TM/HM List

TMs

TMs, or Technical Machines, are moves that can only be taught once and have no importance in the game's plot.

#NameUseTypePowerAccuracy
1Focus PunchMoves last in turn and always flinches the opponent if the move hits.150100
2Dragon ClawNothing out of common.80100
3Water PulseIf hit, the opponent has a 20% chance of becoming confused.60100
4Calm MindRaises Sp. Attack and Sp. Defense by 1 level.\---/\---/
5RoarSwitches out the opponent pokémon for a random one of the trainer's party.\---/100
6ToxicPoisons opponent, increasing damage each time.\---/85
7HailStrikes non-Ice types during 5 consecutive turns.\---/100
8Bulk UpRaises Attack and Defense by 1 level.\---/\---/
9Bullet SeedAttacks 2 to 5 times in the same turn.20100
10Hidden PowerType and power vary with the pokémon that uses it.70100
11Sunny Daylasts 5 turns and raises the power of Fire type moves.\---/\---/
12TauntMakes foe use attacking moves.\---/100
13Ice BeamIf hit, the opponent has a 10% chance of becoming frozen.95100
14BlizzardIf hit, the opponent has a 10% chance of becoming frozen.12075
15Hyper BeamThe user cannot use moves next turn.15095
16Light ScreenRaises Sp. Attack of the user for 5 turns.\---/\---/
17Protectprotects user from attacking moves for one turn; may fail if used often.\---/\---/
18Rain Dancelasts 5 turns and raises the power of Water type moves.\---/\---/
19Giga DrainDrains 1/2 HP of the inflicted damage.60100
20SafeguardPrevents stat reduction for 5 turns.\---/\---/
21FrustrationThe power is higher depending on the using pokémon's hates for its trainer.1-120100
22SolarbeamPowers up in first turn, attacks on second; attacks on first turn in strong sunlight.nd.120100
23Iron TailIf hit, opponent has a 30% chance of having its Defense lowered.10075
24ThunderboltIf hit, opponent has a 10% chance of becoming paralyzed.95100
25ThunderIf hit, opponent has a 10% chance of becoming paralyzed.12070
26EarthquakeDeals twice the damage if opponent is underground.100100
27ReturnThe power is higher depending on the using pokémon's likes for its trainer.1-120100
28DigDigs underground 1st turn, attacks 2nd turn.60100
29PsychicIf hit, opponent has a 10% chance of having its Defense lowered.90100
30Shadow BallIf hit, opponent has a 20% chance of having its Defense lowered.80100
31Brick BreakReflects and Light Screens have no effect.75100
32Double TeamRaises evasiveness by 1 level.\---/\---/
33ReflectRaises Defense for 5 turns.\---/\---/
34Shock WaveNever fails.60100
35FlamethrowerIf hit, opponent has a 10% chance of becoming burned.95100
36Sludge BombIf hit, opponent has a 30% chance of becoming poisoned.95100
37SandstormStrikes non-Rock/Ground/Steel types for 5 turns.120\---/
38Fire BlastIf hit, opponent has a 10% chance of becoming burned.12085
39Rock TombLowers opponent's Speed by 1 Level.5085
40Aerial AceNever fails.60\---/
41TormentDisables a used move during the next turn.\---/100
42FacadeIf user is burned, paralyzed or poisoned, attack is doubled.7100
43Secret PowerIf hit, opponent has a 30% chance of getting a status problem.70100
44RestRegains health and goes to sleep for two turns.\---/\---/
45AttractIf hit, opponent has a 50% chance of not attacking.\---/\---/
46ThiefSteals opponent's item, if it's holding one.40100
47Steel WingA 10% chance of raising user's Defense.7090
48Skill SwapSwitches abilities with opponent.\---/100
49SnatchTakes and uses opponent's Special Effect.\---/100
50OverheatAfter using, Sp. Attack is lowered by 2 levels.14090
51RoostRestores half max HP. User's type is no longer Flying, until the end of the turn.\---/\---/
52Focus BlastMay lower Sp. Defense.12070
53Energy BallMay lower Sp. Defense.80100
54False SwipeNever faints opponent.40100
55BrineDoubles power if opponent's HP is less than 1/2.65100
56FlingDamage depends on held item.\---/85
57Charge BeamMay raise Sp. Attack.5090
58EndureUser resists that turn.\---/\---/
59Dragon PulseNo added effect.90100
60Drain PunchDrains half the damage inflicted.60100
61Will-o-WispBurns foe.\---/\---/
62Silver WindMay raise all stats.60100
63EmbargoProhibits the use of items by your opponent.\---/100
64ExplosionUser faints.250100
65Shadow ClawHigh Critical Hit ratio.70100
66PaybackPower doubles if user received damage that turn.50100
67RecycleRecycles used item.\---/\---/
68Giga ImpactUser cannot move next turn.15090
69Rock PolishSharply raises Speed.\---/\---/
70FlashLowers foe's Accuracy.\---/100
71Stone EdgeHigh Critial Hit ratio.10080
72AvalanchePower doubles if user received damage that turn.nd.60100
73Thunder WavePralyzes foe.\---/100
74Gyro BallPower is inversely proportional to foe's Speed.---100
75Swords DanceSharply raises Attack.\---/\---/
76Stealth RockDamage pokémon switching in.\---/100
77Psych UpCopies opponent's stat changes.\---/\---/
78CaptivateSharply lowers opposite gender's Sp. Attack.\---/100
79Dark PulseMay flinch opponent.80100
80Rock SlideMay flinch opponent.7590
81X-ScissorNo added efect.80100
82Sleep TalkUses a move randomly while asleep.\---/\---/
83Natural GiftDamage depends on held berry.---100
84Poison JabMay Poison foe.80100
85Dream EaterDrains half the damage inflicted.100100
86Grass Knot/td>Power is proportional to foe's weight.---100
87SwaggerConfuses foe but also sharply raises its Attack.\---/90
88PluckPower doubles if foe is holding a berry.60100
89U-TurnUser switches out after usage.70100
90SubstituteCreates a decoy from 25% HP.\---/\---/
91Flash CannonMay lower foe's Sp. Attack.80100
92Trick RoomInverts Speed for 5 turns.\---/\---/

HMs

HM or Hidden Machines are moves that can be used outside battle and are crucial at some point of the game. They can be taught infinite times but can only be removed by a Move Deletor.


#NameUseTypePowerAccuracy
1CutCuts small trees outside battle.50100
2FlyFlies in the 1st turn and attacks opponent in 2nd.7095
3SurfTravel across calm water.95100
4StrengthMoves boulders.80100
5De FogLowers opponent's Evasiveness.\---/\---/
6Rock SmashIf hit, opponent has a 50% chance having its Defense lowered.20100
7WaterfallClimb waterfalls.80100
8Rock ClimbMay Confuse foe.9085