| Generation I Level Up | 
|
				| — | Pound |  | 40 | 100 | 35 | -- | 
				| A NORMAL-type attack. Slightly stronger than TACKLE. Many Pokémon know this move. | 
				| — | Growl |  | -- | 100 | 40 | -- | 
				| A technique that lowers the target's ATTACK power. Can normally be used up to six times. | 
				| 13 | Sing |  | -- | 55 | 15 | -- | 
				| A special NORMAL-type technique. A soothing melody lulls the target to sleep. | 
				| 18 | Double Slap |  | 15 | 85 | 10 | -- | 
				| Although each slap is weak, this attack hits the target two to five times in succession. | 
				| 24 | Minimize |  | -- | 100 | 20 | -- | 
				| Reduces the user's size and makes it harder to hit. Can normally be used up to six times. | 
				| 31 | Metronome |  | -- | 100 | 10 | -- | 
				| The user waggles its finger, triggering a move. There is no telling what will happen. | 
				| 39 | Defense Curl |  | -- | 100 | 40 | -- | 
				| Raises the user's DEFENSE. Can normally be used up to six times in a row. | 
				| 48 | Light Screen |  | -- | 100 | 30 | -- | 
				| Reduces damage from special attacks by about half. A special PSYCHIC-type technique. | 
| TM & HM Attacks | 
|
| TM01 | Mega Punch |  | 80 | 85 | 20 | -- | 
					| A NORMAL-type attack move. It is highly accurate and relatively powerful. | 
| TM05 | Mega Kick |  | 120 | 74.6 | 5 | -- | 
					| A NORMAL-type attack. Out of all the Pokémon kicking attacks, this is the strongest. | 
| 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. | 
| TM11 | Bubble Beam |  | 65 | 100 | 20 | 33 | 
					| A WATER-type attack. Has a one-in-three chance of reducing the target's SPEED. | 
| TM12 | Water Gun |  | 40 | 100 | 25 | -- | 
					| A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. | 
| TM13 | Ice Beam |  | 95 | 100 | 10 | 10 | 
					| An ICE-type attack. Has a one-in-ten chance of freezing the target solid. | 
| TM14 | Blizzard |  | 120 | 90 | 5 | 10 | 
					| The strongest ICE-type attack. Has a one-in-ten chance of freezing the target solid. | 
| TM17 | Submission |  | 80 | 80 | 25 | -- | 
					| The strongest FIGHTING attack. One quarter of the damage it inflicts comes back to hurt the attacker. | 
| TM18 | Counter |  | ?? | 100 | 20 | -- | 
					| A retaliation move that pays back double the damage of a physical attack. Highly accurate. | 
| TM19 | Seismic Toss |  | ?? | 100 | 20 | -- | 
					| A FIGHTING-type attack. Throws the target with enough force to flip the world upside down. | 
| TM20 | Rage |  | 20 | 100 | 20 | -- | 
					| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. | 
| TM22 | Solar Beam |  | 120 | 100 | 10 | -- | 
					| The strongest GRASS-type attack. Energy is absorbed in the first turn, then fired the next turn. | 
| 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. | 
| TM29 | Psychic |  | 90 | 100 | 10 | 30 | 
					| A PSYCHIC-type attack. Has a one-in-three chance of lowering the target's SPECIAL rating. | 
| TM30 | Teleport |  | -- | 100 | 20 | -- | 
					| A special technique for instantly escaping from wild Pokémon. Useful in the wild only. | 
| 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. | 
| TM35 | Metronome |  | -- | 100 | 10 | -- | 
					| The user waggles its finger, triggering a move. There is no telling what will happen. | 
| TM38 | Fire Blast |  | 120 | 85 | 5 | 33 | 
					| The strongest FIRE-type attack. Has a one-in-three chance of inflicting a burn on the target. | 
| 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. | 
| TM45 | Thunder Wave |  | -- | 100 | 20 | 10 | 
					| A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. | 
| TM46 | Psywave |  | ?? | 80 | 15 | -- | 
					| A PSYCHIC-type attack of varying intensity. It occasionally inflicts  heavy damage. | 
| TM49 | Tri Attack |  | 80 | 100 | 10 | -- | 
					| A NORMAL-type attack. A triangular field of energy is created and launched at the target. | 
| TM50 | Substitute |  | -- | 100 | 10 | -- | 
					| Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. | 
| HM04 | Strength |  | 80 | 100 | 15 | -- | 
					| A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. | 
| HM05 | Flash |  | -- | 70 | 20 | -- | 
					| Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |