
Gold
This amazing POKé MON has an awesome sense of balance. It can kick in succession from any position.
Silver
If it starts kick ing repeatedly, both legs will stretch even long er to strike a fleeing foe.
Crystal
It is also called the Kick Master. It uses its elastic legs to execute every known kick.
Evolution Chain
Pokédex Data
Classification
Kicking Pokémon
Height
1.5 m (4'11")
Weight
49.8 kg (109.8 lbs)
Abilities
N/A in Gen II
Training
EV Yield
+2 attack
Catch Rate
45
Base Friendship
70
Growth Rate
medium
Gender Ratio
♂
♀
Egg Groups
Humanshape
Learned Moves
Level Up Moves
Gold/Silver
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Double Kick | 30 | 100% | 30 | Hits twice in one turn. | |
6 | Meditate | — | — | 40 | Raises the user's Attack by one stage. | |
11 | Rolling Kick | 60 | 85% | 15 | Has a 30% chance to make the target flinch. | |
16 | Jump Kick | 100 | 95% | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. | |
21 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
26 | High Jump Kick | 130 | 90% | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. | |
31 | Mind Reader | — | — | 5 | Ensures that the user's next move will hit the target. | |
36 | Foresight | — | — | 40 | Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost. | |
41 | Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
46 | Mega Kick | 120 | 75% | 5 | Inflicts regular damage with no additional effect. | |
51 | Reversal | — | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
Crystal
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Double Kick | 30 | 100% | 30 | Hits twice in one turn. | |
6 | Meditate | — | — | 40 | Raises the user's Attack by one stage. | |
11 | Rolling Kick | 60 | 85% | 15 | Has a 30% chance to make the target flinch. | |
16 | Jump Kick | 100 | 95% | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. | |
21 | Focus Energy | — | — | 30 | Increases the user's chance to score a critical hit. | |
26 | High Jump Kick | 130 | 90% | 10 | If the user misses, it takes half the damage it would have inflicted in recoil. | |
31 | Mind Reader | — | — | 5 | Ensures that the user's next move will hit the target. | |
36 | Foresight | — | — | 40 | Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost. | |
41 | Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
46 | Mega Kick | 120 | 75% | 5 | Inflicts regular damage with no additional effect. | |
51 | Reversal | — | 100% | 15 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
TM/HM Moves
Gold/SilverCrystal
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
HM04 Strength | 80 | 100% | 15 | Inflicts regular damage with no additional effect. | |
TM01 Dynamic Punch | 100 | 50% | 5 | Has a 100% chance to confuse the target. | |
TM02 Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
TM03 Curse | — | — | 10 | Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense. | |
TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM08 Rock Smash | 40 | 100% | 15 | Has a 50% chance to lower the target's Defense by one stage. | |
TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |
TM11 Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
TM13 Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
TM17 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM20 Endure | — | — | 10 | Prevents the user's HP from lowering below 1 this turn. | |
TM21 Frustration | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |
TM27 Return | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |
TM31 Mud Slap | 20 | 100% | 10 | Has a 100% chance to lower the target's accuracy by one stage. | |
TM32 Double Team | — | — | 15 | Raises the user's evasion by one stage. | |
TM34 Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |
TM35 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
TM39 Swift | 60 | — | 20 | Never misses. | |
TM43 Detect | — | — | 5 | Prevents any moves from hitting the user this turn. | |
TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM45 Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |
TM46 Thief | 60 | 100% | 25 | Takes the target's item. |
Base Stats
Hp
50
Attack
120
Defense
53
Sp. Atk
35
Sp. Def
110
Speed
87
Total
455
Type Defenses
(vs. Gen 6+ rules)