TMs, or Technical Machines, are moves that can only be taught once and have no importance in the game's plot.
| # | Name | Use | Type | Power | Accuracy |
| 1 | Focus Punch | Moves last in turn and always flinches the opponent if the move hits. |  | 150 | 100 |
| 2 | Dragon Claw | Nothing out of common. |  | 80 | 100 |
| 3 | Water Pulse | If hit, the opponent has a 20% chance of becoming confused. |  | 60 | 100 |
| 4 | Calm Mind | Raises Sp. Attack and Sp. Defense by 1 level. |  | \---/ | \---/ |
| 5 | Roar | Switches out the opponent pokémon for a random one of the trainer's party. |  | \---/ | 100 |
| 6 | Toxic | Poisons opponent, increasing damage each time. |  | \---/ | 85 |
| 7 | Hail | Strikes non-Ice types during 5 consecutive turns. |  | \---/ | 100 |
| 8 | Bulk Up | Raises Attack and Defense by 1 level. |  | \---/ | \---/ |
| 9 | Bullet Seed | Attacks 2 to 5 times in the same turn. |  | 20 | 100 |
| 10 | Hidden Power | Type and power vary with the pokémon that uses it. |  | 70 | 100 |
| 11 | Sunny Day | lasts 5 turns and raises the power of Fire type moves. |  | \---/ | \---/ |
| 12 | Taunt | Makes foe use attacking moves. |  | \---/ | 100 |
| 13 | Ice Beam | If hit, the opponent has a 10% chance of becoming frozen. |  | 95 | 100 |
| 14 | Blizzard | If hit, the opponent has a 10% chance of becoming frozen. |  | 120 | 75 |
| 15 | Hyper Beam | The user cannot use moves next turn. |  | 150 | 95 |
| 16 | Light Screen | Raises Sp. Attack of the user for 5 turns. |  | \---/ | \---/ |
| 17 | Protect | protects user from attacking moves for one turn; may fail if used often. |  | \---/ | \---/ |
| 18 | Rain Dance | lasts 5 turns and raises the power of Water type moves. |  | \---/ | \---/ |
| 19 | Giga Drain | Drains 1/2 HP of the inflicted damage. |  | 60 | 100 |
| 20 | Safeguard | Prevents stat reduction for 5 turns. |  | \---/ | \---/ |
| 21 | Frustration | The power is higher depending on the using pokémon's hates for its trainer. |  | 1-120 | 100 |
| 22 | Solarbeam | Powers up in first turn, attacks on second; attacks on first turn in strong sunlight.nd. |  | 120 | 100 |
| 23 | Iron Tail | If hit, opponent has a 30% chance of having its Defense lowered. |  | 100 | 75 |
| 24 | Thunderbolt | If hit, opponent has a 10% chance of becoming paralyzed. |  | 95 | 100 |
| 25 | Thunder | If hit, opponent has a 10% chance of becoming paralyzed. |  | 120 | 70 |
| 26 | Earthquake | Deals twice the damage if opponent is underground. |  | 100 | 100 |
| 27 | Return | The power is higher depending on the using pokémon's likes for its trainer. |  | 1-120 | 100 |
| 28 | Dig | Digs underground 1st turn, attacks 2nd turn. |  | 60 | 100 |
| 29 | Psychic | If hit, opponent has a 10% chance of having its Defense lowered. |  | 90 | 100 |
| 30 | Shadow Ball | If hit, opponent has a 20% chance of having its Defense lowered. |  | 80 | 100 |
| 31 | Brick Break | Reflects and Light Screens have no effect. |  | 75 | 100 |
| 32 | Double Team | Raises evasiveness by 1 level. |  | \---/ | \---/ |
| 33 | Reflect | Raises Defense for 5 turns. |  | \---/ | \---/ |
| 34 | Shock Wave | Never fails. |  | 60 | 100 |
| 35 | Flamethrower | If hit, opponent has a 10% chance of becoming burned. |  | 95 | 100 |
| 36 | Sludge Bomb | If hit, opponent has a 30% chance of becoming poisoned. |  | 95 | 100 |
| 37 | Sandstorm | Strikes non-Rock/Ground/Steel types for 5 turns. |  | 120 | \---/ |
| 38 | Fire Blast | If hit, opponent has a 10% chance of becoming burned. |  | 120 | 85 |
| 39 | Rock Tomb | Lowers opponent's Speed by 1 Level. |  | 50 | 85 |
| 40 | Aerial Ace | Never fails. |  | 60 | \---/ |
| 41 | Torment | Disables a used move during the next turn. |  | \---/ | 100 |
| 42 | Facade | If user is burned, paralyzed or poisoned, attack is doubled. |  | 7 | 100 |
| 43 | Secret Power | If hit, opponent has a 30% chance of getting a status problem. |  | 70 | 100 |
| 44 | Rest | Regains health and goes to sleep for two turns. |  | \---/ | \---/ |
| 45 | Attract | If hit, opponent has a 50% chance of not attacking. |  | \---/ | \---/ |
| 46 | Thief | Steals opponent's item, if it's holding one. |  | 40 | 100 |
| 47 | Steel Wing | A 10% chance of raising user's Defense. |  | 70 | 90 |
| 48 | Skill Swap | Switches abilities with opponent. |  | \---/ | 100 |
| 49 | Snatch | Takes and uses opponent's Special Effect. |  | \---/ | 100 |
| 50 | Overheat | After using, Sp. Attack is lowered by 2 levels. |  | 140 | 90 |
| 51 | Roost | Restores half max HP. User's type is no longer Flying, until the end of the turn. |  | \---/ | \---/ |
| 52 | Focus Blast | May lower Sp. Defense. |  | 120 | 70 |
| 53 | Energy Ball | May lower Sp. Defense. |  | 80 | 100 |
| 54 | False Swipe | Never faints opponent. |  | 40 | 100 |
| 55 | Brine | Doubles power if opponent's HP is less than 1/2. |  | 65 | 100 |
| 56 | Fling | Damage depends on held item. |  | \---/ | 85 |
| 57 | Charge Beam | May raise Sp. Attack. |  | 50 | 90 |
| 58 | Endure | User resists that turn. |  | \---/ | \---/ |
| 59 | Dragon Pulse | No added effect. |  | 90 | 100 |
| 60 | Drain Punch | Drains half the damage inflicted. |  | 60 | 100 |
| 61 | Will-o-Wisp | Burns foe. |  | \---/ | \---/ |
| 62 | Silver Wind | May raise all stats. |  | 60 | 100 |
| 63 | Embargo | Prohibits the use of items by your opponent. |  | \---/ | 100 |
| 64 | Explosion | User faints. |  | 250 | 100 |
| 65 | Shadow Claw | High Critical Hit ratio. |  | 70 | 100 |
| 66 | Payback | Power doubles if user received damage that turn. |  | 50 | 100 |
| 67 | Recycle | Recycles used item. |  | \---/ | \---/ |
| 68 | Giga Impact | User cannot move next turn. |  | 150 | 90 |
| 69 | Rock Polish | Sharply raises Speed. |  | \---/ | \---/ |
| 70 | Flash | Lowers foe's Accuracy. |  | \---/ | 100 |
| 71 | Stone Edge | High Critial Hit ratio. |  | 100 | 80 |
| 72 | Avalanche | Power doubles if user received damage that turn.nd. |  | 60 | 100 |
| 73 | Thunder Wave | Pralyzes foe. |  | \---/ | 100 |
| 74 | Gyro Ball | Power is inversely proportional to foe's Speed. |  | --- | 100 |
| 75 | Swords Dance | Sharply raises Attack. |  | \---/ | \---/ |
| 76 | Stealth Rock | Damage pokémon switching in. |  | \---/ | 100 |
| 77 | Psych Up | Copies opponent's stat changes. |  | \---/ | \---/ |
| 78 | Captivate | Sharply lowers opposite gender's Sp. Attack. |  | \---/ | 100 |
| 79 | Dark Pulse | May flinch opponent. |  | 80 | 100 |
| 80 | Rock Slide | May flinch opponent. |  | 75 | 90 |
| 81 | X-Scissor | No added efect. |  | 80 | 100 |
| 82 | Sleep Talk | Uses a move randomly while asleep. |  | \---/ | \---/ |
| 83 | Natural Gift | Damage depends on held berry. |  | --- | 100 |
| 84 | Poison Jab | May Poison foe. |  | 80 | 100 |
| 85 | Dream Eater | Drains half the damage inflicted. |  | 100 | 100 |
| 86 | Grass Knot/td> | Power is proportional to foe's weight. |  | --- | 100 |
| 87 | Swagger | Confuses foe but also sharply raises its Attack. |  | \---/ | 90 |
| 88 | Pluck | Power doubles if foe is holding a berry. |  | 60 | 100 |
| 89 | U-Turn | User switches out after usage. |  | 70 | 100 |
| 90 | Substitute | Creates a decoy from 25% HP. |  | \---/ | \---/ |
| 91 | Flash Cannon | May lower foe's Sp. Attack. |  | 80 | 100 |
| 92 | Trick Room | Inverts Speed for 5 turns. |  | \---/ | \---/ |
HM or Hidden Machines are moves that can be used outside battle and are crucial at some point of the game. They can be taught infinite times but can only be removed by a Move Deletor.