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Pokemon Indigo

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Easy experience

  • To raise a very low level Pokemon, have your better Pokemon do most of the damage in a battle. Then have your weak Pokemon have the final kill.
  • If you are a starter trainer, catch a Pokemon (Cinnabar Island recommended) until you have six of them. Heal them at the Pokemon Center. If your starter is a Water or Grass type, battle at the Rustboro Gym. Weaken the opponent's Pokemon using the Pokemon you caught. Do not defeat it. Then, use your starter Pokemon. Repeat this process until your Pokemon evolves.
  • Put your best Pokemon on your team as well as the Pokemon you want to level up. Battle a strong gym leader and use your strongest Pokemon. When your opponents' Pokemon is at very low health, send out the Pokemon you want to level up and have it use its strongest attack. The Pokemon you want to level up will get all the experience.
  • Have a level 90 Pokemon and teach it Flash Cannon. Set it in the first position. Set the Pokemon you want to train in the second position. Go to the maps and battle Kanto gyms. Win the last one. Use the level 90 pokemon and start with Flash Cannon then very weak attacks until your opponent's HP is between 1 and 10. Then, have the weak Pokemon use an attack. It should knock out the enemy. Do not continue. Use the level 90 Pokemon and repeat the process. Note: You can do this if the weak Pokemon is level 1 through 30. If it is at a higher level, it will have a lesser effect.
  • Get Ghost Pokemon (Spiritomb, Drifloon, etc) and a Pokemon to be trained. Go to the Petalburg City Gym and battle Norman. He has level 28 and 31 Slakings and a level 30 Vigoroth. Use the Ghost Pokemon to weaken Norman's Pokemon until they can be K.O.ed with one hit by the Pokemon you wish to train. Switch your Ghost Pokemon with the desired Pokemon and K.O. his Pokemon. Repeat the process to defeat Norman and level up your desired Pokemon.
  • Purchase a Rare Candy at the shop. Go to the screen that shows all of your Pokemon. Click the Pokemon that you want to level up. Attach the Rare Candy to the Pokemon. Use the Rare Candy. While the use of the Rare Candy loads, keep clicking the "Use" button. It will keep leveling up your Pokemon.
  • Use the following trick to get easy experience and money. Go to any Route (preferably 101) and click on any weak trainer. Fight them and defeat their Pokemon. Afterwards, do not click "Back to Map". Instead, click on any of your Pokemon. The battle will continue, but your rival will have no Pokemon and no HP. Any move you make will give you 315 EXP and IC$35.

Easy wins

Catch a Pikachu and use him for your hardest battles. For your first attack, use Thunder Wave to paralyze your rival. Then, attack your rival Pokemon's greatest weakness.

Easy money

  • Get a Pikachu. Teach it Thunderbolt and Focus Punch (optional). Buy the Light Ball at the Pokeshop to double your Pikachu's Sp attack. Battle Wallace repeatedly. You should win easily cause Pikachu's Sp attack is doubled. Finish Luvdisc, Whishcash, Seaking, and Milotic with the Deadly Thunderbolt. For Sealo, use Focus Punch for greater damage or use Thunderbolt. You will get 925 IC and 6,951 experience points.
  • Get a Squirtle that is level 12 or higher. Go to Gym Leader Norman's map. You will find many Abras from level 6 to 10. When you see one, fight it. In the fight, first have the Squirtle Tackle. Then change to another Pokemon and use a strong attack. The Pokemon will get a lot of experience points and you will get a lot of money.
  • Have one Masterball. Capture a Moltress and then go to the Kanto leaders at Celadon City and fight leader Erika. Defeat all her Pokemon with your Moltress. If done skillfully, you can win the match with only five attacks. Repeat this as many times as desired for easy money.

Catching Pokemon

  • Get at least two Ultra Balls in order to catch Pokemon with at levels 24 to 30.
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  • Make a desired Pokemon faint, then refresh your browser. The Pokemon will appear with 0 health. You can catch it and also get experience and money.
  • The following Pokemon can be found at the indicated random levels.
Abra: Random level between 41 and 50.
Ambipom: Random level between 41 and 50.
Archen: Random level between 41 and 50.
Articuno: Random level between 31 and 40.
Audino: Random level between 41 and 50.
Axew: Random level between 31 and 40.
Azelf: Random level between 41 and 50.
Azurill: Random level between 41 and 50.
Bagon: Random level between 41 and 50.
Baltoy: Random level between 41 and 50.
Basculin: Random level between 41 and 50.
Blissey: Random level between 41 and 50.
Carvanha: Random level between 41 and 50.
Charmander: Random level between 41 and 50.
Deino: Random level 41 and 50.
Dragonite: Random level between 5 and 10.
Gible: Random level between 31 and 40.
Groudon: Random level between 41 and 50.
Growlithe: Random level between 41 and 50.
Gyarados: Random level between 41 and 50.
Kingdra: Random level between 41 and 50.
Larvitar: Random level between 21 and 30.
Mew: Random level between 41 and 50.
Moltres: Random level between 41 and 50.
Riolu: Random level between 31 and 40.
Sawk: Random level between 41 and 50.
Squirtle: Random level between 11 and 20.
Throh: Random level between 21 and 30.
Whiscash: Random level between 41 and 50.
Yanma: Random level between 21 and 30.
Zapdos: Random level between 5 and 10.
Zubat: Random level between 41 and 50.

Catching Legendary Pokemon

Buy a few Master Balls. Go to the "Rooms" tab and find a room with Legendary Pokemon. Look at the details next to the room to see the Pokemon that are inhabiting that room. Enter that room and use a Master Ball on a Legendary Pokemon. It should be automatically caught. You now have caught a Legendary without the trouble of defeating gym leaders and going to the Elite Four.

Shiny Pokemon

Complete the indicated tasks to unlock the corresponding shiny Pokemon.

Shiny Articuno: Buy six Pokeballs and log out.
Shiny Nine Tail: Buy 2 Burn Heal and log out
Shiny Chicorita: Buy 3 Full Heal and log out.

Get all starting Pokemon

Create have a main username then create a new temporary username. Trade the starting Pokemon from your temporary username to your main username. Create another temporary username and repeat the process until your main username has all starting Pokemon.

Evolutions

Use the following items to evolve the corresponding Pokemon.

Clamperl to Gorebyss: Deep Sea Scale
Clamperl to Huntail: Deep Sea Tooth
Eevee to Flareon: Fire Stone
Eevee to Jolteon: Thunder Stone
Eevee to Vaporeon: Water Stone
Gloom to Bellosom: Sun Stone
Growlithe to Arcanine: Fire Stone
Pikachu to Raichu: Thunder Stone
Poliwhirl to Politoed: King Rock
Roselia to Roserade: Shiny Stone
Seadra to Kingdra: Dragon Scale
Slowpoke to Slowking: King Rock
Vulpix to Ninetales: Fire Stone

Pokemon locations

The following locations have the listed Pokemon.

Articuno: Elite Four Sidney's map.
Cascoon: Rooms.
Celebi: Elite Four Drake's map.
Cranidos: Misty's map.
Darkrai: Exploder or get up to 9,999,999 experience points.
Dialga: Elite Four Drake's map.
Dratini: Brock's map.
Espeon: Brock's map.
Giritina: Artisan Cave, one level 100 in team, difficult to find.
Glaceon: Brock's map.
Ho-Oh: Exploder or get the Sharp Beck and 9,999,999 experience points.
Horsea: Rooms.
Latios: League Champion Steven's map.
Lugia: Underwater Zone, at least one level 100 in team, extremely hard to find.
Mesprit: Erika's map in Celedon City.
Mew: Artisan Cave, six level 100s, difficult to find.
Mewtwo: Artisan Cave, one level 100, very difficult to find.
Mewtwo: Exploder or get Venasaur, Blastoise, and Charizard to level 100.
Moltres: Elite Four Garcia's map.
Raikou: Giovanni's map in Kanto.
Regigigas: Artisan Cave, at least one level 100 in team.
Riolu: Pewter City in Kanto.
Rotom: Misty's map.
Shaymin: Get all the items in the Pokeshop or Exploder.
Uxie: Lt. Surge's map in Vermillion City.
Zapdos: Elite Four Phoebe's map.

Pokemon moves

Absorb: Restores HP equal to half the damage caused by foe.
Acid: 10% Chance of lowering opponent's Defense.
Acid Armor: Raises Defense 2 stages.
Aerial Ace: Always hits.
Aeroblast: High chance of Critical Hit.
Agility: Increases user's Speed.
Air Cutter: High chance of Critical Hit.
Amnesia: Raises Special Defense one stage.
Ancient Power: 10% chance of Stat increase in all stats.
Arm Thrust: Attacks two to five times.
Aromatherapy: Cures status ailments of any of your Pokemon.
Assist: Uses a random move one of your Pokemon knows.
Astonish: May cause opponent to flinch.
Attract: If the opponent is of the opposite gender, it infatuates them.
Aurora Beam: 10% chance of lowering attack.
Barrage: Attacks two to five times.
Barrier: Raises Defense.
Baton Pass: Switches this Pokemon with another in your team while keeping all Stat Boosts.
Beat Up: Hits the opponent with all your Pokemon.
Belly Drum: Cuts HP by 50% of maximum and totally raises Attack.
Bide: Gets damage for two or three turns and then returns double the Damage.
Bind: For two to five turns, stops opponent switching out.
Bite: 30% chance of making opponent flinch.
Blast Burn: First turn Attack, second turn Rest.
Blaze Kick: Un Freezes, 10% chance of burning. High Critical Hit.
Blizzard: 30% chance of Freezing.
Block: Prevents the opponent from switching out of battle.
Body Slam: 30% chance of paralyzing the opponent.
Bone Club: May cause opponent to Flinch.
Bone Rush: Attacks two to five times.
Bonemerang: Attacks twice.
Bounce: Bounce first turn, attacks second turn. 30% chance of paralyzing opponent.
Brick Break: Disables any Barriers, Reflects and Light Screen.
Bubble: 10% chance of lowering opponent's speed.
Bubblebeam: 10% chance of lowering opponent's speed.
Bulk Up: Raises both Attack and Defense of your Pokemon.
Bullet Seed: Attacks two to five times.
Calm Mind: Raises Defense and Special Defense.
Camouflage: Changes Pokemon to a type corresponding to the battlefield.
Charge: Doubles power of Electric moves in the next turn.
Charm: Lowers opponent's Attack.
Clamp: Attacks two to five turns. opponent cannot switch Pokemon.
Comet Punch: Attacks two to five times.
Confuse Ray: Confuses opponent.
Confusion: 10% chance of Confusing opponent.
Constrict: 10 Chance of lowering opponent's speed.
Conversion: User's type becomes the type of one of its moves.
Conversion 2: User's type becomes a type resistant to the last attack by opponent.
Cosmic Power: Raises Defense and Special Defense.
Cotton Spore: Lowers opponent's speed.
Counter: Counters Physical Attacks with double the damage done by opponent.
Covet: Steals the opponent's held item.
Crabhammer: High chance of Critical Hit.
Crosschop: High chance of Critical Hit.
Crunch: 20% chance of lowering opponent's Special Defense.
Crush Claw: 50% chance of lowering opponent's Defense.
Curse: Ghost: Halves HP to put a Curse on opponent; Non-Ghost: Raises Attack, Defense and lowers Speed.
Cut: No special effect.
Defense Curl: Raises Defense of your Pokemon.
Destiny Bond: Lasts 2 turns. If your Pokemon is knocked out, the opponent is taken with it.
Detect: Allows you to evade attack. Success rate decreases as this move is used.
Dig: First turn Dig, second turn attack.
Disable: Temporarily disables the recent move of opponent.
Dive: First turn Dive, Second turn attack.
Dizzy Punch: 20% chance of Confusing opponent.
Doom Desire: Damage delays 2 turns.
Double Kick: Hits twice.
Double Team: Increases Evasiveness.
Double Edge: Recoils a third of the Damage given.
Double Slap: Attacks two to five times.
Dragon Claw: No special effect.
Dragon Dance: Raises Attack and Speed.
Dragon Rage: Takes 40 HP away from the opponent.
Dragonbreath: 30% chance of Paralyzing opponent.
Dream Eater: Gives damage to Sleeping Pokemon. Heal 50% of the damage to you.
Drill Peck: No special effect.
Dynamic Punch: Causes Confusion.
Earthquake: Damage is doubled on Pokemon Underground.
Egg Bomb: No Special effect.
