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Pokémon Gold Version, Silver Version, and Crystal Version - Battle System

Pokémon Gold Version, Silver Version, and Crystal Version - Battle System

Tags: pokemon-gold-silver-and-crystal, in-depth-guides, battle-system

Contents

Pokémon Gold Version, Silver Version, and Crystal Version - Timing Notes

Pokémon Gold Version, Silver Version, and Crystal Version - Turn phases

An overview of a turn

Every turn of a Pokémon battle consists of these steps in this order.

  1. Commands: Both players choose their commands (see below)
  2. Pokémon that chose to use an item will now do so.
  3. Turn order is calculated.
  4. Pokémon that chose to switch out will now do so.
  5. Pokémon use their attacks.
    1. Before the attack
    2. Obedience check
    3. During the attack
    4. Critical Hits
    5. Damage calculation (also see Stat Stages and the Type Matchup Chart)
    6. Accuracy Check
    7. After the attack
  6. End of the turn.

Commands

At the beginning of the turn, the menu of commands appears with "Fight", "Pokémon", "Pack", and "Run."

  • Fight: Choose a move from the list of moves that appears. This move chosen is called the move "chosen for use" for this turn.
  • Pokémon: Check data on Pokémon or switch the Pokémon in battle. Switching is not usable if a Pokémon "can’t switch out" because of a move’s effect.
  • Pack: Use an item on the Pokémon in battle, who skips its attack this turn.
  • Run: Attempt to run from a wild Pokémon battle. See the Chance of Running in wild Pokémon Battles section, below, for how the game calculates the escape rate.

Pokémon Gold Version, Silver Version, and Crystal Version - Priority and Turn Order

After both Pokémon choose an attack the turn order (who gets to use the attack first) is determined. All attacks are categorized in four priority levels:

2: Endure, Protect, Detect -> 1: Quick Attack, Mach Punch, Extremespeed -> 0: All other attacks -> -1: Counter, Mirror Coat, Whirlwind, Roar, Vital Throw

  • The attack with the higher priority strikes first.
  • If both attacks have the same priority, the holder of Quick Claw has a 23.4% chance of striking first,. If this chance succeeds and both Pokémon hold a Quick Claw, the one who strikes first is randomly determined (in battles in which Exp. Points can be gained, the player’s Pokémon always strikes first in this case).
  • Otherwise, the Pokémon with the higher Speed strikes first.
  • If both Pokémon have the same Speed, the one who strikes first is randomly determined.

Calculating Speed

This process is followed to calculate a Pokémon’s Speed in battle. These calculations are done in advance rather than when determining turn order.

  1. Multiply the Speed by the Speed multiplier derived from the Pokémon’s Speed stat stage .
  2. In a battle in which Exp. Points can be gained, if the Pokémon is controlled by the player and the player has earned the Plain Badge, the Speed rises by 1/8 of its previous value.
  3. If the Pokémon is paralyzed, divide the Speed by 4.

For the purposes of Detect, Endure, and Protect, Pokémon that chose to switch at the beginning of a turn are ignored when determining whether a particular Pokémon "strikes last" in that turn.

Pokémon Gold Version, Silver Version, and Crystal Version - Switching Out

After that, Pokémon that chose to switch out do so.

When a Pokémon enters the battle, the effect of Spikes applies for that Pokémon and that Pokémon faints if Spikes causes the Pokémon to have zero HP. If both sides have Spikes and both Pokémon are switched out, here is what happens:

Leader’s Pokémon switches out --> Leader’s Pokémon loses HP because of Spikes --> Other player’s Pokémon switches out --> Other player’s Pokémon loses HP because of Spikes --> Pokémon with zero HP faint

Pokémon Gold Version, Silver Version, and Crystal Version - Before the attack

After that, the following steps are taken for each Pokémon about to use an attack.

If the Pokémon flinches and isn’t asleep or frozen, it skips its attack.

If the Pokémon used Hyper Beam on its previous turn, it "must recharge" and skips its attack. (If the Pokémon also flinches, the "X must recharge!" message isn’t shown but Hyper Beam’s effect will still end.)

Then, the game checks to see if the attacker is asleep. If so, the attack is not used unless either Snore or Sleep Talk was chosen. Next, if Pokémon is asleep ("[Name] is fast asleep!") the game checks if the Pokémon has waken up. If the Pokémon is frozen, the Pokémon won’t use the attack unless it’s Flame Wheel or Sacred Fire (not even on the second attack segment of Fly, Dig, and so on).

Then:

  1. If the attacker is confused, there is a 50% chance for the attacker to hit itself instead.
  2. If the attacker is in love, there is a 50% chance for the attack to be canceled.
  3. The attacker can’t use the move if it can’t be used because of Disable.
  4. If the attacker is paralyzed, there is a 50% chance for the attacker to be unable to move.
  5. Obedience check, see below.

Pokémon Gold Version, Silver Version, and Crystal Version - Obedience check

In a battle in which Exp. Points can be gained, only after choosing an attack, the game checks to see if the Pokémon is of a different ID from that of the player. (The OT name is not considered.) If so, the following process is used:

  • The badge level (B) is determined based on the player’s Badges.
    • If the player has no Badges, B is 10.
    • If the player has the Hive Badge, B is 30.
    • If the player has the Fog Badge, B is 50.
    • If the player has the Storm Badge, B is 70.
    • If the player has the Rising Badge, B is 101.
  • If the Pokémon’s level (L) is greater than B and a random integer from 0 through (L + B - 1) is greater than or equal to B and the Pokémon is attempting to use a move, the Pokémon becomes disobedient. When disobedient, the Pokémon no longer has a move it last used, Encore ends against the Pokémon, and one of the following happens:
    • If the Pokémon would use Snore or Sleep Talk while it’s asleep, the Pokémon instead "ignore[s] orders sleeping".
    • Otherwise, if another random integer from 0 through (L + B - 1) is greater than or equal to B:
      • C is set to N - (L - B), where N is a random integer from 0 through 255.
      • If C is 0 or greater and is greater than or equal to L minus B, one of the following messages is used: "X is loafing around", "X ignored orders!", "X turned away!", "X won’t obey!"
      • If C is 0 or greater and is less than L minus B, the message shown is "X won’t obey!" and the Pokémon deals confusion damage to itself.
      • If C is less than 0, the message shown is "X began to nap!" and the Pokémon goes to sleep. (Not prevented by Safeguard or Substitute.)
    • Otherwise, the Pokémon will attempt to use a different move if possible. (It could not use a different move while asleep, during the effect of Disable, or if the different move has zero PP, but it could while frozen, even if the different move isn’t Flame Wheel or Sacred Fire.) If it can’t, one of the following messages is used: "X is loafing around", "X ignored orders!", "X turned away!", "X won’t obey!" If the Pokémon uses a different move, the last move it used is not set to that move, the last move it chose for use is set to that move, and PP is reduced from that different move instead of from the move ordered.

An obedience check is done even if the Pokémon uses Pursuit as the opposing Pokémon is about to switch. An obedience check is not done if the Pokémon is continuing to use Thrash, Petal Dance, Outrage, Bide, Rollout, or a two-turn attack during their effects.

Pokémon Gold Version, Silver Version, and Crystal Version - Attacker uses the attack

"[Name] used [Attack]!"

Then if, as commands were chosen, there is no PP remaining for all moves ("There’s no PP left for this move!"), the move Struggle is used instead. Otherwise, the move’s PP is reduced by 1. If the PP can’t be reduced this way, the Pokémon doesn’t use that move instead. Fly, Dig, Petal Dance, Thrash, Rollout, and the like use up 1 PP only when selected. If a different attack is used because of disobedience, 1 PP is spent for the attack actually used.

The exception to PP reduction is Struggle when it’s chosen for use automatically because the Pokémon has no moves it could choose.

Pokémon Gold Version, Silver Version, and Crystal Version - Critical Hits

The method for determining a critical hit is below.

  • Set C to 0.
  • If Focus Energy is in effect for attacker, add 1 to C.
  • If attack is Aero Blast, Crab Hammer, Cross Chop, Karate Chop, Razor Leaf, or Slash, add 2 to C.
  • If attacker is holding Scope Lens, add 1 to C.
  • If attacker’s current species is Chansey and the attacker is holding Lucky Punch, C is set to 2.
  • If attacker’s current species is Farfetch’d and the attacker is holding Stick, C is set to 2.
  • The critical hit chance is as follows:
    • C = 0: 17/256
    • C = 1: 32/256
    • C = 2: 64/256
    • C = 3: 85/256
    • C = 4 or more: 128/256

A critical hit deals two times more damage than usual (see below). Also during a critical hit, if the attacker’s Attack or Special Attack stat stage is equal to or less than the opposing Pokémon’s Defense or Special Defense stat stage, changes to Attack, Defense, Special Attack, and Special Defense because of Reflect, Light Screen, badges, stat stages, and burns are ignored.

An attack’s critical hit chance is determined before damage calculation.

Pokémon Gold Version, Silver Version, and Crystal Version - Damage Calculation

After that, the damage is calculated. This is the damage calculation process for Pokémon Gold Version, Pokémon Silver Version, Pokémon Crystal Version, and Pokémon Stadium 2 (known as Pokémon Stadium Gold and Silver in Japan). The game performs each step in the following order.

  • In battles in which Exp. Points can be gained, the badges have the appropriate stat multiplied by 9 and divided by 8 for Pokémon controlled by the player (the Zephyr Badge raises Attack, the Plain Badge raises Speed, the Mineral Badge raises Defense, and the Glacier Badge raises Special Attack).* (This calculation is done in advance rather than during damage calculation.)
  • Stat stage modifying attacks (see below) modify the appropriate stat (Attack or Defense).* (This calculation is done in advance rather than during damage calculation.)
  • If the attacker is burned, halve the Attack value.* (This calculation is done in advance rather than during damage calculation.)
  • If the attack is Selfdestruct or Explosion, divide the opposing Pokémon’s Defense by 2.
  • If Reflect is in effect for the opposing Pokémon, double the Defense value.*
  • If Light Screen is in effect for the opposing Pokémon, double the Special Defense value.*
  • If the attacker’s original species is Pikachu and the attacker is holding Light Ball, Special Attack is doubled.
  • If the attacker’s original species is Cubone or Marowak and the attacker is holding Thick Club, Attack is doubled.
  • If the Attack or Special Attack stat, the Defense or Special Defense stat, or both exceeds 255, divide both stats by 4 (in Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version, the result is then truncated to an 8-bit integer; for example, 0x0123 in hexadecimal becomes 0x0023).
  • If the opposing Pokémon’s original species is Ditto and the opposing Pokémon is holding Metal Powder, both Defense and Special Defense are multiplied by 1.5.
  • If the Attack or Special Attack stat, the Defense or Special Defense stat, or both is 0, it becomes 1.
  • The damage is equal to:

    int(int(int(2*L/5+2)*A*P/D)/50)

    where L is the attacker’s level, A is the attacker’s Attack or Special Attack value, P is the attack’s power, and D is the opposing Pokémon’s Defense or Special Defense value. For physical attack types (Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel), use the Attack and Defense values. For special attack types (Fire, Water, Electric, Grass, Ice, Psychic, Dragon, Dark), use the Special Attack and Special Defense values.
  • When the attack does a critical hit (see above), the calculated damage is doubled.
  • If the attacker is holding certain items like Pink Bow and Charcoal, multiply the calculated damage by 1.1 (multiply by 110, divide by 100) if the attacker is using an attack of the appropriate type.
  • If the damage calculated is greater than 997, it becomes 997.
  • Add 2 to the calculated damage.
  • Weather. Sunny Day raises the damage of Fire-type attacks by 50% and lowers the damage of Water-type attacks by 50%. Rain Dance raises the damage of Water-type attacks by 50%, lowers the damage of Fire-type attacks by 50%, and halves the damage done by Solarbeam.
  • Badges. In Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version, in battles in which Exp. Points can be gained, the Johto and Kanto badges multiply damage of the appropriate attack type by 9/8 for Pokémon controlled by the player, as shown here: Zephyr Badge: Flying; Hive Badge: Bug; Plain Badge: Normal; Mineral Badge: Steel; Glacier Badge: Ice; Fog Badge: Ghost; Storm Badge: Fighting; Rising Badge: Dragon; Soul Badge: Poison; Volcano Badge: Fire; Boulder Badge: Rock; Rainbow Badge: Grass; Marsh Badge: Psychic; Earth Badge: Ground; Thunder Badge: Electric; Cascade Badge: Water.
  • Same Type Attack Bonus. If the attack type shares a type with one of the user’s types, the damage is multiplied by 1.5.
  • Types of the attacker and the opposing Pokémon. The damage calculated is multiplied by a multiplier that depends on the attacker’s and the opposing Pokémon’s types (see the Type Matchup Chart, below). As an exception, after Foresight is used against the opposing Pokémon, normal and fighting attacks against the opposing Pokémon are normally effective against the Ghost type.
  • Finally, in a process called "damage variance", a random integer from 217 through 255 is multiplied in the currently calculated damage, and divided by 255.

Pokémon Gold Version, Silver Version, and Crystal Version - Stat Stages

Stat stages refer to levels that raise or lower stats during a battle. Each stat stage has 13 different levels.

Stat Stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Stat Multiplier 2/8 2/7 2/6 2/5 2/4 2/3 2/2 3/2 4/2 5/2 6/2 7/2 8/2

That stat scale applies to the stat stages for Attack, Defense, Special Attack, Special Defense, and Speed. At the start of a battle, each Pokémon’s stat stages begin at 0. The stat stages for a Pokémon are reset to 0 when the Pokémon leaves the battle, (except Baton Pass). Each stat stage can’t go lower than -6 or higher than 6. To apply those stat stages, multiply the stat by the stat multiplier for the corresponding stat stage, then adjust the stat so that it’s neither less than 1 nor greater than 999.

The term "stat stages" refers to those for Attack, Defense, Special Attack, Special Defense, and Speed, as well as those for Evasion and Accuracy (see the "Accuracy Check" section, below).

Stat Modification

When an effect raises or reduces a Pokémon’s Attack, Defense, Special Attack, Special Defense, or Speed stat stage; when an item is used to cure poison, burn, paralysis, freezing, or sleep; when a Pokémon gains a level (after calculating new stats); when Haze is used by either Pokémon in battle; or when Rest is used, the new values of the Attack, Defense, Special Attack, Special Defense, and Speed stats are each the original stat modified by badges, stat stages, and (in Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version) paralysis and burns, but not less than 1 or greater than 999.

When an effect paralyzes or burns a Pokémon, the current Speed or Attack, respectively, is reduced to 1/4 of its previous value, rounded down, but not less than 1, and other stats remain unchanged.

When Transform is used, the opposing Pokémon’s original Attack, Defense, Special stats, and Speed, as determined in the preceding sentences, are copied and the user’s original stats become equal to those values until Transform’s effect ends, but the user’s current stats remain unchanged.

When a Pokémon enters the battle, the new values of the Attack, Defense, Special Attack, Special Defense, and Speed stats are each the original stat modified by badges, paralysis, and burns.

When a Pokémon enters the battle because of Baton Pass, instead the new values of the Attack, Defense, Special Attack, Special Defense, and Speed stats are each the original stat modified by stat stages. In Stadium 2 (called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere), if that Pokémon’s stat stage would be greater than 0, its stats are also modified by paralysis and burns.

Pokémon Gold Version, Silver Version, and Crystal Version - Type Matchup Chart

Attack types are the rows; Pokémon types are the columns. If a Pokémon has two types, the type matchups from both types are multiplied.

Attack Type NOR FIG FLY POI GRO ROC BUG GHO STE FIR WAT GRA ELE PSY ICE DRA DAR
NORMAL 1x 1x 1x 1x 1x 1/2 1x 0 1/2 1x 1x 1x 1x 1x 1x 1x 1x
FIGHTING 2x 1x 1/2 1/2 1x 2x 1/2 0 2x 1x 1x 1x 1x 1/2 2x 1x 2x
FLYING 1x 2x 1x 1x 1x 1/2 2x 1x 1/2 1x 1x 2x 1/2 1x 1x 1x 1x
POISON 1x 1x 1x 1/2 1/2 1/2 1x 1/2 0 1x 1x 2x 1x 1x 1x 1x 1x
GROUND 1x 1x 0 2x 1x 2x 1/2 1x 2x 2x 1x 1/2 2x 1x 1x 1x 1x
ROCK 1x 1/2 2x 1x 1/2 1x 2x 1x 1/2 2x 1x 1x 1x 1x 2x 1x 1x
BUG 1x 1/2 1/2 1/2 1x 1x 1x 1/2 1/2 1/2 1x 2x 1x 2x 1x 1x 2x
GHOST 0 1x 1x 1x 1x 1x 1x 2x 1/2 1x 1x 1x 1x 2x 1x 1x 1/2
STEEL 1x 1x 1x 1x 1x 2x 1x 1x 1/2 1/2 1/2 1x 1/2 1x 2x 1x 1x
FIRE 1x 1x 1x 1x 1x 1/2 2x 1x 2x 1/2 1/2 2x 1x 1x 2x 1/2 1x
WATER 1x 1x 1x 1x 2x 2x 1x 1x 1x 2x 1/2 1/2 1x 1x 1x 1/2 1x
GRASS 1x 1x 1/2 1/2 2x 2x 1/2 1x 1/2 1/2 2x 1/2 1x 1x 1x 1/2 1x
ELECTRIC 1x 1x 2x 1x 0 1x 1x 1x 1x 1x 2x 1/2 1/2 1x 1x 1/2 1x
PSYCHIC 1x 2x 1x 2x 1x 1x 1x 1x 1/2 1x 1x 1x 1x 1/2 1x 1x 0
ICE 1x 1x 2x 1x 2x 1x 1x 1x 1/2 1/2 1/2 2x 1x 1x 1/2 2x 1x
DRAGON 1x 1x 1x 1x 1x 1x 1x 1x 1/2 1x 1x 1x 1x 1x 1x 2x 1x
DARK 1x 1/2 1x 1x 1x 1x 1x 2x 1/2 1x 1x 1x 1x 2x 1x 1x 1/2

Pokémon Gold Version, Silver Version, and Crystal Version - Accuracy



If the attack has flag "g" in the list of moves, an accuracy check is now done for it.

In an accuracy check, the following situations are checked in order. Earlier effects take precedence over later effects.

  1. Using Dream Eater when the opposing Pokémon is not sleeping will fail.
  2. If the opposing Pokémon had used Protect or Detect, attack will fail.
  3. If attacker had used Mind Reader or Lock-on, attack won’t hit if the opposing Pokémon is using Fly and the attack is Earthquake, Fissure, or Magnitude, or the attack will succeed otherwise (Gust, Thunder, Twister, and Whirlwind will be effective even to opponents using Dig). Either way, the effect of Mind Reader and Lock-on now ends.
  4. Absorb, Dream Eater, Giga Drain, Leech Life, and Mega Drain on a substitute will fail.
  5. Gust, Thunder, Twister, and Whirlwind are effective if the opposing Pokémon if using Fly, and all other attacks will miss on them. Earthquake, and Magnitude are effective to Pokémon using Dig, and all other attacks will miss on them.
  6. During Rain Dance, Thunder won’t miss.
  7. Swift won’t miss.

Then, the accuracy rate is decided as follows. Each Pokémon has one stat stage each for evasion and accuracy, which are not really stats, but affect an attack’s probability of hitting an opposing Pokémon. The table below shows the multipliers for evasion and accuracy.

Stat Stage -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Accuracy Multiplier 0.33 0.36 0.43 0.5 0.6 0.75 1 1.33 1.66 2 2.33 2.66 3
Evasion Multiplier 3 2.66 2.33 2 1.66 1.33 1 0.75 0.6 0.5 0.43 0.36 0.33

An attack’s accuracy is multiplied by its user’s accuracy multiplier, as shown in the table above, but not to less than 1, then multiplied by its the opposing Pokémon’s evasion multiplier, as shown in the table above, but not to less than 1 or greater than 255. For attacks with flag "g", if the opposing Pokémon is holding BrightPowder, the accuracy falls by 20, but not to less than 0. Then, if the accuracy equals 255, it will hit. Otherwise, the attack will hit if a random integer from 0 through 255 is less than its accuracy.

Accuracy and evasion are two of a Pokémon’s stat stages. Like other stat stages, each Pokémon begins with a stat stage of 0, and a Pokémon’s stat stages are reset to 0 when it leaves the battle (except Baton Pass)..

Pokémon Gold Version, Silver Version, and Crystal Version - End of attack

If an attack is successful (including each hit of a multi-hit attack), the following effects resolve:

  1. Recoil/Drain
  2. If the attack has an additional effect such as a stat stage modification, poisoning, or burning, the probability of the effect happening is now determined. If a random integer from 0 through 255 is less than the attack’s additional effect chance, the additional effect will occur. For instance, for Blizzard, there is a 51/256 chance the opposing Pokémon will become frozen. The additional effect won’t occur if the opposing Pokémon faints because of damage, even if the attack is Ancientpower, Metal Claw, or Steel Wing.
  3. The opposing Pokémon faints if it has zero HP
  4. Destiny Bond/Rage effect
  5. Defrost check

After a Pokémon’s attack segment, any end-of-attack effects will happen for that Pokémon. These effects happen even if a Pokémon doesn’t choose a move for use at the beginning of the attack segment. These effects are, in order:

  1. HP loss from poison/burn
  2. HP loss and recovery from Leech Seed
  3. Effect of Nightmare
  4. Effect of Curse

If a Pokémon faints at any time during its attack segment, including the end of its attack segment, no end-of-attack effects are applied to either that Pokémon or the new Pokémon, and if the Pokémon struck first, the opposing Pokémon’s attack segment is skipped. (If the opposing Pokémon used Hyper Beam on the previous turn, it "must recharge" on the next possible attack segment.)

If a Pokémon faints before the end of an opposing Pokémon’s attack segment, usually as the result of an attack, no end-of-attack effects are applied to the opposing Pokémon.

When a Pokémon switches out or uses Baton Pass, the Pokémon that replaces it does nothing during its attack segment but any end-of-attack effects are still applied to that Pokémon.

