| Red, Green & Blue Level Up |
|
| — |
Leer |
 |
-- |
100 |
30 |
-- |
| A technique 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. |
| 14 |
Poison Sting |
 |
15 |
100 |
35 |
-- |
| A POISON-type attack. Has a one-in- five chance of leaving the target with the lingering effects of poison. |
| 21 |
Focus Energy |
 |
-- |
100 |
30 |
-- |
| Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
| 29 |
Fury Attack |
 |
15 |
85 |
20 |
-- |
| A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. |
| 36 |
Horn Drill |
 |
?? |
30 |
5 |
-- |
| A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
| 43 |
Double Kick |
 |
30 |
100 |
30 |
-- |
| A FIGHTING-type attack. As the name implies, it is actually two quick kicks in succession. |
| Yellow Level Up |
|
| — |
Leer |
 |
-- |
100 |
30 |
-- |
| A technique 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. |
| 17 |
Poison Sting |
 |
15 |
100 |
35 |
-- |
| A POISON-type attack. Has a one-in- five chance of leaving the target with the lingering effects of poison. |
| 23 |
Focus Energy |
 |
-- |
100 |
30 |
-- |
| Raises the likelihood of nailing the opponent's weak spot for a critical hit. |
| 30 |
Fury Attack |
 |
15 |
85 |
20 |
-- |
| A NORMAL-type attack. The Pokémon rapidly jabs at its opponent several times. |
| 38 |
Horn Drill |
 |
?? |
30 |
5 |
-- |
| A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
| TM & HM Attacks |
|
| 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. |
| TM14 |
Blizzard |
 |
120 |
90 |
5 |
10 |
| The strongest ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
| 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. |
| 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. |
| TM50 |
Substitute |
 |
-- |
100 |
10 |
-- |
| Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |