| Generation II Level Up | 
|
				| — | 
				Tackle | 
				  | 
				35 | 
				95 | 
				35 | 
				-- | 
				| A NORMAL-type attack. Many Pokémon know this attack right from the start. | 
				| 6 | 
				ThunderShock | 
				  | 
				40 | 
				100 | 
				30 | 
				10 | 
				| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. | 
				| 11 | 
				Supersonic | 
				  | 
				-- | 
				55 | 
				20 | 
				-- | 
				| A special NORMAL-type move. Supersonic sound waves are used to confuse the target. | 
				| 16 | 
				SonicBoom | 
				  | 
				20 | 
				90 | 
				20 | 
				-- | 
				| A NORMAL-type attack. It always inflicts a set amount of damage. | 
				| 21 | 
				Thunder Wave | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| A special move that causes paralysis. The victim has a onein-four chance of immobility. | 
				| 27 | 
				Lock-On | 
				  | 
				-- | 
				100 | 
				5 | 
				-- | 
				| An attack that locks on to the target to ensure that the next attack will hit without fail. | 
				| 33 | 
				Swift | 
				  | 
				60 | 
				100 | 
				20 | 
				-- | 
				| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. | 
				| 39 | 
				Screech | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| A move that makes a horrible noise. It sharply reduces the target's DEFENSE. | 
				| 45 | 
				Zap Cannon | 
				  | 
				100 | 
				50 | 
				5 | 
				100 | 
				| An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. | 
| TM & HM Attacks | 
|
| 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. | 
| TM07 | 
					Zap Cannon
				 | 
					  | 
					100 | 
					50 | 
					5 | 
					100 | 
					| An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| HM05 | 
					Flash
				 | 
					  | 
					-- | 
					70 | 
					20 | 
					-- | 
					| Blinds the target with a bright flash of light, reducing the  opponent's accuracy. | 
| Gen I Only Moves (Details) | 
|
						| 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. | 
						| Teleport | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
				Gen I TM30 | 
				| A special move for instantly escaping from wild Pokémon. Useful in the wild only. | 
						| 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. |