| Generation II Level Up |
|
| — |
Tackle |
 |
35 |
95 |
35 |
-- |
| A NORMAL-type attack. Many Pokémon know this attack right from the start. |
| — |
Scary Face |
 |
-- |
90 |
10 |
-- |
| A horrific look that scares the victim, sharply reducing the target's SPEED. |
| 4 |
Tail Whip |
 |
-- |
100 |
30 |
-- |
| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| 8 |
Charm |
 |
-- |
100 |
20 |
-- |
| A move that charms the target into complacency, sharply reducing its ATTACK power. |
| 13 |
Bite |
 |
60 |
100 |
25 |
30 |
| A bite made using sharp fangs. This may cause the opponent to flinch, and it might not attack. |
| 19 |
Lick |
 |
20 |
100 |
30 |
30 |
| A GHOST-type attack. Has a one-in-three chance of leaving the target with paralysis. |
| 28 |
Roar |
 |
-- |
100 |
20 |
-- |
| A terrifying roar that drives the target away. The opposing trainer must use a new Pokémon. |
| 38 |
Rage |
 |
20 |
100 |
20 |
-- |
| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
| 51 |
Take Down |
 |
90 |
85 |
20 |
-- |
| A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| TM & HM Attacks |
|
| TM01 |
DynamicPunch
|
 |
100 |
50 |
5 |
100 |
| A FIGHTING-type attack. Inaccurate but guaranteed to confuse the opponent if it hits. |
| 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. |
| 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. |
| TM30 |
Shadow Ball
|
 |
80 |
100 |
15 |
20 |
| A GHOST-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
| 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. |
| TM33 |
Ice Punch
|
 |
75 |
100 |
15 |
10 |
| A special ICE-type attack. Has a one-in-ten chance of freezing the target. |
| 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. |
| TM40 |
Defense Curl
|
 |
-- |
100 |
40 |
-- |
| Raises the user's DEFENSE. Can normally be used up to six times in a row. |
| TM41 |
ThunderPunch
|
 |
75 |
100 |
15 |
10 |
| A special ELECTRIC-type attack. Has a one-in-ten shot at paralyzing the target. |
| 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. |
| TM48 |
Fire Punch
|
 |
75 |
100 |
15 |
10 |
| A special FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
| HM04 |
Strength
|
 |
80 |
100 |
15 |
-- |
| A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
| Egg Moves (Details) |
| Crunch |
 |
80 |
100 |
15 |
20 |
Details |
| A DARK-type attack. Has a one-in-five chance of reducing the target's SPCL.DEF. |
| Faint Attack |
 |
60 |
100 |
20 |
-- |
Details |
| A DARK-type attack. The move catches the opponent off guard, so it never misses. |
| Heal Bell |
 |
-- |
100 |
5 |
-- |
Details |
| The soothing ringing of a bell that eliminates all status problems for the entire party. |
| Leer |
 |
-- |
100 |
30 |
-- |
Details |
| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| Lick |
 |
20 |
100 |
30 |
30 |
Details |
| A GHOST-type attack. Has a one-in-three chance of leaving the target with paralysis. |
| Metronome |
 |
-- |
100 |
10 |
-- |
Details |
| The user waggles its finger, triggering a move. There is no telling what will happen. |
| Present |
 |
?? |
90 |
15 |
-- |
Details |
| A move that inflicts major damage but may restore the target's HP. |
| Reflect |
 |
-- |
100 |
20 |
-- |
Details |
| Reduces damage from physical attacks by about half. A special PSYCHIC-type move. |