Pokemon Red and Blue Walkthrough

List of Pokemon Moves

Pokemon Red, Green, Blue, and Yellow don’t have an official move dex within the game. However, through various written and digital guides, a collection has become available online. I took the info, boiled it down to stats everyone needs to know, and gave a short description.

In the first generation, moves were called moves, attacks, techniques, and abilities. Each has a name, type, base power, base accuracy, and power points—or the amount of times it can be used. PP can be restored with items. Both power and accuracy can be either increased or decreased through several techniques, increased with items, or neutralized with Haze or switching out from battle. If an attack sharply increases a stat, that just means the move increased the stat two stages instead of one.

Move Type Power Accuracy PP Description
Absorb Grass 20 100 20 An attack that absorbs the target’s HP and uses half of it to restore it’s own health.
Acid Poison 40 100 30 An attack that has a chance of lowering the target’s defense.
Acid Armor Poison 40 Sharply increases the user’s defense.
Agility Psychic 30 Sharply increases the user’s speed.
Amnesia Psychic 20 Sharply increases the user’s special.
Aurora Beam Ice 65 100 20 An attack that has a chance of lowering the target’s attack.
Barrage Normal 15 85 20 An attack that hits 2-5 times a turn.
Barrier Psychic 30 Sharply increases the user’s defense.
Bide Normal 10 The user absorbs damage for two turns, then unleashes twice the power it received at the end of the second turn.
Bind Normal 15 75 20 An attack that lasts for 2-5 turns, preventing the target from using any techniques.
Bite Normal 60 100 25 An attack that might cause the target to flinch.
Blizzard Ice 120 90 5 An attack that has a chance of freezing the target.
Body Slam Normal 85 100 15 An attack that has a chance of paralyzing the target.
Bone Club Ground 65 85 20 An attack that might cause the target to flinch.
Bonemerang Ground 50 90 10 An attack that hits twice per turn.
Bubble Water 20 100 30 An attack that has a chance of lowering the target’s speed.
BubbleBeam Water 65 100 20 An attack that has a chance of lowering the target’s speed.
Clamp Water 35 75 10 An attack that lasts for 2-5 turns, preventing the target from using any techniques.
Comet Punch Normal 18 85 15 An attack that hits 2-5 times a turn.
Confuse Ray Ghost 100 10 Confuses the target.
Confusion Psychic 50 100 25 An attack that has a chance of confusing the target.
Constrict Normal 10 100 35 An attack that has a chance of lowering the target’s speed.
Conversion Normal 30 Switches the user’s type with the target’s.
Counter Fighting 100 20 An attack that causes the user to move last. If hit with a normal or fighting-type attack, the user will strike back with twice the damage.
Crabhammer Water 90 85 10 An attack with a high critical hit rate.
Cut Normal 50 95 30 An attack that can be used outside of battle to cut down small trees.
Defense Curl Normal 40 Increases the user’s defense.
Dig Ground 100 100 10 An attack that requires two turns to use. The first turn charges the move, and the second turn uses the move. During the first turn the Pokemon will remain underground, making it immune to most attacks.
Disable Normal 55 20 Randomly disables one of the target’s attacks for 1-6 turns.
Dizzy Punch Normal 70 100 10 An attack that has a chance of confusing the target.
Double-Edge Normal 100 100 15 An attack that damages the user with 1/4th the damage it dealt.
Double Kick Fighting 30 100 30 An attack that hits 2 times a turn.
DoubleSlap Normal 15 85 10 An attack that hits 2-5 times a turn.
Double Team Normal 15 Increases the user’s evasion.
Dragon Rage Dragon 100 10 An attack that deals 40 HP damage regardless of stat increases or type resistances.
Dream Eater Psychic 100 100 15 An attack that absorbs the target’s HP and uses half of it to restore it’s own health.
Drill Peck Flying 80 100 20 A basic attack.
Earthquake Ground 100 100 10 A basic attack.
Egg Bomb Normal 100 75 10 A basic attack.
Ember Fire 40 100 25 An attack that has a chance of burning the target.
Explosion Normal 170 100 5 An attack that causes the user to faint.
Fire Blast Fire 120 85 5 An attack that has a chance of burning the target.
Fire Punch Fire 75 100 15 An attack that has a chance of burning the target.
Fire Spin Fire 15 70 15 An attack that lasts for 2-5 turns, preventing the target from using any techniques. Also has a chance of burning the target.
Fissure Ground 30 5 An attack that will instantly KO the opposing Pokemon with one hit. Does not work if the user is slower than the target.
Flamethrower Fire 95 100 15 An attack that has a chance of burning the target.
Flash Normal 70 20 Decreases the target’s accuracy inside of battle. Brightens up Rock Tunnel outside of battle.
