| TM05 | Thunder Punch |  | Physical | 75 | 100 | 15 | The target is punched with an electrified fist. This may also leave the target with paralysis. |
| TM06 | Fly |  | Physical | 90 | 95 | 15 | The user flies up into the sky and then strikes its target on the next turn. |
| TM08 | Hyper Beam |  | Special | 150 | 90 | 5 | The target is attacked with a powerful beam. The user can’t move on the next turn. |
| TM09 | Giga Impact |  | Physical | 150 | 90 | 5 | The user charges at the target using every bit of its power. The user can’t move on the next turn. |
| TM14 | Thunder Wave |  | Status | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. |
| TM16 | Screech |  | Status | - | 85 | 40 | An earsplitting screech harshly lowers the target’s Defense stat. |
| TM17 | Light Screen |  | Status | - | - | 30 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. |
| TM18 | Reflect |  | Status | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |
| TM19 | Safeguard |  | Status | - | - | 25 | The user creates a protective field that prevents status conditions for five turns. |
| TM21 | Rest |  | Status | - | - | 10 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |
| TM23 | Thief |  | Physical | 60 | 100 | 25 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. |
| TM24 | Snore |  | Special | 50 | 100 | 15 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. |
| TM25 | Protect |  | Status | - | - | 10 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
| TM30 | Steel Wing |  | Physical | 70 | 90 | 25 | The target is hit with wings of steel. This may also raise the user’s Defense stat. |
| TM33 | Rain Dance |  | Status | - | - | 5 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. |
| TM39 | Facade |  | Physical | 70 | 100 | 20 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. |
| TM40 | Swift |  | Special | 60 | - | 20 | Star-shaped rays are shot at opposing Pokémon. This attack never misses. |
| TM56 | U-turn |  | Physical | 70 | 100 | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| TM58 | Assurance |  | Physical | 60 | 100 | 10 | If the target has already taken some damage in the same turn, this attack’s power is doubled. |
| TM60 | Power Swap |  | Status | - | - | 10 | The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. |
| TM76 | Round |  | Special | 60 | 100 | 15 | The user attacks the target with a song. Others can join in the Round to increase the power of the attack. |
| TM78 | Acrobatics |  | Physical | 55 | 100 | 15 | The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
| TM80 | Volt Switch |  | Special | 70 | 100 | 20 | After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
| TM82 | Electroweb |  | Special | 55 | 95 | 15 | The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. |
| TM90 | Electric Terrain |  | Status | - | - | 10 | The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep. |
| TM93 | Eerie Impulse |  | Status | - | 100 | 15 | The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. |
| TM94 | False Swipe |  | Physical | 40 | 100 | 40 | A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
| TR08 | Thunderbolt |  | Special | 90 | 100 | 15 | A strong electric blast crashes down on the target. This may also leave the target with paralysis. |
| TR09 | Thunder |  | Special | 110 | 70 | 10 | A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |
| TR12 | Agility |  | Status | - | - | 30 | The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. |
| TR20 | Substitute |  | Status | - | - | 10 | The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. |
| TR26 | Endure |  | Status | - | - | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TR27 | Sleep Talk |  | Status | - | - | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TR37 | Taunt |  | Status | - | 100 | 20 | The target is taunted into a rage that allows it to use only attack moves for three turns. |
| TR42 | Hyper Voice |  | Special | 90 | 100 | 10 | The user lets loose a horribly echoing shout with the power to inflict damage. |
| TR46 | Iron Defense |  | Status | - | - | 15 | The user hardens its body’s surface like iron, sharply raising its Defense stat. |
| TR49 | Calm Mind |  | Status | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TR66 | Brave Bird |  | Physical | 120 | 100 | 15 | The user tucks in its wings and charges from a low altitude. This also damages the user quite a lot. |
| TR74 | Iron Head |  | Physical | 80 | 100 | 15 | The user slams the target with its steel-hard head. This may also make the target flinch. |
| TR77 | Grass Knot |  | Special | - | 100 | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. |
| TR80 | Electro Ball |  | Special | - | 100 | 10 | The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power. |
| TR82 | Stored Power |  | Special | 20 | 100 | 10 | The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. |
| TR85 | Work Up |  | Status | - | - | 30 | The user is roused, and its Attack and Sp. Atk stats increase. |
| TR86 | Wild Charge |  | Physical | 90 | 100 | 15 | The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |
| TR92 | Dazzling Gleam |  | Special | 80 | 100 | 10 | The user damages opposing Pokémon by emitting a powerful flash. |