TM04 | Calm Mind | | | - | 100 | 19 | - |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 | Toxic | | | - | 88 | 12 | - |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 | Hidden Power | | | 217 | 88 | 12 | 8 |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 | Sunny Day | | | - | 100 | 12 | - |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM13 | Ice Beam | | | 14 | 84 | 8 | 8 |
The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. |
TM15 | Hyper Beam | | | 10 | 86 | 8 | 8 |
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
TM16 | Light Screen | | | - | 100 | 14 | - |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 | Protect | | | - | 75 | 10 | - |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 | Rain Dance | | | - | 100 | 12 | - |
The user summons a heavy rain that falls for five turns, powering up Water- type moves. |
TM20 | Safeguard | | | - | 100 | 13 | - |
The user creates a protective field that prevents status problems for five turns. |
TM21 | Frustration | | | - | 100 | 16 | - |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM22 | Solarbeam | | | 24 | 100 | 9 | 8 |
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
TM27 | Return | | | - | 100 | 12 | 8 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 | Psychic | | | 18 | 88 | 10 | 8 |
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
TM30 | Shadow Ball | | | 13 | 84 | 10 | 8 |
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. |
TM32 | Double Team | | | - | 100 | 17 | - |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 | Reflect | | | - | 100 | 22 | - |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM42 | Facade | | | 14 | 84 | 12 | 8 |
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM43 | Secret Power | | | 14 | 88 | 10 | 8 |
The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM44 | Rest | | | - | 100 | 8 | - |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 | Attract | | | - | 75 | 10 | - |
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
TM48 | Skill Swap | | | - | 100 | 14 | - |
The user employs its psychic power to exchange abilities with the foe. |
TM53 | Energy Ball | | | 16 | 88 | 11 | 8 |
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. |
TM57 | Charge Beam | | | 9 | 88 | 12 | 8 |
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM58 | Endure | | | - | 75 | 17 | - |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
TM67 | Recycle | | | - | 100 | 10 | - |
The user recycles a held item that has been used in battle so it can be used again. |
TM68 | Giga Impact | | | 28 | 80 | 4 | 8 |
The user charges at the foe using every bit of its power. The user must rest on the next turn. |
TM70 | Flash | | | - | 100 | 24 | - |
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
TM73 | Thunder Wave | | | 6 | 88 | 17 | - |
A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM77 | Psych Up | | | - | 100 | 17 | - |
The user hypnotizes itself into copying any stat change made by the foe. |
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 | | | - | - | 17 | - |
While it is asleep, the user randomly uses one of the moves it knows. |
TM83 | Natural Gift | | | 1 | 88 | 17 | 8 |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
TM85 | Dream Eater | | | 20 | 100 | 13 | 8 |
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. |
TM86 | Grass Knot | | | 1 | 88 | 20 | 8 |
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
TM87 | Swagger | | | - | 100 | 18 | - |
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM90 | Substitute | | | - | 100 | 7 | - |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 | Trick Room | | | - | 100 | 5 | - |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |