Inaccurate but is guaranteed to cause paralysis if it hits. In the field, it can be used to shatter rocks to open new paths. TM09 Psych Up -- 10 -- Self-hypnosis move that copies the foe's stats changes, then applies them to the user.
TM10 Hidden Power?? TM11 Sunny Day -- 90 5 -- Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. TM13 Snore 40 15 30 Has a one-in-three chance of making the target flinch.
Has a one-in-ten chance of freezing the target. TM15 Hyper Beam 90 5 -- An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn.
TM17 Protect -- 10 -- Completely foils an opponent's attack. If used consecutively, its success rate decreases. TM18 Rain Dance -- 90 5 -- Summons rain for five turns. Success rate decreases if used repeatedly. TM21 Frustration?? The more the user dislikes its trainer, the more powerful the move.
Energy is absorbed in the first turn, then fired on the next. TM23 Iron Tail 75 15 30 Strikes the target with a stiff tail. Has a one-in-ten shot at paralyzing the target. TM27 Return?? The tamer the user, the more powerful the move. Has a one-in-five chance of reducing the target's SPCL. TM31 Mud-Slap 20 10 An attack that fires dirt, inflicting damage and reducing the target's accuracy. TM32 Double Team -- 15 -- Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy.
TM35 Sleep Talk -- 10 -- Randomly chooses one of the user's moves. Has a one-in-ten chance of inflicting a burn on the target. TM43 Detect -- 5 -- Allows user to completely evade attack. TM44 Rest -- 10 -- The user takes a nap to fully restore its HP and recover from any status abnormalities.
TM50 Nightmare -- 15 -- A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. HM05 Flash -- 70 20 -- Blinds the target with a bright flash of light, reducing the opponent's accuracy.
Has a one-in-ten chance of leaving the target with a burn. Has a one-in-ten chance of paralyzing the target. Ho-Oh is the box legendary for the Gold version of the game, and the inverse of Lugia in regards to when you'll be catching it.
In order to catch this bird, you'll need access to the Rainbow Wing, which you'll get as we described above, from beating Team Rocket or literally just speaking to a man, depending on your version. The Silver version bird won't have access to the move, but is still very useful on any team. In order to have your chance at facing off against them, you need to go to the basement of the Burnt Tower and awaken them.
Once you do so, the madness really begins. You won't get many chances to encounter them, so when you do, make it count. Entei is a Fire-type that has a very okay movepool in Gold and Silver , which is somewhat of a disappointment.
Still, don't miss out on a chance to capture this boy. He's worth it. He also looks very soft. Raikou is the second of this trio, and is another roaming legendary after he is found at the Burnt Tower.
I don't have any DLC versions, so I'm not very familiar with it. Its impossible to trade between a DLC version and a cartridge because the original carts are only compatible with the old grey game link cable. The answer I submitted applies to your cartridge version. Top Voted Answer. Mew and Mewtwo can not be found in Gold unless you use a Gameshark. You need to trade with someone who has them, or use a Gameshark to catch them yourself. You can trade between DLC versions? How does it work?
Can you trade between two versions on one console, between two different consoles, or both? I couldn't find any information on it. To trade between DLC versions you need to have them on 2 different consoles. Note that the same rules apply as they did to the original games.
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