Ember: 10% chance of Burning. Heals Frozen Pokemon.
Encore: Makes opponents use their previously used Attack for three to six turns.
Endeavor: Reduces opponents HP to the same as yours.
Endure: Your Pokemon will have at least 1 HP remaining from any attack. Success rate decreases each time it is used in the same battle.
Eruption: The lower your HP is, the weaker this move becomes.
Explosion: Faints your Pokemon.
Extrasensory: 10% chance of making opponent flinch.
Extreme Speed: Always attacks first.
Facade: The attack power of this attack is doubled if your Pokemon is Poisoned, Paralyzed or Burnt.
Faint Attack: This attack will always hit.
Fake Out: Attacks first, opponent flinches.
Fake Tears: Greatly reduces opponent's Speed.
False Swipe: Leaves Pokemon with atleast 1 HP.
Featherdance: Greatly lowers the opponent's attack.
Fire Blast: 30% chance of burning opponent.
Fire Punch: 10% chance of burning opponent.
Fire Spin: Continually attacks for two to five turns, opponent cannot switch Pokemon.
Fissure: One Hit KO.
Flail: The lower your HP is, the stronger the attack is.
Flame Wheel: 10% Chance of Burning, heals frozen Pokemon.
Flamethrower: 10% chance of Burning.
Flash: Lowers opponent's Accuracy.
Flatter: Confuses opponent, raises opponent's Special Attack.
Fly: First turn Fly, second turn attack.
Focus Energy: Raises chance of Critical Hit.
Focus Punch: If you get attacked before using this move, you will flinch.
Follow Me: You use the move that the opponent is using that turn.
Foresight: Your Accuracy returns to normal, prevents Accuracy reduction and makes Normal and Fighting moves work against Ghost Pokemon.
Frenzy Plant: First turn Attack, second turn Rest.
Frustration: The more the Pokemon dislikes you, the more powerful the attack.
Fury Attack: Attacks two to five times.
Fury Cutter: Attack continues until it misses, it gets strongest each time.
Fury Swipes: Attacks two to five times.
Future Sight: Delays Damage two turns.
Giga Drain: Heals half the damage given.
Glare: Paralyzes opponent.
Grasswhistle: Puts opponent to sleep.
Growl: Lowers opponent's Attack.
Growth: Raises your Special Attack.
Grudge: Reduces PP of the attack that makes the user faint to zero.
Guillotine: One Hit KO. Does not work on Pokemon of a higher level.
Gust: Damage is doubled if Pokemon is flying.
Hail: Summons a Hail Storm that lasts five turns. Does damage each turn to Non-Ice types.
Harden: Raises the Pokemon's Defense.
Haze: Returns all Status Effects to normal.
HeadButt: 30% chance of flinching.
Heal Bell: Heals all Status effects.
Heat Wave: 10% chance of burning.
Helping Hand: Increases team mates Attack strength by 50%.
Hi Jump Kick: If it misses, the user takes 25% of the intended damage.
Hidden Power: Power and type depends on the Pokemon.
Horn Attack: No special effect.
Horn Drill: Causes a One Hit KO. Cannot be used on a Pokemon of a higher level.
Howl: Raises the user's Attack.
Hydro Cannon: First turn Attack, second turn Rest.
Hydro Pump: No special effect.
Hyper Beam: First turn attack, second turn Rest.
Hyper Fang: 10% chance of making opponent Flinch.
Hyper Voice: No special effect.
Hypnosis: Puts opponent Pokemon to Sleep.
Ice Ball: Attacks up to five times or till it misses. It gets stronger for each hit.
Ice Beam: 10% chance of Freezing opponent.
Ice Punch: 10% chance of Freezing opponent.
Icicle Spear: Attacks two to five times.
Icy Wind: Lowers opponent's Speed.
Imprison: Steals all moves that both Pokemon know.
Ingrain: Slowly recovers HP over each turn; you cannot switch out.
Iron Defense: Greatly increases Defense of the user.
Iron Tail: 30% chance of lowering opponent's Defense.
Jump Kick: If it misses, it will gain one eighth the Damage it would have given.
Karate Chop: High chance of Critical Hit.
Kinesis: Lowers opponent's Accuracy.
Knock Off: When it hits, the opponent temporarily loses its held item.
Leaf Blade: High chance of Critical Hit.
Leech Life: User heals 50% of the damage inflicted.
Leer: Lowers opponent's Defense.
Lick: 30% chance of Paralyzing.
Light Screen: Halves damage from special attacks for up to five turns.
Lock-On: The user's Attack next turn will definitely hit.
Lovely Kiss: The recipient of this attack falls asleep.
Low Kick: Strength of attack depends on weight of the enemy.
Luster Purge: 50% chance of lowering opponent's Special Defense.
Mach Punch: The user attack first.
Magic Coat: Reflects attacks that have effects like Poisoning, Burning etc.
Magical Leaf: Always hit.
Magnitude: The higher the Magnitude, the more powerful the Attack.
Mean Look: The opponent is unable to switch out.
Meditate: Raises Attack.
Mega Drain: Heals half the damage dealt on the opponent back onto the User.
Mega Kick: No special effect.
Mega Punch: No special effect.
Megahorn: No special effect.
Memento: Greatly lowers opponent's Attack and Special Attack. User faints.
Metal Claw: 10% chance of Raising Users Defense.
Metal Sound: Greatly lowers opponent's Special Defense.
Meteor Mash: 20% chance of raising the Users Attack.
Metronome: Randomly uses any attack.
Milk Drink: User recovers half its Max HP.
Mimic: Allows user to temporarily copy one of the opponent's moves.
Mind Reader: Your next attack will definitely hit.
Minimize: Users Evasiveness is increased.
Mirror Coat: Counters special attacks. Attacks back with twice the damage.
Mirror Move: Uses the move the opponent last used.
Mist: User cannot be affected by Stat altering moves for up to 5 turns.
Mist Ball: 50% chance of lowering opponent's Special Attack.
Moonlight: Heals HP depending on weather and time of day.
Morning Sun: Heals HP depending on wather and time of day.
Mud Shot: Lowers opponent's Speed.
Mud Sport: Halves the power of Electric moves.
Muddy Water: 30% chance of lowering opponent's Accuracy.
Mud-Slap: Lowers opponent's Accuracy.
Nature Power: Changes move depending on area.
Cave: Shadow Ball.
Mountain: Rock Slide.
Pond: Bubblebeam.
Sand: Earthquake.
Sea: Surf.
Short Grass: Stun Spore.
Tall Grass: Razor Leaf.
Underwater: Hydro Pump.
Other: Swift.
Needle Arm: 30% chance of making opponent Flinch.
Night Shade: Gives damage equal to the Users level.
Nightmare: Inflicts damage equal to 25% of opponent's HP when Asleep, each turn.
Octazooka: Lowers opponent's Accuracy.
Odor Sleuth: Restores your Accuracy. Stops Accuracy from being lowered. Makes ghost types vulnerable to Normal and Fighting types.
Outrage: Attacks for two to five turns. User is confused afterwards.
Overheat: Lowers user's Special Attack greatly.
Pain Split: Splits HP among user and opponent.
Pay Day: User gets some money after battle.
Peck: No special effect.
Perish Song: Starts a three turn countdown to all the Pokemon in battle. Once it hits 0 they all faint regardless of HP.
Petal Dance: Attacks for two to three turns. User is confused after.
Pin Missile: Attacks for two to five times.
Poison Fang: 30% chance of Poisoning. If Poisoned, its damage increases each turn.
Poison Gas: Poisons opponent.
Poison Sting: 30% chance of Poisoning opponent.
Poison Tail: 10% chance of Poisoning opponent. High chance of Critical Hit.
Poisonpowder: Poisons opponent.
Pound: No special effect.
Powder Snow: 10% chance of Freezing opponent.
Present: Either damages opponent within 3 damage degrees; 40 HP, 80 HP, or 120 HP, or heals your opponent by 80 HP.
Protect: Stops opponent's attacks from hitting. Success rate drops as it is used.
Psybeam: 10% chance of Confusing opponent.
Psych Up: If the opponent raises one of its Stat, the user stat is also increased.
Psychic: 10% chance of lowering opponent's special Defense.
Psycho Boost: User's Special Attack greatly falls.
Psywave: Deals damage 100% to 150% times the user's level .
Pursuit: Damage is doubled if opponent switches out.
Quick Attack: Causes you to Attack first.
Rage: Attack power increases the more the user is hit.
