground - N/A - 99.6% - 20 PP - 32 PP - Causes damage every time the
opponent switches.  These are great.  The damage is 1/8 of the opponent's
total HP, or 12.5%.  It does not affect Flying Pokemon.  If you can, get a
Spiker on your team.  You will be happy.

Spider Web - Bug - N/A - 99.6% - 10 PP - 16 PP - Opponent cannot switch.
This effect goes away if the user switches.  Ariados's version of Mean Look
right here.  I with Ariados were a bit better.

Spite - Ghost - N/A - 99.6% - 10 PP - 16 PP - Reduces the PP of the
opponent's last move done by 2-5 points.  This move is fun to use, especially
with Protect.  Good for draining Cross Chop and other low-PP stuff if you can
catch it on the switch-in.

Splash - Normal - None - 99.6% - 40 PP - 64 PP - Has no affect on any
Pokemon.  The most useless attack in the game.

Spore - Grass - N/A - 99.6% - 15 PP - 24 PP - Opponent goes to sleep.  This
is Parasect's only saving grace: a near-perfect sleep-inducing attack.

Steel Wing (TM 47) - Steel - 70 - 89.5% - 25 PP - 40 PP - Has a 9.8% chance
of increasing the user's Defense (by the same amount Defense Curl does).
This is good if you're using an attacking Scizor for taking out Golem and
Rhydon.

Stomp - Normal - 65 - 99.6% - 20 PP - 32 PP - Has a 29.7% chance of causing
the opponent to switch if the user is faster than the opponent.  It's still
not as good as Return/Frustration/Body Slam/Double-Edge.

Strength (HM 04) - Normal - 80 - 99.6% - 15 PP - 24 PP - A strong Normal type
attack, but dominated now that Double-Edge's base damage went up to 120.

String Shot - Bug - N/A - 94.5% - 40 PP - 64 PP - Lowers the opponent's
Speed.  Not much use.

Struggle - Normal - 50 - 99.6% - Unlimited - When you run out of other
attacks, this is what your Pokemon will use.  The user takes 1/4 the damage
that the opponent receives.

Stun Spore - Grass - N/A - 74.6% - 30 PP - 48 PP - A good paralysis-inducing
attack very common on Grass Pokemon.

Submission - Fighting - 80 - 79.7% - 25 PP - 40 PP - The user takes 1/4 of
the damage that the opponent receives.  If this were more accurate, it would
be more widespread instead of Dynamicpunch, most likely.

Substitute - Normal - N/A - 99.6% - 10 PP - 16 PP - User loses 1/4 of its
health, and a Substitute goes out in its place.  The Substitute absorbs all
damage and protects from all status ailments.  When the Substitute absorbs
damage equivalent to the amount used to create it, it breaks.  This is great
when you know your opponent will switch to something your Pokemon is weak to.
Send a Ground out to absorb an Electric's Thunderbolt.  They will switch to a
Water/Grass type, and you can Sub out and get a free hit on it.

Sunny Day (TM 11)  - Fire - N/A - 89.5% - 5 PP - 8 PP - Sunny Day lasts for 5
turns and cancels out Rain Dance and Sandstorm.  It causes these 6 effects:
1.) Powers up Fire attacks (damage increases by 50%)
2.) Powers down Water attacks (damage decreases by 50%)
3.) Causes Thunder to be 49.6% accurate
4.) Causes Solarbeam to fire with no charge needed
5.) Gives frozen Pokemon a 9.8% chance of thawing
6.) Causes Morning Sun, Moonlight, and Synthesis to recover all health

Super Fang - Normal - Halves HP - 89.5% - 10 PP - 16 PP - Cuts the user's
remaining HP in half.  Every Raticate should have it.

Supersonic - Normal - N/A - 54.7% - 20 PP - 32 PP - If it connects, it
confuses the opponent.  It's too inaccurate.  If you want a confusion-
inducing move, go with Swagger (but be careful).

Surf (HM 03) - Water - 95 - 99.6% - 15 PP - 24 PP - It's strong, accurate,
and reliable.  You should probably stick with this over other Water attacks.

