| Generation II Level Up |
|
| — |
Leer |
 |
-- |
100 |
30 |
-- |
| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| — |
Tackle |
 |
35 |
95 |
35 |
-- |
| A NORMAL-type attack. Many Pokémon know this attack right from the start. |
| 8 |
Horn Attack |
 |
65 |
100 |
25 |
-- |
| A NORMAL-type attack. A sharp horn is driven hard into the target to inflict damage. |
| 12 |
Double Kick |
 |
30 |
100 |
30 |
-- |
| A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
| 19 |
Poison Sting |
 |
15 |
100 |
35 |
30 |
| A POISON-type attack. Has a one-in-three chance of leaving the target poisoned. |
| 27 |
Focus Energy |
 |
-- |
100 |
30 |
-- |
| Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
| 36 |
Fury Attack |
 |
15 |
85 |
20 |
-- |
| A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. |
| 46 |
Horn Drill |
 |
?? |
30 |
5 |
-- |
| A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
| TM & HM Attacks |
|
| 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. |
| TM06 |
Toxic
|
 |
-- |
85 |
10 |
-- |
| A move that badly poisons the target. The amount of poison damage increases every turn. |
| 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. |
| TM14 |
Blizzard
|
 |
120 |
70 |
5 |
10 |
| The strongest ICE-type attack. Has a one-in-ten chance of freezing the target. |
| 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. |
| TM23 |
Iron Tail
|
 |
100 |
75 |
15 |
30 |
| Strikes the target with a stiff tail. Has a one-in-three shot at lowering the target's DEFENSE. |
| 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. |
| TM40 |
Defense Curl
|
 |
-- |
100 |
40 |
-- |
| Raises the user's DEFENSE. Can normally be used up to six times in a row. |
| 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. |
| HM04 |
Strength
|
 |
80 |
100 |
15 |
-- |
| A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
| Gen I Only Moves (Details) |
|
| Body Slam |
 |
85 |
100 |
15 |
30 |
Gen I TM08 |
| A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it hits. |
| 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. |
| BubbleBeam |
 |
65 |
100 |
20 |
10 |
Gen I TM11 |
| A WATER-type attack. Has a one-in-ten chance of reducing the target's SPEED. |
| Water Gun |
 |
40 |
100 |
25 |
-- |
Gen I TM12 |
| A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
| Ice Beam |
 |
95 |
100 |
10 |
10 |
Gen I TM13 |
| An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
| 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. |
| Skull Bash |
 |
100 |
100 |
15 |
-- |
Gen I TM40 |
| In the first turn, the attacker tucks its head. The next turn, it head-butts at full steam. |
| 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. |