Location (In-Depth Details)
|
Game
|
Location
|
Ruby |
Trade from FireRed/LeafGreen
|
Sapphire
|
Trade from FireRed/LeafGreen
|
Emerald
|
Trade from FireRed/LeafGreen
|
FireRed
|
Safari Zone Areas 1, 2, 3 & Center (Fish)
|
LeafGreen
|
Safari Zone Areas 1, 2, 3 & Center (Fish)
|
Colosseum
|
Trade from FireRed/LeafGreen
|
XD
|
Trade from FireRed/LeafGreen
|
Diamond
|
Behind Waterfall in Mt. Coronet (Fish w/ Super Rod)
|
Details
|
Pearl
|
Behind Waterfall in Mt. Coronet (Fish w/ Super Rod)
|
Details
|
Platinum
|
Behind Waterfall in Mt. Coronet (Fish With Super Rod)
|
Details
|
HeartGold
|
Dragon's Den
|
Details
|
SoulSilver
|
Dragon's Den
|
Details
|
Trainer Locations | |
Details |
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. |
TM07 |
Hail |
 |
 |
-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
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. |
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. |
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. |
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. |
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. |
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. |
TM59 |
Dragon Pulse |
 |
 |
90 |
100 |
10 |
-- |
The foe is attacked with a shock wave generated by the user's gaping mouth. |
TM73 |
Thunder Wave |
 |
 |
-- |
100 |
20 |
-- |
A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM78 |
Captivate |
 |
 |
-- |
100 |
20 |
-- |
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
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. |
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. |
HM07 |
Waterfall |
 |
 |
80 |
100 |
15 |
20 |
The user charges at the foe rapidly, and may make it flinch. It can also be used to climb a waterfall. |