Rain Dance: Rain starts for 5 turns. Water moves are boosted by 50%. Fire moves are halved by 50%. Thunder is 99% accurate.
Rapid Spin: Releases the Pokemon from Trapping moves.
Razor Leaf: High chance of Critical Hit.
Razor Wind: First turn: Charge, second turn Attack. High chance of Critical Hit.
Recover: Recovers 50% of Max HP.
Recycle: Allows you to use an Item which was attached to this Pokemon and used.
Reflect: Halves power of Physical attacks for up to 5 turns.
Refresh: Heals the user of Paralysis, Burn or Poison.
Rest: Heals HP, Poison, Burn, Paralysis, Confusing. User falls asleep.
Return: The more the Pokemon likes you, the more Damage will occur.
Revenge: Damage is doubled if you have received damage this turn.
Reversal: The lower your HP, the more Powerful the attack.
Roar: Forces opponent to Switch.
Rock Blast: Attacks two to five times in a turn.
Rock Slide: 30% chance of making opponent Flinch.
Rock Smash: 50% chance of lowering opponent's Defense.
Rock Throw: No special effect.
Rock Tomb: Lowers opponent's Speed.
Role Play: Users ability changes to match the enemy.
Rolling Kick: 30% chance of making opponent Flinch.
Rollout: Attacks for five turns or until it misses. Power increases each turn. Power is doubled if Defense Curl was used before.
Sacred Fire: 50% chance of Burning opponent.
Safeguard: Prevents Status changes for five turns.
Sant Tomb: Attacks for two to five turns. Opponent cannot switch out.
Sant Attack: Lowers opponent's Accuracy.
Sandstorm: Summons a five turn Sandstorm. Damages each Pokemon that is not Ground, Rock or Steel Type.
Scary Face: Lowers opponent's Speed.
Scratch: No special effect.
Screech: Lowers opponent Defense.
Secret Power: 30% chance of causing Status Effect depending on terrain:.
Short Grass: Poison.
Tall Grass: Sleep.
Cave: Flinch
Mountain: Confuse
Sea: Lowers Attack
Pond: Lowers Speed.
Sand: Lowers Accuracy
Underwater: Lowers Defense
Elsewhere: Paralyze.
Seismic Toss: Causes damage equal to user's level.
Selfdestruct: User faints after using this move.
Shadow Ball: 20% chance of lowering opponent's Special Defense.
Shadow Punch: This attack always hits.
Shadow Rush: Gives user recoil damage. May cause emotions to rise to fever pitch.
Sharpen: Raises user's Attack.
Sheer Cold: Causes a one hit K.O.
Shock Wave: Always hits.
Signal Beam: 10% chance of confusing opponent.
Silver Wind: 10% chance of raising all your stats.
Sing: Puts opponent to Sleep.
Sketch: Permanently copies last move of Target.
Skill Swap: User and target swap abilities.
Skull Bash: Charges before attack.
Sky Attack: First turn: Charges, second turn: Attacks. 30% chance of making opponent Flinch.
Sky Uppercut: Works on Pokemon in air.
Slack Off: User Recovers 50% of its HP.
Slam: No special effect.
Slash: High chance of Critical Hit.
Sleep Powder: Causes opponent to fall asleep.
Sleep Talk: Uses one of the user's moves randomly.
Sludge: 30% chance of poisoning opponent.
Sludge Bomb: 30% chance of poisoning opponent.
Smelling Salt: Inflicts double damage if opponent is paralyzed. It then cures its Paralysis.
Smog: 40% chance of poisoning opponent.
SmokeScreen: Lowers opponent's Accuracy.
Snatch: If opponent uses a move that heals it or raises stats, the effect is used on this Pokemon.
Snore: Can only be used when asleep. 30% chance of flinching.
Soft Boiled: User Recovers 50% of maximum HP.
Solar Beam: First turn: Take in sunlight, second turn: Attack. Attacks in one turn if Sunny Day is in effect.
Sonic Boom: Always takes 20 HP.
Spark: 30% chance of paralyzing opponent.
Spider Web: Opponent cannot switch out.
Spike Cannon: Attacks two to five times.
Spikes: Inflicts damage when opponent tries to return or send out Pokemon.
Spit Up: Gives more damage the more the user has Stockpiled.
Spite: Decreases two to five PP from opponent's last move.
Splash: This attack does nothing.
Spore: Puts opponent to Sleep.
Steel Wing: 10% chance of raising user's Defense.
Stockpile: You can use it up to three times. Increases power of Spit Up and Swallow.
