TM & HM Attacks |
TM/HM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
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TM06 | Toxic |  |  | -- | 90 | 10 | -- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 | Hidden Power |  |  | ?? | 100 | 15 | -- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 | Sunny Day |  |  | -- | -- | 5 | -- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM13 | Ice Beam |  |  | 95 | 100 | 10 | 10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 | Blizzard |  |  | 120 | 70 | 5 | 10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
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. |
TM22 | Solarbeam |  |  | 120 | 100 | 10 | -- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM24 | Thunderbolt |  |  | 95 | 100 | 15 | 10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 | Thunder |  |  | 120 | 70 | 10 | 30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 | Return |  |  | ?? | 100 | 20 | -- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM28 | Dig |  |  | 80 | 100 | 10 | -- |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
TM29 | Psychic |  |  | 90 | 100 | 10 | -- |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM30 | Shadow Ball |  |  | 80 | 100 | 15 | -- |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM31 | Brick Break |  |  | 75 | 100 | 15 | -- |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
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. |
TM35 | Flamethrower |  |  | 95 | 100 | 15 | 10 |
The target is scorched with an intense blast of fire. It may also leave the target with a burn. |
TM38 | Fire Blast |  |  | 120 | 85 | 5 | 10 |
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
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. |
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. |
TM49 | Echoed Voice |  |  | 40 | 100 | 15 | -- |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
TM52 | Focus Blast |  |  | 120 | 70 | 5 | -- |
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def. |
TM56 | Fling |  |  | ?? | 100 | 10 | -- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM57 | Charge Beam |  |  | 50 | 90 | 10 | -- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM59 | Incinerate |  |  | 30 | 100 | 15 | -- |
The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. |
TM67 | Retaliate |  |  | 70 | 100 | 5 | -- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
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. |
TM70 | Flash |  |  | -- | 100 | 20 | -- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM73 | Thunder Wave |  |  | -- | 100 | 20 | -- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM74 | Gyro Ball |  |  | ?? | 100 | 5 | -- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
TM77 | Psych Up |  |  | -- | -- | 10 | -- |
The user hypnotizes itself into copying any stat change made by the target. |
TM83 | Work Up |  |  | -- | -- | 30 | -- |
The user is roused, and its Attack and Sp. Atk stats increase. |
TM85 | Dream Eater |  |  | 100 | 100 | 15 | -- |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
TM86 | Grass Knot |  |  | ?? | 100 | 20 | -- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 | Swagger |  |  | -- | 90 | 15 | -- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM90 | Substitute |  |  | -- | -- | 10 | -- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM93 | Wild Charge |  |  | 90 | 100 | 15 | -- |
The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
HM04 | Strength |  |  | 80 | 100 | 15 | -- |
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |