Item | Naam | Prijs |
| TM 01 (Work Up) The user is roused, and its Attack and Sp. Atk stats increase. | 20 points |
| TM 02 (Dragon Claw) The user slashes the target with huge, sharp claws. | 20 points |
| TM 03 (Psyshock) The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 20 points |
| TM 04 (Calm Mind) The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 20 points |
| TM 05 (Roar) The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. | 20 points |
| TM 06 (Toxic) A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 20 points |
| TM 07 (Hail) The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. | 20 points |
| TM 08 (Bulk up) The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats. | 20 points |
| TM 09 (Venoshock) The user drenches the target in a special poisonous liquid. Its power is doubled if the target is poisoned. | 20 points |
| TM 10 (Hidden Power) A unique attack that varies in type and intensity depending on the Pokémon using it. | 20 points |
| TM 11 (Sunny Day) The user intensifies the sun for five turns, powering up Fire-type moves. | 20 points |
| TM 12 (Taunt) The target is taunted into a rage that allows it to use only attack moves for three turns. | 20 points |
| TM 13 (Ice Beam) The target is struck with an icy-cold beam of energy. It may also freeze the target solid. | 20 points |
| TM 14 (Blizzard) A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. | 20 points |
| TM 15 (Hyper Beam) The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 20 points |
| TM 16 (Light Screen) A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 20 points |
| TM 17 (Protect) It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 20 points |
| TM 18 (Rain Dance) The user summons a heavy rain that falls for five turns, powering up Water-type moves. | 20 points |
| TM 19 (Roost) The user lands and rests its body. It restores the user's HP by up to half of its max HP. | 20 points |
| TM 20 (Safeguard) The user creates a protective field that prevents status problems for five turns. | 20 points |
| TM 21 (Frustration) A full-power attack that grows more powerful the less the user likes its Trainer. | 20 points |
| TM 22 (Solar Beam) A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. | 20 points |
| TM 23 (Smack Down) The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when hit. | 20 points |
| TM 24 (Thunder Bolt) A strong electric blast is loosed at the target. It may also leave the target with paralysis. | 20 points |
| TM 25 (Thunder) A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. | 20 points |
| TM 26 (Earthquake) The user sets off an earthquake that strikes those around it. | 20 points |
| TM 27 (Return) A full-power attack that grows more powerful the more the user likes its Trainer. | 20 points |
| TM 28 (Leech Life) The user drains the target's blood. The user's HP is restored by half the damage taken by the target. | 20 points |
| TM 29 (Psychic) The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | 20 points |
| TM 30 (Shadow Ball) The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | 20 points |
| TM 31 (Brick Break) The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. | 20 points |
| TM 32 (Double Team) By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 20 points |
| TM 33 (Reflect) A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 20 points |
| TM 34 (Sludge Wave) It swamps the area around the user with a giant sludge wave. It may also poison those hit. | 20 points |
| TM 35 (Flamethrower) The target is scorched with an intense blast of fire. It may also leave the target with a burn. | 20 points |
| TM 36 (Sludge Bomb) Unsanitary sludge is hurled at the target. It may also poison the target. | 20 points |
| TM 37 (Sandstorm) A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. | 20 points |
| TM 38 (Fire Blast) The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. | 20 points |
| TM 39 (Rock Tomb) Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. | 20 points |
| TM 40 (Aerial Ace) The user confounds the target with speed, then slashes. The attack lands without fail. | 20 points |
| TM 41 (Torment) The user torments and enrages the target, making it incapable of using the same move twice in a row. | 20 points |
| TM 42 (Facade) An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 20 points |
| TM 43 (Flame Charge) The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. | 20 points |
| TM 44 (Rest) The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 20 points |
| TM 45 (Attract) If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | 20 points |
| TM 46 (Thief) The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. | 20 points |
| TM 47 (Low Sweep) The user attacks the target's legs swiftly, reducing the target's Speed stat. | 20 points |
| TM 48 (Round) The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | 20 points |
| TM 49 (Echoed Voice) The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. | 20 points |
| TM 50 (Overheat) The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. | 20 points |
