The arbitrary number of the Pokémon species, as assigned by Nintendo.
This has nothing to do with the Pokémon's characteristics, it is simply a
unique ID number for its species.
Accuracy is the base percentage chance than an attack will be
successful. Accuracy can be affected by other attacks, but all Accuracy
scores are relative and it is therefore fair to compare them directly.
Note that some attacks have side effects that require an additional
check for success. For example, Thundershock typically hits 99.6% of
the time, but it will only paralyze a victim in 10% of those
cases.
While the word "attack" is used here to describe all of the abilities a
Pokémon can use, these abilities are not necessarily aggressive attempts
to harm the enemy. For example, Recover only heals the "attacker", and Minimize does not harm the
enemy.
The color of the code refers to the version of the game, and is always
in Red/Blue/Yellow order. The codes have the following
meanings:
Infinite Availability |
W |
found in the wild |
P |
can be purchased at the Game
Corner in Celadon City |
E |
an evolutionary stage of a wild or
purchasable Pokémon which requires either levelling or one of the
infinitely available evolution stones |
T |
an evolutionary stage of a wild Pokémon which
requires trading (and therefore another game cartridge, Game Boy, and link
cable) |
Limited Availablity |
M |
an evolutionary stage of a wild Pokémon which
requires a Moon Stone (there are only 5 Moon Stones in each
game) |
2 |
there are two of these in the game (ie,
Snorlax) |
Single Availability |
U |
unique |
C |
unique, and choosing this Pokémon denies you
access to another |
V |
an evolutionary stage of a unique
Pokémon |
S |
an evolutionary stage of a unique, chosen
Pokémon |
K |
an exclusive evolutionary stage of a unique
Pokémon (ie, Flareon,
Jolteon, or
Vaporeon) |
No Availability |
X |
unavailable in this game
cartridge |
The least restrictive case will be listed. For example, if a Pokémon
can be both found in the wild and purchased, it will get a W. If
another can be evolved from a wild Pokémon and a character in the game
will trade once for a single specimen, the Pokémon will get an
E.
The Average Damage for an attack is the amount of a damage an attack
will do, over the course of a large number of uses. An attack with a low
Average Damage rating might have the potential to do a high amount of
damage, or vice versa, in individual instances. But the higher the Average
Damage, the better the attack will serve you in the long run. This is an
attempt to quantify the effectiveness of attacks, so you won't have to
rely on anecdotal evidence. If this column entry is highlighted, this is
the generally recommended selection for this kind of attack.
Typically, Average Damage is just Power times Accuracy. There are exceptions, however. For example, the
Average Damage of Clamp takes into
account the fact that it is a multi-turn attack. These factors are always
explained in the text of the comparison page.
The Average Damage is not the actual average amount of HPs an attack
will inflict (unless otherwise noted), but all Average Damage scores are
relative, so it is a useful indicator of attack strength. (Technically,
this is really more of an Average Power rating.)
Phys (Physical Attack) - This attack will inflict a variable amount of
damage. The effectiveness of this attack is based on the attacker's Attack
score and the enemy's Defense score. Typically, attacks of the following
types are Physical: Normal, Fighting, Flying, Rock, Ground, Bug, Poison,
or Ghost.
Spec (Special Attack) - This attack will inflict a variable amount of
damage. The effectiveness of this attack is based on the attacker's
Special score and the enemy's Special score. Typically, attacks of the
following types are Special: Fire, Water, Grass, Electric, Ice, or
Psychic.
Calc (Calculated Attack) - This attack, given the same conditions, will
always inflict the same amount of damage. The damage level of this attack
may be a constant value or it may depend on a variety of factors
(depending on the attack), but there is no random element to the damage
inflicted.
NDA (Non-damaging Attack) - This attack inflicts no damage directly.
This "attack" may increase the attackers's stats, heal the attacker, cause
status ailments in the enemy, etc.
Vari (Variable Attack) - This attack will have different effects in
different situations. Attacks of this nature typically copy other attacks
(eg, Metronome or Mirror Move).
If no information is given, then a successful attack will result only
in a variable amount of damage inflicted upon the victim.
