| Black/White/Black 2/White 2 Level Up | 
|
				| — | 
				Pound | 
				  | 
				  | 
				40 | 
				100 | 
				35 | 
				-- | 
				| The target is physically pounded with a long tail or a foreleg, etc. | 
				| — | 
				Confusion | 
				  | 
				  | 
				50 | 
				100 | 
				25 | 
				10 | 
				| The target is hit by a weak telekinetic force. It may also leave the target confused. | 
				| — | 
				Tickle | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| The user tickles the target into laughing, reducing its Attack and Defense stats. | 
				| — | 
				Fake Tears | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. | 
				| 3 | 
				Confusion | 
				  | 
				  | 
				50 | 
				100 | 
				25 | 
				10 | 
				| The target is hit by a weak telekinetic force. It may also leave the target confused. | 
				| 7 | 
				Tickle | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| The user tickles the target into laughing, reducing its Attack and Defense stats. | 
				| 10 | 
				Fake Tears | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. | 
				| 14 | 
				Doubleslap | 
				  | 
				  | 
				15 | 
				85 | 
				10 | 
				-- | 
				| The target is slapped repeatedly, back and forth, two to five times in a row. | 
				| 16 | 
				Psybeam | 
				  | 
				  | 
				65 | 
				100 | 
				20 | 
				10 | 
				| The target is attacked with a peculiar ray. It may also cause confusion. | 
				| 19 | 
				Embargo | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				| It prevents the target from using its held item. Its Trainer is also prevented from using items on it. | 
				| 24 | 
				Faint Attack | 
				  | 
				  | 
				60 | 
				-- | 
				20 | 
				-- | 
				| The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. | 
				| 25 | 
				Psyshock | 
				  | 
				  | 
				80 | 
				100 | 
				10 | 
				-- | 
				| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
				| 28 | 
				Flatter | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				| Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat. | 
				| 31 | 
				Future Sight | 
				  | 
				  | 
				100 | 
				100 | 
				10 | 
				-- | 
				| Two turns after this move is used, a hunk of psychic energy attacks the target. | 
				| 34 | 
				Heal Block | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				| For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. | 
				| 39 | 
				Psychic | 
				  | 
				  | 
				90 | 
				100 | 
				10 | 
				-- | 
				| The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | 
				| 45 | 
				Telekinesis | 
				  | 
				  | 
				-- | 
				-- | 
				15 | 
				-- | 
				| The user makes the target float with its psychic power. The target is easier to hit for three turns. | 
				| 54 | 
				Charm | 
				  | 
				  | 
				-- | 
				100 | 
				20 | 
				-- | 
				| The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. | 
				| 59 | 
				Magic Room | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | 
| TM & HM Attacks | 
|
| TM03 | 
					Psyshock | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					-- | 
					| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
| TM04 | 
					Calm Mind | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					-- | 
					| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 
| TM06 | 
					Toxic | 
					  | 
					  | 
					-- | 
					90 | 
					10 | 
					-- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM10 | 
					Hidden Power | 
					  | 
					  | 
					?? | 
					100 | 
					15 | 
					-- | 
					| A unique attack that varies in type and intensity depending on the Pokémon using it. | 
| TM12 | 
					Taunt | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| The target is taunted into a rage that allows it to use only attack moves for three turns. | 
| TM15 | 
					Hyper Beam | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 
| TM16 | 
					Light Screen | 
					  | 
					  | 
					-- | 
					-- | 
					30 | 
					-- | 
					| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
| TM17 | 
					Protect | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| TM18 | 
					Rain Dance | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user summons a heavy rain that falls for five turns, powering up Water-type moves. | 
| TM19 | 
					Telekinesis | 
					  | 
					  | 
					-- | 
					-- | 
					15 | 
					-- | 
					| The user makes the target float with its psychic power. The target is easier to hit for three turns. | 
| TM20 | 
					Safeguard | 
					  | 
					  | 
					-- | 
					-- | 
					25 | 
					-- | 
					| The user creates a protective field that prevents status problems for five turns. | 
| TM21 | 
					Frustration | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A full-power attack that grows more powerful the less the user likes its Trainer. | 
| TM24 | 
					Thunderbolt | 
					  | 
					  | 
					95 | 
					100 | 
					15 | 
					10 | 
					| A strong electric blast is loosed at the target. It may also leave the target with paralysis. | 
| TM27 | 
					Return | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A full-power attack that grows more powerful the more the user likes its Trainer. | 
| TM29 | 
					Psychic | 
					  | 
					  | 
					90 | 
					100 | 
					10 | 
					-- | 
					| The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | 
| TM30 | 
					Shadow Ball | 
					  | 
					  | 
					80 | 
					100 | 
					15 | 
					-- | 
					| The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | 
| TM31 | 
					Brick Break | 
					  | 
					  | 
					75 | 
					100 | 
					15 | 
					-- | 
					| The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. | 
| TM32 | 
					Double Team | 
					  | 
					  | 
					-- | 
					-- | 
					15 | 
					-- | 
					| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM33 | 
					Reflect | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					-- | 
					| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 
| TM39 | 
					Rock Tomb | 
					  | 
					  | 
					50 | 
					80 | 
					10 | 
					-- | 
					| Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. | 
| TM41 | 
					Torment | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| The user torments and enrages the target, making it incapable of using the same move twice in a row. | 
| TM42 | 
					Facade | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
| TM44 | 
					Rest | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
| TM45 | 
					Attract | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | 
| TM46 | 
					Thief | 
					  | 
					  | 
					40 | 
					100 | 
					10 | 
					-- | 
					| The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. | 
| TM47 | 
					Low Sweep | 
					  | 
					  | 
					60 | 
					100 | 
					20 | 
					-- | 
					| The user attacks the target's legs swiftly, reducing the target's Speed stat. | 
| TM48 | 
					Round | 
					  | 
					  | 
					60 | 
					100 | 
					15 | 
					-- | 
					| The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | 
| TM53 | 
					Energy Ball | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					-- | 
					| The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. | 
| TM56 | 
					Fling | 
					  | 
					  | 
					?? | 
					100 | 
					10 | 
					-- | 
					| The user flings its held item at the target to attack. Its power and effects depend on the item. | 
| TM57 | 
					Charge Beam | 
					  | 
					  | 
					50 | 
					90 | 
					10 | 
					-- | 
					| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 
| TM63 | 
					Embargo | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| It prevents the target from using its held item. Its Trainer is also prevented from using items on it. | 
| TM66 | 
					Payback | 
					  | 
					  | 
					50 | 
					100 | 
					10 | 
					-- | 
					| If the user moves after the target, this attack's power will be doubled. | 
| TM68 | 
					Giga Impact | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The user charges at the target using every bit of its power. The user must rest on the next turn. | 
| TM70 | 
					Flash | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. | 
| TM73 | 
					Thunder Wave | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
| TM77 | 
					Psych Up | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user hypnotizes itself into copying any stat change made by the target. | 
| TM80 | 
					Rock Slide | 
					  | 
					  | 
					75 | 
					90 | 
					10 | 
					-- | 
					| Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. | 
| TM85 | 
					Dream Eater | 
					  | 
					  | 
					100 | 
					100 | 
					15 | 
					-- | 
					| The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. | 
| TM86 | 
					Grass Knot | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| The user snares the target with grass and trips it. The heavier the target, the greater the damage. | 
| TM87 | 
					Swagger | 
					  | 
					  | 
					-- | 
					90 | 
					15 | 
					-- | 
					| The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | 
| TM90 | 
					Substitute | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM92 | 
					Trick Room | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user creates a bizarre area in which slower Pokémon get to move first for five turns. |