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Pokémon Red Version, Blue Version, and Yellow Version - Battle System

Pokémon Red Version, Blue Version, and Yellow Version - Battle System

Tags: pokemon-red-blue-and-yellow, in-depth-guides, battle-system

Contents

Pokémon Red Version, Blue Version, and Yellow Version - Timing Notes

Pokémon Red Version, Blue Version, and Yellow Version - Timing

During each turn of the battle:

  • Each player chooses a command for his or her Pokémon, at the same time. Each player can choose one of the following have his or her Pokémon in battle use one of its moves; use an item from the Bag (in battles that allow it); run from the battle (in battles that allow it); or switch it out for another Pokémon (that Pokémon must be an unfainted Pokémon not in battle, controlled by that player).
    • If a player chooses an item, it’s used immediately, at that point.
  • Pokémon that chose to switch out do so (the order is not relevant, since in Link Battles, the Pokémon switches out without waiting for the other player to finish choosing commands).
  • Attacks are used.

In battles in which Exp. Points can be gained, the opposing side uses an item at the same time it would use the attack; that is, the item is used after the player’s attack if the opposing side strikes second.

Here are all the steps taken during a Pokémon’s attack segment.

  1. Sleep check
  2. Freeze check
  3. If the opposing Pokémon is under effect of a multi-turn attack, it doesn’t use an attack.
  4. Hyper Beam check. If the last move the Pokémon chose for use is Hyper Beam, the Pokémon"must recharge" and skips its attack and then Hyper Beam’s effect ends. (If the Pokémon also flinches, the "X must recharge!" message isn’t shown but Hyper Beam’s effect will still end.)
  5. Disable check
  6. Confusion check
  7. Paralysis check
  8. Obedience check (see below)
  9. Attack is used
  10. Reduce move’s PP by 1
    • If the PP can’t be reduced this way, the Pokémon doesn’t use that move instead. The exception to PP reduction is Struggle when it’s chosen for use automatically because the Pokémon has no moves it could choose. In Pokémon Red Version, and Pokémon Blue Version, Pocket Monsters Green, and Pokémon Yellow Version, no PP is reduced from a move if an opposing Pokémon controlled by the AI uses it.
  11. Accuracy check (see "Stat stages")
  12. Damage calculation (see below)
  13. Perform effect of attack
  14. Substitute
  15. Critical hit message; "super effective" message; "not very effective" message
  16. Recoil/Drain
  17. Additional effect if the opposing Pokémon hasn’t fainted
  18. Check if the opposing Pokémon faints
  19. Rage check (treats each hit of a multi-hit attack separately)
  20. Defrost check
  21. End of attack segment
  22. HP loss because of poison/burn
  23. HP loss because of Leech Seed
  24. Flinch check (for the opposing Pokémon if attacker struck first)
      No flinch check is done if the opposing Pokémon is asleep or frozen, or if the opposing Pokémon is an AI-controlled opposing Pokémon that’s about to use an item.

Pokémon Red Version, Blue Version, and Yellow Version - Turn Order

All attacks are categorized in three priority levels. The attack chosen for use with the higher priority level strikes first. When two attacks are of the same priority level, the Pokémon with the higher Speed strikes first. If both Pokémon have the same Speed, the one who goes first is randomly determined.

Quick Attack -> All other attacks -> Counter

The attacks last chosen for use on both sides determine the priority of attacks in a turn. If a Pokémon becomes asleep or frozen, its "attack last chosen for use" won’t be reset. It becomes reset when the Pokémon leaves the battle,.

Whenever Speed is calculated, it is calculated in this order:

  1. The Speed is multiplied by the multiplier for the current Speed stat stage.
  2. In battles in which Exp. Points can be gained, if the Pokémon is controlled by the player and the player has the Thunder Badge, the Speed rises by 1/8 of its previous value.
  3. If the Pokémon is paralyzed, the Speed is multiplied by 1/4.

The effects mentioned above are calculated in advance, rather than at the time turn order is determined.

Pokémon Red Version, Blue Version, and Yellow Version - Obedience check

In battles 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 Cascade Badge, B is 30.
    • If the player has the Rainbow Badge, B is 50.
    • If the player has the Marsh Badge, B is 70.
    • If the player has the Earth 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 (but still has a move it last chose for use), and one of the following happens:
    • 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 Substitute.)
    • Otherwise, the Pokémon will attempt to use a different move if possible, even if that move has zero PP. (It could not use a different move while asleep or during the effect of Disable.) 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 and last move it chose for use are set to that different move, and PP is reduced from the move ordered instead of from that different move. (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)

No obedience check is done while Thrash, Petal Dance, Bide, Rage, multi-turn attacks, or two-turn attacks are continuing for the Pokémon.

Pokémon Red Version, Blue Version, and Yellow Version - Damage Calculation Process

  1. Stat stage modifying attacks modify the appropriate stat (Attack, Defense, or Special). (This effect is calculated in advance, rather than during damage calculation.)
  2. 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 badges that increase a Pokémon’s stats in battles in which Exp. Points can be gained are the Boulder Badge (Attack), the Thunder Badge (Speed), the Soul Badge (Defense), and the Volcano Badge (Special). (This effect is calculated in advance, rather than during damage calculation.)
  3. If the attacker is burned, halve the Attack value. (This effect is calculated in advance, rather than during damage calculation.)
  4. If the attack is a critical hit, the steps above are ignored and the level is doubled. (See "Critical Hits", below.)
  5. Selfdestruct and Explosion halve the opposing Pokémon’s Defense.
  6. If the Attack or Defense stat exceeds 255, both stats are equal to ((((X/2)%255)/2)%255). (The "%" means "modulo," or remainder. X means Attack or Defense.)
  7. If Reflect is in effect for the opposing Pokémon and the attack isn’t a critical hit, the Defense equals ((Orig. value*2)/4) and Attack equals (Orig. value/4).
  8. If Light Screen is in effect for the opposing Pokémon and the attack isn’t a critical hit, the opposing Pokémon’s Special equals ((Orig. value*2)/4) and attacker’s Special equals (Orig. value/4).
  9. If the Attack, Defense, or both is 0, it becomes 1.
  10. The damage becomes 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/Special value, P is the attack’s power, and D is the opposing Pokémon’s Defense/Special value. For physical attack types (Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost), use the Attack and Defense values. For special attack types (Fire, Water, Electric, Grass, Ice, Psychic, Dragon), use the Special value.
  11. If the damage calculated is greater than 997, it becomes 997.
  12. Add 2 to the calculated damage.
  13. If the attack type shares a type with one of the user’s types, then the damage is multiplied by 1.5. (This is commonly called Same Type Attack Bonus.)
  14. The damage calculated is multiplied by the number that depends on the attacker’s and the opposing Pokémon’s types (see the Type Matchup Chart, below).
  15. Finally, in a process called "damage variance", unless the damage is 768 or more, a random integer from 217 through 255 is multiplied in the currently calculated damage, and divided by 255.

Pokémon Red Version, Blue Version, and Yellow 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 (except Evade) -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Evade Stat Stage 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6
Stat Multiplier 0.25 0.28 0.33 0.4 0.5 0.66 1 1.5 2 2.5 3 3.5 4

The term "stat stages" refers to those for Attack, Defense, Speed, Special, Evade and Accuracy.

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,. Each stat stage can’t go lower than -6 or higher than 6.

To apply stat stages, multiply the stat by the stat multiplier for the corresponding stat stage.

An attack’s accuracy is multiplied by its user’s Accuracy multiplier, as shown in the table above, and multiplied by its the opposing Pokémon’s Evade multiplier, as shown in the table above. If the accuracy is 0, it becomes 1. If it’s greater than 255, it becomes 255. The attack will hit if a random integer from 0 through 255 is less than its accuracy. The moves Bide and Swift, however, ignore accuracy checks and will always hit.

Stat Modification

  • An effect that raises Attack, Defense, Special, or Speed will do nothing if the stat stage for the corresponding stat is +6, or if the corresponding stat is 999.
  • An effect that lowers Attack, Defense, Special, or Speed will do nothing if the stat stage for the corresponding stat is -6, or if the corresponding stat is 1.
  • When an effect reduces a Pokémon’s Accuracy, Attack, Defense, Evade, Special, or Speed stat stage, the new value of the stat being reduced is the original stat modified by stat stages, badges, paralysis, and burns, but not less than 1 or greater than 999; and the new value of other stats is the current stat modified by badges, paralysis, and burns, but not less than 1 or greater than 999. (Evade and Accuracy are not stats.)
  • When an effect raises a Pokémon’s Attack, Defense, Special, or Speed stat stage, the new value of the stat being raised is the original stat modified by stat stages and badges, but not greater than 999; and other stats remain unchanged.
  • When a Pokémon enters the battle, the value of each of its stats is the original stat modified by badges, 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 Attack, Defense, Special, and Speed stats, as determined in the preceding sentences, are copied and the user’s current stats become equal to those values, and the opposing Pokémon’s original Attack, Defense, Special, and Speed stats are copied and the user’s original stats become equal to those values until Transform’s effect ends.
  • Using Haze (by either Pokémon in battle), using an item to cure poison, burn, paralysis, freezing, or sleep, and gaining a level (after calculating new stats) each reset the stats to their original unmodified values.
  • Using Rest doesn’t recalculate stats.

Pokémon Red Version, Blue Version, and Yellow Version - Critical Hits

X = max(255,int(int(S/2)*N))

  • S = Pokémon’s race value (commonly called "base stat") for Speed
  • N = Modifier: N starts at 1. If the attacker has used Focus Energy, divide N by 4.* If the attacker is using Crabhammer, Karate Chop, Razor Leaf, or Slash, multiply N by 8.

If a random number, from 0 to 255, is less than X, the attack is a critical hit.

* It is known that Focus Energy reduces the chances of a critical hit. This problem has been fixed in Pokémon Stadium (known as Pokémon Stadium 2 in Japan) (in which N should be multiplied, instead of divided, by 4).

Pokémon Red Version, Blue Version, and Yellow 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 FIR WAT GRA ELE PSY ICE DRA
NORMAL 1x 1x 1x 1x 1x 1/2 1x 0 1x 1x 1x 1x 1x 1x 1x
FIGHTING 2x 1x 1/2 1/2 1x 2x 1/2 0 1x 1x 1x 1x 1/2 2x 1x
FLYING 1x 2x 1x 1x 1x 1/2 2x 1x 1x 1x 2x 1/2 1x 1x 1x
POISON 1x 1x 1x 1/2 1/2 1/2 2x 1/2 1x 1x 2x 1x 1x 1x 1x
GROUND 1x 1x 0 2x 1x 2x 1/2 1x 2x 1x 1/2 2x 1x 1x 1x
ROCK 1x 1/2 2x 1x 1/2 1x 2x 1x 2x 1x 1x 1x 1x 2x 1x
BUG 1x 1/2 1/2 2x 1x 1x 1x 1/2 1/2 1x 2x 1x 2x 1x 1x
GHOST 0 1x 1x 1x 1x 1x 1x 2x 1x 1x 1x 1x 0 1x 1x
FIRE 1x 1x 1x 1x 1x 1/2 2x 1x 1/2 1/2 2x 1x 1x 2x 1/2
WATER 1x 1x 1x 1x 2x 2x 1x 1x 2x 1/2 1/2 1x 1x 1x 1/2
GRASS 1x 1x 1/2 1/2 2x 2x 1/2 1x 1/2 2x 1/2 1x 1x 1x 1/2
ELECTRIC 1x 1x 2x 1x 0 1x 1x 1x 1x 2x 1/2 1/2 1x 1x 1/2
PSYCHIC 1x 2x 1x 2x 1x 1x 1x 1x 1x 1x 1x 1x 1/2 1x 1x
ICE 1x 1x 2x 1x 2x 1x 1x 1x 1x 1/2 2x 1x 1x 1/2 2x
DRAGON 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 2x

Pokémon Red Version, Blue Version, and Yellow Version - Fainting and Switching Out

If a Pokémon faints at any time during its attack segment, including the end of its attack segment, any end-of-attack effects are applied to the Pokémon before it faints if the opposing Pokémon hasn’t fainted and the fainting by the Pokémon occurred before the end of its attack segment and didn’t occur as part of the use of Selfdestruct or Explosion (the end-of-attack effects are poison, burn, and Leech Seed); no end-of-attack effects are applied to 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, the Pokémon that replaces it does nothing during its attack segment but any end-of-attack effects are still applied to that Pokémon.

Pokémon Red Version, Blue Version, and Yellow 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 Red Version, Blue Version, and Yellow Version - Tag Team Battles

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), 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. Each player on a side with two players can choose only a Pokémon he or she controls when it switches out. If all Pokémon on a single side faint, that side loses.

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 Red Version, Blue Version, and Yellow Version - Attack Explanations

Pokémon Red Version, Blue Version, and Yellow Version - Last move used

Each Pokémon in battle has a "last move used" , which is the last move that the Pokémon chose for use and was not prevented from being used. Mirror Move, for example, depends on the "last move the opposing Pokémon used." When a Pokémon leaves the battle, the "last move the opposing Pokémon used" and "last move user used" are reset to zero.

In Pokémon Red Version, and Pokémon Blue Version, Pocket Monsters Green, and Pokémon Yellow Version, for two-turn attacks, the move is considered the "last used" only when it’s used on its second attack segment.

A move that can’t be used or chosen for use because of an effect can be successfully used by use of Mirror Move.

Pokémon Red Version, Blue Version, and Yellow 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 when a battle ends). Each Pokémon in battle has a different "last move chosen for use" variable.

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), the controller of a frozen or sleeping Pokémon or a Pokémon that’s using a multi-turn attack can still select a move.

If a Pokémon was somehow forced not to choose a move for use in a turn, (for instance, when that Pokémon is asleep or is the opposing Pokémon of a multi-turn attack), then it simply doesn’t use any moves in that turn (unless the attack is Thrash, Petal Dance, Rage, Bide, a multi-turn attack, a two-turn attack, or Hyper Beam, and that Pokémon is continuing the attack). If a Pokémon can’t choose a move for use at the beginning of a turn, it chooses Struggle for use instead.

Pokémon Red Version, Blue Version, and Yellow Version - Last damage dealt

The "last damage dealt" variable begins at zero. It is set whenever the attack process determines the HP to reduce to an opposing Pokémon, usually by applying the damage formula. It is not reset by switching out. If an attack that would affect an opposing Pokémon (including a non-damaging attack) misses, fails, becomes ineffective, or otherwise doesn’t deal damage, this variable is set to zero. This variable is set before damage is passed to a substitute (therefore, Bide and Counter are affected by damage dealt to a substitute). Because each hit of a multi-hit attack deals damage separately, only the final hit of multi-hit attacks can count as the "last damage dealt" for the purposes of Bide and Counter. Recoil doesn’t count as "damage dealt". Damage from confusion, and HP loss because of a miss from Jump Kick and Hi Jump Kick, can count as the "last damage dealt".

The "last damage dealt" variable is shared among all Pokémon in battle.

Damage dealt is adjusted to the opposing Pokémon’s current HP, but not when the opposing Pokémon is a substitute.

When Metronome or Mirror Move is used, the "last damage dealt" is reset before that move uses the move it calls.

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), this variable is reset when switching out, being unable to move because of paralysis, or beginning to use a two-turn attack.

In the Game Boy games, this variable is not reset when a battle starts or ends, or when an item is used.

Pokémon Red Version, Blue Version, and Yellow 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, but not when it’s 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 1/16 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Poison types can’t become poisoned, not even by Twineedle. 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 the section "Stat Stages"). If a Pokémon is paralyzed, there is a 25% chance that it will lose its chance to attack. Ground-type Pokémon can’t become paralyzed by Electric-type attacks.

Burn (PSN)

When a Pokémon becomes burned, its Attack is recalculated so that it is halved (see the section "Stat Stages"). If a Pokémon is burned, it loses 1/16 of its maximum HP (but not less than 1 HP) at the end of its attack segment. Fire-type Pokémon can’t become burned.