Swagger (TM 34) - Normal - N/A - 89.5% - 15 PP 24 PP - Opponent's Attack goes
way up, then becomes confused.  The Attack-boost is equivalent to 1 Swords
Dance.  Be careful when using this.  Make sure the Pokemon you use it against
has no physical attacks, because that confusion won't last forever.

Sweet Kiss (TM 12) - Normal - N/A - 74.6% - 10 PP - 16 PP - If it connects,
the opponent becomes confused.  It works.

Sweet Scent (TM 39) - Normal - N/A - 99.6% - 20 PP - 32 PP - Causes the
opponent's evasiveness to fall.  The values for the opponent's evasiveness
drop are the same as the values for an opponent's Defense drop from an Acid,
so refer to those values. It's not much worth it because the opponent will
switch anyway.  Just hit them.

Swift - Normal - 60 - 100% - 20 PP - 32 PP - Never misses, regardless of
evade-boosters.  An old strategy to counter Double Resting (using Double Team
and Rest combinations) was to have a Swift Dancer, which was a Pokemon with
Swift and Swords Dance.  Now, with many more Hazers, this really isn't
necessary, but a few do still use it.

Swords Dance - Normal - N/A - 99.6% - 30 PP - 48 PP - Greatly increases the
user's Attack.  To figure out what the user's Attack is after using this,
take the user's original Attack value and add that to the current Attack
value for every Swords Dance used.  No more than 3 may be used.  For example,
if my 358-Attack Scizor uses Swords Dance:
1st Swords Dance: 358 + 358 = 716
2nd Swords Dance: 716 + 358 = 1074
1074 falls back to 999, no more Swords Dances may be used.
This attack is extremely useful.  Use it, like it.

Synthesis - Grass - N/A - 99.6% - 5 PP - 8 PP - Recovers half of the user's
total HP.  If you have an extra slot on your Grass Pokemon, go for it.  It
helps.

---------
| ~ T ~ |
---------

Tackle - Normal - 35 - 94.5% - 35 PP - 56 PP - Useless.

Tail Whip - Normal - N/A - 99.6% - 30 PP - 48 PP - Lowers the targets
Defense in the same manner as Acid.  Screech is better.

Take Down - Normal - 90 - 84.4% - 20 PP - 32 PP - 1/4 of the damage done to
the opponent is returned to the user.  Double-Edge is better.

Teleport - Psychic - N/A - 99.6% - 20 PP - 32 PP - Exits a battle with a wild
Pokemon.  In other battles, it's worthless.

Thief (TM 46) - Dark - 40 - 99.6% - 10 PP - 16 PP - Deals damage and has a
good chance of stealing the opponent's attached item if the user has no item
attached.  I used to use this a lot to disable Marowak and take their Cheese
Sticks. >=) It's evil.  It's fun to use and can really help if you get
Leftovers and stuff.

Thrash - Normal - 90 - 99.6% - 20 PP - 32 PP - The user attacks 2-3 turns,
then becomes confused.  It would be decent if you didn't become confused,
because the base damage is fairly good, but Return is still better anyway.

Thunder (TM 25) - Electric - 120 - 69.5% - 10 PP - 16 PP - Has a 29.7% chance
of paralyzing the opponent.  It's inaccurate, but there's a good amount of
PP, and a paralysis rate of about 1 in 3 turns.  I like it.  You should
probably stick with Thunderbolt, though.

Thunderbolt (Move Tutor) - Electric - 95 - 99.6% - 15 PP - 24 PP - Has a 9.8%
chance of paralyzing the opponent.  Strong, near perfect accuracy, good PP,
and a paralysis chance make this arguably the ultimate Electric attack.

Thunderpunch (TM 41) - Electric - 75 - 99.6% - 15 PP - 24 PP - Has a 9.8%
chance of paralyzing the opponent.  This is Thunderbolt with lower base
damage.  Stick with Thunderbolt.

Thundershock - Electric - 40 - 99.6% - 30 PP - 48 PP - Has a 9.8% chance of
paralyzing the opponent.  Lots of PP, but it's weak.

Thunder Wave - Electric - N/A - 99.6% - 20 PP - 32 PP - Paralyzes the
opponent.  Paralysis is the most useful status change you can put on the
opponent.  Go for it whenever possible.

Toxic (TM 06) - Poison - N/A - 84.4% - 10 PP - 16 PP - Badly poisons the
opponent.  The first turn takes away 1/16 of the opponent's total health,
next turn is 1/8, then 1/4, and so on.  Switching turns this into normal
poison.  I don't like it because it interferes with paralysis. :)

Transform - Normal - N/A - 99.6% - 10 PP - 16 PP - Transforms the user into
the opposing Pokemon.  User has 5 PP for all attacks the opponent has.  Ditto
is stinky.  Don't use it.

Tri-Attack - Normal - 80 - 99.6% - 10 PP - 16 PP - Has a 19.9% chance of
freezing, burning, or paralyzing the opponent.  In comparison to other Normal
attacks (especially with STAB factored in), Tri-Attack is somewhat weak.
However, it has good effects.  Tri-Attack is best used on something that has
Curse, or even a Blissey, since she can get in many hits and many chances for
a status change.

Triple Kick - Fighting - 10,20,30 - 89.5% - 10 PP - 16 PP - Attacks with 1-3
hits.  Each hit is more powerful than the last one.  This attack is
Hitmontop's specialty, but when you figure that he can get Hi Jump Kick as
well, Triple Kick kinda loses all meaning, don't you think?

Twineedle - Bug - 25 - 99.6% - 20 PP - 32 PP - Always attacks twice.  Has a
19.9% chance of poisoning the opponent.  This attack is Beedrill's specialty.
If you're going to use Beedrill, you may as well have this too.

Twister - Dragon - 40 - 99.6% - 20 PP - 32 PP - Has a 19.9% chance of making
the opponent switch if the user is faster than the opponent.  It's too weak
to have any practical use.  If you want a Dragon move, go with Dragonbreath.

---------
| ~ V ~ |
---------

Vicegrip - Normal - 55 - 99.6% - 30 PP - 48 PP - A fairly weak Normal attack.

Vine Whip - Grass - 35 - 99.6% - 10 PP - 16 PP - This attack is too weak for
how little PP it has.

Vital Throw - Fighting - 70 - 100% - 10 PP - 16 PP - Always attacks second,
never misses.  This is decent, but when you consider that you must attack
second, Cross Chop just looks so much better on that Machamp.

---------
| ~ W ~ |
---------

Water Gun - Water - 40 - 99.6% - 25 PP - 40 PP - Another weak Water attack,
and you don't even get a Speed drop chance with this one.

Waterfall (HM 07) - Water - 80 - 99.6% - 15 PP - 24 PP - A weaker version of
Surf.

Whirlpool (HM 06) - Water - 15 (initial) - 69.5% - 15 PP - 24 PP - Traps the
opponent for 2-5 turns afterwards.  It deals damage after the opponent
attacks.  The damage is equal to 1/16, or 6.25%, of the opponent's total HP.
It's weak and inaccurate.  Steer clear.

Whirlwind - Normal - N/A - 99.6% - 20 PP - 32 PP - Forces the opponent to
switch.  Just like Roar, this is fun to use with Spikes.  It is very handy to
use against Pokemon who are trying to get setup with Curse, Agility, Swords
Dance, etc.  It annoys the heck out of them.

Wing Attack - Flying - 60 - 99.6% - 35 PP - 56 PP - This is the only other
good Flying attack aside from Drill Peck (Drill Peck is still better, but
those who can't get Drill Peck should use this).  It's fairly weak, but it's
accurate, and it has a crap load of PP.

Withdraw - Water - N/A - 99.6% - 40 PP - 64 PP - Raises the user's Defense.
This raises Defense in exactly the same manner as Defense Curl, so refer to
that for values.

Wrap - Normal - 15 (initial) - 84.4% - 20 PP - 32 PP - Traps the opponent for
2-5 turns and removes 1/16, or 6.25%, of their HP after every turn.  Another
weak, inaccurate, fairly useless trapping move.

---------
| ~ Z ~ |
---------

Zap Cannon (TM 07) - Electric - 100 - 49.6% - 5 PP - 8 PP - Paralyzes every
time it hits.  That's why I like this attack.  Instant paralysis for Pokemon
who can't get Stun Spore, Thunder Wave, or Body Slam.  It hits about once
every other turn.  Not bad at all.  It is good to use when you know the
opponent will switch.  Ursaring and Rhydon are two powerhouses who can get
this (even though Rhydon can get Body Slam too...).  Can you imagine Ursaring
and Rhydon with the Speed advantage?  Be afraid.

 0===========================0
/ 8.) Quick Reference Chart /|
0===========================0 0
| 8.) Quick Reference Chart |/
0===========================0

This will be a quick reference chart that will tell you the attack, what type
the attack is, the attack's base damage, and the attack's accuracy. (Look, I
even divided them by letters, aren't I nice?) This chart should be used only
after you've read an explanation of the attack found above in the analysis
section, as the chat leaves out some vital details, such as effects of
attacks (and effects is all an attack is, in some cases - look at Curse).

~ A ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Absorb       | Grass    |      20     |  99.6%   |
| Acid         | Poison   |      40     |  99.6%   |
| Acid Armor   | Poison   |     N/A     |  99.6%   |
| Aeroblast    | Flying   |     100     |  94.5%   |
| Agility      | Psychic  |     N/A     |  99.6%   |
| Amnesia      | Psychic  |     N/A     |  99.6%   |
| Ancientpower | Rock     |      60     |  99.6%   |
| Attract      | Normal   |     N/A     |  99.6%   |
| Aurora Beam  | Ice      |      65     |  99.6%   |
----------------------------------------------------

~ B ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Barrage      | Normal   | 15(per hit) |  84.4%   |
| Barrier      | Psychic  |     N/A     |  99.6%   |
| Baton Pass   | Normal   |     N/A     |  99.6%   |
| Beat Up      | Dark     | 10(per hit) |  99.6%   |
| Belly Drum   | Normal   |     N/A     |  99.6%   |
| Bide         | Normal   |     N/A     |   100%   |
| Bind         | Normal   | 15(initial) |  74.6%   |
| Bite         | Dark     |      60     |  99.6%   |
| Blizzard     | Ice      |     120     |  69.5%   |
| Body Slam    | Normal   |      85     |  99.6%   |
| Bone Club    | Ground   |      65     |  84.4%   |
| Bonemerang   | Ground   | 50(per hit) |  89.5%   |
| Bubble       | Water    |      20     |  99.6%   |
| Bubblebeam   | Water    |      65     |  99.6%   |
----------------------------------------------------

~ C ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Charm        | Normal   |     N/A     |  99.6%   |
| Clamp        | Water    | 35(initial) |  74.6%   |
| Comet Punch  | Normal   | 18(per hit) |  84.4%   |
| Confuse Ray  | Ghost    |     N/A     |  99.6%   |
| Confusion    | Psychic  |      50     |  99.6%   |
| Constrict    | Normal   |      10     |  99.6%   |
| Conversion   | Normal   |     N/A     |  99.6%   |
| Conversion2  | Normal   |     N/A     |  99.6%   |
| Cotton Spore | Grass    |     N/A     |  84.4%   |
| Counter      | Fighting |     N/A     |  99.6%   |
| Crabhammer   | Water    |      90     |  84.4%   |
| Cross Chop   | Fighting |     100     |  79.7%   |
| Crunch       | Dark     |      80     |  99.6%   |
| Curse        | ????     |     N/A     |  99.6%   |
----------------------------------------------------

~ D ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Defense Curl | Normal   |     N/A     |  99.6%   |
| Destiny Bond | Ghost    |     N/A     |  99.6%   |
| Detect       | Fighting |     N/A     |  99.6%   |
| Dig          | Ground   |      60     |  99.6%   |
| Disable      | Normal   |     N/A     |  54.7%   |
| Dizzy Punch  | Normal   |      70     |  99.6%   |
| Double-Edge  | Normal   |     120     |  99.6%   |
| Double Kick  | Fighting |      30     |  99.6%   |
| Double Team  | Normal   |     N/A     |  99.6%   |
| Doubleslap   | Normal   | 15(per hit) |  84.4%   |
| Dragon Rage  | Dragon   |      40     |  99.6%   |
| Dragonbreath | Dragon   |      60     |  99.6%   |
| Dream Eater  | Psychic  |     100     |  99.6%   |
| Drill Peck   | Flying   |      80     |  99.6%   |
| Dynamicpunch | Fighting |     100     |  49.6%   |
----------------------------------------------------

