| TM05 | Thunder Punch The target is punched with an electrified fist. This may also leave the target with paralysis. |  |  | 75 | 100 | 15 |
| TM08 | Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. |  |  | 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. |  |  | 150 | 90 | 5 |
| TM11 | Solar Beam In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn. |  |  | 120 | 100 | 10 |
| TM14 | Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. |  |  | - | 90 | 20 |
| TM17 | Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. |  |  | - | - | 30 |
| TM18 | Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. |  |  | - | - | 20 |
| TM21 | Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. |  |  | - | - | 10 |
| TM24 | Snore This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. |  |  | 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. |  |  | - | - | 10 |
| TM33 | 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 |
| TM34 | Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. |  |  | - | - | 5 |
| TM39 | Facade This attack move doubles its power if the user is poisoned, burned, or paralyzed. |  |  | 70 | 100 | 20 |
| TM59 | Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. |  |  | - | 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. |  |  | 60 | 100 | 15 |
| TM80 | Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |  |  | 70 | 100 | 20 |
| TM82 | Electroweb The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats. |  |  | 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. |  |  | - | - | 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. |  |  | - | 100 | 15 |
| TM97 | Brutal Swing The user swings its body around violently to inflict damage on everything in its vicinity. |  |  | 60 | 100 | 20 |
| TR08 | Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. |  |  | 90 | 100 | 15 |
| TR09 | Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. |  |  | 110 | 70 | 10 |
| TR20 | Substitute The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. |  |  | - | - | 10 |
| TR26 | Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |  |  | - | - | 10 |
| TR27 | Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. |  |  | - | - | 10 |
| TR49 | Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |  |  | - | - | 20 |
| TR65 | Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat. |  |  | 90 | 100 | 10 |
| TR72 | Power Whip The user violently whirls its vines, tentacles, or the like to harshly lash the target. |  |  | 120 | 85 | 10 |
| TR77 | Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. |  |  | - | 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. |  |  | - | 100 | 10 |
| TR86 | Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. |  |  | 90 | 100 | 15 |
| TR92 | Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. |  |  | 80 | 100 | 10 |