| TM/HM # |
Attack Name |
Type |
Cat. |
Att. |
Acc. |
PP |
| TM01 |
Hone Claws |
Dark |
Status |
-- |
-- |
15 |
| The user sharpens its claws to boost its Attack stat and accuracy. |
| TM03 |
Psyshock |
Psychic |
Special |
80 |
100 |
10 |
| The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
| TM04 |
Calm Mind |
Psychic |
Status |
-- |
-- |
20 |
| The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TM05 |
Roar |
Normal |
Status |
-- |
100 |
20 |
| The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. |
| TM06 |
Toxic |
Poison |
Status |
-- |
90 |
10 |
| A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM10 |
Hidden Power |
Normal |
Special |
?? |
100 |
15 |
| A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM13 |
Ice Beam |
Ice |
Special |
95 |
100 |
10 |
| The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM16 |
Light Screen |
Psychic |
Status |
-- |
-- |
30 |
| A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| TM17 |
Protect |
Normal |
Status |
-- |
-- |
10 |
| It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 |
Rain Dance |
Water |
Status |
-- |
-- |
5 |
| The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
| TM22 |
Solarbeam |
Grass |
Special |
120 |
100 |
10 |
| A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
| TM24 |
Thunderbolt |
Electric |
Special |
95 |
100 |
15 |
| A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
| TM25 |
Thunder |
Electric |
Special |
120 |
70 |
10 |
| A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
| TM26 |
Earthquake |
Ground |
Physical |
100 |
100 |
10 |
| The user sets off an earthquake that strikes those around it. |
| TM29 |
Psychic |
Psychic |
Special |
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 |
Ghost |
Special |
80 |
100 |
15 |
| The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
| TM32 |
Double Team |
Normal |
Status |
-- |
-- |
15 |
| By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM33 |
Reflect |
Psychic |
Status |
-- |
-- |
20 |
| A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
| TM44 |
Rest |
Psychic |
Status |
-- |
-- |
10 |
| The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
| TM53 |
Energy Ball |
Grass |
Special |
80 |
100 |
10 |
| The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
| TM57 |
Charge Beam |
Electric |
Special |
50 |
90 |
10 |
| The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| TM73 |
Thunder Wave |
Electric |
Status |
-- |
100 |
20 |
| A weak electric charge is launched at the target. It causes paralysis if it hits. |
| TM86 |
Grass Knot |
Grass |
Special |
?? |
100 |
20 |
| The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
| TM90 |
Substitute |
Normal |
Status |
-- |
-- |
10 |
| The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
| HM03 |
Surf |
Water |
Special |
95 |
100 |
15 |
| It swamps the area around the user with a giant wave. It can also be used for crossing water. |