TM/HM # |
Attack Name |
Type |
Category |
Power |
Accuracy |
PP |
Effect % |
Description |
TM04 |
Calm Mind |
 |
 |
– – |
– – |
20 |
– – |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM05 |
Roar |
 |
 |
– – |
– – |
20 |
– – |
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends. |
TM06 |
Toxic |
 |
 |
– – |
90 |
10 |
– – |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
 |
 |
60 |
100 |
15 |
– – |
A unique attack that varies in type depending on the Pokémon using it. |
TM11 |
Sunny Day |
 |
 |
– – |
– – |
5 |
– – |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM12 |
Taunt |
 |
 |
– – |
100 |
20 |
– – |
The target is taunted into a rage that allows it to use only attack moves for three turns. |
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. |
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. |
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. |
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. |
TM53 |
Energy Ball |
 |
 |
90 |
100 |
10 |
10% |
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM66 |
Payback |
 |
 |
50 |
100 |
10 |
– – |
If the user moves after the target, this attack's power will be doubled. |
TM86 |
Grass Knot |
 |
 |
– – |
100 |
20 |
– – |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM90 |
Substitute |
 |
 |
– – |
– – |
10 |
– – |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM94 |
Rock Smash |
 |
 |
40 |
100 |
15 |
50% |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
HM01 |
Cut |
 |
 |
50 |
95 |
30 |
– – |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |
HM04 |
Strength |
 |
 |
80 |
100 |
15 |
– – |
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. |
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