| Generation II Level Up | 
|
				| — | 
				Tackle | 
				  | 
				35 | 
				95 | 
				35 | 
				-- | 
				| A NORMAL-type attack. Many Pokémon know this attack right from the start. | 
				| 4 | 
				Tail Whip | 
				  | 
				-- | 
				100 | 
				30 | 
				-- | 
				| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. | 
				| 7 | 
				Bubble | 
				  | 
				20 | 
				100 | 
				30 | 
				10 | 
				| A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. | 
				| 10 | 
				Withdraw | 
				  | 
				-- | 
				100 | 
				40 | 
				-- | 
				| Used mainly by Pokémon with shells. By withdrawing into the shell, DEFENSE is increased. | 
				| 13 | 
				Water Gun | 
				  | 
				40 | 
				100 | 
				25 | 
				-- | 
				| A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. | 
				| 18 | 
				Bite | 
				  | 
				60 | 
				100 | 
				25 | 
				30 | 
				| A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. | 
				| 23 | 
				Rapid Spin | 
				  | 
				20 | 
				100 | 
				40 | 
				-- | 
				| A NORMAL-type attack. By spinning quickly, the user can escape from restraining moves. | 
				| 28 | 
				Protect | 
				  | 
				-- | 
				100 | 
				10 | 
				-- | 
				| Completely foils an opponent's attack. If used consecutively, its success rate decreases. | 
				| 33 | 
				Rain Dance | 
				  | 
				-- | 
				90 | 
				5 | 
				-- | 
				| Summons rain for five turns. While it is raining, the power of WATER-type moves increases. | 
				| 40 | 
				Skull Bash | 
				  | 
				100 | 
				100 | 
				15 | 
				-- | 
				| In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. | 
				| 47 | 
				Hydro Pump | 
				  | 
				120 | 
				80 | 
				5 | 
				-- | 
				| The strongest WATER-type attack. While it is powerful, it may miss the target. | 
| TM & HM Attacks | 
|
| TM01 | 
					DynamicPunch
				 | 
					  | 
					100 | 
					50 | 
					5 | 
					100 | 
					| A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. | 
| TM02 | 
					Headbutt
				 | 
					  | 
					70 | 
					100 | 
					15 | 
					30 | 
					| A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it hits. | 
| TM03 | 
					Curse
				 | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. | 
| TM04 | 
					Rollout
				 | 
					  | 
					30 | 
					90 | 
					20 | 
					-- | 
					| Attacks for five turns, growing more powerful each time. Power returns to normal if it misses. | 
| TM06 | 
					Toxic
				 | 
					  | 
					-- | 
					85 | 
					10 | 
					-- | 
					| A move that badly poisons the target. The amount of poison damage increases every turn. | 
| TM08 | 
					Rock Smash
				 | 
					  | 
					20 | 
					100 | 
					15 | 
					50 | 
					| A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths. | 
| TM10 | 
					Hidden Power
				 | 
					  | 
					?? | 
					100 | 
					15 | 
					-- | 
					| A peculiar move that changes type and power depending on the Pokémon using it. | 
| TM13 | 
					Snore
				 | 
					  | 
					40 | 
					100 | 
					15 | 
					30 | 
					| Has a one-in-three chance of making the target flinch. Can be used only by a sleeping Pokémon. | 
| TM14 | 
					Blizzard
				 | 
					  | 
					120 | 
					70 | 
					5 | 
					10 | 
					| The strongest ICE-type attack. Has a one-in-ten chance of freezing the target. | 
| TM16 | 
					Icy Wind
				 | 
					  | 
					55 | 
					95 | 
					15 | 
					100 | 
					| An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits. | 
| TM17 | 
					Protect
				 | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
					| Completely foils an opponent's attack. If used consecutively, its success rate decreases. | 
| TM18 | 
					Rain Dance
				 | 
					  | 
					-- | 
					90 | 
					5 | 
					-- | 
					| Summons rain for five turns. While it is raining, the power of WATER-type moves increases. | 
| TM20 | 
					Endure
				 | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
					| Always leaves the user with at least one HP. Success rate decreases if used repeatedly. | 
| TM21 | 
					Frustration
				 | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A NORMAL-type attack. The more the user dislikes its trainer, the more powerful the move. | 
| TM23 | 
					Iron Tail
				 | 
					  | 
					100 | 
					75 | 
					15 | 
					30 | 
					| Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. | 
| TM27 | 
					Return
				 | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A NORMAL-type attack. The tamer the user, the more powerful the move. | 
| TM28 | 
					Dig
				 | 
					  | 
					60 | 
					100 | 
					10 | 
					-- | 
					| The attacker digs underground in the first turn, then pops up in the next turn to attack. | 
| TM31 | 
					Mud-Slap
				 | 
					  | 
					20 | 
					100 | 
					10 | 
					100 | 
					| An attack that fires dirt, inflicting damage and reducing the target's accuracy. | 
| TM32 | 
					Double Team
				 | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| Creates illusionary copies of the user. They disorient the enemy, reducing its accuracy. | 
| TM33 | 
					Ice Punch
				 | 
					  | 
					75 | 
					100 | 
					15 | 
					10 | 
					| A special ICE-type attack. Has a one-in-ten chance of freezing the target. | 
| TM34 | 
					Swagger
				 | 
					  | 
					-- | 
					90 | 
					15 | 
					100 | 
					| A move that infuriates and  confuses the opponent, but it increases the target's ATTACK. | 
| TM35 | 
					Sleep Talk
				 | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
					| Randomly chooses one of the user's moves. Can be used only by a sleeping Pokémon. | 
| TM40 | 
					Defense Curl
				 | 
					  | 
					-- | 
					100 | 
					40 | 
					-- | 
					| Raises the user's DEFENSE. Can normally be used up to six times in a row. | 
| TM44 | 
					Rest
				 | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
					| The user takes a nap to fully restore its HP and recover from any status abnormalities. | 
| TM45 | 
					Attract
				 | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| Infatuates targets, making it hard for them to attack foes of the opposite gender. | 
| HM03 | 
					Surf
				 | 
					  | 
					95 | 
					100 | 
					15 | 
					-- | 
					| A WATER-type attack. This move is strong and highly accurate. | 
| HM04 | 
					Strength
				 | 
					  | 
					80 | 
					100 | 
					15 | 
					-- | 
					| A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. | 
| HM06 | 
					Whirlpool
				 | 
					  | 
					15 | 
					70 | 
					15 | 
					-- | 
					| Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch. | 
| HM07 | 
					Waterfall
				 | 
					  | 
					80 | 
					100 | 
					15 | 
					-- | 
					| A WATER-type attack. Hits with a blow packing the power of fish traveling up waterfalls. | 
| Gen I Only Moves (Details) | 
|
						| Mega Punch | 
					  | 
					80 | 
					85 | 
					20 | 
					-- | 
				Gen I TM01 | 
				| A NORMAL-type attack move. It is highly accurate and relatively powerful. | 
						| Mega Kick | 
					  | 
					120 | 
					75 | 
					5 | 
					-- | 
				Gen I TM05 | 
				| A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. | 
						| Body Slam | 
					  | 
					85 | 
					100 | 
					15 | 
					30 | 
				Gen I TM08 | 
				| A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. | 
						| Take Down | 
					  | 
					90 | 
					85 | 
					20 | 
					-- | 
				Gen I TM09 | 
				| A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. | 
						| Double-Edge | 
					  | 
					120 | 
					100 | 
					15 | 
					-- | 
				Gen I TM10 | 
				| A charging tackle attack. One quarter of the damage comes back to hurt the attacker. | 
						| BubbleBeam | 
					  | 
					65 | 
					100 | 
					20 | 
					10 | 
				Gen I TM11 | 
				| A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. | 
						| Ice Beam | 
					  | 
					95 | 
					100 | 
					10 | 
					10 | 
				Gen I TM13 | 
				| An ICE-type attack. Has a one-in-ten chance of freezing the target solid. | 
						| Submission | 
					  | 
					80 | 
					80 | 
					25 | 
					-- | 
				Gen I TM17 | 
				| Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. | 
						| Counter | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
				Gen I TM18 | 
				| A retaliation move that pays back double the damage of a physical attack. Very accurate. | 
						| Seismic Toss | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
				Gen I TM19 | 
				| A FIGHTING-type attack. Throws the target with enough force to flip the world. | 
						| Rage | 
					  | 
					20 | 
					100 | 
					20 | 
					-- | 
				Gen I TM20 | 
				| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. | 
						| Mimic | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
				Gen I TM31 | 
				| A move for learning one of the opponent's moves, for use during that battle only. | 
						| Reflect | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
				Gen I TM33 | 
				| Reduces damage from physical attacks by about half. A special PSYCHIC-type move. | 
						| Bide | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
				Gen I TM34 | 
				| The user waits for several turns. At the end, it returns double the damage it received. | 
						| Substitute | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
				Gen I TM50 | 
				| Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |