recursal/Fanatic-Fandom huggingface dataset:
Effect Spore (Ability)

**Effect Spore** is an Ability.

## Effect

When a Pokémon with this Ability is hit by a move that makes contact, there is a 30% chance that the attacking Pokémon will become either poisoned (9%), paralyzed (10%) or asleep (11%).

If a Pokémon with this Ability is hit by a multi-strike move that makes contact (such as Fury Swipes), each hit has an independent chance to activate this Ability.

If a Pokémon is immune to some of the status conditions, then the chance of inflicting each of the remaining conditions is constant, so the total chance of successfully inflicting a condition decreases.

Grass-type Pokémon, Pokémon with Overcoat and Pokémon holding Safety Goggles are immune to Effect Spore.

## Trivia

* Effect Spore is the only Ability that can cause sleep.
List of Pokémon by Kanto Pokédex number

This is a list of Pokémon in the order dictated by the Kanto regional Pokédex, meaning that the starter Pokémon from Kanto will appear first, followed by Pokémon native to the Kanto region.

This Pokédex is the first regional Pokédex. The numbering in this Pokédex would serve as the basis for the official listing of all Pokémon introduced, with subsequent regions' Pokémon being added on to the end, with the name of "National Pokédex".For more info on this expanded number listing see this list. Alolan forms are also in the Pokédex but are counted as forms of the original Kanto versions rather than a separate entry.
Aqua Jet (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Aqua Jet** is a damage-dealing Water-type move. It is TM097.

## Effect

Aqua Jet inflicts damage. It has a priority of +1, so is used before all moves that do not have increased priority.

## Trivia

* Aqua Jet has the same description text as Quick Attack.
Fury Cutter (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Fury Cutter** is a damage-dealing Bug-type move.

## Effect

Every time Fury Cutter is used successively, its power will double, up to a maximum of 160 (which is three consecutive turns). If Fury Cutter misses, another move is selected, the user is switched out, or the player uses an item, the power will reset to normal.

## Trivia

* At its max power of 160, Fury Cutter is capable of having the highest power of all Bug-type moves.
Flame Wheel (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Flame Wheel** is a damage-dealing Fire-type move.

## Effect

Flame Wheel will thaw out the user if it is frozen, and then inflict damage on the target. Flame Wheel also has a 10% chance of burning the target.
Minimize (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* **Affected by Snatch**
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Minimize** is a non-damaging Normal-type move.

## Effect

Minimize raises the user's evasion stat by two stages.

If a Pokémon's sprite has disappeared because it used Acid Armor, using Minimize will make it visible again as the tiny generic image.

Minimize causes certain moves to double their damage.

If a boosted move hits a Pokémon that has used Minimize, it now bypasses accuracy and evasion checks. This effect is reverted when the Pokémon undergoes Dynamax after using Minimize.

If powered up by a Normalium Z into Z-Minimize, all of the user's lowered stats are reset.

### Vulnerability to moves

Specific moves will hit with double power (Generation IV) or have their damage doubled (Generations II, III, and V onward) against targets that have used Minimize at least once. Additionally, from Generation VI onward, these moves also bypass accuracy and evasion checks in this case. If a Pokémon undergoes Dynamax after using Minimize, these moves will revert to dealing their usual damage.
Field (Egg Group)

The **Field Egg Group** is one of the fifteen Egg Groups. 218 Pokémon belong to this group, making it the largest Egg Group.

## Characteristics

Pokémon in the Field Egg Group tend to be terrestrial creatures. Most are based on mammals though there are several exceptions, such as Ekans, Kecleon and Sandile, which are reptiles, and Delibird, Torchic and Piplup which are birds.

With the inclusion of Smeargle, a Pokémon capable of learning almost every move in the game, this group has the most versatility in terms of bred movesets, unhindered by the need of chain breeding.

## Trivia

* All the starter Pokémon from Unova are in this Egg Group.
Dark Pulse (move)

* Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Dark Pulse** is a damage-dealing Dark-type move. It is TM122.

## Effect

Dark Pulse inflicts damage and has a 20% chance of causing the target to flinch.

Dark Pulse's power is increased by 50% when used by a Pokémon with the Ability Mega Launcher.
Belly Drum (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* **Affected by Snatch**
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Belly Drum** is a non-damaging Normal-type move.

## Effect

Belly Drum deducts half of the user's maximum HP (rounded down) from its current HP and, in return, it maximizes the user's Attack stat by raising it to +6 stages, even if the user's temporary Attack bonus stages were below 0 prior to using Belly Drum.

Belly Drum fails if the user's current HP is less than half its maximum, or if the user's Attack is already at +6 (even if the user has Contrary).

If the user has Contrary, its Attack will be lowered to -6 stages (although the message will still say that the user maximized its Attack); even if the user's Attack is already at -6 stages, Belly Drum will deduct HP.

