TM & HM Attacks

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

TM01 Focus Punch 150 100 20 --

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

TM06 Toxic -- 85 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.

TM11 Sunny Day -- -- 5 --

The user intensifies the sun for five turns, powering up Fire-type moves.

TM15 Hyper Beam 150 90 5 --

The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

TM17 Protect -- -- 10 --

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM21 Frustration ?? 100 20 --

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

TM23 Iron Tail 100 75 15 30

The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.

TM27 Return ?? 100 20 --

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

TM29 Psychic 90 100 10 10

The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.

TM31 Brick Break 75 100 15 --

The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.

TM32 Double Team -- -- 15 --

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM35 Flamethrower 95 100 15 10

The foe is scorched with an intense blast of fire. The target may also be left with a burn.

TM38 Fire Blast 120 85 5 10

The foe is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

TM42 Facade 70 100 20 --

An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.

TM43 Secret Power 70 100 20 30

The user attacks with a secret power. Its added effects vary depending on the user's environment.

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 foe becomes infatuated and less likely to attack.

TM46 Thief 40 100 10 --

The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.

TM50 Overheat 140 90 5 100

The user attacks the foe at full power. The attack's recoil sharply reduces the user's Sp. Atk stat.

TM52 Focus Blast 120 70 5 10

The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.

TM56 Fling ?? 100 10 --

The user flings its held item at the foe to attack. Its power and effects depend on the item.

TM58 Endure -- -- 10 --

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

TM61 Will-o-wisp -- 75 15 --

The user shoots a sinister, bluish white flame at the foe to inflict a burn.

TM68 Giga Impact 150 90 5 --

The user charges at the foe using every bit of its power. The user must rest on the next turn.

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 -- -- 10 --

While it is asleep, the user randomly uses one of the moves it knows.

TM83 Natural Gift ?? 100 15 --

The user draws power to attack by using its held Berry. The Berry determines its type and power.

TM87 Swagger -- 90 15 --

The user enrages the foe into confusion. However, it also sharply raises the foe'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.

HM04 Strength 80 100 15 --

The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.

HM06 Rock Smash 40 100 15 50

The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders.

HM08 Rock Climb 90 85 20 20