TM & HM Attacks |
|
TM03 |
Water Pulse |
 |
 |
60 |
100 |
20 |
20 |
The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
TM06 |
Toxic |
 |
 |
-- |
85 |
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 foe 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 foe. It may also freeze the target solid. |
TM15 |
Hyper Beam |
 |
 |
150 |
90 |
5 |
-- |
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
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. |
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. |
TM23 |
Iron Tail |
 |
 |
100 |
75 |
15 |
30 |
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
TM24 |
Thunderbolt |
 |
 |
95 |
100 |
15 |
10 |
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed. |
TM25 |
Thunder |
 |
 |
120 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed. |
TM26 |
Earthquake |
 |
 |
100 |
100 |
10 |
-- |
The user sets off an earthquake that hits all the Pokémon in the battle. |
TM27 |
Return |
 |
 |
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM32 |
Double Team |
 |
 |
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM34 |
Shock Wave |
 |
 |
60 |
-- |
20 |
-- |
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM35 |
Flamethrower |
 |
 |
95 |
100 |
15 |
10 |
The foe is scorched with an intense blast of fire. The target may also be left with a burn. |
TM37 |
Sandstorm |
 |
 |
-- |
-- |
10 |
-- |
A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel. |
TM38 |
Fire Blast |
 |
 |
120 |
85 |
5 |
10 |
The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
TM39 |
Rock Tomb |
 |
 |
50 |
80 |
10 |
100 |
Boulders are hurled at the foe. It also lowers the foe's Speed by preventing its movement. |
TM42 |
Facade |
 |
 |
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM43 |
Secret Power |
 |
 |
70 |
100 |
20 |
30 |
The user attacks with a secret power. Its added effects vary depending on the user's environment. |
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 foe becomes infatuated and less likely to attack. |
TM58 |
Endure |
 |
 |
-- |
-- |
10 |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
TM66 |
Payback |
 |
 |
50 |
100 |
10 |
-- |
If the user can use this attack after the foe attacks, its power is doubled. |
TM68 |
Giga Impact |
 |
 |
150 |
90 |
5 |
-- |
The user charges at the foe using every bit of its power. The user must rest on the next turn. |
TM71 |
Stone Edge |
 |
 |
100 |
80 |
5 |
-- |
The user stabs the foe with a sharpened stone. It has a high critical-hit ratio. |
TM78 |
Captivate |
 |
 |
-- |
100 |
20 |
-- |
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
TM80 |
Rock Slide |
 |
 |
75 |
90 |
10 |
30 |
Large boulders are hurled at the foe to inflict damage. It may also make the target flinch. |
TM82 |
Sleep Talk |
 |
 |
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM83 |
Natural Gift |
 |
 |
?? |
100 |
15 |
-- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
TM87 |
Swagger |
 |
 |
-- |
90 |
15 |
-- |
The user enrages the foe into confusion. However, it also sharply raises the foe'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. |
HM03 |
Surf |
 |
 |
95 |
100 |
15 |
-- |
It swamps the entire battlefield with a giant wave. It can also be used for crossing water. |
HM04 |
Strength |
 |
 |
80 |
100 |
15 |
-- |
The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. |
HM05 HGSS |
Whirlpool |
 |
 |
15 |
70 |
15 |
-- |
Traps the foe inside a whirlpool that lasts for two to five turns. The user can pass through whirlpools. |
HM06 |
Rock Smash |
 |
 |
40 |
100 |
15 |
50 |
The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders. |
HM08 |
Rock Climb |
 |
 |
90 |
85 |
20 |
20 |
A charging attack that may also leave the foe confused. It can also be used to scale rocky walls. |