Stomp: 30% chance of making opponent flinch. Damage is doubled if Minimize is used.
Strength: No special effect.
String Shot: Lowers opponent's Speed.
Struggle: All Pokemon use this attack when fully out of PP. User receives recoil equal to 25% of Attack Damage.
Stun Spore: Paralyzes opponent.
Submission: User receives recoil equals to 25% of the damage inflicted.
Substitute: User loses 25% of its Max HP to create a substitute to take damage.
Sunny Day: Brings strong sunlight for up to five turns. Fire moves is increased by 50%. Water moves is decreased by 50%.
Super Fang: Deals damage equal to half the opponent's current HP.
Superpower: Lowers user's Attack and Defense.
Supersonic: Confuses opponent.
Surf: No special effect.
Swagger: Confuses opponent. Raises opponent's Attack.
Swallow: Recovers more HP depending on how much you Stockpiled.
Sweet Kiss: Confuses opponent.
Sweet Scent: Lowers opponent's Evasiveness.
Swift: This attack always hit.
Swords Dance: Raises user's Attack.
Synthesis: Restores HP depending on weather and time of day.
Tackle: No special effect.
Tail Glow: Raises user's Special Attack.
Tail Whip: Lowers opponent's Defense.
Take Down: User receives recoil equal to 25% of the damage inflicted.
Taunt: opponent must use an Attacking move or the move will fail. Lasts two turns.
Teeter Dance: Confuses all Pokemon in Battle except user.
Teleport: User flees from Battle. Will not work in Trainer battles.
Thief: Steals opponent's held item.
Thrash: Attacks for two to five turns. User is Confused afterwards.
Thunder: 30% chance of paralyzing opponent. Damage is doubled if opponent is in the Air.
Thunder Wave: Paralyzes opponent.
Thunderbolt: 10% chance of paralyzing opponent.
Thunderpunch: 10% chance of paralyzing opponent.
Thundershock: 10% chance of paralyzing opponent.
Tickle: Lowers opponent's Attack and Defense.
Torment: opponent cannot use the same move twice in a row.
Toxic: Poisons opponent. Poison does more damage each turn.
Transform: Users appearance, Type, Stats and Attack become the opponent.
Tri Attack: 10% chance of Burning, Paralyzing, or Freezing opponent.
Trick: Held Items of User and opponent are switched.
Triple Kick: Attacks one to three times in a turn.
Twineedle: Attacks one or two times in a turn. 20% chance of Poisoning.
Twister: Damage is doubled if opponent is using Fly. 20% chance of making opponent Flinch.
Uproar: Attacks for two to five turns. No Pokemon can be put Asleep when it is in effect.
Vice Grip: No special effect.
Vine Whip: No special effect.
Vital Throw: Always hits.
Volt Tackle: User is hit by recoil equal to 33% damage inflicted.
Water Gun: No special effect.
Water Pulse: 20% chance of Confusing opponent.
Water Sport: Cuts power of Fire moves by 50%.
Water Spout: Attack strength lowers as HP lowers.
Waterfall: No special effect.
Weather Ball: The type of move changes depending on weather. If weather attacks are in effect, the attack power is also doubled.
Sunny Day: Fire.
Rain Dance: Water.
Hail: Ice.
Sandstorm: Rock.
Whirlpool: Attacks for two to five turns. opponent cannot switch out.
Whirlwind: Forces opponent to switch out Pokemon randomly.
Will-O-Wisp: Burns opponent.
Wing Attack: No special effect.
Wish: At end of turn after you used this attack, you heal 50% of your Max HP. Works even if you switch out Pokemon.
Withdraw: Raises user's Defense.
Wrap: Continuously attacks for two to five turns. opponent cannot switch out.
Yawn: Makes opponent fall Asleep at end of next turn.
Zap Cannon: Paralyzes opponent.

Recommended teams

  • Create the following team.
Sceptile
Infernape
Feraligatr
Electrivire
Dragonite
Garchomp
  • Create the following team.
Venusaur
Entei
Swampert
Raichu
Salamence
Nidoqueen
  • Create the following team.
Dragonite
Blissey
Ninjask
Shuckle
Rampardos
Alakazam
  • Create the following team.
Slaking
Blissey
Ninjask
Shuckle
Rampardos
Alakazam

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