TM & HM Attacks

TM/HM # Attack Name Type Cat. Att. Acc. PP Effect %

TM03 Psyshock 80 100 10 --

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

TM04 Calm Mind -- -- 20 --

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

TM06 Toxic -- 90 10 --

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM10 Hidden Power ?? 100 15 --

A unique attack that varies in type and intensity depending on the Pokémon using it.

TM15 Hyper Beam 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 -- -- 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 -- -- 5 --

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

TM19 Telekinesis -- -- 15 --

The user makes the target float with its psychic power. The target is easier to hit for three turns.

TM20 Safeguard -- -- 25 --

The user creates a protective field that prevents status problems for five turns.

TM21 Frustration ?? 100 20 --

A full-power attack that grows more powerful the less the user likes its Trainer.

TM27 Return ?? 100 20 --

A full-power attack that grows more powerful the more the user likes its Trainer.

TM29 Psychic 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 80 100 15 --

The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.

TM32 Double Team -- -- 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.

TM39 Rock Tomb 50 80 10 --

Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.

TM41 Torment -- 100 15 --

The user torments and enrages the target, making it incapable of using the same move twice in a row.

TM42 Facade 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.

TM45 Attract -- 100 15 --

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

TM48 Round 60 100 15 --

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

TM53 Energy Ball 80 100 10 --

The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def.

TM57 Charge Beam 50 90 10 --

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

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.

TM80 Rock Slide 75 90 10 --

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

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.

TM87 Swagger -- 90 15 --

The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.

TM90 Substitute -- -- 10 --

The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.

TM92 Trick Room -- -- 5 --