Pokémon Gold Version, Silver Version, and Crystal Version - End of turn

These effects are invoked at the end of the turn, after all Pokémon take their attack segments. The effects are, in order:

  1. Future Sight (non-leader first)
  2. Sandstorm/Sunny Day/Rain Dance
  3. Multi-turn attacks
  4. Perish Song
  5. Recover with Leftovers
  6. Check if defrosted
  7. Check end of Reflect/Light Screen/Safeguard
  8. Check for condition based on Berry
  9. Check end of Encore

Effects above that apply to both players are resolved leader-first unless noted otherwise.

For Future Sight, Perish Song, and Sandstorm, the game applies the effect to each Pokémon; then each Pokémon with 0 HP faints; then the player’s Pokémon gain Exp. Points for fainted opponents if necessary; then new Pokémon in battle are chosen if necessary; then the game is decided.

Pokémon Gold Version, Silver Version, and Crystal Version - Fainting and Switching Out

If a Pokémon faints at any time during its attack segment, including the end of its attack segment, no end-of-attack effects are applied to either that Pokémon or the new Pokémon, and if the Pokémon struck first, the opposing Pokémon’s attack segment is skipped. (If the opposing Pokémon used Hyper Beam on the previous turn, it "must recharge" on the next possible attack segment.)

If a Pokémon faints before the end of an opposing Pokémon’s attack segment, usually as the result of an attack, no end-of-attack effects are applied to the opposing Pokémon.

When a Pokémon switches out or uses Baton Pass, the Pokémon that replaces it does nothing during its attack segment but any end-of-attack effects are still applied to that Pokémon.

Pokémon Gold Version, Silver Version, and Crystal Version - Chance of Running in Wild Battles

In a wild Pokémon battle, if the current Speed of the Pokémon trying to run is equal to or greater than the opposing Pokémon’s, running is successful. Otherwise, the formula below is used.

X=int(A*32/B)+(30*C)

where:

  • A = Current Speed of Pokémon trying to run
  • B = Remainder of (D / 4) divided by 256 where D is the current Speed of the opposing Pokémon. If B equals 0, running is successful.
  • C = Number of times the player already tried to run this battle, not counting the current attempt. Doesn’t count attempts to run when an effect (such as Mean Look) prevents the Pokémon from running. This variable is reset to 0 when the player chooses the Fight command, but doesn’t change when the player’s Pokémon changes.

If X is greater than 255, running is successful. Otherwise, if a random integer from 0 through 255 is less than or equal to X, running is successful. Otherwise, running fails.

Pokémon Gold Version, Silver Version, and Crystal Version - Tag Battles

In Stadium 2 (called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere), two players can team up on a single side. Each player on a side enters six Pokémon, then chooses three of them before a battle begins. There are two variations of this so-called "tag battle":

  • For the Anything Goes rules, each player on a side with two players can choose only a Pokémon he or she controls when it’s switched out or replaced with Baton Pass. Nevertheless, Whirlwind and Roar can replace the Pokémon on a side with another one controlled by either player on that side. If all Pokémon on a single side faint, that side loses.
  • For other rules, each player on a side with two players can choose only a Pokémon controlled by the other player on that side when it’s switched out or replaced with Baton Pass. Nevertheless, Whirlwind and Roar can replace the Pokémon on either side with another one controlled by either player on that side. If all Pokémon controlled by even one of the players on a side faint, that side loses. (Because of this, the rules for Destiny Bond, Explosion, Perish Song, and Selfdestruct are applicable if one player on a side has only one Pokémon remaining.)

Things such as same-species and same-item restrictions are enforced only for each player’s team individually, not for the combined team when a battle begins.

Pokémon Gold Version, Silver Version, and Crystal Version - Attack Explanations

Pokémon Gold Version, Silver Version, and Crystal Version - Last move used

Several moves rely on the the last move a Pokémon had used, which need not occur immediately beforehand. For instance, the Pokémon may use an item or try to run away in between. This variable is reset when either Pokémon leaves the battle. This variable is reset if the move is Metronome, Mimic, Mirror Move, Sketch, Sleep Talk, or Transform, and the variable is not set to moves used by other moves. Hyper Beam and two-turn attacks are considered the last move used on both attack segments of use (except if they were used by other moves). The use of Pursuit as the opposing Pokémon is about to switch, and the returned attack from Future Sight, are ignored when determining the last move used.

Each Pokémon in battle has a different "last move used" variable.

The "last move used" is not reset if an attack is prevented from being used or if it can’t be used because it has zero PP.

Encore uses a variant of the last move used, with the difference being that the variable is not reset for a Pokémon if it remains in battle but its the opposing Pokémon leaves the battle.

Pokémon Gold Version, Silver Version, and Crystal Version - Last move chosen for use

The "last move chosen for use" changes when the player moves the cursor on the list of moves. The "last move chosen for use" is retained when a Pokémon leaves the battle (except at the end of the battle). Each Pokémon in battle has a different "last move chosen for use" variable.

Pokémon Gold Version, Silver Version, and Crystal Version - Descriptions of Common Effects

Effects that are common to many attacks are described below. Of the effects listed here, a Pokémon will remain poisoned, burned, paralysis, frozen, and asleep even when the Pokémon leaves the battle, including when a battle ends. (However, a Pokémon will stop being poisoned, burned, paralyzed, frozen, and asleep, as well as have full HP and PP, when it’s taken to a Pokémon Center nurse or placed in a PC storage box.) An effect can’t cause poison, burn, paralysis, freezing, or sleep against a Pokémon if it already has one of these five conditions or if it has fainted.

Poison (PSN)

If a Pokémon is poisoned, it loses 1/8 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Poison types can’t be poisoned. Steel types can’t become poisoned by Poison-type attacks. Outside of battle, a poisoned Pokémon loses 1 HP every four steps the player walks. (The effect of Toxic is similar to poison, see " Toxic ".)

Paralysis (PAR)

When a Pokémon becomes paralyzed, its Speed is recalculated so that it is reduced to 25% (see "Stat Modification"). If a Pokémon is paralyzed, there is a 25% chance that it will lose its chance to attack. Ground types can’t become paralyzed by Electric type attacks.

Burn (BRN)

When a Pokémon becomes burned, its Attack is recalculated so that it is halved (see "Stat Modification"). If a Pokémon is burned, it loses 1/8 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Fire types can’t become burned by Fire-type attacks.

Sleep (SLP)

A sleeping Pokémon can’t normally do its attack during its attack segment. When a Pokémon becomes asleep, it receives a count of 2 to 7. In Stadium 2, the sleep count is 2 to 4 instead. At a sleep check, this count is reduced by 1. If the count reaches zero, the Pokémon wakes up and can attack on the same turn. Snore and Sleep Talk can be used by a sleeping Pokémon. The game stores the current duration of a Pokémon that’s asleep, in case the Pokémon leaves battle and enters the battle in another one.

Frozen (FRZ)

A frozen Pokémon can’t normally do its attack during its attack segment. The only moves that a frozen Pokémon can use are Flame Wheel and Sacred Fire, which will defrost it. If the Pokémon loses HP because of a Fire-type attack (considering Hidden Power as Normal), it thaws out. There is a 25/256 chance at the end of each turn that a Pokémon will thaw out. Ice types can’t become frozen by Ice-type attacks.

Confusion

When a Pokémon becomes confused, it receives a count of 2 to 5. At the beginning of the Pokémon’s attack segment, this count is reduced by 1, then if it is greater than 0, there is a 50% chance that the Pokémon will deal damage to itself rather than use an attack. The self-inflicted confusion attack is a physical attack, has a power of 40, has no type, can’t be a critical hit, and is not varied with a random integer. (Doesn’t ignore the effect of Reflect.) Confusion is removed from the Pokémon when it leaves the battle (except Baton Pass). If the Berserk Gene causes confusion in Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version, its holder will receive a confusion count of 256.

Flinch

After a Pokémon uses a move that makes the opposing Pokémon flinch in the same turn, the opposing Pokémon (unless it’s asleep or frozen) can flinch when the beginning of its attack segment comes and thus skip its attack this turn.

Pokémon Gold Version, Silver Version, and Crystal Version - Weather

The weather moves (Sunny Day, Rain Dance, Sandstorm) can be used at any time, even during weather. A weather move, when used, resets the number of turns of the effect to 5 (including the current turn) and cancels any other weather effect. A weather move will succeed even if the weather condition associated with it is in effect.

Pokémon Gold Version, Silver Version, and Crystal Version - Two-Turn Attacks

In a two-turn attack, the user prepares for the attack on the first attack segment, and hits the opposing Pokémon on the second attack segment. The user can’t take any action until the user finishes using the two-turn attack. PP is deducted on the first attack segment of the two-turn attack. Two-turn attacks work by checking the last move the user chose for use on the turn after the first attack segment of the attack; if that move is a two-turn attack, the second attack segment of the attack is done. If the user is prevented from using the two-turn attack on that turn, its effect ends. If the user tries to use a two-turn attack with Mirror Move or Metronome, it fails if the user is asleep or frozen.

A two-turn attack is not a multi-turn attack, and vice versa. A two-turn attack remains a two-turn attack even if the attack would not take two turns.

For all two-turn attacks, on the first attack segment of the attack, no accuracy check is done and no check is made to determine whether the attack will be ineffective against the opposing Pokémon or otherwise be avoided by the opposing Pokémon.

The phrase "if the opposing Pokémon is using Dig/Fly" means "during the effect of Dig/Fly for the opposing Pokémon." For Mimic, it can copy Dig or Fly after the opposing Pokémon had used it to deal damage. The returned attack from Future Sight will miss the user while it is using Dig or Fly.

Pokémon Gold Version, Silver Version, and Crystal Version - Multi-hit attacks

The multi-hit attacks are labeled "Multi-hit attack" and "Attacks twice in a row" in the attack descriptions, as well as Triple Kick and Beat Up. For all multi-hit attacks, an accuracy check is performed only once, namely, before the attack hits the opposing Pokémon multiple times.

When the opposing Pokémon of a multi-hit attack faints, the attack stops.

Unless noted otherwise, each hit of a multi-hit attack is treated as a separate attack. For instance, the chance of a critical hit is checked separately for each hit.

Pokémon Gold Version, Silver Version, and Crystal Version - Notes for Specific Moves

Toxic

Toxic uses a value called T to calculate how much HP to remove from the opposing Pokémon. When Toxic is used, T is set to 0. At the end of the opposing Pokémon’s attack segment every turn, including the current one, T rises by 1 and the opposing Pokémon’s HP is reduced by int(maximum HP/16)*T, but not less than 1 HP, as long as the opposing Pokémon remains poisoned. (This HP loss happens instead of the HP loss for regular poisoning.) The current value of T is retained when the opposing Pokémon uses Baton Pass. It is not reset if the user uses another poison move such as Poisonpowder on the new Pokémon, and T will still increase if the new the opposing Pokémon becomes or is poisoned. When the battle ends or the opposing Pokémon leaves the battle (except Baton Pass) , T will stop increasing, the effect of Toxic will end, and all poisoning on the opposing Pokémon’s side will revert to normal poison. Curing the poison will, of course, also end the effect.

Toxic will fail if the opposing Pokémon is already poisoned, by any means.

Rest removes the PSN status and ends the effect of Toxic.

Haze has no effect on T when used by either player.

Transform

In Pokémon Gold Version , Pokémon Silver Version , and Pokémon Crystal Version , there are several bugs related to DVs and gender calculation. If Transform is used by the opposing Pokémon of the player, it calculates gender using the DVs of user before the transformation, but if used by the player, gender is not recalculated. When a Pokémon that is controlled by the opposing Trainer and is under the effect of Transform leaves the battle, the Pokémon that replaces it, if any, receives the DVs of the old Pokémon and a recalculated gender, both of which are reverted to their original values when the new Pokémon leaves the battle.

When Transform is used, the opposing Pokémon’s Attack, Defense, Special Attack, Special Defense, and Speedstats, as modified by stat stages, badges, paralysis, and burns, are copied and the user’s stats become equal to those values. (However, any further effects that change the user’s stat stages, paralysis, or burns will use the user’s original stat as a starting point, not the opposing Pokémon’s stats.)

If a wild Pokémon has the effect of Transform and it is caught, its species becomes Ditto, regardless of its original species. After it is caught, its stats and moves become those of a wild Ditto at the same level, except current HP.

Even if Transform is in effect for the user, its stats are recalculated according to its level and original DVs when it levels up.

In battles in which Exp. Points can be gained, the player’s Pokémon gain Exp. Points based on the original species of the opposing Pokémon under Transform.

Substitute

Substitute creates a copy of the user called a substitute; to make a substitute, the user loses 1/4 of its maximum HP. (The HP lost can be 0.) This attack fails if the HP reduced would faint the user or if the user already has a substitute. The substitute has life points equal to the HP lost this way. (The term "life points" is used here to differentiate it from HP, to avoid confusion when describing Substitute’s effect.)

If an effect (such as a move or item) is absent in this description, it is assumed to work as normal both with and without Substitute’s effect.

These are the main effects that happen while the user has a substitute:

  • Attacks by the opposing Pokémon can’t cause poison, burn, paralysis, freezing, sleep, confusion, or flinching against the user. Additional effects of attacks by the opposing Pokémon can’t inflict such effects if the user had a substitute as the attack began (for Twineedle, the additional effect is prevented even if the substitute fades on the first hit of the attack).
  • Attacks by the opposing Pokémon can’t lower the user’s stat stages. Additional effects of attacks by other Pokémon can’t do so if the user had a substitute as the attack began.
  • If user would lose HP because of an attack by the opposing Pokémon, the user’s substitute loses that many life points instead.

When the substitute has no life points left, it fades and Substitute’s effect ends.

Any other effects that affect the user’s HP do not involve the substitute in any way. This applies to reductions of the user’s HP from poison, Leech Seed, Sandstorm, recoil, and so on; and to effects that make the user gain HP. Moreover, effects that need to know the user’s HP (Super Fang, Reversal, Flail, False Swipe, and so on.) won’t use the substitute’s life points in place of the user’s HP. (This is why "life points" is used instead of HP to describe the substitute’s vitality.)

The substitute will be removed, and Substitute’s effect will end, when the user leaves the battle (except Baton Pass) or if the user faints before the substitute fades. If the user uses Baton Pass, the substitute retains its current life points.

Other notes regarding Substitute are given below.

  • While the user has a substitute, attacks and confusion damage can deal damage equal to or greater than the user’s HP even if an effect prevents it from fainting (such as Focus Band).
  • Counter and Mirror Coat will miss when used by the user. The opposing Pokémon can use these attacks normally.
  • Pain Split modifies the user’s and the opposing Pokémon’s HP and will work as normal for the user.
  • Damage from confusion is given to the user.
  • The returned attack from Future Sight is directed to the substitute, since it’s considered an "attack by its user".
  • Bide can be used by the user, but it won’t be affected by damage intercepted by a substitute. It will work as normal after the substitute fades. Rage and its effect will work as normal.
  • The opposing Pokémon is always given 1 HP of recoil when attacking a substitute with a recoil attack (because recoil is calculated from HP the attacker’s the opposing Pokémon loses because of that attack; in this case the user doesn’t lose any HP). Jump Kick and Hi Jump Kick, if they miss, cause the opposing Pokémon to lose HP as normal (because this HP loss is based on hypothetical damage).
  • The user can use Selfdestruct or Explosion and faint, or faint because of Destiny Bond or Perish Song, even if it has a substitute.
  • The game checks whether a substitute fades after every hit of a multi-hit attack. The multi-hit attack will continue even after the substitute fades.
  • Absorb, Dream Eater, Giga Drain, Leech Life (the attack will miss), and Mega Drain, as well as Pain Split (won’t affect user) will fail for the opposing Pokémon. The user can use these attacks normally.
  • The secondary effect of multi-turn attacks won’t occur when the opposing Pokémon uses a multi-turn attack against the user. The effect of multi-turn attacks against the user will end when the user creates a substitute.
  • Detect, Endure, and Protect will fail for the user. The opposing Pokémon can use these attacks normally.
  • Lock-on and Mind Reader (won’t affect user) will fail for the opposing Pokémon. The user can use these attacks normally.
  • Nightmare will fail for the opposing Pokémon. If the opposing Pokémon is a Ghost type, Curse will fail for the opposing Pokémon. The user can use Nightmare and Curse normally, whether or not user is of Ghost type.
  • Leech Seed (attack will be evaded) will fail for the opposing Pokémon. The user can use Leech Seed normally.
  • The substitute will absorb damage from Pursuit if it attempts to switch normally.
  • If the opposing Pokémon uses Swagger, the substitute won’t develop confusion but will receive the Attack increase. (These effects are covered elsewhere.) The user can use Swagger normally.
  • If Thief hits the user’s substitute, it will damage the substitute but won’t steal the item from the user. The user can use Thief normally.
  • Sketch will fail for the opposing Pokémon. The user can use Sketch normally.
  • Mimic will work as normal for both user and the opposing Pokémon.
  • Transform and Pay Day will work as normal.
  • Substitute can’t prevent Whirlwind, Roar, Disable, Encore, Spite, Foresight, Attract, Haze, Destiny Bond, Spider Web, Mean Look, Spikes, or Perish Song.

Disable

Disable causes the last move used by the opposing Pokémon to be prevented from being used or chosen. When Disable is used, the opposing Pokémon receives a count of 2 to 8 (random). Every turn, including the current turn, during the effect, this count is reduced by 1 when the opposing Pokémon begins to use an attack (before confusion check), except when it flinches. When the count is reduced to zero or the opposing Pokémon leaves the battle, the opposing Pokémon’s Disable effect ends. Disable will fail if the selected move has zero PP. During the effect, Disable will fail for the user.

In the unusual case that the opposing Pokémon has more than one copy of the attack, the first copy will be prevented from being chosen, and the other copies will be prevented from being used.

If the Pokémon can’t choose a move for use and one of its moves is affected by Disable, the Pokémon won’t automatically choose Struggle for use instead unless all its moves have zero PP.

Present

In Pokémon Gold Version and Pokémon Silver Version , when Present deals damage to the opposing Pokémon, several values are substituted in the damage calculation formula:
  • Attacker’s Attack: 10 multiplied by the type matchup of the attack’s type against the opposing Pokémon’s types.
  • Opposing Pokémon’s Defense: A number that depends on the attacker’s current second type (for example, Charizard’s second type is normally Flying, but Charmander’s second type is normally Fire).
  • Attacker’s level: A number that depends on the opposing Pokémon’s current second type.
  • The numbers used in the modified Defense and level are as follows: Normal - 0; Fighting - 1; Flying - 2; Poison - 3; Ground - 4; Rock - 5; Bug - 7; Ghost - 8; Steel - 9; Fire - 20; Water - 21; Grass - 22; Electric - 23; Psychic - 24; Ice - 25; Dragon - 26; Dark - 27.
  • If a calculation would divide by 0, it divides by 1 instead.

This bug has been corrected in Crystal and Stadium 2. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)

Belly Drum

Belly Drum uses the following procedure when raising the Attack stat stage:

  1. Raise stat stage by 2 (but not to more than +6) and calculate the modified Attack (as explained in "Stat Modification").
  2. While the stat stage is less than +6 and the modified Attack is less than 999:
    1. Raise stat stage by 2 (but not to more than +6) and calculate the modified Attack (as explained in "Stat Modification").

Belly Drum fails if the reduced HP would faint the user or the user’s Attack can’t be raised. Because of a bug, however, the attack always does step 1 of the above process even if it fails because the reduced HP would faint the user (in which case the user doesn’t lose any HP).

In Stadium 2, Belly Drum raises the Attack stat stage to +6 instead, and will fail if the reduced HP would faint the user or the user’s Attack can’t be raised. The bug just mentioned doesn’t occur in Stadium 2. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)

Pokémon Gold Version, Silver Version, and Crystal Version - List of Moves

This is a complete description of the moves in Pokémon Gold Version and Pokémon Silver Version and their effects. Extra explanation can be found in the supplement to this list.