Fly Flying 70 95 15 An attack that requires two turns to use. The first turn charges the move, and the second turn uses the move. During the first turn the Pokemon will fly up into the air, making it immune to most attacks. Outside of battle, this can be used to fly to previously visited towns.
Focus Energy Normal 30 Increases the user’s critical hit rate.
Fury Attack Normal 15 85 20 An attack that hits 2-5 times a turn.
Fury Swipes Normal 18 80 15 An attack that hits 2-5 times a turn.
Glare Normal 75 30 Paralyzes the target.
Growl Normal 100 40 Reduces the target’s defense.
Growth Normal 40 Increases the user’s special.
Guillotine Normal 30 5 An attack that will instantly KO the opposing Pokemon with one hit. Does not work if the user is slower than the target.
Gust Normal 40 100 35 A basic attack.
Harden Normal 30 Increases
the user’s defense.
Haze Ice 30 Eliminates all stat changes.
Headbutt Normal 70 100 15 An attack that might cause the target to flinch.
Hi Jump Kick Fighting 85 90 20 An attack that causes harm to the user if it misses their target.
Horn Attack Normal 65 100 25 A basic attack.
Horn Drill Normal 30 5 An attack that will instantly KO the opposing Pokemon with one hit. Does not work if the user is slower than the target.
Hydro Pump Water 120 80 5 A basic attack.
Hyper Beam Normal 150 90 5 A powerful move that will cause the user to recharge (waste a turn) after performing the attack. No recharge necessary if the move knocks out the opponent.
Hyper Fang Normal 80 90 15 An attack that might cause the target to flinch.
Hypnosis Psychic 60 20 Puts the target to sleep.
Ice Beam Ice 95 100 10 An attack that has a chance of freezing the target.
Ice Punch Ice 75 100 15 An attack that has a chance of freezing the target.
Jump Kick Fighting 70 95 25 An attack that causes harm to the user if it misses their target.
Karate Chop Normal 50 100 25 An attack with a high critical hit rate.
Kinesis Psychic 80 15 Reduces the target’s accuracy.
Leech Life Bug 20 100 15 An attack that absorbs the target’s HP and uses half of it to restore it’s own health.
Leech Seed Grass 90 10 Slowly saps the target’s HP each turn after seeding.
Leer Normal 100 30 Reduces the target’s defense.
Lick Ghost 20 100 30 An attack that has a chance of paralyzing the target.
Light Screen Psychic 30 Reduces the damage of physical attacks by half.
Lovely Kiss Normal 75 10 Puts the target to sleep.
Low Kick Fighting 50 90 20 An attack that might cause the target to flinch. The power of the attack increases the heavier the target is.
Meditate Psychic 40 Increases the user’s attack.
Mega Drain Grass 40 100 10 An attack that absorbs the target’s HP and uses half of it to restore it’s own health.
Mega Kick Normal 120 75 5 A basic attack.
Mega Punch Normal 80 85 20 A basic attack.
Metronome Normal 100 10 Randomly uses any attack in the game.
Mimic Normal 10 Copies the last used attack in battle, and will keep it saved until the end of the battle.
Minimize Normal 20 Increases the user’s evasion.
Mirror Move Flying 100 20 Copies and uses the last move in battle.
Mist Ice 100 30 Prevents the team from having their stats reduced for 5 turns.
Night Shade Ghost 100 15 Causes HP damage equal to the user’s level.
Pay Day Normal 40 100 20 An attack that also creates extra money at the end of the battle.
Peck Flying 35 100 35 A basic attack.
Petal Dance Grass 70 100 20 An attack that lasts for 2-3 turns, then causes confusion to the user.
Pin Missile Bug 14 85 20 An attack that hits 2-5 times a turn.
Poison Gas Poison 55 40 Poisons the target.
PoisonPowder Poison 75 35 Poisons the target.
Poison Sting Poison 15 100 35 An attack that has a chance of poisoning the target.
Pound Normal 40 100 35 A basic attack.
Psybeam Psychic 65 100 20 An attack that has a chance of lowering the target’s special.
Psychic Psychic 90 100 10 An attack that has a chance of lowering the target’s special.
Psywave Psychic 80 15 An attack that deals 1x-1.5x damage equal to the user’s level.
Quick Attack Normal 40 100 30 An attack that strikes first.
Rage Normal 20 100 20 An attack that increases in power each time the user is hit with any move. Once selected, nothing else can be used until the Pokemon faints.
Razor Leaf Grass 55 95 25 An attack with a high critical hit rate.
Razor Wind Normal 80 75 10 An attack that requires two turns to use. The first turn charges the move, and the second turn uses the move.
Recover Normal 20 Restores the user’s health by half of their max HP.