~ E ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Earthquake   | Ground   |     100     |  99.6%   |
| Egg Bomb     | Normal   |     100     |  74.6%   |
| Ember        | Fire     |      40     |  99.6%   |
| Encore       | Normal   |     N/A     |  99.6%   |
| Endure       | Normal   |     N/A     |  99.6%   |
| Explosion    | Normal   |     500     |  99.6%   |
| Extremespeed | Normal   |      80     |  99.6%   |
----------------------------------------------------

~ F ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Faint Attack | Dark     |      60     |   100%   |
| False Swipe  | Normal   |      40     |  99.6%   |
| Fire Blast   | Fire     |     120     |  84.4%   |
| Fire Punch   | Fire     |      75     |  99.6%   |
| Fire Spin    | Fire     | 15(initial) |  69.5%   |
| Fissure      | Ground   |    OHKO     |  29.7%   |
| Flail        | Normal   | Varies - HP |  99.6%   |
| Flame Wheel  | Fire     |      60     |  99.6%   |
| Flamethrower | Fire     |      95     |  99.6%   |
| Flash        | Normal   |     N/A     |  69.5%   |
| Fly (HM 02)  | Flying   |      70     |  94.5%   |
| Focus Energy | Normal   |     N/A     |  99.6%   |
| Foresight    | Normal   |     N/A     |  99.6%   |
| Frustration  | Normal   |  102 (max)  |  99.6%   |
| Fury Attack  | Normal   | 15(per hit) |  84.4%   |
| Fury Cutter  | Bug      | 10(doubles) |  94.5%   |
| Fury Swipes  | Normal   |      18     |  79.7%   |
| Future Sight | Psychic  |      80     |  89.5%   |
----------------------------------------------------

~ G ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Giga Drain   | Grass    |      60     |  99.6%   |
| Glare        | Normal   |     N/A     |  74.6%   |
| Growl        | Normal   |     N/A     |  99.6%   |
| Growth       | Normal   |     N/A     |  99.6%   |
| Guillotine   | Normal   |    OHKO     |  29.7%   |
| Gust         | Flying   |      40     |  99.6%   |
----------------------------------------------------

~ H ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Harden       | Normal   |     N/A     |  99.6%   |
| Haze         | Ice      |     N/A     |  99.6%   |
| Headbutt     | Normal   |      70     |  99.6%   |
| Heal Bell    | Normal   |     N/A     |  99.6%   |
| Hi Jump Kick | Fighting |      85     |  89.5%   |
| Hidden Power | Normal   |    31-70    |  99.6%   |
| Horn Attack  | Normal   |      65     |  99.6%   |
| Horn Drill   | Normal   |    OHKO     |  29.7%   |
| Hydro Pump   | Water    |     120     |  79.7%   |
| Hyper Beam   | Normal   |     150     |  89.5%   |
| Hyper Fang   | Normal   |      80     |  89.5%   |
| Hypnosis     | Psychic  |     N/A     |  59.6%   |
----------------------------------------------------

~ I ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Ice Beam     | Ice      |      95     |  99.6%   |
| Ice Punch    | Ice      |      75     |  99.6%   |
| Icy Wind     | Ice      |      55     |  94.5%   |
| Iron Tail    | Steel    |     100     |  74.6%   |
----------------------------------------------------

~ J ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Jump Kick    | Fighting |      70     |  94.5%   |
----------------------------------------------------

~ K ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Karate Chop  | Fighting |      50     |  99.6%   |
| Kinesis      | Psychic  |     N/A     |  79.7%   |
----------------------------------------------------

~ L ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Leech Life   | Bug      |      20     |  99.6%   |
| Leech Seed   | Grass    |     N/A     |  89.5%   |
| Leer         | Normal   |     N/A     |  99.6%   |
| Lick         | Ghost    |      20     |  99.6%   |
| Light Screen | Psychic  |     N/A     |  99.6%   |
| Lock On      | Normal   |     N/A     |  99.6%   |
| Lovely Kiss  | Normal   |     N/A     |  74.6%   |
| Low Kick     | Fighting |      50     |  89.5%   |
----------------------------------------------------

~ M ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Mach Punch   | Fighting |      40     |  99.6%   |
| Magnitude    | Ground   |    Varies   |  99.6%   |
| Mean Look    | Normal   |     N/A     |  99.6%   |
| Meditate     | Psychic  |     N/A     |  99.6%   |
| Mega Drain   | Grass    |      40     |  99.6%   |
| Mega Kick    | Normal   |     120     |  74.6%   |
| Mega Punch   | Normal   |      80     |  84.4%   |
| Megahorn     | Bug      |     120     |  84.4%   |
| Metal Claw   | Steel    |      50     |  94.5%   |
| Metronome    | Normal   |     N/A     |  99.6%   |
| Milk Drink   | Normal   |     N/A     |  99.6%   |
| Mimic        | Normal   |     N/A     |  99.6%   |
| Mind Reader  | Normal   |     N/A     |  99.6%   |
| Minimize     | Normal   |     N/A     |  99.6%   |
| Mirror Coat  | Psychic  |     N/A     |  99.6%   |
| Mirror Move  | Flying   |     N/A     |  99.6%   |
| Mist         | Ice      |     N/A     |  99.6%   |
| Moonlight    | Normal   |     N/A     |  99.6%   |
| Morning Sun  | Normal   |     N/A     |  99.6%   |
| Mud-Slap     | Ground   |      20     |  99.6%   |
----------------------------------------------------

~ N ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Night Shade  | Ghost    |    Varies   |  99.6%   |
| Nightmare    | Ghost    |     N/A     |  99.6%   |
----------------------------------------------------

~ O ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Octazooka    | Water    |      65     |  84.4%   |
| Outrage      | Dragon   |      90     |  99.6%   |
----------------------------------------------------

~ P ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Pain Split   | Normal   |     N/A     |  99.6%   |
| Pay Day      | Normal   |      40     |  99.6%   |
| Peck         | Flying   |      35     |  99.6%   |
| Perish Song  | Normal   |     N/A     |  99.6%   |
| Petal Dance  | Grass    |      70     |  99.6%   |
| Pin Missile  | Bug      | 14(per hit) |  84.4%   |
| Poison Gas   | Poison   |     N/A     |  54.7%   |
| Poison Sting | Poison   |      15     |  99.6%   |
| Poisonpowder | Poison   |     N/A     |  74.6%   |
| Pound        | Normal   |      40     |  99.6%   |
| Powder Snow  | Ice      |      40     |  99.6%   |
| Present      | Normal   |    Varies   |  89.5%   |
| Protect      | Normal   |     N/A     |  99.6%   |
| Psybeam      | Psychic  |      65     |  99.6%   |
| Psywave      | Psychic  |    Varies   |  79.7%   |
| Psych Up     | Normal   |     N/A     |  99.6%   |
| Psychic      | Psychic  |      90     |  99.6%   |
| Pursuit      | Dark     |      40     |  99.6%   |
----------------------------------------------------

~ Q ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Quick Attack | Normal   |      40     |  99.6%   |
----------------------------------------------------

~ R ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Rain Dance   | Water    |     N/A     |  99.6%   |
| Rage         | Normal   |      20     |  99.6%   |
| Rapid Spin   | Normal   |      20     |  99.6%   |
| Razor Leaf   | Grass    |      55     |  94.5%   |
| Razor Wind   | Normal   |      80     |  74.6%   |
| Recover      | Normal   |     N/A     |  99.6%   |
| Reflect      | Psychic  |     N/A     |  99.6%   |
| Return       | Normal   |  102 (max)  |  99.6%   |
| Rest         | Psychic  |     N/A     |  99.6%   |
| Reversal     | Fighting |    Varies   |  99.6%   |
| Roar         | Normal   |     N/A     |  99.6%   |
| Rock Slide   | Rock     |      75     |  89.4%   |
| Rock Smash   | Fighting |      20     |  99.6%   |
| Rock Throw   | Rock     |      50     |  89.5%   |
| Rolling Kick | Fighting |      60     |  84.4%   |
| Rollout      | Rock     | 30(doubles) |  89.5%   |
----------------------------------------------------

~ S ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
-----------------------------------------------------
| Sacred Fire  | Fire     |     100     |  94.5%   |
| Safeguard    | Normal   |     N/A     |  99.6%   |
| Sand-Attack  | Ground   |     N/A     |  99.6%   |
| Sandstorm    | Rock     |     N/A     |  99.6%   |
| Scary Face   | Normal   |     N/A     |  89.5%   |
| Scratch      | Normal   |      40     |  99.6%   |
| Screech      | Normal   |     N/A     |  84.4%   |
| Seismic Toss | Fighting |    Varies   |  99.6%   |
| Selfdestruct | Normal   |     400     |  99.6%   |
| Shadow Ball  | Ghost    |      80     |  99.6%   |
| Sharpen      | Normal   |     N/A     |  99.6%   |
| Sing         | Normal   |     N/A     |  54.7%   |
| Sketch       | Normal   |     N/A     |  99.6%   |
| Skull Bash   | Normal   |     100     |  99.6%   |
| Sky Attack   | Flying   |     140     |  89.5%   |
| Slam         | Normal   |      80     |  74.6%   |
| Slash        | Normal   |      70     |  99.6%   |
| Sleep Powder | Grass    |     N/A     |  74.6%   |
| Sleep Talk   | Normal   |     N/A     |  99.6%   |
| Sludge       | Poison   |      65     |  99.6%   |
| Sludge Bomb  | Poison   |      90     |  99.6%   |
| Smog         | Poison   |      20     |  99.6%   |
| Smokescreen  | Normal   |     N/A     |  99.6%   |
| Snore        | Normal   |      40     |  99.6%   |
| Softboiled   | Normal   |     N/A     |  99.6%   |
| Solarbeam    | Grass    |     120     |  99.6%   |
| Sonic Boom   | Normal   |      20     |  89.5%   |
| Spark        | Electric |      65     |  99.6%   |
| Spike Cannon | Normal   | 20(per hit) |  99.6%   |
| Spikes       | Ground   |     N/A     |  99.6%   |
| Spider Web   | Bug      |     N/A     |  99.6%   |
| Spite        | Ghost    |     N/A     |  99.6%   |
| Splash       | Normal   |     None    |  99.6%   |
| Spore        | Grass    |     N/A     |  99.6%   |
| Steel Wing   | Steel    |      70     |  89.5%   |
| Stomp        | Normal   |      65     |  99.6%   |
| Strength     | Normal   |      80     |  99.6%   |
| String Shot  | Bug      |     N/A     |  94.5%   |
| Struggle     | Normal   |      50     |  99.6%   |
| Stun Spore   | Grass    |     N/A     |  74.6%   |
| Submission   | Fighting |      80     |  79.7%   |
| Substitute   | Normal-  |     N/A     |  99.6%   |
| Sunny Day    | Fire     |     N/A     |  89.5%   |
| Super Fang   | Normal   |  Halves HP  |  89.5%   |
| Supersonic   | Normal   |     N/A     |  54.7%   |
| Surf         | Water    |      95     |  99.6%   |
| Swagger      | Normal   |     N/A     |  89.5%   |
| Sweet Kiss   | Normal   |     N/A     |  74.6%   |
| Sweet Scent  | Normal   |     N/A     |  99.6%   |
| Swift        | Normal   |      60     |   100%   |
| Swords Dance | Normal   |     N/A     |  99.6%   |
| Synthesis    | Grass    |     N/A     |  99.6%   |
----------------------------------------------------

