| Generation II Level Up | 
|
				| — | Leer |  | -- | 100 | 30 | -- | 
				| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. | 
				| — | Tackle |  | 35 | 95 | 35 | -- | 
				| A NORMAL-type attack. Many Pokémon know this attack right from the start. | 
				| 8 | Horn Attack |  | 65 | 100 | 25 | -- | 
				| A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage. | 
				| 12 | Double Kick |  | 30 | 100 | 30 | -- | 
				| A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. | 
				| 17 | Poison Sting |  | 15 | 100 | 35 | 30 | 
				| A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. | 
				| 23 | Focus Energy |  | -- | 100 | 30 | -- | 
				| Raises the likelihood of nailing the opponent's weak spot for a critical hit. | 
				| 30 | Fury Attack |  | 15 | 85 | 20 | -- | 
				| A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. | 
				| 38 | Horn Drill |  | ?? | 30 | 5 | -- | 
				| A single-hit knockout attack. Learned only by Pokémon with a horn or horns. | 
| TM & HM Attacks | 
|
| 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. | 
| TM06 | Toxic |  | -- | 85 | 10 | -- | 
					| A move that badly poisons the target. The amount of poison damage increases every turn. | 
| TM10 | Hidden Power |  | ?? | 100 | 15 | -- | 
					| A peculiar move that changes type and power depending on the Pokémon using it. | 
| TM11 | Sunny Day |  | -- | 90 | 5 | -- | 
					| Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. | 
| 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. | 
| 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. | 
| TM25 | Thunder |  | 120 | 70 | 10 | 30 | 
					| Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. | 
| TM27 | Return |  | ?? | 100 | 20 | -- | 
					| A NORMAL-type attack. The tamer the user, the more powerful the move. | 
| 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. | 
| 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. | 
| TM43 | Detect |  | -- | 100 | 5 | -- | 
					| Allows user to completely evade attack. If used consecutively, its success rate decreases. | 
| 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. | 
| TM46 | Thief |  | 40 | 100 | 10 | 100 | 
					| A DARK-type attack. The attacking Pokémon may steal an item held by the target. | 
| Gen I Only Moves (Details) | 
|
						| 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. | 
						| Rage |  | 20 | 100 | 20 | -- | Gen I TM20 | 
				| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. | 
						| Thunderbolt |  | 95 | 100 | 15 | 10 | Gen I TM24 | 
				| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. | 
						| 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. | 
						| Skull Bash |  | 100 | 100 | 15 | -- | Gen I TM40 | 
				| In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. | 
						| 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. |