Azure Heights Pokémon Laboratory
Main Menu
What's New?
Attacks
Pokédex
Compendium
Weird Science
Forum
Chat
Contributors
Links
Founders

Heading Explanations

# (Number)

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 (Acc)

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.

Attack

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.

Avl (Availability)

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.

Average Damage (Avg)

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.)

Base

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).

Effects

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.

HM (Hidden Machine)

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.

Img (Image)

It's a cute little picture of the Pokémon, obviously.

Name

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

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.

PP (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.

Quick Description

The described effect will occur only if the attack is successful.

Comments in italics refer to usage of the attack outside of battle.

TM (Technical Machine)

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.

Type

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.

Please ignore this subliminal message. Please ignore this subliminal message. Please ignore this subliminal message. DRINK COKE Please ignore this subliminal message. Please ignore this subliminal message. Please ignore this subliminal message.