| TM03 | Water Pulse The user attacks the target with a pulsing blast of water. This may also confuse the target. | Water |  | 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. | Psychic |  | - | - | 20 |
| TM10 | Work Up The user is roused, and its Attack and Sp. Atk stats increase. | Normal |  | - | - | 30 |
| TM11 | Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | Fire |  | - | - | 5 |
| TM13 | Ice Beam The target is struck with an icy-cold beam of energy. This may also leave the target frozen. | Ice |  | 90 | 100 | 10 |
| TM14 | Blizzard A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen. | Ice |  | 110 | 70 | 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. | Normal |  | - | - | 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. | Water |  | - | - | 5 |
| TM20 | Safeguard The user creates a protective field that prevents status conditions for five turns. | Normal |  | - | - | 25 |
| TM22 | Solar Beam In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. | Grass |  | 120 | 100 | 10 |
| TM23 | Iron Tail The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. | Steel |  | 100 | 75 | 15 |
| TM24 | Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. | Electric |  | 90 | 100 | 15 |
| TM25 | Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | Electric |  | 110 | 70 | 10 |
| TM28 | Dig The user burrows into the ground, then attacks on the next turn. | Ground |  | 80 | 100 | 10 |
| TM30 | Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat. | Ghost |  | 80 | 100 | 15 |
| TM32 | Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | Normal |  | - | - | 15 |
| TM34 | Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. | Electric |  | 60 | - | 20 |
| TM42 | Facade This attack move doubles its power if the user is poisoned, burned, or paralyzed. | Normal |  | 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. | Psychic |  | - | - | 10 |
| TM45 | Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | Normal |  | - | 100 | 15 |
| TM57 | Charge Beam The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | Electric |  | 50 | 90 | 10 |
| TM58 | Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | Normal |  | - | - | 10 |
| TM63 | Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat. | Dark |  | - | - | 20 |
| TM66 | Payback The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled. | Dark |  | 50 | 100 | 10 |
| TM70 | Flash The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves. | Normal |  | - | 100 | 20 |
| TM73 | Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. | Electric |  | - | 90 | 20 |
| TM77 | Psych Up The user hypnotizes itself into copying any stat change made by the target. | Normal |  | - | - | 10 |
| TM82 | Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. | Normal |  | - | - | 10 |
| TM85 | Dream Eater The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target. | Psychic |  | 100 | 100 | 15 |
| TM86 | Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move's power. | Grass |  | - | 100 | 20 |
| TM87 | Swagger The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. | Normal |  | - | 85 | 15 |
| TM90 | Substitute The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy. | Normal |  | - | - | 10 |