Reflect Psychic 20 Reduces the damage of special attacks by half.
Rest Psychic 10 Puts the user the sleep and fully restores their health. Upon waking up, their status will be OK.
Roar Normal 100 20 Ends a wild Pokemon battle.
Rock Slide Rock 75 90 10 A basic attack.
Rock Throw Rock 50 90 15 A basic attack.
Rolling Kick Fighting 60 85 15 An attack that might cause the target to flinch.
Sand-Attack Ground 100 15 Reduces the target’s accuracy.
Scratch Normal 40 100 35 A basic attack.
Screech Normal 85 40 Sharply reduces the target’s defense.
Seismic Toss Fighting 100 20 Causes HP damage equal to the user’s level.
Self-Destruct Normal 130 100 5 An attack that causes the user to faint.
Sharpen Normal 30 Increases the user’s attack.
Sing Normal 55 15 Puts the target to sleep.
Skull Bash Normal 100 100 15 An attack that requires two turns to use. The first turn
charges the move, and the second turn uses the move.
Sky Attack Flying 140 90 5 An attack that requires two turns to use. The first turn charges the move, and the second turn uses the move.
Slam Normal 80 75 20 A basic attack.
Slash Normal 70 100 20 An attack with a high critical hit rate.
Sleep Powder Grass 75 15 Puts the target to sleep.
Sludge Poison 65 100 20 An attack that has a chance of poisoning the target.
Smog Poison 20 70 20 An attack that has a chance of poisoning the target.
Smokescreen Normal 100 20 Reduces the target’s accuracy.
Softboiled Normal 10 A technique that restores the user’s health by half of their max HP. Can also be used outside of battle to restore the party’s HP.
Solar Beam Grass 120 100 10 An attack that requires two turns to use. The first turn charges the move, and the second turn uses the move.
Sonic Boom Normal 90 20 An attack that deals 20 HP damage regardless of stat increases.
SpikeCannon Normal 20 100 15 An attack that hits 2-5 times a turn.
Splash Normal 40 Does nothing.
Spore Grass 100 15 Puts the Pokemon to sleep.
Stomp Normal 65 100 20 An attack that might cause the target to flinch.
Strength Normal 80 100 15 A basic attack. Outside of battle it is used to push boulders.
String Shot Bug 95 40 Reduces the target’s speed.
Struggle Normal 50 10 An attack that damages the user with 1/2 the damage it dealt.
Stun Spore Grass 75 30 Paralyzes the target.
Submission Fighting 80 80 25 An attack that damages the user with 1/4th the damage it dealt.
Substitute Normal 10 Takes 1/4th of the user’s HP to create a substitute. This will take damage for the user.
Super Fang Normal 90 10 Reduces the target’s current HP by half.
Supersonic Normal 55 20 Confuses the target.
Surf Water 95 100 15 A basic attack. Outside of battle it is used to surf across bodies of water.
Swift Normal 60 20 An attack that never misses.
Swords Dance Normal 30 Sharply increases the user’s attack.
Tackle Normal 35 95 35 A basic attack.
Tail Whip Normal 100 30 Reduces the target’s defense.
Take Down Normal 90 85 20 An attack that damages the user with 1/4th the damage it dealt.
Teleport Psychic 20 Escape from wild Pokemon battles. Outside of battle it is used to return to the last visited Pokemon Center, as long as you are not inside a building or cave.
Thrash Normal 90 100 20 An attack that lasts for 2-3 turns, then causes confusion to the user.
Thunder Electric 120 70 10 An attack that has a chance of paralyzing the target.
Thunder Punch Electric 75 100 15 An attack that has a chance of paralyzing the target.
Thundershock Electric 40 100 30 An attack that has a chance of paralyzing the target.
ThunderWave Electric 100 20 Paralyzes the target.
Thunderbolt Electric 95 100 15 An attack that has a chance of paralyzing the target.
Toxic Poison 85 10 Badly poisons the target.
Transform Normal 10 Changes the Pokemon to the target, copying type, stats, stat changes, and moves; however, all moves will have 5 PP.
Tri Attack Normal 80 100 10 A basic attack.
Twineedle Bug 25 100 20 An attack that has a chance of poisoning the target.
Vice Grip Normal 55 100 10 A basic attack.
Vine Whip Grass 35 100 10 A basic attack.
Water Gun Water 40 100 25 A basic attack.
Waterfall Water 80 100 15 A basic attack.
Whirlwind Normal 100 20 Ends a wild Pokemon battle.
Wing Attack Flying 35 100 35 A basic attack.
Withdraw Water 40 Increases the user’s attack.
Wrap Normal 15 85 20 An attack that lasts for 2-5 turns, preventing the target from using any techniques.