If an effect on either the attacker or the victim is noted, it will
typically occur only if the attack is successful and may or may not take
place in conjunction with standard damage. (Check the other columns to see
if there will be standard damage.)
If a percentage is given, that is only taken into consideration if the
attack hits. For example, Fire
Blast has a 30% chance of burning a victim, if it hits. In this
case, the base chance of hitting the victim is 84.4%, so, technically,
Fire Blast doesn't burn a victim 30% of the time, just in 30% of the
instances in which it hits (so, about 25.3% of the time, in total).
If no percentage is given, then the effect will take place in 100%
of the cases in which the attack successfully hits.
Other distinctive properties of the the attack will also be noted in
this column. Comments in italics refer to usage of the attack
outside of battle.
HMs are items numbered from 01 to 05 that allow you to teach a specific
attack to your Pokémon. HMs are unique, but can be used as many times as
you like, although not all Pokémon can use a given HM.
Note that once an HM has been used on a Pokémon, the learned attack
cannot be "forgotten", barring the use of cheating device.
All HMs have a function outside of battle. For example, Surf allows your character travel across
bodies of water. Most are necessary to complete the game.
Locations of each HM within the game, as well as which Pokémon are
capable of using the HM, are noted at the bottom of the individual attack
page for that HM.
Azure Heights provides a complete list of all
HMs, from which you can get to any of the individual
pages.
It's a cute little picture of the Pokémon, obviously.
The name of the Pokémon species. Also, the word you'd shout if you saw
it in the wild, as in: "Hey look, a _____!".
Power is a relative numerical representation of the base amount of
damage an attack will inflict. Typically, high Power attacks will cause
much more damage than low Power attacks, but there are sometimes peculiar
circumstances.
For example, Fury Swipes has a
miserable Power score, but since it hits 2 to 5 times on the turn it's
used, it's slightly less piddly that it would initially appear (though
it's still not very impressive). On first glance, it would appear to be
even worse than the colossally miserable Lick, but it's actually almost twice as
good, at its worst.
The Power score is used directly in the computation of damage and all
Power scores are relative to each other, but it does not directly
reflect the amount of damage inflicted upon a victim, in the general case.
That is, it is not likely that an attack of Power 50 will actually cause
50 points of damage (or anything near it, really), but the number 50 will
be vital in computing the amount of actual damage (which includes a
certain amount of randomness).
All other things being equal, however, an attack of Power 50 will
typically cause more damage than an attack of Power 35.
Note that Power is unrelated to Power
Points.
Each time a Pokémon uses a specific attack, it uses one Power Point for
that attack. When it runs out of PP, it can no longer use that attack
until its PP are restored. PP can be restored at a Pokémon Center or by
using certain items. Items cannot be used in trainer battles.
The number listed represents the default number of PP for each
attack. The maximum number of PP for a particular attack can be raised by
a "PP UP", a rare item.
Note that Power Points are unrelated to Power.
The described effect will occur only if the attack is successful.
Comments in italics refer to usage of the attack outside of
battle.
TMs are items numbered from 01 to 50 that allow you to teach a specific
attack to your Pokémon. TMs are good for one use only and not all Pokémon
can use a given TM. Some TMs are unique and others can be purchased at
stores in any quantity you can afford.
Locations of each TM within the game, as well as which Pokémon are
capable of using the TM, are noted at the bottom of the individual attack
page for that TM.
Azure Heights provides a complete list of all
TMs, from which you can get to any of the individual
pages.
BUG |
- Bug |
DRG |
- Dragon |
ELE |
- Electric |
FGT |
- Fighting |
FIR |
- Fire |
FLY |
- Flying |
GHO |
- Ghost |
GRA |
- Grass |
GRO |
- Ground |
ICE |
- Ice |
NOR |
- Normal |
POI |
- Poison |
PSY |
- Psychic |
RCK |
- Rock |
WAT |
- Water |
Note that Pokémon using a Physical or Special Attack that matches their
type (eg, a Squirtle using Bubblebeam) or just one of their types
(eg, a Farfetch'd using Swift) get a 50% damage
bonus.
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