| 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. |
| -- | Growth |  |  | -- | 100% | The user's body is forced to grow all at once. It raises the Sp. Atk stat. |
| 7 | Growth |  |  | -- | 100% | The user's body is forced to grow all at once. It raises the Sp. Atk stat. |
| 10 | Leech Seed |  |  | -- | 90% | A seed is planted on the foe. It steals some HP from the foe to heal the user on every turn. |
| 13 | Helping Hand |  |  | -- | 100% | A move that boosts the power of the ally's attack in a Double Battle. |
| 19 | Magical Leaf |  |  | 60 | 100% | The user scatters curious leaves that chase the foe. This attack will not miss. |
| 22 | Sunny Day |  |  | -- | --% | The user intensifies the sun for five turns, powering up Fire-type moves. |
| 25 | Petal Dance |  |  | 90 | 100% | The user attacks by scattering petals for two to three turns. The user then becomes confused. |
| 30 | Worry Seed |  |  | -- | 100% | A seed that causes worry is planted on the foe. It prevents sleep by making its ability Insomnia. |
| 35 | Take Down |  |  | 90 | 85% | A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
| 43 | SolarBeam |  |  | 120 | 100% | A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| 48 | Lucky Chant |  |  | -- | --% | The user chants an incantation toward the sky, preventing the foe from landing critical hits. |
| TMs and HMs (D/P) |
| # | Move | Type | Class |
Pow. | Acc. | Description |
| TM06 | Toxic |  |  | -- | 85% | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM09 | Bullet Seed |  |  | 10 | 100% | The user forcefully shoots seeds at the foe. Two to five seeds are shot in rapid succession. |
| 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. |
| TM15 | Hyper Beam |  |  | 127 | 90% | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM17 | Protect |  |  | -- | --% | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM19 | Giga Drain |  |  | 60 | 100% | A nutrient-draining attack. The user's HP is restored by half the damage taken by the target. |
| 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. |
| TM27 | Return |  |  | -- | 100% | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team |  |  | -- | 100% | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| 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. |
| TM45 | Attract |  |  | -- | 100% | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
| TM53 | Energy Ball |  |  | 80 | 100% | The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. |
| TM58 | Endure |  |  | -- | 100% | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM68 | Giga Impact |  |  | 127 | 90% | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| TM70 | Flash |  |  | -- | 100% | The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
| TM75 | Swords Dance |  |  | -- | 100% | A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
| TM78 | Captivate |  |  | -- | 100% | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| 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. |
| 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. |