| TM06 | Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. |  |  | - | 90 | 10 |
| TM11 | Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. |  |  | - | - | 5 |
| TM12 | Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. |  |  | - | 100 | 20 |
| TM15 | Hyper Beam The target is attacked with a powerful beam. The user can't move on the next turn. |  |  | 150 | 90 | 5 |
| TM17 | Protect This move enables the user to protect itself from 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. It lowers the power of Fire-type moves. |  |  | - | - | 5 |
| TM24 | Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. |  |  | 90 | 100 | 15 |
| TM25 | Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |  |  | 110 | 70 | 10 |
| TM30 | Shadow Ball The user hurls a shadowy blob at the target. This 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 |
| TM34 | Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. |  |  | 60 | - | 20 |
| TM35 | Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn. |  |  | 90 | 100 | 15 |
| TM36 | Sludge Bomb Unsanitary sludge is hurled at the target. This may also poison the target. |  |  | 90 | 100 | 10 |
| TM38 | Fire Blast The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn. |  |  | 110 | 85 | 5 |
| TM41 | Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. |  |  | - | 100 | 15 |
| TM42 | Facade This attack move doubles its power if the user is poisoned, burned, or paralyzed. |  |  | 70 | 100 | 20 |
| TM44 | Rest The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |  |  | - | - | 10 |
| TM45 | Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |  |  | - | 100 | 15 |
| TM46 | Thief The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item. |  |  | 60 | 100 | 25 |
| TM58 | Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |  |  | - | - | 10 |
| TM61 | Will-O-Wisp The user shoots a sinister flame at the target to inflict a burn. |  |  | - | 85 | 15 |
| TM64 | Explosion The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. |  |  | 250 | 100 | 5 |
| TM66 | Payback The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. |  |  | 50 | 100 | 10 |
| TM68 | Giga Impact The user charges at the target using every bit of its power. The user can't move on the next turn. |  |  | 150 | 90 | 5 |
| TM70 | Flash The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves. |  |  | - | 100 | 20 |
| TM74 | Gyro Ball The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move's power. |  |  | - | 100 | 5 |
| TM79 | Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. |  |  | 80 | 100 | 15 |
| TM82 | Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. |  |  | - | - | 10 |
| TM87 | Swagger The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. |  |  | - | 85 | 15 |
| TM90 | Substitute The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. |  |  | - | - | 10 |