| Level | Move Name | Type | Power | Power Points | Accuracy | Category | Effect Chance |
|---|
| 1 | Pound |  | 40 | 35 | 100 |  | -- |
| The foe is physically pounded with a long tail or a foreleg, etc. |
| 1 | Growl |  | 0 | 40 | 100 |  | -- |
| The user growls in an endearing way, making the foe less wary. The target’s Attack stat is lowered. |
| 4 | Encore |  | 0 | 5 | 100 |  | -- |
| The user compels the foe to keep using only the move it last used for three to seven turns. |
| 7 | Sing |  | 0 | 15 | 55 |  | -- |
| A soothing lullaby is sung in a calming voice that puts the foe into a deep slumber. |
| 10 | DoubleSlap |  | 15 | 10 | 85 |  | -- |
| The foe is slapped repeatedly, back and forth, two to five times in a row. |
| 13 | Defense Curl |  | 0 | 40 | 0 |  | -- |
| The user curls up to conceal weak spots and raise its Defense stat. |
| 16 | Follow Me |  | 0 | 20 | 0 |  | -- |
| The user draws attention to itself, making all foes take aim only at the user. |
| 19 | Minimize |  | 0 | 20 | 0 |  | -- |
| The user compresses its body to make itself look smaller. The user’s evasion stat is boosted. |
| 22 | Wake-Up Slap |  | 60 | 10 | 100 |  | -- |
| This attack inflicts high damage on a sleeping foe. It also wakes the foe up, however. |
| 25 | Cosmic Power |  | 0 | 20 | 0 |  | -- |
| The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. |
| 28 | Lucky Chant |  | 0 | 30 | 0 |  | -- |
| The user chants an incantation toward the sky, preventing the foe from landing critical hits. |
| 31 | Metronome |  | 0 | 10 | 0 |  | -- |
| The user waggles a finger and stimulates the brain into randomly using nearly any move. |
| 34 | Gravity |  | 0 | 5 | 0 |  | -- |
| Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation. |
| 37 | Moonlight |  | 0 | 5 | 0 |  | -- |
| The user restores its own HP. The amount of HP regained varies with the weather. |
| 40 | Light Screen |  | 0 | 30 | 0 |  | -- |
| A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| 43 | Meteor Mash |  | 100 | 10 | 85 |  | 20% |
| The foe is hit with a hard punch fired like a meteor. It may also raise the user’s Attack. |
| 46 | Healing Wish |  | 0 | 10 | 0 |  | -- |
| The user faints. In return, the Pokémon taking its place will have its HP restored and status cured. |
| TM/HM | Move Name | Type | Power | Power Points | Accuracy | Category | Effect Chance |
|---|
| TM01 | Focus Punch |  | 150 | 20 | 100 |  | -- |
| The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
| TM03 | Water Pulse |  | 60 | 20 | 100 |  | 20% |
| The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| TM04 | Calm Mind |  | 0 | 20 | 0 |  | -- |
| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TM06 | Toxic |  | 0 | 10 | 85 |  | -- |
| A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 | Hidden Power |  | 1 | 15 | 100 |  | -- |
| A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM11 | Sunny Day |  | 0 | 5 | 0 |  | -- |
| The user intensifies the sun for five turns, powering up Fire-type moves. |
| TM13 | Ice Beam |  | 95 | 10 | 100 |  | 10% |
| The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM14 | Blizzard |  | 120 | 5 | 70 |  | 10% |
| A howling blizzard is summoned to strike the foe. It may also freeze the target solid. |
| TM16 | Light Screen |  | 0 | 30 | 0 |  | -- |
| A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| TM17 | Protect |  | 0 | 10 | 0 |  | -- |
| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance |  | 0 | 5 | 0 |  | -- |
| The user summons a heavy rain that falls for five turns, powering up Water- type moves. |
| TM20 | Safeguard |  | 0 | 25 | 0 |  | -- |
| The user creates a protective field that prevents status problems for five turns. |
| TM21 | Frustration |  | 1 | 20 | 100 |  | -- |
| A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM22 | SolarBeam |  | 120 | 10 | 100 |  | -- |
| A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| TM23 | Iron Tail |  | 100 | 15 | 75 |  | 30% |
| The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat. |
| TM24 | Thunderbolt |  | 95 | 15 | 100 |  | 10% |
| A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
| TM25 | Thunder |  | 120 | 10 | 70 |  | 30% |
| A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
| TM27 | Return |  | 1 | 20 | 100 |  | -- |
| A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM28 | Dig |  | 80 | 10 | 100 |  | -- |
| The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
| TM29 | Psychic |  | 90 | 10 | 100 |  | 10% |
| The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat. |
| TM30 | Shadow Ball |  | 80 | 15 | 100 |  | 20% |
| The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat. |
| TM31 | Brick Break |  | 75 | 15 | 100 |  | -- |
| The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. |
| TM32 | Double Team |  | 0 | 15 | 0 |  | -- |
| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 | Reflect |  | 0 | 20 | 0 |  | -- |
| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM34 | Shock Wave |  | 60 | 20 | 0 |  | -- |
| The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
| TM35 | Flamethrower |  | 95 | 15 | 100 |  | 10% |
| The foe is scorched with an intense blast of fire. The target may also be left with a burn. |
| TM38 | Fire Blast |  | 120 | 5 | 85 |  | 10% |
| The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
| TM42 | Facade |  | 70 | 20 | 100 |  | -- |
| An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 | Secret Power |  | 70 | 20 | 100 |  | 30% |
| The user attacks with a secret power. Its added effects vary depending on the user’s environment. |
| TM44 | Rest |  | 0 | 10 | 0 |  | -- |
| The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract |  | 0 | 15 | 100 |  | -- |
| If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
| TM49 | Snatch |  | 0 | 10 | 0 |  | -- |
| The user steals the effects of any healing or stat- changing move the foe attempts to use. |
| TM56 | Fling |  | 1 | 10 | 100 |  | -- |
| The user flings its held item at the foe to attack. Its power and effects depend on the item. |
| TM57 | Charge Beam |  | 50 | 10 | 90 |  | 70% |
| The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat. |
| TM58 | Endure |  | 0 | 10 | 0 |  | -- |
| The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM60 | Drain Punch |  | 60 | 5 | 100 |  | -- |
| An energy-draining punch. The user’s HP is restored by half the damage taken by the target. |
| TM67 | Recycle |  | 0 | 10 | 0 |  | -- |
| The user recycles a single-use item that has been used in battle so it can be used again. |
| TM70 | Flash |  | 0 | 20 | 100 |  | -- |
| The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves. |
| TM73 | Thunder Wave |  | 0 | 20 | 100 |  | -- |
| A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM76 | Stealth Rock |  | 0 | 20 | 0 |  | -- |
| The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. |
| TM77 | Psych Up |  | 0 | 10 | 0 |  | -- |
| The user hypnotizes itself into copying any stat change made by the foe. |
| TM78 | Captivate |  | 0 | 20 | 100 |  | -- |
| If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| TM82 | Sleep Talk |  | 0 | 10 | 0 |  | -- |
| While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 | Natural Gift |  | 1 | 15 | 100 |  | -- |
| The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM85 | Dream Eater |  | 100 | 15 | 100 |  | -- |
| An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP. |
| TM86 | Grass Knot |  | 1 | 20 | 100 |  | -- |
| The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM87 | Swagger |  | 0 | 15 | 90 |  | -- |
| The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat. |
| TM90 | Substitute |  | 0 | 10 | 0 |  | -- |
| The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| HM04 | Strength |  | 80 | 15 | 100 |  | -- |
| The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. |
| HM06 | Rock Smash |  | 40 | 15 | 100 |  | 50% |
| The user slugs the foe with a shattering punch. It can also smash cracked boulders. |