If powered up by a Normalium Z into Z-Belly Drum, the user restores all of its HP before Belly Drum's HP deduction takes effect.

## Trivia

* Belly Drum is the only move that is capable of raising a single stat by more than three levels without Simple, not counting Psych Up, Power Swap, Guard Swap, and Heart Swap.
	+ While Shell Smash causes a net total of eight stat changes, Belly Drum can cause more stat changes if the user has experienced at least a -3 stat change to its Attack stat, reaching twelve stat changes if the user has a -6 Attack stat change.
* Due to how both this move and Darmanitan's Zen Mode Ability work, Belly Drum can force Darmanitan to change its form (unless it is at full HP and has an odd maximum HP).
Megahorn (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Megahorn** is a damage-dealing Bug-type move.

## Effect

Megahorn deals damage and has no secondary effect.

## Trivia

* Megahorn has the highest base power of all Bug-type moves, excluding Z-Moves, Max Moves, and G-Max Moves.
	+ A Savage Spin-Out based on Megahorn has the highest power of all Bug-type moves.
* Megahorn has the lowest index number of all physical moves.
Constrict (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Constrict** is a damage-dealing Normal-type move.

## Effect

Constrict inflicts damage and has a 10% chance of lowering the target's Speed stat by one stage.

## Trivia

* Constrict has the lowest consistent base power of all damage-dealing moves.
Close Combat (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Close Combat** is a damage-dealing Fighting-type move. It is TM060.

## Effect

Close Combat inflicts damage and then lowers the user's Defense stat and Special Defense stat by one stage each.
Leer (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Leer** is a non-damaging Normal-type move.

## Effect

Leer decreases the Defense stat of all adjacent opponents by one stage.

If powered up by a Normalium Z into Z-Leer, the user's Attack stat rises one stage.
Cute Charm (Ability)

**Cute Charm** is an Ability.

## Effect

### In battle

When a Pokémon with this Ability is hit by a move that makes contact from a Pokémon of the opposite gender, there is a 30% chance that the attacking Pokémon will become infatuated. If either Pokémon is a gender-unknown Pokémon (such as Magnemite), this Ability will not activate.

If a Pokémon with this Ability is hit by a multi-strike move that makes contact (such as Fury Swipes), each hit has an independent chance to activate this Ability.

### Outside of battle

If a Pokémon with Cute Charm is in the first place in the party (even if fainted), there is a 66.7% chance that the game will force an encountered Pokémon to be the opposite gender to the Pokémon with Cute Charm if it can be that gender.
Analytic (Ability)

**Analytic** is an Ability. It is available exclusively as a Hidden Ability.

## Effect

If a Pokémon with Analytic executes its move after all other Pokémon have made their move, the power of its move is increased by 30%.

If another Pokémon faints before it gets a chance to make its move, Analytic's bonus depends on whether that Pokémon would have moved before the user that turn, based on its Speed and the move it chose to use. Modifications to that Speed or to priority caused by paralysis, a held item (such as Power Weight) or an Ability (such as Stall) are not taken into account.
False Swipe (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**False Swipe** is a damage-dealing Normal-type move. It is TM054.

## Effect

False Swipe inflicts damage, but will leave the target with 1 HP if it would otherwise cause it to faint. If the target has 1 HP remaining, False Swipe will hit and leave the target at 1 HP.

If used against a substitute, False Swipe is able to break it and will not leave the substitute with 1 HP.

## Trivia

* False Swipe is a reference to the katana strategy *Mine-uchi*, consisting in striking the opponent with the flat side of the katana resulting in a non fatal hit. Katanas are designed to have a single cutting edge on one side, while the other side is mostly flat.
Haze (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Haze** is a non-damaging Ice-type move.

It appears to be a stat resetting counterpart to Mist, as the type and PP are the same.

## Effect

Haze resets the stat stages of all active Pokémon on the field to 0.

If powered up by Icium Z into Z-Haze, the user regains all of its HP.
Acupressure (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Acupressure** is a non-damaging Normal-type move.

## Effect

Acupressure chooses one of the target's stats at random and raises it by two stages. It can raise either the target's Attack, Defense, Special Attack, Special Defense, Speed, accuracy or evasion stat but will not attempt to raise a stat that is already maximized, meaning that the move will only fail if all stats are maximized. Acupressure will also fail if the targeting an ally who is under the effects of Substitute.

If a Pokémon selected Acupressure as its move, but when executing the move it is in a different position (due to Ally Switch), Acupressure will be used on the Pokémon currently in the targeted position (even if the user targeted itself initially); however, if the user now targets itself but did not initially, Acupressure fails.

If the user's side of the field is protected by Crafty Shield, Acupressure will fail if executed on an ally but succeed if executed on the user.

If powered up by a Normalium Z into Z-Acupressure, the user's critical hit rate is increased by two stages.
Ice (type)

The **Ice type** is one of the eighteen types. Ice-type moves are super-effective against Dragon-, Flying-, Grass- and Ground-type Pokémon, while Ice-type Pokémon are weak to Fighting-, Fire-, Rock- and Steel-type moves.

## Battle properties

Ice-type Pokémon are immune to Hail weather damage.

Ice-type Pokémon cannot get frozen.

Ice-type Pokémon are immune to Sheer Cold.

## Characteristics

### Defense

Resisting only itself, the Ice type is the least-resistant type. However, it is immune to freezing, damage from hail and Sheer Cold.

### Offense

Ice pairs well with other common attacking types, most notably Ground, which deals at least neutral damage to all types resisting Ice and covers Fire and Steel while Ice covers Flying and Grass. Sheer Cold is more accurate when used by an Ice-type Pokémon.

## Pokémon

There are 1 Ice-type Pokémon or 3.13% of all Pokémon (counting those that are Ice-type in at least one of their forms, including regional forms), making it the rarest type, with Fairy and Dragon tying as the second rarest.

## Abilities

### Interacting with the Ice type

A Pokémon with Protean or Libero will become an Ice-type Pokémon if it uses an Ice-type move. A Pokémon with Color Change, Imposter, Forecast, RKS System or Multitype will become an Ice-type Pokémon if (respectively) it is hit with an Ice-type move, is sent out against an Ice-type opponent, if the weather is hail, if it is holding an Ice Memory or if it is holding an Icicle Plate or Icium Z.

### Exclusive Abilities

Only Ice-type Pokémon have these Abilities. This does not include signature Abilities.

## Trivia

* Unova introduced the most Ice-type Pokémon of any region, with seven, and Kalos introduced the fewest Ice-type Pokémon, with four.
	+ Should regional forms not be counted, Alola introduced the fewest, with only one.
* The Ice type has the most unique combinations with other types of all other types, with 10.
* The first pure Ice-type Pokémon in the Pokédex is native to Hoenn.
* Only the Normal type has a lower number of resistances than the Ice-type, having no resistances (but one immunity). Ice only resists itself.
* The Ice type is the only type that is super effective against the Flying-type and Grass-type to not resist them in turn.
* Ice-type attacks are resisted by all types that Water-type Pokémon resist.
* The Ice type is tied with the Electric-type for the least Mega Evolutions, with two each.
* The Ice type has been paired up with every other type except for Normal, Fire, Bug and Poison, the most common of these being Water, with 6.
Low Kick (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Low Kick** is a damage-dealing Fighting-type move.

## Effect

Low Kick's power is dependent on the weight of the target, inflicting greater damage on heavier targets. Its power is calculated as follows (note that the game uses weight in kilograms instead of pounds for all the cutoffs):

 0.1 - 9.9 kg

Low Kick will fail if used against a Dynamax or Gigantamax Pokémon.

## Trivia

* This move is based on the sumo technique, "ketaguri", a kimarite in which the attacker leaps aside at the tachiai and sweeps his opponent's front leg from the inside while slapping the shoulder or pulling the arm.
Mean Look (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Mean Look** is a non-damaging Normal-type move.

## Effect

Mean Look prevents the target from switching out or fleeing (including via Teleport). It bypasses accuracy checks to always hit, unless the target is in the semi-invulnerable turn of a move such as Dig or Fly. The effect only applies as long as the Pokémon that used it remains in battle.

Mean Look will hit the target even if it has used Protect, Detect or Spiky Shield, but will fail if the target is protected by Crafty Shield.

If the Pokémon that used Mean Look switch out with Baton Pass, the effects of Mean Look will still apply. Also, if the affected Pokémon is Roared at, hit with a Whirlwind, Dragon Tail or Circle Throw or used U-turn, Volt Switch, Parting Shot or Flip Turn, they will still be switched out.

Pokémon affected by Mean Look can escape (but not switch out) if the Pokémon has the Ability Run Away or is holding a Smoke Ball.

If a wild Pokémon uses Mean Look on the player's Pokémon, the player will be unable to escape.

If powered up by a Normalium Z into Z-Mean Look, the user's Special Defense stat is raised by one stage.
Assurance (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Assurance** is a damage-dealing Dark-type move.

## Effect

Assurance inflicts damage and will deal double damage if the target has already received damage on the turn it is used. This includes self-inflicted and indirect damage, such as damage from a Life Orb, recoil, crash damage or hurting itself in confusion.
Footprint

**Footprints** are the tracks left by a Pokémon. Each Pokémon with visible legs has a unique footprint that is displayed in the Pokédex.