Sleep (SLP)

A sleeping Pokémon can’t choose any moves. When a Pokémon becomes asleep, it receives a count of 1 to 7 (or 1 to 3 in Pokémon Stadium (known as Pokémon Stadium 2 in Japan)). At a sleep check, this count is reduced by 1. If the count reaches zero, the Pokémon wakes up, but can’t attack on the same attack segment. 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 choose any moves. Use of Haze or Fire-type moves by the opposing Pokémon will cure freezing. Ice-type Pokémon can’t become frozen. If the Pokémon didn’t strike first and was defrosted by fire, it will use the last move chosen for use if possible, even if that move has zero PP. (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), it is possible to choose a move while the Pokémon is frozen.

Confusion

When a Pokémon becomes confused, it receives a count of 2 to 8. 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, is not varied with a random number, and ignores the effect of Reflect. (The attack can be a critical hit.) Confusion is removed from the Pokémon when it leaves the battle.

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), messages concerning confusion are displayed after the message concerning the move to be used.

Flinch

After another Pokémon uses a move that causes a Pokémon to flinch in the same turn, it skips its attack this turn. A Pokémon can’t flinch if it is asleep or frozen.

Pokémon Red Version, Blue Version, and Yellow Version - Two-turn attacks

In a two-turn attack, the user prepares for the attack on the first of its attack segments, and hits the opposing Pokémon on the next of its attack segments. The user can’t take any action during the two-turn attack’s effect. The two-turn attack ends on the next possible attack segment in which the user doesn’t flinch and isn’t asleep, frozen, or under the effect of a multi-turn attack. If none of those events happen on that attack segment, and the attack isn’t otherwise prevented from being used, the last move chosen for use is used on that attack segment and is considered the "last move used" by the user, and PP is deducted from the two-turn attack’s move.

No PP is deducted from a two-turn attack on the first attack segment of its use.

A two-turn attack is not a multi-turn attack, and vice versa.

For all two-turn attacks, on the first attack segment of the attack’s use, 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.

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), Bide will miss when used when the user is using Dig or Fly.

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), a two-turn attack is considered the "last move used" by the user on the attack segment that the effect began.

Pokémon Red Version, Blue Version, and Yellow Version - Notes for Specific Moves

Blizzard

In the Japanese games Pocket Monsters Red , Pocket Monsters Green , Pocket Monsters Blue , and Pocket Monsters Pikachu (other than in Colosseum Mode), Blizzard’s chance of freezing the opposing Pokémon is 77/256 instead.

Haze

If the last move used by the user on the previous turn is not set, Haze resets the last move chosen for use to the invalid 0xFF, which causes erroneous behavior if Hyper Beam was used immediately before it became frozen: the Pokémon can’t make a move until it faints, even after being defrosted by the opposing Pokémon’s Haze.

Bind/Wrap/Fire Spin/Clamp

If the opposing Pokémon switches out before the multi-turn attack’s effect ends, the effect ends and the user will use the last move chosen for use by the user, even if has zero PP. (In that case, if the user is an AI-controlled Pokémon in a battle in which Exp. Points can gained, the user will have chosen a move for use in this turn by itself. ) (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)

On the last attack segment of the multi-turn attack’s effect, if the user attacks, the effect ends at the end of the turn (the opposing Pokémon "can’t move" during that turn.) Otherwise (for example if the user uses an item), the effect ends before each Pokémon’s attack segment begins.

Transform

If a wild Pokémon is under 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 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 enemy Pokémon under Transform.

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.) This is also the amount of HP lost by an opposing Pokémon that’s under the effect of Leech Seed, and is also the amount of HP the user of Leech Seed gains from that effect. T will stop increasing and its effect will end when the battle ends or the opposing Pokémon leaves the battle, upon which all poisoning on the opposing Pokémon’s side reverts to normal poison. Curing the poison will, of course, also end the effect.

Toxic’s effect causes poison like other effects. It will fail, however, if the opposing Pokémon is already poisoned, burned, paralyzed, frozen, or asleep.

Rest has no effect on T, in Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version .

Haze resets T to zero and ends the effect of Toxic.

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 amount of HP lost can be 0.) This attack fails if the if the user has less than that amount (or in Pokémon Stadium (known as Pokémon Stadium 2 in Japan), less than or equal to that amount). The substitute has life points equal to 1 plus 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 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:

  • Confusion as a primary effect, paralysis as an additional effect, poison, freezing, flinching, burns, and effects that reduce the user’s stat stages can’t be inflicted by the opposing Pokémon against the user, and confusion as an additional effect can’t be inflicted by the opposing Pokémon against the user if the attack causes the substitute to break. In addition, in Pokémon Stadium (known as Pokémon Stadium 2 in Japan), all effects of confusion, all effects of paralysis, as well as sleep, can’t be inflicted by the opposing Pokémon against the user. Effects mentioned above that are additional effects are prevented even if the attack causes the substitute to break.
  • If the user would lose HP because of a damaging attack by the opposing Pokémon, the user’s substitute loses that many life points instead.

Note that the last effect listed above is a replacement effect.

When the substitute has no life points left, it breaks 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, recoil, and so on; and to effects that make the user gain HP. Moreover, effects that need to know the user’s HP (user’s substitute) 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 or if the user faints before the substitute breaks.

