TM & HM Attacks |
|
TM06 |
Toxic |
|
-- |
85 |
10 |
-- |
A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
TM08 |
Body Slam |
|
85 |
100 |
15 |
33 |
A NORMAL-type attack. Has a one-in-three chance of paralyzing the target if it connects. |
TM09 |
Take Down |
|
90 |
85 |
20 |
-- |
A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM10 |
Double-Edge |
|
100 |
100 |
15 |
-- |
A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
TM11 |
Bubble Beam |
|
65 |
100 |
20 |
33 |
A WATER-type attack. Has a one-in-three chance of reducing the target's SPEED. |
TM12 |
Water Gun |
|
40 |
100 |
25 |
-- |
A WATER-type attack. Stronger than BUBBLE. Many WATER-type Pokémon learn this move. |
TM13 |
Ice Beam |
|
95 |
100 |
10 |
10 |
An ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM14 |
Blizzard |
|
120 |
90 |
5 |
10 |
The strongest ICE-type attack. Has a one-in-ten chance of freezing the target solid. |
TM16 |
Pay Day |
|
40 |
100 |
20 |
-- |
A move that also nets money at the end of battle. How much depends on the attack frequency and level. |
TM20 |
Rage |
|
20 |
100 |
20 |
-- |
A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
TM26 |
Earthquake |
|
100 |
100 |
10 |
-- |
An attack that inflicts damage by shaking the ground. It is useless against FLYING-type Pokémon. |
TM27 |
Fissure |
|
?? |
30 |
5 |
-- |
Causes a single-hit knockout if it hits. Useless against FLYING-type Pokémon. |
TM28 |
Dig |
|
100 |
100 |
10 |
-- |
The attacker digs underground in the first turn, then pops up in the next turn to attack. |
TM29 |
Psychic |
|
90 |
100 |
10 |
30 |
A PSYCHIC-type attack. Has a one-in-three chance of lowering the target's SPECIAL rating. |
TM30 |
Teleport |
|
-- |
100 |
20 |
-- |
A special technique for instantly escaping from wild Pokémon. Useful in the wild only. |
TM31 |
Mimic |
|
-- |
100 |
10 |
-- |
A move for learning one of the opponent's moves, for use during that battle only. |
TM32 |
Double Team |
|
-- |
100 |
15 |
-- |
Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
TM33 |
Reflect |
|
-- |
100 |
20 |
-- |
Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. |
TM34 |
Bide |
|
-- |
100 |
10 |
-- |
The user waits for several turns. At the end, it returns double the damage it received. |
TM38 |
Fire Blast |
|
120 |
85 |
5 |
33 |
The strongest FIRE-type attack. Has a one-in-three chance of inflicting a burn on the target. |
TM39 |
Swift |
|
60 |
100 |
20 |
-- |
A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
TM40 |
Skull Bash |
|
100 |
100 |
15 |
-- |
In the first turn, the attacker tucks in its head. The next turn, it head-butts at full steam. |
TM44 |
Rest |
|
-- |
100 |
10 |
-- |
The user takes a nap to fully restore its HP and recover from any status abnormalities. |
TM45 |
Thunder Wave |
|
-- |
100 |
20 |
10 |
A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
TM46 |
Psywave |
|
?? |
80 |
15 |
-- |
A PSYCHIC-type attack of varying intensity. It occasionally inflicts heavy damage. |
TM49 |
Tri Attack |
|
80 |
100 |
10 |
-- |
A NORMAL-type attack. A triangular field of energy is created and launched at the target. |
TM50 |
Substitute |
|
-- |
100 |
10 |
-- |
Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
HM03 |
Surf |
|
95 |
100 |
15 |
-- |
A WATER-type attack. The power of this technique is strong and highly accurate. |
HM04 |
Strength |
|
80 |
100 |
15 |
-- |
A very powerful NORMAL-type attack. Also used for moving obstacles like boulders. |
HM05 |
Flash |
|
-- |
70 |
20 |
-- |
Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |