| Generation II Level Up | 
|
				| — | Peck |  | 35 | 100 | 35 | -- | 
				| A standard FLYING-type attack. It is favored by Pokémon with beaks or horns. | 
				| — | Leer |  | -- | 100 | 30 | -- | 
				| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. | 
				| — | Night Shade |  | ?? | 100 | 15 | -- | 
				| A GHOST-type attack. Highly accurate, it always inflicts damage. | 
				| 10 | Night Shade |  | ?? | 100 | 15 | -- | 
				| A GHOST-type attack. Highly accurate, it always inflicts damage. | 
				| 20 | Teleport |  | -- | 100 | 20 | -- | 
				| A special move for instantly escaping from wild Pokémon. Useful in the wild only. | 
				| 35 | Future Sight |  | 80 | 90 | 15 | -- | 
				| A special PSYCHIC-type attack. It strikes the target two turns after it is used. | 
				| 50 | Confuse Ray |  | -- | 100 | 10 | -- | 
				| A sinister flash of light makes the target confused. A special GHOST-type move. | 
				| 65 | Psychic |  | 90 | 100 | 10 | 10 | 
				| A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. | 
| 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. | 
| TM09 | Psych Up |  | -- | 100 | 10 | -- | 
					| Self-hypnosis move that copies the foe's stats changes, then applies them to the user. | 
| 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. | 
| 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. | 
| TM29 | Psychic |  | 90 | 100 | 10 | 10 | 
					| A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. | 
| 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. | 
| TM42 | Dream Eater |  | 100 | 100 | 15 | -- | 
					| Works only on sleeping Pokémon. Steals the target's HP and adds 50%% of it to the user's HP. | 
| 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. | 
| 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. | 
| TM50 | Nightmare |  | -- | 100 | 15 | -- | 
					| A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. | 
| 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. |