| TM01 | Focus Punch | Fighting | Physical | 150 | 100% | 20 | If the user takes damage before attacking, the attack is canceled. |
| TM02 | Dragon Claw | Dragon | Physical | 80 | 100% | 15 | Inflicts regular damage with no additional effect. |
| TM03 | Water Pulse | Water | Special | 60 | 100% | 20 | Has a chance to confuse the target. |
| TM04 | Calm Mind | Psychic | Status | — | — | 20 | Raises the user’s Special Attack and Special Defense by one stage. |
| TM05 | Roar | Normal | Status | — | — | 20 | Immediately ends wild battles. Forces trainers to switch Pokémon. |
| TM06 | Toxic | Poison | Status | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. |
| TM07 | Hail | Ice | Status | — | — | 10 | Changes the weather to a hailstorm for five turns. |
| TM08 | Bulk Up | Fighting | Status | — | — | 20 | Raises the user’s Attack and Defense by one stage. |
| TM09 | Bullet Seed | Grass | Physical | 25 | 100% | 30 | Hits 2-5 times in one turn. |
| TM10 | Hidden Power | Normal | Special | 60 | 100% | 15 | Power and type depend upon user’s IVs. Power can range from 30 to 70. |
| TM11 | Sunny Day | Fire | Status | — | — | 5 | Changes the weather to sunny for five turns. |
| TM12 | Taunt | Dark | Status | — | 100% | 20 | For the next few turns, the target can only use damaging moves. |
| TM13 | Ice Beam | Ice | Special | 90 | 100% | 10 | Has a chance to freeze the target. |
| TM14 | Blizzard | Ice | Special | 110 | 70% | 5 | Has a chance to freeze the target. |
| TM15 | Hyper Beam | Normal | Special | 150 | 90% | 5 | User foregoes its next turn to recharge. |
| TM16 | Light Screen | Psychic | Status | — | — | 30 | Reduces damage from special attacks by 50% for five turns. |
| TM17 | Protect | Normal | Status | — | — | 10 | Prevents any moves from hitting the user this turn. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | Changes the weather to rain for five turns. |
| TM19 | Giga Drain | Grass | Special | 75 | 100% | 10 | Drains half the damage inflicted to heal the user. |
| TM20 | Safeguard | Normal | Status | — | — | 25 | Protects the user’s field from major status ailments and confusion for five turns. |
| TM21 | Frustration | Normal | Physical | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. |
| TM22 | Solar Beam | Grass | Special | 120 | 100% | 10 | Requires a turn to charge before attacking. |
| TM23 | Iron Tail | Steel | Physical | 100 | 75% | 15 | Has a chance to lower the target’s Defense by one stage. |
| TM24 | Thunderbolt | Electric | Special | 90 | 100% | 15 | Has a chance to paralyze the target. |
| TM25 | Thunder | Electric | Special | 110 | 70% | 10 | Has a chance to paralyze the target. |
| TM26 | Earthquake | Ground | Physical | 100 | 100% | 10 | Inflicts regular damage and can hit Dig users. |
| TM27 | Return | Normal | Physical | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. |
| TM28 | Dig | Ground | Physical | 80 | 100% | 10 | User digs underground, dodging all attacks, and hits next turn. |
| TM29 | Psychic | Psychic | Special | 90 | 100% | 10 | Has a chance to lower the target’s Special Defense by one stage. |
| TM30 | Shadow Ball | Ghost | Special | 80 | 100% | 15 | Has a chance to lower the target’s Special Defense by one stage. |
| TM31 | Brick Break | Fighting | Physical | 75 | 100% | 15 | Destroys Reflect and Light Screen. |
| TM32 | Double Team | Normal | Status | — | — | 15 | Raises the user’s evasion by one stage. |
| TM33 | Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| TM34 | Shock Wave | Electric | Special | 60 | — | 20 | Never misses. |
| TM35 | Flamethrower | Fire | Special | 90 | 100% | 15 | Has a chance to burn the target. |
| TM36 | Sludge Bomb | Poison | Special | 90 | 100% | 10 | Has a chance to poison the target. |
| TM37 | Sandstorm | Rock | Status | — | — | 10 | Changes the weather to a sandstorm for five turns. |
| TM38 | Fire Blast | Fire | Special | 110 | 85% | 5 | Has a chance to burn the target. |
| TM39 | Rock Tomb | Rock | Physical | 60 | 95% | 15 | Has a chance to lower the target’s Speed by one stage. |
| TM40 | Aerial Ace | Flying | Physical | 60 | — | 20 | Never misses. |
| TM41 | Torment | Dark | Status | — | 100% | 15 | Prevents the target from using the same move twice in a row. |
| TM42 | Facade | Normal | Physical | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| TM43 | Secret Power | Normal | Physical | 70 | 100% | 20 | Has a chance to inflict a status effect which depends upon the terrain. |
| TM44 | Rest | Psychic | Status | — | — | 5 | User sleeps for two turns, completely healing itself. |
| TM45 | Attract | Normal | Status | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| TM46 | Thief | Dark | Physical | 60 | 100% | 25 | Takes the target’s item. |
| TM47 | Steel Wing | Steel | Physical | 70 | 90% | 25 | Has a chance to raise the user’s Defense by one stage. |
| TM48 | Skill Swap | Psychic | Status | — | — | 10 | User and target swap abilities. |
| TM49 | Snatch | Dark | Status | — | — | 10 | Steals the target’s move, if it’s self-targeted. |
| TM50 | Overheat | Fire | Special | 130 | 90% | 5 | Lowers the user’s Special Attack by two stages after inflicting damage. |