| Generation II Level Up | 
|
				| — | 
				Conversion 2 | 
				  | 
				-- | 
				100 | 
				30 | 
				-- | 
				| A move that changes the user's type into one that is resistant to the opponent's last move. | 
				| — | 
				Tackle | 
				  | 
				35 | 
				95 | 
				35 | 
				-- | 
				| A NORMAL-type attack. Many Pokémon know this attack right from the start. | 
				| — | 
				Conversion | 
				  | 
				-- | 
				100 | 
				30 | 
				-- | 
				| A special move that switches the user's elemental type into  one of the user's attack types. | 
				| 9 | 
				Agility | 
				  | 
				-- | 
				100 | 
				30 | 
				-- | 
				| A special move that greatly boosts the user's SPEED. Normally used up to three times. | 
				| 12 | 
				Psybeam | 
				  | 
				65 | 
				100 | 
				20 | 
				10 | 
				| A PSYCHIC-type attack. Has a one-in-ten chance of making the target confused. | 
				| 20 | 
				Recover | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| Half of the user's maximum HP is restored. Few Pokémon learn this move on their own. | 
				| 24 | 
				Defense Curl | 
				  | 
				-- | 
				100 | 
				40 | 
				-- | 
				| Raises the user's DEFENSE. Can normally be used up to six times in a row. | 
				| 32 | 
				Lock-On | 
				  | 
				-- | 
				100 | 
				5 | 
				-- | 
				| An attack that locks on to the target to ensure that the next attack will hit without fail. | 
				| 36 | 
				Tri Attack | 
				  | 
				80 | 
				100 | 
				10 | 
				20 | 
				| A NORMAL-type attack. A triangular field of energy is created and launched. | 
				| 44 | 
				Zap Cannon | 
				  | 
				100 | 
				50 | 
				5 | 
				100 | 
				| An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. | 
| TM & HM Attacks | 
|
| 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. | 
| TM07 | 
					Zap Cannon
				 | 
					  | 
					100 | 
					50 | 
					5 | 
					100 | 
					| An ELECTRIC-type attack. Inaccurate but is guaranteed to cause paralysis if it hits. | 
| 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. | 
| TM14 | 
					Blizzard
				 | 
					  | 
					120 | 
					70 | 
					5 | 
					10 | 
					| The strongest ICE-type attack. Has a one-in-ten chance of freezing the target. | 
| TM15 | 
					Hyper Beam
				 | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. | 
| TM16 | 
					Icy Wind
				 | 
					  | 
					55 | 
					95 | 
					15 | 
					100 | 
					| An ICE-type attack. It is guaranteed to reduce the target's SPEED if it hits. | 
| 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. | 
| TM29 | 
					Psychic
				 | 
					  | 
					90 | 
					100 | 
					10 | 
					10 | 
					| A PSYCHIC-type attack. Has a one-in-ten chance of lowering the target's SPCL.DEF rating. | 
| 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. | 
| TM39 | 
					Swift
				 | 
					  | 
					60 | 
					100 | 
					20 | 
					-- | 
					| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. | 
| TM40 | 
					Defense Curl
				 | 
					  | 
					-- | 
					100 | 
					40 | 
					-- | 
					| Raises the user's DEFENSE. Can normally be used up to six times in a row. | 
| 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. | 
| TM44 | 
					Rest
				 | 
					  | 
					-- | 
					100 | 
					10 | 
					-- | 
					| The user takes a nap to fully restore its HP and recover from any status abnormalities. | 
| TM46 | 
					Thief
				 | 
					  | 
					40 | 
					100 | 
					10 | 
					100 | 
					| A DARK-type attack. The attacking Pokémon may steal an item held by the target. | 
| TM50 | 
					Nightmare
				 | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| A move that makes a sleeping target have bad dreams. The victim will steadily lose HP. | 
| HM05 | 
					Flash
				 | 
					  | 
					-- | 
					70 | 
					20 | 
					-- | 
					| Blinds the target with a bright flash of light, reducing the  opponent's accuracy. |