| Generation I Level Up |
|
| — |
Tackle |
 |
35 |
95 |
35 |
-- |
| A NORMAL-type attack. Many Pokémon know this attack right from the start. |
| — |
Growl |
 |
-- |
100 |
40 |
-- |
| A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
| 7 |
Leech Seed |
 |
-- |
90 |
10 |
-- |
| Plants a seed on the target Pokémon. The seed slowly drains the target's HP for the attacker. |
| 13 |
Vine Whip |
 |
35 |
100 |
10 |
-- |
| A GRASS-type attack. The Pokémon uses its cruel whips to strike the opponent. |
| 20 |
Poison Powder |
 |
-- |
74.6 |
35 |
20 |
| A technique that poisons the target. If poisoned, the victim loses HP steadily. |
| 27 |
Razor Leaf |
 |
55 |
95 |
25 |
-- |
| A GRASS-type attack that sends sharp-edged leaves at the target. Likely to get a critical hit. |
| 34 |
Growth |
 |
-- |
100 |
40 |
-- |
| Raises SPECIAL to make special attacks stronger and enhance protection against special moves. |
| 41 |
Sleep Powder |
 |
-- |
75 |
15 |
-- |
| Induces sleep. A Pokémon will stay asleep for several turns if an item isn't used to wake it. |
| 48 |
Solar Beam |
 |
120 |
100 |
10 |
-- |
| The strongest GRASS-type attack. Energy is absorbed in the first turn, then fired the next turn. |
| TM & HM Attacks |
|
| TM03 |
Swords Dance |
 |
-- |
100 |
30 |
-- |
| A special move that greatly boosts the user's ATTACK power. Can normally be used up to three times. |
| 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. |
| TM20 |
Rage |
 |
20 |
100 |
20 |
-- |
| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
| TM21 |
Mega Drain |
 |
40 |
100 |
10 |
-- |
| A GRASS-type attack. It adds half the HP it drained from the target to the attacker's HP. |
| TM22 |
Solar Beam |
 |
120 |
100 |
10 |
-- |
| The strongest GRASS-type attack. Energy is absorbed in the first turn, then fired the next turn. |
| 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. |
| TM44 |
Rest |
 |
-- |
100 |
10 |
-- |
| The user takes a nap to fully restore its HP and recover from any status abnormalities. |
| TM50 |
Substitute |
 |
-- |
100 |
10 |
-- |
| Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
| HM01 |
Cut |
 |
50 |
95 |
30 |
-- |
| A NORMAL-type attack. Also used for cutting small bushes to open new paths. |