TM 01
Focus Punch
PP: 20
Base Damage: 150
Accuracy: 100%
Type: Fighting
The user charges up the first turn, then punches the enemy on the second turn. If the user is attacked on the turn it is charging, the move will fail.
TM 02
Dragon Claw
PP: 15
Base Damage: 80
Accuracy: 100%
Type: Dragon
Attacks and causes damage.
TM 03
Water Pulse
PP: 20
Base Damage: 60
Accuracy: 100%
Type: Water
Has a 20% chance confusing the opponent.
TM 04
Calm Mind
PP: 20
Base Damage: n/a
Accuracy: n/a
Type: Psychic
Increases both Special Attack & Special Defense by one level.
TM 05
Roar
PP: 20
Base Damage: n/a
Accuracy: 100%
Type: Normal
This causes a wild Pokemon to run away. If used against a Trainer, it will switch his/her pokemon. If used, the user will always go last.
TM 06
Toxic
PP: 10
Base Damage: n/a
Accuracy: 85%
Type: Poison
The opponent will become poisoned. However the poison will deal double damage each round. The poison becomes normal poison if the affected Pokemon is switched out. This move will not work against Poison and Steel type Pokemon.
TM 07
Hail
PP: 10
Base Damage: n/a
Accuracy: n/a
Type: Ice
This weather move will hurt all non-ice Pokemon each round. It can cancel any other weather move.
TM 08
Bulk Up
PP: 20
Base Damage: n/a
Accuracy: n/a
Type: Fighting
Increases the user's Attack and Defense by one level.
TM 09
Bullet Gun
PP: 30
Base Damage: 10 (per hit)
Accuracy: 100%
Type: Grass
Attacks two times to five times. Each hit has a base damage of 10.
TM 10
Hidden Power
PP: 15
Base Damage: 31-70 (varies)
Accuracy: 100%
Type: Normal (Effective type varies)
The type and damage are determined by the user's DVs, or IVs. The attack can take any type except for Normal.
TM 11
Sunny Day
PP: 5
Base Damage: n/a
Accuracy: n/a
Type: Fire
This increases the power of Fire type moves by 150%, it halves the power of Water moves, Moonlight, Synthesis,
and Morning Sun recover full health, Solarbeam fires without any charging up, and Thunder becomes 50% accurate. This move lasts until it is canceled by another weather move.
TM 12
Taunt
PP: 20
Base Damage: n/a
Accuracy: 100%
Type: Dark
Forces the opponent's Pokemon to use only attacks that deal damage (No moves such as Barrier, Recover etc).
TM 13
Ice Beam
PP: 10
Base Damage: 95
Accuracy: 100%
Type: Ice
It has a 9.8% chance of freezing the opponent.
TM 14
Blizzard
PP: 5
Base Damage: 120
Accuracy: 75%
Type: Ice
It has a 9.8% chance of freezing the opponent.
TM 15
Hyper Beam
PP: 5
Base Damage: 150
Accuracy: 95%
Type: Normal
User attacks on the first turn, and recharges on the second turn.
TM 16
Light Screen
PP: 20
Base Damage: n/a
Accuracy: n/a
Type: Psychic
Halves the damage to the user taken from special-based attacks. It lasts for
five turns.
TM 17
Protect
PP: 10
Base Damage: n/a
Accuracy: n/a
Type: Normal
Always goes first. The opponent's attack will always fail. The first time you use this move, it works 100% of the time. Second turn in a row, it works 50% of the time. Every time you try to use it again, the success rate is halved. The rate returns to normal after using a different attack.
TM 18
Rain Dance
PP: 5
Base Damage: n/a
Accuracy: n/a
Type: Water
Water attacks now do 150% of their original damage and Fire attacks do 50% of their original damage. Morning Sun, Moonlight, and Synthesis recover 25% of the user's health. Solarbeam's base damage is cut to 60 and requires a three-turn charge. Thunder's accuracy is increased to 100% and hits regardless of accuracy raisers or boosters. This move cancels any other weather moves and lasts until it is canceled.
TM 19
Giga Drain
PP: 5
Base Damage: 60
Accuracy: 100%
Type: Grass
The user recovers half of the damage dealt to the opponent.
TM 20
Safeguard
PP: 25
Base Damage: n/a
Accuracy: n/a
Type: Normal
The user is unaffected by status changes for five turns.
TM 21
Frustration
PP: 20
Base Damage: 1-102
Accuracy: 100%
Type: Normal
The more unhappy your Pokemon is, the more damage it will do. The maximum
possible base damage is 102.
TM 22
Solarbeam
PP: 10
Base Damage: 120
Accuracy: 100%
Type: Grass
User charges on the first turn, and attacks on the second. This may vary if any weather moves are in play.
TM 23
Iron Tail
PP: 15
Base Damage: 100
Accuracy: 75%
Type: Steel
Has a 9.8% chance of lowering the opponent's Defense by one level.
TM 24
Thunderbolt
PP: 15
Base Damage: 95
Accuracy: 100%
Type: Electric
Has a 9.8% chance of paralyzing the opponent.
TM 25
Thunder
PP: 10
Base Damage: 120
Accuracy: 70%
Type: Electric
Has a 29.7% chance of paralyzing the opponent.
TM 26
Earthquake
PP: 10
Base Damage: 100
Accuracy: 100
Type: Ground
It will deal double damage if your opponent is digging. In addition, it will also hurt the user's partner in a 2 vs. 2 battle if the partner is not a Flying-type or has the Floating characteristic.
TM 27
Return
PP: 20
Base Damage: 1-102
Accuracy: 100%
Type: Normal
The happier the user, the more damage dealt. Can have a maximum base damage
of 102.
TM 28
Dig
PP: 10
Base Damage: 60
Accuracy: 100%
Type: Ground
User digs into the ground the first turn, and attacks the second turn.
TM 29
Psychic
PP: 10
Base Damage: 90
Accuracy: 100%
Type: Psychic
Has a 9.8% chance of lowering the opponent's Special Defense.
TM 30
Shadow Ball
PP: 15
Base Damage: 80
Accuracy: 100%
Type: Ghost
Has a 9.8% chance of lowering the opponent's Special Defense.
TM 31
Brick Break
PP: 15
Base Damage: 75
Accuracy: 100%
Type: Fighting
It will destroy Reflect and Light Screen when it is used.
TM 32
Double Team
PP: 15
Base Damage: n/a
Accuracy: n/a
Type: Normal
Raises the user's evasiveness. Can be used 6 times.
TM 33
Reflect
PP: 20
Base Damage: n/a
Accuracy: n/a
Type: Psychic
The user takes half damage from physical attacks for five turns.
TM 34
Shockwave
PP: 20
Base Damage: 60
Accuracy: 100%
Type: Electric
This move never misses. (expect when opponent is digging or flying)
TM 35
Flamethrower
PP: 15
Base Damage: 95
Accuracy: 100%
Type: Fire
Has a 9.8% chance of burning the opponent.
TM 36
Sludge Bomb
PP: 10
Base Damage: 90
Accuracy: 100%
Type: Poison
Has a 9.8% chance of poisoning the opponent.
TM 37
Sandstorm
PP: 10
Base Damage: n/a
Accuracy: n/a
Type: Rock
A weather move that damages all non Steel, Ground or Rock types each round. It lasts until it is canceled, and can cancel any other weather move currently in play.
TM 38
Fire Blast
PP: 5
Base Damage: 120
Accuracy: 85%
Type: Fire
Has a 9.8% chance of burning the opponent.
TM 39
Rock Tomb
PP: 10
Base Damage: 50
Accuracy: 80%
Type: Rock
Lowers the opponent's Speed.
TM 40
Aerial Ace
PP: 20
Base Damage: 60
Accuracy: 100%
Type: Flying
Never misses if unless opponent is digging or flying.
TM 41
Torment
PP: 15
Base Damage: n/a
Accuracy: 100%
Type: Dark
Prevents the opponent from using the same move twice in a row.
TM 42
Facade
PP: 20
Base Damage: 70
Accuracy: 100%
Type: Normal
This attack will double in damage if the user has a status problem (burned, poisoned etc)
TM 43
Secret Power
PP: 15
Base Damage: 70
Accuracy: 100%
Type: Rock
This attack will do different things depending on what arena you are one. Out of battle, it is used to open up the small holes in the mountains or some trees to make your secret base.
TM 44
Rest
PP: 10
Base Damage: n/a
Accuracy: n/a
Type: Psychic
The user falls asleep and fully heal in health and status. In 2 rounds they will wake up.
TM 45
Attract
PP: 15
Base Damage: n/a
ACC: 100
Type: Normal
If the opponent is of the opposite gender, they will fall inlove and attack half of
the time, until you switch.
TM 46
Thief
PP: 10
Base Damage: 40
Accuracy: 100%
Type: Dark
If the user is not holding an item and the opponent is, the user steals that item and takes it. The user will only have it until the end of battle if fighting against a trainer.
TM 47
Steel Wing
PP: 25
Base Damage: 70
Accuracy: 90%
Type: Steel
Has a 9.8% chance of raising the user's Defense.
TM 48
Skill Swap
PP: 10
Base Damage: n/a
Accuracy: 100%
Type: Psychic
You and your Opponent will switch Characteristics.
TM 49
Snatch
PP: 10
Base Damage: n/a
Accuracy: 100%
Type: Dark
The user takes the opponents item, if the user has none.
TM 50
Overheat
PP: 5
Base Damage: 140
Accuracy: 100%
Type: Fire
It will lower the users Special Attack by two stages after doing this move.
HMs
HM 01
Cut
PP: 30
Base Damage: 50
Accuracy: 95%
Type: Normal
Can cut down small trees or small patches of grass when not in battle.
HM 02
Fly
PP: 15
Base Damage: 70
Accuracy: 95%
Type: Flying
In battle, this is a two-turn attack which the user flies on the first
turn and attacks on the second turn. If used when not in battle, you can fly to
a different location on the map that you have been to before.
HM 03
Surf
PP: 15
Base Damage: 95
Accuracy: 100%
Type: Water
Allows you to ride your Pokemon to travel on water when not in battle.
HM 04
Strength
PP: 15
Base Damage: 80
Accuracy: 100%
Type: Normal
If used when not in battle, a Pokemon can move certain boulders.
HM 05
Flash
PP: 20
Base Damage: n/a
Accuracy: 70%
Type: Normal
If used in battle, this attack can lower the opponent's accuracy. If used outside of battle it can light up dark areas.
HM 06
Rock Smash
PP: 15
Base Damage: 20
Accuracy: 100
Type: Fighting
When used in battle, it may lower the Opponents defence. If used when not in battle, it may break certain cracked rocks.
HM 07
Waterfall
PP: 15
Base Damage: 80
Accuracy: 100%
Type: Water
When used when not in battle this move is used to climb up waterfalls.