| Red, Green & Blue Level Up |
|
| — |
Thunder Shock |
 |
40 |
100 |
30 |
-- |
| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
| — |
Growl |
 |
-- |
100 |
40 |
-- |
| A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
| 9 |
Thunder Wave |
 |
-- |
100 |
20 |
10 |
| A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
| 16 |
Quick Attack |
 |
40 |
100 |
30 |
-- |
| An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
| 26 |
Swift |
 |
60 |
100 |
20 |
-- |
| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
| 33 |
Agility |
 |
-- |
100 |
30 |
-- |
| A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
| 43 |
Thunder |
 |
120 |
70 |
10 |
10 |
| The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
| Yellow Level Up |
|
| — |
Thunder Shock |
 |
40 |
100 |
30 |
-- |
| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
| — |
Growl |
 |
-- |
100 |
40 |
-- |
| A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
| 6 |
Tail Whip |
 |
-- |
100 |
30 |
-- |
| A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| 8 |
Thunder Wave |
 |
-- |
100 |
20 |
10 |
| A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
| 11 |
Quick Attack |
 |
40 |
100 |
30 |
-- |
| An attack that always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. |
| 15 |
Double Team |
 |
-- |
100 |
15 |
-- |
| Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
| 20 |
Slam |
 |
80 |
74.6 |
20 |
-- |
| A NORMAL-type attack move. The attacker uses an appendage (e.g. tail) to slam the target hard. |
| 26 |
Thunderbolt |
 |
95 |
100 |
15 |
10 |
| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
| 33 |
Agility |
 |
-- |
100 |
30 |
-- |
| A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
| 41 |
Thunder |
 |
120 |
70 |
10 |
10 |
| The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
| 50 |
Light Screen |
 |
-- |
100 |
30 |
-- |
| Reduces damage from special attacks by about half. A special PSYCHIC-type technique. |
| TM & HM Attacks |
|
| TM01 |
Mega Punch |
 |
80 |
85 |
20 |
-- |
| A NORMAL-type attack move. It is highly accurate and relatively powerful. |
| TM05 |
Mega Kick |
 |
120 |
74.6 |
5 |
-- |
| A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. |
| TM06 |
Toxic |
 |
-- |
85 |
10 |
-- |
| A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
| TM08 |
Body Slam |
 |
85 |
100 |
15 |
33 |
| A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. |
| TM09 |
Take Down |
 |
90 |
85 |
20 |
-- |
| A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| TM10 |
Double-Edge |
 |
100 |
100 |
15 |
-- |
| A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| TM16 |
Pay Day |
 |
40 |
100 |
20 |
-- |
| A move that also nets money at the end of battle. How much depends on the attack frequency and level. |
| TM17 |
Submission |
 |
80 |
80 |
25 |
-- |
| The strongest FIGHTING attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| TM19 |
Seismic Toss |
 |
?? |
100 |
20 |
-- |
| A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. |
| TM20 |
Rage |
 |
20 |
100 |
20 |
-- |
| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
| TM24 |
Thunderbolt |
 |
95 |
100 |
15 |
10 |
| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
| TM25 |
Thunder |
 |
120 |
70 |
10 |
10 |
| The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
| TM31 |
Mimic |
 |
-- |
100 |
10 |
-- |
| A move for learning one of the opponent's moves, for use during that battle only. |
| TM32 |
Double Team |
 |
-- |
100 |
15 |
-- |
| Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
| TM33 |
Reflect |
 |
-- |
100 |
20 |
-- |
| Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. |
| TM34 |
Bide |
 |
-- |
100 |
10 |
-- |
| The user waits for several turns. At the end, it returns double the damage it received. |
| TM39 |
Swift |
 |
60 |
100 |
20 |
-- |
| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
| TM40 |
Skull Bash |
 |
100 |
100 |
15 |
-- |
| In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. |
| TM44 |
Rest |
 |
-- |
100 |
10 |
-- |
| The user takes a nap to fully restore its HP and recover from any status abnormalities. |
| TM45 |
Thunder Wave |
 |
-- |
100 |
20 |
10 |
| A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
| TM50 |
Substitute |
 |
-- |
100 |
10 |
-- |
| Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
| HM05 |
Flash |
 |
-- |
70 |
20 |
-- |
| Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |