Pokemon Crystal Maeson v1.31 Move Changes from Official Docs
Author: Maeson
Source: http://www.romhacking.net/hacks/5706/
Move Changes Reference Guide
Important Notes
Note 1 — Trapping Moves: Moves like Wrap and others that drain HP passively each turn have been improved. They now drain 1/12 of the affected Pokémon's total HP per turn, up from 1/16.
Note 2 — Normal Type & STAB: Normal Pokémon have been reclassified as Beast type. Moves that remain Normal-type can no longer benefit from STAB, making them effectively neutral — valued mainly for their secondary effects.
Note 3 — Version 1.2 Changes: Several moves were removed, reworked, or had new effects added. One new effect is similar to Dragon Tail from later generations: it deals damage and forces a switch, but has low priority. See the end of this document for specifics. (The 255-move limit restricts what can be done further.)
Normal
Physical Attacks
- Flail — —/100/20 — Damage scales with remaining HP; the lower the HP, the higher the power. (See modified HP thresholds below.)
- Return — ??/100/20 — Power depends on Happiness (1–102).
- Fury Attack — 28/85/10 — Hits 2–5 times, totaling 140 Power.
- Tackle — 50/100/35 — No special effect.
- Wrap — 60/80/20 — Traps the opponent for 2–5 turns, dealing damage each turn.
- Rapid Spin — 70/100/35 — Removes Spikes and Leech Seed; high Critical Hit ratio.
- Headbutt — 70/100/15 — 30% chance of Flinching. Also used to bump trees.
- Cut — 70/100/25 — High Critical Hit ratio. Also cuts bushes.
- False Swipe — 80/100/30 — Will never faint the opponent; used for catching Pokémon.
- Skull Bash — 180/90/5 — Attacks on the first turn, then recharges.
- Explosion — 250/100/5 — The user faints to deal heavy damage.
- Struggle — 60/100/— — Used when all PP are empty. Causes recoil damage.
Special Attacks
- Last Resort — —/100/20 — Special version of Flail; damage scales with remaining HP. (See modified HP thresholds below.)
- Splash — 10/100/30 — Has a mysterious effect (5% activation chance).
- Snore — 75/100/15 — 20% chance of Flinching; only usable while asleep.
- Flash — 60/95/20 — 25% chance of lowering Accuracy.
- Tri Attack — 90/90/10 — 15% chance of Burn, Frostbite, or Paralysis.
- Enerbeam — 95/100/20 — 10% chance of lowering Speed.
- Hyper Beam — 180/90/5 — Attacks on the first turn, then recharges.
- Self Destruct — 250/100/5 — The user faints to deal heavy damage.
Flail & Last Resort — Modified Power Tiers
| HP Remaining | Power |
|---|---|
| 100% to 76% | 80 (was 20) |
| 75% to 51% | 100 (was 40) |
| 50% to 26% | 130 (was 80) |
| 25% to 10% | 180 (was 100) |
| 10% or less | 220 (was 150) |
Priority Moves
- Quick Attack — 70/100/20 — Physical — Attacks first.
- Swift — 70/100/20 — Special — Attacks first.
Stat-Boosting Moves
- Meditate — Raises Attack by 1.
- Concentrate — Raises Sp. Atk by 1.
- Shield Up — Raises Defense by 1.
- Accelerate — Raises Speed by 1.
- Aim — Raises Accuracy by 1.
- Double Team — Raises Evasion by 1.
- Minimize — Raises Evasion by 1; the user takes double damage from Stomp.
- Focus Energy — Raises Critical Hit ratio by 1.
- Belly Drum — Raises Attack by 6 (MAX), but costs 50% of the user's HP.
Stat-Lowering Moves
- Growl — —/100/15 — Lowers opponent's Attack by 1.
- Leer — —/100/15 — Lowers opponent's Defense by 1.
- Smokescreen — —/90/15 — Lowers opponent's Accuracy.
Healing Moves
- Recover — Heals 50% of max HP.
- Softboiled — Heals 50% of max HP.
- Milk Drink — Heals 50% of max HP.
Status Effect Moves
- Sing — —/75/15 — Can cause Sleep.
- Swagger — —/90/15 — Confuses the opponent but also raises its Attack.
- Attract — —/75/15 — Causes Infatuation on a foe of the opposite gender. (Accuracy reduced from 100 to 75 to prevent abuse, since trainer genders are fixed and the TM has infinite uses.)
Other Moves
- Disable — —/75/10 — Blocks the opponent's last used move for a few turns.
- Mimic — —/100/10 — Copies a foe's move permanently for the battle.
- Transform — —/100/10 — Copies the foe's type, moves, and all stats except HP. Has Priority (same level as Protect/Endure).
- Conversion — —/100/30 — Changes the user's type to match one of its moves.
- Protect — —/100/10 — Blocks an incoming move. May fail if used repeatedly.
- Bide — —/100/10 — Waits 2–3 turns, then returns double the damage received. Has Priority (same level as Quick Attack/Swift).
- Sleep Talk — —/100/10 — Uses a random known move while asleep.
- Metronome — —/100/10 — Uses a random move from the entire game.
- Substitute — —/100/10 — Creates a decoy using 1/4 of the user's HP.
- Sketch — —/100/1 — Permanently learns the last move used by the opponent.
- Lock On — —/100/5 — The next move used will never miss.
- Perish Song — —/100/5 — Both Pokémon faint in 3 turns.
- Mean Look — —/100/5 — Prevents the opponent from switching out or fleeing.
- Heal Bell — —/100/5 — Heals the status conditions of the entire team.
- Safeguard — —/100/5 — Creates a shield against status conditions for 5 turns. Has Priority (same level as Quick Attack/Swift).
- Pain Split — —/100/20 — Combines both Pokémon's HP, then splits it evenly.
- Baton Pass — —/100/40 — Switches out, passing all stat boosts to the next Pokémon.
- Encore — —/100/5 — Forces the opponent to repeat its last move for 2–6 turns.
Beast
Physical Attacks
- Fury Swipes — 25/90/15 — Hits 2–5 times, totaling 125 Power.
- Scratch — 50/100/30 — 10% chance of lowering Defense.
- Constrict — 60/85/15 — 35% chance of lowering Speed.
- Stomp — 70/100/20 — 25% chance of Flinching; deals double damage if the foe used Minimize.
- Body Slam — 85/90/15 — 20% chance of Paralysis.
- Hyper Fang — 90/95/15 — 15% chance of Flinching.
- Double Edge — 120/90/15 — Causes recoil damage.
- Super Fang — —/90/10 — Halves the opponent's current HP.
Special Attacks
- Howl Blast — 50/90/25 — 10% chance of Confusion.
- Feral Slash — 70/90/20 — High Critical Hit ratio.
- Wild Beam — 90/95/15 — 15% chance of lowering Attack.
Other Moves
- Glare — —/75/30 — Can cause Paralysis.
- Defense Curl — —/100/20 — Raises Defense by 1; also boosts Rollout's power.
- Scare — —/100/20 — Forces the opponent to switch out or flee.
Fighting
Physical Attacks
- Seismic Toss — —/100/20 — Deals damage equal to the user's level (up to 100 HP).
- Karate Chop — 50/100/25 — High Critical Hit ratio.
- Double Kick — 40/100/25 — Attacks twice for a combined 80 Power.
- Rock Smash — 70/90/20 — 25% chance of lowering Defense.
- Jump Kick — 70/95/25 — If it misses, the user loses 1/8 of their HP.
- Cross Chop — 80/80/10 — High Critical Hit ratio.
- Strength — 95/100/15 — 10% chance of Flinching.
- Triple Kick — 20/80/15 — Strikes three times: 20 + 30 + 40 = 90 total Power.
- Hi Jump Kick — 100/85/20 — If it misses, the user loses 1/8 of their HP.
- Dynamic Punch — 100/80/5 — 30% chance of Confusion.
- Mega Kick — 120/75/5 — No special effect.
Special Attacks
- Mind Punch — 50/100/20 — Never misses.
- Energy Kick — 70/90/15 — 25% chance of Flinching.
- Vital Throw — 95/100/15 — 10% chance of lowering Sp. Def.
Other Moves
- Detect — —/100/10 — Blocks an incoming move. May fail if used repeatedly.
- Counter — —/100/20 — Counters physical attacks, dealing double damage.
Fire
Physical Attacks
- Heat Tackle — 50/100/25 — 15% chance of Burn.
- Flame Wheel — 70/100/25 — 20% chance of Burn.
- Fire Strike — 95/100/15 — 10% chance of Burn.
- Sacred Fire — 100/95/5 — 50% chance of Burn.
Special Attacks
- Ember — 50/100/25 — 15% chance of Burn.
- Fire Spin — 60/80/15 — Traps the opponent for 2–5 turns, dealing damage each turn.
- Fire Breath — 70/100/20 — 20% chance of Burn.
- Flamethrower — 95/100/15 — 10% chance of Burn.
- Fire Blast — 120/85/5 — 10% chance of Burn.
Other Moves
- Burninate — —/65/10 — Causes Burn. (Works on Fire-type Pokémon too.)
- Charge Up — —/80/10 — Raises Sp. Atk by 2 levels.
- Sunny Day — —/90/5 — Makes the battlefield Sunny for 5 turns.
Water
Physical Attacks
- Vicegrip — 50/100/30 — 10% chance of lowering Attack.
- Clamp — 60/80/15 — Traps the opponent for 2–5 turns, dealing damage each turn.
- Sea Hammer — 70/90/20 — High Critical Hit ratio.
- Waterfall — 95/100/15 — 10% chance of Confusion.
Special Attacks
- Water Gun — 50/100/25 — 20% chance of lowering Sp. Def.
- Whirlpool — 60/80/15 — Traps the opponent for 2–5 turns, dealing damage each turn.
- Bubblebeam — 70/90/20 — 25% chance of lowering Speed.
- Surf — 95/100/15 — 10% chance of lowering Speed.
- Hydro Pump — 120/85/5 — 10% chance of Flinching.
Other Moves
- Liquid Armor — —/80/10 — Raises Defense by 2 levels.
- Rain Dance — —/90/5 — Makes the battlefield Rainy for 5 turns.
Grass
Physical Attacks
- Vine Whip — 50/100/35 — 10% chance of Flinching.
- Razor Leaf — 70/95/25 — High Critical Hit ratio.
- Numb Petal — 95/100/15 — 10% chance of lowering Evasion.
Special Attacks
- Absorb — 40/100/20 — Recovers half the damage dealt.
- Mega Drain — 60/100/15 — Recovers half the damage dealt.
- Giga Drain — 75/100/10 — Recovers half the damage dealt.
- Petal Dance — 95/100/15 — 10% chance of lowering Speed.
- Solar Beam — 130/100/10 — Charges on the first turn, attacks on the second.
Other Moves
- Leech Seed — —/90/15 — Plants a seed that steals HP from the opponent each turn.
- Stun Spore — —/75/35 — Can cause Paralysis.
- Poison Powder — —/75/35 — Can cause Poison.
- Sleep Powder — —/75/35 — Can cause Sleep.
- Spore — —/100/10 — Can cause Sleep.
- Cotton Spore — —/80/10 — Lowers Speed by 2 levels.
- Sweet Scent — —/100/20 — Lowers Evasion by 1 level.
- Morning Sun — —/100/5 — Heals 50% of max HP.
Ground
Physical Attacks
- Bone Rush — 25/90/15 — Hits 2–5 times, totaling 125 Power.
- Sand Attack — 50/100/15 — 20% chance of lowering Accuracy.
- Bonemerang — 50/85/10 — Hits twice for a total of 100 Power.
- Ground Slam — 70/90/20 — Deals damage and forces the opponent to switch. Low priority.
- Dig — 80/100/10 — Digs underground on the first turn, attacks on the second.
- Earthquake — 95/100/15 — 10% chance of lowering Speed.
Special Attacks
- Mud Slap — 50/100/10 — 15% chance of lowering Accuracy.
- Mud Bomb — 70/90/20 — 25% chance of lowering Sp. Attack.
- Earth Crash — 95/100/15 — 10% chance of lowering Evasion.
Other Moves
- Fissure — —/30/5 — 30% chance of One-Hit KO.
- Spikes — —/100/20 — Places spikes on the field that damage any opponent switching in.
Rock
Physical Attacks
- Rollout — 30/90/20 — Power increases with each consecutive use.
- Rock Throw — 60/90/20 — 20% chance of Confusion.
- Rock Slide — 95/100/15 — 10% chance of lowering Speed.
Special Attacks
- Ancient Power — 70/100/10 — 10% chance of raising all stats.
- Rock Launch — 95/100/15 — 10% chance of raising the user's Defense.
Other Moves
- Sandstorm — —/100/5 — Creates a sandstorm for 5 turns. Deals 1/8 HP damage per turn to all Pokémon that are not Rock, Steel, Ground, or Ice type.