When a Pokémon is caught, its footprint is included in the data added to its Pokédex entry and can be found on the first page. For those without a footprint, the area footprints are displayed on remains blank.

## Gallery

Venusaur's footprintCharizard's footprintBlastoise's footprintPikachu's footprintEevee's footprintSuicune's footprintLugia's footprintHo-Oh's footprintKyogre's footprintGroudon's footprintRayquaza's footprintDialga's footprintPalkia's footprintGiratina's footprintReshiram's footprintZekrom's footprintKyurem's footprint
Electro Ball (move)

* Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Electro Ball** is a damage-dealing Electric-type move.

## Effect

Electro Ball inflicts more damage the faster the user is compared to the target.

Electro Ball's power is calculated as follows:

 50.01% - 100%
 33.34% - 50%
 25.01% - 33.33%
 0.01% - 25%

The Speed values used take all modifiers into account (including stat stages, paralysis, held items such as the Iron Ball and Abilities such as Slush Rush).

Electro Ball has no effect on Pokémon with Bulletproof.

## Trivia

* Electro Ball can have the highest base power of any Electric-type move (150).
Endeavor (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Endeavor** is a damage-dealing Normal-type move.

## Effect

Endeavor causes the target's HP to equal the user's current HP. It will deduct the difference from the target's HP. This move does nothing if the user's HP is greater than or equal to the target's. Type immunity is not ignored, so Endeavor does not usually affect Ghost-type Pokémon regardless of HP.
Group master

**Group master** is a fan term referring to a Pokémon that, in some way, oversees a group of Legendary and Mythical Pokémon.

The group master and the group itself may relate in different ways. For example, Lugia is the group master of the Legendary birds; it is the only one who can quell their fighting.

A group master can be a member of the group itself, serving as its **internal master**; for example, Rayquaza is the internal master of the super-ancient Pokémon—it quelled the other two members' conflicting.

## Trivia

* Arceus is the only group master that is:
	+ A Mythical Pokémon.
	+ Related to more than one group.
Growl (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
* **Is a sound-based move**
 **Target**

**Growl** is a non-damaging Normal-type move.

## Effect

Growl decreases the Attack stat of all adjacent opponents by one stage. It does not affect Pokémon with the Abilities Soundproof, Hyper Cutter, Clear Body, White Smoke, or Full Metal Body.

Growl will become a Water-type move when used by a Pokémon with the Ability Liquid Voice. If the user is affected by Throat Chop, it will be unable to use this move for two turns.

If the user is holding a Throat Spray, the item will be consumed and the user's Special Attack stat will be raised by one stage.

If powered up by a Normalium Z into Z-Growl, the user's Defense stat rises by one stage, and the user can use this move regardless of whether it was affected by Throat Chop or not.

## Trivia

Alola is the only region where all starter Pokémon are able to learn Growl.
Fire Blast (move)

* Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Fire Blast** is a damage-dealing Fire-type move. It is TM038.

## Effect

Fire Blast inflicts damage and has a 10% chance of burning the target.

## Trivia

* Its animation is based on the *Daimonji* of the Japanese festival *Gozan no Okuribi*, where a large bonfire is lit in the shape of the character 大 (meaning "big" or "great").
Lucky Chant (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* **Affected by Snatch**
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Lucky Chant** is a Normal-type move.

## Effect

Lucky Chant prevents opponents from landing critical hits on the user's party for five turns, even if the move would always result in a critical hit (e.g. Frost Breath).

Lucky Chant can be stolen by Snatch.

If powered up by a Normalium Z into Z-Lucky Chant, the user's evasiveness is raised by one stage.
Confuse Ray (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Confuse Ray** is a non-damaging Ghost-type move. It is TM101.

## Effect

Confuse Ray causes the target to become confused.

If powered up by a Ghostium Z into Z-Confuse Ray, the user's Special Attack stat rises by one stage.

## Trivia

* Confuse Ray is the only Ghost-type move capable of inflicting confusion.
Beat Up (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Beat Up** is a damage-dealing Dark-type multi-strike move.

## Effect

Beat Up inflicts damage on the target from the user and each conscious Pokémon in the user's party that does not have a non-volatile status. Damage is determined using the user's base Attack and level and the target's base Defense. Beat Up has a base power individually based on the Attack base stats of the party Pokémon:

B
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e
P
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w
e
# r

B
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A
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a
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10

5

{\displaystyle BasePower = \dfrac{BaseAttack\_{PartyMember}}{10}+5}

Each strike has an independent chance of being a critical hit. Bide and Counter deal damage based on the last strike alone.

Each strike will activate Justified and Weak Armor. If a Focus Sash activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent. Sturdy will activate with each hit if the defending Pokémon has a maximum HP of 1. Each strike has an independent chance of activating Stench, but this does not stack with the Razor Fang or King's Rock.

