| Generation I Level Up |
|
| — |
Ember |
 |
40 |
100 |
25 |
10 |
| A FIRE-type attack. Has a one-in-ten chance of leaving the target with a damaging burn. |
| — |
Tail Whip |
 |
-- |
100 |
30 |
-- |
| A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| — |
Stomp |
 |
65 |
100 |
20 |
33 |
| A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. |
| — |
Growl |
 |
-- |
100 |
40 |
-- |
| A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
| 30 |
Tail Whip |
 |
-- |
100 |
30 |
-- |
| A technique that lowers the target's DEFENSE. Useful against tough, armored Pokémon. |
| 32 |
Stomp |
 |
65 |
100 |
20 |
33 |
| A NORMAL-type attack. Has a one-in-three chance of making the target flinch if it connects. |
| 35 |
Growl |
 |
-- |
100 |
40 |
-- |
| A technique that lowers the target's ATTACK power. Can normally be used up to six times. |
| 39 |
Fire Spin |
 |
15 |
70 |
15 |
-- |
| A FIRE-type attack that lasts two to five turns. The target cannot move while surrounded by flames. |
| 47 |
Take Down |
 |
90 |
85 |
20 |
-- |
| A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| 55 |
Agility |
 |
-- |
100 |
30 |
-- |
| A special technique that greatly boosts the user's SPEED. Can normally be used up to three times. |
| TM & HM Attacks |
|
| TM06 |
Toxic |
 |
-- |
85 |
10 |
-- |
| A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
| TM07 |
Horn Drill |
 |
?? |
30 |
5 |
-- |
| A single-hit knockout attack. Learned only by Pokémon with a horn or horns. |
| 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. |
| TM15 |
Hyper Beam |
 |
150 |
90 |
5 |
-- |
| An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
| TM20 |
Rage |
 |
20 |
100 |
20 |
-- |
| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
| 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. |
| 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. |
| TM39 |
Swift |
 |
60 |
100 |
20 |
-- |
| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
| 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. |