| Level-Up Moves (D/P) |
| Lv. | Move | Type | Class |
Pow. | Acc. | Description |
| -- | Tackle |  |  | 35 | 95% | A physical attack in which the user charges and slams into the foe with its whole body. |
| -- | Confusion |  |  | 50 | 100% | The foe is hit by a weak telekinetic force. It may also leave the foe confused. |
| 7 | Hypnosis |  |  | -- | 70% | The user employs hypnotic suggestion to make the target fall into a deep sleep. |
| 12 | Imprison |  |  | -- | 100% | If the foe knows any move also known by the user, the foe is prevented from using it. |
| 14 | Confuse Ray |  |  | -- | 100% | The foe is exposed to a sinister ray that triggers confusion. |
| 19 | Extrasensory |  |  | 80 | 100% | The user attacks with an odd, unseeable power. It may also make the foe flinch. |
| 26 | Iron Defense |  |  | -- | 100% | The user hardens its body's surface like iron, sharply raising its Defense stat. |
| 30 | Safeguard |  |  | -- | 100% | The user creates a protective field that prevents status problems for five turns. |
| 35 | Gyro Ball |  |  | -- | 100% | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
| 37 | Future Sight |  |  | 80 | 90% | Two turns after this move is used, the foe is attacked with a hunk of psychic energy. |
| 41 | Faint Attack |  |  | 60 | 100% | The user draws up to the foe disarmingly, then throws a sucker punch. It hits without fail. |
| 49 | Payback |  |  | 50 | 100% | If the user can use this attack after the foe attacks, its power is doubled. |
| 52 | Heal Block |  |  | -- | 100% | The user prevents the foe from using any HP-recovery moves for five turns. |
| TMs and HMs (D/P) |
| # | Move | Type | Class |
Pow. | Acc. | Description |
| TM04 | Calm Mind |  |  | -- | 100% | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TM06 | Toxic |  |  | -- | 85% | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 | Hidden Power |  |  | -- | 100% | A unique attack that varies in type and intensity depending on the POKeMON using it. |
| TM11 | Sunny Day |  |  | -- | --% | The user intensifies the sun for five turns, powering up Fire-type moves. |
| TM16 | Light Screen |  |  | -- | 100% | A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| TM17 | Protect |  |  | -- | --% | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance |  |  | -- | --% | The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| TM20 | Safeguard |  |  | -- | 100% | The user creates a protective field that prevents status problems for five turns. |
| TM21 | Frustration |  |  | -- | 100% | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM22 | SolarBeam |  |  | 120 | 100% | A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| TM26 | Earthquake |  |  | 100 | 100% | The user sets off an earthquake that hits all the POKeMON in the battle. |
| TM27 | Return |  |  | -- | 100% | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM29 | Psychic |  |  | 90 | 100% | The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
| TM30 | Shadow Ball |  |  | 80 | 100% | The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. |
| TM32 | Double Team |  |  | -- | 100% | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 | Reflect |  |  | -- | 100% | A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM37 | Sandstorm |  |  | -- | 100% | A five-turn sand-storm is summoned to hurt all combatant types except Rock, Ground, and Steel. |
| TM39 | Rock Tomb |  |  | 50 | 80% | Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. |
| TM42 | Facade |  |  | 70 | 100% | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 | Secret Power |  |  | 70 | 100% | The user attacks with a secret power. Its added effects vary depending on the user's environment. |
| TM44 | Rest |  |  | -- | 100% | The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
| TM48 | Skill Swap |  |  | -- | 100% | The user employs its psychic power to exchange abilities with the foe. |
| TM57 | Charge Beam |  |  | 50 | 90% | The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
| TM58 | Endure |  |  | -- | 100% | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM66 | Payback |  |  | 50 | 100% | If the user can use this attack after the foe attacks, its power is doubled. |
| TM67 | Recycle |  |  | -- | 100% | The user recycles a single-use item that has been used in battle so it can be used again. |
| TM69 | Rock Polish |  |  | -- | --% | The user polishes its body to reduce drag. It can sharply raise the Speed stat. |
| TM70 | Flash |  |  | -- | 100% | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
| TM74 | Gyro Ball |  |  | -- | 100% | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
| TM76 | Stealth Rock |  |  | -- | --% | The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle. |
| TM77 | Psych Up |  |  | -- | 100% | The user hypnotizes itself into copying any stat change made by the foe. |
| TM80 | Rock Slide |  |  | 75 | 90% | Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. |
| TM82 | Sleep Talk |  |  | -- | 100% | While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 | Natural Gift |  |  | -- | 100% | The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM85 | Dream Eater |  |  | 100 | 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 |  |  | -- | 100% | The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
| TM87 | Swagger |  |  | -- | 90% | The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
| TM90 | Substitute |  |  | -- | 100% | The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
| TM91 | Flash Cannon |  |  | 80 | 100% | The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat. |
| TM92 | Trick Room |  |  | -- | --% | The user creates a bizarre area in which slower POKeMON get to move first for five turns. |