| TM 51 (Steel Wing) The target is hit with wings of steel. It may also raise the user's Defense stat. | 20 points |
| TM 52 (Focus Blast) The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. | 20 points |
| TM 53 (Energy Ball) The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. | 20 points |
| TM 54 (False Swipe) A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. | 20 points |
| TM 55 (Scald) The user shoots boiling hot water at its target. It may also leave the target with a burn. | 20 points |
| TM 56 (Fling) The user flings its held item at the target to attack. Its power and effects depend on the item. | 20 points |
| TM 57 (Charge Beam) The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | 20 points |
| TM 58 (Sky Drop) The user takes the target into the sky, then drops it during the next turn. The target cannot attack while in the sky. | 20 points |
| TM 59 (Brutal Swing) The user swings its body around violently to inflict damage on everything in its vicinity. | 20 points |
| TM 60 (Quash) The user suppresses the target and makes its move go last. | 20 points |
| TM 61 (Will-O-Wisp) The user shoots a sinister, bluish-white flame at the target to inflict a burn. | 20 points |
| TM 62 (Acrobatics) The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. | 20 points |
| TM 63 (Embargo) It prevents the target from using its held item. Its Trainer is also prevented from using items on it. | 20 points |
| TM 64 (Explosion) The user explodes to inflict damage on those around it. The user faints upon using this move. | 20 points |
| TM 65 (Shadow Claw) The user slashes with a sharp claw made from shadows. Critical hits land more easily. | 20 points |
| TM 66 (Payback) If the user moves after the target, this attack's power will be doubled. | 20 points |
| TM 67 (Smart Strike) The user stabs the target with a sharp horn. This attack never misses. | 20 points |
| TM 68 (Giga Impact) The user charges at the target using every bit of its power. The user must rest on the next turn. | 20 points |
| TM 69 (Rock Polish) The user polishes its body to reduce drag. It can sharply raise the Speed stat. | 20 points |
| TM 70 (Aurora Veil) This move reduces damage from physical and special moves for five turns. This can be used only in a hailstorm. | 20 points |
| TM 71 (Stone Edge) The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio. | 20 points |
| TM 72 (Volt Switch) After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 20 points |
| TM 73 (Thunder Wave) A weak electric charge is launched at the target. It causes paralysis if it hits. | 20 points |
| TM 74 (Gyro Ball) The user tackles the target with a high-speed spin. The slower the user, the greater the damage. | 20 points |
| TM 75 (Swords Dance) A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. | 20 points |
| TM 77 (Psych Up) The user hypnotizes itself into copying any stat change made by the target. | 20 points |
| TM 78 (Bulldoze) The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced. | 20 points |
| TM 79 (Frost Breath) The user blows a cold breath on the target. This attack always results in a critical hit. | 20 points |
| TM 80 (Rock Slide) Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. | 20 points |
| TM 81 (X-Scissors) The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors. | 20 points |
| TM 82 (Dragon Tail) The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends. | 20 points |
| TM 83 (Infestation) The target is infested and attacked for four to five turns. The target can't flee during this time. | 20 points |
| TM 84 (Poison Jab) The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target. | 20 points |
| TM 85 (Dream Eater) The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. | 20 points |
| TM 86 (Grass Knot) The user snares the target with grass and trips it. The heavier the target, the greater the damage. | 20 points |
| TM 87 (Swagger) The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | 20 points |
| TM 88 (Sleep Talk) While it is asleep, the user randomly uses one of the moves it knows. | 20 points |
| TM 89 (U-Turn) After making its attack, the user rushes back to switch places with a party Pokémon in waiting. | 20 points |
| TM 90 (Substitute) The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 20 points |
| TM 91 (Flash Cannon) The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. | 20 points |
| TM 92 (Trick Room) The user creates a bizarre area in which slower Pokémon get to move first for five turns. | 20 points |
| TM 93 (Wild Charge) The user shrouds itself in electricity and smashes into its target. It also damages the user a little. | 20 points |
| TM 95 (Snarl) The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease. | 20 points |
| TM 96 (Nature Power) An attack that makes use of nature's power. Its effects vary depending on the user's environment. | 20 points |
| TM 97 (Dark Pulse) The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch. | 20 points |
| TM 99 (Dazzling Gleam) The user damages opposing Pokémon by emitting a powerful flash. | 20 points |
| TM 100 (Confide) The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. | 20 points |