View moves by name - View moves by effect

Name Type Power Accuracy (/255) PP Effect Chance (/255) Flags
00:
PoundNORMAL40255350fg
Mega PunchNORMAL80216200fg
ScratchNORMAL40255350fg
ViceGripNORMAL55255300fg
CutNORMAL50242300fg
Wing AttackFLYING60255350fg
SlamNORMAL80191200fg
Vine WhipGRASS35255100fg
Mega KickNORMAL12019150fg
Horn AttackNORMAL65255250fg
TackleNORMAL35242350fg
Water GunWATER40255250fg
Hydro PumpWATER12020450fg
SurfWATER95255150fg
PeckFLYING35255350fg
Drill PeckFLYING80255200fg
StrengthNORMAL80255150fg
Rock ThrowROCK50229150fg
Egg BombNORMAL100191100fg
WaterfallWATER80255150fg
MegahornBUG120216100fg
Good chance for a critical hit.
Karate ChopFIGHTING50255250fg
Razor LeafGRASS55242250fg
CrabhammerWATER90216100fg
SlashNORMAL70255200fg
AeroblastFLYING10024250fg
Cross ChopFIGHTING10020450fg
01: Puts the opposing Pokémon to sleep.
SingNORMAL0140150g
Sleep PowderGRASS0191150g
HypnosisPSYCHIC0153200g
Lovely KissNORMAL0191100g
SporeGRASS0255150g
02: May poison the opposing Pokémon.
Poison StingPOISON152553576g
SmogPOISON2017820102g
SludgePOISON652552076g
Sludge BombPOISON902551076g
03: If this attack is successful, user gains half of HP lost by the opposing Pokémon because of this attack, but not less than 1 HP.
AbsorbGRASS20255200fg
Mega DrainGRASS40255100fg
Leech LifeBUG20255150fg
Giga DrainGRASS6025550fg
04: May burn the opposing Pokémon.
Fire PunchFIRE752551525g
EmberFIRE402552525g
FlamethrowerFIRE952551525g
Fire BlastFIRE120216525g
05: May freeze the opposing Pokémon.
Ice PunchICE752551525g
Ice BeamICE952551025g
BlizzardICE120178525g
Powder SnowICE402552525g
06: May paralyze the opposing Pokémon.
ThunderPunchELECTRIC752551525g
Body SlamNORMAL852551576g
ThunderShockELECTRIC402553025g
ThunderboltELECTRIC952551525g
LickGHOST202553076g
Zap CannonELECTRIC1001275255g
SparkELECTRIC652552076g
DragonBreathDRAGON602552076g
07: User faints as part of this attack’s use, after damage calculation. The opposing Pokémon’s Defense is treated as halved in damage calculation. (If the opposing Pokémon also faints, the opposing Pokémon’s fainting message is shown first.)
SelfdestructNORMAL20025550fg
ExplosionNORMAL25025550fg
08: Fails unless the opposing Pokémon is asleep. If this attack is successful, user gains half of HP lost by the opposing Pokémon because of this attack, but not less than 1 HP.
Dream EaterPSYCHIC100255150g
09: Uses last move the opposing Pokémon used (that move doesn’t become the last move the user chose for use). Fails if that move is Metronome, Mimic, Mirror Move, Sketch, Sleep Talk, Transform, or any attack user knows. (A move that can’t be used because of Disable can be used this way.)
Mirror MoveFLYING0255200
0A: Raises user’s Attack by 1 stage.
MeditatePSYCHIC0255400
SharpenNORMAL0255300
0B: Raises user’s Defense by 1 stage.
HardenNORMAL0255300
WithdrawWATER0255400
0D: Raises user’s Special Attack by 1 stage.
GrowthNORMAL0255400
10: Raises user’s evasion by 1 stage.
Double TeamNORMAL0255150
After a successful use of this attack by the user, every use of Stomp by the opposing Pokémon has double power, until user leaves the battle (except Baton Pass) (effect is not cumulative).
MinimizeNORMAL0255200
11: Can’t be evaded.
SwiftNORMAL60255200fg
Faint AttackDARK60255200fg
Priority level -1.
Vital ThrowFIGHTING70255100f
12: Lowers the opposing Pokémon’s Attack by 1 stage.
GrowlNORMAL0255400g
13: Lowers the opposing Pokémon’s Defense by 1 stage.
Tail WhipNORMAL0255300g
LeerNORMAL0255300g
14: Lowers the opposing Pokémon’s Speed by 1 stage.
String ShotBUG0242400g
17: Lowers the opposing Pokémon’s Accuracy by 1 stage.
Sand-AttackGROUND0255150g
SmokeScreenNORMAL0255200g
KinesisPSYCHIC0204150g
FlashNORMAL0178200g
18: Lowers the opposing Pokémon’s evasion by 1 stage.
Sweet ScentNORMAL0255200g
19: Resets the stat stages for all stats (including Evasion and Accuracy) on both Pokémon in battle to zero.
HazeICE0255300
1A: If this attack is successful and isn’t already in effect, the effect begins and X is set to 0. During effect, user uses this attack during each of its attack segments and can’t choose any other attack for use, but can switch or run, and whenever the user is damaged by an attack (as well as Guillotine) by an opposing Pokémon, the HP lost by the user because of that attack is added to X. At the user’s second or third use of this attack after this one, deals X times 2 damage to the opposing Pokémon and ends effect. (The opposing Pokémon can use Protect or Detect during that turn to avoid the damage.) Accuracy check is performed only when this attack is returned. Counts all hits of multi-hit attacks. Attack returned is affected by type immunities. Returned attack is considered an attack by the user. If user leaves the battle, the user chose not to attack as commands are chosen, or this attack is prevented from being used during effect, effect ends without returning an attack.
BideNORMAL0255100fg
1B: User uses this attack (even if the attack misses on the first or later use) for two or three attack segments (including this attack segment), during which user can’t take any other action, and after which user becomes confused (even if it was already confused). If user is prevented from using this attack or leaves the battle, effect ends without causing confusion. If user is asleep as it starts to use this attack, this attack deals damage and lasts one attack segment (doesn’t cause confusion).
ThrashNORMAL90255200fg
Petal DanceGRASS70255200fg
OutrageDRAGON90255150fg
1C: Ends wild Pokémon battles. In Trainer battles, replaces the opposing Pokémon with a random unfainted non-Egg Pokémon not in battle on the opposing Pokémon’s side, and this attack fails if there is no such Pokémon or if user struck before the opposing Pokémon. Priority level -1. In Stadium 2, fails unless user strikes last this turn.
WhirlwindNORMAL0255200g
RoarNORMAL0255200g
1D: Multi-hit attack. Attacks two to five times in a row. 37.5% for 2 or 3 times; 12.5% for 4 or 5 times.
DoubleSlapNORMAL15216100fg
Comet PunchNORMAL18216150fg
Fury AttackNORMAL15216200fg
Pin MissileBUG14216200fg
Spike CannonNORMAL20255150fg
BarrageNORMAL15216200fg
Fury SwipesNORMAL18204150fg
Bone RushGROUND25204100fg
1E: User’s types become the type of one of the user’s moves, except Curse, chosen at random. (Considers Hidden Power as Normal.) User’s new type reverts to its original type when user leaves the battle. Fails if all user’s attacks (except Curse) are of either type of the user (whether that type is temporary or not), since it chooses a type other than user’s current type.
ConversionNORMAL0255300
1F: May make the opposing Pokémon flinch.
Rolling KickFIGHTING602161576g
HeadbuttNORMAL702551576g
BiteDARK602552576g
Low KickFIGHTING502292076g
Bone ClubGROUND652162025g
Rock SlideROCK752291076g
Hyper FangNORMAL802291525g
20:
User gains half of its maximum HP. Fails if user’s HP is full.
RecoverNORMAL0255200
SoftboiledNORMAL0255100
Milk DrinkNORMAL0255100
User gains all HP; user sleeps with a sleep count of 3, even if user is poisoned, burned, paralyzed, frozen, or already asleep. Fails if user’s HP is full.
RestPSYCHIC0255100
21: "Badly" poisons the opposing Pokémon.
ToxicPOISON0216100g
22: In battles in which Exp. Points can be gained, if this attack is successful, an amount equal to twice the user’s current level (during attack’s use) is added to the money to be obtained when the player wins the battle, up to 999,999. (Not obtained if running occurred in the battle. Player obtains money regardless of which Pokémon used this attack.)
Pay DayNORMAL40255200fg
23: Special Defense of the Pokémon on the user’s side is doubled for five turns, including this turn, except in critical hits. During effect, this attack fails for any Pokémon in battle on the user’s side.
Light ScreenPSYCHIC0255300
24: May either burn, freeze, or paralyze the opposing Pokémon (1/3 chance of each).
Tri AttackNORMAL802551051g
26: One-hit KO. Deals 65,535 damage to the opposing Pokémon. Ineffective if the opposing Pokémon’s level is greater than user’s level. When used, this attack’s accuracy rises by (2 * level difference) before applying the accuracy and evasion stat stages. (If the accuracy now is greater than 255, it becomes 255.) Affected by type immunities. (An accuracy check is done for this attack as normal.)
GuillotineNORMAL07650
Horn DrillNORMAL17650
Can hit the opposing Pokémon even if it’s using Dig.
FissureGROUND17650
27: Two-turn attack. Good chance for a critical hit.
Razor WindNORMAL80191100fg
28: Deals damage to the opposing Pokémon equal to the greater of 1 or half of the opposing Pokémon’s current HP. Affected by type immunities.
Super FangNORMAL1229100fg
29: Deals damage to the opposing Pokémon equal to this attack’s power. Affected by type immunities.
SonicBoomNORMAL20229200fg
Dragon RageDRAGON40255100fg
2A: Multi-turn attack. If this attack is successful and isn’t already in effect, the effect begins. Effect lasts for three to six turns, including this turn. During effect, the opposing Pokémon can’t switch out or run, and at the end of each turn except the last, the opposing Pokémon loses 1/16 of its maximum HP (but not less than 1 HP). User can use Teleport to run. User can use Whirlwind or Roar to force switching or running; effect will end if this happens. Effect ends when user or the opposing Pokémon leaves the battle. During effect, user can use this or another multi-turn attack to deal damage, but trapping effect won’t be reset.
BindNORMAL15191200g
WrapNORMAL15216200g
Fire SpinFIRE15178150g
ClampWATER35191100g
WhirlpoolWATER15178150g
2C: Attacks twice in a row.
Double KickFIGHTING30255300fg
BonemerangGROUND50229100fg
2D: If this attack misses (but not solely if it becomes ineffective), user loses 1/8 of damage it would have dealt, but not less than 1 HP.
Jump KickFIGHTING70242250fg
Hi Jump KickFIGHTING85229200fg
2E: During effect, user’s stat stages can’t be reduced by attacks by a Pokémon on the opposing Pokémon’s side, except Haze. Effect ends when user leaves the battle (except Baton Pass).
MistICE0255300
2F: Raises chances of a critical hit for attacks by the user. Effect ends when user leaves the battle (except Baton Pass).
Focus EnergyNORMAL0255300
30: If this attack is successful, user loses 1/4 of HP lost by the opposing Pokémon because of this attack, but not less than 1 HP (recoil).
Take DownNORMAL90216200fg
Double-EdgeNORMAL120255150fg
SubmissionFIGHTING80204250fg
This attack’s damage isn’t affected by the opposing Pokémon’s or the user’s types. (This effect doesn’t change this attack’s type.)
StruggleNORMAL5025510fg
31: Confuses the opposing Pokémon.
SupersonicNORMAL0140200g
Confuse RayGHOST0255100g
Sweet KissNORMAL0191100g
32: Raises user’s Attack by 2 stages.
Swords DanceNORMAL0255300
33: Raises user’s Defense by 2 stages.
BarrierPSYCHIC0255300
Acid ArmorPOISON0255400
34: Raises user’s Speed by 2 stages.
AgilityPSYCHIC0255300
36: Raises user’s Special Defense by 2 stages.
AmnesiaPSYCHIC0255200
39: User’s Defense, Special Attack, Special Defense, Speed, and Attack stats; types; moves; species; diversification values (individual values); and stat stages become those of the opposing Pokémon (even if those values are the same). Moves copied have 5 PP and their maximum PP is set to the respective move’s original maximum PP with no PP Ups applied. Species copied is not used in held-item bonuses based on species, or for gender calculation. Doesn’t copy base experience, starting catch rate, friendship, or whether the opposing Pokémon is poisoned, burned, paralyzed, frozen, or asleep. The effect of Disable on the user ends. Effect ends when user leaves the battle. Fails if the opposing Pokémon is using Dig or Fly. During effect, user can use this attack, and this attack fails against user.
TransformNORMAL0255100
3A: Lowers the opposing Pokémon’s Attack by 2 stages.
CharmNORMAL0255200g
3B: Lowers the opposing Pokémon’s Defense by 2 stages.
ScreechNORMAL0216400g
3C: Lowers the opposing Pokémon’s Speed by 2 stages.
Cotton SporeGRASS0216400g
Scary FaceNORMAL0229100g
41: Defense of the Pokémon on the user’s side is doubled for five turns, including this turn, except in critical hits. During effect, this attack fails for any Pokémon in battle on the user’s side.
ReflectPSYCHIC0255200
42: Poisons the opposing Pokémon.
PoisonPowderPOISON0191350g
Poison GasPOISON0140400g
43: Paralyzes the opposing Pokémon. Affected by type immunities.
Stun SporeGRASS0191300g
Thunder WaveELECTRIC0255200g
GlareNORMAL0191300g
44: May lower the opposing Pokémon’s Attack by 1 stage.
Aurora BeamICE652552025g
45: May lower the opposing Pokémon’s Defense by 1 stage.
AcidPOISON402553025g
Iron TailSTEEL1001911576g
Rock SmashFIGHTING2025515127g
46: May lower the opposing Pokémon’s Speed by 1 stage.
BubbleBeamWATER652552025g
ConstrictNORMAL102553525g
BubbleWATER202553025g
Icy WindICE5524215255g
48: May lower the opposing Pokémon’s Special Defense by 1 stage.
PsychicPSYCHIC902551025g
CrunchDARK802551551g
Shadow BallGHOST802551551g
49: May lower the opposing Pokémon’s Accuracy by 1 stage.
Mud-SlapGROUND2025510255g
OctazookaWATER6521610127g
4B: Two-turn attack.
Sky AttackFLYING14022950fg
4C: May confuse the opposing Pokémon.
PsybeamPSYCHIC652552025g
ConfusionPSYCHIC502552525g
Dizzy PunchNORMAL702551051g
DynamicPunchFIGHTING1001275255g
4D: Attacks twice in a row. May poison the opposing Pokémon. (Additional effect occurs after all hits of the attack have resolved.)
TwineedleBUG252552051fg
4F: Creates a substitute using 1/4 of its maximum HP. Effect ends when user leaves the battle (except Baton Pass).
SubstituteNORMAL0255100
50: If this attack is successful, as long as the user remains in battle, user can’t take any action in the following turn and it skips its attack that turn.
Hyper BeamNORMAL15022950g
51: If this attack is successful and it isn’t already in effect for the user, the effect begins and R is set to 1. During effect, whenever the user is damaged by an attack by the opposing Pokémon (as well as Guillotine), R rises by 1 (up to 255). (Doesn’t affect Pursuit as a Pokémon is about to switch out.) During effect, this attack’s power is multiplied by R (calculated after the type matchup multiplier and before the damage variance) when the user uses this attack. Effect ends and R is reset to 1 when the user leaves the battle or when the user doesn’t choose this move for use as a turn begins (effect doesn’t end if this attack is prevented from being used or misses).
RageNORMAL20255200fg
52: Copies the last move used by the opposing Pokémon. The copied move has 5 PP and its maximum PP is set to the copied move’s maximum PP with no PP Ups applied. That move replaces the last instance of this move. New attack reverts to its original attack when battle ends or user leaves the battle. Fails if that move is Struggle or any move user knows. Fails if the opposing Pokémon is using Dig or Fly.
MimicNORMAL0255100g
53: Uses a random move, and that move becomes the last move the user chose for use. Doesn’t use Counter, Destiny Bond, Detect, Endure, Metronome, Mimic, Mirror Coat, Protect, Sketch, Sleep Talk, Struggle, Thief, or any attack user knows.
MetronomeNORMAL0255100
54: During effect, every turn (including current turn), at the end of the opposing Pokémon’s attack segment, the opposing Pokémon loses 1/8 of its maximum HP (but not less than 1 HP), and user gains HP lost by the opposing Pokémon this way. Effect ends when the opposing Pokémon leaves the battle (except Baton Pass) or when Rapid Spin by the opposing Pokémon is successful. Fails if the opposing Pokémon is a Grass type.
Leech SeedGRASS0229100g
55: Does nothing.
SplashNORMAL0255400
56: Disables the last move used by the opposing Pokémon for one to seven attack segments, at random.
DisableNORMAL0140200g
57: Deals damage to the opposing Pokémon equal to user’s level. Affected by type immunities.
Seismic TossFIGHTING1255200fg
Night ShadeGHOST1255150fg
58: Deals damage to the opposing Pokémon equal to a random integer from 1 through int(user’s level * 1.5)-1. Affected by type immunities.
PsywavePSYCHIC1204150fg
59: Deals damage to the opposing Pokémon equal to two times the HP lost by user this turn from the last move used by the opposing Pokémon if that move is a physical damaging move. (Considers Hidden Power as Normal.) Priority level -1. Affected by type immunities. Will miss if the user struck before the opposing Pokémon. (In Pokémon Gold Version , Pokémon Silver Version , and Pokémon Crystal Version , will deal 65535 damage from Fissure and Horn Drill if either attack misses, but is not ineffective. For multi-hit attacks, returns HP based on the final hit of the attack.)
CounterFIGHTING1255200f
5A: Effect lasts for three to six turns (random), including the current turn. During effect, on the opposing Pokémon’s attack segment, the opposing Pokémon uses the last move used by the user when the effect began, and the opposing Pokémon chooses that move for use instead of any other move. The opposing Pokémon can switch or run. Fails if the opposing Pokémon had used Encore, Mirror Move, or Struggle, or if affected attack has zero PP. During effect, this attack will fail for both user and the opposing Pokémon. Effect ends when the opposing Pokémon leaves the battle. At the end of each turn, if affected move has zero PP, effect ends. If the opposing Pokémon becomes disobedient during its attack segment, effect ends (no message is displayed).
EncoreNORMAL025550g
5B: User’s HP and the opposing Pokémon’s HP become equal to the average of user’s and the opposing Pokémon’s current HP, rounded down, and are adjusted so that they don’t exceed their maximum HP. Not affected by type immunities.
Pain SplitNORMAL0255200g
5C: Fails unless user is asleep. May make the opposing Pokémon flinch.
SnoreNORMAL402551576fg
5D: Changes user’s types to a random type that the type of the last move used by the opposing Pokémon is "not very effective" or ineffective against. Fails if there is no such move or if that move is Curse. (Considers Hidden Power as Normal.) User’s new type reverts to its original type when user leaves the battle. This attack can choose the same type as one of the user’s types.
Conversion 2NORMAL0255300g
5E: During effect, the next time an accuracy check is done for an attack against the opposing Pokémon, that accuracy check succeeds and this effect ends. Effect ends when the opposing Pokémon leaves the battle (except Baton Pass). Effect remains even if user leaves the battle (except if the battle ends). This attack can be used against the opposing Pokémon during effect.
Mind ReaderNORMAL025550g
Lock-OnNORMAL025550g
5F: Permanently copies the last move used by the opposing Pokémon. That move replaces this move even after the battle ends or the user leaves the battle. Fails during Link Battles or Stadium 2 battles or if that move is Struggle or any move user knows. A move copied this way has 5 PP has its current PP set to its original maximum PP and its maximum PP set to the copied move’s maximum PP with no PP Ups applied. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)
SketchNORMAL025510
61: Fails unless user is asleep. Uses one of the user’s moves, at random, and that move becomes the last move the user chose for use. Doesn’t choose Sleep Talk, Bide, moves that can’t be used because of Disable, or any two-turn move. Could choose and use a move with zero PP. No PP is spent for the move used.
Sleep TalkNORMAL0255100
62: If an attack by the opposing Pokémon causes the user to faint before user’s next attack segment, the opposing Pokémon faints. Effect ends when user leaves the battle. Effect ends when the Bag command is used to use an item on the user or when the Run command is used and the user fails to run. (Doesn’t affect Pursuit as a Pokémon is about to switch out.)
Destiny BondGHOST025550
63: This attack’s power is 200 if N is less than 2, 150 if N is 2 through 4, 100 if N is 5 through 9, 80 if N is 10 through 16, 40 if N is 17 through 32, or 20 if N is 33 or greater, where N is equal to (user’s current HP * 48 / user’s maximum HP), rounded down. Can’t cause a critical hit, and damage variance is not performed.
FlailNORMAL1255150fg
ReversalFIGHTING1255150fg
64: Lowers PP of the last move used by the opposing Pokémon by 2 to 5, at random. Fails if that move has zero PP or if there is no such move. (If the opposing Pokémon doesn’t have that move, this attack will succeed anyway, but will do nothing.)
SpiteGHOST0255100g
65: If this attack’s damage would reduce the opposing Pokémon’s HP to less than 1, it reduces the opposing Pokémon’s HP to 1 instead.
False SwipeNORMAL40255400fg
66: Each Pokémon (both in battle and not in battle) on the user’s side stops being poisoned, burned, paralyzed, frozen, and asleep (but not confusion).
Heal BellNORMAL025550
67: Priority level 1.
Quick AttackNORMAL40255300fg
Mach PunchFIGHTING40255300fg
ExtremeSpeedNORMAL8025550fg
68: Hits from one to three times, at random. This attack’s power is multiplied by 2 for the second hit and by 3 for the third hit.
Triple KickFIGHTING10229100fg
69: May cause user to receive the opposing Pokémon’s held item (even if the opposing Pokémon has zero HP) if user isn’t holding an item and that item isn’t a Mail, even if user is a wild Pokémon. In battles in which Exp. Points can’t be gained, item is returned to its owner after battle.
ThiefDARK4025510255fg
6A: During effect, the opposing Pokémon can’t switch out or run. During effect, Teleport will fail for the opposing Pokémon (overrides multi-turn attacks in this respect). Effect ends when the opposing Pokémon or user leaves the battle (except Baton Pass).
Spider WebBUG0255100
Mean LookNORMAL025550
6B: Usable only while the opposing Pokémon is asleep. As long as the opposing Pokémon remains asleep, the opposing Pokémon loses 1/4 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Effect ends when the opposing Pokémon leaves the battle (except Baton Pass) or wakes up.
NightmareGHOST0255150
6C: May burn the opposing Pokémon. User can use this attack while frozen; if this attack is successful, user is defrosted.
Flame WheelFIRE602552525g
6D: If user isn’t a Ghost type, lowers user’s Speed by 1 stage and raises user’s Attack and Defense by 1 stage. Will fail if neither user’s Attack nor user’s Defense can be raised. If user is a Ghost type, user loses half of its maximum HP but not less than 1 HP (even if HP reduced would faint user) and every turn (including current turn), at the end of the opposing Pokémon’s attack segment until the opposing Pokémon leaves the battle (except Baton Pass), the opposing Pokémon loses 1/4 of its maximum HP but not less than 1 HP. During effect, this attack fails against the opposing Pokémon.
Curse???2551000
6F: Until the end of the opposing Pokémon’s attack segment (before post-attack segment checks), attacks used by the opposing Pokémon (which have an accuracy check) will miss. Priority level 2. Fails if the opposing Pokémon struck before the user or if the opposing Pokémon switched out this turn before user’s attack segment. A variable, X, starts at 255, and resets to 255 if the last move the user chose for use is not Detect, Endure, or Protect as user uses this attack or if this attack fails, and is halved each time this attack is successful. This attack succeeds at an X/256 chance.
ProtectNORMAL0255100
DetectFIGHTING025550
70: During effect, whenever an opposing Pokémon enters the battle, that Pokémon, unless it’s a Flying type, loses 1/8 of its maximum HP, but not less than 1 HP.
SpikesGROUND0255200
71: During effect, if user’s Accuracy stage is less than the opposing Pokémon’s evasion stage, both are treated as zero for accuracy checks on attacks against the opposing Pokémon. During effect, Normal- and Fighting-type attacks against the opposing Pokémon (even non-damaging ones) are normally effective against the Ghost type. Effect ends when the opposing Pokémon leaves the battle (except Baton Pass). During effect, this attack fails against the opposing Pokémon.
ForesightNORMAL0255400g
72: Each Pokémon in battle without a Perish count receives a Perish count of 4. At the end of each turn (including the current turn), the Perish count of each Pokémon in battle is reduced by 1 and all Pokémon with a Perish count of 0 faint simultaneously. A Pokémon’s Perish count is removed when it leaves the battle (except Baton Pass).
Perish SongNORMAL025550
73: Weather. Lasts for five turns, including this turn. During effect, at the end of each turn before the last, user and the opposing Pokémon, other than and Ground, Rock, and Steel types, lose 1/8 of its maximum HP (but not less than 1 HP). (If both Pokémon’s HP reach zero, both faint simultaneously.)
SandstormROCK0255100