If a Pokémon uses Beat Up on its partner in a Double Battle, the partner will attack itself (unless it suffers from a status ailment). The Sniper Ability does not affect critical hits. Each strike has an independent chance of activating a Razor Fang.

## Trivia

* It is one of two moves that can hit more than two times whose number of strikes is not based on chance, the other being Surging Strikes.
* Beat Up is the only move whose base power is determined by base stats.
Metronome (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Metronome** is a non-damaging Normal-type move.

## Effect

The Metronome user executes a randomly selected move. This called move counts as the last move used.

Because Metronome has normal move priority, a move with higher or lower priority may be executed other than when it normally would. For instance, Metronome may cause Quick Attack to be used after a normal priority move or Counter to be used before a normal priority move.

Metronome will not prioritize any Pokémon to target; it will randomly target any opponent a move is able to target (even if the move has a positive effect, such as Heal Pulse). If the move can only target the field, a team or the user, it will do so. If Metronome chooses Acupressure, it can target the user or an ally (in a Single Battle, it will always target the user).

If Metronome calls a move the user knows and its user is holding a Choice Band, Choice Specs or Choice Scarf, the move Metronome called will be locked by the Choice item. Otherwise, Metronome is the locked move. If a multi-turn move called by Metronome triggers Cursed Body, the multi-turn move will be disabled by Cursed Body, even if the user of Metronome does not know that move; otherwise, Metronome will be disabled.

If Metronome calls a multi-turn move such as Rollout or Dig and its user is holding a Choice Band, Choice Specs, or Choice Scarf, the move will activate on the first turn, but will fail and end the move on the next turn.

If powered up by a Normalium Z into Z-Metronome, the randomly selected move will become its corresponding Z-Move. If the selected move is a status move, it will not receive its Z-Power effect.

### Unselectable moves

Metronome can select any move except itself, a Max Move, a Z-Move or any of the moves in the following table:

## Trivia

* The move's name refers to the regular ticks associated with the move, which sound like the device it is named after.
Fury Swipes (move)

**Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Fury Swipes** is a damage-dealing Normal-type multi-strike move.

## Effect

Fury Swipes inflicts damage, hitting the target 2-5 times per use. There is a 35% chance that it will hit 2 times, a 35% chance that it will hit 3 times, a 15% chance that it will hit 4 times and a 15% chance that it will hit 5 times.

If the target has an Ability that activates upon contact, each strike counts individually, enabling the Ability to activate multiple times.

Pokémon with the Ability Skill Link will always hit five times when using Fury Swipes if it does not miss.

If the user is holding a King's Rock or Razor Fang, each consecutive hit has an equal chance to cause the opponent to flinch.

If a Focus Sash activates before the last strike is dealt, the following strike will cause the defending Pokémon to faint. A Focus Band can still activate repeatedly to prevent fainting, but each chance is independent. Sturdy will activate with each hit if the defending Pokémon has a maximum HP of 1.

If the target has Weak Armor or Stamina, each strike will activate it.

If the target is holding a Rocky Helmet, the user is damaged for each strike.

## Trivia

* Fury Swipes is one of two moves to have a base power that is not a multiple of 5, the other being Comet Punch.
Double-Edge (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Double-Edge** is a damage-dealing Normal-type move.

## Effect

Double-Edge inflicts damage, and the user receives recoil damage equal to ⅓ of the damage done to the target.

## Trivia

* This move's name refers to the idiom *double-edged sword*.
Earth Power (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Earth Power** is a damage-dealing Ground-type move.

## Effect

Earth Power inflicts damage, and has a 10% chance of lowering the target's Special Defense stat by one stage.
After You (move)

* Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**After You** is a non-damaging Normal-type move.

## Effect

The target will move next on the current turn, ignoring priority. After You bypasses accuracy checks to always hit, unless the target is in the semi-invulnerable turn of a move such as Dig or Fly. It fails if the target has already moved on the same turn.

If powered up by a Normalium Z into Z-After You, the user's Speed stat is raised by one stage.
List of Iconic Pokémon

This is an in-game chronological **list of Iconic Pokémon** that are obtained through Pokémon Fire Ash's exploration.

## List of Iconic Pokémon

### Iconic Pikachu

This Pikachu is the starter the player begins their journey with, just like Ash.

### Iconic Caterpie

This is the Caterpie that Ash catches during his journey in Kanto. It is found in Viridian Forest.

### Iconic Pidgeotto

This is the Pidgeotto that Ash catches during his journey in Kanto. It is found in Viridian Forest.

### Iconic Bulbasaur

This is the Bulbasaur that Ash catches during his journey. It is found in Hidden Village.

### Iconic Charmander

This is the Charmander that Ash catches during his journey in Kanto. It is found in Route 24.
Goldeen (Pokémon)

**Goldeen** is a Water-type Pokémon.

It evolves into Seaking starting at level 33.

## Biology

Goldeen is a white piscine Pokémon with orange markings. It has circular blue eyes with orange lids and prominent pink lips. On its forehead is a large horn, which is larger on a male than on a female. It has a small, wavy dorsal fin surrounded by an orange patch and long pectoral fins with orange markings at the bases. Goldeen's billowing tail fin is orange around the base and turns white toward the edges. Its tail is admired by many for its beauty and similarity to a ballroom dress.

Goldeen has a wild temperament and will use its horn to smash its way to freedom if kept in an aquarium. It competes with others of its kind to determine which has the strongest, thickest horn. Humans swimming near it must exercise caution lest Goldeen rams them. Goldeen is a very common sight in any body of fresh water, including ponds, lakes, and rivers. It can be seen swimming upstream in large schools during the breeding season in spring. Its strong fins allow it to maintain a steady speed of five knots while swimming upstream. It is known as the "Water Dancer" due to its elegant movements in the water.

## Game data

### Stats

* Maximum stats are calculated with 252 EVs, IVs of 31, and (if applicable) a helpful nature.

## Trivia

* Goldeen shares a fairly similar in-game cry to Caterpie, being only .07 seconds longer.

### Origin

Goldeen seems to be based on the Tosakin (curly fantail) breed of goldfish due to its flat tail and red-and-white scales. It might also be inspired by the Kōhaku variety of koi fish. Its billowing tail and prominent lips and eyelids give it a feminine appearance reminiscent of a queen wearing a dress and makeup. Its horn may be a reference to Matsya, a giant horned fish that is one of the avatars assumed by the Hindu deity Vishnu.

#### Name origin

Goldeen may be a combination of *goldfish* or *golden* and *queen*.
Feint Attack (move)

*If you were looking for the attack called Feint, see Feint (move).*

 **Battles**

 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Feint Attack** is a damage-dealing Dark-type move.

## Effect

Feint Attack inflicts damage and bypasses accuracy checks to always hit, unless the target is in the semi-invulnerable turn of a move such as Dig or Fly.
Hustle (Ability)

**Hustle** is an Ability.

## Effect

### In battle

Hustle increases the user's Attack stat by 50%, but lowers the accuracy of the user's physical moves by 20%. Special moves and status moves are unaffected by Hustle.

### Outside of battle

If a Pokémon with Hustle is in the first place in the party (even if fainted), there's a 50% chance that a Pokémon will be forced to the upper bound of their encounter level range. It shares this effect with Pressure and Vital Spirit.
Gravity (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Gravity** is a non-damaging Psychic-type move.

## Effect

Gravity causes the field to undergo intense gravity. This effect lasts 5 turns. It fails if used when Gravity is in effect.

During intense gravity, all Pokémon have their accuracy stat multiplied by 1.67 (interpreted as 6840/4096).

Intense gravity causes all Pokémon on the field to become grounded. Grounded Pokémon lose their immunity to Ground-type moves due to their Flying type, Levitate Ability, effects of Magnet Rise or Telekinesis, or their held Air Balloon. Grounded Pokémon are now also vulnerable to Arena Trap and entry hazards; Poison-type Pokémon that are usually airborne will remove Toxic Spikes when switched in during the effects of Gravity. Grounded Pokémon also become affected by terrains.

Intense gravity also prevents Pokémon from using the moves Bounce, Fly, Flying Press, High Jump Kick, Jump Kick, Magnet Rise, Sky Drop, Splash and Telekinesis. If a Pokémon is in the semi-invulnerable turn of Fly or Bounce when Gravity is used, that move is canceled immediately. Using Grav Apple under intense gravity increases its power from 80 to 120.

If powered up by a Psychium Z into Z-Gravity, the user's Special Attack stat is raised by one stage.
Focus Energy (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* **Affected by Snatch**
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Focus Energy** is a non-damaging Normal-type move.

## Effect

Focus Energy increases the user's critical hit ratio by two stages. This effect can be transferred by Baton Pass.

The effect of Focus Energy can be copied by Psych Up or Transform.

If powered up by a Normalium Z into Z-Focus Energy, the user's accuracy is raised by one stage.
Gym guide

The **Gym guide** is a title belonging to at least six characters, each corresponding to a different region. In each case, the guide is usually found at the front of each Pokémon Gym, ready to offer tactical advice to novice Trainers. He congratulates the player upon defeating the Gym Leader, and offers more advice for the player's journey. He can occasionally be sarcastic.
Charge (move)

**Battles**

 * Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* **Affected by Snatch**
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Charge** is a non-damaging Electric-type move.

## Effect

If the user's next move is Electric-type, its power will be doubled. If its next move is not Electric-type or a non-damaging move, the effect of Charge wears off without being used.

Charge also raises the user's Special Defense stat by one stage.

If powered up by an Electrium Z into Z-Charge, the user's Special Defense is raised by another stage.
Glare (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Glare** is a non-damaging Normal-type move.

## Effect

Glare paralyzes the target. It can hit Ghost-type Pokémon.

If powered up by a Normalium Z into Z-Glare, the user's Special Defense rises one stage.

## Trivia

* Drampa, Druddigon and Helioptile can learn this move, which is known as へびにらみ *Hebinirami* (Snake Glare) in Japanese, despite not being based on any particular snake. This may be because Western dragons and snakes, particularly the basilisk, are both sometimes depicted as being capable of influencing their victims with eye contact, either by using some magical ability to immobilize those that look into their eyes or simply paralyzing them with fear.
* The description of the move state that "*The user intimidates the target with the pattern on its belly*", a description that seems to be intended specifically for Arbok.
Dragon Rage (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Dragon Rage** is a damage-dealing Dragon-type move.

## Effect

Dragon Rage always inflicts exactly 40 HP damage if it hits. It has no secondary effects and does not take weaknesses or resistances into account; however, it does not ignore type immunity.
Disable (move)

* Does not make contact
* **Affected by Protect**
* **Affected by Magic Coat** and **Magic Bounce**
* Not affected by Snatch
* **Affected by Mirror Move**
* Not affected by King's Rock
 **Target**

**Disable** is a non-damaging Normal-type move.

## Effect

Disable disables the last move that the target used, giving it a disable duration length of 4 turns, which is reduced by 1 each time the target attempts to execute an attack. While the move is disabled, a message of "disabled!" will appear in place of the disabled move's PP, and the target will be unable to use the move until the round after Disable wears off (attempting to select the move will just result in a notice that the move is disabled).

Disable will fail if one of the target's moves is already disabled, if the target has not used a move yet, or if the last move it used was Struggle.

If the target does manage to select the move (such as if it knows the move twice because of Mimic, or if the user is faster than the target and disables the attack that the target was going to use during that round) and attempts to execute it before the disable duration is over, it will only result in a wasted turn and a message that the move is disabled. Since the check to see if a move is disabled happens after the duration reduction, it is possible to disable the move the target was about to use for only 1 turn and as a result have Disable end immediately, still allowing the target to use said move during that round. It is also possible for the target to still use the disabled move if it is called via Metronome, Mirror Move or
Sleep Talk.

If the target has only one move and that move is successfully disabled, it will use Struggle until it can select its move again. Disable will fail if the target has no PP for any of its moves.

Turns spent flinching, fast asleep, frozen solid, recharging, or partially trapped will not count towards the Disable duration length.

Even if unsuccessful (for any reason), using Disable against a Pokémon using Rage will cause its rage to build.

Disable can be reflected with Magic Coat and does not affect Pokémon under the protection of Aroma Veil.

If powered up by a Normalium Z into Z-Disable, all of the user's lowered stats are reset.
Follow Me (move)

* Does not make contact
* Not affected by Protect
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Follow Me** is a non-damaging Normal-type move.

## Effect

Follow Me makes the user the center of attention, forcing opposing Pokémon to use their moves on the user rather than the intended target (even if it was a friendly target, unless it is a move that cannot target an opponent such as Acupressure or Helping Hand) for the rest of the turn. If a move cannot target the center of attention, it will be used on its intended target. It does not affect allies.

If the center of attention faints or switches out, it no longer draws moves.

Follow Me can draw moves with a charging turn (such as Fly and Solar Beam) if it is used on the turn the move would hit. Follow Me cannot redirect Sky Drop. If the center of attention is taken into the air by Sky Drop, it no longer draws moves.

Follow Me draws Electric- and Water-type moves even if a Pokémon with Lightning Rod or Storm Drain is on the field. If another Pokémon on the same team is already the center of attention, the first user takes priority; if the first user is outside of range or stops being the center of attention, the attack will be drawn to the next center of attention.

Snipe Shot and the Abilities Stalwart and Propeller Tail ignore Follow Me and hit the intended target.

Follow Me has no effect on moves which hit multiple Pokémon in a battle. While it can be used in Single Battles, it has no effect.

If powered up by a Normalium Z into Z-Follow Me, all of the user's lowered stats are reset.
Leech Life (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Leech Life** is a damage-dealing Bug-type move.

## Effect

Leech Life inflicts damage and up to 50% of the damage dealt to the target is restored to the user as HP. If this attack deals 1 HP of damage, 1 HP will be restored to the user.

If Leech Life breaks a substitute, HP will be restored to the user. If HP is restored to the user when its current HP is greater than its maximum HP, its current HP will be set equal to its maximum HP.

If the target has the Ability Liquid Ooze, the user takes damage instead of restoring HP.

If the user is holding a Big Root, the HP restored is increased by 30% (making the restored HP 65% of the damage dealt). Big Root does not increase the damage dealt.

Leech Life cannot be used if the user is under the effects of Heal Block.

## Trivia

* Leech Life is the only Bug-type HP-draining move.
* Bellsprout is programmed to be able to learn Leech Life through breeding, but no other Pokémon in the Grass Group can pass down Leech Life as an Egg Move.
Dive (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
* **Usable outside of battle**
 **Target**

**Dive** is a damage-dealing Water-type move. It is TM109.

## Effect

On the first turn, the user will dive down for one turn and become invulnerable to most attacks. If Surf or Whirlpool hit a Pokémon during the semi-invulnerable turn of Dive, the damage dealt will be doubled. The user can also be hit underwater if it was previously targeted by Lock-On or Mind Reader. The user may be hit while underwater if it is attacked by a Pokémon with No Guard, or if the user has No Guard themselves.

Sandstorm, hail and Shadow Sky will not cause damage during the semi-invulnerable turn.

If a Power Herb is held by the user, Dive can be executed in one turn.

Dive triggers Gulp Missile.
Horn Drill (move)

* **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* Not affected by Mirror Move
* Not affected by King's Rock
 **Target**

**Horn Drill** is a Normal-type one-hit knockout move.

## Effect

Horn Drill inflicts damage equal to the target's current HP.
Despite having an accuracy of 30% listed, Horn Drill's chance of hitting a Pokémon is instead calculated using the following formula:

H
i
t
C
h
a
n
c
# e
(
L
e
v
e

l

u
s
e
r

−
L
e
v
e

l

t
a
r
g
e
t

30
)
%

{\displaystyle HitChance=(Level\_{user}-Level\_{target}+30)\%}

This formula means that the accuracy starts at 30% when the Pokémon have the same level, and is 1% more likely to hit for every level the user is higher than the target. If the user is at least 70 levels higher than the target, Horn Drill will always hit. If the user is a lower level than the target, the move always fails.

This chance of hitting is not an accuracy: it is not affected by accuracy and evasion stats, nor is it affected by other accuracy modifiers such as Gravity, Wide Lens, and Compound Eyes. Additionally, Horn Drill cannot hit a semi-invulnerable Pokémon. However, effects that guarantee moves to hit (such as No Guard and Lock-On) still affect Horn Drill.

Horn Drill will break a substitute if it hits.

## Trivia

* Despite the implied need for a horn or horn-like apparatus to use this move, one Pokémon (Ponyta) that doesn't have a horn but gains one upon evolution can learn Horn Drill.
Absorb (move)

* Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Absorb** is a damage-dealing Grass-type move. Absorb is the first in a line of three Grass-type HP-draining attacks, the other two being Mega Drain and Giga Drain.

## Effect

Absorb inflicts damage, and up to 50% of the damage dealt to the target is restored to the user as HP. If this attack deals 1 HP of damage, 1 HP will be restored to the user.

If Absorb breaks a substitute, the user's HP will be restored. If HP is restored to the user when its current HP would be greater than its maximum HP, its current HP will be set equal to its maximum HP.

When used on a Pokémon with the Liquid Ooze Ability, the user will lose the amount of HP it would have gained instead. If the user is holding a Big Root, the HP restored is increased by 30% (making the restored HP 65% of the damage dealt). Big Root does not increase the damage dealt.

Absorb cannot be used if the user is under the effects of Heal Block.
Magnitude (move)

**Battles**

 * Does not make contact
* **Affected by Protect**
* Not affected by Magic Coat
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

**Magnitude** is a damage-dealing Ground-type move.

## Effect

Magnitude's power varies based on a randomly selected "magnitude" value ranging from 4 to 10, with 4 having the least power and 10 having the greatest.

Magnitude can hit a Pokémon during the semi-invulnerable turn of Dig, and if it does, it will have the damage dealt to that Pokémon doubled.

Power varies as follows:

Its average power is 71.

If Grassy Terrain is in effect, Magnitude deals only half the usual damage.

## Trivia

* At 150 base power, Magnitude 10 has the highest base power of all Ground-type moves.
	+ At base power 10, Magnitude 4 has the lowest base power of all Ground-type moves and is tied with Constrict for the lowest fixed base power of any move.

## In other languages

Template:Langtable

Template:Project Moves and Abilities notice
Inner Focus (Ability)

**Inner Focus** is an Ability.

## Effect

Inner Focus prevents the Pokémon from flinching. However, Pokémon with this Ability can still flinch to a Pokémon with Mold Breaker, Teravolt or Turboblaze.

If the Pokémon is hit by a move that always causes flinching, the message "**<Pokémon> won't flinch because of its Inner Focus!**" will appear.

Inner Focus also blocks Intimidate.