| 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. |
| 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. |
| TM12 | Taunt |  | 0 | 20 | 100 |  | -- |
| The foe is taunted into a rage that allows it to use only attack moves for two to four turns. |
| 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. |
| 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. |
| TM27 | Return |  | 1 | 20 | 100 |  | -- |
| A full-power attack that grows more powerful the more the user likes its Trainer. |
| 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. |
| 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. |
| TM41 | Torment |  | 0 | 15 | 100 |  | -- |
| The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
| 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. |
| TM46 | Thief |  | 40 | 10 | 100 |  | -- |
| The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an item. |
| TM48 | Skill Swap |  | 0 | 10 | 0 |  | -- |
| The user employs its psychic power to exchange abilities with the foe. |
| TM49 | Snatch |  | 0 | 10 | 0 |  | -- |
| The user steals the effects of any healing or stat- changing move the foe attempts to use. |
| TM53 | Energy Ball |  | 80 | 10 | 100 |  | 10% |
| The user draws power from nature and fires it at the foe. It may also lower the target’s Sp. Def. |
| 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. |
| TM63 | Embargo |  | 0 | 15 | 100 |  | -- |
| It prevents the foe from using its held item. Its Trainer is also prevented from using items on it. |
| 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. |
| 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. |
| TM92 | Trick Room |  | 0 | 5 | 0 |  | -- |
| The user creates a bizarre area in which slower Pokémon get to move first for five turns. |