74: Until the end of the opposing Pokémon’s attack segment (before post-attack segment checks), user’s HP would remain 1 if the opposing Pokémon’s attack would cause user’s HP to be reduced to zero. Priority level 2. Fails if the opposing Pokémon struck before the user or if the opposing Pokémon switched out this turn before user’s attack segment. A variable, X, starts at 255, and resets to 255 if the last move the user chose for use is not Detect, Endure, or Protect as user uses this attack or if this attack fails, and is halved each time this attack is successful. This attack succeeds at an X/256 chance.
EndureNORMAL0255100
75: User uses this attack for up to five attack segments, during which user can’t take any other action. (Effect doesn’t happen if this attack misses.) A multiplier, X, is set to 1, and is doubled after each hit. Effect ends when user leaves the battle, when this attack is prevented from being used or misses, when user falls asleep or becomes frozen, or when it’s used for five attack segments. As soon as effect ends, X returns to 1. If user is asleep as it starts to use this attack, this attack deals original power and the effect lasts one attack segment. In damage calculation, before damage variance is calculated, this attack’s power is multiplied by X, or by 2 times X if Defense Curl is in effect for the user. (Each Pokémon has a different X value.)
RolloutROCK30229200fg
76: Raises the opposing Pokémon’s Attack by 2 stages. May confuse the opposing Pokémon. Will miss if the opposing Pokémon’s Attack can’t be raised.
SwaggerNORMAL022915255g
77: A multiplier, X (which begins at 0), rises by 1 (and is truncated to an 8-bit unsigned integer) if this attack is successful. X is reset to 0 if user is asleep or frozen as it attempts to use a move; when user doesn’t choose a move for use as commands are chosen; when the last move user chose for use isn’t this move as it uses this attack; when user leaves the battle; when this attack is prevented from being used or misses; or when user falls asleep, becomes frozen, or wakes up. In damage calculation, before damage variance is calculated, this attack’s power is multiplied by 2 to the power of X. (Each Pokémon has a different X value.)
Fury CutterBUG10242200fg
78: Infatuates the opposing Pokémon. (There is a 50% chance that an infatuated Pokémon’s attack will be canceled.) Fails if user or the opposing Pokémon is gender-unknown, or if both have the same gender. Effect ends when user or the opposing Pokémon leaves the battle. Uses pre-calculated gender.
AttractNORMAL0255150g
79: This attack’s power is equal to int((User’s friendship)*2/5) or 1, whichever is greater.
ReturnNORMAL1255200fg
7A: At random, the opposing Pokémon gains 1/4 of its maximum HP (but not less than 1 HP) and this attack doesn’t deal damage (52/256 chance); or this attack’s power is 40 (102/256), 80 (76/256), or 120 (26/256). Ineffective if the opposing Pokémon is immune (will cause neither damage nor HP gain). Deals abnormal damage in Pokémon Gold Version and Pokémon Silver Version because of a bug.
PresentNORMAL1229150fg
7B: This attack’s power is equal to int((256-(User’s friendship))*2/5) or 1, whichever is greater.
FrustrationNORMAL1255200fg
7C: For five turns, including this turn, attacks by Pokémon in battle on the opposing Pokémon’s side can’t cause poison, burn, paralysis, freezing, sleep, or confusion against any Pokémon in battle on the user’s side. (User can use Rest normally.) During effect, user can’t be confused because of its use of Outrage, Petal Dance, or Thrash. During effect, this attack fails for any Pokémon in battle on the user’s side.
SafeguardNORMAL0255250
7D: May burn the opposing Pokémon. User can use this attack while frozen; if this attack is successful, user is defrosted.
Sacred FireFIRE1002425127g
7E: This attack’s power is 10 (14/256 chance), 30 (25/256), 50 (51/256), 70 (77/256), 90 (51/256), 110 (25/256), or 150 (13/256) (Magnitude 4 through 10, respectively). If an opposing Pokémon is using Dig, this attack’s power is doubled for that opposing Pokémon.
MagnitudeGROUND1255300fg
7F: Replaces user with a different unfainted non-Egg Pokémon not in battle on the user’s side of user’s choice and transfers user’s stat stages, confusion count, and effects of certain moves to that Pokémon.
Baton PassNORMAL0255400
80: When the opposing Pokémon switches, if user chose this move for use, user uses this attack with its damage doubled. (This effect doesn’t depend on user having used this attack beforehand. All pre-attack checks, such as sleep, obedience, and confusion, are checked before the attack is used this way, and an accuracy check is done as normal if the attack is used this way. User’s attack segment is not skipped this way.)
PursuitDARK40255200fg
81: If this attack is successful, effects of multi-turn attacks, Leech Seed, and Spikes end against the user.
Rapid SpinNORMAL20255400fg
84: User gains half of its maximum HP in Link Battles or Stadium 2 battles (other than Battle Tower battles) or during the morning (4 a.m. through 9:59 a.m.); 1/4 of its maximum HP otherwise. User gains all HP or half of its maximum HP instead (under the above circumstances) during Sunny Day, and gains 1/4 or 1/8 of its maximum HP instead (under the above circumstances) during Rain Dance or Sandstorm. Fails if user’s HP is full. If user would gain 0 HP this way, it gains 1 HP instead. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)
Morning SunNORMAL025550
85: User gains half of its maximum HP in Link Battles or Stadium 2 battles (other than Battle Tower battles) or during the day (10 a.m. through 5:59 p.m.); 1/4 of its maximum HP otherwise. User gains all HP or half of its maximum HP instead (under the above circumstances) during Sunny Day, and gains 1/4 or 1/8 of its maximum HP instead (under the above circumstances) during Rain Dance or Sandstorm. Fails if user’s HP is full. If user would gain 0 HP this way, it gains 1 HP instead. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)
SynthesisGRASS025550
86: User gains half of its maximum HP in Link Battles or Stadium 2 battles (other than Battle Tower battles) or at night (6 p.m. through 3:59 a.m.); 1/4 of its maximum HP otherwise. User gains all HP or half of its maximum HP instead (under the above circumstances) during Sunny Day, and gains 1/4 or 1/8 of its maximum HP instead (under the above circumstances) during Rain Dance or Sandstorm. Fails if user’s HP is full. If user would gain 0 HP this way, it gains 1 HP instead. ("Stadium 2" is called "Pokémon Stadium Gold and Silver" in Japan and "Pokémon Stadium 2" elsewhere.)
MoonlightNORMAL025550
87: This attack’s power is equal to ((A*5+(B mod 4))/2)+31, rounded down, where A is 0, plus 8 if the user’s Attack diversification value (DV, individual value) is 8 or more, plus 4 if its Defense DV is 8 or more, plus 2 if its Speed DV is 8 or more, plus 1 if its Special DV is 8 or more, and B is the user’s Special DV. This attack’s type is equal to (A mod 4)*4+(B mod 4), where A is the user’s Attack DV and B is its Defense DV, and is selected from this list: 0 = Fighting; 1 = Flying; 2 = Poison; 3 = Ground; 4 = Rock; 5 = Bug; 6 = Ghost; 7 = Steel; 8 = Fire; 9 = Water; 10 = Grass; 11 = Electric; 12 = Psychic; 13 = Ice; 14 = Dragon; 15 = Dark. ("X mod Y" means "the remainder of X divided by Y.")
Hidden PowerNORMAL1255150fg
88: Weather. Lasts for five turns, including this turn. During effect, for both parties, damage from Water-type attacks is multiplied by 1.5, and damage from Fire-type attacks is halved.
Rain DanceWATER022950
89: Weather. Lasts for five turns, including this turn. During effect, for both parties, damage from Water-type attacks is halved, and damage from Fire-type attacks is multiplied by 1.5. During effect, freeze can’t be inflicted.
Sunny DayFIRE022950
8A: May raise user’s Defense by 1 stage.
Steel WingSTEEL702292525g
8B: May raise user’s Attack by 1 stage.
Metal ClawSTEEL502423525g
8C: May raise user’s Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage.
AncientPowerROCK60255525g
8E: User loses half of its maximum HP and raises user’s Attack stat stage as much as possible. Will fail if HP reduced would faint user or if user’s Attack can’t be raised.
Belly DrumNORMAL0255100
8F: User adopts the opposing Pokémon’s stat stages (deletes and replaces all existing stat stages). Will fail if all of the opposing Pokémon’s stat stages are 0.
Psych UpNORMAL0255100
90: Deals damage to the opposing Pokémon equal to two times the HP lost by user this turn from the last move used by the opposing Pokémon if that move is a special damaging move. (Considers Hidden Power as Normal.) Affected by type immunities. Will miss if the user struck before the opposing Pokémon. Priority level -1. (For multi-hit attacks, returns HP based on the final hit of the attack.)
Mirror CoatPSYCHIC1255200f
91: Two-turn attack. On first attack segment of use, raises user’s Defense by 1 stage.
Skull BashNORMAL100255150fg
92: May make the opposing Pokémon flinch. Power is doubled if the opposing Pokémon is using Fly.
TwisterDRAGON402552051g
93: Power is doubled if the opposing Pokémon is using Dig.
EarthquakeGROUND100255100g
94: Does a damage calculation, without causing a critical hit and whose damage isn’t affected by the opposing Pokémon’s or the user’s types, by the user against the opposing Pokémon (won’t fail); it is returned to the Pokémon at the opposing Pokémon’s position at the end of the turn that follows the next turn. Accuracy check and damage variance are performed only when this attack is returned. (Doesn’t deal damage if the Pokémon at the opposing Pokémon’s position is using Dig or Fly.) Remains in effect even if user or the opposing Pokémon leaves the battle (except if the battle ends). Damage returned is not affected by type immunities. During effect, this attack fails for any Pokémon in battle on the user’s side. Returned attack is considered an attack by the user. If both user and the opposing Pokémon use this attack at the same time, both hits will occur when the attacks are returned, even if the first attack causes its the opposing Pokémon to faint.
Future SightPSYCHIC80229150g
95: Power is doubled if the opposing Pokémon is using Fly.
GustFLYING40255350g
96: May make the opposing Pokémon flinch. If Minimize had been used by the opposing Pokémon, power is doubled.
StompNORMAL652552076g
97: Two-turn attack. If Sunny Day is in effect, attack takes one attack segment. If Rain Dance is in effect, damage is halved.
SolarBeamGRASS120255100fg
98: May paralyze the opposing Pokémon. Can hit the opposing Pokémon even if it’s using Fly. If Rain Dance is in effect, this attack can’t be evaded. If Sunny Day is in effect, this attack’s accuracy is 127/256.
ThunderELECTRIC1201781076g
99: User runs from the wild Pokémon battle. Fails if battle is a trainer battle.
TeleportPSYCHIC0255200
9A: Does one hit for each unfainted Pokémon (both in battle and not in battle) on the user’s side, excluding Eggs and those that are poisoned, burned, paralyzed, frozen, or asleep, in the order in which they started the battle. Fails if there is no such Pokémon. For each of those Pokémon, Attack used in damage formula is the Attack race value (commonly called "base stat") for that Pokémon’s original species; Level used in damage formula is the level of that Pokémon; Defense used in damage formula is the Defense race value (commonly called "base stat") for the opposing Pokémon’s current species. This attack’s damage isn’t affected by the opposing Pokémon’s or the user’s types. Effects that can change this attack’s damage, except critical hits and damage variance, are not applied. Considered a multi-hit attack. (Message "But it failed" appears if only one Pokémon is involved, even when it hits.)
Beat UpDARK10255100fg
9B: Two-turn attack.
While user is using this attack, user is unaffected by attacks other than Gust, Thunder, Twister, and Whirlwind.
FlyFLYING70242150fg
While user is using this attack, user doesn’t lose HP because of Sandstorm and is unaffected by attacks other than Earthquake, Fissure, and Magnitude.
DigGROUND60255100fg
9C: Raises user’s Defense by 1 stage. After the user uses this attack (even if it fails), every use of Rollout by the user, except while user is asleep, has its damage doubled (its X multiplier is doubled), until user leaves the battle (except Baton Pass) (effect is not cumulative).
Defense CurlNORMAL0255400

