| TM & HM Attacks |
|
| TM02 |
Razor Wind |
 |
80 |
74.6 |
10 |
-- |
| A two-turn attack with the wind attack in the second turn. Learned by many FLYING-type Pokémon. |
| TM04 |
Whirlwind |
 |
-- |
85 |
20 |
-- |
| Generates a powerful wind that blows away wild Pokémon. Useful in the wild only. |
| TM06 |
Toxic |
 |
-- |
85 |
10 |
-- |
| A technique that badly poisons the target. The amount of damage from the poison increases every turn. |
| TM09 |
Take Down |
 |
90 |
85 |
20 |
-- |
| A charging attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| TM10 |
Double-Edge |
 |
100 |
100 |
15 |
-- |
| A charging tackle attack. One quarter of the damage it inflicts comes back to hurt the attacker. |
| TM15 |
Hyper Beam |
 |
150 |
90 |
5 |
-- |
| An extremely powerful attack. The attacker becomes so tired, it has to rest the next turn. |
| TM20 |
Rage |
 |
20 |
100 |
20 |
-- |
| A non-stop attack move. The user's ATTACK power increases every time it sustains damage. |
| TM24 |
Thunderbolt |
 |
95 |
100 |
15 |
10 |
| An ELECTRIC-type attack. Has a one-in-ten chance of paralyzing the target. |
| TM25 |
Thunder |
 |
120 |
70 |
10 |
10 |
| The strongest of all ELECTRIC-type attacks. Has a one-in-ten chance of paralyzing the target. |
| TM31 |
Mimic |
 |
-- |
100 |
10 |
-- |
| A move for learning one of the opponent's moves, for use during that battle only. |
| TM32 |
Double Team |
 |
-- |
100 |
15 |
-- |
| Creates illusionary copies of the user. The copies disorient the enemy, reducing its accuracy. |
| TM33 |
Reflect |
 |
-- |
100 |
20 |
-- |
| Reduces damage from physical attacks by about half. A special PSYCHIC-type technique. |
| TM34 |
Bide |
 |
-- |
100 |
10 |
-- |
| The user waits for several turns. At the end, it returns double the damage it received. |
| TM39 |
Swift |
 |
60 |
100 |
20 |
-- |
| A NORMAL-type attack. It is highly accurate, so it can be counted on to inflict damage. |
| TM43 |
Sky Attack |
 |
140 |
90 |
5 |
-- |
| The strongest FLYING-type attack. Energy is stored in the first turn, then fired the next turn. |
| TM44 |
Rest |
 |
-- |
100 |
10 |
-- |
| The user takes a nap to fully restore its HP and recover from any status abnormalities. |
| TM45 |
Thunder Wave |
 |
-- |
100 |
20 |
10 |
| A special move that causes paralysis. When paralyzed, the victim has a one-in-four chance of immobility. |
| TM50 |
Substitute |
 |
-- |
100 |
10 |
-- |
| Uses 1/4 of the user's maximum HP to create a substitute that takes the opponent's attacks. |
| HM02 |
Fly |
 |
70 |
95 |
15 |
-- |
| The Pokémon flies high, then strikes in the next turn. Used for flying to places already visited. |
| HM05 |
Flash |
 |
-- |
70 |
20 |
-- |
| Creates a brilliant flash of light that blinds the target. This technique reduces the opponent's accuracy. |