| Generation II Level Up | 
|
				| — | Peck |  | 35 | 100 | 35 | -- | 
				| A standard FLYING-type attack. It is favored by Pokémon with beaks or horns. | 
				| — | ThunderShock |  | 40 | 100 | 30 | 10 | 
				| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. | 
				| 13 | Thunder Wave |  | -- | 100 | 20 | -- | 
				| A special move that causes paralysis. The victim has a onein-four chance of immobility. | 
				| 25 | Agility |  | -- | 100 | 30 | -- | 
				| A special move that greatly boosts the user's SPEED. Normally used up to three times. | 
				| 37 | Detect |  | -- | 100 | 5 | -- | 
				| Allows user to completely evade attack. If used consecutively, its success rate decreases. | 
				| 49 | Drill Peck |  | 80 | 100 | 20 | -- | 
				| A standard FLYING-type attack. It is strong and highly likely to hit the target. | 
				| 61 | Light Screen |  | -- | 100 | 30 | -- | 
				| Reduces damage from special attacks by about half. A special PSYCHIC-type move. | 
				| 73 | Thunder |  | 120 | 70 | 10 | 30 | 
				| Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. | 
| TM & HM Attacks | 
|
| TM03 | Curse |  | -- | -- | 10 | -- | 
					| Raises ATTACK and DEFENSE at the expense of SPEED. It works differently for the GHOST type. | 
| TM05 | Roar |  | -- | 100 | 20 | -- | 
					| A terrifying roar that drives the target away. The opposing  trainer must use a new Pokémon. | 
| 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. | 
| 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. | 
| 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. | 
| TM15 | Hyper Beam |  | 150 | 90 | 5 | -- | 
					| An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. | 
| 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. | 
| TM31 | Mud-Slap |  | 20 | 100 | 10 | 100 | 
					| An attack that fires dirt, inflicting damage and reducing the target's accuracy. | 
| 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. | 
| TM39 | Swift |  | 60 | 100 | 20 | -- | 
					| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. | 
| TM43 | Detect |  | -- | 100 | 5 | -- | 
					| Allows user to completely evade attack. If used consecutively, its success rate decreases. | 
| TM44 | Rest |  | -- | 100 | 10 | -- | 
					| The user takes a nap to fully restore its HP and recover from any status abnormalities. | 
| TM47 | Steel Wing |  | 70 | 90 | 25 | 10 | 
					| Strikes the target with stiff wings. Has a one-in-ten chance of raising the user's DEFENSE. | 
| HM02 | Fly |  | 70 | 95 | 15 | -- | 
					| The Pokémon flies high, then strikes in the next turn. Used to fly to places already visited. | 
| HM05 | Flash |  | -- | 70 | 20 | -- | 
					| Blinds the target with a bright flash of light, reducing the  opponent's accuracy. | 
| 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. | 
						| Whirlwind |  | -- | 100 | 20 | -- | Gen I TM04 | 
				| A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. | 
						| 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. | 
						| 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. | 
						| Sky Attack |  | 140 | 90 | 5 | -- | Gen I TM43 | 
				| Strongest FLYING-type attack. Stores energy in the first turn, then fires in the next. | 
						| 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. |