Pokémon Gold Version, Silver Version, and Crystal Version - Held Items

Berry

At the end of each turn, if the holder’s HP times 2 is less than its maximum HP, holder gains 10 HP and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner gains 10 HP.

Berry Juice

At the end of each turn, if the holder’s HP times 2 is less than its maximum HP, holder gains 20 HP and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner gains 20 HP. (This item is not considered a Berry.)

Gold Berry

At the end of each turn, if the holder’s HP times 2 is less than its maximum HP, holder gains 30 HP and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner gains 30 HP.

Revive

The HP of the chosen Pokémon controlled by its owner is half of its maximum HP, rounded down, if it has fainted.

Max Revive

The chosen Pokémon controlled by its owner has all HP if it has fainted.

Revival Herb

The chosen Pokémon controlled by its owner has all HP if it has fainted.

Bitter Berry

Whenever holder becomes confused, or if it’s confused at the end of each turn, it is cured of confusion and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner is cured of confusion.

Burnt Berry

Whenever holder becomes burned, or if it’s burned at the end of each turn, it is defrosted and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner is defrosted.

Przcureberry

Whenever holder becomes paralyzed, or if it’s paralyzed at the end of each turn, it is cured of paralysis and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner is cured of paralysis.

Psncureberry

Whenever holder becomes poisoned, or if it’s poisoned at the end of each turn, it is cured of poison and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner is cured of poison.

Ice Berry

Whenever holder becomes burned, or if it’s burned at the end of each turn, it is cured of burns and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner is cured of burns.

Mint Berry

Whenever holder becomes asleep, or if it’s asleep at the end of each turn, it wakes up and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner wakes up.

MysteryBerry

At the end of each turn, if one of holder’s original moves has 0 PP, restores 5 PP to the first original move listed with zero PP, and this item is consumed. If used from the Pack: Restores 5 PP to a single original move of the chosen Pokémon controlled by its owner. (In battle, whether this item is used from the Pack or otherwise, if the current move is the same as the original move or it was learned with Transform, its current PP doesn’t change to the original move’s new current PP; otherwise, it does.)

MiracleBerry

At the end of each turn, if holder is poisoned, burned, paralyzed, frozen, asleep, or confused, holder stops being poisoned, burned, paralyzed, frozen, asleep, and confused and this item is consumed. Whenever holder becomes poisoned, burned, paralyzed, frozen, asleep, or confused, holder is cured of that condition and this item is consumed. If used from the Pack: The chosen Pokémon controlled by its owner stops being poisoned, burned, paralyzed, frozen, asleep, and confused.

Berserk Gene

As soon as a new turn begins (before commands are chosen), if holder is holding this item, its Attack rises by 2 stages and then, unless it is already confused, the holder becomes confused (Safeguard and Substitute don’t affect this), and receives a confusion count of 256 in Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version. The item is then consumed.

Pink Bow

Damage of Normal-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Polkadot Bow

Damage of Normal-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Black Belt

Damage of Fighting-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Sharp Beak

Damage of Flying-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Poison Barb

Damage of Poison-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Soft Sand

Damage of Ground-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Hard Stone

Damage of Rock-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

SilverPowder

Damage of Bug-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Spell Tag

Damage of Ghost-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Metal Coat

Damage of Steel-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Charcoal

Damage of Fire-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Mystic Water

Damage of Water-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Miracle Seed

Damage of Grass-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Magnet

Damage of Electric-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

TwistedSpoon

Damage of Psychic-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

NeverMeltIce

Damage of Ice-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Dragon Fang

In Stadium 2, damage of Dragon-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

Dragon Scale

In Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version, damage of Dragon-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

BlackGlasses

Damage of Dark-type attacks by the holder is multiplied by 1.1 (see Damage calculation).

BrightPowder

Reduces the accuracy of attacks with flag "g" by the opposing Pokémon against the holder by 20.

Focus Band

If an attack by the opposing Pokémon would cause the holder’s HP to be reduced to zero, it could instead have 1 HP remaining (30/256 chance). (No effect if holder has a substitute. Can affect returned attack from Future Sight. Doesn’t affect confusion damage.)

King’s Rock

If the holder uses an attack with flag "f" and strikes first, the opposing Pokémon flinches, at a 30/256 chance, if the opposing Pokémon lost HP because of that attack. (Prevented by Substitute, but not if the substitute just faded. For multi-hit attacks, triggers only after all hits of the attack have resolved. This effect is cumulative with additional effects that already cause their target to flinch.)

Leftovers

At the end of each turn, holder gains 1/16 of its maximum HP or 1 HP, whichever is greater.

Quick Claw

There is a 15/64 chance that the holder will strike first. If this chance succeeds and both Pokémon in battle hold this item, the one who strikes first is randomly determined (in battles in which Exp. Points can be gained, the player always strikes first in this case).

Scope Lens

Raises the holder’s critical hit rate.

Lucky Punch

If the holder’s current species is Chansey, attacks by it have a heightened chance for a critical hit. (See " critical hits ".)

Stick

If the holder’s current species is Farfetch’d, attacks by it have a heightened chance for a critical hit. (See " critical hits ".)

Metal Powder

If the holder’s original species is Ditto, its Defense and Special Defense are multiplied by 1.5.

Thick Club

If the holder’s original species is Cubone or Marowak, its Attack is doubled.

Light Ball

If the holder’s original species is Pikachu, its Special Attack is doubled.

Amulet Coin

Doubles money earned upon winning a trainer battle if a Pokémon (both in battle and not in battle) controlled by the player is holding this item. Doesn’t affect money because of Pay Day. (Not cumulative with multiple instances of this item.)

Smoke Ball

Holder can always run from a wild Pokémon unless an effect prevents it from running.

Exp. Share

Holder earns experience and stat experience in a battle, even if it didn’t participate in that battle (See experience).

Lucky Egg

Amount of Exp. Points holder earns in battle is multiplied by 1.5.

Guard Spec.

Begins the effect of Mist for the current Pokémon controlled by its owner (unless it’s already in effect).

Dire Hit

Begins the effect of Focus Energy for the current Pokémon controlled by its owner (unless it’s already in effect).

X Attack

Raises the Attack of the current Pokémon controlled by its owner by 1 stage.

X Defend

Raises the Defense of the current Pokémon controlled by its owner by 1 stage.

X Speed

Raises the Speed of the current Pokémon controlled by its owner by 1 stage.

X Special

Raises the Special Attack of the current Pokémon controlled by its owner by 1 stage.

X Accuracy

Raises the Accuracy of the current Pokémon controlled by its owner by 1 stage.

Potion

The chosen Pokémon controlled by its owner gains 20 HP.

Max Potion

The chosen Pokémon controlled by its owner gains all HP.

Hyper Potion , Energy Root

The chosen Pokémon controlled by its owner gains 200 HP.

Super Potion , EnergyPowder

The chosen Pokémon controlled by its owner gains 50 HP.

Fresh Water

The chosen Pokémon controlled by its owner gains 50 HP.

Soda Pop

The chosen Pokémon controlled by its owner gains 60 HP.

Lemonade

The chosen Pokémon controlled by its owner gains 80 HP.

RageCandyBar

The chosen Pokémon controlled by its owner gains 20 HP.

Full Restore

The chosen Pokémon controlled by its owner gains all HP and stops being poisoned, burned, paralyzed, frozen, asleep, and confused.

Full Heal , Heal Powder

The chosen Pokémon controlled by its owner stops being poisoned, burned, paralyzed, frozen, asleep, and confused.

Moomoo Milk

The chosen Pokémon controlled by its owner gains 100 HP.

Ether

Restores 10 PP to a single original move of the chosen Pokémon controlled by its owner. (In battle, if the current move is the same as the original move or it was learned with Transform, its current PP doesn’t change to the original move’s new current PP; otherwise, it does.)

Max Ether

Restores all PP to a single original move of the chosen Pokémon controlled by its owner. (In battle, if the current move is the same as the original move or it was learned with Transform, its current PP doesn’t change to the original move’s new current PP; otherwise, it does.)

Elixir

Restores 10 PP to all original moves of the chosen Pokémon controlled by its owner. (In battle, if the current move at a given position is the same as the original move or it was learned with Transform, its current PP doesn’t change to the original move’s new current PP; otherwise, it does.)

Max Elixir

Restores all PP to all original moves of the chosen Pokémon controlled by its owner. (In battle, if the current move at a given position is the same as the original move or it was learned with Transform, its current PP doesn’t change to the original move’s new current PP; otherwise, it does.)

Ice Heal

The chosen Pokémon controlled by its owner is defrosted.

Burn Heal

The chosen Pokémon controlled by its owner is cured of burns.

Awakening

The chosen Pokémon controlled by its owner wakes up.

Antidote

The chosen Pokémon controlled by its owner is cured of poison.

Parlyz Heal

The chosen Pokémon controlled by its owner is cured of paralysis.

Sacred Ash

Each Pokémon, including fainted Pokémon, in the player’s party gains all HP and PP and stops being poisoned, burned, paralyzed, frozen, and asleep. Can’t be used in battle.