Other notes regarding Substitute are given below.

  • Recoil from a user’s recoil attack is given to the user. HP loss because of a miss from Jump Kick and Hi Jump Kick is also given to the user.
  • While the user has a substitute, damage from the user’s confusion is erroneously directed to the opposing Pokémon’s substitute, even if the opposing Pokémon doesn’t have a substitute.
  • Bide and Counter are affected by damage dealt to a substitute as normal (both moves use the "last damage dealt" variable). Rage is also affected by damage dealt to a substitute.
  • The opposing Pokémon can use Disable, Leech Seed, and Transform normally. Damage from multi-turn attacks is given to the substitute, as the continuous attack is an attack by the opposing Pokémon.
  • The opposing Pokémon can use a recoil move and receives recoil according to the number of life points lost by the substitute, but doesn’t receive recoil after breaking a substitute.
  • Pay Day won’t cause the attacker to gain money from that attack if the attack breaks a substitute.
  • The effects of multi-hit attacks end after the attack breaks a substitute.
  • Haze is unaffected by Substitute.
  • In Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version , if the opposing Pokémon uses Selfdestruct or Explosion to break the substitute, it won’t faint.
  • Absorb, Dream Eater, Leech Life, or Mega Drain, when it hits a substitute, cause their user to gain HP according to the number of life points lost by the substitute. In Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version , if such a move breaks a substitute, no HP is restored to its user. In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), such moves will fail for the opposing Pokémon while the user has a substitute.

Hyper Beam

After using Hyper Beam, if the user tries to use an attack, it "must recharge" instead. If the user becomes asleep or frozen, it flinches, or it becomes defrosted, these events end the effect of Hyper Beam. In Pokémon Red Version , Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version , if a multi-turn attack targets the user (even if it misses), this event also ends the effect of Hyper Beam.

If Hyper Beam ends by an event mentioned above on the next turn, and the user strikes second, the user will use the last move it chose for use (which will usually be Hyper Beam) without recharging for the previous use, even if that move now has zero PP. (In the case that Haze’s defrosting was the event that ended Hyper Beam, it won’t have a valid last move chosen for use.) (If the move is used this way and it has 0 PP, the game erroneously subtracts 0 by 1, resulting in the value 255 (the 8-bit two’s complement signed integer form of -1), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).)

In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), a "recharge" attack segment is required every time it’s used.

Mimic

If one PP is spent on the copied move while Mimic has 0 PP, the game erroneously subtracts 0 (Mimic’s PP) by 1, resulting in the value 255 (that is, 256 minus 1, wrapping around to 8 bits), or 63 PP (low 6 bits) and 3 PP Ups used (high 2 bits).

Disable

Disable causes a random move of the opposing Pokémon (with at least 1 PP) to be prevented from being used or chosen for use. When Disable is used, the opposing Pokémon receives a count of 1 to 8 (random). Every turn, including the current turn, during the effect, this count is reduced by 1 when the opposing Pokémon tries to use the move (upon reaching the Disable check). When the count is reduced to zero or the opposing Pokémon leaves the battle, the opposing Pokémon’s Disable effect ends. During the effect, Disable will fail for the user. If the opposing Pokémon uses Transform, the moves located where the affected moves were, become affected by Disable until Disable’s effect ends.

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.

Apparently, using Disable against the opposing Pokémon (even if it fails in Pokémon Red Version , and Pokémon Blue Version , Pocket Monsters Green , and Pokémon Yellow Version ) counts as a hit for the purposes of Rage.

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.

