Counter | Strength x | 99% Accuracy | 20 PP | TM 18 (RYB only) |
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Attack hits for twice the damage user just recieved from a physical attack (no effect if enemy's last attack was not physical or did no damage) In G/S, this attack is always used second in a turn |
Cross Chop | Strength 100 | 80% Accuracy | 5 PP | No TM |
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Increased chance of scoring a critical hit |
Detect | 5 PP | TM 43 (G/S only) |
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Blocks enemy attack that turn (always goes first) Chance of success halved each time for consecutive uses |
Double Kick | Strength 30 | 99% Accuracy | 30 PP | No TM |
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Attack hits twice per turn |
DynamicPunch | Strength 100 | 50% Accuracy | 5 PP | TM 01 (G/S only) |
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Confuses enemy |
Hi Jump Kick | Strength 85 | 90% Accuracy | 20 PP | No TM |
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If attack misses, user takes a bit of damage |
Jump Kick | Strength 70 | 95% Accuracy | 25 PP | No TM |
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If attack misses, user takes a bit of damage |
Karate Chop | Strength 50 | 99% Accuracy | 25 PP | No TM |
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Increased chance of scoring a critical hit |
Low Kick | Strength 50 | 90% Accuracy | 20 PP | No TM |
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Chance to make enemy flinch | 30% |
Mach Punch | Strength 40 | 99% Accuracy | 30 PP | No TM |
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Attack always hits first, unless enemy uses a similar attack |
Reversal | Strength x | 99% Accuracy | 15 PP | No TM |
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Attack strength varies between 20 and 200, growing stronger as the user loses HP in battle |
Rock Smash | Strength 20 | 99% Accuracy | 15 PP | TM 08 (G/S only) |
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Chance to lower enemy's Defense one level (maximum six levels) | 20% | |||
Outside-of-battle effect: breaks rocks to clear paths |
Rolling Kick | Strength 60 | 85% Accuracy | 15 PP | No TM |
---|---|---|---|---|
Chance to make enemy flinch | 30% |
Seismic Toss | Strength x | 99% Accuracy | 20 PP | TM 19 (RYB only) |
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Damage done is equal to user's level |
Submission | Strength 80 | 80% Accuracy | 25 PP | TM 17 (RYB only) |
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User takes a quarter the damage enemy does |
Triple Kick | Strength 10* | 90% Accuracy | 10 PP | No TM |
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Attack lasts three turns or until it misses; second hit does twice and third does three times the damage of the first (strength returns to normal after a miss or third hit) |
Vital Throw | Strength 70 | 99% Accuracy | 10 PP | No TM |
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Attack is always used second in a turn User's next attack is raised to 99% Accuracy |