| Generation II Level Up |
|
| — |
Sacred Fire |
 |
100 |
95 |
5 |
50 |
| A FIRE-type attack. Has a onein-two chance of leaving the target with a burn. |
| 11 |
Safeguard |
 |
-- |
100 |
25 |
-- |
| A mystic power that protects the user from status problems for five turns. |
| 22 |
Gust |
 |
40 |
100 |
35 |
-- |
| A FLYING-type attack. The bird Pokémon flaps its wings to create a powerful wind. |
| 33 |
Recover |
 |
-- |
100 |
20 |
-- |
| Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. |
| 44 |
Fire Blast |
 |
120 |
85 |
5 |
10 |
| Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
| 55 |
Sunny Day |
 |
-- |
90 |
5 |
-- |
| Makes the weather sunny for five turns. When sunny, FIRE-type moves are more powerful. |
| 66 |
Swift |
 |
60 |
100 |
20 |
-- |
| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
| 77 |
Whirlwind |
 |
-- |
100 |
20 |
-- |
| A powerful wind that blows the target away. The opposing trainer must use a new Pokémon. |
| 88 |
AncientPower |
 |
60 |
100 |
5 |
10 |
| A ROCK-type attack. This prehistoric move may boost all of the user's stats. |
| 99 |
Future Sight |
 |
80 |
90 |
15 |
-- |
| A special PSYCHIC-type attack. It strikes the target two turns after it is used. |
| 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. |
| 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. |
| 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. |
| TM22 |
SolarBeam
|
 |
120 |
100 |
10 |
-- |
| Strongest GRASS-type attack. Energy is absorbed in the first turn, then fired on the next. |
| TM24 |
DragonBreath
|
 |
60 |
100 |
20 |
30 |
| A DRAGON-type attack. Has a one-in-three chance of paralyzing the target. |
| TM25 |
Thunder
|
 |
120 |
70 |
10 |
30 |
| Strongest of all ELECTRIC-type attacks. Has a one-in-ten shot at paralyzing the target. |
| TM26 |
Earthquake
|
 |
100 |
100 |
10 |
-- |
| An attack that inflicts damage by shaking the ground. Useless against the FLYING type. |
| 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. |
| 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. |
| 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. |
| TM38 |
Fire Blast
|
 |
120 |
85 |
5 |
10 |
| Strongest FIRE-type attack. Has a one-in-ten chance of inflicting a burn on the target. |
| 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. |
| 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. |
| 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. |
| HM04 |
Strength
|
 |
80 |
100 |
15 |
-- |
| A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
| HM05 |
Flash
|
 |
-- |
70 |
20 |
-- |
| Blinds the target with a bright flash of light, reducing the opponent's accuracy. |