Ice
Physical Attacks
- Spike Cannon — 25/90/15 — Hits 2–5 times, totaling 125 Power.
- Powder Snow — 70/90/25 — 25% chance of Frostbite.
- Ice Strike — 95/100/15 — 10% chance of Freezing.
Special Attacks
- Aurora Beam — 50/100/25 — 20% chance of lowering Attack.
- Icy Wind — 70/90/20 — 25% chance of Frostbite.
- Octazooka — 70/85/10 — 30% chance of lowering Accuracy.
- Ice Beam — 95/100/15 — 10% chance of Frostbite.
- Blizzard — 120/85/5 — 10% chance of Frostbite.
Other Moves
- Haze — —/100/20 — Resets all stat changes. Has Priority (same level as Quick Attack/Swift).
- Mist — —/100/30 — Protects against stat changes. Has Priority (same level as Quick Attack/Swift).
Electric
Physical Attacks
- Spark — 50/90/20 — 20% chance of Paralysis.
- Light Dash — 70/90/20 — 15% chance of raising the user's Speed by 1 level.
- Bolt Strike — 95/100/15 — 10% chance of Paralysis.
Special Attacks
- Thundershock — 50/100/25 — 20% chance of Paralysis.
- Jolt — 70/90/20 — 15% chance of raising the user's Speed by 1 level.
- Thunderbolt — 95/100/15 — 10% chance of Paralysis.
- Zap Cannon — 100/50/5 — 100% chance of Paralysis.
- Thunder — 120/85/5 — 10% chance of Paralysis. (100% Accuracy in Rain.)
Other Moves
- Thunder Wave — —/80/20 — Can cause Paralysis. (Also affects Electric-type Pokémon.)
Ghost
Physical Attacks
- Lick — 50/100/20 — 20% chance of Paralysis.
- Night Slash — 95/100/20 — 10% chance of Flinching.
Special Attacks
- Night Shade — 60/100/20 — 15% chance of Confusion.
- Shadow Ball — 95/100/15 — 10% chance of lowering Sp. Def.
Other Moves
- Confuse Ray — —/75/10 — Causes Confusion.
- Nightmare — —/100/15 — If the opponent is asleep, it loses 1/4 of its HP.
Flying
Physical Attacks
- Peck — 50/100/35 — May steal the opponent's held item.
- Wing Attack — 70/90/20 — 25% chance of lowering Defense.
- Drill Peck — 95/100/15 — 10% chance of lowering Defense.
- Fly — 110/90/10 — Causes recoil damage to the user.
- Sky Attack — 135/90/5 — Attacks on the first turn, then recharges.
Special Attacks
- Gust — 50/100/35 — 15% chance of lowering Speed by 1 level.
- Split Wind — 70/90/20 — 25% chance of lowering Sp. Defense.
- Razor Wind — 95/100/15 — 15% chance of Flinching.
- Aeroblast — 90/90/5 — High Critical Hit ratio.
Other Moves
- Agility — —/80/10 — Raises Speed by 2 levels.
- Mirror Move — —/100/20 — Copies the last move used by the opponent.
Bug
Physical Attacks
- Fury Cutter — 10/95/20 — Power doubles with each consecutive use: 10→20→40→80→160.
- Pin Missile — 25/90/15 — Hits 2–5 times, totaling 125 Power.
- Leech Life — 40/100/20 — Restores half the damage dealt.
- Twineedle — 35/95/20 — Attacks twice for 70 total Power; the second hit has a 20% chance of Poison.
- Drain Bite — 80/95/20 — Restores half the damage dealt.
- Mega Horn — 100/85/10 — 10% chance of lowering Defense.
Special Attacks
- String Shot — 50/90/20 — 20% chance of lowering Speed.
- Signal Beam — 70/90/15 — 20% chance of Confusion.
- Melting Web — 90/90/20 — 20% chance of Burn.
Other Moves
- Screech — —/80/10 — Lowers the opponent's Defense by 2 levels.
- Spider Web — —/100/10 — Prevents the opponent from switching out or fleeing.
Psychic
Physical Attacks
- Kinesis — 50/90/30 — 15% chance of lowering Accuracy.
- Palm Strike — 70/90/20 — Deals damage and forces the opponent to switch. Low priority.
- Mind Arrows — 95/100/15 — 10% chance of Confusion.
Special Attacks
- Confusion — 50/100/20 — 20% chance of Confusion.
- Psybeam — 70/90/15 — 20% chance of Confusion.
- Psychic — 95/100/15 — 10% chance of lowering Sp. Defense.
- Dream Eater — 100/100/15 — Steals HP from a sleeping opponent.
- Future Sight — 150/100/10 — Damages the opponent after two turns. Bypasses Protect/Detect, has no type (always neutral, no STAB).
Other Moves
- Amnesia — —/80/10 — Raises Sp. Def by 2 levels.
- Rest — —/100/10 — Recovers all HP; the user sleeps for 2 turns.
- Hypnosis — —/70/20 — Can cause Sleep.
- Light Screen — —/100/15 — Doubles the team's Defense against Physical damage for 5 turns.
- Reflect — —/100/15 — Doubles the team's Sp. Def against Special damage for 5 turns.
- Mirror Coat — —/100/20 — Counters Special attacks, dealing double damage.
- Teleport — —/100/20 — Flees from wild battles; useless in trainer battles.
Fairy
Physical Attacks
- Double Slap — 20/90/10 — Hits 2–5 times, totaling 100 Power.
- Dizzy Punch — 85/90/10 — 20% chance of Confusion.
- Tantrum — 110/90/25 — Causes recoil damage.
Special Attacks
- Present — —/90/15 — 50% chance of 50 Power, 30% chance of 70 Power, 10% chance of 120 Power, 10% chance of healing the opponent.
- Shooting Star — 50/100/20 — 15% chance of lowering Sp. Def.
- Magic Wind — 70/90/20 — 20% chance of lowering Accuracy.
- Reverb — 95/100/15 — 10% chance of Confusion.
Other Moves
- Lovely Kiss — —/80/5 — Can cause Sleep.
- Sweet Kiss — —/70/10 — Causes Confusion.
- Charm — —/75/10 — Lowers the opponent's Attack by 2 levels.
- Moonlight — —/100/5 — Heals 50% of max HP.
Poison
Physical Attacks
- Poison Sting — 50/100/25 — 25% chance of Poison.
- Acid — 70/90/20 — 25% chance of lowering Sp. Attack.
- Poison Fang — 90/95/15 — 20% chance of Poison.
Special Attacks
- Smog — 50/100/25 — 25% chance of Poison.
- Sludge — 70/90/20 — 25% chance of lowering Attack.
- Sludge Bomb — 90/95/15 — 20% chance of Poison.
Other Moves
- Poison Gas — —/75/35 — Can cause Poison.
- Toxic — —/100/10 — Can cause Bad Poison, which deals more HP damage each turn.
Dark
Physical Attacks
- Bite — 60/100/25 — 20% chance of Flinching.
- Thief — 70/100/15 — Can steal held items from wild Pokémon.
- Pay Day — 70/100/20 — Earns extra money after battle (Level × 10₽).
- Crunch — 95/100/15 — 10% chance of lowering Defense.
- Take Down — 110/90/10 — Causes recoil damage.
Special Attacks
- Pursuit — 50/100/15 — Power doubles if the opponent tries to flee or switch.
- Faint Attack — 70/—/20 — Never misses.
- Dark Wind — 95/100/15 — 10% chance of lowering Sp. Def.
Other Moves
- Debilitate — —/80/10 — Lowers Sp. Atk by 2 levels.
- Scary Face — —/80/10 — Lowers Sp. Def by 2 levels.
Dragon
Physical Attacks
- Draco Fang — 70/90/15 — 25% chance of lowering Defense.
- Draco Slash — 95/90/15 — 10% chance of lowering Attack.
- Outrage — 110/90/15 — Causes recoil damage.
Special Attacks
- Dragon Rage — 50/100/25 — 10% chance of Burn.
- Twister — 70/90/20 — 20% chance of Flinching.
- Dragon Breath — 95/100/15 — 10% chance of Paralysis.
Steel
Physical Attacks
- Metal Claw — 50/95/30 — 10% chance of raising the user's Attack.
- Steel Bash — 70/90/25 — 15% chance of raising the user's Defense.
- Iron Clash — 100/90/15 — 10% chance of lowering the opponent's Defense.
Special Attacks
- Mercury Shot — 70/100/20 — 15% chance of raising the user's Sp. Defense.
