| TM03 | Psyshock |  | Special | 80 | 100 | 10 | The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
| TM04 | Calm Mind |  | Status | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TM06 | Toxic |  | Status | - | 90 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 | Hidden Power | Varies | Special | 30–70 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM11 | Sunny Day |  | Status | - | - | 5 | The user intensifies the sun for five turns, powering up Fire-type moves. |
| TM13 | Ice Beam |  | Special | 95 | 100 | 10 | The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM16 | Light Screen |  | Status | - | - | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| TM17 | Protect |  | Status | - | - | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance |  | Status | - | - | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| TM19 | Telekinesis |  | Status | - | - | 15 | The user makes the target float with its psychic power. The target is easier to hit for three turns. |
| TM20 | Safeguard |  | Status | - | - | 25 | The user creates a protective field that prevents status problems for five turns. |
| TM21 | Frustration |  | Physical | - | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM22 | Solar Beam |  | Special | 120 | 100 | 10 | A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| TM23 | Smack Down |  | Physical | 50 | 100 | 15 | The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit. |
| TM26 | Earthquake |  | Physical | 100 | 100 | 10 | The user sets off an earthquake that strikes those around it. |
| TM27 | Return |  | Physical | - | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM28 | Dig |  | Physical | 80 | 100 | 10 | The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
| TM29 | Psychic |  | Special | 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 |  | Special | 80 | 100 | 15 | The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat. |
| TM32 | Double Team |  | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 | Reflect |  | Status | - | - | 20 | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM37 | Sandstorm |  | Status | - | - | 10 | A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |
| TM39 | Rock Tomb |  | Physical | 50 | 80 | 10 | Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement. |
| TM42 | Facade |  | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
| TM44 | Rest |  | Status | - | - | 10 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM48 | Round |  | Special | 60 | 100 | 15 | The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
| TM51 | Ally Switch |  | Status | - | - | 15 | The user teleports using a strange power and switches its place with one of its allies. |
| TM57 | Charge Beam |  | Special | 50 | 90 | 10 | The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| TM64 | Explosion |  | Physical | 250 | 100 | 5 | The user explodes to inflict damage on those around it. The user faints upon using this move. |
| TM69 | Rock Polish |  | Status | - | - | 20 | The user polishes its body to reduce drag. It can sharply raise the Speed stat. |
| TM70 | Flash |  | Status | - | 100 | 20 | The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves. |
| TM74 | Gyro Ball |  | Physical | - | 100 | 5 | The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
| TM77 | Psych Up |  | Status | - | - | 10 | The user hypnotizes itself into copying any stat change made by the target. |
| TM78 | Bulldoze |  | Physical | 60 | 100 | 20 | The user stomps down on the ground and attacks everything in the area. Hit Pokémon’s Speed stat is reduced. |
| TM80 | Rock Slide |  | Physical | 75 | 90 | 10 | Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
| TM85 | Dream Eater |  | Special | 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 |  | Special | - | 100 | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
| TM87 | Swagger |  | Status | - | 90 | 15 | The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat. |
| TM90 | Substitute |  | Status | - | - | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| TM92 | Trick Room |  | Status | - | - | 5 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. |