| Generation II Level Up | 
|
				| — | Ember |  | 40 | 100 | 25 | 10 | 
				| A FIRE-type attack. Has a onein-ten chance of leaving the target with a damaging burn. | 
				| — | Tail Whip |  | -- | 100 | 30 | -- | 
				| A move that lowers the target's DEFENSE. Useful against tough, armored Pokémon. | 
				| 7 | Quick Attack |  | 40 | 100 | 30 | -- | 
				| Always strikes first. If both Pokémon use this, the one with higher SPEED attacks first. | 
				| 13 | Roar |  | -- | 100 | 20 | -- | 
				| A terrifying roar that drives the target away. The opposing  trainer must use a new Pokémon. | 
				| 19 | Confuse Ray |  | -- | 100 | 10 | -- | 
				| A sinister flash of light makes the target confused. A special GHOST-type move. | 
				| 25 | Safeguard |  | -- | 100 | 25 | -- | 
				| A mystic power that protects the user from status problems for five turns. | 
				| 31 | Flamethrower |  | 95 | 100 | 15 | 10 | 
				| A powerful FIRE-type attack. Has a one-in-ten chance of leaving the target with a burn. | 
				| 37 | Fire Spin |  | 15 | 70 | 15 | -- | 
				| A FIRE-type attack that lasts two to five turns. The flames make the target unable to move. | 
| 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. | 
| 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. | 
| TM17 | Protect |  | -- | 100 | 10 | -- | 
					| Completely foils an opponent's attack. If used consecutively, its success rate decreases. | 
| 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. | 
| TM27 | Return |  | ?? | 100 | 20 | -- | 
					| A NORMAL-type attack. The tamer the user, the more powerful the move. | 
| TM28 | Dig |  | 60 | 100 | 10 | -- | 
					| The attacker digs underground in the first turn, then pops up in the next turn to attack. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
						| Rage |  | 20 | 100 | 20 | -- | Gen I TM20 | 
				| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. | 
						| 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. |