| TM07 | Pin Missile Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row. | Bug |  | 25 | 95 | 20 |
| TM08 | Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. | Normal |  | 150 | 90 | 5 |
| TM09 | Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. | Normal |  | 150 | 90 | 5 |
| TM14 | Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. | Electric |  | - | 90 | 20 |
| TM18 | Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | Psychic |  | - | - | 20 |
| TM21 | Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | Psychic |  | - | - | 10 |
| TM23 | Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | Dark |  | 60 | 100 | 25 |
| TM24 | Snore This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | Normal |  | 50 | 100 | 15 |
| TM25 | 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 |
| TM31 | Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | Normal |  | - | 100 | 15 |
| TM39 | Facade This attack move doubles its power if the user is poisoned, burned, or paralyzed. | Normal |  | 70 | 100 | 20 |
| TM40 | Swift Star-shaped rays are shot at opposing Pokémon. This attack never misses. | Normal |  | 60 | - | 20 |
| TM41 | Helping Hand The user assists an ally by boosting the power of that ally’s attack. | Normal |  | - | - | 20 |
| TM52 | Bounce The user bounces up high, then drops on the target on the second turn. This may also leave the target with paralysis. | Flying |  | 85 | 85 | 5 |
| TM56 | U-turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | Bug |  | 70 | 100 | 20 |
| TM57 | 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 |
| TM58 | Assurance If the target has already taken some damage in the same turn, this attack’s power is doubled. | Dark |  | 60 | 100 | 10 |
| TM59 | Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. | Dark |  | - | 100 | 10 |
| TM76 | Round The user attacks the target with a song. Others can join in the Round to increase the power of the attack. | Normal |  | 60 | 100 | 15 |
| TM80 | Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | Electric |  | 70 | 100 | 20 |
| TM82 | Electroweb The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. | Electric |  | 55 | 95 | 15 |
| TM90 | Electric Terrain The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. | Electric |  | - | - | 10 |
| TM93 | Eerie Impulse The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. | Electric |  | - | 100 | 15 |
| TR08 | Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. | Electric |  | 90 | 100 | 15 |
| TR09 | Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. | Electric |  | 110 | 70 | 10 |
| TR12 | Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | Psychic |  | - | - | 30 |
| TR20 | Substitute The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | Normal |  | - | - | 10 |
| TR21 | Reversal An all-out attack that becomes more powerful the less HP the user has. | Fighting |  | - | 100 | 15 |
| TR26 | Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | Normal |  | - | - | 10 |
| TR27 | Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. | Normal |  | - | - | 10 |
| TR30 | Encore The user compels the target to keep using the move it encored for three turns. | Normal |  | - | 100 | 5 |
| TR31 | Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. | Steel |  | 100 | 75 | 15 |
| TR52 | 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. | Steel |  | - | 100 | 5 |
| TR57 | Poison Jab The target is stabbed with a tentacle, arm, or the like steeped in poison. This may also poison the target. | Poison |  | 80 | 100 | 20 |
| TR69 | Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. | Psychic |  | 80 | 90 | 15 |
| TR74 | Iron Head The user slams the target with its steel-hard head. This may also make the target flinch. | Steel |  | 80 | 100 | 15 |
| TR77 | 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 |
| TR80 | Electro Ball The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. | Electric |  | - | 100 | 10 |
| TR85 | Work Up The user is roused, and its Attack and Sp. Atk stats increase. | Normal |  | - | - | 30 |
| TR86 | Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. | Electric |  | 90 | 100 | 15 |