| TM03 | Water Pulse The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |  |  | 60 | 100 | 20 |
| TM04 | Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |  |  | - | - | 20 |
| TM06 | Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. |  |  | - | 85 | 10 |
| TM10 | Hidden Power A unique attack that varies in type and intensity depending on the Pokémon using it. | Type 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 foe is struck with an icy-cold beam of energy. It may also freeze the target solid. |  |  | 95 | 100 | 10 |
| TM14 | Blizzard A howling blizzard is summoned to strike the foe. It may also freeze the target solid. |  |  | 120 | 70 | 5 |
| TM15 | Hyper Beam The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |  |  | 150 | 90 | 5 |
| 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 |
| 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 |
| TM23 | Iron Tail The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat. |  |  | 100 | 75 | 15 |
| TM24 | Thunderbolt A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |  |  | 95 | 100 | 15 |
| TM25 | Thunder A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |  |  | 120 | 70 | 10 |
| TM27 | Return A full-power attack that grows more powerful the more the user likes its Trainer. |  |  | - | 100 | 20 |
| TM28 | Dig The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |  |  | 80 | 100 | 10 |
| TM30 | Shadow Ball The user hurls a shadowy blob at the foe. It may also lower the foe’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 foe with a quick jolt of electricity. This attack cannot be evaded. |  |  | 60 | - | 20 |
| TM42 | Facade An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |  |  | 70 | 100 | 20 |
| TM43 | Secret Power The user attacks with a secret power. Its added effects vary depending on the user’s environment. |  |  | 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 foe becomes infatuated and less likely to attack. |  |  | - | 100 | 15 |
| TM57 | Charge Beam The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat. |  |  | 50 | 90 | 10 |
| TM58 | Endure The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |  |  | - | - | 10 |
| TM66 | Payback If the user can use this attack after the foe attacks, its power is doubled. |  |  | 50 | 100 | 10 |
| TM68 | Giga Impact The user charges at the foe using every bit of its power. The user must rest on the next turn. |  |  | 150 | 90 | 5 |
| TM70 | Flash The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves. |  |  | - | 100 | 20 |
| TM73 | Thunder Wave A weak electric charge is launched at the foe. It causes paralysis if it hits. |  |  | - | 100 | 20 |
| TM77 | Psych Up The user hypnotizes itself into copying any stat change made by the foe. |  |  | - | - | 10 |
| TM78 | Captivate If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |  |  | - | 100 | 20 |
| TM82 | Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. |  |  | - | - | 10 |
| TM83 | Natural Gift The user draws power to attack by using its held Berry. The Berry determines its type and power. |  |  | - | 100 | 15 |
| TM85 | Dream Eater An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP. |  |  | 100 | 100 | 15 |
| TM86 | Grass Knot The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |  |  | - | 100 | 20 |
| TM87 | Swagger The user enrages the foe into confusion. However, it also sharply raises the foe’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 |
| HM04 | Strength The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. |  |  | 80 | 100 | 15 |
| HM06 | Rock Smash The user slugs the foe with a shattering punch. It can also smash cracked boulders. |  |  | 40 | 100 | 15 |