| Generation II Level Up |
|
| — |
Scratch |
 |
40 |
100 |
35 |
-- |
| A NORMAL-type attack. Sharp claws are used to inflict damage on the target. |
| — |
Harden |
 |
-- |
100 |
30 |
-- |
| Raises the user's DEFENSE. Useful when battling physically strong Pokémon. |
| — |
Absorb |
 |
20 |
100 |
20 |
-- |
| A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
| 10 |
Absorb |
 |
20 |
100 |
20 |
-- |
| A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
| 19 |
Leer |
 |
-- |
100 |
30 |
-- |
| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| 28 |
Sand-Attack |
 |
-- |
100 |
15 |
-- |
| An attack in which sand is used to blind the target and reduce its attack accuracy. |
| 37 |
Endure |
 |
-- |
100 |
10 |
-- |
| Always leaves the user with at least one HP. Success rate decreases if used repeatedly. |
| 40 |
Slash |
 |
70 |
100 |
20 |
-- |
| A NORMAL-type attack. It has a high probability of a critical hit for inflicting double damage. |
| 51 |
Mega Drain |
 |
40 |
100 |
10 |
-- |
| A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
| 65 |
AncientPower |
 |
60 |
100 |
5 |
10 |
| A ROCK-type attack. This prehistoric move may boost all of the user's stats. |
| 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. |
| 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. |
| TM08 |
Rock Smash
|
 |
20 |
100 |
15 |
50 |
| A FIGHTING-type attack. In the field, it can be used to shatter rocks to open new paths. |
| 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. |
| TM14 |
Blizzard
|
 |
120 |
70 |
5 |
10 |
| The strongest ICE-type attack. Has a one-in-ten chance of freezing the target. |
| TM15 |
Hyper Beam
|
 |
150 |
90 |
5 |
-- |
| An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
| TM16 |
Icy Wind
|
 |
55 |
95 |
15 |
100 |
| An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits. |
| 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. |
| 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. |
| 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. |
| TM37 |
Sandstorm
|
 |
-- |
100 |
10 |
-- |
| An attack that creates a sandstorm. The effect causes damage to both combatants. |
| 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. |
| TM49 |
Fury Cutter
|
 |
10 |
95 |
20 |
-- |
| A BUG-type attack that grows more powerful with every hit. Returns to normal if it misses. |
| HM01 |
Cut
|
 |
50 |
95 |
30 |
-- |
| A NORMAL-type attack. Also used for cutting small bushes to open new paths. |
| HM03 |
Surf
|
 |
95 |
100 |
15 |
-- |
| A WATER-type attack. This move is strong and highly accurate. |
| HM06 |
Whirlpool
|
 |
15 |
70 |
15 |
-- |
| Lasts two to five turns. Foe becomes trapped in a vortex, making it impossible to switch. |
| Gen I Only Moves (Details) |
|
| Razor Wind |
 |
80 |
75 |
10 |
-- |
Gen I TM02 |
| A two-turn attack with the wind attack in the second turn. Learned by many FLYING types. |
| Swords Dance |
 |
-- |
100 |
30 |
-- |
Gen I TM03 |
| A special move that boosts the user's ATTACK power. Normally used up to three times. |
| Mega Kick |
 |
120 |
75 |
5 |
-- |
Gen I TM05 |
| A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
| 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. |
| BubbleBeam |
 |
65 |
100 |
20 |
10 |
Gen I TM11 |
| A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
| Water Gun |
 |
40 |
100 |
25 |
-- |
Gen I TM12 |
| A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
| Ice Beam |
 |
95 |
100 |
10 |
10 |
Gen I TM13 |
| An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
| Submission |
 |
80 |
80 |
25 |
-- |
Gen I TM17 |
| Strongest FIGHTING attack. One quarter of the damage also hurts the attacker. |
| Seismic Toss |
 |
?? |
100 |
20 |
-- |
Gen I TM19 |
| A FIGHTING-type attack. Throws the target with enough force to flip the world. |
| 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. |