TM03 | Water Pulse | | | 5 | 84 | 12 | 8 |
The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
TM06 | Toxic | | | - | 88 | 12 | - |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM07 | Hail | | | - | 100 | 13 | - |
The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
TM10 | Hidden Power | | | 217 | 88 | 12 | 8 |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
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. |
TM14 | Blizzard | | | 24 | 67 | 7 | 8 |
A howling blizzard is summoned to strike the foe. It may also freeze the target solid. |
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. |
TM27 | Return | | | - | 100 | 12 | 8 |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM32 | Double Team | | | - | 100 | 17 | - |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
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. |
TM55 | Brine | | | 8 | 88 | 8 | 8 |
If the foe's HP is down to about half, this attack will hit with double the power. |
TM56 | Fling | | | - | 100 | 16 | - |
The user flings its held item at the foe to attack. Its power and effects depend on the item. |
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. |
TM77 | Psych Up | | | - | 100 | 17 | - |
The user hypnotizes itself into copying any stat change made by the foe. |
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. |
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. |
TM89 | U-turn | | | 14 | 88 | 12 | 8 |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM90 | Substitute | | | - | 100 | 7 | - |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |