| TM11 | Requires a turn to charge before attacking. | GRASS | Special | GRASSSpecial | 120 | 100% | 10 | — |
| TM14 | Paralyzes the target. | ELECTR | Status | ELECTRStatus | — | 90% | 20 | — |
| TM17 | Reduces damage from special attacks by 50% for five turns. | PSYCHC | Status | PSYCHCStatus | — | — | 30 | — |
| TM19 | Protects the user’s field from major status ailments and confusion for five turns. | NORMAL | Status | NORMALStatus | — | — | 25 | — |
| TM21 | User sleeps for two turns, completely healing itself. | PSYCHC | Status | PSYCHCStatus | — | — | 5 | — |
| TM24 | Has a chance to make the target flinch. Only works if the user is sleeping. | NORMAL | Special | NORMALSpecial | 50 | 100% | 15 | 30% |
| TM25 | Prevents any moves from hitting the user this turn. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TM27 | Has a chance to lower the target’s Speed by one stage. | ICE | Special | ICESpecial | 55 | 95% | 15 | 100% |
| TM29 | Lowers the target’s Attack by two stages. | FAIRY | Status | FAIRYStatus | — | 100% | 20 | — |
| TM31 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | NORMAL | Status | NORMALStatus | — | 100% | 15 | — |
| TM33 | Changes the weather to rain for five turns. | WATER | Status | WATERStatus | — | — | 5 | — |
| TM34 | Changes the weather to sunny for five turns. | FIRE | Status | FIREStatus | — | — | 5 | — |
| TM35 | Changes the weather to a hailstorm for five turns. | ICE | Status | ICEStatus | — | — | 10 | — |
| TM39 | Power doubles if user is burned, paralyzed, or poisoned. | NORMAL | Physical | NORMALPhysical | 70 | 100% | 20 | — |
| TM41 | Ally’s next move inflicts half more damage. | NORMAL | Status | NORMALStatus | — | — | 20 | — |
| TM59 | Throws held item at the target; power depends on the item. | DARK | Physical | DARKPhysical | — | 100% | 10 | — |
| TM63 | Drains half the damage inflicted to heal the user. | FIGHTING | Physical | FIGHTINGPhysical | 75 | 100% | 10 | — |
| TM76 | Has double power if it’s used more than once per turn. | NORMAL | Special | NORMALSpecial | 60 | 100% | 15 | — |
| TR02 | Has a chance to burn the target. | FIRE | Special | FIRESpecial | 90 | 100% | 15 | 10% |
| TR11 | Has a chance to lower the target’s Special Defense by one stage. | PSYCHC | Special | PSYCHCSpecial | 90 | 100% | 10 | 10% |
| TR14 | Randomly selects and uses any move in the game. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TR15 | Has a chance to burn the target. | FIRE | Special | FIRESpecial | 110 | 85% | 5 | 10% |
| TR20 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TR26 | Prevents the user’s HP from lowering below 1 this turn. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TR27 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | NORMAL | Status | NORMALStatus | — | — | 10 | — |
| TR33 | Has a chance to lower the target’s Special Defense by one stage. | GHOST | Special | GHOSTSpecial | 80 | 100% | 15 | 20% |
| TR35 | Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | NORMAL | Special | NORMALSpecial | 90 | 100% | 10 | — |
| TR42 | Inflicts regular damage with no additional effect. | NORMAL | Special | NORMALSpecial | 90 | 100% | 10 | — |
| TR69 | Has a chance to make the target flinch. | PSYCHC | Physical | PSYCHCPhysical | 80 | 90% | 15 | 20% |
| TR77 | Inflicts more damage to heavier targets, with a maximum of 120 power. | GRASS | Special | GRASSSpecial | — | 100% | 20 | — |
| TR82 | Power is higher the more the user’s stats have been raised, to a maximum of 31×. | PSYCHC | Special | PSYCHCSpecial | 20 | 100% | 10 | — |
| TR85 | Raises the user’s Attack and Special Attack by one stage each. | NORMAL | Status | NORMALStatus | — | — | 30 | — |