| Locations - In-Depth Details | 
	
		| Red | Route 12, Route 13, Route 17, Route 18, Route 19, Route 20, Route 21, Pallet Town, Viridian City | Details | 
	
		| Green (Jp.) | Blue (Intl.) | Route 12, Route 13, Route 17, Route 18, Route 19, Route 20, Route 21, Pallet Town, Viridian City | Details | 
		
		| Blue (Jp.) | Route 12, Route 13, Route 17, Route 18, Route 19, Route 20, Route 21, Pallet Town, Viridian City | Details | 
	
		| Yellow | Route 11, Route 13, Route 17, Route 18, Route 19, Route 20, Route 21, Pallet Town, Vermilion City, Cinnabar Island, Seafoam Islands | Details | 
	
| Generation I Level Up | 
|
				| — | Acid |  | 40 | 100 | 30 | 33 | 
				| A POISON-type attack. Has a one-in-three chance of lowering the target's DEFENSE. | 
				| 7 | Supersonic |  | -- | 55 | 20 | -- | 
				| A special NORMAL-type technique. Supersonic sound waves are used to confuse the target. | 
				| 13 | Wrap |  | 15 | 85 | 20 | -- | 
				| Traps and squeezes the target over two to five turns. The target cannot move while under attack. | 
				| 18 | 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. | 
				| 22 | Water Gun |  | 40 | 100 | 25 | -- | 
				| A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. | 
				| 27 | Constrict |  | 10 | 100 | 35 | 10 | 
				| A NORMAL-type attack. Has a one-in-three chance of reducing the target's SPEED. | 
				| 33 | Barrier |  | -- | 100 | 30 | -- | 
				| Instantly forms a barrier between the user and the opponent. DEFENSE is sharply increased. | 
				| 40 | Screech |  | -- | 85 | 40 | -- | 
				| A move that makes a horrible noise. It sharply reduces the target's DEFENSE. | 
				| 48 | Hydro Pump |  | 120 | 80 | 5 | -- | 
				| The strongest WATER-type attack. However, while it is powerful, it may miss the target. | 
| 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. | 
| 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. | 
| 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. | 
| 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. | 
| HM01 | Cut |  | 50 | 95 | 30 | -- | 
					| A NORMAL-type attack. Also used for cutting small bushes to open new paths. | 
| HM03 | Surf |  | 95 | 100 | 15 | -- | 
					| A WATER-type attack. The power of this technique is strong and highly accurate. |