| Generation II Level Up | 
|
				| — | 
				Ember | 
				  | 
				40 | 
				100 | 
				25 | 
				10 | 
				| A FIRE-type attack. Has a onein-ten chance of leaving the target with a damaging burn. | 
				| — | 
				Tail Whip | 
				  | 
				-- | 
				100 | 
				30 | 
				-- | 
				| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. | 
				| 7 | 
				Quick Attack | 
				  | 
				40 | 
				100 | 
				30 | 
				-- | 
				| Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. | 
				| 13 | 
				Roar | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| A terrifying roar that drives the target away. The opposing  trainer must use a new Pokémon. | 
				| 19 | 
				Confuse Ray | 
				  | 
				-- | 
				100 | 
				10 | 
				-- | 
				| A sinister flash of light makes the target confused. A special GHOST-type move. | 
				| 25 | 
				Safeguard | 
				  | 
				-- | 
				100 | 
				25 | 
				-- | 
				| A mystic power that protects the user from status problems for five turns. | 
				| 31 | 
				Flamethrower | 
				  | 
				95 | 
				100 | 
				15 | 
				10 | 
				| A powerful FIRE-type attack. Has a one-in-ten chance of leaving the target with a burn. | 
				| 37 | 
				Fire Spin | 
				  | 
				15 | 
				70 | 
				15 | 
				-- | 
				| A FIRE-type attack that lasts two to five turns. The flames make the target unable to move. | 
| 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. | 
| TM17 | 
					Protect
				 | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
					| Completely foils an opponent's attack. If used consecutively, its success rate decreases. | 
| 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. | 
| 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. | 
| TM38 | 
					Fire Blast
				 | 
					  | 
					120 | 
					85 | 
					5 | 
					10 | 
					| Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. | 
| TM39 | 
					Swift
				 | 
					  | 
					60 | 
					100 | 
					20 | 
					-- | 
					| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. | 
| 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. | 
| 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. | 
						| 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. |