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Barrier Pokémon

Always practices its pantomime act. It makes enemies believe something exists that really doesn't.
Avoids sound-based moves.
Reduces damage from supereffective attacks.
Strengthens moves of 60 base power or less to 1.5× their power.
| Name | Version | Level | TM / HM | Egg move | Tutor | Other | Details | Open calc with this move |
|---|---|---|---|---|---|---|---|---|
Barrier PsychicStatus | Yellow | 1 | — | — | — | — | PP 20 Sharply increases user's DEFENSE.(Gen 2) | Open calc with this move |
Confusion PsychicSpecial | Yellow | 1 | — | — | — | — | Power 50Acc 100PP 25 | |
Light Screen PsychicStatus | Yellow | 23 | — | — | — | — | PP 30 Ups SPCL.DEF with a wall of light.(Gen 2) | Open calc with this move |
Double Slap NormalPhysical | Yellow | 31 | — | — | — | — | Power 15Acc 85PP 10 | |
Meditate PsychicStatus | Yellow | 39 | — | — | — | — | PP 40 Raises the user's ATTACK.(Gen 2) | Open calc with this move |
Substitute NormalStatus | Yellow | 47 | TM50 | — | — | — | PP 10 Makes a decoy with 1/4 user's max HP.(Gen 2) | Open calc with this move |
Bide NormalPhysical | Yellow | — | TM34 | — | — | — | PP 10 Waits 2-3 turns & hits back double.(Gen 2) | Open calc with this move |
Body Slam NormalPhysical | Yellow | — | TM08 | — | — | — | Power 85Acc 100PP 15 | |
Counter FightingPhysical | Yellow | — | TM18 | — | — | — | Acc 100PP 20 Returns a physical blow double.(Gen 2) | Open calc with this move |
Double-Edge NormalPhysical | Yellow | — | TM10 | — | — | — | Power 120Acc 100PP 15 | |
Double Team NormalStatus | Yellow | — | TM32 | — | — | — | PP 15 Heightens evasive ness.(Gen 2) | Open calc with this move |
Flash NormalStatus | Yellow | — | HM05 | — | — | — | Acc 100PP 20 Blinds the foe to reduce accuracy.(Gen 2) | Open calc with this move |
Hyper Beam NormalSpecial | Yellow | — | TM15 | — | — | — | Power 150Acc 90PP 5 | |
Mega Kick NormalPhysical | Yellow | — | TM05 | — | — | — | Power 120Acc 75PP 5 | |
Mega Punch NormalPhysical | Yellow | — | TM01 | — | — | — | Power 80Acc 85PP 20 | |
Metronome NormalStatus | Yellow | — | TM35 | — | — | — | PP 10 Randomly uses any POKéMON move.(Gen 2) | Open calc with this move |
Mimic NormalStatus | Yellow | — | TM31 | — | — | — | PP 10 Copies a move used by the foe.(Gen 2) | Open calc with this move |
Psychic PsychicSpecial | Yellow | — | TM29 | — | — | — | Power 90Acc 100PP 10 | |
Psywave PsychicSpecial | Yellow | — | TM46 | — | — | — | Acc 100PP 15 An attack with variable power.(Gen 2) | Open calc with this move |
Rage NormalPhysical | Yellow | — | TM20 | — | — | — | Power 20Acc 100PP 20 | |
Reflect PsychicStatus | Yellow | — | TM33 | — | — | — | PP 20 Raises DEFENSE with a barrier.(Gen 2) | Open calc with this move |
Rest PsychicStatus | Yellow | — | TM44 | — | — | — | PP 5 Sleep for 2 turns to fully recover.(Gen 2) | Open calc with this move |
Seismic Toss FightingPhysical | Yellow | — | TM19 | — | — | — | Acc 100PP 20 The user's level equals damage HP.(Gen 2) | Open calc with this move |
Skull Bash NormalPhysical | Yellow | — | TM40 | — | — | — | Power 130Acc 100PP 10 | |
Solar Beam GrassSpecial | Yellow | — | TM22 | — | — | — | Power 120Acc 100PP 10 | |
Submission FightingPhysical | Yellow | — | TM17 | — | — | — | Power 80Acc 80PP 20 | |
Take Down NormalPhysical | Yellow | — | TM09 | — | — | — | Power 90Acc 85PP 20 | |
Teleport PsychicStatus | Yellow | — | TM30 | — | — | — | PP 20 A move for fleeing from battle.(Gen 2) | Open calc with this move |
Thunder ElectricSpecial | Yellow | — | TM25 | — | — | — | Power 110Acc 70PP 10 | |
Thunder Wave ElectricStatus | Yellow | — | TM45 | — | — | — | Acc 90PP 20 A move that may cause paralysis.(Gen 2) | Open calc with this move |
Thunderbolt ElectricSpecial | Yellow | — | TM24 | — | — | — | Power 90Acc 100PP 15 | |
Toxic PoisonStatus | Yellow | — | TM06 | — | — | — | Acc 90PP 10 A poison move with increasing damage.(Gen 2) | Open calc with this move |
An attack that may cause confusion.(Gen 2)
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Repeatedly slaps 2-5 times.(Gen 2)
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An attack that may cause paralysis.(Gen 2)
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A tackle that also hurts the user.(Gen 2)
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1st turn: Attack 2nd turn: Rest(Gen 2)
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A powerful kicking attack.(Gen 2)
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A powerful punch thrown very hard.(Gen 2)
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An attack that may lower SPCL.DEF.(Gen 2)
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Raises ATTACK if the user is hit.(Gen 2)
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1st turn: Prepare 2nd turn: Attack(Gen 2)
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1st turn: Prepare 2nd turn: Attack(Gen 2)
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An attack that al so hurts the user.(Gen 2)
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A tackle that also hurts the user.(Gen 2)
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An attack that may cause paralysis.(Gen 2)
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An attack that may cause paralysis.(Gen 2)
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