| Generation VI Level Up | 
|
				| — | 
				Fairy Lock | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| By locking down the battlefield, the user keeps all Pokémon from fleeing during the next turn. | 
				| — | 
				Tackle | 
				  | 
				  | 
				50 | 
				100 | 
				35 | 
				-- | 
				| A physical attack in which the user charges and slams into the target with its whole body. | 
				| 5 | 
				Fairy Wind | 
				  | 
				  | 
				40 | 
				100 | 
				30 | 
				-- | 
				| The user stirs up a fairy wind and strikes the target with it. | 
				| 8 | 
				Astonish | 
				  | 
				  | 
				30 | 
				100 | 
				15 | 
				30 | 
				| The user attacks the target while shouting in a startling fashion. It may also make the target flinch. | 
				| 12 | 
				Metal Sound | 
				  | 
				  | 
				-- | 
				85 | 
				40 | 
				-- | 
				| A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. | 
				| 15 | 
				Spikes | 
				  | 
				  | 
				-- | 
				-- | 
				20 | 
				-- | 
				| The user lays a trap of spikes at the opposing team's feet. The trap hurts Pokémon that switch into battle. | 
				| 18 | 
				Draining Kiss | 
				  | 
				  | 
				50 | 
				100 | 
				10 | 
				-- | 
				| The user steals the target's energy with a kiss. The user's HP is restored by over half of the damage taken by the target. | 
				| 23 | 
				Crafty Shield | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user protects itself and its allies from status moves with a mysterious power. This does not stop moves that do damage. | 
				| 27 | 
				Foul Play | 
				  | 
				  | 
				95 | 
				100 | 
				15 | 
				-- | 
				| The user turns the target's power against it. The higher the target's Attack stat, the greater the damage. | 
				| 32 | 
				Torment | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				| The user torments and enrages the target, making it incapable of using the same move twice in a row. | 
				| 34 | 
				Mirror Shot | 
				  | 
				  | 
				65 | 
				85 | 
				10 | 
				30 | 
				| The user looses a flash of energy at the target from its polished body. It may also lower the target's accuracy. | 
				| 36 | 
				Imprison | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| If the opponents know any move also known by the user, the opponents are prevented from using it. | 
				| 40 | 
				Recycle | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user recycles a held item that has been used in battle so it can be used again. | 
				| 43 | 
				Play Rough | 
				  | 
				  | 
				90 | 
				90 | 
				10 | 
				10 | 
				| The user plays rough with the target and attacks it. This may also lower the target's Attack stat. | 
				| 44 | 
				Magic Room | 
				  | 
				  | 
				-- | 
				-- | 
				10 | 
				-- | 
				| The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | 
				| 50 | 
				Heal Block | 
				  | 
				  | 
				-- | 
				100 | 
				15 | 
				-- | 
				| For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. | 
| TM & HM Attacks | 
|
| TM03 | 
					Psyshock | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					-- | 
					| The user materializes an odd psychic wave to attack the target. This attack does physical damage. | 
| TM04 | 
					Calm Mind | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					-- | 
					| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | 
| TM06 | 
					Toxic | 
					  | 
					  | 
					-- | 
					90 | 
					10 | 
					-- | 
					| A move that leaves the target badly poisoned. Its poison damage worsens every turn. | 
| TM10 | 
					Hidden Power | 
					  | 
					  | 
					60 | 
					100 | 
					15 | 
					-- | 
					| A unique attack that varies in type depending on the Pokémon using it. | 
| TM11 | 
					Sunny Day | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user intensifies the sun for five turns, powering up Fire-type moves. | 
| TM15 | 
					Hyper Beam | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. | 
| TM16 | 
					Light Screen | 
					  | 
					  | 
					-- | 
					-- | 
					30 | 
					-- | 
					| A wondrous wall of light is put up to suppress damage from special attacks for five turns. | 
| TM17 | 
					Protect | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
| TM18 | 
					Rain Dance | 
					  | 
					  | 
					-- | 
					-- | 
					5 | 
					-- | 
					| The user summons a heavy rain that falls for five turns, powering up Water-type moves. | 
| TM20 | 
					Safeguard | 
					  | 
					  | 
					-- | 
					-- | 
					25 | 
					-- | 
					| The user creates a protective field that prevents status problems for five turns. | 
| TM21 | 
					Frustration | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A full-power attack that grows more powerful the less the user likes its Trainer. | 
| TM27 | 
					Return | 
					  | 
					  | 
					?? | 
					100 | 
					20 | 
					-- | 
					| A full-power attack that grows more powerful the more the user likes its Trainer. | 
| TM29 | 
					Psychic | 
					  | 
					  | 
					90 | 
					100 | 
					10 | 
					10 | 
					| The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. | 
| TM32 | 
					Double Team | 
					  | 
					  | 
					-- | 
					-- | 
					15 | 
					-- | 
					| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | 
| TM33 | 
					Reflect | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					-- | 
					| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. | 
| TM41 | 
					Torment | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| The user torments and enrages the target, making it incapable of using the same move twice in a row. | 
| TM42 | 
					Facade | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					-- | 
					| An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
| TM44 | 
					Rest | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. | 
| TM45 | 
					Attract | 
					  | 
					  | 
					-- | 
					100 | 
					15 | 
					-- | 
					| If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | 
| TM46 | 
					Thief | 
					  | 
					  | 
					60 | 
					100 | 
					25 | 
					-- | 
					| The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. | 
| TM48 | 
					Round | 
					  | 
					  | 
					60 | 
					100 | 
					15 | 
					-- | 
					| The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. | 
| TM68 | 
					Giga Impact | 
					  | 
					  | 
					150 | 
					90 | 
					5 | 
					-- | 
					| The user charges at the target using every bit of its power. The user must rest on the next turn. | 
| TM73 | 
					Thunder Wave | 
					  | 
					  | 
					-- | 
					100 | 
					20 | 
					-- | 
					| A weak electric charge is launched at the target. It causes paralysis if it hits. | 
| TM77 | 
					Psych Up | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user hypnotizes itself into copying any stat change made by the target. | 
| TM87 | 
					Swagger | 
					  | 
					  | 
					-- | 
					90 | 
					15 | 
					-- | 
					| The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. | 
| TM88 | 
					Sleep Talk | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| While it is asleep, the user randomly uses one of the moves it knows. | 
| TM90 | 
					Substitute | 
					  | 
					  | 
					-- | 
					-- | 
					10 | 
					-- | 
					| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. | 
| TM91 | 
					Flash Cannon | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					10 | 
					| The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. | 
| TM94 (ORAS) | 
					Secret Power | 
					  | 
					  | 
					70 | 
					100 | 
					20 | 
					30 | 
					| The user attacks the target with a secret power. Its added effects vary depending on the user's environment. | 
| TM99 | 
					Dazzling Gleam | 
					  | 
					  | 
					80 | 
					100 | 
					10 | 
					-- | 
					| The user damages opposing Pokémon by emitting a powerful flash. | 
| TM100 | 
					Confide | 
					  | 
					  | 
					-- | 
					-- | 
					20 | 
					100 | 
					| The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. | 
| HM01 | 
					Cut | 
					  | 
					  | 
					50 | 
					95 | 
					30 | 
					-- | 
					| The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |