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. |
TM10 |
Hidden Power |
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?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 |
Sunny Day |
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-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
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 |
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-- |
-- |
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. |
TM19 |
Telekinesis |
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-- |
-- |
15 |
-- |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
TM20 |
Safeguard |
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-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 |
Solarbeam |
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120 |
100 |
10 |
-- |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
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 |
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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 |
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80 |
100 |
15 |
-- |
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
TM31 |
Brick Break |
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75 |
100 |
15 |
-- |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM35 |
Flamethrower |
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95 |
100 |
15 |
10 |
The target is scorched with an intense blast of fire. It may also leave the target with a burn. |
TM38 |
Fire Blast |
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120 |
85 |
5 |
10 |
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
TM40 |
Aerial Ace |
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60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
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 |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
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-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
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. |
TM49 |
Echoed Voice |
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40 |
100 |
15 |
-- |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
TM56 |
Fling |
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?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM59 |
Incinerate |
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30 |
100 |
15 |
-- |
The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. |
TM67 |
Retaliate |
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70 |
100 |
5 |
-- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
TM68 |
Giga Impact |
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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 |
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-- |
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 |
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-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM77 |
Psych Up |
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-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the target. |
TM83 |
Work Up |
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-- |
-- |
30 |
-- |
The user is roused, and its Attack and Sp. Atk stats increase. |
TM85 |
Dream Eater |
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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 |
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?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Pluck |
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60 |
100 |
20 |
-- |
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. |
TM90 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM94 |
Rock Smash |
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40 |
100 |
15 |
-- |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
HM02 |
Fly |
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90 |
95 |
15 |
-- |
The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. |
Egg Moves (Details) |
Present |
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?? |
90 |
15 |
-- |
Details |
The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however. |
Mirror Move |
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-- |
-- |
20 |
-- |
Details |
The user counters the target by mimicking the target's last move. |
Peck |
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35 |
100 |
35 |
-- |
Details |
The target is jabbed with a sharply pointed beak or horn. |
Foresight |
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-- |
-- |
40 |
-- |
Details |
Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit. |
Future Sight |
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100 |
100 |
10 |
-- |
Details |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
Nasty Plot |
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-- |
-- |
20 |
-- |
Details |
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk. |
Psycho Shift |
 |
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-- |
90 |
10 |
-- |
Details |
Using its psychic power of suggestion, the user transfers its status problems to the target. |
Lucky Chant |
 |
 |
-- |
-- |
30 |
-- |
Details |
The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits. |
Extrasensory |
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80 |
100 |
30 |
-- |
Details |
The user attacks with an odd, unseeable power. It may also make the target flinch. |
Secret Power |
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70 |
100 |
20 |
30 |
Details |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
Stored Power |
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20 |
100 |
10 |
-- |
Details |
The user attacks the target with stored power. The more the user's stats are raised, the greater the damage. |
Morning Sun |
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-- |
-- |
5 |
-- |
Details |
The user restores its own HP. The amount of HP regained varies with the weather. |
Pre-Evolution Only Moves |
Magical Leaf |
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60 |
-- |
20 |
-- |
 | Lv. 1 | |
The user scatters curious leaves that chase the target. This attack will not miss. |
Growl |
 |
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-- |
100 |
40 |
-- |
 | Lv. 1 | |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
Charm |
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-- |
100 |
20 |
-- |
 | Lv. 1 | |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
Metronome |
 |
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-- |
-- |
10 |
-- |
 | Lv. 1 | |
The user waggles a finger and stimulates its brain into randomly using nearly any move. |
Sweet Kiss |
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-- |
75 |
10 |
-- |
 | Lv. 1 | |
The user kisses the target with a sweet, angelic cuteness that causes confusion. |
Yawn |
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-- |
-- |
10 |
-- |
 | Lv. 13 | |
The user lets loose a huge yawn that lulls the target into falling asleep on the next turn. |
Encore |
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-- |
100 |
5 |
-- |
 | Lv. 17 | |
The user compels the target to keep using only the move it last used for three turns. |
Follow Me |
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-- |
-- |
20 |
-- |
 | Lv. 21 | |
The user draws attention to itself, making all targets take aim only at the user. |
Bestow |
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-- |
-- |
15 |
-- |
 | Lv. 25 | |
The user passes its held item to the target when the target isn't holding an item. |
Wish |
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-- |
-- |
10 |
-- |
 | Lv. 29 | |
One turn after this move is used, the target's HP is restored by half the user's maximum HP. |
Ancientpower |
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60 |
100 |
5 |
-- |
 | Lv. 33 | |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
Safeguard |
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-- |
-- |
25 |
-- |
 | Lv. 37 | |
The user creates a protective field that prevents status problems for five turns. |
Baton Pass |
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-- |
-- |
40 |
-- |
 | Lv. 41 | |
The user switches places with a party Pokémon in waiting, passing along any stat changes. |
Double-edge |
 |
 |
120 |
100 |
15 |
-- |
 | Lv. 45 | |
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however. |
Last Resort |
 |
 |
140 |
100 |
5 |
-- |
 | Lv. 49 | |
This move can be used only after the user has used all the other moves it knows in the battle. |
After You |
 |
 |
-- |
-- |
15 |
-- |
 | Lv. 53 | |
The user helps the target and makes it use its move right after the user. |
Gen III & IV Only Moves (Details) |
|
Focus Punch |
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150 |
100 |
20 |
-- |
Gen IV TM01 |
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
Water Pulse |
 |
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60 |
100 |
20 |
20 |
Gen IV TM03 |
The user attacks the target with a pulsing blast of water. It may also confuse the target. |
Shock Wave |
 |
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60 |
-- |
20 |
-- |
Gen IV TM34 |
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
Steel Wing |
 |
 |
70 |
90 |
25 |
-- |
Gen IV TM47 |
The target is hit with wings of steel. It may also raise the user's Defense stat. |
Endure |
 |
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-- |
-- |
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. |
Silver Wind |
 |
 |
60 |
100 |
5 |
-- |
Gen IV TM62 |
The target is attacked with powdery scales blown by wind. It may also raise all the user's stats. |
Captivate |
 |
 |
-- |
100 |
20 |
-- |
Gen IV TM78 |
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat. |
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. |
Defog |
 |
 |
-- |
-- |
15 |
-- |
Gen IV HM05 DPt |
A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness. |
Air Cutter |
 |
 |
55 |
95 |
25 |
-- |
Move Tutor - PtHGSS |
The user launches razor-like wind to slash the opposing team. Critical hits land more easily. |
Ominous Wind |
 |
 |
60 |
100 |
5 |
10 |
Move Tutor - PtHGSS |
The user blasts the target with a gust of repulsive wind. It may also raise all the user's stats at once. |
Swift |
 |
 |
60 |
-- |
20 |
-- |
Move Tutor - PtHGSS |
Star-shaped rays are shot at the opposing team. This attack never misses. |
Ancientpower |
 |
 |
60 |
100 |
5 |
-- |
Move Tutor - PtHGSS |
The user attacks with a prehistoric power. It may also raise all the user's stats at once. |
Mud-slap |
 |
 |
20 |
100 |
10 |
-- |
Move Tutor - PtHGSS |
The user hurls mud in the target's face to inflict damage and lower its accuracy. |
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 |
-- |
Move Tutor - PtHGSS |
The user whips up a vicious tornado to tear at the opposing team. It may also make targets flinch. |
Headbutt |
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70 |
100 |
15 |
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Move Tutor - HGSS |
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch. |