Pokémon Red Version, Blue Version, and Yellow Version - List of Moves

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
00:
PoundNORMAL4025535
Karate ChopNORMAL5025525
Mega PunchNORMAL8021620
ScratchNORMAL4025535
ViceGripNORMAL5525530
CutNORMAL5024230
GustNORMAL4025535
Wing AttackFLYING3525535
SlamNORMAL8019120
Vine WhipGRASS3525510
Mega KickNORMAL1201915
Horn AttackNORMAL6525525
TackleNORMAL3524235
Water GunWATER4025525
Hydro PumpWATER1202045
SurfWATER9525515
PeckFLYING3525535
Drill PeckFLYING8025520
StrengthNORMAL8025515
Razor LeafGRASS5524225
Rock ThrowROCK5016515
EarthquakeGROUND10025510
Egg BombNORMAL10019110
WaterfallWATER8025515
Dizzy PunchNORMAL7025510
CrabhammerWATER9021610
Rock SlideROCK7522910
SlashNORMAL7025520
Tri AttackNORMAL8025510
Always strikes before other moves.
Quick AttackNORMAL4025530
This attack deals damage to the opposing Pokémon equal to 2 times the last damage dealt. Will miss unless this attack strikes last, the last damage dealt is at least 1, the last move the opposing Pokémon chose for use is a damaging attack, and the type of last move chosen for use by that Pokémon is either Normal or Fighting. Not affected by type immunities. Sometimes erroneously emits a "critical hit" message for this attack. Always strikes after other moves. (The "type of last move chosen for use" changes with the "last move chosen for use" variable, except it is reset to zero, or Normal, when the Pokémon leaves the battle.)
CounterFIGHTING125520
02: May poison the opposing Pokémon (52/256 chance).
Poison StingPOISON1525535
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.
AbsorbGRASS2025520
Mega DrainGRASS4025510
Leech LifeBUG2025515
04: May burn the opposing Pokémon (26/256 chance).
Fire PunchFIRE7525515
EmberFIRE4025525
FlamethrowerFIRE9525515
05: May freeze the opposing Pokémon (26/256 chance).
Ice PunchICE7525515
Ice BeamICE9525510
BlizzardICE1202295
06: May paralyze the opposing Pokémon (26/256 chance). Additional effect doesn’t happen if the opposing Pokémon shares a type with this attack’s type.
ThunderPunchELECTRIC7525515
ThunderShockELECTRIC4025530
ThunderboltELECTRIC9525515
ThunderELECTRIC12017810
07: User faints as part of this attack’s use, after damage calculation. The opposing Pokémon’s Defense is treated as halved in the damage calculation. (Fainting won’t fail, though this attack can miss or fail for other reasons.)
SelfdestructNORMAL1302555
ExplosionNORMAL1702555
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 EaterPSYCHIC10025515
09: Uses last move the opposing Pokémon used, which becomes the last move user used and the last move the user chose for use. Fails if that move is Mirror Move.
Mirror MoveFLYING025520
0A: Raises user’s Attack by 1 stage.
MeditatePSYCHIC025540
SharpenNORMAL025530
0B: Raises user’s Defense by 1 stage.
HardenNORMAL025530
WithdrawWATER025540
Defense CurlNORMAL025540
0D: Raises user’s Special by 1 stage.
GrowthNORMAL025540
0F: Raises user’s Evade by 1 stage.
Double TeamNORMAL025515
MinimizeNORMAL025520
10: 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 after battle regardless of which Pokémon used this attack.)
Pay DayNORMAL4025520
11: Hits without fail.
SwiftNORMAL6025520
12: Lowers the opposing Pokémon’s Attack by 1 stage.
GrowlNORMAL025540
13: Lowers the opposing Pokémon’s Defense by 1 stage.
Tail WhipNORMAL025530
LeerNORMAL025530
14: Lowers the opposing Pokémon’s Speed by 1 stage.
String ShotBUG024240
16: Lowers the opposing Pokémon’s Accuracy by 1 stage.
Sand-AttackNORMAL025515
SmokeScreenNORMAL025520
KinesisPSYCHIC020415
FlashNORMAL017820
18: Changes user’s type(s) to that/those of the opposing Pokémon. User retains the new type until user leaves the battle.
ConversionNORMAL025530
19: Resets each stat stage of each Pokémon in battle to zero. The opposing Pokémon stops being poisoned, burned, paralyzed, frozen, asleep, and confused. Ends effect of Focus Energy, Light Screen, Mist, Reflect, and Leech Seed for all Pokémon in battle.
HazeICE025530
1A: If this attack is successful and isn’t already in effect, the effect begins and a variable X is set to zero. During effect, whenever the user uses this attack, the last damage dealt is added to X. On the user’s second or third use of this attack after this one, also deals X times 2 damage to the opposing Pokémon and ends effect. User can’t use any other move (but can switch) during effect. Attack returned is not affected by type immunities, and can’t be evaded. If during effect, user leaves the battle,, or this attack is prevented from being used because of confusion, paralysis, or obedience, effect ends without returning an attack.
BideNORMAL025510
1B: User uses this attack (even if the attack misses on the first or later use) for three or four attack segments (including this attack segment) and can’t take any action. Effect ends at end of the turn in which this attack is used this way in the last attack segment of the effect, upon which the user becomes confused (even if it was already confused). If this attack is prevented from being used because of confusion, paralysis, or obedience, effect ends without causing confusion.
ThrashNORMAL9025520
Petal DanceGRASS7025520
1C: Ends wild Pokémon battles. Fails if battle is a trainer battle.
WhirlwindNORMAL021620
RoarNORMAL025520
TeleportPSYCHIC025520
1D: Multi-hit attack. Calculates damage, and then deals that much damage to the opposing Pokémon two to five times in a row. 37.5% for 2 or 3 times; 12.5% for 4 or 5 times.
DoubleSlapNORMAL1521610
Comet PunchNORMAL1821615
Fury AttackNORMAL1521620
Pin MissileBUG1421620
Spike CannonNORMAL2025515
BarrageNORMAL1521620
Fury SwipesNORMAL1820415
1F: May make the opposing Pokémon flinch (26/256 chance).
BiteNORMAL6025525
Bone ClubGROUND6521620
Hyper FangNORMAL8022915
20: Puts the opposing Pokémon to sleep.
SingNORMAL014015
Sleep PowderGRASS019115
HypnosisPSYCHIC015320
Lovely KissNORMAL019110
SporeGRASS025515
21: May poison the opposing Pokémon (103/256 chance).
SmogPOISON2017820
SludgePOISON6525520
22: May burn the opposing Pokémon (77/256 chance).
Fire BlastFIRE1202165
24: May paralyze the opposing Pokémon (77/256 chance). Additional effect doesn’t happen if the opposing Pokémon shares a type with this attack’s type.
Body SlamNORMAL8525515
LickGHOST2025530
25: May make the opposing Pokémon flinch (77/256 chance).
StompNORMAL6525520
Rolling KickFIGHTING6021615
HeadbuttNORMAL7025515
Low KickFIGHTING5022920
26: One-hit KO. Deals 65,535 damage to the opposing Pokémon. Ineffective if user’s current Speed is lower than the opposing Pokémon’s current Speed. Affected by type immunities.
GuillotineNORMAL1765
Horn DrillNORMAL1765
FissureGROUND1765
27: Two-turn attack.
Razor WindNORMAL8019110
SolarBeamGRASS12025510
Skull BashNORMAL10025515
Sky AttackFLYING1402295
While user is using this attack, user won’t receive effects from all attacks other than Bide or Swift.
DigGROUND10025510
28: Deals damage to the opposing Pokémon equal to the greater of 1 or half of the opposing Pokémon’s current HP. Not affected by type immunities.
Super FangNORMAL122910
29: Not affected by type immunities.
Deals 20 damage to the opposing Pokémon.
SonicBoomNORMAL122920
Deals damage to the opposing Pokémon equal to user’s level.
Seismic TossFIGHTING125520
Night ShadeGHOST025515
Deals 40 damage to the opposing Pokémon.
Dragon RageDRAGON125510
Deals damage to the opposing Pokémon equal to a random integer from 1 through ((user’s level)*1.5)-1.
PsywavePSYCHIC120415
2A: Multi-turn attack. Unless this attack misses, even if the opposing Pokémon is immune to this attack, the effect begins if this attack isn’t in effect already. (If the opposing Pokémon is immune, the attack still deals zero damage.) Effect lasts for two to five turns (random), including the current turn. 37.5% for two or three turns; 12.5% for four or five turns. During effect, the opposing Pokémon doesn’t attack during each of its attack segments (but can switch) and user uses this attack during each of its attack segments and can’t choose a move each turn (but can switch), and when this attack is used during effect (after the effect begins), deals damage to the opposing Pokémon equal to the last damage dealt (which is not affected by type immunities and without an accuracy check). Effect ends when the user or the opposing Pokémon leaves the battle. Effect ends when the user is prevented from using this attack during effect (in which case the opposing Pokémon still doesn’t attack during its attack segment that turn).
BindNORMAL1519120
WrapNORMAL1521620
Fire SpinFIRE1517815
ClampWATER3519110
2B: Two-turn attack. While user is using this attack, user won’t receive effects from all attacks other than Bide or Swift.
FlyFLYING7024215
2C: Calculates damage, then deals that much damage to the opposing Pokémon two times in a row.
Double KickFIGHTING3025530
BonemerangGROUND5022910
2D: If this attack misses or becomes ineffective, user loses 1 HP.
Jump KickFIGHTING7024225
Hi Jump KickFIGHTING8522920
2E: During effect, attacks with stat stage reduction as a primary effect, when they are used by a Pokémon on the opposing Pokémon’s side, will fail. Effect ends when user leaves the battle.
MistICE025530
2F: During effect, attacks by the user have a reduced chance for a critical hit in Pokémon Red Version, Pokémon Blue Version, Pocket Monsters Green, and Pokémon Yellow Version (because of a bug), and they have a heightened chance for a critical hit in Pokémon Stadium (known as Pokémon Stadium 2 in Japan). Effect ends when user leaves the battle.
Focus EnergyNORMAL025530
30:
If this attack is successful, user loses 1/4 of HP lost by the opposing Pokémon because of this attack (recoil), but not less than 1 HP. In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), no recoil is received if user causes the opposing Pokémon to faint with this attack.
Take DownNORMAL9021620
Double-EdgeNORMAL10025515
SubmissionFIGHTING8020425
If this attack is successful, user loses half of HP lost by the opposing Pokémon because of this attack (recoil), but not less than 1 HP. No PP is deducted from this attack. In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), this attack is treated as though it had no type, and no recoil is received if user causes the opposing Pokémon to faint with this attack.
StruggleNORMAL5025510
31: Confuses the opposing Pokémon.
SupersonicNORMAL014020
Confuse RayGHOST025510
32: Raises user’s Attack by 2 stages.
Swords DanceNORMAL025530
33: Raises user’s Defense by 2 stages.
BarrierPSYCHIC025530
Acid ArmorPOISON025540
34: Raises user’s Speed by 2 stages.
AgilityPSYCHIC025530
35: Raises user’s Special by 2 stages.
AmnesiaPSYCHIC025520
38: User gains HP. Will fail if user’s HP is full, or (in Pokémon Red Version, Pokémon Blue Version, Pocket Monsters Green, and Pokémon Yellow Version) the user’s maximum HP, minus user’s current HP, plus 1, is divisible by 256.
User gains half of its maximum HP.
RecoverNORMAL025520
SoftboiledNORMAL025510
User gains all HP, and user sleeps with a sleep count of 2, even if user is poisoned, burned, paralyzed, or frozen.
RestPSYCHIC025510
39: User’s current types, moves, Attack, Defense, Speed, Special, stat stages, and species become those of the opposing Pokémon (even if those values are the same). Each move copied will have 5 PP and its maximum PP is set to that move’s original maximum PP. (Spending PP on the new move doesn’t spend PP on the original move.) Can target Pokémon using Dig or Fly. Can’t be evaded. In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), fails if the opposing Pokémon’s current species is Ditto.
TransformNORMAL025510
3B: Lowers user’s Defense by 2 stages.
ScreechNORMAL021640
40: During effect, user’s Special is effectively doubled for attacks by the opposing Pokémon, except in a critical hit. Effect ends when user leaves the battle.
Light ScreenPSYCHIC025530
41: During effect, user’s Defense is effectively doubled except in a critical hit. Effect ends when user leaves the battle.
ReflectPSYCHIC025520
42: Poisons the opposing Pokémon.
PoisonPowderPOISON019135
Poison GasPOISON014040
"Badly" poisons the opposing Pokémon.
ToxicPOISON021610
43: Paralyzes the opposing Pokémon. Not affected by type immunities.
Stun SporeGRASS019130
Thunder WaveELECTRIC025520
GlareNORMAL019130
44: May lower the opposing Pokémon’s Attack by 1 stage (85/256 chance). (Additional effect chance is 52/256 in Pokémon Stadium (known as Pokémon Stadium 2 in Japan).)
Aurora BeamICE6525520
45: May lower the opposing Pokémon’s Defense by 1 stage (85/256 chance). (Additional effect chance is 77/256 in Pokémon Stadium (known as Pokémon Stadium 2 in Japan).)
AcidPOISON4025530
46: May lower the opposing Pokémon’s Speed by 1 stage (85/256 chance).
ConstrictNORMAL1025535
BubbleWATER2025530
Additional effect chance is 77/256 in Pokémon Stadium (known as Pokémon Stadium 2 in Japan).
BubbleBeamWATER6525520
47: May lower the opposing Pokémon’s Special by 1 stage (85/256 chance).
PsychicPSYCHIC9025510
4C: May confuse the opposing Pokémon (26/256 chance).
PsybeamPSYCHIC6525520
ConfusionPSYCHIC5025525
4D: May poison the opposing Pokémon (52/256 chance). Calculates damage, then deals that much damage to the opposing Pokémon two times in a row. (The additional effect occurs after all hits of the attack have resolved and can affect even Bug-type opposing Pokémon.)
TwineedleBUG2525520
4F: Creates a substitute using 1/4 of its maximum HP. Effect ends when user leaves the battle.
SubstituteNORMAL025510
50: User can’t attack or switch on the next turn, unless this attack misses, becomes ineffective, faints the opposing Pokémon, or breaks its Substitute. (In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), this "recharge" attack segment always occurs even in these situations.)
Hyper BeamNORMAL1502295
51: If this attack is successful and isn’t already in effect, the effect begins. During effect, user uses this attack during each of its attack segments and can’t take any other action (further uses of this attack during effect doesn’t cause PP to be spent). During effect, whenever the user loses HP (or its substitute loses life points) because of an opposing Pokémon’s attack, the user’s Attack rises by 1 stage. Effect ends when the user leaves the battle. If this attack misses when this attack is used further, this attack’s accuracy becomes 1 until the effect ends.
RageNORMAL2025520
52: In battles in which Exp. Points can be gained, copies an opposing Pokémon’s move of player’s choice. In other battles, copies a random move of the opposing Pokémon. The copied move replaces this move. It reverts to its original move when the battle ends or the user leaves the battle. Whenever one PP is spent on the copied move, one PP is spent on this move (even when this move has zero PP), unless Transform is in effect for the user. The copied move’s maximum PP depends on the number of PP Ups for this move slot, and its current PP is equal to this move’s current PP (not adjusted to the new maximum PP). In Pokémon Stadium (known as Pokémon Stadium 2 in Japan), the copied move’s maximum PP is not copied.
MimicNORMAL025510
53: Uses a random move, which becomes the last move used by the user and the last move the user chose for use. Doesn’t use Metronome or Struggle. Can use a move that can’t be used because of Disable.
MetronomeNORMAL025510
54: During effect, at the end of the opposing Pokémon’s attack segment, the opposing Pokémon loses X HP and user gains X HP, where X is the opposing Pokémon’s maximum HP divided by 16 (and multiplied by the opposing Pokémon’s T variable if that Pokémon is badly poisoned), but not less than 1. Effect ends when the opposing Pokémon leaves the battle. Fails if the opposing Pokémon is a Grass type.
Leech SeedGRASS022910
55: Does nothing.
SplashNORMAL025540
56: During effect, a random move of the opposing Pokémon can’t be used or chosen for use by that Pokémon.
DisableNORMAL014020

Pokémon Red Version, Blue Version, and Yellow Version - Items

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.

Exp.All

If this item is in the pack, all Pokémon earn experience and stat experience in a battle, even if it didn’t participate in that battle (See experience).

Pok Flute

In battle, awakens all Pokémon (both in battle and not in battle) on both sides; outside of battle, awakens all Pokémon in the player’s party.

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

The chosen Pokémon controlled by its owner gains 200 HP.

Super Potion

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.

Full Restore

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

Full Heal

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

Ether

Restores 10 PP to a single original move of the chosen Pokémon controlled by its owner. (If the current move at the chosen position was learned with Mimic or Transform, that move’s current PP is changed to the original move’s new current PP, adjusting for original but not current maximum PP.)

Max Ether

Restores all PP to a single original move of the chosen Pokémon controlled by its owner. (If the current move at the chosen position was learned with Mimic or Transform, that move’s current PP is changed to the original move’s new current PP, adjusting for original but not current maximum PP.)

Elixir

Restores 10 PP to all original moves of the chosen Pokémon controlled by its owner. (If a move at a given position for that Pokémon was learned with Mimic or Transform, that move’s current PP is changed to the original move’s new current PP, adjusting for original but not current maximum PP.)

Max Elixir

Restores all PP to all original moves of the chosen Pokémon controlled by its owner. (If a move at a given position for that Pokémon was learned with Mimic or Transform, that move’s current PP is changed to the original move’s new current PP, adjusting for original but not current maximum PP.)

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.