- Iron Bomb — 95/95/10 — 10% chance of raising the user's Defense.
Other Moves
- Swords Dance — —/85/10 — Raises Attack by 2 levels.
??? Type
- Curse — —/100/10 — Status — If the user is a Ghost: inflicts the Curse effect on the opponent. If not: raises Attack and Defense, lowers Speed.
- Hidden Power — 70/100/15 — Special — Type depends on the Pokémon's DVs; power is now fixed at 70. (DVs no longer affect stats, so you can have a desirable Hidden Power type without being penalized by poor DV rolls.)
Stat Change Quick Reference
Moves That Raise Stats by 1 Level
- Meditate — Attack
- Defense Curl — Defense
- Concentrate — Sp. Atk
- Shield Up — Sp. Def
- Accelerate — Speed
- Double Team — Evasion
- Aim — Accuracy
Moves That Raise Stats by 2 Levels
- Swords Dance — Attack
- Acid Armor — Defense
- Charge Up — Sp. Atk
- Amnesia — Sp. Def
- Agility — Speed
Moves That Lower Stats by 1 Level
- Growl — Attack
- Leer — Defense
- Smokescreen — Accuracy
- Sweet Scent — Evasion
Moves That Lower Stats by 2 Levels
- Charm — Attack
- Screech — Defense
- Debilitate — Sp. Atk
- Scary Face — Sp. Def
- Cotton Spore — Speed
Version 1.2 Changes
Moves Removed
Guillotine, Horn Drill, Fissure, Egg Bomb, Bone Club.
Moves Changed
Accuracy improvements: Fire Blast, Blizzard, Thunder, and Hydro Pump all had their accuracy raised from 75 to 85.
Burn chances: Ember and Heat Tackle's burn chance lowered to 15% (from 20%). Fire Breath and Flame Wheel's burn chance raised to 20% (from 15%).
Ice moves: Icy Wind's accuracy raised from 85 to 90. Powder Snow's power raised from 60 to 70, effect changed to 25% chance of lowering Sp. Atk, and accuracy lowered from 100 to 90. Octazooka's accuracy-down chance lowered from 40% to 30%.
Flying moves: Sky Attack's accuracy raised from 80 to 90, power raised from 130 to 135. Gust's effect changed to 15% chance of lowering Speed (the original effect was useless in this hack). Razor Wind's flinch chance lowered from 15% to 10%.
Psychic: Future Sight's power raised from 120 to 150.
Beast: Constrict's power raised from 60 to 65. Rapid Spin now has a high chance of being a Critical Hit.
Normal: Self Destruct's power raised from 200 to 250, now deals Special damage. Quick Attack and Swift both had their power raised from 60 to 70. Snore's power raised from 60 to 75; flinch chance lowered from 30% to 20%. Flail's power tiers were overhauled (see Flail section above).
Electric: Jolt now has 70 Power, 85 Accuracy, and a 50% chance of raising the user's Speed by 1 level. Spark's power was lowered from 70 to 50; a new 70-Power physical Electric move was added in its place (Light Dash — see New Moves below).
Ground: Mud Bomb's effect changed to 25% chance of lowering the opponent's Sp. Attack.
Steel & Poison: Mercury Shot now raises the user's Sp. Defense. Steel Bash now raises the user's Defense. Acid now lowers the opponent's Sp. Attack. Sludge now lowers the opponent's Attack.
Normal (heavy hitters): Hyper Beam's power raised to 180. Skull Bash now acts as a physical counterpart to Hyper Beam with the same power; accuracy raised to 100.
New Moves
- Last Resort — A Special version of Flail; damage scales with remaining HP.
- Light Dash — Physical / Electric — 70 Power / 85 Accuracy — 50% chance of raising the user's Speed by 1 level.
- Ground Slam — Physical / Ground — 70 Power / 90 Accuracy — Forces the opponent to switch. Low priority.
- Palm Strike — Physical / Psychic — 70 Power / 90 Accuracy — Forces the opponent to switch. Low priority. (Psychic counterpart to Ground Slam.)
- Split Wind — Special / Flying — 70 Power — 25% chance of lowering the opponent's Sp. Defense.
Other Pokémon Crystal Maeson Docs:
v1.31 Detailed Pokémon Stat List
v1.31 Pokemon Stats
v1.31 Readme.txt
v1.31 Item List
v1.31 Egg Move List
