| TM01 | Focus Punch |  |  | 20 | 100 | 8 | 8 | 
| The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. | 
| TM03 | Water Pulse |  |  | 5 | 84 | 12 | 8 | 
| The user attacks the foe with a pulsing blast of water. It may also confuse the foe. | 
| TM06 | Toxic |  |  | - | 88 | 12 | - | 
| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM07 | Hail |  |  | - | 100 | 13 | - | 
| The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. | 
| TM09 | Bullet Seed |  |  | 10 | 48 | 10 | 2 | 
| The user forcefully shoots seeds at the foe. Two to five seeds are shot in rapid succession. | 
| TM10 | Hidden Power |  |  | 217 | 88 | 12 | 8 | 
| A unique attack that varies in type and intensity depending on the Pokémon using it. | 
| TM11 | Sunny Day |  |  | - | 100 | 12 | - | 
| The user intensifies the sun for five turns, powering up Fire-type moves. | 
| TM13 | Ice Beam |  |  | 14 | 84 | 8 | 8 | 
| The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. | 
| TM14 | Blizzard |  |  | 24 | 67 | 7 | 8 | 
| A howling blizzard is summoned to strike the foe. It may also freeze the target solid. | 
| TM15 | Hyper Beam |  |  | 10 | 86 | 8 | 8 | 
| The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 
| TM17 | Protect |  |  | - | 75 | 10 | - | 
| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| TM18 | Rain Dance |  |  | - | 100 | 12 | - | 
| The user summons a heavy rain that falls for five turns, powering up Water- type moves. | 
| TM19 | Giga Drain |  |  | 12 | 88 | 10 | 8 | 
| A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. | 
| TM21 | Frustration |  |  | - | 100 | 16 | - | 
| A full-power attack that grows more powerful the less the user likes its Trainer. | 
| TM22 | Solarbeam |  |  | 24 | 100 | 9 | 8 | 
| A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. | 
| TM27 | Return |  |  | - | 100 | 12 | 8 | 
| A full-power attack that grows more powerful the more the user likes its Trainer. | 
| TM31 | Brick Break |  |  | 14 | 88 | 12 | 8 | 
| The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. | 
| TM32 | Double Team |  |  | - | 100 | 17 | - | 
| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM42 | Facade |  |  | 14 | 84 | 12 | 8 | 
| An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. | 
| TM43 | Secret Power |  |  | 14 | 88 | 10 | 8 | 
| The user attacks with a secret power. Its added effects vary depending on the user's environment. | 
| TM44 | Rest |  |  | - | 100 | 8 | - | 
| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
| TM45 | Attract |  |  | - | 75 | 10 | - | 
| If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. | 
| TM46 | Thief |  |  | 2 | 100 | 20 | 8 | 
| The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. | 
| TM52 | Focus Blast |  |  | 25 | 80 | 6 | 8 | 
| The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. | 
| TM53 | Energy Ball |  |  | 16 | 88 | 11 | 8 | 
| The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. | 
| TM56 | Fling |  |  | - | 100 | 16 | - | 
| The user flings its held item at the foe to attack. Its power and effects depend on the item. | 
| TM58 | Endure |  |  | - | 75 | 17 | - | 
| The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | 
| TM60 | Drain Punch |  |  | 13 | 88 | 8 | 8 | 
| An energy-draining punch. The user's HP is restored by half the damage taken by the target. | 
| TM68 | Giga Impact |  |  | 28 | 80 | 4 | 8 | 
| The user charges at the foe using every bit of its power. The user must rest on the next turn. | 
| TM70 | Flash |  |  | - | 100 | 24 | - | 
| The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. | 
| TM75 | Swords Dance |  |  | - | 100 | 7 | - | 
| A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. | 
| TM78 | Captivate |  |  | - | 100 | 20 | - | 
| If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. | 
| TM82 | Sleep Talk |  |  | - | - | 17 | - | 
| While it is asleep, the user randomly uses one of the moves it knows. | 
| TM83 | Natural Gift |  |  | 1 | 88 | 17 | 8 | 
| The user draws power to attack by using its held Berry. The Berry determines its type and power. | 
| TM86 | Grass Knot |  |  | 1 | 88 | 20 | 8 | 
| The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. | 
| TM87 | Swagger |  |  | - | 100 | 18 | - | 
| The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. | 
| TM90 | Substitute |  |  | - | 100 | 7 | - | 
| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |