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Post by Ayra Calaenlen on Aug 21, 2007 18:32:15 GMT -5
Evolution Chain | --- Level 25 ----> |
Level Up Moves Level | Attack Name | Type | Description | -- | Tackle | Normal | Charges the opponent with a full body tackle. | -- | Growl | Normal | Growls at opponent to lower their attack. | -- | Tail Whip | Normal | Wags its tail to lower the opponent's defense. | 9 | Icy Wind | Ice | A chilling attack that lowers the opponent's speed. | 15 | Quick Attack | Normal | An extremely fast attack that always strikes first. | 20 | Bite | Dark | Bites with vicious fangs and may cause flinching. | 25 | Ice Shard | Ice | Always strikes first. | 30 | Ice Fang | Ice | Has a chance of freezing and flinching the opponent. | 37 | Hail | Ice | Summons a hailstorm that strikes every turn. | 45 | Endure | Normal | Endures any attack for one turn. | 53 | Extremespeed | Normal | A burst of great speed suddenly comes to the user and they always attack first, slamming hard into the opponent. | 59 | Agility | Psychic | Relaxes the body to increase speed sharply. | 65 | Slash | Normal | Strikes the opponent with a powerful slash of strong claws. | 69 | Blizzard | Ice | Hits the opponent with an icy storm that may freeze it. |
TM and HM Moves TM/HM Number | Attack Name | Type | Description | TM03 | Water Pulse | Water | Attacks with waves of water that may cause confusion. | TM05 | Roar | Normal | Causes the opponent to become terrified and flee. | TM06 | Toxic | Poison | Poisons the opponent with an extremely powerful toxin. | TM07 | Hail | Ice | Summons a hailstorm that strikes every turn. | TM10 | Hidden Power | Normal | Orbs of power are fired at the opponent from the mouth and horn. | TM13 | Ice Beam | Ice | Blasts the opponent with an icy beam that may freeze it. | TM14 | Blizzard | Ice | Hits the opponent with an icy storm that may freeze it. | TM15 | Hyper Beam | Normal | A powerful blast fired from the mouth, though it leaves the user immobile for one turn. | TM17 | Protect | Normal | A sheild is created around the user, protecting them from harm, though it will not work twice in a row. | TM18 | Rain Dance | Water | Boosts the power of water type attacks. | TM20 | Safeguard | Normal | A mystical force that prevents status problems. | TM21 | Frustration | Normal | An attack that is stronger the more the user dislikes its trainer. | TM23 | Iron Tail | Steel | The user attacks with a tail that has now become rock hard. | TM27 | Return | Normal | An attack that is stronger the more the user likes its trainer. | TM28 | Dig | Ground | Burrows beneath the ground and strikes from under the opponent. | TM30 | Shadow Ball | Ghost | Hurls a black orb of energy at the opponent that may lower their defense. | TM32 | Double Team | Normal | Creates multiple identicle illusions to confuse the opponent. | TM42 | Facade | Normal | An attack that also boosts its power if the user has a status condition. | TM43 | Secret Power | Normal | An attack that varies by location. | TM44 | Rest | Psychic | The user falls asleep, becoming completely healthy again. | TM45 | Attract | Normal | An attack that causes the opposite gender to be less likely to attack. | TM46 | Theif | Dark | May steal an opponent's held item while attacking. | TM58 | Endure | Normal | Endures an attack for one turn. | TM72 | Avalanche | Ice | Power doubles if user recieves damage first. | HM04 | Strength | Normal | Uses enormous power to slam hard into the opponent. | HM06 | Rock Smash | Fighting | A rock crushing attack that may lower the opponent's defense. |
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