~ T ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Tackle       | Normal   |      35     |  94.5%   |
| Tail Whip    | Normal   |     N/A     |  99.6%   |
| Take Down    | Normal   |      90     |  84.4%   |
| Teleport     | Psychic  |     N/A     |  99.6%   |
| Thief        | Dark     |      40     |  99.6%   |
| Thrash       | Normal   |      90     |  99.6%   |
| Thunder      | Electric |     120     |  69.5%   |
| Thunderbolt  | Electric |      95     |  99.6%   |
| Thunderpunch | Electric |      75     |  99.6%   |
| Thundershock | Electric |      40     |  99.6%   |
| Thunder Wave | Electric |     N/A     |  99.6%   |
| Toxic        | Poison   |     N/A     |  84.4%   |
| Transform    | Normal   |     N/A     |  99.6%   |
| Tri-Attack   | Normal   |      80     |  99.6%   |
| Triple Kick  | Fighting |   10,20,30  |  89.5%   |
| Twineedle    | Bug      |      25     |  99.6%   |
| Twister      | Dragon   |      40     |  99.6%   |
----------------------------------------------------

~ V ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Vicegrip     | Normal   |      55     |  99.6%   |
| Vine Whip    | Grass    |      35     |  99.6%   |
| Vital Throw  | Fighting |      70     |   100%   |
----------------------------------------------------

~ W ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Water Gun    | Water    |      40     |  99.6%   |
| Waterfall    | Water    |      80     |  99.6%   |
| Whirlpool    | Water    | 15(initial) |  69.5%   |
| Whirlwind    | Normal   |     N/A     |  99.6%   |
| Wing Attack  | Flying   |      60     |  99.6%   |
| Withdraw     | Water    |     N/A     |  99.6%   |
| Wrap         | Normal   | 15(initial) |  84.4%   |
----------------------------------------------------

~ Z ~
----------------------------------------------------
| Attack       | Type     | Base Damage | Accuracy |
----------------------------------------------------
| Zap Cannon   | Electric |     120     |  49.7%   |
----------------------------------------------------

 0=================0
/ 9.) Dedications /|
0=================0 0
| 9.) Dedications |/
0=================0

This is the precursor to the Credits section.  Here I will mention everyone
that has guided me through my stay in the Pokemon community, and those who
have even guided me through life.  These guys deserve the real credit for this
FAQ even existing in the first place.  Thanks ya'll, and I'm gonna miss you.
For those of you that I only know your nickname... I apologize in advance.

Huge thanks go out to:
Donald, Daniel, Doug, Castro, Marissa, Alexis, David, Danny, Diana, Samantha,
Gregory, Nick, Denny, GolemKong, Zim4o3, boarder, Y2Jesus, chaos, Dekar,
Char411, psycho monkey, GotMiltank, LavosPhoenix, SSM, Sonuis, Uiru, TTS,
Fanha, MrE, Ninnay, Nitro, PP, Platinum, JoltX, ChaosValentine, Kaine, Gengz,
Surreal, Arti144, Arti64, Celia, nova, and Kongler.

If I missed anyone... my sincerest apologies... but you all know who you are.

 0==============0
/ 10.) Credits /|
0==============0 0
| 10.) Credits |/
0==============0

~ Thanks to Uiru for so much he has helped me with.  He allowed me to use
the initial attack list, which I broke down and analyzed and added here.  He
also provided a great deal of the numbers involved with the attacks.  He also
gave me the critical hit formula and the Hidden Power formula.  Check out his
awesome website at http://database.stumpnet.net/.
~ Thanks to Azure Heights for providing the information about the confusion
formula and the Double Team, Minimize, Kinesis, Flash, Smokescreen, and Sand-
Attack values on their comprehensive website: http://www.azureheights.com.
~ Thanks to Nintendo for this great game.
~ Thanks to CJayC for this website and for posting this FAQ.

 0=================0
/ 11.) Disclaimer /|
0=================0 0
| 11.) Disclaimer |/
0=================0

~ This FAQ is (c) Copyright 2001 by striker64.  If you find this FAQ on any
website other than GameFAQs, report it to me immediately.  Do NOT e-mail me
asking me to put this FAQ on any other site other than GameFAQs.  The answer
is no.
~ Pokemon is a registered trademark of Nintendo and this FAQ is in no way
affiliated with Nintendo.  All rights reserved.

-----------------------------END-FILE-----------------------------------