| Generation II Level Up | 
|
				| — | Poison Gas |  | -- | 55 | 40 | -- | 
				| A poisonous cloud of gas is forcefully expelled to poison the target. | 
				| — | Tackle |  | 35 | 95 | 35 | -- | 
				| A NORMAL-type attack. Many Pokémon know this attack right from the start. | 
				| 9 | Smog |  | 20 | 70 | 20 | 40 | 
				| Smog is spewed as a cloud. Has a fifty-fifty chance of poisoning the target. | 
				| 17 | Selfdestruct |  | 200 | 100 | 5 | -- | 
				| The user explodes, damaging the enemy, then faints. Useless against the GHOST type. | 
				| 21 | Sludge |  | 65 | 100 | 20 | 30 | 
				| A POISON-type attack. Has a one-in-three chance of poisoning the target. | 
				| 25 | SmokeScreen |  | -- | 100 | 20 | -- | 
				| Creates an obscuring cloud of smoke that reduces the enemy's accuracy. | 
				| 33 | Haze |  | -- | 100 | 30 | -- | 
				| Eliminates all changes affecting stats, such as SPEED, of both Pokémon in battle. | 
				| 41 | Explosion |  | 250 | 100 | 5 | -- | 
				| The most powerful attack of all. However, the attacker faints after using this move. | 
				| 45 | Destiny Bond |  | -- | 100 | 5 | -- | 
				| A move that causes the opponent to faint if the user faints after using this move. | 
| 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. | 
| 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. | 
| 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. | 
| TM36 | Sludge Bomb |  | 90 | 100 | 10 | 30 | 
					| A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. | 
| TM38 | Fire Blast |  | 120 | 85 | 5 | 10 | 
					| Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. | 
| 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. |