| Generation II Level Up | 
|
				| — | 
				Absorb | 
				  | 
				20 | 
				100 | 
				20 | 
				-- | 
				| A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. | 
				| — | 
				Sweet Scent | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| A pleasant aroma that distracts the target, making the opponent easier to hit. | 
				| — | 
				PoisonPowder | 
				  | 
				-- | 
				75 | 
				35 | 
				-- | 
				| A move that poisons the target. If poisoned, the victim loses HP steadily. | 
				| 7 | 
				Sweet Scent | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| A pleasant aroma that distracts the target, making the opponent easier to hit. | 
				| 14 | 
				PoisonPowder | 
				  | 
				-- | 
				75 | 
				35 | 
				-- | 
				| A move that poisons the target. If poisoned, the victim loses HP steadily. | 
				| 16 | 
				Stun Spore | 
				  | 
				-- | 
				75 | 
				30 | 
				-- | 
				| Special move that causes paralysis. The victim has a one-infour chance of immobility. | 
				| 18 | 
				Sleep Powder | 
				  | 
				-- | 
				75 | 
				15 | 
				-- | 
				| Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. | 
				| 24 | 
				Acid | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| A POISON-type attack. Has a one-in-ten chance of lowering the target's DEFENSE. | 
				| 35 | 
				Moonlight | 
				  | 
				-- | 
				100 | 
				5 | 
				-- | 
				| Allows HP to be restored by the moonlight. In battle, half the user's max HP is restored. | 
				| 44 | 
				Petal Dance | 
				  | 
				70 | 
				100 | 
				20 | 
				-- | 
				| A dance-like attack that lasts two to three turns. The attacker becomes confused. | 
| TM & HM Attacks | 
|
| 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. | 
| TM12 | 
					Sweet Scent
				 | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| A pleasant aroma that distracts the target, making the opponent easier to hit. | 
| 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. | 
| TM19 | 
					Giga Drain
				 | 
					  | 
					60 | 
					100 | 
					5 | 
					-- | 
					| Half of the HP drained from the target is added to the attacker's HP. | 
| 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. | 
| TM22 | 
					SolarBeam
				 | 
					  | 
					120 | 
					100 | 
					10 | 
					-- | 
					| Strongest GRASS-type attack. Energy is absorbed in the first turn, then fired on the next. | 
| TM27 | 
					Return
				 | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A NORMAL-type attack. The tamer the user, the more powerful the move. | 
| 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. | 
| TM36 | 
					Sludge Bomb
				 | 
					  | 
					90 | 
					100 | 
					10 | 
					30 | 
					| A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. | 
| 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. | 
| HM01 | 
					Cut
				 | 
					  | 
					50 | 
					95 | 
					30 | 
					-- | 
					| A NORMAL-type attack. Also used for cutting small bushes to open new paths. | 
| HM05 | 
					Flash
				 | 
					  | 
					-- | 
					70 | 
					20 | 
					-- | 
					| Blinds the target with a bright flash of light, reducing the  opponent's accuracy. | 
| Gen I Only Moves (Details) | 
|
						| Swords Dance | 
					  | 
					-- | 
					100 | 
					30 | 
					-- | 
				Gen I TM03 | 
				| A special move that boosts the user's ATTACK power. Normally used up to three times. | 
						| 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. | 
						| Mega Drain | 
					  | 
					40 | 
					100 | 
					10 | 
					-- | 
				Gen I TM21 | 
				| A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. | 
						| 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. |