TM & HM Attacks |
|
TM03 |
Psyshock |
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80 |
100 |
10 |
-- |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
TM06 |
Toxic |
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-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM07 |
Hail |
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-- |
-- |
10 |
-- |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 |
Hidden Power |
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60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM13 |
Ice Beam |
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90 |
100 |
10 |
10 |
The target is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM14 |
Blizzard |
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110 |
70 |
5 |
10 |
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid. |
TM15 |
Hyper Beam |
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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 |
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-- |
-- |
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 |
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 |
-- |
-- |
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. |
TM24 |
Thunderbolt |
 |
 |
90 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 |
Thunder |
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110 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 |
Return |
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 |
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
TM32 |
Double Team |
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 |
-- |
-- |
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. |
TM42 |
Facade |
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 |
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. |
TM48 |
Round |
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 |
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM55 |
Scald |
 |
 |
80 |
100 |
15 |
30 |
The user shoots boiling hot water at its target. It may also leave the target with a burn. |
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. |
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. |
TM88 |
Sleep Talk |
 |
 |
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
 |
 |
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM91 |
Flash Cannon |
 |
 |
80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |
TM92 |
Trick Room |
 |
 |
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
TM94 (ORAS) |
Secret Power |
 |
 |
70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM99 |
Dazzling Gleam |
 |
 |
80 |
100 |
10 |
-- |
The user damages opposing Pokémon by emitting a powerful flash. |
TM100 |
Confide |
 |
 |
-- |
-- |
20 |
100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
HM03 |
Surf |
 |
 |
90 |
100 |
15 |
-- |
It swamps the area around the user with a giant wave. It can also be used for crossing water. |
HM05 |
Waterfall |
 |
 |
80 |
100 |
15 |
20 |
The user charges at the target and may make it flinch. It can also be used to climb a waterfall. |
HM07 (ORAS) |
Dive |
 |
 |
80 |
100 |
10 |
-- |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Pre-Evolution Only Moves |
Tackle |
 |
 |
50 |
100 |
35 |
-- |
 | Lv. 1 | |
A physical attack in which the user charges and slams into the target with its whole body. |
Harden |
 |
 |
-- |
-- |
30 |
-- |
 | Lv. 1 | |
The user stiffens all the muscles in its body to raise its Defense stat. |
Psywave |
 |
 |
?? |
100 |
15 |
-- |
 | Lv. 13 | |
The target is attacked with an odd psychic wave. The attack varies in intensity. |
Bubble Beam |
 |
 |
65 |
100 |
20 |
10 |
 | Lv. 18 | |
A spray of bubbles is forcefully ejected at the opposing team. It may also lower their Speed stats. |
Camouflage |
 |
 |
-- |
-- |
20 |
-- |
 | Lv. 22 | |
The user's type is changed depending on its environment, such as at water's edge, in grass, or in a cave. |
Gyro Ball |
 |
 |
?? |
100 |
5 |
-- |
 | Lv. 24 | |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
Brine |
 |
 |
65 |
100 |
10 |
-- |
 | Lv. 28 | |
If the target's HP is down to about half, this attack will hit with double the power. |
Minimize |
 |
 |
-- |
-- |
10 |
-- |
 | Lv. 31 | |
The user compresses its body to make itself look smaller, which sharply raises its evasiveness. |
Reflect Type |
 |
 |
-- |
-- |
15 |
-- |
 | Lv. 35 | |
The user reflects the target's type, making it the same type as the target. |
Power Gem |
 |
 |
80 |
100 |
20 |
-- |
 | Lv. 37 | |
The user attacks with a ray of light that sparkles as if it were made of gemstones. |
Psychic |
 |
 |
90 |
100 |
10 |
10 |
 | Lv. 42 | |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
Light Screen |
 |
 |
-- |
-- |
30 |
-- |
 | Lv. 46 | |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
Cosmic Power |
 |
 |
-- |
-- |
20 |
-- |
 | Lv. 49 | |
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. |
Transfer Only Moves (Details) |
|
Telekinesis |
 |
 |
-- |
-- |
15 |
-- |
Gen V TM19 |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
Dive |
 |
 |
80 |
100 |
10 |
-- |
Gen V HM06 |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Brine |
 |
 |
65 |
100 |
10 |
-- |
Gen IV TM55 |
If the target's HP is down to about half, this attack will hit with double the power. |
Endure |
 |
 |
-- |
-- |
10 |
-- |
Gen IV TM58 |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Avalanche |
 |
 |
60 |
100 |
10 |
-- |
Gen IV TM72 |
An attack move that inflicts double the damage if the user has been hurt by the target in the same turn. |
Natural Gift |
 |
 |
?? |
100 |
15 |
-- |
Gen IV TM83 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
Whirlpool |
 |
 |
35 |
85 |
15 |
100 |
Gen IV HM05 HGSS |
Traps foes in a violent swirling whirlpool for four to five turns. |
Dive |
 |
 |
80 |
100 |
10 |
-- |
Move Tutor - PtHGSS |
Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean. |
Rollout |
 |
 |
30 |
90 |
20 |
-- |
Move Tutor - PtHGSS |
The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Twister |
 |
 |
40 |
100 |
20 |
20 |
Move Tutor - PtHGSS |
The user whips up a vicious tornado to tear at the opposing team. It may also make targets flinch. |
Double-edge |
 |
 |
120 |
100 |
15 |
-- |
Move Tutor - FRLG |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Mimic |
 |
 |
-- |
-- |
10 |
-- |
Move Tutor - FRLG |
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out. |
Endure |
 |
 |
-- |
-- |
10 |
-- |
Move Tutor - Emerald |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
Nightmare |
 |
 |
-- |
100 |
15 |
-- |
Move Tutor - XD |
A sleeping target sees a nightmare that inflicts some damage every turn. |