TM # | Name | Effect | Type |
01 | Dynamic Punch | Whenever it hits, confuses opponent | Fighting |
02 | Headbutt | May cause flinching (30%) | Normal |
03 | Curse | If used by Ghost, cuts own HP by 1/2, hurts opponent each turn | ??? |
04 | Rollout | Attack for 5 turns, power increases each turn until miss | Rock |
05 | Roar | Ends Battle vs. Wild PKMN/Forces opponent to switch | Normal |
06 | Toxic | Opponent is poisoned. Poison damage increases each turn | Poison |
07 | Zap Cannon | Whenever it hits, paralyzes opponent | Electric |
08 | Rock Smash | May reduce opponent's Defense | Fighting |
09 | Psych Up | Copies opponent's attributes | Normal |
10 | Hidden Power | Type and Power changes depending on PKMN using it | Normal |
11 | Sunny Day | Powers up Fire-type attacks for 5 turns | Fire |
12 | Sweet Scent | Reduces opponent's evasion | Grass |
13 | Snore | May cause flinching (30%), only while asleep | Normal |
14 | Blizzard | May freeze opponent (10%) | Ice |
15 | Hyper Beam | Can't do anything on turn after attack | Normal |
16 | Icy Wind | May reduce opponent's Speed (10%) | Ice |
17 | Protect | Protects from any attack, rapid use may fail | Normal |
18 | Rain Dance | Powers up Water-type attacks for 5 turns | Water |
19 | Giga Drain | Refills HP by half of damage dealt to opponent | Grass |
20 | Endure | User survives with 1 HP, rapid use may fail | Normal |
21 | Frustration | Gains power based on how unhappy user it | Normal |
22 | Solar Beam | A 2nd turn attack | Grass |
23 | Iron Tail | May reduce opponent's Defense (30%) | Steel |
24 | Dragonbreath | May paralyze opponent (30%) | Dragon |
25 | Thunder | May paralyze opponent (30%) | Electric |
26 | Earthquake | No special effect | Ground |
27 | Return | Gains power based on how happy user is | Normal |
28 | Dig | Attacks on 2nd turn | Ground |
29 | Psychic | May reduce opponent's Spcl. Defense (10%) | Psychic |
30 | Shadow Ball | May reduce opponent's Spcl. Defense (20%) | Dark |
31 | Mud Slap | May reduce opponent's Accuracy (10%) | Ground |
32 | Double Team | Raises user's Evasion | Normal |
33 | Ice Punch | May freeze opponent (10%) | Ice |
34 | Swagger | Confuses opponent, greatly raises opponent's Attack | Normal |
35 | Sleep Talk | Randomly uses one of user's moves while asleep | Normal |
36 | Sludge Bomb | May poison opponent (30%) | Poison |
37 | Sandstorm | Hurts both PKMN each turn except Rock, Steel, & Ground | Rock |
38 | Fire Blast | May burn opponent (10%) | Fire |
39 | Swift | Always hits | Normal |
40 | Defense Curl | Raises user's Defense | Normal |
41 | Thunderpunch | May paralyze opponent (10%) | Electric |
42 | Dream Eater | Refills HP by half of damage dealt on sleeping PKMN | Psychic |
43 | Detect | Protects from any attack, rapid use may fail | Normal |
44 | Rest | Recovers all HP, sleeps for 2 turns | Normal |
45 | Attract | Prevents attack from opposite gender (50%) | Normal |
46 | Thief | Steals any item held by any PKMN | Dark |
47 | Steel Wing | May raise user's Defense (10%) | Steel |
48 | Fire Punch | May burn opponent (10%) | Fire |
49 | Fury Cutter | Attack for 5 turns, power increases each turn until miss | Bug |
50 | Nightmare | Deals damage every turn while opponent sleeps | Ghost |