| TM01 | Hone Claws The user sharpens its claws to boost its Attack stat and accuracy. |  |  | - | - | 15 |
| TM02 | Dragon Claw The user slashes the target with huge, sharp claws. |  |  | 80 | 100 | 15 |
| TM03 | Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. |  |  | 80 | 100 | 10 |
| TM04 | Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |  |  | - | - | 20 |
| TM05 | Roar The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. |  |  | - | 100 | 20 |
| TM06 | Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. |  |  | - | 90 | 10 |
| TM10 | Hidden Power A unique attack that varies in type and intensity depending on the Pokémon using it. | Varies |  | 30–70 | 100 | 15 |
| TM11 | Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. |  |  | - | - | 5 |
| TM13 | Ice Beam The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |  |  | 95 | 100 | 10 |
| TM15 | Hyper Beam The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |  |  | 150 | 90 | 5 |
| TM16 | Light Screen A wondrous wall of light is put up to suppress damage from special attacks for five turns. |  |  | - | - | 30 |
| TM17 | Protect It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |  |  | - | - | 10 |
| TM18 | Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. |  |  | - | - | 5 |
| TM19 | Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. |  |  | - | - | 15 |
| TM20 | Safeguard The user creates a protective field that prevents status problems for five turns. |  |  | - | - | 25 |
| TM21 | Frustration A full-power attack that grows more powerful the less the user likes its Trainer. |  |  | - | 100 | 20 |
| TM22 | Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |  |  | 120 | 100 | 10 |
| TM24 | Thunderbolt A strong electric blast is loosed at the target. It may also leave the target with paralysis. |  |  | 95 | 100 | 15 |
| TM25 | Thunder A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |  |  | 120 | 70 | 10 |
| TM26 | Earthquake The user sets off an earthquake that strikes those around it. |  |  | 100 | 100 | 10 |
| TM27 | Return A full-power attack that grows more powerful the more the user likes its Trainer. |  |  | - | 100 | 20 |
| TM29 | Psychic The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat. |  |  | 90 | 100 | 10 |
| TM30 | Shadow Ball The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat. |  |  | 80 | 100 | 15 |
| TM32 | Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |  |  | - | - | 15 |
| TM33 | Reflect A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |  |  | - | - | 20 |
| TM37 | Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. |  |  | - | - | 10 |
| TM40 | Aerial Ace The user confounds the target with speed, then slashes. The attack lands without fail. |  |  | 60 | - | 20 |
| TM42 | Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |  |  | 70 | 100 | 20 |
| TM44 | Rest The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |  |  | - | - | 10 |
| TM45 | Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |  |  | - | 100 | 15 |
| TM48 | Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |  |  | 60 | 100 | 15 |
| TM53 | Energy Ball The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def. |  |  | 80 | 100 | 10 |
| TM57 | Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |  |  | 50 | 90 | 10 |
| TM65 | Shadow Claw The user slashes with a sharp claw made from shadows. Critical hits land more easily. |  |  | 70 | 100 | 15 |
| TM67 | Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases. |  |  | 70 | 100 | 5 |
| TM68 | Giga Impact The user charges at the target using every bit of its power. The user must rest on the next turn. |  |  | 150 | 90 | 5 |
| TM70 | Flash The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves. |  |  | - | 100 | 20 |
| TM73 | Thunder Wave A weak electric charge is launched at the target. It causes paralysis if it hits. |  |  | - | 100 | 20 |
| TM77 | Psych Up The user hypnotizes itself into copying any stat change made by the target. |  |  | - | - | 10 |
| TM78 | Bulldoze The user stomps down on the ground and attacks everything in the area. Hit Pokémon’s Speed stat is reduced. |  |  | 60 | 100 | 20 |
| TM85 | Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP. |  |  | 100 | 100 | 15 |
| TM86 | Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the damage. |  |  | - | 100 | 20 |
| TM87 | Swagger The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat. |  |  | - | 90 | 15 |
| TM90 | Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |  |  | - | - | 10 |
| HM01 | Cut The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |  |  | 50 | 95 | 30 |
| HM02 | Fly The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. |  |  | 90 | 95 | 15 |
| HM03 | Surf It swamps the area around the user with a giant wave. It can also be used for crossing water. |  |  | 95 | 100 | 15 |
| HM05 | Waterfall The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |  |  | 80 | 100 | 15 |
| HM06 | Dive Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |  |  | 80 | 100 | 10 |